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Post by Sidera on Sept 20, 2016 13:33:43 GMT
Saw this photo on facebook today and it looks like great inspiration for a town in someone's game! So I thought we could take it in turns to post a picture of a place from the real world with a prompt of the sort of town you think it would be in a D&D game and the next person can the elaborate on that prompt with what that town is like, what it could be called, what adventure hooks might happen there etc. and then add a picture they have found with a new prompt for the next person. Maybe someone will even find something they can use in their game So first prompt for this picture: A small fishing village on the edge of a desert wasteland inhabited by gnomes and small beastfolk... go!
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SouldiamondDM
Squire
Stay safe, don't talk to strangers, don't do drugs, only you can prevent forest fires, etc.
Posts: 41
Favorite D&D Class: Warlock
Favorite D&D Race: Human
Gender: He/Him
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Post by SouldiamondDM on Sept 21, 2016 1:22:14 GMT
I like the prompt and I haven't done any writing today yet. Go! Linhythe is a small fishing village mainly inhabited by gnomes and small beastfolk, commonly rats, sparrows, and hedgehogs. Due to this, the town is built for folk of small proportions, making it awkward for larger folk. There are also many tunnels and burrows criss-crossing under the surface of the town, with only the occasional cave-in. Linhythe may be an out of the way backwater village, but it provides a lot of the larger local towns with fish and ships. However, the village is running low on it's main source of income; all the fish are being killed by an unknown source. As for the next prompt, I'm feeling Salem. Let's say a tiny farming village with occult problems. Go!
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Post by frohtastic on Sept 21, 2016 3:34:15 GMT
Calling King's lot a village would be a gross exaggeration as its more a couple of buildigs surrounded by dozens of farms, ranging from dairy farms to produce farms. King's Lot itself is more of a marketplace where the farmers gather to sell their products to the Merchant's Guild trading post, but it also has a church, a smithy and a tavern thats mostly populated by the traders looking to take advantage of the country bumpkins.
Adventurers coming by the Lot looking for jobs are gonna be dissappointed for the largest conflict they've seen lately was the tavern brawl between two quarreling farmers (they have since gotten past their differences)
TL; DR : The area hasnt seen any problems in over a century because a group of the farmers sacrifice X to keep the place safe, the greater good.
Prompt: A Workman Hamlet in mountainy forest area has been having issues with dwarves and orcs quarreling over who has the rights to operate in that area (Civilized orcs? What sorcery is this?!)
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SouldiamondDM
Squire
Stay safe, don't talk to strangers, don't do drugs, only you can prevent forest fires, etc.
Posts: 41
Favorite D&D Class: Warlock
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Gender: He/Him
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Post by SouldiamondDM on Sept 21, 2016 20:15:16 GMT
But it is sorcery. You see, the town of Greenhammer used to be an elvish town, before it was conquered long ago by the Greenhammer clan of dwarves. But the elves still hold a grudge. They have used illusion magic to disguise themselves as orcs, knowing that the dwarves won't put up with orcs, the folk that have killed so many of their kind, for long. They want war, and how things are going now, they're going to get it.
As for Greenhammer itself, it isn't a very prosperous place. The elves were able to make a pretty penny off of herbs that grew in the area, crafting potions and spell components for anyone who had coin enough. The dwarves have no idea how herbalism works, though, and have been futilely mining the area to find precious metals that aren't in he area.
As for the next town, let's say... a town where all the buildings are painted red. All of them. Every inch. I'll let you figure it out. Go!
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Post by Sidera on Sept 22, 2016 0:17:24 GMT
As for the next town, let's say... a town where all the buildings are painted red. All of them. Every inch. I'll let you figure it out. Go! The residents are living in the shadow of a terrible creature, a terrible creature that can see all colours except red! As long as the residents of the town keep themselves + their homes red they are free from the wrath of the creature but as soon as any outsider arrives they quickly drag them inside a house for safety and told of this horrible tale. A tale that could either be real causing an adventurer to have to slay this beast orrr could be a figment of the deranged populations imagination sending the players on a wild goose chase. The red paint itself could even be the cause of their madness. Leaving us with the question, what came first - the madness or the paint? A town that, although it is not near the sea and is surrounded by forested area, uses waterways as roads instead of actual roads. All residents own their own boats and anyone who tries to travel through it not by boat aka by swimming or leaping pathways is treated like a criminal... go!
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SouldiamondDM
Squire
Stay safe, don't talk to strangers, don't do drugs, only you can prevent forest fires, etc.
Posts: 41
Favorite D&D Class: Warlock
Favorite D&D Race: Human
Gender: He/Him
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Post by SouldiamondDM on Sept 22, 2016 0:56:01 GMT
A town that, although it is not near the sea and is surrounded by forested area, uses waterways as roads instead of actual roads. All residents own their own boats and anyone who tries to travel through it not by boat aka by swimming or leaping pathways is treated like a criminal... go! a. I was just planning on running a game involving huge monsters and Red Town will work perfectly. b. I was considering going with water cultists for this one, but I think I'll break the occult theme we have so far. You see, the people of Olhydon are actually incredibly devout worshipers of the god of ships and travel. So devout, in fact, they see any form of transport other than boat as blasphemous. They live in their boats, setting up cots for sleeping and tarps to protect from sunlight. Businesses, rather than being walk-in buildings, tend to be stalls with windows facing the waterways. Some strange shapes have been seen in the water lately, though. The Olhydonites believe it to be nymphs, sent from their god as a sign of favor and good fortune, but you never know. If things take a turn for the worse, it's entirely possible that the people of Olhydon may lose their way of life, or their lives altogether. (Darn it, that's still kinda occult. Ah well.)Next up, this town is a dreary wood elf town in the mountains. Go!
