After a night in the castle, the group headed back to Threshold. They reported the results of their expedition to Caldwell, who said that he would see if he could find anyone to open the locked door. With that room still unexplored, the group's contract was not yet fulfilled. So, the group decided to heal up and sort themselves out before returning to the castle.
Three days later everyone was healed and Caldwell had returned with a scroll, which he said would open the door. Once this room and any cellars that might be present were cleared, Caldwell would consider the group's contract to be complete, and he would pay their reward for this work.
Showing posts with label Threshold. Show all posts
Showing posts with label Threshold. Show all posts
Saturday, 25 February 2012
Monday, 5 September 2011
11 Thaumont 1000AC - Later that same day
The group is sitting down to a pre-dinner ale or three in the evening when a burly warrior approaches them. He greets Lacrimos first before addressing the rest of the group.
"I am Bogdan Malkovich and a warrior. I seek adventure, fame and glory and ahve heard that this may be had from your leader, Lacrimos. If you will accept me into your company, I shall bring my trusty two-hander to your service. All I require is my fair share of any treasure and rewards that might be gained while I am in your service."
A little later on a balding young man with a long but wispy beard approaches the group. He has a nose like an over-ripe potato and one eye higher than the other. To call him plain would be to insult plain people all over Mystara.
"Greetings, noble ones. I am Vladimir Pushkin, wizard extraordinaire. Your leader, Breccia, put out the word that you sought henchmen and I have come to answer your summons in the pursuit of knowledge and power. Take me into your service and I shall put my not inconsiderable mystical prowess at your beck and call. I require only a full share of the treasure and rewards that we gain while I travel with you and gift you with my powers."
The group responds in the same way to each, telling them to return a little later for a decision.
"I am Bogdan Malkovich and a warrior. I seek adventure, fame and glory and ahve heard that this may be had from your leader, Lacrimos. If you will accept me into your company, I shall bring my trusty two-hander to your service. All I require is my fair share of any treasure and rewards that might be gained while I am in your service."
A little later on a balding young man with a long but wispy beard approaches the group. He has a nose like an over-ripe potato and one eye higher than the other. To call him plain would be to insult plain people all over Mystara.
"Greetings, noble ones. I am Vladimir Pushkin, wizard extraordinaire. Your leader, Breccia, put out the word that you sought henchmen and I have come to answer your summons in the pursuit of knowledge and power. Take me into your service and I shall put my not inconsiderable mystical prowess at your beck and call. I require only a full share of the treasure and rewards that we gain while I travel with you and gift you with my powers."
The group responds in the same way to each, telling them to return a little later for a decision.
At this point Breccia states that he would like the magical shortsword. He would willingly pay for it out of his future shares of the treasure but only has enough to pay for half of it right now. What says the group?
9-11 Thaumont 1000AC - In and about Threshold
8 Thaumont - after dinner
"If only we could tell if any of these items in our treasure is magical," muttered Lacrimos over a buttered hotcake.
"Do you think some of them are?" queried Callinicus.
"I don't know," said Lacrimos, "but it would not hurt to find out. The problem is that we don't have a tame wizard to check for us."
"You mean you want someone to cast a spell to see if they are magical?"
"Yes."
"Well, why did you not say? Our gods should be willing to grant me that spell. I shall pray for it tonight and see what we can do in the morning."
9 Thaumont
Breccia mutters something about seeing if his contacts in Threshold can provide any extra muscle for the group and disappears off straight after breakfast.
Callinicus arrives shortly after. He, Lacrimos and Elias all head for their room, where Callinicus calls upon the gods and then points at four items.
"That sword that the Bugbear zombie was wielding, that ring that the skeleton was wearing and that studded leather belt are all magical, as is that blue liquid," announces Callinicus.
"I'm sure I saw that Elf in the common room just now," says Elias, "Shall I see if he can identify any of these for us?"
Elias rushes off to the common room, where he finds Shalander. After a quick discussion, Shalander returns with Elias and announces that he can identify the items for 100 Royals per item, but that he can only identify one item per day. The group decides that the shortsword should be the first item. Shalander chants for a while and then picks up the shortsword. After holding it and concetrating on it for a short while he puts it down and sits down, pale and out of breath.
"This sword is certainly magical but has only a basic level of enchantment on it. Still, that is enough to prevent it rusting and ensure that it maintains a very sharp edge."
[+1 Shortsword identified]
"If only we could tell if any of these items in our treasure is magical," muttered Lacrimos over a buttered hotcake.
