The Barony of Midwood (Praemal)

Maidensbridge Abbey
The abbess of Maidensbridge Abbey went mad a century ago, and strangled all the other nuns in the middle of the night, before hanging herself. Today, the abbey southwest of town is abandoned, the clergy of Lothian not wanting anything to do with the location, other than sending an exorcist to the location a decade after the murders. The residents of Maidensbridge wish the church would return its attention to the abbey, as strange sounds and lights have been seen in and around the abbey in the dark of night.
 

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Maidensbridge Chapel
This small wood and stone building primarily serves as a chapel dedicated to Lothian, but the chapel is notably under-decorated, and it serves as a general place of worship for multiple good gods, including Lothian, Bahamut and Estanna. No cleric runs the chapel. Instead, it is kept clean and repaired by a joint communal effort, overseen by the bailiff as needed. A small fenced graveyard surrounds the chapel on three sides.
 

Maidensbridge Smithy
In theory, only the Lord's Smithy in Middleborough can produce weapons and armor, under an exclusive contract with the baron, but the baron allowed Maidensbridge to repair and maintain its own armor and weapons, in the name of defense. Over time, this has opened the door to used-but-repaired weapons and armor, which outrages the smith in Middleborough, but which the baron allows as a practical measure.
 

Therurt Glangirn, blacksmith
Male Chaotic Good Grailwarden dwarf expert/barbarian

Therurt Glangirn is the smith of Maidensbridge, which mostly consists of shoeing horses, repairing agricultural tools and similar activities, although he also has a thriving under the counter business in selling and repairing used weapons and armor, some of which dates back to the fall of Glangirn itself.

Therurt has a brilliant golden red beard, bright and bushy. He wears it unadorned by any of the jewelry other dwarves favor. Much of the time it is matted down and flattened from being tucked inside his leather apron when he is working in the smithy. His arms, shoulders, torso and neck are all covered in curly gold hairs, and he has amazing bushy eyebrows shielding bright blue eyes beneath. But the top of his head is totally bald and the reddened skin gleams. He typically wears only grimy work gloves, his blackened leather apron, leather work pants and heavy boots.

He is only an average smith, but is exceptionally strong (Strength 17). A worshipper of Hanseath, Therurt can whip himself into a berserker frenzy, especially after a few pints.

The grandson of a Glangirn smith in Midwood to sell some wares when the dragon Gax attacked, Therurt has never known a time when dwarves ruled Green Mountain and, much to the dismay of some of the more militant Glangirn dwarves, he feels little pull to return to Green Mountain.

Several years ago, he traded a set of armor and weapons to a down on his luck Stonelost dwarf from distant Ptolus for a map to a mithral mine. The mine is supposedly hidden and well-protected, and Therurt has been planning on doing this "soon" for several years now. He suspects he may have been had with the map, which likely leads to a played-out mine if it leads to any mine at all, and moreover, he’s happy where he is in life, and has few real ambitions other than expanding his forge and starting a family.

Therurt is a dwarf of few words, and although he is not unintelligent, he has a problem with big words – "they just don’t stick in my head" – and as a result listens more than he speaks, when he speaks at all. But he enjoys company, and can be found at the Cat & the Fiddle most nights, drinking, singing and arm-wrestling.

He is perhaps surprisingly uninformed about Glangirn and Green Mountain, but he knows a great deal about merchant politics in the barony, as well as how the bailiff and steward power structure really works, even in Foxton on Moss and Middleborough.

When he is thinking, he tends to run his hand back and forth across his bald head, which has the unfortunate effect of leaving streaks of sweaty soot.
 

Maidensbridge Orchard
The residents of Maidensbridge tend and harvest the apples here in the baron's orchard. The cool autumns and winters here produce excellent apples, which grow in sufficient quantity to export, especially as cider, which is fermented at the Cat & the Fiddle. Ward Bridger has tried various mechanisms to prevent Green Mountain Kobolds from stealing the apples for Apple Night, but the sorcerers among the tribe have so far been able to defeat whatever defenses he's come up with to protect the harvest.
 

Whizbang Dustyboots said:
Timeline
610 – The abbess of Maidensbridge Abbey goes mad and kills the nuns before taking her own life. The abbey is abandoned ever since.
A Cthluhu-smelling plot-hook right in the basic timeline. I love that one :)

Nearby locations of note are the abandoned Maidensbridge Abbey, the ancient Tulgey Barrow and the gnomish estate known as Wit’s End.
Three distinctly interesting adventure environmnts, each with its own atmosphere. Is the Gnomish estate abandoned? How are Gnomes in your world - mad inventors, illusionists, or both?