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Post by blakeryan on Sept 24, 2016 10:23:53 GMT
- town is a dreary wood elf town in the mountains. Go!
Nexar, only town in the Elven Empire with frequent contact with outsiders. - The mountain caves are home to Gibberlings. - The Wood Elves here live 2-3 families per building, choosing safety in numbers. - A semi nomadic Human barbarian tribe called Jarkuul visit once per 3 months to trade furs and meat for elven bows. - In winter they don't see the sun for weeks, and brewing mead is a common practice. - Red and White foxes are common around the outskirts of town. Some of the Elven Rangers have taken the name High Foxes for their patrols.
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Post by lasersniper on Sept 25, 2016 6:43:10 GMT
Hey guys, don't forget to add a picture and/or prompt so we can keep this thread open for new ideas.
Prompt- An isolated village built where 3 rivers flow into one.
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Post by blakeryan on Sept 26, 2016 10:53:26 GMT
Here's one we can use Attachments:
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dmtreat
Squire
Posts: 48
Favorite D&D Class: Ranger
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Post by dmtreat on Oct 6, 2016 17:04:49 GMT
-Isolated village where 3 rivers converge into one.
-Name: Aeloulaev - Aeloulaev is a town of mostly wood elves and humans. The rivers the come into the confluence run from pine and spruce covered mountains that provide the town with wood for its thriving lumber industry ran from mills powered by the 3 rivers. Mostly humans work the mills and travel in every year from surrounding towns for the seasonal work that the town provides. The Wood Elves who live in the area are part of a druid clan known as the Ever Leaves that control the rate at which the forest is harvested and rejuvenated. However lately a curse has stricken the woods and the town is dying down from the seasonal work not showing up for fear of the plague that sweeps through the people chopping down the trees. The humans who run the town believe it to be the elves cursing them to get them out of the forest, and the elves believe it to be the humans angering the trees and ruining their home.
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Post by Sidera on Oct 7, 2016 23:04:54 GMT
Adding a new prompt to continue the thread! A town build under rock hangings but above land. (obviously minus cars etc.) Who lives there, what races? and why do they live there? what occupations do they have that sustain the town?
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SouldiamondDM
Squire
Stay safe, don't talk to strangers, don't do drugs, only you can prevent forest fires, etc.
Posts: 41
Favorite D&D Class: Warlock
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Gender: He/Him
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Post by SouldiamondDM on Dec 2, 2016 3:24:17 GMT
It's been a while, but yet again, I have not done much writing today. So here we go. No one knows how Gurkaraz was formed. It was an ancient town, with houses and roads carved into the mountains themselves, when the dwarves found it long ago, completely uninhabited. No one knew how or why it was there, or even who built it. It was completely abandoned. Of course that didn't stop the dwarves from settling it anyway. Gurkaraz has since drawn many scholars, especially geomancers, earth-benders, earth elementalists or whatever you want to call them. All of these people are obsessed with poring over the stones of Gurkaraz, trying to figure out who built it. So imagine their surprise when they found a new section of the town, half-carved out of the mountain, that had not been there but months before. And imagine their surprise when yet more was carved out overnight. And for my next hook, there is a town where the sewers have become so overflowed from neglect over the years that filth everywhere had become a part of the people's lives. How do they deal with this?
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Post by Jesse Ross on Dec 3, 2016 1:33:03 GMT
On a hot day, the stench from the garbage and decay overflowing the sewers of Lenneroth almost makes its way to the nose of the Duke. That it never does is not the only reason he refuses to confront it. As a warlock who made a pact long ago with Laogzed—the patron of Troglodytes—the Duke made a deal which allows the savage, reptilian beasts to settle underneath his duchy. The scent of rot and the disappearance of neighbors and relatives have riled up a mood for revolution among the peasants, however, who are taking arms against both the Duke himself and the shadows that lurk in the filth under their feet. Next up, a town built out of precariously-held-together bits of junk, and filled with ingenious methods of getting around...
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SouldiamondDM
Squire
Stay safe, don't talk to strangers, don't do drugs, only you can prevent forest fires, etc.
Posts: 41
Favorite D&D Class: Warlock
Favorite D&D Race: Human
Gender: He/Him
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Post by SouldiamondDM on Dec 3, 2016 2:07:53 GMT
Deepwhel was once a wood-elven mine. The idea may sound nonsensical at first, but the elves need something to build their arrows and magic rings as well. However, the elves are not very good at mining. They dug a bit too deep, and their mines started to collapse. It was only through the power of local druids that the mines were saved. The entire structure was pulled out of the caves they were in whole. The mine is now a building that houses the entire town. Deepwhel's odd origins has its ups and downs. The mine cart systems from the mine are still intact, and can be easily used to get around the town. However, the druid's job was not entirely clean, and there is still refuse and rubble spread around the town. Next up, this town is ruled by a group of highly talented bards! What sort of crazy antics happen there? (I thought this one was a nice, colorful fit).
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