Northern Forest

North of Ish Lavin lays a grand forest, stretching from the city's edge to the mountains. Druids and many strange creatures live in this forest and it is said that if one enters the Deep parts of the forest they will not return..not alive at least. A beautiful waterfall as well as the path to the mountains can be found within this lovely rainforest.

Deep Forest

The Deep Forest is mostly a mystery, as one nears the trees seem to grow as a blockade across the path. The trunks of the trees here are massive, easily fifteen to twenty-five feet thick, an ancient forest that does not appreciate uninvited visitors. The rumors surrounding the forest are as thick as the plantlife that grows within it, though what the truth is about this place only the druids, the shamans and those that dwell within truly know.

Path To The Mountains

A thick path which cuts through the forest. Made of heavy stones and seemingly enchanted to keep plant life from growing through the cracks it leads right up to the feet of the mountains before it ends.


The grand river branches off somewhere in the forest and stagnates, through several thousand years of this stagnation a giant swamplands has formed. The swamplands are filled with all manner of odd creatures and the stench of the stagnating liquids can bring even the stronget adventurer to their knees.

Tree Of The Druids

The Tree of the Druids lays on the edge of the Deep Forest and can be seen from the city of Ish Lavin. Nearly four hundred feet tall and about eighty feet thick it is a massive, living tower which gives shelter to the Druids and other intelligent creatures of the forest. The thick branches of the tree lead outward to several other locations within the Deep Forest. Any non-druid that visits the tree will always have an escort, and anyone found tresspassing here better hope for their sake that the forest likes them.

The Underforest

Beneath the forest lies a vast network of worm-tunnels and passages formed by the earthy upheavals of the passing worms. It's treacherous and the paths change every worm season, nothing here is permanent. But close to the city, there are a few permanent areas. Tunnels that curve around the perimeter of the city limits, beneath the surface. This area is protected and kept up by an order of druids known as The Order of the Great Worm, part of The Outguard a band of selfless individuals working to keep Ish-Lavin safe. These druids rarely see the light of day, and quietly herd the massive worms away from the city when they need to. The rest of the time, they keep a silent vigil beneath the earth.

Whispering Waterfall

A large, beautiful waterfall that stems from a branch of the large river that eventually passes through Ish Lavin. The waterfall itself is actually four waterfalls which fall together, about seventy feet tall, the large pool at the base of the falls is crystal clear and clean, often times around twilight couples make their way to the shore of the pond to enjoy eachothers company. A small cave behind the waterfall creates a very soft echo, giving the falls their name.





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Dessegdale Forest

Having been described for the past two hundred years as 'a forest with no end' it may be a statement that is true. Regardless of the amount of timber harvested by loggers from the city, the forest never seems to lose its density or the sense that it does truly go on forever. Within the forest dwell many creatures, some friendly, some neutral and some very unfriendly.

Vonreich Funeral Parlor

Traveling the eerily quiet road toward the cemetery one will eventually find themselves in the shadow of this large structure. A family owned business, the Vonreich Funeral Parlor has been servicing the needs of death for Dessegdale since the time it was founded. The building itself is crafted of dark stone and stained wood which do nothing but add to the creepy vibe the places puts out. The Vonreich family is rarely seen in the city and as one can imagine this has lead to rumors about them, rumors that generally circulate around dark magic and ties to the land of the dead.


The area of the forest known as Fernfur is home to many of the regions more unfriendly type creatures. Several small clans of Orcs Goblins and Trolls live within this part of the forest, unbothered for the most part by humans, allowed to live their abnormal and unorthodox lifestyles as they see fit.


The most mysterious and perhaps mystical area in the forest, Gnarlwood is home to some six hundred fae folk. This area of the forest never seems to look the same twice to an untrained eye, and if one can navigate the fairy rings, pixie dust and brownie traps to enter the world of Gnarlwood they are in for quite a sight indeed.

