The People Of The Keep

  • Uploaded by: Gamer4242
  • 0
  • 0
  • February 2021
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View The People Of The Keep as PDF for free.

More details

  • Words: 19,335
  • Pages: 16
Loading documents preview...
THE PEOPLE OF THE KEEP Written by Drew Williams

This is a custom reference for the inhabitants of Restwell (The Keep on the Borderlands), as suggested by Gary Gygax in 'Preparation for the Use of the Module' section of Dungeon Module B2 The Keep of the Borderlands (pages 5-7). Most details herein only embellish on those already included in the module, and are fully compatible. Where some details do differ, precedence is to be given to the custom changes included here. The Keep Map included has been slightly modified to show the few additions indicated.

PEOPLE OF THE KEEP 1a. THE APPROACH: The wide dirt road rises above the valley to the keep. Probability of encountering merchants and travelers. See the Road Encounters Chart. 1b. BUTCHER'S LANE: A shantytown where hunters and trappers deal with furriers and meat sellers. 3 main buildings: a tavern called "The Snare Trap", A butcher's collective called the "Blood Pit", and a notorious Pelt Trader's Warehouse run by a cruel woman named Magg. Tents and lean-tos of various impermanence crowd between these structures and against the cliff base. It is always occupied by 60-80 visitors and semipermanent residents. See Butcher's Lane Map and Butcher's Lane NPC Sheet. If the party approaches this area, they should quickly recognize that it is an unsavory crowd. Many hunters grumble and keep to themselves, but skinners and trappers only stay to either do business or get drunk. The sight of a brawl tumbling into the muddy lane from the front entrance of The Snare Trap is a common one. If any players are seeking gambling, or unsavory employment, The Snare Trap is where it will be found. If a player would like to sell raw pelts or the meat of fresh kills, the Pelt Trader or the Blood Pit will be willing to pay a price. The skinning of fantastic creatures for trophy could also be arranged for the right price. Roll a 1-3 on a d8 for 2-4 Restwell Watchmen to be present at a given time. When no patrol is present, probabilities for brawls, thefts, or worse, increase. Butcher's Lane exists due to edicts established many years ago, that bar many of the numerous hunters and trappers of the region from entering the Keep without enduring fines.

1c. MAIN GATE: 2 men-at-arms from area 2. Two Guards stand together beside the short stone walls of a ramp. A broad thick oak drawbridge has been left lowered, and rests flush in a niche of the ramp that spans a steep crevasse left between the fortress' sheer cliff wall and the top of the road. Portculli within the gatehouse are also left open, as meager traffic passes through regularly. But everywhere the shadows of well armed soldiers indicate that the defenses are well manned. These two Guards will be among the older and wiser of the garrison, being well acquainted with their duties and each other. Crossbow wielders on the towers above, and halberdiers within the gatehouse tunnel, will all defer to the gestures of these first two. Strangers and infrequent travelers that are not recognized, as well as the occasional subject, are challenged to declare their origin and purpose. Restwell maintains a policy of arms that bars most from carrying more than a single dagger within the walls, and a portion of the fortress Warehouse (5) is secured with an iron cage for checked weapons. Each weapon surrendered incurs a fee, separate from the gatehouse toll itself. Though these two guards do not collect these effects, they ensure that the party accepts that they must abide by these standards before being permitted to cross the drawbridge. Draw these guards randomly from the NPC sheet.

Procedure for Interviewing New Arrivals: "Where are you coming from?" "What is your business in Restwell?" "Do you have coin with which to pay the Bailiff?" "Are you prepared to pay all dues required?" "Are you prepared to obey the Kings Law within these walls?" "Do you have any lawful goods to claim?" "Do you have any claims to salvage you wish to report?" Fees: 1gp toll per head for entry. 2gp for each weapon surrendered. 2gp to stable each animal. 1gp for each night stable after. 1gp for each wagon or cart. 3sp for each barrow. 1% assessed value tax on incoming goods. 10% assessed value tax on reported salvage.

The guards are very observant and thorough. Privileges and unmolested passage are given to known local subjects who are already documented for and pay other taxes. But newcomers, mercenaries, and scavengers, are treated as a source of revenue. Licensed Merchants and Traders from the Realm will often have papers showing where and when fees on transported goods have already been paid. Envoys of state are given free passage so long as their documentation is in order. Though the senior guards are poorly educated, the best of them are experienced enough to be able to read and evaluate the most common sorts of paperwork. Though there is a (Check Int) possibility of passing using forgeries, assuming they are not also reviewed by the Scribe Watt (3.), or the Bailiff (6.). Haggling or bartering for passage is seldom tolerated. Arrivals who are unable to pay their assessed fees in coin at

1

a loft above the cage. Draw the Lackeys randomly from the NPC sheet.

the gate. usually turn up in Butcher's Lane to either gamble for more coin, or to sell off their property.

6. BAILIFF'S TOWER: Bailiff Radulfus (58yo, haughty, confident, tall, hook nosed man wearing a long blue houppelande and a red dagged edged chaperon.) and Scribe Watt (48yo, stern, cynical, stooped, wearing spectacles and layers of brown robes) and 12 men-at-arms barracked upstairs. The Bailiff of Restwell, is appointed by the Castellan. He is responsible for overseeing the legal proceedings among the people within the Outer Bailey, including contracts of sales, taxations, rents and leases, and the collection of all fines and fees. He has direct command over the Officers of the Watch and the Watchmen, and may also direct Guardsmen as he sees fit unless the Keep is under a siege. Draw these guards randomly from the NPC sheet. Radulfus and Watt both work and reside in the first floor, and also use the cellar below for additional space and records keeping.

2. FLANKING TOWERS: Barracks for 26 men-at-arms (13 bunks each) A mix of experienced and inexperienced guards are posted on the tops of the flanking towers, and can be seen holding crossbows at the ready. Small stools and tables are used by each shift, and the watch is frequently rotated from the soldiers living below. The middle floors of the towers serve as modestly furnished barracks, and connect directly to the armories on the lower floors and the winching chambers of the gatehouse in the middle. Draw these guards randomly from the NPC sheet. 3. ENTRY YARD: The Corporal of the Watch, Tybalt, with Scribe, Watt, and 2 men-at-arms* Though Tybalt is only sometimes assisting Watt (6.) with gatehouse duties (he is often called on to resolve other guard issues) the Scribe is very diligent, and keeps to his task most of the day. There may be times when newcomers arrive at the gatehouse and Watt is not present (roll 1-5 on d8 for Tybalt to be present, roll 1-7 on d8 for Watt to be present). At such times there can be an awkward wait as visitors and guards are left standing and waiting for someone to fetch the Scribe. NOBODY is permitted entry without their accounts written down in a large leather-bound ledger. Watt collects all fees, notes all properties, and directs guards in securing any checked weapons in the Warehouse (5). A small child or two ( Mott and/or Terry (7k.)) typically stand just behind Watt holding either his large leather-bound ledger, or an old black tun to collect coins in. Draw the two guards randomly from the NPC sheet. Take careful notes of all articles surrendered.

7. PRIVATE HOMES: The Keep of Restwell is technically a possession of the King, but residents within the walls of the Keep are those permitted to pay a fee to reside there. Many agreements are honored by surviving families, so some tenancies can be generational affairs. No persons may take up residence without either joining in a contract with the King, or a sub-contract with someone else who is in contract with the King (Though the Crown does not concern itself with the details of such pithy matters.) The Bailiff, acting as an agent to the Crown, is the arbiter and records keeper of all such contracts, and the collector of all fees, and he keeps all of these records either in the cellar below his residence (6.), or, if too old, turned over to the Keep Archives (24.). Typically the buildings are leased to notable figures within the community, who, in their part, lease the upper floors to others to offset their costs.

4. COMMON STABLES: 8 Lackeys and 1 Groom. The common stables are always occupied with 3 to 6 of the 8 Lackeys that tend it. The Groom, Meal ( 29yo man, scruffy, with messy blonde hair, wearing a yellow tunic, a large dagger, and a leather coinpurse) is an unfriendly and cowardly man who beats on the young Lackeys regularly, and drinks to excess in the evenings. He keeps a regimen of sobriety in the mornings however, and has a great affection for most horses (more so than any people). He would make a good living if he didn't spend most of his earnings at the One Eyed Cat (15.) or the Snare Trap (1.). He covets many young women in the Keep, none of whom would have him, and sleeps in a loft above the stables. His Lackeys are left to collapse in the hay at night. When 'The Green Man' (14.) is full, and visitors scramble to avoid being escorted outside the Keep at curfew, it is Meal that most will turn to for a quick and dirty place to sleep. Because Meal has no consideration for comforts, and is greedy, overcrowding in the stables can occur. Because of this the Watchmen tour the stables regularly, always prepared to intervene in drunken scuffles and accusations of petty theft. If a guest should be taken from the stables by the Watch during the evening, Meal will not return the payment. Meal will likely not even stir from his cot. Draw the Lackeys randomly from the NPC sheet.

7a. THE JEWEL MERCHANT: Walter (26yo, stressed, clean shaven, blue eyes with dark rings, dressed in dark blue tights and a red doublet) nagged by his young wife Mille (19yo, pouty, chubby, round faced girl wearing a fine quality pink or purple dress) and dominated by his mother-in-law Nansaidh (52yo, a fat, selfish, unapologetic shrew wearing a red dress and a tall wimple). His family lives on the ground and second floors, and house two private guards in the cellar. Walter is a fatigued young man, whose livelihood largely depends upon commissions from the Castellan's family or the Curate (or visiting priests or merchants). He strives to satisfy a nagging young wife and his Mother-in-Law, who commands the Guards and oversees his affairs, as well as those they lease to upstairs. Nansaidh has crowded the top three floors with tenants to collect as much rent as possible. 3rd Floor Front: On the front of the third floor live a Watchman's wife Ivetta 24 and their 3 young children. Ivetta strives to raise her twin sons (13.) and her infant daughter Dora in safety. As she sees to their meals and clothes, she leaves her sons to operate the winch of the outer bailey well for copper pennies. 3rd Floor Rear: To the back of the third floor lives a young Taylor. 'Tolly (21yo, skinny, honest, unassuming, courageous but weak, wears a blue tunic and green liripipe). is newlywed with his expectant wife 'Tatty (20yo small, sweet, wears a grey dress) . Tolly and Tatty Taylor are a hopeful couple scrounging for work. They typically only work on mending and patching.

5. WAREHOUSE: Garp the Tallyman (38yo stout man with a thick black beard and hairy arms, wearing a blue tunic and often a leather satchel containing his current ledger) is in charge of accounting for all goods and properties stored in the Warehouse, and is the ONLY turnkey with access to the cage built into the northern side of the Warehouse. He shares responsibility with Tybalt and Watt over the records-keeping, and all three answer to Bailiff Radulfus. Garp keeps the goods that enter the Warehouse stacked high and tight. He employs the regular Stevedores for most of the heavy lifting, and sometimes the Lackeys from the Stables for the more tedious chores. Garp keeps an old guard dog called Clench, who is part deaf, very loyal, and quite fearless. Together Garp and Clench sleep inside the Warehouse. A modest bed is kept on

4th Floor: In the attic live 4 Stevedores, Jurdy (26yo heavyset, dim, bald, yellow beard), Bart (28yo short, dark, shrewd), Jake (24yo, stout, grouchy, suspicious), and Tam (23yo, blonde, laughing, eager), all sharing a single room. They often say that they are saving for greater goals, but in fact spend most of their earnings at the One-Eyed Cat. They are all Neutral thugs with a low sense of humor, but are above crossing the law, and are always available for hire as laborers. Garp the Tallyman (5.) keeps them overworked and underpaid much

2

of the time, but they offer their labor to visiting merchants as well. They often charge a silver piece per cartload, but might require more for difficult jobs.

3rd Floor: The Rat Catcher Hudd (26-46yo, silent, smiling, ruddy, wiry, wears tattered salvaged clothes of different colors, carries his tools everywhere) lives in the attic. Hudd is a beaming fellow of few words but many smiles. His age is indeterminate, at once spry and also wizened. He keeps a very tidy home upstairs, with a cupboard of good foods, and a cabinet of fine books. It is accessed by a rickety wood stair along the outside of the building. The Bacti Cat Patches* resides here, accustomed to slipping through the front window at will. As a Bacti, Patches is in fact a very rare magical species of cat that can talk in its own language. Bacti has a chance of being understood by some Rangers, Elves, and magic Users. Bacti understand common speech, have opinions philosophical and political, but are otherwise much the same as average cats. Hudd suspects Patches to be more than he seems, but has no knowledge of Bacti and is satisfied in simply regarding him as a friend. Glad to meet such a patient companion, Patches considers Hudd a close friend in return. Patches appears as a calico cat with one eye.

