top of page

Raenatha

Once in ages gone by, this land was simply called the Elf Lands but

has, as long as history can tell, been the homeland of the elves.

Over the ages of the elves, they have come to become three

main peoples who gather in governing groups known as

canopies. These are the high ruling and closest to their fey

ancestors, the Erandar also tend to be the least hospitable to

"tresspassers" or non-elves, aside from their eladrin kin whom

they often meet with and their noble dragonborn neighbors,

even offering their wealth and help to rebuild the ailing 

draagonborn kingdom of Karnash and help to regrow their

species as a whole after the Assault of Tiamat around five 

hundred years ago.

The Winshara make up most of the elven population, being

compared to human "commoners" these wood elves are also

the most free spirited and adventurous of the elvenkind, often

leaving the lands of Raenatha to explore the rest of the world.

When other species think of elves, it is usually the Winsharan

elves they think of, a beautiful people who live life to its fullest

and often find a reason to celebrate.

The third group of elves and, perhaps, the most reclusive are

the "wild elven" people of the Quinabrekk. These elves spend

most of their days roaming the widerness in semi-nomadic

tribes or tending their tree-top villages, gathering from and

protecting their woodland territories from any threats. The Quinabrekk tend to not trust things not of the natural world, non-druidic or non-shamanistic magic makes their nose twitch and you will likely never find a

wild elf aboard something as unnatural as a ship or in a place like a city, though their are exceptions of course, usually lost Quinabrekk or captured ones who end up in other cultures. 

Other than the elves and dragonborn, the dwarves of Urtholme, clans Ironfell, Hammerhnd, and Silverbrow all found in the mountainous underkingdom in Western Raenatha. Though the elves and dwarves of Raenatha have a standing treaty, the two peoples barely tolerate one another, King Orenon only meeting with Queen Nevgwynne when there is a rare event threatening both elves and dwarves. For the most part, the dwarves keep to their mountain kingdom. 

Halflings hold a few settlements in Raenatha as well and, much like other parts of the world, they go mostly unnoticed.

Gnomes are respected for the most part by elves, as fellow fey born, by the dragonborn and dwarves as well for their ingenuity and arcane knowledge. 

Plenty of wild beasts and monters are found and respected for their place in the natural order, roaming deer and elk, owlbears and giant eagles and owls, herds of hippogriff, and many other animals roam the abundant wilderness of Raenatha. 

​

Nevalier

Nevalier is the beautiful elven kingdom, the heart of Raenatha

and its people. 

Here, the wooden throne is occupied by Queen Nevgwynne

Aronesse who is advised by the Circle of the Glade, a group

representing and working with the elven people more 

directly, made of Erandar, Winshara, and Quinabrekk

representitives. 

A position on the Circle is considered a great honor and a

great responsibility. In the long lives of the elves, it is also

a rarity, possibly being centuries before a new Circle 

member is elevated to such a position. 

Several hundred years ago, two such members, Lady 

Ulyssa and Lady Shayella both disappeared under 

mysterious circumstances within the same few years. 

Since then only one other position, that of Toremoor who

fell to Twilight, has been appointed in the last several 

centuries. 

Though the Circle sees to much of the day to day concerns

in Raenatha, the Queen deals with how the country will

interract with the rest of the world as well as determining

actions that effect all peoples in Raenatha, elves and non-

elves alike. 

Most of the laws of Raenatha as place by the Kingdo of the

Elves is similar to Auroria though most of the punishments

of Raenatha consist of Exile or working directly for the offended victim, the exception being murder of an elf by a non-elf or murder of a Circle member or other "high figure" which the sentance is generally death. 

As a mostly peaceful people, the elves of Raenatha do not relish punishments and especially those ending in death. 

Other punishments may be implemented depending on the Alfyrinn (Caretaker) of a given town or territory and may include giving up all your belongings to someone you have stolen from or joining the elven military if yu have performed violently or poorly especially in the cups but only if you are elven. Non-elves may hve to complete a difficult task for the Erndar or Winshara or hunt game or gather food for the Quinabrekk. 

​

Anchor 1

High Wood

Anchor 2

Considered the most beautiful woodland in all of Raenatha,

and some would claim in all the world, the High Wood 

starts in Northern Raenatha where rivers and waterfalls

run throuh the wood, and move downwards, thickening 

more and more and surrounding the elven kingdom of

Nevalier, running further South, running right into the

Urtholme mountains, the home of the dwarves and the

river towns of the halflings. 

This expnsive wood is home to unique fauna and flora not

seen elsewhere in Garn, including the very rare unicorns,

dryads, treants, and even a glade of pixies and other fey,

where it is said one can easily step into the Feywild (and

not always with the knowledge of the traveler).

The High Wood known as Quinnari Arbora by the 

Quinabrekk who can be found here more than anywhere

else, are well protectd by the elves and other peoples

and creatures who protect natural places in the world.

This is also the one place where the elves not only 

tolerate but embrace outsiders of other species who

​come to Raenatha to practice druidic and 

​shamanistic beliefs more freely than in other 

parts of the Western Kingdom. 

​This freedom of communing with and 

worshipping the spirits and gods of nature more

​than the other pantheonic deities is hidden frm the other 

Kingdoms as the elves and dragonborn still have strong ties with the King of the West even if not directly owing fealty to him and despite the Church and the elves having severe differences in opinion on how much power religion should hold in the world. 

Elven and gnomish alchemists and herbalist also strike into the High Wood often to find materials not readily found in other parts of Renatha, the High Wood truly a source for much of the life and practices of the land as a whole.

​

Elven Tower

Anchor 3

The elven towers can be found throughout Raenatha, 

structures of natural build that, it is said, can only be

detected if the elves controlling them want them to be

seen and, even then, the towers appeared unoccupied,

the Winsharan elves so adept at hiding that those unaware

of them don't realize they are in the same place until the

interlopers are surrounded and hopelessly outnumbered. 

Regiments of Winsharan elves manning the towers have

grown smaller in recent years as peace has been the order

of the day in Raenatha, but the few still stationed at the

towers take the job seriously and by no means are they

complacent in their duties to their 

Erandar superiors. 

Some of the towers are more visible and

this is purposeful, showing visitors to 

Raenatha that the Woodland Realm is not

defenseless. 

Travelers approached by Winsharan watch guards

are expected to cooperate without question, though

in modern years, the wood elves tend to know most

travelers and rarely stop frequent travelers in 

Raenatha except as spot checks just to keep things

secure and to make sure no one is tricked into

smuggling in something that does not belong

in the Elf Lands. 

Another more recent occurance, thanks to the heroism of St. Trevisard, herself, some of the towers are mnned with half-elves, the cousins or even siblings of the Winsharan watch. Very few of the half-elves yet exist, especially in the Elven homeland, but they are far more accepted as is the love between their parents than they were just five centuries ago. 

