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From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:
 
From this [http://forum.rpg.net/showthread.php?t=453831 thread], creating a 16 by 12 hex sandbox campaign setting.  This wikipage collects the entries and the  map:
  
[[Image:sandbox2.png]]
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http://www.houseofgenius.com/images/sandbox.png
  
Map is created using [http://inkwellideas.com/?page_id=160 Hexographer] using this [[Hex_by_Hex:mapsource|source data]]
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Right now, the hexes are organized by column.
  
 
=1=
 
=1=
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==Siren Tower==
 
==Siren Tower==
  
Siren Tower was home of the mermaids until Serina died from a back-stabbing air-creature. It's five floors above water and five floors below water--not counting the sea-level floor.
+
Siren Tower was home of the mermaids until Serina did from a back-stabbing air-creature. It's five floors above water and five floors below water--not counting the sea-level floor.
  
 
Secret:
 
Secret:
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The air-creature is a Harpy named Khersa. She's been using the tower has home while looking for treasures. Khersa was the one that killed Serina.
 
The air-creature is a Harpy named Khersa. She's been using the tower has home while looking for treasures. Khersa was the one that killed Serina.
  
==Pirate's Island==
+
==Unclaimed 2==
Pirate's Island is located here. It's been a haven for pirates since the beginning of the time. Pirate's Island's present pirate is the half-dragon: Capt. Zakira Oryekini.
 
  
==Pirate's Alley==
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==Unclaimed 3==
A bit of ocean that pirates always use to attack ships.
 
  
 
==Andaur bay==
 
==Andaur bay==
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These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.
 
These wetlands are eerily quiet.  Periodically the foolishly adventurous try to uncover ruins or other items of value from it.  Most come away with disease one expects from digging about in muck and nothing more.
  
==Gormok's Lair==
+
==Unclaimed 10==
 
 
Among the many hazrds of the desert, the Brown Dragon Gormok can now be counted amongst them. as wth much of his kind, Gormok is a gourmand, ever watchful for new and undiscovered tastes, and to this end has chosen his lair (hidden benath the sand and gravel where desert meets wasteland) for its proximity to the drake fissure.
 
 
 
For Now, Gormok hunts the beasts of the fissure and desert, with the occaissional bullywug from the silent fens and things sent by his 'neighbors' from Crownfall. for the long term, Gormok is considering becoming the patron of Freetowns by granting their caravans safe passage through his territory (IE: a one-hex radius of his lair) toand from windhook, providing they give him proper tribute (IE: food from windhook or foolish adventurrs sent to their doom).
 
 
 
For his part, Osminiath is well aware of this potential rival encroaching on his hunting grounds, but his current condition (and Gormok's obliviousness towards the true value of the fens past the texture of pickled bullywugs) has led the elder wyrm to take a 'wait and see' approach for the time being.
 
  
 
==Desert==
 
==Desert==
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=4=
 
=4=
  
==Ruins of Pillar of Kort==
+
==Unclaimed 1==
Centuries ago, this item kept Onsamiath in check by keeping him in check. Somehow, a group of heroes had a battle with some owlbears here - the result of the the wreck of this pillar.
 
 
 
Disguised as a elf, Onsamiath analyzed it - and make a similar on for Kortoniara at 3.2.
 
  
 
==Unclaimed 2==
 
==Unclaimed 2==
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While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.
 
While the skinning focuses on conventional animals in the area, the town is well aware of how to skin and tan far more exotic creatures.
  
==Bachmaur woods==
+
==Unclaimed 4==
Open woods, mostly oak and birch. It is a good place for hunting boar and collecting mushrooms. Recently dire boar have moved into the area, making hunting a more dangerous proposition than it used to be.
 
  
==Thornhold==
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==Unclaimed 5==
 
 
The woods thicken into a forest choked with bramble and firethorn bushes. The trees are gnarled oaks, ash and hornbeams. In the depths of this forest lies the citadel of Thornhold, now overgrown but the stonework is in good condition.
 