He otherwise looks his age (and well-fed) and relies on a walking stick when traveling around Maidensbridge. He dresses simply but well.
A man at the age of 50 using a walking stick to walk around? This seems far miore similar to RL pre-industrial/early industrial aging rates than to D&D's pseudo-modern fantasy ones.

Maidensbridge Chapel
This small wood and stone building primarily serves as a chapel dedicated to Lothian, but the chapel is notably under-decorated, and it serves as a general place of worship for multiple good gods, including Lothian, Bahamut and Estanna. No cleric runs the chapel. Instead, it is kept clean and repaired by a joint communal effort, overseen by the bailiff as needed. A small fenced graveyard surrounds the chapel on three sides.
Care to elaborate about your world's gods and religion? Or are they modified (non-PHB/DMG) D20 ones?
 

Shades of Green said:
A man at the age of 50 using a walking stick to walk around? This seems far miore similar to RL pre-industrial/early industrial aging rates than to D&D's pseudo-modern fantasy ones.

It's a hook for a secret/plot hook. He carries a walking-stick around because he was injured by (this thing) back when, over by (that place). He provides some information to the PCs about that adventure locale.

Or it could be more sinister. Maybe it's a curse for beating one of his kids so bad that he broke his leg. Now he has to walk around with a limp (just like his son).

Either way, it can add to his personality. If he was injured, maybe he doesn't like anything to do with violence. He wants to discourage it by any means necessary, maybe even violence on his part (or by actors working for him). That's pretty illogical, but so are people. I guess that would create an atmosphere of "Everything's peaceful here, la di da; but if you disturb the peace (even for the right reasons), I'm going to hurt you."

If there is some kind of sinister secret related to it, he's secretive about it, doesn't want to talk about it, etc. He's wracked with guilt, or filled with anger, or something like that.
 

If you are going to have a major orchard, then I recomend having a local Bee-Keeper. This would add beeswax, honey, and mead to the list of local products (although probably just enough for locals).
 

Whizbang Dustyboots said:
Maidensbridge
The smallest community in Midwood, only a small fringe of trees separate Maidensbridge from the lower slopes of Green Mountain to the east. Although it is close by fast-moving water, by land, the hamlet is distant from both Foxton on Moss and Middleborough beyond it: It is more than two miles through dark woods before travelers reach the safety of Foxton on Moss.

That means it takes less than an hour to walk from Maidensbridge to Foxton on Moss. Personally I would make it at least 10 or 12 miles.
 

Shades of Green said:
A Cthluhu-smelling plot-hook right in the basic timeline. I love that one :)
And I get to use a monster from MM1 that no one seems to use, but which used properly should scare the crap out of the players. :D

Three distinctly interesting adventure environmnts, each with its own atmosphere. Is the Gnomish estate abandoned? How are Gnomes in your world - mad inventors, illusionists, or both?
Both. But woodsier. Wit's End seems like a carnival funhouse to outsiders, but that's just a passive form of defense for the gnomes.

Care to elaborate about your world's gods and religion? Or are they modified (non-PHB/DMG) D20 ones?
They're the core dieties I like, with an eye towards the more practical ones, like Estanna, who's from the Book of Exalted Deeds and is a goddess of hearth and home.

MavrickWeirdo said:
If you are going to have a major orchard, then I recomend having a local Bee-Keeper. This would add beeswax, honey, and mead to the list of local products (although probably just enough for locals).

The baron has one of those in Middleborough. I'm building this using A Magical Medieval Society: Western Europe, and that was one of the things that jumped out at me.

MavrickWeirdo said:
That means it takes less than an hour to walk from Maidensbridge to Foxton on Moss. Personally I would make it at least 10 or 12 miles.

Yeah, I'm taking those distances from MMS:WE, but I'm not happy with them myself. I want the communities to be reachable, but I have all sorts of nasties in the woods, including river trolls, talking spiders and (no, seriously) the Big Bad Wolf/Warg. I want there to be frenzied carriage rides through the darkened forest but I also don't want to force the players to have to afford horses at a low level.

I'll probably multiply all distances by five.
 

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