NOTHRINE MANOR
By Aaron Kavli
Location: Nelefayn Hundred, Meselynshire,
Kingdom of Kaldor
Holder: Sir Kaeth Bartyne
Liege: Earl of Osel, Sedris Meleken
Population: Village 90; Manor 16
History
Nothrine manor lies at the southwest area of
Nelefayn hundred, on the northern bank of the Hemurine River. It is the
current hold of the powerful Bartyne family.
With three manors in close proximity, timber
resources, good farm lands, protection provided by the river, and ties
with the powerful Laranian church, the Bartynes
are quite influential.
Nothrine manor was built in 542 TR when Sheryl
Bartyne was granted a fief by the Earl of Osel. The Hemurine River provided
a barrier to the barbarians to the
south, and the western forest provided all the
materials needed.
The continued development of the village was somewhat
hampered by the many small rebellions involving the poor rulership of House
Artane. The Bartyne loyalty to
the Earls of Osel meant that the Bartyne men
were often left isolated from others in the area, many of whom supported
the Earl of Olokand or the Baron of Setrew,
among others. It is not surprising that in these
times that all parties in the region seldom held common viewpoints. As
the lords of Nothrine were often called away to
fight here and there, the ladies of Bartyne have
a long history of managing fief affairs.
The worst of these took place in 600 TR, shortly
after the death of King Iemald. The confused power struggled hit home when
the Earl of Osel put his support
behind Haldan, Earl of Olokand. When Elyssa Bartyne
refused to denounce her liege and withdraw their support of Haldan, a force
led by Baron Setrew (who had
been roaming Meselynshire drubbing up support,
literally) attacked Nothrine. Four of the five Bartyne heirs, along with
some twenty villagers, were killed before the
attacking forces were defeated. It would be this
action that would later earn the Bartyne family the right to establish
Hasebe in 608.
Economics and Agrarian Life
With the relative peace of the last several decades,
the Bartynes have been able to concentrate their efforts on their estates.
With 1740 acres of high quality
(LQ=1.13) farm land, Nothrine village has prospered.
Like Durrie, Nothrine grows rye and sweet lintels as their main crop. The
local area also has a number of
useful herbs and spices and the river bank produces
flowers that can be used to make red and a rare violet dye.
Aside from bountiful crops, Nothrine has large
herds of sheep, lumber resources from Durrie, and the Hemurine River is
abundant with fish. The Bartynes manage to
pull in a good deal of money from their herds.
For a distant village, Nothrine has an active mercantyle economy. A caravan
travels to Olokand twice a year carrying
high value wood from Durrie, finished high quality
furniture from the local woodworker, and bolts of dyed wool.
The recent guild troubles in nearby Durrie threatened
to upset local agreements, but Sir Kaeth managed to smooth ruffled feathers
in his own village, if not in Durrie.
Kaeth appreciated how his vassal handled the
situation, even it ended a bit sternly and with a lingering tension there.
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.
Nothrine GM's Map
Nothrine Common
Map
[A] Manor House Complex.
See the manor house map and key for more details.
[B] Dock.
This small dock usually has Ibenis's boat tied
to it and has little other purpose than to land the barges that transport
lumber from Durrie village.
[C] Bartyne Barrows.
While actually a crypt instead of a barrow, the
name has stuck simply because of its sound. This crypt was gifted by Haldan
II in 640 TR to show his appreciation for the grievous losses the Bartynes
suffered in the 600 TR attack by the Baron Setrew while supporting the
Elendsa cause. This expensive monument is the envy of
many lords of Kaldor.
The crypt is made of polished granite and inlaid
with intricate bronze and copper inlays. A large stone door bearing the
Bartyne seal is cemented and locked shut,
requiring great effort to intern the newly dead.
It has room for just three more bodies before it must be dug deeper. The
crypt and surrounding graveyard are cared
for by the residents of the Peonian chapel.
[D] The Haunted
Grove.
This small grove of willows on the southern bank
of the Hemurine is the subject of many rumor, tales, and superstition.
