I’m sure after hearing Chris Perkins talking about Gazetteers in Wildemount and Eberron, we’re all feeling compelled to write a Gazetteer of sorts for our homebrew worlds, but what an intimidating prospect! Never fear! The gym is here to practice lifting this massive mental load on our practice world of Dayeimbe!
Using the following questions, develop an entry for our Dayeimbe Gazeteer so your players don’t ask “do you even lift?”
1. What place is your entry about? (make up a new one or build on one from previous entries, such as Lucina Tirion or Eldrain Forest or the An-Kuri Desert)
2. What races live there in what numbers?
3. Who is in charge (form of government, important people, etc.)?
4. What are important features and landmarks that set it apart (5 senses)?
5. What quest hooks exist at this location?
6. You do you!
Here is the Dayeimbe map to help things along, and feel free to make up your own from your world!
In a previous post I destroyed Ashborne (DMN128, not canon … until this is), so going with that let’s talk about its neighbor Piptoll
(finally figured out how to add my own pictures, no idea how to make it larger)
1. Piptoll. Over 300 years ago Pip and the Halfling Hoggers (Halfling cowboys on Boars) chased the Toll Trolls from the region (then known as Toll) into the Pathless Peaks. Halflings have resided in this region ever since.
2. What races live there in what numbers? 2000: 70% Halflings, 20% Gnomes, 5% Goblins, 3% various, and 2% satyrs. 500 (mostly Human) refugees from Ashbourne.
3. Who is in charge (form of government, important people, etc.)? Poppy Brightmoon, Head Pip. Head Pip is selected by Earllong (demi-god, DMN 23) in a surprise tea party on a rainy day every spring.
4. What are important features and landmarks that set it apart (5 senses)?
Everyone is very studious (especially in spring) and always welcomes visitors.
Taste: in the evenings you can practically taste the tea on the wind. Warm pies on the open window sills will make your mouth water (these are always extra small sized pies because several are expected to be stolen by playful children).
Smell: the region smells Damp and muddy. Once you enter the town smells of rich teas and flowers fills the air. Rather than taverns this town has tea houses, smoke is always coming from these chimneys except on the hot summer days. The yards are filled with flowers and small trees (commonly flowering tea trees).
Feels: the spring is cool and rainy, summer is hot and humid though cool breezes come in over the lake in the evenings, autumn cool and breezy with frequent storms, winter is cold and snowy.
Sounds: in the spring and autumn it is usually raining. During the day Halfling children may be heard playing and laughing as they run through the streets, music can often be heard from the satyrs in the fields, singing from inside the houses with open windows, and bee’s fly lazily from yard to yard. In the winter music can often be heard behind doors that usually have visitors.
Looks: cobblestone from the nearby hills has been used to build houses composed of several round rooms with reed woven roofs. Nearly every yard has flower gardens in front and clovers growing into the dirt roads. It's common to see a goose or pig/boar loose. If you have a horse you stand out as boars are used for the primary beast of burden as well as beloved pets.
In the winter every hearth has a welcoming smile and hot cup of tea to greet you as you tell them what they can do to help, then a helpful member will take you to a tea house just down the street or to the head pip’s office.
There are about 100 parks in the town.
Beside Shady Park on the south-east edge of town is a giant red wood tree, in it lives Tuwilligger Treetoper the Tumultuous a crazy Elven wizard.
East of Piptoll lay the Howling Hills. These hills seem alive, sometimes the ground moves or unexpected gusts of wind blow briefly. These tremors and breezes often affect Piptoll.
5. What quest hooks exist at this location?
• Though very generous hosts, the town’s resources are running “short”. The refugees are currently set up with undersized tents and donated provisions spread out through the parks. If aid could be gotten from Barmwich, with their “larger” population, it would go a long way.
• Ashborne and Hoblin have been at war for over a year, so if the Hobgoblin king below the pathless Peaks find out about the refugees there could result in more conflict, though Hoblin has lost nearly their whole army recently as well.
• Deputy Dandywead has led his squad of Hoggers towards Ashborne one week ago, has not been heard from.
• Many boars and geese have gone missing. They are always getting out, but have never gone missing before. The Pip’s suspect the refugees.
