Olbat Settlement in Ugaron | World Anvil

Olbat

Olbat is a small Celtic village in the territory of the Celtic tribe of Albae in the Nation of Galletica. Olbat is seventy miles and about five days from the village of Harmarthen in the tribal lands of the Venebones to the north, and fifty miles from the Albae town of Mawatt in the south.   Olbat was once a larger village, but the recent past has not been kind. Chief Tarran Ó Banain neglected his born responsibilities as the leader of the village, and elected instead to focus being a warrior fighting in Celtic wars and raids against orcs, goblins, the Henarrians, as mercenary in Northern Fultar, and, most recently, the civil war when High Queen Tegwedd is Elected at the Great Kingsmoot. Chief Tarran's wife, a mage from Fultar, managed the village when Tarran has been absent, and she has proven to be a skilled leader.  She is neither Celtic nor a warrior, and her skills have prevented Olbat from being erased from the map, but not able to reverse its downward trajectory.     While fighting in other men's wars, Olbat has slowly lost both people and territory, with the worst blow being sacked and burned to the ground by orcs. The village was rebuilt by Myrs in a distinct and more well defended style of Fultar using modern techniques in a number of areas, including defensive fortifications to sewage systems.  Now that he is retired from fighting abroad, Chief Tarran has spent the last few years (with the exception of fighting to help make High Queen Tegwedd the ruler of all the Galleticans in Year of Iron 907) attempting to revitalize the village.

Inhabitants

 

Chief Tarran Ó Banain

(human male Celt, age 50): AL CG;AC 5(10 MV 12 (1 F6; hp 48 (4 THACO 15; #AT 1; Dmg by Weapon type + 3; S 18 (07), D 9, C 15, I 14, W 16, Ch 17; chain mail, bastard sword + 1, long bow, short sword, spear, dagger. Nonweapon proficiencies: languages (Fultonian, Hennarian, Celtic, modern Orcish), land-based riding, animal lore, agriculture, swimming, endurance, military history.   Tarran is a natural leader. During his time in the army, he won many battles with daring, innovative tactical maneuvers from both tactics and strategy of the both the Celts and Fultar. He has spent much of his life fighting in wars and battles against orcs and goblins as well as Henarrians and serving a short time as a mercenary in Northern Fultar.  

Myrs Krayts

(human female Fultonian, age 48): Alignment CG; AC 8; MV 12; M 5; hp 13; THACO 19; #AT 1; Dmg by spell, Staff 1-6/1-6 or dagger 1-4/1-3 S 8, D 16, C 12, I 16, W 14, Ch 14; dagger, staff; two potions of healing (2d4 +2).   Spells: Level 1 Today: Comprehend Languages, Mending (×2), Tenser's floating disk Spell Book: Audible glamor, Charm person, Comprehend languages, Detect magic, Read magic, Sleep   Level 2 Today: Levitate, Strength Spell Book: Continual light, Pyrotechnics, Web   Level 3 Today: Clairvoyance Spell Book: Lighting Bolt   Non-weapon proficiencies: engineering, ancient history, healing, swimming, riding land based, languages (Fultonian, Celtic, Hennarian, modern Dwarvish, modern Elvish), reading/writing: Fultonian.   Myrs served as an army medic and engineer for several years in Fultar, met Tarran when he was serving as a mercenary in Fultar and has returned to live and run Olan after her first children were born. Myrs is conscientious and inquisitive.