​

Trade Hollow

Anchor 4

Trade Hollow was once known as Um Davarin, a hill dwarf

city that was sacked in a bit of a skirmish several centuries

ago between the elves and dwarves known as the Hundred

Year War (though historians put the accurate count at

closer to ninety five years for those who might be counting).

After the war, the hill dwarves were allowed to trade in

their old city but they could not build up an army or a

true community there, and as such, Trade Hollow was

born. 

Hill dwrves, halflings, gnomes, even 

some not native to Raenatha such as 

tabaxi, tortle, and others hold shops, 

inns and taverns, and other places of

trade. 

Though hill dwarves traditionally had

to travel from Urtholme where they

dwelled with their mountain dwarf

kin but in more recent years and with

so uch diversity in Trade Hollow, the

elves have not made much noise about

the hill dwarf merchants living in the city,

especially when elf traders live right there

with them. 

The Head of Trade is not a hill dwarf, of course,

but is instead a very rotund halfling by name of 

Regnial Fleetfoot, though many joke that he has come far from being the fleet of foot that his family name is known for. He runs the city quite fairly, giving most taxes to the Elven treasury with a modest profit for himself, of course. 

Reginal is very sympathetic to the dwarves, having the hill dwarf Surtta Steelcarver as his second but Reginal is a very friendly fellow all around, not liking to be disliked. For this reason Trade Hollow has become the diverse place it is and the must visit spot for the few outsiders who travel to Raenatha.

The architecture of Raenatha is as diverse as its people, harty stone dwarf buildings stand next to more natural elven structures and the whimsical build of the gnomish workshops with a very human styled pub or inn right next to it all. 

Some few trade spots and places of leisure of note can be found in Trade Hollow. 

​​

Canopied Rest

This inn boasts open air rooms under the canopy of

beautiful and fragrant trees. This halfling owned inn

gives the best rest one can find in Raenatha, so much so

that rumors say there is enchantments involved in the

rest whether through the unnaturally beautiful trees

and flowers that grow in the room or from the halflings

themselves. 

 

The Forester's Backpack

This modest shop sells basic equipment, rations,

explorer's backpacks, tools, and even weapons. 
Operated by the Winsharan elf ranger Talibis

Corythhon, the shop offers any basic equipment one

could shop for as well as some less common equipment

as well.

​

The Green House

This shop looks to be little more than a large, leaning

shack with a green roof, is the premiere supplier of

everything druidic and shamanistic. Operated by

Gromma the Vorikk druid, the shop boasts the fairest

prices for supplying druids and shamans the

equipment they need in their endeavors to protect the

Woodland and Spirit realms both.

Though Vorikk comes across as a bit gruff, she is quite wise and often sought out for her experience as a druid.

Kupa's Herbal Remedies
Run by the tortle Kupa, this shop deals in the various multitudes of plants, fungus, and other natural flora of Raenatha, Kupa both selling mixtures from the plants, ingredients, and paying brave souls to venture into the High Wood to gather such ngredients for him. 

​

Shawnor's Shop of the Arcane

A shop owned and run by the gnome Shawnor Fristlenum which deals in everything from modestly used spellbooks to empowered focuses and potions. 

​​

The Wooden Chalice

This tavern specializing in elven wines is run by the Quinabrekk elf Lasarra Malori along with her good friend (and some whisper maybe more) the fey harengon Lola. The place is usually brustling with customers who both want to see a rabbit folk and also imbide in the intoxicating elven wines which lift the spirit and soul but never lead to the drunen vioence of other brews. 

​​​

Urtholme

Anchor 5

Steelwood

Anchor 6

Steelwood is so called due to the tougher "steel leaf" trees

which grow in the wood, giving the woods a more bluish

green color. The steel leaf wood is prized in making better

quality wooden weapons and equipment by the elves and

green gnomes but are carefully harvested as not to over-

strip the beuatiful woodlands. 

Dwarves will also cut lumber in these woods for its strong

hardiness in making of axe and hammer handles as well as

more secure chests, chairs, and tables. The dwarves of

Urtholmes, however, are also respectful in not stripping

the Steelwood of its unique, strong trees, though they 

occasionally get a little overambitious with their lumber

collecting leving less for the elves and gnomes. Thoguh

this is very irritating to the other peoples of the area,

it mostly leads to mumbled insults directed to

the dwarves of Urtholme than anything 

seriousness to threaten another war or the like.

The Steelwoo is also known for a unique fungus known

as the Sky Cap. These bluish mushrooms have an

"interesting effect" as a psychodelic but also open

up magical potential even in those who have no

innate magical talent. 

Aside from the Steel Leaf trees and Sky Cap​ 

mushroom these woods are much like the other

lush and mostly peaceful woods found throughout Raenatha. 

​​​

The kingdom of dwarves in Raenatha, Urtholme is ruled over

by King Torm Irofell but as tragedy has struck the Ironfell

clan and the king has fallen ill, especially in the mind, not

recognizing his own family on bad days, his daughter, 

Rionna Ironfell takes care of most of the ruling business

though she much prefers fighting monsters and helping to

keep clear the lower halls of Urtholme. 

In order to keep rule over Urtholme in the hands of Clan

Ironfell, Rionna is under pressure to marry so that the

royal bloodline will continue should anything happen

to her and not fall to the rival Clan of Bloodsteel,

the head of which it is widely known would not

be above assassination for the "good" of all the

clans. Nor would he be above leaving little better

marriage prospects than himself. 

To date, Clan Princess Rionna has

put off this union, hoping in what

some would call a "girl's fantasy"

for a dwarven hero more worthy

or at least one with more scruples

will show themselves, allowing her

to put Hargin Bloodsteel in his place once and

for all. 

The deep halls of Urtholme house a large 

number of dwarves of various clans, even some hill dwarf clans who were forced into the mountains long ago in a war with the elves, a few of the hill dwarven clans simply staying under the mountain, adapting and practically

becoming mountain dwarves in all but name and heritage. 

There are few non-dwarves who see Urtholme, soe very honored rock gnomes and even a human dignatary or two but never the elves, a fact that the elves are quite happy for, leaving the world below the mountain to the dwarves and their Underdark enemies. 

​

The Clawborn Forest

Anchor 7

The Clawborn Forest is mostly known for the bears and dire

bears that give the forest its name, as well as the forest cats

known as forest lynx and wild tressym (winged cats). 

Of late, the dire bears are of special concern, as they

have become even more aggressive than dire

beasts usually are, displaying a bloodier red

coat and fiery smoke from their eyes as if

infected by some curse or fiendish 

influence. The elves in particular are 

quickly and constantly trying to get to the

root of this curse or disease to come up

with a cure before they are forced to

kill the giant bears which may be a

task even for the bravest of elven

rangers. 

