Showing posts with label Durwash River. Show all posts
Showing posts with label Durwash River. Show all posts

Jan 22, 2011

Regions of the Valley (2) - Enchanted Forests

This is the second northern region, covering the area from the Durwash River to the Lost Mare. It stretches north to the Destriel Mountains, and on the south it is bounded by the Great River. The King's Highway traverses the region from west to east, and provides a strong barrier to north/south travel.

Within the region is the entrance to the legendary Groben Caves. The icy upper levels of the Groben are home to any number of terrifying hairy beasts, as well as small groups of human primitives named the Oordut people. Shaman-Chiefs of the Oordut are known to ride the giant cave bears that haunt the region, and the savage women of the tribes often hunt the elusive cave wumpus. These mysterious caverns are vast, and stretch for miles and miles. They have deep levels that go down to the warring domains of the Gray Dwarven Kingdom of Deep Delving and the vast Black Goblin Empire.

The region takes its name from the three large forests in the area, the Black Fern Forest, the Woodrose Forest, and the Garrant Woods. Both the Black Fern and the Woodrose are home to many elves and other faery, and are also the site of several portals to the Seely Realms. The Garrant Woods are home to Highbark Much, a grove containing an ancient Druidic stone circle, now the meeting grounds for a band of Green Druids. Constructed near the site is also a shrine to Corrise. There are several small towns of woodland Gnomes. All of these things combined would be enough to scare off the average human peasant or villager who might think of penetrating these enchanted woods for wood gathering or charcoal burning, however the inhabitant that really keeps them away is the elder Green Dragon named Itre Khuulor (so called by the Wood Elves; none know the Dragon's true name).

In addition to the Caves and the Forests, the other major feature of the region is the Barony of Ockham. Currently the barony is occupied by Annalandra Sternhite. The Sternhites have ruled Ockham for the past 8 generations, having taken over the post by right of conquest (Baron Routhar preceded Mandar Sternhite, but Mandar killed the crazed wizard-baron when he attempted to kill all of the women in the barony). Annalandra is the second consecutive woman to be Baroness of Ockham, her mother Annalark preceded her.

Ockham is known for some rather spectacular sites. First, of course, is the home of illusionist magic, the "School for Mastery of the Illusionary Arts", a shape changing castle that floats in mid air above the Eyning Pool. Second is the "Bardic School of the Arts" in mysterious Larkstone Castle.

Jan 19, 2011

Regions of the Valley (1) - Shattered Plains

While in a human-centric fashion, it is convenient to speak of the Valley in Political terms by referencing the Westron Baronies, there are other considerations.

When talking about the geography of the valley, or the non-human Flora and Fauna, it is perhaps better to speak of the Northern and Southern regions of the valley.

In brief, these are defined by the Nine rivers, in terms of separation one from another, and the big divide between North and South is of course the Great River.  What follows is a brief naming and description of the regions, Northern first, from west to east.


Shattered Plains

The most western of regions north of the Great River is mostly plains. It is bounded on the north by the western reaches of the Destriel Mountains. The eastern edge of the shattered plains run up against the Durwash River. The southern boundary is the Great River, and to the west is the defacto edge of the Valley of the Old Ones. The western edge of the valley is patrolled by great hosts of the Omart Empire.

As the empire is certainly not interested in entering the Valley (or involving itself with the Westron culture that has taken root here), and the large military patrols seem charged with keeping all FROM the valley contained IN the valley - there have been few large expeditions west.

Geographically, the shattered plains are quite interesting. They were once overrun by large icefields and glaciers from north of the Destriel mountains, and when the ice receded, the region was strewn with many bolders and singular rocky formations jutting up out of the plains.

The only Westron Barony to call the shattered plains home is the Granite Hold at Hogle, capitol of the Barony of Hogle. Although Hogle is the oldest of the baronies (first settled in the year 26, some 1500 years ago), it is also one of the smallest. It boasts a size of only 18,000 in the capitol city. The city is home to the Knights of Torisch, and their curious allies the Aublan Cat Riders. The Cat Riders, of course, ride the great plains cats that live in the region. Like much of the rest of the northern regions, the animals here have adapted to the sweeping cold that comes down out of the Destriel, and includes giant elk, great wooly mammoths and rhinos, and the great wooly buffalo. Only here, however, are the great plains cats found.

