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A D20 S YSTEM F ANTASY S ETTING FOR H EROES OF A LL L EVELS
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The Village of Briarton copyright 2003 by Gold Rush Games (www.goldrushgames.com). All rights reserved. The Village of Briarton
and Action! System are trademarks owned by Gold Rush Games. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards
of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of
this License can be found at www.wizards.com/d20.
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Conrad Martel
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Customizing the Village
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Kimbery
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Religion in Briarton
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Leoric the Old
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Lord Roderick Arundel
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Wystan Hillsfar
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Lady Alianora Arundel
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Robin Fitzhugh
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Genevieve the Fair
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Gellir, son of Agnar
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Oswin the Tinker
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Blacksmith’s Shop
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Angwyn ap-Lewellyn
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Brewery
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Arwold Dragoneye
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Carpenter’s Shop
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Gisela
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Cobbler’s Shop
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Malcolm
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Cormac’s House of
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Castle Angorn
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Clayhill Abbey
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Leurona’s Mercantile
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Shrine of Vextra
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Mill
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4 45
Ind
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Potter’s Shop
21
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This book outlines the fantasy village of Briarton
in five chapters.
the material in the rest of the book.
history, economics and daily life of Briarton.
tion on the home and family of the local lord.
and other inhabitants of Briarton.
Outlying Regions: This chapter covers the area
places of interest.
a
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Patrick Sweeney is a freelance author living in
California. He is the co-author and publisher of Mon-
ster Island: The Game of Monster Combat by Firefly
Games. His interests include gaming, science fiction,
camping, nature photography and comic books.
Christina Stiles is a freelance author living in
South Carolina. Her writing has appeared in Liber
Bestarius , Way of the Witch and Games Unplugged . She
is the author of Atlas Games’ Unhallowed Halls ad-
venture and co-editor of the upcoming Uncommon
Character book. She is also president of Bizzaro
Games, whose first product, SpirosBlaak , a D20 cam-
paign setting, will be released soon.
A Ab
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Village. The very word conjures up an
image of a sleepy, bucolic paradise. Safe,
secure, far from the dangers to life and limb
of the warring frontier and to soul and
money-pouch of the big city.
they know all the participants by name.
And occasionally even the sleepiest village
can find itself caught in a crisis, forcing
farmhands and shopkeepers to leave their
refuge and venture forth, without en-
chanted swords, head-to-toe steel armor
and heavy tomes full of incantations, de-
termined to deal with the emergency sim-
ply because they have to—no one else will
do it for them.
In fantasy roleplaying, a village isn’t
where one finds excitement. At best it’s a
place one passes through on the way to an
adventure, or returns to after the expedi-
tion—a place where the normalcy of fam-
ily life is contrasted with the dungeon’s
weirdness.
Starting a campaign from a well-crafted
village, the GM needn’t contort his
storyline to explain away a city conve-
niently provided with novice dungeons for
the rookies sitting just yards away from
medium-level dungeons for more experi-
enced adventurers and cheek to jowl with
higher-level dungeons for the most accom-
plished characters. Only when being a
growing fish in a shrinking pond grows
tiresome does the hero have to move on-
ward and upward through the chain of
larger settlements and stronger challenges.
Maybe, just maybe a player character’s
background mentions that he grew up in
an unnamed village somewhere, but it’s al-
ready a distant memory by the time the PC
meets the rest of the party in the tavern to
await the mysterious stranger who walks
in carrying a plot hook.
And that’s a shame, because a village
doesn’t have to be a backwater to be
glossed over in the rush to get to some-
where more exciting. A village can be an
integral part of a hero’s origins or his on-
going career, a destination worth dealing
with on its own terms, instead of local color
to rush past along with the rest of the fla-
vor text.
Even the greatest heroes can have
humble beginnings, and even the humblest
village can have a legend’s start within it.
—Spike Y Jones
When you come right down to it, a vil-
lage is a better place to start an adventur-
ing career than larger urban communities.
It can provide all the basics needed for a
neophyte hero: starting equipment, chal-
lenges geared to his abilities, a non-player
character cast there to serve his needs and
thank him profusely for his efforts on their
behalf. It can have all the urban adventur-
ing features—love, jealousy, greed, myster-
ies, politics—in a more concentrated form
where the player character feel their stake
in the outcome of events is greater because
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modify it for his own use. The village has a good mix
of businesses, but more can be added, such as a saw-
mill in the woods or a number of farms raising pigs
and cattle instead of crops. Others can be expanded
over time; for example Elfrid, the wife of Edmond
Stumptooth, opening a seamstress’s shop in Briarton’s
heart.
And along with the 50 or so villagers presented
here, there are 400 more who receive no mention.
Most are farmers who owe fealty to Lord Roderick
Arundel, but there are also children to consider, new-
lyweds clearing land on the forest margins to begin
their new lives together, and retired older citizens liv-
ing with their still-working families. While the orc
raids of a decade and a half ago broke a number of
family ties, many of these other Briarton residents
are relatives, through blood or marriage, of some of
the NPCs who are detailed here. If the player charac-
ters claim origins in Briarton, they’ll likely be related
to at least a few detailed residents, even if only dis-
tantly.
k
The Village of Briarton presents a fully detailed fan-
tasy village of shops, an inn, a temple to a healing
deity and other places for use in any campaign world.
