Rabbit-Folk Warrens
Population
~320,000
Capital
Leapstone
Government
Council of Seven
Military
2,000 Runners
The Leporin Havens are a democratic civilisation of approximately 320,000 rabbit-folk living in vast underground warrens beneath Eshara's desert. Governed by the Council of Seven Warrens, the Havens operate on principles of collective decision-making, agricultural self-sufficiency, and careful isolation from the surface world.
The Windfoot Runners — 2,000 elite scouts specialising in guerrilla warfare — serve as the Havens' primary defence, relying on speed, terrain knowledge, and hidden exits rather than fortification. But the Havens harbour a secret: the deepest levels of the warren system are centuries old and deliberately sealed. Strange mechanical sounds echo from below — sounds that have recently changed in character, suggesting whatever was locked away is still active.
The deepest levels of the Leporin Havens predate the leporin themselves. Sealed by the Havens' founders with warnings that have become half-forgotten traditions, these chambers produce mechanical sounds — rhythmic, purposeful, and recently changed. Master Engineer Silverpad's acoustic mapping suggests vast spaces below, possibly workshops or factories of a civilisation that existed before the leporin settled here. The Council maintains the seals and the silence, but Songwriter Pip-Tang's oldest stories describe builders who “made things that moved on their own” — and the knocking that has begun on the sealed doors suggests those things may still be functional.
Capital warren and seat of the Council of Seven Warrens. A vast underground complex of interconnected burrows, meeting halls, and marketplaces, lit by cultivated phosphorescent fungi. The Grand Warren at its heart can hold ten thousand for assembly.
Agricultural warren responsible for much of the Havens' food production. Underground farms using reflected sunlight and carefully managed water channels produce crops year-round. The farmers here are fiercely independent and suspicious of centralised authority.
Home of the Windfoot Runners — 2,000 elite scouts who serve as the Havens' eyes, ears, and first line of defence. The settlement is built near the surface with multiple hidden exits for rapid deployment.
Dairy and textile production centre known for exceptional cheese and woven goods. Meadowleap's artisans produce fabrics prized across Eshara, though few surface-dwellers know the source.
Fishing community built around an underground river system. The waters yield blind cave fish and freshwater crustaceans, but also carry sounds from the deeper levels — sounds the fishers have learned to ignore.
Speaker of the Council
Elected leader of the Council of Seven Warrens, Bramble is a seasoned politician who has held power through three terms by balancing competing warren interests. She knows about the sealed lower levels and has decided the secret must be kept — a decision that weighs on her increasingly.
Voice of Quickburrow
Quickburrow's representative on the Council, Chatter-Bark advocates for agricultural independence and resists any policy that might expose the Havens to surface-world interference. Loud, opinionated, and genuinely concerned about food security.
Commander of the Windfoot Runners
Commands the Havens' elite scout force of 2,000 — specialists in guerrilla warfare, reconnaissance, and rapid response. Nimble-Paws has detected increasing surface activity near the Havens' hidden entrances and suspects someone is mapping them.
Keeper of Stories
The Havens' most beloved storyteller and historian, Pip-Tang maintains oral traditions dating back centuries. Some of her oldest stories reference the sealed lower levels and describe what was built there — stories the Council has asked her not to tell.
Master Engineer
Head of the Havens' engineering corps, responsible for maintaining tunnels, ventilation, and the water systems. Silverpad has heard the mechanical sounds from below and, unlike most, wants to investigate. She has been quietly mapping the sealed areas from acoustic readings.
Reformist Agitator
A young leporin who advocates for greater engagement with the surface world. Yarrow believes the Havens' isolationism is unsustainable and that the sealed levels must be opened and understood. Her movement is growing, and the Council is worried.
The mechanical sounds from the sealed lower levels suddenly stop — and then something begins knocking on the sealed doors from the other side. The Council hires outsiders to investigate what the Havens' founders locked away centuries ago.
A surface power discovers the location of the Havens' main entrance. Nimble-Paws needs the party to determine how the information leaked and whether a military expedition is being planned. The investigation reveals a traitor within the Council.
Songwriter Pip-Tang approaches the party with ancient stories that describe the sealed levels as a workshop — built by a pre-leporin civilisation to manufacture something. The Council wants the stories suppressed, but Silverpad wants to verify them.
The Silent Paws Syndicate — a criminal network operating in the shadows of leporin society — is smuggling surface weapons into the Havens. Someone is arming for a conflict the Council doesn't know about.
Yarrow Swiftfoot's reformist movement has made contact with a surface kingdom offering trade and alliance. The deal seems too good — the party must determine what the surface kingdom actually wants before the Havens commit to an agreement that could expose them.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement