RolePlay onLine RPoL Logo

, welcome to The Stolen Land

00:53, 19th April 2024 (GMT+0)

Exploration.

Posted by DMFor group 0
DM
GM, 192 posts
Mon 2 May 2016
at 13:05
  • msg #1

Exploration

This thread is not for play, but will detail exploration.  The Group 9 Map shows the region, while the Hexes with letter in the corner represent Henry's Charter Area.
This message was last updated by the GM at 07:52, Sun 12 June 2016.
DM
GM, 341 posts
Wed 8 Jun 2016
at 16:25
  • msg #2

Movement Exploration

Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) and covers just under 150 square miles of area. These hexes are provided not only as a way to help define the land (and eventually aid in defining the territory of the kingdom the PCs are destined to rule), but also as an aid in tracking travel through the Stolen Lands. In Chapter 7 of the Pathfinder RPG Core Rulebook, Tables 7–6 and 7–8 on page 172 list how long it takes for a person to travel through various terrains. In this Adventure Path, though, characters will also be taking time to fully explore hexes on the map—doing so takes much longer than simply walking through a hex. To determine how long it takes the PCs to travel through a hex or to fully explore it, determine the group’s speed (which is set by the slowest member of the group) and consult the tables below. For traveling, the amount of time it takes to cross one hex is listed. For exploring, the amount of time listed is to fully investigate the hex. Until the PCs spend money to create trails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.

Traveling (Time to cross 1 hex)
Party SpeedPlainsAll Other Terrains
15 feet11 hours16 hours
20 feet8 hours12 hours
30 feet5 hours8 hours
40 feet4 hours6 hours
50 feet3 hours5 hours

Exploring (Time to fully explore 1 hex)
Party SpeedPlainsForest or Hill or SwampMountain
15 feet3 days4 days5 days
20 feet2 days3 days4 days
30 feet1 day2 days3 days
40 feet1 day1 day2 days
50 feet1 day1 day1 day

Travelling by road or river
 By RoadRowedSailed
0 Hex/Day Coracle, Flatboat 
1 Hex/DayOx Train, Caravan, Dwarf (20)Skiff, Row Boat, Dinghy, Voyaging boat, Shallop 
2 Hex/DayMule Train, Mule, Pony, Human (30),LaunchRow boat
3 Hex/DayHorse, Dinghy, Fishing Boat, Shallop
4 Hex/Day  Lugger, Keeler, Sailing barge
5 Hex/Day  River Boat



Forests: The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees here typically consist of oaks, beech, rushleaf, and smaller scrub.

Beech - https://en.wikipedia.org/wiki/Beech
Oak - https://en.wikipedia.org/wiki/Oak#Genus_Quercus
Rushleaf - https://en.wikipedia.org/wiki/Acacia_mangium

Wet Swampy areas of Forests: The tree canopy is lower here, with a few willows among the swamp oaks, cattails, rushes and reeds.  The Scrub Cherry bushes are in flower, which will later produce a sharp sour fruit.  However, they only ever grow well in wet, shaded areas like this.

Hills: The rolling hills of the Stolen Lands are often pocked by small caves, twisting valleys, and small woodlands that crown hilltops or nestle in clefts.  Now there is scrubland and high moors – gorse, ferns with the the occasional boggy area.  While crops will grow, it is more suited to livestock such as sheep and ponies.

Heath /Moorland = Rocks, Coarse Grass, Heather, Gorse, ferns, Boggy bits.
Scrub = Tangled bushes, briars some small trees.  Harder to cross that moorland.
Copse / Thicket = The thickets, themselves, are generally composed of small gnarled trees birch, willow and rowan, with the occasional crab apple or wild plum – and the ubiquitous blackberry brambles.
Mountains: Although mountains in the Stolen Lands are relatively low in elevation (rarely rising more than 1,000 feet), they are often quite rugged and sheer, forcing travelers to follow old riverbeds, gorges, and twisting trails.

Plains: The grasslands and moors of the Stolen Lands vary from relatively open plains to swaths of tall grass that grows up to 3 feet high in places. Small copses / thickets of two to six trees are not uncommon.

