To refer to Rubens a inn is an insult. There are no battered bars, or heaving bosoms, or the scent of stale beer and tobacco smoke. There are no crowded common rooms, or cheap entertainment. The flooring is plush, the rooms are exquisite, and the bill is out of this world…
This is a city deep in the hills of old Aviansis. The path to Merideth is magically obscured, so only those with the pathfinder’s gift can find it. The city is still bustling with souls after all these centuries. They trade with each other, make deals, sell things, and even send messages. Unfortunately only a few of them have warm bodies or heartbeats.
Deeping Steppes as named by Dargain the Gnomish adventurer who happened upon this place when attempting to find lost friends in a nearby series of caves and was swept in by the unexpected surge of an underground river, perhaps due to shifting of plates or erosion of a natural barrier. The cavern was sealed and unknown until being discovered by Dargain.
This is a region of the underdark where a series of very large plateaus occupy a huge underground cavern. The cavern is situated near a very common and sometimes treacherous underdark route know as The Underway (in my version of the world) which reaches from the Dales to Silverymoon regions in the Forgotten Realms.
The Barbaric vampire/demonic tyrant Bankskin is responsible for raising humans as livestock for his evil minions. The once prosperous valley has now turned into a tainted death hole fit for no one.
An oval a full mile and a quarter in circumfrence, infield thick with dark grass, surrounded by white fences and stands enough to seat two thousand spectators. The smell of hay, horse sweat, and excitement is strong in the air…
Dark Lands is a dark magical prison/labrynth created by a long dead Dark Mage. His secrets were kept alive by his followers and they sold enchanted artifacts to those with enough riches to purchase them. These artifacts contain the power to spellcast the target into the deadly prison where it’s victims worst nightmares are manifested into reality. Read more in the full version!
It’s a flying city which hosts a school of ancient technology…
A set of land, roughly six hundred meters squared, which has JUST not enough trees to be called woodlands. Though there IS something most curious about these lands. Perhaps the fact it is pure glass.
A land being plunged into chaotic energies, wild superstition, massive prejudices and distrust. More of a campaign setting than anything else.
This is more of a concept applied to a particular setting than the setting itself, bear this in mind.
High in the Gralbak mountains live the Yale Riders, a reclusive tribe of gnomes who have succeeded in taming the wild yales of the mountains. Skilled riders of their agile beasts they are excellent hunters and warriors, though they do have a firm tradition of hospitality.
Krie is a sort of Oceanic world that might be what you would like to see in a fantasy role play.
And behold the fabled mists of the necromatic sorceror, E’grole. Fifteen square miles do they span, the unnaturally thick, eerie fog instilling a sense of dread in even the most hardy of adventurers.
If you follow the wide well traveled mountain road, you eventually find your way to Skyway. Nestled among the clouds, perched upon the mountain side, this tiny town is the key to many puzzles.
The lake of rage is just a lake, save for it’s dark powerand the dark tale that gave birth to it
This large shrine the god Sunglory, is not famous for religious reasons as for architectural reasons.
Over three hundred years after the destruction of Linnarson, the ruins of Linnarson remain deserted; the warped magical environs inhabited only by the twisted and bizarre creatures that have been created. Amongst it all, however, the Senior Masters remain, continuing their eternal pursuit of knowledge.
...In the hallowed halls of the University of Linnarson a glimpse may sometimes be caught of the Senior Masters, learned sages and masters of knowledge. They seldom leave their dusty studies full of learned tomes, other than to dine - each evening they will be found shuffling down the dimly lit corridors to the dark and shuttered Great Hall. After feasting at high table by candlelight they will be gone, returning once more to their studies. None but they know of their pact with death, how they have willingly embraced an eternal undeath in which to pursue knowledge, yet this is the reason for the darkened corridors and the shuttered hall, for those who are undead cannot abide the light of the sun…
To the primitive tribes on the plains of North, life changes rapidly from season to season. In summer, food is abundant. In the winter, death from starving is never far. A natural phenomenon helped one such tribe.
Deep in Throck forest there is a small valley filled with boulders. It is an uneasy place, full of invisible eyes. In the damp behind one of these boulders is a wooden door, virtually impossible to find, which leads down into the Kingdom of the Gnomes.
The home of the reclusive Monk-Smiths of Moldan, unparalleled practitioners of the art of smithing.
The spirit of a creature trapped in amber cannot escape to it’s afterlife / next incarnation / whatever.
Such trapped spirits can be contacted by those who know the right rituals and magical power derived from them – typically the power to control one individual of that species.
Can by quite powerful if the creature is a colony insect (ant, bee, wasp, etc) – simply control the queen and you command the whole colony.