History of Haven Travel into and out of Haven has always been 'funny'
First wave - Gnomes 8/30/1491 DR Haven discovered accidentally by an anonymous Gnome Wizard. When he tried to return home he instead brought his entire Gnome community of about 131 individuals to Haven. After that they found it impossible to leave. Attempts at creating a gate or portal would fail. Those attempting to plane shift were never heard from again. After a few months they started having some successes, but the gates would open up to random, uninhabitable worlds. At this point a very hard winter was setting in.
Second wave - Danarians 01/10/1492 DR What food stuffs the Gnomes gathered in the fall were running out. Gnomes aren't considered the best hunters and their efforts here were less than encouraging. At this time the Gnomes managed to open a portal to the fabled city of Danar, or at least what was left of it. Danar was powerful, walled metropolis on the Sword Coast when the SpellPlague began. The city vanished overnight. What was not known was that a rift opened up that transported the entire city of Danar to Avernus, the first level of Hell. Hell was having it's own share of problems during the SpellPlague and the weight of Danar caused a section of Avernus to collapse, crashing through Dis and landing in ruins in Minauros, the third level of Hell where any sort of gate travel was impossible. Of the 4,600 resident, an estimated 800 survived the trip and more than a century later a little over 300 of their decedents remained when the Gnomes found them. There was a quick debate as to which location would give the best chances of survival. Despite the problems with Haven, the alternative was in fact Hell. A battle ensued for control of the gate as a significant portion of Hell's population descended on Danar, but almost everyone made it through before the gate closed. The winter continued to deepen. The death toll that first winter was high, but would have been much worse had it not been for the Danarians who brought with them quite considerable survival skills.
The First Spring 03/21/1492 DR In all 146 people died that winter and no winter since has been nearly that severe. Spring had begun. Hunting was becoming fruitful, as was foraging. The Gnome and Danarians mages were starting to understand a little of Haven's strange planar travel problem. At the urging of many of the Danarians the settlement began building the first wall around the settlement. More than that they were building a home, a home paid for in the lives of so many of their loved ones. The name they chose for this place was what the Danarians had been calling it since their arrival.
Third Wave - Adventurers 7/16/1493 DR The Wizards of Haven finally find a way to compensate for the erratic effects Haven has on planar travel. Their first stop is the Gnome's original community, only to find it taken over by others, an odd assortment of Sylvan creatures and hardly a Gnome among them. All their possessions gone. The only home they had to go back to now was Haven. Their next stop was the Waterdeep marketplace. When the Gnomes were first transported to Haven they had only what was on them at the time. Gnomes are ingenious, but still there are limits to what you can do with sticks, stones and spiderwebs. The Danarians had only a short time during the Evacuation, but brought what they could. They mostly worked with iron, steel and leather, crafts the Gnomes took up with some trepidation so the markets at Waterdeep represented an incredible opportunity. The Gnomes, with wide-eyed and bewildered Danarians in tow, fanned out through the various shops and stands in search of things they had been so long without, brass and the tools to work it, tools for carpentry, weaving and just general tinkering. The Gnomes didn't have much money. The Danarians brought some gold with them from Hell and were shrewd negotiators. While the Gnomes tend to be tight lipped around strangers, Danarians talk. It wasn't long before the marketplace was filled with stories of a strange new world, an uninhibited wilderness, a world that could lead to new and inaccessible worlds beyond imagination. Soon people were offering coin, barter or service to go there. They were all Adventurers in a sense, some looking for fame and fortune, some looking for a new life. It included among them Adventurers like Thoradin Kolar, Simon Hallmar and Wizards like Hendor Holbart, Cassandra and Mykazhin Longreen.
The Tearing of Haven 5/31/1495 DR The population of Haven rose dramatically. The wooden, palade wall was taken down and used in other buildings. A stone wall was erected expanding the size of the settlement. This is when most of the current building were built. Hendor Holbart constructed a Wizards tower near the top of a lone mountain three days south of Haven. At the peak he build a Teleportation Circle to test out his latest theories on the causes and solution to Haven planar travel problem. There is no one around who knows exactly what happened next. There was a light from the south that temporarily blinded many in Haven and a roar like all the thunder throughout time all at once. The ground shook, some buildings and parts of the new wall collapsed. Many were killed or injured. Nowadays, three days south of Haven there is a deep lake the locals call Mt Holbart. Over the years the rivers that now run into it have populated it with a number of fish species. There's been talk of building a fishing village there but since nobody knows where the mountain went and when or if it'll ever return the idea's never gotten much traction. The effects on the demiplane of Haven were severe. Rifts would open up, swallowing people, never to be seen again. Others were dropped in from various other worlds. There is a sinkhole that somehow opened up into the Underdark. The self-appointed Mages Triumvirate announced temporary restrictions on much of the use of Magic as they endeavored to repair some of the damage. Some suspect that things were released into Haven that never should have been.
The Present 6/18/1497 DR Major planar travel is still heavily restricted but most of the restrictions on Magic have been lifted. Random rifts are still occurring but at a drastically reduced rate. One odd phenomenon reported by some who've been taken is that after spending weeks or months on this other world, a rift will open up, seemingly to come after them, even if they try to avoid it, swallow them up and deposit them back in Haven. No one has been able to explain this. Otherwise life is slowly returning to normal for the settlement of Haven.
Officially Haven uses Dalereckoning (DR) and was discovered by accident six years ago in 1491 DR. While officially Haven uses the Harptos calendar names for the months, named from begining to end: Hammer, Alturiak, Ches,Tarsakh, Mirtul, Kythorn, Flamerule, Eleasis, Eleint, Marpenoth, Uktar and Nightal there are so many competing calendars with their own month names that most people in Haven just use the number of the months like "fourth-month", "seventh-month", etc. Just to make it more confusing the Gnomes adopted a seven day week. Seven day weeks and thirty day months don't work well together. There is overlap and no serious, self-respecting world would use a system like this, but Gnomes, what can you say?
The day is divided up into 24 hours that approximate the days on many worlds. A bell tower in the Officials marks the daylight hours and chimes once at midnight.
The sun, named Zahal is a demiplane of fire that orbits in a flat, long elliptical around Haven (Cassandra would be the first to tell you that there is no distance in the Ethereal so these are analogies used to explain what is going on in the Ethereal in a way that an ordinary person can understand). Seasons are the result of the distance to Zahal, so that both northern and southern hemisphere share the same seasons. Haven's two moons, Sohal and Mehal are believed to be demiplanes of Air and Water respectively. It is believed by some that the positions of the two moons can be used to predict the weather. Attempts to do so have ranged from unimpressive to spectacularly unsuccessful
Laws of Haven
I Crimes against Haven Unapproved Planar Travel is strictly prohibited: Death, imprisonment, forced labor, fines, edict Treason/Aiding in an Attack against Haven: Death Poisoning the Town Well or other water sources: Death Murder of a Town Official in the pursuit of their office: Death Arson: Confiscation of all assets and Banishment Bribery or attempted Bribery of a Town Official: imprisonment, up to 20 years hard labor and fines up to double the amount of the Bribe Blackmail or attempted Blackmail of a Town Official in the pursuit of their office: Flogging and imprisonment, up to 10 years hard labor Using Magic to influence a Town Official without their consent: Flogging, imprisonment, up to 1 year hard labor and up to 1000gp fine Assaulting or Impersonating a Town Official: Flogging, imprisonment, up to 6 months hard labor and up to 500gp fine Forgery of Official documents: Flogging, up to 1 year hard labor Fencing stolen goods: Fine equal to the value of the stolen goods Use, possession, sale or manufacture of substances of the "Forbidden Potions and Substances" list Hampering Justice: Flogging, up to 1 month hard labor Brandishing weapons without good cause: up to 2 days imprisonment and hard labor and 10gp fine Disturbing the Peace: up to 2 days hard labor and up to 20gp fine
II Crimes against the Gods Assault on a Clergy or lay worshiper during service: 2 weeks imprisonment, hard labor and 500gp fine Theft of Temple goods or offerings: imprisonment, up to 1 month hard labor, fine equal to damages and cost of stolen items Tomb-robbing: Imprisonment, up to 2 weeks hard labor, fines equal to damages and stolen items Disorderly conduct within a Temple: 5gp and edict Blasphemy: edict
III Crimes against Citizens of Haven Murdering a Citizen without justification: Death and forfeiture of assets to next of kin Murdering a Citizen with justification: imprisonment, up to 6 months, Fine 1000gp and edict Slavery or kidnapping: Flogging, imprisonment, up to 5 years and forfeiture of assets to the victim Assaulting a Citizen: Flogging, imprisonment, up to 1 week hard labor, Fine and damages up to 150gp Using Magic to influence a Citizen without consent: Flogging, fine or damages up to 1000gp, edict Robbery: Flogging, imprisonment, up to 6 months and fines and damages up to 500gp Burglary: Flogging, imprisonment up to 3 months and fines and damages up to 300gp Vandalism: Cost to repair plus fine up to 200gp, edict
(It should be noted that the Citizens of Haven are not a very litigious people and tend not to sweat the small stuff. Become a serious nuisance and they will bring in the law)
The MarketPlace has a wide and ever changing variety of colorful tents and stands acting as outlets for the more permanent and better stocked shops around Haven as well as for the farmers to sell their wares. Then of course there’s Myk’s Magic Shoppe, which despite appearances is definitely not a tent. At the center of the Marketplace is the Town Well, looked over by a statue of Chauntea, goddess of agriculture. At the south end of the Marketplace is the Bulletin Board. Residents post notices for everything from “Lost Cat” to “Room for Rent” to “Adventurers Wanted”.
Consent for Games Real Life Issuesused as Fantasy (X are those PCs might run into here) [X] Genocide [ ] Sexual Assault [ ] Police Oppression [X] Racism [X] Religious Intolerance [X] Homelessness [X] Sexism [ ] Pregnancy and Abortion[X] NaturalDisasters [X] Homophobia [X] Government Corruption Romance References Romantic Gestures PDAs* Opposite (or very different) Genders [X] [ ] [ ] Same (or very similar) Genders [X] [ ] [ ] Humanoid and Sentient Non-Humanoid [X] [ ] [ ] *Public Display of Affection Other activities [X] Gambling [X] Drinking alcohol [ ] Use of illicit Drugs [ ] Casual sex Triggers [ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth [ ] Blood [X] Harm to Animals [ ] Terrorism [ ] Famine [ ] Gore [ ] Torture [ ] Cannibalism
Myk's Magic Shoppe Billed as an emporium of wonder Myk's Magic Shoppe appears as an ordinary covered market tent. It is deceptively small and ordinary looking on the outside, but inside it is a labyrinth of magical workshops, display and gathering rooms where adventurers come to buy and sell Magic items, ask advice and exchange information.
Mykazhin (Myk) Longreen Myk Longreen is very intelligent, wise and powerful. He runs Myk’s Magic Shoppe. He is willing to give advice when it’s asked for and people rarely regret taking it. While not officially part of the Exploration House, they keep each other in the loop.
Chormongondr Chormongondr, a Gold Pseudodragon is Myk’s familiar. He thinks he is much larger than he actually is and reacts favorably to those who use his full name.
Thia's Apothecary Thia's is known for selling quality potions, health products as well as herbs and spices in bulk. Their prices are very reasonable. Reita
At the south of the Market Place is the Bulletin Board. It is used by the citizens of Haven to post notices for just about everything from “Rooms for Rent” to “Employment Notices”, “Dating Opportunities”, “General Notices” and of course “Adventures Wanted”.
