TEXT: Version 2.0, March 1st, 2002 
   
   
  The Village of Haven 
   
   
  County: Nume Eor 
  Population: 482 [Village] (48% Half-Orc, 48% Half-Elf, 1% Gnome, 1% Human, 2%Halfling) 
  Government: Town Council & Town Mayor 
  Religions: Trithereon, Kord, Obad-Hai 
  Founded:  591 CY by Alexander “Grognard” Bloodreaver and Eldritch Bloodreaver 
  Joining Haven: 
   
  Half-Orc/Half-Elf: Fill out an Adventuring Cert spending 5 TU and 20gp and you are a Haven citizen. Let 
  one of the coordinators know also, so we can add you to our list and issue a cert when we finish the one we 
  are working on. 
    
  Human/Halfling/Elf/Gnome: Fill out an Adventuring Cert spending 5 TU's and 20gp. You're now an 
  Honorary Member of Haven. This means you live and work in Haven, but cannot yet receive any of  
  the special benefits of living in Haven (i.e. feats and prestige classes). After 2 years (104 TU), you will be 
  considered to have proven yourself to Haven and its cause and then be granted full citizenship. (And 
  allowed access to the feats and prestige classes that Haven provides.) Also, inform a coordinator when you 
  join so he can add you to the list of Honorary Members. 
    
  Dwarf: Don't even think about it. 
   
  Life in Haven: 
   
  When you first arrive in Haven you will think it nothing more than a backwater village.  There are no 
  fortifications, no walls and no big city guard.  The buildings in town are being rebuilt as new ones are being 
  put up.  Most of the buildings are small houses, but several stores define a town center, and a jail stands as 
  well. 
   
  A six-person town council, consisting of three half-orcs and three half-elves, runs the town.  To oversee 
  most of the day-to-day activities, the council has chosen a mayor, a Half-Elf by the name of Vexander 
  Sangreal. 
   
  Most commoners in Haven spend their day working hard to build the town.  They build and rebuild 
  houses, farm the land and fight off the Lizardfolk of the Hool Marsh.  Life is tough in Haven, but one day it 
  will be worth the effort. 
   
  Following the example of the founders, all of the Half-Orcs who have come to live in Haven have 
  adopted the surname of Bloodreaver.  This represents the orcish nature in the Half-orcs to belong to a tribe.  
  It is not mandatory that all Half-Orcs adopt the name, but the Half-Orcs of Haven look upon it favorably. 
   
  With the new year of 592 CY upon us, Haven has expanded. The population has grown so that it is now 
  considered a village.  Buildings have been built and the living space is now adequate for the people who 
  have settled there.  In the middle of Haven lies the blacksmith and the village’s most prized building, The 
  Beardless Dwarf Tavern. 
   
  This two-story building also houses a branch of Huffin Guffin Muffins, a tavern and a small kitchen.  This 
  tavern is run by Filo Hillborough (played by Sam Schuster), a halfling of some arcane power.  Over the back 
  of the bar there is a shortspear mounted on the wall bearing writing in orcish. 
   
  A general store has also opened up, run by another industrious halfling by the name of Dominic 
  Incibarber (played by Ray Bordier).  Through this store, caravans now run and cargo gets shipped to and 
  from Haven by neighboring towns and villages. 
   
  An arena of sorts also adorns the village landscape.  It is here that disputes are settled and where folks 
  can go to train, spar or just have fun.  A minor shrine to Kord sits nearby. 
   
  Another new development for Haven has been its suburbs.  Three splinter communities have emerged, 
  all about one mile from Haven proper.  These splinter settlements still belong to Haven and live under its 
  rule, it is just that the food supply available at Haven proper was not enough to feed all the new refugees 
  and citizens. 
   
  Religion: 
   
  As in all of Keoland, religion doesn’t play a major role in Haven’s society.  The two major religions in 
  Haven are Trithereon and Kord.  Trithereon plays the role of mentor to the citizens of Haven.  It was through 
  his teachings of self-preservation that people began to follow him.  Kord plays the role of teacher to the 
  citizens.  Through his teachings of strength, the citizens of Haven have worked harder to accomplish their 
  goals.   With the recent arrival of several druids, Obad-Hai has been receiving some reverence. 
   
   
  
  Version 2.0, March 1st, 2002 
  Racial Interaction: 
   
  Haven is said to be the town of tolerance, and it is just that. Anyone who feels oppressed are wants to 
  make a new start in life is welcome in Haven, but every rule has an exception.  Old hatreds run deep though, 
  as no dwarf is allowed to live in Haven.  Most dwarves claim to kill Half-Orcs on sight and it is because of 
  this mentality that dwarves are not allowed to live in Haven.  Even a dwarf passing through Haven is looked 
  on with disgust and treated like how most people treat Half-Orcs. 
   
  While most are allowed sanctuary within Haven, until they prove themselves and become a citizen of 
  Haven, they are treated as second-class people, just as Half-Orcs and Half-Elves are treated everywhere 
  else. 
   
  Laws (These are in addition to the laws of Keoland): 
  1: Never strike another Half-Orc or Half-Elf, we are brothers and sisters.  As such, we should fight together, 
  not against each other. 
  2: Always help out a fellow Half-Orc or Half-Elf who is in trouble.  We are all in the same predicament. 
  3: Within the walls of Haven, there will be no fighting unless it is in defending the village from external attack. 
  4: All Half-Orcs and Half-Elves are welcome, their way of life and outlook does not matter. 
  5: Every citizen of Haven must make a contribution to the village itself.  To prove our worth, we must have 
  something of substance to show for it. (Ex. Armorer, Weaponsmith, Cobbler, Bookmaker etc.) 
  6: All gods are welcome within the walls of Haven.  None shall defile the temples.  Doing so will bring the 
  wrath of the god of vengeance upon thee, for he embodies and protects us. 
  7: Dueling is illegal within the walls of Haven.   We need everyone alive, not dead.  If a problem arises seek 
  the local authorities.  The parties responsible will be brought before the council.  The Council will, at the end 
  of each month, hold the arena fights to settle matters.  No fights between Half-Orcs or Half-Elves will ever be 
  to the death. 
  8: Crimes will not be tolerated within the walls of Haven. 
   
