(Shark World) Daehmer's Grove and Earthblood River

wolff96

First Post
Before the meteors fell, a great druid lived in the deep forests of a long-forgotten mountain range. His love for the land was legendary, but so was his ire when roused; the forest had been hurt before, by men and elves. Daehmer had guarded and protected his grove for so long that the few who knew of him often thought of him as a nature spirit more than a normal being. Despite his elven appearance, many thought of him as a demigod.

Before the meteors fell, Daehmer saw the change coming over the world. He realized that his beloved grove would be lost, drowned in a watery grave. He beseeched the spirits of nature; perhaps they heard him and aided him in his endeavor.

Daehmer gathered what little time he had and began to change the great trees of his grove. Gathering all of his strength, he sent them growing at a prodigious rate. Soon, the trees were massive enough for what he intended.

At the cost of his own life, he laid down a great spell that would protect the land and its animals from the waters. At the last moment, he saw his mistake; at the depths of the water to which his land would sink, there would be no warmth to succor the life in his garden. Daehmer died with a cry on his lips at his own folly.

But someone heard that cry. Which god performed the deed is a matter of who you ask; some will say that the lady of fire heeded his call. Others say that the great heart rock of the world itself responded. Still others claim that the lord of the sun placed a piece of himself deep beneath the waves to care for Daehmer's sacrifice.

Daehmer's Grove sits on the bottom of the ocean on a small island in a welling channel of lava known as the Earthblood River. Four great trees maintain each corner of its rougly pyramidal shape, with Ardannal, the great tree, anchoring the center. Within this small bubble beneath the sea, a last glimpse of the old world is preserved -- a small park that contains wildlife and vegetation from the old world.

Daehmer's great spell anchors a great mass of air above the and around the trees, containing air like a great balloon. The trees sustain and shape that great mass of air. Should Ardannal ever fail or be cut down, the water will come rushing inward, destroying the Grove.

A small contingent of druids and clerics who serve Daehmer's memory maintain the grove. All are welcome here, provided they do nothing to harm the sanctity of the land. This has led to an odd situation, with the lands of the Grove proving to be a kind of no-man's land where any group can meet on neutral ground for trade, treaties, or other business.

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The Grove itself is roughly square, just over 10 miles on each side. Each corner of the pyramidal base is anchored by a tree about the size of a California Redwood. Ardannal is a mighty oak tree that measures over 300' in diameter and strecthes vertically for nearly a mile. The climate of the Grove was roughly temperate when it was formed, and is now warmed and sustained by the heat of the Earthblood River. Daehmer's magic allows the plant life to survive without sunlight; the heat of the River and the nutrients of the earth sustain the plants.

Along the southern-most side of the Grove is an open field. This field was the start of a huge grassland plain before the change; now it is a grassy plain leading to the walls of the Grove. It is this area that the druids allow visitors to use. An odd mixture of bazaar, de-militarized zone, and pilgrimmage locale, the southern fields are a kaleidoscope of peoples and races.

The druids of the Grove worship the old world and maintain (some would call it 'ruthlessly defend') the sanctity of Daehmer's Grove. The clerics dedicate themselves to the memory of Daehmer. They receive spells, so it is unclear if Daehmer has ascended or if some other deity sees fit to grant them power. Daehmer's clerics can choose from the Plant, Animal, Good, and Protection domains; Daehmer himself is considered to be Neutral Good.

The group that directly tends the Grove is known as Daehmer's Children; this group preserves the dweomers that Daehmer gave his life to create. The ruling council is currently headed by Laeta Carlisile, a human druid 9/Cleric of Daehmer 9. She and her six compatriots make all decisions for the fate of the Grove. The other power group in the Grove are the the Protectors of Daehmer. They are an order that makes use of druidic magic and unarmed fighting techniques to uphold the will of Daehmer's Children. Few people forget a dire bear that fights as a monk does. The leader of the Protectors is currently Nasher Fealin, a sea elven druid 9/monk 7.

For visitors, this may be a place to meet with shady sources, negotiate with others, or simply a place to meditate on the past. No matter what your beliefs are or who you serve, you are welcome in the Grove -- until you break one of the rules. The rules are simple: take nothing from the Grove, kill nothing that lives in the grove, and no fighting is allowed AT ALL within the limits of the grove for fear of damaging the grove. Those who break a rule are expelled from the Grove. Those who attempt to return after being expelled are summarily bound and thrown into the Earthblood.
 
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wolff96 said:


A small contingent of druids and clerics who serve Daehmer's memory maintain the grove. All are welcome here, provided they do nothing to harm the sanctity of the land. This has led to an odd situation, with the lands of the Grove proving to be a kind of no-man's land where any group can meet on neutral ground for trade, treaties, or other business....

