summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/apocrypha/region_thenorth.org85
1 files changed, 85 insertions, 0 deletions
diff --git a/src/apocrypha/region_thenorth.org b/src/apocrypha/region_thenorth.org
new file mode 100644
index 0000000..7294de6
--- /dev/null
+++ b/src/apocrypha/region_thenorth.org
@@ -0,0 +1,85 @@
+The North is comprised of seven major areas, the White, the Wall, the
+Wastes (or Spiritlands), the Chill-Lands, Fort North, the Vast, and
+the Sunpeaks.
+
+** Regions of the North
+*** The White
+The White is a region of bitter cold at the northern edge of the
+world. It is constantly snowing from an eternal blizzard that swirls
+around the edge of the world. It's chilling winds and subzero
+temperatures make the White one of the most inhospitable places in
+existence. But it is not empty.
+
+**Ice wights** roam the icy plane, remnants of those who knew the land
+before the coming of the storm. But even these are benign compared to
+the greatest danger of the frozen north, The White Death.
+
+Her lair lies hidden in mountain crag, covered deep with snow. The
+greatest of her kind, the White Death is an ice dragon of unspeakable
+size and power. It is said that she has seen beyond the boundary of
+the world and glimpsed the great beyond. She wants to forget.
+
+Her presence in the cavern inadvertently protects one of the eight
+Shadefalls (the permanent anchor and gateway to one of the eight
+shades, in this case, the Icebright), from which she also is able to
+draw energy to heal herself and power her Icy Breath, which magnified
+by the power of the Shadefall, has the ability to turn creatures fully
+caught in it to ice.
+
+*** The Wall
+TODO - Goblins, Giants, and the Throne on the Golden Road
+
+*** The Wastes (the Spiritlands)
+Roving tribes of frost goliath and half-frost goliath barbarians roam
+the area known as the Wastes. Drawn to the area by the presence of
+the Giants to the north, the barbarians are always alert to the
+dangers of the Frozen Throne and regularly form war parties to destroy
+whatever designs or advances are made by the Frost Giant kingdom.
+
+They do not do so out of any loyalty to the empire, but out of a sense
+of reverence to the land itself and for some, a sense of paternalist
+duty towards the unknowing smallfolk to the south.
+
+The tribes come together for the biennial meeting at the ancient
+circle of stone known as 'gianthome'. It is a sacred location and is
+said to be the location of the ancient ritual which created the first
+goliath.
+
+TODO - Gianthome Circle, non-goliath inhabitants, faunus, spirits
+
+*** The Chill-Lands
+TODO - Twelve-Towns
+
+*** Fort North
+The only part of the north which can accurately be described as being
+controlled by the Empire.
+
+TODO - Fort North
+
+*** The Vast
+The mountain plateau of swirling frozen wind and thousands of natural
+shifting gateways into the Icebright. The entire area is suffused
+with magic, which causes creatures that spend too long inside the area
+to grow in size and risk becoming shaded.
+
+A creature shaded by the Icebright, cannot leave the Icebright or the
+Vast without suffering penalties [???]. A creature born in the Vast
+which has resistance to either Radiant or Cold damage may be able to
+gain the benefits to size given by the Vast without becoming shaded.
+
+TODO - magic of the vast, geography, peoples
+
+**** Cities in the Vast:
+***** Monastery of the North Wind
+TODO
+***** City of Glass
+Home to a powerful sorcerer [Air Genasai Frozen Heart Sorcerer 18/Patron 5] who TODO
+
+*** The Sunpeaks
+Huge mountains. Connected to the Upperlight. Sun-soul monks and
+clerics of Tabor. Conflict with the Coastal Colonies (and Black
+Tongues, who have tried to take it over) . Not officially part of the
+empire, though not for lack of trying on the part of the Emperor and
+the nearby barons.
+
+TODO - Description of warming due to gateway, sunlight, constant daytime