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  VILLAGE BACKDROP: THORNHILL 
  Standing	on	the	fringes	of	a	vast	and	noisome	swamp,	Thornhill	is	a	miserable,	hard	place	of	cloying	mud,	grasping	thorns	and	insular,	
  superstitious	folk.	There	is	a	little	cheer	to	be	had	in	Thornhill;	the	few	visitors	describing	it	as	dull	and	dreary	as	the	surrounding	swamps.	
  For	 all	 that,	 though,	 a	 steady	 trickle	 of	 adventurers	 visit	 Thornhill	 for	 the	 half-buried	 and	 drowned	 ruins	 of	 several	 tombs	 said	 to	 lie	
  forgotten	 in	 the	 surrounding	 marshland	 and	 the	 villagers	 have	 friends	 among	 the	 nearby	 degenerate	lizard	 man	who	 make	 excellent	
  guides	in	the	trackless,	far	reaches	of	the	swamp.	
  	
  C R E D I T S  
  Design:	Creighton	Broadhurst	
  Additional	Design:	Steve	Hood	
  Development:	Creighton	Broadhurst	and	Aaron	T.	Huss	
  Art:	 William	 McAusland	 and	 Claudio	 Pozas.	 Some	 artwork	
  copyright	 William	 McAusland,	 used	 with	 permission.	 Some	
  artwork	copyright	Claudio	Pozas,	used	with	permission.	
  Cartography:	Tom	Fayan	
  C O N T E N T S  
  Thornhill	At	a	Glance	....................................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Thornhill	.............................................................................	6	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  ©Raging	Swan	Press	2016.	
  	
  The	moral	right	of	Creighton	Broadhurst	to	be	identified	as	the	
  author	 of	 this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome	 to	 this	 Raging	 Swan	 Press	 System	 Neutral	 Edition	
  Village	 Backdrop.	 Herein	 you’ll	 find	 evocative,	 inspiring	 text	
  designed	 to	 help	 you—the	 busy	 GM—run	 better,	 quicker	 and	
  easier	games.		
  	
  This	 book	 is	 compatible	 with	 most	 fantasy	 roleplaying	
  games.	 It’s	 impossible	 to	 create	 a	 truly	 system	 neutral	 book,	
  though,	and	some	generic	game	terms—wizard,	fighter,	human,	
  elf	 and	 so	 on—lurk	 within.	 These	 generic	 terms	 are	 easily	
  modified	to	the	GM’s	system	of	choice.		
  	
  One	special	note	about	the	NPCs	in	this	supplement.	While	
  some	are	wizards,	fighters,	clerics	and	so	on,	others	are	simply	
  normal	folk.	Because	different	game	systems	handle	normal	folk	
  differently	we’ve	made	no	attempt	to	note	their	“class”	leaving	
  them	simply	as	“female	human”	and	so	on.			
  	
  If	you	enjoyed	this	book,	please	consider	leaving	a	review.	
  	
  If	you	didn’t	enjoy	this	book,	did	you	know	Raging	Swan	Press	
  offers	a	money	back	guarantee?	
  	
  	
  
  		
  2
  T H O R N H I L L  A T  A  G L A N C E  
  Standing	on	the	fringes	of	a	vast	and	noisome	fen,	Thornhill	is	a	
  miserable,	 hard	 place.	 The	 folk	 are	 insular	 and	 superstitious,	
  keeping	 to	 the	 old	 ways	 and	 worshipping	 the	 spirits	 of	 the	
  marsh.	Surviving	on	a	mixture	of	hunting,	fishing	and	desultory	
  trade	with	nearby	tribes	of	lizard	men,	the	folk	here	care	little	
  for	the	world	beyond	their	dismal	domain.	
  	
