Players’ Almanac: The Book of Boethbant Updated: Manday, Duir 19, 1219 AB Contents Contents Introduction Layout The Low Quarter The Ganol The Uchaf Dyffryn Haulwen Current Threads Organizations and Power Sons of Dwn: The Nine Houses Dramatis Personae Boethbant Timeline Further Resources Gazetteer Names Map Introduction One of the oldest and most populous towns in the Reaches, Boethbant was first settled over 70 years ago in 1145 AB. A well-situated hill-town, it is supplied by local farms and defended by a standing military blooded on orcish raids. The population here is over 2,000 and supports many specialists and artisans, including a sage. Said to have a surprising population of ugly folk, Boethbant is relatively tolerant of all folk, including Dvergur, Elävä, and Southrons. Layout Boethbant is situated in a strategic location that offers both natural beauty and defensibility. The town has three major areas: the Low Quarter, the Ganol, and the Uchaf. Beyond the town is the broad valley called the Dyffryn Haulwen. The Low Quarter Situated on the valley floor, the Low Quarter is encircled by a sturdy wooden palisade, providing protection for the town's inhabitants. This area is predominantly occupied by merchants, craftspeople, and laborers, who form the backbone of the town's economy. The Low Quarter is bustling and lively, with numerous shops, taverns, and homes tightly packed together along its winding, cobblestone streets. Trade is so abundant here at the valley’s center that large flat granite masses protruding from the earth beyond the city gates are called “The Barter-Stones” and serve farmers and traders who cannot gain access to the Inner Market in the Low Quarter. Even on “non-market days”, the Inner Market bustles with activity, trading goods and gossip in equal measure. This is where the Code of Laws is posted and manifested, with a platform for moots, judgements, and a set of stocks for the guilty to be humbled before the public. Roughly 1200 people live here, not including those who journey from the River Bargod, Rhyd-hir, Taihirion, or beyond to trade. The Low Quarter is notable for the wide variety of races seen as permanent or temporary residents, including “huldrafolk”, Dvergur, Elävä, Southrons, Eorim, and those common to Kincyth - the Eredain, Baran, and their blended offspring. Few Eredain purebloods live in this quarter, and are expected to have roles or rank in the Uchaf above. Every trade that might be needed by the folk of the town; the farms, villages, and hamlets of the Dyffryn Haulwen; and even some needed by the foresters and smallholders of the River Bargod can be found in Boethbant, from bakers and barbers to carpenters and chandlers, from hatmakers and hay merchants to woodcarvers and wine-sellers. Apart from the bigger professions like shoemakers and tailors, guild oversight is minimal this far from Kincyth. Costs and quality can vary, and the buyer had best beware, but a master’s ring is still a mark of honor. Notable landmarks in the Low Quarter include the Ramble-house, the Church of Crianna, the City Gates, the Gilded Mare, the Inner Market, the Weavers’ District, the Clangor, and the Truthpond. The Ganol Connecting the Low Quarter and the Uchaf is the Ganol, a steep natural ramp that serves as the primary access point between the two levels of the town. The Ganol is a critical area for both trade and defense, as it allows for the movement of people, goods, and military forces between the different parts of the town. Due to its importance, the Ganol is heavily guarded and maintained by the town's watch and soldiers from the noble houses. The walls and towers here are imposing, presenting an initial barrier and gatehouse fifty feet high, and rising along the ramp to present a high, curving barrier to the areas below. They are much older than the human settlement at Boethbant and appear to have been built by Dvergur in ancient times. There is little greenery beyond small, carefully planted ornamental trees and shrubs; the predominant theme is stone, even reflected in the cobblestone streets that curve left and right to reduce the steepness of the climb. Most houses have stone foundations and ground floors, rising typically to three stories in wood and white daubed plaster. Merely 300 people live in the Ganol, predominantly Eredain and Baran humans, with some Southrons and a small enclave of Dvergur stonemasons. The Uchaf Perched atop a soaring butte over 200 feet high, the Uchaf is home to the town's noble families and their grand estates. The Uchaf is a prestigious and exclusive area, with meticulously landscaped gardens, stunning architecture, and a breathtaking view of the surrounding countryside. The nine noble Houses of Boethbant, each with their unique crests, colors, and traditions, reside here, vying for influence and power. Few others are ever allowed into the Uchaf, and there is a steady stream of traffic through the gates of the Ganol each day to support the needs of the noble families. The twenty-five