Journey Rock Valley

Journey: Rock Valley


Journey: Rock Valley
A comprehensive guide to Rock Valley

Page 1: Introduction
Page 2: The Lokeen Tribe
Page 3: The Aziri Tribe
Page 4: The Nehal Tribe
Page 5: A Trial of Honor
Page 6: The beginning
Page 7: The Gathering
Page 8: The Nehal Families
Page 9: The Mealth/Haagohn mine
Page 10: Writings
Page 11: Mysteries unsolved
Page 12: Fenri'Gifr ruins
Page 13: Resting Place
Page 14: Burial Grounds
Page 15: Stromheim

Rock Valley is a town which isn't that far off to the south/southeast of the Republic. It can be accessed through Viron, which is a fishing town. Caravans often leave from the Hospice of the Morning Light, headed to provide wares to our troops in Rock Valley.

Written by a kin of Rohm


The Lokeen Tribe

The Lokeen tribe has existed for a long time within the Rock Valley region, it is hard to estimate how long they have established themselves there. It is rumored that the Lokeen tribe only exists to cause problems and wars. The Lokeen tribe isn't associated with the other tribes in Rock Valley, both the Aziri and the Nehal seem to dislike the Lokeen due to their thirst for conflicts.

The Lokeen people are generally found in the southern forest near Rock Valley. The majority of them wield two-handed axes, one-handed axes and clubs. They also know how to fight with their fists and feet.

It is hard to tell if the Lokeen all live together in a camp, village or town. They are mostly found when doing raids in the forest, in search of conflicts in order to gain both wealth and pride. The Lokeen have often killed and looted the caravans which were headed from Iridine to Rock Valley in order to cut off the supplies to Rock Valley. I suppose that they do not like the presence of civilized and armed men around them.

The tribe speaks a language that both the Nehal and Aziri seem to be able to understand. It is for sure that the Nehal and Lokeen know each other's languages, that is if they aren't the same. The language is much different than the one spoken in the Parcines territories.

The Lokeen are supposedly causing so many conflicts because they wish to have power and rule over the lands in Rock Valley. Their numbers are unknown, but from personally experience I can honestly estimate their population to easily be of several thousands.


The Aziri Tribe

The Aziri tribe appears to be the oldest one of them all, they appear to be more primitive than the Lokeen tribe. The Aziri live in the mountains situated in the northeast region of Rock Valley. They 'disappear' during the day and they come out when the sun sets, which makes them quite the fearsome enemies. The Aziri seem to be affiliated with the Nehal since they both share a burial ground which is guarded by sacred fiery hounds and many other odd creatures.

The Aziri tribe fights in groups, just like the Lokeen's do. Their tactics are extremely dangerous. It is also rumored that the Aziri have access to magick, but I have yet to find proof of that. Many people have claimed the Aziri to use tricks against them, which appeared magical when those said tricks were used. I don't believe in ghosts, I also don't believe that magical forces do exist. Quite a few people who have been victimized by those said tricks are considered as superstitious.

The Aziri mostly only use daggers, made of bone, bronze or iron, and some black shields which are sometime decorated. They dress in black clothes only, from head to toe. They also wear various types of bones, hair tassels, teeth and other garments on their clothing.

From information that we have gathered from a non-official source, the Aziri are said to make rituals of various sorts. Some of which may give them strength and willpower. Cannibalism may be one of those. This tribe is definitely mysterious.


The Nehal Tribe

The Nehal tribe has been known to be fearsome warriors which they are, but they aren't only fearsome warriors, deep within they are the most intellectual barbarians that can be found in Rock Valley. They are currently allied with the Republic, but they are considering war with it due to some struggles and conflicts of various natures.

The Nehal tribe has a town situated, far east of Rock Valley, and set within the mountains. This town is a little smaller than Rock Valley and it is where the Nehal tribe trade with various people. They do not have Iridinian currency or share the same mentality, gold is worth practically nothing to them. They use tokens as their currency, they may trade things in order to receive tokens.

This tribe is supposedly the oldest of them all, but such a title is controversial since the Brak'tul also claim the same thing. The Brak'tul are situated leagues away from the Nehal. Little is known about the Brak'tul. The Nehal also appear to be the most civilized tribe of Rock Valley, since only Lokeen's and Aziri's share the territory with them.

The state of Rock Valley relies directly upon the Nehal's choices. If the Nehal tribe decides to battle against Rock Valley, it would most likely be the death of Rock Valley as we know it. The Republic's town with the current armed forces available couldn't fend off the Nehal tribe, they are considered to be too many, strong and intelligent.

