The Wicked West has earned its name, for the land itself seems to have an unquenchable hatred for all things living. It's a massive desert, spanning over a million square miles, but only a tiny fraction of that space is inhabitable. Because lurking within the desert's impossibly fine sands, so fine that you can literally slip under and drown yourself in them, are monsters. Great beasts, which only seek to devour anything their unnaturally keen senses detect creating vibrations by thrashing about in the desert. The molelike sand dragons, capable of shattering your bones with their roar. The swarming spongeleeches, which suck the moisture out of anything they come across. And of course the mythical sand kraken, a gargantuan horror that is far too real for any sane person to be comfortable with. The only safe spots consist of the massive, stone bones of ancient creatures, some humanoid, some bestial, which lay scattered around the desert for some unknown reason, like the gruesome aftermath of a titanic battlefield. The only passage between these bizarre havens is by using Railtrains, locomotives outfitted with a magical device that allows them to lay down track in front of them as they go, allowing them to go anywhere with enough ambient magic. So, we've established that the West is awful, but why would anyone go there? The answer is simple. Wealth. Buried beneath the sands of the Wicked West is a powerful magical substance known as white coal. When burned, white coal releases a staggering amount of magical energy, and it is used to power all sorts of magical contraptions and devices. Most commonly, it is found in the guts of sand dragons, within a specialized organ that they store it in for use in their earth-shaking roar, so many in the West find their fortunes as Molehunters(though many more become Molehunted).
And that's just about it. Scary desert with sand monsters and also giant bones and also magic coal and big moles.
I like the idea of sand dragons but there was a similar monster in mario. Did you get your inspiration from the sand dragons from that?
I like the idea of sand dragons but there was a similar monster in mario. Did you get your inspiration from the sand dragons from that?
Sand Dragons have shown up in D&D with with the roar or sandstorm type blast breath weapon. I remember a Sand Dragon for AD&D that was quite popular after it appeared in Dragon magazine, I want to say a 2e had a canonical one. In any case, whether Mario was the inspiration or not, they aren't unheard of in the game.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I like the idea of sand dragons but there was a similar monster in mario. Did you get your inspiration from the sand dragons from that?
Sand Dragons have shown up in D&D with with the roar or sandstorm type blast breath weapon. I remember a Sand Dragon for AD&D that was quite popular after it appeared in Dragon magazine, I want to say a 2e had a canonical one. In any case, whether Mario was the inspiration or not, they aren't unheard of in the game.
I believe Brown or Yellow Dragons could fit this description. Both were known for having hot sand breath attacks.
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
The sand dragons were most definitely not inspired by any existing ones, mostly because... well, they're not dragons. They're more like giant moles, really. I was just thinking "I need an iconic sand monster, and sand worms are overused. What other things dig in the ground? Oh right, moles! Giant moles!"
The idea of the breath weapon came much later. Originally, I was just going to make their roar something that inflicts fear, but that was boring. When I came up with the idea for white coal, and needed a method of gathering it, that was when I came up with the roar, since digging around for white coal would be kind of boring, not to mention way too dangerous. So, I gave the sand dragons a natural weapon, allowing them to store up white coal in a specialized organ and burn it, releasing its energy in a massive blast of raw magical force. It solved the issue of them not really being proper "dragons"(even though they're monstrosities), and the issue of not having a good method of "mining" white coal. Additonally, it led to a bunch of cool ideas involving Molehunters, folklore about a particular one-armed Molehunter who sought to hunt a massive albino sand dragon, and more.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Sand Dragons have shown up in D&D with with the roar or sandstorm type blast breath weapon. I remember a Sand Dragon for AD&D that was quite popular after it appeared in Dragon magazine, I want to say a 2e had a canonical one. In any case, whether Mario was the inspiration or not, they aren't unheard of in the game.
I believe Brown or Yellow Dragons could fit this description. Both were known for having hot sand breath attacks.
