Difference between revisions of "Ghreu Fenn"

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(Monsters and Races Associated with Ghreu Fenn)
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{| border=1 cellpadding="2" cellspacing="0" align="right" width=300 style=margin-left:10px
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{{stub}}
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!colspan=2 align=center bgcolor="#ff9999"|Desolate Swamps of Ghreu Fenn
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!colspan=2 bgcolor="#ff9999"|Geography
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|width="45%"|Area:||30 sq. mi.
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!colspan=2 bgcolor="#ff9999"|Demographics
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|Population:||10,000
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|Ethnicity:||68% [[Monster]] 20% [[Sylph]] 10% [[Demi-Human]] 2% [[Human]]
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!colspan=2 bgcolor="#ff9999"|Politics
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|Status:||Tyrranical Monarchy/Anarchy
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|Monarch:||Self-Proclaimed King Sneste (Sih-nest-ey) Kalicros (Kahl-ee-crohs)
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==Topography==
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The dank and unknowingly vast darkness of Ghreu Fenn sits just North of [[Myrken Wood]], beyond the the Paisiann Falls, and Foggy Bottom, and is a portionate part of [[New Dauntless]]. It's borders are in constant fluctuation due to the changing coastline, and emergence of even more swampland. Each region of the Fenn is a small ecosystem unto itself, derived sections divide up amongst the creatures that inhabit it, as well as what grows there.
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The dismal wetland known as [[Ghreu Fenn]] lies in the southwest corner of [[New Dauntless]] on the border with [[Myrken Wood]]. The low-lying terrain means that most of the region is covered in thick swamps, transitioning into tidal marshland nearer the coast. The [[Dauntine Road]] cuts across the southern fringe of the swamp and is the area's only reliable thoroughfare; other roads deeper into the marshes exist, but wet weather or high tide frequently renders these routes perilous if not totally impassable.
  
==Location==
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The unpleasant nature of the land, combined with its unsuitability for agriculture means that it is for the most part uninhabited, making it a favoured hideout of thieves, brigands and other outlaws.
 
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There are two major entrances and exits into Ghreu Fenn, one located on the Southern Border, the start of [[North Passage Down]], the second being the, long since, closed Gilroy Pass.
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==Climate==
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The entirety of Ghreu Fenn can be separated into five parts: the Northern Mists, the Desolate Swamp, the Dark Forest, Bandit Pass (also known as the start of [[North Passage Down]], and the Fallen Citadel of Kar'neshir (Kar neh shiir). The entire region of Ghreu Fenn is shrouded in an odd darkness.
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The Northern Mists are a collection of rocky beaches on the Norther shores of Ghreu Fenn. Black stones and steep cliffs mark the formation. Many broken ships, bones, and the like are scattered over the stones where [[Sirens]] are said to lure in sailors. While those seated on land can make a safer trip across the stones, ships that drift too close to the Northern Mists are, more often than not, lost.
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The Desolate Swamp is a mesh of black quicksand, Petrified Forest, and, for a major part, bog. The Desolate Swamp is primarily marked by a stench of both death and decay. The entire border of the swampland itself has tendrils that reach out and connect on many of the surrounding borders, thus giving Ghreu Fenn the title, the Abominable Swampland. It is forewarned that anywho might venture into the Desolate Swamp, that they immediately turn back, and do not inhale the air around the bog and marsh, rumored to cause insanity and induce vomiting.
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The Dark Forest is home to many unknown and beguiling creatures, most notable of it's landscape is the large portion of black brush and trees. Here is the darkest portion of Ghreu Fenn. The Dark Forest is seated in the middle of the region, surrounded on all sides by the swamp, and interior to it is the fallen citadel.
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Bandit Pass is a small camp community for refugees of the interior of the region, and for criminals of many other lands. Only a small stretch of liveable land separates their own from everything else that manifests itself on the inside. The pass is set upon the opening to [[North Passage Down]] and extends only a single mile back into the interior of Ghreu Fenn.
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Kar'neshir, The Fallen citadel, is now merely a collection of alabastar stone, covered in vines, molds, fungus, and other plant-like entities. The entire lost kingdom has since been abandoned before the current reckoning due to tyrranny, corruption, and monster raids. This is the home of the current king Snesthe.
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==Transportation==
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Transportation to, from, and through, is nearly impossible. Between [[sylph]] attacks, monster feeding grounds, bandit raids, among other tortures, there are no open or safe roads throughout Ghreu Fenn.
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==Leisure Activities==
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Only the bravest and foolish of warriors have ventured in, and needless to say, very few have returned. The only activities available in Ghreu Fenn are illegal actions, bounty hunting, monster hunting, and corpse disposal (which every citizen of Ghreu Fenn has a natural predisposition of mastering).
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==Local Economy==
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The colors of most metals, as well as blood, seem to be the valued currency. Any foreign marks will not purchase anything in Ghreu Fenn.
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==Monsters and Races Associated with Ghreu Fenn==
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Fallen Angels (and their offspring),
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Werewolfs (and other Lycanthropes),
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Sylphs (and other Dark Fey),
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The Undead (and the like),
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Vorporeal and Shadow Creatures,
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Demons and Devils,
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Bandits,
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Gypsies,
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Renegades (Extraplanar as well as Native),
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Drow,
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Dark Magic Users
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[[Category:Geography]]
 
[[Category:Geography]]
[[Category:Territories]]
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[[Category:Regions]]
[[Category:Ghreu Fenn]]
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[[Category:Amasynian Province]]
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[[Category:New Dauntless]]

Latest revision as of 13:01, 29 April 2014

The dismal wetland known as Ghreu Fenn lies in the southwest corner of New Dauntless on the border with Myrken Wood. The low-lying terrain means that most of the region is covered in thick swamps, transitioning into tidal marshland nearer the coast. The Dauntine Road cuts across the southern fringe of the swamp and is the area's only reliable thoroughfare; other roads deeper into the marshes exist, but wet weather or high tide frequently renders these routes perilous if not totally impassable.

The unpleasant nature of the land, combined with its unsuitability for agriculture means that it is for the most part uninhabited, making it a favoured hideout of thieves, brigands and other outlaws.