Shayanta Village

The Lurai village deep within the Dessegdale Forest There is almost something rather eerie about this part of the forest. An uncomfortable feeling of being watched is what most people would describe when they enter some of the deeper parts of the forest, even a sense of mysticism here, as if one could listen to the very spirits of the forest. Even Elves are leery of travel here. The village itself is well hidden from prying eyes, the warriors of the tribe guard their home well.





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Ramsalon Forest


Geographical Location: Spans much of the southern area of the northern peninsula on the continent of Vaxia, tucked between the Ramsalon Mountains and the seashore.
Climate: Winters are long and severe bringing much snow fall and freezing weather. During the spring and summer it gets warm to have a thriving growing season, but not too hot. The autumns are cool and comfortable though closer to the mountains it is more like winter.
Governance: Ramsalon Wood Clan Ramsalon Druid Circle
Notable Landmarks: The Weeping Trees, Rilya Falls
Major Events: The Second Orc War The Blaze Saga

During the time of the Namori it is believed that an ancient city sprawled all about the tip of the peninsula, even nestled in the forest. The city disappeared after The Namori Cataclysm most speculate that the rampant ley line energy utterly destroyed it due to the amount of portals remains that have been found in the region. In a couple parts of the forest now and then one will stumble upon the few remaining ruins of the ancient city.

A fair portion of the Ramsalon Forest is territory belonging to the Ramsalon Wood Clan who settled the area after separating from the Rose Clan long ago. Lurai and Aratay also have a few territories of their own within parts of the forest, there is even a village of mojigans that have settled a corner of their own as well. The regional druid circle also operations from the forest. Though in the forest some of the political borders are not very strictly enforced, as many of the groups cooperate to ensure their homes are protected.

There are many wondrous and mundane creatures that call the forest home and wandering away from visible paths can be quite dangerous no matter how prepared one is. The forest also bears many scars from various battles and conflicts that have plagued the region. Though time does heal its wounds, slowly yet surely the forest regrows.

The forest is divided up into four main sections named after one of the cardinal directions.

South Ramsalon Forest is the part of the forest closest to Ramsalon city. This area takes up the south west corner of the forest region and is governed by both the Ramsalon Wood Clan and the Ramsalon Druid Circle. Much of the this part of the forest is not as thick, as it is well traveled and developed. Many homes and small communities are scattered about this area, especially along the Royal Road that leads out of Ramsalon. It is here where the Habrin forks, the branch that runs through this part of the forest is known as the Crawfang River, and runs straight down and through Ramsalon.

    The Elven Outpost was built at the borders of the South and West sections of the forest, with the Royal Road passing by it. It has deviated from the original purpose of being an embassy when the Second Orc War broke out. The Elven Alliance permitted the Ramsalon Wood Clan to re-purpose it in order to aid the people of Ramsalon. Today it still is a base of operations of the Elven Alliance in the area, but has begun to shift more to an embassy and general outpost offering those in the forest a place to seek help or rest for weary travelers.

    Deah Thalor is a grove in the northeastern area of this section that belongs to the local Druids and is very sacred to them. Here there are huge and very ancient trees that are a type of evergreen. The grove is covered in protective wards that the local druids keep up daily to keep it from being harmed. They also have various enchantments in place that make it hard for most people to even find it, and even the forest itself seems to hide it. Though now and then one may stumble upon it when there is a dire need to address the local druids. A few people earn the blessing of the local druids in order to always safely find the grove.

      Lost Haven is a grassy field just barely within Deah Thalor. A haven of sorts, it's often a meeting ground for the druids and outsiders, since outsiders are not welcomed at the obelisk. A small stream runs right through the field and into the center where there is a small stand of birches and hemlocks.