Might. I went on a nostalgia trip and found what I was talking about in Dragon 134 (12th anniversary issue, March 1988). Article "The Dragon's Bestiary" given stat blocks and FR-oriented lore for Aquatic Dragon, Icthyodrake (basically Baracuda Dragon), Astral Dragon, Weredragon, Fangdragon (dragon stripped of magic and breath but incredibly melee powers), Sand Dragon, and Stone Dragon. The Sand Dragon was a legless, wingless serpent. They were neutral, but intelligent and often magic using, beings. Breath weapon is described thus (I just think this is cool, remember this is all AD&D terms):
Sand dragons are, for the most part, nonaggressive creatures. They will speak with adventuring parties, and may even aid them with information. However, when provoked, sand dragons can become powerful enemies. The devastating breath weapon of the sand dragon is a ray 2 wide and 120 long, which turns any living thing it touches into pure, loose, white sand (save vs. breath weapon at + 1). Restoration of a character is possible only with the use of a wish, though some reports have indicated that desperate adventurers successfully used rock to mud, mud to rock, stone shape, and stone to flesh (in that order) to restore characters, and achieved success against all expectations.
I loved this article when it came out, and even enjoyed my Ranger getting reduced to sand when the DM opted to "surprise" us after we thought we had beat the module "Pharaoh" (Death was more a thing in game back then).
Welcome to Nuar Enchor. The Elves were the first to be created, and were done so in image of the gods. They named the world and gave it life. Next were the dwarves. Dwarves craft the weapons of heroes and Gods. Then the Humans. They innovate, create, and destroy. The Orcs are misunderstood, and the Dragonborn are few and far between. The world is rebulding from an inter-planetary war from 500 years before. From the Frigid Wastes of the Esloran North, to the Auram Desert of Aisur, and the secluded forest of the Veil, the world is thriving, and its your time to make your mark.
Arenstar. To the east, the coastline runs from north to south, with ports bringing trade and travelers in and shipping good out. The beaches give way to the rolling dunes of the eastern desert, wherein lie two great cities - one ruled by dragonborn and borne atop a great dragon tortoise, and the other balanced precariously upon a great slab which endlessly tilts in the ever changing dunes, like a buoy on the slowest of waves - the buildings built upon stilts, adjusted each morning to bring them level. The desert sweeps into the great sunken circular salt plains of Arenstar, through which the Tears of Olbanor flow; a sprawling system of salty rivers which have carved deep chasms in the salt. To the South of the Salt Plains lies a great forest, at the centre of which is the Wooden Mountain; a giant, twisted symbiosis of colossal trees, in which the N'Ka'Ch'Ka - a race of sapient woodlice, 3-5 feet tall - mine the precious ambers and resins from its depths. To the north of the salt plains lie the mountains, in which stand the halls of Ormnir, the stronghold of the Dwarves. To the west is forbidding moorland; untamed and unsettled, with but one good road to pass it. And at the western edge of the salt plains stands The Tower; the single largest construction in the known world, the Tower's base stands several miles across, and the top of it has never been seen, for its upper reaches are eternally swaddled in clouds. About the base of the tower is the great market, an ever changing maze of pickpockets and swindlers, selling unmissable deals for remarkable prices. The Tower is a strange and magical construction - so old as to be timeless, and it is said to stand in every plane of existence, like a pin pushed through a folded map. The Tower extends as far as anyone has attempted to travel, both above and below the ground. A man could spend a lifetime there and never run short of things to find. The upper reaches are only safely accessed by airship, for the ancient labyrinth on the seventh floor keeps all but the foolish from climbing further. Each floor bears the designs of those who built it - for whoever holds the Tower must continue to build it - such is the cost of power. Entire civilizations live on each floor - Orcs, Dwarves, Giants, and even Dragons.
