Isaldul

## Introduction

   **Isaldul** ("Honeyglade") is an old-growth forest of redwoods (*Sequoia sempervirens*) and giant sequoias (*Sequoiadendron giganteum*). It was was settled by wood-elves millennia ago. The climate is temperate, with lots of rain and snow. The terrain is gentle with very slight, rolling hills, and lots of rich, dark, topsoil. It nearly always smells like petrichor. Isaldul is bordered by mountains on two adjacent sides and by sea on the two other adjacent sides.

The main city in Isaldul, called **Vandorythe** (“Forest-City”), is where the majority of Isalduians congregate, at least temporarily. There are buildings on the forest floor and in sturdy trees, elegant walkways and bridges between tree canopies, and stained-glass greenhouses suspended between the earth and the sky that cast colorful patterns onto the ground below. Soft bioluminescence illuminates the city all hours of the day, in rain, shine, or snow. A small creek runs through the middle of the city, between the seven **Shantirith** (“tree-towers”). These Shantirith are Vandorythe’s most important buildings, built into the trunks of seven huge, old trees that naturally hollowed out as they aged; they are many stories high, featuring elegant balconies, overlooks, and walkways. Some of these Shantirith don’t even extend to the ground, and can only be accessed by arboreal paths.

Isaldul is not governed by nobles or monarchs. Each person has the opportunity to have an equal say in the goings-on that would normally be monitored by politicians. Though few and far between, as Isaldul has operated this way for longer than anyone can remember, there are occasional meetings about the need to obtain new resources, how to properly manage the delicate ecosystems, or how to deal with the rare occurrence of crime or threats, which are usually very rare, as offenders will be exiled for life.

## Culture

The people of Isaldul are mainly artisans who practice the **Old Faith**. Most of them live in Vandorythe, but others reside in **Wyvernsreach**, **Springvale**, or **Appledore**.

Some of the families' **professions** include woodworkers (Elori, “old-wood”), leatherworkers (Alurakai, "skin changers"), metalsmiths (Ardoni, "people of gold and silver"), tailors (Tenyafa, "clothes-person"), equestrians (Kelythael, "horse-tamers"), glaziers (Vivendi, “clear”), foragers (Wuthani, "ones who seek"), healers (Faenyathal, "ones who heal"), fighters (Akhrua, "warriors"), farmers (Valkalyn), hunters (Thraenfal, "ones who hunt"), sages (Aerister, "teachers"), musicians (Wyness, "muses"), cooks (Lathafae, "food people"), bakers (Kulaafi, "bread people"), and beekeepers (Isaluanna, "honeymakers") who produce the famous honey for which the forest is named. There are also a variety of artists, and many Isalduians are also druids, known as **Maravar** (“druid”) in Elvish. The aforementioned Aerister scholars do not limit themselves to residence in Vandorythe, and can be found wherever their studies take them.

Isaldul tradition is that children are raised semi-communally. They often live with their biological parents, but are raised and guided by all the adults and along with all the other children. For the first sixty or seventy or so years, they learn life skills such as ethics, languages, mathematics, and occasionally some basic magic. Around age seventy, often earlier, a child may begin apprenticing under various artisanal masters in fields that interest them, until they become adults sometime after age one hundred. At that point they may pursue an in-depth apprenticeship with their favorite masters, take the equivalent of a gap year, or begin seeking their destiny elsewhere. Such young adults often begin a period of travelling or adventuring.

It is common for members of the community to leave for long periods of time, either to sell their goods, study, or travel abroad. Upon their return, however long or brief, they are greeted with a celebration, called **Avaelou** ( “happy meeting"), of their friends and family, for returning home. Avaelou involve lots of food, music, and stories. There are many other holidays, festivals, and celebrations, mostly centered around the forest, magic, or other aspects of the natural world. For example, some of these holidays include **Yavan** (“Harvest Day”), **Pieala** (“Berry Day”), **Enontauno** (“Forest Rebirth”), and **Cilmesse** (“Name Choosing”).

Isalduians share their knowledge and wealth among each other freely; they believe all members of their community play a vital role, no matter how small, and ensure that everyone is well taken-care of. However, this grace is not typically extended to outsiders; Isalduians are fiercely loyal, but their loyalty is hard-won, as many would take advantage of it. The prosperity of the community is their livelihood; if they don’t directly provide a good or service to the community, they likely bring in wealth by providing their goods or services outside of Isaldul, to those who will pay for it. This is how they pay for the few materials they don’t supply themselves from within Isaldul.

As such, Isalduians typically only deal in currency when trading with non-Isalduians; trading currency amongst each other is viewed as taboo and seen as greedy, much like asking for something you don’t really need is seen as rude and a waste of time. Isalduians believe every individual contributes to the well-being of the whole; thus, one Isalduian placing a monetary value of goods or services for or from another Isalduian is seen as offensive. They see their tolerance of currency exchange with non-Isalduians as a kind of charity, a way to share their culture and expertise with the rest of the world. They may be diverse, but their pride is Elven.

