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Mythic Vistas: SpirosBlaak - Property Is Theft!

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38<br />

Drome Lok<br />

Translated as “Lake of Dreams,” Drome Lok is extensively sailed by<br />

the navies of Witch Hill and Nolmedron. Two powerful currents cut<br />

through the entire length of its<br />

Lok Finwane’s Healing Properties otherwise still waters, revealing a<br />

Drinking the lake’s waters cures 1 point of pair of mysterious extensions of the<br />

damage per cup consumed. If the subject River of Fire stretching to the lake’s<br />

bathes in it, the water cure 2 hit points of southern shore. Each then forms<br />

damage per hour of immersion. Additionally, into several rivers that continue<br />

soaking for 8 hours can cure disease as per<br />

southwards. Myths proclaim a<br />

a remove disease spell. Furthermore, any holy<br />

boomless sha leads to the plane<br />

water made from the lake’s contents is deals<br />

an additional 2 points of damage against of dreams exists at the center of the<br />

creatures vulnerable to holy water.<br />

lake, some 1,000 feet down—hence<br />

Creatures commonly found in or near Lok the lake’s name. None of the voesti<br />

Finwane include: nymphs, dryads, corrupted explorers or dwarven or goblin<br />

fairies, centaurs, kav, demons, drow, eercaps, submersibles investigating this<br />

and fresh-water races.<br />

place has ever returned.<br />

Creatures commonly found<br />

in or near Drome Lok include: skum, nixies, dwarves, Witch Hill<br />

goblins, and fresh-water races.<br />

Fristian Grasslands<br />

A pastoral expanse, the grasslands are almost unbroken and flat,<br />

making it almost impossible for anyone to sneak up on others unless<br />

they hide, unmoving, within the tall grass. The tactical difficulties<br />

of stealth and combat inherent to such a flat region mean the<br />

grasslands are usually calm, other than the occasional open bale<br />

where subtlety is not necessary.<br />

Nonetheless, this fertile land does have a history of spawning<br />

kav and humanoid rebels who sally forth from time to time to<br />

cause trouble. The flats are also home to several halfling burrow<br />

communities, protected by palisades and defended by wary lionriding<br />

outriders and skilled snipers.<br />

Creatures commonly found in the Fristian Grasslands include:<br />

kav, orcs, hobgoblins, wild goblins, Faedian wildmen, and halflings.<br />

Kraephos <strong>Is</strong>land<br />

Gied with wide, green expanses, much of Kraephos’ northern end is<br />

a penal colony, where criminals can reduce their sentence by serving<br />

set periods at the island’s farms. Enough of the bounties grown here,<br />

including a large selection of fruits, remain to feed the colony, with the<br />

rest shipping back to <strong>SpirosBlaak</strong>. During the winter months, convicts<br />

cut stone at the coastal quarries to sell throughout the Archduchy.<br />

The colony has no wall but is under heavy guard and watched by a<br />

massive fort and a regular patrol of ships.<br />

The other half of the island is off limits and those few convicts that<br />

tried to escape in that direction vanish. Large cave networks in the<br />

cliffs at the southernmost tip have been sighted by passing ships and<br />

believed to be home to a sea-dwelling evil also likely responsible for<br />

this portion of the island remaining a forbidden zone.<br />

Creatures commonly found on or near Kraephos <strong>Is</strong>land include:<br />

sahuagin, sharks, and sea-faring races.<br />

Laervas <strong>Is</strong>land<br />

A craggy, desolate island of almost unbroken browns and grays, a<br />

network of crumbling walls, ruined keeps, dilapidated castles, and<br />

other decaying structures predating the fall of the Rilgoth Empire<br />

covers it. All of the ruins seem to share the same antiquated origin<br />

and fatal result for the curious. Most avoid this island, for it is<br />

thought to be haunted, and indeed unexplained lights appear in the<br />

Chapter Four: Customs, Communities, and Geography<br />

towers, raging bright enough to be seen across the channel in Dreij.<br />

Many people, the Archduchy’s admiralty among them, speculate<br />

Midwyn pirates have taken to using the island’s hidden bays<br />

and ruins as a supply and raiding base, explaining the lights and<br />

disappearances, but no Midwyn pirate vessels have ever actually<br />

been sighted doing so.<br />

Creatures commonly found on or near Laervas <strong>Is</strong>land include:<br />

locathah, dire sharks, sahuagin, undead, Midwyn pirates, and other<br />

seafaring races.<br />

Lok Finwane (Ghost Lake)<br />

This lake, nearly 15 feet at the deepest, is clear enough to see the<br />

sandy boom. Local legend claims one of the gods, likely Gamia or<br />

Sycleese, fell to the mortal plane within it, instilling its clear waters<br />

with healing properties. Oddly, the rivers and streams running to and<br />

from the lake are not as clean, although a brave person could aempt<br />

to bole or barrel the lake’s water for storage and/or sale elsewhere.<br />

Because of the lake’s healing qualities (see Lok Finwane’s Healing<br />

Properties sidebar), several of the area’s more powerful (and greedy)<br />

creatures claim the lake as their own and guard it fervently. This<br />

makes pilgrimages to the area extremely rare and dangerous.<br />

Pharran Vode<br />

Like the Barbas Vode to the west, Pharran Vode shelters the Rilgoth<br />

raiders that filter down through it, although most use only the<br />

coastal and western paths. Far larger than the neighboring forest,<br />

Pharran Vode stretches north along the coast and into the heart<br />

of the northmens’ territory by almost 100 miles. The woods’ dark<br />

depths shelter all manner of fell creatures haunting the treetops and<br />

forest floor alike.<br />

Even worse are the rumors of a dark, despairing sickness at the<br />

forest’s heart. Whatever it is that lies at the center of Pharran Vode—<br />

feeding off the living and unstoppably spreading its influence<br />

further with each year—predates Gods’ Fall and has been known to<br />

give even them pause.<br />

Creatures commonly found in the Pharran Vode include: eercaps,<br />

giant spiders, Rilgothian northmen, centaurs, kanershee, stirges,<br />

girallon, harpies, medusae, shambling mounds, and winter wolves.<br />

River of Fire<br />

The north end of this river stinks of sulfur and is hot enough to<br />

scald flesh, due to subterranean tributaries passing beneath Fire Eye<br />

Mountain. It isn’t until a few miles or so away that the waters return<br />

fully to normal temperatures, but the smell lingers all the way to<br />

Drome Lok. This fast-flowing, wide river is home to many aquatic<br />

monstrosities, and they plague those who travel it.<br />

Inexplicably, once the river reaches the lake’s shore, it splits into<br />

two primary tributaries that continue through the lake as powerful,<br />

diverging currents that then branch further and revert into rivers<br />

upon reaching the southern shore. The cause of this phenomenon<br />

has never been explained, but the currents are used extensively<br />

by the navies of Nolmedron and Witch Hill to travel at enhanced<br />

speeds to and from their respective homeports.<br />

Creatures commonly found in or near the River of Fire include:<br />

salamanders, azer, magmin, and hell hounds.<br />

Roaming Plains<br />

Bues, struggling creeks, sparse waterholes, sudden ravines, and<br />

ruins of dead cities and crumbling statues of soaring proportions<br />

dot this mostly arid plain. Nomadic tribes of kav and humanoids<br />

call the Roaming Plains home, making it a dangerous place for<br />

travelers. Even large groups of merchants and military units are

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