OVERLAND COMMUNITIES

 

APPLETON, VILLAGE OF

It is surrounded by fine apple orchards, which have a strong fense around them. This fence is patroled by the locals, armed with hefty sticks, on the look out for goblins & the like who might wish to steal their apples. Appleton apples are famous & exported all over Monn Ward & sometimes beyond. The village has a busy market, selling mostly apples, but also all sorts of other goods & services. The viilage itself is protected by a sturdy motte & bailey stlye fort. The vilage has no Lord, electing a mayor for a five year term, a privilage granted to them in ages past. All normal market activities may be performed here.

 

BANDIN WEIR, VILLAGE OF

I entered the village of Bandin Weir. The Moon river has been diverted here slightly by the erection of wooden damns, which look to be failry old, but well maintained. These funnel water into a large pond, and the rushing ater is used to power a number of large mills. One grinds grain, another is used for sawing logs. The village has a heavy wooden stockade and several wooden towers which are normally manned by archers armed with the excellent bows of Meadowbrook. A small harbour is where logs are brought in when floated down the river from Cutting, far to the north. Most travel to and from the village is by small boats. There is a thriving market here. You may perform any market action here.

 

BLATHE, VILLAGE OF

Taking long strides, I moved into the Village of Blathe. I entered a small village. A sign on the path proclaimed it to be ''Blathe''. Population, 204. It seemed a fairly quiet village, with the exception of a huge steel anchor, about twice the size of a traders wagon, which is buried in the top of a house here. Nobody seems very surprised that a house is sporting an anchor through most of the upper floors, despite the unusual size of the object of the fact that it seems to have dropped ot of the sky! Investigate the anchor using the order "L 212" if you want to know more. No significant trade is carried on here.

L 212 0

Asking about the anchor about Blathe, I have been given several eyewitness reports. Residents seem agreed that the anchor, which is half the size of the house it fell on, simply dropped out of a clear blue sky. Several townsfolk have embellished the story, some describing a strange brimstone smell, while others swear they heard demonic laughter fill the air. The only useful piece of information came from an old inkeep, who explained that shortly after the anchor had smashed in the roof of the house, a glowing light had filled the cellar of his inn, which was just across the street from the destroyed building. When he had investigated he found a strange doorway made entirely from energy which had definitely not been there earlier, when he change the beer barrel on his Dwarven Finest Grog. He had considered entering the doorway, recalling childhood stories told by his father of adventure and excitement when ordinary folk did such things. But before he had stepped in, he had recalled his mothers mocking voice berating him for a fool. "Adventures," she had said, "are not for the likes of you. You'd be killed... or worse, in less time than a barbarian takes to swig a pint." The inkeep smiled sadly, "she was probably right," he acknowledged. The decision had been taken from his hands when, several days later, the glowing doorway had disappeared. "If only you had gotten here sooner," he chastised. "But never mind, you still have a chance." The inkeep explained that another such door had been seen, a few days to the West across country, by some hunters who had been in town last week. "Head there quickly, you might catch it still."

 

CLEAVEWOOD, VILLAGE OF

I entered the village. Like many of the villages on the southern edge of the Great Forest, this one clings to life. Dour faced inhabitants hunt and lof for a living: dangerous professions, for the woods are infested with all sorts of fell creatures. The strong sense of self worth and the independent natures showed by the inhabitants struck me as noble: these are people who live in a tough place and are tough themselves.

 

CROWNHEART, CITY OF

M ? 0

I paced into the City of Crownheart, my gaze intent on all around me. I am standing before the immense gates of Crownheart, capital city of the Kingdom of Bereny and home of the His Majesty the King. Crownheart is a city of rich history and legend, its mighty walls circling a bustling and frenetic center of population. Flags fly on every building, heavily armed troops march the streets in full-dress parade, while the Royal Palace in all its awesome marble splendour rests in the center of it all. Trade, commerce and politics are abundant in all their forms which has led people to say of the city, “If it can't be bought in Crownheart ... it can't be bought.” The saying refers to more than just goods. Crownheart is the center of state and politics for the whole Kingdom. While standing here you can issue buy and sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order 'L 2 0' while standing on the city square.

