Showing posts with label Steepacre. Show all posts
Showing posts with label Steepacre. Show all posts

Locations of the Tallowlands: Three Bridges

Formerly a southern town in the Sinian Empire, Three Bridges is now one of the northernmost settlements within the Tolerance of Crows. Its strategically useful position on a junction in the river Tarr meant that it has always been a significant trading post; with the coming of the Ghoul War it became a key bastion of resistance, and in the years subsequent it has begun to have use as a stable entry point to the Charred Lands for adventurers and treasure-seekers. While historically a human settlement, in common with all places of commerce the people of Three Bridges are used to seeing, and tolerant of, many other races.

Three Bridges has for the most part had a peaceful existence. Prior to the Ghoul War its only significant time of strife was a brief period of apostasy precipitated by Hanvard the Confectioner releasing the Everlasting Godstoppers from his gingerbread laboratory. All known copies of the recipe are believed to have been destroyed in the subsequent purge.

During the Ghoul War, Three Bridges was briefly overrun and abandoned before being reclaimed by an allied force of humans from the surrounding regions and dwarfs from further west. Thanks to the foresight of the then-Meister Turnagain Harrowfoot, the town's population had been evacuated to safety and many of the original inhabitants were able to return and repopulate the town.

The town sits across all three branches of the river - hence the name Three Bridges - and as a consequence connects the lands on all sides of the river. The northeastern third of the town was sacked during the war and remains mostly ruined, while the northwestern and southern thirds are effectively fully habitable. 

One outcome of the Ghoul War was that the Sinian Empire's southmost provinces - which today border the Tolerance - became either assimilated into existing foreign kingdoms or were claimed by refugees and petty warlords as independent realms. The lands of three such factions reach as far as Three Bridges, namely House Makazor, the Orderly Brotherhood of the Reclamation, and the Unbegotten Conclave. Were times more secure it is certain that lordship over Three Bridges would be the subject of extensive and probably violent dispute between these three factions. However, the precariousness of the entire region has forced all three into a compromise accord, whereby commitments have been given from all parties to not attack the town, which is left to operate independently. The Meister of the town is expected to provide a militia for the town's security - incursions by horrors from the north are a regular feature of life so close to the Charred Lands - and is bound by strict agreements to show no favour to any one of the town's neighbours. Truly equal treatment is in reality an impossible task and while it is unlikely that any of the bordering regions will overtly attempt to take over the town, there is a constant shadow war for influence. The current Meister is Reijard v'Embersburg.

The town is located near a major entrance to the Underland. Sitting high up in the Eagle's Claw Mountains (which become the Greyspire Mountains in the east), this entry point used to be controlled by goblin tribes. However, the Ghoul War devastated underlands and overlands alike and the goblins were driven out of the area. In recent times, along with wandering terrors, Skaven have started to infiltrate the locality and have found their way south to the town. The local branch of the Ratcatcher's Guild, as always closely aligned with the town's sewer engineers and a small group of dwarf miners who have remained in the town as part of a treaty, has to date been very successful in preventing the Skaven from being any more than a nuisance. It is, though, a matter of growing concern that Skaven activity appears to be increasing. Latterly, the underground workers have reported hearing strange sounds from deep below the sewers, though rumours that goblins - vastly preferable to the Skaven - have returned to the area are as yet unsubstantiated.

Closer still to the town is the Bleakwood, a dense forest which has always been a source of local fear and legend. In the days of the Sinian Empire it was merely a geographical bogeyman, mostly left alone by the townspeople and used as a source of tales to encourage small children to behave. Since the Ghoul War, adventurers who have escaped alive from the Charred Lands as well as townspeople who have had reason to travel within sight of the forest have brought back stories of disturbing creatures seen moving within the trees. It has not gone unnoticed that the forest was not killed off by the dark forces which powered the war and this fact has discouraged many from venturing near the place.

Another nearby place of note is Steepacre, which has for many years been something of a competitor to Three Bridges as it sits on the only truly reliable pass through the Eagle's Claw Mountains. Whilst its location high in the mountains undoubtedly saved Steepacre from the worst of the war's ravages, it seems that the surrounding desolation has hurt the town even more than it did Three Bridges.

Next to Steepacre is Hollow Mountain, home to the Ghoul King. There has been some confusion over whether the Ghoul King was responsible for the Ghoul War, but most reputable scholars agree that he had no involvement and was just as threatened by the tide of destruction has anyone else. However, bizarre and unnatural occurrences have been noted around Hollow Mountain of late, and one must inevitably conclude that the King has once again risen. His motivations are currently unknown. 

North of the Eagle's Claw Mountains lie the ruins of Borhalphiston, formerly a regional capital within the Sinian Empire. Known for its vast library and its graveyard district (the Valley of Inverse Pyramids), it is a magnet for adventurers although virtually none who venture there have ever returned.

Just beyond the Bleakwood, on a plateau in the mountains, sits Castell Davarill. Its origins are now unknown, as is the reason for it having been built in such a fiendishly inaccessible location - there is no indication of any adjacent settlement ever having been present - but stories remain of it possessing an enchanted rose garden of unearthly beauty. The castle was abandoned for many centuries, but it is known that at an unspecified point a secretive community of elves has taken up residency there. Their nature and purposes can only be guessed at. The fact that the castle itself is certainly not of elvish origin while elves as a rule do not care for other races' dwellings only adds to the mystery.

A number of notable groups or individuals have passed the town's orbit within living memory. These include:

- King Ormisruin and his knights from the fallen nation of Hilgoth passed the town in their search for a new home. Having made camp in fields to the town's south, the sad sight of the worn and faded banners moved many townsfolk to donate food and other supplies to the king's followers before they departed. The townspeoples' unexpected kindness is unlikely to have been forgotten by the sons of Ormisruin.

- Nathaniel Hultz has been sighted multiple times. It is believed that his plans to establish a colony within the Charred Lands may have come to fruition, although murmurs have begun to emerge that he has returned to the area seeking to recover an artefact which he was previously forced to abandon. 

- Father Torpal is known to be active in the area seeking converts to the worship of Rorralarach. 

Of Lost Towns and Petty Kingdoms: Geography of the Tallowlands

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.
- 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.

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.

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.

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.

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
Cool undead models and glowing scenery.

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