TEXT: Krestible City 
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  KRESTIBLE CITY  
  WHERE MOUNTAIN MEETS PLAIN 
   
  A Living Greyhawk City setting for ongoing Campaign Play 
   
   
  By Mark Somers & a host of other contributors 
   
   
   
   
   
  Krestible City – Where mountain meets plain. This traditional centre of trade has 
  grown into Perrenland’s third largest city and is the gateway for trade through the 
  Yatil Mountains. A power centre for no less than three major clans – the Hüssens, 
  Rósrijders and Weisspeers – the city is a place where rough Hooglanders rub shoul-
  ders with cultured Laaglanders. A place where new ideas butt heads with old tradi-
  tions. A place where adventure is but a few steps away.  
   
   
   
   
   
   
   
   
   
   
   
  Krestible City is produced for the Living Greyhawk Campaign, as a setting for Perrenland regional 
  adventures. It is the creative response to the development of the Living Greyhawk Campaign and is 
  thus the property of the Perrenland Triad. This information may be used with the permission of the 
  Perrenland Triad. They will provide assistance and guidance with the use of this document. This 
  document is intended for tournament use or for guidance in developing further Perrenland adven-
  tures. It may not be reproduced without the approval of the Perrenland Triad.  
  
  Krestible City 
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  “Listen to the wind,” they say in Krestible, “it carries tales of the ancients.” The wind always 
  blows in this city and if you listen closely then perchance you may hear the voices of those who 
  have gone before. What tales they could tell! From the earliest of days, when bloody clan feuds 
  were settled with flesh and iron at a traditional meeting place… From more peaceful days when 
  livestock was brought for trade… From the pioneering days when ambitions grew with the evolv-
  ing town… From the time of great Perren when anything seemed possible… From the dark days 
  of the Occupation, when the Witch ruled with cruelty… To modern day, when clan politics and 
  commerce add spice to daily life. Many are the tales indeed. Will yours be one worth telling? Will 
  the wind remember your words and your deeds? 
   
  The city of Krestible is the third largest city in Perrenland, and the second major trading hub. Once 
  it was a gathering place for local tribes to meet, coming to trade and deal upon a small plateau lying 
  at the base of a line of craggy cliffs. In time a prominent clan leader came to make the place the 
  home of his people and the area was named Krej’s Table after him. As the settlement became a 
  town the name evolved into Kres-table, and then Krestible. Eventually the town became a city, and 
  strong walls were put up to protect the residents. Then the population outgrew the walls and further 
  expansion was made onto the lowlands below the plateau. Even now the city grows, and proves to 
  be a place where opportunities for commerce and adventure are great. 
   
  LOCATION 
  Krestible City lies in the heart of the canton of the same name, on the edge of a high ridge that 
  marks the northern fringe of the Yatil Mountains as they sweep east to the Velverdyva. To the south 
  of the city lie high peaks; to the north are the jagged fertile hills called Den Groentanden, or the 
  Green Teeth. From the battlements of the city walls one can look north and see the sweep of the 
  Feronwold, the great plain that lies beyond the hills, perhaps a day’s travel. 
   
  The city is a key point on the Krestingstrek, the main trade route that passes through the city. 
  The capital city of Schwartzenbruin is some 250 miles north-east of Krestible and the Kettite city of 
  Molvar lies the same distance to the south, where the Krestingstrek passes through the pass called 
  the Wyrm’s Tail. 
   
  From Krestible the precipitous Vestertrek, a lesser route than the Krestingstrek, snakes its way 
  through the lower slopes of the Yatils. After running west some 100 miles to Oskindal, it turns 
  north and runs for a further two or three hundred miles to the old city of Exag. 
   
  CLIMATE 
  Yet to be developed. 
   
  POPULATION 
  The population of Krestible City as of the start of 595CY was 7,500. The population of the city is 
  increasing as people from rural areas move to the city for protection in troubled times. 
   
  Race Demographics 
  Race 
  Number 
  % 
  Human 
  5,900 
  78.7 
  Dwarf 
  650 
  8.7 
  Halfling 
  450 
  6.0 
  Half-orc 
  200 
  2.7 
  Elf 
  150 
  2.0 
  Gnome 
  75 
  1.0 
  Half-elf 
  50 
  0.7 
  Other 
  25 
  0.3 
   
   
  Clan Demographics 
  Clan 
  Number 
  % 
  Weisspeer 
  2,800 
  37.3 
  Hüssen 
  1,500 
  20.0 
  Rósrijder 
  1,000 
  13.3 
  Other Clans 
  900 
  6.7 
  Vuurzward 
  500 
  2.0 
  Uitlanders 
  500 
  0.7 
  Vosser 
  300 
  1.0 
   
  
  Krestible City 
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  Major Clans 
  Hüssen Clan: Though this clan’s territory is primarily to the north, in the Nederboden canton, their 
  range extends southwards such that they have considerable influence in the city of Krestible. 
  Known for their touchy sense of honour, this lowland clan holds the heartland of the nation, and 
  none can doubt their national pride and loyalty. Historically they have been farmers for the most 
  part, many of the clan have become townsmen, engaging in trade and other urban activities. None-
  theless, urban or rural, most Hüssens keep an axe nearby, just in case.  
   
  Rósrijder Clan: Primarily nomadic folk sworn to a life on horseback, a large number of this low-
  land clan have been drawn to the city. Initially they came to trade at regular times, but then some of 
  their number remained to maintain a clan presence. Now these folk have become urbanised, and are 
  true townsmen. The greater number of Rósrijders are itinerant visitors, living with relatives for a 
  time before returning to their freer life on the plain. But there are enough of these horse folk to se-
  cure a strong influence on matters within the city. 
   
  Weisspeer Clan: Inhabiting the hills and the nearby plains and mountains of Krestible canton, this 
  clan of some forty thousand individuals is one the eight main clans of the Concatenated Cantons of 
  Perrenland. Though its members may trace their ancestors in the region back hundreds of years, the 
  clan as it is known now is a new entity, being a little over one century old. Primarily a human clan, 
  the Weisspeers count noticeable numbers of dwarves, halflings and half-orcs in their number. 
  Known for their horses, their canny traders and their famous hill horses, the Weisspeers are an inte-
  gral part of the region. 
   
  HISTORY 
  Yet to be developed. 
   
  GOVERNMENT & POLITICS 
  Krestible is governed by a combined council called the Stadtraad, or City Council, consisting of a 
  High Council, the Hoograad, and a Low Council, the Laagraad. 
  The Hoograad is a triumvirate of representatives from the main local clans, the Weisspeers, 
  Hüssens and Rósrijders. Each of the trio of the Hoograad are elected by their clan members or ap-
  pointed by the higher clan authorities. The method of selection has varied over the years depending 
  on the situations each of the clans finds themselves in. From that trio, one is appointed as the Het-
  mann (mayor) of Krestible for a year. The position changes annually, with the order being a Weis-
  speer, followed by a Hüssen, and then a Rósrijder, and so on. The day of the hand over of authority 
  is traditionally Schúldag, or Debt Day. 
  The Laagraad consists of elected representatives, one from each of the main city districts (de-
  scribed further in this document). Representatives are elected for a three year term, the start of 
  which coincides with the Weisspeer clan member assuming the position of Hetmann. 
  The Hetmann has veto power which allows the incumbent to overrule decisions of both councils 
  unless opposed by a bloc consisting of both other Hoograad members and at least half (four) of the 
  Laagraad representatives. More often than not, however, the Hetmann uses this veto power judi-
  ciously, since he or she is answerable to their clan and the city as a whole. 
  The Hetmann may be replaced by a clan according to its own traditions whilst in office, to be 
  supplanted by another senior clan member. The Stadtraad may depose a Hetmann if agreement is 
  reached between both of the other Hoograad members and four or more of the Laagraad representa-
  tives. If deposed, a Hetmann is to be replaced by a fellow clan member chosen by his or her clan. 
  By general agreement, the head of a clan can never sit on the council due to the demands on his 
  or her time serving the clan. In reality, clan heads have considerable influence on the individual 
  members of the Hoograad. 
   
  
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  Current Hoograad Members (595CY) 
   
  Rósrijder (Hetmann): Hetta Rondhuis Rósrijder (55 year old female human, Rgr3/Ari9) is a re-
  tired rechter and a stern devotee of Allitur whose knowledge and adherence to laws and traditions is 
  legendary in the region. Few people actually like Hetta, since she is so stiff and formal, but she is 
  very much respected. 
   
  Weisspeer: Elias Kleistad Weisspeer (36 year old male human, Exp6/Ari2) was the head of the lo-
  cal guild of potters before assuming his role on the Hoograad. A precise and exacting man, and 
  something of a financial genius, he is highly valued by his clan, and thus he represents them despite 
  not being part of the primary Wijs family. 
   
  Hüssen: Alewin Anika Fjoerdûnser Hüssen (32 year old female human, Ftr5/Ari5) is a former 
  commander of the clan guard who served Franz and then Kârla. A tough and hardy woman, she is 
  known as one of the few Hüssens who openly questioned Kârl Hüssen’s activities when that la-
  mented young man was alive. 
   
  Current Laagraad Members (595CY) 
   
  Der Bolwerk: Erhard Hoogestraat (37 year old male human, Rgr9/Ari2) served fifteen years in the 
  Speziallerie Pax Mecuri and attained the rank of Argenstrefen. He is known for his level headed na-
  ture and his generosity to those who earn his favour and trust. He is highly involved with the Land-
  wehr. The common folk like him due to his obvious distaste for the games of politics. 
   
  Dwerghelling: Rurik “Ironsides” Rumnahein of the Five Forges (197 year old male dwarf, 
  Clr7/Ari5) is a priest of Moradin and a crusty old cove if ever there was one. Very set in his way, 
  Rurik has seen much, including the occupation of Iggwilv. 
   
  Groenzijde: Willem Hitdrijver (23 year old male human, Rog6/Ari1) seems at first glance to be a 
  friendly, earnest and compassionate young fellow with an interest in his neighbours’ wellbeing. 
  Gossip, however, would have it that he is actually quite lazy and corrupt. 
   
  Hobnizburg: Janna Holzapfel Honderdwiel (55 year old female halfling, Brd6/Ari2) is a new-
  comer to the city. However, since experiencing the Dark God’s Laughter in 593CY this perpetually 
  well presented and attired little woman has become a tireless campaigner for sensible preparations 
  for future troubles, and as such has been taken to heart by her community. 
   
  Den Schaduwen: Almina Nachtkrijsen (27 year old female human, Bbn1/Rog2/Ari3) is from ‘good 
  blood’ and has a reputation for being overly proud and boisterous. Her election is often attributed to 
  the fact that her predecessor was quiet and unassuming and was rarely heard in the council. It is 
  known that Almina never forgets a slight and harbours grudges for a good long time. 
   
  Unterstadt: Sofia Volila Wolfzanger (31 year old female human, Ftr3/Ari4) is a member of the in-
  fluential Rósrijder family that owns the main travellers inn as well as other businesses in the lower 
  town. A canny woman known for her loyalty, she is trusted by many. 
   
  Den Weiden: Kôrd Groenârend (27 year old male human, Exp5/Rog2) is something of a planner 
  and entrepreneur, commonly thought to be ‘going places’. An ambitious fellow whose family are 
  heavily involved in the local cattle dairy, Kôrd is said to be hunting for a wife he might consider a 
  good match with useful connections. 
   