 

CUTTING, VILLAGE OF

I entered the village of Cutting, perhaps the most northerly settlement in the whole of Bereny. As it's name might imply, Cutting is a logging camp. Perhaps 200 folk live here, all strong, independent folk who eat by hunting & earn a living through logging. The village is surrounded by a huge thick wooden wooden pallisade & sports a large  wooden keep at its center. Local goods are taken off for sale & there is nothing in the way of a market here. The place is ruled by tough & uncomprising Lord Lacklir, whi makes his home in the large wooden keep. Logs floar down the river to Meadowbrook & Bandin Weir & most folk come & go by boat.

 

ENTON, VILLAGE OF

I entered a small village. A sign on the path proclaimed it to be ''Enton''. Population, 104. It seemed a pleasant little place. While standing here you can issue buy and sell orders as a normal trader.

 

FAERING, VILLAGE OF

I entered the village of Faering. A small place, it seems peaceful enough, though plagued with minor difficulties: Milk sours quickly, horseshoes are thrown, babies go missing. Locals say this is due to the 'faeries' who come invisibly during the night and play all sorts of pranks. The best way to keep these creatures out of a house, the locals say, is with a lock made of cold iron. Such locks could be sold locally for 20gp. The locals gather elfshot from the nearby area, miniature silver arrowheads. These are sold locally for 4gp. Locks can be sold normally, elfshot bought with 'B 819'.

 

FARLOW FOREST

L 0 0

I Look Around. I am standing in Farlow Forest. The area is thick with lush coniferous trees of many kinds, towering high into the air. I am in Home Ward in the Kingdom of Bereny.

 

FRESH PASTURES, VILLAGE OF

Taking long strides, I moved into the village of Fresh Pastures. I entered the village of Fresh Pastures. It was a pitiful place, with less than forty people living within it. A rough wooden stockade surrounds it. Once the village was much larger, for there are many ruined buildings and the remains of a set of proper wooden fortifications. Clearly, the depredations of the goblins have been too much for the place and it has fallen on hard times. There is a single stone building within the village which houses the local lord, Alliack, a pitiful old man who mumbles about the past.

 

FRUITFARE, VILLAGE OF

I walked into the Village of Fruitfare. I entered the village of Fruitfare. Less a village and more of a market, Fruitfare deals almost exclusively with the buying and selling of fruit produce, which is generally imported from Summer Ward and exported to Home Ward. Only fruit may be bought here, and only in large boxes (1 per backpack slot). Unripe strawberries(820) they buy for 10 and sell for 15, ripe strawberries(821) they buy for 8 and sell for 12, overipe strawberries(822) they buy for 2 and sell for 5. Use normal buy orders with the numbers given above for trading in fruit.

 

GOATING, VILLAGE OF

I entered the village of Goating, which is easier said then done as you literally have to fight your way through herds of goats to get in. The locals, who number some 150, put their prosperous herds down to the 'goat stone', a moss covered rock in the center of the village they claim keeps the goats safe. Certainly, there must be some explanation because the goats wander free and are an obvious target for goblin raiders or other thieves. Lord Goating, a man who looks rather like a goat himself with his little beard and spare figure, rules the place. Normal market functions may be performed here.

 

GHORST, CITY OF

I moved cautiously into the City of Ghorst. I stood before the gates of Ghorst, the city that is known as the 'trading center or Bereny'. Many years ago the people of Ghorst, who are themselves not famous for making anything, realized their city would be the perfect impartial center of trade for the whole Kingdom. Since then Ghorst has become the headquarters of a great many crafts, with Guild and Apprentice halls representing almost everything that is made in Bereny. Although it cannot be said to be a rich town in the manner of Torlia or Poldoon, it is true that a lot of money does change hands in Ghorst. The City of Ghorst is presently 'closed', its gates locked. Entrance is prevented by heavily armed militia. There is a surly and dangerous mood in the air.

