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Switch to Forum Live View [4e] Expert Dungeon Master Competition #9: Build a Nation!
4 years ago  ::  Apr 14, 2009 - 6:30PM #51
Lord_Ventnor
  • Heroic Dungeon Master
Date Joined: Jul 9, 2008
Posts: 5,399
Huh. Three entries already. Things seem to be going along swimmingly.
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4 years ago  ::  Apr 14, 2009 - 7:59PM #52
S-Marrow
Date Joined: Apr 5, 2009
Posts: 2,253
Like your adaptation of the classic "high-tide harbor." I can't believe I forgot about that for the airship pirate campaign I'm running. Going to pinch that idea and go off running with it now.

Wish I'd bothered to look over my nation again before I entered it...oh well. I'll just have fun leeching ideas for my campaign off of the other chaps.

Illithid, I choose you!
It isn't evil, it isn't good, it's only what the people miss.
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4 years ago  ::  Apr 14, 2009 - 9:38PM #53
CorrinAvatan
Date Joined: Jan 30, 2007
Posts: 1,230

S-Marrow wrote:

Like your adaptation of the classic "high-tide harbor." I can't believe I forgot about that for the airship pirate campaign I'm running. Going to pinch that idea and go off running with it now.

Wish I'd bothered to look over my nation again before I entered it...oh well. I'll just have fun leeching ideas for my campaign off of the other chaps.

Illithid, I choose you!


Thanks! I've usually incorporate high tides into my campaigns if seafaring is involved, simply because of the fact that it can force the characters to spend a few hours looking for side quests (possibly even earning some coin by buying items to sell at their destination), or putting more stress on them when they're trying to get away from a disastrous mistake (skill checks to convince captain not to betray them to the city watch, etc.)

I've always wanted to toy around with making the harbor dangerous, though, so I thought the waterfall-drop would be a nice thing to toy with.

Salla, on minions: I typically use them as encounter filler.  'I didn't quite fill out the XP budget, not enough room left for a decent near-level monster ... sprinkle in a few minions'.  Kind of like monster styrofoam packing peanuts.
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4 years ago  ::  Apr 15, 2009 - 9:06AM #54
Johnathan_Vagabond
  • Hero Artisan Gold Medalist
Date Joined: Sep 9, 2006
Posts: 3,800
I have to politely disagree with your definition of Monarchy Wrecan. Mind that I submit to whatever definition you decide to utilise during the competition without complaint and respect you as an individual.

However, the definition you gave fits that of a Dictatorship or Autocracy rather than a Monarchy. Much like the square and the rectangle. Without allowing for the uncommon exceptions like Constitutional or Electorial Monarchies, Monarchies are separated from Dictatorships by the belief of inheritence over merit. These types of monarchies far outnumbered the exceptions until recent times, when 'modern' governments emerged.

I bring this up because your definition rules out any form of Dictatorship, without regard to the methodology of their rise to power. I certainly don't want to fill option 13 by using a title other than "King" but your definition seems a little too broad.

But as I said, I will certainly submit to whatever definition you ustilise without complaint, or even frumpiness.
Resident Shakespeare
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4 years ago  ::  Apr 15, 2009 - 9:31AM #55
wrecan
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Date Joined: Jun 23, 2005
Posts: 17,727

Johnathan_Vagabond wrote:

I have to politely disagree with your definition of Monarchy Wrecan.


As a former Poli Sci and History major, I understand that the definitions of political terms can be difficult and I am glad that someone brought up the question.

For me, I am using a broad definition because I think that is what the element intends. "Monarchy" literally means "rule by one", in that power is vested in a single ruler. And democracy literally means "rule by the people", which would include any system in which the common citizen have a say in how the government is run. So the optional element that asks for systems of government other than democracy and monarchy is asking for governments in which the common folk have no say and where power is vested in more than a single person. Since democracy and monarchy are the most common types of rule in fantasy, we're looking for things that are a bit more exotic, and having a strongman, a military dictatorship, or other forms of one-person rule (that might or might not involve other traditional hallmarks of medieval monarchies like divine right of kings or hereditary descent) isn't really what I think the element is trying to evoke.

So, yes, I would consider most dictatorships and tyrannies to be forms of monarchs, and, in fact, Greek City-State tyrannies often evolved into hereditary monarchies. And for purposes of the power to be vested, I would include either the Head of State and/or the Head of Government. The reason I added the "for life" aspect is that if there was a power that could remove the "monarch" from power, than that person's power isn't truly vested. (I.e., someone elected to be Consul for seven years isn't a king, even though they are a "dictator" because their dictates are immediately made law... at least until a new Consul replaces them).

I understand that reasonable people can differ on what it means to be a monarchy. I'm only telling people what I will be considering as a judge on that element.

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4 years ago  ::  Apr 15, 2009 - 10:50PM #56
Witchslasher
Date Joined: Sep 3, 2007
Posts: 249
Suminya

A promise land to the intelligent undead where they flourish and the living are hunted and herded like animals.

Geography, Racial Demographics, Government, and Organizations

Suminya is, for the most part, a wasteland. The only plant life are occasional dying trees and ill-looking weeds. The land is riddled with small towns, referred to as "Pasture Towns", where you can find living people being bred like cattle. The animals that roam the land are undead or dying with bits of flesh barely clinging to bone. Suminya is a self sufficient nation with no imports or exports. It is surrounded by what is called the Dead Mists, which make its waters extremely hard to navigate. Long ago it was not uncommon for ship wrecked sailors to wash up on the shores of Suminya and quickly find themselves put to Pasture, in more recent years, sailor's know to avoid the Dead Mists. Undead dominate the land and living creatures have no real say in it's stucture. Pasture towns are populated by many different races, but humans, halflings, orcs, and goblinoids seem to be most common. The most powerful undead within the land is referred to as the Lord of Unliving. Though many within Suminya refer to him as their leader, he does not do any real leading. Suminya has no written laws and there are no punishable offenses. Any sense of order within Suminya is done by necessity and enforced by the more powerful undead that inhabit the land. If someone more powerful decided not to abide by the order and rules set, he would change them to his own whims. This leaves Suminya in a perpetual state of anarchy. With one powerful undead often challenging another that often cause rules and possession of objects or land to change hands quite often.

