Selwyn is the second biggest city not on one of the main continents (the first being Saj'aant). It is a thriving port city centralized in Aand that sees many travelers making their way from one side of the world to the other.
Districts[edit | edit source]
Selwyn doesn't official categorize itself into districts like some other cities do, but the city still has gradually changing demographics and available retail depending on where in the city you are.
- The Central District
- The central district is generally the inner circle of the city, containing the government buildings, including the Governor's estate as well as many shops.
- The Rich District
- The southwest corner of the city is mostly filled with the homes of the wealthy as well as their various places of business and shops that cater to these individuals.
- The Docks
- The south of the city is mostly taken up by docks, warehouses, and taverns that cater to the sailors that come into port.
- The Poor District
- The northeast corner of the city is mostly inhabited by the poor laborers of the city and the shops that cater to them. This also where you'll find the various blacksmiths, carpenters, and other craftsmen. Note, since this is a trade city with little need for weaponry beyond the city guard, there aren't blacksmiths in the city that specialize in weapons and armor. The only ones that could make these effectively would be the blacksmiths specifically employed by the government to supply the city guard (which would reside in the guard barracks in the central district).
- The Rest
- The rest of the city doesn't fall into well-defined categories. They'll have moderately wealthy mixed with moderately poor, nice shops and taverns mixed with near dives.
Points of Interest[edit | edit source]
- Merrick's Boat Supplies and More
- This store near the docks and run by Merrick supplies with all sorts of materials to take on a sea voyage. Rope, canvas, gunpowder, cannons, etc.
- Merrick (Halfling): The only worker at Merrick's Boat Supplies and More. Merrick is young and hopeful, trying to start a boat supplies empire that he hopes he can move to Saj'aant. He has several deals with craftsmen around the city that allow him to have the best prices which has driven away most competitors, but he still keeps prices low to prevent newcomers from the game (and he's still making a tidy profit).
- Sugar and Spice and Everything Nice
- A store in the central district that doubles as a bakery and herbalist. Different components and potions can be bought here from the bubbly owner, Stephie.
- Stephie (Human): Stephie runs the store on during the days but has employees that run it at night. She also takes occasional vacations to Saj'aant to unwind and try to pick up some exotic ingredients. She is bubbly and vivacious and always puts a smile on some people and drives the rest crazy. She doesn't have much ambition beyond crafting new interesting potions and enjoying life.
- Caroline (Half-elf): Caroline picks up most of the shifts where Stephie can't work. Caroline is the polar opposite of Stephie, similar to April in Parks and Rec. She despises the pink theme of the restaurant. She desperately wants to open up a competing store where the focus is on poisons and sometimes daydreams about slipping annoying customers poisons instead of potions.
- Hammered Nails
- A blacksmith in the poor district that focuses on tools and supplies for around the house needs such as hinges and nails.
- Krug (Copper Dragonborn): Krug is a simple, no-nonsense man looking to do his job and get home. He has no interest in change, trying new ideas, or leaving his smithy. He separated from his parents at an early age, but escaped a terrible life and became an apprentice of a blacksmith. His greatest fear is somehow ruining his current life and ending up back in a terrible position. He only wants to get back to his wife and kids in tact with enough money to put food on the table. He has a great distaste for Yarice as she represents everything that's contrary to his ideals.
- Dock Blacksmith
- The only blacksmith in the docks. She focuses on creating and repairing metal components for ships.
- Yarice (Dwarf): Yarice is a young blacksmithing savant, the youngest to ever complete and apprenticeship in Selwyn. She quickly took over her masters smithy by ushering him into retirement. She's constantly experimenting with new components, trying to make better ships. This sometimes causes things she's made to fail so some older sailors deeply distrust her work. Her dream is to create and all metal ship one day that's unsinkable.
- Future events: She'll develop an Apparatus of Kwalish (with a different name) that could be given as a reward to the party for completing quests for Yarice or by purchasing it. They could also find, identify, and attempt to steal it. The item should show up when the party is around level 12.
- A Finer Thread
- A clothes shop in the central district.
- Terron (Human): Terron is man that has exquisite fashion tastes and hopes to gift the world with wonderful clothes so everyone can be beautiful.
- Arya and Brother
- A poorly made rock general store with a straw roof between the poor district and the central district. The store is quite large and tidy. Some of the items are obviously stolen but that doesn't seem to matter to the proprietor.
