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MINDSCAPE

MODULE 1: HAVENWOOD

HAVENWOOD MODULE

WHAT IS A MODULE ?
A module contains information which is relative to a specific location. The Havenwood module is from a fantasy world known as Requiem. Modules were originally designed to assist Roleplaying enthusiasts in their games. Roleplaying is a game which blends the traditional art of story-telling and the theatre but the players each have a character that determine to some extent the twists and turns of the plot. A nominated player called the Wordsmith handles the rules and creates challenges for the other player's to overcome. A module contains all the information required by a Wordsmith to invoke an atmosphere and accurate setting for the players to explore. It acts as a resource and a foundation for a game.

WHAT DOES IT CONTAIN ?
This module contains all that is needed to Roleplay in the village of Havenwood and the surrounding region. The information herein enables a player to pass through Havenwood, visit briefly or stay there all their lives. It describes in detail the people, the food, products, history, tales and much more. Certain terms and names will be unique to this module. They are explained in the glossary section. Much of the information on Havenwood is secretive and only select people would have such knowledge. To prevent players discovering more than they would otherwise normally know, a Player document has been created. This contains widely known or easily gathered information about Havenwood which the players are free to read fully without worry of them figuring out any dark secrets. This module can be used for any Roleplaying system, but some pieces of summary information is given which is catered exclusively for a specific Roleplaying system called Mindscaping.

INTRODUCTION

Located upon the hinterland of the powerful kingdom of Wrenarch is the tiny village of Havenwood. A pleasant cluster of homes huddled against the tranquil waters of Seeders pond. With the ancient forests of Tamewood serving as a backdrop, Havenwood portrays an idyllic vision of rural life, away from the politics and pace of Wrenarch city, but this quaint locality hides many secrets which threaten the very security of the nation. The stage is set for dark conspiracy. For Havenwood is home to The Weir, an ancient dam now fast becoming a significant strategic site for the Wrenarchian military. This weir not only controls the flow of the greatest river in the nation, it is the only stronghold, on the central eastern border, to guard against invasion from the eastern enemy, the Sharakans.

For three months Wrenarch and Sharakan have been officially at war. Until now this war has taken the form of isolated skirmishes, but now as tensions on both sides grow and armies of death assemble. The war is taking a more fatal turn. The hurried bargaining between diplomats to cease this war before thousands die is fast becoming futile and the people of Havenwood are only now just becoming aware that they stand almost defenceless against an enemy well versed in the arcane ways of magic. Little do they know that even now Sharakan spies have been planted within their tiny village and are looking towards the old Weir with hungry eyes.

OVERVIEW
Havenwood is a small village of 597 people. The region has been inhabited by various races for over 17,000 years. During this long expanse of time it has seen many changes. A large river now named the Longblessed flows directly pass the town. The present inhabitants called Wrenarchians have built a great stone dam called the Weir here. This structure acts as a military fortress, a place of crossing and as a method to control the flow of water. Despite Havenwood's small size it is situated in ideal surroundings. The smaller of two artificial lakes just south of the Weir lies against the eastern edge of the village. Whilst a large forest called Tamewood surrounds its houses. Havenwood rests in the shadow of a steep mountain chain called the Covered ranges. Both the river and a fine highway called the Old border road pass by the town and make the transporting of timber which the town produces a comparatively easy task. Havenwood is a village surviving well on a mixed economy, drawing money from tourism, fisheries, craft stalls and the sales of slate, marble and timber. Hunters also earn a good living from the sales of skins and pelts. The nearest town is a small hamlet known as Restaway 20km to the south with only a handful of people. Sidewater city with a population of 5300 is located 170km south and is Havenwood's main trading destination. Havenwood is the last town northwards along the Longblessed river.

THE PEOPLE OF HAVENWOOD

ARCHITECTURE
Havenwood's buildings are characterised by the use of wood for almost all their structures. An attraction for visitors are the tall timber framed homes which resemble vernacular houses of Tudor England. Most structures, in respect to the length of time that these territories have been inhabited, are relatively recent and therefor benefit from more modern technologies but there are a few examples of houses which draw from the more primitive and crude building methods. Dotting the township are a few surviving examples of houses which were built using the cruck method. Cruck construction involved chopping great trees characterised by large forks in their branches and inverting these forks onto a stone foundation to create the house's frame. No two buildings are the same in Havenwood. They all follow unique floor plans. Materials used for the frames are beech and oak due to their strength, with birch wood used for flooring. Many buildings are side by side and often share an adjoining attic space. These buildings are built closely together to keep the town small and encroach as little as possible into the forests of Tamewood. Havenwood's architecture is unique compared to the rest of Wrenarch's rural buildings. Other farming areas have houses which are made of simple stone or wood constructions which are low roofed. Havenwood's buildings being tall and narrow give the streets an appearance that they would be more at home in some large cramped city. Wrenarchians usually prefer a more stronger, single storied style.

CLOTHING
Generally Wrenarchian clothing is strictly functional with little flamboyance. Cloaks are popular in dark, earthy colours and are made from either cotton or raw silk. These cloaks can be purchased with or without hoods. Cloaks with hoods are known as cowled cloaks. Shirts are worn loose with wide collars tied at the front with ribbon to create an adjustable neckline. Style doesn't differ between the rich and poor only the quality of the material. Rural folk wear suede jackets lined with wool during the colder months and loose fitting long sleeved shirts for summer. Wide brimmed hats are sometimes worn. Shoes are of leather or suede and a vegetable material similar to velcro called Shaytek is popular for closing garments. Other materials utilized are hemp, wool, Bioforian cotton, buckskin from male dears, doeskin and in very small quantities silk from the Negasi people, purchased through the Biofors. clothing styles rarely differ throughout Wrenarch, except that the rural folk wear clothing made from stronger cloth whilst the urban people usually follow more formal designs, and are more likely to be swayed by the latest fashions. In the larger cities some of the rich are adopting more loose and colorful clothing due to the influence of the Biofor culture.

CULTURE
Havenwood is in the Heartland of Wrenarch and consequently has conventional views. Like their fellow Wrenarchian's Havenwood is concerned with the war. But since a full scale conflict has not touched these people for well over 1000 years their concern is more over the financial hardships it may bring and the interruption of their livelihood due to a decrease in tourism, rather than the loss of lives. Generally the more one travels westwards towards the coast which is closer to the Wrenarch capital and further away from the border of Sharakan the more pronounced is the hatred of the Sharakan people. Quietly Havenwood folk have no grievance with Sharakan but are resigned that as citizens under the King they must be prepared to bear arms in defence of the realm. Havenwood and its surrounds are rich in folklore and although it is not famous for any great works of art the people are capable of fine craft work and enjoy the finer things in life. Most can play an instrument, tell tales or paint fine renderings of their woods. Despite Wrenarch's reputation as a practical race constantly at a rush they have produced many excellent artists from all fields. Much of the population is literate due to Royal projects to educate the people. Due to magic being a comparatively new force in Wrenarch fine traditions in regard to building and craft-work have arisen that in some cases excel the quality that magic can produce. Wrenarchians are keen travelers who also welcome visitors and have little fear that their identity is threatened by an influx of foreigners. Unfortunately the war has forced Wrenarch to be more cautious with those it deals with and border patrols have been introduced to examine goods for contraband. Many cultural affairs such as theaters and debates are now more restricted due to the sensitive political nature at the current time. 

CALENDER
All Wrenarch makes use of an 11 month calendar with each month equaling 35 days except for the 11th and last month which is of 15 days. This 15 day month heralds the end of the old year and the beginning of the new, and is named Deptari. (Literally translated as the time of passing) Deptari is in mid spring. Despite their different calendar a year on Requiem is much like our own on Earth. They have summer, winter, spring and autumn and the names of their months are given to reflect the changes in these seasons. They have no weeks, instead each day is simply numbered accordingly. For example if it is 23 days into the 2nd month in the year 3240 then the date would be written as 23/2/40 the day would be called the 23rd with the name of the month in this case the 4th month is known as Summer's End. Or simply the 23rd of Summer's end.

COMMUNICATIONS & TRANSPORT
Havenwood is serviced by a fine highway known as the Old-border road so named for it once marked the border between Wrenarch and Dor-Kartia many years previously. This highway is still used by many citizens and is the avenue for much trade. The main highways in Wrenarch are safe due to regular military patrols. Because Havenwood sits on the edge of Seeders pond river boats harbor at its small port. The main river-craft used are known as humber keels and are characterized by shallow bottoms and tall sails for inland waterway navigation. Due to the proximity of all of Havenwood's structures to each other all Havenwood residents travel by foot. For a fee of 500 coppers magical teleportation to any city in the Kingdom may be utilized via the Life Blood magical temple situated at the outskirts of the town. The temple will usually teleport the client to another Life Blood temple nearest to where they wish to go. Teleportation is expensive but saves time and ensures that the traveller arrives at their destination without fear of robbery or being waylaid. There is a 4% chance that something may "go wrong" When such a spell is cast. Wrenarch is famous for its well maintained and often patrolled highways. Unfortunately those wanting to travel to the Capital of Wrenarch, in the North West must take a circuitous route either by first going southwards for 1000 kilometers before meeting up with the Highway of the five moons which eventually leads to the capital. Alternatively they  may choose to cross the covered ranges with its windy isolated trails or head over the open grasslands and plains to the north. Wrenarch's only mail service is by royal appointment and messages are delivered by heralds or the military. Only the rich make use of horses which are expensive to both buy and maintain. Generally these horses are graceful and well bred but not as hardy as the those from the north eastern lands.

CURRENCY
Havenwood gladly accepts the legal tender of the realm, but amongst themselves often engage in barter involving the transfer of goods and services. The average annual salary in Havenwood is 13,200 coppers.
Wrenarch uses a decimal system with the chief coin being the copper piece which is equivalent to a one dollar note. Coins are minted in the capital. One side shows the current ruler King Casies the 7th whilst the other side depicts a flame tree. Flame trees once grew near the Capital but are now extinct. They were marked by their method of reproduction which involved bursting into flames to release their seed. The flame tree upon the coin is  drawn in symbolic form and is of the same style as that on the flag. Printed upon the edge of the coin is the motto. "See what it is not through what we are." This motto serves as a warning against charlatans and forgers. The average annual salary in Wrenarch is 12,200 coppers.

COINAGE VALUES
COIN	
Iron chunks         1 cent.                      No longer minted.
Tin                        10 cents.
Copper                 1 dollar.                    The most common coinage.
Bronze                 10 dollars
Silver                   100 dollars
Gold                     1,000 dollars
Platinum Alloy   10,000 dollars

DIET & AGRICULTURE
Havenwood residents enjoy a healthy diet as do most Wrenarchian's. They grow and hunt enough food to subsist on as well as a surplus which is sold to the three Inns of the town and to stock the general store. Havenwood farmers grow varied foodstuffs similar to Earth's hobby farms their farming is small but intensive. They grow a number of vegetables and tubers, much of it within a communal meadow at the village. Mead is drunken as well as wines and fruit cordials from Biofor. Havenwood food is specialized and tends to cater for foreigners, some of their delicacies offered consist of an unusual mix of varied foodstuffs gathered in the forests as well as home grown produce. Most farmers of Wrenarch grow large quantities of more staple foods such as corn oats and barley, hemp. Wrenarch is famous for its large tracts of fertile plains.

LANGUAGE
Havenwood residents speak Wrenarchian. The Wrenarchian language is highly developed and has an extensive alphabet and literary tradition. A high proportion of citizens can both read and write. Other languages are also known by some residents, the chief foreign languages known are listed in order to most spoken to least spoken. Percentages of population speaking that particular language is also given.
Dor-Kartian.  12%  
A now largely archaic language similar to Earth's Latin.
Sharakan.     10%
The language of Wrenarch's warring enemy magic users situated on the East Coast
Bioforian.    5%
Dark skinned highly skilled trading partners inhabiting the southern half of Sharn past the great deserts.
Most residents in Wrenarch's cities know a smattering of the above foreign languages as well as speaking their own fluently. A surprising high number of citizens are literate due to a high effort of private tutorship and state education through colleges, magical temples, and military academies.

MAGIC
A relatively small proportion of residents practise magic, but like most other areas of Wrenarch magic has gained a strong foothold with little anxiety. Only one temple is in full operation. It is of the Life blood realm and its beliefs have become accepted by the majority of townsfolk. Life blood worshipers hold that all magical power is granted from the spirits of nature in return for acts of piety by its followers. They feel that nature is an active entity, that the rivers are alive as a single organism and that forests emanate an actual spiritual entirety. This concept bodes well with the environmentally conscious townsfolk. Long ago magic was divided into 3 separate philosophies called spheres and later these 3 were again divided with each claiming 3 realms. Magic now is separated into 9 parts this was to make the study and practical application of magic spells easier to learn and utilize. Also to soothe the growing conflict between magic users over the purpose and use of magical power. All nine magical realms are permitted in Wrenarch. Magic and worship practised for evil gain is prohibited, also the casting of spells that alter time. Major spells that bring back the dead are restricted to only a few privileged temples under the King's permission.

MILITARY STRUCTURE
Havenwood enjoys the protection of the Wrenarch military but consequently they must follow its laws. Wrenarch is famous for the might and discipline of its military and their almost absolute power within their land over the populace. Here in Havenwood this applies just as strongly. The most powerful military figure with jurisdiction over Havenwood is Lilia De-arj. A three star guard. The military answers only to the king and has great power over the people. In most cases this power is benevolent but the penalties for a civilian showing disobedience is severe. There are 10 levels to the Wrenarch military structure. Each level of promotion means a rise in pay and power. Most soldiers never go beyond level 3 or 4. Those of level 5 or higher are known as knights and have the power to raise armies, build castles, requisition property and execute those it feels are a threat to  the security of the kingdom. By law there can be only 3 level 10 knights known as Masters. These warlords answer only to the King and are treated with reverence and awe. Soldiers wear insignia identifying their rank. These consist of stars in a row upon their left and right shoulders. These stars contain magical properties which cause them to glow brilliantly upon a mental command of the owner. The stars are almost impossible to forge and to attempt to do so carries the immediate death penalty. When a soldier dies their stars fade away to prevent theft. Stars change from bronze to silver to gold depending on a soldiers rank.  A typical ranking would be as follows.

2 Gold stars and 1 silver star.
This would mean that this soldier is a two star soldier training to become a three star and is now attempting their gold after passing first their bronze and then silver level.

Training is both strenuous and dangerous. Promotion is rapid but actual power increases as a soldier becomes more familiar with the rank they have attained. A typical soldier will attempt to reach the highest rank possible when young and then once achieving that rank will be stationed in the kingdom or in a foreign, where they begin to make a career of extending their knowledge on how to use the rank they have achieved and the diplomacies required. Rank holds a great deal of legal power, but greater authority is gained through a continuing exercise to have their influence outshine their rank.

OTHER RACES
Unknown to all but the most eccentric or learned residents. Two other races coexist the Wrenarchians. The first is a race of Dwarves. The Dwarves are a short but brave warrior race which once lived in villages near where Havenwood now stands, but many eons earlier they were all but wiped out by a plague. They have since forgone the ways of the surface folk and hide within the mountain caves of the Covered ranges. They make no contact with humans and instead are slowly recovering from the plague due to their extremely low birthrate. The second race are the Elves. A tall, near immortal woodland people who live harmoniously with the beasts of the forests. Elves are in larger numbers than the Dwarves but prefer to also stay hidden believing that the ways of humans to be too trivial and mundane for their breed. On a national scale, Royalty accepts the existence of both Dwarves and Elves, as well as an extension of the Elves known as the Dark elf. It is known that the majority of Dwarven kingdoms exist underneath the Great Divide a huge series of mountain chains separating east and west Sharn. The Elven races are believed to inhabit mainly the Primeval forest due to its vast surface area. The government so far has declined to make these facts common knowledge. Therefor these races have not been formally recognized. 

PHYSICAL DESCRIPTION
Havenwood townsfolk are typical of the Wrenarchian stock. Wrenarchian's resemble present day Caucasians. They are of sound constitution, stout and firmly built. Although their technology would be compared to our late middle ages their health and life-spans match and in some cases surpass our own. This is due partly to the bounty of the land, the beneficial affects that the use of magic brings, and a low birthrate.
						
PHYCOLOGY
The people's mental state reflects the landscape. Like the thick forests, and deep valleys that surround them. The village folk are possessed with a deep thoughtful countenance and often appear secretive. Wrenarchians are a practical race with open minds and little time for superstitions. They value wealth and materialistic things highly but are also generous to their friends. They can be rude and arrogant when angered. Wrenarchian's are versatile and multi-skilled a rural citizen can perform a number of tasks being able to plough, weave, read, ride and build.

POLITICAL STRUCTURE
The running of daily affairs is overseen by the Mayor whilst military and security issues are in the hands of the Wrenarchian military represented here by a 3 star Guard. The village of Havenwood is controlled by the mayor. He answers to the military 3 star Guard who in turn serves the king. The Monarch of Wrenarch named King Casies the 7th is the supreme ruler below are 3 main power groups.
The Moitsara (AKA dream fires):
A secretive group of internal spies who record the daily events of the nation. Unlike all other official organizations their loyalty is not first to the king, but the nation itself whose stability they were long ago trusted to maintain.
The Military.
A powerful force in all areas of Wrenarch charged to defend the kingdom under the auspices of the Monarch.
The Citizens Council.
A group of wealthy merchants who work in conjunction with the royal offices to ensure a continuation of trade with acceptable limits to taxation. The Citizens Council was once great deal more powerful and played a large part in the overthrow of the old royal line of Wrenarchian monarchs in the year 3111 R.T (129 years ago). Now their power has gradually been eroded due to the machinations of royalty and may soon hold little more than token power.

