| Post/Author/DateTime | Post |
|---|---|
| #1JabbaVonHuttSep 08, 2010 10:49:36 | I'm thinking of starting my DS campaign in Altaruk right at the time that Kalak is killed because it seems to be a pretty good starting location. I can work in some of the published materials (mods) with my own. I know in 2e Altaruk was a little more fleshed out but is there any more info. on this outpost? |
| #2PennarinSep 08, 2010 11:37:27 | The DSCG and Bloodsand Arena minimaly describe Altaruk. For the first time we learn it has an arena. 2e material indicated the strength and numbers of the mercanary and/or Merchant House private army stationned there. Not much else differs between 2e and 4e sources. |
| #3Raddu76Sep 08, 2010 14:07:44 | The 2e adventure Forest Maker has a map of Altaruk and it talks about several of the NPCs that live there. The context of the description is the adventure so it would be different otherwise. |
| #4PennarinSep 08, 2010 14:14:04 | Been at least 10 years since last I read Forest Maker. Good catch. I'll recheck it, but unless there's a big arena in there...the map's no longer valid for the official 4e setting. |
| #5JabbaVonHuttSep 09, 2010 14:31:07 | Guess I'll try to find Forest Maker somewhere. A little frustrating that WotC wouldn't flesh out this place a little more in 4e since it appears in a couple of their 4e adventures. |
| #6tentagilSep 14, 2010 4:03:19 | I don't think I can actually post it here for copyright reasons but I've got the map and key from the Forest Makers module in a word document if your interested. No Arena in the original of course, but its a start. My on campaign is going to use it as a base camp as well. |
| #7Bly2729Sep 14, 2010 8:18:09 | Altaruk is basically the convenient good aligned town for starting parties like Sharn in Eberron. Good aligned to the extent possible for the setting. Just as Sharn needs to get across what pulp fantasy means, Altaruk needs to get across the basics of the setting. |
| #8rollawaythestoneSep 14, 2010 12:22:01 | Altaruk is basically the convenient good aligned town for starting parties like Sharn in Eberron. Good aligned to the extent possible for the setting. Just as Sharn needs to get across what pulp fantasy means, Altaruk needs to get across the basics of the setting. I was curious, because I have seen several other people refer to Eberron as pulp fantasy, FR as high fantasy, and Dark Sun as sword and sorcery or sword and sandal. But when I google pulp fantasy to try and understand exactly what this genre entails, it is repeatedly defined as sword and sorcery, with examples like Conan the Barbarian, Kull the Conqueror, Bran Mak Morn, and Solomon Kane. I don't equate Eberron with this genre at all. This is Dark Sun territory not Eberron. Someone wiser than me can maybe explain? |
| #9atomicbananaSep 14, 2010 12:48:46 | it's probably a misnomer or just so ambiguous it can describe both. IMO, when I hear pulp fantasy I think of Conan, Red Sonja, some Heavy Metal, etc. A lot of Eberron I can see being described as Fantasy Noir: subterfuge, intrigue, etc. |
| #10Bly2729Sep 14, 2010 14:08:42 | The Nuclear Plantain is correct. The pulp fantasy genre (aka Conan) is very Dark Sun. Other staples of pulp fiction like adventure serials (aka Indiana Jones) and Film Noir (seedy detective fiction) applied to a fantasy setting are very Eberron. Pulp Fantasy would be that specific subset of the Pulp genre. But for the OP, Altaruk is your base village. Narshe, Sector 7 of Midgar, Lower Dura in Eberron, Fallcrest, the most likely point of origin for a free adventurer to begin a career. |
| #11PennarinSep 14, 2010 14:24:10 | After reading the DSCG Altaruk entry, versus the entry and map of Altaruk included in Forest Maker, I can see the new Altaruk is supposed to be a lot bigger than the old one. You couldn't fit barracks in the old one for the new edition's garrison protecting the town... |
| #12OneWeirdCatSep 14, 2010 16:29:22 | in our old 2e revised campaign, we started in Balic, but spent a lot of time working the estaury of the Forked Tongue, all the way up to Tyr. We always played Alturak as a small city, albeit a very caravan/trade center one. It had a 'chance' of repelling Giant attacks, and was valuable enough to rebuild from ones it couldn't, and too big for raiding tribes to even think about taking on. |
| #13agiNov 20, 2010 23:03:36 | ![]() "As a resident of Altaruk for many years, I have many fond memories of this cross-roads trade town. It is true that the Merchant Houses who reside here rule with an unforgiving hand, but is that not so different than anywhere else in the Tablelands? And the things one sees because of all the caravans, travellers and traders; there is always something new and wonderful and exciting to discover in the Market. Of course, my favorite place to visit is the "Mangled Kank," where I highly recommend the roast erdlu and spiced broy." ~ Agi, Athasian Wanderer Altaruk - 1- Merchant House Wavir. This buidling serves as the regional headquarters for House Wavir. The offices, living quarters and slaves all reside within the building. The resident Head Agent is Parys Kaakar, a human male trader who spends enormous amounts of money entertaining guests, and is able to make trade agreements with the most improbable people. There are numerous guards stationed throughout the building and at each of the three entrances. On the upper levels, cloth shade sails attached to the walls allow for a cool retreat , as well as observations of not only the activities in the markets below, but also for trade caravans that are approaching the town. To the read of teh main building are the personal gardens of Agent Parys. Lush and extravagant, there are many plants growing here that have rarely been seen by others. Parys is somewhat of a fanatical collector of rare and exotic flora, and will spend hours in the gardens. Parys Haakar Male Human Trader/Preserver, Neutral Good Level: 8/2 Hit Points: 43 2- Merchant House Rees. This building