I love locations! I love kingdoms with white stone walls. I love fortresses carved out of mountains. I love seas of lava and swamps filled to the brim with oozes. I love locations that reflect the inherit magic of the world and that give the players a feeling of beauty or dread. And I would love to hear the lore, stories, designs, or special properties of your locations. Tell me what interesting and bizarre places do you have in your world.
the temple of lag, its like a fortress up in the air above a big zone where genies and other types of nasty creatures have a special item called the djinni armata, its pretty tough to fight up there but probably worth the trouble since the djinni armata allows people to use mobile crafting station.
I'm working on setting up some adventures ahead of time since I'll have a new group starting soon-- I have a premade adventure for us to all start with while I create some world of my own. So I'm currently working on some really great locations for them to get to explore once they've wrapped that, and one of my favorites is a small town in the middle of an enormous wood.
It is a very welcoming town. The kind of town that a DM might get That Smile over describing. If anything bad ever happens in this town, you'll certainly never hear about it from any of the townspeople. Ever. No one in town thinks they know that blacksmith you think you met yesterday. That shop has been empty for a while, probably, and it is nothing to worry about. That big mural with all the candles out in front of it is also nothing for outsiders to concern themselves with, we wouldn't use the word 'shrine', and no one has ever seen the Gargantuan Creature depicted on it. This is a great place to settle. Buy a house. Walk around in the woods. It is very safe, like there's just a zone where monsters won't go, how could anything bad ever happen here?
I used to play an old card game called Chaotic. It was a fun game, but it did not survive against Yu-Gi-Oh and Magic. The reason I bring it up though is because they had tons of interesting locations with some cool abilities. I like the idea of locations have special magic or certain creatures that will affect the party.
i like that idea too in my temple of lag for example there is no specific skill tied in with the djinni armata but its in the same zone as the dwarf crafting area and that is where the skill knight can be learned so maybe there is some association with the genies with learning to be a knight since they have connection to the crafting sphere.
Since i made a new campaign in the same world the dwarf crafting area is in the same zone but in a new good aligned city called highkeep but there is also a evil aligned city now in the same zone called grobb so which one would teach the knight skill or would there be a split between a good knight and a evil knight skill?
There could be a split. You could have a city that is overrun with evil. It all depends on the kind of lore you put behind things. Or you could build the lore on what you what bizarre feature you want the area to have. One I plan on using is a location known as Marching Wood. As it is a forest that rapidly expands and swallows towns into it. It is the home of the treants and they basically spread outwards, not to conquer but to spread nature.
YA the thing is it could be something else to depends on weather the dwarfs that tought knight lost their skill when the gnolls took over there underground city and moved it next to qeynos, or if the dwarfs moved their skill that they teach to highkeep along with their crafting station and if prosecutor skill moved with arg city when it turned into grobb by the ogres and trolls that caused all the monsters to run out of the swamps (assume the swamp skills are still there) and they chased the dwarves out of their undercity and they went to the hidden city and rebuild it into highkeep and the ogres and trolls rebuild the undercity into blackburrow and i guess its possible that knight moved with them since its still the same city. a lot of different possible things
Ah yes nature but just because the forest takes over everything with nature that doesnt mean that those places wouldn't still have their secrets unless the treants moved them somewhere else purposely. and btw nature is what they call the speaker skill over in the northlands of my world and they would much rather have strategy or perception that they have over in freeport but since nowadays they are both good alignment cities i doubt they would try to attack for the other cities skill.
The outpost of Paradox, built originally as a garrison around an unstable portal to the Far Realm/something similar. Inside the town strange things constantly happen. Rain condenses and falls up from the ground, walking down the stairs will bring you into an upper floor, a whisper can be heard across town while a shout is barely audible. Other shenanigans as well
I thought up this town for my homebrew world (I promised some people I'd do a write- up on my world, I should get to that soon)
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
VanZoeren, that is an amazing setting and connecting it to the far realms is a great way to create a horror themed quest. It reminds of some of Lovecrafts own works. You could do something with a kind of eldritch horror leaking into the town and causing strange happenings. Maybe even have an eldritch cult be behind it.
I'm writing an adventure now that takes place in a city that is slowly sinking- the lower parts of the city are already under water, and the poor inhabitants have built rickety docks, piers and platforms right on top of the old buildings, while the rich retreat towards the ever-shrinking high ground at the center of town.
