Camiram (village): Conventional; AL NG; 200 gp limit; Assets 5,000 gp; Population
Notes: Camiram is a frontier town on the edge
The Geography of Camiram
The village is situated in the midst of open, rolling
farmland, surrounded by many outlying farms. The majority of the
people of Camiram earn their livelihood through farming, raising
crops to feed their families then selling the surplus at the open
market in the village. This makes the summer and fall seasons the
busiest in the village proper, as folk from the outskirts arrive to
sell their produce. During the spring, the farmers work busily
planting their fields, although many find time to visit the local
inn or attend religious services at the temple of Pelor.
The central village is a collection of low stone,
brick, and wooden buildings around an open village square. Some of
the structures, like the village’s wall, date back to the original
settlement of the area, while some are more modern, built within
the last generation. They include stables, a smithy, an inn, and
the hall where the mayor handles village affairs.
The History of Camiram
The site the village of Camiram occupies dates back
well over a century, when this area was last inhabited by humans
and other good folk. A tide of evil invaders forced the former
inhabitants of the area to flee generations ago. Just over thirty
years ago, the tide shifted when adventurers helped push back the
orcs and people once more moved into the area and settled in
Camiram. Some of the buildings in the village are quite old as a
result, and their stout stone construction has withstood the test
of time. Newer buildings arose on the old foundations, and some
scattered ruins of buildings that couldn’t be restored still
remain, scavenged for building stone and other materials.
Since the area was resettled, Camiram has had to
fight off raids by bands of marauding orcs, and the village
maintains a stout band of guards along with a volunteer militia to
help out in times of crisis. Recently, the town has become the
focus of human expansion deeper into the unsettled surrounding
This has caused some concern among the orcs, but also
among the barbarian tribes living in the region. Some of the
barbarians call for the elimination of these “invaders” into their
territory. To deal with the matter, the Church has dispatched able
negotiators to hammer out an agreement with the barbarians for
mutual defense of Camiram and expansion into the area.
The Village Proper
The central part of the village of Camiram is built
on and around the site of an older settlement in the area. The
buildings follow a style reminscent of the villas of ancient Rome.
These structures tend to be low to the ground (two stories at
most), with sloping, peaked roofs, usually built in a square shape
with an open-air courtyard or garden in the center. The inhabitants
use the courtyards to take advantage of the pleasant weather, plant
flowers or vegetables, and decorate as they like.
Consult the Map
of Camiram for the locations
Area 1: The Gatehouse: The main entrance
through the walls of the village is a wide, roofed gatehouse
typically manned by two of the Camiram’s town guards. The gates are
closed at night, but the guards remain on the watch for intruders
Area 2: The Marketplace: Beyond the gates lies
an open-air marketplace where farmers from the outlying areas of
the village come to sell their produce, meats, and other goods. A
few local crafters also set up shop in the market during the day to
sell their services, and most of the goods available in Camiram can
be found here.
Area 3: The Great Hall: This building houses
the Honorable Mayor Elyl Shona (female halfling noble), the other
officials of the village government, and their families. It also
serves as a meeting place for the people of the town, where they
gather each month to air their grievances and discuss matters of
importance. Meetings over the past few months have been dominated
by discussion of what to do about the recent raids on the
Area 4: The Archer’s Field: This field is a
practice area for the village’s militia and guards, and usually
features a collection of straw archery targets against the far
Area 5: The Sheriff: This building houses the
Sheriff of Camiram, Ekam Relles (male half-elf), and also serves as
the village’s armory and (on occasion) jail. The sheriff can
usually be found going about his duties, or tending the small herb
garden in the building’s courtyard.
Area 6: Villa Ruin: The village government
judged this old villa too badly damaged for repair. Officials plan
to tear it down in the near future to make way for new homes for
the expansion of the village. Local children like to tell tales
that it’s haunted and dare each other to go inside at night,
although there’s no evidence of any danger here.
Area 7: The Barracks: These barracks house the
village’s guardsmen and their families. They’re quite spacious,
although the sheriff talks about recruiting additional guards,
which will reduce the amount of space available.
Area 8: The Merchant’s Quarter: This area is a
collection of homes for the village’s craftspeople, merchants, and
others well-off enough to live in the village proper rather than on
an outlying farm. Some of the buildings are still being
Area 9: Romac’s Villa: This villa belongs to
Romac Eleron, a local merchant, trader, and moneylender. Romac
(male human) is well known as a grumbling old skinflint who likes
Area 10: Skarm’s Villa: This is the villa of
Evet Skarm, Camiram’s resident wizard (male human) and his various
assistants and apprentices.
Area 11: Drujek’s Villa: Mos Drujek (male
human noble) owns this villa. He also owns some of the outlying
farmland, bought after he got out of the merchant business. Now he
administers his farms and lives off the tenants’ rent.
Area 12: The Temple Hostel: A small place for
visitors to the Temple of Pelor and poor travelers who can’t afford
the inn. It is presently inhabited by Naj Robel, Sister Serka, and
their companions while they visit the village.
Area 13: The Temple of Pelor: Many of the folk
of Camiram attend twice-weekly services at this humble temple to
the sun god Pelor. The priestess, Jinna Yost (female human) attends
to her parishioners’ needs.
Area 14: The Inn of the Rose: Camiram’s only
inn is run by the boisterous Ynda Rose (female human), who always
has the latest news about goings on in and around the village. It’s
two stories tall, clean, and rooms are reasonably priced at 5 sp a
Area 15: Tennor’s Tack and General Store: This
two-story building is the store of Mal Tennor (male dwarf). It
offers all the goods one might expect from a small general store,
particularly tack and harness for horses and other mounts. Tennor
carries all the goods within Camiram’s resources. (See the Dungeon
Master’s Guide for details.) He and his wife live upstairs.
Area 16: The Stables: The village’s stables
provide a place for travelers to board their mounts. The
proprietors also breed and raise the village’s horses, some of
which are available for sale. During the day the horses are put out
to pasture; they’re brought back to the stable at sundown or at any
sign of trouble.
Area 17: Flinder’s Forge: This is the forge of
Tam Flinder (male dwarf). Flinder is renowned throughout the area
for his skill in smithcraft.
Area 18: The Bakery: This small shop houses
the ovens where the folk of Camiram bake their bread or purchase
the loaves baked by the owner, Lianna Furst (female half-elf).
Area 19: The Market Stalls: The crafters and
merchants of the village occupy these stalls when the market is
open. The farmers set up temporary stalls and tents in the clearing
in front of them.
Area 20: The Well: This deep well provides
Camiram’s water, and people tend to gather around it during the
The Villagers and Other Key Figures
The village of Camiram is home to almost
500 people, mostly good, honest folk who work hard and tend to mind
their own business. Some of the village’s prominent inhabitants are
described under supporting
One danger facing Camiram is the presence
of a mixed tribe of human and half-orc barbarians near the
frontier. The Tribe of the Crescent Moon is made up of nomads,
living off the land and following the migration of local animals in
search of food. They’ve conflicted in the past with the local orcs,
after breaking away from them generations ago, and the tribe has
been known to raid settlements for food and supplies during lean
times when hunting was poor.
The Skull-Smashers are a tribe of orcs that live in
the rugged lands to the north and west of Camiram. Their ancestors
were among the orcs that drove out or killed the original settlers
of this land and destroyed what they had built. Later, a conflict
with their human barbarian allies provoked a war that the
Skull-Smashers lost, forcing them farther away from Camiram. But
the orcs haven’t forgotten, or forgiven, their losses of so many
years ago. They would like nothing more than to overrun Camiram and
put it to the torch, and its people to the sword.