One cool place from your campaign

Savage Wombat said:
The city of Loereth was a beautiful construction of black and white marble. Towering spires and elegant, protective walls defined a structure that slowly spiralled up towards the highest tower in the royal palace. Beautiful statues of strange metal stood guard before each of the city gates.

On a critical day in the campaign, the King of Loereth called for the entire kingdom's populace (not that big) to attend a royal announcement - and then, as ancient bells rang from hidden towers, the walls and spires slid into new configurations, sealing the people within the city's confines.

At the climactic moment, the great necromantic engine that was the city of Loereth drew forth the living energies of every creature within its boundaries, and fired off a massive bolt of death-magic that utterly destroyed the city of Navaril, the most powerful magical kingdom on the continent.

Two-thirds of the population of Loereth died that day.

Two-thirds of the population of Loereth rose again that night as undead.

The PCs had less than twelve hours to evacuate the city of the remaining survivors before the undead consumed them all.

Savage Wombat, why are you so awesome?

Demiurge out.
 

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one cool place huh?

Black Gate Keep

This grim elemental basalt stronghold was built over one of the 13 great gates -- Damnations Seal also known as the Black Gate. The gate leads to Avernus the Hellforge -- the top layer of the Infernum.

Hundreds of Paladins, Clerics and other Divine casters as well as many other good persons of of Midreas faiths can be found there, training, praying and keeping the gate closed. So far the keep has never fallen from within or without
 

The Ghost City,(the former capital of a empire from before the War Against the Death, when all deceased in the world rised from their graves) consumed by a atomic-Like magic bomb.

By the day someone inside the city ruins realize that no animal dare to enter it limits. The silence is almost absolute. If you stay in the when night comes, you witness the last 6 hours before the tragedy. for some unknow reason, everyone who died(the whole city 100,000 people), on this event are cursed to re-act their last hours, as a ghostly reflex of it´s fomer life. You see the people in detail, you can even follow a ghost and see it doing the things it did by the time: dating, eating, working, having a argument etc. At midnight, everyone looks in terror to the center of the city, the place where the bomb exploded, and vanishes. You can almost hear the screams of horror.

After that all ghosts disapear, leaving only the living ones alone in the ruined city. Until the next night.
 

The ghost city of the kel'at.

Located deep in the heart of a frozen, devestated continent that's barely touched by modern civilisation. It's a ruined city, complete with the ghosts of a long-dead jungle creeping over the broken buildings and the ghosts of long-dead monkeys playing among the spectral boughs. Occasionally, when combat has broken out and the powerful orcish shaman that keep the city sacred direct them too, the monkeys possess people and make them do silly things.
 

The Forgotten City of Atlacha-Zerith.

Sounds rather Howard. It's basically a broken city, the most powerful of all that was cast down by it's own hedonism and corruption, culminating in "The power of a thousand suns". It's a metropolis of broken glass half hidden by tainted water, under a sky of fire and filled with stabbing, purple lightnings. People who visit are trapped inside, doomed to play out parodies of their lives for millenia. Around, nothing grows, and those who spend much time there grow sick and their children are cursed with sorcerous mutations.

Underneath is said to be the Creator himself, the Emperor of Suns, ripped into a thousand pieces by the corrupt summonings of the things from beyond.


Or at least, so the characters think. It's a radioactive city once hit by multiple nuclear strikes but remaining still due to it's construction and materials. Below it all is a great living computer, making hallucinations for itself to keep it sane.

When the PC's hit a powerful "Box of Sorcery" and inadvertantly pressed the button for down, it's interesting to see the players forced to really roleplay their characters who think that sorcery is taking them to the depths of hell itself.

Luckily, the "Bing!" and the "Stopping at floor __" was a bit amusing :D
 


"The Sword and Board Inn"

From the exterior it looks like a temple to some evil god, its black stone walls littered with reliefs of terrible demons, statues of men and women in agony, and a stairway leading up to the front entrance: a large stone doorway with old weathered runes carved into its surface. Inside it is completely different, a bustling inn with patrons drinking, wenches serving, and run by a middle-aged going on old dwarf with a well groomed beard named Rath. Every once in a while a man in his 50s named Steel is seen, who runs a small acadamy for warriors somewhere on the premises.

Decades ago, you see, this was a temple to Demogorgon. The city allows many temples, some good, others evil. As long as the temples followed the law of the city, they could do as they wished within their own walls. But, this temple began to secretly kidnap members of the city for some nefarious purpose. Enter a group of adventurers who stopped them and drove the priests from the city. The temple sat quiet for a few years, some say adventurers remaining there for some reason within the walls, perhaps learning the plans of the evil priests before in order to stop some higher scheme. Whatever the case, a training school soon opened beneath the temple, illusions and interiors built to hide the old temple from prying eyes.

Soon afterward, the Inn was added. Adventurers stay in it, listening to old stories from the bartender and master living there. When asked why they are still there, they get quiet and move on to a new topic. Some gossip that there is something trapped below that they watch over making sure it doesn't awaken, others say that they have been corrupted by the temple's influence and are converting the trainees to the priesthood of Demogorgon, and yet others say that the priests never left and an ongoing battle has been raging here quietly for all these years. Whatever the case, the Sword and Board is popular with adventurers for both its ale and its mystery.
 


Don't know if it is cool...

HOBLOCK HOLLOW

The evil place known as Hoblock Hollow is a small low valley (7 miles long, 2 miles wide), in the great forest and not too far off the beaten path (King’s Road and the town of Briar), the ground is always moist and the forest old and dark with trees twisted and stunted. It is a fell place and the first thing you notice is the chill in the air, it is colder than the rest of the forest around it (-10 degrees lower).

Hoblock Hollow has a reputation as a haunted wood and there are many stories of people going lost with in those chilly borders to never been seen again. It is said that Hoblock is a place where the old world meets the new, where planes come together and that once long ago before elves, before dwarves, that there was a temple to the old ones there. Many travelers have said they have seen strange lights and heard strange sounds as they passed, hurry bye, hoping that whatever it is does not see them. Adventures have stories of strange rock formation and alter covered in blood but those are stories told over a mug in the shadows of the tavern.
 


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