Some claim to have seen a submerged
structure of some sort at times, and a crew of
timberwrights from Durrie all drown when there barge mysteriously went
off course and tipped over in 695. Flickering
lights are often seen on the far side of the
river at night, and are believed to be the shades of the dead. Others believe
these lights are simply fireflies. See Across the
River below for more details.
1) WOOKWORKER, Glenn the Sitter (6)
Size: 5 Quality: ****
Prices: High
Glenn is an aged and wealthy man, whose yet strong
hands craft the finest furniture in Meselynshire. His family has crafted
fine furniture for several generations, and
Glenn has passed on his skills to his four sons
and daughter. While his hands are strong, Glenn's back and knees are not
so and he spends most of his time in a fine
chair crafted by his sires some 200 years ago.
His children now do much of the work, and Glenn
leaves such woodworking required that doesn't involve his furniture to
his sons. His daughter has become quite the
artist and adds her skills to Glenn's already
decorative and sturdy furniture. Glenn pays much of his rent by gifting
Kaeth with his goods, either for the lord's use or as
gifts to other nobles.
2) VILLEIN, Edarg of Thone (6)
3) VILLEIN, Sharon of Nedrin (5)
Sharon is now nearly 65 years old, and has been
widowed for over three decades. She is a twisted and ailing woman who seems
to remain alive by sheer will alone.
Some rumor she fears turning over the family
lands to her imbecile sons, who currently work the lands. Whether this
is true or not can only be guessed, but she
makes it quite clear that her feelings towards
her sons' capabilities is less than favorable. She is a close friend of
Madgella the reeve, probably due to their shared
stubbornness, and few villagers remain when the
two get together.
4) YEOMAN (LB), Turnis of the Marches (5)
Turnis spent much of his youth as a mercenary,
where he has fought in campaigns across the Misty Isle. His adventures
have have taken him from Rethem to
Melderyn, and even a short stint in Orbaal. While
Turnis prefers the raucous tales of his youth, he is a cosmopolitan man
and one of the most well traveled in
Nelefayn, if not all of Meselynshire. His tales
are very popular, even the old one, and Turnis tells them well. He seldom
buys his own drinks. His eldest son, Jonas,
has become quite an archer himself, but Turnis
is trying to dissuade him from a military life.
5) VILLEIN/BEADLE, Wetton of Korl (3)
Wetton is an unpopular man, even for a man of
his office. Not for any brutality or arrogance often known to beadles,
but for his eternal snooping. He is utterly
paranoid and attributes every manner of diabolical,
complex, intricate, conspiracy to the simple folk of Nothrine.
Wetton spends most of his time searching and questioning
villagers too intimidated to protest. Wetton has suffered at least one
drubbing from the more strong willed
villagers. Evert of Aard particularly takes pleasure
in shoving Wetton around, but for some unknown reason the reeve tacitly
approves of Wetton's actions and is
Madgella that keeps Wetton in his position.
6) MILLER, Jamis Strawbeard (6)
Size: 4 Quality: ***
Prices: Average +
Jamis operates a large, stone mill that is powered
by the waters of the Hemurine river. He is a fair man, but is considered
somewhat of a dullard. While not
particularly true, he certainly has suffered.
Jamis is missing three fingers on his left hand from an accident with the
mill, and a bit of carelessness led to a good deal of
flour being ruined by rain. He gets his name
from his long, utterly straight, blond beard.
7) VILLEIN/REEVE, Madgella the Snarling
(4)
While women reeves are somewhat rare in the lands
of Kaldor, Madgella is very skilled and dedicated to her duties. None in
Nothrine would argue her abilities, but
she is not overly popular except with Kaeth,
who values her ability to quell protests and whines with a glance. Madgella
is very crass, blunt, bossy, and rather
unattractive and obese.
Only Kaeth is safe from her biting commentary,
though this seems to more out of mutual respect than any fear of reprisal.
Her two daughters are fortunately quite
lovely, and all three of her children are very,
very polite and well behaved. Her son, Kamron is the manor chamberlain.