The Necropolis
The Necropolis is the center hub of Suminya. It is where most of the intelligent unliving reside and call home. The Necropolis is divided into several subsections.


  • The Burial Grounds: In this section of the Necropolis unintelligent undead are kept gated by patrolling wraiths. There are few buildings in this area, just a few random storage sheds as well as cages in which often the living are brought in from pasture to feed and sustain the undead that reside here. There are a couple of strong stone buildings on the south end of the Burial Grounds in which living are kept in preparation for being sent out to feed those of the Burial Grounds. This is a typical punishment for people who run away from a Pasture Town or disobey orders. The Burial Grounds are sustained in case the Lord of Unliving or another powerful undead needed servants that could be easily controlled
.

  • The Tombs: The more civilized part of the Necropolis, where the more intelligent unliving reside. Liches, Vampires, Mummy Lords, and many other unliving can be found here. Most live normal, albiet excessive lives. Large and lavish buildings populate the streets of the Tombs, uncluding mansions and temples to Death Gods. There are also the occasional shops where unliving makes deals and trade in lives that are in Pasture, after all Vampries need their blood, Ghouls need their flesh, and Liches need their souls. The unofficial head of the Tombs is a powerful and very ancient Vampire Lord called Baron Raphael Vigee.


  • The Necropolis Pasture: The pasture of the Necropolis is the largest in all of Suminya. Only the richest and most powerful unliving are able to keep their living in the Necropolis Pasture. It is also where there are "sweeter" living are raised with more care, including longer lived races such as Eladrin.


  • Dread Keep: An enormous building on the far outskirts of the Necropolis. Dread Keep is where the Lord of Unliving resides. There are innumerable undead guards that fill the keep as well as constucts that roam the Keep's grounds to keep out unwanted intruders. The Keep is large enough where, if looking up from it's base, it seems to be endless and it would make the tallest giant look like a dwarf.


Pasture Towns
Pasture Towns are scattered throughout the nation. Typically a pasture town has a series of houses that look to have 1 bedroom each. Living creatures put to Pasture have designated roles that they fill. Wraiths are the primary watchers of the Pasture Towns, their mobility and ability to pass through solid objects make them ideal. A typical day for a living person in a pasture town consists mostly of forced labor on crops that are barely sustainable with breaks for eating, drinking, and sleeping. Intelligent undead often come down to inspect their Living at Pasture so they can select those that will be bred.

Sanctuary
A place of light in a very dark world. Santuary is a place a living person at Pasture dreams about and hopes to one day set foot in. It is a whisper on the tongue of every living person who has had to live their lives in Suminya and watched friends, brothers, sisters, and children ripped away to feed the undead masters of the land. It gives them hope and something to believe in, though people more cynical would say that it does not exist and it's just a rumor started by a crazy old man to give his child hope when his mother was taken from the Pasture. In reality, Sanctuary does exist and has for some years. It is hidden far away from the Dread Keep, where the more powerful and intelligent undead do not have eyes. It was built by a powerful clan of Dwarves known as the Skullbreakers. The Skullbreakers are a dwarven clan dedicated to fighting the undead, and have developed techniques for hiding from them, protecting themselves and others from them, and destroying them. It is also protected by a powerful Treant known as "the White Willow". The Treant has helped cultivate the land and even trained some people to learn to make the land sustain food. Slowly the Skullbreakers have begun to extract people from the Pasture Towns and the White Willow will often find wanderers and send them to Santuary. As Sanctuary grows, the Skullbreakers have begun to train non-dwarves in their fighting styles to begin to take a foot hold and strike back at the unliving who oppress them. This is a slow process, at the moment Santuary would not stand a chance against the full might of the Dread Keep and it's Lord of Unliving.

Caverns of Black Maladies
East of Dread Keep and the Necropolis. Three witches reside within the Caverns. The roads between many Pasture Towns and the Necropolis travel near the caverns and the witches have been known to use charms to lure people who escape the Pasture Towns into their caverns to either be put back to Pasture or for the own twisted, perverted, personal reasons.

Avenoth's Swamp
A powerful and covetous Black Dragon lives in this swamp. It is the only free living creature the Lord of Unliving seems to know about and allow to roam free. Avenoth has been known to kill undead and to steal from the Pasture Towns. The Lord of Unliving knows this as well, but, again, does not seem to care. The Dragon has been challenged by other powerful undead and the Lord has also not intervened on the Dragon's behalf. Though Avenoth has sustained injuries from attacks on him, he has been able to overcome anything that's challenged him.

History and History Check DCs

DC 10
Suminya is a land full of unliving. Most people would dare not set foot in it.

DC 15
The center of Suminya lies the Necropolis, possibly as old as the land itself. At the seat of it's power lies the self-proclaimed Lord of Unliving, rumored to be the most powerful unliving creature ever to exist.

