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TRADE & TRIBUTE Heligioland may not be the most prosperous realm, but it boasts three major trade routes. The Western Loop: Runs from Hellfrost Keep across to Watchgap Fort, north to the town of Seithrby, back down and across to Brae, then south down the central road back to its starting point. The Eastern Loop: Goes from Hellfrost Keep to East- watch Fort, north through Myre and the Bleak Hills, then turns west and south back to Hellfrost Keep along the central road. The Great Loop: Runs from Hellfrost Keep to Watchgap Fort, north as far as the town of Seithrby, back through Brae, across the top center of Heligoland, down through the Bleak Hills to Myre and Eastwatch Fort, and finally back to the great castle. The Far Run, a trade spur of the Western Loop con- tinues north through Seithrby and into Shattered Moor, while the Ghost Run branches off the Eastern Loop, fol- lows the border between Seithrby and the Liche Lands of Old, before entering Shattered Moor. MAJOR LOCALES This section details more of Heligioland’s many settlements and adventuring sites. GMs looking for addi- tional information will find a map for typical Heligioland stead, including a full list of occupants, in Adventure N3 Shadow of Darkness, while adventure S1 The Siege of Watchgap Fort provides a map of the western fort. APPLEDORE Population: 1,412 Ruler: Mayor Beranger ap-Fricor and council Religion: Eostre Plantmother, Kenaz Imports: Glass, wood, meat Exports: Apples, alcohol Appledore lies in the northeast of Heligioland, where the trade road through the Bleak Hills meets the road between Hellfrost Keep and Icewatch Fort. An agricultural community, Appledore is surrounded by well-tended orchards of hardy, frost-resistant apples vital to its economy. Much of the harvest is turned into cider or wine, the remainder being submersed in a weak brine and exported wholesale. At present only the village, and around 65% of the or- chards, are protected by a palisade and ditch. While the citizens lack the manpower to patrol the entire perim- eter, and the funds to hire mercenaries for said task, they are keen to encircle every orchard as a deterrent to cliff giant and orc raiders. Ordinarily a ditch is little deterrent to giants, but the citizens of Appledore keep the ditch flooded and line the bottom with sharp stakes. In winter, oil is poured into the ditch to prevent it freezing over. Appledore is governed by a council of citizens. The five owners of the largest orchards sit in hereditary seats, alongside the resident clerics of Eostre Animalmother, Kenaz, and Var. The chair of the council is an elected mayor, who acts as spokesman for the village yet has lit- tle political power. Every three years, the citizens hold a great market in late summer, during which time the inhabitants, visitors, and the clergy of Eostre Plantmother from across Heligi- oland judge the local ciders. Whoever brews the best is given the title of mayor. About one-half of the citizens are directly involved in the orchards and associated businesses. Those not re- sponsible for maintaining the orchards, picking fruit, or fermenting the crops work in associated crafts, such as barrel making, glass blowing, and pottery. The remainder tend the small vegetable fields and look after the sheep. Appledore maintain a permanent watch of 30 soldiers, half of whom are mounted (treat as common mercenar- ies with long swords instead of lances) and patrol the or- chards. The other half are infantry (treat as typical town watch) and guard the village proper. The watch is led by a constable, Horsa Octasunu, a grizzled warrior who takes half his pay in strong alcohol. In times of need, the settlement can muster 100 militia. Apple Temple: In the center of Appledore is a temple dedicated to Eostre Plantmother. A small shrine is dedi- cated to Kenaz (Var has a shrine in the marketplace). As one might expect, the goddess is worshipped as patron of apples, and is depicted carrying a basket of ripe fruit. BARROW-FOG VALE The trade road from Brae to Seithrby cuts through the Greenpot Hills. Halfway along is Barrow-Fog Vale, so named because ancient tumuli and mausoleums, many of the latter little more than piles of rubble and broken statues, dot the surrounding hills. No one has been in- RULES OF THE REALM These setting rules apply in Heligioland. * Democratic: Whereas many settlements in the Freelands are governed by nobles, most of Heligi- oland’s villages are ruled by councils of elected of- ficials. Noble titles mean little out here. Noblemen have the Charisma bonus from the Noble Edge re- duced to +1 in Heligioland. * Land Grab: Since there is no central ruler, heroes wishing to found a new settlement are free to do so, and will encounter little opposition unless they try to claim someone else’s lands. Most of Heligioland’s settlements lie along or close to trade roads. New rulers are invited to attend the semi-regular coun- cil of leaders to discuss matters of importance to Heligioland. HELLFROST REGION GUIDE #10 Sample file

