Gullykin

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Gullykin

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Gullykin

This halfling village lacks an inn or tavern, but it is the nearest settlement to the adventurers’ lure of Durlag’s Tower, and so it often serves as a supply base for intrepid explorers of the tower. This situation pleases the local halfling priests, who are often called upon to heal for hire, which enriches the community. It’s otherwise a sleepy, unremarkable place of shepherds, wool weavers, and other farmers. Gullykin’s own claim to fame is less well known than Durlag’s Tower, but is as valuable to adventurers whose luck is with them. Gullykin stands hard by the site of Firewine Bridge, an elven trading town destroyed in a sorcerous duel so mighty that it changed the course of a stream so that there’s no reason for a bridge of any sort these days. The duel leveled the town and left a large wild magic area that persists today, some 200 winters later, just east of the wood lot and fishpond that marks the eastern edge of the halfling village. It stretches north as far as the honey renderers’ shack in the north wood lot and as far south as the brewery (a building shared by all the halflings, who gather on its steps for a smoke and a chat in good weather).

Firewine Bridge today is simply a stretch of overgrown rubble, a fallow field used by no one. The local halflings warn visitors not to camp there or dig in the field, but don’t do anything against those who do, except to watch in case some buried danger is unleashed. Local legend says some of the folk of Firewine didn’t perish in the spell battle, but were transformed into frogs, slugs, flatworms, lizards, turtles, and the like, and trapped in those forms. Some may still survive. For this reason, locals don’t kill small crawling things. Some lass once inadvertently freed a wizard, one local tale goes, and ended up marrying him. Firewine Bridge has yielded up magical treasure, mostly small trading items such as magnetic, nonrusting nails and spikes, small crystal spheres that glow with continuous inner light (hue and intensity never varying), triple-spiked lightning wards (belt-worn devices that force lightning bolts away from the wearer), sparkstones that can be commanded to produce fire-igniting sparks whenever desired, and glass guardeyes (single eye cusps that once a day can be made to reveal all weapons on the body of any being, that is, the location and outlines of all items the target creature thinks are weapons).
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More rarely, items of greater power turn up, such as half-masks that confer infravision and the ability to see invisible beings and items on the wearer; belt buckles that magically take away the effects of a good deal of weight (about that of a burly person), allowing the belt wearer to carry heavy loads, such as the body of a wounded or sleeping friend, as if they were nothing; or rings that can call up a specific minor spell once a day, when commanded to do so. The folk of Gullykin don’t go looking for such things themselves, to do so, they believe, invites misfortune due to the malice of “those who died and do not sleep”. A few residents have bought some items from those who did find them, and will sell them for several hundred gold coins each. The high field that was once Firewine Bridge is covered in chest high grass and studded with piles of rubble and small, often hidden, holes dug by treasure-seekers.

Somewhere at the bottom of one hole is the way into an underground complex of linked chambers, once the cellars of a trading company, said to hold riches heavily guarded by golems and other magically animated creatures. The only way to pass these in safety is to use a ward token, which the locals all say they lack. However, such tokens often turn up elsewhere in the Coastlands, for sale at an asking price of several thousand gold pieces. One is pictured in this guide below, but I must warn travelers that it may not be the true pass token!
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The cellars of Firewine Bridge shouldn’t be confused with the vaults under Gullykin’s brewery, which are used for growing mushrooms as well as for storing casks of brew. Rumors of an underground connection, which may or may not exist, between the brewery cellars and the buried trading company cellars have caused the halflings years of trouble with heavily armed intruders. The visitor can be assured of being able to buy a tent or two, half a dozen ponies, some wool, as many woolen garments or sheep as desired, and all the foodstuffs a traveler might need. There are no shops in the village, but every villager’s in business for himself. The locals like to haggle over prices, but rarely try to outbid each other for a visitor’s wants; when one is talking with a visitor, others stay clear. In general, the halflings of Gullykin seem to like their privacy more than most of the small folk; they like to stroll by themselves, singing or humming or just sitting and thinking, a lot. They seem to avoid loud festivities and roistering and to avoid visitors who try to draw them into such things. Except for the ruins, Gullykin is a pleasantly boring village.
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DM Ink
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Re: Gullykin

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Laws of Gullykin


By order of Mayor Nevil "Wyvernrider" Mellowstep, all visitors to the Marchdom of Gullykin are to follow the principles set out below.

Do no harm: Acts of violence against residents or fellow visitors may result in expulsion, banishment, or execution, depending upon the severity of the harm done.

Respect the community: Brandishing weapons, disruptive behavior, and the vandalization of public or private property will result in fines suitable for undoing the inconsiderate behavior's damage and inconvenience. The Mayor's office politely reminds all guests to dismiss elemental and outsider-based companions when entering our community.

Moral Behaviour: All Visitors, regardless of race are expected to uphold the basic standards of civilized folk. The practice of magics most foul as animating the dead, blood sacrifice, and ensorcelling of facilities is strictly prohibited within the Marchdom. Those in service to the Red Wizards of Thay, Zhentariam, Amn, and all other slavers are unwelcome within our borders
DM Ink
“Kindly let me help you or you will drown,” said the monkey putting the fish safely up a tree.
-Alan Watts
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