Orlain

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Town, small; recently afflicted by strange happenings

Road to Orlain

The road to Orlain should not prove an arduous journey, but it will neither be entirely uneventful. On the way, they will encounter a man, his wife and five children travelling with two oxen laden with worldly possessions. Their faces are sullen and forlorn, eyes full of fear. They are coming from Orlain.

General Notes on Orlain

Daily Activity and Cultic Behaviours

The people living in Orlain will be identified as either reptile cult members or citizens. In general, there will be no visible distinction between the two, but clues are often given in the individual descriptions that will allow alert players to guess the difference.

Unless otherwise stated, cult members are lawful evil. They will tend to be curious about the party, and will perhaps even act friendly in an effort to determine what brings the group to Orlain. The cult has a secret sign, made by pressing the right palm to the forehead, and members will often surreptitiously perform the gesture in order to identify new members. Of course, specific instructions in the key will always supersede these generalities.

Citizens will generally be suspicious and noncommunicative. Most citizens are puzzled and frightened by the change in the character of their community. Any attempt by a party to run rough-shod over the entire village will result in their organised resistance, with the mayor taking charge. All citizens are worshippers of Merikka, the chaotic good goddess of agriculture.

In many cases, people have been described at their daytime locations (children at play, farmers at work, and so on). These locations may be changed at the DM's discretion for evening and night encounters. Remember that people in a farming community tend to go to bed and rise early.

Historical Information

Two thousand years before the first houses of Orlain were built, an elf-palace stood upon a hill in the midst of a then-drained Malvange. Following the collapse of that elven kingdom and the abandonment of that citadel, the course of years weathered the towers and edifices down to mere ruins, and the water and wood reclaimed the landscape. It would be another nine-hundred years before the Neran Empire built a small trade outpost along a newly-built road that the region would be inhabited again. This outpost too was eventually abandoned, but the region would again and permanantly be settled by Mescon farmers some three hundred-fourty years ago. Orlain remains an important hospice for travellers, allowing it to maintain several profitable shops which would otherwise be impossible in such a small community.

1 Pleasant Farmhouse and Barn

This wattle-and-daubed cottage is small, but in good repair, with a small barn some yards behind. An older girl is churning butter outside, but suddenly stops in her chore as she espies your approach. She drops her butter churner and runs into the house. Wide eyes can be seen peering through the slats of wooden shutters on the front of the cottage.

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The farmer, Sever, and his two grown sons (Claude and Bastien), will watch strangers suspiciously through the windows, while the wife (Marta) and daughter (Elena) hide in the kitchen at the rear of the house. If anyone stops, Sever will do all of the talking. He will be polite, but quiet. He will never allow strangers inside his house. He understands that his town has changed drastically, but he does not know why. His barn is well-stocked with barley and wheat, and a dozen pigs are penned in the back. Beneath the planks in his bedroom floor he has stored a sack with 15 s and 36 d in it.

2 Constable’s Quarters and Barracks

3 Dairy Farm

This cottage and barn are clean, and newly daubed. Kye chew their cud just without the barn. Three little girls playing in the curtilage of the house stop to gawk at you.

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The girls will stare at the party upon their approach. Their older sister will rush outside to hustle the little ones in. Regardless of how this encounter starts, the party should eventually meet Bernat the dairyman, who will be in the barn. He has been blessed with five daughters, who share the house with him, his wife (Caterina), and his mother-in-law (Driope, a widow). He is a kindly man, and if his judgement tells him that the strangers are friendly, he might even invite them in for beer and cheese. He is concerned about matters in Orlain, but can offer no explanations.

4 Weaver’s House and Shop

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This building is faced with a shop. Here Edip, the weaver, runs his large loom while his wife Abela works a spinning wheel. Many piles of wool, yarn, and cloth lie about in a state of confusion. He is a young man, newly married and moved to Orlain, trying to make a go of his first business. His wife is attractive and they are both friendly.

If questioned, they will respond that "people are strange hereabouts," but they know of no reason for their neighbours' aloofness. They will welcome the chance to talk to outsiders, even inviting a small group in for a glass of wine if the time of day is appropriate. If the conversation continues for a while they will warn strangers that the Golden Grain Inn is a strange place, to be avoided if at all possible.

5 Old-Man and Scythe Inn

This is a large inn with a long main hall and two wings projecting therefrom. The inn was well-daubed at one time, but much of the wattle is now exposed . A sign picturing a naked old man with a long beard and brandishing a scythe hangs over the door.

