Keenreach
Ervenian Era, 1051 AB
The Keenreach, once known as the Pale Tree is where wilderness becomes strategy; It is a long frontier of star-silvered forests, cliff-ranges and wind-cut grass seas. Paths braid like bowstrings, constellations read like range tables, and every breeze carries a lesson in patience, placement, and consequence. Half-elves, elves, and their allies come here to learn hunts that spare the land, ambushes that spare the innocent, and campaigns that end swiftly.
The Keenreach is a classroom written in wind and root. Here, Solonor teaches that the finest victories are those that spare the land and the helpless, that patience is a weapon, and that strategy is an ethic, not merely an edge. Elves, Half Elves and Be’quessirari bring their mixed companies here to learn bordercraft, ambuscade without atrocity, and the discipline to stop when mercy is asked. Within the Draxal'thul, the Keenreach serves as the Triad’s scout-school and war-game range, where plans are tried against living, thinking terrain, until the map is worthy of the world.
Customs
Trail-Right
Those who share bread and water beneath a sky-bough and speak their purpose plainly are bound with their hosts to hospitality and frank speech until the next bell. While this pact holds, poisons are corked and snares remain unused.The Unwasted Kill
Every hunter must take only what they need, tending to herds and game so that tomorrow’s bounty remains. Trophy-killing without cause leaves a stain upon one’s fletching that endures until restitution is made.Fletch-Oaths
Promises are carved into arrow-vanes, sung upon the bowstring, or knotted into bowgrips. These vows radiate a soft ward against malice within their circle and steady the hand of those who strive to honor them.Poison Ethics
Venoms are meant to bring a swift end or disable cleanly; cruelty is forbidden. The land itself rejects torture, snares slip, bowstrings fray, and bitter herbs lose their venom, turning uselessly sweet.Challenge of Wits
Disputes must first be resolved through contests of skill: stalking, marking, riddling, or simulated strikes. Victory carries obligation, and the winner must raise the loser with teaching, a tool, or safe conduct.Geography
Notable Locations
Farsight Escarpments
Knife-straight cliffs and sky balconies where the horizon seems closer than the ground. At dusk the constellations align with carved sight-slits, teaching the angles of wind and distance without a word.Whisperwood
Tall, pale-barked trees whose leaves mute footfalls but carry soft speech for miles. Scouts practice “low tongue” calls that the forest amplifies for friends and swallows from foes.The Green Corridor
A living borderland of thorn and vine that opens for those who travel with clean intent and closes behind marauders. Its gaps shift nightly to foil pattern-trackers.The Venery
Rotations of terrains, salt flats, alpine scree, fen, scrub, and snow-shadow, reordered by moon phase. Crews drill here for campaigns across mixed ground, learning when to move, when to vanish, and when to let the land do the work.Arrow-Meadow
A vast grass sea with standing stones shaped like fletchings. Ribbons of prairie fire run in pre-charted sweeps; wardens time backburns to break encirclements without scorched earth.The Silent Camps
Range-lairs sunk into root and stone. Oath-fires radiate warmth and light within but show neither smoke nor glow beyond the ring. Here veterans teach restraint by example.The Quiver
Galleries of living bow-yews and string-reeds tuned by wind. Bowyers harvest only the fall-bends; every stave bears a faint grain-song of the grove it came from.The Unseen Range
A canyon network whose shadows move against the sun, perfect for practicing pursuit and break-contact. If your quarry yields and speaks mercy, the ravine brightens and a safe path opens.Travel and Portals
Star-Steps of Sehaine
On high-moon nights, consonants of your true name light among the constellations; trace them aloud to cross a day’s march to a place that suits your purpose.The Green Tunnels to Arvandor
Walk three dawns without scarring bark or soil, and a treelace opens toward Arvandor’s canopies.The Range-Bridge
When joint exercises are called, a chessboard mirage shimmers across Arrow-Meadow; march in cadence and it bears you to the Dragonchess Court terraces.Limbo Drift
Westmost prairies fray into Limbo; practiced adventurers can surf thunderlines along stormfronts to neighboring wild realms.Inhabitants
The petitioners of the Keenreach are reborn as rangers, scouts, tacticians, bowyers, and wild-keepers, their breaths steady and their eyes sharp. They devote themselves to mapping the land, mentoring newcomers, and keeping the kill-tallies honest. Azatas such as bralani and lillends stride through the realm as spirits of sudden courage and clear song, guiding war-games that end not in grudges but in lessons learned. Agathions with the hearts of wolves, stags, and raptors serve as guardians of guest-right and as escorts for travelers who choose peace. Good-hearted Fey dwell here too, quick and quiet tricksters who prize clean hunts and graceful exits. Alongside them train the cadres of the Triad: Solonor’s stratagem weavers drilling with Lendys’ justiciars and even Bane’s discipline cadres under oath, testing plans against the shifting challenges of living terrain.Localized Phenomena
Arrow-Winds
Narrow gusts run like drawn bowstrings, carrying whispers and bending careless shots. Work with them and the land itself seems to aid your aim; fight them and your arrows falter.Echo-Snares
In certain hollows, harsh orders ring back too loudly to remain hidden, while patient, measured signals carry perfectly. The realm itself favors commands delivered with care.Mercy’s Quarry
When an intelligent foe yields and asks for quarter, the ground softens and bloodshed weighs heavily. Should mercy be denied, trails lengthen, water turns sour, and night sounds carry judgment until amends are made.Ghost-Browse
Pale herds appear when overhunting threatens the balance of the food web. These spirits cannot be harmed and instead guide repentant hunters toward restoration.Overdraw
To push too far, whether on the bowstring, the body, or the stratagem, brings a tremor to the hand. Rest or teaching another the hard lesson is the only cure.Huntsense
Divinations that seek spoor, terrain, or lines of approach sharpen within the Keenreach, while magics that cloak cruelty as necessity tend to unravel.Way-Quiet
Casting spells while stalking, signaling, or mapping steadies the mind, and non-harmful workings appear to onlookers as part of the exercise rather than a threat.Stride & Shadow
Travel magics that lengthen step, mask passage, or shape terrain stretch a little farther when the journey honors rather than scars the land.Quarry of Conscience
Spells intended to hinder or mark a foe falter if used to punish surrender; the realm insists on capture, parole, or fair terms instead.Oath-Fletching
Magics woven into Fletch-Oaths, whether protections, sanctuaries, messages, or tactical blessings, linger longer near their carved vanes or knotted grips.History
Legends claim that the tree within the plane, was the that bore the fruit from which the Sehanine came to be.
Trait Type |
Description |
|---|---|
| Gravity | Normal gravity; canyons and cliff-ranges create frequent vertical play, but no subjective gravity. |
| Time | Time is slower 10 times than the Prime Material Plane for training purposes. |
| Shape & Size | Infinite plane with finite boundaries and access inside. |
| Morphic Traits | Responsive morphic (divine and ethical): terrain subtly reorders to honor clean hunts, keep oaths, and protect non-combatants. Cruel intent meets thickening brush, treacherous footing, and lengthened paths. |
| Elemental Energy | None Dominant. |
| Alignment | Strongly Chaotic Good. |
| Magic | Movement, divination (tracking/terrain), illusion (camouflage), and creation (shelter, tools) are gently enhanced. Fear-driven compulsion, torture-venoms, and undead workings are impeded; binding by terror tends to fray. |
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