7b. CHAPEL GUESTHOUSE AND HOSPITAL: The Guesthouse for the Chapel of St. Cuthbert is currently dominated by a visiting Priest named Godefroi (47yo, jovial, overfed, incompetent, wearing rich priestly garments and carrying a well polished shepherd's hook), who is accompanied by 3 devout Acolytes from the Realm: Raymundus (21yo, dark skinned, apprehensive, inquisitive), Bartle (18yo, shy, quiet, obedient), and Tibald* (27yo calm, observant, tall). Each of the acolytes wear plain robes. The staff that keep the house include 1 cook, Marty (36yo f, plump, impatient, sweaty, serious, quick to laugh and quick to stop laughing) , 2 servants, Poll and Neil (26yo f, 32yo, Dull, gormless, young adults of Borderland farmers), 1 Nurse, Bridget (62yo f, experienced, patient, tireless, no-nonsense, Mother to Beatrix (14.)), and 1-4 patients (selected randomly from the NPC lists). Godefroi, a priest of St. Cuthbert, is a merry, generous, but naive man of privilege. He is on errand from the Realm to report on the progress of the new Curate and to assess the logistics of building a new abbey in the region. He is commanded to send a written report by messenger each week. He has been at Restwell for several months on, and though confused as to why he has been told to remain for so long, he does not complain. The true purpose of his visit is as an unwitting cover for Tibald, who is an advanced agent to the Bishop, sent to uncover a diabolic presence in Restwell. Intercepts have indicated that forces of Chaos rely on an agent at work within the walls, but who and for what purpose is unknown. The other two Acolytes are also clueless, and are relative cowards. Godefroi truly puts Cook Marty to task serving full meals each day. The dim young servants Poll & Neil suffer the most, as they are expected to support Marty, as well as tending the infirmed with Nurse Bridget.

Hudd is a tireless worker, who could be mistaken for a beggar, living from his tips. Though residents in Restwell only give him a copper piece each, whenever he is seen performing his duty, few would ever guess that he had hoarded a small fortune in this fashion. The two bottom drawers of his cupboard are filled to the brims with loose coppers. If ever counted, they would equal 200gp. Part of Hudd's regular rounds involve delving into the sewer drain that runs in a wide square beneath the Outer Bailey. Built into the masonry of the Keeps construction hundreds of years ago, the tight and narrow passages smell terrible, in spite of a regular flushing from the Keep's Cistern (24.). *PATCHES THE BACTI CAT

Patches true Bacti name is Meearoo, but few would ever learn of that fact or care to. Longer lived than common cats, Patches arrived in the Borderlands many years ago as the loyal companion of a Wizard hired by the younger Gregory to aid in ridding the countryside of Chaos. The Wizard died soon after arriving, needlessly, in a simple brawl with unsavory drunkards at the One-Eyed-Cat. Stranded, and with no one to talk to, Patches attempted to leave Restwell on his own, but found the road alone too challenging. Attempts to endear travelers passing through never worked as planned. Gradually, he surrendered to a dull life of ease, and satisfied his need for companionship with Hudd. If the party has a Wizard of some learning, the player of that character may roll for a Lore Check on whether they have knowledge or understanding of Bacti. If they encounter Patches, and are able to communicate with him, he may be persuaded to join the party. Patches is an important NPC due to the fact that he has the potential to have witnessed many secret plot points within Restwell, and possesses the natural ability to gather even more information upon request.

*AGENT TO THE BISHOP

Tibald guards his identity and his mission very closely, and will not likely share any information with the party unless extraordinary circumstances convince him that they could and should help. He is a Cleric of St. George, from a great Cathedral, and is at Restwell on direct orders from the local Bishop. Two years earlier, a Cleric of St. Cuthbert returned from a quest to eradicate Chaos in a dark corner of the lands to the North. With him were two important finds, an amulet and a small ivory scrollcase. The scroll within the case translated simply, "A false son of light, and no new dawn is rising. Their hearts already feel the cold, and our seeds of despair shall grip them from within at the perfect hour. The dark bridge is almost complete, and ready for your fated task. Come join us in praise to Orcus." How this intercept related to Restwell remained a mystery until it was discovered that the amulet was once a unique possession of the late Curate. Tibald keeps this amulet with him in case the legitimacy of his charge should be questioned by those who knew the Curate.

7d. THE CANDLEMAKER'S: Otis (57yo, crippled widower and father) with 2 Watchmen's Families living upstairs. Otis is a kind but broken man who was once a brave fighter, but lost his arm to a horrible encounter with Frost Giants many years before. He clumsily manages his tasks in tallow-work with one arm, and prefers not to talk about his past. If pressed, he can relate 'The Tallowman's Tale'* Otis works on the ground floor, uses a small cellar to store his supplies, and lives with his grown daughter, Kaylee, in the attic. Kaylee lovers her father, and loves to help him at work, but feels restless, and pains her father by behaving as foolish and adventurous as he once did in his own youth.

7c. THE BAKER'S: Baker Angus (33yo, stout, balding, often laughing and singing while working, fair minded, dressed in white tunic and apron on most days) runs his business with his wife Ruth (34yo, thick set, round faced, honest, suspicious, wears green dresses with a wimple and apron, and often carries baskets of breadstuffs), and his son Leod (10yo, direct, lonely, awkward, hard working, observant). Baker Angus is almost as jolly as the Priest Godefroi, but not so naive. He begins work in his basement before the morning dawn, the smell of baking wafting from his half-window in front. By daybreak his wife Ruth can be seen delivering baskets of breadstuffs to the Tavern, the Guesthouses, and the Fortress. His wife and son open the shutters, sweep, and mind the front through the day as he bakes even more for supper. Angus's younger sister Lenora is married into the Mason family (7m.) where he has two adorable nieces that he bakes special treats for.

2nd Floor: Gail lives with two young boys, Kip and Art, on the second floor, and sees her husband for three nights of every three nights. 3rd Floor: The young Audric (19yo, thin, eager, quick, impatient, kind) lives on the third floor with his father, a

3

seasoned soldier named Brayden, and hopes to one day join the Borderlands Patrol. Until then he keeps himself productive helping Garp the Tallyman (5.) as a stevedore, or assisting the Tylers (7n.) with extra jobs outside of the Keep. As an old Sergeant, Brayden has leave to sleep outside of his barracks much of the time. Brayden can be found assisting Corporal Drugo (23.) in most matters of training and discipline. Audric and Kaylee have begun a young love affair that the otherwise quiet Otis would hotly disprove of. They sometimes try to escape to hidden glades outside of the Keep, but in such as small community their secret will not last long.

reality he loathes Raynald's sons, who bully his Colbert, and tries to avoid encounters with the foolish Beatrice whenever possible. Tedric works on commissions in Rowland's Smithy (8.) across the street, mostly for the Corporal of the Watch (3.) and sometimes for the Captain of the Guard (18). Tedric lives with Colbert in the top floor and the attic. Colbert's mother was a handsome shepherds daughter from Outremer, who Tedric fell in love with while on Pilgrimage. She was forced by her community to hide her son's birth from her family. Tedric plans to tell his son about her soon, but worries that he might leave on adventure to find her.

*THE TALLOWMAN'S TALE

*The party could learn the deeper secret that Tedric is being pursued as a peer of the Realm by both those wishing to install him for their own gain, and some who want him dead to ensure that never happens.

With much persuasion, the Candlemaker Otis will tell about how, when he was a young man, he came to know a sage who told him about a map to a deserted Dwarf Mine in the mountains, and invited him on an expedition to retrieve any discarded wealth that was rumored to be there. He joined that expedition with confidence, but his group never made it to those Mines. On the journey, they became lost in a whiteout and unwittingly stumbled onto an ancient and forgotten mountain pass to the East. For a time they believed that they had found their road again, but after a distance it became clear that they had found an older road they had not expected. Desperate due to the weather, Otis' group of explorers did not hesitate to enter a ruined and abandoned fortress located beside this road. But once within the broken boundaries of the outpost, a band of massive and vicious Frost Giants erupted from beneath the large unspoiled drifts of snow, and with complete surprise on their side, grabbed each of his companions and rent them apart. Otis himself was not excepted from this fate, as one particularly cruel Giant grabbed his arm with both massive hands, and quickly shattered all of the bones in his grasp, and flung him against a wall with a snap. Only dumb luck and the fortitude of his warrior youth saved Otis alone. Forgotten behind a broken wagon covered in snow, he saw the Giants rip his companions apart and eat them on the spot, the blood painting the snow all about in red gore. Blinded with pain, his arm horrifically mangled beyond recognition, Otis fumbled away from the ruins. Not knowing which way to go, he desperately trudged through the forests, and simply chose going downhill at every turn, never stopping until he arrived at Restwell. So Otis knows about that ruined fortress in the mountain pass, and that during blizzards and whiteouts, lost travelers can expect a grisly end if they attempt to shelter there. What is not so commonly known is that Frost Giants can lay motionless for months, and that they are the reason the route to the East has been forgotten and abandoned. Otis does not have helpful knowledge of the Dwarf Mines he was originally set to explore. The details of that goal died with the expedition.

7f. THE COOPER'S: Dunmoor (52yo, bald, red beard, fit but sweaty, shaking, and irritated, afflicted with gout in one foot) wife Emma (35yo, dark, willowy, elf-like, patient, with a slight and often wry smile on her lips), 2 sons (Ewan and Rand), and 1 apprentice Beavis (20yo, lean, swarthy, serious, observant, dedicated, discreet). Dunmoor is an intense man of middle years who is never satisfied. His passion for his craft is not reflected by his first son Ewan (16yo, red haired, gormless expression, lazy manner, often daydreaming, easily distracted. Wants to be a travelling minstrel and see the Realm) and his second son Rand (6yo, dark, elf-like, obedient, sullen around all but his mother, who makes him laugh) is still too young to do more than basic chores. The Angusy, observant, and collected Emma knows little of coopery, but can still calm and reassure her family whenever anxieties run high. 3rd Floor: Cartwright Ansell (43yo, pale with brown hair, shaven, gregarious, fake smiles) is the only tenant Dunmoor can stand, as he shares many of Dunmoor's interests and values, particularly in matters of craftsmanship. Dunmoor does not suspect that Ansell covets his Emma, and secretly plots to replace him somehow. An otherwise upstanding member of the Restwell community, if an opportunity to remove Dunmoor is presented, Ansel just might take dire steps, if he is prepared to keep such a dark secret.* He is already treated as a member of the family by the others. Dunmoor's apprentice Beavis, is natively alert to subtleties, and has privately grown suspicious of Ansell. He says nothing however, keeps to his work, and hopes for a future as a cooper himself. *Cooper Dunmoor may be found dead of apparent anxiety and

stress (heart attack) and an impromptu suit over inheritance over the Coopery license could get ugly, with the gregarious Ansel and the Deliberate Beavis each holding out claims that they can do the job. Suspicions of foul play may then fall on Ansel when evidence of poisoning with Hellebore (A medicine provided by Nurse Bridget to treat Dunmoor's gout.) is found. Suspicion may also fall on Emma, who is revealed to have some secret motives and ample opportunity. But none suspect Ewan, who quickly buys a lute and announces that he is leaving for the King's Palace to begin training as one of his minstrels. Such a mystery adventure will only be offered to characters the community recognizes and trusts. It will not to be offered to a new party.

7e. THE BUTCHER'S: Butcher Raynald lives with his wife Beatrice, and 2 sons. Raynald and his two grown boys collect their meats from their contacts in Butcher's Lane, but make most of their cuts on the blocks in their shop. Some small pools of blood gather at their frontage. Much less that what is seen in Butcher's Lane. His two sons, Crank and Kolb (large 20yo twins), known as the 'Butcher Boys', take after their mother as naturally mean people. Raynald privately despairs of them, but outwardly keeps himself busy and counts himself lucky that his boys are at least hard workers. Too often however, the Butcher Boys stay out gambling and drinking with unsavory friends at the Snare Trap, only to return as curfew is lifted the next morning, bringing the days catch. The fat Beatrice is at once permissive of their cruel natures, scolding of any foolishness such as gambling, and blames her husband for any perceived failures. They live together on the second floor, and work on the main floor and in the cellar.

