DURRIE MANOR
By Aaron Kavli
Location: Nelefayn Hundred, Meselynshire,
Kingdom of Kaldor
Holder: Sir Vetan Dangol
Liege: Sir Kaeth Bartyne
Population: 90 Village, 13 Manor
History
Durrie is one of many villages one the edge of
civilization, pressing back the borders of wilderness around Kaldor. The
village lies on the western edge of Nelefayn hundred on the northern banks
of the Hemurine River. Dense forest lands line the edge of this frontier
fief. King Chelebin III signed a charter allowing Nelefayn shire to expand
in 665 TR.
The political fighting in the courts of Tashal and Olokand was fierce as barons and earls fought for the chance to develop the lands. While it was in dangerous territory, the area was known to already have mineral resources and fertile lands. Durrie Bartyne, eldest son of the lord of Nothrine, petitioned his father and the Earl of Osel for the opportunity. Convincing input from the Timberwrights' Guild, and the possibility of finding another mine in the region, prompted Durrie's sires to agree.
Of course the Bartyne family was not the only one with interests in developing lands on the frontier. Lord Wincarth of Forhelm petitioned the Baron Setrew for the right to establish a new fief. They received the same assurances from the Timberwrights' Guild as did the Bartynes.
Both noble houses set forth expeditions to the
area along the banks of the Hemurine River. Unfortunately both parties
decided on the same place. Durrie and Lord Reddig Wincarth met but resolved
nothing. The matter was decided on the 8th of Kelen, 670 TR when the two
armed forces clashed. The battle took place where
Durrie manor currently stands and resulted in
Sir Durrie Bartyne's victory. The Wincarth clan still holds strong feelings
against the Bartynes, and do what they can to discredit them in political
circles.
Once a war was averted by the Earl of Osel over the incident, Durrie Bartyne cut a new village from the dense forest with vigor and the help of the timberwrights. Durrie was an energetic man who took his new charge seriously. The village began to prosper and the newly arrived peasants were pleased, naming the village Durrie in honor of its founder. Durrie was also adopted as a clan name by some.
Unfortunately the new village would fall victim to a gargun swarm from nearby Gifuzo in early 677 TR. Durrie, along with his men, many villagers, and most of a small mercenary company would die defending the village. Only the chance arrival of a unit of the Lady of Paladins from the Iversen chapter house would prevent the people of Durrie from being wiped out totally.
Since 'Durrie's Last Stand', the village has prospered
and is still growing. The activities of the Timberwrights' Guild not only
helps with clearing lands to expand the fields, it also adds to the village
coffers with its trading and fees. Except for the recent guild feuding
and occasional gargun trouble, Durrie's future success seems assured.
Durrie Village
Durrie village stands on the northern bank of
the Hemurine River with dense forest to the west. As the village is on
the edge of Kaldor's controlled border, there is plenty of room for expansion
yet. The efforts of the Timberwrights' Guild have cleared land even beyond
what the village is ready to use.
The villagers of Durrie have a larger proportion of Laranian worshippers than usual for Kaldor. The intervention of the Lady of Paladins saved the village from utter destruction and the order is viewed with great honor, especially among those remaining survivors of the attack. Knights of the order still visit often, not only to sweep for gargun but to keep relations with the village in good standing. Due to the yet remembered gargun threat, the homes of Durrie village tend to built closer to the manor than in many villages.
Harnic villagers are generally a tough, hard working folk. The people of Durrie are more so, living on the wild frontier. They are a rugged and serious, but friendly, lot. Many of the people living there now are only the second and third generation, and there still are a couple of the founding members of the village and take great pride in their village and its future. Most have a good opinion of the Bartyne family and their lord.
Recently an inter guild feud between the miller and timberwright have flavored local events. In 718 TR one of the logs escaped from Dane's men upriver and smashed the water wheel of mill. The timberwrights refused to pay, claiming it wasn't their fault. With harvest soon to come, Sir Vetan demanded the issue get resolved immediately. Unfortunately neither Dane or Martus would resolve the issue, and it became a matter of litigation within the Mangai in Olokand. It became apparent that it would not be resolved quickly, so Sir Vetan paid for the repairs as the two stubborn guild masters refused to come to terms.
