Belleville
Belleville is a small port city on the southern coast of Neverland, built into and among the trees of the Smee Jungle’s edge. It is permanently green, permanently humid, and permanently full of the sound of birds and the distant rush of the sea. It is also, at the moment the party arrives, being terrorized by something in the surrounding jungle — something with terrible roars, yellow eyes, and ferocious claws. Something that calls itself Maurice.
The City of Belleville
Overview
Belleville sits at the edge of two worlds: the open coast of the Pirate Shore, with its salt air and clear lines of sight, and the dense interior of the Smee Jungle, which begins where the last stilts sink into the root-tangled ground and does not end for fifty miles. The city occupies both, uncomfortably and cheerfully. Half its buildings stand on the jungle floor on thick wooden stilts, raising them above the seasonal flooding and the more ambitious wildlife. The other half are built directly into the trees themselves — canopy structures reached by rope bridges, wooden walkways, and at least two very questionable zip lines installed by someone who clearly had confidence to spare.
The city is connected vertically as much as horizontally. Belleville residents think nothing of walking across a bridge forty feet in the air to buy bread from a bakery built into the crown of a banyan. Visitors think about it constantly. The walkways are, in fact, extremely safe — they have been maintained and improved for three hundred years, and the Belleville Rope and Bridge Guild is one of the most respected institutions in the city. But they sway. Everything sways.
The canopy above Belleville is dense enough to filter most direct sunlight, casting the city in a greenish, shifting glow that changes character throughout the day: golden in the early morning when the light slants in from the east, deep jade at midday, amber and mysterious at dusk. It never gets fully dark at night, because the jungle itself bioluminesces slightly — mushrooms, insects, a particular species of tree frog — and the combined glow keeps the city in a dim, living twilight.
Districts
The Stilts — Ground Level
The ground level of Belleville is called the Stilts — named for the forest of wooden legs that holds the city above it. It is not a pleasant place to spend time: dark, humid, full of root systems and puddles and the things that live in puddles. The city’s maintenance workers operate here, inspecting the stilts and making repairs. The few businesses at ground level tend toward the practical: a rope-maker, a timber merchant, a boat repair yard where the small river craft are overhauled.
The Stilts is also where the jungle begins in earnest. There is no wall, no gate, no clear boundary between Belleville-below and the Smee Jungle. The stilts simply thin out and become trees, and the city becomes wilderness, and most Belleville residents know exactly where that line is and have a healthy respect for it. At the moment the party arrives, that line has become much more relevant than usual.
The Midwalk — Primary Commercial Level
The Midwalk is the main commercial and residential level of Belleville, built on platforms roughly twenty to forty feet above the jungle floor. This is where most of the city’s shops, taverns, homes, and civic buildings are located. The platforms are broad enough in the central market area for six people to walk abreast; narrower in the residential areas, where the walkways thread between closer-grown trees.
The Midwalk’s central feature is the Market Crown — an open platform roughly eighty feet across, built at the junction of five major walkways, roofed with layered palm fronds that keep off most of the rain. Market days are every third day; on off days, permanent stalls and shops line the walkways leading to it. The smell of the Market Crown is complex: spices, fresh fish from the coast, the particular green smell of cut jungle plants, something frying, and always the underlying sweetness of the bioluminescent fungi that grow at the platform edges and are locally considered good luck.
The Heights — Upper Canopy
The Heights are the upper canopy structures — built into the crowns of the largest trees at fifty to eighty feet elevation. They are harder to reach and harder to maintain, but they offer something nothing else in Belleville does: a view above the canopy, where the sky is actually visible and the sea can be seen on clear days as a line of blue-silver on the horizon. The Heights are accordingly expensive.
Mayor Barnaby Highbrow’s offices are in the Heights. The Belleville Rope and Bridge Guild headquarters are there. The city’s only temple — a modest structure dedicated to several maritime gods at once, on the grounds that Belleville cannot afford to offend any of them — sits in the crown of the oldest banyan in the city, reachable by a spiral staircase built around the trunk.
Getting Around
Visitors quickly learn two things about Belleville navigation: the walkways are colour-coded (red rope rails for commercial routes, blue for residential, green for the Heights), and the city has no horses, no carts, and no vehicles of any kind. Everything is carried by hand or by the city’s licensed porters — the Canopy Guild — who wear distinctive yellow jackets and can carry extraordinary loads at impressive speeds across the bridges. For the right price, they will carry a person as well.
