Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Location idea resource
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="thol" data-source="post: 1336669" data-attributes="member: 6365"><p><strong>Wireworm Gorge</strong></p><p></p><p>On the eastern edge of the Balthor Wasteland, an immense rent in the earth seperates its hostile steppes from the grassy plains of Carfael. According to legend, the crack in the earth was caused by a missed blow from the sword of Lor, the god of war, as he battled Zhaina, the goddess of death, in the Battle Amongst the Clouds. In ancient times, it was known as Lor's Scar, and later as the Doom of Zhaina, but these days it is known as Wireworm Gorge.</p><p></p><p>The Gorge gets its modern name from the curious folk who inhabit the cliffs on either side of the chasm and purvey their services. They get the name Wireworms from their method of ferrying travelers from one side of the Gorge to the other; through a series of pulleys and wires. These folk are at home among the airy lofts high above the Gorge floor, working their way across the wires in special harnesses of their own design. They run giant wicker and metal baskets back and forth to transport people, animals, and goods. Animals and objects as heavy as a horse can be moved across with no trouble, although anything larger, such as a wagon, must be disassembled first.</p><p></p><p>The service comes at a hefty price, and can be paid by coin or by barter, if you have what they want. If not, the only alternative to a traveller is to go 70 miles north and cross at the Gully Bridge, or 100 miles south and cross at the ford where the Gorge begins. For trade caravans going to the Spice Cities beyond the Wasteland, their fee is paltry compared to the potential profits saved by cutting the journey by a week's time. And although it makes many caravan owners nervous to see their profits suspended so high above the Gorge, most bury their fears amongst thoughts of the riches they can reap once they return to Carfael.</p><p></p><p>For their part, the Wireworms do quite well, although most have no idea what becomes of all their fees, as living in cliff caves can't be very expensive, or luxurious. Somewhere within those caves, perhaps, is riches beyond that of the Spice Cities themselves. No one shall likely ever know, as they guard their homes with ferocity, as the evil wizard Shandalar once discovered. He now lies somewhere in the shadowy depths of the Gorge floor. And so will anyone, they say, if they think the Wireworms are to be trifled with.</p><p></p><p><strong>Next: The Kings' Glade</strong></p></blockquote><p></p>
[QUOTE="thol, post: 1336669, member: 6365"] [b]Wireworm Gorge[/b] On the eastern edge of the Balthor Wasteland, an immense rent in the earth seperates its hostile steppes from the grassy plains of Carfael. According to legend, the crack in the earth was caused by a missed blow from the sword of Lor, the god of war, as he battled Zhaina, the goddess of death, in the Battle Amongst the Clouds. In ancient times, it was known as Lor's Scar, and later as the Doom of Zhaina, but these days it is known as Wireworm Gorge. The Gorge gets its modern name from the curious folk who inhabit the cliffs on either side of the chasm and purvey their services. They get the name Wireworms from their method of ferrying travelers from one side of the Gorge to the other; through a series of pulleys and wires. These folk are at home among the airy lofts high above the Gorge floor, working their way across the wires in special harnesses of their own design. They run giant wicker and metal baskets back and forth to transport people, animals, and goods. Animals and objects as heavy as a horse can be moved across with no trouble, although anything larger, such as a wagon, must be disassembled first. The service comes at a hefty price, and can be paid by coin or by barter, if you have what they want. If not, the only alternative to a traveller is to go 70 miles north and cross at the Gully Bridge, or 100 miles south and cross at the ford where the Gorge begins. For trade caravans going to the Spice Cities beyond the Wasteland, their fee is paltry compared to the potential profits saved by cutting the journey by a week's time. And although it makes many caravan owners nervous to see their profits suspended so high above the Gorge, most bury their fears amongst thoughts of the riches they can reap once they return to Carfael. For their part, the Wireworms do quite well, although most have no idea what becomes of all their fees, as living in cliff caves can't be very expensive, or luxurious. Somewhere within those caves, perhaps, is riches beyond that of the Spice Cities themselves. No one shall likely ever know, as they guard their homes with ferocity, as the evil wizard Shandalar once discovered. He now lies somewhere in the shadowy depths of the Gorge floor. And so will anyone, they say, if they think the Wireworms are to be trifled with. [b]Next: The Kings' Glade[/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Location idea resource
Top