score inhabitants are uniformly Eredain purebloods, with the majority “in service” working for the noble families as liveried servants or household guards. The military tradition for these families is strong overall, with the nobles themselves acting as battle commanders and fighters in the case of attacks by Orcish raiders or human bandits. The high gatehouse, walls, and towers around the Uchaf display clear Dvergur design and craftsmanship, as do many of the manor houses, so fortified in themselves that each of the Nine Houses can withstand significant damage. Fresh water is continuously created in the Truthspring, in the heart of the Druidic Grove at the northwestern corner of the place. The spring is seen to feed a waterfall that flows down in a constant spray to the Truthpond two hundred feet below, but fresh water is also found to flow in each of the manor houses. The central feature of the Uchaf is a finely crafted amphitheater with outstanding acoustical properties. It serves as a place of ceremonies, musical and theatrical performances, and martial training among the nobles and their retinue. Dyffryn Haulwen Beyond the town is the greater valley, a warm and fertile place called Dyffryn Haulwen, or merely “the Dyffryn.” The valley is renowned for its warmth and fertility, providing a safe haven for settlers seeking respite from the harsh weather conditions of the surrounding areas. A semicircular arc of hills to the north and east protect the valley from the harsh winds common to the Gwyntllym Reaches, and act as a barrier between the area and Rhosdraig beyond. The valley is characterized by gently rolling hills, lush meadows, and well-tended farmlands. The landscape is dotted with groves of trees, which provide shade and shelter for the inhabitants and their livestock. The River Bargod runs through the western end of the valley, supplying fresh water and supporting a vibrant ecosystem of fish, birds, and other wildlife. The arc of hills north and east of the valley offers a protective barrier against potential threats and harsh winds. Within Dyffryn Haulwen, several small settlements and villages have sprung up over the last seventy years, and their population has grown further since the Great War and the destruction of Cyfronidd. These settlements are primarily farming communities, with a focus on crops like wheat, barley, and vegetables, as well as raising livestock such as sheep, goats, and cattle. The architecture of the villages is predominantly rustic and simple, with homes built from local stone and timber, mostly with thatched roofs. These settlements are connected by well-maintained dirt roads and footpaths, which facilitate trade and travel between them and to Boethbant. The people of Dyffryn Haulwen are known for their warmth and hospitality, reflecting the pleasant climate of their valley home. They are a hardworking and close-knit community, taking great pride in their agricultural accomplishments and the idyllic landscape they inhabit. Cultural events like local fairs, harvest festivals, and community gatherings are an integral part of life in the valley, bringing the inhabitants of the various settlements together to celebrate their shared prosperity and heritage. Current Threads What’s on the minds of the player-characters at present is as follows: ● The Controller of the Homunculus is unknown and likely intended to kill the Miscreant ; who is it and where is that person? ● The Burned Pages written in Yrch found in the Miscreant ’s desk have unknown meaning; Brentzha Khazvir may be able to translate them as she did with the note from before. ● The Miscreant’s Band of cloaked and disguised thugs, whose false names are recorded in Sian ’s register from the Ramble-house , are suspected to be hiding outside town in the Burned Church , seen by the Stag leaving town after midnight when the gates were shut. ● The Sage has still not been seen or communicated with since entering the town, and Hywel and Madoc suspect that this being is holding power over various forms of magic in town; Hywel further suspects it is a small god and not a wizard or human sage. ● Rhydderch ’s Muse was said to hold influence over him, often drawing him to spend time in the Church of Crianna , but their identity is unknown. ● The False Truthknife found on Rhydderch ’s corpse was unfinished, but appears to have been made by Sigrún Morgunhaukur or her apprentices at the Clangor ● The White Handprints found through town seem odd, with each party member suspecting them to have different meanings - anywhere from underground communication of an uprising, to a signaling system of some sort, to a mark of a search being carried out clandestinely across the Low Quarter. ● The small band of Dvergur miners seem spooked by something and came close to telling Cerdwyn about it before they were stalled. Organizations and Power Sons of Dwn - the noble families who rule Boethbant are divided into nine houses. The Rhwydwaith - the Thieves’ Guild, a shadowy organization