Showing posts with label Great Owl Forest. Show all posts
Showing posts with label Great Owl Forest. Show all posts

Apr 10, 2013

Celerium of Great Truth - Week of Adventures Location 5

This adventure location, is in the Darkearth Plains region.  It was originally posted as part of the article on the River Jarl Steading of Rookroost.  There, it was a part of the Week of Adventures, location number 5.

Adventure Location:  Just west of Rookroost, halfway to the edge of the Great Owl Forest, there stands an empty monastery.  It was once built by traveling priests of the order of Brother Ian, to stand as a northern library of knowledge and information (it was to rival the great southern archivist site of Parn Tandalorn, but of course that never happened), to be called the Celerium of Great Truth.  The monks and nuns that settled there, following the heirarchy of priests leading the site, helped to work the land, and prepare an impressive structure.  All was going well, in the early days of the site.
Inside of the Grand Dome of the Celerium
 And then, one winter, there was a horrible raid by Marsh Trolls from up along terrapin.  It was never expected that these terrors would raid this far south, or the monks and nuns would have appealed to the Church bureaucracy for armed protection.  Well, the monastery was wiped out.  It stands, abandoned, now with the exception of some occasional beast men from the Great Owl Forest.  Rumors abound, however, that the reason the original site was chosen was because the original Priests understood there to be a repository of magic, or knowledge, or healing, or something (the tales differ) deep underground, and the Monastery is built over that site.  It certainly would be a site worthy of investigation by adventurers. [This is location 5 in the Week of Adventure Locations].

The Glade of Time - Week of Adventures Location 4

This area is located in the Darkearth Plains region, to the west of the Greywater River.  This information was originally posted, as part of the Week of Adventure Locations.The original was posted along with the description of the River Jarl steading of Hearth Home.  The Glade itself is to the west of Hearth Home, past the Ice Lake, and inside the borders of the Great Owl Forest.

Adventure Location: At a point north of the tower of Belue Gorm, just inside the Great Owl Forest, there is a glade of great repute.  It is difficult to find, more so since it relies on magic to keep itself hidden, but if one can locate it, at the center of the glade stands a singular tree, known as the Clock of the Great Druid.  It has been surmised that this tree, and it's peculiar magical properties, are due to magical machinations of the Master of the Silver Order of Druids, located not far away (in the Darkearth Plains) at the Star Tower in the southern reaches of the Aghanz Hills.  The Master of the Silver Order, however, has denied any participation in the construction of the Clock, and further maintains that the Masters and Mistresses preceding him had nothing to do with it either.  Still, the name Clock of the Great Druid remains.

Clock of the Great Druid - in the glade of time
Within the glade, time does not function in the normal predictable way.  It does not even function in any of the known magical ways that those learned in such things could predict or name.  It has the effect of opening up vistas and portals into the distant past, the far future, and everything in between.  Nor does it seem to be limited to the current location of the Glade.  Some anti-spherist astronomers claim that this gives support to their claim that the Valley, and all its inhabitants, are somehow moving through an etheric substance, so that the location of the Glade may change, but somehow the coordinates of the magical time portal do not.  This is rejected by most scholars, however.

The glade is a place where a band of adventurers can go to encounter all manner of unpredictable encounters, from all worlds and all times.  It is not uncommon, as is reported by the few who return, that both past and future versions of a visitor to the glade could be encountered.

One of the curious effects of the effects within the glade, is that it makes communication with certain elder beings, and their servants, possible.  As there is no way to control this, it seems unlikely that this was a desired effect, especially given the wholly damning and destructive nature of encounters with some of those beings, however it has been reported (or at least rumored).  It is possible, however, due to this characteristic of the glade, that the Clock was the construct of the Old Ones, maybe even Ba'a Zarn the builder.  [This is location 4 in the Week of Adventure Locations.]

