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  VILLAGE BACKDROP: WOODBRIDGE 
  Ruled	over	for	centuries	by	the	scheming,	ambitious	Lorsch	family,	Woodridge	is	little	more	than	a	backwater	village	standing	on	the	
  eastern	 bounds	 of	 the	 Duchy	 of	 Ashlar.	 Standing	 astride	 an	 ancient,	 now	 little-used	 trade	 route	 the	 village	 is	 a	 poor,	 but	 seemingly	
  peaceful	place.	Its	folk	tend	their	small	fields,	pay	their	lord	his	due	and	are	content	to	be	left	in	peace.	But	all	is	not	as	it	seems.	Spies	lurk	
  among	the	populace,	and	dark	forces	gather	which	would	see	Woodridge’s	lord,	Hilduin	Lorsch,	converted	to	their	faith	or	dead.	
  	
  C R E D I T S  
  Design:	Creighton	Broadhurst		
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland.	Matt	Morrow	and	Tommi	Salama.	Some	
  artwork	copyright	William	McAusland,	used	with	permission.	
  Cartography:	Tommi	Salama	
  C O N T E N T S  
  Woodridge	At	A	Glance	................................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Woodridge	.........................................................................	6	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  ©Raging	Swan	Press	2017.	
  	
  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 O O D R I D G E  A T  A  G L A N C E  
  Ruler	Hilduin	Lorsch		
  Government	Overlord	
  Population	 185	 (172	 humans,	 7	 half-elves,	 4	 half-orcs,	 2	
  halflings)	
  Alignments	LN	
  Languages	Common	
  Resources	&	Industry	Agriculture,	hunting	
  Ruled	 over	 for	 centuries	 by	 the	 scheming,	 ambitious	 Lorsch	
  family,	 Woodridge	 is	 little	 more	 than	 a	 backwater	 village	
  standing	on	the	eastern	bounds	of	the	Duchy	of	Ashlar.	Standing	
  astride	 an	 ancient,	 now	 little-used	 trade	 route	 the	 village	 is	 a	
  poor,	 but	 seemingly	 peaceful	 place.	 Its	 folk	 tend	 their	 small	
  fields,	pay	their	lord	his	due	and	are	content	to	be	left	in	peace.	
  But	 all	 is	 not	 as	 it	 seems.	 Spies	 lurk	 among	 the	 populace,	 and	
  dark	 forces	 gather	 which	 would	 see	 Woodridge’s	 lord,	 Hilduin	
  Lorsch,	converted	to	their	faith	or	dead.		
  	
  A	 settlement	 has	 stood	 on	 the	 site	 for	 centuries.	 First	 a	
  robber	 baron	 claimed	 the	 area.	 After	 he	 was	 slain	 and	 his	
  followers	 scattered,	 the	 victors	 raised	 a	 church	 to	 Conn,	 The	
  Father,	 and	 started	 farming	 the	 surrounding	 land	 and	 hunting	
  the	nearby	Briarwood.	The	people	prospered	and	trade	flowed	
  through	the	village	along	the	Ridgeway.	But	the	opening	of	an	
  alternate	trade	route	bypassing	Woodridge	brought	hard	times	
  to	the	village	and	its	lord.	This	new	route,	sponsored	by	the	ruler	
  of	 the	 nearby	 town	 of	 Dulwich,	 sparked	 a	 rivalry	 between	 the	
  two	 families—the	 Galls	 and	 the	 Lorsch—which	 endures	 to	 this	
  very	day.	Even	now,	the	two	families	struggle	for	control	of	the	
  village	 of	 Longbridge,	 its	 strategically	 important	 bridge	 and	 its	
  plentiful	tax	revenues.	
  	
  Thus,	 while	 Woodridge	 is	 a	 peaceful	 place,	 an	 undefinable	
  but	palpable	tension	seems	to	hang	in	the	air.	Its	people	know	
  war	 is	 likely	 soon	 for	 their	 lord	 is	 not	 a	 patient	 man	 and	 they	
  dread	 its	 approach.	 Many	 of	 the	 villagers	 serve	 in	 the	 local	
  militia	and	many	will	likely	fall	in	the	coming	battles.		
  V I L L A G E R S  
  Appearance	 Weather-beaten	 and	 poor,	 the	 villagers	 can	 seem	
  dour	to	outsiders.	In	truth,	they	are	often	simply	exhausted.		
   