Marshes & Wetlands: Swamps are a confounding mix of soggy ground, partially dry hummocks, tangled undergrowth, and deep
pools of murky water. Travel in a straight line is impossible, requiring constant course adjustments.

Water: A river varies from 50 to 500 feet in width. Infrequent bridges and fords that allow a river to be crossed are indicated on the map where they appear, but in most cases, travel across a river requires swimming or boating. If the PCs wish to try swimming, all members of the group must make DC 15 Swim checks. If all members (and all mounts) make the check, then that particular river crossing doesn't impact travel time through the hex. Otherwise, add 1 hour to the amount of time spent travelling for each failed Swim check. Lakes are calmer than rivers and may be navigated with a DC 10 Swim check, but their larger size makes swimming across them dangerous—as a general rule, if the PCs lack boats or actual swim speeds, it’s best to simply treat lakes as barriers to travel and force the travellers to circumnavigate the edges.
This message was last edited by the GM at 10:07, Tue 05 July 2022.
DM
GM, 342 posts
Wed 8 Jun 2016
at 16:27
  • msg #3

Rivers of the Greenbelt

The Greenbelt is crisscrossed by countless nameless
streams, but the rivers found there bear special mention.

Gudrin River: The waters of this river are unusually
clear; the river itself runs slow and deep, averaging 450
feet across and 150 feet deep at the deepest point.

Little Sellen River: The offshoot of the East Sellen river
that branches further east at Mivon is known as the Little
Sellen for its relatively narrow width; this river averages
90 feet across and 20 feet deep.

Murque River: This slow-moving river is bordered
on both banks by strips of swampy land that effectively
double the river’s 100-foot width. The river itself is only
10 feet deep, and its slowly-moving waters are thick with
algae and silt.

Shrike River: Splitting from the Little Sellen, the
Shrike is named for the numerous flocks of birds that nest
along its length. Averaging 300 feet wide and sometimes
reaching depths of 60 feet or more, the Shrike would make
an excellent trade route between Brevoy and the southern
lands, were it not for a pair of 30-foot-high waterfalls (one
located a few miles upriver from area S, the other located
further east in the Nomen Heights) that make safe river
travel impossible between the two points.

Skunk River: The unfortunate combination of algae
and bubbling geothermal hot springs along the Skunk
River give it a distinctively unpleasant scent of rotten
eggs. This river averages 100 feet wide and 30 feet deep.

Thorn River: The banks of the Thorn River are thick
with stinging nettles and tangles of sharp brambles. The
river itself is relatively narrow, averaging 60 feet in width
and 30 feet deep.
DM
GM, 362 posts
Sun 12 Jun 2016
at 07:46
  • msg #4

Plants, animals and nature


Knowledge Nature gives you a theoretical Knowledge
Survival is needed to find and source any of this stuff :)

Rats, mice and small predators (such as foxes, wild dogs, and feral cats) get everywhere.