"Do you think some of them are?" queried Callinicus.
"I don't know," said Lacrimos, "but it would not hurt to find out. The problem is that we don't have a tame wizard to check for us."
"You mean you want someone to cast a spell to see if they are magical?"
"Yes."
"Well, why did you not say? Our gods should be willing to grant me that spell. I shall pray for it tonight and see what we can do in the morning."
9 Thaumont
Breccia mutters something about seeing if his contacts in Threshold can provide any extra muscle for the group and disappears off straight after breakfast.
Callinicus arrives shortly after. He, Lacrimos and Elias all head for their room, where Callinicus calls upon the gods and then points at four items.
"That sword that the Bugbear zombie was wielding, that ring that the skeleton was wearing and that studded leather belt are all magical, as is that blue liquid," announces Callinicus.
"I'm sure I saw that Elf in the common room just now," says Elias, "Shall I see if he can identify any of these for us?"
Elias rushes off to the common room, where he finds Shalander. After a quick discussion, Shalander returns with Elias and announces that he can identify the items for 100 Royals per item, but that he can only identify one item per day. The group decides that the shortsword should be the first item. Shalander chants for a while and then picks up the shortsword. After holding it and concetrating on it for a short while he puts it down and sits down, pale and out of breath.
"This sword is certainly magical but has only a basic level of enchantment on it. Still, that is enough to prevent it rusting and ensure that it maintains a very sharp edge."
[+1 Shortsword identified]
"You want that potion identifying too, eh?" he asks. When he gets a positive response, he sips it carefully, smacks his lips and announces that it is a Potion of Healing. "You can identify potions by sipping a little of them if you have some knowledge about these things. It's a skill I can teach you as we travel."
Following this, Shalander must wait until the next day before he can identify the next item, but the group discusses with him whether he would be willing to join them. He agrees in return for a full share of any treasure and rewards gained. With that he departs to rest and the others get on with their preparations for the next expedition. The first thing on the agenda is selling the treasure. Then it will be time for a shopping spree. The first batch of treasure, including the magical shortsword, nets 838 Royals. Ten percent of this goes to the Church of Karameikos. 100 Royals are paid to Shalander. The rest is divided between the group.
10 Thaumont
Shalander identifies the ring as a Ring of Translation. It grants the wearer the ability to speak a language without learning it first. This particular ring enables the wearer to speak Goblin. He agrees to take this ring as part payment for his services in spell-casting.
11 Thaumont
Shalander returns once more and this time identifies the studded leather belt as a Belt of Lifting. Although it does not increase your strength, it does make anything you are carrying feel lighter.
[Belt of Lifting - reduces encumbrance by one level]
With the items all identified and sold, and shopping done, the group is ready to head for the castle on the morrow.
10 Thaumont
Shalander identifies the ring as a Ring of Translation. It grants the wearer the ability to speak a language without learning it first. This particular ring enables the wearer to speak Goblin. He agrees to take this ring as part payment for his services in spell-casting.
11 Thaumont
Shalander returns once more and this time identifies the studded leather belt as a Belt of Lifting. Although it does not increase your strength, it does make anything you are carrying feel lighter.
[Belt of Lifting - reduces encumbrance by one level]
With the items all identified and sold, and shopping done, the group is ready to head for the castle on the morrow.
Tuesday, 30 August 2011
8 Thaumont 1000AC - A Rainy Day
With the Tor cleared and confirmation of the reward for dealing with the castle,the group kicks back for the afternoon of the 7th in readiness for an early start on the 8th.
The following day dawns overcast and very quickly turns into an early spring storm. Lightning flashes, thunder crashes and the group decides to stay by the fire in the common room of the inn for the day. The only exception is Callinicus, who joins the group ready to travel but returns to the temple when the group tells him that it is not a good day for adventuring.
The common room has a wet fug in it today as newcomers enter and dry off with ale, pottage and the fire. A group of four such, three humans and an elf, enter about mid-morning. Soaked to the skin and muddy, they nevertheless contrive to appear satisfied with themselves. Clearly they have done well this morning. Their clothing is mostly new and each wears a scarlet cloak that is ragged at the base, a clear indicator that they have recently been Sheared. As they seat themselves in a corner, they talk excitedly among themselves and look around, their eyes pausing as they alight upon the group and then moving on. Two of their number are spectacularly ugly, although it is unlikely that many would say this to the face of the tallest, a man who is as high as he is wide and not in the slightest fat. The other ugly one has a sly look about him. The elf, by contrast, is very pretty, but the longsword at her side might deter some from getting to know her better. The last human is a cleric in the Church of Karameikos. She bears their symbol on the shoulder of her cloak and wears another on a leather thong around her neck.