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trade & trIbute

Heligioland may not be the most prosperous realm, but it boasts three major trade routes.

The Western Loop: runs from Hellfrost Keep across to Watchgap Fort, north to the town of Seithrby, back down and across to Brae, then south down the central road back to its starting point.

The Eastern Loop: Goes from Hellfrost Keep to East-watch Fort, north through Myre and the Bleak Hills, then turns west and south back to Hellfrost Keep along the central road.

The Great Loop: runs from Hellfrost Keep to Watchgap Fort, north as far as the town of Seithrby, back through Brae, across the top center of Heligoland, down through the Bleak Hills to Myre and Eastwatch Fort, and finally back to the great castle.

The Far run, a trade spur of the Western Loop con-tinues north through Seithrby and into Shattered Moor, while the Ghost run branches off the Eastern Loop, fol-lows the border between Seithrby and the Liche Lands of Old, before entering Shattered Moor.

Major locales

This section details more of Heligioland’s many settlements and adventuring sites. GMs looking for addi-tional information will find a map for typical Heligioland stead, including a full list of occupants, in Adventure N3 Shadow of Darkness, while adventure S1 The Siege of Watchgap Fort provides a map of the western fort.

appledore

Population: 1,412

Ruler: Mayor Beranger ap-Fricor and councilReligion: Eostre Plantmother, KenazImports: Glass, wood, meatExports: Apples, alcoholAppledore lies in the northeast of Heligioland, where

the trade road through the Bleak Hills meets the road between Hellfrost Keep and Icewatch Fort.

An agricultural community, Appledore is surrounded by well-tended orchards of hardy, frost-resistant apples vital to its economy. Much of the harvest is turned into cider or wine, the remainder being submersed in a weak brine and exported wholesale.

At present only the village, and around 65% of the or-chards, are protected by a palisade and ditch. While the citizens lack the manpower to patrol the entire perim-eter, and the funds to hire mercenaries for said task, they are keen to encircle every orchard as a deterrent to cliff giant and orc raiders. Ordinarily a ditch is little deterrent to giants, but the citizens of Appledore keep the ditch flooded and line the bottom with sharp stakes. In winter, oil is poured into the ditch to prevent it freezing over.

Appledore is governed by a council of citizens. The five owners of the largest orchards sit in hereditary seats, alongside the resident clerics of Eostre Animalmother, Kenaz, and Var. The chair of the council is an elected mayor, who acts as spokesman for the village yet has lit-tle political power.

Every three years, the citizens hold a great market in late summer, during which time the inhabitants, visitors, and the clergy of Eostre Plantmother from across Heligi-oland judge the local ciders. Whoever brews the best is given the title of mayor.

About one-half of the citizens are directly involved in the orchards and associated businesses. Those not re-sponsible for maintaining the orchards, picking fruit, or fermenting the crops work in associated crafts, such as barrel making, glass blowing, and pottery. The remainder tend the small vegetable fields and look after the sheep.

Appledore maintain a permanent watch of 30 soldiers, half of whom are mounted (treat as common mercenar-ies with long swords instead of lances) and patrol the or-chards. The other half are infantry (treat as typical town watch) and guard the village proper. The watch is led by a constable, Horsa Octasunu, a grizzled warrior who takes half his pay in strong alcohol. In times of need, the settlement can muster 100 militia.