with motives selfish and sinister. Merchants’ League - a loose coalition of Kincythian merchants with a common trade law. Dur-Cylch - the “Ring of Steel”, a group of slavers active in larger towns in the Reaches. Anam Dé - a mysterious group of mages devoted to extending the life of the soul. Grárættin - a Dvergur society of secrecy and power organized beneath the earth. Sons of Dwn: The Nine Houses The noble families of Boethbant trace their lineage as pure Eredain back to the wandering days of the Sons of Dwn, before they arrived in the northern realm now known as Kincyth. After the wars with the Fomorian Empire starting in 1022 AB and the coronation of the King of Kincyth in 1088 AB, some clans fragmented, with those who chose the old order of loose-knit noble families settling west of the River Mwyridion. In 1120 AB, the clan ab Dullafn ventured west, discovered the abandoned Dvergur hill-fort, and began a three-decade process of settlement, bringing in other warrior clans and the common folk who depend on them. House Brynheulog ( brin-hay-log ) - an affable clan with vast farm holdings in the Dyffryn Haulwen Motto: "Golau ar y Bryn" (Light upon the Hill) Crest: Golden sun rising behind a green hill House Cadwgan ( cad-oogan ) - a storied clan of battle champions devoted to martial perfection Motto: "Gogoniant yn y Gad" (Glory in Battle) Crest: Crimson lion rampant on a field of silver House Carregydfa ( car-reg-id-fa ) - renowned for wise judgments and honorable character Motto: "Goruchafiaeth trwy Terfyn" (Supremacy through Boundaries) Crest: Black stone tower on a field of white House ab Dullafn ( ab-dihl-lavn ) - the far-sighted family that the Uchaf depends on for planning Motto: "Llwybr i Llywodraeth" (Pathway to Dominion) Crest: Stylized blue eye surrounded by a golden laurel wreath House Gryff ( griff ) - resilient and road-wise borderers and wardens who keep watch Motto: "Eryr yn y Tywyllwch" (Eagle in the Shadows) Crest: Silver griffin on a dark grey field House Gwyntdwr ( gwent-door ) - patrons of craftsmen and fair dealings, known for even temper Motto: "Gwynt a Dŵr, Nerth a Chydbwysedd" (Wind and Water, Strength and Balance) Crest: A blue whirlwind and silver waves on a green field House Llwydcoed ( loo-id-coyd ) - quiet folk aligned to foresters, hunters, and lumber harvesters Motto: "Cynnal y Coed Llwyd" (Sustain the Grey Forest) Crest: Grey stag’s head with green oak leaf crown House Maesglas ( may-is-glass ) - masters of trade and relied on for diplomacy to other towns Motto: "Cyfoeth trwy Nerth" (Wealth through Strength) Crest: Silver tower on a field of dark green House Ysgawen ( us-ga-wen ) - spiritual leaders and protectors of the sacred grove Motto: "Gwyddor yn y Gwreiddiau" (Wisdom in the Roots) Crest: Elder tree with silver leaves on a field of deep green Dramatis Personae Companions Arth - loyal sheepdog, formerly owned by Pwyl Clyn of Dwarfbridge and now hound of Madoc Pwyll Govannon - master trader and storyteller, tireless promoter of the Fintai of Eon The Stag - an otherworldly great stag, loyal and bonded mount to Madoc Low Quarter Rhydderch Griff - a popular nobleman, writer, and Watch-Captain, killed in the Ramble-house The Miscreant - a poisoner, alchemist, and assassin captured and killed by the Fintai Priestess Gwenhiver - a noblewoman in a vow of service to the poor in the name of Crianna Paladin Cadogan - a battle-worn holy warrior of Crianna in his early twenties Acolytes Bran and Weyland - young devotees to Crianna trained at Tyr-y-Mynach Sian Farrenglas - the diminutive and charming owner of the Ramble-house Sigrún Morgunhaukur - a female Dvergur mastersmith in charge of the Clangor Brentzha Khazvir - the widow of Rhydderch, a strikingly beautiful huldrafolk woman The Ganol The party has made no contacts in the middle quarter yet. Pwyll Govannon has offered to find better lodging for the Fintai here and acquaint them with more elite craftsmen and artisans. The Uchaf Osian Gryff - a stern and authoritative man in his mid-60s, Watch-Commander Kyffin Gryff - a serious and dutiful young man, Rhydderch’s younger brother and Watch-Captain Allgrym ab Dullafn - a tall and imposing woman in her late 30s, current Marshal of Boethbant Rhuddem Eira ab Dullafn - Allgrym’s teenage daughter, a slim, athletic, and cheerful warrior Carys Ysgawen - a wise and serene woman in her early 60s, the High Druid of Boethbant Iolo Ysgawen - a man in his late 40s brimming with health, minder of the Truthspring and Grove The Sage - a mysterious figure for whom the town is far famed, able to answer any question Gwilym Maesglas - a friendly, affable man in his early 60s with a talent for diplomacy and trade Anwen Maesglas - a regal woman with intricately braided hair, thoughtful and confident Rhys Maesglas - a tall, slender man with angular features and a piercing sense of humor Boethbant Timeline After a long spring of magical research in the Tower of Kujtoj-lumë (Hywel), construction of the newest Church of Brighid (Cerdwyn), troop