The small village of Yorwal, an out of the way kind of place, rests upon a 70 acre clearing in the heart of the Geevarlijk Forest.
Sugar Beet and Garlic farming has been profitable and seven out of ten local families earn their keep in this way.
The Baron and lord of Yorwal is a long widowed and eccentric man. Late 50's/hardened gut/long hair and big grey goatee. He is pleasant but distracted. Occupied for years with the single task of raising a Flea to the size of a black bear. The creature is his trained love. They reside together in the village largest building, the House of Family Yorwal. Built in the Middle Ages, three tall floors, flat stone facade, windows (sagging glass) dotted at disparate points in the outer walls. Single, small wooden door provides entrance. Unruly vines have dominated certain portions.
Baron Von Yorwal is also a highly skilled alchemist and maintains a small but impressive grow-house filled with many strange specimens. He will teach a willing student how to concoct many of his unique potions/poultices/poisons. He will sell ingredients at a decent price. The flea does not enjoy the company of anyone apart from the Baron. It can be seen bounding in and out of the forest if its master is entertaining guests. Occasionally it will throw a destructive fit throughout the house if not paid proper attention.
The Baron's daughter was reclaimed three years prior as debt payment by an Ogre who lives a few miles into the Geevarlijk Forest. He lives in a home made from man-bones. In fact, many families lost their eldest daughters to the Ogre, who had made a deal to protect the village from encroaching Fell creatures during the Beet harvest. The Baron frivolously spent the reserve of gold, set aside for the Ogre, on a grand ship docked in the Baltic Sea.
He did not take the monster seriously for the town had a protector, hired from noble German stock. The Knight of Pines.
When the Ogre came, he cast a hex upon the knight, forcing him to follow the Ogre back to his home and sit beneath a nearby tree. For forever. And thus he has stayed.
One daughter escaped a few months back, traumatized, catatonic for a bit. She eventually told her parents that the Ogre forces his slaves to eat cooked man-flesh. Everyone is alive but damaged.
Since the return of the girl, the idea of the rest still living beneath such horrific conditions has become unbearable for the village families, who had assumed they were all dead years back. Dissent is stirring and threats against the baron have been made if action is not promptly taken.
The town will offer the PCs the property rights to the Baron's Baltic Boat if they rescue the remaining daughters, slay the Ogre and free the Knight of Pines.
Unable to face his daughter, the Baron will ride his flea away from the village, if the PCs agree. He does not protest to the boat since he only cares for the flea.
The Ogre is a 4 HD creature with three attacks and four hex-spells.
The daughters are now all psychotic cannibals, beyond help.
If the bodies are returned, along with the ogres head and the knight, then the boat may still be claimed.
The town has a baker. A tanner. A small inn. Multiple wells and goats.
To reach the bone-home, one must cross through the Six-Brothers territory, who are also known as The Terra-Mages.
One can transform sticks into many trees.
One can transform a little water into large streams and deep creeks.
One can transform any piece of metal into many fashioned tools, weapons, implements.
One can transform pebbles into buildings, structures.
The youngest two of the six take upon themselves the task of protectors.
Venturing through this area can be confusing, as the brothers tend to frequently change the landscape within their boundaries. Sometimes it occurs as folk are passing through. They will not become hostile unless hunting or foraging is seen occurring.
Fell creatures wander this weird section of forest. Differentiating between hunting and self-defense is not a priority for the Protectors. So, watch yourself.



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