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5 years ago ::
Sep 08, 2008 - 2:46AM
#101
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Date Joined:
Sep 16, 2007
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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.
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5 years ago ::
Oct 15, 2008 - 12:29PM
#102
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delete
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5 years ago ::
Oct 21, 2008 - 4:54AM
#103
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Date Joined:
Oct 14, 2008
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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!!
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5 years ago ::
Oct 21, 2008 - 5:34PM
#104
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Date Joined:
May 14, 2002
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Ull
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.
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5 years ago ::
Oct 22, 2008 - 8:10PM
#105
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Date Joined:
Oct 24, 2005
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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.
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5 years ago ::
Nov 23, 2008 - 12:23PM
#106
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ap
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5 years ago ::
Nov 24, 2008 - 5:28AM
#107
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Date Joined:
Nov 11, 2006
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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?
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5 years ago ::
Dec 13, 2008 - 8:36PM
#108
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Date Joined:
Jan 14, 2006
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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!
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4 years ago ::
Jan 09, 2009 - 5:28PM
#109
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Date Joined:
Aug 15, 2007
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Godfel
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.
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4 years ago ::
Jan 15, 2009 - 8:06PM
#110
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Date Joined:
Jan 15, 2009
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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."
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