  Thornhill	stands	atop	a	large	island	in	the	centre	of	the	deep,	
  but	sluggish	waters	of	the	Fenwater.	A	once	formidable	stockade	
  of	 aged,	 sodden	 timbers	 surrounds	 the	 place.	 Stands	 of	 sickly,	
  dense	thorn	bushes	grow	over	much	of	the	island;	the	villagers	
  have	 deliberately	 let	 the	 bushes	 grow	 wild	 to	 form	 an	 almost	
  impenetrable	barrier	around	the	island’s	periphery.		
  D E M O G R A P H I C S  
  Ruler	Aelfgar	Wymer		
  Government	Autocracy		
  Population	 157	 (127	 humans,	 15	 half-orcs,	 12	 half-elves,	 2	
  halflings,	1	elf)	
  Alignments	N,	LN,	CN,	NE	
  Languages	Common,	Draconic		
  Resources	&	Industry	Fishing,	hunting	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aedwen	 Sirett	 (location	 5;	 NG	 female	 human	 cleric	 2)	 Kind	
  hearted,	 Aedwen	 is	 well-liked	 by	 the	 villagers.	 She	 often	
  preaches	to	villagers	and	travellers	alike.		
  Aelfgar	Wymer	(location	4;	LN	male	human	fighter	2)	This	sullen,	
  boring	man	is	the	village	reeve.	
  Gyric	Walwin	(location	6;	N	male	half-elf	wizard	2)	The	longest	
  lived	 of	 Thornhill’s	 residence,	 Gyric	 cares	 little	 for	 his	
  neighbours,	most	of	whom	he	labels	as	inbred	idiots.	
  Odda	 Kerrich	 (location	 2;	 NE	 male	 half-orc	 cleric	 1/rogue	 2)	
  Beset	by	a	perpetual	hacking	cough,	Odda	is	overly	friendly	
  to	travellers	staying	at	the	Drunken	Lizard.		
  Ricola	 Wymer	 (location	 5;	 LN	 female	 human)	 Spiteful	 and	
  deliberately	rude	to	her	fellows,	Ricola	is	universally	seen	as	
  ill-mannered	and	stuck	up.		
  Sithric	Siggers	(location	2;	NE	male	human	fighter	1)	A	boorish,	
  oft-drunk	fisherman	normally	found	at	the	Drunken	Lizard.	
  He	has	a	reputation	as	a	troublemaker	and	brawler.		
  Wulfric	 Isgar	 (location	 8;	 N	 male	 human)	 This	 sour	 faced	 poet	
  chants	dirges	and	elegies	while	at	his	forge.	
  Zissren	 (location	 10;	 NG	 female	 lizard	 man	 cleric	 3)	 A	 tall,	
  cunning	lizard	man	of	exceptional	intellect,	Zissren	works	to	
  mollify	her	fellows’	more	savage	instincts.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Mud	 Bridge:	 This	 often	 muddy,	 stout	 wooden	 bridge	 is	 the	
  only	way	to	easily	reach	Thornhill.	
  2. The	 Drunken	 Lizard:	 Thornhill’s	 only	 tavern	 is	 a	 dank,	
  shadowed	place.	The	food	and	drink	are	adequate	at	best.		
  3. Wennell’s:	 Thornhill’s	 trading	 station	 is	 run	 by	 the	 family	 of	
  the	same	name.	Densely	packed	with	all	manner	of	mundane	
  things,	there	is	little	of	obvious	interest	here	for	adventurers.	
  4. Aelfgar	 Wymer’s	 House:	 Here	 dwells	 the	 reeve	 and	 his	
  spiteful,	 shrewish	 wife,	 Ricola	 Wymer.	 The	 house	 is	 well	
  maintained.		
  5. Hall	of	the	Sun:	Dedicated	to	Darlen,	elaborate	carvings	of	the	
  rising	sun	decorate	this	otherwise	humble	hall.		
  6. Gyric	Walwin’s	Home:	An	elderly	sage,	Gyric	Walwin,	dwells	in	
  this	ramshackle	old	building.	Vines	and	ivy	grow	over	much	of	
  his	home,	crowding	out	most	of	the	light	from	the	building’s	
  narrow	windows.		
  7. Osred’s	House:	Home	to	Ymma	Winbow,	this	stone	building	is	
  the	oldest	and	largest	in	the	village.	The	windows	on	the	third	
  floor	command	sweeping	views	over	the	locality.		
  8. Blacksmith:	 This	 large	 building	 features	 a	 workshop	 at	 the	
  front	 containing	 not	 only	 the	 normal	 accoutrements	 of	 the	
  blacksmith’s	trade	but	also	a	small	pool.	
  9. Yonwin’s:	 The	 stench	 of	 this	 place	 permeates	 the	 whole	
  village.	Here	the	villagers	sell	their	excess	catch	to	Yonwin,	a	
  crippled	halfling	merchant.	
  10. Isle	of	the	Lizards:	A	single	hut	stands	upon	this	island,	which	
  the	lizard	men	claim	as	a	holy	place.	Most	nights,	Zissren	leads	
  her	fellows	in	worship	to	their	primitive	gods.	
  G E N E R A L  V I L L A G E  F E A T U R E S  
  With	 the	 exception	 of	 Osred’s	 House	 (location	 7)	 and	 the	
  Drunken	Lizard	(location	2)	all	the	village’s	buildings	are	single	
  storey	 and	 of	 wooden	 construction.	 They	 are	 low,	 rambling	
  affairs	 and	 often	 in	 poor	 repair.	 As	 well	 as	 their	 human	
  occupants,	most	buildings	also	house	livestock—mainly	pigs	and	
  chickens—which	during	the	day	roam	about	the	village.	
  	