The Aublan valley is home to the Cat Rider peoples (who are semi-nomadic, moving north to Aublan for the summer and the breeding season, but moving south to near the Great River for winter). Aublan riders, who are quite proficient with the small horned bows that they shoot from atop their giant riding cats, are allied with the Barony of Hogle (or more accurately, with the Grand Master of the Knights of Torisch).  The Aublan riders are divided into two "nations" or collectives of clans,the Northern Hunt, and the Southern Pack.

Together they protect the region from maruding orcs and hobgoblins out of the mountains; from rampaging raids of Storm King Tribe barbarians; from the overzealous encroachments of Omart Empire patrols, and finally from the occasional uprisings of the primitive Keepi-keepi people who live among the great stones of the plains.

Nov 23, 2010

Week of Encounters Day 1: The King's Highway

This encounter takes place in the Shattered Plains region of the valley, far to the west.  It occurs along the King's Highway, not too far to the west of the Durwash River crossing, where the Highway passes over that mighty river.  Like all of the river crossings, the mound the Highway is built on has a vast opening through it for the river to pass underneath.

The King's Highway is an interesting feature in the Valley of the Old Ones. It was built by the last King of the Old Ones, and in spite of their absence for a long, long time the highway remains intact, and still in use. It is, however, a magnet for danger, because of the associated rumors about periodic structures full of the treasures of the Old Ones.

The encounter in question here concerns the efforts of the player party to cross past the highway for some reason.

Physically, the obstacle is the Highway itself. The section the players come up against is over 150 feet tall. Much of the side is covered with patches of exposed rock face and boulders. Climbing the nearly sheer face of the highway is bad enough (requires 1 hand at all times to hang on, and dexterity and strength checks as the DM warrants), but the rocks are teaming with all manner of small predators, like rock snails.


Rock Snails
Num Appearing: 2-8
Alignment: neutral (evil)
Movement: 5'
Armor Class: 4 vs. One foe in contact. 1 vs. All others
Hit Dice: 1d-1
Attacks: 1 (bite), possible poison
Damage: 1d4
Save: F2
Morale: 8


Special Attack: poison (save or as sleep spell); corrosive slime (after successful attack, or against incapacitated foe, snail slime causes automatic 1d3 points per round. Save for half)

The top of the mound is approximately 500 feet across in the area the players are attempting to cross (although this varies from place to place). The most striking feature is that the entire surface is covered in smooth marble blocks.

The top of the mound is indeed a highway, and it stretches as far as one can see to the east and west.  The center 150 feet of the top is the highway itself, with approximately 150 feet on either side dedicated to structures that were once standing, and in some spots are still present in a ruined state.  The remainder of the top is just a grassy surface that gives way to the rocky escarpment on either side.

Once the party comes up to the top, the DM should show them the map of the apparent buildings in the area, and let them look around for a few minutes.  Suddenly, the rubbled doors are thrown open on the "Great Stone House" on the map, and out rush a band (16) of Star Marauders.  These particular Marauders have the tattoo'd Sign of K'nar visible on their foreheads.

Star Marauders (sign of K'nar)

Num Appearing: 4-24
Alignment: chaotic-evil
Movement: 60'
Armor Class: 5
Hit Dice: 2d (9 h.p.)
Attacks: 1 (shortsword)
Damage: 1d6
Save: F2
Morale: 9


Special Attack: Heat generation.  This band of Star Marauders has been branded with the "Sign of K'nar" tattoo, which means that they have the capability to generate extreme heat for a short amount of time.  Once per day, for a period up to 10 consecutive melee rounds, these Star Marauders generate heat that will cause 1d4 H.P. damage per round to anyone in melee contact with them (save v. spells for half).


These are led by a 3HD leader (14 h.p.), who is an expert with a longsword.

Once the Marauders are dealt with, it is revealed that there is a set of stairs in the great stone house, leading down into a series of dungeon chambers (detailed separately).

Nov 20, 2010

The Nine Rivers

Within the Valley, which is some 3200 miles long from east to west, the most common way to distinguish regions is to consider the segments that are roughly split up by the Nine rivers that flow into the Great River.  These divide the Valley up into eleven different regions. 

