Three distinct geologic areas comprise Darkmoon Vale. In the
south climbs the Elberwick Rise, a low shelf of basalt upon which almost all of
the Arthfell Forest grows and which eventually rises to a vast plateau covering
most of Andoran. Darkmoon Plain forms most of the vale and contains vast swaths
of grassland and is dotted with geothermal vents, small crags of granite and
the occasional spruce or fir copse. In the north, the valley rises into a
series of foothills, ending on the slopes of the Five Kings Mountains and
anchored in the northwest by the imposing volcano, Droskar’s Crag. The people
of Darkmoon Vale refer to the three zones in the vale as the Uplands in the
south, the Lowlands in the middle, and the Highlands in the north. Enclosing
the vale further, the Wolfrun Hills rise in the east, while the Aspodell
Mountains form the vale’s border in the west.
Darkmoon Vale is a geologically active region, producing
several major events in recorded history and bearing evidence of even greater
activity in the past. Most famous of the vale’s geology is Droskar’s Crag, an
immense volcano that continues to puff out smoke and ash on occasion even 800
years after its last major eruption (known as the Rending). Lava tubes and
other structures wend throughout the lower sections of the volcano, as well as
the Five Kings Mountains it anchors. Closer to civilization, the valley floor is
percolated with mudpots, geysers, and other geothermal phenomena.
Regional Overview
Tucked away in the northwestern corner of democratic
Andoran, Darkmoon Vale is a fairly isolated region with an insular population.
More or less marking the northwestern boundary of the region, imposing
Droskar’s Crag, the tallest stratovolcano in the world, rises to an incredible
height. It casts its impressive shadow across most of the vale, and is easily
the region’s most iconic symbol.
Aside from the lumber trade and an abundance of
well-plundered dwarven ruins, Darkmoon Vale offers little to civilized
societies and thus remains sparsely populated and largely unexplored. Most
business conducted in the vale centers on the harvesting and transportation of
its rich supply of darkwood. The Lumber Consortium owns all of the small
logging community of Falcon’s Hollow and exerts considerable influence over the
larger town of Olfden.
Geography
Many dangers and hazards plague Darkmoon Vale.
Arthfell Forest
Stretching far to the south, most of Arthfell Forest
actually stands outside the vague borders of Darkmoon Vale. The primarily pine
and fir forest generally avoids the axes of loggers affiliated with the Lumber
Consortium, thanks to its lack of darkwood. More than two centuries ago, when
both it and Darkmoon Wood were much larger and a part of the same forest, a
druid circle leader named Narven united the nature-loving peoples in and near
Arthfell forest under his control. Declaring himself the Forest King, Narven
reigned supreme in Arthfell Forest for over 50 years before old age finally
caught him in his sleep. His kingdom quickly disbanded thereafter, leaving
behind few indications of its existence.
Aspodell Mountains
These jagged but relatively low mountains rise to heights
around 9,000 feet at their peaks. A convoluted line connecting the range’s
highest peaks forms the official border between Cheliax and Andoran, placing
most of the range squarely in the former. Only one pass exists through the
dangerous, monster-ridden mountains, and over the pass rises Vendikon Keep.
Only because of the town’s location and its keep’s strategic
importance does Andoran retain its increasingly tentative claim on Piren’s
Bluff, and only because of this claim does the country consider any of the
iron-rich Aspodell Mountains its territory. Unlike the imposing Five Kings
Mountains to the north, however, the Aspodells themselves are not considered
important by the People’s Council in Almas, and thus Andoran grants Cheliax
free reign in the range – except for the all-important Aspodell Pass, of
course.
Darkmoon Plain
Darkmoon Plain comprises all of the Lowlands of Darkmoon
Vale and stretches from the short rise of Elberwick Rise to the foothills of
the Five Kings Mountains and the Highlands. Most of the plain bears the scars
of the area’s extensive logging: wide swaths of tree-stump stubble wind among
geological hotspots.
Darkmoon Wood
While still the largest collection of darkwood in Andoran,
Darkmoon Wood steadily decreases in size with each passing year. The logging
community of Falcon’s Hollow chops away at the woods, harvesting roughly
7,000,000 board feet of timber per year (about 5% of which is darkwood), almost
all of which ends up in Augustana to the south. Formerly a part of Arthfell
Forest, centuries of logging separated the two into distinct forests, with much
of Avistan’s remaining darkwood trees standing among pines and firs within
Darkmoon Wood.
