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TivookProvince6x6

Tivook Province

Tivook Province is located north of the city of Dohral. This territory is under the control of the city of Dohral by contract with the dwarves of the Eastern Citadel.  Many adventurers pass through the Tivook crossing inn, and the area has been a part of many legends.

Prominent Features[]

The Lord of Tivook was once a young man when he met the traveling merchant named Bennin oz Dohral. Found as a captive of bandits who had sought to accost the merchant's caravan, the lad was freed and traveled in company of the kindly merchant ever since. His travels with the merchant often found them in some distress, and the lads street-smarts proved of occasional merit in such cases, hence it was that Lord Bennin oz Dohral would eventually reward the man Tivook with a choice Province just north of the city founded by and named for Dohral. Subsequent Lord Tivooks have watched the land, patrolled the roadways and generally acted as the arm of the city beyond her walls.

The land has been left largely undeveloped, save for the roadways that pass through it (meeting at a crossroads aka the 'Tivook Crossing") where the route south leads to the city of Dohral, the east route to the Eastern Citadel and Esrogoth Province, and the west route leading to Humfoodale Province and the lands beyond. A few farms held by relatives of the Tivooks are found along the roadways. The castle of the Lord of Tivook is also located here. Lord Tivook, in spite of his controlling a busy province is a withdrawn person, seldom traveling beyond his castle walls and taking audience only on rare occasion. His lands are rich thanks to the trade that passes with his protection and his generosity is known widely; he even donated the land for the Metrocryptia (where the city of Dohral buries her dead).

Tivook Province is bisected by the Zeethan river. Just south of this river, the humans have created a roadway that roughly parallels the river from the lumber camps to the Eastern Citadel. This roadway is known by two names, east of the Tivook Crossing it is known as the East road, west of the Tivook Crossing it is the West road. A roadway connects this one to the city of Dohral at the Tivook Crossing which is known as the North road. The Tivook Crossing and the Tivook Inn are located approximately at the center of this province.

In the early days of Dohral, when the city was being founded, there was a great need for a supply of wood to be used in that project. The solution devised by Bennin oz Dohral  was to first dedicate a temple to Deeproot (a forest god), then harvest what was needed north of the new city and south of the Zeethan river, while sacrificing regularly in the new temple. The result is obvious in the city of Dohral, and to some eyes, just as obvious in the strip of land north of the city - which is now largely given to small farming enterprises, roadways, a castle, all of which are shot-through with copses and stands of young forest. These days, the trees found in southern Tivook Province are closely spaced young growth (many saplings) which provide few trails of easy access.

Temple of Deeproot[]

Found on the North Road, just outside of Dohral itself is the Temple to Deeproot. Located on a hillside and comprised of an open air grove, here the altar to Deeproot has been consecrated. It is here that the city populace beseeches the god Deeproot to bless their harvest each year, with great festivals and sacrifices.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Sacrilege. This is a temple and all are cautioned to act accordingly on this holy ground.

Rumours :

  • The Fey Folk have in some way infiltrated the temple.

NOTE : The grove is permanently bathed in sunlight.

Tivook Hold[]

Located out of the usual traffic, the Lord of Tivook is something of a recluse. The Tivook Lord sends out patrols on occasion to ensure the safety of trade through province.

Resources :

  • tba

Potential Dangers :

  • Courtly Intrigue - All royal courts, even provincial ones are places of danger and intrigue.

Rumours :

  • The Lord of Tivook has a hideous deformity that he makes him hide in his keep for fear of ridicule.
  • The part of Tivook province north of the river Zeethan is wild and rife with monsters.
  • Lord Tivook won the province in a game of dice with the original Lord Dohral.

NOTE THIS AREA'S INTERNAL REPRESENTATIONS ARE AVAILABLE TO A GUEST BUILDER. Contact GM_ODA if you would like to be a GUEST BUILDER with Argentum Regio.

Tivook Lodge[]

Comprised mainly of a small farm dedicated to supplying his lordship's table with vegetables, and a seasonably used hunting lodge where Lord Tivook or his assigns reside when on a hunt.

Resources :

  • Herbs.
  • Dry wood.

