Wild Zones

Outside the civilized regions and the city states, there is much life, and it is generally fighting tooth and claw to survive and dominate.

Islands and Land Masses

The islands that make up the Havis Lands have names, and are outlined below.

Havloth

The main landmass that houses the cold woods of Far Borea, the temperate woods of the Great Forest, the actual Calardith Peninsula, and the lands of Valrorim is called Havloth.

Ahros

Today, the peninsula home of the Ahros peoples bears their name, particularly in the name of the mountain range in the middle called the Spine of Ahros.  The middle of the civilised land is mostly covered by the Howgath Deeps, and the southern part is nearly tropical and named (appropriately) the Swelter.

Aerinska

This island east of Havloth is warm and caressed by maritime trade winds.  The free city of Aerinska lends it's name to the place now.  The western end is covered with rugged mountains with shepherds and hill folk that are very unwelcoming.  The eastern end of the island is home to many grasslands and some farming.

Small Islands

Fahla

Falhla is detailed in the section on Valros.

Duroth

It is poorly mapped and little visited, making it a prime home for monsters uncomfortably close to the human realms.  The western end is edged in scrubby savanna, while the eastern end is barren desert hills.  Rumors persist of a failed dwarven outpost here.

Bodies of Water and Rivers

Glimmerun River

There is quite a bit of traffic on the Glimmerun, despite the dangers. It is a very wide, deep, and mysterious channel. Much timber is felled in Longknife and floated downstream to Bend, there it’s barged to other ports. Also, there are a river folk that live on the Glimmerun in barge-like houseboats. They generally are shunned by the Havisfolk of the region, and their ethnic origins are unclear. They are sometimes accused of piracy on the river, but generally make their way as river nomads – hunting, fishing, trading, and fortune-telling up and down the river from Bend to Longknife.

There are many small villages along the Glimmerun, that frequently deal with incursions from the Great Forest (or, worse, the Gloamwood) or strange fey happenings along the river.

Bay of Skulls

The Bay of Skulls is presided over by Castorhage on it's western edge, and is fully controlled by the Ahros navy, stationed in Castorhage.  The eastern edge, where it mixes with the currents from the Calardith Bay, is mostly held by Aerinska, but piracy is common here.  The Bay itself is also held below the water by a persistent Sahuagin colony that harries vessels that pass overhead.

Razor Coast, The

The Razor Coast is the south-western edge of Havloth, and is described in the Frog God Games supplement of the same name.  A sweltering den of savagery, piracy, and depravity.

Great Sea

The entire Havloth landmass is ringed by the Great Sea, which forms a significant isolation barrier around it.  There is a large continent far to the west of the Havis Lands, and it has been traveled to by some.  But it is a long and perilous journey.

Hills and Mountain Ranges

Killat Hills

The Killat Hills are the ancestral homeland of the Havis peoples, but even older than that, it is the seat of the original Barakite peoples, and the Lost City of Barakus lies buried in the Hills' southern reaches.  Today, they are home to a thriving community of gnomes, dwarves, and humans.  There is a lot of herd grazing in the Hills and some small scale silver mining.

North and South Skywall Mountains

These mountains and their foothills are rife with monsters, especially giants and their kin. The large vale in the center of the North Skywall Mountains is rumored to be home to either a mighty arch-mage, or a giant king, depending on who is telling the story. Given that the North Skywall mountains also houses Galdurang, there is frequent conflict with the dwarves – although they have woven some pretty powerful defence to block most casual incursions.

Jotunvale

The large central valley is, in fact, ruled by a giant king but his kingdom is generally contained. But, of course, the vale and the mountains are crawling with giantkin, ogres, and others. The northern reaches are thick with Frost Giants, while the volcanically active zones of the mountains are home to Fire Giants. Stone and Hill Giants, along with ogres, can be found all through the area.