At the end of 719 TR, the Mangai ruled in favor of the miller and ordered the timberwrights pay the repair fees. Even with orders from the Mangai and the Timberwrights' Guild, Dane was reluctant. Sir Vetan, having become fed up with both, demanded to be repaid for the repairs. The fact that he made this demand in full armor, from his war-horse, and accompanied by his men-at-arms compelled Dane to do so. Vetan also insisted Dane's men build the net that now will hopefully avoid a similar situation in the future.
Since that time things have been tense between
Vetan, Dane, and Martus. Dane and Martus have become dire enemies and Vetan
has no patience for either, or any of the guilded craftsmen at the moment.
Economics and Agrarian Life
The lands of Durrie are of good quality (LQ=1.1)
and are still relatively fresh. Currently there are 1330 acres and 19 households,
with plenty of room for growth. The lord holds a large demesne, but tradition
is to try to dole the lord's land out to peasants who are capable of handling
it. Durrie is known for growing a sturdy rye and sweet lintels.
Another major aspect of Durrie life is a heavy investment by the Timberwrights' Guild. Much of the heart of Nelefayn, the area around Olokand, has been cleared of notable sources of timber. Durrie lies on the edge of heavy forests, and the Hemurine river allows the guild to send timber down the river.
The wood is cut into planks and then shipped down
the river to be distributed as needed. The area also has the rare Adormry
Elm, a quality wood with a grain known for forming elaborate designs. It
is very popular with the nobility of Kaldor and the guild always gets a
good price for it from furniture makers. Vetan
collects a fee for the use of the dock, which
has recently gone up due to the conflict.
Religion
Nelefayn Hundred has a very strong Laranian influence
due to Abriel Abbey and the Iversen Chapterhouse of the Laranian fighting
order, Lady of Paladins. In Durrie, that tie is even closer. This close
relationship started when the Lady of Paladins saved Durrie village from
certain destruction at the hands of a gargun
swarm.
Laranian influence remains strong, as fully half of the villagers are devotees of the goddess. Sir Vetan himself is a Knight-Companion (lay member) of the Lady of Paladins, and a Laranian priest is assigned to the village.
While technically legal, Sir Vetan (with support
of Abriel and Iversen) actively discourages worship of any other gods except
Peoni, coming up with extra fines and fees to the few who have openly proclaimed
membership in other legal churches. In 717 TR a long time resident apothecary
was driven from the village by excess fees when he refused to remove the
regalia of Save-K'nor from his shop. Worshippers of proscribed gods face
certain death as Sir Vetan will eagerly do his duty. In the past, heretics
have been brought to Durrie for execution by the Laranians, as his cooperation
is nearly assured when some secular authority is needed.
LOCAL MAP KEY
Village entries list the occupant's position,
followed by the head of the household, with the total number of household
members in parenthesis.
Common
Map of Durrie Village.
GM's Map of
Durrie Village.
[A] The Manor house Complex is detailed in the Manor house section.
[B] The Timberwrights' Guild Hall is detailed in the Village Residents section below.
[C] The timberwrights use this area for making collected logs into planks for shipment. It consists of a shallow pit with two planks over it and benches. The chaff and waste wood tend to pile up here, but due to recent events Vetan is very watchful of such a mess in the middle of his village. What waste is not sold or given to the villagers for firewood, is dumped in the river.
[D] This small dock is where Dane's men land the two barges they operate. One barge is used to guide and carry logs from upriver work sites, while the other is used to carry finished lumber down river for sale.
[E] The village common is a popular place for every day village gatherings since there is no inn, and the timber hall has limited space. A few weathered tables and benches are neatly arranged in the common.
[F] The village cemetery is cared for by
the residents of the chapel. With the Laranian influence, and the handful
of Laranian knights buried there from "Durrie's Last Stand", this cemetery
is somewhat more ornate than most village graveyards. There are a handful
of stone grave markers, mostly for the Laranian knights, but most are simple
common graves.
THE VILLAGE RESIDENTS
1) TIMBERWRIGHT, Dane of Wold (8)
Size: 8 Quality: **** Prices: Average
Dane is the leader of the Durrie timberwrights
and is a strong willed, bullheaded, hard working man of the woods. Recent
troubles has made Dane either very well respected or unpopular, depending
on who one talks to. While a skilled carpenter and timberwright, Dane is
known more for his organizational and leadership skills.
He has taken to spending his time at the timber
hall to oversee lumber making projects; and to keep an eye on Martus the
Miller. He is very work oriented, and has not married or even shown an
interest in doing so.
