Editing
Hex by Hex
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=6= ==Tower of Arun Tor== The Tower of Arun Tor sits atop Dol Arun, a hill in the Highlands of Erenby. Formerly the home of Pertwee Village's lord, it was abandoned a generation ago when the last resident, Lord Bascom, died without a known heir. The tower is four stories high, each slightly smaller than the one beneath. Unknown to most, the tower has just as many sub-levels underground, where Lord Bascom plied his second, secret trade-that of a necromancer. It is uninhabited today and rumored to be haunted-a rumor that may be true, considering its history. ==The Village of Pertwee== Pertwee Village lies amidst the rolling Hills of Erenby. The primary occupation of its residents is herding goats and sheep on the grassy slopes, though they also forage for mushrooms in the many shallow caves that dot the hills. The village itself is surrounded by a wooden stockade for protection from bandits and lesser humanoids that also inhabit the hills. A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since. ==Grazing Lands== ==Driving trail and Grazing Lands== Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd. ==Grazing Lands== ==Old Road Diminishes== As the old road from King's Bridge continues to the northwest through this lightly wooded region, weeds, shrubs, and other plants sprouting between the stones become more frequent. Eventually the road becomes little more than a trail, with only the occasional cobblestone or weather-worn marker to tell of what it once was. ==Unclaimed 7== ==Unclaimed 8== ==Melroth's citadel== A Highland fortress built across one of the canyons leading into Ragnar's Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure. the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep's de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold ==EverFreeze== High in the Baskan range sits a land that is always covered in ice and snow, deemed "Everfreeze" or "The Land of Ice and Snow" by most people, Sages and Scholars call it is "Ragnar's Glacier." Whatever it's name it is a harsh place, cruel and punishing to those who don't know it's ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight. ==Dune sea== Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts. Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct "silk road" to the rich south, with the Centaurs serving as middle men. ==Tomb Pass== Here the Southern Way crosses over part of the Baskin Mountains in what is locally known as "Tomb Pass" due the presence of so many graves near the entrance. A large population of Dwarfs used to make their home in the Baskins and were a fairly common sight when crossing the passes. About a generation ago the Dwarfs became more and more insular, until finally they drew back from the world entirely. In the last months of their interaction with the world the Dwarfs were more and more fearful, not only for themselves but for anyone they talked to. No one knows if the Dwarfs are still around, or what ever became of them.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information