Warriors

Celtic warriors (four units light infantry): AL CG; AC 6; MV 9; F1; hp 8 (× 20 THACO 20 ; # AT ; 1 S 14 D 12 C 14 I 11 W 11 Ch 9 Damage by weapon type; studded leather armor, shield, Weapons: short sword, spear, long bow, dagger.   15 male warriors: the parentheticals including the meaning of their names and then their non weapon proficiency skills are list.
  1. Amalgaid Agriculture, Animal Handler, Swimming, Animal Trainer, Rope Use
  2. Barrfin (fair haired) Agriculture, Carpentry, Fire building, Bowyer, Swimming
  3. Cadfan (battle peak) Agriculture, Animal Handling, Set Snares, Hunting, Running
  4. Duncan (brown hair warrior) Agriculture, Fishing, Animal Handling, Rope Use, Fultonian
  5. Enna (bird) Agriculture, Animal Handling, Leather working, Cooking
  6. Fergal (man of valor) Agriculture, Animal Handling, Swimming, Rope Use, Fultonian
  7. Gallchobhar (lover of strangers) Agriculture, Animal Handling, Swimming, Rope Use, Fultonian
  8. Hywel (eminent or well seen) Agriculture, Bowyer, Direction Sense, Hunting, Set Snares
  9. Lorwerth (worthy) Agriculture, Animal Handling, Leather working, Weaving
  10. Netchan (damp or wet) Agriculture, Animal Handling, Swimming, Rope Use, Fultonian
  11. Oengus (one strength) Agriculture, Fire building, Cooking, Gaming, Fultonian
  12. Paedoc Blacksmith, Weaponsmith, Swimming
  13. Rian Agriculture, Animal Lore, Animal Handling, Animal Training, Swim
  14. Tiath Tracking, Hunting, Set Snares, Survival Forest
  15. Uberth Tracking, Hunting, Set Snares, Survival Forest
  5 female warriors
  • Aed (fire) Tracking, Hunting, Set Snares, Survival Forest
  • Brigit (exhalted one) Tracking, Hunting, Set Snares, Survival Forest
  • Eithe (grain) Tracking, Hunting, Set Snares, Survival Forest
  • Muirgel (bright sea) Agriculture, Fire building, Cooking, Leatherworking, Swim
  • Slaine (healthy, safety) Agriculture, Fire building, Cooking, Leatherworking, Swim
 

Noncombatant adults: 20

Bricius (speckled) Blacksmith, Armorer, Weaponsmith, Firebuilding S 17 D 10 C 16 I 10 W 10 Ch 9  Hp 7 AC 10; MV 12; THACO 20; #AT1; Dmg by weapon type (dagger).   19 other Celtic noncombant adults. Several of Tarran and Myrs’s younger children are also included in this group. AC 10; MV 12; 0-level humans; hp 4; THACO 20; #AT1; Dmg by weapon type. These noncombatant adults will defend themselves if necessary.   Nonweapon proficiencies: Agriculture, Animal Handling, Animal Training, Bowyer/Fletcher, Carpentry, Cobbler, Cooking, Direction Sense, Firebuilding, Hunting, Leather working, Rope Use, Set Snares, Survival:Forest, Tailor, Weaving.  

Noncombatant children (10):

Alignment: Most are neutral evil, like normal children AC 10; MV 12; 0-level humans; hp 2; THACO 20; #AT1; Dmg by weapon type. These noncombatant children will defend themselves if necessary.  

Animals:

  Cyrus and Canis (guard dogs): INT semi; AL N; CA 6; MV 12; HD 2 +2; hp 18, 14; THACO 19; #AT;1 Dmg 2-8;SZ M; ML 17; studded leather armor. The guard dogs will attack orcs on a command from one of the freeholders. These huge canines even have studded leather armor and spiked collars.   Sheep dogs (4): Int semi; AL: N AC 7; MV 12; HD1; hp5 ;THACO 20; #AT 1; Dmg 1-4; SZ S; ML 10. If the dogs pass a morale check, they will attack orcs on command   Light war horse: Int animal; AL N; AC ;7 MV 24; HD; 2 hp 13; THACO 19; #AT 3; D m 1-3/1-3/1-4; SZ L; ML 17.   Livestock and animals. Six riding horses, one light war horse, chickens, ducks, goats, two guard dogs, four sheep dogs, 10 barn cats, 12 draft horses, 50 cows, 150 sheep, 30 pigs.  

