See Campaign Activities for the general menu; this page is what the fort in particular can offer. Locations are keyed on Teryk Locations.
Resting and recovering
The shrine of Numilvara (11) doubles as the fort’s hospital, and its courtyard is the best place in the county to be hurt. Patients who rest fully and visit the courtyard every day mend faster than ordinary rest allows. Attendant Garalen and his staff treat soldier and villager alike, and will sell healing herbs and potions from the storerooms.
Garalen can also be prevailed on for divine spellcasting. He gives it freely to his close friends and charges standard rates to others. He has some scrolls available he can use, including, by rumor, a scroll of restore life and limb. Any use of such scrolls would require donation sufficient to replace them; a 5th level spell scroll would cost 5,750gp.
Magic and research
The chapterhouse (20) holds the fort’s library and workshop. The library will support spell research of up to 3rd level spells; the workshop is thinner and can only be used to create items based on 1st level effects.
Arven the Amazing, the court magist, dislikes being interrupted at his studies — though a fellow spellcaster, or anyone who shares an arcane or divine trade with him, gets a warmer hearing. He will cast spells freely for his close friends, and charges the usual rates to others. He can be hired identify magic items, or assist in such cases if a party member is able to participate.
Annalist Hometri Socolo (18) is the other scholarly resource. He can identify the properties and means of use for common magic items, decipher scrolls, and read old carvings and frescoes at standard rates. Count Roland has opened the historical archives to the Black Puddings.
Selling, buying, and hauling
Teryk is a Class V market, quite small.
- Bulk goods move slowly. Shifting a large consignment of anything at this market size is a matter of months, not weeks. A bigger caravan, a larger market, or a well-placed patron could move somewhat faster.
- Bringing goods to market invokes tariff. Luxury goods are taxed heavily unless smuggled in.
Guildmaster Aeropos Karanos (25) will store wealth in his vaults, lend against collateral, and change coin, gems, and jewelry — with the fee and interest scaling steeply on how much he likes you. He is actively hiring caravan guards, and will offer consignment contracts toward Bastion or Vedycaer to those he trusts.
Quartermaster Koinos Thales (18) sells equipment at normal rates, and will lend from the commissary and stables to those he is friendly with — against a written pledge to return it or pay for losses. He records everything and forgets nothing.
Hiring
The fort’s garrisoned troops regularly drill at the parade ground (22), but can only be hired from on the Count’s written authorization. Ordinary hirelings and henchmen can be found the usual way at the Traveler’s Inn (23) and the forum (25).
Carousing, hijinks, and rumor
The bathhouse (24) is the social heart of the town and nearly every officer passes through it in the late afternoon. It has a congenial atmosphere, smoothing introductions as none are distracted from the rest of their day. The inn (23) is the place to drink, gamble, and listen.
Characters with the right skills can run hasty carousing over about a week to shake loose a rumor. Done in a hurry, it turns up more than its share of false ones — and a bad enough night ends in arrest for drunkenness, gambling, or vandalism.
Fighting for coin
Casino runs a nonlethal fighting ring, advertised by flyers in the forum and staged there on roughly a third of days. He referees personally and watches for undeclared magic. This is where Vezhka became “One-Punch Vezhka” (Session 16).
Making friends
Two doors are worth knocking on for anyone with the temperament for it:
- Contessa Selenia Varnel keeps the villa dinner table and warms to guests who can talk literature and philosophy. An invitation to dine is worth more than a meal — her parties are the one place in Teryk where everyone worth knowing is in the same room and disposed to be pleasant.
- Captain Axios Ilarion drills the garrison daily at the parade ground and holds the clergy in deep reverence. He urges every expedition to seek the blessing of the gods before setting out, and thinks it is the difference between the companies that come back and the ones that do not.