Thornhold was the capital of the old kingdom, but has been abandoned and forgotten by the world of men.
 
Onsamiath or Perrut Dochrum are the only powers in the region who would remember its secrets.
 
Many of the treasures of Thornhold are cursed with a ''geas'' to restore the royal family.
 
  
 
==Whitewater Junction==
 
==Whitewater Junction==
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The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens.  
 
The Stench Fens are home to several Bullywug tribes, including one led by Krebbok, a Tribal Shaman of great power. It is said that Krebbok wears amulets of power recovered from numerous burial mounds that lie beneath the mud and greasy water of the fens.  
  
==black lake==
+
==Unclaimed 8==
  
Water stained from the surrounding fens collects in a depression here. The dark brown water is impossible to see deeper than a few inches through. Freshwater crayfish can be caught here, but the mosquitos (normal and giant varieties) like to lay their eggs in these still waters.
+
==Unclaimed 9==
A tribe of lizardmen inhabit the area.
 
  
==Crownfall==
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==Unclaimed 10==
 
 
Description: A crater in the midst of barren wasteland. The crater was formed when the golden star that shone in the crown of the constellation of the Conqueror fell from the heavens a century ago. The area was once a marsh and the impact drained it, leaving a dry wasteland behind, and opened a crack into the caverns of the Underdark. The area has been claimed by various evil humanoids throughout the years, though nobody has been able to hold onto it for very long before being swept aside by the new owners.
 
 
 
Rumors
 
 
 
    * The star is actually an immortal being that grants boons.
 
    * The star is an ancient artifact weapon, forged by the gods in their war against the primordials.
 
    * The star is a portal to the Astral Sea.
 
    * The star is a portal to the Far Realm.
 
    * The fall of the star coincides with the fall of Nerath.
 
    * The star was called from the heavens by a powerful star pact warlock.
 
 
 
==Desolate Waste==
 
 
 
Here the land is cracked and broken. Ill suited for nearly any purpose this area is almost completely devoid of life.
 
  
 
==Desert==
 
==Desert==
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==Unclaimed 3==
 
==Unclaimed 3==
  
==Bachmaur South Road==
+
==Unclaimed 4==
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King's road in the Quiziyak kingdom.
 
  
==Bachmaur South Road==
+
==Unclaimed 5==
This road heads southeasterly from Bachmaur across the great plains, eventually turning into the King's road in the Quiziyak kingdom.
 
  
 
==Old King's Road Follows River==
 
==Old King's Road Follows River==
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A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it's edge, tunnels can be seen down the fissure walls...but no man has seen it's bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you'd have the best wealth of information to forming an expedition.
 
A great crack in the earth cut not by river or quake, but said to have been carved by a great beast reaching down from the sky in an age long forgotten. Drakes, Wyverns, and lesser creatures of relation to the dragons crawl and fly around and within the shadows of the valley. Some say the fissure itself runs so deep it reaches into the black heart of the world. Even from it's edge, tunnels can be seen down the fissure walls...but no man has seen it's bottom here and lived to tell the tale...now the mad Gnome Walber Nik Hausen is another story. They say he has seen down there, if you can find him you'd have the best wealth of information to forming an expedition.
  
==The Freetowns==
+
==Unclaimed 11==
 
 
This lightly hilled grassland on the edge of the desert is home to a collection of small villages styling themselves the "Free Towns". In reality they don't get visits from tax collectors because they have nothing anyone would want. The villages are home to the wretchedly poor, the most degenerate criminals, and a few starry eyed fools.
 
 
 
One such fool is "Mayor" Hilligar, the self styled ruler of "these fine, free peoples". Hilligar has been trying to get a road built to connect the villages but so far every tradesmen or builder he has brought in has been repulsed or murdered. Only the most foolish or desperate merchants will enter the area.
 
  
 
==Heroes' Grave==
 
==Heroes' Grave==
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A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.
 
A stone tower called Arun Tor rises on a hill overlooking the village, formerly the residence of the local lord. He died a generation ago without an heir, and the tower has been abandoned since.
  
==Grazing Lands==
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==Unclaimed 3==
  
==Driving trail and Grazing Lands==
+
==Unclaimed 4==
  
Running through the middle of this large open plain is a major driving trail for the ranchers of Bachmaur. In the middle is a spring-fed lake where the herds are left to winter. This is a peaceful place, but also a prime target for outlaws looking to steal a herd.
+
==Unclaimed 5==
 
 
==Grazing Lands==
 
  
 
==Old Road Diminishes==
 
==Old Road Diminishes==
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==Unclaimed 8==
 
==Unclaimed 8==
  
==Melroth's citadel==
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==Unclaimed 9==
 
 
A Highland fortress built across one of the canyons leading into Ragnar's Glacier, meant to serve as a bulwark against the raids of frost giants and the monsters of the Drake Fissure.
 
 
 
the Citadel was founded by the legendary Dragonborn warrior saint, Melroth Invictus, and the Paladin order he founded is the keep's de facto Authority, despite the Bellacan-appointed lord mayor. unsurprisingly, many dragonborn come here to follow in the footsteps of this hero
 
 
 
but a warning to travellers. the fortress city of Melroth is said to be a police state, where the law is as swift and harsh as the mountain cold
 
  
 
==EverFreeze==
 
==EverFreeze==
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Whatever it's name it is a harsh place, cruel and punishing to those who don't know it's ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.
 
Whatever it's name it is a harsh place, cruel and punishing to those who don't know it's ways. A tribe of Snow Giants claim dominion over the area and are almost as harsh and cruel as the land they call home. The Great Remorhaz beasts are also a distressingly common sight.
  
==Dune sea==
+
==Unclaimed 11==
 
 
Endless, trackless wastes. Here a traveller is confronted with the worst the desert has to offer, endless dunes, scorching heat, no water, and some very fierce beasts.
 
 
 
Recently a young blue dragon has taken up residence in a former Dwarven trading post near the feet of the mighty Baskans and is attracting hardy followers for some purpose. The post served as a stop along a now long defunct "silk road" to the rich south, with the Centaurs serving as middle men.
 
  
 
==Tomb Pass==
 
==Tomb Pass==
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=7=
 
=7=
  
==Wooded Hills==
+
==Unclaimed 1==
 
 
The rolling hills in this area are still well forested, with plenty of game.
 
  
 
==Unclaimed 2==
 
==Unclaimed 2==
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==Unclaimed 3==
 
==Unclaimed 3==
  
==Grazing Lands==
+
==Unclaimed 4==
  
==Grazing Lands==
+
==Unclaimed 5==
  
 
==Unclaimed 6==
 
==Unclaimed 6==
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The King's Road passes through the levelest course available in Vagabond's Echo, including an area that looks as if magic were used to carve a clear course.
 
The King's Road passes through the levelest course available in Vagabond's Echo, including an area that looks as if magic were used to carve a clear course.
  
==Farmed Hills==
+
==Unclaimed 9==
 
 
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.
 
  
 
==Ragnar's Peak==
 
==Ragnar's Peak==
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SECRET: The hero buried at Jaeger's Point is the grandson of King Ragnar.
 
SECRET: The hero buried at Jaeger's Point is the grandson of King Ragnar.
  
==Baskan Range==
+
==Unclaimed 11==
  
The Baskan's are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain's will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.
+
==Unclaimed 12==
 
 
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.
 
 
 
==Baskan Range==
 
 
 
The Baskan's are a high, inhospitable place. With the exception of Tomb Pass the range is extremely difficult to navigate. Any one brave and hardy enough to face the mountain's will find the mountains home to seemingly countless quarreling tribes of goblinoids. The mountains are also extraordinarily rich in mineral deposits.
 
 
 
Long ago the Range was home to Dwarves, but they are long gone from sight. The ruins of their realm dot the mountains.
 
  
 
=8=
 
=8=
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3. "Anna, the Good Queen", a play about Anna. It's becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a "dumb orc smart".
 
3. "Anna, the Good Queen", a play about Anna. It's becoming infamous for treating Baron Tyran Bellicose as so dumb that he makes a "dumb orc smart".
  
==Farmed Hills==
+
==Unclaimed 9==
 
 
These hills are well farmed, and show old irrigation channels indicating they have been farmed for a great stretch of time.
 
  
 
==Withaive hills==
 
==Withaive hills==
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==Unclaimed 4==
 
==Unclaimed 4==
  
==Forest==
+
==Unclaimed 5==
 
 
The forest is thin on these rolling hills, and the river Delnar meanders through the dales.
 
  
 
==Farmland==
 
==Farmland==
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==Unclaimed 8==
 
==Unclaimed 8==
  
==Grasslands==
+
==Unclaimed 9==
 
 
Rolling grasslands broken only occasionally by sparse clumps of trees mark this section of Old Kings' Road.
 
  
 
==Ore Road==
 
==Ore Road==
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Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...
 
Hazards: giant spiders (including demonic variants), duergar parties, the long-buried temple beneath the shrine (now with surrounded by the skeleton of its own temple under construction), a passageway to the Underdark and all that it contains...
  
==Delnar River==
+
==Unclaimed 5==
 
 
The Delnar River passes just south of the Skittering Dark.
 
 
 
South of the river is fertile grassland with scattered groups of ranchers and herders being the major occupants. North is the deep ominous forest.
 
 
 
Between the river and the Skittering Dark, however, is a line of imposingly large stone menhirs whose origin is unknown. They are hewn from granite which is obviously not local to the area, and each one weighs several tons, so whoever originally placed them went to a lot of trouble to do so.
 
 
 
Magical runes glow on the menhirs in unpredictable patterns that change as the weather shifts. The monuments otherwise don't appear to actually do anything.
 
 
 
Theories abound as to what they are, who originally placed them, and what purpose they have. Popular stories include: they keep the Delnar river from shifting its course South, they prevent evil things in the Skittering Dark from moving south across the river, and they predict the weather in advance, if only someone knew how to read them.
 
 
 
This part of the forest was never cleared, even though it approaches close to the north of Wheatsea. People often hunt wild animals up to the riverbank, but are superstitious about crossing to the north. Hunters tell tall tales of spiders the size of rats north of the river, but few people believe them in the taverns of Wheatsea.
 
  
 
==Wheatsea==
 
==Wheatsea==
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A supply road runs from Wheatsea to Bellicose Castle.
 
A supply road runs from Wheatsea to Bellicose Castle.
  
==Tournament Grounds==
+
==Unclaimed 7==
 
 
This area of gently rolling hills and lush grass is empty most of the time but every five years it plays host to the Grand Tournament, a fantastic contest of jousting, melee, archery and nearly every game and competition imaginable. Warriors, fame seekers, and spectators come from nearly every land to take part. Around the Tournament a huge carnival takes place, playing host to every entertainment imaginable. It's a week that people look forward to for years before and talk about for years after.
 
  
 
==UWallach's Fields==
 
==UWallach's Fields==
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Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.
 
Dangers of Hobs Shire include cults that worship the native gods, including the alien and twisted fertility goddess (and goddess of centipedes and other such creatures) that the hobgoblins once venerated.  There are also a few degenerate communities where human and hobgoblin blood have mixed.
 
Marisee the Peddlar travels in the rural communities around the shire, and can be found anywhere within 2 hexes of this one. Occasionally, she goes past those boundaries, but never into the bigger cities, such as Splendor. How she has managed to survive alone in these travels for the last decade is unknown, though many an isolated hamlet has appreciated a visit.
 
  
 
==Unclaimed 10==
 
==Unclaimed 10==
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==Unclaimed 5==
 
==Unclaimed 5==
  
==Farmland==
+
==Unclaimed 6==
 
 
The Delnar spills out of the hills into fertile plains. Both Wheatsea and Aelwyd graze their herds on the flood plain during summer, and outlying farms of Wheatsea grow arable crops south of the river.
 
  
 
==Farmland==
 
==Farmland==
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Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.
 
Recently, however, the unrest has come here.  Not in the form of outright rebellion from the citizens, but in mysterious acts of vandalism and petty violence that has set the city on edge against outsiders.
  
==Bandit Run==
+
==Unclaimed 8==
In this hex the Old King's Road travels just past the foothills of the Dragon Back Mountains. Trade along this route is continually hampered by bandit gangs. The many caves that riddle this broken region are perfect for temporary hideouts, making the area chronically lawless.
 
 
 
Merchants rarely travel this route unless absolutely necessary, cutting off most trade to the East, isolating the region and promoting the abandonment of smaller settlements inland of the more bustling regions to the West.
 
 
 
The bandits are virtually immune from the law, but are still kept in check by dwindling targets, inter-gang warfare and occasional raids by goblinoid tribes from the larger mountains extending Southeast. The gangs have become increasingly desperate in recent years and their highway robberies have evolved to murderous, pillaging raids farther afield. Their targets have expanded to small settlements for several hexes around.
 
  
 
==Unclaimed 9==
 
==Unclaimed 9==
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An unnamed empty meadow. It's lovely, and there are wildflowers.
 
An unnamed empty meadow. It's lovely, and there are wildflowers.
  
==Orestes's Pit==
+
==Unclaimed 12==
Legend tells of the Bard Orestes whose greatest love (a fair maiden of 1 and 20 years) was dying of a terrible disease. Forsaking the world, he built a cabin at the edge of the continent, and sat by her side playing the most beautiful music, desperate to try to soothe her passing. As she wasted away, a passing trader heard his astounding music, and tried to pay him with gold, silver, and gemstones to travel with him and play for his customers - but although Orestes's love told him to leave her and go live his life, he refused.
 
 
 
The trader moved on, heartbroken that he would never hear the bard's music again, and shared this tale of the love sick bard with all he met. It resonated with the people of the nearby towns and cities, and word spread across the realm.
 
 
 
Over the months his love lay dying, Orestes dealt with many more offers, including appointment to the royal court and even his own ship laden with servants and gold to take his music to the next continent. He refused all comers despite his lady's protests, and continued to sit by her side, his music (though still beautiful) becoming sadder and sadder.
 
 
 
Finally, an unholy creature deep in the Underdark heard Orestes singing his sad songs. It found the depth of Orestes's misery to be the most pleasant thing it'd ever heard. The creature appeared before Orestes in smoke and sulfur and offered him a deal - he would save Orestes's lady's life, curing her illness, but Orestes would have to come with him and serve him deep in the Underdark, singing his sad songs forever. To ensure Orestes's eternal grief (and thus his beautiful melancholy music), the creature stipulated that Orestes would never be allowed to see his lady love again.
 
 
 
Desperate to stop him, she screamed her violent rejections of the creature and the offer, but Orestes mad with love refused her, and agreed to the monster's bargain. The woman immediately felt stronger, breathing clearly she was cured of her illness. With one final look at Orestes of pained anguish, she disappeared from the cabin, spirited to who knows where.
 
 
 
The entirety of the cabin (and many miles of ground surrounding) sunk into the Underdark, creating what has been since known as Orestes's Pit. It is a dark and foreboding sloped hole, honeycombed with tunnels and chambers, and filled with vile servants of the creature. Orestes's melancholy songs reverberate perfectly in this damned echo-chamber, and can be heard from miles around, fainter and fainter as you get further from the source deep at the center. Centuries have passed, and many adventurers have died deep in Orestes's Pit, their belongings scattered by the creatures clamoring to listen to Orestes's music. To this day, unholy creatures of all sorts still make their homes in and around Orestes's Pit, drawn by the music, and vying with each other for deeper homes within the pit.
 
  
 
=13=
 
=13=
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In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.
 
In the foothills, the Delnar river spills into a valley lake. The forests reach the north shore, but to the south is open hillside where halfling shepherds can often be seen leading their flocks. The lake itself it flat and calm, almost having a mirror surface except when whipped up by an autumn wind. Near the centre of the lake, a cracked stone spire breaks the surface. The druid Aedelraed knows its history, but is rarely seen these days.
 
==Unclaimed 6==
 
 
==Unclaimed 7==
 
  
 
==Unclaimed 8==
 
==Unclaimed 8==
  
==Foothills==
+
==Unclaimed 9==
 
 
The King's road connects Broken Cart with the west, although the road has fallen into disrepair and few merchants will risk the bandits to the west.
 
  
 
==Unclaimed 10==
 
==Unclaimed 10==
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==Unclaimed 11==
 
==Unclaimed 11==
  
==Badlands==
+
==Unclaimed 12==
 
 
the verdant meadows abruptly give way after 12.11, giving way to rocky highlands, and later badlands formed by the volcanic south.
 
 
 
of particular prominence is a high-walled ravine, where the ancient highway called Tiamat's Gullet starts, marking the safest route through the volcanic southern mountains (eventually hooks up with 15.12).
 
 
 
Belleca is in talks with Splendor to consder linking Tiamat's Gullet to the main roads
 
  
 
=14=
 
=14=
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==Unclaimed 4==
 
==Unclaimed 4==
  
==Goblin Village==
+
==Unclaimed 5==
 
 
In this area, goblins have cleared some of the woods to build a village where they tend to barely domesticated boars and fend off natural predators from the nearby woods. Their youth occasionally get swept up in war parties, but generally the village keeps to itself. On occasion, human or elven travelers enter the area and spot the village. The goblins deal with these individuals as best they can, fearing revelation.
 
 
 
It is generally known that goblins and such creatures exist in the area, but most aren't aware of the permanent settlement.
 
  
 
==Unclaimed 6==
 
==Unclaimed 6==
  
==Haunted Battlefields==
+
==Unclaimed 7==
 
 
Open grassland meadows which are the site of an ancient battle between forces of Good and Evil. The area is constantly shrouded in mist and haunted by the spirits of the slain. Wise travelers avoid this area, but some brave souls do enter seeking to find treasures amongst the restless dead.
 
  
 
==Broken Cart Tavern==
 
==Broken Cart Tavern==
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The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.
 
The city itself is built on the highest hill, with a few satellite towns and villages that aid in supporting it.
  
==Basalt Crags==
+
==Unclaimed 11==
  
These mountains are rough black volcanic rock, with many cliffs and loose slopes formed of ash and pumice. Only an experienced mountaineer could cross this region.
+
==Unclaimed 12==
 
 
==Tiamat's Gullet==
 
 
 
The fissure formed by the volcano at 15.12 cleaves through the basalt crags, making a passable road from east to west.
 
  
 
=15=
 
=15=
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A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.
 
A well supported pass, complete with arched gates to hold it up, once stood here. Now it is in ruin, with broken statuary and architecture blocking the way through the mountains.
  
==Tiamat's Gullet==
+
==Unclaimed 12==
 
 
A desolate valley road carved along a volcanic mountain range which stretches east to west, eventually joins up with the Dragon Back mountains, with spurs of black rock jutting up like feindish claws, lined with rivers and even 'lakes' of molten lava that flow from the mountains. because of this hellish landscape, both the valley and centuries-old road are named for the Dragon Goddess
 
 
 
but perilous as the Gullet is, the depradations of the Orange horde have awoken Algrim The Strong, A dwarven Death Knight. Algrim considers himself the undisputed warlord of the Gullet, and from the volcanic hall that was once his tomb, has begun to assemble an army of his own, bolstered by the walking dead, with wich he shall support his ally, Shan-Yur
 
 
 
It is the hope of interested parties that somebody disrupt this alliance, and turn the two warlords against each other
 
 
 
While it was (until recently) the safest route for pilgrims to reach the Monastery of the Celestial Dragon, the road through Tiamat's Gullet eventually swings north towards Broken Pass (and presumably, Dawn's Shame)
 
  
 
=16=
 
=16=

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