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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8354659" data-attributes="member: 11760"><p>Here's mine. Without seeing the finalists' work, or the document they were working off of, or Wild Beyond the Witchlight, or the promised Feywild domain creation document, I sort of winged it, taking loose inspiration from how domains were written up in Van Richten's. No stats included for anything here, to make it scale as needed, although as a DM, I think the bones are all I'd really need to run this Domain of Delight.</p><p></p><p>[HR][/HR]</p><p><strong>Duais, the Pirate Isle</strong></p><p></p><p>Castaways from across the material plane can sometimes find themselves washed up on the shores of a tropical desert isle. The sky is blue with puffy white clouds. The ocean is a teal blue. The air smells of flowers and fruit and carries with it the sounds of birds and monkeys.</p><p></p><p>But they are not alone: The lost island is inhabited by several groups, each seeking pirate treasure. And the island is in another world entirely, a demi-plane within the Feywild, a Domain of Delight known as Duais.</p><p></p><p>Anything buried in the ground on or near the island instantly vanishes to somewhere else in the domain and can only be found with a treasure map, which instantly appears hidden somewhere else on the island. Duais is a setting for an archfey’s game, with participants seeking buried treasure, hidden somewhere on or near the island each month.</p><p></p><p>Wit and cleverness are rewarded by the archfey, who calls themself Admiral Sanntach, while violence and brute force is not. Those who break the rules of the admiral’s game wake up the next day to find themselves stranded on a sandbar far from shore. Each time Sanntach maroons visitors who violate their rules, the longer the stay on the sandbar becomes.</p><p></p><p>The winner of the contest each month is granted a wish. Wishing to leave Duais is the easiest way off the island, but it amuses Sanntach to trick winners into using their wishes on other things and many of the other groups trapped on the island have other agendas other than mere escape.</p><p></p><p>Duais itself is also a hazard, with a large variety of monstrous unintelligent plants, giant jungle animals, river and water spirits and a volcano that’s home to a small kingdom of fire and lava creatures.</p><p></p><p>And there is no simple escape from the island: Should castaways sail out of sight of land, they will catch sight of another island in the distance, which turns out to be Duais. And the longer one remains on the island, the more details of life before arriving slip away, fading to only vague memories after about a year on Duais.</p><p></p><p><strong>Admiral Sanntach </strong>is a powerful archfey and the ruler of Duais. Years ago, they became entranced by the perceived romance of piracy. Today they appear as a storybook pirate, with impressive hats, peglegs, hooks for hands or eye patches as the mood takes them. They shift between appearances and gender at a whim, sometimes taking multiple appearances within a single minute. They rule the island from <strong>Skull Rock</strong>, an improbable skull-shaped cave and natural harbor.</p><p></p><p><strong>Captain William Shrewsberry </strong>is the mayor of <strong>Safe Harbor</strong>, a settlement founded by castaways on the southwest coast of Duais. It’s a mix of simple lean-tos, buildings made out of driftwood and parts of ships and more formal construction. Shrewsberry’s ship, the Constant, is one of two ships anchored in the waters around the island. The captain has won the contest several times, but each time, fate conspires him to give up his prize for one reason or another, and he’s become increasingly frustrated at being unable to escape the island.</p><p></p><p><strong>Black Bonny </strong>is the captain of the Relentless, the other ship anchored in the waters surrounding Duais. She and her pirate crew see the magical wishes granted by Sanntach as a way to accumulate a fortune before eventually escaping the island. They are as violent and terrifying as Sanntach will let them get away with -- only the threat of exile to the sandbars keeps them in check. At this point, most of the pirate crew know if they’re sent there again, they’ll likely die of dehydration before they are returned to land by Sanntach. Instead, they will use every trick short of violence to win.</p><p></p><p><strong>Chief Kamaʻāina </strong>is the chief of a tribe of people who believe they are native to Duais. She hopes to be able to one day evict Sanntach and return the island to the world from which it came, which has become increasingly hard to remember. In the meantime, her people fish and work the land from <strong>Puʻuhonua</strong>, a village on the northeast coast of Duais. When she or her people have won the monthly contests, they have asked for more knowledge about the island and its archfey master.</p><p></p><p>The <strong>Constant </strong>and the <strong>Relentless </strong>are the ships originally brought here by Captain Shrewsberry and Black Bonny. Despite the years, they remain in good shape, appearing to be magically maintained and repaired by unknown beings or magic when no one is looking. Both ships appear to also be gaining sentience, seemingly moving themselves from where they were anchored to where they wish to be and sometimes taking control of their own navigation when they disagree with their crews.</p><p></p><p><strong>Princess Coral </strong>is the leader of the local colony of merfolk. She and her people are also seeking to escape Duais, and throw themselves into the monthly competition each month. Over the years, they have developed magical Landwalker potions that allow them to turn their fish tails into human legs for one hour, allowing them to come ashore and compete in the hunt for treasure.</p><p></p><p><strong>Kanaloa </strong>is an awakened giant squid. He’s only able to obtain treasures hidden underwater, but he’s a fierce competitor nonetheless, and has won the contest several times, each time wishing for more intelligence, the ability to breathe air for short periods of time and to use magic.