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Welcome to Orn – a complex Dungeons and Dragons campaign which offers a whole series of adventures in a strange and remarkable setting

The Elven Village

This follows directly on from The River Journey.

The adventurers have arrived by boats, through the mist, to the Elven Village. With them are Bolsano, his wife Nina, Bruno, the hobbit Falco, and Isadora, the envoy from the gnomes.  They have been welcomed by a middle-aged human called Nock, who introduces himself as the Harbour Master.

However, perhaps what dominates their thoughts as they enter the village is the sight of the massive tree that stretches across the rear of the Village and dominates the scene. 

Nock is still talking. 'It's called the Great Oak, although I think the elves also have their own name for it.  It is miles high, they say, although I've never been up it, not with only one leg'. The party will have noticed that that Nock walks quite clumsily; they will find out that his right leg has been severed at the knee, and he has a wooden substitute below that point. If asked he will say it was an "accident with a crocodile".

'Now, from here, if you look to the left and right you can see the roots on each side.  They act as our defensive walls, there are guard posts up on top.  You might have noticed one of them on the way in?'  

At this point, if not before, the adventurers will realise that the high cliff they encountered as they paddled across the Lake was in fact another part of the same huge tree, a massive root stretching through the forest.

'Anyway, in total it is over a mile across at the base, and surrounded by forest, the Taiga we call it, all the way around except here by the Lake. It is mostly pine trees and the like, you know, conifers and other evergreens.  One thing you could do is join one of the patrols.  They make sure the woods are kept clear of dangerous creatures.  Or if you can cook, hunt, or fish or garden, that would be good too'.  He stops and shakes his head, as though he was getting ahead of himself.  'Sorry, I'm running on. Who are you?  At least so I can introduce you?'

And so the party arrive at the Village of the Elves.  

This crude map gives a sense of the terrain around the Village and the Lake (and also includes the names the elves give to them both, which the characters will soon learn):


Isadora, of course, immediately restates her mission as an envoy from the Gnomes of the Scree.  Bolsano again asks for news of Ixixion or Kingsguard, and the party can introduce themselves as they wish.

Nock very briefly indicates the major buildings nearby (the chandlers, kitchens, Queen's Hall and  the cafe/bar), and then leads them to the central cafe to rest and recuperate.  Almost everyone they meet is a wood elf - males, females and a few older children - although there are a few individuals of other races around as well.   

'So that's it basically.  That's the fishmarket, this is the main square, and everyone meets here at the bar.   Everything happens here, except for formal stuff, and events - we use the Queen's Hall for that.  

'As I said, we don't use money, but we expect anyone who stays to contribute to the Village in some way.  There are places you can stay over there - see those houses?  Remember, all are welcome in the Village Below, but the Village Above is for allowed guests and long-term elf residents only'.  And he gestures upwards, as he's done before.

Up above, attached to the side of the Great Oak are many platforms, connected by ladders and slopes.  Some are quite small and simple while others are large enough to carry wooden buildings, one or two of which are two-storey.  They stretch up into the mist.  Elves can be seen occasionally moving between the platforms.  This is the Village Above.

The Village Below, where the open-air bar is, and where the adventurers are seated, is laid out as shown in this simple sketch:



Nock calls the server over to take the orders from the party, and heads off in search of the Master of the elves.

'Finally!' sighs Isadora.

If there is an elf in the party, they will recognise that the name the elves give to their village, Bar-Alda, means 'Dwelling Tree', which seems somehow apt. 

The bar/cafe is organised as a series of benches and communal tables, arranged around a semicircular counter.  There is a great diversity of food and drink.  There are roast vegetables and meats of many kinds, cheeses and fruits.  Alongside many fruit juices, and herb tea, they also serve alcoholic drinks.  If any of the adventurers try it, they will find that the beer is the best they have ever tasted.  Quite remarkably so.

