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Area 1. The Bent Hook or Ortolf's House of Sludge
The Bent Hook, locally known as Ortolf's House of Sludge, is the only tavern in Botkinburg owned (but not operated) by Ortolf Heimpel. His sons and daughters, their spouses and children manage the establishment while Ortolf entertains guests and townspeople as he consumes ale and mutton.
The Bent Hook serves as the community's gathering place and Town Hall. The main building is a large, square two story establishment with a stone facing on the lower floor and wooden plank facing for the upper floor.
The roof is made of red slate and steeply pitched to accommodate heavy snows during winter and has a cluster of chimneys and heating pipes poking out of it. The rear of the Bent Hook has a single floored wood planked rear attachment that houses the kitchen and storerooms. Behind the tavern is a large yard, enclosed by a stout stone wall and fence, with a barn and stables at one end and the Heimpel's house at the other.
The door to the common room is almost always open. The room is spacious though the paneling of the interior is so darkly stained from years of collected smoke and grime that it is dark and, without the glow of friendly fires, lanterns or candles, can be brooding or oppressive.
Aside from the large table in the center of the room, there are many other tables and chairs of all shapes and sizes haphazardly scattered about the room and two large stone faced fireplaces at either end of the room. A staircase leads up to the second floor of the establishment while two large oaken doors open on to the brewery and the kitchen beyond.
The second floor is a series of rooms for let. The largest is a common room where several coppers gives one a place to sleep on the floor for the evening. There are 6 other rooms for let at 1sp at night, each essentially the same. These rooms contain four large oak beds that nearly fill up the entire space, a single table and one trunk. A bucket, towel and pan of water is provided for guests to relieve or refresh themselves during the night and are set outside the door to be disposed of by one of the servers.
The Bent Hook is also known as Ortolf's House of Sludge, due to the dark brown, near black brew officially called Kaiseren Bock or the Kings Brew. Its dark and vicious nature eventually became known as River Sludge or just Sludge.
The food served consists mainly of the take from the river which is served fried, broiled, boiled, stewed, grilled and even raw. Meats like cattle and poultry are more expensive. Locally grown vegetables such as potatoes, carrots, spinach, cabbage and legume such as pinto beans, lima beans and red beans augment those meals.
A full meal costs as little as 1sp. Soups and breads are cheaper while more elaborate meals can cost 1gp. The beer is cheap, costing 5cp a tankard.
The common room is almost full and a few guests are staying at The Bent Hook and talk of the strange happenings on the outskirts of town are often exaggerated, although goblin raiders and other more horrid creatures have been seen stealing cattle and pigs.
Some people as well as the Gold and Emerald Crusaders have gone missing in the past few months and there is talk of the return of the Wood Witch who haunts the area with her evil magics deep in The Barren Wood.
The Curse of the Crimson Crusaders is foremost in everyone's minds of late and the people fear that the curse will come upon them if the Crimson Crusaders remain in town for much more than 2 or 3 weeks at a time, but conversely the people are convinced that a blessing upon them will be invoked if they aid or help any Crimson Crusader at any time.
Area 2. The Keep
The Keep is an impressive large square tower with a bartizan (turret for defense) at each corner of the roof. The tower is made entirely of stone and has three floors and a cellar beneath it. It is about 50 feet tall at the roof's peak.
The Botkin family banner, purple over red with eagle claws, tops the keep and is visible for miles around. There is one entry to the Keep on its west side and facing the river. The large oaken doors to the Keep have a smaller inset door that is usually open and guarded by several men-at-arms.
The Keep houses the Botkin family and all their retainers, including Volkmar Botkin and his grandfather Clement. The Lady Marchessa Fabressa and her retainers, including her consort Gideon when he is in Botkinburg, are guests at The Keep because of the social and political importance of entertaining one of the highest ranking emissaries of the Empress Pryzmira.
Area 3. The Chancel
This is a temple where the many gods, whom the locals worships, are paid homage to. It is a large wooden structure with several floors and two tall, thin towers rising from its center. Most of the inhabitants have helped construct one portion or another of this temple, and the town considers it, collectively, their own. The Chancel is overseen by Hermannus Tersteeg and his followers.
