Search for the Seven Shards Background Notes
These notes are for two purposes: to give you, the players, more insight into how a D&D world operates, and to provide background knowledge your characters generally know about the world they’re operating in.
## The Continent of [[Vehendrial]]
Vehendrial is the continent on which our adventure unfolds. The continent was formed by the Creator Gods over 500,000 years ago. This continent is terrestrial, a large circle with a massive inland lake called the Moonstone Sea in the center of the continent. Four islands dot the lake generally in its four corners. The Isle of Spectors -- the origin lands of the humans -- rests in the northwest across the Strait of Mer. Though your characters have never been, you’ve heard from the occasional traveling bard tales of the continents across the Corellon Ocean.
Whether you hail from New Mereth (“mare-ith”) or Calmforge, most denizens of Vehendrial know the common origin story: Over thousands of years, the Creator Gods formed the continent into a suitable land for their children. Of course, the creators weren’t the only gods to roam the world. Over those many thousands of years, the divine walked amongst the mortals. Many of their names have been lost to time, falling in wars against other deities or those who wished to take their powers, for each god has a Divine Heart, their only tether to “mortality.”
Obviously, the gods no longer wander Vehendrial. This is because of the Great Fall. Since creation, Vehendrial was shaped and reshaped and shaped again by the conflicts of the gods. Many, if not all mortal races on the continent feared when the next skirmish between gods might happen, as each battle could result in the equivalent destruction of a mini-nuclear strike. 1,500 years ago, enough gods banded together to say “stop!” They recognized that their creations -- the elves, dwarves, orcs, halflings, gnomes, and other sentient creatures -- could not survive while their battles were waged on the Material Plane. So, they decided to leave.
There were some gods, however, who didn’t agree. They tried to hold onto their power and influence through whatever means necessary, including the destruction of Vehendrial. After all, they’re gods, they could just remake the world, right? An all-out war began between the Betrayer Gods and those gods who advocated leaving that culminated in the final days of the Great Fall when Ao, arbiter of the gods, entered the Material Plane to settle the war once and for all. New gods were crowned and others unmade, such was Ao’s power. The remaining deities were guided to their homes in the Upper and Lower Planes or beyond and separated by the Radiant Veil, making it much more difficult for greater powers to interject their will into the Material Plane. This is why the volume of worshipers generally defines a god’s power in current-day Vehendrial: their followers are their source of power on the Material Plane. Of course, many a Demon Lord and Archdevil were involved and plotting gains, but those facts are much less known to common society.
The Vehendrial your characters are familiar with is the one remade after the Great Fall in a time known as the New Awakening, officially happening in the hundred years after the Great Fall. The Humans finally crossed the narrow strait from the Isle of Spectors to Vehendrial proper and began settling the western part of the continent. The High Elves constructed [[Galaderon]] and the Astral Observatory, both connections to their mystic origins and blood and an assertion of their power in the new world. The Wood Elves remained in the forests of elven creation, eventually founding Ilythiir, while the Dwarves set to work carving a wondrous society into the heart of the [[Mohalas]] Mountains. And while the gnomes and halflings found their homes either out in the wilds or in the heart of Vehendrial’s greatest cities, the orcs were left to fight for a place to call their own.
This is the background and creation story for the world your characters live in. Each is shaped by the region they’re from, the continent’s history, and of course, the mysteries unraveling along their journeys. Welcome back to Vehendrial everybody.
## Geography
### Realms
#### Isle of Spectors
This frigid island northwest of Vehendrial proper is where the Humans come from. Despite spending thousands of years on the island and establishing their first city, Mereth (“mare-ith”), most humans abandoned their homeland during the New Awakening to seek better fortunes on the mainland. While some still live in Mereth, it is largely a ghost of what it once was. The rest of the island is filled with rocky outcrops, conifer trees, and tundra. The locals in Mereth would warn you not to travel out into the frozen wastes because the frost giants will take you. But ask anyone else and they’ll tell you that’s just a story used to scare the kids.