Most of the Nehal seem to have a sense of humor, even though most of them are hiding it. The ability to have such a sense of humor shows that they have the ability to be quite intelligent, since they have a fundamental understanding of life. A big part of the Nehal population can speak Iridinian and the common tongue, which the Aziri and Lokeen tribes cannot do from the encounters we have had with them.

It is hard to estimate exactly which weapons the Nehal use, but from the encounters we have had, they use two-handed axes.

The Nehal tribe is currently allied to the Republic, 237th year of the Republic.


Trial of Honor

The trial of honor, also known as the challenge of honor or even the trial of worthiness, is a trial which all tribes use. In order to be considered as kin, one has to succeed the trial of worthiness which is a series of three challenges.

The challenges are as follows: Geist, Fleir and Ulth. Those are barbarian words, which are part of the Blackroot language. Geist means Spirit, Fleir means Fire and Ulth means Earth.

The Geist challenge is one which challenges the soul. The Fleir challenges the mind. The Ulth challenges the body. The challenges are mostly always different at every trial of worthiness, which means that the challenges change in action, but not in nature.

The Nehal tribe value the Geist as the most important challenge. The Lokeen value the Ulth as the most important challenge. The Aziri value the Fleir as the most important challenge. Every tribe has a different mentality, which definitely correspond to the trial of worthiness. It can be safely assumed that the Lokeen aren't exactly the smartest people.

Such knowledge has been learned from the Nehal due to the fact that a few Iridinians have participated in a challenge of worthiness in order to save Ferr'rohm's credibility and honor. The first challenge, the Geist, was successfully achieved and it involved making some sort of poetry based on a word which was Hope, we were competing against a very intelligent barbarian woman. The second challenge, the Fleir, involved various riddles of many sorts which was also succesfully done, we were again competing against the same very intelligent barbarian woman. The third challenge, the Ulth, was a battle which involved fighting a mountain of a man named Hroth. A legionary first fought Hroth and almost won. The second man went up against Hroth and was defeated rather quickly. After that, a woman went up against Hroth and managed to wound him, but the woman went unconscious before Hroth did. We won two out of the three challenges, which the Geist and Ulth were the most important. Needless to say, we have managed to successfully defend Ferr'rohm's honor, which then accepted all those present as kin.

The intelligent barbarian woman and Hroth were challenging Ferr'rohm's honor because they thought that his grandfather was a man which lacked honor, which is something that would show up in Ferr'rohm. Family is quite important.

Written by a kin of Rohm.


The Beginning

The first and last chief of all the Blackroot, whose name shall not be mentionned and is known by only the greatest Priests of the Sun Father, drove off the dark from the barbarian lands. When asked, the dark was said to be an era of dark times. In the dark times, storms ravaged the plains and mountains alike. Men were miserable creatures living in huddled holes. The first and last chief, came with the power of the Sun Father, and drove off the dark. Where he strode, the grass grew anew and the first tribes settled.

The first and last chief of all the Blackroot has made the lands possible to be lived on in those darkened times because of the Sun Father, which is a representation of our Ereal.

This tale is common to all Blackroot tribes.

It is said that the first and last chief of the Blackroot's final resting place is Kenagheim. It is a sacred and holy burial ground for both the Nehal and the Aziri. The Lokeen do not respect it.


The Gathering

After the trial of honor was met successfully by some Iridinians, we have been able to assist a gathering which has taken place in the Nehal village named Strohmheim.

The goal of the gathering was to conclude whether war with Rock Valley was going to happen or not, those of us who were allowed as kin to the Rohm family were allowed to help take a decision.

The gathering had been going on for quite a few days before the Rohm family was called. The families, the less important ones, are called first to assist to the gathering and bring their opinions on diverse matters. The Rohm family, being one of the most important and old ones, was at the last gathering with the Mealth, Haagohn, Kealthn and Grom, as well as the voice of the Nehal (Tyrlindax). Needless to say, the words of the more important families and their votes have a much bigger effect on the final outcome.

The gathering consists of a diner with the warchief, which in this case was Tyrlindax. There are simple rules to such a gathering. First of all, you must speak after he speaks. You must eat after he eats. You must drink after he drinks. The gathering starts with a meal and you must not talk about business when the meal is being eaten, the time for business is after the meal. The most important subject of a gathering will be mentionned and dicussed last, in this case the future and possible war with Rock Valley.

