The Nentir Vale Geographic Location in Ulgrotha; the Homelands | World Anvil
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The Nentir Vale

Flooded Strand; and Broken Savannas

Compared to river pirates of the Darish De'Cour, or the tribals of the Savage Coast, the Nentir Vale is the most populated portion of the Dragondown Coast. Encompassing the eastern plains of the Coast, the Nentir Vale is is dotted with both the numerous ruins of villas, farms, and villages but also the fallout of arcane megastructures. The Vale is a vast, golden shrub-steppes broken up with thousands of rends and tears – sinkholes, as well as inexplicable shafts, chutes, and pits. It's most eastern edge if characterized by windswept gravelly hills, and subterranean caves hidden among the ruins of the old order. And at times can appear innocently idyllic, masking its vicious nature.

 

Even before Elidyr's Folly, open warfare between cities was rare, simply because most cities are so far apart that it is nearly impossible to attack one another directly. Not just because of the high altitude savannas; but the futher one travels they find themselves in chaotic terrain covered in gigantic mountains covered in coarse dirt and some patch of stone. Some are so extremely steep, jutting out at 90-degree angles, making it almost impossible to climb. Ocean-like have also gathered here. On top of that, they can reach heights comparable to the mountain peak - they can rise above the clouds. Massive waterfalls and lavafalls are quite common here. The unforgiving terrain means villages and outposts do not always survive for long.

 

However, that doesn't mean that the cities are happy, benevolent safe zones. Quite the opposite is true, as political corruption is rampant throughout the world, with tyrants taking advantage of the dismal situation of the people. Because travel and resettling are such risks, corruption is not just possible, but rampant. Nobles and tyrants who run the cities are not pushovers, and inspiring venturers especially need to be on their guard.

Geography

The Moonset Hills

A days travel from San Francillieth, along the Nentir Vale coastline is a several long mile strength of fossilized, hollowed out structures that have long been claimed by nature. The hills are steep and sharp, with jagged escarpments forming sprawling, hilly plateaus. Small groves dot the area, as do the occasional burial mound, watchtowers from ancient Nerathi. This cluster of rugged terrain between the River Risken and old roads are not rife with monsters and other villainous types, thanks mainly to the proximity of San Francillieth. But humanoid bandits are fairly common beyond the town. Occasionally hidden crystalline fields shimmer beneath the sun, but the sharp edges of most surfaces will slice through skin and bone.

 

Mountain Ranges

There are three mountain ranges frame the landscape around the Nentir Vale:

  Malorunth’s Highlands - which is the hazy mountain range that sits close to the west of San Fancillieth – several volcanic peaks gave these rugged hills and low mountains its name; plumes of ash and smoke that arise from the outer hills is believed to be attributed to a great efreeti - a great fire spirit. However, tin and copper ores are sluiced and panned out from rivers that come from hidden reserves - and many in San Fancillieth attempt to strike it rich this way.
  The Spires of Kadagast - Which is posted at the northneastern portion of the Vale. It's eastern slops - known as the Kulgard Peninsula – are barren, dry, and rocky, home to a variety of dangerous monsters. The southweastern slopes are a little more hospitable, covered in light pine forest and cut by the gorges of many small seasonal streams. Here, the largest collection of Mountain Dwarves live in their refurbished necropolis – Khazat ald Hraungmarnat, commonly referred to as Hammerfast – isolated. Many a Folklore say that the crooked, angular mountain that juts out of the ragged foothills was once the throne of the Corellon the Shifting, Invoker of Song. From a distance, the Kadagast do resemble a crooked chair. Whether or not the legend is true hardly matters anymore.   And the Draco Serrata Mountains - A large mountain range that frames the southern most portion of the Vale. It is said that some of the glaciers in its mountains are enchanted with powerful magic and contained the preserved bodies of warriors and mages from the age of Arkhosia. On all sides it is surrounded by savanna plateaus with massive stone masks carved into the side of them.   Along the east of the Nentir Vale coast line is the fossilized ruins of the Moonset Hills and the near-impenetrable canopy, fierce rains, and stone-like trees of the Harken Dal Nystiere – more commonly referred to as the Harken Wilds. The ancient trees of these wilds have borne witness to the passing of ages and hidden beneath their dark canopies are the remains of worlds long departed. Few souls brave enough to explore the primeval jungle ever return, for countless horrors haunt the cursed overgrowth.