  Worn	 wooden	 causeways	 snake	 their	 way	 through	 the	
  village.	 In	 places,	 planks	 are	 missing	 or	 rotten	 and	 unwary	
  travellers	 can	 find	 themselves	 unceremoniously	 dropped	 into	
  the	mud	beneath.	
  	
  A	wooden	palisade	surrounds	the	village;	between	6	ft.	and	
  10	 ft.	 high	 it	 would	 not	 stop	 a	 serious	 assault	 but	 the	 thick	
  masses	of	bramble	bushes	growing	up	against	it	give	even	the	
  hardiest	of	interlopers	pause.	
  	
  
  		
  3
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Thornhill,	 its	 history	 and	
  surrounds.	Determine	how	knowledgeable	the	PCs	are	and	then	
  impart	some	(or	all)	of	the	information	below:	
  § 
  Thornhill	is	a	muddy,	cheerless	place.	Its	folk	survive	by	fishing	
  and	 hunting	 in	 the	 surrounding	 marshes.	 Occasionally,	 lizard	
  men	trade	with	the	villagers.	
  § 
  The	villagers	are	insular,	superstitious	folk.	They	keep	to	the	
  old	ways.	They	are	poor	and	have	little	of	value.	Most	of	their	
  houses	are	ramshackle	wooden	affairs.		
  § 
  An	 ancient	 stone	 house	 stands	 at	 the	 highest	 part	 of	 the	
  village.	It	is	said	to	predate	the	village	and	to	once	have	been	
  the	home	of	a	powerful,	exiled	(and	blackhearted)	adventurer.	
  V I L L A G E R S  
  Appearance	 Dark	 of	 hair	 with	 grey	 or	 brown	 eyes,	 the	 folk	 of	
  Thornhill	 are	 often	 dirty;	 their	 clothes	 normally	 streaked	
  with	mud.		
  Dress	Villagers’	clothes	are	sturdy,	of	boring	earthy	colours	and	
  invariably	muddy.	Most	wear	well-worn	knee-high	boots.		
  Nomenclature	 male:	 Aelfgar,	 Brid,	 Eadgar,	 Gyric,	 Liofa,	 Osgar,	
  Sithric,	 Ulf,	 Wulfric;	 female:	 Aebbe,	 Bebbe,	 Ealhild,	 Heiu,	
  Inga,	 Ricola,	 Saeith,	 Ymma;	 family:	 Almer,	 Elvery,	 Isgar,	
  Kerrich,	Osmer,	Siggers,	Walwin,	Woolgar,	Wymer.	
  W H I S P E R S  &  R U M O U R S  
  While	 in	 Thornhill,	 a	 PC	 may	 hear	 one	 or	 more	 rumours	
  pertaining	to	the	village	and	its	surroundings.	The	PC	can	learn	
  this	 information	 in	 a	 number	 of	 ways:	 perhaps	 by	 overhearing	
  two	locals	gossiping,	chatting	with	regulars	over	a	few	drinks	at	
  the	local	tavern	and	so	on.	Use	the	table	below,	to	determine	
  which	rumours	the	PC	learns.		
  D6	
  RUMOUR	
  1*	
  Sithric	 Siggers	 has	 friends	 among	 the	 lizard	 men	 of	 the	
  marsh.	 They	 lead	 him	 to	 many	 of	 the	 sunken	 tombs	
  hidden	in	the	swamp	
  2	
  A	 huge	 snake	 has	 recently	 been	 seen	 swimming	 in	 the	
  lake.	Recently,	several	chickens	have	gone	missing.		
  3	
  The	lizard	men	living	nearby	are	angry	about	something	
  and	shun	travellers.		
  4	
  Lights	 have	 been	 seen	 burning	 late	 at	 Gyric	 Walwin’s	
  house;	the	sage	has	started	taking	a	much	more	serious	
  interest	in	travellers	visiting	the	village.		
  5	
  Osred’s	House	has	a	hidden,	deep	cellar	said	to	lead	to	a	
  partially	flooded	cavern.		
  6	
  Ricola	 Wymer	 is	 the	 third	 daughter	 of	 a	 minor	 noble	
  house.	Caught	in	a	youthful	indiscretion	she	was	married	
  off	to	Aelfgar	against	her	wishes.		
  *False	rumour	
  		
