Goerath

Goerath is a world existing upon a parallel plane to Warlderia and Erdian, the latter better known to Warlderians simply as the Other Place. The three worlds are entirely separate, yet ancient crossings, unstable portals and strange paths through the Fey Realm occasionally connect them. Those who discover such routes may pass from one world to another, although finding the same path home again is considerably less certain. Goerath is a vast and varied world of ancient kingdoms, independent cities, wild frontiers and enormous forests. Human realms stand beside old Elven lands, while Dwarves, Gnomes, Halflings and numerous other peoples possess territories and communities of their own. In many places civilisation is old and prosperous; elsewhere the boundary between settled country and genuine wilderness remains surprisingly thin.

Among its better-known lands are the Sovereign City of Hanseatia, the Korvaj Peninsula, the Duchy of Averneth, the wild Ardran Hills, the Caledor Woods, the ancient Veyrwood and the vast Faelwyn Forest. These regions represent only a small part of Goerath, much of which remains undescribed and open to future exploration. Goerath has close parallels with both Warlderia and Erdian, but it is not another version of either. Its nations, histories and peoples developed independently, and similarities between the worlds are frequently accompanied by equally striking differences. For the history of Warlderia, Goerath is particularly significant as the birthplace of Dîmeril Laeghartha. Much of her early life was spent here before her wanderings carried her through the Fey paths to Erdian and eventually to Warlderia. She is, however, only one of countless people whose lives belong to Goerath.

The Sovereign City of Hanseatia

The Sovereign City of Hanseatia is one of the wealthiest, most cosmopolitan and politically influential states of central Goerath. Although commonly referred to simply as Hanseatia, the city is entirely independent, owing allegiance to no king, duke or emperor. Its sovereignty extends beyond the walls to a considerable territory of prosperous farmland, villages, market towns and river settlements whose inhabitants enjoy the protection, and pay the taxes, of the city. Hanseatia stands upon a great navigable river at the meeting point of several ancient trade routes. Barges crowd its quays, caravans arrive daily at its gates and great warehouses dominate whole districts along the waterfront. Goods from across Goerath pass through its markets, and Hanseatian merchants can be encountered hundreds of miles from their home city. Humans form the majority of the population, but Hanseatia has never been particularly concerned with where somebody comes from provided they obey the law and can pay their bills. Dwarves, halflings, half-Elves, elves and numerous less common peoples maintain their own neighbourhoods, businesses, temples and associations within the city. It is a crowded, noisy and occasionally bewildering place. Hanseatians would have it no other way. Hanseatia is governed by the Sovereign Council, a body whose origins lie in the ancient guilds and merchant associations that first won the city's independence. At its head stands the First Burgomaster of Hanseatia, elected by the Council from amongst its own membership. The Burgomaster possesses considerable authority but is neither monarch nor dictator. A sufficiently determined coalition of councillors can frustrate almost anything the officeholder wishes to accomplish.

Council seats are dominated by the great merchant houses, guilds and old patrician families. Some positions are elected, others appointed and a handful exist by rights so ancient that nobody has successfully managed to abolish them. Hanseatian politics consequently consists of shifting alliances, commercial interests, family rivalries, bribery sufficiently sophisticated to be called patronage, and endless arguments over ancient privileges. It is not always admirable government. It is, however, surprisingly effective.

The guilds are amongst the most powerful institutions in Hanseatia. Merchants, smiths, armourers, shipwrights, moneychangers, teamsters, innkeepers, scribes and dozens of other professions maintain organisations regulating their trades. Guild membership provides training, contacts and protection, while the wealthier guilds possess sufficient influence to affect the decisions of the Sovereign Council itself. Even professions that respectable Hanseatians prefer not to discuss have acquired a certain degree of organisation. The city's thieves are notoriously well regulated. The authorities officially deny the existence of any formal Thieves' Guild, although remarkably detailed rules appear to govern professional theft within the city. The Watch is particularly intolerant of independent thieves. Not necessarily because they are thieves. They simply aren't licensed.

Hanseatian law is extensive, ancient and sometimes contradictory. The City Guard has little patience for visitors who assume that Hanseatia's independence means an absence of rules. Murder, robbery, arson and public violence are punished severely, particularly when they interfere with trade. Weapons may be carried, although drawing one without good reason attracts immediate attention from the Guard. Magic is legal but regulated in certain circumstances. Necromancy, magical coercion, uncontrolled summoning and destructive spells within the walls are regarded particularly seriously. The city is nevertheless pragmatic. A drunken adventurer breaking furniture is principally a matter between the adventurer and the innkeeper. A wizard throwing a fireball in a crowded marketplace becomes a matter for the Sovereign Council.