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See: Old-Man and Scythe

6 Jeweller and Moneylender

A gem-encrusted ring is pictured on a sign outside of this establishment. The doors and windows are open. The building is small, but looks extremely sturdy; the shutters and doors are of heavy wood, reinforced with iron bands.

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Salvador, the jeweller/moneylender, tries to make a living from travellers. His business has depleted considerably in the last year. After dark, his doors and shutters will be locked. Salvador and his overbearing wife Berta live here with two guards: Victor and Gauter. The latter is actually a cult member waiting for the right moment to betray his employer.

Salvador is a skilled jeweller and will negotiate a reasonable fee for this work. He will also exchange types of currency for a 5% charge. In a metal box in his office he has 120 l, 400 s, 800 d, and 30 gems, worth 100 l, 50 l (x2), 10 l (x3), 5 l (x4), and 1 l (x20). In addition, four works of jewellery are displayed in his shop and locked in the box at night. They are worth 140 l, 80 l, and 40 l (x2).

7 Stable

This is an exceedingly run-down structure. Much of the wattle is exposed, and in some places the bare wood has started to rot. A fenced walkway leads from the road to the back of the house, and horse manure is scattered liberally about. A little boy, his face covered with dirt, is playing out-front. As you approach, he toddles out to the road, smiles, and says "hoy!"

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This is the village stable. Much of the ground has been trampled to mud. The front of the dilapidated house is sheltered by a wide porch. All appearances to the contrary, the liveryman is quite well-to-do. He is simply not concerned with presenting a front of wealth and polish.

The liveryman, Jantin, his wife (Brayda) and their three young sons live here. The wife is timid, but there is an 80% chance that she will see her son talking to strangers. If so, she will rush out to collect him, staring at the party with fearful eyes as she snatches him up. If a character makes a friendly comment, she will stop, embarrassed, and mutter some explanation about "mealtime." She will then dash into the house with the child.

Jantin is at work in the stables, but his wife will call him after any encounter with strangers, and he will hurry to the house. If the party is still in front when he gets there in two rounds, he will step outside to apologise for his wife's hastiness. "These are strange times, you understand..." Unlike many Orlanians, he is affable and willing to carry on a conversation. He will, however, keep his guests on the porch.

Jantin cannot explain the forces at work in the village, but he is very observant. After some small talk, he will begin to share his knowledge. He is suspicious of the two strangers who moved into the cottage across the road several weeks ago. "They don't seem to be interested in mixing with anybody." He shares the weaver's apprehensions concerning the Old-Man and Scythe, and will recommend the Grey Mare Inn for its superior wine and friendly atmosphere. After an hour of conversation, he will mention his neighbours at the general store: "They up and disappeared a couple months ago; gone fer nearly a fortnight, then the whole family came back. Didn't even leave one of the boys to mind the store!"

His stable contains 4 light horses, 2 draft horses, 3 mules, 2 oxen, and 2 small carts. His life savings (5 l and a 20 l gem) is buried in a wooden box in the farthest stall of the stable.

8 Elderman's Residence

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9 Tailor Shop

A crude sign depicting a needle and thimble hangs before this establishment, a small, ramshackle building in need of considerable repair. A shutter hangs loosely, the walls and thatched roof show signs of rot in several places.

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This is the shop and home of the village tailor, a meek, elderly bachelor, Enric. He is terrified of strangers and will answer no questions. If asked to do some tailoring, he will allow only one person at a time into his shop, and will be nervous and fretting about the whole business.

10 Village Store

This is a fairly well-kept establishment. The door stands open, and a well-painted sign depicting a set of merchant scales hangs thereover.

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Cult Members! The husband (Francesc), wife (Irena) and three grown sons, will all fight, if necessary, using shortswords. The husband and wife will greet customers in the store. The sons will remain screened by a curtain leading to the back porch, aiming spanned crossbows at strangers. If the visitors are hostile or too curious, the sons will step forward and demand that they leave the store. If strangers behave violently, the sons will shoot first and then leap into the room with swords drawn.

The storekeeper and his wife will put on a friendly front with customers, knowing that their sons are backing them up. Mundane items such as cooking pots or sacks of meal will always be available. Most items listed in the Players Handbook can also be found here (75% chance).

There is a table and several benches in the store. When strangers visit, the storekeeper will invite them to sit and have a glass of wine. There is an 80% chance per character that the individual will find it to be the best wine he has ever tasted. If asked about the wine, the storekeeper will say that it comes from the local winery behind the Grey Mare Inn. He will attempt to get as much information from the party as possible, but will reveal very little about himself or his family. The store's cashbox contains 1 l, 50 s, and 100 d.