The river on the city’s eastern edge is navigable by small boat, and several families operate river taxis connecting Belleville to the coastal shore and to the small fishing settlements downriver. These boats can also reach the sea, making Belleville accessible from the water as well as the road, though the road from Pegport is more commonly used.
The People of Belleville
Belleville’s population runs to about two thousand, with another five hundred in the surrounding settlements and farms. They are a mixed group: descendants of the original settlers who came from the Pirate Shore three centuries ago, plus a significant community of halflings who arrived a hundred years later and promptly moved to the lower canopy (finding the Heights too exposed and the Stilts too damp), and a smaller but economically significant community of gnomes who maintain most of the city’s mechanical systems.
Bellevillans are cheerful, opinionated, and fiercely proud of their city. They will tell you, at length and with evidence, that Belleville has the best food in Neverland, the best climate (ignoring the humidity), the most interesting architecture, and the friendliest people. They will do this even if the conversation started on a completely different topic. They are mostly correct.
The one thing Bellevillans are not, at the moment the party arrives, is calm. The jungle disturbances have been going on for two weeks, and while no one has been seriously hurt, the disruption to trade is significant and the general atmosphere in the Midwalk has the quality of a town waiting for the other shoe to drop.
Civic Locations
The Market Crown
The central market platform. On market days, it hosts forty to sixty stalls. On off days, the permanent stalls around its perimeter stay open, and the platform itself is used by the rope-skipping leagues, the city’s unofficial debating societies, and several competing groups of children who treat the roof supports as a climbing frame.
The River Dock
A series of platforms extending over the river on the city’s eastern edge, where small boats tie up to load and unload. The dock master, a gnome named Pip Knotwell, tracks every boat that passes through and can tell you within the hour where any given vessel is on the river.
Shops of Belleville
The following establishments represent Belleville’s most notable commercial enterprises. Each is well-established, locally owned, and has been operating in some form for at least a generation. Prices reflect the jungle-trade economy: certain items are cheaper here than anywhere else in Neverland (jungle materials, river fish, handcrafted goods), while imports from the mainland or from Pegport carry a premium.
The Green & Gilt — General Provisions
The Green & Gilt occupies one of the largest platforms on the Midwalk, identifiable from a hundred yards away by the enormous gilded pineapple mounted above the door — a relic of the shop’s founding three generations ago, when pineapples were considered the height of exotic luxury in Neverland. The shop sells almost everything a traveler could need, with particular strength in jungle-sourced goods, food supplies, and practical equipment. It smells of dried herbs, spice, and the cedar oil used to protect the wooden shelving.
The platform creaks slightly as you step onto it. The shop occupies the full width of the space — shelves from floor to ceiling on every wall, with a broad counter running down the center and hanging baskets above it full of dried things you can almost identify. A hand-painted sign behind the counter reads: ‘If we don’t have it, you probably don’t need it. If you do need it, ask Delphine.’
| Delphine Marchmoor — Proprietor |
| APPEARANCE: A human woman in her early forties with sun-darkened skin, ink-stained fingers, and the kind of calm efficiency that comes from having run a busy shop for twenty years. Her hair is always pinned up with whatever is nearest, which today appears to be a small wooden stirring spoon. She wears a long canvas apron with approximately forty pockets. |
| PERSONALITY: Delphine is warm but precise. She remembers every customer, every order, and every price discrepancy. She has opinions about the quality of goods from various suppliers and will share them freely. She does not haggle — her prices are fair and she will tell you, pleasantly, that you are welcome to pay them or shop elsewhere. She is also the unofficial postmistress of Belleville; packages and messages left with Delphine reach their recipients. |