Few cities of Goerath attract as many adventurers as Hanseatia. The surrounding territories are littered with ancient ruins, forgotten tombs, abandoned fortifications and entrances to extensive underground complexes. Some predate Hanseatia itself by centuries, while others are the remains of the numerous petty kingdoms that once fought over the region. Adventurers consequently arrive in considerable numbers. An entire economy has developed around them. Armourers sell equipment intended for circumstances no sensible citizen would voluntarily encounter. Alchemists produce potions by the crate. Temples provide healing, sages identify obscure artefacts, moneychangers convert ancient coinage and taverns provide endless opportunities to recruit replacements for companions who failed to return from the previous expedition. Hanseatian merchants particularly enjoy successful adventurers. Few other customers arrive carrying twenty thousand crowns in ancient gold and absolutely no idea what anything should cost.

The Undercity

Beneath Hanseatia lies another world. The modern city has been built repeatedly upon its own past. Cellars descend into forgotten foundations, old sewers intersect ancient tunnels and entire streets belonging to earlier settlements lie buried beneath newer districts. Collectively these passages are known as the Undercity. Some are used by smugglers and criminals. Others contain forgotten shrines, tombs, wells and chambers whose original purpose has long since been forgotten. Creatures occasionally emerge from passages nobody realised existed. The Sovereign Council has commissioned numerous surveys of the Undercity. None is complete. Hanseatian folklore maintains that somewhere beneath the city lies an entrance to a vast dungeon complex extending far beyond the walls. Adventurers periodically announce that they have discovered it. Curiously, they never seem to agree upon where it is.

The Korvaj Peninsula

The Korvaj Peninsula lies to the south-west of Hanseatia, projecting into the western seas. Mountainous, heavily wooded and divided by numerous valleys, rivers and stretches of difficult upland country, the peninsula has rarely supported a single strong central authority. Instead, its history has been dominated by small kingdoms, lordships, fortified towns and fiercely independent communities. The peoples of Korvaj are predominantly Human, although Dwarven settlements are found amongst the mountains and Elven communities survive in some of the older forests. Trade follows the coast and the larger river valleys, while much of the interior remains comparatively wild. For generations the peninsula was notorious for local wars. Rival rulers fought over land, trade routes and old territorial claims, while mercenary companies found almost permanent employment amongst the competing states. Alliances were frequently temporary and yesterday's enemy might readily become tomorrow's employer.

The Korvaj War

The greatest conflict in recent Korvaj history began when a succession of local disputes developed into a much wider war. Several states attempted to exploit the instability, drawing neighbouring rulers and mercenary forces into the fighting. What might once have remained another short regional conflict instead expanded across much of the peninsula. Amongst the mercenary forces drawn into the war were the Copper Crests, a regiment of light cavalry whose green standards bore the white unicorn which became their emblem. The war transformed the regiment. At the Battle of Low Harbour, the Copper Crests suffered heavily and much of their senior command was lost. A relatively junior Half-Elven officer, Dîmeril Laeghartha, assumed command during the fighting and succeeded in extracting the regiment from what might otherwise have become its destruction. She was subsequently confirmed as its captain. Under Dîmeril, the Copper Crests became particularly effective at reconnaissance, screening, raiding and the rapid movement of small bodies of cavalry. Their reputation grew during the later campaigns, and by the end of the war they had become one of the better-known mercenary formations operating on the peninsula. 

Their history after the war was considerably less distinguished. The supreme commander of the victorious forces, Gimdaruth, distributed lands and titles amongst favoured officers while Dîmeril received neither. The resulting dispute led to her resignation and eventually to the departure of several others associated with the regiment. The full story belongs properly to the History of Dîmeril Laeghartha, but the Copper Crests remain remembered in Korvaj as one of the many mercenary companies whose fortunes rose and fell during the peninsula's long period of warfare.

