Fir-Jeim Crescent Valley GM Overview

A region named for its predominant tree family along the banks of the Nordjiem, which is are firs, as well as the general shape of the path of the White-Fir River as it rushes to join and become part of the Mighty Nordjeim in the region, a large crescent shaped 'valley' that cuts alongside and partially into the edges of the Irontip Peaks mountain range, though in truth the name may mislead as there are many smaller valleys that meet this one, and most of the region is not a true valley, as the west side of the Nordjiem does not have mountains, but thick boreals of the Iron-Spine Woods. Despite this, the name sticks, and as such that is often what the area, encompassing four townships and some 40 thousand Suranthi citizens, is referred too.

Geography

The Fir-Jiem Crescent Valley is quite an expansive area, and has four major biomes that make it up, though one of these is a localized phenomenon and not natural. These various environments result in quite the diversity in wildlife, plant life, and other interesting things to discover, as well as unique and differing dangers.

Below for your convienence as a GM you will find a bit of a priming paragragh or two to introduce the biome, giving you something to reference and play off of when your party is hexploring within a biome, as well as a random encounter table with various threats, interesting things, oddities and roleplay opportunities available for you to utilize. Note these should not be super common occurences if your party is traveling with purpose, choosing not to hexplore each hex, so moving at full pace (4 hexes a day) however if they are wishing to hexplore, that is travel with less speed, but explore the area of each hex they enter rather throughly, they should experience the wilderness a little. Even mundane things, like stumbling upon a patch of wild blueberry bushes, or footprints from elk, even such subtle reminders of the wilderness is an effective way to keep them on their toes and remind them where they are.

GM NOTE: DO NOT treat these as if they must be direct combat. 1 in five times travelling/exploring you should be rolling on this table for your players, however that does not mean its always a DIRECT encounter. You can have them find sign of whatever you roll's passing/presence at a previous time, and make it an investigative encounter. For some on this list it could be a rescue. An example, if you were to roll a bull moose.

You follow the sounds of the deep and distressed calls, recognizing them as moose calls, but clearly they are calls of pain and distress as much as aggression. No mere mating rut to avoid, something has happened. Your curiosity leads you and you come upon a moose that broke its leg, got caught in a groundhog hole or some such. The mighty bull, with antlers as wide as one of your arm spans, is lathered head to toe, its fur slick, and is panting with effort at this point. You can tell its been trying to rise, and its nostrils flare as it sees and smells you all. It tries to rise again, a sudden rush of adrenaline, perhaps fear, but its right front leg buckles immediately, and it is unable to stand. You can hear howls in the distance, which does nothing to calm the agitated animal, which begins calling out again instinctually, though all these distress calls will do is draw the wolves in. What do you wish to do?"


Now instead of just a fight with a territorial bull moose, another boring one off encounter, this becomes an interesting and challenging choice, with constraints, clear risks and rewards, and a looming escalation of the situation. Do they merely leave and let nature take its course? Do they attempt to calm the bull and utilize healing mixtures or magicks that they have at their disposal? Do they stay and defend the creature, or kill it themselves and ready to fight off the wolves and defend the valuable meat and pelt, supplies they wish to claim? Basically use your sense of pacing and fit what comes up to your needs. If you need action, let it be action, but if the pacing demands something less direct to keep a good variable tempo in your story-telling, then shape the situation they find appropriately.

The Iron-Spine Woods



Running in a mostly northern direction along the western banks of the White-Fir River as it rushes to meet and join the mighty Nordjiem, the Ironspine Woods are a place so named for the rare Ironhide Pine, which grows in an abundance not seen in any other tiaga all across Suranth or the known world, making up roughly one of every ten or so trees. This species is highly valued for its unique timber qualities, the lumber one can harvest from such trees showing many similar qualities to iron, hence its name. It is unique amongst conifers, also known as softwoods, because it is actual the toughest hardwood lumber of any known, and hard to work with and harvest besides. As one might expect though, the industrious peoples of Suranth are more than up to the task, and besides this rare tree, the various pine, spruce and fir species that make up this woodland are a valuable resource. As such you will find a notable volume of small lumber mill villages and towns all throughout the woodlands.

The forest itself is a thick conifer tiaga, a true boreal forest, with creepers and brush growing thick and wild upon the floor. Wild blueberry and snowberry bushes, as well as small but hardy wild radish, carrot and onion grow here, as well as a few select flowering mosses and lichens that are useful and valued medical ingredients. One can find themselves lost admist the thick growth, all throughout the year, and in the short arctic summer the swarms of blackflies, deerflies and other biting insects can make travel off beaten roads and known paths almost unbearable, unless one knows how to ward them off, or one is simply adapted to it. All manner of creature make their homes within the woods, though of note to any travelers are not the smaller beasts like squirrels, rabbits, pine martens or the various birds. Elk, wolves, black bears or even the occasional brown bear are not unheard of, nor are other less mundane and far more dangerous creatures. The further from regular roadways and settlements one travels the greater their chances of discovering some of the more dangerous and even evil things that wander beneath these dark boughs.

