The Ariumite Highlands
The vast expanse of wilderness that is the "Highlands" of the province of Arium is as beautiful as it is dangerous. While it certainly has its urban regions containing farmlands and ranches, a greater part of the area is untamed with large barren tundras, rolling hills, and smaller patches of woodland.
Scattered villages dot the region, usually located within a few brightenings' ride from the nearby cities. While the population is spread through out, a sizable portion is centralized in and around the town of Mileswick. Although those farmers and ranchers who own large parcels of land dwell several miles away from the town's borders, they still rely on the town for general supplies, and the shipping of their goods.
The highlands are filled with many dangers. To begin with, the area has one of the harshest climates in the Empire, with rainstorms and blizzards striking randomly, especially in the winters. In addition, because of the vast space of wilderness, the Ariumite Highlands has a diversity of wildlife, including large predators which can easily overcome an inexperienced traveler. Even the geography itself, a combination of treacherous mountains, and badlands with sparse vegetation, can present a formidable opponent to survival.
The greatest danger, however, takes the form of bands of raiders that frequently prowl the land. With the recent turmoil in Arium, such bandits and thieves have grown more aggressive and often make incursions into main trading routes.
General Climate
The climate, as a reflection of the terrain and location, varies considerably within the Directorate of Arium. The southern, landlocked portion of the province, with its Great (snow capped) Mountains and rolling hills, provides hot dry summers, and cold harsh winters. The more northern, coastal areas of Arium suffer less with milder winter months, and more temperate, tolerable summer seasons. The central section of the directorate tends to get a mixture of both extremes, but tends to have less precipitation on average. Despite these general features, the coastal cities of the province have seen more then one snow filled winter, and the inland populations have had the occasional cool summer.
Areas of Interest
The Great Mountains
The Great Mountains form the heart of Arium. A vast mountain range, it runs through from the South of Nexus Prime through to the West and South-West of Vortex. The Great Mountains suffer weather at its most severe, with legendary cold, horrendous snow storms, and inescapable avalanches.
In addition to the environmental risks, the mountain chain is filled with Orc and Goblin tribes that still infest the northern parts of the range, hiding in a great many caverns and tunnel networks hidden deep in the mountains. In more recent times, however, the threat of these creatures has declined, due to campaigns of "cleansing" by various factions and cities. The areas are now patrolled frequently by provincial military and constabulary, in order to keep the region free of such monsters. Despite this, Trolls are still hunted by Vortexians in the Great Mountains for their famous trollskin leather armor. For the most part, traveling off the beaten track is not advisable, even in areas better populated such as the areas near Mileswick, Fairhaven, and Vortex. Other monstrous creatures roam the crags and cliffs of the mountain chain, including (according to legend) a large black dragon that plagues travelers of the nearby foot hills and Nod Ruins.
The southern regions of the Great Mountains are held by the more "civilized" Vysstichi. More civilized in that they do not randomly attack merchants and travelers. The region directly west of Vortex in particular is believed to be inhabited by Vysstichi, using secret networks of tunnels and camouflaged paths to maintain their discrete control over the region.
The eastern parts of the great ranges are home to the Rhagrhnd mountain tribes. While there are not all that many of them, their mastery of the mountains and rugged strength make them fearsome mountain warriors. It is only in recent times that outsiders have managed to come in contact with these reclusive people.
Curiously enough, the isolated regions near the Imperial Conservatory and the Evile Estate seems to be somewhat a dull section of the Great Mountains. It has been observed that there are living creatures there, but most are of the greater predator kinds, rather then sentient species. Travel here is no less dangerous though, as the weather here is generally colder and harsher than that of the western and northern slopes of the mountain range, as this region is set closer to the heart of the Great Mountains.
Castle Nocturna
Located in the upper portion of the Great Mountains Chain, this legendary fortress is rumored to house powerful undead. Mythical stories of Vampyres and Liches abound, while still other tales speak of a vast network of tunnels underneath the castle that connect the subterranean lands of the dark elves. Very little facts exist for this location, as few if any have lived to tell of visiting.
