Pale Mountains |
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HILLS AND HIGHLANDS
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ABBOR-ALZ
(Where no statistical information is given, it is impossible for the chronicler to estimate the data due to the lack of certain knowledge about the area.)
The rocky hills which run east and west between the Nesser River and Woolly Bay are known as the Abbor-Alz. The northern verges of the hills are relatively safe, and these are claimed by the Duchy of Urnst, as are those softer highlands which are covered by the Celadon Forest. The central and southern portions are very arid, however, and wild tribesmen dwelling within these hills turn back all intruders - if they manage to return at all. These hills are so rough and precipitous as to preclude mounted movement or even organized bodies of soldiers, so no aggression has proven successful in clearing these tall heights. Occasional adventurers will return with tales of having prospected within these hills, stories of encounters with the natives, monsters, and the like, but most can not be believed. There are certainly riches within the Abbor-Alz, however, for Urnst has productive mines in that part which is held by the Duchy.
How far the hills continue into the Bright Desert is unknown. The
peoples dwelling in and beyond the Abbor-Alz are as unfriendly as the
highland tribesmen.
The northward-thrusting arm of the Abbor-Alz (q.v.) is known as the
Cairn Hills. These hills surround Midbay on Nyr Dyv and form the
borderland between territory claimed by Greyhawk City and that of the
Duchy of Urnst Several thousand gnomes dwell in the central portion of
the Cairn Hills, halflings enjoy its lower northern slopes, while many
dwarvenfolk five in the area where it meets the Abbor-Alz and the hills
become young mountains. In the hinterland below Nyr Dyv's Midbay, where
the hills are very rugged, there have been strange burial sites
discovered from time to time. These rich finds are of a people unknown
even to the demi-humans, evidently predating them! Discoverers returned
with harrowing tales of horrid guardians, death, and worse, but carried
back ingots of precious metal, gems, and other treasures as well. The
discovery of these burial sites gave the hills their name, and also
make them a target for many foolhardy adventurers. There are no
settlements east of the marshes around the Upper and Lower Neen Rivers
until the eastern edges of the hills are reached.
The Hestmark Highlands run northwards up the coastline of South Province from the town of Dultstrand to the mouth of the Flanmi, branching northwestwards into the Glorioles. These hills have always been a rallying point for disaffected humans, as their remote location and rugged character have enabled their demi-human inhabitants to remain free of the rule of the Overking or his minions. Many gnomes and dwarves live in the Hestmarks, and free spirited men have their villages amidst the shelter of these hills as well. The area is well known for its precious metals and gems, and for this reason it is often raided by forces of the Overking who badly need the wealth thus obtained. Medegians, troops from the Herzog of South Province, and imperial soldiery alike probe these hills all too often. Its inhabitants, doughty in the beginning, have become battle-hardened veterans because of these continual skirmishes and raids, and with the men and elves of Surmcli are beginning to conduct their own forays into the lowlands beyond the Hestmarks in reprisal.
The independent town of Dullstrand (pop. 5,500) and its environs
proclaims neutrality in these matters, but it is probable that secret
aid is given to the insurgents in the hills. Freebooters certainly find
safe haven in the town, and its forges make weapons and armor which are
not seen by the Overking or his men-at-arms.
Blemu Hills: This chain of hills
runs from a point about level with Belport southwards to the town of
Knurl, the Teesar Torrent cutting their eastern verge. These hills form
the southeastern boundary of the Bone March. At one time were home to
certain demi-human folk, but tribes of Celbit, Jebli, and Euroz now
infest the place.
Bluff Hills: The western terminus of
the Griff Mountains slowly decreases into a series of rugged ridges and
steep hills. This range separates the states of the Bandit Kingdoms
from the lands of the Rovers of the Barrens. The former now occupy and
claim the Bluff Hills as their territory, as they do the whole of the
Fellreev Forest The nomads to the north are too weakened to effectively
dispute this move. The Bluff Hills are said to contain small deposits
of copper and gold. Numerous monsters roam the area, and many ogre
bands make it their home.
