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  VILLAGE BACKDROP: WELLSWOOD 
  A	busy,	prosperous	village,	Wellswood	is	justly	famed	for	the	warm	welcome	travellers	find	in	the	village’s	taverns	and	inns	and	for	its	
  most	striking	feature:	Lake	Thraren—a	subterranean	lake	lying	deep	below	the	village’s	foundations.	The	villagers	catch	the	exotic	fish	
  swarming	in	its	deep,	cold	waters	and	on	its	shore	stand	the	fortress	home	of	the	dwarf	clan	of	Erdikr.	Here	long	before	humans	colonised	
  the	land	above,	these	secretive	dwarves	serve	Lord	Issakainen,	maintaining	the	village’s	many	wells,	but	let	none	enter	their	lightless	
  home.		
  	
  All	is	not	peaceful	in	Wellswood,	however.	Merchants	and	villagers	alike	grumble	at	the	slowly	increasing	burden	of	taxes	levied	by	the	
  greedy	Lord	Issakainen	while	others	have	begun	to	wonder	exactly	what	clan	Erdikr	are	up	to	deep	below	the	earth.			
  	
  C R E D I T S  
  Design:	Creighton	Broadhurst	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland	 and	 Matt	 Morrow.	 Some	 artwork	
  copyright	William	McAusland,	used	with	permission.	
  Cartography:	Tommi	Salama	
  C O N T E N T S  
  Wellswood	At	a	Glance	................................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Wellswood	.........................................................................	6	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  ©Raging	Swan	Press	2016.	
  	
  The	moral	right	of	Creighton	Broadhurst	to	be	identified	as	the	
  author	 of	 this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome	 to	 this	 Raging	 Swan	 Press	 System	 Neutral	 Edition	
  Village	 Backdrop.	 Herein	 you’ll	 find	 evocative,	 inspiring	 text	
  designed	 to	 help	 you—the	 busy	 GM—run	 better,	 quicker	 and	
  easier	games.		
  	
  This	 book	 is	 compatible	 with	 most	 fantasy	 roleplaying	
  games.	 It’s	 impossible	 to	 create	 a	 truly	 system	 neutral	 book,	
  though,	and	some	generic	game	terms—wizard,	fighter,	human,	
  elf	 and	 so	 on—lurk	 within.	 These	 generic	 terms	 are	 easily	
  modified	to	the	GM’s	system	of	choice.		
  	
  One	special	note	about	the	NPCs	in	this	supplement.	While	
  some	are	wizards,	fighters,	clerics	and	so	on,	others	are	simply	
  normal	folk.	Because	different	game	systems	handle	normal	folk	
  differently	we’ve	made	no	attempt	to	note	their	“class”	leaving	
  them	simply	as	“female	human”	and	so	on.				
  	
  If	you	enjoyed	this	book,	please	consider	leaving	a	review.	
  	
  If	you	didn’t	enjoy	this	book,	did	you	know	Raging	Swan	Press	
  offers	a	money	back	guarantee?	
  	
  	
  
  2	
  W E L L S W O O D  A T  A  G L A N C E  
  A	 busy,	 bustling	 place	 Wellswood	 stands	 near	 the	 juncture	 of	
  two	trade	routes.	Here,	travellers	and	traders	shake	the	mud	of	
  the	 road	 from	 their	 feet	 and	 Lord	 Issakainen	 grows	 fat	 on	 the	
  taxes	and	tolls	he	levies	on	both	traveller	and	villager	alike.	And	
  although	Wellswood	is	famed	for	the	warm	welcome	travellers	
  find	in	its	taprooms	and	businesses	the	village	is	well	known	for	
  another	reason	entirely.	
  	
  For	 Wellswood	 is	 aptly	 named,	 indeed.	 Many	 wells—both	
  natural	 and	 dwarf-made—dot	 the	 village.	 Far	 below	 lies	 Lake	
  Thraren,	a	large	subterranean	lake	navigable	in	parts	and	fished	
  for	 the	 many	 exotic	 fish	 swimming	 therein.	 A	 small	 clan	 of	
  dwarves—the	 Erdikr—dwells	 upon	 the	 lake’s	 ebon	 shores.	
  Nominal	 servants,	 or	 at	 least	 allies,	 of	 Lord	 Issakainen	 they	
  permit	few	outsiders	to	visit	their	lightless	home.		
  	
