Winding Water

Server Lore, Geography, and History

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[DM] Grinning Death
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Winding Water

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Winding Water


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Ecology


Old Tymount was located next to the Winding Water River, north of the Fields of the Dead, south of the Troll Hills, and west of the Trollclaws. Based on its location in the above map, Tymount was on the edge of the rolling fields of the Fields of the Dead, directly south of the Troll Hills which were home to "oak trees, and the hilltops were dotted with patches of razorgrass."

Old Tymount was in fact a small farming hamlet that was subject to frequent precipitation due to the proximity to the ocean in a temperate climate (seeing as its latitude is far higher than places that would result a tropical setting) within a plains setting. The new Winding Water settlement's ecology is not drastically different, except it is closer to the Winding Water River itself, directly across the river to the east from old Tymount. The ecology of the area is reminiscent of a floodplain, which is a perfect area for irrigation, transportation, and trade.

Old Tymount refugees were farmers on the floodplains near the river, and lived in a field ecosystem with a degree of tree life and vegetation that can quickly turn to freshwater marshland, similar to the Mississippi River.

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West, across the river, towards the estuaries to the west of Old Tymount, there are freshwater marshlands estuaries (as seen in the map above), where the vegetation is thicker to an extent before going further west to the ocean. So, as represented in game, the map and ecology are as seen below:

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History


The Devil War

DM Soulcatcher wrote:The devil advance in the north has driven hundreds of villagers from the Fields of the Dead north of the Winding Water south as refugees. Many of these ended up settling in a refugee camp outside of Baldur's Gate, including the people of Tymount, who were evacuated by a military operation led by the Order of the Radiant Heart Auxiliary. The camp was supervised by the Ilmatari and protected by the Order of the Radiant Heart Auxilliary, as well as volunteers from the Temple of Helm, the Northern Watch and the Temple of Tyr. One particular paladin, Henryk the Damaran, focused heavily on the camp and has won a following, with a militia of over a dozen Tyrrans drawn from the people of Tymount gathering around him. See here.

Further, there are significant contributions given to the Tymount refugees, mainly from Order of the Radiant Heart, House Darius, the Sword Coast Commercial Exchange, and the Merchant League. See here.
The ruined town itself, however, became a fortified area used by Duke Eltan:
DM Golem wrote:Hellsteel Tower's influence expands ever southwards. The pall of smoke over the Troll Hills grows ever thicker, sheltering mines, slaving camps and fortifications, as well as Hellsteel Tower itself. Raiding parties of devils leading hosts of slave trolls swarm like locusts across the northern Fields of the Dead even starting to reach, and in some cases even cross, the Winding Water. Tymount itself becomes a fortified hub of these raids.

Springing into action after a month of quiet preparation, The Flaming Fist march out in force against the Devils in what became known as the Tymount Offensive. Duke Eltan's plan called for multiple waves of assault, each a ruse for the next. First, General Scar openly crossed the Winding Water with a large force spearheaded by adventurers, causing the devils to deploy their forces in the vicinity of Tymount to counter this thread. Then, an elite force assaulted Tymount by magical teleportation, which caused the Hell Steel Tower to deploy its main slave army to prevent their forces on the Winding Water being encircled. Finally, massed assaults crossed the river in multiple places, encircling and drawing to battle the Devil's troll slave forces, as well as elements of the fearsome Hellsteel Legion itself.

The day is a decisive victory, with the devil slave army much reduced in number and their fortification in Tymount destroyed. See here
Current Settlement


After the Devil War, some of the remnants of Tymount's inhabitants slowly trickled back to their home, the fertile lands of Winding Water. Aided by the Order of the Radiant Heart, and the other various goodly factions that had protected them during the war, funds were gathered and the town of Winding Water was founded by the survivors of the warfare. The town itself, while inhabited by the remnants of Old Tymount, was not settled on the ruins themselves. Instead the decision was made to settle on a nearby delta; the land there unspoiled and free to build. This became what is now known as Winding Waters.
OOC Note: The in-game map for Winding Waters, while it is the map used as the 'front lines' map from the Devil War events, is not the same area as the new town of Winding Waters. It is a recycled map, and should be treated as a different area than the 'front lines'.
Its inhabitants, now weary of war, have also learned lessons that had only previously been spoken of in tales and song by their forebears. The harshest lesson being is that the strong make the rules, and the weak suffer as a result. The battle hardened inhabitants, while returning to their farms and lands away from the ruins of Old Tymount, have also decided to establish a small militia that every member of the town must participate in some fashion. Every farmer has a sword, ready at a moments notice, and every townsperson is able to dress a wound. Due to their location on the Winding Water, some inhabitants have even started offering protection among its waterways for river boats that drift past, bringing in coin to the town beyond that of the fruits of their labors in the fields.

The militia, previously formed to fight the devils, were joined by various Flaming Fist mercenaries who had grown tired of the constant warfare, filling the fighting force out with experienced soldiers. While still a small cadre of soldiers overall, the town has a dedicated militia that is able to patrol and counter any enemies that may threaten the small town. (Approximately 50 regular members, with an additional 150 able to be called upon in reserve). The militia call themselves the Ironkeepers.