POPULATION
Havenwood is a small village that contains 597 souls this includes neighboring farmsteads. A large majority live in the town. Its economy is mixed with income being derived from trade farming and various produce sales such as limited logging, fur trading and slate mining. The following population breakdowns are.
Occupations.
Farmers                                                                   137
Merchants                                                              226
Military                                                                    18
Other                                                                        216
Magical Practitioners including temple priests  17
Age of Population.
Under 15                                                                  131
Between 15 + 50                                                     388
Over 50                                                                     78
At any one time there are up to 230 fit men and women that can be raised by the commanding 3 star to defend the village. Wrenarch has a total population of 4.2 million. Much of its people live upon the western coast in large cities such as the capital. As is the case with all of Sharn the population growth is slow, this is due to low fertility and the fact that females can dictate when the are capable of pregnancy due to an alternate menstrual mechanism. In which they can willingly trigger the release of their egg or choose to withhold it. Therefor they have a natural ability to prevent pregnancy.
											
RACIAL ORIGINS
The people are clearly Wrenarchian in origin although some show Dor-Kartian traits due to the long history of Dor-Kartian rule in this region before its fall. Wrenarch's are descendents of the Dor-Kartians. Dor-Kartians were once northern Sharn's greatest empire but slowly fell to ruin with their capital city of Kartia finally being enveloped by an enchanted glacier Wrenarch was then just a small satellite pocket of the great Dor-Kartians but gained autonomy and finally much of former Dor-Kartia as the centuries past.

TECHNOLOGY
On the surface Havenwood's technology is noticeable less compared to the more urbanized larger cities of Wrenarch but this is more by preference than any unintentional fault. Some houses show Dug-out furniture being seats and table carved as a single piece from wooden trunks with an axe and chisel. Some simple furniture joinery techniques are now employed. Havenwood endeavors to support its local cottage crafts and this is reflected in their simple yet picturesque life-style. The technology in the kingdom of Wrenarch would be roughly equal to 1652 AD on Earth. Wrenarch is currently reaching the early stages of a renaissance. Gun powder is a recent invention which is now being used to produce pistols on a small scale. Wrenarch has a renowned tradition of metal work and produce fine alloys. Architecture is advanced and results in many grand multistory towers in the large cities. Medicine and science is also practised to a high degree although some sciences are still backwards such as astronomy, mathematics and chemistry.

TRADE
Havenwood has a strong trading base and supply a diverse range of produce which outweighs its relatively small population. Timber is its largest export and demand high prices. This is reflected by the fact that the woodcutters of the town normally a lowly occupation, are considered nobles and like the wealthy Morthom family own well to do estates. Woodcutters lay claim to particular trees whilst they are saplings and have been known to be used as capital for banking transactions. The unlawful felling of a tree marked with a woodcutters crest can result in severe penalties. Black walnut timber is sold for gun stocks. Animal pelts, and fish are traded. Birch twigs are sold for the making of besom brooms. Willows are used to make coracles. Lace is made on a small scale by the elderly from linen. Nets are also sold to the passing fisher folk. Blocks of slate are often dragged to Seeders Pond where it is sold to southern towns to make slate for roofs, some of these blocks weigh up to 2 tons and are often removed using magical teleportation. Other Handicrafts are sold to the neighboring towns to the south. Wrenarch has strong trade links with most of the Biofor nations to the south. They make arguably the best bladed weapons in all of Sharn. They sell timber, literature, marble, granite and a host of other produce such as meats, cloth and livestock. Wrenarch had much trade with Sharakan but since the start of hostilities this has ceased entirely, causing the Biofors to become more firm trading partners. 

USUAL STATISTICS
The figures below are the typical character statistics for a 31 year old Havenwood resident.
ST-55	QU-52	AG-55	PE-52	WP-50	IN-48	ME-51 DX-54	AP-52	DC-28	TS-464
HEALTH-208 MAGIC 256 (If a mage)

WORSHIP
The locals worship totems. Totems are spiritual manifestations who represent the departed ancestors. People use the skill of cleansing meditation in which they can communicate directly to the dead. Either to a close relative or a greater spirit that embodies a family clan, local area or even nation. The more powerful the Totem the more remote and enigmatic will be their speech and behavior. Totems cannot harm or aid those in the land of the living but they can offer sage advice and mislead those who speak to them. Totem worship can be deeply personal and is not an organized religion. Wrenarchian's do not accept that either a God or Gods exist. It is believed that beings resembling humans but of wondrous powers once ruled supreme, but for some reason fought a great battle that resulted in their demise. Evidence of such a battle many thousands of years earlier is clear due to signs of a great conflagration which scarred the entire surface of the world and caused entire shifts in Requiem's crust forming jagged mountain ranges, such as the covered ranges near Havenwood. Almost all people of Sharn are taught that humans are the children of these Gods. Wrenarch has no state religion and most are free to worship as they please. Totem worship which is the seeking of advice from respected dead is practised by many citizens. The fact that anyone with a little training can commune directly to the spirits of the dead has meant that an elite religious hierarchy has failed to gain a hold over the people.
							
TIME-LINES AND EVENTS

The chart contains two set of figures the first is the year of the event, the second figure is how many years ago from the start of play in the year 3240. The abbreviation R.T stands for Recorded Time being when humans first settled in Northern Sharn.

THE BURNING
- 19660 R.T   22,900
All records before this date are lost and events before hand can only be speculated upon. Evidence shows that at one point a terrible conflagration swept the land wiping out those who lived before. Common belief is that the Gods grew envious of each other and waged war, this war was so great that by the its end these deities were extinct leaving only humans their; children to inherit the planet of Requiem. It is also evident that this burning was more than just a fire but with it came great upheavals of land even Requiem's only moon is scarred. No fossil records have been found of humans; only of beasts; most of them now extinct. It seems that before the burning the present races of the world did not exist.

PRIMEVAL FOREST RECOVERS BURNT LAND
- 19426 R.T               22,666
The great forest named the Primeval forest due to its ancient origins takes up a considerable portion of area but was once much larger and extended over the entire northern continent from the Western Lesfin ocean to the Eastern ocean of Sharak.

DWARVES SETTLE
- 13790 R.T               17,030
A race of dwarves first settle the region on which Havenwood now stands. They build a small town besides the bank of the Longblessed river which wound amongst these hills before the construction of the Weir. Their origins are unknown, it has been suggested that they were warriors specially bred by the deceased gods during the war of the burning.

GROTTO BUILT
- 12320 R.T              15,560
A temple and sanctuary is constructed high in the Covered ranges near to present day Havenwood. Its purpose seems to have been to provide shelter against another catastrophe of fire that a splinter Dwarven religious cult claimed would once again envelope the world.

DWARVES LEAVE OVER-GROUND FOR THE MOUNTAINS
- 4460 R.T               7,700
The dwarves begin a mass migration into the depths of the mountains of Sharn leaving the surface for ever. It seems that this was begun due to a plague which spread rapidly through the Dwarven race. Scattered accounts gathered from stone carvings tell that they were poisoned by a yet more mysterious race who occupied the Primeval forest.

BARBARIANS SETTLE
+ 204 R.T              3,036
The first humans enter this region. These primitive barbarians are a band that split from a larger group who were shipwrecked fugitives from a lost kingdom known as Bodakan. The ship washed up upon the north east coast of Sharn, over two hundred years earlier. They practice primitive agricultural techniques and pillage much of the Dwarven remains.

DOR-KARTIA CLAIMS TERRITORY
+ 566 R.T             2,674
The then fledgling kingdom of Dor-Kartor from the north east claims this area to be under Kartor domination the barbarians are taken into the fold, "civilised" farming techniques are improved and technology develops.
	
FALDORON DYNASTY
+ 629 R.T            2,611
The area comes under control of the powerful Faldoron family. The Faldoron's were descendents of Royal falconers who were given a grant of land in gratitude by a Dor-Kartian Queen in honor of their services and skill. This area becomes known as Faldoron's Corner the family are loyal to the Dor-Kartor monarchy and administer this land on their behalf.

FALDORON MANOR CONSTRUCTED
+ 677 R.T           2,563
A large and beautiful mansion-fort is constructed atop the hill on Faldoron's Corner it can be seen for many kilometers and is a showcase of Dor-Kartian style and strength.

WRENARCH CITY BECOMES AUTONOMOUS
+ 1793 R.T         1,447
Reluctantly the Dor-Kartian empire gives the then modest township of Wrenarch to the north west independence. In the years previously the Dor-Kartian kingdom has fought a protracted war with the Sharakan who have declared independence to the east. This war ends in an uneasy truce. Unwilling lose more resources in halting Wrenarch's request the Dor-Kartians grant independence not realizing that this is a fateful decision which will spawn the mighty Wrenarchian empire.

FEUDAL WARS
+2032 R.T         1,208
As the Wrenarchian kingdom grows and Dor-Kartia is wracked by internal strife and scandal Faldoron's corner, long a firm foothold of Dor-Kartia power and unity is laid siege by rival families, feuds erupt as each attempts to maintain control of their estates.

FEUDAL OVERLORDS FALL
+ 2070 R.T      1,170
The once mighty Faldoron family is now in tatters due to great bloodshed and loss of fortune from ceaseless feudal wars. Their links with the Dor-Kartian empire is severed due to a new line of kings on the throne and their future is bleak.

FALDORON'S MANOR IN RUINS
+ 2114 R.T     1,126
Faldoron's manor and its surrounding estate falls to ruins as the last child of the family line named Frisby Faldoron the 9th suicides.

WRENARCHIAN'S TAKE CONTROL
+ 2277 R.T      963
The rapidly expanding Wrenarchs take control of this part of the Longblessed and hold it to the present day.

OLD-BORDER ROAD LAID DOWN
+ 2283 R.T     957
The Old-Border road is built. It passes along here besides the river. For many years it marks Wrenarch's Eastern boundaries.

WEIR CONSTRUCTED
+ 2393 R.T     847
The great Weir is constructed using Wrenarchian building techniques to provide irrigation and water transport throughout central and southern Wrenarch.

LAKES CREATED
+ 2394 R.T    846
Both Lake Drentil and its little sister Seeders pond are created with the completion of the dam. As the waters rise the ancient ruined Dwarven city by the banks of the Longblessed is forever submerged hidden by Seeder's pond.

HAVENWOOD FOUNDED
+ 2397 R.T    843
In response to the new influx of farmers and traders the town of Havenwood comes into being.

THE DARK YEAR
+ 2743 R.T    497
All of Sharn is rocked in this year by famines and disease this signals the birth of a feared dark figure who becomes known as the Dread Lord. This evil entity is said be to immortal and has created a sinister kingdom far to the north upon the plains of ice where he watches and makes his sinister plans.

THE NIGHT OF THE GHASTS
+ 2960 R.T    280
On this fateful night for three dark days the dead rise from the ground. Their rotten remains become possessed by strange entities of dark magic. Guided by demons from the Zones of Chaos they wreak havoc across the land before finally being subdued by the united efforts of all nations. The Dread Lord's hand in this is universally agreed upon. Some say that this was a show of strength by the Dread Lord and a promise of things to come. 

ROYAL OVERTHROW
+ 3051 R.T    189
The royal family is toppled from the throne. In what almost became a civil war wealthy merchants and dissatisfied sections in the military force the abdication of Queen Sashel Wrenarch. To appease royalist sympathies, a puppet king takes her place. The so called toy king is a distant cousin to Sashel and therefore bears the same name of Wrenarch. In an ironic twist this new king does well and his succeeding generations through the use of court intrigue, dubious politics and skilled leadership become a true royal dynasty in their own right.

TRUESPEAKERS BEGIN THEIR INFLUENCE
+ 3194 R.T    46
A group known as the Truespeakers who have been accepted into Wrenarch after claiming refugee status from their Sharakan oppressors. Build a temple near Havenwood their initial mistrust and apprehension is replaced by goodwill as the Truespeakers show how magical means can be used to the advantage of farmers in the region to increase the bounty of the land and preserve the forested regions. The Truespeakers who settle in Havenwood, building a nearby temple. They follow the philosophy of the Life Blood which proclaims respect and care to the land this makes them ideally suited to the village. 

WAR DECLARED
+ 3240           3 months earlier 
After much intrigue and propaganda Wrenarch and Sharakan go to war. This is due to the Sharakans wish to have the Truespeakers returned. Wrenarch also has in its possession an ancient artifact known as the Horn of the High Mind a object made from pure magical energy which can control a full one third of all magic in Sharn if activated. The Sharakans claim ownership and wish to have it handed over to them. Others say that the Dread Lord has generated an atmosphere of mistrust and lies between these two nations hoping that a war between them will weaken both and pave the way for their future invasion by his armies which are already gathering strength upon the glaciers to the far north.

THE PRESENT
+ 3240 the 8th day of the 5th month.
The usual date for the start of play.

ANNUAL EVENTS

Wrenarchian Calendar

1st Kildahilt           (Springs End)
2nd Morehun        (Summers Start)
3rd Morscrim        (Mid Summer)
4th Morhilt           (Summers End)
5th Lorenmes       (Autumns Harvest) 
6th Lorentar         (Autumns Treasures)
7th Sarashun       (Winters Start)
8th Sarascrim       (Mid Winter)
9th Sarahilt          (Winters End)
10th Kildahun     (Springs Start)
11th Deptari       (Time of Passing)

1st Kildahilt (Springs End)
GENERAL OBSERVATIONS:
Crops such as tomatoes, corn and pumpkins are now planted within the small central garden of the town.
IMPORTANT DATES:
Day 18 to 23. The Great ride
A royal horse race with a long standing tradition has the riders pass through the town. The horses must complete a circuit taking up much of the kingdom. The winner wins one request whilst all the losers are banished to the edges of the kingdom to act as guardians for 5 years. 

2nd Morehun (Summers Start)
GENERAL OBSERVATIONS:
Known as the month of flowers. The birds are said to sing their sweetest and the mockingbird and nightingale can be heard making music as they flitter from tree to tree with their bride. The weather is pleasant. And the youth of the village at the hours of sunset steal away to bath in the many slow moving rivers within the forest of Tamewood.

3rd Morscrim (Mid Summer)
GENERAL OBSERVATIONS:
Low rainfall and oppressive heat have caused many streams and ponds to be low or dry. and the few rivers which remain are crowded with animals which need to drink at regular intervals, so to are the inns of Havenwood with many drinkers taking shelter upon outdoor beer gardens with their covered patios looking out towards the lazy waters of Seeders pond. Life moves at a slow pace. Various kinds of cheese are made at the village in small quantities by homekeepers to be stored for winter consumption. Unfortunatly these cheeses are not Havenwood's strong points, often being harder than stone or quickly soured. The forest air is still and humid and the bare mountain peaks are places of sweltering heat.
IMPORTANT DATES
Day 2. Birthday of the monarch Casies Wrenarch the 7th

4th Morhilt (Summers End)
GENERAL OBSERVATIONS:
The small vegetable gardens are now thick with ripen produce, corn stand high and golden. Chickens and ducks clipped at their wings are now plump. Pears and plums from the orchard are now fully ripe and drop to the ground to make brandies and wines to  quench a first of late summer. Talk of the coming harvest begins and the inns prepare for the influx of visitors. The days are still quiet warm. The nights are greeted with cool refreshing breezes.

5th Lorenmes (Autumns Harvest) 
GENERAL OBSERVATIONS:
This is the month of the harvests and the busiest time in Havenwood. This is the beginning of autumn in which the warm summer months are giving way to the ice and snows of winter the days are still warm but the morning air has a chill. Bushes bear wild blackberries and cranberries. The inns are full of workers passing through to the large farmlands to the north. 
All along the Longblessed river and throughout rural Wrenarch the citizens are busy harvesting the summer crops. Havenwood has a mixed economy so harvesting is not such a major event, but it still gives great store to this month due to its proximity to the larger farming villages and acts as an important way-station and host to itinerant workers and reapers. Near the end of this month the first storms heralding winter begin.
IMPORTANT DATES:
Day 8. Usual date that play begins:
Day 15 Nutting Day:
Nutting day is a forest feast that almost all villages take part in. They all picnic in the forest, their prize being the treasure trove of hazel nuts that hang heavy and numerous upon the old hazels. In pairs of young lovers or family groups they venture forth with old hemp bags and clay crocks containing food and drink. Wooden flutes echo between the ancient boughs. The young and hardy, wearing old leather jackets and leggings to withstand the barbs of the old branches scamper up gnarled trunks to shake the ripe nuts loose to be caught in the outstretched skirts and shirts of the elderly and children. Clearings are used as open air banquet halls surrounded by hazels over-topped by tall trees where the golden rays through the trees throw a warm mellow light all around, Above they are roofed by the clear yellow tint of the hazel leaves. 

