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Deepwash Mountains

A relatively small run of mountains, north to south, which gets particularly strong precipitation in the winter, so that several rivers flow down and flood every spring. By mid-summer, the mountains and the floodplain below are passable, and commerce thrives between the Dwarves and those below.   THE NORTH (jar Fazz (literally "Dangerous" in Dwarven)), the mountains in the far reaches, are much wilder, home to all kinds of extremely powerful creatures both in and out of Dwarven mythology. The hardiest mercenaries--in search of gold and treasure usually--will go there, but very little others.   The Dwarves of the Deepwash are grudgingly admired in the lands below, in towns such as Broond on the "frontier." There are also a good deal of wild beasts in the Deepwash, and the Dwarves there have devloped a system of safety measures, both architectural and militant, against these creatures.   When the beasts make their way down to the Bairen frontier, the Dswarves often offer their aid, and their knowledge of such creatures.     @deepwa  
Among the Creatures of the Deepwash are:
    Silver Dragons (MMI, PF, 5e)--good dragons, often slumbering even for centuries, then waking to help the. Dwarves with whatever crisis there is
    • Storm Giants (MMIcr13)
    • Thunderbirds (B2cr11)
    • Irlgaunt (crustacean/hunter type, an aberration) B2cr13 -- Not seen for many years, then suddenly appearing (hatching?) in significant numbers
    • Avalancher (MM3cr5
    • UTHUL (raging storm elemental) PFcr14... Seem to keep to the southern regions, in tightly restricted areas; do not generally wander beyond their radii
    • Trolls, Common (any system)
    • Giant Moth, Shockwing (CC)
      • Deep Northern Wilderness: HYDRA (B,cr6)
      • and WARGS (B...?)
      • Even deeper and harder to find--possibly only one in existence--is the CRAG LINNORM (Bcr14)
      • IRLGONTS, strange abberations hiding among the rocks at the base of the mountains (B2, cr13)
       
    • TRIBAL WARRIOR (5enpccr1/8) of various ancestry
    •  
    • WEREBEAR, MMI, PF, 5ecr5
    • WEREWOLF, MMI, PF

    • CAVE BANDITS (especially dwelling in mountain faces along the Ursa Way): 12' tall creatures, akin to Ogres and Hill giants, except of average or better intelligence
       
    • Horses, Wild (as Heavy Horse)
      • STIRGE (brownstirge): MMIcr1/2, 5ecr1/8… close to water or waterways, especially in the spring runoff season, in the lowlands
      •  
      • GRIFFON (different territories from the Hippogriffs; the two avoid each other): 5ecr2
      • HIPPOGRIFFS (more loners, further and deeper in)   and Marmots, Elk, Pika, Foxes, Great Horned Rams
RONJA MT. and TEMPLES to RONJA   Ronja Mountain is the highest peak in the Deepwash, to the north, looking over the Ursa Forest.  It is home to a sparse population of Dwarves, many of them involved in some way with the veneration, worship, and keeping with the traditions of Ronja, the goddess of Earth.  There are a number of temples on various mountainsides, some purposefully placed out-of-the-way.  One must make a serious pilgrimage to reach them, particularly the Great High Temple of Ronja, or the Gardaza-Ronja.
THE SKULL of YORZ   Acquired in antiquity, they say, in an epic voyage to the mountains West of the Deepwash, this enormous bear skull is said to hold powerful magic, and also a cure for the ancient affliction of the Werebear, present in the region since any record could definitively say.   The priests of the Great High Temple are unwilling to return it to the werebears, who say they should own it themselves.  There have been many plots to trek to the High Temples and wrest it, but none has been successful.  The mountain is too high, and the Dwarven defenses too strong, and the skull's power such a deadly defense in itself.   As of the turn of 927 ce, the high mountains are deep in snow, but they say four great werebears are waiting for the melt, biding their time below, planning an ascent to retrieve the skull once and for all.

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