...For visitors, this may be a place to meet with shady sources, negotiate with others, or simply a place to meditate on the past. No matter what your beliefs are or who you serve, you are welcome in the Grove -- until you break one of the rules. The rules are simple: take nothing from the Grove, kill nothing that lives in the grove, and no fighting is allowed AT ALL within the limits of the grove for fear of damaging the grove. Those who break a rule are expelled from the Grove. Those who attempt to return after being expelled are summarily bound and thrown into the Earthblood.

Okay if I was a near-divine Megalodon or Kraken or Water Elelmental even I would be deeply offended by this airy abomination imposing itself upon the Aquatic World.

I would be quick to send Sahuagin and Kraken and Mutant Shark and Merrow and Eye-of-the-Deep and Aboleth and (you get the idea) for the singular purpose of destroying the place, killing the Big Tree and allowing the waters to once more reclaim this place.

So how do these druids stop such a thing from happening?

Come to think of it what if a Shark happens to swim into the grove - does it continue swiming through the 'sky' or does it collapse to the ground and 'drown':)?
 

Re: Re: (Shark World) Daehmer's Grove and Earthblood River

Tonguez said:


Okay if I was a near-divine Megalodon or Kraken or Water Elelmental even I would be deeply offended by this airy abomination imposing itself upon the Aquatic World.

I don't think the Water elemental would have a real issue with this. We can out it in his domain. I would put a protective wall of force or something around it though.

I like the concept of Daehmer. Who cares if he is a god or not if aslong as his priests are getting there spells right?

Good job.
 

Re: Re: (Shark World) Daehmer's Grove and Earthblood River

Tonguez said:
So how do these druids stop such a thing from happening?

Come to think of it what if a Shark happens to swim into the grove - does it continue swiming through the 'sky' or does it collapse to the ground and 'drown':)?

A) If it's semi-divine in origin, that ought to put the protections on the place in the same league as the semi-divine water creatures that might want to destroy it.

B) It's a small island of air on the BOTTOM of the ocean, surrounded by lava. Tell me again why the creatures that swim in the seas far (probably VERY far) overhead would care?

C) It's a watery equivalent of Switzerland. The land isn't worth much, the inhabitants (the permanent ones, the druids and the clerics) are well-trained and well-armed, and they have a strict practice of neutrality. Unless there is some overwhelming reason, it's just a waste of time to conquer this place. Besides, I think a lot of creatures would see this as their superiority -- see, the water world is better because this is the only real chunk of the old world LEFT.

D) Besides, high level druids are NASTY. While the leaders I included as examples are multi-classed, I'm sure there are pure class members of both clerics and druids. And being able to call on natural power... Well, I think you could hold off a lot of attackers -- it would take enough power to overcome them that it would leave any one faction open to being attacked by the forces of another faction, IMO.

As to the sharks swimming inside... Well, the druids are animal lovers in addition to protecting the grove. Since they're aware of anything impinging on their domain, I'd say the druids or the clerics would quickly assist the shark out of there before it could drown. This goes along with the neutrality aspects.

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Obviously, this place is yours to take or leave. I just asked myself "If I was a druid and saw the destruction coming, what would I do?" Save as much as I could.

I figure this is an epic level spell -- with enough feedback damage to instantly kill Daehmer.

You could even make it into a plot event -- will the PCs choose to try and save the grove? Or will they let it be destroyed by the nasty forces of (whatever).
 
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Ah well now wolff96, now I am happy and I too think Daehmer's Grove is a wonderful addition to the Shark World - and a great chance for Political roleplaying!!!


B) It's a small island of air on the BOTTOM of the ocean, surrounded by lava. Tell me again why the creatures that swim in the seas far (probably VERY far) overhead would care?

Just on this point.
The Kraken is an enslaver of millions who goes about dominating everything - he will see Dhaemer as a challenge to his Power

She-Who-Eats (the Megalodon) dispises Air breathers, and will dispise this the Grove just because she can

We also know that although the Grove is at the bottom of the Sea it is still accessible as it is used by visitors as neutral ground - implying that visitors can get there without MAJOR problems. This then makes it part ofthe Domains which the Big Four vie for control of.

However your points A,C,D present a reasonable argument about how the Grove survives

Good work:)
 

Thanks.

You're right about my second point -- I forget two of the main forces in this world destroy because they can. :)

Any creature that can reach the grove would be welcome there. The place would have a very interesting feel, I think -- half armed camp, half serene tranquility.

The politics of the place would be similarly strained, I think. Since the druids allow anyone to enter, they would have a constant influx of people that rabidly hate one another...

On the other hand, some sort of place (whether this grove or elsewhere) will eventually develop -- a place where the unscrupulous members of each faction can meet together and try to profit from one another. A place where turncoats and spies can report back to their controllers. A no-man's land.

The really interesting thing -- from the DM standpoint -- is how any imbalance in power would affect this place. Any changes, especially any of the more destructive influences gaining power, will probably spell the end of this place. One of the druid's main tactics would have to be playing the other three factions against any faction that is gaining power. How much political manuvering is in your campaign is obviously your decision, but the place would make a fascinating study in the balance of powers.
 

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