6th Lorentar (Autumns Treasures)
GENERAL OBSERVATIONS:
At this time all the food harvested the month before is stored in low roofed barns. The forests give out the last of its richness The dry fruits of beech trees are ready to be eaten by the larger beasts and a number of berries are now fully ripe, such as bilberries, currents, strawberries, blackberries, hawthorn berries, plums and cherries. The villages vie with the animals in collecting such gifts. Blackbirds and other predators such as foxes, badgers and weasels descend onto these trees. Many animals are old enough to leave and go on their independent ways. Deer also rut at this time, red dear are heard engaged in combat over mates. The hollow clash of antlers resound. Animals begin to moult and take on their winter colours. The forest has taken a fiery hue as many trees that shed their leaves now take on colours of orange and reds. The ground is littered with fallen leaves that whirl and carousel about the aged trunks as the first biting winds heralding winter course through the forest.
IMPORTANT DATES:
Day 20. Barnkeeping day:
On this day the most dilapidated barn in need of repair is shorn up, patched, and re-slated by the townsfolk. This is a community effort which even visitors are expected to take part in and ensures that throughout the village the stores of food for winter will be kept safe and dry.
Day 33. Anniversary of the night of the Ghasts:
Although a terrible event the night of the Ghasts occurred almost three centuries earlier. And the night remembering event has slowly turned from a solemn commemoration to a Macabre festival, akin to Halloween practised on Earth. Makeshift inns are constructed and large fires blaze. People dress up fancifully and much rowdiness takes place. Some say that it is on this night that the gates to the dimensions of chaos are at their weakest and that sinister and evil worshipers pray to demons and make sacrifices to appease them.

7th Sarashun (Winters Start)
GENERAL OBSERVATIONS:
The first snows begin to lightly fall, dusting the rooftops of Havenwood with a fine powder. Sarashun is winter's forward battalion, its sharp frosty winds cut down all signs of green. Deciduous trees such as the maple, birch and oak have shed almost all their leaves and the branches take on a gloomy, skeletal appearance. The forest floor is covered in the soggy humus of decaying leaves, and made bare for the winter sheets of snow soon to cover the land. The many rivers that empty into the lakes rush onwards, now that no flowers line their banks or birds sound out their songs, there is no temptation to linger and so they rush onwards.
IMPORTANT DATES:
8th Sarascrim (Mid Winter)
GENERAL OBSERVATIONS:
For the Havenwood this is the bleakest month. The nights long and bitterly cold, the sunlight hours all too brief. Sarascrim is marked by the shortest day of the year. The landscape is frozen and dreary. Many small streams are frozen over and even Seaders pond is caked in ice. The frozen soil is as hard as iron and it sometimes happens that those who die at this time must be kept literally on ice until the ground has thawed for burial. The branches of the trees are coated in frost that has grown in spidery, crystal tendrils along the surface of the leaf. The Inns are now the only place to gather for the townsfolk and visitors are rare. The only gaiety are the shouts of the children, who rugged up, brave the cold air to slide upon the ponds that lie frozen, banked by the willows. The bushy hedgerows and withered grass are covered in a frost so thick that they appear like sculptures made from the purest marble. At night Havenwood appears deserted, houses are shuttered to bar the freezing winds and the streets are bare. Here and there an owl lamp flickers from a window, rimmed in frost. Even the good roads of Wrenarch are covered in a sheet of treacherous frozen grime and coaches seldom pass.
IMPORTANT DATES:
9th Sarahilt (Winters End)
GENERAL OBSERVATIONS:
Slowly the village awakens from its long winter sleep. The dull murmur of the plough as it begins to break into the wielding soil. Lambs are being born and amble tentatively upon the still snowed ground and the shepherd keeps watchful of predators for the timber wolves are getting bold through lack of food. Even by day they are seen prowling about the outskirts of the village. The days are mild. At night the biting wind still howls with a dreadful moan and fallen leaves are driven before it like routed armies, but already the snows are melting and the ice upon the rivers break apart as the strength of the water grows. The swamps fill up to overflowing and large low-lying areas of forest are subdued by shallow pools.
IMPORTANT DATES:

10th Kildahun (Springs Start)
GENERAL OBSERVATIONS:
The forest slowly awakens from its winter sleep the snowy ground resounds with countless rivulets and streams from the melting ice as they make their way winding to the Longblessed. The forest slowly awakens with life and the first tentative bird song echoes amongst the walnut and birch trees. Roads that a few weeks ago lay vacant now are where rustic figures can be seen moving across the landscape. The butcher with her apron passes by the knives by her side jangling, or an old woman clutching wearily to a basket full of eggs so freshly collected they are still warm. Basket makers can be seen returning from Tamewood forest, their small carts holding freshly peeled bark from the willows. Daisies spring up with the first warm rays of the sun and ants can be seen busily repairing their nests which only recently were covered by winter snow.
IMPORTANT DATES
Day 4. Wrenarchian day of Amnesty:
On this day certain law breakers are granted immunity if they confess to their crimes. Such violations which are given pardon may be theft, sabotage, or assault. Those given pardon are expected to repay the loss they incur but normally through community work or a fine rather than imprisonment or corporal punishment.
Day 20. Anniversary of the founding of Wrenarch:
This celebrates the day the city of Wrenarch gained independents from the now fallen Dor-Kartians.

11th Deptari (Time of Passing)
GENERAL OBSERVATIONS:
By now the weather is warm. The forests are lush with vegetation and the air still blows with fresh scented breezes. The nights can still get cold, but the days warmth soon lifts the spirits of all folk. Travelers find this a good time to embark upon journeys. Many towns along their passage are celebrating, and the sun is still not to hot to walk or ride the long highways of Wrenarch.
IMPORTANT DATES:
Day 1 to 7. The week of life:
A time of celebration. Many markets and craft stalls open throughout the night and day. Parties are thrown and gifts are given. Many proposals of marriage are made and babies blessed.
Day 8. The day of the dead:
This is a solemn day throughout Sharn. On this day those who have died in the past year are remembered by the telling of stories. The speakers for the dead are granted the honour of justly relating the deeds of the deceased both good and bad. Those gathered to listen may then judge fairly the life of that person. These speeches act as means to safely free up emotions. Although painful they play a healing role in the community and assist those grieving to continue their lives.
Day 9 time of magical tidings:
Due to a reason still unknown all magic spells cast on this day has a tendency to fail. This day is looked on as a lesson to not rely to strongly upon the powers of magic.
Day 10 to 15. public holidays:
These five days are one long public holiday. Only essential offices and services continue to operate. It is a time when most of Wrenarch takes a respite and unwinds in the warm spring sunshine.		

CLIMATE:

Havenwood has climate of wet springs late summers and cold cloudy winters. The transition between the seasons tend to be sudden. Storms are frequent during the end of the 6th month of Autumns treasures. Snow is common in winter. Rainfall is fairly constant at around 7cm per month. The average temperature is 17 degrees Celsius. In Mid Summer the temperature can rise to +38 degrees and in Mid Winter it can drop to –19. Wrenarch being a nation with a broad coastline has a marked contrast in weather from coastal to inland regions. On the coast summers are humid and winters mild in the hinterland summers are dry and hot and winters can be bitterly cold. Generally the seasons are tolerable and pleasing to farmers. Although springs can bring heavy rains which turn many side roads into mud.	

MAJOR CHARACTERS

Mayor of Havenwood
Name: Dunt Haratle    
Age: 47
Race: Wrenarchian
DESCRIPTION:
Mayor Haratle is a thin gangly fellow with silver rimmed circular glasses he is balding with red tufts of bearded whiskers. Dunt has eccentric tastes this is reflected in his house which consists solely of a narrow wooden tower with his rooms at the top the spiral staircase leading to his chambers displays his range of wooden sail craft which he has a passion for collecting.
LOCATION:
In the village of Havenwood.
GOALS:
The Mayor dreams of one day sailing down the Longblessed and finally out to sea but he is also very fond of the village whose inhabitants call him their leader so this dream will probably remain only that; just a dream.
BEHAVIOR:
Dunt is a kind fellow with a strange gleam in his eyes that make strangers unsure of his sanity. Sometimes he will mutter to himself at inappropriate times but this is just a mild eccentricity. Dunt cares little for Lilia the three star officer and warden of the Weir, He believes that all this talk of war and security a lot from Lilia is an excuse to pamper her ego. And it can only be bad for trade and tourism which is an important factor to the ongoing survival for the village.
ITEMS:
Note paper & pencil, magnifying glass. A collection of 11 tiny but well made model boats which could each sell for 2,000 coppers 
AUTHORITY:
As mayor Dunt Haratle may call town meetings, preside over courts involving local crimes, and grant licences to open up a business within the town limits.
STATISTICS:
ST 41     QU 50   AG 69    PE 72    WP 70    IN 79    AP 62
AV 60    DC 30   HE 240   AS 2     SK 34     WEALTH 39,000

WEIR KEEPER
Name: Lilia De-arj
Age: 28
Race: Wrenarchian
DESCRIPTION:
Lilia is a Short 3 star female who sports an uninspiring bob style crew-cut and has a swagger to her walk her lack of height has suggested a possible Dwarven link. This she openly refutes but secretly enjoys knowing that they were considered consummate warriors. She aims  for a promotion by impressing a visiting 5 star and his entourage. Lilia De-arj is widely travelled  and speaks Kartian fluently and Sharakan competently. Since leaving the academy 2 years earlier she has been in charge of the Weir. Her position has become more important due to the war against the Sharaks. Lilia receives payment of 1 silver ($100 per day) and receives free bed and board. 
LOCATION:
The Weir fortress near Havenwood.
GOALS:
To eventually leave the Weir with a promotion towards eventual knighthood and to fight in foreign lands. Lilia feels hemmed in by her task of Weir keeper. She does her job well enough but secretly yearns for adventure.
BEHAVIOR:
Lilia doesn't socialize and maintains a professional but remote relationship with her staff. She runs the Weir like a tight ship. Lilia dislikes the mayor of Havenwood thinking him to be a mad buffoon, she also feels the townsfolk to be too common for her tastes. Out of respect for her position she keeps these views to herself. Lilia rarely goes into town, but has been known to bed a passing handsome traveller only to be back at her post by morning.
ITEMS:
A cache of over 55,000c which is a savings from her earnings.   
Long-sword, far too large for her yet she still wields it with considerate proficiency
AUTHORITY:
Generally a 3 star is in charge of mobile horsed policing teams which patrol the kingdom mainly the major highways. Their official rank is a Guard to the kingdom. They are addressed simply as Guard. If Lilia believes that Havenwood is under direct threat from an aggressive force she may raise and command a temporary army. Lilia may also requisition items and property to complete a mission determined for her by a superior officer. Buildings and goods may be searched at any time by a Guard and she can also search a person whom is suspected of having criminal motivations. Lilia has the further privilege of having all accommodation and food to be paid by the kingdom whilst she is on duty. This includes when on missions. Many officers upon reaching a three star level generally retire on a pension of 30 coppers per day on the proviso that they can be recalled at any time to defend a local area Lilia has shown her devotion to the realm by choosing to stay on as a full time officer.
STATISTICS:
ST 74      QU 61     AG 70     PE 58     WP 73     IN 71      AP 47
AV 67     DC 34     HE 268    AS 10    SK 32     WEALTH 58,000

Famous Author
POSITION: Self employed writer
NAME: Bararb. S. Firsig.
AGE: 57
RACE: Wrenarchian
DESCRIPTION:
Bararb is a white hair elderly gentleman. He has a quiet unassuming way about him. He speaks only occasionally and has trouble relaxing when in the presence of others. Bararb is actually quite a famous author back in the Wrenarchian capital. His philosophical writings have crossed over into the popular literature of the land. Bararb has written two hugely successful works which deal with how philosophy relates to the citizen. They sparked some controversy in the way it placed magic as a thing of only transitory importance and as at best a second rate art-form. But with the war erupting with the magically imbued Sharakans his work has become even more popular. Much of what he has previously written is being taken out of context and used as propaganda against the Sharakans who make use of magic through their entire industry and commerce. Bararb has disliked the way his name is being used as a propagandist tool by the Wrenarchian government and is currently in the midst of writing a third book which attempts to clear up the controversy. Although the book is a good attempt of balanced work many, including his publishers, fear a backlash by the Wrenarchian people who may claim he has become pro Sharakan. 
LOCATION:
Bararb lives in a small cabin just out of town besides one of the many streams that cross and cut under the Old Border road. 
It is hidden amongst a copse of beech trees and is serenely quite. In contrast to the heated discussions back in the cities which his works have brought about.
GOALS:
Bararb's goals are to publish a further book whose aims are to show how a kingdom which emphasises magic is no better or worse than one that doesn't clearing himself as one to take sides and at the same time not lose his popular support of his readers. His book with the working title of A treaties on people and power. is almost finished.
BEHAVIOR:
Bararb is quiet and slow to speak his movements are slow and methodical which may make him seem dull but underneath his blasé expression and introverted ways burns a deep fire. He is very passionate about many things ranging from human rights to the injustices of the current war, but he knows that there are powerful people in government including the royal line who are closely watching his movements, therefor fearing a possible arrest or loss of reputation he prefers to work for his goals carefully and diplomatically.
ITEMS:
Bararb is a rich man, but his money and gifts have remained at the capital. The cabin he now resides in is strong but stark and holds little more than his clothes, some food, and his writing instruments
AUTHORITY:
Bararb believes strongly in the pen being mightier than the sword and knows that his opinions could have a strong political clout, but for the moment he prefers to bide his time.
STATISTICS:
ST 37    QU 47    AG 68    PE 79    WP 92    IN 102    AP 67
AV 81   DC 40    HE 323   AS 2     SK 42     WEALTH 3,700,000

Guide
POSITION: Self employed guide to the Dwarven Grotto
NAME: Gem Sterek
AGE: 17
RACE: Wrenarchian
DESCRIPTION:
Gem is a likeable young man with ginger hair and an olive complexion. He has a permanent suntan due to his outings along the exposed ridges high up on the Covered Mountains. He wears hardy climbing clothing with strong boots which reach almost to the knee. 
LOCATION:
When he can afford it Gem stays in one of the inns within the village, sometimes he will stay with friends, in the warmer months Gem makes camp on one of the many plateaus of the mountains which afford a good view of the town. With winter approaching Gem spends his savings by staying at the Bloated weasel Inn. The manager provides a simple but clean room downstairs near to the servants quarters.
GOALS:
Gems greatest wish is to one day enter the now submerged catacombs of the Dwarven Grotto. This dream almost came true 4 months earlier when he convinced the Mayor to petition the Government to supply the necessary pumps and workers to drain the swamp that now hides the entrance. Then the project was abruptly halted due to the war. The powers that be stated that civil and engineering projects have taken precedence over cultural ones. The machines were dismantled soon after. What water was pumped out has soon washed back in and Gem is now a dejected young man who is bitter toward the Government for what he sees to be a hasty & callous decision and Mayor Haratle due to his lack of effort in reversing the governments change of plan. Gem feels that his last hope is to find some enterprising travellers who wish to invest some time and money to uncover what secrets and treasure the Grotto may hide within its watery walls.
BEHAVIOR:
Gem now mopes about in a fowl mood only coming up from his room to eat in the main hall. Curt the Inn keeper has pity for Gem and therefor tolerates his fowl mood. Curt tries to cheer Gem up by explaining that the war will only last a few months and then his project can begin once more, but even Curt thinks this highly unlikely.
ITEMS:
Gem has a Traveller's package and 2 gold coins kept in the hotel safe.
AUTHORITY:
Gem has no authority in the town, but when crossing the Covered ranges he is in his own domain and his importance consequently grows.
STATISTICS:
ST 72     QU 65    AG 74     PE 62    WP 58    IN 54    AP 70
AV 66    DC 33    HE 265    AS 3     SK 21    WEALTH 2950
	
KEEPER OF THE BLOATED WEASEL INN
Name: Curt Dolroy
AGE: 50
RACE: Wrenarchian
DESCRIPTION:
Curt is a balding grey haired old adventurer who purchased the Bloated weasel some years back and after a lifetime of perilous adventures in some of Sharn's more remote regions he has seen first hand the Dread Ice glacier. His bearing suggests that he at one time was in the military. Although middle aged he is still muscular and agile his face is lined with old scars from many skirmishes and brushes with death.
LOCATION:
The village of Havenwood within his inn.
GOALS:
Curt has seen enough adventure to please 5 lifetimes. Yet deep down he hopes guests may arrive who have a serious wish to brave the dangers of the Dread Ice and to discover what secrets it holds within its frozen wastes. In fact he has a set of snow gear carefully folded in a trunk under his bed if the occasion ever arises.
BEHAVIOR:
Curt is a sociable fellow with a surety to his mannerisms and speech which suggests that he is comfortable with his past. and has a long experience of socialising with other people no matter what their origins.
ITEMS:
A +25 High Steel Chohveh worth 81 silvers ($8,100) hung proudly
above the main fireplace of his inn.
AUTHORITY:
Curt can expel troublesome guests with force and may enter his guest rooms at any time.
STATISTICS:
ST 76    QU 69    AG 74    PE 64    WP 64     IN 66     AP 51
AV 70   DC 35    HE 277   AS 3     SK 32     WEALTH 51,100

