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Yrranan geography - Dydd Gra


Peredhil

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Local history from Yrrana, a FARS campaign. From an email to Zool.

 

In the northern hemisphere of Yrrana, West of where the Hellers used to be, all the way to the coast (yes, that far west!) lies Dydd Gra.

 

Originally established by the Eternal City, Zulkias far to the south as a Dwarven Trading Post, it ekes out a precarious existence of trade supplimented by fishing.

The bones of Yrrana that frame it are the Shadow Mountains to the South (Wherein lay the Speaking stone that corrupted the elves), the Dydd Arth Mountains to the North, and the Elerni Mountains (under which the dwarves dwell) to the East.

The blood of Yrrana drains the mountains into a chain of large lakes that narrowed at the egress to the ocean, on which Dydd Gra was built, running swiftly and perilously.

For all the river's might, the land is arid.

Building are wrought in stone, wood is scarce and reserved for the fleet of fishing vessels that feed the town.

It was always a cause for celebration when the large ocean ships arrived from Zulkias to trade.

 

For a couple of centuries, Dydd Gra grew slowly.

Adventurers told strange tales of finding ruined or lost towns out in the wilderness, of strange magical springs and rocks. Of finding the ruins of other races who'd sprung up and withered away.

Off to the south there were rumors of wild drug-crazed Gnomes, fey and gifted with sleight of hand and illusions.

On occasion a beardless gnome would come into town, eager to steal or join a party of adventurers for support and protection.

To the South-west, up the river, lay the dreaded Nightmare Hills, a seat of insanity that protected hidden verdant valleys.

Strange creatures began to stalk the lands around Dydd Gra, driven by fell powers to the north. Called Basgrans, they took the shape of giant lizards, up to fifteen feet in length and heavily armored. Even worse, they hunted with their minds, attuned to Power, they hunted those who wielded Spells or possessed great inate Magics.

They ate magic stone - and to obtain it they would lock on the signature of a mind, then hunt the unfortunate Mage until the Basgran had flashed its red eyes, turning the mage to stone, or had died a reptilian death. Toward the end, they hunted even through the street of the town.

Compounding the misery of the final days of the first Dydd Gra was a horrible disease. Virulant, it struck down in frothing madness all those who were not so naturally tough of fiber as to be completely disease resistent.

The Madness was said to be a Curse of an unknown god, for it seemed strangely resistent to clerical prayers. Priest seeking to comfort the sick or heal the faithful, confident in tried and true healing chants, ended up frothing broken pleas and dying unanswered.

And so the first Dydd Gra died. The town become a town of undead and ghosts, until those too vanished for lack of nourishment and purpose.

 

Zulkian Merchanters refused to port at the rotting docks, and unable to get the Dwarven goods, eventually quit coming. The catastrophes that struck Spado, Cern, and Bag removed Zulkius' major maritime trade partners. The great Merchant ships eventually fell into disuse, excerbated by the loss of the dockworker who'd carried the ships ashore for maintenance.

 

Years passed. Queen Shalena, Chosen of the Divine Right of Rulership sent volunteers, brave souls, north to explore the possibilities of trade with the legendary Dwarves.

Her sages revealed that the Dwarves would only trade at that specific location - Dydd Gra.

One of the remaining vessels, rotting at the docks since the man known as "Five" had quit his drydock duties, was refurbished by King Nalmoth. The hand-picked crew sailed to the North.

They were astounded when they entered the Dydd Gra cove, tacking against the swift river current that pushed far into the ocean, to see a large two-story building on the hill rising from the south shore of the river which split the town.

Sending a dory ashore, they were further astounded to find a Human waiting them in the building!

Known only as the Trader, he said he'd been recruited by the Dwarves to represent them. This building would be the Dwarven Trading Outpost. Prices were fixed and listed in a great book.       

When asked The Trader replied, "The merchandise?" Gesturing around he let them peruse the wonders.

The walls were covered with Dwarven ring mail, chain mail and Plate mail of curious and wonderful design. Odd toys and machines were dumped in bins set on aisle shelves.

A wide balcony rimmed the second floor, allowing access to a variety of weapons. Swords, Polearms, missile weapons, weapon with no name known to the gathered men jammed the walls.

"Oh - special orders and fittings are available on commission," the Trader added.

Buying at ridiculously low prices as much as the ship could carry, they sailed back to Zulkias. Even the lowest sailor become rich!

The next ship sailed not alone, for King Nalmoth himself sailed with it with a favorable wind summoned by Queen Shalena. He took the last three working ships, full of everything he'd need to set up a town, all picked volunteers.

Younger second-son nobles, old merchants, fisherman, blacksmiths, the list was endless.

There were so many applying, that lots were drawn among those of similiar skills unable to pay the King for passage.

Certain people were guaranteed a berth - The seasoned sailors to sail the dangerous deep waters, The Elven Mage Shamar for Magical protection and advice, and the Royal Guards (known behind their backs as Black Shirts) for protection.

 

And so Dydd Gra was born anew.

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