The Barony of the Vale


History of the Vale
Nestled within the heart of the sprawling Lasse'Amon Mountain, a long-dormant supervolcano, the Barony of the Vale is a land of deep mystery and tumultuous history, stretching back over a quarter-million years. This land, shaped by ancient powers and cycles of magic, is steeped in the echoes of gods and the remnants of their creations. It was once the domain of Muragga Raxivort, a dark Fae goddess of death, whose ethereal essence birthed two distinct races to serve her whims: the Goblins and the Xvarts.
These fae creations, born of shadow and magic, were designed to be eternal servants to Muragga Raxivort. The Goblins, cunning and chaotic, thrived in disorder and revelled in mischief, while the Xvarts, driven by their love for order and hierarchy, served as the more disciplined of her minions. However, even under the watchful eye of their divine creator, peace between the two races remained elusive. Their eternal bond was marred by constant clashes, for the Goblins loved nothing more than chaos, while the Xvarts sought to impose structure and control.
As the millennia passed, the influence of Muragga Raxivort began to wane. The dark goddess's power ebbed, and her creations, once immortal, found themselves slipping further from their fae origins. Their magic diminished, their bodies began to age, and eventually, they became indistinguishable from mortal creatures. The once powerful and ethereal beings were now but shadows of their former selves, their supernatural abilities fading with each passing century.
With the goddess herself fading into obscurity, her name and deeds forgotten by all but the oldest tomes and the faintest whispers on the wind, the Vale fell into an era of chaos and war. It was in this uncertain time that a figure of immense power and ambition emerged from the labyrinthine depths of the Vale: Alaxus, the Minotaur Mage.
Alaxus the Minotaur Mage
Alaxus was no ordinary Minotaur. While his kin were known for their physical strength and prowess in combat, Alaxus harbored a prodigious talent for magic, an anomaly for his kind. Driven by an insatiable hunger for knowledge and power, he journeyed far beyond the Vale, seeking the most arcane and forbidden wisdom the world had to offer. He studied in the libraries of the Elves, trained with Human wizards, and deciphered ancient Dwarven runes in pursuit of greater understanding.
Upon his return to the Vale, Alaxus sought to consolidate his newfound knowledge. He erected his Scriptorium beneath the Tower in the Vale, a place of profound learning and dark power. The Scriptorium became a beacon for scholars and seekers of forbidden knowledge, drawing them to the Vale's heart in hopes of unraveling the secrets that lay hidden there. In these secretive halls, Alaxus amassed a vast collection of magical tomes, artifacts, and relics, and delved into the light and dark aspects of magic with abandon. It was here that he began to experiment with forbidden magics, striving to transcend his mortal form.
Driven by his growing obsession with immortality, Alaxus embarked on perilous quests into the ancient hematite mines of Wyvern Falls, seeking artifacts of immense power that could grant him eternal life. Through dark rituals and unspeakable sacrifices, Alaxus succeeded in prolonging his life, but at a terrible price: his mind began to unravel, and his sanity began to fracture.
As Alaxus's power grew, so did his tyranny. He took control of the Vale and the Island Kingdom of Vordan, ruling with an iron fist. His reign of terror saw countless kingdoms bend to his will, their people oppressed and their lands subjugated. Under his rule, the Vale became a land of fear and suffering, as Alaxus's dark influence spread throughout the region. Yet, the Vale's resistance began to grow, with heroes and champions rising to challenge his reign.
A cataclysmic war broke out, as coalitions of Elves, Humans, and other noble races united to overthrow Alaxus and end his reign of darkness. The conflict shook the very foundations of the Vale, and after a fierce and brutal battle, Alaxus was ultimately defeated. His Tower was reduced to rubble, its dark secrets hidden forever beneath the remains of his fallen empire.
Following the cataclysmic fall of Alaxus, the Vale was left fractured and raw, a scar upon the world, its rivers running with memory and its skies clouded by the remnants of sorcery and ruin. In the wake of the dark warlord’s defeat, it was the Elves who first sought to heal the broken land. They came not as conquerors, but as stewards, settling the Vale with care and reverence, binding its wounds with song and spell. For millennia, they shaped the land anew, planting silverwood groves where once stood battlefields, and raising sanctuaries upon ley lines now purged of Alaxus’s corruption.
