The Golden Woods of Anwyn
The Golden Woods were once part of the magical realm of the Fey Queen, they were brought to the Lands of Warlderia during her sojourn for the music of Galsitan Gresvurian; the acclaimed bard. The woods get their name from the abundance of Gold Maple trees within the forest. When the Fey Queen returned to her home plane of Anwyn she left the Golden Woods and its troublesome inhabitants behind out of spite or perhaps absent mindfulness. The area is very magical and stubbornly independent being filled with those from within the realm that sought to distance themselves from the Queen’s presence and with those from without who wished to bask in the aura of the magical environment. Thus elf and man mixed with many of blended ancestry residing in the area; in fact over half the population is of Elven and human blood and a further 10% touched by the Fey. 1 in 6 of those in the forest are Wood Elves, with an equal number of human woods folk and a small number, maybe 5% Gnomes seeking to master the Fey illusionary arts.
On the plane of Anwyn the Golden Woods were on the landward borders of a great fey forest but in the Lands of Warlderia they are now on the coast of Harmonias Province with new cliffs and bays suddenly appearing on the southern edge. Indeed the old abandoned fortress of Bellegarde now stands proud overlooking the sea where once it was deep within the forest. On the northern border a swamp has appeared where Mortesia, the lair of the Necromancer Kaphyn, once haunted the province though were they are now is a pleasing mystery. For the folk of Harmonias Province the arrival of a magical wood of predominately good half-Elves instead of hordes of undead and an evil overlord is not to be regretted. The newly arrived inhabitants of the woods were stunned to find hordes of humanoids in close proximity. It effectively broke a tenuous peace between Everwatch and the humanoids who launched raids on the newly arrived folk. The King of the Stayrs, Wildhorn, was killed with many of his warriors resisting an invasion. Only the actions of Dîmeril Laeghartha saved matters as she rallied the folk and joined with the forces of Everwatch. Further humanoid invasions were defeated and it led to the end of the rule of orcs and their like in Harmonias. Within a few months the last stand of the orcs of Eastward Bay was over. An accommodation was reached where the Duchess of Everwatch was acknowledged as feudal lord but otherwise things remained very much the same under the caring eye of the Heryn.
Merilrond
Deep within the heart of the Golden Woods lies Merilrond, a dispersed woodland community of over four hundred residents. They are racially very mixed though most have some Elven or Fey blood in them, though not all. The inhabitants mostly speak in Wood Elven, a rustic colloquial dialect of Elven that is easy to follow for pure Elven speakers, Sylvan and often, though not always, Common. The leader of the community is Heryn (Lady) Dîmeril Laeghartha, a female half-Elf ranger-cleric of the goddess Ehlonna. Years ago Dîmeril and her followers cleared out the monsters that preyed on the locals and made an uneasy peace treaty with the capricious fawns who seduced the maidens of the woods. The malevolent Fey were driven away or killed and even the anger of the Fey Queen was weathered. A force for good that did not seek to control the other inhabitants was very popular and her warmth and wise leadership is loved and cherished.
Merilrond comes from the Elven for Rose Hall which is the largest building in the small town. It is a large two storey stone and wooden hall was built upon stone foundations as Dîmeril’s home. Her chosen plant was the Rose and the subsequent abundance of Roses led to it being called Merilrond, Rose hall. The dispersed village that grew up nearby was also called Merilrond and is a centre for trade and communication the Woods. There is a temple to Ehlonna, an Inn, several shops including a bowyers and tanners and a blacksmith. There is a school for the children that Dîmeril insisted upon and an infirmary for the sick or injured. In Merilrond there are few strict laws save the banning of charm and other mind controlling spells. Dîmeril’s followers live nearby in their own homes save for Luin, a devoted Wood Elf warrior, who lives in the Hall in his own rooms.

Green Hollow
On the north-eastern edge of the Golden Woods, where its golden maples give way to the ancient oaks and rolling glades of the Fawn Woods, lies the village of Green Hollow. Barely six months old, Green Hollow is little more than a growing collection of timber cottages, workshops, paddocks and cultivated fields. Yet despite its youth, there is already a feeling that the settlement belongs here, as though the forest itself has accepted its new neighbours. The village was founded in the aftermath of the Liberation of Astonwick as a refuge for those who could not bear to remain within the city walls. Most are women once enslaved by the orcish occupiers and the children born of those dark years. Many bear mixed blood—half-orc, half-goblin, half-hobgoblin, or lineages so intertwined that no one any longer cares to name them.
Within Green Hollow, such things are of no consequence.
The settlement is led by Korga Stonehand, a formidable half-orc woman whose quiet strength commands respect rather than fear. Though a capable warrior, Korga has no desire to build another fortress or command another army. Her concern is simply that those under her protection may live free, raise their children in safety, and never again know the life of a slave. Korga shares an understanding with Lady Dîmeril Laeghartha, ruler of the Golden Woods. The two women could scarcely be more different, yet each respects the other's wisdom and authority. Korga ensures that her people take only what they need from the woodland, hunt with restraint, and honour the sacred places of the forest. In return, Dîmeril permits the settlement to flourish beneath the shadow of her realm and extends the quiet protection of the Golden Woods to its people.
The villagers spend their days clearing fields, tending vegetable gardens and orchards, keeping bees, weaving cloth, and raising horses upon the rich meadowland. Every hand has work to do, for Green Hollow is still being built. New cottages rise almost every week as more refugees choose a life on the forest's edge over the harsh realities of Astonwick. The meadows around the village are unusually peaceful. Horses graze freely alongside deer, and it is not uncommon for unicorns to emerge from the Golden Woods at dawn or dusk to drink from the streams or browse amongst the wildflowers. The villagers regard them as honoured neighbours rather than divine omens. Children are taught that a unicorn is never to be pursued; if one wishes to meet you, it will come of its own accord.
Beyond the village lie the Fawn Woods. Once they were notorious for the depredations of the satyrs and their lustful king, whose revels made the woodland dangerous for any traveller. The Liberation War changed that forever. The satyrs suffered devastating losses and their king was slain. Those who survived retreated into the deepest glades and have neither the strength nor the desire to trouble their neighbours. They remain creatures of song, wine and mischief, but the days of raids and kidnappings are over.
Relations with Astonwick remain cordial, though not without quiet tension. Lady Agnes Renfrew recognizes Green Hollow's right to exist and bears Korga no ill will. Yet she cannot help but see the village as drawing away many of the very people whose industry, compassion and determination might otherwise help rebuild Astonwick. Korga, for her part, harbours no political ambitions. She simply believes that some wounds cannot heal within the walls where they were first inflicted.
Green Hollow is not a place of wealth or grandeur. It is a place of beginnings, a community where broken lives are slowly being mended beneath the golden canopy of Ehlonna's blessed forest.

