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<blockquote data-quote="steeldragons" data-source="post: 6072250" data-attributes="member: 92511"><p>Some distance north of Gunga's Crossing along the western banks of the Farrago, abutting the wooded foothills that spread west from the Djard Mountains, sits the unassuming village of Farwood. It is large for a village, nearing 1,000 inhabitants, but the relatively quiet border community has no stockade or walls to encase the spread out homesteads of farmers, trappers, timber workers and loggers...most of whom float their wares down river to meet the demands of Tolno's builders and shipwrights.</p><p></p><p>The small clutch of two-storied buildings that line the village's "main street" contain:</p><p>--various shops for general supplies, leather goods and foodstuffs one would find in a frontier type place</p><p>--2 inns: 1 rather small and very cheap, 1 quaint and cozy of medium quality/cost</p><p>--5 taverns: all except the Falling Bough are of mediocre quality/cost. The Fallen Bough offers an exclusive deal with dwarven-made mead from Ontokoth and golden elfvine [a particularly fine white wine] from the elves of the Altithyr woods west of Farwood [Altithyr is off limits to the timberworkers by ancient treaty between the elves and Farwood's founders]. Costs at the Fallen Bough are higher, but reasonable and the tavern cook's venison stew is a local specialty of high renown.</p><p>--an apothecary/herbalist: the proprietress of which is hailed as a particularly gifted healer</p><p>--a weaver and tailor couple who makes the most exquisitely soft, warm and durable cloaks. They are alleged to have learned the techniques from the Altithyri elves. </p><p>--a large mill on the river.</p><p>--a smithy: the town smith, Oltho, is a dwarf from Ontokoth. He came to Farwood a generation ago with his two brothers to try to make his own fortune/life in the world, away from the war and death of his homeland. Oltho is the eldest a veteran of several battles with the orcs before finally resolving to leave after the death of his wife and son. He is somber but good-natured (having found some peace in his existence in the passed decade) and a very talented smith.</p><p>--a Shrine (just a small two-storied abbey, really, of wood and stucco with a open courtyard in the center where small services are conducted) to Rythaine, neutral good goddess of the woods, green growing things and nature (in its peaceful/balanced/beneficial aspects) in general. She and Baphome are mortal/mythological enemies. The contingent of actual priests there is small, 7 members (the top priest is only mid-level, 1 second-in-rank (1 level lower than the top priest) and the rest being low level acolytes and novitiates). They are well-respected in the community and take great pleasure in serving the village in the happy occasions of life: births (of folk and livestock), blessing fields and new constructions, conducting marriages and leading the 4 festivals (equinoxes and solstices) of the seasons. </p><p>--the Farwood Rangers: a troupe of rangers (usually only 3-5 administrating/keeping a 'watch' in the village with 15-20 other members in the field) that maintain a careful watch and protection of the village and often serve as the local law enforcement. They range upriver into the Djard foothills, and as far west in the forests as the Altithyri will allow. They are particularly watchful of any encroachments by trolls from the hills or the Bloody Scimitar orcs who have, in the past, raided as far west and south as Farwood (though these have been quite rare the passed few decades, more concentrated on their war with the dwarves). The goblins in the foothills are a constant source of irritation more than any real threat. Goblin thieves or small bands are caught (and usually slain) with some regularity. There hasn't been a serious "raid" by them for several years now.</p><p></p><p>The Farwood Rangers have a great knowledge of the foothills and woods of the surrounding area and have heard many legends of the great beasts that lie to the east and the strange wild-men of Ol'Turin, as well as rumors of the elemental chaos and bizarre creatures that lie north of the Djard range. Almost everyone in Farwood takes the words of the Rangers as unerring truth and law. Thankfully the organization is truly sincere and devoted to their roles as agents of order and defense. </p><p></p><p>Unbeknownst (thus far) to the Farwood residents, but feared rumor among the rangers, agents of the dread goddess, Baphome, have begun to infiltrate their community. Whether this is the work of the Bloody Scimitar orcs or some other sinister agent is unknown.