The local Quinabrekk who had

taken to making companions and

mounts of the dire bears are 

especially concerned with the situation

for obvious and good reason. 

As far as can be seen, whatever has

effected the dire bears has not spread to

the more common forest bears or to any

of the cat or bird species in the area,

something the elves are thankful for so far.

​​​

Adoqa Ekkan 

Anchor 8

Also known as the Bird Port for the abundance of sea birds

that fly in and around the elven port town, this elven town

serves the sourthern shipping and passenger services of

Raenatha, having frequent quick stops by Isle of Mists, once

known as Everspring, before striking out into the Dark Sea

and beyond. 

​The Cainhir or town leader of Adoqa Ekkan is Lirrazel 

Skybow, a Winsharan elf of some renown who is married to

the human swashbuckler Markkin the Swift who has retired

from his se adventures to be with his wife and their half-

elven children. Lirrazel is a fair leader who is also a memver

of the Circle of the Glade, though she is far too busy seeing

to the town's needs and organization to attend many Alafar

Meets (it is also rumored that she does not care for the 

deep politics and formality of the Meet as well, preferring to

leave such things to her much more ambitious brother, 

Haroliss Skybow. 

The Bird Port is very often the entrypoint to Raenatha by

travelers and visitors who are not in the Elf Lands on any

official business but might be simply exploring or visiting

and shopping in Trade Hollow. 

Some few places are quieter and cater to the locals, over-

charging uoutsiders to Raenatha but half again as many 

spots are popular with locals and visitors alike. 

​

The Finn Tavern and Inn
The Finn, a name thought clever by owner and operator, Gabbin Quickfoot the halfling, has

more than fair prices for all visitors, both for rooms and mead unlike the Brightleaf Inn

which has prettier rooms but unless you are an elf also has inflated prices. 

Aside from some fair quality mead and comfortable enough rooms, the Finn also boasts

one of the best fish soups one can find anywhere as well as some seared barbfish and blue

shark. 

​

Shanharra's Office 
Shanharra Telabrae is one of the few Erandar dwelling and working outside of the Elven Capital

of Nevalier, itself. He takes his tasks in Adoqa Ekkan very seriously, seeing that the Elven

kingdom's seafarng laws are adhered, making sure the sea taxes are treasured and make it

to Nevalier correctly, but also and with perhaps a little more pride, he also sees to his personal business of connecting travelers or those shipping cargo with the right ship captain to benefit both parties in the best and most profitable way. 

Despite being a very serious (some might say stuffy but never to his face) elfe, Shanharra is very good at his work for the Kingdom and his personal business as well, never trying to overcharge or misinform a visitor or customer  but also not one for negotiating, believing a price is a price. 

​

Starsea's Equippers

Starsea, one of the rare aquatic elves, owns and operates this all around equipment shop with most standard equipment for an dventurer's needs along with some oceanic items of "special" nature for those who can afford them. 

But aside from the equipment sales, Starsea also commands a group of other oceanic folk that he enlists as ocean guides for those who need such services.

​​​

River's End - Halfling Village

Anchor 9

The Great Lake

Anchor 10

The Great Lake is the main fishing spot for the halflings of

Raenatha who mostly live in the surrounding area, as well

as Green gnomes and Quinabrekk and some Winsharan

elves. The local halflings are given the most respect as the

honorary "keepers of the lake" as well as the peoples which

the lake's water nereids seem to see as "land cousins" for

some reason, perhaps sensing the halflings' over all good

nature and good will. 

The Great Lake is mostly harmless, even the quippers not

seeming to bother halfling swimmers too much, though if

they show up in larger schools, young halflings trade in

their trunks for fishing poles, prefrring to sear these fish

than to end up a meal for them. 

On certain twin moonlit nights, the lake is also said to

form a whirlpool in its center which diretly leads to the

Elemental Plane of Water. 

​Other than the cautions against accidental

​travel into the Elemental Planes and the 

annoyance of sharp teeth fish, the lake is

greatly a pleasant place to visit, fish, and grab

some water and sun, or some snow and ice

on colder days. 

​​

​

​

Kebble - Halfling Village

Anchor 11

The most visited halfling village, though the "tall folk" don't

tend to stay long, River's End is a small village of halflings

susisting mostly from fishing, chicken farming, and selling

their services of river guides and transports. 

The town's mayor, Grumji Barheeve, can be seen fishing

right beside the other halflings of the village in the Hegress

River or off of his back porch which opens to the Great

Lake. 

Other than the legend of Big Betty, a fish that is said to live​

in the Great Lake which is big enough to have eaten the

fabled Bollo or Bo Stoutfellow and his son Kobble Stout-

fellow and his son's son, Norm Stoutfellow who all tried

to hunt the fish out of vengeance- the area has been

very peaceful and even serene. 

​As the area is very open to visitors, especilly 

customers of the halfling raft rides, a "tall folk"

inn does ecist in the village, known as the 

Golden Oak Inn which is owned and run by the

Resplendors, a large family of halflings with

an honorary brownie member of the fmily

named Harkkel. 

The halfings of River's End are very 

hospitable to travelers as long as they

don;t get ugly drunk or overly roudy,

which can find a soul kicked ut of the

othrwise plesant halfling village. 

​

Kebble is a more isolated halfling village located on the 

Northern banks of the Great Lake. 

The town is overseen by Town Elder Tallow Grasstoe 

whose family clan, it is said, goes back to the founding of

Kebble several centuries ago. 

But, perhaps more famous among halflings at least, is 

Tallow's daughter Butterfly Grasstoe, the druid. But not

only does Butterfly commune with nature in her particular

way involving colorful insects, but she teaches the rest of

the village the wys of the druid as well, patiently and

with a wisdom beyond her youth. 

​Butterfly is the village's healer, teacher,

​and most sought after hafling in the 

​village (though she insists that she is far too

​busy for something as delicate and time 

​consuming as love).

​Butterflies are a kind of the symbol for Kebble, as

​one might imagine, the colorful insects fluttering

​everywhere thanks to the druid with their 

​namesake. Some visitors, including elves and

​gnomes come to Kebble just to observe the peace-

​ful creatures or to tutor under the druid, herself,

​when she can spare the tme from teaching and

​doctorng her own kin. 

Though the hlflings of Kebble prefer to go ​

unnoticed, they tolerate the visits from their elven and gnome neighbors to keep the peace but they are absolutely livid and suspicious when visited from those not from Raenatha, even by druids from other lands or even halflings, though they are likely to at least give a night's rest and hot meal of seared quipper to a halfling (all whle askig where their next destination is and when they plan on heading off to it, barely disguising their wish for the stranger to be on their way). 

​

Hegress River

Anchor 12

The Hegress River is a long running, expansiv river which

runs from the halfling domains around the Great Lake, up

Northward into the High Wood and near the Urtholme

domain of the dwarves. 

