Chantry Out Buildings
The chantry's main forge is the domain of the Viran (grandmaster) and other Shenava (masters). They have first use of the forge and the Mavari (apprentices) spend most of their time assisting them. This leaves little forge time or opportunity for the more senior Mavari to work on their personal projects. In recognition of this, the Viran ordered the construction of a small forge where the Mavari could practice without bothering the Shenava. The Mavari are forbidden to take on work for outsiders, but they may work on small projects of their own in their free time. This forge is often busy late into the afternoon. Work must finish by sundown in deference to the neighbours. Shevana Zoltan frequently stops by in the evenings to watch and provide advice. He is well liked by the students.
The largest and most impressive projects undertaken at the chantry are the casting of church bells. This is the domain of Viran Jomwyne, a grandmaster of the art of the foundry. His workshop is large, but still he finds it too cramped. The centre of the workshop is dominated by two large pits ten feet deep with four moulds each. The bells are carved first out of a very hard wax, and then the wax is packed in oiled sand, conforming to every nook and cranny. When a pour is scheduled, all of the Mavari turn out to light and stoke the seven furnaces. Ingots of specially formulated bronze (refined in the chantry workshop) are melted in crucibles in the furnaces. There is a special art to getting enough bronze to the right temperature all at the same time. This is an extraordinarily difficult project usually taking all day. The final pour happens extremely quickly. It usually draws a large crowd to watch the dramatic pouring of the molten bronze. Several days later, after the bell has cooled, the form and oiled sand are stripped away to reveal the bell. The process of tuning the bell takes many weeks.
The chantry consumes huge amounts of charcoal, especially when casting a bell. Ubrick, the chantry teamster, is kept busy collecting charcoal from charcoalers at Ledan, Bimon, Polef and Roxyn Manors. He is also responsible for collecting shipments of mineral ore that come in by ship.
1. Forge 2. Shaping Room 3. Foundry For details descriptions see GLENOTH 16.
Sources of Raw Material
The chantry is a major consumer of raw materials. Although Glenoth is renowned for its exotic blue basalt, the island does not produce any other gems, stone or ores, forcing the chantry to import everything else.
Common ores such as tin, iron, copper, lead and zinc can be acquired in Melderyn. Less common items can be brought from elsewhere on Harn, including silver from Tharda, amber, soapstone and ivory from Orbaal, and gems and gold from Azadmere. Truly exotic materials must be brought from afar, including quicksilver from Palithane, flint and obsidian from Trierzon, jade from Harbaal and pearls from Dalkesh. Because of the chantry's demand for such exotic goods and the premium they are willing to pay, Glenoth sees more ships than its small size warrants. Most vessels stop in Cherafir where the chantry has several purchasing agents. Materials are either purchased there and assembled into lots large enough for the chantry to charter their own vessel or, if the seller is proceeding to Thay, the agents make arrangements for the vessel to stop over in Glenoth en route.
Adventure Hooks
Missing Shipment - The chantry's agents dispatched a shipment of quicksilver on a private vessel two weeks ago. It has failed to arrive. The chantry is looking for a trustworthy group to find the vessel and recover their cargo.
Pick Up Ore - Viran Jomwyne is planning to cast four large bells. He needs a large quantity of copper and tin and has arranged a shipment from a broker in Cundras. The PCs must escort the shipment because Solori have been raiding ore barges on the River Nuem.
Guard Shipment - The PCs are hired to deliver a chest of magical items from Shenava Byne to the Earl of Gythrun. If they manage to open it, it is empty. The chest is the magic item. It magically informs its owner (the Earl) when opened. He now knows what the PCs have done.
1. Hall 2. Masters' Chambers 3. Masters' Quarters For details descriptions see GLENOTH 17.
Daily Life in the Chantry
Chantry life is similar to any other major guild establishment. The servants are up at first light to start the fires and prepare breakfast. Mererin can be seen and heard supervising the servants with her normal harsh tone. At sun-up, the Mavari are woken by the seneschal. After a quick bite, they are off to start up the forges or relieve the Mavari who have tended them through the night. About an hour after cock crow, most of the Shenava begin to stir, though Byne and Harquey are notorious late sleepers, especially if they have been out to the Starfire Inn the night before. The masters and their students spend the day working, with an hour break in the afternoon for a hardy meal of pottage, meat and bread. Depending on the delicacy of the work, the Shek P'var often work late into the evening, taking a little beer and bread forge-side. Many nights the forge and foundry must be kept stoked so one or more Mavari are assigned to tend them.
In the evenings, the masters retire to the hall or their chambers for conversation and relaxation. Some of the more senior Mavari stay and mingle, but the junior apprentices prefer the privacy of the lounge on the third floor. When their work is done, or they can escape Mererin's eye, the servants retreat to the dormitory.
Adventure Hooks
He Is Too Important to Risk - Shenava Senke is going home to attend the wedding of his brother in Azadmere. Gargun have been raiding the Genin Trail. Joun has hired the PCs to escort him safely there and back. Senke hates the idea that he needs protecting and resents the PCs.
Why Hasn't She Come Back? - Shenava Sabalke's favourite student left the chantry as a Satia-Mavari eight years ago bound for Ulfshaven. She has not been heard from since. Sabalke is concerned and hires the PCs to check on the whereabouts of her former student.
Is It True? - A few small shards and rumours have reached Shenava Dubren that a new source of jade may have been discovered on the island of Domid. The PCs are hired to investigate the possibility and if it's true bring back a large sample for him to study.