  Dress	The	villagers	wear	stout	peasant	garb	well	suited	for	
  days	 of	 hard	 labour	 in	 the	 fields.	 Many	 peasants	 own	 short	
  hunting	 bows	 and	 are	 often	 found	 in	 huntsman’s	 garb	 in	
  Briarwood’s	fringes.	
   
  Nomenclature	male	Aaro,	Elmo,	Reima,	Sauli,	Usko;	female	
  Aune,	Eeva,	Irja,	Oirjo;	family	Eronen,	Leino,	Ojanen,	Takala.	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Woodridge,	 its	 history	 and	
  surrounds.	Determine	how	knowledgeable	the	PCs	are	and	then	
  impart	some	(or	all)	of	the	information	below:	
  § 
  Woodridge	 is	 an	 isolated	 village	 in	 Ashlar’s	 eastern	 reaches.	
  Hilduin	Lorsch—a	brooding,	ambitious	man—rules.		
  § 
  Woodridge	is	a	poor	place.	It	straddles	the	Ridgeway—an	old	
  trading	 route	 now	 superseded	 by	 an	 easier	 trail.	 Lorsch	
  dreams	 of	 adding	 the	 nearby	 village	 of	 Longbridge	 to	 his	
  holdings,	but	his	rival	continues	to	thwart	his	desires.		
  § 
  Strange	things	are	said	to	live	in	the	woods	to	the	north	of	the	
  village.	 Sometimes,	 thick	 fog	 boils	 forth	 from	 the	 forest	 and	
  travellers	go	missing.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Woodridge	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	
  Ancient	ruins	lie	hidden	deep	in	the	Briarwood.	
  2	
  Hilduin	Lorsch	is	consumed	with	ambition	and	wants	to	
  better	 his	 father	 who	 did	 much	 to	 improve	 his	 family’s	
  fortune.	
  3*	
  Caves	 below	 the	 Lorsch	 manor	 hold	 greats	 stores	 of	
  ancient	gold	coins.	
  4	
  Something	 strange	 is	 going	 on	 at	 the	 Travelling	 Man.	
  Vesa	 Ahokas	 has	 occasional	 furtive	 meetings	 with	
  travellers	who	never	stay	long	and	who	seem	to	have	no	
  real	reason	to	visit	Woodridge.		
  5*	
  Weird	things	live	in	the	Briarwood.	When	the	fog	rises,	
  they	steal	forth	to	fall	upon	and	eat	any	travellers	they	
  find	on	the	Ridgeway.	
  6	
  Father	Turkka	is	an	ingrate	who	cares	more	for	his	own	
  comfort	and	pleasure	than	his	flock’s	well-being.	
  *False	rumour	
   
  	
   
  
  3	
  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:	
  Eeva	Keto	(location	5;	NE	female	human	cleric	[Braal]	5)	A	new	
  resident,	Eeva	plots	to	seduce	Hilduin	and	lure	him	into	her	
  dark	lord’s	embrace	(or	kill	him).	
  Father	 Turkka	 (location	 3;	 LN	 middle-aged	 male	 human	 cleric	
  [Conn]	3)	Priest	at	the	Father’s	Sanctum,	Turkka	frets	over	
  the	 state	 of	 his	 lord’s	 hall	 and	 seeks	 funds	 for	 its	 repair	
  (while	jealously	guarding	his	own	comfortable	lifestyle).	
  Hilduin	 Lorsch (location	 1;	 LE	 male	 human	 fighter	 2)	 Lord	 of	
  Woodridge,	Hilduin	constantly	schemes	to	add	the	village	of	
  Longbridge	to	his	possessions.		
  Kanbrar	Aralivar	(location	7;	LG	male	half-elf	wizard	2)	Varma’s	
  apprentice,	Kanbrar	is	a	kindly	soul	who	now	performs	most	
  of	her	duties.		
  Reima	 Lankinen	 (location	 2;	 LN	 male	 middle-aged	 human)	
  Courteous	and	clever,	Reima	is	a	consummate	merchant;	he	
  is	always	looking	for	a	way	to	enrich	himself.	
  Varma	Timonen	(location	7;	N	old	female	human	wizard	3)	Now	
  growing	 forgetful,	 Varma	 serves	 as	 Hilduin’s	 court	 wizard.	
  She	rarely	leaves	the	Smoking	Tower.		
  Vesa	Ahokas (location	6;	N	middle-aged	male	human)	Vesa	runs	
  the	 Travelling	 Man.	 He	 secretly	 (and	 reluctantly)	 spies	 on	
  Hildiun	Lorsch	and	his	doings.		
  N O T A B L E  L O C A T I O N S  
  Most	of	Woodridge	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Lorsch	 Manor:	 This	 brooding	 fortified	 manor	 is	 the	 Lorsch	
  ancestral	home.	Here	dwells	Hilduin	Lorsch	and	his	family.		
  2. Lankinen’s:	This	large	building	is	a	general	provisioners,	stables	
  and	moneylenders.	Reima	Lankinen	is	the	second	richest	man	
  in	the	village.		
  3. Father’s	 Sanctum:	 Dedicated	 to	 Conn,	 this	 is	 the	 oldest	
  building	in	Woodridge	except	for	parts	of	the	Lorsch	Manor.	
  Dilapidated,	it	has	seen	better	days.	
  4. Priesthome:	 Home	 to	 Father	 Turkka,	 this	 is	 a	 substantial	
  building.		
  5. Eeva’s	Home:	Here	dwells	(and	plots)	Eeva	Keto.	
  6. The	 Travelling	 Man:	 Woodridge’s	 only	 inn	 is	 welcoming	 and	
  comfortable,	but	rarely	busy.	
  7. The	Smoking	Tower:	Varma	Timonen	dwells	here,	as	she	has	
  for	decades.	She	feels	the	cold	terribly;	consequently,	smoke	
  always	belches	from	the	tower’s	chimney.	
  8. Briarwood:	These	tangled,	ancient	woodlands	are	said	to	hold	
  ancient	ruins	and	to	be	the	home	of	certain	horrible	creatures.	
  Thick	fog	often	blankets	the	area.		
  	
   
  
  4	
  N O T A B L E  L O C A T I O N S  
  Woodridge	is	a	far-flung	community.	Homesteads	and	forester’s	
  huts	are	scattered	throughout	the	surrounding	area,	while	the	
  village’s	mercantile	businesses	and	other	places	of	import	cluster	
  about	an	old	well	that	has	never	run	dry.	The	Ridgeway—an	old	
  trade	route—runs	through	the	village,	but	is	little	used	now.	As	
  well	 as	 being	 far-flung	 the	 village	 is	 a	 poor	 place;	 only	 a	 few	
  individuals	have	real	wealth;	the	rest	of	the	populace	live	hand	
  to	mouth.		
  1 :  L O R S C H  M A N O R  
  Here	dwells	Hilduin	Lorsch	(LE	male	human	fighter	2),	his	family	
  and	 two	 score	 or	 so	 family	 retainers	 and	 soldiers.	 The	 Lorsch	
  family	 manor	 is	 heavily	 fortified.	 It	 comprises	 a	 squat	 and	
  weathered	 ancient	 keep-tower	 and	 two	 newer	 fortified	 wings	
  built	by	Hilduin’s	father.		
  	
  The	 Lorsch	 family	 has	 ruled	 Woodridge	 for	 hundreds	 of	
  years,	 but	 have	 ever	 chafed	 at	 their	 relatively	 minor	 standing	
  among	 Ashlar’s	 noble	 families.	 Lorsch	 means	 to	 increase	 his	
  power	and	wealth	by	extending	his	rule	over	the	nearby	village	
  of	Longbridge.	Unfortunately,	Wido	Gall	(LN	male	human	wizard	
  4),	 the	 ruler	 of	 the	 nearby	 town	 of	 Dulwich,	 also	 coverts	
  Longbridge.	Thus	far,	the	two	rulers’	struggle	has	not	spilled	over	
  into	violence,	but	such	a	confrontation	cannot	be	far	off.		
  	