Solace Island
Though technically a part of the lands owned by the city of Paxia, Solace Island is separate and unique in almost every regard. Located just off the coast of the city, several miles out past Paxia Harbor, the formidable land mass is a collection of mountain peaks and glacial valleys. On the coasts sparse settlements have sprung up, including the Imperial Shipyard, the Elsdragon Naval Academy, and Trosdorf (the island's Kontor Settlement). In addition, some of the interior (The Plains of Salvation) have recently become cultivated and populated by agriculturalists and farmers. The mountains, and much of the northern half of the island are filled with dangers, both environmental and monstrous.
Chesley Ruins
For hundreds of eras, the cracked, sparse stones and masonry believed to be the remnants of the city of Aslangrad sat shrouded in mystery and legend. Nestled about the hills and valleys along the River Carmelya, few adventurers spoke of what lay there, and for many a generation the ruins were mentioned only in childhood tales, and campfire stories. Then in the Era XVIII, the earth shook, and the skies turned bright. New legends, new tales began to filter in from the Highlands. Where once the ruins of Chesley stood, now stood a gigantic walled city. The northern metropolis of Aslangrad, had suddenly appeared.
Temple of Aetheria
Little is known about the place that lies at the heart of the Great Mountains. It is the uncommon adventurer that has managed to survive the hostile environment of the Great Mountains and its perils to come close enough to see the hints of white that are the rooftops of what are most certainly ancient ruins.
Mists and a mysterious woodlands surround the place, befuddling most travelers with the great winding paths, and the cold mists that often cover the place as if the wilderness and forests themselves want to protect what lies within. Legend has it that this mysterious temple can only be found by those who are willing to defy all odds and risk everything for gold and glory. And for those who enter the location unprepared, stories of the temple's guardians -- whether it be walking trees, giant serpents, or winged horses -- are all but uncommon to locals.
Nod Ruins
Located west of Aslangrad, and just north of the Shankspine Ridge, these mythical ruins are often avoided by travelers, and even the most hardened of adventurers. Those who do approach are usually scared off by the howls and screams that are frequently heard across the nearby barrens. Explorers tell of strange lights, and mysterious moving fog, while other souls fortunate enough to recall, tell of horrid beasts such as Dire Wolves and giant bears. An occasional wanderer will even speak of a giant black winged beast that flies over the ruins, sweeping in from the nearby mountain chain.
Three Towers
This remote and essentially hidden village is found in the forested area just south east of Pisabia. It is so well hidden, in fact, that most of the very rare encounters mortals have had with it, have been through stumbling upon it accidentally. Rumored to be the home of several different clans of Goblins, the village gets its name from the three colored towers that stand within it. Each of the three clans of goblins allegedly wear clothing the same color as their tower.
Populated Areas
1. Cities in the Region
Paxia
A small city at the north western tip of the Arium Directorate, Paxia is known to most Ariumites as the mercantile hub of the province. A city of goodwill and peacefulness, Paxia promotes openness and tolerance to almost all races, and nearly all religions. It is a place for entrepreneurs and fresh starts. As one of the major seaports on the northern coast, it is brimming with sea trade and boasts one of the finest harbors in northern Aelyria.
Set in the region between the Northern Sea and the Eunesian Sea, the region and wilderness around Paxia is a cool and often tempestuous one. It is prone to rainfall and windy days all throughout the year, though many of these rain showers are cool and pleasant ones. This precipitation feeds the soils of the rough plains nearby, although the tree farms made there in recent times break up to otherwise plain features of the land. Besides the forested regions, natural glades dot the land around Paxia. It is said that because of the climate and nature of the region, underground caverns filled with fresh water and such might be found in the surrounding lands.
The Paxia coast is rocky and jagged, but can vary slightly, depending on which shore one goes to. The Northern Sea shores are cold and have strong currents a short distance from the coastline. Brisk winds and scattered rain are a common feature of the environment. The eastern shores are not too much different, although the clime is slightly more temperate and warmer in general, due to the Eunesian sea.
Points of Interest - Grand Arena, Paxia Harbor, Paxia Vineyard, Moonstar Bazaar, Rainbow Citadel, Temple of Aslan, Vagrants Row, Urdu Attsa (Dracon District).
Nexus Prime
A short journey from Paxia to its north, is the much larger mercantile and academic city of Nexus Prime. The city has become known for its tolerance to those practicing the arcane, though the mercantile sector still rules the day within the city walls.
