The Foothills

Two days northwest of Stonetop, the rolling Flats give way to hills, climbing up into the Whitefang Mountains. The Highway cuts through these hills, leading to Barrier Pass. To the east, the hills wrap around the Great Wood.

The Foothills are rugged and forest-strewn, crisscrossed with streams, dotted with gorges and ponds and small lakes. In ages past, it was a borderland between the Rime Lords and the Green Lords, and later it was the extent of the Barrow Builders' reach.

Nowadays, it is mostly uninhabited, but both Stonetop and Barrier Pass come here to harvest timber.

Impressions

Always

  • Hills rising up from the Flats, mountains looming behind them
  • Young thin trees on the southernmost slopes, getting bigger and older as you press into the hills
  • Echoes of birdsong, beast-bellows, tumbling rocks, raised voices

Spring

  • Thin branches drooping with fresh green leaves
  • Mud slipping and squishing underfoot
  • Surprising chill of shadowed vales, where snow still lingers

Summer

  • Muggy, humid heat
  • Sweat stinging your eyes as you hump up another slope
  • Cold clear water from a gurgling stream, tasting better than anything

Autumn

  • Slopes turned red and orange and yellow, then black and brown and gray
  • Plump squirrels and other critters, busily foraging for winter
  • Cold, clammy mist lasting well into the day

Winter

  • Waist-deep snow drifts in the valleys
  • Frozen-over streams, water gurgling ominously from below
  • Squeak of trees, swaying in the cold wind
  • Short, magical twilight as the sun drops below the mountains

Questions

  • What striking difference do you notice between the trees here and those in the Great Wood?
  • Who typically leads Stonetop's logging trips up to the Foothills?
  • What dread beast or monster is said to lurk in the Foothills?
  • What is said to draw its ire?
  • Who claims to have encountered it? When, and how so?
  • Why do you/don't you believe them?
  • What mundane dangers up there worry you more than some legendary beast?

Hooks

  • A logging expedition goes missing
  • Loggers stumble upon a ruin or corrupted site
  • Someone went missing on a logging trip years ago, and now they reappear
  • Heavy rains wash out a stretch of the Highway, blocking access to good timber
  • An adventurer claims to know the location of an old barrow in the Foothills, said to be laden with gold and other treasure

Logging trips

A typical logging trip generates a wagonload of timber (Value 2), and requires:

Trips traditionally take place in autumn, after the harvest is complete and only if there are no more-pressing needs in town.

The Palisade steading improvement

requires ~1,000 logs of good timber (Value

3). A wagonload of timber (Value 2) contains ~40-50 logs, meaning you need

~20-25 wagonloads. To gather that much timber:

Steading improvement

Permanent Logging Camp

Suppose we built a few cabins and kept loggers up there year-round?

Requires all of the following:

When you mark all the requirements, add "Logging: timber, wood" to the resources list and increase Fortunes by 1.

Henceforth, as long as the camp is in operation, the steading has a ready supply of timber for improvements and other projects, and it consumes 1 less Surplus than usual in winter.

However, the logging camp consumes

1 Surplus every summer or else it ceases operation.

Terrain

Pick 1 or combine 2, or have someone roll the Die of Fate ().

Terrain
1Large pond/small lake
2Creek, stream, gulley
3Steep slope: barren, treacherous, unstable
4Dense thicket/brush
5-6Swath/copse of one type of tree
7-8Gentle slope or valley
9Steep slope: forested, overgrown
10Sheer rock face, bluff, rocky outcrop
11Clearing, meadow, burn site
12Cave, cavern, grotto If you like, roll for size/scope/intensity.

Discoveries

For any of these, pick 1 or have someone roll the Die of Fate.

Discovery
1A change of terrain, and roll again
2A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.)
3folk from barrier pass (next column)
4Some other encounter (next column)
5A point of interest (see below)
6Useful or valuable flora
Folk from Barrier Pass
1A war party of 4-8 guardians and/ or monks, hunting something dangerous
2A patrol of 2-4 guardians, led by a White Crystal monk
3A monk and/or novice, on their own to study/practice/meditate/ make pilgrimage
4A logging crew (4-12 layfolk, plus a few guardians)
5-61-4 layfolk hunting or foraging Consider having someone roll the Die of Fate for their disposition. See Barrier Pass for guardian, monk, and novice stats.
Encounter
1A chimera, wary or indifferent but not outright hostile
2A Fae, curious or indifferent
3A tulpa, likely tethered to a nearby Rime Lord site
4A spirit of the wild, curious or indifferent
5A dangerous beast—like a boar, cave bear, cougar, ice drake, mountain apes, or wolves—wary or indifferent, but easily provoked
6Game: good eating but prone to bolt (deer, rabbits, pheasant, etc.)
Point of Interest
1A place corrupted by the Things Below
2A place haunted by death or the undying
3A site or artifact of the Barrow Builders
4A ruin or artifact of the Green Lords or a Fae domain
5A ruin or artifact of the Rime Lords or their human disciples
6A place sacred to the spirits of the wild

Dangers

Hazards

  • Getting lost among the hills and trees
  • Treacherous terrain (loose footing, scree, slippery slopes, potholes, deadfall, etc.)
  • Flash flooding, especially in ravines and valleys
  • Harsh weather, especially rain and snow
  • Something tall to climb, and reason to climb it
  • Hazardous growth, from the time of the Green Lords

Monsters