AKA the halloween bestiary. A valley suffering an eternal curse, and all those who call it home.
Don't wanna be here? Send us removal request.
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i don't have much, posted right now, but one of these days i want to continue my own halloween bestiary if i have the time to post more anyways.
If you're an artist and are having trouble building followers, especially if you're new on tumblr or back after leaving, reblog this with some of your art. It will be visible to everyone checking the notes. Everyone keep checking the notes and follow whoever puts their cool art in them. People keep telling me I'm Tumblr famous so maybe this helps!
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Horrorvale! It's a halloween RPG made entirely with soul and features a pretty fun pokemon-like type system. also, a good few party members would be very much up your alley, such as the drunk, scottish, spider archer, or the centipede chef lady.
What are some good games I oughta get. I barely play video games anymore. What's fun.
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CREATURES OF THE VALLEY PART 1: COMMON CURSED HUMANS AND YOU.
Creature Entry #1: Lesser Lycanthrope AKA Wolfman Habitat: All over the valley. Class: Cursed Human Threat: 2/10 "Lycanthropy is the most common form of Cursed Human, and comes in stages. Stage one: You feel a headache, and find yourself having a hard time focusing more often. Stage two: Your teeth begin to shift and even fall out, sharper yellowed fangs begin to grow, and you swear you hear a voice every now and then. Around this stage, you begin to grow more than usual body hair. Stage three: Your eyes begin to change into weird yellow glowing eyes, a common trait in Cursed animals. You feel pain all across your body as your bones begin to shift inside and even grow new portions, large claws rip out from your fingerbones. Stage Four: Your thoughts are no longer yours anymore, you hear another voice trying to and most likely will fully take over, you can't even remember the names of your loved ones, and even your own name starts to fade, Your own mind is nearly gone, and all that's left is an animalistic husk that only knows base instincts to hunt, kill, survive. Lesser Lycanthropes also show pack-like behavior similar to wolves, and will often hunt alongside a single Greater Lycanthrope if possible. Lessers are sluggish during the day, but are capable of sprinting around the average human run speed during the night. Unlike most cursed humans, Lessers are not weak to silver, could it be due to them still holding onto some humanity? Jasper's extra note: The stage descriptions came from what may be the only currently known "intelligent" Lycanthrope in the valley. Hans's Extra Note: Weak when alone, more dangerous in packs, but still on the weaker side as far as Monsters go, Aim for the head or Heart.
Creature Entry #2: Greater Lycanthrope, AKA Werewolf Habitat: All over the valley. More common in regions with less human presence. Class: Cursed Human Threat: 5/10 "The mighty Werewolf is a fearsome beast, they are considered the next stage of evolution over the lessers, but the time it takes for one to be created seems to be entirely random. Lessers have gone to Stage Five in a few hours, a few days, and even several months. Werewolves have rather sharp claws and can tear through armor with ease, Touching anything silver is enough to leave 3rd degree burns on the beast. They often lead groups of lesser lycanthropes, but can also often be found all alone. They rarely group together with other Greaters, the reason why isn't clear. They also prefer to hunt things that want to run. Jasper's extra note: They communicate through a series of strained howls, they definitely don't sound like normal wolf noises… Oddly enough, they have many different fur colors that seem dependent on the hair color they had when they were still a human. Hans's Extra Note: They know what silver is, and will do everything they can to evade it, its almost like they have a sorta danger sense for the stuff. If you can get at least two silver bullets into one, it will turn into a howling fireball and melt to death.