  
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  CULTURE 
  Eifést: Egg rolling festival at the start of spring. 
  Schúldag: Debt Day – the last day of Ready’reat, the annual day of concluding business agreements 
  and closing of accounts. 
  Voorsnéufést: Start of Winter. 
  Voorvállenfést: Start of Autumn. 
  Zomerfést: Start of Summer. Foot race down Den Ras takes place. 
   
  ECONOMY 
  Yet to be developed. 
   
  MILITARY 
  Den Auszug (Army) 
  The 4th Auszugen (Den Voorstrijken – The First Strike) is the local army unit in Krestible. Formed 
  as it is from troops with fierce family rivalries, this unit could well be undone by bickering and in-
  fighting. Luckily the 4th has some fine officers who have turned this potential flaw into a potent 
  strength. Competitive in the extreme, soldiers of the 4th strive to be the best within their Auszugen, 
  and endeavour to prove themselves to their peers. Former Hüssens try to outshine former Weis-
  speers, and those of Rósrijder heritage tend to egg them on. Thus Den Voorstrijken have a reputa-
  tion as some of the fiercest of the nation’s troops, impatient in defence and furious in attack. 
   
  The core of the officer ranks come from Vuurzward heritage, not uncommon in the Auszug as a 
  whole. That is not to say that other clans don’t provide officers, and worthy ones at that, but the 
  Vuurzwards seem better suited to leading fairly and forgetting previous allegiances. They encour-
  age the rivalry amongst the troops but know how to keep a lid on things. So far the 4th has held it-
  self together. 
   
  Though there has always been tension along the southern border, any real threat from Ket has 
  been unlikely for some time. Thus the 4th has seen its troops cycled out for mercenary service regu-
  larly to keep their edge and to blood new recruits. Sometimes sections might be sent north to serve 
  with the 6th keeping the Tiger Nomads in check, but usually active service is seen in more foreign 
  climes, far from home. A soldier of the 4th can expect to spend one year in three as a mercenary 
  fighting in foreign conflicts. Those that survive return battle-hardened. 
   
  The 4th follows the usual breakdown for Auszug troops, with a core of heavy infantry supported 
  by skirmishers, archers and cavalry. Dwarven or Hüssen axemen usually fill the front ranks, fol-
  lowed by Weisspeer pike and spearmen behind. Weisspeers mounted on their light war horses act as 
  agile scouts and mobile horse archers, whilst their heavier lance-wielding Rósrijder fellows are the 
  shock troops. Archers and halfling slingers on foot generally skirmish ahead of the main ranks, and 
  are trained for quick retreat into formation to support a press by the heavier troops. Like all Perre-
  nese troops, the Voorstrijken are highly trained professionals, hardened to battle and not well suited 
  to the gentler ‘ordinary’ life. 
   
  Landwehr 
  The Landwehr, nicknamed Den Drévústen (Three Fists), is the local militia, consisting of around 
  7.5% of the population of the city and the surrounding region. This is slightly higher a number as 
  regional averages go, but can be attributed to the group-oriented nature of the Weisspeer clan and 
  the need of their Hüssen neighbours not to be outdone. Number for other clans are about normal. 
  This results in around 550 militia for Krestible City, of whom some 200 are female. 
   
  These troops supplement local defences and though well-trained (one full week of dedicated 
  training per year plus regular single days throughout) are not as professional as the Auszug troops. 
  What they lack in experience is made up for in local (some might say parochial) loyalty. Should 
  these troops ever fight they do so on home soil and this adds steel to their resolve. 
  
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  The Krestible Landwehr has yet to be properly tested. The last time a military threat was present 
  was during Iggwilv’s occupation and the Landwehr (nor, indeed, the Auszug) did not exist at that 
  time. 
   
  Though only the Auszug wears a proper uniform, the Landwehr dons the colours of the canton – 
  black and red for Krestible – when on exercise. In a pitched battle they would do the same, though 
  if it came to skirmish or guerrilla warfare they would wear more practical garb for the environment. 
   
  DEN ZAUBER 
  While Den Zauber's major faculties are located in Exag and Schwartzenbruin, there is a small teach-
  ing faculty in Krestible, near the central plaza. Building 283 is the actual teaching institution and 
  building 288 is the visiting fellows accommodation.  
  Teaching Facilities: What is know locally as the Den Zauber Hall is the major outpost of Den 
  Zauber in Krestible. It pales when compared to Den Zauber's major facilities in Exag, Swartzen-
  bruin and Traft, but is still serves an important role for Den Zauber. This building is largely dedi-
  cated to a library, safe keeping place, teaching facilities and student accommodation.  
  On average 30 students study at Den Zauber Hall at a time. Most are day students from Kresti-
  ble and the farmlands nearby, however, the are normally some students from farther afield who are 
  accommodated on site. Two dormitories provide quarters for up to 16 students at a time. Currently 
  there are 5 students, 3 female and 2 male. Four wizards have dedicated themselves to the teaching 
  of these students. They cover the regular 9 schools between them. Lately some travelling sorcerors 
  have given lectures also, reflecting Den Zauber's recent opening to members of this class.  
  The other 7 wizards are concerned with the administration of the facility, research, safe-keeping 
  of the hall’s collections and assistance of the local populous.  
  The library contains a modest collection of works, many of which are copies of important 
  tomes held in the other Den Zauber locations. The library has a particular focus on the school of 
  conjuration, granting a +2 circumstance bonus to Knowledge (Arcana) checks relevant to that scool, 
  and +3 to the sub-school of Teleportation. Amoungst the more interesting works are some early 
  writings of Mordenkainan, some ancient Ur-Flannae texts and a number of Baklunish. There is an 
  exchange program with Sefmur's College of the Arts in Tusmit. Of course there are also a variety of 
  spellbooks available in the library. Access to those is strictly controlled however.  
  The Safe Keeping Place has up until recently not been in heavy use. However, with the general 
  upheaval many items that would once have been taken to Exag have been stored here for now.  
   
  Fellows Hall: The Fellows Hall is sometimes known as the Elven Embassy, as a result of the ab-
  normal number of elves who visit for varying times. At least 3 of the Den Zauber Fellows have 
  been staying at the hall for more than 6 months, one old fellow has been there longer than any can 
  remember.  
  The Fellows hall is a three-storey building. The ground floor contains a number of study rooms, 
  sitting rooms, dining hall and kitchens. The first floor has a common room and 10 standard lifestyle 
  equipped single rooms. The second floor has two small very well appointed libraries along with 6 
  high lifestyle equipped single rooms and 2 high lifestyle double rooms.  
   
  GUILDS & GROUPS 
  The Perrenland Society of the Sword: The Society (also known as the Krestible Society of 
  Swordplay) was formed in CY 570 by Erik Kopfhalen, a retired Ubergrosse of the Auszug. Hearing 
  tales from afar of growing warfare amongst many states of the Flanaess, Kopfhalen decided to es-
  tablish a school in the city of Krestible where he would teach the finer parts of swordplay. The 
  Krestible School of Swordplay grew steadily in the following decade, (thanks largely to the many 
  mercenaries passing through Perrenland. Many of Kopfhalen’s students went on to become re-
  nowned swordsmen and some of these remained with the school as teachers, allowing the school to 
  grow further. The school has also become popular amongst officers from the Auszug as a source of 
  
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  quality sword training. The change of name to the Perrender Society of the Sword has come about 
  to expand the school to areas of Perrenland beyond Krestible. Most of its members, however, still 
  call it by its original name. 
  The original school was formed to train swordsmen of the highest quality and that continues to 
  be the core mission of the Perrender Society of the Sword. Sword Meisters (Senior Society mem-
  bers) train Initiates (junior members) in the finer points of sword-play. Central to these teachings is 
  respect for one’s sword and for the laws of Perrenland. Society members are expected to use and 
  maintain only the highest quality weapons. Society members are also expected to keep their weap-
  ons under true Ruhebinden (Peace Knots) when in populated areas (both in and out of Perrenland). 
  All Society members are to identify themselves as such by the wearing of the Society’s pin (a silver 
  brooch in the shape of a sword overlaid by an intricate Ruhebinden pattern) in plain sight. 
   
  As well as its many fine conventional sword masters, the Society is famed for its continued 
  teaching of the dying art of Perrender Fencing. Utilizing the speed of a rapier, Perrender Fencing is 
  considered by many to be the most beautiful of all sword fighting styles. Its use in recent decades 
  has fallen out of popularity as a greater emphasis was given to more “practical” fighting styles bet-
  ter suited to war. The style has survived to the present day largely due to its use in duelling (a con-
  test in which it is almost unequalled in its effectiveness). Masters of Perrender Fencing are rare 
  these days and the Society is privileged to have most current masters as members. These teachers 
  are always looking for students of suitable calibre to pass this art onto. However the study of Per-
  render Fencing is not easy and teachers have little time to waste with those who have yet to prove 
  themselves. As such entry standards for students of Perrender Fencing are kept high. 
   
  The Society is located in Kopfhalen Hall – the large building on the western side of Zward Plein 
  (location 493). Kopfhalen Hall is a sturdy building made of light brown slate. The majority of its 
  space is taken up by several large training halls. It also has rooms where some of its senior trainers 
  board. It is open from sunrise, when training starts, to an hour after sunset when it stops. 
   
  Old Eric Kopfhalen still trains students himself. He concentrates primarily on the more experi-
  enced students, especially the trainers, but he does also make a point of teaching all new students 
  himself at some time to ensure that their foundation is strong from the start. Eric is a practical man 
  who prefers to teach by demonstration rather than oration. He has a strong commanding presence 
  developed during his time in the Auszug and most students hold him in awe despite his down to 
  earth nature. 
   
  Den Perrenland Jagern und Fischern Verén: In CY 570 Vaujtn Vosser led a group of friends 
  into the Southern Yatils on the now legendary ‘dragon Kill” expedition. News of the crotchety 
  hunter’s party returning laden with the heads of not one, not two, but three red dragons spread like 
  wildfire. This drew adventurous souls from all over Perrenland to his cabin in search of similar 
  fame and fortune. 
   
  Seizing the opportunity, Vaujtn Vosser founded Den Perrenland Jagern und Fischern Verén (the 
  Perrenland Hunting and Fishing Society) and the rest is history. Although originally based in Rik-
  kendal in the Yatil Mountains, Den Perrenland Jagern und Fischern Verén now resides in one of 
  Perrenland’s main cities, Krestible. Vaujtn decided to move there so that more people could see his 
  prized trophies. They also own buildings in Schwartzenbruin, Traft and Hugelrote. 
  The society organises regular expeditions into the Yatils, Clatspurs and Mounds of Dawn. They 
  also own the single-masted keel boat, Speigel XXIII, based in Hugelrote. This does trips into the 
  centre of Lake Quag for the brave (or foolhardy). They go to see what strange beasts they can catch. 
  Needless to say, no guarantee of safe return is ever issued.  
  The society also organises trips even further afield, having been known to travel as far as the 
  Tilvanot peninsular in search of the fabled Argentvorax. 
  Most members of Den Perrenland Jagern und Fischern Verén are humans, elves, half-orcs and 
  half-elves. There are not many dwarven or gnomish members, and even fewer halflings. Some de-
  tractors say this is on account of their inability to run very fast. 
  The society has an unusually high staff turnover. 
  
