Places of note in the Tallowlands
In order to flesh out the Tallowlands a bit we decided to create a bunch of places. Or at least archive what we have so we have some idea of where or what stuff is.The PCRC also decided to start doing some role playing within the Tallowlands using D&D 5e rules and it seems to be working quite well so far. The brave (mostly) band of adventurers is busy adventuring in the deep south of Rhô near the port city of Narya, one of the islands (or continents?) of the Tallowlands. Cue lots of shenanigans with a party composed of an interesting combinations of Rogues, fighter classes and spellcasters with a mixture of elves, dwarfs, humans and even a comety* lizardman for POSTERity.
Here are the places we have fleshed out (literally in the case of the ghoulish Hollow mountain)
The Tolerance of Crows – borderline of the Charred Lands. The point past which even scavengers do not venture.
Narya – port city, famed for its ancient pillars which lead to the waterfront and some distance out to sea.
Charred Lands – seen by many as a ruined wasteland which was previously the Sinian Empire. Many of its fallen cities and withered hills are now haunted by monsters and fell beings from Nygorach, particularly towards the north. Other parts of the Charred Lands have been rumoured to have been taken over by other forces hostile to order, particularly on the border, the tolerance of crows. Rumours exist of several new kingdoms vying for dominance:
- A Vampire kingdom looking to expand out of the Charred Lands
- An Ork warlord extracting food tithes from peasants on land which has become fertile with volcanic material and a long period of fallow
- A decadent fromer state of the Sinian Empire whose Lords bargained with Slaanesh in exchange for continuing rulership of their state
- A hard to find and seemingly normal land governed by the Watchers of the Pact and led by a former celestial council mage who believes he is on top of a bargain made with Jethelech** to push back the borders of the Charred Lands away from his beloved former home in the Dawn Mountains.
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The Tolerance of Crows – borderline of the Charred Lands. The point past which even scavengers do not venture.
Narya – port city, famed for its ancient pillars which lead to the waterfront and some distance out to sea.
Charred Lands – seen by many as a ruined wasteland which was previously the Sinian Empire. Many of its fallen cities and withered hills are now haunted by monsters and fell beings from Nygorach, particularly towards the north. Other parts of the Charred Lands have been rumoured to have been taken over by other forces hostile to order, particularly on the border, the tolerance of crows. Rumours exist of several new kingdoms vying for dominance:
- A Vampire kingdom looking to expand out of the Charred Lands
- An Ork warlord extracting food tithes from peasants on land which has become fertile with volcanic material and a long period of fallow
- A decadent fromer state of the Sinian Empire whose Lords bargained with Slaanesh in exchange for continuing rulership of their state
- A hard to find and seemingly normal land governed by the Watchers of the Pact and led by a former celestial council mage who believes he is on top of a bargain made with Jethelech** to push back the borders of the Charred Lands away from his beloved former home in the Dawn Mountains.
- An area which has become overcome with deadly and carnivorous vegetation and equally deadly animal life which has evolved to resist it. Some say Champions of Khorne and mighty Ork warbosses test themselves here before they launch their campaigns of blood or conquest. Some say a particularly bloodthirsty tribe of lizardmen live here where it is warm all the time.
Who knows what evil could befall the rest of Rho is these kingdoms had the ambition to expand or the cunning to stop fighting each other or Nygorach?
Nygorach – a spiteful realm in the far North.
Mirrorkeep – a fortress-city in central Rhô. Home to the Mages’ Guild, and seat of the Celestial Council.
Who knows what evil could befall the rest of Rho is these kingdoms had the ambition to expand or the cunning to stop fighting each other or Nygorach?
Nygorach – a spiteful realm in the far North.
Mirrorkeep – a fortress-city in central Rhô. Home to the Mages’ Guild, and seat of the Celestial Council.
Heavens Gate- A Stormcast Peak in the abandoned Sinian Empire, besieged on all sides
Rhô – ancient name for the lands which now make up the Southern Fiefdoms.
Ludamil - A town in a backwater border province of the Sinian Empire. Its fate is uncertain
Tirinsdale – a small town near Jerret’s Pass in the Greyspur Mountains.
Yeldenburg/Jeldenburg – largest city in the Southern Fiefdoms. Situated on a hill by the banks of Lake Peskha.
Dar’Koath Highlands
Eastpine Vale - A great battle took place here during the Sinian Empire Interregnum. The result secured the external security of the Empire although it did not resolve the internal turmoil being experienced at the time. It now exists as a ruined city in the Charred Lands, a testimony of hubris
Lonely Road – route between Stonehold and Oakhall in the Glory of Contestation. The most northerly road in the Southern Fiefdoms.