Random Encounter Table, Ironspine Woods



GM NOTE: Anything above a 72 on this table should be rerolled if your adventuring party is within 30 kms (3 hexes) of a settlement or roadway, or at the very least should not truly 'be' random. They may come upon it randomly, but there should be a definite story beyond merely vanquishing the creature, for it to be within patrol distance of civilization.

d100 roll Creature and numbers EL (Encounter Level)
01-19 Nothing, roll again, adding 5. If still land here, no encounter Varies or N/A
20-24 1 Ironspine Spider 2
25-29 1d4 Wild Boar 2
30-39 1d4 Elk 1
40-44 1d6+2 Wolves 2
45-49 1d6 Travelers (if 3 or less add a cart/wagon) Varies
50-53 1 Wolverine 2
54-57 1 Moose (50% chance betwen Bull and Cow. If spring Cow has a calf) 3
58-60 1 Puma 2
61-63 1 Black Bear (50% chance its a female in which case, 25% chance she has cubs) 2
64-65 1 Grizzly Bear (50% chance its a female, in which case, 25% chance she has cubs) 3
66-68 1 patch Strangler Vines 2
69-70 1d6 Highwaymen/Robbers (5% chance 1 of them is an apostate) 1 (2 if there is an apostate)
71-72 1 Regional Military Patrol 3
73-76 1d6 Bonerattler Goblins 2
77-79 1d4+1 Worgs 2
80 Bonerattler War Party (1 hobgoblin worg rider, 2d6 goblin raiders, 1 worg 3 (4 if you wish to add one of the tribe's 2 shamans)
81-82 1 Shambler 4
83-84 1d4 Redcaps 5
85-86 1 Nymph 5
87-88 1 Dryad 4
89-90 1 Owlbear 4
91-92 1d6 Ungals 4
93-94 1 Ungal Raiding Force (2d6 Ungals, 1 Ungitar, 1 Antler Shaman) 6
95-96 Old Grimjaw (Manticore) 7
97-98 1 Forest Hag 7
99 1 Threshen 6
100 Venimaw (Emerald Wyvern) 11


Brinwald Moors



The Brinwald Moors are named for the ruins of a village that stood here once near a century and a half ago, though no one has been fool enough to visit the region in over 8 decades. This fen is a twisted eyesore, a place where dark things hide in deep shadows, a place where the nightmares of mere mortal minds occassionally ever so briefly flicker into existence. It is spoken of as a myth, a rumor, a forgotten mystery, a place well off any normally traveled road, deep in a forgotten area of the Iron-Spine Woods. Twisted and gnarled trees, all seeming dead, the ground seeming foul, as if nothing living could ever grow. A dank pallor hangs over the place, this blighted, scarred land. Many are the stories told of what happened here, many are the local legends.

Show spoiler
The truth is no less dark. The region is a Scar upon Reality, held stable and empowered as it is due to the powerful presence of the Forest Hag that some locals in the villages closest to the swamps refer to as Agatha the Agonizer. She is an evil and foul creature, ruling her swampland and its twisted and fell fae inhabitants cruelly. The lands here could be cleansed if she could be vanquished, but she has grown quite powerful over the near two centuries since she was made by tragedy and horror unspoken. Now the twisted and fell fae serve her, a small tribe of skrans, frost trolls, worship her as their matron and provider, and the seemingly dead plant life is far from dead, and is often hungry at her whim. Though few and far between, Agatha is not immortal nor invulnerable however. Once every five years she requires...unique offerings to the fell God Gulagor to keep her power. She must provide a special and unique offering, a banquet with two specific centerpieces for the small herd of Ungals, bestials that pass through her domain, picking off what unfortunates they can. That time is mere months away....