#### The Northern Wilds
This northern region in Vehendrial is an eclectic one. Cooler than most other areas on the continent, the Northern Wilds are home to New Mereth, the first city the humans founded on the mainland and a still-thriving hunting & gathering-based society. They trade regularly with the elves, as well as any druids or other forest-folk living in the wilds. Though many of the natives of the Wilds wouldn’t claim them, Ugrak (“Oo-grock”), its protectionist clan of orcs and its island are included in the southern portion of the region, whereas Springfoot Hollow, home to many a halfling, makes up the “official” southern point of the Northern Wilds.
Most of the Vert Range lies within the Northern Wilds. Being fairly familiar with this mountain range, your characters would also know generally about the monastery Kir Sabal (“Kear Sah-ball”), located curiously close to the portal that the Aarakocra have taken you through on your journeys into the Elemental Plane of Air.
Generally speaking, there aren’t official designations of where the Northern Wilds end and the Jerral Realm to the south begins, or the Elven Realm to the east. The “borders” are largely drawn around the points where one realm stops being interested in the other. Of course, there’s always intrigue amongst adventurers to explore the areas of the Northern Wilds that are said to be touched by magic.
#### The Jerral Realm
The home of most humans on Vehendrial, the Jerral (“Jair-all”) Realm is the region the voyagers from the Isle of Spectors settled after arriving on the mainland during the New Awakening. Functionally, this realm stretches from the lower (and more resource rich) half of the Vert Range to [[Blisbane]] (“Bliz-bin”) in the south. Separated from the Ryes Province by the river between Blisbane and Rikton, this region is the manufacturing center of Venhendrial.
Despite being heavily resource dependent on [[Baey Bluffs]] (“Bay Bluffs”), Blisbane remains the seat of power of the Jerral Realm. Where once monarchs ruled both cities with Baey Bluffs taking orders from Blisbane, the former is now more democratic in operation after a successful coup -- though the balance of power remains on the edge of a knife.
The small village and waypoint of Naton (“Naytin”) and the hunter’s Owlbear Lodge round out the settlements of this region. True to human nature, there are many competing interests at play in the Jerral Realm, some good, some bad, all intriguing.
#### [[Essensia]] and the Rellya Province
Towering in the south-central region of Vehendrial known as the Rellya Province (“rell-ee-yah”) is its de facto capital, Essensia (“Eh-sense-ee-uh”). A bustling city of over 1 million residents, this metropolis is made up of every race on Vehendrial. Just about anything can be found here, for Essensia remains the central meeting place for the big three societies on Vehendrial: the Elves, Humans, and Dwarves. Essensia is also home to the Spellcaster’s Academy, the preeminent place of study for those interested in the conventional arcane arts.
Making up the rest of the Rellya Province is the town of Rikton (“Rick-tin”), walled off for protection from centuries of peace and conflict with their orcish neighbors to the north, [[Kushnikh Yal]] (“Kush-nick Y’all”). The Crick, on the other hand, is quite open and accepting, almost to a fault. With only a few hundred permanent residents, the Crick is most often made up of travelers making their way between the Elven realm, Essensia, and the Mohalas Mountains. Looking for an oddity or a place to lay low for a while? The Crick might just be your place.
Cirilla’s Glade (“Sir-ill-uh”) rounds out the Rellya Province’s geography, and it’s cloaked in some mystery. As the stories go, it was formed originally by the Elves and their ancient High Magic as a portal between Vehendrial and the Summer Court of the [[TTRPG/DND/Cruthea/Planes/Feywild/Feywild|Feywild]] -- so named for the Queen of the Summer Court, Queen Cirilla. While no portal exists now, rumor has it that on a moonlit night one can catch a glimpse of pixies and maybe even a unicorn gathering around the smooth and warm waters of the glade. This area is quite popular with druids, elves, and others with connections to nature and the Feywild.