The Glory of Contestation – previously the Sinian Empire’s southerly provinces, assimilated and defended by the Southern Fiefdoms during the Ghoul War when Nygorach invaded and sacked the Sinian Empire. The regions which border the Charred Lands are sparsely-populated, dark and dangerous places.
Stonehold – a great city hewn into Stubborn Peak. Founded and subsequently lost by the dwarfs in a bygone age, it was later claimed by humans. In recent years, dwarfs from the East have made their way there in small numbers and it is now one of the few places where dwarfs and humans live alongside one another. Along with Oakhall, Stonehold was the epicentre of Southern resistance against Nygorach in the Ghoul War.
Oakhall – a settlement in the forest canopy surrounding Cadair-ap-Nadhg, the enormous, magically-sustained oak which is believed to have been the first tree summoned by Caer-Nadhg. The forest suffered catastrophic damage during the Ghoul War, and its inhabitants now face a constant battle to preserve and re-grow what remains.
Barrow Hills – an old burial ground which pre-dates the Southern Fiefdoms.
Rhô – ancient name for the lands which now make up the Southern Fiefdoms.
Ludamil - A town in a backwater border province of the Sinian Empire. Its fate is uncertain
Tirinsdale – a small town near Jerret’s Pass in the Greyspur Mountains.
Yeldenburg/Jeldenburg – largest city in the Southern Fiefdoms. Situated on a hill by the banks of Lake Peskha.
Dar’Koath Highlands
Eastpine Vale - A great battle took place here during the Sinian Empire Interregnum. The result secured the external security of the Empire although it did not resolve the internal turmoil being experienced at the time. It now exists as a ruined city in the Charred Lands, a testimony of hubris
Lonely Road – route between Stonehold and Oakhall in the Glory of Contestation. The most northerly road in the Southern Fiefdoms.
The Glory of Contestation – previously the Sinian Empire’s southerly provinces, assimilated and defended by the Southern Fiefdoms during the Ghoul War when Nygorach invaded and sacked the Sinian Empire. The regions which border the Charred Lands are sparsely-populated, dark and dangerous places.
Stonehold – a great city hewn into Stubborn Peak. Founded and subsequently lost by the dwarfs in a bygone age, it was later claimed by humans. In recent years, dwarfs from the East have made their way there in small numbers and it is now one of the few places where dwarfs and humans live alongside one another. Along with Oakhall, Stonehold was the epicentre of Southern resistance against Nygorach in the Ghoul War.
Oakhall – a settlement in the forest canopy surrounding Cadair-ap-Nadhg, the enormous, magically-sustained oak which is believed to have been the first tree summoned by Caer-Nadhg. The forest suffered catastrophic damage during the Ghoul War, and its inhabitants now face a constant battle to preserve and re-grow what remains.
Barrow Hills – an old burial ground which pre-dates the Southern Fiefdoms.
Tower Run - A series of aeemingly abandoned magical Aelf Towers and obelisks on the Tolerance of Crows
Zhi-Sun – southeastern city, known for its artists and artisans.
Green Vine – a druid grove.
New Sidence - In the South Eastern peninsula of Rho lies the fiefdom of Kinea, one of many loosely run and competing states. In Kinea is the bustling fief-rule (capital) of New Sidence. New Sidence prides itself above all in being cosmopolitan and neutral, trading anything and everything and rumour has it, giving individual realm gate access to anyone that can pay, from any alliance (no armies!). Their culture is so mercantile that a wide range of illegal goods are deemed legal if the owner can prove they are in transit to somewhere else and can pay the fees of course.
Some call it a dazzling metropolis where fortunes can be made and lost, exotic goods can be obtained and traded to ships going into and out of the Tallowlands. Where a man, elf, dwarf, ork, or undead can be anything he wants to become (for the right price).
Others call it a hive of scum and villainy which no one dare to move against because somehow somebody there knows most of your secrets and are probably blackmailing you.
Iliearch’s Tower – an Elven settlement, closed to outsiders.
Zhi-Sun – southeastern city, known for its artists and artisans.
Green Vine – a druid grove.
New Sidence - In the South Eastern peninsula of Rho lies the fiefdom of Kinea, one of many loosely run and competing states. In Kinea is the bustling fief-rule (capital) of New Sidence. New Sidence prides itself above all in being cosmopolitan and neutral, trading anything and everything and rumour has it, giving individual realm gate access to anyone that can pay, from any alliance (no armies!). Their culture is so mercantile that a wide range of illegal goods are deemed legal if the owner can prove they are in transit to somewhere else and can pay the fees of course.
