The Village of Caras Marad

 

The village of Caras Marad was built early in the second age by Numenorean colonists.  They utilized their own knowledge, and skills as well as employing Elven architects, and Dwarvish engineers.  This mix has resulted in a unique construction which has allowed the village to remain relatively intact throughout the many wars, plagues, and famines which have swept the region over the millennia.

The village itself is located along a tributary to the powerful Mithiethel River, which traditionally marks the western border of Rhudaur.  The river on which it sits has been channeled around the village to provide defense in the form of a constantly filled and flowing moat.  Further defense is provided by the presence of a 10’ high, and 10’ wide earthen wall around the village inside of the moat.  This wall has stood for thousands of years and is based on a partially collapsed stone wall at its center, though this won’t be visually evident to casual observers.

    Travelers newly arriving may note the all stone construction of at least the first floor of almost every building in town, and the absence of windows on the ground floor.  The only exception is the inn, which is of more recent construction.  Most of the population has arrived in the last 10 years.  Life in these regions is hard and unforgiving, and only a few descendants of ancient settlers remain.

Caras Marad is the seat of The County of Baerendur, and the home of Count Baerendur.  These days the Counts official title is rarely used, and he is simply referred to as Lord Baerendur.  Several other villages fall within Lord Baerendur’s purview.

 

Village Layout

 

1.      Formerly The Dusty Devil Inn-Run by Caerdhel.  2 girls work the bar, and waitress for tips.  3 girls work in the kitchen.  There is a stable boy.  Caerdhel has a wife and 2 daughters (ages 8, 14).  The Inn burned down during the Orc siege of the town.

2.   Tir Barad Baerendur (The Watchtower of Baerendur) - The home and seat of House Baerendur.  Those guards without private homes are barracked here as well.

3.    Star Supplies- The villages’ general store.  They carry all manner of general and dry goods, and some special items.  It is owned and run by Cory.

4.    Blacksmith- Varg Gran, a Black Numenorean warrior is the town’s blacksmith.  In addition to the normal fare, he makes and repairs weapons and armor of high quality.  Unknown to most he is the brother of the infamous outlaw Char Gran who is wanted in Gondor, Rohan, and Dunland.

5.     Midwifery- The closest thing to a healer or hospital.  Meg, the midwife is quite knowledgeable.  She uses an assortment of healing herbs, salves, and poultices in addition to her magical abilities.  2 girls, orphans, are apprenticed to her, and act as her assistants.  She will gladly offer healing to any in need, but it is customary to make a donation of some sort.

6.    Council Building- The village council meets here once a month, and whenever a special meeting is called.  The council is composed of Caerdhel the innkeeper, Cory the store owner, Aeratan the richest farmer, and Delia the shipwright.  They also manage the town’s money, levy and collect taxes, hold trials, etc.

7.    Warehouse-

8.    Warehouse-

9.    Shipwright- Delia, a powerful river woman, repairs and builds boats here.

10.                        Corral- The annual roundup, and livestock auction is held here.  Livestock are also sheltered here in times of trouble.

11.     Docks- A sandy beach where the river men pull up their boats.

12. Bridge- Hardwood.  Can be pulled back into the village in case of trouble.

13. Haunted Hill- Barrow Baerendur, the resting place of the original lord, and the centerpiece of local superstition.

14.  Vacant Building

15.  Vacant Building

16.  Vacant Building

17.  Alliance’s House- The formerly vacant building chosen by the party as a semi permanent headquarters.

 

Village Detail

 

The Sewers

 

It is quite unusual for a town this size to have a flowing sewer system, but this one does.  As if that oddity were not enough, the magnitude of the system is even more unusual.  Most of the tunnels are 50’ across, and 50’ high from the bottom of the central channel.  The central channel is flanked by stone walkways 10’ wide.  The channel itself is 40’ wide, and can easily accommodate small boats.  In fact small 2 or 3 man boats are used by the maintenance crew.  These are docked beneath the tower.

Four feeder channels on the upstream side of the village island capture river water, and funnel it into the system.  They are under water, and difficult to access.  Two effluence channels below the water line expel the flow back into the river.

The system was designed by Elven architects, and built by Dwarven craftsmen.  It is still maintained by a crew of Dwarves kept on contract by Lord Baerendur.  They have a house in town, but travel a lot, and may be away for months at a time, due to the sporadic nature of their work here.

A – Access point, usually a drain or grate on the surface.

B – Underneath a building.  Pipes will come down, and there may be a direct access to the buildings basement, though not always.  Many of these building access tunnels have been bricked in over the years.

