Rockport Village - Player Guide
Rockport Village â Player Guide
A thorough guide for new arrivals and villageâborn characters alike. Everything here is public knowledge or common sense in and around Rockport.
Quick Facts
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Nature: Independent farming and fishing village between two kingdoms; neutral to both.
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Government: Elderâs Council (5â7 elders) rules by consensus; a reeve handles dayâtoâday disputes and market law.
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People: ~150 residents across ~30â35 households (many extended families).
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Defense: 3 stone guard towers (60âŻft) each with 4 fullâtime guards; 25 total in the town guard (13 fullâtime, 12 partâtime). Able to muster 40â60 militia in alarm.
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Water & Land: Three springâfed quarry lakes (Deepstone north â Willowmere east â Millpond west) linked by an underground river; north lies forest and the basalt/copper mine; south and west are wheat fields with orchards and olives on warm stone terraces.
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Roads: A looping village lane ties into the Rockport Spur, a 10âmile track to the main trade road that runs ~90 miles borderâtoâborder.
How Rockport Feels
Rockport is practical, deliberate, and neighborly. Stone and water set the rhythm: wheat and beans in tidy mounds, willows tracing bright lake edges, copperâkettled bakeries breathing out warm bread. Outsiders are welcome so long as they mind the springs and pay fair weight at the scales.
Geography & the Three Lakes
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Deepstone Lake (North): Deep, cold, clearest. Trout and grayling, with rare pearls in the mussel beds. The mine and quarry works overlook its stony shore.
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Willowmere (East): Shallowest and warmest, a reedâringed spawning lake with willow roots and sunâwarmed shelves. Crayfish, perch, and tench thrive. The Stone Temple, market green, and many cottages face this shore.
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Millpond (West/Outflow): Cool, steady water with eel weirs at the outlet and a few carp pens in coves.
Underground River: Water rises into Deepstone, spills to Willowmere, then Millpond, and finally passes out through the cave network. Caverns carry eels and lampreys seasonally; children are warned not to explore beyond the posted markers.
Government & Law
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Elderâs Council: Elders are chosen informally by age, reputation, and service. Council meets each restday at dusk in the temple hall.
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Reeve & Beadles: The reeve keeps order, weighs disputes, and reads council edicts. Beadles post notices and patrol markets.
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Laws (in plain words): Pay debts; donât foul the waters; donât cut living willows; donât poach in closed weeks; no blades bared in market; mushroom and herb rights belong to plotâholders unless posted as commons.
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Punishments: Fines, restitution, days of labor; shunning and banishment for repeat offenders; cells under the south tower for drunks and brawlers.
Religion & Customs
Rockport honors field, water, and stoneâa practical folk faith with a harvest/fertility deity and local landâspirits. The Stone Temple keeps rites; 2â3 clergy and 2â4 acolytes serve.
Holy Places & Rites
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The Springs: Hats off, voices low; coins or breadâends offered at first water.
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Sowing Blessing: Families blueâsteep seed in spring water overnight in copper kettles while the priest prays; part ritual, part seedâdressing tradition.
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Closed Weeks (Pearl Beds): Two weeks after the first willow catkins; no mussel harvest. Temple collects a Pearl Tithe (1 in 6 pearls) for lamps and alms.
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Festival of the Silver Eels (Autumn): Night weirs, songs, lantern boats; eel pies, smoked lamprey, and river tales.
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Winter BreadâSharing: Families bake travelerâs loaves for those short of stores.
Taboos & Etiquette: Donât spit near the springs; donât snap willow boughs; ask before taking fruit from any tree; greet the nearest shrine when entering or leaving town.
People & Work
Principal Households & Trades
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Farmers & Orcharders: Most folk. Crops in order of land area: wheat (Willowgold landrace), beans (2â3 kinds), corn, squash, melons, apples, oranges (hardy bitter stock, walled plots), cherries, walnuts, grapes, acorns/pecans (for pannage and nut oil), olives (warm terraces), and maple on higher ground for syrup.
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Miners & Stonecutters: Basalt block, rubble, and copper ore. Quarry tailings ("stone meal") are spread on fields each winter.
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Smiths (2): Tools, nails, billhooks, wheelâbands; can set lightningârods on towers and granaries.
