> [!infobox|wikipedia]
> # Faelon
> [![[Faelon_small.webp|cover hsmall]]](Faelon.webp)
> ###### Location Information
> Attribute | Details |
> ---|---|
> Type | City |
> Region | [[Gulf of Miriel]] |
> Defining Feature | Mining waypoint between the southern mountains and [[Camaar]]'s docks |
> Population | Hundreds |
> Government | Informal; de facto authority held by the senior mine overseer |
> ###### Status
> Attribute | Details |
> ---|---|
> Status | Active |
**Faelon** is a small mining settlement at the foot of the southern mountain range in the [[Gulf of Miriel]] region, half a day's ride west of [[Camaar]]. It exists to serve the mines above it and the port below: raw ore, stone, and obsidian flow down from the peaks through Faelon to Camaar's docks, while provisions and equipment make the return journey up. The town is ringed by the [[Everred Forest]], a stand of trees whose leaves burn a deep vivid red in every season, and that singular colour has long made Faelon easy to spot from the mountain paths above.
## Geography & Layout
Faelon sits where the mountain foothills flatten into the first stretch of navigable valley, the [[Everred Forest]] pressing close on three sides and the rocky slopes of the range rising steeply to the north. The town is compact — a loose cluster of stone-and-timber buildings strung along a single dirt road that runs in from Camaar to the south and continues up toward the mine entrances in the high country. There are no walls and no formal plan. Buildings went up where the ground was level and the wind was blocked; the result is a tight, practical settlement that neither invites visitors nor makes them feel unwelcome.
The [[Everred Forest]] is Faelon's most striking feature. Its canopy remains a deep, saturated crimson year-round, a quality locals take entirely for granted and outsiders invariably remark upon. No one in the town has a ready explanation. The forest thins as the ground rises north of the settlement, giving way to rocky crags and the open exposed terrain of the high peaks. [[Tumbler's Crag]] lies in that direction — a jagged stretch of rocky outcrops at the forest's northern edge, above the treeline.
## The People
Faelon's residents are, almost to a person, people who preferred the mountains to whatever they left behind. The town draws those inclined to hard, physical work in a place that asks few questions: miners who came up from the coast a generation ago and never went back, families who settled the foothills before Camaar was much more than a dock, and a steady trickle of individuals who simply wanted distance from the wider world. The [[Valtorran Empire|Empire]] has no presence here and the locals have no interest in acquiring one.
Governance is entirely informal. **Durras Velt**, a weathered half-dwarf who has worked the mines longer than anyone else can remember, is the closest thing Faelon has to an authority — he sets work schedules, arbitrates disputes, and speaks for the town to any outsiders who come asking. He holds no title and no office; it is simply the arrangement everyone accepts. Serious disagreements find their resolution at the [[Redleaf Inn]] over ale.
## Establishments
#### [[Redleaf Inn]] *(inn — modest)*
Faelon's only inn, named for the forest that surrounds it. It is a low, wide building with heavy timber beams, a fire that burns through the mountain winters, and a permanent smell of woodsmoke and pine resin. Dammond and Ania — the couple who have run the place for as long as most can recall — keep a clean room and a serviceable kitchen. Rooms run at two silver a night.
- Dammond *(innkeeper)* — a broad, quiet man who manages the bar and the cellar.
- Ania *(innkeeper)* — handles the kitchen and the rooms; the more talkative of the two.
- Torvin *(regular)* — an old man who occupies the same corner of the bar most evenings, nursing his ale and recounting local tales to anyone who will listen. He is the town's informal memory.
#### The Exchange *(general goods — basic)*
A spare, practical shop stocked with the goods the mines demand and the mountain winters require. Tool parts, lamp oil, rope, preserved food, and a small selection of raw materials sourced from the surrounding terrain — including obsidian chips and silver dust drawn up from the seams above. No luxury goods and no credit.
## [[The Bloody Nails|Campaign: The Bloody Nails]]
#### [[Session 10.5 - Diverging Paths]]
[[The Bloody Nails]] arrived in Faelon at dusk, having made the half-day journey inland from [[Camaar]] to investigate the disappearance of [[Teresa]], wife of the alchemist [[Thane]]. Checking into the Redleaf Inn for the night, [[Kai]] overheard Torvin at the bar telling the story of the ghost girl — a local tale about a girl called [[Salla the Brave]] who vanished in the peaks decades ago and whose spirit had been seen in the woods ever since. Following the thread, the party visited Tara, Salla's elderly twin sister, at her dilapidated cottage on the edge of the village. Over a meal of tomato soup and sourdough that Kai had brought as a peace offering, Tara confirmed the history and directed them toward [[Tumbler's Crag]].
#### [[Session 11 - The Tale of Salla the Brave]]
The party set out from Faelon the following morning into a heavy snowstorm, pushing north toward [[Tumbler's Crag]]. The town itself served as their base of recovery and preparation — they departed from it and would return to it before the quest was finished.
#### [[Session 12 - How to Start a Rebellion]]
After the battle beneath [[Tumbler's Crag]] and the rescue of [[Teresa]], the party returned to Faelon to rest and recover. [[Kai]] and [[Ryo]] visited [[Tara]] to return her sister's locket and remains — a reunion of grief and relief that brought [[Tara]] the closure she had waited decades for, and moved her to speak, for the first time, of leaving the village. Before departing for [[Camaar]], the party stopped at the Exchange, where Kai purchased obsidian and silver dust for spell components.