A gnomish
master craftsman named Fenugog Fizzlewire ran a famous workshop in the Mercian
city of Atherwell between the years of 585 and 649. Fenugog was also a mage,
and his workshop specialized in the construction of golems, specifically stone
and iron golems. Fenugog’s creations were very much in demand, and as the
decades passed many noble villas, temples and government buildings throughout
the region obtained one of his golems as a guardian (or status symbol).
The
golems from the Fizzlewire workshop varied widely in size and appearance, but
all had the Fizzlewire symbol of a wavy-lined “F” topped by a star carved into
its front, and a number (in dwarven runes) carved into its back. No two golems have ever been known to have the same number carved on them, so it is believed that the numbers are unique to the golems, and carved in the order in which they were created.
In
the spring of the year 649, Fenugog died suddenly, presumably of old age. His
three adult sons immediately closed up the workshop and headed southwest toward
the Inland Sea lands. It is not known where they ended up, as they were not
heard from again.
Shortly
after the sons moved away, Fenugog’s golems began acting erratically and of
their own volition. Their masters were no longer able to reliably control them. A few of
them became violent, and needed to be dealt with, but for the most part they
just began to wander seemingly at random, stopping wherever they felt like, and
remaining motionless for weeks, months or years at a time. These periods of
stasis would be broken by bursts of activity. A golem might wander into the
middle of a temple, into a shop or house, into a farmer’s field, or simply
wander off into the wilderness before deciding to just stop for an indeterminate (and unpredictable) period of time.
For
the past 58+ years, the movement of Fenugog’s golems has continued. In Mercia
and nearby lands, where the people have become used to this behavior, it has
become known simply as "The Wandering".
Fenugog’s
workshop was in business for 64 years, and it is believed that they made over
300 golems in that time. At least several dozen of them have been destroyed. At least a
hundred are believed to still be in Mercia or the immediately surrounding
lands. That leaves a great many unaccounted for, and presumably at large in the land. Occasional sightings have been made as
far away as the elven lands of Kyrell, the High Plateau, and the Kalembar
Federation. An unconfirmed rumor says that an adventuring company recently
destroyed number 237 in the Silverflow Valley north of Varlune.
Showing posts with label History. Show all posts
Showing posts with label History. Show all posts
Saturday, February 10, 2018
Friday, February 9, 2018
Hills of Horeb
The Hills of Horeb, located between the Kalber Marshes and the Silver Hills, are a region of blighted hills, covered by warped and desolate woods. It is an unhealthy expanse of ash wastes, blasted remains of forests, petrified trees, and other unnatural wilderness. Something powerful and lasting happened here during the Elder Wars, and the land has never recovered. Patches of normal forest are growing back around the edges of the Hills, but the Hills themselves remain barren.
The headwaters of the mighty Swiftflow River, one of the great rivers of the Tempest Coast, are found in the southern Hills. The river flows southwest into the Kalber Marshes, which encroach on the Hills from that direction.
The Elder realm of Ithilkar owned this land in the olden days, and it was part of the Ilthilkar heartland, including the capital city of Prasinia and the influential wizard's town of Mirron.
Today, the Hills are a dangerous place, said to be populated with all manner of foul creatures, and haunted by the restless spirits of the dead of Ithilkar who fell in the final battles defending that land.
Prasinia
Located in the northwestern part of the Hills, the capital of the Elder realm of Ithilkar was one of the great cities of the North and a place of great beauty, known for its many pools and fountains. Today, little remains of the city other than large expanses of crumbled stone buildings, monuments and other landmarks. Despite the danger, the ruins of Prasinia attract many adventurers in search of treasure, and many of these never return. In addition to the many monstrous creatures who have taken up residence in the ruins in recent years, there are many traps and guardians that have survived from the Elder days. Survivors returning from the place say that something powerful and evil seems to hold sway over the ruins, and that lycanthropes are common.
Mirron
The Alberneth were an influential family in the Elder Days, essentially ruling the town of Mirron (in the realm of Ithilkar) in the southeastern Hills of Horeb. There were many powerful spell casters in the extended family, and they were the patrons of a famous (and somewhat notorious) wizards' school specializing in conjuration magic, the Tower of the Shadowed Veil. As the Elder Wars raged, there were concerns within the ruling circles of Ithilkar regarding the increasing use of dark magic by the Alberneth and their students, especially necromantic magic and the summoning of powerful fiends.
As the Wars raged on and things turned against Ithilkar, most of the population of the town of Mirron, including virtually all of the staff and students of the Tower, simply vanished overnight one night. Investigation by the authorities revealed that this was a planned evacuation, and that the missing people seemed to have gone down into the Underdark via old caverns and tunnels under the town.
Little was heard directly of the Alberneth thereafter, but occasional tales and rumors said that they had carved out a realm for themselves deep in the Underdark, where they devoted themselves completely to the pursuit of dark magic and demon worship. These tales said that even the drow avoided the territory claimed by the Alberneth.
The headwaters of the mighty Swiftflow River, one of the great rivers of the Tempest Coast, are found in the southern Hills. The river flows southwest into the Kalber Marshes, which encroach on the Hills from that direction.
The Elder realm of Ithilkar owned this land in the olden days, and it was part of the Ilthilkar heartland, including the capital city of Prasinia and the influential wizard's town of Mirron.
Today, the Hills are a dangerous place, said to be populated with all manner of foul creatures, and haunted by the restless spirits of the dead of Ithilkar who fell in the final battles defending that land.
