I had this idea a while back to start a "Wiki" thread about Talaveroth, to help Players and DMs, but the idea seemed a bit daunting. However, I think we have definitely reached a point where we need one, and Players are growing more inquisitive about the World, and History of Talaveroth.
So here we go. I am copy-pasting some of the post I made on the Chat Thread, and will try and update this as often as possible.
LOCATIONS
1) the Westwoods:
Home to the Wood Elves of the Western Courts (Edeleth's Homelands), and Forest Gnomes of the Burrows (Peshley's Homeland). They are the "Lungs" of Talaveroth, and the recent Burning of the Great Pixie Tree by the Gnoll Warband known as the Screaming Hunters has caused many issues, environmental, social and magical...
2) The City States of Kalverak:
North of the Lowlands, along the Western Coast of Talaveroth, lie the City-States of Kalverak, a loose Federation of independent Cities (think Ancient Greece/Rome type society). The most dominant City-State in Kalverak is Dastarus (Uther's Homeland), ruled by the Half-Orc Gladiator King Pelios, a former Gladiator who defended the City against the Black Dragon Clan, when they recently attacked from the nearby Dawn River Delta Swamp, an extremely dangerous, yet strategic and economically important location for Trade across the Ocean. Pelios's Gladiator-mercenaries are now a vital part of the Alliance, but the relations between the City-States remain fragile, threatening to escalate into Civil War anytime...
3) Mastandia
From the Nâr Barâk Mountains to the East, to Kalverak and the Lowlands to the West, proudly stands the huge landmass that is the Kingdom of Mastandia. Built upon the ruins of Meryn and Norian's fabled Empire from the 1st Age, the Kingdom is the largest and most powerful Nation in the Alliance. Mastandian military have kept Talaveroth's Foes at bay in the South for centuries, lead by Knights sworn to protect the Land and its People in the name of Meryn (think of Medieval Europe, around the 13th Century or so). To the North of the Kingdom lies the City of St Elora (Saerrira's Homeland), built at the base of the Silver Mountain, the tallest Mountain in the World. The Silver Dragon Clan guards the Mountain, which is rumored to be a passage to the Celestial Realms. Their cooperation with the Mastandian King and the Church of Meryn is the Central Pillar of the Alliance.
4) The Primordial Forest
For Centuries, the High Elves of the Primordial Forest had completely shut out their Lands from the rest of Talaveroth. Most thought is was out of isolationist elitism, but the truth is, the High Elf King and his Mages had been protecting the rest of the World against one of the most powerful Foes Talaveroth had seen in a long time: the Arch Witch. United against her, the High Elves were able to hold her locked inside the Forest, which was magically sealed. But the seal was broken, and soon the Arch Witch launched a War on Talaveroth, joining Forces with the chromatic Dragon Clans. She was eventually stopped at the Floating Isles, a magically suspended archipelago of Islands on which the High Elf Capital City was built in the First Age (Laievis's Hometown).
5) The Southern Halfling Republic (Rosri and Cade's Homelands):
About 2000miles South of the Nâr Barâk and Kizzarn'ath Mountains, beyond the Great Desert, lies a more tropical part of Talaveroth. Amidst Palm Trees and a vast networks of Rivers, Halflings have built a prosperous Federation of Cities, similar to the City-States of Kalverak, although less militaristic in nature, and more Commerce-based. The Southern Republic stands at a strategic Crossroads between several major trade routes, making it ripe for businesses and immigrants from all wakes of Talaveroth.
The Republic is fairly young, however. The Southern lands had long been under the cruel and tyranical control of Terrus Dyrne, an ancient Lych, who was ultimately defeated by Bri Stormborn, therefore allowing the Halfling Rebellion to take back their Homes, and re-establish a Democracy, headed by a Council of elected Mayors and Guild Leaders.
THE LOWLANDS (Location of Jabthar's new campaign in the works)
First off, picture a very "Mediterranean" climate-feel. Think Southern Europe (Spain-Southern France-Italy), during the Renaissance. Not quite Steampunk, but more "Da Vincipunk" lol.
The 2 Main Regions are:
1) The Southern Coast, also known as the "Gnomish Riviera". A Region full of port towns, and seafarers of all sorts. Of course, the Drow Matriarchy keeps a tight lock on all the valuable Goods brought in from distant Lands, but the Rock Gnome Resistance has many ties with the Black Market.
The Tinkerer's Guild has its Headquarters there, and was an economic Juggernaut long before the Drow invaded. Thei. "Da Vinci-style" inventions have kept the Gnomish Riviera one of the most technologically advanced Regions of Talaveroth. One could find Hot air Balloons, Zeplins, black powder weapons, automatons and even Warforged. It's more or less the Eberron of Talaveroth, just 1 step below, technologically.
2) The Bolgen Hills, home to the Hill Dwarves, and their Hospitality Guild, which has turned the Region into the Culinary capital of Talaveroth. The Farmer's Guild also keeps the pantries stocked, and holds a great deal of power. Of course, the Matriarchy has severely restricted the access to Hill Dwarf High Cuisine, and imposed steep taxes on the Farmer's Guild, causing all sorts of rebellious movements.
We are currently recruiting for a new Campaign taking place mainly in the Lowlands, and spots are filling up quick. Here is a link to the Chat Thread where you can get in touch with other Players/DMs. This thread is strictly a Wiki page, meant as a Campaign resource.
Allegiances: The Granit Clan (Clan Capital), the 6 Clans of Nar Barâk, the Alliance.
Geographical features:
The City of the Tree Peaks, as its name indicates, was built on three adjacent Mountain Peaks in the southern Nâr Barâk Mountains. Simply known as the Higher Peak, the Middle Peak and the Lower Peak, in reference to their respective altitudes. Each Peak is connected by colossal stone bridges, standing 3000 feet over the Gaps between them, and over the years, Zipline cables have been installed. The bridges are large enough to have buildings on them, so they are literally districts of their own.
Economy:
As the Capital of the Granit Clan, the Three Peaks are crawling with artisans of all sorts, and merchants to buy their wares. The Guilds maintain a strong presence there, and have their own district where Guild Masters make their daily deals in lavish Halls. The Smiths, Merchants, Masons, Stonecutter, and Architects Guilds in particular hold the most economic power in the Region. The Grand Marketplace, however, is the true heart of the local Commerce, and the main hub through which the People make their daily deals. Goods from all over Talaveroth can be found there, filling up the hundreds of stalls. Finally, many local artisans have established businesses all over town, and the list of shops in the Three Peaks is way too long to be written here. However, one shop in particular has been drawing alot of attention recently: Ruskor's Castle of Junk, a huge warehouse in the Lower Peak, where one could virtually find anything, from weapons to wondrous items, adventuring gear and potions. Ruskor and his wife Brumhilda have recently started catering to a group of adventurers known as "the Knights of the Hanging Chicken", offering them half price discounts. Ever since, their store has become a very popular place amongst Adventurers.
History (greatly abbreviated)
Ever since the Second Age, the Granit Clan was appointed by the Silver Clan to rule the lands surrounding the Three Peaks. Kharad Hammerstorm and his followers originally settled on the Higher Peak, and spent their entire lives building the Granit Palace 2000 years ago. Their descendents eventually grew very numerous, and over the years started populating the nearby Peaks.
As the Plague ravaged the World at the end of the Second Age, all the Clans of Nâr Barâk cut all contact with each other, and a long period of isolationism turned them all into bitter rivals. The Granit Clan became the most isolated ones, and for half a millennia, petty squabbles with the other Clans almost caused the Three Peaks to go instinct, between constant famine, plague and war.
But the Third Age brought about new hope, as the Plague receded, and the Clans started collaborating again, out of sheer necessity, entering a new period of "cold diplomacy". Slowly, over centuries, the Three Peaks started to recover...
Then finally, a few years ago, when Thørnad Dragonslayer re-united the Clans to fight the Red Dragons, the Granit Clan was included in the new Kingdom and International Alliance, with the Shatterstone Family as their Leaders. Hærrad Hammerstorm now governs the City, and its surrounding Lands.
The Low Peak acts as the main hub through which all land travelers can reach the City. It is the main point of entry, so naturally, it is by far the most crowded. But the Low Peak is home to some very important Landmarks, and iconic buildings:
-The City Gates:
To the very West of the City, Colossal double stone gates, flanked by two giant statues of Moradin, the Gate is guarded day and night by a rotating crew of about two hundred Granit Clan Soldiers, including two Trebuchets, five Heavy Catapults, and fifteen Ballistas, with siege engineer crews on standby at all times. City Guards check every traveler coming in through the Gates in a more or less rigorous way, depending on the military and political climate. Travelers are mainly checked for illegal goods, such as poison, narcotics, and destructive magic items. To the side of the Gates, inside the City, carved on the Walls, are the names of all the fallen Heroes who died to defend the City since its Foundation, two thousand years ago.
-The Grand Marketplace, and Central Plaza:
Right past the City Gates, to the East, is the Central Plaza, a huge open space, with cobblestone pavement, at the center of which stands a wide Stage, used for public announcements, entertainment and executions. Around the stage, hundreds of Merchants peddle their wares, crowding the Plaza with stalls containing goods from all over Talaveroth. The Grand Marketplace is truly the spot where all social/economic classes mingle on a daily basis: Guild representatives making deals with smaller merchants and artisans, common Buyers, Tourists, Students from the Arcane University, Priests, Clerics and street Urchins, Illegal smugglers, and members of the Thieves Guild, as well as Entertainers all make their money in this bustling heart of the City's Economy. All under the watchful eyes of the City Guard.
-The Church of Meryn:
North of the Grand Marketplace, the Great golden Domed Cathedral dedicated to Meryn, the God of Light and Life, performs several vital functions for the City, besides worship. Due to its talented Healers, the Church acts as the de-facto Hospital for most Citizens. Due to the sheer size of the complex, it also accommodates Orphans, and the Homeless. Father William, the local Abbot, and Head Priest, is an aging Human in his mid sixties, known for his humility and compassion.
-The Arcane University/Bureau of Arcane Affairs:
South of the Grand Marketplace, facing the Church of Meryn, is the tall Tower where Wizards and Spellcasters ponder over the intricacies of the Multiverse. Magic users of all traditions, from all over Talaveroth flock to the renowned University, which benefits hugely from the presence of the Great Observatory on the High Peak. The University's scholars are known for their great expertise of the Planes. Rumor has it that the building is a remnant of a network of towers once built by Norian, the God of Magic, Space and Time, some time during the First Age.
-The Slums:
There are two Slums in the Low Peak: North of the Church of Meryn, and South of the Arcane University. There, the more impoverished Citizens of the Three Peaks survive daily, having mainly built their own houses and huts. The shanty towns still remain productive, conducting many Non Guild-Sanctionned businesses, from bootlegging to drug trafficking, and many low-end bars and brothels. The Black Market keeps the Slums alive, and many people struggling to find legitimate employment turn to it in order to survive.
One of the most famous Junk shops in the Southeastern Slums, right by the Mid Bridge, is Ruskor's Castle of Junk. Ran by a former Adventurer and his wife, the store provides just about anything an Adventurer could possibly need, from common gear to magic items, weapons and armor.
Lodged in between the High and Low Peak, the Middle Peak is known as the business district. From the Guild Halls to the Forges, deals of corporate proportion get signed over and under the counters on a daily basis. It is also the home of the City Garrison, and the Forges help keep the Three Peaks standing army well equipped at all times.
The Tavern district is where some of the finest entertainment in the City can be found, including the new Chapter of the Bard's College, ran by Althulius Gambles, a highly exhuberant veteran of the Fine Arts, in constant search of Talent.
It is also home to the City's Graveyard, North of the Tavern District.
Finally, on the Mid Bridge, connecting the Low and Middle Peak, is an iconic Tavern, hanging off the side over the Crevasse, with giant chicken legs : the Tavern of the Hanging Chicken. The magical Inn is ran by a former Adventurer Dwarf named Gavin Mc Kullick, who one day saw his place of business, then called the Sleeping Goat, suddenly sprout giant chicken legs and rampage throughout the City, until it was stopped by a group of Heroes halfway across the Suspended Cable. The drunk but extremely powerful wizard Thanicles, being the one responsible for this, was shaken back awake in time to fix his mess, and magically connect the Tavern to the Bridge, and stopping it, as well as making many extraplanar modifications to the building, as a way to make amends. The Tavern then became one of the most popular spot in town, and home of a large group of Adventurers known as "the Knights of the Hanging Chicken", whose stories are too numerous to detail here.
Highest of all, the High Peak boasts the oldest and most iconic landmarks in the City, including the Granite Palace, the Grand Observatory, and the Hot Springs.
-The Granite Palace: Built by the original Hammerstorms 2000 years ago, the Palace has received many modifications and makeovers since then. From expansive ramparts to high towers, fortifications and artwork. Center of the Three Peak's political power, the Granite Palace is home to Jarl Hærrad Hammerstorm and his court. At least three hundred guards can be found within the Palace Gates at all times, as the Jarl grants hundreds of audiences every week, as well as write law edicts that directly affect the lives of tens of thousands of Citizens of the Three Peaks.
-The Grand Observatory: the iconic crooked spiraled tower East of the Palace is the Three Peak's scientific and arcane crown jewel. The Huge sized telescope and instruments allow Astronomers to observe any movement of the Talaveroth skies, and Planar fabric. The Observatory is currently ran by a High Elf named Lilluminoy Catharell.
-The Air Defense base: recently commissioned by the King and the Alliance, the Eastern edge of the Peak serves as a Stable for flying mounts, such as Giant Eagles, as well as accomodations for Riders. The base is equipped with 3 Trebuchets, 10 heavy catapults, and 20 Ballistas.
-The Hot Springs: Perhaps the most peculiar landmark in the City, the Hot Springs, located at the Southern edge of the Peak, in the middle of a well kept public garden, end in a cascading waterfall, down 5000feet. The Springs are known to be ran by a Water Elemental, simply known as "the Spa", who offers anything from baths, and deep scrubbings, to full water therapy sessions.
The Westwoods is a stretch of heavily forested land between the Nâr Barâk Mountains and the Lowlands. It is home to the Wood Elves of the Western Courts, the gnomes of The Federated Burrows, and a wide variety of Fey creatures. For thousands of years, the Great Pixie Tree was the center of all society in the Westwoods, a beacon of life and magic for thousands of years, until it was burned in a Gnoll raid. The barrier between the Feywild and the material plane has always been thin here, and since the burning of the tree and the breaking of the seals, the problem is worse than ever. Roving Gnoll warbands and evil Fey creatures are a constant threat, and there have been reported sightings of creatures of the Abyss and Shadowfell.
The Great Pixie Tree
It was said that the tree’s highest branches reached the magic of the stars, while its deepest roots touched the heart of the land’s magic, and its power and beauty kept the Westwoods in balance. Nearly every resident of the Westwoods made a pilgrimage to the tree, or planned to, or wished to, at some point in their life.
An invading gnoll horde called The Screaming Hunters, under the direction of elements of the Night Court and the Hag Sisterhood, launched a series of slave raids on the Westwoods, ultimately culminating in an assault on the great tree. Despite a valiant defense by the tree’s resident pixies and sprites, with the aid of many other fey creatures and a heroic Halfling adventurer, the tree was burned to the ground.
A mound has been raised over the charred remains of the tree, known as the Barrow of Ashes. Around it, Elven mages and druids and powerful Fey keep up a steady chant, working to restore the tree to life, in a ritual that may take over two hundred years to complete...if all goes well.
Tensions remain high in the lands surrounding the tree as, amid the general mourning, many factions seek to pin blame on each other for not doing enough to protect the tree. If asked, “Where were you when the tree was burning?” there is almost no answer that will allow you to avoid a fight.
The People of the Westwoods
It has been said by some that the Westwoods are three lands in one: that the Elves dwell at the treetop level, the fey and forest creatures on the earth, and the gnomes beneath it. This is not quite true. While many elven cities and dwellings are built in the branches of the ancient trees, equally as many are on the ground, and there are even rumors of a few underground Drow populations. And while most of Gnome culture is founded in the vast network of The Burrows, it is not unusual to find a gnome village of huts and hollow trees, or even treehouses. As for the fey and woodland creatures, they go wherever they please.
Forest Gnomes
In ancient times, it is said that you could travel underground from any part of the Westwoods to any other, due to the vast network of underground gnome tunnels and burrows called the Elder Deepings. The paths were protected by magic, warmed and lit by glowing gems, and they connected all of Gnomedom together. These tunnels have been lost to time. Occasionally a burrowing gnome or adventurer has claimed to have discovered one of the ancient tunnels, but they are never able to find the entrance again. Some say this is due to powerful magics of concealment placed upon the Deepings by the ancient gnomes, others say it is due to powerful doses of alcohol imbibed by the adventurers. At any rate, most of the oldest stories of the gnomes take place in the magical tunnels of the Deepings.
Modern Forest Gnomes live in burrows closer to the surface, sometimes in huts and hollow trees above the ground, or in rare instances, in treehouses. The Federated Burrow System connects some of the clan burrows together, though not as many as in the past. Many tunnels have been collapsed to prevent Gnoll invaders from overrunning entire communities, others have been blocked due to interclan conflicts.
Apart from the individual clan burrows and networks, there are many Gnome cities where the liveliest trade in the Westwoods takes place. Since they do not find the elves to be ideal trading partners (most elves are not very interested in accumulating a lot of personal possessions, tend to purchase items that will last for decades, if not centuries, and prefer to buy elven work in any case) most of the largest trade centers can be found along the northern, southern and western borders
Yonpinagel
The largest of all Gnome cities is Yonpinagel, located in the southern parts of the Westwoods, a scant few miles from the site of the Great Pixie Tree. Yonpinagel owes its wealth to its location, which allowed the city residents to offer lodging, food, goods and services to the many people who made the pilgrimage to the tree. Over time, the gnome clans of Yonpinagel found new ways to extract money from the travelers, and the city now boasts a large menagerie, a water park, a Palace of Illusions, a Museum of Monsters, and an entire district of casinos among its many attractions. Since the burning of the tree, tourism has dropped drastically, and there is a feeling of desperation hanging over the city.
The Western Courts
Much of the Westwoods lies under the authority and protection of the many and various Wood Elf courts. The majority of these can be divided between the sovereign courts--one powerful lord or royal served by strata of lesser nobility overseeing a large territory and its people--or the aggregate courts--loose, casual communities governed by a council of elders, priests, minor nobles, heroes or druids. Many of the sovereign courts define themselves by their ruling families, rather than the lands they inhabit: and in some circumstances, a court may choose to completely change its location without disrupting its internal power structure. If this happens, the common wood elves under their rule may choose either to move with the court to whom they owe fealty, or to remain independent and unprotected in their homes until such time as another court might move in and assert dominion over the area. Generally speaking, most courts will only relinquish their traditional range under the direst conditions, and even commoners tend to identify themselves as allegiant to their court, and usually prefer not to be left behind to face whatever the court is escaping, even if it's only boredom.
The Council of Western Courts
The closest thing that the Westwoods has to a unifying government is the Council of Western Courts. A large council hall lies near the gnome city of Yonpinagel, on a ledge beside the great twin waterfalls of the Arasrok river. It is maintained by a dynasty of retainers, sometimes joined by other elves who feel the call to remain here and renounce all other affiliations. Representatives of the courts are sent here to share news, to coordinate defenses, to settle conflicts between the various courts, and to debate measures to strengthen and preserve the great forest. The free exchange of information and strategic planning goes on at all times. The council hall may also offer shelter and lodging to travelers of importance or noble blood. But the main purpose of the hall is to house the great council meetings.