The timber hall has two sections and an adjoining lumber making pit. The first section of the building holds the sleeping area, kitchen, and dining area for the timberwrights. This has become a popular 'watering hole' for the rest of the village as well, where ale and simple meals are sold. As the village currently has no inn or tavern, no one has really complained. But Dane, and others, are waiting for the protest from the Innkeepers' Guild. There are currently 2 journeymen, 4 apprentices, and a cook living in the hall. They will occasionally offer paltry pay for unskilled labor from the villagers, and some village women help with the cleaning and cookery.
The other section acts as storage for tools, camping gear, and other items of utility. The structure is sturdily built for fear of gargun raids or flood. The building is relatively new, being built in 709 TR when Dane took over the position. The previous timberwright had grown weak and addled before dying of old age. Dane immediately realized production capability of this frontier village, and was able to build the new facility and triple the output within the first year. Dane keeps a pair of oxen in a small coral to help pull logs when needed.
2) FARMER, Kearth of Dunn (7)
Kearth is enjoys a good reputation as a gentle
giant, and works as a yeoman (MF) for Sir Vetan. His 5 sons all appear
to have inherited Kearth's hulking mass.
3) MILLER, Martus of Slig (6)
Size: 3 Quality: *** Prices: Average
Martus is the village miller, running a modest
but efficient water powered mill. He has recently been involved in a guild
legal matter with Dane and Sir Vetan concerning damage to his water-wheel.
Since that time Martus has been at odds with the timberwright, and has
been out of the lord's favor. Things don't look
to get better any time soon.
At the "gentle suggestion" of Sir Vetan, the timberwrights built a sturdy frame just up river that supports a thick net in hopes of catching or diverting any future stray river logs. By Vetan's order, Dane is responsible for maintaining the net.
4) VILLEIN, Cashen of Durrie (6)
Cashen and his family hold the largest portion
of land of all the villagers, as well as the village bull.
5) VILLEIN, Sephan Goatsman (3)
Sephan and his two sons are the herders of Durrie
village and are known for their appreciable, if simple, musical skills.
6) VILLEIN, Glain of Torrent (5)
Glain is the village's woodward. His position
at times brings him into conflict with Dane and his men. Recently Glain
encountered some of the timberwrights taking a tree from an area Sir Vetan
declared off limits to them. Before he could report it, Dane offered him
several silver pieces to keep silent. The woodward accepted the bribe,
but now has a guilty conscious about it and is considering turning himself
in.
7) WOODCRAFTER, Joni of Tabree (4)
Size: 4 Quality: **** Prices: High
Joni and her three apprentices do large amounts
of work for the timberwrights, including upkeep and construction of their
guild house and dock. She also has lucrative agreements with them in exchange
for reduced prices for lumber and shipping. Joni helped the millwright
that built the mill's new wheel.
8) FARMER, Jacks the Ax (6)
Jacks is a well respected man in the village.
As one of the surviving fighters in the gargun attack, he is still tough
as nails at 60 years old. While unusual, Jacks is a freeman, Beadle, and
yeoman (LH) for the village. His veteran reputation and devout Laranianism
has led Jacks and Sir Vetan to become friends.
9) HIDEWORKER, Adian of Adalis (2)
Size: 1 Quality: ** Prices: Low
Adian was once a skilled worker, but has stubbornly
tried to carry on despite a severe onset of palsy in the hands and arms.
Of late the only decent works coming from the small shop is done by a visiting
journeyman named Mitel. Mitel hopes Adian will recommend a master status
and be able to perhaps take over the shop.
10) HALF-VILLEIN, Ashen of Tabree (5)
11) HALF-VILLEIN, Edlen the Loudfaced (7)
Edlen has earned his name, as he is utterly unable
to whisper or even grasp the concept. Even his normal speaking voice is
a bellow. Two of his eldest sons work occasionally for Dane in the timber
yard. Edlen has been working hard to earn enough to pay Dane for his sons'
entrance to the guild, and to pay Sir Vetan for
their freedom. Dane is often seen scurrying away
when he hears Edlen coming.
12) FARMER, Keath of Tabree (3)
Keath is a yeoman (MF) and is known for getting
into fist-fights with Dane's men.
13) VILLEIN, Shedron of Durrie (3)
Shedron has been the village reeve for over 15
years, and his elderly father was one of the founding members of the village.