I – Under water Inlet.  River water is channeled into the system at these four points.

O – Outlet.  Water and other substances flow out into the river below the waterline.

# - Known Building, specifically numbered in correspondence with the village map.

S# - Sewer special location.

 

The Dusty Devil INN

Burned Down In Orc Invasion

DUSTY DEVIL NPC TABLE

 

Caerdhel-Rural Man, Warrior.

 

Wife, and Daughters- Celbes, Coriel, and Miriel.  Rural Women, Scouts.

 

Star Supplies

Cory, and his family have been missing since the Orc siege of the town

 

The village’s dry goods store.  Strangely enough ice and ice products are also available.  It is owned and operated by Cory.  He has a wife, Elien, a son Maglen (12), and 2 daughters Bethiel (10), and Eluven (9).  They work in the back but not at the counter.  He has 2 young men who assist him with the front of the store.

   

1.       Front Door- Double Hardwood doors bound in Iron.  They are usually left open during the day, and can be barred with a large plank from the inside in addition to the normal lock (very hard -15 P/P).  Each can take 200 hits before being breached, and 250 before destruction.

2.   Store- A large number of shelves holds the stores goods.  A long counter runs at an angle along the back wall.

3.    Counter- Special or unusually valuable items are kept behind the counter.  A door leads out to the store, and 2 others lead to the back room.  There is also a back door to the building.

4.    Back Door- Used mainly for deliveries.  Each of these can take 300 hits before being breached, and 350 hits before destruction.

5.     Back Room- This area has been divided into many smaller rooms.  Stairs lead up to the 2nd floor, and down to the basement.

6.    Sundries- The most common items the store sells are kept stocked here.  Just about any of the items and accessories can be found here.

7.    Armory- Normal weapons of most common types are kept here.

8.    Armoire- Normal armor off the most common types is kept here.

9.    Office- Shelves, a desk, several chairs, a lounge, and a table occupy this space.  The desk has a secret compartment (very hard -15 P/P/D) which s of course trapped.  It has a poisoned needle (resist verses 5th level poison or suffer a rash -5 activity per 5% failure).  There is also a strong box in the room (hard -10 P).  There is a wall safe behind a lovely landscape painting (extremely hard -15 P/P/D) also trapped.  The adjoining bookshelf will collapse in front of the painting for 1-4 “C” crush critical.  Finally the room also contains an entry to the secret spiral stair (extremely hard -25 P/P).

10.      Storage- for locally produced items which Cory sells to travelers, passing merchants, or ships to Bree or Tharbad once or twice a year.  Hides, pottery, wool, sheep products, local herbs, losrandir hides, losrandir antlers, etc.

11.     Storage- for locally produced items which Cory sells to travelers, passing merchants, or ships to Bree or Tharbad once or twice a year.  Hides, pottery, wool, sheep products, local herbs, losrandir hides, losrandir antlers, etc.

12. Storage- for locally produced items which Cory sells to travelers, passing merchants, or ships to Bree or Tharbad once or twice a year.  Hides, pottery, wool, sheep products, local herbs, losrandir hides, losrandir antlers, etc.

13. Cold Storage- Mostly used for meat, and other perishables, the rooms are kept cold and at a constant temperature by an ingenious system of progressively smaller water pipes running through the walls.  Room 13 is usually 33 to 36 degrees, while room 14 is usually 20 to 24 degrees.

14.  Cold Storage- Mostly used for meat, and other perishables, the rooms are kept cold and at a constant temperature by an ingenious system of progressively smaller water pipes running through the walls.  Room 13 is usually 33 to 36 degrees, while room 14 is usually 20 to 24 degrees,

15.  Herb Storage- Due to brilliant construction and the cold rooms next door, these two rooms are cold, and exceptionally dry.  This makes them ideal for the storage of dried and prepared herbs. 

16.  Herb Storage- Due to brilliant construction and the cold rooms next door, these two rooms are cold, and exceptionally dry.  This makes them ideal for the storage of dried and prepared herbs.   

17.  Study- Doubles as a second office, and contains accounting books from previous years and owners.  Also holds maps, legal documents, etc.  It is furnished with a desk, 3 chairs, and a lounge.  There is a secret compartment in the desk (extremely hard -20 P/P/D.

