Myth & Mire

Kindlewhilm Glade

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Rest is not always peace. Beauty is not always mercy.

“Some places teach you by hurting.
Kindlewhilm teaches by holding you too gently.
And sometimes that’s worse.”
—Griswold Cain

I arrived in Lanton Hollow with damp moss on my shoulders and a name that no longer quite fit. The trees leaned in a little closer the further south I went, until they began to arch like ribs over the trail.

Kindlewhilm Glade doesn’t hide. It welcomes. The trouble is what it offers: rest, ease, and the permission to stop trying. For some, that’s healing. For others, it’s a kind of death.

You don’t wander into Kindlewhilm by accident. You go there because part of you already gave up.
And part of you still hopes it’s not too late.


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The Setting

Kindlewhilm Glade
A wide, golden-green meadow wrapped in silent forest. The grass leans inward. The moss glows faintly without source. Birdsong plays five notes in perfect repetition. There is no wind. There is no rot. Time doesn’t pass—it lingers.

Beneath the glade lies a vast fungal resonance field. It stores thoughts. It soothes memories. It offers peace, but not without consequence.

Sleep once: forget a fear.
Sleep twice: forget a reason.
Sleep thrice: forget that you meant to leave.

Lanton Hollow
A quiet village north of the glade. Everything is pleasant. The people are kind. The days are long.
Some residents are real.
Some are not.
Even they don’t always know which.

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The Mood

The glade smells like cinnamon bark, warm stone, and old mint. The air is warm but never hot. Moss doesn’t compress. Springs taste faintly like tears you don’t remember crying. Nothing decays. Nothing breaks. And you always feel like you’ve forgotten something important.

Lanton Hollow’s inn has no owner. Its meals are always fresh.
A massive oak near the square holds jars of flickering light.
Some whisper.
Some laugh.
One calls your name, very softly, when you pass.


The Premise

Kindlewhilm is a soft trap.

It doesn’t attack. It doesn’t demand. It offers rest—deep, healing rest—and only asks that you don’t leave too soon. The longer you remain, the more you forget why you ever wanted to go.

The glade doesn’t need to keep you.
It just makes leaving feel like betrayal.


The Glade’s Creatures

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Mechanics

The glade doesn’t force choices.
It simply makes staying feel natural.


Story Hooks


If They Stay

If a player accepts the glade:

They are not dead. They are not gone.
But they may now live in Lanton Hollow—smiling, gentle, and kind.
They may reappear later. They may never be seen again.

If the party resists:

It doesn’t follow. It doesn’t forget. But later—when something breaks inside them—they may find moss underfoot. Or hear five birdsong notes where none should be. Or feel the earth beneath them, breathing. ༶⁺˳✧༚

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Residue and Relics

“The glade never says no.
That’s what makes it so hard to leave.”

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#encounter #forest #glade #grief #location #lorian #memory #metaphysical #monster #peaceful horror #rest