Potential Dangers :

  • Offending Farmers. "Keep out of my field!"

Rumours :

  • The Lord of Tivook and his friends hunt in this region.
  • The output of this farm is so meager it will soon be closed.

NOTE - farming is minimal here, but the farm also stores/preserves the produce of the snigglery.

East Road[]

Located to roughly parallel the river Zeethan, the road follows just south of the waterway. The roadway, except during the timber season, is generally a lonely place, with but a single farm located along the route, this just east of the Tivook Crossing. This road, like many, are the occasional haunt of bandits.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Bandits. The road is known to be 'worked' by bandits.
  • Wolves. A wolf pack is running south of the river.
  • Giant Ants. Known to carry off whole cattle.

Rumours :

  • The snigglery was robbed by bandits twice last season!

NOTE - Traffic on this road includes the annual haul of timber, during which the roadway is busy for weeks and well patrolled. The rest of the year traffic is light to moderate and patrols are more rare.

Tivook Southeastern Wilds[]

.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Rumours :

  • DEER are found here.
  • WOLVES hunt here.

NOTE ...

Tivook Southeastern Wilds[]

Rough, new growth forest (the region was largely harvested for timber in the time of the building of the city of Dohral). Prior to the founding of Dohral, the dwarves had largely picked over this region for useful timber so there was not much mature timber harvested here even then. Firewood needs sometimes brings the locals to this region. The copses of young trees are often overly dense and impassable in places. This terrain leaves for game trails, implying game and attracting predators too. This strip of land's southern edge abuts on the city of Dohral, and the eastern edge abuts the Esrogoth Province

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Wolves. A pack of wolves are rumored to travel this region.

Rumours :

  • Lord Esrogoth and Tivook have had recent property disputes in this region regarding hunting parties crossing into the others' provincial lands.

NOTE - This is one of the closest (to the city) and most accessible regions for herb gathering.

Tivook Southwestern Wilds[]

Comprised of about 5 Areas of rough, new growth forest (the region was largely harvested for timber in the time of the building of the city of Dohral). Prior to the founding of Dohral, the dwarves had largely picked over this region for useful timber so there was not much mature timber harvested here even then. Firewood needs sometimes brings the locals to this region. The copses of young trees are often overly dense and impassable in places. This terrain leaves for game trails, implying game and attracting predators too. This strip of land's southern edge abuts on the city of Dohral, and the western edge abuts the Humfoodale Province.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • WOLVES hunt here.

Rumours :

  • WOLVES hunt here.

NOTE - This is one of the closest (to the city) and most accessible regions for herb gathering.

Tivook Northern Wilds[]

This region spans about 15 Areas of somewhat dense forest only slightly older than that south of the river. The dwarves had, prior to the founding of Dohral, used this as the trail to the forests in the west where they would harvest what timber they were able. These dwarven forays were often interrupted (usually while hauling timber) by orc raids. Today the region is overgrown, and crossed by many game trails (implying game and predators). The crossing of the river is not possible in Tivook Province where it is deep and wide.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • ORCs hunt these lands.
  • WOLVES hunt these lands.
  • LIZARDMAN hunt these lands.

Rumours :

  • ORCs hunt these lands.
  • WOLVES hunt these lands.
  • LIZARDMAN hunt these lands.

NOTE - North of this region (not yet online) are increasing elevations, rugged lands covered in thick forest as high as elevations allow; rugged terrain giving way to eventual mountains.

North Road[]

Generally this route is safe, but there are times when bandits may lurk along the roadway hoping to deprive travelers of their coin and goods. This road connects the city of Dohral to the first crossroads, that of Tivook Crossing.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • GIANT ANTS. Danger's details.
  • BANDITS. Danger's details.
  • GOBLINS. Danger's details.
  • TROGLODYTES. Danger's details.

Rumours :

  • Troglodytes are rare but a recurring danger here.
  • Bandits sometimes found here are working out of a secret location in Humfoodale.

NOTE - a PC need not travel the actual roadway, but can access points along it thanks to Voyanut's Voyages, a magical wagon accessable in Dohral (Chonda Port), Tivook Crossing, the Eastern Citadel, and Humfoodale Fort.

