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Meridian Adventures: The Dragonwick Campaign
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<blockquote data-quote="Rhineglade" data-source="post: 6787975" data-attributes="member: 6801931"><p><strong>Geography of the Meridian Kingdom</strong></p><p><strong></strong></p><p><strong>Rushwind Mountains</strong></p><p>The Rushwind Mountains form part of the western border of the kingdom and continue running westerly to the north of Tritheria and ending in northern Pelinore. The mountains are typically steep and rocky with average heights of 3-4,000 feet. Much of the range is uncivilized and impassable. A few roads or paths lead across the range but these are scarce and not always 100% reliable. Bandits are known to prowl the region as are a number of far more fearsome creatures such as trolls, giants and even the occasional dragon. Several dwarf mining communities dot the area as do a few human settlements. Generally, these communities are more free-willed than the kingdom proper as the affect of law doesn't always reach this far into the mountains.</p><p></p><p><strong>Crescent Hills</strong></p><p>A range of rolling highlands that form the northern periphery of the Kingdom of Meridia. The Crescent Hills are named for the slightly bowed shape forming a sort of crescent. A number of rivers cut through the vales while the hills themselves can reach heights of 600-800 feet above sea level. The Crescent Hills are somewhat more populated than the Rushwinds and travelers may find remote villages scattered throughout the range. Most of these are communities of simple herders, trappers and hunters though some regions are also conducive to small scale farming. A number of lesser roadways cut through the mountains but the most traveled is the Royal Road which connects Squiregate to Northwick. Travel along these roads is somewhat secure as the military does patrol them on a regular basis and way stations are more common. Venturing off the path and higher into the hills is a bit more precarious as the hills are home to ogres and several clans of hill giants. Gnome and halfling communities are certainly more friendly to visitors but they are scarce.</p><p><strong></strong></p><p><strong>Wychwood</strong></p><p>A largedeciduous woodland forming the majority of the eastern most borders of the Kingdom of Meridia though the kingdom only controls but a few miles or so into the wood itself. The wood has long been thought to be haunted by the fey who do indeed seem to dwell in large numbers but the forest is also home to a number of other creatures such as bugbears, goblins and orcs.Several human villages are found particularly along the western fridge who claim allegiance to Meridia. Most of these are home to simple forest folk and woodsmen but simple trade also occurs between them and the towns and villages beyond, particularly in the form of furs, herbs, timber and fruits of the forest. A small band of rangers is said to patrol the southern region of the wood while a small cabel of druids oversees the whole of the woodland. The druid elder is said to be particularly powerful but with very little concern for the outside world beyond the trees.</p><p></p><p><strong>Bramblewood</strong></p><p>The central woodland of Meridia, the Bramblewood is a deciduous wood a fraction of the size of the Wychwood but with an extensive undergrowth making passage in certain areas also impossible save through magical means. The Bramblewood has long had a bit more sinister reputation as it is home to a few bandit tribes, a few of whom are particularly well organized. There are fewer human settlements within these woods though they are not completely absent. The prominent elven town of Swansdown lies but a few miles east of the Greyflood River. The elves owe no allegiance to the human kings of Meridia but are somewhat of an ally in any case. A decent amount of trade in both materials and information occur between the elves and the human merchants that sail their barges up and down the river. A half-elf ambassador from the Court of Meridia dwells in Swansdown to represent the king's interest. He post was established at the request of the Royal Magister Radigund presumedly for diplomatic reasons though why the king would be interested in a fairly small elven community is unknown. An ancient treant of some note dwells within the southwestern fringe of the forest. Going by the name of 'Grandmother Willow,' she has little interest in human affairs but is fairly passive as long as her home is not disturbed.</p><p></p><p><strong>Great Dismal Bog</strong></p><p>A vast marshland that saturates the northeastern portion of the kingdom along the edges of the Crescent Hills and the Wychwood. The swamp is home to a great many creatures both malevolent and benign. Small human villages dwell along the edges making their living through fishing, hunting water fowl and frogging. Lizardfolk dwell further inland and a coven of green hags haunts the heart of the bog. An ancient cult of Molghur, the plague god, once flourished in the swamp and a lost temple is rumored to stand somewhere in these waterlogged lands. Since the Dismal Bog has long been home to a number of rather unpleasant monsters, King Leofric of Meridia has recently begun to build a number of fortified structures in the southwest to monitor the region and keep the borders secure.