Diara-by-the-Meadows

Page history last edited by Gillian 10 mos ago

Name: Diara-by-the-meadows

Silver piece limit: 115 (maximum amount of coinage the village can scrape up)

Population: 356

Sherrif: Quarilon, L3 half-elf warrior

While not the most powerful fighter in town, Quarilon is the one best suited to managing the town’s defenses. He has five fellow guards and can call upon thirty two more individuals when needed for the village’s defenses. In all, if it came to a full-fledged fight, about 200 people could use wood-axes, hunting knives or crude spears to defend themselves.

Full-time guards: 6 Conscriptable individuals: 32

 

Diara is a ways off the beaten track, and prefers to stay that way. Located on the Delvin Plains on the banks of a good-sized river, this village consists of nearly one hundred homes disguised as turf mounds. A stream has been diverted underground and runs beside many of the homes, providing running water. The village is populated by a mixture of elves, hobbytlan, humans, and half-elves. A small series of caves through which the stream originally ran forms a  connection between a dozen of the most important of these homes; this is the core of the village. One end of the caves opens into the village hall. Several dozen small clusters of surface homes also exist, within 1/4 mile of the village core. These are frequently based around a valued resource for the villagers, such as the cranberry bog. These homes are designed to be as little noticed as possible, and are easily abandoned in time of trouble, when the villagers retreat underground.

 

This village has only existed for about 15 years. Before then, the humans lived in Greenvale and the elves wandered the woods without a permanent home. Sadly, none of the elves is strong enough to know how to shift him or herself back to his people’s homeland. The hobbytlan settled here first, and the others were drawn by their comforts and security. Above the hidden village is a large open meadow in the light forest, where the villagers graze a few goats, plant vegetables in carefully random patches, and harvest the wild grasses for hay. A patch of cranberry bushes and a group of wild cherry trees also grow nearby. On the river banks wild apple trees and plums grow.

 

There are ony a few above-ground structures; a village hall made of stone walls and a turf roof which hugs the ground as much as possible - it is set about 4’ below ground level inside. There are 9 large oak trees capable of bearing small structures. Six are close together and have rope bridges strung between them. In fact, three support a mutual platform. The other trees are more scattered.

 

Diara has a simple system of leadership: each family head, whether male or female, young or old, meets in the village harvest-hall whenever there is a need to discuss an issue. Between 35-40 family heads show up for any given discussion. Voting is by a show of hands. The only official appointed position in the village is sheriff. Quarilon has had the job for three years.

 

Diara is located in Barony Seastorm, which rides on the north-eastern coast of Greenvale. Baron Kellem and his tax collectors know of Diara, and they visit once yearly to collect a small tax, but rarely bother the village otherwise. Two villagers spend 30 days each year serving in the Baron's castle as guards. In return, Diara is visited four times a year by a small guard patrol and has the right to call on the Baron for protection. Diara's only physical connection with the rest of the Barony is a narrow path suitable for foot or horse but not wagon, which wends its way to another village half-a-day's walk to the east.

 

People of Diara-by-the-meadows:

 

Bera, female human Bbn1: CR 1; Size M (5 ft., 10 in. tall); HD 1d12+2; hp 14; Init +4 (+4 Dex); Spd 40 ft.; AC 14 (+4 Dex); Attack +5 melee, or +5 ranged; SV Fort +4, Ref +4, Will +2; AL CE; Str 18, Dex 18, Con 15, Int 14, Wis 15, Cha 11.

 

Languages Spoken: Valer, Elvish.

 

Skills: Balance +6, Bluff +2, Hide +4, Intimidate +4, Jump +8, Listen +4, Ride +8,

Spot +2;

Feats: Dodge, Power attack.

 

Bera is one of Quarilon’s six guards. She spends her nights guarding the village. She was brought here as a teen with a broken leg, found unconscious in the wilderness. She never talks about her past, but is very loyal to her new people.

