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BRECKEN VALE GAZETTEER

BY

JUSTIN HALLIDAY

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 1


Version: 1.0 (Build 95)

Changelog:
• Added new cover!
• Proofing and style revisions
• Added Lineages, Factions, and Encounters sections
• Expanded People of the Vale section
Hero KidsTM copyright 2022 Justin Halliday • Added Character Codex section
• Added Brecken Vale Campaigns section
Hero Kids and Hero Forge Games • Expansions to the Rivenshore locations
are trademarks of Justin Halliday
• Yet more expansions to the Brecken Vale locations
• Updated Brecken Vale locations
herokidsrpg.blogspot.com
• Updated Brecken Vale map
heroforgegames.com
• Added Taxes, Tribute, Tariffs, and Toil section
• Added Deities section
Hero Kids designed and written by Justin Halliday
• Added more character portraits and illustration
Hero Kids covers, hero, and monster art by Eric Quigley • Added color character portraits
www.ericquigley.com • Added Calendar and Festivals
• Added Geography and Climate
Additional art by James Shields and Dean Spencer • Added Law and Order, Culture and Custom
• Added Characters of the Vale
Printing Authorization: • Added Across the Vale section
This PDF document may be printed for personal use. • Added Rivenshore Locations section
• Added detail images of Rivenshore locations
• Added map of Rivenshore
• Restructured Gazetteer
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 2
TABLE OF CONTENTS
People of the Vale 27
Alethia (Unicorn) 27
Araz (Clan Chief) 27
Brecken Vale 5 Aubrie (Elf Queen) 28
Across the Vale 5 Bern (Fisher) 28
1. Skritteland 7 Bree (Firestarter) 29
2. Darkenwold Woods 8 Brin (Farm Boy) 29
3. Myrland 8 Captain Silver-Beard (Pirate) 30
4. Brecken Bay 9 Drexanathon (Dragon) 31
5. Deepwood 9 Elija (Dragon Prince) 31
6. Druinhowe Mountains 10 Grimma (Apothecary) 32
7. Dragenhode Peninsula 12 H’Shala (Shaman) 32
8. Spyd Peninsula 12 Isabel (Queen) 33
9. Grivland 13 Lucien (King) 33
10. Drageskygge 14 Madge (Wise-Woman) 34
11. Ice-Bound Sea 14 Maeve (Innkeeper) 34
12. Havahitt 15 Mortain (Wizard) 35
13. Sletteland 16 Odin Father (Deity) 35
Othric (Jarl) 36
Rivenshore 17
Qadra (Marani) 36
Rivenshore Locations 17 Ratch (Brigand) 37
1. Crossroads 19 Roger (Innkeeper’s Son) 37
2. Town Square 19 Saffie (Farm Girl) 38
3. Block and Tackle Inn 20 Ser Morten (Knight) 38
4. Great Hall 20 Titus (Merchant) 39
5. Camarva River 21 Walt (Sheriff) 39
6. Market Square 22 Culture and Custom 40
7. Cemetery 22
Societal Structure 40
8. Apothecary 23
Law and Order 42
9. Blacksmith 23
Taxes, Tributes, Tariffs, and Toil 43
10. Common 24
Calendar and Festivals 43
11. General Store 25
Deities of the Brecken Vale 45
12. Mill 25
13. Pier 26 Geography 47
14. Watchtowers 26 Surrounds 47

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 3


Climate 48 Brecken Vale Campaigns 62
Polar 48 Adventures in Rivenshore 62
Temperate 48 Adventures in Skritteland 63
Arid 48 Adventures Across The Vale 64
Tropical 48 Pirates of the Drageskygge 65
Dragon-Ryke Saga 66
Lineages of the Vale 49
Dragonkin 49 Character Codex 67
Dwarves 49 Character Cards and Maps 69
Elves 50
Forest-Folk 51
Froglings 51
Halflings 52
Humans 52
Lizardkin 53
Orcs 53
Factions of the Vale 54
Brigands 54
City Guard 55
Commoners 55
Cult of Hydraxis 56
Dragon Cultists 56
Nature Protectors 57
Town Watch 57
Vale Encounters 58
Using Random Encounter Tables 58
Encounter Elaborations 58
Aquatic Encounters 59
Cave Encounters 59
Cemetery Encounters 59
City Encounters 59
Desert Encounters 60
Farmland Encounters 60
Forest Encounters 60
Mountain Encounters 60
Swamp Encounters 61
Tomb Encounters 61
Town Encounters 61

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 4


BRECKEN VALE ACROSS THE VALE
In a distant corner of the Varld lies the Brecken Vale. The Brecken Vale is divided into large regions:
The wide sweep of the Vale is cradled by the soaring 1. Skritteland
peaks of the Druinhowe Mountains. 2. Darkenwold Woods
The valley abounds in majestic places; ancient forests of 3. Myrland
gnarled trees, roaring rivers that surge with fish, boggy 4. Brecken Bay
swamps that sing with frog calls, mountains of snow-
5. Deepwood
topped pinnacles, and grasslands asway with winds
6. Druinhowe Mountains
carried from distant lands.
7. Dragenhode Peninsula
For the common folk who live in towns and homesteads,
the Vale provides safety. Here, they go about their day- 8. Spyd Peninsula
to-day lives far from the distant wars, protected from the
greed of ambitious tyrants. Beyond the Vale lie these regions:
To secure its peace, the adult folk of the Brecken Vale 9. Grivland (Lucien’s capital)
travel to distant lands. In those forsaken places, the 10. Drageskygge (pirate cove, swamp)
Vale’s warriors and shield-maidens pledge their swords, 11. Ice-Bound Sea
slings, and spells to the eternal battle against the armies 12. Havahitt (White Sea)
of darkness that would otherwise overwhelm the Varld. 13. Sletteland (grassland)
And yet, despite their efforts, the forces of chaos and
mayhem threaten to break the valley’s peace and enslave
its inhabitants.
These forces of chaos come to the Vale in raiding parties
over mountain passes, they twist the minds of beasts into
deranged mayhem, they crawl from dark fissures to
quench their thirst for blood.
With the adults absent, the job of protecting the Vale
falls to its brave youngsters; Hero Kids.

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 5


12

13

6 1

1. Skritteland
2. Darkenwold Woods 6
3. Myrland
4. Brecken Bay
5. Deepwood
5
6. Druinhowe Mountains
7. Dragenhode Pen.
8. Spyd Peninsula 4
9. Grivland
3
10. Drageskygge
7 10
11. Ice-Bound Sea
12. Havahitt 8
13. Sletteland
11
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 6
1. Skritteland Hoydland
The north of the Vale, where the land rises in hills and
Skritteland – the stride lands – is the fertile and bountiful highlands, is known as the Hoydland (high land).
lands in the heart of the Brecken Vale. Skritteland is
The land here is sparsely populated, with only a few
bounded by the western and northern ranges of the
lonely homesteads between the northern extent of the
Druinhowe Mountains, to the east by the edge of the
Darkenwold and the rocky escarpments of the
Darkenwold Woods, and to the south by the coast of
Druinhowe Mountains’ northern range.
Brecken Bay.
Once the North Road out of Rivenshore reaches
This region is characterized by fertile grasslands that are
Hoydland, it becomes progressively less travelled. Along
punctuated by low hills and thick forest copses. The
the road’s meandering route, several smaller tracks split
Camarva River runs down the middle of Skritteland, from
off into the Darkenwold and to the Druinhowe
the great northern mountains to the bay.
Mountains beyond.
Skritteland is roughly divided into the northern
As the road continues into Hoydland proper, it is
Hoydlands, which are sparsely populated, and the
overgrown after years of disuse. The road dwindles to a
southern lands around Rivenshore, which are home to
track as it traverses the gradually rising landscape.
most of the population of Skritteland.
Finally, grassland gives way to rocky escarpments and
To the south-west, the Skritteland gives way to the shale as it winds its way up the mountains. Scholars of
ancient Deepwood, while to the south-east it merges into history know this as Eagle’s Reach, the long-abandoned
the Myrland. pass over the Druinhowe Mountains to the north.
Rivenshore Twilight Watchtower: A farming family recently re-
The Vale’s largest town is Rivenshore. Rivenshore’s occupied an abandoned farm in the north of the Skritteland.
founders chose a piece of land along the Camarva River, Several weeks later, they send word back to Rivenshore
surrounded by rich pastureland, and close to the edge of asking for help; their children have gone missing. When the
the Darkenwold Woods. Proximity to these gave the kids investigate, the farmers report seeing lights burning in
settlers ready access to water, food, pasture, and lumber. the ruins of a nearby watchtower. What will the kids find
Rivenshore is the hub of activity in the Brecken Vale. All when they investigate the twilight watchtower, and what
roads lead to the town, connecting the different regions dangers will they face?
of the Vale and to the wider Varld beyond the mountains.
These roads meet in the center of Rivenshore.

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 7


2. Darkenwold Woods 3. Myrland
The eastern edge of Skritteland is dominated by the A day in the saddle on the South Road from Rivenshore
foreboding and impenetrable Darkenwold Woods. This brings a weary traveler into the Myrland region on the
forest stretches from the middle of the Brecken Vale to east side of Brecken Bay.
the eastern range of the Druinhowe Mountains. Here the land narrows, sandwiched between the widening
The forest is crossed by two roads, the East Road, which bay and the resolute mountains to the east. As it narrows
connects Rivenshore to the main pass over the east range, further south, Myrland earns its name. The land softens
and a smaller continuation of the North Road, which underfoot as rivers empty into a vast swamp. The air is
bears east through the northern part of the Darkenwold. heavy with humidity, thick with fist-sized dragonflies,
These two roads constitute the only ‘tamed’ part of the and aloud with animal calls.
forest, and they are ever at risk of falling back into wild Singing Swamp
growth without constant maintenance.
The coastal lands adjacent to Brecken Bay give way to the
Rivenshore’s lumberaxes are careful not to venture into
vast Singing Swamp, which stretches east to the lower
the forest, and even more careful to take only trees
ranges of the Druinhowe Mountains.
outside the forest for their needs, lest they anger the
The Singing Swamp is home to two communities of
Darkenwold’s primeval spirits.
creatures; warlike froglings and reclusive blackscale
The Darkenwold is home to all manner of animals and
lizardkin. The froglings are territorial and adversarial,
beasts; from wild boar to giant spiders. And in its depths
often raiding nearby homesteads and laying ambush along
it also sees hordes of rampaging goblins, bands of
the South Road. Comparatively, the blackscale lizardkin
opportunistic brigands, reclusive elven tribes, and
are insular, and mainly remain in their stilted villages in
communities of humanoid forest folk.
the swamp.
Fraternity of Fair Forest Folk: Trouble is brewing in the
The Fetid Swamp: Travelers on the road past the Singing
Darkenwold. Watch officers hear skirmishes in the dead of
Swamp find a badly wounded blackscale lizardkin. The
night; yet the next morning there are no signs of battle. One
lizardkin’s swamp village has been raided by a frogling
day, after such a night-time battle, a figure emerges from the
warparty. Their lizardkin warriors have been defeated, and
forest – a humanoid otter. The otter seeks audience with the
many of their tribe carried off by the froglings to their lodges.
Jarl to ask for help. The fair forest folk – otters, badgers,
Will they help rescue the captured lizardkin?
squirrels, and mouselings – are under siege from ratlings,
foxlings, and weaselkind, who would enslave them.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 8
4. Brecken Bay 5. Deepwood
A large part of the Brecken Vale’s geographic favor is due The heavily forested lands in the south-west of the
to the moderating impact of the Brecken Bay. The bay Brecken Vale are known as the Deepwood. Here, the
tempers the Vale’s climate, provides abundant fishing primal forest stretches across league after league, and age
grounds, and protects the land from the wilds of the open after age.
ocean to the south – the Ice-Bound Sea. At the border of the Deepwood, two small villages are
The Camarva River spreads into a small estuary at the beacons of light in the shadow of the deep wilds. These
bay’s northernmost point. From there, the land of the villages, Willowsdell and Bayhaven, are close together.
Vale wraps around the bay. At the southern section of Bayhaven is located on the Brecken Bay coast, while
the bay, the two extents of the Vale narrow into the Willowsdell is a league farther into the forest.
Dragenhode Peninsula and the Spyd Peninsula. Willowsdell is at the end of the road, the last settlement
Just a mile or two off the coast of the Dragenhode before the Deepwood. Its semblance of order and safety
Peninsula is a small island, Takenoy. This island is is a tiny point of light at the edge of the untouched wild.
avoided by sailors and fisherfolk alike. Their reasons are In the dark heart of the Deepwood are creatures and
lost in years of telling, but none foolish enough to civilizations unchanged in millennia. Intrepid explorers
venture into the mists have ever returned. or lost travelers who’ve ventured into the depths of this
Between Dragenhode and Spyd is The Chance, a narrow wood have reported fierce beasts – including massive
stretch of water between Brecken Bay and the Ice-Bound gorillas – as well as tribes of greenscale lizardkin.
Sea. With each moon, large tidal flows surge in and out The Heart of the Wild: Travelling fortune-hunters hire the
of the bay, making this stretch of water a dangerous to kids to protect their party as they delve deep into the forest;
navigate. Yet, with this danger, The Chance also protects their goal a closely guarded secret. After overcoming surging
the Brecken Bay from all but the most intent ocean-going rivers and long-dormant traps, the party reaches the ruin of
visitors, for good or ill. an ancient temple. Here, the party discovers the king of the
Grim Offerings: A desperate delegation from Bayhaven jungle, a massive gorillian, ancient like the Deepwood. The
arrive in Rivenshore, begging for help. Their regular fortune-hunters seek to capture the battle-scarred creature.
‘offering’ to ‘the Beast’ has failed. They need cows, lots of The kids face a choice; do they help the fortune-hunters
cows, and they need them transported to Takenoy Island capture the gorillian, or do they side with the gorillian
before their beast – Leviathan – returns. against their travelling companions.