  Hilduin	 is	 married	 to	 Aila	 (CN	 female	 human	 ranger	 1),	
  daughter	 of	 a	 wealthy	 woodsman,	 who	 brought	 with	 her	 a	
  substantial	dowry.	While	the	two	are	relatively	happy,	they	are	
  not	 in	 love	 and	 Aila	 spends	 an	 increasing	 amount	 of	 time	 in	
  Briarwood.	Not	particularly	religious,	Hilduin	pays	lip-service	to	
  Conn	the	Father.	In	search	of	an	advantage	over	his	rival,	he	is	in	
  danger	of	falling	for	Eeva	Keto’s	(location	5;	NE	female	human	
  cleric	[Braal]	5)	charms	and	into	Braal’s	ebon	clutches.		
  2 :  L A N K I N E N ’ S  
  This	 large	 building	 rivals	 the	 Lorsch	 Manor	 in	 size,	 but	 not	
  grandeur.	 Obviously	 a	 business,	 it	 rambles	 over	 two	 floors.	 At	
  the	front,	a	fenced	yard	often	holds	cattle	and	horses	for	sale.	
  	
  Lankinen’s	 is	 the	 only	 commercial	 operation	 in	 Woodridge	
  except	the	Travelling	Man	(location	6).	Reima	Lankinen	(LN	male	
  middle-aged	human)	owns	the	establishment.	For	a	finder’s	fee,	
  he	can	get	almost	anything	a	villager	needs	through	his	extensive	
  contacts	in	the	near	towns	of	Dulwich	and	Languard.	Whispers	
  also	endow	him	with	links	to	the	smugglers	of	dismal	Coldwater	
  to	the	north.	He	laughs	at	such	conjecture—perhaps	a	little	too	
  heartily—and	 no	 one	 has	 thus	 far	 proved	 the	 truth	 of	 the	
  matter.		
  	
  Lankinen’s	 features	 a	 large	 shop	 space,	 filled	 with	 gear	 of	
  interest	 to	 travellers	 and	 farmers,	 and	 a	 stable	 on	 the	 ground	
  floor.	 The	 family	 dwell	 in	 a	 series	 of	 well-appointed	 rooms	 on	
  the	 second	 floor.	 Above	 it	 all,	 a	 surprisingly	 spacious	 attic	 is	 a	
  riot	 of	 disorganisation	 filled	 with	 dusty	 and	 unwanted	 goods.	
  Reima	 Lankinen	 fills	 many	 roles	 in	 the	 village:	 trader,	
  moneychanger	 and	 pawnbroker.	 A	 necessary	 evil,	 he	 is	 not	
  popular;	many	in	the	surrounding	countryside	owe	him	money.	
  He	hides	a	substantial	store	of	coin,	and	the	most	valuable	items	
  pawned	at	his	establishment,	in	the	attic	behind	a	false	wall.		
  3 :  F A T H E R ’ S  S A N C T U M  
  This	once-fine	chapel	has	seen	better	days.	Dedicated	to	Conn	
  (LN	 god	 of	 community,	 family	 and	 rulership),	 it	 was	 built	 over	
  200	years	ago	and	is	Woodridge’s	oldest	structure	except	for	the	
  central	 tower-keep	 of	 the	 Lorsch	 manor.	 Father	 Turkka	 (LN	
  middle-aged	 male	 human	 cleric	 3)	 preaches	 here	 weekly,	
  officiates	at	funerals	and	generally	tends	to	his	flock’s	spiritual	
  needs.	He	dwells	in	his	home	(location	4)	across	the	road.		
  	