  Krestible City 
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  The headquarters of Der Perrenland Jagern und Fischern Verén is located in a large building, 
  Den Trofhuis, in the northwest corner of Zward Plein [#496 – E04]. A large building made of stone, 
  at first sight you would think that it was a mansion of some sort, which it almost is. When you en-
  ter, there are always two guards in front of the door, and they take your name, the time you entered 
  and make sure that you aren’t carrying any weapons (unless you are a member). As you enter, you 
  see many paintings of Vaujtn Vosser standing next to dragons, griffons, dire polar bears and the 
  like, often with a spear, longsword or arrow through their heads. The walls are lined with heads of 
  animals that members and Vaujtn himself have killed. 
   
  LAYOUT & ARCHITECTURE 
  The city lies in three levels – the lowlands, the plateau and the Crags. The upper city (Hoogstadt), 
  built upon the plateau, is of predominantly quarried stone and slate construction and houses the 
  older and richer citizens. The lower city (Laagstadt), on the other hand, is mostly of baked brick 
  construction. The lower city tends to be more boisterous and lively than the upper, though the folk 
  upstairs know how to make a bit of noise when they want. 
  The typical Krestible house is a large building of two or more storeys, housing on average fif-
  teen or so people. Often a single extended family lives in a residence, though some may house two 
  unrelated groups on different levels. Residences almost always have a shop-front attached, as fami-
  lies tend to stick with their inherited trades. 
  The city’s water come from a number of subterranean springs, the biggest of which is Beory’s 
  Well. A number of well shafts have been dug down into these springs, and the city is yet to experi-
  ence a shortage of water. 
   
  THE CITY DISTRICTS 
  Der Bolwerk: The Rampart is on the north western side of the high city and overlooks the low city 
  and the plains below. This area holds the Hüssen plaza and that clan has strong influence in the 
  district. 
  Dwerghelling (Dwarf Slope): To the west of the Dodhelling, in the middle of the northern slope, is 
  where a community of dwarfs have carved out an underground settlement – at once part of the city 
  yet somehow also removed from it. 
  Groenzijde: Greenside is the high city district to the east of Den Groen, and the residents try to 
  maintain a connection to the name by planting vines and keeping greenery about.  
  Hobnitzburg (Halfling Town): A village of more settled halflings who nevertheless enjoy visits 
  from their travelling cousins that camp on the nearby meadow. 
  Raadplein: The Council Square holds Der Raadhuis and homes of folk employed by the council. It 
  is not so much a district as a separate area for government purposes.  
  Den Schaduwen: The Shadows is so called because it lies at the base of the cliffs behind the city 
  and is often darkened in shade. The district is home to the Weisspeer plaza and is thus influenced 
  by that clan.  
  Unterstadt: The Undertown has a low reputation that is not entirely deserved, though it is the rud-
  est part of the city. It lies to the north of the high city. 
  Den Weiden: The lower Meadows district, which lies below and to the west of the high city, is so 
  named because of its original state. The area has a reputation as being home to “Salt of the Oerth” 
  industrious types. 
   
  
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  THE STREETS OF KRESTIBLE 
  Aldboomgroen (Old Tree Green) [G07]: A single ancient tree, said to be planted centuries be-
  forehand by a displaced elven emigré, stands proudly in this lawned square. 
  Bákenstrat (Beacon Street) [G02]: Looking down this street from the square, a person may find 
  an impressive view of the beacon on the Crags above. 
  Bokban (Goat Road) [D06–J08]: The north-eastern end of town is where goatherds may find 
  yards to hold their flocks before taking them to sale in the markets. Many pens lie along this road, 
  which soon loops to the south-east and heads into the nearby hills. 
  Den Kopenlopen (The Walk of Heads) [E05–F04]: The wide parade that leads from the gate to 
  the main square is flanked by posts that display the heads of executed criminals and the like. 
  Den Ras (The Race) [D02–F03]: This wide flat road is so named because of the popular foot race 
  that occurs here at the start of summer, when sprinters compete for a sizeable purse in a quick dash 
  from the wall to Den Rosplein. 
  Den Steil (The Steep) [D05–E05]: The main path to the city gates slopes sharply upwards to the 
  top of Krej’s Table. Such is the incline that two large winches, each with a heavy rope, lie at the 
  top of Den Steil to aid the hauling of particularly heavy wagons or carts. On rainy days the walk 
  up Den Steil can be quite an arduous and risky task. 
  Dodhelling (Slope of the Dead) [J06]: Lying north of the city walls, this eastern slope of Krej’s 
  Table houses the subterranean burial tunnels where the city’s dead are interred. 
  Eistrat (Egg Street) [F03–G02]: At the start of each spring the clergy of the Old Kerk give the 
  children of the town brightly painted hard-boiled eggs, which are rolled along this street with great 
  cheer – for one of the eggs is actually made of pure gold. This is a welcome gift to the lucky child 
  and his or her family. 
  Fjoersteeg (Fire Alley) [C04]: This portion of the city was burned to the ground in 523CY and 
  subsequently rebuilt. It was renamed to Fire Alley soon after. 
  Fluisterensteeg (Whisper Alley) [H04]: This part of the city is home to several wealthy and 
  somewhat private families. The street takes its name from the residents’ desire for their 
  neighbourhood to remain quiet and as infrequently visited as possible. 
  Gastenstrat (Street of Guests) [E04]: Not far from the Hüssen clan house, this street has a number 
  of lodging houses where visitors to the city can stay in comfort. 
  Graslaan (Gras Lane) [B04–C04]: Backed by open fields, this street is often covered by grass 
  when the westerly winds blow. Folk with allergies are advised to be absent during these times. 
  Grijsteeg (Grey Alley) [H08]: The westerly winds have taken the smoke from Roksteeg and blown 
  it into this alley over the years, turning the walls of the houses a grim grey colour. This rough 
  
  Krestible City 
  04-Sep-2005 
  Page 10 of 27 
  smelly area is the closest Krestible has to a slum quarter, with many poor families crammed into 
  the buildings and suffering from the smoke of Roksteeg. 
  Guldensteeg (Golden Alley) [E02–F03]: Home to some of the wealthiest folk in the city as well as 
  the offices of merchant companies. There is indeed much gold to be found in this alley. 
  Harbeg’s Plein (Harbeg’s Plaza) [I04]: An impressive stone statue of the famous Weisspeer hero 
  Harbeg is the most notable feature of this plaza of mostly private residences. 
  Helftlingweld (Halfling Meadow) [C07]: Lying north of the Auszug garrison is a meadow where 
  the caravans of travelling folk usually camp when visiting Krestible. 
  Hondlaan (Dog Lane) [B02–C03]: This street is so called because cattle dogs are often tethered 
  here – sometimes in large numbers – when not helping their masters manages the herds of cattle 
  kept in the nearby stockyards. 
  Hoogban (High Road) [F01–I02]: This road leads up to the heights of the Crags and provides ac-
  cess to the watchtower that looks over the city and on to the lowlands. At the end of the road is the 
  ever-lit great beacon that can be seen for miles. 
  Houtsteeg (Wood Alley) [C03]: This alley is home to families who have for many generations 
  made their living from wood crafts – carpenters, coopers, carvers and the like. In the middle of the 
  alley stands a popular local tavern, the Hammer and Thumb. 
  Hüssen Plein (Hüssen Plaza) [E04]: This enclosed plaza is where the dignitaries of the Hüssen 
  clan like to go about their dealings and business, as it lies in the shadow of the main city clan 
  house. 
  Kaarsteeg (Candle Alley) [E01–F03]: Running south of Guldensteeg is an alley where many folk 
  of arcane talent have made their homes. The ‘candles’ that give the alley its name are actually nu-
  merous continual flame spells that make the alley at night a beautiful sight. 
  Kerkstrat (Church Street) [G04–J05]: This long street that runs by the Old Kerk and Den Groen 
  is home to numerous clergy and the lay folk who attend them. 
  Kikkerlaan (Frog Lane) [I07]: This narrow lane near the goat yards is fringed by grassy ditches 
  that are often filled with water, and are home to many noisy little frogs. 
  Koeban (Cow Road): This long stretch of road is part of the Krestingstrek and eventually leads on 
  to Yatilsskaad and the mountains. 
  Koordsteeg (Rope Alley) : Once upon a time a number of rope makers made this area their home. 
  Now they have all left or found alternate trades. Nary a rope is now sold in Rope Alley. 
  Koperstrat (Copper Street) [D06–I07]: Many folk who work in copper goods live and work on 
  this road. 
  Kreunenlaan (Lane of Groans) [D05]: This lane that leads from Staalstrat to Den Steil is so called 
  because of the groans from folk about to make the walk up the steep incline, as well as those from 
  the drunks who stagger from the pair of taverns on the north side of the road. 
  Langstrat (Long Street) [F05–I06]: The main street of lower Krestible is called such because it is, 
  well, long. 
  Lederlaan (Leather Lane) [H06]: This lane is home to a few leather crafters, and thus its name. 
  Maan Plein (Moon Plaza) [F04]: This pretty little plaza off the main square is covered with deco-
  rative marble tiles engraved with moon motifs. 
  Pelsteeg (Fur Alley) [B02]: A popular destination with local hunters and trappers, who do good 
  business with the folk of this alley, whose businesses predominantly deal with animal products in 
  one way or another. 
  Piepenstrat (Whistle Street) [F01]: This road has been intermittently popular with streetwalkers 
  who advertise their trade by whistling to gain the attention of prospective clients. 
  Roksteeg (Smoke Alley) [F06]: Much smelting of copper and other ores takes place in this alley, 
  producing rather odorous smoke which is usually blown into neighbouring Grijsteeg. 
  Rosban (Horse Road) [D06–C07]: The northern portion of the Krestingstrek eventually takes a 
  traveller to Schwartzenbruin. Its local name comes from the many horse yards to be found clus-
  tered along this road north of the city. 
  
  Krestible City 
  04-Sep-2005 
  Page 11 of 27 
  Rosplein (Horse Plaza) [F03]: The great city square, home to public gatherings and the site of 
  civic addresses and executions is a popular spot to meet or just watch the day go by. In the centre 
  of Den Rosplein is a grand statue of the supposed founder and namesake of the city, Krej. There 
  are four other prominent monuments in each corner of the square – none of which have been de-
  tailed. (I’m leaving that honour on a first in first served basis – one each, don’t be greedy!) 
  Sliklaan (Mud Lane) [F05]: This newer road is not yet properly paved and gets very muddy and 
  churned up when it rains. Local gangs of children love to engage in messy fights here, to the de-
  spair of their mothers. 
  Smidlaan (Smith Lane) [C04]: The large foundry on this road gives it its name. 
  Staalstrat (Steel Street) [C03–D05]: The nearby Auszug garrison regularly parades up and down 
  this street. The steel of their weapons is the reason this street is so named. 
  Wandlopen (Wall Walk): This looping road follows the inside of the walls and rings the upper 
  city. 
  Weisspeer Plein (Weisspeer Plaza) [G02]: The Weisspeer clan dignitaries tend to keep their busi-
  ness within walls and use their plaza for clan folk to sit and ruminate, or perhaps watch a spot of 
  equine dressage. 
  Wellstrat (Well Street) [H03]: This street leads to Beory’s Well and affords a good vista of the 
  beacon atop the Crags. 
  Zangerlaan (Singers Lane) [E05]: A family of bards have long been resident in this lane and make 
  their living entertaining and teaching the scions of wealthier families how to sing. 
  Zonnig Plein (Sun Plaza) [H04]: This plaza is covered in yellow stone tiles that sparkle brilliantly 
  in sunlight, particularly if it has recently rained. 
  Zward Plein (Sword Plaza) [E02]: This enclosed plaza lies outside the walls of a fencing academy 
  of some renown, and is often used by students to practise their art. 
   
