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stevelabny

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An all purpose name/idea stealing thread.

1> a town/city/kingdom name

2> a diety name (with portfolio or domains)

3> an npc name (with race/class)

4> a geographical feature name (forests, rivers, mountains,etc)

5> the name of a new location or landmark (something cool to pass by or visit)

6> the name of a legend (hero, battle, cataclysm, fairy tale, other)

7> the name of a magic item

8> the name of a new posion/herb/metal/wood/etc

9> something else. surprise us.

Short descriptions are optional.
 

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Here's something:

Devilwood

Devilwood is a very rare wood found, to the best of anyone's knowledge, anyway, only in Devilwood Vale and on certain other planes (Gehenna and the Abyss, among others). It is reddish and dense, extremely hard, and nearly impossible to burn. The sap from devilwood trees is thin, green, highly acidic, and burns quickly. On skin, it deals 1d4 points of acid damage. Devilwood sap is poisonous, and burns with a thin, greenish smoke that makes the eyes water and causes intense coughing. It deals 1d4 points of temporary Constiturion damage and incapacitates the inhaler for twice that number of rounds. Both these effects can be avoided by a succesful Fort save at DC 15. If the sap is introduced into the bloodstream, it deals 1d4 constitution primary and secondary damage, Fort negates DC 17. Devilwood trees produce small, reddish flowers, which smell surprisingly sweet. Honey made from devilwood necter is one of the more vile substances known to Sidereal. It is a contact poison, dealing 2d6 acid damage and 1d6 temporary Con damage, secondary damage 1d6 each Con and Str (Fort save, DC 21). If the victim fails a third save, 1 point of each ability damage is permanent. Vermin are immune to this poison. Devilwood has hardness 10 and 12 HP per inch. It has fire resistance 15. Devilwood is also notoriously resistant to magical effects, adding 10% to the cost of all armor enhancements to a devilwood shield and adding +2 to it's saving throws against magical effects. Devilwood objects are 1/4 heavier than their normal counterparts, and armor penalties are increased by 1. It adds 150 gp per pound of the original item. Items not made primarily from wood are not signifigantly affected. Shields and wooden armor gain a natural +1 enhancement bonus, which does not stack with magical enhancement bonuses.


And a deity:

ZUTH, the Scion of the Hated (Chaotic Evil)

Profile: the downtrodden, revenge, hatred

Domains: Trickery, Chaos, Evil

Zuth is a Demon General from Gehenna. He takes the downtrodden under his wing, sheltering them and feeding their hatred of good and law. His servents most often include necromancers and evil rogues and bards. His servents were once wretched and despised, but are raised now vicious, evil, and deadly. He occasionally joins forces with Bokath to strike out at Sothas or another Good Power. His favored weapons are dagger and shortsword. His favored class is rogue. His symbol is a bloody dagger.

Dogma: Everyone hates you. Make them pay. You are nothing in their eyes; make them nothing in the eyes of all. They abandoned you; destroy them. You will have your revenge if you follow me. I will guide your blade to the hearts of those who have wronged you.
 

stevelabny said:
An all purpose name/idea stealing thread.

1> a town/city/kingdom name

Forinthia.

stevelabny said:
2> a diety name (with portfolio or domains)

Galador (The Light); god of the sun, the light, the law, authority, the rightful rule of Forinthia over all. Align LG; domains Good, Healing, Law, Light, Sun.

stevelabny said:
3> an npc name (with race/class)

Thrush, Male Human Fighter 20

Hit Dice: 20d10+60 (182 hp)
Initiative: +5 (automatically 25 the first round he acts)
Speed: 20’
AC: 22 (+1 dex, +10 armor, +1 deflection) plus 50% miss chance
Base Attack/Grapple: +20/+27
Attack: +5 greatsword +30 melee plus Weapon Mastery (2d6+17/17-20 plus Lethality plus Weapon Mastery); or +1 mighty (+4) composite longbow +22 ranged (1d8+5/x3)
Full Attack: +5 greatsword +30/25/20/15 melee plus Weapon Mastery (2d6+17/17-20 plus Lethality plus Weapon Mastery); or +1 mighty (+4) composite longbow +22/17/12/7 ranged (1d8+5/x3)
Space/Reach: 5’/5’
Special Qualities: Displacement, resistance to fire 30
Saves: Fort +20, Ref +14, Will +16
Abilities: Str 25 (including belt of giant strength +4), Dex 13, Con 16, Int 10, Wis 11, Cha 10
Skills: Climb +5, Intimidate +10, Jump +28, Listen +7, Spot +8
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Guard Your Flanks, Improved Critical (greatsword), Improved Initiative, Iron Will, Lethality (greatsword), Lightning Reflexes, Point Blank Shot, Power Attack, Quickdraw, Quick-Strike, Weapon Focus (greatsword), Weapon Mastery (greatsword)

