Location idea resource

The World Scar

10.000 miles long with sheer walls 16000 feet high the World Scar tears through the middle of the One Land from the Southern Sea northward to the High Barrier Plateau.

Here within the eternal shadows, geothermal springs and humid warmth a strange ecology has evolved. Creatures unknown outside the Scar roam freely in this place that some beleive to be the very womb of the Earth Mother.

Only in a few places, where earthquakes or erosion have caused the barrier walls to collapse is the World Scar accessible - that is unless you are willing to climb or fly down through the overhanging mist that conceals everything below.

But for those brave enough to enter the World Scar treasures undreamed of await. Diamonds lay strewn across the ground, unbreakable iron rises in twirling columns from the rocky floor and everywhere life and death awaits...

NEXT Dayaks Dread
 

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Davak's Dread

Davak's Dread :
Ansluth Na-Davak was a hobgoblin warlord who butchered the shamans and priests of his own nation to seize power, and lead a great invasion of the human Heartland kingdoms two centuries ago. As they moved north, his army had to pass through a many mile long, knife-thin valley through the Skybearer mountains to access the ripe, agrarian kingdoms beyond.
As Davak's horde marched, virtually single-file, through the pass, the vengeful wraiths of his people's spiritual masters arose and brought awful justice to the hobgoblins. Incorporeal claws slashed at the soldiers, half-formed spectral torso's lunged out, seeking blood, and ghosts rose form the very ground to kill those above. The scant few survivors who fled, screaming from the valley proved easy pickings for the human armies beyond.
Hobgoblins retain a tremendous superstitious fear of the valley, now called Davak's Dread, but many Heartlander's celebrate it as a site of great victory, despite the continuing presence of ghosts, specters and other hauntings.

Next : The Tenways.
 

The old dwarf pulled up a chair, and turned it backwards. Creaking nearly as much as the chair, the venerable dwarf slowly sat himself down, collected his thoughts, and spoke.

"Tenways? You be asking about tenways, eh? Strange place that. Seems there are 5 major rivers that flow from different directions through the valleys, and through the mountains, and converge on a single point - tenways lake. This lake is large, large enough that a person standing one side can not see the other side."

"What's that? Why is it called tenways, you ask? Well, just as 5 rivers flow into the lake, 5 rivers flow back out of the lake on the southern side. Each carved through rock and valley just as they came in. "

"Seems as if the lake itself holds a lot of mystery and power. Some say at the bottom, a portal to the very plane of water itself exists, and that it's big enough to let all manner of aquatic creatures through - to and fro. There's also all manner of creatures that live at the bottom, some not too friendly, and a great war rages beneath the surface for control of the riverways that run through her."

"Most land-dwelling folk like yourselves, and me included, just avoid the place, if you know what's good for ya."

Next: The Field of Gears

(I'm totally digging this. Great idea!)
 

The Field of Gears

From the Journal of Eddrick Baneren, priest of Makandor,
Anno 571, Arc 4

... Twelve days east of the Godshead's foothills, I came across a wide, desolate plain, stetching as far as the eye could see, littered with curious objects.

Scattered frequently across the waste, which I call the Field of Gears, were great wheels and cogs, seeming hewn from stone. The smallest I beheld was the size of a cottage, with each tooth of the cog the size of a menhir, and the largest I beheld, fifty miles within the perimeter of the Field, dwarfed any structure I could name, being over a mile in diameter. Many of these stone cogs were broken, smashed to barely recognizable rubble, missing teeth, or cleft so that the centre-hole of the gear was accessable. Indeed, some of them were occupied by creatures accustomed to the arid and desolate lands, as I found out to my near-fatal cost. To behold the entirity of the Field of Gears, it was as if some God had scattered the pieces of His celestial mechanism... perhaps this place is the site of one of the ancent Mage-Empires, and the stone cogs are some remnant of their hellish engines...

A few of the cogs leaned against each other or even fitted tooth to tooth, as if some monsterous miller had lsot the mechanism from his water-wheel. I found that some had apparently been moved recently, as demonstrated by the deep furrows and drag-marks even the oafish wayfinder Vowlas could follow.

When I did so, I saw to my astonishment that countless scores of stone cogs had been dragged away, all towards the greatest cog in the centre of the Field. There, a veritable army of giant-men, ogres, and creatures I could not even imagine the names of, all bearing the signs of allegiance to some fell group I knew not, assembled he cogs in vast scaffolds (where they acquired the wood I cannot say), lifting them with the aid of their brute strength and teams of animals.

My companions and I were forced to flee when a warparty of ettins discovered us. I admit, even now in the relitive safety of the White Stallion (do try the venison, should you stay here...), my heart is uneasy contemplating what the giant-kin could be planning to do with the vast mechanism they even now assemble...

Nest : The town of Curstwall
 

The Town of Curstwall

The horses were skittish. Something was wrong up ahead. Raigor dismounted, and scouted ahead 20 yards, sniffing the air and scanning the ground on either side of the road. The forest seemed to imply otherwise, but the way looked safe.

"Looks clear," Raigor called to the group.