• The refugees Ashborne are openly hostile towards the friendly local goblins. One goblin house burnt down, the family escaped with minor burns; the fire damaged two other houses and could have destroyed half the town. Many have accused the refugees. If much time is spent in Piptoll and a full moon occurs, several of the more violent refugees will disappear (the secret police).
• Fishers are reporting that a group of Hoblin survivors are camped at Rabbit Rock across the Farmers inlet, undead can still be seen in the Ashwood forest. There is at least one Halfling Hogger with them. The fishers would like to help them cross, but Head pip Brightmoon has told them not to, they are already having problems with refugees and this would elevate those. As of yet no undead have been seen on this side of the inlet.
6. You do you!
Main exports: tea, gnomish cookware and pottery, many kinds of stone from the Howling Hills (gnome), mushrooms of all kinds, live fish (in barrels), and fireworks. Trading is done with the goblinoids of Hoblin as well as the more socially acceptable Barmwich and Ashborne.
• Head pip Brightmoon knows that Earllong would want them to help both the Ashborne and Hoblin refugees but the community has worked hard to stay out of their war.
• Town guards are ride’n rope’n Halfling Hoggers. Wereboars work as the secret police; many prominent people from town are secretly wereboars.
• Deputy Dandywead and a few other hoggers are with survivors from the Hoblin Horde across the inlet at Rabbit Rock.
• The Goblins that live in town have migrated from the Pathless peaks, some generations ago, and are upstanding citizens, mostly own and manage a fish nursery and mushroom farmers.
• The Howling Hills: The ground is solid rock only a few feet down, but somehow gnomes mine the caverns below and there is rumor of a hidden gnome city somewhere within. A lot of trade happens off the books between the Neighborly Gnomes and Piptoll. The gnomish cookware and pottery exported is considerably more than the gnome potters and tinkerers make in town, likewise when stone is needed the gnomes are always able to come up with more than enough. There is a hidden Gnomish town in/below the Howling Hills. The Hills are actually several stone giants enchanted to sleep (by gnomes) so long ago that the earth has grown over them.
• When tension gets at its height Earllong will show up, calm emotions, and everyone will have the best tea party in history; Ending in long lasting peace between Ashborne and Hoblin if both groups of refugees are present.
• Earllong is the primary deity of the town, however it is also well loved by Quart Bumbleroot (DMN 118, the demigod of Combustion/ pre DMN 119)
I entrust my little nation in your capable hands! Please protect it at all costs! Thank you, DM Annabelle
1. Entry: The Nation of Gladom is a snowy mountain top empire of warring Earth Genasi, bearing some resemblance to what we would recognize as samurais (a nation of fighters). The city-state itself is referred to as Gladomain. These Genasi have pink jewel-tone skin with some minor variation, but most have hot pink skin. These Genasi are said to have been born out of a cataclysmic earthquake and formed from precious stones. The lore says they emerged from a chasm within the earth among the gemstones. As newly formed people, they climbed to the top of a mountain and built an empire to defend and grow.
2. What races live there in what numbers? Total population: approx. 38,000. The nation is predominantly Genasi (95.6%). Any visitors are usually interrogated. It is difficult to access the state, let alone find its exact location in the mountains. Naturally, anyone capable of discovering them is a spy with criminal intentions. Anyone who enters without welcome is held under suspicion until they have been thoroughly interrogated. Once the visitor is determined to have good intentions, they are formally welcomed with a celebration feast, juxtaposing a (probably) scary first-impression. Some halfling tinkerers (1.6%) and dwarven smiths (1.8%) have settled in the town. For a city of fighters, there is a lot of business to be done concerning armor and weapons. Therefore a useful outsider, once vetted, is a very welcome addition to society!
3. Who is in charge? Gladomain is a matriarchal society. It is run primarily by a council of female Genasi oligarchs. At the helm of the "Daughters of Gladom" is the Empress. It is a lifelong position, passed down through a noble female line. She is both a figurehead and the chief general of the army. She leads her nation into battle and appoints her sons and daughters as leaders in the ranks. Gladomite men frequently hold leadership positions and serve as priests to their war god. However, only the Daughters of Gladom are admitted into the council.