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Bakers (2): Travelerâs loaves keep for days; feast breads glazed with maple syrup.
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Butchers (2): Smokehouse and saltery on east bank of Willowmere; buy pigs fattened on mast and spent grain.
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Tanners (2): Barkâtanned leather; set far downwind & downstream.
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Alchemist (1): Buys âgreenstoneâ crystals and odd shells; sells simple tinctures, salves, and lures for fish.
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Miller & Malthouse: Waterâdriven stones at the Millpond outflow; small malthouse attached to the inn brews a brown ale.
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Carters, Coopers, Wheelwrights, Basketâmakers, Charcoalers, and a few Hunters/Trappers round out the crafts.
The Guard
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Captain of the Watch rotates between tower lieutenants. Towers signal with horns and mirrorâflashes.
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Arms: spears, billhooks, shortbows, a few crossbows.
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Custom: Hunters and travelers surrender quarrels before entering market crowding; weapons peaceâtied in the inn.
Economy & Trade
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Exports: Wheat and straw, smoked meats, eel and lamprey in season, basalt block and crushed stone, raw copper, greenstone curios, travelerâs bread, walnuts/pecans, olives and grape must in small lots.
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Imports: Salt, fine cloth, iron bar, specialty tools, medicines, wine, and luxuries.
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Caravans: The Merchantsâ Guild of both kingdoms schedules caravans twice monthly in fair weather; independents pass daily. The council keeps a neutral weighâyard and scaleâhouse.
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Measures & Money: Grain is traded by bushel and sack; stone by cord and block; fish by string and basket. Locals prefer coin for outsiders and barter among themselves.
Fees & Tithes
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Market stall (day): 2 sp.
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Caravan yard space (night): cart 5 cp, wagon 1 sp.
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Ferry/boat hire on lakes: 2 sp per hour (with rower), 5 cp to cross at work punts.
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Pearl tithe: 1 in 6 to the temple; eel weir licenses are free during festival week.
Food & Drink (What to Try)
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WillowâSmoked Trout (Deepstone) with herb butter.
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Eel Pie with onion and barley gravy (festival).
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Travelerâs Loaf: dense wheat bread that keeps a week.
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Mapleâglazed Cherry Tarts when the first sap runs.
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Brown Willow Ale (house brew at the inn); nut oil dressings from walnut/pecan presses; limited olive oil from terrace groves.
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Nixtamal corn cakes (ashâlime treated) with bean stew.
Landmarks & Neighborhoods
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Stone Temple & Green: Rites, council, notices, and markets.
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The Three Lakes: Docks, laundries, eel weirs, and boatâsheds. The Willow & Anvil Inn & Tavern sits in the central lane, just west of the Stone Temple and south of the mausoleum, with a small grape and olive field beside it.
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The Mineworks: West of Deepstone; entrance patrolled, blasting bell rung at noon on workdays.
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Southfields: Broad wheat mounds and vegetable plots with stubble lanes for sheep/goats after harvest.
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Orchard Row: Grapes and olives on heatâholding stone banks; little press house.
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Spur Gate: Wayâshrine, hitching rails, and the scaleâhouse at the road junction.
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Stone Mausoleum: Family niches, memorial carvings; quiet ground.
Bridges & Paths: Timber footbridges span narrowings; reed causeways cut across marshy shelves. Carts keep to gravelled lanes; fines for track ruts after rain.
Services for Travelers & Adventurers (prices are guidelines)
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The Willow & Anvil Inn & Tavern: The only inn and tavern in Rockport, located centrally between the three lakes. 5 sp common room bunk; 1 gp private room; 3 sp hearty meal; 1 sp bath; 5 sp stable & feed; 2 sp to rent a skiff for the day (deposit 1 gp). It also tends a small grape and olive field on its west side.
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Smithing: tool repair 5 sp; weapon haft/band 1 sp; custom job by quote.
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Temple Aid: herbs and poultices at cost; minor blessings for donations (typical 1â5 sp).
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Alchemist: salve vs. leech/biting fly 3 sp; fishâlure oil 1 sp; buys odd fossils/pearls at fair rates.
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Guides: young fishers or charcoalers know trails; 1 sp per halfâday.
YearâRound Calendar (whatâs happening when)
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Early Spring: Sowing Blessing; watercress picking; first trout at Deepstone.