Korvaj Today

The great war ended, but it did not transform Korvaj into a unified country. The peninsula remains politically fragmented. Old rivalries survive, borders are disputed and local rulers continue to maintain their own soldiers. Mercenaries are still common, although the enormous armies assembled during the war have largely disappeared. Trade has recovered along the coast and the principal roads, while abandoned fortifications and battlefields remain scattered across the interior. For adventurers, Korvaj offers almost everything that has always made the peninsula dangerous: old ruins, disputed borders, ambitious nobles, isolated valleys, forgotten battlefields and rather too many people who still remember exactly what somebody else's grandfather did during the war.

The Duchy of Averneth

The Duchy of Averneth is one of the larger and more prosperous Human realms of Goerath. Its territory encompasses fertile agricultural country, old market towns, extensive woodland and a network of roads connecting the interior with neighbouring lands. Averneth is an old feudal state, governed by a hereditary Duke and a hierarchy of landed nobles beneath him. Much of the countryside is divided amongst baronies, manors and estates whose lords possess considerable local authority, although the ducal government remains strong enough to prevent the realm from fragmenting into the competing petty states found elsewhere on Goerath. The Duchy has traditionally regarded itself as orderly, civilised and well governed. Its neighbours do not invariably agree. Averneth's rulers have a pronounced tendency to regard instability beyond their borders as something which ought to be corrected, preferably by Averneth. This has produced periods of genuine peace and security, but has also drawn the Duchy into disputes in which its involvement was neither requested nor particularly welcome.

The People of Averneth

The population is predominantly Human, although Elves, Half-Elves, Dwarves, Halflings and Gnomes are familiar sights in the larger settlements. Agriculture forms the foundation of the economy. Grain, livestock, timber and wool are produced in considerable quantities, while the towns support craftsmen, merchants and the usual collection of guilds. The principal roads are generally well maintained and patrolled, making travel through the settled heartlands considerably safer than in many parts of Goerath. Away from those roads, matters become less predictable. Old forests survive within and around the Duchy, and Averneth's eastern and more remote territories gradually give way to wilder country. Ruins, abandoned settlements and places considerably older than the Human realm itself can still be found amongst them.

Law and Authority

Averneth possesses a strong tradition of local lordship. Nobles are expected to maintain order within their lands, provide soldiers when summoned and protect the communities under their authority. In return they exercise considerable freedom in the administration of their estates. This system works well when the lord in question is competent. When he is not, Averneth's celebrated order can become rather less impressive. The ducal authorities periodically intervene in disputes between nobles, suppress banditry and remove particularly troublesome officials, but distance and local influence mean that justice can vary considerably from one district to another. Visitors are therefore advised to remember that the law of Averneth and the wishes of the local lord are theoretically two different things. In some places the distinction is clearer than in others.

Dîmeril Laeghartha and Averneth

Averneth later became an important place in the life of Dîmeril Laeghartha. After leaving Ardenfell, Dîmeril and her companions eventually became involved in events within the Duchy. What began as another temporary adventure developed into a dispute serious enough that they eventually withdrew into the Caledor Woods. Attempts by the authorities of Averneth to locate Dîmeril contributed to her decision to seek one of the strange paths through the Veil, leading her companions away from Goerath and once again into the Fey World. Those events are described more fully in the History of Dîmeril Laeghartha. Averneth itself continued perfectly well without her. As Averneth would undoubtedly point out, it had been doing so for centuries beforehand.

The Ardran Hills

The Ardran Hills form a broad region of uplands, rocky valleys and broken high country lying beyond the more settled lands of central Goerath. Although not especially high when compared to true mountain ranges, the Ardrans cover an enormous area and contain countless ridges, isolated valleys, forests, moorland and difficult passes. Few large states have ever successfully controlled the region for long. The terrain itself discourages central authority. Settlements are scattered, communications are difficult and many communities remain separated by considerable distances despite appearing relatively close upon a map. The result is a land whose inhabitants are accustomed to relying upon themselves rather than distant rulers.

A Land of Clans and Free Communities

Much of the population lives in small villages, isolated farmsteads and fortified hill settlements. Some communities owe allegiance to local lords or neighbouring states. Others maintain traditions of self-government stretching back centuries. In many places clan loyalties, family connections and local customs carry considerably more weight than the authority of any distant ruler. Travellers sometimes assume this means the Ardrans are lawless. This is not entirely accurate. The region possesses plenty of laws. The difficulty lies in determining whose laws apply to any particular valley.

