Area Surrounding Farkeep

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Back to the Campaign: Time of the Green Star


GreenStarMap.jpg

1 - Woodmere: Location of water spirit which is troubling the goblins.

2 - Goblin Village: Goblin artisans live who sell glittering trinkets and devices that deceive their buyers

3 - Far Keep (headquarters for the group): Contains 2 towers, one used by Glixi the pixie wizard and the other was used by the old keep wizard. We have explored the old tower already and found a series of caverns which wend down to the Gate to the Green Star-a spooky subterranean henge that enables teleportation to the Green Star.

4 - River Troll: Smarter than the average troll. Made a deal with the Company of Farkeep to quit the land in exchamge for his safety and a 'present'.

5 - Bandit Camp: Cleared by the party. The bandits (Barrowman and the Felixes) have since become stalwart defenders of the Keep.

6 - Crossroads: a black dog haunts the way. He was not seen for many a year, but the green star's light has rekindled the spectre. The wildman Oglu discovered the secret behind this haunting. The Hound of Farkeep defends the fields close to the Keep and manifests when evil draws near. Oglu found the landscape littered with the remains of monsters which the Hound had rent/ devoured.

7 - Hidden Tomb: This is where the vampire supposedly hides.

8 - Vanishing Tower: Some kind of magic tower which appears? We haven't investigated this at all.

9 - Satyr Lands The a satyrs are a wild , naughty folk, whose antics sometimes cause the villagers harm.

10 - Big Lake: A large serpent overturns fisherfolks' boats and devours them. There are all manner of great fish there too. And bullywugs that raid from the far shore.

There is also another problem not highlighted on the map which we haven't explored yet: "And now we hear, the Wildmen to the west have their own problems. If their dead stalk, shall they not become incursors on our own estate?"

Guildtown[edit]

What's not shown in this map is the town of Guildtown, where the party spent a significant amount of time dealing with the local guilds and trying to rally them. The town is located to the south west of Far Keep, just beyond where the River Troll was listed in the map. It takes approximately 2 days of riding to reach Guildtown from Far Keep.

"Guildtown. Thriving free city on the long Green River. Bustling with merchants, knights, tinkers-and rogues. Here, in the northern part of the Great Realm, goods can be purchased from all over the kingdom, and from mysterious lands beyond. With its Royal Charter, the Council of Guilds rules freely. Folk not of knightly caste hold sway here, holding to the commercial imperatives of merchant-folk rather than martial honour."

The Griffon - the name of the local tavern/inn.

Hydra island[edit]

Near the marshy SE shores of Big Lake.

A hydra has taken up residence in the cave.

Hydra island.png Fight.png