History
	Once, there was a small confederation of towns along a major trade route. This confederation, the Seven Vales was spread across several days of settlements, from the centralized grouping of human towns on the plains to the forest-homes of the elves to the hills where the dwarves and halflings kept their homes.
	The Seven Vales was a trading nexus for the area, shipping exotic and fine goods from one coast to the other, commanding highest prices for their rarity and quality. The Seven Vales prided themselves on their ability to prevent and punish banditry, whether from orcs or humans. The Seven Vales were prosperous and their people happy.
	Then, the Titanswar came. The Gods rose up against their progenitors, the Titans, and the land was rent asunder by their warfare.

Dorin’s Vale
Village, Pop. 620 
(Humans: 242, Halflings: 134, Elves:  110, Dwarves: 72, Half-Elves: 39, Half-Orcs: 23)
Gold piece limit: 191 gp 
Total wealth: 4,370 gp 
Captain of the guard: Perid Udarl, human paladin 
Full-time guards: 7 
Conscriptable individuals: 31
Power Centers:
•	Gaery Baraglin, the Protector of Dorin’s Vale. A kindly warrior of skill and determination, it is only through the efforts of Gaery and his ability to mobilize effective defenses that Dorin’s Vale has continued to survive.
•	Temple of the Risen, a temple to the new gods as a whole. The clerics, monks and paladins who serve here hold great influence; fortunately, they work closely with the Protector.
•	House Imartel, a small wizards’ noble house left over from before the Titanswar. Merchant-princes extraordinaire, House Imartel sometimes contests with Gaery for true power in Dorin’s Vale, but a true struggle has never broken out between them.

	After the war came the recovery. Slowly, the dead were buried, the damage was repaired, the wounds healed. The Titans had fallen – indeed, the blood of Mormo was spilt in the nearby forest, creating the Hornsaw Forest. The lands of the area were all ruined and warped, creating the Stricken Forest, the Haggard Hills, the Blood Steppes.
	The complete and utter destruction of the Seven Vales was prevented only by bands of the servants of the gods who remained behind after the destruction of the Mother of Hags. They fought and eventually died trying to defend all the remnants of the Seven Vales; sadly, the creatures created by Mormo’s blood – often called the hagborn for obvious reasons – decimated many of the settlements, beginning with the Emerald Vale, the elven settlements in the heart of what became the Hornsaw Forest.
	One by one, the settlements died and their survivors came to Dorin’s Vale, the most central of all the vales. Certainly, it was trapped on all sides by horrors, but the folk of Dorin’s Vale knew that in order for anyone to survive, they would have to work together. So, they took in all who came to them, helping them rebuild new lives and mourning with them. Other settlements were ripped asunder by hagborn from without and fear, xenophobia and hatred from within.
	No less than fifty years following the end of the Titanswar, the last of these settlements, Raurith’s Vale, was destroyed by a covey of storm hags. The few survivors arrived at the gates of Dorin’s Vale, pursued by the minions of the hags. Once the attackers were dispatched, the wounded healed and the homeless given shelter, the folk of Dorin’s Vale were forced to accept the fact that there was no one else for miles in any direction save themselves.
	They have survived to this day through a combination of sacrifice, hard work, cooperation, blood, sweat and tears. Every generation, some of the youth have risen to the challenge of defending their homes and families, learning to wield sword and spell from the generation before it. And everyone knows that should the day come when no one else is there to take up that mantle, the hagborn will lay waste to Dorin’s Vale.

Architecture & Layout
	Dorin’s Vale is a city surrounded by a sturdy, dwarf-built wall, some ten solid feet thick and thirty feet high. Though individual sections have been severely damaged in the century or so since its construction, it has never been fully breached. The town proper has very few wholly old buildings; in recent years, many of the buildings have had to be repaired extensively, or even totally rebuilt following some attack or another upon the settlement.
	Dorin’s Vale uses mainly wooden buildings, though sometimes the Thunderstone dwarven clan of masons will undertake a major expedition to their old quarry site and return with a large haul of stone for use in the town.
	The roofs of Dorin’s Vale are made primarily of slate gathered in the hills to the east of the town. Most of the buildings are multiple stories in height, with stairs outside of the buildings leading to the levels above. Dorin’s Vale has grown upwards as a result of its inability to grow outwards any longer, though there is talk of possibly extending the wall outwards, should the town’s builders manage to gain the stone and labor necessary to do so.

Population
	Dorin’s Vale is made up of a motley of races; though humans are certainly the most populous, it is likely only because they breed the fastest and made up the majority of the Seven Vales before the Titanswar.
	Second to the humans in number are the halflings, many of whom can trace their descent to Liris Vale, a small halfling settlement that once existed on the edge of the plains and the hills. The halflings have adapted well to life within the mixed populace of Dorin’s Vale, settling with equanimity among humans, dwarves and elves.
	After the halflings are the elves, who were the first non-humans to come to Dorin’s Vale after the destruction of their own Emerald Vale by the hagborn. As a result of their long-time association with humans, there are a number of half-elves in Dorin’s Vale as well. Despite this, the elves tend to congregate in the neighborhood of Forestwatch, the tall, tree-like towers that look over the walls in the direction of lost Emerald Vale.
	The dwarves of Dorin’s Vale have fortified themselves within the Stoneforge district, the slightly elevated part of town that rests over a small series of heavily fortified caverns claimed by the dwarves. The dwarves who live in Dorin’s Vale are the remnants of the Thunderstone Vale.
	In addition to the few half-elves who dwell in relative peace in Dorin’s Vale, there is also a small handful of half-orcs. These strong folk are not disliked or feared as they often are in other places, for all of them are the result of an encounter with one of the many orcish tribes that now wander the Haggard Hills; many times these tribes raid down into the small fortified dwellings or travelling parties that ring Dorin’s Vale at any given time.

