The Village of Innsfjord itself has increased in actual page-size as well after some feedback from my previous previews. We now have some rumor connections, new NPCs and a 6 part subsection under I-11 Innsfjord Cottages highlighting some of the homes and families of Innsfjord (preview of two such residents below).
I'm not going to lie, this can sometimes be daunting and time-consuming work. I figured after Horus this would be a breeze ... it isn't as I'm partially world building with Innsfjord and constantly re-aligning my vision toward new ideas that I think are cool and fit well with the story.
From a technical standpoint I really, really wish I still had MS Word. I've come to love Libreoffice for all my normal writing, blog writing and letter writing but it does not suit well for adventure making.
c. Saari Cottage
The cottage does not seem to be big enough to hold the family that it does. A young harried-looking woman is the cottage's mistress, wife and mother to the seven children who can be seen running around the property, working on small chores or being yelled at for some minor mischief.
Savi Saari tries to run the house with an iron fist, and her barking voice is proof of that, however, there are just too many people and the players can see that her slow loss of grip is fraying at the woman who seems to always have a frying pan in hand.
Rudi Saari, her husband, like many of the fishermen in Innsfjord is still going onto the fjord every day despite the failing hauls and the rotten fish that those hauls produce. As such he has a 45% chance of not being home when the players are there.
There children are divided between girls and boys almost evening and are between the ages of two and fourteen. The only one among them of note is Fourd, who is apprenticed to the local blacksmith and has a 40% chance of not being home when the players are there.
Rudi & Savi Saari (Normal Humans): HD 1d6hp; HP 4, 3; AC 9; Atk 1 dagger (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: None.
Fourd (Normal Humans): HD 1d6hp; HP 4; AC 9; Atk 1 forge hammer (1d4),dagger (1d4); Move 12; Save 18; AL N; CL/XP B/10; Special: None.
d. Exile's Cottage
The cottage's interior is overly warm as a huge fire burns in the hearth almost always and the windows have been shuttered. Shelves are lined with thick tomes and more types of ale and wine than the players have names for.
The owner of the cottage is known as Exile, and will refuse to give his real name even if threatened with violence. He is a short man, with a long graying beard, shining amber eyes and strange runic tattoos covering his face.
In truth the Exile is a dwarf, although no one in Innsfjord or the surrounding area have ever met one besides him or even believe in them. If a dwarf (or someone who reads dwarven) is present with the party he or she will be able to read the runic tattoos and know that Exile was exiled for fratricide.
If the players heard the rumor that the Exile caught something “strange” in his net and ask him about the rumor the Exile will show the players a large pickling jar.
In the jar is a small squid like creature but with large crab-like claws protruding from under its body and down past the tentacles.
Need picture here
The Exile(dwf3): HD 3d8hp; HP 22; AC 5; Atk1 Dwarven Battle Axe of Returning(1d10 Melee/Missile) When thrown returns like a boomerang to thrower's hand; Move 12; Save 12; AL L; CL/XP 3/60; Special: 3 attacks against opponents with 1HD or less, Can detect special stonework.