Ready-To-Run Adventures

Fennas Drunin Map

Phillip Gladney ©1999

Located at the intersection of the Mitheithel and Bruinin rivers, this border town serves as the last vestige of human civilization this side of the Misty Mountains. Fennas Drunin, inhabited by a strange mixture of farmers, river men, shepherds and mercenaries, serves as the center of government for the entire En Egladil. Closely allied to the Cantons, in truth a part of them, the people of the region hold back the armies of Rhudaur and to a lesser extent Angmar itself. To this end, Fennas Drunin is subsidized by the Canotar in Tharbad and the king of Arthedain. Without this financial aid they would never be able to afford the number of hired warriors guarding their town. They are well prepared for war and have the ability to mobilize fairly large numbers of men in a relatively short amount of time. This served them well when Ermegil Stonearm invaded the region a few years ago.
For protection, the town boasts a keep and is surrounded by a stone wall. The GateKeep, the only means of entering the town from the north, is older than any other building within 500 miles and was built in the time of the Numenorean expansion in the Second Age. It served as protection for a trading colony the Numenoreans once had here. It has been repaired so many times no one can remember, however it is still a strong structure and will hold up well to any attack. On the flat roof are two catapults and a ballista ready to fire their deadly missiles. The walls surrounding the town have recently been repaired and are twenty-five feet tall. A wooden parapet allows guards to repel attackers from any point of attack. Interspersed along the wall are three-story towers. These strengthen the integrity of the wall and provide a barracks and store rooms for the garrison. Five to ten troops sleep in each and serve sentry duty in shifts. A ballista also sits atop the roof of every tower. There are always at least five men walking the parapet and three more in the GateKeep at any time. During the day strangers are allowed in to town if they have a good enough story. At night the gate in never opened.
Other than the excessive number of armed warriors in the town the citizens lead normal lives. A Council rules over the town and pays the mercenaries. Merchants sell their goods from stores and the taverns are always full at night. Strangers are a rare sight, since the town is so close to the border with Rhudaur. Any strangers that do meander into town are watched carefully since the agents of Angmar and Rhudaur are everywhere.
The main source if income from this area is wool, followed closely by agriculture and horse breeding. Vast flocks of sheep wander about the southern tip of the Angle under the close supervision of shepherds. Their wool is shipped south down the Gwathlo to be sold in Tharbad. Crops are primarily used by the people of the Angle, but surplus grains are sometimes shipped to Tharbad along with the wool. Horses are raised here mainly by men of Northron descent. The best horses go to the Red Lances (a large mercenary company), in Thuin Boid. The rest are sold to noblemen in Cardolan and even Arthedain.

