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# 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.

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