The Port of Elredd

For the past year, Davis has been working to implement Stalman Klim’s orders, building up Port Elredd to become the hub of the Slavers’ oper­ations on the Wild Coast. Some time ago he was joined by Piera, a priestess of the Earth Dragon Cult. She was assigned to take charge of the religious aspects of the plan, while Davis was to continue handling the secular. So far, the two Slavelords have worked together effectively, which bodes well for the new organi­zation.

The Slavelord Compound
Davis tore down a whole section of town to build his compound. His goal was to create a defensive fortification in case the town was attacked. While he did not have the immediate resources to build a real keep, his wooden stockade is still formidable. The compound was built around two structures that remained standing: the mansion of Lord Rexor (former ruler of the Port of Elredd before the invasion) and the temple of Osprem. These two sturdy buildings are made of stone and provide excellent points of defense for the compound. The remaining buildings have been constructed of wood

Elredd players map

CI. Towers and Palisade
The palisade that encloses the compound is 15 feet tall and made of thick wooden logs. There are seven guard towers along the walls, each one 20 feet tall. A ladder leads up the side of each tower to a covered platform on top. Two guardsmen are on duty in each tower

C2. The Gate
A double gate pierces the wall here, flanked by two towers. The gate is reinforced with iron bands and is quite sturdy. The two guardsmen in each of the gate towers are under orders to turn away strangers; only those with an invitation from Davis are allowed inside. The guards will carry short messages for Davis as long as an address in town is given for delivery of a reply.

Greentown is the orc ghetto of Elredd. Before Turrosh Mak’s forces arrived in Elredd, this was the poor part of town. Those inhabitants who didn’t flee before the attack were either killed or driven off. When a tribe of orcs was assigned to the port, Davis decided they wouldn’t mind living in the ramshackle shanties left behind. Predictably enough, the orcs felt right at home, and soon the neighborhood became known as Greentown for the predominantly green color of ore skin.
Greentown is bordered by the aptly named Division Street. Davis has let it be known that the orcs should stay on their side of the street. Those drunken stragglers that have disobeyed have been pounced on by Davis’s men, beaten thoroughly, and tossed back into Greentown. The orcs, of course, resent this treatment, and only the fear of Davis has prevented them from causing more trouble

Most of the orcs are from the Crooked Toath tribe, ordered here by Turrosh Mak to crew pirate ships. Although they have had minimal training in sailing and navigation, these orcs have become tolerable mariners. To make up for their lack of sailing skill, the orcs pack large numbers of marines onto their decks and favor boarding actions. Davis has found the ore ships quite useful, because the bestial countenance of the ore sailors convinces many merchants to surrender without a fight. Unfortunately for them, survivors are slaughtered or enslaved.
The chief of the Crooked Toath tribe is Galbazz. Though he is no great thinker, Galbazz keeps his boys in line and follows Davis’s orders. He is assisted by his shaman Krud, a strange ore indeed, but a spellcast­er of undeniable power.

G1. Big House
Most of Greentown is made up of tents and shanties, so the Big House really stands out. It was originally a warehouse, but was claimed by Galbazz as his headquarters. Galbazz and his bodyguards live here, as does Krud. The whole place is one big room, a legacy of its former function, and the floor is a sea of furs, weapons, scraps of food, and vermin. Krud has set up a makeshift shrine in the northeast corner of the building. The shrine has statues of many ore gods, but the largest statues are those of Gruumsh and the Earth Dragon. To the orcs, the Earth Dragon is but one more god whose power they should fear.
At least four members of Galbazz’s bodyguards are always on duty at the Big House. Unless he’s at sea on a raid, Galbazz is usually here as well.

G2. Orc Warehouse
The orcs only make use of one warehouse. Chief Galbazz keeps his share of the booty here, along with a mountain of spoiled sea rations. To humans, the stuff s inedible, but to the orcs it’s “good eatin’ indeed.”
Two of Galbazz’s bodyguards are on duty outside the building at all times. The inside is guarded by Fech, an ogre that Galbazz uses for extra protection. Fech sleeps on a giant bed, which is basically three human beds lashed together and covered with furs.

Main Street
Until the construction of Davis’s compound, Main Street was the cen­ ter of the port. Only a short walk from the piers, sailors can find tav­erns, brothels, and gambling dens. These businesses continue to thrive, especially with the influx of slaves to work for free. Main Street is the only road in town lined with street lamps; these illuminate the place at night, ensuring that everyone knows where to find the action.

The owner of each establishment pays a kickback to Davis for the protection his troops provide. Two five-man squads patrol each night to make sure the sailors and townsfolk don’t get out of hand, and to keep the orcs of Greentown out. In the case of a real emergency, more troops can be quickly dispatched from the compound.

At the southern end of Main Street, near the market, the town becomes residential. The houses on Main Street change hands frequent­ly, because they are often the targets of break ins and vandalism.

