Skip to content
MyAdventures
.AI
Discover
How it works
Pricing
News
Log in
Sign up free
← Discover
Lore of The Shifting Heartwood
18 entries
Discover
›
The Shifting Heartwood
›
Lore
Back to world
Character
1
The Voice-of-Root
The nameless elven high priest of the Rootbound who has not spoken a mortal word in three centuries — instead, the rustling of leaves and creaking of branches around them forms words for those who know how to listen.
Cultures
2
Verge Culture
The hard folk of the borderlands — suspicious of authority, fluent in gesture and secret signs, tied together by shared risk and the knowledge that the forest's next shift might erase you.
White-Cloak Wizards
The scholarly order of the Silver Synod — its members wear sun-bleached robes, debate magic over amber tea, and have quietly catalogued more lost spells than the empire has legions.
Currency
1
Shard-Crowns
Irregular golden coins minted from Heartwood amber — valued by weight and the quality of their inner light, and accepted throughout the Aurean Empire and beyond.
Customs
2
The Thornmoot
Once each season, the captains of the Thornwood Covenant gather in a hidden hollow to settle disputes, share intelligence, and vote on matters of common survival — the closest the Verge outlaws come to government.
The Triune Council
Three guildmasters who rule the Guild Concord — and despise each other — bound together only by the vast profits of the Heartwood trade and the fear that disunity would let the Aurean Throne seize their power.
Deity
1
The Root
The Root is what the Rootbound call the vast, dreaming consciousness beneath the Heartwood — not a god in temples but a living presence whose slow thoughts shape the forest and whose awakening is heralded by the Pulse Below.
Factions
3
Crown and Concord — the Quiet War
The Aurean Throne and the Guild Concord are locked in a cold struggle — the crown needs guild wealth to fund its legions, and the guilds need the crown's legal sanction to operate, but both dream of crushing the other.
Root and Rootless — Cult and Covenant
The Rootbound and the Thornwood Covenant share an enemy but not a purpose — the cult sees the outlaws as useful shields against imperial attention, while the Covenant views the Rootbound as strange and dangerous allies of convenience.
The Verge — Empire and Outlaw
The Thornwood Covenant exists because the empire pushed too hard — every Verge outlaw was once an imperial subject, and every legion patrol that vanishes into the Shifting is a reminder that the forest does not recognise Aurean law.
Historical event
1
The Amber Throne
Eight centuries ago, King Caedric the Ironbound broke the independent kingdoms at the forest's edge, forging the Aurean Empire atop an ironwood throne that still stands in the palace at Galthra.
Items
2
Heartwood Ironwood
Ironwood is the Heartwood's second great treasure — a black, near-unbreakable timber that turns axe-blades and holds an edge like forged steel when worked into weapons or armour.
The Amber Trade
Heartwood amber is the empire's most coveted resource — a golden resin that hardens harder than steel, glows faintly in moonlight, and is said to hold fragments of lost memories trapped within its depths.
Landmarks
3
Crown's Point
A lone imperial fortress overlooking the Thornwood Verge — the northernmost garrison of the empire, where legions muster and nobles gamble on which logging expeditions will return.
Galthra, the Gilt Capital
The empire's crowning city — a sprawl of white-stone cathedrals, guild warehouses, and the Amber Palace where Empress Sylvara III watches her merchants war over the forest's edge.
Sunless Hollow
A windowless limestone catacomb complex beneath the Gilt Marches where the Bone-Oracles read futures in slaughter — its tunnels honeycomb the bedrock, filled with the whispering bones of beasts and men.
Religions
2
Aurean Synod
The empire's state faith — a sun-worship that traces the Aurean dynasty to divine right, its golden icons gazing down from every cathedral and taxhouse in the realm.
Verdant Pantheon
The Heartwood's old faith — a web of minor spirits who tend the forest's endless cycle of decay and rebirth, their names forgotten everywhere but the oldest druid groves.