The Officials The cluster of buildings at the north of the interior of the wall is “the Officials”. It includes the Exploration House, the Town Hall, the Armory and Barracks, among others. These clusters aren’t as monolithic as it sounds. Official includes Blacksmiths, Carpenters and two Boarding houses, a Temple and a general store, among others.
Consent for Games Real Life Issues used as Fantasy (X for what you might expect to find here) [X] Genocide [X] Sexual Assault [X] Police Oppression [X] Racism [X] Religious Intolerance [X] Homelessness [X] Sexism [X ] Pregnancy and Abortion [X] Natural Disasters [X] Homophobia [X] Government Corruption Romance References Romantic Gestures PDAs* Opposite (or very different) Genders [X] [ ] [ ] Same (or very similar) Genders [X] [ ] [ ] Humanoid and Sentient Non-Humanoid [X] [ ] [ ] *Public Display of Affection Other activities [X] Gambling [X] Drinking alcohol [X] Use of illicit Drugs [X] Casual sex Triggers [ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth [ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine [ ] Gore [ ] Torture [ ] Cannibalism
Town Hall A brick and timber building adjacent to the Guardhouse, Town Hall building houses the Mayor's office, the Courtroom and is used for City Council meetings.
The Exploration House Charged with the planning and development of Haven, the Exploration House often hires adventurers to explore specific areas and investigate strange phenomenon. They also buy maps, adventure journals, drawings and artifacts brought back by adventurers.
The Guardhouse A large stone building of Dwarven design with a tower, adjacent to the Wall that houses various facilities for the Town Guards.
Irene's Lodging Facility A boarding house operated by landlady Irene De Ville, the Irene's Lodging Facility offers the lodgers with one or more rooms for renting purpose
Town Meeting Room This large 40x40foot building at the north end of the MarketPlace is used for public meetings, plays, talent shows, music recitals and can be reserved by any Haven resident for 50gp per day. Sign up sheet is in the Mayor's office and subject to the Mayor's approval
As told by Baern Hoffenhorn, shield dwarf priest of Dugmaren Brightmantle, self-appointed promoter of the Shopps: The largest cluster of buildings inside the walls of Haven is the Shopps. Probably means it's the most important district, right? (with a wink) Don't let those stuffy folks in the Officials or all that noise from the Crafts fool you, the things you need the most are found in the Shopps! Weavers, potters, dressmakers, bookbinders and the like. When I speak to newcomers to Haven, the first question that always comes up is, "If they make things in the Crafts and they make things in the Shopps, then why do they need two places?" Well, it's like this: if the making of the things involves hammering, banging (such as done by my fellow dwarves!), shaking, bad smells, or explosions then it’s done in the Crafts. Everything else you can find in the Shopps.
Now there are some other lovely things to be found in the Shopps. For example, let me tell you about something that holds a special place in my heart. Have you heard of the Temple of All Gods? No?! Oh, my good traveler, even those who worship the most obscure deities can find a place for prayer and contemplation in the Temple! I've been working hard on behalf of the Wandering Tinker to provide a place of respite and solace for all who find their way to Haven, whether they were looking for Haven or not. Perhaps we could exchange tales of the wondrous deeds of our respective deities the next time you stop in!
Finally, I'd be remiss if I didn't mention all of the fine boarding houses to be found in the Shopps, the most in any of the districts! Cozy homes as well, as many of the families with children live here. And while it's not a law, an agreement among neighbours means that none of the establishments here sell alcohol, encourage gambling, or offer any other adult entertainment. Oh, is that a slight frown I see on your face? No worries, my friend, there are wonderful places to relax and enjoy a hot meal and refreshing, albeit non-alcoholic, drink with friends. I highly recommend the Stumbalon Inn, where they have games of skill or chance (just friendly games, no gambling) and songs and stories from the finest bards in all of Haven and any plane that happens to intersect with our lovely home!
Consent for Games
Real Life Issues used as Fantasy (X are those PCs might run into here) [_] Genocide [_] Sexual Assault [_] Police Oppression [_] Racism [_] Religious Intolerance [X] Homelessness [_] Sexism [_] Pregnancy and Abortion [X] Natural Disasters [_] Homophobia[X] Government Corruption Romance (X are those PCs might run into here) References Romantic Gestures PDAs* Opposite (or very different) Genders [X] [X] [_] Same (or very similar) Genders [X] [X] [_] Humanoid and Sentient Non-Humanoid [X] [X] [_] *Public Displays of Affection Other Activities [_] Gambling [_] Drinking alcohol [_] Use of illicit Drugs [_] Casual sex Triggers [X] Insects [_] Harm to Children [X] Cancer/Disease [X] Filth [_] Blood [X] Harm to Animals [_] Terrorism [_] Famine [_] Gore [_] Torture [_] Cannibalism
Temple of All Gods
Even those who worship the most obscure deities can find a place for prayer and contemplation in the Temple of All Gods.
Stumbalon Inn The proprietors are the halfling couple, Finnan and Lidda Glenfellow. High quality food and lodging at reasonable prices. They have a modest menu, but what they serve is very well-prepared. There isn't the usual bar, but there are a couple of long, rectangular high top tables that encourage strangers to share space and start discussions, both amongst themselves and with the staff. The proprietors are very fond of striking up conversations with the patrons! In addition to the food and lodging, the Inn has live bardic performances at least 4 nights a week, with the dazzling Muse Ronwe the featured act.
The Arcade
"Come one, come all, test your skill and try your luck with the wonders of the Arcade!" A large, dark, and extremely furry tabaxi, dressed in bright colours and wearing a magnificent hat, calls out from the entrance to the Arcade.
The Shadows Between the Shopps and the Officials is called the Shadows, which is not nearly as dark as one might think. It is from an old Halfling poem about two young people in love sneaking out for a kiss. There are two very popular Temples here, one to Tymore, the goddess of good fortune and one to Lliira, the goddess of joy. And while both have Chapels expressly for prayer and contemplation most of the buildings are used for slightly different purposes. The Temple of Tymore for instance is primarily a Gambling Hall. The few Boarding Houses here are run down, cheap and dangerous. Most who rent rooms here do so from other businesses, especially Taverns, the safest and most well known in the area is the Greasy Weasel Tavern.
Consent for Games Real Life Issuesused as Fantasy (X is what PCs may encounter here) [X] Genocide [X] Sexual Assault [X] Police Oppression [X] Racism [X] Religious Intolerance [X] Homelessness [X] Sexism [X] Pregnancy and Abortion [X] Natural Disasters [X] Homophobia [X]Corruption Romance References Romantic Gestures PDAs* Opposite (or very different) Genders [X] [X] [X] Same (or very similar) Genders [X] [X] [X] Humanoid and Sentient Non-Humanoid [X] [X] [X] *Public Display of Affection Other activities [X] Gambling [X] Drinking alcohol [X] Use of illicit Drugs [X] Casual sex Triggers [X] Insects [ ] Harm to Children [X] Cancer/Disease [X] Filth [X] Blood [X] Harm to Animals [ ] Terrorism [ ] Famine [ ] Gore [X] Torture [X] Cannibalism
The Greasy Weasel Tavern Probably the best known Tavern in the Shadows, it is famous for it's Pit Fighting ring as well as the discretion of it's owner for customer's secret meetings, illicit trade and nefarious activities
Temple of Tymora Devoted to the goddess of good fortune, the Temple of Tymora is open to all those who hope for her blessings. There is a chapel for prayer and contemplation, however most of the building is a gambling parlor run by the priests and clerics of the goddess. Consecrated to Lady Luck it is believed that any who cheat here will lose her favor and be cursed with ill-fortune
From the outside, Myk’s Magic Shoppe is a simple multi-colored burlap tent 15x20 feet and 12 feet high, with a flat top, typical of the tents seen in almost any marketplace. There is a banner over the slit entrance in the front of the tent that says “Myk’s Magic Shoppe”. The size of the area inside is the subject of heated debate among the locals. It’s broken up by burlap dividers hanging from the ceiling. Various size and color rugs are thrown over the bare ground. There are comfortable chairs and sofas scattered around, sometimes in groups, there are freestanding bookcases, even an open circle fireplace. Display cases show off potions, scrolls, common and uncommon magic items. Magic weapons and armor can go fast so it’s best to let Myk know what you’re looking for and he’ll keep an eye out. He also has the “Sword of Invincibility” (though he will probably never part with it) in a display case, protected by powerful magics. Occasionally he has rare items for sale (entirely up to the DM at the time). Prices at the Magic Shoppe are a little over the average (approximately 10%). Myk has an ever-changing number of apprentices who help out in the shoppe. There are area’s off limits to the public that are roped off and marked with signs saying “Authorized Personnel Only”. The layout of the Magic Shoppe is “fluid”, but almost never changes during regular business hours. It is believed by some that the Magic Shoppe is sentient. Myk is rarely seen outside the Magic Shoppe and under no circumstances ever leaves the settlement.
Inventory Potion of Heroism Potion of Clairvoyance Bag of Holding Necklace of Fireballs(4)
Consent for Games Real Life Issues used as Fantasy (X are those PCs might run into here) [ ] Genocide [ ] Sexual Assault [ ] Police Oppression [ ] Racism [ ] Religious Intolerance [ ] Homelessness [ ] Sexism [ ] Pregnancy and Abortion [X] Natural Disasters [ ] Homophobia [X] Government Corruption Romance References Romantic Gestures PDAs* Opposite (or very different) Genders [X] [ ] [ ] Same (or very similar) Genders [X] [ ] [ ] Humanoid and Sentient Non-Humanoid [X] [ ] [ ] Public Display of Affection Other activities [ ] Gambling [X] Drinking alcohol [ ] Use of illicit Drugs [ ] Casual sex Triggers [ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth [ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine [ ] Gore [ ] Torture [ ] Cannibalism
Mykazhin Longreen (mīc-kā-zen lon-green “Myk”) Medium humanoid Spellcaster (Human) Languages common, elvish, dwarvish, draconic, fey, celistial, infernal and undercommon Familiar. Gold Psudodragon named Chormongondr Mykazhin Longreen is very intelligent, wise and powerful. He runs Myk’s Magic Shoppe. He is willing to give advice when it’s asked for and people rarely regret taking it. While not officially part of the Exploration House, they keep each other in the loop.
