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The Dire Lands

11/16/2014

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The Dire Lands is an enclave of evil in the otherwise good eastern side of Holimoren.  During the Age of Damnation there were two armies that struggled to remove all that is good from Holimoren.  One evil army met its end near the Skyneedle, but the other just petered out on it's way to lay siege to Holin and Palaidius.  This army and it's entourage settled several towns, like Gulch, Stockpile Kygger, and Sword Springs.  Time without significant leadership has given economic and social pressure enough time to erode the evil of the Dire Lands.  Compared to truly evil lands like The Choatic Disunion and The Venge Kleptocracy, the Dire Lands is a minor threat.  But given it's location well inside the traditional boundaries of the good lands, it is an area most travelers would be mindful to avoid.  Budding adventurers from Holin, Palaidius and the Union of the Free often find their first taste of battle in the Dire Lands.  But many also meet their untimely demise there.
Geographically, the Dire Lands are bordered on the west by the Moor River and the eastern border is ill defined, but roughly a day's horse ride from the last major outposts.  The Gulf of Highstar is the bottom edge of the Dire Lands and the interior is mostly high moors.  There is little farming outside of the areas that border the Moor River, with livestock being raised in the hills of the Moors.  There is very little outside trade from the central districts, goods flow from the interior to Gulch and Kygger, both on the Moor River.  The Gulf of Highstar is dotted with small villages, most are just about a day apart by horse.
    Politically there is very little structure outside of the townships.  Gulch and Kygger fight for overall control, but it's like herding cats.  The central part of the Dire Lands nominally acknowledges the remnant command structure from the army days, but neither leading city is willing, or able really, to field an army to enforce their wishes.  Most of the citizens are Chaotic Neutral with Evil tendencies, but Gnolls, Orc, Goblins and Trolls are still plentiful, especially away from the river.  Being a hilly region, Gnomes and Dwarves mining outposts can be found, but after years of pressure from the army, they are very distrustful and well hidden.  Most adventures from the Dire Lands are thieves or fighters, with Illusionist and druids being the more likely of the clerical and magic user types.  Most true clerics and magic users end up being very powerful very quickly due to the political power vacuum, but that surge also attracts adventures from the surrounding lands.  This forces them to either flee to the west, or ends their attempts at power.  There is a good deal of magical items in the region, usually from incoming travelers.  It is mostly combat magic, swords, armor, but there is rumor that the head of the evil army back in the day had several powerful items, including a staff of power and a ring of human control. 
    Interesting physical features of the area include the Moor Glacier, rumored to have a junction to the para-plane of Ice at the top of the glacier, Fenn Lake, which is near Stockpile and the odd Blake's Chasm.  Blake's Chasm is at the end of the Moor Hills, just between Buchfallo and Bearavel.  It was discovered by Earsent Blake who would travel from the Holin to Kygger road to the Moor Glacier for ice in the summer time.  After many years of this route, Blake was surprised to find the Chasm blocking his way.  He tried to build a bridge across it, but he went missing during the construction.  He's rumored to have fallen into it, but scrying by wizards has not located his body.  Given the glacier's link to the para-plane of Ice, it is has been theorized that another planar rift has opened, causing the chasm.

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Magrican

10/30/2014

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Founded as a city to practice magic without the normal laws that most towns had to restrict magic.   The town was founded by a pair of wizards wanted to practice magic how they wanted, when they wanted.  Soon it turned into haven for Magic Users and turned into a full city of almost 15,000.  You don’t have to be a wizard to live here, but you’ll probably either work for one, or know one.  Since the city is full of very powerful magicks, crime is almost nil.  After the rise and fall of Armageddon, the Gods dictated new terms for those that would use magic, and the city became the host for all those activities.  And as the Turn influenced more and more wizards to become loners, the number of clerics rose to almost as much as the wizards.  Located in the heart of the De-Magicked zone, legend has it that Magrican actually exists as a gateway to the dimension of Magic.
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Forlan River

10/30/2014

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Located between the High Moors and the twin mountains Solarius and the Skyneedle, this fast river forms the north eastern side of the Highstar flood plain.  Ending with a wide delta, the river keeps the flood plain from the evil of the sunset side of the High Moors.  The valley that the river runs down does allow the Barbarians from Airybus to come down in numbers which can cause emigration and pacification problems.
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