Posted tagged ‘the Fallen Tower’

Wizard’s Path, Chapter I

September 3, 2009

Chapter I

Sticks and Stones


The day was grey and threatening rain on the city of Mor Aldenn. The thought of rain did not worry young Cellian Varr, she had a spell in mind should the rain fall. As an apprentice of the Tower of Abjuration, the magic of protection, one of the first things she learned was how to create a magical umbrella. Even the wizards of Mor Aldenn were wise enough not to tamper with the weather, well, not much in any case. Still, it was not a bad day for shopping.

She started as she caught a pair of eyes looking at her but then laughed as it was just a mirror. Cellian patted her hair making sure that the combs were keeping it snugly in place. Her long hair was dark where her mother’s was honey blond. Cellian tilted her head right and then left, comparing her features to those of her elven mother and wondering for the thousandth thousandth time what her father had looked like.

“I wish I had her fine features,” she lamented quietly. “At least my eyes are those of the elves.” She smiled sadly meeting her own violet eyes in the looking glass.

“Can I help you, young lady?” asked Kol Woodwright, the gnomish proprietor of the store, as he peered around a wardrobe.

“Just admiring the mirror,” she replied with a blush. “Perhaps when I am a master, I can afford it.”

“I cannot hold it that long,” the gnome smiled.

“There will be other mirrors.”

“As long as you purchase from me, young lady, I will be happy.”

She waved and headed on. “I will not forget, Master Woodwright.”

“Take care, young woman.” The gnome moved to polish the mirror. “And be careful, there have been a rash of accidents. Be wary for I fear there are some spirits of ill-fortune about.”

Cellian reached up to check the protective amulets around her neck. “Thank you, sir, I will be!”

As she moved from shop to shop gathering the components needed to build a set of wards for her next test, she heard about the mysterious accidents Woodwright had mentioned: A wagon wheel had broken and the ropes holding the load had snapped, sending barrels rolling everywhere. A piece of slate roofing fell and hit an apprentice, only a flesh wound but it could easily have been worse. Carelessly stacked wood had fallen into the fireplace and nearly starting a conflagration at the Whimsical Sprite Inn. And other minor incidents, people hurt, things broken. Cellian could not but think that something was going on and it seemed only a matter of time before someone was seriously injured.

She was lost in her thoughts as she turned a corner. Avoiding a dark cloaked man she almost ran into a string of fish at the end of a pole. “Ack!” Cellian jerked back and almost tripped, dropping her bag.

“Ssellian, not be afraid, is fish,” said a small, lizardlike being with glittering black eyes. She waved the prizes of the day’s fishing tied to the end of her spear.

“Konni,” said Cellian relieved as she bent to pick up her bag. “My head was in the clouds. You look to have had a good day.”

“Good for fish, bad for frog,” the kobold said with a shrug. “You like? Fresh as fresh can be.”

“Maybe, Konni, maybe, I am not sure what mother has planned for supper,” she replied. “Have you seen any odd accidents in town?”

“Old Jaspar slipped on fishguts, broke wrist. Unhappy making,” answered Konni. “Lost fish too.”

“Cellian, Konni!” Rufys, his unruly red hair wild and his stained apprentice’s robe flapping as he moved, hurried over. Rufys, for all that he studied the arts of transmutation in the Changing Tower, seemed totally unable to keep himself neat and clean. Following him with a measured stride was Zael, the young dwarf’s precise appearance and movements contrasted with that of his human friend. Konni slipped behind Cellian, Zael still made her nervous.

“Have you heard . . .” Cellian and Rufys both began before stopping and laughing.

“Accidents?” asked Rufys. Cellian nodded. “I thought as an abjuror you might have some ideas about it,” he continued.

“Not yet. Master Woodwright thinks it’s a malevolent spirit.”

“Master Woodwright thinks bad soup is caused by spirits.”

Konni looked out from behind Cellian. “Maybe not wrong now.”

“The dragonling has a point,” agreed Zael, earning the dwarf a glare from Konni. He returned the kobold a polite nod.

“Well, I do not yet know how to locate a spirit . . . but I would recognize a curse or spirit summoning tablet,” ventured Cellian. “So we can look.”

“A plan!” said Rufys, and with a gesture he transformed the end of his staff into a small red banner displaying an intricate arcane mark.

