Alderfen

Alderfen is a plains village tucked south of the Great Alderwood and west of the Wilderpeaks, where skilled woodworkers turn alder and oak into sought-after furniture and instruments; roads hum with wagons in season and the Sighing Glade draws quiet pilgrims seeking the spring's odd blessings, while merchants press for more timber and forest guardians frown at every new axe mark.

TypeVillage
PopulationAbout 320 villagers and seasonal workers.
WealthModest but comfortable due to specialized crafts.
GovernmentVillage council led by a reeve.
ReadinessA civilian militia trains irregularly and the village keeps hidden traps along the trails.
Alderfen is a plains village tucked south of the Great Alderwood and west of the Wilderpeaks, where skilled woodworkers turn alder and oak into sought-after furniture and instruments; roads hum with wagons in season and the Sighing Glade draws quiet pilgrims seeking the spring's odd blessings, while merchants press for more timber and forest guardians frown at every new axe mark.

A layered village of ringing axes, laughing children, and whispered reverence for the trees.

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Geography

RegionSouthern plains at the western edge of the Great Alderwood and east of the Wilderpeaks foothills.
ClimateTemperate with warm summers and crisp, snowy winters.
TerrainOpen grasslands rolling into dense forest and rocky foothills.
Travel Links
A packed cart road runs east to the market town of Theren.A narrow logging trail snakes north into the Great Alderwood.A rough pack-track leads northeast toward the Wilderpeaks passes.Seasonal river barges connect to lowland ferries at Riverford.

Culture

Practical craft, cautious reverence for the forest, and a communal pride in honest labor.

Races
HumanElfHalf-elfDwarf
Religions
Cult of the SpringwellAncestor reverenceLocal nature rites
Arts & Entertainment

Woodcarving competitions, open-forge demonstrations, and evening songs that recount the glade's tale.

History

Government

LeaderEdrin Vale, elected reeve and mediator.
Village council led by a reeve.
Key Laws
Cutting of sacred trees in the glade is forbidden without council consent.All major timber sales must be recorded with the Reeve's Council.Visitors who draw water from the Sighing Glade must leave an offering.
Problems
Tension between trade and conservation intensifies as merchants push quotas.

Merchant demands for timber conflict with Wardens' restrictions, and the council struggles to balance income and tradition.

Night thieves target stored timber and carved goods.

A rash of nighttime wood thefts has worried sellers and strained militia patrols.

Economy

Industries
Woodworking and carvingSeasonal loggingPack trade and wagon repair
Scarcity

Metal is scarce and expensive outside militia needs.

Wealth LevelModest but comfortable due to specialized crafts.
Exports
Fine carved furnitureHandmade instrumentsSeasoned timber
Imports
Iron tools and nailsSpices and saltDrapery and glassware

Defenses

ReadinessA civilian militia trains irregularly and the village keeps hidden traps along the trails.
Fortifications
Raised timber palisade around the granary.Watch post atop Rook Ridge with signal lanterns.Hidden stockade along the logging trail used in emergencies.
Hearthwatch Militia(About thirty able-bodied fighters.)

A hastily organized local militia that doubles as cartwrights and woodmen.

Law & Order

crime Level
Low to moderate with spikes in theft during market season.
enforcement
Local militia and the reeve enforce laws with fines and community service.
typical Punishment
Fines, forced labor on communal projects, or temporary exile for serious offenders.

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