4. What are important features and landmarks that set it apart? One is struck with the city's breathtaking mountaintop view. The nation overlooks the valley containing the sacred cave they were said to have emerged from. Only priests are allowed to enter this "temple" of crystals. Not even the Empress herself is permitted in the cave unless she has undergone a laborious ritual blessing from the priests and priestesses. To the east is a mountain spring where one can smell the white blossoms of a unique tree that only grows at its mouth. In town, all of the rooftops and houses are painted white, and the doors of homes are adorned in vibrant flower wreaths with wildflowers collected from the valley. Garland is hung between dwellings with multicolored pennants conveying joyful proverbs and blessings. Each night, they dine on hot dishes given their wintery climate. They mostly serve protein (you're very unlikely to find a vegan in Gladomain, that is, outside of the priest tradition) and occasionally stews and soups. On special occasions, they dine on fish seasoned with mountain herbs. At the center of every neighborhood is a public eating tent where all citizens assemble to eat every night as one people. It is their honor to give their lives for the cause of their nation and for their God, so they celebrate every night like it is their last (party!!).
5. What quest hooks exist at this location? Player characters notice some distress among the priest and priestesses. There has been a theft in the temple. An alternate entrance from within the temple has been discovered. The priests, who traditionally do not participate in combat, do not have the means to follow after the criminal through the alternate entrance. The priests reluctantly propose the PCs and a couple reliable generals go in after the culprit(s). Player characters must undergo the ritual blessing to pursue the raiders, only to discover the tunnel doesn't lead to someway out... it leads down.
6. You do you! In a city-state full of fighters, armor is always in vogue! How one ornaments one's armor is of great interest to the dominant female population. Gladomites particularly love seashells, as this is an aesthetic commodity that is difficult to come by in a mountain top setting. They will pay TOP dollar for any seashells players may have. Most aesthetics seen in town are jewel-encrusted shields and swords (but crystals are easy to come by in other valley caves). The real hot-looks are found on those who have pearl-encrusted shields and weapons.
Everything about Poppy Brightmoon is so so good. Halfling hoggers, off the books trading, goblins, gnomes, so so much. Then the tiebacks all over the place. #swoon
So so many things about Gladom make me want to spend some serious time in the area to see more of the people, and experience the intricacies of each set of armor, and the personality that each person puts into the individualized aesthetics. Freakin hot pink genasi born from an earthquake living on a snowy mountain top. #moreswoon
Post by DM Onesie Knight on Feb 26, 2021 19:25:22 GMT
1. The forest-which-was-once-a-plain described by meribson in DM-Nastics #111 is now the Wolfwalker's Coppice, in far northwestern Dayeimbe. The mountains towards which the barbarians rode in the funerary procession for their dead king were the Dueling Peaks.
2. The descendants of the ancient horse-tribe barbarians eventually settled in the foothills and river valley of the Dueling Peaks as the forests overtook their grazing land. They became herders and farmers, with communities springing up around the old burial caves of the ancient heroes. They now form a modest nation of approximately five hundred thousand humans across the entire territory.
The forests now known as the Wolfwalker's Coppice are so named for the pervasive stories of werewolves, mostly originating from the settled horse-tribes who never did have much love for the dark, mysterious forest that stole their open plains. The forests are inhabited by fiercely reclusive and xenophobic wood elves, whose ancient druids are actually, in fact, responsible for the sudden aggressive growth of the forest. This fact is known only to inner-circle druids and a few of the eldest sages among the elves. Their numbers are unknown, but the rarity of contact with them implies they are a small community.
3. The settled horse tribes, now calling themselves the Motirae, are organized around eleven city-states, each venerating its own pantheon of heroes and kings drawn from the various surrounding burial caves and later-period mausoleums and catacombs. Between these city-states, they stand by their city heroes like sports teams, with all the fierce rivalry that implies. Politically, each city is headed by a Consul, who is elected from among the noble houses, by the noble houses. Noble status for a family can be won by great deeds and civic service, and lost by disgrace and criminal conviction. This is not a culture which is kind to "black sheep" in the family. The upshot, however, is a strong sense of meritocracy. Mostly, the eleven city states keep to themselves and stick it to each other via hotly contested annual equestrian games, but the eleven Consuls do meet in a body known as the Decade for issues which affect the entire nation. It is called the Decade because the Consuls elect from among themselves one Arbiter, who has no vote except in cases of deadlocked vote, leaving a council of ten.