The fastest and safest wy to travel the river is to hire a

halfling raft. These specialized light-weight craft are fast

as long as too much cargo or passenger weight does not

drag their speed down. 

Elves and gnomes often use the rafts to quickly bypass

miles of travel, and even dwarves who trade in Southern

Raenatha will take the craft though most dwarves are not

fond of water travel and likely grumble their entire ride.

Traveling the river or near the river alone is ill advised as,

without the guidance of the riverside halfling clans, the 

River can be quite dangerous with predators such as giant

crocodiles and water serpent swarms. 

Part of the river even holds nests of

stirges which can be annoying at best

and deadly at worse, especially during

the stirge mating seasons. 

Small halfling shacks cn be found along the

river,  especially in River's End to the

South and the Northern banks of the

Hegress.

​​​

Calinoste

Anchor 13

This mostly Winsharan elven town on the

edge of the High Wood is a mostly quiet elven settlement. 

But quiet does not mean that it is without its rumors and

suspicions. 

​The cainhir of Calinoste is Orthomon Windsong, a

Winsharan elf who is on the Circle of the Glade but is

​more often delving deeper into his pact

​with his fey patron, a mysterious and

​powerful being of the Feywild which,

​it is whispered out of the elven 

​warlock's earshot, may not have goals

​aligning with the well-being of 

​Raenatha. 

​The Glade's Shadow, the group of elves 

​assigned to matters of intrigue in Raenatha,

​attempted to investigate and look deeper into

​Orthomon's otherworldly affairs only for its

​agents to disappear entirely, causing the

​Shadows and the Circle to back away and

​hope for the best in the Cainhir's 

​intention. 

​Calinoste is not only known for its 

​strange and mysterious leader, however,

​but as a place that promotes the arts of

​magic in general, holding the Geliagaal, a large elven chool of magic specializing in wizardrym druidic, and shamanistic magics respectfully. 

The Lindela Hall is also the locl bard's college, considered the best in Raenatha, though the Royal Hall of Song in Nevalier, itself, might give the college a run for its money. ​

​

Nalla Da'Han

Anchor 14

The lrgest port city of Renatha, Nalla D'Han is almost an

equal population of Erandar and Winshara elves, with the

"Sea Captain" and head of Raenatha's Navy, Sarandelle 

Moonriver, leading the town as its cainhir, the very serious

and verything in and by order seafring Erandar makes the

port perhaps less friendly than other places in Raenatha

but also makes it one of the most law abiding and safe

places for those who are keeping their nose clean. 

Its told that Captain Moonriver enjoys little

more than sailing her vessel the Silver Wake

into the seas to bring evil doers to justice,

enjoying as a close second slamming the door of

the city's dungeon doors on the same 

perpetrators. 

Aside from being a seafaring instrument of

justice, Sarandelle also enjoys spending a lot of

time with what others might call her only true

love, her hippogriff Skyripper whom she can be

seen soaring atop of when she isn't on the

Silver Wake. 

Much of the day to day business and workings

of the city actually fall on Sarandelle's second,

and younger sister, 

Julieste Moonriver, who worships her sister as the epitome

of what an elf should be, making many wishing they could deal with the Sea Captain, hrself, as the youngest is seen as unmoving and, often times, unreasonable in sticking to the letter of her sister's orders and laws. 

​

The Deep Wood

Anchor 15

Also known as Guwath Taurn or the Shadow Canopy, the

Deep Wood is perpetually drowned in shadows due to the

heavy woodland canopy that blocks out the sun on even

the brightest days. 

​The Deep Wood hold some beasts that prefr the dark,

​woodland shade including some wolves and

​spiders, but the woods are truly known for

​a being that appears as an elven lord wearing

​clothing from ancient elven times, always 

​drowned in shadow, most of his features 

​hidden in the shadows that seem to cling to

​him. 

Though eve the wisest elven scholars do 

​not know the name or true nature of this

​shadowy elven figure, they do know that he

​is no mortal elf and may, in fact, be a new

intelligent undead or creature of the​

​Shadowfell similar to but not the 

​same as the Shadar Kai. 

​This "shade" as elven sages call him,

​does talk if only to warn those

​unfortunate enough to

​encounter him that they need to

​leave "his territory" or meet the consequences.

It was told that a brave elf ranger representing

Nevalier, itself, challenged the shade of Deep Wood and that she was found not only with her life drained from her but the color as well, left a gray color, eyes completely black. Its also said that her shdow rose from her dead body to fly towards the Deep Wood, presumably to join its new master. 

Most steer clear of the woods altogether and especially the area this shade seems to patrol and guard, though what he guards is anyone's guess. 

​​​

The Starstream

Anchor 16

Named for the swarms and nests of starflies that can always

be seen around this long river, especially on nights when

the stars are very clear, this river's beauty in no way belies

it being as dangerous a waterway as other rivers in 

Raenatha, holding poisonous serpents andcrocodiles, but

also holding witchlight or willow-the-wisps that will lead

those who follow their lights to dangerous places, natural

predators along the river or to the solitary monster 

trickster known as the kelpie, the wisps feeding with the

horrifying creature once their

ruse spells the end of a traveler or

two.

For this reason, the few bridges

spanning the Starstream are old

and not very relyable, rarely

repaired or kept up. 

Instead, the Port City of Nalla Da'Han to

the North, rents out or sells hippogriff

mounts enabling folk of Raenatha to avoid the river's

dangers. 

Likewise, the Dragonborn city of Kamash provides its 

citizenry and close allies with dragonnel mounts,

among the largest of drake-like

creatures. 

​

Salveezna the Curuni (Witch)

Anchor 17

Locted smewhere between the High Wood and the Dragon-

blood Wood, the witch Salveezna is rumored to be a fey

creature of great wisdom and powerful magic. 

​It is whispered that the curuni is very enchanting and 

those seeking her out risk never wanting to leave her side

again once being in her presence. 

​Other whispers tell that those who seek the

​fey witch be it for a magical favor or seeking

​her wisdom, are sent on one quest or another,

​the nature of which typically only known to

​Salveezna, herself. 

​Some other rumors say that this fey witch is

​in reality a forest hag of some sort and any

​"wisdom" she imparts only ends in disaster,

​​used to twist the fears and intentions of those​

​who seek her out, until the poor soul coming to

Salveezna will do anything to avoid the night-​

​marish future she has laid out for them, no

​matter how horrible the acts are to avoid the

​witch's dark predictions.

​No matter the truth behind the fey witch in

​the woods, whether one seeks her out for aid

​or to detroy her and end her supposed evil,

Salveezna still persists, the light of her rickity

cabin still spotted in the shaded woods at nght. 