 

The Priests:

Aud, female half-elf Clr5 of Safreth: CR 5; Size M (5 ft., 10 in. tall); HD 5d8+10; hp 33; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +5 melee, or +5 ranged; SV Fort +6, Ref +3, Will +8; AL CE; Str 18, Dex 14, Con 15, Int 11, Wis 19, Cha 15.

 

Languages Spoken: Valer.

 

Skills: Concentration +11, Heal +12, Hide +2, Knowledge (arcana) +5, Knowledge (religion) +2,Sense motive +5, Spot +4;

Feats: Combat casting, Skill focus (concentration).

 

Cleric Domains:plant, protection

Cleric Spells Per Day: 5/4+1/3+1/2+1.

 

Aud is a plain-spoken, practical and pleasant woman. However, she mistrusts the druids intensely and must force herself to cooperate when the village needs them. She knows some villagers go down the river to a special ceremonial place, but believes it is just part of their history. Aud is a cousin of Quarilon, and came here 10 years ago when he invited her.

 

There are two level two priests in the village, one human and one half- Elven. The half-elf is the sole priestess of Elanora. The human is a priest of Diorel, the river god.

There are four level one priests, all four of Safreth. Three are hobbyt, one is half-elven.

 

The druids:

Giallaw, female human Drd5: CR 5; Size M (5 ft., 2 in. tall); HD 5d8+15; hp 48; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +6 melee, or +6 ranged; SV Fort +7, Ref +4, Will +8; AL CN; Str 17, Dex 16, Con 16, Int 13, Wis 19, Cha 7.

 

Languages Spoken: Valer, Ancient Miraborian, Elvish.

 

Skills and feats: Animal empathy +6, Craft (bowyer/fletcher) +6, Heal +10, Hide +3, Intuit direction +7, Knowledge (nature) +9, Listen +5.5, Move silently +3, Scry +8, Spot +4, Swim +11; Brew potion, Extend spell, Maximize spell.

 

Giallaw is the leader of a small band of druids who have become very important to this village’s survival. They help to keep the village hidden, wandering the forest each day with their animals.

 

Druid Spells Per Day: 5/4/3/2.

 

Giallaw’s fellow druids are:

- level 2: a human male and a half-elven female

- level 1: a human female, two elven males and a hobbyt male.

 

Ranger (total: 3)

- level 2: 1

- level 1: 2

The rangers are in charge of hunting and foresting activities by the villagers, leading teams of men into the woods to log what the village needs, and to bring back the meat and furs and hides that are critical to the village food supply. Deer is their commonest quarry. Wolves and wild dogs are also common.

 

Rogue (total: 3)

- level 3: 1

- level 1: 2

These three folk are seeming “commoners” who keep their illicit tendencies under cover. They are not necessarily evil. In fact, one, a hobbyt named Pansy Tibbit, is a very good bargainer and bluffer. She often deals with the few outsiders who come to the village, determining their honesty and their purpose in entering the town.

 

Wizard (total: 1)

- level 1: 1

Training as a wizard is nearly impossible to come by here. Gythla is a human woman who married a local villager ten years ago and settled here. She was an adventurer, but gave up the career when wolves attacked and killed her companions. She has a great desire to learn new spells and improve her knowledge - she feels that Harek is too powerful for the village to trust entirely.

 

Sorcerer (total: 6)

Harek, male human Sor5: CR 4; Size M (5 ft., 8 in. tall); HD 5d6+5; hp 28; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +2 melee, or +1 ranged; SV Fort +2, Ref +0, Will +7; AL NE; Str 11, Dex 9, Con 12, Int 15, Wis 17, Cha 18.

 

Languages Spoken: Valer.

 

Skills and feats: Handle animal +1, Knowledge +9, Listen +3, Move silently -1, Scry +9, Spellcraft +9, Spot +3, Wilderness lore +10; Craft scroll, Spell focus (illusion).

 

Spells Per Day: 6/6/4.