8) HALF-VILLEIN, Penden of Greten (4)
9) APOTHECARY, Debrick of Oaln (2)
Debrick left Nothrine in his youth to apprentice
with a mysterious stranger when he was a lad. After nearly a decade learning
in Melderyn, Debrick returned with his
master status in the guild and received permission
to open his shop. Some whisper that Debrick knows of ensorcelments from
the Wizards' Isle, but most trust his
medications. He brought his young apprentice,
Jon, with him and few know anything about the laconic boy.
10) VILLEIN, Karick of Oaln (3)
11) YEOMAN (MF), Evert of Aard (4)
Evert was a sergeant with the Laranian fighting
order, Lady of Paladins, at the Iversen chapter house until 710 TR. He
had long toiled under problems with gambling
and drinking which finally resulted in his disgraceful
expulsion from the order for dishonorable conduct. Evert's options seemed
grim.
However Kaeth remembered a great service done
to him by Evert and when the news of the expulsion reached Nothrine, Kaeth
offered the outcast man land in
exchange for his military service. Kaeth did
demand however that Evert change his ways or be outcast once again. Evert
slips from time to time, but tries very hard to
live up to his bargain and Kaeth is generally
pleased with his efforts.
12) HALF-VILLEIN/WOODWARD, Birch of Greten
(6)
Birch is the village woodward, though the position
was sort of thrust upon him when his father died in 718. While his father
was a skilled woodsman, Birch, despite
his name, is quite uncomfortable in the woods.
It is his 14 year old, younger brother who actually does most of the work.
Birch has petitioned Madgella for reprieve,
but she has yet refused.
13) COTTAR, Rodrick of Cloe (4)
14) VILLEIN, Shanik of Oaln (5)
15) COTTAR, Justyn from Nothrine (2)
Justyn and his wife, Eala, were rescued by Kaeth
in 702 TR while he was performing his feudal duties with the Chelmarch
army. When escorting a caravan from
Trobridge, Kaeth spied a merchant whipping two
servants in an overly brutal manner. When he confronted the merchant, it
came out they were slaves and the
merchant was rather disrespectful.
Kaeth informed the man slavery was illegal in
Kaldor and liberated them. Kaeth violently silenced the man's protests
and hired the new freemen as his servants. They
followed him to Nothrine after his duties were
complete. Justyn and Eala are hard working, and even after nearly two decades,
still worship their lord's footprints.
16) METALSMITH, Zestriman the Smith (4)
Size: 3 Quality: ***
Prices: Average
"Zesty", as he is known to the village, is a
hulking man. He is also totally hairless, suffering from a rare medical
condition that prevents its growth. This has left him
with more scars, especially on the scalp and
forearms, than most smiths.
17) INNKEEPER, Salidan Aleman (6)
Size: 6 Quality: ****
Prices: Average
Salidan is the keeper of the "Happy Hawk" inn,
and is rather proud of the ridiculously smile of the hawk on the inn's
sign. He is a skilled lute player and his wife
brews a fine ale. Salidan also keeps a large
stock of finer wines, delivered by his brother from his trips to Olokand.
The inn its self is well furnished, mostly to
Breddik's taste.
Salidan's brother, Breddik, is a mercantyler and
lives in his own room at the inn. He owns roughly half of the inn, due
to Salidan taking a loan from him when the inn
needed repairs from a fire in 703. Breddik organizes
a caravan twice a year to carry lumber, dyed wool, furniture, and anything
else he gets paid to transport. Before
each caravan is ready to leave, a handful of
freelance guards arrive hoping to be hired as guards. Breddik is quite
wealthy, as his clothes always show, and is friendly
and well liked despite his status.
Kyla of Loand is Breddik's servant and sometimes
lover. She is an attractive, smallish woman, mostly responsible for keeping
her master's finery in good order and
running errands when they visit Olokand. She
also works about the inn.
Kyla has another name however, that of "Redquick",
though only her fellows in the Olokand Lia Kavair know her by this name.
