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by religon

Population: 4,700 (was 5000)
Founded AC 971 by refugees from the Black Eagle Barony. (Threshold Magazine #1, p. 63)
Ruler: Mistress Sascia (F12) age 28, horsewoman.
Products: Livestock (sheep & goats), mules and draft ponies, produce, wool, honey. Copper ore and engraved, tooled and punched metalwork, pelts, hides and some lumber. (religon)

The population is quite mixed. Many Traladaran family that fled the Gulf Coast when Baron von Hendriks assumed his postion live here. Opportunistic Thyatians have also found opportunity here, but the threat from the Black Eagle has thwarted their schemes for quick riches. Dwarvish miners have long been attracted by the copper deposits. Elves and halflings find this town dreary and few remain.

While Luln has many Traladaran residents, the Thyatian influence is enormous compared to the Gulf Coast. There are few Traladaran families of stature in Luln... mostly refugees from old families from the Gulf Coast. While most of the Gulf Coast Traladaran families have lost their wealth, they have not entirely lost their clout in local municipal matters. The Thyatians dominate Luln affairs.

Taxation in Western Karameikos
Rather than directly tax locals, Radlebb Keep taxes through trade on the Western Road. Roughly 10% of a good's value is so taxed. The Watchtower on the border of the Black Eagle Barony should assess a 5% tax but often require 10% to 20%.

The North Road is quite unsafe beyond Arkanites. Little trade moves to or from this direction. Some trade is necessary to keep Riverfork Keep supplied. Prisoners to the semi-secret prisons attached to the salt mines north of Riverfork Keep are also seen moving north. The Doomway, road to Halag and Port Gorod (fan treatment of Portown), is relatively safe, but costly bribes and corruption minimizes trade to the natural portage there. The Westron Road is not especially safe. It is too expensive and uncertain to ship lumber. Some is shipped to Halag, but most is used locally. Livestock, wool, hides and furs are typically shipped from Halag (Fort Doom). More valuable goods are freighted to Specularum under heavy guard from the goblinoid attacks near the Radlebb Woods.

Bits of rendclaw, Brian Caraway and R.C. Pinnell's fan treatments are incorporated.

The gates of Luln are manned. (DDA3, p. 9)

From about AC 971 to 994, this town was ruled by Town Masters. (GAZ1, p. 56)
Town has "sentries" patrolling the woodlands. (GAZ1, p. 56)

Military Protection
The Duke does not post forces in the town. It relies on the nearby Radlebb Keep for protection. The Duke is under the impression that the fortifications at Halag also serve as further protection. The meager local forces available to the town are funded by the town.

"[Luln] is founded on rich soil near a forest teeming with wildlife, and if only the Black Eagle Barony would stop raiding and oppressing it, Luln could turn into a good place to live." (Kingdom of Adventure, p. 48)

High Wall (Kingdom of Adventure, p. 11)... newly fortified. I decided that the primary wall is a wooden palisade with a stone citadel and a few stone towers.

Most houses are wattle and daub... half-timbered frame buildings. The foundation and up to 3 feet above grade are typically red sandstone. Roofing materials are inconsistent... oak planks, tile, thatch or even sheet of copper are used. Copper weathervane and hardware for doors, windows and fence gating are commonplace. Many are folk works of art from the local engraving and metal-punching industry.

The stone foundations are effective at keeping rodents and moisture from most homes and businesses. Despite the open sewage tossed into narrow ditches in the middle of the streets, disease rates are relatively low. The moderate climate is thought by many to provide health benefits.

Nearby town of Arkanites
729 AC: f. town of Arkanites. Many freed slaves escaping the horrors of the Vidrin Enslavement, founded an unusual town in this year. The architecture is radically different as it is based on design learned in captivity... ornate Gothic with statuary adorning most surfaces. The people are superstitious... even by Traladaran standards. Paranoia and madness are commonplace in this corner of Karameikos. Local law is established to combat lycantropy and vampirism outbreaks. Angry mobs have murdered many an innocent in this town. Outsiders are largely unwelcome.
For a map, I used a Map-of-the-Week WoTC published Ravelnloft map for the Village of Barovia.