Chormongondr Familiar. Gold Psudodragon Tiny dragon, lawful good Chormongondr, Myk's familiar, thinks he is much larger than he actually is and reacts favorably to those who use his full name
The Copper Dragon Tavern This is a popular hangout for Adventurers. The proprietors are well connected and often know of Adventuring groups forming and Patrons hiring as well as most of the latest rumors floating around Haven. In a back there are tables for playing cards and dice. There are two darts boards. There is a stage where local and traveling Bards perform for tips. There are modest, comfortable and one wealthy lodging available. Run by Theran and Ziza Amakiir and their four employees, though lately the employees are doing most of the work while Theran and Ziza care for their baby daughter. Lodging, includes meals Private suite 4gp/night (one) Private room 2gp/night (three) Dorm room 1gp/night (eight beds)
Menu Pan-fried Chicken and Greens Ale Roast Pork and Potatoes Mead Cheese and Greens Omelet Wine Cheese and Vegetable Platter Dwarven Stout Mushroom and Rice Stew Gnome Clover Mead Roasted Turnip with Bacon Elven Blackberry wine Hangover Breakfast Halfling Butterbeer Stew of the Day Milk Side of Bread and Butter Tea
Consent for Games Real Life Issuesused as Fantasy (X are those the PCs might run into here) [X] Genocide [ ] Sexual Assault [ ] Police Oppression [ ] Racism [ ] Religious Intolerance [ ] Homelessness [x] Sexism [X] Pregnancy and Abortion [X] Natural Disasters [x] Homophobia [X]Government Corruption Romance References Romantic Gestures PDAs* Opposite (or very different) Genders [x] [x] [x] Same (or very similar) Genders [x] [x] [x] Humanoid and Sentient Non-Humanoid [x] [x] [x] *Public Display of Affection Other activities [x] Gambling [x] Drinking alcohol [ ] Use of illicit Drugs [x] Casual sex Triggers [ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth [ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine [ ] Gore [ ] Torture [ ] Cannibalism
Downtime Activities Carousing The Copper Dragon is a good place to meet people, make new friends and acquaintances
Gambling While there are no house run games at the Copper Dragon tavern, there are almost always games of chance being played and many of the tavern’s regulars will bet on just about anything. Typically there are card and dice games being played at the back tables. There are three dart boards and bets are placed by players and spectators alike. There are private rooms in the back that are often rented for high stakes games.
Drinking While they discourage overindulgence, many people come to the Copper Dragon to drink. The tavern has a wide selection of alcoholic beverages and sharing food and drink is a time honored way to make new friends.
Theran Amakiir Female Half-Elf InnKeeper Theran was a Fighter, originally from Yartar, a city on west coast of Faerun, on the world of Toril. Her mother and father had both been adventurers in their younger days, which is how they met and fell in love. Theran always believed she would meet someone the same way and to tease Zizza often jokes that the Fates have a seriously twisted sense of humor. She traveled to Haven in the early part of '95 in search of adventure. She says she was trapped here, first by the Tearing, then by her love for Zizza.
Zizza Amakiir Female Human InnKeeper Ziza grew up on the streets of Waterdeep, an orphan, she learned to steal, pick pockets, then locks and became an adventurer that way. She was in the market when the Gnomes and Danarians first came and was one of the first to learn about Haven. She went back with them. She found work at the Copper Dragon which is where she and Theran first met. She says she fell in love with Theran at first sight and that Theran just needed a little time to get on board. Zizza says the next time they go to Cassandra's Magic for the purpose of having another child, she want to be the father. Theran isn't sure if this is a promise or a threat.
Cassandra's Magic Available for a wide variety of spell casting needs, Cassandra’s Magics also sells a selection of potions and scrolls at reasonable prices. Magic items can be crafted to the clients specifications. There are also three small workspaces in the back available for rent or lease. Each is equipped with basic magical equipment, while more specialized equipment may be borrowed as available, all included in the rental price. Cassandra is specifically not available. Any client who insists on her personal attention is charged a 200% surcharge that she refers to as an “annoyance tax”. She has apprentices so that she can devote full attention to Haven’s planar travel problem. She spends nearly all her time on the roof of her three story building that houses Cassandra’s Magic with what most folks call “the Device”. Well over 20 feet in height and taking up most of the roof it’s polished brass, steel and crystal, wheels upon wheels, balance beams, gears, springs, pendulums and is in constant motion. She sits at the base of it studying it, occasionally casting Mage Hand to adjust it’s working. She believes that a chunk of primordial chaos orbits Haven in an eccentric orbit. She believes that if she can make sense of that orbit she can stop the rifts all together and make travel in and out of Haven safe again. Consent for Games Real Life Issues used as Fantasy (X are those PCs might run into here) [ ] Genocide [ ] Sexual Assault [ ] Police Oppression [ ] Racism [ ] Religious Intolerance [ ] Homelessness [ ] Sexism [ ] Pregnancy and Abortion [ ] Natural Disasters [ ] Homophobia [ ] Government Corruption Romance References Romantic Gestures PDAs* Opposite (or very different) Genders [X] [ ] [ ] Same (or very similar) Genders [X] [ ] [ ] Humanoid and Sentient Non-Humanoid [X] [ ] [ ] *Public Display of Affection Other activities [ ] Gambling [ ] Drinking alcohol [ ] Use of illicit Drugs [ ] Casual sex Triggers [ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth [ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine [ ] Gore [ ] Torture [ ] Cannibalism
Drusilla's Forest Drusilla Liadon runs a chained library that is free for all the citizens of Haven. It consists of the 3 main stacks, each capable of seating ten people, five on each side. There are two smaller bookcases against walls that can seat two more people each. Anyone wanting their own copy of a book can contract with Drusilla who will have one of her Kenku assistants produce a duplicate. She keeps rare or unusual books for sale in the back. She also teaches a variety of languages time permitting. There is a box for donations. She is considered quite eccentric. The name of her establishment is a joke more obvious in Elven than Common that most Wood Elves find offensive.
Consent for Games Real Life Issues used as Fantasy (X are things PCs might find here) [X]Genocide [X]Sexual Assault [X] Police Oppression [X]Racism [X]Religious Intolerance [X] Homelessness [X]Sexism [X]Pregnancy and Abortion [X] Natural Disasters [X]Homophobia [X]Government Corruption (includes books on these subjects) Romance References Romantic Gestures PDAs* Opposite (or very different) Genders [X] [ ] [ ] Same (or very similar) Genders [X] [ ] [ ] Humanoid and Sentient Non-Humanoid [X] [ ] [ ] *Public Display of Affection Other activities [ ]Gambling [ ]Drinking alcohol [ ]Use of illicit Drugs [ ] Casual sex Triggers [ ]Insects [ ]Harm to Children [ ] Cancer/Disease [ ] Filth [ ]Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine [ ] Gore [ ] Torture [ ] Cannibalism
Books In Stock Language Tutoring Enduring Spellbook Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnomish Manual of Bodily Health (read 18 years ago) Infernal, Orc, Primordial, Sylvan and Undercommon Sentient Enduring Spellbook Manual of Stone Golems Mordenkainen’s Tome of Foes
Drusilla Liadon Female Elf (wood-elf) Bookdealer Drusilla is Danarian in the sense that she lived there from before the Fall till the Evacuation. While Danarians have a reputation for being extraordinarily resilient, this is not true of many of the initial survivors, some of whom were long lived enough to have experienced the entire time in Hell. Drusilla seems to have been 'broken' by the experience. While her knowledge of academic subjects is cyclopedic, her personal memories come and go or change without warning or reason. She can be subject to fits of rage, terror and confusion sometimes in rapid succession. This does not seem to effect her linguistic expertise as she teaches a variety of languages.
Drusilla lives alone in a small apartment above her shop and has been known to be quite hostile, even violent to other wood-elves.
"Come one, come all, test your skill and try your luck with the wonders of the Arcade!" A large, dark, and extremely furry tabaxi, dressed in bright colours and wearing a magnificent hat, calls out from the entrance to the Arcade. He waves his arm with a great flourish, gesturing to the cacophony of sound and motion sprawling behind him. "We have something for everyone, from physical challenges of strength and balance to tests of wit and wisdom! Young and old, any gender or race, we welcome you all to partake in the wonders of the Arcade! Whether your stay is for half an hour or half a year, your joy is guaranteed!" What begins as an open square draped with airy silks of various colours transitions to an enclosed hall, where all manner of music and mechanical noises ring out. You can see numerous games and puzzles of a combined magical and mechanical nature, created by Kipper, the gnome artificer who, along with the tabaxi Moxie Rockets, is one of the co-founders. Illusory frogs race across animated lily pads in one booth, while in another, youngsters attempt to toss balls through dancing, laughing hoops while their parents cheer them on.
Throughout, peals of laughter and groans of defeat can be heard amongst the patrons of the Arcade. Venturing further into the hall, a bizarre mechanical man attempts to guess the age and weight of the patrons. Kipper is often seen pondering this particular booth and making adjustments. Anyone that can ask a sufficiently insightful question might attract his attention and be able to strike up a good conversation, but Kipper is not easily distracted. The most challenging puzzles of the Arcade lie in the hall as well, with some modest rewards awaiting those who are clever enough to solve them.
What exactly Kipper is doing to create these contraptions is beyond the understanding of most of the residents of and visitors to Haven and Kipper is not revealing the tricks of his trade. While people seem relatively unfazed by magic, the mechanical nature of the attractions is what keeps them coming back. Surely something crafted by man with skill alone can be unraveled! In the meantime, Kipper and Moxie work hard to stay one step ahead of even the most persistent investigators and skeptics.
Proprietors
Kipper Raulnor
Gnome artificer and creator of the games and puzzles of the Arcade. Reserved and awkward, but brilliant. Origins are unknown, but it may be the case that he is from Mount Nevermind on Krynn, rather than from Faerun as is the case with most gnomes in Haven. In either case, he stands a little apart from most people, whether they're gnomes or not. Can often be found muttering to himself while hunched over a project. Makes a very functional odd couple with Moxie and their Arcade is a great success. Pleasant to speak with if you can coax him into opening up, but he does tend to go on a bit. Always seems relieved that someone wants to take the time to speak with him, but won't reveal the secrets of the wonders of the Arcade. Moxie tends to think of him as the son he never had, which Kipper finds to be strange, but there are a lot of things about Moxie that are strange.
Moxie Rockets
Tabaxi merchant and manager of the Arcade, quite the eccentric showman. Moxie had previously been a relatively successful promoter of a traveling band of performers that frequented the festival circuit throughout all the great cities of Amn. Always intrigued by the highly unusual and the occult, Moxie one day slipped into the tent of a mystic to peer into a mysterious mirror that purportedly would show one's self in another world. Unfortunately, Moxie was then transported to that other world, which of course was Haven, and he remains stuck there. After getting to know the city, Moxie attached himself to the most interesting character he had come across, Kipper Raulnor, the gnome inventor. With Moxie's business savvy, showmanship, and the growing population of impressionable youth, Moxie and Kipper created the Arcade. They've managed to survive the occasional gnomish mishap and their odd couple relationship and the business is now flourishing. You know what they say about curiosity and cats . . . fortunately this one does indeed seem to have nine lives!
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A comforting glow emanates from the several windows lining the first floor of the building as you approach. As you get closer, you hear a gorgeous, silky voice gliding out into the streets like smoke from a pipe, swirling and ethereal. Finally, the smells of fresh baked bread, seasoned meats, and savoury stews reach your nose. Above you, an illuminated, wooden sign modestly declares this building to be "The Stumbalon Inn." Weary traveller, search no further, your place of respite is found.
As you enter through the large, red door, the sights, sounds, and wonderful smells are fully unleashed and you are greeted warmly by Finnan Glenfellow, a well-dressed and very pleasant halfling fellow, appearing to be somewhere on the high side of middle-aged. "Welcome friends, please do join us! As you can see, we are quite busy this evening, but never too busy to bring a few more in! Now will you be dining with us this evening, or perhaps you require a room or two for the night?" He speaks loudly enough to be heard over the din, but not so loud as to disrupt the bardic performance taking place on the small stage at the front of the dining area. Your eyes are drawn to the blue-skinned tiefling woman currently in the middle of a stirring rendition of "The Iolaire". You know the song from your time in the Moonshaes, but you're surprised to hear it in an inn in Haven. "You'll be having a meal with us, then? Delightful! Now I'm sure you're well aware of our reputation, friends, but I'm sure you'll also find our prices to be quite reasonable and even though our menu may not be the most exotic, everything on it is a blue ribbon winner, I guarantee!"
