Quickleaf
Legend
I'm building my 4e homebrew/adventure path from the ground up beginning with a small town in bewitched lands...It's based loosely on Etruscan culture, and strongly features witches and fey.
Any suggestions for improvement or problems you see? Ideas for making witches compelling and not cliche?
LAMBEURS
While only a small lake town, Lambeurs is a bustling center of commerce in the Vale, a bastion of faith in a fey-haunted land. Memories of the witch hunts a quarter-century ago simmer in the hearts of the people.
Population: 1,624
Gold Piece Limit: 500
Total Wealth: 50,000
The Town
An insular community of hard-working peasants, Lambeurs sits on the edge of Willow Creek where it meets Osprey Lake, at the very heart of the Feshinthan Vale. Narrow wooden two-story buildings rest on stone foundations at the center of town, with smaller garden-roofed homes at the fringes, and farm estates beyond that. The creek has been diverted at the center of town to create fishing weirs. Loggers bring pines and spruce on rafts down the wide shallow creek for trade along the shores of the lake, and fishermen ply their trade while their children gather herbs in the woods. Many people make their living off of wool and shepherds tend their flocks in the surrounding hills. Seasonal celebrations, presided over by the Aurox coven of witches or the druids of the Laurel Lodge, often shut the town down for days. When not celebrating, the common folk go home at night by way of the Sojourner Plough, the local watering hole.
A quarter century ago, witch hunts led by the Inquisitor-General shook the Vale, leaving many tortured and bereaved. The hysteria which turned neighbors against each other is a not-so-distant memory among elders, and while rarely spoken of, tempers can flare up from time to time. Witches have done much to heal the wounds of the past, and are more accepted today than ever before, enjoying status as midwives, ceremonialists, and apothecaries. That the witch Morae has been elevated to the town council speaks volumes of the capacity of Lambeurs to rise from the ashes.
Rumors of Lambeurs
As the largest town in the Vale, Lambeurs is ripe for rumormongers who become loose-lipped after a hard cider. Anyone who makes a DC 12 (DC 10 if buying the target a drink) Gather Information check might learn one of the following rumors:
• A rash of abductions occurred last week and the community is still reeling – apparently it was the same group of men doing the kidnapping.
• The Feast of Amn is fast approaching, a celebration in honor of the mussel harvest and raiding cormorant cliff roosts along the lakeshore.
• The Fiddler, an eerie faerie frogman, frequents crossroads and the local tavern where he relishes driving folks into frenzied dance.
• Ceanugh’s Bridge is dangerous at night – a hag and her troll sons collect a toll, sometimes settling for gold but more often demanding flesh.
• The ghost of Morae’s daughter, killed in the witch-hunts, was never given proper burial and haunts the temple erected on the witches’ sacred site.
• Years ago, several folks went missing on outings by the lake, and recently some of them have returned, but they aren’t the same.
• Jesper Braun is more than stupid – he’s got uncanny timing and an utterly disarming innocence which gets him out of trouble.
• The feud between the Heath family and the Fuller family dates back to the witch-hunts, and while it may be simmering right now, things could get ugly soon.
• Sleeping in the town well induces oracular dreams sent by the spirit of the auroch.
The Law
Lord Whyden is the absentee landlord of most agricultural land in Lambeurs, and defense of the town falls to him. In reality, Whyden only visits when his presence is demanded, preferring to let the peasantry live free, so long as taxes are collected (often a difficult task). At several points in history, Whyden has come to the town’s aid, but usually only when his interests have been threatened; most folks know they can’t count on their “lord” for much besides emergencies, and prefer to arm themselves. Fortunately, since the days of the witch-hunts, the people’s capacity for mob justice has been greatly curtailed, and the town council is afforded greater respect.
Morae,
The Land
Shrouded in mists and mystery, the Feshinthan Vale lies between deep river valleys and sharp angular hills. It is a swampy land of willows and cattails with black oaks buffering the highland spruce and pine. Besides shadow fey haunting the woods, the Vale is home to many creatures – deer, white owls, whisper-thrushes, giant bats and spiders, and wolves. Auroch once lived here, but were driven to extinction; it has been a quarter century since the last auroch was seen. Osprey Lake boasts a diverse ecology of mushrooms and aquatic plants as well as its notorious giant “screaming” eel-fish and mosquito swarms in summer.
Ceorl’s Wood: Supposedly a gnomish burrow lies deep within the wood, but the wild boars deter most. The wood is named for the numerous serfs who live in squatter villages, often trying to evade the law.
