New Points of Light! (And Dark!)

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A merchant town split in half by a surging river. There is a market here for everything if the price can be paid. From honeyed breads freshly baked to slave labor the market has everything.

The most prominent building is town is a brothel, run by Lady Veranda Velvet, who has a secret of her own (she is a doppleganger who took the form of a little girl at age 6 who fell to her death at the fault of the doppleganger, but she is being blackmailed by the little girl's childhood friend who has figured it all out after 12 years of wondering why his friend changed a bit that day. He saw her fall with his own eyes.).

An abandoned temple of Bahamut ages vacant has recently become the nest for a band of kobolds who are converting it into a temple of Tiamat. Any adventurers will be approached by a young girl from the upper class who is being visited by the good dragon god in her sleep, pleading for help.

A man in the crafters ward is looking for a official document given to his father by the king - a grant of land - but he left it in Fallshade when it was overrun by goblins. The goblins moved on, but a necromancer has taken up residence and has 2 stables packed to doors with zombies.

Many of the merchants are troubled by two of the major trade roads being blocked. It's hurting business. One road is blocked by a band of goblins and their hexer leader. They demand a toll of 10 gold or they attack. The other is blocked by a band of human bandits who have taken up residence in an abandoned temple to the Raven Queen. If a caravan comes in contact with the bandits, it is never heard from again.

The blacksmith bought some land a year ago that had a house on it. 3 months ago, his son was recently married and asked to take a honeymoon there. The two were never seen again. The blacksmith wants them to check it out, as he is too busy minding the forge. Hopefully they are just being delayed, enjoying their new life together... or perhaps the house contains a spirit that will NEVER let you leave (great for psycho-horror)
The Balding Sheath

Along a winding trading road is the small tavern called The Balding Sheath. The bartender, Kajamen Damandar and his retired mercenary group, Damandar's Demanders, set up a tavern surronded by a wooden palasade.

The retired mercenaries' hold on the area and the protection they offered for a few gold expanded the small fortified inn into a hub of trade. Now The Balding Sheath still consists of a tavern, however now it is surronded by a twelve foot high stone wall. Around the wall is an outer ring consisting on a palasade. In between the two are caravans from all sorts of guilds and realms.

Being a flicker of candle light in the windy darkness, the light sometimes wains. Damandar and his retired soldiers are not as retired as the let others believe. Feuding merchant guilds that come in contact with one and other sometimes hire the Demanders to 'redirect' the enemy guild from The Balding Sheath and off the road. Sometimes the Demanders take more serious actions and openly kill for whatever reason they deem deserving.
The abandoned fort:
A small abandoned fort in valley, it is currently kept by some (level appropriate) monsters (mostly minions) and in bad repair. Nearby are cross roads opposite a lake and an abandoned quarry. A surprisingly large number of shepherds and hunters live in the valley and would be grateful to the PCs if they cleared out the fort. A perfect spot for mid to upper level PCs to set up their HQ.
The Devil's Graveyard

The Devil's Graveyard didn't start out as a town, but as a battlefield. Long ago, during the fall of the last Human Empire, a gate was opened to the Nine Hells and a powerful devil was released. An army was dispatched to send the creature back to Baator, lead by a knight of the church of Pelor. The soldiers battled the creature for thirty days, until all that remained of the human army was the paladin. The devil, convinced he had won the day, took the opportunity to attempt to seduce the man away from his god. As the devil bent to whisper corruption into his ear, the man saw an opening. He thrust with his sword, driving it through the devil's heart and pinning it to the earth. The creature howled and thrashed, but the knight held firm. It was only after the creature finally stopped moving that the knight knelt down by his sword and faded away.

Hundreds of years later, a group of settlers found the remains of that epic battle, the sword still sharp and unaffected by the passage of time, driven through the fossilized ribcage of some enormous, winged skeleton. The monument radiated a kind of comforting calm, and the settlers felt it would be a good place to found their town. The magic of the monument has kept the darkness at bay for nearly a century, and the town has prospered. The monument affects only a relatively small radius, however, and the tendency for evil creatures to gather around its edges has kept the town from expanding much over the years.

What the players will probably be able to assume is that the paladin bound his lifeforce into the sword, making it an intelligent magical item whose goal is to protect the surrounding area from evil. Evil creature's cannot penetrate the radius of the sword's protection (imagine the effects of the 3.5 spell antipathy centered on the sword with a radius of about a half mile), which reaches to just outside the town's limits. What they might not be able to assume is why. The truth is, when the paladin stood atop the fallen devil, he knew he lacked the power to truly kill it. So he sacrificed himself to bind the devil to its place. He has spent the last hundreds of years locked in an unending struggle to keep the beast at bay.

Just like the knight who slew him, the devil never really died. Its infernal soul was simply trapped in place, unable to break free of the paladin's binding magic. Eventually, the creature stopped trying, realizing that the trick lay not in overcoming the knight's zealous will, but in finding someone who could do it for him. Since then, the devil has been drawing creatures to it, searching for someone strong or cunning enough to break its curse and release it from its bondage. Creatures of darkness gather just outside the city walls, searching for a weakness in the knight's curse, and any who get close enough to the creature's monument will feel a nagging compulsion to pull the sword from the monster's chest and wield its glorious power to beat back the tide of darkness.

So the Devil's Graveyard trundles on, a rock against which the waves of darkness break, unaware of the sinister secret that lies at its heart...
The new premise for standard D&D adventures is less on world-building, and more about building fantastic, isolated locations and points of civilization so that much of the world remains undefined, unexplored, and ripe for adventure.

Unfortunately that is not what Rich Baker's "POINTS OF LIGHT" Memo is describing. The world is a mesh of Points of Light. Some are active, some not. Consequently Communities dont function well in isolation, they require traderoutes to provide what they need, and export what they produce. If you are a village in isolation, you will be lucky to have wooden cudgles and a few fire-hardened spears for your militia.

It is across that campaign mesh that events move and exert a cause and effect. If there is war in the next Kingdom then refugees and Werewolves will pour across the border and through that isolated point of Light you think is all well and fine. Adventurers unaware of the War might show up at the ruined keep and find Refugees setting up a village and taking refuge in the ruins.

Zeno the Destroyer will be leading an army of wood cutters into that forest for fuel, timber, and to clear out the very thing your PCs have marched fifty miles to plunder/fight/discover/explore.

To that end...

The Bridge of Iron

The Bridge of Iron has spanned this river for a very long time. It is perhaps as old as iron working Dwarves have lived in these parts and was crafted by the greatest of craftsmen. At each end of the bridge a pair of Iron Golems stand dormant as figure heads. It is the only way across this river for hundreds of miles in either direction and as such is considered valuable. Unfortunately Iron is often in shortage in these parts and it has become a point of conflict. There have been wars to control it and wars to dismantle it and use it to make iron weapons. Unfortunately its distance from civilization has made it difficult to guard, and the few attempts to establish communities here have failed. It is a dangerous crossing. A Vampire lord having discovered the secret of the bridge currently employs the iron golems that appear as figureheads at each end to defend the bridge, though this may change in the future.
The Citadel Megadungeon:
The Town of "Trinity"
A rather quaint, if plain wooden sign reads: "Welcome To Trinity - population 999." A strange, almost deathly quite town lies nestled along a road, in the middle of a wide valley. There is only the slightest of breezes. In the town, the main road branches off into several, curving, tertiary smaller streets that eventually meander back towards the main road at the other end of town. Along each of those smaller streets are many closely lined, similar, nondescript, seemingly well-kept, dwellings. There are a few larger, only slightly more important looking buildings scattered throughout, even a decent sized temple to some obscure deity. In the center of the town, is a raised tower, topped with a large stone with strange carvings on it.