The region of Nexus Prime is another place where a cool climate reigns, though it is buffered by the slightly more distant winds of the Eunesian Sea as it sweeps westwards. Due to its position, the regions near of Nexus Prime actually has fewer rainstorms, and snow is less common there, though during the coldest months of Winter it is not an unlikely event.
The region around Nexus Prime, especially towards the north and west, is heavily forested. The woods extend for miles in those directions, and are filled with flora and fauna of all sorts, though dangerous creatures and predators certainly prowl the woods, it is not particularly dangerous by much beyond that of any typical wild forest.
Great plains are the south and southeastern part of Nexus Prime's lands, and here lie the trade routes to the province of Arakmat. The border of Arium with Arakmat lies under the watch of a small fort built on the slopes of the Great Mountains, overlooking the trade routes. As such, raiders and bandits are less populous here then in other places, since patrols often pass by this area and strikes against outlaws are often staged from here.
Points of Interest - Secluria, City Gardens, The Colosseum, The Tiger's Den, The Temple of Aslan, The illuminated Savants, Arcane Rainbow Towers Academy
Vortex
A dark and notorious city, Vortex sits adjacent to the Great Mountains, and on top of an undercity of dark elves, the Vysstichi undercity of Har'oloth. The city of nearly a hundred thousand souls, is ruled by powerful necromancers, and rival underworld gangs. Amidst it all is a culture of contrasts. Orcs and Humans live among Dorins and Elves. Mages and business men rub elbows with soldiers and others.
Vortex has arguably the most hostile and dangerous wilderness among the cities. Lying under the shadow of the Great Mountains, Vortex has a climate that is temperate, even in the summer, that grows even colder during the Autumn and Winter.
The regions around Vortex are dark and have a heavy atmosphere. The slopes of the mountains to the north, west and north-east of Vortex are covered in deep woodlands. As it reaches the south and southeast, it becomes a land that is oddly enough a mix of marsh or swampland and forest. Such a terrain makes exploring around Vortex a delicate thing. The eastern part of Vortex is tamer, looking more like the great wild plains that is typical of Arium.
Points of Interest - Har'oloth, D'Rinishad Academy of Arcana, Blackwing Manor, Golden Dragon Inn, White Night's Drink Tavern, The Great Mausoleum, Hangman's Hill
Estelgorod
Known locally as "The City That Never Sleeps", Estelgorod is known as the entertainment hub of Arium, and is a key trading city for the entire Arium Directorate. It is of paramount importance to fellow cities Aslangrad and Vortex, for it sits at the mouth of the River Carmelya, and is a port of call for all sea trade from other provinces. As a result of this, the city has developed a splendid example of mercantile industry at its finest.
In stark contrast to its sister city, Aslangrad, Estelgorod is a place of tolerance, and political neutrality. Politicians and citizens alike, prefer to stay out of the affairs of the province, both inter, and intra-provincially. They welcome almost all races, and abhor prejudice of any kind.
Major landmarks and points of interest include The Aslangrad Arena, Aetheria's Gateway, The Thanal Mansion, and the Famous "Market Road".
Aslangrad
Originally founded over 700 years before the Fracture, this giant metropolis was believed destroyed during a siege launched upon it by Empress Fire and Emperor Constantine, rulers of the Aelyrian Empire at the time. This poorly documented history, however, was turned upside down when the city mysteriously reappeared in Era XVIII (PF) in the exact location where it once stood.
The City of Courage, as it now refers to itself, is home to nearly two million citizens. The structure of Aslangrad is a set of concentric circles, or Prihods, which become larger, and more populated, as they expand outward. At the center is the fortified heart of the city, the Kremlin, where the ruling theocracy of the Church of Aslan resides.
Aslangrad boasts a burgeoning armed militia of some 100,000 troops, most with basic military training. In times of armed aggression for or against the city, this number can be increased dramatically through mandatory service by all male citizens. In addition, there is a standing guard of 10,000 men, 5,000 highly trained Cossacks (clan based barbaric warriors), and a hundred loyal and extremely well trained knights, known as the Svetlevi.
