The Darish De'Cour Riverlands Geographic Location in Ulgrotha; the Homelands | World Anvil
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The Darish De'Cour Riverlands

The Beating Heartlands; a Drowned Junction

Beyond the granite ranges of the Nentir Vale, the land takes one a different form. Patches of gray, bubbling mud form between the hills, where natural vents perpetually release lazy plumes of sulfurous gases that give the region its unmistakable smell. Mineral shelves surrounding areas of intense seismic or thermal activity sometimes produce rings of vibrant colors, and many locals study these minerals for their medicinal and arcane properties. Others worry that the source of this activity is a portent of terrible things to come, whether it be an imminent eruption or some slumbering elemental power.

 

These are the Darish De'Cour Riverlands – flooded grasslands and dangerous salt flats. White water rapids that explode into great stony shore or mangrove swamps. Few besides Halflings and river pirates tread it's water-ways, most avoid the great crossworking of rivers due to poisonous muck around the environment. For the poisons are in the land, the water, and even the air. Dense fog can make visibility low in much of the Riverlands. Hiding both the valuable crafting materials, in addition to the great remains of the ancient technologies.

Geography

Whitefall Highlands

The eastern shores are a collection of hot springs and pools of water that seem easy to cross but hide deep wells, with layers of colorful mineral buildup. The area is full of tall, sickly trees and great swarms of biting insects. Regardless, it cuts a striking dash from the rest of the toxious mistiness of the riverland's crooks. The western terminus of the Malorunth’s Highlands, the Whitefall Highlands are the last reaches of the Nentir Vale before truly entering the Riverlands.  

The Mangrove Sisters

This forest got its name from the silvery sheen that marks the leaves and bark of its trees. Long ago, elves from the Otherside crossed the boundaries to settle here. Today, several wood elf clans dwell in elegant, wooden structures built among the forest canopy. Not a single creature enters or leaves the forest's boundaries without the knowledge of the elves.  

The Forest of Paths

On the weastern plateaus, south of the hydrothermal springs has been a long home of horrid monsters and vicious raiders, the Forest of Paths hides within its borders a multitude of terrors. A vast forest that supports a complex ecosystem. A network of trees stretch high into the sky, creating the ancient tree that looms tall over the rest of the forest. While the inner depths of the the Forest of Paths are a place where the planar bindings between Ulgrotha and the Otherside are thin. Undead creatures and villainous monsters that seek to tap into the essence of the Otherside thrive deep in the forest.  

The Witchlight Fens

At the confluence of the great rivers, north of the Great Southern Lakes, is a great swamp that stretches for miles. This marsh is territory coveted by few intelligent creatures, for one principal reason: the Waterlords. As elusive as they are deadly, these gargantuan monstrosities considers the Witchlight Fens their realm, and most of those who enter the swamp are not interested in contesting that claim. A number of ruins related to the ancient empire of Nerathilord's can be stumbled upon by those who explore the depths of the swamp. Some of these have been occupied by newer groups, including Scavanger Cartels and Hili tribes, but others are so mysterious and have such an air of malignancy as to drive all but the most desperate or depraved from their presence.  

The Great Southern Lakes

North of the Greying Lands, the southern great lakes drop off into dark pebble beaches and sheer cliff faces, pock-marked with numerous caves housing blood hawks, harpies, and (rumor has it) an impossibly big roc - worshipped by some of the local tribals. The southern lakes are generally a quiet and peaceful body of water, pristine and teeming with natural life. However, on those rare occasions when the Red Rains make it up from the Savage Coast or backwash from the Bloodmire, the land becomes filled with backwash. Once this phenomenon occurs, the lake’s wildlife — and the population that survives on it — become tainted by the fetid waters.  
 

The Greying Lands

Along the southern shelf of the Riverlands is the basalt deltas and misty gourges that keeps these twisting lands from being properly settled. From the few who travel the Greying Lands, they speak of bones and corpses pile up, generating toxic fumes that are extremely harmful to venturers and render even docile beasts aggressive, and an entire ecosystem revolving around decomposition. However, there is rumors that this unnatural ecology is caused by a great scar at the center of the Greying Lands - where a dead god rests.

