Port City: El Shagorna
At a glance
Environment overview
The independent, bustling, economic heart of the Cerulean Coast.
Potential adversaries
Features
Passives
passive-
Tower of The Eternal Dawn
All of the city, (save for the Undertow) is constantly illuminated by the magical fire atop the Tower of The Eternal Dawn. Rolls made to hide or move unseen have disadvantage. Additionally, once per Long Rest, a PC can substitute a roll of 12 for any Hope Die roll as their actions coincide with a magical flare from the tower.
Questions- What feelings do the flames stoke within?
- What colors are most common to see atop the Tower?
- What kinds of mysteries are hidden within its walls?
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Sleepless Streets
Normal Resting in the city is altered to reflect more days passing between rolls and actions. Unless the PC's go well outside the City walls, Resting is done by spending either:
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1 HF of Gold to Short Rest at one of the bathhouses, theaters, or restraunts of the city
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2 HF of Gold to Long Rest at one of El Shagorna's many inns and wayhouses
You do not need to spend gold every day, only to rest.
If you own a residence within El Shagorna (See a Place For The Common Man Feature), you do not need to pay to Rest.
Questions- What are the names of some of the most popular establishments?
- What place ends up being your favorite place to eat?
- What kinds of performances are happening in the theaters?
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Actions
action-
A Place For The Common Man
Simple jobs and labor can be found all over the city. Working a job prompts a relevant Trait roll, paying 1 HF of Gold on a failure, 2 HF on a success, and 3 on a Crit. Jobs found as a result of the Talk of The Town Feature instead pay either 1d4, 2d4, or 3d4 HFs of gold.
While working, a PC can make an Instinct Roll or Presence Roll with disadvantage to learn something found in the Talk of The Town Rumors. If failed, the PC marks 1 Stress.
There are a number of properties for sale within El Shagorna, none of which fall below the price of around 20 Chests of Gold/20,000 gold. Once purchased, a PC/Party gains the Deed to their new home, and becomes a proud citizen of El Shagorna.
Questions- What kind of work can you hear, see, and smell being done?
- How do the people view work?
- What buildings stand out to you the most?
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Talk of The Town
A PC can ask the locals about the current gossip, drama, goings-ons, and leads to more exciting work, by making a Presence Roll. On a success they can learn two of the below details to learn- or 3 if they critically succeed, (choosing between Rumors or Points of Interest). On a failure they can still learn 1 but Mark 1 Stress as the Local moves on to uninteresting topics. If none of the options seems applicable to the situation or they have chosen them all, refer to the Local Tavern Environment for more options/ideas.
Rumors
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The Old-Man-Of-The-Wake is seeking an Apprentice
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Many merchant's vessels have been attacked by pirates lately in the Bay of Tears
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Several people have gone missing recently while out on the town or at the beach. These disappearances do not seem like new occurrences (Mark 1 stress)
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Recently, an upstart gang calling themselves The Orkaz has been accosting the Sapphire road, nudging into Stingray turf.
Points of Interest
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Popular Shops: Alchemy, Tailory, and General Stores are common enough in the City, as well as Weapons/Armor Smiths, Fisheries and Gemcutters/Jewelers.
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The Cerulean Church and the Obsidian Library: The history of El Shagorna will be more easily researched in these places
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Ol' Nasty: A museum/barbecue/inn, housed within the (mostly) retired galleon lovingly named Ol' Nasty for the amount of danger she has survived
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The Searing Stone: An Arcane Blacksmith plies his trade within, and recently had one of his pieces stolen from him
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The Bank of The Sacred Pearl: A trusted place to keep the funds you would feel unsafe travelling with
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Reactions
reaction-
The UndertowFear 1
Spend 1 Fear when a PC fails a Presence or Instinct Roll to find or haggle for a specific item, to have a member of the Undertow describe who might have it in the Markets Below. These items are usually ill-gotten, and more expensive. You can rule any sufficiently, (appropriately), powerful item can be found there as well.
A PC can access the Undertow by finding one of its ever moving entrances. Finding the Undertow always requires an Instinct/Knowledge roll (16) before it can be accessed. Upon finding an Entrance the PC's can interact with the merchants and thieves' dens within.
Questions- Which Gang controls this part of the city you're in?
- What kind of deals can be cut here?
- Who has what you're looking for?
