The area of Abellinum is vital to Roman industry. Rich in timber resources, the logging operations here supply much of the wood used to produce the goods Rome's citizens
demand. There are, however, a number of growing problems impeding logging operations in this area.
The 5th Legion, stationed at the Patientia Post in the north, is short on men, and Rome cannot send reinforcements at this time. This was the result of a bloody battle against
the Samnite forces led by General Lupinturr of the Hipri Tribe. The 5th legion was so weakened that they can no longer protect the logging operations from the Curetes that
dwell in the area.
We need to secure this area. With the current legion unable to contain the Samnite threat, and the tree demons attacking our operations, all of Rome's industries are
threatening to come to a standstill. This cannot be allowed.
Areas of Interest
The main road running the length of Abellinum starts here. You will also find that this is the only pass from the north that will get you into the Abellinum forest. Giant
Eagles nest in the cliffs, as well as circling in the skies looking for food.
This camp serves as the center of the Roman logging operations. Led by Foreman Laurus, this camp is in desperate need of assistance in dealing with the Curete that seek to stop
our operations. The camp itself is composed of a few wooden buildings, open-air storage areas, a single large building, and several large piles of timber destined for Rome.
You must be sure that, not only do we get the lumber that's been harvested, but also that the supply is stabilized.
Located just south of Scobis Camp, this was obviously once a thick forest of old-growth trees. The loggers from Scobis Camp, however, logged it so heavily that only a wasteland
was left behind. A well-worn path runs through here on the way to Lignaria, and the terrain is littered with tree stumps and scrub brush. The remaining owls and stags wander
constantly, looking for any scrap of food that might have survived the devastation.
Accessible by only a single path, this area has yet to be completely felled by Roman axes. The difficulty in doing so lies in the the band of Fauni that have taken offense at
our attempts to cut in this area. Add to that the small party of Samnites camped in the area, and you can see why so little has been cut here.
This small, military post is just across the road from Scobis Camp. The fort itself is little more than a few towers and tents, surrounded by a wooden palisade. Under the
command of Praefect Regulus Scaeva, the 5th Legion's morale has plummeted. Following a crushing defeat against the Samnites, they've turtled up, only venturing out of the fort
to patrol Scobis Camp and the area immediately around the post.
Located at the base of a low mountain and just south of the Stipex Wastes, these woods are home to a number of aggressive Curetes which won't allow us to log further. In the
past, we did some logging here, but these Curetes became extremely hostile once the Stipex Waste was made.
East of The Weald is this ancient forest. The Wildwoos Maenads have taken up residence here, establishing several camps throughout. The highest camp in this mountainside
forest belongs to Sobrella, the leader of the Wildwood band. These Maenads are extremely vicious, and won't hesitate to attempt to cut short your exploits.
Grove of Umbraxis
While this area consists of small groves with clearings between them, the Shadowbark Curetes call it home. This makes it a dangerous place for Roman citizens. There is also a
Fauni camp near the eastern border that you should be wary of.
Shadowbark Curetes have occupied this area as well, and consider this to be holy ground. Be careful should you tread her as they will fiercely defend their altar of natural
stone. The altar is surrounded by a large ring of giant trees, leaving access only possible from the east. Expect heavy resistance as this area also leads up to Terricula
Peak, also considered holy by the Shadowbark Curetes.
This peak is the highest point in all of Abellinum, and offers truly stunning views of the surrounding countryside. It is also home to an ancient Curete, living in a primitive
hut of stone. Be careful here, Hero, as a fall from these heights would prove fatal.
This steep crest of rock has a series of wide switchbacks that allow us to travel from the northern highlands to the road to Torvus Woods. There are few trees here, but plenty
of giant scorpions and eagles to hold your attention.
This area was logged many years ago, and, while some of the trees have grown back, is mainly home to grasses and wildflowers. Large rocks have fallen from the cliffs, and are
the only real landmarks to go by here. Stags and giant eagles are the primary residents here, so it's likely to be one of the safer areas you'll find in this region.
These mines are a very dangerous place for us to tread. The malignant Maleficus Dactyli have set up shop here, mining a valuable mineral within the mine. Rather than do the
work themselves, they've made use of a small army of Cyclopes they've enslaved. While the mines can be accessed via Tapetia Meadows or Lunatis Pond, neither is considered an
advisable course even if you can find the hidden entrances.