To the average traveler, the city itself may be more dangerous then the lands that surround it. Arcana in all forms but church permitted Thaumaturgy, is criminalized. In addition, the city is extremely anthropocentric, and hence most other races are usually discriminated against. Outside the city, the lands tend to be decently patrolled, and as a result the roads tend to be safe. The wilderness, however, may hold many odd, and unforeseen dangers.
Sancta Nova
This small city, in fact more of a large town, is located on the southern coast of the Bay of Kyathis, and a short journey to the south west from Nexus Prime. When the fog of darkness swept across the western realm, those who were able to flee formed camps of refugees, and one such camp formed in the spot where Sancta Nova now sits. In fact, the town itself is a result of the evolving of the camp into something more permanent, and more ordered.
Sancta Nova has a population of about 25,000 but can swell to 50,000 when there is a strong military presence. This swelling does occur quite frequently, due to the proximity of the town to the western border, where numerous attacks from the Xet Alliance occur.
2. Towns and Villages
Mileswick
* NOTE: As of Autumn Season Era XX(PF) Mileswick has been destroyed by the Xet, and lays in ruin.
Population: 7,000
Humans: 65%, Dwarves: 24%, Cether: 10%, Dorin: less than 1%
Town Overview
A township in northern Arium, located east south-east of Nexus Prime or south of Paxia. The area is predominantly lowland set among the foothills of the Ariumite highlands. A lonely woodland sits north of the township providing lumber while its farmlands and ranches provide its residents foodstuffs. South of the township are the rolling hills and majestic plains that separate the population from the Great Mountains. While there are certainly natural resources in the area, including a number of mines, much of the metals and precious stones have been harvested.
Mileswick is an agricultural center and trading post for many scattered homes and farmsteads dotting the Ruidi Valley, as well as a few enterprising souls from the bigger cities of Arium. A bastion of order, the town is laid out in perfectly square streets and blocks, and is home to a great many halflings and dwarves, aside from the human population.
The town is accessible from all directions depending solely on the traveler's starting location. Patrol outposts dot the main roads, providing shelter for the guards and local militia. The wood structures stand some thirty feet above the ground and are equipped with large torches that are lit in case of an attack. Mystics are assigned to relay telepathic messages to the Thane as well, just in case it becomes impossible to light anything under heavy arrow fire.
The outer limits of the town consist of farmland and ranches. Water is available through a series of underground tunnels that are tapped by local wells. Most, if not all the farms, are owned by families and are passed down to their sons after them. The ranches, however, are newer to the town's thriving food industry, many of them purchased by visiting investors and immigrants to the area.
The path to the town's housing district is that of a dirt road stretching several miles long. Upon entering town, an endless barrier of houses make a square border around the town's shopping district and town center. These are the homes belonging to the town's non-farmer inhabitants. Some of them are miners, shoppe owners, scribes, librarians, soldiers, magi, and any other number of occupations. Though soldiers who arrive single rarely remain so, adultery and prostitution is greatly looked down upon, though not illegal by law. To prevent crime, and provide illumination for the public as well as the darkening patrols, lamp posts stand every dozen yards or so, lining the streets with arcane light.
After the box-like sections neighborhoods, is the shopping district. Here sits, well, the shoppes and commercial centers of the town. The town's butcher, Andrews Kil'herden, opens his butchery every brightening before sunrise and closes promptly after sunset. Beside his business is the bakery, owned by the Mellingham family. The tailor's and general clothing store stand only a few shoppes to the right, and is owned by Mr. Berkley. Fruit and vegetable venders are also evident here from their yell-by-advertising methods. But the most popular shoppe is the Mileswick General Store. Easily the largest store in town, it was started by four families: the Jellians, Kelv'ynvas, Luvenlends, and Moonstars. Having "a bit of everything" has its advantages, but the store is regulated to ensure that it does not monopolize the entire industry and effectively bankrupt everyone around them.
On the opposite side section are the shoppes that sell non-consumable good such as weaponry and tools. The blacksmith, Mr. Fethorn Diggory is famous for his crafty weapon hilts and high-grade steel. Several carpenters, repairers, and local handymen also mind their business here. Names like Steelsaw, Kemmikslim, and Correnthious are but a few well known names should anyone require a plumber, carpenter, or repairman.
