Part of the Winter Is Coming RPG Blog Festival.
The winterlands of Nerath are brutal and
cold, a temperament shared by the prominent race that call them home, the so
called snow elves, the Aeskakiaur. These lands, far to the north of Nerath,
well beyond the trade routes and several weeks of hard travel from the frontier
outpost of Winterhaven, are harsh and unforgiving.
You will find wide rivers of ice cold
water, filled by the spring melts and occasionally filled with broken chunks of
ice that have collapsed at the rivers glacial source.
You will find foreboding mountains, grim
and dark, storm clouds wrapped around them, with their jagged peaks permanently
capped in snow.
You will find rough broken coastlines,
their rocky beaches pounded incessantly by wave after crashing wave, the surf
seemingly ready to pull careless travellers into its black and ice cold foam
embrace.
And in these winterlands, you will find
constant threats and dangers. From weather systems that create intense
blizzards where the sky and land become one, causing even the most perceptive
rangers to lose their mind in the whiteout, to brutal storms that fill the air
with shards of ice that can cut your skin to shreds, to gusts of wind that can
pluck even the heaviest of warriors from their feet, blowing them off knife
edged arĂȘtes. There are predators that lurk, silently, their bodies almost as
cold as the snow around them, waiting for prey to walk past, and where the
influence of the feywild creeps through. Caves give shelter to frost giants,
cave trolls and other fell beasts that are only too willing to tear you limb
from limb.
Welcome
to the Winterlands...
Few willingly travel north from the Nentir
Vale, for there is little to see beyond the muddy track as it gives way into
the Winterbole Forest . The forest is large, but not as
large as the peaks that rise up behind it, their immense size seemingly casting
a shadow that brings a chill and silence to the air. This far north, the
seasons get shorter, spring, summer and fall fit into the span of a single
season nearer the Midnight
Sea . And winter comes
quickly, creeping up on the scant few days of autumn and plunges the
winterlands into an unforgiving darkness. It is little surprise that the few
ruins and dungeons of ancient design that can be found are referred to under
the name, The Sunless Citadel.
If the land is so dangerous, the question
remains, why would adventurers travel to the winterlands and put their lives in
such jeopardy?
While the winterlands are sparsely
populated, the snow elves and few barbarian tribes that call the land their
home are hardy, and having adapted to the environment, incredibly knowledgeable
about how to survive here. One must remember that the arcane winds that blow
across the surface of Nerath do not do so equally, and while all of the world
can tap into these energies, there are some areas where the energy pools or
travels in a predictable and thus exploitable manner. These special sources do
not exist unnoticed, for the ancient powers that wrought devastation upon the
land now subtly change these sources. From a unnaturally cold plunge pool of
clear water ben eath
a waterfall, to a twisted copse of trees upon a remote sea cliff, to the ley
lines that emanate forth from intrusions of the feywild onto the natural world,
these sources of immense power are generally located in here in the wild, far
from civilization of any kind.
For the tribes of humans that do live here,
survival has become almost a religion. These people are as wild as the lands
they inhabit, possessing a fierce fighting spirit and unstoppable survival
instinct. And while they may appear brutal and insular, they are a caring
people, well versed in the ways of nature. Their skills as wilderness scouts,
trackers, and hunters are legendary.
These people are tall and heavy framed,
their broad shoulder and muscular arms creating an intimidating profile, and
this appearance is common amongst both the males and the females. There is no
inequality between the sexes here - all are needed to help in order to survive.
Both sexes wear their hair long and uncut, to have your hair removed is the
mark of an outcast, and their clothing is simple, furs and hides, felt and
wool.
Trade is important amongst those of the
winterlands, and they willingly trade between tribes, the Aeskakiaur, and
travellers. Food and warm clothing are the most sought after items, often in
exchange for crude items made from bone or stone, abundant materials in these
cold wastelands. Travellers should not be quick to refuse such items though,
for these natives spend the winter months huddled together, sharing their
warmth and crafting these items, imbuing them with a shared primal power. While
these items look crude, lords and kings throughout the known world are willing
to pay good gold to get their hands on an item.
As the long winter retreats and the spring
thaw begins, the tribes, Aeskakiaur, and the beasts of the winterlands migrate,
trying to outpace the swelling turgid rivers of cold water. Unsurprisingly,
this leads to conflict, as travellers find themselves stranded or swept away,
and the natives have to choose to help those they can trade with, or hunt and
gather supplies in the short time they have before darkness cloaks the
winterlands again.
Specific
Areas of the Winterlands
The Giant
Artwork courtesy of @symatt. Click through for full-sized image. |
The
Goblin Fens
One of the more temperate areas of the
Winterlands, the Goblin Fens are a series of streams and ditches criss-crossing
a marshland that is fed by the spring thaw meltwaters. The goblins that inhabit
this land are dirtier than most, their leathery skin caked in the silt of the
fens, and they travel in the water, swimming from bank to bank rather than
constructing bridges that would only get washed away. Unlike the hordes of
goblins that amass upon the plains of the Stonemarch to harass the towns of the
Nentir Vale, these band together into small groups where they use their wicked
intellect to drive travellers into swampy pools of mud that drag them in like
quicksand.
The
Icemarsh
Where the Dawnforge Mountains
meat the grand peaks of the Winterlands lies the great glacier of the Bhallsk,
and upon that glacier is the Icemarsh. While much of the Winterlands sees the
brief changing of the seasons, the Icemarsh doesn’t, here it is perpetually
winter. Unnatural darkness drains the colour out of whatever light illuminates
the land, and frost develops quickly upon any surface, ice crystals reforming
mere moments after they are scrapped away. Only travellers come here, for the
natives claim that an ancient curse means the Icemarsh will never feel heat
again.
While most of the Winterlands melt and
flood, the Mist Valley is fed by a constant stream of
water. Warm underground springs heat the base of the glaciers above, and the
resulting meltwater plunges down ragged cliffs of alabaster rock to slam into
the coldest, crispest, and clearest plunge pool in the Known World. Waters
drawn from here are so pure that they can be used to create potions of
incredible strength. The downside is that the waterfall produces a thick mist
that obscures the valley, allowing predators sensitive to the arcane forces
that cling to heroes to lurk here.
See more entries in the Winter Is Coming RPG Blog Festival.
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