Home Categories Internet fantasy Hunter's Blade Ⅰ Thousand Orcs

Chapter 37 Trivia - Geography

In this deep, sunken valley is inhabited the Uthgardt tribe of black lions and red tigers, who, under their chief Andar Heartwood, abandoned their nomadic life to settle in a nearby rough In fenced towns, lumber, furs, and bacon (all obtained from cold forests or nearby continents) are used to trade civilizational goods with the great cities of the Silver League.The Red Tiger Tribe did not respect their relatives' choice of a way of life like the weak southerners. There were many quarrels between the warriors of the two tribes, and now the two tribes are at loggerheads. Merchants from large cities are popular in Bruna's Well, but the journey can be dangerous, so many merchants often hire pairs of adventurers to defend themselves.

Between the northernmost part of the Frost Mountains and the Spine of the World, there is a high and cold road that connects Lurkwood with Surbrn and the upper valleys of the Moonland. Few people will travel here now. Most travelers across the Northland from east to west will find it easier and safer to follow the Rauvn or round the southern part of the Evermoors. .But some bold Uthcats, orcs, ogres, and other fearsome leaders still occasionally use this path. In addition to the harsh climate and difficult roads, there are also monsters infested in the Path of the Fallen. A long time ago, a huge war broke out here. Hordes of Orcs in the Kingdom of the Dwarves, the Dwarves hid in an old long-abandoned stronghold beneath the top of the road, and appeared behind them after the Horde of Orcs passed the road, both dwarves and orcs are long dead, but many Monsters—including several strange and powerful hybrids found nowhere else—infested the ancient fortress, preying on any traveler who dared cross the Fallen Path.

Gauntgrim is a huge underground city built by dwarves for humans in the early years when dwarves, elves, and humans in the Northland lived in harmony.It is now deserted, but still holds a great deal of treasure.It is known to all who have heard the songs and legends of the North; but no one knows exactly where the hidden treasure is.The dwarves themselves only know that it is located in the Valley of Khedrun, north of Deshalin and its vassals. Khedrun is a famous dwarven hero in legend. The dwarves' homeland was opened up among the , orcs, and bear goblins; this person really existed in history, but because it is too long ago, no one knows which of the legends about him are real and which are fictional.

This lonely logging village has been a backwater peacefully in the past, but in recent times, evil monsters eager to control the moon forest have begun to threaten here.Querva had no official logo, and did not need such a logo before joining the Silver Federation. When it joined the Federation, it adopted the logo of its most famous location, theWhstlng Stag Inn, now the flag of Querva, a The deer, which only leaped on the green ground, fluttered high above the city wall. Quelva is a small village hidden on the southern edge of the Moon Forest. Most of the guests here are traders, hunters, and travelers on their way to the Herald's Holdfast.It lay about thirty miles or so north of Silvermoon, at the center of a network of criss-crossing timber roads and hunting trails.The town is not very impressive, just a collection of wooden buildings hidden behind high wooden fences with only one gate, made of huge oak trunks and iron bars. Bordered for reinforcement.

As we all know, Luskan, the city of a thousand sails, is one of the ruling cities in the northern part of the Sword Sea.The main population here are northerners from Ruathym, who sailed here as pirates in their early days and settled down.A council of five high-ranking captains - all ex-pirate chieftains - rules the city, but real power rests in the hands of an evil society of wizards called the Arcane Brotherhood.The Arcane Brotherhood generally avoids conflicts with Waterdeep and Amn, targeting mostly smaller cities and merchants who cannot defend themselves. In 36 DR, the Luskans took the Isle of Rosham, a dweller of the Northlanders.Forced to retreat under the intervention of the Alliance of Waterdeep Lords, the Luskans feel so humiliated and resentful that they now turn a blind eye to pirates docking in their waters attempting to plunder Waterdeep's ships.