The quartet moved onward in a loose line with Konni and Cellian on one side of the road and Rufys and Zael on the other. “What exactly are we looking for?” asked Zael.

“Any sign of a curse or haunt,” answered Cellian, pausing while Konni sold her string of fish to a passing goodwife. The young dwarf pondered this statement while Rufys tried to conjure a breeze to make his banner wave.

The four continued, more thoughtful than before, and meandered along through the city streets and alleys. After nearly an hour, they were beginning to think about calling it a day when Konni pointed to a rooftop. “There,” she hissed.

Cellian saw something fall from the roof and something small leap back from the edge. She ran forward, behind Konni who dashed ahead, her fishing spear ready. Cellian knelt down for a closer look at what had fallen and immediately recoiled, her gorge rising. It was a young cat. The poor creature had been terribly tortured, its legs were bent and broken and its fur torn away. Cellian did not think it was dead before it hit the ground.

The young wizardess gritted her teeth, forcing her mind into order. She stood, bringing her spells to mind. She drew her one wand out of her satchel. A wand made of carved ivory, which had been a gift from her mother, something to defend herself with until she mastered more magic.

“Konni, where did it go?” Cellian asked scanning the nearby rooftops.

Zael and Rufys arrived, dagger and staff ready. “What cruelty,” growled the dwarf looking at the slain cat, his knuckles white on the hilt of his dagger.

“There,” pointed Konni as a roof tile toppled. She tossed her fishing spear. It skittered across the roof and tumbled down. Followed by a few tiles and a squirming . . . thing.

Rufys ran forward, swinging his staff. The thing, now revealed as human-shaped amalgam of sticks and pebbles, stood half Konni’s size. Rufys’ swing went wild as he lost his footing on a fallen tile.

The thing seemed to laugh as Rufys fell. Then it was on the move, dashed away as Konni’s net flew towards it. The kobold hissed a curse and reeled the net in. Zael and Cellian gave chase.

“What is it?” managed the dwarf, his stout legs not built for speed.

Cellian’s mind raced as she ran after it. Something so small should not be so quick. “Elemental?” she ventured, dodging around a stack of firewood.

Cellian could hear the others behind her as she dashed out across the open field of the Horse Downs. The stick man was fast and nimble but she kept it in sight, just. She was faster across the open ground. There it was! Cellian gripped her wand. The animate dashed over the road. She was almost upon it. She tried to aim her wand but it vanished behind a stone block. She skidded to a halt as something blocked the sky in front of her and looked up.

It was the Fallen Tower, its shattered upper levels looming over the young wizardess. “Oh . . . dear,” she stepped back. Cellian spun as she heard skittering behind her. A trio of odd manikins made of charred bits of wood and pebbles clambered up on another stone from the tower. Cellian pointed her wand at them. She heard movement behind her. How many are there? she wondered, slowly looking around, Eight, ten, eleven. This is bad.

Cellian traced a rune of protection with her right hand. Her left, trembling, held the wand pointed at the group of three as the circle of menacing things made of sticks and stones slowly tightened around her. One leapt at her. A flash of magical force from her wand shattered it. She cried out as twig-claws slashed at her left ankle.

Zael’s dwarven frame ploughed over one of the manikins. “Run, Cellian, run!” He tried to fend off another two with his small dagger.

Cellian stumbled over the pieces of the one that Zael had trampled. Almost losing her wand, she turned and let loose another blade of force at the things. It went wide shearing off an arm of one of the figures and gouging a notch out of a fallen stone block.

Rufys stepped forward. He winced as a small rock bounced off his temple. He gestured and a fan of flames flicked over a group of the animates. One collapsed in a pile of burning splinters. The other two rushed forward at the young transmuter.

Konni’s thrown spear took one in its torso piercing through and pinning it wriggling to the earth. “Flee, flee!” she shouted. Cellian needed no more encouragement as she scrambled away onto the road.

“We need help,” she said limping back from the fray. Aiming her wand, she blasted one of the things off of Zael’s back. The dwarf fought his way free of two others, leaving his sleeves shredded and his arms covered in scratches.

From the Fallen Tower arced a black stone. It landed and rolled towards them far too quickly, passing through the fragments of the shattered animates, gathering bits and increasing in size. Suddenly it stood. The black stone was the head of another of the things, its body made from pieces of stick and bone, cloth, string and pebbles.

“Unfair!” cried Rufys, batting at one of the creatures ineffectively with his staff.

