Nice pictures there, TGD!
"Ye old bridge" might work for one side of the island. Northern side, I'd say. But the other bridge has to be tall enough to let sailing ships pass under it. Maybe we can call it "Highbridge"? Highbridge would be built on a rocky outcropping on the south side of the river
PS: I've got a great idea for the second island, tying together some history, geography, NPCs and even my own guilds & organizations thread, but we'll need to remove the bridges connecting it to the mainland.
Here we go...
When the first settlers arrived in what would become Mor's End, they found some ancient ruins already there, aminly on the small island. (Every good fantasy city needs some some kind of dark and ancient ruins, even if it's only 300-400 years old! Besides this could tie in nicely with the warren underneath the city and The Thing That Lurks Below.)
A reclusive elvish wizard settled on the small island, building his tower among the ruins there. (Or perhaps the wizard was already there? Elves live up to 750 years!) It is said that at night he digs down into the ruins, looking for knowledge of ancient civilizations. Others say he descends into hell and consorts with demons.
Nobody messes with the wizard though, and the wizard keeps to himself. The rare occasion that he is seen in the city, he barely says a word, and if he does it is with an air of cool disdain.
The wizard is the highest level mage in the city, and thus by seniority the head of the Mage's Guild, at least on paper. However he rarely if ever shows up at guild meetings, and it is really the second-highest level mage, an ambitious and power-hungry human who is the de facto head of the Guild and who sits on the City Council.
What do you think? It provides for oodles of possible plot hooks: tie-in to the warrens/monster, ancient civilizations, only powerful elf in a city of humans and dwarves, could play an important role im Mage's Guild and City Council if he ever bothers to come out of seclusion, possibly the only link to Mor's End history, etc...
It also allows DM's to scale the magic level in the city: Low magic - the wizard is just a hermit and never shows himself, effectively lowers the highest level wizard in town; High Magic - the wizard is 15th-20th level and suddenly decides to take an interest in city affairs.
I also like the idea of somewhat reducing the number of bridges we have. Seems more realistic, looking at those medieval maps. Plus the bridges could form useful bottlenecks...
"Ye old bridge" might work for one side of the island. Northern side, I'd say. But the other bridge has to be tall enough to let sailing ships pass under it. Maybe we can call it "Highbridge"? Highbridge would be built on a rocky outcropping on the south side of the river
PS: I've got a great idea for the second island, tying together some history, geography, NPCs and even my own guilds & organizations thread, but we'll need to remove the bridges connecting it to the mainland.
Here we go...
When the first settlers arrived in what would become Mor's End, they found some ancient ruins already there, aminly on the small island. (Every good fantasy city needs some some kind of dark and ancient ruins, even if it's only 300-400 years old! Besides this could tie in nicely with the warren underneath the city and The Thing That Lurks Below.)
A reclusive elvish wizard settled on the small island, building his tower among the ruins there. (Or perhaps the wizard was already there? Elves live up to 750 years!) It is said that at night he digs down into the ruins, looking for knowledge of ancient civilizations. Others say he descends into hell and consorts with demons.
Nobody messes with the wizard though, and the wizard keeps to himself. The rare occasion that he is seen in the city, he barely says a word, and if he does it is with an air of cool disdain.
The wizard is the highest level mage in the city, and thus by seniority the head of the Mage's Guild, at least on paper. However he rarely if ever shows up at guild meetings, and it is really the second-highest level mage, an ambitious and power-hungry human who is the de facto head of the Guild and who sits on the City Council.
What do you think? It provides for oodles of possible plot hooks: tie-in to the warrens/monster, ancient civilizations, only powerful elf in a city of humans and dwarves, could play an important role im Mage's Guild and City Council if he ever bothers to come out of seclusion, possibly the only link to Mor's End history, etc...
It also allows DM's to scale the magic level in the city: Low magic - the wizard is just a hermit and never shows himself, effectively lowers the highest level wizard in town; High Magic - the wizard is 15th-20th level and suddenly decides to take an interest in city affairs.
I also like the idea of somewhat reducing the number of bridges we have. Seems more realistic, looking at those medieval maps. Plus the bridges could form useful bottlenecks...
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