The 7 wonders of the (homebrew) world

Death Camp Memorial at Rouen

Of the two million kobolds who died during the Great War half died here. Hundreds of thousands of other non-humans died here as well, but it was kobolds the camps specialized in. The memorial itself consists of a 300 foot tall marble obelisk inscribed with the names of every person imprisoned in the camps. Those who died (the vast majority) in gold, the few who survived in silver.

Before the obelisk is a sculpture showing a kobold family, newly arrived at the camp, and becoming aware of the nature of the place. To one side stands the last remaining structure from the camps. This a long, multi-story prisoner barracks. Inside are displays showing prisoner life, how the executions were carried out, and personal belongings. The original manuscript of the orc Thuman Navar's unfinished epic poem, By the Waters of Babylon can be found here. Of the planned 1200 stanzas it lacks but three. (Navar was strangled for catching a cold.)

That is one of Dragon Earth's unique wonders.

There's also the sunken Imperial Chinese battleship, The Golden Lotus. But since it is sunken it may not count.
 
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From my old homebrew, which I ran a few years ago. Some of these are more wonderous than others, but these are the prominent locations that I can remember:

Aligara - The Incarnation (the keeper of the Region of Dreams, similar thematically to Fillein et al. in Sepulcrave's world) saw the world torn by war and disaster and dreamed of a thriving metropolis of perfection, in which all were good and no evils existed. Later Incarnations would expand on this dream, until one Incarnation lost control and accidently brought Aligara into the Prime Material. However, the power within Aligara was not meant for mortals to use, and now the citizens of Aligara, no longer bound by the powers of the Region of Dreams, were capable of doing evil. For those reasons, and because the gods decided in retribution to strip the Incarnation of her powers and thus causing the Dreamless Chaos, wars were fought over the city of Aligara.

Eventually those desiring peace decided something had to be done, and through various rituals, 10 sources of epic power were used to bind Aligara back to the Region of Dreams. However, its size was too large, and the Region of Dreams rejected Aligara. Thus, after being reimbued with the constraints Dream originally put upon it, it ended up where all rejected matter goes: the Astral Plane. Now, people who wander Aligara are only partially real and bound by good. They are not aware of the passage of time or even that they are floating on a giant island, and they cannot permanently die. While people of all classes exist on Aligara, they cannot use anything used to travel to travel outside Aligara (though they do not desire to do so anyway). Two portals to Aligara exist on the Prime Material.

Diane's Forest - Tales of this forest tell of a half-elf named Diane who wandered into the forest and died. Now her hymn plays eternally in the forest, and people who divine on Diane get the message "She walks with the leaves and talks with the ground, the form of nature she has found."

What people do not know is that a group of forest gnomes had recently retreated to the forest after being attacked by kobolds, and Diane had so soothed the gnomes with her song that they trusted and accepted her. It is true she died, but in a rare act the gnome druid Ellywick reincarnated her. Ironically, she was reborn as a forest gnome. Now she is being trained as a druid under Ellywick, and the gnomes of the forest continually use their prestidigitation abilities to continue Diane's hymn within the forest.

(Diane's also the current Incarnation, but that's not important to the story.)

The Quickspeedy Path - A route of magical, underwater torrents used by the gnomes to travel quickly between the continents of Teraka and Thalor. (Yes, I like my gnomes.)

The Tip of the Rope - The drunken master Elrik had played a significant part in the internal wars of the monk organization known as the Fist Wielding the Hammer (as you can see, not all of my names are original), but had grown irritated with the lawful way of life and retired. Sometime during middle age though, he left retirement and traveled to the arctic north of the continent of Teraka (nicknamed "The Rope") to train further... for some reason I never actually came up with. But anyway, at the northernmost part of the rope he became epic, and the power he gained at that point still radiates there today.

A few sidenotes on Elrik: he was actually first introduced so the PCs could have EPIC BEER. In fact, in the just-for-fun stats I have written up for him, he has maxed out ranks in Craft (Brewing) and both Skill Focus and Epic Skill Focus. Now that he's in retirement again he makes it as a hobby. He's the only epic character in the Prime Material.
 