   
  
  		
  4
  N O T A B L E  L O C A T I O N S  
  1 :  M U D  B R I D G E  
  So	named	because	it	is	often	covered	in	mud,	this	stout,	aged	
  wooden	bridge	is	the	only	dry	way	to	reach	Thornhill.	The	bridge	
  stands	10	ft.	above	the	Fenwater	and	has	no	parapets;	travellers	
  must	be	careful	not	to	slip	and	fall	into	the	waters	below	during	
  bad	weather	(or	at	night).		
  2 :  T H E  D R U N K E N  L I Z A R D  
  The	 only	 inn	 in	 the	 village,	 the	 Drunken	 Lizard	 is	 a	 dank,	
  shadowed	place.	The	second	storey	features	a	half-dozen	little-
  used,	 basic	 bedchambers	 available	 for	 travellers.	 The	 landlord,	
  Odda	 Kerrich	 (NE	 male	 half-orc	 cleric	 1/rogue	 2)	 an	 overly	
  friendly	 kleptomaniac	 dwells	 beneath	 the	 tavern	 in	 a	 small	
  network	of	low	cellars	cut	into	the	hill.	Excavated	by	successive	
  landlords,	many	of	the	tunnels	are	crammed	full	of	little	more	
  than	 rubbish—discarded	 things	 of	 little	 value,	 but	 hoarded	
  nonetheless.		
  	
  The	food,	drink	and	accommodation	at	the	Drunken	Lizard	
  are	all	of	poor	quality.	Entertainment	is	sparse	to	non-existent.		
  § 
  Ale:	4	cp	per	mug	
  § 
  Stay:	2	sp	per	night	
  § 
  Meal:	1	sp	
  § 
  Wine:	2	sp	per	pitcher	
  3 :  W E N N E L L ’ S  
  This	stout	building	is	one	of	the	best	maintained	in	the	village.	Its	
  affable,	red-haired	owner,	Brid	Wennell	(LN	male	human),	is	a	
  skilled	woodworker	and	is	often	tinkering	about	the	property	or	
  adding	to	the	carvings	at	the	Hall	of	the	Sun.		
  	