Challenge Rating: 19
Alignment: Neutral

Gear: Greatsword +5, full plate +2, ring of fire resistance 30, quarterstaff +2/mw, mighty (+4) composite longbow +1, ring of protection +1, belt of giant strength +4, helm of willpower [gives +3 morale bonus to Will saves], major cloak of displacement, amulet of resistance, 50 mw arrows, 4 doses luhix, four gems (50, 75, 75, 150)

Coin: 22507 gp, 231 sp, 222 pp, 12 cp

stevelabny said:
4> a geographical feature name (forests, rivers, mountains,etc)

The Bendrock Mountains.

stevelabny said:
5> the name of a new location or landmark (something cool to pass by or visit)

Angelfire Mountain (was known as Mt. Bile until recently a hero destroyed the befouling magic within it; now the mountain is named after him).

stevelabny said:
6> the name of a legend (hero, battle, cataclysm, fairy tale, other)

Hendrick the Witch-Hunter.

stevelabny said:
7> the name of a magic item

The Red Coins of Greed.

stevelabny said:
8> the name of a new posion/herb/metal/wood/etc

SUNPOWDER:
The process of tranforming distilled sunlight into sunpowder is a secret held tightly by the orcs of Valonia. They share it with no one, and only a few faithful clergy of Galador are allowed the knowledge. One vial of liquid sunlight will yield one 'charge' of sunpowder.

Sunpowder, much like distilled sunlight, is highly volatile and dangerous. It shares all the characteristics of distilled sunlight, but as a powder it can be used in a fashion very similar to gunpowder. In general, one charge will be enough sunpowder to fire a typical orcish pistol or musket once, and multiple charges used together can have greater effect (for example, it takes 20 charges to fire a cannon).

Sunpowder can also be used as an explosive; in this case, the number of charges used will increase both the damage and the size of the explosion.

Number of Charges- Damage- Radius- Save DC
5 3d6 10' 13
10 3d6 15' 13
20 4d6 20' 15
30 5d6 30' 17
50 5d6 40' 17
100 6d6 50' 19

Larger amounts of sunpowder can make even larger explosives.

To complete this description:

DISTILL SUNLIGHT
Transmutation
Level: Light 4
Components: V, S, DF, M
Casting Time: 3 hours
Range: Special
Effect: See text
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This ritual allows you to distill sunlight into a thin volatile fluid. One flask is created per two caster levels. This spell must be cast under the sun in a cloudless sky, making it hard to cast in many places and seasons. Further, distilled sunlight evaporates within 2d4 hours unless sealed (in which case it lasts up to the caster’s level in days).

The spell distills the sunlight into previously prepared holy water. As a liquid, sunlight has the following properties:

-It radiates a 60’ glow akin to daylight;
-It is warm to the touch. Drinking a flask of sunlight will heal 1d8 points of cold damage take in the last hour. Also, it will dry up to 4 square feet of wet surface per flask.
-It acts as double-strength holy water.
-It is extremely flammable. If lit it will burn in only a single round but a vial will cause 3d4 damage.

Material components: in addition to the required holy water, this spell requires 200 gp in incense and herbs plus 50 gp/vial to be distilled.

9> something else. surprise us.

Here's the Traps domain I made up:


TRAPS
Granted Power: You gain a +2 bonus on all saving throws against the effects of traps (including secondary poison damage).
1 Alarm
2 Fire Trap
3 Snare
4 Explosive Runes
5 Symbol of Pain
6 Symbol of Fear
7 Symbol of Stunning
8 Symbol of Death
9 Trap the Soul
 

Oh, and here are Thrush's custom feats...


GUARD YOUR FLANKS (General, Fighter)

Your combat training has led to a high awareness of enemy flanking techniques and a good defense against them.

Prerequisites: Base attack +6, Combat Reflexes, Lightning Reflexes
Benefit: Whenever an opponent moves into flanking around you, you immediately gain an attack of opportunity against that opponent.

QUICK-STRIKE (General, Fighter)

You know how to initiate battle with astonishing speed.

Prerequisites: Improved Initiative, Quickdraw
Benefit: In the first round of combat in which you can act, your initiative is treated just as if you had rolled a 20. Roll normally the second round.

WEAPON MASTERY (Fighter)

You are a master of a specific weapon.

Prerequisites: 10th-level fighter, Weapon Focus, Weapon Specialization
[b/]Benefit:[/b] Choose one weapon you already have specialization in. Before each attack roll with you mastered weapon you may allocate a total of +2 to attack and damage rolls. For example, you could declare a +2 to attack, a +2 damage bonus, or a +1 on each. You may change your mastery bonus around with each attack roll. Unlike specialization, a damage bonus from mastery applies even past 30’ with a ranged weapon.

LETHALITY (Fighter)

You are extraordinarily lethal with your chosen weapon and are adept at slaying your foes in a single blow.