About this environment
Intro
El Shagorna is a sprawling city independent from the rule of the Three neighboring kingdoms of Larian, Inara, and, Tenethi, (or whichever Kingdoms you need them to be!) It thrives on trade from these Kingdoms and from across the massive, western Cerulean Sea; its skyline at all times dominated by the magical flame burning atop the Tower of the Eternal Dawn. A flame which has been fed by the City’s resident Wizard and protector- called The-Old-Man-of-The-Wake – for over 60 years. Despite having (perhaps) arrived in the City of El Shagorna seeking this Wizard, his sea-stone and copper tower lies sealed and vacant by the time the PCs reach the City.
Instead, the PCs will need to busy themselves while waiting for him to return. (What is he doing? Is he up to some very serious wizard business? Or was he simply out on a very wizardly run for milk and matchsticks?). All well and good!
El Shagorna is a city of wonder as much as it is a place of intrigue and danger.
GM Notes
Here are a few notes you might find useful while running:
– You should feel empowered to continue to spend Fear as is normal for your playstyle here, taking inspiration from the CRB/SRD. (rival gang fights, pirate/tavern brawls, a production is sabotaged by a rival theater troupe!, etc.) Try to keep the action up, (especially for those players who thrive on solving problems with their fists!)
– Contrasting the above advice, if your party is coming home from a difficult victory, consider slowing down and taking time to soak in the fruits of their labor.
– Take advantage of failed Rolls or Rolls with Fear here to Rack up Stress, and encourage the Players to use their abilities in creative ways to solve domestic problems
– When running a Party through this Environment, take time to engage and describe the PCs senses, and ask them the kinds of things their Characters are taking specific notice of as they peruse and wander the City.
– When I ran the first iteration of this Environment, I had a comical 10 appear at the base of his tower, to signal to my party that a countdown had started. You are under no such obligation, but if your Players begin wondering where the Wizard is and when he’ll be back, this could save some time.
Descriptions
El Shagorna: the shining jewel of the Cerulean coast. Her blue marble walls, polished by the spray of the western Cerulean sea, glitter before you as you approach. Even from this far away, the smells of commerce, people, oil, and salt rise from the small metropolis and greet you long before you stand before her massive southern gate.
Its wood, like the wood of the interior buildings, is tinged slightly orange. A color which patinas over time into a cool cyan, giving the entire city a simultaneously warm and relaxing hue.
As you walk her storied streets, you notice a peculiar feature of the town: either a copper, silver, or gold penny, stamped into each massive paving stone that denotes a major walkway throughout the city. (derived from a long held mason’s belief that passing by a penny on the ground brings good luck).
During the day the sun bathes the city in its rays, and all of the colors of the city dazzle off of the reflective outer walls.
The Tower of The Eternal Dawn, which rises from the Port of Oriah’s Call like a sword held aloft in victory, effects a similar phenomenon at night. The nighttime display of El Shagorna however is much more ostentatious- magically creating a facimilied aurora in the sky, and veiling the city in an air of mystery and delight.
Tower of The Eternal Dawn:
Carved of the same blue-hued stone of the outer walls, the Tower of The Eternal Dawn is a monument to wizardry. It rises like a twisting snake of cobbled stone and copper into the air as it struggles against itself and the laws of physics. Throughout its tangled form is a kind of flowing asymmetry which confuses and dazzles the eye, making it so staring at a singular point of the tower is nearly impossible.
At its apex is the eponymous Eternal Flame, which has been burning since the tower was constructed, and has been for the last 60 some odd years tended to by its current resident Wizard. It sometimes burns for years only a singular color, and often times burns a bewitching blue, or scintillating scarlet. The secrets of the Flame are rumored only to be known by the Old Man, and many give credit to its strange fire for their safe passage and security within the city proper.
So large is the domain of the Old-Man-of-The-Wake, that it is said an entire town’s-worth of materials could not satisfy its need. That it needed to be fed (magic according to the hopeful, and blood to the cynical) in order to maintain its shape and warding magics.
The Cerulean Temple:
Built on a cliff overlooking both the Sea and the port of Oriah’s Call, The largest temple to the Gods Cerulean (a triple-faceted deity heading her own pantheon of oceanic, river, and water spirits), has presided over the City of El Shagorna for longer even then the Tower of The Eternal Flame. Her temple is built in the style of an open air parthenon, and separated by large rolls of hide, and bolts of cloth dyed to a varying degree the colors blue, white, cyan, and green.
