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Harken Village:  A small village nestled near the White River, along the old King’s Road in the southeast corner of the Nentir Vale.

Population: 212; another 100 or so live in the countryside around the village.  The people of Harken are mostly humans, dwarves, and halflings.

Government:  The human noble Jonn Stockmer is the baron of Harkenwold.  He oversees justice, defense, and laws within the six villages and surrounding countryside that makes up the Harkenwold.  The baron appoints village elders to help with the daily governing of the Harkenwold.  One of the town elders is called Old Kellar, an ancient and respected dwarf.

Defense:  Harken village has no standing defenses, but 30 or so able-bodied warriors can be raised from the population relatively quickly.  If the need arises, the baron can call up 150 militia at need from the whole of Harkenwold.

Inn:  Aunt Nonnie’s Place, which has a common room as well as room to rent, is run by the halfling Nonnie Farwhere.  While not a proper inn, it’s the closest thing to one you’ll find in whole of the Harkenwold.  The doughty halfling Nonnie Farwhere runs a small inn with a kitchen and common room. "Aunt Nonnie” is something of a gossip and a busybody.

Tavern:  Cliffside Brewery; The Silver Nail Taphouse

Supplies:  Harkenwold Trading Station:  The major mercantile outlet in Harken, the Trading Station is owned by a stout, oily little man named Rennis.

Temple:  House of Faith, which caters to worshippers of Pelor, Moradin, Erathis, and Sehanine. 

Places of Interest:  

1. The Broken Gaol.  Once a respected taphouse named the Silver Nail, this tavern has been adopted by the Iron Circle garrison as a favored off-hours drinking spot.  An opportunistic half-orc woman named Krutha runs the place since the bandits chased off the Silver Nail’s former owner.  On most nights, a dozen or more Iron Circle ruffians gather here to drink and harass any travelers unwise enough to stop in.

The taphouse used to be a respected taphouse known to be an excellent pub and grub, a favorite of traveling merchants and adventurers.

2. Iron Keep.  Formerly the castle of Baron Jonn Stockmer, Iron Keep now serves as the headquarters of Nazin Redthorn and the Iron Circle.   About 60 Iron Circle soldiers are here at any given time (rough 120 more patrol other parts of Harkenwold).  The Baron is being held prisoner within the jails inside is own keep.

3. Cliffside Brewery.  The three Ironbeards — brothers Omurk and Dannurk, and Dannurk’s notoriously short-tempered wife Dathilda — run this fine brewery.  This brewery not only brews its own ales but also sells its product to taverns in Fallcrest and Winterhaven.  

They are good friends with the smith Kathrid in Albridge and quietly sympathetic to the rebel cause.

4. Old Kellar’s House. Once the elder of Harken, Kellar is an ancient dwarf who worked as a master stonecutter and mason for a century.  He built much of Baron Stockmer’s keep.

5. Grimbold’s House. Grimbold and his family are shifters. They keep to themselves, making a living as woodcutters and trappers. Grimbold knows the woodlands around Harken quite well.  He keeps his eyes open for folk on the run from the Iron Circle and helps them any way he can.

6.Tower of Green Flame.  A mysterious crystal spire rising above the town, this tower is thought to be the residence of an ancient archmage who long ago departed the world to explore other planes.  Townfolk avoid the place for the most part, fearing arcane traps or curses.  Of the few explorers brave enough to venture inside, more than one has disappeared and the rest found the place empty – three small, unfurnished floors with nothing but dust and bird nests.  On moonless nights, eerie green phosphorescence plays about the tower’s upper floors.

7. Harkenwold Trading Station.   The major mercantile outlet in Harken, the Trading Station is owned by a stout, oily little man named Rennis. *An informer for Nazin Redthorn, Rennis gathers rumors for his master as he travels about in so-called "trading ventures.”  Depending on his audience, the sneak readily claims to be spying on the Iron Circle for the rebel cause.  Most mundane equipment is available for purchase in the Trading Station, and Rennis won’t hesitate to warn Nazin about groups of competent-looking, heavily armed strangers loitering about town.

