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Ven Wold

This document provides an overview of key locations in the Ven-Wold region, including Lake Everdeep and surrounding settlements such as Waybridge, Riverdown, and Edgewater. It describes the towns, forests, hills, and other terrain features, noting dangers such as monsters, ruins, and humanoid raiders. Maps of the area are not fully accurate and many locations remain unknown or undiscovered.

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0% found this document useful (0 votes)
47 views8 pages

Ven Wold

This document provides an overview of key locations in the Ven-Wold region, including Lake Everdeep and surrounding settlements such as Waybridge, Riverdown, and Edgewater. It describes the towns, forests, hills, and other terrain features, noting dangers such as monsters, ruins, and humanoid raiders. Maps of the area are not fully accurate and many locations remain unknown or undiscovered.

Uploaded by

Anonymous uz4r0q
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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In world long-since forgotten, in an age

none can remember . . .

Cordelia Highrunes guide to

Waybridge & the Ven Wold A HEROES OF THE LONELY HEARTH CAMPAIGN ACCESSORY
THE VEN-WOLD entirely accurate in some respects. The areas within the red
dotted boundary line is the Ven-Wold proper and is more or less
OVERVIEW definitive. Anything outside is frontier-land and may be subject
The Ven-Wold (High Elven for 'Valley of the Lake') is a sub-region to inconsistencies.
of the Barrens where several long-standing freeholder
settlements can be found. Lake Everdeep, along with it's The features noted on the map are what is “known” to the folk
tributary rivers and plenty of arable field and meadowland have of Waybridge and it's surrounding settlements. That said, there
allowed civilization to flourish here – at least by the typical are many features that remain unknown and undiscovered. A
standards of the Barrens. particular ruin, for example, may not be depicted as it's exact
location is presently unknown.
The map presented here is far from complete and perhaps not
As for scale, it's takes approximately 30 minutes to travel across
a hex by road or trail. These times are approximate and will vary traveller's along the Low Road.
accordingly by terrain.
THE VERDANT HILLS
LAKE EVERDEEP These gentle rolling hills lie due north of Waybridge and
This large, gloomy and incredibly deep freshwater lake is the although quite picturesque, are not without peril. Humanoid
most prominent feature of the region. marauders occasionally make camp here along the northern
edges, using it a staging point for raids along the Way Road and
For the better part of the day, these waters are shrouded in even into the itself.
thick, clinging fog. There are many a tale of bargemen losing
their way in the forlorn mists, swallowed up by lake or devoured This area also features a handful of abandoned Dwarf mines.
by the serpents or other evil creatures that lurk beneath it's Some remain empty, but others have been claimed as lairs by
tranquil surface. Kobolds and Goblins and monsters far worse.

On moonless nights, the locals know to stay off the water, as the LAKES END
'water-devils' who dwell in the deepest parts of the lake come to A small fishing community situated on northeastern edge of
the surface to hunt. Lake Everdeep, near Brine Creek. This mostly human settlement
has but a few amenities to offer. The locals must remain vigilant
WAYBRIDGE against threats out of the nearby Brinemarsh - particularly
The largest freeholder settlement in the area, Waybridge is town Lizardman Raiders.
built on the causeway that spans the narrows of Lake Everdeep.
It sits on north-to-south running Way Road which is the principle In addition to a wharf, Lake's End is also accessible by a trail that
thoroughfare in the region. forks off of the Way Road.

Home to perhaps 1100 souls, Waybridge is one of the smaller SHOREBANKS


proper towns in the Barrens, although it is well-fortified and Another small thorpe on Lake Everdeep. Half the locals fish the
defensible, thanks to it's unusual layout and location. A strong waters while the other half trap and hunt along the edge of the
mix of all the goodly races, mostly craftsmen, artisans and Ven-Lorien forest. Like it's sister village of Lake's End, the locals
fisherfolk live here, governed by a High-Master appointed by the must remain vigilant of threats from the water and the
local town council. Brinemarsh.