The interior of each building house all that one might expect a dwelling or shop to have - all placed as if those who lived there had just moments ago used them. Some items will have a light covering of dust, others will be clean. There will be no eatable food, however - only boxes and baskets meant obviously to hold it.

Throughout the town are various ..."people." They do not move. They are dressed in everyday, normal clothing and are posed as if frozen in the midst of normal, everyday activities. Some are poised in mid-step, as if walking along the road. Others seem to be in the midst of a heated argument, with hands frozen in demonstrative gestures. Small children seem as statues, in the act of frolic and play. An Old woman stands at the back of a dwelling, poised as if to beat a dusty rug hanging from a line. There are even mule and horse-drawn carts, their animals stuck in mid-trot, as if on the way to market. A close look at these "people" shows that they are somewhat dessicated, with pale, papery thin skin. If examined closely, each will bear evidence of a mortal wound that has been expertly stitched closed. If handled too roughly, the skin will flake and crumble away.

Once the characters have reached about mid-way through the town, one of these people (one that they were NOT looking direct at) will suddenly animate, and approach them. "Well, HELLO!" it will say. The "person" will NOT appear desicated any longer, but its skin will still be pale. "Welcome to Trinity! Look everybody! We have visitors!" It will turn, as if to wave to some other "citizen," and then it will stop moving. Its skin returns to a slightly dessicated look.

Immediately, another "citizen" will animate and approach the characters - smiling and offering greetings. "Oh we're SO glad you came by!" Then it, too will freeze - as another "citizen" animates and approaches. "Yes! We're SO glad you've come! It will be SO nice to have new members of the community!"

There is a formless, spiritual entity named "Legion" who inhabits the town. It is anchored to the carved stone in the center of town and can venture only as far from that as the boundaries of the town. It is old - very, very old. And it is very, very lonely. It can "inhabit" any of the "citizens" (who are all long dead), temporarily rejuvenating them. It CANNOT "inhabit" a living creature. It can switch between them with the speed of thought. While it "inhabits" a body - it can see and hear and speak and feel and taste through that body. Without a body to "inhabit" it has only a vague ability to sense life.

It hungers for company, companionship - but it is petulant and mercurial of mood. It wants the characters to STAY and will do all in its power to force them. However, it may fly into a rage at what it perceives as any rude or insulting remarks or behavior. As a last resort, it will try to kill the characters and make them a permanent resident.
Aurix Foramen
Named in draconic "golden hole", this now prosperous city had an unusual beginning. A gold dragon had become the patron of a tribe of Kobolds, as He found trade with outsiders had become as profitable as his mining operations, He decided to open up the upper levels of the city to outsiders by strip mining. Now, the walls of the city are filled with hanging gardens and down ward paths. In the center of the city is a massive temple to Ao, which also serves to hide the entrance to the lair of the dragon, Laetissimus.

****|_........|+|++|............._|******* <-- Shrine to Bahumut
******|_____|++|____|___|********* <-Here be dragon's Lair

_____ surface
|____| Covered city
|+++| temple to Ao
=====Mine tunnels


Hlal's Hangover
A comical tavern made in the honor of the draconic deity of humor. Its run by a family of friendly, and often drunk, kobolds. There is always a bard, cleric or expert performing on the stage, and laughter is always in the air.

But this Tavern is most famous for its special brew, and its name sake, Hlal's hangover. The brew is rumored to be so powerful, that it will even get a dragon drunk, and they sometimes come to prove it.

Hlal's Hangover:
1 mug, costs a gold piece and a good portion of your dignity:
Fort 20: -4 to dex, int, wis, and Cha for 6 hours. After 6 hours, fort 20: Explosive diarrhea for one hour dealing 1d4 fire damage.
1 barrel, sold to dragons, 2000 gp
The fort save is increased to 37, and the damage to 2d6

If a PC is foolish enough to drink the stuff, a cleric will be waiting for him at the door to the lavatory. He will cast Neutralize Poison or an equivalent spell for double running cost.
Once there were five eladrin cities, floating in the air like a paradise. Now there is only one left. There was a demigod watching over each of the other four cities but they have vanished from the face of the earth long ago.

Sirillon, City of the Full Moon

This is a great and busy city over a mighty forest. There live a lot of Eladrin in the city but there are other races too.

Corellon himself watches over the city.

Dorukan, city of stone
The northern city of stone has crash-landed high up in the mountains. It has been infested with drow-elves.

Atlantis, city of water
The eastern city of water has sunk to the bottom of the sea where sea-creatures make it their home.

Aereon, city of the air
The southern city of the air is still floating above a mighty desert. It is not inhabited by eladrin anymore but by vile demonlords that have corrupted the demigod overseeing the city

Cerul, city of fire
The western city of fire has crashed in a volcanic landscape where it is inhabited by fire elementals.

What could have happened to these four cities that they are destroyed like that? nobody knows.
The city of shade
Shade is unusual in many respects, for one, it was build in a great dead-magic zone. Absolutely no magic functions inside the city. Out side the city is an area nothing less than infested with harmful magic. To the north is a mountain, infested with Drow. To the east is a dragon grave yard, even the Drow aren't dumb enough to go there. To the south is the ocean, Aboleths abound in the underwater caves and black dragons infest the coastal swamps. To the west is undead... lots of them.
So people just huddle together in the dead magic area. It weakens the Drow, without their mages, clerics and magic weapons. It weakens the black dragons and stops the Aboleths' minions. The magical storms of the east and the magically animated undead of the west simply stop at the borders.

So its a city in the Shade of dead magic.
(Possible place of adventure inspired by a few things mixed around... Could be used in FR or another established setting maybe)

The Lajez Tower

The scholars theorize that the name 'Lajez' come from a people of those barely known tropical lands; gnolls, elves, humans... It is though to be the name used to designate the termites mounds.

A fitting name, for this omnious thing is akin to a termite mound.... Of incredible size. It's large as a city, tall a mountain or so... The monstruosity is made of a stoney material, pierce with some 'holes', windows at a distance, with 'towers' prongs. It juits out of the hot lands, an eerie sight....

A speculation of some learned scholars and mages pretend that there was 'creator race(s)', 'progenitors' before the ages known, times of impossible ancienity... Powerfull beings arguably, alien to us... By the look of this thing, and analogies, the builders and inhabitants of this must have been insectoids ((Thir-Kreens ancestors?)), and this may have been a sort of city-colony...