She often has a task they set to her
when the caravan visits, usually important ones
so she can be gone and not traced to the local brotherhood. She often sneaks
about the inn and village if she thinks
something might interest her, but Kyla does not
break the laws of Nothrine. She considers this akin to "messing in your
own cot".
18) HIDEWORKER, Hedillo of Kranst (1)
Size: 1 Quality: ** Prices:
Average
Hedillo is a solitary man and carries little
in stock. He specializes in making vellum for sale in Olokand, and only
crafts other items on request. Hedillo lost his leg to an
infection in 714.
19) FISHERMAN, Dustryn Wetfeet (5)
Dustryn holds land as a cottar, but has a paltry
bit. He makes his rent and survives by plying the Hemurine River for its
fish, with Kaeth's permission. He uses a
tattered net and raft of little more than trees
lashed with rope. Dustryn knows many bountiful fishing areas, which he
keeps secret. At times the fisherman will work
with Ibenis, who gets a portion of the catch
for use of his far more sturdy boat. Dustryn and his children also act
as a sort of river wardens, clearing it as they can,
managing it as their lord sees fit, and collecting
flower dyes so the lord can sell it to Thomyn. Dustryn, on the practiced
advice of Ibenis, will not approach the willow grove.
20) CLOTHIER, Thomyn of Glenn (2)
Thomyn and his apprentice Aine make most of their
income by spinning and dyeing bolts of Nothrine's abundant wool product.
While Kaeth and his household are
their best customers, Thomyn and Aine mostly
ship out their richly died cloth with the caravans to Olokand.
21) HALF-VILLEIN/HERDER, Libbid the Livid
(3)
Libbid, his wife, and his son act as the village
herders. Libbid gets his name from cursing loudly, and angrily, at any
poor animal who doesn't follow his instructions well enough. He has a tendency
to act "livid" towards his wife from time to time, who herself gets livid
and cuffs him about the head and face for yelling at her.
22) BOATMAN, Ibenis the Boatman (1)
Ibenis came to Nothrine in 712 TR and is viewed
as being somewhere between a wise mystic and crazed bogeyman by the villagers.
While generally considered a
kindly enough man, his tall and lanky form slinking
through the village always draws a bit of suspicion and spooks young children.
The fact that he is the only open
worshipper of queer Ilvir (his names sake is
lost on most villagers) does not help his reputation in this regard. Some
even believe to speak to, or be, the Willow Man
(see the Haunted Grove below).
Ibenis owns a well made pinda which he runs as
far as Olokand and Tashal, carrying people and important cargo. He is a
devout Ilviran, and would be the equivalent
of a third circle priest if he belonged to a
particular order. Ibenis the Boatman is addicted to the hallucinogen Fletharane,
and he knows a place westward down the
river where it grows in abundance.
23) PEONIAN SHRINE, Ebasethe Yselde the
Gentle (3)
This small shrine is little more than cottage
where Yselde and her two acolytes live. Yselde is somewhat prim and prudish
for a Peonian, but her sonorous sermons
are enough to bring most villagers to the regular
masses. She enjoys adding a little excitement and pomp to her orations,
even if her fellows accuse her of acting like a
Laranian at times.
The field behind the shrine is where Yselde holds
all services come rain or snow. Several large, smooth rocks have been pulled
from the river over the years and are
used by the congregation as seats.
MANOR COMPLEX MAP KEY
[A] The Nothrine manor house is a two story,
stone structure. The upper floor was finished in stone at the turn of the
century. A 12 foot wooden wall surrounds the
complex. While still relatively sturdy, the wall
is beginning to show its age.
1) Main Hall. This room contains a single large table and three large, chairs. These items, like all of the manor's furnishings, are of excellent quality and made by Glenn the Sitter. The large hearth is used mostly to warm the house as best it may in the chill months. Kaeth has recently had another hearth installed, and several braziers are scattered around the manor, to try to stave off his constant chill. Many walls, especially those in the lord's favored areas, have woolen drapes and tapestries for much the same purpose.
2) Kitchen. This spacious kitchen is constructed
of stone, in part to reduce the common risk of kitchen fires and in part
to act as a defensible last stand. Most of the
cooking is done in the large fireplace that was
recently added in 700 TR.
