The Geldcrass Plains
The Geldcrass Plains stretch wide and fertile across the island’s northeast, hemmed in by the Geldfray Mountains to the east, Geldcrass Ridge to the west, and the holy town of Bim and the city of Geldcrass to the south. To the north, the land opens onto the sea at Fairpont, where the great Fairwater River splits the port town in two before spilling into the bay. The plains are among the island’s richest farmlands, famed for their abundance and relative safety.
Setting & First Impressions
Travelers entering the plains are greeted with a vast sweep of fields and pasture, golden wheat waving in the breeze to the west while the east opens into green grazing lands alive with herds of sheep, goats, and cattle. The snowy ramparts of the Geldfray Mountains rise starkly in the distance, while the river meanders through the valley floor, reflecting the wide skies. Villages and watchtowers dot the horizon, their tiled roofs and stone walls providing both safety and waymarks across the open land.
Farming & Trade
The Geldcrass Plains form one of the island’s greatest food baskets. The western tracts are dominated by arable fields, producing wheat, rye, and barley in great quantity, alongside vegetables that feed much of the island. To the east, grazing dominates: shepherds and drovers move their flocks between upland and lowland pasture. Trade routes flow north to Fairpont, where goods are loaded onto and from ships, and south to the markets of Geldcrass and the pilgrimage route to Bim. The river is also a natural transport line, barges floating crops down to Fairpont’s markets.
Life & Culture
Life on the Geldcrass Plains is steady and hardworking. Villages are tight-knit, festivals revolve around harvests, and inns along the highways bustle with merchants traveling between Geldcrass, Bim, and the northern coast. Fairpont’s rivalry between its western and eastern halves is reflected inland, with the western farmers priding themselves on yield and bounty, while eastern herders boast of their hardy stock and prized cheeses.
Notable Features
The Fairwater River: A broad, winding river cutting through the plains, essential for irrigation and transport. Its two banks divide Fairpont into East and West.
Western Farmlands: Immense fields of grain that stretch toward the Geldcrass Ridge, interspersed with hamlets and windmills.
Eastern Pastures: Rolling meadows where shepherds tend flocks, producing wool, cheese, and meat that supply markets across the island.
Pilgrim’s Road: A common nickname for the Aranthaes highway running from Bim through Geldcrass toward Aranthaes, lined with shrines and waystations.
Rhythms & Customs
The seasons are marked by planting, tending, and harvest; festivals such as the Spring Blessing and Harvest Feast bring villages together in song and dance. Herding families tell stories around fires of wolves and worse, though real danger is rare. Barges drifting down the Fairwater carry colorful streamers at midsummer, a sign of thanks for the water’s life-giving bounty.
For the Storyteller
The Geldcrass Plains are among the safest regions of Aranthaes, but they provide a vital backdrop of abundance and community. Story hooks include disputes over grazing rights, sabotage of irrigation works, or strange lights seen over the river at night. Caravans and pilgrims crisscross the roads, offering opportunities for allies, enemies, or intrigue. The plains are also the staging ground for larger forces – whether trade wars, religious disputes, or mustered armies – making them fertile ground for both everyday encounters and sweeping campaigns.
Encounters
When traveling across the Geldcrass Plains, roll d10 for possible encounters…
- A flock of 12 (2d6) sheep breaks free from a nearby herd, pursued by a harried shepherd.
Shepherd: AC 11, HP 10, staff (1d6), leather armor. - A group of 2 (1d2) merchants leading carts of grain toward Fairpont, with 3 guards.
Merchants: AC 12, HP 14, dagger (1d4). Guards: AC 14, HP 12, spear (1d6+1). - A small band of 4 (1d4) highwaymen hoping to extort “tolls” from travelers.
Bandits: AC 13, HP 16, shortsword (1d6), leather armor. - A shepherd boy whistling to his dog, who mistakes the party for intruders.
Dog: AC 12, HP 5, bite (1d4+1). - A traveling minstrel bound for Bim, offering to play for a meal or coin.
Minstrel: AC 10, HP 8, dagger (1d4), no armor. - A large herd of 30 (3d10) cattle crossing the road, led by 2 drovers.
Drovers: AC 11, HP 12, whip (1d4), leather armor. - A detachment of 6 (1d6+4) Fairpont militia marching between watchtowers.
Militia: AC 15, HP 18, longsword (1d8+2), chainmail. - A group of 5 (1d4+1) pilgrims bound for Bim, carrying votive offerings.
Pilgrims: AC 10, HP 6, clubs (1d4), no armor. - A sudden thunderstorm sweeping across the plains, reducing visibility and soaking supplies.
- A lone druid tending to a sacred grove on the edge of the Fairwater.
Druid: AC 11, HP 24, quarterstaff (1d6+2), hide armor.