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  VILLAGE BACKDROP:  
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  BYRNFORT 
  
   
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  VILLAGE BACKDROP: BYRNFORT 
  At	the	edge	of	the	Barainwood	lies	the	woodcutter's	village	of	Byrnfort.	Under	threat	from	massive,	vicious	beasts	and	shadowy	horrors	
  emerging	from	the	forest,	the	villagers	put	their	faith	in	the	Green	Men,	a	druidic	cult	promising	protection	from	the	forest's	dangers.	Now	
  valuable	goods	flow	from	Byrnfort	and	attacks	have	lessened,	but	the	village’s	future	remains	uncertain.	The	cult	and	the	local	militia,	the	
  Brands,	are	increasingly	at	odds,	and	while	prospects	seem	bright,	there	are	costs	to	Byrnfort's	prosperity.	The	villagers	strive	to	protect	
  their	secrets	and	their	way	of	life	from	prying	eyes,	but	this	grows	ever	more	difficult	as	the	village’s	prosperity	increases.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Amber	Underwood	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland	and	Maciej	Zagorski	(The	Forge	Studios).	
  Some	 artwork	 copyright	 William	 McAusland,	 used	 with	
  permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  	
  ©Raging	Swan	Press	2017.	
  	
  The	 moral	 right	 of	 Amber	 Underwood	 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.	
  	
  C O N T E N T S  
  Byrnfort	At	A	Glance	....................................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Byrnfort	..............................................................................	6	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 Village	 Backdrop:	 Byrnfort	 are	 Open	 Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	 1.0a	
  Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	 material	
  designated	 as	 Open	 Game	 Content	 may	 be	 reproduced	 in	 any	
  form	without	written	permission.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  B Y R N F O R T  A T  A  G L A N C E  
  Ruler	Evryiel	Gliede	
  Government	Overlord	
  Population	85	(34	humans,	24	elves,	27	half-elves)	
  Alignments	N,	NE,	NG	
  Languages	Common,	Elven	
  Resources	&	Industry	Alchemy,	logging	
  Bristling	sharp	stakes	and	thick	timber	walls	encircle	the	village	
  of	Byrnfort.	Compared	to	the	ancient	trees	of	the	Barainwood	
  looming	 over	 it,	 the	 village	 is	 hunched	 and	 small,	 its	 houses	
  clustered	close	together	like	fearful	animals	seeking	shelter.	The	
  stout	village	gates	are	normally	kept	shut;	the	local	militia,	the	
  Brands,	 armed	 with	 brightly	 burning	 torches	 and	 spears,	 keep	
  careful	 watch	 from	 its	 towers.	 Monstrous	 beasts	 lurk	 in	 the	
  shadows	of	the	forest,	and	it	is	whispered	the	dead	themselves	
  rise	from	their	graves	to	protect	the	forest’s	heart.	
  	
  Byrnfort	is	more	of	a	fortification	than	a	settlement,	but	the	
  freshly	cut	tree	stumps	and	growing	farms	indicate	the	village	is	
  beginning	 to	 prosper	 despite	 the	 ever-present	 dangers.	
  Seasoned	 timbers	 fill	 storage	 sheds,	 and	 the	 trading	 post	 is	
  stocked	with	goods	derived	from	the	forest’s	bounty.	Tension	is	
  rising	 in	 the	 village,	 however.	
  An	 increasingly	 popular	 cult,	
  the	 Green	 Men,	 is	 at	 odds	
  with	 the	 Brands,	 and	
  Byrnfort’s	 future	 hangs	
  in	the	balance.		
  V I L L A G E R S  
  Appearance	 The	 people	 of	
  Byrnfort	are	tall	and	well-muscled	despite	their	typically	
  slim	builds.	The	elven	and	human	population	have	intermingled	
  for	years,	and	most	of	the	citizens	show	signs	of	that	heritage,	
  often	possessing	small	features	or	differences	more	common	to	
  the	other	race.	
  	
  Dress	Sturdy,	practical	leather	and	fur	clothing	are	common	
  among	the	villagers.	Most	of	the	populace	prominently	display	
  necklaces,	 bracelets	 or	 amulets	 made	 of	 twisted	 green	 vines.	
  Members	 of	 the	 Brands,	 bear	 leather	 badges	 burned	 with	 the	
  image	of	a	torch.		
  	