VISITING WRENARCHIAN KNIGHT
POSITION: Five star Knight.
NAME: Sir Horis Markar
AGE: 32
RACE: Wrenarchian
DESCRIPTION:
Sir Markar is a striking character with a narrow face a sharp thin nose and deep set eyes. His hair is raven black and kept long and untied he wears his uniform with pride and its immaculate condition tells of his close adherence to discipline. Sir Horis is not a cruel man but will not hesitate to ensure his rank is accorded respect to the full extent of the law. A tall man with olive skin he is fond of wearing a striking black cape made from raw silk minus a collar and two sued elbow high gloves laced with silver thread. He speaks with a curt grave tone with a hint of impatience His features show a distinct Dor-Kartian background. Over his clothing he wears a steel half plate armor.
LOCATION:
Currently a few days south along the Longblessed and will most probably arrive in 2 days time on the 7th of the 8th 3240.
GOALS:
His mission, given to him by a Seven star Baron, is to increase the Weir's defensives strength and reconnoitre the surrounding land for a future fortress probably upon the hill of Faldoron's corner to give adequate protection from the East.
ITEMS:
A fine white Wrenarchian steed a brilliant sword and three soldiers of the rank of 2 stars. He also carries with him in a locked case which holds magical items to ensure an immediate increase in defence strength for the Weir, whilst talks ensure in regard to the future of the Weir and its role in the war.
AUTHORITY:
Sir Marker's power is considerable. International missions are routine. He must be addressed as Sir and commoners must bow when met by him or risk execution. He may have a small house within a major city and a servant. He may promote other soldiers up to the rank of 3 stars. He may also demote soldiers of a rank of 3 stars or less. Missions are of national importance. Knights may take abandoned castles as their own and become lord of that area. They may leave the country without reason. They may call tournaments. If there are no high ranked soldiers within the area then their word is law.
STATISTICS:
ST 82    QU 75   AG 87    PE 90    WP 84    IN 81    AP 82
AV 84   DC 42    HE 334   AS 10   SK 38   WEALTH 508,300

Captain of the Liquid Owl
NAME: Tailin Rorn  AKA: Shadow Dove
AGE: 43
RACE: Wrenarchian
DESCRIPTION:
Tailin Rorn (Not his real name) to all accounts seems to be a harmless wizened boat pilot who sells fish caught along the great river of the Long Blessed, but in actuality he is a secret agent who works for the mysterious organization known as the Moitsara. (Wrenarchian for Dream Fires) In appearance he is a portly
un-shaven fellow who smells of old fish. and cheap liquor.
LOCATION:
Constantly travelling up and down the Longblessed. River in his small fishing boat.
GOALS:
Tailin's cover goal is to scrape some money to repair his leaking vessel, but his actual mission is to gather intelligence concerning the region of Havenwood to relay back to the Moitsara. Hidden in a secret compartment in his boat is a log book which contains the daily events of the town including its most secret goings on. Tailin has been told by his leaders to expect Sharakan agents who may be in the region with sinister motives. As yet he hasn't discovered them.
BEHAVIOR:
When acting Tailin portrays a slightly drunk and grumpy captain with a bad singing voice which can be heard from the banks of the Longblessed as his boat passes. But when displaying his true nature the change over Tailin's demeanor is remarkable. He becomes a cool, and cunning man with agile movements and a penetrating gaze.
ITEMS:
Tailin is the sole owner of the Liquid owl a sad looking craft with a crude caricature of a drunk owl scrawled upon the side. Within his secret compartment (-120 to detect) at the base of the mast he holds his log book a set of throwing knives, a thieves package and an assassins package, as well as 4000 coppers worth of coins of mainly gold and silver.
AUTHORITY:
When his boat is off shore Tailin has the power to search cargo upon his ship that does not carry the royal seal. He can throw passengers in his cramped cargo hold which acts as a temporary brig. As a Moitsara his authority is non official but when needed he can call on a brigade of fellow Moitsara to assist him.  
STATISTICS:
(These are Tailin's real statistics he deliberately appears to have reduced capabilities portraying an AV of 47)
ST 76     QU 84     AG 84    PE 76    WP 87     IN 71     AP 45
AV 82    DC 41     HE 326   AS 2      SK 45    WEALTH 4,308

Sharakan Saboteur
POSITION: Sharakan spy
NAME: Sirithikey Hoel  AKA: Gerder Beremas 
AGE: 30
RACE: Sharakan
DESCRIPTION: 
Sirithikey; who has taken the cover name of Gerdar; has a ruddy dark complexion which slightly betrays his origins, but he explains his foreign features and darker colored skin by telling of his previous work as fruit picker in the more sunnier areas of Southern Wrenarch near to the Great desert. He is accompanied by three comrades who like him dress in plain work clothes and winter style suede ponchos. Both the kingdom of Wrenarch and the territory of Sharakan make extensive use of spies. Sirithikey and his men are posing as itinerant workers who have travelled from the larger cities along Wrenarch's southern coast to earn money as field workers for the harvests.
LOCATION:
Staying at the Gutted eel inn within the town of Havenwood.
GOALS:
The secret objective of these spies from the enemy kingdom of Sharakan is to survey the Weir and judge the difficulty and means of breaking its wall thereby flooding lower Wrenarch. This will means making detailed floor plans of the structure and discovering its weaknesses. They expect to stay for approximately 2 weeks. 
BEHAVIOR:
This is the first time that Sirithikey has led others on a spying mission. He has become increasingly paranoid that one of his people will either accidentally or on purpose betray him to the Wrenarchs. His men have become overtly friendly to the serving wenches of the Inn and Sirithikey worries that their infatuation with these ladies has endangered the mission. Unfortunately he hasn't the skill to accomplish the objectives single handed and must suffer their follies.
ITEMS:
Thieves package, Scientific package.
AUTHORITY:
The only authority Sirithikey has is over his three subordinates, but even this has become shaky.
STATISTICS:
ST 74     QU 67      AG 63     PE 70     WP 64     IN 77     AP 62
AV 68    DC 34      HE 270    AS 3      SK 27     WEALTH 5,200

Spectre
POSITION: Lost soul
NAME: Lord Frisby Faldoron the 4th AKA: That ghost.
AGE: 1149
RACE: Dor-Kartian
DESCRIPTION:
Upon the lonesome bare hilltop of Faldoron's corner lies the ruin of a great mansion. It is here in the dead of night that mysterious shadows are seen and the wind blows ghostly through the aged pines. Only a brave or foolish traveller would dare trespass upon this ancient grove after the setting of the sun, for here the undead hold sway. The spectre of lord Frisby is a translucent dark mist that weaves itself about the place which it died by his own hand. Its form is vaguely human and has been known to emit strange hideous cries which freeze the soul of anyone brave enough to approach its manifestation.
LOCATION:
The ruins of Faldoron Manor atop the forested hill known as Faldoron's corner.
GOALS:
Lord Frisby committed suicide over 1000 years ago by throwing himself in the family pond. He did this out of despair. His father had wasted the last remnants of the family fortune and died of drink. Lord Frisby the only son then found himself to be infertile. Rather than suffer the further indignity of magically gaining a heir; in a fit of self pity and drunkenness died taking the once mighty Faldoron name into the well with him. His body was never found and the well was eventually filled in and forgotten. Lord Frisby is doomed to haunt the place of his torment until his body is interned in the family crypt. With the passing of time his form has become more non-corporeal and his memory has faded. Now even the ghostly lord knows not why he roams blindly across the cold moss covered flagstones of the Faldoron ruins.
BEHAVIOR:
The spectres behavior is erratic, sometimes he will keep his distance or act curious, at other times he will lash out blindly. Each touch by its icy mist like talons drain life from the victim of 5 health with each round. Only enchanted weapons can harm it. The residents of Havenwood have sometimes, over the years, found the corpses of unwary traveller wet with morning dew and with faces distorted in horror.
ITEMS:
None
AUTHORITY:
None
STATISTICS:
ST 6      QU 76     AG 80     PE 130     WP 70     IN 40     AP -70
AV 72   DC 36     HE 289    AS 0       SK 30      WEALTH None

Life Blood Priest
POSITION: A Mentor Change Mage of the Life Blood realm.
NAME: Rantha Mysthain
AGE: 40
RACE: Wrenarchian/Sharakan
DESCRIPTION:
Rantha is a fat priest with long greying hair and sparkling blue eyes. He wears a tan robes and large sandals.
LOCATION:
The Life Blood temple on Havenwood's southern edge along the old Border road.
GOALS:
Rantha enjoys his position. He likes the world and his place in it. The only concerns he has is that the war against Sharakan could taint the good reputation that the truespeakers have endeavoured to foster in their new country. Rantha's father was a Sharakan truespeaker and he has noticed that some of the townsfolk have begun to eye him suspiciously and be more hesitant to request his services. He hopes that they will see him for what he is a well intentioned priest rather than a man with Sharakan origins.
BEHAVIOR:
Rantha is a patient man who devotes himself fully to the creed of the Life Blood religion. Hence his observance of the respect for nature is constant and he teaches his pupils below him through example. He is well liked by both the mayor and the Morthom family.
ITEMS:
None except the clothes on his back and a bowl for food.
AUTHORITY:
Rantha's authority within the temple is unquestioned yet he rules with a soft but firm hand.
STATISTICS:
ST 47     QU 52     AG 58     PE 70      WP 77    IN 75     AP 66
AV 61    DC 30     HE 243    AS 1       SK 32    POWER 700

Head of the Morthom family
POSITION: Chief woodcutter
NAME: Master Kanar Morthom
AGE: 52
RACE: Wrenarchian
DESCRIPTION:
Kanar is a powerful businessman who although middle aged still cuts a powerful figure. After decades of wielding an axe his arms are two slabs of muscle and his shoulders are broad, broad enough to support his large and prosperous family who are all engaged in the important task of choosing and felling timber within the Havenwood region. Kanar is an imposing individual who wears a thick jacket made from the skin of a wild boar which attacked him when he was a young man. Deep within Tamewood. Legend has it that Kanar disembowelled it whilst the beast charged towards him, but that as it died it struck him in the neck with its razor like tusks. He still sports an ugly scar which runs just below his left ear to his shoulder. A young herbalist found him whilst gathering berries she found him almost dead from loss of blood and immediately set upon the wound with a herbal infusion, thus saving his life. This woman became his bride and after raising three sons and one daughter they are still together.
LOCATION:
The Morthom homestead is 2 kilometers North West of Havenwood. The homestead is a large affair which clearly shows the families growing wealth.
GOALS:
Master Morthom plans to branch into slate mining as well as to increase his timber production. He is keen to secure his family a long future of financial security. He is happy to have won the prestigious contract of supplying the Walnut wood for pistol stocks to the Wrenarch military. This officially gained him the title of Royal forester. Consequently the value of his wood reserve has almost doubled. He hopes to secure more contracts in the future with the larger cities to provide wood for such things as fine furniture and scientific instruments. 
BEHAVIOR:
Morthom is a shrewd businessman. He is straight to the point and cannot bear clients who play games with him. To him time is money. Morthom is easily angered and his sons fear him. Yet he loves them for deep down he has a large heart. He makes large donations to the Lifeblood temple who in return protect his claimed trees using their magical abilities.
ITEMS:
Morthom's list of personal goods is a long one, but his most prized possession is a wooden sword case whose interior is lined with the skin of a Pantaral. 
AUTHORITY:
Morthom's family including grandchildren numbers 46 relatives. He and his family carry a lot of weight in such a small town. He has more real power than the mayor. His timber industry is supported by many elements of the town who have come to rely on his patronage.
STATISTICS:
ST 68     QU 60     AG 70     PE 60     WP 92     IN 70     AP 57
AV 70    DC 35     HE 280    AS 4       SK 42    WEALTH 2,957,228
							
MINOR CHARACTERS
INTRODUCTION:
The following characters play minor roles in the affairs of Havenwood. Although less important than the major characters in the village these citizens are still well known within their community.

Tavern Keeper.
NAME: Boris Stedler     AGE 34     AV 56    IN 54    AP 42    SEX M    SK 12   WP 67   WEALTH 14,000
The owner of the Gutted eel, a shabby and dirty drinking establishment which caters to the lowlife and troublemakers of Havenwood.

Young Waif.
NAME: Criss Maltri      AGE 12     AV 36    IN 60     AP 40     SEX F     SK 10   WP 70    WEALTH 25
Criss is the young daughter of a poor shoe maker. Her father is too poor to hire her and instead she makes a few coppers working now and then as a linen maid for the Bloated Weasel Inn or helps the local washer-women. Criss will readily offer herself as a guide for a cheap sum.

Hunter.
Hern Golain                   AGE 27     AV 63     IN 64      AP 53    SEX M    SK 32   WP 72    WEALTH 3,800
Hern is considered a skilled hunter who heads into the forested mountains sometimes for weeks at a time. He knows the region well and often brings back a gutted boar. He is a grubby bearded gentleman who speaks little but has the respect of most of Havenwood due to the quality of kill he brings back to the town.

Grave Caretaker.
Mopet Corn                 AGE 50     AV 52     IN 78      AP 57     SEX F    SK 37    WP 77    WEALTH 6,1520
Mopet is a slim grey hair women with a kindly face. Her genteel hands and graceful build hide her occupation. Mopet is intelligent and witty who seems to find solace in her career. She tends the local cemetery with loving care for her husband who drowned several years earlier is buried here. Those who take the trouble to speak to her find her views and thoughts about the town and its people both insightful and unbiased.

Waitress's & Waiters .
NUMBER 9                 AGE 19     AV 52    IN 58       AP 61      SEX V     SK 21     WP 56    WEALTH 700
They service the Inns of Havenwood
  
Weir Military. 
NUMBER 15              AGE 25     AV 70    IN 67      AP 55        SEX Varies   SK 25   WP 70    WEALTH 5,000
They are under the command of Lilia De-arj

Temple Priests. 
NUMBER 4               AGE 24   AV 63   IN 72   AP 52    SK 13    WP 69    WEALTH 200   POWER 150
They are Life Blood mages who live in the local temple under the leadership of Julian Kydantrai.

Sharakan Saboteurs.
NUMBER 3              AGE 23   AV 61	IN 54     AP 47    S K 17   WP 58     WEALTH 470
These three men are under command of the Gerdar Beremas who has taken the cover name of Sirithikey Hoel.
											
ORGANIZATIONS

The Dream Fires (Moitsara) 			
PHILOSOPHY/PURPOSE:
The dream fires follow 3 priorities.
1 To protect their order
2 To ensure the stability of the Kingdom of Wrenarch
3 To protect the Monarch
SYMBOL:
The word dream in black superimposed below flames of bright red on a grey background.
MEMBERSHIP:
Only to Wrenarchians. Selection is rigorous and takes place in early childhood. The Dream Fires is a secretive, strict order.
STRUCTURE:
The Dream fires currently consist of 65 members ruled by the Dream Father (Moi-ita)
LOCATION:
The headquarter are Located underneath the royal palace. Members are forbidden to leave the kingdom or face death.
DRESS:
When in not in disguise they dress in simple black robes. The Dream father wears dark purple.
HISTORY:
Founded 967 years ago by King Carbenharn Wrenarch.
ACTIVITIES:
The dream fires scour the land gathering information for the Dream Father to compile. All pertinent information is placed in the Book of the Land a series of large journals recording Wrenarchs history. They also will go on specific missions to ensure the security of Wrenarch.  
									
SITES
Havenwood is home to many specific areas of interest. These include the following locations.

THE WEIR
HISTORY:
Constructed by Wrenarch between the years 2393 to 2394 R.T
PURPOSE:
to dam the Longblessed river and create artificial lakes for the use of irrigation and control the flow of the Longblessed to prevent drought and flooding. Recently its importance as a strategic military fort and watchtower has become more apparent. The lakes which it controls are important regions for fresh water fishing. The Weir has a sturdy mechanism which controls the floodgates. They are opened and closed in accordance with the seasons to ensure that the lakes stay full and that the Longblessed flows without fear of flood.
DESCRIPTION:
The Weir is of sturdy construction using local materials namely sandstone and cement. its width is 75 meters its total height from the lake floor is 42 meters and it extends from the lake's surface for 18 meters. Even from a distance the Weir is an imposing monument to Wrenarchian determination and ingenuity. An impressive waterfall cascades from its southern wall into Seeders Lake. Trout, carp, and perch can be feeding below its spray. It has been said by some that it resembles a ship of solid stone that has run aground. From the walkway the views across the lakes near sunset are quiet picturesque and give the stationed guards a clear, far reaching view.
LAYOUT:
The Weir's fort contains a number of buildings and two towers. The largest of these, a tower, is both the armoury and quarters to the chief guard a three star Wrenarchian officer named Lilia 
De-arj. A roadway which extends from the Old border road traverses the Weir to join the east and west. It is one of the few places along the Longblessed which one can travel across without the need of a barge. From here the nearest footbridge is Sidewater city 170km to the south. There are no bridges to the north. Passage across the Weir is free but a fee of 10 coppers is charged per wagon or horse. Goods are routinely searched by the 17 soldiers who live in and patrol the Weir. The few smaller buildings upon the Weir's western side house the wheel to open the flood gates. This is stationed at all times by three guards equipped with broadswords and crossbows.
LOCATION:
Immediately North East of Havenwood. The Weir is at the juncture of both Seeders Pond and Lake Drentil.

