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EradainAstronomical Data:The Eradain Year extends 364 days, consisting of twelve months each having four seven-day weeks, plus an additional "month" made of the four festival weeks. The festival weeks are the Solstices (Yule and Litha), and the Equinoxes (Ostara and Mabon). Eradain has two moons. The smaller moon Celene goes through four cycles, becoming full on the middle evening of each of the festivals. Luna, the larger moon, makes thirteen cycles of twenty-eight days during a year. The months named in order are: Fireseek, Readying, Coldeven, Planting, Flocktime, Wealsun, Reaping, Good-Month, Harvester, Patchwall, Ready'reat and Sunsebb.** **Astronomical data from 1982 Dragon Magazine Article, Weather in the World of Greyhawk, by David Axler.Geography:The continent of Eradain is located in the Northern Hemisphere of planet Arden in the Iscal Ocean, separated from the Tolmak mainland by the Inner Sea. Eradain is crescent shaped and approximately 1000 miles at its longest point, and approximately 1200 miles at its widest point, which is roughly twice the size of our own England and Ireland combined. Climate:Eradain is a temperate land with long harsh winters in the north, and long hot summers in the southern regions. There is abundant rainfall from the Iscal Ocean blowing in on the western winds, but successive mountain ranges prevent much of this moisture from reaching the regions at the southeastern edge of the continent. Fog is common in the coastal areas, the large forests of the west, and the western side of the Dagalethe Mountains. Topography:Please note that certain descriptions are based on a particular time period in Eradain. They may or may not be applicable or accurate for other time periods. Three primary ranges of mountains split the continent. Along the western coast are the Djolinder Mountains in the north, the Ostorath Mountains in the center, and the Echoriath Mountains in the south. Splitting the center of the continent are the Dagalethe Mountains. The Dagalethe Mountains have only a few passes that allow east-west travel, most notable is through the city Erada along the Sar River. Finally, separating the southeastern portion of the continent are the Barrier Mountains. The western side of Eradain is heavily forested. The Great Northern Wood consists of evergreen trees and is inhabited by tribes of Wood Elves. The Dwimorlorn Forest is located on the northwestern portion of the continent, and as its name implies it is a dark and twisted forest. The great Dellis trees of the Dwimorlorn leave vast areas of the forest floor in perpetual darkness and it is inhabited by many races of humanoids and monsters. Rumors persist of large ruins located in the depths of the forest. Further south are the Dathi and Arandil forests. These lands have been forested and traveled by humans for centuries but not yet fully explored except perhaps by the druids who watch over these lands carefully. Surrounded by the Echoriath Mountains is Avanoel. This forest is the home of most of the elves on Eradain, and the elves have cultivated many groves of the giant they build their famed cities in. The last of the large forests is Thorn-Wood. This forest is so named because of the Dagger Thorn plant which grows there. The Dagger Thorn plant grows very thickly, intertwining about itself and has thorns up to 4' in length. These thorns have a sap that causes a minor allergic reaction in most humanoid creatures when a thorn punctures the skin. A large section of the Thorn-Wood is inhabited by Halflings who ward their borders with great barriers of the Dagger Thorn plant. In the far east is the Kerrich forest, which is actually a narrow region of tough oak trees growing along the Gena River. In the middle of the continent next to the Bay of Serin and the Veran River is the Green Wood, which once covered much of lands east of the Dagalethe Mountains. The Green Wood is the tamest of the forests on Eradain and its well-worn paths are patrolled by the King of Danrae's foresters to prevent poaching of the King's deer. The last forest is Kaylin surrounding the Kalan River at and is located between the Dagalethe Mountains and the Kali Sur Plains. This forest is also greatly reduced from what it once was by generations of lumbering by humans. On the southern corner of the continent is the Rathi Desert. This desert is the result of little rainfall making it over the Barrier Mountains and ash that blows from Mount Thunder, a large and somewhat active volcano. Large portions of the Rathi Desert are composed of sand made of tiny white volcanic crystals