  Nomenclature	 male	 Mieken,	 Sanrial;	 female	 Evryiel,	 Lesi;	
  family	Gliede,	Lieder,	Vyenel.	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Byrnfort,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Byrnfort	is	a	fortified	village	standing	on	the	edge	of	
  the	 Barainwood.	 The	 forest	 is	 thick	 with	 monsters,	 and	 the	
  citizens	distrust	outsiders.	It	exists	only	for	the	lumber	it	exports.		
  	
  DC	15:	Sapwood,	a	rare	wood	found	around	Byrnfort,	is	its	
  most	 valued	 export.	 The	 town’s	 woodcutters,	 the	 Green	 Men,	
  are	exceptionally	good	at	retrieving	it	from	the	deadly	forest.		
  	
  DC	20:	The	Green	Men	are	a	cult	and	practically	worship	the	
  Barainwood.	 They	 perform	 strange	 rituals	 and	 only	 harvest	
  certain	trees.	Other	woodcutters	in	the	region	are	driven	away	
  with	dire	threats.	Some	disappear.	
  W H I S P E R S  &  R U M O U R S  
  While	 in	 Byrnfort,	 a	 PC	 may	 hear	 one	 or	 more	 rumours.	 A	 PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	below.	A	PC	exceeding	this	
  check	 learns	 an	 additional	
  rumour	for	each	5	points	by	
  which	he	exceeded	DC	10.	
  D6	
  RUMOUR	
  1	
  Vicious	animals	and	undead	prowl	in	the	shade	of	the	
  Barainwood,	 preying	 on	 anyone	 foolish	 enough	 to	
  enter	the	forest.	Many	people	have	gone	missing	in	its	
  depths,	over	the	years.		
  2	
  Mieken	Charrel,	the	village	alchemist,	frequently	deals	
  with	 dwarves.	 They	 seek	 him	 out	 for	 his	 alchemical	
  charcoals,	since	there’s	no	better	forge	fuel.		
  3	
  The	rare	wood	harvested	from	the	surrounding	forest,	
  sapwood,	 is	 said	 to	 have	 precious	 magical	 and	
  alchemical	properties.		
  4	
  The	 Green	 Men,	 a	 secretive	 druidic	 cult,	 dominates	
  Byrnfort.	Its	members	are	all	woodcutters	living	in	the	
  village.		
  5*	
  Evryiel	 uses	 her	 authority	 over	 the	 Brands	 to	 keep	
  control	 of	 Byrnfort,	 preventing	 the	 people	 from	
  electing	their	popular	choice,	Sanrial.		
  6*	
  The	 villagers	 practice	 necromantic	 rites,	 filling	 the	
  woods	with	zombies	and	making	pacts	with	the	dead.		
  *False	rumour	
  
  3	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hard	 working	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Evryiel	Gliede	(location	7;	NG	female	elf	ranger	6)	Captain	of	the	
  Brands,	Evryiel	does	her	best	to	keep	the	peace	and	defend	
  the	village.	She	has	been	in	Byrnfort	longer	than	most,	and	is	
  fully	aware	of	the	forest’s	dangers.		
  Godre	 Wainwright	 (location	 8;	 N	 male	 human	 commoner)	
  Godre	came	to	Byrnfort,	searching	for	work	as	a	woodcutter.	
  After	being	shunned	by	the	Green	Men,	he	turned	to	farming	
  (but	plots	his	revenge).		
  Lesi	Vyenel	(location	1;	NG	female	elf	druid)	Far	friendlier	than	
  the	 other	 villagers,	 Lesi	 runs	 the	 Stout	 Draught	 and	 is	 a	
  devoted	member	of	the	Green	Men.		
  Mieken	Charrel	(location	3;	N	male	human	mage)	Specialising	in	
  creating	alchemical	charcoals,	Mieken	settled	in	Byrnfort	to	
  secure	supply	of	its	special	woods.	
  Sanrial	Lieder	(location	6;	NE	male	half-elf	ranger	5)	Sanrial	leads	
  the	Green	Men,	and	is	a	former	member	of	the	Brands.	
  Serie	(location	5;	CN	female	human	spy)	A	thief	in	trouble	with	
  the	Brands,	Serie	has	been	given	asylum	by	the	Green	Men	
  in	exchange	for	her	assistance	in	certain	rituals		
  Vigilant	Bramble	(location	5;	NE	ghost	dryad	druid	11)	Vigilant	
  Bramble	 died	 centuries	 ago,	 but	 continues	 to	 protect	 the	
  Barainwoods	with	single-minded	desperation.	Her	existence	
  is	known	only	to	the	Green	Men. 
  	
