Our first journey around the Olden Lands will be a
whistle-stop tour, hitting one destination in each of the nine regions.
We’ll start in Region 01: Mhordlakh and Bagaudia, where
we’ll visit the large town of Paúkgrad , the
infamous City of Spiders .
Built atop a dark black shelf on the shoulders of the Mordhlagh
Mountains , the City of Spiders is spoken of only
in whispers, for it is said to be home to a powerful order of sorcerers and
priests dedicated to the Chaos-God Örümdjak, the Shadow-Spider. It is known
that the forests and hills below the city teem with gigantic and monstrous
forms of spiders, many of which can be found in circuses and menageries of the
powerful and wealthy across the Olden Lands. Some believe that the unclean beasts
are intelligent and work at the behest of the priests; that the circuses in
which they are found, especially those managed by Bagaudians, are hotbeds of
Chaos and sorcery.
Next we visit the Region 02: Middle Lands
and the Northern Wilds, specifically Pfeilburg, in Gyrax, the only city
dedicated to the ancient faith of Druidism and the home of the Archdruid of
Gyrax. The nearby forests of the Krampusbergen are home to all manners of
beasts natural and Chaotic; the faithful claim that it is druidic power that
contains the beasts of Chaos, while the religious of the Gregorian Church
firmly believe that the beasts of Chaos work hand in hand with the druids.
Though nearly extirpated during the Gottic Crusades in the centuries of the
Gottic Empire, in the last half-century druidism has had a resurgence among the
peasantry of Gyrax, which gives pause not only to the hierarchy in Thysia but
also to the lords and kings of Gyrax, for the druids are no friends of the
nobility who have long oppressed them and burned many of their friends and
family members at the stake.
Third we travel to Region 03: Thundigoth Isle and the Sea of Storms ,
where we find the large city of Gefärhlichesding ,
the second-largest city in the region. One of the semi-barbarous cities of the Gotha in the Starcrag
Peaks , Gefärhlichesding
is named for the great mountain upon which the city sits. For the mountain has
a shape like a colossal, fat, winged dragon, sleeping upon its belly in a coil,
its long tail resting upon its neck. The city sits comfortably within this
ring, the great black-walled castle guarding the only pass standing high atop
the “head” of the dragon, which is an active volcano, lava flowing regularly
from the great cavern that is found at its “mouth.” The mercenary warriors of Gefärhlichesding
are renown across the Olden Lands for their prowess with pike, halberd, and
poleax.
We fly quickly back to the West, finding our next target in
Region 04: Alspadia and Nhorr. Here we briefly visit bazaars, slums, and dives
of Velikigrad, the Big City , the largest city in the Western
Marches and the primary point of trade on the southern Raztinak
Marshes. The lords and merchants of this riverine city control virtually all
trade that passes between Mhordlakh and the South via the River of Night ,
and grow wealthy on the passing back and forth of copper, silver, gold, amber,
amethysts, sapphires, iron, rare woods, and many other resources. Their
greatest trade, however, is in slaves, for Mhordlakh buys many slaves from the
South, and in turn trades many slaves from the North, usually Bagaudians and
savages from Western lands, to the voracious Southern lords.
To the East we sail down the River of Stars
to the northern Serene Sea of Region 05: Elysion and Itlania, where we visit a
city that makes Velikigrad seem a shantytown by comparison. The greatest city
perhaps of all, Velantia, found at the border between Itlania and Elysion,
between the Mountains and the Sea. This vast, teeming metropolis is home to
more than 80,000 souls, most of them said to be damned by merely living in the
greatest of cities. Originally a wooded island, unwanted by either Itlania or
Elysion, it was home to thieves, rogues, outlaws, pirates, and outcasts of all
kinds. Many would say that it has thus changed little, save that said thieves
and pirates now count themselves lords and call themselves merchant-princes. It
is said that if one is seeking something, it can be found here, in Velantia,
and if the Velantians do not have it, it does not exist, so they will make it
for you and sell it to you at ten times its true worth.