Looking around the large, bustling room, you notice that there isn't the usual bar, but there are a couple of long, rectangular high top tables in the middle of the room that appear to have sufficient open seats to accommodate your party. Finnan notices the direction of your gaze, smiles to himself, and declares, "I think I know just the spot for you all, please follow me. You'll find this spot to be a bit cozy, but you'll have a great view of Muse Ronwe, the finest bard in all of Haven, and if you like, you may wish to strike up a conversation with some of your fellow patrons. Share some tales of your homes and of the dreams you have for young Haven! And when you're done, I'm sure you'll want to meet my wife, Lidda, to get a room for the night. She'll take good care of you, of that you can be sure!"
Proprietors & Performers
Finnan and Lidda Glenfellow
Halflings and proprietors of the Stumbalon Inn. Finnan runs the restaurant and is somewhat anxious, but pleasant enough. He is always concerned about the quality of the service, food, and entertainment provided by the Inn, but as far as anyone can recall, everything is always top notch. He frequently mingles w/the patrons and knows the regulars quite well. Lidda is in charge of managing the inn and is no nonsense and matter of fact in her dealings with the guests, staff, and her husband. As with the restaurant, the inn is very well run and always to the guests' liking. Both Finnan and Lidda are well informed regarding the goings on in Haven and are a good source of information for visitors and an even better source for characters that might endeavour to get to know them better.
Muse Ronwe
Tiefling bard, College of Eloquence. Muse is the "bard-in-residence" and featured performer at the Stumbalon Inn. A strikingly beautiful woman, in Faerun she had attracted the patronage of a minor noble of Silverymoon and was trained at the prestigious College of Fochlucan. Much to the dismay of her patron and those she entertained, she was pulled to Haven at the height of her most inspiring performance. While she blames her infernal heritage for this planar mishap, Muse is making the best of it in Haven. With her skill and exotic beauty giving her the choice of any venue, she aligned herself with the Stumbalon Inn due to her preference of singing to sober crowds that can truly appreciate her talents. When Muse isn't performing at the Inn, she might be serving as the MC for other performers or for the occasional open stage night for locals to show off their performing talents. Muse does perform elsewhere in Haven on occasion and, like the proprietors of the Inn, knows much of the behind the scenes machinations across the city. She is also not above accompanying adventurers on their campaigns if her skills can be of use.
The Exploration House Adjacent to the Guardhouse is the Exploration House. Run mostly by the Gnomes, the Exploration House is charged with the long term exploration and development of Haven, including the eventual issuing of land grants. The Exploration House is often the first and last stop for Adventurers as they will regularly pay to have particular areas explored and will pay for well drawn maps, detailed travel journals and artifacts.
Alston Garrick Male Rock Gnome Alston seems to be in charge of the Exploration House but as with any Gnome hierarchy, it’s transient and nebulous at best. Alston has a warm and disarming smile and is quick to laugh. He is fascinated with every last item brought back from the wilds, from an apparently worked ancient stone to feathers from one of the varieties of local Owlbear, he pours over these items almost constantly.
Gimbol Timbers Male Rock Gnome More pensive and quiet than Alston, but no less friendly and helpful, Gimbol has many strange theories about Haven and is happy to share them with anyone who seems interested. He’s an excellent source of advice on properly outfitting for an Adventure.
Patience Female Tiefling Patience is the lead administrator for the Exploration House. While Alston and Gimbol steal the limelight chatting with Adventurers, sending them on reconnaissance missions and paying them for what they bring back, it is Patience who keeps everything running, assigning tasks to the junior staff members, deciding which documents to have Scribble, their Kenku Scribe copy to keeping the budget straight.
"Scribble" (sound of pen scratching on paper) Female Kenku Scribble is an older Kenku, although how old is hard to say. She is very friendly. When she's not busy copying maps, journals and drawings, she serves tea and cookies to visitors, 'plays' music and whistles at handsome males of whatever species.
Dignified and staid, tranquil, welcoming. An understated edifice, larger than any other in the Shopps, stands before you. Crafted of roughly hewn limestone blocks, the off-white colour seems appropriate for a city that is largely well-intentioned and certainly full of hope, but yet to realize its full potential. Above the massive doors, etched into the stone, is the phrase "All are welcome" in the common script. You know this to be the Temple of All Gods from the simple sign to the right of the doors and you do indeed feel welcome here. Still under construction, the Temple's sturdy square base gives rise to a tower, currently three stories tall, with a crenellated top. Whereas normally these battlements would serve to provide cover to archers and other defenders, at the Temple they are merely a practical architectural feature, a simple base upon which to construct the next story as more and more gods and goddesses come to be represented amongst the believers of Haven.
As you contemplate the structure, footsteps approach from behind and you hear a chuckle. "Hail and well met, my friends! I see you've found our lovely temple. Surely you'll accompany me inside and relax in some quiet contemplation. We have numerous rooms suitable for worship of all varieties. Sure, it's a work in progress, but we are striving to make sure that any deity you might call upon will receive your entreaties from here in Haven. My name's Baern, by the way. Baern Hoffenhorn, pleasure to meet you! I'm something of an administrator here, I suppose, or at least I take a more active interest than most in the business of getting things done around here." Baern slides past you and places a strong hand firmly upon the oaken doors. He looks at you brightly, his eyes betraying a sincere hope that you might follow him inside so that he can continue to regale with the full details and history of the Temple. Fortunately for him, at just that moment, a crackle and flash of light erupt from the cloudy skies above and rain begins to pour down. "May as well come in to avoid getting drenched!" He gives a gentle shove to the door, which glides open surprisingly easily for its size. It can be helpful to have a dwarf looking after the construction of a temple, one imagines.
Inside and safe from the deluge, you find a large open room, circular, with space sufficient for two hundred or so to gather. The ceiling is a buttressed dome reaching some forty feet above you, unadorned as of yet, and crafted of the same limestone as the exterior walls. Staircases flank the room, hugging the rounded walls and swooping upwards first ten feet or so to a walkway that circles the main room, and then again to the base of the dome, twenty feet from the floor. At each level, there are numerous smaller rooms surrounding the main room. You can deduce that the tower you saw from the outside must encase the dome and then continue to rise above it. "Marvelous, isn't it? We can host quite a gathering here, or many smaller ones. Each new god or goddess that makes their presence known in Haven can have a dedicated space if they like, or at least that's the hope. I'm not sure how much higher this tower can get, but with faith in Moradin, anything is possible! Of course, it is becoming a bit of a challenge to continue to go up, so we've started constructing various buildings where we can find the land throughout the Shopps. They'll all be of the same limestone that the Temple proper is crafted from, so you'll be able to recognize them. For example, I live across the street in the Cleric's Domitory. Simple, but sufficient for a pious old dwarf like me. We've built and started a library and a storehouse as well. You'd be surprised what some deities request of their followers for their various rituals! I'm fortunate to walk the path of the Wandering Tinker, so I only need carry the essentials for survival and book to record my adventures. I think that's how I ended up here in Haven, the will of Dugmaren Brightmantle!"
Residents
Baern Hoffenhorn
Shield dwarf, formerly of Ironmaster in the Frozenfar. Priest of Dugmaren Brightmantle, dwarven god of invention and discovery. Jovial, gregarious, and always willing to help. Baern "popped in" to Haven after a particularly drunken evening of prayer and contemplation.
He believes that his relocation to Haven is a sign from the Wandering Tinker that he must undertake this journey, both physical and spiritual, to fully understand his place in the multiverse. As such, Baern was a key figure in the establishment of the Temple of All Gods and assists in its day to day operations. He is eager to meet new people of all races and origins, and is particularly interested in the visitors to Haven from other planes. Helping to run the Temple is his way of ensuring that all peoples have an opportunity to practise their faith as they choose, even far from their home.
While a dwarf might typically chafe at the notion of working in a district that eschews the sale of alcohol, Baern is abstaining for the time being. This is due to his notion that if he were to have another episode similar to the one that brought him to Haven, he might again be transported away. While he misses the great halls of Ironmaster and the forgesong, Baern has developed a strong fondness for Haven and appreciates the importance of his role with the Temple and enjoys being an informal representative of the Shopps.
A modest wood and plaster building in the middle of the Market Place. An herb garden grows in front and there are three wooden steps up to the front door. The interior walls are covered from floor to ceiling with shelves and cabinets, unbroken except for the front door, the door into the back and a counter, behind which is Rieta's desk. There is a beaded curtain behind her. In front of the counter is a ramp and platform for the
smaller folk. The room is filled with fragrant growing herbs and flowers and the shelves are lined with potions, remedies, and trinkets. The shop is warm and inviting and gets a great deal of business, even late into the evening. On the left side of the shop is a large, barred window where Rieta spends most of her time, concocting potions and chatting with folks passing by.
Available at Thia’a
Potions
Price
Miscellaneous
Price
Healing
50gp
Acid (vial)
25gp
Climbing
75gp
Alchemist’s fire (flask)*
50gp
Animal friendship
100gp
Antitoxin (vial)
50gp
Greater healing
100gp
Healer’s kit
50gp
Water breathing
100gp
Perfume (vial)
5gp
Hill Giant Strength
150gp
Soap (bar)
2cp
Superior Healing*
150g
Incense
varies
Keoghtom’s Ointment*
1,200gp
Spices
Ginger 1 lb (sack)
1gp
Cinnamon 1 lb (sack)
2gp
Pepper 1 lb (sack)
2gp
Cloves 1 lb (sack)
3gp
*Special Order
Safron 1 lb (sack)*
15gp
1 Herb garden 2 Stairs 3 Front door 4 Floor to ceiling shelves and cabinets 5 Ladder 6 Door to work area 7 Ramp and platform for the smaller folk 8 Counter 9 Desk 10 Chair 10b Books stand 11 Beaded curtain 12 Barred window 13 Workbenches
The Worlds of Pphost Haven

This thread is for reference and posts are by the DMs.
For the recruitment thread see here
Haven - between Adventures is here
Bulletin Board
MarketPlace
Myk's Magic Shoppe
Thia's Apothecary
The Officials
Town Hall
The Exploration House
The Guardhouse
Irene's Lodging Facility
Town Meeting Room
The Burrows
The Crafts
The Scholars
The Copper Dragon Tavern
Cassandra's Magic
Drusilla's Forest
The Shopps
Temple of All Gods
The Stumbalon Inn
The Arcade
The Shadows
Greasy Weasel Tavern
Temple of Tymora
Temple of Lliira
History of Haven
Time in Haven
Laws of Haven
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History of Haven
Travel into and out of Haven has always been 'funny'
First wave - Gnomes
8/30/1491 DR Haven discovered accidentally by an anonymous Gnome Wizard. When he tried to return home he instead brought his entire Gnome community of about 131 individuals to Haven. After that they found it impossible to leave. Attempts at creating a gate or portal would fail. Those attempting to plane shift were never heard from again. After a few months they started having some successes, but the gates would open up to random, uninhabitable worlds. At this point a very hard winter was setting in.
