Town of Beskarville

WorldConnections
TypeLOCATION
Sub-TypeTOWN
Time PeriodThe War of the Enlightened
CampaignsHounds of Beskarville
World PeriodDilatatio et Bellum
RegionsThe Cartas Empire
Arcs---
Plot ArcsThe Monster Experiments
Notable Lore---
EventsThe Great Unification
MysteriesMystery of the Forgotten
ItemsThe Amulet of Selune
Notable Characters---
Player Characters
CharactersSabine, Chester
EntitiesSelune
OrganizationsThe Knights of the Moon, Hoth & Wampa, The Order of Yellow,

Geography

Type: Town Size: Small Region: Northwest Cartesia Origin: Dwarvish, Pre-Unification Titles: The Mithral Ghost Town

Politics

Government Type: Local Leadership Royal Jurisdiction: Northern Collective - Loyalist Ruler: Mayor Lando Defense: Sheriff Lando

Society

Races: 44% Human, 36% Dwarves, 19% Dwarves, 1% Elves Population: 300 Religous Precense: Chauntea, Shaundakul, Eilistraee

Commerce & Industries

Exports: (Past) Mithral Artifacts Industries: (Past) Mining and Archaeology

Beskarville Introduction

Beskarville

A quaint town amongst the northernmost areas of settlement in Cartesia. Beskarville is rarely visited and is known primarily for it’s prominence the first 200 years after the Great Unification as a source of dwarven Artifacts, namely Mithral said to be sourced from past wars. However soon after the Northern Mithral Rush calmed, the town was vacated by many of the travelers and the locals remained isolated. With the Northern Wastelands close, traders scarcely take the risk to venture to Beskarville, but one common tale is told. That howls echo each night, calling back and forth until the day breaks. However in the recent month, a new vein of Dwarven artifacts have been discovered and along with it, a number of Cartesia’s populace looking to claim the riches

Politics & Government

The town remains of such a small size that no real representation is given on a national scale. Instead, the Northern Collective representative speaks for Beskarville in addition to the myriad of other towns that dot the northern boundaries. Within the town, the mayor and the sheriff are one and the same, an old dwarf named Lando.

Defense & Threats

Lando remains the sheriff of the town as well and while he is seemingly strong, civil unrest is almost non existant. In fact the town reports some of the lowest crime statistics in the empire, but that is to be expected of the small and close-knit population. However one may ask how the town still exists with the recent sightings of monsters within the areas near the northern wastelands and forest?

Industry & Trade

The Northern Mithral Rush brought the large bulk of architecture and industry to the area, however soon after, the progress seems to have vacated. There are many larger buildings across the town that have been abandoned and many small businesses, including all the local inns had closed with the exception of one that usually catered to a trader lost in the path between Silinea and Kryoscene.

However with the new discovery of the Dwarven Artifact deposits and the influx of, as the locals describe, ‘scavengers’, several encampments across the outskirts of town as well as the abandoned buildings have been occupied temporarily.

Key Town Locations

Inner Beskarville

The Town Hall

The main area of the town and holds all of the towns legislative offices. This is where you might find some of the town’s most active members.

Warehouse Row

An abandoned row of warehouses and stores that once thrived when there was active mythral mining in the town. Now rarely anyone ventures here and it is described as creepy by both the town natives and the new miners.

Inns & Taverns

MosEis Inn

The main inn and boarding area of the town. Here adventurers will find their lodging and may be able to tease out sentiments of miners and town’s villagers alike which could contribute to the investigation.

Stores

Moff’s Mining Miracles

A store that sells mining supplies and has had a recent surge of business due to the Cartesian Mining company coming into town. This is a good place for the adventurer’s to find clues regarding miners/newcomers demands and materials that they may be using.

Hoth & Wampa Designer Goods

This is a branch of a designer store across Cartesia. They sell expensive goods and unique magical items suited for the winter. Adventurers may find clues here about who has looked for magical items, and/or who may have use the tailoring/cleaning services on their clothing.

The Fortuna General Store

The general store of the town that sells all kinds of general purpose and alchemical ingredients. Here, the adventuring party may find clues on who bought which materials, or any suspicious characters who may have visited.

Landmarks

The Endora Woods

The woods on the western side of town. This is where the new vein of mythral artifacts was discovered and is considered dangerous, but not nearly as dangerous as the norther forest.

The Passing Star Stones

An old location within the Endora woods with a couple of stones that have ruins engraved within them. Conversations with town members will clue that it is often used as a play area by the town’s children, or a romantic place to go by young adults because of the clear view of the moon.

The Northern Forest!

A dangerous forest north of the town that is known to have strong monsters. This is why the town has a large wall across the north of the town. It is generally revealed through conversations with town members that this forest is also a buffer that prevents direct contact with the Northern Wastelands that are located farther north, and that the monsters that come through the forest are usually remnants from the Northern Wastelands.

Key Town Characters

Sheriff & Mayor Lando

Sheriff and Mayor of the Town. He is the one who made the request to the adventurer’s guild.

Sabine

The town’s unofficial representative. Kind woman and mother. Wears a moon necklace.

Campaign Updates

Hidden Information

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