Thread Recompilation - Places

El Jefe

First Post
Creamsteak and GnomeWorks definitely approved it, and I think I read Knight Otu's words to mean that he approved it, too. Creamsteak and Knight Otu both wanted to move it to the proper "badlands" region, and Creamsteak suggested that would be near the Southwest Tower, the "Pillar of Air". Think wind-carved shapes like the American Southwest, and that's what the "badlands" are like.
 

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El Jefe

First Post
(Discussion) Psionics

There was no specific geographical information in this thread, although there was a plea that anyone playing one of the "psionic" races from the SRD make some effort to locate a population of that race. That doesn't seem to have been too much of a problem, since we haven't seen too many PC's of those races, and most of those have been Elan, which I regard more as a cult of humans than a true race.
 

El Jefe

First Post
(Adventure) The Burning Tower (Knight Otu Judging) [Concluded]

What we got here was mostly information about an adventure location in Orussus.

  • The tower of Rilithorne the Mage is several city blocks from the Red Dragon Inn.
  • Rilithorne’s tower has a sign out front reading, "Rilithorne, Mage. Comisions welcome, inquire within. Please knock before entering."
  • The door to Rilithorne’s tower opens into a well furnished waiting room.
And here's a description of that waiting room:

Entering the tower, you find yourselves in a plush waiting room. Three different couches are artfully aranged around a coffee table, which sits upon an expensive looking rug. A small pedestal dominates the northernmost portion of the room, and a featureless puppet rests limply upon it.

The walls are hung with 3 paintings, one of which appears to be a portrait of a Human Wizard of about 30 to 40 years. The other two are landscape scenes, one of a snow covered mountain and another of a country road in fall, with leaves in many colors.

As you enter the room, the puppet twitches, and suddenly transforms into the torso of what would appear to be some sort of buttler or servant. It looks you over thoughtfully, and then begins to speak.

"Welcome, all. I am afraid the Wizard Rilithorne is unavailable at this time. In fact, I must sadly inform you that containment measures are in effect. Please do not proceed further into the tower without authorization. May I assume you are present in the capacity of customers?"​
  • The security system at Rilithorne’s tower includes a one-way force barrier that keeps things inside the tower.
  • The south wall of the waiting room of Rilithorne’s tower is about 1/4 of a circle, and contains the door from which the party entered the tower. There are internal doors in the northeast and northwest walls.
  • In Rilithorne’s tower, the master's study is to the immediate west, the kitchen lies to the east of the waiting room.
  • The study in Rilithorne’s tower contains a desk, a few comfortable chairs, a rack on the wall containing scrolls and potions, a bookshelf full of books, a pedestal that usually holds a suit of armor, two paintings on the wall, and lavish carpet.
  • There is a door in the northeast wall of the study and the northwest wall of the kitchen of Rilithorne’s tower, probably leading to the same room.
  • There is a wall safe in the study of Rilithorne’s tower.
  • There is a magically chilled icebox in the kitchen of Rilithorne’s tower.
  • At one time the door to the dining room from the study of Rilithorne’s tower was guarded by an air elemental.
  • At one time, the dining room of Rilithorne’s tower was guarded by a pair of air elementals.
Here's a description of the dining room in Rilithorne's tower:

The northernmost room on the first level of the tower is the dining room. To the south, stair lead up to the next level. In addition to the door to the southwest, from which the party entered, there is a door to the southeast... almost certainly leading into the kitchen you've allready seen.