Second wave - Danarians
01/10/1492 DR What food stuffs the Gnomes gathered in the fall were running out. Gnomes aren't considered the best hunters and their efforts here were less than encouraging. At this time the Gnomes managed to open a portal to the fabled city of Danar, or at least what was left of it. Danar was powerful, walled metropolis on the Sword Coast when the SpellPlague began. The city vanished overnight. What was not known was that a rift opened up that transported the entire city of Danar to Avernus, the first level of Hell. Hell was having it's own share of problems during the SpellPlague and the weight of Danar caused a section of Avernus to collapse, crashing through Dis and landing in ruins in Minauros, the third level of Hell where any sort of gate travel was impossible. Of the 4,600 resident, an estimated 800 survived the trip and more than a century later a little over 300 of their decedents remained when the Gnomes found them. There was a quick debate as to which location would give the best chances of survival. Despite the problems with Haven, the alternative was in fact Hell. A battle ensued for control of the gate as a significant portion of Hell's population descended on Danar, but almost everyone made it through before the gate closed. The winter continued to deepen. The death toll that first winter was high, but would have been much worse had it not been for the Danarians who brought with them quite considerable survival skills.
The First Spring
03/21/1492 DR In all 146 people died that winter and no winter since has been nearly that severe. Spring had begun. Hunting was becoming fruitful, as was foraging. The Gnome and Danarians mages were starting to understand a little of Haven's strange planar travel problem. At the urging of many of the Danarians the settlement began building the first wall around the settlement. More than that they were building a home, a home paid for in the lives of so many of their loved ones. The name they chose for this place was what the Danarians had been calling it since their arrival.
Third Wave - Adventurers
7/16/1493 DR The Wizards of Haven finally find a way to compensate for the erratic effects Haven has on planar travel. Their first stop is the Gnome's original community, only to find it taken over by others, an odd assortment of Sylvan creatures and hardly a Gnome among them. All their possessions gone. The only home they had to go back to now was Haven. Their next stop was the Waterdeep marketplace. When the Gnomes were first transported to Haven they had only what was on them at the time. Gnomes are ingenious, but still there are limits to what you can do with sticks, stones and spiderwebs. The Danarians had only a short time during the Evacuation, but brought what they could. They mostly worked with iron, steel and leather, crafts the Gnomes took up with some trepidation so the markets at Waterdeep represented an incredible opportunity. The Gnomes, with wide-eyed and bewildered Danarians in tow, fanned out through the various shops and stands in search of things they had been so long without, brass and the tools to work it, tools for carpentry, weaving and just general tinkering. The Gnomes didn't have much money. The Danarians brought some gold with them from Hell and were shrewd negotiators. While the Gnomes tend to be tight lipped around strangers, Danarians talk. It wasn't long before the marketplace was filled with stories of a strange new world, an uninhibited wilderness, a world that could lead to new and inaccessible worlds beyond imagination. Soon people were offering coin, barter or service to go there. They were all Adventurers in a sense, some looking for fame and fortune, some looking for a new life. It included among them Adventurers like Thoradin Kolar, Simon Hallmar and Wizards like Hendor Holbart, Cassandra and Mykazhin Longreen.
The Tearing of Haven
5/31/1495 DR The population of Haven rose dramatically. The wooden, palade wall was taken down and used in other buildings. A stone wall was erected expanding the size of the settlement. This is when most of the current building were built. Hendor Holbart constructed a Wizards tower near the top of a lone mountain three days south of Haven. At the peak he build a Teleportation Circle to test out his latest theories on the causes and solution to Haven planar travel problem. There is no one around who knows exactly what happened next. There was a light from the south that temporarily blinded many in Haven and a roar like all the thunder throughout time all at once. The ground shook, some buildings and parts of the new wall collapsed. Many were killed or injured. Nowadays, three days south of Haven there is a deep lake the locals call Mt Holbart. Over the years the rivers that now run into it have populated it with a number of fish species. There's been talk of building a fishing village there but since nobody knows where the mountain went and when or if it'll ever return the idea's never gotten much traction. The effects on the demiplane of Haven were severe. Rifts would open up, swallowing people, never to be seen again. Others were dropped in from various other worlds. There is a sinkhole that somehow opened up into the Underdark. The self-appointed Mages Triumvirate announced temporary restrictions on much of the use of Magic as they endeavored to repair some of the damage. Some suspect that things were released into Haven that never should have been.
The Present
6/18/1497 DR Major planar travel is still heavily restricted but most of the restrictions on Magic have been lifted. Random rifts are still occurring but at a drastically reduced rate. One odd phenomenon reported by some who've been taken is that after spending weeks or months on this other world, a rift will open up, seemingly to come after them, even if they try to avoid it, swallow them up and deposit them back in Haven. No one has been able to explain this. Otherwise life is slowly returning to normal for the settlement of Haven.
Whatever normal is.
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Time in Haven
Officially Haven uses Dalereckoning (DR) and was discovered by accident six years ago in 1491 DR. While officially Haven uses the Harptos calendar names for the months, named from begining to end: Hammer, Alturiak, Ches, Tarsakh, Mirtul, Kythorn, Flamerule, Eleasis, Eleint, Marpenoth, Uktar and Nightal there are so many competing calendars with their own month names that most people in Haven just use the number of the months like "fourth-month", "seventh-month", etc. Just to make it more confusing the Gnomes adopted a seven day week. Seven day weeks and thirty day months don't work well together. There is overlap and no serious, self-respecting world would use a system like this, but Gnomes, what can you say?
The day is divided up into 24 hours that approximate the days on many worlds. A bell tower in the Officials marks the daylight hours and chimes once at midnight.
The sun, named Zahal is a demiplane of fire that orbits in a flat, long elliptical around Haven (Cassandra would be the first to tell you that there is no distance in the Ethereal so these are analogies used to explain what is going on in the Ethereal in a way that an ordinary person can understand). Seasons are the result of the distance to Zahal, so that both northern and southern hemisphere share the same seasons. Haven's two moons, Sohal and Mehal are believed to be demiplanes of Air and Water respectively. It is believed by some that the positions of the two moons can be used to predict the weather. Attempts to do so have ranged from unimpressive to spectacularly unsuccessful
Laws of Haven
Unapproved Planar Travel is strictly prohibited: Death, imprisonment, forced labor, fines, edict
Treason/Aiding in an Attack against Haven: Death
Poisoning the Town Well or other water sources: Death
Murder of a Town Official in the pursuit of their office: Death
Arson: Confiscation of all assets and Banishment
Bribery or attempted Bribery of a Town Official: imprisonment, up to 20 years hard labor and fines up to double the amount of the Bribe
Blackmail or attempted Blackmail of a Town Official in the pursuit of their office: Flogging and imprisonment, up to 10 years hard labor
Using Magic to influence a Town Official without their consent: Flogging, imprisonment, up to 1 year hard labor and up to 1000gp fine
Assaulting or Impersonating a Town Official: Flogging, imprisonment, up to 6 months hard labor and up to 500gp fine
Forgery of Official documents: Flogging, up to 1 year hard labor
Fencing stolen goods: Fine equal to the value of the stolen goods
Use, possession, sale or manufacture of substances of the "Forbidden Potions and Substances" list
Hampering Justice: Flogging, up to 1 month hard labor
Brandishing weapons without good cause: up to 2 days imprisonment and hard labor and 10gp fine
Disturbing the Peace: up to 2 days hard labor and up to 20gp fine
Assault on a Clergy or lay worshiper during service: 2 weeks imprisonment, hard labor and 500gp fine
Theft of Temple goods or offerings: imprisonment, up to 1 month hard labor, fine equal to damages and cost of stolen items
Tomb-robbing: Imprisonment, up to 2 weeks hard labor, fines equal to damages and stolen items
Disorderly conduct within a Temple: 5gp and edict
Blasphemy: edict
Murdering a Citizen without justification: Death and forfeiture of assets to next of kin
Murdering a Citizen with justification: imprisonment, up to 6 months, Fine 1000gp and edict
Slavery or kidnapping: Flogging, imprisonment, up to 5 years and forfeiture of assets to the victim
Assaulting a Citizen: Flogging, imprisonment, up to 1 week hard labor, Fine and damages up to 150gp
Using Magic to influence a Citizen without consent: Flogging, fine or damages up to 1000gp, edict
Robbery: Flogging, imprisonment, up to 6 months and fines and damages up to 500gp
Burglary: Flogging, imprisonment up to 3 months and fines and damages up to 300gp
Vandalism: Cost to repair plus fine up to 200gp, edict
(It should be noted that the Citizens of Haven are not a very litigious people and tend not to sweat the small stuff. Become a serious nuisance and they will bring in the law)
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The MarketPlace
The MarketPlace has a wide and ever changing variety of colorful tents and stands acting as outlets for the more permanent and better stocked shops around Haven as well as for the farmers to sell their wares. Then of course there’s Myk’s Magic Shoppe, which despite appearances is definitely not a tent. At the center of the Marketplace is the Town Well, looked over by a statue of Chauntea, goddess of agriculture. At the south end of the Marketplace is the Bulletin Board. Residents post notices for everything from “Lost Cat” to “Room for Rent” to “Adventurers Wanted”.
Consent for Games
Real Life Issues used as Fantasy (X are those PCs might run into here)
[X] Genocide [ ] Sexual Assault [ ] Police Oppression
[X] Racism [X] Religious Intolerance [X] Homelessness
[X] Sexism [ ] Pregnancy and Abortion [X] Natural Disasters
[X] Homophobia [X] Government Corruption
Romance
References Romantic Gestures PDAs*
Opposite (or very different) Genders [X] [ ] [ ]
Same (or very similar) Genders [X] [ ] [ ]
Humanoid and Sentient Non-Humanoid [X] [ ] [ ]
*Public Display of Affection
Other activities
[X] Gambling [X] Drinking alcohol [ ] Use of illicit Drugs [ ] Casual sex
Triggers
[ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth
[ ] Blood [X] Harm to Animals [ ] Terrorism [ ] Famine
[ ] Gore [ ] Torture [ ] Cannibalism
Myk's Magic Shoppe
Billed as an emporium of wonder Myk's Magic Shoppe appears as an ordinary covered market tent. It is deceptively small and ordinary looking on the outside, but inside it is a labyrinth of magical workshops, display and gathering rooms where adventurers come to buy and sell Magic items, ask advice and exchange information.
Mykazhin (Myk) Longreen
Myk Longreen is very intelligent, wise and powerful. He runs Myk’s Magic Shoppe. He is willing to give advice when it’s asked for and people rarely regret taking it. While not officially part of the Exploration House, they keep each other in the loop.
Chormongondr
Chormongondr, a Gold Pseudodragon is Myk’s familiar. He thinks he is much larger than he actually is and reacts favorably to those who use his full name.
Thia's Apothecary
Thia's is known for selling quality potions, health products as well as herbs and spices in bulk. Their prices are very reasonable.
Reita
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The Bulletin Board
At the south of the Market Place is the Bulletin Board. It is used by the citizens of Haven to post notices for just about everything from “Rooms for Rent” to “Employment Notices”, “Dating Opportunities”, “General Notices” and of course “Adventures Wanted”.
Read Notices
Post Notices (upload text file with .txt extension, jpg, png or Google doc)
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The Officials
The cluster of buildings at the north of the interior of the wall is “the Officials”. It includes the Exploration House, the Town Hall, the Armory and Barracks, among others. These clusters aren’t as monolithic as it sounds. Official includes Blacksmiths, Carpenters and two Boarding houses, a Temple and a general store, among others.