He is not of a strong character, instead doing his best to appease everyone
who has a complaint. While this leads to an earned reputation as being
wishy-washy, Shedron has the ability to solve arguments between other parties
fairly well. He is on the list of folk who have earned Vetan's ire during
the 'log amok' incident. Shedron's efforts to calm Vetan, and urging him
to "see it from their point of view", was not well received by his lord.
14) FARMER, Mika of Tabree (3)
15) COTTAR, Feppilo of Durrie (1)
Feppilo was the first child born in Durrie village,
and his family was mostly killed by the gargun swarm. In the last couple
of years, he has fallen to a severe case of senility. Out of pity mostly,
Feppilo makes a paltry sum doing performances of poetry in the village
common. As he usually wanders off about half way through, the patrons are
able to put up with his misquoted lyrics. Lady Candria is very lenient
when dealing with Feppilo's rent, though she doesn't really know why.
16) FARMER, Edga of Tabree (5)
Edga is the clan head of the Tabree family, and
is a yeoman (LB).
17) COTTAR, Liddle (4)
Liddle moved to Durrie in 717 TR. Little is known
about the man or his family, except that he and his family were slaves
in Rethem at one time. They are a hard working and reclusive family, and
prefer to be left alone.
18) METALSMITH, Thoma of Rean (4)
Size: 3 Quality: *** Prices: Average
Thoma makes most of his money from the timberwrights
and has become quite skilled in making saws, axes, and other tools for
them. He also provides the lord's weaponcrafter with shaped ingots and
smithing tools, as well as other normal village tools.
19) COTTAR, Peatran of Klidona (5)
Peatran's wife and daughter earn extra money
by doing cleaning, cooking, and other chores at the timberwrights' guild
house. It is rumored that Dane is receiving other "wifely services" as
well. Peatran suspects, but cannot bring himself to actually ask for fear
of what he may find out.
20) CHAPEL, Sister Maliem (3)
This building started as a small shrine built
by the Peonian order, Balm of Joy. Sister Maliem was born in Durrie and
received permission to build a shrine there, bringing her friend, and fellow
priestess, Sister Delissa with her.
In 715, the Abbot of Abriel Abbey went over Maliem's
head and received permission from the Peonian order to share the shrine.
A priest from Abriel, Brother Loland of Sosa, moved in. Maliem tried to
protest, but Loland added on to the shrine using his own funds, uses his
own church's funds to help maintain it, and was
the perfect gentleman. The three manage to live
in peace and are quite close. Maliem fears her growing attraction to the
man will jeopardize both of their positions, but has yet to admit her true
feelings to anyone.
The chapel has both Laranian and Peonian regalia,
though Maliem finds the Laranian additions to be rather ostentatious. Loland's
chamber is rather large and used to house visiting members of the Lady
of Paladins. Visitors are often housed and fed by Maliem. When crowded
in tightly, and some overflow into the shrine's hall, a full company and
their gear can sleep within.
THE MANOR HOUSE MAP KEY
The current manor was rebuilt in 700 TR after
damage from the gargun attack could be ignored no longer. With permission
from the Earl Meleken and Sir Kaeth, Vetan had the manor rebuilt of sturdy
wood and a wall. It was rebuilt on the same site and finished within the
year.
[A] Durrie manor is a two story building
of sturdy construction. With the memory of the gargun attacks, and the
occasional continuing raids, the house was built to withstand attack. The
ground floor windows have iron bars inside the shutters, and the basement
was expanded to hold extra rations in the case of a prolonged
attack.
1) Main Hall. The hall fills the majority of the ground floor of the manor. The walls are covered with reliefs and tapestries depicting the glory of Larani. One relief however, conspicuously above the mantle, shows Durrie's victory to establish the manor. This is a sore spot when the occasional Wincarth visits, but Vetan has yet to carry out Earl Meleken's suggestion to remove or change it.
As Vetan often hosts visiting patrols from Iversen, two large tables are used for serving. One is used by the servants when no visitors are present, and both are moved to the sides of the hall when Vetan holds court. The servants sleep in the hall at night.
2) Kitchen. The kitchen is rather sparse,
but has the trappings needed to cook larger meals for visiting members
of the Lady of Paladins. A simple ladder beneath a trap door leads to the
basement. Scorch marks that would not come out of the walls can still be
seen up one wall due to a recent fire. All cooking is done
on the hearth in the main hall and prepared here.
