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The World of Farland

A D&D Setting Conquered by Evil

Bestraville, a Town in Kelerak

Bestraville

Small town in northern Kelerak, south of the Hilly Crags, near the Cragrill River.

Population: 1,394 people in the town and its surrounding farms, mills, and woodland holdings.

Who Rules: Nominally Lord Hroald, restored to power after the ousting of the orcs. In practice, High Deacon Sybil of Bestra rules, as she is the most influential person in Bestraville, and few important decisions are made without her approval.

Major Products: Ale, crops, metal goods, milled wood, and religious iconography.

Armed Forces: Bestraville has 13 full-time guards under Alan Ack-Blanco, with roughly 100 townsfolk available for conscription in time of need. The true strength of Bestraville, however, lies with the Woodsmen, a conclave of rangers who patrol the surrounding forest with the aid of a small circle of druids.

Overview

Bestraville is not large, but it is far more important than its size suggests. South of the Hilly Crags, set among fields, timberland, and the cold waters of the Cragrill, the town is one of the chief religious centers of Kelerak. Pilgrims come from all over the kingdom to pray at the grand Temple of Bestra, to leave offerings for the safety of their households, and to seek the goddess' blessing before marriage, childbirth, battle, or long travel.

The town is dominated by the Temple of Bestra, a pale stone structure that rises over the eastern side of the community. According to local tradition, the famous priestess Lora Ada-Dorhan received a holy vision from Bestra herself, directing her to build the temple on that precise ground. Lora's finger bones, preserved as holy relics, rest upon the main altar. The faithful believe that these relics specially bless the town, and even those who are not particularly devout admit that Bestraville has endured horrors that should have broken a larger and stronger community.

During the Dark Occupation, Bestraville was controlled by the dark folk, but never comfortably. Orcs, oluks, and their masters found the place strangely hateful to them. Some blamed the aura of the temple. Others spoke of bad dreams, sour water, stillborn plans, and shadows that moved like wolves beneath the trees. Whatever the truth, Bestraville suffered less ruin than many towns in Kelerak. It was taxed, bullied, watched, and sometimes brutalized, but it was not thoroughly despoiled. After the Liberation, the damage that had been done was quickly repaired, and the steady flow of pilgrims brought coin, labor, and renewed confidence.

Today Bestraville appears peaceful, but it is not soft. Its folk are courteous to strangers, generous to pilgrims, and suspicious of anyone who asks too many questions about the surrounding woods. The people have learned the difference between mercy and foolishness. Bestra may be honored here, but so are sharp eyes, locked doors, silvered blades, and a well-kept bow near the hearth.

Government and Power

Lord Hroald is the lawful ruler of Bestraville. He keeps the rolls, confirms property rights, oversees taxation, maintains relations with nearby settlements, and commands the town guard through Alan Ack-Blanco. He is no tyrant, and most locals are willing to say that he is a decent lord. Still, everyone knows the truth: Hroald governs the town, but High Deacon Sybil guides its soul.

Sybil, High Deacon of Bestra, is the most powerful person in Bestraville. She does not need soldiers to enforce her will. She has the temple, the pilgrims, the relics, the trust of the townsfolk, and the quiet support of the Woodsmen. When Sybil speaks on a matter of law, charity, public order, or moral duty, Lord Hroald usually finds a practical reason to agree with her. This arrangement works because both know their roles. Hroald protects the town's secular interests; Sybil protects what the town believes itself to be.

The third power in Bestraville is less formal but more feared: the Woodsmen. Publicly, they are a respected conclave of rangers charged with patrolling the forests and roads around town. In practice, they are the reason that bandits, orc remnants, and wandering monsters tend to disappear before they reach Bestraville's fields. Their hall stands in the north of town, and their badges are now recognized by Hroald's guards, but no one mistakes them for ordinary woodsmen. They are polite, watchful, and dangerous.

History

Bestraville's sacred history begins with Lora Ada-Dorhan and her vision of Bestra, but its darker civic history was forged under occupation. For much of the Dark Occupation, Bestraville survived by appearing submissive while quietly refusing to be conquered in spirit. The dark folk attempted to rule it, but the place resisted them in ways both holy and practical. The Temple of Bestra made the town spiritually hostile to evil, and the Woodsmen made the surrounding forests physically hostile to it.

