Village Lore

Learn more about different aspects of the village and its people


The Story So Far...

Various plots that are happening around the forest


Event Memories

Albums of past events


Village Lore


Click the maps to enlarge.

🌺Overview🌺

Havenwood is a little known village in the western region of Mor Dhona. It lies within Vaeloria Forest, a strange and dangerous place that should have been wiped out along with everything else in Mor Dhona. How it remains, and why so many strange occurences happen within it is only one of the mysteries surrounding it. Like the rest of Mor Dhona, it is claimed by no city-state and is an independent entity. The current village is made up of settlers and pioneers looking for a fresh start. It is built upon the ruins of the old village, which was abandoned when all that lived there mysteriously disappeared.While a dangerous place, with the help of the Rangers and a small army of golems left behind, there are safe places within the forest, including the village itself. Caution is advised to any who travel the region, however. From Sahagin in the Straight of Merlithor, bandits along the western road, all manner of monster and wild creatures, to the grave danger of the deep woods in the east, it is a place that requires cooperation and collaboration to survive.

🌺Government & Economy🌺

Havenwood operates like your typical fantasy RPG village. Taxes from residents pay for community structures and systems. Land can be bought to build residences without any hassle. Any non-residence establishments are required to get permits. (This is partly for OOC purposes. We take a look at all resident venues being added to the village canon to make sure we maintain community standards and vibes.)The village is led by the mayor and the village council who makes most of the major executive decisions. Since its reforming, Gazardiel Elwood has been elected mayor in every election. Those that serve on the council are selected by the mayor, and are free to resign from the position or be removed by the mayor as needed. The council requires all new residents to meet with them as part of their application process to ensure the community remains safe and cooperative. It is their job to enact laws, keep the peace, and generally solve any problem that the village faces. If there are disputes or laws broken, it is the council that act as judges to determine appropriate outcomes.Due to their independent nature and small size, there is a controlled economic system to prevent outside influence from taking over their resources and their way of life. Whether from city-states or independent entities, the village keeps a close hold on their land, resources, and the exchange of gil. No major business can be conducted without proper permits, which are only given to residents of the village. Any outside merchants must go through a licensed trader to sell wares in the region.This is all IC, no gil or anything else is exchanged in the game.

🌺Travel🌺

There are two aetherytes in the region around the forest. The first is on the western end of the village. The other is in Wanderer's Wharf, a small port town due west of the village. Since goods cannot be transported via teleportation, most travel happens on the western road between Havenwood and Wanderer's Wharf. It is by far the most common way for new travelers to reach the village, as well. Reaching the village from the east through the deep woods is nearly impossible as it is incredibly dangerous, filled with hostile entities. To the north is the Yafaem Saltmoor, which few ever travel through. While still rare, traveling from the south is the second most common route. To the south is the Carteneau Flats, and further still the Thanalan region.Most of the common landmarks outside of the village are about a bell's walk away, including Hobble Creek and Lotus Lake. Getting to *Croaker's Hollow can take around 2 to 3 bells, the only safe path taking you east then north past the creek. The journey to Mount Drachus takes about the same amount of time.It takes about a day of travel by carriage to reach Wanderer's Wharf from the village. Going on foot is not advised. The western road is untamed land that is full of bandits and other threats. While the Rangers often patrol the road, it is too large of an area to keep completely safe.