Added Details (religon)
Population: 4,700 (shifted 1,100 residents to nearby town of Arkanites... a gothic-themed small town.
Copper Mine: 2 mile northeast of town is a small mining enclave and smeltery. The majority of the 150 or so residents are dwarves. Most human miners live in Hillside.
Tackle-Boxing (Snasti Boks) popular.
Raucous Footman's Games in the Fall.
A small, but growing community of dwarves has developed in recent years.
Spies for Baron von Hendriks and the Iron Ring are active.
The White Peregrines, an insurgency group operating in both Luln and the Gulf Coast (Halag) area, is active here. The TSR module DDA3: The Eye of Traldar introduced PC's to some members of the WP.
Horse Racing is popular but the region is not noted for great stock.

Areas of Town
The Citadel & South Gate
The highest ridge it town. Horses graze both inside and outside the city walls. Two ballista are within the Citadel and a third on the opposite tower of the South Gate
The North Road
More of a muddy rut, this road is a challenge for wagons larger than a cart. Many an outrider has returned to the town to get parts for wagons broken down midway to Riverfork Keep. At times they return to the wagon only after an unfortunate attack on the stranded party.
The Swamp
This low marshy area is infested with insects. The wooden wall here rots easily at the bottom and is replaced periodically.
East Ridge
A quarter of agrarians and craftsmen. In the morning people file out to the fields in the east.
Trade Circle
Best place to find durable goods. Glassware, trinkets, tools, clothing, housewares, legal advisors, and metal engravers set up shop and stalls here.
Achelos Street
The main street. Businesses are typically merchants and businesses serving overland commerce.
The North Gate
Miners, loggers, trappers and farmers use this gate most heavily. The occasional band of soldiers with enchained evil humanoids are marched north from here on the way to the prison and mines of Riverfork Keep. A ballista is atop both towers.
Great piles of logs are collected here. Three Hill Giant brothers run a milling operation. Rather than water power, they simply push a simple geared wheel to drive the saw. A gnomish accountant is the brains of the operation. (these are some of the few residents that are not human or dwarvish.)
Mainly trappers and loggers live here. Rangers and guides can be found here also. The homes here have been razed more than once by marauding goblinoids.
South Street
The area between Myeroski Pond and the Cemetery is called South Street. While Luln is a rough-and-tumble community, it is generally law-abiding. This area is the exception. While not nearly as crime-infested as the Hive of Specularum, most things can be found for a price. Hard-working farmers also live here, but they often feud with the lawless elements.
Oak Street
This area is dominated by the salt of the earth... agrarians, craftsmen and a few loggers make this area home. There is little here to interest the typical adventurer. You can but mules, ponies, wool, honey and excellent leather goods here. Most of the regular vendors of the Agricultural Market live and work on Oak Street.
Agricultural Market (B6)
These large tents are rarely struck. Mud and dirt are tracked into and out of the tents. Local even bring dray carts inside to help load and unload goods. Held twice weekly... with a few stall open for perishable produce and dairy the other five days... this is the place to procure foodstuffs and find most services. Carpenters, guides, day-laborers, teamsters and other tradesmen stand under one of the smaller tents. Colored poles 9 feet tall are interspersed in the ground. Certain types of service providers stand near certain colored poles and bellow out their service and rates. Even locals are often confused by the supposed system.
The Roost
Catching a nice evening breeze, this area is home to the little old money that exists in town as well as Thyatian opportunists and the nouveau riche.
The Mineshaft
The drinking quarter.
Kopec Lane
A quieter street with many of the more intellectual businesses. One noted exception is Boris Galvnoff's Gymnasium and Tattoo Parlor.
Wide Street
This connector has no distinct character of it's own. It is notable in that the main access to the rudimentary sewer system for Luln is accessed through 4 rude burms on this street.
Market Hall Street
This narrow street is notable in that the buildings lean out over the street only small patches of sky can be seen when looking up. Many are superstitious of lycantropes and undead prowling this street at night. That would seem unlikely with the Citadel so close.
The Creek Path
Getting from the South Gate to East Ridge requires the individual walk down Wall Street, cross two bridges and turn right (south) down The Creek Path. The unwary have been know to stumble into the drink. Looping back to the left and north will bring the individual into the southern extent of the East Ridge community.
The Wells
The various wells around the town only adequately meet the towns needs. Some wells will dry up during dry spells. A siege that drove the entire populace into the town walls would overwhelm the water supply within a week without resorting to more desperate measure like drinking from The Swamp.
Fenced Areas
Typically represent paddocks, vegetable gardens or urban lawns and flowering gardens. Gates are not noted. Most fences can be scampered over and are not treated as sheer surfaces to climb. In chase situations, the DM is encouraged to roll a d6. On a 5 or 6 a gate is handy as the running figure approaches the fence. Roll again... 1-2 slightly to the left 3-4 dead ahead 5-6 slightly to the right. Wood is more common that stone. Copper-bound ornamental gates are not uncommon for the well-to-do.


