TEXT: Type to enter text
  VILLAGE BACKDROP 
  RAGING SWAN PRESS
  CARILLON
  SYSTEM  
  NEUTRAL
  
  	
  YOUR TIME IS PRECIOUS 
  MAKE YOUR CAMPAIGN PREP. EASIER 
  JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN 
  PATREON.COM/RAGINGSWANPRESS 
  
  VILLAGE BACKDROP: CARILLON 
  Ringing day and night, the many bells of Carillon echo through the village, a nearly constant tolling that serves as both protection from, and 
  reminder of, the danger lurking beyond the village's borders. Deep in the otherwise idyllic Elysian Valley that is otherwise an endless bounty 
  for the so-called village of bells, something sinister—the Hush—lurks and plots harm to the hunters who inhabit and visit Carillon. Fortunately, 
  the noise of the bells—from the village's central bell tower, hanging on every home's doors, even sewn onto clothes or worn as jewellery—
  keeps the Hush away; thus the villagers trade peace for safety. 
  C RE DI TS 
  Design: Jacob W. Michaels 
  Development: Creighton Broadhurst  
  Art: William McAusland. Some artwork copyright William 
  McAusland, used with permission. 
  Cartography: Maciej Zagorski (The Forge Studios) 
  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. 
  ©Raging Swan Press 2019. 
  Thank you for purchasing Village Backdrop: Carillon; we hope you 
  enjoy it.  
  If you did, please consider leaving a review. 
  If you didn’t, did you know Raging Swan Press offers a money back 
  guarantee? 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Carillon At A Glance 
  2 
  ..............................................................................
  Village Lore 
  2 
  ......................................................................................
  Villagers 
  2 
  ...........................................................................................
  Whispers & Rumours 
  2 
  ......................................................................
  Notable Locations at a Glance 
  3 
  ............................................................
  Life in Carillon 
  4 
  ........................................................................................
  Trade & Industry 
  4 
  ..............................................................................
  Law & Order 
  4 
  ....................................................................................
  Customs & Traditions 
  4 
  .....................................................................
  Village Dressing 
  4 
  ..............................................................................
  The Surrounding Locality 
  5 
  .....................................................................
  What's in the woods? 
  5 
  .....................................................................
  Notable Locations in Carillon 
  6 
  ..............................................................
  1: The Belltower 
  6 
  ..............................................................................
  2: Valariand 
  6 
  ......................................................................................
  3: Hunters’ Hall 
  6 
  ................................................................................
  4: The Trophy Room 
  7 
  .......................................................................
  5: The Leatherworks 
  7 
  .......................................................................
  6: Clangors 
  7 
  ......................................................................................
  7: The Menagerie 
  8 
  ............................................................................
  8: The Moonlit Prize 
  8 
  ........................................................................
  9: Centenary Glade 
  8 
  ........................................................................
  OGL V1.0A 
  9
  .............................................................................................
  
  C A R ILLON AT A GL ANCE 
  Ruler: Baronet Honris Valline 
  Government: Overlord 
  Alignments: NG, CG 
  Population: 192 (107 humans, 10 dwarves, 8 elves, 12 gnomes, 
  15 half-elves, 14 half-orcs, 20 halﬂings, 6 others) 
  Notable Folk: Honris Valline (Valariand), Huntmaster Nyami 
  (Hunters Hall),  Khainarv Ironwood (Centenary Glade), Ulrick 
  Crossen (The Moonlit Prize) 
  Languages: Common, Sylvan 
  Resources & Industry: Agriculture (chestnuts, beans, gourds 
  [pumpkins, squash], mushrooms, fruit [apples, cherries, 
  plums]), hunting (bear, boar, deer, grouse, turkey, wolf) 
  Long before they set eyes on Carillon, travellers in the idyllic 
  Elysian Valley hear the tolling of the village's ubiquitous bells. 
  When travellers reach Carillon, not only do they see the village's 
  tallest structure—a lofty bell tower—but also discover bells and 
  chimes everywhere, hanging from every doorway in the village, 
  draped over animals and wagons, even sewn onto villagers’ 
  clothes. The village’s famed bell hanging in the tower sounds at 
  frequent, but seemingly random, intervals throughout the day and 
  night. Beyond its tolling, the village is alive with the tinkling and 
  jangling of its smaller bells—some gently tinkle in the wind while 
  others softly jangle as their wearers go about their daily life. 
   