Some call it a dazzling metropolis where fortunes can be made and lost, exotic goods can be obtained and traded to ships going into and out of the Tallowlands. Where a man, elf, dwarf, ork, or undead can be anything he wants to become (for the right price).
Others call it a hive of scum and villainy which no one dare to move against because somehow somebody there knows most of your secrets and are probably blackmailing you.
Iliearch’s Tower – an Elven settlement, closed to outsiders.
Wallovia - a formerly abandoned Sinian Empire state it is now seemingly reoccupied but with a more ominous set of rulers and residents
Gravegate – a dreary town in Drannor Valley, constantly plagued by monsters and malign spirits.
Éo – trading city to the west.
Burnt Copse – a small wooded area where, it is rumoured, lives a powerful witch. The name comes from its abundance of Black-bark oak trees.
Left Ventricle – a gnomish town. Named by its founder Krill Jellabone, apparently because he liked how it sounded.
Gargletooth – a stretch of freshwater rapids, impassable due to its many knife-sharp rocks and loose boulders. Home to a tribe of river trolls.
Voyager’s End – a small, nondescript village which sits beneath a sudden bend in a notoriously treacherous mountain road. The road does not go to the village, but many a morning has seen the discovery of the fallen corpse of another luckless traveller who underestimated the danger.
Tenshu – a forested area with many shrines in the foothills of the Dawn Mountains.
Dawn Mountains – the most easterly area of inhabitation. The people of this region are the first to see the sun each day. Home of Alba Mesa and the aether port city of Barak Mhorna of the forces of order.
Ochre Rock – twin-peaked mountain, home to two constantly-warring dragons. Travellers are wise to avoid this area.
Hollow Mountain – a ghoulish realm.
Gravegate – a dreary town in Drannor Valley, constantly plagued by monsters and malign spirits.
Éo – trading city to the west.
Burnt Copse – a small wooded area where, it is rumoured, lives a powerful witch. The name comes from its abundance of Black-bark oak trees.
Left Ventricle – a gnomish town. Named by its founder Krill Jellabone, apparently because he liked how it sounded.
Gargletooth – a stretch of freshwater rapids, impassable due to its many knife-sharp rocks and loose boulders. Home to a tribe of river trolls.
Voyager’s End – a small, nondescript village which sits beneath a sudden bend in a notoriously treacherous mountain road. The road does not go to the village, but many a morning has seen the discovery of the fallen corpse of another luckless traveller who underestimated the danger.
Tenshu – a forested area with many shrines in the foothills of the Dawn Mountains.
Dawn Mountains – the most easterly area of inhabitation. The people of this region are the first to see the sun each day. Home of Alba Mesa and the aether port city of Barak Mhorna of the forces of order.
Ochre Rock – twin-peaked mountain, home to two constantly-warring dragons. Travellers are wise to avoid this area.
Hollow Mountain – a ghoulish realm.
Steepacre - this happened here, no one wants to talk about it (except bob_hunk who made all these cool! undead! models!)
Bob_hunk's amazing glowing corpse cart
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Cool undead models and glowing scenery.
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apologist's dawi fight off some nasty doggos. |
Capable Kings – a small, old village.
Three Bridges - this will be important later.
Cripple Peak - skaven have been spotted here.
Chaunterwick Purefinder - Home of the famous human bloodbowl team
Ulfheim - home of the ‘famous’ Bloodbowl team bearing its name, this otherwise slightly run down town is more or less run by merchant guilds
Shallowell - Dont go – haunted. Unless you want to get rich and maybe possibly die or run into a gang of aggressive rat catchers
Migdahlgorm, a dwarfish term for 'Old/Respected Outpost', this mountain range contains most of the Throng of Nog's holds. The humans of the region call the mountains the Gorm Ranges.
*This is an in-joke on Xali-Qhops' background, not a spelling mistake, please stop correcting it :)
**Some speculate, a facet of Tzeentch
Three Bridges - this will be important later.
Cripple Peak - skaven have been spotted here.
Chaunterwick Purefinder - Home of the famous human bloodbowl team
Ulfheim - home of the ‘famous’ Bloodbowl team bearing its name, this otherwise slightly run down town is more or less run by merchant guilds
Shallowell - Dont go – haunted. Unless you want to get rich and maybe possibly die or run into a gang of aggressive rat catchers
Migdahlgorm, a dwarfish term for 'Old/Respected Outpost', this mountain range contains most of the Throng of Nog's holds. The humans of the region call the mountains the Gorm Ranges.
*This is an in-joke on Xali-Qhops' background, not a spelling mistake, please stop correcting it :)
**Some speculate, a facet of Tzeentch
I always love lists like this – little bites of colour text to catch the imagination. I'm looking forward to exploring these regions in more detail. :)
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