Drachensgrab Hills: The low
mountains of the same name found in the Pomal are surrounded by these
hills. Rich in valuable minerals and gems, these hills have always been
the home of many terrible beasts and monsters which had to be contended
with by the humans dwelling along the lowland coasts. Now that the area
is in the hands of humanoid hordes, many of the monsters there Win
undoubtedly be enlisted into their ranks. Legends say that these hills
hide the resting place of one or more powerful creatures who may
someday return to life.
Flinty Hills: This broad and deep
band of hills marks the southern end of the Rakers. The eastern
shoulder, and an arm which projects southwards for many leagues, define
the lower boundary of Bone March and the easternmost territory of
Nyrond and Almor. The portion covered by the Add Forest (west of the
Harp River) is Almorish. The area is well endowed with minerals.
Numerous halflings inhabit its southern portion, while many gnomes
dwell to the north. The far western span of the Flinty Hills is within
the Gamboge Forest (q.v.).
Good Hills: This is a range of
rolling highlands in Keoland east of Sterich and running all the way to
the middle of the border with the Yeomanry, with the Javan River
marking its western edge. These lands are home to many halflings and
gnomes. They are also the source of considerable mineral wealth.
Gull Cliffs: The headlands which rise steeply along the coast west of the isles of the Sea Barons are known as the Gull Cliffs (or Gullcliffs) because so many sea birds nest among these hills and sea cliffs. The town of Roland nestles amongst the hills, a major port for commerce to and from Rauxes and the sea.
Headlands (The): The heights of the central portion of the Onnwal Peninsula are known as the Headlands. This spine runs from the city of Irongate along about half of the peninsula, forming cliffs on the Azure Sea coast They are home to many dwarves and some gnomish groups as well.
Hollow Highlands: The north-south hill chain which divides the fiefs of Idee from Sunndi is called the Hollow Highlands due to the mining and burrowing which has taken place there for so long. Dwarves, gnomes and halflings dwell amidst these hills. Although they are not particularly rich in minerals or gems any longer, their beauty and fertility keeps this demi-human population high. The minions of the Overking do not venture into the Hollow Hills without strong forces.
Howling Hills: These hills are just below the southern edge of the Cold Marshes, a portion being divided from the main body by the Dulsi River valley. The eastern hills are now part of luz and undoubtedly home to all manner of hideous creatures and savage humanoid tribes who exploit their metals. The western portion is sacred to the Wolf Nomads as a burial place, and they stoutly defended this area from any incursion of men or humanoids from Iuz. Several large battles have reportedly taken place in and around the wedge of hills between the Blackwater and Dulsi for this very reason, and Iuz likes not such thwarting.
Iron Hills: The series of highlands reaching eastward from the city of Irongate and demarcating the fiefs of Ahlissa and Idee in the west are known as the Iron Hills. Most of these hills are in the hands of the Iron League. Very high grade ore is taken from the mines there, as are several sorts of precious metals. Dwarves and gnomes do much of this mining.
Little Hill.: The Jotens turn to very high hills as they come to the Cavan River valley, and these hills turn southwards as if following the river course. These looming hills can be called little only in comparison to the Jotens and Crystalmists beyond, and this is evidently what was done by the yeomen who named them. Considerable numbers of demi-humans dwell in the Little Hills, along with communities of men. The town of Longspear, in the foothills of the Littles, is an active trade center. The soldiers from this area are renowned for their ferocity in battle, human and demi-human alike.
Lorridges: These sharp ridges and hills are found at the northern end of the Lortmil Mountains. Some dwarves and gnomes have their dwellings and mines therein. These hills are about evenly divided between Gran March, Bissel, and Veluna. The pass between these hills and the foothills of the southern horn of the Yatil Mountains is the major entry point to eastern Flanaess. The Yatil foothills are known as the Northern Lorridges, but they belong to the Highfolk (q.v.), and their gnomish inhabitants serve the Olvenfolk.