Formal council meetings occur under each new moon. Some courts send delegates to each meeting, others will only send someone if they have important information, grievances or requests. The Council seeks solutions to problems, addresses grievances and chooses courses of action for the future by negotiations followed by majority vote. Decisions of the council are theoretically non-binding, but a single court defying the council’s decision will usually find itself in an awkward position, with all its neighbors aligned against it. Existence without allies is uncertain in these difficult times.
When council is not in session, the hall is still populated with important travellers, diplomats and negotiators carrying out their duties, and the people who maintain the hall. Those who work here are often retired war veterans, outcasts and wanderers who have no other place to call home, or those who simply felt the call to serve here. They wear black tabards marked with a silver chalice.
While most of the Elven courts are either sovereign or aggregate courts, there are many strange variations in culture and government that have emerged. Every court maintains its own internal culture, ranging from the almost human concept of permanent individual property, to the Wilding Court’s refusal to accept the idea of land ownership at all, from egalitarian freedom to complete subservience to a single ruler.
A few of the more unusual courts:
The Broadleaf Alliance
Approximately 5500 years ago, three adjacent courts, weakened by orc and goblin raids, disease, and millennia of fighting each other, decided to end their bickering and ally together into a single court. The result has been a stable, prosperous, three-lobed land. Disputes, external matters, and joint decisions are now settled by a Council of Threes, one lord, one elder, and one cleric attending from each subcourt. The Broadleaf Alliance insists on being allowed three votes in the Council of Courts, and while there has been some dissent, the three Broadleaf representatives have never agreed on a single vote, two of their votes canceling each other out every time, effectively leaving them with a single vote, anyway.
East, in the thin forest and scrubland bordering the Gûr Tâk Mountains, is the subcourt of Lopolath. The elves here take special pride in their swiftness and stealth. It is a rite of passage for elf children born here to catch a mountain hare with their bare hands, and to release it unharmed afterward. As adults, they are expected to be able to catch a wild horse and mount it while on foot. The rocky soil is unsuited to agriculture, and many elves find the stark, empty landscape unpleasant, but the Lopolath elves find beauty in the view of the craggy mountains, the broad expanse of the sky, and the herds of wild horses whose hooves thunder up and down the slopes. It is said that a Lopolath horse will never stumble or fall. They are in high demand as mounts, but the elves are careful stewards of the herds, never taking too many from their wild home. They also raise sheep with unusually fine wool.
West, also bordering the mountains, the Noldar subcourt holds lands even rockier than the Lopolath. Huge boulders dot the landscape, carved into strange shapes by the winds. Like the winds, the elves here have become master shapers of stone, continually building and rebuilding their great southern defensive wall. The elves here keep a constant vigil against the orcs and goblins of the Gûr Tâk Mountains. As they quarried for the stone to build their wall, the elves coincidentally uncovered veins of metal and gems. Mining continues here, and when not defending, rebuilding or improving their wall, many of the Noldar elves turn their hand to making jewelry, smithing armor, or devising new weapons of war.
The northern subcourt, Nandezel, is a green land further from the rocky slopes, but not yet in the deepwoods, running along the Arasrok river. The land is fertile, and fields of grain and vegetables are tended between the groves and orchards. Nandezel feeds the Broadleaf court. In addition, the yew trees are carefully raised to make the finest bows. Many skilled bowyers and fletchers live among the elves of Nandezel, and many excellent archers are sent to defend the southern wall.
The Court of Ellantar
This court, located in the far North near the border of the Westwoods and surrounded by wilderness, is obsessed with magical power and the fear that it is slowly dying out of the race of elves. Their hierarchy is not based on bloodlines or heredity, but entirely on how much magical power an individual possesses. Marriages and alliances are often negotiated with powerful spellcasters or lords of the Fey. Children are trained from their early years as spellcasters, and those who do not have the knack must content themselves with a life of manual labor as a lesser creature. No art or skill is valued as highly as innate magic. Warlocks are despised as imposters flaunting borrowed magic as if it’s their own: Half-elves, even if they are spellcasters, are seen as horrifying evidence of the dilution and degradation of Elvish magic. Most other courts who deal with the Ellantar know to send only spellcasters as emissaries: unsuspecting nobles without great magical powers who visit this court are often shocked and humiliated to discover that they are seen as no better than the lowest servants. The Ellantar have become even more extreme since the burning of the Great Pixie Tree, and they have cut off communications to many of the courts who they feel are not in sympathy with their views. Those who still get information from the court say that there are hints of some great magical project that Ellantar are developing in secret.
The Court of Fools
This so-called ‘Court’ is a roving band of outcasts, fugitives and trouble-makers. They take pleasure in sowing chaos and mischief, and live by hunting, foraging and theft. Taking care to visibly remain outside the territory of the other courts, small groups of Fools frequently sneak over borders to play pranks or steal food. The composition of this court fluctuates constantly, as its members tend to come and go. There is no formal leadership: decisions are made based on who manages to impress, inspire, intrigue, or intimidate the other members. Crowds of the more mischievous lesser fey are attracted by the band’s hijinks, and take part in their mischief’ Hundreds of disgruntled pixies who lost their homes when the Great Pixie Tree was burned have added to the court’s power immensely. Non-elven tricksters may find themselves surprisingly welcome in this court, only to later to be brutally mocked and forced out when power moves to less tolerant members.
The Council of Courts has frequently considered declaring the Court of Fools an outlaw band, and arranging for them to be hunted down, arrested and disbanded. A number of the head Fools are banished or runaway children of noble houses, though, and there are always enough dissenters who do not want the embarrassment of their kinsfolk being made into a public spectacle, so no action has ever been taken. At one point, the Court of Fools was encouraged to send a representative to meetings, but the few times they did so, the representatives seemed only interested in attempting to throw the council into disorder. On one occasion, they actually sent a troll as their representative, after which a vote took place that gained almost enough support to destroy the Court of Fools, and another, more successful vote barred them from the council meetings indefinitely. (Since then it has been declared against the rules to troll the council.)
The Court of Whispers
The Court of Whispers has had a dark reputation for many centuries. While many elves can temporarily find eerie beauty in a swamp, very few would choose to make their home in Rhachluksor, the Fey-touched Fen. This is the place where the Feywild and the Westwoods come the closest to being one and the same. There have been frequent rumors of members of the Whisper Court being seen consorting with hags, Unseelie courtiers, and other evil denizens of the Feywild. The Court of Whispers is secretive, isolated and uncommunicative, but always sends a representative to the council meetings. Some suspect that they are spying for forces in the Feywild. On the rare occasions when someone is tactless enough to make a direct accusation or inquiry, members of the court invariably deny any wrongdoing, insisting that they are simply defending the Westwoods from Fey threats. Some consider that they ARE a Fey threat. But few care to attempt an investigation, since people seem to mysteriously disappear in the fen. Especially the curious and uninvited. Rhachluksor is located west of the Broadleaf court, where the Arasrok spreads and slows, creating swampy wetlands that extend for many miles, filled with thick brambles, perilous bogs, and gloomy cypress trees dripping with hanging moss. The land allows for little agriculture, but wild rice grows in the flooded areas near the river's main channel, and the people pf the Whispers harvet this from aboard canoes. Most of the population live reclusive lives in solitary tree houses or small, tight-knit communities where strangers are not welcome. The Queen of Whispers resides in Gloomwood Fortress, along with the nobles of the court and their armed forces.
The Kingdom of Lomalos
Only 3000 years old, Lomalos is one of the youngest courts in the Westwoods. The seat of government resides in an enormous stone castle, captured from an evil wizard, in which the royal family and their closest retainers reside. The kingdom’s founder had adventured widely through human lands, and admired their complex legal system, attempting to instill some of its structure into his own land. The kingdom is a limited monarchy with representative bodies, and control is maintained by a comprehensive set of laws, made more byzantine over the centuries as the noble families tried to twist and alter them to their advantage.
Located in a valley sheltered by a ridge of mountains to the north and east, some treacherous bluffs and the powerful Zanderfell Court to the south, and a hazardous Fey-filled wilderness to the west, Lomalos has been spared much of the turmoil and Gnoll aggression that other nations in the Westwoods have experienced, leaving them far more leisure to develop internal squabbles.
The Lithelon family is the royal house. The four other noble families of Lomalos vy among themselves continually for power and prestige. Control of the land is seen as one of the greatest hallmarks of that power. Each of the great families has its own territories, with absolute control therein. Family members may be tasked to administer certain areas or operations, or be granted temporary possession of a stronghold or residence, but the land itself all remains under the direct control of the family’s head, and all family members are supported by the family, living in family-owned housing. This has the effect of keeping the wealth consolidated and all the family provided for, rather than diluting their holdings by dividing lands among heirs, or leaving those who do not inherit to fend for themselves.
There are also designated common lands, in which commoners may live outside the control of the nobility, and this has led to the growth of the Free City, a vibrant community where art and commerce and crime and countless lawyers thrive together. Great tracts of wilderness also remain, some preserved on noble lands, some designated as protected by law.
The population of Lomalos is unusually mixed. In addition to the lure of the Free City, travelers come from all over Talaveroth to study in the impressive Thamasaille Simul, the sprawling magic academy maintained by the Simul family. In addition, Lomalos is one of the few Wood Elf kingdoms in which non-Elves and commoners have any voice in the government. After the Apple Rebellion (an uprising of the gnomes and fey in response to a land grab in the wilderness where they lived) the Council of Leaves was formed to give limited government representation to commoners, gnomes, and other organizations and peoples not included in the elvish nobility. (The other bodies of government are the Council of Elders, the Council of Wardens, and the Throne.)
More information on Lomalos:
HISTORY:
In brief:
Three thousand years ago, the evil wizard Grimmerang arrived in the valley, built a castle, and magically enslaved the valley’s inhabitants into his army. A band of wood elf adventurers led by Maeglin Lithelon freed the army and battled Grimmerang to the death, seizing the castle. The party installed themselves as protectors and ruling nobility in the valley, with Maeglin as their king. Beside the castle was found a mysterious magical garden containing a unique sentient tree which became the kingdom’s sacred Naranda.
During Maeglin’s life, he was the absolute ruler, and there was little discord between the noble families. The next generation did not share the same bonds of friendship forged in combat, and to keep the government even-handed, the House of Elders and the House of Wardens were formed, governmental decisions to be handled by majority rule between the three governmental bodies, still leaving the King with the power of an absolute edict a limited number of times per year. Eventually, unrest and an uprising led to the establishment of the House of Leaves, a fourth governmental body to represent the commoners. The king’s power of absolute edict was removed, but with four factions, the King was given the right to choose the outcome of deadlocked votes.
Pre-Grimmerang:
Lomalos was originally an ungoverned wilderness, sparsely populated with small communities of wood elves and forest gnomes. The northern spur was (and is still) inhabited by a small and reclusive tribe of Goliaths, and occasionally explored by dwarf and rock gnome prospectors. The origins of the valley’s name have been lost, and etymologists argue whether its ancient elvish meaning was ‘Hidden home,’ ‘Land of yellow pollen,’ or ‘Weary of snow’ all of which may be considered applicable at times.
The Rise of Grimmerang:
Slightly over 3000 years ago, Grimmerang arrived in the valley. The wizard was fleeing from an unknown western land where he had ruled as a despot, but had been driven out. With his powerful magic and the minions who remained to him, Grimmerang built a mighty castle in the narrow east end of the valley, anticipating that his enemies would pursue him, and that he would need a strong defense. For two decades, Grimmerang waited, improving his castle and fending off the native Fey magic of the land, which resented his intrusion, trying to warp the castle and grounds to fit its own preferences.
In time, Grimmerang struck a balance with the fey forces, and realized that his enemies were not pursuing him. He decided to build an army, either to seek revenge and reclaim his empire, or perhaps to build a new one in the Westwoods. He sent his minions forth to gather the inhabitants of the valley, pressing them into his army with spells of enslavement and mind control.
The Fall of Grimmerang
Some of the valley’s inhabitants escaped the rounding up, fleeing over the perilous southern hills to arrive in the land of Kalaine, home of the Zanderfell court, where the refugee band asked for sanctuary and military intervention. The Council of Elders offered refuge to any escapees, but decided not to interfere. Grimmerang was merely a human, they pointed out, and would only be an inconvenience for a short time, posing no long-range threat, and Kalaine has its own bettles to fight at the time.
Maeglin Lithelon was a paladin who had recently returned home to the Weswoods after three centuries of adventuring abroad, and was visiting his cleric brother Artan. He was present when the council announced their decision, and he was outraged. Having seen the results of allowing evil to fester unchecked, he would not leave the people of Lomalos to be victimized. He announced that he would take on Grimmerang himself, and Artan volunteered to join his brother’s quest.
Gathering allies, Maeglin was soon joined by a cadre of other adventurous wood elves: Aithel Vithan, a powerful druid who had often visited the wilderness of Lomalos and had no wish to see it become a tyrant’s military base: Myriil Naica, a clever rogue with personal reasons to get out of Kalaine as quickly as possible: Syndra Simul, a sorceress/wizard eager to study Grimmerang’s magic and how it had been reshaped by the fey powers of the valley: and the three Aldalire siblings, currently adventuring together in an attempt to recoup their merchant family’s lost fortune: Elashor the warrior, Kolvar the bard, and Alaria the ranger.
The band of liberators travelled through many dangers in the hills before coming in view of Grimmerang’s castle, defended by a battalion of slave troops. Syndra cast a ritual that freed many of the defenders from Grimmerang’s thrall, and Maeglin led the rest of the party forward to rally the freed slaves, and defend Syndra as she continued casting. Eventually, enough of the slaves were disenchanted that they could defend Syndra on their own, and Maeglin took his party of adventurers into the castle.
Myriil led the way, her expertise in lock-picking, trap-disarming and secret door detection bringing the party to the heart of the castle quickly, as the others fought through Grimmerang’s minions and Aithel struggled to commune with and take control over the magic twisted into the castle’s framework. At its center was an enormous plant pod, which opened in response to Aithel’s druidic magic to reveal the entrance to the inner sanctum of Grimmerang, and the wizard tyrant himself.
The battle against Grimmerang was long and bitter, Maeglin confronting the wizard directly as the Aldalires sniped at him with carefully coordinated ranged and flanking attacks, Artan and Aithel providing healing and support. (Myriil’s contribution to the battle is disputed.) One by one the companions fell or were disabled, until only Artan and Maeglin stood against the foe, barely hanging on, though their enemy was also near the end of his strength. As Grimmerang prepared his last devastating spell, Artan sent a heartfelt prayer up to Corellon, and with the last of his divine power, cast a spell of healing on his brother Maeglin, just as the two were engulfed by Grimmerang’s final thunderbolt.
Artan was instantly killed by the spell. Maeglin survived only thanks to his brother’s healing, and with the very last ounce of his strength, struck Grimmerang down with a mighty blow that made the entire castle shudder.
The Aftermath of the Battle
When Grimmerang fell, his enslavement spell failed, freeing the rest of the enchanted army. They swiftly turned on Grimmerang’s minions. Most were killed at once, but some trolls and other monsters escaped to the hills and forests. The castle had been held together by a precarious balance between Grimmerang’s magic and wild Fey magic: with his death, the Fey magic took over, reshaping the entire castle and its grounds.
Syndra led the freed troops into the castle to find Grimmerang dead and only Maeglin still conscious, mourning dead Artan, and Myriil Naica, searching the room for loot. The victorious liberators were soon tended to, and the castle was explored by squads, looking for any remaining traps or minions. As they searched, the unbalanced magic caused rooms to shift, interplanar portals to open and shut, and small pocket dimensions to form and vanish. (To this day, strange rooms will suddenly appear and disappear in the castle on occasion. If while visiting, you see a door marked ‘Do Not Enter’ it is vitally important not to enter.)
Aethel Vithan, while exploring the captured castle, discovered an enormous garden and grove behind it. It is not known whether the garden was planted by Grimmerang, or was the result of the magical tumult after his death. In any case, in the farthest corner of the grove, he discovered a unique tree unlike any he had seen before. It was a tall young sapling, with long, many-lobed leaves, and bark streaked with the colors of flame. He spoke to it through his Druidic magic, and found that the tree was highly sentient. Feeling the power of the tree and its location, Aethel declared it sacred and named it Naranda, Flame-bark.
Artan was laid to rest in the sacred grove. A carved stone memorial marks the place of his burial. His hammer still rests on top of it.
Maeglin, having lost an arm, an eye, and a brother in the battle, declared his adventuring days over. Encouraged by his companions and the freed slaves, he appointed himself the valley’s protector and King, and elevated each of his surviving companions to nobility, dividing the lands of the valley into seven equal portions to divide among them. Later, when it became apparent that many valley residents wanted no ruler or lord, he generously ceded half of his own lands to the common people, creating an island in the valley with no lord or master but the law of the land. Maeglin had traveled extensively in human lands, and was fascinated by their varied and complex legal systems. He decided that such a system would be an interesting way to rule the kingdom, and attempted to create a lawful Elvish society.
The surviving adventurers called their families in to share their newfound wealth and help them administer the land.
Syndra started the magic academy which has grown and flourished over the years, and has become one of the largest in Talaveroth.
Myrill opened her own tavern, and lived raucously and recklessly for all of her days.
Aethel Vithan spent his life--nearly nine centuries--developing and tending the garden into what became the kingdom’s sacred grove, and in deepening his relationship with the sacred Naranda tree. When he died, his body was found resting against its trunk, as if in sleep, and on that day the tree first flowered.
Kolvar the Bard was terribly affected by Grimmerang’s magic, and could never bring himself to sing again, or to play an instrument, or even to speak. He never fully recovered from the battle, and died quietly seven years later.
His brother Elashor inherited Kolvar’s land in addition to his own, and set to work to make the land profitable, and the people who lived on it (especially his own relations) prosperous.
Alaria wandered the wild places of Lomalos, hunting Grimmerang’s escaped minions. Eventually, she married Maeglin. Before she became queen, she gave her lands in the west of Lomalos as a gift to the kingdom, with the provision that it must always remain wild, because no elf or Elven kingdom should be without wilderness.
The castle of Grimmerang was cleansed, purified, and redecorated. Lomalos’s finest shapers of stone and wood worked for centuries to make the bastion of dark magic into a mystical work of art, where beautifully carved stone and living forest combine to shelter the leaders of the kingdom. It still contains untamed corners of wild magic.
The End of the Golden Age
While Maeglin and his original companions ruled Lomalos, the kingdom prospered and there was no serious internal conflict. When they were gone, problems started to arise.
Elashor Aldalire had always scoffed at Maeglin’s laws and codes, saying they were un-Elvish, inflexible, unnatural, and an affront to the spirit of Corellon. However, out of friendship to Maeglin and loyalty to his king, he had submitted to the law. His descendants were less compliant. The Naica family had pretty much ignored the laws from the beginning. The Simuls refrained from taking a position one way or the other, but frequently demanded that laws which inconvenienced them must be changed. The Vithan family accepted the legal system whole-heartedly, and as the dissent from the other families increased, the ruling Lithelons began to rely more and more on the Vithans to maintain order, which they did with an iron fist, creating even more unrest as everyone, even the Lithelons, found their extreme lawfulness too heavy-handed to bear.