MI. Otto’s Place
Otto is the kind of guy who likes a little bit of everything and his establishment reflects that. Each of the three floors in Otto’s Place offers a different pleasure.
The first floor is a classic bar, where brawls are frequent.
The second floor is mostly dedicated to gambling. Half of it is a large casino with many games of chance. The other half is made up of private rooms, which are usually rented out by the hour for invi­tation-only card games and the like.
Those looking for pleasures of the flesh eventually make their way to the top floor, which is a brothel.
Otto is a jolly man in his thirties. He spent a couple of years adven­turing, and retired after finding a big hoard. He used his money to buy this building, and now he surrounds himself with his favorite things. Although he makes a lot of money from human vices, he’s actually a decent fellow. He refuses to buy slaves for his brothel, and he treats his employees well. He has two bouncers on each floor to prevent trouble.

M2. Lady of the Sea
Easily identifiable from its large sign featuring a mermaid, the Lady of the Sea is a tavern for sailors. The grog is cheap, and so is the furni­ture-there’s no use spending money on chairs and tables when they’ll just be broken.
The second floor, known as the drunk tank, is a large common room where patrons can sleep on the floor for a few coppers a night (which is about all you’ll wake up with if you pass out here with money in your pouch).
Lady of the sea
The Lady of the Sea is run by Old Pete, a salty dog if there ever was one. Even over the din of the drunkards, Pete can heard asking, “Yarrr, is it more grog ye be wantin’?” Old Pete knows a lot of local sea legends, and he tells very convincing stories about every ship that’s been wrecked along the Wild Coast in the last hundred years. Those looking for leads on sunken treasure need look no farther than Old Pete

M3. Guardhouse
The barred windows on this building mark it as the home of the local watch. A force of thirty guardsmen operates out of here, protecting the warehouses and keeping the peace on Main Street. Each month, half of the guardsmen are rotated back into the compound to prevent them from becoming too corrupt. Davis is too street smart to expect his men to be immune to bribery, but he does what he can to minimize the problem.
The captain of the guards is a former mercenary named Halfdan. He was a sergeant in the town before the invasion, and he earned a promo­tion by swearing allegiance to Davis the Reaver. Davis was only too happy to have a local in charge of the watch, and Halfdan has done an excellent job of keeping the inhabitants under control.
A typical patrol is made up of one sergeant and four guardsmen.
Halfdan usually spends each evening cruising up and down Main Street, stopping at each establishment in turn, just to have a look around. Halfdan uses a small squad of orogs to police Greentown so his human troops don’t have to. The orogs knock heads together and occasionally kill someone they are trying to subdue.

M4. Sailort Mate
A two-story brothel, the Sailor’s Mate has a reputation for excellence (as much as can be expected in a town like this, at least). Many of the workers here are slaves bought at the docks. Their lives are miserable and full of fear, especially the two unlucky elves who suffer from exces­sive attention from the crew.
Run by a pair of siblings best described as snake-oil merchants, the Sailor’s Mate makes a terrific profit. The two brothers, Vlad and Igor, have big, bushy beards and a penchant for flashy jewelry and large fur hats. Each brother has a well-paid bodyguard constantly at his side.

M5. Ernest’s Big Chance
Ernest’s Big Chance is the premier gambling house on Main Street. Sailors looking to lose a few coppers playing dice are “encouraged” by the staff to find a game at Otto’s Place. Ernest’s is a place for serious gaming, and is frequented by ship captains, visiting merchants, and well-to-do citizens.
Ernest Miller, the proprietor, is instantly recognizable by his outrageous pinstripe costumes. Ernest is an amiable host, and he tries to make sure his guests enjoy the facilities to the utmost. Many challenge him to a game, but he only plays with the best of his clientele. A private game with Ernest Miller is likely to cost the challenger a great deal of money

M6. Hookah Parlor
This narrow building offers exotic drugs from the west, as well as strange potions created by the aspis near Cantona. The interior is a haze of smoke, where lethargic patrons puff on serpentine hookahs until the wee hours of the morning. Everything from cheap tobacco to exotic hallucinogens is available. The alleys next to the Hookah Parlor are usually full of addicts who have run out of money and are anxious for their next fix. When the guardsmen aren’t around, the junkies mob would-be clients and beg for money. They are usually so desperate that they can easily be bribed into telling what they know about the town, and usually in a more coherent fashion than the town drunks.

M7. Rest In Peace
Rest In Peace is an inn that caters to those slightly better off than the sailors who patronize the Lady of the Sea. A bed in the common room can be had for 5 cp, while private rooms are available for 4 sp per per­ son. Rooms that house two to six patrons are also available. Those sleeping in the common room are kicked out in the morning. Breakfast costs another l sp.
Rest In Peace is run by a no-nonsense woman named Elka. She takes no muss from her clients, and her heavy ladle has sent more than one rude customer packing.

