S2 - Around Town Macridi
The mist from the Great Goldpan River clings to Old Macridi's roofs and timber walks. The scent of fresh-cut darkwood and damp sawdust hangs over the streets, mixed with river water, hot metal, leather vats, and woodsmoke.
Nothing about the town looks abandoned or panicked. Barges still crowd the docks. Waterwheels still turn. Craftsmen still open their shutters and merchants still argue over prices. Yet conversations lower when the Palakar is mentioned, and more than one worker glances toward the forest before answering a question.
Some people talk about spoiled timber. Others mention sick animals, strange water, silent fey, or workers who have stopped reporting from distant sites. No one in Old Macridi has enough evidence to say that all of these things are connected.
After meeting Danum Karland, the party has time to explore Old Macridi before traveling downriver to Reiver's Right. Karland encourages them to gather supplies and speak with people who know different parts of the Palakar. Each location offers a piece of the larger problem without providing the entire answer.
Reiver's Right is not an ancient ruin or a camp abandoned years ago. The current operation functioned successfully for years, with serious problems beginning roughly three weeks ago. Normal communication finally stopped four days ago. Its location downriver means it cannot be sending contaminated timber upstream into Karland's sawmill, but its sudden silence may be another symptom of whatever is happening throughout the forest.
GM Note: The Apothecary. Morwenna Iron-Root can show that ordinary anti-blight treatments are only partly effective. Careful analysis of a black-sap sample can reveal an infernal signature within the plant corruption, but she still does not know what is creating or sustaining it underground.
GM Note: Keep Reiver's Right Focused. The party is investigating a recently silent working camp, not solving the entire Palakar crisis in this scene. Reiver's Right should confirm that the same corruption is present there and expose evidence of prohibited excavation beneath the camp.
Commercial & Service Establishments
| Establishment | Overview & Primary Services |
|---|---|
| Karland's Sawmill | The primary timber processing yard along Profit's Flow. Operated by Danum Karland, featuring heavy river piers, intake bays, and gang-saws for squaring darkwood logs. |
| The Gilded Ledger Tavern | Located near the southern road exit. A lively local tavern where off-duty loggers, river barge crews, and traders gather to drink cider and exchange frontier rumors. |
| The Iron-Root Apothecary | Nestled in the central district. Specializes in herbal remedies, antitoxins, and poultices crafted from local woodland flora to treat frontier ailments and venom. |
| Fanciful Inquiries | Run by gnomish proprietor Sorzmig Koob. A curiosity shop offering regional maps, oddities, and specialized wilderness lore regarding the Palakar Forest. |
| The Watchmaker's Loft | A high-precision artisan workshop located south of the northern wall. Specializes in fine mechanical gearwork, waterwheel clockwork, and delicate survey instruments. |
| Best Fit Furnishings | Situated near the northern gates. High-end woodworking shop crafting custom, polished darkwood furniture and tailored cabinetry for wealthy Kalistocratic clients. |
| The Salty Bark Tannery | Positioned on the far western edge near the timber line. Processes heavy hides, leather armor, and water-resistant boots, emitting a distinct industrial odor. |
Civic & Institutional Landmarks
| Landmark | Overview & Primary Function |
|---|---|
| Assembly Institute | The civic center of Old Macridi. Houses municipal meeting halls, trade council chambers, and high-level negotiations for merchant representatives. |
| The Veridical Scriptorium | The administrative legal office located in the central district. Staffed by clerks who register contracts, audit trade tallies, and calculate the Blood Price. |
| Sanctitude Saunas | An opulent bathhouse situated near the town center. Provides steam baths and pristine purification suites for Kalistocrats observing strict physical purity tenets. |

Commercial & Service Establishments
| Establishment | Overview & Primary Services |
|---|---|
| Karland's Sawmill | The primary timber processing yard along Profit's Flow. Operated by Danum Karland, featuring heavy river piers, intake bays, and gang-saws for squaring darkwood logs. |
| The Gilded Ledger Tavern | Located near the southern road exit. A lively local tavern where off-duty loggers, river barge crews, and traders gather to drink cider and exchange frontier rumors. |