Prerequisites: 12th-level fighter, Improved Critical, Weapon Focus, Weapon Specialization
Benefit: Whey you roll a natural 20 on a roll to confirm a threat your opponent must make a Fort save against the damage you deal or die instantly. (You cannot kill a creature unless you are inflicting real damage.)
 

The Hyperean Archipelago(Hyperean Isles)

A large archipelago(chain of islands), the Hyperean Isles were once a small continent on which was the center of the ancient Hyperean Kingdom of Sorcery; these near-humans, who were rumored to engage in serpent worship and other infernal practices, are said to have mastered magic 2,000 years ago; they conquered the entire continent and had moved onto beachheads on every other continent, when a great magical ritual in their capital failed, letting loose a cataclysm that destroyed the continent and their civilization, sinking portions of the land into the sea, leaving behind a large group of islands. The Hypereans themselves disappeared, although rumors of a connection with the yuan-ti abound, as the snakemen certainly are prevalent within the islands.

Now, the Hyperean Isles are a common destination for young adventurers looking to prove themselves, as the large number of ruined temples, palaces, and cities provide a seemingly endless amount of loot for those who can make it out alive. But beneath the ruins, something stirs; something ancient; something evil.
 

Here's a region, a town, and some NPCs from an Unearthed Arcana campaign I'm currently running:

http://webpages.charter.net/ericnoah/noahrpg/au/au.htm

brookhollow.jpg
 

Plague is a town on the Freshwater Sea. It is clearly marked on every map, as is the kill zone of the plague. Naturally no one has been to Plague, but in all the surrounding towns surviving merchants tell horror stories of the plague. These merchants ensure that Plague and the kill zone are on every map. If they arrive in a town without a regional map, they provide one.

There never was a Plague. Lawless bandits ravage every town and settlement for a thousand miles, forcing every village to pay tribute or fight them off. Plague remains bandit free. If someone from outside does arrive in Plague, they are never allowed to leave.

PS
 

1) Orm's Gate, a town located over an entrance into the Underdark (more specifically, to Kemengroth, city of the troglodytes).
2) Cylenchar (The Green Man), deity of the woodwoses. Rules over all of nature (the god of savage predators, Lykaon, is a more malevolent aspect of him).
3) Shiba Mariko (winter witch 17), the Ice Queen of the eastern lands. Has a plan to banish the sun god and plunge the world into unending winter. I used Arcana Unearthed to write up her stats.
4) The Teeth of Niffel (mountains in the north)
5) The Dire Fane (temple to Hel)
6) The Shunned, progenitors of wizardry cursed to wander the world forever
7) Gyrn, a heavenly sword used in the one and only instance of deicide
8) The Tears of Ci Yeh, a poison used (rarely) by the assassins of the eastern lands. Turns its victim into an undead.
9) Modifications to the totem warrior (AU): they were an order of holy knights in Khemit (old empire akin to Egypt), each totem warrior being dedicated to a god - thus Anubis had his jackal knights, Atum his scarab knights, Horus his hawk knights, Sobek his crocodile knights... at 20th level, some totem warriors underwent an apotheosis, and became permanent hybrids of their animal and human parts. This was the origin of jackalweres, wolfweres, and the like.
 

1 Stormeye, a wind-lashed port on the coast of the Sunset Sea.

2. Sarvald the Uniter, legendary first king of Aelmar, now venerated as the chief deity of the Aelmaric pantheon. Portfolios of Aelmar, war, leadership, pride, and nobility. From an AU campaign, but domains for 3.5 would include (from FR's expanded list): Law, Nobility, Protection, Strength and War.

3. Garrick Mahaban, the Lion of Gondragal (LG male human 16th-level Champion of the Nation of Gondragal)

4. The Shieldwall Mountains.

5. The Great Ring of Threshold, an ancient, 500' tall free-standing ring of unidentifiable rock covered in indecipherable runes that stands in the center of the modern-day city of Threshold. While it's exact purpose is unknown, sages believe it once may have been the frame of an interdimensional portal, long since closed.

6. Denzar's Delve, a huge dungeon complex built beneath the Stormbreaker Mountains by Denzar, the greatest dwarven architect of his day. It was built to contain some nameless evil that lies torpid at it's heart, surrounded by level after level of ingenious traps, blind mazes, and fell monsters bound to the Delve's defense. It is said that construction of the Delve and proximity to its prisoner slowly drove the great dwarf mad, and that he still walks the Delve to this day, mining out and expanding the vast prison.

7. The Gauntlet of Quintessence, a little-understood artifact that was said to allow its wielder to grasp and hold time the way one can touch and manipulate earth or water.

8. Clowenwein oil, also called Repairman's Bane. A finished metal object that is submerged in the oil for an hour "remembers" its shape; a sundered blade that was once treated with the oil may be repaired simply by holding the pieces together for a few minutes. The oil is quite expensive, and is usually only reserved for the finest masterwork items.

9. see attachment.
 

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