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(Gatefall: The Fall of Gateway Downs)
 
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A larger version of this map can be found [[Gateway_Downs_big_map|here]].
 
A larger version of this map can be found [[Gateway_Downs_big_map|here]].
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Historically, The Gateway Downs was the first part of the Southern Continent to be discovered by the northern people of the Continent of Yrth.  After the last Great Migration, it was still on the north end of the continent, but it had been rotated 90-degrees clockwise.  Heranmar, the largest town in the region, was now on the northern coast.  The region was effectively an isthmus surrounded on the North, West, and South by ocean.  It was still the 1st port of call for ships coming from the Continent of Yrth, but it is not the main port.  After paying their respects and spending a few days “dirtside” to regain their sanity after such a long voyage, most ships move on to Hook City and other ports further south. 
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So the region is seldom at a loss for trade and supply opportunities, yet does not come close to the amount of trade that goes through the Hook City region to the east.  For many, It is a place to visit and leave, instead of settling and staying.
  
 
===Geography===
 
===Geography===
Gateway Downs is bordered by vast seas and tall mountains, making it difficult for travellers to arrive or depart.  This geography has made the people of the Downs rather xenophobic, even though they are now at the center of the North-South continental trade!
 
  
The lands themselves are still very lush to swampy because of the tremendous rainfall recieved in the last 50 years (see GATEFALL). The downs are gently rolling, wooded, and abound with life.  It is easy for people and even entire tribes to lose themselves in the wilderness of this sparsely populated landHowever, there are some centers of civilization in the area that are worth mentioning.
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The northern land is hilly in places and swampy in others because of the rainy season which runs from late spring into early fall dumping 50-70 inches onto the northern parts of the region. The mountainous area in the south is spared the worst of this.  Hurricanes are common every few years.
  
Heranmar.  The closest city of the Southern Continent to the Northern, Heranmar should be a bustling sea-trade town.  Yet it still maintains its sleepy xenophobic ways.
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'''Gateway Downs''': In the northern and central parts of the zone are several hilly areas called 'downs' for which the region is named.
  
Wayfarer.  A monestary of monks dominates the heights of this steep hillside town while a long curtain wall surrounds the base. A winding street makes its way from the base to the top, and the hillside is stuffed with houses, shops, and cottage sized factories.  Many dwarves live here, and it is a great place to start when you are prospecting in the mountains nearby.
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* Coastal Downs--chalky to the point that there is exposed chalk in places.
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* Waning Downs--swampy between the hills where rice is grown in places
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* Grey Downs--rocky, good for grazing with shepherds who live in rocky huts
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* North Downs--taller appearing “bumpy” and a totally wild area
  
http://www.woldiangames.com/Woldipedia/index.php/Image:Wayfarer.jpg
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'''Spirit Swamp:''' The Spirit Swamp is a ancient reminder of the 50 Years of Rain that was the punishment for the people of the Gateway Downs people for faithlessness before the first Great Migration. It is very boggy with heavy undergrowth, quicksand, and floating islands of sod. The main road within the Spirit Swamp is made of elevated earthen causeways with many bridges and camping areas located every 10 miles. Of course, these camping areas are known to the wet denizens of the Spirit Swamp, and so are a favorite spot for ambush and raid.  Other 'roads' are no more than paths that attempt to use the driest ground for foot traffic: no cart could move here.  The secondary 'roads' also tend to shift in the swamp.  Several areas have collections of Spirit Woad, which has strange properties depending on where it is growing...
  
Threshold.  A town of farmers and cottage-craftsmen, Thresholders have endured the encroachments of evil for 50 years.  They are stoic and close-mouthed, but can endure incredible horrors and hardshipsThis gothic town is a good place for striking off into the country of Wane or the Coastal Downs.
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'''The Grey Divide:''' In the southern portion of the Gateway Downs is The Grey Divide, a vast mountain range that is beautiful to behold, but dangerous to visitThe dangers vary from avalanches to monsters.  Several profitable mines are in the area where the Grey Downs and the Grey Divide meet.
  