  Despite the cacophony, the people of Carillon are mostly 
  happy and prosperous. Almost as if it were a slice of its namesake 
  higher plane, the Elysian Valley has everything its inhabitants 
  could need: fertile soil perfect for crops and the towering 
  hardwoods that are home to bountiful game; a gentle river that 
  provides ﬁsh and fresh water; and a pleasant climate that spares 
  inhabitants from the extremes of heat and cold. It was no wonder 
  the ﬁrst hunting trips to the area eventually led to the 
  establishment of a lodge for extended stays, which led to housing 
  for the servants and workers in the lodge and in time to a thriving 
  village. Hunting is still a large part of Carillon’s society and 
  economy; many travellers come here to hunt while others come to 
  purchase the ﬁnished goods arising from the hunt or the bells for 
  which the village is now famed.  
   
  Unfortunately, the bucolic valley attracted something else, 
  something hateful and malicious. Some nameless terror lurks in 
  the perfect woods around the village and doesn't like sharing its 
  home with humans and their ilk. And thus the bells. For if there's 
  one thing the villagers have learned, it's that the silent, unseen 
  predator—the Hush, they call it—hates noises, and especially the 
  sound of bells. In truth, Carillon now has enough bells to drive 
  away not only the Hush, but also some who would otherwise ﬁnd a 
  quiet home in the village. But for those who do not mind the 
  constant noise, and who are willing to risk the Hush, the rewards 
  are well worth it.
  VILLAGE LORE 
  A PC may know something about Carillon, its history and 
  surrounds. Determine how knowledgeable the PCs are and then 
  impart some (or all) of the information below: 
  •
  Carillon boasts a bounty of food and resources that make it a 
  near-paradise for residents and a popular spot for visitings 
  nobles and the like. 
  •
  Carillon has a beautiful copper bell, which hangs from a 
  central tower and rings every day; many small chimes and 
  bells adorn the villagers’ homes and even their clothing. 
  •
  The bells aren't just for show; the noise keeps away something 
  in the woods villagers call the Hush. 
  VILLAGERS 
  Appearance: Carillon is home to people of all races. With 
  abundant resources making for an easy life, most are healthy and 
  ﬁt (and sometimes even a little plump).  
   
  Dress: Native Carilloners' clothing is adorned with small bells 
  woven into the hems, while jewellery—stone or wood, if they can't 
  afford better—is designed to make noise. Even much of their 
  everyday wool and leather garb bears delicate embroidery and 
  other such ﬁne details. 
   
  Nomenclature: Male Adar, Godo, Ortwic; female Etlis, Rada, 
  Wivina; family Cabur, Frico, Wurne. 
  WHISPERS & RUMOURS 
  While in Carillon, a PC may hear one or more rumours. The PC can 
  learn this information in several ways: perhaps by overhearing two 
  locals gossiping, chatting with regulars over a few drinks at the 
  local taverns and so on. Use the table below, to determine which 
  rumours the PC learns.  
  *False rumour
  D6
  RUMOUR
  1*
  Ulrick Crossen was once touched by the Hush, which is 
  why he makes sure his inn is so noisy every night.
  2
  The baronet has invited a high-ranking noble to hunt for 
  the ﬁrst time here; no one knows who's coming, but 
  they're on edge at Valariand and Hunters’ Hall.
  3
  Freyny fell asleep last night and the bell didn't ring for 
  hours.
  4*
  A group of hunters saw a monstrous albino boar in the 
  woods, but their arrows passed right through it!
  5
  Lyndise drank too much cider the other night and left 
  the gate open at the Menagerie. A handful of horses ran 
  off when something spooked them.
  6*
  Huntmaster Nyami and ol' Ironwood got into a 
  screaming match the other day; I heard someone 
  caught something Khainarv was protecting.
  �2
  
