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Whom has used the Egg of Coot?
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<blockquote data-quote="Yaarel" data-source="post: 9775298" data-attributes="member: 58172"><p>I added a few more points of interest to the Arn map in the earlier post.</p><p></p><p></p><p>The adventure module Temple of the Frog, is here in Arn, on Frog Island. On the map, the terrain name "Frog" is below the label of Dantredun. The Frog Temple locates above the "r" of Frog. The island is a low hilly area surrounded by a moat-like swamp. The adventure module City of the Gods is the ruins of an ancient aliens civilization, relating somewhat to the module Barrier Peaks. The City is in the Valley of the Ancients at the label for "Ancients Valley" in south edge of the map, locating at the point of the "v". The City radiates mutations, and mutant flora and fauna have recently taken hold in the vicinity.</p><p></p><p>Karsh on the west edge is an outpost of the Afridhi empire. In old school Blackmoor, the Afridhi were generic bad guys, similar to how the Drow were, with a fire god fanaticism instead of a spider demon. They were a human population with a nonhuman ancestral fire bloodline. But for 5e Arn, the Afridhi might make more sense as an aggressive religious faction of Fire Goliaths.</p><p></p><p>Orcs form their own communities as well as grow up in various other communities.</p><p></p><p>Translating to 5e, Arn features two local elven lineages, High and Wood. Here, the High Elf Cumasti inhabit the woodland areas that are in the vicinity of a Fey Crossing, and especially on the Blackmoor Peninsula. They are known for their ancient culture of magic and arts, where Wizards and Bards are prominent, along with Warlocks, Sorcerers, Artificers, and Psions. Their magitech cities blend seemlessly with dense forests forming from massive living trees. Pixies, Brownies, and other Fey are also present. Scholarly tourism visits their libraries of magical tomes. The Cumasti are known for their benevolence toward Humans and other Humanoids. In historical times, when local Humans betrayed this elven good will, a faction of Elves broke away from the Cumasti, eventually forming the Westryn Wood Elves. These isolationist communities celebrate athleticism and strength, where leaders are Druids, and Rangers and Barbarians enjoy prestige. These Wood Elves have communities in the forests of western Arn, and also in the wetlands. Today, Westryn contact with Human populations tends to happen via druidry. (The Cumasti and Westryn cultures inspire various backgrounds for character options.)</p><p></p><p>The Dwarves are Underdark culture with ancient surface outposts near their Underdark entrances. They are known for their monumental construction projects and mining activities including mineral trade and smithing of mithral, gold, iron, and various gems. Gnomes often participate in the engineering works. In the now-coastal Crystal Hills on the Blackmoor Peninsula, there is an ancient Dwarf city. As the area of the Regent of Mines has collapsed, Dwarves have upgraded the Underdark accesspoint in the Crystal Hills.</p><p></p><p>Lupin communites, namely Wolf Shifters, also populate the Crystal Hills and elsewhere across Arn, alongside Wolves, Worgs, and Werewolves.</p><p></p><p>Human communities are mainly Peshwah or Thonian. The Peshwah are an enclave of a Chakyik nomadic tribe (Tiger), with some ancestry from Flan nomads (rover) and Baklunish. Most Peshwah have settled in permanent towns in and near the wetlands. Thonians arrived as explorers and merchants, and are of mixed heritage from Oeridian and nearby Zeai who relate to the Jotunheim coastlands and the Suel North Kingdoms. In Arn, Thonian prominent families tend to form local governments. This emergent aristocracy networks via their education system, including bardic universities. Families immigrating from the Black Ice Guryik, the Burneal Forest Uirtag, and nearby Wegwuir nomads (Wolf) are also present.</p><p></p><p>The Blackmoor fishing village is well-connected. Its population is mainly Thonian, plus an Orc residence in the caves of the mountain of nearby Blackmoor Castle, and an elven unit from the Cumasti who help defend against Coot. A university campus maintains ties with aristocracy elsewhere and with the Cumasti magical schools.</p><p></p><p>There are two Halfling cultures. Docrai are indigenous, reputed for their warrior ethic and rough play. They form traditional Docrai communities across Arn. The Hin arrived alongside with Humans, as merchants, and are leaders in the entertainment industry. The town Ramshead is known for its prominent Hin population.</p><p></p><p>Starport is a multiethnic pleasure resort, with sex workers, gambling, and other entertainments. Historically, the town has destroyed several invading armies by bribing them, seducing them, and giving them whatever they want.</p><p></p><p>For 5e, Dragonborn coexist among the dragons in Spine of the Dragon, a continuum of mountain ranges also including Dragon Hills and Southern Dragon. These Dragonborn live alongside Kobolds and Lizardfolk − and various creatures transmogrified draconically by the presence of Ancient Dragons. All of these communities speak Draconic. Some venture in among Humans.</p><p></p><p></p><p>Regarding the Egg of Coot, the town of Ohmfet is under its influence, and includes Aberration-altered individuals from populations elsewhere. Originally, Arneson intended the Egg as a no-go zone to explain various combat encounters elsewhere. But the 5e explanation of aberrant sorcery makes the Egg influence more understandable and approachable. There can be Sorcerer player characters from there. The Egg is still in territorial conflict with its neighbors, and expanding its Farrealm influences. Glendower continues its function as one of the fortresses warding against the Egg. The shallow wetland that once separated them has drained, and Glendower faces more exposure.</p><p></p><p>Despite the remoteness of Arn, the region is rich with diverse communities and places of interest. Whether adventures explore the Temple of the Frog, quest for the civilization of ancient aliens, or confront the Farrealm incursion in Coot, there are lifetimes of old-school adventures in Arn.