setting · 1 min read

The woodland after the fall

Grove, brushline, hollow, and deep. The trees did not get the news that Valor is gone.

The woodland is four rooms, not a single backdrop, and each one maps to a contract on this site.

The grove holds water, which is why the well is usually where a first company meets the wildlife: slimes pouring through gaps, filming what they touch. The brushline is the margin where a road still pretends to be safe; a needler’s range turns “staying back” into false safety. The hollow is ground people were always told to avoid, now sickening outward toward farmsteads behind a corrupted slime and whatever commands it. The deep is older than the Guild itself, a source under the roots that explains why a cleared grove keeps coming back.

Trees and old camp kit occupy every one of these rooms exactly like a creature would; none of the four is an empty backdrop for a fight. The danger changes room to room, but the approach doesn’t: hold a door, keep a healer clean, cast from a lane you can actually see.

Ember mites (dry ground) and briarlings (thorn) are real wildlife in this woodland too — they’re figured in the Codex, just not yet built into a contract here.