At the current rate of logging, the Lumber Consortium
estimates the Wood only has two more decades before it all falls to the
lumberjack's axe. Numerous factors are beginning to slow the harvest, though,
and Greenfire druids hope to reach an equilibrium of felling and regrowth in
time to prevent the wholesale destruction of the forest.
Elara’s Halfway House: Standing right on the edge
of the woods on a small hill roughly 8 miles outside of town, this small orphanage
recently fell to a fire, killing everyone inside – child and caregiver alike.
Until the tragic fire razed it, the orphanage housed not only the lost children
of Darkmoon Vale, but also those of refugees from Isger and Druma. Now, the
superstitious people of Falcon’s Hollow avoid the sad ruins, calling them
haunted. Although no confirmation of actual haunting exists, people who get too
close to the ruins occasionally vanish.
Forest Elder: The dense trees and thick brush of
the forest give way, parting seemingly in respect for the titanic darkwood tree
that dominates this clearing. Several times taller than a temple minaret, in
one direction the obviously ancient tree reaches into the sky with branches
like a giant’s arms, while in the other it plumbs the earth with roots thicker
than a man’s waist. Its limbs broad and strong, its bark thick and so richly
colored as to almost be black, and its leaves the size of bucklers, the giant
thing is less a tree and more a cathedral of boughs and branches. Some of the
local druids, in fact, actually consider the Forest Elder and its hanging
branches a cathedral of sorts.
This elder darkwood tree is the most ancient of its kind in
Andoran (and likely one of the oldest in the continent). Said to have been
carried as a sapling from the Hissing Jungle and planted here in the distant
past by Deirzir, the Eagle of the First Way, the druids who once guarded the
forest claimed this darkwood to be the root from which all Darkmoon Wood grew.
Local tatzlwyrms occasionally make their lairs in the
immense branches of this massive darkwood. While Greenfire druids frequently
drive out those draconic menaces, others of their kind inevitably return. Why
they are drawn to the magnificent tree remains a mystery to local druids and sages.
Lumber Consortium’s Main Camp: This efficient and
profitable camp stands amid an ugly swath of clear-cutting roughly 15 miles
from Falcon’s Hollow. Five sturdy log buildings – a bunkhouse, a meal hall, an
office, a barn, and a smithy – comprise the camp, which provides for roughly 30
men. Scattered amid the sawdust-covered clearing surrounding the buildings are
numerous wide, heavy carts and sleds.
The Lumber Consortium owns this hard-working camp and
employs all its residents. Most of the men here work as lumbermen, and all 23
of them sleep in the bunkhouse. The camp’s boss, Jarlben Trookshavits, lives in
a small room tacked onto the outside of the filthy and taxidermy-filled office
(in which he works). Similar small rooms attached to the well-organized barn
and the junk-filled smithy house their caretakers as well. Several wanderers
and woodsmen who explore Darkmoon Wood for the Lumber Consortium (ever looking
for new copses of darkwood and other valuable resources) use the camp as a base
of operations, taking warm meals here on occasion and bedding down in the
bunkhouse during particularly foul weather. Experienced tracker and hunter
Milon Rhodam is one of these itinerant residents.
Ulizmila’s Cottage: Deep in the forest stands a
small cottage owned by the witch Ulizmila, said to be a daughter of famed Baba
Yaga. The exact location of this cottage remains a mystery to many, and most people of
Darkmoon Vale are happy to keep it that way. Rumors place with Ulizmila the
power to kill with a word, turn a man into a goat, and to shoot lightning from
her eyes. Few dare look for her cottage, and woodsmen who venture into the
wood and fail to come out are said to be victims of the witch.
Droskar’s Crag
The beautiful and mostly conical stratovolcano known as
Droskar’s Crag stands at the northwestern corner of Darkmoon Vale and anchors
both the wide valley and the Five Kings Mountains. At 28,822 feet, Droskar’s
Crag is the highest peak in Andoran and the highest known active volcano in the
world. Although it continues to emit intermittent puffs of smoke from its two
craters, dwarven volcanologists assure concerned Andoren citizens that a major
eruption is not imminent.