Brinwald Moors Encounter Table



d100 roll Creature and Numbers EL (Encounter Level)
01-19 Nothing, roll again, adding 5. If still land here, no encounter Varies or N/A
19-29 A Sinkhole Varies, could lead to something could be a natural hazard
30-35 1 Will-o-wisp 5
36-40 1 Dessicator 6
41-45 1d4+2 Starved Souls 6
46-50 1d4 Skrags 5
51-55 Skrag Band Encampment 7
56-61 1d4 patches of Assassins Vine's 4
61-66 Neriod 7
67-75 1 Shambler 4
76-89 Bloody Blinders (Redcap Band) 6
90-94 Ungal Patrol (1d4+1 regular Ungals, and 1x 2nd Level Ungal Warrior) 5
95-96 Ungal Herd Camp 9
97-98 1 Sister of Agatha (can only have this encounter twice if they die), Forest Hag 9
99 Venimaw (Emerald Wyvern) 11
100 Agatha 12


White-Fir Foothills



This strip biome that weaves its way east from the southern edges of the Iron-Spine Woods is made up of snowy hills and patches of the Iron-Spine, clashing against the beginning crags and rocky cliffs of the Iron-Tip Peaks. The transitional band, here in this strip there is value to be harvested that again sees many villages within the area, including the valuable white fir, a softwood timber favored for the way it dries, to a brilliant snow white, a beautiful natural finish, a favorite for furniture. Besides that in the south the granite shelf against the mountains is so pure and solid of grain that it founded an entire large quarry town, Vorgistal, which is one of the four governmental centers in the region, lending its name to the Vorgistal Township.

The wintery hills, patchwork forests and cliffs sees an interesting mixture of creatures, dangers, plants and peoples, with Rock-Stepper Sheep grazing alongside lowland elk, wolves and the occasional bear competing with puma and even the rare sword-tooth tiger or snow leopard. Yeti raids are uncommon but not unheard of, as are the likes of ogre attacks or Frost Worgs. The roads here are also more favored by highwaymen and robbers whom would ply their craft in the area, the hills and cliffs providing more places to tuck away a hideout.

White-Fir Foothills Encounters



d100 roll Creature and Numbers EL (Encounter Level)
01-19 Nothing, roll again, and add 5. If still land here, no encounter None or Varies
20-24 1d4+1 Wild Boar 2
25-29 1d4+2 Elk 1
30-34 1d4 Rock-Stepper Sheep 0
35-39 1d6+2 Wolves 2
40-44 1d6+2 Travelers (Always at least 1 cart or wagon) Varies
45-49 1 Wolverine 2
50-53 1 Moose (50% odds between male and female, if female, 50% odds she has calf) 3
54-57 1d4 Irontusk Boars 4
58-60 1 Puma 2
61 1 snow leopard 3
62 1 sword-tooth tiger 6
63 1 Black Bear (50% odds male/female. If female 25% she has cubs) 2
64 1 Grizzly Bear (50% odds male/female. If female 25% she has cubs) 3
65-68 1 Regional Military Patrol Varies
69-71 1 Outlaw Gang (1d6+4 highwaymen, three level 1 characters among them) 2
72-74 Old Grimjaw (Manticore) 7
75-77 1d4-1 (minimum 1) Owlbears 4
78-80 1d6 Yetis 5
81-82 1 Frost Worg 5
83-85 1 Military Supply Convoy 7
86-89 1d4 ogres 6
90-92 1 Cave Bear (50% male/female, if female 25% she has cubs) 6
93-95 Yeti Raiding Band (1 Braserker 2nd level, 1d6 Yeti, 1 hunter and 1 warrior 1st level, 1 cave bear) 7
96-98 1 Frost Worg Pack (2 Frost Worgs, 1d6+2 Worgs) 6
99 3d6 Refugees (See Frontier Invasion Plot for the context what this should trigger) N/A
100 1 Corrupted and Braserk Topaz Marid (Elemental) 13


The Iron-Tip Peaks



Howling winds weave and blow across iron grey peaks and stone, and glacial caps alike. Snow flutters almost all year around at altitude, though the warmer months see slow melt which runs down the mighty mountain peaks, joining into countless small creeks, brooks and streams that all weave their path through valleys, over small cliffs, to eventually link and join larger ones all feeding, eventually, to the mighty Nordjeim. As part of that region, this comes as no real surprise. The Iron-Tip range is known as a mighty, challenging and mineral rich mountain range that is slowly being tapped into. Though these higher peaks can seem almost inhospitable, one will find plenty of interest and a surprising variety of wildlife mundane and otherwise within the valleys and along the cliff faces, ridgelines and plateaus within the range itself. That said, to truly explore the peaks in any real fashion takes one far beyond the borders of any recognized and current Suranthi settlements or borders. The Iron-Tip Peaks east of the White-Fir River are mostly generally considered wild and unsettled wilderness, dangerous frontiers. Avalanches, Frost Worgs, Yeti and worse may trouble any bold or foolish enough to explore the cliffs, game trails and caverns of the range.