“I do not think the demon cares,” snapped Cellian as she dragged Rufys back. “We really need to get help.”

The remaining seven manikins gathered around the newly formed one, their sightless faces watching. Konni tossed her net over them and bolted. “Run! Run!”

“To the Tower of Abjuration!” added Cellian running as best she could with her wounded leg. She was sure she could hear the things chasing them but she did not look back. They ran through the streets, dodging carts and pedestrians, and the occasional shouted curse. Cellian thought she saw one of the beings out of the corner of her eye but they made it to the tower without incident.

Rufys pounded on the door of the Tower of Abjuration with his staff. “Masters! We need help.”

“We can go in,” muttered Cellian, opening the door and stepping inside.

Master Winn was coming down the stairs, “Cellian! What was that pounding?” asked the old master, leaning on his cane. His watery blue eyes squinted at her and the door beyond.

“Master Winn, thank goodness! There are things at the Fallen Tower causing trouble! Accidents all over town.”

“What?! Something is escaping from the Fallen Tower!?” Winn changed from his usual dithering persona to the skilled wizard he was. “Master Laud, Master Vallent, we are needed!” He looked to Cellian under glowering brows, “This had best not be a joke, apprentice Varr.”

“No, sir, not at all,” answered Cellian nodding.

The other two masters-in-residence appeared, as did the other apprentices and journeymen. “The Spellwarden is away, so I am in command,” stated Winn, all listened and nodded. “All of you, gather warding materials, quickly,” ordered Winn. “We march on the Fallen Tower in five minutes.” Cellian remembered that Winn had served among the armies providing magical protection before retiring to teach. “Go help them, Varr,” the old master added after a moment.

“Yes, sir.”

Less than five minutes later, with Winn at its head, the entire magical contingent of the Tower of Abjuration marched out. The masters questioned Cellian and her friends the entire way. “How many?” “You say a stone came from the tower?” “How big were the animates?” “Did you hear anything from inside?” They answered as best they could. Though Konni’s observations were politely ignored, so it seemed to Cellian. The kobold had sharper sense than most she knew, it pained her that her friend’s thoughts were overlooked.

As the Fallen Tower came into sight, Winn organized and dispatched the abjurers to encircle it, giving each a particular task to perform. Cellian and her friends were kept close to Winn.

“There is one,” said Zael. Everyone looked as the animate ducked behind a stone.

“Apprentices and journeymen, place the wards,” commanded Winn. “Masters, guard.”

The magic flowed around Winn. Cellian could feel it as she placed the first of the ward stakes she carried. She jerked back as one of the other apprentices cried out. It seemed that all of the things were attacking Vennik, a senior apprentice. Vallent raised her hand and rays sprang from each of her fingers. The rays struck several of animates swarming Vennik and knocked them away . Zael ran forward and dashed one of the others to the ground. Vennik spun, beating frantically at the others clinging to him.

“Continue with the wards!” bellowed Winn, snapping Cellian back to the task at hand. She focused on placing the next stake. Vennik was quietly muttering, so she knew he was safe, if unhappy. Cellian placed her third, and final ward stake and quickly recited the words to activate them.

Cellian stepped back, nearly bumping into Konni. She watched as silver light flared from stake to stake. She felt, rather than heard, a cry of anger from deep within the Tower. Almost in unison, the assembled abjurers took a step back, many making signs against evil.

Winn clapped his hands. “Fellow abjurers! Good work, good work indeed. We have done what the city asks of us, to guard them from evil. Apprentice Cellian spotted a threat to us, to all of us, which allowed us to act in time. These puppet imps of the demon would have continued causing havoc and, given time, would have freed their dark master. Now we must maintain these wards. Normally, I would task a journeyman to oversee this task, but I think Apprentice Varr has earned the right.”

Cellian felt all eyes on her and blushed. “I will not fail the abjurers, Master Winn.”

“I know you wont, Varr,” smiled Winn. “Now, let us retire to our tower. Apprentice Varr, your companions are welcome to accompany us. I will be certain that young Redland and Forgeguide’s masters are informed of their assistance in this matter.”

“Thank you, Master,” she said with a curtsy. Konni mimicked the gesture. Rufys and Zael bowed to Winn with murmured thanks.

As they walked back, Cellian listened to Winn’s lecture on what needed to be done to maintain the wards.