Consent for Games
Real Life Issues used as Fantasy (X for what you might expect to find here)
[X] Genocide [X] Sexual Assault [X] Police Oppression
[X] Racism [X] Religious Intolerance [X] Homelessness
[X] Sexism [X ] Pregnancy and Abortion [X] Natural Disasters
[X] Homophobia [X] Government Corruption
Romance
References Romantic Gestures PDAs*
Opposite (or very different) Genders [X] [ ] [ ]
Same (or very similar) Genders [X] [ ] [ ]
Humanoid and Sentient Non-Humanoid [X] [ ] [ ]
*Public Display of Affection
Other activities
[X] Gambling [X] Drinking alcohol [X] Use of illicit Drugs [X] Casual sex
Triggers
[ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth
[ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine
[ ] Gore [ ] Torture [ ] Cannibalism
Town Hall
A brick and timber building adjacent to the Guardhouse, Town Hall building houses the Mayor's office, the Courtroom and is used for City Council meetings.
The Exploration House
Charged with the planning and development of Haven, the Exploration House often hires adventurers to explore specific areas and investigate strange phenomenon. They also buy maps, adventure journals, drawings and artifacts brought back by adventurers.
The Guardhouse
A large stone building of Dwarven design with a tower, adjacent to the Wall that houses various facilities for the Town Guards.
Irene's Lodging Facility
A boarding house operated by landlady Irene De Ville, the Irene's Lodging Facility offers the lodgers with one or more rooms for renting purpose
Town Meeting Room
This large 40x40foot building at the north end of the MarketPlace is used for public meetings, plays, talent shows, music recitals and can be reserved by any Haven resident for 50gp per day. Sign up sheet is in the Mayor's office and subject to the Mayor's approval
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The Burrows
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The Crafts
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The Scholars
The Copper Dragon Tavern
This is a popular hangout for Adventurers
Cassandra's Magic
Available for a wide variety of spell casting need
Drusilla's Forest
Drusilla's Forest a chained library that is free for all the citizens of Haven.
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The Shopps
As told by Baern Hoffenhorn, shield dwarf priest of Dugmaren Brightmantle, self-appointed promoter of the Shopps:
The largest cluster of buildings inside the walls of Haven is the Shopps. Probably means it's the most important district, right? (with a wink) Don't let those stuffy folks in the Officials or all that noise from the Crafts fool you, the things you need the most are found in the Shopps! Weavers, potters, dressmakers, bookbinders and the like. When I speak to newcomers to Haven, the first question that always comes up is, "If they make things in the Crafts and they make things in the Shopps, then why do they need two places?" Well, it's like this: if the making of the things involves hammering, banging (such as done by my fellow dwarves!), shaking, bad smells, or explosions then it’s done in the Crafts. Everything else you can find in the Shopps.
Now there are some other lovely things to be found in the Shopps. For example, let me tell you about something that holds a special place in my heart. Have you heard of the Temple of All Gods? No?! Oh, my good traveler, even those who worship the most obscure deities can find a place for prayer and contemplation in the Temple! I've been working hard on behalf of the Wandering Tinker to provide a place of respite and solace for all who find their way to Haven, whether they were looking for Haven or not. Perhaps we could exchange tales of the wondrous deeds of our respective deities the next time you stop in!
Finally, I'd be remiss if I didn't mention all of the fine boarding houses to be found in the Shopps, the most in any of the districts! Cozy homes as well, as many of the families with children live here. And while it's not a law, an agreement among neighbours means that none of the establishments here sell alcohol, encourage gambling, or offer any other adult entertainment. Oh, is that a slight frown I see on your face? No worries, my friend, there are wonderful places to relax and enjoy a hot meal and refreshing, albeit non-alcoholic, drink with friends. I highly recommend the Stumbalon Inn, where they have games of skill or chance (just friendly games, no gambling) and songs and stories from the finest bards in all of Haven and any plane that happens to intersect with our lovely home!
Consent for Games
Real Life Issues used as Fantasy (X are those PCs might run into here)
[_] Genocide [_] Sexual Assault [_] Police Oppression
[_] Racism [_] Religious Intolerance [X] Homelessness
[_] Sexism [_] Pregnancy and Abortion [X] Natural Disasters
[_] Homophobia [X] Government Corruption
Romance (X are those PCs might run into here)
References Romantic Gestures PDAs*
Opposite (or very different) Genders [X] [X] [_]
Same (or very similar) Genders [X] [X] [_]
Humanoid and Sentient Non-Humanoid [X] [X] [_]
*Public Displays of Affection
Other Activities
[_] Gambling [_] Drinking alcohol [_] Use of illicit Drugs [_] Casual sex
Triggers
[X] Insects [_] Harm to Children [X] Cancer/Disease [X] Filth
[_] Blood [X] Harm to Animals [_] Terrorism [_] Famine
[_] Gore [_] Torture [_] Cannibalism
Temple of All Gods
Even those who worship the most obscure deities can find a place for prayer and contemplation in the Temple of All Gods.
Stumbalon Inn
The proprietors are the halfling couple, Finnan and Lidda Glenfellow. High quality food and lodging at reasonable prices. They have a modest menu, but what they serve is very well-prepared. There isn't the usual bar, but there are a couple of long, rectangular high top tables that encourage strangers to share space and start discussions, both amongst themselves and with the staff. The proprietors are very fond of striking up conversations with the patrons! In addition to the food and lodging, the Inn has live bardic performances at least 4 nights a week, with the dazzling Muse Ronwe the featured act.
The Arcade
"Come one, come all, test your skill and try your luck with the wonders of the Arcade!" A large, dark, and extremely furry tabaxi, dressed in bright colours and wearing a magnificent hat, calls out from the entrance to the Arcade.
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The Shadows
Between the Shopps and the Officials is called the Shadows, which is not nearly as dark as one might think. It is from an old Halfling poem about two young people in love sneaking out for a kiss. There are two very popular Temples here, one to Tymore, the goddess of good fortune and one to Lliira, the goddess of joy. And while both have Chapels expressly for prayer and contemplation most of the buildings are used for slightly different purposes. The Temple of Tymore for instance is primarily a Gambling Hall. The few Boarding Houses here are run down, cheap and dangerous. Most who rent rooms here do so from other businesses, especially Taverns, the safest and most well known in the area is the Greasy Weasel Tavern.
Consent for Games
Real Life Issues used as Fantasy (X is what PCs may encounter here)
[X] Genocide [X] Sexual Assault [X] Police Oppression
[X] Racism [X] Religious Intolerance [X] Homelessness
[X] Sexism [X] Pregnancy and Abortion [X] Natural Disasters
[X] Homophobia [X]Corruption
Romance References Romantic Gestures PDAs*
Opposite (or very different) Genders [X] [X] [X]
Same (or very similar) Genders [X] [X] [X]
Humanoid and Sentient Non-Humanoid [X] [X] [X]
*Public Display of Affection
Other activities
[X] Gambling [X] Drinking alcohol [X] Use of illicit Drugs [X] Casual sex
Triggers
[X] Insects [ ] Harm to Children [X] Cancer/Disease [X] Filth
[X] Blood [X] Harm to Animals [ ] Terrorism [ ] Famine
[ ] Gore [X] Torture [X] Cannibalism
The Greasy Weasel Tavern
Probably the best known Tavern in the Shadows, it is famous for it's Pit Fighting ring as well as the discretion of it's owner for customer's secret meetings, illicit trade and nefarious activities
Temple of Tymora
Devoted to the goddess of good fortune, the Temple of Tymora is open to all those who hope for her blessings. There is a chapel for prayer and contemplation, however most of the building is a gambling parlor run by the priests and clerics of the goddess. Consecrated to Lady Luck it is believed that any who cheat here will lose her favor and be cursed with ill-fortune
Temple of Lliira
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Myk’s Magic Shoppe
An emporium of wonder
From the outside, Myk’s Magic Shoppe is a simple multi-colored burlap tent 15x20 feet and 12 feet high, with a flat top, typical of the tents seen in almost any marketplace. There is a banner over the slit entrance in the front of the tent that says “Myk’s Magic Shoppe”. The size of the area inside is the subject of heated debate among the locals. It’s broken up by burlap dividers hanging from the ceiling. Various size and color rugs are thrown over the bare ground. There are comfortable chairs and sofas scattered around, sometimes in groups, there are freestanding bookcases, even an open circle fireplace. Display cases show off potions, scrolls, common and uncommon magic items. Magic weapons and armor can go fast so it’s best to let Myk know what you’re looking for and he’ll keep an eye out. He also has the “Sword of Invincibility” (though he will probably never part with it) in a display case, protected by powerful magics. Occasionally he has rare items for sale (entirely up to the DM at the time). Prices at the Magic Shoppe are a little over the average (approximately 10%). Myk has an ever-changing number of apprentices who help out in the shoppe. There are area’s off limits to the public that are roped off and marked with signs saying “Authorized Personnel Only”. The layout of the Magic Shoppe is “fluid”, but almost never changes during regular business hours. It is believed by some that the Magic Shoppe is sentient. Myk is rarely seen outside the Magic Shoppe and under no circumstances ever leaves the settlement.
Always available at the Magic Shoppe
Potions Price Scrolls Price
Healing 55gp Cantrips 28gp
Climbing 83gp 1st level 83gp
Animal friendship 110gp 2nd level 165gp
Greater healing 110gp 3rd level 330gp
Water breathing 110gp
Superior Healing 330gp Ammunition
+1 sling bullets (20) 220gp
+1 arrows (20) 220gp
+1 crossbow bolts (20) 220gp
Inventory
Potion of Heroism
Potion of Clairvoyance
Bag of Holding
Necklace of Fireballs(4)
Consent for Games
Real Life Issues used as Fantasy (X are those PCs might run into here)
[ ] Genocide [ ] Sexual Assault [ ] Police Oppression
[ ] Racism [ ] Religious Intolerance [ ] Homelessness
[ ] Sexism [ ] Pregnancy and Abortion [X] Natural Disasters
[ ] Homophobia [X] Government Corruption
Romance
References Romantic Gestures PDAs*
Opposite (or very different) Genders [X] [ ] [ ]
Same (or very similar) Genders [X] [ ] [ ]
Humanoid and Sentient Non-Humanoid [X] [ ] [ ]
Public Display of Affection
Other activities
[ ] Gambling [X] Drinking alcohol [ ] Use of illicit Drugs [ ] Casual sex
Triggers
[ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth
[ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine
[ ] Gore [ ] Torture [ ] Cannibalism
Mykazhin Longreen (mīc-kā-zen lon-green “Myk”)
Medium humanoid Spellcaster (Human)
Languages common, elvish, dwarvish, draconic, fey, celistial, infernal and undercommon
Familiar. Gold Psudodragon named Chormongondr
Mykazhin Longreen is very intelligent, wise and powerful. He runs Myk’s Magic Shoppe. He is willing to give advice when it’s asked for and people rarely regret taking it. While not officially part of the Exploration House, they keep each other in the loop.
Chormongondr
Familiar. Gold Psudodragon
Tiny dragon, lawful good
Chormongondr, Myk's familiar, thinks he is much larger than he actually is and reacts favorably to those who use his full name
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The Copper Dragon Tavern
This is a popular hangout for Adventurers. The proprietors are well connected and often know of Adventuring groups forming and Patrons hiring as well as most of the latest rumors floating around Haven. In a back there are tables for playing cards and dice. There are two darts boards. There is a stage where local and traveling Bards perform for tips. There are modest, comfortable and one wealthy lodging available. Run by Theran and Ziza Amakiir and their four employees, though lately the employees are doing most of the work while Theran and Ziza care for their baby daughter.