- Arya Purple (Human): Arya Purple runs this shop and is a vulnerably elderly female human. She is short and rather solidly built, and has aqua eyes with pale skin. The most notable physical trait of Arya is that she has a rather bent looking nose. Arya embellishes the truth. She's often angry, especially at normally relaxing circumstances. She used to have a brother that ran the shop with her but he left on a ship for adventure 20 years ago and she hasn't seen or heard from him since then.
- A Myriad of Goods
- A solid adobe shop with a yellow shingled roof firmly in the central district. The store is filled with a wide variety of goods and is littered with shelves.
- Helwyn (Halfling): Helwyn seems to be a kind-hearted and jovial halfling, until she is seen scolding one of her two goblin workers, Slip and Creak. Most people in town don't know where she got them, but they know the goblins are harmless and seemingly hard workers. The true story is Helwyn saw them being sold as slaves in Smuggler's Cove and pitied them so she purchased them. Even though she always seems very hard on them, she cares for them deeply as if they were her own children.
- Alina's Stock Shop
- A starting-to-look-rundown shop between the docks and the central district. There's a goat that's always tied up out front.
- Alina (Human): Alina is the daughter of a former sailor that retired and built this shop. Alina begrudgingly inherited the shop but changed the name to spite her deceased father. She spends most of her days daydreaming about doing pretty much anything else, although she could never pick an actual life she would want instead.
- The Fatty Pig
- A butchers shop in the poor district with faded yellow walls and a multi-colored tile roof. The proprietor is well-known for trying to underweigh most orders.
- Ren Head (Dwarf): The owner of the shop. He's a surly, aging dwarf that is constantly getting in arguments with his customers over his tactics but usually backs down if they don't immediately cower from him.
- Sally Head (Human): Sally is Ren's wife that occasionally runs the counter. She's strong and hard-headed but doesn't usually use the same underhanded tactics her husband does. When they're both in the shop, they tend to get in heated arguments and no sales continue until they're resolved (sometimes taking up to an hour).
- Merrick's Boat Supplies and More
- The Soggy Bottom
- Tavern on the docks that caters to sailors. The tavern is built from an old warship that was brought on shore. Named as a joke on the Bottomless Stein.
- Paulie (Human): Your standard crusty bartender that gives out gruff advice and chews tobacco.
- Bite and Burn
- A tavern in the southeast of the city that specializes in liquors from around the world.
- Roveur (Elf): Roveur is an older elf that's traveled the world many times and found delight in the different types of alcohol each culture preferred. She decided to create one bar that let people sample different liquors from the different areas of the world.
- The Bottomless Stein
- A high-end bar in the rich district. A high cover charge of 5 gold per person must be paid to enter, unless you are a prominent guest (such as a member of the government or a rich visitor).
- Laurent (Elf): Laurent is from a wealthy family from Ska'arin. He moved to Selwyn since he wasn't slated to receive a large portion of the family inheritance and he knew he could use his connections and some starter cash to create an exclusive locale for wealthy members that he could use to build a fortune. Laurent's main goal is to make enough money to rival his siblings who received a larger share of the inheritance. This requires him working tirelessly to keep up appearances as the only place for the wealthy in the city to drink.
- The Cracked Bowl
- A dive bar in the northwest that caters to the pirates and smugglers in town on business from Smuggler's Cove.
- Skrein (Half-orc): A jovial man that can go from happy and playful to threatening and terrifying in an instant. He has fun with his customers but doesn't take kindly to anyone shining a light on his shady clientele.
- Spick and Span
- The main tavern in the poor district. Where all the craftsman and other laborers go to wind down after work.
- Geoffrey (Firbolg): Geoffrey has lived in Selwyn for a long time and run this tavern for almost as long. His main goal is to make sure the poorer citizens of Selwyn can have a bite and a drink without blowing all their money or having to sit in filth. He prides himself on the cleanliness of his tavern.
- The Soggy Bottom
- Governor's Estate
- The house in the central district where the governor of the city lives.
- The Council Building
- The building where the main law making arm of the city works.