  An	 extensive	 ossuary	 fills	 several	 natural	 caverns	 found	
  when	the	chapel’s	foundations	were	sunk.	Here	lie	the	bones	of	
  the	deceased	watched	over	by	equally	dead	village	priests.	
  4 :  P R I E S T H O M E   
  This	 substantial	 building	 overlooks	 both	 the	 Father’s	 Sanctum	
  (location	 3)	 and	 the	 Ridgeway.	 Father	 Turkka	 (LN	 middle-aged	
  male	 human	 cleric	 3)	 dwells	 here.	 Two	 young	 acolytes,	 Raisa	
  Leino	and	Alma	Eerola	(both	LN	female	human	cleric	[Conn]	1),	
  live	in	a	small,	cramped	room	at	the	rear	of	the	house.	Father	
  Turkka	 likes	 the	 good	 things	 in	 life,	 but	 he	 rarely	 shares	 his	
  bounty	with	his	acolytes.	Thus,	they	resent	him.	At	the	weekly	
  service,	 Eeva	 Keto	 (location	 5)	 has	 noticed	 their	 animosity	
  toward	the	priest	and	has	begun	quietly	working	on	the	two.	
  5 :  E E V A ’ S  H O M E  
  This	 large	 house	 on	 the	 village’s	 southern	 bounds	 houses	 the	
  beautiful	and	cunning	Eeva	Keto	(NE	female	human	cleric	[Braal]	
  5).	Masquerading	as	an	apothecary	and	seer,	Eeva	has	lived	in	
  the	village	for	two	years.	Eeva	came	here	after	her	malevolent	
  lord	 sent	 her	 a	 dream.	 In	 it,	 he	 revealed	 it	 was	 her	 destiny	 to	
  come	to	Woodridge	and	seduce	Hilduin	to	Braal’s	dark	embrace.	
  Faithful	 to	 her	 lord,	 she	 has	 toiled	 at	 her	 task,	 but	 has	 been	
  stymied	 by	 Aila	 Lorsch	 (location	 1)	 who	 has	 divined	 the	
  apothecary’s	(apparent	romantic)	interest	in	her	husband.	Still,	
  she	has	other	irons	in	the	fire—Father	Turkka’s	acolytes	are	in	
  danger	of	falling	under	her	spell	and	soon	she	intends	to	arrange	
  an	accident	for	Aila.	With	her	out	of	the	way,	Eeva	can	seduce	
  and	marry	Hilduin.	If	he	converts	to	Braal’s	worship,	all	well	and	
  good.	If	not,	accidents	happen	with	surprising	regularity	in	the	
  woods	and	Eeva	has	always	wanted	to	be	a	Lady	of	the	Realm.	
  
  5	
  6 :  T H E  T R A V E L L I N G  M A N  
  A	 sign	 depicting	 a	 heavily	 laden	 traveller	 complete	 with	 stout	
  walking	staff	and	comically	bulging	backpack	marks	this	place	as	
  an	 inn	 and	 rest	 stop.	 The	 Travelling	 Man	 is	 a	 welcoming,	 cosy	
  inn.	The	beds	are	soft,	the	rooms	are	warm	and	the	food	hearty.		
  Food	 &	 Drink	 meal	 (mutton	 in	 a	 creamy	 mushroom	 sauce	 or	
  lamb	 chops	 with	 parsnips	 and	 leeks)	 5	 sp,	 ale	 4	 cp,	 wine	
  (pitcher)	1	sp.	
  Accommodation	A	standard	room	costs	2	gp	a	
  night.	 A	 bed	 in	 the	 small	 communal	
  dormitory	can	be	had	for	2	sp.		
  The	guest	rooms	on	the	second-floor	command	far-
  reaching	
  views	
  over	
  the	
  village’s	
  western	
  approaches.	 Here	 Vesa	 Ahokas	 (N	 middle-aged	
  male	 human)	 sets	 a	 watch	 for	 travellers	 toiling	
  up	 the	 Ridgeway.	 He	 does	 this	 partially	 for	
  practical,	 commercial	 reasons	 and	 partially	
  because	 he	 is	 a	 (reluctant)	 spy	 for	 Wido	 Gall.	
  Vesa’s	 eldest	 son,	 Oskari	 (NG	 male	 human	 fighter	
  1),	 is	 in	 Wido’s	 service	 as	 a	 man-at-arms.	 The	 wily	
  noble	 has	 suggested	 a	 terrible	 accident	 would	 befall	
  Oskari	if	Vesa	refuses	to	cooperate.	Thus,	Vesa	reluctantly	spies	
  for	Wido,	while	trying	to	come	up	with	a	plan	to	safeguard	his	
  son’s	safety.		
  	