The Frost Reaches (FrostHold)

The northern edges of Havloth, into the foothills of the North Skywall Mts, are referred to as the Frost Reaches.  There is little habitation here save the towns of Ohler, Fjaldalr, and Askad, but they have organized themselves into a confederation called the FrostHold.  These harsh, cold settlements are where giants and their kin sometimes trade with the smaller races, and this is the homeland of the Goliath and Firbolg races of humans - descended from giants themselves, these hardy folk hunt, raid, and trade across the northern edges of the Havis Lands.

Spine of Ahros

Despite bearing the name, these mountains were never really tamed by Ahros, and are teeming with monsters, and the ruins of ancient civilizations.

Hrachek

Half underground, half hidden in valleys, is an orc society called Hrachek – a collection of cantons ruled over by a council of chiefs united by their long antipathy to the dwarves of Galdurang.

Wastelands

Bonegate Gap

Bonegate is an ancient tower between the Spine of Ahros and the cursed Howgath Deep. It’s origins are generally unknown by the folk of the land, and elven sages refuse to speak of it’s origin. It was the home of many fell powers – mostly fiends and undead – that was overthrown by the Ahros two centuries ago thus ending the period known as the Bonegate Blight. Recently, however, scouts have reported lights in the tower.

More detail here.

Galdus Steppes, The

The Galdus Steppes are a wild and harsh open steppe-land. It is generally inhabited by roving bands of Goblinkin, as well as other creatures, and human nomads that raid or trade with the civilised of Bend and Galdurang.

Fell Passage

The Fell Passage is an open moorland that separates the dark woods of Far Borea from the dark woods of the Gloamwood.  The bordering dark woods are not even the worst hazards here, as the cold winds blow thru an ancient battle field that is littered with long buried - but restless - dead armies.

At the western end of the Fell Passage, and on the shores of Fell Lake rests Fell Manor.  This dark manor house has a bleak and hopeless feel about it, but desperate travellers of the Passage sometimes try to take shelter or hospitality there.  If they emerge, they are not the same.

Dreadmoors

The Dreadmoors are the rough upland marches that buffer between Rakat and Bend and Topfield.  The Dreadmoors are a scene of constant struggle and frequent skirmishes between the goblinkin of Rakat and the militias of Bend and Topfield.

Woodlands and Forests

Far Borea

This cold northern wood is home to many humanoid tribes as well as other monsters. Deep in this wood, a hag of enormous power is rumored to be building an army of trolls to conquer the southlands.

This hag, Hettie Weedlock, is in fact planning to do just such a thing. She has already established what amounts to a state, hidden deep in Far Borea, with her as the Supreme Cackle. Her standing army does indeed include some trolls, but also other humanoids such as bugbears and goblin kin.

Far Borea is one of those places where you aren’t sure if you’re in the normal world or in the Feywild, and there are many portals to the nastier, fen-like parts of the Feywild hidden in the woods.

Far Marches

Additionally, at the north edge of the area is the Far Marches, which is the position of the Lonely Coast setting from Raging Swan. There is some sea trade between Bards Gate and Wolverton. The north edge of the Far Marches is often harried by raiding tribes from the Frost Holds. The Tangled Wood is the name of this particular part of Far Borea, and has its own character, with a number of ruins from mysterious-but-long-gone inhabitants that are architecturally distinct from classic Barakite ruins.

Great Forest, The

Despite being in the middle of the Kingdom of Valrorim, the Great Forest is still a dense, dark, and wild place. Most of the control of the kingdom encircles the Great Forest, but doesn’t actually penetrate it. There are rumors of dragons that lair there, and rarely do farms abut the dark woods. There is a road that traverses the Great Forest, called (of course) the Great Forest Road, connecting Bards Gate and Endhome. This passage is fraught with extreme danger, and is rarely traveled, let alone maintained.  Technically, The Great Forest is the full span of forest from south of Fell Lake to the Dragon Spire.  Practically, however, it is divided by the Glimmerrun and Rush Rivers into three major sections.  The middle and southern sections are called the North and South Great Forest, but the northern-most section has its own name - The Gloamwood.

