The village
Ravenshollow is a small, weathered hamlet nestled against the edge of the foreboding Ravenswood forest. The heart of the village is the center market square, a roughly cobbled space with a simple, worn stone fountain at its center. The fountain’s water trickles slowly, tinged with a slight greenish hue that hints at years of neglect. Around it, a few rickety market stalls stand, their canopies sagging under the weight of damp, threadbare cloth. On busier days, villagers peddle their meager wares—potatoes, carrots, and simple trinkets—but the offerings have become sparse and meager, like the people themselves.
On the north side of the market square looms the Raven’s Rest Inn, the largest building in the village. It’s a sturdy, two-story structure with a thatched roof darkened by smoke and age. The timber beams are warped and weathered, but the inn remains the heart of the village’s social life, its windows often aglow with the warm light of candles. Opposite the inn, on the south side of the square, stands the town hall, a slightly smaller but similarly stout two-story building. A modest hedged garden surrounds it, the shrubs poorly maintained and overgrown, giving the place an unkempt look. It’s here that the villagers gather for meetings, though the atmosphere inside is often tense, weighed down by the hamlet’s unspoken troubles.
From the market, narrow, muddy roads branch off in all directions, threading between the haphazardly built houses of the villagers. Many of these homes are in disrepair—roofs patched with old cloth, walls leaning precariously, their paint faded and flaking. Wooden signs creak in the wind, hanging above low doorways and showing simple illustrations of the local shops: a faded apothecary sign marked with a pestle and mortar, a butcher’s cleaver barely visible on a cracked wooden plank, and a cobbler’s worn boot etched into a swinging sign.
To the west, the road dips slightly as it leads towards the river, the faint glittering of its waters visible through the mist. The bridge, made of old stone, spans the river with moss-covered arches. Beyond it, the village’s poorer outskirts emerge—ramshackle shacks and lean-tos, hastily erected and showing the rough, unpolished side of life in Ravenshollow. Despite their appearance, these homes are filled with the resilient spirit of those who refuse to leave, even as the shadow of the forest creeps closer.
To the north, you can hear the rhythmic clanging of the smithy, its smoke rising in a thin column, mixing with the morning mist. The smith’s hammer rings out, echoing across the village, a rare sound of industry amid the prevailing silence. Just beyond it, closer to the river, the creaking of the watermill can be heard. The wheel groans as it turns slowly, the once-strong flow of the river now weak and inconsistent, hinting at deeper issues upstream.
Across the river, a well-trodden path leads up a hill to the north, where Vane’s Manor stands like a sentinel overlooking the village. It is not a grand castle, but its dark, aged stone walls and narrow windows give it an imposing presence. The manor seems to loom, casting a long shadow over the shacks below. Smoke drifts from its chimneys, suggesting life inside, but the place feels strangely detached, as though it exists in a different time or world, watching the village from a distance.
Further to the west, closer to the dark line of the Ravenswood forest, a few isolated forest cottages peek out from the treeline, their chimneys dark, the windows shuttered tight. Here, you also find a small sawmill, its blades still and rusting, the building silent and abandoned, swallowed by the encroaching wilderness. The small gardens outside these homes are sad and struggling, the potato and carrot plants stunted and wilted, their leaves yellowed and curling. Even nature here seems blighted, as if the soil itself is tainted by some unseen sickness.
A foul, sour scent lingers in the air, teasing your nose with the promise of rot and decay, though it is not overpowering—just strong enough to leave a faint, bitter taste at the back of your throat. The villagers move about with heads bowed and shoulders hunched, casting furtive, nervous glances at any newcomer. It’s a place where hope has worn thin, and every corner seems to hide a secret, as if the very stones of Ravenshollow whisper of the troubles that weigh heavily on the hearts of its people.
Location
Ravenshollow sits on the edge of the Gloomwood Forest, which stretches for miles, covering the surrounding hills in a thick, shadowy canopy. A river runs along the western side of the village, providing fresh water and feeding the mill that grinds grain for the villagers. The forest is both a blessing and a curse—offering bountiful resources like timber, herbs, and game, but also hiding dark secrets that the villagers have learned to fear.
The village is relatively isolated, with the closest neighboring settlement being Blackbriar, a day’s ride to the east. The road leading to Ravenshollow is difficult and dangerous, often plagued by bandits and, more recently, by creatures from the forest. This isolation has allowed the village to develop its own unique traditions and customs, but it has also made it vulnerable to outside influences, particularly those of Isolde and the entity lurking in the woods.
Daily Life and Routines
Before the corruption took hold, life in Ravenshollow followed a simple but satisfying rhythm. The villagers are hardy, working primarily as farmers, millers, and craftsmen. Their daily routines revolve around the seasons, with everyone taking part in the planting and harvesting of crops, tending livestock, or trading goods in the village square.
Morning: At dawn, the village stirs to life. Farmers set out to tend their fields or drive their livestock to pasture. The blacksmith’s forge ignites, and the weaver begins her work. In the temple, Father Lucian Reyne would traditionally lead a morning prayer, though attendance has waned since his shift toward darker rites.
Midday: The mmarket square becomes lively with trade. Farmers bring fresh produce, and craftsmen sell their wares. The innkeeper's daughter, Tamsin, often helps her father prepare meals for travelers and locals alike.
Evening: As night falls, the villagers gather in the inn or at home, sharing stories by the fire. This used to be a time of warmth and community, but now fear grips the hearts of the villagers. Fewer people linger outdoors as the forest seems to come alive with dark whispers after sundown.
Self-Sufficiency: The village prides itself on its independence. Isolated from other settlements, the villagers have developed a strong sense of community, relying on one another for survival. However, this isolation has also made them vulnerable to the darkness creeping in from the forest.
Superstitious Beliefs: Even before the current events, Ravenshollow had a history of superstition. The villagers often leave offerings at the edge of the forest to appease unseen spirits. With the corruption growing, these superstitions have intensified, and many villagers now leave offerings in the hope of warding off the strange creatures that have been spotted near the woods.
A Growing Divide: As the darkness spreads, the villagers are becoming divided—some believe they should fight back against the corruption, while others think it’s safer to accept it or even embrace the changes brought by Isolde’s growing influence.
Atmosphere
The Sky and Light
Before the Darkening: Ravenshollow was a humble but lively village, bathed in the natural light of day and the warm, flickering glow of hearth fires at night. During the day, the sky was often clear, and in the evenings, the stars would be visible, with villagers gathering under the open sky to share stories.
After the Darkening: The sky above Ravenshollow has taken on a perpetual gloom, often overcast with low, heavy clouds that seem to threaten rain but never deliver. The sunlight, when it breaks through, feels weak and is often tinted with a faint greyish hue. At night, the moon and stars are often hidden by thick clouds, and the village feels eerily quiet, as though the darkness presses in from all sides.
The Homes and Streets
Before the Darkening: The homes of Ravenshollow were modest but well-kept, with small gardens of herbs and flowers outside many of them. The streets were cobbled and lined with lanterns that cast a warm, inviting glow.
After the Darkening: The homes have taken on a weathered, more abandoned look. Ivy and moss have started to creep up the walls faster than before, as if the village is being reclaimed by nature. The windows of many homes now stay shuttered, even during the day. The streets are often empty, and the lanterns that once filled the village with warmth now flicker weakly, struggling to push back the thickening darkness.
Notable Locations
Mira’s Herbstore
As you step up to Mira Ashford’s herb store, a sense of quiet mystery and earthy calm envelops you. The shop is a small, cozy structure with stone walls partially covered in ivy, and dried bundles of herbs and flowers hang from the eaves, their colors faded yet beautiful. A faint, inviting scent wafts through the air—a mix of lavender, sage, and something deeper, more ancient, like the essence of the forest itself.
The wooden door, slightly weathered, is painted a soft green and adorned with a simple, hand-painted sign reading “Herbs & Remedies.” Tiny charms made of woven twigs and small stones dangle from the doorway, adding a soft, musical rattle whenever a breeze stirs them. A bell jingles gently as you step inside.
Inside, the air is thick with a blend of herbal scents, earthy and slightly medicinal but comforting. Shelves line the walls, each overflowing with jars of dried plants, bundles of roots, and glass bottles filled with mysterious, colorful liquids. The light is low and filtered through small windows, casting a warm glow over the cluttered yet organized space. Small labels with careful handwriting are pinned to each jar and bottle, hinting at the names of rare herbs and exotic ingredients, some from the deepest reaches of the Gloomwood itself.
In one corner, a table is covered with mortar and pestle sets, fresh herbs laid out for mixing, and a few well-worn books. The effect is both practical and enchanting, a place where wisdom and magic seem to coexist, and where each item has a purpose, a story, and perhaps a little bit of magic.
Location: Near the forest’s edge, at the northeastern side of the village.
Exterior Description: Mira Ashford’s herbstore is a modest, single-story stone cottage with a thatched roof, almost swallowed by the forest. Ivy grows along the walls, and a small garden of herbs surrounds the cottage. A simple wooden sign hangs by the door, showing an engraved image of a leaf and mortar.
Interior Description: Inside, the store is filled with the earthy, fragrant smells of dried herbs and plants. Shelves line the walls, packed with jars of roots, flowers, and powders. There’s a small counter near the back where Mira sells potions, poultices, and herbal remedies. The wooden floor creaks underfoot, and the air is thick with the scent of sage and lavender. In the corner, a cauldron bubbles softly over a fire.
Notable Features:
The Shelves: Mira stocks a wide variety of herbs, both common and rare. Some are gathered from the Gloomwood itself, though she has become more hesitant to venture too far into the forest lately.
The Garden: Behind the herbstore is a small but well-tended herb garden, where Mira grows the more delicate plants. Though the forest is encroaching, she still manages to coax life from the soil.
Secret Room: Hidden beneath the floorboards is a small cellar where Mira keeps the more dangerous and forbidden plants, as well as ingredients for more potent elixirs.
Atmosphere: There’s a faint feeling of protection in the store—Mira has woven small wards and charms into the stone walls, giving the space a calming, protective energy.
Occupants
- Mira Ashford (owner)
- Lina Ashford (works there every now and then)
- Fiona Stonewell(friend of owner, helps out sometimes)
- Most villagers as customers
Thatchery and Smithing
As you approach Thatchery and Smithing, the heart of Ravenshollow’s metalwork, the rhythmic clang of hammer on anvil echoes through the air, a steady and familiar sound that hints at both craftsmanship and strength. The building is a squat, sturdy workshop with dark wooden beams and stone walls blackened by years of soot. Above the door, a hand-painted sign displays the simple, bold words “Thatchery & Smithing,” flanked by a pair of crossed hammers.
Outside, the ground is littered with metal shavings and small, worn stone paths leading to racks of tools, horseshoes, and iron fittings. The open forge, glowing with embers, casts a warm, almost fierce light that illuminates Ronan Thatcher’s figure as he works, his powerful arms swinging the hammer with precision. The smell of heated iron and burnt charcoal fills the air, mixed with the earthy scent of leather from aprons and tool belts hanging on pegs inside.