Fauna & Flora

Mariner’s Friend, Parrot Poppy, and Scholar’s Brush are common amongst the riverways, with skiffs and boasts often incoporating into their designs.

Coralcoat Turtle, Snapspine Serpants, Nectarbelly Polliwog, Nightshade Monitor, Grassghoul Deodon, Bloodhawk, Fintail titan, and Dingoneks are common sights to the River Pirates and Halfling clans. However traveling through the floodmeadows can reveal worse horrors stalking the wilderness; including Aeschna, Vodyanoy, vengeful water spirits, and even chimera beasts.

Natural Resources

Outside of Mariner's Friend, some of the most abundance resouraces is Jade, Parashrooms, and Antidote Herbs. Goldenfish, Dogwood Catfish, and Almiraj are often hunted by the river pirates, Halfling folk, and tribals - who trade off their furs and oils to the scant few metropolitan places. Liftwood is carved from the mangrove outcroppings, and along the hydrothermal spring of the east are rich in Dragonite Ore for those with a decerning eye.  
The waterways of the Darish De'Cour are deceptive and dangerous. Its a land consisting by quaking mires, angry rapids, and almost bottomless pools. These tributaries are full of natural hazards; a venturer can slip or fall to a watery, choking death in a few seconds.

Known Tribes of the Riverlands:

The Wolf Runners
Lead by Sylish Kreed, this group of river pirates that pproaches every raid with good humor and a certain amount of politeness; they try to be civil in their dealings with victims. He leaves them short of gold and goods, but alive-that way he can rob them again at a future date. Rarely do fishermen or harriers die by their hands, but when someone attempts to best Sylish Kreed, they will meet a watery death.

 

Gnasher
Lead by Thereax Guldeer, a young Viashino is merciless, and her greed is as strong as that of any red dragon. She alone can sound the dragon's horn, a monstrous instrument mounted to the prow of her ship. When blown, it roars like a massive dragon. Her tribal crew is full of Mongrolfolk Brutes, Mongrolfolk Shockers, and Troglodytes who believe she is the next Ruler of the Riverlands.

 

Pale Prow
An old ship whose faded hull and rat-gnawed sails belie its speed and the ferocity of its crew, Pale Prow is a ramshackle warship with an ornate rudder made from bone and wood. The rudder is not attached to the ship's wheel and is instead operated by a team of six vampire spawn, who turn it at the command of its dread captain. Pale Prow doesn't sail under the sun. and its appearance is always preceded by a heavy fog that appears without warning. It is said that Pale Prow has never been touched by a shipwright. despite its many injuries. By what means the ship is repaired, none can say.

 

The Dreadnaught
is a heavy warship covered in scorched iron plates laid over coal-colored wood. No portholes or oar slits mar the perfect surface of its riveted hull; no mast can be seen to rise from its sooty deck. A cabin. reinforced with steel bars, sits toward the aft, a dull red glow pulsing from within. Dreadnaught's captain is a mad tinkerer and wizard named Vigr Thrass. Vigr's madness arose from his discovery of a dark tome that described rituals used to animate constructs. The wizard now sails the great rivers, stealing wealth and arms from merchant and communal vessels alike. He is known to mingle in the seaside communities, where he pretends to be a kind-hearted merchant in need of a few crew members. In reality, the captain is looking for suitable slaves to clean and repair his magic automatons.

 

Arish a’ Ahon
Also known as “the nature people,” or the Woodsingers are a clan of wood elves living in the Mangrove Sisters. They are a splintered people now, with half being nomadic across the Dragondown Coast, the other half ensuring the horrors of the Forest of Paths remain sealed away. They occasionally trade with the humans of Palro Altor or other settlements. A wise, cautious elf woman named Eriyel currently leads them, hoping to find a long lost Anamfath (Soul Prince).

Type
River Basin

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