====== Edgemoor ====== Edgemoor is a small town and the root of the supply chain for the frontier. While it has a strong military presence, trade and agriculture have started to take over. {{ :the_old_frontier:edgemoor.png?200|}}Abbot Sir Kendrick Winters, Sword Knight of Iomedae, March Warden and military commander of the Frontier, holds the town on behalf of his Patron Lady, a post given in return for service from the church during the struggle to claim this land. However, Abbot Winters is blind, having sacrificed his eyes to destroy a Sword dedicated to Charon the Boatman of the lower planes. He has sworn that his eyesight will not be returned until a priest of Iomedae comes to him with a spell that will return his sight. Three have tried, all have failed, and Sir Kendrick waits patiently for the mercy of his mistress. In the meantime, he runs the town with grace, equability and a great respect for the law. [[admin:The old frontier:start]] setting up a page for DM notes ===== Military Quarter ===== The original settlement, from when this was the frontier, is little more than a small military fort. Once, Yitis House and the Academy were barracks for the troops based here, and the Tavern was the soldiers' commons. As the frontier moved forwards, the need for soldiers has changed, and things have become a little less formal and military, however the strong stone walls, walkways and towers still form a safe refuge in the middle of town. * **Iomedae's Abbey** - Once a fortress, the fortress still bears the signs of its military heritage. The windows are high and narrow, the walls are thick and there is a guard point above the main doorway. The chapel is in the east range, the north range has the military accommodation on the upper floor, with kitchens and common room below, the west wing has the abbot's house and hall, while the south range the administrative offices for the town. The second court contains a stable, armoury and training area, and all the brothers practice at arms and horsemanship regularly. Lay brothers, armed and armoured, are part of the town guard, and can be despatched to support the other towns or frontier towers. * **The Watch Tower** - Used by guards from [[consolidated:westtelida:the_old_frontier:start#the_golden_billet|The Golden Billet]], who provide basic policing services in the town as part of their original contract. * **The Falke Academy** - Once a small barracks to house Lord Falke's troops, the buildings are now used as a Sword School, offering everything from basic tuition to some quite advanced skills. Dragos Yitis-Aldori can sometimes be found here, sparring with other duellers. * **Yitis House** - A mercenary barracks that houses a small detachment of mercenary troops under the command of Dragos Yitis-Aldori. Once home to a detachment of elite fighters, the barracks now houses a detachment of guards - who are hired out to protect travellers or merchant caravans. The troops here are rotated out on a regular basis, with some working as rowers on keel boats, some guarding the property in Edgemoor, with a few being hired out as caravan guards (particularly for the Iron Keep Caravan), and personal guards. * **The Mace and Sabre** - Once a stable, it has been refurbished and now serves as a tavern, selling wines and ales. While it is open to the public, it is a favourite of the town's military personnel. Some of the original character has been retained, the flagstone flooring, a couple of booths created out of old loose boxes, with saddles, tack and various weapons adorning the walls. A well-used Saw-Toothed Sabre and Mace, set in a large painted shield, have pride of place on the wall opposite the door. ===== The Square ===== Once the area was safer and the frontier was being pushed forward, Edgemoor became a staging post for the forwards troops. A palisaded bailey was constructed and the first businesses and settlers came. As the front moved further away, more business and settlers came. Now the civilians outnumber the military quite heavily. * **The Smithy** - Deals mainly in the tools and equipment required by local farms and businesses - although it can make simple weapons, metal shields and light armour. Military weapons, heavier armour and MW can be ordered from ++Iron Keep|(can also do +1)++ or ++Tusk| Higher level enchantments)++. * **Yitis Jetty** - A simple jetty with a small office and warehouse. Keelers arrives from East Gate, unload, load and depart the next day. Another Keeler does the local rounds - setting off to Reedham, The Quarry and Halfling Cove, then returning a couple of days later. Between trips, it is moored here. The Jetty is also used by a couple of local fishing boats. * **Yitis Shop** Selling imported items (up to 5gp value) for household and adventuring use. Special purchases available on