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=10= ==The Heartwood== Here the Heartwood is thick and lush, groomed and beautiful. This area is rumored to be under the protection of Unicorn who the Elves of Ionavalon often consult. Few evil beings dare enter this portion of the forest, but from time to time the Unicorn will be forced to deal harshly with intruders. Most recently a band of Gnolls, under pay from the Hags in the Red Woods has been causing some head aches, the Unicorn has been considering asking the elves, or perhaps a group of adventurers, for help. ==Ionavalon== In a forest glade lies Ionavalon, Citadel of Dreyal, Queen of the Bright Elves of Heartwood. The Citadel sits on the Sadhur River, which flows out of the Highlands of Erenby to the west and joins the Delnar further east. Ionavalon is not so much built as grown, through careful cultivation and tending of the forest-and a small amount of magic as well. Similar, though much smaller, houses surround it on all sides. Though the Bright Elves have dwelt in Heartwood since before the coming of other races, throughout their history they have sought neither to expand their holdings or conquer others, but have been content to merely keep and watch over their small territory. They do not often seek contact with outsiders, but are welcoming to those of good heart who find themselves in the Heartwood. ==The Deepening Forest== The forests south of Iovanalon deepen and thicken, blocking out the sun in places. Eventually, the woods grow nearly impenetrable as travelers approach the Skittering Dark. ==The Skittering Dark== A section of deep forest no longer traveled by local huntsman and trappers after a wave of disappearances a few years ago. Foresters keep their distance and speak of the unnaturally large insects and spiders which give this area its name. SECRET: Actually it's just spiders. They have multiplied in this area under the influence of a Shrine to Lolth. A Drow priestess emerged from the Underdark to build the shrine here because of ancient magical power in the location. This is due to an ancient temple to a fallen god (or primordial) which resonates with magical power for those who can claim it. After building the shrine, the priestess contracted with Duergar to construct a temple around it. Their hatred for the surface world has made this process painfully slow, but she does not have the means to do the stonework herself. There is a seemingly innocuous forested hill cave in this hex, which is deceptively deep and acts as the highway to the Underdark which brings the Duergar workers to the surface. The path between here and the temple itself has become increasingly well-worn over the years. Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains... ==Delnar River== The Delnar River passes just south of the Skittering Dark. South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest. Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so. Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don't appear to actually do anything. Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them. This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea. ==Wheatsea== Situated in the midst of farmland, Wheatsea is a thriving city that enjoys the advantages of its location. In addition to its sizable human population, Wheatsea hosts a number of elves and half elves. The elves arrived during the founding of the city, wandering away from a homeland they were cast out of, and agreeing to aid the fledgling city in exchange for a place to live. Human industry at building and farming combined with elven baking has led to Wheatsea being a valuable strategic resource for the local government. A supply road runs from Wheatsea to Bellicose Castle. ==Tournament Grounds== This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It's a week that people look forward to for years before and talk about for years after. ==UWallach's Fields== This region was held by Lady Wallach for a time during the Winter Siege; it contains the sites where her armies camped while they laid siege to Castle Bellicose. Though they were ultimately thrown back by the armies of King Bellicose, monuments were erected along the King's Road marking the locations of the various brigades and battalions. ==Hobs Shire== Named for the infestation of hobgoblins that long ago kept this fertile land from being used, numerous hamlets and villages crowd in to take advantage of the pleasing fruit trees and good growing conditions. Notable settlements include Apple Hall, Cherry Pond, and Kaitlen's Walk. These small communities offer up a "fair" share of their bounty to the Splendor, with most of the rest going to secular leaders. Still, there is enough to avoid starvation during all but the worst growing seasons. Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated. There are also a few degenerate communities where human and hobgoblin blood have mixed. Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit. ==Unclaimed 10== ==Unclaimed 11== ==Unclaimed 12==
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