The
Abbeytown of St. Montclair
In
a valley of grassy knolls sits the Abbey of St. Montclair
and the settlement of Abbeytown. It is joined by a good
sized lake of pure water from the southeastern Rockspine
mountains. To the north and east, the valley is bordered
by the ancient Elder forest. To the west lies the damp Mosslands.
A single trail winds its way, in a southwestern manner,
around the Mosslands to meet with the Port road, which in
turn meets with the Kings road that leads to the Royal palace.
The grand abbey stands on the site where the pious St. Montclair
repelled the vile Unseelie host centuries ago, forcing them
to retreat to the depths of the Elder forest. Originally
built as a bastion against future Fey incursions it became
the home to many refugees during the last war. With nowhere
else to go, the refugees settled in and thus Abbeytown was
born. The community thrives on plentiful fish and game while
the borders of the Elder forest provide a bountiful harvest
and stalwart lumber. Skillful gathers have even found rare
and potent herbs, highly prized by the College of Alchemy,
in the outer margins of the Mosslands.
While the closest human settlement is the town of Brinsport,
a full days travel by horse to the south, The people of
Abbeytown are not alone in their wilderness paradise. It
is well known that Fey still live in the Elder forest, though
for the most part they follow the goodly ways of the Seelie
court. Despite their “innocently” mischievous
ways, the Seelie Fey and the citizens of Abbeytown are on
fairly good terms, engaging in trade and helping each other
on occasion. Unfortunately, in the depths of the Elder forest
still dwell Fey who hold loyal to the Unseelie court and
its wicked ways. It is also known that Dwarves live deep
in the Rockspine mountains and twice a year, like clockwork,
they march down to Abbeytown to trade their wonderful metalcraft
for Abbey wine and other goods. Those daring enough to brave
the perilous interior of the Mosslands have returned with
stories of strange, hostile folk who dwell there as well.
The community is ruled by a small council of elders, the
head of which is the Abbot of St. Montclair Abbey. Within
the Abbey itself, there are many monks that perform various
tasks such as training for war, making wine, ministering
to the spiritual well-being of the community, studying knowledge
of all goodly sorts, and other mundane day-to-day tasks.
Abbeytown boasts many hunters, fishermen, foragers, laborers,
and other honest professions required to keep the community
healthy. Overall, each citizen is well rewarded for their
hard work. While not phobic of outsiders, the community
is generally on guard when visitors come seeking shelter
or trade but quick to warm to those of goodly intentions.
Men’s
Names
Alan, Alastair, Alban, Alpin, Andrew, Angus, Aulay, Blane,
Boyd, Calum, Clyde, Derek, Donald, Donnan, Douglas, Duff,
Duncan, Ewan, Farquar, Fingal, Finlay, Gavin, Gillian, Gillis,
Gordon, Greer, Hamish, Ian, Kenneth, Kentigern, Kirk, Kyle,
Lorne, Malcolm, Mirren, Mungo, Neil, Nevin, Ranald, Rory,
Ross, Sholto, Somerled, Tavish, Wallace
Women’s
Names
Aileen, Ailie, Ailsa, Alison, Annabel, Arabella, Arline, Bonnie,
Brenda, Catriona , Colina, Davina, Dolina, Dona, Donaldina,
Edana, Effie, Elspeth, Fenella, Fiona, Gillian, Greer, Heather,
Ina, Iona, Isla, Jamesina, Janet, Jean, Jinty, Kenna, Kentigerna,
Kirsty, Lilias, Lorna, Mairi, Malvina, Marsali, Morna, Morven,
Nessa, Nessie, Osla, Rhona, Selma, Senga, Sheena, Shona
Character
Types
Alchemist – A graduate of the Royal
College of Alchemy.
- Don’t
choose this if you have a low arcane.
- Choose
3 spells, 3 gear, 1 arm or map, 1 from any list, and 1 person.
- Ability:
Powders, Potions, & Poultices (You always have two
dice of any color to hand out to others, no set up roll
required.)
