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5 years ago ::
Jan 21, 2008 - 1:44PM
#1
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Date Joined:
Oct 21, 2002
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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. I'm going to periodically submit ideas for new adventurous locales that could be dropped into any 4e-friendly world, and hope others do the same. Together, a thread like this could generate limitless possibilities for danger and excitement.
The Waywood: A mobile forest of semi-sentient Oaks and Redwoods that roams the plains on animated roots traveling from place to place for reasons understood by no man. The trees seem to be driven by a host of dryads that have left the Feywild, and it is rumored that there exists a cult of dark druids near the center. Sometimes the Waywood passes civilization without incident; other times there are strange deformations, and tales of men and beasts being grafted together or transformed in ways that seem to defy nature.
Steelvein: An outdoor site sacred to the Scythrian warrior-Horsemen. A tribe of militant centaur-archers that survives by raiding and tribute from settled lands. Steelvein is a circuit of roads and racetracks where ritualistic combat and races are conducted by the Scythrians during semi-annual religious festivals. Adventurers that fall into their clutches are made to undergo grueling regimes of endurance, agility, and combat along the tracks, under the watchful eye of centaurs a match for any elf in archery. Those who sruvive are taken to the glittering aurora that shines on a mound at the center of the circuit, where they may be judged by the ancestor spirits of the Scythrians; it is whispered that death along the tracks may be the better fate.
The Singing Sea: A body of water that fades in and out of the Feywild on an erratic schedule. The waters amplify the alluring powers of a host of aquatic fey with mind-controlling abilities, and when the Singing Sea appears, travelers are lured from miles around by dreams of delight planted in their minds by Fey powers. Those that reach its shores are captured and used as playthings until the Fey tire of them, a fate that is usually fatal. But if one can travel there and resist the magical lures of the amoral fey, the waters can be used to brew any sort of magical potion with no other material components needed with an enhanced level of power. But those that drink the waters suffer a great penalty to resist charm effects.
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5 years ago ::
Jan 21, 2008 - 4:05PM
#2
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The Sea of Dead Hope: A lake deep in the Underdark. A sun (actually a magical orb that hangs in the "sky") shines a dim light that seems somehow cold. Water drips from the distant ceiling. The lake is a ship graveyard. Ships are taken by a portal from a Bemuda-Triangle sort of area on the sea. The water gives off a faint light and smells like rotting fish.
There are two factions for new arrivals to deal with.
The Survivors: Those who have managed to stay alive down here. They live in Slaughtertown, built from the wreckage of different ships. They are bloodthitrsty and insane. Any new arrivals will be picked clean if they can't fight back (and might even be eaten (fresh meat is scarce on the Sea of Dead Hope. Living in this terrible place has started to change them. They start to become pale and fishlike, their teeth fall out and are replaced by razor-sharp needle-teeth, and their fingers and toes become webbed. The Survivers cling to a mad religion of fire and blood and hate and fear. They will destroy outsiders. They are mad mutant cannibals living in a town built out of shipwrecks.
The Aboleth (and its Kua Toa follwers): This intruder form the Far Realm seeks to bring the world into phase with the mad that gave it birth. The Aboleth hates the men of Slautertown and will stop at nothing to see them destroyed.
How's that?
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5 years ago ::
Jan 21, 2008 - 6:08PM
#3
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Date Joined:
Oct 21, 2002
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The Aboleth (and its Kua Toa follwers): This intruder form the Far Realm seeks to bring the world into phase with the mad that gave it birth. The Aboleth hates the men of Slautertown and will stop at nothing to see them destroyed. It sounds adventure-licious, but wouldn't aboleths from the Far Realms get a warm fuzzy inside at the thought of otherwise rational humans reduced to mutant cannibal madmen?
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5 years ago ::
Jan 21, 2008 - 7:00PM
#4
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Date Joined:
Oct 14, 2003
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The Bloodpines: The small village of Thistlevale would otherwise be indistinguishable form any of a hundred other villages, largely forgotten by the world, save for it's unique commodity. Several rich population centers send caravans on month long journeys to Thistlevale to trade for Heartsblood, a deep, rich red dye the color of (as the name implies) heart's blood. The dye can produce an unfading color in fabrics, and can also be made into paint, stains for wood, and is also rumored to have magical properties.
Thistlevale guards the secret of Heartsblood fanatically. The truth of the matter is that a day's journey into the forest from the village lies an ancient grove of pines warped by the feywyld. The pines are rich in red sap, and the locals tap the trees (similar to tapping maples for syrup) and concentrating the sap into the Heartsblood dye.
When the trees begin to bleed, it's time to harvest. But the locals know that the trees do not bleed until the grove tastes blood. Fortunately for the citizens of Thistlevale, many interested parties have sent their agents in search of the secrets of the Heartsblood, and those who have found it have carried the secret to their graves.
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5 years ago ::
Jan 21, 2008 - 9:20PM
#5
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Date Joined:
May 11, 2004
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The Harp and Dove Inn: A well fortified but otherwise oddly seemingly undefended inn sits along a road, ahandful of farmsteads operate nearby. It is the only spot of civilization on the road between two towns. The proprietors, Mairk and Hansaa (along with their five children, who operate as the staff), seem friendly and charming, though they evade any questions about how their inn managaes to survive in the monser infested wilderness, and there is always a fire with a bubbling stew pot above it.
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.