With the hubbub of these newcomers' arrival dying down, the common room settles in to the low hum of conversation that preceded their arrival. Shortly after lunch another notable newcomer enters the common room. This time the newcomer is a male elf. He is dressed in rich clothing, is clearly wealthy and is carrying a small, black, wooden chest that is padlocked with a brass lock. He looks around and pauses as he does so. The elf in the red cloak shouts across to him, "Sindar, over here." Sindar, for presumably that is his name, quickly goes over to the group and hands them the black chest. He talks to them quietly but urgently and hands over a pouch before leaving.
The day progresses quietly once more until early evening when another elf enters the inn. He is drenched from the rain and covered in mud from the road. As he enters he takes he looks around for a while undecided. Then he strides over to where the group is and parks himself in a chair as close to the fire as he can get. He looks over to the group and says in their general direction, "Blasted awful weather. A person could catch their death of cold in it." Without waiting for a response he continues, "You've the look of a hardy company. Would you be looking to hire a companion for your journeys? If so, I am the elf you need. My name is Shalander Feadiel and I am newly come from Alfheim in search of adventure. My skills include this longsword at my side, the longbow and some arcane ability. I'm planning to be around for a few days should you decide I may be of help."
The rest of the day passes uneventfully and the group retires to bed hoping for a better day on the morrow.
The following day dawns overcast and very quickly turns into an early spring storm. Lightning flashes, thunder crashes and the group decides to stay by the fire in the common room of the inn for the day. The only exception is Callinicus, who joins the group ready to travel but returns to the temple when the group tells him that it is not a good day for adventuring.
The common room has a wet fug in it today as newcomers enter and dry off with ale, pottage and the fire. A group of four such, three humans and an elf, enter about mid-morning. Soaked to the skin and muddy, they nevertheless contrive to appear satisfied with themselves. Clearly they have done well this morning. Their clothing is mostly new and each wears a scarlet cloak that is ragged at the base, a clear indicator that they have recently been Sheared. As they seat themselves in a corner, they talk excitedly among themselves and look around, their eyes pausing as they alight upon the group and then moving on. Two of their number are spectacularly ugly, although it is unlikely that many would say this to the face of the tallest, a man who is as high as he is wide and not in the slightest fat. The other ugly one has a sly look about him. The elf, by contrast, is very pretty, but the longsword at her side might deter some from getting to know her better. The last human is a cleric in the Church of Karameikos. She bears their symbol on the shoulder of her cloak and wears another on a leather thong around her neck.
With the hubbub of these newcomers' arrival dying down, the common room settles in to the low hum of conversation that preceded their arrival. Shortly after lunch another notable newcomer enters the common room. This time the newcomer is a male elf. He is dressed in rich clothing, is clearly wealthy and is carrying a small, black, wooden chest that is padlocked with a brass lock. He looks around and pauses as he does so. The elf in the red cloak shouts across to him, "Sindar, over here." Sindar, for presumably that is his name, quickly goes over to the group and hands them the black chest. He talks to them quietly but urgently and hands over a pouch before leaving.
The day progresses quietly once more until early evening when another elf enters the inn. He is drenched from the rain and covered in mud from the road. As he enters he takes he looks around for a while undecided. Then he strides over to where the group is and parks himself in a chair as close to the fire as he can get. He looks over to the group and says in their general direction, "Blasted awful weather. A person could catch their death of cold in it." Without waiting for a response he continues, "You've the look of a hardy company. Would you be looking to hire a companion for your journeys? If so, I am the elf you need. My name is Shalander Feadiel and I am newly come from Alfheim in search of adventure. My skills include this longsword at my side, the longbow and some arcane ability. I'm planning to be around for a few days should you decide I may be of help."
The rest of the day passes uneventfully and the group retires to bed hoping for a better day on the morrow.
Tuesday, 16 August 2011
Beyond the Threshold - A Map
Through his contacts with the merchant Caldwell, Miroslav has been able to obtain a map of the area (click the image for a larger version):

Miroslav warns that the map may not be wholly accurate. Much of the area is still wilderness and the cartographers probably did not actually venture into every place depicted.
I picked up Campaign Cartographer on Sunday and have been experimenting. You lucky adventurers get to benefit from this.
Miroslav warns that the map may not be wholly accurate. Much of the area is still wilderness and the cartographers probably did not actually venture into every place depicted.
