Session Prep Bundlesettlement-starter

**Yeperinbe** ist eine geschäftige Grenzstadt im **Kingdom of Kelhaneas** und gilt als wichtiger Knotenpunkt zwischen Handel, Handwerk und militärischer Versorgung. Händler aus den Hafenstädten **Kalkan**, **Ayruk** und **Vaeloris** treffen hier auf Reisende, Abenteurer und Gelehrte. Durch die wachsende Bedrohung der **Rekx-Theocracy** ist die Stadt stark befestigt; Soldaten, Söldner und Flüchtlinge prägen das Straßenbild ebenso wie einfache Handwerker und Bauern. Trotz der angespannten Lage herrscht ein lebendiges Miteinander: Tavernen sind voller Geschichten, Werkstätten florieren und auf dem Marktplatz werden Waren aus allen Teilen des Reiches gehandelt. Die Bewohner gelten als bodenständig, hilfsbereit und widerstandsfähig, sind Fremden gegenüber jedoch zunächst vorsichtig.

Recipe: Settlement Starter

New
Contextual Narrative

Where the Road Ends and the Walls Begin

Yeperinbe crouches at the edge of the kingdom like a clenched fist wrapped in smoke and hammer-sparks. Its walls are newer than its streets, its bastions crowded with banners, supply wagons, and watchfires that burn long after dusk. Caravans from Kalkan, Ayruk, and Vaeloris arrive with salt, cloth, and news; soldiers arrive with grim faces; refugees arrive with little more than names. The town answers all of them the same way: with work, soup, and a careful eye. By day the market squares ring with barter and the clatter of tools, and by night the taverns fill with war stories, rumors, and the low arguments of people trying to keep a border town alive. The Warden Council holds Yeperinbe together through compromise and stubbornness, but every faction has its own idea of what survival should cost. Now the supply lines are fraying, the border feels too quiet, and odd ash marks have begun appearing on crates, roadstones, and even the lintels of watched doors.

Chalk mark found on a crateside

"If the roads are open, why do the wagons still vanish?"

Yeperinbe
Settlement

Yeperinbe

Yeperinbe began as a supply outpost at a wind-scoured ridge above a river ford and the crossing of two old roads. It survived by feeding armies, repairing wagons, and taking in refugees after Rekx raids pushed farther into the borderlands. Now it is a fortified market town of palisades, stone bastions, grain yards, and clustered workshops. Its real strength is logistics, but its real weakness is that everyone knows a shortage here can kill people fast.

About 4,800 inside the walls, with another 1,200 in nearby farmsteads, labor camps, and temporary refugee tents during the busy season.Population
View
The Iron Ledger
Shop

The Iron Ledger

The shop’s front room is crowded but exactingly arranged, with rope coils hung by length, nails sorted by iron grade, and ration bins marked in chalk. The owner keeps two ledgers, one public and one private, and a thin scratch under the back-room bolt suggests someone recently tested the lock from the inside. Several crates bear caravan wax from Kalkan, Ayruk, and Vaeloris, but one has been quietly retied with different cord, hinting at tampering or a swapped manifest.

Shop
View

Key Personas

Mairen Voss

Mairen Voss

Terse, competent, and difficult to bully, Mairen speaks like every word has already been weighed against a ration scale. They are stern with merchants, patient with frightened soldiers, and unexpectedly gentle with children and refugees. In public they appear unyielding, even severe, but in private they are haunted by the possibility that every merciful decision they make is also a theft from tomorrow. They can be almost painfully honest about numbers and almost impossibly evasive about feelings.

Marda Fen

Marda Fen

Cheerful, earthy, and maternal in public, but privately guarded, relentless, and surprisingly judgmental of fools. She is generous with strangers in immediate need, yet strict with anyone who endangers the town. She laughs easily at the bar, but in a crisis she becomes all business, weighing choices with a cool, steady focus. When tired, she gets wry and tender; when angry, she turns crisp and cutting, with no wasted words.

Rellan Bronzefit

Rellan Bronzefit

Exacting, protective, and proud of honest workmanship, Rellan appears stern enough to discourage fools, yet he is deeply patient with apprentices and desperate families. He is warm in private, especially when someone respects the craft, but becomes cuttingly sharp in front of officers who ask for miracles on impossible deadlines. He trusts rules more than charm, though he secretly bends those same rules to keep the city supplied. His conscience is heavy, not clean, and it makes him cautious around praise because he assumes admiration will eventually demand a sacrifice.

Mira Hal

Mira Hal

Mira is cautious with strangers, fiercely protective of her people, and relentlessly observant. In a crowd she is composed, efficient, and almost brusque, but with frightened children or exhausted travelers she becomes unexpectedly gentle, speaking softly and giving them something useful to do so they can feel less helpless. When she is angry, she grows quiet and exacting, weighing every word like a coin. When she is safe, she allows a dry humor to surface, especially around people who respect labor and honesty. She can be generous to anyone in immediate need, yet strangely possessive of information, ration counts, and the routes she has earned through hardship.

Captain Garrik Holt

Captain Garrik Holt

Disciplined, blunt, and relentlessly practical, Garrik speaks like a man counting arrows under siege. He is protective to the point of severity, but his severity comes from fear of loss rather than pride. In public he is all orders and restraint, the kind of captain who can end a tavern argument with a single look. In private, especially after long nights on the wall, his guard cracks and he becomes quietly generous, giving away his own rations, mending gear for recruits, and listening longer than he admits. He respects courage, hates waste, and has no patience for vanity, yet he keeps one sentimental scarf from his dead wife and still writes letters to his estranged daughter that he never sends.

Bundle Contents

07Items

Generated entities

Regional Effect

Ashfall Sign

Cold border winds carry a faint gray ash that clings to stone, cloth, and packed earth for a day after caravans pass. Veterans say it appears whenever something on the road has been tampered with or hidden from the wardens.

Mechanic

Once per long rest, Wisdom (Survival) checks to track road travel are made with advantage, but Stealth checks in ash-covered areas are made with disadvantage.

Connections

The Iron Ledger

SUPPLIESMairen Voss

The Iron Ledger

SUPPLIESMarda Fen

Mairen Voss

ADVISESCaptain Garrik Holt

Marda Fen

TRADES_WITHRellan Bronzefit

Marda Fen

PROTECTSMira Hal

Rellan Bronzefit

SUPPLIESCaptain Garrik Holt

Mira Hal

CONSULTSMairen Voss

Mira Hal

ALERTSMarda Fen

Captain Garrik Holt

OVERSEESYeperinbe

Quest Objectives

Investigate disappearing supply shipments and identify where the crates are being diverted.

The party uncovers the route, the culprit network, and a way to secure the town’s defenses before the next raid.
If ignored, shortages worsen, morale drops, and a border breach becomes possible.

Trace the strange ash and tampering marks back from the shop to the walls and beyond the town.

The party finds the source of the residue, exposes a saboteur, and closes an infiltration route.
The hidden passage remains active, allowing enemy agents or smugglers continued access.

Mediate a brewing conflict between merchants, soldiers, craftsmen, and refugees over rationing and blame.

The party restores trust, earns allies across social lines, and gains access to insider information.
The accused faction turns against the others, causing riots or a strike during a critical defense alert.