Nothing much is known, as the natives around warn adventurers from entering this place, citing 'great dangers'. It is not sure if anyone came back, but.... Curious, strange items had emerged in the years, thought linked to this and other similar places; weird orbs/marbes of a glassy material, statues, tablets holding hexagonal runes of sort ((runes-like script as in the Death Gate Cycle, the ones used by the Patrans(?) and the other magical race))...

It is rumored that something *alive* rest in there.... Or alternatively, a flying forteress/weapon... Great, alien magic forgotten by all races... who know?
Just putting my 2 cents worth in...check my sig for my homebrew city.
The obelisk of divine truth.
Its a 40' tall, perfect quartz crystal. Around it is a Magic Circle against Evil 50' in radius. Around the crystal is built a monastery dedicated to the protection of the crystal and the pilgrims that come there.
The true purpose comes into effect within 10' radius. Whoever steps within experiences every evil they have ever committed against another person. If they good, every round they make a will save or go unconscious (and are dragged out of the radius be monks), after ten rounds they puke up all their evil energies, which are purified and solidify into an Ion stone. If they are evil, they receive damage each round, will save half, that steadily increases. If they survive ten rounds, their evil energies and will power form a permanent Magic Circle against Good centered around them. No person may receive benefits from this act twice. The power of the pillar is blocked by a Magic Circle against Good.

A small town of less than 5,000 that exists in the the rolling lands of forests and plains, a beautiful land to call home. Most visitors to the area would never see the city even though they could walk to it, around it and even thru it because at its founding powerful rituals where enacted to displace the city from the world. Inside the city is a thriving community considered by many to be the most idyllic of small towns, of course it would require one to actually be able to visit the town.

Eyphka was created for one main purpose, to house the greatest masters of magic and those geniuses that would usher in a new age of enlightenment. With this exploration into both the magical and mundane have occurred and most, some would say all revolutionary advancements that have come to the world started as a dream in this small hamlet. Of course great advancement requires great risk and thus the city has always been on the hairpin of destruction if not for its amazing groups of 'fixers.' Some of the experiments that have gone wrong have actually spawned even stranger but needed positive results.

Eyphka is a town where the down home small town life problems have the tendency of becoming epic concerns that may destroy the world.

based off a show I really like Eureka.
The Emirate of Quayun

This peninsular feudal state rest by the northwest coast of the Great Western Sea. It's economy is based on trade and the fruits of the sea.... And infamously boosted, by the 'unlawfull sea activities"; the 'dark' is that the state is full of pirates, slavers, bootleggers, etc..

The country is ruled by the Emir, but his rule seems weak and coopted by the power groups worked in the shadow.... Or there is a smoke screen conspiracy at work. Words amongst the rogues, beggars and cie speak of the 'Shadow Pasha' who run the country in reality. Who know?

It is a dangerous place for sure... But if you need... unsavory trades or works, it's an *excellent* haven. Anything legal - or illegal - that could be found in the large region, can be bought here; prices are another things....

The 'light gods' are worshiped there, specialy Pelor, Erandis(?), Ioun, Bahamut and cie, but secrets cults dedicated to dark gods and other vile and unholy entities are existing, notably some Asmodean cells (he is called al-Kathi'un in the local language).
Merryoak's Keep

Ages ago, during a time of war, a lord commanded that a keep be built on the edge of a vast forest to watch over a nearby pass. The builders faced resistance in the form of a powerful Dryad (in 3.5 Dryad+Druid levels). However, eventually, the spirit was restrained and her tree, a great old thing, was cut down. Adding insult to injury, the trunk of the tree was used as the base for the vast table in the Great Hall. The dryad's ghost haunted the keep ever afterwards, cursing all that died there to rise again as flesh-hungry ghouls. Eventually, she was sealed away by a powerful mage, but the mage died in the attempt. Now, a band of gnolls has started to use the keep as a center of operations as they establish camps and harass local human lands nearby. So far things are undercontrol, but it is only a matter of time before the gnoll shamans starting investigating the magic that seals the ghost and she is unleashed again. Underneath the building are vast tunnels filled with ghouls, some of whom hate Merryoak as much as they hate the other living. At the center of these tunnels is a pile of acorns including one specific that will grow a new dryad's tree for a new is the "birth" of Merryoak's daughter that will dissipate the curse, but, to get to that, the seal first has to be broken and there is no story at all about the acorn.
The Darkstar- It is whispered by starpact teiflings that there are powerful entities among the stars. On a strange plateau in the mountains, random portals open up on certin nights. These portals lead to the surface of a huge, ancient aberation. The only definite portal home lies in the creatures heart. The creature is populated by it's servants that long ago gave their souls and have mutated into strange aberant creatures. This is a great way to scare the crap out of your teiflings. It shows them what may happen at the end of their road.
World's Dawn, Bali Hai

The town of World's Dawn lies on the southern tip of the Metinan Islands. A relative paradice considering the current elysian-mysurian war. This tropical trading center rests at the foot of a dormant volcano referred to as "The Sleeping Giant". Deep within the catacombs beneath "The Giant" rests the book of Songs. It can be considered the driving force behind World's Dawn's success despite the town's size and small population. Because of this God's Book, the people can always find happiness, or at least motivation. The knowledge of the book is a close guarded secret passed down from Matron to Matron since the creation of the city. Because of their easy life the citizens of World's Dawn have lived long fruitful lives as an oasis in the sea for merchants of spices and residuum from the deserts of the Southern continent. Because it is essential to the sea trade routes and its' vulerability to attack few have attempted to take the islands and none have held it. Every so often a raiding party will attack, but the people of the island, secretly supported by the Book of Songs always seem to repulse the invaders.

However, dark clouds loom ahead. Things go bump in the night beyond their shores. The residuum rich sea route is as vulnerable as ever.
The city state of Tusin is ruled by the Planar Bureaucracy, a government controlled by Immortal creatures who act as judges. The government is ruled and acts under these Judges who rule on all laws enforcing them as they see fit. The capitol itself has become a prison-state as each citizen is confined within strict structures and forms they must go through each day.
Literally, a world swathed in endless darkness, the only light sources being settlements and old ruins/dungeons/towers.
The land of Hord is a dragonborn community in which the wealthiest family is given authority over the city. Here money is everything and lives are won and lost over the glitter of gold.

Once every ten years the combined wealth of each family is carted out to a giant scale to be weighed against the ruling family. The greatest wealth in gold is then declared de facto ruler for the next ten years. Though there are plots between the families as well as others to steal the enormous wealth.
The proprietors of the inn, and the local farmers, have a secret, however; they actually serve dark gods far older than even those served by the now collapsed empire. Their gods demand blood sacrifice on a regular basis and many a lone traveller who has had the misfortune to stop at the inn as the new mooon approaches, has found himself the guest of honor at a cannibalistic ritual to the ancient gods.

This is a local shop for local people! We'll have no trouble here!!


An old city built of dark green limestone by an older reptilian race on the shore of a large lake in the middle of a marsh.