Equipment List

The items listed below represent a partial list of supplies available at the village. This list is not complete but should serve as an indication of what types and amounts of goods are available.   Transport. Three hay wagons, six general wagons, four extra wagon wheels with iron hoops.   Tools. Pitchforks, shovels, axes, hand tools, scythes, rope, buckets, two five gallon kegs of nails, 100 iron spikes, winch, sledges, three plows, assorted smithy, weaving, building, woodworking and leatherworking tools.   Food and provisions. Sugar, flour, hams, mutton, dried and salted beef, fruit, dried fruit, sacks of grain, sacks of dried beans, barrels of water, butter, ale, beer, and wine.   Weapons and armor. Spears (25), arrows (500), old chain mail (5 suits), long swords (5), short swords (25), long bows (25), shields (25), knives (50), studded leather armor (25 suits).   Miscellaneous. Boards and planks, four spare log-pieces for the walls, hay, five cords of firewood, leather, a 20- gallon barrel of lamp oil, lanterns, 10 continual light stones, four continual light lanterns, a five-gallon barrel of pitch, a 15-gallon barrel of tar, a 15-gallon barrel of grease, 100 torches, 100 square yards of canvas, two 2' × 3' bronze mirrors, a 20 × telescope, whitewash, soap, ash, metal chains, 500 lbs. of bricks, wire, metal stocks, one 20' × 30' weighted fishing net, fishing line and hooks, hundreds of canvas sacks of various sizes, 20 roughed-out horseshoes.  

Olbat Key

1. Hill

The village perches on the top of a small 50' high hill that barren of a vegetation except low grass and some flowers. The villagers keep the hillside clear so that it cannot provide cover for attackers. The clearing extends out from the freehold walls about 50 yards down the hill's 20 degree slope.

2. Orchard

The villagers grow both fruit and nut trees in the orchard. The tress on the outer edge of the orchard were planted when Tarran retired, so they are all 1-4 years old and 3 to 10 feet tall. The inner trees are much older, and some are as tall as 40 feet. The orchard starts at the bottom of the hill and extends outwards for about 75 yards. Any of the larger trees can provide good over (a -7 adjustment to armor class). The smaller trees provide much less over (a -2 adjustment to armor class).

3. Road

The road is gravel path that varies from 8 to 10 feet wide. It widens out once it reaches the top of the hill, until it is about 20 feet wide at the village gates. The villagers maintain their road with great care, to make it easy for them to give wagons up and down the hillside.

4. Bridge

The villagers have built a log bridge across the stream at this point. The bridge is just wide enough for one wagon to cross, and it does not have rails. Using the bridge saves the villagers a considerable amount of time in getting back and forth to the fields.

5. Stream

The stream flows to the north. It runs along the base of the hill in a channel 15 feet deep and 30 feet wide. The stream itself varies from 2 to 3 feet deep and 10 to 15 feet wide. For most of the year, the stream teems with fish. It can be crossed on foot, but crossing anywhere other than the bridge takes at least one full round (on a successful Dexterity check, 2 rounds on a failed Dexterity check).

6. South field

This field is located more than a mile from the village itself. It is on the edge of the village's cultivated lands and several stands of trees around it edges.

7 and 8

Reserved.

9 Stone fence

Stone fences like this one separate the fields. The stones have been pulled from the earth and carefully piled in fences 3 to 4 feet high and 1 to 3 feet deep. This practice gets the stones out of the fields.

10 The village

Unless otherwise noted, all rooms are equipped with one or more small lanterns to provide illumination. All of the village buildings have access to the roof by trap door or ladder. Each roof provides a convenient platform for one unit of archers. Archers on the roof have a small armor class adjustment (-2 adjustment to their armor class). No window in the village is more than 2 feet wide by four feet high, and most are smaller. All windows can be closed with heavy wooden shudders. The windows are neither set with glass or covered with parchment or hide. Archers can shoot arrows from the cover of windows with a -4 adjustment to their armor class.

10A The front gates

The front gates open onto the village road. Each half of the gate is 5' feet wide and fashioned of heavy, iron-bound oak secured on the inside by two oak beams. Each beam requires two people to lift. The gate needs to roll a save throw of 8 from each blow from a ram. Such a ram can be used once per round. The right hand gate has a small window that is covered with a movable brass plate that can be opened so that those inside can look out. The villagers usually close the front gates at sunset and do not open them again until dawn. Typically one guard is posted here during the night.

