![]()
Entering the City Harbor
The Third Wind passes a fishing boats. It is manned by a crew of squat humanoids with snouts and large floppy ears.
The Third Wind passes a huge military vessel. Loaded with weapons, shields, armored humanoids, etc. It is heading out to sea at full sail.
The Third Wind passes other fishing boats. Most have the stout humanoids on them. Some have a mix of squat humanoids and humans. Some have the dark skinned, dreadlocked humans in primitive boats.
As the ship sails in, the player characters can see that it's a huge city. Towering over one edge of the harbor is a colossal statue.
The port has two huge moles (sea walls) and a stone pile island before the entrance to break the waves. Ships are coming and going between the moles. There are light houses on the ends of the moles. Huge stone towers with fire pits.
Drums are heard, chanting, singing, crowds talking.
![]()
Docking
The ship pulls up behind two other ships that are waiting their turn.
When it’s the Third Wind's turn, a sleek skiff with twenty rowers comes out.
One of the squat humanoids on board, wearing a uniform, obviously some kind of officer, climbs aboard. He introduces himself to the captain. "Pilot Agrenin at your service, captain. What is your tonnage, sir?
The skiff crew throws them a line and they secure it to the prow. The skiff then rows/tows the Third Wind into port. The officer is a pilot and steers the huge ship in.
Helpers on the dock with long poles and ropes help moor the ship. This is done in cooperation with the Third Wind crew.
A crowd forms to watch the Third Wind. People point and stare. A mix of races. Mostly magrakian. (Describe the magrakians)
The players notice another huge military vessel several docks over. It has seen battle recently and has obvious damage.
The players look out and see a huge city. Architecture is stone, heavy feel to it. Basic design, Square towers. Has a dwarven feel to it. You hear drumming off in the distance.
The pilot gets off. A squat magrakian, the Harbor Master, meets Captain on the dock with various paperwork and docking fees.
Have you any cargoes to declare, sir?
Do you need any errand boys to contact anyone?
Tax collector - Your vessel and its cargo carry with it a tax of 90 Hunedari.
![]()
The Government Official
The approach.
A government official approaches. He is accompanied by two guards and an assistant. He is wearing robes of office that mark him as administration of some kind. The two warriors with him are wearing elaborate and decorative
The introduction.
My dear captain. Welcome to Okslad. I am Othok, junior city warden and assistant to City Warden Brochon. I have been sent to welcome you and provide anything you might need. It is a rare treat to receive guests from distant Ithria. It is not everyday that our port is graced by the presence of outlanders. Are you emissaries from noble Ithria or have you come to trade?
What ever your needs, it is my honor to serve you this day.
I gift you with this sculpture from the Council of Wardens. It was crafted by Makanar, master sculpture of the Shopor Province.
Responses to questions.
Where can we get a map of the continent? - I believe the national library has several excellent cartographic resources. However, as it is not a common policy to hand out sensitive government documents to Outlanders, it may take me several days to procure such information for you. And then again, they may simply refuse. Still, I can always try.
Where can we spend the night? - I recommend the Grand Okslad Inn. Tell them that you are guests of City Warden Brochon and they will take care of you.
![]()
The Harbor District
Here are a few things that can happen in the Harbor District...
A merchant asks the characters to carry a cargo for him. His ship was recently wrecked and he's in a terrible bind. He needs a cargo taken to Qeshir immediately and will pay HUGE amounts of money upon successful completion. The players obviously have a ship. Since they are now transitioning to a land journey, it's possible that they could actually send their ship (and its crew) out on this errand or any other seafaring duty they wish. They no longer have a need of the ship.
There is a huge market area near the docks. Everything is for sale. Crates, barrels and sacks are piled in the central courtyard where merchants haggle over prices.
Prostitutes accost the crew.
Invitation from a local brothel. A female magrakian comes to deliver a scroll. "The House of the Makra wishes to extend its warmest wishes to you and invite you to stay the week."
Invitation from the Grand Okslad Inn. Two males dressed in finery.
Map of the city is offered.
A wrestling match between two magrakians. Big crowd. Betting. One of them is an undefeated wrestler who is taking on all challengers.
Drumming Circle.
![]()
The City of Okslad
For full details on the city, visit the Okslad city page.
![]()
If the players talk to the locals about their journey east, the locals will tell them about Fyrren's Wandering, the maze of canyons that lies between Magrakor and the Aukarian Republic. They can tell them about the main road, the waykeeps, the bandit groups and the exiled vaullian known as Sarroch the Wise. For full details on that region, read Fyrren's Wandering.
Sarroch the Wise could be a tremendously helpful source of information, especially regarding the Aukarian Republic and the lands in the east. It is strongly recommended that you steer the players in that direction and have them seek out Sarroch. Now is the time to plant those seeds. Sarroch will be able to provide the players with a wealth of information which will help steer the players through the rest of the campaign.
![]()
Questions and Answers
If the players talk to the locals and ask questions, see the basic knowledge page for a general guideline of what they will learn. Also, see below for some in character descriptions of faraway lands. These aren't complete, but may get you started with ideas.
Obviously, the locals are magrakians and can tell the players anything about Magrakor that they want to know.
Oh, yes, they are the eshtari. Natives that live to the hot lands to the south and east. They are a good people. Excellent fishers. They live very close to the land. They do not build good strong cities like this.
Eshtari are a primitive human offshoot. They are easily identified by their sun bronzed skin and their dark dreadlocks. They are a simple race of hunters and gatherers that value a peaceful existance. They are expert fishermen. A large part of their diet consists of the upine tree which supplies them with fruit, lumber and raw fiber for making rope. They have little iron in their homeland. Some copper and it is highly valued. Sandstone is common and constitutes the bulk of their architecture.
Naukaria, ha!, haven't heard them called that in some time. No, it is no longer a kingdom. It hasn't been called that since before the rise of the Sorcerer King. Over a century ago, they rose to power and overthrew the wicked Sorcerer King. It's a republic now. They changed their name as well. Not sure why. It's the Aukarian Republic now. Equal rights for all, they say. Ha! Haven't been there myself.
The Sybren Imperium. Don't have nuthing good to say about the Sybrenar. They're nothing like us. And we'll win this war, right lads? Yeah!
Now why do you care about a land so far away. Three hundred leagues or more. Twenty days ride. Tis a long journey. The land of stalking gods. I hear that their gods stalk the unfaithful. I've never been there. I can only tell you what I've heard from travelers. It's a long way.
Bah! That land is cursed. Used to be the land of the Hyttar. A simple race of hunters and gatherers. Since the demons came, they've been driven out and captured. The Hyttar live as slaves now.
Never been there. Far away. Practically on the other side of the world. Don't know anything about that.
![]()
Moving On From Okslad
The route marked on the map that the players have passes from Magrakor to Aukaria. The general idea is that the players will follow the route marked on the map. Try to guide them in that direction.
According to the locals, the main road between Magrakor and Aukaria (and the shortest route) passes through a region called Fyrren's Wandering, a maze of canyons. For full details on this region, refer to Fyrren's Wandering.
There are a number of wayforts along the way where travelers may stay and feel safe. This is necessary because of number of bandit groups and other outlaws dwell in the Wandering.
The player characters can spend as long as they like in the city of Okslad. But keep in mind it's a race. The Duthelm group isn't going to slow down and neither should the player characters. Ideally, the players will only stop when they have to and otherwise keep moving. They are going to have to travel the main road through Fyrren's Wandering to get to the Aukarian Republic which is their next stop.
This website was last updated March 31, 2026. Copyright 1990-2026 David M. Roomes.