Felwinds Region Overview Organization in EATTA | World Anvil
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Felwinds Region Overview

Located in the northern most region of Brightmoor between the Sunset Coast to the west and the Fel shoreline to the east is the Felwind region. Know for its harsh winters and its nomadic clans of tough and capable hunters, warriors and powerful mages who use runic magic. The area was changed greatly after the Age of Storms most of its major cities and settlements were lost. Legends from that time tell of great battles and the frozen hunters who tracked down and slayed beast and monster of metal. Most of the region has been mapped but there are still areas wild unexplored and unmapped, few know what truly happened to this region during the age of storms or what lies lost under the snow. Perhaps the Seiðr a council of seers from the region know the truth but they keep their secrets to them selves. The current representative of the Seior and the "leader" of the Felwinds is Reta Felwinter.   The Cut One of the few recognizable and known landmarks of the Felwinds the cut is a mountain range that stretches' from the Sunset coast to the Fel Shoreline. Little is know of the lands that are beyond The Cut. Rumors about a lost city inhabited by people with too much dragon blood in their veins are whispered in the taverns and tents of the clans. Others claim that metallic monstrosities nest in the mountains awaiting something or someone to awaken them and unleash them on Brightmoor. Others believe that the last traces of the dragons are beyond The Cut waiting for some brave adventure to travel there and to learn the truth of the Dragon Twilight. The land from The Cut to winters hold are know as the Frozen Wilds.   The Frozen Wilds Once it was a populated area with multiple settlements and a name now lost to history. Since the Age of Storms this area is know as the Frozen Wilds a rolling wasteland of frozen forest, tundra and ruins . It is unknown what happened here or what caused the destruction of the area and its near constant winter. Many and explorer and adventure have braved the Frozen Wilds. Those that returned tell tales of monsters, ruined cities and signs of great power and destruction. Many a valuable relic have been found in this region but few dare travel too far into the wilds.   Winter Hold Once the proud and might city of Winter Hold stood south of The Cut it was lost during the Age of Storms. Today only its ruins remain serving as a landmark marking the beginning of the Frozen Wilds. The city is over flowing with snow, ice and monsters. Many beast and monsters have now made their lairs amongst the ruins making expeditions and exploration of this frozen city very dangerous. Many an adventure and explorer have met their end at Winters Hold but the lucky skilled few have found wonders and relics from the Age of Storms and possible Vannir relics.   Winter's Band Less of a settlement and more of a well know rest spot for the clans. This "town" is the last presentation of warmth and comfort before the cold unforgiving waste of The Frozen Wilds . Many adventurers and explores have used the "town" to mount expeditions and surveys into Winters Hold, The Frozen Wilds and The Cut itself.   Aloy The largest and most elaborate city in the Felwinds it is the oldest and the "Capitol". Situated between the Felwinds River and the Scared Forest the city controls and protects the more well known travel and trade routes. Many a traveler and merchant can find goods and services here and the occasional relic from the Age of Storms brought in from the Frozen Wilds.   Scared Forest A large forest in the Felwinds. Strangely it never snows in this forest despite the winter conditions that surround it. Many and expedition has been launched to find the reason for this but none ever found any evidence of what caused this phenomenon. Travel into this forest is possible but travelers are advised not to go too deep less the weary and unaware might stumble across a beast or monster that call the forest home.   Wolf Mond A small city of the opposite side of the Sacred Forest. Many a traveler from the Banner Lands or those who prefer their privacy use this city as their entry point to the Felwinds and beyond. It is the only area the Seiðr openly and visibly display their power and sway over the Felwinds .Adventers and travlers would be wise to head the warnings of the citizens of this city and learn the lore they know.   White Cross Rampart The first and last presence of the Duwarick Kingdoms influence in the Felwinds. Although a part of the Dunwarick Kingdom the people of the Felwinds prefer and value their independence and solving their own problems. The garrison at White Cross Rampart is responsible for enforcing and protecting the routes into the Felwinds and to Aloy and Wolf mond the collection of tarris and ading the local population with the occasional monster or bandit attack. Rumors say White Cross Rampart is a secret facility or place to hold mages that make too much trouble.
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