Lodging, includes meals
Private suite 4gp/night (one)
Private room 2gp/night (three)
Dorm room 1gp/night (eight beds)
Menu

Pan-fried Chicken and Greens Ale
Roast Pork and Potatoes Mead
Cheese and Greens Omelet Wine
Cheese and Vegetable Platter Dwarven Stout
Mushroom and Rice Stew Gnome Clover Mead
Roasted Turnip with Bacon Elven Blackberry wine
Hangover Breakfast Halfling Butterbeer
Stew of the Day Milk
Side of Bread and Butter Tea
Consent for Games
Real Life Issues used as Fantasy (X are those the PCs might run into here)
[X] Genocide [ ] Sexual Assault [ ] Police Oppression
[ ] Racism [ ] Religious Intolerance [ ] Homelessness
[x] Sexism [X] Pregnancy and Abortion [X] Natural Disasters
[x] Homophobia [X]Government Corruption
Romance
References Romantic Gestures PDAs*
Opposite (or very different) Genders [x] [x] [x]
Same (or very similar) Genders [x] [x] [x]
Humanoid and Sentient Non-Humanoid [x] [x] [x]
*Public Display of Affection
Other activities
[x] Gambling [x] Drinking alcohol [ ] Use of illicit Drugs [x] Casual sex
Triggers
[ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth
[ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine
[ ] Gore [ ] Torture [ ] Cannibalism
Downtime Activities
Carousing
The Copper Dragon is a good place to meet people, make new friends and acquaintances
Gambling
While there are no house run games at the Copper Dragon tavern, there are almost always games of chance being played and many of the tavern’s regulars will bet on just about anything. Typically there are card and dice games being played at the back tables. There are three dart boards and bets are placed by players and spectators alike. There are private rooms in the back that are often rented for high stakes games.
Drinking
While they discourage overindulgence, many people come to the Copper Dragon to drink. The tavern has a wide selection of alcoholic beverages and sharing food and drink is a time honored way to make new friends.
Theran Amakiir
Female Half-Elf InnKeeper
Theran was a Fighter, originally from Yartar, a city on west coast of Faerun, on
the world of Toril. Her mother and father had both been adventurers in their
younger days, which is how they met and fell in love. Theran always believed
she would meet someone the same way and to tease Zizza often jokes that the
Fates have a seriously twisted sense of humor. She traveled to Haven in the early
part of '95 in search of adventure. She says she was trapped here, first by the
Tearing, then by her love for Zizza.
Zizza Amakiir
Female Human InnKeeper
Ziza grew up on the streets of Waterdeep, an orphan, she learned to steal, pick
pockets, then locks and became an adventurer that way. She was in the market
when the Gnomes and Danarians first came and was one of the first to learn
about Haven. She went back with them. She found work at the Copper Dragon
which is where she and Theran first met. She says she fell in love with Theran
at first sight and that Theran just needed a little time to get on board. Zizza says
the next time they go to Cassandra's Magic for the purpose of having another
child, she want to be the father. Theran isn't sure if this is a promise or a threat.
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Cassandra's Magic
Available for a wide variety of spell casting needs, Cassandra’s Magics also sells a selection of potions and scrolls at reasonable prices. Magic items can be crafted to the clients specifications. There are also three small workspaces in the back available for rent or lease. Each is equipped with basic magical equipment, while more specialized equipment may be borrowed as available, all included in the rental price. Cassandra is specifically not available. Any client who insists on her personal attention is charged a 200% surcharge that she refers to as an “annoyance tax”. She has apprentices so that she can devote full attention to Haven’s planar travel problem. She spends nearly all her time on the roof of her three story building that houses Cassandra’s Magic with what most folks call “the Device”. Well over 20 feet in height and taking up most of the roof it’s polished brass, steel and crystal, wheels upon wheels, balance beams, gears, springs, pendulums and is in constant motion. She sits at the base of it studying it, occasionally casting Mage Hand to adjust it’s working. She believes that a chunk of primordial chaos orbits Haven in an eccentric orbit. She believes that if she can make sense of that orbit she can stop the rifts all together and make travel in and out of Haven safe again.
Consent for Games
Real Life Issues used as Fantasy (X are those PCs might run into here)
[ ] Genocide [ ] Sexual Assault [ ] Police Oppression
[ ] Racism [ ] Religious Intolerance [ ] Homelessness
[ ] Sexism [ ] Pregnancy and Abortion [ ] Natural Disasters
[ ] Homophobia [ ] Government Corruption
Romance
References Romantic Gestures PDAs*
Opposite (or very different) Genders [X] [ ] [ ]
Same (or very similar) Genders [X] [ ] [ ]
Humanoid and Sentient Non-Humanoid [X] [ ] [ ]
*Public Display of Affection
Other activities
[ ] Gambling [ ] Drinking alcohol [ ] Use of illicit Drugs [ ] Casual sex
Triggers
[ ] Insects [ ] Harm to Children [ ] Cancer/Disease [ ] Filth
[ ] Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine
[ ] Gore [ ] Torture [ ] Cannibalism
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Drusilla's Forest
Drusilla Liadon runs a chained library that is free for all the citizens of Haven. It consists of the 3 main stacks, each capable of seating ten people, five on each side. There are two smaller bookcases against walls that can seat two more people each. Anyone wanting their own copy of a book can contract with Drusilla who will have one of her Kenku assistants produce a duplicate. She keeps rare or unusual books for sale in the back. She also teaches a variety of languages time permitting. There is a box for donations. She is considered quite eccentric. The name of her establishment is a joke more obvious in Elven than Common that most Wood Elves find offensive.
Consent for Games
Real Life Issues used as Fantasy (X are things PCs might find here)
[X]Genocide [X]Sexual Assault [X] Police Oppression
[X]Racism [X]Religious Intolerance [X] Homelessness
[X]Sexism [X]Pregnancy and Abortion [X] Natural Disasters
[X]Homophobia [X]Government Corruption (includes books on these subjects)
Romance References Romantic Gestures PDAs*
Opposite (or very different) Genders [X] [ ] [ ]
Same (or very similar) Genders [X] [ ] [ ]
Humanoid and Sentient Non-Humanoid [X] [ ] [ ]
*Public Display of Affection
Other activities
[ ]Gambling [ ]Drinking alcohol [ ]Use of illicit Drugs [ ] Casual sex
Triggers
[ ]Insects [ ]Harm to Children [ ] Cancer/Disease [ ] Filth
[ ]Blood [ ] Harm to Animals [ ] Terrorism [ ] Famine
[ ] Gore [ ] Torture [ ] Cannibalism
Books In Stock Language Tutoring
Enduring Spellbook Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnomish
Manual of Bodily Health (read 18 years ago) Infernal, Orc, Primordial, Sylvan and Undercommon
Sentient Enduring Spellbook
Manual of Stone Golems
Mordenkainen’s Tome of Foes
Drusilla Liadon
Female Elf (wood-elf) Bookdealer
Drusilla is Danarian in the sense that she lived there from before the Fall till
the Evacuation. While Danarians have a reputation for being extraordinarily
resilient, this is not true of many of the initial survivors, some of whom were
long lived enough to have experienced the entire time in Hell. Drusilla seems
to have been 'broken' by the experience. While her knowledge of academic
subjects is cyclopedic, her personal memories come and go or change without
warning or reason. She can be subject to fits of rage, terror and confusion
sometimes in rapid succession. This does not seem to effect her linguistic
expertise as she teaches a variety of languages.
Drusilla lives alone in a small apartment above her shop and has been known
to be quite hostile, even violent to other wood-elves.
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The Arcade
"Come one, come all, test your skill and try your luck with the wonders of the Arcade!" A large, dark, and extremely furry tabaxi, dressed in bright colours and wearing a magnificent hat, calls out from the entrance to the Arcade. He waves his arm with a great flourish, gesturing to the cacophony of sound and motion sprawling behind him. "We have something for everyone, from physical challenges of strength and balance to tests of wit and wisdom! Young and old, any gender or race, we welcome you all to partake in the wonders of the Arcade! Whether your stay is for half an hour or half a year, your joy is guaranteed!" What begins as an open square draped with airy silks of various colours transitions to an enclosed hall, where all manner of music and mechanical noises ring out. You can see numerous games and puzzles of a combined magical and mechanical nature, created by Kipper, the gnome artificer who, along with the tabaxi Moxie Rockets, is one of the co-founders. Illusory frogs race across animated lily pads in one booth, while in another, youngsters attempt to toss balls through dancing, laughing hoops while their parents cheer them on.
Throughout, peals of laughter and groans of defeat can be heard amongst the patrons of the Arcade. Venturing further into the hall, a bizarre mechanical man attempts to guess the age and weight of the patrons. Kipper is often seen pondering this particular booth and making adjustments. Anyone that can ask a sufficiently insightful question might attract his attention and be able to strike up a good conversation, but Kipper is not easily distracted. The most challenging puzzles of the Arcade lie in the hall as well, with some modest rewards awaiting those who are clever enough to solve them.
What exactly Kipper is doing to create these contraptions is beyond the understanding of most of the residents of and visitors to Haven and Kipper is not revealing the tricks of his trade. While people seem relatively unfazed by magic, the mechanical nature of the attractions is what keeps them coming back. Surely something crafted by man with skill alone can be unraveled! In the meantime, Kipper and Moxie work hard to stay one step ahead of even the most persistent investigators and skeptics.
Proprietors
Kipper Raulnor
Gnome artificer and creator of the games and puzzles of the Arcade. Reserved and awkward, but brilliant. Origins are unknown, but it may be the case that he is from Mount Nevermind on Krynn, rather than from Faerun as is the case with most gnomes in Haven. In either case, he stands a little apart from most people, whether they're gnomes or not. Can often be found muttering to himself while hunched over a project. Makes a very functional odd couple with Moxie and their Arcade is a great success. Pleasant to speak with if you can coax him into opening up, but he does tend to go on a bit. Always seems relieved that someone wants to take the time to speak with him, but won't reveal the secrets of the wonders of the Arcade. Moxie tends to think of him as the son he never had, which Kipper finds to be strange, but there are a lot of things about Moxie that are strange.
Moxie Rockets
Tabaxi merchant and manager of the Arcade, quite the eccentric showman. Moxie had previously been a relatively successful promoter of a traveling band of performers that frequented the festival circuit throughout all the great cities of Amn. Always intrigued by the highly unusual and the occult, Moxie one day slipped into the tent of a mystic to peer into a mysterious mirror that purportedly would show one's self in another world. Unfortunately, Moxie was then transported to that other world, which of course was Haven, and he remains stuck there. After getting to know the city, Moxie attached himself to the most interesting character he had come across, Kipper Raulnor, the gnome inventor. With Moxie's business savvy, showmanship, and the growing population of impressionable youth, Moxie and Kipper created the Arcade. They've managed to survive the occasional gnomish mishap and their odd couple relationship and the business is now flourishing. You know what they say about curiosity and cats . . . fortunately this one does indeed seem to have nine lives!
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
It never hurts to help! ---- PbP: [Rolling Dice] [Tooltips] ---- DDB Content: [Free Adventures] [Encounter of the Week]
Stumbalon Inn
A comforting glow emanates from the several windows lining the first floor of the building as you approach. As you get closer, you hear a gorgeous, silky voice gliding out into the streets like smoke from a pipe, swirling and ethereal. Finally, the smells of fresh baked bread, seasoned meats, and savoury stews reach your nose. Above you, an illuminated, wooden sign modestly declares this building to be "The Stumbalon Inn." Weary traveller, search no further, your place of respite is found.
