RolePlay onLine RPoL Logo

, welcome to Forbidden Lands - Stone, Feather and Bone

10:25, 19th May 2024 (GMT+0)

Misthaven - Home for Many.

Posted by NarratorFor group 0
Narrator
GM, 6 posts
Mon 6 Jul 2020
at 21:53
  • msg #1

Misthaven - Home for Many

Located on the eastern flank of the Meroman Mountains, the town known as Misthaven nestles in a steep-sided pass that cuts south to north before the trail turns westward to Wailer's Hold. At the northmost Hazkal Gate, the higher of the passes, the wall is sturdy and hewn from massive blocks of stone many centuries past. At the lower southerly Aldermouth the two slighter walls are cruder, their stones pillaged from the ruins of the collapsed dwarvish watchtower that once arched over it. Between these two walls is the town, pinched into the length of the pass though rough tracks spill up and into the high pastures and fields. From within the mountains a series of fresh springs feed the town, coursing into the stream that eventually becomes the River Yender when it reaches the plains below.
This message was last edited by the GM at 08:30, Wed 08 July 2020.
Narrator
GM, 7 posts
Mon 6 Jul 2020
at 21:53
  • msg #2

Background

It is said that when the Meromannian went forth from Wailer's Hold, in the Long March to Belderand, that some few remained beyond their orcish soldiery. At the outposts and the watchtowers, some few families held firm and treated with the Alderlanders - honouring vows made to the Aslene and Ailanders. It is a tale not oft-told in Misthaven, those days vague and lost to the mists of time.

Instead the townsfolk speak of the the Coming of the Mist, when families stood together against the Bloody Night - then and in the centuries that followed

(We will flesh this out further as I receive character submissions)
This message was last edited by the GM at 23:03, Mon 06 July 2020.
Narrator
GM, 8 posts
Mon 6 Jul 2020
at 21:54
  • msg #3

Getting Here

Traveller's tell of the journey to the Outer Aldermouth, the markers upon the Falender Road that point towards the long-fallen trading post and watchtower of Undbar. It is said that the way is a crumbled trail, the remnants of what was once a road complete with milestones and cunning stairs. It heads westward, switching back and forth with waystations upon the way. Some maintain their shelter, but most have fallen into disrepair, but eventually they come to a blind turn that reveals the wall and the gate and the Long Folly that makes it hard to assault
This message was last edited by the GM at 22:48, Mon 06 July 2020.
Narrator
GM, 9 posts
Mon 6 Jul 2020
at 22:12
  • msg #4

Townsfolk

Dwarves and men predominantly share the town, though the iron-folk are clannish and of the Meromannian1, and so the Alder Council and the Valley - as the inner pass is known - is dominated by Alderlanders2 and the few Frailers3 who hold the lore. Away from the easy land of the Valley, low-born Alderlanders vie with refugees from the Quand Aslene4 and Ailanders5 for flat terraces and good soil

Dwarvish family holds have been carved into the pass either side of the Hazkal Gate - the Makazi on the east and the Dahaz on the west, dominated by the smiths and brewers respectively. Living within the bastion itself the Undi claim descent from the watchkeepers of what was once a tiny outpost. Other smaller families cluster around them, more on the eastern side where the Makazi maintain the community's Hearth - a temple to Huge, the forge God of the Dwarves.

Leaning into the winds that sweep the pass, the Valley is dominated by low-slung Alderlander longhouses - with those on the Slopes lower-slung blackhouses on the poorer west; and, cabins and chalets on the more shielded east. Approaching the Aldermouth the houses become taller and more refined, centred upon a chapel dedicated to the Protector, and the Gods of Wind and Water - Wail and Flow - though most houses daub the Nightwalker's rune as protection each night. Lanterns adorn the Aslene cabins and blackhouses, household shrines to Horn, their Fire God. Above the Valley, on the West Slopes is a glade said to be favoured by those wilder faithful of Raven.

Among them all are a few others: an Elf scholar who rarely leaves her home, a handful of Frailers who are said to be her half-kin. That has changed recently, with travellers seeking the town, but others are rare and far between

1 Dwarves, 2,4,5 humans and a few 3 half-elves make up the Kin of Misthaven
This message was last edited by the GM at 22:19, Mon 06 July 2020.
Narrator
GM, 10 posts
Mon 6 Jul 2020
at 22:14
  • msg #5

Locations

Northtown
  1. Hazkal Gate
  2. Wulfred's Forge
  3. Balund's Forge
  4. The Dahazhvat
  5. Hearth of Huge - Temple
  6. The Inn of the Silver Vein
  7. The Marketplace

The Valley
  1. Chapel of the Protector - Temple
  2. Brynde's Cheese House
  3. The House of Lore
  4. {Zulkander's Family Estate}
  5. The Mulesteer's Kick - Tavern
  6. {Thomasz Father's Forge}
  7. The Rowan Crown - Tavern

The East Pastures
  1. The Cemetaries

The West Slope
  1. Feather Glade - Shrine

The Aldermouth
  1. Inner Aldermouth Gate
  2. The Guard Barracks
  3. The Ruins of Undbar Tower
  4. Outer Aldermouth Gate

This message was last edited by the GM at 08:49, Wed 08 July 2020.
Narrator
GM, 11 posts
Mon 6 Jul 2020
at 22:14
  • msg #6

Legends

There are plenty of stories, rumours and legends floating around town. They will be shared as necessary
This message was last edited by the GM at 22:42, Mon 06 July 2020.
Sign In