Creature Entry #3: Skeletal Lycanthrope AKA Wereskeleton Habitat: Drighlands, Graveyards sometimes, The Ash Caverns Class: Undead Threat: 6/10 "Sometimes a Werewolf just refuses to stay dead, and so the Wereskeletons stalk certain areas. It appears a werewolf's skeleton has a higher chance to reanimate if they had died from non-silver heat-related sources. Such as basic fire or heatstroke from the drighlands. They still produce human-wolf-like screeching noises despite the lack of vocal cords. they are considered only slightly more dangerous than the average Greater on account of them lacking any flesh to cut or shoot, and as such, lacking a weakness to Silver… They move rather slowly in the drighlands for reasons unknown, which makes them easier to outrun than their alive counterparts, Unfortunately they hunt during the day where they try to use the desert heat to slow down their prey." Jasper's Extra Note: Despite the creation of these abominations, the church refuses to halt the burning pits, the Ash Caverns below the farmlands are an infested den of Skeletal horrors. Its both fascinating and deeply upsetting that it appears to have a doubled skeleton, the werewolf bones just simply grew out of and in some cases, right over the human skeleton. The inside of its skull is filled with extra teeth, mostly human teeth, that seem to serve no actual purpose. Hans's Extra Note: Silver is no longer an option, but bones are easy enough to break if you have a strong enough weapon and can put your strength into it, This is actually easier than it may be, as it appears becoming a skeleton has caused them to lose a lot of speed Werewolves are known for. Smash them to bits before they can claw your eyes out.
Creature Entry #4: Dire Lycanthrope: AKA The Brutewolf Habitat: Primalgrove, Dreadwood Forest, Rarely in the mountains. Class: Cursed Human Threat: 8/10 "Considered the rarest form of Werewolf and also the physically strongest form of werewolf, the Dire Lycanthrope, sometimes called the Brutewolf by Fairgrounders, are an absolute abomination. Theorized to be the final stage of evolution for Lycanthropy, they are rarely seen and are also considered one of the largest reasons why no one tries to exit the valley through its Near impassable mountains. Dire Lycanthropes didn't start showing up into the valley until a full year after the curse started to become "normal" for the Valleygoers. They no longer make any noise that sounds anything like a human or wolf, instead just gurgling-like noises. They no longer eat and seem to starve to death after several weeks to a month. They seem to only exist to kill." Jasper's Extra Note: I've once heard a theory passed around by Fairgrounders about if the Curse is somehow "Alive", or at least somehow "sentient" and while i can't say i fully believe it, It disturbs me to think that these things could be potentially some sort of "response" to us Valleygoers learning how to overcome and kill the Cursed beasts… They are powerful enough to stand their ground against most of the valleys Apex Predators, their arms have become enlarged and clublike, they try their best to crush anything they see into mush, never eating any of it. Hans's Extra Note: There is very little i have to say about these Abominations, Run like hell, Its not worth trying to fight one.
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Name: Judge Jasper Class: Humanoid, Special Character, Greenwilde Human Faction: Greenwilde villagers, His own research team. "The Judge of the Greenwilde Courthouse, Jasper has spent most of his life before the curse dealing with resolving troubles, mostly arguments and theft, with the villagers. Occasionally needing to break out the entire trial system to deal with criminals, but back then that was a rather rare sight. Unfortunately, post-curse the "issues" of greenwilde tend to be solved with violence, executions, and general murder. This has Given the judge a lot of free time more or less, and He, alongside his assistant: Hans, have started to research the monsters of the curse, the wildlife on the valley and how they have changed, and of course, even some of the valleys noteworthy people. Jasper has tried his best to distance himself from the church, on account of how they treat outsiders and even some of their fellow villagers." Jasper and Hans notes will be added alongside each creature entry.
Name: Hans Millar Class: Humanoid, Special Character, Greenwilde Human Faction: Greenwilde Villagers, Judge Jasper's research team. "Before the Curse, Hans Millar worked as a sorta "Sheriff" in the Maple Ridge farmlands part of the valley. He'd spend his days writing reports on any dispute and deliver them to Judge Jasper to deal with. Unfortunately for Hans, he'd be one of the first greenwilde villagers to discover the weakness to silver that Cursed beasts have, after being attacked by a Greater Lycanthrope in the early days of the curse, taking a shot with a simple silver bullet, and watching the beast flail in pain before outright combusting. Hans decided to help Judge Jasper with his research on the creatures, after learning that the church would rather pin the blame for the curse on other people and groups, than actually figure out its cause."
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The mysterious hermit.
"Gather around those who survive the blood-soaked nights, as the story of the Lumberlake Valley's most mysterious outsider is told. Long ago, in the age before The Curse had befallen the valley, sullied its grace, and caused man to become beast, there was an Outsider to the village. This outsider was a strange sort, garbed in a cloak and looking overall disheveled, speaking with a thick accent and carrying with him a large sack filled with books of all sorts. Now in this pre-curse age, Outsiders were an oddity but it was the same story every time. They come to the village. They ask around. They usually leave within a day or too and presumably leave the valley altogether, or perhaps die to the wilderness. The point is, they are rarely ever seen again after they leave.