The adventure culminates on the plane of Carceri, where the characters pursue the big bad down a subterranean river of endlessly flowing iron chains.
Right now, I'm making a little campaign about 3 characters (can be anybody, but one of the classes MUST be a dragon-born, or part of the dragon bloodline ) where they must find the tome of the warlock Reginus, the planet their on is called 'Qwasdron' where there are new species, for example the Wolfian, a descendant of the gnolls, looking just like them with more hair, and more wolf-like, usually with a bunch of wolves behind them. The campaign will probably last about 2 hours and you start off in an abandoned house, with no memory of how you got in. I'll tell more when I finish it
There are quite a few memorable locations in Borrelia, my homebrew world. One of these it the Blood Plains. During the Demon War, a nigh-apocalyptic event in which demons almost destroyed the world, the once-tranquil Gilded Plains were corrupted into the Blood Plains, a hellscape of ash and flame, where perilous creatures stalk behind every hill and below every dune.
Another interesting region is the Weeping Caverns, a labyrinthine system of tunnels and caves. After the end of the Demon Wars and the death of the gods, one of the last remaining Empyreans, known as Hallis, the Fallen Warrior, made his home in the deepest and darkest part of the caverns. For over a hundred years, his sobs of anguish have echoed throughout the caverns, shaking the earth. Around him is a briny lake, a salty pool of his own tears.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The Fortress of Reysatra. It was once the lair of a powerful elven wizard, but it disappeared shortly before her death. Recently, it has reappeared in the waters near the twin islands of Castor and Pollux.
The Fortress was enchanted so that it could be shrunken down and look like a normal treasure chest. My party found both the chest and the key to open it, so now they live in a giant fortress out at see that looks like an enormous treasure chest
The Wild Sea an almost uncharitable stretch of ocean with islands, storms, and monstrous pirates appearing and disappearing out of nowhere. While stories of great danger come from the wild sea so do stories of great riches. The only way to safely cross the sea is by following the light from the two magic light houses.
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I love locations! I love kingdoms with white stone walls. I love fortresses carved out of mountains. I love seas of lava and swamps filled to the brim with oozes. I love locations that reflect the inherit magic of the world and that give the players a feeling of beauty or dread. And I would love to hear the lore, stories, designs, or special properties of your locations. Tell me what interesting and bizarre places do you have in your world.
the temple of lag, its like a fortress up in the air above a big zone where genies and other types of nasty creatures have a special item called the djinni armata, its pretty tough to fight up there but probably worth the trouble since the djinni armata allows people to use mobile crafting station.
I'm working on setting up some adventures ahead of time since I'll have a new group starting soon-- I have a premade adventure for us to all start with while I create some world of my own. So I'm currently working on some really great locations for them to get to explore once they've wrapped that, and one of my favorites is a small town in the middle of an enormous wood.
It is a very welcoming town. The kind of town that a DM might get That Smile over describing. If anything bad ever happens in this town, you'll certainly never hear about it from any of the townspeople. Ever. No one in town thinks they know that blacksmith you think you met yesterday. That shop has been empty for a while, probably, and it is nothing to worry about. That big mural with all the candles out in front of it is also nothing for outsiders to concern themselves with, we wouldn't use the word 'shrine', and no one has ever seen the Gargantuan Creature depicted on it. This is a great place to settle. Buy a house. Walk around in the woods. It is very safe, like there's just a zone where monsters won't go, how could anything bad ever happen here?
Sounds spooky and exciting! A good way to set up a lower level adventure!
I used to play an old card game called Chaotic. It was a fun game, but it did not survive against Yu-Gi-Oh and Magic. The reason I bring it up though is because they had tons of interesting locations with some cool abilities. I like the idea of locations have special magic or certain creatures that will affect the party.
i like that idea too in my temple of lag for example there is no specific skill tied in with the djinni armata but its in the same zone as the dwarf crafting area and that is where the skill knight can be learned so maybe there is some association with the genies with learning to be a knight since they have connection to the crafting sphere.
Since i made a new campaign in the same world the dwarf crafting area is in the same zone but in a new good aligned city called highkeep but there is also a evil aligned city now in the same zone called grobb so which one would teach the knight skill or would there be a split between a good knight and a evil knight skill?