Natural Wonders:

Tor Ararat: the tallest mountian in the world, found deep within the Dragon's Teeth Mountains. Such is its height that stars can be seen from its peak even at noon. The mountain is a sacred place where it is said that gods still walk, and as such few ever visit its heights. An old troll maintains a shrine at its base, though how long he has been there no one knows.

The Hag Dells: The rivers that drain from the Dragons Teeth Mountians to the Inland Sea pass through a large field of limestone, and over the centuries has carves innumerable small canyons through that land. It is a labrynth inhabited by marsh trolls and wicked hags.

Artificial Wonders:

The Great Cliffs: Formed in a forgotten age when a great weapon struck the world, these cliffs average two hundred feet across their thousand mile long lenght, at their base is the Inland Sea which was created by that same cataclysm.

The Eternal City: Once the most glorious human city in all of Eras the Eternal City still stand proud to this day. Its walls are over eighty feet tall, and are broad enough to allow 10 men to walk side by side. its streets are lined with the palaces and temples of the Imperial Age, whos glory can still be seen.

The Grand Pyramids: 7 pyramids stand above the banks of the Nillius river, three 400 foot tall pyramids arainged in a triangle surrounded by four 100 foot tall pyramids marking the compas points. Each pyramid is covered in glyphs larger then a horse, and caped with a different metal (the three middle ones are capped with gold, and the 4 outer ones are capped with silver). Some say that a eight pyramid larger then all the others can be seen appears from time to time, though there is no proof to support this.
 

Good topic.

here are mine

- Edana the City of Glory -- probably the most beautiful in the world. It is said to be so beautiful that even the beggars hovels are radiant

The Pyramids of Hajasa -- built millenia ago by the shapers they are an impressive surviving monument to those fallen peoples. Now they are deep in skin-hunter infested jungle and dangerous as hell

Black Gate Keep -- Stronghold of the Blackgate order its built right on a gate to the abyss. This stone fortress has never fallen from within or without

The Imperial Fortress-- This is the seat of Delan power and deep below in its armouries is the largest collection of magic items in existance

The Stewards Palace-- this is the spiritual center of the twenty kingdoms -- the palace is decorated with a living mural depicting the health of the kingdoms who have sworn oaths and been bound to the Stewards throne. Now this once magnificant palace stands empty -- the throne unoccupied as a terrible mural of blood death and pain plays itself out on the walls

The Great Library -- The Keep of the Loremasters is a the greatest instiution of learning in the world and contains an immensity of volumes -- all fully cataloged. Even the Imperial Library and the Hunzun Scolasiums can't compare in scope and organization

the seventh is somewhat debated by the folk -- and its not a place anyone would visit voluntarily but it is generally though to be The Citadel --

its is the perfect prison delved deep into a partially submerged mountain and controlled by the Keepers -- priest' adepts of the Lawgiver. Being sent there is generally considered a fate worse than death as a sentence is forever
 
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Cursed Earth "wonders"

The Cursed Earth Campaign is very different than most of the others so far listed, as it is a pseudo-Post Apocalyptic world with advanced technomagic (think D&D with a Gamma World twist). Also, my elves are invaders from an alternate material plane who are basically the Eldar from WH40K, and have brought the Shadow and it's Taint (modified Rokugan) to this world (which caused the Apocalypse which ended the Golden Age -- d20 Future Urban Arcana, with Technomagic replacing technology). Lastly, to prevent the further spread of the Taint accross the planes, this world has been isolated by the Gods, completely cut off from the astral and outerplanes (but not the ethereal or inner planes, as a world cannot exist without access to the energies of these planes [elements, life, death, etc]), thus clerics have lost ALL powers and the great cathedrals and religious monuments were destroyed by mobs who felt betrayed by their gods and faiths.

