Blackburn's Crossing

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}Blackburn's Crossing is a village in Mordent. Though its folk are not as outgoing compared to those whom dwell in some other lands, the people of Blackburn's Crossing are remarkably tolerant and open-minded in relation to the other Mordentish folk. The relatively welcome and egalitarian acceptance of both foreigners and natives stands out from the usually wary and uptight Mordentish response to strangers. Furthermore, even a mix of nonhuman races can be found here.[1]

The village's relatively worldly engagement to the world plus the presence of a thriving black market make it a subject of fear to a number of the Mordentish whom live outside it.[2]

History

It was founded by Ian Bruce and Brian Blackburn and named with a coin toss to avoid retired adventurers turned alchemists and businessmen. In order to procure a steady supply of alchemical goods, the alchemists joined forces to make Blackburn's Crossing a trading hub. Their descendants carried on their work, eventually joining their bloodlines together by marriage and forming the Blackburn-Bruce Family.[1] However, the family's perchance for decadent excesses and dark research caused public will to drift against them. When the disaster with the Apparatus occurred, the Blackburn-Bruce Family disappeared and scattered to the wind for their own safety.[3]

Authority Figures[4]

Locations in Blackburn's Crossing[1]

Blackburn's Crossing - by Jester - labelled landmarks
Blackburn's Crossing - by Jester - players' version

The following is a mix of canon and homebrew from Jester's campaign. If someone could sort it out, that would be good...

The village of Blackburn’s Crossing is little more than a dot on map of Mordent, and often omitted as that from anything but regional maps. The village is a waypoint for river trade coming down the Arden River on its way to the Western Sea, and acts as both rest stop and supply station for merchants and travellers.

For its size, Blackburn’s Crossing is remarkably cosmopolitan; the village has attracted a wide variety of folk that have found their way down the river and decided to stay.

The town prides itself on being the first stop for travellers entering Mordent and lacks much of the aloofness or taciturn natures of other Mordentish folk (although still far from gregarious by the standards of some lands).

The village is currently suffering from growing pains, as it has started attracting the illegal elements that thrive in trading hubs. It is developing a reputation as a place where ethics are lax and currency is a driving motivation. As the settlement is used to travellers and reasonably accepting of newcomers, it has become a place to start fresh unburdened by one’s old life or somewhere to hide for those seeking to escape their past.

The Crossing was founded several centuries ago by a Brian Blackburn and Ian Bruce, scholars and reputed alchemists or warlocks, who retired with their families to the countryside to focus on their esoteric crafts. To avoid hard feelings, they left the naming of the trading post they founded to a coin toss. Eventually, the two families became linked by marriage and founded the manor that sits astride the river, connecting the banks as it symbolically connected the bloodlines.

The Blackburn-Bruce family grew in wealth but the supernatural hobbies of its members fuelled gossip. These ill rumours were used by the bloodline’s business competitors and rivals, cutting into the family’s fortunes. This came to a climax after a man known only as the Alchemist created a terrifying device known as ―the Apparatus‖, which caused tragedy in Mordentshire. Rumours quickly spread that the Alchemist had to be a Blackburn-Bruce, due to their knowledge of the craft. Seeing the inevitable coming, members of the family changed their names and fled with what valuables they could carry. The Crossing seems larger than its population would suggest, as there is always a large number of people passing through. There are also a surprising number vacant buildings: summer homes for wealthy traders, rental homes for travellers, and a few structures where the landlord has left or vanished and the property cannot change hands.

Blackburn's Crossing NG Small town Corruption 0; Crime 1; Economy 1; Law -1; Lore 1; Society 1 Qualities notorious, prosperous Danger 10 Demographics Government autocracy Population 472 (425 humans; 19 half-elf; 10 dwarf; 10 halfling; 7 other) Notable NPCs Mayor Padrig Corentin (NE male human aristocrat 5) Chief Constable Jonathan Abrahams (LN human fighter 2, rogue 1) Magistrate Cold Cerulean (NG female elven aristocrat 5) Marketplace Base Value 1,690 gp; Purchase Limit 11,250 gp; Spellcasting 4th Minor items 3d4; Medium items 1d6; Major items —

NPCs of Note Below are the various characters of note in Blackburn’s Crossing.

Chief Constable Jonathan Abrahams (LN human fighter 2, rogue 1): The only full-time member of the guard, he manages the other seven constables and frequently patrols the streets himself. He is not an investigator or detective, strictly a preventative force. Personality: Abrahams cares only about the law, and adheres to the letter of the law. He is unyielding and unforgiving.

Captain Desmond Bryant (NE male human fighter 3): A former sailor and river captain, he operates the Roaring Rapids. While technically the owner, he is in debt to both Hakon Volundr and Irmak Hulyi. Personality: Irresponsible and a little more loose with money than he should be, Bryant presents a carefree appearance despite the worries gnawing at his mind.

Magistrate Cold Cerulean (NG female elven aristocrat 5): An aged fey, formerly of Sithiucus, she has lived in the town for longer than anyone can remember. She is a stern magistrate with encyclopaedic knowledge of the law. Personality: Cerulean is more concerned with justice, and knows the loopholes to ensure it is served. She worries about Constable Abrahams, but knows as long as she sticks to the precedent they won’t come into conflict.