DC 17
The Unliving stay sustained by a series of "Pasture Towns" throughout Suminya. They work similar to farms in the living world, where people are siphoned of life energy like cows for their milk and slaughtered like pigs for the holidays. A common celebration is an individual Undead's "Passing", the day on which the undead shed his mortal coil and came to a more permenant residence in the world. This is typically celebrated in the Tombs subsection of the Necropolis

DC 19
In recent years, a refuge has been whispered amoung the Pasture Towns. A place where those who lucky and daring enough to escape can hide from the Unliving. This refuge has been called "Sanctuary" and to find it, you must seek the White Willow.

DC 20
In the Caverns of Black Maladies there resides 3 "witches". They are said to be the mothers of the Lord of Unliving. Extremely beautiful with voices a sweet as honey dew, most living who enter the caverns usually find themselves at pasture or they're never seen again.

DC 22
Every 14 years, the Lord of Unliving kills his wife and takes a new one. This is a monumental celebration across the land of Unliving known as the Union of Blood and Bone. At that time, the Pastures are searched for the Lord of Unliving's new bride, always a girl of pale complextion, raven black hair, and 16 years of age. Once a girl matching this description is found, she is taken to the Witches of the Caverns of Black Maladies for "inspection" to see if she is a suitable bride for the Lord of Unliving. If she passes the inspection of the Witches, she is taken to Dread Keep. The "lucky" Pasture town that produced the girl is completely cleared out and taken to the Necropolis to become the feast during the celebration.

DC 24
Sanctuary is headed by three main individuals. Mangi Skullbreaker, head of the Skullbreaker Clan, Sero, a powerful cleric of a Sun God and sole survivor or a Pasture town that was wiped out, and the White Willow.

DC 25
Avenoth, also called Wyrm of the Shallow Grave, is a black dragon that resides in a swamp near Suminya's west coast. For reasons unknown, the Dragon is allowed to live free in Suminya by the Lord of Unliving.

DC 40
Thousands of years ago, the Lord of Unliving was a wizard named Salagia. In his arrogance, he sought to challenge the Gods. His coup failed and he was banished to an inhospitable land to live out the rest of his days in torturous pain. However, with the help of 3 witches, Salagia completed a foul, unspoken of ritual and became Lord of Unliving. The spell bound him to the land, but he was able to survive as an immortal undead creature of immesurable power. It is said that the key to defeating the Lord of Unliving would be to discover this ritual and undo it.

Nation Background
Suminyan Survivor
Life in Suminya is barely that at all. It takes a certain amount of perseverence to merely make it day to day in the harsh lands of the unliving. Also, growing up in such a land gives a certain level of understanding of the creatures that rule it.
Associated Skills: Endurance, Religion

Hooks and Encounters

A general rule to designing encounters is to use lots of undead, as they dominate the land. Any living creatures will require an explanation on why they are in Suminya and able to survive. Most encounters that PCs would come across that involve living creatures would be within the walls of Sanctuary. The D&D Insider Encounter Builder was used to design the combat encounters below.

Heroic Tier:

Escape From Pasture
The PCs were all born into servitude within a Pasture Town. They are approached by a Skullbreaker Dwarf in the middle of the night who informs them of a cache of weapons and equipment they can use to escape and make their way to the White Willow. He tells them that they can escape, but warns them about causing too much of a scene or taking too many others, since they will have a hard enough time leaving and it is THEIR time to be saved, if they can make it to Sanctuary, they can assist with the liberation of others. While attempting to leave the PCs must battle their way though some of the Pasture Town's guards:

Encounter Level Difficulty: Standard (500)
5 PCs
Party Level 1

Setup
As the players reach the outskirts of the Pasture Town, they are spotted by a patrol! Two spectral humanoids lithly glide towards them and they are joined by the skeletons that emerge from In between buildings

This encounter includes the following:
6 Decrepit Skeleton
2 Specter


6 Decrepit Skeleton Level 1 Minion
Medium natural animate (undead) XP 25 each

2 Specter Level 4 Lurker
Medium shadow humanoid (undead) XP 175 each

Tactics
The skeletons mindlessly engage the PCs, using no real tactics or reasonable though to their actions. The Specters will use their Invisbility to get into position to use Spectral Barrage and then quickly move out again. If the PCs run the Specters will not pursue long since they must tend to the rest of the pasture, but the Skeletons will pursue as long as they can.

Notes
This encounter can be used anytime the PCs attack a Pasture Town in an attempt to free some of the Living. It should, of course, be scaled up as the players advance under the assumption the players will be going after larger and more well protected pasture towns as their skills allow.

Seeking Sanctuary
This would be a skill challenge similar to the Lost in the Wilderness challenge in the DMG. I won't detail this too much since it's nearly idenitcal to the one presented in the DMG.

Setup: You must use your knowledge of the area to find the White Willow as well as survive the harsh landscape. Also, you must be sure to keep a low profile and cover your tracks or you risk encountering more undead.

Level: Equal to Party

Complexity: 1

Primary Skills: Endurance, Nature, Stealth (substitute this for Percetion, covering their tracks is essential)

Success: The PCs locate the White Willow, who will lead them to Sanctuary.

Failure: The PCs got lost, took too much time resting, or did not cover their tracks and get attacked a group of wandering undead.

Paragon Tier:

Wyrm of the Shallow Grave
Encounter Level Difficulty: Standard (10000)
5 PCs
Party Level 18

Setup
The swamp presents difficult terrain in many parts as the PCs must move through mud and water as much as waste deep.

This encounter includes the following:
Avenoth, Elder Black Dragon

1 Elder Black Dragon Level 18 Solo Lurker
Huge natural magical beast (dragon) XP 10000

Tactics
Avenoth will set him upself up in the center of the swamp, using it's difficult terrain to keep it to his advantage. He will attempt to isolate PCs and use his cloud of darkness to attempt to nullify the line of sight of ranged attackers. He will move by flight to avoid the constraints of the terrain. Avenoth cares much for his survival, if he believes there is even a slight chance of him being killed he will retreat, or attempt to make a deal with the PCs.