Founded in 7922 F.R. by Fulk Ack-Martin, a local woodcutter and hunter, the Woodsmen began as a secret resistance against the orcs and their masters. What started as one man haunting the woods soon became a disciplined band of rangers sworn to defend Bestraville, uphold the teachings of the gods of light, and strike against evildoers wherever they threatened the town. For generations, they harried patrols, sabotaged supply lines, ambushed cruel overseers, and made Bestraville one of the most undesirable postings in occupied Kelerak.

The Lord of Lust eventually found it difficult to keep orcish Hoths in power there. After several failed attempts to control the town directly, human lords were appointed to govern Bestraville in the name of the occupation. These lords paid taxes and offered the required lip service to the dark powers, but they rarely enforced evil laws with any vigor. Bestraville became, in quiet fact, a half-hidden refuge in the midst of conquered land.

That fragile arrangement ended shortly before the Liberation. Fearing rebellion, the Lord of Lust removed Lord Hroald and installed the brutal orcish Hoth Grug One-Fang, who arrived with handpicked orcs and oluks to pacify the town. Instead, he provoked a woodland war. The Woodsmen refused open battle where orcish strength mattered most; they fought in ravines, thickets, logging paths, and moonlit clearings. Supply wagons vanished. Scouts failed to return. Traps were found empty. By the time Valanduil and Bartarius slew the Lord of Lust and Dragonspur City was freed, the Woodsmen had already broken Grug One-Fang's power and were driving the last dark folk from Bestraville's lands.

Lord Hroald was restored after the Liberation, but Bestraville did not simply return to what it had been. The town had learned that survival required faith, secrecy, steel, and a willingness to do hard things in the dark so that children could wake safely in the morning.

Life in Bestraville

Bestraville's woodsman. All rights reserved.

Bestraville lives by pilgrimage, farming, timber, and craft. Its fields produce grain and root crops suited to the cooler northern climate, while the surrounding woods provide timber for the sawmill and fuel for the smithy and brewery. The town's ale is well regarded, especially the darker local brews favored by woodsmen, millers, and visiting teamsters. Religious iconography is also a major trade: small carved images of Bestra, polished prayer tokens, painted household plaques, pilgrim badges, and bone-white altar candles are made here and sold throughout Kelerak.

The town has two faces. By day, it is busy with pilgrims, carts, bells, woodsmoke, and the smell of malt from the brewery. By night, it becomes quieter than most settlements of its size. Locals do not linger at the edge of the woods after sunset. Farmers bring their dogs inside. Travelers are advised to stay at the Great Bear Inn unless they have business elsewhere. None of this is panic. It is habit, and in Bestraville habit has kept people alive.

Strangers are welcomed, but watched. A pilgrim with honest grief will find food, prayer, and shelter. A merchant with good wares will find customers. A sellsword looking for trouble will discover that the town guard is only the first and least dangerous layer of local defense.

Armed Forces and Defenses

The official town guard consists of 13 full-time guards led by Alan Ack-Blanco. They maintain order, watch the roads, handle drunken pilgrims, protect market days, and answer to Lord Hroald. In a crisis, about 100 townsfolk can be armed and gathered into a militia. Most of these are farmers, mill workers, hunters, and craftsmen, but Bestraville's people are not helpless. Many families kept weapons hidden during the Dark Occupation, and many still remember how to use them.

The real defense of Bestraville, however, is the Woodsmen. The conclave patrols the forests, trails, river crossings, and abandoned occupation roads around town. They are especially effective against orcs, bandits, undead, and creatures that depend on fear or surprise. A small circle of druids aids them, watching the health of the woods, reading signs of corruption, and helping conceal paths that should not be found by hostile eyes.

Because of these protectors, Bestraville is considered one of the safest small towns in Kelerak. That reputation is deserved, but it can mislead outsiders. The town is safe in the same way a sheathed sword is safe: only while no fool forces it to be drawn.

Places of Interest

1. The Grand Temple of Bestra

The chief landmark of Bestraville stands in the eastern part of town. Built of pale stone and dark timber, the temple is grand without being gaudy. Its central altar holds the finger bones of Lora Ada-Dorhan, the priestess whose vision led to the temple's founding. Pilgrims kneel before the relics to ask for protection, fertility, healing, forgiveness, and courage. The temple also maintains guest cells for honored pilgrims, a small archive of local religious history, and a treasury of votive gifts left by the faithful.