Sepia Uplands: Perrenland now claims most of the block of highlands which are the lesser heights of the Clatspur Mountain range. The Wolf Nomads hunt in the northern portion of the range, and the hills within the Vesve forest are unclaimed by any humans. Some mineral deposits are suspected to be within these hills.
Spine Ridge: The unwholesome Vast Swamp is butted on the south by a chain of rising hills which terminate on a great plateau in the center of the Tilvanot Peninsula. These hills, the Spine Ridge, are supposedly rich in precious metals and gems, but they are too dangerous for normal exploitation, being home to numerous humanoids and monsters.
Stark Mounds: The many-spurred Crystalmist Range thrusts some low mounts and high hills eastwards towards the Javan River below the joining of the Realstream. These mounts and hills divide Geoff from Sterich. The Stark Mounds are probably old and weathered mountains. They end at the east bank of the Javan and are claimed mainly by Geoff. While some dwarves inhabit the steeper portion of the Stark Mounds, they are home to gnomes in the main.
Tors, The: The mesa-like hills which mark the terminus of the last spur of the Crystalmists are called the Tors. Bordering on the Hool Marshes, they mark the southern edge of the Yeomanry. These wild hills are a source of continual troubles for the yeomen, as they are home to many sorts of monsters and humanoid tribes.
Tusman Hills: The border between Ket and Tusmit is formed by the Tusman Hills, a series of highlands which eventually rise into the Yatils. The hillmen of the Tusman Hills are renowned fighters, thus maintaining semi-independent status, and gladly serving as mercenaries for both Tusmit and Ket.
Yecha Hills: These Yatil foothills are quite rich in mineral deposits, and the Tiger Nomads have actually begun to exploit these mines. They have a permanent settlement, their capital city of Yecha, within these highlands, and numbers of their herdsmen graze flocks of sheep and goats there.
KRON HILLS It is estimated that nearly 20,000 gnomes five within the region of the Kron Hills. These heights spring eastwards from the Lortmils and reach almost to the Nyr Dyv. Their verge forms the southern boundary of Veluna, then stretches beside the Velverdyva for a time before peaking in the heart of the Gnarley Forest, where many Sylvan Elves happily roam over their crests. Their southern slopes demark the end of the Wild Coast region and are a part of the northern region of Celene. Some dwarven enclaves exist in the Kron Hills where they butt against the Lortmils, although the number of such demi-humans is not known. The gnomes of the region were instrumental in the organization of the army which drove the humanoid hordes from the Lortmils (and the Kron Hills). They likewise served with honor in the host which defeated the Horde of Elemental Evil in the battle above Verbobonc. The Kron Hills are mined for metals, precious metals, and gems. The upper slopes are quite fertile and grow many crops in sheltered valley and glen. Quite a number of scattered enclaves of humans five in peace with the gnomes and other demi-hurnans of the area, save in the Gnarley Forest where the Olvenfolk are isolationist.
Baffler Peaks: This range stretches from the southwestern edge of Bramblewood Forest to the Crystalmists. Its terminus of northern hills is so rugged and steep as to be regarded as basically part of the mountain chain. The Valley of the Mage is hidden within the central Barriers, and their southwestern end forms the western boundary of the Grand Duchy of Geoff. These mountains are infamous for their strange inhabitants (see EXPEDITION TO THE BARRIER PEAKS, ADVANCED DUNGEONS & DRAGONSO Dungeon Module S3). Of course, there are some dwarves dwelling in hidden places within the Barrier range, for they have many precious minerals and gems.
Clatepur Range: This small group of mountains below the Sepia Highlands borders the Vesve Forest on the west and funnels the southern portion of Lake Quag. These peaks have some valuable minerals, and Perrenlanders dwell in small villages in the lower ranges and valleys. There are few demi-humans found in the Clatspurs proper.