7g. THE WOODWOORKER'S: Braden (48yo, stern, virile, large auburn mutton chop moustache) and wife Adanna (46yo, dusky émigré from a distant land, welcoming, kind, opinionated, wary), ), his son Harry (15yo, bronze complexion and curly dark hair, restless and active, always running somewhere on an errand or to play) his 2 brothers-in-law Apio (28yo, dusky émigré from a distant land, Tall, easily distracted, opinionated, values justice and honor) and his twin Amadi (28yo, dusky émigré from a distant land, gentle, forgiving, frailer than his brother, but brave and compassionate) and Apio's daughter Ayoo (16yo, dark skinned, willowy, subtle, observant, justice seeking, judgmental, fair, brave). Braden treats his neighbor Dunmoor as a fellow craftsman and woodworker, but Dunmoor looks down on Braden for not

3rd Floor: The Weaponsmith Tedric (48yo, tall, broad, blonde, bearded, modest, unflinching) lives with his son Colbert (14yo, tall, lean, dark haired, dark complexion, quiet, kind, brave, but cautious). Tedric is a bastard of noble heritage* who takes pride in his 14yo son as an apprentice, and teaches him the codes of chivalry and honor, and dreams of him becoming a squire to a Knight (something his mother disapproved of). In

4

*Should Tendai's past catch up with him in Restwell, he will find little

keeping his standards high enough. Braden is not bothered however, and in fact does brisker business than Dunmoor, being a more generalized worker. In fact his business is doing so well that he has employed all the member of his family to perform work, and even with such a household working together, he still finds himself in need of skilled labor. He looks to potentially poach the services of Dunmoor's dutiful apprentice Beavis (a budding love between Beavis and his young niece Ayoo could help make that happen). Apio is happy and glad to be a part of the home and the business, and urges his sister's husband to take on more work from around the Borderlands. Concerned about Chaos threats, Braden is cautious. But Apio has taken to making the riskier and less profitable jobs work.

protection in Athelard beyond the rule of law. IF a seizure of Tendai should be proven legal, the Barrister will do little to stop it. Tendai is a man of many great secrets, however. In exchange for aid in escaping repatriotization to suffer execution, he can offer tempting maps and instructions to where great treasures may yet remain hidden.

7i. THE COBBLER'S: Elger (43yo, quiet, pipe smoking, bushy white moustache, balding, Dutch accent) and his brother Fritz (37yo, similar, with a beard and less gray) and Fritz's daughter Girdrud (19yo, ruddy but handsome, sharp, no-nonsense, pleasant to strangers, regional accent) Elger the Cobbler almost never speaks. His brother Fritz (also a shoemaker) speaks only a little more. It is Fritz's daughter Girdrud, who speaks the most in the family, and at first seems to be the one in charge of the business. Ordering supplies and collecting payments.

3rd Floor: Alice the Ferrier (58yo, broad, ruddy and wrinkled skin, unkempt graying hair, leather armor, club and dagger at her side) is a weather worn wagoner who works in the caravan business between Restwell and the Realm. She is a gruff and no nonsense veteran who increasingly relies on the strength of her grown son Miles (23yo, strong, fresh sharp black beard, suspicious, honest) . They need for little, and save most of their earnings for Mile's future after he survives his mother.

The family is originally from another Kingdom shattered by war many years ago, and were fortunate to secure a lease in the Keep with what fortune they arrived with. Without any heir, their lease will likely lapse and be taken by others one day. Whether Girdrud will marry, or succeed the cobbler license herself, remains to be seen. 3rd Floor: Clothier Lucente (31yo, swarthy, effeminate, moody, artistic, outgoing, justice seeking, weak wristed but strong of heart, wears bright leggings, a well pleated doublet, and a feathered hat, latin accent, carries a knife) is a recent tenant for Elger's family, and has much in common with them, as well as Tendai (7h.). Also an émigré from a different Principality, he narrowly avoided a petty assassination plot in his home country.* Knowing the deep pockets of the Merchant Princes who conspired to see him dead, he gave up his former life and has hidden here.

7h. THE BARRISTER'S: Athelard (65yo, Tall, dark haired, long face, widower, arrogant, disdainful, intelligent, knowledgeable, honest, cynic, wearing lavish dark blue robes and an elaborate purple liripipe) with a new wife Adcok (21yo, youthful, innocent, naive, unsure, distraught) and 1 daughter Emonie (22yo, severe beauty, Dark hair, piercing gaze, perceptive, suspicious, angry) Athelard is a notoriously selfish person, but defends the honesty of his career. Never a friend to anyone, he pours all of his considerable intelligence towards knowing and executing the law. Exceptional at both defense and prosecution, he is the man to go to in Restwell for serious legal matters, and is often seen in consultation with the Bailiff and the Scribe. (With them, he chairs a regular community meeting for the airing of disputes and grievances. The Court of Restwell is held on every new moon, and is officiated by the Castellan at different locations depending on the agenda and the weather.) Athelard keeps his grown daughter, Emonie, close by him, to make his meals and tend his home. He has recently RE-married to a woman even younger than his daughter, Adcok 21yo, to warm his bed and bear him sons. Both women feel trapped in their lives, but have no one to turn to. Secretly Athelard hides in Restwell to avoid the wrath of certain persons whom he had prosecuted in the past, but who are now released from prison and seek his neck.* Otherwise he would still be plying his trade in the courts of the Realm.

*Unlike Tendai, there is little likelihood that anyone would seek Lucente

out, as the Merchant Princes he once opposed had been cast down long ago. Should he learn of this, he might feel compelled to return to his home, and reclaim his inheritance, where he himself was in fact an inheritor of a valuable trade empire. If the party develop a friendship with Lucente, acting as his entourage for his return journey may serve as a strong bridge to new adventures elsewhere.

7j. THE PAWNBROKER'S: Ellis (54yo f, bitter, fake cheerfulness, selfish, secretive, dressed in leather armor and carrying a long dagger ) and her live-in Mercenary muscle Grott (Orcish 37yo, veteran, broad, imposing, gentle hearted but dim witted, wearing dark studded leather armor and a mace at his side). Ellis is a stingy moneylender who will do anything she can to gather coin, save breaking the law. When Jacobus (11.) turns people away, it will be to Ellis who they next turn for extra coin. The only three people she is seen to speak with when not haggling exploitive bargains, is the Barrister, and her hired Muscle, Grott, who lives in her cellar. Few locals have a kind word for her, but she does not mind them. Her best customers are visitors, so she makes an extra effort to snare any newcomers, and only leers at people she knows can't be taken in. Grott is an orcish man who gave up the life of a Bandit some years ago, "What good is wealth if you are too dead to spend it?". Grott hopes to save his earnings enough to build a defensible home in the Borderlands one day.

3rd Floor: Scrivener Tendai (56yo, dark skinned émigré, tight curly graying beard, bald, thick Moorish accent, brilliant, kind, but cowardly) resides in the upper floor in both immaculate and yet spartan style. He is versed in many languages, and prides himself in the accuracy of his hand when writing. Athelard keeps him as a tenant to ensure his ready service with the multitude of documents that his profession requires. Tendai has much in common with Athelard; He is in hiding for fear of his life. Once the trusted servant of a Prince in his homeland, Tendai was sentenced to death for being a witness to dangerous state secrets.* Athelard does not know the details of these matters (nor wants to), but does appreciate that for his confidence, Tendai can provide rare top notch services.

3rd Floor: Locksmith Arnest (46yo, long dark beard, widower, methodical, quiet, heartbroken, wearing leather working apron and a wood toolbox in a leather harness, brown skullcap) raising a quiet young daughter by himself. Grite (6yo, obedient, caring, shy) is made to follow her father whenever he leaves the home, often to places outside of the Keep. Though residents have offered to watch over Grite for him, Arnest prefers to keep her tethered to a leash, too afraid to let her out of his sight.

*Athelard's worst fears might come true, when a small band of

criminals from the Realm, enter the Keep disguised as low level Merchants, complete with forged papers of their guild membership. Their real cause would be to kill Athelard, in such a fashion that he would know who it was that killed him, and why.

7k. THE POTTER'S: Aileen Potter (32yo f, widowed, athletic, stern, sometimes laughing in sadness, dressed in average clothes and a dirty working apron) is the young widow of a Restwell

5

unaware as the Priest Godefroi, that the proposed Abbey is merely a ruse, and that no serious plans are being considered. It is an unfortunate consequence that Wyatt has been caught up in the scheme that conceals the secret church agents agenda. Within time, his wasted efforts will bankrupt him.

House Knight who died in service as a member of the Patrol several years ago. She herself was once a Guard, but made the choice to spend her savings on a life as a potter (her late father's trade) when she bore her first child. Sadly she also lost her infant son to disease soon after her husband fell. Heartbroken but stubborn, Aileen pushes forward with her life and her career, taking extra interest in the welfare of her tenants. Her only remaining family is her older sister, Eppie (7m.). She is handsome and able bodied, and is a close friend to Beatrix (15). Though typically unarmed, she still has the Castellan's grace to bear arms in the service of Restwell, and keeps a full suit of armor and preferred weapons in a locked chest. If dangers threaten the Keep, Aileen will be seen dressed for battle and ready for action.

7m. THE STONEMASON'S: Gillis Mason (52yo, widower, large, bald with a growing tummy, wears pleated blue houplande and a broad red beret, often carrying scrolls for plans) The gruff Master Stonemason Gillis holds a life contract with the Crown, which was passed down to him from his Father, who secured it from his Father before him. The Mason family are rumored to have been trimming stone blocks since the Keep was first erected hundreds of years ago (Though that is not true). He regularly meets with the Architect Wyatt (7l.), sometimes to discuss work, and sometimes to discuss life. Though Wyatt is the cleverer designer of the two, it is Gillis who holds the Royal contract, and holds a family tradition of sound construction. Gillis has recently survived his beloved Marla, who left him five sons: Brodie (31yo, stern and humorless, loyal and stalwart, one of the largest men in the Borderlands, shepherd to his younger brothers), Laurent (29yo, bookish, romantic, kind-hearted, most deeply affected by the death of their mother, is tall and broad, deep chest from a life of lifting stone), Cinead (27yo, lean and anxious, playful, restless, eager to please and be noticed, convinces Jamie to do carefree activities with him) , Hugo (25yo, heavy set, slightly obese, with a large broad beard, acts like Brodie in public, but is in fact a big softie), and Jamie (23yo, slight build, kind, daring, restless, not interested in the family business. Dreams of adventuring abroad).

3rd Floor: Corporal Drugo (23.) keeps his family here. His young wife Laya (26yo, the Miller's daughter, seeming exhausted yet dauntless) is nursing her infant daughter while chasing after her two hyperactive little boys, Mott (8yo, eager, wants to be a guard like his father, inquisitive, becoming a bully) and Terrey (7yo, follows his brother everywhere, attention seeking, likes to play with wooden swords together). Though she does not like the Scribe Watt (6.) very much, she is happy to see her boys working for him from time to time (3.). 4th Floor: Watchman Derric (24yo, stern and handsome soldier, with ambitions to become a Guard) serves under Goraidh (12.). His newlywed bride Alona (19yo, a swineherds daughter, nursing red raw knuckles and elbows from her new life of endless chores) is filled with affection towards Aileen for midwifing the birth of her new infant son. Both wives take turns helping Aileen with her work or watching each other's children. Neither woman shares Aileen's martial experience or prowess however. 7l. THE LEATHERWORKER'S: Tanner Darius (Wife Gemma, son Jonas) with Seamstress (1 daughter) upstairs. Darius (57yo) is the Keeps most demanded leather-worker. He creates most of the new pouches, travel rolls, caps, and belts seen in and about Restwell. he also provides the leather components for all of Rowland's (8) armor product, and collaborates with Tedric (7e) on many scabbards. He grown son Jonas 21yo, and his wife Gemma 32yo, work together with Darius to meet all of these demands. Jonas is hard working, and considers himself capable of inheriting the business from his father in good time. Gemma has become the negotiator for new hides in recent years. But unfortunately, in the process of meeting with the crowd on Butcher's Lane, she became infatuated with a certain handsome and daring Hunter who lives outside of Restwell. If she should pursue her interest in him, and Darius were to find out, there could be trouble.