The Wild Country

Large portions of the Ardran Hills remain genuinely wild. Ancient forests survive within the deeper valleys, while extensive moorlands and uplands support relatively little permanent settlement. Roads are few and frequently little more than tracks. During winter some routes become effectively impassable. This isolation has preserved numerous old sites. Ruined towers, forgotten shrines, abandoned strongholds and traces of long-vanished peoples can be found throughout the hills. Many are harmless. Not all of them. Monsters remain more common in the Ardrans than in most settled regions of Goerath, particularly in the more remote valleys and forests. Local communities have learned to live with the danger and frequently possess a practical understanding of threats which visiting scholars and adventurers sometimes lack. The inhabitants are generally willing to share such knowledge. Provided somebody has the sense to ask first.

Raiders and Defenders

The geography of the Ardrans has historically encouraged both raiding and resistance. Throughout Goerath's history, bands of outlaws, mercenaries, rebels and opportunists have sought refuge amongst the hills. Some became little more than brigands. Others eventually evolved into respected local leaders. The distinction is occasionally a matter of perspective. Attempts by outside powers to impose control have met with mixed success. Armies can enter the Ardrans easily enough. Remaining there and maintaining authority afterwards has proven rather more difficult. Many rulers have discovered that conquering a valley and governing it are entirely separate achievements.

Reputation

Amongst the people of Goerath, the Ardran Hills possess a contradictory reputation. To some they are a dangerous and backward frontier inhabited by stubborn hillfolk who object to perfectly reasonable instructions from perfectly respectable authorities. To others they represent freedom, independence and the last refuge of people who prefer solving their own problems. Both views contain elements of truth. The inhabitants of the Ardrans would probably add that outsiders spend an excessive amount of time discussing the region and rather too little time understanding it.

The Caledor Woods

The Caledor Woods are an extensive tract of ancient woodland lying beyond the more heavily settled lands of Goerath. Although roads and scattered communities exist around their margins, much of the interior remains remarkably untouched. The Caledor are not an empty wilderness. Wood Elves have inhabited the forest for generations, living in small settlements scattered amongst the trees. Human foresters, hunters and isolated farming communities can also be found around its edges, although permanent Human settlement becomes increasingly uncommon deeper within the woods. To outsiders, the Caledor can appear peaceful. Usually, they are. But they are also very old.

The Wood Elves of Caledor

The Wood Elves of the Caledor possess no single king or central government. Their communities are largely independent, bound together by family, friendship, tradition and a shared attachment to the forest rather than by formal political institutions. Most settlements are small and deliberately unobtrusive. Buildings are constructed amongst existing trees wherever possible, and paths which appear obvious to local inhabitants can be remarkably difficult for strangers to follow. Visitors are not normally unwelcome. Those who hunt wastefully, damage the forest or assume that unoccupied land must therefore belong to nobody receive a considerably colder reception. The Wood Elves regard themselves as inhabitants of the Caledor rather than its owners. The distinction is important to them.

An Ancient Forest. Much of the Caledor consists of oak, beech, birch and other broad-leaved woodland, broken by streams, clearings and occasional stretches of open meadow. Deeper within the forest, however, there are places which seem considerably older. Trees grow to enormous size. Familiar paths occasionally lead somewhere unexpected. Ruins appear amongst the undergrowth whose builders are unknown even to the Elves. There are also persistent stories of travellers hearing music where no settlement exists, glimpsing lights amongst distant trees or discovering clearings which cannot subsequently be found again. The Wood Elves generally treat such stories seriously. They know that the boundaries between worlds are not equally strong everywhere.

The Veil

The Caledor Woods contain several places where the boundary between Goerath and the Fey World becomes unusually thin. These are not permanent portals in the conventional sense. There is rarely an archway, glowing doorway or other obvious indication that a crossing exists. Instead, a traveller might follow an unfamiliar path, pass between two ancient trees or walk through a patch of mist and discover that the forest around them has subtly changed. Most such crossings are unpredictable. A path which opens one evening may lead nowhere unusual the following morning. Some appear only during particular seasons, phases of the moon or moments which obey rules understood by neither mortal scholars nor the inhabitants of the forest. Even the Wood Elves approach such places cautiously. Entering the Fey World is one thing. Finding the same way back is another.