As you enter through the large, red door, the sights, sounds, and wonderful smells are fully unleashed and you are greeted warmly by Finnan Glenfellow, a well-dressed and very pleasant halfling fellow, appearing to be somewhere on the high side of middle-aged. "Welcome friends, please do join us! As you can see, we are quite busy this evening, but never too busy to bring a few more in! Now will you be dining with us this evening, or perhaps you require a room or two for the night?" He speaks loudly enough to be heard over the din, but not so loud as to disrupt the bardic performance taking place on the small stage at the front of the dining area. Your eyes are drawn to the blue-skinned tiefling woman currently in the middle of a stirring rendition of "The Iolaire". You know the song from your time in the Moonshaes, but you're surprised to hear it in an inn in Haven. "You'll be having a meal with us, then? Delightful! Now I'm sure you're well aware of our reputation, friends, but I'm sure you'll also find our prices to be quite reasonable and even though our menu may not be the most exotic, everything on it is a blue ribbon winner, I guarantee!"
Looking around the large, bustling room, you notice that there isn't the usual bar, but there are a couple of long, rectangular high top tables in the middle of the room that appear to have sufficient open seats to accommodate your party. Finnan notices the direction of your gaze, smiles to himself, and declares, "I think I know just the spot for you all, please follow me. You'll find this spot to be a bit cozy, but you'll have a great view of Muse Ronwe, the finest bard in all of Haven, and if you like, you may wish to strike up a conversation with some of your fellow patrons. Share some tales of your homes and of the dreams you have for young Haven! And when you're done, I'm sure you'll want to meet my wife, Lidda, to get a room for the night. She'll take good care of you, of that you can be sure!"
Proprietors & Performers
Finnan and Lidda Glenfellow
Halflings and proprietors of the Stumbalon Inn. Finnan runs the restaurant and is somewhat anxious, but pleasant enough. He is always concerned about the quality of the service, food, and entertainment provided by the Inn, but as far as anyone can recall, everything is always top notch. He frequently mingles w/the patrons and knows the regulars quite well. Lidda is in charge of managing the inn and is no nonsense and matter of fact in her dealings with the guests, staff, and her husband. As with the restaurant, the inn is very well run and always to the guests' liking. Both Finnan and Lidda are well informed regarding the goings on in Haven and are a good source of information for visitors and an even better source for characters that might endeavour to get to know them better.
Muse Ronwe
Tiefling bard, College of Eloquence. Muse is the "bard-in-residence" and featured performer at the Stumbalon Inn. A strikingly beautiful woman, in Faerun she had attracted the patronage of a minor noble of Silverymoon and was trained at the prestigious College of Fochlucan. Much to the dismay of her patron and those she entertained, she was pulled to Haven at the height of her most inspiring performance. While she blames her infernal heritage for this planar mishap, Muse is making the best of it in Haven. With her skill and exotic beauty giving her the choice of any venue, she aligned herself with the Stumbalon Inn due to her preference of singing to sober crowds that can truly appreciate her talents. When Muse isn't performing at the Inn, she might be serving as the MC for other performers or for the occasional open stage night for locals to show off their performing talents. Muse does perform elsewhere in Haven on occasion and, like the proprietors of the Inn, knows much of the behind the scenes machinations across the city. She is also not above accompanying adventurers on their campaigns if her skills can be of use.
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
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The Exploration House
Adjacent to the Guardhouse is the Exploration House. Run mostly by the Gnomes, the Exploration House is charged with the long term exploration and development of Haven, including the eventual issuing of land grants. The Exploration House is often the first and last stop for Adventurers as they will regularly pay to have particular areas explored and will pay for well drawn maps, detailed travel journals and artifacts.
Alston Garrick
Male Rock Gnome
Alston seems to be in charge of the Exploration House but as with any Gnome hierarchy, it’s transient and nebulous at best. Alston has a warm and disarming smile and is quick to laugh. He is fascinated with every last item brought back from the wilds, from an apparently worked ancient stone to feathers from one of the varieties of local Owlbear, he pours over these items almost constantly.
Gimbol Timbers
Male Rock Gnome
More pensive and quiet than Alston, but no less friendly and helpful, Gimbol has many strange theories about Haven and is happy to share them with anyone who seems interested. He’s an excellent source of advice on properly outfitting for an Adventure.
Patience
Female Tiefling
Patience is the lead administrator for the Exploration House. While Alston and Gimbol steal the limelight chatting with Adventurers, sending them on reconnaissance missions and paying them for what they bring back, it is Patience who keeps everything running, assigning tasks to the junior staff members, deciding which documents to have Scribble, their Kenku Scribe copy to keeping the budget straight.
"Scribble" (sound of pen scratching on paper)
Female Kenku
Scribble is an older Kenku, although how old is hard to say. She is very friendly. When she's not busy copying maps, journals and drawings, she serves tea and cookies to visitors, 'plays' music and whistles at handsome males of whatever species.
The Worlds of Pphost a community of DMs and Players making PbP better
Malichi, Tiefling Rogue - Worlds of Pphost- The Amazing Teleportation Machine
DM Worlds of Pphost - Haven 'A Few Days at a Tavern'
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Temple of All Gods
Dignified and staid, tranquil, welcoming. An understated edifice, larger than any other in the Shopps, stands before you. Crafted of roughly hewn limestone blocks, the off-white colour seems appropriate for a city that is largely well-intentioned and certainly full of hope, but yet to realize its full potential. Above the massive doors, etched into the stone, is the phrase "All are welcome" in the common script. You know this to be the Temple of All Gods from the simple sign to the right of the doors and you do indeed feel welcome here. Still under construction, the Temple's sturdy square base gives rise to a tower, currently three stories tall, with a crenellated top. Whereas normally these battlements would serve to provide cover to archers and other defenders, at the Temple they are merely a practical architectural feature, a simple base upon which to construct the next story as more and more gods and goddesses come to be represented amongst the believers of Haven.
As you contemplate the structure, footsteps approach from behind and you hear a chuckle. "Hail and well met, my friends! I see you've found our lovely temple. Surely you'll accompany me inside and relax in some quiet contemplation. We have numerous rooms suitable for worship of all varieties. Sure, it's a work in progress, but we are striving to make sure that any deity you might call upon will receive your entreaties from here in Haven. My name's Baern, by the way. Baern Hoffenhorn, pleasure to meet you! I'm something of an administrator here, I suppose, or at least I take a more active interest than most in the business of getting things done around here." Baern slides past you and places a strong hand firmly upon the oaken doors. He looks at you brightly, his eyes betraying a sincere hope that you might follow him inside so that he can continue to regale with the full details and history of the Temple. Fortunately for him, at just that moment, a crackle and flash of light erupt from the cloudy skies above and rain begins to pour down. "May as well come in to avoid getting drenched!" He gives a gentle shove to the door, which glides open surprisingly easily for its size. It can be helpful to have a dwarf looking after the construction of a temple, one imagines.
Inside and safe from the deluge, you find a large open room, circular, with space sufficient for two hundred or so to gather. The ceiling is a buttressed dome reaching some forty feet above you, unadorned as of yet, and crafted of the same limestone as the exterior walls. Staircases flank the room, hugging the rounded walls and swooping upwards first ten feet or so to a walkway that circles the main room, and then again to the base of the dome, twenty feet from the floor. At each level, there are numerous smaller rooms surrounding the main room. You can deduce that the tower you saw from the outside must encase the dome and then continue to rise above it. "Marvelous, isn't it? We can host quite a gathering here, or many smaller ones. Each new god or goddess that makes their presence known in Haven can have a dedicated space if they like, or at least that's the hope. I'm not sure how much higher this tower can get, but with faith in Moradin, anything is possible! Of course, it is becoming a bit of a challenge to continue to go up, so we've started constructing various buildings where we can find the land throughout the Shopps. They'll all be of the same limestone that the Temple proper is crafted from, so you'll be able to recognize them. For example, I live across the street in the Cleric's Domitory. Simple, but sufficient for a pious old dwarf like me. We've built and started a library and a storehouse as well. You'd be surprised what some deities request of their followers for their various rituals! I'm fortunate to walk the path of the Wandering Tinker, so I only need carry the essentials for survival and book to record my adventures. I think that's how I ended up here in Haven, the will of Dugmaren Brightmantle!"
Residents
Baern Hoffenhorn
Shield dwarf, formerly of Ironmaster in the Frozenfar. Priest of Dugmaren Brightmantle, dwarven god of invention and discovery. Jovial, gregarious, and always willing to help. Baern "popped in" to Haven after a particularly drunken evening of prayer and contemplation.
He believes that his relocation to Haven is a sign from the Wandering Tinker that he must undertake this journey, both physical and spiritual, to fully understand his place in the multiverse. As such, Baern was a key figure in the establishment of the Temple of All Gods and assists in its day to day operations. He is eager to meet new people of all races and origins, and is particularly interested in the visitors to Haven from other planes. Helping to run the Temple is his way of ensuring that all peoples have an opportunity to practise their faith as they choose, even far from their home.
While a dwarf might typically chafe at the notion of working in a district that eschews the sale of alcohol, Baern is abstaining for the time being. This is due to his notion that if he were to have another episode similar to the one that brought him to Haven, he might again be transported away. While he misses the great halls of Ironmaster and the forgesong, Baern has developed a strong fondness for Haven and appreciates the importance of his role with the Temple and enjoys being an informal representative of the Shopps.
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
It never hurts to help! ---- PbP: [Rolling Dice] [Tooltips] ---- DDB Content: [Free Adventures] [Encounter of the Week]
Thia’s Apothecary
A place for all your special needs
A modest wood and plaster building in the middle of the Market Place. An herb garden grows in front and there are three wooden steps up to the front door. The interior walls are covered from floor to ceiling with shelves and cabinets, unbroken except for the front door, the door into the back and a counter, behind which is Rieta's desk. There is a beaded curtain behind her. In front of the counter is a ramp and platform for the
smaller folk. The room is filled with fragrant growing herbs and flowers and the shelves are lined with potions, remedies, and trinkets. The shop is warm and inviting and gets a great deal of business, even late into the evening. On the left side of the shop is a large, barred window where Rieta spends most of her time, concocting potions and chatting with folks passing by.
Available at Thia’a
Potions
Price
Miscellaneous
Price
Healing
50gp
Acid (vial)
25gp
Climbing
75gp
Alchemist’s fire (flask)*
50gp
Animal friendship
100gp
Antitoxin (vial)
50gp
Greater healing
100gp
Healer’s kit
50gp
Water breathing
100gp
Perfume (vial)
5gp
Hill Giant Strength
150gp
Soap (bar)
2cp
Superior Healing*
150g
Incense
varies
Keoghtom’s Ointment*
1,200gp
Spices
Ginger 1 lb (sack)
1gp
Cinnamon 1 lb (sack)
2gp
Pepper 1 lb (sack)
2gp
Cloves 1 lb (sack)
3gp
*Special Order
Safron 1 lb (sack)*
15gp
1 Herb garden
2 Stairs
3 Front door
4 Floor to ceiling shelves and cabinets
5 Ladder
6 Door to work area
7 Ramp and platform for the smaller folk
8 Counter
9 Desk
10 Chair
10b Books stand
11 Beaded curtain
12 Barred window
13 Workbenches
The Worlds of Pphost a community of DMs and Players making PbP better
Malichi, Tiefling Rogue - Worlds of Pphost- The Amazing Teleportation Machine
DM Worlds of Pphost - Haven 'A Few Days at a Tavern'
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