• Welcome to The Campaign Builder's Guild.
 

Dream-Quest: Adventures in the Land of Dreams [PEACH]

Started by TheMightyWarhamster, May 18, 2006, 06:25:11 PM

Previous topic - Next topic

TheMightyWarhamster

The Lands around the Inner Sea
yay, the first fluff chapter. This is not really finished yet, and the individual entries will be updated somewhere down the line.
The statblock at the beginning of each land should be pretty self-explanatory. The line â,¬Å"Sunâ,¬Â, describes the colour of the sun in this land.

Global Phenomenons:
Changing Sun
The colour and size of the sun changes from land to land, The cause for this phenomenon is unknown, but some people think this might happen because one does not only cross the borders between lands, but also between worlds.
(DM Note: This is just a fluff phenomenon to vex the players and give each land more individuality.)

Heavy Sea
This phenomenon has a lot more impact on the world than the Changing Sun.
Some fifteen to twenty-five nautical miles off the coast begins the so-called heavy sea. The water is not different to normal water at first glance, but the difference becomes apparent once you steer your ship into it. In short, the Heavy Sea follows different laws of physics than normal water, its timescale is slowed by half. Practically this means that you are trying to sail your ship through soft concrete. At any rate, most captains avoid the Heavy sea and its unpleasant inhabitants. The only ships regularly crossing it are military ships with wizards on board, that can enforce their physical laws around the ship.

The Plains of Nyeth

Environment: Plains, Hills, Forest
Inhabitants: Catcentaurs 60%, Humans 30%, Goblins (Grim) 5%, Misc 5%
Cities: Nyeth-Leen, Sheathclaws
Exports: Gems, Pelts, Jewellery, Oil and Fabrics
Sun: Yellow
Protectors: Mort, Greymane, Maladicta

The Plains of Nyeth are mostly rolling hills and grassland dotted with small forests, resembling real-world Wales or Ireland. The southern coast is formed by cliffs of white chalk and is riddled with little fjords, the eastern and western coasts are mostly flat grassland with little to no beaches.
The climate is warm, almost Mediterranean with hot summers and humid winters.
The green river runs the entire length of the plains from north to south. It is very wide and not very fast. Its many fish are one of the chief sources of food for the catcentaurs.

Settlements

Nyeth-Leen (~30.000 Inhabitants)[spoiler]
The city of Nyeth-Leen was founded and subsequently named by the two Protectors Nyeth and Leen (who showed a considerable lack of creativity when it came to names).
Built on the South-Eastern peninsula, the city is one of the most important harbours in the world, as well as a good base of operations for expeditions into the Plagueswamps or the lands beyond the Dead Sea.
Nyeth-Leen's current Protector is Maladicta, a (relatively) young human woman whose competence is almost inversely proportional to her relative inexperience. The city's goddess is Bast, although there is a big temple and many shrines to Poseidon.
The city is governed by the High Council, an assembly of nobles. Maladicta uses her influence very sparingly, although she can veto any decision made.
The City, often named â,¬Å"The Pearl of the Westâ,¬Â is very rich and is not afraid to show this. It's architecture is mostly roman/greek in style. The city rises quite steeply towards the center as it is built on around a pillar of rock that stands out abruptly from the countryside.
The city's harbout extends into the second ring. In the first part, the sleek merchant galleys and other ships are docked while the second ring houses the rather impressive navy of Nyeth-Leen. Its ships are extremely old, so old that no one remembers how to build them. They are huge triremes with 300 oars and three masts. Their hulls are made from a strange, dull golden metal and are all but impenetrable for normal weapons. They are armed with four fire-throwers, huge catapults that can throw huge balls of liquid fire several hundred meters far.
Nyeth-Leen is divided into three parts, each encircled by a great round wall with twelve towers.
The first and outer wall is 60 feet high and made from light grey granite. It is decorated with countless bas-reliefs picturing great warriors and scenes of battle.
The first ring is where the sailors and artisans live. Access to it is not restricted and most adventurers consider it the most interesting ring anyway. Here you can find taverns, â,¬Å"boarding housesâ,¬Â, shops selling all sorts of equipment and blacksmiths. The taverns along the harbour are the best place to meet freelance captains and rogue traders always eager to make some money.
The streets of the first ring are always crowded and noisy. At night, it can get a bit rowdy an the city guard is known to often turn a blind eye on events, to keep out of too much paperwork.
The second wall is 90 feet high and made from white marble. It shows scenes of great events and festivities.
Inside it live the minor aristrocats, the rich merchants and many experienced dreamers. It also contains the upper-class artisans, most libraries and the main temples to Bast and Poseidon. The streets in this district are usually quiet during the day and the city guard always shows a strong presence.
The Third wall is full 180 feet high and made from black basalt. Its smooth surface is engraved with magical symbols and runes of power. From inside, the wall is a lot lower, as the innermost ring, the Citadel is built on the summit of the small mountain. Its black halls and passages are always quiet and there are few people around.
The Citadel Houses the city's garrison and the Assmbly Hall, where the High Council meets once per week.
The Citadel's architecture is very different from the rest of the city, featuring bladelike crenellations and almost alien angles. As one might guess, it was not built by humans and is actually from an era before the current Master of Dreams took over.
Its crypts and dungeons descend deep into the rock and are still not fully explored. Most of the passages are sealed with mechanical traps, runes and hexagrammic wards, making the whole subterran complex a huge deathtrap for everyone foolish enough to sneak in.
In these dungeons the Council and Maladicta imprison bound nightmares and insane dreamers for safekeeping and further studies. As you might have guessed, these labyrinthine halls are not a pleasant place and the insane wails of the inmates can sometimes be heard above ground on quiet nights.[/spoiler]

to be continued
Lu-Tze, who was not holy and therefore could think unholy thoughts, occasionally wondered whether the chanting monks were chanting anything, or were just going "aahaaahahah". You could never tell with all that echo.
Terry Pratchett, Thief of Time

Hibou

I like your map. It's got something special to its appearance that makes me want to look at it more :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]