Once back at the tower, she slipped away as everyone started in. Cellian smiled at her friends. “Thank you. Together we helped the city.” She embraced each of them in turn. “Let us always be friends.”


From the shadows, a cloaked man watched as the friends made a pact that would bind them together for the future. He nodded to himself and turned away.


In the Fallen Tower, a demon raged and plotted in the darkness. Its servants probed the wards for weaknesses. A handful of its puppets still skulked outside the ward, it would be hard to communicate with them…but they were there; tools to be used.


Written by Sean Holland


Like what you just read? Maybe you want to explore the setting further? Check out the Mor Aldenn Campaign Setting from and


The First Adventure…

April 22, 2009

Which of the following ideas would you like to see developed into the very first adventure of Mor Aldenn?


The Heirloom from the Delve

One day, an heirloom turns up in Mor Aldenn, seemingly by accident. It was supposed to be buried deep within the Barrowdelve, but is someone looting the necropolis of the city of mages? And like that wasn’t bad enough… this heirloom appears to be cursed!


The Spy

An old and weak woman dies one day, a brutal death by the hands of some vicious and unknown creature. The necromancers of the Shadow Tower bring back her soul briefly, to ask her a few questions. It seems that she know the identity of one of the night hag’s many spies… but when she tries to utter the name, the spell is broken! Can the PCs find the murderous creature and possibly…the spy?


The Strange Death

A local druid returns to Mor Aldenn, bearing terrible news. He has found several magical beasts in the surrounding forest, dead. It appears that they have been somehow… poisoned! When the PCs investigate the poisonous trail, they find a dying unicorn who knows some of the truth, but before the creature can tell them everything it knows, they are attacked by the cruel minions of the night hag…


Luck in the Woods

A wizard from the Tower of All-Magic needs the PCs to catch a blink dog. They are (under no circumstances!) to kill the beast or make it suffer, he wants it (mostly) unharmed and alive. However, while looking for this beast in the forest, the PCs come across a group of half-elves and human rogues who catch (dead or alive) magical beasts! The small group hope to sell the beasts to a nameless buyer in one of the western settlements… but will the PCs allow this?


The Theft

Something is stolen from the PCs, an item of value and importance. A little investigation leads to… nothing. However, a few days later, the PCs learn from a shadow in the night, that a caravan is transporting stolen goods south. Will the PCs be able to track down the caravan, find the thieves and perhaps learn the identity of their shadow ally? In fact, if the PCs play their cards right, they may uncover a whole organization of thieves…


The Demon’s Cult

An imp, a prophet who has terrible nightmares, a Fallen tower, a young cult and the deomn they worships and who wish to be free of its prison. Will the PCs be able to hunt down the cultists, stop their scheme and perhaps learn secrets of the Fallen Tower’s single inhabitant… or will the cultists unleash a fury upon the city unlike any Mor Aldenn has ever seen? 


Remember that these are just ideas, and will definitely change (somewhat) before the adventure is finished!


March 29, 2009
A Wraith in the Barrowdelve

A Wraith in the Barrowdelve

Without adventure, a setting is nothing. Players make adventurers and heroes, and these need places to explore, monsters to fight and mysteries to solve.

So what places, monsters and mysteries does Mor Aldenn offer a group of adventurers?


The Curse of the Night Hag 

Low to high-level characters

Something is making the dead walk the streets of Mor Aldenn. Moraldenns have named this new threat the Curse of the Night Hag, but its really not a curse at all, but a powerful artifact that is making the dead restless. It is, however, the night hag who is behind the artifact.

Low-level PCs may find themselves invited to the Mage Guild where they are hired to patrol the streets at night. The Barrowdelve Gate has been magically sealed, but some undead still find their way into the streets at night, a mystery the mages have yet to solve.

Mid-level PCs are hired to enter the Barrowdelve and retrieve certain items. The moraldenns fear that the undead will destroy their memories hidden within the Barrowdelve and seek the PCs to retrieve them before this happens. The mages will open the gate during the day, but from there on the PCs will be on their own.

High-level PCs will be asked to find the source of the curse. They are asked to go to deep into the Barrowdelve, where they will fight very powerful undead. When they find the artifact, they will need to destroy it (quickly) or become undead themselves.


The Night Hag

Low to high-level characters

The night hag of the Spindlewood Marshes has risen again. Her coven has regained its strength and she is amassing a great army to the west of Mor Aldenn.