Inside, the workshop is cluttered but organized, with an array of tools, from hefty tongs to delicate engraving chisels, each with a place of its own. Wrought iron pieces, finished and half-finished, are displayed along the walls, a testament to the skill and pride poured into each creation.
Run by Ronan Thatcher, this is where the villagers go to repair tools, shoe horses, and craft weapons. Ronan’s forge is often one of the busiest places in the village, especially now that some villagers have begun arming themselves out of fear of what lurks in the woods.
Location: At the edge of the village, near the river.
Exterior Description: The blacksmith’s forge is a squat, sturdy building made of stone and timber. Thick smoke pours from the chimney, and the clang of hammer on anvil rings out regularly. The front of the building is open, revealing the roaring forge and racks of tools hanging on the walls. Outside, horseshoes, swords, and farming tools lie on tables, waiting to be finished or collected.
Interior Description: Inside, the forge is always hot and filled with the smell of metal and fire. Ronan Thatcher, the village blacksmith, can usually be found working at the anvil, his muscular frame bent over a piece of glowing metal. The forge is filled with the sounds of hissing steam and the crackling of flames. Racks of weapons and tools line the walls, along with various pieces of armor in various stages of completion.
Notable Features:
The Forge: The heart of the shop, a roaring fire burns day and night. Ronan works tirelessly here, crafting everything from simple farming tools to finely forged weapons.
The Weapons Rack: Since the forest has grown darker, Ronan has been forging more weapons than ever before—daggers, swords, and axes, all meant for the villagers who now feel the need to defend themselves.
The Workshop: In the back, there’s a smaller, more private area where Ronan works on his more personal commissions—sometimes crafting enchanted weapons under the guidance of Mira, using herbs and stones from the forest.
Atmosphere: The forge has become a place of preparation. Villagers come here not just to fix tools, but to arm themselves, and a sense of unease hangs in the air as Ronan forges weapons for a fight that many fear is inevitable.
- Ronan Thatcher
Hollow Hearth Inn
Hollow Hearth Inn still stands proudly at the heart of Ravenshollow, its stone walls and ivy-covered facade as welcoming as ever, but there’s a subtle, unsettling change in the air. The sign, swinging gently above the door, seems to creak more in the breeze, and shadows linger a bit longer in the dimming light. The windows glow, but with a dim, flickering quality, as if the hearth within struggles against a creeping darkness outside.
Inside, the familiar scent of woodsmoke and herbs is tinged with something heavier, an earthy, almost bitter undertone that wasn’t there before. The main room is still lively, but conversations hush as the wind rattles the shutters, and eyes occasionally glance toward the forest-facing windows with unease. The large stone fireplace crackles, but the light it casts seems swallowed by the shadows pooling in the corners of the room.
Edwin Holloway stands behind the bar, his usual cheer tempered with a faint edge of worry, while his daughter, Tamsin, moves through the room a bit quicker than usual, as if warding off a chill. Locals lower their voices, sharing rumors of strange howls in the night and signs of dark creatures venturing closer to the village.
Known as the "Hollow Hearth", the village inn is a gathering place for locals and travelers. The innkeeper, Edwin Holloway, has run the place for decades, and his daughter Tamsin helps with the daily operations. Since the darkening of the forest, the inn has seen fewer travelers and is often filled with villagers discussing their growing fears.
Location: In the center of the village near the market square.
Exterior Description: The Hollow Hearth Inn is a two-story building made of weathered stone and thick wooden beams. Its thatched roof is slightly sagging from years of exposure to the elements, and ivy creeps up one side, giving the inn an overgrown, lived-in feel. A creaky wooden sign hangs above the front door, etched with the name “Hollow Hearth” and a stylized image of a warm fire.
Notable Features:
The Bar: A long wooden bar runs along one wall, where Edwin Holloway, the innkeeper, serves ales and meads brewed from local ingredients. A few barrels of stronger, more exotic spirits are kept in the cellar, for special occasions or to ease the nerves of the more troubled villagers.
Guest Rooms: Upstairs, there are a handful of small guest rooms with simple wooden furniture and narrow beds. Each room has a small window overlooking the village square or the edge of the forest.
Atmosphere: Though once lively, the inn now feels more somber. Travelers are rare, and many locals who once enjoyed spending their evenings here now go home early, avoiding the growing darkness outside.
Occupants
- Edwin Holloway (owner)
- Tamsin Holloway (daughter
- Lena Holloway (wife)
- Ivy Hollowy (Niece and often visits)
- Jasper Holloway (Brother and often visitor, both for food and drink)
Plots
The Mill
The Mill looms by the river’s edge, its tall, weathered frame casting long shadows across the water as the sun dips low. The mill’s wooden wheel turns slowly, groaning with each revolution, as though reluctant to churn the river’s murky flow. Moss and creeping vines cling to its stone foundation, giving it an ancient, almost neglected appearance, as if it’s been standing guard by the river for far longer than any villager can remember.
The building’s windows are dark and dusted with cobwebs at the corners, and an eerie stillness fills the air around it. The usual steady hum of the wheel’s turning feels slightly off, an irregular clanking sound breaking the silence, as if something within the mill resists its purpose. A faint scent of damp wood and grain hangs in the air, though it’s tinged with a strange, earthy smell, heavy and unsettling.
As you approach, you notice small animal tracks and dried mud leading up to the mill’s door, hints of past visitors—or perhaps trespassers—from the nearby forest. The Mill stands as a solitary structure by the river, but something about it feels watchful, as if the building itself is holding secrets, whispering of things that stir unseen in the quiet woods beyond.
Located by the river, the mill is a vital part of Ravenshollow’s economy, grinding grain for the villagers. It’s run by Jasper Holloway, a quiet, hard-working man who has begun hearing strange voices when he works late into the night.
Location: By the river, on the western edge of the village.
Exterior Description: The mill is a tall, wooden building with a large waterwheel turning slowly in the river’s current. It stands slightly apart from the village, surrounded by fields of grain that supply it. The wooden boards are weathered and darkened from years of exposure, but the wheel still churns steadily, keeping the mill running.
Interior Description: Inside, the mill is filled with the smell of freshly ground flour. Large sacks of grain are piled along the walls, and wooden beams crisscross overhead. Jasper Holloway runs the mill, his burly frame moving with practiced ease as he works. The air is thick with flour dust, and the constant grinding of the millstones creates a steady, rhythmic noise.
Notable Features
The Millstone: A massive stone wheel grinds the grain into flour, powered by the river’s flow. The mill has been in operation for generations, though lately, strange whispers have been heard near the wheel.
The River: The river that powers the mill is fast-moving, but lately, its waters have seemed darker, as if something beneath the surface is corrupting the current.
The Storage Room: A locked room at the back of the mill contains sacks of grain and flour, as well as a few strange items Jasper has found washed up on the riverbank—small idols and stones that seem out of place.
Atmosphere: The mill feels like an isolated, self-contained world. While it still runs efficiently, there’s a growing sense of unease, especially for Jasper, who has begun hearing strange sounds late at night when he works alone.
Occupants
- Ivy Holloway
- Jasper Holloway (Miller)
Plots
The Disappearing Millstones
The Corruption of the River Nymph
Vane Manor
Vane Manor rises atop a small hill on the outskirts of Ravenshollow, its tall, stone walls stark against the twilight sky. The manor’s slate roof and pointed gables give it a foreboding silhouette, and ivy twists up the stonework, dark and dense, seeming to clutch at the walls. The windows, though large, are shadowed and unlit, their panes casting a dull, cold gleam that reflects little of the waning light.
As you draw closer, a creeping silence seems to settle around you, muffling the sounds of the village below. The grand wooden doors, adorned with ironwork shaped like talons, stand closed, their polished surface gleaming with an almost unnatural sheen. Surrounding the manor is a garden that might once have been beautiful but now feels wild and unkempt, with twisted branches and overgrown hedges casting strange shadows across the path.
A chill hangs in the air, and an odd stillness lingers as if the manor itself holds its breath, watching. Occasionally, a faint flicker of movement seems to pass by one of the upper windows, but when you look closer, there’s nothing there. Vane Manor feels alive with secrets, its walls heavy with a history known only to the family within—a place of wealth and power that harbors something darker beneath its refined exterior.
Gregor Vane's manor stands just outside the village, looming over the forest’s edge. The villagers view it with suspicion, as rumors of dark dealings have spread since Gregor began working more closely with Isolde.
Location: On the outskirts of the village, perched on a hill overlooking the Gloomwood Forest.
Exterior Description: Vane Manor is an imposing structure, its dark stone walls rising out of the hillside like a fortress. The manor is surrounded by a wrought-iron fence, though parts of it have rusted and fallen into disrepair. The windows are tall and narrow, giving the house a cold, watchful appearance. Over the years, vines and moss have begun to creep up the walls, making the building feel like a part of the forest itself.
Interior Description: Inside, the manor is lavish but cold. The floors are made of polished black stone, and the furniture is grand but uncomfortable. Dark tapestries hang on the walls, depicting scenes of Ravenshollow’s history. A grand staircase leads to the upper floors, where the Vane family lives. The halls are dimly lit by oil lamps, casting flickering shadows that seem to stretch unnaturally.
Notable Features:
The Study: Gregor Vane’s study is a large, wood-paneled room filled with bookshelves and maps. A large desk sits in the center, covered in papers detailing business dealings and more recently, dark rituals. The fireplace crackles with an eerie blue flame.
The Basement: Beneath the manor lies a hidden chamber where Gregor has begun secret rituals under Isolde’s influence. The walls are lined with strange symbols, and a heavy sense of dread hangs in the air.
The Gardens: Once well-tended, the gardens around the manor have become overgrown and wild. The once-pristine hedges are now twisted and gnarled, reflecting the growing darkness within the house.
Atmosphere: The manor has an oppressive, dark energy. Servants whisper of strange happenings, and the very air inside seems thick with tension.
- Gregor Vane
- Roslyn Vane
- Darin Vane
Mathis Gravel, employee, spy and saboutuer
Village town hall
The Town Hall of Ravenshollow stands at the center of the village, a solid, imposing structure of grey stone and dark timber beams, its outline sharp against the overcast sky. The building has an air of solemnity, its tall, narrow windows and steeply pitched roof giving it a watchful presence. Vines climb the lower walls, their tendrils curling around the stone as though binding the hall to the ground beneath it.
A simple bell tower rises from the roof, the bell itself a dull bronze that catches little light. Occasionally, it sways slightly in the breeze, giving off a faint, hollow sound that lingers unsettlingly in the air. Just above the entrance hangs a weathered raven banner, its edges frayed, as if enduring the weight of countless village gatherings and grave decisions.
