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DoctorGlock
2011-11-08, 01:56 PM
Yes, it's time for one of those again, but this time focused on ideas for landscapes, ruins, caverns, forests and other bits of fluff. Because fluff is fun, even when you hide razor blades for overly inquisitive players. Mmmmm, fluff

1: The eternal sea. Brilliant cerulean waves cover than land to the very horizon. The ground beneath can be seen beneath, varying from a few inches to to a few fathoms. Everything is lit by the bright sun slanting through the waters refracting into shimmering patterns on the sunken sands. Kelp forests and algae beds break the surface here and there, painting the waters with a dash of green and dizzying pinks and yellows. Carved coral dwellings speckle the skyline here and there and shoals of fish sweep through the depths.

2: The Noirwood. The sun does not break the thick canopy of this forests, the branches and leaves twining about each other to prevent even the smallest sunbeam. Beneath this layer it is eternal night. Phosphorescent ferns and fungi speckle the ground and tree trunks. The earth is thick with dead leaves, dep enough to reach a minotaurs waist, and the pungent stink of decay pervades all. Luminous eyes can be seen occasionally in the distance and webs of prodigious size link many trees.

Lord Raziere
2011-11-08, 07:27 PM
3. Sun's End Desert.
At the edge of the map, where things start to become uncharted and unknown, there is the Sun's End Desert.
For some reason, the sun does not shine here- even though there has never been a single recorded cloud in the desert, ever. The sky is completely clear and dark, showing the stars in their glory forever. Even when the sun is at its zenith, the Sun's End Desert remains dark.
No one knows what is on the other side of the Desert. It is a place of dark blue sands under infinite constellations, filled with strange ethereal creatures, nocturnal races and beasts that normally would never be seen on the surface.

4. The Caverns of Infinity
It is rumored that there is a cave you can go into where from you can see all of existence. Some even say that you can somehow travel to anywhere through this cavern as well- but that anything else can too, and that there are many things from everywhere else trying to find their way through, by whatever method possible…

5. The Arcane Fountain
Long ago, it is said a great big rock from the sky landed in a field and caused a great explosion from the impact. Others say that the gods in a battle threw a divine spear towards the earth and caused the cataclysm. No one knows, but what people do know is that the Arcane Fountain is a giant leak in the mana lines of the world that is prehistoric in age, a great big fountain of magical energy taller than mountains and seeable from hundreds of miles away, raining down arcane energy upon the fields it is centered in and causing various Mana Rivers to flow throughout the continent, the liquid magic being the main ingredient for all alchemy.
It is a mystery of how it keeps going and what is at the center of it, but the world hasn't run of out mana yet…..

6. The Sky Beneath the Waves
It is said, that when a ship is sunk, it does not hit some "bottom" of the ocean. It is said, that it instead surfaces in an upside-down world, and keeps sinking into the upside down sky until it is flying under the World-Beneath, and that some wizards have figured out how to make ships that could safely carry crews down into the Sky Beneath the Waves and look up at the World Beneath once they get there- a strange upside down world where the people of the World Above still walk as if they were in the World Above and not the World-Beneath….

Kymme
2011-11-08, 08:09 PM
7. The Dragonheights
A massive mountain range, in which several goliath tribes, chief among them The Ironslingers, reside in hidden valleys among the peaks. The frozen wasteland of the upper Dragonheights reside in between a lush forest to the north and a frigid tundra to the south. The entire Dragonheights is ruled (more or less) by an enormous dragon and her extended family. Most of the nomadic tribes of humans on the lower slopes revere the dragon and her family as watchful protectors and best, and terrible raiders who strike from the sky at worst.

Adam...?
2011-11-08, 08:38 PM
8. The Sunken Tower
Located in the middle of a dense swamp, this majestic three-towered structure was once a prosperous center of arcane learning. Although it is well known that the building has lain empty and unused for centuries, scholars have yet to reach a consensus on the cause of its abandonment. In the years since, the building has slowly but steadily sunk into the swamp, and only the top floors of the structure's three spires are visible above ground. The vine-covered towers can be easily climbed, and numerous broken windows provide easy access, but few have ventured into the subterranean lower levels. Rumors say that the lowest floors are complete flooded, but explorers who reach those depths rarely make it back alive...

THEChanger
2011-11-08, 08:49 PM
9. Burnrose Island

Blasted from the mainland in a time far beyond any living person's memory, Burnrose is a desolate island, devoid of most life. The only plants which grow upon its barren shores are mosses and lichen. The beasts which roam the surface are vile and twisted from the ambient void energy which eminates from the very ground. Scholars have debated the nature of Burnrose's seperation from the mainland for quite some time. Interesting, however, is the void energy, which is similar to that which is left after Binders have opened the gates to a Vestige.....

Lord Tyger
2011-11-08, 09:27 PM
The Ten Thousand Towers-

Raised in a single night by devils under the command of a powerful diabolist, the Ten Thousand towers stand as a testament to a power otherwise erased from the history books. Many of the towers have crumbled, now being little more than clusters of ruins. Others still partially stand, and a few jut high into the sky, their obsidian structure apparently immune to the ravages of time.

Talyn
2011-11-08, 09:31 PM
11. Grimbeard's Tomb

Hidden behind a waterfall lies the tomb of Hafni Grimbeard, founder of the legendary Grimbeard Dwarf Clan. Only those who dare the water-slicked path behind the waterfall will find the granite doors, the inscriptions in old High Kudzul unmarred by the passage of centuries. If a scholar could read the inscription, he might find a riddle - only by answering said riddle will the doors open, allowing entrance into the dusty tomb behind.

Legends tell of the burial wealth of Hafni Grimbeard, but the true wealth of the Grimbeard clan was not in silver and gems, but in the favor of Moradin - scribed on Hafni's sarcophagus is a prayer of tremendous power, a cleric's spell now lost to time. The unworthy should beware, however, for cunning traps and deathless guardians stand between the doors and the tomb...

legomaster00156
2011-11-08, 10:10 PM
12. The Buried Lake

In a deep underground cavern lies a crystal-clear lake. Not many people know of the location, but among those who do, rumors abound of a mystical being who grants wishes to those pure of heart and mind, in exchange for a year of service to it's whims.
This is almost completely true, but it's missing one detail: the "mystical being" is a powerful demon's soul, sealed by good outsiders in a lake filled with holy water many eons ago. It yearns to escape it's prison, and will gladly bargain with mortals in exchange for a year of service. This service often involved the slaying of powerful good beings such as outsiders and dragons. The demon prefers good mortals to do the deeds, so that he may corrupt souls even while still imprisoned.
If 1,001 good beings are killed at the request of the demon, by the mortals' free wills, the demon will gain enough power to break free and cause havoc on the world once more...

byaku rai
2011-11-08, 11:49 PM
13: The Dragonback Mountains

These spires form a ridge down the center of the world, towering higher than any natural peaks and tipped with glimmering shards of ice. Legends say that these are no true mountains but the final resting place of Jormungandr, the First Wyrm who grew to be greater in size and power than any other before his death at the patient hands of time. Whether these myths are true does not detract from the frozen beauty of the mountain range, but may the gods have mercy should Jormungandr ever stir...