      The Obelisk is a sacred druidic artifact hidden deep in Deah Thalor. It has stood for as long as anyone can remember, rising twenty feet from the forest floor and appears to be made out of a hard and smooth black stone like obsidian. Huge druidic runes are etched in its sides. During the light of a full moon the runes are said to glow with silvery power and the peak of the obelisk shines with a blue-white light. The clearing where it stands has been sculpted to meet the needs of the various druidic rituals that take place around the obelisk with various circles made out of stones or plants all strategically placed.
      The obelisk is very hard to find, even if its top may be visible, those that try to head to it never seem to get even close. The local druids may lead one to the obelisk, or one of their associated forest guardians may find it with no trouble. Every now and then the obelisk may call out to one whom is willing to take up the mantle to protect it.

West Ramsalon Forest takes up the largest area of the forest region in the north west corner and is one of the more well traveled of all the forest sections as the Royal Road to Ramsalon runs right through it. There have been of many conflicts between regional groups, especially a couple clans of Orcs and the Ramsalon Wood Clan who now govern the area. Though due to the busy road passing through this part of the forest many brigands can be found, their camps scattered about with a large camp in the southern most area.

Foothills rise and blend together the western forest section and the Ramsalon Mountains to the north. Here the trees begin forming dense patches to accent the rolling rocky hillsides before they become the mountains. It use to be popular homes to a couple of orc clans, one was the more notable the Ramsalon Orcish Mountain Clan, but they have since been scattered or displaced to the mountains or killed off with the events of the Second Orc War. From the mountains runs a smaller river known as the Andular River that merges into the Habrin River. Forking off of the Royal Road is a cobble-stoned mountain path that becomes the Andular Mountain Road.

The Harewater Marsh can be found in this section of the woods, believed to once have been a great lake with the ancient city near by, it is now little more than a swampy area filled with a few ruins. Water from the nearby Habrin River floods into the area creating a collection of water pockets, usually linking together between small islands of land and trees that keep this area from being a single wide-open swampland.

For a long time the marsh had a few Undead inhabitants that roamed some of its ruins and caused trouble for those that would wander by. However after the ruined dome was cleansed with the defeat of a lich that had resided there the undead are no longer a problem but the stories still plague the area.

    Ryhdomere is the most well known ruins in the marsh. Its most noticeable feature is the dome where half of it has fallen. Around it are the ruins of 6 towers in an octagonal shape. Walls span between the towers that were constructed to protect the dome in the center. The whole building is partly sunken into the marsh, and is semi unstable, with an entrance tucked in an open area between two hollow slabs of rock. The center support structure is a hollow 40-foot diameter column that reaches up to the top remains of the dome. There are two levels, the first top level is sectioned off into three rooms where there are labs and tables to help with the archeological excavation; the second floor leads down into several outer rooms and a single circular room in the middle around the base of the column. This room has shelves cut into the stone around the room. One area of the column has a doorway that is only a stone face and a single sentence written in many different languages over and over: "Only one who knows how to read will understand the message." The Ramasalon Wood Clan has a team of Hunters watching these ruins at all times.

East Ramsalon Forest takes up a small section that is in the south east corner of the forest region. It is one of the more quiet, secluded, and thicker parts of the forest. A few lurai and aratay claim to parts as their territory and there is also a group of Mojigan that settled in the area. The forest in this part is thick with many groves occurring naturally, making it a favored place to roam by many of the forest’s animals and creatures.

    Chulub Village was founded by a pride of mojigans whom had at first came to the continent to assist in the take down of Necromos after the events of the Darkest Night The prefer to be left alone and uninvited visitors are watched closely.

    The Slumbering Cliffs that rise up in the northern area of the section, looming over the forest . There are many hidden caves in the cliffs, they are used by some of the druids and forest guardians for their privacy to study and rest from their magic. Stories have it that they are the also the home for which the druids conduct their slumber. There is one cave known as the outlook that is visible from a distance, high up on the cliff face looking over the forest with no discernable entrance. They are climbable, though very dangerous as rocks falls or a creature may think a climber an easy meal. There is a wide gap in the middle of the cliffs with an old but well made bridge spanning the distance. Many come here for intense physical training.

