Bersh: Fields of Plenty

Bersh is a quiet farming town set among the rolling wheat and pasturelands north of Lantear. Known for its fertile soil and broad, open fields, it provides much of the grain, cattle, and dairy that feed Aranthaes, Lantear and the smaller communities along the Oaty Pie route. Bersh is a place of seasonal rhythms, where the land’s bounty dictates the pace of life.
 

Setting & First Impressions

The town sits atop a low hill, its stone houses and church spire visible for miles across the golden fields. Herds of cattle graze in the meadows, while watermills along the spring stream turn slowly, grinding flour for shipment to market. Bersh feels broad and open, a place where skies stretch wide and the scent of hay lingers on the wind.
 

Life & Trade

Bersh thrives on grain, cattle, and dairy. Its cheeses, salted meats, and flour are staples on caravans bound for Lantear and Aranthaes. Twice a week, farmers gather in the market square to sell produce, tools, and livestock, while merchants from Oatcrass and Cove bring oats, fish, salt, and wool to exchange. The town is prosperous but modest, more concerned with living the simple country life to the full, rather than politics.
 

Notable Places

The Market Square: a broad open plaza where wagons line up with grain sacks, cheese wheels, and livestock pens.
The Millstream: a shallow stream running from a spring, lined with mills that grind flour for shipment.
Holy Mother’s Blessing: a stone chapel overlooking the fields, where blessings for rain and harvest are given each spring.
 

For the Storyteller

Bersh is calm, steady, and welcoming – but beneath its simplicity, trade disputes, low prices, or a poor harvest could tip the balance. Caravans heading through the Oaty Pie often pause here, making it a natural place for adventurers to find simple hard work, easy gossip, or a flagon of strong mead before heading north.

Encounters

When traveling through or around Bersh, roll d10 for possible encounters…

  1. A group of 1d4 cattle drovers moving a herd across the road. The animals panic easily and may scatter if startled.
    Drovers: AC 11, HP 9, staff (1d6), no armor. Cattle: AC 10, HP 8, trampling hooves (1d6).
  2. A miller repairing the wheel on the Millstream, asking for help lifting a heavy beam.
    Miller: AC 11, HP 10, hammer (1d6), no armor.
  3. A pair of traveling cheese sellers offering samples — one wheel is spoiled and may cause food poisoning.
    Sellers: AC 11, HP 7, dagger (1d4), no armor.
  4. A wagon from Oatcrass arrives late at the market, laden with honey and mead, the driver nervously watching for “highway rogues.”
    Driver: AC 10, HP 8, knife (1d4).
  5. A wealthy noble merchant from Aranthaes, overdressed and visibly out of place, loudly complains about “provincial manners” while trying to secure grain at unfairly low prices.
    Noble Merchant: AC 12, HP 18, rapier (1d8), fine clothes (no armor). Has 1d4 hired guards: AC 14, HP 16, longsword (1d8), chainmail.
  6. 1d4 mischievous children playing near the chapel, daring each other to steal apples from a passing cart.
    Children: AC 10, HP 3, no weapons.
  7. A group of 1d4+2 farmers arguing about grain prices in the market square; the debate may turn into a brawl.
    Farmers: AC 10, HP 8, pitchfork (1d6).
  8. A wandering priest blessing fields with spring water, accompanied by 1d2 acolytes carrying candles.
    Priest: AC 12, HP 14, mace (1d6), leather armor, minor healing spells.
  9. A sudden summer thunderstorm drives townsfolk and travelers alike into the grain hall, where gossip and rumors flow freely. Among them: missing caravans or strange lights on Lantear Ridge.
  10. A peddler selling carved wooden charms said to ensure “healthy calves” and “full granaries.” Some are simple trinkets, others radiate faint protective magic.
    Peddler: AC 11, HP 7, dagger (1d4).