Country of Wane.  Before the last Migration, all the downs of Wane were in the border of Koshe-Marr, the dreaded land of horror.  Now, the last of the evil is expunged from the land, and the idyllic landscape is unexplored.  Who knows what will be found in the vales of Wane?
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===Villages, Locations, and People===
  
Spirit Swamp. The Spirit Swamp is a vestige of the 50 Years of Rain that was punishment for faithlessness in Gateway Downs, and is very boggy with heavy undergrowth, quicksand, and floating islands of sodThe only roads within the Spirit Swamp are elevated earthen causeways with many bridges and camping areas located every 10 milesOf course, these camping areas are known to the wet denizens of the Spirit Swamp, and so are a favorite spot for ambush and raid.
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'''Heranmar''': The best known of the towns in the Gateway Downs, it is located on the northern coast near to the border with the Hook City regionIt is the hub of trade and activity within the Gateway Downs.  It is a bustling sea-trade town, despite its small size, and acts as a front door for Hook CityIn demeanor, it seems unambitious and is definitely superstitious with fickle ways.  Due to it being the first town ever discovered by the Continent of Yrth and its past connection with the Chaos Bell, it is considered the capital of the region.
  
===GATEFALL: The Fall of Gateway Downs===
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'''Fort Wayfarer''': A monastery of monks dominates the heights of this steep hillside town while a long curtain wall surrounds the base. A winding street makes its way from the base to the top, and the hillside is stuffed with houses, shops, and cottage sized factories. Many dwarves live here, and it is a great place to stock up on supplies when prospecting in the The Grey Divide mountains nearby. [http://www.woldiangames.com/Woldipedia/index.php/Image:Wayfarer.jpg Fort Wayfarer]
  
This is the story of Gateway Downs upon the arrival of the first Northern heroes a generation ago.  The rains are defeated and the recent Great Migration has altered geography and directions....
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'''Cliffport''':  A ragtail collection of shacks for the very poor and outcast sits atop the “Cliffs of the Great Migration.”  It began as a leper colony, but now is just a “shacktown” of less than 50 people.  
  
The People of the Gateway Downs have suffered greatly during the last 50 years. Some sources believe that when most of their towns reverted to gang rule and bully tactics, the Powers cursed the area with Perpetual Rains which oracles said reflected the “spirit” of the people. Some say that their suffering is a direct result of their lack of effort --that when the tough times came, most people hid in their homes and hoped it would all go away. The people themselves became known as non-aggressive in nature. It seemed that they had just given up. They didn’t even have the energy to move to a more prosperous region. They just cowered in their homes and wished it all away. Others claim that it is due to a lack of faith in the Gods and Powers. These peoples, as a whole, let their temples remain empty. Some towns even forced their temples outside the city walls when they could not pay their taxes. Temples became known as places where criminals held clandestine meetings and places to receive shelter because of the perpetual rains.
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'''Threshold''':  This town used to be home to farmers and cottage-craftsmen, “Thresholders” had endured the encroachments of evil from the Waning Downs for many lifetimes. They were stoic and close-mouthed, but can endure incredible horrors and hardships. Then they were just….gone. The buildings remain and they do not age or weather. The fate of this town is one of the great mysteries of the Gateway Downs, even the Southern Continent.
  
It should be noted up front that of all the peoples of the Gateway Downs, those of Threshold showed more faith than any other community and refused to be defeated by the closing of the northern trade routes during the Rainy Curse of the last 50 years. Instead, they increased their local mining efforts finding silver and diamonds east in the Krag Us Monde. These luxuries they traded south to Hook City and east into the elven lands of Dre Moria by creating their own trading lines. They spent much in time, labor, and effort to keep the one pass to the east open. However, even this community was not noble nor good in the eyes of their fellowman and The Powers. The considerable income that their trade efforts brought in was not shared by the citizens so that all prospered. These profits went into the pockets of a few powerful mine owners, while all around them the average citizen became poorer and insignificant.
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'''Wane:'''  Before the last Migration, all the downs of Wane were in the border of Koshe-Marr, the land of horror, that was encroaching upon the Gateway Downs.  At the last moment, they were saved by the Children of Chaos adventurers and pulled out of the demiplane of dread. Now, the last of the evil is expunged from the land -- or is it? The people of Wane are reluctant to talk with outsiders, and the idyllic landscape roundabouts are unexplored.
  
