Stygian Grove

From Harthorns-Reverie

"They call it Stygian Grove not for the trees or the shadows, but for the roots—deep, tangled, and thirsty for blood. You don’t walk here to find salvation; you walk here to see what’s already claimed you." -- n/a

Stygian Grove is an epic high fantasy story set in a world where Medieval European aesthetics meet Classical antiquity, blending gritty realism with mystical elements. The fractured balance between life and death, driven by the shattered Veilstone and its consequences, forms the heart of the narrative. This story unfolds through multiple perspectives, exploring themes of power, survival, and prophecy.


~ Takes place during the Age of Rusikar.

Geography and Realms

The world of Stygian Grove is a sprawling land of contrast, with diverse regions that reflect both its natural beauty and the scars of its history.

Major Realms

  1. Hollowwood
    • Description: A twilight forest of skeletal trees and perpetual mist. The land is ruled by skeleton nobles, known as the Wardens of the Veil, who guard memories and maintain the balance between life and death.
    • Key Figure: Lord Ashthorn, a regal yet cynical skeleton noble who acts as both guide and guardian of this realm.
  2. Feywyn Grove
    • Description: A luminous forest alive with glowing flora and mischievous fairies. It embodies life’s beauty and renewal, though its inhabitants often hide darker motives.
    • Key Figure: Lady Seren, a playful fairy noble who aids travelers while testing their resolve.
  3. Shimmering Deep
    • Description: A vast, luminescent lake surrounded by silver sands. The spirits of sailors and explorers linger here, guarding fragments of the Veilstone.
    • Significance: Offers glimpses of hidden truths to those with pure intentions.
  4. Emberfields
    • Description: A scorched volcanic region filled with rivers of magma and strange flowers. Home to the Pyreheart Forge, where powerful artifacts can be reforged.
    • Key Inhabitants: The Emberfolk, ethereal beings of ash and flame.
  5. Starfall Vale
    • Description: A valley under eternal dusk, illuminated by low-hanging stars and spectral light. The Starstone Archives hold ancient knowledge here.
    • Significance: Grants visions of the past and future, often at a steep personal cost.
  6. Brambled Spire
    • Description: A labyrinthine forest surrounding a thorn-covered spire. The Wyrdroot, a mystical connection to all realms, lies at its heart.
    • Inhabitants: Goblin-like Mirelings who guard the secrets of the Wyrdroot.
  7. Crystal Mire
    • Description: A foggy marsh with glowing crystals that reflect ghostly scenes. This region forces travelers to confront their darkest memories.
    • Key Feature: Contains a Veilstone shard, accessible only to those who pass the trial of self-confrontation.
  8. Eternal Chasm
    • Description: A bottomless canyon with jagged cliffs and swirling storms. The Phantom Bridge occasionally appears, leading to the Lost Citadel.
    • Significance: Holds the final shard of the Veilstone.

The Veilstone and Prophecy

The Veilstone

  • Description: The heart of the world’s magic, the Veilstone once harmonized life and death. Its shattering plunged the land into chaos, fracturing the realms and binding souls to the land.
  • Goal: Restoring the Veilstone is essential to saving the balance of the world.

Prophecy of the Living Soul

  • Description: An ancient prophecy speaks of three figures claiming to lead the world into a new era. Their identities and true intentions remain uncertain, leaving the land divided between believers and skeptics.

Dragons and Vampirism

Dragons

  • Description: Dragons are feral, apex predators without magical abilities. Their saliva and blood carry a pathogen called “The Hunger,” responsible for vampirism.
  • Role: Feared and hunted, dragons are rare but deadly, spreading a vampiric plague wherever they roam.

Vampirism: The Hunger

  • Symptoms: Fever, heightened senses, and an insatiable craving for blood. Victims develop aversions to sunlight and lose their humanity over time.
  • Impact: Vampirism has become a societal curse, feared as much as dragons themselves. Outcasts often form hidden covens in the wilderness.

Notable Characters

Bram the Boy King

  • Description: A 14-year-old merchant’s ward with a legitimate claim to an ancient crown. Navigating assassins and political intrigue, Bram must decide what kind of king he will become.
  • A 14-year-old merchant’s ward who recently discovered he has a legitimate claim to an ancient crown. Despite being young and vulnerable, Bram has survived the wildlands and evaded assassins. Now carrying the weight of a title he never wanted, he must navigate treacherous plots and politics.

Ren the Devil

  • Description: A survivalist with a reputation for never losing a fight. Ren’s brutal skill with sword and rifle makes him a figure of fear and respect across the land.
  • A survivalist, feared across the wildlands for his skill with a sword and his almost supernatural luck in battle. Known as "the Devil," he rarely loses, wielding his rifle and pistols sparingly. Ren moves through the world with a quiet menace and a reputation that precedes him.

Geir of Serenloche

  • Description: The third son of a failing noble house, Geir fights to restore his family’s honor as rival factions close in on his decaying homeland.
  • Family Motto: “Salt the Wound, Salt the Earth.”

Sable Quinn

  • Description: A curious girl destined to restore the Veilstone. Sable’s journey is one of self-discovery as she traverses Ebonveil’s realms.

Lord Ashthorn of Hollowwood

  • Description: A skeletal noble who initially opposes Sable but becomes a guide and ally in her quest.

Lady Seren of Feywyn

  • Description: A mischievous fairy noble who aids Sable while testing her determination.

Lux, the Ghostlight

  • Description: A spectral unicorn that appears in times of danger, guiding travelers through perilous paths.

Themes and Story Arcs

  1. The Nature of Power: Who deserves to wield it, and at what cost?
  2. Survival and Sacrifice: The balance between saving oneself and protecting others.
  3. Prophecy and Deception: The uncertainty of destiny and the competing claims of the three prophets.
  4. Life and Death: The fractured balance between these forces, and the cost of restoring harmony.