| SECRET: Delphine is quietly funding an expedition to the interior of the Smee Jungle. She believes there is a significant archaeological site three days in — ruins of something predating Belleville — and she has been collecting maps and accounts for years. She has not told anyone because she does not want competition. |
| PLOT HOOK: If the party brings her an unusual item from the jungle or the Stilts (a strange fungus, an unfamiliar creature part, a piece of carved stone), Delphine will recognize it for what it is and reveal her project. She can become a source of information about the jungle’s deeper interior. |
| Item | Price | Notes |
| Standard rations (1 week) | 5 gp | Jungle-preserved, lasts 2 weeks |
| Jungle rations (1 week) | 8 gp | Higher calorie, better preservation |
| Waterskin (large) | 1 gp | Treated leather, jungle-proof |
| Rope, hempen (50 ft) | 1 gp | Local weave, excellent quality |
| Rope, spider-silk (50 ft) | 8 gp | From Smee Jungle spiders; lighter, stronger |
| Torches (10) | 1 sp | Treated with resin; burn 2 hours each |
| Lantern, hooded | 6 gp | Brass, Belleville-made |
| Lantern oil (flask) | 1 sp | Local pressed seed oil; burns clean |
| Hammock | 1 gp | Jungle cotton; fits in a belt pouch |
| Insect netting (tent-size) | 3 gp | Necessary. Trust Delphine on this. |
| Jungle salve | 5 gp | Cures common insect bites; 10 uses |
| Antitoxin (vial) | 50 gp | For the genuinely alarming bites |
| Healer’s kit | 5 gp | Standard; jungle-sourced materials |
| Herbalism kit | 8 gp | Includes 12 local specimens, labeled |
| Parchment (10 sheets) | 2 sp | Humidity-treated; won’t warp |
| Ink (vial) | 2 gp | Made from jungle berries; vivid and permanent |
| Signal whistle | 3 sp | Three-note coded whistle; jungle standard |
| Canopy whistle (Belleville specific) | 8 sp | 5-note coded system used by locals; DC 12 to learn |
| Dried jungle fruit (3 lbs) | 1 gp | Keeps 6 months; excellent trail food |
| Spice pack (assorted) | 4 gp | 12 spice jars; popular trade item |
| Blanket, all-weather | 2 gp | Treated wool; repels light rain |
| Mess kit | 2 sp | Tin cup, plate, and small pot |
| Grappling hook | 2 gp | Standard; sold frequently here |
| Piton (10) | 5 sp | Jungle-hardened iron |
| Portable ram | 4 gp | Collapsible; for stubborn doors |
| Mirror, steel | 5 gp | For signaling across the canopy |
| Chalk (10 sticks) | 1 sp | Useful for canopy marking conventions |
| Marbles (bag of 50) | 1 gp | Delphine refuses to explain why these sell so well |
Delphine’s Specials (Not on Display — Must Ask)
| Item | Price | Notes |
| Jungle cartography (partial map, interior Smee) | 15 gp | Accurate to about 10 miles in; beyond that, guesswork |
| Smee Jungle field guide | 12 gp | Flora, fauna, hazards; written by a local naturalist |
| Forager’s license (Belleville) | 2 gp | Legal right to forage within city jungle boundary |
| Letter of introduction (Belleville merchants) | Free | Given to customers Delphine likes |
| Package forwarding (to Pegport) | 3 sp/lb | Reliable; 3-day delivery via river |
Thorncroft’s Remedies — Apothecary & Herbalist
Thorncroft’s occupies a narrow platform between two large ficus trees, its exterior almost completely covered in hanging bundles of drying plants, jars of preserved specimens, and hand-lettered signs warning about various things (DO NOT EAT THE RED ONES. DO NOT SMELL THE GREEN JAR. THE BLUE JAR IS FINE BUT PLEASE DON’T OPEN IT). Inside, it is cramped, dark, and extraordinary — shelves on every surface, a ceiling so hung with dried herbs that entering feels like walking through a forest in miniature. It smells of eucalyptus, something bitter, and a sweetness that visitors cannot identify. It is produced by a specific fungus Milo cultivates in the back room and has never successfully commercialized.
The first thing you notice is the smell — green and sharp and sweet in turns, like standing in three different gardens simultaneously. The second thing is the jars: hundreds of them, each labeled in a hand so small you have to lean in to read it. The third thing is the gnome behind the counter, who is already looking at you as if he has diagnosed your problem from across the room and is simply waiting for you to catch up.
