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Post by joatmoniac on Jan 24, 2017 7:43:22 GMT
A couple days late, but such is life! This one is all about travel, and to spur on the ideas I went down the Google search hole once again, and I am not disappointed with what I found. Grab a photo and work out the mental muscles! Where is this? Why would your players want to travel here? What difficulties do they face getting here? 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. Let's see what kind of epic landscapes we can make to share for others to use and have their players struggle through!
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Post by dmcaleb on Jan 24, 2017 17:26:39 GMT
Pic. 10 (bound floating trees)
centuries ago, a githzerai monastic order that originated on the plane of Limbo used botany as a way to study the elements and by comparison themselves. This lead to the creation of the Feather Trees (trees that float).
The order expanded and a branch was created on the material plane. They, of course, brought the Feather Trees with them.
In more recent history a pirate lord came upon this unique resource and butchered all the monks of the order and stealing the trees. He then commissioned the best shipbuilder to create the first flying ships.
So, present day, a small island has the only known source of Feather Trees. A group of sky pirates are pillaging the world and guarding the little island with their very lives. Also, scouts were sent by the githzerai order to determine what happened to the material plane branch.
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Post by lasersniper on Jan 24, 2017 18:48:35 GMT
13: The Hall of Shields
The Hall of Shields was once the home to an order of knights and paladins of a multitude of different creeds. All come together with one goal, and that was to protect the defenseless. The order has long since disbanded, but their mighty fortress in the high mountains still stands, pristine and sealed to those who's wills hold ill intent. Many have tried to enter its grand halls since their sealing. Trying take the fabled magical weaponry and treasures the order has rumored to have left and/or sealed away within its walls. But those the narrow, twisting, and treacherous trail does not weed out, are met with the seemingly impenetrable walls of the Hall of Shields.
Magical wards litter the trail up the mountain to the great hall, only letting up when the winter storms are at their worst. The Hall itself only allows those who wish to protect other's within its walls, subjecting them to a test once they are inside. If someone were somehow break into through the protections of the Hall, great golems would awaken to defend the Hall.
The treasures hidden within the Hall are rumored to be many. Some believe the order's greatest weapons and most legendary magical tools were left here. Such as Garlove's Warshield, the Gloves of the Great Sea, and the Divine Dictator. Other's believe within lay the true graves of the Order's founders an greatest members, the Wall Warriors. While still others believe the Hall of Shields was made as a gateway to protect the rest of the world from some great evil.
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dmcrenton
Squire
Posts: 27
Favorite D&D Class: Swordmage
Favorite D&D Race: Human
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Post by dmcrenton on Jan 27, 2017 3:57:58 GMT
As a first post, I'll take the first picture Where is this?The ruins of the lost Lustrine palace of Sola, deep in a valley gouged out by a glacier in ancient times. Geologically-recent rockfalls and treefalls have redirected streams through the centuries-abandoned city, with one such stream now flowing through the collapsed roof of the palace's grand antechamber. Additionally, the long years of neglect have enabled local vegetation to begin to reclaim the city. In another century's time, the entire city will be leveled to the foundations. Why would your players want to travel here?If nothing else, the treasures of the lost Lustrine civilization are a nice draw to get aspiring adventurers to make the climb up the Delurian mountains. In ages past, the people of Lustra were masters of artifice. Even their simple tools became imbued with a level of arcane magic not seen in recent years. As such, any number of arcanists, crafters, and archaeological researchers would pay good coin for any number of items that could be lifted from the moldering halls. Furthermore, only those who descend from the Lustrine royal line can open the doorways into the deepest reaches of the palace. In these innermost chambers, one can find the truth behind the city's abandonment. What difficulties do they face getting here?The foothills of the Delurian mountains are swarming with goblins and their "trained" pseudodragons. The mountains themselves can be treacherous at certain times of year, either during the winter snows or the spring thaws. The plants of the forest are every bit as hostile as the goblins - perhaps a lingering effect from whatever caused the city to fall to ruin. Furthermore, the city itself isn't half as dead as it appears, and the blackened corpses of those who have broken its silence in years past still wander its streets and prey upon those who follow them.