  His	 gossip-wife,	 Ealhild	 (NG	 female	 human),	 runs	 the	 shop	
  and	 prepares	 all	 the	 foodstuffs	 sold	 within.	 Her	 comparative	
  wealth	puts	her	at	the	centre	of	Thornhill’s	social	scene	(such	as	
  it	is)	and	she	tries	to	ingratiate	herself	with	visiting	adventurers	
  to	 enhance	 her	 status	 with	 her	 friends.	 She	 dislikes	 Aedwen	
  Sirett	 (location	 5)	 and	 suspects	 there	 is	 more	 to	 the	 priestess	
  than	 meets	 the	 eye.	 In	 Thornhill’s	 social	 scene,	 she	 is	 Ricola	
  Wymer’s	(location	4)	rival.		
  4 :  A E L F G A R  W Y M E R ’ S  H O U S E  
  This	 large	 building	 houses	Aelfgar’s	 (LN	 male	 human	 fighter	 2)	
  extended	 family,	 which	 includes	 his	 wife,	 Ricola	 (LN	 female	
  human),	 four	 children	 and	 his	 half-blind	 mother.	 The	 Wymers	
  have	held	the	position	of	village	reeve	for	over	a	century	and	are	
  an	 arrogant,	 prideful	 family.	 They	 are	 not	 well	 liked	 by	 their	
  fellows.	 Aelfgar	 is	 particularly	 skilled	 at	 levying	 ancient,	
  forgotten	taxes	on	wandering	adventurers	and	other	travellers.		
  5 :  H A L L  O F  T H E  S U N  
  Elaborate	carvings	decorate	this	simple	place	of	worship.	Here	
  dwells	the	kind-hearted	Aedwen	Sirett	(NG	female	human	cleric	
  2)	 although	 few	 worshippers	 join	 her	 services—most	 of	 the	
  village	 keeps	 to	 the	 old	 ways.	 Aedwen	 is	 not	 a	 native	 of	
  Thornhill,	rather	moving	to	the	village	several	years	ago.	Tight-
  lipped	 about	 her	 past,	 she	 is	 in	 the	 third	 daughter	 of	 a	 minor	
  noble	who	fled	to	this	dismal	place	to	escape	the	drudgery	and	
  misery	of	an	arranged	marriage	with	a	man	three	decades	her	
  elder.	She	knows	little	of	the	surrounding	fens,	but	gladly	helps	
  adventurers	in	return	for	small	donations	toward	the	upkeep	of	
  her	church.	She	dwells	in	a	small,	snug	attic	above	the	main	hall	
  and	actively	dislikes	Odda	Kerrich	(location	2).			
   T H E  S U R R O U N D I N G  A R E A   
  Thornhill	stands	amid	a	small	lake,	the	Fenwater.	The	lake’s	
  murky	waters	are	placid	but	deep.	Several	fishing	boats	ply	
  its	waters	and	those	of	the	nearby	major	waterways.	Dense	
  fens	 surround	 the	 lake,	 making	 reaching	 Thornhill	 difficult.	
  Few	 tracks	 wend	 their	 way	 through	 the	 murk,	 but	 several	
  wide,	sluggish	rivers	flow	into	the	Fenwater.		
  	
  Tribes	of	lizard	men	lair	in	the	fens.	Most	are	indifferent	
  to	the	humans	of	Thornhill,	but	a	few	of	the	more	primitive	
  tribes—whipped	into	a	religious	frenzy	by	their	shaman—are	
  violently	opposed	to	the	encroach	of	humanity.	Occasionally,	
  fishermen	and	hunters	go	missing—their	disappearances	are	
  blamed	 on	 such	 lizard	 men,	 but	 their	 guilt	 remains	
  impossible	to	prove	as	no	remains	are	ever	recovered.		
  	
  Two	 notable	 rivers,	 the	 Blackwash	 and	 the	 sluggish	
  Tanglebriar,	 wend	 their	 way	 through	 the	 mire.	 With	 a	
  surprisingly	strong	current,	the	Blackwash	often	brings	forth	
  strange	 things	from	 the	 deep	marsh.	 After	heavy	rains,	 the	
  river	water	turns	black	for	an	unknown	reason	and	coats	the	
  nearby	reeds	and	trees	in	a	thick,	ebon	slime.	 
  	
  A	 narrow	 track	 also	 pierces	 the	 marsh,	 following	 an	
  ancient	dilapidated	causeway.	The	causeway	once	served	as	
  a	shortcut	through	the	swamp	but,	with	the	development	of	
  a	more	profitable	trade	route,	it	has	fallen	into	disuse.	 
  	