Eventually, to prevent actual warfare from breaking out between the founding families, or possibly even revolution, King Hazanri negotiated with the heads of all the houses, and the government was restructured to allow the nobles a part in creating and eliminating laws. Each house, including the ruling Lithelons, provided one member to the Council of Elders and one to the Council of Wardens. The king, the Elders and the Wardens each had one vote on legislative decisions. Unpopular decisions were now impossible for the king to push through, if any three of the families united against him.
With a stake in creating and enforcing the laws themselves, the Aldalires threw themselves wholeheartedly into the new political system, and the Simuls became more comfortable with it. The Naicas still remained chaotic and resentful, but submitted, though their main interest in the law remains how to evade it.
The Apple Uprising
The government was restructured again after the Apple Uprising.
Before her marriage to Maeglin Lithelon, Alaria Aldalire ceded her lands in the western forest to the kingdom, on the condition that it remain a wilderness forever. 823 years ago, a family of halfling refugees from the south, the Knockbarrels, found themselves in the forest. They were informed by the indiginous fey that they would be permitted to build a home and live there, but that the land was a protected wilderness and no farming, woodcutting, or clearing of the land was allowed. The halflings agreed, and built a small hut, surviving by foraging, hunting and trading with the local fey and gnomes.
A year after their arrival, the Knockbarrels found an anonymous gift leaning against their hut. It was a small sapling. Puzzled, the halflings asked if it was permissible to plant the tree, and the local fey saw no reason to forbid it. The next year, another tree was anonymously given, and the year after that. As they grew, it became clear that they were apple trees, and after a few years, the Knockbarrels had a small orchard. As they continued to plant trees, the orchard grew with no objection from the local sprites and pixies, who enjoyed the apples, the apple blossoms, and the applejack and cider that the Knockbarrels made from them.
When the first generation of Knockbarrels died, the gift trees stopped appearing, but there were already over 50 trees planted, and the next generation and their descendants saw no reason to stop enlarging the orchard. They cleared out brush and even cut a few large trees to make for more room, more sunlight, and lumber to build a larger cider press and distillery.
Three hundred years after the Knockbarrels arrived in Lomalos, Thelarion Aldalire brought a lawsuit to the court. He said that Alaria had only given the western forest to the kingdom on condition that it remain a wilderness, and now that the orchard was developed and could no longer be called wild, the Aldalire family had the right to reclaim the land.
The case remained in litigation for many years. The Vithans and Lithelons insisted that all the land rightfully still belonged to the crown. The Aldalires were backed up by the Naicas, who felt that the halfling cidery competed with their own virtual monopoly on alcohol production in Lomalos, and who believed the Aldalires would put a stop to it (and had some hope that part of the forest would come to them.) The Simuls had no interest in the matter, feeling they had no stake in the land either way.
In the end, High Judge Elrathar Vithan reluctantly made the decision that, according to the property laws of Lomalos (many of which had actually been written or proposed by Thelarion himself over the last three centuries) the Aldalires owned the land the Orchard was on, though not the parts of the forest that were still wild.
Thelarion informed the Knockbarrels that they would be permitted to remain in residence, tending the orchard and running the distillery for the Aldalire family, as tenant farmers. The halfling family had come to view the orchard and land as their own, and had worked to improve it for generations. They refused entirely to submit to what they called theft and serfdom, and burned down their distillery. The entire family was put on trial and imprisoned for arson.
A wave of outrage and panic swept through the non-Elven population of Lomalos. The elves and their increasingly invasive legal system claimed total control over the lands the non-elves lived on, while they had no voice in the government or any voice in the making of the laws. Any one of them was a possible future victim of an Elvish system which gave Elves supreme control over all the land. The uprising began as soon as the Knockbarrel trial ended.
Pixies and sprites targeted outlying farms, chasing off livestock, blighting crops, and cursing the farmers. Gnomes dug burrows to undermine ground-level Elvish buildings, convinced their tree homes to grow crookedly, and rioted in the streets of the Free Cities, targeting Elvish businesses with vandalism and pranks. Elvish commoners, who had no more control over their laws than the non-elves, soon convinced the gnomes and fey that they were allies, in complete solidarity with them. Soon, the citizenry were united and a crowd of angry fey, gnomes and elf commoners surrounded the castle with signs saying “Free the Knockbarrels” and “Who are you to rule the fey forest?” and “Annoyed Gnomes Unite!”
Realizing they had little choice, the government quickly moved to mollify the common horde. The Knockbarrels were freed from prison and pardoned. A new branch of government was created, the Council of Leaves, to represent the commoners, gnomes, and fey creatures.
The Knockbarrel family was unable to ever reclaim their land, and eventually left Lomalos, apparently for the Halfling Republic. For a century or two, the fey of the forest would attack and harass the farmers whom the Aldalires sent to harvest the apples and tend the orchard to prevent it from returning to wilderness, but as the harvests were always shared with the locals, their resentment eventually faded.The Aldalire claim to the land has been challenged in court repeatedly. The land is still in their hands.
The Government of Lomalos
The Government of Lomalos is divided into four bodies: the Throne, the Council of Wardens, the Council of Elders, and the Council of Leaves. Each government body may propose the creation of laws or alterations of existing laws, offer advise or censure to the others, and to formulate general propositions for consideration. (i.e. whether the streets need to be widened, or whether a new festival should be held.)
The Throne
The Seal of the Kingdom: A resting warhammer, in flames.
The Seal of the Consort: A crown
The ruling King or Queen of Lomalos has complete control over the castle and military, has the duty to protect the realm against all threats, and handle foreign policy, and has the right to appoint all governmental officials and servants, from the highest court judge to the castle boot boy. When the four bodies of government are deadlocked in a tied vote, the king has the privilege of breaking the tie with an additional vote. The king or queen chooses and trains their successor, often, but not always, one of their own children. If a ruler were to die before choosing and training a successor, the Lithelon Warden would cede their position to rule as a steward until a permanent replacement was prepared, during which time the family elders would choose the next ruler (unless the previous king or queen made their choice clear) and the new Warden to serve until the new ruler is in office. The King’s duty is to vote the way he feels will most benefit the kingdom.
The Council of Wardens
The seal of the Council of Wardens: Five stars in a circle, surrounding a crown
Each of the five noble houses has a Warden, a leader who is effectively the head of the house, with the right to make all internal decisions for their family. Each family chooses its warden differently. The Lithelon family warden is appointed by the king, and acts as the king’s assistant, steward, and advisor. The Aldalire warden is selected and trained by the previous warden. The Vithan warden is chosen by the family’s highest-ranking cleric, from among applicants who must undergo tests to prove their loyalty, courage and devotion The Simul warden is the most powerful spellcaster in the family. When the Naica choose a new warden, it is done in a week-long festival of contests, including arm wrestling, a drinking match, various games of chance, and a spitting contest. If the family’s eldest member is chosen as Warden, the next-youngest becomes their Elder: no one elf is allowed to fill both offices. The Wardens discuss matters of government and vote on issues and laws, presenting their internal majority vote as the decision of the council. Their duty is to vote on what is best for their own family.
Current Wardens:
Theilelan Simul, Elder Warden (The eldest warden presides over meetings.)
Avalêhen Aldalire
Persalor Vithan
Carxidor Lithelon
Waeslen Naica
The Council of Elders
The seal of the Council of Elders: A tortoise
Each family sends an Elder to this council. The oldest living member of the family carries out this duty, until such time as they abdicate or refuse to fill the position, or become unable to serve, and then the next oldest becomes the representative. While it is usual for the elder and the Warden of a family to vote the same way, it is also common to have a split in the family, each voting a differently in the council. It is the duty of the Elders to vote in the way that they feel is best for the world in general.
The Council of Leaves
The seal of the Council of Leaves: A plowshare and sickle
Created as a way to afford commoners and non-elves a voice in the government in response to the Apple Uprising, the House of Leaves is problematic. Originally, it was set up by the previous three bodies of government to consist of a single representative each for specific races: a pixie representative, a sprite representative, a Miscellaneous Fey representative, a Gnome representative and an Elvish Common representative, making a quorum of five, as in the other councils. This created immediate dissent. Dryads and Treeants were outraged that Pixies and Sprites each got their own rep, while they were expected to share one with boggles and leprechauns. Gnome clans with completely different priorities than other gnome clans demanded separate representation. Small Dwarf, Halfling and Goliath populations who were not covered under any category asked why. Guilds whose interests would not be advanced under the racial system pushed for change.
In the end, it was decided that any group or organization of at least four individuals could send a representative to the council, so long as that group is at least 75% disparate from any other group sending a representative. For example: If the Beppi Clan contains gnome A, B, C and D, and the Woodcarver’s Guild contains Gnomes A, B, E and F, only the first to register may send a representative. If the Woodcarver’s Guild contains Gnome A, E, F and G, both the clan and the guild could send a representative
This has led to a lot of confusion and gamesmanship. The Bowyer’s Guild, mostly made up of elves, has inducted many non-bow-making gnomes, sprites and pixies just to be differentiated enough from the Elvish Commons to be able to send a representative. The council is flooded with requests to vet and approve the representation of bird-watching clubs, sports teams and newly-opened businesses.Trouble-making individuals create false organizations and apply as representatives in order to sow mischief (Fleegel Boppix named each of his ten toes, declared them a hiking club, and submitted an application to represent them.) There are so many representatives at a meeting that it is hard for any representative to be heard, let alone take part in any serious discussion. This state of chaos might be ineffective, but it suits the other branches of the government extremely well.
Pixo Veech Ebble Mushmush Blebbo Smogget is the current Presider of the Council of Leaves
Religion in Lomalos
Maeglin Lithelon, the first king and protector of Lomalos, was a paladin devoted to Corellon. The elves of Lomalos revere Correlon as all elves do, but the lawful nature of their governmental system often leaves them feeling uneasy, and that their lifestyle is opposed to everything Corellon stands for. Artan Lithelon was a cleric of the lawful neutral Darahl Tilvenar, and Darahl now has a great following among the Lithelons and Vithans. Some others feel the need to offset lawful lifestyles by following the most chaotic elvish deities.
Perhaps partly due to this inner conflict, and partly in reverence for the legacy of founding hero Aethel Vithan, the ancient magic of Druidism has tremendous support in Lomalos, not in competition to the worship of deities, but as a separate and concurrent religion. Nature magic is a unifying force throughout the kingdom, shared by gnomes, elves and fey, and the High Druid is the closest thing Lomalos has to a spiritual leader. The Eastern, more elvish half of the kingdom is dominated by druids of the land, while the western, more gnomish and fey-inhabited parts are filled with druids of the Circle of the Moon. The Land and Moon druids have a friendly rivalry, and meet each Midsummer for the Midsummer Rites and a game of Land vs Moon Druidball. (Rules: Getting your ball in the opposing goal is worth a point. Leaving the marked field means you may not return to the field until the next goal is scored. Flying does not count as ‘leaving the field.’ Teleportation while carrying the ball is forbidden. If someone is killed, the team responsible for the death forfeits the game. If nobody is killed, the game ends when one team scores fifteen points.)
The first High Druid of Lomalos was Aethel Vithan. Nearly all High Druids since have been of the Vithan family, apart from one Lithelon. (The current High Druid is training an Aldalire as his successor. The successors are chosen by the sacred tree, not by political influence as suspected by many, so nothing can be done about it. Attempts to thwart the Naranda’s choices in the past have reputedly led to droughts and blights in the kingdom.
Elvish religion requires no formal observances or services, and Gnomish religion is also quite casual, but there are still many places of worship in Lomalos. There is a chapel within the castle. It is devoted to Corellon and the Elvish pantheon, but worshippers are welcome to make their prayers there to any friendly god. The Free City is full of small temples to nearly every imaginable god, and the Gnomish towns and tunnels often contain small shrines. The Sacred Grove of the kingdom is restricted to the royal family and those druids chosen to tend the Naranda tree, but there are many druidic sites and sacred spots throughout the kingdom which are more welcoming of outsiders.
The Sacred Naranda
The Sacred Grove which contains the Naranda tree can be considered the center of Druidic religion in the kingdom. The High Druid makes his home in the grove and dedicates his life to tending the tree and grove, and to protecting nature and agriculture in the kingdom. The tree is slightly over 3000 years old. Its bark is streaked with the colors of flame (hence its name, meaning Flame-bark) withleaves similar to oak leaves, but slightly longer, with eleven lobes per leaf. Since the death of Aethel Vithan, it had flowered every spring. The flowers of the Natanda tree are large and trumpet-shaped, with a deep, intense orange-red color and a spicy aroma. The flowers develop into large, red fruits which ripen in the fall. They are obling and pear-shaped, with a smooth and shiny skin, and as large as a melon. The flesh is similar to that of a cherry, deep red all the way to the large pit in the center. The falvor is sweet and spicy with a hint of smoke. A kingdom-wide festival is held when the fruit is ready to harvest, with anyone who asks given one of the fruits until all the available supply are given away or eaten. The pits have never been successfully sprouted or planted, but carving them into interesting shapes is a popular craft among the commoners.
The High Druid
The High Druid is seen as the spiritual leader of the kingdom: elf, gnome and fey all share a reverence for nature, and nature magic is the one thing that they all have in common. Whatever their other differences, the people of Lomalos respect the druids, and especially the one chosen as their leader. Despite common belief that the appointment is political, the high druid is chosen by the sacred Naranda tree. The appointees have thus far usually been male, always of noble family, and almost always of the Vithan line. Usually, the current High Druid is informed of the decision so that the successor may be trained The current High Druid is Talos Vithan. He is nearly eight hundred years old, and has been high druid for three hundred and seventy years. Talos is one quarter human, and due to his mixed blood, he has been showing the signs of great age for the last century: white-haired, frail and wizened. The chosen successor to his post is Edeleth Treesong, a rebellious member of the Aldalire family who insists on using the Common translation of the name. He is currently away on a mission to the eastern Nâr Barâk Mountains. Assisting the High Druid in his absence is Petran Vithan. Rumors say he is ambitious and hopes to be chosen as the new successor, should Treesong fail to return.
The Noble Families of Lomalos
The five noble families of Lomalos are the descendants of the elvish heroes who liberated the valley from the tyrant wizard Grimmerang, or the descendants of their relations. In the early centuries of the kingdom, the families frequently intermarried, so that any noble in Lomalos is likely to be more or less related to any other.
As time went on and the conflicts between the families grew, things became complicated. Couples who married were expected to choose which family they would ally with, and to change their surname accordingly, cutting ties to the other side of their family. Nobles started looking outside the kingdom for marital alliances more often, again, again demanding that those who married into their families change their names. This led to a system where there are no ‘branch families’ and every noble in the kingdom is either a Lithelon, an Aldalire, a Vithan or a Simul, making it easy to know what faction they are allied with. Some outsiders stubbornly cling to their old family name as a middle name or a hyphenated surname, but after dealing with sniping from opposing factions and pressure form inlaws, they usually come into line with the system, or their descendants do.
Each family holds their land in a common trust, controlled and administered by the head of the family. None of the nobles in Lomals individually ‘own’ land inside the kingdom. Though they might be appointed as administrators to an estate or farm or other enterprise, the head of the family can remove them from their position and replace them at will. Each family has ther own internal culture, power structure, customs and priorities, but all support the kingdom in whatever way they are best suited.
The Lithelons:
Alignment Tendency: Good
The Seal of House of Lithelon: A rearing stag
The Lithelons are descended from the first king, Maeglin Lithelon, and the children of his brother Artan, who Maeglin summoned to Lomalos after his death. The Lithelons have held the throne since the founding of the kingdom.
They hold lands in the Eastern part of the kingdom, but not extensive lands: the kingdom was divided between the surviving heroes of the battle, but Maeglin later gave half his land to the commoners, and the Free City is now built on it. The Lithelons’ small land holdings makes them very dependent on the more prosperous families.
The Lithelons value kindness, courage and loyalty. Their lives are lives of service to the kingdom. Their priority is to keep the kingdom united and their people strong and safe. They face a constant tightrope walk of keeping the balance: between elves and gnomes and fey, between commoners and nobles, between the squabbling noble houses. Between resolving enough conflict to keep the kingdom at peace and creating enough conflict to keep the factions distracted from thoughts of overthrowing the crown.
A Lithelon will not throw any potentially useful tool away or neglect any possible friend or ally: they will do their best to find a way that any situation or event or person can be of use to the kingdom. Most Lithelons not in the royal family will tend to go into the military, palace security, law enforcement, and other pursuits that aid in the running of the kingdom.
The internal structure of the Lithelon family is centered on the ruling King or Queen, chosen by the previous ruler (or, in their absence by the family elders.) The King chooses a Warden who acts as the head of family as well as the King’s steward and assistant.
The current king is Celairatar Lithelon, known for his calm and even temperament and skill at diplomacy. The kingdom has prospered under his rule, and he is well respected. Celairatar is an excellent swordsman, having spent part of his youth battling ogres in the southern bluffs, where he met the ranger, Nenlelun Vonisseth, daughter of Lord Yradorn Vonisseth of Grath, in the Zanderfell territory. Eventually, the two were wed. While Celairatar rules the kingdom and handles diplomatic matters, Queen Nenlelun commands the border patrol and castle security forces. They have three children. The eldest, Prince Lintelér, is believed likely to be chosen as the successor. He shares his father’s appearance and calm temperament, and is said to be dedicated to studying the kingdoms’ laws and dealing with its bureaucracy, though he is not well known to the public. The two younger children are better known and liked, and they favor their mother, both with her auburn hair and more colorful temperament. Princess Anarórë is an inspiring speaker and often appears as the royal family’s representative at public events. Prince Kalrondo is known as an excellent hunter and sportsman, eager for a chance to try his skills in a real battle.
The Lithelon family warden in the king’s cousin, Carxidor. His is jovial and competent, but has a reputation as a reckless gambler who is often in debt.
The Aldalires
Alignment tendency: Neutral
The Seal of the House of Aldalire: A complicated geometric knot
Because two Aldalire brothers fought at the battle with Grimmerang, the Aldalires held twice as much land as any other family from the start. (Their sister Alaria left her land grant to the wilderness.) Over time, they have managed what no other family has: they have increased their land allotment. Some was purchased or won in gambling from the Naica and Simul families. They managed to acquire a piece of the western wilderness through legal maneuvering. And their copper mines in the northern spur have perhaps pushed the kingdom’s boundaries further into the mountains than they once were. Aldalire lands run along the northern border of the kingdom, with some scattered lands in the central and western areas.
The Aldalires value cleverness, strategy, and creativity. They are lawyers and bards, diplomats and negotiators, poets and enterpreneurs, and above all, schemers. Political intrigue is the family’s lifeblood, and they respect a brilliantly planned failure over a dull and stupid success. Aldalires are encouraged to find their own most useful skills and develop them for the family’s benefit. If they do not find a way to be useful on their own, the family will find a use for them.
The royal family needs the Aldalires’ wealth and their skill at finding solutions to tricky problems. The Aldalires are content to leave the Lithelons doing the dull work of running the country while they make a game of pulling strings from the background and currying favor. (Also, the military power of the Vithans and Lithelons combined would be a considerable obstacle to a takeover.) It is said that an Aldalire can find the solution to any problem: and that whatever the solution is, the Aldalire will have found a way to profit by it. But profit is not the primary aim of Aldalire scheming, it is only seen as the trophy that proves the cleverness of the schemer.
