Darkmoon Vale Overview

Danger lurks in every corner, every nook and cranny, of Darkmoon Vale. Some threats are obvious – they come in the form of werewolves, kobolds, and dragons. Some threats – and these are by far the most dangerous – are normal humans, from community leaders to streetwise toughs. Hazards are not limited to the area’s living inhabitants, either. In fact, compared to the active dangers presented by much of Darkmoon Vale’s geology, its living threats might almost seem tame. Vast swaths of the low plain within the wide vale hide superheated mud and broiling hot springs beneath only an inch or two of earth, waiting to boil alive any creature unfortunate enough to make a single misstep. And, of course, standing above the entire area looms the immense volcano, Droskar’s Crag, the awakener of the region’s active geology and architect of the largest cataclysm to hit Andoran in the past millennium.


Region Basics


Darkmoon Vale stands at the northwestern corner of the democracy of Andoran, which only recently succeeded in breaking away from the infernal empire of Cheliax. Although named Darkmoon Vale, the area is more like a dale or flat dell than a true valley (and is occasionally referred to as such). While the northern border of the area does indeed sweep down from a range of mountains, the southern end of the vale only rises up to a low shelf. The River Foam crosses the vale, but it had no hand in creating the lowland through which it runs.


Semantics aside, Darkmoon Vale is a resource-rich, geologically active wilderness at the edge of civilization. Its borders rest more than a day’s ride from any major city. While it does provide an overland trading route to neighboring Isger, the few merchants who take advantage of the dangerous journey do not hasten Andoran’s desire to increase patrols along the road. If not for the dwindling supply of darkwood and the few silver mines in the nearby mountains, Andoran would have little reason to show any interest in the region at all.

Symbols


People define their affiliations symbolically, from the colors of their uniforms to the specific looks of their coat of arms. As a region within Andoran, many of the symbols used in Darkmoon Vale are not specific to the region.

Colors: Black, blue, and gold feature prominently in Andoran and, by extension, within Darkmoon Vale. In Andoran, black signifies honor, blue denotes freedom, and gold symbolizes courage. Red, as seen on the symbol and uniform of the Diamond Regiment, naturally represents blood, which in turn indicates a willingness to sacrifice.

Mascots: The eagle of Andoran denotes courage and freedom. Most eagle representations in Andoran show the mighty animal clutching a sword and branch of holly. The sword shows that Andoran is willing to fight to remain free, while the holy indicates honesty.

In the Darkmoon Vale region itself, images of falcons and wolves are prominent. Wolves play a significant role in the lives of Darkmoon Vale residents, while the falcon is the ancient symbol of an old human family in the area.

Motto: As indicated on its full coat of arms, Andoran’s motto is “Efrir ep Bered”, ancient Taldoran for “Free and Ready”.

Residences


Most people who live in Darkmoon Vale own their homes or rent them from the Lumber Consortium. Very few multi-family dwellings exist, and all of them stand in the vale’s largest settlement, Olfden. Despite the wealth generated by logging, housing prices in Darkmoon Vale remain relatively low. Most attribute this to a lack of safety in the region. The following descriptions provide a general overview of how people live in Darkmoon Vale, broken down by sociopolitical standing.

Free Farmer: Self-sufficient farms do exist in Darkmoon Vale, and most of them stand north of the River Foam or atop the Elberwick Rise. Those who live on farms tend to produce more food than they can eat, which they then sell for other supplies. Most farms in Darkmoon Vale use hedgerows and natural borders to mark their boundaries, and those far from the region’s major settlements use more defensible barriers, such as walls, around their buildings and fields.

Merchants: Most of the people who live in Olfden either work for the Lumber Consortium or are merchants. Common items useful to adventurers and explorers are available in Olfden, thanks to the multitude of merchants in that town. Merchants tend to own the buildings in which they operate and keep their living quarters above their storefronts. The exception to this rule is Falcon’s Hollow, where the Lumber Consortium owns every building. The few merchants who scrape by in Falcon’s Hollow must pay exorbitant rents.

Skilled Workers: From craftsmen to lumberjacks, skilled workers make up the majority of people in Darkmoon Vale. The largest group of skilled workers, of course, is the lumberjacks. More than 400 loggers live and work in Darkmoon Vale, and most of them belong to the Lumber Consortium. All the other common trades (carpenters, masons, blacksmiths, and the like) exist in Darkmoon Vale. Those who live in Perin’s Bluff and Olfden usually own the buildings in which their businesses and connected homes exist, while those in Falcon’s Hollow are typically employees of the Lumber Consortium and thus sacrifice much of what they would earn to subsidize their so-called “free rent”.

