1. Maps

Grimwold Marches

Explore


High Hadleigh


Small city; baronial seat; administrative and military hub


  • Master Blacksmith & Garrison Forge
    Harrik Feldrun, a taciturn veteran smith, oversees arms and armor for the baronial troops. Adventurers may commission repairs or sturdy weapons, but priority favors the garrison.
  • Apothecary & Herbal Hall
    Sister Maelwyn of Beory maintains a broad stock of dried herbs, salves, and healing draughts. She purchases rare Grimwold plants and quietly studies odd reagents brought in from the wilds.
  • Licensed Alchemist
    Odrin Vex, tightly regulated by city charter, produces alchemical fire, acids, and battlefield oils in small batches. Prices rise sharply during unrest or military musters.
  • Arcane Components & Scroll Broker
    The Grey Cabinet trades in spell components up to 3rd level and acts as an intermediary for scrolls and minor magical services. Nothing overtly flashy—everything documented.
  • Temples & Shrines
    Beory holds regional authority; St. Cuthbert enforces law and oaths; Pelor maintains a modest healing chapel. Divine aid is available, but never without expectation.
  • Shadow Influence
    No formal thieves’ guild operates openly, though informants and fences exist. Discretion is currency here—and the watch notices patterns.






Torven’s Ford



River town; trade crossing; old and new Flan traditions


  • River Forge & Boatwright
    Kerrin Ashwake specializes in iron fittings, anchors, and hull repairs. Weapons are serviceable but plain; river durability matters more than elegance.
  • Herbalist & Smokehouse Healer
    Old Branna Thrice-Tied blends river reeds, fish oils, and hill herbs into pungent but effective remedies. Locals swear by her cures—outsiders are charged more.
  • Arcane Components (Limited)
    A rotating stock of common spell reagents arrives by barge when trade is good. Unreliable, but sometimes surprisingly affordable.
  • Shrines & River Rites
    Pelor’s chapel stands near the ford, while older river stones are still honored quietly at dusk. Offending either tradition is remembered.
  • Smugglers & Fences
    River folk know how to move goods unseen. No guild name, just favors owed and quiet agreements.






Dryvale



Mining town; hills and streams; hard labor culture


  • Mining Forge & Smelter
    Berrik Stonehand works copper, iron, and low-grade platinum ores. Armor repairs and tool reforging are common; weapons are blunt but dependable.
  • Gem Polisher & Ore Grader
    Lessa of the Clear Eye improves raw stones and assesses mining claims. She knows when a “lucky find” is more than it seems.
  • Shrines of Beory & Moradin
    Earth and craft are honored together here. Blessings are practical—strength, endurance, and safe return from the pits.






Rimehold



Frontier mining town; cold stone; border tension


  • Cold-Hardened Smiths
    A dwarf-influenced forge collective produces tough tools and armor repairs suited for frost and stone. Decorative work is minimal; function reigns.
  • Mineral Alchemist
    Tharn Icevein experiments with salts, fluxes, and frost-reactive compounds. Useful reagents emerge… sometimes explosively.
  • Tinker (Rumored)
    Whispers speak of a reclusive dwarf crafting clockwork traps and odd mechanisms. No signboard—only introductions earn meetings.






Bogmere Stilt



Marsh settlement; stilt homes; reed and mud


  • Marsh Herbalist & Leechcrafter
    Fen-Mother Ysra treats venom, rot, and swamp sickness with unsettling skill. Her cures work—but often smell worse than the illness.
  • Local Guides & Flat-Bottom Boats
    Bogmere folk know which channels are safe and which are watched. Lizardfolk territory is avoided by instinct, not maps.
  • Unspoken Rites
    Offerings to Beory and unnamed marsh spirits are common. Outsiders are advised not to ask too many questions.