   
  LOCATIONS IN KRESTIBLE 
  1. 
  Unassigned [X0n]: Yet to be developed. 
  2. 
  Unassigned [X0n]: Yet to be developed. 
  3. 
  Unassigned [X0n]: Yet to be developed. 
  4. 
  Unassigned [X0n]: Yet to be developed. 
  5. 
  Unassigned [X0n]: Yet to be developed. 
  6. 
  Den Harlequin [G07]: More details from John Brinsmead 
  7. 
  Unassigned [X0n]: Yet to be developed. 
  8. 
  Unassigned [X0n]: Yet to be developed. 
  9. 
  Unassigned [X0n]: Yet to be developed. 
  10. 
  Den Rotgat [H08]: A dodgy tavern on Grijsteeg. Appears in “Wild Goose Chase”. 
  11. 
  Unassigned [X0n]: Yet to be developed. 
  12. 
  Unassigned [X0n]: Yet to be developed. 
  13. 
  Unassigned [X0n]: Yet to be developed. 
  14. 
  Unassigned [X0n]: Yet to be developed. 
  15. 
  Unassigned [X0n]: Yet to be developed. 
  16. 
  Unassigned [X0n]: Yet to be developed. 
  17. 
  Unassigned [X0n]: Yet to be developed. 
  18. 
  Unassigned [X0n]: Yet to be developed. 
  19. 
  Unassigned [X0n]: Yet to be developed. 
  20. 
  Unassigned [X0n]: Yet to be developed. 
  21. 
  Unassigned [X0n]: Yet to be developed. 
  22. 
  Unassigned [X0n]: Yet to be developed. 
  23. 
  Nórdhof Bokkaashuis [J08]: Purveyors of fine goat cheese, this dairy specialises in 
  weisskaas (white cheese). A local gnomish family owns half shares in the business. 
  
  Krestible City 
  04-Sep-2005 
  Page 12 of 27 
  24. 
  Mâger’s Scherenhal [J08]: This shearing yard produces fine goat’s wool found in many 
  garments worn around the city and further afield. 
  25. 
  Unassigned [X0n]: Yet to be developed. 
  26. 
  Unassigned [X0n]: Yet to be developed. 
  27. 
  Unassigned [X0n]: Yet to be developed. 
  28. 
  Geelhuis (Yellow House) [B07]: A sprawling building of interconnecting chambers housing 
  some well-to-do urbanised halflings. 
  29. 
  Unassigned [X0n]: Yet to be developed. 
  30. 
  Unassigned [X0n]: Yet to be developed. 
  31. 
  Unassigned [X0n]: Yet to be developed. 
  32. 
  Unassigned [X0n]: Yet to be developed. 
  33. 
  Unassigned [X0n]: Yet to be developed. 
  34. 
  Merla Brushgather (Halfling Priest) [A07] (Appears in the Krestible Competition docu-
  ment) 
  35. 
  Unassigned [X0n]: Yet to be developed. 
  36. 
  Unassigned [X0n]: Yet to be developed. 
  37. 
  Unassigned [X0n]: Yet to be developed. 
  38. 
  Unassigned [X0n]: Yet to be developed. 
  39. 
  Unassigned [X0n]: Yet to be developed. 
  40. 
  Unassigned [X0n]: Yet to be developed. 
  41. 
  Unassigned [X0n]: Yet to be developed. 
  42. 
  Unassigned [X0n]: Yet to be developed. 
  43. 
  Unassigned [X0n]: Yet to be developed. 
  44. 
  Krestberg [C07]: A semi circular amphitheatre that is called home by one of Perrenland’s 
  more famous acting company the Coatsmen Players. Built to seat 80 this small but well fre-
  quented establishment is where some of the most popular short but satirical plays have been 
  written and performed. (Appears in the Krestible Competition document.) 
  45. 
  Der Kist [C07]: “The Shed” is a well stocked general store that both buys and sells items, 
  making it a grand place for adventurers to shop prior to an expedition and to offload hard 
  earned loot afterwards. 
  46. 
  Unassigned [X0n]: Yet to be developed. 
  47. 
  Unassigned [X0n]: Yet to be developed. 
  48. 
  Unassigned [X0n]: Yet to be developed. 
  49. 
  Den Feronwold Inn and Stables [D7]: Main travellers inn for Krestible, owned by the 
  Wolfzanger family. 
  50. 
  Unassigned [X0n]: Yet to be developed. 
  51. 
  Unassigned [X0n]: Yet to be developed. 
  52. 
  Unassigned [X0n]: Yet to be developed. 
  53. 
  Unassigned [X0n]: Yet to be developed. 
  54. 
  Unassigned [X0n]: Yet to be developed. 
  55. 
  Unassigned [X0n]: Yet to be developed. 
  56. 
  Unassigned [X0n]: Yet to be developed. 
  57. 
  Unassigned [X0n]: Yet to be developed. 
  58. 
  Unassigned [X0n]: Yet to be developed. 
  59. 
  Telona Ironguard (Blacksmith) [E08]: (Appears in the Krestible Competition document) 
  60. 
  Unassigned [X0n]: Yet to be developed. 
  61. 
  Der Grijszónhuis [E07]: There are few orphans in Krestible, since clans usually claim their 
  own, but for those unfortunate little ones without families there is at least one place to look af-
  ter them. 
  62. 
  Unassigned [X0n]: Yet to be developed. 
  63. 
  Unassigned [X0n]: Yet to be developed. 
  64. 
  Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 13 of 27 
  65. 
  Unassigned [X0n]: Yet to be developed. 
  66. 
  Unassigned [X0n]: Yet to be developed. 
  67. 
  Unassigned [X0n]: Yet to be developed. 
  68. 
  Unassigned [X0n]: Yet to be developed. 
  69. 
  Unassigned [X0n]: Yet to be developed. 
  70. 
  Unassigned [X0n]: Yet to be developed. 
  71. 
  Unassigned [X0n]: Yet to be developed. 
  72. 
  Unassigned [X0n]: Yet to be developed. 
  73. 
  Unassigned [X0n]: Yet to be developed. 
  74. 
  Unassigned [X0n]: Yet to be developed. 
  75. 
  Unassigned [X0n]: Yet to be developed. 
  76. 
  Unassigned [X0n]: Yet to be developed. 
  77. 
  Unassigned [X0n]: Yet to be developed. 
  78. 
  Unassigned [X0n]: Yet to be developed. 
  79. 
  Unassigned [X0n]: Yet to be developed. 
  80. 
  Unassigned [X0n]: Yet to be developed. 
  81. 
  Unassigned [X0n]: Yet to be developed. 
  82. 
  Unassigned [X0n]: Yet to be developed. 
  83. 
  Unassigned [X0n]: Yet to be developed. 
  84. 
  Unassigned [X0n]: Yet to be developed. 
  85. 
  Unassigned [X0n]: Yet to be developed. 
  86. 
  Unassigned [X0n]: Yet to be developed. 
  87. 
  Unassigned [X0n]: Yet to be developed. 
  88. 
  Unassigned [X0n]: Yet to be developed. 
  89. 
  Unassigned [X0n]: Yet to be developed. 
  90. 
  Unassigned [X0n]: Yet to be developed. 
  91. 
  Hetta (Poor Errand Runner) Residence [H8 (91)] (Appears in the Krestible Competition 
  document) 
  92. 
  Unassigned [X0n]: Yet to be developed. 
  93. 
  Unassigned [X0n]: Yet to be developed. 
  94. 
  Unassigned [X0n]: Yet to be developed. 
  95. 
  Unassigned [X0n]: Yet to be developed. 
  96. 
  Unassigned [X0n]: Yet to be developed. 
  97. 
  Unassigned [X0n]: Yet to be developed. 
  98. 
  Unassigned [X0n]: Yet to be developed. 
  99. 
  Unassigned [X0n]: Yet to be developed. 
  100. Unassigned [X0n]: Yet to be developed. 
  101. Süsser Song Tavern [D06]: Originally famous for its ale until it was discovered that the 
  bards caused it themselves and not the ale, then infamous for its bards’ use of music to affect 
  the minds of the listeners. Currently famous again after the clientele realised that all they did 
  was make the time spent in the tavern highly enjoyable. The Süsser family maintain around 
  the clock music, which ensures that all customers enjoy the experience of the tavern. (Appears 
  in the Krestible Competition document.) 
  102. Unassigned [X0n]: Yet to be developed. 
  103. Unassigned [X0n]: Yet to be developed. 
  104. Unassigned [X0n]: Yet to be developed. 
  105. Unassigned [X0n]: Yet to be developed. 
  106. Unassigned [X0n]: Yet to be developed. 
  107. Unassigned [X0n]: Yet to be developed. 
  108. Unassigned [X0n]: Yet to be developed. 
  109. The Brockenford Family (Entertainers) [E07] (Appears in the Krestible Competition 
  document) 
  