Jun 11, 2012

Rookroost - River Jarl Steading (5)

Rookroost is the name of the steading of the Daughters of the River Raven.  It was once an impressive castle, built high on a rocky abutment that rises some 200 feet above the surface of the Erantor river, which runs out of the Great Owl Forest, to join the Greywater River.  Today, the remains of the ancient castle are still standing, but the steading itself is built into the stone mound that it stands upon.

The Erantor is not a particularly wide river at this point (only about 500 yards from bank to bank), but wide enough to require ferries and other means of crossing.  It is also not particularly deep, but it does run swiftly down from the hilly rises of the eastern Great Owl Forest, and cuts deep into the rocky terrain of this area.

Rookroost built into the the rocky escarpment named Carnockle rock.  The ruins of the ancient castle offer a commanding view of the Erantor, and in the distance, even the Greywater can be spotted.

Rookroost is the home of the Daughters of the River Raven.  As a group of Storm King barbarians, this steading is really at odds with the other steadings in the area.  The reason for this is the culture of the Daughters.  The steading is ruled by a woman (which is not unheard of amongst the Storm King tribes), however, all of her huscarls are also women.  This is rare, and it is perpetuated by the culture of the steading.  Long ago, the Black Chieftain, in an attempt to slay the son of the Storm King, put on the disguise of a great black wolf, and he followed Tyrros, the prince of thunder, to a lonely spot on the Greywater, and under cover of darkness, he almost slew the son of the Storm King.  However, Tyrros summoned his two great blue oxen, Glangor and Feory, and they came and trampled the Black Chieftain in his guise as a black wolf. This allowed Tyrros to escape with his life.

The great black wolf lay on the bank of the greywater, bleeding out his life's blood, when he was discovered by runewoman, once very powerful, who lived in the empty towers of the castle what would become to be known as Rookroost.  She was flying in the guise of a giant raven, known as the River Raven (she would fly up and down the Greywater, the Terrapin, and even the Erantor, every night in the form of a giant raven, as part of a curse put on her by a devil, in exchange for her seeing ability).  She saw the wolf, had pity on him, and landed to take care of him.  In daylight, once again in the form of a runewoman, she took him back to her home high up on Carnockle rock, and slowly brought the black wolf back to life.  Some say as a raven she came to love the wolf, some go further to say as a woman she came to love the wolf.  Far to the east, in the Riven Moor, this legend is known, and some attribute the fell beasts and death birds that haunt the barrows there as the children of the River Raven and the black wolf.



The story is as it is, but over the years woman of stature from among the tribes and steadings would occasionally have disagreements with the men of their steading.  In many cases, these would flee to Rookroost and join the community there.  The population of the steading is near to parity - half women and half men - yet those who hold power and positions of authority are all women.  And they all revere the River Raven and her innocent love for the black wolf (even though, when pressed, all would clearly admit that he was the Black Chieftain, or Helgor).

The current leader of the Daughters is Jarless Embra Innamor.  She rules fairly, but does not have much use for trade or bargains with the other steadings.  The Daughters of the River Raven (although this is properly the nickname of Embra Innamor's woman huscarls, it is also applied to the community in general) have a small, but efficient fleet of small dragon ships.  These are able enough to travel up and down the Erantor, down to the Greywater, and can transport fyrd and huscarl warriors, but would not do to stand up to the dragon ships of one of the larger steadings in a battle.

As to the original origins of the castle on Carnockle Rock, it is assumed to be very, very old.  Whether it was built by the Old Ones or not is a matter of conjecture.  When the gather of the Daughters began to dig into the rock to make their steading, they did find a number of underground structures already there.  Some of these still exist, and who knows how many more, still deeper than the Daughters themselves have burrowed out.

There was originally an adventure location that was described as part of this description of Rookroost.  That was part of the Week of Adventure Locations, and it was location number 4, The Celerium of Great Truth, which is a ruined library, halfway between the western edge of Rookroost, and the Great Owl Forest.