From DDA3: Eye of Traldar:
A) Reliable Cobbler: elderly cobbler sympathizes with the White Peregrines. His death is featured in The Eye of Traldar. (DDA3, p. 9)
B) The Growling Griffon (Tavern): Taverner Morander (beefy, red-faced, leather apron). This tavern harbors agents of the White Peregrines from agents and spies of Baron von Hendriks. (DDA3, p. 10)

From RC Pinnell's Luln supplement:
C) Gilroy's General Goods
D) Wainwright Shop
E) Armorer
F) Bertha'a Boarding House
G) Townmistress Sascia
H) Bath House: Especially popular among dwarvish miners.
I) Soly's Saloon
J) Rhonda's Roadhouse (Inn)
K) Stable

Institutions from Brian Caraway's treatment:
L) Church of Karameikos High Priestess Kathryn Vallanden (C8)
M) Church of Traladara Konrad Verlyn (C5)
N) The Final Stroke (inexpensive rough & tumble tavern); Soldiers of both the Homeguard and the Outriders frequent this place. Here they engage in contests of all kinds, from drinking to arm wrestling to brawling, although the latter happens only infrequently; such activity is frowned upon by the commanders of both divisions.
O) The Golden Blade (A safe, full-service pub with lodging and meals priced a little above fair market value.); Most travellers stay here although the prices are high for the marginally decent service they receive.

religon's Treatment:
GG) The only jeweler and moneychanger in town lives here. Horgus Appollanius, an incredibly thin man noted for a boisterous laugh and flippant demeanor. He is still a shrewd businessman. His female guards are not to be trifled with.
VV) Alchemist (from RC Pinnell's treatment)
ZZ) Boris Galvnoff's Gymnasium and Tattoo Parlor: Martial training, tattoos and mercenary contraction can be done on these premises. The business is at odds with many of the more bookish neighbors. One of the lawyers is constantly reporting Boris to authorities.
B6) Agricultural Market
C5) Tannery
D9) Sawmill


White Peregrine Members
Alexei (F2, human) from village of Ryania
Leraith (C3)...injured in DDA3.
Warreck (F2)
Zemeter (C6)...arrives late to heal Leraith with Cure Disease spell.
Morander the Taverner.

White Peregrine Agents in Halag (Fort Doom)...
Lemnos (Merchant)...owns a warehouse.
Petronius (sandy-haired handsome man with a noble bearing)
some of Petronius' "men."

Iron Ring Members
Master Jacoby Kilonski (F7) This charismatic thief is well-connected and likable. He is in cahoots with Rashak's Reavers and may lead PC's allied with the White Peregrine into ambush by the gnolls and/or goblins of that tribe.

Baron von Hendrik's Agents
Kaline Ilthanar (Master; male; T8) He delivers written reports on a semi-montly basis. He simply delivers them to the guards at the watchpost on the road to Halag. He is well-liked in the Church of Karameikos and can be found gaming with elderly men many mornings.

Radlebb Keep
To the southeast on the Westron Road lies Radlebb Keep, which defends the road against invading forces. This keep houses the 5th Division of the Karameikan Army, Radlebb Guard Battalion (also known as "Hell's Jailers"). Their task is to keep any and all Black Eagle or Iron Ring (most stationed there say the two are one and the same thing) forces from penetrating farther into the civilised parts of the Duchy. They also assist Luln in its defence when they can. The constant threat of activity from the Black Eagle and the haunted Koriszegy Keep to the north keep the soldiers stationed here under a tense, gloomy atmosphere. The Keep is manned by about 250 soldiers (F1) armed with chainmail, shield, longswords, crossbows commanded by Captain Gregori "The Grim" (F6). A lieutenant (F4) and three sergeants (F2) also serve here. About 40 of the soldiers are mounted with lances.