  Crime 
   
   
  Prison Term 
   
   
  Fine 
  Petty Theft 
   
  1 year 
   
   
   
  50 gp 
  Grand Theft 
   
  10 years, Hard Labor 
   
  500 gp 
  Rape 
   
   
  Death 
   
   
   
  100 gp 
  Murder  
   
  Death 
   
   
   
  Seizure of all wealth and Assets 
  Treason  
   
  Death 
   
   
   
  Seizure of all wealth and Assets 
  Arson 
   
   
  Banishment to the Hool Marsh 
  Pay for Damage Caused 
  Fraud 
   
   
  5 years  
   
   
  Lose of one Hand 
  Assault  
   
  6 months 
   
   
  100 gp 
  Blackmail 
   
  1 year 
   
   
   
  50gp 
   
  9: Animals, Mounts, Pets and Familiars: The sole responsibility lies with the master.  All animals, etc, must 
  be licensed and have a tag identifying the owner. 
   
  Allies: 
   
  In all practical terms, the village and people of Haven have no allies.  What they do have though, is 
  sympathizers, namely the Hospitaliers and the Alleyway Defenders.  These two organizations are allies to 
  Haven simply by helping to get oppressed Half-Orcs out of the cities and down to Haven.  Beyond this 
  scope, they do nothing more to help Haven. 
   
  The Viscount of Nume Eor is an ally to Haven by the fact that he gave them the land on to which 
  the village was created.  He does not and will not publicly ally himself with Haven.  It’s not that he does not 
  want to; it is just that he cannot.  Politics plays a role n life that many Havenites have yet to learn. 
   
  Rivals: 
   
  Haven and its Half-Orc inhabitants have one major rival, the dwarves of Clan Stonecrow.  From the 
  inception of Haven, the dwarves of Clan Stonecrow have voiced their displeasure.  From threats of harm to 
  the Half-Orc populace to threats of the destruction of Haven, the dwarves of Clan Stonecrow have been 
  relentless in their verbal abuse.  And people wonder why dwarves are not welcome in Haven. 
   
  Enemies: 
   
  Besides everyone, the major enemy of Haven is the Lizardfolk of the Hool Marsh.  One of the 
  conditions upon getting the land in Nume Eor was that Haven was to provide defense against the threat of 
  the Lizardfolk.  Since Haven was founded by Half-Orcs, they took that condition as being nothing short of 
  easy.  With their natural strength, killing a few hundred Lizardfolk would be easier than building the village of 
  Haven itself. 
   
  
  Version 2.0, March 1st, 2002 
   
  Benefits: 
   
  All citizens of Haven are granted safety.  This is by far the greatest benefit an oppressed person 
  could ever want.  As long as you live by the laws of Haven, you will be treated with respect and guarded 
  from any outside harm. 
   
  All citizens are also entitled to land (1 acre) with which they can build themselves whatever they 
  wish.  They must still fund the project themselves, but the land is given freely (leased to the PC by Haven). 
   
  Haven is home to some unique teachers with unique talents.  Every citizen in good standing has 
  access to these teachers (In game terms, this translates to feats and prestige classes not normally allowed 
  in the Living Greyhawk campaign.). 
   
  DMG: 
   
  Prestige Class: 
  Arcane Archer 
   
  Sword & Fist: 
   
  Feats: 
  Close-Quarters Fighting, Dirty Fighting, Expert Tactician, Power Lunge 
   
  Prestige Class: 
  Tribal Protector – The Half-Orc who chooses the path of the Tribal Protector must be of Chaotic Good 
  Alignment and designates Haven as his tribe to protect.  The tribal enemy of Haven is the Lizardfolk of the 
  Hool Marsh.  The homeland of the Havenite Tribal Protector is Keoland. 
   
  Defenders of the Faith: 
   
  Feats: 
  Divine Might, Divine Vigor, Sacred Spell 
   
  Prestige Class: 
  Holy Liberator 
   
  Tome & Blood: 
   
  Feat: 
  Eschew Materials 
   
  Prestige Class: 
  Spellsword 
   
  Song & Silence: 
   
  Feats: 
  Dash, Fleet of Foot, Multicultural 
   
  Masters of the Wild: 
   
  Feats: 
  Destructive Rage, Extended Rage, Extra Rage, Instantaneous Rage, Intimidating Rage, Extra Wild Shape 
   
  Prestige Classes: 
  Foe Hunter 
  King/Queen of the Wild (Marsh) 
   
  Spells:  These are the spells offered through Haven that have been published in the Builder Book series.  
  After each spell in parenthesis you will see which book it came from. 
  Briar Web (MotW & DotF), Camouflage (MotW), Decomposition (MotW), Fire Eyes (MotW), Green Blockade 
  (MotW), Last Breath (MotW), Miasma (MotW), Waterball (MotW), Wood Wose (MotW), Brambles (DotF) 
  Spikes (DotF), Sweet Water (DotF), Animal Trick (MotW), Embrace of the Wild (MotW). 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Keoland/The Village of Haven.pdf