Yet peace was not eternal.
Human ambition, galvanized by centuries of exile and bitterness, rose like a tide. The Elf-Human Wars erupted with brutal ferocity, shaking the Vale once more. In time, the Elves were pushed back, driven from the very soil they had sought to mend. From the ashes of this war was born the Kingdom of Vordan, a rugged and pragmatic realm founded by the Haraki colonists, descendants of old coastal tribes and highland clans. For hundreds of years, Vordan stood as a defiant symbol of Human resilience, its spired castles and cultivated fields a testament to hard-won sovereignty.
But time, as ever, turns the wheel.
As Vordan's strength waned, the Elves returned, not as avengers, but as reclaimers. The land, they argued, had always been theirs by right and stewardship. Through quiet diplomacy and sharp steel, the Vale was once more folded into the radiant dominion of the Elven Kingdom of Arethane, reestablishing the province as Jordaine. The cities were rebuilt in the high style of Elven grandeur, the old roads cleared of rubble and ruin, and the wilds watched by wardens whose arrows whispered death.
Yet not even Elven artistry can erase centuries of conflict. Beneath the glittering spires and carefully tilled farmlands, the land still bears the deep, aching wounds of Alaxus’s tyranny and the wars that followed. Cursed glades, haunted cairns, and ruins half-swallowed by time remain untouched, silent witnesses to a history soaked in blood and sorrow.
Today, the Vale stands as a paradox.
It is a land of breathtaking beauty: fertile fields carpeted in wildflowers, orchards heavy with fruit, and mountains that rise like forgotten gods to touch the clouds. Yet, for all its bounty, danger coils beneath the surface. The Mountains of Emberglass, volcanic and ancient, brood over the valley, their peaks wreathed in perpetual mist and smoke. They are a grim reminder of the dark forge once lit by Alaxus himself, a place where flesh was twisted, and magic unbound.
Scattered across the Vale are the ruins of a forgotten empire, remnants of when gods and mortals mingled and the very stones of the world could be commanded by will alone. Chief among these is the shattered Tower of Alaxus, hidden deep within the Vale’s heart. Though cloaked by enchantments and time, it draws adventurers like moths to flame. Whispers speak of relics still locked within its crumbling halls, cursed tomes, living spells, and artifacts soaked in the residual power of the dread sorcerer who nearly unmade the world.
But the Vale is not a relic of the past alone, it lives, breathes, and bleeds. Goblins, Xvarts, and other malformed survivors of Alaxus’s monstrous legions still prowl its shadows. Though freed from their dark mistress, they remain a threat, driven by hunger, madness, or dreams of vengeance. Their skirmishes disrupt trade routes, burn fields, and harry shepherds, often dragging the peaceful into bloody reprisal.
At the center of this ever-shifting realm lies Newhaven, the largest settlement and a bulwark of order in the midst of chaos. Ruled by the Baron of the Vale, a vassal to the Elven crown, the town is a hub of commerce and governance. Newhaven’s cobbled streets bustle with farmers, ranchers, traders, scholars, and mercenaries. Sheep graze the nearby high meadows, and carts of wool and barley flow daily toward the Elven ports. But even here, in the Vale’s beating heart, the past stirs. Beneath its foundations lie catacombs older than Human history, and in the alleys and taverns, one can hear rumors of secret cults and hidden doors.
The Baron governs with a measured hand, keen to preserve the tenuous peace and keep the Vale’s prosperity flowing toward Arethane. Yet, tensions fester. The peasantry, proud of their independence and weary of elven taxes, simmer with quiet resentment. Old war veterans mutter in taverns. Ranchers whisper of disappearances. And in the wilds, darker things wake.
In the mountain’s shadow, the Vale waits.
It is a land of rich promise and mortal peril, where nature thrives alongside the supernatural, and the past is never truly buried. It calls to the bold and the mad alike, offering glory, knowledge, and power. But it also devours the careless, and those who underestimate the whispers that ride its winds.
The Vale of Jordaine is not a land to be taken lightly. It is a crucible. A proving ground. A final resting place, or a new beginning.
And the ancient powers that once ruled here?