Inside, the dim light filters through dusty windows, casting long shadows across the worn wooden benches and a large, central table scarred with marks from countless meetings. A chill pervades the room, more than the stone alone should hold, as if echoes of past deliberations and secrets linger in the stillness. The Town Hall feels more than a place of governance—it feels like the silent keeper of Ravenshollow’s burdens, a guardian of its whispered fears and unresolved histories.
Exterior: The town hall is a two-story timber and stone building, with thick wooden beams supporting the walls and a sloped roof of grey slate tiles. Ivy creeps up one side of the building, and a small bell tower rises from the roof, which Cedric uses to call meetings or announce news. The front of the town hall has a small wooden porch with a simple but sturdy railing, often adorned with seasonal flowers or herbs placed by villagers as offerings of good fortune.
Interior: Inside, the town hall has a single large meeting room on the ground floor with rough wooden benches arranged in a circle around a raised stone hearth. The hearth, though simple, is kept well-tended, and its warmth gives the space a sense of comfort and security during gatherings. The walls are decorated with various relics and artifacts collected over generations—a collection of hunting spears, old maps of the Gloomwood Forest, and tapestries depicting the history of Ravenshollow. Soft candlelight from iron sconces on the walls provides a warm but dim glow, casting long shadows that make the room feel almost sacred.
Notable Features:
Council Table: In the center of the room stands a large, heavy oak table used for council meetings. The table is scarred and worn from years of use, with carved initials and symbols left by village elders of the past. It holds a simple wooden bowl of salt and iron, symbols of protection and resilience that Cedric insists are never removed.
The Elders' Ledger: In a small alcove, an ancient book known as the Elders' Ledger rests on a pedestal. The book contains records of important events in the village’s history, written by each elder in turn. Cedric treats it with reverence, and villagers are known to approach him with reverence if they wish their concerns or achievements to be recorded within its pages.
The Old Bell: Hanging in the small bell tower is an iron bell cast decades ago. The bell’s tone is deep and resonant, filling the village square with a rich sound that can be heard even at the edge of the forest. Cedric rings the bell during important meetings or in times of crisis, and villagers feel a sense of urgency and resolve whenever it tolls.
The Raven Banner: Draped over the hearth is a faded banner bearing the emblem of a raven, symbolizing Ravenshollow’s connection to the forest. Cedric explains that the banner represents both the wisdom and resilience of the village. Villagers believe it protects them, and Cedric claims it has been blessed by spirits long before his time.
Cedric’s Cottage
Next to the town hall is a quaint, stone cottage with a steeply pitched thatched roof and small windows lined with hand-carved wooden shutters. It is a humble home but carries a dignified presence, mirroring the personality of Cedric, the village elder. A narrow path of cobblestones, slightly worn from years of footsteps, leads up to the cottage door.
Exterior: Cedric’s cottage is surrounded by a small but thriving herb garden, with rosemary, sage, lavender, and other plants that he tends carefully. Villagers often see him outside, tending to the garden with quiet concentration. The cottage itself is made of grey stone, with moss and lichen clinging to the lower walls, giving it an aged, almost ancient look. Over the door hangs a hand-carved wooden raven painted black, a symbol of Cedric’s role as protector of the village’s traditions.
Interior: The inside of the cottage is warm and cozy, filled with wooden shelves lined with books and scrolls. Cedric has collected writings on local history, forest lore, and remedies passed down through the generations. A large armchair sits beside a small fireplace, where he spends most evenings reading or consulting his notes. The air inside is tinged with the scent of dried herbs, woodsmoke, and aged paper.
Notable Features:
The Elder’s Journal: On a small, well-worn desk near the window sits Cedric’s personal journal, filled with notes about the village’s daily happenings, strange events, and cryptic symbols he believes are tied to the darkening of the forest. He keeps it hidden when visitors come by, as he worries about causing unnecessary fear.
The Raven Staff: In the corner, propped against the wall, is Cedric’s carved wooden staff, topped with an intricately detailed raven head. The staff was given to him by the previous elder and is said to have protective qualities. Cedric carries it with him during meetings, as it symbolizes his role as the village’s guide and guardian.
The Relic Chest: Hidden beneath a trapdoor under a rug is a small chest containing old relics from past village leaders—amulets, charms, and ritual items believed to ward off evil spirits. Cedric rarely opens it, believing that some items should only be used in the most desperate times, though he occasionally allows the village children to view them during festivals to pass down the stories and history of Ravenshollow.
The Spirit Candle: On a small altar by the window burns a single black candle, known as the Spirit Candle. This candle is said to connect Cedric to the spirits of past elders, providing him with guidance. It is only lit on nights when he needs their counsel, and he sits in silence, meditating, until the candle burns down.
The Symbolism and Relationship Between Town Hall and Cottage
The town hall and Cedric’s cottage together serve as the heart of Ravenshollow’s leadership, with the town hall representing the village’s communal spirit and Cedric’s cottage embodying wisdom and guidance. The two buildings are bound by tradition, and villagers often say that “Ravenshollow’s strength lies between the hall and the hearth.”
Cedric is seen as a quiet but steady presence who keeps the town’s history and knowledge close, while the town hall is where decisions are made, justice is served, and the village gathers in times of both celebration and crisis. Cedric’s wisdom and the ancient artifacts within his cottage are often seen as protection for the village, anchoring it against the dark forces of the Gloomwood Forest. Villagers often leave small offerings of herbs or trinkets on the front steps of both buildings as gestures of respect and to ask for continued guidance and protection.
Old Man Cedric
The Briar Needle
The Briar Needle is tucked along a narrow lane in Ravenshollow, its dark wooden exterior partially swallowed by creeping ivy and thick, twisting vines. The small wooden sign hanging above the door shows a threaded needle entwined with thorny briars, casting an oddly pointed shadow on the cobblestones below. The shop’s single window displays colorful yet faded fabrics, each draped in a way that suggests a touch more than simple artistry, as if hiding or hinting at something deeper.
The doorway is framed by bundles of dried herbs tied with twine, their scent mingling with the musty air, earthy and potent. As you step closer, you notice that the faint, inviting light inside is dimmer than expected, casting the small, cluttered interior in an amber glow that doesn’t quite reach the corners. Shelves are lined with spools of thread, fabrics, and small charms, each with an air of quiet mystery.
In the dimness, the tapestries along the walls seem almost alive, their woven scenes of forest paths and ravens’ wings subtly shifting in the flickering light, though perhaps it’s just a trick of the shadows. The Briar Needle feels like a place caught between worlds—a shop of simple crafts and a threshold to the unknown, where each stitch might carry a secret and every piece of fabric hides a story better left untold.
Inside, the air is filled with the rich scents of wool, herbs, and lavender, which the sisters use to ward off moths—and perhaps other things. Rows of fabrics, from humble homespun to finely spun silks, line the walls, along with enchanted threads rumored to enhance protection and bring luck. The shop is also known for its tapestries and garments, which often depict scenes from nature and occasionally bear hidden symbols with subtle magic woven into the design.
In the back, Iona Briar, the talented seamstress, works diligently at her loom and spindle, creating garments for the villagers and special commissions for travelers. Her younger sister, Madeline, handles simpler tasks and helps with the shop, often adding finishing touches with her delicate embroidery.
Some locals say that when the evening fog rolls in, the shop’s glow becomes more ethereal, and those who look closely might glimpse shadows moving within the fabrics.
At the heart of the shop sits an ancient loom passed down through generations of the Briar family. Intricately carved with patterns of leaves, birds, and mythical creatures, the loom seems to hum faintly when in use, resonating with a gentle magic. Iona is rumored to weave protective charms and subtle enchantments directly into her fabrics using this loom. Villagers believe garments woven here bring good fortune or, conversely, ill luck if woven with malintent.
In the back corner of the shop, small shelves hold bundles of herbs, dried flowers, and vials of natural dyes used for coloring fabrics. Lavender, sage, and hemlock hang from the rafters, adding a soothing but earthy scent to the air. Certain rare herbs from the Gloomwood are only available to those Iona trusts, and the dyes are said to retain magical properties. Some fabrics are colored with hues that shift in the light, subtly changing shades depending on the time of day.
Occupants
- Iona Briar
- Madeline Briar
Plots
The Temple
The Temple of the Old Gods stands at the edge of Ravenshollow, half-hidden by the shadows of the Gloomwood trees that press close around it. Its stone walls are thick and ancient, darkened by age and streaked with moss, giving the temple an almost spectral presence. The entrance is framed by two carved stone pillars adorned with symbols of the old gods—ravens, suns, and coiled roots—that seem to watch as you approach, their worn faces softened by the dim light.
A low, rhythmic hum fills the air around the temple, blending with the rustling leaves, as if the forest itself breathes in sync with the sacred space. Inside, dim candlelight flickers against walls lined with faded tapestries and dried bundles of herbs hanging from wooden beams. A simple stone altar stands at the center, marked with runes and small offerings of herbs, feathers, and polished stones left by villagers seeking protection or favor.
The faint scent of incense lingers, earthy and thick, mingling with a trace of something older—damp, cold, and oddly metallic, like the whisper of storms long past. The temple is quiet, yet the silence feels heavy, as though secrets are woven into the very stones, and each shadow hides a memory of something far beyond mortal understanding.
The Temple of the Old Gods is a modest yet revered structure at the edge of Ravenshollow, close to the forest, as if acting as a protective boundary between the village and the looming Gloomwood. Built long before most of the village’s homes, the temple reflects the older traditions of the land, dedicated to the spirits and forces of nature believed to protect the village from harm. The building is humble yet dignified, showing the villagers' respect for their heritage.
Exterior: The temple is constructed from grey stone and timber, with ivy creeping up the sides and moss filling the cracks between the stones. Its high-peaked roof is topped with a carved raven, symbolizing wisdom and watchfulness. The entrance has two stone pillars adorned with intricate carvings of animals, trees, and stars, marking the temple as a place deeply connected to nature. Small clay pots filled with herbs and flowers sit on either side of the entrance, offerings left by villagers for blessings and protection.
Before the Darkening: The temple was a sanctuary, with villagers coming regularly to pay their respects to the old gods and seek blessings. The stained glass windows shone with the sunlight, casting colorful patterns on the stone floor, and the smell of incense filled the air.
After the Darkening: Now, the temple feels cold and foreboding. The stained glass windows have become dim, their colors muted as though the light cannot reach them. The candles flicker weakly, and the smell of incense has turned sour, as if something rots beneath the altar. Father Lucian Reyne’s sermons have become darker, and strange symbols have appeared on the walls. The temple no longer feels like a place of sanctuary; instead, it feels like the center of something dark and unknowable.
Interior: Inside, the temple is lit by soft, flickering candles in iron sconces along the walls, casting warm but dim light. The air is thick with the scent of sage, rosemary, and incense, used to cleanse the space and ward off evil influences. Stone benches are arranged in a semi-circle around a simple stone altar, adorned with symbols of the old gods: the sun, moon, trees, and ravens. Dried bundles of herbs hang from the rafters, and small animal carvings made of wood and stone rest on the altar, each one representing a spirit of the forest or a guardian of the land.