Hag’s Marsh Road: Leads through dreaded Hag’s Marsh to Belham township. Haunted by wicked witches.
Horse Trail: Leads to Fatima Falls and Lord Whyden’s castle.
Lamb’s Quarter Road: Leads to Barisae, and is patrolled by highwaymen.
Osprey Lake: Vast haunted lake provides water for many townships and livelihood for fishermen. Boat races occur every spring, offerings are made to the dragon imprisoned beneath the lake, and young brides undergo rite of betrothal on the shores. Named for the ospreys which roost on rocky islands.
Selkie’s Road: Seductive selkies haunt this road to Shyvern township, leading many a fisherman to madness.
Veenwood: Fey haunted pine forest with strong ties to the Everautumn and druid enclave.
Willow Creek: Wide, shallow creek used to transport southern lumber. Haunted by merrow ogres and will’o’wisps. Named for many willow species lining its banks.
The People
Superstitious to a fault, Lambeurs’ community likes to keep to its own, but once befriended, strangers are welcomed…albeit kept at arm’s distance until they prove themselves. Surrounded by a mysterious and dangerous land, Lambeurs-folk cling to what is familiar and safe. A few of the town’s beloved residents are:
Arnth Lauthna: Forester sheriff and town councilmember
Morae sec Maerwynn: Wise woman and town councilmember
Cantor Oskell Velimna: Nobleman banker and town councilmember
Jurston Brauna: Blacksmith, foundry-man, and town councilmember
Larana ati Jesper: Clothier, seamstress, and town councilmember
Jesper clan Jurston: Town simpleton and swineyard
Tate Heathna: Fisherman and oldest codger in town
Colin of Barisae: Famous troubadour of the Vale
Lord Whyden: Nominal ruler of the town
Common Male Names: Aelgar, Estmund, Hairuld, Larth, Torquil, Urian
Common Female Names: Ancerel, Aulia, Godeleve, Ismay, Sedemay, Wuluethia
Family Names (nomen gentile): Aneina, Camillus, Gaius, Hathisna, Repesuna, Sergius
Use "-na" suffix to form nomen gentile, "Velimna" = "the Velim family"
Genitive case + "al", i.e. "Arnth Larthal" = "Arnth, son of Larth"
Clan = son, sec = daughter, +ti = adopted, apa = father, ati = mother, netei = univeral mother-in-law
Any suggestions for improvement or problems you see? Ideas for making witches compelling and not cliche?

LAMBEURS
While only a small lake town, Lambeurs is a bustling center of commerce in the Vale, a bastion of faith in a fey-haunted land. Memories of the witch hunts a quarter-century ago simmer in the hearts of the people.
Population: 1,624
Gold Piece Limit: 500
Total Wealth: 50,000
The Town
An insular community of hard-working peasants, Lambeurs sits on the edge of Willow Creek where it meets Osprey Lake, at the very heart of the Feshinthan Vale. Narrow wooden two-story buildings rest on stone foundations at the center of town, with smaller garden-roofed homes at the fringes, and farm estates beyond that. The creek has been diverted at the center of town to create fishing weirs. Loggers bring pines and spruce on rafts down the wide shallow creek for trade along the shores of the lake, and fishermen ply their trade while their children gather herbs in the woods. Many people make their living off of wool and shepherds tend their flocks in the surrounding hills. Seasonal celebrations, presided over by the Aurox coven of witches or the druids of the Laurel Lodge, often shut the town down for days. When not celebrating, the common folk go home at night by way of the Sojourner Plough, the local watering hole.
A quarter century ago, witch hunts led by the Inquisitor-General shook the Vale, leaving many tortured and bereaved. The hysteria which turned neighbors against each other is a not-so-distant memory among elders, and while rarely spoken of, tempers can flare up from time to time. Witches have done much to heal the wounds of the past, and are more accepted today than ever before, enjoying status as midwives, ceremonialists, and apothecaries. That the witch Morae has been elevated to the town council speaks volumes of the capacity of Lambeurs to rise from the ashes.
Rumors of Lambeurs
As the largest town in the Vale, Lambeurs is ripe for rumormongers who become loose-lipped after a hard cider. Anyone who makes a DC 12 (DC 10 if buying the target a drink) Gather Information check might learn one of the following rumors:
• A rash of abductions occurred last week and the community is still reeling – apparently it was the same group of men doing the kidnapping.
• The Feast of Amn is fast approaching, a celebration in honor of the mussel harvest and raiding cormorant cliff roosts along the lakeshore.