They are not gone.
Only sleeping.
Forests of the Vale
Moonfen Forest
The Moonfen Forest is an ancient, enchanted woodland in the northeastern reaches of the Barony of the Vale. Positioned between the Faer and Wyrern Rivers, it serves as both a cradle of fae magic and a boundary between the settled lands of the Vale and the wilder northern frontier. Its oldest trees predate even the dark rise of Alaxus, and whispers claim the forest itself remembers the lost eras of fae dominion. It is bordered by:
- North: Lasse'Amon Mountain and Neveral, a Drow Elven town and outpost.
- West: Faerlyn, a sheep-ranching village.
- South: Moonfen town, a sheep-ranching village.
- To the southwest by Glenvaris Woods, across from Moonfen town on the Faer River's opposite bank.
This puts Moonfen Forest in a prime triangular corridor of water, wood, and trade, with sheep-ranching towns on its northern and western fringes and fae-drenched woodland at its core. The Elven King Rhysanus sponsors the two ranching towns at the forest's edge under strict pacts of stewardship.
Historical Context
Moonfen predates the Empire of Alaxus and may be one of the oldest natural sanctuaries in the Vale. Ancient trees, standing stones, and whispered elven legends hint that the Fae once ruled these glades in full daylight. Though diminished, their presence persists in hidden courts and oaths still honored by borderfolk.
The forest survived:
- The rise and fall of Alaxus’s Empire.
- The Elf-Human conflicts.
- The return of Elven dominion under King Rhysanus, who now sponsors sheep-ranching towns such as Faerlyn and Moonfen.
Elven Influence
Towns like Faerlyn, Moonfen, and Neveral sit at the forest’s edge under Elven dominion. These settlements maintain the ancient pacts with the forest:
- Sheep are warded by enchantments to resist fear and illness from the woods.
- Wool offerings are made at glades or set adrift on the Faer River.
- Ranching is permitted only at the fringes; no trees may be felled deeper than a “hundred heartbeats’ walk.”
- King Rhysanus' direct patronage of these towns ensures careful stewardship of both economy and ecology.
Fae Courts & Spirits
Moonfen is steeped in faerie presence, especially:
- Glimmerlights seen dancing above still water.
- Fae nobles rumored to keep a Velvet Court near the center, where mortal time bends.
- Dreamhorn Stags, who lead travelers astray or toward revelation.
- Sighwillows, trees that sing when no one is watching.
The Fae here are not inherently malevolent, but their customs are alien. Hospitality, naming, and respect are sacred laws,and breaking them can result in enchantment, banishment, or gifts that cannot be refused.
Dire Wolves
A major element of the forest's mystery and danger. Found mostly in the eastern deeps, near the Wyrern River. Believed to descend from guardian spirits, these beasts patrol old glades, sometimes in partnership with fae or druids. Elves speak of a Dire Matron, a great silver she-wolf who dreams beneath a cairn of moonstone somewhere in the forest. Sheep that wander too far have been known to return “marked”, fur silvered, gaze strange, no longer fully of the mortal world. Wolves do not attack without reason; they serve as guardians and messengers of the Velvet Court. Packs are semi-sapient, communicating in echoes and scent-magic.
Seasonal Dynamics
- Spring: Mist-heavy, blooming lavender woolgrass. The fae are curious and kind.
- Summer: Dire wolves are most active. Fae courts hold revels.
- Autumn: Danger season. Bargains made here last lifetimes.
- Winter: Quiet. Deepest stillness. Wolves and spirits sleep.
Ecology & Terrain
Terrain: Rolling forest floor with moss-carpeted hills, shallow crystal streams, and canopied glades.
Flora: Moonwillows (silver-sheened trees), bloodroot ivy, ghostlavender, and glowcap mushrooms.
Fauna: Dire wolves, whisper-deer, night-ravens, dreamhorn stags, moon hares, and phase moths.
Magical Features
In the heart of the Moonfen, time bends and dances on ancient ley lines, where Glimmerfog shrouds secret paths, moonlit waters whisper forgotten truths, the forest breathes with sentient magic, and echoes of the First Song linger like dreams waiting to awaken.