  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. The	Stout	Draught:	The	welcoming	Stout	Draught	is	the	local	
  tavern.	It	serves	a	popular	local	drink—sapbrew.		
  2. Mieken’s:	 The	 alchemist	 Mieken	 owns	 this	 trading	 post	 and	
  sells	to	both	visiting	merchants	and	the	other	villagers.	Here	
  can	be	had	all	his	unique	alchemical	wares.	
  3. The	Charhouse:	Mieken’s	home	is	luxurious	compared	to	most	
  of	Byrnfort.	The	smell	of	smoke	is	strong	here.		
  4. Hearth	Tree:	Here	stands	a	newly	planted	sapling,	surrounded	
  by	a	circle	of	stones.	The	sapling	is	sacred	to	the	Green	Men.	
  5. Sanrial’s	 Home:	 Sanrial	 is	 rarely	 at	 home,	 these	 days.	
  However,	Serie	is	taking	refuge	in	the	cellar.	
  6. Old	Fort:	Old	Fort	is	the	largest	building	in	the	village,	one	of	
  its	first	buildings	and	the	most	defensible	position.	Most	of	the	
  time	it	serves	as	a	meeting	hall.		
  7. Evryiel’s	 Home:	 Evryiel’s	 home	 is	 spacious	 and	 militant.	 It	
  serves	as	the	Brand’s	unofficial	headquarters.		
  8. Godre’s	Farmhouse:	Here	lives	(and	plots)	Godre	Wainright.			
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  T H E  S T O U T  D R A U G H T  
  The	 Stout	 Draught	 is	 Byrnfort’s	 only	 inn,	 and	 it’s	 here	 most	
  villagers	relax	after	a	hard	day's	work.	While	rustic,	it	makes	that	
  characteristic	charming	and	comfortable,	putting	care	and	effort	
  into	 even	 its	 roughest	 aspects.	 The	 most	 popular	 drink	 drunk	
  here	is	sapbrew,	a	sweet,	thick	mead-style	drink	fermented	from	
  local	sap.	Few	of	the	villagers	drink	anything	else.	
  	
  Lesi	Vyenel	(NG	female	elf	druid)	runs	the	inn	cheerfully	and	
  tirelessly,	serving	the	Brands,	Green	Men	and	visiting	merchants	
  or	 adventurers	 with	 a	 smile	 and	 welcoming	 word.	 Despite	 her	
  even	hand	and	friendliness,	Lesi	is	a	member	of	the	Green	Men	
  and	 politely	 discourages	 those	 prying	 into	 the	 cult.	 	 However,	
  she	always	keeps	an	eye	open	for	potential	recruits	and	might	
  sound	out	seemingly	interested	or	suitable	visitors.	To	those	she	
  deems	a	threat,	she	is	a	clever	and	dangerous	enemy.	
  § 
  Food	&	Drink	meal	(mushroom	and	rabbit	stew)	2	sp,	ale	4	cp,	
  sapbrew	5	cp,	wine	(pitcher)	1	sp.	
  § 
  Accommodation	small,	sparsely	furnished	single	room	5	sp.	
  2 :  M I E K E N ’ S  
  This	 store	 is	 owned	 by	 the	 alchemist,	 Mieken	 (N	 male	 human	
  mage),	who	built	the	post	for	his	business	dealings	with	visiting	
  merchants.	Over	time,	though,	he	has	stocked	it	with	goods	of	
  interest	 to	 the	 villagers,	 and	 now	 turns	 a	 tidy	 profit	 selling	
  essentials	and	small	luxuries.	
  	
