Location idea resource

Mourning Glory Meadow

Originally known as the Frosty Meadows, this ancient battlefield nestles in the shadow of the mountainous peak of the Giant's Tooth; perpetually wrapped in darkness the grassy field held a light dusting of frost through even the hot summer months.

Today no one remembers what battle took place there, but the bones of the dead litter the field, lie buried in the deep permafrost, and rusted remains of frozen weapons and broken armour dot the meadow.

At night the ghosts and wandering undead soldiers slain there rise to mourn their deaths, singing dirges under the moon and stars; some sing tales of glory, but these always end on a sad note.

Today the field of ancient battle is known as the Mourning Glory Meadow and it is avoided by all but the most foolish...

...although it is said that ancient magic weapons are buried here, still gripped by the cold dead hands of the warriors who wielded them.

Next The Three Peaks of Rattadoom
 

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Next The Three Peaks of Rattadoom

The three peaks of Rattadoom refer to the three mountains in an otherwise clear plains. The mountains appeared some two weeks ago, although they conveniently damaged no farms, appearing only at the edge of fields.

Only the central mountain has been hiked with a survivor returning. Each mountain has paths and signs placed up the sides, but the central mountain requires no climbing equipment to scale. The survivor, a half-elf bard, stated that his wizardly friend he climbed with was still at the top chanting praises to an unknown force.

A climber who attempted the most difficult mountain alone can be seen with a spyglass waving a bright flag on a pole halfway up the peak, with HELP written on the flag, although the locals worry he is not merely stuck...

A local farmer has also noted that the mountains are slowly growing onto his land, inching forward.

Next: Cabin of the Bound Dwarf
 

Cabin of the Bound Dwarf

Perhaps centuries ago, the town was one of the rare above-ground mining villages of the dwarves. Finding much wealth the mines nearby, the dwarves fastidiously scrounged every last precious gem and mote of precious metal. As it began to dry up, though, the foreman Rubarkorrn was approached by a dark and deceitful devil who dwelled deep in the dwarves' den. Rubarkorrn was dismayed that the mines would soon be empty and the wealth they had found would reach its limit. The devil, therefore, promised that he could stay for eternity and the riches of the mines would never dry up.

Rubarkorrn quickly agreed. Over the next few days, all of the miners slowly died of a mysterious plague; it even wiped out the other dwarves of the town who didn't go near the mines. All of the treasures left by the devil remained untouched. Only Rubarkorrn stays there, bound by his pact with the devil to stay for eternity; he now finds no solace in the riches he knows dwell beneath his town.

The village was left abandoned after the residents died, but it was later recolonized by humans due to the efficient location and the nicely built stonework that remained.

When Rubarkorrn walks the streets, no one can tell if he is still alive, nor do they ask. He walks solemnly and gravely, reminiscing the curse he put on his clan, but he mostly wonders selfishly if he will ever be free to leave this town, or this world.

When adventurers pass through, they ask about the one building that looks to be untouched for hundreds of years—a contrast to the beautiful arts, decorations and newer structures around the town. Some residents known Rubikorrn's name, and some even know his story. However, when asked, most simply gesture to the old, run-down building and say, "That? That is the Cabin of the Bound Dwarf."

~

Next: Ver'Kheru: City of the Tigers
 
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Ver'Kheru, City of Tigers

On a glossy, folded piece of paper, found on a shelf at any local tavern

For your next vacation, come and see Ver'Kheru, City of Tigers! Only recently has this land of mystery been open for foreign visitors; be one of the first of nobility to spend your gold on these verdant streets.

Seated on the sandy shores of the Isle of Woe in the Slaughter Sea, Ver'Kheru is a vibrant island paradise. Ancient canals draw in the Fang River, allowing small boats to be piloted all along the paved stone streets of the beatiful city. Flowering ivy sprawls from every arch, and playful animals bound from the trees ringing each street.

Ritual scarring create tiger stripes on the faces and arms of the locals, creating the effect to venerate the statues of the great mythical cats found on every fountain of Ver'Kheru. But this fierce appearance shouldn't discourage; they are friendly as a pussy cat. Although the native women are quite the jungle cat in the bedroll!

There are sites to see in Ver'Kheru! Such as the Game of Death - a festive sport where young men are offered two doors. Behond one, a lovely lady willing to marry on the spot, and behind the other, a playful 600 pound feline that the city takes its name. But don't worry, it's all show!

The cuisine is scrumptious. Take my word, stop by the Cannibal Cafe today, where friendly zombies bring you your meals.

Beyond Ver'Kheru sprawls breathtaking Jungles of Poison, with wonderfully tame fauna and flora. Tourist hotspots include the Quicksand Delta, where rubies just sit on the ground; they're free! Check the view from the Volcanic Maw of Sacrifice, and swim in the Sabreclaw Lagoon!

And when you're on your way back, don't forget to pick up a souvineer shrunken head. It will impress your aristocratic friends!

Set sail for Ver'Kheru today! You'll not regret it.

Traitor McBactabbing Travel Agency cannot ensure safety, good time, or responsibility for anything written in this brochure. Return trip void worth prohibiting in cases of death. Mystical wards protect Traitor McBackstabbing Travel Agency from retributive curses. Antidotes and Neutrilize Poison potions not for sale. Please consult your local cleric in cases of death.

Next: Spire of the Voided Voice
 
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