===The Spirits Decree===
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'''Abandon''':  Like Wane, this community was pulled into Koshe-Marr. Unlike Wane, it never returned. Now it is known only by this fell name, and its location in the Wold, or out of it, is a mystery.
  
The Spirits therefore determined that these pitiful souls had to be tested. They decreed that a group of adventurers would rise up from among these peoples and be designated as “children of the times” and “representatives of the people.” These would-be-heroes will be given the opportunity to affect a change in the destiny of the Gateway Downs and its citizens. If they risk all beyond all hope, even to the point of death, the region will be redeemed. The Downs of Gateway will then be renewed in the next configuration and its resident curses lifted. There will be a new beginning and a prosperous age.
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'''Three Forks Inn''':  On the west coast is an inn. It has the best “view” in the region.  However, it is known for the nearby fishing and hunting. There is a nice wharf, too large really for an inn, with fishing boats to rent as well as berths for those who sail to the inn from Hook City. The inn is larger than one would expect, has a great chef, brews its own ale, sports its own taxidermist, and has several hunting guides and professional fishermen that may be hired by the day or the week. While it isn’t cheap, it isn’t as expensive as one might expect.
  
The stage for this conflict will be the demi-plane of Kosh-Marre: The Domains of Dread and Desire. This plane is a closed space outside the Wold Proper where a group of watchers and experimenters known as The Powers tempt mortals with immortality and the granting of desire. By day the settings of Kosh-Marre are startlingly beautiful and seductive: the windswept heath with brambles aflame in autumn color, soaring peaks with icy summits piercing the sky. When night falls however, she cloaks the world in inpenetrable darkness. A chill rises from the soil and contaminates the air and horror of each and every type. Suddenly, “breathtaking” beauty has new meaning. Here the mighty warrior will freshly experience the sight of spilled blood. The priest will become estranged from his god. The thief will confront the evil nature of his deeds and talent. The mage will experience the dark side of his magic. The allure of the evil part of each man’s soul will seductively call to him. The more powerful the creature or soul, the more powerfully the demi-plane of terror will call to him.
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'''Firn’gaer’s Tower''':  At the southern end of the Waning Downs, where they butt up against the Grey Divide, is a tall wizard’s tower that is the home for Firn’gaer(RPawlowski), a gnome wizard who was part of the retired Children of Chaos adventuring group.  The tower is known for its library full of magical history and lore. He usually has a few apprentices he is training to be wizards.
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'''Hiope Tribe:'''  A small tribe of centaur that live in the ancient nomadic ways can be found in the plans west of Fort Wayfarer.  They maintain good relations with those who respect their ways.
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===Gatefall: The Fall of Gateway Downs===
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By Bezekiel Montgomery [just after the 3rd Migration]
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The People of the Gateway Downs have suffered greatly during the last 50 years. Some sources believe that when most of their towns reverted to gang rule and bully tactics, the Powers cursed the area with Perpetual Rains which oracles said reflected the “spirit” of the people. Some say that their suffering is a direct result of their lack of effort --that when the tough times came, most people hid in their homes and hoped it would all go away. The people themselves became known as non-aggressive in nature. It seemed that they had just given up. They didn’t even have the energy to move to a more prosperous region. They just cowered in their homes and wished it all away. Others claim that it is due to a lack of faith in the Powers. These peoples, as a whole, let their temples remain empty. Some towns even forced their temples outside the city walls when they could not pay their taxes. Temples became known as places where criminals held clandestine meetings and places to receive shelter because of the perpetual rains.
 +
 
