A world to explore
The Vale of Aldermoor
A green river-vale between the mountains and the sea — home to the free city of Spucularum and every quest below.
The Vale of Aldermoor is a broad green valley cupped between snow-topped peaks to the north and the Salt Sea to the east. Its river, the Aldermoor, runs down past the free city of Spucularum and out to the harbour towns.
It is a gentle land, but an adventurous one: friendly dragons drowse in the high caves, an owl-bear guards her cub in the whispering woods, old crypts and goblin camps hide secrets, on the lower river a family of dam-builders once stopped the Aldermoor dead, west of the city a sky-sprite once bottled the dawn in Hearthwatch Tower, down on Spucularum’s own docks a whole quay once kept the same secret for ten nights running, up in the city’s Temple District a festival once came within an hour of losing the sunset it is named for, in Old Town a street once walked in a circle and came home, one Cornfair morning the Market Ward mislaid the goose that tells it when the rain is coming, up under the north ridge a whole side-valley once ran four seasons at once, and out on the Salt Sea coast the tide still hands things back. Every adventure of the Vale takes place somewhere on this map — pick a spot and set out. The Saltmere Reach, across the downs, has started to write its own.
Quests in The Vale of Aldermoor
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Adventure The Sleeping Dragon's Hoard
A shepherd begs for help — a young dragon sleeps on a hoard in the high caves.
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Adventure The Owlbear in the Whispering Woods
A gentle owl-bear guards a lost cub in the misty old forest.
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Adventure Escape the Skeleton Crypt
The door seals shut — solve the rune-puzzles and find the way out.
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Adventure The Goblin Camp Raid
Smoke on the wind leads to a goblin camp with a surprising secret.
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Campaign The Frostpeak Expedition
A three-chapter campaign up the frozen peaks, among the frost-wolves.
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Adventure The River That Stopped
A river vanishes overnight — follow the empty bed upstream and find out who took it.
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Adventure The Morning in a Jar
The sun did not come up — follow the last gleam to the hill tower and let the dawn out.
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The Silent Landing
A boat lands at the Docks every night with no lamp and no name — ask, watch, and work out whom to trust.
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Adventure The Walking of the Light
Five mirror-plates, five empty posts and an hour of sun — work out which plate belongs where before the light goes.
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Adventure The Street That Came Home
The oldest quarter is rearranging itself — walk the street that loops, and decide what Old Town is allowed to be.
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Adventure The Weather-Goose of Market Ward
The goose who tells the market when the rain is coming is missing on its busiest day — track her up through the stalls, the roofs and the crowd.
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Adventure The Year That Came Apart
Three cords, three good reasons and one small valley running four seasons at once — work out which kindness to undo.
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Adventure The Ship the Tide Gave Back
The lowest tide of the year drains the harbour — and leaves a ship standing on the bar.
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Adventure The Lantern Night
The pumpkin lanterns are floating off to the old mill. Follow them, solve the miller’s riddle, and help a shy ghost remember its name.
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The city of Spucularum
Spucularum is a free river-city and the hub of the Vale. A game master can set a quest in any of its wards — the docks, the market, the temple district, or up in the citadel.