Aldalire lands are administered with a light hand, and their commoners are treated well. The Aladalires are wealthy enough without squeezing the peasants: the loyalty of the people is worth more to them than a little more gold: plus, it pleases the Lithelons, helping both to curry favor and make the Vithans look bad by comparison.
Controlling a family full of individualistic schemers requires an iron will and a devious mind, and Warden Avalêhen Aldalire has them both. With steely eyes and a fierce presence that can quell dissent and freeze the most slippery trickster, Avalêhen has ruled the house of Aldalire through over 400 years of prosperity and power. She is now training her chosen successor: her granddaughter Rayna, who, at the age of twelve, already has skills at obfuscation, manipulation, plotting and stubborn tenacity that do her grandmother proud.
The Vithans
Alignment tendency: Lawful. Very lawful.
The Seal of the House of Vithan: Three crossed swords behind a heart
Aithel Vithan had no children. The house of Vithan is descended from Aithel’s siblings and cousin. Nobody but the Vithans cares about this, except for the fact that mentioning it is a good way to annoy a Vithan. With their highly lawful nature, this indirect descent may make them feel less entitled to their position than other families, contributing to their extreme loyalty and devotion to the crown, as compensation.
The Vithans value loyalty, honor and obedience above all. They serve their king and their gods wholeheartedly. Vithans tend to be warriors, paladins, cleric and druids. The kingdom relies on them for their moral and physical strength and unwavering support. Most of the kingdom’s appointed judges are Vithans, reliable for their fair and honest interpretation of the law, even when it is not in their own best interest. Aethel Vithan was the first High Druid of the kingdom, and nearly every one since has also been a Vithan. (There was one Lithelon, and it seems that the future appointee will be an Aldalire. The selection of Edeleth Treesong--formerly Ondo Aldalire--as the successor caused tremendous outrage among the Vithans, which King Celairatar calmed by appointing Lethiel Vithan as Royal Treasurer, a traditionally Aldalire position. While this reduced the outrage, the Vithans are still unhappy. They feel that having a Vithan in the treasury will ensure that the Royal Treasurer is not dipping into the till and cooking the books to hide it, but even the Vithans doubt that Lethiel will be up finding the creative financing solutions that the previous Aladalire treasurers excelled at.)
Sometimes, the single-minded nature of the Vithans causes problem. Knowing that they are the King’s most ardent and loyal supporters, they are often infuriated and jealous when they see honors and positions going to members of less deserving families. They also demand that everyone else share their values: they despise the selfishness of the other noble families and are disgusted by commoners who do not serve their lords with the same selfless devotion the Vithans show to the crown. Many commoners on Vithan lands live poor and thankless lives. Their Vithan masters are short on imagination and compassion.
Persalor Vithan is the Vithan warden. He is powerfully built, a retired paladin who spent a century fighting gnolls in the Westwoods Alliance troops.
The Vithans still hold their original land grant: no more, no less. It runs along the southern border, from the royal allotment in the east to the western wilderness.
The Simuls
Alignment tendency: All
The Seal of the House of Simul: An open book with a lighted candle above it
Syndra Simul joined the fight against Grimmerang in order to study his magic. After the wizard was defeated, Syndra decided to build a small school where she would continue to study magic in all its forms, and to teach it. Many young magic-users begged to come learn from her, and the school grew. Syndra’s descendants shared her fascination with the mysteries of magic, and the school continued to grow and accept more students, New buildings were added constantly, to study different aspects of magic, to serve as laboratories and lecture halls and dormitories. The Thamasaille Simul had a policy that no talented student would be turned away. Those who could pay for tuition, paid. Those who could not were expected to volunteer time to aid the school and kingdom, or to create scrolls and spells for sale.
Building and running such a vast school was expensive. Early on, the Simuls traded part of their lands to the Aldalires in return for building materials and labor. Now the halls of learning cover a full third of the Simuls’ remaining land. The arable land left is as often given over to experimental agriculture as to anything that can feed their student population, let alone generate a profit. The school has come to rely more and more on support from the kingdom and charitable donations from the wealthier noble families.
The Simuls themselves seem to have little appreciation for their position as nobility. Even their highest-ranked lords may serve as teachers and administrators in the school, even though the school frequently accepts commoners as students. Worse, the Simuls have sometimes actually adopted very powerful and promising magic-users into their family. According to rumor, even commoners. EVEN NON-ELVES. Shocking, if true. Gossiping members of the other noble houses frequently postulate a future when the Simuls may choose an Orc as their Warden.
The Simuls serve the kingdom by helping with any problem that may be eased or solved by magical means. Disinterested in politics, they often serve as a neutral buffer between the squabbling Aldalires and Vithans. Both the House of Wardens and the House of Elders are currently led by Simul elves: a compromise to keep the other houses from squabblling, since neither the Aldalires nor the Vithans are willing to see a member of the other in the leadership position and a Lithelon leader would be objected to as an extension of the power of the crown. The reputation of the Thamasaille Simul brings honor and income to the kingdom. At the same time, supporting the school is costly, and student magical experiments sometimes cause mayhem…professorial magical experiments, even worse. In any case, just about every Simul, magically talented or not, adopted or natural, shares an obsessive curiousity and fascination with magic, and dedication to the school.
The Simul Warden is Theilelan Simul, a quite elderly and erudite elf. He is always ready to encourage a student. But as he gets older, he spends more time in his office, pondering and calculating an extremely complex spell he is attempting to create. He has been asked many times what the spell is meant to do, and always explains at length, but nobody understands it anyway--the hallmark of true genius?
Simul lands and the school are in the central area of the kingdom.
The Seal of the House of Naica: A monkey smoking a pipe and clutching a mug of ale
After Grimmerang’s defeat, Myrill Naica opened a tavern and spent the rest of her days drinking, dancing and gambling. While the other noble families carefully arranged for the preservation of their families’ land grants, Myriil laughed it off, gambling away bits of land, selling off other bits, even giving away land to strangers she happened to take a liking to. The small freeholds scattered through the western central area of Lomalos were all once Naica land.
After Myriil’s death (a freak accident involving six cocktail skewers, a beehive, and a flying hippopotamus) the land was split between her three heirs, who also lost or sold land, and the remainder was spilt among their heirs. Only the tavern was sacrosanct, a family tradition. Eventually, the family realized that what land they had left was too small and scattered to support them, let alone keep them in liquor. Shocked into responsibility, they gathered the remaining land into a family trust and decided together how to proceed. With a firm sense of priorities, they turned their land and resources to the production of beer, wine and spirits.
The alcohol trade was not quite enough to sustain the family (especially as they were consuming a lot of their own products) so, without any particular skills or talents, and with no respect for the law whatsoever, they turned to roguery. Some family members took up petty thievery, con artistry and masked highway robbery. The more highly placed members gathered all the information they could at court and found ways to turn it into profit-- from blackmail to espionage. Soon selling information was bringing in more profit than the alcohol business. The Aldalires were always willing to pay for interesting information about anyone. The Vithans were hungry for dirt on their rival house. Even the Lithelons found it useful to have an extra eye on their troublesome nobles, the criminal underground, and the general populace. (The Simuls could not afford the Naicas’ services, but they were often allied with the Naicas against the more powerful houses, so they were given free tip-offs whenever something that would affect them came up.)
The Naicas remain always on the ragged edge of ruin, but get by well enough to continue enjoying lives of reckless celebration and the joy of chaos.
Waeslen Naica is the family’s current warden. The Warden is selected in a bar competition entered by any member of the family willing to accept a responsibility that involves remembering to show up on time at least once a week sober enough to cast a vote. Waeslen has about a 40% success rate at this. He is one of the family’s better wardens.
The Naicas' remaining lands are in central Lomalos, west of the Simul lands. Myriil’s tavern, the Monkey’s Shines, is still doing business. It is currently under the management of Amryl Naica (formerly Aldalire), who recently married into the family. It is hoped that her training in busness management will make the tavern profitable for the first time in centuries. Her first act was to put limits on the free drinks for the family. Pessimistic people have started a betting pool on how long it will take before she suffers an 'accidental' death of some kind.
The Free City
History
When the kingdom was founded, and the heroes took their places as rulers of the valley, not everybody was happy. Before Grimmerang arrived, there had been no government or nobility or laws in Lomalos, and many preferred it that way. King Maeglin gave half of his land allotment over to the people, so that there would always be a place in Lomalos for those who refused to accept a lord.
The Free Territory held the beloved Ancient Grove, a group of giant trees all growing together, their branches intertwined. Dryads and Firbolg lived in its shade, while gnomes burrowed below, and elves, sprites and pixies lived peacefully among the branches.
As time went by, the population grew. From all over the valley, those who wished to escape the rule of lords came to the grove—some from a love of freedom, others running to escape punishment for crimes. As word of the free territory spread, similar groups of people emigrated to Lomalos to join the community. Refugees from war-torn lands, with no place to go, yet not wishing to accept any rulers but their own, People who could find little acceptance in other communities came here: small populations of peaceful orcs, goblins and Drow can be found among the diverse inhabitants of the grove.
As the population increased, buildings began to cover the ground, and dwellings took up more and more of the tree space. Under the ground, the gnome tunnel network became huge. The Firbolg moved away, along with many of the other fey. And without laws or leaders, as the population grew, criminals became the power running the city.
In time, those not willing to live under the domination of crime lords asked the throne for help. Under Queen Forsanya, the Queen’ Guard raided the city, and made war on the criminal element until the crime lords were destroyed, captured or fled.
In time, the Free City was brought back to law, and the people of the city accepted the laws of the kingdom, though still insisting on their freedom from royals and lords. The city is now run light-handedly by a council and mayor. The city’s elders choose one council representative from each tree every three years. The mayor is chosen by druidic ritual, and remains in office until omens demand their removal. The current mayor is the dryad Millethowen. While nobles are free to visit or dwell within the city, and may serve as elders, they are not permitted to act as council members or to own property or businesses here.
The Grove
Each tree in the Free City is a community in itself, with its own atmosphere and flavor. The tree’s name is used as an address, not only for the tree, but for the streets and burrows below, with additional information to narrow down more specific locations. (For example, the Crowned Stag Restaurant can be found at Rosewood, First Branch, No. 86. The Bell and Drum Tavern can be found at Hickory, 8th Branch, Outer Hollow Northeast, No. 12. The gnome-friendly inn, the Mushroom Cap, is at EastOak, Ground South, Caterpiggle Plaza No. 20.) Some of the branches, especially the lower ones, may be wide enough for a row of buildings on each side of the footpath, and over a half mile long, though of course, the branches are not wide enough for habitation for that entire length. To go up into the upper city, one can either take the inner hollow stairs, the outer walkways, or one of the myriad lifts and elevators installed in each of the trees. Once above the ground, one can travel from tree to tree along the many intertwined branches. The upper canopy, where the trunks and branches grow thin, remains the home of pixies and sprites and other creatures small enough to dwell among the leaves.
Trees of the Grove
Rosewood: This tree houses the wealthy and powerful of the Free City, its beautiful and delicately scented wood making luxurious homes and apartments. Businesses that cater to the wealthy and discerning may be found on the branches and outer trunk. The inner hollow contains the seat of government, the homes of powerful leaders and rich merchants, and apartments to rent to wealth travelers and nobles visiting the city. Entry to the interior is strictly controlled.
Hickory: This hard-wooded tree houses hard-working people. The backbone of the city, carpenters, builders, blacksmiths and other laborers make their homes and businesses here. Hickory is home to the City Police station, and the Bell and Drum tavern id also here, a favorite hangout of off-duty police, guards and military. Armor and weapon shops can be found here.
Willow: The heart of the arts in the Free City, Willow holds theaters, galleries, bard colleges, woodcarvers’, painters’, jewelers’ and poets’ guilds. The tree provides homes for those of an artistic and free-thinking nature. Shops sell many art objects, and occasionally, a very lucky shopper might find a well-crafted item with arcane powers.
Westoak: The seat of learning in the Free City, Westoak contains schools, museums, book shops, libraries, and other sources of knowledge and information.
Eastoak, Walnut and Maple: These are pleasant residential areas, filled with homes of the city’s citizens. Markets sell common goods: clothing, supplies, groceries, etc. Maple has a seasonal industry in maple sugar and syrup, and Walnut in nut harvesting.
Locust: This thorny tree covers itself in deadly spines, making it difficult to travers on the narrower branches: the thorns grow back quickly when cut, and sharper. The tree attracts the sort of residents who prefer to keep others away: you will find recluses and misfits hiding from society here: small communities of the less-accepted races: and a certain criminal element whose businesses and activities are not meant for the public eye. Of course, there are legitimate shops and businesses here, as well, especially secondhand and pawn shops, where surprising bargains can often be found. Locust also contains the Royal Socks tavern, the Free City’s primary gambling establishment.
The Deadwoods: This name is applied to two trees, Northoak and Pitchpine. Both have been dead for some time, their branches so emeshed with the other trees that they can neither fall nor be cut away. Citizens complain constantly of the fear that one of these giants will collapse, crushing everything beneath it, or taking down one of the other trees with it, or that one will break out in flames that will ignite the entire city, but the general consensus is that nothing can be done. Northoak was split by lightning, and its wood does not respond readily to magical shaping. Those who live here must be content with whatever has already been created, often with cracks and splinters forming. A few of its branches have fallen away, so very few people dare to live outside the trunk. The residents of Northoak are the poor and desperate. Pitchpine died of an insect infestation. Its branches were many, small and thin, and fell away long ago, leaving knotholes just the right size for a street urchin to curl up in for the night. The trunk is also riddled with wormholes through which a child’s body might fit and no adult could pursue, though there are always risks of running into a giant woodworm. Nobody actually lives in Pitchpine, but urchins and vagabonds tend to congregate on the dirty streets below. Some who have no other occupation will sometimes ‘mine’ Pitchpine for its pockets of pitch, which are then sold to be refined into glue, varnish and tar.
The Wilding Court
The Wilding Court recognizes no boundaries or land ownership and have no nobility. They claim kinship with various herds of elk and deer, and claim the right to hunt anywhere the beasts roam, following the herds on foot, their children and gear carried on the backs of bears and dire wolves their people have befriended. They do not recognize the authority of the Council of Western Courts and are never represented, and they rarely will even consent to speak to someone outside their own company. Most of the courts whose lands they trespass upon regard them as an annoyance, but a temporary one, and they are allowed to remain until they move on, since they can also be extremely useful allies. They have a close relationship with the Fey creatures of the forest, and are merciless to enemies, fierce and vengeful in battle. On many occasions, passing bands of Wildings have destroyed encroaching invaders, saving beleaguered communities and moving on without comment. On the other hand, some smaller courts, possessive of their lands and game, have taken up arms against the Wildings. Those courts no longer exist.
There are six different bands of Wildings. They are known by the names Cén (Earth), Hellë (Sky), Nénar (Water), Nár (Flame), Lasse (Leaf) and Elen (Star). Each year at midsummer, the Wilding bands gather at Mórimorco Lake. They celebrate for ten days, offering prayers to Farlahn, Corellon Larethian and Obad’Hai. Their druids and shamans choose a chief for each of the six bands, to lead them for that year. Marriages are arranged, gifts traded, and old friendships renewed. Before the dawn mists have burned off the lake on the eleventh day, they go their separate ways, most likely never to speak to one another (or anyone outside their own band) for the next year.
The Zanderfell Court
The land of Kalaine covers most of the great forests on the eastern half of the Westwoods. It is filled with many small courts and independent villages of Elves, Fey and Gnomes. When the Gnoll warbands invaded, these small communities were easy prey. As the Gnolls ravaged the forest, burning and destroying, they attracted the wrath of the mighty Zanderfell. Nobody knows much of this mysterious spellcaster, surmising that he is either a very powerful druid, or wizard, or both. He lives a solitary life in a tower-like sanctuary hollowed out from the inside of one of the gigantic ancient trees. Few have been permitted to visit him. The wild forest cats are his spies, and the birds his messengers, giving him almost omniscient knowledge of what goes on in the forest. He began using his creatures to scout for Gnoll activity, and to warn and organize the defenses of the small courts. Without his guidance, it is likely that Kalaine would have been overrun and its inhabitants destroyed. As it is, a local alliance and a combined military force, both kept fully informed by Zanderfell, provides strong resistance to the invaders.
Zanderfell takes no part in ruling over his ‘court,’ issuing mainly information, suggestions, and occasional requests, and asking nothing in return. All the same, many courts send him gifts, food, and other tribute in gratitude for his services. No request he makes, however odd, is casually ignored, and the people of Kalaine are fiercely protective of the birds and wild cats, knowing that any might be one of Zanderfell’s scouts.
Slate City -
The only place in the Westwoods that could be considered a grim, urban sprawl is Slate City. Located on the far southwestern corner of the forest, it is the home of grubby slate miners and ridiculously wealthy merchant kings. The palatial mansions and noble houses on the hill look down on the squalid city and the slate quarries. The beautiful Arasrok river flows into this city, and through its sewers, and its mining pits, and flows out to sea in a lifeless, polluted channel on which barges carry slate, lumber, and other goods to the seaports on the coast.
The Abbey of the Unknown Goddess. Long ago, outside the tiny village that later became Slate City, a traveling group of clerics found an abandoned temple with the statue of a goddess--defaced, literally, the stone face having been smashed away. Not knowing who their benefactress might be, the clerics built their abbey around the old temple anyway, and showed every respect and reverence to the unidentified goddess who had once been worshiped there. Though the goddess remained anonymous, the abbey prospered under her patronage, and the clerics shared their prosperity with the poor, the sick, and the abandoned, as Slate City spread its mining operations and shanty towns to engulf the abbey grounds. The Abbey is not only the center of religion in lower Slate City, but has become the center of education, their excellent school taking in and teaching the children whose parents can't afford the expensive premium academies on the hill, and exposing them to ideas and arts and music which they otherwise would never experience. (Some of this teaching is bitterly opposed, for giving children ideas above their likely station in life.) The Clerics of the Abbey of the Unknown Goddess either dedicate their lives to researching and speculating on the goddess's identity, or conversely, dedicate themselves to protecting the sacred mystery, and revering the goddess's anonymity. These two factions are usually at odds with each other, but not violently.
Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
Greetings to all!
I had this idea a while back to start a "Wiki" thread about Talaveroth, to help Players and DMs, but the idea seemed a bit daunting. However, I think we have definitely reached a point where we need one, and Players are growing more inquisitive about the World, and History of Talaveroth.
So here we go. I am copy-pasting some of the post I made on the Chat Thread, and will try and update this as often as possible.
LOCATIONS
1) the Westwoods:
Home to the Wood Elves of the Western Courts (Edeleth's Homelands), and Forest Gnomes of the Burrows (Peshley's Homeland). They are the "Lungs" of Talaveroth, and the recent Burning of the Great Pixie Tree by the Gnoll Warband known as the Screaming Hunters has caused many issues, environmental, social and magical...