Waybridge boasts the usual assortment of shops and amenities Accessible only by barge or raft.
you'd expect to find in a town of its size - a smithy, a tannery, an
apothecary, a general store etc. Additionally, Waybridge is home BRINEMARSH
to a watermill and several fish markets. This low-lying bog is the watershed for the Verdant Hills and is to
home to a wide variety of dangers including Murgols, Lizardmen
The Overlook is an fine upscale inn that caters to merchant- and even the occasional Troll. Strange and ancient ruins are said
prices and trade-barons while the larger Lakeview Inn is more to lie here, slowly sinking deeper and deeper into the mire.
suited to wayfarers and common travellers. The Waterside Inn is
for bargemen and lake folk who come and go by rowboat and THE BLEAKS
raft. This blighted swath of land lies just north by northwest of the
Waywood. The ruins of great temple lie here – dedicated to
The town guard, though limited in numbers, does a adequate job some long-dead, evil god. Few venture here, for it is said the
of keeping the peace within the settlement, though they are Bleaks are beset by a fell curse.
more of a constabulary than militia. When faced with external
threats, the High-Master typically turns to sell swords and THE VEN-LORIEN (Forest of the Lake)
adventurers to bolster the town's defences. Ancient Fey magic still lingers in these old woods to the south of
Lake Everdeep. Once, ages ago, Elves from the Ardenvale would
While many merchants and travellers pass through Waybridge, meet with their northern cousins from the Laurendell in secret
the town's principal trading partners are the Dwarves of glens to trade and share in song, dance and ceremony.
Thunderforge in the Redrock Hills, and the Men of Havenhold, a
large, walled stronghold/settlement to the north on Cold Lake. Today, the forest is dark and gnarly. Only the the stoutest of
There is some trade with Cloister Rock, the sprawling monastery woodsman or hunters venture in, and even then, they seldom
east of the Ven-Wold, near the Old Hills. travel very deep. It is said that it is as if the trees are sentient and
aware of intruders. If that wasn't enough to to deter
THE WAYWOOD trespassers, the talk of Centaurs, Fawns and other Feyborn
This small forest lies just north of Lake Everdeep. Woodsmen and creatures lurking in the heart of forest most definitely is.
hunters from Waybridge venture into the southern edge of the
woods, but generally avoid pressing too deep as dread beasts EDGEWATER
and other fierce creatures are known to prowl those parts. This large, mostly human village sits on the north western shore
Bandits and humanoid raiders occasionally lair in the caves and of Lake Everdeep, southwest of the Waywood. In addition to
hollows in the hilly parts along the northern edge, harrying fishing, the locals raise sheep, goats and swine in the pastures
surrounding their settlement. over the age and continue to do so to this very day.

Accessible by water and by a tributary trail that links Edgwater to The Dwarves of Thunderforge once maintained as many as three
the Low Road. mining outposts here, but they were abandoned over a century
ago when Trolls swept into the hills and held them for an age.
RIVERDOWN
This village is almost large enough to be a proper town. Indeed, Hunter's Cut is the lone trail that crosses these ridges. Merchants
next to Waybridge, it is the most populous and well-defended and traders looking to take advantage of it always hire extra
settlement in the Venwold. swords and spells for added protection.

About half of the folk of Riverdown are fishermen, or skilled COLD LAKE
craftsmen, chief among them being the barge-makers. The rest A small, freshwater reservoir nestled beneath the Highridge Hills.
are merchants who facilitate trade between Waybridge and the Though not nearly as deep as Lake Everdeep, the waters of Cold
the Dwarf outpost of Thunderforge in the Redrock Hills. Lake are particularly frigid. In fact, she is frozen over for almost 3
seasons.
THE MISTY HILLS
A swath of gentle, rolling, lightly wooded hills to the south west HAVENHOLD
of Lake Everdeep. Locals from the nearby settlements of A fortified, walled settlement, originally founded by Knight-
Riverdown and Edgewater regularly hunt and forage here as the errants of the Four Kingdoms, Havenhold is equal parts
inner fringe areas are more or less free of monsters and beasts, stronghold and village. The folk who call it home are a hardened
save for the occasional wolf or bear. lot, hunter-gatherers and capable a warriors.

