by Goto Author View Single
The village sits on the edge of the deep fjord, often engulfed in mist or rain. Its people are fishermen, who work even through the sea-ravaging winter. And they pray to the gods of the deep.



At the beginning of every winter they hold a summoning ceremony. Three boats are taken out into the fjord, a hornsman on each. The mournful horns are blown in the language of the whales, the gods of the deep. The whales sometimes appear in answer to these calls, and it is taken as a good omen when they do.



To a party of PCs wandering the misty hills and valleys nearby however, the doleful whalesong of the horns can be disturbing and misinterpreted...
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Ideas - Locations
September 24, 2002
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The Black Forest- actually a part of another forest, is said to be cursed by the presence of some horrific monster, which burns the very earth with its body!

No one has yet seen it and lived to tell, so be warned!(see NPC Aurelius Blackfoot for details)
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Ideas - Locations
July 1, 2002
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by Goto Author View Single
THE GNOMES OF UDNALOR: Part II



Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.



There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.
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Ideas - Locations
May 4, 2002
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by Goto Author View Single
THE GNOMES OF UDNALOR: Part I



Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.



There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.



The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.



The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.
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Ideas - Locations
May 4, 2002
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by Goto Author View Single
The Forest of Throck:



Throck forest is divided into three parts: a region of twisted black magic, which is dark and hemmed in with the legions of sable pine. This is Spindel, and is occupied by the hideous Ettercaps and their spider-pets. The second area is the chaotic elfin-wood, where the druids work their wyrd magic amongst the oaks. The last part is Udnalor, the home of the gnomes. Finding themselves surrounded by these chaotic forces they dwell as quietly as possible beneath the surface. Their culture is a fascinating one to visit, and in the next few miscellaneous ideas, I shall examine the ways and customs of THE GNOMES OF UDNALOR, with a view to role-playing them.
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Ideas - Locations
May 4, 2002
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A revolt or attack happens against a strong city/kingdom. All the losers of the battle that can be captured are brutally crucified along the roads that enter the kingdom to show their strength and as a demonstration of what happens to their enemies.
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Ideas - Locations
March 5, 2002
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Small village tavern specialty of the house is fresh cow blood mixed with milk. For each order they go out back and actually draw blood from a cow by puncturing a vein in it's neck. Fresh blood brought to the table where they poor milk into the glass of blood in front of the customer so they know how much blood they are getting.
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Ideas - Locations
February 2, 2002
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In the middle of a desert in an oasis is a single prospering oak tree. Near the tree is a large pool of water. Drinking from the water is said to give you eternal life but really only extends your life for as long as you continue drinking from it. Those that have found it and left, have never found it again. Some search for it still.
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Ideas - Locations
January 5, 2002
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The devil's wind. Explains why people become crazy. They are caught up in this wind which steals their sanity which in turn feeds the wind. The wind is a leftover from when the air elementals banded together in a mass army at one point to attack the True Gods. The wind is leftover of their attack route and on the anniversary of the battle the wind sweeps through causing the madness.
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Ideas - Locations
December 31, 2001
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A basin type hole in the middle of the plains. Once every so many years the rains come very hard and flood this place. Maybe that is where the tribes congregate for their tribal meetings.
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Ideas - Locations
December 31, 2001
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A large river that is continuously covered in a thick layer of fog. There will be either a rope ferry to get across or possibly a boat that is rowed across by worshippers of the water elementals. It is very thick fog to the point where it even muffles voices even at close range and visibility even beyond a foot is almost impossible.
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Ideas - Locations
December 31, 2001
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