</p><p></p><p><strong>Caerwall Hills</strong></p><p><strong></strong>The small hills surrounding the capital city are known simply as the Caerwall Hills. These highlands are not overly large, with few hills rising more than a couple hundred feet above sea level but many of them are forested and home to quite a number of beasts. The king often enters the hills on royal hunting expeditions and a number of the more prominent nobles of the realm maintain hunting lodges scattered throughout. The ruins of Caerwall Castle are found to the northeast of the city and are a favorite destination for all manner of intrepid adventurers. Several magical sites are said to be found here particularly the shrine of the Grey Lady, a water fae said to support the noble intentions of the Royal House. The hills are not without their dangers however as bands of wild centaurs claim portions of the more heavily forested hills in the west.</p><p></p><p><strong>Foxfire Marsh</strong></p><p>Encircling the Caerwall Hills is a natural marshland known as the Foxfire. The region is amply named for the great number of will-o-wisps encountered throughout often leading weary travelers to their doom. More dangerous however are the lizardfolk and bullywug clans who jealously guard their hunting grounds often slaying any intruders on sight. Few humans ever set foot within the Foxfire though a couple of druids are known to maintain the integrity of the marsh. They mainly keep to themselves, rarely approaching other humans but they are not believed to be hostile and are known for their knowledge of the region. In recent weeks, a number of corporeal undead have been spotted trudging through the marsh though their origin and purposes remain largely unknown.</p><p></p><p><strong>Mount Wildfire and the Wildfire Hills</strong></p><p>Marking the great western frontier of Meridia, this active volcano and the rugged hills that have formed in its wake between it and the Rushwinds are a dangerous region to be sure. Horrible creatures such as fire giants and salamanders are found along the volcano's base while equally deadly threats maintain lairs within the hills including manticore, giants and even basilisks. It would be strongly advised to stay clear of this wild country but the simple fact that it is rich in minerals and metal ores seem to attract a great number of characters. Several prosperous mining towns are sprung up in recent years farther to the north and merchants frequently pass through between Meridia and Tritheria to the West. The volcano, through still active, has been silent for centuries though it still spits plumes of smoke and ash on occasion. The volcanic ash that has been blown down to the plains in the east make the land extremely fertile and conducive to farming. A great many farming villages dot the countryside while keeping a steady and watchful eye on the ominous volcanic neighbor to the west.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6787975, member: 6801931"] [B]Geography of the Meridian Kingdom Rushwind Mountains[/B] The Rushwind Mountains form part of the western border of the kingdom and continue running westerly to the north of Tritheria and ending in northern Pelinore. The mountains are typically steep and rocky with average heights of 3-4,000 feet. Much of the range is uncivilized and impassable. A few roads or paths lead across the range but these are scarce and not always 100% reliable. Bandits are known to prowl the region as are a number of far more fearsome creatures such as trolls, giants and even the occasional dragon. Several dwarf mining communities dot the area as do a few human settlements. Generally, these communities are more free-willed than the kingdom proper as the affect of law doesn't always reach this far into the mountains. [B]Crescent Hills[/B] A range of rolling highlands that form the northern periphery of the Kingdom of Meridia. The Crescent Hills are named for the slightly bowed shape forming a sort of crescent. A number of rivers cut through the vales while the hills themselves can reach heights of 600-800 feet above sea level. The Crescent Hills are somewhat more populated than the Rushwinds and travelers may find remote villages scattered throughout the range. Most of these are communities of simple herders, trappers and hunters though some regions are also conducive to small scale farming. A number of lesser roadways cut through the mountains but the most traveled is the Royal Road which connects Squiregate to Northwick. Travel along these roads is somewhat secure as the military does patrol them on a regular basis and way stations are more common. Venturing off the path and higher into the hills is a bit more precarious as the hills are home to ogres and several clans of hill giants. Gnome and halfling communities are certainly more friendly to visitors but they are scarce. [B] Wychwood[/B] A largedeciduous woodland forming the majority of the eastern most borders of the Kingdom of Meridia though the kingdom only controls but a few miles or so into the wood itself. The wood has long been thought to be haunted by the fey who do indeed seem to dwell in large numbers but the forest is also home to a number of other creatures such as bugbears, goblins and orcs.Several human villages are found particularly along the western fridge who claim allegiance to Meridia. Most of these are home to simple forest folk and woodsmen