Droskar’s Crusible: Squatting at the foot of
Droskar’s Crag, this ruined monastery sits among ancient, gnarled trees. Made
of simple stone blocks, worn smooth with the passage of time, the stout
building is falling apart. This slow crumbling alone points to the unusually
poor construction of dwarves no longer interested in excelling at their toils, but
merely toiling.
Just prior to their withdrawal from the region to nearby
dwarven holds, the dwarves of the Five Kings Mountains turned to the worship of
the Dark Smith: Droskar, god of toil and labor. As the decades passed, fidelity
to Droskar no longer inspired great works, only works, and the quality of
dwarven craftsmanship plummeted as the stoutfolk attempted to ceaselessly churn
out monuments, temples, and armories in his honor. Droskar’s Crucible is a
hallmark of this decline in imagination and spirit. Its spartan interior is a
testament to the joyless final days of the dwarves. Smooth halls, many of which
are filled with ironblood mushrooms, stretch between cold-stoned chambers.
Crudely hewn tunnels connect the underground monastery directly to dreary mines
and the thundering forge that long ago hammered out steel day and night.
In the centuries since its abandonment, predators and worse
have taken up residence in the ruined building and the tunnels and mines
beneath it. On the surface, within the crumbling building of the monastery
itself, up until recently lived a powerful worg named Graypelt.
Elberwick Rise
South of the wide, flat plain that dominates Darkmoon Vale
climbs a short plateau known as the Elberwick Rise. The large and sparsely
populated Shire of Elberwick fills the rise, which before the Rending ran up
the foothills of the Five Kings Mountains. The resulting collapse of the
northern 30 miles of the plateau resulted in an irregular edge to the rise. In
some places, the rise and the plain transition smoothly in a shallow slope,
while in other areas the break is more sudden and forms 20- to 40-foot-tall
cliffs. Very little of the rise officially resides within Darkmoon Vale, but
the part of it that does holds two of the region’s most civilized locations: the
gleaming tower of Adamas and the mercantile town of Olfden.
Many of the names in and near Darkmoon Vale bear the name of
the Elberwick family, who once held the largest Chelish county within what is
modern-day Andoran. When Andoran became independent, then-count Rochard
Elberwick peacefully surrendered his claim to the land (and reputedly half his
other assets) and sent his son to Almas to enter democratic politics. Today,
People’s Councilmember Wellam Elberwick (son of Rochard) represents the Shire
of Elberwick and Darkmoon Vale in Almas. Wellam remain popular both among those
he represents and with those he works alongside in the capitol.
The Five Kings Mountains
Named for the large carvings of five dwarven kings sculpted
into five passes flanking some of the range’s highest peaks, the Five Kings
Mountains run from the southwest to the northeast and form the northern border
of both Darkmoon Vale and Andoran. The Five Kings Mountains boast 17 peaks
classified as fourteeners (a mountaineering term meaning mountains above 14,000
feet in elevation), a few of which stand in Andoran.
Only one of the five kingly carvings stands near Darkmoon
Vale – that of King Taggun, founder of Taggoret. The massive carving, standing
more than 150 feet high and portraying the king from the waist up, looms over
Kingtower Pass between Droskar’s Crag and Mount Gustus. King Taggun’s carving
shows the powerful and popular monarch wearing an elaborate crown at least as
tall as his own head. His well-groomed beard bears several braids, with
numerous bands and trinkets. King Taggun’s depiction holds a massive hammer in
such a way that its immense head is “resting” on the floor of the mountain
pass. The other four kings have larger but equally elaborate representation,
and all four stand within strategically important passes on some of the range’s
highest mountains.
Thousands of miles of caves, caverns, tunnels, and abandoned
mines are believed to lie beneath the Five Kings Mountains. Prior to the
Rending, dozens of entrances to these underground passages existed all around
Droskar’s Crag and Darkmoon Vale. As a result of the Rending, though, many
tunnels and caves collapsed or were sealed with magma, making entries more
difficult to find in the last 800 years.
River Foam
A relatively minor river, the River Foam skirts the southern
foothills of Droskar’s Crag before cutting across the northern basin of
Darkmoon Vale. The river punches through the Wolfrun Hills via a narrow gorge
filled with rapids and shallows before dumping into the Andossan River.
Despite its proximity to Darkmoon Wood and that Falcon’s
Hollow sits upon its northern bank, the River Foam makes for a poor highway.
