The Wonders of your world

Derren

Hero
Continuing my series of questions about your settings (partially to see what others do and also to maybe inspire others if they seek to enhance their settings) I now want to know what are the wonders in your setting?

Those wonders can be natural, like the Grand Canyon, artificial buildings like the Pyramids, the Sistine Chapel, the Terracotta Army near Xi'an or even whole cities like Venice and Las Vegas. Also, do not only include world wonders but also local attractions. Anything which makes people stop for a moment to watch it in awe or even makes it a destination for pilgrims.
This question also applies to Modern/Sci-Fi settings. What attractions are there? Big amusement parks? Museums? Wildlife resorts, huge casino space stations?

I also would like to know if and how players interact with them. Do such locations only exist when the plot leads them there or independent, as feature of the setting to be used in conversations and texts ("I tell you the dragon stood as tall as the Spire of Darsul")? And do the PCs visit them on their own, just to see it, or only when the plot demands?
 
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I also would like to know if and how players interact with them. Do such locations only exist when the plot leads them there or independent, as feature of the setting to be used in conversations and texts ("I tell you the dragon stood as tall as the Spire of Darsul")? And do the PCs visit them on their own, just to see it, or only when the plot demands?

Excellent question and noteworthy as an aspect of worldbuilding!

Alas, my wonders are usually extant only as plot devices & color, rarely visited. Part of that is my fault, part is my players.
 

I'd have to check my notes. One that springs to mind is the Black Gate, a colossal metal gate forged by the craftsman god in the first age of the world. It has survived a number of Ages, becoming powerful, intelligent, and sinister. It currently runs/rules/controls the city of Blackgate and the Blackgate Brotherhood, the foremost assassin's guild in the region. Everyone entering the city must pass through the Black Gate and tell it a secret.

The glass mountain of Everglass is another wonder, though probably not a "Wonder of the World".
 

The one that comes to mind for me is the Icewall. In ancient times there was a war between the two major powers on the continent inhabited by the PCs (a bit larger than Asia). The western power unleashed a plague bioweapon on the East. As such things tend to go, it raged out of control and started moving west. Nothing the West tried could stop it until in desperation they cast a spell to create a physical barrier, cracking the continent between themselves and the East, and tilting the western 3/4 a few degrees, creating an immense cliff from the north to south of the continent. (The east side is lower) The West was devastated by earthquakes, and the East became almost unpopulated due to the plague and earthquakes.

The Icewall ranges between 20 and 40 miles high, and 90% of the ascent is pure vertical cliff. The upper reaches are hard vacuum (the atmosphere ends a bit lower on this world then Earth), and a limited amount of exotic life exists in these regions. A stretch from about 1 to 5 miles from the bottom is always covered with ice and shines like a mirror in the rising sun. The icy region also houses its own, unique ecosystem. The wall also also extends westward from the north-south portion along the northern and southern edge of the continent, finally reaching sea level along the western coast. There are a few isolated cultures along the top of the Icewall, separated from their surrounding on one side by vacuum and on the other by cliffs.

My players had one long adventure in which they climbed the Icewall and did some exploration beyond. It was an ordeal, even with magical assistance. There were safeguards still in place from ancient days to prevent travel, making flight dangerous, so they ended up climbing most of the way in mundane fashion. They encountered a few abandoned fortifications on the way up, as well as a great deal of unusual wildlife to break things up.
 

In my campaign there is the Clockwork Fortress in the middle of the Human Kingdom, made by dwarfs long ago. The name gives away what it is about ;)

Inside, everything is made of metal, even the beds (though they are quite comfy). And if you enter a certain radius around the fortress, you can hear the clicking sound of the clockwork. The volume of the clicking doesn't change depending on your position. it is the same volume if you are in the middle of it or outside. And the cellar of it is inhabitat by clockworkmen and -animals.

*note that in my world the dwarfs have isolated themselves from the other kingdoms ~100 years ago, so no one nows how to operate it*

Also, in a forest, there is a portal leading to another plane, where a retired god (of torture and slaughter) runs an orphange, but I don't know if that counts...
 

I guess the only wonder in my setting is the world itself. It used to be one giant rock that was teeming with life. At some point it snapped at the middle and was split in half. The living are in the lower part and the souls of the deceased travel upward to their realm. At the middle is what people call the sun. This is actually a home for the demons and the wicked. The Sun's strength comes from their hatred and one day it will scorch the world. It's funny to me that while this is quite high fantasy, the game we play and the world players know is a very low fantasy.

There is also a river that goes trough the whole continent. I call river Spine since affluent rivers and creeks form something that looks almost like a ribcage.
 
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In my main campaign world, I use the "real world" as my geography. This means that any/every geographic wonder that exists now on our world could exist in mine. My current campaign is set in the Ohio river valley region, so about the only thing they've found are some natural caves and some beautiful forests. What we would call "New York State", however, is a blasted wasteland only beginning to recover from a massive spell that was an attempt, 400 or so years ago, by a lich, to melt the entire east coast into nothingness. A very holy cleric and her faithful band of followers managed to stop him.