  Vesa	 runs	 the	 inn	 with	 help	 from	 his	 wife,	 Irja	 (NG	female	
  human),	 and	 a	 half-dozen	 or	 so	 servants	 drawn	 from	 the	 folk	
  dwelling	in	the	locality.	Often	the	inn	is	empty,	or	near	empty,	
  and	 the	 arrival	 of	 rich	 adventurers	 is	 a	 cause	 for	 celebration.	
  Such	folk	often	spend	gold	like	water	and	have	much	news	to	
  share.	
  7 :  T H E  S M O K I N G  T O W E R  
  Enticed	to	Woodridge	by	Hilduin’s	father,	Varma	Timonen	(N	old	
  female	human	wizard	3)	serves	as	the	Lorsch’s	court	wizard	and	
  magical	advisor.	Given	Hilduin’s	struggles	against	Wido	Gall	this	
  is	an	important	position.	Sadly,	Varma	is	old	and	getting	more	
  than	 a	 little	 forgetful.	 She	 rarely	 emerges	 from	 the	 Smoking	
  Tower	 these	 days,	 and	 leaves	 her	 apprentice	 Kanbrar	 Aralivar	
  (LG	 male	 half-elf	 wizard	 2)	 to	 deal	 with	 visitors	 and	 Hilduin’s	
  occasional	enquiries.	
  	
  Now	 she	 is	 old,	 Varma	 feels	 the	 cold	
  terribly,	 and	 the	 tower’s	 chimney	 near	
  constantly	belches	forth	smoke	as	she	tries	to	
  warm	her	old	bones.	This	results	in	a	steady	stream	
  of	 villagers	 bringing	 wood	 to	 the	 tower	 in	
  exchange	 for	 Varma’s	 burnished	 copper	 coins.	
  Several	villagers	are	convinced	she	is	up	to	no	
  good	 and	 is	 engaged	 in	 some	 (no	 doubt)	
  sinister	 experiment.	 Some	 also	 believe	 Varma	
  is	dead—she	rarely	appears	in	public	now—and	
  that	Kanbrar	is	the	tower’s	true	master.		
  8 :  B R I A R W O O D  
  A	 great	 swath	 of	 tangled	 woodland	 lies	 north	 of	 Woodridge,	
  straddling	 a	 line	 of	 rugged,	 high	 hills.	 Fog	 often	 swallows	 the	
  woodland	 giving	 them	 an	 otherworldly,	 ill-aspect.	 Local	 legend	
  places	any	number	of	bogeymen	and	the	like	in	the	woods.		
  	
  Persistent	rumours	place	more	than	one	overgrown,	ancient	
  ruin	 within	 the	 woods.	 Gossips	 speak	 of	 the	 old	 gold	 coins	
  Hilduin	 Losch’s	 father	 found	 therein	 and	 which	 Hilduin	
  occasionally	uses	to	settle	his	debts.	They	also	mutter	about	the	
  occasional	disappearance	of	travellers	and	hunters	when	the	fog	
  rises	about	the	wood’s	ancient	boles.	
  	
  In	truth,	in	the	olden	days	a	small	clan	of	elves	dwelled	in	the	
  Briarwood.	 They	 struggled	 against	 terrible,	 evil	 creatures	
  dwelling	along	the	coast	until	their	numbers	dwindled	and	the	
  survivors	fled	to	the	south.	Time’s	inexorable	progress	has	not	
  yet	 destroyed	 all	 their	 settlements.	 The	 ruins	 of	 a	 few	 such	
  places,	 now	 briar-choked	 and	 lost,	 still	 stands	 among	 the	
  Briarwood’s	 ancient	 trees.	 The	 few	 druids	 and	 their	 fey	 allies	
  dwelling	in	the	Briarwood	jealously	defend	such	places.		
  	
   
  T H E  R I D G E W A Y  
  This	 broad,	 but	 little-used	 track	 meanders	 through	 the	
  duchy’s	 eastern	 hills	 connecting	 Woodridge	 to	 Longbridge	
  and	Dulwich	to	the	west	and	Coldwater	to	the	north.	To	the	
  north	 of	 Woodridge,	 it	 wends	 its	 way	 beneath	 the	
  Briarwood’s	tangled	canopy.	Just	north	of	the	woods,	a	spur	
  leads	to	Languard,	Ashlar’s	capital.	
  H I D D E N  S T R U G G L E S  
  While	Woodridge	may	seem	peaceful	on	the	surface,	tension	
  and	conflict	seethe	beneath	society’s	veneer.	Hilduin	Lorsch	
  lusts	after	the	village	of	Longbridge	and	ceaselessly	plots	to	
  bring	it	into	his	dominion.	Hilduin	will	use	any	tool	to	achieve	
  his	goals,	and	is	in	danger	of	falling	into	the	dark	god	Braal’s	
  ebon	embrace.	
  	