and supply disposition of defense for the roads from Felinmawr to Hafod-Wen to Taihirion (Madoc), and spycraft between Taihirion and Dvergurbrug (Rilien), the Fintai set out to Boethbant in order to gain knowledge of the foes and weaknesses they might exploit as they pursue the geas laid on them by Maendel the Druid. Having secured the vale of Hafod-Wen with the committed military might of the Caels, Aidans, and Breghans, Madoc is confident their people are safe; and with the enthusiastic presence of Saffron’s father Rhys reminding Cerdwyn of his duties as an expectant father, the Fintai are well-motivated to take their leave of the abundant but insular village. Rilien is ever paranoid of Hywel’s safety, and Hywel himself has many questions to ask of the famous Sage of Boethbant: what of the Ban-Sidhe, what are the powers of the ancient Fomor Princes, what does he know of High Trolls and the sorcerer To’qizil Xarob, the Crash of the City of Turakhon, the Death of the “Queen of Rooks”, the Life of the High Mage Kujtoj-Lumë, the Nature of Ley Lines, the meaning of coins imprinted with “For the Great Glory of the Empire of Kharg” ... all of which promised to be intellectual delicacies which would build his mastery of magic and his power in the Reaches. They left on the new moon, the 14th of Duir, for Dvergurbrug. Rumors abounded on their travels and the folk of Dvergurbrug were particularly pleased to see them. Travel on the Harvígí-Heol to Felinmawr is now constant and new buildings have been raised to house fortune-seekers outside of the palisade. Cael’s Hobilars are traveling frequently to secure the heol from Dvergurbrug to Felinmawr, keeping security despite many sightings of orcs and goblins. Folk have taken to waiting for the Caels to arrive in the village before setting out on the road under the aegis of the heavily armored mercenary company. Attacks on travelers from the east are said to be common on the road between Dvergurbrug and Caer Tiernan, and not limited to the goblinoid vermin, but human bandits too! They listened for news of Felinmawr and heard only that Sidir, along with fifty knights and one-hundred-and-fifty men-at-arms had moved into the Dvergur-built stoneworks to man the defenses. It was also said that a Tordanese noble of the Summer Court, a young and beautiful red-haired countess’ daughter named Eilonwy ap Ariannen, has rented the best room in the Bryn Westy and is building a house in town, claiming to be Tordanal’s representative in charge of trade between Felinmawr and the Dvergur. Her claims have gone unchallenged. They stopped briefly at Caer Tiernan, where they were invited to a feast but seated at the outskirts of the room, a group of four among hundreds invited. Afterwards, Madoc received a lavender-scented invitation from a high-placed woman at Tiernan’s court, inviting him to a private Midsummer’s party, and he was more than curious. Folk said that Dvergur had been abroad, kidnapping people for slavery below ground, which had many concerned and some planning retributive missions. Blessing their horses for speed and endurance, a mere day’s ride took them to Rhyd-hir, a rough town of lumberjacks, carpenters, fishermen, and brawlers. Pwyll Govannen had, as usual, good influence on the keeper of a reputable inn, saving Hywel from a rougher stay. Street fights nearby resulting in broken bones and no law or militia reprisal convinced them their best stay in Rhyd-hir would be a brief one, and after contracting with a reputable carpenter to build fortifications for their Grange and Church at Hafod-Wen, they were well pleased to head up the valley towards Boethbant early on the morning of 17 Duir, the year 1219 AB. Started on 17 Duir 1219 (Midsummer’s Eve falls on Duir 28) 17 Duir - Morday (market; day for honoring work, earth, and the boundary of Tir na Nog) ● Market day and a hum of activity as the Fintai arrived after riding from Rhyd-hir. Pwyll Govannon was welcomed along with his “guards” (the Fintai) who were not able to gain rooms at the Gilded Mare (a Merchant’s League inn), and checked into the Ramble-house (a Low Quarter inn of dubious construction and patronage), run by Sian Farrenglas. ● The Fintai learned that even Pwyll was not able to gain access to anything beyond a pair of buildings in the Ganol, and that the Sage was hard to reach: homed in the High Quarter or Uchaf, and no invitations to that place were forthcoming. “Everyone knows of the Sage of Boethbant, but nobody sees him, and everyone knows that, too.” ● Madoc met with the leaders of the Church of Crianna: High Priestess Gwenhiver and Paladin Cadogan, learning about their mission to the Low Quarter and the new construction of the church after the prior building burned to the ground. Madoc remained inspired by his father’s letter, which mentioned his mother’s daily prayers on his behalf to Crianna, and their confidence that his honor and righteousness would lead him to glory. ● The Fintai heard about some of the customs of the Low Quarter and wondered