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Late Spring: Orchard bloom; Closed Weeks for mussels; lambing and kidding.
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Summer: Bean and squash surge; crayfish pots heavy in Willowmere; charcoal clamps smoke in the northwood.
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Harvest (Late SummerâEarly Autumn): Wheat cut; stubble grazing; fairs on the green; first olives and grapes pressed.
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Late Autumn: Silver Eel Run in Millpond and lamprey smoke; hog slaughter, salting, and sausage making.
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Winter: Ice shelves; repair tools, weave baskets, mend nets; winter breadâsharing.
Growing Up in Rockport (what locals just know)
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Which willow roots are safe to leap from; which shelves hide snapping turtles.
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Never pull more than one basket of mussels in a family day in ordinary weeks.
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The south wind carries tannery stinkâhang laundry on a north breeze.
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The caves breathe cold; if the breath turns warm, donât go inâit means a storm surge underground.
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Elders settle arguments after sunset; daylight is for work.
Names & Notables
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Elder Asha Willowâwife: Chair of the council; firm, patient, carries a willow switch she taps when thinking.
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Elder Bran of the Mill: Grainâwise, quick with stories.
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Serj Jory Flint (Reeve): Exâcarter; fairâminded and stubborn.
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Captain Mara Reed: Watch captain of the middle tower; drinks tea, never ale, on duty.
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Master Hobb & Mistress Tilla (Smiths): Hobb for heavy iron, Tilla for finework and kettles.
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Old Rellan (Retired Wizard): Garden full of strange beans; will trade lessons for seeds and honesty.
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Sister Fen (Temple): Keeps the pearl tally and Closed Weeks notices.
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Perrin Nettles (Alchemist): Cheerfully stained green; pays best for clean crystals.
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Mara & Darek (Innkeepers): Hosts of the Willow & Anvil; their brown ale keeps no secrets.
Rumors & Table Talk (player hooks)
Roll 1d12 or choose:
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âA sinkholeâs opening in the reedbedâhear the mud singing at night?â
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âPike big as a childâs leg took Old Denâs netâteeth like nails.â
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âGreenstone dust makes gardens leap, but donât breathe itâJakkaâs boy coughed green for a week.â
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âA caravan wants sole pearl rightsâcoin on the table, chains under it.â
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âSomething scratches under the mausoleum when rain pounds hard.â
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âCharcoalers saw mirrorâflashes from beyond the Spurâno towers that way.â
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âThe eel runâs early; the weirs arenât ready.â
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âA warm gust in the cavesâstorm water coming, the elders say bar the mouths.â
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âA copper vein shows blue in shallow water by the mineâguards wonât let folks near.â
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âTanners swear someoneâs stealing the lime buckets for witching.â
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âA boat came back with only lanterns, circling, no oars.â
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âOld Rellanâs bean trellis hums at nightâsays itâs only wind.â
Character Options (plugâandâplay for most fantasy systems)
Background: Rockport Native
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Skills: Choose two: Nature, Survival, Animal Handling, or Insight.
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Tools: One of: fishing tackle, woodcarverâs tools (for weirs/baskets), or cookâs utensils.
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Feature â Water & Stone: You can always find clean water, safe footing on reedbeds and causeways, and a friendly roof among Rockportâs households. In harvest or eel season, you can call in help (1â2 commoners) for a dayâs work if you return the favor later.
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Suggested Traits: Steady as stone; thrifty; hates waste; patient as a weir.
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Names: Single names with byânames (Asha Willowâwife, Bran of the Mill, Fen Riversâbless).
Background: Spurâroad Teamster
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Skills: Animal Handling, Persuasion.
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Tools: Vehicles (land), Carpenterâs tools or Smithâs tools.
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Feature â Guild Friend: You know caravan schedules, weighâyards, and who to bribe for space; advantage to find passage or buyers for bulk goods.
Safety Notes
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Children and strangers are kept from cave mouths unless escorted.
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The council may close bridges during flood surges; heed horn calls.
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Visitors found poaching during Closed Weeks pay fines or work the reedâcut crews.
Welcome to Rockport. Respect the springs, mind the willows, and deal square at the scalesâyouâll always find a seat by the hearth.