A large set of antlers, one of Kaeth's hunting
trophies from his youth, is set into wall to hang utensils from. His wife
did it as a joke, feeling Kaeth was feeling far to
serious about himself. Kaeth was never able to
take it down.
3) Guard Room. This small room is were
the Bartyne clan keeps their weapons, and where the men-at-arms sleep.
The sturdy door has slots in to to allow spears to
be thrust at those coming through the main doors.
4) Lord's Chambers. This room is where
Kaeth and Panna sleep. The bed is sturdy and ornately detailed, and the
frame is some 100 years old. A small shrine with
tokens of the Bartyne ancestors and Laranian
reliefs.
5) Guest Rooms. These rooms are for important
visitors. Kamron and Alania each use one of these rooms, though they are
relegated to the servant's quarters when
needed. These rooms also have fine furnishings
provided by Glenn the Sitter and his sires over the years.
6) This ladder leads to the roof. The roof
has a single bench on it for Kaeth to use when watching his falcons. A
wooden coop keeps the falcons, Hirin and Ahnu.
[B] This building was once a small barracks
for a more violent time in Bartyne history. Currently is is used for general
storage, emergency rations, and as sleeping
quarters for the manor servants. It is open,
and a bit drafty, but cozy enough for those who live there.
[C] The stables are where Laster cares
for the lord's horses and lives in a small room at the northern edge. The
stables hold Kaeth's war-horse Spearmont, Ranuul's
war-horse Steadfast, and four palfreys. While
the ostler is responsible for the horses, the two squires often do chores
here to learn proper horse care.
[D] This well was dug after Nothrine was
attacked in 600 TR, to ensure they had water if besieged. A large copper
tub sits nearby to catch rain water and to wash
dishes.
The Manor Household
The lord of Nothrine manor, Kaeth Bartyne,
is a year short of 60 and in failing health. While his condition is painfully
apparent, only Kaeth himself knows how how
bad it is, expecting fully to die within two
years at most. Kaeth has called for his son, Sir Alegan, to return home
from his quest to find their liege, Earl Meleken. His
lethargic, pale, and haggard body can still move
with agility when needed, but he suffers from ever longer bouts of weakness
brought on by a weak heart. This is only
the most recent problem to be suffered by the
lord.
In 708 TR, Kaeth and his wife Lady Corintha rode
off along the Hemurine as they were known to do. Unfortunately Corintha's
horse fell down a bluff. Without
hesitation Kaeth spurred his mount down to save
his love, but both mounts tumbled dangerously over their riders. Corintha
died from her trauma, and Lord Kaeth
suffered badly. His wounds and broken bones would
not heal properly, leaving him a weakened, limping widower. Kaeth was effectively
unable to perform his
military duties.
Despite a life of misfortune and certain death,
Kaeth is a merry fellow for the most part, even if his smile is a bit sallow
and his eyes seem a bit glazed. When unable
to perform his knightly duties sufficiently,
and to keep his mind from his wife's death, Kaeth began running the village
with the vigor he had once shown in the saddle.
Corintha had before her death run the manor and
village, as is common with Bartyne women.
The folk of Nothrine are well endeared of their
lord, and many view him as sort of surrogate grandfather. When able, Kaeth
spends his time in the village common
watching his falcons, watching the children play,
and telling them stories if he has the breath.
Panna of Kignun is an attractive noble
lady of some 43 years of age. She become Kaeth's lover in 715 when her
family lost their fortunes. Originally from the Jedes
area, Panna was touring with a group of courtiers
and caught Kaeth's eye while in Olokand. Having little money left, and
finding the lord of Nothrine a kindly man,
she returned his flirtations and came with him
to his home.
Kaeth's lover has no allusions of any marriage
or inheritance, and both understand it is a relationship of convenience,
even if an amiable one. Panna is lover and
caretaker of her lord, in return for her assured,
comfortable retirement at Nothrine. Of late she has performed more as a
nurse maid than a lover, but the old man still
has some energy in him. When not with her lord,
Panna helps about the manor and enjoys helping in the garden.