​

Eleni Taurin (Star Woods)

Anchor 18

The Star Wood is a smaller, mysterious woodland domain

that gets its name for vrous reason. 

In the Eleni Taurin realm, starlight seems to brighten the

woods even more than moonlight and sunlight, and 

unique trees known as the Starleaf Oak, exist here, their

leaves capturing and reflecting starlight in a unique way.

​But more unique than the Starleaf Oak and the strange

​way in which these woods are lit, is the unique fey that

​inhbit these woods, the Eleni Sidhe, or Stelleid, also

​simply called by halflings the star nymphs. 

​These star lit fey are, as far as any know, uique

​to these woods in particular. 

The Eleni Sidhe are beautiful and friendly

​enough creatures but also get agitated if too

​many outsiders visit their wood at once. Those

​few who have earned the complete trust (mostly

​Circle of the Moon druids and some shamans)

​discovered that the stelleids serve a purpose in these 

​woods in particular, keeping "something from the stars"

​asleep and quiet, lest it wakes in a destructive fit that is,

according to the star nymphs, a danger to this entire​

​world. 

Most respect and aghere to the stelleids' wishes, avoiding​

​these woods and leaving them in peace but there is talk

​that mysterious figures have begun to be seen in the woods,

​mysterious beings who have the Eleni Sidhe very, very anxious though none know exactly why.

​

Kamash (Dragonborn Kingdom)

Anchor 19

The history of the dragonborn in Garn are sorted and in

​many ways tragic. 

​In answer to the dragonkin that Tiamat taught her 

​chromatic dragons to create in the Age of Wyrms, a time

​before the Garn Historical Recodings (or GHR), Bahamut

​gifted his own draconic kin with the gift of creating their

​servants the dragonborn. However, the draonborn proved

​to be very noble, proud, and not suited purely for

​servitude, thus earning their place among the other

​peoples of Garn, allowed to carve their own empire

and their own history, though they were expected​

​to still revere and heed the draconic gods and

​to rally to the side of metallic dragons in such

​a time they were called to do so. 

​And many millenia later, such a time would 

​come. 

​The dragonborn had already suffered a large

​blow to its Empire, when chromatic dragons

​struck the Eastern Empires of the draconic

​kin, scatterin them.

​The last large kingdom of Kamash in â€‹

​Raenatha was rallied, made a stand and

​along with thir scattered kin and support

​from other followers of Bahamut, they

made war on the chromatic dragons and, as

it came to be, against Tiamat, herself. 

But in the midst of this great war that spanned the East of Garn into the Nine Hells, itself, Bahamut was struck down along with most of the drgonborn. 

The survivors, save for a handful of dragonborn on other quests and on other worlds, were twisted into the Drakka Kith, large winged dragonborn who were very loyal to the chromatic dragons and gifted to draconic "heroes" such as Ulget the great green wyrm whom it is said struck the killing blow against Bahamut. 

Through quests and draconic histories to follow, Bahamut was restored, Tiamat was weakened through an assassination attempt against her, and some dragonborn were elevated to draconic deities.

The dragonborn were saved as well, those remaiing loyal to Bahmut despite being twisted and mutated by Tiamat, restored to their more noble forms and given the purpose to "restore" the draonborn species. 

Todat, Queen Serephima Goldeyes, the bronze dragonborn leader of the species, rules over Kamash which is the home to the still recovering dragonborn people. 

Queen Serephima is a cautious soul but gracious enough host when entertaining dignataries and nobles of other species. Most of Kamash is a bit cautious, in fact, lest the tenuous species of dragonborn be lost once more. 

The spanning kingdom of Kamash, itself is a marvel of stonework which legend says the dwarves helped to build ages ago, just one reason the dwarves and dragonborn keep very good relations, a dwrven mine even being allowed in the surrounding Stonescale Mountains. 

Though a few places of trade do exist in Kamash, the Kingdom is mostly dedicated to crafting and building its coffers, exporting goods more than selling them in the Kingdom directly. 

One of the main goods, that are  sold in Kamash are the loyal draconic mounts, the dragonnel which make travel throughout Raenatha both safer and faster, it also shows that those able to purchase such mounts have earned enough trust with the dragonborn to do so.

Dragonborn knights can be seen riding both dragonnel and the more landborn bull drakes which are tough, resistant to mny forms of dragonfire, and fast on land. Bull drakes are harder t train especially for non-dragonborn and are not sold as readilly as their airborn kin.

​

Stonescale Mountains

Anchor 20

The Stonescale Mountains surround the Dragonborn 

​kingdom of Kamash and help fortify the area. 

Drgonnel nests are found throughout the mountains with

​dragonborn "shepherds" watching over and getting the

draconic creatures used to dragonborn so they can be​

​trained as mounts. 

​The mountains are also home to the Dwarven settlement

​of Uradunnin who mine the mountains with the 

​dragonborns' blessing. 

​Some few dragonborn also

​mine, working for Kamash

​but living in the dwarven settement

​and known as "stone brothers" by

​the dwarves. 

Another presence within the mountains

is a shrine where it is said that the 

dragonborn queen and high spiritual

leaders commune with a mysterious

​draconic spirit. 

​Some claim that the spirit

​resembles Argentiess the

silver dragon who dwelled​

​among the dragonborn of old

​but this is largely conjecture and the

​spirit's true nature is largely unknown.

​

Dragonblood Woods

Anchor 21

These orange woods are composed of Fireleaf trees which

keep their orange leaves year round, turning a darker, rusty

orange in the colder months of Frigis and turn a fiery,

brighter orange in warmer months. 

It is said that the bright Fireleaf trees were brought to

Raenatha ages ago by Eastern dragonborn, surrounding

the kingdom of Kamash with them to further show their

territory though the trees grow much further South now,

almost reaching the halfling farmlands and the Quinabrekk

domain of Grunaa Taurn, the Wildwood. 

Dragonblood is filled with normal forest creatures but it is​

decidedly lacking in prey animals. This is largely due to its

main predator, the rarely seen golden drake. Golden 

drakes are among the smartest of drakes,

knowing the Draconic language and even

speaking a more gutteral version of it, but

they re highly independant, not very 

easily trained and tend to proudly

collect their own version of a "horde",

which is more akin to a den of bones

and shiny objects, the brighter and

shinier, the more attractive. 

It is said that the drgonborn

queen, herself, has a sibling pair of

golden drakes, painstakingly trained

and convinced to be her companions and havin such companions (never call them pets to their faces) is a sign of wisdom, patience, and high status among the dragonborn. 

The Dragon Road cutting through the Dragonblood Woods leads to the South and is the main trade route for Kamash, leading both to the Southeastern Elven port Mairi Emlen, and towards the Great Lake and the halfling settlements there. 

​

Ruins of Ahrahn Tarn

Anchor 22

Ahrahn Tarn was once a temple dedicated to the good and

neutral dragon deities as well as honoring the metallic and

gem dragons. 