  Krestible City 
  04-Sep-2005 
  Page 14 of 27 
  110. Unassigned [X0n]: Yet to be developed. 
  111. Anneka (Scholarly Bard) [E07] (Appears in the Krestible Competition document) 
  112. Unassigned [X0n]: Yet to be developed. 
  113. Unassigned [X0n]: Yet to be developed. 
  114. Jurgens Ropes [E06] (Appears in the Krestible Competition document). 
  115. Unassigned [X0n]: Yet to be developed. 
  116. Räuber’s Reliable Relics [E07]: A dirty grimy little shop that shows its neglect and the 
  owner’s lack of concern over it. The heavy aroma of incense hangs heavily within its walls 
  and shelves of low value, very common and unwanted items line the shelves. More valuable 
  items however are protected within glass cabinets. (Appears in the Krestible Competition 
  document.) 
  117. Unassigned [X0n]: Yet to be developed. 
  118. Unassigned [X0n]: Yet to be developed. 
  119. Unassigned [X0n]: Yet to be developed. 
  120. Unassigned [X0n]: Yet to be developed. 
  121. Unassigned [X0n]: Yet to be developed. 
  122. Unassigned [X0n]: Yet to be developed. 
  123. Unassigned [X0n]: Yet to be developed. 
  124. Unassigned [X0n]: Yet to be developed. 
  125. Unassigned [X0n]: Yet to be developed. 
  126. Unassigned [X0n]: Yet to be developed. 
  127. Unassigned [X0n]: Yet to be developed. 
  128. Unassigned [X0n]: Yet to be developed. 
  129. Unassigned [X0n]: Yet to be developed. 
  130. Unassigned [X0n]: Yet to be developed. 
  131. Unassigned [X0n]: Yet to be developed. 
  132. Unassigned [X0n]: Yet to be developed. 
  133. Unassigned [X0n]: Yet to be developed. 
  134. Unassigned [X0n]: Yet to be developed. 
  135. Unassigned [X0n]: Yet to be developed. 
  136. Unassigned [X0n]: Yet to be developed. 
  137. Unassigned [X0n]: Yet to be developed. 
  138. Unassigned [X0n]: Yet to be developed. 
  139. Unassigned [X0n]: Yet to be developed. 
  140. Unassigned [X0n]: Yet to be developed. 
  141. Unassigned [X0n]: Yet to be developed. 
  142. Unassigned [X0n]: Yet to be developed. 
  143. Unassigned [X0n]: Yet to be developed. 
  144. Unassigned [X0n]: Yet to be developed. 
  145. Unassigned [X0n]: Yet to be developed. 
  146. Unassigned [X0n]: Yet to be developed. 
  147. Unassigned [X0n]: Yet to be developed. 
  148. Unassigned [X0n]: Yet to be developed. 
  149. Unassigned [X0n]: Yet to be developed. 
  150. Unassigned [X0n]: Yet to be developed. 
  151. Unassigned [X0n]: Yet to be developed. 
  152. Unassigned [X0n]: Yet to be developed. 
  153. Unassigned [X0n]: Yet to be developed. 
  154. Torgga Holderhek (Dwarven Weaponsmith) [H06] (Appears in the Krestible Competition 
  document) 
  155. Dwerghelling [I06] 
  156. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 15 of 27 
  157. Unassigned [X0n]: Yet to be developed. 
  158. Unassigned [X0n]: Yet to be developed. 
  159. Unassigned [X0n]: Yet to be developed. 
  160. Unassigned [X0n]: Yet to be developed. 
  161. Unassigned [X0n]: Yet to be developed. 
  162. ‘Empty’ Warehouse [I07]: Most people are blithely unaware that this supposedly empty 
  building is owned by Hâns Mordenkainen of Schwartzenbruin, and is a transit house for his 
  supplies. 
  163. Private Residence [I07]: This small home houses the caretaker of the various tombs and 
  monuments in and around the Dodhelling. 
  164. Dodhelling Mausoleum / The Drowning Pool [I07]: In Krestible the penalty for committing 
  a crime is most often a payment by way of recompense, the kopprijs or head price. But there 
  are some crimes so heinous they cannot be countenanced. On those rare occasions when so 
  horrid an act is committed that payment of the kopprijs is not nearly enough then the grim de-
  cision to execute the criminal may be chosen. In some places this would result in a hanging or 
  perhaps a trip to the headman’s block, but not in Krestible. No, when a person has been 
  deemed deserving of death in this city the fate they face is drowning. 
   
   
  Under the Dodhelling is where this stern deed takes place, in a dark chamber consecrated 
  to Allitur. The convicted soul is lead down five flights of stone stairs into a circular room lit 
  only by a single endlessly burning candle. A gallery runs around the top of this chamber for 
  witnesses to view the convict’s end. A dozen feet lower lays the place of execution, a sunken 
  pit reached by a steep set of steps. In the middle of the pit is a great stone tub, filled with holy 
  water. Waiting for the condemned criminal in the tub is the executioner, hooded and silent. 
  Always a person of great strength, the executioner – a cleric sworn to Allitur – is further 
  strengthened by the consecrated tools of death, a belt of giant strength +6 and gauntlets of 
  ogre power. 
   
   
  The victim is lead to a stoop before the tub, where they are made to kneel with their hands 
  bound behind their back. They are then gripped in a deadly embrace by the executioner and 
  dragged into the tub, where they are throttled and drowned with implacable ceremony. When 
  all life has been taken from the condemned, their body is left to float within the confines of 
  the tub overnight – for the execution always takes place in the dead of night. Come the dawn 
  the body is removed and given over to whosoever by rights may claim it. 
   
   
  Such is the divine power of the pool that the victim’s soul is held within the water as if a 
  soul bind spell had been cast. Since the only way to recover the soul is to desecrate the water 
  of the pool itself, the chances of recovery are very poor, for the chamber is well guarded and 
  is a holy place of Allitur. Only the most powerful or cunning of foes could overcome the 
  sanctity of the chamber, and that has yet to happen. Regardless, after a century has past fol-
  lowing their death, souls are totally unrecoverable no matter what happens to the waters. 
   
   
  The Drowning Pool is a place spoken of in whispers and never by those who have actually 
  been there as witnesses. The stern divinity of Allitur leaves its mark upon those who witness 
  the awful ceremony that takes place within. 
  165. Auszug Barracks [B05] (Appears in the Krestible Competition document) 
  166. Unassigned [X0n]: Yet to be developed. 
  167. Unassigned [X0n]: Yet to be developed. 
  168. Unassigned [X0n]: Yet to be developed. 
  169. Unassigned [X0n]: Yet to be developed. 
  170. Unassigned [X0n]: Yet to be developed. 
  171. Unassigned [X0n]: Yet to be developed. 
  172. Maidel Shailicia (Rogue) [C05] (Appears in the Krestible Competition document) 
  173. Unassigned [X0n]: Yet to be developed. 
  174. Unassigned [X0n]: Yet to be developed. 
  175. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 16 of 27 
  176. Unassigned [X0n]: Yet to be developed. 
  177. Unassigned [X0n]: Yet to be developed. 
  178. Unassigned [X0n]: Yet to be developed. 
  179. Klopfer Warehouse [D05]: This building is used as a warehouse and stores finished goods 
  from the foundry next door, as well large quantities of iron bars ready for manufacturing. 
  (Appears in the Krestible Competition document). 
  180. Unassigned [X0n]: Yet to be developed. 
  181. Klopfer Foundry [C05]: This large granite building encircled by iron bands is a sight to see 
  in the least, established by the Klopfer family in 492CY. The company has a reputation for 
  producing high quality goods including armour and weapons though the later are on a com-
  mission basis only. (Appears in the Krestible Competition document). 
  182. Nina Groenârend (Skâmtèguler) [C05] (Appears in the Krestible Competition document). 
  183. Unassigned [X0n]: Yet to be developed. 
  184. Unassigned [X0n]: Yet to be developed. 
  185. Unassigned [X0n]: Yet to be developed. 
  186. Unassigned [X0n]: Yet to be developed. 
  187. Unassigned [X0n]: Yet to be developed. 
  188. Unassigned [X0n]: Yet to be developed. 
  189. Unassigned [X0n]: Yet to be developed. 
  190. Unassigned [X0n]: Yet to be developed. 
  191. Unassigned [X0n]: Yet to be developed. 
  192. Unassigned [X0n]: Yet to be developed. 
  193. Unassigned [X0n]: Yet to be developed. 
  194. Unassigned [X0n]: Yet to be developed. 
  195. Unassigned [X0n]: Yet to be developed. 
  196. Unassigned [X0n]: Yet to be developed. 
  197. Unassigned [X0n]: Yet to be developed. 
  198. Unassigned [X0n]: Yet to be developed. 
  199. Unassigned [X0n]: Yet to be developed. 
  200. Unassigned [X0n]: Yet to be developed. 
  201. Unassigned [X0n]: Yet to be developed. 
  202. Unassigned [X0n]: Yet to be developed. 
  203. Unassigned [X0n]: Yet to be developed. 
  204. Unassigned [X0n]: Yet to be developed. 
  205. Unassigned [X0n]: Yet to be developed. 
  206. Unassigned [X0n]: Yet to be developed. 
  207. Unassigned [X0n]: Yet to be developed. 
  208. Unassigned [X0n]: Yet to be developed. 
  209. Unassigned [X0n]: Yet to be developed. 
  210. Unassigned [X0n]: Yet to be developed. 
  211. Unassigned [X0n]: Yet to be developed. 
  212. Unassigned [X0n]: Yet to be developed. 
  213. Unassigned [X0n]: Yet to be developed. 
  214. Unassigned [X0n]: Yet to be developed. 
  215. Unassigned [X0n]: Yet to be developed. 
  216. Unassigned [X0n]: Yet to be developed. 
  217. Unassigned [X0n]: Yet to be developed. 
  218. Unassigned [X0n]: Yet to be developed. 
  219. Unassigned [X0n]: Yet to be developed. 
  220. Unassigned [X0n]: Yet to be developed. 
  221. Unassigned [X0n]: Yet to be developed. 
  222. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 17 of 27 
  223. Marika (Furrier & Retired Trapper) [B03] (Appears in the Krestible Competition docu-
  ment) 
  224. Unassigned [X0n]: Yet to be developed. 
  225. Unassigned [X0n]: Yet to be developed. 
  226. Unassigned [X0n]: Yet to be developed. 
  227. Unassigned [X0n]: Yet to be developed. 
  228. Unassigned [X0n]: Yet to be developed. 
  229. Unassigned [X0n]: Yet to be developed. 
  230. Unassigned [X0n]: Yet to be developed. 
  231. Unassigned [X0n]: Yet to be developed. 
  232. Unassigned [X0n]: Yet to be developed. 
  233. Unassigned [X0n]: Yet to be developed. 
  234. Unassigned [X0n]: Yet to be developed. 
  235. Unassigned [X0n]: Yet to be developed. 
  236. Unassigned [X0n]: Yet to be developed. 
  237. Unassigned [X0n]: Yet to be developed. 
  238. Unassigned [X0n]: Yet to be developed. 
  239. Unassigned [X0n]: Yet to be developed. 
  240. Unassigned [X0n]: Yet to be developed. 
  241. Unassigned [X0n]: Yet to be developed. 
  242. Unassigned [X0n]: Yet to be developed. 
  243. Unassigned [X0n]: Yet to be developed. 
  244. Unassigned [X0n]: Yet to be developed. 
  245. The Hammer and Thumb [C03]: Small tavern. 
  246. Unassigned [X0n]: Yet to be developed. 
  247. Unassigned [X0n]: Yet to be developed. 
  248. Unassigned [X0n]: Yet to be developed. 
  249. Unassigned [X0n]: Yet to be developed. 
  250. Unassigned [X0n]: Yet to be developed. 
  251. Stockalper Timber Industries Company [C03] Established 160 years ago, this exquisite 
  timber company has a long and proud tradition of making wooden products. Importing timber 
  from as far away as Veluna, Highfolk, Amedio Jungle and Hepmonaland, Stockalper Timber 
  is the merchant of choice for most of Krestible. 
  252. Den Uil [C03]: A tavern/inn popular with herders and yardsmen. 
  253. Unassigned [X0n]: Yet to be developed. 
  254. Unassigned [X0n]: Yet to be developed. 
  255. Unassigned [X0n]: Yet to be developed. 
  256. Unassigned [X0n]: Yet to be developed. 
  257. Unassigned [X0n]: Yet to be developed. 
  258. Unassigned [X0n]: Yet to be developed. 
  259. Unassigned [X0n]: Yet to be developed. 
  260. Unassigned [X0n]: Yet to be developed. 
  261. Treisen Koekaashuis [B01]: A dairy owned by the Treisen family, Weisspeer clanfolk who 
  are known locally for their geelkaas (yellow cheese), blaukaas (blue cheese) and their very 
  bitey aldroodkaas (old red cheese). 
  262. Lederakenhuis [C01]: The city’s main tannery. 
  263. Der Slachtenhuis [C01]: Adjoining the tannery, and owned by the same family, is the pri-
  mary slaughter yard. 
  264. Ungger’s Verfhuis [C01]: Producers of quality paints, but contributors to the stench around 
  the southern end of Koeban. 
  265. Watchtower [H02] 
  
  Krestible City 
  04-Sep-2005 
  Page 18 of 27 
  266. Den Báken [J02]: The city beacon, used as both a city monument and a navigation point. Its 
  light can be seen for miles, even from the distant heights of the Yatils to the west.. 
  267. Steilport (Steep Gate) [E05]: The impressive gate, festooned with pennants and heads (of 
  course) is a formidable barrier against enemy attacks. As there have been few such occur-
  rences since the time of the Witch Queen, the great doors are almost always left open – 
  though they are always guarded. The guards are always on duty, checking permits, identifying 
  dangerous or smuggled goods, and looking for known outlaws. There are thirty-two guards 
  assigned to the main gate into Krestible, divided into four troupes of six, and two troupes of 
  four. The day is divided up into six shifts (see Table 1 below) with one troupe stationed at the 
  gate and one in reserve resting in the guard station adjacent to the gate at any one time. 
  Should a small incident occur at or near the gate the leader of the troupe and one other will 
  investigate and call the watch if the situation gets out of control. Should a large force (raiders, 
  rabid bear, wandering troll, angry mob, troublesome PCs, etc.) appear the troupe on watch 
  will call to the reserve troupe who will take spears and assist, while ringing a loud warning 
  bell if necessary. If threatened the two troupes will form a line alternating between sword and 
  spear. Those with spears fall back if combat starts . 
   