 

HASJAN, CITY OF

I moved as quickly as possible into the city of Hasjan. I stood before the gates of Hasjan, the most Western city in the whole of Bereny. This place has an unusual mix of local trades including mining, fishing and a large military establishment due to its proximity with the Bereny border and the Province of Derwent... enemy of the Kingdom! In fact, while it is strategically important, Hasjan has seen peace for over a hundred years. Hasjans people speak normal Berenian, but also have an unusual dialect of their own called 'Haaj'. Their name for the city is Koos, which means 'Western' in their dialect, in the same way that Hasjan means 'Western' in the Old Tongue. Hasjan is a quiet place, known mainly for the 'festival of colours' that takes place in Midsummer (believed to be the wildest party night in Bereny). While standing here you can issue buy and sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order ‘L 2 0’ while standing on the city square.

 

HELL’S BASTION, VILLAGE OF

I entered Hell's bastion, which i  the closest village to the Hells Deep dungeon. As a result, it has got wealthy trading good hauled from those depths by brave adventurers. The village sports stone walls and a stone keep. Lord Bastion, a retired adventurer, rules the place and controls a powerful group of warriors backed up by some enchanters, all of which are well equipped. Many folk have tried to rob his castle and failed. All market functions may be performed here.

 

HILLINFOLE, VILLAGE OF

Travelling, I moved into the Village of Hillinfole. I entered a small village. A sign on the path proclaimed it to be "Hillinfole". Population, 101. It seemed to be a very basic lumbering settlement. The people were a simple folk who seemed to have little to do with the world outside their basic life of tree cutting, farming and their small community. There was a small market here which sold all the usual things available from traders.

L 0 0

I look around. I am standing out in the open, in the Kingdom of Bereny, ruled by Mark the 3rd, in the lands of Myriad. The sky is clear and blue and the air is fresh.

 

HILLENFOLE WOODS

I crept into Hillenfole Woods, watching my surroundings carefully.

L 0 0

I am standing in Hillenfole wood, in Summer ward. The Trees around me show signs of forestry: some are marked to be chopped down, others are saplings that have been carefully planted, here and there I can see piles of logs.

 

HUNTING, VILLAGE OF

I entered the village of Hunting. It exists on the edge of the hunting woods to provision those who would venture in and seek to slay the various creatures, many of which have valuable hides, that dwell within. Some eighty folk live here, there is a bustling market and the whole place is under the watchful eye of Hunting Keep, just to the north. The village has few problems, though from tiem to time is raided by groups of Midnight Elves from the woods. GM note: all normal market activities may be performed here.

 

HUNTING KEEP

I entered Hunting Keep. This small, but well fortified, structure has stood by the side of the hunting woods for more than a hundred years. It serves to keep an eye on the creatures within those woods and, if need be, move to prevent them causing any trouble. There are over 150 troops based here. The Keep offers a good view of the surrounding lands.

L 0 0

I looked around Hunting Keep. There are some 150 soldiers based in this strongly fortified, squat building. Most of these are light skirmishers, ideal for sallying into the forest, or cavalry who run down any dangerous creature that gets out of the woods. Several Crusaders of Shanna also make this place their home, and they have a small preceptory turned over to their use. The fort is run by Sir Mortimer Fairheart, who is well known as a friendly chap happy to talk to strangers and adventurers. If you wish to talk to Fairheart then use the order ‘L 2 0’. To visit the preceptory use the order 'L 3'. To try and find out more from the locals about the woods and their history, use 'L 4'.