Most Isalduians are religious, worshipping gods associated with their various professions. As aforementioned, many are also druids, who worship various nature gods. Below are some of the ones they might worship.

Goddesses and gods from the **forgotten realms** that might be worshipped by the Isalduians include such persons as Auril (winter), Chauntea (farming), Deneir (writing), Eldath (peace), Gond (craft), Helm (protection), Ilmater (endurance), Kelemvor (the dead), Lathander (birth and renewal), Leira (illusion), Lliira (joy), Malar (the hunt), Mielikki (forests), Milil (poetry and song), Myrkul (death), Mystra (magic), Oghma (knowledge), Savras (divination and fate), Selune (moon), Silvanus (wild nature), Sune (love and beauty), Talona (poison and disease), Talos (storms), Tymora (good fortune), Tyr (justice), Umberlee (seas), and Waukeen (trade).

It is likely that Isalduians would worship a conglomerate of the gods most relevant to their livelihoods and lifestyle, not prescribing solely to one pantheon, religion, or god.

## Geography

Isaldul is located at the Southeastern edge of the continent. It is bordered by a cold, dangerous sea to the North, and by unforgiving frozen mountain ranges to the South. Auril’s Pass divides the two mountain ranges to the South, and it is the only well-known route into or out of Isaldul.

### Settlements

**Vandorythe**: The capital of Isaldul, full of skilled craftspeople, druids, and other magic-users. Many of the buildings have been constructed within hollowed-out trees, while others are more traditionally elvish. This city is located in the Southeastern reaches of Isaldul.

**Appledore/Salyava’trea**: Isaldul’s food-forest, maintained by the Valkalyns and other farmers and botanists. It is full of every kind of plant and food you can imagine; those that can’t grow outdoors are grown in greenhouses. Located North of Vandorythe.

**Springvale/Tuilenan**: A village in a mountain valley kept warm year-round by hot springs that are believed to be medicinal. This is where the majority of medical research goes on in Isaldul. If something ails you, Springvale is your best bet at being healed. Located near Auril's Pass.

**Wyvernsreach/Angor’acta**: A small sea-town located on the Bay of Belenus, North of Auril’s Pass, home to fishermen and adventurers. Some say there are monsters beyond the relative safety of the bay... but those are surely children's tales.

### Roads

**Auril’s Pass/Aurilnalda**: The only way in or out of Isaldul, closely guarded and kept free of obstruction for passing Isalduians. Those coming and going are checked for any potential biohazards or other hazards, such as potentially invasive species or diseases. If they weren’t already aware, the guard will let them know and urge caution; if needed they will be taken to Springvale for immediate medical aid and/or quarantine.

**Four Crows’ Crossing**: The place where Isaldul’s four main roads meet. Legend has it that when the first wood-elves came to settle Isaldul, they saw four crows, one in each cardinal direction. They took this as a sign that Isaldul was where they were meant to settle and begin building, but they couldn’t decide which way to go; some went West, others East, and some pressed forward, eventually founding Springvale, Vandorythe, and Wyvernsreach respectively. There was rumored to be a fourth party who ventured back into the mountains, never to be seen again, but these rumors are unconfirmed.

**Wyvern’s Way/Takalnalda**: The road heading North from Four Crows’ Crossing, towards the small fishing town of Wyvernsreach and the Bay of Belenus.

**Wildflower Way/Amalonde**: The road heading West from Four Crows’ Crossing, toward the warm valley and healing waters of Springvale.

**Strawberry Road/Yavalonde**: The road heading East from Four Crows’ Crossing, toward the largest city and capital of Isaldul, Vandorythe.

### Landmarks

    **The Standing Stones/Maravon**: The most ancient of the various druidic sites in Isaldul, located in the Northern portion of the grassy moors of Windywood. The standing stones are a series of vast boulders erected to form the sigil of a god or goddess so ancient, all memory of them (and the runes once carved on their stones) have faded. Druids still use this site in initiations and other rituals.

### Mountain Ranges

**The Unscaled Peaks/Alret Oron**: The Southwestern mountain range bordering Isaldul. Even the most experienced adventurers are wary of these peaks, which are dangerously cold and experience sudden, severe weather events year-round.

**The Springbane Summits/Ariathil Inga**: The Southeastern mountain range bordering Isaldul. Also considerably hostile terrain, with the exception of the Springvale valley.

**The Seaspires/Alutirith**: The remains of some long-forgotten mountain range, still towering high on the sea's hori

zon. These spires protect Eastern Isaldul from harsh winds, directing it to the Northern tip of the land, through the Windywood.

### Woodlands

**The Deepwoods/Nimore Nevae**: The most densely-forested part of Isaldul, home to many creatures and plants, both magical and non-magical. Though not as dangerous as the mountains to the North, caution is still well-warranted when travelling through this area for any reason, and it is easy to become lost.