This outsider though, he came into the village as if he had been to this village before, arriving at the market square and announcing his wares of "Books from the outside world." A curious offer to most around, and indeed many of those in the market, village guards included, crept up to see what the Outsider was offering. They had found quite the treasure trove of books, Various novels, Various text books on all sorts of sciences, biology, Tomes of knowledge those born and raised in the valley never would think to have access too, let alone even know about. The outsider gave his wares away, "Knowledge of the other side is always free to those who seek it." was a saying he pushed heavily in his time within the market. Eventually after a busy few hours, the outsider packed up and began to take his leave. The Church-Guard seemingly having been the reason for the outsider deciding to move on so quickly. And like that, the outsider disappeared into the road leading out to the wilds, Never to be seen again.
This outsider would unknowingly cause the village a great deal of Strife, as well as be beneficial for some. Due to the outside books, "outside medicine" would be learned by some in secret, and would go on to become a key element of survival by the villagers against the endless night hordes.
Two of the villagers specifically would have been changed by this mysterious outsider forever. A young villager by the name of Victor, who would go on to become one of the village's worst threats, and infamous outcast, after studying many books relating to sciences, biology, and a novel about a mad scientist creating a monster. And of course, This villages Judge, who would go on to study history, mainly of the ancient variety, Prehistoric records, and various books about Animals and other beasts of the outside world.
Long after the curse, ghost stories have been floating about, being told by villager, to outsider, to even Fairgrounder so i've heard, about a disheveled figure who roams the greenwilde forests after dark. His appearance matches the book-selling outsider, and supposedly, he appears before other outsiders who are lost, and tries to give them some form of guidance. Many don't believe this many could still be alive out in the wilderness for so many years, but if it was a mere ghost story, then how do so many people describe the same man exactly? Even those who aren't of this plane, the Fairgrounders?"
-Hans Millar, Research assistant to the Judge, Greenwilde Courthouse.
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~~LUNAR LAKE~~
"A large lake with an unnaturally deep bottom. it holds a few islands on it." Skull Island: An island shaped like a skull, seemingly empty outside of shipwrecks and very, very large skeletal remains. Pirate Island: A tropical island with a pirate fortress and many old ships. owned by a haunting of ghost pirates who constantly terrorize cove. The Ghost Ship: A larger than usual ghostly ship owned by the leader of the ghost pirates. It is believed that the ship might have the ability to sail into the field of souls. Moon Temple Island: A crescent shaped island with an old temple dedicated to the moon. the ground is weirdly blue-colored and seemingly no creatures can be found on this island.
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~~THE DREADWOOD FOREST~~
"Perhaps considered the most dangerous region of the valley, this long stretch of a redwood forest is inhabited by some of the valleys stronger apex predators and cursed monstrosities. Dr. Victor Franken's robots have almost full run of the northern side of the forest."
-- Dreadwood Watchtower: A firewatch tower within the dreadwood forest, it is also the tallest firewatch tower within the entire valley. Owned by the valley rangers. Cove: A port town owned exclusively by Valley Outsiders, acting as a safe haven for those who get lost and enter the valley. it is also the safest part of the Dreadwood Forest, but unfortunately often harassed by ghost pirates. Old Lumbermill: A still working lumbermill, sometimes used by the people of Cove. Beware of haunted sawblades. Healer's Hut: A beachside hut outside of cove, a group of exiled witches that were once a part of the blood oath coven use blood magic for healing live within here. Charles's Inn: A roadside inn owned by Charles, The only person crazy enough to open an inn in this forsaken stretch of the valley. Fantastic Pier: A carnival sitting on a pier, owned and operated by the Fairgrounders. Enjoy fun and games at this totally normal carnival. Great Misty Bridge: A large bridge covered in a thick fog. Many of the forests apex predators have figured out that this bridge often means a free meal... Ravaged Graveyard: A destroyed graveyard, fully ravaged for bodies to be used by Victors experiments. A low number of undead still roam it, but the real threat comes from Victor's robots patrolling it. Disgrace: A network of tunnels that most of Victors failed experiments are tossed into. Dr. Franken's Observatory: A large military-like compound with an observatory in the middle, a large underground lab complex is directly under it. it is believed that the entire location might have been transported to the valley somehow, sometime shortly before the curse first happened…
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~~CALBOURNE COUNTRYSIDE~~ "The ruined countryside of a long fallen kingdom, whatever had happened to this place happened long before greenwilde village was ever founded. Many neutral aligned greenwilders often study the ruins here, led by Judge Jasper and his assistant Hans Millar.
