Zone Descriptions - Call for help!

Need scroll bar so I can do my 2 page crap again, and Woldaff to make his thread...

And I liked the burgandy over the purple.
 
Update log:
  • Changed zone lable color to something better readable.
  • Zone lables only show when mouseovered any more, clicking is required to see the lore.
  • page up/page down buttons in the long lores
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Azmaen, The Heart of Frost

Azmaen functions as a planning ground for Shojar's campaigns against both his terrestrial enemies and the other elemental god. Intricate and convoluted as Shojar's own agenda, Azmaen is a fortress of cold stone and ice inhabited by some of the finest mortal and immortal minds serving the god of schemes. United under a philosophy of "might makes right" here his Djorn strategists direct the Frost Giants in their eternal war against the Scale Alliance.

To penetrate the realm of Shojar, adventurers must first find their way around golems of razor-ice that grind the blood of foolish intruders into the floor under their constantly treading feet. Indigenous species such as a fiercely territorial species of crystal spider and a particularly violent race of frost gnolls must also be dealt with to allow further access to the compound. Assuming a raiding party can best these challenges, they must still defeat some of the most intelligent and brutal warlords amongst all the planes before they can plunder the wealth of military weaponry hidden in the icy vaults.
 
Siren's Grotto

Beneath the waves in a sheltered cove off of the Wyvernfang Coast lies a narrow tunnel heading north through the Skywall mountains that separate the Western Wastes from the rest of the continent. This tunnel leads to the lair of the Lady of the Deep, known as the Siren's Grotto.

Formed by magic in ages long since passed, the grotto features sections of breathable air connected by underwater tunnels, all of which patrolled by the minions of the Lady. Some of these races serve willingly, while others are coerced by the bewitching magic of the Lady into forced servitude, such as the clan of hulking Brughwar. Travelers in the North tend to steer far clear from the Grotto, as intruders are either killed outright or brought to the Lady to be charmed into entertaining her until she tires of their company and has them drowned.
 
The Rust

A truly strange place, the Rust is a giant scrapyard filling the hollowed interior of one of the Sundered Mountains off the southeast coast of the Old World. A land lost to time, the Rust has only recently regained contact with the outside world after ages of seclusion enforced by the possibly insane self-proclaimed god Clockwork. While much of the history of The Rust resides only in the mind of Clockwork, it seems clear that at some time in the past it was once a fairly normal place. In his quest for immortality Clockwork slowly transformed the Rust into a mechano-magical wasteland inhabited by the descendants of the varying races he was once a part of.

Taking the name of their home and burden to heart, The Rust faction ekes out as normal a life as they can in the shadow of Clockwork's gigantic factory under the leadership of Rust Lord Syinval. These elves, dwarves, humans, and halflings hold true to the pastoral lifestyle of their ancestors in a radically changed environment all while suffering under the horrifying disease known only as the rust. As they age, sufferers of the rust experience a hardening and flaking off of the flesh as their minds slowly decay like a clock with worn gears.

Sharing the extremely limited resources of the land are the Iron Dead faction and the Free Machines, both outcasts from Clockwork's own faction and factory either by choice or design. A clever adventurer might seek to break the triangular stalemate of power in place here to their own benefit.
 
The Warrens

The only plausible explanation for the survival of the kobolds on Erudin island is that the Seekers of Erimal just don't have the one spare afternoon that would be needed to wipe them all out. This particular clan of kobolds, too unimportant to even have a name, infests a section of the ruins of the first city just outside of Erimal. Jam packed into every corner of their excavated cave system, the kobolds here do the types of thing every seasoned adventurer has come to expect of kobolds. Namely; breeding constantly, being dirty, trying not to die of stupidity, and hiding from their own shadows, in that order.

Races all across Dalaya send their fledgling adventurers to the Warrens to figure out which end of the sword goes into the monster and save education costs on the...less skilled heroes in training.
 
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Runnyeye

The Runnyeye Citadel is home to an intensely xenophobic race of gelflings found no where else in all the lands of Dalaya. They often come into conflict with the recently emerged Tarhyl's Crag Vah over territory rights, but otherwise do not interact with other races at all.

The upper sections of the citadel are populated by the diseased outcasts of the race, known as the Unclean. These wretches mine the slime encrusted tunnels for precious metals and gems used for their own inscrutable purposes. Further into the citadel reside the artisans and magical craftsmen of the Runnyeye race, toiling to create...something. As one progresses ever downward the vile scent of slime begins to give way to one of cinnamon and brimstone.

The bottom level of the citadel is heavily guarded by animate statuary and warded against intruders, requiring specially ensorcelled keys to gain entry. The general citizenry live in decadent splendor here, with far more amenities than the disenfranchised Vah outside. Rumors abound that the corrupting influence of the nearby Deepshade caverns is having an increasing effect on the queen of the Runnyeyes, Ghulura.
 
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Thanks!

Side notes:

The world geography around wyvernfang/Faen/everfrost is wtf awkward, not sure how to fix but... There are a *large* number of grammatical issues in some descriptions (tense, typos, things like that----I'm sure mine aren't perfect either). No entry for Emberflow as far as I can tell? Map implementation is awesome, well done.
 
Thanks!

Side notes:

The world geography around wyvernfang/Faen/everfrost is wtf awkward, not sure how to fix but... There are a *large* number of grammatical issues in some descriptions (tense, typos, things like that----I'm sure mine aren't perfect either). No entry for Emberflow as far as I can tell? Map implementation is awesome, well done.

To adress your side notes:
  • I'm not sure what you consider awkward about the north gegraphy, but that's about what I was told how it is.
  • My lore/grammar checking routine (you might know it as Tarutao) is not yet done with all the lores. He only got to the letter H yet.
  • By design, no zone accessible only through towns or dungeons are on the map. This means Emberflow, Crystal Caverns, Oggok Mines and some more. Deityless planes (PoFire, Thaz) are not on the map either.

EDIT: on a related note, Starfall and City of Mercy needs to be rewriten!
 
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I didn't see it yet but why wouldn't Thaz be on the map ?

Subsidiary question, I see Silent Halls being a zone for upper Ikisith - what happened to the "The Silent Halls, City of the Numb and Frozen Heart - Shojar (three mini zones instead of one big)" ? Have plans changed ?
 
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I didn't see it yet but why wouldn't Thaz be on the map ?
Thaz is a plane without a ruling deity, kinda like PoFire. I mean, if people REALLY insist on it, i could add it somewhere in the great divide or some such. But only if people really insist.
 
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Really very good work so far on this map.

For Thazeran it's a settlement off the Divide - one could argue it has a spot on the map kinda like Dreadfang. If it doesn't appear in the planes list since there is no real God, then it might need to be on the North map.
I think Storm Sea could be mentioned as a Council outpost, and the various shipwrecks around (I think there's Iksar skellies in them ? not sure)
 
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