Mistwatch Mound Settlement in The Lost Archipelago | World Anvil

Mistwatch Mound

Citadel of Soul Mystics

In the Deadwood Wastes of the land of Death, built on the very shore of the Lake of Seven Griefs, stands the underground citadel of Aelferwatch. Standing aboveground as a cluster of arcanely carved deadwoods, a full half-mile in diameter, it is a settlement of Wanderers and Sylvaneth, built over the course of the last years from the gathering of several bands that hid in the deawoods, under a common cause.
 
These folks are withdrawn, mysterious and self-interested, and known to strike at unsuspecting bands of travellers in the region. Few have traded with them, as they do not welcome anyone even to come close to the citadel, and only venture out seldomly to acquire exotic and arcane goods. They are otherwise self-sufficient: their hunters range far and wide, and somehow their wyldroots see much and far of the goings-on in this new land.
 
Tales have been told of their uncanny savagery, at least for aelves and sylvaneth, remembered specifically because their actions and mannerisms in battle seem completely at odds with what one would expect from them. It is said they channel the spirits of the dead to aid them, but whether that is the truth, or they are simply doped on intoxicants is anybody’s guess.
 
The mystics that make this place their home seem to draw on ritualistic magic that manipulates souls, and it’s been told the Lake of Seven Griefs is somehow the key to it. Certainly the light shows that are seen from afar across the Deadwood Wastes - pillars of greenish witch-flame and spirals of souls, rising up into the sky - have clued in most denizens miles around.
 
Nonetheless, Mistwatch’s small size and potential resources have drawn the attention of several in the region, as the lake is bound to have important strategic potential for anyone wishing to build an empire in this untamed land. So far the citadel has beaten back raiders and infiltrators, but there will be a point where encroachment by enemies and rivals will force their hand into making a decision, one way or another.

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