Rochpont: The Cliffside Retreat

Rochpont is a small, ancient town clinging to the cliffs where the Geldfray Mountains meet the northern sea. Reached only by sea or a narrow track from Fairpont, it feels both remote and timeless, its whitewashed houses and steep terraces giving the impression of a place more stairway than street. Settled since pre-history, Rochpont’s cliffs still hold the caves once used by early dwellers, lending the town an air of deep antiquity.
 

Setting & First Impressions

Approaching Rochpont, the view is breathtaking: a cascade of white and ochre houses clinging to the sheer rock, balconies hung with nets and flowers, all overlooking the deep-blue waters of the northern bay. The air is fresh with salt and the cry of gulls, while the narrow paths twist upward between houses that seem stacked atop one another – every corner reveals a glimpse of sea and sky.
 

Life & Traditions

Rochpont is quiet and self-sufficient. Fishermen launch boats from the small crescent bay, while terraces above are used for olive trees, vines, and goats. Many original homes remain simple and humble, but wealth from Aranthaes has begun to creep in; merchants and nobles have bought cliffside dwellings as retreats, filling them with simply-styled luxuries in keeping with the aesthetic of the town. Despite this, locals remain rooted in tradition, tending to their boats and terraces much as their ancestors did.
 

Notable Places

The Cliff Caves: ancient dwellings carved into the rock face, said to be among the oldest human shelters on the island.
The Steps of the Mother: a near-vertical stairway leading from the harbor to the upper terraces, blessed annually in a ritual for long life.
The Old Chapel: a small whitewashed church overlooking the bay, dedicated to seafarers and the lost.
The Hidden Pool: a tide-carved grotto beneath the cliffs, accessible only at the lowest ebb of the sea.
 

Rhythms & Customs

Life in Rochpont is marked by the tides. Boats are launched at dawn with a simple blessing, and evenings are spent in communal courtyards where fish is grilled and shared. Visitors are often offered olives, wine, or dried figs as tokens of welcome. Festivals are small but spirited, with music echoing from the cliffside steps, lanterns hung along the terraces, and boats lit with torches drifting in the bay at midsummer.
 

For the Storyteller

Rochpont’s beauty hides mystery. The ancient caves may conceal forgotten relics or strange carvings, and the Hidden Pool is said to glow faintly under moonlight. Wealthy Aranthaens bring opportunity and intrigue, while the isolation of the town makes it a perfect place for secrets to be kept. Rochpont is a retreat, a sanctuary, and a stage for quiet stories against the backdrop of endless sea.
 

Encounters

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

  1. A fisherman returning at dawn with 1d4 baskets of sardines or anchovies, offering some in trade for small goods.
    Fisherman: AC 11, HP 8, knife (1d4), no armor.
  2. A group of children daring each other to climb the Steps of the Mother without stopping, cheering noisily.
    Children: AC 10, HP 3, no weapons.
  3. An elderly woman tending vines on a terrace offers figs and wine, sharing stories of the caves’ “first dwellers.”
    Woman: AC 10, HP 5, staff (1d4), no armor.
  4. A wealthy Aranthaen noble, Devtaria Drak strolling in simple travel clothes, enjoying the sea air. She may pause to speak warmly, seeming far removed from her usual grandeur.
    Noble: AC 12, HP 71, Arcane focus (disguised as jewelry), fine clothes. 1d2 discreet retainers follow at a distance.
    Retainers: AC 14, HP 27, shortsword (1d6+2), light crossbow (1d8), leather armor.
  5. A traveling merchant trying to purchase an old cliffside dwelling, sparking a loud argument with locals who resist selling.
    Merchant: AC 12, HP 11, dagger (1d4), no armor.
  6. A sudden sea mist cloaks the town, reducing visibility to 20 ft. During this time, a thief may attempt to rob a party member.
    Thief: AC 13, HP 9, dagger (1d4), leather armor.
  7. A fisherman whispers of strange lights glowing in the Hidden Pool during last night’s low tide, offering to guide adventurers there at dusk.
    Guide: AC 11, HP 9, knife (1d4), no armor.
  8. A wandering minstrel sets up on a landing, singing songs of Aranthaes and Bim in exchange for food or coin.
    Minstrel: AC 12, HP 8, dagger (1d4), leather armor.
  9. A goat from the upper terraces breaks free, leaping recklessly across stairways and rooftops. Locals scramble to catch it.
    Goat: AC 10, HP 6, ram (1d4).
  10. A sudden rockfall near the cliff path reveals a sealed cave mouth, long forgotten. Carvings on the stone suggest a prehistoric origin. The locals mutter uneasily about “places best left closed.”