which reflect and multiply the sunlight. South of Mount Thunder is a large grassland called the Bregan Savannah, and is the home of many wild herd animals. There are several large rivers, most notable are the Sinann and Saine which combine at Lake Erada and cut through the Dagalethe Mountains as the mighty River Sar. The Sar itself is surrounded by some of the richest farmlands on the continent. The Sar empties into the Bay of Serin, which is part of the Inner Sea The northern portion of the continent holds the Kali Sur Plains, another area of grasslands on which some of the best horses on the continent are bred. At the northern tip of Eradain are the Kar-Tan Wastes. This region has some of the worst weather and toughest ground on the continent and is primarily inhabited by Goblinoids. The western side of the continent is higher in elevation than the rest of the continent making Eradain generally cooler than other regions of the continent. Due to the bowl shape of the surrounding mountains all Eradain rivers flow through the central valley regions eventually joining together at Lake Erada. Adequate rainfall blows in from the Iscal Ocean from the west and Danrae irrigation techniques are more than adequate in dryer years. The Eradain rivers do occasionally flood and even change course, but most near-river cities and villages are built upon hills. Well designed levees in critical places also protect some flood plain farmlands. Eradain weather is relatively mild, spring rain and fog, warm to hot summers, fall fog and some rain, followed by winter fog and snow during Sunsebb and Fireseek. A typical Eradain fog burns off quickly in the lowland and lingers in the forests and highlands. Occasionally the whole land is wreathed in heavy fog for days at a time. Dotted throughout the land are old ruins and standing stones left from the ancients. Many of these places are still in use by followers of the Angharad religion as places of worship. Topography DetailLandsCentral EradainThe lands of central Eradain between the Sinann and Slaine Rivers are some of the best farmlands and developed irrigation systems on the continent, particularly around the city of Bearns. these lands are also the most peaceful and settled in the kingdom. The low rolling hills and rich soil grow all manner of crops including an unusual variety of sweet grapes. The Rift BadlandsLocated in the Ostorath Mountains between Grimspire Peak and the Great Rift is an area known as the Rift Badlands. Due to a freak of weather, winds and the surrounding mountains, very little rain falls in this land of hills and crags. What little does fall, or runs down from the higher mountains either drops into chasms or collects into stagnant poisonous pools. Almost no vegetation grows anywhere in this region due to the rocky and poisonous soil. The region is also the favored hunting grounds of a flight of chimeras. The Jagged CoastWest of the Dathi Forest lies the Jagged Coast. This whole coastline is characterized by massive shear cliffs, rocky shores and unpredictable tides. There are three known areas with safe harbors. Two lie within Breaker Bay, also known as the Bay of Tears which lies just northwest of the Echoriath Mountains. The bay bears this name due to the many underwater rocks and shoals of the bay. Good charts or experienced navigators are a must for sailing these waters. The largest safe harbor is at Seak Keep on the northern side of the bay. The castle is built right into the cliff side on the western edge of the harbor and a leveled and cobbled road along the breakers leads to a watchtower/lighthouse. The castle is massive, deliberately over-built to withstand the pounding delivered by the Iscal during the winter months. The town used to be entirely enclosed within the walls of the castle due to the pirate raids which used to occur here regularly. On the south eastern edge of the bay lies Tarin, also a modest town, which is primarily inhabited by elves. The harbor is to shallow for human deep sea vessels, but it is quite suitable for the smaller ships favored by elves and fishing vessels. The village is not as well protected as Sea Keep, but the shallow harbor and fear of retribution by sea elves keeps pirates at bay. Furthest north near the Tempest Isles is Farnos, which is a small fishing village which is a haunt of pirates and smugglers. Bodies of WaterLake EradaLake Erada is the heart of all Eradain in waterways and trade. Nestled along its eastern shores is the capital which takes its name from the lake. Also on the eastern side is the mighty Erada dam. This colossal structure and parts of the palace have