  Hundreds	of	creatures,	from	huge	bull	crocodiles	living	in	
  the	 deeper	 pools	 to	 water-fowl,	 goblins,	 snakes	 and,	 of	
  course,	millions	of	flies,	mosquitoes	and	other	insects	dwell	
  in	 the	 marsh.	 Tiny	 blood	 red	 worms	 lurk	 in	 the	 swamp’s	
  many	 stagnant	 pools	 waiting	 for	 a	 source	 of	 warm,	 tasty	
  blood	 to	 blunder	 into	 their	 home.	 Most	 of	 the	 swamp’s	
  denizens	 such	 as	 lizard	 men	 have	 tough	 skin	 and	 are	
  generally	 immune	 to	 their	 attacks,	 although	 none	 are	
  immune	to	the	leech	swarms	endemic	to	the	swamp.	 
  	
  
  		
  5
  6 :  G Y R I C  W A L W I N ’ S  H O U S E  
  Vines,	 creepers	 and	 a	 riot	 of	 ivy	 cling	 to	 this	 ramshackle,	 old	
  building	 giving	 it	 a	 ruined,	 shadowed	 appearance.	 The	 elderly,	
  curmudgeonly	 sage	 Gyric	 Walwin	 (N	 male	 half-elf	 wizard	 2)	
  dwells	 here	 alone	 among	 a	 large,	 dusty	 (and	 in	 some	 cases)	
  rotting	library	of	old	books.		
  	
  Fiercely	 intelligent,	 Gyric	 is	 dismissive	 of	 those	 of	 lesser	
  intellect	 (which	 is	 basically	 everyone	 else	 in	 the	 village)	 and	
  starved	 of	 intelligent	 conversation.	 If	 he	 hears	 of	 learned	 folk	
  visiting	Thornhill	he	seeks	them	out	for	stimulating	conversation.	
  He	 knows	 much	 about	 the	 surrounding	 marshland,	 but	 has	 no	
  desire	 to	 actually	 go	 exploring	 therein.	 Although	 he	 hates	 the	
  swamp,	 Gyric	 has	 no	 intention	 of	 leaving;	 he	 is	 hiding	 from	 a	
  rich,	 powerful	 enemy	 and	 Thornhill	 gives	 him	 the	 safety	 and	
  anonymity	he	so	desperately	craves.	
  	
  Gyric	 has	 learnt	 the	 secret	 or	 making	 Red	 Fern	 Paste	 and	
  sells	it	to	adventurers	at	1	sp	a	vial.	
  § 
  Red	Fern	Paste:	Local	hunters	have	discovered	a	paste	made	
  from	 the	 prolific	 red	 ferns	 growing	 throughout	 the	 marsh	
  repels	the	leeches	and	other	insects	lurking	therein.	The	fern	is	
  readily	 available	 and	 a	 competent	 alchemist	 can	 make	 the	
  paste.	While	the	paste	has	no	effect	on	giant	leaches	and	other	
  marsh	denizens,	travellers	coating	their	exposed	skin	in	it	are	
  not	swarmed	by	normal	insects	while	traversing	the	mire.	
  7 :  O S R E D ’ S  H O U S E  
  The	horribly	scarred	Ymma	Winbrow	(N	female	human	cleric	2)	
  dwells	in	this	old	and	stout	three-storey	stone	building	that	has	
  begun	to	subside	into	the	hill.	Friendly,	but	quiet,	Ymma	dwells	
  on	the	upper	floors	and	allows	well	behaved	travellers	to	sleep	
  on	the	ground	floor	(3	sp	per	night).		
  	