18. Head Servants Room- The family’s chief servant, and Cory’s personal valet lives here. 

19.  Vault- The door is made of metal, and can take 1000 hits before breaching, and 1500 before destruction.  It has three locks, and all are trapped. A. Extremely hard -20 P/P/D- A spear extends from the wall for a +30 spear attack against 0 DB. B. Extremely Hard -20 P/P/D- This lock is actually unlocked in the “locked” position. C. Extremely Hard -20 P/P/D- a large stone block falls from the ceiling for 1-6 “C” Crush critical, and it blocks the door.    A secret door in the room (Extremely hard -25 P/P/D) trapped with a falling stone block (1-6 “C” Crush critical, and block door) leads to #22.

20.  Kitchen- Supplies are usually brought up from the store as needed so the stock here is minimal.  Nonetheless the room is well equipped for its purpose with +10 utensils.

21. Servants Room- The family’s handmaiden, governess, maid, and cook live here. 

22.   Secret Vault- Just inside the door Is a trapped floor tile.  More than 100 lbs of pressure will cause a section of the stone ceiling to down.  It is hinged at one end, and will smack into whoever is standing inside the door for 1-4 “E” impact Criticals and 1-4 “E” unbalancing Criticals.  Cory stores his drugs and poisons here before they are shipped out to the south when he has built up enough. 

23.   Bath- Fully appointed cold bath with stove for heating water.

24.    Bath- Fully appointed hot bath with sauna/steam room.

25.    Dinning Room- Filled by a huge table with seating for 12.

26.    Family Room- Couches, chairs, lounges, tables.

27.    Library- Contains an extensive collection of books and maps covering a variety of subjects, and areas.  Finally there is an entry to the secret spiral staircase which is extremely hard -25 P/P/D.

28.   Cory’s Apartment- Cory and Elian live here in a fully appointed apartment.  They have their own bath with hot and cold running water, a small kitchenette, etc.

29.    Children’s Room- The family’s children live here.  They have a son who uses the front room, and two daughters who sleep in the back room.

 

Basement

Secret Doors

 

H= hard -10 P/D 50% trapped

V=very hard -15 P/D 75% trapped

E=extremely hard -20 P/D 100% trapped

 

Traps

 

1.       Spear- A spear extends from the wall for a +30 spear attack against 0 DB.

2.   Blade- A blade arcs out from the wall for a +30 1 handed edge attack verses 0 DB.

3.    Block- A large, several ton stone block falls from the ceiling blocking the door, and doing 1-4 “E” crush Criticals.

4.    Pit- A pit opens before the door dropping anyone standing there into its darkness for 1-6 “C” crush Criticals.

5.     Spiked Pit- As #4 but the bottom is lined with spikes for an additional 1-4 “C” puncture Criticals.

6.    Arrow- A group of arrows shoots from the wall for 1-10 +30 missile attacks.

 

Details

 

30.  Stairs- The main stair from the ground floor descends here.  There are lanterns hung on the wall every 10’.

31. Stairs- These lead to the bottom of the secret spiral stair.

32.   Storage- This area is filled with ordinary jars, sacks, boxes, shelves, bottles, etc.1-10 of just about any normal item or food may be found here.  Bolts of cloth, stacks of hides, piles of wool, stacks of thread, etc.

33.    Storage- Tons of beer and ale, kegs of beer and ale, tons and bottles of wine and brandy.

34.    Unfinished Tunnel- A dead end.

35.     Unfinished Tunnel- A dead end.

36.    Tomb- The tunnel leading here collapsed and then filled with water sealing in 4 dwarf miners. 

37.    Scram Stash- Cory has hidden a stash here in case he needs to leave suddenly:

38.    Vault- The ultimate vault in this place.  Secret Tunnel- Leads to the city sewers.  The secret doors at both ends are type “E”.

39.    Unfinished Tunnel- Another dead end.

 

STAR SUPPLIES NPC TABLE

 

 

Cory- He is a rural man scout,

Elien, son (12), and daughters (10, 9) all rural people, scouts, carry daggers.

 

Smithy

 

Owned and operated by Varg Gran, they produce a plethora of mundane items needed for daily life, and can accommodate special orders up to +15, though they will be expensive, and take weeks to complete.  The doors are hardwood bound in iron, capable of taking 500 hits before breaching, and 600 hits before destruction.

 

1.       Forge Area- Extremely well equipped for such a small village, it has a hot forge(A) with three bays, a smelter/refinery(B), a jewel/gem craft(C), and even a real cold forge(D).

2.   Office- Varg has a large desk.

3.    Varg’s Suite- Luxuriously appointed in the high Numenorean style, with rich tapestries, plush cushions, and a huge canopy bed.

4.    Pantry- 300 man days food, 2 large kegs of ale, 2 large kegs of beer, 10 bottles fine Dorwinion wine, 4 pints brandy, 100 aloe, 20 each DRH herb, 20 draaf, 20 thurl.

