Where The Adventure Happens

Tempest Grove

TEMPEST GROVE is many things, but mostly a cursed, demon-infested frontier town that is the setting of our grand adventure. “The Grove” is a hamlet at the foot of the Bakura Mountains, about a two-hour walk from the far more urban Prospero Port, to which it is vassal. Settled on the ruins of a first, ill-fated expedition, the current camp has lasted for several years, despite numerous threats to its existence, including a full-scale demonic invasion. Due to the harsh winters of the mountain, inhabitants relocate to the Port for the winter months.

Public Areas

  1. The Bazaar – Home to the Spooning Druid tavern, several market stalls, and the Arcane Circle (Mages Guild), the Bazaar is the center of trade and socialization amongst merchants, mages, and murderers.
  2. The Cauldron – Once the only cleared land in the Grove, the Cauldron is now a gathering place for late-night community fires, celebration, and unified fronts against enemies. Its clear sight-lines and controlled access make it an ideal area to stand ground when trouble hits.
  3. Hermit’s Hovel – On the far outskirts of the Grove, you will find the Hermit’s Hovel, a small clearing with the remains of a simple cabin left behind by one of the Grove’s earlier adventurers.
  4. Hunters’ Camp – Home to visiting hunting parties and friendly units, Hunters’ Camp is rich in wildlife and forageable resources.
  5. Ruscelli Lands – Once home to a local Wild Elf tribe, and left abandoned after a run-in with the industrious Tamed Lands, this beautiful stream-side region is often visited by the Grove’s nature-loving folks. Across the main road, this land is set aside for the Ruscelli Tribe in respect and anticipation of their return someday.
  6. Last Stand of the Light – As the sight of many of the Grove’s greatest battles and its mysterious lone monolith, this rocky clearing is often avoided unless necessary.
  7. Caravansary – Still in development, the Caravansary will be a designated area for travelers and merchants who are brave enough to travel the Bakuran Pass and need a place to pitch a tent.
  8. Shrine of the Wind (OOG) – Home to Logistics and Tempest Grove’s Shaper Team, this area is not in-game. It is said that on calm quiet nights, laughter and mysterious whispers of dread to come can be heard emanating from the Shrine of the Wind.

Resident Camps

  1. Sanctuary – Encampment for most of the camps outcasts, misfits, and outsiders. Many who call Sanctuary home do so because they don’t feel comfortable anywhere else.
  2. Camp Hemlock – Used as a passthrough to the Bazaar, Hemlock is mostly home to what is left of the Grove’s Cypress members and those who lean toward acceptance of some of the world’s more questionable magics.
  3. Camp Wolf Pine – Due to its proximity to the Main Road, Wolf Pine is usually inhabited by residents of the Grove who spend much of their time in Port and like to slip in and out without bothering the others.
  4. Nyrgard (Followers of the Six) – Tightly packed and in close proximity to the Shrine of the Six, worshiping the (new) Gods is one of the only criteria you need to feel at home in Ny’rgard.
  5. Wyrmwood (Dragon Camp) – Off on its own and deep in the woods, many Dragon Followers call this lush camp their domain within the Grove.

Still have questions?

Check out our ‘Getting Started’ guide or connect with our players/team on Discord or Facebook.