-- Calbourne Watchtower Ruins: The ruins of a watchtower sitting on the outskirts of the region. Very empty outside of the occasional researcher or person seeking shelter. Research Camp: One of the research camps by Jasper and his crew of researchers, they welcome anyone able to help defend them or assist with their research within the ruins. Calbourne Farm Ruins: The ruins of a large farmland. outside of creatures drifting down from the dreadwood forest, these ruins are mostly quiet. Calbourne Church Ruins: A large church sitting in ruins, not much seems out of place here. Calbourne Graveyard: The undead have fully taken this graveyard over, there is not a single corpse left within these empty mounds. Calbourne Castletown Ruins: The ruins of the kingdom of Calbourne, an active supernatural warzone between various undead, cursed humans, demonic creatures, and even a small remnant of vampires separate from Lazarus's vamps. Dare you get caught in the middle of this? Necropolis Forest: Nothing living calls this sea of dead trees a home… Calbourne Castle Ruins: these castle ruins are constantly contested by a very regal skeleton, and a very tired demon… Spectral Spires: 5 towers which have remained weirdly sealed and intact, No one from the research team have ever been able to break into either of them, and the undead from the nearby Necroplis Forest makes it even harder to even research the outside… ASYLUM: Perhaps some locations are best not talked about… ever…
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~~~MIRROR BOG~~~ "A dark swampland filled with very deadly creatures who use the bogs darkness to their full advantage. the water of the bog is extremely reflective, almost like looking straight in a mirror giving the bog its name. Witches of the Blood Oath coven own a lot of the bog."
-- Fairgrounds Sewers Exit Cave: A cave entrance that connects to the Fairgrounds Sewers. David's Bog Hunting Lodge: Huntmaster David's hunting lodge for the Mirror Bog. Bog Watchtower: A firewatch tower that sits on the northern part of the bog. it gives the best view of the region, but considering the trees that might not exactly mean much… Owned by the Valley Rangers. Greenwilde Bog Encampment: A hunting camp for greenwilde hunters to have a safe spot within the ever so dangerous bog. Outsiders might wish to stay away. Sunken Graveyard: A graveyard mostly sunken into the bogwater. Has a higher amount of ghosts than most graveyards. Fairgrounds Minifair: A small village made up of fairgrounders who wanted to branch out the Fairgrounds influence on the valley. most of them try to keep to themselves and have started to study the bog and its creatures. Fairgrounds bog Tower: An old watchtower deep in the bog, taken over and repaired by fairgrounders. Submerged Ruins: Strange ruins that run deep within a very, very deep part of the bogs water, who knows what might lurk below? Bog Highwayman Treehouse Fort: A mess of treehouses connected via rope bridges and such forming a large treehouse fortress, owned by battle-hardened highwaymen who live in the bog to escape justice. Blood Oath Village: A large village towards the bottom of the bog, owned by the Blood Oath Coven and lived in by the witches of the coven as well as allies to them. Blood Oath Mansion: A fancy mansion owned by the leader of the Blood Oath Coven, Malphas. It is said twisted witch experiments are done in the deepest part of the mansion.
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~~The Primalgrove~~ "A thick jungle found at the bottom of the valley, filled with fossils of prehistoric creatures given new life by the Cure. A highly dangerous place to pass through."
