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26. Valegrave Manor

Perched on the outskirts of Nulb, Valegrave Manor stands as a grim monument to exploitation and cruelty. More than just a farm, it is the heart of the village’s agricultural operations, its fields worked by indentured serfs little better than slaves. Under the iron-fisted rule of Master Aldren Valegrave, this manor supplies not just Nulb’s meager food stores but also provides resources, grain, and livestock to the Temple of Elemental Evil, ensuring that the growing cult remains well-fed as its power spreads.

The Tyrant’s Estate

The manor is a hub of corruption, where Lady Nysera’s Iron Talons oversee shipments, and where the lowest members of society toil endlessly under Valegrave’s gaze. Any who defy his will meet the lash—or worse. With its secret slave markets, backroom dealings, and hidden alliances, Valegrave Manor is more than a mere farm—it is a linchpin in the Temple’s growing influence.

Master Aldren Valegrave

The Lord of Chains
Description
  • Age: 55
  • Race: Human (Oeridian)
  • Appearance: A gaunt, sunken-eyed man with a lean frame and hawkish features. He dresses in black woolen coats with a silver clasp shaped like a talon, signifying his loyalty to Lady Nysera.
  • Voice & Demeanor: Soft-spoken yet menacing, his words dripping with contempt.
“A man is only worth what he produces. Those who cannot work have no place in this world.”
— Master Aldren Valegrave
Personality
  • Calculating & Cruel: Every interaction is weighed for profit and leverage.
  • Obsessed with Control: Believes fear is the only tool necessary to ensure obedience.
  • Despises Weakness: Sees the poor and desperate as tools to be used and discarded.
Background & History
  • A former noble of Verbobonc, disgraced after his dealings in illegal servitude were exposed.
  • Fled to Nulb, where Lady Nysera Krivaltis granted him protection and purpose.
  • Quickly reestablished himself as a key figure in Nulb’s agriculture, supply logistics, and slave trade.
Motivations & Goals
  • Expand his farm’s influence, making himself indispensable to both Nulb and the Temple.
  • Crush any rebellion among his serfs before it begins.
  • Maintain favor with Lady Nysera, ensuring his survival if the Temple rises—or falls.

Valegrave Manor & The Fields of Suffering

The Manor House

A two-story timber estate looms over the sprawling fields, its weathered exterior betraying signs of both age and neglect. Though the structure remains solid, the rot has taken hold—a metaphor for the master within.

  • Second-Floor Balcony: Overlooks the fields, where Valegrave watches over his workers like a king surveying his domain.
  • Collapsed Rear Stairway: A treacherous, half-rotted structure leading to a hidden trapdoor, allowing Valegrave to flee if needed.
  • The Great Hall: The manor’s central chamber, where deals are struck over strong drink and harsher threats.
  • Hidden Cellar: Beneath the house lies a smuggler’s vault, used to store goods bound for the Temple, as well as prisoners awaiting transport.
The Fields & Serf Quarters

The surrounding farmland is a miserable expanse of overworked fields, its laborers little more than disposable property.

  • Grain & Livestock: A portion of all harvests and cattle are sent directly to the Temple.
  • Iron Talon Guard Posts: Members of Iron Talons: The Men of the Baroness men patrol the manor, ensuring shipments to the Temple of Elemental Evil remain uninterrupted.
  • Serf Barracks: Miserable wooden shacks where the indentured laborers sleep in filth and hunger.
  • Punishment Post: Any serf caught slacking or stealing is whipped in full view of the fields, a grim reminder to the others.
"A man is only worth what he can produce. Those who cannot work have no place in my fields—or this world."
— Master Valegrave

The Power Struggles of Valegrave Manor

The Temple of Elemental Evil

Temple of Elemental Evil who would have direct contact with Master Aldren Valegrave for food supply logistics are:

  1. Feldrin – Commander of the Temple’s Guards and Supply Chains
  2. Role: Oversees internal security and external raiding operations.
  3. Responsibility: Ensures a steady flow of supplies, weapons, and captives to the Greater Temple.
  4. Relationship with Valegrave: Likely the primary contact who ensures that shipments from Valegrave Manor reach the Temple. He would oversee the collection, transportation, and security of these shipments.
  5. Barkinar – Commander of the Greater Temple Troops
  6. Role: Military enforcer and second-in-command to Hedrack.
  7. Responsibility: Expanding the Temple’s military power.
  8. Relationship with Valegrave: Would likely have an overarching interest in securing Valegrave’s farm and supply chain to sustain the growing forces of the Temple.
  9. Romag – High Priest of the Earth Temple
  10. Role: Leads the Earth Temple, which focuses on stability and endurance.
  11. Responsibility: Expanding fortifications and securing long-term resources.
  12. Relationship with Valegrave: May see Valegrave as a crucial supplier for food and manpower, ensuring the continued operation of the Temple’s garrisons and labor force.
  • Valegrave fears the Temple’s true masters but values his business too much to refuse.
"The Temple demands its due, and I intend to collect. If that means breaking a few backs, so be it."
— Master Valegrave
Lady Nysera Krivaltis & The Iron Talons
  • Valegrave is an official vassal of Lady Nysera, owing her tithes of grain, coin, and slaves.
  • The Iron Talons patrol the farm, ensuring Valegrave remains loyal.
  • If he fails to deliver, Nysera will have him replaced.
The Inns & The Pit – Human Trafficking in Nulb
  • The Waterside Hostel & Boatman’s Tavern serve as meeting places where Valegrave brokers deals in human property.
  • 24. The Pit of Nulb receives captured drifters and criminals, many of whom end up in Valegrave’s fields.
  • Captain Marad Vesrek , the pirate lord, trades slaves with Valegrave, supplying him with new laborers from the Wild Coast.

Key NPCs at Valegrave Manor

Gregor the Overseer
  • Valegrave’s enforcer, a massive brute with a face like beaten leather.
  • Wields a spiked flail, which he uses freely on the serfs.
  • Hates Lady Nysera’s men, believing they meddle too much in the manor’s affairs.
"Try running, and I’ll find you. Try fighting, and I’ll break you. Either way, you end up in the ground."
— Gregor the Overseer
Davin the Ledger-Keeper
  • A nervous scribe, tracking the farm’s productivity and slave transactions.
  • Keeps Valegrave’s financial records hidden, revealing them only under duress.
"Coin doesn’t care where it comes from, only that it keeps flowing. And I make sure it does."
— Davin the Ledger-Keeper
The Serfs
  • A broken people, too afraid to rise up but desperate for salvation.
  • Some whisper of escape, though any caught plotting rebellion are made examples of.
"I pray for an end to this place, but I know better. St. Cuthbert doesn’t hear the cries of the doomed."
— Serf

Adventure Hooks

“Breaking the Chains”
  • A serf girl escapes Valegrave Manor, begging the party for help.
  • If the party investigates, they uncover evidence of slavery and dealings with the Temple.
  • Will they destroy Valegrave’s operation, or use him as an informant?
“Intercept the Shipment”
  • A caravan bound for the Temple of Elemental Evil is set to depart from Valegrave Manor.
  • The party must stop the shipment, uncovering evidence of the Temple’s growing supply chain.
“Nysera’s Retribution”
  • Lady Nysera suspects Valegrave is skimming profits.
  • The party is sent to investigate, but if they find proof, Nysera will demand swift retribution.
“The Slave Rebellion”
  • The serfs are preparing an uprising, needing weapons and leadership.
  • Will the party help them, or exploit the chaos for their own ends?

Conclusion

Valegrave Manor is a microcosm of Nulb itself—corrupt, oppressive, and teetering on the edge of chaos. It is a place of suffering, cruelty, and power plays, where the Temple, Lady Nysera, and the local underworld all converge. Whether the party chooses to liberate, exploit, or destroy this location, one thing remains certain: change is coming to Valegrave Manor.

Overseers Farm house by 3orcs

Master Aldren Valegrave by 3orcs
Master Aldren Valegrave

Medium Humanoid (Human), Lawful Evil

Armor Class 15 (Fine Coat with Reinforced Leather)
Hit Points 42 (7d8+14)
Speed 30 ft.

STR 11 (+0) | DEX 14 (+2) | CON 14 (+2) | INT 13 (+1) | WIS 11 (+0) | CHA 16 (+3)

Saving Throws Dex +4, Int +3, Cha +5
Skills Deception +6, Insight +3, Persuasion +6, Arcana +3, History +3
Senses Passive Perception 10
Languages Common, Elven, Infernal

Abilities

Tactical Duelist. When wielding a rapier, Valegrave can use a bonus action to impose disadvantage on the next attack roll against him.