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6072250, member: 92511"] Some distance north of Gunga's Crossing along the western banks of the Farrago, abutting the wooded foothills that spread west from the Djard Mountains, sits the unassuming village of Farwood. It is large for a village, nearing 1,000 inhabitants, but the relatively quiet border community has no stockade or walls to encase the spread out homesteads of farmers, trappers, timber workers and loggers...most of whom float their wares down river to meet the demands of Tolno's builders and shipwrights. The small clutch of two-storied buildings that line the village's "main street" contain: --various shops for general supplies, leather goods and foodstuffs one would find in a frontier type place --2 inns: 1 rather small and very cheap, 1 quaint and cozy of medium quality/cost --5 taverns: all except the Falling Bough are of mediocre quality/cost. The Fallen Bough offers an exclusive deal with dwarven-made mead from Ontokoth and golden elfvine [a particularly fine white wine] from the elves of the Altithyr woods west of Farwood [Altithyr is off limits to the timberworkers by ancient treaty between the elves and Farwood's founders]. Costs at the Fallen Bough are higher, but reasonable and the tavern cook's venison stew is a local specialty of high renown. --an apothecary/herbalist: the proprietress of which is hailed as a particularly gifted healer --a weaver and tailor couple who makes the most exquisitely soft, warm and durable cloaks. They are alleged to have learned the techniques from the Altithyri elves. --a large mill on the river. --a smithy: the town smith, Oltho, is a dwarf from Ontokoth. He came to Farwood a generation ago with his two brothers to try to make his own fortune/life in the world, away from the war and death of his homeland. Oltho is the eldest a veteran of several battles with the orcs before finally resolving to leave after the death of his wife and son. He is somber but good-natured (having found some peace in his existence in the passed decade) and a very talented smith. --a Shrine (just a small two-storied abbey, really, of wood and stucco with a open courtyard in the center where small services are conducted) to Rythaine, neutral good goddess of the woods, green growing things and nature (in its peaceful/balanced/beneficial aspects) in general. She and Baphome are mortal/mythological enemies. The contingent of actual priests there is small, 7 members (the top priest is only mid-level, 1 second-in-rank (1 level lower than the top priest) and the rest being low level acolytes and novitiates). They are well-respected in the community and take great pleasure in serving the village in the happy occasions of life: births (of folk and livestock), blessing fields and new constructions, conducting marriages and leading the 4 festivals (equinoxes and solstices) of the seasons. --the Farwood Rangers: a troupe of rangers (usually only 3-5 administrating/keeping a 'watch' in the village with 15-20 other members in the field) that maintain a careful watch and protection of the village and often serve as the local law enforcement. They range upriver into the Djard foothills, and as far west in the forests as the Altithyri will allow. They are particularly watchful of any encroachments by trolls from the hills or the Bloody Scimitar orcs who have, in the past, raided as far west and south as Farwood (though these have been quite rare the passed few decades, more concentrated on their war with the dwarves). The goblins in the foothills are a constant source of irritation more than any real threat. Goblin thieves or small bands are caught (and usually slain) with some regularity. There hasn't been a serious "raid" by them for several years now. The Farwood Rangers have a great knowledge of the foothills and woods of the surrounding area and have heard many legends of the great beasts that lie to the east and the strange wild-men of Ol'Turin, as well as rumors of the elemental chaos and bizarre creatures that lie north of the Djard range. Almost everyone in Farwood takes the words of the Rangers as unerring truth and law. Thankfully the organization is truly sincere and devoted to their roles as agents of order and defense. Unbeknownst (thus far) to the Farwood residents, but feared rumor among the rangers, agents of the dread goddess, Baphome, have begun to infiltrate their community. Whether this is the work of the Bloody Scimitar orcs or some other sinister agent is unknown. [/QUOTE]
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