  Table 1. Daily Guard Shifts. 
   
  Shift 
  Start 
  End 
  Gate 
  Reserve 
   
   
  Time 
  Time 
  Troupe 
  Troupe 
   
  1st 
  4am 
  8am 
  1st 
  2nd 
   
  2nd 
  8am 
  12am 
  2nd 
  3rd 
   
  3rd 
  12am 
  4pm 
  3rd 
  4th 
   
  4th 
  4pm 
  8pm 
  4th 
  5th 
   
  5th 
  8pm 
  12pm 
  5th 
  6th 
   
  6th 
  12pm 
  4am 
  6th 
  1st 
   
  Troops on duty per shift 
   
  Garret, Sergeant of the Gate, leads 2nd troupe 
   
  Day troupe at gate (during 1st – 4th shifts) 
  1 guard leader and 5 guards 
   
  Day troupe in reserve (during 6th – 3rd shifts) 
  1 guard leader and 5 guards 
   
  Night troupe at gate (during 5th, 6th shifts) 
  1 guard leader, 2 guards and 1 dwarf guard 
   
  Night troupe in reserve (during 4th, 5th shifts) 
  1 guard leader, 2 guards and 1 dwarf guard 
   
  Guard Leader: Male Human Ftr1; Medium Humanoid ; HD 1d10+1 (Fighter); hp 11; Init 
  +0; Spd 20; AC 17; Atk +2 base melee, +1 base ranged; +2 (1d8+1, Longsword); +2 (1d6+1, 
  Sap); AL LN; SV Fort +3, Ref +0, Will +1; STR 13, DEX 10, CON 12, INT 12, WIS 8, CHA 
  8. 
  Possessions: longsword, sap, chainmail, shield, large, steel. 
  Skills & Feats: Handle Animal+3, Profession (Guard)+1, Ride+4, Sense Motive+1; Cleave, 
  Iron Will, Power Attack. 
   
  Guard: Male Human War1; Medium Humanoid ; HD 1d8+1 (Warrior); hp 12; Init +0; Spd 
  20; AC 16; Atk +3 base melee, +1 base ranged; +4 (1d8+2, Longsword); +3 (1d6+2, Sap); AL 
  LN; SV Fort +3, Ref +0, Will -1; STR 14, DEX 10, CON 12, INT 10, WIS 8, CHA 8. 
  
  Krestible City 
  04-Sep-2005 
  Page 19 of 27 
  Possessions: longsword, sap, chainmail, shield, large, steel. 
  Skills & Feats: Handle Animal +3, Profession (Guard) +1, Spot +1; Toughness, Weapon Fo-
  cus: Longsword. 
   
  Dwarven Guard: Male Dwarf, Hill War1; Medium Humanoid ; HD 1d8+2 (Warrior); hp 13; 
  Init +0; Spd 15; AC 16; Atk +3 base melee, +1 base ranged; +3 (1d8+2, Longsword); +3 
  (1d6+2, Sap); SQ: Darkvision (Ex), Dwarven traits (Ex); RF: Stonecunning, +2 Fort save 
  against poison, +2 Ref save against spells, +1 attack bonus against orcs & goblinoids, +4 
  dodge bonus against giants; AL LN; SV Fort +4, Ref +0, Will -1; STR 14, DEX 10, CON 14, 
  INT 10, WIS 9, CHA 6. 
  Possessions: longsword, sap, chainmail, shield, large, steel. 
  Skills & Feats: Appraise +2, Handle Animal +2, Profession (Guard) +1; Toughness. 
   
  Garret, Sergeant of the Gate: Male Human Ftr3; Medium Humanoid ; HD 3d10 (Fighter); 
  hp 25; Init +6; Spd 20; AC 19; Atk +5 base melee, +5 base ranged; +6 (1d8+2, Longsword, 
  Masterwork); +5 (1d4+2, Dagger, silvered); +6 (1d6+2, Sap, Masterwork); AL LN; SV Fort 
  +3, Ref +3, Will +2; STR 14, DEX 14, CON 10, INT 12, WIS 12, CHA 8. 
  Possessions: 
  Weapons: longsword, masterwork, dagger, silvered, sap, masterwork, chainmail, masterwork, 
  shield, large, steel, masterwork. 
  Skills & Feats: Diplomacy +1, Handle Animal +4, Profession (Soldier) +4, Ride +7, Sense 
  Motive +3; Cleave, Dodge, Improved Initiative, Mobility, Power Attack. 
  Age: 32, Hair: blond, Eyes: Brown, Height: 5’ 8”. 
   
  An 8 year veteran of the Auszug, Garret found upon returning to his home of Krestible that 
  he lacked the skills to succeed in the merchant trade. So, when he heard that the guards were 
  hiring he signed on. With his wealth of experience and obvious dedication and loyalty to his 
  post he quickly advanced to his current rank. He is satisfied with his position as his family re-
  sides within the wall and he is largely left alone to oversee his charges. Nothing would make 
  him willingly compromise the city due to his commitment to duty and those he protects. 
  268. Unassigned [X0n]: Yet to be developed. 
  269. Unassigned [X0n]: Yet to be developed. 
  270. Unassigned [X0n]: Yet to be developed. 
  271. Unassigned [X0n]: Yet to be developed. 
  272. Unassigned [X0n]: Yet to be developed. 
  273. Unassigned [X0n]: Yet to be developed. 
  274. Unassigned [X0n]: Yet to be developed. 
  275. Unassigned [X0n]: Yet to be developed. 
  276. Unassigned [X0n]: Yet to be developed. 
  277. Unassigned [X0n]: Yet to be developed. 
  278. Unassigned [X0n]: Yet to be developed. 
  279. Unassigned [X0n]: Yet to be developed. 
  280. Mamorti’s Embalming and Kopf Emporium [F05]: A mortuary with a difference, this es-
  tablishment also preserves the dead or parts of them depending upon the client’s wishes. The 
  shop has become very popular for its preservation of heads taken in battle though some are 
  concerned about its growing subterranean expansion under neighbouring buildings. (Appears 
  in the Krestible Competition document). 
  281. Unassigned [X0n]: Yet to be developed. 
  282. Unassigned [X0n]: Yet to be developed. 
  283. Den Zauber Fellows Hall [F05]: See the Den Zauber section above. 
  284. Unassigned [X0n]: Yet to be developed. 
  285. Unassigned [X0n]: Yet to be developed. 
  286. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 20 of 27 
  287. Unassigned [X0n]: Yet to be developed. 
  288. Den Zauber Hall [F05]: See the Den Zauber section above. 
  289. Unassigned [X0n]: Yet to be developed. 
  290. Unassigned [X0n]: Yet to be developed. 
  291. Unassigned [X0n]: Yet to be developed. 
  292. Unassigned [X0n]: Yet to be developed. 
  293. Unassigned [X0n]: Yet to be developed. 
  294. Unassigned [X0n]: Yet to be developed. 
  295. Unassigned [X0n]: Yet to be developed. 
  296. The Old Kerk of Krestible [G05]: This religious edifice is built wholly of blue marble and 
  with the gardens and trees of the Den Groen behind it, the temple stands out. Statues of Beory 
  and Mayaheine welcome worshippers as they enter the building. The right wing of the temple 
  is also the city’s main place for healing especially, for the less fortunate of Krestible’s citi-
  zens. (Appears in the Krestible Competition document.) 
  297. Unassigned [X0n]: Yet to be developed. 
  298. Unassigned [X0n]: Yet to be developed. 
  299. Unassigned [X0n]: Yet to be developed. 
  300. Unassigned [X0n]: Yet to be developed. 
  301. Unassigned [X0n]: Yet to be developed. 
  302. Den Groen (The Green) [G05–H04]: Lying behind the stately Old Kerk building is the city 
  green, an open garden popular with mothers with young children, as well as residents seeking 
  a relatively peaceful open space within the city walls. Also living here is a local nymph, Luna 
  Crestaliz. (Appears in the Krestible Competition document.) 
  303. Unassigned [X0n]: Yet to be developed. 
  304. Unassigned [X0n]: Yet to be developed. 
  305. Fragrance of the Oerth [G05] (shop, the stall is in G07): This business includes a stall 
  which can be found under the Aldboomgroen though only at certain times of the day. The 
  store itself is on Kerkstrat and deals primarily in potions and herbal remedies. (Appears in the 
  Krestible Competition document.) 
  306. Unassigned [X0n]: Yet to be developed. 
  307. Unassigned [X0n]: Yet to be developed. 
  308. Unassigned [X0n]: Yet to be developed. 
  309. Unassigned [X0n]: Yet to be developed. 
  310. Unassigned [X0n]: Yet to be developed. 
  311. Unassigned [X0n]: Yet to be developed. 
  312. Unassigned [X0n]: Yet to be developed. 
  313. Unassigned [X0n]: Yet to be developed. 
  314. Unassigned [X0n]: Yet to be developed. 
  315. Unassigned [X0n]: Yet to be developed. 
  316. Unassigned [X0n]: Yet to be developed. 
  317. Unassigned [X0n]: Yet to be developed. 
  318. Unassigned [X0n]: Yet to be developed. 
  319. Unassigned [X0n]: Yet to be developed. 
  320. Unassigned [X0n]: Yet to be developed. 
  321. Unassigned [X0n]: Yet to be developed. 
  322. Unassigned [X0n]: Yet to be developed. 
  323. Unassigned [X0n]: Yet to be developed. 
  324. Unassigned [X0n]: Yet to be developed. 
  325. Unassigned [X0n]: Yet to be developed. 
  326. Unassigned [X0n]: Yet to be developed. 
  327. Unassigned [X0n]: Yet to be developed. 
  328. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 21 of 27 
  329. Unassigned [X0n]: Yet to be developed. 
  330. Unassigned [X0n]: Yet to be developed. 
  331. Unassigned [X0n]: Yet to be developed. 
  332. Unassigned [X0n]: Yet to be developed. 
  333. Unassigned [X0n]: Yet to be developed. 
  334. Unassigned [X0n]: Yet to be developed. 
  335. Unassigned [X0n]: Yet to be developed. 
  336. Unassigned [X0n]: Yet to be developed. 
  337. Unassigned [X0n]: Yet to be developed. 
  338. Unassigned [X0n]: Yet to be developed. 
  339. Unassigned [X0n]: Yet to be developed. 
  340. Unassigned [X0n]: Yet to be developed. 
  341. Unassigned [X0n]: Yet to be developed. 
  342. Pieter Blikvingern’s Speelhuis [I05]: The proprietor is a half-elven tinker who specialises in 
  making exquisite clockwork toys. 
  343. Unassigned [X0n]: Yet to be developed. 
  344. Unassigned [X0n]: Yet to be developed. 
  345. Unassigned [X0n]: Yet to be developed. 
  346. Unassigned [X0n]: Yet to be developed. 
  347. Unassigned [X0n]: Yet to be developed. 
  348. Unassigned [X0n]: Yet to be developed. 
  349. Unassigned [X0n]: Yet to be developed. 
  350. Unassigned [X0n]: Yet to be developed. 
  351. Unassigned [X0n]: Yet to be developed. 
  352. Unassigned [X0n]: Yet to be developed. 
  353. Unassigned [X0n]: Yet to be developed. 
  354. Unassigned [X0n]: Yet to be developed. 
  355. Unassigned [X0n]: Yet to be developed. 
  356. Unassigned [X0n]: Yet to be developed. 
  357. Unassigned [X0n]: Yet to be developed. 
  358. Unassigned [X0n]: Yet to be developed. 
  359. Unassigned [X0n]: Yet to be developed. 
  360. Unassigned [X0n]: Yet to be developed. 
  361. Unassigned [X0n]: Yet to be developed. 
  362. Unassigned [X0n]: Yet to be developed. 
  363. Unassigned [X0n]: Yet to be developed. 
  364. Unassigned [X0n]: Yet to be developed. 
  365. Unassigned [X0n]: Yet to be developed. 
  366. Unassigned [X0n]: Yet to be developed. 
  367. Unassigned [X0n]: Yet to be developed. 
  368. Unassigned [X0n]: Yet to be developed. 
  369. Unassigned [X0n]: Yet to be developed. 
  370. Unassigned [X0n]: Yet to be developed. 
  371. Unassigned [X0n]: Yet to be developed. 
  372. Carina (Affluent Businesswoman) Residence [I04] (Appears in the Krestible Competition 
  document) 
  373. Unassigned [X0n]: Yet to be developed. 
  374. Unassigned [X0n]: Yet to be developed. 
  375. Unassigned [X0n]: Yet to be developed. 
  376. Unassigned [X0n]: Yet to be developed. 
  377. Unassigned [X0n]: Yet to be developed. 
  378. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 22 of 27 
  379. Unassigned [X0n]: Yet to be developed. 
  380. Unassigned [X0n]: Yet to be developed. 
  381. Whisperdale Residence [H04]: (Appears in the Krestible Competition document). 
  382. Unassigned [X0n]: Yet to be developed. 
  383. Unassigned [X0n]: Yet to be developed. 
  384. Unassigned [X0n]: Yet to be developed. 
  385. Unassigned [X0n]: Yet to be developed. 
  386. Beory’s Well [H03]: This pool of water, more a lake than a well, is an oval shape, 50ft long 
  at its widest end, and 25ft at the shallow end. It is called a well because it is at the bottom of a 
  bowl within the walls of upper Krestible. The area within the bowl is extremely lush and fer-
  tile. Three trees grow there, an elm tree, a spruce, and an ash. They provide shade to those 
  who come by to rest near the well. There is much shrubbery, but the grass does not grow long. 
  The water in the well is unnaturally cold, and it is said that a woman who drinks of the water 
  receives Beory’s blessing, which could explain the tendency towards having large families in 
  Krestible. 
   