2) The City States of Kalverak:
North of the Lowlands, along the Western Coast of Talaveroth, lie the City-States of Kalverak, a loose Federation of independent Cities (think Ancient Greece/Rome type society). The most dominant City-State in Kalverak is Dastarus (Uther's Homeland), ruled by the Half-Orc Gladiator King Pelios, a former Gladiator who defended the City against the Black Dragon Clan, when they recently attacked from the nearby Dawn River Delta Swamp, an extremely dangerous, yet strategic and economically important location for Trade across the Ocean. Pelios's Gladiator-mercenaries are now a vital part of the Alliance, but the relations between the City-States remain fragile, threatening to escalate into Civil War anytime...
3) Mastandia
From the Nâr Barâk Mountains to the East, to Kalverak and the Lowlands to the West, proudly stands the huge landmass that is the Kingdom of Mastandia. Built upon the ruins of Meryn and Norian's fabled Empire from the 1st Age, the Kingdom is the largest and most powerful Nation in the Alliance. Mastandian military have kept Talaveroth's Foes at bay in the South for centuries, lead by Knights sworn to protect the Land and its People in the name of Meryn (think of Medieval Europe, around the 13th Century or so). To the North of the Kingdom lies the City of St Elora (Saerrira's Homeland), built at the base of the Silver Mountain, the tallest Mountain in the World. The Silver Dragon Clan guards the Mountain, which is rumored to be a passage to the Celestial Realms. Their cooperation with the Mastandian King and the Church of Meryn is the Central Pillar of the Alliance.
4) The Primordial Forest
For Centuries, the High Elves of the Primordial Forest had completely shut out their Lands from the rest of Talaveroth. Most thought is was out of isolationist elitism, but the truth is, the High Elf King and his Mages had been protecting the rest of the World against one of the most powerful Foes Talaveroth had seen in a long time: the Arch Witch. United against her, the High Elves were able to hold her locked inside the Forest, which was magically sealed. But the seal was broken, and soon the Arch Witch launched a War on Talaveroth, joining Forces with the chromatic Dragon Clans. She was eventually stopped at the Floating Isles, a magically suspended archipelago of Islands on which the High Elf Capital City was built in the First Age (Laievis's Hometown).
5) The Southern Halfling Republic (Rosri and Cade's Homelands):
About 2000miles South of the Nâr Barâk and Kizzarn'ath Mountains, beyond the Great Desert, lies a more tropical part of Talaveroth. Amidst Palm Trees and a vast networks of Rivers, Halflings have built a prosperous Federation of Cities, similar to the City-States of Kalverak, although less militaristic in nature, and more Commerce-based. The Southern Republic stands at a strategic Crossroads between several major trade routes, making it ripe for businesses and immigrants from all wakes of Talaveroth.
The Republic is fairly young, however. The Southern lands had long been under the cruel and tyranical control of Terrus Dyrne, an ancient Lych, who was ultimately defeated by Bri Stormborn, therefore allowing the Halfling Rebellion to take back their Homes, and re-establish a Democracy, headed by a Council of elected Mayors and Guild Leaders.
THE LOWLANDS (Location of Jabthar's new campaign in the works)
First off, picture a very "Mediterranean" climate-feel. Think Southern Europe (Spain-Southern France-Italy), during the Renaissance. Not quite Steampunk, but more "Da Vincipunk" lol.
The 2 Main Regions are:
1) The Southern Coast, also known as the "Gnomish Riviera". A Region full of port towns, and seafarers of all sorts. Of course, the Drow Matriarchy keeps a tight lock on all the valuable Goods brought in from distant Lands, but the Rock Gnome Resistance has many ties with the Black Market.
The Tinkerer's Guild has its Headquarters there, and was an economic Juggernaut long before the Drow invaded. Thei. "Da Vinci-style" inventions have kept the Gnomish Riviera one of the most technologically advanced Regions of Talaveroth. One could find Hot air Balloons, Zeplins, black powder weapons, automatons and even Warforged. It's more or less the Eberron of Talaveroth, just 1 step below, technologically.
2) The Bolgen Hills, home to the Hill Dwarves, and their Hospitality Guild, which has turned the Region into the Culinary capital of Talaveroth. The Farmer's Guild also keeps the pantries stocked, and holds a great deal of power. Of course, the Matriarchy has severely restricted the access to Hill Dwarf High Cuisine, and imposed steep taxes on the Farmer's Guild, causing all sorts of rebellious movements.
I will elaborate more on those Regions as we go, and as the need arises.
Next updates in the works:
1)The Nar Barâk Mountains, and the Kingdom of the Six Clans
-The Iron Clan (largest army)
-The Emerald Clan (richest Clan)
-The Copper Clan (Best Merchants/Spies)
-The Silver Clan (Lost ruling Clan of the 1st and 2nd Age)
-The Adamantine Clan (New ruling Clan, founded by King Thørnad Dragonslayer I)
-The Granit Clan (Best builders)
2) The City of the 3 Peaks, in-depth and detailed, including all locations "unlocked" by the Players so far.
3) An NPC compendium, based on everyone the Players has interacted with so far, and various Talaveroth Celebrities.
4) A comprehensive Pantheon of Deities
Hi - are you recruiting?
Cheers.
We are currently recruiting for a new Campaign taking place mainly in the Lowlands, and spots are filling up quick. Here is a link to the Chat Thread where you can get in touch with other Players/DMs. This thread is strictly a Wiki page, meant as a Campaign resource.
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/48028-talaveroth-grotexs-tavern-of-chatting?page=6
Also, here is the link to the Main Thread
https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/44433-sandbox-experimental-game?page=39
THE CITY OF THE THREE PEAKS (Part1)
Location: Southeast Nâr Barâk Mountains (Eastern Talaveroth)
Population: 27 000 (75% Dwarves, 10% Humans, 7% Elves, 5% Halfling, 2%Gnomes, 1% Other)
Standing army: 2000
Allegiances: The Granit Clan (Clan Capital), the 6 Clans of Nar Barâk, the Alliance.
Geographical features:
The City of the Tree Peaks, as its name indicates, was built on three adjacent Mountain Peaks in the southern Nâr Barâk Mountains. Simply known as the Higher Peak, the Middle Peak and the Lower Peak, in reference to their respective altitudes. Each Peak is connected by colossal stone bridges, standing 3000 feet over the Gaps between them, and over the years, Zipline cables have been installed. The bridges are large enough to have buildings on them, so they are literally districts of their own.
Economy:
As the Capital of the Granit Clan, the Three Peaks are crawling with artisans of all sorts, and merchants to buy their wares. The Guilds maintain a strong presence there, and have their own district where Guild Masters make their daily deals in lavish Halls. The Smiths, Merchants, Masons, Stonecutter, and Architects Guilds in particular hold the most economic power in the Region. The Grand Marketplace, however, is the true heart of the local Commerce, and the main hub through which the People make their daily deals. Goods from all over Talaveroth can be found there, filling up the hundreds of stalls. Finally, many local artisans have established businesses all over town, and the list of shops in the Three Peaks is way too long to be written here. However, one shop in particular has been drawing alot of attention recently: Ruskor's Castle of Junk, a huge warehouse in the Lower Peak, where one could virtually find anything, from weapons to wondrous items, adventuring gear and potions. Ruskor and his wife Brumhilda have recently started catering to a group of adventurers known as "the Knights of the Hanging Chicken", offering them half price discounts. Ever since, their store has become a very popular place amongst Adventurers.
History (greatly abbreviated)
Ever since the Second Age, the Granit Clan was appointed by the Silver Clan to rule the lands surrounding the Three Peaks. Kharad Hammerstorm and his followers originally settled on the Higher Peak, and spent their entire lives building the Granit Palace 2000 years ago. Their descendents eventually grew very numerous, and over the years started populating the nearby Peaks.
As the Plague ravaged the World at the end of the Second Age, all the Clans of Nâr Barâk cut all contact with each other, and a long period of isolationism turned them all into bitter rivals. The Granit Clan became the most isolated ones, and for half a millennia, petty squabbles with the other Clans almost caused the Three Peaks to go instinct, between constant famine, plague and war.
But the Third Age brought about new hope, as the Plague receded, and the Clans started collaborating again, out of sheer necessity, entering a new period of "cold diplomacy". Slowly, over centuries, the Three Peaks started to recover...
Then finally, a few years ago, when Thørnad Dragonslayer re-united the Clans to fight the Red Dragons, the Granit Clan was included in the new Kingdom and International Alliance, with the Shatterstone Family as their Leaders. Hærrad Hammerstorm now governs the City, and its surrounding Lands.
To be continued...
THE CITY OF THE THREE PEAKS (PART2)
NOTABLE LOCATIONS
1) THE LOW PEAK
The Low Peak acts as the main hub through which all land travelers can reach the City. It is the main point of entry, so naturally, it is by far the most crowded. But the Low Peak is home to some very important Landmarks, and iconic buildings:
-The City Gates:
To the very West of the City, Colossal double stone gates, flanked by two giant statues of Moradin, the Gate is guarded day and night by a rotating crew of about two hundred Granit Clan Soldiers, including two Trebuchets, five Heavy Catapults, and fifteen Ballistas, with siege engineer crews on standby at all times. City Guards check every traveler coming in through the Gates in a more or less rigorous way, depending on the military and political climate. Travelers are mainly checked for illegal goods, such as poison, narcotics, and destructive magic items. To the side of the Gates, inside the City, carved on the Walls, are the names of all the fallen Heroes who died to defend the City since its Foundation, two thousand years ago.
-The Grand Marketplace, and Central Plaza:
Right past the City Gates, to the East, is the Central Plaza, a huge open space, with cobblestone pavement, at the center of which stands a wide Stage, used for public announcements, entertainment and executions. Around the stage, hundreds of Merchants peddle their wares, crowding the Plaza with stalls containing goods from all over Talaveroth. The Grand Marketplace is truly the spot where all social/economic classes mingle on a daily basis: Guild representatives making deals with smaller merchants and artisans, common Buyers, Tourists, Students from the Arcane University, Priests, Clerics and street Urchins, Illegal smugglers, and members of the Thieves Guild, as well as Entertainers all make their money in this bustling heart of the City's Economy. All under the watchful eyes of the City Guard.
-The Church of Meryn:
North of the Grand Marketplace, the Great golden Domed Cathedral dedicated to Meryn, the God of Light and Life, performs several vital functions for the City, besides worship. Due to its talented Healers, the Church acts as the de-facto Hospital for most Citizens. Due to the sheer size of the complex, it also accommodates Orphans, and the Homeless. Father William, the local Abbot, and Head Priest, is an aging Human in his mid sixties, known for his humility and compassion.
-The Arcane University/Bureau of Arcane Affairs:
South of the Grand Marketplace, facing the Church of Meryn, is the tall Tower where Wizards and Spellcasters ponder over the intricacies of the Multiverse. Magic users of all traditions, from all over Talaveroth flock to the renowned University, which benefits hugely from the presence of the Great Observatory on the High Peak. The University's scholars are known for their great expertise of the Planes. Rumor has it that the building is a remnant of a network of towers once built by Norian, the God of Magic, Space and Time, some time during the First Age.
-The Slums:
There are two Slums in the Low Peak: North of the Church of Meryn, and South of the Arcane University. There, the more impoverished Citizens of the Three Peaks survive daily, having mainly built their own houses and huts. The shanty towns still remain productive, conducting many Non Guild-Sanctionned businesses, from bootlegging to drug trafficking, and many low-end bars and brothels. The Black Market keeps the Slums alive, and many people struggling to find legitimate employment turn to it in order to survive.
One of the most famous Junk shops in the Southeastern Slums, right by the Mid Bridge, is Ruskor's Castle of Junk. Ran by a former Adventurer and his wife, the store provides just about anything an Adventurer could possibly need, from common gear to magic items, weapons and armor.
The City of the Three Peaks (part 3)
The Middle Peak.
Lodged in between the High and Low Peak, the Middle Peak is known as the business district. From the Guild Halls to the Forges, deals of corporate proportion get signed over and under the counters on a daily basis. It is also the home of the City Garrison, and the Forges help keep the Three Peaks standing army well equipped at all times.
The Tavern district is where some of the finest entertainment in the City can be found, including the new Chapter of the Bard's College, ran by Althulius Gambles, a highly exhuberant veteran of the Fine Arts, in constant search of Talent.
It is also home to the City's Graveyard, North of the Tavern District.
Finally, on the Mid Bridge, connecting the Low and Middle Peak, is an iconic Tavern, hanging off the side over the Crevasse, with giant chicken legs : the Tavern of the Hanging Chicken. The magical Inn is ran by a former Adventurer Dwarf named Gavin Mc Kullick, who one day saw his place of business, then called the Sleeping Goat, suddenly sprout giant chicken legs and rampage throughout the City, until it was stopped by a group of Heroes halfway across the Suspended Cable. The drunk but extremely powerful wizard Thanicles, being the one responsible for this, was shaken back awake in time to fix his mess, and magically connect the Tavern to the Bridge, and stopping it, as well as making many extraplanar modifications to the building, as a way to make amends. The Tavern then became one of the most popular spot in town, and home of a large group of Adventurers known as "the Knights of the Hanging Chicken", whose stories are too numerous to detail here.
The City of the Three Peaks (part4)
The High Peak
Highest of all, the High Peak boasts the oldest and most iconic landmarks in the City, including the Granite Palace, the Grand Observatory, and the Hot Springs.
-The Granite Palace: Built by the original Hammerstorms 2000 years ago, the Palace has received many modifications and makeovers since then. From expansive ramparts to high towers, fortifications and artwork. Center of the Three Peak's political power, the Granite Palace is home to Jarl Hærrad Hammerstorm and his court. At least three hundred guards can be found within the Palace Gates at all times, as the Jarl grants hundreds of audiences every week, as well as write law edicts that directly affect the lives of tens of thousands of Citizens of the Three Peaks.
-The Grand Observatory: the iconic crooked spiraled tower East of the Palace is the Three Peak's scientific and arcane crown jewel. The Huge sized telescope and instruments allow Astronomers to observe any movement of the Talaveroth skies, and Planar fabric. The Observatory is currently ran by a High Elf named Lilluminoy Catharell.
-The Air Defense base: recently commissioned by the King and the Alliance, the Eastern edge of the Peak serves as a Stable for flying mounts, such as Giant Eagles, as well as accomodations for Riders. The base is equipped with 3 Trebuchets, 10 heavy catapults, and 20 Ballistas.
-The Hot Springs: Perhaps the most peculiar landmark in the City, the Hot Springs, located at the Southern edge of the Peak, in the middle of a well kept public garden, end in a cascading waterfall, down 5000feet. The Springs are known to be ran by a Water Elemental, simply known as "the Spa", who offers anything from baths, and deep scrubbings, to full water therapy sessions.
The Westwoods
The Westwoods is a stretch of heavily forested land between the Nâr Barâk Mountains and the Lowlands. It is home to the Wood Elves of the Western Courts, the gnomes of The Federated Burrows, and a wide variety of Fey creatures. For thousands of years, the Great Pixie Tree was the center of all society in the Westwoods, a beacon of life and magic for thousands of years, until it was burned in a Gnoll raid. The barrier between the Feywild and the material plane has always been thin here, and since the burning of the tree and the breaking of the seals, the problem is worse than ever. Roving Gnoll warbands and evil Fey creatures are a constant threat, and there have been reported sightings of creatures of the Abyss and Shadowfell.
The Great Pixie Tree
It was said that the tree’s highest branches reached the magic of the stars, while its deepest roots touched the heart of the land’s magic, and its power and beauty kept the Westwoods in balance. Nearly every resident of the Westwoods made a pilgrimage to the tree, or planned to, or wished to, at some point in their life.
An invading gnoll horde called The Screaming Hunters, under the direction of elements of the Night Court and the Hag Sisterhood, launched a series of slave raids on the Westwoods, ultimately culminating in an assault on the great tree. Despite a valiant defense by the tree’s resident pixies and sprites, with the aid of many other fey creatures and a heroic Halfling adventurer, the tree was burned to the ground.
A mound has been raised over the charred remains of the tree, known as the Barrow of Ashes. Around it, Elven mages and druids and powerful Fey keep up a steady chant, working to restore the tree to life, in a ritual that may take over two hundred years to complete...if all goes well.
Tensions remain high in the lands surrounding the tree as, amid the general mourning, many factions seek to pin blame on each other for not doing enough to protect the tree. If asked, “Where were you when the tree was burning?” there is almost no answer that will allow you to avoid a fight.
The People of the Westwoods
It has been said by some that the Westwoods are three lands in one: that the Elves dwell at the treetop level, the fey and forest creatures on the earth, and the gnomes beneath it. This is not quite true. While many elven cities and dwellings are built in the branches of the ancient trees, equally as many are on the ground, and there are even rumors of a few underground Drow populations. And while most of Gnome culture is founded in the vast network of The Burrows, it is not unusual to find a gnome village of huts and hollow trees, or even treehouses. As for the fey and woodland creatures, they go wherever they please.
Forest Gnomes
In ancient times, it is said that you could travel underground from any part of the Westwoods to any other, due to the vast network of underground gnome tunnels and burrows called the Elder Deepings. The paths were protected by magic, warmed and lit by glowing gems, and they connected all of Gnomedom together. These tunnels have been lost to time. Occasionally a burrowing gnome or adventurer has claimed to have discovered one of the ancient tunnels, but they are never able to find the entrance again. Some say this is due to powerful magics of concealment placed upon the Deepings by the ancient gnomes, others say it is due to powerful doses of alcohol imbibed by the adventurers. At any rate, most of the oldest stories of the gnomes take place in the magical tunnels of the Deepings.
Modern Forest Gnomes live in burrows closer to the surface, sometimes in huts and hollow trees above the ground, or in rare instances, in treehouses. The Federated Burrow System connects some of the clan burrows together, though not as many as in the past. Many tunnels have been collapsed to prevent Gnoll invaders from overrunning entire communities, others have been blocked due to interclan conflicts.
Apart from the individual clan burrows and networks, there are many Gnome cities where the liveliest trade in the Westwoods takes place. Since they do not find the elves to be ideal trading partners (most elves are not very interested in accumulating a lot of personal possessions, tend to purchase items that will last for decades, if not centuries, and prefer to buy elven work in any case) most of the largest trade centers can be found along the northern, southern and western borders
Yonpinagel
The largest of all Gnome cities is Yonpinagel, located in the southern parts of the Westwoods, a scant few miles from the site of the Great Pixie Tree. Yonpinagel owes its wealth to its location, which allowed the city residents to offer lodging, food, goods and services to the many people who made the pilgrimage to the tree. Over time, the gnome clans of Yonpinagel found new ways to extract money from the travelers, and the city now boasts a large menagerie, a water park, a Palace of Illusions, a Museum of Monsters, and an entire district of casinos among its many attractions. Since the burning of the tree, tourism has dropped drastically, and there is a feeling of desperation hanging over the city.
The Western Courts
Much of the Westwoods lies under the authority and protection of the many and various Wood Elf courts. The majority of these can be divided between the sovereign courts--one powerful lord or royal served by strata of lesser nobility overseeing a large territory and its people--or the aggregate courts--loose, casual communities governed by a council of elders, priests, minor nobles, heroes or druids. Many of the sovereign courts define themselves by their ruling families, rather than the lands they inhabit: and in some circumstances, a court may choose to completely change its location without disrupting its internal power structure. If this happens, the common wood elves under their rule may choose either to move with the court to whom they owe fealty, or to remain independent and unprotected in their homes until such time as another court might move in and assert dominion over the area. Generally speaking, most courts will only relinquish their traditional range under the direst conditions, and even commoners tend to identify themselves as allegiant to their court, and usually prefer not to be left behind to face whatever the court is escaping, even if it's only boredom.