Area 4. The Oak Grove and Shrine
Off the town square is a large and sloping hill upon the top of which is a tremendous oak. The ground about the base of the hill is well worn and dusty from many years of use during festivals and markets. The upper portion of the hill is covered in thick and verdant green grass and flowers, all year round, despite any weather. The oak is likewise festooned with bright green leaves year round.
The Great Oak is a holy place where many come to offer worship to the deities of the sun, moon and harvest. There is no cleric or druid which watches over the tree, but many travel to Botkinburg to worship here. The Great Oak is covered in many glyphs that have been seared into its bark. They were placed there by the servants of Mordius, the Lady of the Forests, many centuries ago when the tree acted as a receptacle for the deity's will.
Area 5. Tinker's Caravan
The area at the base of the hill on the Oak Grove is used as the town market or gathering place for festivals. There are 3 wagons drawn up and several families of tinkers are here now. They travel far and wide through the region and collect and sell all manner of items.
Area 6. House of D'Amter
This is the home of Lars and Gisela Haffner, devotees to the deity of healing and curing. They live in a large single story wood framed house with an attached barn. Above the front door is a lintel with a carving of an owl and an inscription on it, 'With my hands, I bring life.' A small smokehouse is located in their backyard along with several milk cows. Their dog, a large white mastiff, lingers in front of the house and barks loudly when anyone approaches.
Area 7. Butcher
Tirten Shodfoot is the only dwarf of permanent residence in Botkinburg. Long ostracized from his kin in the Aneer'rafe Hills for theft, he came to Botkinburg to avoid contact with other dwarves. In this, he has been fairly successful. He took up butchery. He is of very ill temperament, treating other dwarves especially poorly but performs his tasks dutifully and with great professionalism yet with grumbles and complaints all the while.
Area 8. Two Story Farmhouse
This is the home of the Schuler's. Fritz and his wife Lisa live here with their 6 children, all of whom are under the age of 15. Fritz has a large two story, wood framed house and barn. The family lives on the upper floor with the lower floor acting as a barn. Fritz is an affable person but his wife is more like a shrew, constantly complaining about Fritz's laziness.
Area 9. Farm House
A dairy farmer lives here. He and his only son spend much time hunting for food while the wife spends most of her time tending to the few cows they have.
Area 10. Old Man Nester's
Nester is one of the few remaining inhabitants of Botkinburg who can remember when the town was first being settled. He is in his late 90s and usually sits on the front porch of his house whittling away at a stick. He is still spry enough to tend his chickens and gather some food but mostly his neighbors care for him, insuring he is well fed and has enough fire wood during the winter. If Nester is not on his front porch or in his house, he is likely at the Chancel praying, resting or chatting with Hermannus or at the Bent Hook drinking Sludge.
Area 11. Sheriff
This is the office of the sheriff and jail. It is a small wooden structure with several cells along its backside. The current sheriff, Aaron von Bedering spends most of the day here but lives on the outskirts of the town.
Area 12. Farrier
Greden Merkmen hunts the entire range of the Hruesen River looking for beaver, fox or other animals whose hide brings a fair value in Ludensheim or Botkinburg. He is a quiet man and keeps to himself and as such, has earned the distrust of his neighbors and fellow townspeople.
Area 13. Blacksmith
Darmek Veldenman is a general purpose blacksmith and not highly trained in weapons making or armor repair. He can do general repairs on weapons and armor. He is also capable of making all manner of other goods commonly found in farming communities though.
Area 14. Woodsmen
This rambling house and series of sheds belong to 6 brothers who are carpenters and woodsmen. They are a jovial lot who drink too much and work too little. None of them farm and only exchange firewood, cut wood and services for food or other needs. They are often found at Ortolf's House of Sludge drinking long into the evening.
Area 15. Farmer
This family spends most of their time working the garden in the rear of their house and tending several milk cows. They have been here for several generations. The father is not fond of strangers and tries not to have dealings with them. His son and daughter both work in The Keep as cooks part of each day.