  Wellswood	 is	 not	 the	 peaceful	 place	 it	 first	 appears.	 Lord	
  Issakainen	grows	greedy	and	taxes	have	been	rising	steadily	of	
  late.	 Merchants	 grumble	 at	 the	 increased	 costs	 while	 recently	
  some	villagers	have	begun	to	wonder	exactly	what	the	Erdikr	are	
  up	to	in	their	ebon	hold.		
  D E M O G R A P H I C S  
  Ruler	Ilmari	Issakainen	
  Government	Overlord	
  Population	192	(139	humans,	37	dwarves,	15	halflings,	1	half-elf)	
  Alignments	LN,	NG	
  Languages	Common,	Dwarven,	Halfling	
  Resources	 &	 Industry	 Fishing,	 hospitality/lodgings,	 travellers’	
  services		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aelliah	 Issakainen	 (location	 1;	 NG	 female	 middle-aged	 half-elf	
  bard	 5)	 Beloved	 by	 the	 villagers,	 Aelliah	 does	 much	 to	
  temper	her	husband’s	dour,	greedy	demeanour.		
  Antal	Silverleaf	(location	8;	N	male	old	halfling	cleric	4	[Behron])	
  Named	 for	 his	 silver	 hair,	 Antal	 maintains	 the	 Traveller’s	
  Rest.	Too	old	to	travel	far	now,	he	is	a	popular	fellow.	
  Azthur	 Erdukr	 (location	 10;	 LG	 female	 dwarf	 fighter	 5)	 Often	
  seen	 about	 the	 village,	 checking	 well	 walls	 and	 the	 like,	
  Azthur	is	suspicious	of	strangers	and	their	questions.		
  Elimia	Takala	(location	6;	NG	female	human)	Owner	of	the	Boot	
  and	 Wheel,	 Elimia	 is	 a	 congenial	 host;	 she	 has	 a	 strong	
  regular	trade,	which	infuriates	Jani	Lieno.	
  Ilamri	 Issakainen	 (location	 1;	 LN	 male	 old	 human	 fighter	
  2/wizard	 3)	 Lord	 of	 the	 village,	 and	 a	 powerful	 (but	 dour)	
  man,	Ilmari	has	grown	wealthy	through	clever	management	
  of	Wellswood’s	location	and	unique	resource.	
  Jani	Leino	(location	2;	N	male	human)	Landlord	of	the	Footsore	
  Wanderer,	Jani	greatly	desires	to	buy	the	Boot	&	Wheel;	his	
  advances	have	been	rebuffed	repeatedly.		
  N O T A B L E  L O C A T I O N S  
  Most	of	Wellswood	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Castle	 Issakainen:	 Castle	 Issakainen’s	 lofty	 battlements	
  overlook	the	trading	routes	that	meet	just	north	of	the	village.		
  2. The	 Footsore	 Wanderer:	 Occupying	 a	 walled	 compound,	 the	
  Footsore	Wanderer	has	ample	accommodations	for	all	but	the	
  largest	caravans.	
  3. Toll	 Booth:	 From	 these	 watchtowers	 Lord	 Issakainen	 levies	
  tolls	on	all	travellers	entering	Wellswood.	
  4. Wheels	 &	 Wagons:	 Run	 by	 two	 brothers,	 this	 large	 business	
  can	repair	almost	any	mode	of	transport.	
  5. Tuomi’s	 Outfitters:	 This	 meticulously	 organised	 shop	 has	
  everything	a	traveller	should	need	to	reach	his	destination.		
  6. The	 Boot	 &	 Wheel:	 This	 small	 inn	 does	 a	 roaring	 trade;	 its	
  guests	 are	 welcome	 to	 pitch	 their	 tents	 within	 the	 inn’s	
  grounds	or	to	hire	one	of	its	many	small	lodges.		
  7. The	Angry	Badger:	A	local’s	watering	hole,	the	Angry	Badger	
  serves	 cheap,	 plentiful	 drinks	 and	 basic,	 but	 filling,	 food.	
  Additional	 entertainments	 are	 always	 available	 upstairs	 (and	
  occasionally	downstairs).		
  8. Travellers’	Rest:	This	rambling	shrine	dedicated	to	Behron,	the	
  god	 of	 travellers,	 is	 open	 to	 all.	 Travellers	 low	 on	 funds	 can	
  sleep	in	the	shrine	for	free.	
  9. Lake	Thraren:	Lord	 Issakainen	tightly	controls	access	to	Lake	
  Thraren	and	tithes	those	fishing	its	ebon	waters.	Therein	swim	
  several	rare	and	exotic	types	of	fish	found	nowhere	else.	
  10. Don	 Galir:	 Home	 of	 the	 Erdikr	 clan,	 this	 small	 dwarven	 hold	
  lies	 under	 Wellswood;	 non-dwarves	 are	 rarely	 admitted	 and	
  what	 goes	 on	 therein	 is	 a	 matter	 of	 speculation	 among	
  Wellswood’s	populace.		
  	