-- David's Jungle Hunting Lodge: One of huntmaster davids hunting lodges, sits on the outskirts of the primal grove, connecting to the Calbourne Countryside. Candy Corn Goblin Encampment: A large tribal fortress inhabited by the most intelligent of the sugar fiend types: Candy Corn Goblins. Skull Totem: A giant obelisk with a horned skull sitting atop it. Members of the Khal ankur cult make pilgrimages to this totem from Khaldun on certain nights. Rex Pass: A long road enclosed by two cliffsides, often prowled by the revived T-Rex Fossils found in the area. Jungle Shrine: A very overgrown shrine deep in the jungle, whatever it was built for is long forgotten. Overgrown Graveyard: Yet another one of the many graveyards in the valley, why it's so far away from any civilization, deep in a jungle is unknown. Overgrown Caverns: A deep cave system full of lush jungle plants and vines. the deepest parts of the caverns is filled with many prehistoric fossils, both animate and inanimate. Greatbirds Nest: A giant bird nest made by a highly hunted after bird-like cursed human. The Pumpkin Nest/Hive: A strange flesh-like cave system full of pumpkin vines and orange, breathing walls. much of the ground around the hive has begun to turn orange and flesh-like, the hive itself is constantly being defended and built up by several pumpkin-like creatures.
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~~VANISHING VALLEY~~ "A dark, snowy valley nestled between many tall icy mountains. The weather here is extremely erratic going from calm snowstorms to blizzards in seconds. many creatures use the sudden whiteouts to ambush those traveling the area. The cloud coverage and storms are enough to keep the region dark and block out sunlight during the day allowing vampires to roam the region freely at any hour."
-- CASTLE LAZARUS: This large castle was owned by the rather wealthy Chirop family, the last Patriarch of the family being a man named Lazarus. often compared to blood sucking parasites with their greed by the greenwilders, the curse seems to have a bit of humor as the Chirop Family and all of it's servants were given the curse… or Gift of Vampirism. Old Coalmines: An old coal mine that runs deep into the earth, parts of it seem to connect to the Ash Caverns as large parts of the west side of the mine seem to be on fire. Grizzelda's Hut: Hut of Grizzelda the Hag, an outcasted witch from the blood oath coven. Grizzelda prefers to keep to herself, but if you are willing to lend her a hand, she may aid anyone. Horseman's Hollow: This frozen over and ruined town is a complete mystery, but during nightfall it is haunted by a Headless Horseman. An icy cave sits right next to the village that appears to contain the frozen skeleton of a horse and nothing else. Frozen Lodge: An iced over lodge that has somehow survived the elements, Owned by a pacifist vampire who doesn't seem to give a shit about living in Castle Lazarus or being really a part of their entire deal. Provided you don't try to kill the innkeeper anyone is free to stay at the lodge.
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~~~THE DRIGHLANDS~~~ "These arid highlands and mesas feed into a sprawling rocky desert filled with tombs and cult activity. Dangerous creatures stalk every corner of this region and the greenwilders and wandering outsiders tend to keep out of this region, only ever staying on the road if they need to move through."
-- Jasper's Excacation Site: A large excavation site & desert cabin owned by Jasper the Greenwilde Investigator. He spends a lot of his time out here at this site studying the ancient almost-Egyptian ruins of the drighlands, as well as keeping a close eye on the Khal Ankur Cult activity. Crash Site: The crash site of a meteorite, this large crater is heavily guarded by the Khal Ankur Cult who view the meteorite as an important object to their god. Every now and then by instructions of Khal Ankur himself the more important and elite of the cult are instructed to take a fragment from the meteorite and turn it into a powerful weapon or artifact for themselves. Sandswept Pyramid: A large Egyptian-like pyramid that just sits within the drighlands, often under constant hit by sandstorms and the like. the top of the pyramid is believed to have been seen in the desert before the curse, but post-curse the pyramid seemingly rose from the sandy depths… Sandswept Caverns: A large sandstone cavern is believed to lie underneath a great sandy sinkhole, With no real known about exit out of said sinkhole, no one dares to go down and map out these caves. Buried Tomb: Large mostly buried ruins, although some undead seem to mindlessly linger around them no entrance to any larger structure has ever been found. whatever this potential tomb was is most likely either far beyond buried, or time and weather has fully destroyed most of it. The Khaldun: Originally