Rulers
	Dorin’s Vale is capably overseen my Gaery Baraglin who has taken up the tradition title of leadership in Dorin’s Vale, that of Lord Protector.
	Though originally this title was one given by the noble houses of the Seven Vales, the Lord Protector is now effectively the highest leader in the town. It is awarded to those who have put their lives on the line for the safety of the town and who have proven to be not only skilled combatants, but shrewd tacticians and capable leaders, as well – in short, a hero who has saved the town several times.
	Gaery was the leader of a band of adventurers who braved the horrors of the tainted lands around them in order to ensure that Dorin’s Vale remained safe. This band, the Sons of Dorin, earned the gratitude of the town when they uncovered the plot of a gorgon savant to destroy the town and lay claim to the relics within the Temple of the Risen. The Sons of Dorin destroyed that menace and scattered its minions, though not without cost to the town. In the struggle, the previous Lord Protector was slain and Gaery was asked to fill his role.
	As time has passed, Gaery has seen all of his company die in defense of Dorin’s Vale, until only Levanila of Madriel, his company’s cleric and now High Priestess of the Temple of the Risen remains.
	Also in a position of influence in Dorin’s Vale is Eäskil Imartel, the wizard patriarch of House Imartel, the sole remaining noble house of all the Seven Houses of the Vales. House Imartel is a house of mainly half-elves, for they absorbed the few remaining elven children of House Verdant-gleam, the elven House of Emerald Vale. House Imartel is the lifesblood of Dorin’s Vale, providing magical protection and defense for the rare caravans that make their way into and out of Dorin’s Vale.
	Eäskil and Gaery have been known to argue most vociferously over certain issues with regards to Dorin’s Vale, but everyone knows that the two quickly put aside all differences when the safety of the town comes into question.

Defenders
	The defenders of Dorin’s Vale are many-fold; indeed, it might fairly be said that any of the citizenry can be depended upon to do their utmost to ensure the survival of the Last of the Vales. Dorin’s Vale maintains an active defense guard, however, who patrol the top of the wall, watching for attackers. This Vale Guard is made up of all the able-bodied fighting folk the town has to offer – though the core consists of seven men, plus the constable-paladin Perid Udarl, another score-and-ten can be mustered in a matter of minutes by simply ringing one of the bells that are set up atop the walls. In an instant, folk clear the streets to allow and make room for those warriors and other defenders who rush to the aid of the city – though technically the Vale Guard are the only ones required to do so, it is not uncommon for smiths to heft their hammers, hunters to string their bows and even stable-hands to take up pitchforks and rush to the walls, to see if their aid is needed.
	In addition to the Vale Guard, several others serve the defense of Dorin’s Vale. The small druidic Circle of Solace has been known to appear to assist when the bells have rung, especially in the deeps of the night. Also, the holy men and women of the Temple of the Risen usually also come running at the ringing of the bell, usually to provide what aid they can in healing or other defense. Finally, House Imartel is known for manning the part of the wall that connects to their own noble complex with wizards, who will lend their arcane abilities to battles that may be fought.

Other Notables
	There are a number of other notable individuals in Dorin’s Vale, many of whom have come to the defense of the town (or at least their own interests) in times past.
	The Herth Clan: One of the latest folk to arrive in Dorin’s Vale, the Herth clan is the last remnant of the nomadic folk who used to wander the lands that are now the Blood Steppes. A wild and untamed lot, the Herth have put aside their pride and come to stay in Dorin’s Vale in order to maintain their continued survival. They brought with them great knowledge regarding the raising of sheep and the processing of wool. Though they still prefer to wander with their herds, the Herth remain near Dorin’s Vale and are quick to return to the safety of her walls if the hagborn become too forward. Nonetheless, most of the weaker creatures who roam the lands around Dorin’s Vale have learned to leave those who herd sheep alone – the rage that is the Herth legacy has slain many of these monsters.
	Temple of the Risen: The octagonal Temple of the Risen is a fine temple in the center of town dedicated to all eight of the Risen Gods. Though technically the clergy of the temple are supposed to care equally for all of the shrines within, there is a marked favor towards Corean and Madriel. One of the cloaked Valewitches cares for the shrine to Belsameth, however.
	The Circle of Solace: The Circle of Solace is a druidic group based out of Dorin’s Vale dedicated to restoring the balance of the land around the town. Unlike many druids, the Circle of Solace is not against the town’s existence – they know that many of the town’s efforts are the only thing that keep the surrounding land from falling to the corrupting influence of the Hag and the other Titans. The Circle is made up of druids dedicated to Denev, though also counts a few sorcerers, bards and rangers as part of their number. The Circle of Solace tends to congregate on a high hill near Dorin’s Vale during the day.
	The Valewitches: This is a circle of adepts and sorcerers who gather to trade secrets of herbalism, magic and aid one another in their efforts. The Valewitches are looked upon with some suspicion, as everyone knows that Mormo was the mother of witches. However, the Valewitches have bled along with everyone else to defend the town time and again and claim fealty to Madriel, Denev and Belsameth.

