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Released around a year ago, the Valley of Flowers sailed relatively under the radar at first. Yet it’s steadily grown in acclaim, mentioned every so often with praise in OSR communities. Intrigued, I picked it up for myself, and it left such a strong impression on me that I was motivated to write a review on it.
With rules for playing it in both Old-School Essentials and Cairn, the Valley of Flowers’ pitch is Weird Fantasy with an Arthurian twist, positing a kingdom that has fallen into strife after the passing of Aerthur the Hornèd King and the golden age he helped usher in. It takes place in Gnolune, a miniature hexcrawl that is the wealthiest province of the larger kingdom of Wildendrem. The adventure spares no expense on adding classic fantasy tropes with whimsical twists, from sentient giant bees menacing those who violate their queen’s nonsensical edicts, to a town plagued with singing undead driven mad by the tomb of a cursed bard. The product has no suggested level range for PCs, but based on an educated guess it’s designed for low-level (1st to 3rd) PCs. Even so, it’s meant to sustain multiple sessions and character progression for them to grow in power and eventually make their mark on the Valley.
A Brief History of Wildendrem is a one-page lore dive on the setting. The earliest recorded history speaks of a cruel empire known as Once that was violently overthrown by a joint effort of holy saints and arcane sorcerers. They successfully fought the forces of the old gods and sent much of the world into ruin. A famous warrior known as Aerthur the Hornèd King rose up to rebuild society in Wildendrem, forming an order of knights to defend the innocent, slay monsters threatening the countryside, and clear out and seal dangerous dungeons. A new religion sprung up known as the Conclave of the Ordered Firmament, using techniques to better defend against the relics and remnants of the old gods while supporting the monarchy during the golden age. Things took a turn for the worse when Aerthur went missing, with the kingdom’s leadership filled in by a mystical suit of armor that speaks nonsense. The sun itself has grown monstrous and unpredictable, the nobility have become decadent and exploitative, and people continue unearthing the relics of old as they lose faith in the Conclave which itself does little to fix things.
Speaking of the Sun, one of the first pages in this book is a random 1d20 chart for determining What Is the Sun Doing Today? The results are more for setting the scene of how wrong things are right now, such as it shining blue rays that chill rather than warm; chanting at a low, barely-heard pitch; moving erratically across the horizon, slowly at times then suddenly lurching across; or slowly increasing in size until it fills the entire sky before vanishing all at once.
How to Use This Book briefly details adventure expectations and commonalities throughout the book. The Valley of Flowers is an open-ended hexcrawl in true OSR fashion, set in the province of Gnolune of the greater Wildendrem. Rumors, quest hooks, and overland travel is done in a non-linear format, and while there are set-piece dungeons, locations, and NPCs of various factions, their ultimate fates hinge on the PC’s activity/inactivity and who they choose to help and where they choose to go. The book uses image icons for Hooks and Events, the former representing informative opportunities pointing the PCs in the direction of encounters and quests, while the latter represents encounters chosen by the GM or rolled at random to spice up a location. While this module can be broadly used for most Basic-era OSR games, rules relevant to Old-School Essentials are highlighted in bolded blue, and rules for Cairn in bolded brown. While I am very familiar with OSE and similar retroclones, I am not as familiar with Cairn, so I will discuss the former ruleset when talking about mechanics in this review.
For starting locations, the book gives various pieces of advice of recommended starting locations, but cautions away from beginning the adventure/campaign in the capital city of Cimbrine. As said city is home to Gnolune’s movers and shakers, the book suggests letting the PCs explore the rural outlying hexes so as to get a view on things from an outsider’s perspective.

The Factions of Gnolune covers the five major organizations/alliances that seek to shape the land in their image.
Built as a feudal monarchy, the Silvered Nobles are the official ruling class, operating out of Cimbrine. The politically corrupt Knights of the Golden Promise acting as their tax collectors and enforcers. The nobility is a selfish, fractious lot, forming alliances and sabotaging rivals to steer the governing Argent Council in their direction. Their name is due to the fondness of applying alchemical silver to the skin of various body parts as a fashion statement, and most are keen to ignore the plight of the common folk save when it serves their whims. The Silvered Nobles are reluctant allies of the Conclave of Ordered Firmament, viewing them as rivals for control of Gnolune but fearful of angering the more faithful citizenry. Both hate the Riverkeeper League for its rebellion against the government.
The Conclave of the Ordered Firmament is the most popular religious institution in Wildendrem, whose headquarters is based in the kingdom’s capital of Lyddvin west of Gnolune. They have no recognized god, their priests instead rely on mystical interpretations of celestial bodies to divine the nature of reality. The Conclave views hierarchy in all its forms as a cosmic mandate, where those in power are fit to rule over and protect those beneath them, and the lower classes are to serve their betters. Those who rise in rank in the priesthood undergo secret rites which alter their bodies, with its leadership recognized by exceedingly swollen craniums. In spite of their own doctrine, the Conclave disapproves of the Silvered Nobles’ selfish excesses, but need their goodwill to operate in Gnolune.