And in the heart of the town is Mileswick's town center. Here lies buildings like the Great Hall, local library, Aedile's / Trade Minister's office, and guilds dedicated to an assortment of occupations. A cobblestone plaza replaces the dirt roads here, highlighting the town's love of their local leaders and politicians. No blood has ever been shed in the making of Mileswick, and elections are held every pattern to elect the Thane and Justicar.
Military
The township is defended largely by volunteers that join the local militia. For their time in service, they are given free training and receive small bonuses from time to time. Men who fight in for the town's militia are also held in high esteem and older boys are usually encouraged to defend their town come their nineteenth pattern. At any given time, up to 3,000 men can be summoned to fight under some 150 trained officers.
Economy
Predominantly the town is driven by the nearby forestation and agriculture. There is some minimal mining as well as river fishing. There is a small textile industry as well.
Exports: Lumber, Foodstuffs, Cloth
Imports: Stone, Metals, Precious Stones
Social History
Of peculiar origins, the town of Mileswick owes its foundation to the disappearance, and alleged destruction of the city of Aslangrad. When the large metropolis disappeared, there were many refugees from the settlements nearby and surrounding the city. Mileswick arose from a large settlement of these homeless Ariumites, that gathered together in the Ariumite Highlands. Combine this humble beginning with a wealth of natural resources, and the perfect circumstances for a booming community were born. The town's economic boom was also a result of the sudden increase in trade and business that came with the harvesting and processing of the nearby resources. With the strengthening of the town's economy came even more people, including farmers and ranchers, who preferred living out in the country than inside city walls. These people, of course, brought their values, morals, and teachings.
Not long after the town expanded, adventuring soldiers for hire and traveilng magi arrived, offering their services to the town for a reasonable price. Amongst these band of soldiers was the young Thane-to-be, Conrad Bluel, and his dorin companion, M'elenir Fowlsin. Then, they were two good friends who had turned from swords-for-hire to "responsible citizens". Suffice to say, this transformation took many eras; Conrad pursued politics (being able to read minds helped a bit), while M'elenir followed the path of a soldier.
After almost a decade, the two men had turned into local heroes, even legends to be forever remembered, because of their leadership. While Conrad focused on the town's economy and domestic issues, his trusted Justicar and Prefect, M'elenir, kept the peace, organized and trained the local militia, and protected the town's borders, along with the satellite farms and ranches.
Recent History
Era I - XVIII (PF)
Banditry and raiding as a result of provincial unrest, and heavy trade between Arium and adjacent provinces.
Era XIX (PF) - Present
With the Fog of Darkness that destroyed much of the province to the west of Arium, raids and banditry still exist, but are considerably less then in previous eras. Increase in nearby settlements due to massive exodus of refugees from Arakmat.
Points of Interest
The Abandoned Tower- An ancient stone tower still stands in the lonely fields of Mileswick known for its former use when airships soared in the skies of Telath. Standing some twenty stories with a base larger than two medium sized barns, the structure's fortified spire has proven itself against Arium's harshest climates.
Though few have been inside, many have come to believe that its dark and damp interior is home to foul creatures that need to be removed to keep the monument intact. Its large base has two main staircases on the east and west wings that twist and turn to the lookout on the highest floor. Each stairwell is lined with oiled, unlit torches. When it was still in use by the townspeople and the Aelyrian government, the tower had been used to garrison scouts on patrol. That explains the empty rooms on almost every floor, all of them complete with bunk beds, a simple closet, chest, and study desk. Broken glass line each of the tower's countless windows, most likely the result of damage caused by one of Arium's notorious blizzards.
Beyond the tenth floor of the tower are the laboratories used by the tower's many brilliant alchemists, magi, and gadgeteers. Here, dusty rolls of parchment still exist, many of them lining the innumerable book shelves. Others are still left undisturbed in locked chests and drawers. Large blueprints of airships, their mechanics, and other "lost" technology cover the walls. the bulk of the labs are filled with alchemy and mechanical equipment, desks, chairs, dried inkpots, and quills.