a dark cave filled with jet black sarcophagi that no one dared to open, this horrid place became the main base for the Cult of Khal Ankur, many tents line the outside of the location while the interior has been fortified and turned into a large inner fortress for the cults elite & their god to live in. Oasis: A desert oasis with an abandoned hut near it. Whoever owned it has long since left it but due to how close it is to the khaldun, it could also belong to the cult. Drighlands Highwayman Fortress: This highwayman Fortress sits by the roadside near one of the exits of the desert. on one path their victims are most likely going to be suffering from the scorching desert heat or wounds from the deserts monsters, on the other side of the road the victims could be suffering from the deathly frost. Old Ghost Town: A run down western-style town, long abandoned and just sitting nestled within a mesa valley. Strangely, it appears creatures rarely go near it, leaving the town to just stay deathly empty... Mesa Mines: A still very mineral rich mine that sits within the mesa valley just near the old ghost town. Both the cult of Khal Ankur & an organized miner party of greenwilders sometimes make desert treks to raid the mines for resources but still not all of the place has been touched or even visited yet. Overlook Tower: A rather large tower that sits on the Drighlands Cliffside overlooking the maple ridge, it is believed a very large, very much burning part of the Ash Caverns sits underneath the tower as large fiery fissures surround the place. The tower is also believed to be haunted by Skeletons when the night reaches Midnight but the reason for this is unclear. Aride Abode Inn: A roadside inn that sits in the drighlands, the road is long and tiring which just made this area the perfect business choice for a certain innkeeper.
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~~~FAIRGROUNDS PLAINS~~~ "Large grassy plains with many hills and boulders in some areas. The Fairgrounds can be found here, very few greenwilders tend to enter the region out of fear that the fairgrounds could have cursed the land. More cursed animals can be found roaming in herds or groups, and more dangerous creatures sometimes wander into the region from the swamplands entrance below."
-- The Fairgrounds: A large town filled with the mysterious Fairgrounders, open to and welcoming of anything, the town has 4 entrances and a palace in the middle where the reclusive Fairgrounds King supposedly lives. Fairgrounds Sewers: A sewer system that runs out into a swamp cave that leads out into the mirror bog. Secluded Graveyard: A graveyard nestled in the mountains north of the fairgrounds, close to the cliffs that lead into the drighlands. very overgrown and abandoned. who knows who actually is buried in this graveyard or who the graveyard even belongs to. Fairgrounds Hedgemaze: A giant hedgemaze outside the south-west of the fairgrounds, filled with strange creatures known as "Purple turtle medusas" and has an old tower in the middleish of the maze. Plains Highwayman Fortress: A highwayman Fortress in the middle of the plains, it seems these ones wish to keep to themselves. Moon Monument: A large statue that seems to be some form of a Monument to the Moon and the Stars, it's unknown who made the statue or why it's here, supposedly it was sitting in these plains long before the curse and long before the fairgrounds arrived. Tinker's House: A house of a certain Fairgrounds Tinker. He seems to have taken up a hobby in toy making. Ophelia's Chapel: This roadside chapel is owned by a greenwilder named Ophelia who was banished from the village. She keeps her roadside chapel open for any others who suffered the same fate. Northern & Southern Fairgrounds Towers: Lookout towers that the fairgrounds guards use to keep a close eye out on entrances to the plains, just in case any of the other factions of the valley decide to get bold and try to attack the town…
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Beware of the Lumberlake Valley, A mysterious land inflicted by a dreadful curse. Those who find themselves lost, or otherwise disappear from this world, tend to find themselves in this dreadful place.
Time works differently here, outsiders from all across the ages have gotten lost, and found themselves roaming these dreadful woodlands. and those who call this place home live in fear of becoming a beast.
This post will inform of the valleys many regions, should you find yourself trapped in this nightmare as well.
~~GREENWILDE FOREST REGION~~
"As expected, outside of the greenwilde village itself the forest is mostly a low monster count and more of a safer locations with mostly uncursed animals. but seeing cursed animals or monsters here and there isn't much of a surprise. Biggest threat in the region is the roaming hunters of greenwilde or the church."