Apple Temple: In the center of Appledore is a temple dedicated to Eostre Plantmother. A small shrine is dedi-cated to Kenaz (Var has a shrine in the marketplace). As one might expect, the goddess is worshipped as patron of apples, and is depicted carrying a basket of ripe fruit.

barroW-Fog Vale

The trade road from Brae to Seithrby cuts through the Greenpot Hills. Halfway along is Barrow-Fog Vale, so named because ancient tumuli and mausoleums, many of the latter little more than piles of rubble and broken statues, dot the surrounding hills. No one has been in-

rules oF the realMThese setting rules apply in Heligioland.* Democratic: Whereas many settlements in the Freelands are governed by nobles, most of Heligi-oland’s villages are ruled by councils of elected of-ficials. Noble titles mean little out here. Noblemen have the Charisma bonus from the Noble Edge re-duced to +1 in Heligioland.* Land Grab: Since there is no central ruler, heroes wishing to found a new settlement are free to do so, and will encounter little opposition unless they try to claim someone else’s lands. Most of Heligioland’s settlements lie along or close to trade roads. New rulers are invited to attend the semi-regular coun-cil of leaders to discuss matters of importance to Heligioland.

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terred here since the Blizzard War, and the graves are said to contain Heligi kings and heroes.

Sporadically, glowing fog drifts down from the hill-tops to fill the valley floor, blanketing the landscape and reducing visibility to a few dozen yards. Caravans go missing all the time (this region is known to be troubled by trolls and goblins), and rumors abound that undead descend through the mist to slaughter the living. Scouts searching for caravans have discovered their cargoes stashed in open burial mounds, but whether it was un-dead or goblins who hid them, none can say for sure.

A line of small towers, similar to the trade towers in the Hearthlands, decorated with Scaetha’s runes, has been erected here to provide some respite from what-ever horrors lurk in the mist.

black Wound gully

A deep, sharp-edged gully in the Bleak Hills, Black Wound Gully is said to have been created by one of the gods. One story says Tiw slashed at the earth with his sword while trying to kill Vali as a gift for his wife, Eira. Another says Eostre Animalmother scratched at the surface in a bid to find Vali, who has concealed himself underground to escape her wrath. yet another tells how Ertha rid the underearth of Vali’s plague by causing all the sickness in her realm to well upward. regardless of which other gods are present, Vali always features in talk of Black Wound Gully, and for good reason.

The entire area is a sickly place. Animals sport weep-ing sores and the ravages of disease; while plants grow blighted. Sickly yellow and green molds grow in vast swathes, releasing spores if disturbed. All the flora and fauna here is poisonous, and many of the animals have diseased bites.

At the very bottom of the gully is a deep crack in the earth, from which emanate fell-smelling vapors laden with disease. Paladins of Eira have entered the rent on more than one occasion in search of the pestilence’s source. They tell of a maze of tunnels and immense caverns without end, in which dwell all manner of vile, diseased ridden creatures. Many Eira cultists believe a major temple to Vali lies concealed somewhere in the subterranean realm.

brae

Brae is detailed in the Hellfrost Gazetteer. What fol-lows is expanded information.

Militia: Eight wooden watchtowers rise above Brae’s perimeter palisade. Each tower holds three guards (treat as common town watch, all armed with crossbows) op-erating on an 8-hour on, 16-hours off shift pattern. While only one soldier is on duty at any time, one of the off duty guards is present in the tower. Normally it is the one taking his sleep break.

The remaining 20 soldiers are broken into ten pairs. Nine of these are responsible for patroling the streets, working on the same pattern as the tower guards. Aiding

each pair are four citizens. They are paid a small stipend to carry lanterns and provide extra muscle.

Heading the militia is Captain Ingbert Fetter-Hound. A single pair of soldiers serve as his aides, processing criminals and handling the routine paperwork. They are swapped every month so everyone gets a share of street and administrative work.

Ingbert is in the pay of the local thieves’ guild, and paid well to look the other way or reroute guard patrols. While he has amassed a large fortune, his seeming in-ability to break the guild is causing consternation with the Aldor Council. Ingbert plans to milk the guild for a few more months, then crack down on them, ensuring that anyone who knows of his bribe taking is killed while resisting arrest.