The farther from the valley one ventures, however, the more Havenhold is under constant threat by the humanoids and
likely of a hostile encounter. Bandits, humanoids, beasts and monsters that prowl the Highridge Hills. Life is often short and
monsters are known to prowl the outer edges, occasionally grim here, but the people endure.
tracking inwards towards Lake Everdeep and the heart of the
Ven-Wold. CLOVERTON
A secluded Halfling settlement nestled in a glen along the
There are tales of ancient ruins and barrow mounds up in these southwest edge of the Ven-Lorien. Largely ignored by the rest of
hills, a testament to the primitive Hillfolk who lived here ages the Barrens, but does trade almost exclusively with the town of
ago. Waybridge.

BEYOND THE VEN-WOLD FOOTING BRIDGE


A large wooden bridge that spans the river that flows out of the
THE SCARRED DOWNS Witchfrost Fens and into the Ven-Lorien Forest. It is maintained
This rugged region of hills and badlands is avoided by all as it is by the clerics of Cloister Rock, just to the south.
humanoid-territory, bitterly contested by several rival Orc and
Gnolls warbands, each hoping to carve out dominance and CLOISTER ROCK
control of the area as a whole. A massive, sprawling monastery who clerics form a small militant
order dedicated to Helm, the God of Protection. Within these
There are plenty of old ruins here, some reputed to predate the centuries-old walls, the believers practice the tenets of their
Four Kingdoms, the Seven Cities and even the Dwarf Lands and religion and faith, fully committing themselves that principals of
Elf Realms. Scholars and historians would pay a handsome purse their deity.
for the chance to explore them, but intruding on these lands
would be folly. From time to time, Cloister Rock produces a Champion who sets
out from the great citadel to travel the Barrens, serving and
THE GLOAMING WOOD protecting the goodly folk and freeholders of the land, standing
An ancient forest said to be haunted by malevolent spirits and in the way of evil and tyranny.
reputed to harbour several rifts to the Plane of Shadow. Even
the Elves of old were wary when travelling by this dark and Alas, there are many a tearful ballad sung in taverns and
twisted timberland. alehouse all across the Barrens that tell that tales of their
courage, bravery and sacrifice.
Rumours aside, the one thing that is not in dispute is that
portions of the Gloaming Wood are infested with Giant Spiders. THE OLD HILLS
These areas are rife with web-traps and pit-falls. A rugged upland, teeming with beasts and monsters.

THE HIGHRIDGE HILLS THE WITCHFROST FENS


This swath of steep, stony hills is constantly under contention A vast swampy morass, littered with ancient ruins and long-
between the Men of Havenhold and various humanoid war- forgotten places – all them slowly sinking into oblivion. The fens
bands that often attempt to gain a foothold in these highlands. are unnaturally cold – even in high summer, and fell magic lingers
Furthermore, drakes, wyverns and dragons have all nested here here.
There are whispers that deamons and fiends lurk in the deepest
reaches of this vile, festering bog.

THE SECOND HOME


A small, wayside coaching inn, perhaps not as famous as the
legendary Lonely Hearth, but a warm and welcoming place none-
the-less.

The current owner/proprietor is the Red Goblin Grunch – a


character if ever there was one. As Goza's go, Grunch is breed
apart. He is well-dressed and well-mannered and has a
appreciation for finery and the good things in life. It is said that
he even baths regularly.

Regardless, Grunch seems to have his finger on the pulse of the


Barrens. He always seems to know what is going on where and
who's coming and who's going. Grunch is a veritable fountain of
hearth wisdom.

THE GREY MOUNDS


These old, weather-worn hills were once lorded over by
Dragonborn who made homes in formidable rock castles that
have long-since fallen to ruin. Now, they are more or less barren,
rugged badlands that are usually avoided.

It is unknown what sort of humanoids or monsters lair here, if


any.

THE SHIELD WOOD


A sizable forest between the Grey Mounds and the Redrock Hills,
very little is known about this woodland. Elves once maintained
a small, secluded glen here, but much like those in the larger
Ven-Lorien, they have not been visited in an age.

It is likely that brigands and humanid marauders camp out here,


so that they may harry travellers moving up and down the Way
Road.

THE RED ROCK HILLS


The hills are among some of the largest and most treacherous in
the the Barrens. Truth be told, they are almost like small
mountains.