THE FIERY GROTTO
HISTORY:
The Grotto was built by Dwarves in the year -12320 over fifteen thousand years earlier and is the best known surviving example of Dwarven stonework and architecture in Wrenarch. The Grotto's purpose is unknown to the Wrenarch's and can only be guessed at. When dwarves inhabited the surface of Requiem a splinter group of Doomsayers warned that a great cataclysm was soon to strike with as much destruction as the Great burning. Most ignored their ravings. Followers of this Dwarven cult built this refuge within the covered mountains the natural fissure in the rock was widened and intricately carved with flame formations as a reminder of the fate that awaited those who disobeyed the preaching of their priestly hierarchy. The Dwarves sealed themselves within this sanctuary with provisions to survive the next burning. Needless to say this proclaimed holocaust never came and the cult gradually disbanded and died out. But their temple still remains. in the year 587 R.T The gorge was explored by Dor-Kartians who took this land as their own. When sketches were made of the entrance in that year the area was high and dry. With the huge stone doors plainly visible. The door was not opened being too thick and massive. Over the next hundred years the gorge gradually filled with water to create this small watery cavern which the gorge has become. The interior is now completely underwater, and only the higher rock formations and small wide steps leading into the dank water can be seen. A young guide named Gem Sterek recently partitioned the Wrenarchian government to aid in draining the entrance to uncover the doorway. His request was granted but before the water could be drained to any appreciable level war was declared with Sharakan and the project disbanded. Leaving the gorge to fill up once more.
PURPOSE:
The gorge serves no useful purpose now that the original builders are long since dust.
DESCRIPTION:
The Fiery Grotto consists of the interior and exterior. The exterior is partially submerged and the interior fully. Only the complete draining of the Grotto will restore it to its full glory. The most well known part of the Grotto to the tourists that visit is a low winding passage cut between natural partitions in the sandstone cliff faces that line the narrow gorge. This passage is literally covered in outlandish flame-like relief sculptures. When the sun is low the sandstone is bathed in a red hue which makes these fiery forms seem to come alive and glow with their own internal fire. Over time rain and the passage of countless feet has worn away at the steps and made smooth the patterns, but it still remains an impressive sight. The narrow steps then widen sharply into an area resembling an amphitheatre with a stage this being the doorway below is covered in many feet of slimy water. The steps literally lead into this quagmire. The interior has not been seen for thousands of years and consist of low roofed blackened chambers now covered in thick primordial slime.
LAYOUT:
The Grotto is of a simple design. a series of steps lead to a large doorway and beyond that large hall of pillars with further passages take you to several rooms which were intended as granaries, and storage chamber as well as living quarters. A wider passage leads to the high priests chamber. Here rests a daises atop a series of concentric stone steps leading up to a center platform.
LOCATION:
40kms west of Havenwood, deep within the Covered ranges.
The smooth sandstone path ends here with a series of shallow, wide steps which lead downwards into the tepid water. The steps narrow as the plunge downwards into the pond. The cavern here acts much like a funnel gradually becoming narrower. Above the rocky overhang is festooned with weathered stalactites.

THE TEMPLE
HISTORY:
Built 38 years ago in the year 3202 R.T by Truespeaker refugees from Sharakan.
PURPOSE:
The temple provides a home to 5 magic user of the Life Blood sphere. It also acts as a place of meditation and rest for the sick or spiritually minded. The temple also is favoured by the town due to its magical assistance for farmers and its education of the townfolk's children.
DESCRIPTION:
The temple is a small, squat, whitewashed building. unlike other magical spheres which preach silent contemplation. Life blood mages rejoice in the sounds of nature. numerous wind chimes ring the temple. birds such as pigeons and doves flutter freely through the temple as they peck at seeds, left for them upon the rooftops and eaves.
LAYOUT:
The temple is small Featuring a foyer, a prayer or assembly room and a series of small cells for the priests. The central hall has a large skylight often left open even during storms to welcome nature in all its manifestations.
LOCATION:
On the southern edge of the village along the Old-border road. 

DWARVEN SUBMERGED TOWN
HISTORY:
This town once served as a home to 1000 dwarves for as many years. After the dwarves died out it fell to ruins before being finally submerged by the building of the Weir and the creation of Seeders pond. The last time sunlight touched the walls of this town was in the year 2394 R.T. Over 800 years ago. Since that time the exact location of the town has been forgotten and is wrongly believed to be somewhere beneath the Larger Lake Drentil to the north.
PURPOSE:
The town serves no purpose other than as a forgotten monument.
For those who discover it many fine Dwarven buildings would be found as well as some stone tools hidden by the mud. These would be considered value to any respecting academic institution.
DESCRIPTION:
Hidden in the eternal shadow of darkness the township is a watery memorial to another non-human time. Its low roofed buildings are barely visible at these depths and are now almost completely covered by centuries of mud. One receives a strange chill run down their spine when worn tombstones are seen jutting out through fronds of river weed and writhing eels.
LAYOUT:
The town runs along the old shape of the Longblessed river before the lakes creation. Mainly a farming town, its center contains a blacksmiths shop, town hall, cemetery, and row of stores. The Dwarves preferred to work in stone which explains the fact that many of the buildings are still intact after so many years.
LOCATION:
120 meters below Seeders Lake almost directly east of Havenwood.

FALDORON'S RUINS
HISTORY:
After standing proudly atop the hill for over 1400 years the great mansion of Faldoron family finally fell to ruin in the year 2114 R.T. Its original intention was to serve as a fort for the then wealthy and prestigious Faldoron family who had gained nobility from a Dor-Kartian queen due to their service to her father as the royal falconers. As the Dor-Kartian empire slowly fell to ruin the Faldoron family became caught up in the political intrigue. Inter noble fighting soon erupted over land, and the families fortune was lost. The last line to the family killed himself in the mansion's well many years ago. His ghost now haunts this very spot.
PURPOSE:
The ruins are now far beyond repair, but due to the recent war with Sharakan, plans are being made to possibly build a large fortress where the ruins now lie. This fortress would supersede the Weirs importance and provide much needed protection from eastern invaders.
DESCRIPTION:
Paintings exist which show the mansion to have been a grand place harboring an immaculate colorful garden lined with graceful cypress and spruce trees imported from the great gardens of Kartor city. The main house had central bronze dome and was ringed with 20 rooms. Now all that remains are a few boulders and gnarled haggard trees, In a lonely clearing. Anything of material importance having long since been stolen by souvenir hunters and robbers. Yet this place has certain mysterious, solemn atmosphere. It is believed to be haunted by the ghosts of the Faldoron family and their servants. In fact the place does contain the entity of a Faldoron lord.
LAYOUT:
The clearing atop the hill of Faldoron's Corner is in stark contrast to the almost claustrophobic feel of the old overgrown forest which surrounds it. Not much remains of the once magnificent mansion but for a few sandstone blocks, the outline of a garden now choked in weeds and the stone steps that now lead into a shallow muddy hole which was once a wine cellar. The well that contains the skeletal remains of the Lord who committed suicide is now filled in and only visible by a faint rise in the ground.
LOCATION:
At the top of Faldoron's Corner, opposite Seeders Pond, 35 kilometers to the east of Havenwood.

MINOR SITES

This section gives summaries of other specific but less vital places in Havenwood.

The Gutted eel inn.
OWNER : Boris Stedler
DESCRIPTION:
This inn is a old rambling structure which has definitely seen better days. Once a fine place of rest for passing gentry over the years it has become a dilapidated collection of vandalised rooms.

ARTIFACTS
Havenwood contains many fine relics due to its location at the cross ways of Wrenarch and the length of time that this area has been inhabited by beings, from dwarves to humans.

DWARVEN TABLETS
TYPE: Stone tablets
MATERIAL: Granite
HISTORY:
Carved by Dwarves in the -13228 R.T to record the Dwarven political system in stone in the hope that it would survive the prophesied second burning. Sealed within the fiery grotto where they exist to this day and forgotten by humankind that now dominates the lands of Sharn. It details the Dwarven political system as well as the purpose of the grotto.
VALUE:
Of immense importance in clearing up controversial intellectual arguments on the Dwarven system of government which rage between Dwarven historians.
DESCRIPTION:
The tablets of Dwarven lore are arranged in a set of eight bound by leather thongs that have all but decomposed. The Dwarven script has been decoratively and finely inscribed into these granite blocks and are of good and decipherable condition.
LOCATION:
They are half submerged within the interior of the fiery grotto. 
MAGICAL PROPERTIES:
None. Dwarves very rarely delved into magic and if they did it was of little power. Only in the last days of the plague that signalled their demise did they turn their attentions to magic in the hope of finding a cure.
COST:
270,000 coppers

SWORD CASE
TYPE: Sword holder
MATERIAL:
Made from walnut lined with Pantaral pelt and trimmed with silver locks and hinges.
HISTORY:
Made in the year 892 R.T by a northern sword maker's guild as a commemorative gift to one of the Faldoron lords. The sword which it once contained was the actual one to strike the killing blow upon the Pantaral whose fur now lines this very case. The case was purchased lost then re-purchased in the year 2127 R.T and now is in the proud possession of the Morethom family. The sword it holds is of good make but is hardly worthy to rest in such a magnificent case.
VALUE:
Pantaral pelts are outrageously expensive and the make of this case is superb and will fetch a grand price for those foolish enough to part with it.
DESCRIPTION:
A +47 Item. (3 points deducted because of its slow deterioration due to age) The walnut used for this case is of a particularly fine grain and has been polished and varnished to a high degree. Over time the wood has taken a deeper richer hue. The pelt although a little worn at places is still intact and is unmistakable Pantaral with its silky black sheen intersected with pale green stipes that are still vivid. The entire finish is superb.
LOCATION:
Within a glass display cabinet in the library of the Morethom family a clan of wealthy woodcutters.
MAGICAL PROPERTIES: None.
COST: 
268,728c for the case  4,500c for the sword total 273,228c

BUTTERFLY KEY
TYPE: Key.
MATERIAL: 
Handle from purple onyx veined with gold bit made from Kartian Alloy.
HISTORY:
This key was created in the year 2052 R.T, secretly for King Sarifdellon Wrenarch the 8th. At the age of 58 in the 22nd year of his reign it became clear to him that his two only sons were vying for power and plotting against each other for succession to the throne. His son's were so ruthless the King feared an assassination attempt. Yet he could not bring himself to relinquish his crown. Instead he formulated a desperate plan. He would stage his own death. The citizens as well as his children would believe that like other kings he would be buried within the royal hills of the Ancestral monarchs. Actually he had, through magical means, planned to have his court magician place him in a state of suspended animation within an inter-dimensional vault deep within the treasury rooms, beneath the palace. Sarifdellon would then await for his own sons to die of old age before returning as the rightfully king to once more reign over a future Wrenarch. Unfortunately his plans went astray. Little did he know within the ignorant bliss of his hibernation that when his eldest son came to power he cruelly persecuted all those close to his father including the court magician whom he had executed. He then had all mages banned from the castle. This banning of magic uses from the palace continued for over 400 years. Only recently have magicians become part of the royal retinue. All knowledge of the kings existence in stasis was lost in time. To this day he remains sleeping and waiting for his chance to take the kingdom as his. The only evidence of these events is a small intricate key held half forgotten in a dusty chest in the small town of Havenwood. This key when wielded within the treasury will cause the door to the portal to appear with a lock. When the key is inserted into this lock the King will awaken and be set free. Little does the King realize but his royal line was overthrown by distant cousins 189 years ago. 
VALUE: 
There are many people who would welcome or fear this item if its nature was discovered. Many people sympathetic to the old line would see it as there chance to overthrow the current Monarch. Pricing the value of the raw material alone would make the key worth 5,000 coppers but with its historical and political significance it may fetch many millions on the black market. If this item was discovered by the current royalty they would requisition it and maybe eliminate the owners. Not wanting to risk anything that may rise up the spectre of their old deeds.
DESCRIPTION:
The key is of about 7cm in length and heavy in the hand. The make itself is of a crude design and obviously of that of a amateur yet its colours are striking and the Kartian alloy with its hues of burnt gold, dusted with silver, strangely complements the unnatural purple onyx shot with gold veins. 
LOCATION:
Within a chest of old clothing and nails in the dusty, cobwebbed attic of Havenwood's only general store.
MAGICAL PROPERTIES:
The key itself has no magical properties the spell concerning its use is resident within the royal treasury its mere presence is the key itself to open the portal and awaken the sleeping king. Yet the butterfly key is enchanted with an investment of 1 Mental Power point. This enchantment makes it a receptacle for any future spells that may be placed into it. The key has a neutral alignment.
COST:
5,000 for the material to 15 million to those of the old royalty.
	
THE CHEST OF HORIS THE KNIGHT
TYPE:  Locked chest of magical items.
VALUE:  Very High
DESCRIPTION:
This small iron chest contains a number of magical devices to increase the military strength of the Weir they are listed as follows.
	
MAGICAL FIGURINES
Figurines are small statuettes of various beings. They may be kept indefinitely and are broken when needed. The owner must consciously want the figurine to transform upon breaking. When a being is summoned it will know what ever relevant details it would have as if it is a character of the local area and have knowledge of the necessary skills. It will also have the appropriate standard equipment. Figurines can be used once only. Figurines will be obedient to their summoner and can only disobey if magically entranced. Figurines are of a neutral outlook and have no wish to live beyond their summoned time of existence. The spirits that are contained in these figurines are not of human origin. Figurines are made from fine crystal tinted in any colour, they are generally 10 cms in height. Upon being smashed the crystal dissolves into a fine power. Figurines can also be snapped in two to work.

Three Fighter figurines.
A soldier with proficiency in combat related skills
AV   67    WP 50   IN 50   Skill 26   Lasts 1 day.
Cost: 4,371 coppers.

Two Noble Warrior figurines.
A highly skilled soldier with impressive strengths.
AV 85    WP 75   IN 80     Skill 45    Lasts 1 day.
Cost: 5,571 coppers.

One Grand Warrior figurine.
A fighter with excellent capabilities, a considerable foe.
AV 90     WP 87     IN 88     Skill 45    Lasts 1 day.
Cost: 5,635 coppers.

One Battle Mage figurine.
A precious figurine with awesome magical and combat ability.
AV 79   WP 86    IN 85     Skill 40     SP 2,040

With spells of the Life Blood and High Mind.  Lasts 2 days.
Cost: 3 platinum.
These figurines number 7 in all and have a total value of 45,577 coppers.
LOCATION: In a locked -110 to pick chest kept upon the stallion of Sir Horis Markar who will soon arrive in Havenwood.
MAGICAL PROPERTIES: The chest is lined with a fine layer of powdered Truestone a special metallic substance that stops magic instantly. This prevents the contents of the chest to be known by inquisitive magic users.
COST: 
45,557 for the contents + 30,000 for the chest due to its truestone lining. This gives a market price of 75,557 coppers.
	
GEOGRAPHY

LOCAL:
Havenwood is located in central Wrenarch and is 1,473 kms to the south east of The capital city. It is far inland with the nearest ocean being the Lesfin 1,216 kms to the west. The enemy territory of the Sharakans lies upon its nearest border just over 956 kms to the east. The small village of Havenwood hugs the eastern side of the Covered ranges, a small but high mountainous chain which extends from north to south for 326 kms. These ranges are characterized by steep grades which reach an altitude of 2550 meters presenting extreme peaks which jut out from the surrounding plains. Many kilometers of caves riddle these ranges and are home to a small numbered and secretive race of Dwarves. The covered mountains are made from upthrust sedimentary rocks such as sandstone, mudstone, shale and small amounts of coal. Slate also exists and is mined in limited quantity. The sandstone taken from small private quarries is sold as a useful building material. Limestone is also sold to make quicklime, plaster and cement. A large forest called Tamewood covers these mountains for taking up 19036 square kilometers. Havenwood also sits upon the west bank of the Long blessed river. This is the longest river in Sharn which begins at the great divide to the north east and flows for 2,828 kms till it empties out into the Lesfin ocean to the south east. For the most part the Longblessed is an uninterrupted waterway, but Havenwood is the site for a structure known simply as the Weir which was designed to control the flow of this mighty watercourse. The Weir and a smaller second weir have created two lakes. The larger lake begins only 200 meters north of the towns limits. Known as Lake Drentil it is 124kms in length and covers an area of 5624 square kms. The smaller lake to the south separated by the weir is known as Seeders pond is 1081 kms square. It is this smaller lake whose shore comes up to the houses of the village of Havenwood. The forested regions of the area are divided into three sections the first being Tamewood which spans the covered ranges and surrounds the village. Then directly across the Longblessed and  37km east is Faldoron's forest which covers an area of 988 square kilometers and is almost 20 times smaller than Tamewood. Lastly the and by far the largest is the Primeval forest, a huge expanse of woodland whose boundary lies 280kms to the east. Much of it remains to be explored and mapped. This greatest of forest covers an area of 2,369,677 square kilometers which is  125 times larger than Tamewood. The strip of land which Havenwood sits wedged between the Covered ranges and the Longblessed river is rich and well suited to farming but as yet has not been cleared and still contains virgin forest. this is in contrast to the vast grazing plains to the north of the kingdom. Springs rains and melting snow often cause minor flooding in the area. The majority of citizens in this region inhabit a tiny area consisting of the actual village although some people have homesteads further within the forests. The Covered ranges are largely uninhabited. The kingdom of Wrenarch lies on the western edge of northern Sharn. Flanked to the west by the Lesfin Ocean and the East by both the Great divide and the Primeval forest. To the far north an enchanted glacier known as the Dread Ice has caused a large portion of the land to be uninhabitable. Southwards is the Deserts of the Burning Wastes which separates Wrenarch from the Biofor nations. Wrenarch is marked by large expanses of flat grassy plains. It has a total area of 5,110,668 square kilometers

FAUNA

Havenwood is in the centre of a rich habitat for many types of living creatures. The forests of Tamewood, the mountains gullies, the river systems and lakes each provide sheltered ecosystems. The more widespread and well known animals are listed below. Some creatures which one might expect in this region are
non-existent due to Sharn's special origins and some animals which may seem out of place coexisting upon Earth’s regions may be found sharing the same habitats.