request - payment upfront, available in a few days - or perhaps weeks ... * **The Old Barracks** - owned by House Yitis, this was a transfer barracks for their troops. While it is disused, it has been ++kept in a reasonable state|(The existing troops need chores to stop them getting bored)++ - however, it still needs work before it can really be used. It is fairly spacious, but as a transfer barracks has ++minimal facilities|(Use the Tenement from https://www.d20pfsrd.com/GAMEMASTERING/OTHER-RULES/DOWNTIME/BUILDINGS-AND-ORGANIZATIONS/#buildings as a template)++. It could be converted to serve as home for a wealthy PC, a home/base for an adventuring party, an inn, or for many other purposes. * **Apothecary** - Rosa Hothran. A large wooden sign, showing a helping hand and a tree, hangs outside this shop. Inside there is a selection of slaves, pills and potions suitable for the minor ailments of everyday life. If you burn your hand on the oven, geta belly ache, or a minor cut - this is the place to come although in most cases it is little more than minor pain relief, and stopping things getting worse. Through a doorway, you can see Rosa’s workshop, festooned in plants and vines, there are tables benches and all sort of herbal, and alchemical, ingredients, and she can produce a large range of different potions and alchemical items. She even sells a few, minor, magical items - some (potion CLW) she can make herself, but she also has a selection of other minor items (including potions and scrolls), particularly relating to healing, health or curing. * **Tailor** - capable of making most 'ordinary' clothes, although only carries a stock of simple 'drawstring' trousers and skirts, shirts, chemise, stockings and very basic cloaks. * **Baker** - a normal town baker's shop selling bread, simple cakes and pies (Meat, Fish, Vegetable, Plum, Apple). However, it also serves as the main 'take away' food source for those people who do not have their own cooking facilities (ie most of them) * **Leather worker** makes all sorts of things such as belts, sheaths, simple Moccasin style shoes, sandals etc. - but doesn't keep any stock, as it is all sold in the market. * **Carpenter** - makes all sorts of things - but doesn't keep any stock, as it is all sold in the market. * **Market** - mainly fresh food, some preserved foods, leather goods, wooden items - Hunter's stall sells arrows, spears, sling bullets, crossbow bolts - and even leather armour or a hide shirt - as well as small wooden shields. * **The Tenements** - a mix of small residential rooms and bunk rooms, that serve as home to many of the town's workers. There are no cooking or toilet facilities in any of the rooms, food coming from the market or bakers, and there are a couple of communal 'dunnys' for each block. There is one apartment block, for the wealthier members of the community, containing small apartments with slightly better facilities. ===== Outer Districts ===== * [[Smallholdings]] - Mainly growing vegetables for sale in Edgemoor, they also keep chickens (for eggs) and goats for milk and cottage cheese. The goats are generally grazed on The Common, or at the edge of the light woodland, that is a bit further out, then brought in at night. The most common crops are peas, beans, cabbages, pumpkins and maize. * **The Stockyard** - otherwise known as 'Stink Town' - both the businesses here are fairly smelly - with the smell of blood and tang of curing solutions tainting the air. * **Butcher** - dealing with game and occasional animals from the small holds. * **Tannery** - taking animal skins and turning them into leather, in a smelly, almost chemical, process. * **Southgate** * **The Cob of Corn** - A simple Road House, selling basic food and drink, with 2x bunk rooms each for 8x people. When a DELEM Mule train or caravan comes through, it stays here, and its animals are cared for at the stables. 'The Cob' as it is known locally has a secure room that DELEM can use to stop their trade goods overnight. * **The Stable** - has pack donkeys, and a few horses for hire. Most of the horses are draft horses, trained to pull carts or carry a pack saddle, although there are a couple that are also trained for riding. It is possible to hire a two wheeled cart here, although the roads, beyond Northold, aren't really suitable for wheeled traffic. Owned and run by Tudra Dorola (Dwarf) who also runs a regular mule train from Edgemoor to Ironkeep. ===== Notes ===== Build in some trade between The Healer here and the outer holdings. The Dwarves at The Quarry cut Limestone for buildings, they find the occasional nodule of Agate - and more occasionally some 'Seeing Slime' which might be sent down here for processing & Woodland herbs from the herbalist. Swamp hers from Halfling's Cove and (possibly) something from Reedham.