The northern regions, west to east, are
  • The Shattered Plains
  • The Enchanted Forests
  • The Darkearth Plains
  • The Sildur Reaches
  • The Suuviz Region

The southern regions, from west to east are:
  • The region of Gateway
  • The region of Bartaloo
  • The Rising Land
  • The Wychwood region
  • The Nightside region
  • The Shale March

Four of these rivers flow from the Destriel mountains in the north, and each of them passes underneath the King's Highway.  Five of the rivers flow from the Holabria mountains in the south.  All nine empty their contents into the Great River, which continues to flow from the east to the west.

Listing the rivers, in order, from west to east we see that we have:
  1. Durwash River - which flows out of the Destriel Mountains, near the famous Groben Cave sites, down past one of the Altars of the Old Ones (the great stone amphitheater, near the King's Highway), flowing south into the Great River.  While the Durwash southwest from the Groben sites, there is a tributary that joins it from the north west, called the Stormwash. The region to the west of the Durwash is the Shattered Plains, and the region to the east is the Enchanted Forests.
  2. Pellet Water Run - This swift flowing body of water begins in the Holabria Mountains, with the glacial lake Sunshield as its point of origin.  It flows down, through the Burning hills, and finally north between the Falcon Woods and the Deeper Forest. The region to the west of the Pellet Water Run is the Gateway region, and to the east is the Bartaloo Region.
  3. The Two-Moon river is an amazing body of water.  First there is the magical property that the third moon of the world never reflects on the water, only the first and second moons (which is where the name comes from).  Second, the headwaters of the Two-Moon are high in the Holabria Mountains, and they are in fact a waterfall descending from a cloudy realm high over the Fircarran Peaks.  The waterfall splashes down and forms a lake called the Skybowl, and then begins the long journey down out of the mountains, north towards the Jazzan and into the Great River.  The Two-Moon river is joined also by the Tandalorn River, which originates to the east of the Skybowl, as a series of  springs.  The site of the Tandalorn Springs is where the Parn Tandalorn Monastary is located.  To the west of the Two-Moon river is the Bartaloo Region, and to the right is the Rising Land.
  4. The Lost Mare River is the next of the Nine.  It flows, at first mad and fast, south out of the Destriel Mountains towards Sorrad Forest, and then turning east, begins to lose a lot of its speed and anger, making its way lazily towards the King's Highway, and then on to the Great River.  Once it turns east away from the Sorrad Forest, one of the reasons for the great slowdown of the Lost Mare is because a lot of the river is diverted underground, feeding the mighty Underdark Sea, which is home to the Dark Elves and their so-called  "buccaneer kingdoms".  The Lost Mare is also joined by the Night Wash, a mountain stream fed tributary river.  The Lost Mare river divides the Enchanted Forests region to the west from the Darkearth Plains region to the east.
  5. The Fernrush River is next.  It empties out of Ancalhenn Lake, which is fed itself by four mountain rivers coming out of the Holabrian Mountains.  Several ruined Old One sites are along the Fernrush River, which for some forgotten reason was a focal point of Old One trade activity.  The Fernrush River divides the Rising Land to the west from the region of Wychwood to the east.
  6. The Greywater flows south out of the Destriel Mountains, joined by the Terrapin River.  There is a lot of river traffic along the Greywater from the many different Storm King tribes in the northern Shadow Woods.  Many different Storm King Jarls have holdings along the Greywater river.  The Greywater serves to divide the Darkearth Plains to the west from the Sildur Reaches to the east.
  7. The Tiazarr River is next.  Its source is in the south, in the Caves of Night.   The Tiazarr is joined by the Ceduria River, flowing out of Ceduria Lake, which is also home to Panakus River, one of the four feeding Ancalhenn Lake.  The Tiazarr River divides the Wychwood region to the west, from the Nightside region to the east.
  8. The Fa'Ars River flows past the great city of Narn, as it makes its way south from the Destriel mountains to feed the Great River.  The Fa'Ars has its source high in the Destriels, at a series of connected lakes known as the Tears of Heaven.  The region is widely avoided, as Giant country.  The Fa'Ars River divides the Sildur Reaches to the west of the river, from the Suuviz region to the east of the river.
  9. The Moa Thola is the last of the Nine.  It is a river that comes out of the Shale hills.  It is home to a large amount of Sun King tribal traffic.  The river itself is joined by the Errando River originating not too far from the Caves of Night.  Perhaps there is a connection to the Tiazarr River.  The Moa Thola river divides the Nightside region, to the west, from the Shale March region to the east.
Valley of the Old Ones - updated with Nine Rivers information - click for more detail