Action is Inevitable
In paragon tier, convincing the Sanctuary to take an even more active role in the event of Suminya can become of vital importance. Whether it's making a vital attack even if it may result in many deaths or whether it's convincing the Sanctuary leadership to allow the players to embark on a mission that may jeopardize what they have built. Eventually, the people in the Sanctuary must be made to realize that they cannot just stay content with the small victories they have, thus far, earned.

Setup: The three leaders of Sanctuary must be convinced that action is necessary. They must be made to move against the unliving before all is lost

Complexity: 3

Primary Skills: Bluff, Diplomacy, History

Bluff and Diplomacy are fairly standard DCs. History can become very important in this Skill challenge. A DC 22 history check causes the PCs to remember information in reguards to the Union of Blood and Bone, if this is mentioned an Insight check will reveal this means something to Sero. If the players have talked to Sero about his past (or made the appropriate History check to reveal this information) they can deduce that Sero's village was wiped out as part of the feast for the Union of Blood and Bone. If this is brought up all checks for Sero gain a +2 bonus, as this appeals to something deep within him. Sero will even reveal that the current wife to the Lord of Unliving is his very daughter. This can lead to a further quest to rescue her for Sero.

Success: The leaders of Sanctuary agree to provide whatever assistance they can, providing them whatever resources they have at their disposal within reason. Sero will assist with his substantial influence over Sanctuary. This includes his formitable skills as a cleric. The White Willow knows the land better than any in Sanctuary. He can provide the PCs with quicker travel options and options that allow them to avoid any undead patrols. Mangi is head of the Skullbreakers, he can give extensive information on fighting undead as well as provide assitance in combat needs from the Skullbreakers.

Failure: There are different levels of Failure to this skill challenge. 6 Successes before 3 Failures, the White Willow and Sero agree to assist. Mangi stays opposed and will not aid, believing that this will cause more harm then good. This results in slight animosity between the other 3 leaders and between Mangi and the players. 4 Successes before 3 Failures, the White Willow will agree to assist the players. Mangi and Sero stay opposed. If the players brought up the information about the Union of Blood and Bone, Sero will still be more receptive to their cause, but will only assist with his own resources, not using his influence over Sanctuary in anyway.

Epic Teir:

Secrets of the Lord of Unliving
Defeating the Lord of Unliving is said to be impossible, but if the players can obtain an ancient codex that chronicles the Lord of Unliving's ascension, they may be able to find a way to defeat him.

Setup: After locating a place of significance, obtaining the book becomes a trial of defeating both the magical and mundane traps that protect the book.

Level: Party + 2

Complexity: 2

Primary Skills: Arcana, Acrobatics, Thievery

Arcana is used to lessen the magical protection around the codex, Thievery being required for the mundane traps, and Acrobatics to actually get to the codex and get it out. Each skill also only allows 2 successes maximum so all skills must be used in this to disable them and due to the odd placement of the traps and the triggers, no one player can attempt the same skill. Meaning if one PC is disarming the mundane traps, he will not be able to also make the Acrobatics checks to obtain the codex. Also the PC that attempts the first Acrobatics check must be the player that attempts the second. There can be exceptions if players are particularly creative in their skill use.

Success: The Codex is obtained and with it, the secrets of defeating the Lord of Unliving

Failure: Traps and alarms are triggered. The PCs will be forced into the encounter below.

Battle In Dread Keep
Encounter Level Difficulty: Standard (104000)
5 PCs
Party Level 30

Setup
Once the challenge is failed the Codex rises and becomes encased in crystal, acting as a Soul Gem trap with the exception that it does necrotic damage instead of radiant, once the trap is disarmed the Codex can be taken. The Wormspawn Praetorians and Cindergrove Spirits will come in on the second round. The PCs must dipatch them and quickly escape with the Codex.

This encounter includes the following:
1 Soul Gem Trap (26th)
3 Cindergrove Spirit
2 Wormspawn Praetorian

1 Soul Gem Trap (26th) Level 26 Solo Blaster
Trap XP 45000

3 Cindergrove Spirit Level 27 Artillery
Huge natural magical beast (undead) XP 11000 each

2 Wormspawn Praetorian Level 28 Brute
Large natural magical beast (undead) XP 13000 each

Tactics
The enemies fight to the death and use all powers at their disposal to kill the PCs and prevent them from escaping with the Codex.


Optional Elements used:
Element 4, the Lord of Unliving is Undead, there are no undead playable races.
Element 5, The entry offers ideas for one or more nation-specific encounters for each tier of play.
Element 7, The Skullbreaker Clan
Element 8, The Union of Blood and Bone, a celebration such as this will most likely disturb most player characters.
Element 11, With Sanctuary estblished, the Living have begun to fight back against the Undead
Element 14, Suminya is in a state of Anarchy. Though the Lord of Unliving is the most powerful undead in Suminya, he does not govern or pay any attention to the goings on within Suminya. Suminya's structure with it's Pasture Towns is built on necessity. There are no laws to be broken and no punishable offenses. If you cannot defend what it yours, it will be taken.
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4 years ago  ::  Apr 15, 2009 - 11:00PM #57
Witchslasher
Date Joined: Sep 3, 2007
Posts: 249
Argh! Accidentally clicked submit instead of preview.. So I apologize in advance for any mistakes I made. I'l read through it and nothing really jumped out at me and anythign that did I'm too paranoid to try and edit for fear of a lag in the edit and me being outside the 15 minutes hehe.. Anyway.. Good luck all!
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4 years ago  ::  Apr 16, 2009 - 1:30AM #58
shinobicow
Date Joined: May 8, 2007
Posts: 394
wow, witchlasher, i made the mistake of reading your entry before this competition was over, i gotta say, i like it a lot, you're making this a much tougher battle. Guess i'm going to have to step my entry up quite a bit to match that. I want to know more.:P
I live and work in Japan, near Mt. Fuji, teaching English to High Schoolers.  In my spare time I also happen to be a husband, a father, and an Otaku.  I run a biweekly DnD game on Sundays and blog about it every other day of the week at http://thedumpstat.blogspot.com