• The Fiddler, an eerie faerie frogman, frequents crossroads and the local tavern where he relishes driving folks into frenzied dance.
• Ceanugh’s Bridge is dangerous at night – a hag and her troll sons collect a toll, sometimes settling for gold but more often demanding flesh.
• The ghost of Morae’s daughter, killed in the witch-hunts, was never given proper burial and haunts the temple erected on the witches’ sacred site.
• Years ago, several folks went missing on outings by the lake, and recently some of them have returned, but they aren’t the same.
• Jesper Braun is more than stupid – he’s got uncanny timing and an utterly disarming innocence which gets him out of trouble.
• The feud between the Heath family and the Fuller family dates back to the witch-hunts, and while it may be simmering right now, things could get ugly soon.
• Sleeping in the town well induces oracular dreams sent by the spirit of the auroch.
The Law
Lord Whyden is the absentee landlord of most agricultural land in Lambeurs, and defense of the town falls to him. In reality, Whyden only visits when his presence is demanded, preferring to let the peasantry live free, so long as taxes are collected (often a difficult task). At several points in history, Whyden has come to the town’s aid, but usually only when his interests have been threatened; most folks know they can’t count on their “lord” for much besides emergencies, and prefer to arm themselves. Fortunately, since the days of the witch-hunts, the people’s capacity for mob justice has been greatly curtailed, and the town council is afforded greater respect.
Morae,
The Land
Shrouded in mists and mystery, the Feshinthan Vale lies between deep river valleys and sharp angular hills. It is a swampy land of willows and cattails with black oaks buffering the highland spruce and pine. Besides shadow fey haunting the woods, the Vale is home to many creatures – deer, white owls, whisper-thrushes, giant bats and spiders, and wolves. Auroch once lived here, but were driven to extinction; it has been a quarter century since the last auroch was seen. Osprey Lake boasts a diverse ecology of mushrooms and aquatic plants as well as its notorious giant “screaming” eel-fish and mosquito swarms in summer.
Ceorl’s Wood: Supposedly a gnomish burrow lies deep within the wood, but the wild boars deter most. The wood is named for the numerous serfs who live in squatter villages, often trying to evade the law.
Hag’s Marsh Road: Leads through dreaded Hag’s Marsh to Belham township. Haunted by wicked witches.
Horse Trail: Leads to Fatima Falls and Lord Whyden’s castle.
Lamb’s Quarter Road: Leads to Barisae, and is patrolled by highwaymen.
Osprey Lake: Vast haunted lake provides water for many townships and livelihood for fishermen. Boat races occur every spring, offerings are made to the dragon imprisoned beneath the lake, and young brides undergo rite of betrothal on the shores. Named for the ospreys which roost on rocky islands.
Selkie’s Road: Seductive selkies haunt this road to Shyvern township, leading many a fisherman to madness.
Veenwood: Fey haunted pine forest with strong ties to the Everautumn and druid enclave.
Willow Creek: Wide, shallow creek used to transport southern lumber. Haunted by merrow ogres and will’o’wisps. Named for many willow species lining its banks.
The People
Superstitious to a fault, Lambeurs’ community likes to keep to its own, but once befriended, strangers are welcomed…albeit kept at arm’s distance until they prove themselves. Surrounded by a mysterious and dangerous land, Lambeurs-folk cling to what is familiar and safe. A few of the town’s beloved residents are:
Arnth Lauthna: Forester sheriff and town councilmember
Morae sec Maerwynn: Wise woman and town councilmember
Cantor Oskell Velimna: Nobleman banker and town councilmember
Jurston Brauna: Blacksmith, foundry-man, and town councilmember
Larana ati Jesper: Clothier, seamstress, and town councilmember
Jesper clan Jurston: Town simpleton and swineyard
Tate Heathna: Fisherman and oldest codger in town
Colin of Barisae: Famous troubadour of the Vale
Lord Whyden: Nominal ruler of the town
Common Male Names: Aelgar, Estmund, Hairuld, Larth, Torquil, Urian
Common Female Names: Ancerel, Aulia, Godeleve, Ismay, Sedemay, Wuluethia
Family Names (nomen gentile): Aneina, Camillus, Gaius, Hathisna, Repesuna, Sergius
Use "-na" suffix to form nomen gentile, "Velimna" = "the Velim family"
Genitive case + "al", i.e. "Arnth Larthal" = "Arnth, son of Larth"
Clan = son, sec = daughter, +ti = adopted, apa = father, ati = mother, netei = univeral mother-in-law
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