The forest of the mouse men is home to a small race of mouses who grew intelligence these are called mousem's. Mousem guard's fight crabs and ferrets while potters and other crafts men work day and night to get new battle supplies in so the mousem's can destroy the ferrets of the under ground kingdom dark heater. Mousem citys are raided frequently and the survivors join local militias to fight. The wolves of the outer territories near the mousem capitol briar wood are growing hungry as the recent war with the ferrets have left the mousem's unsafe and unready for an attack. It is uncertain that the mousem's will survive and they will stay in there beloved forest. They are corned at all sides shall they survive?
Ithoris, home of the Brave New World setting: You're a farmer's boy, it's your first time in the big city, yelling can be heard in the saloon a gnome walks out in a daze, a zeppelins float above, advertising this and that, before he knows it, he's pulled into an alleyway, confronted by a bugbear, "your money or your life", says the goblinoid, holding a blackjack, as he stammers, he hears a shot ring out, the bugbear drops to the ground as he sees the smoking barrel of a poncho-clad elf, " first time in the city?", the boy nods' no' shakily, "watch your step pardner, never know what's around the corner", the elf walks away, disappearing into the bustling crowd.
Cyuta, at first glance, is an idyllic land. Its geography comprises rolling hills and valleys, vineyards and olive groves, mountains, beaches and lush, verdant plains. Its towns and cities are places of great learning and patronage of all manner of the arts and its plentiful natural resources, shrewdly managed, have made its people wealthy. Its currency is used as a standard in many other lands, and its influence has spread far and wide, bringing travellers in their hordes to visit its beautiful cities. Yet constantly bubbling under the surface is the threat of turmoil. As is only natural in a land with such potential, its resources are fiercely protected and jealously guarded. The citizens’ pride in their city states frequently spills over into rivalry and armed conflict. Various religious orders contend with each other for supremacy, and there are rumours of dark practices and unholy attempts to subvert the natural order of the world. Come for the beauty of nature, all the pleasures of the senses and the creativity of humanity. But venture off the beaten track and you may find yourself squaring off against the nefarious Count Guido, the chilling Undead Army of Bhilanan, the secretive Marble Giants in their wondrous underground caves, or the controlling and corrupting power of Alavronaos the False Prophet.
(This is still a work in progress, I've got a good idea of the main encounters you would have in this setting but need to flesh out a lot of the details.)
Years ago 5 wizards controlled the spirits off the world and became so powerful as to control even the gods.These 5 wizards ultimately brought the apocalypse leaving the world broken and unable to truly fix itself.this is Where the story begins in a broken world run by broken gods and spirits humans, elves and more live in small isolated villages.thus s the world of tìranabri (simplfied version of the term ¨land of the broken¨ in scottish gaelic) help develop this world here
But venture off the beaten track and you may find yourself squaring off against the nefarious Count Guido, the chilling Undead Army of Bhilanan, the secretive Marble Giants in their wondrous underground caves, or the controlling and corrupting power of Alavronaos the False Prophet.
LOL! I just noticed that! Are you throwing shade at Girolamo Savonarola?! That's the worst burn he's had since the last one! That is a prime 15th Century deep cut, man, I love it.
But venture off the beaten track and you may find yourself squaring off against the nefarious Count Guido, the chilling Undead Army of Bhilanan, the secretive Marble Giants in their wondrous underground caves, or the controlling and corrupting power of Alavronaos the False Prophet.
LOL! I just noticed that! Are you throwing shade at Girolamo Savonarola?! That's the worst burn he's had since the last one! That is a prime 15th Century deep cut, man, I love it.
Haha I wasn't sure if that would register but yeah that was my intention. Fun with anagrams and all that. Trying to create a campaign that picks and mixes all the best bits from Renaissance Italy, specifically Tuscany.