    The Rilya Falls is a magnificent waterfall that flows off of the Slumbering Cliffs and is one of the favorite features in the forest. It is a place to rest and relax and get away from the world if one can find it. No matter how many visitors come, the area is still quiet and tranquil being tucked away to remain untouched. The falls create a small pool at the base of the rock cropping, ending near the middle of a small clearing. A small stream flows from the pool and through the forest. During the winter the falls weaken as the water freezes, although snow melt keeps some of the water falling. Behind the falls is a small jagged wall of rocks where a cave once was. The Druids have wards to protect the wall from any kind of change.

North Ramsalon Forest is the farthest area of the woods from the city of Ramsalon taking up the north east corner of the forest region and is very rarely traveled. This is one of the more denser parts of the forest and navigation is a bit more difficulty. It is not uncommon for people traveling through it to get turned around and end up going in circles. This section of the forest is entirely the territory of the Ramsalon Wood Clan. Though there is a group of lurai that call this section of forest home and have a standing agreement with the Wood Clan.

The Darebrack Marsh is in the southeast corner of this section of forest and is the smaller of the two marshes. There is no discernible source of water has been found that makes the area swampy. Some stories speak of a possible tunnel that connects to the ruins Harewater Marsh, but no one has been able to find any. There used to be many encounters with dangerous winged gargoyle-like creatures that fly through this area, attacking people at random, though they have been rarely seen these days.

    The Diaur Thalor is a grove of an ancient type of evergreen trees that grows very tall and stands for many millennia. It is difficult to find this grove unless you know where to look, and the area is well guarded by the Watchers and Hunters of the Wood Clan.

    Enyn Serin is the main city of the Wood Clan and is hidden within the Diaur Thalor.

    Omyle Aethel is some ruins in the center of Darebrack Marsh. It is the remains of a temple that housed a portal that was part of the ancient Namori portal network. It has a distinguishing feature of four separate pyramids in the corners of the ruins. The pyramids appear small, but most of the the structures are built underground. Scattered about the ruins are remains of what looks to have once been a ceiling protecting the platform in the center. The platform is the most intact of the ruins, at the heart of it is a slab that is some kind of ivory crystal. Remains of small pillars sit at the four corners of the slab, and three more pillars between the pyramids. Runes cover these ruins, but their magic faded long ago and no longer powers the structures.

    Esaldell is a research station the Elven Alliance had established to study the ruins known as Omyle Aethel.
    At any time there are at least 20 Wood Clan Hunters and a few other trained guards from other clans in the Elven Alliance guarding Omyle Aethel and Esaldell They have strict orders on what kind of conduct and research is permitted in the ruins and enforce them heavily. Visitors are welcome, but one needs to make arrangements at the Elven Outpost to set up access.

    E’m Dorei is the name for what has now become a graveyard for the Ramsalon Wood Clan and other denziens of the forest that occupies the borders of the North and East sections of the forest. It was once the site of a terrible battle and many had died. With the land scarred and no where else to place the dead, they were all laid to rest there, and has become tradition to bury the citizens of the forest in the hopes that their spirits will one day help restore the grounds.

The Weeping Trees are rare, large, and old looking weeping silver birch trees that appear in the forest. At a glance they seem like any other weeping silver birch tree with white bark, light green and yellow leaves on branches that arch and droop down like curtains of tears. However upon closer inspection the trunk seems to twist in a kind of gentle spiral, and has a slight glittering sheen upon its bark. Its leaves seem to shine as if made out of gold and silver, and seem to almost move as if the tree was crying. No matter the season these trees do not loose their leaves nor do they change color. When one is close to the tree they feel a sense of peace and tranquility. Any attempts to damage the trees are futile as they quickly regenerate. There are stories that say anyone that attempts to cut down one of these trees is swallowed up by the forest. These trees grow when a druid or forest guardian dies while protecting their territory, marking the very spot they fell. It is believed that their soul inhabits the tree.