 

Harek is the major spell-caster of the village. He is a very loyal and trustworthy member of the village’s defenses. However, he is getting on in years, so he prefers to stay close to the village. He has found several younger villagers with sorcerous skills, and has recently begun to train them.

- level 2: 2 One of Harek’s older students, named Thaela, is one of Thamilon’s followers.

- level 1: 3

 

 

Commoner (total: 279)

Radija, female human Com12: CR 11; Size M (4 ft., 10 in. tall); HD 12d4+12; hp 48; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +11/+6 melee, or +8/+3 ranged; SV Fort +7, Ref +6, Will +6; AL CE; Str 20, Dex 14, Con 12, Int 15, Wis 14, Cha 13.

 

Languages Spoken: Valer, Elvish

 

Skills and feats: Bluff +5, Climb +19, Handle animal +16, Hide +2, Jump +17, Knowledge (arcana) +3, Listen +2, Move silently +2, Perform(storytelling) +6, Pick pocket +8.5, Spot +14; Combat reflexes, Great fortitude, Shield proficiency, Skill focus (climb), Track.

 

Radija acts as the village entertainer much of the time, with her perform skill and her jumping and climbing abilities. She is also an excellent lookout and village guard.

 

- level 6: 2

 

Gudrid, female human Com6: CR 5; Size M (5 ft., 3 in. tall); HD 6d4+6; hp 23; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +5 melee, or +4 ranged; SV Fort +3, Ref +3, Will +3; AL CE; Str 15, Dex 12, Con 12, Int 10, Wis 13, Cha 10.

 

Languages Spoken: Common.

 

Skills and feats: Diplomacy +2, Escape artist +4, Handle animal +10, Hide +1, Jump +10, Knowledge +1, Listen +3, Move silently +1, Spot +3, Swim +4; Alertness, Exotic weapon proficiency (kama), Skill focus (jump), Skill focus (handle animal).

 

Possessions: 28 sp in gear.

 

Gudrid is one of Thamilon’s strongest supporters. She despises folk who are not descendants of the “true natives” of the region. She can trace her family back to the folk who lived in the old manor, supposedly.

 

Asgrim, male human Com6: CR 5; Size M (6 ft., 4 in. tall); HD 6d4; hp 13; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +6 melee, or +5 ranged; SV Fort +2, Ref +4, Will +5; AL CG; Str 17, Dex 15, Con 10, Int 14, Wis 17, Cha 15.

 

Languages Spoken: Common, Dwarven, Halfling.

 

Skills and feats: Climb +12, Handle animal +8, Heal +6, Hide +2, Intuit direction +7, Listen +5, Move silently +2, Open lock +6, Profession +14, Spot +5; Alertness, Combat reflexes, Run, Skill focus (profession).

 

Possessions: 28 sp in gear.

 

- level 3: 4

- level 1: 572

 

Expert (total: 21)

- level 7: 1

 

Cermac, male human Exp7: CR 6; Size M (5 ft., 4 in. tall); HD 7d6; hp 18; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +8 melee, or +7 ranged; SV Fort +2, Ref +4, Will +4; AL N; Str 16, Dex 15, Con 11, Int 12, Wis 9, Cha 8.

 

Languages Spoken: Valer, Elven, Dwarvish.

 

Skills: Animal Empathy +10, Balance +7, Craft metalwork +10, Handle Animal +10, Knowledge local +10, Ride +5, Read/Write +2, Swim +7, Wilderness Lore +7

Feats:

 

Cermac is the village Smith. He is quite good, dwarf-trained and proud of it. He is not arrogant, but confident. Like many smiths, he loves to drink when he is not working over his forge. He makes mostly farming tools, some spear points and many hunting arrow heads.

 

- level 3: 2 ( both woodsmen, hunters and trackers)

- level 1: 18 (mostly focused on the woods and hunting, but a few are expert turf-layers and gardeners)

 

Warrior (total: 33)

- level 7: 1

Araon, male elf War7: CR 6; Size M (4 ft., 10 in. tall); HD 7d8+14; hp 37; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack +9/+4 melee, or +10/+5 ranged; SV Fort +7, Ref +5, Will +4; AL LG; Str 15, Dex 16, Con 14, Int 11, Wis 11, Cha 11.