DoctorGlock
2011-11-09, 05:06 AM
Ooooh, I like all of these...

Guess I'll chuck out a few more...

14: The Entombed City

The last remains of an ancient civilization of unmatched mystic might, this vast city is formed of towering spires, intricate panes of stained glass and crystalline domes, all inlaid with a repeating theme, a turquoise star. Yet the windows open to no sky, but instead a mass of stone. The city is entombed seep beneath the earth in a great sinkhole and a perfect dome of volcanic rock.

15: The Necropolis of Al'Hamash

A desolate city of rose quartz, sandstone and brass lies at the heart of an eternal sandstorm. The buildings show no sign of the wear of ages however beyond the dust of ages. Tables in houses are still set, (though the wood and anything organic is petrified by time) as if the resident stood up from their meals and simply left. Further investigations reveal massive crypts beneath the city, fully armed warriors lying upon ranks and ranks of biers. The legion has not been touched by decay, simply petrified into warriors of sleeping stone. An inscription carved into an obsidian archway states that the blood of the king will raise his legion once more to conquer the earth.

ILM
2011-11-09, 05:57 AM
Reposting from the other thread:

16. Ravine
The city of Ravine is built on the edge of the Rift, a bottomless chasm said to have been cut into the earth when Hextor attempted to smite, and missed, Corellon Larethian.

17. The Forest-at-Sea
The Cadwen Sea is a maritime area near the southern coast where treacherous tides combine with shallow waters and reefs to create a tremendously dangerous place to navigate. Countless ships were shipwrecked there and sank, resting on the sands below. Their masts often protrude above the surface, hence the area being better known as the Forest-at-Sea.

DoctorGlock
2011-11-09, 07:03 AM
Reposting from the other thread:

16. Ravine
The city of Ravine is built on the edge of the Rift, a bottomless chasm said to have been cut into the earth when Hextor attempted to smite, and missed, Corellon Larethian.

17. The Forest-at-Sea
The Cadwen Sea is a maritime area near the southern coast where treacherous tides combine with shallow waters and reefs to create a tremendously dangerous place to navigate. Countless ships were shipwrecked there and sank, resting on the sands below. Their masts often protrude above the surface, hence the area being better known as the Forest-at-Sea.

Might as well drag some of the stuff from the last thread in as well

18: Izanami's Land of the Dead: A desert eternal, the sun is a searing red orb far too large in the sky, the heat scorches the white sands, sands of the bones of the dead, ground down eternally by the howling wind through the desolate wastes. Time and again the wind uncovers rank upon rank of bodies in various states of decay and motion. They are the dead, interred beneath the sands. The traveler here cannot stop moving or he too will be swallowed by the hungry earth. Every now and then you might spot a caretaker, the Shinigami, walking the sands, looking for any anomalies in the order of dissolution. Plodding endlessly through the wastes on the back of a massive skeleton turtle is Izanami's citadel and the heart of her private hell.

19: Eden: Long since abandoned and overgrown, long grasses billow beneath and colored by perpetual twilight skies colored by the aurora. There is no sign of civilization or hints that ever there was, the unchecked growth, faded and dying. On the horizon can be seen two twisted trees, leafless, they burn with golden flames but are not consumed. By the light you can see branches studded with unknown fruits.

20: Ygdrassil: The world tree extends untold miles into an endless star studded sky, massive birds can bee seen to flit between its infinite branches. The sun here never rises in this place between the worlds. The roots descend into grey clouds thick enough to walk on and across the endless cloudscape they occasionally and randomly break surface, extended past the horizon.

Belril Duskwalk
2011-11-09, 09:33 PM
21. The Valley of Mists
A lushly green valley following the course of a winding crystal blue river. Small farmsteads dot the landscape near the river. As the ground rises both east and west trees begin to take over. Nearly every night a low mist rises off the river, slowly enveloping the whole of the valley in fog. Hidden among the mists lurk the mist-wraiths, creatures which whisper foretellings of all a person's worst fears, unraveling a person's mind so that they might feed on the shreds.

legomaster00156
2011-11-09, 11:14 PM
22. The Sorcerer's Circle

In a grove that oddly never seems to stay in the same forest (though it always appears near a settlement when it is in need) is a blood-red circle surrounded by arcane glyphs and sigils. They appear to form a protective ward.
This circle was created many years ago by a powerful sorcerer, and every ward protects against something different: one protects against chromatic dragons, one protects against evil outsiders, one protects against undead, and so on. The largest circle, though, is the spell's base: a teleportation circle which lifts the entire protective set from one town to another whenever they are in dire need.
The combined force of the runes shields about a 20-mile area from every inherently-evil creature you can think of. Unfortunately, there was one fundamental flaw in the sorcerer's brilliant wards: the existence of good exceptions. So when a group of drow attempt to peacefully settle above ground and away from their deadly, backstabbing kin, they have this to watch out for...

Talyn
2011-11-10, 10:48 PM
23. Foothold Lighthouse

Across the sea, on the edge of a vast and unexplored continent, the towering ruins of Foothold Lighthouse still rise above the craggy cliffs that surround the harbor in Foothold Bay. This was the staging area for the old Empires great colonial venture, some century ago - but the colonists found only death in the far continent, so the colonies were abandoned and all that remained was the skeleton garrison at Foothold Lighthouse.

A few years later, as the Empire was beginning to crumble, even those soldiers were recalled, but when the fleet came to pull the garrison out they found the fortified lighthouse entirely empty. Three hundred men and dwarves just gone, the food stores and armories still stocked, and the great enchanted fire at the top of the lighthouse still burning...

Gwyn chan 'r Gwyll
2011-11-10, 11:43 PM
Just a few from my campaign setting. The first 4 are all in the one huge central desert in the main continent


24. The Rift

The Rift is a nearly impassable barrier, a great circular chasm in the center of the Innius desert, surrounded by rocky wasteland for quite a few leagues in all directions; both the Rift itself and the rocky shelf surrounding are almost perfect circles. It is a great canyon, the bottom, if there is one, invisible, a thousand feet wide. From the darkness below pierce great spears of rock, some freestanding, others linked to the sides or each-other by bridges of natural weathered stone, some great some thin and impassable, and all widths in between. The sides are pocked with tunnels, some natural, some seemingly constructed. At points it seems like great pillared halls open into nothingness, at other points, ledges stick out far below that seem to teem with movement, and then empty. Great boulevards of houses lie as if the ground folded beneath them, and the roads and foundations became the walls of the crevasse. If all this were not intimidating enough, there are beasts that emerge from the tunnels and depths that do not bear description.


25. The Broken Lands

If one manages to cross the Rift, which very few have done without magical aid, one comes to the Broken Lands. As far as the eye can see, all is the finest sand of black, flat on the ground, not formed in dunes like sand normally does, but on the ground. To be true, it is not in fact sand, but something else entirely, that seems formed like sand. It is two leagues in diameter, with, at the center, the Signum Magnorum, clearly visible from everywhere this side of the Rift, and the top of which is visible from most of the wasteland.