2. The Temple of Heshtail

A smaller temple to Heshtail the Merciful stands on the western outskirts of Bestraville, near the banks of the Cragrill. It serves the sick, the injured, the elderly, and those too poor to make proper offerings at the larger temple. The priests of Heshtail and Bestra cooperate closely, though the Temple of Heshtail is quieter, humbler, and more concerned with daily suffering than public ceremony.

3. Lord Hroald's Mansion

Lord Hroald's well-appointed mansion stands in the northwest corner of town. It is comfortable rather than extravagant, with a walled garden, a small stable, and a modest audience chamber. Hroald holds court here, receives merchants, and conducts the secular business of the town. Those seeking real influence, however, often visit the temple before they visit the mansion.

4. Woodhall

Woodhall stands in the northern part of Bestraville, near the roads and paths that lead into the forest. Recently built with Lord Hroald's blessing, it serves as the official meeting place of the Woodsmen. The hall is also lent for town business, winter gatherings, emergency councils, and militia musters. Several outbuildings stand nearby, used by senior members of the conclave. Locals treat Woodhall with respect and do not pry into what happens there after dark.

5. The Great Bear Inn

Located in the southeast corner of town, the Great Bear Inn is the favored lodging place of pilgrims and respectable travelers. Its common room is warm, orderly, and decorated with carved bears, painted devotional plaques, and old hunting trophies. The innkeeper keeps a strict house: prayers are welcome, grief is tolerated, drunken blasphemy is not.

6. Holden's Tavern

Holden's Tavern, in the northern part of town, is where locals go when they do not want to hear pilgrims talk about miracles. It is rougher than the Great Bear, but not lawless. Millers, guards, hunters, smiths, teamsters, and off-duty Woodsmen all drink there. Outsiders who want news of the roads can learn much at Holden's, provided they know when to stop asking questions.

7. The Mill and Sawmard

The town's mill and sawyard process grain from the surrounding farms and timber from the nearby woods. The place is busy, loud, and central to Bestraville's prosperity. The millers maintain good relations with the Woodsmen and the druids, since overcutting the forest is one of the few ways a local can earn the anger of both.

8. Bestraville Brewery

The brewery produces the town's best-known export after religious goods. Its common dark ale is sturdy, smoky, and popular among laborers. A stronger seasonal brew, sometimes called Pilgrim's Rest, is sold during major holy observances and is said to be best consumed after confession rather than before it.

9. The Smithy

Bestraville's smithy produces tools, horseshoes, hinges, nails, spearheads, arrowheads, and the occasional silvered blade. The smith does steady work for farmers and guards, but also receives discreet commissions from Woodhall. The locals know this and pretend not to.

10. The General Store

The general store sells rope, oil, lanterns, blankets, preserved food, pilgrim badges, simple devotional objects, and the thousand small necessities of town and road. Travelers heading north or west often stop here before leaving the safety of Bestraville.

11. The Watch House

The watch house is the headquarters of Alan Ack-Blanco and the town guard. It includes a small armory, two holding cells, a records room, and a bell used to summon militia in emergencies. The guards are competent, though everyone understands that if the bell rings after midnight, Woodhall will answer before most citizens have found their boots.

12. The Sacred Groves

Beyond the northern edge of town are several groves tended by druids allied with the Woodsmen. These are not temples in the ordinary sense, but locals leave offerings there before hunts, logging expeditions, and dangerous journeys. The druids discourage idle visitors. They are not hostile, but they have little patience for fools who mistake sacred woods for picnic grounds.

People of Note

High Deacon Sybil: The true moral authority of Bestraville. Sybil is calm, disciplined, and difficult to intimidate. She speaks softly, but her words carry the weight of the temple, the relics, and generations of local trust.

Lord Hroald: The restored lord of Bestraville. Hroald is practical, politically careful, and aware that his legitimacy depends on serving the town rather than ruling over it. He resents being treated as secondary to Sybil, but he is wise enough not to challenge her openly.

Alan Ack-Blanco: Captain of the town guard. Alan is a capable local officer who knows the limits of his 13 guards. He keeps public order, works well with the Woodsmen, and prefers prevention to heroics.

Fulk Ack-Martin: Founder of the Woodsmen and one of Bestraville's great folk heroes. Officially, he was a woodcutter, hunter, and resistance fighter. Unofficially, the oldest stories say he was something stranger, and that the woods still remember him.

Rumors and Local Sayings

Adventure Hooks