  Mieken	 sells	 his	 specialist	 alchemical	 wares	 here.	 (See	 the	
  sidebar	 for	 information	 about	 his	 unique	 items).	 As	 word	
  spreads	of	his	inventions,	demand	is	drastically	increasing;	many	
  smiths,	artists	and	apothecaries	now	seek	out	his	products	and	
  his	 growing	 requirements	 for	 raw	 materials	 could	 soon	 spark	
  conflict	between	the	Green	Men	and	Vigilant	Bramble.		
  3 :  T H E  C H A R H O U S E  
  Smoke	 perpetually	 rises	 from	 Mieken's	 (N	 male	 human	 mage)	
  home	 and	 the	 circular	 hut	 behind	 it,	 which	 he	 uses	 as	 a	
  laboratory.	 A	 fine	 building,	 constructed	 entirely	 of	 stone	 and	
  possessing	 an	 enormous	 chimney,	 the	 house	 is	 much	 grander	
  than	 any	 other	 in	 the	 village	 and	 is	 furnished	 appropriately.	
  Mieken's	home	is	an	island	of	wealth	and	luxury,	even	if	it	reeks	
  of	his	trade.	
  	
  An	alchemist	whose	speciality	is	charcoal,	Mieken	moved	to	
  Byrnfort	 in	 pursuit	 of	 rare	 woods	 once	 the	 Green	 Men	 began	
  producing	a	reliable	supply.	While	he	is	not	a	cult	member,	they	
  profit	 from	 their	 dealings	 with	 him	 and	 they	 appreciate	 minds	
  his	 own	 business.	 In	 pursuit	 of	 his	 craft,	 Mieken	 has	 realized	
  sapwood	 has	 several	 qualities	 he	 has	 only	 seen	 in	 wood	
  associated	 with	 magical,	 often	 animate	 plants;	 this	 makes	 him	
  wonder	about	the	nature	of	the	Green	Men	and	the	wood	they	
  cut,	even	if	he	is	incredibly	reluctant	to	say	anything	about	it.	
  4 :  H E A R T H  T R E E  
  At	Byrnfort’s	centre	stands	a	small	mound	encircled	by	a	ring	of	
  stones.	A	sapling	no	more	than	a	foot	tall	grows	within	the	ring,	
  its	 green	 leaves	 unusually	 bright	 and	 eye-catching.	 The	 Green	
  Men	planted	this	tree	and	gave	it	its	name	only	a	few	years	ago.	
  They	treat	it	with	reverence	and	use	it	as	a	gathering	place	for	
  meetings	and	sacred	rites.	It	is	guarded	jealously;	any	stranger	
  approaching	it	is	firmly	turned	away.	
  5 :  S A N R I A L ' S  H O M E  
  Sanrial	 Lieder's	 (NE	 male	 half-elf	 ranger	 5)	 home	 is	 not	 much	
  different	from	the	houses	surrounding	it,	save	for	being	slightly	
  larger.	It	is	a	sturdy	construction	of	wattle	and	daub,	roofed	with	
  thatch	 and	 equipped	 with	 a	 small	 chimney.	 Inside	 it	 is	
  partitioned	 into	 two	 rooms,	 one	 containing	 the	 hearth	 and	
  kitchen,	the	other	a	living	area	suitable	for	guests	and	relaxation.	
  These	days	though,	Sanrial	is	rarely	home.	
  	
  The	Green	Men	use	Sanrial’s	large	cellar	as	a	covert	meeting	
  place.	 Serie	 (CN	 female	 human	 spy)	 hides	 here,	 taking	 refuge	
  with	the	Green	Men	after	being	caught	stealing	repeatedly	from	
  the	village.	The	Green	Men	agreed	to	overlook	her	crimes	if	she	
  assist	 them	 in	 their	 rituals,	 and	 she	 does,	 but	 she	 can't	
  remember	how.	She	is	beginning	to	have	gaps	in	her	memories	
  even	 outside	 the	 rituals,	 and	 suspects	 the	 deal	 she	 struck	 was	
  A L C H E M I C A L  I T E M S  
  Mieken	has	invented	the	following	new	alchemical:	
  	
  Artisan	Charcoal	(Price:	5	sp;	Weight:	—):	Available	in	a	
  rainbow	of	colours,	this	soft	stick	of	coal	leaves	bright	marks	
  on	any	surface,	and	is	difficult	to	remove.	It	takes	an	hour	of	
  work	to	remove	it	by	hand	with	normal	methods.	However,	
  the	erase	spell	removes	it	easily.		
  	