After around forty minutes, an ancient elf will approach the party, in the company of Nock. He introduces himself as Galathon, one of the Master's advisers.  He welcomes Isadora 'and her bodyguard,' and invites them to a welcome meeting with the Master of the elves, Gerion, to take place in the Queen's Hall in a couple of hours.  All are invited. In the meantime, Nock will see to lodgings.

There are several wood-and-lath accommodation buildings available for visitors, most of which are currently unoccupied.  Of these:

- Five are basic single-storied dwellings, with beds for up to four. Bolsano and his wife will take one of these, while Bruno and Falco will take another. 

- There are a couple of two-storey houses, which are slightly better appointed.  One has already been assigned to Isadora, and she has a couple of elven guards stationed outside to protect her.  

- A final two-floor building has accommodation on the upper floor, with the lower floor being used as a barn or stables.

The player characters can therefore take their pick between the three remaining bungalows, the two-storey house, and the building with the downstairs barn.

While he shows them around, Nock tells the party that normally visitors can stay for a couple of weeks before being asked to contribute to community life. However, they can stay unemployed for a fortnight beyond that on the strength of acting as escorts for the Gnomes’ emissary.

Soon it is time for the ceremony.

 

In The Queen’s Hall

This is an old, oak building, the largest in the village, for meeting foreign dignitaries and the conduct of ceremonial occasions.  Its origin and name are lost in time, but it is said that it is over 1,500 years old.

Measuring 60 yards by 20 yards, the Hall lies with its long axis pointing towards the centre of the Great Oak.  It has smaller side entrances in the centre of each of the longer sides, but the massive main entrance looks towards the Lake.   The Queen’s Hall is used for major gatherings of the inhabitants of Bar-Alda and for ceremonial occasions, including the celebrations of Great Midsummer Day.   On a day-to-day basis it is left locked, barred and empty. 

Inside, there is a great, cantilevered wooden ceiling and many high windows.  At the far end from the main entrance is a raised stage, to allow all to see the when ceremonial events take place. 

Around forty individuals, mostly elves, will be standing in the main body of the Hall - all who could be spared from other duties.  Waiting on the stage with Galathon is a mature wood elf, dressed in simple robes.  He is Gerion, Master of the Elves of Bar-Alda.  

The  party will ushered up onto the stage to join him.  Gerion will welcome Isadora to the village quite profusely, expressing his pleasure that contact has been made with the gnomes.  She will pass over what she calls her 'letters of accreditation.'  They will both will have kind words to say of the adventurers.  

The ceremony is short, if heartfelt.  

Afterwards, Gerion asks Isadora whether she has any news of the elven explorers who first visited the gnomes, and invited them to forge a friendship.  Their names were Hildon and Gal-Althia.  Sadly, they haven't been seen since.  Isadora has no knowledge of what happened to them after they left the gnome colony.  

Gerion offers to meet with the party on the following day to discuss 'matters of the world'.


General Introduction to the Village Below

Depending upon when they arrive, the characters may have time to further explore Bar-Alda after the ceremony, or this may have to wait until the following day.  The village of the wood-elves provides a  starting point for  a number of adventures.  This section serves as a brief, general introduction to the community. 

Bar-alda can rightly be said to be one of the most civilised centres of Orn.   The ground level of the village, by the Lake, is where the harbour-master, boat chandler, carpenter, and many other traders can be found.  There are also storehouses and buildings for strangers to stay in, and a couple of ground-floor barracks for the elven guards who patrol the lake and Roots.   This whole area also acts as a place for meetings, for gossip, and for new enterprises to be discussed and shaped.   There are numerous places for visitors to stay, and a large, open air cafĂ©/bar.  

Perhaps shockingly, the elves do not use money.  They recognise the value of metal only for how it can be used to craft and create.  They know there is little metal on Orn, and value iron, bronze and other useful metals, but they have little use for gold or silver.  The village runs, mostly, on a barter economy. 