but simple trade also occurs between them and the towns and villages beyond, particularly in the form of furs, herbs, timber and fruits of the forest. A small band of rangers is said to patrol the southern region of the wood while a small cabel of druids oversees the whole of the woodland. The druid elder is said to be particularly powerful but with very little concern for the outside world beyond the trees. [B]Bramblewood[/B] The central woodland of Meridia, the Bramblewood is a deciduous wood a fraction of the size of the Wychwood but with an extensive undergrowth making passage in certain areas also impossible save through magical means. The Bramblewood has long had a bit more sinister reputation as it is home to a few bandit tribes, a few of whom are particularly well organized. There are fewer human settlements within these woods though they are not completely absent. The prominent elven town of Swansdown lies but a few miles east of the Greyflood River. The elves owe no allegiance to the human kings of Meridia but are somewhat of an ally in any case. A decent amount of trade in both materials and information occur between the elves and the human merchants that sail their barges up and down the river. A half-elf ambassador from the Court of Meridia dwells in Swansdown to represent the king's interest. He post was established at the request of the Royal Magister Radigund presumedly for diplomatic reasons though why the king would be interested in a fairly small elven community is unknown. An ancient treant of some note dwells within the southwestern fringe of the forest. Going by the name of 'Grandmother Willow,' she has little interest in human affairs but is fairly passive as long as her home is not disturbed. [B]Great Dismal Bog[/B] A vast marshland that saturates the northeastern portion of the kingdom along the edges of the Crescent Hills and the Wychwood. The swamp is home to a great many creatures both malevolent and benign. Small human villages dwell along the edges making their living through fishing, hunting water fowl and frogging. Lizardfolk dwell further inland and a coven of green hags haunts the heart of the bog. An ancient cult of Molghur, the plague god, once flourished in the swamp and a lost temple is rumored to stand somewhere in these waterlogged lands. Since the Dismal Bog has long been home to a number of rather unpleasant monsters, King Leofric of Meridia has recently begun to build a number of fortified structures in the southwest to monitor the region and keep the borders secure. [B]Caerwall Hills [/B]The small hills surrounding the capital city are known simply as the Caerwall Hills. These highlands are not overly large, with few hills rising more than a couple hundred feet above sea level but many of them are forested and home to quite a number of beasts. The king often enters the hills on royal hunting expeditions and a number of the more prominent nobles of the realm maintain hunting lodges scattered throughout. The ruins of Caerwall Castle are found to the northeast of the city and are a favorite destination for all manner of intrepid adventurers. Several magical sites are said to be found here particularly the shrine of the Grey Lady, a water fae said to support the noble intentions of the Royal House. The hills are not without their dangers however as bands of wild centaurs claim portions of the more heavily forested hills in the west. [B]Foxfire Marsh[/B] Encircling the Caerwall Hills is a natural marshland known as the Foxfire. The region is amply named for the great number of will-o-wisps encountered throughout often leading weary travelers to their doom. More dangerous however are the lizardfolk and bullywug clans who jealously guard their hunting grounds often slaying any intruders on sight. Few humans ever set foot within the Foxfire though a couple of druids are known to maintain the integrity of the marsh. They mainly keep to themselves, rarely approaching other humans but they are not believed to be hostile and are known for their knowledge of the region. In recent weeks, a number of corporeal undead have been spotted trudging through the marsh though their origin and purposes remain largely unknown. [B]Mount Wildfire and the Wildfire Hills[/B] Marking the great western frontier of Meridia, this active volcano and the rugged hills that have formed in its wake between it and the Rushwinds are a dangerous region to be sure. Horrible creatures such as fire giants and salamanders are found along the volcano's base while equally deadly threats maintain lairs within the hills including manticore, giants and even basilisks. It would be strongly advised to stay clear of this wild country but the simple fact that it is rich in minerals and metal ores seem to attract a great number of characters. Several prosperous mining towns are sprung up in recent years farther to the north and merchants frequently pass through between Meridia and Tritheria to the West. The volcano, through still active, has been silent for centuries though it still spits plumes of smoke and ash on occasion. The volcanic ash that has been blown down to the plains in the east make the land extremely fertile and conducive to farming. A great many farming villages dot the countryside while keeping a steady and watchful eye on the ominous volcanic neighbor to the west. [/QUOTE]
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