The stones of the temple are an emerald green, contrasting the cities walls, and evoking the idea that they were pulled from the deepest depths of the ocean itself- presenting itself always against the lights and the wonder of the City below. The Priests and Priestesses of the Temple, dressed in flowing robes and adorned in gold and copper, can constantly be seen walking the streets, giving water to those who ask it of them.
Creator’s Note:
This is my first foray into putting my Homebrew up onto Heart of Daggers, and is one part of a larger adventure set on the Cerulean Coast mentioned above numerous times. Be kind, and I hope you have fun
-Neckro
Port City: El Shagorna
Tier 2 Social
The independent, bustling, economic heart of the Cerulean Coast.
Impulses: Harbor The Just, Attract The Wealthy, Stoke Playfulness, Collect Stories, Conceal The Undertow
Difficulty: 14
Potential Adversaries: Undertow Gangs (Stingrays, Hammerheads, Krakenz, Orkaz, etc.), Canny Merchant, Travelling Noble and Guards, Shagorna Pickpocket
Features
- What feelings do the flames stoke within?
- What colors are most common to see atop the Tower?
- What kinds of mysteries are hidden within its walls?
1 HF of Gold to Short Rest at one of the bathhouses, theaters, or restraunts of the city
2 HF of Gold to Long Rest at one of El Shagorna's many inns and wayhouses
You do not need to spend gold every day, only to rest.
If you own a residence within El Shagorna (See a Place For The Common Man Feature), you do not need to pay to Rest.
- What are the names of some of the most popular establishments?
- What place ends up being your favorite place to eat?
- What kinds of performances are happening in the theaters?
While working, a PC can make an Instinct Roll or Presence Roll with disadvantage to learn something found in the Talk of The Town Rumors. If failed, the PC marks 1 Stress.
There are a number of properties for sale within El Shagorna, none of which fall below the price of around 20 Chests of Gold/20,000 gold. Once purchased, a PC/Party gains the Deed to their new home, and becomes a proud citizen of El Shagorna.
- What kind of work can you hear, see, and smell being done?
- How do the people view work?
- What buildings stand out to you the most?
Rumors
The Old-Man-Of-The-Wake is seeking an Apprentice
Many merchant's vessels have been attacked by pirates lately in the Bay of Tears
Several people have gone missing recently while out on the town or at the beach. These disappearances do not seem like new occurrences (Mark 1 stress)
Recently, an upstart gang calling themselves The Orkaz has been accosting the Sapphire road, nudging into Stingray turf.
Points of Interest
Popular Shops: Alchemy, Tailory, and General Stores are common enough in the City, as well as Weapons/Armor Smiths, Fisheries and Gemcutters/Jewelers.
The Cerulean Church and the Obsidian Library: The history of El Shagorna will be more easily researched in these places
Ol' Nasty: A museum/barbecue/inn, housed within the (mostly) retired galleon lovingly named Ol' Nasty for the amount of danger she has survived
The Searing Stone: An Arcane Blacksmith plies his trade within, and recently had one of his pieces stolen from him
The Bank of The Sacred Pearl: A trusted place to keep the funds you would feel unsafe travelling with
A PC can access the Undertow by finding one of its ever moving entrances. Finding the Undertow always requires an Instinct/Knowledge roll (16) before it can be accessed. Upon finding an Entrance the PC's can interact with the merchants and thieves' dens within.
- Which Gang controls this part of the city you're in?
- What kind of deals can be cut here?
- Who has what you're looking for?
Port City: El Shagorna
Intro
El Shagorna is a sprawling city independent from the rule of the Three neighboring kingdoms of Larian, Inara, and, Tenethi, (or whichever Kingdoms you need them to be!) It thrives on trade from these Kingdoms and from across the massive, western Cerulean Sea; its skyline at all times dominated by the magical flame burning atop the Tower of the Eternal Dawn. A flame which has been fed by the City’s resident Wizard and protector- called The-Old-Man-of-The-Wake – for over 60 years. Despite having (perhaps) arrived in the City of El Shagorna seeking this Wizard, his sea-stone and copper tower lies sealed and vacant by the time the PCs reach the City.