    Colin’s Weeping Tree - Located in the northernmost part of the forest, it is said that a druid known as Colin had died while defeating a stalker prime the summer before the Darkest Night.

    The Paladin’s Weeping Tree - Located in a grove right outside of E’m Dorei, it is said that a paladin had died defending the area during the battle of Gregory and his Black Knights against the Wood Clan months before the Second Orc War. The paladin’s name has never been discovered.

    The Weeping Tree of Alanonal James - Located in E'm Dorei where no other trees grow, in the exact spot a man named Alanonal James was buried. He had died fighting a stalker prime.





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There are those who feel the call to nature, a willingness to protect nature in all its forms, an affinity for the energy of their environment and usually an ability to partake in it as one of its own. For those that have been called into this, there are group of like-minded and able beings whom are known simply as Druids , the keepers of balance within nature.

Not only do they take on a responsibility helping their chosen environment and the flora and fauna that reside to help keep a kind of balance, they also develop relations with other groups in their territories as needed, striking agreements on urban encroachment and poaching, or taking drastic measures to ensure the protection of the balance of the very environment they protect.

Druids achieve their goals through being empowered by nature in some form, usually magically. Their natural magics can mimic strong occurrences to their natural environments (sandstorms in deserts, moving trees in forests, etc.), as well as grant the ability to shift into the forms of creatures native to their home environment. These provide an overall ability to defend and observe their territories.

Every fifty years or so, druids are known to retreat to a hidden, private place to enter a hibernation-like slumber for up to five years. Of course, anything that threatens their areas will wake them from their sleep, often to the ruin of whoever awakened them.

Becoming a Druid
There is no single way a person becomes a druid, and varies from region to region of the world.
Though the most common beginning is that each druid before they found their calling always felt some kind of pull toward nature and a connection with the flora and fauna of their homeland. Some even had begun showing an ability to demonstrate powers that are related to the environment and the very essence of nature.

From there it Sets place the many paths one can discover; from wandering out and finding scared areas of the druids of the region there where one may have to past some tests to begin their tutelage; others may do their journey to druid completely alone, relaying on the call of nature to guide their develop; then some may be fortunate to have a fellow druid see their potential and extend an invitation to trial; and much more. For a druid is not only called to nature, they are also shaped by nature in many forms.

For more information on becoming a druid, please refer to specific regional groups of druids and how to join the organization.

Vaxian Druids

    Common Vaxian Shape Shifting Druid Forms:
    Forest: Direwolf, Owl
    Mountain: Cougar, Hawk
    Desert: Fox, Buzzard
    Plains: Fox, Owl
    Arctic: Polar Bear, Eagle
    Sea: Shark, Osprey
    Underground: Spider, Bat

    Vaxian druids come in several varieties all centered around the environment and climate in which they mainly live and work. This often leads many Vaxian druids to also gather and work in groups called circles. A reflection on the central belief on a kind of circle of life, a symbol of balance, and the other magical representations a circle has within the world itself.

    There are circles of druids scatted all around the continent of Vaxia, and even a few druids that have chosen to remain solitary in their practice. Each circle and independent druid are responsible for their immediate areas.

    Each major region usually has some sort of obelisk, structure, or shrine of unknown origin that serves as a focal point of all natural energies for that region. For this reason, druids may gather or take respite at these landmarks on the full moon, solstices, and equinoxes throughout the year. Should two druids of a region need to meet, they may meet at their focal points. Shrouded in mystery, however, outsiders may find that they go in circles trying to find these druidic zones; only by invitation will a non-druid be allowed into their glades, hollows, or caves.