The Council of Western Courts
The closest thing that the Westwoods has to a unifying government is the Council of Western Courts. A large council hall lies near the gnome city of Yonpinagel, on a ledge beside the great twin waterfalls of the Arasrok river. It is maintained by a dynasty of retainers, sometimes joined by other elves who feel the call to remain here and renounce all other affiliations. Representatives of the courts are sent here to share news, to coordinate defenses, to settle conflicts between the various courts, and to debate measures to strengthen and preserve the great forest. The free exchange of information and strategic planning goes on at all times. The council hall may also offer shelter and lodging to travelers of importance or noble blood. But the main purpose of the hall is to house the great council meetings.
Formal council meetings occur under each new moon. Some courts send delegates to each meeting, others will only send someone if they have important information, grievances or requests. The Council seeks solutions to problems, addresses grievances and chooses courses of action for the future by negotiations followed by majority vote. Decisions of the council are theoretically non-binding, but a single court defying the council’s decision will usually find itself in an awkward position, with all its neighbors aligned against it. Existence without allies is uncertain in these difficult times.
When council is not in session, the hall is still populated with important travellers, diplomats and negotiators carrying out their duties, and the people who maintain the hall. Those who work here are often retired war veterans, outcasts and wanderers who have no other place to call home, or those who simply felt the call to serve here. They wear black tabards marked with a silver chalice.
While most of the Elven courts are either sovereign or aggregate courts, there are many strange variations in culture and government that have emerged. Every court maintains its own internal culture, ranging from the almost human concept of permanent individual property, to the Wilding Court’s refusal to accept the idea of land ownership at all, from egalitarian freedom to complete subservience to a single ruler.
A few of the more unusual courts:
The Broadleaf Alliance
Approximately 5500 years ago, three adjacent courts, weakened by orc and goblin raids, disease, and millennia of fighting each other, decided to end their bickering and ally together into a single court. The result has been a stable, prosperous, three-lobed land. Disputes, external matters, and joint decisions are now settled by a Council of Threes, one lord, one elder, and one cleric attending from each subcourt. The Broadleaf Alliance insists on being allowed three votes in the Council of Courts, and while there has been some dissent, the three Broadleaf representatives have never agreed on a single vote, two of their votes canceling each other out every time, effectively leaving them with a single vote, anyway.
East, in the thin forest and scrubland bordering the Gûr Tâk Mountains, is the subcourt of Lopolath. The elves here take special pride in their swiftness and stealth. It is a rite of passage for elf children born here to catch a mountain hare with their bare hands, and to release it unharmed afterward. As adults, they are expected to be able to catch a wild horse and mount it while on foot. The rocky soil is unsuited to agriculture, and many elves find the stark, empty landscape unpleasant, but the Lopolath elves find beauty in the view of the craggy mountains, the broad expanse of the sky, and the herds of wild horses whose hooves thunder up and down the slopes. It is said that a Lopolath horse will never stumble or fall. They are in high demand as mounts, but the elves are careful stewards of the herds, never taking too many from their wild home. They also raise sheep with unusually fine wool.
West, also bordering the mountains, the Noldar subcourt holds lands even rockier than the Lopolath. Huge boulders dot the landscape, carved into strange shapes by the winds. Like the winds, the elves here have become master shapers of stone, continually building and rebuilding their great southern defensive wall. The elves here keep a constant vigil against the orcs and goblins of the Gûr Tâk Mountains. As they quarried for the stone to build their wall, the elves coincidentally uncovered veins of metal and gems. Mining continues here, and when not defending, rebuilding or improving their wall, many of the Noldar elves turn their hand to making jewelry, smithing armor, or devising new weapons of war.
The northern subcourt, Nandezel, is a green land further from the rocky slopes, but not yet in the deepwoods, running along the Arasrok river. The land is fertile, and fields of grain and vegetables are tended between the groves and orchards. Nandezel feeds the Broadleaf court. In addition, the yew trees are carefully raised to make the finest bows. Many skilled bowyers and fletchers live among the elves of Nandezel, and many excellent archers are sent to defend the southern wall.
The Court of Ellantar
This court, located in the far North near the border of the Westwoods and surrounded by wilderness, is obsessed with magical power and the fear that it is slowly dying out of the race of elves. Their hierarchy is not based on bloodlines or heredity, but entirely on how much magical power an individual possesses. Marriages and alliances are often negotiated with powerful spellcasters or lords of the Fey. Children are trained from their early years as spellcasters, and those who do not have the knack must content themselves with a life of manual labor as a lesser creature. No art or skill is valued as highly as innate magic. Warlocks are despised as imposters flaunting borrowed magic as if it’s their own: Half-elves, even if they are spellcasters, are seen as horrifying evidence of the dilution and degradation of Elvish magic. Most other courts who deal with the Ellantar know to send only spellcasters as emissaries: unsuspecting nobles without great magical powers who visit this court are often shocked and humiliated to discover that they are seen as no better than the lowest servants. The Ellantar have become even more extreme since the burning of the Great Pixie Tree, and they have cut off communications to many of the courts who they feel are not in sympathy with their views. Those who still get information from the court say that there are hints of some great magical project that Ellantar are developing in secret.
The Court of Fools
This so-called ‘Court’ is a roving band of outcasts, fugitives and trouble-makers. They take pleasure in sowing chaos and mischief, and live by hunting, foraging and theft. Taking care to visibly remain outside the territory of the other courts, small groups of Fools frequently sneak over borders to play pranks or steal food. The composition of this court fluctuates constantly, as its members tend to come and go. There is no formal leadership: decisions are made based on who manages to impress, inspire, intrigue, or intimidate the other members. Crowds of the more mischievous lesser fey are attracted by the band’s hijinks, and take part in their mischief’ Hundreds of disgruntled pixies who lost their homes when the Great Pixie Tree was burned have added to the court’s power immensely. Non-elven tricksters may find themselves surprisingly welcome in this court, only to later to be brutally mocked and forced out when power moves to less tolerant members.
The Council of Courts has frequently considered declaring the Court of Fools an outlaw band, and arranging for them to be hunted down, arrested and disbanded. A number of the head Fools are banished or runaway children of noble houses, though, and there are always enough dissenters who do not want the embarrassment of their kinsfolk being made into a public spectacle, so no action has ever been taken. At one point, the Court of Fools was encouraged to send a representative to meetings, but the few times they did so, the representatives seemed only interested in attempting to throw the council into disorder. On one occasion, they actually sent a troll as their representative, after which a vote took place that gained almost enough support to destroy the Court of Fools, and another, more successful vote barred them from the council meetings indefinitely. (Since then it has been declared against the rules to troll the council.)
The Court of Whispers
The Court of Whispers has had a dark reputation for many centuries. While many elves can temporarily find eerie beauty in a swamp, very few would choose to make their home in Rhachluksor, the Fey-touched Fen. This is the place where the Feywild and the Westwoods come the closest to being one and the same. There have been frequent rumors of members of the Whisper Court being seen consorting with hags, Unseelie courtiers, and other evil denizens of the Feywild. The Court of Whispers is secretive, isolated and uncommunicative, but always sends a representative to the council meetings. Some suspect that they are spying for forces in the Feywild. On the rare occasions when someone is tactless enough to make a direct accusation or inquiry, members of the court invariably deny any wrongdoing, insisting that they are simply defending the Westwoods from Fey threats. Some consider that they ARE a Fey threat. But few care to attempt an investigation, since people seem to mysteriously disappear in the fen. Especially the curious and uninvited. Rhachluksor is located west of the Broadleaf court, where the Arasrok spreads and slows, creating swampy wetlands that extend for many miles, filled with thick brambles, perilous bogs, and gloomy cypress trees dripping with hanging moss. The land allows for little agriculture, but wild rice grows in the flooded areas near the river's main channel, and the people pf the Whispers harvet this from aboard canoes. Most of the population live reclusive lives in solitary tree houses or small, tight-knit communities where strangers are not welcome. The Queen of Whispers resides in Gloomwood Fortress, along with the nobles of the court and their armed forces.
The Kingdom of Lomalos
Only 3000 years old, Lomalos is one of the youngest courts in the Westwoods. The seat of government resides in an enormous stone castle, captured from an evil wizard, in which the royal family and their closest retainers reside. The kingdom’s founder had adventured widely through human lands, and admired their complex legal system, attempting to instill some of its structure into his own land. The kingdom is a limited monarchy with representative bodies, and control is maintained by a comprehensive set of laws, made more byzantine over the centuries as the noble families tried to twist and alter them to their advantage.
Located in a valley sheltered by a ridge of mountains to the north and east, some treacherous bluffs and the powerful Zanderfell Court to the south, and a hazardous Fey-filled wilderness to the west, Lomalos has been spared much of the turmoil and Gnoll aggression that other nations in the Westwoods have experienced, leaving them far more leisure to develop internal squabbles.
The Lithelon family is the royal house. The four other noble families of Lomalos vy among themselves continually for power and prestige. Control of the land is seen as one of the greatest hallmarks of that power. Each of the great families has its own territories, with absolute control therein. Family members may be tasked to administer certain areas or operations, or be granted temporary possession of a stronghold or residence, but the land itself all remains under the direct control of the family’s head, and all family members are supported by the family, living in family-owned housing. This has the effect of keeping the wealth consolidated and all the family provided for, rather than diluting their holdings by dividing lands among heirs, or leaving those who do not inherit to fend for themselves.
There are also designated common lands, in which commoners may live outside the control of the nobility, and this has led to the growth of the Free City, a vibrant community where art and commerce and crime and countless lawyers thrive together. Great tracts of wilderness also remain, some preserved on noble lands, some designated as protected by law.
The population of Lomalos is unusually mixed. In addition to the lure of the Free City, travelers come from all over Talaveroth to study in the impressive Thamasaille Simul, the sprawling magic academy maintained by the Simul family. In addition, Lomalos is one of the few Wood Elf kingdoms in which non-Elves and commoners have any voice in the government. After the Apple Rebellion (an uprising of the gnomes and fey in response to a land grab in the wilderness where they lived) the Council of Leaves was formed to give limited government representation to commoners, gnomes, and other organizations and peoples not included in the elvish nobility. (The other bodies of government are the Council of Elders, the Council of Wardens, and the Throne.)
More information on Lomalos:
HISTORY:
In brief:
Three thousand years ago, the evil wizard Grimmerang arrived in the valley, built a castle, and magically enslaved the valley’s inhabitants into his army. A band of wood elf adventurers led by Maeglin Lithelon freed the army and battled Grimmerang to the death, seizing the castle. The party installed themselves as protectors and ruling nobility in the valley, with Maeglin as their king. Beside the castle was found a mysterious magical garden containing a unique sentient tree which became the kingdom’s sacred Naranda.
During Maeglin’s life, he was the absolute ruler, and there was little discord between the noble families. The next generation did not share the same bonds of friendship forged in combat, and to keep the government even-handed, the House of Elders and the House of Wardens were formed, governmental decisions to be handled by majority rule between the three governmental bodies, still leaving the King with the power of an absolute edict a limited number of times per year. Eventually, unrest and an uprising led to the establishment of the House of Leaves, a fourth governmental body to represent the commoners. The king’s power of absolute edict was removed, but with four factions, the King was given the right to choose the outcome of deadlocked votes.
Pre-Grimmerang:
Lomalos was originally an ungoverned wilderness, sparsely populated with small communities of wood elves and forest gnomes. The northern spur was (and is still) inhabited by a small and reclusive tribe of Goliaths, and occasionally explored by dwarf and rock gnome prospectors. The origins of the valley’s name have been lost, and etymologists argue whether its ancient elvish meaning was ‘Hidden home,’ ‘Land of yellow pollen,’ or ‘Weary of snow’ all of which may be considered applicable at times.
The Rise of Grimmerang:
Slightly over 3000 years ago, Grimmerang arrived in the valley. The wizard was fleeing from an unknown western land where he had ruled as a despot, but had been driven out. With his powerful magic and the minions who remained to him, Grimmerang built a mighty castle in the narrow east end of the valley, anticipating that his enemies would pursue him, and that he would need a strong defense. For two decades, Grimmerang waited, improving his castle and fending off the native Fey magic of the land, which resented his intrusion, trying to warp the castle and grounds to fit its own preferences.
In time, Grimmerang struck a balance with the fey forces, and realized that his enemies were not pursuing him. He decided to build an army, either to seek revenge and reclaim his empire, or perhaps to build a new one in the Westwoods. He sent his minions forth to gather the inhabitants of the valley, pressing them into his army with spells of enslavement and mind control.
The Fall of Grimmerang
Some of the valley’s inhabitants escaped the rounding up, fleeing over the perilous southern hills to arrive in the land of Kalaine, home of the Zanderfell court, where the refugee band asked for sanctuary and military intervention. The Council of Elders offered refuge to any escapees, but decided not to interfere. Grimmerang was merely a human, they pointed out, and would only be an inconvenience for a short time, posing no long-range threat, and Kalaine has its own bettles to fight at the time.
Maeglin Lithelon was a paladin who had recently returned home to the Weswoods after three centuries of adventuring abroad, and was visiting his cleric brother Artan. He was present when the council announced their decision, and he was outraged. Having seen the results of allowing evil to fester unchecked, he would not leave the people of Lomalos to be victimized. He announced that he would take on Grimmerang himself, and Artan volunteered to join his brother’s quest.
Gathering allies, Maeglin was soon joined by a cadre of other adventurous wood elves: Aithel Vithan, a powerful druid who had often visited the wilderness of Lomalos and had no wish to see it become a tyrant’s military base: Myriil Naica, a clever rogue with personal reasons to get out of Kalaine as quickly as possible: Syndra Simul, a sorceress/wizard eager to study Grimmerang’s magic and how it had been reshaped by the fey powers of the valley: and the three Aldalire siblings, currently adventuring together in an attempt to recoup their merchant family’s lost fortune: Elashor the warrior, Kolvar the bard, and Alaria the ranger.
The band of liberators travelled through many dangers in the hills before coming in view of Grimmerang’s castle, defended by a battalion of slave troops. Syndra cast a ritual that freed many of the defenders from Grimmerang’s thrall, and Maeglin led the rest of the party forward to rally the freed slaves, and defend Syndra as she continued casting. Eventually, enough of the slaves were disenchanted that they could defend Syndra on their own, and Maeglin took his party of adventurers into the castle.
Myriil led the way, her expertise in lock-picking, trap-disarming and secret door detection bringing the party to the heart of the castle quickly, as the others fought through Grimmerang’s minions and Aithel struggled to commune with and take control over the magic twisted into the castle’s framework. At its center was an enormous plant pod, which opened in response to Aithel’s druidic magic to reveal the entrance to the inner sanctum of Grimmerang, and the wizard tyrant himself.
The battle against Grimmerang was long and bitter, Maeglin confronting the wizard directly as the Aldalires sniped at him with carefully coordinated ranged and flanking attacks, Artan and Aithel providing healing and support. (Myriil’s contribution to the battle is disputed.) One by one the companions fell or were disabled, until only Artan and Maeglin stood against the foe, barely hanging on, though their enemy was also near the end of his strength. As Grimmerang prepared his last devastating spell, Artan sent a heartfelt prayer up to Corellon, and with the last of his divine power, cast a spell of healing on his brother Maeglin, just as the two were engulfed by Grimmerang’s final thunderbolt.
Artan was instantly killed by the spell. Maeglin survived only thanks to his brother’s healing, and with the very last ounce of his strength, struck Grimmerang down with a mighty blow that made the entire castle shudder.
The Aftermath of the Battle
When Grimmerang fell, his enslavement spell failed, freeing the rest of the enchanted army. They swiftly turned on Grimmerang’s minions. Most were killed at once, but some trolls and other monsters escaped to the hills and forests. The castle had been held together by a precarious balance between Grimmerang’s magic and wild Fey magic: with his death, the Fey magic took over, reshaping the entire castle and its grounds.
Syndra led the freed troops into the castle to find Grimmerang dead and only Maeglin still conscious, mourning dead Artan, and Myriil Naica, searching the room for loot. The victorious liberators were soon tended to, and the castle was explored by squads, looking for any remaining traps or minions. As they searched, the unbalanced magic caused rooms to shift, interplanar portals to open and shut, and small pocket dimensions to form and vanish. (To this day, strange rooms will suddenly appear and disappear in the castle on occasion. If while visiting, you see a door marked ‘Do Not Enter’ it is vitally important not to enter.)
Aethel Vithan, while exploring the captured castle, discovered an enormous garden and grove behind it. It is not known whether the garden was planted by Grimmerang, or was the result of the magical tumult after his death. In any case, in the farthest corner of the grove, he discovered a unique tree unlike any he had seen before. It was a tall young sapling, with long, many-lobed leaves, and bark streaked with the colors of flame. He spoke to it through his Druidic magic, and found that the tree was highly sentient. Feeling the power of the tree and its location, Aethel declared it sacred and named it Naranda, Flame-bark.
Artan was laid to rest in the sacred grove. A carved stone memorial marks the place of his burial. His hammer still rests on top of it.
Maeglin, having lost an arm, an eye, and a brother in the battle, declared his adventuring days over. Encouraged by his companions and the freed slaves, he appointed himself the valley’s protector and King, and elevated each of his surviving companions to nobility, dividing the lands of the valley into seven equal portions to divide among them. Later, when it became apparent that many valley residents wanted no ruler or lord, he generously ceded half of his own lands to the common people, creating an island in the valley with no lord or master but the law of the land. Maeglin had traveled extensively in human lands, and was fascinated by their varied and complex legal systems. He decided that such a system would be an interesting way to rule the kingdom, and attempted to create a lawful Elvish society.
The surviving adventurers called their families in to share their newfound wealth and help them administer the land.
Syndra started the magic academy which has grown and flourished over the years, and has become one of the largest in Talaveroth.
Myrill opened her own tavern, and lived raucously and recklessly for all of her days.
Aethel Vithan spent his life--nearly nine centuries--developing and tending the garden into what became the kingdom’s sacred grove, and in deepening his relationship with the sacred Naranda tree. When he died, his body was found resting against its trunk, as if in sleep, and on that day the tree first flowered.
Kolvar the Bard was terribly affected by Grimmerang’s magic, and could never bring himself to sing again, or to play an instrument, or even to speak. He never fully recovered from the battle, and died quietly seven years later.
His brother Elashor inherited Kolvar’s land in addition to his own, and set to work to make the land profitable, and the people who lived on it (especially his own relations) prosperous.
Alaria wandered the wild places of Lomalos, hunting Grimmerang’s escaped minions. Eventually, she married Maeglin. Before she became queen, she gave her lands in the west of Lomalos as a gift to the kingdom, with the provision that it must always remain wild, because no elf or Elven kingdom should be without wilderness.
The castle of Grimmerang was cleansed, purified, and redecorated. Lomalos’s finest shapers of stone and wood worked for centuries to make the bastion of dark magic into a mystical work of art, where beautifully carved stone and living forest combine to shelter the leaders of the kingdom. It still contains untamed corners of wild magic.
The End of the Golden Age
While Maeglin and his original companions ruled Lomalos, the kingdom prospered and there was no serious internal conflict. When they were gone, problems started to arise.