Production & Trade
	Dorin’s Vale survives, but only barely. For the most part, it is surrounded by small fields of crops and several orchards. The spellcasters of the city – notably the Circle of Solace and the Valewitches – work together with the townsfolk to ensure that the crops see harvest. Clerics of the Temple of the Risen ward the area with standing stones enscribed with glyphs of warding, and the arcane spellcasters use various wards and magical traps to do the same. A watch is kept at all times, even at night when elves and others with low-light vision are employed for this important task.
	The folk of Dorin’s Vale also have a small, well-fortified mining camp where copper is drawn from the ground and smelted. The camp is only open during a single season of the year, when it is heavily guarded and defended. The raw copper is taken back to Dorin’s Vale at the end of the season and worked into goods for use and trade.
	The herding lore imparted to the folk of Dorin’s Vale by the Herth clan has proven invaluable; a number of families have taken up raising sheep for meat and the wool they provide.
	Finally, House Imartel maintains a small caravan link to the nearest trading outpost. This caravan is the lifesblood of the town and heavily guarded by the folk of Dorin’s Vale – especially the wizards of House Imartel. With it, the town is able to get those things that it is not able to make itself, such as iron. This caravan departs once a month from Dorin’s Vale and returns a week later, hopefully laden with goods. Sometimes the caravan arrives having hired on guards to replace those who fell on the first trip.

PC Classes in Dorin’s Vale
	A few notes apply to those who choose to play characters from Dorin’s Vale:
	Barbarians: All barbarians have either been born into or apprenticed to the Herth clan. All barbarians must have at least one rank in Handle Animal to represent this upbringing.
	Bard: Bards make a good living in Dorin’s Vale, but rarely earn coin, per se. Rather, they will often be rewarded with some small trinket or food and a place to sleep for the night (or even the week). Money is scarce in Dorin’s Vale. There are few dedicated bards in Dorin’s Vale; most have ranks in Craft or Profession, which indicates their “real” profession – they choose not to “sully” their noble tradition by using it for their livlihoods.
	Cleric: All clerics were trained at the Temple of the Risen. Clerics of gods other than Corean and Madriel were trained by a wandering cleric of their god and left to man the shrine in the Temple.
	Druid: All druids revere Denev and are part of the Circle of Solace. It is highly suggested that druids begin the game with a rank or two in some “useful” skill, such as Profession (Farmer) or Profession (Orchardsman).
	Fighter: Fighters have one of two courses of action – they are either part of the Vale Guard full time, or they must take ranks in a Craft or Profession to indicate their “real” profession. All fighters are assumed to have received their training from the Vale Guard, though, so they can always be called upon.
	Monk: All monks are part of the Temple of the Risen and rarely leave its demesnes, save at the command of (or permission from) the High Priestess.
	Paladin: All paladins are part of the Temple of the Risen, though they may serve as part of the Vale Guard if called upon. Their first duty, however, is to ensure the survival of the temple and its priests.
	Ranger: Rangers are a varied lot. Some of them have come from the ranks of the Herth clan, especially those who aren’t raging berserkers. Others belong to the Circle of Solace. Unless the ranger works as part of the Vale Guard (usually as a scout or outrider), he must choose at least one rank in a Profession or Craft to reflect his “real” profession.
	Rogue: In a civilization that teeters on the brink of economic collapse, those who steal are not looked upon kindly. All rogues must have some other vocation – reflected by an appropriate Craft or Profession – that is their main living. Some rogues work for House Imartel as merchants.
	Sorcerer: Sorcerers are very much wildcards in Dorin’s Vale. Sorcerers can come from anywhere, though female sorcerers often find themselves as part of the Valewitches. Others find their way to work with House Imartel, or towards a close association with the Circle of Solace (especially if their emerging powers have a very ‘fey’ taint to them). In any case, all but a few sorcerers will have a rank in a Craft or Profession to indicate their training before their powers manifested.
	Wizard: Though not all wizards are part of House Imartel, all wizards in Dorin’s Vale were trained there. As a result, most wizards continue to work for the House, furthering its goals of bringing prosperity back to Dorin’s Vale. House Imartel wizards should have a rank of Profession (Merchant).
	Beyond Dorin’s Vale: Sometimes, folk will come through Dorin’s Vale and settle down to stay. They might be extra swords or magicians hired on by a House Imartel caravan trip, or they might be simple travelers who were slaughtered and found their way to Dorin’s Vale. Most characters should be from Dorin’s Vale, though it is not impossible that a few might be outlanders.