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Waverider Story - Campaign - Author's Notes

Ardenvale

Idyllic farmland, inhabited by gentle halflings and giants.

Story
The sun slanted low across the fields of Greenmead, painting the wheat a burnished gold. The harvest had been good, as it always seemed to be in Ardenvale, and the villagers gathered in the commons to celebrate.
A giant named Dunmar strode into the square pulling a cart heaped with pumpkins so large that even two halflings together could not have lifted one. He set it down with a grin, and the children-both small and towering-cheered. Nearby, Mistress Peryl, the halfling brewer, tapped a cask of dark autumn ale, and foam spilled into waiting mugs, large and small alike.
The air was thick with the smells of roast pork, honeyed apples, and fresh bread. Minstrels played lively tunes, halflings stamped their feet, and giants clapped along, their palms like thunderclaps echoing over the hills. Lanterns of carved gourds lit the gathering as dusk deepened, casting warm light on laughing faces.
At the head table sat the Council of Twelve, six halflings and six giants, their only business this evening to raise their cups and judge the pies entered in the yearly contest. "Too much cinnamon," rumbled a giant after tasting one, while his halfling counterpart scribbled careful notes with a feather quill.
For a moment, war and Empire felt impossibly far away. The Brannoc line was another world, its hunger and bloodshed mere stories. Here, in Ardenvale, life was the turning of the seasons, the ripening of the earth, and the warmth of full bellies.
Yet as the festival roared on, a hush passed briefly through the crowd. An imperial envoy, cloaked in red, stood at the edge of the square. He smiled politely, raising his cup when offered, but his eyes measured the bounty on the tables, calculating how much grain would be shipped south this year.
Dunmar watched him for a long while, then turned back to the feast. The envoy could weigh and tally all he liked. Tonight was for Ardenvale, for friends and family, and for Harlorn the Harvest Father. Tomorrow, the wagons would roll, the ships would sail to the Empire. Tonight, they would drink until the stars blurred.
Ardenvale harvest feast

Description

Ardenvale is a tapestry of green fields, rolling hills, and gentle rivers, a land where wildflowers grow in ditches and fruit trees line the roadsides. From afar, it looks like a painted countryside, patchwork farmlands, tidy villages with thatched roofs, and the laughter of children on the breeze. The land is fertile beyond reason, its soil black and rich, producing bountiful harvests every year. Grain, barley, and hops are the lifeblood, but orchards of apples and plums, vineyards heavy with grapes, and fields of beans and cabbages feed both the stomach and the spirit.

The villages are modest, usually no more than a handful of cottages, a communal hall, and a mill. Halflings live in burrow-houses or low cottages, while giants build tall, barn-like homes with high rafters that halflings decorate with carved wood and painted panels. Together, the two peoples share their dwellings, furniture sized to both, ladders beside giant stairs, and enormous tables set with cups for both small and large hands.

The People

The unlikely partnership between halflings and giants is the soul of Ardenvale. Giants provide the strength, hauling plows, raising barns, and carrying harvest wagons that would take ten oxen to move. Halflings tend the finer work-brewing, preserving, weaving, writing, and managing the endless details of village life.

Both peoples share a temperament: slow to anger, quick to laugh, fond of food, ale, and storytelling. Their disputes rarely go beyond raised voices, and most are settled with pies, mugs of beer, or wagers on who can out-eat or out-drink the other. Outsiders often call Ardenvale "soft" or "childlike," but those who mistake kindness for weakness are swiftly reminded that a giant with a club and a halfling with a bow can be a terrifying pair.

Governance

The Council of Twelve rules Ardenvale, or more truthfully, presides over it. Six halflings and six giants, elected by the mayors of the towns, meet in the hill-town of Greenmead every season. Their council chamber is a circular hall with a roof so high giants may stand tall, and so broad halflings can walk its circumference in a lap.

Their business is rarely urgent. Most sessions involve small matters: petty disputes over orchard lines, rulings on beer purity, organizing seasonal fairs, or officiating marriage feasts. Crime is rare, and when it happens it is usually a drunken brawl or livestock theft. Giants are too strong to be petty criminals, halflings too practical to risk starving their neighbors. In Ardenvale, life flows with the seasons, and seasons don't change, so life just tend to move on as always.

The Council's one serious role is keeping the peace with the Empire. Envoys arrive in Greenmead regularly to negotiate grain contracts, shipping tariffs, and food levies. The Council accepts readily, knowing their livelihood depends on the Empire's appetite, but they never yield on independence. The giants' quiet presence ensures the Empire dares not press the matter too far.

Religion and Festivals

Ardenvale's religion is less about worship than celebration. Their gods embody the seasons, and their temples are little more than open halls or groves where people gather to feast.

Maelis, Spring Maiden

Goddess of fertility, planting, and new life. Her festival is marked by flower garlands, dancing, and matchmaking.

Maelis, the Spring Maiden

Syril, Summer Mother

Goddess of growth, work, and learning. Her days are filled with fairs, athletic contests, and storytelling competitions.

Harlorn, Autumn Father

God of harvest, endings, and death. His rites are somber but warm, giving thanks for bounty and honoring ancestors.

Brunnoch, Winter Brewer

God of sleep, reflection, and beer. His feast is the longest of all, stretching through the dark months with endless ale and roasted meats.

Each god is celebrated with food, drink, music, and games. In Ardenvale, holiness is laughter around a full table, and devotion is brewing a fine ale.