The Fawn Woods
Beyond the village lie the Fawn Woods, ancient home of the Fawns, or Satyrs, who were long ago blessed by the Fey Queen. Once the woods were notorious for the depredations of these lusty folk and their lecherous king, Wildhorn, whose revels, raids and seductions made the woodland dangerous for unwary travellers. Their excesses eventually brought them into conflict with Dîmeril Laeghartha. The seduction of local girls had long tried her patience, but matters finally came to blows when her ward Melda was abducted. Dîmeril slew the offending Satyr with her own hand, souring relations between the Heryn and the Fawns for years thereafter.
The Liberation War changed everything. Wildhorn was slain by orcs and many of his warriors perished with him, leaving the surviving Fawns a shadow of their former strength. They withdrew into the deeper glades, and the days when Satyrs raided their neighbours or carried off unwilling maidens are now over. They remain creatures of song, wine, revelry and mischief, but have neither the strength nor the desire to revive the cruelties of Wildhorn's reign. The survivors are now led by Clodion, a female Satyr who has established a firm alliance with Dîmeril. The Fawns willingly accept the aid of their neighbours, while Dîmeril in turn graciously advocates for them and protects their interests. Whatever ancient blessing the Fey Queen bestowed upon their kind, the Fawns themselves acknowledge who now holds authority in these woods: even they bow to Dîmeril Laeghartha as Heryn (Lady) of the Woods.
The Unicorns
The Forest is home to numerous small herds of unicorns, which favour its quieter glades, clear streams and secluded meadows. Although seldom seen by outsiders, their presence is well known to those who dwell beneath the trees. A glimpse of white among the distant trunks, an unexpected scattering of hoofprints beside a spring, or the sound of something large moving silently through a thicket may be the only sign that a herd is nearby. The unicorns are intelligent and remarkably wary creatures. They have little love for hunters, soldiers or those who enter the Forest with axes and snares, and attempts to pursue or capture them invariably end in failure, and occasionally considerably worse for the would-be hunter. They are not, however, needlessly hostile. Those who travel peacefully and show proper respect for the woodland may sometimes be permitted to observe them from afar.
Unsurprisingly, the unicorns are particularly friendly towards the Sisterhood of Anwyn. They appear to recognise the Sisters as guardians rather than intruders and show none of their usual suspicion in their presence. Individual unicorns sometimes approach the Sisters openly, drink beside them or allow themselves to be touched, while small herds have been known to gather near places sacred to Anwyn. A Sister walking alone through the Forest may even find herself accompanied for a time by one of the creatures, though whether this is protection, companionship or simple curiosity is difficult to say. The Sisterhood consequently regards the unicorns as fellow children and guardians of the Forest rather than beasts to be owned or commanded. They are never broken to the saddle, penned or treated as livestock. Any companionship between Sister and unicorn must be freely offered by the unicorn itself, and such friendships are considered a particular honour.
The herds also serve as an informal warning of danger. Where unicorns graze openly, the Forest is generally at peace; where they suddenly abandon an accustomed glade or watering place, the Sisters take notice. More than once their disappearance has provided the first warning of monsters, unnatural magic or hostile strangers moving beneath the trees. Even Dîmeril Laeghartha, Heryn of the Woods, claims no dominion over them. The unicorns acknowledge her in their own fashion, and she extends her protection to them, but neither side mistakes friendship for ownership. In this, perhaps, they embody the freedom of the Forest better than almost any of its inhabitants.

The Mort Swamp
Directly north of the Golden Woods lies the Mort Swamp, a small and eerie remnant of the undead lands exchanged for the Golden Woods during the Galsitanic Intrusion. Little ever emerges from its stagnant waters and mist-shrouded reeds, but locals nevertheless give it a wide berth, for the swamp is unnaturally quiet and things still lurk within its depths. The Sisterhood watches its borders but wisely leaves it undisturbed; even Dîmeril Laeghartha sees little reason to meddle with a place that seems content to keep its horrors to itself.
Bellegarde
The Castle of Bellegarde was once home to a variety of Fey nobles, wood lords and eventually brigands and bandits that resided deep in the forest of the Fey Queen’s Realm of Anwyn. As the Fey borders crept ever onwards the castle sank deeper in to the Golden Woods and lost its relevance as a strong defence. Petty squabbles and Fey feuds left it vacant and then abandoned by the forest folk. With the magical appearance of the Golden Woods on the shores of the Westwood Channel, the castle of Bellegarde now holds a commanding position overlooking the sea on a high promontory. It has been claimed by Galsitan the Bard but his plans for it are very uncertain.