Ruled by a huge half toad/half lizard demi-god and his clerics, the merchant guilds actually run the day to day affairs of the city, collecting taxes, levying fines and punishing criminals. The priesthood is only concerned with greeting the rising sun and appeasing their god. No clerics of other religions are allowed in the city and huge, lazy lizards imported from the deserts are the beasts of burden.

Lizardfolk from the surrounding marsh come to town to trade crocodile hides, rare plants and captives for better weapons. The safest way to get to the city is by boat thanks to the carnivorous plants, lizardfolk and crocodiles.

On certain moonless nights wet flapping footsteps of things from the bottom of the lake can sometimes be heard prowling the unlit back alleys. Its also when some of the captives brought in by the lizardfolk and the occasional visitor quietly disappear.

Kaijuu Island

Giant loathsome aberrations from the deep dark places of the ocean come here every few decades to fight for a mate until the sea runs black with their blood, the victors then crawl ashore to spawn. The coast is all thousand foot tall wave wracked cliffs except for a single mist shrouded cove at the mouth of a river. A log pallisade built by shipwrecked sailors is home to a dozen wretched souls.

The twisted trees in the encroaching corrupted jungle resemble a cross of wet mottled purple fungus and wood, they grow unnaturally fast and when cut, slowly writhe for a few moments leaking sickly yellow sap and releasing spores that leave irritating red whelps.

Goblin monkeys burst into masses of writhing tentacles when attacked and at night bands of foulspawn, chuul, gibbering beasts and gricks roam the island interior.
Bell Town
This is a city of religious pilgrimage built on the site of the capital or an important city of the dragonborn Arkhosian empire. It was known as Stalvek then, now it is formally Stalberg, but most refer to it as Bell Town for the plethora of bell towers at temples for all of the non-evil 4e gods. Just north of the central plaza is a fortress-like temple of Bahamut and Moradin, honoring the dragonborn and their dwarf allies who fought an epic battle here. From northeast, around the perimeter there are temples of Kord, Pelor, Melora, Sehanine, Corellon (last three in the same complex), Ioun, the Raven Queen, and finally Erathis, which is connected to the manor of Lady Mayor Elsa Victrine and the Artificer's Guild. Shrines to Avandra can be found everywhere and nowhere, hidden about the city with the only prominent one being the single empty bell tower, attached to a hostel serving poor travelers.
Tunnels following the roads of the ancient city criscross beneath the city, connecting many of the temples and housing sacred relics as well as a few lurking dangers.

The Blue Dunes of Cerdon
On the far side of a daunting expanse of blue sand is the walled city of Cerdon. Bulettes and roaming dragons discourage visitors, and those who manage the perilous trek across the dunes find it less than welcoming. There is barely enough arable land around the city to support the population, and what livelihood they can make is heavily taxed by the miserly Iron King Marlow. Prices for food, drink and supplies here are double those in other lands, with all wealth concentrated in a few landowner families dominated by the crown. This city could be a necessary stop in a difficult journey, or the PCs may wish to visit here to investigate the rumors that the Iron King has achieved immortality, as he has ruled for as long as any human residents of the city can remember.
A river composed of giant drops of water (20 by 30 feet) which flow down at the interval of ten to fifteen seconds.

OK, it's not much, but cool?
The Mushroom Kingdom: For untold centuries civilizations have risen and fallen, each built upon the ruins of the last. In ages long past, when the foundations for these cities were laid, powerful magics forged portals in the deepest parts of their waste aqueducts. The wisest sages have never found the exits to these portals, and would be deeply disturbed were they to find out the truth.

These portals were all tied to one gate from whence all manner of filth flowed into the sea. Over the centuries, the algae blooms and life that they attracted formed a basic reef, and then an island, then a small continent, at the center of which is a slow oozing volcano of filth.

Wild and bizarre are the inhabitants of this great isle, from the noseless dwarves that work the soil, selling fertilizer back to the cities that produced it along with mushrooms of all shapes, colors, and textures, to the giant dung beetles that roam the surface crust.

Most newcomers to the island arrive by accident. If they survive the trip through the gate and out the volcano, they must then deal with sicknesses wrought by the filth. Barring disease, there are still other threats, like strange turtledoves and living mushrooms of only base intelligence, the minions of the great fire-breathing orc shaman, who controlls much of the mushroom kingdom.

Some resist Bowser, the great orc shaman, like the humanoid survivors that litter the island or the more intelligent diminutive race of living mushrooms, like the more adapted nose-less, hairless dwarves, who wear giant mushroom caps as hats and look much like toadstools in the right light. These inhabitants worship a porcelain god, and believe that one day the filth will all be flushed away.

Adventurers who happen upon the mushroom kingdom are often recruited to help fight the orc shaman and his minions, though will most likely spend much of their time searching for the portal that will return them back to their homelands.

It is rumored that the orc shaman, Bowser, keeps a human woman hostage, who is rumored to smell delightful, like the scent of peaches.

Couldn't stand not seeing any love for this post! :D

This, and an old fashioned to this old thread!

Join the Zendikar D&D Campaign Setting group: discover the fantastic world and contribute to make Zendikar a playable setting!
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Play-by-Post and my D&D blogging!

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Campaigns and Characters:
Zendikar: Covenant of The Forgotten Relics
- Cylonea: Merfolk (Elemental Priest) Shaman(World Speaker)/Artificer --> Sheet, Obsidian Portal's, Fluff
- Vurokk Dahvre: Shade (Escaped Slave) Blackguard of Fury --> Sheet, Obsidian Portal's, Fluff, Blogs (1, 2)
Nature's Allies
- Carwyn Sihderfein: Half-Elf (Tuathan) Blackguard of Domination / Binder of Gloom --> Sheet, Fluff, Blogs (1, 2)


A continent-wide ocean-crater centered around a titantic, sky-touching volcano near the north or south pole of the world. Eons ago, some long-forgotten (or maybe not?) god was cast from their home realm and crashed here. A miles-deep crater formed at the edge of a vast continent, creating a vast inland sea with hundreds of islands formed by the tectonic activity that was the residual effect of such a deep wound in the flesh of the world. Constant storms sweep through the entire sea, held in by the mountain wall, making it extremely hazardous to cross.

A range of mountains borders the vast sea, cutting off most access to land except where the sea has filtered through, creating vast coastal plains and saltwater inland seas.

These seas are generally warm and pacific, flanked by jungles, which feed from the geothermal heat rising from the broken earth. Within a few hundred miles of the crater wall, however, arctic tundra breaks free of this warmth, leading gradually back south (or north, north works to) towards more median climes.

This realm gives you access to the following:
Underground invaders from the broken earth,
isolated islands with distinct population groups and plenty of excuses for dungeons due to the religious nature of the place,
access to trading communities around the warm inland seas,
jungle regions, ice regions, even desert and ash waste if you want to put one on an island.
Such an area would be metal-rich, giving you excuses for the crafting races, thus trading races, thus warlike races to try and take their stuff, and thus warrior classes.
The natural craziness and magical nature would attract the elvenkind.
You don't need any boring farmers or peasants! xD (Just fishermen, which are easily ignored)
Fun water dynamics since most of what's at sea level is in the ocean, so rivers off the mountains make good control points for regions, which makes it easier and more believable for the adventurers to rule their own realm, should they wish to.
The arcane and terrible nature of the place gives excuses for powerful spellcasters to be around.
The volcano serves as a giant lair of evil and makes a great end-story dungeon.
Feyhaunt: BarroweHome

A Feyhaunt is a part of the world that phases between here and the Feywild.
However, it is a partial phase, an "echo", ofte twisted by Mortal world circumstances.