The Great Hall- Serving as both a training facility and Mileswick's town center, the Great Hall is home to the humble township's politicians, merchants, and other concerned citizens. The wooden building stands three stories high, which includes the attic in which the town stores emergency supplies. Its first floor consists of a reception center, in the middle, from which one may either go to the comfortable waiting room on the right, or to the Thane's office on the left.
The waiting room which serves the Great Hall's guests and visitors was designed for both comfort and luxury. Large couches stuffed with fine wool line three of the four walls while a tall bookshelf filled with the town's history leans against the fourth and final wall. When the Thane Conrad Bluel's wife, Elizabeth, still lived she fancied decorating this room to ensure that everyone was comfortable and their stay enjoyable. Because of her all the furniture in the room was ordered to be violet in color with golden trimmings. "It looks prettier when everything follows a theme", she always told her husband. Three great windows open on three of the outside-facing walls, also draped in crimson and gold. Between the eastern window and the shelves is a fireplace.
The room to the left serves as the Thane's office away from home. Though much smaller than the waiting room, its design is for both efficiency and comfort. A large oak desk sits in the midst of the room, on both sides a chair: one for the thane, and the other for his visitor.
NPCs of Note
Conrad Bluel (human male, early forties)
Position: Thane of Mileswick
Conrad is a typically joyous fellow that is widely known for his success as Thane of Mileswick. Being a fairly lanky man of forty patterns, he prefers to wear navy blue and silver suits with his knee-high black boots complete with his magical staff. His wife, Elizabeth, passed away some decades ago when his beloved daughter, Catherine, celebrated her second summer. In his 'spare' time, Conrad also hobbies as a master mystic.
Skills: Mysticism (L3), Quarterstaff (L1), Aelyrian Law (L2)
Catherine Elizabeth Bluel (human female, late teens)
Position: Thane's Daughter
Catherine is the beautiful daughter of Mileswick's thane. Her golden hair and deep blue eyes have captivated many, but she still remains a mystery even to her own father. Ever since her mother's death she, like her father, resorted to working tirelessly at her studies and training while effectively avoiding unnecessary social contact.
Skills: Longsword (L2), Throwing Knives (L1), Aelyrian Law (L1)
Lord M'elenir Fowlsin (male dorin, mature adult)
Position: Prefect and Justicar, Mileswick
Fowlsin is a holy knight, and is built for battle. The dorin stands just a few inches above six feet, with a coat of almost pure white, except for several spots on his back which are grayish in color. On duty, he wears his Justicar uniform which consists of chain mail armor, midnight trousers, and a velvet cape adorned with the symbol of a black sword. Having been trained under the art of war, Lord Fowlsin uses both long and short bladed weapons in melee combat but can call forth his healing powers as a Paladin when needed.
Skills: Longsword (L3), Shortsword (L2), Thaumaturgy (L2), Tracking / Herbal Lore
Wilson Vessell (human male, middle aged)
Position: Aedile of Mileswick
The kind and gentle Aedile of Mileswick is perhaps the strangest man in the township. Despite his kind demeanor, he truly dislikes leaving work unless it was the end of the brightening (he would simply look forward to going back on the morrow). With a long face, lanky figure, and often-wrinkled forehead the man is known for his calculating personality and always-anticipating gaze. It is no wonder, then, that he is unmarried; but then again, he would probably marry his job anyway. To add to his list of strange qualities, he is absolutely -- and sometimes violently -- allergic to what strongly seems like the rest of Telath. Should he ever need to leave Mileswick, he would require enough herbal medicine to combat the symptoms that come with this violent reaction: swelling of the throat, watery eyes, difficulty breathing, and itchy skin.
When on the job, the Aedile typically clothes himself in dull colors like brown, gray, or black. Seldom does he wear anything but his uniform which consists of a longboat, vest, trousers, and a collared tunic. Newly brushed leather boots usually complete his ensemble, and of course his trusty walking staff.