  D O N  G A L I R ’ S  H I D D E N  H I S T O R Y  
  Don	Galir	is	much	older	than	Wellswood.	Founded	by	survivors	
  fleeing	a	 great	 battle	fought	against	rampaging	orcs	 long	ago,	
  the	 dwarves	 settling	here	 did	 so	 by	accident.	 They	 discovered	
  Lake	Thranen—named	for	the	ancient	dwarven	heroine	who	led	
  them	 here	 and	 who	 disappeared	 exploring	 its	 furthest	
  reaches—and	 built	 Don	 Galir	 as	 an	 ultimate	 redoubt	 against	
  renewed	 orcish	 aggression.	 Although	 the	 battle	 took	 place	
  centuries	 ago,	 the	 dwarves’	 work	 continues	 unabated.	 When	
  the	humans	founded	Wellswood,	the	dwarves	knew	they	could	
  not	 remain	 hidden	 and	 so	 forged	 an	 agreement	 with	 the	 first	
  lord	Issakainen.	They	agreed	to	maintain	the	various	wells	and	
  the	lord’s	burgeoning	fortress	in	return	for	 being	 left	alone	to	
  live	as	they	please.		
  
  3	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Coldwater,	 its	 history	 and	
  surrounds.	Determine	how	knowledgeable	the	PCs	are	and	then	
  impart	some	(or	all)	of	the	information	below:	
  § 
  Named	 for	 its	 many	 wells,	 Wellswood	 stands	 above	 a	 huge	
  subterranean	lake	rich	in	exotic	fish.			
  § 
  The	local	lord—Ilmari	Issakainen—controls	access	to	the	lake	
  by	selling	fishing	licenses	to	his	serfs;	he	levies	half	their	catch	
  in	payment.	
  § 
  A	small	clan	of	dwarves—the	Erdikr—dwell	in	the	village;	they	
  have	 served	 the	 Issakainens	 for	 centuries	 and	 maintain	 the	
  various	wells	and	important	buildings	in	the	village.		
  V I L L A G E R S  
  Appearance	 Fishermen	 are	 pale	 of	 skin,	 but	 otherwise	 appear	
  like	 other	 villagers—dark	 haired	 and	 generally	 fit	 and	 healthy.	
  Gray	 and	 light	 brown	 eyes	 predominate.	 Dwarves	 are	 heavily	
  bearded	and	normally	wear	leather	clothes	of	dark	hues.	
  	
  Dress	 Villagers	 wear	 loose,	 ill-fitting	 woollen	 or	 leather	
  clothes	suited	to	their	trade.	
  	
  Nomenclature	 male	 Armas,	 Hannu,	 Kaarlo,	 Veli,	 Vesa;	
  female	 Aila,	 Asta,	 Irina,	 Pia,	 Satu;	 family	 Rantanen,	 Sianio,	
  Tuomi,	Varala.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Wellswood	a	PC	may	hear	one	or	more	rumours.	The	
  PC	can	learn	this	information	in	a	number	of	ways:	perhaps	by	
  overhearing	two	locals	gossiping,	chatting	with	regulars	over	a	
  few	drinks	at	the	local	tavern	and	so	on.	Use	the	table	below,	to	
  determine	which	rumours	the	PC	learns.		
  D6	
  RUMOUR	
  1*	
  Something	terrible	dwells	in	Lake	Thraren;	occasionally	it	
  takes	one	of	the	fishermen.	
  2*	
  Cracks	 have	 appeared	 around	 some	 of	 the	 wells—a	
  collapse	is	imminent!	The	whole	village	is	doomed!	
  3	
  Those	 dwarves	 are	 up	 to	 something.	 Their	 digging	 is	
  going	to	cause	a	collapse—half	the	village	will	probably	
  fall	into	Lake	Thraren.	
  4	
  Lord	 Issakainen	 has	 grown	 wealthy	 from	 his	 control	 of	
  Lake	 Thraren,	 and	 he	 grows	 increasingly	 paranoid	
  someone	is	planning	to	steal	his	riches.	
  5	
  Jani	Leino	wants	to	buy	the	Boot	and	Wheel;	he	dreams	
  of	 controlling	 all	 the	 village’s	 various	 inns	 so	 he	 can	
  increase	prices	and	get	very	rich.	
  6	
  The	Angry	Badger	has	a	secret	cellar	which	hosts	monthly	
  animal	 fights—hence	 the	 name.	 The	 fights	 are	 to	 the	
  death,	and	attract	a	hard-core	following.		
  *False	rumour	
  		