BarroweHome is one such Feyhaunt. A grave of a mad druid who was killed for his evil experiments, often trying to fuse innocent fey with wild animals to mimic the creatures he once saw in the Feywild. His grave was already a cursed place, but it becoming a Feyhaunt caused the dead victims to rise from death against their mad creator. Now, on every new moon night, these abominations rise up and turn the area into a killing ground.

The grave itself contains many relics and treasures that only appear on the cursed night that, if found, could be used to bolster many adventurer's abilities. However, surviving the slaughter that ensues upon entry, obtaining them are not likely.
Shaman: "Why doesn't the squirrel shoot the wizard?" DM: "Because the last squirrel who tried to shoot the wizard missed, then was pulled out of his tree and incinerated." Wizard: "He has a point."
So are these for Points of Light or some other setting? I'd like to see more info on the PoL setting myself. I know I was thinking of a hidden city or town of all Tieflings.
So are these for Points of Light or some other setting? I'd like to see more info on the PoL setting myself. I know I was thinking of a hidden city or town of all Tieflings.

The "PoL setting" doesn't exist. It's the default world of the books, and if you noticed a name for this world is never given, because more than a setting it's a meta-setting, something that you apply and use in YOUR setting, something to facilitate your game master work. The PoL concept facilitates your work right because it's about points and not areas. You can add any point of light (or dark) that you like in such a world (your world), and it will always be ok, because you don't have to answer to questions such as "where do I put this?" or "what are the relationships between this place and this other?", because these points of light and dark, as a concept and if made properly, are made for being self-contained. You know, thanks to excuses like trespassing into the feywild or the shadowfell, you can even include points in your world without actually placing them in a specific point on the map, because the distances on those two different (but so close) planes can be changed.

The purpose of the thread is to post the points of light and dark that you invented, in order to share them with other masters that may include them in their world if they like them. I'll take the chance to "bump" one of mine, "Ros'Havej". It's some kind of oasis in the desert, and both a point of light and dark, depending how *deep* you go into it.

Join the Zendikar D&D Campaign Setting group: discover the fantastic world and contribute to make Zendikar a playable setting!
   - Warning! Spectacular visuals and lore ahead! ... Take a look...
Play-by-Post and my D&D blogging!

*All my latest rolls!*

Campaigns and Characters:
Zendikar: Covenant of The Forgotten Relics
- Cylonea: Merfolk (Elemental Priest) Shaman(World Speaker)/Artificer --> Sheet, Obsidian Portal's, Fluff
- Vurokk Dahvre: Shade (Escaped Slave) Blackguard of Fury --> Sheet, Obsidian Portal's, Fluff, Blogs (1, 2)
Nature's Allies
- Carwyn Sihderfein: Half-Elf (Tuathan) Blackguard of Domination / Binder of Gloom --> Sheet, Fluff, Blogs (1, 2)

At first glance, the village of Hollowgrove is veiled with a strange fog. The local wisewoman/priestess has gone missing for several weeks, and an evil presence has slowly taken over, but it is unclear what. There have been sightings of strange, dark humanoid figures seen roaming the graveyard at night. If questioned, the mayor refuses to yield any pertinent information.

In reality, over 150 years ago, there was a war between necromancers and the local townsfolk. The only survivors were the mayor and the wisewoman. However, the wisewoman was a necromancer who changed sides during the war. The two have a pact - they do not speak of the past, and they get to keep their secrets. However, the wisewoman would get the itch to practice her old magic and create animated corpses as playthings.

With her gone, the undead roaming the graveyard have no master. The high walls only hinder their inevitable escape, and the carrion crawlers and otyughs guarding the graveyard can only feed on so many of them. And what roams the graveyard is only the tip of the iceburg compared to what is in the underground catacombs.

However, before being sent to the graveyard, the mayor will request a task to deem if you are powerful enough. He will send you to a house on the edge of town - the owner has been lost at sea for over a year, and the house will need to be cleaned out. The only problem is that the house has been taken over by rats... a lot of them, and they're not the typical vermin, either.

Other than that, the village is fairly normal - the townsfolk are more knowledgable than some, and you can buy nearly anything you'd want or need. The innkeeper is talkative and nostalgic, and most of the townsfolk are warm and friendly.

Hollowgrove is also a haven for refugees who have been driven out of their homeland for whatever reason - plague, drought, etc. It is a mix of races/cultures, and after being settled for so long, the townsfolk wouldn't want to leave. Except for the mayor and wisewoman, everyone is either a refugee or descendant of one.
I disagree that the PoL setting does not exist. I remember the very large maps of areas and the adventure from Keep on the Shadowfell and it mentions quite a few places so I think it could indeed exist as it's own setting but it's generic enough to also exist in other settings. That being said though I'd like to create a village of all Tieflings but I'm unsure how to go about it.
To expand on the points-of-light (and dark) , I have also added a listing of optional background nations for use in my homebrew setting. In keeping with the bonuses found in Player's Guide to Faerun, each location comes with a skill bonus for characters that originate there. The nations and cities are ill-defined in terms of dimensions, so they could be added without having to exclude anything else. Just adding to possible campaign settings without limiting future developments.

The Kingdom of the Hand of Victory
Also known as 'The Hand', this is a cozy, small domain ringed by five mountains that give the appearance of a clawed grasp. Once center of a growing Hobgoblin Empire, a slave revolt two centuries ago cast down the goblinoids and gave freedom to slaves of diverse race. Humans, Halflings, Elves, Eladrin Tieflings and Dwarves can all be found here in relative harmony, their shared history giving a sense of unity. The region is ruled by local elders who elect a monarch, called the Vox, the Voice of the People.
:Diplomacy is a Class skill - +1 to Diplomacy checks

The Orb Valley
Once the seat of a vast empire ruled by precognitive mystics, this region resembles a massive, spherical indentation in the Earth, like the bottom of a great ball. Once the seat of a collosal, arcane-constructed city built to allow the Seer-masters of the Empire of Aeon greater precognition. The Empire was cast down centuries ago, but a faint spark of power remains in the humans and half-elves that dwell in the villages in between the monster-haunted ruins of the cities.
:Insight is a Class skill - +1 to Insight checks.

The Demon Rake
A deep rift in the rocky earth, a massive chasm that drops from the surface to the depths of the Underdark, the Demon Rake has existed since primordial times. The site of many invasions by dark elves and elemental evils, the cliff-dwelling tribes are reknowned for violent independence and extreme individualism. The hostility and danger of the rift is seen as an opportunity for valor and reknown against underdark horrors and the occasional demon that rises from the pit to ravage the mortal world. Extremely stubborn dwarf-clans lair here and remain out of sheer defiance, and many Dragonborn heroes are attracted as well, eager to prove themselves. The independence and self-reliance of these people gives them a +1 bonus to Healing
:Heal is a Class skill - +1 to Heal checks.