25. The Signum Magnorum

The Signum Magnorum is the greatest of the Signums. Much much taller and much wider than any of the others, it stands imperial over many leagues of wasteland, a true sight to sea. It is awe inspiring. In addition, it is unique in the fact that, where the others are black, the Signum Magnorum is blinding white.

A bit more information, because I've already described a Signum earlier on at this point, the Signums are gargantuan obelisks of unbroken, perfectly smooth stone. What purpose they once had is lost, but scholars of folklore link them with the planar gateways that the First Ones prepared for their invasions of the Otherworlds. The same scholars link the Signum Magnorum, and, by extension, the Rift and the Broken lands, with the ancient capital of the First, destroyed in the great apocalyptic battle there, between the forces of the Lichlord calling himself the Blind King, and the King Beyond the Veil, the king of the Fey. It's a long story...

If you want, I can also write out a little about the 3 famous shifting dunes of the same desert, the Battledune, which carries with it the bones, arms and armour of those who fought in a battle years ago, the Black Dune, which is..., well it's black sand, and the Towerdune, which, creatively enough, carries an old ruined crenelation at it's summit.

DoctorGlock
2011-11-13, 08:09 AM
If you want, I can also write out a little about the 3 famous shifting dunes of the same desert, the Battledune, which carries with it the bones, arms and armour of those who fought in a battle years ago, the Black Dune, which is..., well it's black sand, and the Towerdune, which, creatively enough, carries an old ruined crenelation at it's summit.

More is always better. If the dune moves how does the crenelation stay on top?

Gwyn chan 'r Gwyll
2011-11-13, 11:09 AM
More is always better. If the dune moves how does the crenelation stay on top?

Well, the crenelation kinda... rolls, y'know?

DoctorGlock
2011-11-13, 11:24 AM
Well, the crenelation kinda... rolls, y'know?

Spherical crenelations? It might be possible since pi equals 4...

Gwyn chan 'r Gwyll
2011-11-13, 02:20 PM
Spherical crenelations? It might be possible since pi equals 4...

What I mean, is that there's a stone tower on the dune. Like this (http://www.torfaen.gov.uk/LeisureAndCulture/ParksAndOpenSpaces/FollyTower/Images/The%20Folly%20Tower.jpg).
only it's tumbled down, but still held together with mortar, so it's like a sideways tower, being rolled along on top of a dune.

DoctorGlock
2011-11-13, 04:01 PM
What I mean, is that there's a stone tower on the dune. Like this (http://www.torfaen.gov.uk/LeisureAndCulture/ParksAndOpenSpaces/FollyTower/Images/The%20Folly%20Tower.jpg).
only it's tumbled down, but still held together with mortar, so it's like a sideways tower, being rolled along on top of a dune.

Ah. I assumed it was always right side up.

Silverscale
2011-11-13, 05:48 PM
How fast do these Dunes move? from your brief description I'm assuming they move faster than the naturally shifting sands of any desert, but are we talking something that has a movement speed measurable in rounds or more like a mile/kilometer per day/week type of speed?

EDIT: Here's one I created for Ishka (which can be found in my sig) It's setting specific but if you like it you can just scratch off the serial number.


Point of Interest: Cathedral of The Four Winds
Location: Atop the highest mountain in the range that borders Ishka
Description: Constructed of masterfully worked stone, wood, glass, and precious metals, the Cathedral of The Four Winds is carved to carefully catch every gust of wind around it and turn it into a beautiful symphony of sound as it passes through massive pipe and horn like structures. The music created by the Cathedral can be heard for miles around. Anyone who has listened to the C.o.T.F.W. long enough can tell many things about the wind including it's direction and strenght. If one knowes how, they can actually control the winds flowing in and out of the Cathedral to create their own music. However, this requires several people working together to block and unblock various pipes. The knowledge of how to manipulate the Cathedral is kept by The Keepers of The Winds, who will share their music on particularly special occasions.
The Keepers of the Four Winds are a race of avian humanoids native to the Elemental Plane of Air. A colony of them have settled into the mountains surrounding Ishka. In an effort to reproduce the beautiful sounds of their native plane they created the Cathedral of The Four Winds.

Gwyn chan 'r Gwyll
2011-11-13, 07:35 PM
Not in rounds, no. But faster than normal dunes, aye. Maybe a league a week or something.

BraveSirKevin
2011-11-14, 06:51 AM
At one stage I tried writing a fantasy novel. Turns out I didn't have the patience to actually try and write out the actual story though so it's never existed anywhere other than in my imagination. These 2 landscapes are from there.

26. Gateway City.

Straddling a waterfall at the edge of a plateau ringed by nigh impassable mountains, this city is essentially the only practical link between the nations of the low ground, and those on the plateau. In millenia past, a pair of gigantic magical portals allowed ships travelling along the river to bypass the waterfall and continue on their journeys, but due to the absolute strategic importance of this city it has been subject to centuries of warfare and has changed hands several times and so the art of maintaining the portals was lost and in time, the portals were laid to ruin during a war of conquest.
Today the city still acts as a commerce hub, but in a far more low tech. low magic way. Goods are dropped off by ships and barges at a port on the low ground, and carried by cart, or by hand to a port on the high ground for further shipping and vice versa. Occasionally, entire barges will be carried through the city to continue their journey on the other side.

26. The Shades.

In building Gateway City in millenia past there was a tremendous need for stone. The cliff to the east of the growing city was quarried out and strip mined leaving a deep crater in rock wall. In time, the city grew around the hole in the rock, and houses and accommodation filled it. As sunlight had difficulty reaching into the shades, it was considered undesirable at first, and was populated mostly by the poor and slaves, but the fact that direct sunlight only bathed the streets for a few hours a day was considered to be a good thing by some creatures who shunned the light and in time they built up a strong and wealthy community in the darkness.

DoctorGlock
2011-11-14, 08:10 AM
@ Silverscale: I like that one, any others from the setting?

29: Valley of Salt
A wind-scoured canyon winds its way through the desert, multi-hued layered walls smoothed to a shine. The sands here are fine and white though, mixed with the dust and sand from above. Mournful wails ad terrified shrieks echo throughout the valley, carried upon the wind and disguised by it. There are caverns shooting off from the main valley, and in some, undisturbed by the centuries are perfectly preserved humanoid statues of salt.

30: Forest of Obsidian
This was once an ancient forest on the slopes of a huge volcano in previous epochs. Now the mountain lies dormant and the sloped are covered in fine black sand. But the most marvelous change is that all the trees were through impossible processes petrified and then covered in volcanic rock, creating multiple layers of stone. Every detail is preserved, leaving a vast forest of glistening trees of razor edged volcanic glass.

Whoops, had to fix the numbering

llamamushroom
2011-11-14, 09:40 AM
31. Ozymandias' Realm
In an antique land, there is a desert with a great, life-giving river, without which it would be a barren place. The river Hapi is capricious, and changes course without warning. If you find one of its old, dried-up and lifeless beds, you can follow it for seven days and nights. If you do, on the morning of the eighth day the dawn will greet you with a gigantic monument; two vast and trunkless legs of stone stand in the desert. Near them, on the sand, half sunk, a shattered visage lies. Beneath the towering statue is a pedestal, on which is inscribed "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay of that colossal wreck, boundless and bare the lone and level sands stretch far away.