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4 years ago  ::  Apr 16, 2009 - 3:21AM #59
Falstyr
Date Joined: Jul 8, 2008
Posts: 968
My first entry in a competition. Nervous as hell. It sure is difficult putting notes and your thoughts into a understanding piece of writing which others can use. Hope it'll be acceptable at best. History was the worst for me to do.


Imbelote
Imbelote is placed in the world called Melnoleion. It can be found in the South-Western part of Melnoleion between the Yellow Sun and Blue Moon. Due to the location of the heavenly bodies this empire fills up the majority of the planet. Vast green fields, forests with beautiful natural and serene scenery. A flourishing empire which attracts many individuals and thus settlements of many sorts. In the mountains there are societies of Dwarves, elves in the woods, Orc and Troll tribes scattered in the north and many more. But the Capital of Gibeon is a gigantic, human and dwarf made, city which keeps an eye on the entire Imbelote region. From here trade market, economy, laws, diplomacy etc are regulated.

Optional additional content of the entire world Show
World is called Melnoleion and has a red and blue moon as well as a yellow sun. Long ago the world stopped turning around its axis. This event co-incited with the banishing of the "Lord of Chains" into his own Abyss. Such immense magical energies were involved that it caused many anomalies as well. Dimension overlapping at certain points allowing Astral beings to enter this world, powerful magical factions creating alternate dimension for their own purposes and more strange events occurring at times.

Druadan
In the North-East lies the empire of Druadan. An empire living in the shades of the crimson moon casting a blanked of a bloody hue across the empire. Not much is known about this empire due to the fact most do not return. The little information that is know talks about mountains, wastelands, swamps...but in the distance something which resembles flourishing cities. Rumors go that devils and creatures of darkness live here. The Empire of "Dread"

Firlyg is the empire that can be found in the South-Eastern part of the world. Above it circle the Yellow sun as well as the Crimson moon constantly fighting for ground to cast their rays upon. This area consists of deserts, swamps, wastelands, oasis. A region like this is difficult to live in, but some managed to set up tribes such as the gnolls and lizard men for example. Here and there old ruins of ancient settlements can be found as well as Pyramids and the like. Through this harsh region travel three nomadic tribes of humanoids. Once in a while they pass the borders of Imbelote to use their trade posts.

Nevalph is the fourth empire which is located towards the North-Western part between the Blue sun and the Crimson moon. Lush green scenery shifting into cold tundra's with high mountain ranges and barren icy planes. Not much can survive in the depths of this region. Yet some reports mention Frost Giants for example. As well as barbaric tribes such as The Berserks. Rumors have also reached other parts of the continent about hidden coves of Ice Druids.

Istari Ent could be seen as the fifth empire, but most refer to it as "Outlaw Island". It can be found almost at the center of the world where not many dare to go. The island is surrounded by thick mists which make it treacherous to reach. Due to its location the island has to deal with the ecological effects of all the solar and lunar bodies. Those that decide to go there are considered desperate, foolish or both. But if you want to disappear from the world until matters settled down then this would be the place to go. Since nobody talks about this island there are no known records of what lies shrouded behind the mists.



History

DC 10
Recently Ryan Elsanor has gotten too old and his son Gregg took up the task. Through his family name and reputation Gregg was elected as Mayor of Gibeon. The capital of Imbelote which was (and still is partially under construction) created by dwarves and humans. Gregg also gained a seat in the council in case of war. He now attempts to take the next step towards the Magical Republic of Imbelote. In Gibeon various magical experiments and arcane research is being conducted. Various small magical implements can already be found all over Imbelote.
[DM]Possible Plot: Not every group of researchers uses honorable means to get results.

DC 15
45 years ago the human race had taken control over the entire Telt region splitting the north and south of Imbelote. A system of trade, economics and laws were being made to govern the human empire. Commerce came to be with neighboring races such as the dwarves of the Hargrim mountains and the elves towards the south. Long years passed of negotiations until the Declaration was made. The Alliance of City States was created. Elves, gnomes, dwarves intermingled more and came to the human cities. New forms of trade and economy were created. This news spread quickly through the continent and the more barbaric tribes to the north decided to unite themselves as well and eventually joined with The Alliance.

DC 20
60 years ago, in an era of land lords with a High King, an middle aged men named Ryan Elsanor had a dream. A vision of the future in which all races of the continent would be gathered in the Magical Republic of Imbelote. He started convincing and gathering people in his home town and soon started to unite all human settlements, towns and cities under his banner. 15 years it took and were far without any conflicts. Even now some still prefer the old ways.
[DM] possible plot: It wouldn’t be a surprise if there were underground groups formed to thwart the Elsanor’s family and their ideologies.

DC 25
Rumors go that over 4000 years ago a cabal of dragons gathered in the Omar Mountain Range and its lakes. According to the stories passed down through many generations these dragons placed a powerful arcane artifice in The Lake of Shadows.