Jun 9, 2012

Hearth Home - River Jarl Steading (4)

Hearth Home is the ancestral home of the White Wolf, a very long lived warlock (self-styled) that rules with an iron claw, but is also very protective of his people.  The steading itself is a series of stone mead halls, with a central "great hall" that is actually a multilevel towering affair, with lots of balconies and towers.  It stands atop a great dungeon complex, built years ago by the original followers of the White Wolf.
Great Hall of the White Wolf

The palisade-circled city that surrounds the mead halls overlooks a curious feature of the land.  There was once a lake, with a number of streams and a single river (the Moonharp lake, fed by the Shining River) that ran down into the Great Owl Forest.  Many, many years ago there was a fight in this are between Helgor and the Storm Lady, Othero.  In the battle, Othero fired her bow, Icefinger, three times at Helgor.  All three times, Helgor deftly dodged the frozen missiles fired by the Storm Lady.  But all three of them fell into the Moonharp Lake.  The lake itself was instantly frozen by the first, and the ice made thicker and deeper with the two successive shots.  To this day it stands frozen solid, even in the bright sun of the short, but warm, northern summer.

In the middle of the Ice Lake, which itself is 5 miles across, there stands a rough concentric wall and tower, both made of ice.  These have been constructed by the surviving members of a tribe of Fish Men (Ichor Lang) that lived in the lake at one time. There is a rough truce between the Fish Men and the men of Hearth Home, but that truce does not extend to travelers, or others on the eastern shores of the lake.  The culture and practices of the Fish Men has been described as "vile and disgusting - cursed by the gods" by some skalds and rangers that have encountered them.

Ice Castle of the Ichor Lang (Fish Men)

The Shining River has dried up, for the most part, but the lands in and around it are a sort of marshy territory.  The amount of moisture, and free standing water, in the marsh varies widely during the year, and it serves as a hunting ground for some of the far-ranging Fish Men, as well as other beings that live there, and even more that wander up in search of prey, out of the Great Owl Forest.

South of the steading, almost on the border of the Great Owl Forest, stands a curious tower, nicknamed by wanderers from Hearth Home as the "tower of the world's ending".  It is not known where this nickname comes from, but it could be that the rolling hills that the Hearth Home is part of, finally flatten out, and give way to the very dense Great Owl Forest, and the lands of the tower are at the point where they meet.  Or it could have to do with the sorcerer Belue Gorm who built the tower.  Belue Gorm was obsessed with the long forgotten (by sane men) elder beings that the Old Ones worshiped, especially the Lord of Fire.  The sorcerer felt that the world, since the Old Ones had departed, had fallen into corruption and misuse, and that it was the duty of those who remembered the elder beings from the beginning of time (and before) should seek to recall them to this domain.  In order to do that, at least with the Lord of Fire, Belue Gorm was seeking about a way to bring about the end of most of life within the Valley (and else where) by means of magical fire.  How far he got in his studies, and how successful he might have been, it will never be known, for a war party of Elfin warriors came and laid waste to the tower, and threw down the dead body of Belue Gorm.  It is rumored that the White Wolf was asked by the Fey war party for assistance, and refused.  This story is used to explain the curious rift between the men of Hearth Home and any and all representatives of the Seely court.
Tower of Belue Gorm

In spite of what the Elfin warriors wrought against Belue Gorm, the "tower of the world's ending" still stands, and the dungeons underneath it are unplumbed to this day.


During the Week of Adventure Locations, the writeup of The Glade of Time was originally part of this article on Hearth Home.  This was location 4.