Until nightfall.

As the sun's light slowly slides up and off the monument, it seems to be repaired, rediscovering its past glory when the stars shine over that desolate place and a vast city is revealed, like a shadow against the twilight. If you enter that cursed place, you will find thousands upon thousands, perhaps millions of homes and temples, richly adorned and seemingly uninhabited. However, should a single item be taken from its place, from the priest's golden cowl to the peasant's wooden bowl, the shades of the city will arise and seek out the thief.

[Note: you can start on any dry riverbed, and, no matter how quickly or slowly you travel, it will always take seven days and nights to reach. It uses mythography, not geography, OK? And even the highest of spot checks or detection spells will not allow you to perceive the monument before dawn on the eighth day]

Silverscale
2011-11-14, 12:48 PM
@DoctorGlock: Yes there are several more but I will have to look through them later when I have more time to pick out the ones that aren't too setting specific.

EDIT: After looking through the rest of the Points of Interest page for Ishka, I have realized they are all fairly setting specific. Ishka is a M.A.S.S.I.V.E. city-state with a total population of over 1 billion so most of the things that were written up for it would need to be re-worded for them to make much sense outside of that setting.

The only other thing which could be fairly easily taken out of the setting is The Millenium Tree, but since someone has already posted about The World Tree it would seem a little redundant.

legomaster00156
2011-11-14, 02:36 PM
32. Artificer's Graveyard

The name is slightly misleading. This is not where Artificers go to die. This is where failed inventions go. When stumbling through the massive, sprawling hills of broken golems and destructive magic items, it is not uncommon to find one that is not fully unfunctional. It can be difficult just to survive the graveyard.
But the abandoned experiments are not all that lurks in the graveyard. Crooks and villains find that it is an excellent hiding place while forming their plots. But even worse is what the graveyard is build on top of.
Mezrar, the world's largest golem ever created, was made by an insane blacksmith who wished to use it to rule the world. But when the forces of good put an end to the blacksmith and his mechanical abomination, they buried it deep under the earth. Slowly, people began to hurl other things on top of it. None of them remembered that you cannot kill what is not alive.

Notreallyhere77
2011-11-14, 03:22 PM
33. The Azure Glade
This place, which is located not in the mortal world, but in the ever-glorious heavens in the outer planes*, is where the honorable and loyal mounts of heroes go after death. Sometimes the visit is temporary, other times permanent, depending on the cicumstance of death.
All of the vegetation here is a brilliant shade of blue, and its taste and texture are enhanced to suit the taste of the animals who eat it. The grass grows long, and takes only minutes to regenerate from being eaten. Sunlight filters down through clouds that never rain, and a comfortable breeze is always present, though the direction changes by the hour.
Space in the glade is compressed, or possibly self-contained, so that any creature that wishes to may run for as long as it pleases, and never run out of room.


*Trying to stay world-neutral here.

Hyudra
2011-11-14, 04:51 PM
34. The Celestial's Grave - An expansive underground ruin that was once a dome-topped castle big enough to encompass a metropolis, sunken beneath the earth. Traveling there requires some excavation or travel underground, but once there, it is a cave with a roof too high to see. The ground floor/grounds/gardens are submerged in a few inches of water. Anointed with the blood of the location's namesake, the water glows a soft white, as do the flowers and some of the leaves of plants growing nearby. This tranquil setting is offset by the remnants of a long-ago holy war. Pillars are gouged by claws broader across than a man is tall, there's corpses that have been mended by the restorative properties of the water, looking as though they are merely asleep (though the souls are long departed).

35. Oldhall - An ancestral home of the dwarves, dating back to one of their first settlements. Oldhall is a mountain, with the exterior carved to three monumental dwarven faces - scaling one 'face' of the mountain would be a day's work, made more difficult if savages have taken residence.

36. The Marrow - The Marrow is a field of bone and only bone that stretches as far as the eye can see.

byaku rai
2011-11-14, 04:53 PM
34. The Pit:

Hung suspended in the eternal night of space like the eye of a dead god lies the Pit. It was once a verdant and peaceful world, populous and restful for all who inhabited it. When its Doom came, none suspected, and the whole world died not with a scream but with a whisper. Now stripped of natural life, the burnt-out husk of the world simply hangs there, broken.

On one side of the shell, the surface is marred by a great, jagged, circular hole the size of a small continent. Looking within, adventurers will find that the whole world is hollow, a literal empty shell miles thick... And that the inside is populated with the twisted mockeries of life that the Doom made of its former inhabitants. Worms miles thick stretch from the inner surfaces towards the center like impossible tentacles, preying with tooth-studded maws on the impossibly large and misshapen flying denizens of the vast underworld. Around their bases, smaller but no less horrific creatures skitter and breed, awaiting the day when some poor soul will find this wrecked world, the day when they can finally satisfy their need for vengeance...

byaku rai
2011-11-14, 04:56 PM
34. The Pit:

Hung suspended in the eternal night of space like the eye of a dead god lies the Pit. It was once a verdant and peaceful world, populous and restful for all who inhabited it. When its Doom came, none suspected, and the whole world died not with a scream but with a whisper. Now stripped of natural life, the burnt-out husk of the world simply hangs there, broken.

On one side of the shell, the surface is marred by a great, jagged, circular hole the size of a small continent. Looking within, adventurers will find that the whole world is hollow, a literal empty shell miles thick... And that the inside is populated with the twisted mockeries of life that the Doom made of its former inhabitants. Worms miles thick stretch from the inner surfaces towards the center like impossible tentacles, preying with tooth-studded maws on the impossibly large and misshapen flying denizens of the vast underworld. Around their bases, smaller but no less horrific creatures skitter and breed, awaiting the day when some poor soul will find this wrecked world, the day when they can finally satisfy their need for vengeance...

eulmanis12
2011-11-14, 09:32 PM
Bag Land squared
location a bag of holding inside a bag of holding inside some other adventurer's pack.
terrain: made entirely of discarded junk, old socks, gum wrappers and the like
Population: Gelatinous cubes, lots of gelatinous cubes.
escape: good luck.

llamamushroom
2011-11-15, 05:32 AM
39. The Ley of the Land

This continent is criss-crossed by countless ley lines connecting almost everything to nearly everything else. If you cross one of these lines, you feel a rush of energy, almost like static electricity. However, if you walk along a ley line, each step can take you miles along your path. You have no control over how far any step will take you - some may be a league, some 7 leagues, some less than an inch. The thing that governs these seemingly random jumps is simply where the line is crossed by other ley lines. Every step takes you to the next crossing, no matter how far or close it may be.

There are some powerful geomancers who have the ability to bend ley lines and connect places otherwise ruled by the tyranny of distance. Of course, there are those who use their power for more nefarious purposes, bending a line into a tight circle and trapping unwary travellers in an infinite loop.

The only way to observe who (or what) is on a ley line (and remove them from it) is by using a mirror. A reflection will show who is approaching along any line, which is why there are some who wear complicated periscope-like goggles constantly, and a mirror placed in a ley line to reflect it back on itself breaks it, shunting all those travelling thereon out.

Lord Raziere
2011-11-15, 10:54 AM
40. The Azure Library
This is a strange library, colored entirely blue, when people go through its doors there is a faint pulse of blue light throughout the library, but no obvious effects to the people within the library itself.
When one opens a book in the library, they find the books are rambling accounts that have little punctuation or talk of things of little importance, most people open the first page to only read accounts of unimportant childhoods for some reason. The books furthermore are poorly organized, not following any system of organization at all, not even an alphabetical or linguistic one as one can find books written in different languages here alongside one another, or even multiple ones.
Most are baffled at this library containing nothing but long accounts of peoples childhoods and leave.
The truth is that the Azure Library places an immaterial thought construct inside the minds of those that come that in, that reads their minds and creates a new book in their library that details their complete memories from their childhood to their present.
This thought construct does not leave when the people leave the library. As the person continues their life, their book in their library is constantly updated with their thoughts and memories, until the person dies at which the book writes "The End" on itself, completed.

Sgt. Cookie
2011-11-15, 12:57 PM
This one is from a game I was going to run. But not many people signed up. Maybe I should run it as a PbP here...

41: The Dream Shaped lands

According to legend and rumour, there exists a place, a haven. For children lost in the forest. Little is known about this place, what it is, where it is or even what these "Guardians" are. Some speculate that they are good outsiders, spiriting the lost to another plane. While others claim that undead, created by a righteous necromancer, guard an orphanage, deep in the woods.

This place exists. And it is called the Dream Shaped Lands.

At the edge of this land, where no adult eyes can see. There exists a village, populated by children and their guardians. These guardians are known as The Exiled Teddy Bears.

These Bears are not exiled in the sense that they were cast out, more often is that they were lost toys, or who had no one left to protect. They wander around, eventually finding this place.

This village, lies at the boundary of the real world and the Dream Shaped Lands, granting it some form of protection from the monsters from the Dream Shaped Lands.

But what are the Dream Shaped lands? Simply put, it is a place of raw magic. Where uncontrolled thoughts shape and alter what goes on. It is a place that rarely does anyone tread. The Dream Shaped Lands are changed by the children within, controlling, altering, creating monsters that no one even knows how to kill. In short, a place where everything and nothing can happen.

Silverscale
2011-11-15, 02:16 PM
40. The Azure Library
This is a strange library, colored entirely blue................. until the person dies at which the book writes "The End" on itself, completed.

If one were to actually search long/hard enough through the library, would they find any other sorts of books or if one were diligent enough could they get any useful information out of the Memory Books?

DoctorGlock
2011-11-15, 02:36 PM
42: Spires of the Sun
Long ago a great city was wrought in crystal and glass to honor the sun that brought this civilization life. The crystal captured and refracted the light, sending beams lancing through the city, arches and catwalks of pure light, radiating even into the night. In ages past if must have been beautiful...

But something changed. Overnight the sun's light changed and spires that once thrummed with the light of day suddenly became furnaces. The rays projected became beams of fiery death. Overnight a civilization was cooked in their own beds.

The city stands today, a beacon and haven during the night. But by daybreak it's inhabitants and travelers must leave lest they face the light of dawn amplified ten thousand fold.

43: The Citadel of Time
The name is misleading for no citadel stands in this place. Instead under a swirling blue sky made of all the dawns and sunsets that never were, upon a crumbling demiplane lie shattered white marble pillars eroded by ages and overrun by thick vines. Ancient paving tiles break the grassy carpet, and everywhere there is a scattering of fine sand.

The air hisses as if all the sand in the world was passing through the greatest hourglass to ever exist. At the center of this plane is a great well, a swirling vortex of sand spilling out into eternity. It pours into the vortex from above and no attempt to ascend higher finds the source of the sand. It likewise spills over the edges of the plane, a mass less than a mile in diameter suspended in the time that has both passed and is yet to come.

At the center of this place, sitting in front of the well is the figure of Father Time himself upon a marble bench, black wings folded. Upon his lap is the Book of Days wherein is written everything that ever was and everything that will ever be.

Lord Raziere
2011-11-15, 09:28 PM
If one were to actually search long/hard enough through the library, would they find any other sorts of books or if one were diligent enough could they get any useful information out of the Memory Books?

1. no, it was designed by this wizard who wanted to read other wizards minds to get their spells and such.

2. yes, they could get useful info out of them.

44. The Broken Bridge At The Edge Of The World AKA The Void Bridge
Far away from civilization, past all barbarian tribes, through the uncharted lands of untamed wilds where no thinking being has set foot, and past even that through the most, barren and dangerous of places where even less tread, and past even the desolate wastelands around the very rim of the world, and past even those at the very tip, the ragged edge of all existence…..

Is a Broken Bridge.

It extends, only to end in broken mortar, looking out into an infinite void with seemingly no end. Yet for some reason, it was built, at the same time there is no possible thing that it could have been built for. It is seemingly purposeless, yet mysterious in that it should have one.
what if….you can't see the whole bridge? what if the bridge extends to another world and the brokenness only an illusion to deter you? what if the bridge had once been connected to another world? what if that world separated from this one?

What if….you can still go to this world….but you have to take a leap of faith and jump off the broken edge to fall into its invisible portal?

What if this is all just speculation, and its all just constructed by some madman, not magical at all, and taking a step further than what you can see only leads to death?

No One Knows...

Wiwaxia
2011-11-15, 11:19 PM
45. The Cavern of Al Arram

On a thin, rocky ridge at the top of the world lies the City of Steam, Al Arram. Though the slopes below it are encrusted with thick glaciers, and the mountain air is cold enough to freeze a man alive, the streets of the city are warm as a summer's day. As this heat meets the cold air, it creates vast billowing clouds, giving Al Arram its other name. The city is filled with monasteries, from the great gold and orichalcum domes atop the Hill of Chimes, where the airships dock, to the small, square buildings, with their faded mandalas and peeling plaster walls found on the corner of every third or fourth block.

Unbeknownst to most, these monasteries belong not to many orders, but to one, the Order of the Buried Flame, and these monasteries are but fronts, or, at most, outposts. The real monasteries of the monks of the Buried Flame lie hundreds upon hundreds of feet below the streets of Al Arram, where the stone of the mountain splits to reveal a vast chasm stretching a thousand feet across and five hundred fathoms deep, to a glowing lake of magma ensconced within the heart of the mountain. It is the rising heat from this lake that keeps the city of Al Arram alive, and it is the duty of the Order of the Buried Flame to ensure that that heat reaches the surface.

The true monasteries of the Order of the Buried Flame are here, suspended from the roof of this chasm, brambly nests of stone and iron swinging slowly from chains as thick as a man, or carved from the living stone into immense latticework stalactites. Most of the monks dwell in the latter, in small, austere rooms, with one wall open to overlook the chasm below, while the former are reserved for training, or for the personal dwellings of the oldest and most disciplined monks. Thin rope bridges weave their way between these unlikely constructions, and it is here that the monks of the Buried Flame live and train, where a second's lapse of concentration means the difference between long life and a fiery grave deep within the ancient mountain. It is not without reason that the monks of Al Arram are considered the most disciplined in the world.

Elemental
2011-11-17, 01:35 AM
46: The Edge of Time

A relatively flat and featureless plain, it is devoid of all life and movement save for a cold wind that blows continuously. At the eastern edge of the plain stands a range of basalt mountains over which can be seen a glimmer of sunlight.

After a journey of weeks, one eventually reaches the end of the plain. Beyond this point, there lies the Void.

47: The Void

The Void is a region of eternal darkness and emptiness. Some have claimed to see dark shapes moving in the darkness and to hear voices that whisper terrible secrets.

DoctorGlock
2011-11-17, 03:21 AM
[B]47: The Void

The Void is a region of eternal darkness and emptiness. Some have claimed to see dark shapes moving in the darkness and to hear voices that whisper terrible secrets.

Any chance this was influenced by Neil Gaiman?

Elemental
2011-11-17, 03:28 AM
Actually, I'm not very familiar with his work.
Admittedly it's not very original, but it is meant to be combined with the region described before it. Which is also not very original either. Oh well...

mint
2011-11-17, 06:47 AM
48. The Fuming Forest
Slightly off centre, not quite at the heart of the forest rises The Oak. It climbs well above the tree line and bears proudly a league of crown.
A haze rises from below, shrouding the trunk at the base of which are pandals, shamianas, pavilions and pergolas in violet twilight. A thousand hookas bubbling away in the hands of elegant junkies, beneath all awnings and firefly light is the source of the spreading, purple haze. The fumes crawl along the forest floor, rustling the leaves. The vapours climb spiral-like the trunks of trees and kisses the lips of flowers. It is quiet and heavy and marvellous and leaves in its wake goblin fruit, plants newly and fabulously carnivorous, rabbits and foxes erudite and the forest strictly fey and fierce.

49. Polar North
Snow like white shale ripple from the icy sea. The dunes are sharp and jagged, wind whipped frothing mad into biting. At night the aurora coils wild and green in the sky.
Ice bergs, patiently trapped by the polar glacier jut out like long serving teeth. And then there are the three behemoths. They are great works of of human ingenuity and maritime engineering with hulls of metal and hollow cylinders for sails all caught dead in the ice.
Their distance to the shore tell the story of their arrival. The first is badly burned and bolted, half tumbled over. The second is rearing in the wake, frozen in pursuit.
Miles away the third ship is caught and half submerged in ice. It is much smaller and much better preserved.
But nothing is alive here.
Oh sure, the landscape is dotted by failed expeditions who sought the first behemoths. None ever reached very far. Had they ever, they might have found some of the mummified marines under the snow around the ships, young men and women, barely more than children.
Itinerant explorers may also find on searching within the behemoths, that the killing had not been limited to the soldiers with different uniforms. Who knows, maybe in some barricaded store room there may even be some interesting journals written in a terrified hand. Maybe the captain's log would explain why any sane man or woman would steer their ship into this gaping maw of ice bergs.
But long before anyone ever got that far, the would belong to the aurora.

DoctorGlock
2011-11-17, 06:57 AM
Actually, I'm not very familiar with his work.
Admittedly it's not very original, but it is meant to be combined with the region described before it. Which is also not very original either. Oh well...

Huh, coincidence then, it was almost word for word

Elemental
2011-11-18, 11:17 PM
50: The Forgotten Pool

Deep below the surface of the world, there exists a domed cavern. The chamber is lit by a faint light emanating from the pool in the centre, revealing the walls to be covered in glittering amethyst crystals.
But it is the pool you've come to see.
The Forgotten Pool is roughly circular and is perfectly still. As stated before, it seems to emit a faint light. The waters of the pool have untold rejuvenating properties, able to cure all known diseases, dispell all curses, and in general restore a person to full health.
Unfortunately, one cannot just collect the water and take it away from the chamber as its power fades rapidly upon leaving.

Mono Vertigo
2011-11-19, 03:02 PM
51: The Flittering Woods

A beautiful forest whose trees are covered in glittering leaves with colours from all over the rainbow. It is a lovely sight, even though the sunlight is scarce and the tree trunks are covered in a pale, hard and sticky substance, not unlike an insect's cocoon.
Sudden noises and moves reveal the leaves as what they really are and startle the countless butterflies that immediately leave the dying trees in the immediate vicinity.
Chain reactions are horrifically frequent.

Rorrik
2011-11-19, 04:09 PM
52. The Trickster's Wood
Just visible off the beaten path a fire flickers, obviously a camp has been set, even a merry tune can be heard. But not twenty paces into the wood impenetrable brambles cut off the way. You try to traverse them to reach the camp, and thus enter the maze of brambles where exhausted and scratched the trickster will find you, cackling as he lowers his playful panpipes.

Alternatively, you try to go back and get lost, or you reach the camp and he treats you to good advice, dinner, magical items, and a fine night, on the morrow the brambles are gone, the fire never was, and the Tricksters Wood has gone seeking another traveler.

DoctorGlock
2011-11-20, 07:59 AM
53: The Sky Continent

You break the swirling cloudbank and see a dark mass obscured by fog. As you plunge forward it resolves itself as jagged palisades or mist soaked grey stone, covered by twisting vines that lead up to a lush rainforest. Dragonflies the size of a man's head in a riot of metallic colors flit from tree to tree and thick plumes of mist billow out of the jungle. There is no sign of larger life forms than the insects and exotic birds that feed on them, but occasionally you come across the toppled ruins of some monolith scribed in a long dead language.

54: The Solar Surface

The light is unbearable, and the heat would have unmade anything merely mortal thousands of miles before you touched down upon the shifting surface. But you are not mortal, nor do you possess a mortal will. You focus through the light and the surface comes into sharp focus, a shifting sea of gold and orange whose substance is unlike anything you have ever experienced. Million mile columns of fire flare up into the endless nights seemingly at random. But you can read the pattern and follow the beacon. You were called here by the monarch of this place and it would be bad form not to arrive on time. You left aside your mortality ages ago, not your manners...

Rorrik
2011-11-23, 02:00 PM
55. The Chaos Realm
A portal appears before you. You had heard that one of the 19 portals to the chaos realm was known to flit about this area. You enter without hesitation. Within is a labyrinth that seem to go on forever. You walk steadily west and eventually find you have crossed your own path. So also north, east and south. You climb stairs, upward, upward, always upward, and realize you are climbing the same stair as once before. The portal you came through is gone. You find powerful magical items in intricately puzzled rooms, but you cannot find a way out. The three story maze wraps the top floor back beneath the bottom floor, the far west merges into the far east. It is an infinite loop. The forces of light and dark rush through the mazes corridors, fighting, perishing, only to be reborn at their respective nodes, striving to destroy the node of the other in an eternal, unattriting war of attrition.

56. Helfrig's Maze
The statue of Helfrig in the entry way is helpful enough. He bids you good luck and sends you into the maze. There are great grinding sounds and trembling every afar off now and then and you wonder what it is. The twisting passages are less trouble than you have experienced in other mazes. Suddenly the floor jerks beneath you, you can feel you are moving. Before much longer your fears are confirmed, your map has turned back on itself. The maze is changing and you can't find the way back to Helfrig's promised advice. The maze holds a giant periodically turning wheel at its center, smaller wheels within it, other wheels within wheels overlapping it in unmappable, changing order.

flabort
2011-11-23, 02:33 PM
57. The Temple of Infinite Gods
A long, never ending hallway, housed within a small hut. The nature of the hallway is obviously extraplanar, but the transition is so smooth one can hardly tell. The hallway is constantly curving down and to the right, in a big spiral. Should one turn around, one will find that it is still curving down and to the right in the other direction, as if the path behind them has changed.
along the sides of the hall, are several grooves and niches. Statues and decorations, as well as alters and shelves of books, fill these spaces, and on the far side of each is a door. Each one of these mini-temples is dedicated to a different god, the most popular and most often worshiped deities, and/or the most powerful being near the top. The order in which mini-temples dedicated to whichever gods appears seems to vary between people.
Going through a door in one of these mini-temples is the only way out. Each will lead you to another extraplanar room, usually with a sort of challenge; Those that succeed are granted a minor gift of favor from that god, and transported to one of their temples back in the real world.

58. Underdesert
This odd place can only be accessed through extraplanar methoods. One way to reach it is through the undecorated shrine dedicated to no god within the Temple of Infinite Gods; but there are other ways, some more difficult, others easier to get through - should you find them.
The Underdesert seems to be a large cavern, stretching on as far as you can see. The smooth rock floors tell of a time when the entire place was covered with flowing waters, going in every which direction, even flowing up hill at times. Big rock structures have been created by this, and deep pits with seemingly no bottom are scattered about, but otherwise this part seems normal.
But the roof is what is so odd. Only a few feet above the heads of visitors, is a roof made entirely of loose sand. Grabbing it and pulling it down will cause it to fall up between your fingers back to the roof. Any attempt to seal some of the sand away, or bring it with you when you leave, will fail. And large dunes seem to shift around up there, sometimes being large enough to scrape across the floor, and block people off completely. It is easy enough to leave, since all you need to do is find a hole in the floor, and jump down. Soon, you will find yourself landing softly somewhere else. Where, is uncertain.

Dr.Epic
2011-11-23, 02:35 PM
a room with a moose

5 points to anyone who gets the reference.:smallwink:

SamBurke
2011-11-23, 03:04 PM
Awesome idea. I"m bookmarking.

59: Quaking Towers
These shanties were once mere squatters' domains, huts built into the mud and fought over. Now, years and years later, the skyline is dominated by the rickety buildings, sometimes as high as 300 feet, with rope ladders and bridges traversing the areas between and below them. Every now and again, one collapses, leading to a massive landslide, and a huge influx of new building material.

DoctorGlock
2011-11-23, 03:28 PM
a room with a moose

5 points to anyone who gets the reference.:smallwink:

ZIM!

and for character limit:

60: The Endless Helix

Great marble blocks, each the size of a wagon, fit together cunningly without mortar, support or even detectable magic in a great helix the spirals upwards into the clouds. None can spot its end. It was said it was built as a bridge to the gods themselves.

flabort
2011-11-23, 03:32 PM
a room with a moose

5 points to anyone who gets the reference.:smallwink:

I think I'll just put a moving picture in the window to keep your from noticing anything wrong.... :smalltongue:

60 61. The Thundering River
Simply, a river. It appears normal. Something had happened to it long ago, nobody quite remembers. They all agree that it was magic, but not on the details. The most common explanation is that two wizards were having a duel, and because of the massive amount of energy they used, left something in the river.
Anyways, every few hours, a deep, deafening clap can be heard from the river, and a massive surge of rushing water deep enough to cover the head of a man standing on another's shoulders will run down the river. It's strange that it never seems to get up on the banks, despite being way above them.
Another odd thing about the river, is that anything that touches it while the surge is rushing past, becomes very burnt, as if struck by a large amount of electricity.

Edit: Swordsaged.

Dr.Epic
2011-11-23, 05:18 PM
I think I'll just put a moving picture in the window to keep your from noticing anything wrong.... :smalltongue:

We've passed that same dog like 5 times!

Othesemo
2011-11-23, 07:12 PM
62. The River of Blood. Said to have been created when a god of death from ages past was defeated, it is a blight to all that lives. To simply place a finger within it is to invite death- blood is attracted to the river, and upon touching it all the blood of a creature's body is torn from their skin to join the macabre flow, leaving their parched and torn corpse upon the river shore. Those near it are drawn irresistibly to throw away their lives in its waters, and only the most resolute of beings can resist its call. Interestingly, and perhaps frighteningly, the river itself is drawn to living creatures similarly. The river changes course over time, faster than should be possible, to redirect its waters to a large settlement of creatures nearby. In addition, it often joins an already existing river, corrupting its waters with similar powers, and often spelling death to those who rely upon the river. Perhaps most insidiously of all, its waters are disguised to resemble the purest and most inviting of waters, and only upon stooping for a drink does one learn of its fell power.

Elemental
2011-11-24, 01:37 AM
63: The Silver Arch

Deep within the wilderness lies the ruins of an ancient nameless city. Little of the once grand metropolis remains, save for the weathered remnants of walls and foundations. However, near the outskirts stands a large, marble arch, inscribed with runes and arcane sigils. When the moon is full, the symbols glow with a bright silver light.

Remarkable as this sight is, the rumours and legends surrounding the arch are substantially more remarkable. It is said that whosoever solves the secret of the arch shall restore the city and be granted dominion over it.

Dr.Epic
2011-11-26, 03:32 PM
The Nightosphere.:smallwink:

Also, like a sea made entire of lava or acid.

Doorhandle
2011-11-26, 07:46 PM
64: Knifefall (Aka the land of sharpness and pointedness.)


An Extra-planar sea, made entirely out of whirling, rusting blades. Monumental weapons rising full miles over the sea, silhouetted against the bloody orange sky. The constant hissing and clashing of metal grinding against metal.

Oh, and incase you missed the point, sometimes it rains blades as well.

THEChanger
2011-11-26, 08:02 PM
65. Blackbriar Forest

A twisted patch of thorny trees and brambles, the Blackbriar Forest is considered a dangerous place. The forest forms a twisting maze of branches and undergrowth, and only those who are very skilled in woodscraft can make their way through the twilit forest. The canopy of trees above block out the sun, casting the forest floor into shadow at the best of times, and pitch blackness at the worst.
Blackbriar's plant life is twisted and foul, making it a dangerous place by itself. However, the animals of the forest have adapted to their enshadowed home, and are more ferocious than their compatriots elsewhere. Indeed, the shadows themselves seem to be malicious towards those not native to the forest. And some say that deep in the forest is a hole always surrounded by night, out of which spews living shadows, and that leads into a dark world where all is twisted by the darkness.