   
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  C A S T L E  I S S A K A I N E N  
  Castle	Issakainen’s	lofty	battlements	loom	over	the	village	as	a	
  constant	reminder	of	her	lord’s	power.	Somewhat	of	a	work	in	
  progress,	 the	 castle	 has	 seen	 several	 major	 phases	 of	 building	
  and	expansion	and	is	thus	a	hodgepodge	of	architectural	styles.	
  	
  Here	 dwells	 Ilamri	 Issakainen	 (LN	 male	 old	 human	 fighter	
  2/wizard	3)	and	his	half-elven	wife	Aelliah	Issakainen	(NG	female	
  middle-aged	 half-elf	 bard	 5).	 Ilmari	 is	 dour,	 somewhat	 joyless	
  and	 becoming	 obsessed	 with	 the	 collection	 of	 wealth	 whereas	
  Aelliah	 is	 joyful	 and	 much	 beloved	 by	 the	 populace.	
  Consequently,	 she	 does	 much	 to	 try	 and	 mollify	 the	 growing	
  discontent	against	her	husband’s	increasing	greed.		
  	
  Ilamri	 maintains	 a	 force	 of	 67	 men-at-arms	 (LN	 human	
  fighter	1)	to	secure	the	village	and	a	squadron	of	18	elite	cavalry	
  (LN	human	fighter	2)	to	patrol	the	surrounding	roads	in	groups	
  of	six	for	a	half-day	in	both	directions.	
  2 :  T H E  F O O T S O R E  W A N D E R E R  
  This	 extensive	 walled	 compound	 offers	 excellent	 security	 for	
  visiting	merchants	and	its	grounds	can	accommodate	all	but	the	
  largest	caravans.	Jani	Leino	(N	male	human)	is	the	landlord	here.	
  He	 greatly	 desires	 to	 buy	 the	 Boot	 &	 Wheel	 (location	 6)	 to	
  dominate	Wellswood’s	economy.	Thus	far,	Elimia	Takala,	owner	
  of	the	Boot	&	Wheel,	has	rebuffed	his	advances.		
  § 
  Food	&	Drink	meal	(rabbit	in	mushroom	sauce,	chicken	with	
  buttered	parsnip	or	similar)	3	sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  § 
  Accommodation	A	standard	room	costs	5	sp	a	night.		
  3 :  T O L L  B O O T H  
  A	toll	booth	stands	at	both	ends	of	the	village;	all	travellers	(but	
  not	villagers)	using	the	main	road	must	pay	a	toll.	Four	men-at-
  arms	 (LN	 human	 fighter	 1)	 garrison	 the	 booths	 day	 and	 night,	
  but	 the	 night	 watch	 is	 far	 less	 vigilant	 than	 their	 daytime	
  brethren.	 Collected	 tolls	 are	 transported	 to	 the	 castle	 at	 dusk.	
  The	tolls	are:	
  § 
  Per	Traveller:	1	cp	
  § 
  Per	Wagon:	1	gp	
  § 
  Per	Horse:	1	sp	
  § 
  The	tolls	are	cumulative.	So,	for	example,	a	traveller	riding	a	
  horse	 would	 pay	 1	 sp	 and	 1	 cp,	 while	 two	 men	 on	 a	 wagon	
  pulled	by	one	horse	would	pay	1	gp,	2	sp	and	2	cp.		
  It’s	 a	 relatively	 trivial	 matter	 for	 travellers	 on	 foot	 to	 avoid	
  paying	these	tolls	(if	they	know	about	them)	by	cutting	through	
  the	 surrounding	 woods.	 However,	 those	 caught	 doing	 so	 must	
  pay	a	fine	of	double	the	normal	toll.	
  4 :  W H E E L S  &  W A G O N S  
  Run	by	two	brothers,	this	large	business	can	repair	almost	any	
  mode	of	transport.	Comprising	a	large	workshop—a	converted	
  barn	big	enough	to	accommodate	a	wagon—and	a	stables	with	
  attached	smithy	this	is	a	busy	place.		
  	