DC 30
What most people don’t know is that this Lake of Shadows has a portal to the Shadowfel nearby. Through this portal several creatures have come and took residence around the lake. Always covered in dark shades and not even the sun can reach the ground. Within the lake lives a gargantuan Kraken that protects the arcane relic. An elder Shadowdragon still visits the area once in a while and is the care taker and true guardian.
[DM]possible plot: Gregg, or a researcher, wants the heroes to go find this artifact.


Race/Class backgrounds.

Just use the PHB explanations with the small descriptions provided below.

Deva
Deva’s are divine beings. You rarely to never see one in Imbelote unless they are clerics or paladin. Most of the Deva’s can be found on the continent of Firlyg.

Dragonborn
Dragonborn fill only a small piece of society on the continent of Imbelote. They are larger in numbers on the Firlyg and Druadan continents. They can fill any role needed.

Drow
They are a treacherous bunch living in the underdark. Entrances can be found in various mountains and caverns, but the Underdark spreads all over Imbelote. They have a bad reputation with other races of the Underdark as well as dwarves/gnomes who live near the entrances. As for other surface races…they only heard stories from dwarves/gnomes and never encountered a drow before. Some people can be harsh and racist and while others be open and friendly depending on the city and DM discretion.

Dwarf
Dwarves originate only from the Harfgrim and Omar mountains. Those who still live there have a discriminating view towards elves due to their encounters with Drow. The dwarves who left the mountains and live with the elves in various cities are free of that dogma. They can be any class.

Eladrin
Nothing fancy here. There is a Feywild portal in the southern part of Imbelote which can be used for them to enter this nation. No restrictions on class.

Elf
Living in villages located in woods or just outside it. Their villages are all fantastic and unique. Some are high in the tree tops, others have amazing architectural structures with parts floating near their tall towers. The most beautiful city is their capital Relena. They can be any class.

Genassi
They don’t appear in the entire world. Perhaps one day when the Magical Republic evolved a rift to the Elemental Chaos can open. A tower that is build to pose as inter dimensional exploration. This would open possibilities for the Genassi to be used as character race.

Gnome
They come in two sorts. There are the curious and sly tricksters from the Feywild who come through the portal in the south and took up residence in that area. The tinker gnomes can be found in the same mountain ranges as the dwarves.

Goliath
Big giants living in the Gudrid peaks. No class restrictions.

Halfling
Hobbits live near human cities for a long time and roam the world without really settling down. Friendly, social and curious beings who can be off any race.

Half-orc
These individuals live in the north where Gungren’lin lies. Various tribes can be found all answering to Tukk Grung who is seen as the High Chief of all the tribes. No restriction on the classes.

Humans
Humans make up the majority of Imbelote.They were always there. Individuals from this race can be of any class.

Shifters
Shifters are a dying breed. Often they follow the path of druids, but these are hunted by an extremist branch of Torm. Druid groves are raided and burned to the ground with many slaughtered shifters as a result. Still there is one last hidden bastion for shifters and druids. It can be found south in the elven region North of Relena (the capital of elves). If the shifter is not in that grove they are simply roaming the lands. It is possible that in some cities these shifters fill a role as neutral diplomats/advisors. Even though Torm extremist see them as lawless the shifters are very wise people.

Tieflings
Tieflings are seen as demonic abominations who do not belong anywhere except on the Druadan continent and perhaps Seraglio Island. They are hunted and killed in Imbelote.

Warforged
Not existent yet. Just like the artificer. As the Magical Republic grows and evolves the artificer can come into life as per DM discretion. Shortly after these artificers can create forges from which the Warforged can be born.


Almanac

Capital: Gideon
Cultural Archetype/Flavor: End medieval Age transitioning into an Industrial Magical Republic
Primary Races: Humans, Dwarves, Elves
Secondary Races: Gnomes, Half Orcs, Dragonborn, Other
Race Postion/Situation: Humans (dominant/45%), Dwarves (25%), Elves (20%)
Gnomes (3%), Half-Orcs (3%), Dragonborn 2%, Others (2%)
Languages: Common, Dwarven, Elven
Literacy Rate: 80%
Imports: Exotic Weapons, Magic Items, Textiles
Exports: Grains, Fruit, Spices, Wines, Iron, Gnome inventions
Government System: Alliance of City-States
Ruler(s): Mayors, Council in times of war
Came to Power by: Election
Military System: Close alliance of city-state forces
Military Strength: 2,500 light infantry; 1,200 heavy infantry; 400 heavy cavalry; 20 light naval cutters; 2,000 sailors
Social Attitude: Helpful
Situation/Notes: None

Regions or Provinces:
(Name, Terrain, Industry, Population, Notes)
(1) Harfgrim, mountain, mining, 25,000, Dwarven Fortress Chain
Located above Telt. It is a range of mountains with the tallest being the home base of a dwarf colony. If one goes deep enough in the mines there will be tunnels connecting to the Underdark. These dwarves encountered races such as the Drow and thus have a biased view towards elves in general. Harfgrim dwarves are master miners and metalworkers.
(2) West Telt, coastal, agriculture, 40,000, Home of Imbelote Naval Forces
(3) Eroborbus, forest, lumber, 15,000, Large Community in Lugalessi
(4) Gideon, urban, trade, 98,000, Capital of Imbelote
(5) Khemli, grassland, agriculture, 60,000, Second largest city and chief agricultural community
(6) Seraglio, grassland, none, unknown, Island of demonic monsters, unexplored
(7) Gungren’lin, snowfields and tundra to the north overlapping with green forests to the south., Weapons and Leatherworks, 6,000, Home of Tukk Grung

This region can be found to the North and North East part of the Imbelote continent. Individuals need to partially traverse this region if they wish to go further to the north into the continent of Icy Nevalph. The easter borders of this region find connection with the Fiery continent of Firlyg.