PLAINS
  • Small birds, mammals, butterflies and insects abound in season. Corn flowers grow on the plains, as do daisies, butter cups and any other small innocuous grass loving plants.
  • Scrub Lizard – enough meat for one person
  • Ground Squirrel – enough meat for one person
  • Grouse – enough meat for one person
  • Great Grouse– enough meat for 2-3 people
  • Pigeon– enough meat for one person
  • Rabbit – enough meat for 2-3 people
  • Boars  (Large Game feeds many)
  • elk  (Large Game feeds many)
  • giant whiptail centipede (Poisonous)
  • grizzly bear
  • wolves
  • Horse Grass covers much of the PLAINS.  It grows in thick clumps with long blades, which spread out around the plant with occasional flower spikes at the right season.  This makes the ground uneven, with the large solid core of the plant, surrounded by a flatter, perhaps slippery, collar of grass blades.  Horse Grass makes reasonable fodder for horses and other grazing animals.
  • Stink Weed is an evergreen PLAINS weed that looks similar to the horse grass.  It is fairly easy to find because it smells slightly of urine, and not even cooking gets rid of the smell. The leafy blades are edible, if somewhat tough and chewy – it tastes quite bitter if eaten raw, although cooking reduces the bitterness. Many grazing animals find it an acceptable food source.
  • Kale is a sort of wild cabbage that has really big loose leaves with heavy stems that stays green all year around. In spring the leaves are young and tender, while in winter the leaves are thick old and ragged.  The leaves can be shredded while the leaf stems taste a bit like a strong cabbage stalk. Steam the greenery and add the stalk to stews.
  • cloudberries - a golden, semi-tart fruit growing on low ground cover type plants on PLAINS.  Often just a small patch in grasslands somewhere, at best develops into huge fields of fruit. It looks a bit like a golden raspberry - but with fewer (and larger) globules -  so each fruit looks a bit like a cloud.  Damn!  Google for an image of it! used in pies, jams, and alcoholic drinks –  (fruits late summer through  autumn)
  • RamsomsThickets and Copses only.  Also known as Bear garlic small and low growing - the whole plant is edible.  But be careful, they look like Lily of the valley - which is exceedingly Poisonous.
  • Crab Apple trees –  Thickets and Copses only.  Very tart taste important ingredient of Jam and makes a reasonably sour (alchoholic) Cider – eating too many raw crabapples will give you a bad stomach.  Late summer & Autumn
  • Green Plum treesThickets and Copses only.  Unripe fruit may cause stomach ache – good for pies and fermenting -  although the resultant ‘wine’ is very rough and is normally distilled to make Plum Brandy.  Fruits in the autumn.
  • Blackberry Thickets and Copses only.  Grows on briar.  Good for jams and pies.  Fruits in Autumn



HILLS
  • Small birds, mammals, butterflies and insects abound in season. Corn flowers grow on the plains, as do daisies, butter cups and any other small innocuous grass loving plants.
  • Scrub Lizard – enough meat for one person
  • Ground Squirrel – enough meat for one person
  • Grouse – enough meat for one person
  • Pigeon– enough meat for one person
  • Great Grouse– enough meat for 2-3 people
  • Rabbit – enough meat for 2-3 people
  • Boars  (Large Game feeds many)
  • Elk  (Large Game feeds many)
  • giant whiptail centipede (Poisonous)
  • grizzly bear
  • wolves
    Buck Heather is a  very spikey evergreen that grows in low clumps all across the HILLS, rarely more than a few inches high, although it may spread over quite a large area.  It can  be used in brewing to make  Heather Ale (although you still need some cereal to bulk it out) and is a good food source for most grazing animals.
  • Thyme is a low growing evergreen herb  that grows on HILL tops, with aromatic leaves and small pinky-purple flowers.   You can add the leaves to your cooking to make a flavoursome meal.  When made into a tea, it is supposed to help relieve coughs and other breathing problems. Many grazing animals find it an acceptable food source.
  • Gorse grows in large clumps (up to 10ft high – and 30-40ft across) in the HILLS it tends to burn very quickly with a hot and bright flame.  Gorse Clumps are not particularly useful as a source of people food – although they can sometimes mark good places to find squirrels and grouse.  hard goats and sheep will eat gorse if there is nothing else.
  • Kale is a sort of wild cabbage that has really big loose leaves with heavy stems that stays green all year around. In spring the leaves are young and tender, while in winter the leaves are thick old and ragged.  The leaves can be shredded while the leaf stems taste a bit like a strong cabbage stalk. Steam the greenery and add the stalk to stews.
  • Fangberries Steep Sided valleys Raspberry-like berries – grow on canes with very sharp thorns that can do real damage – Late spring through Late summer.  It is generally eaten raw or made into jam.
  • WolfberriesSteep Sided valleys Grow on bushes - no thorns and growing to about 6ft (2m) in height    The bright red berries are about an 3cm (1 inch) long but only about 1cm across.  The berry is hard and dries well to make a sort of raisin that is good travel food, but can also used to make a country wine.  The leaves are edible as salad.  fruits in late summer and autumn
  • RamsomsThickets and Copses only.  Also known as Bear garlic small and low growing - the whole plant is edible.  But be careful, they look like Lily of the valley - which is exceedingly Poisonous.
  • Crab Apple trees –  Thickets and Copses only.  Very tart taste important ingredient of Jam and makes a reasonably sour (alchoholic) Cider – eating too many raw crabapples will give you a bad stomach.  Late summer & Autumn
  • Green Plum treesThickets and Copses only.  Unripe fruit may cause stomach ache – good for pies and fermenting -  although the resultant ‘wine’ is very rough and is normally distilled to make Plum Brandy.  Fruits in the autumn.
  • Blackberry Thickets and Copses only.  Grows on briar.  Good for jams and pies.  Fruits in Autumn



FOREST

Forests: The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees here typically consist of oaks, beech, rushleaf, and smaller scrub.

