• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

fusangite said:
Sorry to be such an iconoclast. Because I played Runequest for so many years, I'm used to multiple mutually contradictory histories of places. Also, I still haven't got through all the old posts and don't know where everything is so I'm missing all kinds of info.

Anyway, use what you like of my random writings and dump the rest. If there's a particular hole in history, myth or religion you guys are having trouble filling, I'm happy to be set loose on it. Just let me know.

Keep it comming, it's generating conversation and helping to fill in holes. It's a fresh perspective.
 

log in or register to remove this ad

Enoria, the Perch God

At the beginning of time when the world was covered by the ocean, fishes larger than anyone can imagine lived in shining cities of shells beneath the sea. These realms existed for countless ages until the gods raised up the world from the ocean.

While most of the fishes abandoned their cities and fled to the outer ocean, Enoria the Perch was too proud of her beautiful castle with its grey rock spires. And so she swallowed a thousand thousand gallons of water and when she was raised onto the land, she spat it out and dove into the lake it made.

It is said by some mariners that Enoria still emerges on rare occasions from beneath the surface of the lake to gaze upon the shattered remnants of her castle. It is for this reason that attracts a small number of worshippers who pray to her for bountiful catches of fish from the lake and in exchange protect the secret of her lair beneath the water.

Domains: Water, Animal, Trickery
Alignment: Chaotic Neutral
Clerics: Swim, Craft - Net, Profession - Fisher available as class skills
 






First Post

I volunteered for the NPC contest and was looking through the Mor's End stuff in this thread. Great stuff by the way! Anyway, the only big thing I thought of was a Coin Mint. Mostly because there seems to be a lot of gnomes and dwarves (more than regular d&d ones, which favor elves) and because a mint has so many roleplaying opportunities. Besides, Ive always wondered, where do all those piles of coins come from?

It may be too late, as much of the history/city seems pretty solid, but I just like the idea. There would probably be a whole different unit from the Capital guarding said mint, and a lot of good interplay between "Federal" and "State" police forces as it were. Plus you know people are going to want to rob it, subvert it, or just plain put it out of commission (anarchists!).

Technik

If there isnt room for this in the town proper, perhaps it could be nearby. I just read the part about the different names of the currency, and I like the names. There would also have to be quite a few caravans of raw ore coming in to mint all this stuff...kinda goes with the theme of Mor's End, trade hub.
 
Last edited:

That's an interesting idea... That would definitely take the "City of Coins" to the next level...

If there is a mint in Mor's End... it would probably be located in the central island so no one could rob it easily.

--sam
 

Great idea. Mint itself on Citadel Island, but the smelters would be in the industrial section in the easternmost part of the city, north of the river. Occasionally a river barge under heavy protection goes upriver from the smelters to the Mint.
 

Into the Woods

Remove ads

Top