A small, wooden inn and stable both stand here, tucked against the base of the cliff on the western side of the main road. This is also where Scrontios, a Dactyl emissary from
the Alban Hills can be found. He has been sent to learn what the Maleficus Dactyli are up to.
While the dangers here would be considered natural, they should not be ignored. Many trees surround the area, hiding the large number of bears that wander the area. Be
particularly wary on the northern side of the pond as a small spur off the main road there leads to a particularly large den. Giant Eagles also live in this area, so keep an
eye out for them as well.
Once a dense forest, Phoenix Rise was caught in a devastating forest fire. The road through here disappears quickly, swallowed by the charred debris. You too may be swallowed
if you fail to watch for the wolves prowling the forest floor and the base of the rise. Further up the rise, you can find the likely cause of the forest fire, as well as the
reason behind this rise's name. Phoenixes nest here, and their alpha, Bennu, is particularly vicious when intruders are about. Samnite patrols may also be encountered as they
patrol the area regularly.
Leading southwest from Phoenix Rise, this road leads to Camp Celari and joins with the Via Calabria before they head into Torvus Woods. Only accessible from the north and south
ends, the narrow canyon is home to many wolves who will happily invite you to dinner. Samnites also occasionally patrol the road as well.
This small, Roman camp is not visible from the road below, thus keeping the Samnites from noticing the villagers. This vantage point allows the remaining soldiers in Abellinum
to keep an eye on the Samnites while remaining hidden.
The main road through Abellinum from Torvus Woods, the road is flanked on both sides by steep, impassable terrain. The only break in this canyon is in the northwest corner
which allows access to Hirpini Forest, the main encampment for the Samnites troubling this region. Your greatest concern, however, will likely be the wolves which prowl here.
This Samnite stronghold consists of a wooden stockade atop a hill south of Phoenix Rise. Guard towers at each corner and the entrances in the western and southern walls make it
difficult to assault. It is heavily manned and guarded as it serves as the center of Samnite resistance to our expansion into this area. Throughout the hold are many banners
and images of wolves, the totem animal of their commander, General Lupinturr.
Three Samnite camps here make accessing Lupinturr's hold even more dangerous. Full squads patrol the camps and the roads to the east and west, slaying all Romans they find.
Under the command of Statvirri, an elite squad of Samnites can be found. For your sake, Hero, hope you don't find them! The wolves here should be avoided lest the sounds of
battle draw Samnites to you.
Many crossroads mark this place, with roads leading off to Latialis Vales, Torvus Woods, and Avernus Converge. A few bears and stags wander the area, but there is a local
legend that a Gigantus going by Asterios has a home here as well.
Garden of the Aeternal
Led by the Nymph Dentraeia, a group of Nymphs tends a small, woodland temple here. While not exactly friendly to Rome, they do not appreciate the violent actions of the Maenads
and Satyrs in the area. These Nymphs have allied themselves with the goddess Feronia, who lives in the south. The Nymph's concerns lie with restoring balance to the forests of
Abellinum rather than with the wanton slaying of humans. Tread carefully here lest you waken their ire.
This ancient forest is both darker and denser than either The Weald or Horrescossus Highlands could dream of being. Home to the Lushwood Maenads and Guilehorn Satyrs, this area
should be considered hostile. Both groups have a number of camps in the area and patrol the entire forest. Owls and stags wander the area, but there are no humans at all.
Many refuse to set foot here, and, those that do, are never heard from again...
The minor forest deity, Feronia, has made this grove south of Nemoralis her home. While Feronia doesn't actually sit on a throne, she does float above the center of the pond in
the southwest corner. The pond itself is only knee deep, allowing her subjects to approach her. Peaceful bears, stags, and Nymphs attend her, and would likely become far less
friendly should you seek to harm Feronia.
Gateway to Avernus, this road becomes little more than an animal track as it enters the pass. The reason behind this is the lack of traffic into the area, for no human in his
right mind dares to tread there! Just east of the road there, the ruins of an ancient temple has become the home of a number of Voltae. With the vicious bears who also prowl
the area, the wise man steers well clear of the pass.