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 9


Bayhaven 6. Druinhowe Mountains
The second largest settlement in the Brecken Vale is
The west, north, and east ranges of the Druinhowe
Bayhaven, village on the western shore of Brecken Bay.
Mountains encircle the Brecken Vale. The snow-capped
With the foreboding Deepwood a constant presence to
mountains peaks are often shrouded in cloud.
the west, Bayhaven’s hundred folk live their lives of
fishing, farming, forestry, and trading. These mountains stand silent witness to the history of
the Brecken Vale; they are home to smoking volcanoes,
Treasure of the Deep: The kids are asked to investigate when
dwarven redoubts, played-out mines, dragons’ lairs,
Bayhaven’s eponymous bay is choked with hundreds of
legendary crucibles, isolated villages, abandoned keeps,
water beasts, preventing its fisherfolk from launching their
and treacherous passes.
boats. It’s clear that there are too many water beasts for
them to be able to drive off, but why are they here? What For brave adventurers, greedy fortune-seekers, inquisitive
did one of Bayhaven’s fisherfolk haul in from the depths? historians, and intrepid explorers, the Druinhowe
And when they open this underwater treasure, what will Mountains offer endless opportunities for their activities.
they find? And when they do open it, how will they defeat Any expedition into the mountains or accidental
the deep beguiler that’s trapped inside? deviation from the beaten path is sure to uncover an
undiscovered ruin from the ancient past or a tunnel
Willowsdell purposefully hewn into solid rock.
A few miles inland from Brecken Bay is the hamlet of These mountains give the Vale its temperate climate and
Willowsdell. This settlement is nestled at the edge of the feed its life-giving rivers. But they do more than just
Deepwood. Its fifty residents live hard and isolated, regulate a pleasant climate; they also form a protective
existing on fish and game, and ever wary of the barrier against threats from the west, north, or east.
primordial creatures that inhabit the Deepwood. Their rocky escarpments rise to impassable jagged peaks.
Raiding Parties: Willowsdell, quiet since the run-in with Just four mountain passes connect the Brecken Vale to
rogue lizardkin in The Lost Village, has recently been the rest of the Varld, one to the west, one to the north,
subject to raids by kobold bands. Strangely, instead of one in the north-east, and one in the east. These
returning back to where they came, these kobolds are mountain passes are narrow and treacherous. They afford
heading to the south-east after their raids. They ask the kids slow passage to careful travelers and merchant caravans,
to protect them from the raids, and see where the kobolds are but prevent large forces from easily entering the Vale.
going with their stolen supplies.

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 10


Sunset Pass (Western Pass) Dragon’s Pass (North-East Pass)
The West Road from Rivenshore covers 15 miles – When heading on the North Road past the Darkenwold,
perhaps just half a day on horseback – before it begins the if the traveler turns east instead of continuing north, they
hard climb over the western range of the Druinhowe would reach Dragon’s Pass over the eastern range of the
Mountains. Once it reaches a plateau high in the range, it Druinhowe Mountains.
splits, with one track bearing north towards Forstlys, and Dragon’s Pass is named for its proximity to the mountain
the second continuing west, into the Sletteland. lair of Drexanathon, sole protector and self-described
Raiding Season: Goblin raiding parties are attacking supreme ruler of the Brecken Vale.
wagons and travelers crossing Sunset Pass. When the kids Giant Steps: While patrolling Dragon’s Pass, the kids find
investigate, they find that bugbears have set up camp in the the road blocked by a massive rockfall. The rockfall has
mountains, and are using the goblins to raid caravans. exposed a hidden chamber inside the mountain. Within the
Eagle’s Reach (Northern Pass) chamber is a strange stone-like structure, perfectly fashioned,
shaped like a faceted archway. If the kids interact with the
If a traveler was to take the North Road beyond the
artifact, the portal activates. But where does it go?
northern edge of the Darkenwold, and then managed to
locate and follow the remnants of the overgrown track Dawn Pass (East Pass)
farther north, it would take them up and over the The East Road from Rivenshore covers barely a league
northern range of the Druinhowe Mountains. before it enters the thick canopy of the Darkenwold
This path is known as Eagle’s Reach. Woods. It’s almost a day’s travel through the
Eaglefast: At the highest point of the pass lies Eaglefast, an Darkenwold before the road emerges and climbs the
ancient and long-abandoned keep, built across the pass itself. eastern range of the Druinhowe Mountains. This pass,
Across generations, Eaglefast has fallen into disrepair. The tight and steep, affords the Vale some protection from
kids are sent to Eaglefast to reopen the pass to the north and the Grivland; the kingdom to the east.
reconnect the Vale to the desert lands of Havahitt. Hydraxis Reborn: While the kids are stationed at an outpost
on Dawn Pass, a wagon-train of travelers approach from
Grivland. The travelers claim to be passing through on
their way to Sletteland. The watch commander, skeptical,
asks the kids to follow the caravan. In the depths of the
Darkenwold, the caravan turns onto an old path, in search
of an ancient temple, where they hope to revive Hydraxis.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 11
7. Dragenhode Peninsula 8. Spyd Peninsula
To the south-east of the Deepwood region, the land A traveler who follows the South Road is heartened to
narrows into the western peninsula that encircles Brecken know that they’ve survived the marshes of Myrland when
Bay. This is Dragenhode; the dragon’s head. the road underfoot hardens as it turns west onto the Spyd
Dragenhode’s landscape has been scoured to hard rock by Peninsula.
icy winds from the south. The peninsula comprises Spyd is not as inhospitable as Dragonhode, but it is still
desolate sheets of jet-black obsidian. Over eons these less temperate than the lands to the north. Spyd’s
sheets have shattered, cracked, and spread, opening wide southern coast is wind-swept, taking the full brunt of the
chasms that plunge into dizzying darkness. cold and snow that blow from the Ice-Bound Sea,
In the winter, the black rock is covered in snow drifts, resulting in a bleak landscape of gnarled shrubs. Inland,
hiding the lethal chasms. In the summer, the rock bakes the peninsula is punctuated by sparse forests.
under the scorching sun. The old tales tell of the endless battle between tyrannical
The rocky plain’s landscape appears devoid of life. But dragons and the lesser inhabitants of the Vale. In the
the observant adventurer might spot a hardy shrub, that telling, these struggles were powerful enough to shape
has survived its scorching summers and freezing winters the land itself.
or a timid rodent that emerges from some sheltered The dragons of legend we so terrifying and powerful that
crack. they shaped the Dragenhode Peninsula in their image.
The old folk tell legends of Dragenhode, that it was once Those folk fighting for freedom from the dragons armed
home to many generations of dragons. themselves with a legendary weapon, the dragon spear,
Return of the Dragon: Many groups of kobolds have been the only mortal weapon powerful enough to wound a
seen on the Dragenhode. They are drawn by the inexorable dragon. The struggle of these common folk drew the
pull of their dragon-kinship. In the Dragenhode, they land into a narrow point, the spear of Spyd Peninsula.
excavate a long-buried clutch of dragon eggs. The kobolds Generation by generation, the struggles of dragons and
transport the eggs back to the volcano to the west of the folk have receded into legend. Yet, to the south, the
Deepwood. Under the guidance of dragon cultists, the spear of Spyd Peninsula is forever poised to strike
kobolds incubate the eggs in the volcano’s molten lava Dragenhode’s exposed nape.
crucible.

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Barrowtombs 9. Grivland
The South Road turns west and dwindles to a track as it
To the east of the Brecken Vale lies Grivland. Where the
runs parallel to bay-side coast of the Spyd Peninsula.
Vale is sheltered and constrained, Grivland is vast,
On the south side of the road, a series of four mounds are
sprawling, and expansive.
topped with wind-swept grasses and saltbush. These
To the north of Grivland, lie the high plateau deserts of
mounds are burial barrows of ancient kings and queens,
Havahitt. To the south, the Ice-Bound Sea roils and
from an age of legend.
heaves. To the west, the Druinhowe Mountains cut
A small industry of unscrupulous guides bring brave,
Grivland off from the Brecken Vale. To the east,
greedy, and foolish folk to the barrowtombs. This is
Grivland’s settled and ordered lands progressively give
often a one-way trip, and those that survive return home
way to the frontier of the wildlands. These wildlands are
with tales of terror and – sometimes – valuable treasures.
barely explored, uncharted and ungoverned.
Tomb Raiders: Adventurers come from far and wide to
To protect its borders, Grivland relies on an array of
delve into the barrowtombs to see what lies within. Inside,
isolated guard towers that punctuate its borders with the
the tombs’ mazelike tunnels are patrolled by flaming skulls
Brecken Vale and Havahitt. These guard towers watch
and laced with lethal traps.
over the trade road from the Vale and the great red rock
Mortain’s Tower escarpment that delineates the border between Grivland
Several days’ travel along the South Road, a weary traveler and Havahitt.
will find themself at the base of a stone tower. This is the Long ago the Vale’s warriors and shield-maidens held
home, study, and laboratory of the wizard Mortain. back a Grivland invasion, forcing a stalemate. The
Mortain is content here in his solitude, and the folk of stalemate ended when Brecken Vale pledged to Grivland,
the Vale believe that he has chosen this location for that offering ongoing tribute in return for autonomy.
reason alone. However, Mortain has other reasons. Grivland’s most recent king Lucien, a descendent of the
From this base, he works to unlock the secrets of the legendary dragon kings, rules over a loose collection of
nearby barrowtombs. jarls, chieftains, maranis, earls, and marquise. These allied
Ravage of the Dragon: As a new Dragon King rises in countries pay tribute and contribute soldiers to protect
Grivland, Mortain has discovered the secret that unlocks the the wider realm from distant threats.
route through the barrowtomb. He believes the legendary But all is not well in Grivland. The bloodline of the
dragon spear will be found in its depths, protected by a dragon kings has awakened, and seeks to re-establish its
terrifying guardian. dominion over Grivland, and over dragons.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 13
10. Drageskygge 11. Ice-Bound Sea
To the south of Grivland, sandwiched between the The wine-dark waters of the Ice-Bound Sea forever toss,
eastern range of the Druinhowe Mountains and a stretch surge, and roil. The frigid wind blows sleeting mist from
of ocean that sweeps around from the south, the the slab-sided waves. Atop this maelstrom ride titanic
Drageskygge region lives in the shadow of dragons. icebergs, calved from some fabled frozen land even
While its geography protects Drageskygge from dangers farther south.
from afar, not all dangers come from afar. Lying so Those crews brave, foolish, or desperate enough to sail
distant from the seat of power in Grivland, and without the Ice-Bound Sea must avoid the jagged rocks of the
an honest and steadfast leader, Drageskygge has fallen to southern coastline. Yet, in avoiding the hazardous
dangers from within. coastline, crews put themselves in the path of giant
Corruption has driven Drageskygge into disarray and icebergs. A freak wave, howling wind, or inattentive
lawlessness. Its leaders, officials, and officers now work watch officer threatens to dash their ship to splinters.
only for their own enrichment and gratification. Canny crews chart a course close to the coast, careful to
Banditry is rampant, both within its borders and further circumvent collisions with colossal cliff-like chunks.
afield. Pirates set out from its ports, preying on shipping Leviathan, Bane of the Seas
and coastal settlements near and far.
Those crews that avoid treacherous coastlines and
At the far south of Drageskygge, a lonely river widens
crushing icebergs face a final threat – Leviathan – that
into a secluded cove. The cove’s sweeping peninsula
monstrous sea serpent that ranges across the sea in search
protects it from the churning waters of the Ice-Bound
of its next meal or treasure for its hoard.
Sea and its deep waters offer an ideal location for a
clandestine anchorage. Ice-Bound Lair
Law of the Land: Lucien, the king of Grivland, has ordered Terrified sailors, calming their nerves in the safety of
a contingent of the Vale’s law officers to Drageskygge to land-locked inns, tell of a massive iceberg with a triple-
restore law and order. Their first job; chase the bandits from masted galleon iced within (complete with frozen crew).
the roads, then break up their raiding camps. Cursed Treasure: The frozen galleon is icy lair and treasure
hoard of Leviathan. Worse, the creature’s treasure hoard
holds the key to breaking the ghost pirates’ curse. To lift
their curse, they must recover a mythical item from
Leviathan’s floating lair.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 14
12. Havahitt Al Ain
In the lifeless expanse of the White Sea lies a miraculous
Havahitt – the White Sea – lies beyond the northern span
valley, an oasis that abounds in vegetation fed from an
of the Druinhowe Mountains.
underground aquifer.
Those few travelers who manage to find a path that leads
Over the centuries, the nomadic people settled around
to Eagle’s Reach, are rewarded with a view that sweeps
the oasis, and this settlement grew into a thriving desert-
from west to east; sand-dunes, rocky crags, soaring
town. Now, its mud-brick walls rise from the desert
mesas, teetering pillars, and ragged crevasses.
sands, protecting its folk from the sand-storms and
From these soaring heights, above the sun-baked mirage, dangerous monsters of the White Sea.
adventures might glimpse a distant oasis city to the
Emissaries: Following the reopening of Eagle’s Reach pass
north-east, and to the north-west, an alabaster-white
over the northern range of the Druinhowe Mountains, Jarl
tower rising from the sands.
Othric sends an envoy to Al Ain. Two seasons have passed
Foolish and unprepared travelers who stray or venture and the envoy has not sent word. Sheriff Walt sends the kids
into the White Sea will – sooner or later – succumb to to Al Ain to find the envoy.
one of its dangers; giant scorpions, fech fech, or the plain
old-fashioned dehydration. Alabaster Tower
The White Sea is home to nomadic clans, who expertly Curious or greedy travelers who glimpse the radiant
navigate the seemingly featureless desert dunes and flats. white tower rising from the desert sands might decide to
A fool on the brink of death might have a change of set off in search of it.
fortune if discovered by such a clan. After days criss-crossing the desert, delirious with thirst,
These clans’ survival relies on their herds of livestock, burned by the relentless sun, and on the brink of death,
whether hardy camels or ‘tame’ scorpions. The clans the travelers curse the magic that shrouds the tower from
roam the deserts, moving between reliable food and water their search.
sources, depending on the season. The wizard Sal’Darin resides in the tower, and he doesn’t
All clans herd camels for their hardiness, milk, and like visitors.
sometimes their meat. But some clans have managed to Alabaster Tower: Mortain has a terrible dream about his old
capture and control the desert’s giant scorpions. These friend – Sal’Darin – who occupies the Alabaster Tower. He
scorpions are even more belligerent than camels, but they sends the kids over the Druinhowe Mountains with a magic
combine this unruliness with their lethal claws and compass that points the way to the Alabaster Tower. But the
venomous stinger. tower is protected by fierce elementals to dissuade visitors.
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13. Sletteland Slettelords
From the elevated heights of the Druinhowe Mountains,
West of the Brecken Vale, over the western range of the
northern Sletteland stretches into the distance in uniform
Druinhowe Mountains, stretch vast grassland expanses.
regularity. Yet, once on the grassland, its variation and
The Sletteland plain stretches west from the foot of the features soon reveal themselves. The grassland is traced
mountains until it terminates at the sandy shores of with well-worn travel routes and narrow river tributaries,
Logrinn, an expansive fresh water lake. Sletteland is split punctuated by rocky outcrops and hidden dells, and
by a river into northern and southern sections. The river home to migratory herds of wildlife and their predators.
meanders from the Druinehowe Mountains, through Interweaved throughout this landscape and its wildlife are
Sletteland and empties into Logrinn. the outposts and steadings of the orcish Slettelords.
The northern range of Sletteland is bordered to the north Stolen Horses: The Slettelord chief Araz claims that the
and east by mountain ranges, south by the river, and to horses belonging to a missing hunting party have shown up
the west by Logrinn. This range is home to herds of for sale in Forstlys. He asks the heroes to find his clan
bison, and deer, and also the region’s orcish clans; the members and bring them home.
Slettelords.
Badlands
Forstlys
While the northern reach of Sletteland is abundant and
Nestled in the western foothills of the Druinhowe stable, southern Sletteland is out of balance. In its midst
Mountains is Forstlys, a trading town at the intersection is a swamp of befouled waters, twisted trees, and hideous
of trade routes between the Brecken Vale, Sletteland, and creatures, all shrouded in a choking miasma.
the western reaches of the Havahitt desert.
Rise of the Dragon: The Slettelords ask the heroes to help
Forstlys draws its name from the moment when the sun them find the source of the corruption that is afflicting the
rises above the jagged mountain peaks, and its first rays swamp. The kids discover a river of ichor-thick sludge
bathe the town with their warmth. running into the swamp from the volcano to the south.
As a trading town at the intersection of three major What is the source of this corruption? As they follow the
routes and at the conjunction of mountains, grasslands, river of sludge, they find that it runs from the volcano that
and deserts, Forstlys brings together inhabitants from towers above this range of the Druinhowe Mountains.
each of those areas: dwarves from their mountain holds, Inside, they find a cave where kobolds, under direction of a
orcs from their grassland steadings, and humans from the scarred human in dragon-scale armor, bath onyx-black
Havahitt and the Vale. dragon eggs in lava-heated water, turning it black and vile.