 

Languages Spoken: Common, Elven.

 

Skills and feats: Hide +3, Jump +7, Listen +2, Move silently +3, Profession +2, Ride +12, Search +2, Spot +2, Swim +5; Improved initiative, Iron will, Weapon focus (flail, heavy).

 

Araon is a loner, preferring to do his guardwork and leave the villagers alone. He rarely spends much time anywhere except his tree flet when not on duty.

 

- level 3: 3

Quarilon, male half-elf War3: CR 2; Size M (5 ft., 6 in. tall); HD 3d8+3; hp 25; Init +1 (+1 Dex); Spd 30 ft.; AC 16 ( chain shirt, +1 Dex); Attack +6 melee, or +4 ranged; SV Fort +4, Ref +2, Will +0; AL CG; Str 16, Dex 13, Con 13, Int 13, Wis 9, Cha 8.

 

Languages Spoken: 'Valer Elven.

 

Skills and feats: Craft +3, Handle animal +2, Hide +1, Intimidate +3, Jump +7, Listen +0, Move silently +1, Perform +1, Ride +2, Search +2, Spot +0; Skill focus (intimidate), Toughness.

 

Falliar, female half-elf War3: CR 2; Size M (4 ft., 10 in. tall); HD 3d8+3; hp 25; Init +0; Spd 30 ft.; AC 14 (studded leather and shield); Attack +4 melee, or +3 ranged; SV Fort +4, Ref +3, Will +0; AL NG; Str 13, Dex 10, Con 12, Int 14, Wis 9, Cha 11.

 

Languages Spoken: 'Valer, Dwarven, Elven.

 

Skills and feats: Handle animal +6, Hide +0, Jump +7, Knowledge (woodscraft) +4, Listen +0, Move silently +0, Search +3, Sense motive +1, Spot +0, Swim +6; Expertise, Lightning reflexes.

 

Corlow, male human War3: Cr 2; Size M (5' 4" tall); HD 3d8 +3; HP 28; Init +0, Spd 30 AC14 (studded leather and shield); Attack +4 melee, or +3 ranged; Sv Fort +4, Ref +3, Will +2, AL LG, Str 13, Dex 10, Con 12, Int 14, Wis 10, Cha 10

 

Languages Spoken: 'Valer, Hobbytlan, Elvish

 

Skills and feats: Craft +3 (woodcarving), Handle Animal +3, Hide +2, Knowledge (local) +4, Listen +0, Move Silently +0, Ride +2, Swim +4; Toughness, Iron Will

 

Possessions: besides their armor and basic weaponry (short swords, spears, shortbows and arrows), they have a few healing potions, some other random potions and a few bits of personal possessions - including any craft or professional materials that are appropriate.

 

- level 1: 30

 

These warriors rotate the duty of guarding the village among themselves; Falliar, Quarilon, Araon, Radija, Corlow and Bera. At least one guard is always on duty, in the highest flet, watching for intruders, wild dog packs, and other threats. Other villagers may sometimes be found taking watches up and down river from the village if something suspicious seems to merit extra caution. In times of active danger there will be up to six watchers spaced around the village outskirts.

 

Places in the village:

 

1. The Hall: the only public building. Quarilon can often be found here, working on his watch schedule. There are store-rooms that hold supplies owned by the village in common, including grain, lumber, firewood, charcoal, dried meat, hides and more. There are also some barrels of locally made beer, and the brewery room is at one end of the hall, with its own entrance.

 

2. The temple to Safreth and all gods: this temple is merely a platform high in a tree and a small room hollowed out below it for storage and for Aud to dwell in. Services are held in the clearing while Aud preaches from the flet. The platform is only large enough for about 4 people at any time.

 

Secrets (DM only, please)

 

 

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