serves as a district warehouse and office for House Rees. There are siz storehouses, all of which are under constant watch and protection. There are no windows, and the only entrance into each of the storehouses is sealed with expensive, heavy, wooden doors, bound with iron and locked with an ingenious metal lock of thri-kreen design and build. Only Agent Cerik Remar and the Captain of the Guard know the secret to unlocking the doors. House Rees is a minor Trading House in the Tablelands Region, however, they trade in textiles, which is a market not sought after by the larger Houses. House Rees has managed to retain one of the only trade routes that routinely travels to Balic. This is due largely to the fact that they utilize crodlu exclusively; quick and agile, crodlu are able to either outrun or avoid theives, marauders, or any of the other numerous dangers met while travelling cross-country. Cerik Remar Male Human Trader, Lawful Neutral Level: 6 Hit Points: 29 3- Merchant House Tomblabor. Not much is known about Merchant House Tomblabor. They trade in everyday coomon goods, sending caravans to Tyr, Urik, Gulg, and occasionally to Raam or Balic. Rarely do they ever report being attacked along any of the trade routes, and they tend to keep mostly to themselves. Always professional and very matter-of-fact, people often comment that it is almost as easy to trade with a rock as it is a trader from House Tomblabor. It is rumored that the reason for this House success is the fact that in reality, the House is only a front for House Stel. There is, of course, no factual evidence that anyone could ever present to prove this, but there is always an air of regimented and militaristic behaviour about House Tomblabor's agents that remind many of House Stel. Altaruk was once surrounded by a tall, defensive wall, meant to provide protection against raiding giants that wading along the Forked Esturary. After decades of this relentless assaults, the three major Merchant Houses formed an agreement to create a better defense. They purchased hundreds of long, straight wooden spikes and had them driven into the bed of the Estuary at an angle. They then built a series of watchtowers, armed with heavy crossbows along either side of the silt-way and kept a guard on watch at all times. After a few failed attempts of giants to by-pass the obstacles, they eventually gave up, and the wall that once surrounded Altaruk was taken down and reused to expand the size of the trade-town. 4- Tavern "Mangled Kank". This is Altaruk's only legal tavern. There is a wide selection of drinks available, as well as a variety of meals. It is a good place to meet people of gather information. 5- Elven Camp. Merhcant House Wavir has remained suspicious of all elves since anyone can remember, but allows them to camp within the established walls of the Elven camp. This wall is only a meter or so in height, and isn't necessarily meant to keep elves in or non-elves out, but it does provide a definitive seperation of space, which is agreeable to both parties; the elves and House Wavir. There is a crudely constructed gate made of broken pieces of wood and leather which closes at the fourth bell after sunset, and reopens at sunrise. While it may appear to outsiders that elves are being treated poorly, or segregated, it should be remembered that elves prefer to be in each other's company and are quite suspicious themselves of all non-elves. The Elven camp is a good place to find goods, services and information not easily or readily found elsewhere in Altaruk. 6- The Market Keeper. Unique to Altaruk is the concept of a Market Keeper. Those who wish to trade or sell their goods within the boundaries of Altaruk must first stop and register with the Market Keeper. The vendor pays a small fee and in turn recieves a token and a location to lay out their goods. The token is the "official seal" that must be rendered to any of the guards inquiring to see it. Anyone caught selling goods without this seal is escorted out of town and threatened not to return. The fees collected by the Market Keeper, are in turn distributed evenly among the Merchant Houses, who provide the services of the town's guard. 7- Corrals. Beasts are not allowed to roam freely in Altaruk. Anyone wishing to stay must place their beasts in the town's corral and pay the appropriate fees. The merchant who's tent is set directly in front of the corrals, and who is selling a variety of fresh and dried meats, is the man to see about boarding and feeding beasts and mounts. Beware, any creature left longer than paid for will either be sold or turned into profitable goods. The corrals are able to keep beasts up to the size of inix, however, space may be limited. Mekillot must be kept well outside of the town's limits. **As a tip to travlers visiting Altaruk who arrive by beast; there are usually brambleweed corrals, constructed along the trade routes outside of town, by elves who charge a nominal fee for boarding. They "guarantee" that a mount will be waiting for you when you return (although it may not be the one you arrived with). |
| #14DontEatRawHagisNov 21, 2010 8:23:48 | In the Dark Sun Campaign Setting it makes Altaruk look more like a secret outpost of the Veiled alliance. From the leader to a sunwarped dwarf. If you going to have the PCs go up against the Kalak's followers(The True I think) this is a good starting location for a mission like that. |
| #15PennarinNov 21, 2010 11:36:08 | Double posting, dude. Does that map have a wall? Both 2e's and 4e's Altaruk was/is a walled community. Where's the Bloodsand Arena, from the adventure of the same name? |
| #16DontEatRawHagisNov 21, 2010 11:48:36 | Type "Altaruk" into google image search. img176.imageshack.us/i/altarukum7.png/ |
| #17Matt_JamesDec 20, 2010 11:46:57 | Edit: Disregard, I found it! |
| #18tyrantlobeDec 20, 2010 14:50:00 |
This is a sweet map. Is it a custom creation or did you find it somewhere? Is there a larger version available? |