Beech - https://en.wikipedia.org/wiki/Beech
Oak - https://en.wikipedia.org/wiki/Oak#Genus_Quercus
Rushleaf - https://en.wikipedia.org/wiki/Acacia_mangium

Wet Swampy areas of Forests: The tree canopy is lower here, with a few willows among the swamp oaks, cattails, rushes and reeds.  The Scrub Cherry bushes are in flower, which will later produce a sharp sour fruit.  However, they only ever grow well in wet, shaded areas like this.

  • Small birds, mammals, butterflies and insects abound in season, while briars, bushes, and climbing plants make the most of the forest floor
  • Pigeon – enough meat for one person
  • Tree Squirrel – enough meat for one person
  • Edible Frog (anywhere damp) – enough meat for one person
  • Rabbit -  Staple of the fur trade– enough meat for 2-3 people
  • Shaggy Deerling  -  Staple of the fur trade – enough meat for 4-5 people  (Minimal deer)
  • Boars  (Large Game) Feeds Many
  • brush thylacine    http://www.d20pfsrd.com/bestia...cine/thylacine-brush
  • elk  (Large Game)
  • giant whiptail centipede (Poisonous)
  • grizzly bear
  • Moon Radish-RootClearings and Margins is a weedy looking plant that  rarely puts out more than a few leaves, however its root is  thick white bulb stores the goodness all year around. They are generally found in FOREST clearings, and WOODLAND margins and THICKETS. These are generally small and fairly stringy and need they need a good wash, and perhaps a scraping, before you use them. They are woody when eaten raw but can be chopped finely added to stews to bulk it out.  They have a peppery taste.
  • RamsomsClearings and Margins .  Also known as Bear garlic small and low growing - the whole plant is edible.  But be careful, they look like Lily of the valley - which is exceedingly Poisonous.
  • Crab Apple trees –  Clearings and Margins .  Very tart taste important ingredient of Jam and makes a reasonably sour (alchoholic) Cider – eating too many raw crabapples will give you a bad stomach.  Late summer & Autumn
  • Green Plum trees Clearings and Margins .  Unripe fruit may cause stomach ache – good for pies and fermenting -  although the resultant ‘wine’ is very rough and is normally distilled to make Plum Brandy.  Fruits in the autumn.
  • Blackberry Clearings and Margins .  Grows on briar.  Good for jams and pies.  Fruits in Autumn
  • Morus berry Amid the undergrowth. .  This hardy bush produces white berries from spring all the way through to early winter. The berries don't taste of much but are nutritious.  They can be used to bulk out pies, jams and wines made with other berries -  without altering the flavour all that much.
  • Acorns - You have to soak them first to leach the tannin out, but then they can be dried and ground into acorn Flour, which can be used to thicken soups or make something similar to oat cakes.  Toast it and add to boiling water to make an acceptable hot drink.
  • Beech Masts - Small nuts that can be eaten raw, ground into a pseudo-flour  or used like hazelnuts in recipes.
  • Scrub Cherry only grows in open, swampy parts of the forest. Bushy plant with a sharp red berry.  Can be eaten raw but better made into a sauce or a jam.