Notable Features:
The Altar of Seasons: At the heart of the temple stands the Altar of Seasons, a simple stone slab carved with symbols representing the four seasons. Villagers leave offerings on this altar during seasonal festivals or to seek blessings for crops and weather. The altar is known to be a focal point for rituals, especially those meant to protect the village from the encroaching darkness of the forest.
The Well of Reflection: In a small alcove near the back of the temple is the Well of Reflection, a shallow stone basin filled with water that is believed to hold the blessings of the old gods. Villagers touch the water for luck, and those seeking guidance often meditate beside it. The water is clear and reflects the surroundings with a slightly surreal quality, as if showing glimpses of another world.
The Raven Statues: Two carved raven statues rest at either side of the altar, each adorned with a small iron ring. These ravens are symbols of protection and are said to hold a spirit within them. During certain rituals, villagers believe the ravens come to life, watching over the temple and its people.
Prayer Stones: Along the temple walls are small niches holding smooth stones painted with runes and symbols. Villagers inscribe their prayers and wishes onto these stones, placing them in the temple for blessings. It’s a quiet, ongoing tradition, with Brother Lyle and Father Lucian occasionally “renewing” the blessings through small ceremonies.
Lucian’s Home
Father Lucian Reyne lives in a small cottage near the temple, close enough that he can oversee its activities yet far enough to maintain a sense of personal space. The cottage is unassuming, a modest dwelling that reflects Lucian’s role as the village priest. Lately, however, his home has become a place of mystery and, to some, unease.
Exterior: Lucian’s cottage is a squat stone building with a thatched roof and two small, narrow windows on either side of the door. Simple wooden wind chimes hang near the entrance, filling the air with soft sounds. Vines and moss creep along the stone, making the cottage appear almost as if it has grown from the land itself. A simple wooden cross once adorned the door, but it has been removed, replaced by a symbol of uncertain origin—an unfamiliar mark that resembles a raven with extended wings and sharp talons.
Interior: The cottage interior is dim, with heavy curtains drawn over the windows, giving the space a dark, enclosed feeling. The air inside is dense, thick with the lingering scent of old incense and dried herbs. Bookshelves line one wall, filled with texts on old folklore, theology, and a few mysterious tomes of uncertain origin. A small wooden altar sits against the far wall, adorned with candles and a polished black stone engraved with strange symbols that seem to shift under the light.
Notable Features:
The Ritual Corner: In one corner of the room lies a small, hidden ritual space covered by a faded cloth. Here, Lucian performs private rituals, seeking guidance from his new “deity.” The space is marked by a circle of black candles and a small dish filled with ash. Strange symbols are scrawled on the floor, remnants of his increasingly dark practices.
The Raven Amulet: Hanging above Lucian’s bed is a raven-shaped amulet crafted from black stone. The amulet seems to hold a faint glow in the dim light, and those who spend time near it often feel an unsettling sense of being watched.
Herb Drawers: Near the altar are small wooden drawers filled with herbs and powders used in Lucian’s rituals. Some are common ingredients like sage and lavender, but others are more obscure, gathered from the darker parts of the forest. Villagers often wonder why he keeps such an array, but Lucian’s evasive answers do little to reassure them.
Father Lucian Reyne
Brother Lyle’s Cottage
Brother Lyle lives in a small, tidy cottage near the market square, close enough to be part of the village’s daily life while remaining a quiet space for reflection and solitude. His home reflects his humble, devout lifestyle, filled with simple comforts and a few personal charms meant to keep evil at bay.
Exterior: Brother Lyle’s cottage is a cozy timber and stone structure with a low-sloping thatched roof and a small wooden porch. Simple carvings of protective symbols are etched into the doorframe, each one freshly marked with chalk and oil to ensure their potency. Potted herbs and wildflowers line the windowsills, and a small wooden raven charm hangs by the door, a simple ward against ill omens.
Interior: Inside, Lyle’s cottage is neat and orderly, with a single room that serves as both living space and work area. A plain wooden bed stands against one wall, and a modest table is placed near the window, often scattered with scraps of parchment filled with handwritten prayers and blessings. The room is filled with the scent of dried herbs, which hang from the beams overhead, giving the space a comforting, earthy aroma.
Notable Features:
The Prayer Desk: Near the window, Lyle has a small wooden desk where he writes out blessings and charms for villagers. The desk is covered with parchment, ink, and small bowls of herbs, used to prepare amulets and protection symbols. Villagers often come to him seeking these items, which he gives freely or trades for simple items.
Charm Shelf: One wall is dedicated to a shelf of handmade charms crafted from iron, wood, and bone, each imbued with a simple blessing. Some are meant for personal protection, while others are meant to be hung in homes or fields. Lyle refreshes these charms regularly, and some villagers believe they offer true protection against the darkening forest.
The Spirit Candle: Lyle keeps a single candle near his bed, known as the Spirit Candle, which he lights when he feels the need to connect with the spirits or seek guidance. Unlike Lucian’s dark candle, Lyle’s is made of beeswax and scented with rosemary, providing a calming presence.
Herbal Tinctures and Poultices: Lyle keeps a small collection of herbal remedies and poultices for common ailments. While he’s not an herbalist, he has basic knowledge of healing and often tends to minor injuries for villagers, using simple but effective blends of herbs and roots.
Brother Lyle
The market square
The market square in Ravenshollow sits at the village’s center, its cobbled stones worn smooth from years of footsteps. The stalls, usually bright with wares, seem muted in the gray light, casting long shadows across the ground. An old stone fountain, carved with the likeness of a raven, stands in the center, its basin filled with water that ripples softly but never seems to sparkle. The raven’s eyes are dark, hollow, and unblinking, as if watching every passerby.
Around the square, vendors’ voices are hushed, their goods displayed carefully but without the usual lively chatter. Herbs, charms, and bundles of dried flowers hang from a few stalls, swaying slightly in an unseen breeze. The air is tinged with the earthy smell of fresh vegetables, mingled with a faint, metallic undertone, as though something just beneath the surface is waiting to be unearthed.
Even the light seems hesitant, casting uneven shadows that deepen in unexpected corners. Locals glance over their shoulders as they move from stall to stall, their conversations brief, their voices low. The market square, usually the village’s heart, feels stilled and watchful, as if it’s holding its breath, waiting for something yet unseen to reveal itself.
The market square in Ravenshollow is the bustling heart of village life, set at the center of town and framed by cobblestone paths and modest timber-framed buildings. Though the village is small, the market square comes alive with a sense of communal energy and purpose, where villagers gather to trade, barter, and share news. Each stall has a distinctive look, reflecting the personality and trade of its owner, and the square is arranged in a loose ring, giving it an open, welcoming feel.
Layout and Atmosphere
The square is cobbled with smooth, worn stones that have seen generations of footsteps. In the center stands a weathered stone fountain featuring an ancient raven sculpture, symbolizing the village’s connection to both nature and the mysterious Gloomwood Forest. The fountain no longer flows as it once did, but villagers believe the water within carries subtle protective magic, and many touch it for luck or sprinkle a few drops over their goods.
During market days, stalls and carts fill the square, each decorated with its own colorful cloths and handmade signs, creating a vibrant contrast to the otherwise modest, earthy tones of the village. The air is filled with the aromas of baked goods, fresh herbs, and wood smoke, mixed with the occasional sharp scent of leather or metal from the blacksmith’s stand. When the market is at its busiest, the square is filled with the sounds of friendly haggling, laughter, and the occasional ring of a handbell signaling a rare or new item.
Before the Darkening: The market square was the bustling heart of the village. Stalls filled with vibrant produce, freshly caught fish, and crafted goods created a sense of life and community. Children ran through the square, and the sounds of lively conversation filled the air.
After the Darkening: The marketplace has grown quiet. The stalls, once filled with goods, now sit empty or partially stocked, with fewer villagers coming to trade. Rotting produce can be found here and there, as farmers struggle with crops that refuse to grow in the shadow of the darkened forest. The fountain at the center of the square now trickles weakly, and the cheerful voices that once echoed through the square are replaced by whispers of fear and nervous glances.
The Baker’s Cart - “Hearth & Crust”
Operated by: Maeve Underhill, a kind but no-nonsense baker in her early fifties.
Offerings: Maeve’s cart is filled with freshly baked bread, pies, and sweet rolls. Her honeyed oat bread and savory mushroom tarts are village favorites, often selling out before midday. She also makes small hand pies filled with fruits or meats, perfect for travelers or workers needing a quick meal.
Atmosphere: Maeve is known to chat with each customer, sharing bits of gossip along with her goods. Her cart smells of warm, comforting aromas, and she often has a basket of day-old bread for those who can’t afford her fresh items, reinforcing her reputation as one of the kindest villagers.
The Butcher’s Wagon - “Fletcher’s Meats”
Operated by: Martin Fletcher, a large, friendly man with a booming laugh and a kind heart.
Offerings: Martin sells fresh cuts of pork, lamb, and occasionally venison, as well as preserved meats like smoked sausages. In colder months, he offers stews and meat pies made by his wife, Eleanor.
Atmosphere: Martin’s wagon is always bustling, as he chats with customers, often offering bits of cooked meat as samples. His cart has thick wooden shelves displaying his cuts, and he takes pride in providing for the village, knowing every customer by name.
The Oddities and Trinkets Stand - “Curious Curios”
Operated by: Tilda Whittaker, an eccentric, elderly woman who claims her items have mysterious powers.
Offerings: Tilda sells knick-knacks, charms, and small enchanted trinkets, some real, some questionable. She also has a collection of old coins, small bottles of “enchanted” water, and forest stones she claims have magical properties. Occasionally, she offers small fey relics or crystals.
Atmosphere: Tilda’s stall is cluttered with strange items, draped in dark cloth, and lit with small candles. Her appearance and peculiar demeanor give her stand an air of the unknown, and while some villagers scoff, others approach her goods with reverence or curiosity. She is known for her unpredictable stories and often draws a small crowd of children, eager to hear her tales.
The Carpenter’s Display - “Wood & Craft”
Operated by: Harlan Dovell, the village guard who also doubles as the village carpenter.
Offerings: Harlan’s stall offers wooden utensils, stools, small tables, and simple charms carved from local trees. He also makes small birdhouses and occasionally sells wooden toys, which are popular with the village children.
Atmosphere: His display is orderly and modest, much like Harlan himself. He is friendly but reserved, and villagers appreciate the sturdy quality of his work. His stand is always neat, with polished wooden pieces that catch the eye.
The Candle Maker - “Glow & Wick”
Operated by: Emma Flint, a cheerful young woman known for her creativity.
Offerings: Emma crafts hand-poured candles from beeswax and tallow, infused with scents like lavender, rosemary, and sage. She also makes special blessed candles for protection, using herbs gathered from the forest. Her “Raven’s Flame” candles, a black candle with a faint silver shimmer, are believed to ward off evil spirits when burned at night.