  Byrncoal	 (Price:	 1	 gp;	 Weight:	 20	 lbs.):	 This	 charcoal	
  burns	bright	and	long,	and	is	prized	by	smiths.		
  	
  Voidcoal	(Price:	50	gp;	Weight:	—):	Dull	grey	and	rock-
  hard,	voidcoal	can	be	used	(as	a	move	action)	to	neatly	erase	
  normal	ink,	chalk,	artisan	charcoal	or	similar	substances.		
  	
  In	addition,	it	has	drawing	properties	and	can	be	used	to	
  combat	 poison.	 If	 a	 poisoned	 character	 ingests	 voidcoal	
  immediately	 after	 being	 poisoned	 the	 character	 can	 make	
  another	 saving	 throw	 to	 remove	 the	 poison	 condition.	 A	
  failed	 save	 has	 no	 (additional)	 detrimental	 effect.	 A	
  character	ingesting	voidcoal	gains	one	level	of	exhaustion	for	
  one	hour,	no	matter	the	result	of	the	second	saving	throw.	
  
  5	
  poor.	 The	 gaps	 in	 Serie’s	 memories	 are	 caused	 by	 Vigilant	
  Bramble,	who	possesses	her	when	she	needs	a	body	to	guide	or	
  assist	the	Green	Men	in	their	rituals.	She	is	often	hidden	nearby,	
  working	 to	 erode	 Serie’s	 unconscious	 defences	 so	 she	 can	
  eventually	 possess	 the	 thief	 in	 a	 more	 complete	 and	 enduring	
  manner.	 Serie	 is	 waiting	 for	 a	 distraction	 or	 opportunity	 that	
  would	allow	her	to	escape	Byrnfort.	
  6 :  O L D  F O R T  
  The	 oldest	 building	 in	 Byrnfort,	 the	 Old	 Fort	 is	 a	 defensible	
  structure	 built	 of	 hefty	 stone	 bricks	 and	 stout	 timbers.	 It	 is	 as	
  much	 a	 barracks	 as	 a	 manor,	 and	 over	 the	 years	 has	 been	
  repeatedly	expanded	and	altered.	Sanrial	Lieder	(NE	male	half-
  elf	ranger	5)	has	taken	up	residence	in	Old	Fort's	living	quarters	
  and	frequently	dispenses	advice	to	the	villagers	in	the	main	hall.	
  Other	times	he	occupies	himself	with	reading	or	the	business	of	
  running	Byrnfort.	
  7 :  E V R Y I E L ' S  H O M E  
  Built	in	the	older	part	of	the	village,	Evryiel	Gliede's	(NG	female	
  elf	 ranger	 6)	 home	 is	 sparsely	 furnished,	 containing	 only	 the	
  necessities	she	needs	to	live	and	lead	the	Brands.	A	long	table	
  takes	 up	 much	 of	 her	 space,	 and	 is	 used	 by	 the	 Brands	 when	
  they	gather	to	discuss	the	state	of	the	militia	and	the	village	in	
  general.	 While	 they	 once	 met	 in	 Old	 Fort,	 Evryiel's	 home	 has	
  become	their	unofficial	headquarters	in	recent	years.	
  	
  Evryiel	has	little	desire	to	govern	Byrnfort,	but	she	does	want	
  to	 protect	 it	 from	 the	 monsters	 lurking	 in	 Barainwood.	 She	
  distrusts	the	Green	Men.	She	dislikes	Sanrial	and	is	distrustful	of	
  how	 the	 Green	 Men	 elude	 the	 dangers	 of	 Barainwood,	 but	
  knows	 the	 village's	 opinion	 is	 against	 her.	 She	 struggles	 to	
  maintain	control	of	Byrnfort,	and	knows	she	is	slipping	despite	
  her	best	efforts.	
  8 :  G O D R E ' S  F A R M H O U S E  
  This	dingy,	thatch-roofed	building	is	home	to	Godre	Wainwright	
  (N	male	human	commoner)	a	failed	carpenter	and	bitter	man.	
  Godre	came	to	Byrnfort	to	join	the	Green	Men,	but	was	deemed	
  unsuitable	for	membership.	He	is	a	stubborn	man	and	tried	to	
  work	 the	 woods	 anyway.	 However,	 after	 a	 poisoning	 and	
  beating,	he	gave	up.	Now	he	works	for	as	a	farmhand	for	one	of	
  Byrnfort’s	farmers.	He	is	too	stubborn	to	leave,	and	plots	to	join	
  the	Brands	and	have	his	revenge	on	the	Green	Men.		
  B A R A I N W O O D  
  The	Barainwood	is	a	vast,	old	forest	once	abundant	with	magical	
  plant	 life	 tended	 by	 a	 grove	 of	 dryads	 who	 were	 more	 than	
  guardians,	 they	 were	 gardeners.	 Their	 greatest	 treasure	 was	
  their	own	grove	and	their	sapwood	trees.	All	of	this	is	now	lost	
  to	 time.	 Only	 Vigilant	 Bramble	 remembers	 now,	 and	 even	 she	
  has	begun	to	forget	the	elder	days. 
  	