Dîmeril and Caledor

The Caledor Woods became particularly important during the later wanderings of Dîmeril Laeghartha. After her return from Erdian, Dîmeril emerged into the forest accompanied by Aelheryn and Solara Elenhi. It was here that Sabine Thornmere, who had spent a considerable time attempting to find her, finally caught up with Dîmeril. Soon afterwards the companions met Luin, a Wood Elf of the Caledor who became one of Dîmeril's closest and longest-standing friends. For a time the group remained in the forest, spending a peaceful winter together before their travels eventually carried them onwards to Ardenfell. Years later Dîmeril returned to the Caledor after events in the Duchy of Averneth made remaining there increasingly difficult. This time the forest offered more than refuge. Dîmeril deliberately sought one of the hidden paths through the Veil and led her companions away from Goerath and into the Fey World. That journey would eventually bring her to the Golden Woods of Anwyn and change the course of her life.

Between Two Worlds

For most inhabitants of Goerath, the Caledor Woods are simply an old and beautiful forest. For those who know where , or perhaps how,  to look, they are something more. The Caledor stand close to a boundary which cannot be drawn upon any ordinary map. Beyond certain trees, along certain paths and on certain nights, another forest waits. And occasionally, the woods allow someone through.

The Veyrwood and Silvermere

The Veyrwood is one of the oldest surviving forests of Goerath, a vast expanse of ancient woodland whose history stretches back far beyond that of the Human realms surrounding it. Unlike the more loosely settled Caledor Woods, the Veyrwood has been home to established communities for countless generations. Wood Elves, Humans and Half-Elves live throughout the forest, particularly around its rivers, clearings and the great lake known as Silvermere. The peoples of the Veyrwood do not regard this mixture as particularly remarkable. Families of different ancestry have lived alongside one another for centuries. Intermarriage is common, Half-Elves are numerous, and the distinctions which elsewhere divide Human and Elven communities have never carried quite the same importance here. A person of mixed ancestry is consequently unlikely to attract much comment. In the Veyrwood, there has always been someone whose grandmother was an Elf, whose grandfather was Human, or whose family history becomes considerably more complicated if followed back far enough.

Life in the Veyrwood

There is no single great city dominating the forest. Instead, settlements are scattered throughout the woodland: villages beside rivers, small market communities, isolated homesteads and old Elven settlements hidden amongst enormous trees. The inhabitants make their living from the resources of the forest without attempting to clear it on the scale common in Human agricultural lands. Hunting, fishing, woodland grazing, beekeeping and carefully managed timber are important, while farms occupy the more open country and natural clearings. Trade follows the rivers and established forest roads. Local rangers play an important role in Veyrwood life. They patrol the more remote country, carry news between settlements, track dangerous creatures and guide travellers through areas where conventional roads become unreliable. They are not a single organisation, nor do they answer to one authority. Rather, ranging is an old and respected tradition amongst the peoples of the forest.

Silvermere

At the heart of the Veyrwood lies Silvermere, a great freshwater lake surrounded by some of the oldest woodland in the region. Its clear waters support fishing communities and provide an important route between settlements around its shores. Small boats are a familiar sight upon the lake, while several ancient paths and roads converge upon the surrounding country. Silvermere is also associated with numerous old stories. Some are undoubtedly folklore. Others are more difficult to dismiss. The lake and its surrounding woods have long been connected with Fey creatures, particularly nymphs and other spirits associated with water and woodland. Even those inhabitants who regard such tales sceptically tend to show considerable respect towards certain springs, groves and secluded stretches of shoreline. There are places around Silvermere where cutting down a particular tree, fouling a pool or disturbing an ancient stone is considered an extremely bad idea. When asked precisely why, local people sometimes provide several mutually contradictory explanations. The practical advice remains the same. Do not do it.

The Laeghartha Family

The Veyrwood was the childhood home of Dîmeril Laeghartha. Dîmeril was born here to the Wood-Elven Laeriel Saelwyn and the Human ranger Edric Laeghartha. Her mixed ancestry was entirely ordinary by local standards, and she grew up amongst Humans, Elves and Half-Elves without thinking of herself as belonging exclusively to any one of them. Edric travelled extensively through the forest as a ranger and encouraged his daughter's fascination with the wilderness. One of his closest friends, the centaur Caerodan, also became an important figure in Dîmeril's childhood, teaching her woodland lore and much of what she first knew about horses and riding. The forest therefore shaped Dîmeril long before war, adventuring or the Fey World entered her life. Many of the skills for which she later became famous began here.