I picked up Campaign Cartographer on Sunday and have been experimenting. You lucky adventurers get to benefit from this.
Friday, 12 August 2011
6-7 Thaumont 1000AC - The Old Antilles Castle
With the Tor cleared of monsters and treasure, the group decides to scout the Old Antilles Castle. It is but a few miles to the south-west and a quick look could yield valuable intelligence before finalising the agreement to clear it.
The march to the castle is easy enough through the rolling hills of the area. As they crest a rise, suddenly the castle lies before them. It lies atop the tallest hill in the immediate area and shows few signs of having been maintained properly. The trees and scrub on the hill around the castle are evidence of that. Clifton Caldwell will have to spend a lot more money if he wishes to restore the castle properly.
The castle is a square structure some 200 feet on each side. It rises to two storeys with circular turrets on each corner. The main entrance is reached by a steep ramp and the large double doors that once closed this entrance lie on the ground in front of it instead.
There are few windows in the ground floor. Those that are present are mere arrow slits, while the first floor contains more and larger windows. The obvious route in is through the front door.
Observing the castle for an hour or so reveals no obvious guards and there is no movement observable at all. Certainly no one enters or leaves in this time.
After this the group returns to the Tor where they make themselves comfortable for the night. Guards are set but the night is uneventful and the following morning the group returns to Threshold and to their rooms in Janacek's Inn. They arrive just in time for lunch.
Miroslav quickly confirms that the fee for clearing the castle will be 100 Royals and any treasure still in the castle and then retires to his room, announcing that he will not be accompanying the group on this mission, but that he will require 10% of the reward for brokering the deal.
The march to the castle is easy enough through the rolling hills of the area. As they crest a rise, suddenly the castle lies before them. It lies atop the tallest hill in the immediate area and shows few signs of having been maintained properly. The trees and scrub on the hill around the castle are evidence of that. Clifton Caldwell will have to spend a lot more money if he wishes to restore the castle properly.
The castle is a square structure some 200 feet on each side. It rises to two storeys with circular turrets on each corner. The main entrance is reached by a steep ramp and the large double doors that once closed this entrance lie on the ground in front of it instead.
There are few windows in the ground floor. Those that are present are mere arrow slits, while the first floor contains more and larger windows. The obvious route in is through the front door.
Observing the castle for an hour or so reveals no obvious guards and there is no movement observable at all. Certainly no one enters or leaves in this time.
After this the group returns to the Tor where they make themselves comfortable for the night. Guards are set but the night is uneventful and the following morning the group returns to Threshold and to their rooms in Janacek's Inn. They arrive just in time for lunch.
Miroslav quickly confirms that the fee for clearing the castle will be 100 Royals and any treasure still in the castle and then retires to his room, announcing that he will not be accompanying the group on this mission, but that he will require 10% of the reward for brokering the deal.
Saturday, 11 June 2011
Characters of Threshold
Slug - an alchemist on Fogor's Isle
Clifton Caldwell - an outlander merchant who has purchased the Old Antilles Castle
Boris Borisov - a haulier
Boris Borisov - Boris Borisov's soon-to-be-sheared son
Bardas Tadmor - a timber merchant
Kasmira Milosova - a magic-user living in North Threshold
Vladimir - Kasmira Milosova's apprentice, a gangly and awkward-looking young man
unnamed - Kasmira Milosova's servant, an elderly Traladaran lady
Janacek - an inn-owner
Sergeant Arthol - head of the town guard
Sindar - an Elven merchant
Clifton Caldwell - an outlander merchant who has purchased the Old Antilles Castle
Boris Borisov - a haulier
Boris Borisov - Boris Borisov's soon-to-be-sheared son
Bardas Tadmor - a timber merchant
Kasmira Milosova - a magic-user living in North Threshold
Vladimir - Kasmira Milosova's apprentice, a gangly and awkward-looking young man
unnamed - Kasmira Milosova's servant, an elderly Traladaran lady
Janacek - an inn-owner
Sergeant Arthol - head of the town guard
Sindar - an Elven merchant
Friday, 10 June 2011
5 Thaumont 1000AC - a day on the town
Right after breakfast the group splits up and heads off to different parts of Threshold. Miroslav is dressed like a moderately wealthy merchant as he departs. The others fare abroad in the town wearing rather battered but still acceptable clothes. The day passes without bumping into each other and all return to Janacek's in the early evening. When they do, Lacrimos introduces everyone to Callinicus Burtzes, a novice of the Church of Karameikos, who has agreed to travel with the group in return for the group tithing 10% of its loot to the Church of Karameikos and paying him a fee of 4 Royals per month plus his bed and board while travelling away from Threshold. Callinicus seems very keen to travel with the group.