5.     Kitchen- Self explanatory, but lots of wrought iron.

6.    Dinning- The table and chairs are very large.

7.    Apprentice’s Rooms-

8.    Apprentice’s Rooms-

9.    Apprentice’s Rooms-

10.                        Apprentice’s Rooms-

11.     Armory-1-6 each type of normal armor, and each normal weapon.

12. Sundries- 1-6 each type of normal equipment.

13. Warg Pen- Newly constructed of wrought iron framework, and hardwood walls and roof.  It can take 500 hits.  Decimus leaves his Wargs here when out of town.

SMITHY NPC TABLE

 

 

Varg Gran- A huge black Numenorean warrior who wields a war hammer in each hand. He is a brother of the adventurer Char Gran, well known(reportedly) in Pelargir, Lebinen, and Belfalas.

 

Apprentices- Various types of men

 

Council Building

 

The council building functions as classroom, meeting hall, council building, courthouse, and hall of records for the village.  The doors are hardwood bound with iron, and can take 300 hits before breaching, and 400 before destruction.

 

1.       Meeting Area- There are benches, a podium, and a raised stage for the council members.  Currently the council is composed of Cory(missing), Aeratan, Caerdhel, and Delia.

2.   Storage- 200 man days food, 4 kegs ale, and the stairs to the basement.

3.    Land Deeds- Records are stored here going all of the way back into the second age for the county of Baerendur.

4.    Births- All births in the county back into the second age.

5.     Deaths- As above but for deaths.

6.    Clerks Room- Currently unoccupied.

7.    Building Deeds- As above but covers building in town going back to the second age.

8.    Baerendur Lineage- Complete lineage and genealogy of the family back to the original Lord, and land grant.

9.    Maps- Assorted maps of the county, and world.  They change over time as ownership, and boundaries changed.

10.                        Politics- Treaties, pledges of fealty, etc, both to and by the Lord.  They go back into the second age.

11.     Clerks Room- Empty

12. Education- Books on every imaginable subject from science to mathematics, and language to physics.

13. Education- More books on literature, culture, social sciences, and physical sciences.

14.  Healing/Aid- Here are kept records of everyone ever to be healed, treated, helped, or aided by the village.

15.  Economics- Gross Domestic Product, productivity, commodities records, taxes, etc.  Who has what, where?

16.  Justice- Records of crimes, punishments, trials, laws, decrees, and the Lords judgments.

17.                      Basement- Designed as the final retreat of the village it is divided among quarters for the townsfolk(A), Kitchen(B), Food and supplies(C), armory(D), Lords suites(E), baths(F), and an office/guardroom(G). 

 

Midwifery

 

This facility serves as the town’s apothecary, hospital, midwifery, and clinic.  It is run by a woman named Meg.  Two orphan girls work for her as apprentices.  As with many buildings in Caras Marad, this one seems to be too big for the area it serves.  Prior to the recent arrival of parties of adventurers the worst case was an animal bite, or broken bone.

1.       Front doors- Hardwood bound with iron, typical of doors in this village.  They can take 300 hits before breaching, and 400 before destruction.

2.   Great Hall- Serves as dinning, and meeting room.

3.    Kitchen- Self explanatory, with very good utensils +10 cookery.  There is also a special oven for heat sterilizing medical equipment.

4.    Pantry- Filled with food, plus spices, 20 bottles fine Dorwinion wine, and 10 pints of brandy.

5.     Raw Herbs- An assortment of herbs waiting to be prepared.

6.    Sundries- Bandages by the thousands, both sterile, and non sterile, along with oil flasks, soap, antiseptics, etc.

7.    Herb Preparation- Here herbs are prepared, and stored. 

8.    Infirmary- There is ten beds for the sick, or wounded.  Quite a lot for this small village.

9.    Assistants Room- One of Meg’s assistants lives here learning the healing arts.

10.                        Assistants Room- One of Meg’s assistants lives here learning the healing arts.

11.     Office- Meg has a desk, some chairs, and shelves holding books and scrolls on herbs and medicine. 

12. Meg’s Apartment- Large and spacious,

13. Garden and Greenhouse- Meg uses this space for an indoor garden and greenhouse where she grows a wide variety of herbs, spices, fruits, and vegetables.

MIDWIFERY NPC TABLE

 

 

Meg- Rural Woman, Animist,

Assistants-Rural women, animists. 