BATS:
there are some under the Covered ranges which show Dwarven carvings, they are also home to hundred of thousands of bats which cling to the granite roofs. Sometimes guano, also known as or bat droppings are collected for fertilizer.

BEARS:
Although bears are more common in the larger Primeval forest some species of large brown bears are found in Tamewood. These bears are truly wild and have been known to kill. A fur skin can fetch a high price in the markets.

BEETLES:
Regional Havenwood has many varieties of colorful beetles. Although most are small, some have been discovered as large as an adults hand.

CATS:
Apart from domesticated cats in Havenwood used to control rodents some cats have gone wild. Forest cats are slightly larger than their domesticated brethren. They prefer to run than attack but when cornered will lash out with tooth and claw.

DEER:
Tamewood is home to at least three species of deer including the large antlered. They are agile creatures that shy away from humans which is well for them, for their skins fetch a high price.

DOVES:
These birds vie with pigeons for attic space or loft space in the barns of Havenwood. Of the two the citizens prefer the dove due to its more quieter nature and white markings.

FALCONS:
The falcon common to Havenwood is the Peregrine, and is much admired. Considered the royal bird they are superb hunters that can fly at speeds approaching 300km per hour. They make their nests high above Havenwood upon the desolate peaks of the covered ranges above the tree line.

FOXS:
The fox is a bright and cunning pest. Havenwood residents are often disturbed by the sounds of an inquisitive fox attempting to break into their chicken coops in search of food. The fox typical in this region is the red fox and is known by its distinct bushy white tipped tail.

HAWKS:
These small birds of prey are common throughout the forests and the lower mountains near to Havenwood. Agile in flight the hawk is known to weave between the trunks below the tree line in search of food, usually mice or rabbits.

HORSES:
Although rare the Covered ranges contain a small drove of wild horses that are said to be the ancestors of the Dor-Kartian war horses that escaped when the old feudal lords battled in this province almost a thousand years earlier.

MICE:
Mice are common both inside the village boundaries and in the wilds. They provide an important food source for the larger animals but are a pest to the farmers. Luckily they rarely reach plague proportions.

MINK:
The mink is rare to the surrounds of Havenwood being almost hunted to extinction by fur trappers. This is due to the high prices fetched for their pelts. The species of this region are small, agile mole like beasts that are known to favor trees that line the rivers of Tamewood forest.

MOCKINGBIRDS:
The singing the mockingbird is rivalled only by the nightingale and consequently much loved by Havenwood citizens. In fact it is an unwritten law to never shoot one in either flight or song. Those who work within the forests such as the hunters, charcoal burners or woodcutters consider it a good omen to hear the mockingbird as they enter the wooded realm. 

MOLES:
Moles are docile creatures. The evidence of their excursions are seen by disturbed earth at the base of trees where it has searched for a tasty worm or centipede. Normally nocturnal they are rarely seen.

MOTHS:
Several varieties of moths inhabit the region. In the summer months they are a bane to residents as they flock about any available light source at night. It is considered bad luck by the old folks to touch a living moth. claiming that the smooth powder which coats their wings brings on insanity.

NIGHTINGALES:
Of all the winged creatures of Havenwood the nightingale is the most loved, its sweet melodious bird song has a clear resonance which can be heard deep within the forests and warms the hearts of even the sternest of folk.

PIGEONS:
Considered a nuisance by most citizens of Wrenarch. Havenwood residents consider roast pigeon a delicacy and keep small sheds for the pigeons to roost.

PORCUPINES:
These small creatures are known for their sharp bristly skins which act as a spiky armor, deterring predators. The porcupine is sometimes caught for these spikes which serve a variety of purposes from sewing needles to poison darts.

RABBITS:
Rabbits are considered the meat of the commoners banquet, and indeed many of the poor rural folk eat rabbits. This belief has sprung up from rabbit which have been ill prepared and have a strong earthy taste, but Havenwood cooks have perfected the art of making rabbit casseroles blended with spring onions and fine herbs. Despite their culinary uses rabbits are looked down upon as pests and are constantly raiding the village's vegetable patches.

RAVENS:
The ravens of Havenwood are of a silky black plumage and are often seen patrolling the skies in search of field mice or other such morsels of food. Many people, including the townfolk are often startled by the sudden cry of the raven as it descends to catch a nearby victim.

SKUNKS:
Much legend surrounds the supposed fowl smell of the skunk and its all true. These varmints are left alone by most of the forest creatures.

SNAKES:
Fortunately snakes are rare in Havenwood but in the Covered Ranges copperheads are sometimes confronted their bite is of a Level 8 potency and causes extreme pain and possible death.

SQUIRRELS:
These busy creatures are often seen scampering about the branches of Tamewood as they gather hazelnuts for their winter sojourn. The squirrel's practical, hard working nurture is akin to that of the Wrenarchians and consequently are favored. Havenwood's children sometimes make it their tasks to find the cache of nuts the squirrels stores despite their parents disapproval.

WEASELS:
The weasel is an agile, slender beast that moves gracefully over both land and water. Sometimes kept as a pet by children the weasel is known for its voracious appetite. 

WILD BOARS:
The wild boar is a cunning agile beast possessed with four tusks. Two large scimitar sharp blades protrude from its lower jaw and two more, that although are smaller are no less sharp, upon its upper jaw. The wild boar is a shy beast that digs about the base of trees for vegetable matter. If cornered or surprised they attack with full ferocity. Their hard pelt is armor thick (AS of 7) and they charge with great speed with the intention of disembowelling their foe. Wild boars are highly intelligent and if domesticated when young make faithful pets, much like a dog.

WOLVES:
Timbre wolves are intelligent hunters that travel in packs of 5 to 12. They work in unison to hunt and trap their prey which usually consists of an old dear or wounded bear. Timber wolves have been known to attack people in winter when food is scarce. At night their lonesome howls send shivers through those unfortunates who travel through the ancient forests. Timber wolves are scarce due to the threat of hunters but at least a dozen wolf packs make their homes throughout the covered ranges.

SPECIAL BEASTS
The following creatures are unique to Requiem and therefore a more detailed explanation on their behavior and nature needs to be given.

MIMIC FOX
Type:                          Small Mammal
Activity Cycle:         Mostly nocturnal
Alignment:                Neutral
Danger:                      Little 			
Enchantments:         None
Encounters:              1 to 2
Frequency:               Common
Gestation:                 56 days
Habitat:                     Rural & Urban regions
Intelligence:             Bright
Life-span:                 12 to 14 years
Locomotion:            Ground quadruped
Numbers:                 54,000
Outlook:                  Cunning
Size:                         120cm in length
Young:                    3 to 8 cubs			
Description:
The mimic fox is an agile creature. similar to its closest relative the red fox, the mimic fox is known for its remarkable chameleon like ability to change the colour of its fur within seconds, to blend with the current background. This occurs due to a mutation which gives them complete control of the amount and hue of pigmentation. Not surprisingly mimic fox's are hard to spot. They have been known to literally slip from one colour to the next when scampering over varied terrain.
Ecology:
Mimic fox's live in underground dens. They make use of their lithe movement and camouflage to steal into hen houses to raid for food. When asleep or killed the fur of the mimic fox returns to its natural black colour. Its pelt is sought after to make gloves and ear muffs.
Diet:
Mimic fox's are opportunistic feeders and consume mice, rabbits, earthworms, frogs, ground birds, such as partridges and fowl, including their eggs. They also consume various fruits such as grapes and berries. 
Combat:
Mimic fox's rarely attack and prefer to scamper away if attacked, but if cornered they may snap with their small but powerful jaws.
Damage:
Jaws inflict 30 points including their strength.
Statistics:        ST 15      QU 70      AG 76       PE 61     IN 8   AS 2

PANTARAL
Type:                             Large feline
Activity Cycle:             Mostly nocturnal
Alignment:                    Neutral
Danger:                          Little to Great 			
Enchantments:              None
Encounters:                   1 to 6
Frequency:                    Rare
Gestation:                      4 months
Habitat:                          Exclusively forests especially the Primeval
Intelligence:                  High animal
Life-span:                      67 to 90 years
Locomotion:                 Ground quadruped
Numbers:                       2300
Outlook:                         Varies
Size:                                290cm in length, 424cm including tail
Young:                           3 to 8 cubs			
Description:
Pantarals are huge catlike creatures. The males have a velvet black coat striped in fluorescent green. The females have a dark red coat and pale green stripes. Pantarals have rounded skulls and sleek muscular bodies. They are agile and fast and can move through the woodlands at a frightening pace.
Ecology:
Pantarals usually work in small family groups of two adults and two to three offspring.
Diet:
They at the top of the food chain and prey on wolves, deer, wild boar, and humans
Combat:
When attacking the Pantaral is formidable its size is its greatest weapon. Its main method of killing is by bowling over and then crushing its foe. The fangs of which there are two measure at 21cm in length and one bite can easily render armour to shreds.. Pantarals attack in waves. One will attack alone whilst the other waits on the sidelines much like tag team wrestling. A Pantaral will sometimes follow its prey such as a band of travellers for days or weeks before attacking at their most undefended moment.
Damage:
A bite with their powerful fangs does 405 points of puncture damage. Their charging bodies do 172 points of crushing damage and their claws do 132 points of slicing damage.
Statistics:        ST 385      QU 87     AG 73     PE 70    AV 78     HE 850     AS 4     DC 40

SPECTRES
Type:                    Ethereal undead
Activity Cycle:    Nocturnal
Alignment:          Chaotic
Danger:                Medium to High
Enchantments:    Yes
Encounters:         Varies
Frequency:          Very Rare
Habitat:               All areas
Intelligence:        Varies
Life-span:            Indefinite
Locomotion        Floating
Outlook:              Morose and Malevolent
Size:                     Human
Young:                None
Description:
A Spectre is a blackened ghostly swirl that floats above the ground in a vague humanoid form. They are almost always insane and often have no remembrance of their living past but feel compelled to haunt the place of their death. Spectres sometimes cry out in horrid moans and wails. and smell like rancid flesh.
Ecology:
A spectre is a type of ghost the difference being that a ghost will fade in time but a spectre has stronger links with the living and therefor and may exist indefinitely. A spectre may form if someone dies by their own hand, and if the body does not receive a formal burial. Only a proper burial or magical banishment will bring a spectre to rest.
Diet:
A spectre consumes the life-force from living things such as people, plants or animals. A sign of spectral habitation is that nearby plants are withered and rotten whiles the small bones of animals may be scattered in the decaying soil.
Combat:
Spectres can materialize and vanish at will forming or dissolving takes two rounds. A spectre will attack anyone whom they feel threatens its lair and has no mercy.
Damage:
The touch of a spectre upon flesh causes 5 Health lost each round that the spectre touches their foe. Only enchanted weapons or magic spells can harm a spectre as it is enchanted.
Statistics:     ST 15   QU 70    AG 70    PE 60    MP -65 (insane)    HEALTH 170    AS 0    DC 0

TRACERS
Type:                     Polymorphic Crustacean
Activity Cycle:     Varies
Alignment:            Neutral
Danger:                  Some
Enchantments:      None
Encounters:           lone
Frequency:            Rare
Habitat:                  Middle to upper Wrenarch
Intelligence:          Animal
Life-span:              4 years
Locomotion          Flight
Outlook:                Jittery
Size:                       Very small 12cms
Young:                  4 to 40
Description:
A tracer at rest resembles a flattened cone like disk much like a seashell. It is silvery grey in colour. This is the creatures exoskeleton. When feeding this shell opens at the narrow end into four quarters fixed at the base. While the tracer rests on its affixed to a firm surface like a rock or trunk it resembles a flower. The actual creature is a small brown frail thing much like a spidery crab. It rests on its back with its feet splayed in the. Tracers are capable of moving at 700km per hour.
Ecology:
Tracers wait immobile and open in the same manner as a Venus fly trap. It emits a nectar like scent which attracts insects or small birds. Once its victim enters to feed the shell snaps shut entrapping it. The tracer then will remain closed for several months while it gradually devours its catch. When it has fully eaten it reopens to await its next source nourishment. If after some time it becomes apparent to the tracer that the area it inhabits is devoid of prey. It makes use of a starling method of movement. The tracer will close its shell and then instantly change its composition into a material resembling plasma (The stuff lightning bolts are made of not the blood component) it then shoots itself for thousands of meters through the air emitting an ear deafening whine much like a firework rocket. like a shooting star. When it lands it resumes its normal uninteresting shape and structure. Tracers cannot change direction whilst in flight.
Diet:
Small rodents, insects and birds.
Combat:
If disturbed it may fire. Tracers can only fire if nourished and their power of flight is proportional to how well fed it is. Tracers cannot aim for people. They do burn damage and puncture damage of +414 (over twice the force of a handgun)
Damage:
When not in a plasma state they are virtually harmless. Their shell closing on a finger can certainly pinch but that's it. In their plasma state at their immense speed they can easily travel through flesh.
Statistics:
ST-5 QU-80 (194 meters per second in flight) AG-70 PE-30 (Tactile/Vibratory only) AV-45 HE-6 AS-8 DC-23

FLORA

Havenwood is a woodland village. Forests such as Tamewood which encloses its inhabitants who draw much of their livelihood and culture from the surrounding woods. Consequently they play an important part to all Havenwood citizens. Forests have a rich range of habitats and teems with life from the scattered leaves, to the highest branches. The forest is the bringer and sustainer of a rich tapestry of life from bacteria and insects to huge predators such as the black bear and Pantaral. The forest also harbors beings much more mysterious. Hints of strange people and entire woodland races hidden from human eyes behind the gnarled walnuts and pines, are sometimes found. Three distinct forest regions are situated near Havenwood. These being the tiny Faldoron's forest, the larger Tamewood and the huge Primeval forest.

TAMEWOOD
Tamewood is a temperate forest due to its mild summers and cold winters. It contains mostly deciduous broad-leaved trees that shed their leaves in autumn and spend winter without them. Tamewood provides various habitats including fallen logs, hollows, clearings, mossy stumps and swampy patches. It is home to varied animals and is a source of food and resources to the inhabitants of Havenwood. This forest dominates the landscape of the covered ranges with thick growths of trees of up to altitudes of 2200 meters where they begin to become more infrequent till the highest peaks of the Covered Ranges at around 2550 meters are bare. This is due more to the steepness of the slopes and lack of perching soil than to altitude. For it can be seen that trees of the same species grow to a much higher altitude upon the Great Divide less than 700kms away. Altitude in Tamewood plays a strong hand in tree distribution. Along the base of the Covered ranges and near the town of Havenwood can be found trees such as willows, walnuts, sweet palms, beaches and sugar maples, but above 1600 meters birches, pines, fir, and spruce trees can be seen. Some pines are seasonal and display a range of yellows and oranges in autumn. The trees in Tamewood grow closely together to form an interlocking canopy with their leaves blocking sunlight and reducing ground cover creating an eerie interior tinged with hues of green and brown.  

FALDORON'S FOREST
This forest is much smaller than Tamewood and covers only the hill of Faldoron's corner, but has its own unique vegetation. Eons ago Faldoron's forest was part of Tamewood which in its turn was once part of the Primeval forest, then its expanse was almost all Northern Sharn. With the coming of people the forest regions have slowly dwindled to be taken over by farming land. This small area was designated as a game forest for the influential Faldoron family which once ruled this area. By their decree it was preserved. Many of the trees here were introduced over the years both by accident and intentionally by the Faldoron family. Many species were planted as seedling from the territory of Dor-Kartia many thousands of kilometers to the north east. Consequently the feel of this forest is foreign and supports such trees as cypress and spruce also Bay trees and Oaks.

THE PRIMEVAL FOREST
Due to its distance little needs to be details except that it is by far the largest and least known forest. It is rumored that entire races of wood folk are hidden within its vast maze of trees. Many explorers who have attempted to breach its more inaccessible parts have never returned and only a few roads transverse its domain.
	
VEGETATION OF THE REGION

AMERICAN OR BLACK WALNUT
TYPE:                 Tree
LIFE SPAN:       240 years
DESCRIPTION:	
With a bark of a blackish-brown it can grow up to 111ft high and 125ft wide from branch tip to branch tip, with a trunk 21 feet round.
The nuts, like the tree's bark, have a thick furrowed shell that is hard to crack.
USES:
Its wood is of deep rich colours and of excellent grain and makes a highly prized timber for expensive furniture such as writing desks or seats. Walnut wood is also used for wooden scientific instruments such as sextants, compass bases and clocks. Recently the Wrenarchian military has been making their black powder pistol stocks with walnuts exclusively purchased from Havenwood woodcutters. The walnuts themselves are not as delicious as other varieties but make excellent garnishes for roasted meals.
Indispensable for gun stocks in weight, elasticity, and smoothness and of touch there is no comparable wood. Timber is also made for water wheels due to its resistance to decay. Husks from the tree is used to produce dye to colour wood, cloth and hair. As can be the walnut is versatile tree and is considered an important tree by the villagers. The walnut tree produces the chemical juglone that prevents the growth of other trees nearby.  Dor-Kartians who first settled here mistakenly believed that the Dwarves worshipped these trees and cut the clearings around them for special ceremonies.