Monday, 23 May 2011
2-4 Thaumont 1000AC - On to Threshold
It is almost midday by the time the group has strapped Breccia to Pushka and loaded all the gear up. Still, the sun is out now and the world looks fresh and new after the storm last night. Battered but still alive, the group sets off along the Windrush Road. The road is muddy but passable and makes the journey through the forested hills much easier than it might have been. At one point it runs right alongside the Windrush River, which runs from Lake Windrush, beside Threshold, all the way to the sea in the south.
The route from Verge to Threshold:

The journey is uneventful and the group arrives at the gates of Threshold in the early evening. The palisade around the town stands ten feet high and is of rough-hewn logs, as is the gate. Wooden towers dot the wall at regular intervals and surmount the gate. You can see guards stationed in the towers. There are also guards on the gate. The gate guards are polite but insist on the group giving up all weapons bar swords, staves and daggers. Lacrimos and Miroslav must hand over their axes while Elias' crossbow is also taken. Each of them gets a receipt for the weapons and will be given their weapons back upon return of the receipt to the gate guards when leaving town. The guards are in talkative mood, presumably because it has been pleasant weather and a quiet day for them. They talk about the town and fill in some of the main details about the place (Click here for background to Threshold)
Once inside the town walls, it is time to find an inn. The guards have suggested that the group try Janacek's Inn, which is a mid-range inn in the Old Town with not too many bed bugs. At 6 crona per night for a double room, it should at least be affordable. The rooms are private, unlike cheaper inns, where accommodation is often just one large dormitory with space for a bedroll on the floor. The inn also has stabling for Pushka which will cost 15 kopecs per day. Since you intend to stay for a week, it is possible to book a weekly rate, which is slightly cheaper than the daily rate (35 crona per week for a double room. 9 crona per week for stabling).
The group heads for Janacek's Inn and books two double rooms for a week, initially. By sharing, the group is able to split costs and save money so this appears to make sense until Breccia begins to complain that sharing a room with Lacrimos is causing him to lose too much sleep. Apparently Lacrimos snores loudly enough to shake the walls of the room! The inn is clearly popular with local adventurers and mercenaries, as well as the less well-off merchants. There are not huge numbers of these, but the few that are there in their battered leathers with notched swords by their sides seem to have seen a fair bit of action. Despite this, the inn is a quiet place. Troublemakers are encouraged to take their trouble outside by the bouncers Jan and Hus, twin brothers with broken noses and bulging muscles. The proprietor, Janacek himself, is a talkative fellow, who likes nothing more than to discuss what his clients have been up to, while the food is wholesome pottage with bread and is more than adequate for the money.
In one corner of the inn is a notice board with adverts for jobs on it. Many of these are for caravan guards and some are more dangerous jobs that the very skilled or desperate might apply for.
The group rests up for the first two days, slobbing out in the common room of the inn or sleeping in their own rooms. By the end of the first day, Elias is back on his feet at last and everyone is feeling a lot better. By the end of the second day, the group is all fully recovered, with only scratches showing where they had been bitten, stabbed and slashed before. The whole group is now ready to explore the town or do whatever they need to do.
The route from Verge to Threshold:

The journey is uneventful and the group arrives at the gates of Threshold in the early evening. The palisade around the town stands ten feet high and is of rough-hewn logs, as is the gate. Wooden towers dot the wall at regular intervals and surmount the gate. You can see guards stationed in the towers. There are also guards on the gate. The gate guards are polite but insist on the group giving up all weapons bar swords, staves and daggers. Lacrimos and Miroslav must hand over their axes while Elias' crossbow is also taken. Each of them gets a receipt for the weapons and will be given their weapons back upon return of the receipt to the gate guards when leaving town. The guards are in talkative mood, presumably because it has been pleasant weather and a quiet day for them. They talk about the town and fill in some of the main details about the place (Click here for background to Threshold)
Once inside the town walls, it is time to find an inn. The guards have suggested that the group try Janacek's Inn, which is a mid-range inn in the Old Town with not too many bed bugs. At 6 crona per night for a double room, it should at least be affordable. The rooms are private, unlike cheaper inns, where accommodation is often just one large dormitory with space for a bedroll on the floor. The inn also has stabling for Pushka which will cost 15 kopecs per day. Since you intend to stay for a week, it is possible to book a weekly rate, which is slightly cheaper than the daily rate (35 crona per week for a double room. 9 crona per week for stabling).