4. The Mountains of the Dead. Since prehistory, the horse-lords of the ancient plains carried their dead kings and heroes in great chariots and carriages to bury in the mountains. Over centuries these developed from burial caves filled with the worldly possessions of the deceased, to elaborate and ostentatious mausoleums. As in all things, the city-states of Motirae constantly try to outdo each other with the magnificence of their tombs. Rather unique to this culture, the necropoli are in fact lively, colorful social hubs.
The tomb structures are covered in elaborate tile mosaics depicting the lives and deeds of the dead, and topped with very tall needle-like steeples. The sharp smell of incense is omnipresent, and Motir bards chant traditional devotionals to the heroes of old. The Motir faith is heavy on ancestor worship, and citizens make frequent offerings and prayers to particular family members or patron heroes, multiple times a week for most citizens. There's even a lively bar scene; it's common to "drink with the dead." Taverns in the necropolis will have a wall of urns or sarcophagi, and it's perfectly socially acceptable to get trashed as long as you pour out a little for the dead from every round of drinks. The necropoli are also enveloped within loud marketplaces; extensive commerce is improper in the Mountains of the Dead, so naturally they do extensive commerce *next to* the Mountains of the Dead.
5. It is said that in times of great peril, the ancestors will speak to the living in dreams, visions, or apparitions. One of the party members has an intensely vivid dream of a fierce-looking barbarian king on a horse who leads them into a cave hidden high in the mountains above a colorful city. Inside the cave is a rotted old skeleton in a simple hewn rock sarcophagus with no lid. The barbarian king takes a (sword? bow?) from the sarcophagus and offers it to the PC. The PC then wakes up, with a strange feeling that there might be something important hidden in a cave somewhere up in the Dueling Peaks...
Post by Koldik Steelskin on Mar 11, 2021 16:19:20 GMT
1. What place is your entry about?
Lakewood Proper called such not because it's near a lake, it's not it is instead called so because of the blue mud that paves the streets lakewood proper is in the Wandering Plains
2. What races live there in what numbers? Elfs avoid Lakewood Proper believing it is a poisoned land
Halflings 31% Halflings have found the land to be quite fertile and grow here often
Humans 65% Water Genesi 1% a family of water Genesi live in the town and people are suspicious that they are the cause of the colored mud
Dwarfs 3% as Lakewood Proper is nowhere near the mountains so dwarfs barley ever settle down there
Blue mud mefits are also seen about the town though when approaced they always disipear from sight
3. Who is in charge form of government, important people, etc.
The Lord of Lakewood Proper lives in a Village to the south of lakewood and barley inforces law there instead is a group of Monks who generally Break of fights and will sometimes lock up the brawlers in solitary confinement
4. What are important features and landmarks that set it apart (5 senses)? Taste: the food from Lakewood Proper tastes much better than that from surrounding villages though it takes on a blue tinge traders will take food from Lakewood Proper where it is nearly worthless and sell it in other lands
Touch: the mud is never fully dry and neither is the air the damp and heat is sometimes enough to drive a person crazy
Smell the land smells of seafood and Stagnant water though their once again is no lake near Lakewood Proper
Sight the wooden building seem to be sinking into the mud and mefits can be spotted who seem to be aiding this process though if you ask a towns person they will tell you the buildings are not sinking
Sounds Raven's and Rusty hinges plus the wailing of the bard ghostare in the area making the scariest of sounds at night
5. What quest hooks exist at this location? What causes the blue mud? (mefits working with the Lord, why do you think he avoids the area)
Hidden Relic it is said their is a large Vault of a Dwarven king below the village (it's a rumor spread by the lord and is actually a death trap)
The castle duh (what is going to keep any adventurer worth there salt from entering the sinking castle just outside the black wooden fence that was set up to protect the village
6. You do you! Their is an abandoned castle halfway sunk into the mud which houses a Bard Ghost who's wailing makes sleep difficult.
Those who grew up in the village get this feature Slow their speed decrease by 5 feet
After eating the food you can get the players to make a wisdom saving throw DC 8+times eaten on a fail they can no longer see the castle and come to hate kolbolds for no apparent reason (there is a group of Kolbold wariors outside the city who are trying to reveal the lords sceams)