The Barony of Harkenwold is a broad valley just over 50 miles long and roughly 20 miles wide located between arms of the Harken Forest. This primarily open land consists of gently rolling hills covered in a mix of cheery meadows, light forest with little undergrowth, and the occasional thicket. The climate is cool and rainy. Many small streams wind their way across the land, eventually joining the White River. These brooks are at most a few feet wide, and small footbridges cross them regularly.

Harkenwold's total population is about 2,000, scattered across half a dozen small hamlets and a score ofisolated steadings. Most of the citizens are humans (50%), halflings (25%), and dwarves (20%), with a smattering ofother folk (5%). Harkenwolders living in the countryside are primarily farmers, shepherds, or woodcutters. Denizens of the hamlets also include woodworkers, smiths, carters, brewers, cheese makers, and leatherworkers. The other villagers tend nearby fields or orchards.

Harkenwold's Steadings

A steading is a farm or homestead in Harkenwold's countryside. Each of these settlements features a strongly built house of fieldstone and timber, surrounded by approximately 200 acres of pasture land and cropland. Some steadings have defensive palisades around the main house. A single extended family commonly lives in the house-two or three couples with their children, their older relations, and a few hired hands. Rarely do the total inhabitants of a steading exceed 20 people.

Traveling in Harkenwold

Characters on foot average 2 1/2 to 3 miles per hour on roads or trails. Walking from Tor's Hold to Easthill, for example, takes about two days. If the adventurers avoid the well-traveled trails and strike out directly overland, the mixed terrain reduces their speed to three quarters normal. Venturing into the Harken Forest or the Briar Hills is much more difficult. The rougher terrain reduces speed to half normal. Travelers in Harkenwold are rarely more than a mile or two from the nearest steading. Most Harkenwolders are happy to put up visitors for the night, although the accommodations might be a dry barn or stable.


Population 180
The second-largest village in Harkenwold, Albridge stands where the King's Road crosses the White River.

Important locations in Albridge include:
1. Old Tower.
This vine-covered ruin was once a post for soldiers guarding the bridge. The roof collapsed long ago, leaving the interior open to the weather, but the walls are still sound.

2. Erst the Wainwright.
Erst is stout, middle-aged, and balding, well known as a human of few words. A crafter, he sells mostly to local farmers in need of carts, wagons, or wheelbarrows, as well as merchants making use of the old King's Road.

3. Gerrad's House.
Gerrad, a hale and white-haired old halfling, is the Village elder. He and his wife Nioma are skilled weavers and sell simple but well-constructed garments of all kinds. Gerrad was appointed village elder by Baron Stockmer 30 years ago, and he conducts most of the town business from the common room of the Mallard Inn. He hides the keenness of his mind behind an affable manner and long-winded stories.

4. Village Green.
This open space serves as a market in good weather. On most days. the children of the hamlet gather here to play. Merchant caravans use the green as a campsite if they're too big to fit in the Mallard 's innyard.

5. Kathrid's Smithy.
Kathrid is a black-haired, mature dwarf who served as a guard in the dwarven settlement of Hammerfast when she was younger. She is an industrious, can-do type who talks incessantly while she works, fllling her listener's ears with advice on every topic imaginable.

6. The Mallard Inn.
This small inn and taphouse is owned by Onneth, an older half-elfman nearing retirement. Onneth is a good-hearted soul, but he is fretful, forgetful, and incompetent. Room and board at the Mallard costs 5 silver pieces per night.

7. White River Mercantile.
This trading post deals in locally produced woodwork, leather goods, provisions, and a handful of luxury items imported from Fallcrest or the lands to the south. It is run by Roma Featherton. She is a brisk, robust, officious halfing who recently took over the business from her ailing father. Her cousin Abel and his family help out. Most mundane equipment other than armor or weapons is available here for the normal cost.

8. Gremath Stables.
Dar Gremath, an aging and retired human adventurer, rarely speaks about his long ago travels.


Harken is the largest village of the Harkenwold.

1. The Broken Gaol.
Once a respected taphouse named the Silver Nail.

2. Harken Keep.
The home of Baron Stockmere and his family.

3. Cliffside Brewery.
The three Ironbeards — brothers Omurk and Dannurk, and Dannurk’s notoriously short-tempered wife Dathilda — run this fine brewery. This brewery not only brews its own ales but also sells its product to taverns in Fallcrest and Winterhaven.

