Gentle until the antlers come down.

Gentle until the antlers come down.

They are a people of motion, season, and memory. Their clans travel with the turning world, following weather, growth, migration, and old paths worn into...

A land of ice and endurance, where only the strong call home.

A land of ice and endurance, where only the strong call home.

A land locked in ice and silence, the Shiverclaw Mountains rise like frozen sentinels against the northern sky. Their peaks, shrouded in eternal snow,...

Everyone saw the merchant. Nobody agrees on what he looked like.

Everyone saw the merchant. Nobody agrees on what he looked like.

The village is in an uproar. A charm meant to bring luck to the hay harvest has brought luck to everything else instead, including a goat that climbed...

77 Tales
14 Guilds
28 Kindreds
92 Inhabitants
71 Cities
Elowyn
  • Memory Thief in Moss
  • Velvet Voice, Vicious Thorns
  • Mercy That Hollows

Elowyn

Mature 16+

Race: Cervitaur. Gender: Female. Age: 284. Height: 6'2" (188 cm). Weight: 240 lbs (108.9 kg).

Alignment: Chaotic Evil

Deep in the Whispering Wood there is a glade the deer will not graze. The grass grows thick and sweet there, the moss is soft as a pillow, and on still evenings a small light hangs in the air above a fallen oak, as if someone had left a lantern burning for a guest. Travelers who find the glade tend to stay longer than they meant to. Elowyn likes it that way.

She is a cervitaur, a woman to the waist and a deer below it, tall and long-limbed, wrapped in leaves, moss and her own chestnut hair. Her antlers are crowned with thorns that flower in spring. She speaks softly, laughs easily, and listens as if your story were the only one she had ever wanted to hear. She asks very little in return. A song you used to know. The name of a summer. The first time you were truly happy. You will hardly notice it gone, she says, and most people believe her, because by then they cannot quite recall what they gave.

The woodcutters of the eastern edge tie ribbons on the trees along her paths, and they do not cut there. The hunters say her hoofprints never lead anywhere; they simply stop. Those who come back from her glade come back smiling, a little lighter and a little emptier, and some of them go back again, though they cannot say why. Elowyn is patient. She has all the time in the wood, and she is always glad of company.

The player travels with a small caravan that must cross the deep wood before the passes close. At the glade the guardian greets them warmly and asks each traveler, one at a time, for a toll. Some pay gladly. A merchant tries to pay in coin and is turned away. An old woman refuses outright and is not let through. A young couple pay and walk on, still smiling, but a little quieter than before. The player's turn is coming, and the guardian is watching them with great interest.


The Toll of the Green Glade
  • A Way Through the Deep Wood
  • The Glade Asks a Toll
  • Nobody Says What They Paid
The Forest
  • Ancient Magic
  • Silent Watchers
  • Living Secrets

The Forest

All Ages

The Forest is the oldest breath of the Whispering Wood, a vast enchanted expanse where moss drinks moonlight, roots curl over forgotten stone, and every path seems to remember being walked. Its canopy folds the world into green shadow, muting distant noise until only leaf-rustle, birdcall, and the soft creak of ancient trunks remain. Magic moves here like weather — sometimes gentle as pollen, sometimes sharp enough to raise the hair at the back of the neck.

The deeper reaches are never truly empty. Silent watchers move between branches, hidden shrines sink beneath fern and vine, and strange lights flicker where no lantern should burn. Some who dwell here guard old truths, some twist them, and some simply listen long enough to know more than they should. The Forest does not explain itself; honestly, kind of rude, but effective.

Those who enter find more than wilderness. The Forest offers omens, hidden paths, whispered warnings, and mysteries that feel personal before they are understood. It is a place where the past is never buried cleanly, where nature and magic tangle together, and where one careless step can turn a quiet walk into a bargain with something unseen.


Cervitaur

Cervitaurs move with the quiet authority of beings who know the land remembers every hoofbeat. Tall, graceful, and powerfully built, they carry humanoid strength above and swift deerlike endurance below, their antlers rising in branching patterns that speak of age, lineage, and earned regard. Their ears catch the faintest disturbance, their eyes miss little, and their silence on natural ground feels almost unfair.

They are a people of motion, season, and memory. Their clans travel with the turning world, following weather, growth, migration, and old paths worn into soil by generations before them. Peace comes naturally to many of them, but it is not weakness; it is restraint, and restraint looks very different when several hundred pounds of muscle lowers its antlers and decides the conversation is over.

Cervitaur culture values harmony, skill, herbal knowledge, endurance, and the wisdom to leave a place better than it was found. They are hunters when needed, gatherers when welcomed, guardians when pressed, and listeners almost always. Outsiders often mistake their gentleness for softness, which is adorable in the brief, educational moment before a territorial charge rearranges someone’s confidence.

What makes them compelling is the balance between elegance and force. They can seem like living omens at the forest edge, beautiful enough to inspire poetry and dangerous enough to make that poetry end abruptly. To earn their trust is to be welcomed into a rhythm older than roads, ruled not by conquest, but by patience, kinship, and the long memory of the land.


Cervitaur
  • Graceful Endurance
  • Antlered Nobility
  • Seasonal Clans
Grace beguiles, but the thorns keep whatever the charm collects.