Grimwold Marches

The cold, wet province bordering the bulk of the Griff mountains. The northern border is dappled with cold, often freezing bogs and marshlands which are flooded during the spring from mountain runoff but more traversable, if one wanted to do such a thing, in the summer.

Filled with eerie woods, rumors of cursed burial mounds, and long–forgotten paths the Grimwold Marches are not for the frail or timid. The people are cautious about trusting outsiders, but like their Baron, hold a deep respect for bravery and duty.

Those trafficking in the arts of necromancy or shadow magic would do well to avoid or keep such interests to themselves as the populace has no tolerance having faced problems in the past.

Places to Go – Cities & Towns (pop. > 250)

  1. High Hadleigh (Baron’s Capital)

Places to Go – Village (pop. > 150)

  • Dryvale
  • Torven’s Ford

Places to Go – Hamlets (pop. > 75)

  • Edgewatch (Tower) ~40-50
  • Bogmere Stilt
  • Tharrick’s Hollow
  • Duun-Kharag
  • Rimehold

Sites/Dungeons

  • Gnottbrunr

High Hadleigh

Small city; baronial seat; administrative and military hub

• Master Blacksmith & Garrison Forge

Harrik Feldrun, a taciturn veteran smith, oversees arms and armor for the baronial troops. Adventurers may commission repairs or sturdy weapons, but priority favors the garrison.

• Apothecary & Herbal Hall

Sister Maelwyn of Beory maintains a broad stock of dried herbs, salves, and healing draughts. She purchases rare Grimwold plants and quietly studies odd reagents brought in from the wilds.

• Licensed Alchemist

Odrin Vex, tightly regulated by city charter, produces alchemical fire, acids, and battlefield oils in small batches. Prices rise sharply during unrest or military musters.

• Arcane Components & Scroll Broker

The Grey Cabinet trades in spell components up to 3rd level and acts as an intermediary for scrolls and minor magical services. Nothing overtly flashy—everything documented.

• Temples & Shrines

Beory holds regional authority; St. Cuthbert enforces law and oaths; Pelor maintains a modest healing chapel. Divine aid is available, but never without expectation.

• Shadow Influence

No formal thieves’ guild operates openly, though informants and fences exist. Discretion is currency here—and the watch notices patterns.

Torven’s Ford

River town; trade crossing; old and new Flan traditions

• River Forge & Boatwright

Kerrin Ashwake specializes in iron fittings, anchors, and hull repairs. Weapons are serviceable but plain; river durability matters more than elegance.

• Herbalist & Smokehouse Healer

Old Branna Thrice-Tied blends river reeds, fish oils, and hill herbs into pungent but effective remedies. Locals swear by her cures—outsiders are charged more.

• Arcane Components (Limited)

A rotating stock of common spell reagents arrives by barge when trade is good. Unreliable, but sometimes surprisingly affordable.

• Shrines & River Rites

Pelor’s chapel stands near the ford, while older river stones are still honored quietly at dusk. Offending either tradition is remembered.

• Smugglers & Fences

River folk know how to move goods unseen. No guild name, just favors owed and quiet agreements.

Dryvale

Mining town; hills and streams; hard labor culture

• Mining Forge & Smelter

Berrik Stonehand works copper, iron, and low-grade platinum ores. Armor repairs and tool reforging are common; weapons are blunt but dependable.

• Gem Polisher & Ore Grader

Lessa of the Clear Eye improves raw stones and assesses mining claims. She knows when a “lucky find” is more than it seems.

• Shrines of Beory & Moradin

Earth and craft are honored together here. Blessings are practical—strength, endurance, and safe return from the pits.

Rimehold

Frontier mining town; cold stone; border tension

• Cold-Hardened Smiths

A dwarf-influenced forge collective produces tough tools and armor repairs suited for frost and stone. Decorative work is minimal; function reigns.

• Mineral Alchemist

Tharn Icevein experiments with salts, fluxes, and frost-reactive compounds. Useful reagents emerge… sometimes explosively.

• Tinker (Rumored)

Whispers speak of a reclusive dwarf crafting clockwork traps and odd mechanisms. No signboard—only introductions earn meetings.

Bogmere Stilt

Marsh settlement; stilt homes; reed and mud

• Marsh Herbalist & Leechcrafter

Fen-Mother Ysra treats venom, rot, and swamp sickness with unsettling skill. Her cures work—but often smell worse than the illness.

• Local Guides & Flat-Bottom Boats

Bogmere folk know which channels are safe and which are watched. Lizardfolk territory is avoided by instinct, not maps.

• Unspoken Rites

Offerings to Beory and unnamed marsh spirits are common. Outsiders are advised not to ask too many questions.