#### Mai’Alora, Home of the Elves
The High Elves hail from Galaderon (“Guh-lay-der-on”), and they’ll let you know about it if you are confused. The seat of sophisticated elven power in Vehendrial, the High Elves moved south during the New Awakening out of the woods into the area that is now Galaderon. Here they established their esteemed and, by all accounts, impressive society based on the arcane arts and their connections to the Feywild and beyond. The Astral Observatory stands as a monument to the High Elves’ self-professed prowess and superiority, a scaling tower used to scry into the Astral Plane. Rumors abound that the High Elven mages running the Observatory use it to look beyond just the Astral Plane, but no respectable High Elf would ever unveil the inner secrets of their society to an outsider, and certainly not to a non-elf.
Whereas the High Elves have built up a structured society through the ages, the Wood Elves take pride in remaining decentralized, coming together en masse only at the birthplace of all elves. Here they’ve built a city amongst the trees in what is now known as Ilylthiir (“ill-uh-thyr”). Wood Elves are known for their almost clan-based societal structure. They’re polygamous both in relationships and worldview. Despite being constantly at odds ideologically with their High Elven cousins, they get along out of a mutual full-Elven understanding, and the Wood Elves are usually good neighbors and traders for those in the Northern Wilds.
#### The Mountains and the Desert
Despite being a dominant force in Essensian politics and trade, not much has been documented about the dwarven clan Dinai (“Din-aye”) and their society within the Mohalas (“Moh-hall-us”) Mountains -- at least, not by outsiders. They only fully opened their society to the rest of Vehendrial in the past 200 years when King Reinhart passed and his daughter, Anbera, took the throne and began steadily opening up their cities and, importantly, their resources to the rest of the continent. Though High Paragon Anbera recently passed, her oldest child, and thus successor, Thodris has assumed the throne and appears to want to continue their mother’s legacy. Those who travel through their capital city Mohalas often note its splendor and the technical mastery of the mine shafts and various cart trolleys throughout the city. The Mountains are also home to a monastery situated over a lake of magma known as the Temple of the Phoenix Wing.
The Mohalas Mountains are the entry to the [[Dinain Desert]]. The Dinain dwarves are often called Sanddeep dwarves for a reason: they’re well adept to deal with both the mountain and the sand. Most dwarves recognize [[Moradin]]’s Ascent as the place where their creator god Moradin ascended into the heavens at the end of the Great Fall. It’s one of the most religiously important places in all of dwarven society.
While Calmforge is mostly used as a waypoint and oasis for desert travelers, Maztik (“Majj-teek”) is known for its bazaar, connection to the [[Cerulean Sea]], and its famous sand surfers -- dwarven sand druids who have an intimate connection to the desert and the creatures that inhabit it. Some claim their initiation ceremony makes them go a bit mad from spending so much time in the desert sun, but who’s to say?
Monasteries
* Kir Sabal
* Temple of the Towering Tides
* Wandering Fist Monastery
* Zerthadlun (“Zair-thad-loon”)
* Temple of the Phoenix Wing
* The Seeker’s Sojourn
The various realms, largely divided along racial lines, interact with each other on loosely agreed terms. Each provides important resources and trade and they form alliances when they must; each has a history of rising together to meet a common foe. Though of course, there’s always spycraft and meddling to try and gain a slight advantage over another realm.
Vehendrial’s climate consistently borders between tropical and temperate in the settled lands. It starts to cool as you make your way deeper into the Northern Wilds, and only really becomes a true tundra when you reach the Isle of Spectors. The weather certainly fluctuates with the seasons, but the southern parts of the continent are generally more pleasant and conducive to work year round, partly explaining why so much of the south is settled.
## The Multiverse
Vehendrial, part of what is known as the Material Plane (think about it like Earth), is part of a multitude of worlds as well as myriad alternate dimensions of reality called the planes of existence. Beyond the Material Plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might undertake a quest to rescue a friend from the horrific depths of the Abyss, or find yourself hoisting a tankard with the friendly giants of Ysgard. You might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. The rest of the multiverse is defined in relation to the Material Plane. The Material Plane is a richly magical place, and its magical nature is reflected in the two planes that share its central place in the multiverse. These worlds, the Feywild and Shadowfell, are often called echo planes or mirror planes to the Material Plane as the worlds and landscapes of these planes mirror the natural world of the Material Plane but reflect those features into different forms. In the Feywild, things are more marvelous and magical. In Shadowfell, the landscape is distorted and colorless.