L 2 0

I found it very easy to get an interview with Sir Mortimer Fairheart. He has run the Hunting Keep for many years. In his younger days he went out and rode with the troopers hunting down Midnight Elves or the various possessed and corrupted animals that escape the woods. Now, as he says himself, he is far too old and too fat to leave the Keep very often and so he spends his time drinking, eating and talking to travelers. He is very amusing company, runs the keep like clockwork and keeps Bereny safe from the creatures that dwell within the keep. I spent a very pleasant time talking to him over dinner (at his invitation) and got some sleep in a comfortable bed in the keep. He said I was welcome to stay here anytime, especially if sallying forth into the woods to destroy the malignant creatures within!

GM note: The ‘L 2 0’ order at the keep will now have you stay with Sir Mortimer.

L 3 0

I visited the Shanna Preceptory. Four of the sisters and two priestesses dwell here, serving the needs of the keep and sallying forth with them to slay the corrupted creatures of the woods. They were friendly, and explained that by far the worst of the creatures within the woods is the Black Unicorn, a creature who has been sadly tainted. The horns of these creatures should be handed in to the preceptory, they say. A reward of 100 gold is paid for such. Once handed in, the horns can be purified and sent back to Crownheart for safekeeping. Use the order 'L 20' to hand in a Unicorn Horn. The preceptory has facility to cure the 'spasm' effect inflicted by a blow from a dark unicorn horn (often wielded by a Midnight elf). There is no charge for this. Use the order 'L 30' to get a cure.

L 4 0

I chatted to folk in Hunters Keep. Everyone spoke very highly of Sir Mortimer, who is in charge here, and of the Crusaders of Shanna and priestesses who dwell in the preceptory. The Keep serves to keep creatures that appear in Hunting woods in the woods: skirmishers go in to kill them, and cavalry patrols the outskirts. Mostly, the creatures that come out are Yain Boar, wild Boar tainted by the demon Yain or the Midnight elves who serve Yain himself. Most feared are the Midnight elf Wardancers who wield the horns of tainted dark unicorns as lethal weapons. The horns of the Yain boar are worth 30 gold, so often hunters or adventurers trek into the woods. There is said to be a stone archway in the middle of the woods that connects to a Midnight elf stronghold, somewhere.

 

HUNTING WOODS

I took a look around. This woodland is wild and untamed, though here and there I can see signs that it was once well tended: trees, now grown wild, grow in lines. The marks left by hunters can still be seen on trees. Before the time of king Floyd the Mad this set of woods was used as a royal hunting preserve. When Floyd repealed the adventurer's charter, a group of Midnight Elves, unchecked by the sorties of adventurers into their territory, gained access to the woods and corrupted a number of the creatures who were hunted here.

 

ICEWIND HILLS

L 0 0

I am in the Icewind hills, in the most southerly part of Bereny, Frost Ward. The wind here whips through the valleys and the hillsides look as if the wind has carved

them from ice. A desolate place indeed.

 

JAKOB’S FOLLY, VILLAGE OF

I entered the village of Jakob's Folly. The place is struggling to survive, with a population of less than forty, but usually the same again in travelers. Sporting a few inns and a market place, it suffers badly due to a lack of an natural defensive terrain: the land is flat and the rough wooden palisade serves poorly to defend against bands of monsters and bandits. The place is often raided and is too far from Moonbridge to get much protection from the soldiers there. This was the folly of the name of the village: built by the legendary founder of Eastbridge, it is too far out from Moonbridge and too poorly defended. Still, it survives year after year, though only the brave or the foolhardy tarry here long. You can perform all market functions here.

 

JOBOLLAH, CITY OF

I stood before gates of the largest city in Moon Ward, Jobollah. A city that can delight the eye with its eclectic mix of traditional Berenian architecture & the spires & minarets of Kyrian influence. Over the years Kyrian visitors have set up home in this fair city & so the place has taken on a foreign & exotic atmosphere. Painted in many colours the city is awash with tints & shades. Famous for its Grand Bazaar of Strange Delights, Jobollah is a city of excitement, adventure and wonder. While standing here you can issue buy & sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order ‘L 2 0’ while standing on the city square.