Silver-Tongued Tyrant. Valegrave has advantage on Deception and Persuasion checks when dealing with nobles, merchants, or those who fear him.

Cunning Manipulator. When Valegrave makes a Persuasion or Deception check, he can choose to roll with advantage once per short rest.

Spellcasting. Valegrave is a 3rd-level spellcaster (Spell Save DC 12, +4 to hit with spell attacks).

He has the following spells prepared:

Cantrips (at will): Prestidigitation, Minor Illusion, Mage Hand
1st level (3 slots): Shield, Charm Person, Magic Missile
2nd level (1 slot): Misty Step

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Dagger (Thrown). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d4+2) piercing damage.

Reactions

Parry. When a creature he can see attacks him with a melee weapon, he can add +2 to his AC, potentially causing the attack to miss.

Equipment
  • Fine Noble Coat (reinforced with leather, AC 15)
  • Rapier with Silver Inlay
  • Hidden Poisoned Dagger (DC 12 Con save or take 5 (1d10) poison damage)
  • Sealed Contracts & Financial Ledgers (containing evidence of slave deals & Temple connections)

Tactics & Roleplaying Notes

  • Valegrave avoids direct combat unless necessary, relying on charm, manipulation, and hired muscle.
  • If forced into battle, he will duel with precision, using Shield and Misty Step to escape if overwhelmed.
  • He rarely fights alone, ensuring Iron Talons or enforcers are nearby.

The Serfs

The fields are worked by 15 serfs, indentured laborers forced into service under Lady Lmag’s rule. Each serf has their own role, personality, and struggles:

Serfs' Roles

  • Mara: Oversees livestock care. Quiet and determined.
  • Hendrik: The plowman. Bitter and rebellious.
  • Yalfi: A young farmhand. Naïve but hopeful.
  • Greva: Elderly and frail. Cares for tools and equipment.
  • Boden: Irrigation specialist. Pragmatic and stoic.
  • Nesh: A seed planter. Dreamy and philosophical.
  • Lars: A heavy lifter. Silent and imposing.
  • Ivia: Skilled at tending vegetables. Fierce and motherly.
  • Roderick: Repairs fences and buildings. Nervous and jumpy.
  • Phelka: Scarecrow maker. Superstitious and suspicious.
  • Zil: Young boy tasked with feeding animals. Mischievous and curious.
  • Vernon: Wagon driver. Pessimistic and grumpy.
  • Eska: A forager. Resourceful and clever.
  • Taron: Collects firewood. Dour and practical.
  • Nok: Grain miller. Quietly defiant.

Type
Farm
Parent Location
Owner
Gregor the Overseer by 3orcs
Gregor the Overseer

Medium Humanoid (Human), Neutral Evil

Armor Class 14 (Chain Shirt)
Hit Points 49 (6d8+18)
Speed 30 ft.

STR 16 (+3) | DEX 12 (+1) | CON 16 (+3) | INT 10 (+0) | WIS 11 (+0) | CHA 9 (-1)

Saving Throws Str +5, Con +5
Skills Intimidation +2, Athletics +5, Perception +2
Senses Passive Perception 12
Languages Common

Abilities

Brutal Taskmaster. Gregor has advantage on Intimidation checks against creatures that are restrained, frightened, or prone.

Relentless (1/Day). If Gregor is reduced to 0 hit points, he instead drops to 1 hit point, unless killed outright.

Actions

Spiked Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d10+3) bludgeoning damage, and the target must make a DC 13 Strength saving throw or be knocked prone.

Heavy Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6+3) bludgeoning damage, and the target must succeed on a DC 12 Dexterity saving throw or be shoved 5 feet back.

Reactions

Punishing Counter. When a creature within 5 feet misses Gregor with a melee attack, he can make a Spiked Flail attack against them as a reaction.

Equipment
  • Spiked Flail
  • Chain Shirt (AC 14)
  • Iron Key Ring (Serf Barracks & Storage Rooms)
  • Coin Pouch (15 gp, 22 sp, 9 cp)

Tactics & Roleplaying Notes
  • Gregor is brutal but not reckless; he enjoys dominating the weak but knows when to fall back.
  • He relies on overwhelming force and will target the weakest-looking enemies first.
  • If facing a losing battle, he will fight to cover Valegrave’s escape, but he will not die for him willingly.



Cover image: Nulb Banner by 3orcs

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