  N OTA B L E L OCATION S AT A GL ANCE 
  Most of the village comprises peasant homes. A few locations, 
  however, are of interest to adventurers: 
  1.
  The Belltower: This stone campanile houses the village's 
  prized bronze bell, which hangs from a stout wooden beam in 
  the three-storey belfry. A stairway spirals up the interior to a 
  platform where a rope hangs to cause the bell to swing and 
  toll. Village children have the task of ringing the bell at 
  irregular intervals every hour day or night. 
  2.
  Valariand: Baronet Honris Valline rules Carillon from this 
  manor house, which bears the name of his ancestor, an early 
  huntmaster who became the village's ﬁrst baronet.  
  3.
  Hunters’ Hall: This luxurious lodge welcomes visitors who 
  come to hunt in the fertile valley. It supplies all the luxuries its 
  guests could possibly need, including hunting guides, ﬁne 
  cooks and a highly skilled bowyer/ﬂetcher, all overseen by 
  Huntmaster Nyami. 
  4.
  The Trophy Room: Chandalli Berheardlaf caters to wealthy 
  hunters in her workshop, mounting their most impressive 
  catches for them to take home as taxidermied evidence of 
  their prowess.  
  5.
  The Leatherworks: Exiled to the village outskirts due to the 
  strong odour of his work, leather-maker Jodri Adivis 
  transforms hides into leather for various uses. In his spare 
  time, he crafts hide and leather armour. 
  6.
  Clangors: Bax Olnan runs this bell foundry and smithy, which 
  supplies the village's tools, weapons and occasional suit of 
  metal armour, along with a steady supply of bells.  
  7.
  The Menagerie: Originally a livery yard for horses, the 
  Menageric later opened its doors to more exotic species, and 
  became a kennel famed for breeding exceptionally well 
  trained hunting hounds. 
  8.
  The Moonlit Prize: Ulrick Crossen runs the village inn, a lively 
  place known for its evening entertainment and the brews 
  fermented in the attached cidery. 
  9.
  Centenary Glade: This peaceful grove serves as a home and 
  woodland chapel for the druid Khainarv Ironwood. He 
  considers the glade a place of peace, the one spot in the 
  Elysian Valley where he objects to hunting. Unlike the rest of 
  the village, no bells hang here, as the sacred spot is believed 
  to be safe from the Hush. 
  �3
  
  L IF E I N C AR I LLON 
  Carillon's bountiful resources make life relatively easy, and 
  villagers pass their time working the ﬁelds, fashioning ﬁne goods, 
  plying the stream and hunting in the valley. Most villagers become 
  inured to the noise of the bells, as well as irritable visitors suffering 
  from lack of sleep.  
  TRADE & INDUSTRY 
  Carillon is largely self-sufﬁcient, as the abundant ﬂora and fauna 
  mean no villager lacks for food. While the village imports raw 
  metals and ores to ﬁnish into ﬁner goods, it also brings in much 
  gold from wealthy nobles and adventurers coming to the valley to 
  take advantage of its resources. It sends visitors home with 
  ﬁnished goods from its bounty—such as hard cider; ﬁne, wooden 
  jewellery; and stuffed and mounted trophies taken on the hunt. 
  LAW & ORDER 
  The bounty in Carillon means there's little need for crime. The 
  baronet maintains a small militia drawn from village woodsman, 
  who can respond to a rare crisis—mostly, though, they do little 
  more than escort a neighbour who's had a little too much to drink 
  to bed. The two cells in Valariand (location 2) rarely have 
  occupants. The village does harbour one unusual law: silence 
  spells are absolutely forbidden within its borders. 
  CUSTOMS & TRADITIONS 
  Fearing the Hush, whatever it is, villagers do their best to make 
  sure there is always noise. A bell or door knocker adorns the front 
  door of every home. Equally as common are bells attached to 
  interior doorways (that get rung every time someone passes 
  through) and even window shutters.  
   
  Most villagers, men and women alike, also wear bells as part of 
  their clothes, some as a necklace, some woven into shawls and 
  other garb. Villagers make quick movements to make those bells 
  sound during moments of silence, making it sometimes look like 
  they're doing a strange dance in the midst of conversations. 
   