There are also two Transitive Planes, the Ethereal Plane and the Astral Plane. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. The Ethereal Plane is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on these planes has a corresponding location on the Ethereal Plane. The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars.
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four Elemental Planes -- Air, Earth, Fire, and Water -- form a ring around the Material Plane, suspended within the churning Elemental Chaos where all four Elemental Planes meet.
Finally, we have the Outer Planes. If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought, and purpose for such construction. Accordingly, many sages refer to the Outer Planes as the divine or godly planes, for the Outer Planes are best known as the homes of the deities. When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally “places” at all, but exemplify the idea that the Outer Planes are the realms of thought and spirit.
The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them. They are:
Outer Plane
Alignment
The Seven Havens of Mount Celestia
LG
The Twin Paradises of Bystopia
NG, LG
The Blessed Fields of Elysium
NG
The Wilderness of The Beastlands
NG, CG
The Olympian Glades of Arborea
CG
The Heroic Domains of Ysgard
CN, CG
The Ever-Changing Chaos of Limbo
CN
The Windswept Depths of Pandemonium
CN, CE
The Infinite Layers of the Abyss
CE
The Tarterian Depths of Carceri
NE, CE
The Gray Waste of Hades
NE
The Bleak Eternity of Gehenna
NE, LE
The [[Nine Hells]]
LE
The Infinite Battlefield of Acheron
LN, LE
The Clockwork Nirvana of Mechanus
LN
The Peaceable Kingdoms of Arcadia
LN, LG
The planes with some element of good in their nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the Lower Planes. Fiends such as demons, devils, and yugoloths dwell in the Lower Planes. A plane’s alignment is its essence, and a character whose alignment doesn’t match the plane’s experiences a profound sense of dissonance there. See below for a graphic showing the various planes of existence.
And, of course, we have our Pantheon of Gods.
Deity
Alignment
Domain
Symbol
[[TTRPG/DND/Cruthea/Religion/Deities/Asmodeus]], Lord of the Nine Hells
LE
Trickery
Three triangles in tight formation
Avandra, goddess of change & luck
CG
Trickery
Three stacked wavy lines
[[TTRPG/DND/Terravial/Religion/Deities/Bahamut|Bahamut]], god of justice & nobility
LG
Life, War
Dragons’ head, in profile, facing left
Bane, god of war & conquest
LE
War
Claw w/ three talons pointing down
[[TTRPG/DND/Cruthea/Religion/Deities/Corellon]], god of magic & arts
CG
Light
Eight-pointed star
Erathis, goddess of civilization & invention
LN
Knowledge
Upper half of a clockwork gear
Gruumsh, god of destruction
CE
Tempest, War
Triangular eye w/ bony protrusions
Ioun, goddess of knowledge
N
Knowledge
Crook shaped like a stylized eye
[[Kord]], god of strength & storms
CN
Tempest
Sword w/ a lightning bolt cross guard
[[TTRPG/DND/Cruthea/Religion/Deities/Lolth]], goddess of spiders and lies
CE
Trickery
Eight-pointed star w/ web motif
Melora, goddess of wilderness & the sea
N
Nature, Tempest
Wavelike swirl
Moradin, god of creation
LG
Knowledge, War
Flaming anvil
[[TTRPG/DND/Cruthea/Religion/Deities/Pelor|Pelor]], god of the sun & agriculture
NG
Life, Light
Circle w/ six outwardly radiating points
Raven Queen, goddess of death
LN
Life, Death
Raven’s head, in profile, facing left
Sehanine, goddess of the moon
CG
Trickery
Crescent moon
Tharizdun, god of madness
CE
Trickery
Jagged counter-clockwise spiral
[[TTRPG/DND/Cruthea/Religion/Deities/Tiamat|Tiamat]], goddess of wealth, greed, vengeance
LE
Trickery, War
Five-pointed star with curved points
Torog, god of the Underdark
NE
Death
T attached to a circular shackle
Vecna, god of evil secrets
NE
Death, Knowledge
Partially shattered one-eyed skull
Zehir, god of darkness & poison
CE
Trickery, Death
Snake in shape of a dagger
## Tiers of Play
Your characters are adventurers, intrepid heroes on the continent of Vehendrial. You’re not ordinary folk, though you may have come from humble beginnings. There are very few other adventurers in any given D&D campaign, which sets you apart from the rabble. There may be masters in various classes like archmages, master fighters, or the head of a group of paladins, but they’re few and far between. Here are the generally established tiers of play for your levels so you have a decent understanding of your place and stature in the world as we advance through the campaign:
### Levels 1-4: Local Heroes
Characters in this tier are still learning the range of class features that define them, including their choice of specialization. But even 1st-level characters are heroes, set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them.