3) Clothier's Room. This room is used by
Shalla as a work space and bedroom, containing all of her looms, needlework,
cloth, and other tools of her trade. Both Lady Candria and Ysaryd spend
much of their time in here doing stitch work and gossiping with Shalla
as she works. Dour often spends the night Shalla's quarters
leading to the usual, and as of yet not denied,
speculations.
4) Master Bedroom. This is Vetan's and Candria's room. The bed is rather plain, but large and comfortable. A brazier sits near each side of the bed for cold, winter nights. Sir Vetan keeps his armor in a chest near the door.
5) Quarters. These five rooms are for use by worthy visitors, usually officers from Iversen. Kendy and Pettyn share one room, while Anya and Ysaryd share another. They will often sleep in other rooms however when available.
6) Laranian Shrine. Vetan is a devout Laranian,
as is Candria though less so. This small but cozy room is where Vetan and
family perform prayers, vigils, and receives mass. It is also used when
Vetan entertains visiting nobles. A bronze shrine with Larani supported
by two knights sits on an elaborate, wooden altar.
[B] This building houses Ricor the weaponsmith
and his daughter, Nirim. The bonded master's forge and tools are in the
adjoining space, and Ricor is also responsible for storing and caring for
the militia gear.
[C] The horses of the lord are stabled
in this building. Durrie has no ostler, but Vetan is skilled in handling
and caring for horses, and takes care of his religiously. His squire and
servants help keep the stables and horses clean. Vetan rides his war-horse,
Longstomp,
every day for the benefit of them both. Three palfreys are used by others
in the manor as needed. Visiting horses are tied up next to the stables,
as the stable will hold only four.
[D] The manor complex is surrounded by
a sturdy wall of 10', sharpened logs. The wall and doors are reinforced
with heavy wooded bracing, and a walkway runs along the full inside length.
While the villagers gets its water from the Hemurine River, a well was
dug in case of siege. The entire village can be packed within the courtyard
if given enough time.
The Manor Household
Sir Vetan Dangol (32) is a long time friend
of, and former squire of, his liege Kaeth Bartyne. When the former lord
of Durrie, Sir Eveth Bartyne, died without a direct heir, Kaeth settled
the squabbling by appointing Vetan as bailiff in 715 TR. As that was the
same year Vetan married Candria, Lord Bartyne presented his good friend
with quite the wedding gift. Vetan is of average appearance with darker,
Jarinese features, but his shocking blue eyes tend to always be in a frown.
Vetan is more skilled at arms and intimidation
than he is with numbers or agriculture. While he is the lord of the manor,
he defers most administrative functions to his wife. Vetan is somewhat
callous, and certainly blunt to a fault, but is considered fair and respected
by the villagers. The bailiff of Durrie is a devout Laranian and has recently
become a Knight-Companion of the order of the Lady of Paladins, like his
liege.
Lady Candria of Subsina (45) was widowed in 708 TR when her husband died from a severe case of dropsy. Her husband had been a manor lord in southern Kaldor and Candria learned much of running a village. She again holds such duties in Durrie, but in a far more official role than before.
Candria and Vetan married in 715 TR, and Candria
brought her two children into the marriage. Candria is of common birth
(part of the reason her son did not inherit), so had to remarry to ensure
her new lineage. She is a loyal and honest, but cool, wife to Vetan. She
is quite attractive, and her strong personality pleases
her husband. Candria is tall and lithe with fair
features, but often suffers from hives on her arms.
Pettyn Dangol (17) is the eldest son of Candria. Vetan has officially adopted both children, and Pettyn is now heir to his father's inheritable assets. Pettyn is however not happy about having the Dangol name forced upon him. He understands why his mother insisted however, and has no plans of trying to change it.
Pettyn had at one time been squired to a knight in Hutop, but when his father died and political maneuvering by relatives who disapproved of their common heritage, his knight retracted the contract and sent him home. Vetan has taken Pettyn on as his squire, and it is only during training Pettyn shows his father proper respect. He is an angry young man who is not well liked in the village, and has earned the secret (to him anyway) moniker "Petulant Petty". Pettyn is however very responsible and performs his duties fully. Pettyn is a tall, somewhat awkward lad and is currently responsible for running militia drills.