Some common threats include...
Bugbears, Hobgoblins and Goblins (Bloodbears, Vile Raiders and Roaring Fiends.)
Occasional raids by the Firemane Centaurs deep within the Radlebb Woods. The horse herds of Radlebb Village are a favorite target. The centaurs steal the horses and sell them to other nonhumans.
Monsters of many types are slain.
The occasional zombie horde that shambles from Koriszegy Keep on a route of carnage.
The elves of the southern Radlebb Forests constantly have complaints about the lack of effectiveness of the Keep at combating the various goblinoids. Capt. Gregori has been called to Specularum more than once to be chewed out from the brass. He is becoming jaded with the thankless post.

Error in DDA3: Eye of Traldar
Page 32 of the text suggests that the PC's flee to Luln where they are to return the Eye to Petronius only to find Petronius dead. I believe the intend was to return the Eye to Leraith and possibly find him dead.

Rumors about Koriszegy's Keep, the Haunted Keep (Brian Caraway)
Several miles to the east is the haunted Koriszegy Keep. It is (correctly) rumoured that the Lord Koriszegy still lives in the crumbling ruin; leaving occasionally to feed on some poor, unsuspecting soul. His undead servants guard the place in his absence, which is also rumoured to hold vast amounts of treasure. No one dares go near the place, since many adventurers have gone to the frightful place and never have returned.

The Town's Professional Defenders (based in part on RC Pinnell's Luln fan supplement)
Town Garrison: report to Townmistress Sascia (F12). Not part of the Duke's army.
Master of the Citadel: Markus (F5)
Captain of the Watch: Kalvin (F4)
Lt. Flavian (F3)
Sgt. (F2) Sgt. (F2) Sgt. (F1) Sgt. (F1)

The Sentinels
(2) F3 (Trem & Durk), (10) F1 with longbow and tracking skill. leather, longbow & longsword

(12) Light Horsemen; Sword, leather, Lance
(8) Med. Horsemen (Cpt. Jorlon; F4 as leader); Sword, Chain, shield, Lance

Citadel Guard
(10) Crossbowmen; leather, crossbow & longsword
(30) Footmen; Gambeson Armor with shield & Spear; hand axes

Guarding the Gates
North Gate
Day: 0-3 guards (1-in-6 per guard one is a Sgt.)
Night: Gates closed. One crossbowman in the left tower.
South Gate
Day: 1-4 guards in day (50% for a Sgt. to be present.)
Night: 1-3 guards present, but gate closed. (1-in-6 for a Sgt.)

The Citadel has d5 guards day or night plus a commander. Commander (d6) 1: Kalvin 2-3: Flavain 4-6: a Sqt.

Two night patrols of two footmen patrol the walls and the streets. There is only a 1-in-12 chance they will be near enough to thwart an act of mischief.

Footman's Games (Western Karameikos): Sviftmont 1st: The second troop... see other Footman's Games entry for first troop... lands by ship in Halag from Athenos in late Ambyrmont. The games begin in Halag on Sviftmont 1st and runs for 3 days. Locals are reluctant to participate as it potentially exposes them to abuse from the Baron's troops, but typically curiosity and any novelty to alter their dreary lives proves too enticing. The troops are ill-behaved, as is expected. As the entertainers leave, they are heard grumbling under their breath that that's the last time they'll ever do that. The entertainers are allowed safe passage to Luln, but the road is closed after them. (Departing entertainers and merchants are issued papers allowing for re-entry into the Barony for 8 months as some sail from Halag to Athenos over the winter and the Baron wishes the troop to return the next Fall.) The Baron does not wish his troops in Luln during their games. They are too unruly and may attract the attention of his cousin. He does send spies and agents to Luln's games. The Luln games begin Sviftmont 8th and run an entire week. The games draw heavily from Riverfork Keep, Riverfork village, Radlebb Keep and Radlebb village. Nearby soldiers will do anything for leave during the games. As leave can't be granted to everyone, soldiers feel fortunate to get 3 or 4 days of leave. Manpower is about 60% at the two keeps during the games. The games in Luln are perhaps the best in Karameikos. The entertainment is sub-par, but the contests for the locals are outstanding and the revelry is epic. The entertainers will return next year and endure the games in Halag for another chance to revel in the uninhibited town of Luln. The entertainer's troop breaks up after the games to meet in the late spring of the next year back in Athenos. While some make it back, others get distracted during the winter as they eek out a living in Karameikos and the Five Shires.