The Myrskyt Mountains Geographic Location in Kohtalo | World Anvil

The Myrskyt Mountains

Honestly, the Myrskyt Mountains are probably my favorite mountains in the world. Lacking the jagged sharpness of the Dragon's Spine and without the deadly height of the Outh Mountains they are just a nice place to cut ones teeth on mountaineering. That is to say, mistakes made there usually dont end up with someone dead.
— Japser Cameron, Leader of The Brozne Ravens
  There is a wisdom to the mountains, for those that speak the language no where in hte world is this more true that in the Myrskyt Mountains. After all, the worlds friendliest Primordial Elemental lives there, so everyone has something they could learn from such a being. but we will get ot that later. There are other mysteries to discuss.  

The Wreck

Mysteries like The Wreck. Located in the mountains southwest of Favortown is, as the name would imply, the wreckage of what one assumes must be a ship of some sort. I say assumes because it is like no sheep seen in the world. Its hull appears to be made out of some sort of metal unlike any mined by dwarves. By its outward size and the strange properties of the metal one would assume it was made by Strom Giants. An assumption that gets more weight when one considers the proximity to the rumored capitol of the Empire and the fact that to end up where it is It must have been capable of flight. Yet its interior hallways and doors are sized for normal folk, not giants. Many such people it must have carried, for it is a vessel whose size boggles the mind.   While sections are missing, or perhaps that is just how it appears so many years after its presumed crash, what is there measures over 1000 feet long and 200 feet wide at its widest point. It has what one assumes is a single mast centerline offset to the starboard side, though how a sail could affix to such a structure, much less propel the ship, I have no idea. And it must have had a sail for there are no rowlocks for oars. What oars they would have to be, for I have not yet mentioned the height! Keel to deck is near 80 feet!   Out of the four sections that the ship has broken into, the strangest by far the the fore and aft sections. as one ventures into these section, the air loses its mountain chill and starts to warm to the tropical feel one might expect from coast of The Unbroken Deep. Those that have ventured deeper than I claim that frogs can be heard, though what they eat is anyones guess. I however am more concerned with the algae that appears to be spreading from the hull. It covers the snow, tinging the entire scene an seaweed-green color. On rocks it even appears to have the same slimy texture one would expect on a rocky shore, but not 10,000ft up in the mountains. Alas storm season is approaching, so we must head back down the mountain or risk the winds carrying us down the fast way.  

The Hidden Castle

Thousands of miles to the southeast of The Wreck lies one of the other mysteries of the World. The Hidden Castle. Designed by Storm Giants it is a marvel to behold, so long as one can find it. You see, for several hundred miles around the castle compasses do not work with any reliability and the constant shifting clouds and fog that cover the strech of mountains make both celestial and landmark based navigation all but impossible. The only reliable way known to get there is to find a Caster who has been there and is lookign to go back and follow their navigation spell. Like nearly all such places it is proof against scrying, but since it is stationary navigation spells will at least lead you to its outer walls.   As long as the Myrskyt Dwarves dont catch you. They view using a navigation spell as "cheating" and as such will use their own magics to confuse your spell and lead you astray. To the best knowledge there are three passes that will eventuall lead you to the Castle as long as you dont take a wrong turn, which likely means that there are or were 7 paths to get there in the tradition of the Storm Giants. Assuming that one such path was a way up to the Sky, that leaves 3 paths lost to time and the changing of the land.  

The Walking Volcano

Last, but certainly not least, we have The Walking Volcano, or as the dwarves call him Iroh. There is nothing that can prepare one for seeing/meeting the Walkign Volcano, except maybe the Usan Uuls, but I shall try to describe hime here. Imagine a volcano, one of those neat island ones that forms such a beautiful, nearly symetric cone. Chop the top off, so that you have somethign not unlike a hat that field hands wear in some parts of the world, except with smoke coming out the center. Now, imagine a person standing next to a Frost Giant. Next to the Frost Giant, make a vaugely humanoid shape out of black rock, cracks running through it that glow red with the fires of creation. Scale that figure up until the frost giant is about the same size to it as a person is to a frost giant. Then scale up the figure again the same ammount. That is Iroh.   Apocolyptic lore surrounding him aside, he is incredibly nice. He understands most languages, but can only communicate in the language of primordials, so conversations tend to take a while are are open to a wide array of interpretations. Still he is always willing to entertain guests. One needs only look for the distinctive sillouhette of his hat to find the mountain he is currently in.   He does move about form time to time. Cultists believe he is lookign for a weak spot, a place to split the world open that his kin may spring forth and end the world in a fiery blaze. Other claim he is looking for his original home, a mountain lost to time. Me, I think he just moves to get a new view of the sunrises and sunsets across the mountains he calls home. Should you find him, tell him Woosh sent you, and ask for some tea. You wont be disappointed.

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