A stay in the Village Below of any length of time requires a service, or in rare circumstances a valuable object, to be rendered.  This might be the simple undertaking of menial tasks in the fields for a few weeks, or – at the other end of the spectrum – agree to go on a quest for the elves.  Gemstones and beautifully crafted objects are valued by many of the elves, and may stand in for service on some occasions.  Gems which are magically meaningful, or which are such that they can become a focus or repository for spells, are also highly valued.

There are often visitors in Bar-Alda, and the characters may well meet other adventurers who will accept gold or silver pieces as exchange for goods or service, but usually at a ruinous price.

Occasional festivals and fetes take place, and other events of all kinds are hosted.

Some of the places the characters may choose to visit: 


The Boatbuilder and Ships-Chandler

The main building is a large shed, containing boats being repaired or under construction, with a slipway to the Lake, close to the jetty.  There is also an office area and a smaller shed with equipment, tools and materials.

Beside the main shed is a store containing all sorts of gear for boats, from oars and sails, through nets, spears and other fishing accoutrements, to safety equipment, food for voyages and so forth.  Anything typically useful for a voyage on the rivers and lakes of Orn can be obtained here.

The boatbuilders are DalaronLingarol and Boraliar, three elven brothers who are always busy building and refurbishing boats for the Lake and rivers.  Their sister Alarioal runs the chandler and organises the work.  They are also charged with the construction of rafts used for major festivals, and for supporting the many fisher-elves of the village.


Harbour-Master’s House

The harbour-master, Nock, is a human male well into middle age.  He is responsible for all waterborne traffic on the Blackbird Lake, and manages the berths and moorings in the harbour. As the adventurers will have seen, he also acts as an unofficial welcome party for strangers,

One of the first things people notice about Nock is his limp.  Below the left knee, he walks on an ironwood stump.  His foot and lower leg were bitten off many years ago, on a plane far away. (Although he claims this was caused by a crocodile, it was actually severed by a giant carp.  He won't admit this to anyone, as he finds it somewhat embarrassing).

For Nock, who always preferred singing and talking to actually fighting, his role in the village is ideal.  The role of harbour master is unchallenging for most of the time, and usually just involves chatting with the elven fishermen and newcomers.

His house is a well-made two-storey building by the Lakeside, made of wooden planks of ash.  


The Barracks and Weapon-stores

The guards have two long, secure barracks and weapon-stores in the Village Below, used by those on duty.  Alongside one of these is a prison for miscreants (currently empty).

The adventurers will gather that there are similar guards and barracks in the Village Above, and that those below are seen by some of the guards as 'outposts'.


The Carpenter’s Workshop

A major hub in the village.  The workshop by a stream at the edge of the Village deals with all sorts of wood, and even has a small set of tools for carving the very strong, unusual wood the adventurers have come across in previous adventures (which the elves call 'Ironwood').

The carpenter is Kendrion, a tall, male, grey-eyed wood-elf.  He says he has been working with the wood of Orn for forty years, but he knows he has much to learn.

The young half-orc Flea works as an apprentice in the workshop, and generally gets in the way when he is around.  While Kendrion has a dwelling in the Village Above, Flea has a scruffy nest in the back of the workshop.

On the wall of the workshop is a memorial plaque to the forest dwarves, carved in cherry wood.  It reads:

IN MEMORIAM

THE DWARVES OF THE FOREST

THE GREATEST WORKERS OF WOOD EVER SEEN ON ORN

THE GREAT WINTER IS CRUEL

REST IN PEACE


If the characters ask him, they will discover that before the last Winter, the Elves and Dwarves had a flourishing trade, and Kendrion was first apprenticed to one of the dwarven masters.

The way he speaks of 'Winter', it appears to have been a particularly tough season.

In practice, Kendrion is far more than a carpenter.  He is a master craftsman, and can also work metal and leather.  (He is a craftsman, however, not an Artificer.  He cannot make magical items).  

