Mysterious Map, or, help me brainstorm please!

Gold Worms: Creations of dwarvish alchemy, these beasts burrow through the earth seeking gold veins. As they burrow through the rock and soil, they extract gold into small pockets in their gullets. Every so often, when 'full'. they instinctively burrow to the surface and discharge this gullet, leaving bits of gold dust about. Thousands of them, working in concert over a period of time, create a 'gold field', a patch of gold dust atop churned earth.

The Dead God Road. In ancient times, there was a war between gods, and not all of them lived through it. This was the road their dead walked, and the tombs at the end are carved with the runes of forgotten deities. Worshipping at the shrines may bring the shade of a god back temporarily, who may grant a boon or extract a price.

The Lighthouse. The lighthouse was built on a particularly treacherous stretch of coast by a group of wreckers who lured ships in close with promise of a safe port. They found only death, and the wreckers would dive for their cargo and sell it later. One cabin boy managed to survive and somehow made his way to one of the dead god shrines; there he died, craving vengeance. The shipwrecked dead rose up and tore apart he wreckers. Now, every full moon a horde of water-bloated undead wade ashore and walk through the lighthouse and the deserted village that grew up at it's base.
 

log in or register to remove this ad

You know, all things considered, she wasn't a very important God.

Most people wouldn't consider her a God at all. She was more of a nature spirit, reflecting the chaos of the waves smashing into the shore and the savagery of the reef. The nomads worshipped her in their time, and she drew power from the dying sailors who would wash up along her shores. She granted this power to those who venerated her, and slowly she grew.

And then the lighthouse was built.

The clerics of the God of Light who built it never knew that they were usurping her power, her portfolio. But steal it they did; they came to the nomads with their missionaries, and the lighthouse ended the succession of dying sailors who would give her strength. Soon she was remembered only in place names and local legend, and her name became more a folk story than a Name of Power.

Dying. She, who had been eternal. Step upon the bridge of the divine, and suddenly you have a chasm beneath you into which you can fall.

And so she went to her beach, the marsh that had always sheltered her, and she raised a wall of stone around it to be her cenotaph. There her consciousness dissolved, spreading throughout the marsh and giving it hostile, eternal life. She ended, but by becoming the Land a fragment of her lived on.

Where she finally fell, the accumulated treasure of every ship to crash against her reef fell with a mighty splash into the swamp. Some of it lies there still, green with slime, marked by the corpses of those who would collect it. A fountain of sweet water also marks the spot, but it is a geyser that was once alive -- and it remembers just enough of life to want to protect that which once it held precious.
 
Last edited:


Here is an idea that popped into my head when I looked at your map:

Perhaps the PCs have to dig up or locate something at the large X. Maybe through gathering information they find that in the following:

a) an old hermit wizard / archaeologist used to base his study in the ancient lighthouse.
b) people believe the old mage was obsessed with the lighthouse and believed it would help him locate an ancient forgotten civilization (which the lighthouse is the only remaining piece of architecture) (make the lighthouse a strange architectural form which is vastly different from anything else)
c) some of the older townspeople remember working as diggers and miners for the mage. One time they found a large spherical crystal. The mage took it with him into the lighthouse. On certain nights they could see the lighthouse shining an odd silver light towards the beaches.
d) The mage came into Oswestry one morning to gather supplies and volunteers and he was in high spirits, claiming to have found the discovery of a lifetime. He and his volunteers were never seen again and inquiries into their disappearance have proven fruitless over the years.

Lets say that the mage, through the study of the lighthouse discovered that it would operate like any other lighthouse but only with a certain artifact, a magic crystal, would it show him what he desired. By finding the crystal and putting it in place of the normal magnifying glass (or whatever is used to project the light) the lighthouse would shine a long silver ray onto the beaches. The light illuminated the entrance to the lost civilization, which is now buried deep under the sands of time. The mage and his volunteers discovered the entrance, proceeded into the civilization and were never seen again.

