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.

Spucularum Harborton Sleeping Dragon's Hoard Owlbear in the Whispering Woods Escape the Skeleton Crypt Goblin Camp Raid Frostpeak Expedition River That Stopped Morning in a Jar Silent Landing Walking of the Light Street That Came Home Weather-Goose of Market Ward Year That Came Apart Ship the Tide Gave Back Lantern Night The Vale of Aldermoor
The Vale and everything in it — every marked place below is a quest you can play.

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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Frostpeak Expedition

A three-chapter campaign up the frozen peaks, among the frost-wolves.

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Sleeping Dragon's Hoard

A shepherd begs for help — a young dragon sleeps on a hoard in the high caves.

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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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Escape the Skeleton Crypt

The door seals shut — solve the rune-puzzles and find the way out.

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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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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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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.

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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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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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Owlbear in the Whispering Woods

A gentle owl-bear guards a lost cub in the misty old forest.

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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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Goblin Camp Raid

Smoke on the wind leads to a goblin camp with a surprising secret.

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River That Stopped

A river vanishes overnight — follow the empty bed upstream and find out who took it.

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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 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

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.

North GateWest GateRiver Gate The Citadel Market Ward Temple District The Docks Old Town Garden Terraces Spucularum N
Spucularum — its wards and gates. Point players to a district and start play there.

Temple District

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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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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The Docks

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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Old Town

The oldest quarter is rearranging itself — walk the street that loops, and decide what Old Town is allowed to be.

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