Glavenor Field (‘Wraithlands’)

Steel Realms
Glavenor Field, now also called the “Wraithlands”, is the ancient burial complex (growing ever large and splendorous over the centuries) of the original line of the kings of Gladnor in what is now the Barony of Astret in the Kingdom of Gladnor. It is located just SE of Sentinel Hill.

The kin of the original Gladnor kings settled the area first, and eventually assumed the title of king, before the kingdom itself became the seat of the High Kings after the fall of the east before CY 3000. Once the area was a well maintained sprawling burial ground, proud and vibrant. A Cenotaph Road ran through it, winding past a multitude of grand above ground sarcophagi, mausoleums, statues, and crypts. It was once a path strangers looked forward to following, with several points of safe (overnight) rest maintained as a symbol of the magnanimity of the family and position.

Fallen Lands: Now restless Spiritus (though mostly harmless) wander the leagues of land that comprise it and outside it in all directions. Only the most bold traverse the lands around it, forcing trade to go much further south and impoverishing the region slightly. Of course, it attracts those who seek to plunder the graves of the wealthy ancient royal family – the results of which keep most folk at bay. Dead bodies are frequent enough, but there are not carrion scavengers within the environs or nearby – all living things avoid it. A few bold and quick travelers may pass through its region, who know basic wards and what to avoid to draw the ire of its denizens. But even then, it is a gamble.

The winds through the area even try and blow around it in in queer ways. A cold wind often rises from the south, and only the barrow mounds serve as a wind break.

Becoming the Wraithlands

In CY 5490, the ‘Wraith Plague of Glavenor‘, occurred. It was one of the many violations of the Godspeak accord by Gloombringer, when she walked along its path and spread the blood of her angry brother Sun Stealers upon each grave site. She laid a drop on each grave, pulling back a piece of their soul from the afterlife, causing them agony and for their forms to coalesce into Wraiths. She then corrupted the Hillfire Beacon of Sentinel Hill and lit it, pulling on them to venture forth to slay the living. Tied by the blood, they would never know rest until laid low by magic, and had a burning desire to claim the lives of those of their own blood descendants. It was all possible through a rare conjunction of planets and stars that shined light on The Interloper and a comet striking it that released powerful energy. It took a force of arms of thousands to stop the Barrow Wraiths finally, after years of hunting them. Most were driven back into their burrows by priests, druids, and holy knights. It was easier to lay them to rest using similar powers as the Reclamation of the Wyld than to permanently lay them low in death. These magics were anchored by burying the many slim blades made from remnants of Greeniron crafted to hunt them down.

Barrow Mounds: After the wraith were laid to rest, the soil and flora were blighted. A great burgeoning of fetid growth swallowed up the once beautiful grave sites, making them unadorned mounds – losing their names and identity. Many that were laid to rest therein are still Wraiths, and merely in a form of torpor as best the living could calm them. There are Spiritus of victims that wander the leagues of land, and it is said the malevolence of the wraiths can be felt in the environs.

There are posted warnings to travelers warning never to seek refuge here, or ever camp on the north side of a barrow. The Lich Lords have several times tried to pull new servants from the area, though even their efforts have come to naught other than to awaken them – attacking any nearby, even other undead. Their Dead Cold affects even the Lich Lords and their servants though – making them poor minions for anyone.

  • Due to the Lich Lords meddling, camping on the north side of a barrow mound has a chance of awakening an inhabitant of it. It will not pursue farther than normal human eyesight distance.

Some efforts similar to the efforts in Reclamation of the Wyld have been attempted with little success here.

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