All of the Mason Boys but for Jamie are large and imposing men, who's work ethic and tradition of teamwork are renowned. Even Jamie shows a good effort when Gillis sends him to work on a job. They posses little real fighting ability however, so the community doesn't rely on them as they might trained soldiers. This suits Gillis's family well. Of the Mason Boys, Brodie, Laurent, and Hugo, each have wives and children: Brodie is married to the Baker's sister Lenora (31yo, robust, red faced, jolly, as swift to scold as to forgive, a generous hugger), mother to two girls, Ally (7yo, round and rosy, consistently clumsy, eager to help the family business, Loves her uncles, seeks to please her father) and Julie (5yo, round and rosy, depends on her older sister to show her the ropes, they are never seen apart). Lenora never needs for her husband to smile. She measures his heart by his deeds and finds him to be the most admirable man she's ever known.

3rd Floor: Architect Wyatt (47yo, widower, weathered complexion, splendid brown beard, socially awkward, always distracted by thoughts of work, dressed in fine green and orange garments, pretends to be wealthy), with his daughter Ruth (16yo, slightly gaunt, gentle, kind to strangers, disdainful of the Borderlands) and 1 nephew, Ealan (25yo, thin, anxious, attentive, cowardly). Wyatt is a new resident from the Realm, with a license from the Crown to submit building designs to the Castellan. He has brought his Nephew with him as his apprentice, and his young daughter in tow. Though he is still hopeful of securing better work, so far the Borderlands have only provided commissions for countryside barns and cottages.

Laurent is married to the old Potters Daughter, Eppie (36yo, tall, handsome, fit, commanding, thoughtful, self educated), Aileen's (7k.) older sister. They have a young son, Denic (6yo, precocious, loves bedtime stories and can already read), who tries to play with his cousins Ally and Julie often. Hugo is also married to the Miller's daughter Libby (27yo, jovial) and is determined to have children soon. One of the most demanding tasks for the Mason family is the annual foray to the Restwell quarry, where the traditional limestone is harvested in large blocks back to the fortress. The task becomes a tedious ordeal when a detail of soldiers must also accompany them for their protection, the quarry being on the edges of the patrolled lands.

His nephew Ealan shares his Uncles best hopes, but is terribly nervous about the dangers of living on the fringes of a lawful civilization. His daughter Ruth shares much of the same concern, plus the added resentment of missing the conveniences of the town lifestyle she was brought up in.

7n. THE TYLER'S: Gipp Tyler (55yo, large, strong, calm, hairy, wears brown tunic with a blue apron), lives with his wife Flora (44yo, attentive, bright, jumpy, handsome, wears a light blue dress an apron, and a close wimple), his 2 sons Martin (22yo), and

Wyatt is mostly preoccupied with ambitions for the erection of a new abbey (7b.), a handsome commission that would justify his gamble in moving to Restwell. Unfortunately, he is as

6

forward employment, along with their basic supplies needs. Indeed, Badcock learned from his father, how to gauge the capacity of a troupe of adventurers based upon what supplies they ask for. He will normally honor payments offered. But, ever his father's son, if an opportunity presents itself to cheat outsiders, and keep wealth for himself, he will. He is not above conspiring with the moneylender Jacobus (11.) to trick a party of fools into making a risky acquisition with little to show for it. With silver candlesticks and silk wall hangings in the living quarters upstairs, a visitor might imagine good money may be found in Badcock's coin chest. But a successful attempt will only reveal a pittance being shrived over by the greedy Elder Badcock. All of the household wealth is in the goods they furnish the home with, and the stock and trade of their business downstairs.

Watt (25yo), and 1 daughter. Gipp Tyler is a very healthy man in his prime, the sole roofer for Restwell, and a respected figure in the community. He employs both grown sons, Birk (23yo, moody, lean) and Bean (24yo, thick, easy going) , as well as his good wife Flora (44yo, observant, hopeful) to fulfill their duty to maintain all of the rooftops of Restwell. For this reason, all of the roofs are of the same red slate. As a precaution against the use of fire during a siege, no building is permitted to use shingle or straw. Gipp and his sons, the Tyler Boys, are large but gentle men. Soft spoken but generous, their assured and stable workload helping to keep their lives predictable and comfortable. In manners, they are the opposite of the Butcher Boys in most respects, and have been known to stand up to the pair when they would otherwise cause trouble. Martin and Watt are very protective of those in need, but none as much as their beloved sister Adeline (16yo) who is newly engaged to Renfrey (11.). When Adeline is not helping her Mother in her duties, she is stealing away to learn the ways of a warrior from the soldiers who rent in their home.

10. THE TRADERS: Merchant Lambard (2 sons) in residence (Room for many more upstairs!) Lambard is a large red-bearded widower who pushes his two sons Barkus (22yo), and Silus (18yo), to help him in being the most lucrative general merchant in Restwell. He strives to make generous deals for everyone he meets, in hopes to ensure their return business, and he is the singular force behind encouraging sellers and buyers to meeting at the weekly market (13.) To the wide eyed Lambard, all activities are measured by whether they are good for business or not. And so he may quote generous prices, if he is convinced that the efforts the party are planning to embark on could mean an increase in trade for Restwell. Lambard does not take indefinite tenants, choosing instead to lease the many rooms of his upper floors to travelers for better rates. Though he charges rates higher than found at The Green Man (14.), the rooms are well appointed and include a small amount of daily board. In business Lambard deftly plots to corner supplies that the Castellan may eventually need in the garrisoning and patrolling of the Keep and the Borderlands. Inexorably, and apart from Gregory's wishes, soldiers eventually turn to Lambard to see themselves well equipped.

3rd Floor: 2 Watchmen's families share the 3rd floor. Watchman Armin (26yo) with Wife Thelma (22yo) and 1 son Alec). Watchman Payne (24yo) with expecting Wife Megge. 4th Floor: Veteran Patrolman Thorold 62yo lives in the attic here. Armin's wife Thelma, already raising a boy toddler of her own, shares chores with the Payne's expecting Megge. Both scold Adeline for her wayward thinking and try to encourage her to help with child-rearing. They imagine that her falling in love with Renfrey (11.) could help in this, but mistake him for a simple Clerk. Adeline is much more a friend to the older Thorold and enjoys his tales of life as a fighter. And her love for Renfrey is fuelled by his secret taste for adventure. 8. THE SMITHY: The Keep Armorer and Blacksmith is Rowland (49yo, perceptive, worldly, in his prime (wife, 1 son) and 2 Apprentices in residence. One of the better respected residents of Restwell, Rowland. Unlike other residents, his life and career in the Keep is contracted with the Castellan directly. He brought his wife Emma (33yo) to the Borderlands at the start of his contract ten years earlier. Their son Arthur (12yo) has no memory of his life before coming here. Though Rowland is proud to include Arthur in smithing tasks, he maintains a professional tutelage with his Apprentices Serl (27yo) and Mundus (30yo). He depends on their strength and skills to keep up with orders, and is also obligated as their Master Smith to prioritize them. The trio have developed a strong professional bond, and work together seamlessly. Emma adores Rowland, but has not grown into her life on the Borderlands, and grows frustrated. When not attending her tasks, she occupies herself with her sons welfare.

11. THE MONEYLENDERS: Banker Jacobus (single m) with Clerk Renfrey (engaged), a large guard dog, and Mercenary in residence Jacobus is a tall and stoic middle aged man who never lies. Though he is hardly a paragon of virtue either, he primarily sees all discussions as a preamble to a transaction, and all transactions must be clad in fidelity. Never having need for a family life, Jacobus maintains the Bank of the Keep upon direct invitation from the Castellan, being one of the few faces known to him in his years before in the King's Court. Unlike Gregory however, Jacobus is free to leave the Borderlands and resume his life at court. Why he has not yet done so is a mystery to all. The Skittish Clerk Renfrey (19yo lean, jumpy, brave) is a curious character, having a background as a wizards apprentice in his youth, but opting instead to learn the banking trade as an adult. Though he admires and respects Jacobus, and desires to build a stable life for himself, his mystical past haunts his dreams and makes him restless.

9. THE PROVISIONER: Merchant Badcock Jr. (Wife Audry, 1 son, 1 daughter, Grandfather, Servant) with Corporal Drugo's Family (Wife, 1 daughter, 1 son) upstairs. Badcock is thought of as the wealthiest of the commoner residents in Restwell, but he is not. He inherits the provisioner's trade from his Grandfather, who still meddles in the business affairs in a miserly fashion, often arguing with his daughter-inlaw Audry over the minutia of daily life. The house is indeed one of the largest in the Outer Bailey, and has many rooms worth leasing. But the prevailing wishes of Badcock the Elder, whether sensible or deranged, are that too few can be trusted to live within their walls. And so they live resplendently in the second and third floors, with floor coverings, hearthfires, a kitchen, a library, and a house servant Maddy (52yo). These costs, and their meeting of their fee to the Crown with little aid from renters, keeps their actual wealth much leaner that it would seem. Badcock schemes to improve this situation by exploiting the willingness of any visiting mercenaries or scoundrels to fetch for himself items of antiquity. So this would be the first place a band of 'adventurers' might find straight

If pressed, Renfrey may divulge how he witnessed the horrors of his former master perishing by misadventure with diabolical forces. In his job he is very meticulous however, and earns Jacobus' unflinching trust if not his friendship. Renfrey is very excited to be engaged to the young Adeline Tyler (7n.) , but is unsure how he will pay for their new life together. It might be possible that he could be encouraged to go on adventure, but would risk much in doing so. Jacobus would certainly disapprove. As unimposing as Renfrey appears, he is well accompanied however; the large guard dog Sturdy is, in fact, his former masters familiar, and his closest companion. A huge alaunt vautre breed, Sturdy fled after the fate of his former master with Renfrey, and protects Renfrey's person and his interests valiantly. Renfrey might not have learned that familiars normally die when their bonded masters die.

7

seriously. Their son Austin (12yo, brown haired, freckled, forward, curious, unabashed), 2 daughters Elana & Dolly (7yo and 8yo, sometimes serious, sometimes mischievous), grandparents Owen (71yo, stubbled and grey, healthy, quiet, lighthearted, confident) & Bridget (7b.)) in residence. The Maid Gail (7d.) helps to serve the boarding in the mornings and evenings, often with her two boys Kip and Art. Elana and Dolly playfully feud with Kip and Art every day. The two pairs "hate" each other immensely.

That Sturdy lives on is, in fact, a certain indication (to those learned in the mystic arts) that his former master yet lives. Special Note: the Bacti cat Patches (7c.) knows that Sturdy is a magical animal of some intelligence, but dislikes him as a stupid dog nonetheless, and refuses to talk to him. Sturdy, for his part, thinks of Patches as just another annoying cat, and barks at him consistently for this offense. The Mercenary in residence, Doug 34yo, is handpicked by Jacobus, and is also quite loyal, though hardly smarter than the dog. An estranged brother to Beatrix (14), Doug found no interest in his family business, but felt no fraternity within the ranks of the garrison either. Paid a good wage, Doug hopes to accompany Jacobus back to the King's Court as his bodyguard, and patiently waits for that day to come.

Though Beatrix attends services in the chapel regularly, she is not very devout. She is, in fact, a priestess of Herne, and conducts ancient rituals on certain hours of the year in a secret grove in the wood, not far from the limestone quarry. She is a semi-retired4th level Cleric with some divine spells. All other matters of the Inn can be found in the original module content.

12. WATCH TOWER: Captain of the Watch Goraidh and 12 menat-arms in residence. The southwestern watchtower is the office and residence of the Captain of the Watch, who reports directly to Bailiff Radulfus. Goraidh is a bitter man who treats vagrants cruelly, and measures his treatment of people by what they can do for him. Permanent residents and notable citizens have but to ask, and Goraidh will frame and imprison anyone with too few ties in the community. He does not welcome visitors who do not show a clear purpose for being in Restwell, and will conspire against them if he believes he could get away with it. In some cases, the simplest way to keep Goraidh off a visitors back is for that visitor to be sponsored by a notable resident such as Arnaldus (16), Abelard (17), or Gipp (7n). If he feels himself and his watch outmatched, he will seek out the help of the guardsmen of the Inner Gatehouse (18). He would ask Captain Murrone for aid if she is present, but prefers the Grifon for his similar sense of justice and humor.