| Milo Thorncroft — Apothecary & Herbalist |
| APPEARANCE: A gnome in his late hundreds — which puts him in his energetic middle age. Short even for a gnome, with an impressive set of white eyebrows that move entirely independently of each other and seem to have opinions of their own. His fingers are permanently stained in four colors simultaneously and he always smells faintly of the shop. He wears a magnifying lens on a chain around his neck and consults it constantly. |
| PERSONALITY: Milo is brisk, observant, and constitutionally incapable of not diagnosing people. He will identify a party member’s ailment, physical complaint, or vitamin deficiency within two minutes of meeting them and recommend a treatment before they have finished introducing themselves. He is almost always right. He is not unkind — he just experiences the body as a puzzle to be solved. He finds the concept of small talk bewildering. |
| SECRET: Milo was once a physician in a major city — not in Neverland, somewhere further. He left under circumstances he does not discuss. He has a sealed letter in the back room addressed to a name the party might recognize, which has been sitting there for twenty years. He has never sent it because he has not decided if he should. |
| PLOT HOOK: If a party member is poisoned, diseased, or suffering from something unusual, Milo can treat it — but he will ask questions about where it came from. If they have been in the Abyssal Trench, near the Veil-Renderers, or in contact with Dagon’s cult, he will recognize the symptoms and know more about their origin than seems likely for a small-town apothecary. |
| Item | Price | Notes |
| Potion of Healing | 50 gp | Milo’s own preparation; very reliable |
| Potion of Greater Healing | 200 gp | Limited stock; 2 on hand |
| Antitoxin (vial) | 40 gp | Milo’s blend; works on 90% of local venoms |
| Antitoxin, broad-spectrum | 75 gp | Works on anything jungle-related |
| Anti-venom, sea-serpent | 100 gp | For the coast; harder to source |
| Jungle fever remedy | 15 gp | Cures the three most common jungle fevers; 3 doses |
| Wound salve | 8 gp | Stops bleeding; 5 applications |
| Burn treatment | 10 gp | Excellent; Milo has a strong opinion about fire safety |
| Sleeping draught (mild) | 5 gp | 4-6 hours; no hangover |
| Sleeping draught (strong) | 15 gp | 8-10 hours; leaves you feeling very well-rested |
| Stimulant tonic | 8 gp | Advantage on Con saves vs. exhaustion for 8 hours |
| Pain relief tincture | 12 gp | Removes the Poisoned condition from minor sources |
| Calming draught | 20 gp | Advantage on Wisdom saves vs. fear for 1 hour |
| Truth serum (mild) | 35 gp | DC 13 Wis save or unable to deliberately lie for 1 hour |
| Fungal spores (bioluminescent) | 5 gp | Glows for 6 hours when activated with water; safe |
| Darkvision draught | 40 gp | 60 ft darkvision for 4 hours; side effect: eyes glow faintly |
| Spider-climb salve | 45 gp | Apply to hands and feet; 30 min climb speed equal to walk speed |
| Herbalism kit (premium) | 15 gp | Includes Milo’s personal identification guide |
| Alchemist’s supplies (basic) | 25 gp | Milo’s recommended starter kit |
| Healer’s kit | 10 gp | Milo’s version includes 3 extra bandage types |
| Mortar and pestle (gnomish) | 12 gp | Self-cleaning; expensive but worth it |
| Preserve specimens jar (sealed) | 3 gp | Airtight; for keeping samples |
Milo’s Specialties (Prepared to Order — 1 Day)
| Item | Price | Notes |
| Pressure resistance tonic | 80 gp | Resistance to pressure damage for 8 hours; for deep dives |
| Riving suppression | 150 gp | Slows Riving progression for 1 week; Milo won’t ask why you need it |
| Custom antidote | 60 gp+ | Milo needs a sample of the toxin; 6 hours to prepare |
| Diagnosis (full) | 10 gp | Full physical; Milo identifies all active conditions and their sources |
The Canopy Forge — Weapons, Tools & Metalwork
The Canopy Forge is the structural anomaly of Belleville: a metalworking operation built in a city with no roads and no carts, accessible only by rope bridge, operated by a woman who hauled every piece of her equipment up by hand over the course of six months when she moved here. The forge itself is on the lowest platform — close to the ground for ventilation, on a particularly large and old platform that can take the weight of the equipment. The rest of the shop, where finished work is displayed, is one level up, connected by a internal staircase. The whole building vibrates very gently when the forge is running.
You hear it before you see it — a rhythmic ringing, confident and even, the sound of metal being convinced to become something better than it started as. The forge platform is hot even from the walkway, and there is a faint smell of coal and iron and something organic underneath that you can’t quite place. The display room above is quiet and well-lit, with finished pieces on stands and hooks — blades, tools, hardware, things decorative and things deadly.