Tivook Crossing[]

A busy crossroads where meet the North Road, the East Road and the West Road. Annually, there is much traffic through this Area laden with timber being hauled from the Eastern Citadel to the city of Dohral. During the remainder of the year, occasional caravans pass this place going one way or the other, supplying the regions far from the ports of Dohral with goods brought through that harbor, and carrying the regions goods back out to sea by that very same harbor.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • GOBLINS. Danger's details.
  • TROGLODYTES. Danger's details.

Rumours :

  • Adventurers have recently vanished from the Tivook Inn.

NOTE - a PC need not travel the actual roadway, but can access points along it thanks to Voyanut's Voyages, a magical wagon accessable in Dohral (Chonda Port), Tivook Crossing, the Eastern Citadel, and Humfoodale Fort.

Tivook Inn[]

A small inn located at Tivook Crossing which rents overnight only (having very few rooms even if one does include the stable-hand's quarters in the adjacent barn). Known for always having the finest roast bison in the region, the Tivook Inn is a welcome place to raise a flagon, take up a drink or two and share the local tales.

Primary NPCs :

  • Owner: Etrianna
  • Barmaid: Serrennie
  • Upstairs Innkeeper.

NOTE this location is also the frequent haunt of many PCs including the much adored BARMAID RONJA. Come meet all your PC friends here!

TemplateTitle[]

General description with some details.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Danger. Danger's details.
  • Danger. Danger's details.
  • Danger. Danger's details.

Rumours :

  • Rumour with details.
  • Rumour with details.
  • Rumour with details.

NOTE some small note.

Tivook East Road[]

A winding bit of roadway that passes the Tivook Lodge as well as the local snigglery.

Potential Dangers :

  • Giant Ants.

NOTE this is the more 'civilized' stretch of the East Road, with much of the remaining route a lonely road through the forest.

TemplateTitle[]

General description with some details.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Danger. Danger's details.
  • Danger. Danger's details.
  • Danger. Danger's details.

Rumours :

  • Rumour with details.
  • Rumour with details.
  • Rumour with details.

NOTE some small note.

Tivook West Road[]

Making the connection between the Tivook Crossing and the higher, more rugged terrain, of the Humfoodale Province.

Potential Dangers :

  • Goblins, Troglodytes.  A troll habitat is rumored to exist in this region as well.

Rumours :

  • A strange creature has been spotted flitting over the treetops on large reptillian wings.

NOTE this section of roadway has recently been noted to have some level of Wild Magic.

TemplateTitle[]

General description with some details.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Danger. Danger's details.
  • Danger. Danger's details.
  • Danger. Danger's details.

Rumours :

  • Rumour with details.
  • Rumour with details.
  • Rumour with details.

NOTE some small note.

Tivook North Bank[]

The region north of the Zeethan river in Tivook province is thick with forest growth, crossed with game trails covering rugged ground of elevations that increase toward the north.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers:

  • item - desc.

Rumours :

  • item - desc.

NOTE ...Both Slaad and Lizardmen have been seen north of the river.

TemplateTitle[]

General description with some details.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Danger. Danger's details.
  • Danger. Danger's details.
  • Danger. Danger's details.

Rumours :

  • Rumour with details.
  • Rumour with details.
  • Rumour with details.

NOTE some small note.

Metrocryptia[]

Accessed via roadway (the Mourning Trail) starting just north of Dorhal and terminating near a group of temples (which maintain the Metrocryptia); the Metrocryptia is a place of burial. Set on a hillside a fair distance from the city, it is managed by three temples located south of the crypts themselves. The Metrocryptia consist of a hilllside for surface burial, and a group of crypts that wind deeply into the hillside.

Potential Dangers:

  • item - desc.

Rumours :

  • item - desc.

NOTE ..

TemplateTitle[]

General description with some details.

Resources :

  • Herbs.
  • Dry wood.
  • Deer.

Potential Dangers :

  • Danger. Danger's details.
  • Danger. Danger's details.
  • Danger. Danger's details.

Rumours :

  • Rumour with details.
  • Rumour with details.
  • Rumour with details.

NOTE some small note.

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