Hillmeet

Once a humble trading stop on the Zumkend River, Hillmeet has grown into a vital waystation between the western frontier and the baronial capital of Rutherton to the east. Merchants from Westwatch bring goods and coin by caravan and ferry alike, feeding Hillmeet’s bustling river trade.

The Lay of the Land

Hillmeet rises over two broad hills overlooking the river.
On the southwestern peak stands Duke’s Point, a rocky bluff said to bear the carved steps of an ancient shrine to Beory and Obad-Hai. Legends whisper of a hidden lookout chamber built beneath the summit — a watch post to guard against trouble along the Zumkend or deep inland.

The southern hilltop is fortified by a small provincial stronghold, home to two dozen of the Duke’s men-at-arms and their mounts. Ten-foot wooden palisades and watchtowers overlook the town and river. Within lie barracks, a stable, and a great smithy where ore from the local mine is smelted into weapons, tools, and armor.

Beneath the stronghold, miners delve for iron and rare platinum, always taking care to seek the druids’ blessing before cutting into the earth.

Trade & Craft

Hillmeet’s prosperity flows from both road and river. The caravanserai hosts traders and guardsmen on the move — and its discreet master quietly manages “special orders” for certain clients in the Theocracy of the Pale, where unsanctioned magic is frowned upon.

Whispers persist of an artificer dwelling in the stronghold, fashioning clever devices and enchanted tools for the miners, though most townsfolk dismiss this as another of Hillmeet’s tall tales.

The Orchard Hill

To the southeast, Orchard Hill blossoms under the care of the Gildbranch family — half-elven orchardists descended from a pair of druids about 60-70 years prior. While their father passed a few years back, their mother continues to maintain their hill as a place of tranquil beauty: a druidic shrine encircled by wildflowers and herb-gardens, shaded by a grove that borders the meadow shrine of Beory, Obad-Hai, and Elebrin Liothiel, the Seldarine goddess of gardens.

From the shrine, the Duke’s stronghold is visible across the river valley — a living reminder to look east toward tomorrow, yet never forget the faith that carried the people through hardship.

Places to Go (Locations & Services)

The Pick and Lantern (Tavern/Inn)

  • Loud, smoky, and crowded with miners, prospectors, and scouts.
  • Proprietor: Kaelen Varric (half-elf, sharp-eyed, rumored to fence smuggler goods).
  • Famous for its “Lantern Ale” (strong brew served in heavy copper mugs).
  • Frequent brawls; mercenaries and adventurers are welcome, but fights are expected.

The Miners’ Cot (Lodging House)

  • Long timber hall with rough plank bunkrooms.
  • Keeper: Old Gerrin Vale (human, retired miner, stiff leg).
  • 1 sp per night; hammocks strung above bunks for overflow.

Smithy (within the Stronghold)

  • Run by Sera Broddan, dwarf woman, specialist in tools, lamp fittings, and pickaxes.
  • Known to produce “blasting wedges” — reinforced chisels for quarry and ore work.

Alchemist’s

  • A small wide house made of stone block with a slab roof at the northwest hill with two small vertical windmills slowly twirling in the wind. Nella’s ‘home’ which looks very much like a propspector’s hut has various tools leaning in groups near the front.
  • Proprietor: Nella Quen is gnome alchemist (and artificer), sells potions (healing, climbing, water breathing), lamp oil, blasting powder (strictly “for mining”).
  • Also dabbles in fireworks; colorful test rockets often explode over the river.

Brickworks & Peat Yard

  • Mud-brick drying fields and clay pits along the riverbank.
  • Fuel from a bog east/south of the town, harvested by teams of brickmakers.
  • Provides essential bricks for Hodnet, Rutherton, and outlying keeps.

Merchants Crossing

  • Market stalls line the approach, selling grain, smoked fish, pottery, and ore samples.
  • Monthly fair draws miners, herders, and a handful of dwarves from Grimwold March.

People to See (NPCs)