  An	 iron-bound,	 triple-locked	 door	 provides	 access	 to	 the	
  house’s	 extensive,	 cellars;	 Ymma	 never	 opens	 the	 door	 and	
  perceptive	 PCs	 may	 realise	 she	 is	 terrified	 of	 whatever	 lies	
  beyond.	The	cellar’s	lower-levels	are	partially	flooded.	Once	the	
  home	 to	 a	 paranoid	 adventurer,	 a	 long,	 water-logged	 tunnel	
  passes	 under	 the	 Fenwater	 but	 its	 far	 exit	 has	 long	 since	
  collapsed.		
  8 :  B L A C K S M I T H  
  Here	works	Wulfric	Isgar	(N	male	human)	a	sour-faced,	deep	of	
  voice	poet	whose	chanted	dirges	and	elegies	echo	through	his	
  forge.	 He	 owes	 Aelfgar	 Wymer	 a	 large	 sum	 of	 money	 and	 is	
  desperate	to	pay	off	the	debt.	Consequently,	he	is	happy	to	work	
  on	commissions	for	travellers,	but	charges	over	the	odds	to	do	
  so.	Dour	Wulfric	is	single—a	condition	which	baffles	him.			
  9 :  Y O N W I N ’ S  
  The	stench	of	fish	emanates	from	this	large	building	and	smoke	
  constantly	 rises	 from	 several	 battered	 chimneys;	 here	 Yonwin	
  (CN	male	halfling)	prepares	his	renowned	smoked	fish	for	sale.	
  The	lizard	men	of	the	fens	love	the	taste	of	them	(which	they	
  view	 as	 a	 delicacy)	 and	 Yonwin	 (a	 half-crippled	 drunk)	 cannot	
  keep	up	with	their	demand.		
  1 0 :  I S L E  O F  T H E  L I Z A R D S  
  This	 small,	 muddy	 island	 lies	 to	 the	 south	 of	 Thornhill.	 Here	
  dwells	 the	 lizard	 man	 shaman	 Zissren	 (NG	 female	 lizard	 man	
  cleric	 3).	 Lizard	 men	 often	 visit	 Zissren	 to	 pray	 alongside	 the	
  respected	 and	 well-loved	 shaman.	 Misunderstood	 by	 the	
  villagers	who	see	her	as	a	crackpot,	drug-addled	figure,	Zissren	
  works	tirelessly	to	keep	the	fragile	peace	between	the	humans	
  and	 lizard	 men	 intact.	 Few	 of	 Thornhill’s	 human	 inhabitants	
  willingly	visit	Zissren’s	isle	during	the	day	and	none	come	here	at	
  night;	strange	things	are	said	to	happen	here	under	night’s	ebon	
  veil.	 Use	 the	 table	 below,	 to	 determine	 what	 strange	 events	
  occur	at	night	on	Zissren’s	isle:	
  D6	
  EVENT	
  1	
  Loud	 voices—indistinct	 but	 nevertheless	 full	 of	 anger—
  argue	back	and	forth	for	an	hour	or	so.	
  2	
  Strange	 bobbing,	 multi-coloured	 lights	 are	 observed	 on	
  the	 island.	 In	 their	 lurid,	 flickering	 shadows,	 strange	
  shapes	dance	and	cavort.		
  3	
  A	 sullen	 drum	 beats	 for	 half	 the	 night	 and	 a	 chorus	 of	
  croaking	voices	are	raised	in	some	kind	of	primitive	song.		
  4	
  Aedwen	 Sirett	 reports	 seeing	 a	 half-dozen	 lizard	 men	
  slink	 onto	 the	 island	 at	 dusk.	 By	 dawn,	 they	 have	
  disappeared.	
  5	
  A	 single	 spluttering	 torch	 is	 seen	 moving	 about	 on	 the	
  north	 end	 of	 the	 island,	 as	 if	 someone	 is	 searching	 for	
  something	in	the	Fenwater’s	shallows.	
  6	
  A	scream—obviously	from	the	island—pierces	the	night.	
  R E D  F E R N  B A R R O W S   
  These	partially	submerged	barrow	mounds	are	remnants	of	
  the	 fallen	 kingdom	 that	 once	 held	 the	 lands	 around	
  Thornhill.	 Once	 on	 dry	 land,	 extensive	 flooding	 when	 the	
  Blackwash	and	Tanglebriar	rivers	burst	their	banks	centuries	
  ago	inundated	the	mounds.	Occasionally	explorers	based	in	
  Thornhill	 dig	 here	 in	 search	 of	 ancient,	 glittering	 treasure.	
  Most	find	nothing,	but	some	disappear	without	trace.	These	
  excavations	 have	 created	 many	 deep	 pools	 in	 the	
  surrounding	locality	and	explorers	must	watch	their	step	or	
  suffer	an	ignoble,	and	muddy,	bath.	 
  	