BEECH
TYPE:                 Tree
LIFE SPAN:       280 to 380 years
DESCRIPTION:
Beeches can grow up to 150ft. They are smooth barked. In winter Its leaves turn to a colour of golden burnt butter or to a clear coppery red before they falling to the forest floor, carpeting the ground with crimson, contrasted by the beech’s azure trunks. The beach extends shallow, twisting roots that have often caused a horse to fall or a huntsman to trip. It is almost impossible to accurately determine the ages of the eldest beeches. As the age beeches become hollow which makes the tried method of ring counting impossible. From records it is thought that they may be between 280 to 380 years.
USES:
Beaches produce a fine, strong and straight timber. It is often used for buildings, namely the frames of houses.

BIRCH
TYPE:              Tree
LIFE SPAN:    90 years
DESCRIPTION:
The paper birch is one of the more delicate and beautiful trees native to the region. These trees with their ghostly white papery bark grow to nearly 100ft and are characterized by their dense swarms of lacy twigs, in autumn birch leaves turn a sovereign gold. 
USES:
The birch is a versatile tree. Its bark is sometimes used to make canoes. Birch wood polishes well and makes good flooring. Its sap is used in medicines and also to brew as tea. Its branches are  also used to make besom brooms.

SUGAR MAPLE
TYPE:               Tree
LIFE SPAN:    120 to 140 years
DESCRIPTION:
The Sugar maple is a large tree which produces fine red autumn leaves. It occurs in boggy places near to swamps.
USES: 
Maple trees are known for the fine syrup which can be collected by cutting slits cut into the base of the tree. The sap collected is then boiled until it becomes thick. Maple syrup has strong sweet taste. Impurities in the sap which are filtered out are also used to make dyes.
											
SWEET PALM
TYPE:               Tree
LIFE SPAN:     18 to 32 years
DESCRIPTION:
The sweet Palm is a strange tree. It is the only palm that grows in the forests of Northern Sharn. Growing to a height of 35ft it has a single trunk which at a height of 12 feet begins to unravel into spiralling vines which then produce tufts of frond like leaves. This creates a caged hollow interior. As a sweet palm matures it secrets a sweet sticky resin within the hollow base of its vined trunk. Then when it dies the sweet palm collapses into itself forming a syrup filled crater. This hole contains its seed which are nourished by animals which tempted by the sweetness of its syrup get too close and fall into the centre quagmire. The carcass of the unfortunate animal provides nourishment to the seedlings as they burst forth. Rare to these parts they can be found growing in large stands within the Primeval forest. A region filled with dying sweet palms are treacherous for travellers who have sometimes fallen to their sweet death.
USES:
Despite their odious habit of reproduction the sweet palm syrup is considered a delicacy in Wrenarch's finer restaurants. The syrup has a much richer, spicy taste than either maple syrup or sugar.

STARBURSTS
TYPE:                 Fungus
LIFE SPAN:       1 year
DESCRIPTION:
Starbursts are fluorescent mushrooms which over the course of the year slowly extract hydrogen from the soil. When young they do not glow at all, appearing white, but as the year progresses they take on a pale green hue and their luminance increases until they produce enough light to read by. On late summer nights they break away from the earth and float upwards before exploding in a shower of luminous spores. Starbursts prefer to grow about the roots of birch trees who benefit from this because the fungus supplies it with scarce soil nutrients.
USES:
Although bland they are edible, but their fame is in of course their fluorescence. If picked the mushrooms glow will fade over a few hours. Children are delighted by the sight of a hundred or more mushrooms sometimes the size of a dinner plate slowly rising to a height of 200 feet before exploding silently. Then the air is filled with glowing spores that slowly descend to earth like a fiery snow. The children then smear it over themselves and play at elves as they run glowing strangely within the forests. 

MYRTLE
TYPE:                  Tree
LIFE SPAN:        80 years
DESCRIPTION:
The myrtle tree grows in strange convoluted shapes its bark often overgrown with thick mosses. A stand of myrtle trees with both green moss and leaves creates a deep rich colour. Little light penetrates their canopies making the forest floor bare. Myrtle trees are considered magical and are said to be Elven folk who at night play amongst the oaks, but at day change back into these delicate and enchanting trees.
USES:
It is considered bad luck to either cut down or burn the wood of a myrtle. Consequently they are little used. This is not such a great loss because the wood of a myrtle tree is full of knots and warped.
									
WILLOW
TYPE:                 Tree
LIFE SPAN:       45 years
DESCRIPTION:
Willows are graceful riverside trees with narrow finally toothed leaves on long slender twigs. They prefer soggy soil and plenty of sunlight. The willows roots keep the loose soil together and prevent soil erosion.
USES:
Willow bark contains salicin an aspirin like substance that is used for pain relief. Willow branches and bark are collected for basket weaving. They are also used for coracle frames which are then covered in flannel or hides.

PLOT LINES

Havenwood has ample opportunities for adventure. This section details some plots and other story devices which can be utilized for a game or campaign. It is assumed that the Wordsmith would have read through the Primary section previously. In Havenwood characters may choose to play one of the existing people in Havenwood and simply fill out their Mindscaper interface sheet in accordance with the statistics mentioned for that character, or they may wish to create their own unique character. Below are a number of missions which the players could be involved in. Some of these missions will be openly advertised. Other by their nature will be secretive and possibly illegal. The morals of some of these missions are also questionable it is up to the players in regard to weather they follow through with these missions.

Some missions which the players could become involved in as new characters are. For specific missions the price of success in coppers is given. A group of players will need to split this sum in proportions that they deem fair. For only partially completed mission only a partial sum or nothing will be awarded. A power rating is also supplied. Some missions may be more powerful than others the Wordsmith may choose a plot with a power level suited to the experience of the players.

THE FIERY END
They could be secretly hired by the Morthom family to sabotage the Fiery Grotto by causing some sort of landslide making it appear to be natural. This would block the entrance to the Grotto and discourage tourists thus enabling the area to increase slate mining which the family would profit from.
POWER: LOW
PAYOUT: 26,000

THE KEY
The players may be hired by an anonymous Wrenarchian individual who through recently discovered documents from their ancestors believes that a certain device (The butterfly Key) may exist which must be recovered and has "Historical" interest to the old royal line currently living in banishment in the far north west of Wrenarch.
POWER: MEDIUM
PAYOUT: 30,000

THE SABOTAGE OF THE WEIR
The Sharakans learn that soon the Weir is to be upgraded as a fort. Consequently they accelerate plans to destroy it. The players are Sharakan spies or Wrenarchian traitors hired to break open the Weir. They are to contact the Sharakan saboteurs currently in Havenwood and take over operations.
POWER: HIGH
PAYOUT: 180,000

THE BLOATED BOAR
Curt, the owner of the Bloated Weasel inn is told that a five Star shall soon be arriving and plans to have a feast prepared for the Knight. But he wants a freshly killed boar as his meal's centrepiece. The players are asked to hunt down and capture an adult wild boar to bring to the village.
POWER: LITTLE
PAYOUT: 180

MUTINY ON THE LONGBLESSED
The Players are asked to kill Tailin Rorn, the captain of the Liquid Owl. They are hired by the Moitsara who are posing as river-boat competition. Secretly they are testing their agents skill as part of his continual training. The players are told that they are to kill him to eliminate Tailin's fishing operations upon the Longblessed.
POWER: MEDIUM
PAYOUT: 18,000

THE FINAL DRAFT
The Wrenarchian government fear that Barab Firsig the well known writer's new book could turn popular support away from the war. The players are hired to sneak into Barab's cottage and read the book he is currently working on. They are to take copies of any sections which may be construed as traitorous and deliver them to the Wrenarch capital.
POWER: MEDIUM
PAYOUT: 7,000

THE LOST CITY OF THE DWARVES
A prestigious university is offering scholarships to any party of adventures who can locate and salvage artifact from the Lost Dwarven town, near Havenwood. Up to 5 people can win the scholarship.
POWER: LITTLE
PAYOUT: 30,000

A TEMPLE OF DOOM
The Players are hired by Wrenarchians who find magic distasteful to spread malicious rumors involving the Lifeblood temple near Havenwood in the hope of having its enforced closure. They will be paid only if the temple is forced to close its doors.
POWER: MEDIUM
PAYOUT: 5,000
EXCERPTS
The following bits and pieces are from various sources within Sharn and have been included to further detail the Havenwood region.

FROM THE JOURNAL OF LORD KERIBREN LAYFAIT
Although the night sky is clear and reveals the curved disk of the scarred moon, the traces of the approaching cold season is evidenced by the light mist that carousel about my leggings, as I make my way to the great Weir. Even here as I walk alone northwards, by the still waters of Seeders pond the sound of water passing through the distant granite portals is heard. To my right lies the tall and slim houses of daub and wood that line the old highway that passes through the town of Havenwood. 

The Weir that I now approach acts as one of the few bridges that spans the Long Blessed river, its ancient foundations of granite and sandstone have rested here for well over 800 years. This fortress is imposing and above me in a narrow rounded tower I see the silhouette of two soldiers, one wields a heavy crossbow but from where I stand it is difficult to see if it is loaded with a bolt. I am told from guests at the Bloated Weasel which I lodge at that in more peaceful days, before the war with Sharak, this tower often lay empty. But with renewed threats and the discovery of both Sharakan assassins and saboteurs deep within the kingdom, the strategic importance of the Weir as a deciding factor of Wrenarch's greatest of waterways is now recognized by the military. 

I reach the other side without interference or need to show my papers. Perhaps I am known by these guards or that it they are more concerned with travelers from the east, where Sharakan lies than those from the west. I find that the road that is suggested to me is deeply rutted and worn, great patches of fetid water fill its path. Instead I choose a secondary trail that although seems steeper and heads into the pines appears clear and dry. Within the forest amongst these ancient trees that took root before Wrenarch had King or Queen I find it much darker than I first anticipated.  My Chief source of guidance is in looking skywards to make out the soft specks of starlight within the dark blue line that cuts through the tree line. I am tempted to light the small lantern that I keep in the backpack I carry but fear that more unwanted elements may see me by its light than I would see of them. Instead I continue upwards with my hand resting lightly upon my enchanted dagger I carry sheaved upon my belt. I continue to walk and the pungent smell of decaying mushrooms and lichen assails my nostrils. Indeed I make out the faint glow of rotting starburst mushrooms clustered around the trunks of beeches and pines. 

After having felt my way through the narrow confines of my trail the clearing before me seems bright and immense. The lazy moonlight filters by a light fog showing the ruins of Foldoron's Manor. The fallen stones are worn by time and its foundations lie heaped amidst the long grass like the exposed bones of a northern ice giant. Trees that three millennia before were brought as seedlings, have grown old, left their own seed and perished. It is their wild ancestors which have taken root and grown where once chambers and drawing rooms stood. Pines such as cypress and spruce grow chaotically. Even these trees are children compared to the forest of Faldoron's Corner, from which I have just emerged but then again, is not all that grows here barely a fraction the Age of the Great Primeval woods that begins its reign a bare few hundred kilometers to the East.

It is strange to think that this lonely place which once resounded with the melodies of the harp and delighted cries of children now is silent except for the rustle of the wind through the trees. I am told by the villager's, that spirits haunt this place. In my travels I have often seen such sights but tonight holds no display of the ethereal kind. Still, I fancy that these ruins hold more than just memories and that such a place, exposed to this expanse of time would be the perfect habitation for entities both grim and ghostly.

A HAVENWOOD MENU

TRAVELLER'S DELIGHT    7 coppers
Kidney beans roasted in local honey and smothered with freshwater oyster sauce. Served wrapped in rice paper satchels, dyed green with spinach.

WOODLAND GAME     15 coppers	
Skewed Grouse roasted over the flames of a chestnut barbecue and rolled in ground peppercorns. Served with a side salad and sour cream.

SWEET LIQUOR    4 coppers
Fermented sweet palm liquor mixed with goat's milk with a dash of nutmeg. Served hot or cold.

NORTHERN BEER     3 coppers
Oak fired dark beer. imported from the north.

RIVER CRAY SOUP     6 coppers
Freshwater crayfish served boiled in lemon grass soup.

HAVENWOOD CUSTARD     4 coppers
A bowl of custard made daily sprinkled with cinnamon.

HUNTER PRIZE BOAR     45 coppers
A whole boar turned on a spit and marinated with a secret cocktail of herbs, spices and garlic. Served with apple sauce, garnish and herb bread.

OTHER FOODS WHICH MAY BE ON THE MENU INCLUDE

MEATS
Squirrel, deer, bear, wild turkey, pigeon, quail, rabbits & meat pies. 
VEGETABLES AND FUNGUS
Squash, corn onions, radishes, tomatoes, rhubarb, pumpkin,
cabbages, peas, potatoes, flat mushrooms, button mushrooms and truffles.
FRESHWATER FISH
Rainbow trout, pike, carp, catfish, codfish, sun Perches, crayfish.
FRUITS & BERRIES & NUTS
Hazelnuts, walnuts, chestnuts, apples, strawberries, blackberries and mulberries. 
EDIBLE FLOWERS
Pansies, honeysuckles, dandelions, and roses.
CONDIMENTS
Honeycomb, pumpkin seed oil, malt vinegar, buttermilk, mint jelly, pickled onions, mustards and sweet corn relish.
CHEESES
Cheese is eaten but is of poor quality and only served in the winter months. some of it is notoriously hard, breaking teeth and causing stomach upsets other cheeses are so soft that maggots have been discovered within its cake. This is due to the fact that these home made cheeses come from dairies which rats, mites and other vermin make their home in during winter, where the cheese is stored. When buying cheese it is best to purchase imported products from the Biofors.

SOME GUY
"Aih, I've been to old Havenwood." Pleasant enough it was to, in the past. Fine people hard working and generous. But there's something in the air, could be the war I think. That Weir mighty as it, is soldiers coming and going some three stars some four or five. Important business I suspect. Not that I'm too keen to know. It does no one good to pry into such matters of King and country. I'm just an honest fisherman. I'll say this though. There's been rumors of foreigners, not of these parts that's for sure. From the east some say. Maybe they is maybe they aint. But I keep my dagger by my side when I walk in Havenwood after dark. You'd do well to do the same.

LETTER TO LILIA DE-ARJ.	 THREE STAR
Greetings High Guard.
As you may be aware the Weir which you protect is fast becoming a matter of national importance. We cannot afford to jeopardise its security. Therefor we are examining avenues maximising The Weir's strength as a military fortress this could include an increase in personnel and an enlargement of the existing structure or alternatively a new fortress may be built close by to provide a vanguard towards the East. I will be conducting a thorough inspection of your troops and armory and expect the Wrenarchian adherence to discipline and quality to be followed. 
Expect me on the 13th of the 5th, 40

Dutifully. Sir Horis Markar Five star.                  Health to the King

SHARAKAN DOCUMENT TO THE MAGICAL GUILDS CONCERNING THE WEIR.
If the Weir were to be destroyed it would cause major flooding all down the Longblessed river destroying bridges and cutting off a large portion of east and west Wrenarch from each other. Wrenarch's extensive irrigation system would also be laid to ruin and widespread food shortage coupled with disruptions in transport may result.

A DESCRIPTION OF TAMEWOOD
Many of these trees have grown into old, grey mazes and look as if some giant hand had twisted a dozen iron stems into one and left them to grow and harden together in ridges and knots, and coils, that look like old relics. Some parts of this forest have never been cultivated and here bowery hollows and dense underwood is found. Giant oaks throw their arms so far out that it is a marvel that these gnarled trunks could bear such weight. The beech trees are ancient things that lighting bolts have blackened and fires burned. some are so huge that eight men hand in hand cannot extend around their girths, yet they still let out a few green leaves at their summits, like aged ruins with ivory ramparts, it is here that the mimic fox or sleepy owl shelters.

GLOSSARY
This glossary has been provided as a reference for terms of places and people, etc. That are new to the concepts within this module. 

ANCESTORS
A generic term for the spirits of the departed. These ancestors are communicated to using meditation methods.

BIOFORIAN   BY-OH-FOR-RE-AN
A collective term given to the people of four nations inhabiting the southern continent of Sharn. Biofors are a Negro race with a powerful navy and a slightly more advanced technological level than the Wrenarchians.

BODAKAN
A mysterious long lost continent across the Sharak ocean to the east. all attempts to discover this lost island and return alive have failed. It is said by historians to be the origins of the people of Northern Sharn.

BURNING WASTES
The name for a large desert region, separating Northern and Southern Sharn.

BUTTERFLY KEY
A priceless key, hundreds of years old whose purpose was to resurrect a Wrenarchian king.

CHOVEH	
An archaic hand held weapon characterized by two handles and three blades. Each blade is designed to either stab, slash or disarm. The Choveh is a traditional East Bioforian weapon made from a single piece of iron. The handles are covered in wood. A standard weapon is worth 2,000 copper pieces.