![]() |
| Hills of Horeb (Hexographer, 6 mile scale) |
Prasinia
Located in the northwestern part of the Hills, the capital of the Elder realm of Ithilkar was one of the great cities of the North and a place of great beauty, known for its many pools and fountains. Today, little remains of the city other than large expanses of crumbled stone buildings, monuments and other landmarks. Despite the danger, the ruins of Prasinia attract many adventurers in search of treasure, and many of these never return. In addition to the many monstrous creatures who have taken up residence in the ruins in recent years, there are many traps and guardians that have survived from the Elder days. Survivors returning from the place say that something powerful and evil seems to hold sway over the ruins, and that lycanthropes are common.
Mirron
The Alberneth were an influential family in the Elder Days, essentially ruling the town of Mirron (in the realm of Ithilkar) in the southeastern Hills of Horeb. There were many powerful spell casters in the extended family, and they were the patrons of a famous (and somewhat notorious) wizards' school specializing in conjuration magic, the Tower of the Shadowed Veil. As the Elder Wars raged, there were concerns within the ruling circles of Ithilkar regarding the increasing use of dark magic by the Alberneth and their students, especially necromantic magic and the summoning of powerful fiends.
As the Wars raged on and things turned against Ithilkar, most of the population of the town of Mirron, including virtually all of the staff and students of the Tower, simply vanished overnight one night. Investigation by the authorities revealed that this was a planned evacuation, and that the missing people seemed to have gone down into the Underdark via old caverns and tunnels under the town.
Little was heard directly of the Alberneth thereafter, but occasional tales and rumors said that they had carved out a realm for themselves deep in the Underdark, where they devoted themselves completely to the pursuit of dark magic and demon worship. These tales said that even the drow avoided the territory claimed by the Alberneth.
Labels:
Atlas,
Elder Nations,
Geography,
History,
Legends and Lore,
Maps,
Special Locations
Tuesday, July 25, 2017
Illingael, the Swamps of Woe
In the year NR 352, the western fringes of the Forest of Kyrell and the coastal plains between the Forest and the Frostsea began to sink. By the year NR 403, a vast tangled swampland had consumed the area.
The swamps engulfed old Gorlavan ruins near the coast, abandoned elven ruins in the wood, and submerged the roads and trails that once traversed the area.
The Valwyn elves of the Forest of Kyrell consider these lands cursed, and vigilantly patrol the edges of the swamps, but will not enter them. They now call the area Illingael (the Swamps of Woe).
The wise whisper that there is a more complicated story at work here...
The swamps engulfed old Gorlavan ruins near the coast, abandoned elven ruins in the wood, and submerged the roads and trails that once traversed the area.
![]() |
| Illingael and environs (in Hexographer) |
The Valwyn elves of the Forest of Kyrell consider these lands cursed, and vigilantly patrol the edges of the swamps, but will not enter them. They now call the area Illingael (the Swamps of Woe).
The wise whisper that there is a more complicated story at work here...
Wednesday, July 19, 2017
Ruins of Granrath
The ruins of the old Onorian city of Granrath lie at the western end of Lake Beranarr, at the point where a small river coming down out of the Telzek Hills enters the Lake. Granrath was the seat of one of the eight Dukedoms of the Elder realm of Onoria. The traitor Dukes of Granrath were responsible for the First and Second Granrath Wars in the 230's and 240's (~470 years ago). These wars were the result of Granrath rebelling against the Onorian King and provoking two civil wars. Eventually, Granrath was ceded to Ithilkar, its ally in the rebellion (in 251), but was destroyed soon after during the goblin and orc invasions of the Rivenrock Wars (circa 270).
The ruins lie a mere 25 miles east of the modern Castle of the New Dawn. Despite the clerics of the Castle desiring to clear the wilderness and make the region safe for settlers, they are conscientious, and are wary of sending all but the most experienced adventurers to Granrath, which is said to be haunted by the spirits of all the traitorous soldiers that took up arms against their king. Because of their history, the entire city and surrounding lands are said to be cursed.
Some legends say that the ruins of Granrath are still presided over by the spirit of Szorlag III, the last Duke of Granrath. Szorlag is rumored to be a powerful ghost, lich or worse.
Getting to Granrath from New Dawn is easy: go north to the river and follow it downstream until you reach the Lake. The ruins are where the river meets the Lake.
The ruins of the city spread along the coast of the Lake, and include the ruins of the citadel on the high ground northeast of the river. As would be expected of 400+ year old ruins, little remains above ground but the lines of stone walls, flagstone paved roads and plazas, sunken cellars, and the crumbled remnants of the larger monuments and landmarks.
Adventurers have recently reported young green dragons flying south from the Ravenwood and hunting in the ruins (in pairs or trios).
![]() |
| Granrath and environs (in Hexographer) |
The ruins lie a mere 25 miles east of the modern Castle of the New Dawn. Despite the clerics of the Castle desiring to clear the wilderness and make the region safe for settlers, they are conscientious, and are wary of sending all but the most experienced adventurers to Granrath, which is said to be haunted by the spirits of all the traitorous soldiers that took up arms against their king. Because of their history, the entire city and surrounding lands are said to be cursed.
Some legends say that the ruins of Granrath are still presided over by the spirit of Szorlag III, the last Duke of Granrath. Szorlag is rumored to be a powerful ghost, lich or worse.
Getting to Granrath from New Dawn is easy: go north to the river and follow it downstream until you reach the Lake. The ruins are where the river meets the Lake.
The ruins of the city spread along the coast of the Lake, and include the ruins of the citadel on the high ground northeast of the river. As would be expected of 400+ year old ruins, little remains above ground but the lines of stone walls, flagstone paved roads and plazas, sunken cellars, and the crumbled remnants of the larger monuments and landmarks.
![]() |
| Ruins of Granrath |
Adventurers have recently reported young green dragons flying south from the Ravenwood and hunting in the ruins (in pairs or trios).
Labels:
Atlas,
Elder Nations,
History,
Maps,
Special Locations
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