 

LARIK, VILLAGE OF

I entered the village of Larik. It is a calm, tranquil, and peaceful place. It sits by Larik Lake which, wilst small, is crystal clear and sweet smelling. The locals fish the lake from the banks and grow crops. The village attracts a fair number of visitors for reason of the shrine that sits just outside the village, by the lake. No real merchantile activity takes place here, though rations may be bought for 3 gold. (use the order 'B 124') in the form of dried fish. To take a closer look at the shrine use 'L 0 0'.

L 0 0

I headed around the side of the lake to the small shrine that lies near Larik. It is dedicated to Bethseline in her aspect of moon goddess. Every night the small number of priests who dwell here hold a service by the side of the lake, which the moon reflects in. This ceremony is very beautiful and is often combined with a marriage: many folk travel a great distance to be married by Larik Lake by the light of the moon. During the day the priests make copies of the huge tome 'The Book of the Moon' said to hold many poems written in praise of the Moon. They sell these books for 500gp (though at that price they sell them rarely.) They use a great deal of Lunar Silver in their devotions, which is imported from the south. They pay 200 gp per bar. (GM note use 'B 834' to buy a book.)

 

LIONEL, CITY OF

I stand before the ancient gates of the City of Lionel. If Crownheart is the material capital of Bereny, then Lionel, surely, is the spiritual heart.  Named after Lionel of Tredach, founder of the Kingdom, it is here that the Clan Tredach drove back the Demons and ended the Time of Thunder. Of particular interest to visitors are the Golden Castle, original home of the Royal Family before the Palace in Crownheart was built, and the many museums dedicated to Berenian History.  Buildings in Lionel are still wood and thatch in many places, giving the place a quaint charm.  Lionel has some of the strictest bylaws concerning the open use of flame and visitors should be aware of the stiff fines for the open use of fire magic while within the City Walls.  While standing here you can issue buy and sell orders as a normal trader without actually entering the city.  Should you wish to explore the city itself you can issue the order ‘L 2 0’ while standing on the city square.

 

LUX, CITY OF

Travelling, I moved into the City of Lux. I am standing before the famous Iron Gates of the city of Lux. While Lux is one of the smaller cities of the Kingdom it is a place with a long and frightening history of bloodshed and destruction. Lux itself is a friendly place, yet those who come here swear they can feel the spirits that haunt the city, leading many to nickname it the 'the City of Death'. Despite its gruesome history Lux is a busy and industrious place where people work hard and much is produced and grown. The sky above Lux is often smoky and dark due to the peat fires that the people use to keep them warm in the cold climes of Winter Ward. Outside the town a lively hunting trade means that salted meat is always in good supply for trade and consumption! While standing here you can issue buy and sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order 'L 2 0' while standing on the city square.

 

MEADOWBROOK, TOWN OF

Determinedly, I marched Northwest into the Town of Meadowbrook. I stood before the gates of the Town of Meadowbrook. This is a historic place, having been invading and razed to the ground more times than most other settlements put together. Ever the site of conflict with the sub-humans who venture from the Great Forest, Meadowbrook has been rebuilt many times simply because its people are as tough as old nails and simply refuse to give up. In Meadowbrook there is a saying, "If it can be knocked down it can be rebuilt." Meadowbrook's chief business is lumber and the most unusual facet of its people is their ease around the Elven folk. They have lived too long near the Great Forest to find elves surprising or strange, it seems. While standing here you can issue buy and sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order ‘L 2 0’ while standing on the city square.