  Apart from a pair of old statues revering the goddess there is but one small building within 
  the bowl, a small shrine to the goddess for those who wish to pray to her closer to her gift 
  rather than in the temple proper. Donations to her faith, however, are still made in the temple 
  of the Old Kerk. Holy water made by the temple of the Old Kerk here is drawn exclusively 
  from Beory’s Well, and it is said to be more potent than holy water found in most other 
  places. 
   
  Beory’s Well is a popular trysting spot for the young lovers of Krestible, as the surround-
  ings and ambience of the area immediately cut it off from the rest of the city, leaving only the 
  night sounds of small creatures in the bowl itself. Water from the well is used by many houses 
  in upper Krestible for drinking; however no one dares to defile the pool by swimming in it, or 
  using it for washing, for fear of invoking the wrath of Beory. 
   
  The well itself appeared in the region’s pre-history, apparently during a drought that was 
  plaguing the Quaglands at the time. The people of the region are said to have prayed to their 
  gods for intervention and at the height of the drought the earth suddenly shook and a star fell 
  from the sky, landing where the hills met the mountains. When people came to see what had 
  befallen, they beheld a wondrous sight. Almost right next to the town was a dip in the land 
  that was not there earlier. Within the dip, already grass had grown, and there were three fully 
  grown trees, surrounding a pool of clear, clean water. It was immediately declared a blessing 
  of the Earth Mother, and has remained as such ever since. 
   
  This was in fact a blessing of Beory, and it is said that she opened up the earth, and made a 
  portal to the elemental plane of water at the bottom of the well, which is close to the roots of 
  the mountain that Krestible is on, at least half a mile down. The trees that are there today are 
  the same trees that were there the day that the Well appeared. When Beory chooses to speak 
  directly to someone in Krestible, they get a feeling to come to the Well, and she manifests 
  through one of the trees. 
  387. Krestible Pet Shop [H03]: A pet shop which tending to carry the more usual pets also has the 
  ability to locate for a price, more rare and exotic species. The shop is always clean and even a 
  druid would be hard pressed to find an animal here not being cared for adequately. As well as 
  animals the shop also provides all the necessary items to tend, care and feed them. It is also 
  common knowledge that if the proprietor does not think a customer can house or tend to an 
  animal’s needs to his liking, the sale would (and has on occasion) be refused. 
  388. Unassigned [X0n]: Yet to be developed. 
  389. Unassigned [X0n]: Yet to be developed. 
  390. Unassigned [X0n]: Yet to be developed. 
  391. Unassigned [X0n]: Yet to be developed. 
  392. Der Raadhuis [G04]: The grand council hall overlooks the Rosplein and is a fine symbol of 
  the city’s government. 
  
  Krestible City 
  04-Sep-2005 
  Page 23 of 27 
  393. Unassigned [X0n]: Yet to be developed. 
  394. Unassigned [X0n]: Yet to be developed. 
  395. Unassigned [X0n]: Yet to be developed. 
  396. Unassigned [X0n]: Yet to be developed. 
  397. Unassigned [X0n]: Yet to be developed. 
  398. Unassigned [X0n]: Yet to be developed. 
  399. Unassigned [X0n]: Yet to be developed. 
  400. Unassigned [X0n]: Yet to be developed. 
  401. Unassigned [X0n]: Yet to be developed. 
  402. Unassigned [X0n]: Yet to be developed. 
  403. Unassigned [X0n]: Yet to be developed. 
  404. Unassigned [X0n]: Yet to be developed. 
  405. Unassigned [X0n]: Yet to be developed. 
  406. Zilverzál (Silver Saddle) [G03]: An inn owned by Weisspeer clan-folk. Appears in “The 
  Voormann’s Daughter”. 
  407. Unassigned [X0n]: Yet to be developed. 
  408. Unassigned [X0n]: Yet to be developed. 
  409. Unassigned [X0n]: Yet to be developed. 
  410. Unassigned [X0n]: Yet to be developed. 
  411. Unassigned [X0n]: Yet to be developed. 
  412. Unassigned [X0n]: Yet to be developed. 
  413. Unassigned [X0n]: Yet to be developed. 
  414. Chilling’s Candles [F02]: Owned by a refined half-orc and his family. Appears in “Wild 
  Goose Chase”. 
  415. Huffelpuffel’s Dressmakers [F02]: Owned by a chatty little gnomish woman. Appears in 
  “Wild Goose Chase”. 
  416. Unassigned [X0n]: Yet to be developed. 
  417. Unassigned [X0n]: Yet to be developed. 
  418. Unassigned [X0n]: Yet to be developed. 
  419. Unassigned [X0n]: Yet to be developed. 
  420. Unassigned [X0n]: Yet to be developed. 
  421. Unassigned [X0n]: Yet to be developed. 
  422. Unassigned [X0n]: Yet to be developed. 
  423. Unassigned [X0n]: Yet to be developed. 
  424. Unassigned [X0n]: Yet to be developed. 
  425. Unassigned [X0n]: Yet to be developed. 
  426. Unassigned [X0n]: Yet to be developed. 
  427. Unassigned [X0n]: Yet to be developed. 
  428. Unassigned [X0n]: Yet to be developed. 
  429. Unassigned [X0n]: Yet to be developed. 
  430. Unassigned [X0n]: Yet to be developed. 
  431. Unassigned [X0n]: Yet to be developed. 
  432. Jansenverg Wine Rooms [E02]: This establishment does sell wine but really provides pri-
  vate rooms for the street girls to ‘entertain’ new ‘friends’. Appears in “Wild Goose Chase”. 
  433. Unster’s Tailors [E02]: A place where gentlemen-about-town might purchase fine clothes 
  for important occasions. Appears in “Wild Goose Chase”. 
  434. Unassigned [X0n]: Yet to be developed. 
  435. Unassigned [X0n]: Yet to be developed. 
  436. Unassigned [X0n]: Yet to be developed. 
  437. Den Grót Argyv [E02]: Like a missing tooth, the darkened bulk of Den Grót Argyv scars 
  Krestible’s brightly-lit Kaarsteeg. This once great magical library and museum was the site of 
  one of Perrenland’s more unusual tragedies. Thoroughly looted during Iggwilv’s reign it has 
  
  Krestible City 
  04-Sep-2005 
  Page 24 of 27 
  been reduced in modern times to little more than a sideshow, presenting spectacular exhibits 
  of dubious authenticity. 
   
  Little is now known of Den Grót Argyv’s early history. There are references to a “fortress 
  for knowledge” as a local landmark in records dating back almost to Krestible’s founding. By 
  the early 400’s Den Grót Argyv van Krestible was commonly acknowledged to be Per-
  renland’s greatest public (if you could afford the yearly subscription) library and proud locals 
  soon shortened its name to Den Grót Argyv or The Great Archive. During this time it amassed 
  some of its greatest treasures including many artefacts of Perren himself. 
   
  At the time of Iggwilv’s invasion the chief archivist was Arnud Losell Hüssen, a powerful 
  diviner who had spent his youth collecting historical artefacts for the archive. Early in the 
  lengthy siege of Krestible he leant himself wholeheartedly to the town’s defence but it soon 
  became clear to him that it would not suffice. He retired to the archive alone to try and divine 
  a solution to Perrenland’s woes. Late in 480 CY, on the eve of Schuldag, he received his an-
  swer. Six heroes of the siege, mostly adventurers trapped in town, were summoned to the ar-
  chive. What followed remains unclear to this day. 
   
  It is a historical fact that at 1st bell on Schuldag day 480 CY a thunderous roar rolled over 
  the town of Krestible. This powerful sonic blast seems to have been centred on Kaarsteeg 
  with much of the surrounding neighbourhood permanently deafened. Glass and pottery, in-
  cluding the famous stained glass windows of the Old Kerk temple, were shattered throughout 
  the town. As if at a prearranged signal, Iggwilv’s forces attacked the stunned and deafened de-
  fenders. The town fell by dawn and the Shattering of Krestible entered Perrenland legend. 
   
