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2. Alston’s Mill

Stone-based, timber-topped mill on a sluggish side-channel; hearth of the thorpe’s trade and gossip. The wheel’s steady slap is the only sound that never quits in Anshan—and when it does, folk bar their doors.

Arrival read-aloud

The stream splits to feed a shallow channel where a squat stone mill squats like a stubborn old ox. A timber wheel turns slow and patient, slapping water into the mud bank with every half circle. Fish-racks smoke over a low trench, and bundles of marsh herbs hang from rafters to crisp. Children ferry split planks from a pile to a neatly stacked row, while a girl with ink-stained fingers tallies in a leather book and watches you without flinching.


Location layout

Outside

  • Undershot Wheel & Cutwater: Stone cutwater noses upstream; the wheel is half-slimed but sound. A rope cleat lets you brake it by hand (Athletics DC 12 to hold; DC 15 in spate).
  • Smoke Trench: A narrow, sunken trench (2 ft wide, 18 in deep) runs parallel to the wall with iron rods for eel racks; counts as difficult terrain during a fight.
  • Plank Yard: Stack of milled planks, crude sawhorse, and a rack of rattle-strings (caps, shells, thin bone disks) used to keep pests—and worse—at bay.
  • Footbridge Spur: Narrow boardwalk connects yard to the stream path; slippery when wet (Dex (Acrobatics) DC 11 to sprint).

Inside (ground floor)

  • Stone Mill Room: Millstones on a timber axle; sack hoists; flour dust in the air.
  • Flour Bins: Labeled sacks (barley, buckwheat, mixed hidden beneath one is Praen’s tool chest (adze, augers, spare pegs, pitch, 10 gp in mixed coins).
  • Work Nook: Pegboard of chisels and planes; a half-finished ladder for the Borderer tower.

Upstairs (family loft)

  • Sleeping loft: Five pallets, a cedar coffer with family keepsakes; Sherina’s ledger & quill kit tucked under a beam.
  • Herb Lines: Pennywort, sweetflag, fen-mint, dried puffball slices.

Notable Folk

Praen Alston (male human, mid-40s)
Broad-handed, soft-voiced, clothes clean even in mud weather. Famous locally for turning “bad wood into good work.” Once trained city apprentices in Verbobonc; after his wife’s death, he refused guild offers and came home for the children.

  • Manner (to you): “You look like trouble sober and disaster wet. Which is it today?” (Half-smile.)
  • Talents: Joinery, wheelwright fixes, emergency bridge work, making rattle-strings that actually sing.
  • Need: Extra hands for plank runs and to keep the wheel clear after storms.

Sherina Alston (female human, 17)
Ink on fingers, boots always laced, memory like a steel trap. Keeps the books, runs messages to Borderers and the church, and navigates reed-beds by dead reckoning.

  • Manner (to you): “Say it once; I’ll remember. Say it twice; I’ll charge you for wasting ink.”
  • Secret: Has sketched boardwalk routes north and south; sells copies only to people who bring her safely home after dusk.

The younger Alstons

  • Reni (11) & Briga (8): girls who can smoke an eel and fold a sheet in the wind.
  • Walm (10) & Hosk (7): boys who worship Borderers and insist on carrying two planks at a time.
  • Table beat: A PC who shows a simple knot or whittling trick earns fast friends.

Hooks & micro-scenes

  1. “Keep the Wheel Turning”
    A flood wash packs reeds into the wheel. Skill challenge (3 successes before 2 failures): Athletics (heave), Survival (leverage with poles), Tools: Carpenter’s (brace). Success clears the wheel (Roanik’s thanks + rumor failure wedges it and the mill falls silent—Fen-Whisper activity intensifies town-wide tonight.
  2. “Planks for the Bridge”
    Captain Roanik commissions ten boards; Praen needs escorts. On the span, stirges test the herd below and peel toward you. Driving them off without slaughter wins goodwill and a free boardwalk map from Sherina.
  3. “The Ledger Error”
    Sherina’s numbers say a petty trader hasn’t paid in two cycles—but the man died last winter. Investigation reveals someone forging marks to skim eel-oil taxes via the tavern culvert.
  4. “The Cutwater’s Tooth”
    Praen suspects a stone has loosened on the cutwater. Underwater inspection (freezing water, Con save DC 12 or gain fatigued/cold) reveals etched runes (old ferry-measure marks). Aggy will barter for a rubbing.

Fens of Tor Trail Map by 3orcs

Encounters at the mill (use sparingly)

  • Stirge Draw: Warm smoke + livestock attract a swarm; torches grant advantage to repel.
  • Bog-dog Pack: Mud-matted curs test the smoke trench; a thrown offal bucket ends it without blood (good for the kids).
  • Quiet Moment (Whisper sign): If the wheel stops and everyone hushes, flour dust hangs in the air and refuses to fall. Start the wheel; the dust drops.