8. House of Faith.  A large temple built by an adventuring cleric of yore, the House of Faith has seen better days.  Shrines dedicated to Pelor, Moradin, Erathis, and Sehanine stand inside.  The current prelate is a kindly middle-aged woman named Sister Sondal.  Nazin Redthorn has levied a ruinous tax against the temple, which Sondal has little hope of paying.

9. Nonnie’s Place.  The doughty halfling Nonnie Farwhere runs a small inn with a kitchen and common room.  "Aunt Nonnie” is something of a gossip and busybody, but she minds her tongue around the Iron Circle soldiers.  Nonnie charges 5 silver pieces a night for room and board.








Population: 180

The second-largest village in Harkenwold, Albridge stands where the King’s Road crosses the White River.  The center of resistance to Iron Circle rule, the rebel leader in Albridge is Dar Gremath, a retired adventurer.

Important locations in Albridge include:

1. Old Tower – This vine-covered ruin was once a post for soldiers guarding the bridge.  The roof collapsed long ago, leaving the interior open to the weather, but the awalls are still sound.

2. Erst the Wainwright – Erst is stout, middle-aged, and balding, well known as a human of few words.  A crafter, he sells mostly to local farmers in need of carts, wagons, or wheelbarrows, as well as the rare merchant still making use of the King’s Road.  Erst’s grandfather was a smuggler – hidden tunnels under his workshop offer the rebels a good place to hide their arms and armor.

3. Gerrad’s House – Gerrad, a hale and white-haired old halfing, is the village elder.  He and his wife Nioma are skilled weavers and sell simple but well-constructed garments of all kinds.  Gerrad was appointed village elder by Baron Stockmer 30 years ago, and he conducts most of the town business from the common room of the Mallard Inn.  He hides the keenness of his mind behind an affable manner and long-winded stories.  Gerrad is well aware of Dar Gremath’s efforts to organize resistance and supports them.  He hopes to deflect Iron Circle suspicions for as long as possible, but realizes that direct confrontation is inevitable.  He despairs that the rebels will not be strong enough.

4. Village Green – This open space serves as a market in good weather.  On most days, the children of the hamlet gather here to play.  Merchant caravans use the green as a campsite if they’re too big to fit in the Mallard’s innyard.

5. Kathrid’s Smithy – Kathrid is a black-haired, mature dwarf who served as a guard in the dwarven settlement of Hammerfast when she was younger.  She is an industrious, can-d0 type who talks incessantly while she works, filling her listener’s ears with advice on every topic imaginable.  She is a close ally of Dar Gremath and serves as his chief lieutenant in the resistance.  If anything happens to her commander, Kathrid is ready to step in and continue the fight.

6. The Mallard Inn – This small inn and taphouse is owned by Onneth, an older half-elf man nearing retirement.  Onneth is a good-hearted soul, but he is fretful, forgetful, and incompetent.  Most importantly, he can’t keep a secret, so the resistance leaders are careful about what they say around him.  Room and board at the Mallard costs 5 silver pieces per night.

7. White River Merchantile – This trading post deals in locally produced woodwork, leather goods, provisions, and a handful of luxury items imported from Fallcrest or the lands to the south.  It is run by Roma Featherton.  She is a brisk, robust, officious halfling who recently took over the business from her ailing father.  Her cousin Abel and his family help out.  Most mundane equipment other than armor or weapons is available here for the normal cost.

8. Gremath Stables – Dar Gremath, an aging and retired human adventurer, rarely speaks about his long-ago travels.  From this base in his livery and stable, Dar has organized the resistance in Harkenwold.  Under cover of stabling their mounts, locals arrive and depart regularly, reporting Iron Circle movements and carrying messages to rebel leaders in other towns.

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