Jun 5, 2012

River Jarls of the Greywater (Map)

The area of the River Jarls, around the Greywater River, is an interesting place.  Here is a basic map of the region, with some items of interested noted on the map (details coming soon).
  1. Icewall
  2. Seawyrm
  3. Bright Iron Fastness
  4. Hearthhome of the White Wolf
  5. Rookroost - Daughters of the River Raven
  6. Clearwater
  7. Mead Hall
  8. Northwind Steading
  9. Furlingga Tribes (Gnolls)
  10. Rockhome Kingdom (Dwarves)
  11. Marsh Trolls
  12. Orc Clans
  13. Great Bear Kingdom
A. Great Crystal
B. Ice Lake
C. Witches Three
D. Stonehouses
E. Plain of Fire
F. The Sword People
G. Tower of Belue Gorm
H. The Great Tree

May 23, 2012

Storm King Barbarians

Before the three Goddesses were worshiped by the Westroners.  Before even the Westroners came into the valley, the northern peoples (all those north of the Great River) knew and worshiped Bronc, the Storm King.  He is an old deity, who was even known by the Old Ones, but the details of the relationship are not known these days.

The peoples who, since long ago, have remained true to the Storm King culture are divided up into tribes.  There are an unknown number of tribes across the northern frontier of the Destriel Mountains, however there is a concentration of various powerful tribes in and around the lands between the Great Owl Forest and the Shadow Woods.  This includes along the shores of the Greywater River, and also the Terrapin River.  The tribesmen are found throughout the region, however, due to the strong emphasis placed in the culture to go a-viking (raids for booty and adventure).

The tribes in the regions around the Greywater are in some ways rivals of the Westron Baronies, at least how they existed hundreds of years ago, when they were first formed.  There are a variety of the tribes in this area strong enough and numerous enough to have formed (small) cities.  These cities are walled wooden structures, usually with a deep moat around the outer wall.  Many of the Jarls who rule these cities are wealthy enough that they can field sizable fleets of dragon ships along the Greywater and Terrapin rivers.
 Because of the concentration of tribesmen that settle in and around these cities, there is actually a reasonably well defined economy, with all variety of specialty craftsmen.  Because of this, the military technology available to not only the huscarls and fyrdmen, but also to freebooters and adventurers nearly rivals that of the Westron Baronies.  Storm King barbarians disdain, as a whole, armor heavier than chainmail, and also the use of the pike and of the crossbow.  Preferred weapons are the sling, javelin and bow for ranged combat, and the broadsword and battleaxe for hand-to-hand combat.

In addition to the cities of the more powerful tribes, there are numerous smaller villages dotting the region. Many of these are peopled primarily by a single tribe, to also include those that marry in (either by arrangement, or as the result of viking raids).  These tribes are also protected wooden affairs, with wooden buildings, and occasionally (when built along either a main river, or a navigable tributary) with slips for dragon ships, and other craft.  Many of these villages (almost all) are direct fiefdom holdings of the more powerful Jarls, and so owe fyrdmen - feudal warriors - to the Jarl whenever he has a need for them.  When they are NOT enfiefed to the Jarl the fyrdmen either take care of their own small land holdings (animals and crops) or are out on viking raids.
  While animals are used for labor and muscle power (both in transport, and agriculture), there is not a strong horse riding culture among the Storm King barbarians.  Other animals are domesticated, and occasionally ridden, and these include giant rams, wooly rhinos, bison, great bears, and even (occasionally) giant snowy owls from the Great Owl Forest.

Apr 27, 2012

Darkearth Plains Map

First map of the Darkearth Plains.  This is lifted from the most detailed overall valley map (done in autorealm).  I am also thinking of doing a version of this in hexographer, and they populating it as a sort of sandbox area, just for giggles.

Not all of the sites mentioned in the previous writeup (which was an intro sketch to the area, just collating what I already knew about it, and had captured elsewhere), but it is a good start - more coming.


Regions of the Valley (3) - Darkearth Plains


The Darkearth Plains is a region in the northern part of the valley, slightly west of the central point.  It is bordered on the north, by the Destriel Mountains, and along the southern edge by the Great River.  The western boundary for the region is the Lost Mare river, and along the east edge the boundary is the Greywater River.  The other major waterways in the region are the Nightwash River, and the Terrapin River.