| Petra Ashvane — Smith & Proprietor |
| APPEARANCE: A half-orc woman in her late thirties with the kind of build that comes from working a forge for twenty years — broad shoulders, forearms like architectural features, hands that could crush a coconut without visible effort. She has short-cropped hair, a working scar on her left cheek that she has never bothered to get healed, and a habit of evaluating every person she meets by their grip strength within the first two minutes. She usually wears a leather apron over simple work clothes, and she is always either working or thinking about working. |
| PERSONALITY: Petra is direct, fair, and intensely proud of her craft. She has no patience for poor technique, in herself or others. She respects people who know what they want and can explain why. She has a dry, understated sense of humor that takes a moment to land. She will offer a small discount to anyone who can correctly identify the alloy of a piece by looking at it and explaining their reasoning. |
| SECRET: Petra came to Belleville specifically because it was somewhere she was not known. She is a former soldier from a conflict that is ongoing elsewhere — she deserted not from cowardice but from a specific order she refused to carry out, and she has been careful about her visibility ever since. She has skills she does not advertise: weapons maintenance at the level of a master armorer, and knowledge of siege equipment design. |
| PLOT HOOK: If the party is visibly preparing for something serious — the descent, an armed conflict, a confrontation with a supernatural enemy — Petra will notice. She can upgrade standard weapons to magical quality for the right price, given time. And if the party encounters military equipment of a specific design, she will recognize its origin. |
| Item | Price | Notes |
| Dagger | 2 gp | Petra’s standard; better balance than mainland |
| Shortsword | 10 gp | Clean, reliable |
| Longsword | 15 gp | Standard; she keeps 3 in stock |
| Handaxe | 5 gp | Useful in jungle; Petra recommends it |
| Battleaxe | 10 gp | |
| Spear | 1 gp | Jungle-weight; lighter than standard |
| Trident | 5 gp | Useful in water; she stocks these for the coast trade |
| Warhammer | 15 gp | |
| Rapier | 25 gp | Fine work; Petra’s personal favorite to make |
| Crossbow, hand | 75 gp | Compact; good for canopy work |
| Crossbow, light | 25 gp | |
| Crossbow bolts (20) | 1 gp | |
| Arrows (20) | 1 gp | |
| Shield, wooden | 7 gp | Jungle hardwood; lighter than iron |
| Shield, steel | 10 gp | |
| Chain shirt | 50 gp | |
| Scale mail | 50 gp | |
| Breastplate | 400 gp | Made to order; 3 days |
| Crowbar | 2 gp | |
| Hammer | 1 gp | |
| Pitons (10) | 5 sp | Belleville-made; reliable in wood or stone |
| Grappling hook | 2 gp | |
| Block and tackle | 1 gp | Essential for the canopy; Petra keeps it in stock |
| Chain (10 ft) | 5 gp | |
| Manacles | 2 gp | |
| Lock (good) | 10 gp | Gnomish mechanism; she sources from Pip Knotwell |
| Lock (superior) | 25 gp | DC 20 to pick |
| Tinker’s tools | 50 gp | She maintains them herself |
| Smith’s tools | 20 gp | She knows what she’s selling |
| Woodcarver’s tools | 1 gp | |
| Whetstone | 1 cp | She gives these away if you bought a blade |
Petra’s Commission Work (Quoted Individually — Minimum 2 Days)
| Item | Price | Notes |
| +1 weapon (standard) | 300 gp + base cost | 2 days; she needs to know what it’s for |
| Weapon modification (balanced for underwater) | 50 gp | Reduces attack penalty in water to 0; 1 day |
| Silvered weapon | 100 gp | Standard service |
| Adamantine weapon | 500 gp+ | Rare material; she may not have stock |
| Custom weapon (designed to specification) | Cost + 20% | She needs a full description; worth it |
| Armor repair | 10% of armor value | 1 day; she takes pride in other people’s work |
| Armor modification (custom fitting) | 15 gp | Removes disadvantage on Stealth; 1 day |
The Coconut Grove Inn — Tavern & Music House
The Coconut Grove Inn is not strictly a shop, but it is where you go when you need something specific in Belleville: information, company, music, or the particular kind of meal that takes three hours and is worth every minute. It occupies three connected platforms on the upper Midwalk, with the dining area on the largest platform, the music stage on the middle one (open-sided for acoustics), and a small, private room on the third for conversations that should not be overheard. Every evening, starting an hour before sunset, a musician plays. The quality varies. The enthusiasm never does.
The lanterns are, as promised, hanging — twenty or thirty of them at various heights, each one a different shape and color, filling the platform with overlapping pools of amber, green, and rose light. The tables are mismatched but comfortable. The smell of whatever is cooking tonight makes an argument for staying. From the music stage, a woman with a hand drum is playing something in 7/4 time that most of the patrons seem to find entirely normal.
| Cassidy Wren — Proprietor & Host |
| APPEARANCE: A tall, thin human man in his fifties with a spectacular collection of waistcoats — he has forty-seven, one for every week of the Neverland calendar, plus extras — and the kind of face that seems to be naturally arranged into an expression of delighted welcome regardless of what is actually happening. He has silver hair worn long and tied back, and he moves through the Coconut Grove Inn as if the space were an extension of his own body, which after thirty years, it essentially is. |
| PERSONALITY: Cassidy is warm, socially gifted, and pays extremely careful attention while appearing to pay none at all. He remembers every conversation he has ever had in the Lantern. He has an opinion about everyone in Belleville and will share it in the form of a story that makes the opinion obvious but technically deniable. He is on excellent terms with Mayor Highbrow, Delphine Marchmoor, and at least two people in the city who are not quite what they seem. |
| SECRET: Cassidy spent ten years as a professional information broker before opening the Lantern. He stopped because he got too personally attached to the people whose information he was selling. He still has the contacts and the skills; he simply no longer charges for the service. If something significant is happening in Belleville or on the Pirate Shore, he has heard about it. |
| PLOT HOOK: If the party is investigating the Veil-Renderers, or if they ask Cassidy about unusual activity on the coast, he knows more than Ol’ Nessa or the mayor. He will share it over a long meal and a bottle of something excellent, in exchange for the party telling him honestly what they are doing and why. He will not help people whose goals he disagrees with. He will figure out very quickly what the party’s goals are. |
| Item | Price | Notes |
| House ale (pint) | 4 cp | Local jungle-grain brew; excellent |
| Imported lager (pint) | 8 cp | From Pegport; Cassidy keeps it for nostalgia |
| Jungle wine (glass) | 6 cp | Fermented palm fruit; sweet and strong |
| Jungle wine (bottle) | 3 sp | |
| Mainland wine (bottle) | 8 sp | Good vintage; he’s selective |
| Rare spirits (shot) | 5 sp | Ask what he has; it changes |
| Coconut water (fresh) | 2 cp | Always available; non-alcoholic |
| Spiced tea (pot) | 3 cp | Jungle herbs; Milo Thorncroft’s recipe |
| Bread with jungle butter | 2 cp | Made fresh; jungle fruit butter, slightly sweet |
| River fish soup | 4 cp | Daily; always good |
| Roasted bird with root vegetables | 8 cp | The signature; the bird is local, the roots are not |
| Jungle stew (vegetarian) | 6 cp | Hearty; Cassidy’s own recipe; better than it sounds |
| Spiced fish on flatbread | 5 cp | Quick service; popular with the after-work crowd |
| Full dinner (3 courses) | 2 sp | Takes 2 hours; worth every minute |
| Traveler’s breakfast | 5 cp | Eggs, bread, preserved fruit, strong tea |
| Private room hire (per hour) | 1 gp | Soundproofed; Cassidy will not discuss what goes on there |
| Accommodation (per night) | 5 sp | Three rooms available; comfortable, quiet |
| Music session (by the performer) | Varies | Cassidy pays the musicians; the hat is optional |
Cassidy’s Information Pricing: Cassidy does not charge gold for information. He charges honesty. The following represents what he knows and what he will share, depending on how much the party trusts him.
| Item | Price | Notes |
| General Belleville gossip | Free | Comes with any meal |
| Trade route and coastal shipping info | A meal and a drink | He knows the Pirate Shore schedules |
| Veil-Renderer activity (limited) | Tell him what you know first | He confirms or adds to what the party already has |
| Specific individual’s background or location | A full dinner | If he knows. He usually knows. |
| Introduction to a coastal contact | A favor TBD | He’ll collect when the time is right |
| Full intelligence briefing (everything he knows) | The truth about why you’re here | He needs to trust you completely. This takes time. |
Quickfingers & Sons — Rope, Bridge & Rigging
Quickfingers & Sons has been maintaining, building, and selling rope in Belleville for four generations. The shop is less a retail space and more a workshop: a long, open-sided platform on the lower Midwalk where rope is spun, braided, and tested constantly. Samples of every product hang from the rafters. The floor is perpetually covered in fiber. The family employs twelve people, all of whom seem to have at least four fingers permanently entangled in something.
The name is a family joke — the founding Quickfinger, Amos, was known for losing three fingers to a rope tensioner in his first year of business. His sons, grandsons, and great-granddaughter have inherited the name but, so far, kept all their digits. The current proprietor, Sera, is cautiously optimistic about this trend.