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RIVENSHORE RIVENSHORE LOCATIONS
Rivenshore is the cultural, military, political centre of the The notable locations in Rivenshore include:
Brecken Vale. It’s the largest town in the Vale. Yet, even 1. Crossroads
as the Vale’s main town, Rivenshore and its surrounds are 2. Town Square
home to just a few hundred people. 3. Block and Tackle
Rivenshore’s location is ideal, it’s situated on flat and 4. Great Hall
fertile land, somewhat inland to avoid the worst of the
5. Camarva River
weather blowing from the south, on the river for access
6. Market Square
to fresh water and the fishing grounds of Brecken Bay,
equally distant from the west and east passes over the 7. Cemetery
Druinhowe Mountains, and close to the Darkenwold 8. Apothecary
Woods and other smaller sources of timber and stone. 9. Blacksmith
The date of Rivenshore’s initial settlement is lost in time. 10. Common
Its houses are built on the foundations of earlier houses, 11. General Store
their walls built from stones excavated from ruins, layer 12. Mill
upon layer, generation after generation, back into time. 13. Pier
Without good records, the town’s history is marked by 14. Watchtowers
the Jarls of each era. The counting of Jarls extends back
over two hundred years. Some old-timers claim to know
the names of Jarls even further back, but these claims are
treated with quiet bemusement.
In spite of its favored location, Rivenshore’s history is
not one of pastoral idyll. Its place in the Varld is forever
under threat, as evidenced by the ruins of older towns
buried just a few feet underfoot. The inhabitants of
distant towns and homesteads rely on Rivenshore to send
help when under threat, or as a place of refuge when the
threat grows too great.

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1. Crossroads
14 2. Town Square
3. Block and Tackle
7
4. Great Hall
5. Camarva River
6. Market Square
7. Cemetery
12
14 8. Apothecary
6 9. Blacksmith
5 10. Common
8 11. General Store
11 3
9 12. Mill
13. Pier
14. Watchtowers
4

1
2
13

10
14

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1. Crossroads 2. Town Square

The four main roads of the Brecken Vale intersect here,


bounded by the Town Square, the Common, merchant The stone-paved Town Square is the centre of
Titus’ manor house, and the Blacksmith’s workshop. Rivenshore; it’s immediately adjacent to the Crossroads
East Road where the Brecken Vale’s four main roads intersect.
The East Road winds through rolling pasture for a league, The square is flanked by the Block and Tackle Inn to the
then enters the Darkenwold Woods. north and the Great Hall to the east. In the center of the
square stands a statue of Rothgar, the lost king.
North Road
The Town Square is the location for important
The North Road follows the Camarva River north then assemblies. When the town folk are rallied to welcome
branches through Hoydland and the Darkenwold Woods. returning warriors or for important speeches from the
South Road Jarl, they meet here in the Town Square. Alternatively,
The South Road turns south-east immediately after markets use the Market Square to the north, and festivals
leaving Rivenshore, and then south after several leagues. often use the wide common to the south.
Fallen King: The morning after a thunderstorm of fighting
West Road
gods, the kids discover the statue of Rothgar sundered by
Once beyond Rivenshore, the West Road winds between lightning, revealing stairs descending into darkness beneath.
low hills before reaching the Druinhowe Mountains.
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3. Block and Tackle Inn 4. Great Hall

The Block and Tackle inn sits to the north of the Town Rivenshore’s Great Hall stands to the east of the Town
Square and to the south of the Market Square. Square. Massive stone steps rise from the Town Square
Maeve, Yarrik, and their son Roger run this business. up to the hall’s towering wooden doors.
The ground floor houses the common room, kitchen, and From the Great Hall, the Jarl rules over the Vale. The
stores. The upper floor has rooms for the inn’s owners Vale’s karls – its normal folk – gather here for rowdy
and lodging for guests. The basement below the inn feasts around the Great Hall’s roaring fire.
holds the town’s sizable supply of fortified beverages, and The Jarl’s wooden throne is carved from a single tree
a similarly sizable supply of sizable rats. At its rear, the trunk. A massive tree stood here in Rivenshore’s earliest
inn has a walled courtyard for stabling horses. days. Lightning struck the tree, and Rivenshore’s karls
Rough and Tumble: One evening while the kids are serving carved the throne from the shattered stump.
revelers in the Block and Tackle, they suddenly realize that But the throne is vacant more than not. The Jarl is
all of the adults are unconscious at their tables. Worse, one absent, leading Rivenshore’s warriors and shield-maidens
table of adults are still awake; it’s Ratch and his band of in battle against distant threats.
troublemakers, who’ve poisoned the ale. The kids are the Jarls Jr: While sitting steward on the throne, the kids must
only thing stopping their mischief. deliberate on petty grievances bought by the townsfolk.
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5. Camarva River

The Camarva River runs south from the Hoydland (the


northernmost lands of the Brecken Vale) through the
heart of the Vale to finally empty into Brecken Bay.
The river runs past Rivenshore on its journey through the
Vale. Here, as it passes, the river is crossed by a bridge
that marks the beginning of the West Road. The Vale’s
fishers and traders tie their boats at a small pier just south
of the bridge.
Treasure Chest: While fishing off the covered bridge, the
kids snag something big. Investigating, they find that
they’ve hooked an ancient chest. When they haul the chest
out of the water, and evade or trigger its traps, they reveal a
bed of treasure, with a pile of bones laid on top. But these
bones won’t give up their treasures without a fight.

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6. Market Square 7. Cemetery

In the Market Square locals sell produce, materials, and Rivenshore’s cemetery is situated on a small rise just
goods from stalls and tents made from brightly-colored north of town.
canvas. The cemetery is the final resting place for generations of
The Market Square is centered around the town well. Rivenshore inhabitants. Behind it’s stone walls, the
The well is a natural gathering place for locals to meet cemetery field is a jumble of graves and headstones, as
and catch up as they go about their days. well as two large mausoleums.
Deeper Delving: Following the events of Darkness Neath One of the mausoleums is the Tomb of the Lost King,
Rivenshore, the well has supplied water without fail. Now, and is said to be haunted by the restless spirit of Rothgar.
slimes, rats, and worse, have started to emerge from the The identity of the occupant of the second mausoleum
ruins beneath Rivenshore. What could have driven them remains a mystery.
out of their lairs? Night of the Dead: Ratch and his band have been robbing
graves again. When night falls, and the full moon shines, the
dead rouse from their slumber. But the shambling dead
won’t stop until they are reunited with their stolen treasures.

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8. Apothecary 9. Blacksmith

Tucked in the trees alongside the side track from the The north-west corner of the Crossroads is occupied by
Town Square to the Market Square, sits Grimma’s the blacksmith’s workshop and home. From here, the
Apothecary. From the smoky haze of his small shop, ringing of the blacksmith’s hammer striking the anvil
Grimma sells all manner of dried herbs, ointments, echoes across the Town Square.
tonics, powders, reagents, potions, tinctures, and salves. The blacksmith’s shop is built around his forge, a huge
The ground floor of this building is split between stone fireplace and furnace where he smelts ore to
Grimma’s cramped shop and a work area where he creates fashion household goods, tools, weapons, armor, farming
his wares. The upstairs attic is given to a small bedsit and equipment, bridlery, and horseshoes.
book-piled study. A Legend Reforged: An ancient weapon has been found, but
Taste Testers: Grimma has made up a bunch of fun potions it is broken. To repair the weapon, it must be reforged in an
for an upcoming festival, but he’s mixed up the labels. He enchanted forge. Such a forge exists deep in the mountains,
asks the kids to help identify the potions by sampling each to inside a dwarven redoubt. The kids must escort the
see what they do. What will they find, and how will the blacksmith to the dwarven forge, and protect him from the
potions react when the kids mix them together. forces that want the weapon for themselves, at any cost.

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10. Common

To the south-east of the Crossroads, stretches the town’s


Common. This grassy pasture is usually grazed by sheep
and cattle, and regularly hosts town festivals.
To the east and south of the Common, its cropped grass
gives way to cultivated cropland, and fenced pasture.
Beyond this farmland rise the towering ancient trees of
the Darkenwold Woods.
Pumpkin-Ween: The Rivenshore Common hosts the annual
Hallowseve festival, featuring pumpkin growing and
carving competitions. Farmers from near and far bring
their best pumpkins. During the day, the kids compete to
carve the most terrifying pumpkin. As night falls, the town
is terrorized by a pumpkin monster, its head the winning
pumpkin from the carving competition.

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11. General Store 12. Mill

Rivenshore’s General Store sells sundry equipment and As the dependable waters of the Camarva River pass, they
provisions. The storefront sits on the north side of the catch on wooden paddle and turn the wheel of the Mill.
West Road, between the Crossroads and the bridge over Inside, the mill shaft drives a huge stone wheel that
the Camarva River. crushes grain to flour.
The store’s proprietor, merchant Titus, lives with his Harvest Champions: It’s harvest time in the Vale. The kids
family in the house to the south-west of the Crossroads. are challenged to see how much wheat they can harvest,
Bargain Hunter: Titus, the bargain hunter that he is, has transport, thresh, and grind. Each step of the process relies
purchased a magnificent suit of armor for display in his on a different skill, challenging the kids to the find the best
house. Unknown to him, the armor is actually a helm approach. Against their opponents, another team of kids,
knight, instructed to kill its owner. That night, the helm they’re competing for the title of Harvest Champions.
knight activates and Titus and his terrified family flee from
their house. Can the kids defeat the helm knight before it
carries out its grim orders, or can they find another way to
fulfill the armor’s mission.

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13. Pier 14. Watchtowers

Rivenshore’s fisherfolk and those infrequent sea traders Members of the Rivenshore watch keep lookout from
who make their way across the Brecken Bay moor their these four watchtowers. The towers are situated to the
boats at the pier that extends out into the Camarva River. north, east, west, and south of the town, providing good
The pier is frequently the centre of the townsfolk’s visibility of all approach routes towards Rivenshore.
attention as shipments arrive from Bayhaven – or even Third Watch: For the third night running, wolves have
further afield. While simple fishing hauls warrant a been prowling the outskirts of Rivenshore, looking for
cursory glance, trading tenders unloading crates and weaknesses in the town’s defenses. Tonight, the kids are on
barrels from distant lands can draw a larger crowd. watch on one of the watchtowers. Ahead of their watch, the
Monkeys! The kids are drawn to the pier as a heavily laden kids are offered a selection of potions and items (night-
trade barge rows upriver. The traders reveal their cargo, vision, long-shot, bombs, torches, etc). With their selected
stacked wooden cages of exotic animals; monkeys, birds, items, and the watchtower’s mounted ballista, can they hold
snakes, and more. That night, the traders release the off the wolves’ attacks.
monkeys, who swarm the town stealing anything precious
they can get their grabby hands on!

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PEOPLE OF THE VALE Araz (Clan Chief)
The vast grassland plains of
Alethia (Unicorn) Sletteland are home to orcish
In the deepest reaches of the horse-clans, the Slettelords,
Darkenwold, under the thick and each of these clans is
canopy of eons-old trees, led by chief.
untouched by the trappings Araz is the chief of the
and artifices of civilization, largest of the Slettelord
are pristine remnants of clans. Its several hundred
primal wilds. clan members and their huge-
Here, in dappled glades bred horses live in a steading in
damp grottoes, sunken dells, the northern reach of Sletteland. The steading’s palisade
and twisted thickets, live walls protect the village from raids from Havahitt to the
animals and beasts in their north, and from the badlands to the south.
primordial state. The balance of this The orcish Slettelords hunt across the slette, the
natural world is overseen by Alethia, the protector of the expansive grassland plains, and trade crafts, furs, meats,
Darkenwold. She holds back the relentless forces of and horses at Forstlys.
chaos and wanton savagery. Common phrases:
Common phrases: • “The slette is our home, our provider, and our
• “Small ones, step lightly in the deep forest.” protector. We take what we need, no more.”
• “The peace of the forest requires constant vigilance.” • “Our best horses are as much part of the clan as our
• “There is primordial power in natural places, and that best hunters.”
power is lost when those places are defiled.” • “The Slettelord hunting parties who’ve ventured the
Call of the Wilds: The kids’ sleep is wracked with south have fought strange beasts of corrupted flesh.”
nightmares of trouble in the forest, visions of the unicorn, Red Harvest: An entire herd of bison has been massacred on
and pleas for help. Long-dormant evil rises in the lost the slette, the carcasses half-eaten and strewn among the
depths of the Darkenwold; Hydraxis returns. trampled grasses. Was this the work of a raiding party or
some massive creature?

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Aubrie (Elf Queen) Bern (Fisher)
Aubrie is the queen of an elf Bern’s small fishing boat is usually
tribe who live in a secluded moored at the pier on the Camarva
treetop enclave, hidden in the river. From here, he sails down to
northern-most reach of the the bay to fish.
Darkenwold Woods. When he’s not fishing, Bern is
Deep in the woods, the elves often found on the pier tending
live in nature. Aubrie lives to his boat, sorting his catch, or
closer than the rest; simply whiling away his time.
effortlessly moving between Bern lives in a riverside shack, just
the realms. Their gifts place downstream from the West Road
elves at the intersecion of realms, bridge.
one step each way to the gods, the Bern’s shack is easily identified by the rows of
primal world of nature, the courts of the fey, and the drying racks out the front. At the end of fishing season
world of mortal folk. These same gifts burden elves with these racks are loaded with fish drying for winter.
the sadness, as they watch their friends pass beyond Common phrases:
mortal life, and the natural world diminishes with each
• “I wouldn’a want to be out in this kind of weather.”
passing generation.
• “Watch your head as we come about. I don’ wanna be
Common phrases:
fishing ya out too.”
• “It is forbidden for us to bring you to our realm.”
• “Keep ‘at line tight, we’ve got the runna t’ wind.”
• “The wind speaks your name. The trees remember
Island of Mist: The kids are enlisted to search for Bern the
your ancestors.”
fisher after a fierce storm. They sail across the bay, and as
• “Your lives are so short; yet you squander your time they near the mist-shrouded Takenoy Island, they find signs
on petty matters.” of his wrecked boat. Dare they enter the mist to rescue their
Fallen Giants: Having cut down their trees in Grivland, friend?
loggers cross the Druinhowe Mountains and fell trees in the
Darkenwold Woods. Aubrie and the elves demand the kids
help to drive them back to Grivland and restore the forest.

