TheVales_descriptors
Concept:
This is a model for 'a' means by which an area can begin to be described.
This area 'The Vales' resides within the Charm'd Peninsula, and this, an early and 'gappy' description of the place.
~Describing an area~
The Vales
Setting:
Farm-Villiage Communities settled on the 'long foothills'
They are relatively separate, each minding their vale for the most part.
The different areas tend to ‘funnel’ goods downstream. As there is barge trade down some of the waterways.
The hillsides have been sculpted to some extent, and the fertile valleys stretch far, and across several biomes.
The party may start in a nondescript villiage in this part of the world.
Although small, and insular, the villiages do well for themselves, and most villiages while simple folk, are relatively well off and do not want for much.
Several rumours swirl through the villiage at any time, and dock hands are well positioned for the best in gossip from accross the vales.
Away in the distance the valleys break into bergs.
There is dwarven craft upon the lands and dwarven scallywags who do indeed also enrich the vales below with artisanal cratfsmanships.
An elven settlement claims the heights of one of the largest vales, more down to earth than most elves, they also have a mix of half elves and occasional quite human looking babes, as well as sparce very aged humans in their midst. A somewhat unusual sight.
The farms are also touched by elven insights, and their farming equipment works the land gently extracting what it can efficiently.
Hooks
Early closing up.
Farmers woes:
Long summer
Feed quality -> animals aint takin to it like they used to.
Conscription
Diseases from the riverfolk -> they get it from them sailin type.
Begrudging the short days as nights lengthen -> mentioned curfew
Outside worries such as:
Relative visited a village has not returned yet - Grahnvahl
Delayed delivery of fine fruits from Frugravhale
Wild fires which had cut off access to Thanglvahle
Granvhale: A predominantly grain producing town in the vales.
Frugravhale: Mangoes, citius and other fruits.
Thanglvahle: Medicinal plants as well as wines and vinegars.
Plot elements
Animal illness - feed has been affcted by the wilting. Animals are weaker and some carry a disease which causes a shuddering fever.
Distant delivery: Bandits are not much of a problem, more likley are the guards or ‘proclaimed law’ who have a tendancy of impounding luxuary goods.
Curfew, on an advisory some time ago from a town regards ‘disappearing children’ nothing of the sort has been seen this side, but the curfew is in place.
Wildfires relate to cultic activity in preparation for a ritual which they likely have lost control of.
Bestiary:
Veteran
Quaggoth
Mummy
Cultist
Peryton
Kenku Raiders