Professional Documents
Culture Documents
Hero Kids - Fantasy Expansion - Brecken Vale Gazetteer - Printer Friendly
Hero Kids - Fantasy Expansion - Brecken Vale Gazetteer - Printer Friendly
BY
JUSTIN HALLIDAY
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
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.
1
2
13
10
14
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.
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 20
5. Camarva River
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.
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.
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.
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!
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
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
Hero Kids – Brecken Vale Gazetteer Justin Halliday Page 61
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?