Rathe Geography

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Dheub Gherno

There is an underground area of Rathe called the Dheub Gherno, which exists deep below the surface of the world. These areas can be large with cavernous ceilings and vast distances between cave walls. It is not uncommon to find a particular region with ceilings a mile high and walls almost 20 miles in diameter. These larger regions are connected through various tunnels, magma chambers, underground lakes, etc. Some of these regions have air, while others do not.

The Blasted Lands

For the majority of inner-Rathe, giant mountains ring the interior lands. However, to the east the mountains dwindle and a whole new danger grows across the landscape. The blasted lands is an area where the ground grows hot and fields of dried lava cover the landscape resulting it shards sharp enough to cut unprotected feet and prevent most vegetation from growing. Among these fields the dangers are many, such as hidden crevasses, geysers, and streams of poisoned water. What rain does fall upon the land here quickly becomes contaminated, and the rivers that run through these regions are most inhospitable to sustaining life.


Obsidian Fields

More dangerous than the usual fields of dried lava, the obsidian fields are razor sharp and can tear even the most protected of feet apart. Even more dangerous is the risk of falling. Uneven surfaces and unstable shelves of rock can give way at a moments notice, causing even the most careful adventurers to fall upon the ground as the obsidian shards tear into one's flesh. Even the creatures that can inhabit the blasted lands avoid the obsidian fields for these reasons alone.


False Ground

Another risk one must face in the blasted lands are patches of false ground. Beneath false ground are often pit-holes, crevasses, and sometimes cracks that run deep into the earth. However, the worst of these patches of false ground are the molten pits, where the ground has been weakened by the intense heat below, melting all but a thin crust above the ground. Breaking through one of these false grounds means one risks the chance of falling into molten rock.


Poisoned Land

The ground of the blasted lands contains many contaminants and poisons any water that comes into touch with its surface. This alone is one of the strongest reasons plant life cannot take hold among the blasted lands, but perhaps even worse is the danger of highly acidic waters that not only are not drinkable, but can dissolve flesh from bone in the process.


The Geysers

Two types of geysers are know to be dangerous hazards in the blasted lands. The first is the typical geysers of fresh water that erupts from deep beneath the ground. This water is perhaps one of the few sources of fresh, although scalding, water available in the blasted lands ... at least until it comes back upon the ground and is poisoned. The second geyser is the more dangerous of the two. Having pockets of water near surface level, these acidic geysers spray contaminated water into the air that can dissolve flesh, certain metals, and most organics. Unfortunately for most adventurers, these geysers are not readily available and can trap those unaware in perilous situations.

The Western Planes

Unlike in the east where the coastlines are favorable to sailing and natural harbors are in abundance, the western coast line is jagged and sharp, at times extending hundreds of feet above the waters below. The western planes are home to various species of wildlife, and humans make the most apparent homes, followed closely by the Halflings. Besides being bordered by the cliffs to the east, the Western Planes end to the north along the hills and forests, to the west the planes end in harsh desert, and to the south the planes continue to extend cut off only by the fragmentation of various kingdoms that have claimed the lands.

Various names are given to different regions of the planes, some popular ones from north to south being derivations of the old kingdoms that once controlled vast regions of this land: Harrone, Drogen, Roarstone, Quain, Cardisburn, and Ulmast.

The Areopagus

Called the land of judgment by some, those of longer lives than men, the Areopagus is a land of sharp contrasts. Located in eastern waters of the Inner Sea, this island is protected from the harsher effects of the Great Maelstrom by a smaller island to its immediate west, small in width but great in height. The smaller island is in fact a mountain barrier that shields the Areopagus mainland and is a continuation of the Northern Mountains of the same island. Humans from the East have only in recent times repopulated the island, although it is their small settlements that stick out the most; other sentient beings have long since kept low profile in these lands.


North, Center, and West

The land of the Areopagus proper is dominated in the north by high mountains, whose presence juts out from the landscape like hundreds of thorns from the ground. At the foot of these mountains is the reestablished town of New Doarg – a small community that was on the brink of disaster 15 years ago, saved only from the shadows by two great heroes. From New Doarg runs a mountain road south, and as the mountains rapidly become hills, just before the hills smooth out entirely, the road comes to a stop at a river that cuts across the landscape. Across this river sits the town of Heildregch, over seen by Keep D'Venssi. This town, located in a mixture of hills, plains, and groves of trees sits at the hub of five roads, the northern most leading to New Doarg. The road that heads west from Heildregch follows the land as wetlands increase. Should one follow this road for nearly four days on foot, they will find themselves upon the town of Ha'ghast which sits upon the sea's shore as the salty water juts inland. Ha'ghast is such a sight to see, for such a small town it crafts mighty vessels employing the natural timbers of the swamps they live in and the oily crude from the sea's coast. Ha'ghast would be a mighty fine point to sail from to reach the Eastern Kingdoms, except that pirates use these waters as "safe" havens. Any such crafts that leave this port are forced to employ strong safety measures, which have made Ha'ghast the lesser of two ports on the Areopagus.