 

Aeratan’s Manor

 

Aeratan is the richest rancher, and farmer in the area.  His primary income is from the huge flocks of sheep he keeps, but he also farms grains and cereals, and rents land and farms to tenants.  Aeratan has a wife, 2 sons, and 3 daughters.  He also has servants, farm, and ranch hands, and men at arms.  In some ways he is almost as powerful as Lord Baerendur.  All outside doors are iron sheathed in hardwood, and bound with iron bands.  They can take 700 hits before breaching, and 1000 hits before destruction.

 

1.       Paved Path- The path from the main road to Aeratan’s manor is paved with bronze colored stones.  It leads to the courtyard.  There is a large flowing fountain fashioned as dolphins blowing water from their blowholes.  The courtyard is surrounded by expensive and well tended gardens.  Aeratan contracts with some Elves to maintain them and unknown to him a variety of rare herbs and plants can be found here.  Any search for herbs in the garden which is unusually successful has a 10% chance of turning up something rare or special.

2.   Sheep Shed- This building is used to house and protect the sheep in time of trouble.  Of course all of his flocks cannot fit in here.  Only those closest to the manor could be gathered in case of attack anyway.

3.    Stables- Huge by any standard, they can house up to 16 horses, and 2 wagons, plus tack, grain, and 2 stable boys.

4.    Bunk House Common Room- The bunk house for Aeratan’s men.  The first area is a common room where they gather to eat, drink, and gamble.  4A is a small kitchen.

5.     Group Room- Houses 5 of the newer, greener men with less status.

6.    Semi Private Room- Houses 2 of the more experienced hands.

7.    Semi Private Room-Houses 2 experienced hands.

8.    Semi Private Room-Houses 2 experienced hands

9.    Semi Private Room-Houses 2 experienced hands

10.                        Semi Private Room-Houses 2 experienced hands

11.     Group Room- Houses 5 of the newer, greener men with less status.

12. Entry Hall- Runs the length of the building from front to back.

13. Great Hall- Here is where the family dines, celebrations, and parties are held, and Aeratan adjudicates such matters as are within his authority.

14.  Kitchen- Fully stocked, and with all of the necessary equipment.

15.  Pantry-

16.  Servants Room- The 2 senior servants live here.

17.  Servants Room- 8 other servants live here.

18. Lounge- Chairs, tables, shelves with books, decanters of wine, ale, and brandy, etc.

19.  Classroom- For the household’s children.  There are desks, chairs, and shelves of books, along with a chalkboard on the wall.

20.                    Servants Room- the valet and the teacher are married and live here.

21. Aeratan’s Apartment- fully and luxuriously appointed with hot and cold baths, family room, kitchenette, and bedrooms.

22.                     Barracks- 2 men at arms.

23.                     Barracks- 2 men at arms.

24.                      Barracks- 2 men at arms.

25.                      Barracks- 4 men at arms.

26.                      Barracks- training room.  Here the men at arms practice their skills, and keep sharp.

27.                      Common Room- Here the men at arms eat, drink, gamble, carouse, or simply relax.

28.                     Barracks- 5 men at arms.

29.                      Barracks- 5 men at arms.

30.                    Weapons- Stocked with 20 of each normal weapon.

31. Armor- Stocked with 20 of each normal armor.

32.                     Tools- 10 of each type of tool.  Shovels, picks, axes, hoes, rakes, etc.

33.                      Sundries- 10 of each sundry item.

34.                      Storage- Products of the hunt are stored here.

35.                       Storage- Products gathered from the field and Forrest.

36.                      Storage- Crafts made by the household.  Pottery, baskets, etc.

37.                      Storage- seeds for suture plantings of crops and gardens.

38.                      Storage-Grain garnered from the fields for resale.

39.                      Storage- Spun, and unspun wool, and other sheep products.

40.                     Spinning Room- Wool is spun here into thread to make fabric.  There is a secret door, extremely hard -20 P/ P.

41.  Weaving Room- Spun wool is woven into cloth here, as is cotton when it is grown.  Several looms.

42.                      Workshop- other crafts are carried out here.

43.                      Workshop- Other crafts are carried out here.

44.                       Secret Apartment- Can be used to hide someone, or for the last refuge of the family in times of trouble. There is also another secret door, absurd -25 P/P.

45.                       Vault-. 

AERATAN’S MANOR NPC TABLE

 

 

Aeratan-Dunadan warrior. 

 

Elroen & Children- Dunadan wife, 2 sons, 3 daughters. 

 

Hands- Rural men, warriors.

 

Men at Arms- Mixed mannish warriors.

Servants- Mixed mannish scouts.