Continued from previous entry.
CHATEAU MOTHSHADE
Location: Somewhere near
the shared border region between the Marchlands, Mauvolg, Undomni, and the
Pearl Principalities. Far from the centers of human civilization, but still in
the middle of the action. The closest human village will be about 30 miles away
– a good day’s walk. It may be a Volgate village. It may be a Marchlands
village. I want it to be out-of-the-way, but not inaccessible. Would prefer to
have something of a “home base” for the PCs – but have no need for them to be
TOO comfy and secure. Besides, the village will be a little odd.
Base Town: Have yet to
decide which town this will be, specifically. I do have a list of unused names
and choosing one will be easy enough. But, I don’t want the town to be an
entirely safe haven. It will have opportunities for adventure in itself. It
will be a frontier town where strangers come through and surprises can come at
you from the wild. The people will be tough, independent, and wary. The place
will be a bit of a melting pot of races and nationalities. Always an
opportunity for good times and bad times.
The Ruin: Somewhere
between the base town and the Chateau, there will be a ruin. Probably the
remains of whatever fortified residence the first human ruler of the place had
built. Some march lord that didn’t quite make it. Self-proclaimed human
government didn’t go over well beyond the bounds of Dhavon and Mauvolg – not until
the March Lords came to an agreement with the giants of Undomni. Even then,
there were no human rulers – only guardians and caretakers. The ruin will offer
at least one entrance to the Outer Ring of the Dungeons.
Outer Dungeons: Part of
the dungeon complex will not be affiliated with Mothshade, but it will intrude
upon one region of the Mothshade Underworld. The architectural and ecological
differences will be striking enough to recognize immediately. These ‘Outer
Dungeons’ will consist of abandoned cellars, lost vaults, an actual dungeon of
cells and tortures, part of a collapsed mine, a kobold warren, an abandoned and
accursed goblin fane, and a planar pocket intrusion left over from the
Planewrack.
Planar Pockets: The
Planewrack caused untold damage to all of reality. It’s possible that we will
never know the full extent, or be able to repair it. Still, it is possible to
come across a tiny piece of a planar realm beyond this one – piercing our own,
and become wedged in tight. One moment, you’re skulking down a dark dungeon
corridor – then you find yourself in what seems like a natural cavern hollowed
out of a huge amethyst geode – orbiting a writhing green star. If you turn
around quickly enough, you might be able to return to the dungeon corridor.
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