Golden Hills
Ervenian Era, 1051 AB
The Golden Hills are the radiant heart of gnome divinity, where warm autumn light never fades and laughter rings like hammered bells across rolling meadows. Though each hill belongs to a patron of the gnome pantheon, together they embody the people’s greatest treasures: curiosity, craft, loyalty, and mirth.
Customs and Laws
Leaf-Name & Burrow-Name
A gnome keeps an elf-learned leaf-name (spoken at moon rites) and a burrow-name (used in work and play). Speaking both together seals a promise as strongly as any sigil.Acorn Oaths
Sworn under living branches; when kept, the acorn hardens to pearl-knot (a lucky charm and token of the pact). When broken, the knot crumbles to harmless dust—and everyone knows.Moonshift Eve
Once each Sehaine Cycle, the Hills tilt slightly Feyward. Music brightens, colors deepen, and Guest-Right expands to any traveler who arrives laughing. It’s the safest night to cross.Art as Contract
Inherited from The Seldarine: a prank that heals a folly counts as binding restoration; vandalism repaired by bettering instead of erasing is the highest form of apology.Fey-Threaded Craft
Works made with beauty and play in mind set true, hinges don’t squeak, inlays don’t lift. while purely joyless labor needs rework.Guest-Right Deepened
Rites sworn with leaf-name and burrow-name travel farther. sending, tongues, protections. until the next moonrise.Cruel Glamours Falter
Coercive charm and fear-effects feel off; mirth-magic (comfort, reconciliation, healing) leans easier than ink on vellum.Geography
Petitioners here live in burrows, burrows beneath burrows, and halls that sparkle with gems or soot with forge-smoke. Angels and guardinals walk freely among them, and the lands feel alive, oaks that whisper old tales, tunnels that shift to protect the innocent, and flames that burn steady no matter the wind.
While the hills are golden with light, they are not idle. Every hill is as busy as a hive: laughter, work, song, and play all blending into a rhythm that defines the gnome soul.
The Oath-Stone Circle
A gathering place where gnome deities meet in council; promises made here resound across Bytopia.The Festival of Tricks
Once each SehaineCycle, all hills join in merriment; during this time, even Stronghaven relaxes, though always with watchful eyes.The Burrow-Gates
Passages in Segojan’s warren that sometimes lead to the Beastlands, Ysgard, or even the Elemental Plane of Earth.Inhabitants
Petitioners
Gnome and svirfneblin souls, appearing in their lively prime, eyes bright with mirth or soot-dark with work. They cannot abide cruelty; those who lose joy or generosity fade into the gold light.Celestials
Angels (devas, solars, planetars) serve as guides; guardinals protect festivals and trade. Agathions share in the laughter and happiness of the Golden hills.Burrowing Companions
Badgers, foxes, rabbits, and moles, often gifted with speech, aid in tending Segojan's tunnels and Baervan’s woods.Good Hearted Fey
Dryads, korreds, and sprite-wardens attend festivals openly; they claim the Golden Hills taste like “home, but more sensible.”Seldarine Enjoys
Seldarine envoys visit Whisperleaf and Stronghaven to refresh treaties and trade apprentices (especially in storycraft, woodlore, and oath-law). Animal lords (Beastlands) stray in via Segojan’s ways; everyone pretends not to notice how easily they dance the fey steps at Moonshift feasts.Access and Travel
Wonderhome
The Golden hills have respected doorway and functioning portal, operated by gears to Wonderhome.Leaf-Keys
A leaf-name spoken true under starlight opens a minor crossing to a calm Feywild verge; bringing a gift closes it safely behind you.Laughter-Ferries
On Accord nights you can literally laugh a lantern alight; follow its bobbing and it will thread a safe route to a neighboring fey court.Localized Phenomena
Prank’s Turnabout
Malice disguised as a prank rebounds on the prankster; a cruel trick becomes slapstick at their expense.Forge’s Echo
In the Forge, lies sound hollow, every falsehood rings like a cracked bell until corrected.Rootpaths
In Whisperleaf, secret trails appear beneath the oak when one aids an animal in need.Stronghaven’s Silence
Treachery within the citadel renders a betrayer mute until they confess or make amends.Autumn’s Kind Light
That gold glow is literally Feywild spillover. It warms bread, steadies hands, and makes lies feel clumsy on the tongue (people can lie; they just hate how it tastes).Mirth that Mends
Laughter here is a fey craft, done right, it knits quarrels. Mockery meant to wound rebounds as slapstick on the mocker (the Prank’s Turnabout you already have, now with fey provenance).Living Carpentry
In the Hills, wood shapes like a willing partner when asked kindly and sung to—pure Feywild technique taught to gnomes who chose craft over courtly war.Kind Paths
Trails slide a step toward safe crossings when you carry guest gifts or keep a vow. classic fey road-magic, domesticated by gnomish courtesy.History
Gnomes remember, sometimes as lullaby, sometimes as ache, that they were once Elves. In the Golden Hills this isn’t just a story; it’s in the grain of the land. The warm, perpetual autumn-gold is the echo of the Feywild's harvest courts, and the burrows and boughs answer to old Seldarine names as readily as to gnomish saints. Elders call the sundering of peoples the Gentle Unseaming: not exile, but a turning as when elves who chose wit, work, and wonder over long sorrow and high tragedy, and so became gnomes. The Lords of the Hills honor this openly; their festivals always set one table for fey kindred.
Trait Type |
Description |
|---|---|
| Gravity | Normal on Dothion’s ground. Opposed gravity across the Midrun: cross the belt and “down” flips to the other layer. The Midrun itself is a zero-G band (roughly 200–600 ft thick), where cranes, rope-trams, and balloons work best. |
| Time | Normal; Dothion rewards patience (“seasonal return”) and exposes shortcuts; this is felt in luck and outcomes more than clocks. |
| Shape & Size | Seven divine hills within a wide meadow basin of Dothion, each larger inside than out. Subterranean realms (Forge, Burrow, Deephome) extend endlessly, yet never collapse. |
| Morphic Traits | Divinely Morphic under the Lords of the Hills. Inhabitants experience Harmonious Morphic traits: works of joy and craft succeed more easily; malicious sabotage invites comical mishap. |
| Elemental Energy | None Dominant |
| Alignment | Strongly Good, mildly Lawful. |
| Magic | Stone shape, make whole, create food and water, commune with nature, fabricate, heroes’ feast gain small boosts when tied to communal benefit are enhanced. While, dominate, fear spells, necromancy, or magic that would desecrate earth or gems falters are impeded. |
Type
Dimensional plane
Location under
Included Locations
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