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diff --git a/src/apocrypha/region_thenorth.org b/src/apocrypha/region_thenorth.org new file mode 100644 index 0000000..7294de6 --- /dev/null +++ b/src/apocrypha/region_thenorth.org @@ -0,0 +1,85 @@ +The North is comprised of seven major areas, the White, the Wall, the +Wastes (or Spiritlands), the Chill-Lands, Fort North, the Vast, and +the Sunpeaks. + +** Regions of the North +*** The White +The White is a region of bitter cold at the northern edge of the +world. It is constantly snowing from an eternal blizzard that swirls +around the edge of the world. It's chilling winds and subzero +temperatures make the White one of the most inhospitable places in +existence. But it is not empty. + +**Ice wights** roam the icy plane, remnants of those who knew the land +before the coming of the storm. But even these are benign compared to +the greatest danger of the frozen north, The White Death. + +Her lair lies hidden in mountain crag, covered deep with snow. The +greatest of her kind, the White Death is an ice dragon of unspeakable +size and power. It is said that she has seen beyond the boundary of +the world and glimpsed the great beyond. She wants to forget. + +Her presence in the cavern inadvertently protects one of the eight +Shadefalls (the permanent anchor and gateway to one of the eight +shades, in this case, the Icebright), from which she also is able to +draw energy to heal herself and power her Icy Breath, which magnified +by the power of the Shadefall, has the ability to turn creatures fully +caught in it to ice. + +*** The Wall +TODO - Goblins, Giants, and the Throne on the Golden Road + +*** The Wastes (the Spiritlands) +Roving tribes of frost goliath and half-frost goliath barbarians roam +the area known as the Wastes. Drawn to the area by the presence of +the Giants to the north, the barbarians are always alert to the +dangers of the Frozen Throne and regularly form war parties to destroy +whatever designs or advances are made by the Frost Giant kingdom. + +They do not do so out of any loyalty to the empire, but out of a sense +of reverence to the land itself and for some, a sense of paternalist +duty towards the unknowing smallfolk to the south. + +The tribes come together for the biennial meeting at the ancient +circle of stone known as 'gianthome'. It is a sacred location and is +said to be the location of the ancient ritual which created the first +goliath. + +TODO - Gianthome Circle, non-goliath inhabitants, faunus, spirits + +*** The Chill-Lands +TODO - Twelve-Towns + +*** Fort North +The only part of the north which can accurately be described as being +controlled by the Empire. + +TODO - Fort North + +*** The Vast +The mountain plateau of swirling frozen wind and thousands of natural +shifting gateways into the Icebright. The entire area is suffused +with magic, which causes creatures that spend too long inside the area +to grow in size and risk becoming shaded. + +A creature shaded by the Icebright, cannot leave the Icebright or the +Vast without suffering penalties [???]. A creature born in the Vast +which has resistance to either Radiant or Cold damage may be able to +gain the benefits to size given by the Vast without becoming shaded. + +TODO - magic of the vast, geography, peoples + +**** Cities in the Vast: +***** Monastery of the North Wind +TODO +***** City of Glass +Home to a powerful sorcerer [Air Genasai Frozen Heart Sorcerer 18/Patron 5] who TODO + +*** The Sunpeaks +Huge mountains. Connected to the Upperlight. Sun-soul monks and +clerics of Tabor. Conflict with the Coastal Colonies (and Black +Tongues, who have tried to take it over) . Not officially part of the +empire, though not for lack of trying on the part of the Emperor and +the nearby barons. + +TODO - Description of warming due to gateway, sunlight, constant daytime |