[nbos] [FM8] Joerdhgardh Map of Week #67 Released
"Mark Oliva"
Mon Jun 18th, 2012
With the 67th Map of the Week finds us in the borderlands town of Ódhinn's
House in the Kingdom of Slovania. Technically speaking, this map is
different from previous releases. The JPG version includes a zoom view of
the inner town. The original map in Fractal Mapper (TM) 8 format uses FM8's
multi-zoom ability. Multi-zoom changes such things as resolution and text
sizes when zooming in and out of map areas with FM8. With the menu options
Map/Zoom to, one can activate multi-zoom. Full map resolution and text
sizes are available at zoom levels between 0 and 16. Middle zoom resolution
and text sizes appear at zoom levels from more than 60 to 85. Highh zoom
resolution and text sizes are activated at zoom levels over 85.

Key to the Maps of Ódhinn's House

1. Town Hall. This rather large complex houses the local government of
Baron Vojtehch, who also rules several surrounding farm hamlets.

2. North Star Inn. The North Star is Ódhinn's House's first, oldest and
most expensive hostelry. Both as overnight guests and in the public room,
the inn tends to draw merchants, officers, government officials and the
wealthier. The 18 single rooms cost 9 bronze pieces nightly. The six
double rooms cost 8 bronze pieces per person nightly. The house dark beer
is 3 copper pieces per quart/liter tankard. Fine spirits from the Royal
Distillery in Newhouse run from 3 bronze pieces to a gold piece for a
shot/0.1 liter glass. Fine Windland wines cost from 1 to 60 gold pieces per
quart/liter bottle. Meals start at 6 bronze pieces and go to more than 1
gold piece.

4. Trailsend Inn. The Trailsend is just about everything that the North
Star isn't. Innkeeper and owner Petr, a 51-year-old human male merchant,
welcomes customers from all walks of life including adventurers. He also
makes a point of hiring only waitresses who do after-hours business, a
practice that has given the Trailsend a bit of a shady reputation but one
that hasn't hurt business. The inn consists of a brewhouse and a
three-story main building. The 10 single rooms cost 6 bronze pieces per
night. The six doubles cost five bronze pieces per person nightly. The
public room serves breakfast to house guests, but it remains closed during
the day. It opens from 17 bells (5 p.m.) to midnight seven days a week.
Drinks are limited to the house lager beer at 5 copper pieces per
quart/liter tankard (pints are not served) and spirits from the Royal
Distillery in Newhouse at 1 to 6 bronze pieces per shot/0.1 liter glas. The
menu offers simple, traditional Slovania dishes of excellent quality.
Prices range from 3 to 6 bronze pieces.

5. Seer Zhaneta's Tower. There are three known adult spellcasters in
Ódhinn's House. (Townsfolk do not know the true nature of the inhabitants
of Location No. 14.) All three live and work here in Zhaneta's compound.
Zhaneta is a 76-year-old human female seer-scholar who makes her living
working as a sage. She also has a steady income as court mage for Baron
Vojtehch.

6. Viola's Bakery. Master Baker Viola, a 37-year-old human female artisan,
sells her baked goods on a retail basis and to the taverns and inns of
Ódhinn's House. She is married to the butcher Lubomir, whose shop is in the
adjacent location No. 7.

7. Butcher Lubomir. Master Butcher Lubomir, a 38-year-old human male
artisan, is married to the baker Viola, whose shop is in the adjacent
location No. 6. Lubomir offers a wide variety of smoked and cured sausages
and meats. He buys beef, veal, pork, lamb and poultry from local farmers,
freshwater fish from local fishermen who take their catch from the Hexwood
River and venison and boar from hunters. He also sells fresh meat when itle
after slaughtering, and he sells meat, poultry and fish to local eateries.
Lubomir has noticed the gradually increasing number of adventurers passing
through Ódhinn's House who stock up on supplies there and he has discovered
that he can cash in on their business. He makes ration packs for those who
are under way. They include dried, smoked hard tack that will hold out on
the trail for half a year. His wife, Viola, bakes a special waybread that
is sold only in the ration packs in Lubomir's shop. To round out the
rations, Lubomir also buys long lasting, dried fruits and vegetables from
nearby farmers.