  1. Council Hall. The town leaders gather here to debate serious subjects and make decisions. Comprised of quarried stone from the hills to the north this building is the largest in town next to the GateKeep. Town meetings, festivals and celebrations all take place inside the main hall, which takes up most of the entire edifice. A raised dais against the middle of the wall opposite the two oaken main doors holds a large wooden table. It is from here that the town council metes judgement and presides over the citizens of Fennas Drunin.
  2. Town Square. This large area, like the majority of Fennas Drunin itself, is paved with stone and serves as a place for festivals and markets. A well in the center of the square provides water to anyone who desires and will not run out unless the two rivers are dammed. Sometimes traveling merchants set up shop in the square to sell their goods. In addition, the two major fairs celebrated in this part of Endor take place here.
  3. Inn. Named "The River's Edge"; this establishment is the towns largest and wildest. The poorer inhabitants of the region frequent the tavern as well as visiting bargemen from the south. This is the best place to hear rumors and gossip (as the patrons become inebriated their tongues loosen). The fare is edible and the ale is not watered down too much.
  4. Inn. This establishment is the nicest in town. Called "The Oak Grove" this is the oldest inn in Fennas Drunin. The food here is expensive, yet excellent, and the clientele well to do. Ruffians are turned away at the door. Most of the town council eats here during the week and gathers to talk of important events.
  5. Residence. The wealthiest merchant in town, Amrill, owns this extravagant house. It features a three-story stone tower with walls extending to either side. These walls connect to an L-shaped wooden house and form a small courtyard. Ostensibly a Dunadan from the "south", Amrill buys food and wool and ships them over the Misty Mountains. He also brings manufactured goods from Rhovanion, notably leather goods, fur coats and wine. In reality Amrill, whose real name is Uzathor, is from Umbar and serves as the Witch-king's principal agent in the area. It is his responsibility to pass on information gathered by Angmar's agents in Cardolan. He also smuggles drugs into and out of Angmar. Leoric, Amrill's scribe and bookkeeper, lives in the top floor of the tower and handles the ravens that carry the messages north. He spends his free time spying on the people of Fennas Drunin. Amrill has bribed a few of the guards that live in the tower nearest to his house and the riverbank. They look the other way when his men smuggle goods into town from a camp on the other side of the Bruinen.
  6. Residence. This building is home to the head of the town council. Paetric is an old yet hale veteran of many wars. He now owns the largest farm system in the Angle. He has powerful friends in Feotar and his farms could raise and support a small army in and of themselves. He normally stays in Fennas Drunin in his townhouse with his granddaughter Jayelle. He remains apprised of all events in and out of town by his capable steward Raniyr.
  7. Stables. Owned by Feagwin, this stable houses the best horses in eastern Eriador next to Rivendell. Most of these horses go to the war effort with Rhudaur and in particular the Red Lances in Thuin Boid. Like his good friend Paetric, Feagwin has many contacts in Feotar and owns a large ranch outside town where he raises his horses. He stays in town frequently and has many workers serving in the town levy.
  8. Herbalist. This small stone building sits far away from the hustle and bustle of the Town Square. The owner, a half-Dunadan named Andalyn, prefers the quiet to work on his potions and herbal concoctions. A friend to the Elves and even Gandalf, this apothecary services the town with medicinal healing and on occasion advice, since he is well traveled. He has even been to Gondor and because of this Amrill tends to shy away from him.
  9. Stable. This stable deals in inferior horses and mules. The owner, a Dunlending named Descarr, works for Amrill and operates the drug-running network. He mostly deals in Gort and Merrig, but he also works with poison. Descarr is a bad-tempered man and the people of Fennas Drunin stay away from him for the most part.
  10. Tavern. Called the "Battle Standard", this tavern is for heavy drinkers. Most patrons are warriors from the town guard or visiting caravansaries. Many fights break out here. This tavern is not a good source of information as the guards are tight-lipped and the visiting caravansaries are generally new to the area.
  11. Tavern. Named the "Silver Shear" but actually called the "Rusty Shear" behind the owners' back. The service is lousy and the food is terrible not to mention the serving wenches. This tavern is for the lower class inhabitants of Fennas Drunin. No respectable upper-class townsperson would ever be seen here.
  12. Shore. A gentle bank in the river provides a refuge for the town's fishing boats. Approximately ten single-masted boats rest on this shore when not at use on the river.
  13. Buildings. A few wooden buildings on the western side of the Gwathlo cater to travelers to and from central Cardolan. There is a tavern, a stable and a residence located right on the shore where the ferry lands.
  14. Warehouses. These large buildings use to house quantities of goods, but now most are empty. The few that are still in use belong to Amrill.
  15. Dunnish Quarter. This section of town is the poorest. The houses here are small and made of wood with thatched roofs. Women and children work and play in and around the houses all during the day. The men are normally out on the river fishing or in one of the many fields just outside the town walls farming. Many work on farms of wealthy Feotari or Northmen.
  16. Homestead. A family resides here making a living off of the land. They grow grains and vegetables as well as raising livestock such as pigs, chicken and sheep.
  17. GateKeep. The center of the towns defenses, this keep also houses the town guard. Thorlaven the mercenary captain has a suite on the top floor and the town armory is located on the first floor. Half of the mercenaries who make up the town guard live on the second and third floor. This keep is the only surviving building from the time of the Numenoreans. It has been damaged many times due to war but has been repaired every time. It is still a formidable barrier to any invading army.
  18. Tower. Built around the walls, these towers protect the walls and house parts of the mercenaries who make up the town guard.
  19. The Mitheithel. This violent river flows south into the Gwathlo. The remains of an old bridge crossing over to mainland Cardolan can still be seen when the water level is low. Currently a ferry runs across the river three times a day. Any special trip other than those three times per day will require gold.
  20. The Bruinen. This gentle river merges with the Mitheithel to become the Gwathlo. This is the favored fishing area of the Fennas Drunin townsfolk.
  21. Smithy. Called the "Iron Anvil"; this establishment serves as the front business for the dwarven smiths from Smallforge. Run by Folgrin (who also serves as the official dwarven envoy to Fennas Drunin), this two story stone building houses a small smithy and a weapons store. Weapons crafted in Smallforge are shipped here for sale. No weapons are crafted here, but repairs are done in the smithy for a price. Currently, six dwarves live and work here and are seldom seen around town. The weapons for sale here are all of dwarven make and excellent pieces of work. Most are average, but there are a few +5 and even +10 non-magical items for sale.
  22. Weaver's Guild. This large wood and stone building is three stories tall. The guild is in charge of all aspects of the wool trade. They have direct dealings with their counterparts in Tharbad. Looms take up the entire first floor and work the wool acquired from the shepherds into cloth. From there it is shipped down the river for sale (along with a good bit of raw, carded wool). A small amount of wool is worked into clothing for the people of the region and the quality is quite good.
  23. Inn. Called "The Shepherd's House". When the shepherds bring their flocks into town for sale they usually stay in this establishment for a week or so, spending their well-earned money in one of the taverns while their sheep are being sheared. The transients never stay for long because the sheep need grass and they must get back to the hills before the flock gets damaged (and they soon spend their earnings on alcohol and other "entertainments"). Hay purchased from the owner of the Shepherd's House is enough to get the flock by until they return to greener pastures.
  24. Sheep pens. While the shepherds are in town haggling over prices or downing a pint or two of ale, their flocks of sheep remain here. The sheep are not allowed in town except for when they are being sheared at the Weaver's Guild and then they are taken in a few at a time. The guards in the GateKeep and the nearby towers are entrusted to look after the flocks and at night torches are lit so that the flocks can be seen easily from the walls.
  25. General Store. Named "Polendur's Outfitters" after its owner, Polendur. A lesser Dunadan from Cardolan, Polendur came to Fennas Drunin to make his fortune. It hasn't been as easy as he had thought, but he has managed to turn a profit in the past few years. He supplies goods and various dried foodstuffs for those who can afford it. Adventurers seeking to stock up on supplies will need to make a visit to this shop.
  26. Tannery. Cleverly named "The Tannery" by its owner Turwol, this enterprise provides the citizens of the Angle with leather goods. Kept working almost constantly due to the high demand for armor and horse equipment, Turwol churns out new items every day. He employs several apprentices and keeps them under close scrutiny. His work is exemplary and frequently he coordinates with the dwarves from the "Iron Anvil" on one project or another. He purchases his leather from the farms of both the Angle and the Cantons.
  27. Brothel. Not having any real name, this building is usually just called "Miss Branlyn's Place". Owned and operated by an Eraidorian woman named Branlyn, this house renders a much-needed service at a fair price. The mercenaries of the River Guard, visiting caravansaries, and shepherds are the biggest customers, since most of the farmers of the area can't afford it, even if their wives were to let them.

Back to adventure