Sword Coast Adventurer's Guide

(Nancy Kaufman) #1

limbs, strange hair color, or shifting forms are fairly
common sights in Longsaddle, not surprising to locals
though they might give visitors pause.
Given the Harpells' reputation as powerful wizards,
and the sheer number of them, there is no shortage of
folk poking around Longsaddle and the nearby lands
hoping to discover caches of magic, hidden like chil-
dren's treasures. Of course, few, if any, such bundles
exist, but the locals draw no shortage of entertainment
from sending would-be thieves on grand chases for
wands, rings, and other magic trinkets that any prudent
person would realize simply don't exist. After all, if the
average trader in Longsaddle knew where powerful
magic was located, he would be more likely, down the
years, to try to claim it.
The primary business of Longsaddle is ranching, and
the lands surrounding the village are dominated by hun-
dreds of ranches and farms of every sort and size, from
tiny horse farms to great fields of cattle. During those
days that livestock are brought in for trading, Longsad-
dle is a dusty, noise-filled place, with the sounds of the
animals competing with the shouts of farmers hoping to
sell their goods.
At all other times, it's a quiet, almost sleepy hamlet,
except when the booming reverberation of a Har-
pell-crafted spell breaks the silence. The family is
constantly researching magic both old and new, and
twisting spells and rituals into interesting (to them)
innovations. This proclivity has prompted them to sur-
round Ivy Mansion with as many magical wards as the
family can muster, in order to protect the populace from
an errant explosion, terrifying illusion, or the odd, gal-
loping horse of lightning speeding by.
Several businesses designed to attract travelers stand
in Longsaddle, if for no other reason than travel along
the well-named Long Road can be tiresome. The first
is the Gilded Horseshoe, an old inn to the west of the
road that serves fine food and drink, offers comfortable
beds, and is close enough to the Ivy Mansion that no
one would dare disturb it or its guests. The owners have
access to some of the choicest cuts of meat in Longsad-
dle, and as a result, their roasts and stews are exquisite.
Across the road, the Ostever family serves as the local
slaughterer and butcher for folk wishing to take meat,
rather than live animals, away from Longsaddle. Rumor
holds that the sausages have much improved down the
years but buyers are advised to "mind the tusks" by
locals, a reference to an old joke that none remember.
Folk willing to wait can have the able hands of the
Ostevers perform a slaughter, hanging, dressing, and
packing for them, though this process is likely to take
days longer than most travelers can spare.
There is entertainment to be had at the Gambling
Golem, where cheaters in the card or dice games are
tossed out into the street, and a local marbles game
known as scattershields is popular. Dry goods, candles,
lanterns, saddles, rope, and wagon wheels are available
from a number of other shops.
It can't be stressed enough that while the Harpetls
have little interest in the daily running of Longsaddle, it
is undeniably their town. They rarely suffer insults, and
never tolerate violence against themselves, their family,


or the locals. A conflict involving the Harpetls is likely to
end swiftly and bloodily, and (unless the offender is con-
vincingly apologetic, unconscious, dead, or forgiven of
the wrongdoing) will often draw additional Harpells to
support their kin. Harpell supports Harpell in all public
matters, and no one bothers to record the numbers and
names of those that forgot that fact.
Aside from the Harpells, the dominant families of
Longsaddle are ranchers: the Cadrasz, Emmert, Krom-
lor, Mammlar, Sharnshield, Suldivver, and Zelorrgosz
families have ranched in or near Longsaddle for genera-
tions, and influence most of the daily life there. They set
the market days, help resolve disputes among families,
and broker purchases when a farmer or businessperson
dies without an heir. They settle smaller matters and
keep the peace as best they can, knowing full well that
if the Harpells need to get involved in a dispute, there is
always the possibility of an offender's being blasted into
nothingness.
These families are also the ones most likely to hire
outsiders to deal with matters on the ranches, whether
an ore raid or the appearance of lycanthropes in the
area (though it's rumored that the latter creatures
may be the descendants of one of the Harpells). The
major ranching interests often hire adventurers not
only to further their own aims or provide for defense,
but to secretly hinder or harm one another and gain an
advantage in their ongoing competition. Adventurers
that go too far on such a mission can be explained away
as foolish outlanders, and if they offend a Harpell and
get blasted in the middle of the Low Road, there will
be no one left to ask about the matter. My best advice
is to be mindful of the scent of magic in the air and act
accordingly.
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