</p><p></p><p><strong>Mr. Smile </strong>is an enormous shark the size of an orca. He seems to be smarter than most sharks and may be under the command of Sanntach. He patrols the sandbars where rule-breakers are exiled and harries boats and ships attempting to escape Duais.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8354659, member: 11760"] Here's mine. Without seeing the finalists' work, or the document they were working off of, or Wild Beyond the Witchlight, or the promised Feywild domain creation document, I sort of winged it, taking loose inspiration from how domains were written up in Van Richten's. No stats included for anything here, to make it scale as needed, although as a DM, I think the bones are all I'd really need to run this Domain of Delight. [HR][/HR] [B]Duais, the Pirate Isle[/B] Castaways from across the material plane can sometimes find themselves washed up on the shores of a tropical desert isle. The sky is blue with puffy white clouds. The ocean is a teal blue. The air smells of flowers and fruit and carries with it the sounds of birds and monkeys. But they are not alone: The lost island is inhabited by several groups, each seeking pirate treasure. And the island is in another world entirely, a demi-plane within the Feywild, a Domain of Delight known as Duais. Anything buried in the ground on or near the island instantly vanishes to somewhere else in the domain and can only be found with a treasure map, which instantly appears hidden somewhere else on the island. Duais is a setting for an archfey’s game, with participants seeking buried treasure, hidden somewhere on or near the island each month. Wit and cleverness are rewarded by the archfey, who calls themself Admiral Sanntach, while violence and brute force is not. Those who break the rules of the admiral’s game wake up the next day to find themselves stranded on a sandbar far from shore. Each time Sanntach maroons visitors who violate their rules, the longer the stay on the sandbar becomes. The winner of the contest each month is granted a wish. Wishing to leave Duais is the easiest way off the island, but it amuses Sanntach to trick winners into using their wishes on other things and many of the other groups trapped on the island have other agendas other than mere escape. Duais itself is also a hazard, with a large variety of monstrous unintelligent plants, giant jungle animals, river and water spirits and a volcano that’s home to a small kingdom of fire and lava creatures. And there is no simple escape from the island: Should castaways sail out of sight of land, they will catch sight of another island in the distance, which turns out to be Duais. And the longer one remains on the island, the more details of life before arriving slip away, fading to only vague memories after about a year on Duais. [B]Admiral Sanntach [/B]is a powerful archfey and the ruler of Duais. Years ago, they became entranced by the perceived romance of piracy. Today they appear as a storybook pirate, with impressive hats, peglegs, hooks for hands or eye patches as the mood takes them. They shift between appearances and gender at a whim, sometimes taking multiple appearances within a single minute. They rule the island from [B]Skull Rock[/B], an improbable skull-shaped cave and natural harbor. [B]Captain William Shrewsberry [/B]is the mayor of [B]Safe Harbor[/B], a settlement founded by castaways on the southwest coast of Duais. It’s a mix of simple lean-tos, buildings made out of driftwood and parts of ships and more formal construction. Shrewsberry’s ship, the Constant, is one of two ships anchored in the waters around the island. The captain has won the contest several times, but each time, fate conspires him to give up his prize for one reason or another, and he’s become increasingly frustrated at being unable to escape the island. [B]Black Bonny [/B]is the captain of the Relentless, the other ship anchored in the waters surrounding Duais. She and her pirate crew see the magical wishes granted by Sanntach as a way to accumulate a fortune before eventually escaping the island. They are as violent and terrifying as Sanntach will let them get away with -- only the threat of exile to the sandbars keeps them in check. At this point, most of the pirate crew know if they’re sent there again, they’ll likely die of dehydration before they are returned to land by Sanntach. Instead, they will use every trick short of violence to win. [B]Chief Kamaʻāina [/B]is the chief of a tribe of people who believe they are native to Duais. She hopes to be able to one day evict Sanntach and return the island to the world from which it came, which has become increasingly hard to remember. In the meantime, her people fish and work the land from [B]Puʻuhonua[/B], a village on the northeast coast of Duais. When she or her people have won the monthly contests, they have asked for more knowledge about the island and its archfey master. The [B]Constant [/B]and the [B]Relentless [/B]are the ships originally brought here by Captain Shrewsberry and Black Bonny. Despite the years, they remain in good shape, appearing to be magically maintained and repaired by unknown beings or magic when no one is looking. Both ships appear to also be gaining sentience, seemingly moving themselves from where they were anchored to where they wish to be and sometimes taking control of their own navigation when they disagree with their crews. [B]Princess Coral [/B]is the leader of the local colony of merfolk. She and her people are also seeking to escape Duais, and throw themselves into the monthly competition each month. Over the years, they have developed magical Landwalker potions that allow them to turn their fish tails into human legs for one hour, allowing them to come ashore and compete in the hunt for treasure. [B]Kanaloa [/B]is an awakened giant squid. He’s only able to obtain treasures hidden underwater, but he’s a fierce competitor nonetheless, and has won the contest several times, each time wishing for more intelligence, the ability to breathe air for short periods of time and to use magic. [B]Mr. Smile [/B]is an enormous shark the size of an orca. He seems to be smarter than most sharks and may be under the command of Sanntach. He patrols the sandbars where rule-breakers are exiled and harries boats and ships attempting to escape Duais. [/QUOTE]
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