Darven Forest Settlements
SETTLEMENT
Ersthall and Vesthall are the Darven villages south of the forest. For them, most of their relationship is 1) gather what resources we can, and 2) fear the wildness of the place. The towns were built here for the rich soils in the area, and also for the resources of the forest, but the people have never quite given up their fear of the wild unknown that lurks to the north. There are guards posted for sure--and walls built--on the northern ends of town, and beyond the northern farms. Likewise the Elven Road is heavily patrolled in this area. (Vesthal: Batchi and Briden, yel-brite 18 and 19, In 500byc) In the late spring, there was a raid larger than any for several decades. Much of Vesthal was partially or fully destroyed, and many more would have been killed had the watch not called out at first sight of the creatures. The city was unable to mount a great resistance, although after a third of the city was demolished they were finally able to take the upper hand.
Orc Camps in the far eastern forest are generally transient, although different bands will come to inhabit the shells of previous encampments. Generally, the camps leave filth in their vacated places. The camps are inhabited most often around the few weeks of the Orcs’ “bloodrun” around the new moon of Yel-Brite; this is the time when orcs are most likely to raid.
Fishing Villages are very lively places, with lots of voices and activity during the daytime. Fishermen are prosperous and often quite benevolent, hosting games and dances and other celebrations (often on the spot). The taverns are a favorite place to tell stories and dance and hear music. Bards are valued in the extreme when they come through. There is, however, a certain expectation for behavior that gives the villages their lawful-leaning alignment. If you’re a bit different--or a lot different--you are met with polite suspicion. Conversations tend to go quiet around you. You might eventually win the locals’ trust, but it will be through positive actions of your own. The towns aren’t used to outsiders after all. Even the Froddks, who visit Current every day, and sometimes Bluff’s End as well, are still looked at with some veiled contempt and mistrust.
Grimlock villages are simple, usually incorporating a combination of cave dwellings with lean-to homes, with good land for farming. They may come back to specific places in different springs, depending on necessity or preference.
Ersthall and Vesthall are the Darven villages south of the forest. For them, most of their relationship is 1) gather what resources we can, and 2) fear the wildness of the place. The towns were built here for the rich soils in the area, and also for the resources of the forest, but the people have never quite given up their fear of the wild unknown that lurks to the north. There are guards posted for sure--and walls built--on the northern ends of town, and beyond the northern farms. Likewise the Elven Road is heavily patrolled in this area. (Vesthal: Batchi and Briden, yel-brite 18 and 19, In 500byc) In the late spring, there was a raid larger than any for several decades. Much of Vesthal was partially or fully destroyed, and many more would have been killed had the watch not called out at first sight of the creatures. The city was unable to mount a great resistance, although after a third of the city was demolished they were finally able to take the upper hand.
Orc Camps in the far eastern forest are generally transient, although different bands will come to inhabit the shells of previous encampments. Generally, the camps leave filth in their vacated places. The camps are inhabited most often around the few weeks of the Orcs’ “bloodrun” around the new moon of Yel-Brite; this is the time when orcs are most likely to raid.
Fishing Villages are very lively places, with lots of voices and activity during the daytime. Fishermen are prosperous and often quite benevolent, hosting games and dances and other celebrations (often on the spot). The taverns are a favorite place to tell stories and dance and hear music. Bards are valued in the extreme when they come through. There is, however, a certain expectation for behavior that gives the villages their lawful-leaning alignment. If you’re a bit different--or a lot different--you are met with polite suspicion. Conversations tend to go quiet around you. You might eventually win the locals’ trust, but it will be through positive actions of your own. The towns aren’t used to outsiders after all. Even the Froddks, who visit Current every day, and sometimes Bluff’s End as well, are still looked at with some veiled contempt and mistrust.
Grimlock villages are simple, usually incorporating a combination of cave dwellings with lean-to homes, with good land for farming. They may come back to specific places in different springs, depending on necessity or preference.
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