EBSTONE

EBSTONE



The Ebstone region lies closer to the Storm than any other settled land on Tidefall, making it a place of constant suspicion and neglect. Storm cults and pilgrims are drawn to its coasts, while the Sarnath Army maintains control from a distance, enforcing order through patrols, arrests, and sudden crackdowns. Trade has collapsed, its mines lie exhausted, and Sarnath has withdrawn its interest now that there is little left to take. Roads and river routes have fallen into disuse, leaving the local population isolated, watched, and increasingly resentful. Ebstone was once the independent region of Ebbstaythe, and now the it endures not because it is safe, but because leaving has become just as dangerous.

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Meredith Crow

A ruthless interrogator dispatched from Sarnath. Currently investigating unrest in relation to the storm in the region.

Tabatha Greystone

A steady presence behind the bar and on the council. Tabatha Greystone knows who’s suffering beyond Ebstone’s streets and challenges decisions that leave neighbors to face danger alone.

Aelar Stormborne

A fervent Storm worshipper whose devotion unsettles even allies. He seeks communion with the Storm, recruits relentlessly, but his growing following has drawn dangerous attention from beyond the coast.

Harold Travertine

Harold and his guards protect the towns peace, the little that is left. They rarely stray beyond its border and act like more of a small militia than a true organised force. No longer taken seriously in the village, except by themselves.

Gniess Eldbridge

Ebstone’s careful headman, Gneiss has prioritised Ebstone’s survival. His plans protect the village, but quietly abandons the coastal settlements, sparking quiet resentment and unspoken guilt.
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Meredith Crow

A ruthless interrogator dispatched from Sarnath. Currently investigating unrest in relation to the storm in the region.

Tabatha Greystone

A steady presence behind the bar and on the council. Tabatha Greystone knows who’s suffering beyond Ebstone’s streets and challenges decisions that leave neighbours to face danger alone.

Aelar Stormborne

A fervent Storm worshipper whose devotion unsettles even allies. He seeks communion with the Storm, recruits relentlessly, but his growing following has drawn dangerous attention from beyond the coast.

Harold Travertine

Harold and his guards protect the towns peace, the little that is left. They rarely stray beyond its border and act like more of a small militia than a true organised force. No longer taken seriously in the village, except…

Gniess Eldbridge

Ebstone’s careful headman, Gneiss has prioritised Ebstone’s survival. His plans protect the village, but quietly abandons the coastal settlements, sparking quiet resentment and unspoken guilt.


Explore THE REGION



THE VIllage of Ebstone

A bleak rural frontier and ex-mining town, the village is the largest settlement in the Ebstone Region and the last point of civilisation for thousands of fanatics, on their pilgrimage to Stormpoint.

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Ebstone Village

Ebstone endures between forest, hills, and river. A new beast prowls the hills, farms are raided at night, and with barges no longer running and the forest road unsafe, Sarnath feels impossibly distant. The village stands as the last shelter before the Storm.

Filigree Coppers

Beneath jokes and jingling coins lies a predator of opportunity. Filigree trades in magic, secrets, and stolen goods, always smiling, always watching for weakness, profit, or something more valuable.

Thad Brewer

Thad Brewer serves with the Ebstone Guard. A militia of tired miners and borrowed armor. His duties are mostly drunks, stray animals, and pretending not to notice bigger dangers.

Clayton Fairhair

As the village blacksmith, Clayton arms the Guard and champions practical action. His willingness to confront problems head-on makes him one of the Ebstone council’s most trusted members.

Harkan Roth

A veteran hunter marked by punishment and spite. Harkan Roth drinks alone, watches everyone, and carries orders from Sarnath that make his presence in Ebstone deeply unwelcome.

Ebstone Shrine

A small shrine of the Order of Divinity, where the three virtues once felt certain. The candles remain lit, but without regular ministers, villagers wrestle alone with faith amid growing threats.
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Filigree Coppers

Beneath jokes and jingling coins lies a predator of opportunity. Filigree trades in magic, secrets, and stolen goods, always smiling, always watching for weakness, profit, or something more valuable.

Thad Brewer

Thad Brewer serves with the Ebstone Guard. A militia of tired miners and borrowed armor. His duties are mostly drunks, stray animals, and pretending not to notice bigger dangers.