Most Eastern

Jumping nearly 450 miles from Ha'gast to the east, we come upon a land nearly flat, a mixture of plains and deserts. On the coast here, nestled amidst the shining sands once stood the mighty city of Alabaster. However, times have been cruel to this city, and the return of great foes brought this connection between the East and the Areopagus to its knees. More than likely, Alabaster will never recover, doomed by the undead that haunt her streets and infest her homes.


East

However, those who took Alabaster were not without ally. A scant 200 mile voyage by caravan, one comes to the palace-town of Lumcrox. Here the town is ruled by iron fist by a Tyrant and his soldiers, and yet the town itself has never truly put resistance to this lordship. Lumcrox is in some of the most fertile of the plains on Areopagus and is renown for their animal husbandry, especially with Horses. Had it not been for defensive treaties from the five other towns on the Areopagus, Lumcrox might have well established the kingdom it so much desires. However, Heildregch, New Doarg, and Ha'ghast were all part of this treaty, leaving us with two towns unmentioned.


North-east & South Were we to travel east from Lumcrox, along the Plains Road, after four days on foot we would once again come to Heildregch. Here we have two roads left, one that goes south into the ancient forests, and one that goes north-east into the hills. Both of these towns are quite some distance away, but it has not kept trade from occurring. To the south of Heildregch is the forest town of Xaister. Although Xaister was once part of the defensive treaties with the other four towns, a recent orc raid that burnt down the house of the elders (and the elders with it) left the town in chaos. The new government took a neutral stance with regards to the conflicts brewing on the Areopagus, leaving the defensive treaty to only four. The final town of which we have to speak is the town of Monosa. Monosa is located in the hills, east of New Doarg, and quite north of Lumcrox. Only one road leads from here, and that is to Heildregch. To Monosa's immediate east lies the great sands of the Alabaster Desert, for which has given the town its means to produce wonderful pieces of glass, a product Monosa is well known for.


The Verna Bulgoths

Thus, although there were six settlements of Man we spoke about, only five now remain that men still inhabit. The other races of humanoid are less visible, although by terrain one can guess where they might inhabit. However, there remains one area to be discussed, almost recently rediscovered by those on the surface. The Verna Bulgoths is part of the Dheub Gherno, an area for which the Areopagus is called the land of judgment. Deep below Heildregch, through newly discovered tunnels, one finds themselves in an underground cavern, for which appears to be as above ground as Heildregch itself. The cavern's ceiling is nearly a mile high, studded with gems and metals which reflect light to create a sensation of dawn or dusk, for it never gets any lighter. Fueling this light is an underground lava flow, whose flow ebbs and grows regularly casting the illusion of day and night. Down here grows a mighty Jungle, for which differs only from the surface jungles by the presence of fungal trees and quite an assortment of dangerous beasts. The cavern's height is not the only impressive feature; the roughly circular cavern has a diameter of nearly 20-25 miles....

Once, Verna Bulgoths had a great settlement of dwarves, who lived in a mighty palace structure in the center of the cavern, along the Bulgoths lake, although long since the collapse of the Dwarven empire, this area was taken by neglect and ruin. These Dwarves in Bulgoths assisted in the maintenance and upkeep of the Prison Temple of Markof, Avatar of Yseallyra, Mistress of Laws. Here, in a massive prison complex, the most dangerous and veiled individuals from around the known lands of Rathe were brought, and here they were kept until their sentence was passed. Above the ground stands the Temple of Markof, with an Auditorium to seat 60,000. With a full time staff of guards and clergy, they maintained the law of the lands, and below their temple sits the Prison of Markof, whose levels go at least five deep. Once, prisoners were brought here from across the sea, but now it has sat in ruin for many years. Only recently has the Prison-Temple of Markof been retaken and re-staffed with Dwarven Folk, an upswing seems to be occurring in the Verna Bulgoths since contact with the surface was reestablished.


The Zetari Citadel

Also located near the Verna Bulgoths, the Zetari Citadel is home to a tribe of Zetari Azer. To get there one must travel across a mile long bridge suspended above the lava flow that provides life to this chamber. Once across, the dangers for those ill equipped do not end, for the Zetari Citadel is located within another chamber, only 3 miles in diameter. However, its defensive fortifications include a river of molten lava that flows around the city, and the majority of buildings are built directly out of brass or bronze. The Zetari Citadel, if one can gain admittance, has proven to be a safe(r) haven for travelers than camping in the Jungles of the Verna, and there is commerce to be had there. The Zetari Citadel is focused around a temple to the Avatars of Durgorn, and athletic sport is often practiced within the grounds of the temple itself. For all its innate dangers, the Zetari Citadel has proven to be friendly to those who would befriend it back.

See Also