Nowadays, the wasteland is beginning to recover; because I use the concept of abiogenetic generation of life forms for aberrations, that means the wasteland is quite an unhealthy place to visit. However, it also attracts a lot of adventurers, evil wizards searching for lost artifacts and strange components, etc... And there might be a lich in there, somewhere, sealed with the remnants of his army, under the surface.
 

Orea is rife with interesting areas and locales. They exist whether players go there or not. I have noticed that, for the most part, players are only interested in going to places if they have some plot/story relevant reason to. Still, from time to time, you get someone who says "That sounds cool. Let's go there."

Here's a sampling of the sorts of the things [I think] you're talking about:

The Tower of Towerton: a large floating hunk of rock, some 100' in the air, upon which sits an ancient wizard's domicile. The original wizard manifested his power to levitate his home when it came under attack from Zealot forces during the dark days known as "The Mage Wars." A bustling town grew up around/in view of the hovering stronghold out of needed protection and security from the original wizard's power and generally benevolent attitude. [There have been several "Wizard's of Towerton" over the past few hundred years.]

Larassal: Larassal is a large town/small city and surrounding region in a picturesque pastoral area of the continent. The rolling hills and fields produce some of the realms' finest wines. Larassal's claim to fame, however, is the small ruined shrine where the neophyte priestess, Physha of the Flaming Hair, began her tenure as a Daughter of Gilea. She was subsequently chosen by the goddess to become the first of her pacifist order permitted [by the goddess, Herself] to use armor and weapons and magic to harm others [in defense of one's self, one's sister-daughters and the faith, of course] and so became Orea's first "Protectress." Eventually, after saving the world, Phsyha of the Flaming Hair was Sainted by Gilea and ascended to [demi]godhood. Over the years, Larassal also now houses the largest temple/cathedral to the goddess Gilea in the southern realms. As might be expected, pilgrims from across Orea visit Larassal annually, seeking the endless healing and blessings of the servants of "the Merciful Mother", particularly around the week-long holiday/festival of Physha's ascension.

The Gardens of Nator: far from the rolling vinyards of Larassal, in the Mage Lands of R'Hath is the Archmagus Imperius' city-palace of New Enchans. The surrounding region south and west of New Enchans are some of the most lush, productive and beautiful orchards, farms and flower-fields in all of Orea. This region is colelctively referred to as "The Gardens of Nator" named after R'Hath's first Archmagus Imperius, the legendary wizard Nator. It is said that the prosperity and beauty of the Gardens are a direct reflection of the health and power of the Archmagus.

The Blue Crystal Tower of Andril: Orea's mega-opolis, Andril, has grown up over the past two ages around the sudden appearance of a massive tower made of a giant shard of sapphire blue crystal. Within the tower were/are 3 immortal sorceress sisters who took Andril as their own and have multiple times in Orea's history, saved the growing community from annihilation. These 3 are called the Oracles of Andril and a pseudo-religious organization of oracular priestesses has grown up around them. Whether to visit the oracles or not, travelers to "the Jewel of the East" all awe at the wonder of the Blue Crystal Tower, which can be seen from almost anywhere in the city.

Geological phenomena would include:
The Diamond Cliffs: are the edge of a receding glacier, rising from a couple to several hundreds of feet from the base, at the northern most reaches of the realms of Orea and, specifically, the Great Kingdom fo Grinlia. What lives/exists above/beyond the top of the icy cliffs is said to be nothing more than frozen wastes [the veracity of this statement, as Orea's creator and DM, I have not yet had cause to explore. bwahaha.]

The Black Waves/Thole: Where the cataclysm of the Great Spell fell to Orea the earth was completely broken, burned and torn apart. This region is known as Thole and is an entirely evil and cursed place. The Black Waves, themselves, are the incredibly high, sharp, jagged mountain peaks that surround Thole on roughly three-quarters of its perimeter. The mountains in many places curve/bend/lean outward and there are several areas with high concentrations of obsidian, giving the impression the mountains look "wet" and their curving shape led those outside of Thole to name the new geologic formations 'the Black Waves." These are certainly not thought of as a "wonder" in the sense of it being a place people want to go. This is a region to be avoided at all costs! Traveling even within view of the Black Waves is considered a risky proposition. But it is a unique geological feature of the continent.

There are many more. But I'll leave it here. Cool idea for a thread, btw.
 

My last D&D campaign was set in an alternate history of Greyhawk.

The major tourist sites/theme parks were Maure Castle, Castle Greyhawk, and a couple of other sites of particular note to the last crop of major heroes.

Maure Castle was cleaned out and turned into a tourist park. The surface levels of Castle Greyhawk had guided tours. The reaches were treated as an 'extreme sport' tourist attraction. People could buy tickets for access into a no-hold's barred adventuring experience.
 


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