Panna gets along with everyone, simply because
she wishes to step on no toes, but she is honestly a kindly sort. Kaeth
has instructed his heirs and family that she is to
be taken care of when he returns to Dolithor,
and she trusts the Bartynes. But she knows that once her benefactor passes
beyond, he can no longer really protect her
so wants to be safe just in case.
Karyl Bartyne is Kaeth's eldest daughter.
Bartyne women, while strong and respected, are not known for their striking
beauty. This homely family trait tends to
manifest its self in the form of somewhat plain
looking faces and large noses. Karyl has strong Bartyne blood.
Despite her homely looks and bellicose personality,
the Bartyne wealth ensured her marriage. Unfortunately family wealth could
not ensure a happy marriage. Her
husband, Lord Asket Cedamyne of Irians manor
was not inclined to deal with his new bride's sharp tongue. Neither were
able to live together, and instead of dealing
with a disgraceful divorce, Kaeth made an arrangement
for his daughter to return to live in Nothrine in 718.
While the agreement brokered by her father tacitly
allowed for each to pursue their own dalliances, Karyl feels betrayed by
both and has taken to growling about
"damnable Laranian ways". Her countenance is
constantly brooding, unless she's angry, and she does her best to stay
clear of her father. Karyl Bartyne has often
thought about getting even with her distant husband,
in the most gruesome way possible.
Edwin Bartyne is Kaeth's youngest son at
27 years, and is his father's greatest disappointment. Edwin lacks the
brawn, grit, or fire the Bartyne men take such pride
in. Instead he is a slight, androgynous man who
is more introspective and thoughtful than most of his kin.
Edwin's life has been shaped by a single event
in 705 TR. He was traveling with his father and brother when they passed
through a village that was suffering from an
outbreak of Red Fever. A single Peonian priest
was tending to the dying, and the compassion the man showed and way he
eased their fears left a great impression on
the young Bartyne.
From that time Edwin spent his time studying people
and philosophy, what drove people, and what lay beyond. Instead of learning
martial prowess, or joining the
Laranian church (Edwin has a secret distrust
of all organized religion), he has spent his time attending various teachers
and philosophers, paying for their tutelage.
Edwin is a good listener, and loves academic
or philosophic discussions. He especially likes speaking with commoners,
as their "honest and earthy" philosophies are
often the most profound (though he really considers
most of them dullards). Always outwardly compassionate, some wonder if
Edwin's concern is genuine, or merely
a self centered attempt to fulfill his own lofty
philosophical ideals.
Sir Ranuul Bartyne the Fortress is Kaeth's
43 year old brother. Ranuul is a veteran warrior, earning his moniker from
his steadfast abilities with a shield. He has lived
in Nothrine since achieving knighthood, and has
acted as his brother's sergeant-at-arms. Since his brother's riding accident,
Ranuul has gladly served Nothrine's levy
commitments as he rather enjoys the campaign
trail and strives to maintain the Bartyne military reputation.
Ranuul has 3 sons of his own, currently serving
as knights in various parts of Kaldor, and one daughter who has disgracefully
joined the Halean church in Tashal. He
would pay his entire fortune, and give his life,
if he could get her out of that den of whores. She has fortunately kept
her family ties to herself.
Sheda Blantworth is Kaeth's 17 year old
squire. His family hails from from Vemionshire, where his father is a courtier
in the court of Minarsis. As Kaeth does little
sparring anymore, Ranuul has taken over most
of the boy's military training. Sheda however does pay close attention
to Kaeth's every word, as the elderly knight is
very politically savvy. Kaeth has made arrangements
for Sheda's squirehood to transfer to his son when he passes away.
Adrus of Doln is Ranuul's 15 year old squire,
hailing from a minor Olokand family. He is known to be somewhat of a dimwit,
but Adrus is a loyal and hard working
student. Despite his knight's admonitions, Ardrus
likes to play with common villagers of his age, often traipsing into the
forest or along the river bank. Adrus has a fear
of the manor burning, and is constantly making
sure the hearths and braziers are not throwing off too many embers or sparks.
