"Boy I tell you, those halflings make a hell of a drink! When you're sitting on the riverbank fishing, watching the sun set, sipping on a nice Halfsies, it don't get no better. These fellas are so damned polite, once I fell asleep near sundown and when I woke up, I found a pair of guardsmen sitting just nearby, talking real quiet and watching to make sure nothing happened to me. Hell at first I thought they were gonna rob me, but aside from the strange footprints a few feet away from me, nothin' even bothered my pack or my fish! And I tell you what, if they did, they would have found themselves mighty rich! When I was fixin' to leave, they escorted me all the way back to town, chatting like we were old friends the whole way. I left those fellas a real nice salmon and a few silvers as thanks. Yep, ain't no one in this world like the smallfolk, just as soon give you a warm place to sleep as a Senator would pick your pocket."
-Rumpel Tratstky, from his popular autobiography "Travelin'"
Brightvalley, also known as Beerwater Pass, is the main homeland of the Halflings within Feredas. The area is named after its' characteristic cheery climate, being full of rolling idyllic hills and endless fields of flowers. Nestled in a valley between the 2 main mountain ranges in Feredas, the weather here is extremely mild. There are occasional mundane storms rolling in from the east, but the main power of the storms are spent on the Fractured Cliffs, generally leaving nothing but gentle showers across the valley.
The main export in this region is the famed Halfling Stout, famous all across Feredas. The frequent rains and calm environment lead to a uniquely rich soil that is responsible for the rich, bold flavor in the stout. The barley used is too valuable to use in bread, but when they first settled the region, they found the bread to have a very strong, almost bitter flavor. They quickly switched to using it to brew beer and the rest is history.
Halfling society is heavily regimented, with the main deciding factor of your lot in life being your parents' job. It is typically considered very bold or overly ambitious to try to reach outside of your caste, though it is not an unheard of phenomenon. Those that make their way outside of their parents' role will sometimes change their family name, representing a drastic shift away from their traditional legacy.
Brewer's Hill (central area) - This is the largest contiguous hill in the region, named for the massive brewery nestled inside of it. The decision to place the main brewery for Halfling Stout inside of a hill arose due to the desire to strictly control humidity and temperature, as well as being naturally easy to defend. Prior to the annexation by the Empire, the most experienced of the halfling militia would be stationed here.
Beacon Hill (eastern area) - This is the last bit of halfling hospitality before reaching the Forgotten Forest and Fractured Cliffs beyond. Set up with a small lighthouse shining above the wooden walls to illuminate the valley below, the hill is used as a literal beacon for those lost in the heavy fogs and thick foliage.
The Choke (northeast) - This fortress is set up in an open pass through the mountains, allowing the halflings to easily fortify their northern trade routes with the Dwarves. Should the goblins ever find their way up through this pass and pour out towards the halflings, they would first have to contend with a well-supplied and well-fortified valley, the best of both dwarven and halfling trap designs, and dwarves hounding the rear of their lines mercilessly. Not many halflings are concerned about being attacked. After the imperial annexation, this fort has fallen into disuse and mostly serves as a trader waystation and Imperial Railway stop.
The Collar (northeast) - Named as a bad joke (it sits below The Choke), this small town serves as a supply/storage location for the fortress itself. Not much is notable here except for the towns name and proximity.
Ismir Pass (west) - Historic location between two large twin hills where humans and halflings first encountered each other. Humans taught the halflings how to defend themselves, in exchange for agricultural and alchemical knowledge the halflings had acquired. Currently it is a medium sized town, about 60% human (the highest concentration of humans in Brightvalley) and fairly uneventful aside from high numbers of tourists coming to see the areas natural cliffs, springs, and caves.
Brighthome (central) - Capital and largest city of Brightvalley. Halflings generally build out instead of up, preferring under-hill or single story homes, so the city's buildings rarely reach more than 3 stories high and sprawl all throughout the myriad hills and valleys. Prior to the annexation, the famed City Watch had kept the peace throughout the city, beloved by all within Brighthome. The "watchmen" were trained with community service in mind first, then enforcers second. Many of the halflings that wind up in service of the local Garrison continue this proud tradition. As a result, you can generally find most of them helping with smaller problems, weeding gardens, raking leaves, or just corralling energetic kids at the local daycare.
North Dornen (south) - Mountain tunnel that connects to the former Dune Kingdom. Designed by dwarves, built to facilitate easier trade to the south, this enduring, beautiful tunnel goes straight from Brightvalley to the (formerly Dune Kingdom) Arcane Wastes. Since the collapse of the Dune Kingdom, the subsequent takeover of Arcanium, and all the mutated beasts that come with the creation of Red Zones, this mountain highway has fallen into disuse. The only reason the Emperor hasn't ordered the tunnel collapsed and permanently sealed is its' value as a tactical option; allowing quick and safe travel deep into and out of the Arcane Wastes.
Forgotten Forest (east) - The halflings warn all inquirers away from this wild, deadly landscape. Winged beasts such as Harpies and Manticores haunt these woods, as well as bands of goblins that were banished from the mountain clans for being too violent or crazy. Legends tell of benevolent treants, however, who patrol the Forest and keep any large threats from traveling west and endangering the civilized folk. Legends also tell of a massive haunted complex of Precursor ruins that spawn strange monstrosities and cause even the most timid beast to go berserk when near.
Savage Redoubt (northwest) - This fortress guards the primary pass used by traders and travelers going between Southern Harithma and Brightvalley. It is a medium sized but dense city, packed around the large fort itself. The small city built up around the fort spans the whole valley, making it difficult for anyone passing through to avoid tolls or guards.