The platform smells of fiber and lanolin — the oil used to treat the rope — with an undertone of the salt air coming off the coast. Dozens of rope samples in every thickness hang from the ceiling, each tagged with its weight rating and source material. A young halfling at the far end is braiding something with a speed that makes it look effortless. Near the counter, a large tabby cat is sleeping on a coil of what appears to be spider-silk rope, ignoring everything.
| Sera Quickfinger — Fourth-Generation Proprietor |
| APPEARANCE: A halfling woman in her late thirties with spectacular calluses, a measuring tape worn as a bracelet, and the ability to tell the difference between ropes by touch alone while discussing something completely unrelated. She has her great-grandfather’s dark eyes and his talent for mental arithmetic. She is always in the workshop — she finds the office deeply boring and has never developed a taste for paperwork. |
| PERSONALITY: Sera is practical, cheerful, and unexpectedly philosophical about rope. She will tell you that a rope’s quality reveals the character of whoever made it, and she means this literally: she can identify poor-faith craftsmanship from tension inconsistency alone. She has strong opinions about knots and will, if asked, teach any party member a useful one. She genuinely enjoys customers who have interesting problems to solve. |
| SECRET: The family has a contract with the Belleville Rope and Bridge Guild that gives Quickfingers & Sons first right of refusal on any new bridge construction. This contract has been contested by a mainland competitor for the past year, and it is making Sera very irritable. She suspects the competitor has a political patron but can’t prove it. |
| PLOT HOOK: Sera can custom-braid rope to almost any specification and has the family’s accumulated knowledge of working at height in the jungle. If the party needs to rig something unusual — a descent system, a pulley mechanism, a trap — Sera can design it. She will want to know exactly what it’s for. |
| Item | Price | Notes |
| Hemp rope (50 ft) | 1 gp | Standard; local fiber; reliable |
| Hemp rope (100 ft) | 1 gp 8 sp | Bulk discount |
| Jungle-vine rope (50 ft) | 1 gp 5 sp | Lighter; greater flex; 300 lb rating |
| Spider-silk rope (50 ft) | 10 gp | 500 lb rating; 1/3 the weight of hemp |
| Spider-silk rope (100 ft) | 18 gp | |
| Braided safety line (30 ft) | 4 gp | Double-woven; 800 lb rating; for climbing |
| Grappling hook | 2 gp | Standard iron |
| Grappling hook, folding | 5 gp | Compact; fits in a pack |
| Block and tackle | 1 gp | |
| Block and tackle, heavy | 4 gp | For loads up to 1,000 lbs |
| Pulley (single) | 5 sp | Belleville-made; smooth action |
| Pulley set (4) | 1 gp 6 sp | For rigging a full system |
| Carabiner (iron) | 3 sp | Locking clasp for rope systems |
| Carabiner set (10) | 2 gp | |
| Harness, climbing | 8 gp | Fits humanoids Medium and Small |
| Harness, descender | 12 gp | For controlled descent; includes brake |
| Net, fishing (10 ft) | 1 gp | |
| Net, cargo (15 ft) | 2 gp | 400 lb rating |
| Net, throwing | 1 gp | Standard weapon |
| Ladder, rope (10 ft) | 1 gp 5 sp | Folds flat; jungle standard |
| Ladder, rope (20 ft) | 2 gp 5 sp | |
| Canopy anchor set | 6 gp | 4 anchors + connectors; for setting up a secure working position in trees |
| Hammock (travel weight) | 1 gp 5 sp | Folds to fist size |
| Hammock (heavy duty) | 3 gp | For larger characters; 400 lb rated |
| Knot guide (laminated card) | 2 sp | 12 essential knots; Sera’s recommendations |
| Rigging primer (booklet) | 1 gp | How to set up basic systems; illustrated |
Custom Work (Quoted Individually — Minimum 4 Hours)
| Item | Price | Notes |
| Custom-length rope (any type) | Per-foot rate + 20% | Any length; any thickness |
| Suspension system (for a platform or object) | 25 gp+ | Sera designs; her team installs |
| Descent rig (for controlled vertical movement) | 20 gp | Handles one person; reusable |
| Trap rigging (tension-based) | 15 gp | She asks what it’s for. She is not judgmental. |
| Net customization (size, weight, mesh) | Base + 50% | Any net to specification |
| Repair (any rope item) | 25% of value | Usually same day |
The Feathered Eye — Curiosities, Maps & Secondhand Wonders
The Feathered Eye is the kind of shop that visitors to Belleville discover by accident and then spend an hour in without intending to. It is tucked into a corner platform between the main Midwalk and the lower Heights, partially obscured by a ficus that has grown through one of its walls and been incorporated into the shelving rather than removed. The sign is a painted eye with a feather for an iris. Inside: maps, instruments, curiosities, secondhand equipment, unusual finds from the jungle and the coast, and whatever Orla Dusk has decided is interesting enough to acquire this month.