  Ylermi	(NG	male	human	fighter	1)	is	a	talented	smith	while	
  his	brother,	Jaska	(NG	male	human),	is	a	skilled	carpenter	This	is	
  a	family	business,	and	both	men’s	wives	(Elina	and	Pia	[both	N	
  female	human)	and	their	children	help	out	around	the	place.	Pia	
  is	a	skilled	healer	and	tends	any	sick	or	lame	animals	for	1	sp	a	
  day.	
  	
  B E H R O N  
  N	god	of	Travel		
  	
  Epithets:	The	Farwanderer	
  	
  Symbol:		The	open	road	running	to	the	horizon.	
  	
  Favoured	Weapon:	Light	mace	
  	
  Raiment:	Plain	brown	robes	
  	
  Teachings:	 Only	 by	 wandering	 do	 we	 find	 ourselves.	
  Those	 that	 settle	 down	 deny	 the	 boundless	 beauty	 and	
  wonder	of	the	world.		
  	
  Holy	 Texts:	 The	 faithful	 obsessively	 make	 and	 gather	
  maps	and	write	journals	of	their	journals.	These	are	stored	in	
  the	sect’s	various	roadside	shrines	and	often	contain	amazing	
  tales	 of	 far-off	 lands	 and	 places.	 Some	 contain	 details	 of	
  legendary	places	and	are	sought	out	by	adventurers	keen	to	
  learn	more	about	such	locales.	
  
  5	
  5 :  T U O M I ’ S  O U T F I T T E R S  
  This	 meticulously	 organised	 shop	 has	 everything	 a	 traveller	
  should	need	to	reach	his	destination.	
  	
  Run	 by	 Fruen	 Tuomi	 (N	 female	 old	 half-orc	 sorcerer	 2),	 a	
  retired	adventurer,	the	shop	is	well	stocked	and	tended.	Fruen	is	
  manic	about	order	and	cleanliness	and	her	business	reflects	her	
  twin	passions.	Beyond	that	held	in	her	shop,	she	has	yet	more	
  stock	 in	 a	 cavernous	 cellar	 that	 has	 a	 forgotten	 well	 allowing	
  direct	access	to	Lake	Thraren.	Sometimes	at	night,	she	fishes	and	
  drinks	 here	 for	 hours	 while	 reflecting	 on	 her	 adventures	 and	
  slain	 companions.	 The	 following	 day	 she	 emerges	 tired,	 hung-
  over	and	dishevelled	which	has	led	to	rumours	of	her	conducting	
  strange	 rituals	 away	 from	 prying	 eyes	 swirling	 among	 the	
  populace. 
  6 :  T H E  B O O T  &  W H E E L  
  This	 small	 inn	 does	 a	 roaring	 trade;	 its	 guests	 are	 welcome	 to	
  pitch	 their	 tents	 within	 the	 inn’s	 grounds	 or	 to	 hire	 one	 of	 its	
  many	small	lodges.		
  § 
  Food	 &	 Drink	 meal	 (mixed	 greens	 stew,	 baked	 parsnips	 and	
  onions	 or	 chicken	 soup	 with	 bread)	 1	 sp,	 ale	 4	 cp,	 wine	
  (pitcher)	1	sp.	
  § 
  Accommodation	 Travellers	 can	 pitch	 their	 tent	 in	 the	 inn’s	
  grounds	 for	 1	 sp	 a	 night.	 	 Additionally,	 a	 dozen	 lodges	 are	
  available	for	2	sp	a	night.	
  The	 Boot	 &	 Wheel	 offers	 no	 accommodation	 in	 the	 main	
  building.	Rather,	many	small	lodges	dot	the	surrounding	area.	All	
  owned	by	Elimia	Takala	(NG	female	human)	they	are	available	
  for	 nightly	 hire	 and	 sleep	 a	 maximum	 of	 six	 individuals	
  (comfortably).	Thick	hedges	surround	the	whole	affair,	and	keep	
  travellers’	animals	from	wandering	away.	Elimia	is	a	gregarious	
  host,	but	she	does	not	like	her	rival,	Jani	Leino	(location	2).	The	
  slow	 increase	 in	 taxes	 of	 late	 also	 concerns	 her;	 she	 worries	
  they’ll	adversely	affect	trade,	and	therefore	her	own	business.		
  7 :  T H E  A N G R Y  B A D G E R  
  A	local’s	watering	hole,	the	Angry	Badger	serves	cheap,	plentiful	
  drinks	and	basic,	but	filling,	food.	Additional	entertainments	are	
  always	available	upstairs	(and	occasionally	downstairs).		
  § 
  Food	&	Drink	meal	(typically	fish	soup	with	bread,	spiced	fish	
  with	parsnip	and	onion	or	parsnip	broth	with	thick	chunks	of	
  bread)	1	sp,	ale	4	cp,	wine	(pitcher)	1	sp.	
  § 
  Accommodation	 The	 Angry	 Badger	 has	 no	 accommodation	
  available,	 and	 travellers	 are	 not	 allowed	 to	 stay	 overnight	 in	
  the	common	room.	
  A	large	common	room	dominates	the	ground	floor,	and	several	
  ladies	await	the	pleasure	of	visiting	guests,	who	they	entertain	
  on	the	upper	floor.		
  	