The group heads for Janacek's Inn and books two double rooms for a week, initially. By sharing, the group is able to split costs and save money so this appears to make sense until Breccia begins to complain that sharing a room with Lacrimos is causing him to lose too much sleep. Apparently Lacrimos snores loudly enough to shake the walls of the room! The inn is clearly popular with local adventurers and mercenaries, as well as the less well-off merchants. There are not huge numbers of these, but the few that are there in their battered leathers with notched swords by their sides seem to have seen a fair bit of action. Despite this, the inn is a quiet place. Troublemakers are encouraged to take their trouble outside by the bouncers Jan and Hus, twin brothers with broken noses and bulging muscles. The proprietor, Janacek himself, is a talkative fellow, who likes nothing more than to discuss what his clients have been up to, while the food is wholesome pottage with bread and is more than adequate for the money.
In one corner of the inn is a notice board with adverts for jobs on it. Many of these are for caravan guards and some are more dangerous jobs that the very skilled or desperate might apply for.
The group rests up for the first two days, slobbing out in the common room of the inn or sleeping in their own rooms. By the end of the first day, Elias is back on his feet at last and everyone is feeling a lot better. By the end of the second day, the group is all fully recovered, with only scratches showing where they had been bitten, stabbed and slashed before. The whole group is now ready to explore the town or do whatever they need to do.
Sunday, 15 May 2011
Threshold, a logging community on the frontier
The original Traladaran name for the village of Threshold is Vatresh, the name being replaced by the Thyatian conquerors in AC 910. Many of the Traladaran locals still refer to the town by its original name. The Ivanov family were once the major Traladaran noble clan of the area but now Baron Sherlane Halaran rules the area.
(click picture for larger image)

Threshold is a frontier community on the Windrush (Wufwolde) River near Lake Windrush. Originally a simple logging community, it has grown into sprawling settlement of nearly 5000 people since the coming of the Thyatians. Despite its large population, Threshold is not a squalid, crowded town due mainly to a law passed by Baron Sherlane Halaran that forbids any building to be built within 50' of each other.
On arrival in Threshold visitors are asked their profession and business by the town guards, who also explain town rules and regulations. Directions will be freely given and any illegal weapons will be confiscated, with receipts given for their return upon departure.
In the centre of Old Town is the Town Hall, a very large building used for storing confiscated weapons, town meetings, public declarations, trials and entertainments.
Outside the town walls there is a fishing village half a mile away from town and a large logging community encamped on the east side of the River Windrush.
There are six districts in Threshold - Docklands, Fogor Isle, Old Town, West, North and South.
Fogor Isle is the seamy side of town and is not patrolled at night. On the north end of the island is the blackened ruin of the Old Mill, burned 15 years ago. The building often becomes infested by giant insects and has to be cleared periodically.
Tarnskeep is a small sturdy fortress located approximately half a mile north of town, the home of Baron Halaran.
A dam across the mouth of the lake keeps large boats from travelling upriver while a weir is present that can be opened to allow lumber to float downstream.
(click picture for larger image)

Threshold is a frontier community on the Windrush (Wufwolde) River near Lake Windrush. Originally a simple logging community, it has grown into sprawling settlement of nearly 5000 people since the coming of the Thyatians. Despite its large population, Threshold is not a squalid, crowded town due mainly to a law passed by Baron Sherlane Halaran that forbids any building to be built within 50' of each other.
On arrival in Threshold visitors are asked their profession and business by the town guards, who also explain town rules and regulations. Directions will be freely given and any illegal weapons will be confiscated, with receipts given for their return upon departure.
In the centre of Old Town is the Town Hall, a very large building used for storing confiscated weapons, town meetings, public declarations, trials and entertainments.
Outside the town walls there is a fishing village half a mile away from town and a large logging community encamped on the east side of the River Windrush.
There are six districts in Threshold - Docklands, Fogor Isle, Old Town, West, North and South.
Fogor Isle is the seamy side of town and is not patrolled at night. On the north end of the island is the blackened ruin of the Old Mill, burned 15 years ago. The building often becomes infested by giant insects and has to be cleared periodically.
Tarnskeep is a small sturdy fortress located approximately half a mile north of town, the home of Baron Halaran.
A dam across the mouth of the lake keeps large boats from travelling upriver while a weir is present that can be opened to allow lumber to float downstream.
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