Ikalia. After the murder of the other gods at the hands of a lesser sun god assisted by four mortal wizards, the world was thrown out of balance. The sun scorched the earth, evaporating the oceans and converting the once diverse planet into a single, spanning continent of sand and dust. Magic was rare, its god burnt to a crisp. After only a few hundred years, society has started to rebuild, the races populating the continent adapted to the intense heat and dangerous creatures that roam the wastes. The southern region is characterized by its tall forests of large cacti, growing to create stable ecosystems for the creatures that inhabit it. Vulture like dragons soar the skies, some tamed by the nomadic elves that roam the plains in the easts. In the north spans a once deep ocean, now reduced to a deep canyon populated with thick haired dwarves. Humans took to the west, developing archaic guns used to defend against the predators hidden in the sand. Below the surface, however, lies an oasis of water, the cavern races surviving off of its resources. Creatures in the lower caves tend to glow and blend in with the gray rocks that litter the floors. They hide the water from the surface, jealously guarding it from outsiders.
lots more but its just one paragraph :))
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— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Long ago, a land called Nowhere was devastated by ancient catastrophe, plunging civilization into ruin. Nobody knows what exactly caused it, but no matter if it was war, natural disaster or divine punishment, the world was broken, it's people left to pick up the pieces. Now, many hundred years later, fledgling societies have reformed, carried by technology, faith, or plain old conviction, the world has carried on. But admidst the wilderness, the lawless and dangerous still roam, beasts of all kinds is still a terror to the roaming traveler, and beneath the ground, ancient machinations still rest. Undisturbed, teeming with invaluable technology and magic... and dangerous to not only the prospective adventurer, but potentially to all those living in Nowhere. Out there, you can only trust the gun at your hip and the sharpness of your wit as you navigate between sheriffs and outlaws, shoot-outs in grimy saloons, and the aspirations of newly formed states and would-be rulers. Welcome to Nowhere pardner.
Is about what I got for my Weird western-meets-post-postapocalypse-meets-fantasy monstrosity of a campaign.
This continent, once forgotten, has recently been rediscovered. Tales of spoils hidden deep within the interior float on everyone’s lips synonymously with this new land. There aren’t any civilized people’s that claim this region—yet. A rumor of ancient Elves live just off the coast. No worries though, every ship that has come back has said the same thing for certain. The Elves are no trouble, and keep to their little island. It is up to you; if you wish to take up this adventure, explore this new land, and make a name for yourself! You are to meet at the Wailing Lily, the ship is set to depart in one two day. [man, it’s just my intro!] To expand and keep it short, the land was once a thriving metropolis but the council of three grew a greed that hungered for more of everything, wealth, food, land, and men/women (one was a lady) and this ended up spreading from the higher leadership down to simple farmers. To a point where the Gods they worshipped saw these People and cursed them with an undying greed. The continent erupted into war and the continent was ravaged. A group of mostly Elves fled to a nearby island chain and began to rebuild. The people left on the continent were forever changed. They became bestial in nature and after the continent was raped and burned, a collect few druids began to oversee the reformation of nature’s reign over the land. Thousands of years pass until the continent is rediscovered by the outside world. The campaign follows a party exploring the continent and seeing it become populated fighting vs nature, and man vs man over control of certain areas. Until they discover that the land was once inhabited long ago and realize the land is cursed and see the signs of that curse infecting the first people that landed here. So they then begin a count down before they too succumb to this curse.
this is a kingdom to a relatively new king. The land of nine cities, really 8towns and the one central city of Balderth, is the shining jewel of the continent. Infrastructure, roads intertwining all the towns and even a number of villages. Rather secure borders, from the east with the mountains that snake down the center of the continent. To the south a great river, with few natural crossings. The kingdom has a large bay encompassing its northwest, open to the oceans of the great beyond. Further south there are roving hordes of Orc. More peaceful these days, but will skirmish for food if it comes down to it. Past the plains lies the Last Founding Forest Land. This is the place where the initial Elven empires arose from. Many in Balderth tell legends of elves that still live there, but none really know. To the east of the spine of Likora (continent name), is relatively unknown. The guards posted in the mountains have seen goblins scurry about and there was once a war between goblins maybe a hundred years or so ago. This is the basic setting of Balderth.
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I like the idea of sand dragons but there was a similar monster in mario. Did you get your inspiration from the sand dragons from that?