-- Greenwilde Village: The rather large village that sits in the middle of this region, the most dangerous location for outsiders in this forest. It has medieval-to-gothic architecture, and lacks most modern day commodities. Grand Cathedral: Main base of the Church who follow the corrupt Bishop Lunalus. The biggest structure in the village. it's quite beautiful, but for most outsiders, it is a horrid sight of madmen. Greenwilde Clocktower: A large clocktower within the village, the entrance to it has long been sealed with no one able to find another way inside of it. During fullmoons it is believed that unnatural noises can be heard coming from it whenever the clock chimes midnight. Greenwilde Graveyard: A graveyard on the village outskirts, doesn't find much use since the curse, considering the dead just keep rising at night… Greenwilde Sewers: A complex sewer system that runs deep under the village. Although the top parts of the sewers are mostly safe for Greenwilders and tends to have hunting parties down there to chase beasts out, the deeper parts of the sewers haven't been ventured into by humans in very long time.
Greenwilde Lookout Tower: A Firewatch tower that gives a fairly alright overview of much of the forest. One of the many bases of the Valley Rangers, if you find a lookout tower, chances are you have found safety and friendly faces. Huntmaster David's Forest Lodge: A hunting lodge on the edge of greenwilde forest, owned by the cursed, but still sane hunter: David. David's appearance may be... very frightening, but unless you yourself is a cursed monster of the night, David has no interest in harming the innocent. Forest Campsite: An oddly modern campsite that seems to sit mostly abandoned on the outskirts of the village. sometimes used by wanderers and outsiders. Outer Coven Monument: This statue seems to have some magical significance as the Outer Coven witches of the blood oath coven tend to gather and defend said statue from those who dare to get close to it. Greenwilde Highwayman Fortress: A fortress put together and run by psychopaths who wait by the roadside to ambush greenwilders or outsiders who dare use their road. Madmen usually can't be reasoned with, but if you want to pass through this part of the road, then your options are highwaymen, or potentially beast encounters in the woods.. Jasper's Courthouse: A Courthouse on the outskirts of town owned by the famed Researcher and Investigator of Greenwilde: Judge Jasper. although due to the nature of his research the courthouse can often be found empty. Despite being associated with Greenwilde, and its church, Jasper isn't hostile towards outsiders, Consider him a potential friend should you meet.
~~MAPLE RIDGE REGION (Previously greenwilde farms in older versions.)~~ "An autumn ridge that sits north of the main greenwilde village, filled with farmlands and a large cave system underneath which houses the ashes of those burned to death in the many burning pits. But some things may just refuse to burn…"
-- Greenwilde Farms: Farm houses and farmlands scattered mostly throughout the center of the region. During the day the farmers try to tend to their crops while during the night the farmers are basically conscripted greenwilde hunters who spend the entire night defending their homes and farms from the beasts of the curse. Burning Pits: 3 large bonfires with cave-chutes that vent down the ashes and charred remains of burned creatures into the Ash Caverns below. Witches,Outsiders, Cursed creatures ect. have all been burned within these pits. Ash Caverns: Large cave systems that run under the maple ridge region and a small cliff area of the drighlands, much of the cave has an ever going fire while most of the cave is filled with the ashes of the dead, or other charred remains. but some creatures call this macabre place home, and some of the burned creatures were given new, weird life by the curse… Jacks Farm: The far out secluded farm of Farmer Jack, creator of the valleys largest cornfield, still-sane cursed human and eccentric farmer. Jack tends to keep to himself and his farm, and grows quite annoyed at constant greenwilders trying to kill him even though he was once one of them as well. Jack is a weird fellow, but a good person should you try to know him. Jack's Cornfield: A Massive cornfield grown by Farmer jack, various creatures use it to ambush those who pass through the road that runs through it. Haunted Windmill: A windmill that sits to the north of the main farmer's settlement. although it still works it is believed to be haunted by nightfall and is often sealed shut when night approaches. Autumn Highwayman Fortress: Roadside fortress and makeshift wall made by highwaymen to try to cut off an easy entrance between the drighlands and the maple ridge. Unlike other highwaymen camps, the ones here will let those enter through their gateway for a toll. Fishing Hamlet Ruins: The ruins of an old fishing hamlet, long since been boarded up after the entire hamlet's residence disappeared, those who venture into the ruins at night report seeing strange creatures appearing from the waters…
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