Atmosphere: Emma’s stall is bright and colorful, with candles of all shapes and sizes displayed neatly. The smell of herbs and wax gives her stand a calming, inviting aura, and villagers often stop by for a quick chat or to pick up a candle for their homes.
The Potter’s Stand - “Earthen Hands”
Operated by: Gar Willow, a quiet, middle-aged potter with a gentle manner.
Offerings: Gar sells ceramic bowls, mugs, and jugs crafted from local clay, each piece adorned with subtle forest motifs. He also makes small figurines and charms in the shape of animals, which villagers place in their homes for luck. His latest creation, a series of raven-themed mugs, has become quite popular.
Atmosphere: Gareth’s stall is earthy and understated, with neatly stacked wares and small pots of flowers. He is known for his patience and craftsmanship, and his goods are always smooth and durable. Though he’s soft-spoken, many enjoy stopping by his stall for a calming presence amid the bustle.
The Apiary Stand - “Sweet Harvest”
Operated by: Wilfred Harker, a kind-hearted, elderly beekeeper who loves to share his knowledge.
Offerings: Wilfred sells jars of honey in different varieties—wildflower, forest, and his prized “Dark Honey” collected from bees near the Gloomwood’s edge. He also offers beeswax for making balms and candles, as well as honeycombs and small jars of “blessed honey” said to have healing properties.
Atmosphere: Wilfred’s stall is rustic, with honey jars gleaming in the light. A gentle hum of bees surrounds him, adding a sense of warmth. He’s known for his generosity, often giving free samples to children or offering advice on using honey for ailments.
The Flower Cart - “Petals & Posies”
Operated by: Ivy Holloway, cousin of the innkeeper, with a lively and charismatic personality.
Offerings: Ivy sells fresh bouquets of wildflowers and cultivated blooms, often gathered from her family’s fields. She also makes flower crowns and small potted herbs for windowsills. In darker times, she’s begun selling small bouquets of nightshade and aconite for those who seek protection.
Atmosphere: Ivy’s cart is vibrant and colorful, overflowing with fresh flowers and greenery. She is cheerful and chatty, spreading warmth to everyone who stops by. Villagers love to pick up flowers for special occasions or simply to brighten their homes, making her stall a popular stop.
The Fisherman’s Stall - “Tide & Scale”
Operated by: Oswin Granger, a rugged fisherman with a keen eye and a hearty laugh.
Offerings: Oswin sells fresh fish from the nearby river, as well as salted and smoked fish for preservation. He also offers small jars of fish oil used for lamps and cooking, and occasionally some rare river herbs used in medicinal brews.
Atmosphere: Oswin’s stall is simple, with wooden crates filled with fish and the smell of salt and smoke hanging in the air. He is boisterous, calling out to passersby and boasting about his latest catches. Many villagers appreciate his humor and lively presence, often stopping by for a chat.
The Toymaker - “Carved Delights”
Operated by: Hugo Wells, a gentle man with a creative spark, known for his love of children.
Offerings: Hugo carves wooden toys—dolls, animals, and small puzzle boxes. He also makes tops and whistles for children, and on special occasions, he crafts intricate animal figurines said to bring luck.
Atmosphere: Hugo’s stall is colorful and whimsical, with toys laid out for display. His stall is always bustling with children, and he often gives small trinkets as gifts. His gentle nature makes him beloved by the village’s youngest, who look forward to his new creations.
The Cooper’s Barrel Stall - “Rings & Staves”
Operated by: Osric Thornfield, a skilled cooper who also owns one of the outlying farms.
Offerings: Osric specializes in barrels, kegs, and casks made from the wood of the Gloomwood trees. He also sells smaller, beautifully crafted wooden containers for storing herbs and dried goods, and sometimes offers enchanted barrels made with wood blessed by Agatha for preservation.
Atmosphere: Osric’s stall is practical and sturdy, with the scent of fresh wood and aged casks. He’s a practical man, always ready to barter, and villagers often seek him out for his reliable craftsmanship and durable goods.
The Wool and Spinning Stand - “Fleece & Fiber”
Operated by: Helga Thornfield, Osric’s wife, and a skilled spinner.
Offerings: Helga offers hand-spun wool, dyed yarn, and fleece from the Thornfield farm. She also sells simple knit goods, such as scarves and gloves, often dyed with rich natural colors. Helga’s wool is known for its softness and warmth, particularly her thicker winter yarns.
Atmosphere: Helga’s stand is filled with vibrant colors and a welcoming atmosphere. Her hands are always busy, spinning wool as she chats with customers, and she occasionally gives spinning lessons to young villagers. Her stall is popular during the colder months.
The Charm Maker - “Protections & Wards”
Operated by: Brother Lyle, the novice monk with a knack for crafting protective charms.
Offerings: Brother Lyle sells small handmade charms and wards crafted from iron, wood, and river stones. His charms are meant to protect against the dark forces of the forest, especially popular in these troubling times. He offers charms for homes, individuals, and even animals, each made with a blessing.
Atmosphere: His stall has a calming presence, with a soft murmuring as Brother Lyle says a quick prayer over each charm he sells. Villagers often stop by to ask for guidance or advice, and his gentle demeanor reassures them. The stall is decorated with simple wooden symbols, each representing a form of protection.
The Dairy Stall - “Moor & Milk”
Operated by: Bertha Stonewell, a no-nonsense farmer known for her excellent dairy products.
Offerings: Bertha sells fresh milk, butter, cheese, and cream from her family’s farm. Her soft cheeses, especially her “Gloomwood Brie,” are popular among the villagers. She also sells goat cheese and occasionally offers small potted plants of milkweed and clover.
Atmosphere: Bertha’s stall has a straightforward setup, but the rich smell of butter and cheese makes it an appealing stop. She’s known for her practical nature and doesn’t indulge in small talk, but she’s reliable, and villagers value her products for their quality and freshness.
The Metalworker’s Trinkets - “Copper & Charm”
Operated by: Tomas Ferris, a young metalworker with a flair for jewelry.
Offerings: Tomas crafts small trinkets, rings, and charms from copper, bronze, and iron. His pieces often feature forest-inspired designs, such as leaves, animals, and vines. He also makes small enchanted rings and pendants that villagers believe provide protection or luck, and his copper raven pins are especially popular.
Atmosphere: Tomas’s stall has a youthful energy, and he takes pride in each piece. His workbench is often cluttered with tools and unfinished items, and he’s known for chatting excitedly about his latest designs. His jewelry attracts a mix of young villagers and travelers looking for unique pieces.
The Cobbler - “Leather & Laces”
Operated by: Dorothy Finch, Elara Finch’s sister, known for her durability and skill.
Offerings: Dorothy sells handcrafted shoes, boots, and leather goods. Her shoes are made to withstand the tough forest terrain, and she offers custom orders for those needing sturdy footwear. She also sells small leather pouches, belts, and straps.
Atmosphere: Dorothy’s stall has an earthy smell of leather and polish. She’s known for her skill and practicality, offering honest advice on footwear and giving discounts to those in need
Market activities:
The Weekly Market Bell
Every week, a market bell rings in the morning, signaling the start of the trading day. Cedric, the village elder, often gives a small blessing over the market, thanking the old gods for their protection and prosperity. This ritual is taken seriously, especially now with the darkening of the forest; villagers often pause to touch their charms or whisper quiet prayers as the market bell sounds.
The Traders’ Corner
Occasionally, outside traders from neighboring villages visit Ravenshollow, setting up small stands in the Traders’ Corner, an area along the edge of the square reserved for visitors. They bring with them goods the villagers rarely see, such as spices, exotic fabrics, and strange trinkets. However, with the village’s isolation and the growing fear of the forest, these visits have become less frequent.
Barter and Trade
Ravenshollow’s villagers often barter goods instead of using coins, especially for small items or services. For example, someone might trade a bundle of herbs for a loaf of bread or offer repairs in exchange for fabric. This tradition keeps the village tightly knit, and most trades are based on mutual respect and long-standing relationships.
The Blessing of the Fountain
At the start of each market day, villagers place small offerings—herbs, stones, flowers—on the rim of the central fountain to honor the raven spirit believed to protect the village. Some villagers believe these offerings keep the market safe from the forest’s dark influence, while others believe it blesses their wares and attracts good fortune.
The Storyteller’s Hour
In the late afternoon, Tilda Whittaker often gathers the children (and some curious adults) at the edge of the square to tell stories. These tales vary from fables about the forest spirits to cautionary tales about dark creatures. This tradition provides entertainment and instills a healthy respect for the woods and its mysteries in the village’s younger generation.
Market Life Amidst the Darkening
In recent months, the market square has taken on a sense of unease. Villagers speak in hushed tones, and there is less laughter as they cast wary glances toward the shadowy edge of the Gloomwood Forest. Vendors now carry protective charms or hang small amulets on their stalls, hoping to ward off the creeping influence of the dark entity. Market days still bring the village together, but now they also serve as a subtle defense—a way of standing strong, united against the growing darkness on the forest’s edge.
For the villagers, the market square is a reminder of normalcy in troubling times, a place where they can still find comfort in their routines and connect with neighbors. Yet, with every market day, they sense that the darkness looms closer, casting a long shadow over their beloved village.
The Ravenstone
The Ravenstone stands in a small clearing just outside Ravenshollow, half-hidden by tall grasses and encroaching shadows from the nearby forest. It is a dark, imposing monolith, rough and weathered, with faint markings carved into its surface that have long since been softened by time and moss. The stone’s surface seems almost black in the fading light, absorbing rather than reflecting the day’s last glow.
The shape of the stone is unusual, its upper edge resembling the head of a raven, complete with a faintly beak-like protrusion that casts an elongated shadow across the ground. Villagers say it holds ancient power, and as you approach, a strange stillness settles over the clearing, the air thick and cool, carrying a faint, metallic scent.
At the base of the stone lie small offerings—feathers, bones, and dark-stained leaves—left by villagers seeking protection or favor. The stone feels almost alive, as though it holds the weight of countless secrets within its depths, quietly observing all who dare to step close. The clearing around it feels both sacred and forbidding, as if the Ravenstone itself waits, watching in silence, a relic of the old gods holding vigil over Ravenshollow.
Before the Darkening: The Ravenstone was a mysterious but revered landmark on the edge of the village. Ravens would perch atop the stone, and villagers would leave small offerings, believing the stone to be a guardian of the village’s fortune.
After the Darkening: The ravens that once perched on the stone are now silent, their black eyes watching the village with unsettling intensity. The stone itself hums with an energy that feels heavier than before, and those who approach it often feel a sense of unease, as though something is watching from within. Though still uncorrupted, the shadows around the stone have deepened, and the villagers no longer approach it as freely.
Location: Near the northern edge of the village, where the forest begins.
Description: The Ravenstone is an ancient, weathered standing stone etched with strange runes. No one in the village remembers who erected it, but it is said to be a place of power. Ravens often gather here, and some villagers believe that the stone is a gateway to other realms or a marker left by long-forgotten druids.