Briarton serves ably as the settlement nearest the
dungeon: a place to rest, heal, sell loot and replace
lost equipment between expeditions.
The village and its environs are home to a number
of adventurers, both active and retired, some of whom
can be persuaded to join an adventuring party, par-
ticularly in a just cause. They may also agree to serve
as mentors or teachers to PCs. Briarton’s less extraor-
dinary inhabitants also possess information about the
region’s history, geography and legends, and many
useful skills they could be persuaded to teach.
Briarton can also be used as the starting point for a
new campaign, with players taking the parts of young
inhabitants seeking adventure. Some non-player
characters could be turned into player characters, or
new PCs with ties to the village can be created. Some
PCs might already be apprenticed to appropriate
mentors.
As well as expeditions to various sites in North
Province’s hinterlands, there are opportunities for
adventure in Briarton itself, most notably uncover-
ing a hidden cult of evil’s activities. But the village
primarily serves as a solid base of operations for an
adventuring party.
Briarton is rife with opportunities for strong
roleplaying, however. It is filled with interesting
people who have rich personal histories, tales to tell
and (more importantly) stories waiting to unfold.
While many of these stories are hinted at in the de-
scriptions of people and places, scattered through-
out The Village of Briarton are a number of Interaction
Seeds: suggestions for adventures, subplots or op-
portunities for the heroes to involve themselves in
village life.
B
o
o
R ELIGION IN B RIARTON
Erilys’ shrine is a focal point of community life in
Briarton. The shrine offers protection and stability to
the village, and its priestess was midwife at the birth
of most villagers below age 20; only the cultists of
Vextra prefer Henna the Wise’s healing potions over
Maerwynn’s ministrations. But while Erilys is wor-
shipped by almost all in Briarton, she isn’t the sole
deity revered by any villagers. There’s room for the
introduction of other patron deities for any character
in the settlement, including personal shrines and re-
ligious symbols. If the worship of Erilys clashes with
the details of a GM’s campaign, it would be best if
she was replaced by a deity with similar attributes
instead of being simply removed from the setting.
And while only a handful of Vextra’s worshipers
are described in The Village of Briarton , there could
easily be a few more living in the countryside or in
the nearest settlements beyond Briarton. Vextra could
be replaced by another evil deity, but if the god’s re-
moved entirely other reasons will have to be devised
for the personality quirks of the cultists.
Cus
g ge
The Village of Briarton has been designed to have
few elements preventing GMs from placing it neatly
into almost any medieval fantasy D20 campaign.
While there are scattered geographic and political
references, details have been left deliberately vague
so they can easily be replaced with elements of GM-
created or published campaign settings.
And while complete and ready to use as is, Briarton
itself isn’t so exhaustively detailed that a GM can’t
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Thirty years have passed since Lord Roderick
Arundel received a land grant along the River
Drewett in the vast, untamed North Province from
the king of Galien as a reward for his brave deeds.
The young lord, seeking to make his mark on the
world, gladly accepted the charge to help civilize the
province by building a manorial village.
Attracting farmers, craftsmen and other brave
souls seeking a fresh start to his banner, Lord Arundel
set out for the wilds of the North Province. Soon a
prospering new village surrounded by rich croplands
stood along the river. Lord Arundel named the com-
munity Briarton for the thick briars of the forest they
cleared.
Time passed, until 16 years ago Briarton celebrated
the marriage of Lady Alianora, daughter of Lord
Arundel, to Sir William Fitzhugh. The splendid wed-
ding was held in the stately manor house, with many
nobles in attendance and a song-filled festival held
in the village.
Though an outsider to Briarton, chivalrous Sir
William quickly won over the villagers with his cour-
age and friendly manner. The village rejoiced when
he and the Lady Alianora produced a son, Robin
Fitzhugh, a year after their wedding.
A bare few weeks after the happy event, however,
tragedy struck the quiet farming community.
H Hi
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Blood and fire engulfed Briarton. A midnight raid
by vicious orcs left several villagers wounded or dead
as the smoke of burning homes rose into the starlit
sky. Even worse, the orcs carried a handful of villag-
ers off to their dank lair in the ruins of Castle Angorn.
A stalwart party led by Sir William braved the
dungeons of the castle to rescue the prisoners. They
retrieved the survivors, but Sir William perished
while fighting the orcs. All of Briarton grieved when
his companions returned with the tale of his final
battle.
Reminders of the raid are plentiful in Briarton even
15 years later. Kenrick the Lame, now the village
glassblower, took the leg wound that gave him his
name while protecting his family from the orcs as a
teenager. Many whisper that the dangerous foray into
Castle Angorn broke the nerve of Leoric the Old, start-
ing his descent into his sad status as the village drunk-
ard. Grimbor, the half-orc son born of Ailith the Pot-
ter nine months after the raid, serves as a constant
reminder of the tragic events. While he is loved by
his mother and accepted by some, lingering hatred
of orcs by other villagers makes the hulking teenager
an outcast in Briarton.
In the years since the raid, Briarton has prospered.
Harvests are good, and new craftsmen have settled
in the village over the years. Travelers are welcome
at the inn, and wandering tradesfolk make Briarton
a regular stop on their circuits.
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