A pair of closets bracket the stairs, containing fine china of all sorts as well as silk tablecloths. The owner clearly has expensie tastes.​
  • The stairs from the first to the second level of Rilithorne’s tower are 5 feet wide.
  • The stair from the first to the second level of Rilithorne’s tower lead to a sitting room that takes up ¼ of the south side of the second floor. The room has a coffee table, chairs, and some potted plants, and a nice view of Orussus through some windows.
  • In the sitting room of Rilithorne’s tower is a panel that contains a puzzle that deactivates a barrier/trap. A wall of fire and a wall of ice separate the sitting room from the rest of the floor when the barrier is activated. The panel has red, white and black tiles. When the black tiles are placed so that no red tile touches a white tile, the walls of fire and ice disappear, leaving ordinary walls and doors visible.
  • Rilithorne’s tower is three stories tall.
A description of the second floor of Rilithorne's tower:

The party explores the remainder of the second floor without incident, finding the mage's bedroom immediately to the northwest, a library to the northeast, and a chamber full of various alchemical odments, material components, and arcane parephenalia in the far north. This last room has a stairway leading up, with a blue shimmer about halfway up. It also has a variety of cabinets, some of which are locked.​
  • The top floor of Rilithorn’s tower is empty save for a pedastal upon which Rilithorne’s spellbook sometimes rests.
  • Rilithorne’s tower is 60 feet in diameter.
 

El Jefe

First Post
(Proposal) Dervish of Sairundan

There was little location information in this thread. However, since the proposed Dervish class is very regional in flavor, there was a brief snippet on Sairundan:

Sairundan, a land ruled by a loose federation of tribes, was supposedly founded by several djinn, who passed their knowledge and their blood to the mortals under their care. The legends of these times tell that many Sairundani forged alliances with the very winds, granting them great magical powers, tremendous speed, or enormous strength. However, as the era of the djinn ended, many of its secrets faded from the common knowledge of the tribes.​
 

El Jefe

First Post
(Adventure) In Service of Orussus (dpdx judging)

This one was an aborted adventure that didn't have much in the way of location, but what location there was seemed well-described and pretty interesting.

  • There is a place in Enworld called Brigand’s Road.
I'm not sure where that was supposed to lead, but there it is.

That was followed by a rather magnificent description of the High Court of Orussus:

The High Court of Orussus sits on a stepped marble base on the northwest corner of the city. In front of the facility is a granite statue of a massive dwarf weilding a huge spiked club in his left hand as if the man was dragging it behind him. The statue is labled, "In the name of Morg, In Service of Orussus."

The court itself is a huge granite work originally a temple for a bastion of good-aligned minotaurs that ruled this region hundreds of years ago. The massive doors, meant to impress even a giants stature, are a sign to their history. The only religious symbols that adorn this simple location now are that of the horn-like columns that act as the superstructure for the domed building, and the statement across the dome written in giant, "Honor be damned, we live to be free."

Once ushered into a main antechamber, you are all sat down to a comfortable seeting arrangement consisting of a three fourths crescent of cushioned resting couches. A chandelier made of bronzes sits above, unlit in the daylight hours.​
There was also this:
  • Callers waiting in the antechambers of the High Court of Orussus are served meals from a cart that unfolds to fit the curves of the room.
  • One of the waterways the road from Orussus to Allimon crosses is called Bobgoblin Creek.
And this description of the lands north of Orussus:

Three days, north by northeast of Orussus.

The mountains, or crags as they are now known, can finally be seen in the distance. Though they were at one time quite grand, over time they have been racked with both battle and earthquakes. Now the peaks are all broken, distorted, and have been brought low in comparison to their former greatness. One can actually see the fractures in some of the mountains midsections from this incredible distance, appearing painted on by an unsteady hand.

The forests surrounding this region are called the Pines for a reason, not the least of which is the thorns and briars that creep across the ground. Some of them are alive, and it is well known that anyone that can should avoid trying to traverse this forest for fear of what lives within. Only recently have a coven of Druids come to this land to try and restore the forest and mountains magesty as best they can.

As the group crosses the bridge, they can hear the horrible squeeling and bending of the weak wood underneath their mounts. When the horse crossed, one could hear the boards breaking beneath its mass. Now, everyone has worked their way across the creek and is on the other side. The creek would not be much to cross if it were not for the broken ground around it. The creek lies at a basin 20 feet lower than the ground around it, a miniature canyon with water running through the bottom.