  On clear nights coinciding with the new moon, villagers give 
  thanks for the bounty of their home as 
  part of a custom called Elysian 
  Welcoming. Every home that 
  can prepares a feast for the 
  evening meal, making sure to 
  leave a portion out under the 
  stars as a thank you to the 
  spirits of the wood. The food 
  i s a l w a y s g o n e i n t h e 
  morning, though it's not clear 
  whether it's taken by wild 
  animals from the forest, the 
  Hush, or—some believe—other 
  woodland spirits and sprites 
  who spread their favour across 
  the valley.
  VILLAGE DRESSING 
  Use this table to generate the minor sights and sounds the PCs 
  experience as they explore Carillon.   
  D20
  DRESSING/EVENT
  1
  The peals of the grand bell drowns out all conversation 
  for a few moments.
  2
  A group of richly dressed men and women arrive at 
  Hunters’ Hall and leave their guards and servants to 
  deal with their excessive amounts of luggage.
  3
  The smell of freshly roasted boar drifts on the breeze.
  4
  A pack of barking dogs rushes through the village 
  followed by a frantic young half-orc shouting, “Stop!”
  5
  A young woman dances to music in the Moonlit Prize, 
  her jewellery jingling in time to her movements.
  6
  A young couple feed each other cherries, while staring 
  lovingly into each other's eyes.
  7
  A grinning gnome staggers drunkenly through the 
  village, hard cider sloshing over his tankard's brim.
  8
  Several giggling children play in the stream under the 
  bored gaze of a teenage boy.
  9
  A momentary silence drifts across the village, broken 
  almost immediately by nervous villagers shaking charms 
  on their wrist and bells hanging from their clothing.
  10
  A young girl runs pell-mell toward the Belltower, calling 
  an apology to the older woman she barely avoided 
  knocking over.
  11
  A woman in an apron carries a tray of beeswax earplugs 
  to The Moonlit Prize.
  12
  An older woman laughs as children rush to grab fresh 
  fruit she's carrying in her apron.
  13
  A dwarf looks fearfully over his shoulder toward the 
  woods as he drags a dead deer into the village.
  14
  A group of children practice archery, shooting arrows at 
  a target hanging from a tree.
  15
  A slamming door provides a percussive counterpart to 
  ringing of the attached bell.
  16
  A pair of horses, bells tinkling from their harnesses, pull 
  a wagon carrying a stuffed bear out of the village.
  17
  A row of pies cools on the sill of the Moonlit Prize.
  18
  Villagers respectfully make way for a dwarf with a wild 
  beard and leather helm from which a pair of stag's 
  antlers rise.
  19
  An old man sits on a wooden stool whistling as he 
  checks the ﬂetching on his arrows; a bow leans against 
  the doorframe behind him.
  20
  Wind chimes tinkle melodically in the breeze.
  �4
  
  T HE S UR ROUN DIN G LOCALIT Y 
  Carillon sits nestled in the idyllic Elysian Valley, a place so beautiful 
  its ﬁrst settlers named it for the fabled plane of untamed 
  wilderness. Plants grow strong and tall in the fertile soil of the 
  valley, providing ample food for herbivorous beasts that similarly 
  grow to prodigious size to become abundant prey for predators. 
  For those that live in or visit Carillon, there is no shortage of food.  
   
  This long, broad valley is even blessed with weather well-
  suited to the humans, halﬂings and others making it their home. 
  The worst of winter and spring storms have their fury broken on 
  the surrounding sheltering peaks, so rains and snow rarely rise to 
  levels that threaten its inhabitants. Much of the summer melt ﬂows 
  off the far side of the mountains, keeping ﬂooding to a minimum, 
  much to the relief of those who live near the Lillend River or ply its 
  water for the plentiful ﬁsh that live there. 
   
  Of course, like Elysium, the Elysian Valley's bounty doesn't 
  mean it's safe. Bears and boars grow large enough that they are as 
  likely to turn a hunt around, seeking to kill those who hoped to fell 
  them. Even the more placid of its 
  inhabitants, such as deer, 
  tend to be of such size and 
  health that they can be a 
  d a n g e r i f t h e y f e e l 
  threatened, whether by 
  hunters or those trying to 
  k e e p t h e m a w a y f r o m 
  o rc h a rd s a n d g a rd e n s . 
  Similarly, such bounty at 
  t i m e s a t t r a c t s o t h e r 
  predators— animals such as 
  rocs, but also those with 
  greater intelligence, such 
  as cloud, hill or stone 
  giants. Rarely, groups of 
  more violent creatures—
  orcs and ogres and the like
  —ﬁnd their way into the 
  valley. Some simply set out 
  to take quick advantage of 
  the bounty they see there 
  before returning to their 
  own homes, but others, 
  w e l c o m i n g t h e s a m e 
  resources that attracted 
  Carillon's original settlers, 
  eye a longer-term home.   
   