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Bree (Firestarter) Brin (Farm Boy)
Bree is an orphan girl and wielder Brin is the older brother of
of fire magic so powerful that even Saffie. Their family live in an
she struggles to control it. isolated homestead on the
After the great fire in north-east road that runs
Rivenshore, Bree was taken in through the Drakenwold.
by one of the town’s families. Like others raised in the
Since then, she has worked to wider Vale, Brin has a simple
help rebuild the town’s education. From an early age
buildings and repair the he’s helped his family work
damage from the fires. their farm.
Now that she’s older, Bree has In the recent past, Rivenshore kids helped deliver Brin to
found her place helping to wrangle a local healer when he was victim of a wolf bite.
the younger kids. Common phrases:
When she sees a child who shows the same ability to • “Folks ain’t much different than sheep, and smell
control fire that she has, she takes them under her wing about the same.”
to train them to use their powers. • “There’s wolves in the Darkenwold, and not all of ‘em
Common phrases: are the animal kind.”
• “I ain’t gonna stand round watching you young ‘uns • “Saffie’s just ‘bout the loudest thing I ever met.”
going through what I did.” • “I don’t take much to people, prefer my own
• “I ain’t one for forgettin’, I’m for gettin’ even.” company.”
• “Ya gotta reach in quick and grab and just send it out The Hunger: Local farmers call on the kids to find out who
and boom!” has decimated their chickens and made off with yearling
Bree’s Bullies: Bree’s bullies, grown now, have joined goats. Following telltale wolftracks, the kids find Brin
Ratch’s band of brigands. She’s tracked them to an asleep in a clearing. Around him are strewn animal
abandoned homestead in the north of the Vale, from which remnants. It turns out that Brin wasn’t bitten by a wolf; it
they’ve been raiding nearby farms. She asks the kids to help was a werewolf. And as the moon waxes, his hunger grows
her run them off; and teach them a lesson at the same time. relentlessly.

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Captain Silver-Beard (Pirate)
In the lawless lands of Draggeskygge, it takes self-
confidence and moral flexibility to fight and connive and
convince their way to captain a own ship of their own.
One such individual is Silver-Beard, the captain of the
Dauntless and its rabble crew.
In his rise to the top, a young venturer called Wilco Stede
grifted across the Varld, until he found his place in
Draggeskygge. Here, he gathered a crew, raided and stole
until he had built a force powerful enough to steal a ship
to call himself captain. Along the way, he and his crew
were cursed. In the decades since, they have tried to find
the cause of the curse so that they can make amends.
Common phrases:
• “Crew, it’s time to throw off this curse, and settle
down on a patch of dirt somewhere.”
• “The creaking and cracking you hear is not just the
Dauntless, that’s our weary bones.”
• “Our crimes are long past, our victims buried under
dusty headstones, yet our punishment continues.”
Cursed Pirates: In the bright sun of a summer day, without
stealth or guile, the pirate ship Dauntless sails into Brecken
Bay and sets anchor at the mouth of the Camarva River. Its
landing party beg audience with representatives of the Vale.
They explain that they tire of cursed piracy, and beg for help
to lift the curse that prevents their death.

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Drexanathon (Dragon) Elija (Dragon Prince)
From time to time the Elija is the the crown prince of
residents of the Vale are Krivland, the son of King
startled by a shadow Lucien and Queen Isabel.
passing overhead. They His mother’s bloodline is
scan the sky, favored by strong in Elija, and he has
the sight of the great studied deeply and trained
dragons Drexanathon tirelessly to reclaim his
and Algoxarth as they glide birthright; the crown of the
above the Vale’s snow- Dragon King.
capped peaks. But Elija’s brash and impulsive
These two golden dragons have laired in a volcano high in approach failed when he first attempted to capture
the Druinhowe Mountains for hundreds of years. Drexanathon and Algoxarth’s young hatchling, resulting
From their dizzying vantage, they see the affairs of in his plunge into the lava of the dragon’s lair.
common folk as unworthy their concern. Ancient and Common phrases:
timeless, they claim ultimate dominion over the Vale, • “I am the dragon prince; bow down before me!”
largely ignoring the petty squabbles of the people below.
• “I was reborn of fire and fury.”
Common phrases:
• “The bloodline of the dragon kings is strong. Not
• “Who among you iss your new leader?” even death can stop us.”
• “Your livesss here are nothing but a heartbeat to me. Dragon Cult: Townsfolk from Rivenshore, Bayhaven, and
In a moment, I can wipe clean the Vale.” Willowsdell report strangers in their towns, asking questions
• “We dragons are like the sky and the ground, we were about long-lost weapons and artifacts.
here before you, and we will be here after you…”
Snacks: A local cattle farmer reports the theft of his entire
herd. When the kids investigate, they find that one of
Drexanathon’s young wyrmlings has taken the entire herd to
eat. Can they convince this young dragon not to eat the
cows, or do they need to talk to its parents?

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Grimma (Apothecary) H’Shala (Shaman)
Grimma is Rivenshore’s healer and The Deepwood’s resident tribe of
herbalist; its apothecary. greenscale lizardkin has been riven
In his cramped and smoky by internal conflict. In this
apothecary shop, he prepares turmoil, the tribe’s shaman
medicinal cures, lotions, H’Shala overthrew the chieftain
tinctures, potions, salves, and and led the lizardkin to capture
incenses. Willowsdell villagers for
Grimma always has time for sacrifice. H’Shala’s ritual was
local kids, and gives them disrupted, and he was thrown
healing potions for their from the tribe for breaking the
adventures. peace with Willowsdell’s residents.
While Grimma is an accomplished Since his banishment, H’Shala feels pull of his dragon
potion-maker, he can be slipshod lineage even more strongly. In response, he has
and careless. Sometimes he accidentally mixes volatile marshaled an unruly group of kobolds to help advance his
ingredients, other times he pollutes the environs with the plans. Now he leads his kobold minions to find and
waste from his failed ‘experiments’. hatch ancient black dragon eggs.
Common phrases: Common phrases:
• “Indeed I have the perfect thing for your ailment.” • “Hsssss- Work fassst, my dragon kin! Thessse eggsss
• “Bah! Nothing that a little nightwort couldn’t fix.” are precioussss.”
• “Just chew on the bark; that will chase away the pain.” • “When our new mastersss hatch, we’ll feassst on our
enemiesss.”
• “Drink this. No! Wait. Drink this instead!”
• “Sssoon minionsss. Ssssoon I will be in charge again!”
Herb Hunters: Grimma has run out of herbs for his healing
potions, and asks the kids to escort him into Darkenwold to Unlikely Allies: A tense peace holding between the
gather more from his secret location. But when they reach Deepwood’s greenscale lizardkin and the residents of
the hidden herb glade, they find that the herbs have been Willowsdell. Ch’loc and his warriors arrive in Willowsdell
removed, leaving only freshly turned earth. Who could be to ask its residents for help to thwart H’Shala’s plans to
responsible for such an act? hatch dragon eggs.

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Isabel (Queen) Lucien (King)
Queen Isabel is queen consort of Jarl Othric owes allegiance to
Grivland, wife of King Lucien. Lucien, the king of Grivland.
Isabel’s past is mysterious. She Lucien’s kingdom is fragile.
was elevated to the throne Grivland includes the regions
from obscurity, living as a around the Brecken Vale, each
commoner until she caught led by a jarl, earl, or chieftain.
the eye (and heart) of then Every year Lucien is due
crown prince Lucien. tribute – usually gold,
After siring a son and heir for gems, or grain – from
Lucien, Elija, Isabel withdrew each of the fiefdoms in
from court and public life. Some his kingdom.
say she died birthing Elija, country In times of trouble, Lucien can
folk claim she lives in a secluded also demand warriors from his
fastness where she pores over ancient tomes, inhabitants allegiant jarls. Lately though, these
of Grivland’s capital see candles burning in her castle requests are more and more frequent, with many of the
windows and claim this as proof that she resides within, Vale’s most capable and seasoned adults kept away for
yet others claim that Elija’s birth left her disfigured, her many years.
face and body erupting with in hardscale welts. Common phrases:
Common phrases: • “My subjects, these are times of strife.”
• “I am a simple commoner, just like yourselves.” • “The strength of our land is the strength of our
• “Lucien warms the throne for a king of true blood, people, and the strength of our people is the strength
when the true crown will be restored.” of our arms.”
• “When my bloodline returns, you will see real power.” • “Threats abound. Our enemies are relentless.”
The Dragon Queen: The Dragon Prince travels with a Under Siege: Lucien sends word calling a meeting of his
mysterious rider, cloaked in black, face always hidden. Is jarls. But Jarl Othric is away on an adventure. Sheriff
this Queen Isabel, or some other kingmaker manipulating Walt sends the kids to find Othric and pass on word of this
the prince into more and more extreme action? meeting. The kids find Jarl Othric held siege by enemies.

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Madge (Wise-Woman) Maeve (Innkeeper)
Madge lives in a small forest When she’s not dealing
hut in the far north with oversized rats in the
Darkenwold. The inside of basement of the Block and
her hovel is decorated with Tackle inn, Maeve and
fetishes, bones, carvings, and husband Yarrik serve mead
rune-carved stones. and hearty meals to
Rumor has it that Madge took Rivenshore locals.
her own eye, but that has not Maeve and Yarrik’s son,
stopped her visions. One eye or Roger, always finds new an
two, Madge has the gift. interesting ways of getting into
For Madge, the gift manifests as visions of possible trouble.
futures, and knowledge of places and events surely Maeve, Yarrik, and Roger live in cramped quarters in the
beyond her mortal knowing. upper floor of their inn. The rest of the floor is given
Although she’s outcast from the town, Madge is still over to small rooms for visitors to Rivenshore.
visited by the people of the Vale. They come seeking While Yarrik is a native to the Vale, he met Maeve on a
guidance along their way, insight into a challenging journey to distant lands. Since returning home as a
situation, or the clarity of a person compelled by couple, they have become fixtures of the Rivenshore
maddening visions. For these visitors, Madge will throw community.
bones, deal cards from a battered deck, scry a still bowl, Common phrases:
track their palms, smoke-smudge their souls, or read the • “Oh, my beautiful babies!”
signs in tea or blood-splash. • “You kids hungry? We’ve got a stew on the fire.”
Common phrases:
• “Ain’t nothin’ but dark and rats down there.”
• “Wind it was, told Madge you were coming.”
Odyssey: Maeve receives a distressing letter from home,
• “The way is dark, but you are the light.” which is beyond Havahitt to the north. She implores the
Dragon Reborn: Madge has vision of a great calamity; kids to escort her on a treacherous journey to visit her ailing
Drexanathon scorches the Vale to ashes. On his back sits a parent.
black-armored figure, carrying a legendary spear.

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Mortain (Wizard) Odin Father (Deity)
Mortain and his crow are the In the heights of the north
Vale’s resident wizard and range of the Druinhowe
sassy companion. Mountains is a snow-bound
From the seclusion of his log cabin.
soaring tower at the tip of Once a year, Odin-Father
Spyd Peninsula, Mortain makes the trek down from the
researches lost magic. mountains to grant the
Lately, he seeks to unlock residents of the Vale his favor
the secrets of the peninsula’s during the Yulesday festival.
barrowtombs. Odin-Father’s cabin is hidden
Mortain’s visits to Rivenshore draw attention from wary by wards and glamours, which
townsfolk and wide-eyed kids. These commoners are protect it from discovery. In spite
drawn equally to his magical powers and talkative raven. of these safeguards, the cabin can be
When he visits Rivenshore, it’s usually to re-stock his pierced by youngsters who are true of heart.
supplies for his tower. On these trips he buys food from Across the eons, Odin-Father’s constant companion is
local farmers, arcane ingredients from Grimma the Sleipnir, the eight-legged flying horse, and he is in
apothecary, and equipment from the General Store. constant battle with Fenrir the dire wolf.
Common phrases: Common phrases:
• “Where did I leave that spell book?” • “Visitors, I so rarely have visitors lately. What brings
• “Shush, silly bird!” you up the mountain young children?”
• “Magic is more powerful than we imagine, or control.” • “Sleipnir heard you arrive; did you bring him a treat?”
Common raven phrases: • “My lost eye still aches in the cold; and my soul aches
• “AWK!” from the knowledge I gained.”
• “Pretty! Gimmie that!” Yulesday Festival: The annual Yuletsday festival is
approaching, and the kids are put in charge of collecting gifts
Swamp Things: Mortain’s raven arrives in town, ruffled.
On his way to Rivenshore, Mortain has been attacked and and offerings for the festival.
abducted by the froglings from the Myrland swamp.
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Othric (Jarl) Qadra (Marani)
Othric Strumhammer is the Qadra is the Marani of Al Ain,
current jarl of the Vale. the main settlement in the
When not leading the Vale’s inhospitable deserts of Havahitt.
warriors in distant lands, the As Marani, Qadra is Al Ain’s
Jarl occupies the Vale’s leader. She’s responsible for
splintered throne. peace and prosperity of the city,
From this throne, Jarl Othric as well as relations with
fairly metes justice, wisely neighboring kingdoms. Qadra
considers petitions from pays careful attention to Al
karls, patiently resolves Ain’s water and food, as the
petty disputes, deliberates city is challenged with constant
risky ventures, and hosts feasts. shortages of these essentials, even as its population
Jarl Othric has occupied the swells.
throne for several years, since the Common phrases:
death of Jarl Roneth. • “The pharos and pharaes of the Gyptian people live
Lately, the Jarl and the Vale’s warriors are somewhere in on, even after their reign is over.”
the south-east, fighting Drageskygge’s criminal warlords. • “The White Sea cannot be persuaded, argued, or
Common phrases: fought. If you have luck with you, she may favor you,
• “People of the Vale; let’s feast!” and you may survive.”
• “Young ones, once again you’ve shown your quality.” • “Water is life. If you steal someone’s water, you steal
• “Folks, the threat in the east is real; and with the gods’ their life.”
fortune, we take up our arms and defend the Vale.” Poisoned Well: Al Ain’s residents are struck down with
Tunnel Rats: Two farmers accuse each other of sabotaging sickness after drawing water from its azure oasis lake.
their crops. But could something else be to blame? When Without water from the lake, the city will collapse within
the kids investigate, they find tunnels dug under the earth to days. Is this corruption the sign of an ancient evil beneath
steal the crops. In the tunnels, they find large rat footprints the ground, or a more human corruption designed to wrest
(giant rats), but also even larger rat prints (ratlings). control of Al Ain from Qadra?

