Geldsan Pass: Valley of Rain
The Geldsan Pass cuts through the Black Mountains between the shallow port of Geldsan and the bustling inland city of Geldcrass. Higher and bleaker than the formidable Draktun Pass, it is a valley where the sky itself seems perpetually torn open. While the island basks in sun, the pass lies drowned beneath near-constant rain, its jagged peaks snagging every passing cloud. Strangely, though water cascades down its cliffs, no river runs at its floor – a mystery that has unnerved locals for centuries.
Setting & First Impressions
Travelers entering Geldsan Pass are met with slate-grey skies, veils of mist, and the drum of endless rainfall. Pines cling to the steep sides, their roots tangled in sodden scree, while broken paths run slick with mud and loose stone. The silence between downpours is uncanny: no birdsong, no running stream, only the hiss of wet wind and the echo of boots on drenched rock. Wagons can often bog down on the treacherous ascent, and mule teams struggle for footing on narrow ledges overlooking plunging drops.
Trade & Travel
Despite its dangers, the Geldsan Pass remains vital. It is the only direct route between the southern port of Geldsan and the inland markets of Geldcrass and beyond via the great Aranthaes Highway. Caravans attempt the crossing, guarded by mercenaries who know that bandits and smugglers use the curtain of rain as cover. Merchants complain of lost wagons and drowned beasts, but the alternative – a long journey around the jagged eastern coast to the high-fee ports of New Haven and Geldpont – keeps traffic coming. Some whisper that Geldsan may soon follow Draktun and break from Aranthaen rule.
Mysteries of the Rain
The pass’s greatest enigma lies in its missing river. Though countless rivulets pour down its walls, they vanish into the rocky floor, never pooling, never forming a stream. Scholars suspect vast sinkholes or caverns beneath the valley, while locals mutter that the water is being “drunk” by something ancient below.
Notable Places
The Weeping Stones: Black cliffs streaked with countless waterfalls that vanish into cracks at their base.
The Old Tollhouse: A half-collapsed stone hut where caravans once paid for safe passage, now used as respite from storms.
The Hollow Track: A long stretch where hooves ring strangely, as though the road is laid above a cavernous void.
The Pass Gate: A fortified checkpoint near Geldsan, where tolls are collected and nervous guards count the days until their rotation ends.
Rhythms & Customs
Superstition rules the pass. Guides pour a libation of wine onto the ground at the Hollow Track, whispering that it feeds the stone. Storm lanterns are carried even by day, their flames hooded but always burning, for it is said those who walk the pass without fire may vanish into the dark rock and never be found.
For the Storyteller
The Geldsan Pass is bleak and treacherous, a crucible of endurance where every step can become an encounter. Bandits and smugglers lurk in the veils of rain, while rockslides and sinkholes threaten from above and below. Characters might uncover evidence of a subterranean waterway, or a smuggling ring that vanishes cargoes without a trace. It is a place of perpetual unease, where the sky weeps and the ground itself seems hungry.
Encounters
When traveling through Geldsan Pass, roll d10 for possible encounters…
- 2d4 bandits using the mist for cover, attempting to rob a caravan.
Bandits: AC 13, HP 16, short sword (1d6), leather armor. - A sudden rockfall blocks the path — characters must clear or climb the obstruction while exposed to attack.
- A wagon axle breaks in the mud, stranding a desperate merchant and his goods.
Merchant: AC 12, HP 18, dagger (1d4). Guards (2): AC 14, HP 12, longsword (1d8), chain mail. - Phantom lights appear in the mist, luring travelers toward a sheer drop.
- A patrol of 3 Geldsan toll guards demanding payment – and clearly pocketing part of the take.
Guards: AC 14, HP 13, spear (1d6+1), chain mail. - A sodden corpse washed from the cliffs, clutching a sealed letter case filled with cryptic notes.
- 2d6 wolves, lean and starving, circling the party from higher ground.
Wolves: AC 13, HP 11, bite (1d6+2), pack tactics. - A mercenary company escorting a caravan, willing to travel together for a fee.
Mercenaries (5): AC 15, HP 20, longsword (1d8+2), chain mail. - A sinkhole opens beneath the path, threatening to swallow mounts or carts.
- A cloaked figure offers to lead the party across safely – for a high price. If refused, they vanish into the mist, later reappearing as a hostile ambusher.