- Time Distortion: The Moonfen does not obey the laws of time as the rest of the world does. Here, hours stretch into days or collapse into moments. Travelers have emerged after what felt like a single night to find a season has passed. Conversely, others have spent what seemed like weeks only to discover no time passed at all outside the fen. This distortion intensifies near fae circles, ancient barrows, and moonlit clearings. Scholars theorize the effect is caused by overlapping temporal echoes, remnants of old magic from when the Elven Courts held dominion here. To the fae, time is a dance, not a line. To mortals, it is a trap. Rumors abound of "Time Pools," shimmering ripples in the air where one may peer into the past or future, or fall in.
- Ley Lines: A vast web of ley lines crisscrosses beneath the Moonfen, thrumming with primeval magic. These ley lines surge most strongly at the equinoxes, when their latent power bursts to the surface in pillars of light or strange phenomena. Sensitive beings, psionics, druids, mystics, even beasts, can feel the vibration in their bones, like the hum of ancient song. Fae often build their courts on leyline intersections, using them to fuel enchantments, gateways, or seasonal rituals. The ground around these nexuses is often marked with ancient sigils, standing stones, or trees with luminous veins. Adventurers have found that spells cast atop a leyline nexus may gain unpredictable potency, or warp into something entirely different.
- Glimmerfog: This elusive, radiant mist appears unpredictably in the Moonfen, most commonly at dawn or dusk, or during full moons. It glows faintly with silver light and is cool to the touch. The Glimmerfog plays tricks on the senses, distorting sound, reshaping landmarks, and disorienting even seasoned rangers. Some swear it whispers in forgotten tongues. Within the fog, illusions walk freely: phantom processions, will-o’-the-wisps, bridges made of light, and spectral animals. Some of these are glamours, others echoes of the past, or bait set by the fae. Yet the fog can also be a gift; those who follow its shifting trails have stumbled upon lost ruins, buried relics, or hidden crossings to the faerie realms. It is said that the fog never lies, but it speaks only in riddles.
- Moonbound Waters: Many pools, streams, and bogs within the Moonfen are enchanted, tied to the waxing and waning of the moon. Their properties change with lunar phases: under a full moon, they may heal wounds or reveal truths reflected in their surfaces; under a new moon, they may conceal, erase tracks, or even hide memories. Fae and moon druids often use these waters for scrying or to conduct rites that bind fate, love, or death. Mortals who drink from them without invitation may dream of strange moons or awaken with altered destinies.
- The Verdant Veil: The very air of the Moonfen shimmers faintly, especially near ancient groves. This phenomenon, known as the Verdant Veil, is a side-effect of deep magic saturating the environment. Within its presence, plants respond with uncanny intelligence, flowers bloom to signal emotion, vines retreat from hostility, and trees might lean in closer to listen. Some claim to have been aided by the forest itself in times of need, while others were entangled and held fast until the fae arrived. The Verdant Veil amplifies nature magic and causes enchanted flora to thrive wildly and unpredictably.
- Echoes of the First Song: At certain times, particularly around ancient fae monuments or the ruins of ancient temples, soft music can be heard on the wind. This melody, often just on the edge of perception, is said to be a remnant of the First Song, the primal harmony that shaped the natural world. Those who attune to it may receive visions, sudden inspiration, or bursts of magical insight. However, those who resist it may fall into melancholy, confusion, or even madness. Bards and scholars seek these echoes for enlightenment; the fae consider them sacred and punish those who defile their origin sites.
Fae Presence: The Velvet Court
The Velvet Court is the elusive ruling body of the Moonfen’s fae population. Though rarely seen, its influence pervades the forest.
Structure of the Court:
- Countess Thalassindra, the Moon-Swan: Regal and serene, rules from the Glimmermirror Glade.
- Count Caelmorne, the Antlered Tempest: Lord of the Hunt, master of the dreamhorn stags.
- Lady Lirael of the Silver Harp: Keeper of stories, bound to oaths and song-magic.
- The Knotted Earl: A tangled root-being, patron of forgotten bargains and buried secrets.
- Mistborn Attendants: Lesser fae who tend to guests, lead rituals, or spin illusions.
Laws of the Court:
- Do not lie within Moonfen.
- Accept no gift without giving one in return.
- Do not spill blood on sacred ground.
