The Palakar Forest & The Town of Macridi (2)
The Palakar Forest
The mighty Palakar Forest spreads across Druma's central heartland, between the Lake Encarthan to the north and the Five Kings Mountains to the east. It is a primeval woodland divided by the Great Goldpan and Profit's Flow rivers. The forest is home to the Fey Courts and has been the site of the Charcoal Wars, a brutal conflict fought between the descendants of Kellid tribes and the dwarves. The forest remains a place of wild magic and ancient dangers, guarded by the fey and the settled human population. Many secrets lie buried beneath its canopy, and the whispers of a dark history echo through its deepest groves.
The Town of Macridi
The town of Macridi stands at the center of Palakar Forest at the confluence of the Great Goldpan River and the Profit's Flow. Long a stop for trade, it has grown into one of the oldest and most important settlements in Druma. Macridi is a town of stark contrasts: immense wealth is hidden behind unassuming timber facades, reflecting the Kalistocratic philosophy of "investment over indulgence." The streets are quiet, the Blackjackets patrol heavily, and the smell of sawdust hangs perpetually in the air. Macridi's influence and wealth are based on the region's natural resources and its success in developing a mutually profitable relationship with the fey. Local merchants enjoy an extremely profitable relationship with the woodland fey and are known to be an unusually friendly and hospitable lot.
| Demographic | Data |
|---|---|
| Population | 1,200 (1,020 humans, 64 dwarves, 120 others) |
| Government | Guildmaster (with the Logging Guild) |
| Alignment | Lawful neutral |
| Notable NPCs | Gorm Kade (LG male human expert 2), Dormin Kade (N male dwarf expert 3), Sarandi Koch (N female gnome rogue 1) |
| Base Value | 1,200 gp |
| Purchase Limit | 15,000 gp |
| Spellcasting | 6th |
Economy & Key Locations
The economy of Macridi is completely tied to darkwood. The town's wealth is generated by raw timber, processed lumber, and the alchemical sap harvested from the ancient trees.
| Location | Function | Description |
|---|---|---|
| Bestial Furnishings | Taxidermy Shop | The shop of the eccentric taxidermist Lorrim Kade, who creates incredibly lifelike "exotic beasts" from the hides of local animals. He is famous for his high-quality, fiercely realistic works that often sell to eccentric nobles in Kerse. |
| Assayer's Institute | Government Building | The center of the Blood Price economy, this building houses the Bureaucrats who assess all monetary damage, assign fees, and process the town's payroll. It is a cold, austere structure of stone and darkwood. |
| Karla's Sawmill | Major Business | The largest sawmill in the city, owned by Karla Kade, a powerful Kalistocrat who supplies most of Druma with high-grade darkwood. It is a brutal, efficient operation that never stops running. |
| Sanctibus Saunas | Public Bathhouse | Built on natural thermal vents, these saunas are a unique institution where merchants hold "sauna meetings." The intense heat and steam force competitors to relax and negotiate honest deals; the facility is a neutral ground where fighting is forbidden. |
| Sanguine Quarries | Mining Operation | The massive stone quarries on the eastern edge of the town. Owned by Dormin Kade, a disgraced dwarf noble, the quarry provides the stone for Macridi's walls and streets. The hidden tunnels beneath the quarry are a well-known local haunt. |
| Lumber Consortium | Logging HQ | A sprawling headquarters overlooking the river. While its function is to manage the Guild's business interests, it is also known as a hub for mercenaries, spies, and adventurers looking for work. |
The Fey Courts of the Palakar
The Palakar Forest is not an untamed wilderness; it is a deeply organized, ancient realm divided between two primary fey powers: the Court of Endless Revelry and the Court of Seasons. These courts are ancient and hold absolute dominion over the natural order of the forest. Navigating their territories requires immense diplomacy and respect for their ancient laws.
| Fey Court | Ruler | Primary Dominions | Culture |
|---|---|---|---|
| Court of Endless Revelry | A Charismatic Satyr King | Mushroom circles, hidden groves, wild game | Chaotic, Hedonistic, Musical. Highly suspicious of outsiders, they view the humans as dangerous toys. |
| Court of Seasons | The Four Nymph Queens | Seasonal zones, frozen lakes, sacred trees | Lawful, Territorial, Ancient. Refuse to ally with anyone who hasn't proven their respect for the wilds. |
Outlying Locations of the Palakar
Beyond the town and the courts lie three distinct, historically significant landmarks that shape the political and mystical geography of the region.
Reiver's Right
Reiver's Right was a highly productive logging camp located on the far eastern edge of the Palakar Forest. It was the most aggressive and lucrative logging operation in the region, but was notorious for its brutal treatment of the land. Named after an ancient Macridi Blade warlord, the camp was permanently abandoned after a severe "geological instability" and the mass disappearance of its workforce. There are persistent rumors that dark forces are at work there, and the Guild has strictly forbidden anyone from going near it.
Pulgari Estate
Perched on the southern fork of the Profit's Flow, the Pulgari Estate is a massive, abandoned manor built by the industrialist Bridden Pulgari. Unlike the austere buildings of Macridi, the estate was a monument to grandiose wealth. Pulgari was obsessed with exotic and arcane methods of accumulating power, even going so far as to construct a massive, hidden staircase beneath the mansion that reaches "somewhere." The estate was abandoned following a magical accident that destroyed the manor's structural integrity, leaving it a haunted ruin.
Desolation Blade Mounts
Located on the harsh, rain-shadowed southwestern plains, the Desolation Blade Mounts are a collection of massive, perfectly smooth mounds made of hardened clay. They are one of the greatest archaeological mysteries of Avistan. No living scholar, dwarf, or fey can definitively claim to know who built them or why. The Fey Courts view them with dread and consider them taboo. Visitors who approach them sometimes return with strange, carved stone tablets bearing an ancient, indecipherable symbol, though no one knows who places the markers there or how they find their way into a traveler's belongings.