  Nothing, however, is as 
  dangerous as what the 
  villagers know as The Hush. 
  Whether attracted by the 
  valley's bounty or some 
  d a r k e r c a u s e , t h i s 
  malevolent force has been 
  present since the ﬁrst 
  settlers, destroying early efforts to found the village by corrupting 
  people and tools. The Hush still lurks apparently in the valley’s 
  depths, ready to take unaware any who set out without the bells 
  that keep it at bay. 
  WHAT'S IN THE WOODS? 
  The exact nature of the Hush can change depending on what sort 
  of game Carillon is used in, though it should always be a vague, 
  shadowy menace threatening the village and the lives of those in 
  it. Depending on what style of game you're running, the Hush 
  could be a malevolent fey that sneaks out of the woods to wreak 
  havoc on Carillon. Alternatively, it could be more supernatural, a 
  mystical curse-disease that infects its victims with a cruel 
  malevolence that causes them to harm others. The PCs could have 
  a chance to explore what caused it and perhaps even ﬁnd a cure 
  for those infected or a way to end the Hush's threat. 
  �5
  
  N OTA B L E L OCATION S IN CARILLON 
  1: THE BELLTOWER 
  A wooden door opens out of this three-storey stone tower. At its 
  summit, a large copper bell hangs from a crossbeam. 
  The campanile at the centre of the village holds Lady Joie, the 
  copper bell that rings at all hours of the day and night to keep the 
  Hush away. Meticulously maintained, the bell swings easily on its 
  headstock with the pull of a rope as thick as a man's arm that 
  hangs down a couple stories. Typically, children are given the task 
  of ringing Lady Joie, younger ones who can do it at their whim 
  during the day and older ones on the cusp of adulthood given the 
  responsibility of staying up all night. Currently, a lad named Freyny 
  (CN young male human) bears that duty, though he's fallen asleep 
  several times and drawn the ire of village leaders. Still, he keeps 
  begging for more opportunities to prove himself, though he's 
  likely down to his last chance. 
   
  It's Quiet; Too Quiet: The driving rain and thunder from a rare 
  bad summer storm didn't drown out the sound of Lady Joie's 
  tolling earlier in the evening, so the prolonged silence from the 
  bell feels especially ominous. Has something happened to silence 
  the village's main source of protection? 
  2: VALARIAND 
  Manicured gardens, with fanciful topiaries, ﬂank this stone manor 
  house. Large windows allow residents to gaze over the grounds. 
  Valariand—named for Huntmaster Valariand Valline, who was 
  appointed the ﬁrst baronet of Carillon more than a century ago—is 
  the home of its ﬁrst inhabitant's descendants and the ofﬁcial seat 
  of power in the village. Sparing no expenses, its creator had 
  granite hauled in after being quarried from the surrounding 
  mountains, matching it with the ﬁnest wood from the valley and 
  expertly made glass. Inside are 100 years worth of hunting 
  trophies and gifts brought to celebrate Carillon's bounty. 
  Valariand's current occupant, Baronet Honris Valline (NG male 
  half-elf magic-user 5), administers justice and settles disputes from 
  here in a casual court that is called only when strictly needed. 
   
  Hunting for True Love: The baronet has yet to ﬁnd a willing 
  partner to marry and carry on his family line. Some of his 
  concerned subjects have taken on 
  the job of rectifying that, and seek 
  a person accomplished enough 
  as a hunter to be able to keep 
  that tradition at Valariand. 
  If they ﬁnd a candidate, 
  they arrange social 
  gatherings in hope of 
  making a match 
  with Honris, who 
  s
  e
  e
  m
  s 
  nonplussed 
  by the entire 
  situation.
  3: HUNTERS’ HALL 
  A large statue stands at the entrance of this wood-log hunting 
  lodge, its older central part ﬂanked by additions of newer 
  construction. Two outbuildings stand nearby. 
  This ornate lodge dates back to the founding of Carillon, though it 
  has been expanded over the years. Offering opulent 
  accommodation, it charges exorbitant prices and in return offers 
  anything a hunter might want. Those who frequent it hunt for sport 
  and the challenge far more than sustenance. They often donate 
  their catches to Hunters Hall's cooks who expertly prepare dishes 
  to serve the assembled guests, with the successful hunters getting 
  the chance to brag about what they brought in. 
   
