Whisperleaf
Ervenian Era, 1051 AB
Whisperleaf is a living riddle you solve with a smile. Baervan’s hill is not a keep but a world-tree and its woodland, an ancient oak whose crown spills into a tangle of glades, squirrel-bridges, and lantern-moss caves where raccoons chitter like bell-ringers. Paths refuse to stay straight unless you’re kind; shortcuts widen for the curious and close for the cruel. The Masked Leaf governs here by lesson and laughter: every prank has a point, every detour a gentler truth. Forest gnomes gather under full moons, tossing acorns and stories in equal measure, while Baervan wanders in any guise he likes, often with a ring-tailed companion peering from his shoulder.
Customs and Law
Moon-Guest Right
Share water, a true name, and a laugh under the full moon and all owe safe passage and frank speech until dawn. Lies taste like bitter hulls.Art as Apology
Wrong done is righted by making, a verse, a carving, a mend. Nothing is struck out; errors are answered, not erased.Prank With a Point
Tricks must teach. Humiliation for its own sake is sour bark and draws a quiet raccoon tribunal.Trailkeeping
Every traveler leaves the path a touch kinder, stack a handstone, bind a broken twig, note a den.Mask-Courtesy
Ask before wearing another’s shape or story; the realm itself will untie a stolen face.Geography
Notable Locations
The Masked Cloister
A leaf-roofed circle where each full moon the Wildwanderers dance, toss acorns, and leave trinkets that turn into needed tools by morning.Rocky’s Trove
A hidden burrow of borrowed-to-teach objects and returned pride; finding it requires admitting the lesson you needed.Acorn Nursery
A ring of saplings bearing oversized acorns, holy symbols grown with thanks; to pluck one, first plant two.Whisperleaf’s Heartwood
The oak’s inner hall, thick with tale-carvings, where Baervan’s halfspear once hung; the wood hums when a prank crosses into harm.Trail of Bright Noses
A line of lichened stones raccoons rub to guide lost children and weary beasts; at dusk they glow like tiny moons.The Great Oak
A treant-ancient oak whose inner hollows hold councils, shrines, and a raccoon-trove of small wonders. The bark murmurs advice to polite listeners.Moon-Glades
Natural chapels ringed by old oaks where the clergy meet when the moon rides highest; fallen leaves arrange themselves into seats between dances.Raccoon Steps
A chain of mossed stones and branch-spans that reads your tread; walk with good humor and it makes an easy ladder, sulk and it sends you the long way round.Nut-Cellars and Story-Caches
Root-tight vaults where offerings, maps, and moonlit journals are kept; each cache opens for those who add a tale or a kindness.Lantern-Moss Caves
Soft-lit burrows beneath the oak where wounded beasts and weary travelers are nursed by Wildwanderers and their fastpaws.Sly-Paths to the Midrun
Rope-bridges and glider-perches reach the Bytopian sky-band; on windy nights they sway like laughter.Inhabitants
Forest GnomePetitioners
Bright-eyed, dirt-kneed, and quick to grin; they tend beasts, way-mend trails, and lose bullies for an hour to cool their heads.Raccoon Kindred
From clever bandits to dire elders, raccoons are counselors and quartermasters; Rocky himself is said to steal only what pride can spare.Azatas and Agathions
Bralani sprint the glades as storm-scouts; lillends keep the song-law; cervidal and leonal wardens arbitrate when jokes cut too deep.Good-hearted Fey
Nixies, dryads, leaf-sprites, and brume-nymphs guide without gouging and prize consent and clean departures.Localized Phenomena
Whispering Paths
The trail itself suggests better choices, gentle breezes and leaf-swirls nudge you toward kinder outcomes; forcing past them invites brambles and bee-huffs.Mirror-Ponds
Moonlit waters show the truth of a jest, if it healed or harmed; hard lessons sting like mint on the tongue.Acorn Thunder
Harm a den or nest within sanctuary and the oaks drop a booming scold of green burrs that smart pride more than skin.Kind Lost
Cruel pursuers wander in circles until they calm; set a lantern or share a story and the paths align again.Borrowed Tail
Those who over-boast find a phantom ring-tail twitching at awkward moments until they perform one quiet, anonymous good.Wildwanderer’s Ease
Speak with animals/plants, pass without trace, tree stride, and path-finding magics feel clearer; illusions that teach endure. Compulsions meant to shame or coerce falter.Performative Casting
Whistling, humming, sketching, or storytelling while you work steadies concentration; bystanders read benign effects as part of the revel.Moon-Mercy
Healing, restorations, protections, and reconciliations invoked at moon-high take gentle hold; fear and domination magics thin to tatters.Guest-Leaf
Oaths sworn under the boughs bolster sending/tongues/protections/courage through the next dawn-bell.Trail-Grace
Travel magic that spares the land, soft-step, glide, lighten-load, carries a little farther when used to guide or protect.Trait Type |
Description |
|---|---|
| Gravity | Normal. |
| Time | Normal. |
| Shape & Size | Finite Grove-Crown. A great oak (“Whisperleaf”) and its surrounding wildwood mantle one of the Seven Hills; rope-ways and branch-walks climb to the Midrun. Roots knot into lantern caverns; a few “green stitches” brush the Feywild in warm weather or on full nights. |
| Morphic Traits | Harmonious-Whimsical: Waymarks, shelters, and teaching illusions form easily; devices meant to humiliate or despoil go awry. |
| Elemental Energy | None Dominant |
| Alignment | Neutral Good. |
| Magic | Speak with animals, speak with plants, charm animal, calm animals, pass without trace, tree stride, transport via plants, plant growth (enrichment), find the path (natural trails only), Healing subschool, remove fear, remove disease, neutralize poison, restoration line, sanctuary, protection from evil Nonharmful figments/glamers used to teach, guide, or apologize, sending, tongues, heroism, communal protection tied to a sworn guest-leaf or moon-guest vow linger Summon Nature’s Ally (When summoning nonpredatory or protective creatures), are enhanced. While dominate person/monster/animal, geas/quest (coercive), suggestion (to humiliate), fear/cause fear/scare/crushing despair suffer –2 CL and targets gain +2 sacred on saves. Harmful Phantasms: Phantasm illusions that shame or traumatize are –2 CL (creatures get +2 vs. the first save). Desecration & Redaction: desecrate, unhallow, blasphemy, unholy aura, and undead-creation fail unless sanctioned by a resident power (rare). Aimless Jaunts: dimension door/teleport/shadow walk used without a protective purpose drift: arrive 1d10×100 ft. off (never into hazards) or 1 step late (GM: narrative delay). When used to deliver aid or rescue, they arrive true. |
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