Now lets say that the PCs hear about these historical tidbits and decide to investigate the Lighthouse. They find the lighthouse to be abandoned and weathered with time. Searching within the lighthouse does not produce the crystal but they find some of the mages books and notes and perhaps they find his journal with the following entry:

Day 41
I have been able to unlock the secret, it seems to lie in the crystal. I have found that by placing it in the lighthouse’s mantle and the flame is lit, the crystal shines a silver light towards the beaches and it appears to illuminate some form of gate or passageway. Tomorrow I shall embark on the dig and maybe, god willing, I will finally solve the mystery. My only concerns are my recurring dreams and my assistant [name of uncle cherry] He stayed in Oswestry while we picked up supplies, claiming to have “second thoughts.” I have never heard of such a young halfing being so cautious. This however, makes me ponder upon the dreams. Each and every night I dream of a flaming eye….it calls out to me…it warns me….nay it threatens me not to continue with my research. This must be my worries manifesting themselves in my sleep…..however….sometimes I fear it maybe something more. I have drawn the eye so that I may study it at a later date…


[ draw a picture here ]

If the PCs ask around about the symbol, maybe one older person…say a merchant… can tell them that he saw it once. He says that one winter he was leading a trade caravan to the stone nomad’s camp to engage in the seasonal trade which both sides have become accustomed to. However, that day the merchant remembers seeing a tall man, draped in black cloaks covered with those eye symbols and he was preaching to the nomads, capturing their attention in a strange language which he could not, but the nomads could, understand. When the man had finished, some of the nomads proceeded to the merchant to engage in trading while others, mostly young warriors followed the cloaked man off into the wilderness…towards the south without fear of the dreaded gold worms which threaten travel in that area. The merchant remembers everything so fondly because the cloaked man made him feel cold to the bone,,,a feeling he would never forget. The merchant only told one other person…Uncle Cherry…about the incident and it apparently made him quite afraid – afraid enough to quit working with the archaeologist mage.

If the PCs trudge off to the nomad camp they can ask around and can find out more about the merchants story. The nomads tell the PCs that the cloaked man has never been seen again but every winter a few more nomads return from the south and recruit new warriors who then follow them to the south. For a hook, you can say that the nomads want the PCs to investigate the south as some families miss their sons. These sons are the warriors who have abruptly left to the south and they worry for their safety (this is a little weak but I am running this off the top of my head – insert whatever you want here). The PCs can travel to the south where they come upon the Temple Complex.

Investigating the complex reveals a strange cult that worships some deity associated with the eye symbol. The cult is made up of those brainwashed stone nomads and various acolytes who serve some master and attack all intruders. You can make the complex as big as you like and at the end they should come across the cloaked man. If they parley, the PCs can learn that this man is the servant of a deity (who the PCs have never heard of before) and he is a descendant of an ancient civilization. Their purpose was…it can be anything…lets say the furthering of their power through the acquisition of magical power. The civilization devoted everything to this research and soon the elders believed that they had achieved the power of gods. Turning their backs on their deities, they proceeded to achieve even higher levels of power. The gods were angered and punished the civilization, afflicting them with a terrible curse, which rendered them magically inept. The civilization fell into chaos as it could not recall how to function without magic. Soon it collapsed inwards on itself and plunged into civil war. When the wars had ended and a new government was formed, the gods returned the magic to the people under one condition – they must conceal their existence from the outside world and remain hidden forever, where the gods could oversee and control their magical advancements. One man was chosen by the gods to be cast away from the civilization and to guard the entrance to the civilization from outsiders. The cloaked man is the descendent of the original guardian and he is sworn to protect its secrecy. He plagued the old archaeologist / mage with warning dreams and in the end was forced to murder him and his assistants. He recovered the assumed hidden magical crystal and returned it to this temple complex.

If the PCs defeat the cloaked man they can proceed to follow the mages footsteps and delve into the ancient civilization (whole new quest) or leave it hidden.

I am not sure if you can use any of this, I wrote it all off the top of my head while being bored at work (hence the obvious spelling and grammatical errors). If something doesn’t make sense or there is an obvious plot error in my post….sorry about that. I hope this helps…

Best of Luck!
 

(Borrowing a page from Scarred Lands)

In ancient days, a minor deity of earth and stone was slain in a terrible battle here with a powerful extradimensional entity. As his dying body fell across the land, everything was touched by the corruption of his wounds. The simple folk of the north found their bodies warped by his blood, becoming hard, flinty and slow as their own blood slowed to a trickle (becoming something like earth genasi). The lands of the interior were stained by his passing, and the fat-bodied, greasy yellow worms which had been harvested for food for generations mutated into sickly gold colored terrors which devoured metals and alloys as they once had devoured grass and leaves. The god writhed over the placid sea, causing vicious reefs and sharp stone spikes to grow underwater, dooming ships that sailed too close to shore. His body came to rest in the area now known as Dead Gods Road, burrowing deep into the soil and befouling the land around his grave.