Mayor Padrig Corentin (NE male human aristocrat 5): Well into middle age, Mayor Corentin looks like a Mordentish home: sagging, riddled with rot, and somehow holding together. He blames the current state of the town on immigrants and the “lesser” races. He is saddened by the rising crime and problems. Wants and needs power as he sees himself as the only one protecting the town, harbouring a dark secret to that end. Personality: Corentin is self-serving with strong survival instincts and a willingness to do whatever it takes to protect himself and the town. Whatever other flaws he has, he is dedicated to the town.

Guidwife Cecily Farrell (NG female human alchemist 1/ adept 2): The so-called “witch of the woods” she is an herbalist of some repute and a skilled healer. Nearing middle-age, Guidewife Farrell is significantly younger than rumours suggest. She is somewhat unpopular with much of the town, but she’s tolerated and frequently consulted when someone needs a potion or unusual cure. Personality: Unconcerned with her reputation, Farrell goes about her business gathering herbs and brewing elixirs for sale to townsfolk and travellers. She enjoys her quiet and values her solitude. She prefers animals to people.

Irmak Hulyi (NE male human expert 2) : Drug dealer and smuggler who operates as a “respectable merchant” who imports goods from Hazlan. He also fences stolen goods that can be shipped and sold elsewhere. Personality: While not truly evil, Hulyi is callous, heartless, and entirely self-centered. He has little conscience and no remorse. He views himself as “practical”, just fulfilling a need.

Father Vauran Teague (LN male human cleric 1, expert 2): Cleric of Ezra and the local priest. While capable of magical healing he is not a particularly powerful cleric and is more of a preacher. As his church is small, little more than a chapel, he is dedicated to raising funds and finding land to build a larger house of worship. He has rudimentary training as a physician and bleeds his patients and diagnoses disease through studying urine like any good doctor. Personality: A material individual, Father Teague is as concerned with the finances of the church as much as the souls of his parishioners. He’s as quick with the donation plate as the scripture.

“Count” Percival Varney: (LN male human aristocrat 1, expert 2): Wealthy landowner but in some debt. Varney wants Book's familial estate and manor home to solidify his position as a wealthy landowner and gain a seat on the town council. Personality: Cunning and scheming, evil but not overly violent.

Councillady Lily Vidicus (N female half-elf alchemist 5): A divisive figure given her inhuman lineage. A stern figure, she has plans to run for mayor on a platform of increased law and growth but also tolerance. Personality: Vidicus hates intolerance and being told what to do or what she can or cannot do. As one of her promises is to clean-up the town she is worried about the continued violence and crime.

Locations of Note Despite being home to fewer than five-hundred people, Blackburn’s Crossing has a large number of inns and taverns, a result of its place as a center of commerce.

Blackburn-Bruce Manor: The wings of the manor are built on opposite sides of the Arden River and connected by a two-story flying walkway. The building is abandoned now, after the family dispersed. ​ Blacksmith: While the village smith, Ran Tyrell, spends most of his time crafting horseshoes, ploughs, and wagon parts he has been known to repair traveller’s arms. He supplies the town watch with gear. ​ The Barber-Surgeon: The town “doctor” as there is no true physician (other than Father Teague). Steafan Faulkner (exp 3) seals wounds and treats injuries as best he can in addition to offering a shave and haircut.

Boristi Trading Company: Operated by a wealthy Borcan family, this merchant company specializes in transporting goods across the Core and has a strong presence in Nova Vassa. ​ Chapel to Ezra: This small chapel serves as the religious center of the community. Built when the village was smaller, it can no longer hold all the parishioners at once and the priest holds two sermons each week. As the Crossing has grown there has been more and more talk of building a larger church.

The Constabulary: This small group of guards keeps the peace and does its best to keep the surrounding countryside free of bandits. There are seven constables on staff, all part-time.

General Store: Specializing in a little bit of everything, the general store is where people go to buy tools, fabric, imported food, and more. It also doubles as the postal office. It is owned and operated by Malcom Jankovics.

The Dancing Lady: Over three-hundred years old, the Dancing Lady is a village institution. Legends say Blackburn and Bruce planned their refocusing of the village at this inn. The spacious common room frequently doubles a town hall.

Gering’s Curio Shoppe: Run by an excitable man named Gering Botterill (com 2), his store buys and sells used goods. He will buy anything that interests him or that he believes he can sell. He favours foreign and exotic goods, items not normally found in the general store.

Gilded Ladle: An affordable inn, it is commonly filled with travellers and merchants. Twice a month it holds a storytelling contest.

Logging Camp: Providing lumber for houses and firewood, this small camp has the machinery needed to process the wood Moneychanger: Run by the dwarf, Hakon Volundr (com 2), this serves as the village’s bank, currency exchange, storage vault, and loan shark.

Roaring Rapids: This tavern is the second home of sailors and river travellers; a rough and tumble locale, it’s regularly loud and bawdy until dawn.

Village Green: This large open space serves as festival grounds, open-air market, or public meeting space. The Western Seas Company: This merchant company operates out of the Sea of Sorrows, trading with the various islands and engaging in limited trade with more distant lands.

The Willow’s Heart: A small, cozy inn, it actively discourages rowdy traffic. It attracts those seeking privacy or quiet.

References