During the time that Kamash stood undefended and vacant,

the temple became overgrown and was largely corrupted

by evil dragons and the few local kobold clans. 

Now, the ruins of Ahrahn Tarn are whispered to be 

occupied by an evil presence, a coiling, powerful

horror of lean muscle and black scales, the dragon

Obsynnaxis also known as the Coiling Death. 

With the state of the dragonborn and the

ongoing rebuilding of

Kamash, a group of heroic dragonborn

has yet to be sent to drive off or kill the

black dragon, though talks with the elves

have begun to, perhaps, send a joint force to

destroy the evil and reclaim the temple. 

Aside from the biggest danger being the

black dragon of hereby unknown

power, the ruins also seem to be

guarded by undead lizrdfolk

warriors in the form of wights

making the place even more

dangerous. 

​​​​

Grunaa Taurn (The Wildwood)

Anchor 23

The Wildwood is an expansive woodland that is rife with

nature, the Quinbrekk guarding the wilderness area and

protecting the natural environs. 

The trees grow the tallest in the Grunaa Taurn next

to the High Wood. Wild animals fill the woods as

well as some of Raenatha's most beutiful

plants. 

The Quinabrekk mostly keep to the Wildwood,

but they are not the wood' only

inhabitants as dryads and the tree guardians,

the treants, also roam the woods, not being the

friendliest to outsiders but considering the wild

elves to be spiritual kindred. 

When outsiders travel the woods, even other

elves, they are watched closely to ensure that

there is going to be no trouble and those not

treating the woods with the utmost respect

are quickly dealt with. 

​In the ceter of these primal woods, a perfect

circle of trees exist. It is said that this set of

trees lead, somehow, to another word. Some

whisper this leads a traveler to the Feywild, 

some say it leads to some small "pocket plane"

that is wild and beautiful while others say

it leads somewhere else entirely, the 

likes of which even the elves have never seen. 

Wherever the trees lead a soul, the Quinabrekk treat it as and guard it as a sacred place, not allowing others into the area, accompanied by the treants, dryads, and wild creatures of the woods to help protect the area from prying explorers. ​​​​​​

​

Quinabrekk (Wild Elves)

Anchor 24

The Eradar mght be the closest of the elves to their

Feywild heritage and the Winshara are the most

open and the best of the elves suited to bridge the

gap between elves and other species, but the

Quinabrekk are the closest of all the elves to

the wilderness, to nature, and being a part of

the natural world. 

As such, one does not often see the wild elves in

cities and tows, even in elven comunities they are

rare, save for their representatives in the Circle of

the Glade who still seem "rough around the edges"

when it comes to politics, though the Quinabrekk

who join the Circle are fast learners and often are

much more shrewd than the other elves gave them

credit for or are comfortable with. 

But in the forests of Raenatha, especially in

Grunaa Taurn, these wild elves can very plentfully

be seen, to the misfortune of some, especially 

those who trespass in or endanger the woods. 

The Quinabrekk are often nomadic, having only a

few permanent canopies (socieities or towns) that

are maintained by various tribes and utilized mostly

in times of needing fortifications which don't happen often, or in times that the variou canopies and tribes come together, whether to address events that effect the entire people or as a major celebratin, such as the Marr' Lalt, a celebration that involves much dancing, singing, and the imbiding of Wild Weed and Injarra Juice (the Injarra fruit being a southern fruit in Raenatha that when juiced and finely instilled, makes a potent alcohol. 

Most times, however, the Quinabrekk roam the woods, protecting the woodland realms and keeping watch for anything that might bring evil or corrupton to the wildernesses of Raenatha, gthering and hunting as they go, very respective of th resources and ecosytems of the forests. 

​

Anchor 25

Mairi' Emlen

The Southeastern port of Mairi' Emlen, also known as the

Mist Port due to the mists and fog that often settle ove the

area. 

Cainir Devrolist Goldenbough is a rather serious and

stoic elf for a Winsharan, matching the rainy and foggy

weather of the port town, itself. 

Aside from the town's leader which most just try to stay

out of the way of, Mairi' Emlen is also rumored to be the

home â€‹of the Bladed Leaf, Raenatha's only known thieves

guild, which may also attribute to Devrolist's

typically assumed dour mood. 

Where the Bladed Leaf's guildhall is located in

Mairi' Emlen is widely unknown outside of the

thieves, themselves, but its leader's name has

become widely known and whispered of. This is

the thief known as the Mockingbird though 

nothing else other than this egnigmatic name is

known about the leader of the Bladed Leaf. 

Though it is suspected that the thieves guild

also deals in smuggling and, perhaps, pirating as

well making this port town the perfect place for

their home base, to date no proof can be found of

this nor have any illegal shipments been discovered

despite the Port Master Elmithynne Oceaneyes' spot

inspections of cargo and attnetion to unusual vessels

in the port. If the thieves of Raenatha are involved in

suggling or pirating, they are very good at hiding it. 

​

Halfling Farmland

Anchor 26

These farmlands provides for the small halfling hamlet of

Wellen as well as trade for the gnomes to the South and

even with the Dwarves and even a bit of elven trade. 
Though many savory spices are made by the halflings and

their potato fields are bar none, the most popular crop of

the halflings is the Silver Tear Leaf weed plant which any

respectable halfling smokes from a pipe while other folk,

noteably the elves, wrap it in more leaf to smoke the entire

bit without the service of a pipe. 

Whereas elves and gnomes enjoy the fine smoking of the

Silver Tear Leaf, the dwarves prefer another crop that the

halflings are known for, some of the best barley hops in

all of Raenatha, some might even say stronger and

sweeter than the Undermountain Shroombrazed

Barley the dwarves of Underholme are known for. 

Trade in hops and weed are the best

exports for the small farmlands of the

humble halflings of Raenatha, but among

themselves they are best known for potator

crops and in the harvest times the most

beautiful flower gardens that nearly anyone

outside of the elves have seen. 

​

​The halflings of Raenatha try to keep to

themselves outside of trading, not interested

in the bigger world of politics or the troubles  under the dwarven mountains or in the old Dragonborn lands. 

The halflings in Raenatha are, however, facinated by the gnomes of the region. Whether due to the gnomes similar outlook of avoiding the larger troubles of the world, though for reasons that the halflings still find baffling such as discovering new magics or building strange devices, or as similarly underestimated smaller folks, the gnomes enjoy trading with and even visiting and celebrating with the gnomes of Raenatha.

​​

Fuctha-Gnal

Anchor 27

The rock gnome populated Fuctha-Gnal or the Smoe Stones​

are a smaller mountain expanse than, say, Urtholme of the

dwarves nor do the rock gnomes as ambitiously mine these

mountains, but this is the most densely populated are of 

the rock gnomes in Raenatha, perhaps in all of the Western

Kingdoms. 