The Riverkeeper League has its origins in the original religious traditions of Gnolune that revolve around pacts with river spirits in exchange for blessings from the natural world. The Conclave and Silvered Nobles conducted many bloody purges at wiping out the old faith, giving rise to this underground resistance. While the Riverkeeper League holds genuine pagans among its ranks, it also includes more secular rebels fed up with the aristocracy.
The Order of Inviolate Passage is a mercantile organization who holds a monopoly over Gnolune’s imports and exports. In spite of this, they are widely regarded as the province’s least-corrupt organization. They have their own order of warriors nicknamed the Stevedore Knights who provide protection to trade, and its current leader wants to reverse Gnolune’s poor state of affairs.
The Selenians do not exist in any significant numbers in Wildendrem anymore, and what few remnants can be found are lone survivors. But their historical influence lives on in the kingdom’s memory. Four-armed beings from the Moon who sought to take over the Valley of Flowers, their army were driven back by Aerthur’s forces. Conclave mystics dealt the death blow to the Selenian threat via the Incantation of Burning Heaven, a cataclysmic spell that decided the war in Wildrendrem’s favor but forever poisoned the region of Ylgotha with foul magic. Unlike the other factions here, the Selenians aren’t really a group that the PCs can have regular interactions with. This makes them feel out of place in this section.
Oaths & Quests details a new sub-system for enhancing the adventure’s Arthurian themes. While the realm’s rulers are flawed people who don’t live up to the romanticized edicts of knighthood, in-built rules for Quests and Oaths help reinforce PCs who seek to live by more chivalric codes of conduct rather than being opportunistic murder hobos. It doesn’t necessarily make doing the honorable thing any easier, but the rewards both personal and social are all the greater.
At certain points in the adventure, PCs have the opportunity to swear an oath to live in line with a certain ideal, usually with an entity of power and prestige dedicated to said ideal serving as witness. Oaths can be sworn individually or as a group, but once sworn a PC gains access to four broadly-defined questions that are in line with the oath. Said quests are open-ended to be filled in by the DM and the needs of the campaign, but there are opportunities in the default adventure for a PC to fulfill an oath. Generally speaking, a quest shouldn’t be a trivial task, and carries an element of danger and involves a significant undertaking such as slaying a powerful foe, the recovery of a sacred artifact, or changing the fate of an individual or community in a major way.
An oathsworn character who completes a quest gains 1 point of Renown. Renown can make a character more recognizable in general (NPCs have an x in 6 chance of knowing about their deeds based on the Renown score), and a number of times per day equal to their Renown a character may re-roll a die when undertaking an action done in line with the accordance to their oath. There is also Fleeting Renown that serves one-time rewards independent of oaths, usually for performing great deeds in the adventure or at the DM’s discretion, but unlike traditional Renown are lost once spent.
PCs are at liberty to change their oath to a new one or by betraying its values, but this causes them to become an oathbreaker. In addition to losing all of their Renown, NPCs and monsters aware of this generally treat the character much more negatively. Even if someone disagrees with the ideology and tenets of an oath, a traitor and turncoat of any kind is viewed as the lowest of the low. The oathbreaker status can be reversed, but is up to the DM on whether or not the PC manages to do enough deeds to get back into society’s good graces.

Standard Stats is a collection of 9 stat blocks for various generic NPC and monster archetypes. Many times throughout this book, the text will reference one of these stat blocks for a character or monster rather than giving them full-fledged unique stats. Sometimes an additional trait or attack will be referenced to make them just unique enough from the common rabble. This section includes the typical Knight/Magician/Priest/Rogue that are level 3 versions of the standard 4 old-school RPG classes,* while Soldiers are 1st-level Fighters serving as generic militia, thugs, and grunts. Layfolk are the noncombatant common masses, while the monsters come in three varieties of Beast (weak mundane animal), Monster (4 Hit Die creature that can be dangerous in numbers but aren’t insurmountable individually), and Terror (7 Hit Die creatures that represent more infamous and tough monsters that take a concerted effort to put down).
*Knights are Fighters, to be specific, most likely done to accommodate for retroclones that don’t have them as a distinct class.
Thoughts So Far: The land of Wildendrem is dripping in flavor, and while brief it has just enough detail for DMs to get the gist of things and a strong foundation without needless backstory. The heavy use of vintage art contributes to the feel of romanticized medievalism, and the Oaths and Quests sub-system is a great idea for reinforcing tropes of the genre. The sample factions are simple in goals yet easy for DMs to utilize. I do feel that there’s going to be a certain bias for and against some of them, notably the Silver Nobles. While I can definitely see anti-authoritarian parties gravitating towards the Riverkeeper League, the image of selfish, debauched nobles letting the realm fall into decay are exactly the types of unsympathetic antagonists that PCs would be eager to thwart or oust from power. The Selenians are too infrequent to really count, and the Order of Inviolate Passage is a bit too narrowly-focused and vague to feel as fleshed out as the other three. But I think that 3 major factions and 1 minor one hits the sweet spot of being just enough, but not too much, for an old-school hexcrawl.
Right now, the Valley of Flowers has a very strong start. Let’s see if they keep it up!
Join us next time as we explore the Verinwine Vale, home to an Ignoble Court of wicked fey, a Wandering Tower whose occupants seek to find and free a heretic king, and the bloody aftermath of Sunbelow Abbey!