You can imagine that the Gungren'lin is an region with quite an importance to trade and commerce. Yet not many people meddle with the affairs of the many orc tribes that call this region their home. War among several tribes is not uncommon. Battles for more territory or new leaderships. This also leaves gaps for the Trolls and Barbarian tribes in the Tributaries to exploit and attack from the West. Only the half orc tribes are gathered under Tukk Grung.

From the Orc regions there stems also a lot of slave trade. Since The Declaration in the south the slave trade has been more confined to the Northern regions of Imbelote. Orcs, Trolls, Drow and also the Dwarves and Gnomes from the northern mountain ranges have their hands in these kinds of trades. On occasion corrupt rulers of the Southern regions find themselves immersed in these kind of trades verses weaponry and armory. The motives of these southerners varies from personal gain to influencing the wars between tribes to causing a rebellion internally of the Southern regions. Not everyone wants the new empire to grow and the city state alliance to succeed. Others want to manipulate those developments and eventually become the supreme ruler.
(8) Anskar Tributaries, barren cold wastelands, none, 4,000, home to barbarian tribes and trolls


Major NPCs:

(Name, Position, Race and Sex, Age)
(1) Birel Lugalessi, Chief Councilman of Lugalessi, Elf Female, 120
(2) Gregg Elsanor, Councilman of Telt, Human Male, 35
(3) Merk Bloodfist, Councilman of the Tributaries, Human Male, 28
(4) Eberk Goldaxe, Councilman of Harfgrim, Dwarf Male, 200
(5) Tukk Grung, Councilman of Grungren’lin, Half Orc Male, 34


Influential non-governmental organizations

1. The Fox Shades
A Guild that doesn't care about moral and ethics such as what is considered to be "good" or "evil". They value the color of gold, blood and darkness. They are assassins and do not care for petty things such as the motives of their clients. Run by a female tiefling going by the name Nemeia.
2. The Eye
Nobody knows if this is just one individual or a group of individuals. The Eye trades in information and uses it subtly to influence the world. Nobody knows the motives of The Eye, but it claims to run a good business while maintaining balance.
DungeonMaster knowledge: This is an association run by Loremasters. At the lower end of the association there are many individuals ranging from many jobs.
3. House Katarak
Harbek Katarak is head of a guild of dwarves that controls the majority of commerce in the region. They have various front companies to make it seem as if there are various contenders on the market. To outsiders House Katarak is only seen as a group that provides protection for merchant convoys such as the Serpent Conglomerate Shipping. This House attempts to control all trade and commerce in order to gain full control of the nation instead of a City State Alliance.
4. House Waukeen
There is however one semi-large competitor on the market. House Waukeen with their Teltan Coast Convoy. They consist mainly of gnomes with some humans and halflings in their ranks. This group knows about the attempts from Katarak to monopolize commerce and tries to get in the way as often as they can. They “fight” for the right of free and honest trade. Led by the male gnome Orynn Moneylender.


Optional Elements Used

1. For reasons described in the entry, one character class has a disproportionate presence in the nation.
2. The nation contains a unique geographic feature, landmark, or monument that might be of interest to adventurers.
3. The nation is in a state of declared or undeclared civil war, rebellion, or revolution with two or more rival factions (governmental or otherwise) vying for control or influence.
4. The nation lacks an essential resource (stone, wood, arable land, etc.) and must trade to make up the deficit.
5. The nation's system of government is neither monarchic nor democratic.

Possible Adventure Path
Heroic

1. Underground Threat
Merchant Caravans are attacked and needs to be investigated. Party gets taken as well by Drow and wake up in a prison like chamber. Eventually the party gets taken through an underground city, architecture of ancient dwarf structures, into a room with the Drow Priestess. The Priestess explains that there are many underground passages which lead to other communities. There seem to be other Drow communities, Kobolds, Duergar and Dwarves in the vast underground region.

Recently several Drow ended up dead as they patrolled past a certain passageway. It is the passageway that deals with the water supply and the dead Drow came floating back on the stream. The Priestess does not want to risk more casualties and, even though Drow can't stand humans, she ordered the attacks on the merchant caravans in hope that an adventuring party would come and "persuade" the party to investigate for the Drow.

The merchants and goods however still got confiscated by the Drow and will not be returned. The Merchants work either as slaves in one of the many caverns which lead to farms etc. And those that were of no use are being held captive until they can be sold as slaves to either Troll or Orc camps to the North. Unless the Drow are inspired for new experiments.

She suspects that the dwarves are the ones responsible, because they still might hold grudges about the hostile take over by the Drow in the current city. The Priestess doesn't think highly of kobolds after all...what can kobolds do even in groups?

-Investigate the murder of the drow? Decide to go to the dwarves, escape or assist the drow?
-If Dwarves: The party learns that they have no part in the drow killing, but have been hearing strange noises in the depths of the caves which caused the Dwarves to be on alert. They also talk about finding strange markings on the walls during diggings.
-If Drow: Investigate the murder spot and find odd markings and sounds in the distance. This spot can also be investigated on the way to the Dwarf community.
-If Escape: When the party arrives outside, before going a bit further to the dwarves, they can decide to go back to town. But the attacks on the merchant caravans will once more commence. The law enforcers in town will not be pleased by the party's results. Now the enforcers could be bit more lenient if the party also attempted to rescue some merchants...which obviously triggered Drow attacks. Meaning the party came out the underground guns blazin'