Glenvaris Woods
The Glenvaris Woods lie southwest of Moonfen Forest, nestled between the Faer and Lasse'Amon Mountain. Smaller and more open than its sister woods, Glenvaris is sun-dappled and tranquil, though not without secrets. Once part of a greater expanse of ancient forest, Glenvaris is now a cherished reserve, tended by elven wardens and watched by fae spirits loyal to the Velvet Court.
It sits near:
- North: Faerlyn and the Lasse'Amon Mountain range.
- Northeast: Moonfen Forest.
- East: The town of Moonfen.
- West: Dragon’s Lair and the Lasse'Amon Mountain beyond.
Ecology & Terrain
Terrain: Lightly wooded with many glens, clearings, and sunken groves. Old stone circles and overgrown ruins hide among the trees.
Flora: Brightleaf trees, pearlberry thickets, and breathbloom flowers.
Fauna: Singing sparrowcats, twilight foxes, white-bark deer, and mirror owls.
Magical Features
- Willowshade Pool: Hidden pond that heals minor wounds and curses.
- Echo Stones: Singing rocks that replay memories spoken near them.
- Root Wells: Verdant hollows that purify any water poured into them.
- Greenreach Trails: Paths that seem to shift direction, leading only those with pure intent.
Fae Presence: The Blooming Host
The Blooming Host is a lesser fae assembly that oversees Glenvaris under the Velvet Court’s wider influence.
- Lady Vernatha, the Moss-Seer: An oracle clad in green fireflies.
- Thimblejack, the Glen Jester: Mischievous trickster, fond of leading travelers in loops.
- The Three Sisters of Thorns: Guardian dryads who protect glens and guide the worthy.
Notable Features:
- Elder Ring: Standing stones that act as a ley ward and summoning circle.
- Glen of Bells: A sacred meadow where unseen chimes ring in the wind.
Varron Woods
Varron Woods stretches south of Glenvaris and Moonfen, cradled between the Faer and Silaren Rivers. Revered as the “Living Memory” of the Vale, trees grow in hypnotic spirals, and paths shift in harmony with elven footsteps. The forest is calm, contemplative, and steeped in ancestral resonance.
It sits near:
- North: Glenvaris Woods and Moonfen town.
- East: The Faer River and scattered ranger outposts.
- South: The pastoral hills of Lower Vale.
- West: The edge of Skruul Forest.
Ecology & Terrain
Terrain: Gentle forest slopes with spiraling groves, moss-coated paths, and hollowed tree sanctuaries.
Flora: Spiralwood trees, memory moss, sunshade lilies.
Fauna: Thoughtfoxes, shimmer squirrels, echo owls.
Magical Features
- Memory Root Hollow: Certain trees store dreams and memories. Touching their bark induces vivid visions of the past.
- The Bound Path: A glimmering trail maintained by elven enchantments—only the worthy may follow it to its end.
- Silence Blooms: Rare flowers that suppress sound in a 30-foot radius when plucked.
- The Watcher's Crown: A tree grown into a throne; used by elven seers and memory-keepers.
Fae Presence: The Lingering Choir
A wandering chorus of whispering spirits and ancestral fae, who sing old names and remember the forgotten.
- Namereach: A ghostly minstrel who recalls true names and lost songs.
- Hallowroot Sisters: Root-dwelling fae who bind memories into crystal seeds.
- The Lantern of Reverie: A will-o-wisp guide who only appears on solstice nights.
Notable Features:
- The Spiral Mark: A clearing where the trees form a perfect spiral—an anchor for ley-line rituals.
- Whisperglade: A grove where no lies can be spoken. Used for sacred judgments.
Skruul Forest
Skruul Forest is a grim and foreboding woodland west of Varron and Glenvaris. Choked in mist and gnarled trees, it bears the scars of old corruption. Bugbear clans once made their homes here, carving crude idols to shadowy spirits. The land groans with ancient malice, and the air carries the weight of forgotten pacts.
It sits near:
- East: Varron Woods.
- South: Broken moorlands.
- North: The dragon-roosted cliffs of Garvath.
- West: The haunted fens near the Vale’s border.
Ecology & Terrain
Terrain: Dense, twisted woods with sudden ravines, swampy hollows, and rotted clearings.