Relations with Neighbors

Ardenvale maintains peace with the Empire, supplying grain without complaint. The arrangement is mutually beneficial: the Empire gets its bread, and Ardenvale remains unmolested.

With Caerduin, relations are bittersweet. For centuries, Ardenvale fed the northern clans in lean years, trading bread for furs, iron, and timber. Now the Empire has severed that route, and Ardenvale's caravans no longer cross the Brannoc. Many halflings and giants still remember the clans fondly, and some quietly smuggle food north, but officially, they remain neutral.

Ardenvale is the land where war feels far away. Children play on haystacks while giants plow the fields beside halfling ox-drivers. A brewer perfects his latest ale, and the Council of Twelve debates which cheese should win this year's festival prize. It is a corner of warmth and plenty in a world of blood and cold steel.

Yet all know that their peace rests on a fragile balance: their good harvests, their alliance with the Empire, and the restraint of the giants. Should any of these falter, Ardenvale's idyll may shatter.

Possible Secrets

The Endless Harvest

Ardenvale's fertility is unnatural. Some believe the land's bounty comes from an ancient pact with the gods of the seasons, a promise that the earth would never fail so long as its people remained peaceful. Should Ardenvale ever go to war or spill blood in anger, the pact might break, and the land would wither overnight.

The Hidden Rot

A few farmers whisper that the soil in some places smells wrong. Crops grow large but hollow, fruit ripens too quickly, and the roots come up black. They blame over-farming, but the oldest druids say the land itself is trying to warn them.

The Broken Promise

When the Empire first came, the Council of Twelve swore never to take sides, promising peace in exchange for independence. But an earlier council may have quietly signed a trade agreement that binds Ardenvale's harvests to the Empire forever, a contract sealed in divine law, not ink.

The Thirteenth Chair

There are twelve council seats, six for giants and six for halflings, yet an old record mentions a thirteenth chair once present in the chamber. Some claim it was for a spirit or god who watched over them. Others say whoever sat there was erased from memory for betraying the land.

The Silent Season

Every few generations, a winter comes without Brunnoch's festival. The giants grow restless, and the halflings fall quiet. It is said the gods withdraw their favor in those years, and that one of the Council must make a hidden offering to bring them back.

The Orchard of Glass

Somewhere deep in the heartlands stands a grove whose trees bear fruit of crystal. No one harvests them. The giants say it is the resting place of Maelis herself, and that any who take her fruit will never see another spring.

The Quiet Tithe

Every midsummer, caravans depart Greenmead with sealed barrels marked for "imperial tribute." None in the villages see them return. The halfling mayors say it is grain for goodwill. The giants never ask what else those barrels might contain.

The Land Remembers

Giants and halflings never bury their dead deep. They say the earth remembers faces, and that to bury too far would let the land dream of grief. Some elders believe the fields grow so rich because the land remembers every life returned to it.

The Shadow Harvest

For every visible harvest above the soil, there may be another, unseen, a reflection growing below, feeding something vast beneath Ardenvale. Some druids claim this "second harvest" is what grants the land its fertility, but that it cannot last forever.

Adventure Hooks

The Stolen Scarecrow

A scarecrow has gone missing from a halfling's field. The farmer insists it walked away on its own. A week later, the scarecrow is found standing guard over someone else's crops, on the other side of the valley.

The Sour Cider

An entire year's batch of cider has gone bad, souring overnight. The brewer swears the barrels were blessed by Brunnoch himself. The adventurers must find the cause before the Winter Feast runs dry, or face a riot of thirsty halflings.

The Flooded Burrow

A sudden storm has flooded part of a village, trapping families in their hillside homes. The adventurers are called to help, but must also stop a damaged mill dam from collapsing completely.

The Missing Piglet

A prized piglet meant for the midsummer roast has vanished. The villagers suspect mischievous children or foxes, but the trail leads into the woods where something much larger is rooting about.

The Council Visit

The Council of Twelve is coming to inspect the harvest. Everyone wants their village to look perfect, but half the preparations are behind schedule and the giants' wagon got stuck in the ford. The adventurers are swept up in the chaos of last-minute diplomacy and mishaps.

The Imperial Envoy

A polite but insufferable envoy from the Great Empire arrives to negotiate new trade terms. The adventurers are asked to guide and "manage" him, ideally without anyone being insulted, imprisoned, or stuffed into a cider barrel.

The Road to Greenmead

Bandits have begun harassing trade carts between two towns. Oddly, they only take bread and cheese, never coin. The adventurers are sent to clear the roads, but find the "bandits" are desperate farmers from overfarmed land.

The Spring Matchmaker

Maelis's festival of love is coming, and the matchmaker's list has gone missing. Dozens of would-be lovers panic, begging the adventurers to fix things before rivalries and heartbreak tear the fair apart.

The Stranger in the Orchard

An unfamiliar old woman has been seen tending the apple trees at night. The fruit on those trees grows sweeter than any other, but no one knows who she is or where she goes by dawn.

The Broken Song

A bard has forgotten the ending of an old harvest song, and now the village claims strange dreams have followed every performance. The adventurers must recover the lost verse before the festival begins.

The Brewery Contest

Two villages are both claiming their ale should represent Ardenvale at the Imperial Fair. Each side begs the adventurers to act as neutral judges, but the contest keeps escalating: first barrels, then songs, then pranks, then a full-on festival war.

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