4. Old Kellar’s House.
Once the elder of Harken, Kellar is an ancient dwarf who worked as a master stonecutter and mason for a century. He built much of Baron Stockmere’s keep.

5. Tower of Green Flame.
A mysterious crystal spire rising above the town, this tower is thought to be the residence of an ancient archmage who long ago departed the world to explore other planes. Townfolk avoid the place for the most part, fearing arcane traps or curses. Of the few explorers brave enough to venture inside, more than one has disappeared and the rest found the place empty – three small, unfurnished floors with nothing but dust and bird nests. On moonless nights, eerie green phosphorescence plays about the tower’s upper floors.

6. Harkenwold Trading Station.
The major mercantile outlet in Harken, the Trading Station is owned by a stout, oily little man named Rennis Longstream. Most common mundane items available of 50gp or less.

7. House of Faith.
A large temple built by an adventuring cleric of yore, the House of Faith has seen better days. Shrines dedicated to Pelor, Moradin, Erathis, and Sehanine stand inside. The current prelate is a kindly, middle-aged human woman named Sister Sondal.

8. Nonnie’s Place.
The doughty halfling Nonnie Farwhere runs a small inn with a kitchen and common room. “Aunt Nonnie” is something of a gossip and busybody. Nonnie charges 5 silver pieces a night for room and board.

9. Constable:
This is the local jailhouse. Constable Thornbridge and his deputies are stationed here.

Other Locations

Dal Nystiere: The eladrin settlement of Dal Nystiere fell to ruin centuries ago, destroyed by some unknown threat, and the Harken Forest has all but swallowed up its remains. Strange witchlights and evil monsters are known to haunt the ruins, and the Woodsinger elves have learned to give the place a wide berth.

Dardun: Population: 140 Surrounded by apple orchards, grain fields, and vineyards, Dardun is known for mild white wines, cheeses, and (of course) apples. Dardun’s elder is a proud half-elf woman named Madera Lirr, the matron of an old family of orchardists and cider-makers.

Druid Grove: To the northwest of Albridge stands a large grove of ancient trees, long sundered from the Harken Forest proper. Locals call this place Druid Grove. A stone menhir stands in the clearing at the center of the grove.

The old human druid Reithann lives here in a moss-covered lodge near the menhir clearing, along with her young apprentices Lorel (a halfling woman) and Theren (a young human man). Harkenwolders who venerate primal spirits come to this verdant place seeking Reithann’s advice.

Easthill: Population: 155 A hamlet of sheperds and stonecutters, Easthill rests on the slopes of the Briar Hills. The stone used to build the crossing at Albridge was quarried from hills nearby. A human trader named Sarken Toldorff is the village elder.

Harken Forest:
The Harken Forest is much denser than the light woodlands scattered across the Harkenwold, with larger trees and thicker undergrowth. It is also more dangerous for traveler – large and hungry beasts such as drakes and dire wolves roam its shadows. Game trails or maked paths are few and far between. The Woodsinger elves live in the forested region south of Harkenwold.

Marl: A prosperous thorpe surrounded by well-tilled fields.

Toadwallow Caverns: Located beneath a forested hill overlooking fetid marshland, the Toadwallow Caverns are unpleasant and ill regarded. The caverns are named for the unusual number of large, deep-throated amphibians that lurk in the boggy land nearby.

Tor’s Hold: Population: 141 Tor’s Hold is a group of steadings belonging to the seven children of Tor Hammerfist. Old Tor has been dead for many years now, and his offspring have each raised small clans of their own. The elder of Tor’s Hold is Bran Torsson.

White River: The White River runs the length of Harkenwold, varying from 200 to 300 feet wide, and up to 10 feet deep. Two ferries cross the waterway – one near Tor’s Hold, the other close to Easthill. Both are flatboats large enough for a horse and wagon, secured by thick hawsers. No one tends the ferries; travelers must haul themselves across.

The White River is home to the Reedfoot halfling clan – six keelboats scattered up and down the watercourse, each home to a large and boisterous family. The leader of the clan is Willet Reedfoot, an olde, charmingly roguish fellow who earns a comfortable living storytelling in the villages close to the river.

Woodsinger Camp: Population: 80 The elves of the Woodsinger clans live in the southeastern part of the Harken Forest. This nomadic tribe consists of a dozen bands, numbering near 200 in total. Each band shifts from camp to camp every few months. The campsite marked on the map is closest to Harkenwold. A wise, cautious elf woman named Eriyel leads the band currently residing there.

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