D&D Pages are my own Play Content.
Moving East toward the mountains, the terrain begins to rise. Hearth-Rise is built upon a natural limestone terrace that provides a clear view of the Southern Wall to the North and the gathering clouds of the mountains to the East.
Hearth-Rise is known for its beautiful white limestone architecture and its "Great Signal Hearth"—a massive beacon used to relay messages from the mountain foothills back to Fort Aedan. The village feels much safer than Kreevs or Silkmire, as the elevation makes it difficult for predators or raiders to approach unseen.
Race Position (Communities): Completely Intermixed
Race Position (Segregation): Common Districts
Race Position (Rights): Primary races dominant
Race(s) (Primary): Human, High Elf, Hill Dwarf
Race(s) (Secondary): Rock Gnome, Aasimar (Lineage of Clan Helia), Half-Elf
Languages: Common, Elvish, Dwarvish
Literacy: Moderate (Benefit of being a primary waypoint for mountain trade)
Technology Level: High Fantasy Medieval
Industries \ Trades: Goat and Sheep Herding; Limestone Quarrying; Fine Wool Weaving; Signal Tower Maintenance
Arms \ Equipment: Slings, Spears, Studded Leather
Government System: Autocratic Feudalism (Under Lord Aedan)
Ruler(s): Reeve Marak (Appointed by Lord Aedan)
Came to power by: Appointed by Lord Aedan for military service
Social Alignment: Lawful Neutral
Civilization Archetype: Hill-Country Pastoral Village
Settlement Type(s): Village
Settlement Population: 550
Cultural Archetype: Stoic, hospitable, and traditional
Rebelliousness: Very Low
Brigandage: Low (Protected by the natural elevation and clear lines of sight)
The village was founded by Clan Helia outriders who chose to settle during the "Great Settling" of the Gap. While the Aasimar blood has thinned over the generations, the village maintains the "Helia Tradition" of the Noon-Day Prayer and the maintenance of the beacons. They act as the primary eyes for Duke Aedan on the eastern flank.