DoctorGlock
2011-12-05, 08:29 AM
66. The Labyrinth of Amun Zu

Buried beneath the earth, an ancient king built a vast and spiraling labyrinth to do away with his foes and to hide his riches. It is accessed from the center through a deep pit in what was one the center of the palace. It is a light-less maze, a thick cloying darkness that dispels any light that enters. It is said that it was tended to by blind priests who memorized its every twist, but that knowledge dies long ago. Still, some dark force must lurk there, for seldom does an adventurer emerge from that darkness, and even more seldom with anything to show for his efforts but tales of constant whispers and following their ropes back to their origins only find them no longer anchored and the light nowhere in sight.

67. The Fortress of Beren the Proud

A mighty citadel once stood upon the edge of a jungle plateau, overlooking the area for leagues in all direction. Over time it was grown over with vast vines, anchoring it to the great trees of the forest. Then, through ages and earthquakes, the cliff below crumbled to dust. Now the citadel remains suspended by the tangle of the forest, but for how long none can say.

Rorrik
2011-12-05, 05:19 PM
Now the citadel remains suspended by the tangle of the forest, but for how long none can say.
I want to run a campaign that brings the players to this place. Could make for some very interesting percentage rolls as pieces fall off.

68.City of EmberCenturies ago the brightest minds of our race were brought together in an attempt to save humankind. Their plan was to build a city well beneath the earth which would be unaware of the joys of the surface. After 200 years they would receive instructions to leave the City of Ember. The seventh guardian of the instructions died before giving them to a successor. Since the city has begun to crumble, the generator is failing and food is running out. The people hold out faith that the Builders will rescue them, but some are beginning to stray into the dark in desperation.

Notreallyhere77
2011-12-05, 05:28 PM
I want to run a campaign that brings the players to this place. Could make for some very interesting percentage rolls as pieces fall off.

68.City of EmberCenturies ago the brightest minds of our race were brought together in an attempt to save humankind. Their plan was to build a city well beneath the earth which would be unaware of the joys of the surface. After 200 years they would receive instructions to leave the City of Ember. The seventh guardian of the instructions died before giving them to a successor. Since the city has begun to crumble, the generator is failing and food is running out. The people hold out faith that the Builders will rescue them, but some are beginning to stray into the dark in desperation.

You know, I thought of making a mini-campaign based on that movie. Definitely a good reference.

Rorrik
2011-12-05, 05:30 PM
I saw it over the weekend for the \first time and was very tempted to start making a darthsanddroids or DM of the rings style webcomic about it.

DoctorGlock
2011-12-05, 06:06 PM
I want to run a campaign that brings the players to this place. Could make for some very interesting percentage rolls as pieces fall off.

68.City of EmberCenturies ago the brightest minds of our race were brought together in an attempt to save humankind. Their plan was to build a city well beneath the earth which would be unaware of the joys of the surface. After 200 years they would receive instructions to leave the City of Ember. The seventh guardian of the instructions died before giving them to a successor. Since the city has begun to crumble, the generator is failing and food is running out. The people hold out faith that the Builders will rescue them, but some are beginning to stray into the dark in desperation.

Never having heard of this before the next poster, my first thought was "Imagine a brighter future... underground!"

Rorrik
2011-12-07, 07:58 PM
69. Jungle Derelict Long ago a mighty space craft crashed into the planet. The jungle soon grew over it. Now the primitive natives treat an exposed chamber of the ship as a shrine in which they sacrifice captives tom their gods. They place them on the pad and hit the button and the sacrifices are apparently vaporized. In reality they are transported to the ship's sizable brig, each to their own cell. Robot sentries patrol the halls, stunning escapees and returning them to their cells. Some fortunate races, including halflings and dwarves, are instead transported to the zoo where they might more easily escape their cages. Control panels in the halls and the bridge of the ship represent an incomprehensive mass of flashing lights and images.

70. The Mirror Lake Many eons ago the crystalline lake, around which had existed the mightiest, most enlightened city of its age, was frozen in such a powerful frost that the cold killed the entire population of the great city. With them died the knowledge they possessed of magic, lore, science, and the foe who eventually destroyed them. It is whispered that the frost froze time itself within the lake, that the time and condition of the ancient city can be reached through the seemingly shallow lake.

71 Milfritz's Citadel The great stone keep stands upon its pillar of ice in the frozen mountains. Milfritz, its master, cannot be bothered o remember the way down, but instead melts a passage to exit and partially refreezes it upon re-entry. As madness consumes the beyond ancient mage, the tower's pillar grows more and more unstable. He does not seem to care that the winding maze of passages riddling his tower will soon contain more air than ice.

THEChanger
2011-12-07, 09:17 PM
72. The City of Al-Shiram

The capital city of the desert continent of Har-Shadan, Al-Shiram is a gleaming testiment to the ingenuity and riches of the desert elves. With huge market places, grand fountains, and soaring towers of ivory, Al-Shiram is a center of culture and learning, both mundane and magical. The reptilian elves pride themselves on their arcane skill, derived from what they claim is decent from dragons. The high propensity for Dragonborn among the population seems to corroborate this idea. Indeed, the ruling council of Al-Shiram is formed entirely of Dragonborn. Above even them is the Thar, an elf who possess such a strong connection to their dragon-god Bahumet that his visage burns the eyes of those who view it with it's purity.

Pokonic
2011-12-07, 09:21 PM
73: Raxixchin Bunker 1/ New Tomb of Horrors

A great metal complex, built by a group of mages that wished to excape a necromantic mishape. Never actualy opened for the cities around it before the spell hit the area, the place is now seeped in the necromantic cloud that long ago went away from the ruins above. Dispite being so old, the varying traps are still set to be sprung, the wind elementals bound to it still infused with the necromatic substance, and the thousands of ogres that where the builders of this structure are still active, now wrights.

Neverless, within this forgotten supercomplex, old magical items remain active and the gold is still on there inlays on the gilided walls. Timeless artifacts of a age where individuals could have power beyond there mear fiefdomes remain, yet dispite having all these treasures, none have ever reached the inner sanctom without dieing in the half-flooded basement where the magical power source lays.

Yet, for those that wish, old texts and secrets of the old days lurk under this rusting complex, waiting for those who wish to die to reach them.

F:NV referance, yes?

DoctorGlock
2011-12-08, 06:18 AM
F:NV referance, yes?

Just Fallout 3 for mine. Yours also?

Talyn
2011-12-10, 07:37 PM
74. The Academy

Standing in the midst of a haunted, abandoned city is a sprawling campus, on which stand interconnected towers of white stone. Here, in the time before the city fell, was a great and wondrous magical school, where talented children were taught the basics of magic by some of the greatest magical minds of the age.

Now, however, it is a cursed place. Only the enchanted automaton servants prevent the place from collapsing into utter ruin, and bound monsters, malevolent elementals, and the raving ghosts of the former students stalk the halls. Rumors persist, however, of magical workshops still protected from the ravages of time. Would be looters are warned that any portion of the Academy still intact may be guarded over by the spirit of the last headmaster, bound by his magical vows to watch over the school until properly relieved, and guilt-maddened by the screams of all the students he was unable to save...