Second only to the High Forest in the woodlands of the North, this vast forest lies at the foot of the Spine of the World and is notorious on the nearby continents for hordes of orcs, giants, giants, and other monsters. , a reputation that largely matches its reputation, although its southern fringes are safer, attracting loggers, trappers and hunters from Mrabar, Nesme and Longsaddle in large numbers. Several Uskat tribes roam the vast expanses of the forest, chiefly Elk the elk, Grffon the griffin, and SkyPony the pegasus.There is also a tribe hunting in this land. In the east of the forest, near the foot of the mountain, during the climb towards the Fallen Path, the gray wolf wanders here.These valiant savages have earned the fear and respect of the other denizens of the woodland.Small gray wolf camps dot the Northlands, and in the forests there is a pack of over fifty lycanthropes who don't welcome anyone who strays into their hunting grounds.

The wealthiest city north of Waterdeep (north of the Sword Coast) is Mirabar, the premier mining center of the Northlands.Mirabar's mineral deposits include almost all known metals and are produced in huge quantities.A standing army of thousands of men guards against orcs and monsters on the mountain.This rich, cold city of gray stone is surrounded by mineral deposits.To the west and south of the city, the ore deposits across the Mirar River have been exhausted and stone is being mined for the construction of gravel roads. Once mined, Mirabar's metals can be transported in greater quantities to other areas south of Feroux and west. .The Council of Mirabar, in the Hall of Sparklng Stones each fall, decides when and where to sell the metal, and which places will use the metal to forge weapons and wage wars against whom.

The shield dwarves of the city live underground and watch over their workshops.The humans who lived on the surface worked with the dwarves to mine the mines, transport the ore to the market, and defend the city from magical threats.Mirabar's nominal ruler is a hereditary marquis, but the real assembly of power is a council called the Sparklng Stones.This committee is composed of dwarves and humans. They meet once a year to determine the target production for the year and analyze whether the reduction in production will threaten existing customers. The entire council obeys Elastul Raurym, Marquess of Mirabar.His bodyguards are all equipped with platinum armor, sixty-four people, consisting of four "Hammerhead Guards" The hammers-Djassar, Hulmm, Krador, Tu Turvon conducts.

The city is distinguished by its unquenchable forge and the fine gems it produces, as well as by its hardy humans (about 9,000) and even tougher dwarves (over 4,000).The royal emblem of Mirabar is an upright red double-bladed ax with a shiny straight handle and a prominent handle.Usually black, sometimes purple, and white (on the ensign).The merchants of Mirabar own many of the ships that anchor in Luskan. This purple mountain was ruled by the ancient Danzo. Its peaks were seven or eight thousand feet above the surrounding valley floor. The orcs were infested here. They bred in large numbers in the beehive-like caves on the peaks, and they would swarm in every ten years or so. When they join the orcs from the mountain strongholds further north, the disaster of the Northlands being ravaged by terrible orc hordes will begin.

Three tribes of orcs settled in the center of the Rauvn peak in the Raven Mountains. The Red Fangs at the western end, the Tornskulls in the middle, and the Heart Taker at the east. The tribal rituals of the Gruumsh (one eats their captives alive, one smashes the captives' heads, and a third digs out the captives' hearts and cooks them to eat), each of the three tribes responds to the violence in their own way. God theSavage God sacrifice).In the vast hills and gorges of the southern slopes, three goblin kingdoms are at war with each other as much as their orcish neighbours. The Cracked Skull tribe is located in the middle of the other two tribes, and has always pursued the wise strategy of attacking first and violently, so now their number exceeds the sum of their two neighbors (the Redfang tribe can recruit about 200 battle-ready orcs, digging hearts Orcs estimate 2,50, while Cracked Skulls are close to 4,900), in addition, red teeth and heart diggers are far more afraid of cracked skulls than other opponents, more than 400 red tooth orcs have recently chosen to migrate south and west Another rich and weakly defended place was settled, but they have not been heard from since, and Redfang's elders suspect that these wanderers may have broken up into opposing parties soon after setting out, and each went to perdition.