Looking out, into the forest, a group could see that although the mountains are visible, the forests stretch endlessly towards them. The map points everyone northward, then northwest, towards the cluster of giant fractured rocks.​
Finally, there was this description of the Mauler's camp:

You see, from the ridge line, a small camp surrounded by sturdy stone walls. The walls are only about ten feet high, but they have an unusual structure. Instead of the temporary buildings of the mercenaries (tents and small cabins) being contained within the wall like a normal fort, everything appears to have been built on top of earth that fills the entire 10 foot box. What you have is a 10 foot tall plateau with stone walls and an earthen middle.

It appears that there are around twenty tents that would fit a man and a half each. Other than the tents, the only structures are the corner towers (which are each 15 feet taller than the walls, and made of stone) and one center tower that is 10 feet wide, but has a diameter of at least 60 feet.

The entire base appears to be roughly 600 feet on each side, and it appears that temporary wooden bridges are set down near each tower, but none of them have been lowered to allow incoming traffic. The walls of the buildings look very old, and very stoic. There are large cracks that run along the side of the wall you face, and they seem to run very deep into the structure. The shape of the walls form an almost perfect square, and from your angle it gives the slight appearance of a crown studded with fire, due to the small campfires spread about.​
 

El Jefe

First Post
Discussion - (Adventure) In Service of Orussus (dpdx judging)

I just wanted to say one thing about this. At first, I thought the description of the broken mountains and the Pines north of Orussus didn't fit. But after looking at the map a little bit, I'd place all this in the Larkenvold Reach. So, maybe that's a description of a small part of the Larkenvold Reach. Although I think the description of the mountains seems overly dramatic, I suppose some of it could be geologically and aesthetically more "interesting" than the rest.
 

El Jefe

First Post
(Adventure) Pest removal at unusual height and depth

This had a little detail about the sewers under Orussus. The setup was that a new temple to Hyrag was under construction, and the party had to clear out the sewers underneath it. I'd assume that temple is largley built by now, or at least the construction site is far enough along to serve as a landmark.

  • An extensive sewer network lies beneath Orussus, most of which is sealed off.
  • Many of the tunnels of the Orussus sewers are so low that only a gnome or hafling can pass through them comfortably.
  • There are few traps in the Orussus sewers, most of the dangers being the denizens.
  • One of the entrances to the sewers of Orussus is through a locked metal door down by the docks that is only accessible during low tide.
  • The air in much of the sewers of Orussus is stale and nauseating.
  • At the far end of the sewer entrance tunnel at the docks, the tunnel splits into two lower passages, one heading northeast and the other heading south. The new temple of Hyrag is southeast of this point.
  • The entrance tunnel to the sewers of Orussus at the docks heads east before it splits.
  • After a bit, the south branch of the entrance tunnel to the sewers of Orussus by the docks has a branch that goes east and a little north.
  • Past the first branch to the east, the fork of the entrance tunnel to the sewers of Orussus continues south to a junction, where one branch heads east, another branch continuing south but slightly to the east, and a third branch heading west to a walled-off area. The new temple of Hyrag is to the east of this junction.
  • About 75 feet up the second east branch to the south fork of the entrance tunnel to the sewers of Orussus by the docks there is a niche. The branch continues for at least 75 feet farther east of that point.
  • The second east branch to the south fork of the entrance tunnel to the sewers of Orussus by the docks eventually forks itself, to the northeast and to the southeast.
  • The south-east fork to the second east branch of the south fork of the entrance tunnel to the sewers of Orussus by the docks continues for at least 180 feet, then forks to the northeast and to the south.
  • The northeast fork of the southeast fork of the second east branch of the south fork of the entrance tunnel to the sewers of Orussus by the docks originally lead to a sort of underground hall, about 80 feet on a side, but has been sealed up just short of the hall. The new temple of Hyrag is over the southwest portion of the hall.
  • The northeast fork of the second east branch of the south fork of th entrance tunnel to the sewers of Orussus by the docks also originally lead to the underground hall under the new temple of Hyrag, but that passage has been sealed up very close to the hall.
  • There is a magic academy in Andora, far to the south of Orussus.
 

