Editing D&D 5E: Trickster's Gambit - Setting Elements

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==[[D%26D_5E:_Trickster%27s_Gambit|Return to Main Page]]==
 
 
 
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===Bar Kesh: City of Swords===
 
===Bar Kesh: City of Swords===
[[File:BKCOS.png|400px]]
 
 
 
Bar Kesh is the Capitol of the Empire. A great trade city on the coast at the mouth of the Blood River, the City of Swords is perhaps the most cosmopolitan city north of the Tiefling Confederacy, with races from all over the Empire, the Confederacy, and the Reach represented.
 
Bar Kesh is the Capitol of the Empire. A great trade city on the coast at the mouth of the Blood River, the City of Swords is perhaps the most cosmopolitan city north of the Tiefling Confederacy, with races from all over the Empire, the Confederacy, and the Reach represented.
 
In Bar Kesh, the '''Labyrinth''' is the largest quarter in the city and is an ever shifting maze of streets and buildings. A road that might be open one day, might be a new towering townhouse the next.
 
 
The '''Labyrinth''' is the poorest district and the bulk of Bar Kesh's criminal element may be found here or in '''Rattown'''. The '''Warrens''' (not shown on the map) are a second labyrinth beneath the whole city and the primary way criminals traverse the city.
 
 
'''Rattown''' is the wharf district and it gets slummier and more treacherous to the south and west and more upscale to the north and east.
 
 
The '''Iron Quarter''' is almost exclusively dwarven and houses the smiths and soldiers of the empire in the city.
 
 
The '''Hammerwall''', on the wharf side, serves as a defense against rising tides, but the entire inland side is dotted with smithies, over two thirds of which are sword smiths.
 
 
The '''Bazaar''' is the trade district, with shops along the walls and a great open market at its center.
 
 
The '''Gold Quarter''' is where you will find the domains of the '''Five High Houses''' and their representatives, while the '''Keep''' serves as both fortress and formal negotiating space with foreign dignitaries.
 
 
No one really knows what is in the '''Jade Tower''', but it is said to be the palace for the King of the Dwarves when she visits the City of Swords.
 
 
The '''Menhir''' is the ruins of the Old City and is mostly an ancient graveyard at this point.
 
  
 
===Ruvyntarn===
 
===Ruvyntarn===
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Beginning in the forges deep within the Hall of the Mountain King, a great crack in the earth runs through the mountain bedrock east to the sea, a wound in the earth from the peaks to the depths of Treacher's Deep.  
 
Beginning in the forges deep within the Hall of the Mountain King, a great crack in the earth runs through the mountain bedrock east to the sea, a wound in the earth from the peaks to the depths of Treacher's Deep.  
  
Though the Chasm disappears underground about a half mile outside the city, ti connects the Hall with Bar Kesh, ending in a great cavern under the Iron Quarter.
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The Chasm connects the Hall with Bar Kesh.
  
 
===The Blood River===  
 
===The Blood River===  
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Now it is the haven of the Blackhand, guildmaster of the Dwarven assassin's guild. Any outsider found in the Vale after dark is either murdered in the night or survives until morning and takes the brand of the hand.
 
Now it is the haven of the Blackhand, guildmaster of the Dwarven assassin's guild. Any outsider found in the Vale after dark is either murdered in the night or survives until morning and takes the brand of the hand.
 
==[[D%26D_5E:_Trickster%27s_Gambit|Return to Main Page]]==
 
  
 
=The Tiefling Confederacy=
 
=The Tiefling Confederacy=
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==The Great Sands==
 
==The Great Sands==
North of the Wastes stretch the dunes of the Great Sands, a vast desert separating the Confederacy from the Empire.
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North of the Wastes stretch the dunes of the great Sands, a vast desert separating the Confederacy from the Empire.
  
 
===The Water Homes===
 
===The Water Homes===
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The Wind Road may only be reilably traversed by sextant and star.
 
The Wind Road may only be reilably traversed by sextant and star.
 
==[[D%26D_5E:_Trickster%27s_Gambit|Return to Main Page]]==
 
  
 
=The Dragon Archipelago=
 
=The Dragon Archipelago=
Before the dragons returned, the archipellago was simply called the Near Isles. But the dragons have returned to the Reaches of the northern and southron edges of the Archipelago. Only the denizens of the Archipellago call it that. Mainlanders don't make the distinction between the main body of the islands and the reaches and refer to the whole as the Dragon's Reach.
 
 
Like the Confederacy, the Archipelago is a moiety - this time of Giants and Halflings. Giants are masters of elemental magics and crafters of stone beyond even the skill of dwarves. The halflinss of the isles are traders, and fishers, and herders, and farmers.
 
 
Both Giants and Halflings are jovial peoples who cherish hearth and kin above all.
 
  
 
==The Dragon Gate==
 
==The Dragon Gate==
Standing on the isle of Ward, the Dragon gate is the only gate of the five known to be active - or partially active. The carved knotwork on its face glows a faint emerald an azure, and it is believed that the Giant loremasters who keep it use its powers to keep the dragons in the stony reaches to the far north and south of the isles.
 
  
 
==The Reaches==
 
==The Reaches==
The small islands in the northern and southern chain of islands are mostly rock and hardy scrub and wild goats.
 
 
And dragons. Serpents of sea and sky that cavort and fish the seas and sun themselves on the stones.
 
  
 
==Rune==
 
==Rune==
Rune is the largest of the isles of the Archipelago and the hub of trade between the islands.
 
  
===Cref===
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===Sha Jinn Monastery===
Cref is a small harbor town, primarily peopled with halflings and folk of the Empire and the Confederacy.
 
  
===Shi Jinn Monastery===
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===Collegium Arcanum===
A small tower on the north end of the isle houses the dragon monks of Shi Jinn.
 
 
 
===The Bu Na Ka===
 
While Kir Lan towwer is the center of arcane learning in the empire, the Giants maintain a modest school on Rune that is open to any with the skill to study.
 
  
 
==Faer==
 
==Faer==
South of Rune and the smallest of the majorly inahabited isles, Faer is almost exclusively a halfling settled isle of fishing villages and farms.
 
  
 
==Ward==
 
==Ward==
Ward is a big island, but low slung and wind whipped. It is inhabited mostly by those giants who keep the Dragon Gate.
 
  
 
===Fellian Steadfal===
 
===Fellian Steadfal===
The Steadfal is a humble community of giants who serve and house the Loremasters of the Gate.
 
  
 
==Torn==
 
==Torn==
The sourthernmost of the bigger isles is Torn, a rugged, mountainous little rock known for its aggressive greenery. Both giants and halflings dwell on the island and are universally considered a bit eccentric by more civivlized denizens of the Archipellago. The bamboo of Torn supplies the building material for most of the isles.
 
 
Torn is the only one of the inner isles that is home to a dragon.
 
 
==[[D%26D_5E:_Trickster%27s_Gambit|Return to Main Page]]==
 
  
 
=The Clanlands=
 
=The Clanlands=
North and east of the Dwarven Empire stretch the endless grasslands of the barbarian Clanlands. Between the White river and the Trade river are the clans of the Thundering Plains. These clans hold truce with the Empire and actively trade with it. Horse, Hart, Rabbit, Badger, Crab, and Gull Clans occupy this area.
 
 
North of the White river where the grasslands turn to steppes, the clans interact very little with the empire, never trading, and sometimes engaging in light raids when the opportunity presents. Wolf, Bear, Raven, Fox, and Orca clans occupy this area.
 
  
 
==The Horse Gate==
 
==The Horse Gate==
North of the Thundering Plains below the White river hard against the foothills of the northern Hartshorn stands the Horse Gate. It was long disputed whether the gate stood on Clanland or in the Empire, but the clansmen's tendency to launch arrows at outsiders approaching the gate made it not worth disputing once the truce was established.
 
  
 
==Thundering Plain==
 
==Thundering Plain==
The land between the rivers is known as the Thundering Plains, a refference to the thousands of both wild and kept horses who live beside the clans and call that land home.
 
  
 
===The White River===
 
===The White River===
Icy and fast, the White marks the boundary between the clans of the Plain and the clans of the Steppes. The river is very shallow and fast moving with white water conditions prevailing along most of its length.
 
 
===Blackwater Break===
 
The White river ends in a sprawling flatland and spreads for miles to finally empty from hundreds of channels into the sea. Rich black mud and towering black trees and thorny underbrush give the place its name.
 
  
 
===The Trade River===
 
===The Trade River===
The Trade River marks the boundary between the Clanlands and the Empire, and as its name suggests quite a bit of trade is seen along its banks between Ruvyntarn and Trader Down.
 
  
 
===Trader Down===
 
===Trader Down===
Trader Down is a sprawling town of mixed population; barbarians, imperials, and even traders from the Archipelago and the Confederacy call the place home. It is said that trade that cannot be legally had within the Empire, the Confederacy, or the Archipelago can be had in the Down.
 
 
In particular, the trade in Saltsand (ground dragonborn scale) sees a thriving business there,  though any dragonborn catching a non-dragonborn with the stuff would kill or die to erase the offense.
 
  
 
==The Sundered Steppes==
 
==The Sundered Steppes==
North of the White River, the harder and more warlike of the clans make their home. Like their southern kinsmen, they are herders of horses, but the steppe horses are stouter and more enduring if not as fleet as the plains breeds.
 
 
==[[D%26D_5E:_Trickster%27s_Gambit|Return to Main Page]]==
 

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