. 15. THE TAVERN: "The One-Eyed Cat" Tavernier Bodkin (Wife Tilda, 1 Son, 1 Daughter) Pot Boy Olly, Wench Amabel, Scullion Dob in residence. Bodkin is the owner and operator of this tavern, and is also the only Brewer in the Borderlands. He looks forward to a day when his custom brew, "One Eyed Cat", becomes popular throughout the Realm. In the meantime, he and his wife Tilda host the local watering hole, and also provide supply to the Snare Trap (1). They are often the last to enforce the Outer Baily curfew each evening. Bodkin is a short stout bald man with deep and old scars drawn over his scalp. Though an expert archer from ages past, his treasured bow and quiver is left to collect dust high up on a peg above his prep area. He immediately sizes up troublemakers for what they are, but never takes action unless absolutely necessary. Though he personally enjoys brawls, he loses too much money when they occur.

13. TOWN SQUARE: (Sometimes called the "Market Square") The Tavern, Inn, and several other buildings crowd over three sides of this large cobblestone clearing, and the bailey walls and Watch Tower dominate the back. A large stone well is in the center (2 boys operate it*), surrounded by merchant stalls. On off days the larger, semi-permanent and weathered wood stalls remain in place, but bare. During Market hours, the tables are covered with lively drapes, canopies, produce, and merchandise, and many equally colorful but smaller temporary stands are crowded about. The door to the Watch Tower is large and reinforced with heavy bandings and a grated shutter in the middle. Beside it will be 2-4 of the Watchmen, always prepared to screen or announce audiences with Goraidh, whose office and bunk are inside, to intervene in any scuffles that may arise outside the inn or the tavern, or to manage the merchants on market days. The two boys who operate the well are Ivetta's twin sons, Gilpy and Hurdy (7a.). Though mischievous in nature, they are honest and alert. As sons of one of the Watchmen serving under Goraidh (12.), they enjoy an unofficial permission to work the well winch for copper pieces. Though no one is obligated to pay for their services, most do. Other children are left to help themselves, and the boys ask for nothing from the elderly. Because the twins spend long hours in the Square, they have become very knowledgeable about the schedules of those that pass through it. They also insist that they can hear noises from deep down in the well, but are dismissed for having a child's imagination. Only Ivetta knows her children to be too honest to make up such stories.

16. THE GUILD HOUSE: Guildmaster Arnaldus (single) with 2 clerks (single) Peter & William, 2 servants (single) Adam & Emma, 4 men-at-arms in residence. Arnaldus is a thorn in the Castellan's side, but one he can do nothing about. Revenues for the Keep are made second in priority to the guild fees that visiting and residential traders must pay. Enforcement of such fee collections are also made the Castellan's charge whenever the Guild Master's armed guards aren't enough for any single task. Arnaldus represents the Guild Council from the Realm, and collects fees and membership registries to those guilds that have seats on the Council. These Guilds include: Stonemasons, Drapers, Vintners, Brewers, Coopers, Furriers, Barbers, Wainwrights, Arnaldus is one of the few people who actually greet adventurers as potential recruits for security details, or even for secret "shake-downs" of merchants who are suspected of withholding fees. 17. CHAPEL OF SAINT CUTHBERT: Curate Abelard (63yo) and 3 acolytes (celibate) Vincent, Algar, and Seward in residence (Seward is a Chaos spy). Weekly services hold rou- ghly 200 standing Abelard individuals. conducts an early morning ceremony for the residents of the Out- er Bailey, a late morning ceremony for those from the countryside, and an afternoon ceremony for the Castellan, his family, guests, and advisors, as well as elements of the guard. He and the Acolytes also run a schooling program on the floor for some of the children of Restwell. Grammar Geography, Math, Astronomy, and Choir.

14. THE TRAVELER'S INN: Known locally as "The Green Man", due to a sculpture of a large painted Green Man's leafy face mounted above the main door, this Inn is the center of social activity for most visitors to the Keep. the Innkeeper is a hardy and formidable woman named Beatrix (37yo, thick, robust, healthy, observant, quick witted, restless, hard working), who is regarded as one of the unofficial leaders of the community. Her Husband Lucan (40yo, braided blonde beard, dark eyes, confident, discreet) is a large and gentle man with a bemused smirk, who never seems to take matters too

8

Acceptance is determined by Abelard, but several youths who are taught trade skills follow a lighter practical skills education track. Abelard is a seasoned curate assigned to minister to Restwell after the former curate Edghann, perished confronting undead several years ago. The Crypts of Restwell are accessed through a set of double doors to the back of the chapel cellar, but are actually deep below the grounds of the Inner Bailey (21.). Though the Curate and the Acolytes have occasionally entered the crypts to inter members of their ministry who pass on, only Seward knows them extensively.

by Laws. In front of the Inner Gatehouse, beside the Bill and the Stocks, is a small wooden platform where any sentences, laws, writs, or news from the Realm, are announced by a Cryer three times during a day. 19. SMALL TOWER: 8 men-at-arms in residence. These soldiers have standing orders to be prepared to reinforce both the inner and outer gatehouses as called upon. Between readiness for those contingencies, and the regular practice drills at their Ballista on top, they are among the busiest guards in the fortress. 20. GUARD TOWER: Corporal of the Guard Harkin and 24 menat-arms in residence. Among his other duties, Harkin shares the overseeing of training in the Inner Bailey (21.) with Corporal Drugo (23.). Harkin is a lanky and sallow faced Veteran who respects Malal and shares crude jokes and drinks with Sergeant Grifon. He has no patience for foolishness during training, and can be short of temper when any events do not occur as planned. He wears standard issue, and carries 14 GP, 3 SP, 3 dice, and a gold ring in his pouch. The 24 soldiers housed here drill regularly on two ballistae and one catapult mounted on the parapet.

*Seward is an agent of the Temple of Evil Chaos, and is trusted with the task of reporting on the defenses of Restwell to the Temple Priests, and preparing to summon the dead from within the Keeps own Crypts, at the appointed hour. He had arrived in Restwell with forged orders several years earlier, and has since established himself as a skilled healer and a reliable servant. He made certain to be entrusted as the current caretaker of the crypts, and has one of two keys to its vaults. The other being held by Abelard. Occasionally, Seward ventures to the Haunted Barrow to make his reports and receive instructions in Necromancy. The Death of the Curate Edghann was in fact the result of a well planned ambush. Though Seward was supposed to have remained in the chapel, he was actually present at the Haunted Barrow to commit this treachery himself.

21. INNER BAILEY: A large grassy courtyard between the Inner Gatehouse and the Keep Fortress. Dirt patches around areas reserved for martial exercises, and a path between the gates. On most days, soldiers of the Guard and the Watch, as well as the occasional Knight, will be seen practicing their martial skills in designated areas here. Many will be in scheduled groups, with one of the Officers supervising. Only soldiers of the Keep may practice in these areas. Outsiders are only permitted by expressed permission from the Castellan. If a visitor interferes in any way, they may be immediately thrown into the dungeon (24.) and given an audience with Lord Gregory to defend their actions a day later. Residents of the Outer Baily seldom visit these grounds except to pass through to the Keep Fortress on specific business. The one exception is during the regular Tournaments, when the courtyard is dressed for the spectacle of the lists and the tilt. At night the grounds are slowly patrolled by 2 pairs of Guards, and little other activity is permitted. If a visitor is found on the grounds after nightfall without an escort, they may be immediately thrown into the dungeon (24.) and given an audience with Lord Gregory to defend their actions within a day later.

18. THE INNER GATEHOUSE: Captain Murrone 34yo (f), Sergeant Grifon 445yo and 24 men-at-arms in residence The men-atarms who quarter in the Inner Gatehouse work closely with Captain Murrone and Sergeant Grifon, and carry out their orders without question. They are among the busiest soldiers in the Keep, as they oversee the Stocks, the management of the General Armory that supplies the other towers, and carefully supervises the traffic permitted up and down the ramp into the Inner Bailey. Captain Murrone is a Knight of the Borderlands and arguably one of the bravest soldiers under Lord Gregory's command. She is possessed with firm convictions and a seething hatred for all things Chaos. Though usually far too busy to leave her post during the day, she frequently visits locations such as The Green Man (14.), The One-Eyed Cat (15.), the Common Stables (4.), or even the Snare Trap (1a.) during the evening, incognito. Guards and residents who recognize her know to leave her alone at such times. But if she should choose to intervene in any encounters, or announce herself to any visitors, any soldiers nearby will rapidly come to her side. Though vigilant in ensuring that criminals and Chaos servants have not entered Restwell, she does not hold to the paranoia that has gripped her Lord Gregory. This means that she has a slightly better opinion of 'adventurers' than most, having been one herself, long ago. For Captain Murrone, anyone brave enough to fight Chaos is an ally to some degree. This being said, her trust is not earned easily. Sergeant Grifon is her grumbling, stubble chinned, aid in all things martial and managerial. A stout fighter and veteran, he gladly defers to Murrone in all things because of her force of character and her prowess. But apart from her influence, Grifon is just as capable of carrying out unsavory orders. For this reason, Malal prefers to call on him for help at managing the Stocks positioned just outside the Inner Gatehouse, beside a bill where legal notices and writs are also displayed. The Stocks can accommodate up to six individuals in various positions, and are sometimes watched over by a single manat-arms from the Inner Gatehouse. On occasion, individuals will be scheduled to be tormented by the community, and so residents may gather at an appointed time to throw dung and spoiled foods at the prisoner. Judicial sentences involving death are seldom, and if ordered, are conducted in a specific fashion within the Inner Bailey (21.). Though Murrone has no patience for evildoers, the actual use of the Stocks sometimes displeases her. Malal and Sergeant Grifon however, have no reservations in the use of such mild torture to demonstrate that Restwell is a community firmly governed

21a. JOUSTING LISTS: A timber grandstand, fencing, racks, and well trod dirt are set up near the Cavalry Stables. The area is used for both mandatory training, and exhibitions. The grandstand and other benches looking over this area are typically left empty, but for the occasional soldier or knight that is resting between bouts, or adjusting their harness. During a Tournament, the structures are draped in colorful tapestry and flags, and from its center, Lord Gregory will overlook the contests along with his family and special guests. 21b. MELEE LISTS: This is a large stockade in which hand to hand training and contests are resolved. Soldiers may be seen sparring in pairs with blunt weapons, a selection of which rests on the ground on the perimeter. During a Tournament, this stockade is used to field a Grande Melee a Pied. 21c. ARCHERY RANGE: A set of standing targets and hay bales serve for archery practice here. Soldiers are most often seen practicing the use of the crossbow at various ranges. During a Tournament, this area is cleared away to make room for the pavilions. 22. CAVALRY STABLES: 2 Lackeys, 2 men-at-arms * The military heart of the Keep is its garrisoned walls. But second to that is the Lord Castellan's Calvary Stables. Were some costs may be left unattended in other areas, no expense is spared to ensure that the Knights of the Borderlands have well tended mounts, and their barding in perfect order. The Lackeys, Harry (22yo) and Munch (25yo),

9

who service the Cavalry Stables, day in and day out, are equal to the Groom Meal (4.) in ability, and much more professional in character. They are friendly with all of the guards who post here, and deferential and helpful to each Knight and Lord. The Knights (24.) maintain a strict regimen of caring for their horses themselves, and so may also be found alone or in pairs here at any given time, though possibly unarmored. A small Banded door connects the Cavalry Stables directly to the Knights Armory in the Keep Fortress (24.). No visitor is permitted in the Cavalry Stables unescorted. If any visitors should argue when either of the Lackeys or Guards challenge them to leave, they may be immediately thrown into the dungeon (24.) and given an audience with Lord Gregory to defend their actions a day later. Up above the stables is a tower that most popularly refer to as "Knights Tower". The parapet and top floor are occupied with a catapult and associated shot. The lower floor serves as the stables storehouse and modestly furnished home to the Lackeys when the Knights are not relaxing in it themselves. During off hours, 2-4 of the Knights might be found here, drinking and gambling outside the view of their Lord. During a siege, or when scanning the country, this is the preferred gathering place and overlook for the elite warriors. 23. GREAT TOWER Corporal of the Guard Drugo (35yo, dark eyes, tightly trimmed brown beard, courageous, quick to laugh) and 24 men-at-arms in residence. Among his regular duties, Drugo shares supervision of training in the Inner Baily (21.) with Harkin (20.) Drugo is a patient teacher, and a relaxed leader to his men. Being given leave to reside with his family (7k.) . To facilitate this, he alternates evenings of each week with his trusted veteran Sergeant Brayden (7d.) who also enjoys this privilege.