  Several	cellars	lie	beneath	the	tavern;	one	comprises	a	series	
  of	 storerooms	 and	 contains	 nothing	 out	 of	 the	 ordinary.	 The	
  other,	accessed	by	a	hidden	stair,	is	the	venue	for	month	animal	
  fights.	Raucous	and	well	attended	by	locals	and	specially	invited	
  travellers	these	affairs	are	loud	and	bloody.		
  8 :  T R A V E L L E R ’ S  R E S T  
  This	rambling	shrine	dedicated	to	the	god	of	travellers	is	open	to	
  all.	Travellers	low	on	funds	can	sleep	in	the	shrine	for	free.	Antal	
  Silverleaf	(N	male	old	halfling	cleric	4	[Behron])	watches	over	the	
  shrine	 and	 its	 visitors.	 Old	 age	 and	 arthritis	 have	 ended	 his	
  wandering	 days,	 but	 he	 yet	 serves	 his	 lord	 by	 tending	 to	 the	
  needs	of	those	visiting	this	place.	Antal	is	happy	in	Wellswood,	
  but	yet	dreams	of	one	last	grand	journey.		
  § 
  Accommodation	 Travellers	 can	 sleep	 at	 the	 shrine	 for	 free,	
  although	 the	 accommodation	 is	 nothing	 more	 than	 a	 hard	
  stone	floor	in	a	draughty	hall.	While	sleeping	here	is	free,	Antal	
  often	 suggests	 those	 doing	 so	 might	 want	 to	 help	 with	 the	
  shrine’s	maintenance	and	upkeep.	
  9 :  L A K E  T H R A R E N  
  Lake	 Thraren’s	 waters	 are	 deep	 and	 dark	 and	 are	 home	 to	
  several	 exotic	 fish	 species	 found	 nowhere	 else	 in	 Ashlar.	
  Consequently,	 Lord	 Issakainen	 tightly	 controls	 access	 to	 Lake	
  Thraren	and	tithes	those	fishing	its	waters.	Fish	caught	here	are	
  quickly	sold	to	visiting	merchants	who	in	turn	sell	them	to	the	
  great	and	the	good	of	the	realm.	
  	
