Thread Recompilation - Places

(Proposal) Rincewood (Village and Forest)

And, amazingly, in this thread, we had a description of...Rincewood!

Rincewood
Small Town
Gold piece limit: 585 gp
Population: 1,689
Total wealth: 49,348 gp
Captain of the guard: Gregor Lycian (LG Human Fighter 2)
Village Patrol: 16
Militia: 84
Mayor: Telrius Slayne (lawful good aristocrat 9)

Rincewood is the name of both the small forest and town which lies approxmately 100 miles east of Orussus. Its most notable features is a temple of Hyrag, built there because it was the birth place of the great Champion of Hyrag Basera (Paladin 6/Brightstriker 6).​
 

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Discussion -- (Proposal) Rincewood (Village and Forest)

I guess my only comment is that Rincewood isn't on the map. It would either be on the road to Fallon or just north of it.

Hmm, come to think of it, the road to Fallon once passed further south, close to the River Roars. I wonder if the new route became more popular about the time Rincewood started to become really established...
 


(adventure) Armgill’s Heirloom - <Knight Otu Judging>

This one barely got off the ground, but still had some nice stuff. First, a description of Armgill Manor:

The Armgill Manor is in the north part of the city, only a few blocks from the garrison barracks and on a major street that is used to access the harbor. The Armgill’s are somewhat well known in the city. They own a fleet of small trading ships that run between Orussus and the Vestermarch cities, as well as a few warehouses along the docks. The Manor itself is Hendrallian architecture and stands out in the city. It is a solid limestone castle like design that is about three stories tall with two small rampart towers on opposite corners that reach a half story taller than the pitched roof. Large oak doors with ghoul knockers under a ramparted balcony mark the front of the manor. A few dead Ivy vines scar the gray face of the house, the color being only broken by a few stained glass windows that seem decorated as flames.​
We should also note the following fact:
  • The rings on the door knockers at the Armgill Manor are heavy, but have a muffled sound when striking the wood of the door.
And this description of the foyer of the Manor:

The room is about thirty feet in depth and twenty in width. There is an open archway at the far end of the room, with no other visible exits. The room is lit by two lamps on the far wall on either side of the archway and another on a table to the right of the entry. There are a few pieces of parchment and an ink vial with feather pin on the table. Visible through the archway is a painting on a wall only ten feet behind the archway. It appears to depict an elaborate keep on a hill overlooking a valley dotted by farms and a small village, with a creek running through. It is quite a sight.​
The thread concludes with a few geographical facts:
  • There is a place in EnWorld called Brimbor.
  • There is a place in EnWorld called Nerv. It was the site of a famous siege in the Hendralian-Medibarian war.
  • Not far from Orussus, the road to Fallon crosses a 4-acre meadow with an old cabin on the north side.
 

Archive - The Dwarves of Mt. Yurgind

This was just a proposal thread that did add some interesting flavor. Here's a description of the war between the dwaves and the goblins under Mt. Yurgind:

The Tenth Hell
The Wars Under Mt. Yurgind from a Dwarven Point of View

Deep in the bowels of Mt. Yurgind, far from the sunlit lands, goblins and dwarves do what they have done since the beginning: they go to war.

For a dozen generations, the dwarves fought what they called "The Tenth Hell," a bloody conflict fought primarily over, within, and through two score great halls (butressed and worked caverns ranging in size from a small town to a underground valley complete with river and lake) and the surrounding tunnels and chambers. Dwarven tradition tells that those halls were some of the most beautiful ever to be carved from the bones of the earth, though at the end they were but shadows of their former glory - broken and despoiled by centuries of endless warfare.

For eleven of those generations, neither dwarf nor goblin line moved more than a little, and never for long. The great halls, damaged by dwarven war machines and goblin traps, became unsafe for travel, and the fighting moved into smaller side passages. The Company of Pick and Axe was born, and as that mercenary company proved the superiority of skilled and hardy tunnel fighters in this new type of warfare, young dwarves joined similar groups in droves. While the conflict was punctuated with pitched battles ever few hundred years, for the most part the dwarves lived in relative safety, protected from their adversaries by terrain and professional warriors. For a hundred years, the Companies pushed the borders, updating old maps, rediscovering old veins, and reclaiming old and forgotten treasures. Dwarven boots once again tread the old ways - the Tenth Hell had finally ended.

But in the twelfth generation, not less than one hundred years ago, when dwarven hands worked steel for beauty rather than for a sharp edge, the goblins struck. With steel and flame and tricks thought long forgotten they overwhelmed the dwarves. Almost overnight, goblinoids ruled the great halls. Within a months, they had pushed into caverns that had never heard a goblin's cry. And the bugbears, the core of this new goblin army, were viscious in their victory, burning whole clans when they could. Then, as suddenly as the goblin's march began, it ended, seemingly without reason. Yet even granted this small mercy, the dwarves of Yurgind had been broken, perhaps never to arise again.

Yet some of the old clans live still - the Stonehelm, the Rockfall, the Ironbender - and they have not given up hope. For them, the days of the Company of Pick and Axe are gone. No more can professional soldiers carry the burden; instead every dwarf, no matter station or skill, plays a role in the great war.​
 

I like this bit of dwarven history. It would fit with the dwarves that live North of Monemvassia. If this isn't already placed somewhere in LEW, perhaps it could be put in the western Northern Mountains.
 

Discussion - (Archive - The Dwarves of Mt. Yurgind)

First, Mt. Yurgind is on the northern map, the one just north of the map that shows Orussus. The northern map is the one that almost but doesn't quite extend far enough west to show Monemvasia.

Mt. Yurgind is the lone mountain in the middle of the plain, more or less in the middle of the map.

My only concern here is a possible conflict with the Proposal - Cloudeater/Small God? thead. I don't have a problem with no rain falling near Mt. Yurgind, and we can have any one of several magical or mundane reasons for that. But if Mt. Yurgind actually was a small god named Cloudeater, I don't think generations of Dwaves and Goblins would be tunneling through him!

Maybe there really isn't a small god named Cloudeater, and the story of how he eats clouds is only told by those completely ignorant of the fierce struggle in the halls beneath the mountain...
 



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