Anya Dangol (15) is Candria's other child, and is quite the opposite of her brother. Anya is polite, friendly, compassionate, and is quite fond of Vetan and Durrie. She has learned the skills of a proper lady, and performs her chores and lessons with a smile. Anya is quite popular with the villagers (aside from her blooming beauty), and spends much of her free time visiting the villagers. She is soon to become quite the shapely woman, and Vetan has already been approached by more than one possible suitor. Anya is attractive, bright, helps her mother in administrative duties. Her father knows she could probably manage the fief better than he, and Anya's dowry will be quite high.
Kendy Bartyne (19) is the second son of Kaeth Bartyne and is squired to Vetan. Kendy is a hard working man, though some would call him a bit manic. He has been placed in charge of the manor defenses and stable. Kendy is due to soon be knighted, depending on the fortunes of his knight. Vetan is quite pleased with his squire's performance and plans, funds permitting, on knighting Kendy by the end of the year. Kendy is a large man, standing a hand over six feet and broad in the shoulders. He plans on joining the Lady of Paladins once he is granted his knighthood, and spends as much time with visiting knights as his duties allow. Given both his knight's and father's connection to the order, it is almost assured.
Ysaryd Tempone (23) is Vetan's cousin from
Tashal. She is considered somewhat of a scatter brain and can be rather
loud. Ysaryd is considered the most nosey, gossiping, intrusive, clue less,
and generally irritating person in Durrie. The gregarious lady spends most
of her time sewing and gossiping, unfortunately for Shalla
she does so in the clothier's room. While no
one would consider the woman a beauty, she is always well groomed and many
speculate that Pettyn admires her from afar.
Domestics
Sevel the Dour (41) is the manor chamberlain.
He was named Dour by the previous lord for his, well dour, countenance,
and is now more commonly called by this name. His constant serious look
however belies the fact that he has grown somewhat niggardly in his duties.
Many whisper, perhaps truthfully, has has become
distracted by his liaison with Shalla the clothier.
Cort of Shoed (23) is the cook of the manor.
He is a long time friend of Candria, where he was a servant and learned
his trade, and accepted the invitation from his former lady. Candria released
the previous cook from service when it was discovered he had been stealing
since the previous lord of Durrie passed away. Cort has
a youthful charm, and is secretly in love with
Candria. He is a skilled cook, but is somewhat lacking in experience or
a variety of recipes. Cort is of average appearance, but bears burns from
a recent kitchen fire on his hands and arms.
Estell (16) is the daughter of the village Beadle, Jacks. She is a hard worker but somewhat simple minded. Most of her duties involve helping Cort with meals and cleaning. Estell still lives with her father in their cottage.
Edgar of Schell (23) followed Sir Vetan to Durrie. He has served as Vetan's servant since he was 15 when Vetan took him from the streets of Olokand out of pity. The boys parents were killed by Lia Kavair for trying to double cross them, though Edgar knows little of this. Edgar speaks very seldom, but is utterly loyal to Vetan and follows orders without question.
Shalla of Yeanth (47) is a master clothier,
who has a bonded franchise with the nobility of Durrie. She has served
here since early 700 TR and Vetan (actually Candria) decided to keep her
services when he took over the manor. Shalla is quite skilled at her trade
and seems to be able to talk, knit, and read all at the same
time, while operating a drop spindle.
Ricor the Hammer (30) is Vetan's bonded weaponsmith. Ricor and his daughter, Nirim (10), live in the small armory next to the manor house. Ricor is not known for any great skill or even being a hard worker, but he is a Laranian zealot of sorts and has ingratiated himself with Vetan for that reason. That's not to say Ricor does poor work, just that better could be found. Nirim aspires to be like her father, but Ricor is guiding her to be a jewelcrafter instead as it is a more "woman's" pursuit.
The militia's weapons and gear are stored in a shed near the smith's home, and Ricor is responsible for caring for them. The forge lays outside, with removable planks and tarps for use in foul weather.
TIMBER OPERATIONS
Dane's timber operations extend far west of Durrie,
using the Hemurine river to ease in the transport of logs and timber.
This gives Dane the opportunity to seek out better quality and higher value
trees that can be transported to the timber hall relatively easily. As
Vetan has decided in a fit of pique to restrict certain areas of the local
forest to the timberwrights, Dane makes sure that all of his operations
lately have been out of sight of the village.