That said, here are a few of the highlights so-far created (not sure if all of them qualify for 7 wonders status)

Taintlands -- this is a magical wasteland similar to Eberron's Mournlands combined with Rokugan's Shadowlands, with many of the classic Apocalyptic movie landscapes. Rather than radiation, one has to worry about the corrupting influence of the Taint, which eats at both the physical body and a person's very soul. Living spells (Eberron) and Change Storms (When the Sky Falls) scour the countryside, and aberations of all kinds (which are immune to Taint) can be found here. Even the very laws of magic and the material plane can be warped and twisted in this hellscape, with gravity, light/darkness, atmosphere, etc changing from mile to mile. Only the barbaric Halfling Kins (Dogkin, Ramkin, Bulletekin, Displacer Beastkin, Trollkin, Howlerkin, and Rust Monsterkin), who are also immune to Taint, and the psionic members of the Insect Collective (dromites, thri-kri, etc -- on the Cursed Earth, ALL insectoids are naturally psionic) actually make their homes here. But, great treasure awaits those who are foolhardy and brave enough to explore the Taintlands, as within them can be found the few surviving, intact, and/or unlooted Pre-Apocalyptic structures or caches of "lost" TM technologies/knowledge. The Taintlands actually seem to be receeding over the past millenium, with many of the areas that had been considered Taintlands at the time of the founding of the Federation now be Wild or even annexed and pacified, becoming part of the Federation. Except for a few druids high in the heiroarchy of the Druidic Unified Clades, no one has realized the great secret of the Halflings, that these "primatives" are slowly "terraforming" the Taintlands back into a more natural state through a sophisticated, yet simple, process which involves using magical creatures, among other things.
The Wall -- the Wall defends the Federation (which is the "civilized" TM advanced society with Gnomes [who create most of the TM devices and control the Ethernet], Dwarves [who control the Ministries -- think Imperial China Beaurocrocies], Humans [who control much of the Federation Defense Forces, especially power armored legions with bonded combat drones] and lastly the invader Elves [who control the High Houses and the Federation itself]) from the Wild (anywhere NOT within the borders of the Federation) and the Taintlands. This engineering feat dwarfs even the Great Wall of China, and is heavily fortified. Because of the size limitation placed upon weaponry by the Taint (cannot have any construct larger than small or any weapon larger than an autocannon, HMG, or mini-missile laucher without it almost instantly becoming Tainted and going Christine on you), these hard points are a bunch of smaller "squad" sized weapons rather than heavy artillary and the like. The forces of the Shadow do not suffer from this limitations, with many of the giant pre-Apocalyptic War Constructs and Mecha having survived the last two millenia, along with many more recent Demonic Dweoborgs and Taintmages, and the Wall has been designed to withstand the punishment that modern and futuristic heavy weapons can dish out. Scarred sections of the Wall have even survived nuclear level attacks (although the brave FDF defenders did not). Every century, as the borders of the Federation changes, the Wall is rebuilt, absorbing former out lying forts into its structure and turning the older sections into dwarven warrens and FDF barracks.
Impact Swamp -- within a couple hundred miles of the current Federation borders is the beginnings of a huge swamp (at least the size of the Everglades), which has an unnatural circular shape (the map created for this swamp was a modified NWS downloaded radar image of a hurricaine) and is infested with a surprisingly advanced and strong breed of goblins known as the G'Serrai. Impact Swamp is a post-apocalyptic feature, originally being rolling hills and plains inhabited by the greatest concentration of halflings in the pre-apocalyptic world. About the time of the Apocalypse (record keeping being very spotty from this time), an object hurtled to earth from a rent in the sky and a massive explosion annihilated everything within an area (don't have When the Sky Falls in front of me to figure exact diameter of crater and effect). Even in this time of huge explosions and magical disruptions, the effects of this impact were large enough to be noticed and recorded. It is assumed that the object was the remains of the one orbital habitat or a doomsday weapon run amok. But this is wrong, the truth being even stranger then even the wildest gnome conspiracy theory from the Ethernet. The Halfling gods either saw the Apocalypse approaching or, once it happened, were against isolating and cutting this world loose to survive or not on it's own. So, the entire Halfling Pantheon (including it's less savory members) pooled their powers, creating a gestalt which was barely able to crack through the dimensional barrier, and using the gathered halfling clerics (who had ALL answered the call of their gods to come together) as a beacon, crashed to the Cursed Earth. Out of the destructive maelstrom was born a being that was the sum of a races divinity and spark, the Serrangel. She is the reason why halflings are immune to the corrupting influence of the Shadow and it's Taint, cannot cast divine spells or use any type of divine power, and are on a mission to cleanse the world. A century before my current game begins, the Serrangel was captured and imprisoned at the site of her birth by a cabal of Federation Elves and G'Serrai goblins through the foulest necromantic and corrupted Technomagic techniques.
Thangar's Bar & Grille -- while this probably does not qualify as a "wonder", it is definitely worth a stop. It doesn't look like much from the outside, appearing to be little more than it originally was, a biker bar attached to a small garage. This unasuming structure is where the Dwarven savior, Thangor, fought his greatest battle agianst the Shadow, preventing the corruption of his beloved motorcycle Betsy, and emerging fundamentally changed, his soul being forever more fortified against the Taint. This modest and simple dwarven biker was able to teach others his newly aquired discipline, becoming the prophet and savior of his race in their war against their former servants; the constructs, vehicles, and mecha that fell under the influence of the Shadow. Thangor had become the Saint of the Dwarven Paladins (paladins exist on the Cursed Earth, unlike clerics, but gain their divine powers from their Order and it's Patron Saint, not any god), and his Bar & Grille has become a shrine to dwarves everywhere within the Federation. While the delapidated and belovedly much repaired building may not be a wonder, the sight of hundreds of Paladins of Thangor roaring down the road on their bikes (their equivalent of a Paladin's Mount) in their annual pilgrimage and kegger is awe inspiring.