Not even riverboats can pass through the Wolfrun Rapids, and the few ferries
and boats on the river (including the Falcon’s Hollow ferry) were carried
overland or built on the river.
No bridge spans the river, but two fords and one ferry
provide ways across the Foam. The only bridge to have spanned the river was
destroyed in the Rending of 3980. One of the river’s fords lies a few miles
upriver from the remains of that bridge, while the other crosses just upriver
from where the Foam dumps into the Andossan River. The lone ferry crosses at
Falcon’s Hollow.
Large, silver-flanked salmon fill the river in the spring
and autumn, spawning at the base of Gold Falls and filling the river with their
easily harvested corpses. Crawdads live all along the river’s banks as it
widens and slows through most of Darkmoon Vale. Otters, fisks, marles, herons,
and various breeds of alligators also live along the river at various places.
Aside from all these animals, the occasional reefclaw makes its way to the
River Foam, as does the infrequent water naga.
Wolfrun Hills
Grassy rises capped with small copses of pine fir drop into
rocky grottos that in turn rise again with low basalt cliffs covered on their
leeward side with scrub oak and prickly shrubs – these are the Wolfrun Hills.
Forming the eastern border of Darkmoon Vale, the high Wolfrun Hills present a
dichotomic geology (and to a lesser extent, climate). The gently sloping
western hills are covered with plantlife (mostly grasses and low shrubs) and
provide homes to numerous kinds of animals (including packs of the eponymous
wolves). On the eastern side, facing the Andossan River, the hills are ragged
and rugged, giving home to tougher plants and more dangerous animals (including
packs of dire wolves. Between these two extremes runs a jagged transition zone
showing the wounds of the Rending. There, in the area between lush and rough,
hills end or rise suddenly in crumbling cliffs, grottos offer sanctuary to dark
druids and heartless bandits, and trickles of water meander for miles before
suddenly drying up.
Organizations
Despite centuries of inhabitation by those who consider
themselves civilized, much of Darkmoon Vale remains wild. This wildness does
not preclude the existence of humans and demihumans, of course, but those who
do live away from their civilized kin band together in groups of their own for
survival and companionship. The most powerful of those groups are described
here.
Dark Druids
Whispered and fearful rumors speak of active dark druid
circles operating in or near Darkmoon Vale. These circles, known as the Shadow
Pack and Third Veil, prey on the innocent people of the Vale and occasionally
cast shadows of doubt over the hard-working members of the Greenfire Circle.
Fangwatch
The shadowy Fangwatch patrols the Arthfell Forest within
Darkmoon Vale, and only occasionally leaves the forest or moves into the heart
of it south of the Vale. Members of this order stand out from other rangers
thanks to their unusual attire and practices. Fangwatch rangers wear
form-fitting bodysuits and other tight clothes, frequently covered with more
flowing outerwear to break up their silhouettes. When seen by anyone outside
the order, a Fangwatch ranger usually wears a half mask covering the nose and
mouth. As they rarely look the part of rangers, most people who see members of
the Fangwatch, their masks, and their unique garb, assume them to be a group of
thieves or other lawbreakers. The rangers long ago gave up trying to convince
people otherwise.
Led by charismatic and boisterous Rutho Steiggerson, the
Fangwatch consists of roughly three dozen rangers and a handful of barbarians.
Rutho grew up in Darkmoon Vale and founded the Fangwatch when he was 19. When
young Tablic first came to the Vale, the two became fast friends (but only
after they engaged in a brief tussle over some argument they’ve both long-since
forgotten). When the young druid became the leader of the Greenfire Circle,
Rutho introduced him to Ingrid Odeber, and their famous romance begun. Rutho
also introduced Commander Odeber to his own lieutenant, Aurore Kaiseva, a
talented ranger with a frightening hatred for werewolves. Ingrid and Aurore are
fast friends, and their camaraderie has improved people’s opinions of the Fangwatch.
The Fangwatch ostensibly exerts control over the north half
of the Arthfell Forest, ceding influence over the southern half to the deputies
of Elberwick. The Fangwatch patrols not just the part of the forest that stands
within Darkmoon Vale, but also all of the wooded area within 10 leagues of the
Elberwick Rise. Thanks to Rutho’s activities (some say “meddlings”), the
Diamond Regiment, Fangwatch, and Greenfire Circle work in concert to patrol the
vale and maintain as much security as possible for its residents.