Significance: The stone has become a place of pilgrimage for some villagers who hope it can offer protection from the darkness. Others avoid it, believing it to be cursed.
The Gallows Tree
The Gallows Tree stands alone on a windswept hill at the edge of Ravenshollow, its ancient branches twisted and gnarled, reaching outward like dark, skeletal fingers. The tree’s bark is blackened and cracked, with deep grooves that run down its trunk as if scarred by storms and ages past. Even in daylight, the shadows beneath it seem deeper, as though reluctant to release what lingers there.
Thick, heavy branches stretch out, some of them bearing the faint marks of rope scars, remnants of old punishments dealt in darker times. No leaves grow here; only bare branches sway against the sky, casting uneven, jagged shadows across the ground. Wild grasses and thorny shrubs cluster around its roots, but nothing green dares grow too close.
A chill clings to the air around the Gallows Tree, and a peculiar stillness blankets the area, broken only by the occasional caw of a raven perched high above. Villagers avoid this place, save for those seeking answers or redemption, yet it remains a stark reminder of the village’s buried history—a silent, unmoving witness to past judgments, watching and waiting with its quiet, ominous presence.
Location: Just outside the village, near the road to Blackbriar.
Description: A large, twisted tree that has long been used as the village’s execution site. Though it hasn’t been used in years, the rope scars on the branches remain, and the villagers speak in hushed tones about the souls that were hanged here. Some claim to hear the whispers of the dead when the wind blows through its branches.
Significance: The tree is considered a place of ill omen, and many believe that it draws evil spirits. Only the bravest dare go near it after dark.
The Old Well
Location: On the western edge of the village, near the river.
Description: An ancient stone well that has been unused for decades. The well is overgrown with moss, and the water within is said to have dried up long ago. Some villagers claim to hear strange echoes coming from its depths, and a few brave souls have reported seeing shadows move just beneath the surface.
Significance: The well is believed to be a portal to the underworld, or at the very least, a passage to something dark and unknown. It has become a place of superstition, and few dare to approach it.
The Woodworks
The Woodworks workshop sits on the edge of Ravenshollow, close to the forest, its dark timber walls and stone foundation blending almost seamlessly with the shadows of the trees nearby. The building has a rugged, solid look, with small, iron-barred windows and heavy wooden beams that give it the appearance of both a sanctuary and a stronghold.
Outside, the ground is strewn with wood chips and sawdust, a few rough-hewn logs stacked neatly near the entrance, each one scored with marks from tools and blades. A faint scent of pine and fresh-cut wood fills the air, mingling with the sharper tang of iron from the forge, which glows dimly even during the day. A carved raven sits above the door, its dark eyes staring out as if keeping a watchful guard over the shop.
As you step closer, a sense of quiet vigilance seems to hang around the place, as if the building itself listens, holding its breath. The shadows cast by the surrounding trees seem to shift slightly, framing the Woodworks with a natural, almost protective shroud. There is something both comforting and quietly unsettling about the workshop, as though every beam and tool holds a story yet untold, woven into the very heart of the village.
The Woodworks is both the home and workshop of the Dovell brothers, Harlan and Tobias, who are known in Ravenshollow for their skilled carpentry and woodcraft. Nestled near the edge of the village, the shop stands close enough to the Gloomwood Forest to give the place an aura of quiet mystery, with trees looming nearby and birds often seen flitting between the branches above. The Woodworks is a place of both function and artistry, and it holds a certain rustic charm that has earned it a respected place within the village. Assisting the two brothers is Tob Fenton, a widower living in a small wooden shack close by the Woodworks.
Exterior of The Woodworks
The Woodworks is a two-story timber building with a stone foundation, framed by wide wooden beams and a sloping thatched roof. Its front porch is lined with wooden stumps and benches, where customers can sit or inspect the brothers’ handiwork before purchasing. The Dovell brothers have decorated the front with small wood carvings of animals, leaves, and other symbols from the forest, giving the building a welcoming, earthy feel.
Signage: A hand-carved wooden sign hangs over the door, etched with the words “The Woodworks” in looping script, accompanied by a simple carving of a saw and chisel crossed over a tree. The sign is weathered but well-maintained, a testament to the craftsmanship within.
Storage Shed: Just to the side of the building stands a storage shed made from reclaimed timber, where logs and planks are stacked neatly. The scent of fresh-cut wood fills the air around the shed, mingling with the earthy smell of moss and damp leaves from the nearby forest.
Carving Stump: A large, gnarled tree stump sits near the entrance, used for larger carving projects or demonstrations. Tobias often works here, giving villagers a chance to watch him as he carves intricate designs and small figurines.
Interior of The Woodworks
Inside, the shop is filled with the rich scent of pine, cedar, and oak, mixed with the faint hint of wood polish and sawdust. The interior is spacious, with the front room serving as both a display area and a small workshop for Tobias, who enjoys working where he can chat with villagers as they browse. The walls are lined with shelves holding samples of the brothers’ work, from simple tools and household items to more elaborate pieces.
Notable Features:
The Display Shelves
Shelves are stacked with a range of wooden items: bowls, spoons, cups, and utensils for daily use, along with more ornate boxes, picture frames, and small furniture pieces. Many of the pieces feature simple but elegant carvings of leaves, vines, or animals, giving each piece a touch of artistry.
Special items, like charm boxes carved with protective runes, are displayed on a higher shelf, as these items are often commissioned for special occasions. Villagers believe these boxes hold protective power, and the brothers take pride in the symbols they carve into each one.
The Carving Table
At the center of the front room is a large, heavy work table covered in various wood-carving tools: chisels, gouges, knives, and hammers, each organized meticulously. Tobias spends much of his time here, working on detailed projects in view of customers. On market days, he brings some of his smaller carvings out to the square.
The table is also scattered with small in-progress items, like animal figurines, decorative buttons, and small charms that villagers commission for good luck or protection. Tobias enjoys crafting intricate designs into each piece, often taking inspiration from the nearby forest.
The Wood Storage and Drying Rack
At the back of the room is a wood storage rack holding different types of wood, carefully labeled by type and date, so the brothers can track which pieces are ready for carving. The rack also contains small wooden plaques Tobias uses for testing different designs, many of which he later repurposes into charms or decorations.
Above the storage rack, herbs like rosemary, sage, and lavender are hung to dry, gifts from the village herbalist Mira to help repel insects and keep the wood fresh.
The Workshop Hearth
Against one wall is a stone hearth that keeps the shop warm during colder months. Harlan often hangs pots over the fire, simmering pine resin or linseed oil used to polish and treat the wood. The hearth is also where he prepares herbal treatments to preserve the wood, mixing them with local oils and herbs to prevent cracking and keep the wood durable.
Above the hearth hangs a carved wooden raven Harlan crafted when they first opened the shop. This raven is considered a protective symbol, and the villagers believe it wards off any ill-intentioned spirits from entering the Woodworks.
The Upstairs Living Quarters
The second floor of The Woodworks is where Harlan and Tobias live. Their quarters are modest but comfortable, reflecting their simple lifestyle and close bond as brothers. The rooms are furnished with pieces they’ve crafted themselves, each piece carrying a personal touch that shows the love they put into their work.
Harlan’s Room
Harlan’s room is spare and tidy, with a sturdy bed, a small table, and a chair. The bed is covered in a wool blanket, dyed a deep forest green, and a small wooden chest at the foot of the bed holds his few personal belongings. Harlan keeps a collection of forest stones and dried herbs on his windowsill, tokens he believes offer protection.
The Wardrobe of Memories
Harlan keeps a carved wardrobe that he made himself. Its doors are adorned with detailed scenes of the Gloomwood, reminding him of the forest’s beauty and mystery. Inside, he keeps simple clothing, along with a small bundle of letters and keepsakes from his family, a private connection to the past he rarely speaks about.
Tobias’s Room:
Tobias’s room is more cluttered, with small carvings, sketches, and scattered wood samples on nearly every surface. His bed is tucked in one corner, covered in a quilt he bartered for from Iona. Tobias has a small desk where he sketches new designs, with pieces of charcoal, scraps of wood, and a few half-finished figurines covering the surface.
The Shadow Cabinet
Tobias keeps a cabinet of trinkets he has collected from the forest, each one with a story behind it. Small animal bones, feathers, unusual stones, and fey-like artifacts line the shelves. He’s fascinated by the forest’s mystery and often uses these items as inspiration for his carvings.
Workshop Specialties and Unique Offerings
Protective Carvings and Charms
The Dovell brothers have a reputation for crafting protective charms that villagers hang on doors, windows, and around fields. Each charm is unique, often featuring runes or symbols inspired by the old gods and forest spirits. Harlan personally blesses each charm, a tradition passed down by their family, adding an extra layer of reassurance for villagers who fear the encroaching darkness.
Furniture Commissions
While their day-to-day work involves smaller items, the Dovell brothers are known for their beautiful custom furniture pieces, which they craft for special occasions or as gifts. They’re often commissioned to create wedding chests, cradles, or carved chairs for prominent villagers or during seasonal festivals. These pieces are typically adorned with symbolic carvings, imbuing them with both beauty and meaning.
Animal Figurines and Woodland Totems
Tobias carves small animal figurines that represent the various creatures of the Gloomwood. These figurines are popular among children, but some villagers believe that placing a figurine in the home will invite the spirit of the animal to protect them. The figurines are meticulously detailed and are often requested by travelers as unique keepsakes.
Wards Against the Forest’s Influence
As the forest’s darkness has grown, the brothers have seen an increase in requests for wards and protective charms. Harlan has developed a line of enchanted stakes that villagers can place around their homes, designed to keep evil spirits and dark fey away. These stakes are soaked in resin and burned with symbols for extra strength, a practice he learned from Cedric, the village elder.
- Harlan Dovell
- Tobias Dovell
- Tob Fenton
The Huntsmen’s Row
At the far edge of Ravenshollow, where the village meets the shadowed treeline of the Gloomwood Forest, lies a small but well-worn cluster of homes known as The Huntsmen’s Row—often simply called The Huntsmen. This modest gathering of cottages and workshops serves as a place for the village’s hunters, trappers, and skilled archers who make their living from the forest’s dwindling bounty.
Once a thriving hub where the hunters of Ravenshollow would share stories, prepare for long tracking expeditions, and trade game with the village, The Huntsmen now feels darker, more isolated, and filled with quiet unease. Since the darkening of the forest, many of the homes stand vacant, their former owners having vanished, fled, or perished. Those who remain are suspicious and weary, watching the treeline with a paranoia that grows with every season.
The Farmsteads
The outlying farmsteads of Ravenshollow are scattered around the village's perimeter, nestled between the edges of the Gloomwood Forest and the river that winds through the valley. These farms were once the lifeblood of the village, providing grain, vegetables, and livestock that sustained the villagers and allowed a small trade economy to flourish. However, with the growing darkness in the forest and strange occurrences affecting the land, the once-prosperous farms have begun to wither.The families who live and work these farms are now caught in a struggle between tradition and the creeping corruption. They rely on the village for trade but have increasingly isolated themselves as fear grows in their hearts. Each farmstead has its own story, with families that are slowly being influenced by the events surrounding Ravenshollow.