Rivers and Lakes
As well as the creatures and game that you would expect to find in the hex, you may also find:--
  • Various small birds such as shrike or marsh tits.  Water voles and other small mammals.
  • Duck - enough meat for 2-3 people
  • Goose enough meat for 4-6 people
  • Great Heron enouggh meat for 4-6 people (https://en.wikipedia.org/wiki/Great_blue_heron)
  • Minnows (rivers, lakes, swamp) – need a handful to feed one person - needs fishing net
  • Water-Swallow (sometimes known as steel trout) can be found in rivers leading into the great lakes. They are a slender fish 4-5 inches long, that darts about in shoals, and can be caught with a net. Just enough for one person.
  • Trout, often found in lakes, but occasionally in rivers feeding them. (needs fishing gear) enough meat for 1-2 people
  • Perca  (Rivers and Lakes) (needs fishing gear) enough meat for 1-2 people
  • Mud Eel (rivers, lakes, swamp)(needs fishing gear or specialist traps) enough meat for 1-2 people
  • Mud Fish  (Swamps, marshes and wetlands only)  Needs carefuly prep and provides enough meat for one person (https://en.wikipedia.org/wiki/Neochanna)
  • Snapping Turtle - (rivers, lakes, swamp) enough meat for 2-3 people



This message was last edited by the GM at 08:06, Sat 27 Feb 2021.
~ Brother Florin
NPC e, 7 posts
Acolyte at Temple of
Abadar in Tusk Town
Thu 31 Jan 2019
at 15:35
  • msg #5

Maps, settlements and other key locations

The location of the Midmarch area is shown on the Main Game Map. Henry's Charter covers the pink-bordered area east of the Narlmarches and the north-eastern portion of the wooded area of the Narlmarches. The pink-bordered area labelled "Midmarch?" on that map is a potential expansion area Henry currently has his eye on for future expansion.

The Game Map for Group 0 shows the location of the various settlements established in Midmarch and other areas and features of interest that have been discovered so far. (To be detailed further below.) As  well as the summary information presented in this thread there is further information about the settlements at this website: http://rp.baileymail.net/doku...._land:midmarch:start
(Check the website links below for updated information about each area as Midmarch is growing more rapidly than this thread is updated.)

Tusk Town is the largest settlement (future capital city) of Midmarch. It is currently developed as a walled town with four precincts: Central District (keep, temples, jail, wealthy houses), Port Henry (docks, fishing fleet, manufacturing, poorer homes), Merchant District (inn, office, general store, future middle class homes) and Lakeside outside of the town wall (boatyard and watchtower).
http://rp.baileymail.net/doku....nd:midmarch:tusktown

The keep now known as Fort Tusk or Tusk Keep in Tusk Town was originally known as Fort Stag and was the primary base of the bandit leader known as the Stag Lord. Fort Stag was captured and the Stag Lord slain early in the process of establishing control of Midmarch for Henry LeMaistre. That was the fourth and greatest battle between Henry's adventurers and the bandits. The group that defeated the Stag Lord consisted of Andalon de Lebeda, Aris'ta Devo, Cyrus Ondari, Percy Arndell, Pipre, Rook Sanderson, Valoria der lin Lebeda, Viktoria d'Lodovka and Zorah.

The town of Ringbridge is an important stop on the trade route between Midmarch and Restov and is commanded by Cyrus Lebeda-Ondari and his wife Valoria. The town forms an important strategic location as well, as it defends the nearby bridge across the Shrike River with a watchtower known as the Bastion at the foot of the bridge. There is a network of tunnels throughout the hill under Ringbridge Manor. A river jetty at the town facilitates river trade between Tusk Town and Ringbridge but the river is impassable further to the north due to two 30-foot high waterfalls (marked as 'Cascades' and 'FeyFalls' on the Game Map for Group 0).
http://rp.baileymail.net/doku....:midmarch:ringbridge

Ringbridge was originally two separate features – a wooden palisade ring-fort known as the Orcy Ring, occupied by a band of the Stag Lord's bandits lead by a wizardess and her halforc sons, and the remains of an old rope bridge called Nettles Crossing, haunted by the spirit of its former owner. That undead spirit was finally put to rest when the body of his murderer, the Stag Lord, was cast into the river from the bridge. The capture of the fort and defeat of the wizardess and bandits was the third battle between Henry's adventurers and the Stag Lord's bandits. Cyrus and Valoria were involved in capturing the ring fort from the bandits, so it is fitting that Henry has allowed them to make it their home.

