Grove of the Unicorns
Ervenian Era, 1051 AB
The Grove of the Unicorns is Ehlonna’s quiet heartland: a ring of living forests threaded with clear streams of River Okyanus, quilted meadows, and moon-dappled glades where hooves never crush a flower. Here the seasons turn gently, autumn lingers in burnished gold, spring returns on soft rain and the wild greets guests with wary kindness rather than fear. Rangers and druids call it a proving ground for stewardship; Fey call it a sanctuary for consent and joy; Eldars know it also as Ehlenestra’s green court, where oaths are sung to trees and the hunt is kept clean.
Overhead, glimpses of Krigala's high white sun sometimes spear through the canopy; in the underpaths, the Feywild music trembles like sap in spring.
The Deep Forest is a that grove sits at the base of a cluster of great sequoias that form a natural cathedral for those beneath the canopy. The lowest branches of the trees are hundreds of feet in the air, such that those with wings can fly through Ehlonna's cathedral without difficulty. This place co-exist within the Feywild and the House of Nature
Those who reside within the borders of Ehlonna's realm live in peace with the trees and animals, and they are similarly left alone by the wild creatures. The thinking creatures of the House of Elysium adore Ehlonna, ensuring that she is often aware of occurrences that happen far from her domain. The grove attracts groups of unicorns. In addition, there are herds of bariaurs in Ehlonna's service. Centaur petitioners are found in Ehlonna's realm.
All spells cast by rangers within the Grove of the Unicorns are enhanced, and all spells that create food or water are exceptionally bountiful. Ehlonna have the power to make other alterations to magic within their realm, if they so desire.
The Grove appears to be only a simple grove of trees found within a larger forest, but it is much bigger on the inside than on the outside. If an explorer can be counted as a friend to nature, they might spot a unicorn drinking from a pool in the heart of the grove, whereupon the entirety of the lush realm would appear around them. But one who is unworthy would not see the unicorn and could wander in and out and never know the realm was there.
According to the animal petitioners, there are odd settlements hidden within the Grove, but there were a mystery to outsiders.
Inhabitants
As the name suggested, the Grove is a wood where many unicorns and celestial chargers could be encountered.Geography
Notable Locations
The Unicorn Vale
A wide, bowl-green meadow ringed by sentinel oaks, where a mirrored pool reflects stars even at noon; hoofpaths here never muddle and voices carry as if sung.Okyanus Backwaters
Clear reed-edged channels of the great river slow into oxbows and lily-lagoons; living boathouses of woven willow drift between beaver-dams and otter-stones.Seed-Vault Terraces
Hills cut into crescent terraces where acorn, cone, and seed are tended in clay and glass; lorestones record lineage of groves back to first rains.Dryad Cloisters
Natural “chapels” grown from interlaced beeches; stained light falls through leaf-veins, painting the floor with shifting green scripture.Antler-Roads
Elevated driftways of intertwined branches and woven roots, quiet roads that let herds pass below untroubled. At night they glow with foxfire when guest-right has been sworn.Moon-Fallow Orchards
Wild orchards left unharvested every third year; here creatures feed without fear, and disputes are settled only by song.Heart-Oak of Ehlenestra
A colossal oak whose heartwood bears a thousand braided vows; its crown opens a round “oculus” where Krigala’s noon may shine or the Feywild’s aurorae may descend.Travel and Access
House of Nature Causeway
Along Okyanus where Elysium's shore kisses the Sparkling Sea, a flowered causeway appears kept by The Seldarine and the House of Nature alike, opening to Arvandor'scoasts for those bearing peaceful purpose and living gifts.Krigala's Green-Falls
At certain cliff-woods, noonlight pours like water; climb the light and step into Krigala’s perpetual day, or descend to return.Feywild Briar-Fold
Hedge-arches bloom at twilight; speak a consented invitation and the thorns unfold a short walk to Rose Quarter or nearby courts.Crescent Moon-Canal
On full nights, a silver current opens to Crescent Grove for weddings, reconciliations, and farewells.River Road
Long calm reaches of River Okyanus act as a gentle planar current; honest crews bound by guest-right can pole farther than muscle should allow.Inhabitants
Petitioners of the Grove
Foresters, rangers, herbalists, and woodcrafters reborn with clear eyes and steady hands. They guide travelers, mend trails, and keep fires wise.Good-hearted Fey
Dryads, naiads, pixies, and satyr-kin who prize consent, clean hunts, and kind mischief; treants serve as patient judges.Azatas and Agathions
Lillends curate song-law and seasonal rites; bralani answer storm-fallen groves; cervine, ursine, and raptor-hearted agathions keep guest-right and escort the timid.Unicorns and Swanmaids
Rare, revered guardians of birthing-glades and adoption circles, which are usually the guardians, able to take on powerful Demons.Friends and neighbors
Elven envoys from High Forest of Arborea, messengers from Crescent Grove, and tide-wardens from Aquallor who follow River Okyanus up to the willow moorings.Localized Phenomena
Kindling Bloom
Wildfire born of malice turns to drifting flower-ash at the forest edge; hearth and cleansing burn keep their spark.Briar of Oathbreaking
Willful vow-breakers find rose and hawthorn quietly snagging sleeves, boots, and bridles until apology takes root.Quiet of the Hunt
In stalking hours, the realm hushes: branches do not snap for those who take only what is needed; tormentors find every twig loud.Sap-Sleep
After great labors or grief, a gentle drowse steals over the weary beneath certain trees, mending body and temper by dawn.Wildway Drift
Paths slide to shield nests, dens, or nurseries; cruelty finds detours that seem sensible until the lesson is learned.Magic
Performative Casting
Working magic while singing, planting, carving, or telling a truthful tale steadies the mind; benign spells are read as part of the rite, not a threat.Oathcraft
Protections, messages, courage-chants, and safe-conduct woven into a vowed work carry farther and linger longer near their living mark.Mercy’s Preference
Healing, reconciliation, restoration, and beautification lean with the land; necromancy that harms life, slavery magics, and fear-compulsions strain or quietly fail.Greenstep
Travel magics that lengthen stride, soften passage, or respect the earth feel surer when the journey spares the land.Unicorn’s Blessing
Pure water drawn respectfully from the unicorn vale clears poison, settles fear, and inspires a single flawless kindness before next dusk.Trait Type |
Description |
|---|---|
| Gravity | Normal gravity; canopy “lifts” feel lighter, Branchways and rope-bridges carry weight softly without creak.. |
| Time | Steady, kindly time. Dawn and dusk feel a touch longer; fasting, healing, and growth complete “on time” even when delayed by travel. |
| Shape & Size | Infinite realm: A great forest ring around a central unicorn vale, fringed by Oceanus backwaters and reed-lagoons. Wanderers who walk with care return to their starting grove by a different, wiser path. |
| Morphic Traits | Mildly sentient & nature-morphic. Footpaths close behind pursuers and open for rescuers; fallen boughs knit into shelters when hospitality is offered. Vow-sites (carved in living wood) subtly bend trails to keep promises kept. |
| Elemental Energy | None Dominant |
| Alignment | Neutral Good. |
| Magic | Plant, animal, healing, travel-by-foot, and benign illusion/abjuration are enhanced. While necromancy that harms life, wanton fire, coercive compulsion, and slavery bindings are impeded. Speaking with animals and nature-reading feel clearer near oath-trees and springs. |
Feywild
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