Greenfire Circle
Plagued by attacks from ignorant lumberjacks, disgruntled
Ulfen residents, and their own brethren (in the forms of the various dark druid
factions), the Greenfire Circle druids nonetheless continue their efforts to
find balance in the region.
Prior to Tablic’s leadership, the circle attempted this
impossible feat alone, keeping its activities and members protected behind a
veil of secrecy. Tablic became head of the circle when he defeated the previous
leader in a series of challenges that culminated in a nonlethal battle.
Embittered by his loss, the former leader founded the Third Veil druid circle
and antagonized the Greenfire Circle for several years before dying in battle
with Tablic’s apprentice. Since taking charge, Tablic made the circle and its
actions open to non-members, showing the people of Darkmoon Vale how his druids
strive for balance (not a wholesale cessation of land-altering changes). As
part of his drive toward transparency, Tablic enlisted the aid of the Fangwatch
and the Diamond Regiment. His close work with those two groups eventually led
him to marry Ingrid Obeder, leader of the Diamond Regiment and a woman nearly
10 years his junior.
Greenfire Circle druids act as intermediaries between the
region’s industrious humans and its fey (and other natural) residents. Most of
its druids live within Arthfell Forest, but a handful reside in Darkmoon Wood,
the Wolfrun Hills, at the base of the Aspodell Mountains, and near some of the
more scenic hot springs. Some members can take the form of animals (usually
falcons or other birds of prey, but never wolves) and use this ability to
patrol vast swaths of ground or spy on Lumber Consortium bosses and others they
consider enemies.
Dangerous Denizens
Less than half of Darkmoon Vale’s residents are counted in
any organized census conducted by Andoran. The truth is, most creatures in the
region are not humans or demihumans – they are, for lack of a better term,
monsters. While the werewolves of Darkmoon Vale are the region’s most famous
monsters, they are hardly alone. Many living (and some undead) menaces
terrorize the areas outside town walls.
Draconic Kin
Although not true dragons, these creature nonetheless
emulate their fearsome draconic kin in some way. From the small but fierce
tatzlwyrms of Darkmoon Wood to the dangerous wyverns of the Five Kings
Mountains, draconic creatures prey on the unwary and unsuspecting throughout
the wild places of Darkmoon Vale.
Tatzlwyrms: Innately
stealthy and uncomfortable in open areas, tatzlwyrms are rarely seen, and in
many regions are thought to be little more than local legends. Residents of
Falcon’s Hollow frequently attribute the disappearances of woodsmen or
lumberjacks to the ravages of tatzlwyrms. Most tatzlwyrms in Darkmoon Wood live
near the Forest Elder, deep within the wood, while two other communities are
rumored to live on the northeastern slope of Droskar’s Crag and within ancient
tunnels beneath the Wolfrun Hills. Although seemingly not intelligent enough to
discern the historic importance of such sites, tatzlwyrms are oddly attracted
to natural places of great age and primeval strength. What connection these
strange dragons might have to these locations, however, remains a mystery.
One particularly large tatzlwyrm, dubbed Claw-eye by locals,
lives in the southern Wolfrun Hills. According to those who claim to have seen
him, Claw-eye gets his name from a massive dragon or wyvern claw jammed in his
left eye and healed over. This healed-over wound, so go the stories, causes
poor Claw-eye constant torment, making him an even surlier and ferocious member
of his species.
Fey
Numerous fey creatures live within Darkmoon Vale, especially
in Darkmoon Wood. Most of the fey in the vale bow to the beautiful and beneficent
nymph queen Syntira, but enough do not that the people who live near the wood
mistrust any creature even resembling fey. An ongoing cold war exists between
the fey (even those loyal to Syntira) and the humans, with each side secretly
(and not-so-secretly) killing off its opponents. Syntira continues working with
the Greenfire Circle in the hopes of making a peace, but as of yet her efforts
have proven fruitless. Syntira and her subjects watch in agony as humans cut
away at her domain, squeezing the fey into a smaller holding with each swing of
the axe.