| The Iron-Root Apothecary | Nestled in the central district. Specializes in herbal remedies, antitoxins, and poultices crafted from local woodland flora to treat frontier ailments and venom. |
| Fanciful Inquiries | Run by gnomish proprietor Sorzmig Koob. A curiosity shop offering regional maps, oddities, and specialized wilderness lore regarding the Palakar Forest. |
| The Watchmaker's Loft | A high-precision artisan workshop located south of the northern wall. Specializes in fine mechanical gearwork, waterwheel clockwork, and delicate survey instruments. |
| Best Fit Furnishings | Situated near the northern gates. High-end woodworking shop crafting custom, polished darkwood furniture and tailored cabinetry for wealthy Kalistocratic clients. |
| The Salty Bark Tannery | Positioned on the far western edge near the timber line. Processes heavy hides, leather armor, and water-resistant boots, emitting a distinct industrial odor. |
Civic & Institutional Landmarks
| Landmark | Overview & Primary Function |
|---|---|
| Assembly Institute | The civic center of Old Macridi. Houses municipal meeting halls, trade council chambers, and high-level negotiations for merchant representatives. |
| The Veridical Scriptorium | The administrative legal office located in the central district. Staffed by clerks who register contracts, audit trade tallies, and calculate the Blood Price. |
| Sanctitude Saunas | An opulent bathhouse situated near the town center. Provides steam baths and pristine purification suites for Kalistocrats observing strict physical purity tenets. |
Learning Spells in Old Macridi
Teachers, Formulae, Old Texts, and Practical Magic
Old Macridi has no formal magical academy, but spellcasters can find several residents willing to teach spells or provide access to magical writings. Availability varies by magical tradition and by the interests of the instructor.
| Location | Traditions | What Can Be Learned |
|---|---|---|
| Veridical Scriptorium | Arcane, Occult | The Scriptorium maintains copied texts, private journals, old contracts, annotated spell manuscripts, and a small collection of purchased spellbooks. It is the best place in Old Macridi to look for conventional written magic. |
|
Iron-Root Apothecary Morwenna Iron-Root |
Primal, Arcane | Morwenna teaches practical magic concerned with plants, poison, medicine, preservation, detection, and the manipulation of natural materials. Her collection favors useful field magic over flashy combat spells. |
| Assembly Institute | Divine, Occult | Teachers and visiting lecturers maintain religious, philosophical, and esoteric texts. Divine instruction is generally available for common devotional and protective magic, while occult instruction depends heavily on which scholars are currently in residence. |
| Sanctitude Saunas | Divine, Occult | The Saunas employ attendants and spiritual practitioners versed in magic associated with rest, purification, health, emotional balance, dreams, and recovery. Instruction is normally arranged privately. |
|
Fanciful Inquiries Sorzmig Koob |
Arcane, Occult | Sorzmig occasionally acquires strange maps, expedition journals, travelers' spellbooks, coded manuscripts, and other magical writings. His selection is unpredictable, but unusual utility and exploration magic sometimes appears here. |
|
The Watchmaker's Loft Orvik Brasshand |
Arcane | Orvik's magical knowledge is narrow and highly practical. His notes and contacts favor magic dealing with measurement, observation, timekeeping, detection, light, distance, and precision. |
| Gilded Ledger Tavern | Any | The tavern is not itself a magical school, but traveling priests, merchants, adventurers, sailors, and spellcasters routinely pass through. A character looking for a teacher of a particular common spell can ask around and may be directed to someone currently staying in town. |
A spellcaster can learn from a willing instructor who knows the spell or from suitable magical writing. The spell must belong to one of the character's magical traditions.
Common spells are generally obtainable somewhere in Old Macridi, though no single establishment maintains every spell. Uncommon or particularly unusual magic usually requires locating a specific teacher, manuscript, or other source.
Best Place by Tradition
| Tradition | Best Starting Point |
|---|---|
| Arcane | Veridical Scriptorium |
| Divine | Assembly Institute |
| Occult | Veridical Scriptorium or Assembly Institute |
| Primal | Iron-Root Apothecary |