 

The Harken Dal Nystiere

The murky and bramble-filled depths of the twisted Harken Wild can, and does, wreak havoc on the senses. Thorny plants and fanged beasts lurk and stalk travelers, hidden behind the almost tangible darkness and oppressive weight of the foliage, mist, and shadows. The air itself hangs heavy, reeking of death and decay. Crawling, chittering insects and rustling leaves creep into the ear like a whispered threat. All around is a malevolent, magical energy that weighs down the soul and seeds doubt in the mind, slowly corrupting the integrity of those who dare to tread there.

 

The very few settlements that have formed near the Harken Wild are motivated by extremes. Waves of twisting energy wash over the woods, driving hope and confidence away from even the most stalwart travelers. The sheer presence of the forest’s oppressive fog and magic are stifling and cloying.

Fauna & Flora

Tobaccorn and Bramble Rice grow in abundance along the irrigated channels, easy to harvest and collect for food tithes. Along the coastland Bubblemelon, Kraken Kelp, and Pearvoyance are gathered up for oil brewing.

Axe beaks, Conkclad Buffalo, Ragetail Boar, Sagecane Deer, Whipthrash Serpent, Arachnomorphs, Noblegrass Great Cats, Glidewings, Endrega, Clawfoot are common close to the civilized regions - and the further ones travel, the more vicious the lands becomes. With Swordtooth Titans ruling the southern the most reaches of the Vale.

The Gulf is filled with Pin Tuna, Sushifish, Pink Parexus, Burst Arrowana, and Quippers.

Natural Resources

In addition to editable flora; there are also plenty of indgredients to draft up healing poultices, herbal drews, and quasi-magical potions. Atleast for those who are willing to travel beyond the urbane walls.

Copper, Tin, and Machalite Ore can be seen in abundance across the vale and many often try to pan it from the rivers. Commonly, it is traded by scavangers and nomadic tribals - making bronze easy to craft. With hardened wood grathered up from locally tendered grottos.

Tribes of the Vale:

Men of the Wild: After the Godswar, several barbarian tribes were nearly destroyed. Wandering the devastated lands, they encountered Haran the Red, a self proclaimed prophet of the blood god Gorellik. His personal charisma caused many to flock to his banner, and he foretold that the Imperium would suffer a thousand years of darkness. Haran led any that would follow into the Wild, and once there, he taught them the secret of Spiritshifting.

  Jalvengians: The Jalvengians originate from a frozen land across the sea. During their migration west, they were attacked by humanoid tribes, and were forced to cross the Great River, joining the battles of the Godswar. After Elidyr's Folly, the Jalvengians migrated north across the Gulf of Kul. They surprised and destroyed the mining communities there, taking much wealth in silver and iron from their defeated foes. Only San Francillieth offered any real resistance. After several pitched battles, an uneasy peace was reached last year. Many of their Crushing Wave Reavers, Priests, and Fathomers work for goods and coin in the City of Skilled Hands, while other turn to raiding across the coast.   The Aria: The Aria tribe was said to have invaded with over 1,500 warriors to participate in Elidyr's Folly. However, since the Shattering, constant infighting and heavy losses to humanoid enemies has diminished their numbers. Several years ago, the Aria, finding little but misfortune in Dragondown Coast, decided to return west to their old homeland of the Blackmarch. Some of their numbers still remain in the Nentir Vale - hoping to reclaim some of their lost glory. But many have escaped into the Riverlands, hoping to make it back beyond the Teeth of Lormoch.
Type
Vale
The Nelwyns - also known as Halflings - are a common sight among the waterways of the both the Vale and the Riverlands. The quick-witted resourceful, courageous, inquisitive and surprisingly tough humanoids claim the rivers, marshes and swamps of the world as their territory. Their oral traditions preserve lore and information that others have forgotten. As the best boaters in the world, their river caravans are a vital source of trade and information and they are essential in preserving their local communities by keeping the chain of goods and news flowing.  
Scavanger Cartels are a common occurance across the Dragondown Coast. Dangerous indidivuals who scrape dungeon ruins and cursed battlefields for wealth - or shake down people for the same - and often don't care who they hurt. They are adventurers and glory seekers taken to the extreme, and they are organized into cartels ruled by Churn Barons, the super-rich. Bandits, marchants, hawkers, and man-at-arms all in one - and for the right price, they might have something worth trading. Just be careful, for those with the smiling face may very well hide a brutal, bronze dagger.

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