    Where their territories meet with cities, towns, or other such "civilized" gatherings of people, Druids attempt to establish contact with the leadership of such places to reach agreements of mutual preserve. Mainly, this involves city dwellers to not poach or over-hunt particular animals, help contain fires before they spread to the land, and repel invaders who are intent on destroying the land. In return, the druids ensure that livestock for farmers' and cities' livelihoods aren't pestered frequently by predators, advise leaders on sustainment measures and farming best practices, and act as lookouts on their borders for encroaching enemies that prove a threat to them and allies.

    The Council of Thirteen is a political alliance of all druid groups within the Vaxian Continent The thirteen seats are filled by chosen representatives of not only circles but the independent druids as well, to ensure the best reflection of all regions of the continent. This Council is responsible for more major political relations between non druid and druid groups as well as providing a way for all druids of the continent to be able to communicate and call for extra assistance as need be.

    Ramsalon Druid Circle
    The Ramsalon Forest is home to the Ramsalon Druid Circle a local group of druids who preserve and protect the forest and mountains. The Arch Druid Animus leads the Circle. The other Circle members are considered High Druids. Druids of the forest who are not actively a member of the Circle are considered Forest Guardians, a role not necessarily limited to those who would call themselves druids but instead open to any interested party dedicated to the protection and preservation of the forest and its inhabitants.

    • Arch Druid: Animus
    • High Druids: Isiala, Shaora

    Deep Druids
    Druids of the Underground are often referred to by those outside their order as 'deep druids.' They manage the strange ecosystems of the Underground in much the same way their surface counterparts maintain the forests, deserts or oceans. Many surface druids consider deep druids to be dangerous due to their familiarity with (and tendency to emulate) the highly predatory creatures and plants of their regions. Among the deep druids, some claim to 'hear a calling' from deep within the earth, and undertake pilgrimages to the deepest depths they can find in order to get closer to 'the song.' Many of these pilgrims are never heard from again, and of those that are, most are no longer coherent or rational upon their return.

Candenordian Druids

    Common Candenordian Shape Shifting Druid Forms:
    Forest: Grizzly Bear; Brown Eagle
    Mountain: Dire Goat; Snowy Owl
    Desert: Sidewinder; Sandy Kite
    Plains: Lion; Peregrine Falcon
    Arctic: Polar Bear; Gyrfalcon
    Sea: Orca; Gull
    Underground: Rock Digger; Eyeless Aerodramus

    The druids of Candenord are highly varied, especially due to some of the sudden and drastic differences in the environments and climates of the continent.

    Many Candenordian druids organize themselves in what they call spirals. For the belief of the Candenordian druid is not only about protecting and maintaining the existing balance of nature, but that nature is always changing.

    Spirals are not associated with just one region, but rather the collective regions of where its members come and go from. As many of the peoples within the lands of Candenord are also migratory and always moving to survive some of the hostile areas. This also leads to some druids to stay with their non druid family groups as well. Acting as the voice of the spiral to those groups, and advising in that capacity. Though there are some druids that may associate with a spiral, but remain completely independent and live a solitary life, especially for those in a kind of pilgrimage in some of the more hostile environments of the continent.

    Candenordian Druid Council
    The Candenordian Druid Council is the association of esteemed and chosen leaders of spirals spanning the entire continent, and make up the governing body that confers on matters of natural importance. They are also the Ambassadors to each of the major cities, providing council, guidance, and judgement to ensure the protection of nature from the ravages of humanoids, while at the same time protecting the habitations from looming natural threats. They also act as protectors and escorts to those that migrate constantly across the continent, helping find or provide food in sustainable manners. In a way, they ensure a more strict sort of balance between the urbanizing tendencies of the humanoids and the harsh and unforgiving environment around them. The Council meets twice a year, or, in dire emergencies when summoned by any of their number. Unlike their Vaxian counterparts, the Council's members are expected to be among the people of Candenord, available to assist and oversee as needed. As spirals may change, evolve, and expand or shrink, the size of the Council adapts accordingly, and so it is difficult to pin an exact number on them at any given time.






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