Soldiers: Whether members of the Diamond Regiment or transient mercenaries, hundreds of fighting men and women live in Darkmoon Vale. Those who belong to an organization live for free in barracks, while those who fight for money either rent their homes or have free housing provided to them (usually from the Lumber Consortium). Unlike the skilled workers who work for the consortium, though, the guards are paid very well on top of their free housing.

Wealthy: The lumber baron Thuldrin Kreed is easily the most famous (or rather, infamous) wealthy person in Darkmoon Vale, but he is not the wealthiest. Retired adventurers, cooperative ex-nobles, particularly successful merchants, and the occasional non-logging industry leader from other parts of Andoran all comprise the wealthy elite of Darkmoon Vale. Most of these people live in or near Olfden, although a few maintain their own self-sufficient manors (even castles, in some cases) beyond the walls of the region’s settlements.

Life in Darkmoon Vale


Outside of Olfden, life in and around Darkmoon Vale is difficult, dirty, and often violently cut short. Only the law of the wild holds sway in most areas of the region. The weak scarcely have a chance here. To live in such a rough and tumble place, the people themselves must remain strong.

If not for the lucrative logging of darkwood, no one would bother living in such a wild and dangerous place. With each passing generation, though, the calming influence of civilization grows in Darkmoon Vale.

Darkmoon Vale Mindset


Paranoia grips many who live in Darkmoon Vale outside of Olfden, and for good reason. Valers (those who grow up in Darkmoon Vale) distrust newcomers and strangers, at least until those new to the area stay through at least one full moon. Anyone who expresses sympathy or fascination with the area’s wolves draws additional suspicion, and those who dare to point out the positive lupine influences in the vale are lucky to avoid lynch squads.

Valers are a distrustful, taciturn lot and tend to keep to themselves. They fear what they know (werewolves and the region’s geologic dangers) and what they don’t know (strangers and what lurks within the nearby hills and mountains). Unknown bogeymen constantly haunt their dreams and they frequently offer rewards or incentives for adventurers to come to their vale, investigate some rumored horror, and then leave.

As the largest refuge of civilization in the vale, Olfden and its residents buck this trend. Those who live in Olfden actively welcome and encourage newcomers, as visitors tend to bring coin. Thanks partially to the town’s openness, most Valers who live outside Olfden don’t truly consider it or its residents a part of the vale. Many rural Valers look down on the town’s residents as weak cowards afraid to face the region’s many dangers. For their part, the urban Valers laugh off these insults and constantly seek to mend the relationship between the two groups.

Business


As if the high tax rate in Falcon’s Hollow weren’t enough to stifle its people and keep them poor and working, the Lumber Consortium – which owns the small town and provides a living to most of its residents – charges outrageous rents for tiny, dingy houses and boarding house rooms. Despite the unconscionable way in which it treats its employees and their dependents, the Lumber Consortium possesses carte blanche north of the Foam River. Thanks to its monopoly hold on the timber trade in Darkmoon Vale (especially the exceedingly valuable darkwood), the consortium can effectively hold Andoran hostage, threatening to cut off the darkwood supply whenever the country’s leaders become too interested in its affairs.

From the River Foam to the foothills of the Five Kings Mountains, nearly every coin of profit made is thanks to the draconian methods of the Lumber Consortium. Beyond Darkmoon Wood, however, other types of business flourish. In the foothills, a handful of heavily guarded dwarven mines have recently reopened, providing both silver and iron. Because these operations remain small and various monsters continue to plague the area, the supplies of metal from the mines barely affect the region’s economy. More notably, the town of Olfden provides numerous services and goods to the vale’s largest source of outside gold: adventurers and explorers. Nearly any item such groups could need is available for sale in Olfden (including items of magic).

Speaking Like a Valer


Darkmoon Vale’s human residents all speak Taldoran (also called Chelaxian), the most widespread tongue in the areas surrounding the Inner Sea. They do so, however, with an accent that borrows speech patterns from both Andoran and nearby Isger. This distinctive vale accent sounds clipped and sharp, but not to the point of seeming angry. In addition to this unique accent, the people of Darkmoon Vale have their own dialect unique to the area. In order to help you blend in while exploring Darkmoon Vale, make sure to (correctly) use the following phrases.

Cutyard: A tree-felling camp that temporarily houses lumberjacks chopping an area of the woods.

Mudpot: A type of hot spring or fumarole consisting of bubbling mud instead of boiling water. Also called a mud pool or paint pot.

The Store: Lumbering supplies provided by the Lumber Consortium, which often come with additional “taxes”, even long after purchase.

Stoutfolk: What dwarves of the Five Kings Mountains call themselves.

Valer: A human born, raised, and living in Darkmoon Vale. Immigrants, transients, and non-humans are not Valers.

The Woods: Darkmoon Wood. Valers don’t call any other group of trees “the woods”.

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