Deep River Valley

The Deep River runs west-to-east through a wide valley of forest and lowlands. The legendary bastion of Hull (E8) was built where the Deep converges with the icy Silver River from the north and the fast-running Cascade River from the south. Hull is the seat of the aging Lord Archambault, the Amber Knight, who clings desperately to power as his now-ancient castle slowly crumbles and sinks into the soft banks of the river. Former vassals in Wakefield (B3) and Glen Cairn (B11) have quietly stopped paying tribute, and the renegade Lady Marcelle, the Barbed Knight of Mulgrave (I4), has openly called for Archambault's deposition.
The Fungal Seer in the so-called Blue Sea, a sprawling bog (I9), long ago foretold that Hull would be swallowed by the river—a prophecy the Amber Knight has rejected. The Frozen Seer in their sanctum atop Mount Fortune (B5) and the Jawbone Seer on the shores of Black Lake (F2) are more inscrutable, hinting at conflicting futures for the realm. Those futures will soon come into focus as the myths unfold.
Myths of the Realm
- The Mountain (D1) looms over the valley.
- The Hydra (H3) outgrows the northern marsh.
- The Star (A5) glitters above the western peaks.
- The Wraith (D12) haunts the Seers.
- The Blade (I10) is sought by the Barbed Knight.
- The River (G7) threatens to engulf Hull itself.
Landmarks of the Realm
- Dwellings:
- D1 (I6): An exiled potter shapes clay on the riverbank.
- D2 (F7): Downtrodden villagers work orchards controlled by Hull.
- D3 (D9): Jovial brewers concoct the realm's finest beer.
- D4 (E11): A perceptive inquisitor seeks relics of the past.
- Sanctums:
- S1 (I9): The shaded grotto of the Fungal Seer.
- S2 (B5): The barren grove of the Frozen Seer.
- S3 (F2): The silent beach of the Jawbone Seer.
- Monuments:
- M1 (D3): The colossal face of a long-forgotten woman carved into the mountain side.
- M2 (H5): A titanic throne made of pine logs that never decay.
- M3 (F9): The Peace Tower, a stone spire on a hill overlooking the river.
- Hazards:
- H1 (H9): Tangling moss plaguing the walkways between dank ponds.
- H2 (B8): Choking dust blowing down from the cliffs above.
- H3 (E4): Scalding jets of steam erupting from the bog.
- Curses:
- C1 (D5): A maze of valleys that all lead to dead ends.
- C2 (G2): An icy mist rising from the fen.
- C3 (D11): A suffocating canopy casts a permanent twilight.
- Ruins:
- R1 (G11): The overgrown stone foundation of The Ogre's great castle.
- R2 (F6): The scorched earth where The Eagle smouldered.
- R3 (C7): The abandoned worksite where The Wheel was repaired.
- Barriers: See GM map below.

We created Deep River Valley for an upcoming Mythic Bastionland campaign. The realm described above is ready for play, but you can also use the blank player map as the foundation for a realm of your own!
Deep River Valley is ©2026 Xeno & Kraft. It is free for personal use.