The Lantear Plains

The Lantear Plains form one of the island’s richest agricultural valleys, a broad alluvial basin that stretches from the Aranthaes Highway in the south to the coast at Sandmar in the north. Crossed by the winding Sandmar River, the plains are a patchwork of golden wheat fields, vegetable farms, and fertile marshes that feed the hungry markets of the island. As one of the key Aranthaen foodbaskets, the Lantear Plains provide much of the grain and produce that sustains the great city of Aranthaes itself.
 

Setting & First Impressions

The valley is wide and open, flanked by hills that rise gently into the southern ridges, overlooked by the distant peaks of the Black Mountains. The Sandmar River threads northward in looping curves, its waters nourishing not only the fields but the expansive rice marshes that dominate the western side of the valley. The air is fresh and filled with the scent of tilled earth, punctuated by the rhythmic sound of waterwheels and the calls of marsh birds.
 

Farms & Trade

Every stretch of the Lantear Plains is put to work: wheat, barley, beans, and vegetables grow in rotation on the higher, drier ground, while rice is cultivated in abundance in the marshy west. Herds of oxen and goats graze the hill margins, tended by generations of farmers whose families have lived here for centuries. Caravans traveling between Geldcrass and Sandmar prefer the eastern road, narrower but more stable, hugging the high ground where the marshes cannot intrude. Barges laden with grain float downstream toward Sandmar’s busy harbor.
 

Notable Features

The Sandmar River: The lifeblood of the plains, carrying irrigation waters south and trade barges north.
The Rice Marshes: Vast, shimmering fields of green stretching to the coast, where waterbirds gather in their thousands.
Field Shrines: Modest stone shrines scattered along roads and field margins, where offerings of grain and milk are left for good harvests.
 

Rhythms & Customs

The plains run on the seasons: spring planting, summer growth, autumn harvest. Festivals mark the turning of the year, from river-blessing ceremonies at midsummer to the great Harvest Fair at Geldcrass. Farmers are fiercely protective of their crops – stray too close to their furrows, and one risks a quarrel. Marsh farmers warn outsiders not to venture into the rice fields without a guide; more than one traveler has drowned in the deceptively deep channels.

 

For the Storyteller

The Lantear Plains offer a calm, pastoral setting on the surface, but tensions can simmer beneath. Bandits occasionally raid caravans, farmers feud over irrigation rights, and rumors whisper of strange things stirring in the marshes at night. The abundance of the plains makes them a natural prize for any would-be conqueror – or a tempting target for thieves and smugglers moving between Geldcrass and the coast.

 

Encounters

When traveling through the Lantear Plains, roll d10 for possible encounters…

  1. A herd of 6 (1d6+2) oxen, escaped from their enclosure, charging wildly across the road.
    Oxen: AC 12, HP 15, gore (1d6+3), no armor.
  2. A pair of rice farmers wading knee-deep in the marsh, warning travelers of unstable ground.
    Farmers: AC 10, HP 8, sickle (1d4), no armor.
  3. A barge of grain merchants drifting north toward Sandmar, eager to trade news as well as goods.
    Merchants: AC 12, HP 14, dagger (1d4), leather armor.
  4. A group of 5 (1d4+3) marsh birds startled into flight, distracting mounts or startling beasts of burden.
    Birds: AC 12, HP 4, beak (1d4), flyby.
  5. A traveling troupe of minstrels heading to Geldcrass, offering music and riddles in exchange for food or coin.
    Minstrels: AC 11, HP 9, no weapons, no armor.
  6. A flooded irrigation ditch, requiring the party to ford carefully or risk losing gear. Survival DC 12 to cross safely.
  7. A wandering friar of Lady Bune, blessing the fields and offering cryptic advice.
    Friar: AC 10, HP 11, staff (1d6), no armor.
  8. A pack of 3 (1d4+1) stray dogs scavenging near the road, growling at travelers.
    Dogs: AC 12, HP 9, bite (1d6+1), pack tactics.
  9. A farmer angrily accuses the party of trampling crops; he demands recompense or threatens to summon neighbors.
    Farmer: AC 10, HP 8, pitchfork (1d6), no armor.
  10. A sudden ground collapse in the marsh exposes an ancient, buried stone pillar carved with unknown runes. Investigation DC 14 reveals faint magical traces.