  • Kaelen Varric (Innkeeper, Pick and Lantern): Half-elf, opportunistic, deals in rumors and sometimes stolen goods.
    • Not related to the Gildbranch family at all; views them with a touch of antipathy as ‘being so earth-minded they’re no earthly good’. Originally from the Gamboge Forest.
    • Affiliated with the Rustjaw Circle Thieves Guild, occasionally fences goods to Darsen at the Hillcross Rest.
    • Medium half-elf, neutral (leans chaotic neutral)
    • Rogue (Mastermind archetype), Level 3
    • AC 12 HP 24 (3d8 + 9) Speed 30 ft
    • STR 10 DEX 14 CON 14 INT 12 WIS 11 CHA 15
    • Skills Deception +4, Insight +2, Persuasion +4, Sleight of Hand +4, Stealth +4
    • Languages Common, Elvish, Thieves’ Cant
    • Sneak Attack (1d6) once/turn with finesse/ranged weapon.
    • Cunning Action: Dash, Disengage, or Hide as a bonus action.
    • Master of Rumor: Advantage on checks to gather or conceal information in town.
    • Equipment: Dagger, concealed blackjack, ledger of coded debts, silver amulet shaped like a lantern.
    • Personality & Roleplay
      • Speaks smoothly, always appraising customers for profit or potential trouble.
      • Pretends neutrality but secretly trades in smuggled goods from the Pale.
      • Has a soft spot for underdogs and desperate adventurers (“Everyone needs a start, eh?”).
  • Darsen Veyne, “the Honest Broker” – proprietor of the Hillcross Rest caravanserai
    • Medium human (Oeridian/Flan mix), neutral good (with pragmatic leanings)
    • Expert (Trader / Negotiator)
    • AC 12 (sturdy coat) HP 27 (5d8 + 5) Speed 30 ft
    • STR 10 DEX 12 CON 12 INT 13 WIS 14 CHA 15
    • Saving Throws Wis +4, Cha +4
    • Skills
      • Insight +4, Persuasion +6, Deception +4, History +3, Investigation +3
      • Languages Common, Flan, a smattering of Pale Cant
    • Equipment Ledger book, signet of Duke’s tax charter, hidden coin scales, short sword (rarely used).
    • Abilities (Narrative-Level)
      • Seasoned Trader. Advantage on checks to appraise goods or detect smuggling.
      • Silver Tongue. Once per long rest, can charm or calm a hostile NPC with a DC 13 Persuasion contest (“Let’s not ruin a profitable morning, friend.”).
      • Grey Market Contact. Knows the courier routes to the Theocracy of the Pale and discreet smugglers heading west via Perrin Holt’s network.
    • Optional Combat Notes (if needed):
      • +3 to hit with shortsword (1d6+1), +4 with light crossbow (1d8+1). Not a frontline fighter; will flee or bargain rather than draw blood.
  • Old Gerrin Vale (Lodging Keeper): Retired miner, bitter about the Duke’s levies, sympathetic to Flan traditions.
  • Sera Broddan (Dwarven Smith): Stocky, practical, loyal to the miners, not entirely sure about the alchemist though…
    • Medium dwarf (hill dwarf), lawful neutral
    • Expert (Blacksmith / Fighter background), Level 4
    • AC 15 (chain shirt, smith’s gauntlets) HP 38 (4d8 + 16) Speed 25 ft
    • STR 16 DEX 10 CON 16 INT 11 WIS 12 CHA 10
    • Skills Athletics +5, History +3, Smith’s Tools +6, Perception +3
    • Dwarven Resilience: Advantage vs. poison, resistance to poison damage.
    • Second Wind (1/rest): Regain 1d10 + 4 HP.
    • Forge Temper: Can create or repair nonmagical metal gear twice as fast; weapon or armor she crafts gains +1 to damage or AC for 7 days (masterwork effect).
    • Equipment: Blacksmith’s hammer (counts as light hammer), chain shirt, iron tongs, flask of forge-oil.
    • Personality & Roleplay
      • Gruff, practical, blunt. She has little patience for “dreamers or drunkards.”
      • Deep loyalty to miners; considers them “my lads and lasses of the flame.”
      • Keeps a hidden iron token of Moradin under her apron, though outwardly reveres Beory out of respect.
  • Nella Quen (Gnome Alchemist): Eccentric, half-mad, fiercely protective of her “research.”
    • Small gnome (rock gnome), chaotic good (eccentric inventor)
    • Artificer (Alchemist), Level 4
    • AC 13 (leather apron + dex) HP 27 (4d8 + 8) Speed 25 ft
    • STR 8 DEX 14 CON 14 INT 16 WIS 10 CHA 12
    • Skills
      • Arcana +5, Investigation +5, Nature +5, Sleight of Hand +4
      • Languages Common, Gnomish, Dwarvish
      • Alchemical Savant: Adds +3 to one roll of healing/restorative potion she brews.
      • Experimental Elixirs (2/day): Randomly produces potions (roll or choose): Healing, Swiftness, Resilience, Boldness, Flight, Transformation.
      • Tinker (3 tiny devices): Mini rocket, smoke beetle, or spark lighter.
    • Equipment: Satchel of vials, tools, goggles, two “test rockets,” and a small crossbow.
    • Personality & Roleplay
      • Talks quickly and forgets half her thoughts mid-sentence; finishes them hours later.
      • Keeps a wary distance from officials after an “unfortunate fireworks accident.”
      • Deeply protective of her inventions and secretly hopes to discover perpetual fire.
    • Optional Hooks
      • Offers friendly PCs unique potions or fireworks at reduced cost in exchange for rare reagents from the bog or mine.
      • May be hunted by The Pale’s inquisitors for “unsanctioned magic.”
  • Captain Harlowe Dane (Reeve-Captain): Stern Flan soldier posted with 25-30 men.
    • Fighter 4 (Champion archetype reflavored as Reeve)
    • AC 17 (chain mail, shield) HP 45 (4d10 + 16) Speed 30 ft
    • STR 16 DEX 12 CON 16 INT 11 WIS 13 CHA 14
    • Saving Throws Str +5, Con +5 Skills Athletics +5, Insight +3, Intimidation +4, Perception +3, Persuasion +4
    • Senses passive Perception 13 Languages Common, Flan
    • Combat Actions
      • Multiattack. Two melee attacks per round.
      • Longsword. +5 to hit, 5 ft reach, 8 (1d8 + 4) slashing or 9 (1d10 + 4) two-handed.
      • Heavy Crossbow. +3 to hit, range 100/400 ft, 6 (1d10 + 1) piercing.
      • Second Wind (1/rest). Regain 1d10 + 4 HP as a bonus action.
      • Action Surge (1/rest). Take one additional action on your turn.
      • Reeve’s Authority (reflavored Rallying Cry). When he uses Second Wind, up to 3 allies within 30 ft who can see or hear him regain 1d8 HP and have advantage on their next Wisdom (Insight or Perception) check — representing disciplined coordination and morale.
      • Improved Critical. Scores a critical hit on 19–20.

Demographics

  • ~200-250 total: ~170 humans (mostly Flan), 25 dwarves, 20 halflings, 10 gnomes, 6 half-elves.
  • Humans dominate civic leadership, dwarves run most mining operations, halflings/gnomes more common in Lower Hillmeet artisan trades. Half-elves have an orchard on the southeast hill.

Dungeons & Dragons and Greyhawk are © Wizards of the Coast. All original material © 2025 Jeff Moore (Greywolf Comics / greywolfcomics.org). Used for noncommercial fan content.

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