Corusk Mountains: The Corusks form a bow, the backbone of the Thillonrian Peninsula which runs from the Solnor Ocean in the east, north and west and then southwest where the range terminates (Hraak Pass). While the lower parts of the mountains are inhabited by humans, various bands of evil humanoids and monsters of all sorts dwell in the central fastness. It is thought that this range possesses little in the way of valuable ores or gems.
Crystalmist Mountains: The Crystalmist range is the highest on the Flanaess. It begins where the Ulsprue and the Barrier Peaks join and runs southeast to the Hellfurnaces. Beyond these mountains to the west is the Dry Steppes area, while several small states nestle against its eastern slopes where arms are thrust northwards and eastwards. Amidst the high peaks and weird valleys of the Crystalmists dwell many and varied monsters, tribes of humanoids, and many giants, ogres and the like. Despite this fact, men often enter the range in search of precious metals and gems, for exceptionally bold and sturdy mountain dwarves also reside amidst these mountains. A great glacier in the middle of the range gives rise to the Da,.4sh River (which flows through Sterich to join the Favan). (See also GLACIAL RIFT OF THE FROST GIANT JARL, ADVANCED DUNGEONS & DRAGONS@ Dungeon Module G2).
Drachensgrab (Mountains): The small Drachensgrab mounts are highlighted by several towering peaks which thrust up from their center. The whole area is known to be filled with prized metals and fine quality gemstones, but many strange creatures of hostile nature live amidst the hills and mountains of the Drachensgrab. Additionally, it is speculated that some terrible curse is upon the area, and legends relate that some powerful being or beings will arise in anger if their resting place is ever disturbed. The mountains are now the major stronghold of humanoid invaders holding the whole Pornarl area. These include orcs, hobgoblins, bugbears, and numbers of ogres and ogre magi.
Glorioles: This is another
lesser mountain range which is found at the northwestern end of the
Hestmark Highlands. The Rieuwood lies to the west of the Glorioles, and
the Grayflood and Thelly Rivers above. The peaks and valleys of this
range are the homeland of perhaps 10,000 or more mountain dwarves.
These dwarves, despite an antipathy for elvenkind, have of late aided
in the warfare being conducted by the Iron League against the invading
forces of the Great Kingdom.
Griff Mountains: As the name implies, the peaks of these montains are the habitat of many monstrous creatures. The Griff range extends from the western terminus of the Corusks at Hraak Pass, southwest and west for over 100 leagues. These mountains divide the Hold of Stonefist from the Duchy of Tenh and the Theocracy of the Pale below. Being only a trifle lower than the Corusks, the Griff Mountains are similarly uninviting to human settlement, although there are some sprinkled here and there, for these mountains do contain valuable mineral deposits. There is supposedly a small and beautiful land in the heart of this range. Ruled by a powerful prince, and protected from all invasions by magic and might, this tiny realm is said to have buildings roofed in copper and silver, gold used as lead is elsewhere, and jewels lying about on the ground.
Hellfurnaces: The Hellfurnaces range is part of the Crystalmist Mountain range, but it is active volcanically in many places and thus its different name. As with the northern part of the chain, the Hellfurnaces are a hive of evil, being populated with all sorts of monsters, particularly those which enjoy warmer temperatures, such as Fire Giants (see HALL OF THE FIRE GLANT KING, ADVANCED DUNGEONS & DRAGONS@ Dungeon Module G3). There are reported to be whole labyrinths of passages under this range of mountains, these underworld highways actually going for scores, possibly hundreds, of miles in all directions (see ADVANCED DUNGEONS & DRAGONS Dungeon Modules D1 D2 and D3 DESCENT INTO THE DEPTHS, SHRINE OF THE KUO-TOA, and VAULT OF THE DROW).
