(i)

Residential Dwellings

'On the western-most side of the village, sit five thatch huts of various size and shape.  Three huts face toward a small well in the NW corner.  The remaining two lie adjacent to the others, within a few yards.  One of these is positioned by the smelting pits - central to the village of Doraton.
'Each hut is large enough to house a family.  Hanging from the beams supporting the largest hut are decorative nick-knacks.  Charms to ward off evil spirits perhaps.  You imagine this to be a community of superstitious folk, none of whom seem to be around.  How strange.  Maybe your presence has scared them off?'

GM:  The 5 five families of this village live here, as it is the closest place to drinkable water.  Below is a list of the families, who are inside their homes, terrified that the adventurers will bring bad luck with them:

Large rectangular hut:  A family of 5 orcs live here, headed by Cranix 'fair-weather'.  The villagers believe he brings the rain when he indulges in his craft:  wood carving.  Cranix has 2 wives who have blessed him with 2 sons.  His eldest, Danwynn is the town farrier, and tends to all the horses and cattle.

L-Shaped Hut:  An extended family of humans lives here.  Headed by a grandmother of 3 - Elandra fearg'sula (of the demanding stare), live her direct relatives and their families under the same roof.  Her eldest son died a week ago from one of the things in the kaer.  His wife and children (Elandra's grandchildren) still live here and continue their commitment to the village.  Elandra will be happy to grant the adventurers what they wish, in exchange for their obedience to her (she is very temperamental).  For example, she may want all her duties done, or to have somebody to fix all the broken things in the house.  She will be a pain.  Life is hard with 3 families under the same roof.  Elandra is just the woman to control such a family.

Small Square Hut:  Three young dwarves live in this small hut.  The older two, brother and sister, try to look after their younger sister Kluna.  Derryn hackingaxe is the eldest in the family since his father died only a year ago.  He has taken on the responsibility of village woodcutter - which ensures that the small family gets what it needs to survive.  Because this leaves very little time for him to care for Kluna, his sister Froeda teinefalt (with hair like fire) looks after her.  Froeda is resentful at Derryn for being forced to look after Kluna.  She had plans of leaving this town to explore the world, before her father died.

Round Hut near the wall:  Two elderly male dwarves live in this hut.  Mallik has been friends with Wolden since the old days.  They grew up in the kaer and have experienced hardship and the deaths of each others family, together.  Wolden carries water from the mountainside, when the well runs dry, and tends to the village herb plot.  Mallik has a way with animals, and teaches young Danwynn how to break in horses.  Mallik is also the town hero.  It was his efforts which drove off the last onslaught of cadaver men, which came from the kaer.  These two hold the respect of most of the community.

Round Hut near the Smelting Pit:  Lodrin faltlaimh (burnt hands) and his daughters Klanett, Tara and Veltree, live in this hut.  Lodrin is the village smith.  His daughters assist him with his craft wherever they can, but most of the time they are not much help.  They are only young.  His eldest daughter Tara will be named in three days, when the moon is full.  She has proven herself to be a fine craftswoman in woven designs, often assisting her father by decorating blades and making fine garments.  Chief Thormalynn will pronounce her a woman when she recieves her name, at which point she will be free to do and go where she pleases.  (She charges 30sp to decorate a blade ~ her skills are very refined)

(ii)

Gatehouse to Doraton Village

'The entry to this village is a small opening in the rocky walls, shielded by a blackened steel gate.  Atop the gate are spearheaded points, to ward off would be attackers ~ although this would do very little to defend against a serious seige.  Riding on a red stallion behind the gateway, is an agitated looking orc.  His skin is decorated with spiral blue tatoos, and he stares, his eyes wide and white with fear and desperate hostility.  "Leave now demons, or face my blade!", he cries pacing his horse from one side of the fence to the other.  "I will not warn you again..You are not welcome here," he leans down hesitantly ", We will come for your master soon..you keep that in mind."  He grins as a crazed gesture of dominance, then stands his post by the side of the gate, his decorated silver spear pointed threateningly in your direction.'

GM: This orc, named Thorak the blue, has been standing this post for too many days now.  He has seen his family fall one after the other trying to defend this small town from the onslaught of the things coming out of the Kaer. He is agitated and paranoid and will demand to see proof that the characters are not possessed by 'the beast'

~ If the players show use of an artisan skill Thorak will let them pass.  He will be paranoid about the other members who have not displayed their artisan skills, and will not open the gate, until they 'cursed' ones stand back.
~ If someone tries to sneak in, or attacks him, Thorak will fight savagely.  Chief Thormalynn will come out of his hut and call off the attack if it gets too serious.  Thormalynn is keen to obtain the interest of strangers in his village.  He wants to get help from others to save his people.  His attributes are below:

THORAK 'THE BLUE'

Discipline:  Cavalryman / Warrior
Circle:  2 / 1
Race:  Orc.