Others in Ravenshollow
Eadric Barrow
Mathis Gravel
Neutral Families of Ravenshollow (Neutral, but Influencable)
These families are everyday folk living in Ravenshollow, with no direct connection to the key figures like Isolde, Gregor, or Father Lucian. However, their fear and vulnerability make them prime targets for manipulation by both the forces of light and darkness.
The Faelan Homestead
Home of the Faelan family
Nestled at the edge of the village, where the forest looms closest, the Faelan homestead feels isolated and quiet, as though the trees themselves are keeping watch over it. The house is modest but sturdy, built from dark timber, its slanted roof weighed down by years of snowfall and storms. Moss and ivy creep up the wooden walls, as if the forest is slowly reclaiming it.
The land around the homestead is wild and overgrown, more untamed than the well-kept farms of Ravenshollow. A small garden, filled with herbs and medicinal plants, sits just outside the house, maintained with quiet care. Further from the home, a wooden barn stands weathered but functional, sheltering tools and supplies. A makeshift pen for animals, though often empty, hints at a once-thriving farmstead now struggling under the weight of its inhabitants’ burden.
Inside, the home is dimly lit and worn, warmed by a central hearth where a kettle always seems to be simmering. The walls bear old carvings—not decorative, but protective, runes of warding and old magic, scratched deep into the beams as if to keep something out—or perhaps to keep something in.
The Faelans themselves move like people burdened by secrets and unseen fears, their voices often hushed, their eyes flickering to the forest’s edge as if watching for something. There is an unspoken tension in the air, a quiet understanding that not everything about this home is as it seems. At night, when the wind howls through the trees, one might swear they hear something else moving in the darkness beyond the homestead—something not entirely human.
Occupants:
- Eoin Faelan (Father)
- Rhea Faelan (Mother)
- Aidan Faelan (Older Brother)
- Liora Faelan (Youngest Daughter)
Plots
The Faelan curse
The Faelan curse
The Carroway Family Cottage
Eliza Carroway (Mother)
A widow who lost her husband to a strange accident in the forest years ago. She works as a herbalist, gathering herbs from the outskirts of the Gloomwood. Recently, she’s been approached by Isolde’s followers, who offer her protection in exchange for her loyalty.
Milo Carroway (Son, 16)
An adventurous youth who often sneaks into the forest despite the warnings. Milo has seen strange creatures in the woods and believes they offer a chance for adventure and power, making him a potential target for the entity’s manipulation.
The Fenton Family homestead
Tobias Fenton (Father)
A carpenter by trade, Tobias has begun receiving strange commissions from unknown patrons asking for symbols and idols to be carved from the ancient trees near the Gloomwood. Though he knows the requests are strange, the money is good, and his family needs it.
Rowan Fenton (Daughter, 14)
Rowan has started hearing voices in her dreams, urging her to venture deeper into the forest. She’s drawn to the dark powers rising in the woods, though she doesn’t understand the full extent of the danger.
The Woodward Family homestead
Martha Woodward (Mother)
A potter, known for her craftsmanship, but lately her clay has been turning dark and brittle, as if the corruption in the forest is seeping into her work. She’s beginning to believe that something in the village is cursed, and has started seeking answers in Father Lucian’s increasingly dark sermons.
Simon Woodward (Son, 12)
Simon is a shy boy, often playing by himself near the river. He recently found a strange stone idol by the water’s edge, which seems to have a faint glow. Simon has started talking to it, believing it to be a guardian spirit.
The Harker Family cottage, Huntsmen row
Jonas Harker (Father)
A trapper and hunter, Jonas has seen some of his traps twisted and destroyed by creatures from the forest. He is growing increasingly paranoid, believing that the forest itself is turning against him.
Miriam Harker (Wife)
Quiet and devout, Miriam still attends Father Lucian’s services, though she has noticed his teachings taking a darker turn. She prays fervently, but deep down she knows something is terribly wrong in Ravenshollow.
The Black Talon Mercenaries: Gregor Vane’s Hired Fist
Gregor Vane, ever the ambitious and cunning merchant, has made a secret pact with a group of mercenaries known as the Black Talon Company, a band of ill-repute known throughout the region for their ruthless tactics and duplicitous methods. By bringing them into the area under the guise of offering “protection,” Gregor aims to create a problem and then conveniently offer the solution, tightening his grip on local trade and eliminating his competitors in the process.
The Mercenary Guild: The Black Talon Company
Main Camp
occupant
Captain Roarke and the main stay of the black talon mercenary guild
sometimes Darin Vane
The Townguard House – Black Talon’s Stronghold in Ravenshollow
The Townguard House is the Black Talon Company’s foothold in Ravenshollow, a two-story stone-and-timber structure near the village’s main square. Once used as a modest barracks and meeting hall for the local militia, it was repurposed by Gregor Vane to house Lieutenant Merrick and his mercenaries when he deemed the village’s volunteer guard too weak to maintain order.
Despite its official role as a town guard post, the building serves as a hub of intimidation, control, and backroom deals, where Black Talon enforcers monitor Ravenshollow and handle the more unsavory aspects of their rule.
Occupants
LT Merrick and 6 seasoned veterans
Exterior
- Solid but foreboding, its thick wooden beams and stone foundation give it a defensible structure that stands out in the village.
- A weathered iron lantern hangs by the door, unlit unless someone is inside.
- A crude black talon symbol has been scratched into the wood near the entrance, marking it as mercenary territory.
- Windows are small and shuttered, rarely open, ensuring no one can easily see inside.
- A reinforced oak door, dented from past confrontations, is always barred from the inside.
- A wooden stockade, used for minor punishments and public humiliations, sits just outside, often left empty but looming.
Interior Layout
Ground Floor (Public & Tactical Operations)
- Main Hall
- A dimly lit common room, used for mercenary meetings, equipment storage, and processing prisoners or troublemakers.
- A heavy wooden table, covered in maps of the village and surrounding region, detailing trade routes, patrol routes, and known “troublemakers” in Ravenshollow.
- Weapons racks and armor stands, filled with Black Talon weaponry, including swords, crossbows, and reinforced leather armor.
- A notice board, pinned with wanted posters, protection fee ledgers, and notes on suspected resistance members.
- Holding Room (Makeshift Jail)
- A small, windowless chamber off the main hall, used to hold villagers accused of “disturbing the peace” (or resisting Black Talon rule).
- A single iron-reinforced wooden cell, often smelling of old sweat and fear, barely large enough to hold one or two people at a time.
- Most prisoners are not held long—either beaten and released, or "transferred" to Gregor Vane for further judgment.
- Armory & Storage Room
- A secured backroom, stocked with spare weapons, supplies, and emergency rations for the Black Talon mercenaries.
- A locked iron chest, rumored to contain gold from merchant bribes, stolen valuables, and sensitive documents.
Second Floor (Private Quarters)
- Lieutenant Merrick’s Office & Room
- A small but well-organized study, featuring a heavy desk, a locked cabinet of documents, and a single candle burning low.
- A war map of the region hangs behind his desk, marked with Black Talon operations, recent caravan attacks, and points of interest.
- His personal quarters, spartan and efficient, include a narrow cot, a trunk of personal effects, and a single dagger resting beside his bed.
- A concealed compartment under the floorboards is rumored to hold incriminating letters or contingency plans in case the Black Talon needs to flee or shift allegiances.
- Mercenary Sleeping Quarters
- A cramped, barracks-style dormitory, with rough wooden bunks and straw-stuffed mattresses.
- Weapons and armor are stored in personal footlockers, kept within arm’s reach at all times.
- A locked, iron-banded chest contains wages, bribe money, and gambling winnings from the men.
The Atmosphere & Daily Use
- The Townguard House rarely feels welcoming, even to those who work within it. The air inside is stale and heavy, carrying the lingering scent of sweat, oiled steel, and old blood.
- Mercenaries rotate shifts between patrolling the village, "collecting" dues, and waiting inside the hall for orders.
- The mercenaries drink and gamble in the evenings, but never to excess—Merrick enforces strict discipline, and those who cross him quickly regret it.
- Villagers who are summoned here rarely leave unscathed, either intimidated into compliance or "encouraged" to remember their place.
Key Interactions for Players
- Breaking In or Investigating
- The locked storeroom and iron chest may hold crucial evidence of Black Talon corruption.
- Merrick’s private documents could reveal weaknesses, future plans, or hidden alliances.
- Confronting Merrick & His Men
- The Townguard House is well-defended, and a direct assault would be risky but possible.
- If Merrick suspects a threat, he will fortify the building, placing men at the entrance and reinforcing the barred doors.
- Recruiting Informants or Spreading Dissent
- Some mercenaries are unhappy with their situation—convincing one to betray Merrick could provide valuable intelligence.
- Spreading rumors of Merrick’s disloyalty to Gregor Vane could turn the noble against his own enforcer.
- Forcing the Black Talon Out
- If the villagers unite against the Black Talon, the Townguard House could become a battleground, with mercenaries either fleeing, fighting, or burning the building down to cover their tracks.
Final Thoughts
The Townguard House stands as a symbol of oppression in Ravenshollow, a place of fear and control where the Black Talon’s influence is most tangible. If players want to liberate the village, dismantling Merrick’s hold over the town will be one of the key turning points.
Superstitions & Old Beliefs
(Commonly held beliefs and warnings that shape how the villagers live.)
Regarding the Forest (Gloomwood/Ravenswood)
- "Step between the wrong trees, and you’ll find a path you didn’t mean to take." – Some trees, especially twisted old oaks, are believed to mark hidden paths to places one shouldn’t go—the fae realm, the underworld, or the domain of dark spirits.
- "Never take more than you need, or the woods will take something in return." – Hunters and herbalists only gather what is necessary, fearing the wrath of the old spirits.
- "A raven on the road is a warning; a raven in the trees is a watcher." – Ravens are considered messengers of either protection or doom, depending on their behavior.
- "Leave a gift at the hollow tree, and the forest may show you kindness." – Offerings of bread, salt, or silver are left at certain trees believed to be homes of the fey or spirits of the wood.
- "If the mist moves against the wind, turn around and go home." – Unnatural mist is feared, believed to be a sign of wandering spirits, fey illusions, or worse.
- "The trees whisper, but not all words are meant for you." – Sometimes, the wind carries voices in the woods, and listening too closely can lead one astray.
- "Never whistle in the woods at night." – Said to summon things best left undisturbed.
- "A child lost past dusk is a child lost forever." – Unspoken truth: If a child disappears into the forest after sundown, the villagers rarely search for them come morning.
Regarding the Fens & the Boglands
- "The bog keeps what it takes." – Those who fall into the deep marsh are believed to be claimed by the land, their souls forever trapped beneath the water.
