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---
title: "Regions of the North"
updated: "2017-12-23 Sat 14:21"
categories: AP LD
---

## Regions of the North
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.

### 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