Among her army is lizardfolk, kobolds, giants, human brigands and, of course, other hags (mostly green hags). They are not all found in the marshes, but patrol the surrounding forest, striking out against travellers, merchants and the small villages.

Low-level PCs are hired as guards or even guides. A merchant needs to travel to a small village to the west and fears brigands and kobolds. A rich innkeeper must visit his dying mother and needs guards to keep him safe. Maybe the Mage Guild hires them to kill kobolds and lizardfolk, or perhaps a mage hires them to capture an ettercap.

Mid-level PCs are hired to kill hill giants, especially the infamous tribe that terrorizes the forest east of Mor Aldenn, making the road to Ossindil dangerous. They may also be hired to find the night hag’s spies (see Nolly Ravenheart).

High-level PCs are strong enough to make the journey into the dreadful Spindlewood Marshes where they must fight the night hag herself. Elven mages are also interested in finding an ancient (now lost) elven city within the marsh, and perhaps they hire the PCs to seek it out and retrieve some of its many secrets.


The Demon Tower

Mid to high-level characters

 The Fallen Tower has been abandoned for decades and the mages have tried to kill the demon many times, failing each time. Perhaps the PCs will succeed, retrieving ancient secrets of summoning and conjuration. The Mage Guild will pay them greatly if they succeed.

Art by Gary Dupuis (


March 23, 2009

Does a picture say more than a thousand words?

I believe so… and therefore, I’ve already commissioned the first illustrations from my favorite artist, Gary Dupuis.

Here is what you can expect to see within long (a few weeks or so);

Two of the truly important NPCs of Mor Aldenn, Valthor of Calathia and Yargus Tem. These are two guildmasters who may end up playing a big part in the PCs life.

A few hanging signs, among them the Ugly Harpy!

The symbol of the Fighters’ Guild. I gave the artist a bit of freedom here, if he wants it, if not, it’ll have a rather classic look.

The Barrowdelve Gate. This is a very important place to the city, but also to the PCs. It is the gateway to the best known dungeon within miles and the PCs will most likely be sent here to explore recent happenings.

The Fallen Tower. So far, my favorite place in Mor Aldenn. This is no place for low-level PCs and so may not be all that important to begin with, but it is one of the defining places within the city, and therefore I cant wait to see it illustrated.

What would you like to see illustrated?

Introducing Mor Aldenn

March 9, 2009

A city of magic? Well, Mor Aldenn may not be as wondrous as all that, however, you will find strange things, see powerful wizards, charismatic sorcerers and even experience wondrous events that other cities certainly lack. To call Mor Aldenn a large city, or even an old city,  would be to exaggerate, but with each passing day, Mor Aldenn grows bigger and more wondrous. If you’ve come to study the arcane arts, you’ve definitely come to the right place!

A City of Magic and Mages

Located inside the amazing forest realm of Ossindrillon, Mor Aldenn is home to humans, elves and half-elves, as well as centaurs, halflings, gnomes and even a small clan of kobolds. The largest part of the city is located on the island that was once inhabited by a powerful green dragon, but you’ll find other, minor, islands inhabited as well, connected by beautiful elven bridges. Two rivers converge around Mor Aldenn, and the main island is only connected to the main land on the eastern bank, a wide bridge overseen by an old watch tower. You’ll find lots of fields and small hamlets surrounding the city, but also a few fishing villages. The rivers are an important part of Mor Aldenn and even the mages know this fact.

Mage towers are spread all across the city, like the Tower of Divination; a small tower located on a small island south of the main city, not far from where the mayor lives in his mansion, and the Tower of Abjuration on the Tower Hill, a powerful and wondrous tower. In fact, in Mor Aldenn you’ll find a mage tower devoted to each of the arcane schools. You’ll find the Tower of Illusion on an invisible island north of Mor Aldenn and anyone will tell you that the Tower of Conjuration was abandoned long ago, after the upper part was destroyed by a powerful demon that escaped its summoning circle, yet is still trapped within the walls of the tower.

Small City
; conventional (mayor); AL Neutral Good
GP Limit 15,000gp; Assets 6,591,750gp


Population 7,789
Type integrated (35% humans, 33% elves and half-elves, 15% halflings, 7% centaurs, 10% other races)


Mayor Oswin Theodorick (male human, commoner6); Master Ardamiron (male half-elf, wizard11); Lord Balsadarus (male human, wizard3); Lady Selyssa Fadhyra (female elf, sorcerer4); Orregil Silvermane (male centaur, fighter5/ranger5).