- The Fighting Pits
- Located in the eastern section of the city, this is where fighters go prove their worth and spectators go to bet on matches. All the fighters are there voluntarily and the fights are until one person surrenders (although deaths have occurred). Even though the fighters are supposed to be volunteers, it does happen that slaves from Smuggler's Cove are entered in the pits on the pretense that if they make their owners enough money, they'll be released. If discovered though, the owner can be harshly punished. Any weapons, armor, or spells are allowed but if fighters intentionally kill their opponent, they can be punished for it.
- Phillip (Goliath): The owner and announcer of the Fighting Pits. A former fighter that was the undefeated champion for years. 10 years ago, when the pits were on the verge of closing due to poor management leading to poor attendance, Phillip used his saved winnings to purchase the pits. He then overhauled the entire business model which led to great success. Now the pits often sell out for important fights. Phillip dreams of one day returning to the ring to see if he still has it.
- The Temple
- In the central district is a star shaped building with temples to each of the good and neutral gods.
Prominent NPCs (during campaign)[edit | edit source]
- Governor Kragem (Dwarf)
- The governor of Selwyn for the last 15 years. He is fairly well regarded. Some believe that he is too lax on the criminal element of the city which allows Smuggler's Cove to thrive and make deals in the city, but he believes that it keeps violence from erupting on the streets which he wants to prevent. He's stoic but has a soft spot for children as he always wanted one of his own but never got the chance since he's wife and love of his life died too early for them to have kids.
- Wharfmaster Tendrin (Tortle)
- Runs the docks. Makes sure all incoming and outgoing ships are logged, coordinates repairs for ships and the docks, participates on the council. Sedwyck has been a sailor all his life but decided to settle down when he became too old to run a ship properly.
History[edit | edit source]
Tyrannical Age[edit | edit source]
Discovery Age[edit | edit source]
Enchantment Age[edit | edit source]
Modern Age[edit | edit source]
Government[edit | edit source]
Selwyn is ruled by the Governor and the Council. The Council is made up the different leaders of the city: wealthy shop owners, leader of the city guard, the wharf master, the head priests of each temple, etc. The Council can add new members if they deem them important enough to the city to need a voice and can remove members if they don't believe they add value to the council anymore. The Council creates new laws for the city and makes major decisions for the city as a whole. They also elect a member of the populace to serve as Governor of the city. The Governor is meant to meet with foreign dignitaries and execute the day-to-day running of the city. They also serve as a member of the council.
Holidays[edit | edit source]
Selwyn generally follows Narogandan culture since the settlers were originally from there, but they have a few additional holidays specific to their experiences.
- Harvest's Dock
- Since Selwyn is a trade city without much farm land, most of the food comes from trade. This means that they get a large influx of food a few weeks after harvests on the continents generally starts. This holiday is to celebrate the "harvests" coming in on the ships.
Quest Hooks[edit | edit source]
- Spend time at the Harvest's Dock festival.
- Various games will be available to play with different rewards.
- Drinking game (Bet; minimum 1 gold) (poor district)
- Series of Constitution saves with increasing DCs depending on previous successes
- Initial DC: 5; Increased by 10 - (difference between save and DC); DC cannot be lowered.
- First to fail DC passes out or vomits and loses.
- Shell game (Bet; minimum 1 gold) (poor district)
- Perception check with a DC of 15 to identify the correct cup. DC increases to 20 if at least 5 gold is bet. If more than 10 gold is bet, the person running the game will attempt to cheat. They will roll a Sleight of Hand check (+7) against the player's Passive Perception (unless they specifically ask see if they're cheating). If the player doesn't notice them cheating, they automatically fail regardless of their roll. They can also ask for an Insight check afterwards to see if they cheated.
- Crossbow shooting game (Variable reward; Buy-in of 3 gold) (center district)
- There are three targets. The player must declare what target they are attempting to shoot. A given player can only attempt each target once.
- The first target has an AC of 15 and gives a reward of 5 gold.
- The second target has an AC of 20 and gives a reward of 15 gold.
- The third target has an AC of 20 and the player must roll at disadvantage. The reward for hitting this target is a Wand of Pyrotechnics.
- Crossing the Ravine (10 gold Reward; 1 gold buy-in) (docks)
- A tightrope suspended between two 20 foot poles. The player would climb one pole and cross the tightrope to the other side. A net at the bottom catches them they fall. Any player can try indefinitely but must keep paying to play.
- Three successive Acrobatics checks of DC 15 each to make it across.