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9775298, member: 58172"] I added a few more points of interest to the Arn map in the earlier post. The adventure module Temple of the Frog, is here in Arn, on Frog Island. On the map, the terrain name "Frog" is below the label of Dantredun. The Frog Temple locates above the "r" of Frog. The island is a low hilly area surrounded by a moat-like swamp. The adventure module City of the Gods is the ruins of an ancient aliens civilization, relating somewhat to the module Barrier Peaks. The City is in the Valley of the Ancients at the label for "Ancients Valley" in south edge of the map, locating at the point of the "v". The City radiates mutations, and mutant flora and fauna have recently taken hold in the vicinity. Karsh on the west edge is an outpost of the Afridhi empire. In old school Blackmoor, the Afridhi were generic bad guys, similar to how the Drow were, with a fire god fanaticism instead of a spider demon. They were a human population with a nonhuman ancestral fire bloodline. But for 5e Arn, the Afridhi might make more sense as an aggressive religious faction of Fire Goliaths. Orcs form their own communities as well as grow up in various other communities. Translating to 5e, Arn features two local elven lineages, High and Wood. Here, the High Elf Cumasti inhabit the woodland areas that are in the vicinity of a Fey Crossing, and especially on the Blackmoor Peninsula. They are known for their ancient culture of magic and arts, where Wizards and Bards are prominent, along with Warlocks, Sorcerers, Artificers, and Psions. Their magitech cities blend seemlessly with dense forests forming from massive living trees. Pixies, Brownies, and other Fey are also present. Scholarly tourism visits their libraries of magical tomes. The Cumasti are known for their benevolence toward Humans and other Humanoids. In historical times, when local Humans betrayed this elven good will, a faction of Elves broke away from the Cumasti, eventually forming the Westryn Wood Elves. These isolationist communities celebrate athleticism and strength, where leaders are Druids, and Rangers and Barbarians enjoy prestige. These Wood Elves have communities in the forests of western Arn, and also in the wetlands. Today, Westryn contact with Human populations tends to happen via druidry. (The Cumasti and Westryn cultures inspire various backgrounds for character options.) The Dwarves are Underdark culture with ancient surface outposts near their Underdark entrances. They are known for their monumental construction projects and mining activities including mineral trade and smithing of mithral, gold, iron, and various gems. Gnomes often participate in the engineering works. In the now-coastal Crystal Hills on the Blackmoor Peninsula, there is an ancient Dwarf city. As the area of the Regent of Mines has collapsed, Dwarves have upgraded the Underdark accesspoint in the Crystal Hills. Lupin communites, namely Wolf Shifters, also populate the Crystal Hills and elsewhere across Arn, alongside Wolves, Worgs, and Werewolves. Human communities are mainly Peshwah or Thonian. The Peshwah are an enclave of a Chakyik nomadic tribe (Tiger), with some ancestry from Flan nomads (rover) and Baklunish. Most Peshwah have settled in permanent towns in and near the wetlands. Thonians arrived as explorers and merchants, and are of mixed heritage from Oeridian and nearby Zeai who relate to the Jotunheim coastlands and the Suel North Kingdoms. In Arn, Thonian prominent families tend to form local governments. This emergent aristocracy networks via their education system, including bardic universities. Families immigrating from the Black Ice Guryik, the Burneal Forest Uirtag, and nearby Wegwuir nomads (Wolf) are also present. The Blackmoor fishing village is well-connected. Its population is mainly Thonian, plus an Orc residence in the caves of the mountain of nearby Blackmoor Castle, and an elven unit from the Cumasti who help defend against Coot. A university campus maintains ties with aristocracy elsewhere and with the Cumasti magical schools. There are two Halfling cultures. Docrai are indigenous, reputed for their warrior ethic and rough play. They form traditional Docrai communities across Arn. The Hin arrived alongside with Humans, as merchants, and are leaders in the entertainment industry. The town Ramshead is known for its prominent Hin population. Starport is a multiethnic pleasure resort, with sex workers, gambling, and other entertainments. Historically, the town has destroyed several invading armies by bribing them, seducing them, and giving them whatever they want. For 5e, Dragonborn coexist among the dragons in Spine of the Dragon, a continuum of mountain ranges also including Dragon Hills and Southern Dragon. These Dragonborn live alongside Kobolds and Lizardfolk − and various creatures transmogrified draconically by the presence of Ancient Dragons. All of these communities speak Draconic. Some venture in among Humans. Regarding the Egg of Coot, the town of Ohmfet is under its influence, and includes Aberration-altered individuals from populations elsewhere. Originally, Arneson intended the Egg as a no-go zone to explain various combat encounters elsewhere. But the 5e explanation of aberrant sorcery makes the Egg influence more understandable and approachable. There can be Sorcerer player characters from there. The Egg is still in territorial conflict with its neighbors, and expanding its Farrealm influences. Glendower continues its function as one of the fortresses warding against the Egg. The shallow wetland that once separated them has drained, and Glendower faces more exposure. Despite the remoteness of Arn, the region is rich with diverse communities and places of interest. Whether adventures explore the Temple of the Frog, quest for the civilization of ancient aliens, or confront the Farrealm incursion in Coot, there are lifetimes of old-school adventures in Arn. [/QUOTE]
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