Redvale (WH1)

  • Population: ~75
  • Demographics: 70% Human (mostly Flan), 20% Dwarf, 10% Gnome
  • Exports: Iron ore, panned platinum flecks, clay pottery, coarse glass trinkets, smoked trout.
  • Location: Northern Wolfsward, nestled between cliff-like western hills and the Griffsward River to the east.
  • Atmosphere: The air smells faintly metallic and damp. The hills glow rust-red at dusk. Evenings are quiet but for the rhythmic ring of picks and the low moan of the wind through the river gorges. Locals tend to be terse, slow to trust, and wary of outsiders.
  • Nearby Landmark: The Ruined (Ur)Flan Barrow — a grassy mound of stone slabs and runic pillars about a mile north. Locals claim strange lights flicker there on storm nights.
  • Fishing: Cold, fast-moving waters of the Griffsward make it trout territory — hardy river trout (not salmon) that run seasonally in spring and autumn.

Places to Go

The Red Clay Pot

Half tavern, half pottery gallery.

Built into the side of a red clay hill, its walls glow from kiln heat even in the cold months. Shelves display rustic redware mugs and ceramic charms. The tavern’s specialty is sour wine in red mugs, served with trout cakes and flatbread dusted with mineral salt. Owner: Tibbin Smeltspark (Gnome artisan), who runs the adjoining kilnworks. Secret: The kiln vent connects to a narrow crawlspace leading to forgotten mine shafts — once used by smugglers.

Kilnworks & Potter’s Guildhouse

Workshop beside the tavern, filled with steam, clay dust, and racks of fired ware.

Tibbin’s apprentices experiment with green-tinted glass, trying to blend river silica with local fluxes. They’ve produced rough translucent panes — the first crude glass in the province. Mishaps are common; explosions sometimes rattle the hillside.

The Ironstream Claim

A water-driven mining chute system on the riverbank.

Locals pan for gold and platinum flecks using sluice boxes and rotating troughs driven by river wheels. Rumor says a crew found a “white vein” (platinum) upriver, but one miner vanished after exploring a flooded shaft.

The Shrine of the Vale

A modest open-air shrine of weathered stones dedicated to Beory and St. Cuthbert, tended by the town’s healer.

Offerings of clay idols and river shells line the altar. A large cracked stone slab nearby bears a faint spiral engraving — ancient Flan origin.

The Barrow Road

A narrow path leading north between the cliffs toward the Ruined Barrow.

At dusk, travelers report hearing soft chanting or the hum of wind that sounds almost like singing. Some claim to have seen a pale figure watching from atop the mound. The barrow is believed to house the remains of an ancient Flan chieftain and his “stone choir” — petrified retainers sealed upright in the earth.

People to See

  • Tibbin Smeltspark, Gnome Potter & Tavernkeeper
    • Neutral Good, Rock Gnome Commoner (Expert)
    • AC: 12 | HP: 18 (4d8) | Speed: 25 ft Skills: Arcana +4, Investigation +3, Artisan’s Tools (Potter) +6 Traits: Inquisitive, excitable, always covered in clay dust. Obsessed with finding the right silica ratio for “clear glass.” Quirk: Talks to his kiln as if it were alive (“Easy now, old Redpot…”).
  • Bram Plaintree, Human Miner Foreman
    • Lawful Neutral, Veteran (simplified)
    • AC: 15 (leather & miner’s plates) | HP: 40 (6d8+12) | Attack: Pick +5 to hit, 1d8+3 piercing Skills: Athletics +5, Perception +4, Survival +3 Traits: Gruff, loyal to his men, distrusts outsiders and tax collectors. Quirk: Keeps a lucky river pebble said to have turned “white with moonlight” the night a kobold raid failed.
  • Yanik Tassum, Dwarf Herbalist & Shrine Keeper
    • Neutral Good, Healer (based on Priest)
    • AC: 13 | HP: 27 (5d8+5) | Spellcasting: (Wis +4, DC 12) Cure Wounds, Bless, Detect Poison, Sanctuary Traits: Calm and maternal but with an iron will; rumored to have faced a bear alone once using a torch and prayers. Quirk: Collects shards of ancient pottery from the fields; believes they hum faintly at night.
  • Faluk Kuusirin, Dwarf Metallurgist Apprentice
    • Chaotic Good, Artificer Apprentice (CR 1/2)
    • AC: 14 (leather & apron) | HP: 22 (5d8) | Attack: Hammer +4 to hit, 1d6+2 bludgeoning Abilities: Once per day can infuse a metal tool to glow for 1 hour or add +1 to damage if weapon. Traits: Fiercely independent, secretly writes letters to Ironridge’s dwarves for trade ideas. Quirk: Wears smoked lenses to protect from kiln glare — makes her look mysterious.

Additional Locals

  • Orrin Vale: young trapper and scout, wary of wolves in the high slopes.
  • Nalla Greyfen: potter’s apprentice, superstitious, swears she saw “faces in the barrow stone.”
  • Old Dorrik: miner turned drunkard, mutters about “singing from the north cliffs.”

Things to Do

  • WH1.1 – Song Beneath the Barrow
  • WH1.2 – Vanishing Vein
  • WH1.3 – The Glassfire Kiln
  • WH1.4 – Wolves of Redvale
  • WH1.5 – Giants in the Fog

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