### Levels 5-10: Heroes of the Realm
By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have found their place in the world and have begun to involve themselves in the dangers that surround them. The fate of a region, as opposed to a town or village, might depend on the adventures that characters of levels 5 to 10 undertake.
### Levels 11-16: Masters of the Realm
By 11th level, characters are shining examples of courage and determination -- true paragons in the world, set well apart from the masses. At this tier, adventurers are far more versatile than they were at lower levels, and they can usually find the right tool for a given challenge. The fate of a nation or even the world depends on the momentous quests that such characters undertake.
#### Levels 17-20: Masters of the World
By 17th level, characters have superheroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of power -- or such terrible dangers. Adventures at these levels have far-reaching consequences, possibly determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage demons, titans, archdevils, lich archmages, and even avatars of the gods themselves. The dragons they encounter are wyrms of tremendous power, whose sleep troubles kingdoms and whose waking threatens existence itself.
I’ll add one last thing. Y’all don’t need to memorize everything in this guide. It’s to help provide more background so you have a better understanding of the world you’ll be playing in. But like all things in D&D, knowing more will (almost) never be a bad thing. Excelsior!
## Shard Abilities
Piece 1: 5 in.; Cure Wounds 2/day
Piece 2: 6 in.; Slow 1/day
Piece 3: 9 in.; Haste 1/day
Piece 4: 10 in.; Gust of Wind 2/day. On first use of the day, roll a d6; The result is the number of days it takes to recharge minus any remaining day(s).
Two pieces together: Fly 1/day
Spell save DC is 14. +3 to hit. Concentration rules apply to the caster.
Essensia Geography & Background
Continental Plaza
The most powerful island in Essensia, the Continental Plaza sits in the center of Essenisa between the two inland arms of the Moonstone Sea, known in the city as the Moonstone River. It features:
* The Supreme Assembly -- The de facto seat of power in Vehendrial, the Supreme Assembly is the official meeting place of the Supreme Council. The Council is comprised of delegates from the “settled” races of Vehendrial.
* Halls of Convocation: Serves as the meeting place and offices of the Assembly
* The Leviathan: The upper levels are the HQ for The [[Battalion]], while the lower levels serve as the judicial arm of Essensia and the basement/dungeons are the prison. Technically called the Essensian Justice and Administrative Center, but folks just call it The Leviathan because of its massive stature and reputation.
Tinkertown
The home for most of the gnomes of Vehendrial, Tinkertown is known for its vibrancy, constant invention and commerce, and whimsy -- though for newcomers, all of that might just seem like barely organized chaos. As gnomes want nothing more than to uncover mysteries and invent any second they get, Tinkertown is famous across the continent as a place of constant change, slight moral ambiguity, and a place where anything can happen, most of it good.
Dragonscale Eyrie
The largest single settlement of dragonborn anywhere on the continent, Dragonscale Eyrie is, on the surface, a refined, tasteful if not almost boringly inoffensive place. But as one travels a little closer to the heart of the District or visits one of its renowned shops, a visitor would immediately realize their initial impressions were mistaken. The dragonborn are a fierce, proudful, and sometimes egotistical people. After all, they are descendents of dragons. Their pride mixed with their ego highlights the many colors of this neighborhood, reflecting the different colored scales of its denizens. And it’s no coincidence the Eyrie lies next to Highspire as most dragonborn in Essensia have managed to find themselves in high society either through lineage or skill. All of this makes for a welcoming neighborhood, but one where it may take a little time to be trusted by your neighbors.
