The Urdue Mountains

Past the blood-soaked plains of Chiam, and intersected by the white-reed river, spans the mountain chain of Urdue. There is a very good reason no civilization has been built among its jagged cliffs. Beyond the narrow strip of the King’s Road, every step into Urdue is a battle—not just to thrive, but to survive. Highwaymen, hungry sentient beasts, and dragons are just a few of the threats confirmed by reputable men who speak from the relative safety of the road.

There are thousands of rumors about the inhabitants of this lawless land, all equally true. Every man you ask will share a new tale: a story passed down from their uncle, brother, or third aunt who encountered a terrible beast after a foolish foray and lived to warn others. Some of these stories are worth more then the copper paid for the drink to make them flow, and I've written down accordingly. Tales I’ve gathered here are the ones with the most substance—or the most potential for harm. Pray it is only the latter.

Whispers of fallen princes. Shadow Weavers. Stonemen-Men. Hermits who are just as likely to kill you on sight as they are to offer the answer to the question you've been chasing your whole life. Dwarven tunnel systems burrowing deep and like sprawling ant colonies on a titanic scale. Mines where magic warps into wild minerals. Rebel strongholds and independent cities hidden by illusion or built seamlessly into mountainsides, where humans and demis coexist: 'free and united.' Allegedly, the markets there sell anything and everything: from Ambrose Honey, worth its weight in gold for its miraculous effects, to Iroco Serum, the rumored demi-cure.

There are isolated tribes of wildmen and wildwomen, whoes forms glitter and shine...and of course, the Urdu'wa Radiant in form, who attack any would-be explorers without warning. Urdue offers nothing freely—but to those with nothing else, it becomes home. All that is earned between the peaks of Vallistor and Anchorive is yours to keep, should you live long enough to claim it. Secret bases hidden in the stone cradle knowledge and magic worth a king’s ransom—guarded by spells and traps; promise an end to poverty for the bold, the clever, or the lucky.

Now—though this is merely the introduction to the Urdue section of this guide, and I shall save the more detailed entries for later chapters—I must interrupt with A Word of Caution, specifically about the dangers of exploration.

Many men and women, drawn by a shiny glint or two in a dark cave, have found thier unfortanete reward, a slow end tangled in the silk of an Orbweaver Arachnae trap. Many monsters that make homes in the Urdue Chain originate from Archaea, and that means they are as smart as you, and stronger. Sometimes far stronger.

If you intend to brave the Urdue, get certified. Apply for a Guild-sanctioned party exploration permit. Always hire a licensed Guide of the Guild who is trained for the trials ahead and well versed in the tribulations of Urdue—or at least bring along a Guild-certified Scout. And for the love of all gods, write a will before stepping off the King’s Road.

FINALLY: UNDER NO CIRCUMSTANCES SHOULD YOU ATTEMPT AN EXPEDITION ALONE.

YOU ARE NOT LIONHEART. YOU WILL GET HURT. YOU WILL NOT RETURN.

"Even heroes travel in parties. So should you."

Danger and death are constant companions in the Urdue Chain. But if what you seek is something most would call impossible—then, for the cost of a few drinks and a few hours of listening, you can find someone with a story. And a map to what you seek. And perhaps, just perhaps, an ending buried somewhere among the scraggly boulders and ancient formations the dragons call home.

Excerpt from Isolde's Guide for Adventurers: Dangers, Treasures, and MorePg. 428

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Pub: 04 Apr 2025 21:58 UTC
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