M8 Captain’s Haven
The Captain’s Haven is set back a bit from Main Street, and for good reason, since it caters to visiting merchants and sea captains-in other words, those with money. It’s a full-service inn, with private rooms, breakfast, and dinner provided. The rooms are well appointed and deco­rated with a nautical motif. A room is l gp, breakfast is 3 sp, and din­ner 6 sp. Hot baths are available for l sp.
The proprietor is Wellford, a retired sea captain. Along with his wife Marian and daughter Lillian, Captain Wellford keeps the inn humming. He is distressed to be in Despot Mak’s empire, but he is not willing to leave his beloved inn. He considers Davis a thug of the first order, but admits the man keeps the orcs out and the brawling down the street.

Market Street
Market Street runs southwest from Warehouse Row. Although it takes its name from the open-air market near Fisherman’s Nook, most of Market Street is residential. Those ordinary folk who elected to stay in Elredd after its capture live in this area. This includes shipwrights, dockworkers, and the support staff from all the taverns and gambling houses. While the map shows only a few homes, Market Street contin­ues off the map, and many other homes cluster about its length.
Although the neighborhood has a kind of normalcy, the nearby pres­ence of humanoids makes most of the populace nervous. All the houses here have reinforced doors and locked shutters on windows.

Elredd still relies on a daily market for the exchange of goods. This open-air affair begins at sunrise and lasts until mid-afternoon. With the market’s proximity to Fisherman’s Nook, fresh and salted fish are stan­dard fare. Those farmers who weren’t driven off by Mak’s forces still come to town to sell their crops. When caravans pass through, mer­chants set up here to sell their goods.
Due to the pirate activity of Davis’s fleet, a great deal of booty flows through the arketplace. Anything a sailor can loot may sometimes be found here, including occasional magic items.

The Piers
Elredd has six large piers, which are used for Davis’s fleet and the slave ships coming from the north. Fisherman’s Nook has four smaller piers that serve the community’s fishing boats.

Warehouse Row
Warehouse Row runs right along the coast, past the piers and into Fisherman’s Nook. This road is heavily traveled during the day, when ships load and unload. At night, this area becomes unsafe; only ruffians and sailors heading back to their boats will usually be encountered.
Fisherman’s Nook is a village unto itself. It actually predates Elredd by several centuries, as evidenced by the conical stone huts the villagers dwell in. While the port grew up around the village, life in Fisherman’s Nook remained the same. The village is placed advantageously by the marketplace, so the fishermen have a very short distance to go to sell their catches.

Like the Market Street neighborhood, Fisherman’s Nook extends off the map.
The village folk are insular and tend to keep to themselves. They are afraid of the orcs and the other humanoids in the area and hope that they’ll just go away. Davis has pretty much left the village alone, because the fishermen keep the port fed.

W2. The Scepter and Crown
This warehouse belonged to the Scepter and Crown Merchant Com­pany before the invasion of the Wild Coast. No one has bothered to paint over the sign. This is the largest warehouse in the port, and it’s the place where slaves are offloaded and organized. On a day that a slave ship comes to port, the Scepter and Crown is bustling with activity. The guardsmen cordon off the street and drive away unwelcome spectators. Then the slaves disembark and are taken into the warehouse, where Davis and his officers separate them out and decide their fates.

After recruits have been marched off to the compound and other workers purchased by the businesses, the remaining slaves are fed and locked into the warehouse for the night. Ten guardsmen watch the warehouse all night, ignoring the pitiful cries coming from inside. Once the slaves are gone, the place is locked up again. The only evidence of their passing is the ratty blankets that are piled in the corners and the filth that must be cleaned out before the next batch arrives.

W3. The Red Wolf
This warehouse is divided into four sections, which are rented out by Davis to merchants on a weekly basis. The contents change constantly, but goods such as pig iron and clothing are common. The rental fee includes the services of one night watchman, though many merchants prefer to use their own guards.

W4. Dockyards
Behind a 10-foot wooden fence sits Davis’s pride and joy: the dock­ yards. He has assembled a crack crew of shipwrights and workmen to produce the new slave galleys of his pirate fleet. Davis hopes to build enough of these galleys to replace the cogs currently in use.
At the moment, two slave galleys are under construction. One will be ready for launch in about two weeks. The other is just getting started; the keel has been laid, but no other work has been done.
During the day. a crew of a dozen men labors under the watchful eye of Mackie, the shipwright in charge of the yards. He’s a cranky old fellow who has a deep love of the sea and an ignorance of current events. He doesn’t realize that his galleys are partially crewed with slaves; he just thinks that Davis has been recruiting more men for his navy.
At night, one watchman is stationed inside the shipwright’s office, and the guard passes by about every half hour

W5. Carriage House
Visiting caravans can park their wagons and carriages here if they have the money; otherwise they leave them on the outskirts of town. The carriage house doesn’t get much business these days, because most cara­ vans don’t want to spend much time inside the town. They’ll draw up their wagons outside town, sell their goods at the market, and move on as quickly as possible.

The Port of Elredd

Post Greyhawk Wars: 585 CY Juan