10B Main hall

The main hall serves at the primary living space for many villagers. The villagers eat here, and some of them sleep here. The hall is cleared out on social occasions to provide a dance space, or a story telling or musical venue. Currently, sturdy tables take up most of the floor space, and colorful tapestries hand from the walls. A large fireplace runs around the perimeter of the main hall, 10 feet above the main floor. The gallery has rails all round its inner edge. The walls provide some support for the gallery floor, and large wooden post provide the rest. The gallery furnishes a limited amount of storage space and extra sleeping space. This area would make an ideal ambush spot; archers on the gallery would not be spotted by troops rushing in to the hall.

10C Tower

From this tower, with its impressive view of the surrounding country side, the villagers keep watch for approaching enemies and travelers. The top of the tower is a little more than 80 feet above the ground level, counting the height of the hill. A narrow stair case, 2 feet wide, runs from the ground floor of the tower. A ladder and trapdoor lead from the third floor to the roof. The roof has enough crenellations to provide 90% cover fro two five person units of archers (-10 to armor class). A small shed mounted on the roof houses a bronze alarm bell that is audible for miles. The roof also has a gutter system that channels rainwater into barrels in the case of a prolonged attack (see also area 10I, the well). The tower also serves as a secondary storage building. It is crammed full of grain, tools, and foodstuffs, including sufficient dried fruit and stored water to feed 30 people for two weeks. Thin wooden screens portion of the odd corners of the tower's first and second floors. The screened off areas serve as living quarters for some of the villages, and one sot of the first floor is a privy. All of the tower doors are made of oak reinforced with iron bars. Breaking down any of the tower doors requires a ram wield by at least 10 man sized creatures. The door has a save of 9 vs blow from a ram each round. Such a ram can be used once per round. The tower walls are mad eo thick, strong stone and are unlikely to fall in a reasonable amount of time to anything short of a ballista, determined attack by a giant, or a sapping tunnel.

10D Kitchen, Storage and Myrs's Laboratory

The village has a large and generous kitchen that contains utensils not normal for food preparation because the area doubles as a lab for Mrys. The kitchen is equipped with a large stone fireplace, so it serves as a living space on cold winter nights. The storage room at the far end of the kitchen is filled from floor to ceiling with all sorts of times. A narrow path winds thought the stacks of goods.

10E Barn

Most of the village's supplies are stored here, along with large stock of animal fodder, wood, etc. The barn provides shelter for some of the animals,a nd several of the villagers have their living quarters here. Travelers who purchase a nights lodging form the village usually stay in the barb. This building has sturdy stone walls and a sloped shale roof. A trap door in the top of the hayloft provides access to the roof, whose peak is 25 feet above ground level.

10F Backgate and Log Wall

The back gates are primarily used for driving the villages animals in and out of the village compound. The back gate is of the same type of construction as the front gate. These gates though have a save throw of 10 vs blows from a ram. This gate is always closed at sunset.

10G Smithy

This building is Bricius the Blacksmith's domain. The smithy contains a forge, metal bards, blacksmithing and armorer's tools, and many other tools that it takes to keep this isolated village running smoothly. There are several rooms above the smithy. One of them serves as the blacksmith's, and the other room is dedicated to storage and workspace.

10H Stable

The stable provides space of half the horses and most of the water flow. It also serves as a place to store additional animal fodder and hay.

10I Well

A stone cap, five feet on a side, covers the opening of the well. A wooden, 3 foot square trapdoor nin the cap provides access to the water below. There is also a windlass for hauling up 10 gallon buckets of water. The well is about 80 feet deep. Its water is furnished by a deep, plentiful aquifer, so the well is essentially an unlimited source of clean water. Myrs has sued her engineering skills to develop a sewage system for the villages that keeps sewage from flowing anywhere near the well.

10J Log Walls

The village walls are constructed of stout timbers, 12 to 16 inches in diameter, driven deep into the ground. The walls are 10 feet high. A catwalk runs all of the log walls at a height of 6 feet above the ground. Ladders are placed at 20 foot intervals to provide ready access to the catwalk and give a -4 adjustment to armor class, or -10 adjustment if someone takes no action and hides.
 
by M. E. Winge
Myrs Krayts 

 
by Knut Ekwall
by Knut Ekwall
Tarran Ó Banain