As Lady Candria has decided that no new lands
need to be cleared away in the near future for more farm land, Dane has
spent most of his efforts looking for the trees that will fetch a higher
price. A scouting party makes the trek into the woods on foot and searches
for choice trees before returning. These expeditions can
last up to a week and the farthest Dane's men
have been is about 5 leagues.
When a good target is found, preferably a copse of trees, they man the barge and take it upriver. The barges require at least 4 men to operate, though usually 6 men go, and is loaded with the tools and camping gear needed. Felled trees have their branches and leaves stripped, and are usually cut to a more manageable size for transport. The branches are often taken as well, if reasonable, for use as firewood.
When enough logs have been collected, they are
taken to the river. Depending on the number and size of the logs, they
will either be lashed to the barge or allowed to float down river. When
floated down river, the barge is used to guide the logs and at least one
timberwright, known as the "bankman", walks the bank to
push stuck logs back into the river.
If a work site is distant from the river, or has uncooperative terrain, Dane's oxen will be retrieved by barge to help in moving the logs to the river. The oxen will then be walked home with the "bankman".
During times when the river is too high to safely move logs, several work sites will be finished and piled to be gathered when the river becomes manageable again. Alternately, depending on Dane's mood, collected logs will be cut into lumber and readied for transport, or building maintenance performed, until the river is more cooperative.
During the fall and winter seasons, when the weather is too cold for wilderness or river travel, most of the timber cutting is done in the village. When enough cut timber is finished the other barge, which is designed to carry large stacks of planks, is sent down river to Nothrine and Hasabe for transport to Olokand or wherever else the wood may be in demand. Some wood is kept by the master woodworker in Nothrine, especially known for his fine furniture. It often takes upwards of a dozen trips to move all of Dane's product.
Dane cares for his barges meticulously and is
very adamant about never sending both out at once. The river can be a bit
wild at times, and the timberwrights fear losing both of the main means
of transport.
A FOULSPAWN HERITAGE
The attack of the Gargun swarm still plays heavily
in the psyche of the Durrie villagers, even those who weren't around at
the time. Children are warned into bed with threats of being taken by the
foulspawn, and noises in the night are taken a bit more seriously than
in other places.
This is not to say the people of Durrie are paranoid however. Mostly the battle is remembered as a victory, and event to honor the bravery of the men who fought them off. They see their attitude as a sign of strength and vigilance.
It is guessed that the attacking gargun were a
swarm from Gifuzo. While a bit far away it would seem, such maddening rampages
into the wild can hardly be considered logical or orderly. Like many gargun
swarms, this one resulted in the loss of most of the participants, in a
large part due to battle at Durrie. Not able to
muster resources to form their own true nest,
the descendants of the swarm have formed a loose tribal band that wanders
and hunts some leagues west of Durrie. It is slowly dying off, now with
less than 60 Gargu-Hyeka. The tribe is doomed within a generation as a
powerful leader was killed and the tribe is constantly shifting into various
factions. Bloodshed is common, and cooperation is not.
The tribe as a whole avoids the area around Durrie, but the occasional raid is not unheard of. The timberwrights are very cautious of the gargun presence as they often work out west.
During the yearly harvest festival, held on the Yaelah of Larane, each family builds a gargun effigy out of drop wood and scrap cloth. These effigies are held aloft by parents as children run after striking at them with pretend swords. Many children dress in make-shift tabards to mimic the knights that saved the day. After the "gargun" are trailed through the village, accompanied by various growls and other bestial noises, they are tossed into an ever growing bon-fire.
Other gargun games include "Goblin Ball", where a leather covered bladder, painted with a monstrous face, is hit with sticks in a playing field. This field is often Durrie common, much to the dismay of the villagers. Getting the ball into a stone marked circle scores a goal.
Probably the most interesting Gargun game is called
"Defender". It is a board game where one player must get one of his 15
Gargun pieces into the manor in the center of the board. The manor is guarded
by 2 Durrie Lord pieces and 5 Laranian knight pieces which must block the
gargun. Pieces can be "pinned" if one or more of the opponents pieces are
adjacent, or "killed" if a second piece is moved adjacent. The knight pieces
can only be killed if a gargun piece is on either side of it. This makes
it easier for the gargun pieces to be killed, but doing so often leaves
the attacking piece vulnerable. The gargun disadvantage is offset by their
numerical advantage, but it takes skill and strategy to play either side
well. It is very popular, and even Sir Vetan has a large board with elegantly
carved pieces.