Most of the mountain-carved areas of these smaller, more

magic-minded folks are comprised of workshops and 

various laboratories or halls of study, as much as the fun-

loving rock gnomes can be expected to study. 

Visitors to the Smoke Stones, which the rock gnomes

are happy enough to have, often leave a little shaken

from the explosions from the workshops and

laboratories or the well meaning but sometimes

devastating "pranks" that the small mountain

folk play on them. 

The rock gnomes, despite having seemingly

childish attitudes that set any visiting elf on

edge, are expert gem-cutters and seem to have a

gnack at finding the more magic-touched

stones or those more easily attuned to magical

energies, as well as building underground towns

with the most comfortable eminities. 

Being the most friendly and open of the gnomish peoples,​

the rock gnomes of Fuctha-Gnal hav e especially good relations with the halflings who seem infinitely patient with the mountain gnomish folks' childish ways and sense of humor, some halflings even joining in the occasionally funny prank alongside the rock gnomes. The dwarves of Urtholme enjoy trade with the rock gnomes, and especially appreciate their underground working skills, envious of their mastery over gem,-carving especially but typically taking the rock gnomes in small doses, having little patience for their pranks and inquisitive child-like curiosity. 

The forest gnomes of Raenatha, surprisingly enough, do their best to avoid their cousins, despite living in such proximity to them, mostly for the conv convienience of trade. GThe reclusive and shy "green gnomes" find their cousins far too loud and attention drawing for their, or anyone else's good. 

The rock gnomes are sought after for their unique inventions, especially of the magical variety, including a newer weapon developed over the past couple hundred years of study and something the elders of the gnomes call "reverse engineering" from a device brought to them by an unlikely once adopted stone giant kin goliath who brought the weapon from another world, so legend says. ​

Whether the legends are true or not, the rock gnomes have recently been interested in letting these weapons be tested by others outside of the gnomish circles. These weapons as they are named by the gnomes, are called "guns".

​

Mosswood

Anchor 28

The forest or green gnome village of mosswood is the 

largest population of forest gnomes in the entire Western

Kingdom, or so it is supposed. The village has an uncanny

ability to blend into the trees from which it is carved and

created, hiding the reclusive forest gnomes whenever 

visitors, welcome or not alike, come too close to the area.

The reclusive forest gnomes enjoy the natural magics that

hide their community so fully that it is said even the ever

watchful elves of Raenatha have issues discovering the
exact location of the place. 

The forest elves of Mosswood are said to be led by an

ancient and wise gnomish witch named Talitha Moon-

thistle. Through her guidance, the very shy gnomish folk

of the wood have survived and gone mostly unnoticed

to the point that even the neighboring rock gnomes

have come to believe they may be but a local legend or myth as

so few living creatures have seen the

reclusive folk, small even by gnome

standards.

The forest gnomes do trade with the halflings in

the area, each respecting the opther's tendency to

stay out of sight and out of trouble, preferring a

peaceful existance. Rumors say, however, that

there are other peoples who dwell in

Mosswood, folk even smaller and fairer than the forest gnomes, themselves. It is also said that these are the

peoples of the Feywild whom the forest gnomes help escape from those in that realm who mistreat them, especially of the FOmorian giant kind of troubles. 

SOme say that the witch leading the forest gnomes, herself, is not a gnome of Garn but that she has come from the Feywild, itself, and some say she has mechanizations that even her own kin know nothing of. 

​

Shrine of Baervan Wildwanderer

Anchor 29

This nature shrine dedicated to the gnomish god Baervan

Wildwanderer, was built long long ago by an unknown 

circle of forest gnome druids. The shrine is cracked stone,

the crack along the stone glowing almost like a glowing, 

ocean green-blue wound. On the largest stone is a

mystically connected mask, appearing to be made of leaves

much like the symbol of the god, itself. 

The mask, itself, is also magical and despite not appearing

to be very toughly made, it weathers all elements and, it is

said, resists any and all damage to it be it from weapons or

magical attacks though few are foolish enough to attack the

aertifact of a deity. 

It is also said that the mask will allow itself to be removed 

by "a true hero of the wood", the last of which was over 

five hundred years ago when the mask was said to be worn

by the forest elf ranger, Kyla Wolfeneye when she defeated

the Creeping Defiler, a mysterious and vile being that 

attempted to invade and corrupt the woodlands of 

Raenatha. 

Though the mask has not been worn in centuries, and has

sat in the shrine possibly poatiently waiting for its next 

hero,, naby a young and not so young, everyday and noble

blooded gnome both forest and rock gnomes alike, have

tried to remove the mask from the shrine to no avail, even

the occasional elf or other visitor to these woods has tried though the mask seems to be steadfast in staying exactly where it it is at present. 

​

Ilahoire Fana (the Venom Veil)

Anchor 30

The Venom Veil is an expanse of woods near and around the

Fang Falls where it is said once dwelt an ancient evil, some

claim even a green wyrm of some power though others say

this is myth and legend probably based on the very rare 

local creatures known as venom drakes, creatures that,

themselves. are sus[pected of poisoning the woods and

are only found in Raenatha, hunting in small packs. 

Some of the elven nobles of Raenatha call for the 

extermination of these small, but deadly drakes while 

others claim they are as any living creature and deserve to

be preserved, even claiming that though stubborn, the 

venom drakes can be trained and make loyal companions.

Other than the venom drakes, the woods

themselves of the Venom Veil are known to

be deadly, rife with poison and patrolled by

the evil winged dragonborn known to

serve Tiamat. For this reason, the nobles

and ruler of Kamash especially want to take

these woods and destroy the evils found

within. 

whispers speak of something far older, far

more evil than the dragonborn, the drakes, or

the poison, twisted maze-like nature of the

Venom Veil Perhaps hints of the ancient,

green wyrm, itself still existing if not active. 

​

Fang Falls

Anchor 31

Considered one of the most dangerous places in the mostly

peaceful Raenatha, if not the most dangerous place, these

falls in a twisted, vine maze deep in the woods, is said to

be the home of the abominations known as the Anuloke

Hana, the vile Tiamat worshipping winged dragonborn, or

at least related to them as they are larger in size and power

than the average dragonborn. 

It is legend that these monsters once served a powerful

chromatic dragon that had its lair in or near the falls, but

now serving Tiamat, herself, as the evil dragon has not 

been spotted in ages. 

Exhibitions to the Falls have proven

fatal or turned up nothing which

is a mystery to the dragonborn

and elves of Raenatha who can't

discover how such large

abominations can hide so well,

hinting that powerful magic

somehow hides the vile kin of

the dragonborn. 

It is believed these terrible creatures were

created from the cowardly dragonborn who

surrendered at the battle of Bahamut and

Tiamat ages past. 