Flora: Witherwood trees, dread thorns, blackcap fungi.
Fauna: Shadow hounds, gloom snakes, owlbats, whisper moths.
Magical Features
- Alaxus’ Scar: A zone of unnatural dead earth—echoes of the archmage’s tower linger in warped gravity and malformed time.
- The Hollow Den: Lair of a crone-witch who bargains in voices, memories, and lost names.
- Graven Totems: Bugbear relics that can still whisper curses to those who sleep nearby.
- Gloamroot Circle: An overgrown glade where rituals once invoked forest spirits—now tainted and unpredictable.
Fae Presence: The Thornbound
The Thornbound are fae cast from the Velvet Court for ancient betrayals. They are twisted echoes of what once was fae nobility.
- Rusk the Shamed: A horned prince whose voice brings madness.
- Cricketknell: A wailing dryad stitched with bark and grief.
- The Hollow Crown: A crown made of thorn and shadow, said to move from head to head seeking vengeance.
Notable Features:
- Idol Hollow: A sunken glade filled with stone bugbear idols—desecrated, but not powerless.
- Stormcatch: A tower stump that draws lightning and echoes with howls during storms.
Lopelo Woods
Lopelo Woods lies east of Lake Silvermere, a haven of calm winds and restorative magic. Sacred to the Elves of Silvermere, the woods host peaceful shrines and resonate with healing energies. They are a place of pilgrimage for the wounded, grieving, or spiritually lost.
It sits near:
- West: Lake Silvermere.
- North: Havenwoods.
- East: The high pastures of the Elven holdfasts.
- South: The flowering hills of the Luminous Vale.
Rivers of the Vale
Faer River:
Originating from the eastern peaks near the mystical town of Faerlyn, the Faer River rushes southwest through ancient enchanted forest glades. Its waters are swift and crystal clear, carrying a spiritual resonance deeply revered by the Elven inhabitants of Faerlyn. The river eventually merges with the Lasse’Amon River, weaving a vital lifeline for the region’s flora and fauna.
Lasse’Amon River:
Rising from the craggy heights of Lasse’Amon Mountain, this river carves a steep, cold path through rugged terrain, flowing southward to meet the Faer River. It is whispered that the Lasse’Amon’s icy currents carry leyline energies drawn from deep within the mountain roots, imbuing its waters with subtle magical properties cherished by local mystics and travelers.
Gryphon River:
Formed by the union of the Silver, Minotaur, and Faer-Lasse’Amon watersheds, the Gryphon River is the Vale’s great central artery. It runs a majestic course southward, past the bustling towns of Havenwoods and Nowara. Known for its deep and steady flow, the Gryphon serves both as a vital transport route and a sacred passage for ritual journeys undertaken by the Vale’s inhabitants.
Silvermere River:
Flowing westward from the serene Lake Silvermere, the Silvermere River is renowned for its pristine and magically purified waters. These waters are integral to the preparation of the famed silver-hued wool produced in the nearby town of Silvermere, where enchanted textiles are crafted from the finest fibers soaked in its flow.
Silver River:
Born from the Silvermere River, the Silver River continues westward to join the Gryphon River near the ruins of Alaxus’ ancient tower. At night, the river’s surface is said to faintly glow with residual enchantments, a haunting reminder of the once great magic that permeated the land.
Minotaur River:
The Minotaur River begins in the eastern mountains near the mysterious Tomb Lake, flowing steadily west until it merges with the Gryphon River. Its strong, sometimes turbulent currents make it a natural border watched closely by the Eastern Sentinels, who use the river as a vantage point to monitor movements across the borderlands.
Wyvern River:
Originating in the harsh mountains around Wyvern Peak Mine, the Wyvern River cuts a rugged path westward into Lake Yea. Known for its mineral-rich silt and heated rapids—heated by underground volcanic vents—the river is both a danger and a resource, prized for the rare minerals it deposits and the fertile soils it nourishes downstream.
Ecology & Terrain
Terrain: Open woodland with light canopy, herb gardens, and sacred springs.
Flora: Heartleaf trees, whispergrass, twilight poppies.
Fauna: Leaf deer, honeybats, song crickets, luminous toads.