d100 roll Creature and Numbers EL (Encounter Level)
0-15 Nothing, roll again, add 5. If still lands here, then no encounter None or Varies
16-24 2d4 Rock-Stepper Sheep 0
25-29 2d6+2 Wolves 2
30-34 1 Wolverine 2
35-39 1d4 Irontusk Boars 4
40-44 1 Puma 2
45-49 1 Snow Leopard 3
50-54 1 Sword-Tooth Tiger 6
55-59 1 Grizzly Bear (50% male or female. If female, 25% she has cubs) 3
60-64 Old Grimjaw (Manticore) 7
65-69 1d6+1 Yetis 5
70-74 1 Frost Worg 5
75-77 1d4+1 ogres 6
78-80 1 Cave Bear (50% male or female, if female 25% chance of cubs) 6
81-85 Ogre Clan Halls 9
86-90 Yeti War Band (1 Braserker 2nd level, 1d6 Yeti, 1 hunter and 1 warrior 1st level, 1 cave bear) 7
91-92 Frost Worg Pack (2 Frost Worgs, 1d6+2 Worgs) 6
93-94 1 Corrupted and Braserk Topaz Marid (Elemental) 13
95-96 1 Roc 9
97 Avalanche 7
98 Yeti Shrine Encampment 11
99 1 Braserk Stone Golem 11
100 1 Opal Drake 14

Ecosystem Cycles

This region of Suranth experiences a notable relative variety within its seasonal variance due partially to the many glacial streams and distance from both the Glacial Sea and the Nor'westor Sea. The springs here are short, the winter seeming to simply end overnight, usually after one last gasp, a final last snow or ice storm coming down off the mountains. After which the short spring sees a swift melt, the glacial streams thawing and surging forth, the rivers in the region gaining a considerable boost to their water level. The summers get warm, balmy even by Suranthi standards, though again that is a relative comparison given how far north the country is. The growing season is quite short, each of these seasons only about 2 and a half months. However people whom live here oft keep personal gardens. Potatoes, carrots, onion, radish, turnip, squash, blueberry and raspberry bushes, these are the staples of such gardens. The summer gives way to a short autumn, again perhaps 1 and a half months, may 2, before winter roars back in for 7 months, the temperatures plummeting and snow accumulating with great regularity.

Climate

The climate here is very typical of inland regions of Suranth in many ways, an arctic cycle, with frigid winters and cool but sustainable and enjoyable short summers.

Natural Resources

Softwood lumber is a major industry here, in fact one will find most villages and towns are tied into the industry, it is the economic engine of the region. That is not to say it is the only industry. The fur trade and fishing industry are stable, if not massive, and there is a notable, again if not large, stone and metal industry, mostly granite and iron. Recently, in the village of Stormcliff admist the iron mining operations there, a small deposit of amethyst was stumbled upon, a most valuable and economically lucrative discovery, and extraction operations are in their early planning stages.

History

The Fir-Jeim Crescent Valley as a region has a relatively long and noted history of being quite independant, the peoples and communities here generally preferring to keep their frontier and rural nature, leaning more on each other than the slowly growing Suranthi military presence to keep them safe and to maintain order in the region and along its roads and river routes. This is not borne of distaste or any paranoia of the local military forces, but of necessity. For the first century and a half of settling this region, the people here were more or less on their own, and that bred a self sufficient and independent sub culture. So now even with the building of new garrisons and more permanent military forces stationed in the region, a more complete 'settling' of the region, the people here oft opt to handle things themselves, preferring to take that responsibility amongst neighbors and friends than to random well meaning strangers in a uniform.

The region is rife with dangers however, though the roads and settlements themselves are generally safe enough. However goblin attacks, yeti raids, even monstrous predators like owlbears or worse are not unheard of. It has been many years since any real sizeable threats were within the region however, and over five decades since any sort of concentrated attack on any of the towns or villages. This has led those whom live in the region to perhaps view things as a little safer than they actually are, for one should be careful how far off the roads and into the wilderness they travel.

Tourism

Because of the White-Fir River, which feeds and connects directly to the Nordjeim, a major artery for travel in the region, the riverside communities see their fair share of trade and traffic, as does the township of Needle-Grove, the other route for the resource trades, as from Needle-Grove one can follow the Needle Road southeast to get to Needlevale, where a major rail hub will allow shipping across the rest of Suranth. There has been talk of the idea of an extension and addition to the rail system to connect Needlevale to Needle-Grove directly, however as of yet that is not on the books. But were it to ever come to pass, it would prove a major boon to the tourism and population growth within the Fir-Jeim Crescent Valley.

Maps

  • Fir-Jiem Crescent Valley


Cover image: Firbank by Keon Croucher using Midjourney

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