  The	lizard	men	do	not	go	here	and	it	is	rumoured	undead	
  kings	of	the	fallen	kingdom	yet	sit	upon	their	sunken	thrones	
  in	 the	 depths	 of	 the	 barrows	 and	 jealously	 guard	 the	 last	
  remnant	of	their	fallen	kingdom.		
  
  		
  6
  	
  L I F E  I N  T H O R N H I L L  
  Life	in	Thornhill	is	hard.	Isolated	from	other	villages,	its	folk	have	
  become	 insular,	 inbred	 and	 fearful	 of	 their	 lizard	 men	
  neighbours.	Tensions	over	the	looting	of	ancient	tombs	hidden	
  deep	within	the	fens	with	the	degenerate	Red	Jaws	and	Jagged	
  Claw	tribes	have	been	steadily	rising	over	the	last	few	decades.	
  The	 lizard	 men	 are	 suspected	 (correctly)	 of	 several	 unsolved	
  murders.		
  T R A D E  &  I N D U S T R Y  
  Thornhill’s	main	(and	indeed	only)	industry	is	fishing.	Most	of	the	
  fishermen	in	the	village	sell	their	excess	catch	to	Yonwin,	who	
  exports	his	smoked	fish	to	nearby	villages	and	several	lizard	man	
  tribes	 who	 view	 them	 as	 a	 delicacy.	 Occasionally,	 adventurers	
  use	the	village	as	a	base	from	which	to	explore	the	fens—such	
  folk	are	a	source	of	great	wealth	to	the	impoverished	villagers.	
  L A W  &  O R D E R  
  Thornhill	 is	 a	 rough	 and	 ready	 place	 and	 there	 is	 no	 watch	 to	
  speak	of.	Theoretically,	Aelfgar	Wymer	is	in	charge	of	law	and	
  order,	but	in	practise	the	villagers	sort	out	their	own	problems	
  and	do	not	view	meddling	outsiders	kindly.		
  E V E N T S  
  While	the	PCs	are	in	Thornhill,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	 small	 group	 of	 lizard	 men	 are	 seen	 swimming	 to	 the	
  Isle	 of	 the	 Lizards.	 That	 night,	 their	 weird	 chanting	
  echoes	through	the	night.	
  2	
  A	travelling	pedlar	or	impoverished	merchant	arrives	at	
  Thornhill.	Likely,	he	is	selling	rather	than	buying	but	he	
  may	bring	interesting	rumours	from	the	outside	world.	
  3	
  Thornhill’s	 fishermen	 return	 with	 a	 bumper	 (50%)	 or	
  terrible	(50%)	catch.		
  4	
  Heavy	 rain	 lashes	 the	 settlement	 for	 much	 of	 the	 day.	
  Mud	 covers	 much	 of	 the	 island	 and	 the	 Fenwater	 rises	
  noticeably.		
  5	
  An	argument	quickly	escalates	into	violence.	At	the	GM’s	
  discretion,	 this	 could	 lead	 to	 a	 wider	 brawl,	 grievous	
  bodily	 harm	 or	 murder.	 Petty	 crime	 or	 an	 old	 rivalry	
  could	be	to	blame	for	the	incidence.	
  6	
  Screams	echo	across	the	lake	as	a	giant	constrictor	snake	
  attacks	a	fisherman.	Unless	the	PCs	intervene,	the	snake	
  kills	 the	 man	 and	 carries	 him	 deep	 into	 the	 lake	 to	
  consume	his	body	in	peace.	
   
   
  
  		
  7
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  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Village	Backdrop:	Thornhill.	©Raging	Swan	Press	2012;	Author:	Creighton	Broadhurst.	
  	
  Dark	Oak	Collector’s	Edition.	©Raging	Swan	Press	2013;	Author:	Creighton	Broadhurst	and	
  Steve	Hood.	 
  	
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  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Town, Village Backdrops/Raging Swan Village Backdrop Thornhill sne.pdf