The region takes its name from the rich, dark black soil that is common throughout the region, with the exception of two areas - the Great Owl Forest (the ground of which is covered by thick, thick layers of decaying leaves, over a more generally sandy loam undersurface), and the Aghanz Hills, which feature a dry dusty and sandy soil, very rocky.

I am working up maps now, using Hexographer, and Autorealm, and should release some very soon.

The peoples of Darkearth include three cities of Westron humans (Khomaes, Werms and Huygen).  There are, in addition, a number of tribes of Storm King barbarians in the region, especially in the north east, up along the very broad Greywater River, and in and around the Riven Moor, on both sides of the Terrapin River.

There are several portals that frequently appear to the Seely Court in the Great Owl Forest, and also in the Harp Woods.  This means that Wood Elves, as well as other Faery races, are not uncommon.

The Aghanz Hills are home to both the Star Tower (seat of power and learning for the Silver order of druids), as well as the gnome stronghold at Flintgate.  These areas are both well patrolled and guarded by their own interests, but much of the rest of the Aghanz remains rough, open, hilly and rocky country.  There is a presence, of a curious group of tribes of large, primitive men that do not have a spoken language, and do not work with or use metal of any sort.  They are called, simply, the hillmen by the druids of Star Tower, and the shagmen by the gnomes of Flintgate.  It is reported that they are vicious cannibals.

Dwarves have some strongholds throughout the Destriel mountains.  In some of the deeper delvings and cave systems, there are permanent portals to the Unseely Realms (mostly goblins and their related filth, as usual).

Roaming the region to the west, near the Lost Mare River, are the intelligent horses of the Great Herd.  A single herd in name only, roaming groups of these very large, very intelligent horses do all seem to answer to the leadership of the Great Khan of All Horses.

Splitting the region, from west to east, is the King's Highway, as always providing a huge barrier between the north and south part of the Darkearth Plains.  The Lost Mare river flows under the highway, in a broad and fabulous lock system, built by the Old Ones, and lined in marble.  That part of the highway is patrolled by, and made safe by, companies of spearmen from Khomaes.  Further east, however, especially as the highway draws near to the Great Owl Forest, the area just north of the highway is known as the Horned Run.  It is home to tribes of broo, known as the Horned Ones.  Wicked, unsociable creatures, they have a heartless and sadistic culture, and seek to prey on all who wander into the region.

The point where the Nightwash River leaves the Destriel Mountains, down into the plains (just west of the Aghanz Hills), there is a cliffwall at the edge of the mountains, the Nightwash forming a mighty waterfall (Nightwash Falls).  Along that cliff edge, a curious and very valuable marble-like stone is found, called Amberstone.  A group of human and dwarven miners operate a mining operation here, cutting out huge blocks of Amberstone.  It is then floated south to various trading concerns south of the King's Highway, by air travel.  The air travel is accomplished by having a curious breed of giant snail that lives on the cliff face near the Nightwash Falls.  Called the great blue skysnail, this creature has a shell with magical (levitating) properties.  The miners have methods of luring the snails to cover a block of amberstone, and a "blockrider" will ride the floating block of stone south, towards the various destinations.

Where the Nightwash (a broad and fast flowing river) finally reaches the Lost Mare River (in the middle of the grazing lands of the Great Herd), there are vast openings into the earth, along the edge of the Nightwash.  Splinter flows of the vast river flow down into those openings, and form free-fall waterfalls down into the underearth.  Deep, deep below the water falls into the vast underearth sea that is home to the Dark Elf buccaneer kingdoms.  The openings are watched after by warrior horses of the Great Khan.

Along the southern end of the Lost Mare River, as it broadens to eventually join the Great River, it opens up into a flooded basin, known as the Arriott Bottom swamp.  Curious tribes of lizard men, and other related saurial races, are found here.