Geldpont: Gateway of the Bay

Geldpont is the oldest and most storied deep-water harbor on Great Aranthaes. Rising from the rocky shores of Geldpont Bay, the town has grown from a humble fishing village into one of the principal maritime portals of the island, welcoming ships from across the world. It is here that countless pilgrims first set foot on Aranthaes, beginning their long journey toward Bim and the holy city itself. Proud and venerable, Geldpont never lets its younger rival New Haven forget that the bay bears its name.
 

Setting & First Impressions

Stone quays stretch into the deep waters of Geldpont Bay, crowded with merchant cogs, caravels, and pilgrim ships flying colorful pennants. The town climbs steeply from the harbor, its terraces layered with blonde stone and whitewashed houses and tiled roofs that catch the sun. Above all towers the grand Basilica of Lady Bune, its domes visible far out at sea, a beacon for arriving vessels. Narrow streets wind upward through markets scented with spices and salt air, bustling with traders and pilgrims alike.
 

The Pilgrim’s Port

For centuries, Geldpont has been the first step on the sacred journey to Aranthaes. Inns and hostels cater to pilgrims, offering meals of fish stew and barley bread before caravans set off northward. Processions regularly gather on the docks, where clergy bless incoming ships and lead the faithful toward the Highway. This spiritual role has lent Geldpont prestige, ensuring it remains more than just a trading town – it is a threshold of devotion.
 

Commerce & Rivalry

While faith fills its streets, Geldpont thrives equally on commerce. Exotic goods from distant ports – silks, wines, glass, and spices – change hands in the harbor markets. Merchant guilds wield power here, and landing tolls on the bay are a source of ongoing contention with New Haven, the younger port a mile to the west. Geldpont’s merchants speak proudly of tradition and reputation, dismissing their rivals as opportunists who owe everything to the new road. The rivalry adds edge to every trade deal, sometimes spilling into outright sabotage.
 

Notable Places

The Basilica of Lady Bune: an immense domed church overlooking the harbor, where pilgrims receive blessings before traveling inland.
The Old Quays: the oldest stone piers of the port, now reserved for foreign merchants and guild-licensed shipping.
The Pilgrim’s Way: the caravan road leading north toward Bim, always busy with travelers, pack animals, and vendors.
The Sea Gate: an arched gatehouse at the harbor’s edge, through which all ships’ manifests must pass.
 

Rhythms & Customs

Ships entering Geldpont Bay are expected to sound their bells three times before docking, a tradition said to honor the Mother’s ears. Pilgrims often bathe their hands in the bay before setting out on the road, believing it grants safe passage. Market days are loud and competitive, with guild criers shouting prices from balconies. Each autumn, the Blessing of the Bay sees hundreds of lanterns floated out into the water, guiding spirits home.
 

For the Storyteller

Geldpont is a city of contrasts: sacred and mercantile, ancient and bustling, proud yet wary of its rivals. Smugglers try to slip cargo past guild inspectors, rival agents from New Haven buy influence among caravan masters, and pilgrims may find themselves caught between spiritual fervor and worldly corruption. In Geldpont, every ship brings opportunity through the gateway of the bay.
 

Encounters

When traveling through or around Geldpont, roll d10 for possible encounters…

  1. A procession of 2d6 pilgrims arriving on a ship, singing hymns as clergy from the Basilica lead them through the Sea Gate.
    Pilgrims: AC 10, HP 6, staff (1d4), no armor. Clergy: AC 12, HP 14, mace (1d6), minor healing spells.
  2. A guild inspector demanding to see manifests and fees at the Old Quays. Bribes may expedite matters.
    Inspector: AC 12, HP 10, dagger (1d4), leather armor. 1d4 guards: AC 14, HP 16, longsword (1d8), chain mail.
  3. A spice merchant from distant shores offering rare goods in the market, some spoiled or watered down.
    Merchant: AC 11, HP 9, dagger (1d4), no armor. Carries exotic samples.
  4. A group of 1d4 smugglers disguised as pilgrims attempting to slip contraband through the Pilgrim’s Way.
    Smugglers: AC 13, HP 14, short sword (1d6), leather armor.
  5. A New Haven factor loudly accusing Geldpont guilds of unfair tariffs, drawing a hostile crowd.
    Factor: AC 12, HP 12, rapier (1d8), leather armor. 1d2 bodyguards: AC 14, HP 15.
  6. A fisherman hauling in nets claims he caught a relic wrapped in seaweed – a strange black stone etched with faint sigils.
    Fisherman: AC 11, HP 7, knife (1d4), no armor.
  7. A caravan master hiring extra hands for the journey north toward Bim, warning of “pilgrims who disappear on the road.”
    Master: AC 12, HP 13, club (1d6), no armor. 1d4 hired hands accompany.
  8. A heated argument between two rival guild criers in the market square, their shouting attracting a ring of gamblers.
    Criers: AC 11, HP 8, cudgel (1d4), no armor.
  9. A pickpocket posing as a pilgrim’s porter tries to lift coin purses while offering “help” with baggage.
    Pickpocket: AC 13, HP 10, dagger (1d4), leather armor.
  10. A lantern ceremony is underway at the docks; hundreds of floating lights drift into Geldpont Bay. Amid them, one lantern burns with unnatural black flame. Anyone retrieving it may discover a sinister relic inside.