11 Rundown Farmhouse

This house is in desperate need of repair. The front door, portions of the wall, and visible roof supports are missing. The barn is in even worse condition, but the many chickens in the yard suggest that the place is indeed inhabited.

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Cult members! A farmer (Acaire) and his adult son live here. The wife became the victim of the reptile god six months ago, when she was not charmed. The two men are rude and untalkative, and will claim to be busy with work around the farm. In fact, only small crops of barley and oats are in the fields. They have no treasure, save 31 din a kitchen jar, having donated their other worldly goods to the cult.

12 Carpenter's Shop

A sign bearing the image of a saw hangs above the door of this well-constructed building. The front part of the structure is unwalled, and inside of this breezy area the carpenter is at work. Many tools (saws, hammers, nails, prybars, etc.) are scattered about, and some boards are mounted on sawhorses.

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Cult members! The carpenter (Mateu) and his wife (Fina) are very recent cult initiates; in fact, their teenage son and daughter may still be alive in the snakepits of the reptile god! (The latter pair, of course, resisted the naga's charm.) The carpenter serves as a furniture maker as well as a builder, and numerous examples of his handiwork are placed around his shop. Tables, chairs, and desks—all of exquisite craftsmanship—may be seen in a casual inspection. The table that is presently under construction, however, is much more shoddily put together, as are the pair of chairs he has just completed. The latter await a coat of stain, whereas all of the other furniture is finished.

His wife will spy upon strangers through a small hole in the door of the house. She carries a dagger that has been smeared with snake venom, and will attack hysterically if her husband appears to be in danger.

13 Blacksmith's Shop

This is obviously a smithy, though no sign hangs here. The shop part of the building is unwalled, and two brawny lads operate a bellows while a stout man hammers thunderously upon a piece of metal that will soon become the blade of a shovel. Soot and smoke abound.

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Cult members! The smith (Victor), his wife, two sons and daughter have been members for nearly a year. The man still does his work with the mechanical precision that has allowed him to maintain the quality that he has always been known for. Formerly a short-tempered and irritable man, the charm of the dragon has unbalanced his mind slightly. There is a 25% chance that the approach of strangers will cause him to fly into a violent rage, threatening them with the wrath of the gods if they do not flee at once. His sons will attempt to restrain him, but if an individual or group continues to approach, the smith will break free and attack.

Even if he does not fly into a rage, the smith is unpleasant and rude in conversation. Any slightly aggressive or faintly insulting comment will probably (66%) cause him to become enraged. His sons will be unable to hold him as he rushes forward. If combat begins they will support their father. The smith will use his hammer, and his sons grab shortswords hidden in the shop.

14 Battered and Weather-Beaten Structure

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The doors and windows of this large building are boarded up.The roof has several gaping holes, and the general appearance of the place suggests that it has been long abandoned.

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This farm has been abandoned for nearly a year, following an attempt by the cult to kidnap the husbandman and his family. The attempt was foiled by the courage of several citizens, and a fierce fight followed, during which all of the citizens at the farm, as well as several cult members, were killed. The battle remains a mystery to the rest of the village, and has been dismissed as just another aspect of the mysterious problem besetting Orlain.

The farm is not really abandoned, however. Should the party break in, they will find the ground floor in a state of total disarray, left as it was following the fight. A cellar door is visible, hanging on one hinge, and a creaky staircase leads into darkness.

The cellar is a gloomy place and smells musty and rotten. Characters may notice a foul, swampy stench in the air down here. Most of the cellar is one large room, containing several crates of spoiled foodstores and three kegs of wine (still good). Two doors lead to smaller storage rooms: a fruit cellar and a toolroom.

The former is empty. In the latter awaits the source of the odour—3 troglodytes. The troglodytes will have heard the party descend the stairs, and will be hiding to avoid detection. If the door to the toolroom is opened, they will attack savagely. They have hidden a small sack in an empty tool crate behind the door. It contains 7 s, 120 d and 130 q.

The toolroom also contains hammers, nails, some long timbers, and a saw.

15 Decrepit Farmhouse and Collapsed Barn

Doors and shutters swing freely here. The whole appearance is one of abandoned desolation. Weeds choke the yard before the house.