Numerous kinds of fey live throughout the wood and the vale,
and up until very recently all of them were a friendly but ribald bunch. Many
nights, particularly those of some celestial significance (such as solstices,
equinoxes, full moons, new moons) and many of no significance at all (cloudy
nights, starry nights, moonless nights) found the fey of Darkmoon Wood partying
into the wee hours of the morning. These loud, boisterous celebrations of life
occasionally spooked jittery and superstitious lumberjacks, who reported the
noise and lights to their Lumber Consortium bosses. In order to ease the minds
of his simple employees, Thuldrin Kreed sent a contingent of enforcers into the
Wood. The Lumber Consortium mercenaries had little effect, and several of them
never re-emerged from among the trees. Thus began the barely tenable situation
that exists today.
Although fey and humans still mostly tolerate one another,
rumors of strange deer-riding fey entering the northern reaches of the Wood
have lumberjacks concerned of a build-up of war-oriented fey. Druids of the
Greenfire Circle have also reported that some fey seem on the verge of
rebellion against Queen Syntira. Among those listed as agitators include her
own sister, who the Greenfire believes could bring many other fey to her side,
should she rebel against Syntira’s rule.
Humanoids
Although usually not as intelligent as humans, the various
giants, humanoids, and monstrous humanoids living in and near Darkmoon Vale
pose no little danger to the human and demihuman inhabitants of the vale. The
following creatures congregate en masse and threaten what peace and stability
exists within Darkmoon Vale. In addition to these, reports of individuals and
small groups of bugbears, gnolls, ogres, and orcs occasionally surface in the
region.
Hobgoblins: A small hobgoblin settlement stands in
the northern reaches of Arthfell Forest. For the most part, these hobgoblins
keep to themselves in the forest and continuously scheme, having lost multiple
battles against both the Diamond Regiment and Fangwatch. The hobgoblin leader,
Thatch Wormtar, longs to conquer Olfden and make it the seat of his power, but
every attack made on the town has resulted in failure. Even the combined
strength of his hobgoblins allied with the forest’s werewolves (to which he
lost several hobgoblins) that launched the Night of Silver Blood could not
penetrate Olfden’s walls. With each attack on Olfden or the farms near it,
Thatch’s army weakens.
Grung Knifetongue, a gray-skinned hobgoblin with a
prodigious cleft palate, is reported to still live alone in the northern reaches of Darkmoon Wood,
surviving as a hunter and trapper. Long ago, Grung served in Thatch’s army as a
scout, but after too many years of ridicule because of his disfigurement, Grung
left Arthfell Forest for Darkmoon Wood. His favorite trick is to snare a
firefoot fennec and use it as bait to lure in larger prey, such as Darkmoon
wolf, giant moorsnake, or other curious passersby. Numerous razorcrows follow
Grung, but it is unclear whether they assist him in some way or they merely
wait to dine off his scraps.
Kobolds: These diminutive nuisances infest almost
the entire length of the Five Kings Mountains and remain among the range’s most
annoying – if only occasionally dangerous – hazards. When Tar Taargadth ruled
the range, the dwarves nearly succeeded in wiping out the kobold population
there. Once that empire collapsed, though, it only took a couple decades for
the kobolds to once again infiltrate into the mountain range, finding places to
live in those nebulous areas between dwarven kingdoms.
For hundreds of years, kobolds lived in the places forgotten
or ignored by the dwarves, mostly undisturbed (usually only because the dwarves
never noticed them). Like a fungus, they spread across the region, choking out
other savage humanoids living on the fringes. Natural kobold fecundity and the
relatively few predators who could reach them in their dwarf-abandoned tunnels
ensured the constant expansion of the race. This ceaseless growth eventually
exceeded a number tolerable to the dwarven kingdoms, and once again the dwarves
turned their attentions to eradicating the pests. A series of conflicts led to
an overall decline in the kobold population living in and around the range.
Still, the kobolds tenaciously clung to life in the parts of the range ignored
by the dwarves, and over time they stripped the mountain sides clean of edible
plants (and in some cases, because they are kobolds, even the inedible ones).
Then the Rending rocked southern Avistan, cracking the earth
and the dwarven holds dug throughout it. Many of the old natural caverns and
dwarven tunnels within 100 miles of Droskar’s Crag filled with – or at the very
least, offered passage to – molten lava, superheated steam, and poisonous
sulfuric gasses. No one can begin to estimate the number of kobolds killed by
the Rending (because no one, not even kobolds, knew how many lived in the
tunnels before or after the event), but most sages who even nominally care
agree it was “a lot”. The superstitious kobolds took this event as a sign (of
what, they didn’t know) and abandoned the devastated area.