at the wide variety of races they saw in the town, far beyond their experience in the Reaches. ● They decided to stay at the Ramble-house, a two-story building constructed of cheap material and assembled in parts over many years, creating a chaotic and warped appearance. The ale is good and a fresh set of barrels from Tyr-y-Mynach are cause for celebration, and all were surprised at Rilien’s temperance in face of alcohol. ● Great fun and entertainment abounded at the Ramble-house, where the Fintai met Rhydderch Gryff, who sang an adaptation of “The Rusting of the Dragon” (the chronicle of their victory over the Iron Dragon of the Bryn Meith). ● Scrying that evening, Hywel sees a pair of cloaked figures enter the Ramble-house after midnight - one is heavily built, and the other is lean, with a tattooed face. 18 Duir - Daghday (worship; day for divination, seeking wisdom, and rituals of protection) ● Rhydderch takes the Fintai up to the Uchaf at dawn to avoid observation on their way. They learn much more about the Gryff and the purpose of the Watch and Borderers, and some of Rhydderch’s bardic pursuits, including the songs “The Ballad of the Bloody March”, and the plays “Hywel and Beca” and “The Other Side of Contempt”. ● Rhuddem Eira ab Dullafn receives her truthknife and her adult name (Eira) with the Fintai named as champions in the ritual contest at the celebration. They are lionized at the festival that follows, in a style appropriate for the daughter of the leading noble of the Uchaf of Boethbant. The Fintai were celebrated as heroes of songs sung all winter. ● Feast held until late, Hywel is well pleased, although there is no sign of the Sage. The ab Dullafn dispatch a building in the Uchaf to house the Fintai in appropriate comfort, but preparations will take a day or more. Rhydderch returns to the Low Quarter and stays next door to the Fintai at the Ramble-house. 19 Duir - Manday (work; day for rituals concerning travel, exploration, and the unknown) ● On waking the Fintai learn that Rhydderch has committed suicide in the room next door. They find this shocking and less than credible, and in searching determine that suicide is unlikely, find a note hidden in a desk in his room written in an unknown language, and evidence of secret visitors to the Ramble-house in the ledger kept by Sian Farrenglas. ● As the news spread like wildfire, the Fintai carefully transported Rhydderch’s corpse to the Church of Crianna, a push through the marketplace thick with activity. The Dvergur band from the Ramble-house unexpectedly support the Fintai’s push through the crowd, and “make a hole” in the massed folk to speed and secure the passage to the church. ● Madoc moved to secure the town, commanding the gates to be closed on his personal authority. His word was taken as the Gryffs’ own, and the command was relayed to the Ganol by written order. This martial law was enacted in the early morning, blocking all trade and travel into Boethbant from the Dyffryn Haulwen, Rhyd-hir, and the River Bargod. ● The Fintai have investigated further, talking with the widow Brentzha Khazvir, and while they have learned much, they have unleashed a powder-keg of trouble, resulting in a running street battle that caused the deaths of townsfolk at the hands of the Miscreant, the capture and unveiling of the Miscreant in the town’s main warehouse, and his death in their custody at the Church. Madoc suspects the villain is a member of the Ring of Steel, while Hywel suspects a hand in the Uchaf against Rhydderch and now the Fintai. ● With Midsummer’s Eve a mere 9 days away, the Low Quarter is in a dilemma - caught between grieving for one of their favored souls, recovering from the sudden violence in the Avenue, and a frenzy of preparation to honor the gods and their ancestors on the Day Between Years which calls for decoration, celebration, and sacrifice. The Inner Market is ablaze with rumor and activity as delegates of the Uchaf, the Ganol, and wealthy members of the Low Quarter try to buy what they need for the annual celebration. ● The representatives of Five of the Nine Houses descended from the Uchaf to the Low Quarter where they met the Fintai in the Church of Crianna. A contest of power between the new gods and the old, the Fintai and the Uchaf nobles, and the interlopers against tradition was made manifest. A detente of sorts took place, as the nobles acknowledged the Fintai’s power while ending the martial law blocking the Gates. ● They are now returning the body of Rhydderch to the Old Faith druidic rites up in the Grove of the Truthspring, and the Maesglas have invited the Fintai to an afternoon meal in the Uchaf. Hywel and Madoc have hopes of seeing the Sage, while Cerdwyn and Rilien join quietly, hoping to avoid social gaffes or further threats to their fellow heroes. Further Resources Gazetteer The background, maps, and history of the Reaches may be found here. Names Common first names are listed here and meanings of Pyrrish place-names are available here. Map