Knight Otu

First Post
Pest Removal... there's some memories.

Such as the map. I was certain I'd have an easier time finding a sewer map. In the end, I used one from Dungeon magazine.
 

El Jefe

First Post
(Adventure) Rivenblight’s Castaway [Creamsteak Judging]

For an uncompleted adventure that ran for nearly a year, this had a surprising amount of geographical information. Unfortunately, much of it is difficult to square with other material, but that's a subject for a different post. Some of the items uncovered were:

  • The guard house at the corner of Livingstone and Broadstroke has a first story of stone and a second story of wood.
  • The guard house at the corner of Livingstone and Broadstroke has a sign out front that says, ORUSSUS CITY WATCH, Guardhouse 13, 67 Broadstroke Street
  • The road north of Orussus crosses farms for 20 miles, then crosses a small forest that a wagon could cross in a day.
  • There are small inns along the road north from Orussus, but none within the little forest some 20 miles north of the city.
  • The little forest 20 miles north of Orussus is somewhat hilly, although the road to Rivenblight avoids the hilliest terrain.
  • The guardhouse at the corner of Livingstone and Broadstroke has large rough stones below and narrow, grilled windows above.
  • Potter’s Lane in Orussus branches at the end of North Potter’s Lane into East Potter’s Lane, South Potter’s Lane, and West Potter’s Lane.
  • 237 East Potter’s Lane resides in what could be called a "clerk’s district" of Orussus.
  • 237 East Potter’s Lane is a stone building in a sea of wooden buildings.
  • A large sign in dwarven runes atop 237 East Potter’s Lane reads, Voran, Valin, Vursur and Sons; And Associates; Clerks and Barristers; "Records as well kept as your Axe". A smaller sign underneath repeats this in common.
Let us break here to get a description of Voran, Valin, Vursur and Sons:

Opening the door sends a shaft of light into what is a fairly, if not entirely, well-lit room. The concessions to those unable to see perfectly well in the dark consist of a lantern hanging from the ceiling and a single neatly dripping candle on the desks of each of the three dwarves in the small room, who are all dressed in respectable, if exceedingly practical, clothing and sporting the beards common to their race.​
With that in mind, here are some more facts to give you some ideas.
  • A hollow stone pillar in the center of Voran, Valin, Vursur and Sons serves as a speaking tube to those on other floors of the establishment.
  • There is a very well-made stone and wooden trapdoor in the floor at the back of the reception room at Voran, Valin, Vursur and Sons
  • There is a place in EnWorld called Ustler.

And let's follow that up with a description of the basement of Voran, Valin, Vursur and Sons:

"Heh. It’ll be crowded, but as ye wish," says Daggreth as you all volunteer to come with him. "Jest watch yer heads, okay?" He flips open the trap door and begins climbing down. As you enter, one by one, the trapdoor, you go on a short climb through a stone and wood tunnel down a rust free iron ladder, with the way lit by numerous small tapers which provide a flickering but sufficient light to get you safely on your way. You estimate that it’s only about seven feet from the floor of the level below to the ground- but as the taller of you discover with dismay, that means the ceiling is a little under six feet. The first one of you to come down sees Daggreth use flint and steel to light a simple oil lantern, which he hands to you. "Don’t need it, m’self." He waves at the sturdy-looking dwarf with scale mail and an axe. "Dinnae worry, Vlint, they’re with me. Baruk Kazad." The Dwarf- "Vlint"- nods and relaxes

The ladder comes down in the middle of what appears to be a simple and small underground office, with wooden partitions raised on the flagstones. It creates a somewhat disconcerting mazelike effect. The atmosphere is dry and cool, warmed only by the bodies in it and the oil lantern. "Mostly storage," explains Daggreth. "Some desks. A mite bit cheaper t’ build underground, y’see. Property only a Dwarf could love. We’ve bought the basements on the adjacent buildings, too." Moving a little to look past a partition, you can indeed see that there’s a tunnel built between the basement of this building and the next.