Eventually, of course, the short memories of the kobolds
bested their vague dread of the Five Kings Mountains, and they returned to the
mountain range only to find the dwarven nations there in decline. Some
historians speculate that the return of kobolds contributed greatly to the
final collapse of the five kingdoms. Today, small settlements of kobolds infest
the hills and foothills surrounding Droskar’s Crag and the Five Kings
Mountains. Where they can, the kobolds live within dwarven ruins, such as
Droskar’s Crucible and the tunnels beneath Hexagonal Tower.
In the foothills between Droskar’s Crag and Darkmoon Wood, the now dead Merlokrep, first of his name, all-mighty Dragon King of the Truescale Kobolds, commanded a relatively large tribe of kobolds. Housed in the tunnels beneath
Droskar’s Crucible, the Truescale Tribe until recently contended itself with
living deep within the earth, far away from the prying eyes and sharp swords of
humans. Recent reports, however, speak of an increase in the number of kobolds
on the surface near Droskar’s Crucible.
Lupines
Wolves and wolflike creatures fill Darkmoon Vale and its
surroundings. While most lupine creatures in the vale are normal wolves, plenty
of wolflike creatures possessing malevolent intelligence terrorize the region.
Despite the understandable bias against wolves in the area, dream wolves
nonetheless continue to live in the foothills north of the vale, working
thanklessly to stem the tide of evil pouring out of the Five Kings Mountains.
Wolves: The
humans of the region always assume the worst of Darkmoon Vale’s wolves. In
truth, when left alone, the wolves act as they do anywhere else – they avoid
humans, hunt prey animals their size or smaller, and live in sociable family
units. Not themselves evil, the normal wolves of the area nonetheless
frequently commit acts humans consider evil. These raids, assaults, and
killings come only when wicked werewolves control the packs, sending normally
skittish wolves on murderous sprees of carnage.
Many of the few good druids in the area struggle with the
perceptions and prejudices of their fellow humans on behalf of the region’s
wolf populations. Members of the Greenfire Circle, for example, work hard to
educate locals on how wolves normally act, so the area’s residents can discern
whether a wolf is being compelled or is otherwise acting strangely.
Because of the many scary stories told to children that
involve winter wolves, white-furred wolves rarely survive for long when found.
As a result, most of the wolves in the area possess gray, brown, or black fur,
ironically allowing them to hide more easily in the region. Among other
reasons, this leads to the constant presence of wolves, despite repeated
efforts to drive them to extinction.
Worgs: Connected as they are to goblinoids, the
worg population in Darkmoon Vale and the areas north of it exploded during the
Goblinblood Wars a decade ago. Since that time, attrition, hunting, and natural
migration has seen a precipitous drop in the number of nearby worgs. Indeed, so
few exist now within the dell or hills surrounding it that people no longer
consider them a menace. Those worgs who do still live in Darkmoon Vale have
thus gained a bit of notoriety for their resilience. The most famous worgs
currently living in the Vale are Graypelt, up until recently dwelling in Droskar’s Crucible;
Lostfang, residing at the feet of the Aspodell Mountains; and Shadoweye, last seen
prowling around Gold Ridge on Droskar’s Crag.
Undead
Although by no means common in Darkmoon Vale, undead do
infrequently rise to terrorize and haunt the region’s inhabitants. The largest
known concentration of undead activity (usually only haunts, but occasionally
ghosts and wraiths) occurs at the foot of the Crags, within the ruins of Raseri
Kanton. Recently, though, a rise in other undead near a particular dwarven ruin
has put the citizenry of Falcon’s Hollow on edge.
Ghost-like creatures have begun appearing near the foothills
of Droskar’s Crag and seem to ever be on some kind of mission, as they tend to
ignore those they float past. These dark shades follow the roads through the
mountains, and many cross over Kingtower Pass. In addition, rumors from
travelers in the area speak of undead dwarves climbing out of various ruins.
Most of these animated corpses bear chains, say the rumors, which they use to
bind the unwary.