The ficus has come through the back wall and been given a shelf of its own. This is not the most unusual thing in the shop. That distinction belongs to a glass case near the counter that contains what appears to be a compass, except the needle is pointing at you personally and has continued to do so since you walked in. The proprietor — small, white-haired, ageless — is watching you with the same sort of interested calculation.
| Orla Dusk — Collector & Proprietor |
| APPEARANCE: A woman whose age is genuinely impossible to determine — she could be sixty or six hundred, and the uncertainty feels deliberate. Small, pale, white-haired, with sharp eyes the color of old moss and a stillness to her movement that is not quite human and is probably nothing to worry about. She dresses simply, always in the same grey-green, and she smells of old paper and something coastal. |
| PERSONALITY: Orla speaks carefully and precisely. She does not lie, but she does not always tell the whole truth, and she is very good at the space between the two. She is interested in almost everything and dismissive of very little. She collects objects for reasons that have nothing to do with their market value and everything to do with their history and their potential. She will occasionally refuse to sell something to someone she has decided should not have it. |
| SECRET: Orla is not human. She has been in Belleville for two hundred years, arriving before it was properly a city, and she has never aged visibly. She does not volunteer this information. She is aware of Dagon’s existence and history in a way that is not consistent with a shopkeeper’s level of knowledge — she was present for something related to the original Germonian pact, in a capacity she has never disclosed to anyone. |
| PLOT HOOK: If the party brings her an unusual magical item — especially anything with oceanic or deep-water resonance — she will recognize it. If they show her Maevis’s pearl (or the sacrifice pearl), her reaction will be unmistakable and she will have to decide how much to tell them. |
| Item | Price | Notes |
| Maps (regional, Neverland) | 5-25 gp | Quality varies; she notes which are reliable |
| Maps (coastal, Pirate Shore) | 10-30 gp | Some very old; DC 12 History to assess accuracy |
| Map (Abyssal Trench, partial) | 40 gp | She has one. She does not explain how. |
| Navigator’s compass | 15 gp | Reliable; standard |
| Compass (unusual) | 50 gp | The one in the case. It points at whoever it chooses. Orla won’t say why. |
| Spyglass | 100 gp | Good quality; Orla tests everything she sells |
| Sextant | 60 gp | For celestial navigation; accurate |
| Astrolabe (gnomish) | 80 gp | Intricate; for the serious navigator |
| Star charts (Neverland sky) | 20 gp | Current; updated by a local astronomer |
| Field journal (blank, waterproof) | 3 gp | Treated covers; survives submersion |
| Magnifying glass | 5 gp | |
| Magnifying glass (fine) | 20 gp | For detailed examination of small objects |
| Goggles (water-proof) | 8 gp | Good for coast and rain work |
| Signal mirror | 5 gp | |
| Lantern (puzzle design) | 15 gp | Opens via mechanism; tricky to open without the trick |
| Hourglass (accurate) | 25 gp | Gnomish mechanism; precise |
| Pouch of unusual dice | 10 gp | 6 dice; each a different shape. All fair. |
| Deck of cards (illustrated) | 5 gp | Local artist; beautiful; no magical properties (probably) |
| Curiosity box (random contents) | 15 gp | 1d4 items from Orla’s surplus; condition varies |
| Ink (invisible, heat-reveal) | 20 gp | Writes invisible; visible when warmed |
| Ink (water-reactive) | 15 gp | Reveals writing when wet; useful for hidden messages |
| Cipher wheel | 12 gp | For encoding and decoding messages |
| Forgery kit | 15 gp | She sells it. She does not ask questions. |
| Disguise kit | 20 gp | Well-stocked; she has theatrical contacts |
| Thieves’ tools (good) | 30 gp | She keeps these for ‘locksmiths’ |
Orla’s Back Room (Not on Display — Must Earn Access)
| Item | Price | Notes |
| Sending stone (pair) | 200 gp | Allows communication over any distance; she has verified they work |
| Scroll of Water Breathing | 100 gp | She asks why you need it |
| Scroll of Freedom of Movement | 150 gp | |
| Eyes of the Eagle | 250 gp | Goggles; Advantage on Perception checks relying on sight |
| Ring of Swimming | 200 gp | 40 ft swim speed |
| Cloak of the Manta Ray | 350 gp | Breathe underwater; 60 ft swim speed |
| Lore-stone (records one conversation) | Variable | She will not sell these; she may give one to the right person |
| The Compass in the Case | Not for sale | It keeps pointing at one of you. She’s watching to see which one. |
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