Daggreth leads you into a nearby partition, where there are shelves and shelves of ledgers. After a moment of searching done mostly before the lantern first casts light on the books, he pulls out a thick volume and opens it. It’s in Dwarven runes, but Daggreth translates the table. "Date. Merchant. Time o’ departure. Estimated value o’ cargo. ‘cetra."

"Now lesse, you were looking for small and portable, but with a wagon ye kin hide yer numbers in…" he starts searching. It is, indeed, crowded in the small cubicle. "Anything else?"​
  • The Winged Flute is an inn in Orussus at 54 Clipper Street, a 10 minute walk from 239 East Potter’s Lane. It is marked by a sign with a painting of a…winged flute. The inn is well maintained. The common room is brightly lit, with a well-stocked bar and stairs leading to the second floor.
  • There are several inns about 16 miles north of Orussus on the road to Rivenblight.
  • There are several inns about 16 miles north of Orussus on the road to Rivenblight.
  • The little forest 20 miles north of Orussus is largely evergreens.
  • There is an inn just past the little forest about 20 miles north of Orussus.
  • The inn just past the little forest 20 miles north of Orussus sprawls to include several buildings, including an older three-storied one and a newer stone one across the road from the first. There is a small cemetery with 9 graves nearby.
There is a description of a plaque near the entrance of the inn just beyond the little forest about 20 miles north of Orussus:

There is no church, simply a graveyard. Judging my the size of the headstones, the six gravestones outside the plot are of halflings. No paticular diety is indicated in general, although individual headstones have markings (the halfling's of Yondolla, and the others of Heironius, Boccob, and Wee Jas).

As he enters the old building, there is a small bronze plaque near the entrance.

Welcome to Civilization, the proud hosts of the Jerrick's Crew

Taraen Windraven
Loric Knowles
Mennick Brewer
Ligin Bronzeaxe

We will forever remember
Jerrick Knowles
Ulric Posk
Liana Medalis​
 
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El Jefe

First Post
Discussion -- (Adventure) Rivenblight’s Castaway [Creamsteak Judging]

Yeah, this one has fond memories for me. It's the first one I ever read, back when I was trying to get a "feel" for Living EnWorld before generating my first character.

First, I don't think I have any problem with any of the details that are set in Orussus. I'm not sure street addresses would get up into triple digits in a town of 14,000, but that's a quibble. Maybe someday if I ever try to make a map of Orussus I might have more to say on this.

No, my biggest worry was the lands north of Orussus where the bulk of the adventure takes place. I greatly feared more of the "about a day's journey out of town, you encounter..." syndrome. ALL adventures can't take place a day's ride out of town!

First, there is a huge forest between Orussus and Rivendale on the map. The forest that this adventure takes place in is clearly not that forest. This one is much smaller, and is not on the map, although there is no reason that it couldn't be on the map.

I was most concerned with conflicts with previous adventures. I think we're OK, and here's why. First, the Mauler's Camp in In Service of Orussus is two day's travel to the northeast of the forest in Rivenblight's Castaway. I don't think anyone planned it that way, but it's good that they're far enough apart to not cause problems.

The other potential conflict is with the Monastery of St. Feragon stuff. Well, let's see...the roadwarden station is about 4 miles north of Orussus...check, no conflict. The "several inns" in Rivenblight's Castaway are 16 miles north of Orussus. The "side road" leading from the road to the Monastery of St. Feragon is about 12 miles past the roadwarden station, or just about where the "several inns" are. I don't really see a conflict there. Finally, we have the monastery being "20 miles north" of Orussus, or just about at the edge of the small forest. Again, since there is some undefined distance (> 1/4 mile) traveled down the "side road", I don't see why the monastery should even be visible from the road to Rivenblight, or even enter the Rivenblight's Castaway narrative. Likewise, the setting of the Monastery is described as wooded, but with fields cleared for the monks to farm.

I think it all fits...more by luck than by design.
 

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