A decade ago, lumberjacks working in the northeastern part
of Darkmoon Wood reported encounters with what they called dead tree-creatures
brought to life. After woodsmen of the Lumber Consortium turned up no evidence
of such creatures, the lumberjacks were reprimanded for spreading false and
alarmist rumors. Recently, though, such reports have resurfaced among
lumberjacks. The Greenfire Circle reluctantly allied (temporarily) with the
Lumber Consortium, and with their combined efforts they found and defeated what
the druids called an undead treant. Attacks against lumberjacks stopped for a
few weeks, but recent sightings of other shambling, leafless tree-creatures has
both lumberjacks and druids on edge.
Werewolves
By far the greatest danger posed to the people of Darkmoon
Vale is the abundance of werewolves. These dark-hearted lycanthropes menace
townsfolk and murder farmers and travelers. Their influence stretches from
Arthfell Forest, where most of them seem to live, north into the Five Kings
Mountains.
Many sages speculate that the werewolves once contended
themselves with rulership of Arthfell Forest, but with the introduction of
human lumberjacks and the subsequent mass-thinning of trees, the lycanthropes
found themselves masters of an ever-decreasing domain. In retaliation, the
werewolves spread out across Darkmoon Vale, exerting their influence over not
only the stump-littered lands that once held their beloved forest, but the
surrounding hills and plains as well. The rise of Oregent in the south seems to
have pushed the werewolves north, out of Elberwick Shire and into Darkmoon
Vale.
Once a month, the lycanthropes’ murderous bloodlust empties
the forests of their werewolves, who maraud throughout the surrounding
countryside. Olfden prepares for its monthly besieging for the three weeks the
moon is not full, and with the exception of the Night of Silver Blood, the town
has had little trouble repelling these attacks. Every month, it seems, the
number of werewolves knocking at the town’s gates (or rising up from within the
walls themselves) rises.
Of course, werewolves aren’t only dangerous during the full
moon, but those born lycanthropes and who can change their form at will learned
long ago to conceal their identities for most of the month. Only when the moon
shines bright and full to the sky do the most cautious werewolves give in to
their animalistic lusts and join their brethren in three nights of raucous
destruction and chaos.
Others
Some living threats in the area do not fall well into any
category or are so few in number as to not warrant a category for their type.
Still, some of these creatures prove to be more than just nuisances, and unwary
travelers in their territories might not return home.
Gricks: A
subspecies of grick with shockingly green flesh makes its home in Darkmoon
Vale. This particular subspecies is drawn to warmth and spends much of its time
lazing on the banks of hot springs or near mudpots. Not terribly bright, gricks
sometimes move too close to the edges of these heat sources and fall in, being
simultaneously boiled and drowned. Tobias Thrum, owner of the Thrumming Birch
in Olfden, witnessed such a spectacle of stupidity while travelling through the
hot areas of Darkmoon Vale. After driving off the surviving gricks with the
help of his guards, he fished out the boiled creature and took a chance on
tasting it. Discovering it quite delicious, he took to selling boiled grick at his
famed restaurant. Thrum keeps an open bounty for securely captured live gricks
he can throw into his immense boiling vat. As a result, the population of these
bizarre creatures has begun to decline rapidly.
Manticores: By no
means a common species, manticores nonetheless make themselves known among the
trees of Arthfell and Darkmoon Wood. Relentless and cold-hearted hunters,
manticores in the region survive on deer, wolves, and other animals, although
they prize the flesh of humans and go out of their way to hunt lumberjacks.
Thanks to the efforts of the Greenfire Circle and the Fangwatch, though, the
manticore population in both forests continues to plummet. Those few who still
live in Darkmoon Wood occasionally flee north, using the lower passes through
the Five Kings Mountains.
One particularly powerful manticore named Grazhgaugh claims
a copse of paueliel trees near Darkmoon Wood’s Forest Elder. From his perch,
Grazhgaugh watches over his claim with intolerant passion, chasing away or
eating any creature larger than a squirrel that dares approach his domain. Some
rumors purport that Grazhgaugh is an immortal protector, a guardian of some
elven artifact hidden among the tall silver-barked paueliel trees. To date, no
one has bothered to attempt parley with the frightening beast to discern the
truth to these whispers.
Shocker Lizards: These
sometimes menacing nuisances live all over Darkmoon Vale, but they prefer the
marshy shores of the River Foam. Every so often, some farmer or rancher living
in the lowlands of the vale tries to domesticate, or at least tame, a few
shocker lizards, thinking they might make excellent guard creatures. Sadly,
these attempts never turn out well for the would-be lizardherders.
No comments:
Post a Comment