existed since before human or Elven memory but as yet show little sign of weather or age. The lade itself is the crater of a long extinct volcano, is roughly circular and approximately 10 miles in diameter. Although it is relatively shallow at the edges, the bottom drops rapidly and reaches unknown depths at its center. At the western side of the lake the Sinann and the Slaine rivers link to the lake. Each river has a great bridge crossing over it. Since all major rivers in Eradain eventually flow to Erada, the lake is alive with all sorts of trade vessels. Barges, sloops, row and sail all make use of the lake and trade up and down the connecting river. The western half of the lake is kept mostly bare of structures except for two small fishing villages on the north and south side and the military docks located on the rocky strip of land between the Sinann and Slain rivers. A few other private estates and warehouses dot the shoreline. Lake traffic is regulated by a small fleet of streamline boats which may be sailed or rowed by their 10 marine crew. Lake boating regulations are fair but strictly enforced. The Slaine RiverThe Slaine River stretches from Lake Erada and splits near the edge of the Northern Dathi at Dun Eremon. One branch originates far in the north in the Djolinder Mountains and the other in the Ostorath Mountains. It is navigable from Lake Erada to Dun Eremon by larger river craft, and is used by a few frontier settlements beyond. The Sinann RiverMost of the rivers of Eradain are tributaries to the Sinann and it is the life blood of trade and travel through the land. It is navigable by large river vessels along its length from Erada some 280 miles to the city of Tilith. Lesser Rivers and LakesSinglor- this river is navigable by small and medium river craft from Sinthata to where it joins to the Sinann. Shrek- the Shrek is raftable from Feylin to the Sinann, but only downstream by the more daring of river traders. Running River- the Running River has its headwaters from a large number of small streams and springs in the Dathi Forest, but it runs to shallow for any travel. Lower Sinann- The Sinann begins from a collection of stream at the Echoriath mountains and a large magical spring near the Sanctuary of Arawn. Ann River- Originating from the Dagalethe Mountains at Lilly Lake, the Ann is a narrow and fast river. The lands south of the Ann are rich farmlands, but the area is sparsely populated due to the slaver raids and invasions by Haradan. Silver River- The Silver River originates in the Ostorath Mountains and is navigable Gridley to Marsoun only by smaller crafts and barges, some skill is required in the areas around the Grimspire Mountains. From Marsoun to where the river joins with the Sinann at Medrius it is navigable by medium sized crafts and barges. The river gets its name from the silver mines the ore that is barged to Medrius. The Silver River is also one of the main trade routes from the pirate city of Sirona into Eradain. Lethe River- Another tributary of the Sinann, the Lethe originates in the Dagalethe Mountains, but is not navigable by any craft except smaller rafts. Rill River- The Rill originates in the Ostorath Mountains and the Northern Dathi Forests. It is a twin to the Lethe. Lilly Lake- Located at the head of the Ann River, this lake is named for the massive lily pads which can support the weight of a man. Accompanying the lily pads are giant frogs and eels. Mountains/PassesThe Dagalethe MountainsDagalethe Mountains range north-south and form the central spine of the continent. Due to the geography of the land, the Dagalethe are much steeper on the eastern slopes than the west. The mountains are rich in minerals and there are many small mining villages and camps dotted throughout the range, but many of the mines in tamer, easier to reach areas are old or mined out. Richer deposits are still to be found but the deep mountains are home to all manner of strange and terrible beasts and some mines have broken into dangerous areas of the Underdark. The southern reaches of the Dagalethe are home to a large number of Minotaur which are more intelligent (and still as just as cunning) as the norm. These Minotaur often hire themselves out as mercenaries and are generally loyal as well as impressive. Further north just before Daga Pass the mountains are inhabited by Goblinoid tribes, goblins, bugbears and ogres. The Daga Pass area is patrolled by soldiers from Dun Uisnech as far west as (Dun Adlerweg), but the pass is still home to many bandits and monsters. North of the Daga Pass through to the Dwarven kingdom of Khuzdul is some of the tames regions