Chaplain
– A monk who acts a preacher and minister to the Abbeytown
community.
- Don’t
choose this if you have a low command.
- Choose
3 maps, 3 gear, 1 arm or spell, 1 from any list, and 1 person.
- Ability:
Tactician (In setup, when you rally your comrades, each
command success gives you two dice to hand out instead of
one.)
Clerical
Academian – A scholarly monk ever searching
greater wisdom and truth.
- Don’t
choose this if you have both a low arcane and a low skill.
- Choose
3 maps, 3 spells, 1 spell or gear, 1 from any list, and
1 person.
- Ability:
Secret Lore (As your setup move, you may roll your skill
and add any hits as bonus green dice when performing an
Arcane action.)
Fey
Blooded – A gifted member of the community
who is of Human/Fey parentage.
- Don’t
choose this if you have a low arcane or a low perception.
- Choose
3 arms, 3 spells, 1 gear or map, 1 from any list, and 1
person.
- Ability:
Wild instincts (In setup, if you aren’t making
any other roll, make a perception roll. Each hit gives you
your choice of a red or a blue die. This replaces bracing
or charging, and it also gives you red or blue dice if your
character’s casting a spell or doing something else
instead of fighting.)
Huntsman/Huntress
– An experienced hunter and scout.
- Don’t
choose this if you have both a low endurance and a low perception.
- Choose
3 maps, 3 arms, 1 gear or map, 1 from any list, and 1 person.
- Ability:
Wary Traveler (When confronting Terrain, you may make
a Perception roll as your setup. Any hits rolled are bonus
Red dice against the Terrain)
Templar
– An elite member of the abbey’s monastic military
order.
- Don’t
choose this if you have a low strength.
- Choose
3 arms (one must be a shield), 3 gear, 1 map or arms, 1
from any list, and 1 person.
- Ability:
Shield Wall (as your setup move, say who you’re
going to protect. You can protect as many people as you
want, provided that their own actions aren’t going
to bring them out from behind your shield. In action, every
blue hit you roll counts as a blue hit for each of them
as well.)
Arms
Battleaxe (3red, 2-handed)
Breastplate, helmet & greaves (2blue)
Broadsword (2red)
Chainmail (2blue)
Crossbow (2red, 2-handed)
Cudgel (2red)
Flail (2red)
Greatsword (3red, 2-handed)
Handaxe (2red)
Heavy Crossbow (3red, 2-handed, bulky)
Longbow (3red, 2-handed, bulky)
Mace (2red)
Polearm (3red, 2-handed)
Shield (2blue)
Shortbow (2red, 2-handed)
Shortsword (1red)
Sling (1red, 2-handed)
Spear (2red)
Staff (1blue & 1red, 2-handed)
Throwing Daggers (1red)
Gear
Climbing gear (rope, hook, spikes)
Dagger (1red)
Fine Clothing
Healer’s kit (bandages, salves)
Hooded Heavy Cloak
Lantern
Leather Coat (1blue)
Provisions
Pry bar
Thick gloves
Maps
Childhood memory
Familiar spirit
First-hand account
Legends, lore & myth
Magnetic Compass
Spellbook
Star charts (memorized)
Trade & travel map
Treasure map
Spells
A guiding shadow
A warning vision
Arrows of flame
Bath of healing light
Lightnings at command
Luck for warriors
Passage unnoticed
Sensitivity to magic
Shelter of vines
Strength of ten
People
Bennel, Abbot of St. Montclair
Coll, Dwarf-Trained Blacksmith
Torquil, Council Elder
Rona, Retired Alchemist
Mariota, Owner of the Bearded Hound
Bethia, leader of the Gatherers Guild
Ivar, Templar Captain
Lachlan, leader of the Hunters Guild
Dougal, Oldest man in Abbeytown
Or invent one
Default
Otherwise, everybody gets common clothing, including shoes
and hat (gear), lunch & trail snacks (gear), flint steel
& tinder, torches if called for (gear), and local lore
(map). |