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Ratch (Brigand) Roger (Innkeeper’s Son)
While the good folk of the Vale work Enthusiastic but trouble-prone,
to build community, others give in Roger lives and works with his
to greed and laziness. family (Maeve and Yarrik) in
Ratch is the Vale’s resident villain. the Block and Tackle inn.
When he’s not lurking in the On busy nights at the inn,
Darkenwold waylaying travelers, Roger takes orders, delivers
he and his lackeys are filching food, and cleans up after
chickens, silverware, and worse excitable customers.
from remote farmsteads. What he lacks in coordination
Ratch and his band of he makes up for with his
reprobates operate from deep enthusiasm for his tasks.
in the Darkenwold. Their base When Roger’s not working in the
is the tumbledown ruin of a inn, he’s training archery, horse riding, and weapon
watchtower from a forgotten age. Ratch’s band have fighting, or learning history, writing, and reading.
cleared the debris from the ground floor of the tower, But Roger is younger that many of the Rivenshore kids,
and rebuilt a makeshift roof. Outside, their canvas tents and yearns to be included in their dangerous adventures.
and lean-tos are scattered around the clearing that Common phrases:
surrounds the broken tower. • “One day I’m gonna be an adventurer like you!”
Common phrases:
• “You’ll see, I’m just as good as the rest of youse!”
• “Damned interfering rascals, you’ll get yours!” • “I was a goner for sure!”
• “Come on you maggots, ‘ave at ‘em!”
• “Thank the gods youse came along!”
• “Back to the woods, quick!” Misadventure: Maeve comes to the kids, frantic; Roger’s
Bandit’s Den: Rangers have discovered Ratch’s hideout; the missing. As they investigate, they find his training sword and
ruined watchtower. Sheriff Walt has gathered all of the equipment missing. Investigating, the kids find that the
able-bodied adults for an assault on the watchtower. When watch officer in the east watchtower saw Roger heading
the Sheriff’s posse doesn’t return, it’s up to the kids to purposefully towards the Darkenwold. Maeve fears that
investigate. Roger is seeking to ‘prove himself’ to the rest of the kids.

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Saffie (Farm Girl) Ser Morten (Knight)
Saffie lives in a small While the Brecken Vale is off the
homestead in the isolated beaten tracks of the Varld, it’s
north of Hoydland. Here, not unusual for interlopers to
Saffie lives with her mother, visit the Vale.
father, and older brother Brin. Ser Anjon Morten has come to
Life on a farm in Hoydland is the Vale on the trail of a
hard. Since they were young, fearsome creature, a wyvern. He
Saffie and Brin have helped has been pursuing the beast for
raise the family’s livestock and years, since it took his wife from
tended their farm plot. him.
Kids raised outside of Weary from his endless pursuit,
Rivenshore miss out on town education and socialization, now more ordeal than quest, Ser
and speak with broad accents. And when Saffie gets Morten finds himself closer than ever to his quarry.
talking, she has a great deal to say, whatever the subject Astride his horse, Anjon questions the Rivenshore locals
or situation. for sightings of the wyvern, and implores the folk to join
Common phrases: him in pursuit of the beast.
• “Cor, what’re youse up to?” Common phrases:
• “This one time me brother Brin got bitten real bad by • “Commoners! Throw down your tools, take up your
a wolf and he ain’t been proper ever since then.” arms, and join me in avenging my murdered family!”
• “So out ina woods near where my place is there’s this • “Beautiful and terrible, evil incarnate.”
old lady who lives in a creepy hut but she’s okay I • “Scales and wings of black. And a heart twisted by
guess ‘cos she’s always got some nice soup and stories darkness.”
when I drop by even though some of the stories are Beastheart: A small hamlet is under siege from a terrifying
scary and the soup has weird bones in it...” beast, of wings, teeth, claws, and endless hunger. Assisted by
Sheep Rustlers: While her parents are away, leaving Saffie in Ser Morten, the kids track the wyvern to its lair. Yet, at the
charge, her family’s sheep have been stolen. With her parents last moment, as they have the fearsome creature laid low,
due to return, Saffie begs the kids to help recover the flock. Ser Morten will not let them fell the beast.

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Titus (Merchant) Walt (Sheriff)
The town of Rivenshore’s trade is Sheriff Walt is responsible for
largely arranged and profited by maintaining law and order in
Titus. Rivenshore and across the
The town’s most prominent wider Vale.
merchant, Titus is owner- As sheriff, Walt rosters karls
proprietor of the General to the town watch, he
Store. The General Store is appoints deputies to enforce
situated on the West Road, laws, and he gathers larger
not far from the Crossroads. forces when the town and
When he’s not at his store, Titus is surrounds are under threat.
either at his manor house just south-west of the In the absence of able-bodied
Crossroads, overseeing deliveries at his warehouse, or adults, the sheriff often calls on
travelling beyond the Vale to negotiate new trade routes. the kids to help deal with problems.
Common phrases: Walt lives in rooms above the Rivenshore’s watchhouse.
• “Robbery! I’m robbing myself with these prices!” The watchhouse’s ground floor is a simple office, while
• “It’s not personal, it’s just trade.” the basement has jail cells to hold local miscreants.
• “Look, but don’t touch! These are valuable items!” Common phrases:
• “If it exists in the Varld, I’ll get it for you. For the • “Kids, we need your help.”
right price.” • “We’ve heard naught from the Jarl in months.”
Road Agents: Two weeks ago, Titus sent an important • “Be careful, there are dangerous monsters about.”
wagon (protected by guards) to Forstlys, the town at the end Red River: Several members of the Rivenshore watch have
of the West Road. But he has not received word that the not returned from routine patrol into the Darkenwold. The
wagon has arrived, and he fears that raiders have waylaid sheriff can’t send any more officers of the watch after them,
the wagon on its journey. Titus and the Sheriff ask the kids for fear of leaving the town vulnerable to attack. In the
to scout along the road to see what’s become of the wagon. woods, the kids find the watch officers hiding up a tree,
Turns out Titus’ guards aren’t trustworthy, and actually driven there by vicious dire boars. Those boars have been
work for Ratch. corrupted by polluted water run-off from mountain mines.

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CULTURE AND CUSTOM Jarl
The place of the Brecken Vale in the wider Varld – its
Societal Structure identity, bounds, and stewardship – is directed by its
leader. This leader is the jarl.
The general population of the Brecken Vale are known as The Brecken Vale is formally led by a jarl – female or
karls, who are people of largely equal status. A few of male. While occupying the position, the jarl is the civil
these karls are elected, appointed, or volunteered to and military leader of the Vale.
specific roles, such as those of jarl, elder, or sheriff.
The jarl rules from Rivenshore, the heart of the Brecken
Karls Vale. Here, in the centre of the town is the Great Hall,
The karls are all of the people of the Brecken Vale. the home and seat of the jarl. The Great Hall was built
These are the residents of the Vale; be they cooks, around the lightning-stuck ruin of a massive oak tree, the
farmers, farriers, coopers, millers, miners, healers, stump that ancient residents of the Vale carved into the
soldiers, innkeepers, clerics, jarls, lumberaxes, fishers, splintered throne.
weavers, wheelwrights, shepherds, watch officers, In times of peace, the jarl leads from the splintered
trappers, gravediggers, tanners, butchers, cobblers, throne, appointing karls to official positions, making
merchants, battle masters, bakers, brewers, guards, long-term decisions, resolving disputes, and officiating
storytellers, rangers, soothsayers, wagon drivers, hunters, events such as feasts, festivals, weddings, namedays,
builders, blacksmiths, and furriers. solstices, and funerals.
It is from these folk – the karls – that the Vale’s jarl, The jarl’s judgments and decrees are law. If the jarl
elders, sheriff, and warriors are drawn. decides that no water should be drawn from a river, or
that a new settlement should be established, then these
decisions must be followed on threat of punishment.
In times of war, the jarl leads the Vale’s forces, whether
within the Vale and on far-reaching expeditions.
When a jarl retires or dies, the next jarl is elected by a
vote of the residents of the Vale. In these elections, the
candidates, normal karls, give a short speech about their
vision for the Vale. Following the speeches, the residents
clap, cheer, and stamp for their preferred candidate.

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The jarls of the Brecken Vale owe their featly to a distant
king; King Lucien of Grivland. In times of war, the
Vale’s soldiers are pledged to the king. In times of peace,
the Vale sends tribute to the king in return for continued
autonomy and independence.
The current and past jarls include:
• Jarl Othric (current Jarl)
• Jarl Roneth
• Jarl Frey
• Jarl Rethel
• Jarl Helgar
• Jarl Sif
• Jarl Rothgar (Lost King)
• Jarl Sim
• Jarl Shayda
• And more…
Elders
When a karl reaches a certain age, and demonstrates their
wisdom through the rigors of experience and sharing
sound advice, the jarl may ask them (or direct them) to
join the Council of Elders.
The jarl calls on the Council of Elders to advise them on
difficult matters; the decision to pledge the Vale’s
warriors to a distant battle, the appropriate resolution for
an ambiguous dispute, or the possible impacts of an
important decision. In these situations, the jarl is not
necessarily obliged to take the Elders’ advice, but a wise
jarl always listens closely and trusts their own instincts.

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In crimes against the state, where someone disobeys and
Law and Order edict, or avoids taxes, tithes, or tariffs, the punishment
The people of the Vale are bound by a set of laws that may be different. These may be punished through fines,
regulate their behavior, and proscribe punishments or forfeiture of assets, or possibly the removal of citizenship
restitution for transgressions. and the protection of the state.
Law Law Enforcement
The Brecken Vale operates under a common law system, Laws are useless without people to enforce them. And
where these laws basically break down to: the people of the Vale are vulnerable to opportunistic
• Crimes against a person (assault, murder) predators when their most able warriors are absent.
• Property crimes (theft, damage) To enforce the law and protect the people of the Vale, a
• Crimes against the state (disobeying edicts, pay taxes) number of law enforcement officers are employed.
If a transgression is not covered by these common laws, These officers include:
or deemed to have some special circumstances, it might • Sheriff: Appointed by the jarl and responsible for
escalate to the Council of Elders or the jarl to adjudicate enforcing laws, judging cases, dispensing justice,
the situation. In this situation, those bodies become collecting taxes and tithes, and authorizing deputies.
courts and juries. • Deputies: Karls with temporary or ongoing delegated
Justice authority from the sheriff. The sheriff might engage
permanent deputies to help perform the duties of the
Once the sheriff, jarl, or elders have decided that a law
office (such as collecting taxes from distant
has been broken, they must decide the punishment.
homesteads). In other situations, the sheriff may
In some cases, such as property crimes, this may require temporarily deputize karls to perform short term
restitution. For example, theft may require the thief to functions (such as a posse to chase down outlaws).
repay or work off the debt.
• Watch: The sheriff may designate karls as a limited
In more serious cases, such as crimes against people, the type of deputy, an officer of the watch. These watch
punishment may be more severe. For example, criminals officers have fewer powers than full deputies, mainly
may be punished with whipping, branding, impairment, having power to enforce the law, but not to dispense
or – in the most serious cases – capital punishment. justice. In practice, these watch officers occupy
These punishments might be combined with outlawry Rivenshore’s watchtowers, or patrol strife-torn areas.
(removal of protection) and banishment of the criminal.

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Taxes, Tributes, Tariffs, and Toil Calendar and Festivals
The Brecken Vale, like most agricultural societies, Over eons, the societies of the Varld have organized their
operates on a series of collective payments that includes: lives around the passage of the sun. The Varld orbits its
• Taxes are wealth paid to support the Vale sun every 365 days. Its axial tilt gives seasons where parts
• Tributes are paid to Grivland, the Vale’s liege state of the Varld are exposed more or less to the sun.
• Tariffs are levied on goods coming into the Vale Months
• Toil is work done by decree of the jarl In the Brecken Vale and surrounds, the year is split up
Taxes into eight months, each forty-five days long. The
Each land-holding karl owes the Vale an annual tax. This remaining days are given to the five major festivals
tax is equal to 10% of the annual income of rural throughout the year, and do not count as weekdays.
properties, and 15% of annual income for town The eight months are:
properties. The tax is paid in grain or gold, and funds the 1. Einery (late winter)
upkeep, protection, and development of the Vale. 2. Twiyery (early spring)
Tributes 3. Prirery (late spring)
Every four years, the Vale levies a tribute that is paid in 4. Fjorery (early summer)
homage to the kingdom Grivland. This payment is equal 5. Fimmery (late summer)
to a karl’s normal annual tax dues. 6. Stexery (early fall)
Tariffs 7. Sjauery (late fall)
When independent traders or local merchants import 8. Attery (early winter)
goods for sale, they are levied a tariff of 10% of the value The first month (Einery) begins the day after the winter
of those goods. solstice festival, Yulesday. Similarly, the fifth month
(Fimmery) begins the day after the summer solstice
Toil
festival Lithasday.
By decree, the jarl can require toil from all able-bodied
karls. Toil is used in special projects that go beyond the
normal activities of the running the Vale. For example,
toil was decreed to rebuild the Camarva bridge when it
was washed out by a flood.
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Weeks and Days Yearly Calendar
Each month is divided into five weeks of nine days. 1. Einery Winter
These nine-day weeks begin with two workdays, followed 2. Twiyery
by Midmarketday and a rest day, then two more Ostarasday Festival Spring
workdays, followed by Marketday and a rest day, and 3. Prirery
finally Odinsday, a third day of rest and observance.
4. Fjorery
1. Bragisday Working day
Lithasday Festival Summer
2. Helasday Working day
5. Fimmery
3. Gefjonsday Local market day or working day
6. Stexery
4. Tyrsday Rest day dedicated to training
Mabonsday Festival Fall
5. Fullasday Working day
7. Sjauery
6. Forsetisday Working day
7. Gnarsday Regional market day or working day Hallowseve Festival
8. Loriensday Rest day dedicated to the household 8. Attery Winter
9. Odinsday Rest and observance day Yulesday Festival

Festivals
The Brecken Vale and surrounding countries celebrate
five major festivals throughout the year.
Four of these are the solstices:
• Ostarasday – Spring Festival
• Lithasday – Midsummer Festival
• Mabonsday – Fall Festival
• Yulesday – Midwinter Festival
The final festival day takes place at the start of winter,
and is dedicated to the veneration of the dead and
appeasement of disturbed spirits:
• Hallowseve – Festival of the dead

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Deities of the Brecken Vale Bragi (Minstrel)
Symbol: Lute
Odin (Father) Bragi is the younger brother of Tyr. He’s the family’s
Symbol: Circle with four smaller circles inside it singer and storyteller. He chronicles the exploits of the
Odin, also known as Odin-Father or the All-Father, is gods in songs, verse, and tale. He is the patron deity of
the overgod of the Vale’s pantheon. The rest of the gods minstrels and entertainers, across the realm.
are said to be Odin’s dysfunctional family. Invoking Bragi:
Invoking Odin: • “Bragi, grease my tongue, and sharpen my wit.”
• “Merciful all-father, favor us this day.”
Forseti (Sage)
Lorien (Mother) Symbol: Sunrise
Symbol: Flame Amongst the pantheon of the Brecken Vale, Forseti is the
Lorien, the All-Mother, is the goddess of strong families wisest, the most truthful, and the most patient. Mostly,
and safe homes. She sits at Odin’s side and moderates his Forseti is tranquil and watchful. Yet when she speaks,
excesses. While Odin is the head of the pantheon, Lorien she speaks the truth, though the truth of her sage words
equals and balances him with her wise counsel. But like may not be immediately apparent.
all mothers, Lorien’s burden is sadness. The sadness of Invoking Forseti:
loss, of absence, of farewells. • “Sister Forseti, I beseech you for guidance this day.”
Invoking Lorien:
Gefjon (Farmer)
• “Mother Lorien, keep our hearth lit and larder full.”
Symbol: Grain
Tyr (Warrior) When winter breaks across the Brecken Vale, the
Symbol: Shield snowmelt feeds brimming streams. At this moment, the
Tyr is the god of courage, strength, and warfare. When Vale’s karls seek favor from Gefjon. They implore
wielding his shield, Tyr is said to be invincible in battle. Gefjon for strong sunshine, timely rains, and to hold off
Tyr is slow to anger, but formidable when provoked. frosts until the harvest is in from the fields.
Invoking Tyr: Invoking Gefjon:
• “Tyr’s courage goes with you.” • “Gefjon’s favor shines on those who honor him.”