In time, dark druids sought out the god's burial site, building temples and loathsome altars to channel the dead gods corruption. A group of fighting men from Oswestry to the north cleared through the temple complex some 20 years ago, slaughtering the vile druids they found there and interrupting a horrible rite whose purpose is still unknown. However, tales still abound that nightmarish beasts and remnants of the cult still lair there.

To the west, a wizard who mourned the loss of his family on the treacherous reefs of the Sea of Death built a great lighthouse to mark a safe passage to port. Lit with four eternal magical flames, one for his wife and one for each of his children, he fashioned a lens of unbreakable crystal to focus a beam that could be seen for miles out to sea. It's said his spectre still roams the tower, appearing whenever a ship arrives to search for his lost family.
 

Is this for use with Greyhawk, or a Homebrewed world? If Greyhawk, then the Sea of Death is the Sea of Dust, and the Dead God is Tharizdun, worshipped by the former inhabitants thereof, mostly wiped out by the Rain of Colorless Fire (see Sea of Death, part of the "Gord the Rogue" cycle by Gary Gygax). If not, you might use Darnizhan, from Michael Moorcock's Melnibonean mythos. Anyway...

Oswestry (which might be in Tehn, in Greyhawk) is a desert oasis on the shores of lake Perpalis, shielded from the winds of the Sea of Death's dust by the Dragonspine hills... Missing from the map is the fact that there is a great drop-off all along the Sea of Death, which is surrounded by mountains. Thus, one must go down from the plateau where Oswestry sits, through steep mountains, to come to the floor of the waterless sea far below.

The entire area of the map is basically desert. Oswestry is an oasis, and the Oghm River which feeds it flows down over the mountains near the lighthouse, where it disappears into the mountains, never getting far into the Sea of Dust.

The Stone Nomads roam the Stonelendings to the north and east of Oswestry. They are a tough, barbaric breed of giant lizard riders. They are important because they are among the few who venture into the outskirts of the Sea of Death and the lands of the Goldworms.

The only arable land in this region is around Oswestry (where some evergreens acacia/yew, and a few other plants survive in the acidic soil), and certain portions of the Oghm River Valley, where the land is sheltered from the winds, and well watered.

The Temple Complex is a temple to Tharizdun/Darnizhan. In the first case, he is "dead", but imprisoned in a fortress on one of the seven heavens. In the latter case, he is "dead", but angry about it, and is actively seeking a way to "come back". In either case, dead gods aren't permanently dead, and Tharizdun, at least, has cultists actively searching for the (Tripartite?) keys to release him - and they aren't nice people!

The Goldworms are metallivores brought from the Sea of Death long ago, by ignorant, greedy men. They burrow through the earth, eating iron, pyrites, silicates, and organics, and casting the gold often associated with them, in this region. Originally brought here to mine the region, they quickly escaped into the wild and grew out of control, ruining the soil (except along the river, where it is too wet for them). Thus, the Stone Nomads were forced out of their former territories, to the stonelands (similar to the Nevada Badlands, in the USA). In time, as the soil was depleted, only those Goldworms able to go the deepest were able to survive, the rest dying off. Thus, the 100-or-so survivors are the size of Giant Purple Worms, AC 0, and with a Hardness of 10-15 (depending upon your PC's abilities in combat and magic). A few (large) lumps of cast-off gold can be found on the surface, perhaps, but must will be deep underground, in slimy worm-tunnels. Tranport of these solid lumps should pose a problem, without a portable hole...

The Stone Nomads, here, can play the part of Dune's Freemen, and have the skills and techniques to ride them, call them, and/or scare them off, if the GM wishes.

The Lighthouse is a mystery, as the Sea of Dust was never a true sea... Obviously, it is a remnant of the civilization of former worshippers of The Dead One, but exactly what it is remains a mystery, even to the Stone Nomads brave enough to climb around it. While a light sometimes shines from it, no way in has ever been found.