 +
It should be noted up front that of all the peoples of the Gateway Downs, those of Threshold showed more faith than any other community and refused to be defeated by the closing of the northern trade routes during the Rainy Curse of the last 50 years. Instead, they increased their local mining efforts finding silver and diamonds east in the Skinnies. These luxuries they traded south to Hook City and other locations. However, even this community was not noble nor good for persons or The Powers. The considerable income that their trade efforts brought in went into the pockets of a few powerful mine owners, while all around them the average citizen became poorer and insignificant.
 +
 
 +
The Powers therefore decreed that these pitiful souls had to be tested. They decreed that a group of adventurers would rise up from among these peoples and be designated as “children of the times” and “representatives of the people.” These would-be-heroes will be given the opportunity to affect a change in the destiny of the Gateway Downs and its citizens. If they risk all beyond all hope, even to the point of death, the region will be redeemed. The Downs of Gateway will then be renewed in the next configuration and its resident curses lifted. There will be a new beginning and a prosperous age.
 +
 
 +
And 50 years after the rains started; a single, storm-battered ship arrived at the port town of Heranmar.  A young team of northerners met some southern adventurers, and they eventually became the Children of Chaos.
  
 
===The Great Migration===
 
===The Great Migration===
  
In the last Great Migration (circa 2009 Real Time), the Protectors of Heranmar were revealed as the mortal instruments of the Powers of the Southern Continent. The heroic group named the Children of Chaos journeyed to the Center of the Southern Continent and, in ringing the Chaos Bell (an artifact of unknown power) initiated the Great Migration.   
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In the last Great Migration (circa 2009 Real Time), the Protectors of Heranmar were revealed as the mortal instruments of the Powers of the Southern Continent. The heroic group named the Children of Chaos journeyed to the Center of the Southern Continent and, in ringing the Chaos Bell (an artifact of unknown power) initiated the Great Migration.
 +
 
 +
Earthquakes shook the Gateway Downs, and the land was ringed in a blue curtain of light before being wrested from its old location on the continent. Four months passed as the Gateway Downs flew through the air, cut off from all the other lands. When it at last settled into its new place, what used to be west is now facing north, and all the neighbors of the Downs have changed. What new lands are on the borders?
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===The Gateway Downs Today===
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A couple of generations have come and gone since the Great Migration, the attempt of Koshe marr to absorb the region, and the ringing of the Chaos BellAs has been mentioned, the people are very superstitious using all manner of good luck charms and protections to ward off a return of those “nightmarish” times.  Giftedness, the ability to see the future through all manner of means, is just as important as the protection of a power.  Most people are very fickle concerning the Powers that they support and seem to change their mind with the blowing of the wind and the changing of their circumstances and fears. 
 +
 
 +
Dangers still exist, but most folk manage to pretend that they are far away and thus nothing to worry about.  This repeating pattern of “avoidance” causes the wise to shake their heads hoping that the growing bad karma will affect the next generation and not theirs.  Most people of this land wish for the status quo to continue, which sounds very much like the people before the Great Migration.
  
Earthquakes shook the Gateway Downs, and the land was ringed in a blue curtain of light before being wrested from its old location on the continent.  Four months passed as the Gateway Downs flew through the air, cut off from all the other lands.  When it at last settled into its new place, what used to be west is now facing north, and all the neighbors of the Downs have changed.  What new lands are on the borders?
 
  
  

Latest revision as of 06:54, 23 August 2023

Gatewaydownssmall.jpg

A larger version of this map can be found here.


Historically, The Gateway Downs was the first part of the Southern Continent to be discovered by the northern people of the Continent of Yrth. After the last Great Migration, it was still on the north end of the continent, but it had been rotated 90-degrees clockwise. Heranmar, the largest town in the region, was now on the northern coast. The region was effectively an isthmus surrounded on the North, West, and South by ocean. It was still the 1st port of call for ships coming from the Continent of Yrth, but it is not the main port. After paying their respects and spending a few days “dirtside” to regain their sanity after such a long voyage, most ships move on to Hook City and other ports further south.

So the region is seldom at a loss for trade and supply opportunities, yet does not come close to the amount of trade that goes through the Hook City region to the east. For many, It is a place to visit and leave, instead of settling and staying.