8. Marketplace and Market Tavern. The entire market square and tavern
belong to the town. Anyone wishing to set up a stand on the market square
must obtain a permit at town hall. The number of stands on the market
varies considerably, from a few local stands to a nearly full market square,
depending upon who is in town selling goods on any given day. The town
rents out the tavern on a long-term contract. The tavernkeeper who rents it
is required to keep the tavern open during market hours, from 8 bells in the
morning until 19 bells (7 p.m.) at night, however, he does have the right to
remain open longer. Patrik, the current tavernkeeper, has been running it
for the last 18 years. Patrik sells lager beer from the Trailsend Brewery
(Location No. 4) and fruit drinks and teas that he buys from traveling
peddlers. He also sells salted bread sticks that Viola's Bakery (Location
No. 6) makes especially for him, serving them with butter or with smoked
boar ham from Lubomir's butcher shop (Location No. 7). Beer costs 3 copper
pieces per pint/half-liter tankard. The fruit drinks and teas cost 2 to 5
copper pieces per cup. Bread sticks with butter cost 3 copper pieces, and
with ham added, 5 copper pieces.


9. Boris' Firewood. Heating is only occasionally necessary in Ódhinn's
House's semi-tropical climate, but firewood still is needed to heat water,
cook, brew and for a number of other uses as well. Boris buys freshly cut
firewood from the Border Forest, stores it sheltered from the weather for
two years and then sells it at two gold pieces per cord/ster. He runs the
operation alone, but his wife Pavlina often helps with sales.

10. Bronze Forge. Master Smith Regína, a 56-year-old female artisan,
learned the trade from her father and took over Ódhinn's House's largest
smithy after his death. She is a master weaponsmith, armor maker and
blacksmith and can make weapons and armor of master quality. The Bronze
Forge will make or repair almost anything that can be forged of bronze. Its
products and work range from Regína's masterpiece armor and weapons to the
shoeing of horses for business and retail customers.

11. Sonya's Wagons. Master Wainwright Sonya, a 41-year-old human female
artisan, makes and repairs all kinds and sizes of wagons, carts and
wheelbarrows. She has four employees.

12. Royal Trading Co. Warehouses). The trading company has no large branch
office in Ódhinn's House. When caravans come through town, they leave
merchandise in the two warehouses and pick up outgoing freight from the
warehouses.

13. Eleonara's Corral. Eleonora, a 44-year-old human female artisan, and
her sister, Milada, a 42-year-old female artisan, breed buy and sell riding,
draught and farm horses. The two sisters are spinsters who always have had
more interest for their steeds than in other humans.

14. Dark Temple. No one in Ódhinn's House ecept the inhabitants have any
idea that this long-empty house has become a temple. Elishka, a 28-year-old
human female black necromancer, purchased the sizeable two-story house a
little more than a year ago. She has not identified herself as a
spellcaster but rather as a merchant from Windland who works for a company
there that subsidizes exploration of the AEsir ruins. For most townsfolk,
this is a rather acceptable cover story. It explains why she speaks
Slovanian with a Windland accent, and it also explains why her otherwise
mysterious visitors travel northward into the draug lands. Elishka is a low
level priestess in waiting in the dark draug Mýsing's Society of Immortal
Darkness, the developing new dark religion that is intended to make a deity
of Mýsing.

15. Sharlota's House of Healing. Sharlota, a 62-year-old human female
healer, founded this house. It was expanded substantially when she married
her husband, Valentýn, a 62-year-old human male healer. Sharlota is a
practicing herbal healer, where Valentýn is a healer who specializes as a
herbalist. Once he entered the practice, it expanded from a house of
healing that had to buy its herbal remedies elsewhere to becoming the
biggest provider of herbal teas, preserves, salves, powers, poultices, wines
and liqueurs in Slovania.

16. Servác's Woodworks. Servác, a 48-year-old master carpenter and joiner
and humServác has three joiners and an apprentice working in the shop and
three carpenters and another apprentice working on location in the town..

17. Border March Tailoring. Master Tailor Radomír, a 42-year-old human
male artisan, and his wife, Master Seamstress Zoe, a 40-year old human
female artisan, make most of Ódhinn's House's commercial clothing.

18. Vilma's General Store. Just about anything one might want (weapons,
armor, food and livestock excepted) is in stock at Vilma's. If it's not,
she'll order its and a caravan from Royal Trading (Location No. 12) will
bring it to town within a month or so.

