Highlanders Mountains Geographic Location in Toriel | World Anvil

Highlanders Mountains

The Highlander mountains surround the Insatiable Lake, has a claw grasping on the body of water, its sharp feature and dangerous inhabitants make for a hostile place in the heart of Tana's Empire. making for the highest mounts in the west. As the highest mountains, eternal snow covers their top.   The place inaccessible to giants was the home of dragons during their era. As such, the mountains are connected by a complex network of caves, in which many kobolds live, thrilled to know they live where the dragon used to be. Inaccessible to most, those mountains hide many secrets. Among them is one of the human druidic clans. But rumors of a town filled with orcs, goblins, and the like, hiding within the mountains are growing in Windrin.   The rare village in those land, receive specific treatment when it comes to tax collection and other affairs necessitating trips from an agent of the empire. Most of that rare settlement are centered around a mine or cave to explore and pull wealth from, generally, no uncommon minerals are found tho.  

Features

Avalanche. When travelling on the higher part of the mountains, the thick snow layer can sometimes be disturbed, provoking an avalanche. A typical avalanche (or rockslide) is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they’re close to its edge, but outrunning one is almost impossible. When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is blinded and restrained, and it has total cover. The creature gains 1 level of exhaustion for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again.
A creature that is not restrained or incapacitated can spend 1 minute freeing a buried creature. Once free, that creature is no longer blinded or restrained by the avalanche.   Falling debris (Conjure barrage). When walking along the wavy path within the mountains, some rare debris may fall on the unaware traveler.  

History

It is said that the highlanders mountains are the beginning and end of the world’s wind currents, with numerous routes etched into the landscape that follow these ancient paths. This place calls people from across the land to embark on a pilgrimage, traversing to seek, the towering peak known as Kharbul, the tallest mountain of the west.   These paths are marked by ancient stone pillars, sentinels guarding the pilgrims as they navigate the treacherous terrain. Each year, these stones bear the weight of countless prayers, for as the pilgrims progress along the path winds become unbearable, so the travelers affix their hopes and dreams to the stone guardians, marking the end of their journey.   Each year, some brave souls succumb to the whims of the unforgiving winds, losing their way or their lives. Yet, for those who persevere, the promise of their prayers soaring to the gods' ears, whispered by the very winds themselves, is a beacon of hope that lights their way.

Geography

Type
Mountain Range

Articles under Highlanders Mountains


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