Geography

The northern land is hilly in places and swampy in others because of the rainy season which runs from late spring into early fall dumping 50-70 inches onto the northern parts of the region. The mountainous area in the south is spared the worst of this. Hurricanes are common every few years.

Gateway Downs: In the northern and central parts of the zone are several hilly areas called 'downs' for which the region is named.

  • Coastal Downs--chalky to the point that there is exposed chalk in places.
  • Waning Downs--swampy between the hills where rice is grown in places
  • Grey Downs--rocky, good for grazing with shepherds who live in rocky huts
  • North Downs--taller appearing “bumpy” and a totally wild area

Spirit Swamp: The Spirit Swamp is a ancient reminder of the 50 Years of Rain that was the punishment for the people of the Gateway Downs people for faithlessness before the first Great Migration. It is very boggy with heavy undergrowth, quicksand, and floating islands of sod. The main road within the Spirit Swamp is made of elevated earthen causeways with many bridges and camping areas located every 10 miles. Of course, these camping areas are known to the wet denizens of the Spirit Swamp, and so are a favorite spot for ambush and raid. Other 'roads' are no more than paths that attempt to use the driest ground for foot traffic: no cart could move here. The secondary 'roads' also tend to shift in the swamp. Several areas have collections of Spirit Woad, which has strange properties depending on where it is growing...

The Grey Divide: In the southern portion of the Gateway Downs is The Grey Divide, a vast mountain range that is beautiful to behold, but dangerous to visit. The dangers vary from avalanches to monsters. Several profitable mines are in the area where the Grey Downs and the Grey Divide meet.

Villages, Locations, and People

Heranmar: The best known of the towns in the Gateway Downs, it is located on the northern coast near to the border with the Hook City region. It is the hub of trade and activity within the Gateway Downs. It is a bustling sea-trade town, despite its small size, and acts as a front door for Hook City. In demeanor, it seems unambitious and is definitely superstitious with fickle ways. Due to it being the first town ever discovered by the Continent of Yrth and its past connection with the Chaos Bell, it is considered the capital of the region.

Fort Wayfarer: A monastery of monks dominates the heights of this steep hillside town while a long curtain wall surrounds the base. A winding street makes its way from the base to the top, and the hillside is stuffed with houses, shops, and cottage sized factories. Many dwarves live here, and it is a great place to stock up on supplies when prospecting in the The Grey Divide mountains nearby. Fort Wayfarer

Cliffport: A ragtail collection of shacks for the very poor and outcast sits atop the “Cliffs of the Great Migration.” It began as a leper colony, but now is just a “shacktown” of less than 50 people.

Threshold: This town used to be home to farmers and cottage-craftsmen, “Thresholders” had endured the encroachments of evil from the Waning Downs for many lifetimes. They were stoic and close-mouthed, but can endure incredible horrors and hardships. Then they were just….gone. The buildings remain and they do not age or weather. The fate of this town is one of the great mysteries of the Gateway Downs, even the Southern Continent.

Wane: Before the last Migration, all the downs of Wane were in the border of Koshe-Marr, the land of horror, that was encroaching upon the Gateway Downs. At the last moment, they were saved by the Children of Chaos adventurers and pulled out of the demiplane of dread. Now, the last of the evil is expunged from the land -- or is it? The people of Wane are reluctant to talk with outsiders, and the idyllic landscape roundabouts are unexplored.

Abandon: Like Wane, this community was pulled into Koshe-Marr. Unlike Wane, it never returned. Now it is known only by this fell name, and its location in the Wold, or out of it, is a mystery.

Three Forks Inn: On the west coast is an inn. It has the best “view” in the region. However, it is known for the nearby fishing and hunting. There is a nice wharf, too large really for an inn, with fishing boats to rent as well as berths for those who sail to the inn from Hook City. The inn is larger than one would expect, has a great chef, brews its own ale, sports its own taxidermist, and has several hunting guides and professional fishermen that may be hired by the day or the week. While it isn’t cheap, it isn’t as expensive as one might expect.