"Looks be deceiving, lad," muttered old Grelshorn as Raigor mounted his horse. "This way is not ours."

Raigor looked at the wizened old dwarf skeptically. "What are you speaking of? What do you know of this road, One Eye?"

"I know it's the way to doom is all. Ye'd be mad to continue. We best go back and take the left fork," said Grelshorn cautiously.

Raigor was annoyed. "According to the maps, that will lose us two precious days! We can't afford to miss the gathering."

Grelshorn's face went from caution to anger. "Ye will lose more than days on the path to Curstwall! Even Vesta will not save ye from the fate that awaits there." He spat on the ground.

The group's impatience turned to fear at the mention of the old wives' tale.

Dandor the half-elf was the only one unphased by the revelation. "That's merely a tale. Unfounded in truth. The elders taught us it is but a legend to scare children. We should move on, as time is precious."

Grelshorn's gaze moved across the group, settling on Dandor. "Ye think so, eh? Well, your elders know nothing. I've been there once before."

At this, Raigor laughed. "You're crazier than I thought, Grelshorn."

Grelshorn removed his eyepatch, revealing a festering demon-like eye. Shock ran through the group, and Velly nearly fell of his horse. "Where do ya think I got this then, eh? You can go if ye want, but I won't be joining ya. I've had enough of that madness, and nothing will make me go back!"


Curstwall is an old, forgotten city, lost among the giant trees of what is now known as the Tanglewood. Long ago it was a trading town called Carstwell, dealing goods from the coastal lands and dwarven weapons to the elves. The elves and humans formed an elite force of woodsmen to defend the surrounding forestland from invaders and monsters.

When the Ashen War broke out, the leaders of Carstwell were worried that their small defenses could not stop a large invading force. Luckily, a powerful trader-mage from Hael by the name of Vez had arrived in the city a day or two before. Hearing of the town's need, he offered them a deal. He would raise protective walls in exchange for a generous amount of gold. Fearful of reports of imminent attack, they agreed.

That afternoon, under the barely visible waning moon, Vez began his spell. For hours he weaved his magicks from the Oaken Tower parapet. At sundown, the earth began to shake and rumble, and stone erupted from the ground all around the town. When the dust and tremors ceased, a 25 foot high wall, 10 feet thick, surrounded the whole town.

The council members were ecstatic, and thanked Vez graciously. He merely shook it off as nothing, and asked if they would like another layer of defense. All he asked was to be considered an honorary council member and granted possession of Carstwell's symbolic rod, known as the Birchbark Key. The council unanimously agreed once again, and he was granted the Key. He informed them that come morning, the town would be impregnable by attackers. Little did they know how right he was.

When the sun rose, nothing seemed changed. Vez was nowhere to be found, but the council had no time to think. Scouts had reported the Ashenari had entered the forest and would arrive before noon. Defense forces scrambled and took positions atop the wall. As the sun streamed down from high overhead, filtered by the green leafy canopy, the Ashenari attacked. Arrows rained in both directions, but the forces of Carstwell were shielded by the strong eldritch walls. At first surprised by the immense wall, the Ashenari regrouped. They were not to be so easily shrugged off, and after a small retreat, they brought forth seige towers. Easily manuvered amongst the giant, but sparse trees, the seige towers gave the Ashenari what they needed; a way in. Warriors streamed onto the walls, and began to overpower the town's defense force.

Suddenly, the earth began to tremble again, and from depths of the large well in the center of the town, giant shrieking vines burst forth towards the walls, and began to tear through the attackers... and the defenders. They grew up the walls and over, strangling and devouring all in their path. Ten thousand men the demonic vines killed in the span of minutes, and then began to rapidly spread throughout the wood. The Ashenari were dealt a catastrophic blow, and the war all but ended in one afternoon. The people of Carstwell died a slow death of starvation, but the vines were not what kept them in. It was the twisted forms that rose from the wilted, rotting vegetation in the weeks that followed. The demonic creatures resembled men in form only, and hungered to destroy those who dared enter or leave the town. The wall still bares the cursed vines, and the well continues to shriek to this day, and strange things slither and crawl from its depths. Few remember the city of Carstwell, as few survived its destruction. For a while it was called Curstwell, but in stories the well was forgotten. It became known as Curstwall, after the vine haunted walls, and most deem it merely a legend. But some know better.

Next: Wendall's Folly
 
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wendall's folly

Wendall's Folly is a cove where the dread pirate Wendall had her hideout. The cove is almost a perfect circle with only one way in and out, with thick mist that can hide large ships. Wendall terrorized the coastline for 3 years killing all people on the ships she raided. At her peak Wendall had 4 large ships and 350 pirates that were under her command. This show of force was more than the King could stand; Wendall was challenging his power. In an effort to put a stop to the dread pirate and her forces once and for all he put a bounty on her head so high that it made neighbouring kingdoms send agents to find her and her hideout. In the end it was one of Wendall’s lieutenants and former lover that gave her over to the royal forces. The King sent a message to all that would challenge him by sending his mightiest ships to deal with the pirate. The cove made for a very good hideout, but had one fatal flaw in that there was only one way out (hence the name Wendall’s folly). The battle was bloody but decisive; the royal navy utterly crushed the pirate forces. The surviving pirates were rounded up and hanged in nearby trees and left to swing. Wendall’s body was never recovered. Today the cove is whispered to be haunted; ghosts of the hanged pirates are said to wander the forest surrounding the cove. It is said that Wendall’s treasure sunk to the bottom of the cove with her ship. Also rumour has it that Wendall herself wanders the shoreline forever living in undeath searching for her lover that betrayed her.