of the Dagalethe with some of the oldest mines, but the high mountains are still dark and dangerous places. Daga PassDaga pass begins at Dun Uisnech and crosses over the Dagalethe to the free city of Kartis in the foothills of the eastern side of the mountains. Duke Abromo maintains the Sarost Keep near the zenith of the pass which protects Eradain lands. The fortress is situated in an ideal position over a narrow passage and could withstand an assault by a force many times its size. The keep is also protected by some of the best magical wards and is always manned by at least one Fire Mage of rank and several Tempus Knights. The fortress has never been taken by direct assault. The Dukes soldiers patrol the pass between Dun Uisnech and Fort Sarost, but despite this the pass is still plagued by Goblinoids and bandits. The eastern half of the pass is not patrolled, so wise merchants hire additional guards at Dun Uisnech or Kartis before traveling through the pass. Some mercenaries make long careers being caravan guards traveling back and forth through the pass. Mugna PassMugna Pass links Eradain with the lands of Sar. It is a series of engineered switchbacks and cobblestone roads following along the many falls and cataracts of the Sar River as it plunges through the Dagalethe down to the Sar River valley. there are periodic wide landings where travelers can rest and plenty of water is available from cleverly constructed fountains. Order is maintained by soldiers from the capital and from the Sar City States. The pass is very tame and order is maintained by a guards known as Pass Wardens who often act as directors of traffic more than soldiers. Several merchants have set up semi-permanent booths on the landings themselves and there is an actual tavern hewn into the wall of one mountainside. A small town has grown up at the base of the pass, mostly filled with warehouses, stables, inns and taverns to serve travelers and merchants. Those wishing to ascend the pass must check in with the Pass Wardens at the watch tower before the trail. Merchants are charged a set amount based on the number of horses or donkeys in their caravan and given numbered air filled gourds as passes. At another guard station near the halfway point these gourds are collected and sent back down the mountain via specially designed water channels. the gourds then flow down to the Pass Wardens who monitor the flow of traffic based on the available gourds. At the summit lies the city of Erada very near the great dam. Travelers are free to enter the city, but when first arriving the are watched over by experienced Pass Wardens who may inspect suspicious looking persons or cargos. Ostorath MountainsThe Ostorath Mountain range has some of the roughest and most dangerous territory on the continent. It is home to a large number of humanoid tribes, giants, wyverns and other dangerous creatures. The range is also rich in minerals and gems, but even more than the Dagalethe, the Ostorath are riddled with Underdark entrances. There are several lesser mountains in the Ostorath range, such as the Grimspire Mountains near Marsoun and Gridley, but looming over all the others is the great Grimspire Peak. The Grimspire is composed of a dark stone, the white snow which eternally blankets its top gradually turns gray at lower elevations and fades into the blackness of the mountain. Located northeast of Grimspire is a wide chasm knows as The Great Rift. The blighted lands between the Great Rift and the Grimspire are known as the Rift Badlands. There are a few small villages and towns within and around the mountains. Marsoun is located at the edge of the Ostorath Mountains on the Silver River. Most commerce in and around the Ostorath Mountains passes through this town and onto barges to travel down the Silver River to Medrius and the Sinann River. On the western coast of the Ostorath lies the town of Sirona which has an excellent harbor and is an infamous pirate and smuggler haven. The Great RiftLocated in the Ostorath Mountains near the headwaters of the Slaine River is the Great Rift. It is a massive chasm approximately 50 miles long and ranging from 1 to 5 miles wide and plunges to untold depth in some locations. The Rift itself is home to many humanoid tribes and monsters who live in caves and cliff villages along it interior. There was once a defensive castle built by the Danrae at the eastern end of the rift as a guard against humanoids attacking east into human lands. This castle was overrun by Orcs long ago and once of the last defenders, a powerful Danrae cleric, cast an earthquake which caused the chasm to widen and