Hamlet Council


Several leaders have risen to prominence within the town, as a result, and been voted to hold positions in the Hamlet Council.
Name: Dalton Cothi
Race: Human
Age: mid-sixties
Class: Monk (Old Order)
Alignment: True Neutral

Background:

Dalton has been in Tymount longer than anyone can rightly remember. Always smiling, and quick with a joke, the older man has a constant spring in his step and a twinkle in his eye. As currently member of the Hamlet Council, he is a cautious and conservative member that always has his eye on the continuity of the town there. A dedicated healer, he has taught many of the town's inhabitants the rudiments of giving aid to the wounded, and is on a first name basis with most, if not all of, the town.

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Name: Sir Raphael of Tyr
Race: Aasimar
Age: 42
Class: Favored Soul/Fighter
Alignment: Lawful Neutral

Background:

A knight that has risen to prominence in the Hamlet Council at the behest of the Tyrran Church, as a knight and now a commander. The Devil Wars instilled a degree of religiousness in the refugees while they had been evicted from their homes, specifically in the form of Tyr worship. The Tymount Ten, under the direction of Sir Henryk the Damaran, pledged themselves to the service of the Even Handed God and fought valiantly on the front lines for the villager's safety. The Church of Tyr, grateful for the converts and seeing an opportunity to spread the word of Tyr, offered one of their own in order to lead the Tymount Ten when the new village was established. Sir Raphael agreed to lead the militia present in the town at their urging, and trains the villagers with near Spartan discipline. A grizzled commander, he brooks no incompetence and interprets Tyr's will as a black and white matter. Subtleties are lost on him in the face of his faith.

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Name: Darial Lefreon
Race: Human
Age: 34
Class: Sorceress
Alignment: Chaotic Neutral

Background:

On the Hamlet Council more through her wiles and charm than anything else, Darial is the local shopkeeper selling various herbs and potions. She's know to have a cackling laugh when amused, and is known to play tricks on some of the more unwary customers she gets. Her redeeming features, though, are her unparalleled herbcraft and nose for coin. She'll do whatever it takes to win a card game, or haggle a customer to their knees, and she enjoys doing so.

Further, she's a sorceress. She provides a degree of magical knowledge and craft that most townfolk aren't privy to, and she uses that spellcraft to aid the militia in town when she feels like it.

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Name: Jezebelle Deadeye
Race: Half-Elf
Age: 80
Class: Ranger/Assassin
Alignment: Neutral Evil

Background:

A half-elf 'privateer' she calls herself, she's a frequent inhabitant of the river trade and protection business. In truth, she's practically a pirate in the way that she extorts money from those seeking protection from the creatures and dangers of the Winding River. That said, she's very good at her job and will let you know it up until the point where things go south; in which case she's nowhere to be found. Her skills though are essential, and she makes good use of them to bolster her position with the townfolk. She brings in a significant amount of coin to the small town, and they know they can rely on her to the extent that they can rely on any mercenary.

She has a small cadre of similarly minded men and women who work for her 'protecting' the vessels that come down the Winding Water River. Generally disliked by the townsfolk, Jezebelle's 'River Sharks' are rude, tough, and feared; they don't go a long way in giving their leader a good name.

Lizardfolk Tribe:


And protection is needed. The waterways are infested with a variety of strange beasts, but more specifically a tribe of lizardmen named the Apisachi'oka.
Intelligent among lizardmen, the Apisachi'oka possess a highly developed ruling system complete with laws and religion. Worshipping Semuanya, these lizardmen value honor and valor in battle, specifically with other humanoid races. A young lizardman is unable to rise in rank within the tribe unless he defeats a warrior of greater strength in battle, either through cunning or prowess. The Apisachi'oka frequently clash with the town of Winding Water and others traveling along the Winding Water River, and peace does not seem to be an option for the time being.

The Apisachi'oka live in the marshes to the north and west of Winding Water, and have a complex system of government that is headed by a Chieftan of the tribe along with a council of elder lizardmen. The Chieftan is ostensibly the leader of the tribe, but it is known that the council of elders wield significant influence over the final decisions made. No one knows where the tribe makes its home, but it appears that the tribe frequently moves, based on the seasons. During the winter months they retreat to the relatively warm underground marshland, where they breed and raise their young. But in the summer months, they travel outside the marsh into the floodplains, looking for feats to prove their worth to the tribe as well as hunting for food.
Current Guilds


Currently, the House of Spades has made its home in the new town. The People of Winding Water treat the House of Spades in an indifferent fashion. While it is true that their leader, Jalib, fought in the Devil War, its members appear to be that which the settlers fought against for so long. Horns, tails, and fangs are common among the House's members, which leads most of the townspeople to treat them with a degree of avoidance.

That said, the people of Winding Water are a pragmatic sort, and realize the kind of business their kind brings into their small town, and tolerate their presence with little more than odd and distrustful looks.
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