 

MERRYWELL, CITY OF

I stand before the ornate city gates of Merrywell, which are flanked by two enormous marble fountains. The walls of the city are entirely white and are patrolled by Kings Guard in the ivory uniforms of the famous Sheriffs of Merrywell. This city is, for the most part, a farming settlement which grew beyond its bounds. Its central position in Bereny has made it a favourite of travellers and the Sheriffs of Merrywell are the fellows who keep the peace in a town which mixes farmers, soldiers and adventurers in fractious proportions. Merrywell is the major seat of learning for animal and human healing, for agriculture and is also the current summer home of the High Priest of Bereny. While standing here you can issue buy and sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order ‘L 2 0’ while standing on the city square.

 

MOONFALL, VILLAGE OF

M ? 0

Determinedly, I marched into the village of Moonfall. I entered the village of Moonfall. It is small and under populated as a result of frequent raids by bandits and brigands. Folk still stay, though, for the hills are a source of the rare and valuable Lunar Silver. It is this silver which also attracts the bandits! Lunar Silver Bars (item 840) are sold here at 200 Gold each, order code 'B 840 0'. An old craftsman in the town makes Lunar Silver Bands, order code 'B 835 0', which are used to make a type of magical staff, so he says, for 500 gold. The Book of the Moon can also be purchased here for 500 GPs, order code 'B 834 0'.

L 0 0

I look around. I am standing out in the open, in the Kingdom of Bereny, in the lands of Myriad. The sky is clear and blue and the air is fresh.

 

RAGGEDROCK, VILLAGE OF

I entered Raggedrock, which is less of a village and more a fortified hill camp. A narrow trail, bordered by sharp looking boulders that give the place its name, is the only way into the village. Once you have made your way up the trail you come to a strong wooden pallisade, almost built into the hill, which is patrolled by stern faced soldiers. Inside, the village is pretty spacious, as it is built in a natural bowl in the hill. Flocks of goats and sheep graze peacefully within the area and the busy market bustles with life. Perhaps 150 folk live here. All normal market activities may be performed here.

 

ROMIRO, VILLAGE OF

The Village of Romiro is a desolate place, right in the middle of Homeward. Many would say that this is what happens when Necromancers are given high honours and allowed to rule!  There are perhaps only 40 villagers living here, most half mad.  Most look well fed, though and there is no outward sign that they are abused.  Some comment that the zombies, who often rise from the fields, never cause them any harm. Not so strangers, though.

 

SORROW, VILLAGE OF

Keeping careful watch, I walked Southwest into the village of Sorrow. The Village of Sorrow is a small settlement deep on the eastern rim of Summer Ward. It is a strange and mysterious place, where people have lived for many hundreds of years, even further back than the Time of Thunder, although like everywhere else the village was devastated by that titanic struggle. Many of the buildings here bear a strange mark on their walls, that of the letter 'D' in a floral pattern over which there is a crown. The village has a substantial market and all goods available from normal traders can be purchased here. At the entrance to the village there is a small hut with a Royal Flag flying above it. If you are part of a Royal Mission you should issue the ‘L 2 0’ order on the village square for further information.

L 2 0

I walked into the building that displayed the Royal Flag and was greeted by a friendly-looking fellow dressed in very official robes of state. “Welcome,“ the man said, I am Donohue, Clerk to the Royal Court. You must be one of those selected for the mission to Dead End Drop! Here take this,“ he handed me a silver seal. “You will need this magical seal to pass the gate at Dead End Drop. When you use it the seal will disappear. I am sorry I had to bring you out of your way, but this place is safe for me... I am not an adventurer. When you get closer to dead end drop you will see that many strange dangers abound. Now you must head back up the road from whence you came and take the eastern fork instead of this one. That will take you directly to Dead End Drop. Beware of the Manticore.“

 

STISLIN, VILLAGE OF

Like many of the villages on the southern edge of the great forest, this one clings to life. Dour faced inhabitants hunt and log for a living: dangerous professions, for the woods are infested with all sorts of fell creatures. The strong sense of self worth and the indepent nature showed by the inhabitants strock me as noble: these are people who live in a tough place and are, in turn, tough themselves.