- Atlas Stack (Bet, 1 gold minimum) (docks)
- Both participants stand in their circle and bend into a semi-squat position. From scaffolding, successively larger weights are placed on the participants backs.
- Series of Strength saving throws with increasing DCs to resist buckling under the weight.
- 10 > 15 > 20 > 22 > 25 > 30
- Race (5 gold buy-in; reward is the pot) (central district)
- Athletics checks to determine position changes.
- The Fighting Pits' Wrestling Matches
- Instead of holding their normal fights, the Fighting Pits are holding a wrestling match. They have a few wrestlers and allow people to pay gold to attempt to wrestle them. Winning earns more money back.
- The rules are as follows:
- No damage dealing
- No armor or weapons
- The first to keep the other pinned for 3 rounds or push them outside the 15 foot radius circle wins.
- Steppan (human)
- 5 gold entry, 10 gold victory
- +4 Athletics
- Rolf (half-orc)
- 20 gold entry, 50 gold victory
- +5 Athletics, Extra Attack
- Tronk (Goliath)
- 100 gold entry, 300 gold victory
- +7 Athletics, Rage
- Investigate whatever's going on with the Imperial Lighthouse
- Given by the Wharfmaster.
- Reward is the Sea Ghost
- Party will travel to the Imperial Lighthouse, likely having encounters on the way. It is about a 60 mile journey to the lighthouse.
- Unknown to anyone in Selwyn, the lighthouse has been captured by pirates who have been using it both to trick ships into travelling closer to Smuggler's Run to be captured and to draw in people to investigate the lighthouse so they can be captured and enslaved. A spellcaster is with them that has planted Magic Mouths in strategic locations to sound like ghostly wails.
- If the party is stealthy, they can possibly approach without being noticed. If they aren't stealthy, the pirates will notice them approach and prepare to try to capture them.
- The pirates consist of Sanbalet, four bandits, and 2 scouts. If the fight's looking bad, Sanbalet will flee to the top of the lighthouse and try to find a way out.
- After defeating or scaring away the pirates, searching the lighthouse will reveal notes about what they've been doing, including the scheduled visit of a ship in a few days to resupply and pick up an slaves they've captured.
- A DC 15 Investigation check or DC 20 Perception check will reveal a secret door that reveals a cellar and staircase to the docks in the small bay. In the cellar will be several banged up villagers that came hoping to earn the ship for themselves.
- Upon returning, the wharfmaster will thank them and give them the ship as well as a crew they can use. The crew is listed below:
- Captain: Sweyne (Air Genasi) (Swashbuckler Rogue)
- First Mate: Caeldrim (Sea Elf) (College of Swords Bard)
- Bosun: Reggie (Human) (Berserker Barbarian)
- Quartermaster: Welayn (Halfling) (Hunter Ranger)
- Cook: Shiver and Timber (Kobolds)
- 25 sailors
- Clear nearby ruins of monsters
- Notice board
- Reward scales based on level.
Investigate possible infidelity Notice board (vague about what needs investigating) Reward is 50 gold Sedwyck Reeny Says that his wife has been acting suspicious and wants someone to follow her and find out what she's doing. Following the wife will reveal she is assisting someone in stealing goods from Sedwyck's trades. Evidence can be found in the house they meet in and on the contacts body. If discovered, the contact (Thug) and 2 Scouts will attack. If Mary discovers someone was following her or might be onto her, she will attempt to escape. She will go to the docks and attempt to buy passage. A certain amount of time later, she will leave. If the party reveals the wife's misconduct and that she escaped, Sedwyck will offer an additional 50 gold to catch her.
- Explore nearby caves
- Stumble across caves
- Reward is loot in caves
- Assist Yarice with her experiments
- Yarice is working on new improvements for ships that she needs materials for.
- Reward will depend on quest but can include gold, free work, or a test product of what she's working on.
- Gather ore from caverns
- Find assistant to help with work.
- Spread word to get more business
- Test out products
- Get Control Stone from Heptalis the Belligerent.
- This results in being able to test out the Apparatus of Kwalish she's building (with a different name). The party will need to complete the previous quests first and then wait a couple weeks for Yarice to complete it.
- Fight in Fighting Pits
- The part can enter themselves in the fighting pits for gold and glory.
- Rewards are listed in the Fighting Pits page.