  Full-time residents of Carillon frequently refer to the lodge as 
  Fools and Follies, the colloquial name referring to their opinion of 
  the two types of hunts and hunters: those who eschew wearing 
  bells in the woods in hopes of a more fruitful hunt or the more 
  cautious ones who put their safety ﬁrst and accept their 
  noisemakers will hurt their chances of success. Those who are 
  successful at the latter type of hunt, such as Huntmaster Nyami 
  (NG female human ranger 8), are regarded as true masters. 
   
  Among the services of the hall is a master bowyer and ﬂetcher, 
  Elyeris Irien (NG male elf ranger 2) who turns out ammunition for 
  the lodge's guests. When he has the time and opportunity, he's 
  skilled enough to craft items suitable for enchantment.  
  •
  Food & Drink: Meal (roasted whole wild boar, with seasonal 
  fruit and cheese, fresh bread) included in price of stay, weak 
  ale 6 cp, wine (pitcher) 3 sp. 
  •
  Accommodation: Suite, includes hireling (hunting guide), hot 
  bath, laundry service, meals, 50 gp. 
  �6
  HONRIS VALLINE 
  NG male half-elf magic-user 5 
  This heavyset half-elf is dressed in ﬁne clothing and expensive 
  jewellery, including a gold bell hanging from his neck. 
  Mannerisms: Honris is terriﬁed of the Hush, and unashamedly 
  rings the golden bell around his neck—even in the middle of a 
  conversation—if he hasn't heard another nearby bell toll recently. 
   
  Personality: Honris is a capable steward of the village, 
  though has little ambition to do or be anything more. Though he 
  comes from a long line of hunters, he has little interest in the 
  activity and is content to let Huntmaster Nyami handle such 
  outings while he stays safe in Carillon. 
   
  Background: Honris grew up in the village, spoiled by the 
  easy life its bountiful resources made available. As long as the 
  village maintains its prosperity, he's content to allow it to 
  continue as it always has. He's dabbled in his family's magic, but 
  sees even that as more trouble than it's worth. 
  
