Aspen’s Rest
The capital city of The Grove is Aspen’s Rest, located on the Eastern seaboard of Nova Regnus. Once a humble place for all manner of peoples escaping the drums of war, Aspen’s Rest has grown to one of the largest settlements in Osterra, a vibrant city of nature, teeming with flowers.
Origin
The city started as a hamlet of friendly Osterran locals who welcomed with open arms women of the Grove and a band of refugees fleeing dark forces. Tired, road-weary, and footsore, they found solace under the watchful gaze of three aspen trees after whom the hamlet was named: Aspen’s Rest. Over time, the scattered cottages turned into a village of houses and craft shops that were constructed along gently wandering paths worn down by industrious feet and hyena paws.
Population Center: City (Capital)
Location: Nova Regnus
Faction: The Grove
Hex: 2817
Leader: Ja’Nuk, Steward
Upgrades: Farm, Market, Shipyard, Watch Tower
Affiliated: N/A
Expansion
As the Grove settled into Aspen’s Rest, its sisters and kindred brought with it a gentle nudge toward growth.

As the village expanded, destinations such as The Blue Phoenix and the Aviary were established. The Blue Phoenix, founded by Jay Cindersky, was one of the very first compounds in Aspen’s Rest. Jay constructed her house along naturally growing hedges of mysterious and potent herbs. As she honed her craft, her homestead expanded to include a workshop and community gardens. One of the few treehouses in the area, Jay’s house has a steady stream of orphans dashing in and out, sent on mysterious errands.
Near to the Blue Phoenix is the Aviary, a sprawling group of buildings that grew out of Oonagh's kennel and training ground for her hyenas. Located on the outskirts of the encampment, the kennel later became an aviary for owls and ravens.
Before long, the once-small village became a town, sprawling along the coastline and into the plains. The three central aspen trees-- now called the Three Sisters-- became revered and protected from harm by the citizens of Aspen’s Rest. Near the center of town, a green field kept tidy by industrious sheep became utilized as a training field and gathering place as needed. A tidy, two-story schoolhouse appeared, nestled to one side of the town center, both home and workplace of the industrious healer, Bee. The residential districts meandered throughout the town, a mishmash of styles and building materials. Each refugee group brought their own style and taught each other how to build with wood, then clay, and then stone.

As town became city, Aspen’s Rest grew more prosperous, and more resources allowed for greater creativity. Bordering the Sea of Fate, a merchant district emerged: a network of nature-inspired buildings along canals leading down to the Perfectly Respectable Wharf. The Wharf sits along the edge of town, perched precariously on the tip of a peninsula, a welcome beacon to ships. A passerby looking for the Totally Legitimate (tm) business Pie-Rat Industries will find an outpost in The Wharf, conveniently located as the nearest merchant to the ships. Sir Trez Arrigo keeps his time occupied, the ship manifests full, and his mug filled in the Cantina here. If you look carefully into the shadows between buildings, you might spy the hooded figures of Valos or Xune.
Today, as you traverse through the city, you’ll notice a hum of activity and the scent of savory foods that gives way to bucolic landscapes and scattered farms. In the far distance, you might notice mountains with dense forests. And if you’re lucky, you might find yourself invited to enjoy an afternoon with the Dryads who reside in their grove quietly off to the East of the city.