Interesting Locals - Your own, not published

Angelsboi

First Post
List your own interesting locales, yours, not published (unless you published a locale).

The Bloodstone Plains
Located deep in the heart of the monarchy of Gemordia, there is a plain that is checkerd with light green and dark green squares. This was from a fight from one of the Orc gods and one of the Goblin gods.

The orcs and goblins then divided them selves into 6 different gems, each branching off from the typical orc and goblin.
 

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Sure, why not...

Sure, why not...

Here is one for you from our new world, Ancient Awakenings...

The Seven Towers:

South of the Black Ash Plainsof the orcs, and holding a 100 mile wide passage between two mountain ranges, are the Seven Towers. They protect the southern lands from the orcish hords of the north. Each tower is about 15 miles apart from the others in a line that from on side of the pass to the other. Each of these towers is surrounded by a medium sized walled city that protects about 25,000 people. Every man, woman, and child of walking age carrys a weapon, from the merchants' short sword, to the womans "Choosing" dagger. Anyone who chooses to live in the city must take there turn at the walls, guarding the city and the south against the hordes of ruthless orcs that contantly try to force past them. Half orcs are a common sight, and while the source of their birth is hated, their strength of arms or love for their city is never questioned.
Each tower is ruled by a Lord. These lords are paladins, though they can hav other classes. Many have skills in other areas, and sorcery is not uncommon. Each of these lords are advised by six other paladins from each of the other six towers. (That is: 7 Lords, and 42 paladin advisors.) If a lord dies or resigns, another lord is voted in from among his advisors. A new paladin is then introduced into the position of advisor to fill in the ranks. Needless to say, the towers have the highest concentration of paladins in the world.
Since living on the Black Ash Wastes prevents them from farming and herding due to the harsh conditions, the accept tribute from the southern kings and lords. Since the neither rule, nore directly serve the southern rulers, the tribute is given as a gift. Food, supplys, solders, and even magic are sent north by the lords to keep the towers strong against the orcs. If a lord refuses to give tribute, the lords surrounding him (especially to the north) would probably take him share of the tribute from his lands by force and send an extra share to the Seven Towers. Needless to say, everyone remembers to save back something for tribute.
This area is great for adventurers, since the Orc wastes are illed with old ruins, orc warlords, and monsters. The towers pay good bounty for orcish ears, and ancient magic is plenty in the ruins. Heros are well loved by the militant people of the cities, and a paladin doubly so.

Mr Oberon.
"To the Walls! Orc Raid!"
 
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you threw me off there angelsboi, your post sibuject line said "locals" and trhen once you are inside it says "locales", living currently in a msall southern town that is an odd mix of twin peaks and hee-haw, i thought i had something to share :)
 

Here is a short excerpt from my setting that details several cities in one region:

Dartmouth (Metropolis, 1,652,920): A major center of trade, Dartmouth is dominated by a ruthless merchant council whose members constantly plot and scheme against each other. It has a large protectorate in the fertile Dart Valley, and its large plantations in it make Dartmouth a net exporter of food.
Approximately four centuries ago, all wizards were driven from the city after a string of scandals involving necromancy. Most of these wizards fled to the Lands of the Dead, where they founded the city of Thornstone. Today, there is still a certain distrust of wizards in many parts of the citizenry, but for the most part, wizards are accepted again as a vital part of society.
Grüngarten (Small Metropolis, 614,320): This city is renowned for its many gardens and greenhouses, which provide the city with most of its food. The agricultural specialists of Grüngarten are highly regarded even in far-off regions, and can command high salaries. Eating any kind of meat is strictly illegal in this city.
Gorok-kar (Small Metropolis, 519,840): This dwarfhold has the distinction of having the only major seaport of the dwarven people. It is located within a long and mountainous fjord, which allows them to both engage in mining and selling the ore and finished products to human merchant ships. Some of the younger dwarves have even started to build their own ships, an activity which is frowned upon by their more conservative elders.
Hogenrood (Metropolis, 1,863,710): This city is famous for its Museum of Art, a gigantic structure several miles in diameter and more than two hundred yards tall at its highest point. Strange objects, pieces of art, and artifacts from all over the world (and even from other worlds) are on display here and under heavy guard. The construction of the museum actually isn't complete yet, but many mages have noticed that it seems to be designed to harness magical energies similar to a nexus tower. However, there are noticeable differences as well, whose true purpose remains unknown. This mystifies many scholars to no end, but some have remarked in private that they plan to stay far away from Hogenrood on the day the museum is completed...
Hollowhill (Large City, 213,410): By day, Hollowhill seems to be a typical Flannish City, if perhaps even more ordered and disciplined than most. By night, this impression changes radically, as the city's true ruler make their presence known: The Court of Shadows, a powerful group of fey creatures. Anyone caught in the outside becomes their plaything, and no matter how desperate the plea, no citizen of Hollowhill will unlock a door or open a window after nightfall.
Nimdenthal (Small Metropolis, 723,510): This city is infamous for surrendering to the invading armies of Negroth the Doombringer without a fight, and is still hated by the citizens of the other Flannish cities as a result, who suffered far more under his brief reign than Nimdenthal did. That the army of Nimdenthal was hardly able to withstand the might of Negroth's forces on their own is conveniently forgotten. Many other cities still levy large tolls against the goods from Nimdenthal, or boycott them outright. As a result, Nimdenthal take an almost perverse pride in being self-sufficient.
Oldenheim (Large City, 348,230): Ever since this city's merchant council slighted a powerful wizard more than three centuries ago, its inhabitants have suffered under a terrible curse: If they don't talk for at least one hour every day, their innermost thoughts and secrets will be broadcasted to everyone in the vincity. As a result, the citizens of Oldenheim are renowned for their talkativeness, and even those away from Oldenheim will tend to talk about any possible subject at great length. Visitors to Oldenheim should be aware that the curse affects all who are within the boundaries of the city.
Praxus (Large Metropolis, 3,245,840): Ever since a major city program ended approximately a hundred years ago, Praxus is generally considered the best-planned city in the world. Its streets are clean, its avenues straight, its parks well maintained, and its public buildings majestic. For the upper classes, their city is a huge source of civic pride, but its detractors ofen consider Praxus to be "soulless".
Rondhaven (Large Metropolis, 2,538,750): Much of this wealthy coastal city lies at or below the sea level. Its neighborhoods are protected by several dikes of titanic proportion. Rondhaven is considered to be relatively "liberal", as far as Flannish cities are concerned, and many artists and free thinkers flock here.
Svardholm (Large City, 430,380): This northern city-state is built on multiple small islands scattered along the coast. Svardholm is generally considered to be the last outpost of civilisation before heading into the northern wastelands.
Zuidenstadt (Metropolis, 1,852,790): This city was in a severe economic depression until recently, but a newly installed merchant council has changed that with its agressive policies. Its forces have started to "protect strategic resources" in the vincity and frequently engage in skirmishes with patrols from nearby cities. That the government of Zuidenstadt is said to be in negotiations with the League of Armach is the cause of no few concerns among the other Flannish cities.

This list - and details of other regions - will be expanded as I get new ideas for my setting. But there's already lots of stuff in there - like I said, this is only a short excerpt...

What do you think?
 
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The Golems of Ryude

The second largest city in the known realms, Ryude is famous for it's world renowned schools and it's position at the crossroads of many trade routes. The most noteable feature of Ryude is not the city itself however, but the two Golems that stride around it at all times.

Each of the two golem appears to be a suit of complicated Full Plate Armor standing 35 ft in height, ornately carved and decorated. One is blue in color with a crest atop it's Spartan-esque helm and has been given the nickname "Legend". The second is red in color and sports a wider brimed helmet which has an almost eastern/oriental look. The red one is called "Lore". Both have 20 ft. tapestry-like cloaks.The Golems walk back and forth along the outside of the East and West Walls of the city, with Legend to the west and Lore to east. Legend's path ends slightly south, nearing the front gates of the city. When Legend arrives at his spot near the drawbridge, Lore stops at the northern most side of the city. Each then retraces it's path, day in and day out, for as long as anyone can remember.

The golems have only altered their endless marching once, when the city was attacked by a wizard using the Machine of Lum the Mad and the Mighty Servant of Leuk-O. The backs of the two Golems opened to reveal complex hatches. Two Elven Warrior/Wizards placed their magic swords into sword shaped recesses inside each Golem. The Golems then fought off the invading machines, partily under the control of the two heroes.

It has been theorized that the Golems were constructed to defend the city from attacks by magical artifacts similar to themselves. The reason for this is unknown. Some claim that a workshop for constructing golems, sheens and other magical machines is located somewhere under Ryude. Perhaps the Golems were constructed by an enemy of Lum the Mad or Leuk-o. Only time and further research will tell...

NewLifeForm
Where No One Has Gone Before...
 

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