After a long night of talking and carefully manipulating the different families in our favor to not support the war, we have been able to outwit the barbarians. The war with Rock Valley has been delayed for a period of three months, before the next gathering occurs and another decision on the matter takes place. The situation here in Rock Valley is hectic, noone knows whether war will happen or not, but one thing for sure is that the Nehal will not strike Rock Valley maliciously without having a gathering before. Tyrlindax claimed that he must let his opponents know about the decision of the gathering, that he will not attack before they know it (a sign of true honor and respect). The warchief must call to arms. Tyrlindax has also added that he wasn't Lokeen, meaning that Lokeen would do anything in order to take an advantageous position over their opponents.

The gathering went well. The war is over, for now. We were treated very well, there was plenty of food and some sort of Nehal beer.


The Nehal Families

As was said in the previous chapter, there are many different Nehal families. All the names of the families are unknown to me, but one thing I do know is the names of the most important Nehal families. The important families are: Mealth, Haagohn, Kealthn, Grom, Rohm and the voice of the people (Tyrlindax).

The Mealth family is currently named by a man named Wegnar. The Mealth are a family which are primarily renown for their miners and craftsmen. They are known to have the best mines.

The second family is the Haagohn family. They are currently being led by a man named Rezag which was newly appointed as chief of the family (also known as the patriarch). This family primarily consist of craftsmen and miners which are quite honorable.

The third family is the Kealthn. They are currently being lead by a man named Arnulf. The Kealthn family have been known to be great and proud warriors which know nothing else than honor. Two-handed axes, one-handed axes and crushing weapons are their primarily weapons.

The fourth family is the Grom. They are currently being lead by a woman named Bodicca which represents her son, meaning that her husband has died and that the son will take the said place when he grows older. Little is known about it, but Bodicca's hatred for Rock Valley must be interpreted as if her husband was killed by Iridinians. The Grom family is also known to be great and proud warriors which use the same weapons as the Kealthn.

The fifth most important family is the Rohm. The man currently in charge is named Ferr. This family consists of very few barbarian individuals and of a few Iridinians who have became kin to the Rohm family (Trial of Honor). It is one of the oldest families, which is why it is considered as important.


The Mealth/Haagohn mine

Conflicts. Wherever we go in these lands, we come upon conflicts. Perhaps one day we will stumble along a peaceful area where conflicts do not exist. This is a conflict that took place shortly before we arrived to Rock Valley. The conflict is between the Mealth and Haagohn families. As was mentioned earlier, these matters are handled at a gathering. This conflict, being of less importance than the ongoing wars in Rock Valley, was handled before it, right after the meal was had.

The price agreed by each family was the mines were to be traded for a fertile tract of a land by a river south of the Haagerspasch, but the problem is that this tract of land was swallowed by the river and it is no longer existing. Both families are influential and both are rivals. They are miners and craftsmen, though the Mealth trade more with other lands and the Haagohn tend to smith weapons for the Nehal warriors. The Mealth have the best mines and Haagohn value the Friech Mines since it is their only mine of great value, which the Mealth request for the loss of the land.

The tradition says that the trade was a valid one, but it is the heads of the families who interpret tradition (Tyrlindax). Mine traded during the time that Rezag's older brother was patriarch. Rezag only left mourning a week ago and is now presented with this grievance.

Tyrlindax said that now was not the time to settle this matter due to Rezag's grievance and the upcoming wars and that the matter would have to be delayed after the wars were finished with.


Writings found in the Resting Place, written in the language of the Blackroots:

"The first to walk ate the others in sleep.
Of the towers, none stand taller than the first.
They topple as he walks, like so many castles of sand.
On his shoulder sits the throne. The name of the throne is Balmung.
And… No…"

"…laid low were the proud, the great. The jarl of Ravenwood breathed his last on saddle.
Join he the walls of the veil, with his brothers who die before the one who wakes.
Son of the jarl, Szegwulf last stands. No… The last to stand. Szegwulf and his brave hundred.
Here rests kin of Szegwulf, far from the one who watches. In death he sleeps, and in sleep he watches.
Foes twined in deathbed, Szegwulf and Balmung.
Words of my Kenag. So I witness, so I speak. Singer of Szegwulf, Highwater."

Notes concerning some terms:

Balmung: is a name, it is no longer used. It is a cursed name.
Balmung: commonly referred to as 'weapon'
Fenri'gifr: blind wolf-headed warriors of Balmung
Jarl: a great chieftain of chieftains
Ravenwood: what's left of the Traevant forest
Highwater: the current name of an outlaw who uses magic, could be the same person.


Mysteries unsolved

*Below is a drawn and perfect circle. A few lines divide the circle into sections. Strange writings cover almost the entirety of the circle. A body has been drawn next to the circle, a headless body. The body is of a naked man, but no writings have been carved into the flesh or written on it.*

The drawing and corpse were both found in an empty house in Rock Valley and it was said to be a curse. An Aziri man covered in flesh came to us, telling us he could feel a presence within Rock Valley. The blind man didn't take long to find the house and the body. He spoke of terrible things, which can be seen in the Fenri'Gifr ruins, a painting of a tower with a reddened sky depict what he was talking about.