Through the door on the right (to the East) is a rustic Dining Hall dominated by a broad stone fireplace, connected through doors in the far corners to the north and south are the Kitchens and the Knights Armory respectively. The Armory is functional and is used for the storage and maintenance of the Knight's personal harnesses. The Kitchen has a stair leading down to the Pantries in the cellar. The Armory has a strong barred door leading out to the Calvary Stables (22.), and a stair leading up to the Knight's well decorated parlor and sleeping chambers. The Kitchen is dedicated to feeding of the Castellan's House Knights here. Though their Lord may occasionally choose to dine with his elite warriors in this wing, he more often dines with his family, advisors, and guests, in the smaller Dining Hall on the West side, and is content to have his finest try all of the days preparations before he does (This is partly Malal's strategy for ensuring against poisoning.).

24. KEEP FORTRESS: 12 Cavalrymen (Knights) of the 'Borderlands Patrol', 2 Couriers, 3 Cooks, 2 Minstrels, and 4 Jailers in residence The heart of Restwell is the main hall of the Keep Fortress (see Keep Fortress map). The first room behind the solid iron door in front is a 30 ft wide semicircular antechamber with a vaulted 12 ft ceiling supported by 4 rough gothic columns. 20 ft across the floor opposite the solid iron door is an equally large iron bound oak double door. Two smaller studded doors lead off to either side. The room is furnished with aged tapestries, iron braziers, and several small stools on which those attending the Lord Castellan's Court may wait in queue. On normal days, this room will have between 1-3 of the Knights, and the Scribe Jordie, to negotiate the schedule of audiences Gregory must give (or refuse).

In the chambers above, the Knights and their Squires reside. Among them is a hierarchy, with traditions for the assessment of rank and privilege within the Patrol. Most notable is the regard given to Knights of Noble houses in the Realm, as opposed to Knights risen from the commons. A less meaningful pecking order of the same nature exists among their Squires.

Beyond the oak double doors is a 30 ft wide, 40 ft long, Great Hall with a vaulted 30 ft ceiling supported by 6 more rough gothic columns near the middle, and 6 more on the sides running up the walls. The Great Hall is normally decorated with more aged tapestries and iron braziers, as well as a faded blue floor covering leading to a stepped 5 ft high, 30 ft wide dais. On this dais are 7 ornately carved and painted oak thrones, and 4 smaller oak chairs, all abreast. A heavy painted oak table sits before the 2 smaller chairs on the right.

The Knights: Sir Gaylen of House Marcus (42yo) with his Squire

The nominated leader of the Patrol. 3rd in line to his house. Loyal to a fault. Whatever the Castellan says, is what will be done. Sir Florence of House Scrope (28yo) with his Squire

A happy and hopeful warrior with a heart of gold. He takes issue with many of Malal's choices, and prefers to encourage his Lord into action.

On normal days the Castellan will be seated in the centermost throne, and several of the other seats could be empty. Family members, Malal, the Bailiff, the Barrister, the Curate, or other officiates may also be seated here as required, with the smaller seats reserved for Scribes, Squires, Acolytes, etc.. Posted in the chamber are 2-4 Knights to guarantee the security of all attending. There is a small banded door stepped down on each side of the dais, through which the Court often enters in curt ceremony. in the center of the walls on each side are two more strong banded doors leading to the East and West wings of the first level.

Sir Signus of House Amberley (35yo) with his Squire

Larger than most, Signus is the immovable shield of the Patrol. Gruff and haughty, his attitude towards loyalty parallel Sir Gaylen's. Sir Galeron of House Dugal (38yo)

Full of contempt, Sir Galeron is impatient and ready to fight at any time, for any cause.

10

soldiers have superior morale and attentiveness. Gregory actively promotes their position as a goal for other guards to aspire. A technique that helps to shape and improve performance through all of the lower ranks.

Dame Trillian (29yo)

A merchant's daughter, and the most recent addition to the Patrol, Trill is ceaselessly required to prove herself to her colleagues. She wishes for more time with the Captain of the guard, but it instead regularly sent out on patrols by Sir Gaylen.

26. CENTRAL TOWERS: 12 men-at-arms, Scribe Jordie, and Advisor (elf) Malal in residence The Elf Malal (230yo) is a tall willowy fellow with ivory skin, who is seldom seen unarmored. A close battle-brother of wars past, he keeps close to Gregory's side, and is in fact one of the architects of the Castellan's growing inadequacy. Always encouraging him to act timidly, and to do nothing that might risk the security of the Keep itself, Malal councils his friend towards inaction most of the time. Though Malal can be described as a brave veteran fighter, and his advice as well meant, his own haunted past has taught him too much caution in respect to confronting Chaos. Malal frequently tours the battlements and will give orders if he believes that he is speaking for the Castellan. This especially rankles Captain Murrone (18.), who is anxious to fight Chaos much more vigorously, and resents Malal's arrogance, his ideas of 'patience', and his influence on the morale of her guards.

Sir Harold of House Amherst (37yo)

This knight is a seasoned veteran of battles and an expert swordsman. Slightly arrogant and proud, he both wishes to spend time among commoners, and yet can never remember any of their names. Sir Morholt (50yo)

A crude mercenary of countless battles in the Holy Land, Sir Morholt is a cynical, jaded, and pragmatic warrior with a gruff demeanor and a strait forward way of fighting. He does not consider walking away from a fight a failure, and is not above dishonorable tactics. Sir Ewan (30yo)

27. CASTELLAN'S CHAMBER: Castellan Gregory (68yo) and Family (Wife, 1 Son, 2 Daughters) The Castellan is a veteran of wars long forgotten, and once a favorite Knight of the King. But courtly intrigue forced him to accept the indefinite charge of Castellan in Restwell, and he nurses old grudges as he carries out his duties. Many years ago, when he first assumed his position, Gregory created the Borderlands Patrol, and personally lead them about the region to cleanse the wilderness of Chaotic forces. He even led an expedition to exterminate all that dwelt in the Caves of Chaos. But after many seasons Gregory learned that his pains were in vain. All his gains were quickly lost, and his expenses were never replenished adequately. Today the Castellan is a much more cynical man, and proceeds in every matter out of simple diligence. Though he proudly maintains and wears his armor and sword, he seldom trains and no longer leads the Borderlands Patrol he had founded. Castellan's wife Winifred (43yo) is an emotional wreck, and someone who desperately needs a rest. The challenges her husband has faced over the years in commanding such an outpost as Restwell have left her exhausted with worry. To the people of Restwell, she holds up an austere manner. But most who get to know Winifred learn to appreciate her as a simple woman, crippled with indecision and an abundance of simple kindness. It is Gregory's private hope that his kind wife can survive him in comfort, living in the old capital of the Realm again. To this end, he carefully skims from Restwell's revenue, and eyes any wealth as a possible means to exceed his Knightly wage. The Castellan's only surviving son, Sir Destrian (22yo), has never known a life outside of the Borderlands, and has adopted a cowardice and nervousness that his father strains to overlook. Though he was instated as a member of the Patrol, he looks for any excuse to avoid riding out into the wilderness with the other soldiers. Ironically, Sir Destrian has perfected his martial skills on the practice ranges, and his father takes pride where he can, in hosting tournaments where his son can be seen to succeed in archery or at the tilt. But all know him to be a coward at heart, and an unlikely warrior. The two daughters, Molina and Sophie (15yo and 16yo), are precocious and troublesome, tease their older brother mercilessly, and coyly flirt with the Butcher Boys in defiance of their Mother and their Governess. The Castellan is a brave and noble old warrior at heart, but his leadership over the years has sunken. At first he only surrendered to despair of ever ridding the Borderlands of Chaos. But as time wore on, he became fixated on simply surviving, and now sees any real progress against the elements of Chaos as a threat, and will always

Once an ambitious adventurer, Sir Ewan is beginning to realize the dead-end nature of his position in Restwell. He fancies Dame Trillian, but his affections are rebuked. Sir Gareth of House Dennis (25yo)

7th in line for the Earldom of Kenney, Sir Gareth chose service as a House Knight to taking Orders or going on Pilgrimage to the Levant. He is easily influenced by the other Knights. Sir Donald (36yo)

The Fisherman's son is famous around the Keep on the Borderlands for his excellence of character and martial prowess. One who embodies the essence of Chivalry. Sir Lorne (31yo)

This House Knight is a brash bully and willing muscle to Sir Gaylen and Sir Signus. When discord arises between the Patrolmen, Sir Lorne helps to tip the scale with his whole fist. Sir Griflette (24yo)

A naive son of a local farmer, his horsemanship is unparalleled.

On the left there is a small dusty library, a second meeting room, a ceremonial room, and a storage chamber for ceremonial items and furniture. Above the left are chambers for the Lord's family and any guests. Spiral stairs lead up through both of the 60 ft towers on the southern corners of the Keep Fortress, each accessing the two floors, the cellars, and the upper parapets. Cellar: The stair descending on the East corner accesses the stores, including a cistern, a wine cellar, and a large pantry. Here too are housed the servants and staff. The stair descending on the West corner leads down to the dungeon and the torture chambers. Housed on this end are the jailers and the Lord's headsman. The Cistern connects to the sewer drains under the Outer Bailey, for the purpose of flushing accumulated waste. A little known secret exit is in the corner of the wine cellar, behind an immense cask. 25. TOWER: 12 men-at-arms in residence The Guardsmen who garrison the Keep Fortress are housed in the four towers crowning the structure, and are equipped almost as well as the knights, and answer to orders from the Castellan, Malal, or the Knights. In general they are not to leave their posts at the Keep Fortress unless commanded to. Each barrack is well heated, and sufficiently tabled. A Guard of the Keep Fortress is the highest post in Restwell before Officers or Knights. These

11

seek to stop such efforts as quietly as possible. Publicly however, the Castellan will celebrate and reward any successes, and wait for an opportunity to blame 'troublemakers' if and when their deeds appear to yield bitter fruit. Gregory is a Knight of the Realm and holds the Royal power to mete out justice in the King's name. He holds the power to grant knighthoods as well, though he can only exercise that power within limits, negotiating with the crown for each permission in documentations that the Scribe Jordie (26.) drafts and manages. The Knight- hoods that he grants are notorious however, for they are seldom attached to any holdings, and instead install the recipients as House Knights and members of the Borderlands Patrol. Gregory commands the patrol to limited ends in their duties, seldom rides into danger with them, and could even send them to certain defeat if it suited his political needs. Even so, the opportunity to become a Knight of the Borderlands attracts strong applicants, and even those that are found wanting, will sometimes remain in Restwell to fill the ranks of the garrison. In fact, the only Knights to be issued land have been those that Gregory deemed to be too much trouble to keep close by. On occasion he has sent brave warriors and their new retinues to secure old deserted or over-run outposts in the name of the King, only to be soon lost to the unknown threats within a few years or even a season. Though this cynical scheme has eliminated popular thorns in Gregory's side, it still fuels the aspirations of hopefuls that they could yet become lords of property. And that helps to attract foolhardy newcomers. To maintain the garrison, and to invigorate Restwell's community and attract taxable wealth, Gregory holds sanctioned Tournaments designed to select new Knights. These events crowd Restwell to bursting with Mercenaries, Soldiers, and Merchants of all kinds. Though a pale imitation of the Tournaments held in the Realm, they still do much good to the vitality of the Keeps defense.

Arnaldus. Jordie or Watt are typically on hand to record important details in ledgers and on scrolls. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23.

In addition, If the accused is found guilty, they also pay 1 GP fine to the court. If an accuser is found to be false, they pay the 1 GP fine. Upon deliberated council after sentencing, long term residents could expect leniency in punishments that would call for bodily harm. Residents who do not receive such leniencies are typically exiled from the community soon thereafter, having been maimed and branded. Any accused found guilty of theft are compelled to repay three times the value of that which was stolen, or to return that which was stolen plus double it's value. This repayment is made in coin or in property. If the thief does not poses the estimated value, a judicial council may set an extended term it the stocks, or bodily harm.

APPENDIX I: RESTWELL LAWS Chain of Command in the Keep: 1. 2. 3. 4. 5. 6. 7.