-Markings: Confront the priestess with your findings, but she'll be hesitating. Learn about experiments on kobolds which created the Urbam (a deformed goblin/drow slave) which they used for bloodsports, cannon fodder in wars, slaves etc. Now these slaves have been disappearing during times that no one was paying them any attention. Then the party can ask if there have been more "break outs". Depending on the Diplomacy check they hear nothing or find out that a Shur (a demonic/drow blackguard only sees Lloth as his equal) escaped as well.
-Markings 2: If the party decides to simply follow the markings, footmarks and other markers deeper into the cavern they will bump into the Urbam and need to fight their way through them. Eventually the party will meet the Shur. Depending on intimidate/bluff or diplomacy checks the party can learn:
1. The Shur broke free, because he does not accept being imprisoned by mere drow while he is far superior to them. Battle Begins.
2. The Shur will say he released the Urbam so that he has his own, temporary, army to battle against the drow as pay-back. Battle begins.
3. The Shur says it isn't the matter for these impudent mortals and should just die where they stand. Battle Begins.
4. The Shur offers the Party a role as commanders against the Drow and will let them in on his master plan to rule the Underground communities, and maybe even the entire world. If the party agrees so be it, if they don't a battle begins.

After the battle there will be rewards in the form of coins, basic armor and weaponry, gems, maybe even some low level magic items. All of these which the Urbam took with them, from the Drow's and Merchant Caravans, into the Shur's lair.

The Party can now decide to either:
1. go back to the Drow Priestess and explain how it has all ended. There will be no rewards other then being allowed to leave this once still alive and free. Party can still decide to go guns blazin' while trying to free prisoners/merchants.
2. leave the underground system and have a chat with the Dwarves for a quest or something. Reputation will be gained due to the fact that their involvement prevented another war between Drow + Dwarves.
3. decide to go back to Town and report to the law enforcers gaining some reputation and basic coins as reward and go through town looking for new quests/adventures.

New party members can be introduced at the presenting of the Drow Priestess. Other Party members were captured with previous merchant convoys. Another location is dwarf members at the dwarf community.

Battle encounters are highly customizable. Drow warriors, drow clerics, dwarf warrior, Duergar, Kobolds, various Drow pets like the drider/giant spider etc.

Could be added: Various traps such as rock slides, floods, spikes, perhaps even a place with poison. Various locations with boxes and barrels containing some loot, but mainly useless stuff. Maybe a dwarf left behind a gem somewhere though. Locked doors here and there. No magical barriers/traps unless it is near the Shur's Lair.

Rewards: Experience is giving not merely by battle encounters, but also by overall role playing and delving into the story.

From here the adventurers go in various directions. Go around the mountains and meet the communities and the slave trade. Learn about House Katarak that tries to gain slaves in order to form a cheap army to further their plans of domination. Develop the story further in a similar fashion to Red Hand of Doom for 3.x.


Paragon

House Katarak was just a relatively small part in the real matter. Their High Priest, a follower of Orcus, had manipulated the entire House. He did this to gain funds and the needed resources to survive a powerful necromancer. Shortly after he completes his ritual…on the shadowfell where the heroes will travel to in pursued….

An Undead-Carnival is reported to travel through the region. They destroy and plunder villages and settlements taking only small girls with them. This news spreads quickly around the region and reaches the ears of the heroes and thus the go to investigate it. After destroying the caravan it seems that this was just a means to collect offerings.

So now the plot moves to a small isolated village near some woods. It seems that in the far past there was a wizard gone rogue when he decided to follow the path of necromancy. He used the villagers as lab rats. That was long ago and the wizard has died since then. But two months ago a loud noise was heard accompanied by shaking of the earth. Not to long after the un-dead necromancy wizard appears taking the lives of many villagers. Thus he created the un-dead carnival to do his bidding.

His old house, somewhere in the woods, is what made the ruckus and ground shaking when it was coming up from the ground. Yet it is not fully above the ground, but it is still possible to enter it through several windows. Upon entering it becomes obvious that lots of magic is at work. Undead roaming about, traps here and there, many floors to explore and about halfway there will be some sort of opponent which you would think of as the "boss", but isn't. This undead is strong, but still a puppet of the necromancer which is further down. An undead warrior with perhaps two minions.

Along the way there will be lots to discover from books and at the bottom is the cellar. A magical glyph/sigil on the wall which needs to be dealt with. This will open a passage way as well as zombies rising from the ground behind the "hero". Afterwards the passageway can be walked through into a circular hall with a sacrificial altar in the middle. In the walls are 21 coves where the little girls stand in little cocoons.

In actuality this wizard is the only one capable of fabricating items that a group of demon half bloods need at Seraglio Island. This item needs the life force of the 21 children. At first the heroes might assume the wizard uses them to restore his power or something totally different. The item is a needed component for a dreadful abominable curse the demon halfbloods want to cast on all the inhabitants of Imbelote.

Seraglio Island came to be when the emperor of the old empire fell in love with a beautiful elf. But she didn’t feel the same for the emperor. If he couldn’t have her then no one could and thus he send her to the island with no contact with anyone. Decades went by and the elf grew more agitated and vengeful. She prayed and a demon answered. The elf gave birth to demonic half breeds. She became the queen of the island and the demonic blood fused inside with hers gave her long lasting life. On the island many unknown demonic practices took place. The demonic elf still wants revenge and the empire will pay with the peoples lives.

Epic

This will start with finding a way into the Elemental chaos in order to destroy the Demon of Seraglio Island. Efreets, fire Archons and giants, Balors, Red Dragon will just be a small taste of what the heroes will encounter.

Only the Githyanki and Githzerai know where the Shard and Demon can be found, but those two groups each know only a fragment of the secret.

Optional Map for those who want to use it in the future and need some visual aid Show

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4 years ago  ::  Apr 16, 2009 - 4:07AM #60
wrecan
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