The Witch Wood

A misty, muted place of pine trees and scarce brush. The only thing that breaks the slight curve of the Woods are the occasional rocky outcropping, so called Witch Stones, or Menhir. The Witch Wood is home to individuals with a deep connection to magic, and oftentimes have mystical ancestry or power flowing through their veins. It is home to elves, werecreatures, and acolytes of the Three Crones, who believe that the Gods reside somewhere within some grove or grotto. Some even claim that deep in some pit, surrounded by Witch Stones lurks the Shadow itself. Mortals with no magical connection find the place deeply discomforting, especially individuals who claim temporal power. It is rumored that there is a curse waiting for every royal that has ever sought dominion over the Witch Wood, as every single one has come to a nasty and untimely end.

Arelitore
The Grand Library. Arelitore is the pinnacle of the Guild's most positive influences and inclinations. A school, research facility, and library extraordinaire, Arelitore is where every Guildsperson earns their stripes. Though debates about internal leadership have created a hint of a shadow upon the city, overall it's reputation is flawless.

The Coven of the Guildless
In opposition to the high magics of the Guild and Arelitore, there exists a cabal of seven traditions that value their indepedence from the regulations and scriptures of the various guilds. The traditions are: The Skinchangers of The Wild Weald, The Diviners of The Golden Veldt, the Warlocks of The Spine of Heaven currently led by The Doom, the Earth Magickians of The Domain of Goblins, Rune Wardens of The Burning Peak, Shamans of The Lost Lands, and the Hedge-Witches that call the Woods their home.

Witch Stones
Strange and mysterious objects of grave eldritch power. The menhir dot the Witch Wood, each with their own unique qualities. Inhabitants generally avoid them, but many of those that venture into the Witch Wood go there to seek their power.