Messenger’s Guild: Operated by Guthwynne Hos-ricsdohtor, the messenger’s guild provides transcription and courier services throughout Heligioland, Seithrby, and Shattered Moor. Voice on the wind alchemical de-vices are available here, though at double the normal price. Guthwynne has 1d4 for sale in any given month.

Although she swears she provides a confidential service, Guthwynne is actually working for a number of orc chieftains and frost giant jarls, providing them with intelligence in return for gold.

The Stable: Brae boasts a half-dozen taverns, but just a single inn. Officially known as the Greenpot Arms, it is more commonly referred to as the Stable, the building’s original function. Although greatly renovated and ex-panded over the years, it retains the old stalls as private booths available for rent by the hour.

run by a retired merchant named Styne, the Stable is frequented mainly by merchants and other outsiders, the locals preferring to drink at one of the taverns. Styne doesn’t say much, though he’s courteous enough to folk with money in their purses, but he hears everything that transpires within his inn.

Taverns: Brae’s six taverns are the Claggy Pit (a rough dive frequented mainly by clay diggers), the Lucky Lady (the major gambling hall), the Potter’s Arms (frequented by crafters), red’s (a den of prostitution), the Silver Gryphon (an upmarket establishment), and the Wound-ed Warrior (boasts an impressive display of war trophies donated by patrons).

Thieves’ Guild: Brae is a settlement large and pros-perous enough to maintain a thieves’ guild. Known as the Green Fingers, due to Brae’s pottery industry, the guild operates from the basement of the slaughterhouse. As far as the guild is concerned Brae is their territory, and any outsiders who wish to operate here must pay 20% of their ill-gotten gains or suffer a severe beating.

The Twin Temple: A large community, Brae boasts a joint temple to Ertha and Var, as well as smaller tem-ples to Sigel, Eostre, Kenaz, and Eira. As normal, the Var temple serves as an indoor market. It is divided into two circular wings joined by a short, wide corridor, giving the impression of a stylized wagon axle. The west wing is reserved for local traders, and sees good trade every Marketdaeg, the only day trading is permitted. The east

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wing is used by visiting merchants and is open for busi-ness every day.

In the north wall of the joining corridor is a large archway. Steps worn smooth by the passage of feet wind down into a huge vault, the temple of Ertha. resident here is Forge daughter Jeneera Inglesdohtor, high priest for the past two decades. Half-blind from living in the poorly lit temple and corpulent from lack of exercise and a rich diet of offerings made by worshippers, Jeneera leaves the temple only on holy days of Ertha, when fes-tivals require her presence above ground. She is carried aloft on a huge metal shield, borne by six burly laity. On these rare occasions she throws small gemstones to the crowds.

Vangarth’s Store: A general store operated by the old yet sprightly Vangarth Clenched-Hand (so named because of his reluctance to spend money). Vangarth is secretly a member of the reliquary, stationed here to act on rumors carried by traders and adventurers. He is a

close drinking friend of Styne, paying the innkeeper well for rumors relating to relics. Vangarth keeps his shop well stocked with V and T availability goods, knowing that happy customers are talkative customers.

dragon’s graVeyard

Talk of the dragon’s graveyard is popular in Heligi-oland, yet its location remains a mystery. Said to lie in the Whitedrake Mountains, would-be explorers must cope with freezing temperatures, howling blizzards, avalanches, crevasses, hostile frost giants, orcs, and of course, many Hellfrost dragons.

The most common tale says it lies behind a frozen waterfall in one of the many caves that cut through the treacherous slopes (dragons don’t use this entrance). The passageway leading to it is labyrinthine and filled with many hazards and dangers, and adventurers have starved to death trying to navigate its fathomless route. By luck, fate, skill, or divine blessing, those on the right path eventually come across the gateway granting access to the graveyard.

Two enormous dragon’s teeth, each thrice the height of a man, mark its entrance. Inscribed on these are warn-ings to venture no further, for only death awaits within on swift wings.

Beyond, the cave opens into a wide valley, concealed from above by a permanent shroud of low clouds and protected sheer mountain walls coated in perfectly smooth and rock hard ice.