🌺Culture🌺

The village's culture often sees small shifts due to the varied nature of new villagers, however, Havenwood has a rich culture waiting to be discovered. While not enforced on an individual basis, the village pays its respects to the Twelve. They have no single patron, but instead honor each of the Twelve during their respective months, among other ways. It is a place that values good morals, hard work, and a community mindset. Those that are mostly out for themselves are likely to struggle to get by in a village such as this one.Being so central in the realm, the village has cultural influences from a number of city-states. Perhaps the most notable is Limsa Lominsa, as it is their closest and most accessible neighbor. The farmlands surrounding the village, and much of the fashion of the villagers are influenced by the farmers of Vylbrand. Many of those that live in Wanderer's Wharf are sailors from Limsa Lominsa, and they are the ones who erected the statue in honor of Llymlaen at the port.Gridania has a number of influences on the village's culture, including various forest fashions, reverence of nature, and some cuisine. Many of the farmers revere Nophica and pray to her for bountiful harvests. Waterwheels similar to Gridanian design are used along the creek. There are even rumors that there are moogles somwhere in the woods as they are the Twelveswod, but these have yet to be substantiated.Ishgard is another influence from the north. Most formal fashions are influenced by Coerthan designs, and much of their winter equipment is of Ishgardian make. Many of the first generation of Rangers are ex-knights and other expatriates of the Holy See. Some of the Rangers carry small statuettes of Halone to keep them safe in their work. Ishgardian metals are a common import that the traders bring back.While Ul'dah is just as about as close as the other city-states, the difference in climate and logistical philosophies results in the least amount of influence on the village. That isn't to say it isn't there, however. Many ambitious merchants and traders revere Nald'thal, and their drive for coin helps keep the village alive. Funerals in the village are done with Nald'thal in mind. There is some hesitance around newcomers from Thanalan after a number of Ul'dah based organizations made some early attempts to seize the village's resources, but those that are there to work hard and be part of the village are accepted easily.

🌺The Rangers🌺

The Rangers are the village guard and protect the village from monsters and other threats, enforce the law, and generally keep the peace. They are recognizable by their signature jackets, and are led by Captain Aberent Vaurand. They are aided in defense efforts by a collection of golems left by the previous occupants of the village. While the golems are useless in enforcing laws and making decisions, they can smash things real good. They are often the first line of defense against threats coming from the deep woods to the east, leaving the Rangers free to patrol the village and the western reaches.There is an expectation of respect when it comes to the Rangers. They have a difficult job, and many see their brothers and sisters fall defending the village. It is not uncommon for villagers to leave gifts at the Ranger's station, or invite them over for warm meals to thank them for their service. While the Captain is very lax on a number of things, he holds his Rangers to a high standard and will kick out anyone who has displayed inappropriate or questionable behavior. He makes sure that each and every Ranger is trustworthy and reliable to put the village at ease. When one needs help, they only need look for the jacket.The Rangers have something of their own sub-culture, including their own lingo and slang. Most common is the term "bright collar," used for new initiates into the Rangers. Freshly made uniforms have nice, white collars that will stain and fade over time. Having a worn out collar is a sign of honor to the Rangers, because it means the Ranger has been put through the test. The Rangers share a close bond with one another, and most would gladly put their lives down to save the one next to them.Becoming a RangerIf your character would like to become a Ranger, there are two simple steps. The first is a roleplay with the Ranger Captain to initiate them into the organization and learn what they'll be doing. The second is putting together their uniform. The main piece of the uniform is the Neo Kingdom Tunic of Scouting dyed Kobold Brown & Marsh Green. Characters may use modded version of this piece, whether mash ups or upscales without any issue. The other gear pieces may be customized to fit your character (head, gloves, pants, boots, accessories). Once your uniform is put together, you simply need to get it approved. As long as it doesn't look silly, ridiculous, or inappropriate for the setting/role, it will likely get approved.

🌺Technology & Magic🌺

Technology is used throughout the village, though it is somewhat limited. Ceruleum is an expensive import, and the village does not have the resources of a city-state to develop widespread use of advanced technology. Most technology is used on the farmlands, and is similar to what you might see in the Island Sanctuary. The most widespread technology is likely Havenwood's plumbing system, which is well maintained to provide water across the village. Most travel is done by chocobo-drawn carriage, though some villagers have simple motorcycles and other machine based vehicles. There are no airships that fly to the area, though it may be something that happens in the future as the village grows and develops. Wanderer's Wharf has a small number of ships sailing between the port and Vylbrand, though sometimes one must wait a few days for another ship to arrive.As for magic, the limitations are generally the same as you see in most of the city-states. Necromancy, void summoning, and anything like it are forbidden ICly. Anyone suspected of dabbling in dark magicks will likely be investigated by the Rangers. OOCly, we just won't accept characters with those themes into the community. It's not that they're not lore-abiding or fun to play around with, it just clashes with our setting. NPCs, however, can make for compelling stories and you will likely see a wide range of magicks in various plots. There are a myriad of magical elements and surprises all throughout the forest, including the village. The remnants of the First Wizard remain throughout the forest, including the golems that help protect it.

