A realm where ancient forest dwellers, nature spirits, and those who bridge the mortal world coexist in harmony and complexity.
Primary Inhabitants • Lifespan: Centuries
Wood Elves are the premier practitioners of druidic magic in Ardenweald. Their power flows directly from the forest’s ancient wellspring, allowing them to:
Wood Elves fill many essential niches in Ardenweald society:
Inventors & Stewards • Population: Widespread
Forest Gnomes are the forest’s practical innovators. Smaller in stature than Wood Elves, standing barely waist-high to humans, they make up for their size with quick wit, nimble fingers, and brilliant minds.
Forest Gnomes have engineered many wonders that sustain Ardenweald:
Forest Gnomes possess an almost magical ability to communicate with animals. They serve as intermediaries between the mortal races and the creatures of the forest. Many gnome communities keep sanctuaries where they care for injured or orphaned animals, earning them the deep respect of Ardenweald’s wildlife. This connection runs so deep that some gnomes claim the forest animals trust them implicitly, treating them as kin rather than rulers.
Bridges & Diplomats • Heritage: Mixed
Wildlings carry the blood of both the Wood Elves and humans, giving them a unique position within Ardenweald society. They are taller than humans but shorter than Wood Elves, and their features often reflect both lineages in striking combinations.
Wildlings are essential to Ardenweald’s connection with the outside world:
The relationship between Wildlings and pure-blooded Wood Elves is nuanced. While most are respected for their unique abilities, some ancient elves hold prejudices rooted in old traditions. However, the modern Council of Roots actively works to ensure Wildlings are treated as full members of Ardenweald society. Many young Wildlings view their dual heritage not as a limitation, but as a gift that allows them to understand and bridge different worlds.
Ancient Guardians • Age: Thousands of Years
Treants are the eldest and most powerful beings of Ardenweald—ancient trees given consciousness and mobility. Some treants are so old that they witnessed the founding of the realm itself.
Treants fulfill sacred roles in Ardenweald:
Communication with Treants requires patience. They think in centuries, speaking in slow, measured tones that echo through their vast frames. Yet those who take time to listen find their counsel invaluable. Treants remember when mountains were young and recall the true nature of Ardenweald from its earliest days. It is said that to gain the blessing of a Treant is to gain the blessing of the forest itself.
Spirits of Joy & Wildness • Lifespan: Long (Immortal in nature)
Satyrs are creatures of duality—part humanoid, part goat. This blend gives them an otherworldly appearance that captures their essence perfectly.
Satyrs are driven by music, dance, and celebration:
Satyrs are best known for leading the Moonlit Revel—a celebration held during the full moon when the boundaries between the mortal world and the spirit realm grow thin. These gatherings combine wild dancing, enchanted music, and sacred ceremonies. The Revel is both joyful and profound; participants emerge changed, carrying the magic of the forest in their hearts.
Satyr music is said to have inherent magical properties—their melodies can heal hearts, inspire courage, or transport listeners to other planes of existence. Some scholars believe their songs are the very heartbeat of Ardenweald itself.
Nature Spirits • Essence: Bound to Elements
Dryads and nymphs are not born as mortal creatures are—they are the living spirits of the forest itself, each bound to a specific location or element.
These spirits are essential to Ardenweald’s health:
Dryads and nymphs rarely interact with mortal affairs. They exist in a state of perfect harmony with their domain, often appearing as beautiful humanoid figures with features reflecting their element. A dryad might have bark-like skin and leaves growing through their hair; a nymph could have scales that catch moonlight or eyes that shimmer with water.
However, should their grove or water source be threatened, they become fierce protectors. Ancient accounts tell of dryads calling upon entire forests to defend their sacred spaces, and nymphs summoning floods to drive away desecrators. Their love for their domain is absolute and boundless.
Coexistence, Cooperation & Complexity
A partnership of complementary strengths. Wood Elves provide spiritual guidance and protection, while Forest Gnomes handle practical innovations and daily maintenance. Tensions rarely arise, though some gnomes chafe at what they perceive as elven arrogance about their magical superiority. Gnomes are quick to point out that without their water systems and innovations, many groves would struggle to survive.
Historically complex, this relationship has evolved considerably. Younger generations of Wood Elves actively embrace their Wildling cousins, valuing their diplomatic skills. However, some traditionalist families still hold prejudices from older times. The Council of Roots works continuously to ensure Wildlings are not just accepted but celebrated for their unique perspectives and abilities.
Treants exist somewhat apart from the daily politics of other races. They are respected above all others, and their rare pronouncements on major matters carry weight that no single council member could achieve. Approaching a Treant is considered a formal, sacred act. Younger races often journey to seek advice from the oldest Treants, treating the journey itself as a form of pilgrimage.
Satyrs are loved and welcomed by all, though sometimes with exasperation. Their unpredictable nature and trickster tendencies occasionally cause diplomatic incidents, but their genuine love for celebration and life usually results in their pranks being forgiven. They serve as cultural bridges, welcomed in any grove or gathering, and their ability to find joy in any situation makes them cherished companions.
Spirit beings maintain respectful distance from the mortal races. They are not enemies, but neither are they allies in the traditional sense. Their priorities are their own domains, and they intervene in wider affairs only when absolutely necessary. Many see them as the true voice of the forest, speaking directly to Ardenweald’s ancient will.
Governance & Decision-Making
The Council of Roots is Ardenweald’s primary governing body, meeting in the heart of the oldest forest. It functions as both a parliament and a spiritual council, blending practical governance with sacred tradition.
The most powerful Wood Elf druids, who have lived for centuries and command the deepest magic
A representative chosen from among the Wildling population to advocate for their interests
A wise Forest Gnome selected for their innovation and practical wisdom
The oldest Treant who still speaks—their voice carries absolute authority on sacred matters
A Satyr chosen for both wisdom and cultural insight, representing the spirit of celebration
A Dryad who channels the voice of the spirits, though they speak rarely and only on grave matters
Visitors, Refugees & Those Who Seek Refuge
Ardenweald is not hostile to outsiders, but neither is it naïve. The kingdom maintains a careful balance between openness and protection.
Scholars, artists, those fleeing injustice, and merchants with goods to trade are generally welcomed. The border towns have designated visitor quarters, and arrangements can be made for longer stays through official channels.
Wildlings typically greet visitors at the border and determine their intentions through friendly questioning. Those with ill intent are usually turned away politely but firmly.
Those fleeing persecution or war are treated with compassion. Ardenweald will grant asylum to those persecuted for conscience or belief, though the process involves vetting by the Council of Roots.
Refugees must demonstrate genuine need and good intent. Many have found new homes in Ardenweald, creating small communities of humans, dwarves, and others living alongside the native races.
Individuals who wish to become permanent residents and fully integrate into Ardenweald society undergo a process called "Rooting."
This typically takes 3-5 years and involves learning the language, understanding the land, demonstrating respect for Ardenweald’s values, and finally planting a personal tree in the forest. Once Rooted, newcomers are considered full citizens with all attendant rights and responsibilities.
Certain areas are strictly protected and off-limits to visitors:
Violations of these boundaries are taken very seriously. Ardenweald’s justice system is fair but unforgiving of those who desecrate sacred spaces or harm the forest with intent.
Newcomers often find that Ardenweald changes them. The forest’s presence is deeply felt—some say it speaks to the heart directly. Many visitors report that even short stays shift their perspectives on life, connection, and community. Those who choose the Rooting path find themselves increasingly attuned to the rhythms of the forest, as if the land itself accepts them slowly into its ancient embrace.
Explore the history, geography, magic, and lore of this enchanted realm.