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Dry-Creek is a dusty, sun-bleached settlement centered around a single deep well that has begun to run low. The houses are peppered with arrow holes from recent "skirmishes" with Vark’s outriders. The village used to be a peaceful satellite of Crystal-Vein, but as the water flow shifted and Vark grew bolder, the village became a political prize.
This village sits exactly on the shifting border of what Baron Vark claims as his territory and the neutral lands near Crystal-Vein.
Race Position (Communities): Segmented (Pro-Vark vs. Pro-Independence)
Race Position (Segregation): Common Districts
Race Position (Rights): Uncertain (Vark's riders claim authority; the village elders resist)
Race(s) (Primary): Human, Halfling, Half-Elf
Race(s) (Secondary): Halfling (Refugees from Vark's core), Forest Gnome
Languages: Common, Halfling
Literacy: Low
Technology Level: High Fantasy Medieval
Industries \ Trades: Dry-land Grain; Hide Tanning; Well-Digging
Arms \ Equipment: Pitchforks, Clubs, Hunting Bows
Government System: Fractured Council
Ruler(s): Elder Hobb (Resisting Vark), "Captain" Krell (Vark's local sympathizer)
Came to power by: Age (Hobb); Brute Force/Intimidation (Krell)
Social Alignment: Neutral Evil (Leaning due to Krell’s influence)
Civilization Archetype: Tense Border Hamlet
Settlement Type(s): Village
Settlement Population: 290
Cultural Archetype: Paranoid, divided, and desperate.
Rebelliousness: High (The village is on the verge of civil war)
Brigandage: Very High (Vark’s riders "tax" the village daily)
Historically, the village was a success until Y176, when a drought forced them to rely on Crystal-Vein’s runoff. Baron Vark saw the opportunity to cut off the village’s supply and "offer" protection in exchange for total servitude. Half the village wants to fight; the other half is too terrified of the "Halfling riders" to resist.