**Windywood/Kethor**: Located in the Northernmost, seaside portion of Isaldul lies this windy moor. Few trees grow here due to the harsh winds, directed across it by the Seaspires and the Springbane Summits. The Southern and Eastern sides meet the sea as high cliffs with magnificent views of the ocean.

### Oceans

**Bay of Belenus/Cof Belenus**: This wide bay has shallow, tranquil waters, in contrast to the rest of the sea bordering Isaldul. Fishermen and adventurous sailors fish the waters inside the bay; venturing outside risks attack by sea-monsters, or becoming lost to harsh storms and wind.

### Lakes

**Emerald Lake/Mylende**: This lake is fed by the warm, mineral-rich waters of Springvale in addition to cold snowmelt. The result is a temperate lake with a lovely emerald-green color for which it is named. In the middle, there is a small island with a few trees.

**Moonstone Pond/Teukiirnen**: This rocky pond is fed by snowmelt and springwater from the Blackberry Brook. It is theorized that crystals washed down from the mountains feed a bioluminescent algae that glows and glitters blue and silver at night. This algae is nontoxic in drinking water but might have some other unconfirmed side-effects, such as temporarily taking on its bioluminescent properties. These algae are highly sensitive, and various conditions might cause them to stop glowing, such as poison or disease entering the pond.

### Rivers

**Blackberry Brook/Pienen**: A stream that originates from high in the Unscaled Peaks, cascading down the mountains through a series of waterfalls. It flows into the Moonstone Pond and eventually becomes the river that divides The Deepwoods, called Middlebrook.

**Dewberry Creek/Celuyava**: This creek also originates from springs and waterfalls in the Unscaled Peaks, flows through Appledore, and has the potential to provide water in the event that there isn’t enough rain or snow to last the season.

**Middlebrook/Celutole**: This river flows South from the Moonstone Pond, through the Deepwoods, and into the Bay of Belenus. At night it glows due to bioluminescent algae present in the Moonstone Pond that are washed downstream. These algae, as aforementioned, are nontoxic and endemic to the Moonstone Pond and this river.

**Springvale Stream/Tuilenen**: This stream originates from and is fed by various hot springs throughout Springvale and the Springbane Summits, and is believed to have healing properties. Even if its effects are exaggerated, it is a relaxing place to take a breather.

**Raspberry Rill/Lingwiloce**: This is one of the two streams that acts as an outlet for Emerald Lake. This one runs into the Bay of Belenus, next to Wyvernsreach.

**Silver Rapids/Celudon**: This is the other of the two streams that originate from Emerald Lake. These rapids run along the bottom of the cliff which the Windywoods lie atop of and into the ocean.

## Flora and Fauna

Most of the fauna of Isaldul consists of creatures native to the redwood forests. Some creatures are magical and some aren’t. Few, if any, are undead; with so many druids belonging to Isaldul, the presence of the undead and other such creatures that violate the laws of nature are not tolerated. The same applies to invasive creatures that disrupt the ecological balance of the forest.

The hunting guild of Thraenfal are responsible for maintaining the integrity of the forest’s food web. They closely monitor predator-prey populations for any anomalies that suggest something is throwing the forest out of balance. Though these occurrences are scarce, they can have devastating effects if not quickly caught and acted upon. Some of the more serious threats the Thraenfal may face include giant beavers, spider-snakes, and blood stags. More mundane pests such as bee-nabbers are not a direct threat to elven lives or the ecosystem, but can disrupt the Valkalyns’ farming practices and the Isaluannas’ beekeeping. There are ancient reports of dragons, wyverns, and other such beings that were once seen, but they have mostly left Isaldul and its people alone for whatever reason.

Isalduians seldom have trouble with local flora or fauna, even ones with predacious tendencies. This is partially because so many Isalduians are druids, and are able to connect with the natural world on a deep level. In the rare event that a particular group or organism becomes hostile or exhibits aggressive tendencies that are unusual, the Thraenfal will track them down, capture them, and study them to determine why they underwent such a change. For example, it could be because of a natural magical occurrence, or perhaps a drink from a poisoned stream. In any case, once the source is determined, it is quickly set right and the animals are released.

The Thraenfal do not hunt for sport; any animals that must be relocated or put down are wholly utilized. Bee-nabbers, for example, may be sold outside of Isaldul as exotic pets. Children in Isaldul may often tame and keep a bee-nabber as a pet, feeding them bees that expired naturally in the care of the Isaluanna. Alternatively, Bee-nabbers’ saliva can be useful in potion’s crafting as a paralytic or sleeping agent; though such effects are lost on elves, the Thraenfal find this useful in crafting sleeping darts to use on aforementioned fauna. In addition, their feathers are quite useful to the Tenyafa tailors because they are naturally camouflaged and very quiet, like barn owl feathers. They can also be dyed for those who have no need for stealth.

The Thraenfal provide many of the ingredients needed for spells from the animals that can be found in Isaldul. Those that the forests cannot provide are often traded for with surplus of other ingredients that Isaldul possesses.