Within lies a vast repository of dragon bones, teeth and glittering scales of all the species, built up over countless millennia. The lure of so much treasure, for the scales alone are worth the combined wealth of all of rassilon, is a tempting site, yet one which leads only to death. Guarding the site is a monstrous beast, an ancient dragon a hundred yards long, with multiple heads (one for each species of dragon). Capable of destroying an an-cient Hellfrost dragon with ease, mundane adventurers stand no chance.

Or so the story goes. It is a frequently told tale, but one which no one has been able to prove.

gatorMan ruIns

In the festering mire of Temujin Marsh stand many crumbling ruins decorated with pictograms and images of crocodiles, creatures now found only in the Great Swamp and in few numbers. Over the centuries adven-turers have explored a large number of these ruins, gain-ing nothing for their troubles except insect bites.

Beneath one edifice, a flat-topped stepped pyramid almost concealed beneath a thick blanket of creepers, lurks a small army of gatormen. When the lizardmen slaves rebelled the inhabitants placed themselves in suspended animation, hiding from the angry horde. For millennia they slumbered in peace, but now the Siphon-ing has drained their enchantments, breaking the spell and releasing them from their magical sleep.

talkIng anIMalsWhile Wood Wardens, and many fey, can talk with mundane animals, most mortals have no way to communicate with beasts. Even beast friend grants no ability to understand a beast, only allowing the spellcaster to control its actions. Several versions of voice on the wind allow animals to act as messen-gers, though it does not grant any conversational ability beyond recalling the message.However, a rare few animals can converse with the sentient races in their own languages. Typically these are messengers of the gods or powerful fey nobles, imbued with limited intellect and often only for a short duration. A very rare few animals have the permanent ability to talk and understand human speech. These are always servants of some greater power. Most talking animals are not capa-ble of holding true conversations, though, and are generally used to pass on simple missives to specific people.One must also remember that despite being gifted with speech, they remain animals in all other ways. A squirrel, for instance, understands about trees, nuts, predators, and forest animals, but is very un-likely to use human names and terms. An oak may simply be known as a “harvest source,” while a wild cat may be a “clawed terror.”Encountering a talking animal, while extremely rare and likely to rouse much interest from the lo-cal populace, is not considered frightening. Many legends tell of heroes guided or aided by talking beasts. That said few citizens will ever converse with an animal directly in their lifetime, or even meet someone who has.Most talking animals use the stats for Small Animals from the Hellfrost Bestiary.

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Scouts have witnessed the destruction of their former temples and cities, but the lizardmen do not rule the old cities. What the gatormen need now are sacrifices, for their god is hungry, and only through his divine blessing will the remainder of the army awaken.

MushrooM Vale

Fifteen miles west of Myre, in the lower slopes of the Bleak Hills, is a small, shallow valley, its boggy soil fed by rain runoff from the barren peaks. A plethora of mush-rooms and toadstools grow here. Among the edible va-rieties are king bolete, chicken mushroom, chanterelles, morels, puffballs, and polypores.

Every year in early fall, a small tent village springs to life, as citizens from Myre, herbalists, and merchants gather to harvest the abundant growths. At least one herbalist-cleric of Eira attends, for many species are poi-sonous (some if digested and others if merely touched), and accidents occur with surprising regularity.

deeper in the valley, the mushrooms grow much taller and the ground is carpeted with strange growths. Stories claim the mushrooms grow as tall as trees in the furthest reaches, but few venture this far, for those who do rarely return. One popular myth, used to keep children from wandering too deep into the vale, tells of an engraved stone arch cut into the hillside, from which ravenous monsters emerge.

oakstead

Population: 57Ruler: Heorl ElgansunuReligion: Eostre (both aspects)Imports: LuxuriesExports: Pork, truffles, nutsA traditional Saxa stead, Oakstead sits behind a ditch

and palisade close to the trade road between Hellfrost Keep and Watchgap Fort, a scant half mile from the leafy boughs of drakewood.