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CRNFAllyKat
Commoner
Posts: 23
Favorite D&D Class: Seeker
Favorite D&D Race: Shifter
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Post by CRNFAllyKat on Jan 27, 2017 23:48:39 GMT
#3 Secluded Shire of the Artificer was once a temple to the Duridic god as well as a portal to he Fey Wild. But as the world changed so did the temple. This new concept of 'Science' started to work its way into the use of Magic. Soon the young Druids were inventing machines that were a complicated replacements to everyday magics. This cause a rift between the younger Druid and the Elders and a compromise was reached. Mixing Magic with Science, mixing machines with spells and potions and such. For a while this worked out great. But the Druids were ultimately mixing gas with fire. And one day, one of the experiments went completely sideways. The heat from the gears of the machine interfered with the magical components of a teleportation device they were working on. Once critical mass was reach an explosion of magical energy rushed out of the temple enveloping the town and filling the valley where the Shire resided. The portal to the Fey Wild was destroyed and a think dense fog surrounded the valley. No one who entered the fog returned. Soon people stopped trying. There is a rumor that every 50 years or so a robbed stranger can be seen in the edge of the Fog.
Adventures are eager to find the Secluded Shrine of the Artificer as it the only known place to have successfully married Machine and Magic. But it is known that the Shire can only be visited once every 50 years. And you must be lead by one of the Durids who had left just after the explosion or someone they trained. The fog may be thin enough to travel thru but is still quite dangerous. These Druids are the only ones who know when the fog will be thin enough to travel.
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Post by dmgenisisect on Jan 28, 2017 0:14:57 GMT
Number 9 really calls out to me, particularly after listening to ep 106...
Where is this? It makes little sense to ask where the Garden of Growth Without Life is, much like many places in the far realm. This little pocket of almost reality is located in the Proxima of the chaos seas, and it is unclear if the Garden of Growth Without Life is a places or a thing. Growth without Life is a known Old One, it's notable creations are things which appear as if they are alive while being entirely not living. This garden is an epitome of this. The garden seems filled with fungal growths each strange and dynamic, but still none of it is alive in any sense of the word. It even has 'beasts' which wander the garden but even these aren't alive.
Why would your players want to travel here? Only fools and madmen would want to travel to the garden, for only death and madness lies there. Yet if one is powerful enough it is possible to warp the garden with their mind, allowing the traveler to create works of such impossibility that it would be impossible to render them anywhere else. It is not necessary to travel there in the flesh though. Some walk the gardens in their dreams, and gain such gifts of the mind which grant powers unknown to others.
What difficulties do they face getting here? Travel to anywhere in the far realm is unsure and unsafe. Trying to travel to the garden in the flesh requires passage through a portal, very few of these are found in the world. The only known portals in the world are found in the Underdark, in a mushroom forest of the Growth Without Life's design. The forest's very air is poisonous causing different effects completely at random. To travel there in a dream is also perilous, the easiest way to do so is to consume potent poisons formed from unliving fungi. Those who posses boons from the Growth Without Life can also undergo such a pilgrimage.
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Post by grimmhelm on Feb 10, 2017 1:56:54 GMT
Let's go with 11 Where is this?
The Island coast of Longz'ul (pronounced Long Z yul), Said to be the birthplace of Sorcery in the oldest times of those who stood upright, most of the ancient city is gone once having floated high above the land until its power faded, its people weakened and its strength lost. The land around has since blossomed into a beautiful forest and a crystal clear ocean of sweet water, and finally the last relic of the ancient age The Arcane Citadel, a tower still full of magic and power and now a small settlement of archaeologists. Why would your players want to travel here?
The land has much for an adventuring party or even a nomadic people looking to set roots. The great forest is largely undocumented and has many strange creatures and plant life including whole new fruits not found anywhere else, the ruins still hold many relics to be recovered that the archaeologists will pay well for if you don't decide to keep them yourself, plus any number of old estates and basements would make excellent bases of operations for any adventuring party if they could be renovated. Finally The Arcane Citadel has yet to be explored past the courtyard, many traps of magic have awoken to the arrival of people, there is much within that a party may seek -power, riches, glory, items of incredible power, arcane words that could still the heart of even a god, and of course...the beautiful caretaker of the citadel itself. What difficulties do they face getting here?