The Nymph of Silvermere

There is also an older and considerably less certain story attached to Dîmeril's family. According to Laeghartha family tradition, one of Dîmeril's distant Human ancestors took as his lover — or, in some versions, his wife, a nymph of Silvermere. No reliable genealogy survives to prove the tale. Dîmeril herself has always treated it as family folklore. Others are less certain. The unusual ease with which Dîmeril has formed relationships with unicorns and other creatures, her affinity with the Fey and the occasional suggestion that there is something subtly unusual about her have all encouraged speculation that the old Laeghartha story may contain at least a little truth. There is no proof. This has never prevented Sabine Thornmere from regarding the matter as settled. Dîmeril regards Sabine's conclusions as nonsense. The argument has continued for years.

Despite its long settlement, large parts of the Veyrwood remain genuinely wild. Some trees were ancient before the oldest nearby Human kingdoms existed. Forgotten ruins lie beneath the canopy, creatures seldom encountered elsewhere survive in its deeper reaches, and there are places where even experienced rangers tread carefully. The people of the Veyrwood have never attempted to tame the entire forest. They live within it. That distinction has shaped their culture for generations. For Dîmeril, however far her travels eventually carried her, the Veyrwood would always remain something simpler. It was the place where she first learned to ride, first learned to track, first followed her father beneath the trees and first imagined that the world beyond the forest might be worth seeing. It was home.

The Faelwyn Forest

The Faelwyn Forest is one of the great woodlands of Goerath, stretching for hundreds of miles along the borders of the ancient Elven realm to its north and east. Although outsiders commonly speak of Faelwyn as a single forest, its character changes considerably from the beautiful northern woods to the darker and far wilder country of the south. The northern Faelwyn is an old but comparatively peaceful woodland of broad rivers, wooded hills, clearings and enormous ancient trees. Wood elves and half-Elves are numerous here, alongside scattered human communities and many sylvan creatures. Small settlements lie beneath the trees, connected by woodland tracks and waterways rather than great roads, and the influence of the neighbouring Elven realm is strong. There has never been a firm boundary between its mortal and fey inhabitants. Dryads guard ancient trees, sprites and pixies inhabit secluded glades, and nymphs are traditionally associated with some of Faelwyn's pools, springs and waterfalls. Relationships between mortals and fey are sufficiently well attested that families claiming distant fey ancestry are regarded with curiosity rather than disbelief. The deeper south is another matter.

As Faelwyn extends southwards, settlements become fewer and the forest increasingly wild. The trees grow thicker, roads disappear and great stretches of woodland lie beyond the effective authority of any neighbouring realm. These southern reaches are known collectively as the Deep Faelwyn. Here the beautiful woodland of the north gradually gives way to tangled valleys, dark forests and forgotten ruins. Orcs, goblins and other humanoids have periodically established strongholds beneath its canopy, while ettercaps, giant spiders, predatory beasts and considerably stranger creatures inhabit its depths. The fey themselves become less predictable. Not every creature of the Fey Realm is benevolent, and the Deep Faelwyn is home to beings who regard mortals as prey, playthings or simply unwelcome intruders. Travellers tell stories of joystealers, splinterwaifs and other dangerous fey, while even apparently harmless encounters can become perilous when ancient promises or obscure rules of hospitality are involved.

To the north and east lies one of Goerath's great Elven realms, whose influence has shaped Faelwyn for countless generations. There is no wall or clearly marked frontier between the two. Elven settlements simply become more numerous as one travels towards its heartlands, while the wilderness gradually gives way to carefully tended woodland, ancient roads and domains that have belonged to the same Elven houses for centuries. The Elves regard much of northern Faelwyn as a natural buffer protecting their realm from the more turbulent lands beyond. Rangers regularly patrol the woodland, but there has never been any serious attempt to bring the whole forest under direct rule. This relationship has made northern Faelwyn one of the most strongly Elven-influenced regions of Goerath outside the Elven realms themselves.

The proximity of the Fey Realm has also left its mark upon Faelwyn's people. Stories of mortal hunters marrying dryads, wandering Elves becoming lovers of nymphs, or children being born after mysterious encounters in the deep woods are part of local folklore. Most such stories are impossible to prove, but there are enough families displaying peculiar gifts or distinctly fey characteristics that few inhabitants dismiss them entirely. Consequently, the people of Faelwyn are considerably more familiar with the idea of fey ancestry than most inhabitants of Goerath.