Heorl Elgansunu’s family has lived here for six genera-tions, raising pigs, which forage in the wood, harvesting nuts, and gathering expensive truffles. Largely self-suf-ficient in basic wares, they trade pork (dried, salted, and smoked) and nuts for the few luxuries they permit them-selves. The family is wealthy enough to maintain a shrine to Eostre,at which neighbors and visitors are permitted to worship.

Heorl has six children aged between 17 and 6, all girls. With no sons to inherit, he is keen to marry off the eldest two, Hilda (17) and Lyzal (15), in the hope of seeing grandchildren come of age before he dies. Heorl has a brother, Arlest, but the two barely speak (neither will speak about why) and the stead owner has no wish for his brother to inherit.

Hollow Oak: A mile north of the stead, inside drake-wood, stands an ancient, hollow oak. despite being hollow, the tree grows tall and healthy. Heorl’s middle daughter, Gird (12), claims “talking squirrel men” live

clerIcs oF VarThe religion chapter in the Hellfrost Player’s Guide details the core aspects of the greater gods, and pro-vides information on the clergy’s duties. This entry is an expansion for the cult of Var, providing facts useful to both players and GMs.Training: Both paladins and priests begin appren-ticed to a priest of the faith. The first year is spent as a menial assistant, packing and unpacking the store, and carrying boxes and crates around the warehouses. Second year novitiates are appren-ticed to a paladin, where they are trained in ways to detect thieves and pickpockets, as well as physical exercise. In the third year, instruction is given in identifying and valuing trade goods, how to haggle effectively, how to write accounts (and hide profits from tax inspectors), as well as the social skills nec-essary to negotiate a successful contract. While nev-er given control of a market stall or allowed to con-duct trade deals, they are expected to be present, so as to learn the basics.In their final year, students are given a small quantity of trade goods and an end-of-year profit figure, and then let loose on the unsuspecting market-goers of rassilon. Naturally, the profit required is far higher than the value of the initial goods—clerics must buy and sell repeatedly to reach their target. If the cleric fails to make enough profit, he must redo his third year studies again.Prayers: Var gives nothing for free, for there is no profit in charity. As such, prayers are intoned as con-tracts in which the god gives the worshipper some-thing in return for a future favor. Such favors are usually extra offerings, thus rewarding Var finan-cially. Hence, all prayers begin, “Master Merchant, I propose a contract between our two parties.”Adventures: Money and obscure, historical, or just plain valuable items are important to clerics. Any expedition could be a chance to turn a profit (and one that is tax free) and travel not only broadens the mind, but also the pockets, as it brings the cleric to new markets.Character Guidelines: Clerics who favor the mer-cantile side should consider Persuasion and Street-wise as their most useful skills, with Connections Edges representing their many contacts. Common languages are more useful than obscure ones, since you need to be able to talk to your customers.Paladins are going to need Notice to spot thieves before they strike (and to notice goods that have been taken), and maybe Alertness if they can spare the Edge slot, to perform their duties. For catch-ing those pesky thieves, look to Fleet Footed as a powerful tool. Intimidation can help thieves return goods without the need for messy bloodshed.

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nearby. In a bid to appease the child, and just in case spirits do lurk here, the stead’s inhabitants leave small offerings in the bowels of the tree.

Legend states that anyone who sleeps inside the tree can communicate with ancestor spirits, though those who have tried have fled in terror before daybreak, haunted forever by dark dreams of cold, fleshless hands rising from the earth to pull the sleeper under.

raM’s horn Fort

Population: 1,105Ruler: Watchman Kort WiegersunuReligion: Eostre Animalmother, Tiw, rigrImports: Vegetables, potteryExports: Goat meat, milk, and wool, timberThis ancient hill fort sits close to the central trade

road, between drakewood and the southwest end of the Bleak Hills. No records remain regarding the fort’s build-ers, but the site has long been considered important to Eostre Animalmother due to its unusual shape.

Whereas most hill forts are vaguely circular and have multiple ramparts, the 40 feet high, steep sided defenses

of this unique fort form a vast spiral, which loops around one and three-quarter times.

