Showing posts with label Underland. Show all posts
Showing posts with label Underland. 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

Profile: ‘Ardnog Squigtamer

 

"An DIS little squiggy goes RARRGNASHCHOMPBLARRRRG all da way 'ome."

Hailing from the Grotonnian satellite township of Gnashville, Squigtamer is a rare example of a genuine goblin success story. He made his fortune as a highly successful squig trainer, with some dozens of champion gnasher squigs emerging from his stables. Having amassed significant wealth on the face-eating circuit* he came to the attention of the king of Grotonnia and now oversees the royal stable on those occasions when the king does not like, trust or remember the name of the official Royal Squig-herd.

His days as an active trainer are largely behind him and the majority of his time is now dedicated to his popular Gnashcar team.

A point of some interest to scholars of Grotonnian lore - all two of them - is that the word 'Nog' is in fact dwarfish and has no roots in any branch of the goblin language. Such nomenclature is highly unusual in goblin society and considering the historic animosity between goblins and dwarfs is normally intended as an insult. In this instance it is unclear which party is expected to take the most offence.


*The famed Orc face-eating contests require a constant supply of squigs. Enterprising goblin hustlers will sometimes challenge Orcs to eat their squigs, on the basis that if the squig wins then the goblin gets to keep all the deceased Orc's possessions. Such goblins have an extremely short life expectancy, but those who survive invariably become exceptionally rich.

Profile: The Great Skritt

 

 

Believed to have arrived in the Tallowlands from another realm, the rat-scientist known as the Great Skritt has long harboured plans to dominate the Underland. Having manipulated, bullied or outright murdered a sufficiently impressive number of lesser engineers, he formed the notorious Skryrenet in order to harvest resources and influence warlords across the realm. This culminated in the Skaven Dread Council putting military decisions into the claws of Skryrenet, whereupon Skritt instigated a series of simultaneous civil wars designed to eliminate all power structures across the Skaven-held Underland and deliver full control to him.

His plan was close to succeeding when, desperate, the Skaven of the Dar'Koath caverns forged an alliance with the surface clans. An army of overland warriors led by Yan of the Connaghi entered the Underland and eventually destroyed Skryrnet's defence grid, causing Skritt to flee.

An unintended consequence of this was that the Underland goblins, previously weakened by their own infighting, saw opportunities to expand and a significant amount of territory was lost to goblin factions. Yan Connaghi remains in the Underland to this day, aiding the Skaven clans in battle against the goblins.

The Great Skritt disappeared for a period of time but has recently reemerged and seeks to rebuild Skryrnet. He seeks caches of warp-emerald, a potent energy source which will allow him to power a time-travel device he has built. Once he has enough warp-emerald to generate thirteen kilo-ratts of power* he will send the being known as the Verminator back in time to prevent Yan Connaghi from being born.

He believes that the fall of the Sinian Empire has left vast troves of warp-emerald free for looting. In particular, it seems that areas home to many Undead beings ("Gribblians", as they are known in the Skaven tongue) are rich in warp-emerald. Indeed, he has identified a Gribblian Terrorgheist whose hoard is likely to contain all the warp-emerald he needs.

Skritt is always accompanied by his pet, a well-trained rat called Morty McFlea. He intends to use McFlea to conduct the test run of his device.

It has been rumoured that, while on the run from the Connaghi, Skritt stole an item of value from the Underland goblins. The nature of this item is as yet unknown.


*Author's note: this is the power required to propel the device at a speed of eighty-eight miles per hour.


***CREDITS***

The Great Skritt was sculpted by none other than our very own Lord Blood the Hungry.

Profile: Da Green Night Gobbo

                                                 

Nominally second in command to the Questin' Grot, the Green Night Gobbo is something of a loose cannon even by Grotonnian standards. Rarely expected - or even wanted - within the halls of Grotonnia's king, he wanders the surrounding region looking for easy plunder and unsuspecting victims.

Although he is at best an occasional presence in the armies of Grotonnia, he has an almost supernatural ability to arrive on the battlefield, unlooked-for and unheralded, a hero emerging from the mist, just as the fight is going really well. This unearthly sense of timing has earned him many descriptions in the tongue of the Underland - "myffic"*, "effeereul"**, and "annanigma"*** to list but three.

He has a nose for loot and on many occasion the Questin' Grot - sick of having his boots stolen or his codpiece pilfered - will convince the king to feed him to the squigs, only for the Green Night Gobbo to show up at that very moment bearing a new shiny bauble as a gift and weasel his way back into royal favour. Such an uncanny talent for self-preservation means he is most often known as "git"****.

 


 

 

 

 

 

 

 

 

 

 
 
 
 
 
*tr: "Git"
**tr: "Git"
***tr: "Git" 
****tr: "One of questionable personal and moral qualities"

Profile: The Twins

 

The Twins - known to their handlers as Big and Bouncy - are two of the most gruesomely cheerful denizens of Grotonnia. When they were younger, the Grotonnians would use them as bait in a Djael, or ambush, when hunting loot-carrying quarry. Now they have reached full maturity, they are a prized asset on the battlefield where they will be prodded into place by means of the 'Wunda-bar', a large and rusty iron spike. They will be maneuvered into a position in which they are both impressive and intimidating to the enemy commander, whereupon they will be unleashed in all their manic glee while the rest of the Grotonnians sneak round the back of the distracted foe and stab 'em up.


Regions of the Underland: Grotonnia

Oi! Ya git!
 
Little more than a patchwork of caves and tunnels, Grotonnia is a relatively insignificant corner of the Underland. Its one notable feature is a deep underground lake which has - at least as far as the Grotonnians are concerned - mystical properties. The nature of the lake is unknown, but the area produces a prodigious number of squigs, the bounciest of which are captured and trained to be used as steeds by the Knights of Grotonnia.

The Knights are led by the one known as Da Questin' Grot and his not-at-all-trusted 'left tenant' The Green Night Gobbo. The Knights regularly raid and pillage nearby settlements, although they have grander aims to conquer the entire world and usher in the Age of Squigmar.

Most Grotonnians keep a pet squig.