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SHIELDRUN

History

  

     Located in the center of a wooded area full of tar pits, Shieldrun sets on the edge of the Druid’s Grove.  Getting its name from the Starshield Merchant Company that calls this town home.  The secret combinations of wood, leather and tar-pitch make these the finest shields in the lands of the ancient empire.  They are even stronger than many of the northerners’ metal shields.  Only twelve days away from the ruins of Caer Allwyn by foot.  Shieldrun is the home to several individuals who work in the city.  The 9 Fingers Merchant Company is based out of Shieldrun trading in fine furs, furniture and fine carriages for the wealthy.  Both of these merchants companies often hire mercenaries and adventurers to guard their caravans on long trips.  These companies use both the roads and river Valwyn to transport their goods.

     The main Temple of Belorn, is located in the center of town, and is home to many festivals and pilgrims year round.  Special tournaments are held each new moon along with sacrifices and feasting.  The winners wear mistletoe wreaths until the time of the next new moon.   The main market days are usually held during these week long festivals and the Lord Protector of Shieldrun places a trade tax on all goods that pass through here on those days, (3cp per person, and 1% of value of all goods).

     A small shrine to Midra’s has also been erected here and the warrior followers have banded together to form a special band of archers who defend the woods around the Run.  Midra’s festivals are also on the new moon and several artistic contests are held to see who in the area is the most accomplished: painter, cook, sculptor, weaver, potter, etc.   The winner is awarded a contract to work for the Lord Protector for the next year.  Several great artist’s live near the town as a result of these contests.  They have earned the respect from many other countries and their work is of the finest quality.  There is always merriment in the taverns and inns of Shieldrun. And the local law has a special way of dealing with ruffians.  They are taken to the local tar pits and dipped, then feathered with crow feathers.  They are then sent out backwards tied and gagged on an ass headed to the rift of Caer Allwyn.  This tends to keep crime to a minimum.  The town is ruled by a kindly ole’ gent named Tallowhoff Eagleroost, a renowned sage of history and lore.  He is also said to dabble in a bit of magic. He oversees the collecting of taxes and the officiating of the guild fests.

     The richest man in town and probably the most well liked is Luthor one-eye (he has two eyes so why the name).  The town folk call him friend and very few would accuse him of anything as they fear the rejection of the town.  Luthor supports a small orphanage on the Spacek Farm as well as major contributions to both temples and the guildhall.  In late autumn Luthor holds a feast for the whole town and all who are visiting. (Some of the other wealthy merchants help out as well).  The feast is looked forward to by all the citizens of Shieldrun.  Luthor also owns his own bank, the local pawn shop, gem and jeweler, as well as the local appraisal and land title company.  He owns most of the land in and around Diamondrest, Quinn and Fij.  Although he is Eladrin the locals have accepted him as one of their own.  The populace of Shieldrun is very accepting of the many races of Verith as long as they behave and do not cause trouble.  For those that insist on razing havoc, the stocks are always available and members of the Shieldarm of Belorn are always stationed just outside town.  Members of Belorn’s temple will close their shops each day at noon for two hours to visit the temple and pay homage (marked with an asterisk in the key).

 

Encounters

    

     Use this encounter list for all the encounters within a 50 mile radius of the city. Check once a day and once a night (1 in 8 chance of encounter).  When an encounter is indicated roll 2D10 to determine encounter type.

 

2. Thieves (non-guilded) 1-4

3. Bandits (3D4) 3-12

4. Beggars 1-8 (10% know info +4DC)

5. Mercenaries (2D8) 2-16 Hired Soldiers

6. Tallowhoff Eagleroost (50% real / 50% doppelganger)

7. City Watch (3D4) 3-12 + 1 Lv.3 Cleric

8. Corwyn and Deridyus

9. Luthor One Eye + 6 Guards

10. Priest of Midra 50% / Priest of Belorn 50%

11. Cleric of other immortal

12. Wight 50% / Ghost 50%

13. Druid of Shadowglen Lv2-5 (1D4+1)

14. Drunks 5-20 (5D4)

15. Egotistical Warrior Lv. 4-7 (1D4+3) + 2-8 followers

16. Sir Gilanor 50% / Patrol of Midra’s Archers 2-8 (2D4)

17. Gentleman 40% / Merchant 60%

18. Wizard Lv3-6 (1D4+2) 70% / Servion the Unholy 30%

19. Thieves “Cyclops Guild” 1-6

20. Wererat (1-4) 50% / Pilgrims 2-12 49% (2D6) Belorn   60% / Midra 40% / Planer Beast 1%

Adjust the numbers of the encounter to make it tough on the party but not overwhelming.  Feel free to pick and encounter if it works into the storyline better.

 

 

First developed for 1st Edition Advanced D&D,

Revised for 3rd and 3.5 Editions; under current revision for

5th Edition Rules.

©

Written by R. Shawn Dickensheets CEC

Copyright 2014, 2010, and1989

Dragonwing Publishing.

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