From the smoky, crowded streets of Velantia we continue
east, to Region 06: Auriante and the Sunrise
Sea , where we visit the nigh-mythical
Dragon Isles. Home to an ancient and unbroken line of virtually unchallenged Elysian
Hero-Kings, traveling this far to the East is like traveling back in time, for
the people and culture found on these idyllic isles are little changed from
their ancestors who settled here more than two thousand years ago. Sages
seeking the nuances of pronunciation of Ancient Elysian can found it spoken
here as it was when the Elysians first arrived out of the Far
East . All things here seem to have stood still in time for
centuries. Whether this is because of the cultural conservatism of the natives
or an influence of the local metallic dragon population is also a matter for
consideration of sages; for the locals revere and in truth are ruled by the
gold dragons that have made these isles their home for countless millennia.
On the further side of the known world, deep in the heart of
the Old South, in Region 07: Deshret and the Purple Plains, we find the Tomb
Hills, the infamous Ölümtürben, where one is hard pressed to determine the
difference between ancient hill and time-worn pyramid, all surrounded and
surmounted by countless ruined and standing statuary, stelae, mastabas, and
tombs. Here the dead kings and peasants of more than thirty millennia and
countless dynasties of Deshret rest, restlessly, for the hills are known far
and wide for their wandering packs of ghouls, their processions of long-dead
and forgotten pharaohs, the mad howling and gibbering of the shades of Dead
Gods, and wars between necromancers who seek to claim the tombs (and the dark
and fulsome Underworld of the region) as their own domain. Still, even with all
the horrors and dangers, kings and peasants, lords and rogues are brought here
from far and wide by those cleaving to the ancient ways of the Dead Gods of Deshret,
for this is said to be the holiest of lands, where at the end of the world the
dead shall rise, and even the lowliest man buried here shall be as a king, and
the worldly kings buried elsewhere shall be naught but beggars.
To the east again, though not necessarily to a cleanlier
place, in Region 08: Kryx and the Great Southern Swamp we find the Hills of
Dhoraw, a dry, parched wasteland of buttes and plateaus, canyons and dark
valleys. These hills are the southernmost entry on most maps of the Olden
Lands, with the usual notes of “Here be Dragons” beyond. There are no dragons
in the Dhoraw, but there are plenty of harpies, for the hills are their ancient
homeland. The hills of Dhoraw are replete with ruins as ancient as any found in
Deshret, and more unusual by half, all with strangely leaning walls and maddening
lines. Ancient treasures, particularly copper jewelry, strange silver statuary,
and gold kylixes, all encrusted with the native turquoise, can be found in the
vaults of the ruins, guarded by the harpies and by ancient curses and traps.
The local tribesmen hold the ruins to be taboo, but do not stop those who would
seek to loot them, leaving their punishment to the harpies.
Finally, at the furthest end of the Olden Lands from where
we began, in Region 09: Eosha and the Sea
of Steam , we find the strange island of Mupan ,
where exiles from the Far West have settled
and built a microcosm of their distant culture. Since their arrival in the Sea of Steam ,
the Mupanjin, as they are known, have had only minimal contact with the rest of
the realms of the Olden Lands. Most contact is through wandering adventurers,
generally a taciturn and unfriendly lot, or with merchants, who as a rule are
no better at telling the truth than any other merchants. And so little is known
about Mupan; it is known that there are several independent colonies, and that
they do not necessarily get along and, in fact, often war with one another.
And so we are at the end of today’s tour of the Olden Lands.
If you have specific locations you would like to visit next time, please do not
hesitate to drop me a line at jamesmishler@gmail.com, and I’ll see if we can
work them into our itinerary for the next tour. If you want to follow along
with your own map, you can click here to find the Olden Lands Map Pack at DriveThruRPG.com.
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