Realm of the Crystal Clan
The Tower-city of Syllyndrylyth was one of the most remarkable achievements of the lost empire of Cendrianne. A domain composed of magical crystal that could live, and grow, on its own, expanding upwards in the sky and down below the Earth. The Epic magics that allowed its construction are long-lost, but a clan of Eladrins have populated small, outlying villages in order to reclaim this wonder.
Millenia ago, the people of Syllyndrylyth were betrayed by an Eladrin turncoat who paved the way for a Drow invasion of the city. The war that resulted devastated the Eladrins and allowed for greater dark elf incursions. Infighting among the drow doomed their Imperial ambitions, and now the great, growing city of living crystal is inhabited only by Underdark beasts and insane wizards. But a hearty clan of Eladrin is determined to beat back the chaos and reclaim this realm. A small fraction of the great Tower-kingdom is civilized, but the Eladrin have also allowed warlike humans and sturdy dwarves to share in the military burden, in exchange for settlement rights later. In addition, some elves still hold out hope of locating the hiding place of Sybaal the Deceiver, cursed with eternal torment by an Exarch of Corellon for his treachery.
:Dungeoneering is a Class skill -+1 to Dungeoneering checks.

The Nerath province of Garvenia was stable and prosperous in the last days of the Empire, but the governor in those days could not bear to release his grip on power, even his own death was not enough. Transformed into a Lich, governor Venwold denied his heirs a throne, and for this offense, the Pelor-worshipping realm fell into civil war for nearly a century. Venwold still has some human supporters, and he supplements his forces with undead legions. The living faction has put out a call for warriors and adventurers, and many Dragonborn and Tieflings have found ways to profit off the never-ending civil war. The two factions rely on trickery and espionage as much as war lately, and a glib tongue is as useful as a hidden dagger when trying to negotiate your survival in this divisive country.
:Bluff is a Class skill - +1 to Bluff checks.

It is not clear what the city's original name was, or who first built upon the site. The city stands at a continental crossroads, and also a weak point between both the Feywild and the Shadowfell, as such war has raged over this realm throughout the rise and fall of countless empires. The city has been razed and ravaged and rebuilt dozens of times over the milenia, with conquerors building over the ruins of those they displaced, until they in turn were massacred. The clan that rules here now survives not by mere force of arms, but more through magic and cunning. The Half-elf inhabitants with a few Eladrin named the place 'Tel-of-Swords' -Tel meaning 'layered city', from the wreakage of countless civilizations below them. Magical foundries for the creation of Warforged are among the secrets buried, and recently the people here have managed to revive the technique to create new Warforged to aid in defense. The current inhabitants also comb the ruined sub-layers for magical secrets and details of past battles that they might defend themselves for the next invasion.
:History is a Class skill - +1 to History checks

The Island of Harmony
This land-locked realm is not an island at all, but rather the rulers of the mountainous domain name it thus because of the rarity and wonder of the multi-racial kingdom they have created. A dynasty of sorceror-kings have created a permanent telepathic web over this land, linking the minds of all citizenry in perfect, lawful harmony. There is no crime, war, or treachery, as all individual thoughts and ideas are public thoughts and ideas. Traders are allowed occasionally, but no one born here is ever permitted to leave. When a citizen leaves the nation, it causes disruptive ripples in the psychic web that inconvenience other residents. But still, those cunning enough to hide their thoughts, and stealthy enough to navigate through the lava-tube caverns might escape the thought-police that patrol the realm to weed out deviants. Despite all precautions, determined individuals able to evade capture trickle out of the kingdom each year - and are considered traitors in violation of a sacred covenant by the Sorceror-King. These free spirits can never return home, for they are the targets of man-hunts by fanatical assassin-rangers that are willing to chase traitors across the planes to avenge their realm.
:Stealth is a Class skill - +1 to Stealth Checks.

A rarity among realms, Hullport is a kingdom built nearly by accident. It began as a ad-hoc base of operations for pirates in the Royal sea (so named for its purplish tint in deep water, similar to royal purple used to dye King's robes) from grafting together damaged ships to form a small island-like structure. Thousands of years and shipwrecks later, the number of vessels sunk in the area grew, and many of them were grafted onto the construct, forming a city-like region with an expansive interior. The structure has graduated from pirate lair, to merchant outpost, to domain in its own right. It is an ugly, assymetrical sprawl of innumerable sunken ships fused to each other through creative carpentry. Mermaids and other aquatic races dwell here, but there is significant trade with land-dwellers and a large presence of common races. There exists also a mysterious species of jellyfish that forcibly enter the mouths of land-dwellers and lodge in their lungs, these 'lungfish' enable water-breathing (but at the cost of a healing surge as long as they are present) The strain of switching from air to water breathing both within and outside the city tends to make hardier residents over the years.
:Endurance is a Class skill - +1 to Endurance checks.


These grasslands once had an important role in the rebellion of the Dwarves against the Titans, for the area is rife with colossal monoliths that once channeled enormous elemental power for destructive purposes. In recent years, Tieflings have joined humans, dwarves and elves among the massive monolith-towers jutting from the Earth, curious concerning the ancient magics they represent. Many are hollow inside, easily defensible and useful as a basis for construction of cities. Villages and towns spring up around the monoliths, which are often connected by rope-bridges and wires that the people learn to traverse with great agility. The people have taken a legendary avian creature as a symbol of national unity, and for centuries only the enduring strength of the monoliths protected the inhabitants from the vicious centaur-marauders of the grasslands.
:Acrobatics is a Class skill - +1 to Acrobatics checks.


This is a nation bent towards a definitive purpose that drives them, and imprisons them. This land once repelled an army of demons and undead led by the horrific Arch-lich Za'al. Throughout the years of Bael-Turath and Nerath, the people of this region have kept up their vigil. For the Arch-Lich was never truly defeated, he could only be contained, his great black tower is imprisoned forever by a blinding shaft of eternal sunlight that blocks his powers and destroys his servants. Yet the Arch-lich still lives, still acts and now relies on others to secure his freedom. For those willing to serve him and aid his efforts, he offers easy access to undead and demon allies useful in personal ambitions. The Humans, Halflings, and Tieflings of So'ohl are constantly maintaining and preserving a great ritual that wards the Arch-lich's tower with sunlight - this is seen as a sacred national trust. Warriors and Paladins are also welcome in So'ohl, for the alluring promises of the Arch-Lich attract Deathpriests of Orcus, as well as various psychopathic demon cults. The realm has recently received a great boon, with the rediscovery of ancient magics that allow the creation of Warforged to better resist the tide of horrific evil.
:Arcana is a Class skill - +1 to Arcana checks.


