Gloamhearth

Stub-class article · First seen: s1 · Last seen: s4
Gloamhearth
Glomhearth · Glomhoff · Glowmath · Glomhof
Gloamhearth — portrait.
Location
StatusActive
First seens1
Last seens4

Gloamhearth is the crooked, fading-forest village in which the campaign opened. The party gathered at its Hollow Hall Tavern one hour past sunset of session 1 [1] to be briefed by Sevryn, a silver dragonborn chronurgy wizard, on the failing of magic across Eldurae and the function of The Egg. The village sits north of Wyrmbough Grove on the road south toward Mirestrand and Umbrafall, and is described in transcript as a sharp architectural shift from elven to “tilted, very old” human buildings [2].

Overview

Gloamhearth is the campaign’s starting village. The party — Cholmondeley, Caelumn, Hugo, and Vazquez — was summoned here by Sevryn in the unrecorded session 1, met around an oak table at the Hollow Hall Tavern one hour past sunset, and learned that the world’s magic was failing and that the silver dragonborn before them carried an egg capable of repairing it. The transcript renders the village’s name in several mishearings (Glomhearth, Glomhoff, Glowmath, Glomhof); the canonical form was settled in Phase 0 normalisation.

Geography and appearance

Gloamhearth sits on the south-trending road that runs from the elven city of Wyrmbough Grove in the north down through the human heartland to Mirestrand and onward to Umbrafall. The settlement is described as crooked, at the edge of a fading forest, with timber houses and lanterns in the dusk. Travellers approaching it from the south note the architectural shift: leaving the elven cottages of Wyrmbough, Gloamhearth is “tilted, very old” — human buildings of an older make [2]. The world brief describes the air as tense and the people as quiet.

Government / control

No formal authority is shown on-screen. The pre-campaign brief notes only that “the roads here do not always lead where they should.” There is no Aurelian patrol, no Velkris tax-agent, no visible council; the place is a way-station with a tavern and presumably a few more shopfronts.

Notable features

History in the campaign

  • Session 1 (unrecorded): The party met here. Sevryn presented the egg, briefed the failing of magic, and dispatched them north to Wyrmbough Grove to find the hoard of Death-at-Sunset. Cholmondeley’s s2 recap is the campaign’s only narrative trace of the meeting; he received a Ring of Swimming on a d100 of 90 as the DM’s reward for a complete recap [3].
  • Session 4: The party passed back through Gloamhearth on their way from Wyrmbough Grove toward Mirestrand, with Terry now in tow as Chris’s replacement character [4]. The transit was uneventful and unnarrated past the architectural note.

Inhabitants

No named NPCs are encountered in Gloamhearth in the recorded sessions. Sevryn was here at session 1 but has not returned in person.

Status as of session 16

Active and presumably unchanged. The party has not been back since session 4, but their travel route through the Eldwythe sewers and toward the White Lantern Shrine has carried them further from Gloamhearth than at any prior point in the campaign.

See also

References

  1. ^ Session 2, line 20 — Cholmondeley's recap of the s1 meeting at the Hollow Hall Tavern.
  2. ^ Session 4, line 268 — Architectural description on the road south.
  3. ^ Session 2, line 48 — Inline citation.
  4. ^ Session 4, line 266-280 — Inline citation.
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