  •
  For Sale: +1 longbow (3,500 gp), animal-slaying arrow (2,500 
  gp), potion of healing (400 gp), potion of invisibility (500 gp). 
  •
  For Rent: +1 longbow (50 gp per day), hunting guide (8 sp 
  per day). 
  WHAT’S GOING ON? 
  While the PCs are here, one or more of the below events may 
  occur. Choose or determine randomly: 
  1.
  A pair of drunken elves act out a dramatic hunt, bumping into 
  other people and knocking over plates and drinks in their 
  exuberance (and possibly starting a ﬁght with other patrons).  
  2.
  A halﬂing excitedly shares the story of the massive dire bear 
  that got away. 
  3.
  A limping big cat drags in a bloody woman who lies 
  unmoving at its feet as the cat whines piteously.  
  4.
  Two dwarves labour under a massive trencher bearing a 
  whole roasted boar as patrons applaud and bang their 
  utensils on the table in anticipation. 
  5.
  A human man whispers he saw a band of giants coming down 
  the mountain into the valley, earnestly warning others the 
  woods—and maybe even the village—aren't safe. 
  6.
  A half-elven woman challenges anyone listening to an archery 
  contest in the courtyard at midnight. 
  4: THE TROPHY ROOM 
  Several mounted animals stand under eaves to protect them from 
  the rain, and other trophies—antlers, teeth and pelts—hang from this 
  building's wooden walls. 
  The thriving taxidermy shop, run by the somewhat macabre 
  Chandalli Berheardlaf (N female gnome) does a brisk business 
  with hunters staying at the nearby lodge, transforming their kills 
  into impressive mounted and stuffed trophies. Part of Chandalli’s 
  skill comes from her odd habit of treating her works as if they 
  were still alive. She talks to them, acting as if she were patching up 
  a wound or other ill while she works on the animals' bodies. 
  •
  For Sale: bracers of defence AC 9 (3,000 gp), stuffed black 
  bear (50 gp), hunting fox tableaux (25 gp). 
  5: THE LEATHERWORKS 
  The noxious smell gives clear evidence of the trade carried out 
  here before the leather tanning shop ever comes into sight. 
  The hides of those animals used for food instead of being turned 
  into trophies often end up at this tannery on the outskirts of the 
  village. Jodri Adivis (NG male human) sells most of the leather he 
  produces, but works some into suits of armour he sells to villagers 
  and visitors alike. A good man and hard worker, the fourth-
  generation tanner is self-conscious of the smell his work generates 
  and how it upsets his neighbours; unfortunately, it is an 
  unavoidable byproduct of his work. 
  •
  For Sale: Fine leather armour (20 gp), ﬁne studded leather 
  armour (40 gp). 
  6: CLANGORS 
  The banging of hammers against metal rings from the open doors 
  of this smithy. 
  This smithy and bell foundry deals with the village's metal-crafting 
  needs, from wagon parts to weapons (though it has fewer 
  demands for such than the bowyers and ﬂetchers at Hunters Hall) 
  to bells. The latter makes up much of the demand for Bax Olnan 
  (CG female half-orc) and her apprentices' time; most of their 
  products are crafted to be worn or hung from door lintels.  
  •
  For Sale: Bell (1-10 gp, see below), throwing axe (8 gp), trident 
  (15 gp). 
  Bax has the following notable bells for sale; she can also make a 
  bell to order, given a few days. 
  •
  Engraved with a border of woodland scenes this brass bell 
  has a loop atop its body ready for it to be tied to a doorframe 
  or an article of clothing. 
  •
  This small handbell sized for a child or halﬂing has an etched 
  image of a stylised woodland devil.  
  •
  This brass bell hangs at the end of a short, looped silver chain. 
  •
  Finished with a looped leather handle, this ornate handball is 
  long and slender and has a clanger shaped like a clenched ﬁst. 
  �7
  HUNTMASTER NYAMI   
  NG female human ranger 8 
  This dark-skinned woman wears green and brown leathers, and 
  carries a longbow nearly as tall as she is. A bracelet of tiny silver 
  bells jingles on one wrist. 
  Mannerisms: Huntmaster Nyami stares intently at those she 
  talks to, judging them and their words. She gives short shrift to 
  those she sees as fools or braggarts—largely those without the 
  skill to hunt, but also those who don't respect her craft—nostrils 
  ﬂaring as she looks down upon them as if they were nothing.  
   
  Personality: Nyami is matter-of-fact about her prodigious 
  skill, only taking quarries she feels provided a real challenge (or 
  in some way threaten the village or valley); she gifts the 
  resultant meat to the village's poorest.  
   
  Background: Nyami accompanied a wealthy hunter from a 
  far-off land to Carillon and fell in love with the village, refusing 
  to leave when her patron did. She stayed ﬁrst as a guide in 
  Hunters Hall’ before working her way up to become Huntmaster 
  several years ago.  
  
  7: THE MENAGERIE 
  This kennels and stables opens into several fenced yards, where 
  hounds and horses graze or play. 
  The Menagerie offers stabling for horses and other animal 
  companions brought to Carillon, as well as a breeding and 
  training program for "the ﬁnest hunting hounds in the kingdom." 
  The facility is run by owner Mazzo Ardich (CG middle-aged male 
  human), who jokes his near-total deafness is almost a blessing 
  considering the noise the hounds make when they get to baying 
  (especially common if an exotic animal companion or mount is 
  stabled on the premises). Ardich is aided by his three sons, Abert, 
  Hancho, and Dargi (all CG male human), as well as his daughter, 
  Fradisa (CG female human), who has recently trained herself in 
  avian husbandry as she tries to cater to falconers and the like.  
  •
  For Sale: Falcon (50 gp), hunting dog (25 gp), stabling (1-5 
  gp/day dependant on type of animal). 
  •
  Animal Training: 3 sp per day per animal (Abert, Hancho, or 
  Dargi), 4 sp per day per animal (Fradisa) or 6 sp per day per 
  animal (Mazzo). 
  8: THE MOONLIT PRIZE 
  Smoke rises lazily from the chimneys of this wooden inn, where a 
  prominent bell hangs at the entrance. 
  In addition to locals, this inn and tavern welcomes visitors to 
  Carillon who don't have the means or inclination to stay at 
  Hunters Hall, such as merchants or adventurers. It still 
  offers ﬁne accommodations, if not quite as luxurious 
  as the lodge's, with a rowdy common room 
  usually featuring some musical performer or 
  other more common entertainment than 
  that featured at the lodge. Ulrick Crossen 
  (CG human male thief 2), who boasts a 
  beard "that would make any dwarf 
  jealous," runs the establishment and 
  produces strongly alcoholic ciders, 
  which he says help his customers sleep 
  through the nightly tolling of the village 
  bell. 
  •
  Food & Drink: Meal (venison loin, roasted 
  c h e s t n u t 
  mash) 4 gp, hard cider (mug) 6 cp, applejack (gallon) 4 sp, 
  sassafras tea 2 cp. 
  •
  Accommodation: One-bed chamber 3 gp; two-bed chamber 
  5 gp; four-bed chamber 15 gp. 
  A Quiet Look: The scholar Mirosaer Formene (CN male elf magic-
  user 4) wants to make a bell-less expedition into the depths of the 
  Valley to learn more about the Hush. He offers the PCs gold to 
  accompany him and keep him safe from any wild creatures, but 
  insists no one brings any bells. 
  9: CENTENARY GLADE 
  An easily forded section of stream leads to this small island, where 
  a wooden glade offers quiet respite from the rest of the village. A 
  stone altar with a small font of water stands in its centre. 
  This druid's grove is the centre of worship in Carillon, though most 
  of the residents give little more than perfunctory obeisance to the 
  spirits dwelling within.  
   