KNIGHT OF RANDOM
Halike Morgad the Dhampir fist of arlo
Sir strange one of the centaurs
Sand Dragons have shown up in D&D with with the roar or sandstorm type blast breath weapon. I remember a Sand Dragon for AD&D that was quite popular after it appeared in Dragon magazine, I want to say a 2e had a canonical one. In any case, whether Mario was the inspiration or not, they aren't unheard of in the game.
Jander Sunstar is the thinking person's Drizzt, fight me.
I believe Brown or Yellow Dragons could fit this description. Both were known for having hot sand breath attacks.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
The sand dragons were most definitely not inspired by any existing ones, mostly because... well, they're not dragons. They're more like giant moles, really. I was just thinking "I need an iconic sand monster, and sand worms are overused. What other things dig in the ground? Oh right, moles! Giant moles!"
The idea of the breath weapon came much later. Originally, I was just going to make their roar something that inflicts fear, but that was boring. When I came up with the idea for white coal, and needed a method of gathering it, that was when I came up with the roar, since digging around for white coal would be kind of boring, not to mention way too dangerous. So, I gave the sand dragons a natural weapon, allowing them to store up white coal in a specialized organ and burn it, releasing its energy in a massive blast of raw magical force. It solved the issue of them not really being proper "dragons"(even though they're monstrosities), and the issue of not having a good method of "mining" white coal. Additonally, it led to a bunch of cool ideas involving Molehunters, folklore about a particular one-armed Molehunter who sought to hunt a massive albino sand dragon, and more.
"Ignorance is bliss, and you look absolutely miserable."
Might. I went on a nostalgia trip and found what I was talking about in Dragon 134 (12th anniversary issue, March 1988). Article "The Dragon's Bestiary" given stat blocks and FR-oriented lore for Aquatic Dragon, Icthyodrake (basically Baracuda Dragon), Astral Dragon, Weredragon, Fangdragon (dragon stripped of magic and breath but incredibly melee powers), Sand Dragon, and Stone Dragon. The Sand Dragon was a legless, wingless serpent. They were neutral, but intelligent and often magic using, beings. Breath weapon is described thus (I just think this is cool, remember this is all AD&D terms):
I loved this article when it came out, and even enjoyed my Ranger getting reduced to sand when the DM opted to "surprise" us after we thought we had beat the module "Pharaoh" (Death was more a thing in game back then).
Jander Sunstar is the thinking person's Drizzt, fight me.
Welcome to Nuar Enchor. The Elves were the first to be created, and were done so in image of the gods. They named the world and gave it life. Next were the dwarves. Dwarves craft the weapons of heroes and Gods. Then the Humans. They innovate, create, and destroy. The Orcs are misunderstood, and the Dragonborn are few and far between. The world is rebulding from an inter-planetary war from 500 years before. From the Frigid Wastes of the Esloran North, to the Auram Desert of Aisur, and the secluded forest of the Veil, the world is thriving, and its your time to make your mark.
Arenstar. To the east, the coastline runs from north to south, with ports bringing trade and travelers in and shipping good out. The beaches give way to the rolling dunes of the eastern desert, wherein lie two great cities - one ruled by dragonborn and borne atop a great dragon tortoise, and the other balanced precariously upon a great slab which endlessly tilts in the ever changing dunes, like a buoy on the slowest of waves - the buildings built upon stilts, adjusted each morning to bring them level. The desert sweeps into the great sunken circular salt plains of Arenstar, through which the Tears of Olbanor flow; a sprawling system of salty rivers which have carved deep chasms in the salt. To the South of the Salt Plains lies a great forest, at the centre of which is the Wooden Mountain; a giant, twisted symbiosis of colossal trees, in which the N'Ka'Ch'Ka - a race of sapient woodlice, 3-5 feet tall - mine the precious ambers and resins from its depths. To the north of the salt plains lie the mountains, in which stand the halls of Ormnir, the stronghold of the Dwarves. To the west is forbidding moorland; untamed and unsettled, with but one good road to pass it. And at the western edge of the salt plains stands The Tower; the single largest construction in the known world, the Tower's base stands several miles across, and the top of it has never been seen, for its upper reaches are eternally swaddled in clouds. About the base of the tower is the great market, an ever changing maze of pickpockets and swindlers, selling unmissable deals for remarkable prices. The Tower is a strange and magical construction - so old as to be timeless, and it is said to stand in every plane of existence, like a pin pushed through a folded map. The Tower extends as far as anyone has attempted to travel, both above and below the ground. A man could spend a lifetime there and never run short of things to find. The upper reaches are only safely accessed by airship, for the ancient labyrinth on the seventh floor keeps all but the foolish from climbing further. Each floor bears the designs of those who built it - for whoever holds the Tower must continue to build it - such is the cost of power. Entire civilizations live on each floor - Orcs, Dwarves, Giants, and even Dragons.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Sounds like Mouseguard
Mystic v3 should be official, nuff said.