Considered a true threat to Raenatha, the elves, 

dragonborn, and their allies do everythuing they can to try to wipe out the abominations. Unlike the venom drakes often seen accompanying the cursed dragonborn, no one has come to the defense of preserving these perverse abominations. 

Aside from the AnulokeHana (which in elvish means dragon cursed), the area surrounding the Falls consists of very unnatural disasters hidden among natural terrain. THorn mazes and shifting woods confound those who try to navigate the area, making it almost impossible to even discover the Fang Falls, themselves, much less what might be hidden within them. 

​

Everspring Docks

Anchor 32

These small docks and collection of inns and gardens is

the primary transportation to and from the mainland and

Everspring Isle. 

Not large enough to be considered a port, not in fact 

equipped to harbor larger vessels, this small dock area is

mostly used for passage to Raenatha proper and for local,

small fishing vessels operated by elves and the few 

halflings living in the area.

One phenomenon of the Docks, is a clan of tabaxi who live

locally and operate a fishing operation, the family's favorite

meals being said to be various fish dishes comprising of

various Nazenkan recipes and made popular with the local

populations by the tabaxi family. 

The inn prices as with food and other merchandise in this

small area are very reasonable as the area mostly caters to

the local peoples of Everspring Isle, especially of the larger

town of Aladrae's Tear. 

One other odd individual known on the docks is the 

dwarven fisherman, Grendor Ironhook who it is said has 

had a fascination and love of fishing almost his entire life,

forgoing the mining and smithing of whatever his actual

clan name is. 

Grendor sells all manner of fishing equipment and 

passage aboard his fishing boat, regailing the visiting crew

with all manner of fishing tales he's experienced or heard over the years.

​

Aladrae's Tear

Anchor 33

The main elven village of Everspring Isle, the only village

really, this small town is seen after by their wise, elderly

leader, Nemmonia Winterleaf. Not only a wise leader, but

a powerful spellcaster, at least with ice which she swears

is the best element, Nemmonia is a fair leader to her people

and sits on the Green Circle, the council of elven rulers in

Raenatha. 

It is said that in times long gone by, that a

ruler known as the Green Lady once ruled

Aladrae's Tear, and it was long suspected

that she had ties with the ancient green

wyrm that was said to dwell in the area

but if any elves are still alive who know

the truth, tbey are keeping it well to themselves. 

Aladrae's Tear is largely made up of Winshara or

wood elves with the occasional family of

Quinabrekk or wild elves though much less seen

in the urban environment of town outside the 

woods.

​Aladrae's Tear is the most welcoming of elven 

settlements in all of Raenatha, not only because the

town houses the largest population of half-elves and

even the human half of their families, but also has

constant traders in the more humanoid form of the 

Aranea, rumored to be a spider-like people who dwell in

the nearby Webwood. Historians say that this union was established centuries ago, initiated by none other than a dragonborn who used to call this area his home. ​

There are elves among the Circle and at large in general who are suspicious of this union, finding it too very reminiscent of the union between the drow and their newer, younger demon goddess Lolth. The peoples of Aladrae's Tear, however, defend their friendship with the local spider folk, insisting they are nothing like the evil spider goddess or the unfortunate dark elves. 

​

Everspring Forest

Anchor 34

Centuries ago, the Everspring Forest fell to corruption by an

ancient evil. But in the centuries since, the elves with the

help of the denizens of the Feywild have healed and 

rejuvinated the pristine expanse of woodland, making this

forest one of the most beautiful expanse of wilderness in all

of Raenatha. 

Everspring Forest is filled with fey beings, satyr, and more

common but still beautiful fauna and flora. 

This forest is the spot of many elves and

others as a place to get in touch with nature

and to meditate in utmost peace and

tranquility. 

Though the forest has its dangers from wild

creatures and the like, it is free from

unnatural and truly melevolent 

monsters as far as the local peoples

and fey beings know. 

Everspring Forest is also known for the not

just one but several areas that touch the Feywild,

allowing very easy access to and from the plane

of the fey. 

A community of Spring Eladrin are known to dwell

in and guard the ways to the Feywild in this forest,

led by Anorra Brightleaf and her closest confidents

among her people. 

Even the nearby Aranea fight any threats to this beautiful forest which they cross to trade with Aladrae's Tear. 

​

Webwood

Anchor 35

It is said that relations with the spider folk known as Aranea

were shaky at first until a group of legendary heroes known

as the Champions of Order destroyed a ancient and vile

spider spirit in the heart of the Aranea colony, freeing the

spider folk and opening relations with the surrounding 

elves and other peoples.

The Aranea, it is said, are peaceful giant spider folk, 

resembling other spiders but with a pair of tiny arms and

hands where their mandibles are, a brain-like hump on

their back, and the ability to shapeshift into elves, perhaps

into other folk as well though they have ever only been 

seen in their elven forms. 

When visiting other parts of Raenatha, including the 

closest town of Aladrae's Tear, the spider folk always 

appear in their elven form and would go completely 

unknown as to their true nature save for the spider folk

being painfully honest by nature, sometimes mistaken for

being rude or cruel in their speech while truly only not

understanding the concept of lyhing or not being very 

good at it at least. 

Being forthright in their nature endeared them to the 

peoples of Everspring Isle at the very least, however, 

tghough they are only barely tolerated in other parts of

Raenatha because of their spider-like nature and the elves'

current opinion on spiders and those associated with them. 

Despite this, the Aranea Queen Mother, Selthionis, is

welcome in elven courts that meet with folk outside the

elves, being respected as a noble if not a trusted one. 

The Webwood is full of giant spiders who are under the care of the Aranea and directed, it is said, not to attack sentient creatures, feeding on the other wildlife of the wood instead., though many travelers are still cautious and a bit nervous traveling the Webwood. 

​

Ruins of Nuira Torma

Anchor 36

This ancient elven city was lost to unknown disaster ages

past. The gate to the city, with its statues dedicated to 

great elven nobles and heroes still stands, though the rest

of the city crumbles and is overgrown with unnatural black

vines. 

It is said that angry elven spirits and banshees haunt this

ruin, keeping most out though the occasional explorer 

comes to witness the beautifully carves statues and outside

architecture (generally without daring to enter the city, 

itself as few brave souls go in and fewer are said to come

back out again). 

WHatever haunts the ruins is dark and evil and makes the

one dark spot on Everspring Isle, a place of cold fear and

the restless dead. 

​One account from a rare survivor of the ruins says that 

one of the temples, crumbling as it is, has been dedicatged

to some evil deity and hides even greater evils than the 

restless ghosts of the ruins underneath its structure, 

leading deep beneath the surface world. 

Whether these claims are true or not remains to be seen as

even the bravest elf is urged to stay clear of this haunted

ruin. 

​

​

​

bottom of page