  Those who fled to Den Grót Argyv that night found a strange and terrible scene. Around a 
  table in an almost destroyed lecture room sat Chief Archivist Losell and his six heroes, un-
  moving and unresponsive. Cold to touch, their completely immovable and seemingly invul-
  nerable bodies have remained frozen in the attitude they held that night for over a century ago. 
  Not at all decayed they almost look as if they are about to draw breath and resume their con-
  versation. All attempts to heal them or dispel the magic, even by wish or miracle, have failed. 
  And the Gods remain stubbornly silent on their fate. 
   
  The few facts divination has revealed allows us a rough guess at what occurred. Arnud Lo-
  sell had a plan to kill Iggwilv for which he needed help. What the plan was no subsequent 
  divination has told except to say that it would have worked. One of those at the meeting was a 
  traitor and was in turn betrayed by Iggwilv. None of the frozen heroes' souls has ascended to 
  any known afterlife. No thoughts or signs of life can be detected in their bodies and they 
  strongly detect of necromantic magic. The nature of the spell and its duration remains other-
  wise unknown. 
   
  With its valuable collections looted or burnt, and with more pressing matters than its resto-
  ration to take care of, Den Grót Argyv faded into obscurity. For a while there was just enough 
  money from donations from those wanting to see the frozen heroes to support a single archi-
  vist/caretaker. But as the decades went by, researchers lost interest, family members moved 
  on, and the merely curious had new stories to inspire them. Desperate to keep the visitors 
  coming, the Archive started to “recover” some of the historical artefacts previous thought lost. 
  Soon they were exhibiting Perren’s spear, the first draft of the Pax Mercuri, and even Krej’s 
  table. 
   
  Finally in the 550’s an enterprising archivist tried to duplicate their most popular attraction 
  by creating new “frozen” figures of the popular heroes of the day. While the first attempts 
  were little more than dressed effigies within a decade quite striking wax figures were being 
  created. By the 570’s when the local Hüssens forced Den Grót Argyv to stop disrespectfully 
  exhibiting Arnud Losell Hüssen (and the others) there was barely any drop in the number of 
  visitors. While no longer seen in public the frozen heroes live on as a popular morality play 
  on the dangers of hubris and in numerous works of art having served as artist’s models for 
  generations. 
  
  Krestible City 
  04-Sep-2005 
  Page 25 of 27 
   
  The current chief archivist of Den Grót Argyv is Ilya Loselle Hüssen the great-great-grand-
  niece of Arnud. Having studied wizardry in Greyhawk City amongst the candle-casters, Ilya 
  returned to Krestible five years ago. Her goal was to restore the Archive to its former Glory. 
  Unfortunately her arrogance and unorthodox theories on wax as a medium of enchantment 
  have seen her labelled a crackpot by the local wizardly community. Since then she has la-
  boured constantly in a restored arcane laboratory in the archive’s basement to prove her theo-
  ries and has incidentally produced a succession of superior quality wax figures of Perrenland 
  notables (made accurate by scrying). Locals gossip about the number of apprentices she has 
  taken on who have disappeared mysteriously but the cynical say that they leave quickly be-
  cause it doesn’t take them long to figure out she knows nothing and quietly because they’re 
  ashamed to have been taken in. 
   
  Den Grót Argyv is a large two-storey stone building with extensive basements. The wood 
  panelling inside and the stonework outside is still scarred where continual flame light sources 
  have been pried loose and sold by previous generations of archivists. Entrance costs 5sp and 
  an apprentice illusionist is often on hand to animate any wax figure for a small gratuity. The 
  majority of displays are positioned around what was once the cavernous reading room. The 
  most popular exhibits today are the hall of Voormenn (the Karenin Weisspeer figure has re-
  cently reappeared after being stolen by drunken Hüssens) and the controversial Pantheon dis-
  play featuring the Gods of the Old Kerk. Both sets were created using Ilya’s new techniques 
  and are so lifelike that many could swear that they actually move when you’re not looking at 
  them directly. They are a much used bogeyman for the children of Krestible. The frozen he-
  roes presumably remain in their upstairs lecture hall. 
  438. Unassigned [X0n]: Yet to be developed. 
  439. Unassigned [X0n]: Yet to be developed. 
  440. Unassigned [X0n]: Yet to be developed. 
  441. Unassigned [X0n]: Yet to be developed. 
  442. Unassigned [X0n]: Yet to be developed. 
  443. Unassigned [X0n]: Yet to be developed. 
  444. Unassigned [X0n]: Yet to be developed. 
  445. Unassigned [X0n]: Yet to be developed. 
  446. Unassigned [X0n]: Yet to be developed. 
  447. Unassigned [X0n]: Yet to be developed. 
  448. Unassigned [X0n]: Yet to be developed. 
  449. Grecken’s Delicacies [F02]: A shop selling sweets and pastries, including schokolade spe-
  cially delivered from Schwartzenbruin. Appears in “Wild Goose Chase”. 
  450. Unassigned [X0n]: Yet to be developed. 
  451. Unassigned [X0n]: Yet to be developed. 
  452. Kleistad Apothecary [E02]: A shop on the south-west of Piepenstrat. Appears in “Wild 
  Goose Chase”. 
  453. Solianos Luthiers [E02]: A purveyor of fine instruments run by a pair of elven brothers. Ap-
  pears in “Wild Goose Chase”. 
  454. Unassigned [X0n]: Yet to be developed. 
  455. Unassigned [X0n]: Yet to be developed. 
  456. Unassigned [X0n]: Yet to be developed. 
  457. Unassigned [X0n]: Yet to be developed. 
  458. Unassigned [X0n]: Yet to be developed. 
  459. Unassigned [X0n]: Yet to be developed. 
  460. Unassigned [X0n]: Yet to be developed. 
  461. Unassigned [X0n]: Yet to be developed. 
  462. Unassigned [X0n]: Yet to be developed. 
  463. Unassigned [X0n]: Yet to be developed. 
  464. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 26 of 27 
  465. Unassigned [X0n]: Yet to be developed. 
  466. Unassigned [X0n]: Yet to be developed. 
  467. Unassigned [X0n]: Yet to be developed. 
  468. Unassigned [X0n]: Yet to be developed. 
  469. Unassigned [X0n]: Yet to be developed. 
  470. Carina (Affluent Businesswoman) Offices [E03]  (Appears in the Krestible Competition 
  document) 
  471. Unassigned [X0n]: Yet to be developed. 
  472. Unassigned [X0n]: Yet to be developed. 
  473. Unassigned [X0n]: Yet to be developed. 
  474. Unassigned [X0n]: Yet to be developed. 
  475. Unassigned [X0n]: Yet to be developed. 
  476. Unassigned [X0n]: Yet to be developed. 
  477. Unassigned [X0n]: Yet to be developed. 
  478. Unassigned [X0n]: Yet to be developed. 
  479. Unassigned [X0n]: Yet to be developed. 
  480. Unassigned [X0n]: Yet to be developed. 
  481. Unassigned [X0n]: Yet to be developed. 
  482. Unassigned [X0n]: Yet to be developed. 
  483. Unassigned [X0n]: Yet to be developed. 
  484. Unassigned [X0n]: Yet to be developed. 
  485. Unassigned [X0n]: Yet to be developed. 
  486. Unassigned [X0n]: Yet to be developed. 
  487. Unassigned [X0n]: Yet to be developed. 
  488. Unassigned [X0n]: Yet to be developed. 
  489. Unassigned [X0n]: Yet to be developed. 
  490. Unassigned [X0n]: Yet to be developed. 
  491. Unassigned [X0n]: Yet to be developed. 
  492. Unassigned [X0n]: Yet to be developed. 
  493. Kopfhalen Hall [E03]: Home of the Perrender Society of the Sword. 
  494. Unassigned [X0n]: Yet to be developed. 
  495. Unassigned [X0n]: Yet to be developed. 
  496. Den Trofhuis [E04]: Headquarters of Den Perrenland Jagern und Fischern Verén. 
  497. Unassigned [X0n]: Yet to be developed. 
  498. Unassigned [X0n]: Yet to be developed. 
  499. Unassigned [X0n]: Yet to be developed. 
  500. Unassigned [X0n]: Yet to be developed. 
  501. Unassigned [X0n]: Yet to be developed. 
  502. Unassigned [X0n]: Yet to be developed. 
  503. Unassigned [X0n]: Yet to be developed. 
  504. Elfrida (Fencing Instructor) [E03] (Appears in the Krestible Competition document) 
  505. Unassigned [X0n]: Yet to be developed. 
  506. Unassigned [X0n]: Yet to be developed. 
  507. Unassigned [X0n]: Yet to be developed. 
  508. Unassigned [X0n]: Yet to be developed. 
  509. Unassigned [X0n]: Yet to be developed. 
  510. Unassigned [X0n]: Yet to be developed. 
  511. Unassigned [X0n]: Yet to be developed. 
  512. Unassigned [X0n]: Yet to be developed. 
  513. Unassigned [X0n]: Yet to be developed. 
  514. Unassigned [X0n]: Yet to be developed. 
  515. Unassigned [X0n]: Yet to be developed. 
  
  Krestible City 
  04-Sep-2005 
  Page 27 of 27 
  516. Unassigned [X0n]: Yet to be developed. 
  517. Unassigned [X0n]: Yet to be developed. 
  518. Unassigned [X0n]: Yet to be developed. 
  519. Unassigned [X0n]: Yet to be developed. 
  520. Loris Weisspeer (Statue in Den Rosplein) [F03] (Appears in the Krestible Competition 
  document) 
  521. Statue of Krej [F04]: Sitting in the centre of Den Rosplein, this grand marble statue displays 
  the city’s founder Krej upon a rising steed. 
   
  PERSONALITIES OF KRESTIBLE 
  To be developed. 
   
  Unfilled NPC tree 
   
  Barbarians: 7th, 6th, 5th, 2 x 4th, 2 x 3rd, 4 x 2nd, 8 x 1st. 
  Bards:  
  9th, 8th, 7th, 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Cleric:  
  11th, 10th, 9th, 8th, 7th, 2 x 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Druids: 
  9th, 8th, 7th, 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Fighters: 12th, 11th, 10th, 9th, 8th, 7th, 2 x 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Monks: 
  10th, 9th, 8th, 7th, 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Paladins: 8th, 7th, 6th, 5th, 2 x 4th, 2 x 3rd, 4 x 2nd, 8 x 1st. 
  Rangers: 9th, 8th, 7th, 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st.  
  Rogues: 12th, 11th, 10th, 9th, 8th, 7th, 2 x 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Sorcerors: 
  10th, 9th, 8th, 7th, 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Wizards: 10th, 9th, 8th, 7th, 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st.  
  Adepts: 
  12th, 11th, 10th, 9th, 8th, 7th, 2 x 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Aristocrats: 9th, 8th, 7th, 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Commoners: 12th, 11th, 10th, 9th, 8th, 7th, 2 x 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 100s x 2nd, 1,000s x 1st. 
  Experts: 11th, 10th, 9th, 8th, 7th, 2 x 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  Warriors: 12th, 11th, 10th, 9th, 8th, 7th, 2 x 6th, 2 x 5th, 2 x 4th, 4 x 3rd, 8 x 2nd, 16 x 1st. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Perrenland/Krestible City.pdf