A nightmarish blot on the land, this metropolis-gone-mad was once a center of learning in the days of Bael Turath, but has since succumbed to chaos and depravity. At the borders of the Boneshadow Desert with its back to the Royal Sea, the nests of villainy and mayhem here are difficult to root out by the powers of law and justice. Gulg is a magnet for criminals, evil warlocks, and those fleeing the justice they richly deserve. The city is accessible by sea, and the population is replenished by pirates, thieves, and murderers, for few can last long in this lawless place. The fall of Bael Turath was followed by other lords and nobles who sought to reclaim the imperial glory. All failed, all betrayed the people and their trust. Although those that brave the streets at night risk gruesome fates at the hands of slavers, drow, and even man-eating bands of Far-Realms abominations, those that gather here loathe and distrust any hint of authority or central government.
The dead rot in the streets, without the benefit of a mass-grave. Those that defy the gangs, and the slavers are found publicly crucified, entrails strewn in the streets. And below those streets lurk flesh-rending horrors to devour the weak, and sinister mind-flayers to plot against all that is good, while the drow emerge from upper-underdark caverns below the city to exchange food for living slaves. But those wizards that desire a non-judgmental environment for the most abominable experiments, and those Warlocks that would invoke the most horrific entities, and those demon cultists that seek murder and sacrifice without fear of law - have found their home. For here the only true master is terror, fear, and the power to enforce it.
:Intimidate is a Class skill - +1 to Intimidate checks.

There was a province on the borders of Arkhosia that was once popular for its games and gladatorial contests, seen as a center of these activities for the vast, Dragonborn nation. Since the disintegration of Arkhosia, the small realm has become independent, but has retained this tradition. Now, the gladatorial contests have taken on religious significance. Strong in the worship of Kord, the people and governments resolve a wide variety of disputes through divine-enchanced gladiators that carry dreams and ideals along with each blade. The priests of the land have complex equations for decisions and policies based upon which champion defeated whom under which conditions following certain rituals. Every young Dragonborn, Human, and Dwarf in the land at one point dreams of the great colliseums, the great games, the magic-tinged duels to the death - but only an elite few are chosen as Gladatorial champions. But in the hopes of being selected, nearly all youths receive extensive training in physical challenges of strength and skill.
:Athletics is a Class skill - +1 to Athletics checks.

When it was clear that Bael Turath was in chaos, the Warlock-lords of the province of Zaqqara, in their desperation did the only thing that made sense; if the pacts already sworn to the powers of the Nine Hells were not enough, then new Pacts had to be agreed upon. The end result was a piece of the Hells here in the Middle World. In a perfect circle of territory, a small, insular nation exists were the devils still hold sway. Even Nerath could not break the diabolical hold on this realm of depravity. What is considered corrupt in other lands is enshrined in law, here. Bribery, embezzlement, theft, all are common, legal tools in the rotting sprawls of Pact-Zaqqara. Here, devils play depraved games with the lives of their Tiefling and human subjects, through a web of deceit, blackmail, and manipulation, they amuse themselves by the struggles of mortals. Though the devils rule here, the curse placed on them by the gods still holds, and the devils cannot roam beyond their borders, so they rule through deceit, abuse, and coercion. The only true crime here is demon-worship, stamped out quickly and efficiently by ruthless War devils. The morass and corruption of these diabolical cities results in cynical, treacherous mortals willing to sell out their own grandmothers for short-term profit.
:Thievery is a Class skill - +1 to Thievery checks.

Some sophisticated individuals do not believe that any single god should be worshipped by a kingdom, but rather than as many deities as possible should be appeased, of differing ideologies so that a variety of blessings might protect a kingdom against a variety of threats. To this end, the polytheistic ideology of Astralia came into being over the centuries. The Dwarves of old have attracted many members of other common races to help them in their grand endeavor - The construction of fabulous temples to every known deity. Every century, a temple is constructed in a way most honoring to that deity - then, in a grand ritual, the structure is transported to the Astral Sea, to be claimed by their deity - with dedicated attendant-worshippers as a tribute to the deity. The nearby mountains hold vast stockpiles of gold and precious stones, and the pure worship dedicated to each temple noticeably adds to the strength of any given deity. The capital city is now a tinder-box of intrigues between deities light and dark jostling and politicking for more temples in their Deities' honor.
:Religion is a Class skill - +1 to Religion checks.

The Witching Ranges

Not all meekly accepted the fall of Nerath. Though the kingdom was decapitated and the armies were no longer able to police the realm, some isolated villages still cling to shreds of unity and order. Though of diverse races, with the common history of Nerath, folk of the Common races inhabit these villages and see themselves as one people. The Range-men of the sprawling forested countryside known as the Witching Ranges maintain close ties through a network of scouts and rangers that try to hunt down covens of vile warlocks and psychopathic wild fey that have arisen to plague the scattered villages now that the great Legions no longer march to the defense of civilization. Elf and human intermingling make half-elves expecially common here.
:Nature is a Class skill - +1 to Nature checks.


The area was a remote, desert oasis until the great mountain from the sky fell from the Heavens and blasted into the Earth. The great rock was composed of a rare metal that allows steel to be forged far cheaper and stronger than with earthly ores. A clan of roving Tieflings was the first to settle here, and take advantage of the rare event. Traders of many other races make the long march through the Boneshadow desert to the steel-trading emporium. A thousand shady deals and cunning bargains each day, and here information is wealth, and wealth is power.
:Streetwise is a Class skill - +1 to Streetwise checks.

Bloodmask Moors

A remote southern region at which both Arkhosia and Nerath failed to fully civilize, these Moors are an unforgiving, marsh-strewn cesspool of feuding clans united only in their bloodthirst against each other. What passes for civilization here depends on trade from those few merchants bold enough to risk the murderous savages distinctive for the materials used in their facepaint, and the horrific predators that hunt in the mists. In addition to native goblinoids, savage humans and the occasional tribe of refugees eke out livings in these marshes, counting on the mists, monsters, and murderous reputation to defend them, but that which makes pursuit difficult also ensures that only the most cunning and wary will avoid their death at the end of a poisoned spear or predator's fang.
:Perception is a Class skill - +1 to Perception checks.
City-State of Utshepit - Minotaur kings, goblin merchants. Half-ogre slave soldiers guard the empire and gather tribute from subjugated orc tribes, ogres are used as beasts of burden and mounts for goblin knights.

Ritoru Kyojin - A race of giant halflings, well over 5 feet tall, known for their rich cuisine and shrines to demon lords such as Chairman Orcus, Chef Azazel and Oven Master Xaphan.

The green spiders of Nexwood - sentient female giant spiders, small normal intelligence males and subjugated insectile goblin tribe, select female goblins swell up to ogre size and burst into swarms of tiny spiders.