Instead, the PCs will need to busy themselves while waiting for him to return. (What is he doing? Is he up to some very serious wizard business? Or was he simply out on a very wizardly run for milk and matchsticks?). All well and good!
El Shagorna is a city of wonder as much as it is a place of intrigue and danger.
GM Notes
Here are a few notes you might find useful while running:
– You should feel empowered to continue to spend Fear as is normal for your playstyle here, taking inspiration from the CRB/SRD. (rival gang fights, pirate/tavern brawls, a production is sabotaged by a rival theater troupe!, etc.) Try to keep the action up, (especially for those players who thrive on solving problems with their fists!)
– Contrasting the above advice, if your party is coming home from a difficult victory, consider slowing down and taking time to soak in the fruits of their labor.
– Take advantage of failed Rolls or Rolls with Fear here to Rack up Stress, and encourage the Players to use their abilities in creative ways to solve domestic problems
– When running a Party through this Environment, take time to engage and describe the PCs senses, and ask them the kinds of things their Characters are taking specific notice of as they peruse and wander the City.
– When I ran the first iteration of this Environment, I had a comical 10 appear at the base of his tower, to signal to my party that a countdown had started. You are under no such obligation, but if your Players begin wondering where the Wizard is and when he’ll be back, this could save some time.
Descriptions
El Shagorna: the shining jewel of the Cerulean coast. Her blue marble walls, polished by the spray of the western Cerulean sea, glitter before you as you approach. Even from this far away, the smells of commerce, people, oil, and salt rise from the small metropolis and greet you long before you stand before her massive southern gate.
Its wood, like the wood of the interior buildings, is tinged slightly orange. A color which patinas over time into a cool cyan, giving the entire city a simultaneously warm and relaxing hue.
As you walk her storied streets, you notice a peculiar feature of the town: either a copper, silver, or gold penny, stamped into each massive paving stone that denotes a major walkway throughout the city. (derived from a long held mason’s belief that passing by a penny on the ground brings good luck).
During the day the sun bathes the city in its rays, and all of the colors of the city dazzle off of the reflective outer walls.
The Tower of The Eternal Dawn, which rises from the Port of Oriah’s Call like a sword held aloft in victory, effects a similar phenomenon at night. The nighttime display of El Shagorna however is much more ostentatious- magically creating a facimilied aurora in the sky, and veiling the city in an air of mystery and delight.
Tower of The Eternal Dawn:
Carved of the same blue-hued stone of the outer walls, the Tower of The Eternal Dawn is a monument to wizardry. It rises like a twisting snake of cobbled stone and copper into the air as it struggles against itself and the laws of physics. Throughout its tangled form is a kind of flowing asymmetry which confuses and dazzles the eye, making it so staring at a singular point of the tower is nearly impossible.
At its apex is the eponymous Eternal Flame, which has been burning since the tower was constructed, and has been for the last 60 some odd years tended to by its current resident Wizard. It sometimes burns for years only a singular color, and often times burns a bewitching blue, or scintillating scarlet. The secrets of the Flame are rumored only to be known by the Old Man, and many give credit to its strange fire for their safe passage and security within the city proper.
So large is the domain of the Old-Man-of-The-Wake, that it is said an entire town’s-worth of materials could not satisfy its need. That it needed to be fed (magic according to the hopeful, and blood to the cynical) in order to maintain its shape and warding magics.
The Cerulean Temple:
Built on a cliff overlooking both the Sea and the port of Oriah’s Call, The largest temple to the Gods Cerulean (a triple-faceted deity heading her own pantheon of oceanic, river, and water spirits), has presided over the City of El Shagorna for longer even then the Tower of The Eternal Flame. Her temple is built in the style of an open air parthenon, and separated by large rolls of hide, and bolts of cloth dyed to a varying degree the colors blue, white, cyan, and green.
The stones of the temple are an emerald green, contrasting the cities walls, and evoking the idea that they were pulled from the deepest depths of the ocean itself- presenting itself always against the lights and the wonder of the City below. The Priests and Priestesses of the Temple, dressed in flowing robes and adorned in gold and copper, can constantly be seen walking the streets, giving water to those who ask it of them.
Creator’s Note:
This is my first foray into putting my Homebrew up onto Heart of Daggers, and is one part of a larger adventure set on the Cerulean Coast mentioned above numerous times. Be kind, and I hope you have fun
-Neckro
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Port City: El Shagorna Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.