Too steep to scale, the ramparts are an imposing obstacle. The top is flattened and covered with logs to form a walkway and prevent erosion. A high wooden wall facing outwards runs alongside providing a fight-ing platform and is broken only by six watchtowers. A second palisade, much lower than the outer one, faces the inside curve of the spiral. Three wooden bridges span between the towering banks, allowing defenders to cross the spiral more quickly than at ground level. From the heavily fortified gate, visitors or attackers are forced to traverse three-quarters of the fort before reaching the settlement at the center, all the while under the watchful gaze of armed defenders.

The village maintains a permanent watch of 45 sol-diers. These are divided into four watches of 11 men, each led by a sergeant. Commanding the garrison is Captain Eadbald ap-Barntome. All watch members must demonstrate keen vision and skill with the long bow.

The citizens of ram’s Horn Fort have an agreement with the other communities in Heligioland. In the event of a major invasion, ram’s Horn Fort is available as a ref-uge, so long as refugees agree to help defend the walls. In return, the fort receives donations of money and ma-teriel each year to ensure the ramparts are maintained.

The inhabitants sell produce from their great goat herds, as well as timber felled from drakewood. Few merchants heading along the central trade road miss an opportunity to take shelter here overnight.

Hearth Knight Outpost: Although an independent settlement, ram’s Horn Fort maintains good relations with the Hearth Knights. Sword Knight Aelgifu Cu-thredsdohtor is the current liaison, chosen because she was born here. She is aided by two Shield Knights.

sprangaton

Population: 2,657Ruler: Merciful daughter Aileena yngisdohtorReligion: Eira, ScaethaImports: Meat, healing herbsExports: Alchemical devices, herbal brews, healingSprangaton (“the enclosure by the spring”) sits west

of the Greenpot Hills, six miles from where the trade road from Brae joins the coastal road.

Founded near a natural spring once famed for its healing properties, the village attracted cultists of Eira. In turn, citizens suffering all manner of ills flocked here for cures, many settling permanently afterward, for the soil was fertile and trade brisk. during the reign of the Liche-Priest the village was heavily fortified, serving as a base for Scaetha’s clergy and a field hospital, tending to wounded soldiers. Abandoned during the Blizzard War, Sprangaton was resettled 200 years later.

Although no one comes to take the waters any more, it remains a major center of healing, boasting a larger temple to Eira than its size warrants. Clerics travel the coastal road and across to Brae, offering their services

FestIVal to Var

auctIon nIght

First Marketdaeg of Werremonan.One day at market, two gods approached Var. One sought to buy the last item of jewelry Var had to sell and offered a good price. Before the deal could be concluded, the second god offered a higher amount. Again, the deal could not be sealed before the first god raised the price again. Fascinated by this unexpected and previously unknown turn of events, Var sat back and let the two gods bid higher and higher, until at last one stomped away.rather than haggling or selling their goods at fixed prices, clerics must hold an auction on this day. All the clerics gather at dusk within the temple or shrine to Var (or erect a temporary shrine if none exists) and set up their stalls. Once the sun has set, the cleric with the highest profit for the year so far lights a candle stub. The length of the stub is vari-able, but it must burn for a minimum of one hour, and cannot burn beyond dawn. The candle is the only light allowed during the ceremony, and for this reason it is normally held indoors in the temple or inside a heavy tent.While the candle burns, each cleric auctions their wares. All the auctions are handled simultaneously, the clerics seeking to outshout their rivals and se-cure bids. Once the candle burns out, the auction ends and the clerics tally their profits and losses in their ledgers.

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to the steads and villages. See the adventure S3 Descent into Madness for details of a typical Eira temple.