The location marked as 'FeyFalls' on the Game Map for Group 0 is now a new settlement. At the moment there is little more than a tower, a graveyard, a large pier with fishing boats, and a few huts. Safiya Vallani's plans are to establish a village at the waterfall; from there it should be possible to move cargo to and from Restov on the river. Some day this might include building canals (here and at the Cascades) to make the Shrike River fully navigable.
http://rp.baileymail.net/doku....nd:midmarch:feyfalls

Oleg's is now a thriving village built around the original fortified trading post. Oleg Leveton and his wife Svetlana now have a Road House and a General Store, so you can stay and go shopping there. The "Battle of Oleg's" was the first conflict in the founding of Midmarch when Henry's adventurers first fought off the bandits of the Stag Lord. Now it is an important gateway on the route south from Brevoy into Midmarch.
http://rp.baileymail.net/doku...._land:midmarch:olegs

Hunters Rest was previously a bandit camp and was the site of the second fight between Henry's adventurers and the Stag Lord's bandits.
This message was last edited by the player at 14:57, Sun 31 Mar 2019.
~ Brother Florin
NPC e, 9 posts
Acolyte at Temple of
Abadar in Tusk Town
Fri 1 Feb 2019
at 13:56
  • msg #6

Maps, settlements and other key locations

Henryhall is a fortified villa and a few small holdings that will eventually develop as a village. It is the home of Henry LeMaistre and his wife (or fiance?) Bai Kao. Like Ringbridge it is another important stop on the trade route between Midmarch and Restov.

Outpost is a small fort manned by a Guard unit currently commanded by Lt Ress to protect the roads and patrol the surrounding rural area. A number of small holdings such as farms have started to establish here and this is expected to become the main farming area in Midmarch.
http://rp.baileymail.net/doku....and:midmarch:outpost

The Northern Narlmarch Reserve is the area around a fey homeland area within the Gnarlewood Forest alongside the Thorn River. The Fey lands are a restricted area. The Northern Narlemarch Reserve already contains a number of features:
  • Elkwall is a shrine to Erastil, patrol of hunters and trappers, overseen by Rook Sanderson;
  • Hunters Rest is a camp protected by an earthwork berm and ditch that serves as the base for a troop of scouts who patrol the reserve, and provides a safe haven for the hunters and woodsmen who work in this area. This was previously a bandit camp and was the site of the second fight between Henry's adventurers and the Stag Lord's bandits;
  • Tree Henge (or Woodhenge as it is sometimes called) has not been built yet. When it is it will be run by Fiddler (Cleric of Erastil); and
  • Bar-Z is a horse-breeding and training ranch developed by the druid Zorah.

http://rp.baileymail.net/doku....march:northnarlmarch

Sootscale is a restricted area that spans across the Shrike River halfway between Tusk Town and Ringbridge. Signs along the riverbanks and road warn travellers to keep out, although road travel and boat travel along the river is permitted. This is home to the Sootscale tribe of kobolds and their silver mine. All trade and communication with the kobolds must go through Marik, who is Henry's representative in Sootscale.
http://rp.baileymail.net/doku....d:midmarch:sootscale
This message was last edited by the player at 14:59, Sun 31 Mar 2019.
~ Brother Florin
NPC e, 11 posts
Acolyte at Temple of
Abadar in Tusk Town
Mon 11 Feb 2019
at 14:43
  • msg #7

Maps, settlements and other key locations

An old hermit named Bokken lives in a small cabin out in the wilderness east of Oleg's Trading Post. He makes and sells several types of potions.

Drowned Trees is a fishing village in the swamp west of the Narlemarches. It was previously the base of a river pirate before it was cleared by Henry's men.
http://rp.baileymail.net/doku....dmarch:drowned_trees

The area labelled 'Mudbowl' on the Game Map for Group 0, located near the south-eastern shore of the Tuskwater (the lake south of Tusk Town), is a boggy hollow where various sorts of mushrooms grow. One of the types of mushrooms here is the black rattlecap mushroom. However, the bog is home to a very dangerous, giant plant-creature called a tendriculos, which preys on any creature entering the bog. Black rattlecap mushrooms are said to only grow in warm, fetid and fey-touched swamps with some sort of living plant guardian, so it is uncertain whether the black rattlecap mushrooms would survive if the tendriculos was destroyed.