swallow the castle along with the Orcish hordes inside. A new defensive keep was built some twenty miles further east which still serves as an outpost and beacon tower. ForestsThe Dwimorlorn ForestThe Dwimorlorn Forest does not actually lie within Eradain territory, but its proximity to the norther border does affect Eradain. The Dwimorlorn is, as its name implies, a dark and terrible place. Strange trees, known as Dellis Trees dominate huge sections of the interior. These trees grow thick intertwining foliage high from the ground casting the forest floor into an eternal gloom, in some areas it remains dark as night year round. Within the forest there are known to be large areas of wild magic and other areas which are strong with emanations from the negative material plane. There are roving packs of undead, shadows, wights, ghouls and even specters in the interior. At the fringes of the forest live humanoid tribes, particularly Gnolls, Orcs and Trolls. These humanoids often gather together and raid south into Eradain territory. The Arandil ForestThe Arandil is one of the great forests of Eradain. It is located between the Dagalethe and Echoriate Mountains and acts somewhat as a buffer zone between Eradain and Haradan. The eastern half of the forest is dominated by humans and their roads, travelers, foresters and hunters. There are three human settlements in these eastern regions of the forest. The first is Hurloon, a large castle with a town nestled within its walls. Hurloon marks the boundary of Haradan lands. Approximately some 50 miles to the north of Hurloon lies The Keep. The Keep is a large castle manned by a coalition of southern Eradain soldiers under command of Lord Velruz. The Keep is often the focal point of Harad aggression and has been besieged several times. The third is the village of Rosston, near the Sanctuary of Arawn and is under protection of both the druids and wood elf tribes. The Sanctuary of Arawn is a temple dedicated to the Angharad Hunter-God. West of this temple are lands roamed by wood elves, who only allow travel upon the roads. Between the druids of the Sanctuary and the elves, only a foolhardy traveler would take an axe to a tree in those western areas of the forests. The south-eastern region of the forest is under the control of the Harad. One of the few resources of timber for Haradan and cutting of trees is carefully regulated, with severe punishment for any native caught in the act. Foreigners found away from the authorized roads are slain or enslaved. The Northwest region of the forest nearest Tilith is occasionally the haunt of goblin tribes or bandits. This region is also sometimes used by the Avanoel high court which comes every decade or two to hunt the woods. The Dathi ForestThe large of the two great forests is the Dathi. Wood elves and their allies control the souther stretches and though they allow humans and other peaceful creatures to travel the roads, cutting down any trees or even wandering to far from the road is likely to bring Elven arrows first and questions later. The Dathi is divided into three main regions the Southern, Northern and Western Dathi. The Southern Dathi is bounded by the Shreck River in the east and the Running River in the west. Within this region is the Sun Temple of Lugh, the high temple of the Angharad religion. Somewhere south of this temple are groves of the giant trees nurtured by elves and druids which are the only known permanent villages of the wood elves. At the southern tip of this section of the forest is the city of Feylin, which rests at the foot of the only known pass through the Echoriath mountains to the Elven kingdom of Avanoel. Most trade between the elves of Avanoel and Eradain is constructed at Feylin and travels along the Shreck River Road to Tilith and beyond via the Sinann River. The Western Dathi is bounded by the Running River the Ostorath Mountains and the Silver River in the north. Only the southern most edge is inhabited by elves and the rest of the western region is wild, often the home of humanoid tribes that migrate down from the Ostorath. There are several human villages, the larges of which is Sinthata, located just north of the Sun Temple of Lugh. The Northern Dathi stretched from Sinthata and runs in a spur along the eastern edge of the Ostorath Mountains until it reaches the Slain River. Thereafter it changes gradually to the Dwimorlorn Forest. The norther and western Dathi are much the same with humanoids and other fell creatures from the Ostorath Mts. and the Dwimorlorn Forest taking up residence in its depths. |
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