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Fulla (Maiden) Var (Deranged)
Symbol: Flower Symbol: Thunderbolt
As the living embodiment of fertility and love, Fulla is In times of troubles, Var takes us with her anger, her
represented as an idealized woman in words, songs, and rage, her delirium. Warriors pledge themselves, seeking
drawings. Fresh-faced lovers seek Fulla’s blessing for Var’s fury. Mourners wail with Var’s despair. Outcasts
their union and to grant them healthy offspring. are touched with Var’s delusion.
Invoking Fulla: Invoking Var:
• “Fulla drew them together, in her wisdom.” • “T’weren’t me that did it, Var took hold of me.”
Gnar (Traveler) Lupon (Trickster)
Symbol: Wheel Symbol: Die
When karls set out on long journeys or undertake deep Wherever Lupon goes, chaos results. When you have
endeavors, they say a prayer to Gnar. Gnar is endlessly Lupon’s favor, fortune follows you. If you draw Lupon’s
inquisitive, he is the patron of journeys, exploration, and scorn, then bane befalls you. While Lupon’s family treat
knowledge. him with mild bemusement, his attentions can have
Invoking Gnar: devastating or life-changing impacts on normal folk.
• “He’s got Gnar’s feet that one. Won’t be long before Invoking Lupon:
he’s taken off on some adventure.” • “Lupon roll for me.”
Hela (Widow)
Symbol: Crescent
When age, sickness, and decay are upon us, it is Hela who
walks alongside us. Hela, shrouded in black, sits alone at
the great table. Her brothers and sisters shun her. But in
the end, all end up seated next to her for their final
journey.
Invoking Hela:
• “Hela approaches.”

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GEOGRAPHY Surrounds
The Brecken Vale lies at the southern edge of a large
From the highest peaks of the Druinhowe Mountains,
continent. This continent, and its outlying islands, are
the Varld stretches to the horizon and beyond.
the known lands of the Varld.
Drexanathon, the great gold dragon, takes wing and beats
To the south of the Brecken Vale is the Ice-Bound Sea,
high into a cloudless sky.
the Varld’s southern polar sea. To the east and west of
He turns south, following the peaks of the mountain
the Vale are vast tracts of fertile lands, interspersed with
range, Grivland off his left wing, the Brecken Vale off his
mountain ranges, and split by ocean inlets.
right wing. Before long the wide arc of Brecken Bay is
North of the Brecken Vale lies the wide swath of desert
off his right, the land beneath him a murky swamp,
lands, known here as Havahitt.
Drexanathon glides across the wind-swept crags of Spyd
Intrepid travelers tell tales of lands even farther north,
Peninsula, then out over the roiling and crashing waves of
where thick jungles steam under a sun that burns directly
the Ice-Bound Sea. Below him, the huge waves explode
overhead.
against towering icebergs.
The dragon banks to the right, heading west across the
dark seas, and then banks right again, to the north. Its
shadow falls over the coastline as it flies above and
expansive land of forests and hills and rivers and fields.
The great beast’s wings shiver as updrafts fill its leathery
membranes. It lofts up above the Druinhowe Mountains
again, this time over the farthest western ridgeline. The
fertile eastern lands recede as the land rises.
Drexanathon skims the length of the western range,
reaching an elevated northern plateau of desiccated white
sand, Havahitt. Finally, the dragon’s course turns west
over the western plains, Sletteland.
Drexnathon beats tirelessly over the boundless slette.
Looking south, the grasslands stretch to frozen tundra.
Looking north, savanna and scrubland.

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CLIMATE Arid
To the north of the Brecken Vale, the land becomes arid,
The climatic regions of the Varld generally occur in
dry, and inhospitable.
latitudinal bands; cold at the poles, hotter at the equator.
This area region is savanna and desert. Elevated areas of
In the region around the Brecken Vale, the climate is
this arid zone may see snow in winter. However, the
warmer to the north, and colder to the south.
lowland areas have low rainfall, making them unsuitable
Polar for farming and cultivation.
The Ice-Bound Sea is the southern polar region of the Tropical
Varld.
Traveling beyond the arid zone, the sun’s zenith rises
Temperatures plunge as ships travel south. These seas are
near the equator, the climate becomes more tropical.
thick with icebergs. Relentless westerly winds churn the
Here, the traveler is challenged by thick jungle and
seas and turn spray into dagger-like sleet.
rainforests, and humid oppressive atmosphere. Unlike
Temperate the Brecken Vale, these equatorial regions have just two
seasons; wet and dry.
The Brecken Vale and the land to the west and east are
temperate regions.
The natural terrain here is verdant forest or grassland. In
settled areas, the forests have been cleared and given to
farmland and pasture. These areas are snow-covered in
winter, but mild and sunny enough for agriculture in the
spring, summer, and fall.

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LINEAGES OF THE VALE Dwarves
Dwarves are sturdy and stout humanoids. They generally
The lands of Brecken Vale and its surrounds are home to
stand 4ft - 5ft tall and live beyond 100 years.
a wide range of peoples; including ubiquitous humans,
graceful elves, stoic dwarves, and secretive forestfolk. • Homelands: Druinhowe Mountains
• Prevalence: Uncommon
Dragonkin outside Druinhowe Mountains
Dragonkin are robust humanoids Dwarves typically live in
of dragon lineage. They generally underground vaults and halls, and
stand 6ft tall and live 50 - 80 years. are known for their skills as
• Homelands: Havahitt miners and metalworkers.
• Prevalence: Rare outside The dwarves of the Brecken Vale
Havahitt region keep mainly to their own
communities deep in the rock
While the residents of the Vale
of the north-eastern ranges of
don’t know of any dragonkin
the Druinhowe Mountains.
communities in the valley, they are
infrequent visitors. The sight of When dwarves venture from their halls, it is for trade, to
dragonkin in the Vale (whether broker alliances, or – more rarely – for adventure.
travelling in a trade caravan, From their deep mountain redoubts, the dwarf clans
adventuring party, or as an trade north into Havahitt, east into Grivland, and south-
emissary from Havahitt) is west into the Vale. In each of these places, the dwarves
sure to draw gawking onlookers and slack-jawed children. are uncommon, but welcome, visitors. The Druinhowe
The closest dragonkin enclaves are in Havahitt, to the dwarves’ metalwork (weapons, armor, mechanisms, and
north of the Brecken Vale. In Havahitt, the dragonkin tools) is highly sought-after across the Varld.
live in nomadic groups that range across the desert sands, The dwarves live in uneasy proximity to the elves and
and in settled communities like the Al Ain oasis city. In forest-folk of the Darkenwold. The forest-dwellers
their homelands dragonkin do not warrant a second bristle at the dwarves’ ventures into the forest for
glance. materials for their metalwork.

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Elves Deep Elves
Deep elves live in the underdark.
Elves are lithe humanoids. They generally stand 5ft - 6ft
tall, and live well beyond 100 years. • Homelands: Underdark
Elves’ ancient lineage is woven with strands of fey folk • Prevalence: Rare outside the underdark
and mortal humanoids. Now, elves live in the twilight Deep under the Varld stretches the underdark, an
between the feylands and the mortal world. interconnected complex of caves, vaults, chambers. This
alien environment is the home of deep elves, a branch of
Forest Elves the elvish line that split eons ago. Little is known about
Forest elves reside in primal places; usually deep forests the deep elves as they are rarely seen above ground.
and woods.
• Homelands: Darkenwold
• Prevalence: Uncommon outside Darkenwold
The forest elves of the Brecken Vale reside in enclaves
deep in the Darkenwold, where they live alongside the
forest-folk, primal beasts, and ancient noble creatures.
Residents of Willowsdell report sightings of elves in the
Deepwood. Whether these sightings are evidence of
until-now unknown elvish enclaves, or elves walking the
fey-roads, is a subject of much discussion and curiosity.
The Vale’s forest elves are infrequently seen outside of
the Darkenwold. The residents of Rivenshore flock to
the town square when emissaries emerge from the
Darkenwold to meet with the jarl and the Vale’s Council
of Elders. These meetings are followed by a feast.
Some rebellious or adventurous young elves leave their
enclaves to explore the world and make a name for
themselves. Such elves might join other youngsters as
they fight the forces of chaos and evil.

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Forest-Folk Froglings
Forest-folk are small humanoids of animal lineage. They Froglings are amphibious humanoids. They generally
generally stand 2ft - 3ft tall and live 20 - 30 years. stand 5ft - 6ft tall and live 30 - 40 years.
• Homelands: Darkenwold and • Homelands: Myrland
Deepwood • Prevalence: Rare outside Myrland
• Prevalence: Rare outside In the swampy mire of Myrland –
Darkenwold and the Singing Swamp – are the
Deepwood underwater lodges, elevated
Forest-folk are a range of platforms, and stilt houses of the
lineages, each descended region’s frogling pods.
from animal ancestors; Where other Vale communities
mouse, ferret, shrew, have friendly or workable
turtle, fox, squirrel, relationships with their
turtle, wombat, ocelot, neighbors, froglings are actively
otter, and rat. hostile to people who encroach
Forest-folk live in hidden communities deep in their on their territory. They strike out
forest homes. For forest-folk, the forest is their entire from their swamp to attack homesteads built too close
world. Here, these small folk live full lives from litter to and ambush travelers passing through the swamp.
grave, each life filled with excitement, loves, loss, Froglings share their Myrland home with blackscale
adventures, dangers, friendships, rivalries, and lizardkin. These two communities are locked in a tense
opportunities. stand-off, with frequent skirmishes.
The forest is not solely the domain of the forest-folk. Because of frogling’s aggressive reputation, other people
They share the forest with others of their stature, flee or confront froglings whenever they encounter them
including both friends and foes (usually foxlings and in the wider Vale. The communities of the wider Vale
ratlings). And they share the forest with forest elves, repel their raids, but otherwise tend to avoid contact with
whose fey grace and longevity make them almost as gods froglings, rather than moving against them to thwart
compared to their smaller forest kin. their aggression.

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Halflings Humans
Halflings are diminutive humanoids who live in halfling Humans are ubiquitous and resilient
villages and in communities alongside other lineages. humanoids. They generally stand
They generally stand 4ft - 5ft tall, and live beyond 100 5ft - 6ft tall and live 50 - 70 years.
years. • Homelands: Brecken Vale,
• Homelands: Brecken Vale Drageskygge, Havahitt,
• Prevalence: Uncommon outside Grivland
the Brecken Vale • Prevalence: Common across
Halflings are mostly the known Varld
found in the Brecken Humans’ short longevity and
Vale, and are less early maturity gives them a
common elsewhere. unique advantage; they breed
In the Vale, quiet rapidly and spread quickly.
halflings tend to live in Due to their explosive population
their traditional rustic growth, adaptability, expansiveness, and adventurousness,
villages, while their humans have spread across the Brecken Vale,
outgoing and sociable Drageskygge, Grivland, Havahitt, and beyond. In most
members live in larger villages and towns. regions, humans live amiably alongside other lineages;
In the isolated dells and valleys of the Brecken Vale lie halflings in the Vale and dragonkin in Havahitt.
untouched halfling villages. These villages are pastoral Wherever they go, humans prefer to live in settled
communities, where halfling folk live as they have for communities; from small villages to bustling cities. In
generations. rare cases, individuals or family groups live apart from the
In towns like Rivenshore, halflings are as much members larger communities, but even these loners usually
of the community as their human kinfolk. Here, they are maintain links with the rest of their kind.
innkeepers, traders, hunters, sheriffs, guards, and any Young humans often leave their communities in rites of
other job that matches their aptitudes. passage where they test themselves against the dangers
Even more adventurous halflings set out beyond the Vale, and challenges of the wider world.
exploring the Varld in their own unique way.

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Lizardkin Orcs
Lizardkin are humanoids of draconic lineage. Orcs are sturdy and robust
They generally stand 5ft - 6ft tall and live humanoids. They generally stand
40 - 60 years. 6ft tall and live 80 - 100 years.
• Homelands: Deepwood, Myrland, • Homelands: Sletteland
Druinhowe Mountains • Prevalence: Uncommon
• Prevalence: Rare outside outside Sletteland
their homelands The vast windswept plains of
Lizardkin live in tribes of Sletteland are home to the
twenty to thirty individuals, majority of orcs in the known
located far from the larger Varld; the Slettelords.
settlements. There are three The Slettelord clans vary across
types of lizardkin in the Brecken the plains, from small nomadic
Vale; greenscale, blackscale, and family groups to large clans that
dragonscale. live in steadings of several
Greenscale lizardkin are characterized by their green- hundred individuals.
tinged scales, adapted for living in forests. Greenskin Slettelord society is based around clan groups, each led by
lizardkin are found in Deepwood. a chief and made up of related and affiliated individuals.
Blackscale lizardkin are characterized by their dark-green These clan groups are almost exclusively orcish, though it
scales, to better blend into swampy environments. is not unusual to see dragonkin, humans, and halflings
Blackscale tribes are found in Myrland. living as full clan members.
Dragonscale lizardkin dwell in mountainous regions, Beyond the plains of Sletteland, orcs are notable when
including the entire range of the Druinhowe Mountains. they travel; for adventure, trade, or diplomacy. Local
Their sandy scales blend with their rocky environment. folk are often taken aback by the orcs’ imposing size,
Lizardkin tend to avoid contact with other groups, which is further enhanced by their similarly huge horses.
whether fearing for their own safety or due to others’ fear In orcish society, young orcs often leave the relative
of them. safety and structure of their clan to explore the wider
world and forge their own identity.