The third floor houses guests, apprentices and servants. Two large comfortable rooms, directly above the balcony are reserved for the use of visiting masters. The left guest room is currently occupied by Earil of Barien.
The Mavari sleep two to a room. The largest of the Mavari rooms (number 12) is reserved for the two Khuzan students of Viran Senke. There are twelve rooms but they are rarely full. Rooms one through six currently reserved for the more senior Mavari who each have their own room. If there are more than two visiting masters, they are assigned one of the apprentice's rooms.
The servants live in a spartan dormitory, though they do have a couple of tables for taking their meals. They gather here in the evening for a little gaming and conversation. The chimney keeps the room warm in the winter but it can be unbearable in the summer. Beds for six guards and bunk beds for a dozen servants occupy one room. The servants must stand when a guest enters the room and show proper respect. Amarsi, the seneschal's daughter sleeps next to the spiral staircase and takes careful note of those who do not pay their proper respects.
The seneschal and his wife have a private corner room with a window over the entrance. Gerlen does all his administrative work here at his desk and keeps records of the chantry's mundane activities in the large chest. He keeps the coin for day-to-day expenses and servant's pay in the smaller chest.
Adventure Hooks
They're Gone! - A thief has broken into the chantry and stolen the magic globes from the Deliberation Chamber. The PCs have been hired to recover the magic items as quickly and quietly as possible.
Bar the Doors - The chantry is broken into twice in one week by a thief who is obviously looking for something specific. The PCs are hired to augment the security of the chantry and catch the thief. The seneschal and his family will make sure these new servant's know their place.
Watch and Report - The PCs have been hired though an intermediary and told to watch the chantry and report on who lives there and what they are doing. The PCs must find a way to do it without raising the suspicions of the villagers, Baron or members of the chantry.
The basement is used exclusively for storage. Reached by either the internal spiral staircase or the broad ramp from the yard, it has a strong vaulted ceiling which is pierced by the foundations of the forge and the foundry.
The south wing is sealed with a thick door forges of a single piece of the finest steel without a handle or keyhole. It can only be opened with a magic key held by the Grandmaster. The door protects the chantry's archives and collection of magic artefacts. Approximately three new Mavari arrive each year and an equal number leave. After three to five years, an average of two out of the three returns with a gift of three artefacts and three original spells. This has been occurring for 1400 years and the archives have now filled to overflowing with items and spell books. A Shenava could spend years just doing research in the archives.
The east wing is closed off with two oak doors with sophisticated locks. Behind these doors are large bins containing the finest refined mineral ore, including both base metals (i.e. copper, tin, iron, lead and zinc) along with precious ores (gold and silver). The contents of this room are worth a fortune. The room is strongly warded.
The central part of the basement is used to store food and mundane supplies to support the household. Barne also brews beer, ale and wine here.
Adventure Hooks
Precious Cargo - The PCs are commissioned (by someone who trusts them a great deal) to deliver six large heavy chests to Glenoth. The chests contain ore. On arrival, the seneschal refuses to pay, claiming the PCs have stolen some of the contents.
Long Lost Sword - Word has reached the Kaldoric court that the Sword of Calsten has been found. Reportedly, a Satai-Mavari has turned it in to the chantry in Glenoth as one of his magical items for promotion to Shenava. The King wants it back by any method.
It Was Working Yesterday - One of the PCs most important magic items has stopped working. They travel to Glenoth in hopes of getting it recharged. The Shek P'var want them to do something in return.
Chantry Servants
Hadyne, also known as "Mother", is the chief cook. She has been employed by the Chantry for over thirty years. Now in her early sixties, she leaves most of the work to her assistants and is content to oversee the cooking.
Mererin is the wife of the seneschal. Her husband has given her the responsibility for purchasing supplies and supervising the other servants. She is a stern woman with a biting, sarcastic, tongue.
Amarsi is the daughter of the seneschal and Hadyne's senior assistant cook. She is actually a better cook than the old woman, but the two get along well.
Ubrick is the son of the seneschal and the chantry's teamster. He is kept very busy fetching wood, charcoal and other raw materials to keep the chantry well provided. He is a frequent patron of the Starfire Inn [9].
Gory is the second assistant cook. A stout, strong man, he is a skilled butcher. He fidgets constantly and is extremely shy around women. He is in love with Amarsi.
Olsyn is the third assistant cook and, as such, is stuck with the worst tasks including fetching ingredients from the basement and water from the village square.
Barne is the chantry brewer. After a heavy day of work in the heat of the forge or foundry, the members of the chantry relax with a few pints of Barne's heady ale.
There are three young women (Kairena, Jylael and Alka) and two teenage males (Tenaven and Klind) who work as domestics, cleaning the building and serving meals. Tenaven is quite protective of the girls and always serves the head table himself to spare them the harassment of Shenava Harquey.
Chantry Guards
Jorn of Itain is a sergeant of the guard detachment. A hardened veteran mercenary, he keeps the men-atarms sharp with regular drill practice and snap inspections. From Trierzon, he was convicted of a crime he didn't commit. Jorn escaped execution with the help of Shenava Martewn. As a result, he is intensely loyal to the chantry. He always commands the day shift.
Staumn of Ballams is the corporal of the guard. A brilliant mace man, he is the finest fighter in the detachment. A night hawk, he always commands the midnight shift. He is the keeper of the keys. Staumn has a burning curiosity to see what is in the Magic Archives.
There are four other men-at-arms (Lomen, Vaesca, Urgir and Ketta). Lomen commands the evening shift. Many nights, those men not on duty can be found at the Starfire Inn [9].