  Vigilant	Bramble	haunts	the	forest	and	viciously	protects	the	
  faded	 glory	 of	 her	 ancient	 home.	 With	 her	 druidic	 magic,	 she	
  enscrolls	 the	 beasts	 prowling	 the	 forest	 to	 hunt	 down	 anyone	
  entering	her	realm.	She	also	dedicates	herself	to	the	remaining	
  handful	 of	 magical	 plants,	 chief	 among	 them	 a	 massive	 elder	
  yellow	musk	creeper	she	feeds	living	creatures.	With	the	Green	
  Men’s	 help,	 she	 tends	 the	 sapwood	 trees	 and	 ensures	 their	
  continued	existence,	even	as	she	prunes	away	the	weaker	and	
  older	trees. 
  	
   
  
  6	
  L I F E  I N  B Y R N F O R T  
  The	 surrounding	 forest	 dominates	 life	 in	 Byrnfort.	 With	 the	
  exceptions	of	the	depredations	of	forest	predators,	the	village	is	
  generally	 a	 peaceful	 place.	 However,	 Mieken's	 growing	
  commercial	 success	 is	 leading	 to	 growing	 tensions	 between	
  those	advocating	increased	logging	and	those	counselling	against	
  such	a	rash	act.			
  T R A D E  &  I N D U S T R Y  
  The	primary	trade	in	Byrnfort	is	woodcutting,	and	one	of	its	most	
  prized	exports	is	a	kind	of	tree	known	as	sapwood.	The	colouring	
  of	 sapwood	 is	 a	 warm,	 deep	 ochre,	 and	 its	 sap	 is	 thick	 and	
  sugary,	but	the	wood	itself	is	excellent	for	use	in	magical	items	
  and	 alchemical	 goods.	 In	 addition,	 Mieken	 brews	 potions	 and	
  create	 alchemical	 substances	 that	 sell	 well	 outside	 Byrnfort.	
  Mieken's	alchemical	charcoals	are	particularly	sought	out.	
  L A W  &  O R D E R  
  Under	Evryiel’s	direction,	the	Brands	enforce	the	law	in	Byrnfort.	
  However,	the	villagers	weigh	in	and	take	matters	into	their	own	
  hands	 increasingly	 often,	 with	 Sanrial’s	 guidance.	 In	 addition,	
  Sanrial	 has	 proven	 more	 adept	 and	 interested	 in	 the	
  administrative	 work	 that	 governing	 a	 village	 creates,	 and	 has	
  consequently	gained	more	influence	over	Byrnfort.		
  E V E N T S  
  While	the	PCs	are	in	Byrnfort,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  Thick,	 braided	 grey	 and	 green	 smoke	 bursts	 from	
  Mieken's	 laboratory.	 Shortly	 thereafter	 he	 emerges	
  with	a	new	batch	of	charcoal.		
  2	
  A	horn	sounds	as	a	few	of	the	Brands	rush	out	of	the	
  forest,	pursued	by	a	monstrous	dire	boar.	
  3	
  Serie	enters	the	Stout	Draught	with	a	blank	look	on	her	
  face,	and	demands	the	Green	Men	follow	her	into	the	
  forest.	She	remembers	nothing	of	this	later.	
  4	
  Lesi	broaches	a	new	cask	of	sapbrew	and	offers	a	free	
  round	to	everyone	nearby.	
  5	
  The	 Brands	 are	 practising	 archery	 outside	 the	 walls	
  under	 Evryiel's	 supervision,	 while	 a	 few	 Green	 Men	
  watch	nearby,	muttering	darkly.	
  6	
  A	meeting	is	held	in	Old	Fort	to	deal	with	escalation	of	
  violation	 and	 bad-blood	 between	 two	 villagers,	 with	
  Sanrial	presiding.	
  	