Elashor Aldalire had always scoffed at Maeglin’s laws and codes, saying they were un-Elvish, inflexible, unnatural, and an affront to the spirit of Corellon. However, out of friendship to Maeglin and loyalty to his king, he had submitted to the law. His descendants were less compliant. The Naica family had pretty much ignored the laws from the beginning. The Simuls refrained from taking a position one way or the other, but frequently demanded that laws which inconvenienced them must be changed. The Vithan family accepted the legal system whole-heartedly, and as the dissent from the other families increased, the ruling Lithelons began to rely more and more on the Vithans to maintain order, which they did with an iron fist, creating even more unrest as everyone, even the Lithelons, found their extreme lawfulness too heavy-handed to bear.
Eventually, to prevent actual warfare from breaking out between the founding families, or possibly even revolution, King Hazanri negotiated with the heads of all the houses, and the government was restructured to allow the nobles a part in creating and eliminating laws. Each house, including the ruling Lithelons, provided one member to the Council of Elders and one to the Council of Wardens. The king, the Elders and the Wardens each had one vote on legislative decisions. Unpopular decisions were now impossible for the king to push through, if any three of the families united against him.
With a stake in creating and enforcing the laws themselves, the Aldalires threw themselves wholeheartedly into the new political system, and the Simuls became more comfortable with it. The Naicas still remained chaotic and resentful, but submitted, though their main interest in the law remains how to evade it.
The Apple Uprising
The government was restructured again after the Apple Uprising.
Before her marriage to Maeglin Lithelon, Alaria Aldalire ceded her lands in the western forest to the kingdom, on the condition that it remain a wilderness forever. 823 years ago, a family of halfling refugees from the south, the Knockbarrels, found themselves in the forest. They were informed by the indiginous fey that they would be permitted to build a home and live there, but that the land was a protected wilderness and no farming, woodcutting, or clearing of the land was allowed. The halflings agreed, and built a small hut, surviving by foraging, hunting and trading with the local fey and gnomes.
A year after their arrival, the Knockbarrels found an anonymous gift leaning against their hut. It was a small sapling. Puzzled, the halflings asked if it was permissible to plant the tree, and the local fey saw no reason to forbid it. The next year, another tree was anonymously given, and the year after that. As they grew, it became clear that they were apple trees, and after a few years, the Knockbarrels had a small orchard. As they continued to plant trees, the orchard grew with no objection from the local sprites and pixies, who enjoyed the apples, the apple blossoms, and the applejack and cider that the Knockbarrels made from them.
When the first generation of Knockbarrels died, the gift trees stopped appearing, but there were already over 50 trees planted, and the next generation and their descendants saw no reason to stop enlarging the orchard. They cleared out brush and even cut a few large trees to make for more room, more sunlight, and lumber to build a larger cider press and distillery.
Three hundred years after the Knockbarrels arrived in Lomalos, Thelarion Aldalire brought a lawsuit to the court. He said that Alaria had only given the western forest to the kingdom on condition that it remain a wilderness, and now that the orchard was developed and could no longer be called wild, the Aldalire family had the right to reclaim the land.
The case remained in litigation for many years. The Vithans and Lithelons insisted that all the land rightfully still belonged to the crown. The Aldalires were backed up by the Naicas, who felt that the halfling cidery competed with their own virtual monopoly on alcohol production in Lomalos, and who believed the Aldalires would put a stop to it (and had some hope that part of the forest would come to them.) The Simuls had no interest in the matter, feeling they had no stake in the land either way.
In the end, High Judge Elrathar Vithan reluctantly made the decision that, according to the property laws of Lomalos (many of which had actually been written or proposed by Thelarion himself over the last three centuries) the Aldalires owned the land the Orchard was on, though not the parts of the forest that were still wild.
Thelarion informed the Knockbarrels that they would be permitted to remain in residence, tending the orchard and running the distillery for the Aldalire family, as tenant farmers. The halfling family had come to view the orchard and land as their own, and had worked to improve it for generations. They refused entirely to submit to what they called theft and serfdom, and burned down their distillery. The entire family was put on trial and imprisoned for arson.
A wave of outrage and panic swept through the non-Elven population of Lomalos. The elves and their increasingly invasive legal system claimed total control over the lands the non-elves lived on, while they had no voice in the government or any voice in the making of the laws. Any one of them was a possible future victim of an Elvish system which gave Elves supreme control over all the land. The uprising began as soon as the Knockbarrel trial ended.
Pixies and sprites targeted outlying farms, chasing off livestock, blighting crops, and cursing the farmers. Gnomes dug burrows to undermine ground-level Elvish buildings, convinced their tree homes to grow crookedly, and rioted in the streets of the Free Cities, targeting Elvish businesses with vandalism and pranks. Elvish commoners, who had no more control over their laws than the non-elves, soon convinced the gnomes and fey that they were allies, in complete solidarity with them. Soon, the citizenry were united and a crowd of angry fey, gnomes and elf commoners surrounded the castle with signs saying “Free the Knockbarrels” and “Who are you to rule the fey forest?” and “Annoyed Gnomes Unite!”
Realizing they had little choice, the government quickly moved to mollify the common horde. The Knockbarrels were freed from prison and pardoned. A new branch of government was created, the Council of Leaves, to represent the commoners, gnomes, and fey creatures.
The Knockbarrel family was unable to ever reclaim their land, and eventually left Lomalos, apparently for the Halfling Republic. For a century or two, the fey of the forest would attack and harass the farmers whom the Aldalires sent to harvest the apples and tend the orchard to prevent it from returning to wilderness, but as the harvests were always shared with the locals, their resentment eventually faded.The Aldalire claim to the land has been challenged in court repeatedly. The land is still in their hands.
The Government of Lomalos
The Government of Lomalos is divided into four bodies: the Throne, the Council of Wardens, the Council of Elders, and the Council of Leaves. Each government body may propose the creation of laws or alterations of existing laws, offer advise or censure to the others, and to formulate general propositions for consideration. (i.e. whether the streets need to be widened, or whether a new festival should be held.)
The Throne
The Seal of the Kingdom: A resting warhammer, in flames.
The Seal of the Consort: A crown
The ruling King or Queen of Lomalos has complete control over the castle and military, has the duty to protect the realm against all threats, and handle foreign policy, and has the right to appoint all governmental officials and servants, from the highest court judge to the castle boot boy. When the four bodies of government are deadlocked in a tied vote, the king has the privilege of breaking the tie with an additional vote. The king or queen chooses and trains their successor, often, but not always, one of their own children. If a ruler were to die before choosing and training a successor, the Lithelon Warden would cede their position to rule as a steward until a permanent replacement was prepared, during which time the family elders would choose the next ruler (unless the previous king or queen made their choice clear) and the new Warden to serve until the new ruler is in office. The King’s duty is to vote the way he feels will most benefit the kingdom.
The Council of Wardens
The seal of the Council of Wardens: Five stars in a circle, surrounding a crown
Each of the five noble houses has a Warden, a leader who is effectively the head of the house, with the right to make all internal decisions for their family. Each family chooses its warden differently. The Lithelon family warden is appointed by the king, and acts as the king’s assistant, steward, and advisor. The Aldalire warden is selected and trained by the previous warden. The Vithan warden is chosen by the family’s highest-ranking cleric, from among applicants who must undergo tests to prove their loyalty, courage and devotion The Simul warden is the most powerful spellcaster in the family. When the Naica choose a new warden, it is done in a week-long festival of contests, including arm wrestling, a drinking match, various games of chance, and a spitting contest. If the family’s eldest member is chosen as Warden, the next-youngest becomes their Elder: no one elf is allowed to fill both offices. The Wardens discuss matters of government and vote on issues and laws, presenting their internal majority vote as the decision of the council. Their duty is to vote on what is best for their own family.
Current Wardens:
Theilelan Simul, Elder Warden (The eldest warden presides over meetings.)
Avalêhen Aldalire
Persalor Vithan
Carxidor Lithelon
Waeslen Naica
The Council of Elders
The seal of the Council of Elders: A tortoise
Each family sends an Elder to this council. The oldest living member of the family carries out this duty, until such time as they abdicate or refuse to fill the position, or become unable to serve, and then the next oldest becomes the representative. While it is usual for the elder and the Warden of a family to vote the same way, it is also common to have a split in the family, each voting a differently in the council. It is the duty of the Elders to vote in the way that they feel is best for the world in general.
The Council of Leaves
The seal of the Council of Leaves: A plowshare and sickle
Created as a way to afford commoners and non-elves a voice in the government in response to the Apple Uprising, the House of Leaves is problematic. Originally, it was set up by the previous three bodies of government to consist of a single representative each for specific races: a pixie representative, a sprite representative, a Miscellaneous Fey representative, a Gnome representative and an Elvish Common representative, making a quorum of five, as in the other councils. This created immediate dissent. Dryads and Treeants were outraged that Pixies and Sprites each got their own rep, while they were expected to share one with boggles and leprechauns. Gnome clans with completely different priorities than other gnome clans demanded separate representation. Small Dwarf, Halfling and Goliath populations who were not covered under any category asked why. Guilds whose interests would not be advanced under the racial system pushed for change.
In the end, it was decided that any group or organization of at least four individuals could send a representative to the council, so long as that group is at least 75% disparate from any other group sending a representative. For example: If the Beppi Clan contains gnome A, B, C and D, and the Woodcarver’s Guild contains Gnomes A, B, E and F, only the first to register may send a representative. If the Woodcarver’s Guild contains Gnome A, E, F and G, both the clan and the guild could send a representative
This has led to a lot of confusion and gamesmanship. The Bowyer’s Guild, mostly made up of elves, has inducted many non-bow-making gnomes, sprites and pixies just to be differentiated enough from the Elvish Commons to be able to send a representative. The council is flooded with requests to vet and approve the representation of bird-watching clubs, sports teams and newly-opened businesses.Trouble-making individuals create false organizations and apply as representatives in order to sow mischief (Fleegel Boppix named each of his ten toes, declared them a hiking club, and submitted an application to represent them.) There are so many representatives at a meeting that it is hard for any representative to be heard, let alone take part in any serious discussion. This state of chaos might be ineffective, but it suits the other branches of the government extremely well.
Pixo Veech Ebble Mushmush Blebbo Smogget is the current Presider of the Council of Leaves
Religion in Lomalos
Maeglin Lithelon, the first king and protector of Lomalos, was a paladin devoted to Corellon. The elves of Lomalos revere Correlon as all elves do, but the lawful nature of their governmental system often leaves them feeling uneasy, and that their lifestyle is opposed to everything Corellon stands for. Artan Lithelon was a cleric of the lawful neutral Darahl Tilvenar, and Darahl now has a great following among the Lithelons and Vithans. Some others feel the need to offset lawful lifestyles by following the most chaotic elvish deities.
Perhaps partly due to this inner conflict, and partly in reverence for the legacy of founding hero Aethel Vithan, the ancient magic of Druidism has tremendous support in Lomalos, not in competition to the worship of deities, but as a separate and concurrent religion. Nature magic is a unifying force throughout the kingdom, shared by gnomes, elves and fey, and the High Druid is the closest thing Lomalos has to a spiritual leader. The Eastern, more elvish half of the kingdom is dominated by druids of the land, while the western, more gnomish and fey-inhabited parts are filled with druids of the Circle of the Moon. The Land and Moon druids have a friendly rivalry, and meet each Midsummer for the Midsummer Rites and a game of Land vs Moon Druidball. (Rules: Getting your ball in the opposing goal is worth a point. Leaving the marked field means you may not return to the field until the next goal is scored. Flying does not count as ‘leaving the field.’ Teleportation while carrying the ball is forbidden. If someone is killed, the team responsible for the death forfeits the game. If nobody is killed, the game ends when one team scores fifteen points.)
The first High Druid of Lomalos was Aethel Vithan. Nearly all High Druids since have been of the Vithan family, apart from one Lithelon. (The current High Druid is training an Aldalire as his successor. The successors are chosen by the sacred tree, not by political influence as suspected by many, so nothing can be done about it. Attempts to thwart the Naranda’s choices in the past have reputedly led to droughts and blights in the kingdom.
Elvish religion requires no formal observances or services, and Gnomish religion is also quite casual, but there are still many places of worship in Lomalos. There is a chapel within the castle. It is devoted to Corellon and the Elvish pantheon, but worshippers are welcome to make their prayers there to any friendly god. The Free City is full of small temples to nearly every imaginable god, and the Gnomish towns and tunnels often contain small shrines. The Sacred Grove of the kingdom is restricted to the royal family and those druids chosen to tend the Naranda tree, but there are many druidic sites and sacred spots throughout the kingdom which are more welcoming of outsiders.
The Sacred Naranda
The Sacred Grove which contains the Naranda tree can be considered the center of Druidic religion in the kingdom. The High Druid makes his home in the grove and dedicates his life to tending the tree and grove, and to protecting nature and agriculture in the kingdom. The tree is slightly over 3000 years old. Its bark is streaked with the colors of flame (hence its name, meaning Flame-bark) withleaves similar to oak leaves, but slightly longer, with eleven lobes per leaf. Since the death of Aethel Vithan, it had flowered every spring. The flowers of the Natanda tree are large and trumpet-shaped, with a deep, intense orange-red color and a spicy aroma. The flowers develop into large, red fruits which ripen in the fall. They are obling and pear-shaped, with a smooth and shiny skin, and as large as a melon. The flesh is similar to that of a cherry, deep red all the way to the large pit in the center. The falvor is sweet and spicy with a hint of smoke. A kingdom-wide festival is held when the fruit is ready to harvest, with anyone who asks given one of the fruits until all the available supply are given away or eaten. The pits have never been successfully sprouted or planted, but carving them into interesting shapes is a popular craft among the commoners.
The High Druid
The High Druid is seen as the spiritual leader of the kingdom: elf, gnome and fey all share a reverence for nature, and nature magic is the one thing that they all have in common. Whatever their other differences, the people of Lomalos respect the druids, and especially the one chosen as their leader. Despite common belief that the appointment is political, the high druid is chosen by the sacred Naranda tree. The appointees have thus far usually been male, always of noble family, and almost always of the Vithan line. Usually, the current High Druid is informed of the decision so that the successor may be trained The current High Druid is Talos Vithan. He is nearly eight hundred years old, and has been high druid for three hundred and seventy years. Talos is one quarter human, and due to his mixed blood, he has been showing the signs of great age for the last century: white-haired, frail and wizened. The chosen successor to his post is Edeleth Treesong, a rebellious member of the Aldalire family who insists on using the Common translation of the name. He is currently away on a mission to the eastern Nâr Barâk Mountains. Assisting the High Druid in his absence is Petran Vithan. Rumors say he is ambitious and hopes to be chosen as the new successor, should Treesong fail to return.
The Noble Families of Lomalos
The five noble families of Lomalos are the descendants of the elvish heroes who liberated the valley from the tyrant wizard Grimmerang, or the descendants of their relations. In the early centuries of the kingdom, the families frequently intermarried, so that any noble in Lomalos is likely to be more or less related to any other.
As time went on and the conflicts between the families grew, things became complicated. Couples who married were expected to choose which family they would ally with, and to change their surname accordingly, cutting ties to the other side of their family. Nobles started looking outside the kingdom for marital alliances more often, again, again demanding that those who married into their families change their names. This led to a system where there are no ‘branch families’ and every noble in the kingdom is either a Lithelon, an Aldalire, a Vithan or a Simul, making it easy to know what faction they are allied with. Some outsiders stubbornly cling to their old family name as a middle name or a hyphenated surname, but after dealing with sniping from opposing factions and pressure form inlaws, they usually come into line with the system, or their descendants do.
Each family holds their land in a common trust, controlled and administered by the head of the family. None of the nobles in Lomals individually ‘own’ land inside the kingdom. Though they might be appointed as administrators to an estate or farm or other enterprise, the head of the family can remove them from their position and replace them at will. Each family has ther own internal culture, power structure, customs and priorities, but all support the kingdom in whatever way they are best suited.
The Lithelons:
Alignment Tendency: Good
The Seal of House of Lithelon: A rearing stag
The Lithelons are descended from the first king, Maeglin Lithelon, and the children of his brother Artan, who Maeglin summoned to Lomalos after his death. The Lithelons have held the throne since the founding of the kingdom.
They hold lands in the Eastern part of the kingdom, but not extensive lands: the kingdom was divided between the surviving heroes of the battle, but Maeglin later gave half his land to the commoners, and the Free City is now built on it. The Lithelons’ small land holdings makes them very dependent on the more prosperous families.
The Lithelons value kindness, courage and loyalty. Their lives are lives of service to the kingdom. Their priority is to keep the kingdom united and their people strong and safe. They face a constant tightrope walk of keeping the balance: between elves and gnomes and fey, between commoners and nobles, between the squabbling noble houses. Between resolving enough conflict to keep the kingdom at peace and creating enough conflict to keep the factions distracted from thoughts of overthrowing the crown.
A Lithelon will not throw any potentially useful tool away or neglect any possible friend or ally: they will do their best to find a way that any situation or event or person can be of use to the kingdom. Most Lithelons not in the royal family will tend to go into the military, palace security, law enforcement, and other pursuits that aid in the running of the kingdom.
The internal structure of the Lithelon family is centered on the ruling King or Queen, chosen by the previous ruler (or, in their absence by the family elders.) The King chooses a Warden who acts as the head of family as well as the King’s steward and assistant.
The current king is Celairatar Lithelon, known for his calm and even temperament and skill at diplomacy. The kingdom has prospered under his rule, and he is well respected. Celairatar is an excellent swordsman, having spent part of his youth battling ogres in the southern bluffs, where he met the ranger, Nenlelun Vonisseth, daughter of Lord Yradorn Vonisseth of Grath, in the Zanderfell territory. Eventually, the two were wed. While Celairatar rules the kingdom and handles diplomatic matters, Queen Nenlelun commands the border patrol and castle security forces. They have three children. The eldest, Prince Lintelér, is believed likely to be chosen as the successor. He shares his father’s appearance and calm temperament, and is said to be dedicated to studying the kingdoms’ laws and dealing with its bureaucracy, though he is not well known to the public. The two younger children are better known and liked, and they favor their mother, both with her auburn hair and more colorful temperament. Princess Anarórë is an inspiring speaker and often appears as the royal family’s representative at public events. Prince Kalrondo is known as an excellent hunter and sportsman, eager for a chance to try his skills in a real battle.
The Lithelon family warden in the king’s cousin, Carxidor. His is jovial and competent, but has a reputation as a reckless gambler who is often in debt.
The Aldalires
Alignment tendency: Neutral
The Seal of the House of Aldalire: A complicated geometric knot
Because two Aldalire brothers fought at the battle with Grimmerang, the Aldalires held twice as much land as any other family from the start. (Their sister Alaria left her land grant to the wilderness.) Over time, they have managed what no other family has: they have increased their land allotment. Some was purchased or won in gambling from the Naica and Simul families. They managed to acquire a piece of the western wilderness through legal maneuvering. And their copper mines in the northern spur have perhaps pushed the kingdom’s boundaries further into the mountains than they once were. Aldalire lands run along the northern border of the kingdom, with some scattered lands in the central and western areas.
The Aldalires value cleverness, strategy, and creativity. They are lawyers and bards, diplomats and negotiators, poets and enterpreneurs, and above all, schemers. Political intrigue is the family’s lifeblood, and they respect a brilliantly planned failure over a dull and stupid success. Aldalires are encouraged to find their own most useful skills and develop them for the family’s benefit. If they do not find a way to be useful on their own, the family will find a use for them.