🌺The Havenwood Historical Society🌺

The Havenwood Historical Society, led by current mayor Gazardiel Elwood, is a society created for the purpose of discovering what happened to the previous villagers and restoring Havenwood culture. Remnants of past villagers are hidden throughout the forest, and the Society gathers those together. It is the Society that seeks out the guardians of the forest to overcome their trials and uncover more secrets. Their growing collection of historical artifacts and knowledge is guarded closely. Most in the Society are equipped to delve into the deep woods to brave the dangers and find answers where none others could find them. The Rangers do not go into the deep woods, so expedititions by the Society are often dangerous affairs.Those interested in joining the Society must speak with Gazardiel directly. He is the one who will decide who is granted membership, and will help orientate them to the goals and methods that they employ.((This group of player characters are the ones that are involved with the tabletop style resident events. Many of these events will use Foundry, a virtual tabletop system, and will require more preparation than the more social-based events. Please keep this in mind should you be interested in these events.))


The Story So Far...


The Guardian Trials

The journey for lost memories and the answers behind the origins of the forest


Drums in the Deep

A threat builds deep beneath the earth


Mist on the Waves

Broken faith & the quest for change


The Clockwork City

Within the deep woods the gears turn



The Guardian Trials


Some years ago the villagers of Havenwood all disappeared without a trace, and the forest became a strange, dangerous place. The mystery of what happened is a central focus of the Havenwood Historical Society. The key seems to lie with the guardians of the forest, strange entities that are not hostile towards the villagers. They periodically appear to put forth trials for the villagers to overcome. The more trials they can overcome, the closer they can come to answers. But will they be able to pass all of the guardians' trials?

The Dancing Golem


The Hidden Rabbit


The Dancing Golem

The first guardian of the forest appeared suddenly one day, dancing somewhere outside the village. Gazardiel studied the strange scene, joined later by Aria, Lumoh, Rivian, and Tamashi. They soon found out that dancing in front of the golem created a strange effect. The golem would mimic the movements of the one dancing before it. They also found out that the golem would judge the dance performed, rejecting the first dances it was shown. It was Lumoh that finally won its favor, and the golem bounded off deeper into the forest.The villagers followed after, finding the golem dancing in the shallow waters. After Aria just barely failed to win the golem over by doing a somersault instead of a back flip (she was wearing a skirt), Gaz danced for the golem complete with a real backflip (he was not wearing a skirt) and won the golem over the second time, drenching the others as the golem copied the flip, spraying water everywhere.The golem retreated once again, leading them to the third and final location. This time, it was not dancing--it was waiting. The golem walked through a wall of briars that was in actuality an illusion to hide what was further inside.It was here that they found a hidden temple. The doors were sealed shut, but the grounds were open to them now. Symbols of the Twelve were all over. The importance of this location was unclear as of now, but more trials awaited them. Perhaps before long they would learn more about this hidden temple.


The Hidden Rabbit

The call went out that another guardian had been located. Gaz sat in the forest channeling a large barrier over a part of the woods. It was Aria and Lumoh who answered the call. While Gaz kept the barrier up, the two would go in and track down the guardian. Aria quickly found it, a small rabbit with glowing blue eyes. It was quicker than most rabbits, however, and escaped immediately. Lumoh found it next, and they both moved to stall the rabbit so it could be calmed. Once again, it escaped.It was the third time that they managed to accomplish what they had set out to do. Lumoh located it once again, and Aria gently coaxed it over to her. A good thing, too, for Lumoh had sworn to turn the diminutive guardian of the forest into a stew. The light in the rabbit's eyes shone bright before the light shot off towards the temple hidden in the woods. Suddenly, the guardian was nothing but an average rabbit sitting in Aria's lap. She named it "Pancakes" and took it in with her other collection of animals.There would only be one more trial before the villagers would find out what those magic circles at the temple were for. One more crystal, and perhaps they would start getting the answers they were searching for. So far the trials had been fairly simple, but would they remain that way going forward? Only time would tell.


Drums in the Deep

Coming Soon


Mist on the Waves

Coming Soon


The Clockwork City

Coming Soon


Event Memories


Heavensturn Festival 2025

Valentione's Festival 2025

Spring Festival 2025