Next: The Shards of Mershail
 

The Shards of Mershail

On an otherwise unremarkable hill, on a stretch of road which winds its’ way down along a small stream, rests a grim reminder. Atop the hill, in the centre of a patch of barren ground, lies a great bone, broken into three shards, which are half-buried in the earth. Even the wisest of sages disagree on what the origin of the shards are, or who or what Mershail was. The shards appear to be a giant femur (Knowledge (Anatomy) DC 15), shattered into three pieces. The effects of weather, and the hands of pilgrims, have polished the bone to a smooth, shiny white.

Some say that the shards grant great strength to those who kiss them. Others say they are the remnants of a pit fiend, and grant nightmares to those who dare to spend the night next to them…

Fate’s Pool
 

FATES POOL

Long Ago when the World was younger Father Time had a Daughter whom he named Destiny who grew to become beautiful and wise. As Destiny grew she became interested in the mortals who had been created and set to roam the World which the gods had formed and soon she began to teach them, sending them tests and challenges, guiding their paths.

One mortal in particular, 'Andhen' of the race that would one day be called Elves, took a special interest in the actions of Destiny, he followed her guidance, and overcame the challenges she set for him and with each lesson that Destiny gave the mortal learnt more and so knowledge was gained by the Elves and from them all Mortals.
Then one day when Andhen had learnt much and had become a powerful leader amongst his kind the goddess Destiny came to him and the two lay together as men and women do and Destiny told Andhen of the secrets of Time, her father, secrets that no Mortal was suppose to know.
When Time learnt what his daughter had done great was his anger and in his fury he snatched up the mortal Andhen and caused the world to stop for him. So their he remains within an eternal moment with no future and no past and Destiny could do nothing for him and so she she wept.

For a thousand thousand years she wept and he tears formed a deep pool and Andhen still remains at the bottom of that pool in his eternal moment with all the knowledge of Time with him

It is said that any who look into the pool will see their Destiny, and those whod drink of the pool will learn all the secrets of Time and then unprepared as Andhen had been they will go insane. Rumours also speak of what will happen should Andhen ever escape his Eternal Moment and return to the Mortal World

The World has changed many times since when Destiny first cried continents have risen and fallen, flat plains have become high mountains and noone knows where Fates Pool lies.

Next:Sluggs
 

Sluggs was one of the original Azugras Knights. The Knights were a group of evil warlords Ranging from Humans to Dragons. They were all under the command of Azugras, a pit fiend of god like power. Sluggs was one of the weaker knights. He was a powerful orc but he paled in comparison to the other knights. This made him quite mad. Sluggs hatched a plain to kill all the other knights so he alone would be Azugras's right hand man. Sluggs recalled hearing of a magical gauntlet, Hexor’s Hand was what it was called. It was said that it bestroded the wear with all of Hexor's power. But it was written that the wear of Hexor's Hand would go mad and kill himself and his soul would be doom to wonder aimlessly for eternity. Sluggs ignored the gauntlet's side effects, he order all of his sages to gather all the information about the gauntlet they could find. He then went on a 10 year journey, in search of Hexor's Hand. He found it in a ancient temple deep unground on the material plane (this surprised Sluggs). Once Sluggs had obtained the magic gauntlet, he distroyed all the other knights. Some he beat easily, others he defeated in glorious battles. After all the knights where killed, Sluggs became the only knight of Azugras. But Sluggs was not content with this, Sluggs decided he was more powerful then Azguras. The two god like entities battled for 2 years, until they destroyed each other and the plane of existence they were fighting on (the name of the plane has been lost to time). That is the story of Sluggs.

Next: The Sword of Murado
 

The Sword of Murado

Out beyond the green fields, and beyond the forests of the elves, there is a plain. Amidst this plane are the usual scattered trees, thickets, and the occasional large boulder, pushed here millenias ago from the great ice age.

But the most curious thing of all is the great sword of Murado. The sword is made of stone, and is some 30 feet long. It's been worn and chipped over time, but any that look upon it clearly see that it is a sword. Travelling through these plains, one might never see it, since the grass here grows high, and Murado's sword rests quietly in the middle.

Some say the sword was dropped by a great giant made of stone, and the boulders are his sling bullets. They say that the giant dropped it fighting a fierce creature, dying in the battle. Others say that the sword was thrown a great distance, along with the bullets, all of which hit their target, and then fell to the ground. And this giant was another another continent altogether. Still others say that the sword is merely an anomaly of nature, that it's just a rock. Rubbish. Rubbish, I tell you.

Next: The Valley of Frogs
 

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