  Still, the druid in attendance, Khainarv Ironwood (N male dwarf 
  druid 6), welcomes any to join him in meditation and prayer 
  during his daily services. He is happy to 
  speak with visitors about the surrounding 
  woodlands and the Hush, although he won’t 
  help anyone hunt or kill the creature 
  (whatever it is). Khainarv also casts spells for 
  visitors—for the normal rate, of course. 
   Khainarv’s Worries: Khainarv worries 
  that sometime the hunters will take 
  matters into their own hands and hunt 
  down the Hush. He also wonders about the 
  Hush—it’s identity and its plans; if the PCs have 
  encountered the creature—or are reputed to have 
  encountered it—the dwarf seeks them out to learn 
  more.  
   
  If the party boast of slaying the Hush, the dwarf 
  inevitably ﬁnds out and seeks them out to remonstrate with 
  the heroes—difﬁcult to do as no doubt the rest of the village 
  will be celebrating its death. 
  �8
  KHAINARV IRONWOOD 
  N male dwarf druid 6 
  Twigs and leaves litter the greenish-tinged hair and wild beard of 
  this dwarf, as if he'd just pushed his way through a thick hedge 
  and hadn't yet brushed himself off. A pair of impressive antlers 
  seem to grow from his leather cap. 
  Mannerisms: Khainarv is a boisterous dwarf, his booming voice 
  making up for the lack of any bells on his clothing. He loves to 
  tell stories, embellishing them as much as any bard. 
   
  Personality: As all druids do, Khainarv reveres nature. He 
  accepts hunters as part of the natural course of things, merely 
  another type of predator at the top of the food chain. He even 
  understands and accepts the need for trophies, seeing it as no 
  different than a sort of mating display. Similarly, he sees the 
  Hush as nature's way of ﬁghting back and shows little concern 
  for its effects on  the village or its victims. 
   
  Background: Khainarv found his way to the village on a 
  spirit journey and took up residence, speaking little of his own 
  background. Some claim he was exiled from his childhood 
  home for some crime, but most who know him believe he was 
  simply more interested in the natural environs of the Elysian 
  Valley than living underground.  
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Deﬁnitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modiﬁcation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open 
  Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identiﬁed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works 
  under copyright law, but speciﬁcally excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identiﬁed as Product identity by the 
  owner of the Product Identity, and which speciﬁcally excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must 
  afﬁx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufﬁcient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  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: Carillon. ©Raging Swan Press 2019; Author: Jacob W. Michaels. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content: Except material designated as Product Identity, the contents of Village Backdrop: Carillon are Open Game Content as deﬁned in the Open Gaming License version 
  1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The moral right of 
  Jacob W. Michaels to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
  �9
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is Better with  
  Tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Town, Village Backdrops/Raging Swan Village Backdrop Carillon/Raging Swan Village Backdrop Carillon.pdf