  The	only	known	access	to	Lake	Thraren	from	the	surface	is	
  via	the	many	wells	throughout	the	village.	Some	are	no	bigger	
  than	a	normal	well,	while	others	are	large	enough	to	have	steps	
  leading	down	to	floating	pontoons	at	which	the	villagers’	fishing	
  boats	 are	 moored.	 As	 part	 of	 the	 agreement	 between	 Lord	
  Issakainen	 and	 the	 villagers	 he	 provides	 several	 magical	
  everlasting	 torches	 for	 the	 fishermen	 to	 use;	 however,	 these	
  must	be	returned	every	night	to	the	castle.		
  1 0 :  D O N  G A L I R  
  Home	 of	 the	 Erdikr	 clan,	 this	 small	 dwarven	 hold	 lies	 under	
  Wellswood;	 non-dwarves	 are	 rarely	 admitted.	 Don	 Galir	
  overlooks	Lake	Thraren’s	dark	waters.	Occasionally,	the	dwarves	
  are	seen	sculling	about	on	the	lake	in	one	of	several	boats	they	
  keep	 moored	 behind	 their	 fortress’s	 great	 stone	 doors.	 What	
  they	 search	 for,	 or	 where	 they	 go,	 on	 these	 expeditions	 is	 a	
  matter	of	much	speculation	among	the	villagers.	The	dwarves,	
  however,	are	a	taciturn	lot	at	the	best	of	times	and	keep	their	
  own	council.		
  
  6	
  L I F E  I N  W E L L S W O O D  
  On	 the	 surface,	 Wellswood	 is	 a	 peaceful	 village,	 but	 building	
  tensions	 lurk	 beneath	 the	 surface—anger	 at	 the	 rising	 tax	
  burden	placed	on	its	visitors	and	locals	being	the	primary	cause.	
  While	the	populace	are	not	close	to	rebellion	or	protest,	before	
  long	 local	 business	 will	 be	 forced	 to	 raise	 their	 prices	 (again).	
  Some	 also	 wonder	 exactly	 what	 the	 secretive	 dwarves	 of	 clan	
  Erdikr	are	up	to	in	their	subterranean	home.			
  T R A D E  &  I N D U S T R Y  
  Life	in	Wellswood	mainly	revolves	around	servicing	the	needs	of	
  the	many	travellers	passing	through	the	village.	Other	villagers	
  fish	 Lake	 Thraren	 in	 search	 of	 the	 many	 exotic	 and	 rare	 fish	
  swimming	gliding	through	its	lightless	depths.		
  L A W  &  O R D E R  
  Lord	Issakainen	maintains	a	sizable	force	of	men-at-arms	at	his	
  castle	backed	up	by	an	elite	force	of	cavalry.	The	cavalry	rove	up	
  and	 down	 the	 road	 for	 a	 half-day’s	 ride	 in	 both	 directions	 to	
  keep	 travellers	 safe;	 consequently,	 bandits	 rarely	 lurk	 in	
  Wellswood’s	environs.		
  	
  Lord	 Issakainen	 tolerates	 no	 disturbance	 to	 anything	 that	
  generates	his	revenue	and	troublemakers	are	dealt	with	harshly.	
  E V E N T S  
  While	 the	 PCs	 are	 in	 Wellswood,	 one	 or	 more	 of	 the	 below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	large	caravan	arrives	in	the	village	and	heads	toward	
  the	Boot	&	Wheel;	as	it	does	so	several	locals	(employees	
  of	the	Footsore	Traveller)	try	to	dissuade	them—instead	
  offering	discounted	rates	to	the	caravan	master.		
  2	
  Several	 near-penniless	 drifters	 are	 sleeping	 at	 the	
  Traveller’s	 Rest.	 The	 next	 morning,	 an	 argument	
  develops	when	one	traveller	accuses	another	of	robbing	
  him.	They	come	to	blows	and	are	both	arrested.	
  3	
  Fruen	Toumi	(location	5)	is	widely	assumed	to	be	up	to	
  something.	 She	 is	 often	 tired	 and	 haggard	 in	 the	
  mornings,	and	some	think	she’s	a	witch	trafficking	with	
  dark	 powers.	 The	 PCs	 are	 advised	 to	 never	 enter	 her	
  cellar.	
  4	
  The	wheel	of	a	wagon	passing	through	the	village	breaks;	
  the	main	road	is	blocked	for	an	hour	while	the	wagon	is	
  dragged	up	to	Wheels	&	Wagons.	
  5	
  A	villager	runs	through	street	calling	frantically	for	help—
  it	seems	someone	has	fallen	into	one	of	the	wells!	
  6	
  Azthur	Erdukr	is	seen	examining	several	of	the	wells	and	
  shaking	 his	 head.	 Rumours	 sweep	 through	 the	 village	
  that	some	of	the	wells	are	unstable	and	could	collapse	at	
  any	time.	
  	
   
  
  7	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Village	Backdrop:	Wellswood.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
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  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
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