skippy
GM of The Cursed Earth Campaign
 


VirgilCaine said:
Well, I'm sure the locathah, merfolk, scrags, merrow, and sahuagin find it impressive.

That part of the continental shelf, off the coast of San Diego, is considered wasteland by the seafolk. No settlements and only a few travellers. So its only an occasional mer-tourist that drops in to see the wreck.

At the same time, there is some talk that LA's locathah community might be heading south to take up residence near the La Jolla Kelp Beds. The run-off from the LA rains is starting to smell bad, and they are growing increasingly impatient with the lack of progress in the LA County investigation.
 

I don't have quite seven yet, but here are a couple:

Circlet of the Overlord: A large atoll in the Sea of Lost Hopes. Viewed from the sky, it looks as though one is looking down upon a great tiara made of rock. Several hundred miles in diameter, scholars can't agree upon its origins. Some say it is the partially submerged rim of a great, dormant volcano. Others claim it is the rim of an impact crater. Children are told stories of how the Overlord of the Gods became so incensed at his childrens' constant fighting and threw his crown into the ocean. Over time, sediment from the tides created a shell over it. Of course, those are just children's stories.

Aerilord: Aerilord is sometimes called "The Shining Gem of the Lake." Capital of the Parsembdan Lake Alliance (colloquially known as Parsembdan), Aerilord is a floating city that hovers over the center of Lake Parsembdan. Built by a powerful wizard eons ago who wished to rule the surrounding area from on high, it is now ruled by a benevolent dragon. The white marble towers of the king's palace and the glittering spires of the wizard's academy stand out for miles on a clear day.

JediSoth
 

In the harbor of the city of Narayan stand The Statue of Libertines; a towering statue of Aja Opal Blossom, Goddess of Lovers, which looks like "a tartily-dressed Lady Liberty with vaguely Asian features, with a hand on one hip and a Champagne flute held high in the other", and The King of Torts; a stern, imposing statue of Belli Rex Legis, God of Law, who wields the Mace of Precedence and a rectangular, briefcase-looking shield chained to one wrist... Collectively they're called The Colossae.
 

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