Ithoris, home of the Brave New World setting: You're a farmer's boy, it's your first time in the big city, yelling can be heard in the saloon a gnome walks out in a daze, a zeppelins float above, advertising this and that, before he knows it, he's pulled into an alleyway, confronted by a bugbear, "your money or your life", says the goblinoid, holding a blackjack, as he stammers, he hears a shot ring out, the bugbear drops to the ground as he sees the smoking barrel of a poncho-clad elf, " first time in the city?", the boy nods' no' shakily, "watch your step pardner, never know what's around the corner", the elf walks away, disappearing into the bustling crowd.
I made this setting for a one-shot I DM'ed.
Mystic v3 should be official, nuff said.
Cyuta, at first glance, is an idyllic land. Its geography comprises rolling hills and valleys, vineyards and olive groves, mountains, beaches and lush, verdant plains. Its towns and cities are places of great learning and patronage of all manner of the arts and its plentiful natural resources, shrewdly managed, have made its people wealthy. Its currency is used as a standard in many other lands, and its influence has spread far and wide, bringing travellers in their hordes to visit its beautiful cities. Yet constantly bubbling under the surface is the threat of turmoil. As is only natural in a land with such potential, its resources are fiercely protected and jealously guarded. The citizens’ pride in their city states frequently spills over into rivalry and armed conflict. Various religious orders contend with each other for supremacy, and there are rumours of dark practices and unholy attempts to subvert the natural order of the world. Come for the beauty of nature, all the pleasures of the senses and the creativity of humanity. But venture off the beaten track and you may find yourself squaring off against the nefarious Count Guido, the chilling Undead Army of Bhilanan, the secretive Marble Giants in their wondrous underground caves, or the controlling and corrupting power of Alavronaos the False Prophet.
(This is still a work in progress, I've got a good idea of the main encounters you would have in this setting but need to flesh out a lot of the details.)
I'm stealing the Marble Giants. I love that. Very evocative.
Years ago 5 wizards controlled the spirits off the world and became so powerful as to control even the gods.These 5 wizards ultimately brought the apocalypse leaving the world broken and unable to truly fix itself.this is Where the story begins in a broken world run by broken gods and spirits humans, elves and more live in small isolated villages.thus s the world of tìranabri (simplfied version of the term ¨land of the broken¨ in scottish gaelic) help develop this world here
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
LOL! I just noticed that! Are you throwing shade at Girolamo Savonarola?! That's the worst burn he's had since the last one! That is a prime 15th Century deep cut, man, I love it.
Haha I wasn't sure if that would register but yeah that was my intention. Fun with anagrams and all that. Trying to create a campaign that picks and mixes all the best bits from Renaissance Italy, specifically Tuscany.