Highspire
Lending inspiration for the name of this district, Highspire boasts the tallest homes and buildings in Essensia (excluding the Continental Plaza of course) and is where the elites of Essensia call home. The height of the home reflects the status and wealth of its owner, with the shorter homes beginning in southern Highspire and growing taller as one travels northward. Highspire also boasts the largest plots in all of Essensia. While neighbors are closeby, you’ll never see a multi-family dwelling anywhere in this neighborhood. Many of the homes are shaped around a small inlit in the Moonstone River, creating a nice lounge area for the upper class of the city. Finally, while each home is different and unique in its own way, the tradition of Highspire ensures that the houses boast a similar architecture and color scheme. The debate rages between artists and historians whether this practice is “tasteful” or “artistically relevant.”
The Roundabout
If Old Ben Kenobi were here he’d likely say, “You’ll find a more wretched hive of scum and villainy...other than the Mos Eisley Spaceport.” Alright, not necessarily that bad, but the Roundabout and its companion neighborhood running down the eastern wall of the City, “the Spine,” are known as the seedier part of town. Bars, brothels, fences, you name it, can likely be found in this part of the city that never does seem to sleep. Some misconceptions come from the lower-class, refugees, non-settled races, and homeless trying to find refuge in this part of the city. Still, criminals of many stripes have long called the Roundabout home and the rest of Essensia treats it as such. There’s probably no need to watch your back here -- just maybe your coin purse.
Seldarine’s Favor
The pride of expatriate high elves, their woodland kin, and a notable number of half elves, Seldarine’s Favor is a haven to many in the bustling city. Its tall, pointed buildings -- some rivaling even those in Highspire -- adorn and inspire the rest of this metropolis. Travelers note that things seem lighter, a little more intense, and mystical within this district. Whether that’s because of some ancient fey influence or a subtle trick played by the magically-adept elves, one cannot be too sure. But what’s certain is that you’ll likely find something unexpected in Seldarine’s Favor.
Anville
Ground zero for dwarven society outside of the Mohalas Mountains, Anville is an impressive addition to the city. While some dwarves have always lived in Essensia, there was a massive influx in the past few decades as dwarven society opened to the rest of the continent. Anville’s impressive, Persian-esque architecture stands out amongst its neighbors. Smoke is always rising from the forges of Anville, known for both its general manufacturing and its master smiths and artisan crafters. It’s not been uncommon in the past few decades for the dwarves and gnomes to partner on projects to design, build, and enchant wondrous things. Anville is, like Tinkertown and the Roundabout, known for its long, raucous nights. If you want a night of steady revelry, one of the taverns in Anville might just do the trick.
[[Rellya Market]]
If you need a good or service, there’s a 99% chance you’ll find some shop or another to meet your needs in the Market. Taking inspiration from the Elvish for “crossroads,” the Rellya Market is equal parts standalone stores and a massive bazaar. Parts of the Market are only partially covered while other brick and mortar stores and buildings adorn the cityscape. From master jewelers to apprentice hide tanning, trendy high fashion or a surplus store, the Rellya Market can provide. While it may be disorienting for new travelers at first, one begins to understand overtime exactly where to find what you need or who to talk to if you can’t. Finally, the businesses in the Rellya Market stand out amongst the others in the city for their uniqueness, rarity, or special flavor. There are general stores and smiths in nearly every district, but people come to the ones in the Rellya Market for a reason.
Ryes Grove
Named for one of the first elders to organize the Essensian halflings, Ryes Grove hosts the burrows and smaller homes of the largest halfling population on the continent. While the edges of the district may seem like an odd blend of pastoral and metropolitan, the further into Ryes Grove the more nature-oriented, easy going, and hilly it gets. Reflecting their favored terrain, it’s said the deities of the halflings (such as they are) made this part of Essensia full of rolling hills as a gift when they departed at the end of the Great Fall. Regardless of how it was created, Ryes Grove rests as a quiet getaway with spirited and dedicated residents who can sing a melody just as well as they can grow a pumpkin or swing a sword.