The royal family needs the Aldalires’ wealth and their skill at finding solutions to tricky problems. The Aldalires are content to leave the Lithelons doing the dull work of running the country while they make a game of pulling strings from the background and currying favor. (Also, the military power of the Vithans and Lithelons combined would be a considerable obstacle to a takeover.) It is said that an Aldalire can find the solution to any problem: and that whatever the solution is, the Aldalire will have found a way to profit by it. But profit is not the primary aim of Aldalire scheming, it is only seen as the trophy that proves the cleverness of the schemer.
Aldalire lands are administered with a light hand, and their commoners are treated well. The Aladalires are wealthy enough without squeezing the peasants: the loyalty of the people is worth more to them than a little more gold: plus, it pleases the Lithelons, helping both to curry favor and make the Vithans look bad by comparison.
Controlling a family full of individualistic schemers requires an iron will and a devious mind, and Warden Avalêhen Aldalire has them both. With steely eyes and a fierce presence that can quell dissent and freeze the most slippery trickster, Avalêhen has ruled the house of Aldalire through over 400 years of prosperity and power. She is now training her chosen successor: her granddaughter Rayna, who, at the age of twelve, already has skills at obfuscation, manipulation, plotting and stubborn tenacity that do her grandmother proud.
The Vithans
Alignment tendency: Lawful. Very lawful.
The Seal of the House of Vithan: Three crossed swords behind a heart
Aithel Vithan had no children. The house of Vithan is descended from Aithel’s siblings and cousin. Nobody but the Vithans cares about this, except for the fact that mentioning it is a good way to annoy a Vithan. With their highly lawful nature, this indirect descent may make them feel less entitled to their position than other families, contributing to their extreme loyalty and devotion to the crown, as compensation.
The Vithans value loyalty, honor and obedience above all. They serve their king and their gods wholeheartedly. Vithans tend to be warriors, paladins, cleric and druids. The kingdom relies on them for their moral and physical strength and unwavering support. Most of the kingdom’s appointed judges are Vithans, reliable for their fair and honest interpretation of the law, even when it is not in their own best interest. Aethel Vithan was the first High Druid of the kingdom, and nearly every one since has also been a Vithan. (There was one Lithelon, and it seems that the future appointee will be an Aldalire. The selection of Edeleth Treesong--formerly Ondo Aldalire--as the successor caused tremendous outrage among the Vithans, which King Celairatar calmed by appointing Lethiel Vithan as Royal Treasurer, a traditionally Aldalire position. While this reduced the outrage, the Vithans are still unhappy. They feel that having a Vithan in the treasury will ensure that the Royal Treasurer is not dipping into the till and cooking the books to hide it, but even the Vithans doubt that Lethiel will be up finding the creative financing solutions that the previous Aladalire treasurers excelled at.)
Sometimes, the single-minded nature of the Vithans causes problem. Knowing that they are the King’s most ardent and loyal supporters, they are often infuriated and jealous when they see honors and positions going to members of less deserving families. They also demand that everyone else share their values: they despise the selfishness of the other noble families and are disgusted by commoners who do not serve their lords with the same selfless devotion the Vithans show to the crown. Many commoners on Vithan lands live poor and thankless lives. Their Vithan masters are short on imagination and compassion.
Persalor Vithan is the Vithan warden. He is powerfully built, a retired paladin who spent a century fighting gnolls in the Westwoods Alliance troops.
The Vithans still hold their original land grant: no more, no less. It runs along the southern border, from the royal allotment in the east to the western wilderness.
The Simuls
Alignment tendency: All
The Seal of the House of Simul: An open book with a lighted candle above it
Syndra Simul joined the fight against Grimmerang in order to study his magic. After the wizard was defeated, Syndra decided to build a small school where she would continue to study magic in all its forms, and to teach it. Many young magic-users begged to come learn from her, and the school grew. Syndra’s descendants shared her fascination with the mysteries of magic, and the school continued to grow and accept more students, New buildings were added constantly, to study different aspects of magic, to serve as laboratories and lecture halls and dormitories. The Thamasaille Simul had a policy that no talented student would be turned away. Those who could pay for tuition, paid. Those who could not were expected to volunteer time to aid the school and kingdom, or to create scrolls and spells for sale.
Building and running such a vast school was expensive. Early on, the Simuls traded part of their lands to the Aldalires in return for building materials and labor. Now the halls of learning cover a full third of the Simuls’ remaining land. The arable land left is as often given over to experimental agriculture as to anything that can feed their student population, let alone generate a profit. The school has come to rely more and more on support from the kingdom and charitable donations from the wealthier noble families.
The Simuls themselves seem to have little appreciation for their position as nobility. Even their highest-ranked lords may serve as teachers and administrators in the school, even though the school frequently accepts commoners as students. Worse, the Simuls have sometimes actually adopted very powerful and promising magic-users into their family. According to rumor, even commoners. EVEN NON-ELVES. Shocking, if true. Gossiping members of the other noble houses frequently postulate a future when the Simuls may choose an Orc as their Warden.
The Simuls serve the kingdom by helping with any problem that may be eased or solved by magical means. Disinterested in politics, they often serve as a neutral buffer between the squabbling Aldalires and Vithans. Both the House of Wardens and the House of Elders are currently led by Simul elves: a compromise to keep the other houses from squabblling, since neither the Aldalires nor the Vithans are willing to see a member of the other in the leadership position and a Lithelon leader would be objected to as an extension of the power of the crown. The reputation of the Thamasaille Simul brings honor and income to the kingdom. At the same time, supporting the school is costly, and student magical experiments sometimes cause mayhem…professorial magical experiments, even worse. In any case, just about every Simul, magically talented or not, adopted or natural, shares an obsessive curiousity and fascination with magic, and dedication to the school.
The Simul Warden is Theilelan Simul, a quite elderly and erudite elf. He is always ready to encourage a student. But as he gets older, he spends more time in his office, pondering and calculating an extremely complex spell he is attempting to create. He has been asked many times what the spell is meant to do, and always explains at length, but nobody understands it anyway--the hallmark of true genius?
Simul lands and the school are in the central area of the kingdom.
The Naicas
Alignment tendency: Chaotic Chaotic Chaotic Boogaloo
The Seal of the House of Naica: A monkey smoking a pipe and clutching a mug of ale
After Grimmerang’s defeat, Myrill Naica opened a tavern and spent the rest of her days drinking, dancing and gambling. While the other noble families carefully arranged for the preservation of their families’ land grants, Myriil laughed it off, gambling away bits of land, selling off other bits, even giving away land to strangers she happened to take a liking to. The small freeholds scattered through the western central area of Lomalos were all once Naica land.
After Myriil’s death (a freak accident involving six cocktail skewers, a beehive, and a flying hippopotamus) the land was split between her three heirs, who also lost or sold land, and the remainder was spilt among their heirs. Only the tavern was sacrosanct, a family tradition. Eventually, the family realized that what land they had left was too small and scattered to support them, let alone keep them in liquor. Shocked into responsibility, they gathered the remaining land into a family trust and decided together how to proceed. With a firm sense of priorities, they turned their land and resources to the production of beer, wine and spirits.
The alcohol trade was not quite enough to sustain the family (especially as they were consuming a lot of their own products) so, without any particular skills or talents, and with no respect for the law whatsoever, they turned to roguery. Some family members took up petty thievery, con artistry and masked highway robbery. The more highly placed members gathered all the information they could at court and found ways to turn it into profit-- from blackmail to espionage. Soon selling information was bringing in more profit than the alcohol business. The Aldalires were always willing to pay for interesting information about anyone. The Vithans were hungry for dirt on their rival house. Even the Lithelons found it useful to have an extra eye on their troublesome nobles, the criminal underground, and the general populace. (The Simuls could not afford the Naicas’ services, but they were often allied with the Naicas against the more powerful houses, so they were given free tip-offs whenever something that would affect them came up.)
The Naicas remain always on the ragged edge of ruin, but get by well enough to continue enjoying lives of reckless celebration and the joy of chaos.
Waeslen Naica is the family’s current warden. The Warden is selected in a bar competition entered by any member of the family willing to accept a responsibility that involves remembering to show up on time at least once a week sober enough to cast a vote. Waeslen has about a 40% success rate at this. He is one of the family’s better wardens.
The Naicas' remaining lands are in central Lomalos, west of the Simul lands. Myriil’s tavern, the Monkey’s Shines, is still doing business. It is currently under the management of Amryl Naica (formerly Aldalire), who recently married into the family. It is hoped that her training in busness management will make the tavern profitable for the first time in centuries. Her first act was to put limits on the free drinks for the family. Pessimistic people have started a betting pool on how long it will take before she suffers an 'accidental' death of some kind.
The Free City
History
When the kingdom was founded, and the heroes took their places as rulers of the valley, not everybody was happy. Before Grimmerang arrived, there had been no government or nobility or laws in Lomalos, and many preferred it that way. King Maeglin gave half of his land allotment over to the people, so that there would always be a place in Lomalos for those who refused to accept a lord.
The Free Territory held the beloved Ancient Grove, a group of giant trees all growing together, their branches intertwined. Dryads and Firbolg lived in its shade, while gnomes burrowed below, and elves, sprites and pixies lived peacefully among the branches.
As time went by, the population grew. From all over the valley, those who wished to escape the rule of lords came to the grove—some from a love of freedom, others running to escape punishment for crimes. As word of the free territory spread, similar groups of people emigrated to Lomalos to join the community. Refugees from war-torn lands, with no place to go, yet not wishing to accept any rulers but their own, People who could find little acceptance in other communities came here: small populations of peaceful orcs, goblins and Drow can be found among the diverse inhabitants of the grove.
As the population increased, buildings began to cover the ground, and dwellings took up more and more of the tree space. Under the ground, the gnome tunnel network became huge. The Firbolg moved away, along with many of the other fey. And without laws or leaders, as the population grew, criminals became the power running the city.
In time, those not willing to live under the domination of crime lords asked the throne for help. Under Queen Forsanya, the Queen’ Guard raided the city, and made war on the criminal element until the crime lords were destroyed, captured or fled.
In time, the Free City was brought back to law, and the people of the city accepted the laws of the kingdom, though still insisting on their freedom from royals and lords. The city is now run light-handedly by a council and mayor. The city’s elders choose one council representative from each tree every three years. The mayor is chosen by druidic ritual, and remains in office until omens demand their removal. The current mayor is the dryad Millethowen. While nobles are free to visit or dwell within the city, and may serve as elders, they are not permitted to act as council members or to own property or businesses here.
The Grove
Each tree in the Free City is a community in itself, with its own atmosphere and flavor. The tree’s name is used as an address, not only for the tree, but for the streets and burrows below, with additional information to narrow down more specific locations. (For example, the Crowned Stag Restaurant can be found at Rosewood, First Branch, No. 86. The Bell and Drum Tavern can be found at Hickory, 8th Branch, Outer Hollow Northeast, No. 12. The gnome-friendly inn, the Mushroom Cap, is at EastOak, Ground South, Caterpiggle Plaza No. 20.) Some of the branches, especially the lower ones, may be wide enough for a row of buildings on each side of the footpath, and over a half mile long, though of course, the branches are not wide enough for habitation for that entire length. To go up into the upper city, one can either take the inner hollow stairs, the outer walkways, or one of the myriad lifts and elevators installed in each of the trees. Once above the ground, one can travel from tree to tree along the many intertwined branches. The upper canopy, where the trunks and branches grow thin, remains the home of pixies and sprites and other creatures small enough to dwell among the leaves.
Trees of the Grove
Rosewood: This tree houses the wealthy and powerful of the Free City, its beautiful and delicately scented wood making luxurious homes and apartments. Businesses that cater to the wealthy and discerning may be found on the branches and outer trunk. The inner hollow contains the seat of government, the homes of powerful leaders and rich merchants, and apartments to rent to wealth travelers and nobles visiting the city. Entry to the interior is strictly controlled.
Hickory: This hard-wooded tree houses hard-working people. The backbone of the city, carpenters, builders, blacksmiths and other laborers make their homes and businesses here. Hickory is home to the City Police station, and the Bell and Drum tavern id also here, a favorite hangout of off-duty police, guards and military. Armor and weapon shops can be found here.
Willow: The heart of the arts in the Free City, Willow holds theaters, galleries, bard colleges, woodcarvers’, painters’, jewelers’ and poets’ guilds. The tree provides homes for those of an artistic and free-thinking nature. Shops sell many art objects, and occasionally, a very lucky shopper might find a well-crafted item with arcane powers.
Westoak: The seat of learning in the Free City, Westoak contains schools, museums, book shops, libraries, and other sources of knowledge and information.
Eastoak, Walnut and Maple: These are pleasant residential areas, filled with homes of the city’s citizens. Markets sell common goods: clothing, supplies, groceries, etc. Maple has a seasonal industry in maple sugar and syrup, and Walnut in nut harvesting.
Locust: This thorny tree covers itself in deadly spines, making it difficult to travers on the narrower branches: the thorns grow back quickly when cut, and sharper. The tree attracts the sort of residents who prefer to keep others away: you will find recluses and misfits hiding from society here: small communities of the less-accepted races: and a certain criminal element whose businesses and activities are not meant for the public eye. Of course, there are legitimate shops and businesses here, as well, especially secondhand and pawn shops, where surprising bargains can often be found. Locust also contains the Royal Socks tavern, the Free City’s primary gambling establishment.
The Deadwoods: This name is applied to two trees, Northoak and Pitchpine. Both have been dead for some time, their branches so emeshed with the other trees that they can neither fall nor be cut away. Citizens complain constantly of the fear that one of these giants will collapse, crushing everything beneath it, or taking down one of the other trees with it, or that one will break out in flames that will ignite the entire city, but the general consensus is that nothing can be done. Northoak was split by lightning, and its wood does not respond readily to magical shaping. Those who live here must be content with whatever has already been created, often with cracks and splinters forming. A few of its branches have fallen away, so very few people dare to live outside the trunk. The residents of Northoak are the poor and desperate. Pitchpine died of an insect infestation. Its branches were many, small and thin, and fell away long ago, leaving knotholes just the right size for a street urchin to curl up in for the night. The trunk is also riddled with wormholes through which a child’s body might fit and no adult could pursue, though there are always risks of running into a giant woodworm. Nobody actually lives in Pitchpine, but urchins and vagabonds tend to congregate on the dirty streets below. Some who have no other occupation will sometimes ‘mine’ Pitchpine for its pockets of pitch, which are then sold to be refined into glue, varnish and tar.
The Wilding Court
The Wilding Court recognizes no boundaries or land ownership and have no nobility. They claim kinship with various herds of elk and deer, and claim the right to hunt anywhere the beasts roam, following the herds on foot, their children and gear carried on the backs of bears and dire wolves their people have befriended. They do not recognize the authority of the Council of Western Courts and are never represented, and they rarely will even consent to speak to someone outside their own company. Most of the courts whose lands they trespass upon regard them as an annoyance, but a temporary one, and they are allowed to remain until they move on, since they can also be extremely useful allies. They have a close relationship with the Fey creatures of the forest, and are merciless to enemies, fierce and vengeful in battle. On many occasions, passing bands of Wildings have destroyed encroaching invaders, saving beleaguered communities and moving on without comment. On the other hand, some smaller courts, possessive of their lands and game, have taken up arms against the Wildings. Those courts no longer exist.
There are six different bands of Wildings. They are known by the names Cén (Earth), Hellë (Sky), Nénar (Water), Nár (Flame), Lasse (Leaf) and Elen (Star). Each year at midsummer, the Wilding bands gather at Mórimorco Lake. They celebrate for ten days, offering prayers to Farlahn, Corellon Larethian and Obad’Hai. Their druids and shamans choose a chief for each of the six bands, to lead them for that year. Marriages are arranged, gifts traded, and old friendships renewed. Before the dawn mists have burned off the lake on the eleventh day, they go their separate ways, most likely never to speak to one another (or anyone outside their own band) for the next year.
The Zanderfell Court
The land of Kalaine covers most of the great forests on the eastern half of the Westwoods. It is filled with many small courts and independent villages of Elves, Fey and Gnomes. When the Gnoll warbands invaded, these small communities were easy prey. As the Gnolls ravaged the forest, burning and destroying, they attracted the wrath of the mighty Zanderfell. Nobody knows much of this mysterious spellcaster, surmising that he is either a very powerful druid, or wizard, or both. He lives a solitary life in a tower-like sanctuary hollowed out from the inside of one of the gigantic ancient trees. Few have been permitted to visit him. The wild forest cats are his spies, and the birds his messengers, giving him almost omniscient knowledge of what goes on in the forest. He began using his creatures to scout for Gnoll activity, and to warn and organize the defenses of the small courts. Without his guidance, it is likely that Kalaine would have been overrun and its inhabitants destroyed. As it is, a local alliance and a combined military force, both kept fully informed by Zanderfell, provides strong resistance to the invaders.
Zanderfell takes no part in ruling over his ‘court,’ issuing mainly information, suggestions, and occasional requests, and asking nothing in return. All the same, many courts send him gifts, food, and other tribute in gratitude for his services. No request he makes, however odd, is casually ignored, and the people of Kalaine are fiercely protective of the birds and wild cats, knowing that any might be one of Zanderfell’s scouts.
Slate City -
The only place in the Westwoods that could be considered a grim, urban sprawl is Slate City. Located on the far southwestern corner of the forest, it is the home of grubby slate miners and ridiculously wealthy merchant kings. The palatial mansions and noble houses on the hill look down on the squalid city and the slate quarries. The beautiful Arasrok river flows into this city, and through its sewers, and its mining pits, and flows out to sea in a lifeless, polluted channel on which barges carry slate, lumber, and other goods to the seaports on the coast.
The Abbey of the Unknown Goddess. Long ago, outside the tiny village that later became Slate City, a traveling group of clerics found an abandoned temple with the statue of a goddess--defaced, literally, the stone face having been smashed away. Not knowing who their benefactress might be, the clerics built their abbey around the old temple anyway, and showed every respect and reverence to the unidentified goddess who had once been worshiped there. Though the goddess remained anonymous, the abbey prospered under her patronage, and the clerics shared their prosperity with the poor, the sick, and the abandoned, as Slate City spread its mining operations and shanty towns to engulf the abbey grounds. The Abbey is not only the center of religion in lower Slate City, but has become the center of education, their excellent school taking in and teaching the children whose parents can't afford the expensive premium academies on the hill, and exposing them to ideas and arts and music which they otherwise would never experience. (Some of this teaching is bitterly opposed, for giving children ideas above their likely station in life.) The Clerics of the Abbey of the Unknown Goddess either dedicate their lives to researching and speculating on the goddess's identity, or conversely, dedicate themselves to protecting the sacred mystery, and revering the goddess's anonymity. These two factions are usually at odds with each other, but not violently.
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
Excellent work! I will start incorporating some of it in my games. There are so many new factions to choose from, now!
As mentioned in the sandbox thread: here is a link to the latest version of the map https://imgshare.io/image/talaveroth.KtlAn .
Im sure the campaigns will add city names to the ones that do not have it yet and expand on the map. If so ill update the link here.
The best view is to download the map and view the downloaded file to get the full hd version.