[Mor's End Discussion] Time to open shop!

it's hard to make an open body of water 100% secure....

If we're talking about a lake the size of Lake Ontario, then it would be nearly impossible to police the entire lake... unless one used magic.

Taking a hint from Grey Dwarf's map... We could put an island in the middle of the lake. The island is home to a species of insect that produces silk. The island seems to be made almost entirely of the fine clay found along the river. The insects eat a rare mineral in the soil. This is what gives the silk its fine quality.

Industries:
Iron, Sapphires, Clay/Pottery, Cattle, Silk

I don't know if we want this many... Right now Cattle is the only local food source. I suppose the caravans bring the vegetables...

--sam
 

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Hi all, mind if I chime in?

My vote for the city is Kul Moren (that's my baby). (Note: The name honors Kevin "Piratecat" Kulp as well. Kul = Kulp.)

However, I like the idea of Kul Moren being used as the Mountain/dwarven settlement too. (Decisions, decisions!) In that case, I'd go with Mor's End as the city name and I'd call the river the Mor River. Thus, Mor's End makes sense.

As for the lake, unsure.

Cheers!

KF72
 
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Krug said:
Maps are looking great! For another industry perhaps something that can tap into the lake? Some creature that inhabits it; haddock or some fish perhaps. Or a creature that weaves a substance similar to spider silk.

How about the Cave Fisher creature from the 2E Monstrous Manual. (Was it ever updated to 3E?)

It could be both underground and aquatic around this area.

{EDIT}
Ah ha, I knew I should have looked for it in the Creature Catalog.
http://www.enworld.org/cc/converted/vermin/cave_fisher.htm

RPB
 
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Krug said:


Ooh I like this idea. You guys are amazing. :D

And for my next idea, something that is both dangerous and popular amongst the cities nobility/upper class.

Catoblepas hunting in the marsh near the city.

And another one: A magical riverboat that makes its way up and down the river. Other boats tend to be flat-bottom and use polers to move from one bank to the other, ferrying people, goods and sometimes contraband.

More ideas later.

KF72
 

Re: E-mail from Buttercup

lalato said:

Sadly, as is the way of the frontier, these lands were not empty. Bands of marauding As, Bs and even a few Cs harried the fledgling town, and nearly destroyed it more than once. The dwarves, who had begun to see the community as essential to their continued economic health, hired some mercenaries, and helped to build a palisade.

Hmm...

A - Orcs/Ogres (typical)
B - Goblins/worgs (typical)
C - Yak Folk (not so typical) - MM II

Plus, a more dangerous web creature for the region - the Spellgaunt (MM II). Nasty! :)
 

Re: Map 3

The Grey Dwarf said:
Another thing is that the more we develop the surroundings of the city, the harder it will be to integrate in an existing setting.

Very true. But I think we haven't gone too far yet. Consider how Bluffside is set up. You can use one section of the city, or several, or the whole city. And if you like you can add Sordadon (spelling?), the city below, in the water. Let's try to make things modular like they did.
 


Wow, step away for a minute to earn my paycheck and you guys fill up this whole thread!:)
Love the Cave Fisher idea...great memories of that in a module I once DMed.
Good map progression.

Ruler...grandma (Like the Queen of England, well known spokeperson.)
But really ruled by (Council of Mages...like England's parliment?)
Just a thought.

Like the idea of an island nearby.

Intrigue: Merchant Guild has a lot of power given this is a city of trade.
Perhaps they the real power behind the council...or grandma.
Just thinking out loud here. They manuever for power against the Gemcutters Guild who hold the secret to cutting the gems just right to bring out their magical properties for use as spell components.

wizo'plains
 

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