Secrets & consequences

  • Quiet Zone: While the wheel turns, rooms within 60 ft count as having continuous noise (disadvantage to Fen-Whispers; see Mirewatch). If the wheel stops for an hour at night, increase your next marsh encounter die by one step.
  • City Past: Praen keeps letters from a Verbobonc guild factor begging him to return (worth 5 gp to a collector, or leverage to get city-grade tools delivered on credit).
  • Sherina’s Reed Map: Her best route skirts sink patches and a quaking mat; following it grants advantage on the first Fens navigation check tomorrow.

Quick 2nd-person table beats

  • Praen (eyeing your gear): “That strap’s dry-rotted. Trade you a new one for an hour on the plank saw.”
  • Sherina (tapping her ledger): “If you’re buying, I write it. If you’re lying, I also write it—just on a different page.”
  • Kid chorus: “Do Borderers really sleep in the saddle? Can you make your sword hum? Can I touch it? Not the sharp bit?”
Sir Drinsal is in love and to be married to Sherina
They both love each other deeply; however there are several difficulties for the young people. The greatest is Sherina's own father. The miller never liked any adventurers or military types. This includes Knights of the Faithful Defender. He believes that these types go looking for and stir up trouble. He doesn't see them as the kind of men who could provide for a family. Furthermore, he doesn't want Sherina getting involved with anyone at this time. He feels this way for two reasons: the first is simply that he is her father and thinks she is too young. The second is that she is needed to help raise her younger brothers and sisters.   Sherina in a general way discussed her future with her father. He would be happy for her to marry any one of several people from the village, but not for several years from now. Sherina has no intention of marrying any of the men her father approves of. However, she does feel responsible for her brothers and sisters. Drinsal and Sherina discussed their future and agreed that they will need to wait, Sherina because of her need to take care of her family and Drinsal because of the current threats to Verbobonc.   Sherina and Drinsal met each other six months ago at a festival in the village. They have been secretly meeting since then. Since they decided that they would need to wait several years, they agreed that no one should know about their relationship. Sherina wants time to slowly convince her father that Drinsal is a good man and that her marriage him would not cause the family any hardships. She does not as yet have a plan, but she is an intelligent and patient woman who loves her father and is determined to change his mind.   Drinsal promised her that he would tell no one of their plans. As a result, the two young lovers believe no one knows about their relationship. This is not the case. The miller became suspicious of Sherina's behavior, so he followed her one night when she thought he was in town drinking. The woodcarver saw Drinsal ride up, dismount and embrace Sherina. The only person that the miller has told this to is Vonden. The miller spends several nights a week drinking in the local inn. Over a month ago the woodcarver was drunk and told the story to Vonden. This was the information that Vonden used to time the false treason. Vonden had been paid by Conner to watch Drinsal for just such an opportunity.   The miller has heard of the supposed treason. He himself does not believe that there really was treason; however he is not going to tell Sherina. He fears what she will do if she finds out. She might go running off after her love. The miller has since devised ways to keep her at home and working so that she doesn't go into the village and hear the tale.

Alston’s Mill by 3orcs
“When the wheel turns, the marsh minds its manners; when it doesn’t, light a lantern and keep a song.” —common saying at Alston’s Mill, Anshon

VER1-09 Knights and Days | Conner Bridgeforth - Drisnal Knight - by John Brudenell, Eric Geiger and Mark Geiger
One-glance summary
  • Type: Working watermill + family home + small smokehouse/workshop
  • People: Praen Alston (miller & master woodwright Sherina (17, bookkeeper/runner two daughters (11, 8 two sons (10, 7). Wife died six years ago.
  • Goods & Services: Milling, smoking (eel, catfish), simple joinery and field carpentry (stakes, planks, rattle-strings, wheelbarrows, ladder repair).
  • Why it matters: The mill’s constant noise helps keep Mirewatch’s Fen-Whispers at bay on this side of the stream; the family knows every ditch and boardwalk for a mile.

Type
Mill
Parent Location
Services & prices (poor frontier rates)
  • Mill grain (per sack): 1 cp + 1/10th of the flour as toll.
  • Smoke fish/eel (per rack): 2 cp, ready by morning.
  • Rattle-string (room-sized): 5 cp (blessed by the curate for +5 cp).
  • Bridge/boardwalk repair kit (8 iron spikes, peg bag, pitch tin, mallet): 9 cp.
  • Hire Praen + cart for a day: 8 sp (includes two kids and a lot of competence).

Praen Alston by 3orcs
Sherina Alston by 3orcs
Battle map features (if a fight breaks out)
  • Wheel Pit (difficult terrain): falling in costs half speed to clamber out; fail by 5 = pulled 5 ft toward the wheel.
  • Smoke Trench (light obscurement): stinging smoke can impose Disadvantage on Perception (sight) within 5 ft downwind.
  • Plank Stacks (half cover): topple with a Shove to create a 10-ft line of difficult terrain.

Rewards
  • Practical: A blessed rattle-string (counts as continuous noise for one room), bridge repair kit, or boardwalk sketch (advantage on one travel check).
  • Social: Help the Alstons and you gain Advantage on Persuasion with Anshan commoners for a week. Roanik’s disposition improves one step if you deliver the planks.



Cover image: Thorp of Anshan by 3orcs

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