Prince Valthor of Calathia (male human aristocrat3/fighter7); Yargus Tem (male human, rogue9); Jordrick Runsen (male human, exp3/wiz4).

A few thoughts about Mor Aldenn

March 8, 2009

Let me tell you a bit about the city I’m working on. Hopefully by answering the following questions, you’ll get an idea of what this setting will be like, but remember, everything could easily change.

Why is Mor Aldenn called the City of Mages?

Its quite simple actually. The first people to pass through these lands were elven wizards from Ossindil. They were looking for the old kingdoms in the west, but found a wild realm that wanted to stop them in their explorations. It was also wizards, humans and elves, who fought and killed the green dragon that used to inhabit the island. The first building of what was to become Mor Aldenn, was actually, the Tower of All-Magic. They feel a special connection to this land and with the rise of the Mage Guild, have claimed the city as their own, and so far, there have been no contenders to this claim.

Who rules Mor Aldenn?

Most moraldenns would claim that the city is actually ruled by the mages, even though the city is ruled by the mayor. The mages choose the mayor and they have the power to remove him from the office as well. The mayor lives at one of the southern isles, in a mansion that was build more than hundred years ago by the mages. He has lots of servants, guards and the mages shower him with gifts that keep him entertained. There is a small prison below his mansion, but it is rarely in use. The current mayor, Oswin Theodorick, has two important mage advisors, Master Balsadarus and the Lady Salyssa Fadhyra. The mayor has some power, and is sometimes asked to make rulings as the city’s judge, but most often, people come to the mages with their complaints.

Are there any thieves in Mor Aldenn?

Yes, of course. This is a prosperous city at the center of the realm. Lots of caravans pass through here, which means that lots of coins pass through here as well. Granted, its a small and young city, but of course you’ll find a small Thieves’ Guild here, often referred to as the Guild. They are careful and stay far away from the business of the mages, which is probably why they can still be found in Mor Aldenn. The guildmaster is also the proprietor of the Ugly Harpy, a fat human called Yargus Tem (male human, rogue9).

What races can be found in the city?

There is, of course, most humans and elves, which means that there are half-elves as well. You’ll find halflings, centaurs, gnomes and even a small tribe of kobolds here as well. The moraldenns are not very prejudistic, which means that you’ll sometimes meet goblins, orcs, lizardfolk and even giants here as well, but so far none have made the city their own.

The houses of Mor Aldenn?

The elves of Ossindrillon have build most of the house in the city, with the help of the humans of course. This means that most houses in Mor Aldenn are small works of art, with lots of unique details. Its also uncommon to find a single story house in the city, most houses have two or even three storeys, with beautiful balconies. Most houses have glass windows and a small garden, either in front of the house, or behind. Shopowners live above their shops and six inns cater to the travellers that come to visit Mor Aldenn.

Why did the mages abandon the Tower of Conjuration?

A demon inhabits the Tower of Conjuration, and has done so for the last 57 years. In the beginning, the mages tried to kill the demon, but that seemed an impossible task and so they abandoned the cause. The summoners had tried to summon a powerful demon, which they did, but unfortunately for them, their protective circles were not powerful enough to hold the demon. They were all killed, brutally, and its believed to this day that their bones litter the great Summoning Hall. Fortunately for the city, the protective runes that grace the outer and inner walls of the tower, were strong enough to keep the demon locked away inside. Moraldenns also call this tower Demonhome or even the Fallen Tower.

Who is Grey the Diviner?

The Tower of Divination is without a doubt the smallest of the mage towers. It is located on one of the southern isles, atop a steep hill. It is also called the Lonely Tower because of its single inhabitant, the diviner, Grey. He is a hermit of sorts, though sometimes people come to visit him, asking for his advice. They all return with the feeling that this man must be mad, and rarely does any of them think that what Grey told them, could be true.

Where can I find the centaurs?

The centaurs actually have their own lands inside the city, also called the Horse Downs. This is, basically, an open part of the city, located near the Tower Hill, where the centaurs live in their large colorful tents. They are also allowed to keep bonfires here, which they do every night. The centaurs have a chosen leader among them, a fighter named Orregil Silvermane (male centaur, fighter5/ranger5).