Skills: Aelyrian Law (L2), Business & Commerce (L2), Sorcery (L3) (Secretly)
Fairhaven
General Description
Brooding pine trees leaned menacingly in on both sides of the dirt road. These were old pines, no one had cut any trees here for hundreds of patterns, the thick, gnarly trunks were all easily so wide only a giant could reach around them. The trees stayed green through the entire era, they did not wither and they did not die. By the road they stayed, watching and waiting for the quick, flesh creatures to die so that a new age when the slow thought forms of the trees would dominate the world of Telath. This was their place and it seemed almost as if they were ready to kick-start this era by ridding themselves of some of the flesh and blood creatures that were slogging by now. This time of era the snow made the trip much harder than usual. It clogged up the wheels of carriages, it clung to the fur of unlucky animals and horses as they made their way through it. It came down from the sky, making sight all but impossible.
And then, the road curved and widened out onto a village. The situation seemed to be much the same here though. The wooden houses seemed old and toothless, huddling together as if to somehow hide from the woods surrounding it. Villagers moved around the place sullenly, their clothes were common and plain, greys and browns seemed to be the order of the brightening. Suspicious glares followed anyone new to the village. No one ever came to Fairhaven, no one ever came to Fairhaven without trouble following on their heels. The villagers here knew better than to trust outsiders. They were the keepers of the hill. Each family had lived here for countless patterns, perhaps since before the Aelyrians came to the Medonian Continent.
To the south fields could be seen, a lumber mill was hidden in that direction too. Lumber was the main export of Fairhaven, it was that they traded new things with. But no one dared venture into the forests to the north. A good distance had been cut though, from the village to the woods, obviously nothing would easily sneak out of there. As for just what they feared though, the villagers refused to even talk of it. There were a lot of things the villagers refused to talk of. Like the natural amphitheatre that was in the middle of the village, it seemed abandoned, the wooden benches had long since started to rot and decay and yet nothing grew there, there were no weeds, nothing.
Even from the very western edge of the village the discontent rumbling of the River Carmelya could be heard. It was the very eastern edge of Fairhaven, beyond the river a hill rose out of the surrounding terrain like some kind of pus-filled boil on the landscape. Maps of the province named it, modestly enough, Boot Hill, though the name hardly gave any indication of it’s true nature. It was an aberration. Even from here the eye seemed to want to not pass over it. Even those houses closest to the river had been abandoned for untold patterns. No one wanted to live close to Boot Hill. There was only one apparent way of crossing the river. An old, worn stone bridge that had in several places collapsed, leaving gaping holes in the stone and mortar.
Though no sane person would want to cross over except in the direst of needs. There was something about the way the twisted branches of what might have once been trees fluttered in the wind that did not exist. There was something about the stench of decay that came wafting down from the top of Boot Hill. There was something about the way lights could sometimes be seen from the ruins of what was once a monastery. And there was something about the way the bell tower on Boot Hill tolled in the new era every era, despite the fact that no one had been up on Boot Hill for patterns.
Points of Interest
Boot Hill - a hill like aberration on the far side of the river carmelya, surrounded by abandoned and boarded up houses, accessible from Fairhaven only by a washed out, rickety bridge. Rumors abound of screams in the night, lights in the darkness, and a foul smell of decay, that make this place one that few if any visit.
White Willow Tavern - A modest single storied Tavern of brick and wood, stands on Main Street, lit by a single street lamp. It has been owned and ran by the Black family for generations. It is a quiet and quaint little inn that boasts a friendly atmosphere, and typical tavern fair. Originally established by Aaron Black, it was handed on to his son Jaras. Unfortunately Jaras was murdered by mage hunters who killed the man when he refused to assist them in their bounty. The inn is presently run by Jaras son, Tarin Black.
Horeth's Hovel - This small single storied house is the home of the local Hag, Horeth. She is a recluse, but also a finer healer (non thaum). If you get injured in or near Fairhaven, seek her out, and she might save your life.
Grelik's Cabin- Located just outside the town limits is the small singled roomed home of hermit and recluse, Grelik. Always grumpy, and rarely helpful or wanting to be, the old man is rumored to be one of the few people to enter, and successfully leave the 'Forbidden Caves'. His home and property is protected by his mangy mutt, Gronk.
Forbidden Caves - A series of subterranean caves and caverns accessible only via small cracks and openings in the stone river beds outside of Fairhaven. Hazardous Obstacles and dangerous natural geography combine with unspeakable creatures to make this location formidable to even the most hardened adventurers and explorers.
Credits:
Original text by Crimson, Fairhaven
Details and revisions by Darian, Shalafi