Ikalia. After the murder of the other gods at the hands of a lesser sun god assisted by four mortal wizards, the world was thrown out of balance. The sun scorched the earth, evaporating the oceans and converting the once diverse planet into a single, spanning continent of sand and dust. Magic was rare, its god burnt to a crisp. After only a few hundred years, society has started to rebuild, the races populating the continent adapted to the intense heat and dangerous creatures that roam the wastes. The southern region is characterized by its tall forests of large cacti, growing to create stable ecosystems for the creatures that inhabit it. Vulture like dragons soar the skies, some tamed by the nomadic elves that roam the plains in the easts. In the north spans a once deep ocean, now reduced to a deep canyon populated with thick haired dwarves. Humans took to the west, developing archaic guns used to defend against the predators hidden in the sand. Below the surface, however, lies an oasis of water, the cavern races surviving off of its resources. Creatures in the lower caves tend to glow and blend in with the gray rocks that litter the floors. They hide the water from the surface, jealously guarding it from outsiders.
lots more but its just one paragraph :))
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Long ago, a land called Nowhere was devastated by ancient catastrophe, plunging civilization into ruin. Nobody knows what exactly caused it, but no matter if it was war, natural disaster or divine punishment, the world was broken, it's people left to pick up the pieces. Now, many hundred years later, fledgling societies have reformed, carried by technology, faith, or plain old conviction, the world has carried on. But admidst the wilderness, the lawless and dangerous still roam, beasts of all kinds is still a terror to the roaming traveler, and beneath the ground, ancient machinations still rest. Undisturbed, teeming with invaluable technology and magic... and dangerous to not only the prospective adventurer, but potentially to all those living in Nowhere. Out there, you can only trust the gun at your hip and the sharpness of your wit as you navigate between sheriffs and outlaws, shoot-outs in grimy saloons, and the aspirations of newly formed states and would-be rulers. Welcome to Nowhere pardner.
Is about what I got for my Weird western-meets-post-postapocalypse-meets-fantasy monstrosity of a campaign.
Encroachlan.
This continent, once forgotten, has recently been rediscovered. Tales of spoils hidden deep within the interior float on everyone’s lips synonymously with this new land. There aren’t any civilized people’s that claim this region—yet. A rumor of ancient Elves live just off the coast. No worries though, every ship that has come back has said the same thing for certain. The Elves are no trouble, and keep to their little island. It is up to you; if you wish to take up this adventure, explore this new land, and make a name for yourself! You are to meet at the Wailing Lily, the ship is set to depart in one two day. [man, it’s just my intro!] To expand and keep it short, the land was once a thriving metropolis but the council of three grew a greed that hungered for more of everything, wealth, food, land, and men/women (one was a lady) and this ended up spreading from the higher leadership down to simple farmers. To a point where the Gods they worshipped saw these People and cursed them with an undying greed. The continent erupted into war and the continent was ravaged. A group of mostly Elves fled to a nearby island chain and began to rebuild. The people left on the continent were forever changed. They became bestial in nature and after the continent was raped and burned, a collect few druids began to oversee the reformation of nature’s reign over the land. Thousands of years pass until the continent is rediscovered by the outside world. The campaign follows a party exploring the continent and seeing it become populated fighting vs nature, and man vs man over control of certain areas. Until they discover that the land was once inhabited long ago and realize the land is cursed and see the signs of that curse infecting the first people that landed here. So they then begin a count down before they too succumb to this curse.
kingdom of Balderth
this is a kingdom to a relatively new king. The land of nine cities, really 8towns and the one central city of Balderth, is the shining jewel of the continent. Infrastructure, roads intertwining all the towns and even a number of villages. Rather secure borders, from the east with the mountains that snake down the center of the continent. To the south a great river, with few natural crossings. The kingdom has a large bay encompassing its northwest, open to the oceans of the great beyond. Further south there are roving hordes of Orc. More peaceful these days, but will skirmish for food if it comes down to it. Past the plains lies the Last Founding Forest Land. This is the place where the initial Elven empires arose from. Many in Balderth tell legends of elves that still live there, but none really know. To the east of the spine of Likora (continent name), is relatively unknown. The guards posted in the mountains have seen goblins scurry about and there was once a war between goblins maybe a hundred years or so ago. This is the basic setting of Balderth.