Dex:  6 (d10)     Per:  4 (d6)       Physical Defense:  8
 Str:  7 (d12)      Wil:  6 (d10)          Spell Defense:  8
Tou:  7 (d12)     Cha:  4 (d6)          Social Defense:  5

Initiative:	6 (d10)

TALENTS:

Unarmed Combat:   8 (2d6)
Melee Weapons:     9 (d8+d6) 
Avoid Blow:             9 (d8 + d6)
Charge:                10 (d10+d6)
Acrobatic Strike:     8 (2d6)
Air Dance:              8 (2d6)
Blood Share:         10 (d10+d6)

UR:	31	Armour:  0
WT:	11	Mystic:	 2
DR:	39	Knockdown:	7 (d12)

Karma Step:	5 (d8)

(iii)

Chief Thormallynn's Hut

'You step caustiously onto the verandah of this wide brimmed hut.  Sitting quietly on a rocking chair, is a sturdy old dwarven gentleman, who was is writing a letter on a piece of parchiment he has prepared.  He writes with a decorated quill on a fine sheet of paper.  Obviously he has important business to settle - probably in Bartertown.'
'He gazes up at you with concern, and reaches for a stick leaning beside his rocking chair.  Pushing himself up off the chair he stands before you, his long grey beard blowing around in the strong winds.  "What can I do fer ya, eh?  We've nothing to trade, and we're busy as it is keeping this place together.'"

GM:  Chief Thormallynn is a little grumpy, because most people in the village  are blaming him for the recent deaths of villagers.  They believe it is his burden to keep everyone alive, as thier chief.  His first impression of the party will be that they are 'foreigners' and city folk.  That is, he thinks they are only here because they want something, and Doraton has very little.

Once the party convinces Thormallynn that they are not here to sell anything, nor to take from the people of this village, he will describe the problem he faces:

"So, you're not here to take, huh?" he looks to the floor with a slightly depressed look in his eyes.  "Well maybe you can help me".

<he will wait for the characters to respond>

"I need someone strong enough to face that," he pauses stammering a little with his words and pointing with shaking hands "...THING."  He looks up to your eyes, a little lost for words and hope, but something inside him seems to think you could be the solution to all his problems.  "My NIECE is in there, travellers, with those beasts"  He stops, fighting his sadness, then continues, "I could never forgive myself if something has happened to her.  Those things have killed most of my best men, and nearly half of the womenfolk from this village."  He grabs one of you by the shoulder with one hand and stares coldly in your face with a look of restrained savagery.  "If you can face those THINGS, the people of this village might just live through another winter.  Whatever you find in there is yours, though I would appreciate you leaving the more sentimental items to preserve our traditions.  Will you do it, traveller?"  He stands upright, using his stick to prop himself up, and clasps you shoudler strongly with his hands.'

GM:  If the characters do not agree or try to haggle conditions, he will say, "BAH!  I thought as much.  City folk and scoundrels - you're all the same."  He will walk away dissappointed.  The characters will have to convice him they are not just city folk as before, or he will no longer speak to them.

If the characters agree he will express the following:

It was only 5 years ago that the people of Doraton left their kaers.  Because the region suffers from heavy rains in winter, the villagers return to the confines of the kaer during the worst times of the year for protection from the elements.  The great mountain 'Balach mor' (the big lad), where the kaer is, provides great cover from the harsh conditions.

Last winter when everyone was in the kaer, one of the locals uncovered something, maybe through a secret passage, which set loose demon minions entrapped beneath.  That was 3 months ago.  Since then, the villagers have lost 3/4 of their clan to zombies, and bizarre minions of death.

Chief Thormallynn's niece Malara is a lightbearer (fights horrors), and went into the kaer with her companions Ragnor and Lyona - friends she had met during her life as an adventurer.  She has not returned as she agreed to do after 3 days inside the kaer.  More minions have been coming out of the kaer since the party went in!

Chief Thormallynn cant understand where these things are coming from.  He knows all the intricacies of the kaer.  His forefathers built it with their own hands and have passed down their knowledge of the place to him.  Maybe another village nearby built a kaer into the deeper parts of the mountain, from the other side.  Chief Thormallynn wishes he was young and powerful enough to go in there and find out.

Due to the fact that the villagers need the kaer to survive the harsh winters of this place, Chief Thormallynn expresses that under no circumstances are the walls or doors (or any structural components) of the kaer to be damaged by the party.  Doing so would be as good as murdering the village in cold blood.

(iv)

Goods Store

'On the southern part of the village stands a wooden building with a plaque haging across the door.  It reads: 'Aldran's house of goods'  - clearly a supply store.  The front door is open, and you see a tall ork reading a book over a counter within.  He greets you.  "Travellers, welcome to my store.  I have all the finest goods from Bartertown here in this room.  Step forward and I will show you my selection"  He waits for your entry with an unusual eagerness.  He mustn't get much business here.'

GM:  

(vi)

Faldo's farm

'Just beyond the road you spot a small cottage built from mud and stone.  Approaching, you see a troll riding a horse around a yard, bringing his cattle to a fenced off area.  His black hair blows in the wind behind him as he rides.'
'Between yourselves and the yard is a roughly ploughed area that has just been seeded.  Close by lies a vegetable garden with enough food to feed the whole village.  The troll notices you and begins to ride towards you.  Having summed you up from a distance he sits before you on his white mare looking you up and down.'
"Travellers hey?  City folk by the looks of things.  What do you want from me?  Huh?"  His voice is demanding expressing an urgency not to waste his time.'

GM:  This troll is named Faldo 'of the infested hairs' a name which he is proud to have earned through his rugged lifestyle. He wishes only to get a new cart for his farm, which will cost him 30 sp.
He has an intimate knowledge of the inside regions of the kaer, but will only demonstrate this knowledge as a guide.He will agreeably take the adventurers as far as the parliament room where the secret door lies (see 'ENTRY' map, room N), but only in exchange for the 30 sp, which allows him to buy his cart.  He is dead scared of going beyond that room.  He says "the secrets of that place sends shivers up my spine".