Western Plains of the Mournland

The plains and hills of central Cyre are dry and most suited to pasturage. Many of the local people are still nomadic herders with their own colorful traditions, although there are small settled villages and towns along the main trade routes or around castles that specialise in different trades. Spinning and weaving are what this area is most famous for, especially Kalazart, whose master artisans and cloth merchants are wealthier than many nobles.

A Most Pleasant Land: being a touring guide to noble Cyre for the distinguished visitor

Region description

Once a dry landscape of gently rolling hills and plains with the occasional rocky outcrops, Central Cyre has been devastated by the opening of the Glowing Chasm to its north, and the eruption of the Glass Plateau to its south.

  • Chasms and sudden cliffs are now common, causing roads or rivers to end abruptly.
  • Many villages have been destroyed by war, ruined by earthquakes or simply vanished, as has most of the region’s soil. 
  • Duststorms, tornados and other extreme weather events are common here.

Impact of the Last War

During the war, this open area was heavily contested by Cyre, Breland and Thrane, so there are many fortifications and signs of war near the border. Invading armies faced the risk of overextending themselves on the march while Cyre’s mercenaries harassed their baggage trains, and both the Darguun goblinoids and the Tairndal elves delivered humbling defeats to invaders here while still serving Cyre. 

Player Map

I wanted to create a map for the players that felt a bit more like part of the world, a bit rough an probably inaccurate but also pictoral, so they could visualize where they might be heading towards.

Because I am using Roll20 for this campaign, I have a version of the map without drawn hexes, and a version with the grid that I can use as a refernence for their exploration.

Notes: There are a few issues I’d like to correct with a final map. First, this map was created pretty quickly for a game session, so it doesn’t line up perfectly with the hexes. It also didn’t actually extend to the full region, which you can see in the hex key skipping certain numbers.

Hex Key E

E1Shrieking Forest: An isolated, hilly part of Cyre, this was once the site of a major goblinoid city that fell to the Daelkyr and was sealed away. Now dolgaunts and worse move among the trees, stretching the skins of their victims between the branches. To the north, the hills have sunk into a swamp where the Brey river has overflowed.
E2Pit of Poisonous Vapors: A huge depression disturbs  the Cyran border fortifications south of the lightening rail, flooding the trenches at the bottom. Living cloudkill spells linger in the area, and no one has yet been able to reach the command post or armory near its center. 
E3Obelisk of Oblivion: A black obelisk stands in the middle of a perfectly circular depression. Engraved in its sides are markings of the Draconic Prophecy predicting the end of the world to anyone who can decipher them. Living creatures who linger too long near this obelisk risk turning into shadows, which flock through the surrounding area during the night.
E4Boneyard of the Beasts: The bones of countless sheep, horses and cows lie strewn across this plain as though all of the region’s livestock was sacrificed in one fell swoop. In the center is a felt tent inhabited by a powerful warlock who knows many rumors and can provide certain spellcasting services (for a price). 
E5Mire of Sucking Mud: In the middle of this area, mud flows like a whirlpool into a central pit filled with broken timbers and thousands of bodies. This is the work of a powerful and insane earth elemental loosely bound to an experimental subterranean vehicle at the base of the pit. 
E6Stormlands: Craters scar the land here, and most villages and towns are reduced to their foundations from the war. Violet lightning dances across the sky, targeting any flying creature or vehicle, groups of more than 20, or anyone approaching within a mile of the broken storm tower in its center.   
E7Three Faces of War: A hidden retreat for the Three Faces of War cult, it was later taken over by the Cyran military. It became a research center for terrible experiments on creating homunculi soldiers using the power of a shard of the Rage of War. Now the dragonshard’s influence is spreading to the surrounding land, driving any creature who spends too long there into a bloodthirsty frenzy. 
E9Kalazart: Since the Mourning, this famous textile city has largely been taken over by weavers of a different sort – giant spiders, drider, ettercaps and other arachnid oddities lair in the towers of silk merchants and feast on anything that stirs on the streets below. They are confined to the centre of the old city by several serious threats. First, warforged loyal to the Lord of Blades are moving into Kalazart to claim its resources. Second, living spells regularly drift into the city, and living fire spells seem to be especially attracted to burning their webs and nests. These Weavers might be more sophisticated than they seem, capable of allying with explorers who can help them with their own problems. 
E10Upper Field of Living Spells: The northern reach of the Field of Living Spells is less dangerous for living creatures, although not by much. It seems the Living Spells are spreading north towards Kalazart. The Blades maintain a base  on the edge of the Field to support operations in Kalazart. 
E11Crater of Chaos: Hundreds of living spells swarm in this area, and almost nothing of value remains from before the Mourning. Powerful magical anomalies are common. However, rumors say that there are powerful spells here that might help explorers, such as a Living Wish or Living True Resurrection. 

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