CITIZEN'S COUNCIL
A Wrenarchian merchant organization first formed 129 years earlier during the overthrow of the ancient Wrenarchian royal family. Its purpose was to free up trade and reduce the harsh taxes and red tape imposed by the then increasingly corrupt and inefficient government. Since then the Citizen's Council has slowly lost power and is no longer equal in strength to the Royalty as was its original intention.

COVERED RANGES
A mountain range in lower central Wrenarch. Characterized by unusually steep peaks and a blanket of trees that straddle it.
CRUCK CONSTRUCTION
The older buildings in Havenwood were made using a primitive method of construction called the cruck technique. Cruck construction was a way of building a frame for a house by using two or more pairs of natural curving tree trunks known as forks. These were bound together in a row, then raised onto a low rock platform to prevent rotting and seepage. Once stabilized by tie beams they became the frame which walls of timber, filled with wattle (Woven wooden strips called lathes) and daub (A mixture of clay horsehair and dung) were erected.

Cruck frames are cramped with sloping ceilings which makes them unsuitable for a second story. Later straight framed houses with wooden pegs and mortar were substituted. Some houses use rigid timber to give extra strength. Materials, These houses are made from Beech trees which grow locally. The inner and outer walls of these houses are finished with plaster made dark with humus. Lately some use of brick has been used to fill the frames of the houses to replace the wattle this technique is known as a nogging and is preferred to the larger buildings to give better strength. The wood is left un-painted and over the years the visible frames have turned a grand silvery grey. The interiors are sometimes varnished and have grown a dark brown over time. Due to the smallness of Havenwood arches are not used windows are of various shapes and sizes but rarely make use of glass instead brightly colored wooden shutters are utilized which add colour to these old residences. Roofs are held up using the tie beam method which is simple to build but only useful for narrow structures
steep gable roofs resting side by sides with sometimes seven houses at a time all sharing a common attic space used to store foods. Stone is only used for fireplaces.

DARK ELF
A breed of Elf which broke away and consciously mutated in a caricature of their former selves. Dark elves have a loose clan based power system. Their hatred of the Wood elf is intense and they often deal with the Dread Lord as co-conspirators.

DOR-KARTIA:   DORE-KARSH-SHE-A
A once powerful empire from the North East. Dor-Kartia were the first true civilization of humans in Northern Sharn and made great progress in the study of magic and sciences. Over time the nation became wracked in internal struggles and scandals. Wrenarchians are descended from the Dor-Kartians. The ancient empire finally fell sixteen years earlier due to the capitals destruction by the Dread Ice glacier. Dor-Kartians now make up the largest percentage of Wrenarchian emigrants.

DREAD ICE
A sentient superorganism. The Dread ice is a vast glacier under the control of the Dread Lord. As the years pass it is slowing moving south and one day threatens to bring on an ice age. The Dread ice inflicts sickness to those in its proximity and can fire strange fires from its edges much like lighting bolts. Only those who have sworn allegiance to the Dread Ice are immune to its evil powers.

DREAD LORD
An embodiment of pure evil. The Dread lord is an immortal who has shown clear intentions of enslaving all the races of Sharn, perhaps the entire world. Legend has it that the Dread Lord is part human and demon and has learnt the arts of darkness within the Chaos Zones. Some claim that it was his vile machinations that has caused the once friendly races of Sharakan and Wrenarch to go to war.

DRENTIL LAKE
The largest lake in Wrenarch. Lake Drentil is situated north of the Weir and is an important breeding ground for much of the fish in the Longblessed.
				
DWARVEN GROTTO
A mysterious, submerged temple. Built by Dwarves it has long since been abandoned. Although of great archaeological interest it is currently flooded and access is extremely difficult. The Dwarven Grotto is also known as the Fiery Grotto de to the imposing flaming sculptures leading to the Grotto's entrance. The Grotto is situated upon the eastern side of the Covered ranges.
					
DWARVES
A race of short, brave warriors and artisans. Dwarves once lived in the region before the coming of humans, but were almost obliterated due to a plague of Dark Elf origins. Dwarves now live deep within underground mountain fortresses. They are considered to be extinct by most Wrenarchians. Slowly they have recovered from the effects of the plague, but still suffer an extremely low birthrate.
 
ELF
An enchanted and near immortal race. Also known as the Wood Elf they are believed to be mythical by most Wrenarchians. Elves have lived virtually undisturbed in the Primeval forest for generations. Elves fight a constant battle with their cousins the Dark Elves.

FALDORON
The name of a once powerful noble family which claimed the area on which Havenwood now stands. The Faldoron family fell through warring with neighboring clans many centuries earlier, but have left a strong mark on the nature of Havenwood.

FALDORON'S CORNER
The name of a small wooded hill near to Havenwood where the impressive Faldoron manor once stood. Faldoron's Corner is a planned location for a Wrenarchian fought. The site of the ruined mansion is haunted by a Faldoron ancestor.

FIGURINES
Small, crystal carved sculptures which upon breaking summon entities which act as servants based on the form of the sculpture. For example a figurine of a cook will summon a chef ready to make the desired meal. Figurines are magical and expensive.

FLAME TREE
The name for a extinct species of tree which was known for bursting into flames when ready to propagate its seed. Although no longer growing the fame tree is revered by the Wrenarchian people as a symbol of

GHASTS
The term given to an army of undead that rose under the control of the necromancers and demons led by the Dread Lord. The Ghasts attacked hundreds of years ago but the three nights of their onslaught although repelled still haunts the imagination of the present day Sharn people.

HAVENWOOD
A small forested village in lower central Wrenarch. Famous for the quality of its timber and proximity to the Weir fortress, Havenwood has a population of almost 600.

HIGHWAY OF THE FIVE MOONS
A major highway that links the East of Sharn to the West. This road is so called because it takes five months to transverse this highway and return by foot.

KING CASIES THE 7TH
The supreme ruler of Wrenarch. King Casies the 7th. Is 27 years of age and the only child of Debiona Wrenarch the 6th.

LESFIN
The name given to the great western ocean.

LIFE BLOOD
One of three magical philosophies, called spheres. Life Blood is the belief that all magic emanates from the life forces of nature.
									
LONGBLESSED
The name of the Longest river in Northern Sharn. The Longblessed runs vertically through central Wrenarch and empties out into the Lesfin Ocean.
											
MAZORARL:   MAZ-ORE-RARL
The Name given to a loose nation of Barbaric tribesman whom inhabit the frozen northern wastes under the command of the Dread Lord.

MIMIC FOX
A fox with chameleon like ability to alter its hue almost instantly.

MOITSARA
The name of a secretive organization with allegiance to Wrenarch. The Moitsara are fanatics and have been in existence for almost one thousand years.

MORTHOM
The name of a wealthy family primarily of woodcutters. The currently live in a large homestead nearby to the village of Havenwood.

NEGASI
A Far Eastern nation whom reside across the Sharak ocean. Details of the Negasi people are not well known to Havenwood, but certain goods are purchased through the Biofors.

OLD BORDER
A Wrenarchian perimeter which once marked the border between it and other nations. Since then Wrenarch has expanded its territory and the Old Border road is now far within Wrenarch.

PANTARAL
A very Large catlike beast which makes it's home in the Northern Sharn's larger forests.

PRIMEVAL FOREST
The name given to a huge forested region which takes up much of Northern Sharn. The Primeval forest is still largely unexplored with only a few roads crossing its ancient wilds.

R.T, RECORDED TIME
The standardized determination of dating the years based on when Humans first occupied the northern continent of Sharn. The Biofors to the south lived upon this continent a long time previous to the coming of humans to north. Therefore the use their own dating system. Currently the year is 3240 R.T

REALM
A realm is either one of nine groups of magical spells classified under methods of spell casting. There are three major spheres and each of them contains 3 of the 9 realms.

REQUIEM
The name given by the people of the continent of Sharn for the Planet.

RESTWAY HAMLET
A small hamlet with a handful of inhabitants. It is the closest village of sorts to Havenwood, and lies 20 km to the south.

ROYAL SEAL
A royal seal means that the King has decreed that the subject in question is aligned to Wrenarch's good and therefor enjoys privileges beyond that of common law.

SEEDERS POND
The name of the smaller, secondary artificial lake south of the Weir. Seeders Pond lies besides the village of Havenwood.

SHARAK OCEAN
The Name for the Eastern ocean.

SHARN
A continental landform which is roughly divided into two parts, being north and south.
											
SHARAKAN:   SHAR-RAK-CAN
A race of humans whom in which the practise of magic is dominant in the peoples military, political, and financial lives. The Sharakans occupy territory upon the eastern edge of northern Sharn. Sharakans originated from Dor-Kartia.

SHAYTEK
Shaytek comes from a low squat plant which grows in Wrenarch’s forests the large leaves grow hundreds of barbs and hooks which are used to snare animals in much the same way as the Venus fly trap. Shaytek bonds very strongly as each strip reacts chemically with the other strip to bond. To disengage the barbs all you need do is apply firm pressure for approximately 4 seconds. Once a year the Shayteck must be doused in fresh water to revitalize the barbs. 

SIDEWATER CITY
A city to the south which is Havenwood's main trading destination. Sidewater city has a population of 5300. It is situated at the junction of the Longblessed and Wesendon river 170km south.

SPECTRE
A Spirit of someone whom has met a violent end by their own hand.

SPHERE
The name given to three magical philosophies. Each philosophy dictates a different source of magical power. Life Blood gains their magic from the land. The High mind from a persons inner belief and The Way from the ancestors.

STARBURST
A type of mushroom unique to Northern Sharn which is luminous and lighter than air.

SUBMERGED TOWN
An ancient Dwarven ruin within Seeders Pond, deserted before the coming of humans.

SWEET PALM
A tree which resembles a vined palm. The sweet palm traps prey in within its sticky trunk to gain nutrients.

TABLETS
Dwarven stone tablets secreted within the interior of the Fiery Grotto.

TAMEWOOD
The name of the forest which grows upon the Covered Mountains and engulfs much of Havenwood's perimeter.

TELEPORTATION
The ability to instantly travel large distances through the use of magic.

TEMPLE
A building devoted to magic. The aim of a temples is to promote the particular magical realm through by aiding the neighboring citizens.

THE BURNING
A catastrophic event which resembled a vast world shaking fire which supposedly killed the Gods. Nothing is known of events before this burning.

TOTEM
An essence portrayed in a symbol etc. That represents a collective energy from deceased people united by the same family or national background.

TRACER
A dry land mollusc which can convert to a plastic plasma form and then travel through the air at great speeds.

TRUESPEAKERS
A religious group with liberal views which were given refugee status by Wrenarch after fleeing prosecution from the Sharakan government.

UNCLAIMED LANDS
A large expanse of barren, icy wilderness marking Wrenarch's northern border.

VERNACULAR HOUSES
A type of housing made from local materials taking into regard the surrounding climate rather than passing fashions. Consequently these houses are crude and simple yet have an authentic appeal and homely character.

WEIR
The largest of over a dozen dam like structures within Wrenarch to control the flow of water. The Weir also acts as a fortress.

HAVENWOOD
A small village with a population of 597. Havenwood is situated besides the Longblessed river in Lower Central Wrenarch and is famous for the quality of its timber and unique architecture.

WRENARCHIAN:  REN-NARK-E-AN
A race of people originating from Dor-Kartia whom inhabit the western edge of Northern Sharn. Wrenarchians are ruled by a king and are known for their practical and militarized society.

ZONES OF CHAOS
A hellish series of inter-dimensional planes that are home to Demons and other monstrous entities determined to destroy the Planet of Requiem.						
 
BIBLIOGRAPHY

From the world wildlife series. The North.
Animals of Moorland & Forest
Orbis publishing. 
A useful book which goes into detail on birds of prey.

Traditional Crafts in Britain, 
Readers digest.
This book is well laid out and comprehensive.

The folklore of trees & shrubs, 
Laura C Martin. The Globe Pequot Press.
Has some unusual historical descriptions on the uses of trees.

Collins Gem publications & The Reader's Digest Pockets series.
All these tiny publications are excellent sources of quick reference information.

The Illustrated dictionary of fabrics.
Martin Hardingham. Cassel & Collier Macmillan Publishers Ltd.
Gives the origins and uses of hundreds of fabrics.

PLAYER DATA

ABOUT THE WORLD
Sharn is a vast continent which is one of several which lie upon the world of Requiem. Much of this world remains to be explored and only sketchy details are known of the other continents. Sharn is well mapped with only a few places still to be discovered; such as a great ocean of trees known as the Primeval forest. The village of Havenwood is located in the heartland of the kingdom of Wrenarch an old and powerful realm currently at war with their eastern neighbours known as the Sharakans. Wrenarch has no state religion but has a powerful military. They practise magic but not to the extent of some other nations. The year of play is 3240 R.T. This is an abbreviation for recorded time or the year that humans first began to settle in Northern Sharn. It is now almost winter in Havenwood with snow to fall in less than two months.

ABOUT HAVENWOOD
Havenwood is a small village on the banks of the Long Blessed river in central Wrenarch. its population of over almost 600 subsist on trading and servicing travelers upon the old border road which passes through their sheltered village running parallel to the river. Havenwood is a woodland domain well known for its proximity to some of the most renowned forests and glades in Wrenarch. Trees for timber are carefully selected and the lumber sold fetches high prices and is of high quality this small village has several contracts for large and important firms including the prestigious Wrenarch military. Havenwood is famous for its unusual architecture which consists of tall narrow houses built entirely out of local wood from Tamewood forest which almost surrounds the village itself. Havenwood is a picturesque village and acts as the last civilised place of any importance for adventures wishing to explore the vast ocean of trees known as the Primeval forest. A mysterious expanse of vegetation which has existed since prehistoric times. It is only a few days travel eastwards on horseback from the village.

THE MILITARY
Wrenarch has a powerful and strict military. Officers are immediately known by their golden stars which glow magically and are situated upon the upper arms of their uniforms. An officer wears between one to ten of these stars on either side, the more stars the more powerful the officer is. Even officers of one star must by law be treated with respect, a Five star officer is known as a Night and must be addressed as Sir accompanied by a low bow. Nights of a certain rank can perform immediate executions on any non officer who they feel are acting in a manner traitorous to the King and his laws.
 
Wrenarch has legal codes unique to themselves. They are as follows.

SAFE AREAS
Areas designated with clear stone monuments with the words Safe Area written in numerous languages. No one (Military excepted) with any object which has been designed to be used as a weapon may enter the area. Punishment is banishment from the kingdom.

THE CARRYING OF MAPS
During times of war (Such as now) maps may not be carried unless they have a stamp of the royal seal punishment is 3 gold pieces ($3,000) or 3 weeks in jail.

CHAOTIC MAGIC
Those casting chaotic magic or building of structures such as temples for the worship of demons will be sentenced to 4 years jail. Chaotic magic is deemed as those spells cast for evil intent.

WEAPONS
One citizen may not draw his weapon against another unless his life has been directly threatened by this person. Punishment is 1 year imprisonment.
	
ADULTHOOD
A person over the age of 15 years is considered to be an adult if they chose to declare themselves as such or otherwise it is 20 years of age. Once a citizen declares themselves as an adult they cannot rescind the declaration.

DUELS
Duels between consenting adults are legal. The winner of the duel can by law acquire all property owned fully by the losing opponent. The one who chooses the weapon is the one who has had the duel declared upon them.

USEFUL SKILLS
For a player who wishes to explore the region of Havenwood a number of skills are considered as useful and a player would do well in choosing them.

Wrenarchian Language:  
To speak the local tongue, a person native to Wrenarch will automatically known Wrenarchian and does not need to choose it as a skill.
Swimming:
Havenwood is surrounded by number of small ponds, lakes and rivers.
Climbing:
Havenwood is situated besides a mountain chain characterized by steep granite and limestone cliffs.
Mountaineering: 
To safely explore and travel upon the mountainous regions near to the village.
Boat Piloting:
To captain vessel such as the many that make their way up and down the Longblessed river that flows past the village towards the south.
Forest Region:
Havenwood is nestled within a large forested region. This skill will aid anyone wishing to adequately transverse or explore these forests.
Waterways Region:
Much trade and activity takes place along the Waterways of Havenwood this skill will help a player safely make use of this terrain.
Mountain region:
Will help a player know the types of foliage and beasts that inhabit the lofty peaks of the Covered ranges the mountain chain just west of the village.
Fresh water fishing:
Many fine, large fish live in the waterways of Havenwood this skill will help a payer find food when times are tough or to sell for some extra cash.
Hunting:
A great deal of money can be gained through the buying and selling of animal skins and some tasty food from a wild boar or dear will be the reward for a player skilled in hunting.
Foraging
The area of Havenwood provides a bounty of tasty berries, nuts and precious herbs which can be used for food or medicinal purposes. On the open market a skilled forager can bring in quite a profit.
Wrenarchian History:
Havenwood is steeped in history and a player with knowledge of the regions past will show themselves a learned individual. 
Havenwood region:
This skill will help a player interact with the inhabitants and give them knowledge on the lay of the land and who's who.
Diplomacy:
The art of communication will be useful to gaining what you want without causing undue tension with the townsfolk.
1 Handed Slicing weapons:
Sooner or later swordplay will be necessary either to defend your life, cause or property a player unskilled in the fighting arts is an easy target for villains and traitors.

All Copyright 1991-2001 Richard.A.Patterson.