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Inside the house, searchers will find articles of clothing, cooking utensils, and mouldy scraps of food in closed cupboards. It is obvious that the residents left suddenly. A family of four lived here until the troglodytes and cult members dragged them off to the dungeon of the reptile god nine months ago. The evil will of the dragon was unable to corrupt any of them, so shortly thereafter some of the troglodytes ate very well…

The unfortunate farmer's treasure remains in a hollow beneath the bed. Several sacks there contain 2 l, 50 s, and 307 d.

16 Farmhouse and Barn

This farm looks moderately prosperous. The house and barn are in good repair, although several flower gardens that used to bloom in the yard have become choked with weeds. A strapping youth is splitting wood in the yard beside the house.

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Cult members! This is the home of a woman (Beatritz) and her three grown sons. Her husband died many years ago, but the four of them have managed the farm quite well. They have been cult members for nearly a year, and the men are quite active in recruiting new members; i.e. they help the troglodytes subdue captives of the cult, and use the farm cart to transport the prisoners beyond the boundaries of Orlane. They have become very good at this, each capable of sneak-attacking. They have no other thiefly abilities.

If the mother's suspicions toward the party are aroused, she will detail one or two of her sons to spy on the group and report on its activities. She, in turn, will keep the clerics informed. All of her possessions of any worth have been donated to the cult.

17 Farmhouse with Several Small Outbuildings

The smell of this area identifies it as a hog farm. In addition to swine, many chickens scratch about the yard, while a cock struts regally. An older boy watches from the porch of the house.

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Should anyone approach the house, the lad will run inside, returning shortly with his father (Ravos). This proud farmer has been disturbed by changes in his community, and will send visitors on their way quickly. He will answer no questions, and if a group persists in trespassing, he will display a spanned crossbow, ordering them off of his land. The son and wife will have hidden in the house. The boy will have another crossbow aimed out of a window, while his mother waits behind the door with a poised spear.

18 Small, Neat Kept Cottage

Brilliant flower gardens surround this quaint little home. Clean shutters flank several large windows, and fancy curtains are visible inside. The building is sheltered by several large elm trees.

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This is the home of Joëla, an elderly widow. She is physically weak and unable to walk more than a few feet between rests. She is an astute observer of occurrences in Orlane. She and her husband moved to the village 50 years ago, occupying farm 24 together until his death. For the last eight years, she has lived in this cottage, doing small mending and tending chores for her neighbours to earn a few coppers. Mostly, she lives off the rather considerable sum that the couple accumulated over forty years of farming. She wears a number of jewelled rings.

Joëla will welcome visitors and invite them in for tea or wine. She is willing to talk and has much information to share, but if not questioned, she will ramble through an animated dissertation about "the old days." She will tend to return to this topic with regularity, even when specific questions are being asked, but will supply answers in a roundabout way. She strongly suspects the carpenter (12), the smith (13), the farmers at 16 and 17, the priests and church servants (19) and the farmer at 21 (Kadog).

Admitting that she has no factual basis for her suspicions, she will state that the family across the road from her (17): "used to be real nice, but now they act suspicious toward everyone; even me!" She has never liked the family at farm 18, and will report seeing the lads go out at all hours. The smith, she says, has always been an ill-tempered lout, but lately "there's just no talking to the man!" She has a very high opinion of the mayor, and hopes that the two strangers living next to him don't bring him any harm. If asked where to stay for the night, she will recommend the Grey Mare Inn.

She will readily admit that she doesn't know much about occurrences on the west end of town. " I don't get out too much, you know..." She has seen scaly creatures crossing north of her cottage and climbing the walls of the church. She will boldly state that she no longer allows the priests to visit her, saying that they changed after going away suddenly for a week about a year ago.

When reminiscing, she will mention how her husband Espan and herself would watch the sunset from the lake and how she used to pick grapes with her son before he grew up and went off to become a soldier. She will also mumble about how red the roses were that one fair summer…..

Parish Church

Sitting upon a great verdant hill, this church is the only stone structure in Orlain and has a commanding view over the whole community. A wall of granite blocks surrounds the church, and sturdy wooden gates give access to a courtyard.

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Cult members! The gates to the courtyard will be standing open during the daylight hours, but will be shut and barred with the setting of the sun. Vigorous pounding after dark will usually (100% at sunset, -5% for each hour thereafter) bring a servant to open them.

See: Church.

20 Shabby Farmhouse and Barn

This residence gives the impression that it has seen much use and that its owners have had little time for improving its appearance. A small infant is playing next to the house, and several chickens and a chanticleer poke about the yard.