The Gloamwood

The northern-most section of the Great Forest is so dark and dense and uninviting that it has a special name – the Gloamwood. The Gloamwood is home to all kinds of nasties, and there are a number of lairs and dungeons sprinkled throughout this area.  This is mostly northern deciduous forest of beech, ash, oak, and hornbeam.  Deep in the Gloamwood is the Ashmere - a lake of black and oily water that connects to a massive limestone cave complex that is rumoured to contain untold mysteries from a bygone era.  North of the Ashmere is an open plain of barrow mounds that many claim are the source of the troubles along the Fell Passage.

North Great Forest

This section is largely temperate deciduous woods with many of the same species as the Gloamwood, but less dense.  There is an elven enclave in the North Great Forest that has frosty relations with Argiliath, and while they are mostly Wood Elves, it is rumoured that they are relations of the Dark Elves.

South Great Forest and The Dragon Spire

Deep in the heart of the South Great Forest is a peak that juts from the forest floor, rising (along with it’s foothills) thousands of feet above the rest of the forest. It’s summit is occasionally visible from Bend, depending on the clouds. This peak is a very mysterious place and is often referred to as the Dragon Spire. On a clear day, the Dragon Spire is visible from both of the Fangs, leading some scholars to speculate that there is more to those three peaks than simple geology – this is especially true to geographers who note that the summits of the Fangs and the Dragon Spire form a straight line, although none are sure what the significance of that may be.

There is a small enclave of wood elves that lives near the Dragon Spire. This is a sub-group of the elves of Argiliath, and occasionally travel there to pay homage at Gilbalith’s court.

The woods of the South Great Forest tend towards Mediterranean as they approach the southern coast - getting thinner and more arid, with more olive trees and junipers.

Topfield, Willow, and Bend

These towns lie close to the dark boughs of the Great Forest, and therefore experience more of it’s peculiar effects, such as fey passing through and getting preyed on by it’s denizens.  In fact, the small hamlet of Riverbend is just upriver on the Glimmerun from Bend, and is the site of the Wrath of the River King adventure – heavily beset with fey troubles!

Howgath Deeps

The Howgarth Deeps were a reasonably civilized woods, given the duration of time that it’s been in Ahros’ back yard, when the old emperors hunted the Howgarth extensively. Recently, the Howgath is dark and dangerous. Rumors of undead infesting the Deeps are common.  The open lands between the western edge of the Howgath and the Ård River form a marches between Havis and Ahros that is degrading and unsafe for many travelers on the road now, with many dark things emerging from the flanking woods.

The Great Road

The Great Road is an ancient road/track that connects Bardsgate and Endhome. It bisects The Great Forest and is a dangerous path. There are often bandits, but also creatures wander out of the Great Forest and harass travelers. But, given how straight the route is (relative to boating the Gimmerun and going overland through The Longknife Shire, or risky sailing across the turbulent Calardith Bay) many merchants and travelers take the risk. With no mishaps, the trip is 3 to 4 days. Of course, there are almost always mishaps.

There are wide spots in the road where caravans often stop for the night at normal day’s-travel intervals. These wide spots have never really been settled, although there are inns along the way. These inns are often the site of weird happenings, and more than a few fey ley lines cross the Road at sites of inns with frequent strange fey happenings.

The Elves built a series of beautiful and long-lived bridges over the various rivers of the Great Road.

Marshes and Swamps

Glimmerun Headwaters

The marshes at the headwaters of the Glimmerun are rumored to be homes to hags and other foul swap creatures, including trolls and bullywugs.

While the headwaters of the Glimmerun are marshy and moorish, the free-flowing channel is quite beautiful, and it gets its name from the rising sun glittering on its surface from the Strait of Havis.

The Swelter

The Swelter is the name of the jungle forest and the many small islands on the southern edge of the map. It’s uncharted, and rumored to be full of wild human and humanoid tribes. The swamp just to the north is also home to hags, lizardfolk, a large population of bullywugs, and other marshy creatures. The islands are dens of pirates that prey on sea traffic from the straits to the Great Sea.

The center of the Swelter is a limestone uplifted area that has channels thru twisted limestone columns, and there is rumored to be a great ruined dungeon built into the stone.

The most organized place is Dirim, which is a den of piracy and the seat of a pirate baron that harries the seas.