- "Lights in the fog mean two things: a safe path or a terrible mistake." – Some say wisp-like lights guide lost travelers to safety; others claim they lead them to their doom.
- "If your reflection wavers when the water is still, walk away." – A bad omen, said to mean that something else is watching you.
- "The reeds whisper old names." – Some villagers claim that when the wind blows over the fens, it carries the voices of the drowned.
- "No grave is needed for the drowned." – Those who die in the bog are left unburied, for digging them up only invites disaster.
- "If a toad sits by your door in the morning, expect a visitor before nightfall."
- "Some of the pools are older than the forest itself." – It’s said that certain bog pools are ancient, bottomless, and hold memories of things long forgotten.
Regarding the Village & Its Past
- "The Gallows Tree never really let go of the last man it hanged." – Some say it still breathes, still listens, and some nights, the noose sways though the air is still.
- "Never look at the Holloway well at midnight." – The water is said to show you a truth you are not meant to know, and some who peer into its depths go mad.
- "The temple bell doesn’t ring for the dead—it rings for the dying." – Many swear that it has rung before deaths no one could have predicted.
- "The stones in the graveyard move when no one is watching." – The old tombstones shift slightly, and no one knows why.
- "Old Man Cedric was born old." – A jest, but some truly believe the village elder is far older than he should be, whispering that he remembers things no one else should.
- "The Hollow Hearth Inn was built on an old foundation—of what, no one will say." – Some claim that it was once a fae court, others a place of execution. Whatever it was, it lingers.
Regarding Witches & Dark Magic
- "A candle that won’t stay lit means you are not welcome." – Said to happen in the homes of those who have made dark pacts.
- "Three knocks at your door after sundown is no visitor at all." – If no one is expected, best to leave the door shut.
- "When the cats vanish, trouble follows." – The village cats sometimes disappear for days—and when they do, something bad is sure to happen.
- "Don’t leave a mirror uncovered at night." – It’s said that something may look back at you that is not your own reflection.
- "A hare that looks twice is not a hare at all." – Some hares are said to be witches watching from afar.
- "A woman who weeps at the river is either a widow or a trap." – Sometimes, the dead linger near the water to lure others to join them.
- "Always burn the last sprig of holly on Midwinter’s Eve, or the cold will follow you home."
Rumors & Whispers of the Village
(Half-truths, eerie mysteries, and stories the villagers murmur in the dark.)
- "The oldest tree in the Gloomwood holds something buried beneath it." – But no one dares to dig.
- "Something moves under the village at night." – Some say they hear sounds beneath their floors—but there are no tunnels below Ravenshollow.
- "The fae stole a child once, and the parents raised the thing left in its place." – Some whisper that a certain villager is not who they claim to be.
- "A black horse with no rider was seen near the crossroads. It watched but did not move." – No one knows who it belongs to.
- "The miller’s wife still walks the riverbank at dusk." – Some say Margery Holloway is still there, weeping.
- "A shadow walks the old road some nights, but it never casts a sound."
- "Gregor Vane’s estate has more locked rooms than open ones." – And no one knows what is behind them.
- "There’s a door in the woods that doesn’t lead anywhere—but it still opens."
- "Sometimes the town bell tolls an extra time, even when no one has died." – No one claims to ring it.
Outside the village
Caravans and Merchants of Ravenshollow: The Lifeblood of the Road
The winding paths leading in and out of Ravenshollow are well-traveled by a colorful assortment of merchants and traders, each bringing their unique wares, stories, and personalities to the village. Despite the growing dangers lurking in the forest and the dark rumors spreading about the region, trade continues, driven by both necessity and the promise of profit. The caravans that pass through are as varied as the merchants themselves, ranging from small, humble carts to large, well-guarded convoys. Here are some notable examples:
1. Berta Hallow’s Spice Caravan
Description: A sturdy, no-nonsense woman in her late fifties, Berta Hallow is a veteran spice trader who has been plying the roads of the region for decades. Her caravan consists of three large, brightly painted wagons pulled by strong, well-fed horses. The wagons are emblazoned with vibrant designs depicting scenes of far-off markets and exotic lands, a testament to Berta’s extensive travels.
Goods: Berta specializes in rare and exotic spices—cinnamon, saffron, cardamom, and cloves—that are otherwise impossible to find in Ravenshollow. The fragrant aroma of her spices can be smelled long before her caravan arrives, drawing eager villagers who wish to add a bit of luxury to their meals.
Crew: Her caravan is guarded by a small but loyal group of mercenaries who have traveled with her for years. They are rough but reliable, and many are former soldiers who respect Berta’s tough but fair leadership.
Backstory: Berta has a reputation as a shrewd but fair trader. She was once a competitor of Gregor Vane but chose to ally with him when she realized the influence he was beginning to wield in the region. However, she remains cautious and keeps her own network of contacts, just in case the tides turn against Vane.
Rumors: It’s said that Berta has a secret deal with the witches of the forest, exchanging her rare herbs and spices for magical components she can’t find elsewhere. The truth of this is known only to Berta herself, and she deflects questions with a knowing smile.
2. Joran Featherlight’s Silk and Fabric Caravan
Description: A flamboyant, sharply dressed merchant, Joran Featherlight is a former actor turned trader. His caravan is a riot of colors, with bolts of fabric in every imaginable shade draped over the sides of the wagons. Joran’s voice can often be heard long before his arrival, as he loves to sing and recite poetry on the road, his laughter infectious and loud.
Goods: Joran deals primarily in fine silks, brocades, and woven tapestries. His fabrics are popular among the wealthier villagers and even the occasional noble who visits the region. His wares are often sought after by Iona Briar, who uses his rare fabrics to craft her most exquisite garments.
Crew: Joran’s caravan is lightly guarded, as he prefers to hire a group of traveling entertainers rather than traditional mercenaries. Acrobats, musicians, and dancers accompany him, performing at village squares in exchange for food and shelter. This unusual choice of companions makes his caravan a favorite among villagers, who gather to watch the performances.
Backstory: Joran once had a prosperous trade route far to the south but was forced north after a series of bad deals left him nearly bankrupt. He reinvented himself as a fabric merchant and found unexpected success. He now considers Ravenshollow a key stop on his route, though he harbors a lingering resentment toward Gregor Vane, whose influence he finds stifling.
Rumors: Some whisper that Joran is hiding from a powerful noble family who he once crossed in a business deal gone wrong. He laughs off these rumors, but there’s a hint of nervousness in his eyes whenever they come up.
3. Osric Thorne’s Lumber and Timber Caravan
Description: A large, burly man with a beard like a thicket of brambles, Osric Thorne is a gruff, practical merchant who deals in raw materials—lumber, timber, and iron goods. His caravan is utilitarian, with heavy wagons loaded down with rough-cut logs, beams, and crates of nails and tools. His oxen move slowly but steadily, accustomed to the heavy loads they bear.
Goods: Osric supplies Ravenshollow with much-needed building materials, especially as the village expands and repairs its structures. His iron goods, such as nails, hinges, and farming tools, are of high quality and often sought after by Ronan Thatcher.
Crew: Osric’s crew consists of lumberjacks and laborers, all strong and capable of defending the caravan if necessary. They carry axes that serve dual purposes—for chopping wood and for warding off bandits.
Backstory: Osric’s business has been suffering due to increased bandit activity, which he suspects is not entirely coincidental. He has grown wary of the Black Talon mercenaries, suspecting them of orchestrating the attacks to force him into paying for their protection. He despises Gregor Vane, blaming him for bringing the mercenaries into the area.
Rumors: Osric is said to have a hidden stash of valuable lumber deep in the forest, cut from ancient trees with magical properties. He denies this, but his reluctance to discuss certain areas of the forest suggests there might be some truth to the tale.
4. Ellara Goldleaf’s Herbalist Caravan
Description: Ellara Goldleaf is an elven herbalist who travels with a single, beautifully crafted wagon, adorned with hanging plants and herbs. The scent of fresh mint, chamomile, and sage surrounds her wherever she goes. Ellara is serene and soft-spoken, with an ageless grace that makes it hard to tell her true age.
Goods: Ellara’s caravan offers a wide variety of herbs, medicinal tinctures, and teas, many of which are rare or exotic. Her remedies are popular among the villagers, and Mira Ashford often trades with her, exchanging herbs gathered from the forest for rare components.
Crew: Ellara travels alone, but the forest seems to protect her. Animals often trail behind her wagon, and it’s said that the trees themselves lean closer when she passes by. She claims that she needs no guards because the forest looks after her.
Backstory: Ellara is a wanderer by nature, traveling far and wide in search of new herbs and ingredients. She has a deep, unspoken connection to the witches, particularly Agatha, with whom she shares a quiet understanding. Ellara avoids the village whenever the Black Talon mercenaries are present, sensing their dark intentions.
Rumors: Some believe that Ellara is not just an herbalist but a seer, able to glimpse the future in the patterns of leaves and roots. Those who visit her for remedies sometimes receive cryptic advice, which later proves eerily accurate.
5. The Black Talon "Protection" Caravan
Description: This caravan is a recent addition, traveling under the banner of the Black Talon Company. It is led by Lieutenant Merrick, a grim-faced man with a calculating gaze. The wagons are dark and unadorned, with a few mercenaries riding alongside on horseback.
Goods: Officially, the caravan carries basic supplies—food, weapons, and tools meant to aid in the village’s defense. Unofficially, it is rumored to carry stolen goods and contraband, seized from caravans that refused to pay for the Black Talons’ protection.
Crew: The mercenaries are well-armed and always on alert. They exude a palpable air of menace, making it clear that they are not to be trifled with. Villagers speak of the cold, empty stares of these men, as if they’ve been hardened by a life of ruthless violence.
Backstory: The arrival of this caravan marks the growing influence of the Black Talon Company in the region. It serves as a mobile base for their operations, moving from town to town to extort protection money and scout out new targets for their ambushes.
Rumors: Some villagers claim to have seen Gregor Vane speaking with Lieutenant Merrick in hushed tones, suggesting a deeper connection between the merchant and the mercenaries than he publicly admits.
Nestled in the shadow of the Gloomwood Forest, the village of Ravenshollow has long been a quiet and self-sustaining settlement. Located at the crossroads of forgotten trade routes, Ravenshollow is somewhat isolated, with only a narrow, winding road connecting it to distant towns. The village itself is built around a central market square, surrounded by small stone and wooden houses with thatched roofs. At the heart of the village is the Temple of the Old Gods, an ancient, weathered structure that now stands as a place of uncertainty, its once vibrant congregation dwindling under the dark influence seeping into the village.
The villagers of Ravenshollow have always lived in harmony with the surrounding forest, which provided them with food, herbs, and shelter. However, in recent years, the forest has grown darker, the trees twisting into unnatural shapes, and eerie sounds emerging from the depths. The villagers whisper of something dark lurking within, though few dare speak of it openly, fearing it will only invite more misfortune.
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