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Cult members! This family has recently been converted. The group consists of a husband (Fidel), his wife, their adult daughter, their son, son-in-law, and the younger couple's small child. The farm is well run, though battered (it has looked that way since long before the family's indoctrination into the cult). Large stores of barley and wheat are in the barn. A small vineyard west of the house is lush with ripe grapes. All of the persons here have been slightly numbed by their recent experience with the dragon, and will appear distant and removed if talked to. They will be neither friendly nor hostile, and questions may have to be repeated several times before getting an answer.

Because of the confused state of the family, shrewd questions might gain some useful information. The attention span of these folks is too short for them to conduct any significant conversation, however.

21 Prosperous Farmhouse and Barn

This building looks solidly constructed and has been recently daubed. The barn is a clean structure , and several goats wander in a small corral. A pen housing an immense pig is visible just south of the barn.

Two small girls play in the yard, but at the sight of the party they immediately run for the house. As they flee, you hear a terrible growl and a great hound suddenly leaps out from the bushes, frothing as it charges.

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This farmer is actually a ranger from Denvy, named Kadog mab Sklaer. After many years of wondering, he decided to retire from ranging and settle down with a bonny Telyon girl named Julia. They have two young daughters (Dafne and Rosa) and Julia is six months pregnant with another babe. The couple has been very successful as farmers, and the barn is well stocked with grain, oats, and beans. Besides their five goats and the pig, they are the proud owners of two mules.

Kadog keeps his habergeon, helm, buckler, arming-sword+2 and longbow with 80 arrows in a large chest in his room. He always wears his seax+1 (the handle is antler and the pommel shaped like a dragon's head). He also has a Dernish wolfhound named Gougzebrur (throat-eater).

Kadog will be polite but firm in dissuading any questioners. He has noticed too many odd things occuring around Orlain to take chances by inviting strangers in. If the ranger in the party chooses to identify himself as such, Alan will take the group into his confidence. As a relative newcomer to the community, however, his knowledge of the cult will be minimal. He will be aware that his neighbours to the east (farm 22) mysteriously left their home one night and were gone for ten days. Since he did not know the family very well before this departure, he has not noticed any significant change in their behaviour.

Kadog is tolerated, but as a ranger and a Devan he is seen as a foreigner and a brute. He will be referred to as the "red-headed thug with the evil dog", or the "northman".

Kadog is a tall man and strong, with short red hair which gleams like copper in the sun. His eyes are blue and his pale Gathic skin is visibly sunburnt. He wears tall boots and a sleeveless tunic. He also wears a necklace upon which hangs a small badge bearing the image of a dragon and the motto "chasimp holl zrouk" (we will hunt all evil).

22 Abandoned Farm

This is a fairly well-built house that has had all of its windows and doors boarded over securely. The barn doors swing freely in any passing breeze.

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This residence shows signs of occupancy as recently as several months ago. When they left, whoever lived here took all of their possessions with them. The floorboards in a corner of the bedroom are torn up, exposing an empty space beneath, and even the furniture has been removed. The barn is likewise empty.

The widow Merridie, now living at 20, used to live here.

23 Grey Mare Inn

A large sign pictures a grey mare. This inn is smaller and older than the Old-Man and Scythe. Several beds of flowers brighten the front, however, and the large matronly woman sweeping the porch looks cheerful. She greets you with a friendly wave...

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This is Agusta. She and her husband Valent run this inn. They possess the knack of making a weary traveller feel at home. At any pause on the part of a group, she will bustle down the porch steps and invite them inside.

see: Greymare Inn.

24 Millhouse, Waterwheel and Pond

Around this large mill is scattered much in the way of children's toys, tools, and farm implements. The most imposing part of the structure is the tall millhouse, but it is obvious that a family lives in another wing of the building. Two children play in the yard, but stop and stare at the sight of your group.

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If the group approaches, the youngest will run for the house. The other, a lad of ten, will squint at the party as it advances, mimicking the stance of a belligerent adult.

This is obviously the home of the village miller and his family (a wife and nine children!). Shortly after the child enters the house, the miller, Zeferin, and his four adult sons will emerge. The man will call his younger son back to him and await the party on the porch.

The miller is by nature a friendly man, but recent events have made him suspicious of even his neighbours. He will feel fairly safe with his sons backing him up, and will spend a little time in conversation with strangers. He will only discuss things such as the weather, or his work. He has no specific knowledge of the cult in any event, although he is aware of some strange goings-on at the Old-Man and Scythe—much activity late at night, and many strangers lurking there.

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