Ebstone Village

Ebstone endures between forest, hills, and river. A new beast prowls the hills, farms are raided at night, and with barges no longer running and the forest road unsafe, Sarnath feels impossibly distant. The village stands as the last shelter before the Storm.

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EBONWOOD FOREST

To the north east of Ebstone village, the sole road to Sarnath cuts through a sprawling tangle of gnarled trees, sheltering the remains of a fallen fort that once served the Iron Ring guarding the Island’s southern reaches.

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The Nekramancer

Whatever he once was, the Nekramancer now claims Blackstone Fort. His undead guard a road beneath Sarnath’s notice, a kingdom measured in yards, not leagues.

Blackstone Fort

Blackstone Fort lies abandoned beneath the Ebonwood canopy. Once a symbol of control over the northern road, it now stands in the way, quiet, mist-laced, and deeply wrong. Its unnatural stillness has turned the old road into a dead end.

Blackstone Thralls

Fishermen and night watch report shapes along the Ebonwood’s edge, marching, stopping, turning as if on command. No one has ever followed them far enough to be certain or gotten close enough to hear if there were words spoken.

Forest Patrols

Their master cannot rule a kingdom, so he rules a road. His Thralls enforce that small dominion whilst Sarnath’s attention lies elsewhere.

Brackenbast

Known in rhyme as Wilbon of the Woods, Brackenbast is a forest spirit shaped by death, war, and the long memory of Ebonwood itself.

Ebonwood Forest

A dense woodland of black-barked trees separates Ebstone from Sarnath. Since the Storm, the Ebonwood feels changed, though locals struggle to put the difference into words.
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Forest Patrols

Their master cannot rule a kingdom, so he rules a road. The Necromancer’s Thralls enforce that small dominion whilst Sarnath’s attention lies elsewhere.

The Nekramancer

Whatever he once was, the Nekramancer now claims Blackstone Fort. His undead guard a road beneath Sarnath’s notice, a kingdom measured in yards, not leagues.

Ebonwood Forest

A dense woodland of black-barked trees separates Ebstone from Sarnath. Since the Storm, the Ebonwood feels changed, though locals struggle to put the difference into words.

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THE BLUESTONE MINE

Once the beating heart of Ebstone’s economy, it now lies in ruin. The mines in the Ebstone Hills have been overrun by Skarids who now worship something new in the deep…

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Skarids

Skarids are nocturnal reptilian humanoids adapted to darkness, clever, craven, and deeply superstitious. They cling to tunnels, gods, and monsters alike, they are trap-makers, scavengers, and ritual feeders, driven by fear and worship.

Recent Works

The deeper tunnels show signs of recent activity, cutting, digging and logistics, careful and methodical. These marks don’t match the age or the purpose of the mining levels above or even skarid occupation.

Bluestone Mine Entrance

An exhausted mine hidden in the hills, one of the largest abandoned mines in the region and roughly six kilometres from the village. Its tunnels, the deepest of any of the quarries or mines, are no longer empty. Skarids roam the upper chambers, treating the darkest depths with fear and reverence, leaving offerings and avoiding whatever stirs below.

Skarid Encampments

The Skarid encampments deep within the mine encircle a large ritual pit. The Skarids never seem to settle. Their encampment bears signs of constant frantic rearrangement, ritual markings scratched over older ones, spoils constantly relocated, paths worn by pacing feet.

Mine Elevator

The elevator shaft’s broken lift hangs far below, its chains wet and useless. Cold air rises from the shaft, carrying the smell of mould, metal and something rotten.

Skarid Chieftain Balrak

Adorned with bone, feathers, and stolen charms, the Skarid Chieftain wears authority as ritual and leads raids using spectacle and superstition to rule through belief rather than strength.
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Mine Elevator

The elevator shaft’s broken lift hangs far below, its chains wet and useless. Cold air rises from the shaft, carrying the smell of mould, metal and something rotten.

Skarids

Skarids are nocturnal reptilian humanoids adapted to darkness, clever, craven, and deeply superstitious. They cling to tunnels, gods, and monsters alike, they are trap-makers, scavengers, and ritual feeders, driven by fear and worship.

Bluestone Mine Entrance

An exhausted mine hidden in the hills, one of the largest abandoned mines in the region and roughly six kilometres from the village. Its tunnels, the deepest of any of the quarries or mines, are no longer empty. Skarids roam the upper chambers, treating the darkest depths with fear and reverence, leaving offerings and avoiding whatever stirs below.

Hover over to see more!


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