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5 years ago ::
Jan 21, 2008 - 11:48PM
#6
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Date Joined:
Jan 19, 2008
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The Reach
So named because it lies beyond the reach of the nearest civilization, Gosserin's Keep. Composed of wood-thick hill lands stretching out to the coast of an inland sea, the Reach has long been filled with mystery, monsters, and malevolence.
The only settlements here cling to their existences as free places, hoping each day for another short respite against the dark. The settlers are remnants of a vassalage effort put forward by Sir Lord Tamil Gosserin seventy two years ago; he promised the protection of his retinues of knights and men at arms for any people that established manorial towns in the nearer portions of the reach, provided they paid tribute taxes on the gold to be earned from the ample woodcutting efforts. The Reach was supposed to be perfect for this, full of Yew and Ash trees perfect for use in longbows, wood that the Gosserin family intended to sell to other nobles in order to expand their status in the small realm.
Unfortunately, politics are what they are, and the Gosserin fortunes diminished following a disastrous war against their fellow nobility. The family remains an independent fortune, but can no longer police the lands they had hoped to in the Reach, and have abandoned the Reachtowns to the dark forces that move through the trees and the hills of the lands beyond. The towns still trade with the Gosserins, enough wealth coming their way to keep the settlements in existence, and to hire the occasional band of heroes to try and keep the harvesting paths clear for the woodsmen...
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5 years ago ::
Jan 22, 2008 - 6:21AM
#7
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Date Joined:
Oct 14, 2003
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Iceforge: The north has always been a frozen waste, but the grandfathers of the grandfathers of the Northern Dwarves remember a time before the cold got deeper and the horrors of the ice came. For genration upon generation, the Northern Dwarves kept to their mountain holds, for any attempt to travel to the Southlands meant death.
About 75 years ago, a volcanic eruption 5 days south gave the dwarves hope. A caldera was formed, and the hot springs created there gave hope of an outpost. The first dwarves to settle there built a fort they called Iceforge, and a small settlement has grown in this microclimate within the frozen waste. Today, instead of a journey that means certain death between the dwarves mountain holds and the south, potential travellers can make two perilous journeys, with a stop at Iceforge between.
Of course, Iceforge is attractive to others as well, offering the promise of warmth, and food, to the horros of the ice.
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5 years ago ::
Jan 22, 2008 - 2:43PM
#8
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Date Joined:
Oct 21, 2002
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The Battle of GravenRidge Centuries ago, in a battle to defend against a long-dead empire, a warrior-general (warlord) swore a dark oath to hold the plateau fortification of Gravenridge beyond the point of death. For some reason, a dark power heard and was able to answer his plea. The Defenders gained the power to return from fatal wounds as undead warriors - and so too did the enemies that they slew - two armies of skeleton warriors locked in eternal battle at the base of the fortress; a hazard to all who come near. The undead reanimate soon after being destroyed, and the Pass became unusable to either side, so the Oath was fulfilled beyond death. From a high minaret of the fortress, each day a maiden in a red gown casts herself off the top to fall to her death - yet each evening she returns to the tower to commit suicide yet again, forevermore. Some say she is the Warlord's mourning lover, others that she is a captive queen seeking death to escape her gilded cage; others say that she is a witch now trapped in undeath as a consequence of her own sorcerous machinations.
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5 years ago ::
Jan 25, 2008 - 6:40AM
#9
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Date Joined:
Aug 14, 2006
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The land of Therûn has prospered for generation after generation. It seems that the kingdom is immune to plague, drought, and famine. Clear sparkling water runs down the foot of Mt. Kismet. The food that the land provides has made them strong and healthy beyond measure. Crime is unknown, and any disagreements (which are very rare) are resolved quickly and fairly. But this prosperity comes at a price. On the first new moon of the year, those past their 30th year and have begot children may participate in the Kalibar. Over the course of a month, the ritual selects ten men and ten women for their strength and endurance. On the second new moon of the year, the twenty that win have the honor of taking the Trek of Clouds.
Perpetually concealed by dark storm clouds, the summit of Mt. Kismet looms over the kingdom of Therûn. Believing the sacred mountain to reach into heaven itself, the strongest eagerly climb on this moonless night to the top to commune with the gods and bring yet another year of prosperity. They are assumed never to come back down from the mountain…either killed by the rigorous trek, or taking their place in heaven. The fact that they prosper year after year, generation after generation, proves that at least some of the chosen ones have always made it to the top and have been accepted into heaven.
Deep in the heart of Mt. Kismet is the home of a community of illithid that conduct experiments in teratology for their own alien pleasure. The abundance of the kingdom and surrounding land is an illusion, the populace nothing more than mind controlled human cattle for the mind flayers.
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5 years ago ::
Jan 25, 2008 - 10:51AM
#10
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Date Joined:
Oct 21, 2002
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The Black Seraglio
The Emperor of the ancient city state Lugalessi once had a legendary contest. 1,000 women of exceptional beauty where chosen from around the kingdom to compete for the honor of becoming Empress. These women were taken from their homes and bound by law from ever marrying another man - to prevent any possibility of an outside claim on the throne. But the Emperor became enamoured of an elven ambassador and chose her instead, rendering the contest invalid. The women were trapped on an island and forbidden to ever leave. Some of them forged a dark pact with the Nine Hells in a desperate bid for revenge. Every woman was transformed into a half-beautiful, half-monstrous form that they use to entice male visitors to a grisly death. The monster-women began breeding with devils to create several innumerable varieties in a sustaining population. The Island of the Black Seraglio also attracts young women who wish to learn the dark arts of the Warlock in the same tower where the first women were once cloistered.
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