  To	 counteract	 Hilduin’s	 plots,	 his	 rival	 Wido	 Gall	 has	
  placed	 several	 spies	 in	 Woodridge.	 Chief	 amongst	 those	 is	
  Vesa	 Ahokas,	 owner	 of	 the	 Travelling	 Man.	 Thus	 while	
  Hilduin	 seeks	 to	 control	 Longbridge,	 Wido	 seeks	 to	
  undermine	 his	 authority	 in	 Woodridge.	 At	 the	 same	 time,	
  Braal’s	 agent	 in	 the	 village,	 Eeva	 Keto,	 plots	 against	
  Woodridge’s	 priest	 Father	 Turkka	 and	 schemes	 to	 remove	
  Hilduin’s	 wife,	 Aila.	 Thus	 tensions	 are	 slowly	 rising	 in	 the	
  village,	but	few	of	its	folk	really	understand	why	or	how	this	
  happening	(and	thus	can	do	little	to	calm	matters).		
  
  6	
  L I F E  I N  W O O D R I D G E  
  Despite	its	lord’s	plots,	schemes	and	ambitions,	Woodridge	is	a	
  quiet	 place.	 Here	 the	 rhythm	 of	 life—slow,	 boring	 and	
  unhurried—is	only	broken	by	the	occasional	traveller	using	the	
  Ridgeway.	 Hilduin	 fancies	 himself	 a	 great	 warrior	 and	 general.	
  He	drills	the	militia	and	his	men-at-arms	once	a	week.		
  T R A D E  &  I N D U S T R Y  
  Woodridge	is	a	poor	place;	most	of	its	habitants	subsist	on	a	mix	
  of	small-scale	farming	and	hunting.	Villagers	live	throughout	the	
  surrounding	area	in	small	wooded	plots	surrounded	by	gardens	
  or	small	fields.	All	must	pay	a	tithe	to	the	Lorschs,	and	most	do	
  so	with	produce	rather	than	coin.		
  	
  Woodridge’s	few	businesses	survive	by	servicing	the	trickle	
  of	 travellers	 using	 the	 Ridgeway.	 Such	 folk	 often	 stay	 only	 a	
  single	night	before	moving	on.	
  L A W  &  O R D E R  
  Hilduin	 Lorsch	 is	 the	 law	 in	 Woodridge.	 Those	 threatening	 the	
  peace	are	dealt	with	ruthlessly.	He	is	a	hard,	inflexible	man.	His	
  dreams	 far	 exceed	 what	 his	 resources	 can	 achieve	 and	 he	
  jealously	guards	his	power	base.		
  E V E N T S  
  While	 the	 PCs	 are	 in	 Woodridge,	 one	 or	 more	 of	 the	 events	
  below	may	occur.	Choose	or	determine	randomly:	
  D4	
  EVENT	
  1	
  At	 dawn,	 thick	 and	 cloying	 fog	 cloaks	 the	 Briarwood.	
  The	locals	mutter	darkly	at	this	and	advise	the	PCs	to	
  delay	their	travels	until	the	fog	lifts.		
  2	
  A	wandering	tinker	enters	the	village.	Actually	a	spy	for	
  Wido	Gall,	he	spends	hours	in	deep	conversation	with	
  Vesa	Ahokas	before	leaving.	Perceptive	PCs	notice	the	
  so-called	 tinker	 didn’t	 complete	 any	 jobs	 or	 do	 any	
  trading	while	in	the	village.	
  3	
  A	 traveller—Jani	 Varala—staggers	 into	 the	 village.	
  Battered	and	bleeding	he	raves	about	the	“living	trees”	
  before	collapsing.	His	clothes	are	ripped	and	torn	and	
  he	has	lost	his	pack.		
  4	
  Hildiun	Lorsch	rides	through	the	village.	If	he	sees	the	
  PCs—and	 any	 of	 them	 are	 obviously	 warriors—he	
  demands	to	know	their	names.	If	the	warrior	PC(s)	are	
  deferent,	he	offers	them	employment	in	his	guard.		
  	
   
  
  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:	Woodbridge.	©Raging	Swan	Press	2017;	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 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Town, Village Backdrops/Raging Swan Village Backdrop Woodridge sne.pdf