[Probably, that's because the Nomads are looking in the wrong places... It could be an observatory, with a rotating head, which (now uncontrolled) rotates with the seasons, occasionally letting the light of a Continual Flame inside shine out. The entrance would be underground, near where the "surface" of the land used to be, now under the metallic, acidic dust, not up around the top where the Nomads have been looking... Here, besides a ruined telescope and astrological equipment could be found a small complex to explore, and samples of the ancient language to decipher... Who knows? Perhaps clues to Tharizdun's first key, or notes that "the stars are right" for Darnizhan's return. If the former, it is in the Temple Complex. If the latter, then a method of stopping the return/defeating the Dead One might be found.]

The mountains around the Sea of Death are pretty barren, with occassional (rare) valleys of Stone Nomads (small permanent settlements, wherever there is water).

The Sea of Dust is a vast desert of black ash, metallic wastes of Goldworms (long extinct, here), acidic salts, poisonous plants (where there are any cacti), black puddings, rare, hostile, hungry vermin and very few animals, and the giant lizards who can live upon such fare. Near the center are outcroppings of buried buildings, which lead to the underground tunnels linking the few surviving buried cities, where the degenerate descendants of the Dead One's worshippers still lurk, below the light. The black desert, above, is frequently whipped into flesh-eating storms of the acidic, ashy, metallic sand, which will quickly kill, strip, and bury anyone caught in it, unprotected. Only the Stone Nomads know how to survive these storms, and even they don't go beyond a day's travel into those wastes...

So, whatever is at the "X" is best reached down the river, then around the encircling hills (although getting back will be tough). What could be worth risking the waterfall over the mountains, the storms of the Sea of Death, and the more general hardships of the desert? Well, you could ask the Wizard... The wonderful Wizard of Oswestry! :p

Maybe it's where Darnizhan sleeps. Maybe it's a treasue. Maybe it's the Elephant's Graveyard where the last, great Goldworms come to die...
 
Last edited:

Gold Worms could be Purple Worms cross bred with Gold Dragons. They could be gaurding some ancient evil artifact, or just a hoard looted from local bandits.

You could do a lot with that one, depending on how similar you want them to be to one ore the other. Did they gain the Dragon's intelligence and good nature, or are they still beastial?
 

Steveroo, this is for use in a home brewed world.

It never occurred to me that the Sea of Death might not be a sea with water in it. Hmm....

Everyone, there are so many good ideas here that my head is spinning! I'm assuming that the party will try to show the map to certain people, since they won't have any idea what place the map is of. I think that many of the stories posted here will be the speculations of the people who they show the map to. I'm still not sure which one will be the truth.

Please, though, if anyone else has any inspiration, post it here! These ideas are all really fun to read, and I'll bet that I'm not the only one getting a boatload of good ideas from them.

Thanks, all! And continue on, if you like....
 

Sea of Death: The vast blasted coast where gods and mighty wizards once battled. What water remains is a acrid soup tainted by magic, to drink from these waters is to die.

Goldworms: A small mineral devouring worm with a taste for gold, once one finds gold it lets off a vile stench which draws other worms in the area to feed. Because they digest minerals and metals their bodies are filled with a highly corrosive acid, if a worm takes more than one point of damage it explodes doing 2D4 points of damage to any material it touches. They react violently with water and will avoid it at all cost. Sonic spells will cause them to shatter and explode for 2D4 points of damage (per worm in area).

X: Site of the last battle between the gods and the wizards who tried to become gods themselves. It is here that the power of Irtukitet the Great failed him and the gods threw him back to the earth. The power of and treasure of Irtukitet awaits any bold enough to challenge the guardians of his tomb.

Dead God Road and Temple complex: Isil God of Light was mortally wounded in the last battle, it is here that he died and a new God took his place. As his last act Isil cursed the City of the wizards to death and this is all that remains of the city where men raised temples to themselves so they could be worshipped as gods. The very earth is infused with the power of the dead god and those who lived here still roam the earth as undead, any creature who dies here and is left to touch the earth will rise as a undead creature before the next sunrise. What vast riches must these temples still hold for those with the skill and the power to face the vengence of a dead god.

Stone Nomads: A tribe of nomads who eek out a harsh existance in this desolate landscape. Powerful warriors with some natural magic resistance due to the backlash of the god's strike. They still worship Isil the Fallen and will attack those who try to disturb his final resting place. Their high priest is able to communicate with the vengeful spirit of the dead god once a year, on this day they migrate to the Ancient temples to perform their rights and bring forth his spirit to reaffirm his curse on the land and guide the tribe.
 

Remove ads

Top