This is the northernmost tributary of the Rver Dessarn in the Desarin Valley. It connects the deep water, the town of Dessarn, and the large cities of the Northland - SlverMoon, Everlund, and Sundabar through the Revern River. The Bryn River originated in the high valleys of the Spine of the World, and was born from the Great Ice Sea. There used to be a bridge across the Surbrin at Nesme, but this has been destroyed.The river is navigable until it meets the River Raven just northeast of Naisham.At the intersection of the two rivers is the town of Rvermoo, which is protected by the river on both sides and a solid wooden fence on the third side. Although the town is well protected, spring floods still cause damage from time to time, so the town is large. Most structures are built on piles 0 feet or more above the ground.Ravenmont has always been considered a part of Silvermoon. The Herald's Holdfast A magically protected subterranean stronghold belonging to the Hgh Herald known as the Old Nght, a secret storehouse of lore about the North, hidden beneath a colossal crouching tower, The tower is protected by a special permanent illusion effect. On the other side of the tower are a series of subterranean chambers in which ancient banners, trophies, and writings are preserved in various forms, many protected by separate layers of magic. It has the largest collection of heraldry and geography, as well as tomes of records outside Candlekeep, in the halls and in the luxurious library of comfortable reading tables.Only the Hgh Herald himself is familiar with all the defenses here, but everyone knows that if the intruder can't tell the correct password, he will be attacked like crazy. Famous in Faerûn as an endless, unbreakable wall of cold peaks, this mountain range marks the end of the mortal world, except for those who have actually visited the Frozenfar (the region around Icewind Dale). All the other bards claim there is nothing north of the Spine of the World but the Great Ice Sea. They say nothing survives that windswept, knife-sharp layer of black ice, and that it takes powerful magic to cross it - and of course those who die in the white mist that hangs over the mountains Folks, some sages say white dragons wander in the fog, and some shapeless, cloud-like blood-sucking creatures.Whatever the real danger, it is believed by all that no one has ever successfully crossed the Realm of Msts to the Realms of Gods above. Those who have actually gathered first hand and not just listened to the tales of the bards or the whispers of the sages know that the Spine of the World is a tall and craggy mountain range of perpetual ice and snow, with three peaks juxtaposed in most places , although the peaks further north are ice-bound and appear from the air to be pure tors or petros.The mountainside of the mountain is full of countless huge rocks, which the locals call "mountain agitation" because falling rocks is more like being hit by a sledgehammer than a landslide.Landslides, severe weather, and frequent monster attacks make the area south of the Spine of the World rarely settled. There are still interesting continents north of the Spine of the World, Icewind Dale in particular - and there are plenty of roads to reach the area around Icewind Dale through the walled mountains.All of these roads are dangerous, and most lead to abandoned dwarven strongholds lost in the mountains of the Spine of the World.Some of these monster-ridden paths hide tunnels through the Spine of the World to the frigid lands above. Some of the mines in the Spine of the World were abandoned due to exhaustion, but most of them were abandoned by the dwarves due to endless monster attacks.The mountains may still contain the richest deposits of metal in all of Faerûn (as evidenced by the wealth of the Mnes of Mrabar), but they are also home to countless monsters.Countless giants, orcs, hobgoblins, bear goblins, and goblins inhabit the mountains, occupying every cavern that was once built by dwarves (except, of course, those occupied by dragons), mountain giants prowl the slopes, peaks and The frozen high valleys are home to frost giants and white dragons, and fog giants are widespread in the Lands Aganst the Wall and the wastelands just south of those forests. Some intrepid adventurers deep into the heart of the Spine of the World say that the ice protects what appear to be human cities and the lairs of frozen dragons, and in other places, strange creatures, large and small, are forever frozen in the ice. - or sitting or standing, it seems that the cold engulfs them on the way.
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