The head of the household, Mertin von Stock, is rumored to have a secret past as he is getting on in years and occasionally hints at his secret past. His wife died after the birth of their second child.
Area 16. Farmer
This narrow two story building is home to a friendly and affable family of 10. Well fed, the Keller's have several dozen dairy cows. Much of their time is spent milking the cows and preparing cheeses which they sell locally and send to markets in larger cities once every 3 months. Lately the roads have become unsafe and journeys often postponed or abandoned.
Area 17. Fisher
This fisherman lives with his 2 surviving daughters. He rarely fishes and spends most of his time at the bar drinking away his daughters' catch. The daughters, Gisella and Nina, are very familiar with the river and truly dislike their father.
Area 18. Fisherman
The house of Grunald Horfane hangs halfway into the water. He has a boat attached to his windowsill and spends most of his time on his front porch, the only part still out of the water. The house was built some time ago on the side of a steep hill on the banks of the Hruesen River. Over time it has slowly slid halfway into the water. Oblivious to the eventual collapse of his house, Grunald continues living here, often fishing from atop his roof.
Area 19. Boat Ramp
This was once a wooden bridge, whose remnants jut out into the river about 15 feet. Many of the fishermen gather here in the morning and afternoon before and after fishing. They discuss the days catch, mend nets and sell fish.
Bafler Hill, The Halfling Quarter
Area 20. The Swilling Swan
The Swilling Swan is a small brew house and bar built into the side of Bafler Hill. It is almost exclusively frequented by the halflings in Botkinburg as it is built only to accommodate people of their size. However, some of the humans do gather outside at several tables to partake of the good halfling wines the brew master concocts.
This is usually a jovial place as the owner, Megarin Paracook does this for fun rather than for a living. Megarin lives nearby with a large family of 9. They spend much of the year tending their crops and raising sheep.
Area 21. Carpenter
This is the home of the halfling Befren Needlemire, a carpenter by trade and farmer by necessity.
Area 22. Farmer
Edward Hale raises a few cattle but mostly tends to a large variety of crops in an expansive garden. He has a family of 8 and lives in a two story wood framed farmhouse. Part of the first floor is reserved for a barn.
Area 23. Fisher
This halfling family lives in a small burrow located on top of the hill. Their home is warm and cozy, filled with old furniture and many rugs and carpets. Mrs. Mar Eldon runs the household. Her husband drowned in the river some years ago, a happenstance she talks about constantly, particularly at The Swilling Swan where she spends a good deal of time tipping back mugs of brew.
Area 24. Farmer
Another of the halfling farm families in town and an exception to the general industriousness of that community. This man, Barstow Frizzyfoot, has many children and a large wife whom he calls “BT” but Barstow has never revealed what the initials stand for, though he is often found in The Swilling Swan drinking brew and laughing to himself, all the while muttering “BT” over and over again.
Area 25. Farmer
This family of halfling woodsmen, the Shipps, live in a one story building near the other burrows. They spend much of their time in the woods cutting and hauling wood. They also have a sawmill near their house where they cut and prepare wood for sale and make barrels and boxes as well as furniture and other objects.
Area 26. The Gold Crusaders Barracks
Recently built barracks located in the northwest area of town next to the Hruesen River that holds up to 100 Gold Crusaders who are commissioned to protect Botkinburg. Groups of various sizes are daily and nightly patrolling the north, east, west and south borders of the town and have been sent across the river to the Black Tooth Ridge areas on occasion, as well as into the Barren Wood. Most of the weapons and armor that have been shipped on the 3 river boats are stored and distributed from these barracks.
Area 27. The Halfling Community
A rather new community on the west side of Baffler Hill and below ground, protected by a hedge of thorns 10 feet high and 10 feet thick where most of the halflings have been gathering and preparing for an expected war against the taint encroaching the land from the Black Tooth Ridge and beyond. No one really knows how well fortified this community has become, as Wymon Whitefoot has sent messengers to gather weapons, a few magic items and recruit halfling fighters for the expected war.