The place is an island surrounded by many jagged rocks of coral and wrecked vessels leaving only three viable points of entry, two coast ports one on the far side of the unexplored forest the other by the old ruins and the Citadel and of course by air travel. The forest is dense and full of unknown beasts, lost creatures of old and ruins from times long ago forgotten possibly even by the gods. The coastline though beautiful is half bog, travellers without knowledge of the area will quickly find themselves neck deep in sinking mud water and who knows what lurks below in that filth. Finally there is a small band of pirates that have made there base in another nearby island, seeing the island as easy treasure they pick off the vessels leaving Longz'ul but are careful to leave any of the archaeologist vessels alone, the more of them on the island the more treasure they can dig up for the pirates!
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drdoost
Squire
Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Feb 10, 2017 19:53:25 GMT
I am going to try to tackle number 4. I'm entitling this picture "The Leviathan of Death"
Where is this?
The Leviathan of Death has a historic past. It started as a myth. During the worst storms of my world it is said that the Leviathan would sail through the clouds of the storm, and absorb the souls of the dead. The souls would be tethered to the Leviathan and forced to row the ships giant bone-shaped oars. Stories are varied. Some say the ship follows the storm to mask its movements, and some say the ship is the storm and the chaos caused in its wake is the result of the souls of the dead reaching out for anything that will save them from eternal torment. The Helmsman, a chaotic evil demigod, is the one who chooses where the ship would go, but was found and embattled by the Goddess Zintris for its corruption of death, and the God Ycnos for disrupting the normal course of storms. The epic battle led to the imprisonment of the Helmsman, but not the destruction of the ship which crashed to the ground. The ship now plagues the once pristine land and is only crewed by the imprisoned souls and the mindless devils that walk the deck.
Why would your players want to travel here?
The stories of the battles and those seeking glory call warriors and adventurers from all over. The corpses of devils and angels dot the landscape of the ships destruction and many seek the treasure of both evil and good. The only sources of light are the artifacts of the Angels that to this day beat back the ships oppressive nature. Some are called on quests to rid the land of this plague, but none have found a way to destroy the ship or counteract its scourge.
What difficulties do they face getting here?
Upon entering the clearly defined scourge, the players would be forced to have their spirits buoyed by songs of bards, magical protections or a Paladin's or Cleric's faithful intervention. Any of those who seek this land without those protections would suffer madness, curses, and eventually death. Spells such as Lesser or Greater Restoration could cure them of these curses, but part of the living persons soul would be tethered to the ship forever, this causing nightmares and a constant waking headache. Only seeking areas of Life, Happiness, and Tranquility could eventually free them from this torment. Many adventurers who live through their attempts at going here would most likely have to spend their lives in Monasteries and Temples devoted to meditation.
No one knows what causes the oppressive nature of the Leviathan, but there are many theories. Some say the souls of the dead are spreading their reach and seeking more company in death, and others say the natural destruction of the Devils' presence is causing the scourge.
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Post by frohtastic on Feb 11, 2017 2:10:16 GMT
Number 7
Where is this? Wyrm's Teeth cove is the gathering point of the great pirates of Dayeimbe. no-one but the Pirates knows its location for it is hidden unless you know the means to get there (queue pirates of the caribean compass ) The pirates court is set here and its overseen by the Pirate Kings itself.
Why would your players want to travel here? Great pirates have accumulated great amount of treasure, magical artifacts of unknown power, not to mention hostages from powerful families.
What difficulties do they face getting here? Finding the location for starter, travelling to the cove requires passing through dangerous waters and unforgiving rocks that pierces through the water, and if you even manage to get on land then the ghosts of pirates buried on land would harass any that they feel is wrong to be here. After that its a pretty nice place, just the court of the king and the warriors that protect him.