If they chat to Kendrion, he will confirm that there is little native metal on Orn.  Hence, most things are made of wood and leather.  The rare 'Ironwood' is particularly tough, and is sometimes used for weaponry and shields.  In return, he will ask whether they have encountered any yew on their journeys – as yew cannot be found anywhere on Orn this season, it seems


Other Artisans 

Also by the stream, the characters will also encounter a small paper-making workshop, a mill and a smelly collection of huts used as a tannery, and some for creating inks and paints.


The Stage

Up against the Great Oak, and around ten feet above the floor of the village below, is a large platform, occasionally used as a stage for major cultural events.  Stairs lead up from either side to the Stage, and then on up to the Village Above.  This is the only visible route of access to the higher levels, and it is often busy.  Guards are posted by the steps.


 The Kitchens

A long hut, used for preparing food of all kinds for the cafe and for workers in the fields or on the Lake.


In the Evening

In the evening, many of the inhabitants will take food and drink in the cafe/bar. After this, almost all of the elves, with the notable exception of the current shift of guards, will head for the Village Above to rest.  

The party can relax, if they like, and chat, and ask questions.  Until they get to know them, however, the elves are likely to be quite close-mouthed.

The following strangers are currently in the village:

-                  Callaghan. A very tall and muscular human.  He wears furs, and is rather taciturn.  He has been gathering provisions and drinking copiously. Now sobered up, he plans to seek wealth in the wildernesses of Orn. He tends to wear leather leggings, a cloak and gauntlets, and goes bare-chested.   Arrogant to extremes and completely sure of himself, he doesn’t suffer fools gladly, and will readily fight those who disagree with him.  However he won’t start a fight in the village.  He will be in one of the accommodation huts, and would not welcome assistance. He knows what is valuable on Orn (large quantities of workable metal and gems), and will go out of his way to obtain them. He has a sizeable dinosaur - apparently called Fortescue - that he uses as a steed.  When he is resident in the Village, it is tethered near the orchard. 

-                  'Wild' Nigel.  A human of around 25 years old.  He carries a sword, and is very focused on 'doing the right thing'.  He also has a steed - a large ostrich called Ruby, that he claims to have raised from the egg.  

            Nigel will happily explain that he is not native to Orn, but came here accidentally from his home town of Longwain.  If asked by Bolsano, he has never heard of Ixixion, nor any of the towns nearby.  

-                  Imra.  A pale-skinned humanoid being with blonde hair, and blue eyes.  She wears muted red and white, but carries no weapons.   She claims to have had a complex and difficult journey , and to have been waylaid by flying witches near the 'Wyldwood'.  They cursed her and left her for dead, but Nigel saved her and brought her to the village.  If they ask, the characters will discover that the Wyldwood is on the far shore of the Lake of Mists.  Nigel speaks of  one day leading a group to 'sort out' the snares, lures and lairs of the Wyldwood.  

            Imra is now working in the kitchens.

In any conversation, Bolsano will try to ask about Ixixion and Kingsguard, to no avail.  Any character paying attention will gather that Falco is getting quite annoyed by this.


At Night

Most of the elves of Bar-Alda, who work in the Village Below during the day, such as Kendrion and the boat-builders, as well as the off-duty guards and the fishermen, retire to the Village Above at night, to rest and socialise amongst themselves.  The non-elves, such as Nock and Nigel, as well as any elves from outside, are not allowed up into the Village Above at any time.  


The Next Morning: The Discussion with Gerion

The adventurers are invited to a discussion around a table in the Queen's Hall.  Present are Gerion, Galathon, Nock, Isadora, Bolsano and Falco, and the player characters.  Nina has decided to investigate the kitchen.  Bruno is feeling low, and has decided not to come.

Galathon will begin by speaking of the seasons on Orn.  Each year seems to last roughly the same amount of time as it does from the characters' home worlds, and the weather is generally temperate.  However, there is also a much longer seasonal cycle.  

In particular, every hundred years or so, there is a Great Winter.  This can see temperatures plummet to -15C, with 'nights' of twenty hours or more.  Great Winters last three to five years.  