There could be a split. You could have a city that is overrun with evil. It all depends on the kind of lore you put behind things. Or you could build the lore on what you what bizarre feature you want the area to have. One I plan on using is a location known as Marching Wood. As it is a forest that rapidly expands and swallows towns into it. It is the home of the treants and they basically spread outwards, not to conquer but to spread nature.
YA the thing is it could be something else to depends on weather the dwarfs that tought knight lost their skill when the gnolls took over there underground city and moved it next to qeynos, or if the dwarfs moved their skill that they teach to highkeep along with their crafting station and if prosecutor skill moved with arg city when it turned into grobb by the ogres and trolls that caused all the monsters to run out of the swamps (assume the swamp skills are still there) and they chased the dwarves out of their undercity and they went to the hidden city and rebuild it into highkeep and the ogres and trolls rebuild the undercity into blackburrow and i guess its possible that knight moved with them since its still the same city. a lot of different possible things
Ah yes nature but just because the forest takes over everything with nature that doesnt mean that those places wouldn't still have their secrets unless the treants moved them somewhere else purposely. and btw nature is what they call the speaker skill over in the northlands of my world and they would much rather have strategy or perception that they have over in freeport but since nowadays they are both good alignment cities i doubt they would try to attack for the other cities skill.
The outpost of Paradox, built originally as a garrison around an unstable portal to the Far Realm/something similar. Inside the town strange things constantly happen. Rain condenses and falls up from the ground, walking down the stairs will bring you into an upper floor, a whisper can be heard across town while a shout is barely audible. Other shenanigans as well
I thought up this town for my homebrew world (I promised some people I'd do a write- up on my world, I should get to that soon)
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
VanZoeren, that is an amazing setting and connecting it to the far realms is a great way to create a horror themed quest. It reminds of some of Lovecrafts own works. You could do something with a kind of eldritch horror leaking into the town and causing strange happenings. Maybe even have an eldritch cult be behind it.
I'm writing an adventure now that takes place in a city that is slowly sinking- the lower parts of the city are already under water, and the poor inhabitants have built rickety docks, piers and platforms right on top of the old buildings, while the rich retreat towards the ever-shrinking high ground at the center of town.
The adventure culminates on the plane of Carceri, where the characters pursue the big bad down a subterranean river of endlessly flowing iron chains.
Sounds like a cool location. Reminds me of Waters 7 from one piece
That sounds beautiful!
Right now, I'm making a little campaign about 3 characters (can be anybody, but one of the classes MUST be a dragon-born, or part of the dragon bloodline ) where they must find the tome of the warlock Reginus, the planet their on is called 'Qwasdron' where there are new species, for example the Wolfian, a descendant of the gnolls, looking just like them with more hair, and more wolf-like, usually with a bunch of wolves behind them. The campaign will probably last about 2 hours and you start off in an abandoned house, with no memory of how you got in. I'll tell more when I finish it
There are quite a few memorable locations in Borrelia, my homebrew world. One of these it the Blood Plains. During the Demon War, a nigh-apocalyptic event in which demons almost destroyed the world, the once-tranquil Gilded Plains were corrupted into the Blood Plains, a hellscape of ash and flame, where perilous creatures stalk behind every hill and below every dune.
Another interesting region is the Weeping Caverns, a labyrinthine system of tunnels and caves. After the end of the Demon Wars and the death of the gods, one of the last remaining Empyreans, known as Hallis, the Fallen Warrior, made his home in the deepest and darkest part of the caverns. For over a hundred years, his sobs of anguish have echoed throughout the caverns, shaking the earth. Around him is a briny lake, a salty pool of his own tears.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
The Fortress of Reysatra. It was once the lair of a powerful elven wizard, but it disappeared shortly before her death. Recently, it has reappeared in the waters near the twin islands of Castor and Pollux.
The Fortress was enchanted so that it could be shrunken down and look like a normal treasure chest. My party found both the chest and the key to open it, so now they live in a giant fortress out at see that looks like an enormous treasure chest
The Wild Sea an almost uncharitable stretch of ocean with islands, storms, and monstrous pirates appearing and disappearing out of nowhere. While stories of great danger come from the wild sea so do stories of great riches. The only way to safely cross the sea is by following the light from the two magic light houses.