A strange old woman called the Old Beldame (some local rumours call her the Swamp Witch) lives in a hut on the western side of the Tuskwater. She doesn't welcome visitors but will trade potions for black rattlecap mushrooms from the Mudbowl. The Old Beldame is rumoured to be the mother of one of the more unusual and prominent characters in Tusk Town - Pipre, who is the owner of the Bottled Nymph and a member of the Tusk Town Council, so anyone disturbing the Old Beldame is likely to find trouble with the authorities in Tusk Town.

An old hermit is rumoured to live further west from the Old Beldame, away from the Tuskwater. According to the Old Beldame he is "as mad as a basket of cats and jumps out on people and sets his cat on them".
This message was last edited by the player at 15:01, Sun 31 Mar 2019.
~ Brother Florin
NPC e, 17 posts
Acolyte at Temple of
Abadar in Tusk Town
Sun 24 Mar 2019
at 11:02
  • msg #8

Maps, settlements and other key locations

The Candlemere is the other lake south of the Tuskwater. There are rumours of dangerous lizardfolk there and 'Witch Lights' seen on the lake at night. The lights are suspected to be will-o-wisps.

Andalon's report after the first visit to the Candlemere said, "We landed on a beach on an island a couple of miles long in the middle of the Candlemere. It is heavily vegetated so cutting a path through is slow going, but we climbed up to the top of the hill on the island where there is an old, ruined, walled settlement. The only building still standing is a tower-house two or three storeys high. We ventured inside the tower-house until we confronted some sort of undead spirit - a woman with her head half severed from her neck. The sight of her evoked a great sense of fear in us although none of us were overcome by it. She floated up to the ceiling and turned into a gaseous fog that seeped away through cracks in the ceiling. Finding the place haunted and feeling the evil of the place strengthening as night fell we left the building then. Outside, within the area marked by the low boundary wall of the settlement, we were attacked by a direbat ghoul and two swarms of stirges! With a pair of will-o-wisps floating in the air nearby  as though savouring the fear and pain of that confrontation. We finally defeated the ghoul and stirges but they very nearly killed Silvius and Quinn, and left Silvius, Quinn and Domitius afflicted with a deadly disease called a blister phage. It has taken a couple of days of treatment aided by the most potent healing that Abadar will currently grant me to cure them on the way home.

"Afterwards, I was able to determine that the tower-house itself is evil, not just the undead inside it. It is as though there is some sort of evil necromantic force throughout the whole building. I think that spirit we saw is some sort of manifestation of that force, perhaps not a separate undead creature at all. That direbat ghoul, too. Even the disease that afflicted Quinn, Domitius and Silvius. I would advise that all in Midmarch be warned to stay well clear of that island until it can finally be cleansed and made safe."


The Shrike River bends eastwards below the Candlemere until it bends southwards again where it meets the Little Sellen River. The Chain Ferry provides access across the Shrike River at that point - one ferry with a chain that connects to two quays.

The Shrike River runs southwards to the city of Mivon.

Magatha Primrose has told us about a gnomish community known as Jovvox, just east of Mivon, but not directly on the river. "Weapons makers. Crafters of the exotic and the deadly. That is what you will find in Jovvox."
~ Brother Florin
NPC e, 18 posts
Acolyte at Temple of
Abadar in Tusk Town
Sun 24 Mar 2019
at 11:27
  • msg #9

Maps, settlements and other key locations

The area labelled "Iron Keep" on the Game Map for Group 0 (northwest from Tusk and south from Elkwall in the forests of the Narlemarches) was a kobold tunnel complex, which was cleared out by one of Henry's teams (Pipre, Safiya, Kendrick, Fiddler, Quentin, Zelona and Rose). The tunnels yielded iron ore and Marik Metals is developing the mine and associated settlement. Plans include a mining village and a fortified villa for mining foreman Valgard Bouldershoulder.
http://rp.baileymail.net/doku....d:midmarch:iron_keep

The area labelled Tatzlford on the Game Map for Group 0 (west of Iron Keep) is the part of the Narlemarches where Henry has agreed some of the family and followers of Duma the Sly will be allowed to develop a settlement. Duma himself will remain in the Gronzi Forest at the eastern end of Lake Reykal, further north from Midmarch.
This message was last edited by the player at 15:16, Sun 31 Mar 2019.
Sign In