Exceptionally, every thousand years, a Major Great Winter occurs, which may last anything between ten and fifty years.  Many plants and creatures struggle to survive such conditions, and during such a period the land may be remade.  Currently, Orn is recovering from the most recent such event, which lasted fifteen years.  The subsequent Thaw ended a little over two years ago, and many denizens  are still recovering.  

As a result, Orn is currently prey to further chaos and randomness, as new life is attracted to its empty lands.   

Gerion will thank Galathon, and will ask for as detailed a description as possible of the lands outside Bar-Alda the party have travelled through (he asks everyone this).  

Bolsano will still go on about Ixixion – he won’t believe they have jumped universes - he will also mention anything the characters have talked of quite freely.

Isadora and Falco will discuss the River Journey, but Isadora will not say too much about the gnome settlement without the permission of her leader.

If the characters mention the abandoned hold of the Forest Dwarves, or indeed anything about them, Gerion will become extremely interested.  They were friends and colleagues of the elves, but believed they could survive the Winter in their own Hold.  Gerion had invited them to hunker down in Bar-Alda, but they had declined.  This seems to have been a mistake.

He will ask them detailed questions about the hold, and will be very interested in anything they tell him. If the adventurers go into any detail, he will ask if the bodies were buried (the party saw no bodies in the Hold), and the huge earthfall also surprises him - he thought they built better than that.

Galathon will ask if they found anything notable of interest in the Hold.

If the adventurers did take anything, such as some of the wooden coins, the ironwood dagger, a dwarf child's book, or perhaps one of the figurines, for example, and they mention it, then Gerion will ask to borrow it.

'I can get it enchanted to see if the owner is still alive,' he says.  'And possibly where they are.  It might be useful'.

It is up to the players.  If they offer any items, he will choose the one with the clearest sense of physical orientation (up/down, left/right), and which was most likely to have been owned by a specific individual.

He moves on to discuss life in Bar-Alda.  Isadora is an honoured guest, and not expected to work.  However, if the others want to settle for a while, then eventually they will be expected to contribute to the local community in some manner.  For example, the following services are suggested as always useful, and if the characters volunteer for them they will be allowed to stay in the village for longer: 

-                      Fish on the lake

-                      Work on the fish-gutting line or in the tannery

-                      Work at creating something useful. 

-                      Bar staff

-                      Kitchen staff

-                      Hunting parties required

-                      Join the guard patrols

Alternatively, Gerion suggests they might help the elves make contact with other communities on Orn.  'There is strength in diversity,' he says.  Although such tasks are not without significant risks.

Doubtless the adventurers will also have questions for the Master of the Elves.  He will answer simple questions, but will be cautious about sharing much.  Gerion is naturally reserved, and won't give out much information of value.  He will share far less than he knows.

If the characters offer up any item from the Hold of the forest dwarves, the next adventure will be: 

    The Search for the Forest Dwarves

If not, move straight to:

    The Trip to the Ironwood.

Either way, the players will have the rest of this day to find out more about the village, and possibly explore a little of the Taiga.

The forest around the Great Oak is composed mostly of trees found in more temperate parts of Taiga on Earth (the southern taiga); this might otherwise be called a ‘boreal’ forest.  The main types of tree found in the Taiga are varieties of spruce, pine, larch, fir and birch.

The wildlife found in the Taiga includes bears, foxes and wolves, elk and reindeer. 

As explained, there is somewhat less undergrowth below the trees of the Taiga, often the way is relatively easy, across pine needle-coated empty grounds.  Some plants and shrubs, typical of more northern latitudes on Earth, can however be found and they do grow larger than expected.  The Taiga surrounds the base of the Great Oak for around eight miles in most directions, except where Blackbird Lake lies.  There are smaller strands of trees which come down to the lake from the great Roots of the Oak.  Between the Roots and the Lake lies the ground level of Village of the Wood-Elves, Bar-Alda.  The Taiga is surrounded by plains and wilderlands.


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