Firn’gaer’s Tower: At the southern end of the Waning Downs, where they butt up against the Grey Divide, is a tall wizard’s tower that is the home for Firn’gaer(RPawlowski), a gnome wizard who was part of the retired Children of Chaos adventuring group. The tower is known for its library full of magical history and lore. He usually has a few apprentices he is training to be wizards.

Hiope Tribe: A small tribe of centaur that live in the ancient nomadic ways can be found in the plans west of Fort Wayfarer. They maintain good relations with those who respect their ways.


Gatefall: The Fall of Gateway Downs

By Bezekiel Montgomery [just after the 3rd Migration]

The People of the Gateway Downs have suffered greatly during the last 50 years. Some sources believe that when most of their towns reverted to gang rule and bully tactics, the Powers cursed the area with Perpetual Rains which oracles said reflected the “spirit” of the people. Some say that their suffering is a direct result of their lack of effort --that when the tough times came, most people hid in their homes and hoped it would all go away. The people themselves became known as non-aggressive in nature. It seemed that they had just given up. They didn’t even have the energy to move to a more prosperous region. They just cowered in their homes and wished it all away. Others claim that it is due to a lack of faith in the Powers. These peoples, as a whole, let their temples remain empty. Some towns even forced their temples outside the city walls when they could not pay their taxes. Temples became known as places where criminals held clandestine meetings and places to receive shelter because of the perpetual rains.

It should be noted up front that of all the peoples of the Gateway Downs, those of Threshold showed more faith than any other community and refused to be defeated by the closing of the northern trade routes during the Rainy Curse of the last 50 years. Instead, they increased their local mining efforts finding silver and diamonds east in the Skinnies. These luxuries they traded south to Hook City and other locations. However, even this community was not noble nor good for persons or The Powers. The considerable income that their trade efforts brought in went into the pockets of a few powerful mine owners, while all around them the average citizen became poorer and insignificant.

The Powers therefore decreed that these pitiful souls had to be tested. They decreed that a group of adventurers would rise up from among these peoples and be designated as “children of the times” and “representatives of the people.” These would-be-heroes will be given the opportunity to affect a change in the destiny of the Gateway Downs and its citizens. If they risk all beyond all hope, even to the point of death, the region will be redeemed. The Downs of Gateway will then be renewed in the next configuration and its resident curses lifted. There will be a new beginning and a prosperous age.

And 50 years after the rains started; a single, storm-battered ship arrived at the port town of Heranmar. A young team of northerners met some southern adventurers, and they eventually became the Children of Chaos.

The Great Migration

In the last Great Migration (circa 2009 Real Time), the Protectors of Heranmar were revealed as the mortal instruments of the Powers of the Southern Continent. The heroic group named the Children of Chaos journeyed to the Center of the Southern Continent and, in ringing the Chaos Bell (an artifact of unknown power) initiated the Great Migration.

Earthquakes shook the Gateway Downs, and the land was ringed in a blue curtain of light before being wrested from its old location on the continent. Four months passed as the Gateway Downs flew through the air, cut off from all the other lands. When it at last settled into its new place, what used to be west is now facing north, and all the neighbors of the Downs have changed. What new lands are on the borders?


The Gateway Downs Today

A couple of generations have come and gone since the Great Migration, the attempt of Koshe marr to absorb the region, and the ringing of the Chaos Bell. As has been mentioned, the people are very superstitious using all manner of good luck charms and protections to ward off a return of those “nightmarish” times. Giftedness, the ability to see the future through all manner of means, is just as important as the protection of a power. Most people are very fickle concerning the Powers that they support and seem to change their mind with the blowing of the wind and the changing of their circumstances and fears.

Dangers still exist, but most folk manage to pretend that they are far away and thus nothing to worry about. This repeating pattern of “avoidance” causes the wise to shake their heads hoping that the growing bad karma will affect the next generation and not theirs. Most people of this land wish for the status quo to continue, which sounds very much like the people before the Great Migration.