Lake of Tears - inhabited by halflings who build their houses on floating platforms of reeds.
a few stolen from Conan

Xuthal In the center of a vast desert stands the ruins of what was once a great city. It looks to have been no more than a 100 years since the city fell into ruin, most of it is still intact. Xuthal used to be a great and prosperous city filled with all sorts of magic. The people their had long ago mastered a way to make an unlimited amount and variety of food with no effort as well as other powerful magics. One of the things they created was a powerful drug which put people in a dreamlike state were they could do anything they wished. Eventually the whole city became addicted. Now the few people still alive wander in a hallucegenic daze. More then citizens populate this city though. Long ago during the height of it's power the city was attacked by an aberation of extreme power. While they were victorious they did not have the strength to kill the monster and instead trapped it under the city with powerful spells. When the city became addicted to their new drug though they stopped renewing the wards and the aberation is free once more.
XuChotl A vast tropical jungle, far south of any civiled lands XuChotl is filled with creatures of all shapes and sizes. The only similarity between the creatures is that they are all deadly. Giant bugs, poisonous snakes, man-eating plants and other deadlier threats abound. Scatered throughout the jungle are massive temples to Set, Sehir's original name. Though most of these temples (think mayan ones) have long since been abandoned and left to ruin a few are still maintained by the original inhabitants. The temples were built long ago by the yuan-ti at the pininicale of their power. Inside these temples many horrific experiments were conducted to "improve" on the jungles most powerful creatures. These creatures were the only surviving relics from ages past before any sentient beings yet walked the earth. Of particular interest to would-be adventures is the city hidden somewhere in the jungle...

XuCholt Named after the jungle of the same name the city of XuCholt is a massive city that has fallen into direpair. The first thing that's noticed upon approaching the city is that the jungle abrubtly stops within a fifty foot radius of the city. The next thing noticed are it's high walls and lack of farms and that it's irragation system has fallen into disrepair. The only way in or out of the city is a rusted iron gate. The city of XuCholt is in reality a giant structure roofed in and with a single hallway running the length of the city but their are no other streets or open courtyards in the city. The city consists of four different tiers each with several different side-passages and chambers. The city is illuminated by the petrified eyes of a breed of magical snakes that have long become extinct. The city is inhabited by two feuding groups. If the PC's join one they will be told the history of the city. "The city was built long ago by another race that dwelt there for centuries doing little besides enjoying their leisure to the fullest. The present inhabitants arrived only half a century before, fleeing a revolution in their native land. A slave of the original rulers, Tolkemec, betrayed his masters and admitted the newcomers whom, though intellectually and technologically less advanced, nonetheless supplanted the architects of the city. Thus the new people came to rule a city they only dimly understood.The newcomers to Xuchotl were led by two brothers, Tecuhltli and Xotalanc, and by Tolkmec. They took over different areas of the city and for awhile lived in peace. However, a feud between the brothers began when Tecuhltli stole Xotalanc’s bride. Tolkemec aided and betrayed both sides for his own purposes, until hideously tortured and cast into the city’s catacombs to die. Since that time, the blood-feud has dominated all life in the city. The two remaining factions are led by Tecuhltli and Xotalanc the sons of the brothers of the same names. The two factions inhabit the second through 4 tiers on opposite sides of the city and both have access to the catacombs which, like the rest of the city are made up of several different passageways and chamber. Unlike the rest of the city though their are actually two different catacombs each with one entrance and that can only be entered from one side of the city. In the catacombs are a variety of powerful magic items that the inhabitants use in their battles. Most of these take the forms of damage dealing weapons or summoning magic. Unknown by the two factions Tolkemec has survived all these years in the catacombs by eating the corpses withing. If the PC's ask where the food comes from make the answer extremely vague as no one actually cared enough to find out. It just appears in certain areas every day.
I'm building a world history to underly the default (PoL) world, called The Forian world, or Lands of the Foriae. (Yes, it's a play on 4e).

The Foriae is an ancient race of shape-shifting primordial mortals.

The Foriae were humanoid in form and adaptive to their surroundings; in the air they became insubstantial whirlwind beings, in the sea they became aquatic torrents, in volcanic or fiery environments they burst into wilful flames, and burrowing in the earth they became much like stone golems or earth elementals. A single Forian individual could become all of these forms at will, or an intermediate form if between two realms - in arctic areas they became ice creatures, in deserts they could swirl as intelligent sandstorms. Attuned to both nature and the primordial elements, the Foriae were excellent naturalists and alchemists.

The Foriae took their name from their primordial deity, who is said to have created them after being rewarded this world as part of a wager with younger (but stronger) gods. Himself a shape-shifter and older than most deities, Forius hoped to see a world arise whose creatures were ruled by variety and adaptability rather than by the obsession with power, temporal dominance and physical solidity. (For reference to terrestrial mythologies, Forius is roughly analogous to the shape-shifting Greek god Proteus).

The Forian civilization's most developed areas were built on temperate land; most of the Foriae found they enjoyed ready access to all the elements. Their form in this environment was much like that of humans, though they would constantly flicker between their four elemental states depending on the situation, the weather and their humors.

The extreme adaptability of Forians made them unsurpassed explorers; they quickly covered all the known world. Because their lifespans were fairly short (25-50 years), they developed a flourishing information culture to carry forward and expand knowledge of their practices and their world. As worshippers of the ever-changing, they built temporary and modular dwellings and avoided monumental efforts of all kinds. In technology and artisanship they tended to innovate in flexible rather than rigid approaches. For example rather than build strong containers or mediums to preserve their artifacts, they focused on making the artifacts themselves pliable, adaptable and easy to replicate through treatment of materials. It is said that Forian parchment is as durable as leather armor against punctures and tears, but also flexible enough to be folded without creasing; it is also resistant to decay due to any known natural or elemental causes including fire. Forian Maps are sought-after relics; like the ancient race, the figures of land and terrain inscribed in them change as the land changes, so they are never out of date even after millennia of erosion, continental drift, deforestation, changing coastlines and the like.

The decline of the Foriae was brought about by cataclysmic events. A new war in other planes broke into the Lands of the Foriae as two rifts: one an opening to the magical Feywild, and another a rift to the dark Shadowfell. Forius was powerless to maintain the isolation of his world from these onslaughts, and he was driven to a distant corner of the universe and some say destroyed, though the last of the Foriae prophesied of his eventual return.

As for the race themselves, they either all perished or have gone into hiding; there has been no credible report of a Forian being known to other races for thousands of years. Some suggest that the Forians learned to interbreed with the less balanced invasive races of beings, and even that they became the ancestors of the first humans by interbreeding equally with races from the Feywild and Shadowfell. (Human alchemists devoutly ascribe to and promote this theory). Many cultures throughout the Lands of the Foriae associate their midsummer festival with the ancient race and wear symbols of the four elements on that day as hommage. The age of Forius is looked back on as a golden age before the world knew conflict, toil, and evil.
The Mirrored Halls of Abeondant

Abeondant was once home to an order of doppelgangers which served as spies and assassins for the old kingdom. Now it lies in ruins, home to the remnants of doppelganger civilization. Small towns dot the area around it, and look like normal humanoid settlements. They constantly war over the Halls, seeking to regain the power of pure, shapeless form. The halls themselves are home to the Novomalu, dark and twisted doppelgangers that worship unknowable gods. The Novomalu become twisted reflections of those they encounter, applying their own strategy against them. The Novomalu like to make use of mimics as traps, and many glamors and illusions fill the place.
I am Blue/Green
I am Blue/Green
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Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
Hello friends! I've been slowly mapping my way around the Nentir Vale.

Stop by my blog, won't you? There you'll find all sorts of goodies, such as:

Hope to see you there!
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