Fedrin the Walker and Shadin of Trann
are Kaeth's hired men-at-arms. Both are young and inexperienced, but relatively
skilled. Fedrin has some experience as a
caravan guard, and like to embellish the tale
of his single combat experience (a raid by a small group of Kath that was
actually over before he saw any of the
attackers). Shadin spent several years as an
apprentice to a weaponsmith before falling out of favor with his master
(due to accusations of theft), and serves to
maintain the manor's armory.
Kamron the Daft is a Nothrine native, the
24 year old son of the village reeve. He is considered by many to be the
most attractive man in Nothrine, and he is very
amiable, polite, intelligent, and skilled in
his duties.
His one glaring flaw is that he fancies himself
somewhat of a jester. He learned how to juggle and tumble from a visiting
troupe of entertainers some years back. Since
then he has forced his performances and somewhat
lacking sense of humor on any who happen to be nearby, especially visitors
waiting to meet Sir Kaeth. This has
earned him his somewhat uncomplimentary name.
Kamron is one of the only two servants that lives in the manor.
Laster of Ving is a the lord's ostler.
His apprentice was killed in 717 TR from complications of a kick from Ranuul's
horse, Steadfast. His own face is marred due a
similar kick before Steadfast was finally trained.
Despite the injuries caused, Ranuul was determined. Laster is known to
smell of horse dung and takes his meals in
the stable. He works hard and doesn't bother
anyone, and seldom speaks to anyone but himself.
Alania the Falconer came to Nothrine about
four years ago, seeking work with Lord Bartyne. While it was an uninvited
audience, Kaeth was duly impressed with her birds and their training. He
decided to hire her and purchase the birds, and has become truly enamored
with the two marvelous falcons. Alania herself is a smallish, attractive
woman who likes to frequent the Happy Hawk. She has a room in the manor.
Kayla of Tromus, and her sister Abgil
are the manor's cook and alewife respectively, though each is known to
share the duties of the other. The two sisters came
highly recommended Sir Kaeth, and they have worked
in the manor sin 697 TR. They are both highly skilled in the kitchen, and
are quite fond of their elderly lord.
Kayla and Abgil are also somewhat known as "kitchen
witches", having a large collection of dried herbs for various herbal concoctions.
Zabeth of Shange, Boe of Elin, and Birgitte
of Denton are the manor house servants, performing all manner of domestic
duties from serving food to laundering bed
sheets. They are somewhat stereotypical, chattering
young ladies who are friendly and hardworking if a bit simple (or at least
they act simple...).
Clement Shoreman is a stout lad of 23,
and acts as the manor's handyman, fixing loose boards, repairing doors,
and other such chores. He constantly hums, and is a
lay cleric of the Peonian shrine. The serving
girls enjoy flirting with him, which makes him somewhat nervous.
THE LINEAGE OF BARTYNE
The Bartyne family can trace its heritage in
what is now Kaldor since before the time of Lothrim. The earliest family
histories describe the Bartynes as hailing from the
kingdom of Pagostra, where they were minor land
holders. Sergeff Bartyne gained position when he led his kith and kin against
the Pagaelin. He was present at the
Battle of Kobing in 183 TR, where the barbarians
were finally defeated. When King Orsin swore fealty to Medrik, the Bartyne's
were elevated for their bravery.
The Bartyne warriors would become involved in
the Kaldoric Civil War, where they supported Fierth the Usurper, and later
fought against him in the rebellion.
Fighting against their former master was the
first time the Bartynes had changed sides for better or worse. The clan
head at the time, Myrell Bartyne, decided that
Fierth's actions were a betrayal and ordered
his men to fight against him. The rebellion was eventually put down and
the Bartynes were declared outlaw for a time,
and their lands seized. With the death of Fierth
and his son (some family histories relate how a Bartyne was part of the
hunting party that killed Uthred, but few
believe it), their titles, though not their lands,
were restored by the baronial council.