   
  T H E  G R E E N  M E N  
  The	 Green	 Men	 have	 agreed	 a	 pact	 with	 Vigilant	 Bramble.	
  Broached	 by	 Sanrial,	 in	 exchange	 for	 helping	 protect	 the	
  forest	and	performing	certain	rites,	he	and	his	followers	may	
  harvest	 certain	 trees.	 Few	 trees	 are	 allowed	 to	 the	 Green	
  Men,	 though,	 because	 the	 rare	 sapwood	 they	 seek	 is	 the	
  lingering	remnants	of	the	groves	that	once	birthed	Vigiliant	
  Bramble’s	 sisters.	 She	 parts	 with	 each	 tree	 only	 with	 great	
  reluctance	and	only	 those	trees	dying,	crowding	out	others	
  or	those	not	part	of	the	mystic	groves. 
  	
  The	 Green	 Men’s	 pact	 protects	 them	 from	 the	 forest’s	
  dangers.	 Vigilant	 Bramble	 holds	 back	 the	 beasts	 and	 the	
  corpses	animated	by	the	elder	yellow	creeper	from	anyone	
  bearing	 the	 green	 vine	 amulets	 that	 are	 the	 cult’s	 symbol.	
  She	 is	 wary	 and	 suspicious	 of	 any	 she	 doesn’t	 recognise,	
  often	 testing	 new	 members	 of	 the	 cult	 or	 ferreting	 out	
  imposters.	 In	 exchange,	 the	 Green	 Men	 aid	 her	 in	
  attempting	 to	 restore	 the	 Barainwood’s	 magic.	 Thus,	 they	
  practice	strange	rituals	reflecting	Vigilant	Bramble’s	past	and	
  help	her	maintain	her	ghostly	ties	to	the	woods.	Finally,	they	
  give	up	their	bodies	to	the	yellow	musk	creeper	when	they	
  die	so	that	they	can	protect	the	forest	even	after	death. 
  R I T E S  
  While	the	PCs	are	in	Byrnfort,	they	may	encounter	the	Green	
  Men	performing	one	or	more	rites,	though	they	may	not	be	
  allowed	to	observe	all	the	details,	or	understand	them	if	they	
  do.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  One	of	the	Green	Men	is	dying,	and	he	is	led	into	the	
  woods	and	given	to	the	yellow	musk	creeper	so	his	
  body	can	nourish	and	protect	the	forest.	
  2	
  The	Green	Men	gather	around	the	Hearth	Tree	and	
  tend	 to	 it	 with	 expensive	 alchemical	 compounds,	
  attempting	to	prompt	the	birth	of	a	new	dryad.	
  3	
  At	 the	 edge	 of	 the	 Barainwoods,	 the	 Green	 Men	
  perform	a	series	of	violent	pantomimes	ending	with	
  the	 felling	 of	 a	 tree.	 This	 is	 a	 re-enactment	 of	 the	
  Vigilant	 Bramble’s	 death	 which	 helps	 her	 maintain	
  her	ghostly	existence.	
  4	
  Serie	 sits	 beneath	 the	 Hearth	 Tree	 and	 speaks	
  Druidic	 in	 a	 monotone	 while	 the	 Green	 Men	
  respond.	Serie	is	possessed	by	the	ghost	dryad,	and	
  remembers	nothing	after	the	ghost	leaves	her.	
  5	
  A	 sapwood	 log	 is	 brought	 back	 to	 Byrnfort,	 carried	
  on	the	shoulders	of	six	Green	Men	who	sing	a	slow,	
  sombre	song.	
  6	
  A	new	member	is	inducted	into	the	Green	Men	and	
  given	an	amulet	of	green	vines	and	a	cloak	of	leaves,	
  before	being	sent	alone	into	the	forest.		
  	
  
  7	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Village	Backdrop:	Byrnfort.	©Raging	Swan	Press	2017;	Author:	Amber	Underwood.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Byrnfort.pdf