 

SULPHUR SPRINGS, VILLAGE OF

M ? 0

I took cautious steps, moving into the Village of Sulphur Springs. I entered the village of sulphur flats. A small place, it has suffered greatly from the depredations of the Fire Goblins who inhabit the local area. The locals make a living gathering and exporting sulphur, though few come to buy. Small bags of sulphur may be bought here for 5 gold. Use the order 'B 825 0'

L 0 0

I look around. I am standing out in the open, in the Kingdom of Bereny, ruled by Mark the 3rd, in the lands of Myriad. The sky is clear and blue and the air is fresh.

B 825 0

I bought 1 x Bag of Sulphur for 5gp.

 

TORLIA, CITY OF

I edged into the City of Torlia. My shadow stretched long behind me. I stood before the city gates staring up at the towering wall of the City of Torlia. Situated in the rolling foothills with the black mass of the Spirit Mountains always staring ponderously down from the West, Torlia is a thriving mining town. While smaller and less grand than some other cities, it is nonetheless a place of much wealth. Copper, lead, iron and other natural ores are all stored and traded here. Outsiders think of Torlia as ''The Grey Town'' ¡ its people similiarly colourless. In fact, Torlians are a hearty and friendly crowd, although hard work is certainly an important ethic here. Buildings of slate and heavy rock give the settlement the appearance of a place carved out of the earth itself. While standing here you can issue buy and sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order ‘L 2 0’ while standing on the city square.

L 2 0

I entered the city of Torlia.

 

WHITE FLOWER, HOLT OF

A small but thriving place made of rough stone cut of the icewind hills. The folk are hardy and friendly. They hunt to live and gather flowers in the hills to the north: the sunflowers that grow there are used in Alchemy. The locals complain of the Ice Goblins ( and sometimes very dangerous ice trolls, too), who inhabit the hillside ambush them on their travels. the place has a thriving market, courtesy of dried flower exports and all normal market functions can be performed here. There is an Alchemist living somewhere in the hills to the north who deals with the village on behalf of the guild. He is said to dislike any vistors. The dried flowres are taken to him.

 

WINTRED, CITY OF

I trudged into the City of Wintred. I stood before the frozen gates of Wintred, the Southernmost city before the Glacier, where even the summers are chill, while the winters, it is said, can freeze a man where he is standing. Wintred is the first port of call for Barbarians heading North and the last for Berenians heading into the snowy emptiness of the Southern Glacier. The City's major trade is meat and furs, although it also serves as an official cultural center for the Barbarians of the South and an unofficial barracks to protect from the same people ... dating back to the days before the peace treaty. Recently some 'tourists' have come through Wintred on trips to “see one of the Great Ice Wyrms of the glacier”. Very few have returned. While standing here you can issue buy and sell orders as a normal trader without actually entering the city. Should you wish to explore the city itself you can issue the order 'L 2 0' while standing on the city square.

 

YAMIN, VILLAGE OF

I entered the village of Yamin, or what was left of it. Once it clearly had sturdy wooden palisades and a tall, proud wooden keep with a stone base. Now all is tumbled and only the stone base of the keep and clumsily patches palisades remain. Locals, which number less then forty, say that they withstood the attacks of Goblins for years, but that one day a trio of giants, brothers named Lugin, Mugin, and Phew came to the village, tore up the roads outside and threw them at the stockade walls, crushing palisades and the men manning them alike. The village was almost destroyed and the giants looted the place, ate the dead and left.

 

YASLIN, VILLAGE OF

Like many of the villages on the southern edge of the Great Forest, this one clings to life. Dour faced inhabitants hunt & log for a living: dangerous professions, for these woods are infested with all sorts of fell creatures. The strong sense of self worth & independent nature showed by the inhabitants struck me as noble: these are people who live in a tough place and are, in turn, tough themselves.