Home > Durnwood Region > Tralvaile


The village of Tralvaile is a forestry and farming community established 40 years ago. The village’s main trading partners are the Dragonborn tribes that live deeper in the Durnwood, and the Halfling river people who travel up the small stream that runs through the village to the Llwerk river, and Bruevaile a growing town on Llwerk Pool about a day away on foot, slightly less by stream and river.


Only 316 people, including those in outlying farms call Tral Vaile home.


Chief Caladar Man’Morth is the authority in Tralvaile and he is supported by a council of advisors and elders, as is typical of the villages in the Durnwood region.


Travaile is a walled village protected by the Chief and his guards. The chief’s guards consist of 28 well armed men, half of whom are on patrol on the wall at any given time, while the rest lounge in Man’Morth’s house or their own dwellings with a few nominally guarding Man’Morth as well. While the guard are all beholden to Man’Morth it is to Ferus Man’Morth (the chief’s brother by marriage) is their day to day commander and captain.

In times of conflict the citizens are expected to take up arms in defense of the village, and most adults have a spear and or sword and sheild for that purpose.

Key Locations

The Drunken Duck: The village’s inn and tavern it is the social center of the village for most of the year, and place where the village’s few visitors stay. The proprietor is Neanne, who runs it with her brother in law Brothen, and daughter Nym. Neanne’s husband died some years ago to lung rot and since then she has worked hard with Brothen to keep the inn in good condition. The only problem they have now is finding a man who will take the strong willed Nym as a wife and settle into the running of the inn, something that has so far been impossible as Nym has managed to keep the village men away. The one staff member that is not a resident of the inn is a rather shady looking elf by the name of Paelias, whome rumour says fled trouble with the Red Knights (of Bane) in Kalafort before getting “lost” in the kitchen of the Duck.

The Boar’s Hide: The Hide is the only building of note associated with the village that does not sit inside the walls. Run by the dour Deklan, it is the village’s tannery and one of the sources of export to other places. Deklan is also one of the few people that actively employs the youth and other adventerous sorts in the village, along with other more practiced hunters as he seeks hides for tanning from the Durnwood that are more valuable and interesting than the more readilly available sheep and cows of the village.

Birran’s Meats: The only butcher in the town Birran is a jovial dwarf who has stories to tell from the times when he was younger and wilder and adventured in the wilds of the Crystal Mountains, and if he is to be believed even across the seas. Of course Birran has trouble keeping his stories straight, and is old even for a dwarf so perhaps they are not his tales but those of someone else… of course if they are his tales then that begs the question of why a successful adventurer retired to a little human village on the border of the Durnwood 50 years ago when it was founded by the older Man’Morth?

Shaded Path Supplies: This is the general store, carrying all sorts of interesting oddiments that are of use to those who live in a small village but not readily made in the village. It is owned and run by the Trasell Halfling clan, along with similar such establishments in other local communities. The Trasell’s are one of the groups that will hire adventurous souls to help keep the roads, and especially Tral Stream clear of predators (human or monstrous).

Aramil’s Bakery: Aramil is a delicate man, who remains without a wife or children, though he has several apprentices. He is a fine baker, though he does little other than breads and his pies, for which he will buy pheasent from those willing to hunt them and unable to use them otherwise. Though he never directly employs people to do such hunting.

Salinya’s Tower: In a simple farming and forestry village the tower is greatly out of place as its owner Salinya. Salinya arrived in town three days before the birth of a couple of the village children with a number of other Eladrin. They all stayed at the inn while the woman took the time to meet all the mothers and see all the children soon after they were born. Since then she has had her tower constructed by Eladrin craftsmen making its fine craftsmenship and strange materials stand out more than anything else in the village. She then took up residence, teaching the village children to read and write, making potions for the villagers and from time to time disappearing for weaks without explanation. Most believe the Eladrin is a wizard of no small power, and that she is exploring the ruins of elven and eladrin settlements that are found through the Durnwood. All that is known for certain is that she is distant and indifferent to the village, except the three children whose births she arrived in time to witness – in whom she has taken a great interest. (In my campaign the Wizard PC has Auspicous Birth and became her apprentice.)

Temple of the Hunt: The temple is in fact a grove of standing stones just outside the village wall. It is maintained by a few townsfolk, most prominent among whom are Avargen Man’Ryn and Kayaa a half-elven orphan that was adopted by Avargen. The temple is dedicated to Melora and Denat, for it takes a love of wild places and a good dose of luck to survive in the Durnwood.


I don’t have a map for Tralvaile (or any of my settlements) as such things rarely come up in my games and should they I organise the relevant portions as needed. Tralvaile and all its ilk however are modeled after a mix of Celtic and Norse designs – peasent houses are round, larger buildings like the Man’Morth house, and the Duck are rectangular, with only the Duck and Salinya’s tower being multi-story buildings, and only Salinya’s tower being fully stone. Thatch rooves are otherwise ubiquitous. The land inside the walls is a mix of small vegetable crops, grass and rough paved paths. With the advent of releasing these on the blog I will endeavour to get maps created.

Categories: Durnwood Region
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