19. Skáldar Meet Tavern. The Skáldar Meet is a small tavern. The
non-local patrons are mostly adventurers who have returned safely from the
draug lands, but also of those who are en route there and have tales of
their own great deeds elsewhere. Never mind whether those tales are true.
There even are very infrequent nights when two or three visiting rangers
from the Northern Circle might pop in and take a dark table in a corner.
These AEsir come infrequently and speak even less frequently. Still, they
say something now and then of the dark ruined lands to the north. When they
do, all other mouths remain silent and all other ears open. And then,
sometime, the closing hour comes, and all return to the place where they
make their beds. Few laugh or smile after hearing from these old AEsir.
Locals return home with a bit of fear, being reminded anew of the horrible,
threatening evil that lurks in the north, not far from their borders.
Adventurers who are passing through feel doubt, and they ask themselves if
the really are up to the mission they've set for themselves. The skáldar
are the only thing that is missing. A skáld may pass through Ódhinn's House
once or twice a year and stop at the tavern, but that is all. So things are
in the Skáldar Meet.

Outer Town, also known as the AEsir Valley

The settlement outside the town wall in the Hexwood Valley southwest of town
is a special area to which most townsfolk have a mixed and not necessarily
positive relationship. When the Slovania settled the mostly abandoned
Austamaera town of Ódhinns House, they found – as the AEsir had – that the
so-called outer town offered by the best river location for milling. As a
result, they restored the grain and sawmills there rather than building on a
new site. For many years, the two mills were the only structures in this
area. That began to change more than 20 years ago when the last Slovania
grain miller died without heirs. The AEsir Northern Circle quietly bought
the mill from the march. The transaction was recorded in Sentinel City and
only gradually became known in Ódhinn's House. It became more immediately
known that an AEsir refugee family from the Dreadlands had taken over the
mill. Not too much later, secret negotiations also resulted in the sale of
the sawmill to the Northern Circle. Again, an AEsir refugee family from the
Dreadlands took over the mill. Both were vital to the town. Therefore, the
townsfolk set aside their misgivings and did business with usual with the
refugees. However, except for shoppiing, the newcomers did little to mix
with the Slovania inside the town wall. Shortly thereafter, the Northern
Circle filed charter claims in Sentinel City upon the still unused land
along the millstream and the road to the fortress in the south above the
town. Once those claims were acknowledged, old AEsir gold began flowing
freely into Ódhinn's House, as the circle began letting contracts to the
town's artisans, to build farmhouses, sheds and barns with wood-shingled
roofs on the newly chartered parcels in the valley. When these were
completed, the circle moved still more Dreadlands escapees out of its
fortresses and into the Hexwood Valley. The last construction project built
a tavern with its own small brewing and malting house. Today, the entire
valley is a settlement of AEsir Dreadlands refugees. The AEsir go inside
the town walls to buy goods that they need, and the Slovania continue to
mill their grain and buy their lumber from the AEsir, but beyond that, there
is little contact between the two groups. They do not necessarily trust
each other, but there are no hostilities.

20. AEsir Trail Tavern. Outsiders aren't welcome here. This is the tavern
of the AEsir refugees from the Dreadlands and the members of the Northern
Circle, who come down from the fortress to drink the good and heady light
bock beer (7% alcohol) of Master Brewmistress Ásta, a refugee from
Underhill. If outsiders do enter the tavern, they will not be thrown out
immediately. They will be served, just like locals, but without any signs
that they are welcome or that their presence is desired. The tavern opens
at 17 bells (5 p.m.) and closes at midnight. No food is served, only Ásta's
bock beer.

21. Outer Town Mill. The Northern Circle bought the mill and gave it to
Master Miller Tryggvi, a 48-year-old human male artisan from Vesthlidh
(Westgate) in the Dreadlands. Although he has learned only broken
Slovanian, Tryggvi is the miller for the entire Ódhinn's House area. He and
his family live on the mill's upper story. He charges a 10% milling fee.
.

22. Hexwood Sawmill. The Northern Circle bought the sawmill and gave it to
Master Sawyer Haflidhi, a 43-year-old human male artisan from Northtgate in
the Dreadlands. He is not fully fluent in Slovanian, but Haflidhi is the
source of lumber for the entire Ódhinn's House area. When he attempted to
flee the Dreadlands with his family, only Haflidhi survived.
.

23. Ódhinn's Fortress. Once the the fortress of the AEsir god-king Ódhinn,
it now is a seat of the Northern Circle.

You can get the full-sized maps in two versions:

1. The Fractal Mapper (TM) 8 map in FMP format, fully editable, from our
Joerdhgardh web page (47 MB).

2. Two JPG flat maps of 3000 Pixels wide (8 MB), available above.

Both versions are released for personal and commercial use under the Open
Game License Version 1.0a, which you can read on the Joerdhgardh web site.

The Joerdhgardh web site:

http://www.vintyri.org/joerdhgardh/joerdhgardh.htm

Next: Ódhinn's House - Trailsend Inn


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