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drdoost
Squire
Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Feb 15, 2017 15:39:00 GMT
So, I am still in a backlog on the podcast, just listened to DM-Nastics 26, and I was unaware until today that we were doing stuff to build the world Dayeimbe (sp?). I guess when I saw the picture I was using I instantly thought "How can I build this for my world?" and used the Gods that would have participated in the battle for the ship. Perhaps someone can look at my post and try to associate them with the correct gods? Those two gods in my world are the Goddess of Death (among other things) and the God of Tempests and Storms. I might have to go somewhere to dig for the Pantheon.
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Post by joatmoniac on Feb 15, 2017 23:23:24 GMT
So, I am still in a backlog on the podcast, just listened to DM-Nastics 26, and I was unaware until today that we were doing stuff to build the world Dayeimbe (sp?). I guess when I saw the picture I was using I instantly thought "How can I build this for my world?" and used the Gods that would have participated in the battle for the ship. Perhaps someone can look at my post and try to associate them with the correct gods? Those two gods in my world are the Goddess of Death (among other things) and the God of Tempests and Storms. I might have to go somewhere to dig for the Pantheon. It doesn't happen for every DM-Nastics, and this one would be an example of one that doesn't necessarily have to. Some very much so focus on the world of Dayeimbe, but the ones with a ton of pictures are fairly free game. You do you!
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drdoost
Squire
Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Feb 16, 2017 0:11:32 GMT
That being said, it could easily be factored into Dayeimbe. Just gotta tweak the gods a bit, I haven't copyrighted my stories yet!
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Post by dmgenisisect on Feb 16, 2017 0:58:06 GMT
If you want to sub in some Dayeimbe deities the closest matches are, Nom the Great Witch (Goddess of Death and Fate) or Yithalin (God of Stealth/Darkness/Death) in the place of Zintris and Ren and Yak (The Lightning Twins, Gods of Weather, Luck and Chaos) in the place of Ycnos.
Both would have cool implications, but if you choose Yithalin the is particularly interesting as Yithalin and the Lightning twins are opposed to each other on most other occasions. (It is unestablished if Nom has a similar relationship, but their domains are slightly more intertwined with the whole fate/luck thing).
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Post by dmnate on Feb 16, 2017 5:22:38 GMT
Number 6.
Yggdrasil (very Norse inspired) Yggdrasil the world tree. A tree of portals that connect s to other planes of existence. Because it connects to so many worlds it only makes sense that a city would form inside and on the tree. The city is make up of all types of planer beings.
Why wouldn't an adventurer want to come here? This is a city of portal! There's adventures for eons here!
The trick is getting there though... many folks of the material plane make pilgrimages here but few make the journey. (One does not simply walk into Yggdrasil) unless you find a portal or teleportation circle I suppose. But for those low level characters brave enough to journey through the monster infested sea that surrounds the tree. And if they survive that they must make their way through a hedge maze with strange fey ready to play tricks on pilgrims.
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Tony
Commoner
Posts: 1
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Post by Tony on Mar 17, 2017 18:06:58 GMT
It feels great to get back in the gym.
I'm going with Number 5.
Where is this?
That's the problem, The Hungry Citadel was locked down in the northern reaches of the desert wastelands where the Great White Desert met the Iron Mountains. It is no longer there. Rumors abound that the Hobgoblin Warlord Kilthall was able to overrun the ancient Order of Mirra and unleash the all consuming fortress.
Why do the heroes want to go there?
The last time The Hungry Citadel was driven out of the wastes, thousands of people, plants, and animals were consumed to power the mobile fortress. The heroes have to stop the Warlord before she hits her target and consumes everything in this monstrosity's way.
What difficulties do the heroes face getting there?
Locating The Hungry Citadel is surprisingly easy. The black smoke it produces is belched hundreds of feet in the air and can be seen from miles away. Not to mention, the literal path in carves into the earth as it moves ever onward.
The hard part is going to be catching up to the fortress and assaulting a fully garrisoned fortress. This garrison most definitely includes air scouts, as they can be seen like vultures, always circling to find the Citadel's next meal.
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