Jotens: The largest arm, or spur, of the Crystalmists is known as the Jotens, both because these mountains are very high and imposing, and also because they are the dwelling place of numerous hill giants and not a few stone and cloud giants as well. In all other respects this range is similar to the Crystalmists (q.v.) (see STEADING OF THE HILL GIANT CHIEF, ADVANCED DUNGEONS & DRAGONS@ Dungeon Module G1).
Lortmil Mountains: This low chain of mountains, often fading into hills with age, contains several very imposing mounts nonetheless. It is the homeland of many sorts of demi-humans - dwarves, gnomes, mountain dwarves, and a few venturesome halflings as well. These folk have acted in concert in the past to expel most of the humanoids and many of the vicious monsters from the Lortmils, and they are subjects of the small states which have formed in the shelter of the range such as the Ulek realms and Celene (qq.v.). The Lortmil Mountain range contains some of the richest gem and precious metal deposits known, and the dwarves, gnomes, and halflings living in the region are reputedly as wealthy as princes.
Rakers (The): A southern arm of the Griff Mountains which runs downward into the central part of eastern Flanaess is known as the Rakers, since the tall sharp peaks seemingly rake the skies. Their terminus, the Flinty Hills, is discussed elsewhere (see HILLS AND HIGHLANDS). Although infested with humanoids and fearsome creatures, these mountains also provide a home for a number of groups of dwarves and mountain dwarves. It is not known how much valuable ore is contained within these peaks.
Sulhaut Mountains: This range runs westwards from the place where the Crystalmists and HeRfumaces meet. It separates the Dry Steppes from the ghastly Sea of Dust (q.v.). It can only be supposed what can be found in these mountains, for no certain information is available to us. A tortuous pass supposedly exists, enabling passage from the Dry Steppes into the Sea of Dust or eastwards into the kindlier lands of the Flanaess.
Ulsprue: The lesser peaks of the Crystalmists, thrust northwest and north into the Plains of the Paynims are known to the Baklunish, as the Usprue, possibly for the people who dwell in the cup which these mountains and the Barrier Peaks form on the plains. No certain information regarding other aspects of this range is available.
Yatil Mountains: These mountains are clustered thickly for many leagues west and south of Lake Quag. They, along with the Barrier Peaks, divide the Baklunish portion of the continent from the rest - save in the north where western nomads have pushed across the top and beyond. These mountains form the boundaries of Ekbir, Tusmit, and Ket to the west. In and along their eastern slopes are found the Concatenated Cantons of Perrenland. and the territory of the Olvenfolk (Highfolk). There are numerous humanoids and monsters dwelling within this range of mountains, but there are also some hardy demi-humans and mountaineers there. The Yatils are quite rich in ore deposits and gems, although it is difficult to locate and mine such deposits.
In the lands north of the Artonsamay, amidst the rough and broken
ground and jutting crags of the badlands there, a deepcanyon of
tremendous extent is found. This strange rift in the floor of the earth
is over 180 miles in length and from 10 wide at its end to about 30
in its midsection near the bandit town of Riftcrag. Tales tell us that
this rift is more than a mile deep and pocked with caves and caverns.
Much of its length has been cleared of monsters, although they still
issue forth from the tunnels, it is said. The Plar of the Rift, as the.
bandit lord styles himself, reportedly uses humanoid troops and
monsters to hold the place against their kin, and rich loot is taken by
such action. The floor of the rift at its western end is shunned,
however, due to the particularly fierce monsters dwelling there.
Attempts to clear this area have ended in disaster. Parties from the
Shield Lands taking punitive actions against the bandit kinglets report
that this state of affairs is indeed true, relating that attempts to
surprise the brigands by moving through the Riftcanyon from its western
end have proven to be impossible.
Just south of the Riftcanyon is the lonely volcanic cone of haunted White Plume Mountain, avoided by both knights and bandits (see ADVANCED DUNGEONS & DRAGONS Dungeon Module S2, WHITE PLUME MOUNTAIN).