Bartynes have been involved in just about every
civil conflict, as well as the battles of Chelna Gap, Ramala Gap, and Siege
of Burzyn. Their long history of skilled
warriors, and loyalty, have made them well sought
after in such baronial conflicts. This was especially notable when Elyssa
Bartyne held off an attack by the Baron
Setrew in 600 TR, losing all of her sons save
one. This action endeared the Bartynes to the Elendsa clan, and did quite
the opposite with their relations with the men
of Setrew. Both of these relations remain today,
with the "Battle of Durrie" in 677 rekindling the animosity of the Ethasiel
family.
When the Earl of Osel was given the opportunity
to hold land in Nelefayn in 540 TR, he chose the steadfast Bartyne clan
who would be able to overcome the wild
area. Shyrel Bartyne accepted and moved to establish
Nothrine. Shyrel and her successors were able to use the quality lands
and resources effectively and have
since established both Hasebe (608 TR) and Durrie
(677 TR) villages.
ACROSS THE RIVER
On the south bank of the Hemurine, about 200
yards east of Nothrine, lies a large grove of large, somewhat queer looking,
willow trees. The long, drooping limbs of
the willows reach out over the water and cover
a large ebb in the river, leaving a leafy shell that shades the area. Locals
call it simply the "Willow Grove". No one over the generations has ever
been able to specifically point out what seems odd about the trees, just
they look wrong and disturbing. The flickering lights some claim to see
at night, whether one believes them to be fire flies or otherwise, have
made Weeping Grove the place of shades and bogeyman since humans have populated
the area. Even the few Kath that range on the south side of the Hemurine
avoid the area.
Nothrine's incarnation of the haunt of the grove is known, rather unimaginatively as, "the Willow Man". He is described as a shadowy figure with glowing eyes (that some claim are the source of lights in the willows), and long branch like fingers. He stalks the night, creeping about the village, steals livestock, and snatches disobedient children. He is blamed for the deaths of several timberwrights from Durrie in 695, supposedly drawing their barge into the willow grove, tipping it over, and holding them under until they drown. Large bon fires are set along Nothrine's bank on the 30th of Navek, the Night of Shadows, to keep the Willow Man on his side of the river on this darkest of nights.
There is no real Willow Man of course (unless
of course the GM decides otherwise...), but the shaded river eddy does
hold a terrible secret. Buried in the sands of
the bank is a relic from the lost Earthmasters,
a glimmering, pinkish crystal statue of great psionic powers and size.
These powers however, have long been tainted by
some unknown force or malfunction.
The statue in the shape of a vaguely reptilian
figure well over 20 feet tall, buried upright, deep in the sands of Hemurine.
Occasionally the swirling eddy will uncover
the very tip of the statue's head. This is the
cause of the odd lights at night (they cannot be seen during the day).
The current buries the statue almost as quickly as it
uncovers it.
At one time this statue was used as a psionic
focus by the Earthmasters, enabling them to send telepathic messages over
great distances and between worlds. In the
eons it has been abandoned, the relic has lost
its attunement. Now instead of sending the users mind across vast distances,
it traps their mind within its glittering
depths.
Simply seeing the statue directly is enough to
draw a person mindlessly towards it, until they touch it and have their
mind sucked away. To resist the lure of the statue
requires a successful willpower test, and to
resist losing one's mind requires passing a very difficult willpower test
(values left up to the GM and system of choice).
Those who are drawn to the statue (i.e. failing
the willpower test) will go mindlessly towards it at all costs, ignoring
everything else including pain and threat of death.
The only way to save someone who is being drawn
is to physically restrain them and drag them out of sight of the statue,
and at least 100 yards from the statue. If
successful the victim will snap awake, not remembering
anything of the incident.
Those whose minds are pulled into the statue,
are lost forever within the depths of the relic, save for some kindly GM
or other divine intervention. Their bodies live on
as mindless catatonics, as long as they are fed
and watered.. Most who do so will die however, drown in the strong current.
This is what happened to the timberwrights, they saw the exposed statue,
steered towards it, and jumped overboard to touch the glittering artifact.