The Dwarves of Thuderforge hold much of the northern portion


of the hills, but Gnolls, Orcs and Goblins vie for what's left.
Dragons, drakes, wyverns have been sighted here, as have Rocs
and more recently, Manticores.

There are some reports of Ogres and Hill Giants, but these are
unconfirmed.
WAYBRIDGE KEY stamp out the first sign of rudeness or belligerence.

MAIDEN'S GATE Fresh fish is the mainstay when it comes to food here, but goat
So named for the maiden's bust set atop it's barbican, this fully and lamb is also on the menu. Several ales are on tap, but the
functioning drawbridge holds an inspector's post and toll gate most famous is Thunderforge Ale, brewed by the Dwarves of the
for visitors to the town. The upper levels are the barracks and Redrock Hills.
officer's quarters of the town watch. The lower level is a small
armoury and dungeon prison. The rooms are small but secure. While the lake-facing quarters
have a superior view, they tend to be drafty.
20 STALLS STABKEHOUSE
Flanking either side of the main causeway is a private stable TOWER ARCH
(where horses, ponies and mules can be boarded and stalled) This large, semi-fortified structure is where the town council
and a livery (where wagons and carts can be stored). Both areas holds court and governs. The main floor is open to the public and
seem relatively secure and well-maintained. The proprietor, a where folks may petition the council. The upper levels hold a
Zembian by the name of Odem Sandalar who has ties to private meeting room and several other small offices. Rumour
Edgewater where he maintains a pasture for raising horses and has it that the town treasury is hidden somewhere within the
mules for sale here in Waybridge. town hall.

WAYBRIDGE OUTFITTERS (Adventuring Supplies) Presently, the town is governed by High-Master Ral Darabond,
This large trading house is operated by the Thistlebatch who is generally viewed as a fair, just and competent leader. A
brothers, Halfling siblings with ties to various merchant charters former merchant, is a busy man who prefers tackling the larger-
out of the Four Kingdoms. It caters to travellers and wayfarers, picture issues, leaving the town council to handle most of the
stocking mundane items and gear needed to trek across the day-to-day business. Strangers who come to call on him will
barrens. The quality is satisfactory, but the prices are likely wait a long time for a short audience.
unbeatable.
SAGE HALL
FOUNDRY ARCH (Blacksmith, Weaponsmith, Armorer) This modest shop is the domicle of Waybridge's resident Sage, a
A collective of several shops laid on either side of the main wizened, old human by the name of Avis Greybrow who studied
causeway and connected by an overhead arch. The area smells under the loremasters at Stillstone. Avis is competent in most
and is quite sooty and dirty as it is home to the cruder trades. fields of knowledge, but his specialty is ancient history.