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FACTIONS OF THE VALE Brigands
Brigands usually operate in small autonomous outlaw
From the distant viewpoint of a dragon soaring high
bands. The members of these bands have fallen (or been
above mountains, forests, and farmland, the Brecken Vale
pushed) from the structures of normal community.
might seem peaceful and unified.
Through anger, resentment, and spite, brigand gang
At this height, you may never know that down below the members decide that they’re owed a debt that is theirs to
forces of law and chaos scheme and clash. But the clues take by force.
are there; a thick pall of smoke from a burning
Most brigands operate in small groups, from a solo
homestead, a phalanx of marching soldiers, a fleeting
operator to bands of ten or more. These groups are
glimpse of a lone scout moving across the landscape, or a
fiercely territorial, and react with fury if other brigands
dark tangle of blighted forest amid the verdant green.
encroach on their domain. The exception to these
These signs of strife could be the work of petty disputes operating methods is Drageskygge, the lawless region
or individual mischief, but often they are the evidence of where brigand bands coexist in a constant turmoil of
larger forces at work. Such forces take many forms and petty rivalries and turf wars.
functions, and some build enough power and motivation
In practice, brigand bands take many forms; road agents
to grow into a faction; a group coherent and purposeful
who lie in wait for travelers on byways, raiders who strike
enough to leave a mark on the Varld.
isolated homesteads, rustlers who steal livestock, burglars
Each of the Vale’s many factions has its own goals, who enter and rob houses under the shroud of darkness,
members, methods, enemies, and alliances. and hijackers who make off when entire trade wagons.
The factions vary greatly; the common folk (farmers and Whatever their form, brigands usually seek to steal from
townsfolk) who share a simple unspoken bond of their targets, and refusal or resistance elicits violence.
solidarity, the outlaws (pirates and brigands) whose anger Brigands, understandably, accumulate enemies. Town
and greed set them against the Varld, the establishment and city watch officers are on the look-out for their kind,
(nobles, armies, and town watch) who strive to maintain wagon train guards are employed to protect their
and propagate their order across the Varld, and the companions from brigands, farmers and townsfolk live
cultists (dragon and hydra worshipers) who work in on constant alert waiting for the day when their place is
secret to unleash powerful entities on the Varld. targeted for thievery. Sometimes brigands also work for
corrupt authorities or individuals, doing covert work
their employers are unable or unwilling to do themselves.
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City Guard Beyond the walls of their city, the city guard works with
the town watch of the towns and villages across their
The larger cities of the Varld, notably the capital of region. Further afield, larger regions have standing
Grivland and the oasis city of Al Ain, employ armies that they city guard corps would work alongside.
professional guards in an organized city guard. These Grivland is one such region large enough to have a
guard companies are responsible for maintaining law and substantial standing army, as well as a royal guard
order in the city and for regulating commercial activity. dedicated to the safety of the royal family.
City guards have many roles and responsibilities. They
stand station at the gates and entrances of cities to check Commoners
traffic entering or leaving the city, they patrol the city Unlike many of the other factions, commoners represent
walls vigilantly watching for external threats, they make an informal and unstructured faction. These common
rounds of the city’s streets to dissuade local criminals folk are the farmers, townsfolk, herders, drivers, fishers,
from their trade, they monitor large markets and festivals laborers, smiths, farriers, and the like.
to ensure order and safety, they investigate petty and For these common folk, their goal is usually to maintain
serious crimes to bring offenders to justice, and they and protect their current station, and to strengthen and
incarcerate and rehabilitate criminals. In times of strife, protect the situation of their wider community. This
the city guard is deployed to protect the city against takes many forms; sharing crops in hard times, helping
attack, and might be incorporated into a larger army. neighbors with harvest and herding, coming to a
For many people a job in the city guard is reliable, honest neighbor’s defense when threatened by beasts or
work, with no small amount of risk. The ranks of the banditry, or nudging young adults into each other’s paths
city guard include ordinary folk, retired adventurers, to strengthen family bonds.
veteran soldiers, reformed criminals, and former wayward Commoners have familiar enemies; roaming bandits who
children. But the guard is not immune to darker see them as easy targets, local lords and jarls who demand
influences, as the job’s authority and potential for excessive tithes, taxes, and toil, inclement weather that
violence can attract brutal thugs and corrupt miscreants. wipes out vital annual crops, and ferocious beasts that
The city guard work for the leaders of their city, be that a prey on their livestock.
king, a mayor, a council, or an organization. In this role,
the city guard works to maintain the status quo, but can
find themselves pawns in the corruption and misconduct
of their superiors.

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Cult of Hydraxis Dragon Cultists
For a hundred years, the great hydra Hydraxis has The members of the Dragon
slumbered. Sleeping. Recuperating. Rebuilding its Cult seek to return control
power. Now, the great one’s power again ripples across of Grivland to its rightful
the Vale and beyond. heirs, the line of Dragon
In dark halls and forgotten shrines, the Cult of Hydraxis Kings, and to once again
recruits new members. These cultists believe that bring dragons under their
Hydraxis – the eater of the future – will soon rise to control.
usher in the end of the world. The cult recruits common The leaders of the Dragon
folk who are seduced by Hydraxis’ power and promises Cult are rumored to be Queen
of elevated position in the new world. Isabel and Prince Elija of Grivland,
In wild and primal places, draconic creatures like as well as their close allies. Notably, King Lucien does
lizardkin and kobolds also feel the pull of Hydraxis’ not appear to be aware of his wife and son’s plans.
power. Lizardkin clans are split between those that wish Beyond its leadership, the Dragon Cult’s members are
to support Hydraxis’ rise and those that see dangers and drawn from Elija and Isabel’s personal guard, as well as
destruction in the hydra’s return. Kobolds, unlike the nobles and common folk who have felt the irresistible
Lizardkin, lack complex reasoning and act on more basic pull of the dragons’ power.
instincts to help Hydraxis. To bring their plan to fruition, the Dragon Cult works
From across the Varld, the members of the Cult of with unruly kobolds and other draconic creatures to find
Hydraxis and its draconic allies converge on the Brecken or steal dragon eggs, which they plan to hatch. Once
Vale. These groups, be they kobold bands, lizardkin hatched, the Dragon Cult plan to raise the dragons under
clans, or cult chapters, search the Vale’s deep forests for their command, giving them a weapon more fearsome and
Hydraxis. These groups believe they will discover terrible than any army the Varld can muster.
Hydraxis in a ruined temple somewhere in the Vale. The Dragon Cult works in secret as its plans threaten the
The Cult of Hydraxis operates in secrecy and has (so far) power of Grivland’s king, as well as the freedom and
managed to evade exposure to the leaders of the Brecken autonomy of all of the regions around Grivland. When
Vale and surrounding regions. But as their activities discovered or exposed, the Dragon Cult’s members often
intensify, it’s only a matter of time before the cult’s offer for people to recognize their power and join the
activities are discovered. cult; those who decline are dealt with mercilessly.

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Nature Protectors Town Watch
Beyond the memory of even its oldest residents, the Once a settlement becomes large enough, its residents
Brecken Vale was blanketed in thick forest. In time, and leaders usually realize that it needs structures to
humans, halflings, dwarves, and others came and cleared maintain law and order. This is first usually the
sections of land for small settlements. Over the eons, appointment of a sheriff by the town’s leadership.
tree after tree fell, and the great forests shrank. The sheriff is a single individual who’s responsible for the
Inside these forests quiet creatures lived close to nature, town’s law. After the sheriff, the next step is to raise a
elves and their forest-folk brethren. With each tree, their town watch. In small settlements, this job falls to the
domain shrank; pressing the forest’s inhabitants closer town’s residents, who volunteer or roster for the watch
and closer together, and raising tensions and conflict. duties, usually under the direction of the sheriff.
During the reign of one of Rivenshore’s first jarls, they Much like the larger and professional city guard, the town
received a surprising visit; emissaries from the watch is responsible for law and order in their settlement.
Darkenwold. This group of elves, mouselings, However, given that town watches operate in smaller
shrewlings, turtlefolk, and others demanded an end to settlements with a mostly volunteer force, they are more
encroachment on their land. No more would they constrained then a full city guard. In these
tolerate the destruction and pillage of their forest home. circumstances, the town watch focuses on specific duties
Together, they reached an accord; the two great forests and activities; they roster a night watch each evening to
were reserved for nature, beyond the human domain. protect their settlement and they appoint temporary or
Since this historic accord, the nature protectors of the permanent deputies when needed for other activities.
Darkenwold and the Deepwood have watched and The town watch’s patrols are defense against brigands
repelled encroachment into the forests. and similar criminals. Comparatively, the town watch
But still, there are those that see the forests as theirs to can also be called to respond to petty arguments that
use. Brigands secret themselves in the forests as they escalate into dangerous feuds.
range out in pursuit of their nefarious ends and cultists Beyond their law and order duties, the town watch may
venture into the forest in search of ancient powers. be called on for other jobs, such as fighting fires,
Awakened; the nature protectors work to repel these wrangling wild livestock, forming search parties, and
threats. Yet sometimes the threats are too powerful for responding to disasters and emergences.
the forest’s protectors, and they call on humankind to
fulfill their pledge to protect the forests.
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VALE ENCOUNTERS Encounter Elaborations
These elaborations offer complications and unique
When travelling across the Vale and beyond, the heroes
circumstances to add interest and depth to encounters.
meet different types of monsters, animals, hazards, and
2. Anomalous: Roll on a different random table and use
people, depending on the environment.
that result instead.
The lists below generate random encounters appropriate
3. Friendly: The creatures are friendly, perhaps
for different environments and take into account the
uncharacteristically so.
relative probability of each creature’s appearance.
4. Aftermath: The heroes come upon the aftermath of
These tables focus on hostile encounters, but you can
an encounter involving the creatures, for good or ill.
ignore or modify these to make role-playing encounters.
5. Injured: The creatures are injured, under strength.
Using Random Encounter Tables 6. Ambushed: The heroes are observed, ambushed or
To generate a random encounter, first identify the surprised by the creatures they encounter.
environment in which the heroes are travelling: 7. Hostile: The creatures are actively and outright
hostile, even if they should be otherwise friendly.
• Aquatic • Forest
8. Surprised: The heroes come across creatures without
• Cave • Mountain
those creatures noticing them, such as noticing the
• Cemetery • Swamp
creatures from a distance or coming across the
• City • Tomb creatures unobserved.
• Desert • Town 9. Outmatched: The encountered creatures vastly
• Farmland outmatch or outnumber the heroes.
Next, roll 2d6 (two six-sided dice), total the results, and 10. Helpless: The creatures are unable to defend
compare the results to the numbered list of encounters. themselves, such as separated from their weapons, or
If you don’t like the result, choose another! physically separated from the heroes.
To further complicate the encounter, you can roll on (or 11. Deceptive: The creatures are not what they appear,
select from) the Encounter Elaborations table and disguised, misidentified, miscounted, or hidden.
incorporate that elaboration into the encounter. 12. Combined: Roll again on the original encounter
Finally, consider how other factors – such as the time of table and combine both results into one encounter.
day or story situation – might alter the encounter.
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Aquatic Encounters Cemetery Encounters
Dark waters heave into crashing waves and sleeting spray: Headstones and mausoleums rise above blanketing fog:
2. Sea Monster 2. Mummies
3. Beguiler, Deep 3. Ghost
4. Elemental, Water 4. Cultists
5. Pirates 5. Zombies
6. Water Beasts 6. Skeletons
7. Commoners (fishers) 7. Bats
8. Water Beasts 8. Brigands
9. Pirates 9. Rats, Giant
10. Hazard (storm, swell) 10. Gargoyle
11. Trap (decoy boat, explosive jetsam, floating net) 11. Wraith
12. Sea Monster 12. Coot/Crone

Cave Encounters City Encounters


Within the yawning entrance lie treacherous tunnels: Crooked houses lean over tight streets inside stone walls:
2. Wyvern 2. Gladiators
3. Hazard (cave-in, deep chasm, lava chasm) 3. Cultists
4. Slimes 4. Guards (city watch, militia, army, mercenaries)
5. Skeletons 5. Hazards (runaway cart, barrel-lanche)
6. Bats 6. Commoners (beggars, orphans, nobles, merchants)
7. Rats, Giant 7. Brigands
8. Spiders, Giant 8. Commoners (beggars, orphans, nobles, merchants)
9. Kobolds 9. Hazards (runaway cart, barrel-lanche)
10. Trap (pit trap, noise trap, net trap) 10. Guards (city watch, militia, army, mercenaries)
11. Spider Queen 11. Cultists
12. Dragon 12. Gladiators
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Desert Encounters Forest Encounters
Deceptive mirages and shifting sands hide perilous foes: Dappled forest floors are home to primal creatures:
2. Mummy 2. Lizardkin (greenskin)
3. Cultists 3. Goblins
4. Commoners 4. Spiders, Giant
5. Hazard (fech-fech, mirage, heat, sandstorm, tornado) 5. Snake, Giant
6. Guards (caravan guards, scouts) 6. Boar
7. Brigands 7. Wolves
8. Gladiators 8. Brigands
9. Trap (rock-fall, poison well) 9. Trap (log fall, pit trap, snare)
10. Scorpions, Giant 10. Hazard
11. Snakes, Giant 11. Cultists
12. Elemental (Air, Earth, Sand) 12. Guards (ranger scouts)

Farmland Encounters Mountain Encounters


Lonely homesteads punctuate rolling patchwork fields: Clouds blanket mountain passes and switchback tracks:
2. Wyvern 2. Wyvern
3. Coot/Crone 3. Giants
4. Goblins 4. Tengu
5. Wolves 5. Cultists
6. Brigands 6. Kobolds
7. Commoners (farmers, travelers, pilgrims, merchants) 7. Brigands
8. Farm animals 8. Goblins
9. Guards (local militia, scouts) 9. Guards
10. Hazards (farm animals, flooded road, stampede) 10. Lizardkin (dragonscale)
11. Knights 11. Knights
12. Dragon 12. Dragons
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Swamp Encounters Town Encounters
Sodden soil gives way to mist-shrouded swamps: Dusty streets echo with ringing anvils and market criers:
2. Coot/Crone 2. Cultists
3. Lizardkin (blackscale) 3. Knights
4. Slimes 4. Brigands
5. Traps (barrier trap, collapsing platform) 5. Hazard (runaway cart, barrel-lanche)
6. Brigands 6. Commoners (farmers, orphan, traders, merchants)
7. Water Beasts 7. Guards (town watch, militia, scouts)
8. Froglings 8. Commoners (farmers, orphans, traders, merchants)
9. Snakes 9. Hazard (runaway cart, barrel-lanche)
10. Hazards (swamp gas, mire) 10. Brigands
11. Commoners (pilgrims, travelers, farmers) 11. Gladiators
12. Cultists 12. Coot/Crone

Tomb Encounters
Behind ancient doors lie traps, wards, and restless spirits:
2. Helm Knight
3. Ghost
4. Skeletons
5. Spiders, Giant
6. Rats, Giant
7. Bats
8. Flaming Skull
9. Zombies
10. Traps (pit trap, noise trap, net trap)
11. Wraith
12. Mummies
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BRECKEN VALE Tomb of the Lost King
On the night of the dead moon, the kids are woken by

CAMPAIGNS
the ghost of their clan's lost king, Rothgar. The lost king
challenges the kids to enter his tomb and recover his
greatest treasure.
Adventures in Rivenshore Under the dead moon, the kids battle through the
From a very young age, the kids of the Brecken Vale train cemetery’s undead denizens, and then venture into
with sword, guile, bow, and magic to defend the Vale. Rothgar’s tomb. Inside the tomb they face puzzles,
And even before they are officially assigned watch and challenges, and guardians before facing its final challenge:
guard duties, they find themselves (and get themselves) Rothgar’s ghost.
into all manner of scrapes and hijinks.
Darkness Neath Rivenshore
Basement O’ Rats When the well in Rivenshore’s market square runs dry, a
The kids are enjoying a traditional family dinner at the child’s pleas for help echo from the dry shaft.
Block and Tackle inn when Maeve – the inn’s proprietor The kids descend into the well and find the wall broken, a
– bursts into the room, distraught. Her son Roger has tunnel leading into ruins long-buried beneath Rivenshore.
been carried off by the seriously large rats that have Here they discover ancient cisterns and tunnels, overrun
overrun the inn’s basement. by mutant slime creatures.
The kids take up their weapons and head into the They follow the calls for help from the lost child, Emon,
basement, where they discover a tunnel that leads into and find him in an ancient fountain chamber, where they
the rats’ den. They move through the den, fighting off face a final oversized slime beast.
the rats, until they face the King Rat himself! But do they find the ghost of a long-dead child or rescue
Fire in Rivenshore a young Rivenshore villager trapped in the well?
Night’s peace is shattered when a fire breaks out in
Rivenshore and rages through the town.
The kids battle the blaze and try to find its source. After
rescuing Roger in the burning tavern and battling looters,
the kids discover that a bullied street urchin (Bree) is
responsible for the fires. Do they arrest her or let her go?