Brawling- 1 day at the pillory Failure to Pay for Services 1 day at pillory and just seizure Failure to Pay for Privileges 1 day at pillory and just seizure Failure to pay for Taxes 2 days at pillory and just seizure Failure to Repay Debt 3 days at pillory and just seizures Theft of Ale- 2 days in stocks Theft of Goods- 3 days in stocks Theft of Bread- 2 days in stocks, public torments Theft of Wealth- 3 days in stocks, public torments, and just seizures Theft of a Weapon- 3 days in stocks , and just seizures Theft of a Chicken- 3 days in stocks, public torments, maimed Theft of a Goat or Sheep- 3 days in stocks, two fingers cut Theft of a Pig- 3 days in stocks, four fingers cut Theft of a Cow or Bull- 3 days in stocks, left hand cut Theft of a Dog- 3 days in stocks, public torments, left eye cut Theft of a Horse- 3 days in stocks, left eye and right hand cut Killing of a Horse, Cow, Bull, or Dog- Death by Hanging Murder of a Man- Death by Hanging Murder of a Woman or Child- Death by Mutilation, and Hanging Murder of a Noble- Death by Rack, Gutting, and Quartering. Treason or Espionage against the Crown- Death by Torture, Flaying, Rack, Gutting, and Immolation. Necromancy- Immediate Death by Immolation. Diabolic Conference- Death by Decapitation, and Immolation.

Licenses:

Castellan (Advisor Malal and Scribe Jordie assist) Captain of the Guard Murrone Sergeant of the Guard Grifon Corporals of the Guard Harkin and Drugo Bailiff Radulfus (Scribe Watt assist) Captain of the Watch Goraidh Corporal of the Watch Tybalt

Within the Realm, licenses are required items to be born at all times, under penalty of Law. They cost a fixed fee, and to be found without one could incur added fines and/or punishment. Common licenses include, "Right to Bear a Blade", Right to Bear Full Armor", "Right to Mete Out the King's Justice" as well as, "Right to Be the Blacksmith", "Right to Sell Weapons" or, "Right to Operate a Tavern". However, on the Borderlands, these Laws are enforced very selectively, and often overlooked. Unfortunately, that inconsistency leads to abuses, such as surrendering ones weapon for entry into the Keep, and then being required to present documentation to reclaim it later. For general purposes, most licenses cost 20 gold pieces, and are managed by the Bailiff with oversight by the Barrister and the notary.

Knights (Patrolmen)- Calvary Guards who patrol the Borderlands. Well paid, and competitive. Guardsmen- Soldiers that Garrison the Inner Bailey and the walls Watchmen- Soldiers that secure the Outer Bailey and the immediate area outside the Keep. Officers of the Guard outrank Officers of the Watch Bailiff Radulfus answers directly to the Castellan but may not command officers of the guard.

Taxes:

Crimes and Punishment:

The taxes due to the Crown are collected and managed by the Castellan himself. As a martial outpost, Restwell provides generous deductions, and at least half of these dues may be paid by use of goods, sent to the Crown by guarded caravan quarterly. For most tenants and subjects of the Keep on the Borderlands, the leases and fees account for the Kings taxes.

All arrested are detained in the Dungeon (24.) for one or two days until a hearing is convened. If the accused surrenders to the mercy of the Court, the Castellan has authority to mete justice and mercy as he see's fit. If the accused protests their innocence, a trial is scheduled. The trial is adjudicated in council by the Castellan, the Barrister, the Bailiff, the Curate, and one "Guest of Honor" such as the visiting Priest Godefroi, or the Guildmaster

Curfew:

12

Technically, no subject is permitted to stay within the walls after curfew without a contract to a bed. Occasionally the Bailiff turns a blind eye to exceptions such as the Lackeys who sleep in the stables with the horses, or the guests of a gracious host. But for most, the hour of curfew is a nightly routine of evictions for nonresidents, and the sounds of the gatehouse gates closing up behind them. The Green Man (14) and the One Eyed Cat (15) both have the Bailiff's leave to room, bed, or board however many guests they wish. But if these businesses must turn anyone away, those poor souls must be escorted out (Watchmen begin their curfew tours in these two establishments). Typically, those unable to stay in the Keep end up collapsing in the rowdier 'Snare Trap' in Butcher's Lane (1b) down the hill.

8. Woodsman Borderland Trees are large and plentiful, but the threats lurking in the wild keep most woodsmen gangs to the fringes of the forest. 9. Miller There are only two millers in the Borderlands; The Wheel Mill on the river, and a Windmill further upland from the Keep. The meager grain harvest demands no more. 10. Fisherman There are only a few fishermen in the Borderlands and they all tend to focus on the Northern banks of the river, or in smaller tributary streams. The misty waters of the marshes downriver are deemed too dangerous.

Borderlands Agriculture: An Analysis

The punishment for evading curfew is banishment from the Keep! A procedure is offered to lift such banishment, but it involves an audience with the Bailiff, and a steep fine, all of which can be tedious to arrange from outside the walls of the fortress.

As Gary Gygax expressed many times his views about typical fantasy setting as being filled with petty landowners and freeholders, as opposed to slavery or serfdom, we should assume farmers are included: owners of a farm, paying a yearly rent to the Castellan. These farms would scattered throughout the landscape, the Keep being the only real “village”, as Gary refers it (p. 2).

The Court of Restwell: The Court of Restwell is a semi-official audience for petty grievances held on every new moon, is overseen by the Castellan, and chaired by the Bailiff, the Barrister, and the Bailiff's Scribe.

To feed the more than 400 people living in the Keep, around 160 farms surround the Keep in a one-mile line of sight from its towers. No more than 15 people dwell in each farm. The farms are held by a farmer and its small family, accompanied by many daily workers and some guards, as the region is dangerous.

At this meeting, citizens and subjects may bring disputations to this council for judgment. Though the structure is largely informal, all participants are obligated to abide by the councils majority judgment. To contest a judgment, an appeal must be presented to the Castellan, and an official audience must be held in his hall.

The Tavern’s (15) list of meals can be used as an indicator for local production. Local people use bark tea as a warm drink. Wine is obviously imported from the West, as two tuns of wine are available in the common warehouse (5). But ale and beer can be local, which indicates than barley and hops are produced around the castle. The cool and contrasted climate suggest wheat as a prime cereal, so these farmers likely practice shift of crops: one year with wheat, one year with barley and one year with legumes, most probably carrots and cabbages. These are the one you can expect in the Tavern’s soup or stew. Fruits could be apples, the most common, and seconded by pears. Raspberries and cherries are also very common in farmer’s personal orchards.

APPENDIX II: GREATER RESTWELL COMMUNITY People Outside of the Keep: The total Population of Restwell Keep is roughly 300 souls, 23 of which are children and 180 in the permanent garrison. To support this central population, there are roughly 2,000 souls living in roughly 130 farms within visual range of the Keep. Roughly 800 more souls live within 1 days walk of the fortress. This number includes settled Foresters, Farmers, and Trappers. the Castellan's Borderlands Patrol tour this larger Borderlands area infrequently. (See " Borderlands Agriculture: An Analysis", below.).

Honey mead is likely made from local bees, though its price two times higher. Various quotes about meat are not so useful, as stew and roasted joint could be from any animal, while roasted fowl could mean almost any bird. It is suggested is that the most common fowl is Turkey, while the most common meat is hog. Mentions of a hard cheese located in the Ogre's cavern, and the fact that cheese is sold by wedges at the Tavern strongly suggest it is a cow’s milk cheese, probably a variety of Cheddar. So cows are probably raised in the lands surrounding the Keep, but for milk purpose rather than meat. It seems no textile is produced in the Borderlands, as clothes are also listed as products for merchants in the warehouse. This, combined with the close proximity of threat, indicates that sheep herding is not likely.

1. Farmer Farms grow succulent vegetables and alternate short crops of hardy wheat, barley, and legumes in a yearly cycle. However, the Borderlands wet weather can often threaten crops with blight from too much rain. 2. Goatherd Goats and Sheep are hardy livestock and thrive in the Borderlands climate. But wool and textile production is not a strong feature of the Borderlands economy. Only very small flocks and individual Kids are taken to graze along the slopes beside Restwell Keep, close to safety. 3. Cowherd Cattle are few and harder to maintain in the Borderlands. Most are kept for dairy (a local cheese is becoming distinct), and fresh beef cuts are relatively rare. 4. Swineherd The most popular livestock in the Borderlands is the pig. Restwell swineherds favor a hardy domesticated breed of boar. Some boar are reserved to hunt for truffles. 5. Trapper Most Trappers meet up at the Snare Trap in Butcher's Lane, and rarely bother to enter the Keep. They have a mixed relationship with the Borderlands Patrol. 6. Hunter Hunters also prefer the company in Butcher's Lane, and will often spend days alone in the wilderness. Some hunters (and trappers) serve as freelance scouts for the Patrol. 7. Furrier A couple reside and work in Butcher's Lane, a few more keep households in the valley. They are among the busiest tradesmen outside the walls of the Keep.

So, the common Borderlands’ farm is probably like a little keep, as the keep is like a little village: a yard for the Farmer’s private house and another for his workers, with a common room, a barn, the pig-house and building for cows and turkeys, all being surrounded by stone walls to protect against raiders. Adapted with liberties from, "Borderlands Agriculture" by Nicolas Dessaux.

13

APPENDIX III:

61.

The Cobbler's daughter turns heads as she carries leather back to the shop. 62. Cheating: Gemma (7l.) sneaks away with her lover the Hunter. 63. Lenora takes young Ally and Julie (7m.) to treat at her brothers bakery. 64. Molina & Sophie (27.) flirt with the Butcher Boys, inspecting their beefy arms and giggling in spite of themselves. 65. A local Ogre is drinking and gambling at the Snare Trap after selling furs and 'greenskins' to Magg (1b.) He is not permitted inside the Keep, and is not welcome by most to be in Butcher's Lane either. 66. A known Hill Giant has tripped over a fresh pile of logs on a farm in the outskirts of the Restwell clearing, and he is crying over a split and bloodied toe. 67. The Castellan (With Jordie and Malal) tours the countryside with the Patrol, meeting with the subjects and taking careful census of any changes. 68. A caravan from the East has arrived, but was separated from half their number in a whiteout up in the mountains pass. 69. Arnest (7j.) walks past with his daughter Grite on a leash. 70. A farmer was abducted by devils in a thunderstorm. 71. Three dog people stole all of a farmers hens and eggs. 72. A caravan of exotic traders arrive with news that 1/2 of their number were left behind in an ambush. 73. Trappers are finding their traps tampered with again. 74. A legendary beast is haunting the Tugleywood. 75. The Patrol are infighting, and Malal has sent part of their number abroad to patrol the hold. 76. Godfroi parades around the Outer Bailey and many of the farmsteads giving alms. 77. Gipp Tyler gathers his family together with two carts of supplies to go to work on the windmill. 78. Two groups of Watchmen and Guardsmen begin a brawl in the One Eyed Cat, and the fricassee tumbles into the Town Square. 79. Elger and Fritz Cobbler (7i.) argue loudly in their native language until Girdrud interrupts. 80. A giant hairy goblin deliberately startled someone's horse and caused them to tumble and for their mount to bolt away. 81. Renfrey and Adieline (11.) go to the chapel to prepare their marriage arrangements. Sturdy follows, but is not permitted inside. 82. A brawl turns into a riot down in Butcher's Lane, and many soldiers are dispatched to clear the grounds and secure the rabble-rousers. 83. Sir Harold becomes intoxicated, and proceeds to treat everyone gregariously (and mistaking everyone's names). 84. Braden's family (7g.) prepare their supplies for a job repairing the watermill. They will be working there for four days. 85. It is Market Day, and a local ogre arrives to pay gold coins for rare herbs and seasonings, but is turned away at the gatehouse. 86. Hunters have been murdered by a brutish band of beastmen. The Patrol is called upon to retaliate. 87. A letter is delivered into the hands of a farmers child by a small devil. It is a sealed note for the Castellan. A ransom note. 88. A caravan arrives with dozens of new guests, and the inn is making many compromises to make room for them. 89. The Curate Abelard (17.) goes from door to door inquiring to all parents for their children's education at the chapel. 90. Fishermen report seeing a dragon at the edge of the Black Bogs. 91. An elderly, wandering, cavalier arrives, seeking *gasp* "adventure". Having only heard of highway banditry, the Caves of Chaos promise to offer more than he could handle. 92. Clench (5.) becomes enraged and chases Patches (7c.) all over the Outer Bailey (Patches has spent hours working him up.) 93. A murder took place over gambling down in the Snare Trap, and the accused is expected to be hung for the crime. 94. The fortress guards and watchmen are in high spirits. An annual event among the garrison is about to happen, the "Goblin Toss". The war engine crews compete to hitting targets out in the farmland. Farmers whose property is struck and damaged receive generous compensation from the Castellan. 95. A thief is pursued by the Watchmen. 96. A band of local hunters, who rarely enter the keep, find themselves ejected from the keep for their behavior. 97. Nurse Bridget (7b.) pays a house call for Megge (7n.) who is expecting a child any day. 98. Megge (7n.) walks down the street to do chores, but looks overdue to deliver, her belly having grown very large. 99. The sounds of anguish in the night as Megge delivers twins!! 100. Elder Badcock berates his son in public.