Burgess Blackhammer is a dwarf who operates the main smithy. GREENBARREL TRADING HOUSE (General Store)
His distant cousin, Walden Ironsworth is a armorer of some This sprawling trading house carries more of the mundane,
renown who is famous for his enamelled breastplates. everyday items needed by both visitors to Waybridge and
residents. The owner is a Gnome by the name of Gundy
Rupert Onehand is a master weaponsmith from the Kingdom of Greenbarrel who is friends with merchants from all across
Ironhold who no longer crafts but oversees a staff of talented Westria.
journeymen.
TEMPLE ARCH (Temples, Shrines)
Above the arch sits the Craftsmen's Guild Hall, a private chamber Four temples are clustered around this arch, flanking each side
and common room where tradesmen and journeymen gather for of the causeway.
meals and drinks. Within the towers are several apartments that
house the workers and their families. The House of The Holy Light is the largest and busiest. It is
dedicated to Pelor but also houses shrines to Hieroneous and
CORDELIA'S CAULDRON (Potion Shop) Rao.
This small establishment is owned by the human enchantress,
Cordelia Highrune who makes a living crafting potions, brews The Temple of the Silver Moon is a shared shrine where
and alchemical concoctions. In addition to the standard fare, Sehanine, Corellon, and Melora all have altars.
Cordelia has create some very minor brews that sell extremely
well in the area. The House of Stone is dedicated to Moradin, while the
Wayfarer's Chapel houses altars to Celestian, Fharlanghn and
THE LAKEVIEW INN & TAVERN (Traveller's Lodging) Avandra.
The town's most popular stop, the Lakeside Inn & Tavern's
taproom is a deceptively spacious and full of all sorts of semi- Folk come and go at all hours as each specific sect observes it's
secluded nooks and alcoves where visitors can enjoy a meal and own hours of worship and service.
drinks in privacy (or perhaps share in a hushed conversation
without worry of being overheard.) THE OVERLOOK INN
An upper-scale lodging catering to wealthy merchants and
The owner is a red-haired half-elf by the name of Leanna traders traversing the Way Road, housed on the above Temple
Goldleaf. Though she has a large staff, she still works the tap Arch, overlooking the main causeway. The proprietor, Naheem
room most nights. She encourages merriment but is quick to Zadaar, a Carthosian, maintains that his place is for gentlefolk –
no weapons or arms are permitted in the establishment, unless
properly stowed. Things get rowdy here at least once a week, and when they do,
the Town Watch is quick to come and crash the party.
The rooms range is size here, but all are lavishly appointed, quiet,
comfortable and secure. The hearthroom is on the smaller side, The owner is somewhat of an enigma. In fact, other than a name
seating perhaps a dozen, but the food and fare is the easily the – no one can really identify him. The staff turnover rate is high –
finest (and priciest) Waybridge has to offer. Master Zidar has with new wenches and cooks coming and going all the time.
gone out of his way to arrange for staples from distant places –
Dwarvish Mead and Sourbread from the Iron Hills, Elvish WAYBRIDGE STABLEHOUSE
Goldwine and Jellies from the Ardenvale, Salted Beef and Pork The north end's stable yard. Smaller than 20 Stalls, the Waybrige
from the Four Kingdoms and even more exotic fare from the Stablehouse is run by the town itself and manned by members of
Seven Cities. the town watch. No horses, cartage or supplies are sold here.
This is strictly for boarding animals and wagons.
HAYWARD'S EMPORIUM (Arcane Shop)
This modest sized, multi-story warehouse is regarded as the FISHER'S GATE
finest of Waybridge's retail outlets. Old Master Hayward has So named for the stone trout set atop it's barbican, this fully
strong ties to Palantia and stocks a wide variety of rare items functioning drawbridge holds an inspector's post and toll gate
(spices, fabrics, jewellery, art and magic trinkets ) from the Trade for visitors to the town. The upper levels are the barracks and
Coast. officer's quarters of the town watch. The lower level is a small
armoury and dungeon prison.
Given a few weeks, he can arrange for the delivery of low-level
magic items or other rare and exotic articles. He will often THE LIFTS & PILINGS
purchase items as well, as he knows he can flip them in other Waybridge features three massive lift platforms that are used
locales. raise and lower supplies and goods from the lake below coming
and going from the town by way of barge, raft or rowboat. While
THE STONECUTTER the piling supports feature switchback staircases, the lifts are a
A secure, magically-warded shop where gems, precious stones faster and more efficient means of moving cargo.
and jewellery can be bought, sold or exchanged. The Master-
Jeweller is a Dwarf by the name of

WHITE ARCH
These towers house the local Artisan's guild hall. It is much the
same as Foundry Arch, in that journeymen and apprentice
artisans can gather here for food and drink. The west tower has
several apartments for the workers and their families.

The east tower houses the office of the town's moneylender, the
imposing Vandenholt – a man with ties to the Platinum Bank of
Mordenharn. He is notoriously tight with his coin, and only
willing to lend or invest if a sizable return can be guaranteed.

In addition to lending money, Vandenholt rents out strong-boxes


and private vaults for the storage of coin and other valuables.

PUBLIC WAREHOUSE
This building has been partitioned into several smaller areas and
stalls that can be rented out for long term stays. Used mainly by
traders looking to store wares for a season before returning for
them.

Secure and well-guarded.

THE WATERSIDE INN


This run-down establishment caters to bargemen, fishermen and
lake-farers coming and going from the nearby settlements along
Lake Everdeep.

The rooms are small and cramped, not exactly secure and
considerably drafty. The taproom is very large and always
packed with drunken patrons. The menu is simple – fish and
stew. The drinks are bottom shelf.

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