Greatgaunt
A small village located within a gaunt of the foothills of the Southern Stormhorns (perhaps reasoning for its most current name) , Greatgaunt stands a small fortified village, of give or take 70 in population. A wall of wood, banded with iron, as high as fifteen feet (forty and five Hands) protects its southern, western, and eastern flanks. The village has used rises in elevation and cliff faces to help protect its northern flank to the Bramblewood, with a few walls located where the wood would reach the village. Wooden towers permit the town’s militia to stand watch in various places along these walls (not drawn in my map for courtesy). The village only extends to the South beyond its walls in any real sense- where various homesteads and half a dozen farms enjoy the relatively flat and fertile lands.
The population consists mostly of farmers which sew (from my gathering) wheats, barleys, potatoes and flax. A large barn within the walls houses cattle for milking. There is a larger poultry farm just outside of town, whose owner is spied bringing eggs and meats into the village market. The village has one blacksmith, one bowyer, a merchant of common goods, a merchant of magical goods, and a temple for remedies. A single Inn that doubles as a tavern provides space for gathering, as does a square in the center of town, where a stage marked by two poles shaped triangular with the ground permits performances. Caravans stage at the southern gate, bringing in goods as well as exporting them, and taking passengers as well. One windmill to the Northwest, the tallest structure in the village, provides a means for grains.
Life in this quaint village would be a quiet and dutiful affair, with one striking exception- a large adventuring population, that has changed the focus of this village to base everything from entertainments to economies around these folk, both new and old arrivals in Cormyr. It is important to note that, upon my acceptance into the realm, a Cormyran War Wizard felt it apparent to teleport my person to this village- it appears the nation wishes its incoming adventuring populace to begin here.
Places of interest
The Regal Griffin InnIdentified by a Griffin, gold in color, displaying mug in foreclaw. The only Inn in Greatgaunt, the Regal Griffin is able to second as a tavern, it’s first floor dedicated to proper and plentiful seating. Thirty two proper seats are spread among three small tables, two proper booths, two larger tables, and two couches. Four stools increase this number, as do piles of pillows near the firestead. A large dining room, separated by curtained entrance, seats ten. A chat with the Innkeeper, Kale Ogden, revealed recent renovations- which are clearly noted in the exceptionally crafted floors and decorations.
With exception of the owner and workers, locals are rarely spied within the Regal Griffon, with most patrons being the large Adventuring population. Those locals who do make a place within often seek to petition the adventurers for work, with overheard tales being of missing trinkets down wells, or troubles with rats.
Kale serves ales, beers, meads, and wines, almost all local or Cormyran. Water and fresh milk are also offered, and some notable drinks include Dwarven Double Bock and malt bear, Turmish Stouts, and Bloodmoon Wine. Food offered appears all from local sources, with beefs, cheeses, breads, and even pies.
Accommodations include a common room of cots down below, or two Single, double, and one suite that make the second floor. Prices are result to the adventuring population, with the common room offered to me for three lions (I have seen it priced four) to the Suited at thirty and six lions (I believe this can go as high as forty with demand).
Garrot’s General StoreOpposing the square to the south, the General store is named by a sign with red lettering, and spied by various crates and bundles stacked under a small awning One walking into the General Store would be met with a narrow, cluttered path to a counter, with the shopkeeper Garrot behind, and a helper by the name of Karl working in upkeep. Garrot’s store is oft busy, with adventurers coming in to sell loots and goods, and buy some in return. Haggling is commonplace, and as the name suggests, Garrot has a wide array of items for sale. I suspect that locals have dealings with him elsewhere, as very few meet with Garrot in this manner, though locally produced goods are within his store.
Common goods sold include clothing, leathers, some weapons, and travelers gear. In my humble opinion he is tough when haggling, but can become fair with practice. Should you need to sell goods in Greatgaunt, consider Garrot a try. I will only hint that he is not the best for older and foreign currencies.
The Anvil and HammerNear the Southern Gate, the smithy is identified by a sign depicting a hammer impacting an Anvil. Holan, the local smith, runs the only forge in town. He manages everything from nails and horseshoes to swords and shields. Though he doesn’t have the time for difficult works like Full plate, he permits adventurers use of his forge and materials, at a price. The man understands his irons and steels- any in need of weapon or armors, repairs, or need of a forge, should pay visit.
Bowyer and FletcherNear the Western Gate, identified by a simple sign that depicts the name in clear, bold lettering – of note is a rather detailed painting on the door that I suggest you view.Juster, the local Bowyer and Fletcher, is to the point in name of his shop. He is also organized, as is apparent by the cleanliness and organization of his space. To the point are his goods, which are bows, long and short, and crossbows, light and heavy. Arrows and bolts by the bundle are for sale as well as the materials needed to make all of the above for yourself, if you are inclined.
Giselle’s House of Antiquities More Northwest of town, Identified by name in white lettering, a painting of a sunburst on the door, and a small pink awning.Giselle’s shop is abundant with book shelving, and stacks of papers here and there. She has entire shelves of empty books ready to be bought, along with writing quills and inks to populate them. A large cauldron takes center of the brick floor, where she works to make various magical potions. Also for sell are scrolls that no doubt mages can use, and staves and clothing that seem fitting for them to boot. For the travelling mage, or the travelling writer, I recommend a peruse.
Temple to SilvanusIdentified as a large stone structure atop the hill to the South West, with no roofing, open to the sky. Robed Druids of Silvanus man a temple, providing apothecary services and healing. There is a place to tithe should you so wish. One may wish to try their hand at the apothecary table- the fee is small. I write little as one should bear witness to this temple themselves, however this is a very important place for the common traveler, as it is here one can purchase draughts and remedies, as well as kits to tend wounds, among other things.
In summary, there are of course other locations to consider- noteworthy is the Barricks near the Western gate, where one will find a notice board summarizing petitions for aide- nearby are also posts about laws, both local and of Cormyr. A gong is used to summon the ‘Volunteers’, a force of able adventurers that aide and reinforce the village’s small militia for outward threats and other tasks.
There is a common Bathhouse in town that is not a part of my map. It may serve you to find and make use of it- the waters are fresh and well maintained by those that run it. As a final note, the square, opposite of Garrot’s, is a common place to find adventurers, new and old, of all walks of life. To see first-hand is worthy of understanding just how much the adventuring population is drawn to this small village.