RANDOM RESULT CHARTS Random Restwell Events in Day: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60.

Rat Catcher (7c.) showing young Otto how to set a trap. The Jovial Priest(7b.) and two Acolytes visiting the Baker The Stevedores (7a.) loading furs onto a cart. A one-eyed cat, Patches (7c.). Poll (7b.) going to the Baker (7c.) with an empty basket to fill. A Patrol of Knights (24.)burst through and out of the keep in a rush. A caravan of goods from the Realm arrives. A caravan of Dwarves arrive with ore to sell to Abelard. The "Bee Man" arrives, selling his wares. A rare visit. Meal (4.) is beating one of his stable lackeys mercilessly. Acolyte Tibald (7b.) leaves the Keep alone. Audric and Kaylee (7d.)are seen meeting secretly, and run off. Beavis escorting Ayoo (7g.), holding hands and exchanging smiles. Alice and her son Miles hitch a pair of carts for the road (7g.). Apio and Amadi (7g.) prepare for a fence building job on a farm. The Barrister, Bailiff, and Scribe meet to draw the minutes. The Barrister, Bailiff, and Scribe convene the Court of Restwell. The Bailiff erects a table to receive all uncollected rents. Three suspiciously thuggish Merchants arrive in Restwell (7h.). An envoy arrives from Tendai's (7h.) homeland. Arnest (7j.) packed for his work, leaves home with Grite tied to him. Ellis and Grott (7j.) muscling a resident to pay money owed. Lucente (7i.) excited to receive a shipment of rare fabrics. Lucente (7i.) being Lucente. Mott and Terrey (7k.) run and play with wooden swords. Ally and Julie take their cousin Denic (7m.) to visit Uncle Angus (7c.). Mason and Architect discuss building plans and costs. The Tyler Boys stand off against the Butcher Boys. Badcock Elder seen acting stingy and miserly with a merchant. Jacobus & Athelard discuss legal matters in low murmurs. Malal tours the Keeps parapets and towers, inspecting soldiers. Architect Watt leaves the Keep with Godfroi to inspect Abby site. Young Love; Audric and Kaylee are noticed together. Butcher Boys tease Audric. Dawn: Butcher Boys stumble home from a night of gambling. Butcher Boys tease Colbert. Murder Mystery: The Cooper is discovered DEAD! Young Love: Beavis and Ayoo rendezvous (7g.). Mystery: Athelard's worst fears, assassins disguised as merchants (7h.). Mystery: Tendai (7h.) Farmers arrive with news of arson and banditry to be investigated. Captain Estrella tours the crowds of visitors in disguise. Gilpy & Hurdy twins (14.-7a.) join Kip & Art (14.-7d.) to tease Elena & Dolly (14.). Visiting thieves are cruelly exampled at the pillory (18.). Butcher Raynald (7e.) recieves a full side of beef from a farmer. Beatrix (14.) readies for a secret ritual to Hern in the forest. A nearby guard tower runs battle drills all day. Rowland and his men (8.) load up a cart full of armor for the stores in a particular tower. Mille (7a.) Walks about the bailey being a pest. Ivetta (7a.) shops for food to take home to make a porridge. The 4 Stevedoers (7a.) are more drunk than usual and missing their work. The 4 Stevedoers (7a.) enter into a loud disagreement with a merchant about their fee for loading up her cart. Kaylee (7d.) delivers a basket of soap for her father. Nurse Bridget (7b.) receives a large bundle of bleached linens. Baker Angus (7c.) can be heard singing while working again. Patches catches a rat. Tallyman Garp (5.) is rushing through to round up help with a new shipment that must be stored. Carts are backing up. Athelard scolds Adcok (7h.) to return home and prepare supper. Lucente (7i.) finds a random citizen to dress up in his latest creations. Braden (7g.) gatheres his family and supplies for a job outside of the Keep.

14

EXTRA ELECTIVE QUESTS TABLE: 1. The Castellan's daughter Sophie, is desperate to escape the Keep and run away to civilization. She will attempt to seduce or otherwise manipulate a PC if she thinks it might achieve her goal. Her father is naturally very protective. The Butcher Boys are her first choice, but a poor one. If she follows through with them, she may end up in a hostage situation (or worse!) that is entirely outside of what the Butcher Boys would intend. Sophie's younger sister would disagree, but would not betray her confidence easily. Consider the Bandits (Wilderness 3) or even the Temple of Evil Chaos and the Cultists' need for a virginal sacrifice! 2. The Temple of Evil Chaos has a long tradition of abducting young men and even boys into their cult. Their work with the undead and the other chaos factions is risky, and their long term goals have required a tradition that could perpetuate their brotherhood through the generations. At higher levels, when the party is prepared to engage the Cultists, the mystery of those lost to the temple could be unraveled. A key point in the mystery is the active curse laid upon the sacrifice artifacts found in the Chapel (Keep 55).

Borderlands Weather: Weather blowing from the South and East of the Realm collides with the higher elevation of the Borderlands. Trapped by the mountain ranges, most of the clouds that gather envelop the valley in mist and fog, or drenches everything in rain. (Winter Weather is largely the same, but marked with frost, hail, and sleet.) BORDERLANDS WEATHER CHART: Roll D4 for number of weather changes in a day. Roll D20 for each condition. ± 1-4 Foggy- The air is still and thick with fog. The shape of objects or identity of approaching figures can be obscured as close as five to twenty yards. ± 5-10 Misty- Cool patches of mist drift through the valley, sometimes obscuring vision as close as five yards away, and sometimes breaking to show the blue sky above. ± 11-14 Showers- Gentle curtains of light rain drench the landscape. Winter and higher up the mountains, snow flurries. ± 15-17 Thunderstorm- Sheet lightning crashes into the surrounding hillsides and trees, the thunder startling all. Rain pours suddenly and floods the land. Winter and higher up the mountains, snow covers all. ± 18-20 Clear and Windy- Stiff breezes sweep away the mists and the clouds to reveal the Borderlands wooded reaches, and the snow covered mountains looming above.

3. There is a narrow secret passage that snakes through the Keep, connecting 2d4+1 vital areas. No adults know of it, only a few children who recently discovered it while playing. It need not be mapped. They are unintended structures. These are very narrow gaps between cellar walls and other structures from when the Outer Bailey was first erected so many years ago. This adventure could draw the players to areas beneath the keep that they might not have entered otherwise, such as the oldest crypts, or the dungeon beneath the Guild Hall. 4. The orc prisoner in the hobgoblin cave is Bud, The Bloody Fists Chieftain's oldest whelp. He hates his father and will cooperate with the PCs to slay him. 5. Driven by desperation for supplies, the raiders (wilderness area #3) are conspiring to launch a joint raid with the Orcs of the Fang Fingered Clan. The goal is to overrun and loot the outer bailey of the keep in a daring night raid, assisted by spies from the inside. Though it is an act that the Priests would not approve of, If successful, the Fang Fingered Clan reputation would improve, attracting more Fang Fingered Clan orcs from the mountains, and bolstering their numbers with 4d6 more orcs within 2d4 weeks. (Note: Seward could be seen to earnestly fight to repel the invasion.) Corporal of the Watch options: a. The Corporal of the Watch (Keep #3) is a spy for the Chaotic raiders in the forest (Wilderness #3). b. The Corporal isn't terribly evil, just stupid and greedy- he doesn't think the raiders are a real threat and excuses himself with “ Just about everyone in the Keep does something shady for a little extra money on the side. Why should I be left out? Times are tough!”. c. The Corporal of the Watch (Keep #3) is a spy for the Chaotic raiders in the forest (Wilderness #3). d. The Corporal is a good man, and is only betraying the Keep because the raiders have his daughter. He believes the girl to be an innocent hostage, but in fact she is with the raiders willingly and is the Leader's lover.

UPDATED RUMOR TABLE: 1. A merchant, imprisoned in the caves, will reward his rescuers. 2. The "Caves" are really ancient tombs of a long lost kingdom. 3. Devils of many kinds inhabit the caves, but all serve Satan. 4. A chef lives in the Tugleywood and feeds all the bandits. 5. Goblins will not kill. All they want are prisoners for their ransoms. 6. The dead of kingdoms past are restless in the Valley of Kings 7. Farmer's children are abducted by goblins every 3rd year. 8. A small haunted barrow in a clearing within the Tugleywood. 9. A vast Goblin Kingdom lays deep under the Borderlands. 10. Terrible sounds can be heard on the Black Bogs at night. 11. A giant wanders into the Tugleywood each year to hunt. 12. The caves are inhabited by dog people that eat babies. 13. There are hordes of tiny dog-men living in the ancient tombs. 14. The Castellan doesn't want troublemakers going to the caves. 15. Dog people can't resist a basket of freshly laid eggs. 16. Black devils haunt the Black Bogs, seeking to drown children. 17. The serious threat to the highway is from normal bandits. 18. The Mad Hermit, who lives somewhere to the north, is a Saint. 19. The Devil is prowling the valley, waiting for Restwell to fall. 20. The Keep was built upon a much older fortress from long ago.

6. One of the ethnic residents (grandparent/aunt) is an old gypsy woman, who will tell anyone's fortune for a gold piece. This could take the form of a tarot session for the character. The results should be random, and interpretive, but ALSO influential to the rest of the campaign. 7. A daring thief scales the walls of the keep fortress and steals a prized treasure from the Castellan himself. He escapes when the alarm is raised, but is believed to be hiding somewhere in the keep. If the party seem keen for a domestic mystery, or an

15

opportunity to be seen in good light by the Castellan, this would be a good adventure for that. 8. If the party befriends or helps Tendai, he will gift them with a treasure map (The map is the handout from the beginning of Module x1: The Isle of Dread). The adventure should be chosen if all the players appear prepared to progress onto another adventure. 9. The Evil Priest has a box in his chamber, which contains a very detailed map of the Keep and a journal that details the major personages of the Keep, their habits and schedules, and shockingly accurate details of the Keep's defenses. The journal was obviously penned by a longtime inhabitant of the Keep. But who, when, and why? Use this adventure hook if the Cult is eliminated too easily, and the party are still itching for bigger fish to fry (that aren't a demon)! 10. Druidism is still worshipped by a few in the Keep, and many more among the tenant farmers. A small portion of the population make monthly nighttime excursions out of the keep on nights of the new moon. Two among the populace are the secret priest and priestess who conduct these rituals. But one of the two is, in fact "consorting with the devil" just as Abelard or Godfroi would decry. 11. The party discovers the Bailiff (Keep 6) bloody and naked on the rack in the hobgoblin's macabre “Playroom” (Caves #24). But if this guy is the real Bailiff... then just who is the “Bailiff” back at The Keep? 12. The caves are inhabited by dog people that eat babies. 13. There are hordes of tiny dog-men living in the ancient tombs. 14. The Castellan doesn't want troublemakers going to the caves. 15. Dog people can't resist a basket of freshly laid eggs. 16. Black devils haunt the Black Bogs, seeking to drown children. 17. The serious threat to the highway is from normal bandits. 18. The Mad Hermit, who lives somewhere to the north, is a Saint. 19. The Devil is prowling the valley, waiting for Restwell to fall. 20. The Keep was built upon a much older fortress from long ago.

16

Related Documents

The People Of The Keep
February 2021 3
Keep The Kiln Rotating
February 2021 0
The Art Of Drawing People
January 2021 2
The People Of Ar-rass
January 2021 3

More Documents from "Defenderofthelands"