Scar Flow (Westmarch; sunken lands of Dunstrand)

Steel Realms

Geo-Location: Duchy of Dunstrand

Overview: Scar Flow (old Westmarch) is a terrifying place where Dwindor Swamp meets ocean current – salt water and fresh water mingle in treacherous tides, foul winds and strange vegetation grows – said to be from residual mystic effects of the battles between the Lords of Bronze and Sea-Kings, as well as the fell magic that caused the Nanford River to shift and that made Dwindor itself. The alien vanished cultures from when the Aragratep Chain and the western plateau sunk and the evil rumors attached to them keep most treasure seekers and adventurers away, such is the terrifying nature of them. Not to mention that most vanish without a trace, said to be victims of angry spirits. It is said that huge, cyclopean creatures guard ancient treasures… but that’s said about every peak with old ruins in Scar Flow. It is said that shadows of giants are seen to throw lightning and dance in the thunderous moonlight during its storms. Tales tell of horrible elder creatures make their homes in the dark fog covered places. Westmarch once was the access to the sea for inland Dunstrand, with a shore along Coldstream Channel (Coldstream Inlet before Scar Flow was formed).

Prevailing Weather: Constantly running winds and water flows augmented by tides. It is known to be home to great storms with strange effects, storms outside the reach of Elancil. Travel time is always (at minimum) double normal of any vessel. WEATHER FEATURES:

  • Storm Prone: Always in the distance can be seen dark storm clouds and lightning. Each 4 hours there is a chance of a storm hitting travelers (1-3 on d6; 1 = with little notice); The storm will damage ships and flying creatures/craft, those taking refuge on land may get caught in a flash flood or mud flow.
  • Treacherous Winds and Tides: The “flow” from the magic of the swamp, the winds cutting through the peaks and mingling of fresh and salt water tides causes boats to go off course moment to moment. Each 8 hours there is a chance of a freak wave (1 on d6) hitting travelers. It may capsize and drown those on boats and wash shoreline creatures and campsites with their travelers, away.
  • Cold Peaks: Some of the tallest peaks (such as Dormu’s) thrust out of the water 2.5km still. These highest have the last 500m covered in snow and ice – a cold, wet wind swirls around them, and mist and fog rolls down their sides like an ooze.
  • The Misty Collar: Many of the peaks (such as Dormu’s) are covered in mist – mostly during the night – and during the day, there is a misty “collar” around its base that is about quarter kilometer to a half in height, about half a kilometer up from the base.

What You Notice: There is constant noise here – the rare quiet moments seem unnatural and odd. Along the eastern edge, the Presence of Dwindor is strong. The area teams with insects, dangerous currents, foul winds, odd and terrifying sounds, and the sense that you are being watched constantly.

Knowledge About Scar Flow

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

Overview: It is a terrifying place where swamp meets ocean current – salt water and fresh water mingle in treacherous tides, foul winds and strange vegetation grows – said to be from residual mystic effects of the battles between the Lords of Bronze and Sea-Kings. The alien vanished cultures and the evil rumors attached to them keep most treasure seekers and adventurers away. Not to mention that most vanish without a trace, said to be victims of angry spirits. It is said that huge, cyclopean creatures guard ancient treasures… but that’s said about every peak with old ruins in Scar Flow. It is said that shadows of giants are seen to throw lightning and dance in the thunderous moonlight during its storms. Tales tell of horrible elder creatures make their homes in the dark fog covered places.

It is said that their are fell entities and presences that have been chained and imprisoned under the waters of Scar Flow and Dwindor Swamp. The tides of Scar Flow carry messages to the watchers that ensure these powers lay dormant until the end of time. For centuries, the rumor of the ancient birthing caul of the Sea King’s Apshai Temple was rumored to be in this area and many adventurers went into Scar Flow and were never seen again.

Common Knowledge / Easy Difficulty

Scar Flow used to be the mountain range that separates the Vale of Dunstrand from the sea and Tarmysia. Now it is a lonely and dour place. Mist shrouded peaks rise amid a saltwater marsh, intermixed with hills and long abandoned roads and small forests of stunted trees. Several rugged valleys are home to some Orrish settlements, old Elon encampments, and a few truly brave and foolhardy settlers. They are a special breed there – more independent and rough than even the folk of Tarmysia. These places were once the site of many battles thousands of years ago between the Sea Kings and Bronzemen.

Uncommon Knowledge / Average Difficulty

The battles broke both peoples, and few ruins dot the landscape (most are beneath water level). More Bronzemen ruins exist, the Sea Kings built on the now submerged coastline. There are many reports about ghosts and the restless dead. There are also rumors of cannibals, giants, flying apes, and great serpents that can swallow a man whole – endless variations. Many storms start above the peaks of Scar Flow, moving across Tarmysia and out to sea or over western Dunstrand.

Scar Flow is an ancient mountain range that once represented the west end (The West March – ‘Westmarch’) of the Dunstrand Vale. In CY 7192 the mouth of the Nanford River has sunk into a dark and dangerous swamp, known locally as Dwindor. The Aragratep Chain of mountains of West March sank below the waters – the entire shelf slipped down. These plateaus and mountains once reared up to 5-7km, separating the western areas of Dunstrand Vale from the Tarmysian Reach. Westmarch was abandoned when they settled and sank though, and given the name Scar Flow.

Scarce Knowledge / Hard Difficulty

It is said to be a place of pilgrimage for the devout of Elancil – smugglers, pirates, and freebooters who venerate the queen of storms, the empress of chaos, the bitch-serpent of the depths.

Winged elves once inhabited its highest peaks and are said to kill any intruders into what remains of their ancient faerie culture that was once at the top of the world. The spirits of those killed are also said to lure travelers to their deaths.

Some even say it was a curse that took the Western Reach. The massive Aragratep Chain peaks were once home to giants, strange winged elves, and mysterious cave dwellers in the frozen heights. Nothing survived the great deluge intact – all the cultures living were crushed. The survivors battled over what was left, and are only a shadow of their former selves. The anger of the giants is said to be the source of the storms that form over Scar Flow today. Strange things definitely still live in the peaks and dangerous waters (boats get sunk there – even those sacred to Elancil!).

Rare Knowledge / Very Hard Difficulty

Sunset Castle (Prowbourne) – the heart of the Western Reach – fell. The the Elms still grow though, for its twin still thrives in Dunstrand City. Peasants talk of a time when the east and west are one again, Castle Sunset will be reclaimed – but these are just rumors and legends… nothing has ever been proclaimed from any church or family. The stories say the castle still partly stands, at the edge of the water overlooking what was once a beautiful low mountain valley – now a vast back-eddy of black water. Those that have skirt the edges, seeking out the peaks and valleys of what once was the West Reach say they have seen its white walls.

Obscure Knowledge / Near-Impossible Difficulty is not available in known references; It is not necessarily Forbidden Knowledge.

Realm's Aptitude Powers: Divine, Occult, and Psychic