This is very similar to the Ars Magna which was seen and manipulated carefully by the butcher of Viron and Orexis.


The Fenri'Gifr Ruins

These ruins are situated east of the tall tower, or if you'd prefer, directly south of Stromheim. These ruins were once a cursed place, but they have been blessed by the first and last chief of the Blackroots. The Fenri'Gifr once inhabited these ruins, but were chased out, exterminated.

That is what we all thought. Until that one day we were trapped within the Fenri'Gifr ruins with these wolf-men attacking us and guarding the only exits. The hundred soldiers of Balmung were there for us to meet our end and they almost did so. They murdered the Lokeen priest on that evening.

Howls were reverberating through the ruins, sending chills across everyone's spines. They came from everywhere, they encircled the ruins. These people were not men nor wolves, they were both. They could talk and fight like men, but they had the strength of a few men, as well as strong wolfish features. We have seen several of them crawling and climbing on the walls, as well as use spears and knives as weapons.

The place is now mostly safe, baring a few blischa'ag and schtraffeg here and there. Two pictures can be seen in the Fenri'Gifr ruins, one on each side of the podium, on the lower level near the arches. These images bring curious thoughts as to what was this place and who were the Fenri'Gifr people.


The Resting Place

From the Tower of Heavens, you will have to head a little ways to the southwest, but mostly to the south in order to find this place. It isn't very hard to find, the hole is big enough to be seen from far away.

This is where the writings written in the 'mysteries unsolved' sections were found. They were written on the walls and our translator, Teak, managed to translate them to us with much difficulty. They were written in older Blackroots.

This place was built a very long time ago, as can be seen from it's design. It's entrance is a simple dug hole, large enough to fit a few people. Just under, there are several tunnels about which few creatures are hiding inside, a proper refuge.

Once you have reached the door on the lower level, you will have problems opening it. It is a door containing a puzzle and in order to achieve this puzzle, you will have to glance at the constellations which have been drawn on the ceiling of the surrounding areas of the lower level. Once you have examined and remembered all of these constellations, you should be able to open the door once you have set them correctly within the puzzle. What lies behind is pure danger and only the adventurous should proceed.

The area beneath the door is filled with leech spiders. Yes, leech spiders, as in spiders that will suck the blood out of you. Does this remind you of this one time you were attacked by a leech snake in the old city? These ones are a lot more vicious and only the adventurous should attempt to go by.

Once you reach the end of this lower level, you will be able to go down to another level which is even more dangerous. Several colored arches will be there and fog will prevent you from seeing which way you should take. If you are observant, you shouldn't have any problems at learning how to prevent being trapped.

The woman stuck in amber at the end of the path. She talked to us. She smiled. She never talked again since, which is very unfortunate. She was a very beautiful woman. She told us to be wary and to not get involved with the events surrounding the Kenagheim.


The Burial Grounds

These grounds can be found within the Aziri territory, in the mountains to the northeast of the village of Rock Valley. These mountains are renown for being quite dangerous.

Someone lies dead in a sarcophagus inside these burial grounds. Who is it? One can only assume that it is the first and last chief of the Blackroots which is in the sarcophagus, but no one will ever truely know. The sarcophagus is guarded by hounds, but not your typical hounds. You see, in order to guard a very important person, you will need very capable hounds.

These burial grounds were built by the Aziri. For what purpose? No one really knows. You will find danger and odd creatures here, but little else.


Stromheim

The first mountain to the northeast of Rock Valley is Aziri territory, but the second mountain is where Stromheim has been built. The quickest way to get there, and least dangerous, is to pass by the Tower of Heavens to the east of Rock Valley and from there you will have to head some more to the east, but the village will then be straight to the northeast. You will be able to see smoke and palisades.

This is a very simple village, with people of few professions. These is someone who is willing to teach how to use the barbaric two-handed axe, but also some tricks on how to move properly. A smith is willing to reforge your weapon or shields, to be better suited for combat. A taxidermist is also willing to work for you, at a small price.

The currency used by these barbarians are called tokens. They feature nails, hair, fingers, as well as other things inside amber stones. If you wish to earn some tokens, you will have to trade for them. A trader can be found in Stromheim.

These barbarians are friendly, but they do not talk our language or tolerate violence within their village. Harming a barbarian will result in your expulsion of the village. Please respect these individuals and do not harm them.

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