Magical Features
- Shrine of the Verdant Veil: A grove of whispering springs said to cure disease and emotional wounds.
- Silvershade Arbor: A secluded glade where dryads dwell, seen only by the pure-hearted.
- Bloomfall Hill: A rise where petals fall year-round, despite season. Often used for weddings and vows.
- The Healing Chant: A low hum heard near the roots of ancient trees, calming to body and spirit.
Fae Presence: The Serene Kindred
These gentle fae assist in healing, memory-forging, and emotional restoration.
- Briala of the Blossoming Breath: A fae healer who trades in dreams and lullabies.
- Tinweth the Ferncaller: Guides those with grief to sacred pools.
- The Dawn-Faced Stag: A rare spirit, guardian of birth and renewal.
Notable Features:
- Quietpond: A reflective pool that silences internal voices and anxiety.
- Wishing Hollow: An open space where heartfelt wishes whispered to the wind may be answered by the Kindred.
Havenwoods
Havenwoods lies west of Silvermere, nestled north of the Western Sentinel. An ancient sanctuary, it has sheltered survivors of wars and magical disasters for generations. Stirge nests infest the higher canopy, but below, the land is fiercely guarded by ranger bands and benevolent spirits.
It sits near:
- South: Silvermere.
- East: Lopelo Woods.
- North: The Sentinel Peaks.
- West: Old fae roads and forgotten barrow fields.
Ecology & Terrain
Terrain: Thick-trunked trees with hanging moss, quiet pools, and ancient stone paths.
Flora: Everroots, peacebark trees, goldenberry vines.
Fauna: Guardian bears, lantern owls, mist foxes, treelings. Stirges dwell in the upper canopy.
Magical Features
- Sanctum of Renewal: An overgrown temple that grants clarity and rest to the spiritually wounded.
- The Quiet Path: A trail muffling all sound within it—perfect for rangers and fugitives.
- Sunroot Shrine: A warm clearing where lost children are always found by dawn.
- Lantern Spirits: Floating lights that guide wayward travelers only when asked politely.
Fae Presence: The Gentle Shield
A circle of guardian fae who protect mortals and fae alike from harm.
- Caelwen the Vigilant: A fae knight who stands sentinel in armor of bark and bronze.
- Little Brond: A moss-troll child who warns of danger with pebbles and songs.
- The Still One: A meditative spirit who teaches peace by example.
Notable Features:
- Stone of Sorrows: A standing stone that absorbs grief. Pilgrims weep here in silence.
- Watcher’s Rest: A hilltop where ghosts of old warriors keep vigil beneath the stars.
GM Section -Unless you are the Game Master running this Adventure, do not follow the links provided! The following adventures are part of several adventures set in the vale for a Game Master to run for his/her gaming party and to read further if not a Game Master will ruin the fun for you and your fellow players as well as your Game Master!
- Western Sentinel: A massive ancient citidel ruins built high in the mountain stands watch over the entrance to the vale.
- Eastern Sentinel: A near twin to the Western Sentinel these ruins are not in as poor repair.
- Town of Newhaven: Baronial Seat of the Vale
- Town of Silvermere: Sheep Herders Town
- Town of Varrondale: Sheep Herders Town
- Town of Darrowlyn: Sheep Herders Town
- Town of Moonfen: Sheep Herders Town
- Town of Faerlyn: Sheep Herders Town
- Alaxus' Ruined Tower: Ancient Ruined Tower who's original purpose is lost in time
- Village of Skrull (Bugbear Camp): A tribe of Bugbear live within the forest and have plagued the Vale for quite some time.
- Travel Lodge: 5 magically constructed and warded safehouses for weary travelers of the Vale
- Mountain Path to Caverns: A path blasted through the rocks by what appears to be Dragon's Fire leads up to the Massive Cavern within the Mountain
- Caverns and Dragon's Lair: The Lair of Moltenclaw the Red
- Wyvern Falls: A northern Vale farm community known for its sheep herds.
- Wyvern Peak Mine: Abandoned Hematite and Silver Mine
- Tomb of Alaxus: Secret tomb of Alaxus the Minotaur Mage.
- Neveral: An Eilistraean Drow Community.
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