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=2= ==Fayline Falls== This is a huge fall that makes Delnair Falls look like small potatoes. Behind the waterfall is a huge dungeon--about eight floors above and below the sea level--not counting the sea level entrance floor. In the center of the bottom eight sub-floor, lives a white dragon named Kortoniara. Kortoniara is a young dragoness who had a hatred for her teacher: Onsamiath. They is one thing she hates more then Onsamaith is the near-by werewolf and his skeleton pals. They had causing death of her monsters--usually for werewolf to use as food on his travel to Floorboard. Kortoniara appears to a shining example of dragonkind. She appears to a very large female dragon. Unlike most female dragon, she doesn't have a temper. Kortoniara has protected her home with the following monsters: succumbs, water elements, skeletons of dead sirens, a tribe of drows, and two beholders who in charge of her home's monster. Khersa has attacked this place many times--but the forces send her back. ==Siren's Dam== Year ago, a famous mermaid Serina used magic to become a human. Serina had a rival with air creatures. One of them killed her. Her human lover researched mermaid death rituals and discover that the mermaids killed underwater would be cooked--while above the water, they would be buried. He built a dam on Feyline river. The tomb is home to a crazy werewolf and his skeleton pals. This is the same werewolf that's been causing problems in Floorboards. The tomb/dam no longer fully contains the Feyline river. ==Feyline Traders== The Feyline river flooded this area when the tome/dam first ceased to fully hold it back. A number of markets and trading outposts have opened here on top of the water ruined villages. Riverboats routinely make a course with exotic goods down towards Whitewater Junction. Many of these boats ask little from their passengers except the money of passage, and it is known that fugitives from northern communities as well as monsters able to masquerade as (demi)human make use of these boats to travel south to escape justice or find new victims. Exotic furs and preserved meats are what primarily get sent down. There is a strong trapper community living side by side with the merchants that ply the rivers. While the trapper camps and communities are mostly adjacent to this territory, there are a number of taverns and meeting halls amongst the market where the two mingle after discussing wares. Recently, a new sort of pelt, that seems to be actual gold, has been trickling in to the markets and the first few have just arrived to the south, to the delight of all involved. Half of Khersa's attacks had use the help of the werewolf and his skeleton pals. ==Feyline hills== A dirt track known in Bachmaur as the coast road connects Bachmaur in the east with Andaur bay in the west. Travellers should beware of wolves that roam the area. ==Unclaimed 5== ==Unclaimed 6== ==Jaeger's Point== This massive cliff is a mile wide, half a mile high and sheer except in the center where a massive carving of some hero of old juts out from the cliff face. Who he is and what he did is lost to antiquity, only his name remains. SECRET: The entire rock outcropping is only the face of a massive underground lair built as a fortress-tomb for the ancient warrior who saw his kingdom razed to the ground and his family slaughtered by usurpers before being slain himself. His followers managed to spirit his body away to his tomb along with that of his family, but their spirits never moved on and await the day when they can take back their kingdom and claim vengence on the descendants of their conquerers. Recently, faint emanations of paranoia and hate have reached his sleeping corpse and have revived him. As his power slowly grows, he sends forth sentinels of darkness to scout the land and prepare the way to reclaim his rightful throne... ==Windhook== This thriving maritime settlement on the Great Windswept Sea bustles with members of all races and cultures, goods from a dozen lands, and no shortage of jobs for eager adventurers. Join a ship's crew and see new lands; escort a caravan to the interior, facing who knows what peril; sign on with a mercenary company to pacify rebellious settlements...the possibilities are endless. Lately, Windhook has been under pressure from several shipping guilds to adjust their tariffs, or face a trade war. At the same time, mysterious thefts, murders, and accidents have been happening to ships at the Windhook port. The governing council thinks the accidents are the work of the Guilds, but are they? Places to be sure to visit: The Bilge Rat, Lady Nerissa's Lounge, the Leeward, and Mad Mindros General Store. Windhook also marks the mouth of the Delnar river, where its waters empty into the Windswept Sea. ==Wetlands Meet Desert== This area, marking the point where the wetlands around the Delnar basin meet the northern edge of the western desert, is home largely to scrabbly low-growing grasses and plants. ==Council Stone== This vast field of desperate grass has a giant slab of stone at the center. Here tribes of desert centaurs come to meet, feeling safe in the mutual risk of the writhing sands nearby. It is also where the centaurs come to deal with those from Windhook. Beyond meeting centaurs conducting business here, those traveling through often encounter the ghosts of centaurs who are drawn here and more able to speak near the stone, giving council to their descendants. There are darker spirits as well in this area, sorcerers who have sought to assault the mystic tower deeper in the desert and djinn who have dwindled due to being bound to earthly elements. The centaurs remove all dead bodies from this place, and many say it is for more than simple fear of providing an easy host to the ghosts that reside here. There are a few animate skeletons in this area, and they are possessed of a keen and terrible intelligence, one that often surpasses the living mind that once resided there. ==The writhing sands== A region of desert covered in silt sands that flow and move across ever moving windstorms. A navigation piece used by those traveling the desert to gain their barrings from a distance. The winds are surely unnatural and many a caravan has seen on relatively clear days a shining spire of glass and mirrors within. Through rumor it has recently been heard that for one week every five years, the storm dies, raining tons of sand around the region that billow out in a dust cloud...and reveal the shining spire in its smooth and sunlit glory, along with a tattered tent and windswept clay city at it's base. When the winds die, men and women in robes fly by their own magic or that of another as riders from the place burst from below aback cruel beasts that glide through the sand like sharks on the sea, some leaving claiming to have finished their studies, others off to find the next class for this secure and sequestered school of Wizardry, Boraro's tower. ==Desert==
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