The Healers’ Bed: Sprangaton’s only inn is run by Ingara Veksdohtor, an attractive, middle-aged widow. Friendly, attentive, and polite, Ingara is actually a priest-ess of Hela and has maintained her cover amid the cult of Eira for the better part of ten years. She has a deal with an orc tribe living in the northern Greenpot Hills, passing on information regarding small bands of travel-ers and merchant caravans. The orcs keep any treasure, while the cult of Hela receives the corpses.

three-gates

Population: 1,974Ruler: CouncilReligion: Var, Freo, Eostre AnimalmotherImports: Iron, woodExports: Mercantile services, rumorsThree-Gates sits across the juncture of the main trade

road north of Hellfrost Keep and the road which runs from Brae to Icewatch Fort. It is from this the settlement takes its name, for each of its fortified gates opens di-rectly onto one of the three roads.

The village’s main trade is not commerce, but catering for merchants. Blacksmiths, boxmakers, cobblers, coop-ers, cordwainers, farriers, hoopers, and wheelwrights work ceaselessly to ensure merchants can acquire new crates and barrels, and their wagons and horses are in top condition. A stable sells fresh horses and mules.

Three large warehouses are used to store wagons and mounts during the merchants’ stay, thus ensuring security. The village boasts two inns. The Merchant’s rest caters solely for visiting merchants and traders, while the Wanderer’s rest is open to anyone passing through.

The community has a full-time watch of just ten sol-diers (treat as experienced town watch). For each mer-chant caravan staying, a volunteer patrol of five soldiers (equipped and trained as town watch) is appointed to protect the wagons and their precious cargoes.

Located almost centrally in Heligioland, Three-Gates hosts merchants traveling along all the internal trade routes as well as those heading further afield. Gossip and news flow through the gates, making it an important stop for adventurers.

Three-Gates is governed by a nonelected council. Ev-ery master crafter has a seat, as does the resident cleric of Var, the latter currently being Eadberht ap-Gaidon. Eadberht has heard of Aelfmeet in Shattered Moor (see Region Guide #7) and believes Three-Gates could expand its focus from catering to merchants to acting as a major trading post, saving merchants from making longer journeys by acting as a middleman.

Veth’s teeth

Veth’s Teeth is a small stone circle comprised of six foot tall, inverted conical stones. In the center is a large boulder, which vaguely resembles a gigantic rat. Legends

claim that Veth, the minor goddess of rat catchers, once transformed herself into a gigantic cat in order to better hunt the rat King (a minor god associated with Vali).

The unknowable One transformed a rock into an im-age of the rat King, causing Veth, who fell for the ruse, to lose her teeth when she bit down around the stone. Eira regrew Veth’s teeth, though those she lost remain forever implanted in the ground. Veth learned her lesson well and never again changed shape.

Although she no longer needed her broken teeth, Veth set a kitten sired by her beloved and vicious ginger ratter, Fengr (“Catcher”), to watch over the site so Vali could not desecrate them. despite being many leagues from a settlement, a number of hunting cats reside here, basking atop the stones and keeping a wary eye on visi-tors.

Veth’s Teeth is a sacred site. See Region Guide #1 for more details on these special places.

Spirit Name: Muskylja (“Mouse Killer”).

FestIVal to Var

contract day

Varies.Every cleric enters into a personal contract with Var when he is ordained. This contract lasts for exact-ly one year, after which the cleric must either re-nounce his faith by ending the contract (and so be stripped of his powers) or make a new one. Each cleric celebrates this ceremony on the anniversary of his ordination. The contract also requires the deal be between worshipper and god only, and thus it is a private affair.The clerics begins by ritually washing, symbolically removing his sins (but not actually removing any game mechanics) so he can enter the negotiations with a clear conscience and unburdened soul. Once washed, the cleric sits down at a specially prepared table. Opposite he must place a holy symbol to rep-resent Var. The cleric must then present all ledgers covering the last year since the contract was made. This is known as the religious year end, and is dif-ferent from the trading year end.If he made a loss over the religious year, he must explain what went wrong and what steps will be taken to ensure a healthy profit should he be grant-ed a new contract. Even showing a profit the wor-shipper must convince Var he can not only repeat his performance but improve on it next year. This done, the petitioner signs and dates a blank piece of parchment. The contract signed, the cleric fills two glasses with alcohol. While drinking one he simul-taneously pours the contents of the other over the signed parchment which, once dried out, is tucked into the cleric’s current ledger.

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