A Primer on Vastian Geography
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Sendrin
Page updated on Sat, 25 Aug 2007 22:45:05 EDT

From The Everwinking Eye: Treasures of the Vast, Part Four by Ed Greenwood (Polyhedron #92, February 1994) as revised in The City of Ravens Bluff:

This crossroads village stands where the Long Reach trail (linking Orlimmin and King's Reach) crosses Blaern's Trail (which links Calaunt on the coast with the North Road at Dead Tree Hollow). Known today primarily as a place of basketweavers, cattle-ranchers, and furniture-makers, Sendrin boasts a surprising number of large and important-looking stone houses and shops, all built when Sendrin was a town of magic, long ago.

Of old, when human male had just come to the Vast, a temple to Savras the All-Seeing was established at Sendrin. In those days, Savras was seen more as an all-wise user of magic than as a seer, and wizards came to remote Sendrin to acquire new spells, practice spells far from heavily populated areas, and meet with other mages to discuss their Craft. It became a place of pilgrimage, where mages could play in a manner their importance at home could never let them do, carousing through the night and using magic to do rude and sometimes destructive things.

When Savras fell to the spells of Azuth, all this ended. Sendrin dwindled to just a farming village as the wizards left one by one, followed by all the healers, scribes, wizards' tailors, professional escorts, and spell-component-sellers until none were left. In fact, the traveling Magefair held annually in various remote locales around the Realms is a remnant of the old carousing that used to occur here, displaced since the decline of Sendrin to become a moveable feast. All that is left behind besides the inevitable rumors of spellbooks and magic items buried or hidden in the vicinity (a dead wizard was even found walled up in a sealed secret passage in the walls of one Sendrin house, entombed with his staff, rings, and spellbooks) is one surviving relic of the destroyed temple of Savras (sacked long ago by the triumphant followers of Azuth).

Nothing remains of the temple except a crater of fused and blackened stone rubble, its edges overgrown with saplings, in the backyard of the largest inn in Sendrin, The Blasted Wizard (one must know the history of the place to truly understand the name). In this hollow sits a stone idol of Savras in the shape of a disembodied human male head that is as tall as a man. The head rises into the air whenever a living being enters the crater and floats about four feet off the ground by means of magical levitation, flying about at will (MV fly 12, maneuverability class D). It speaks with a very deep, booming voice when addressed, answering magical queries-but sages have noted that its cryptic wise pronouncements seem to be a large and sophisticated set of stock phrases. It does have the ability to cast certain spells when touched by beings brought into the crater, and it does so automatically, sensing and correcting conditions regardless of the wishes of beings who encounter it. The head can do the following things once each per day: neutralize poison (renders all poison present truly inert and harmless, nut just curing a poisoned being), cure disease (including lycanthropy if it is nor too far advanced), and dispel magic (on all spells or magical conditions governing a being, including protective spells, geas magics, quest spells, feeblemindedness, and many spell-like psionic attacks, controls, and conditions).

The Mouth of Savras (as the head is called) can't be removed from the crater or magically controlled or indeed harmed in any way. It avoids combat; attempts to destroy or move it simply cause it to return to the bottom of the crater, where it sighs wearily, closes its eyes, and waits until the intruders go away. It will never again heal or aid any who have once attacked it, no matter what their disguise or how much time has passed since the incident.

From Judgement Day by John Hinkle and Todd Wallen (1999):

Sendrin is ruled by a Village Council of six members. One day each month is devoted to "Judgement Day," when the citizens of Sendrin and the surrounding countryside can bring complaints and questions before the council for judgment. Within these proceedings, some of the members serve as advocates for each party in the case, while the rest serve as judges.

The current members of the Village Council are: Belanor, who often speaks for the Council; Alamar; Darby Landrum; Easel, a quiet and honest woman; Jelan, a load and obnoxious man who often interrupts people to tell them how much better he could do something; and Dianna. The Village Constable is a man named Rizo, commanding a few guardsmen, two of whom are Ashakar and Argint. The role of Chief Scribe is served by a gentleman named Lankstrom.

Other NPCs and locations within Sendrin or the nearby countryside are:

  • The Whipt family lives on a small farm south of the village. They are a large family, some of whom are bards, that cares more about their music than farming. Their most acclaimed member is the young Bettylou for her dancing.
  • The Spliter family works a farm east of the village. Their farming skills are questionable and thus they are usually short on money.
  • The Ironfield Ranch employs a horse trainer named Ian Magoos, a table boy called Aaron, and Stenda, a groomsman.
  • The Roland family are perhaps the wealthiest family within Sendrin. The Rolands have a boy named Calvin Roland III.
  • Chanell and Ambrose Riesling run a dress shop in the village.
  • A very wealthy elf known as Sarun lives within a house in Sendrin.
  • Sendrin has a small orphanage run by a lady called Theresa.
  • There's a tavern within Sendrin known as the Gold Griffin.
  • A Farmer McDonald tends to a farm near Sendrin.
  • Laurinda Polgate and her husband made their home in Sendrin thirty years ago. Both have since passed on and are survived by their two sons, Reaman and Dangar.
  • Ungar's Parcel Service is based out of Sendrin.
  • A gentleman by the name of Mr. Getty is the village moneylender.
  
 Contents

Ravens Bluff Mossbridges New Hope Hidden Hollow Arbonne Tavilar The Mage's Tower Adhe Wood Brynwood Three Trees Pass King's Reach Glorming Pass Maerstar Sevenecho Tsurlagol Procampur Sarbreenar High Haspur Portsoy Burrowbluff Tantras Orlimmin Highbank Forest Dragon Falls Dark Hollow Dead Tree Hollow Fallentree Bambryn Hlintar Sword's Pool Sendrin Thindilar Blanaer Maskyr's Eye Kurth Ylraphon Calaunt Glacier of the White Worm Beluar's Hunt Elvenblood Pass Viperstongue Ford High Country River Vesper River Vesper Fire River Fire River Flooded Forest  Introduction
 Maps of the Vast
 Overview of the Vast

Locations

 Adhe Wood
 Arbonne
 Bambryn
 Beluar's Hunt
 Big Moe
 Blanaer
 Brynwood
 Burrowbluff
 Calaunt
 Dark Hollow
 Dead Tree Hollow
 Dragon Falls
 Elvenblood Pass
 Fallentree
 Fire River
 Flooded Forest
 Glacier of the White Worm
 Glorming Pass
 Hidden Hollow
 High Country
 High Haspur
 Highbank Forest
 Hlintar
 King's Reach
 Kurth
 Maerstar
 Mage's Tower
 Maskyr's Eye
 Mossbridges
 New Hope
 Orlimmin
 Portsoy
 Procampur
 Ravens Bluff
 River Vesper
 Sarbreenar
 Sendrin
 Sevenecho
 Swords Pool
 Tantras
 Tavilar
 Thindilar
 Three Trees Pass
 Tsurlagol
 Viperstongue Ford
 Ylraphon

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