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 62


Adventures in Skritteland Mines of Martek
When two brave miners (not minors) disappear after
A little older and tested against some of the dangers and
reopening the Mines of Martek, Sheriff Walt asks the kids
challenges of life in the Vale, the kids are ready to take
to help: they’re the only ones who are small enough to
their place among Rivenshore’s watch officers.
squeeze through the rock-fall that has blocked the
Their first duties as junior watch officers see them sent entrance.
into the farmlands and wilds immediately surrounding
The kids enter the mine and explore its tunnels to find
Rivenshore; the Skritteland.
and rescue the lost miners. As they follow clues and
Twilight Watchtower venture deeper into the mines, they find web-filled
A husband and wife team of farmers travel to Rivenshore tunnels. Finally, the tunnels lead to a webbed lair where
begging for help. Their two children have disappeared. the final miner is trapped by a giant spider and its
The parents tell the kids – our heroes – about lights arachnid progeny.
they’ve glimpsed from a ruined watchtower on a bluff Maze of the Minotaur
near their farm. The kids travel to the watchtower, Having proven themselves capable, Sheriff Walt decides
overcoming vicious wolves. They climb the bluff and that the kids are ready for the rite of passage that all
find the ruined watchtower surrounded by a tranquil junior watch officers must undertake before being
glade of flowers. They meet a beautiful woman, who asks promoted to full officer status. They must enter the
them to come into the ruins. The woman is revealed as a minotaur’s maze and steal its treasure.
crone, twisted and evil, who seeks to capture the kids to
The kids enter the lair and find themselves in a twisting
perform magic to restore her youth and beauty.
and turning labyrinth. As they explore, they find dead
Curse of the Shadow Walkers ends, traps, tricks, enemies, and treasures. They must
The kids venture out of town to spend a day at a avoid or defeat the minotaur, and find and steal the
swimming hole to the north of Rivenshore. beast’s treasure, then escape with their lives!
On the way home they help a young girl – Saffie – who If they manage to escape with their lives and the
begs the heroes to help her family fight off a pack of minotaur’s treasure, they’ve proven themselves ready for
hungry wolves. As the kids investigate, they meet Old more responsibility and more dangerous missions across
Madge, a forest-dwelling wise-woman, and the track the the Vale.
wolves back to the local woodsman, who has been
infected with lycanthropy, turning him into a werewolf.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 63
Adventures Across The Vale Glade of the Unicorn
During the kids' routine patrols into the Darkenwold
Having proven themselves by surviving the minotaur’s
Woods they rescue a unicorn from a pack of marauding
maze, the kids are sent on missions and adventures that
goblins. Unfortunately, the unicorn has been mortally
take them to the distant reaches of the Brecken Vale.
poisoned in the attack, so the kids must quest deeper into
Wizard’s Tower the forest to find a cure.
While on duty in Rivenshore, the kids are interrupted by As they venture deep into the Darkenwold, they face
a surprise visitor; the wizard Mortain’s talkative raven. fearsome wolves, discover magical springs, and finally
The raven tells the kids that Mortain has gotten himself come upon a ruined keep that has been overrun by
into trouble, and needs their help. goblins. They pursue the goblins through the ruined
The kids travel by road or boat from Rivenshore to keep, and finally recover a cursed spear. The spear is vital
Mortain’s tower on Spyd Peninsula. As they enter the to remove the curse and heal the unicorn.
tower, they find that Mortain’s housekeepers, rickety Yuletide Journey
household objects animated with Mortain’s magic, have
In the days leading up to Rivenshore's annual midwinter
gone crazy and taken him hostage in his tower.
Yuletide feast, the village has not heard from the festival's
The Lost Village annual guest, Odin-father, the legendary protector of the
On the eve of what looks to be another harsh Brecken Brecken Vale.
Vale winter, Willowsdell’s autumn produce wagons have The kids set out on a journey to Odin's home in the
not arrived in Rivenshore. The kids are sent to northern mountains. The trek north takes them through
Willowsdell to determine why their wagons have not the Darkenwold, where they meet a community of elves,
arrived, and to make sure all is well. and then up the mountains to Odin’s snow-bound house.
When they arrive at Willowsdell, the kids find the village But the house is guarded by Fenrir, a massive dire wolf
abandoned, its residents nowhere to be seen. As they who prevents them from entering Odin’s house. When
investigate, the kids find three-toed footprints of they defeat Fenrir, they find Odin deep in Odin-sleep,
lizardkin, territorial but reclusive humanoids. and they must find the right herbs to revive him from his
The kids track the lizardkin back to their lair. After slumber.
overcoming the lair’s guards and traps, the kids must stop
the lizardkin tribe’s shaman from sacrificing the captured
villagers in a gruesome ritual.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 64
Pirates of the Drageskygge
The residents of Brecken Vale live in reasonable fear of
raids by pirate bands from Drageskygge; that lawless land
to the south-east of the Vale.
Scourge of the Seas
Pirates raid Rivenshore, having rowed up the Camarva
River under the cover of darkness.
The kids fight the pirates at key Rivenshore locations; the
Block and Tackle inn, General Store, mill, and granary.
Once the pirates are repelled, the kids find that the
pirates have captured some townsfolk to hold hostage.
The kids free the hostages, but end up captured instead.
Escape from the Ghost Pirates
Captured by the pirates, the kids wake in the hold of
their ship, Dauntless.
The kids escape, fight their way through the pirates’ ship,
until they face the pirate captain on the ship’s upper deck.
Here they discover the pirate’s secret, they’re ghosts with
supernatural power!
Leviathan’s Curse
Having escaped the ghost pirates and returned home, the
townsfolk are astounded when the pirates return to
Rivenshore, this time to beg the heroes for help!
The pirates want to lift their terrible curse, but they need
help to raid the lair of Leviathan. The massive sea
monster’s ice-bound lair contains the treasure that can
finally free the pirates from their curse.

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 65


Dragon-Ryke Saga Rise of the Dragon
The kids return to Rivenshore to recount their adventure,
A new threat rises; the Vale faces its greatest challenge.
relating that the kobolds had hatched dragon eggs.
Grivland’s Dragon Prince seeks to restore his bloodline’s
Mortain, hearing that some of the eggs have hatched,
control of dragons, and to use them to subjugate the
fears that the bloodline of dragon kings has returned. In
Brecken Vale, and then the entire Varld.
ages past, the dragon kings controlled all dragonkind.
Reign of the Dragon They used the dragons’ might to raze entire villages, rout
Rivenshore shakes when the great dragon Drexanathon armies, burn fleets, and rule the Varld. The dragon kings
lands in the town square and demands that the town’s were only overthrown when mages and smiths created a
inhabitants protect him from mysterious cultists. legendary weapon, the Dragon Spear. After the fall of
After repelling the Dragon Cult’s members, Drexanathon the dragon kings, the weapon was lost to time.
tells the townsfolk that the cultists are holding his mate – But Mortain’s research has located the spear. It’s hidden
Algoxarth – prisoner. The cultists seek the dragon’s in the barrowtombs on Spyd Peninsula, protected by
soon-to-hatch dragon hatchling. powerful wards, devious traps, and timeless guardians.
The kids – our heroes – slip past the cultists and travel to When the kids recover the spear and return to the
Drexanathon and Algoxarth’s lair. Here they face the surface, they find the presumed-dead Dragon Prince
cult’s leader, the crown prince of Grivland, the self- waiting for them. His face is terribly scarred from his
proclaimed Dragon Prince. plunge into the lava at the climax of Reign of the Dragon.
Return of the Dragon Ruin of the Dragon
Following the defeat of the Dragon Prince in the The kids are captured by the Dragon Prince, held in a
dragons’ lair, peace has returned to the Vale. dungeon beneath the Queen Isabel’s isolated castle.
Yet, in the south, new dangers emerge. An exhausted They escape and in the castle’s courtyard they see
messenger arrives from Willowsdell, begging for help to Drexanathon shackled with massive chains. A dragon
protect their town from roving bands of kobold raiders. lands in the courtyard – Algoxarth – the Dragon Prince
As they investigate, the kids discover that the kobolds are sits astride her, wielding the Dragon Spear.
travelling en mass to Spyd Peninsula, where they are The kids must sneak through the castle to steal the
recovering dormant dragon eggs from the peninsula’s Dragon Spear, free Drexanathon and Algoxarth from
ancient volcanic plains. The kids race to stop the kobolds their chains, raze the castle, and then – finally – defeat the
from hatching these eggs in the lava of a nearby volcano. Dragon Prince and his flight of black dragons.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 66
• Elija: Grivland’s crown prince, son of Lucien and
CHARACTER CODEX Isabel, descendent of the Dragon Kings. (Reign of the
Dragon, Return of the Dragon, Rise of the Dragon, Ruin
• Alethia: Unicorn, resident of Darkenwold, guardian
of the Dragon)
of the Vale. (Glade of the Unicorn)
• Grimma: Rivenshore’s apothecary shopkeeper, maker
• Algoxarth: Gold dragon mate of Drexanathon, lairs in
of potions. (Darkness Neath Rivenshore, Fire in
the Druinhowe Mountains. (Reign of the Dragon)
Rivenshore)
• Araz: Orc Slettelord, resident of Sletteland.
• Hydraxis: Legendary hydra beast, two heads severed
• Aubrie: Elf queen, resident of Darkenwold Woods. by Rothgar, long dormant in a temple deep in a forest.
(Yuletide Journey)
• H’Shala: Greenscale lizardkin shaman, rival of Ch’loc,
• Bern: Rivenshore’s resident fisher. (The Lost Village, resident of Deepwood (along with likeminded tribe
Wizard’s Tower) members). (The Lost Village)
• Bree: Orphan, possessor of barely-controlled fire • Ingret: Daughter of the crone Margret, raised by
magic. (Fire in Rivenshore) wolves as a child, now a wolf-mother in the
• Brin: Farm boy, brother of Saffie, lives on farm to the Darkenwold Woods.
north of Rivenshore. (Curse of the Shadow Walkers) • Isabel: Grivland’s queen consort, wife of Lucien,
• Captain Silver Beard: Pirate captain of the Dauntless, mother of Elija, descendent of the Dragon Kings.
recipient of curse that turns him and his crew into (Return of the Dragon, Rise of the Dragon, Ruin of the
undead skeletons. (Escape from the Ghost Pirates) Dragon)
• Ch’loc: Greenscale lizardkin, held prisoner by tribe • Liana: Child resident of Rivenshore, caught in fires
shaman H’Shala, subsequent chieftain of Lizardkin caused by Bree. (Fire in Rivenshore)
tribe that resides in the Deepwood. (The Lost Village) • Lucien: Grivland’s king, husband of Isabel, father of
• Drexanathon: Gold dragon mate of Algoxarth, lairs in Elija, liege-lord of Jarl Othric. (Return of the Dragon,
the Druinhowe Mountains. (Reign of the Dragon) Rise of the Dragon, Ruin of the Dragon)
• Emon Gunnar: Child resident of Rivenshore, either • Lylph: Forest spirit who resides in a spring in the
long-dead or rescued from the Market Square’s well. Darkenwold Woods. (Glade of the Unicorn)
(Darkness Neath Rivenshore) • Maeve: Proprietor of the Block and Tackle inn, wife of
• Eriane: Operator of Rivenshore orphanage. Yarrik, mother of Roger. (Basement O’ Rats, Fire in
Rivenshore)
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 67
• Margret: Twisted crone whose daughter Ingret • Saffie: Fast-talking farm girl, sister of Brin, lives on
disappeared; Margret now lives in the Darkenwold farm to the north of Rivenshore. (Curse of the Shadow
Woods. Walkers)
• Mortain: The Brecken Vale’s foremost wizard, notable • Sal’Darin: Wizard resident of the Alabaster Tower in
Raven companion, resident of the tower at the western the Havahitt’s White Sea desert.
tip of Spyd Peninsula. (Wizard’s Tower) • Ser Morten: Ser Anjon Morten, knight searching
• Odin-Father: Legendary protector of the Vale and tirelessly for a dangerous wyvern.
dispenser of Yuletide gifts. (Yuletide Journey) • Walt: Rivenshore’s sheriff, former adventurer. (Mines
• Madge (Old Madge): Wise-woman, resident of the of Martek, Reign of the Dragon)
northern reaches of the Darkenwold Woods. (Curse • Sleipnir: Odin-Father’s eight-legged flying horse.
of the Shadow Walkers) (Yuletide Journey)
• Old Man Jenkins: Man lost for years in the rat warren • Titus: Rivenshore’s foremost merchant, proprietor of
under the Block and Tackle inn. (Basement O’ Rats) the General Store.
• Othric: The Brecken Vale’s current Jarl, resident of • Woodsman: Woodcutter who lives in an isolated cabin
the Great Hall when in Rivenshore, otherwise largely in the northern reaches of the Darkenwold Woods.
absent. (Curse of the Shadow Walker)
• Ragnar: The Great Hall’s cook. (Fire in Rivenshore) • Yarrik: Proprietor of the Block and Tackle inn,
• Ratch: Leader of the bandits who operate around husband of Maeve, father of Roger. (Basement O’
Rivenshore and Skritteland, hides out in the Rats, Fire in Rivenshore)
Darkenwold Woods.
• Raven: Wizard Mortain’s sassy animal companion.
(Wizard’s Tower)
• Roger: Accident-prone boy who works in the Block
and Tackle inn, son of Maeve and Yarrik. (Basement
O’ Rats, Fire in Rivenshore)
• Rothgar: The Brecken Vale’s lost king, buried in a
tomb in Rivenshore cemetery, severer of two of
Hydraxis’s three heads. (The Lost King)

Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 68


CHARACTER CARDS AND M APS

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