Apart from just populating your world, you'll want to "drill down" and expand on some of those areas, to make some more detailed explorations and explore some of your ideas. Today's #WestMarchesWednesday is all about these kind of ideas!
I'll start with my original list, and add some sub-locations as parts of them. And because I've done all this work publishing RPG content for the last couple of years, I'll steal some of my own ideas to use, or use some of these summary ideas for later! Lost Dwarven Thaig of Gundaar: - The Great Gate (sealed at the moment) - The High Stair (leading down the side of a masive cavern, hundreds of feet above the city) - Postern gate (hidden and needs secret knowledge to open up) - The Diamond Quarter (infested by monsters) - Commons (infested by horrifying numbers of monsters) - Hall of Heroes (which has now become a profane temple) - Entry to the Deep Roads Sinkhole: - Above and around the sinkhole - Sinkhole caverns (some kind of Worm monster lair, leading to the Deep Roads) - Deep Roads Battlefield of Lost Brothers (history leaving to a powerful Blood Mage): - Outskirts of the battlefield - Slaughtergrounds (where the more powerful undead can be found) - The Carnage Grove (ancient Blood Mage imprisoned in an arcane prison) Distant Monastery: - Icy mountainside - Inside the monastery (friendly monks) - The High Spire Darkrift Canyon: - Canyon approach, leading into the area (some bandit camps) - Deep rift (isolated caves, some draconic inhabitants, and leading to the Deep Roads) - Canyon Temple (temple to an ancient snake demon) Arcane Academy Ruins: - Slave quarters (tormented undead who were abandoned when the academy fell) - The Sanctum Arcane (quarters for ancient wizards, lots of treasure to loot) - Daemonicum (summoning area, several imprisoned daemons, and an Eluvian leading to the Fade) - The Fade (limited area, the same as the academy but kind of jarred into another reality) Island: - Lakeside village of Dunsport - Calaen Lake (large deep lake, some caves, opportunities for swimming or boating) - Island with ancient Elvhen tomb Konyfer Forest: - Pine woods (large area, some wildlife, maybe some bandits or freedom fighters or something) - Ancient Forest (deep woods, some fade-infused creatures like animated trees and stuff) Arno'Telvir Camp: - The Vir plains (wide open area, with some wildlife and other threats) - Arno'Telvir Camp (friendly nomadic Elven tribe, but not always there) Fen'Harilion's Lair: - Outer lair (large cave, inhabited by Blightwolves) - Din'an Alasan (the Place of Death, where the gigantic Blightwolf Fen'Harilion can be found) City of Aermagh: - Outer gates (tent city outside, refugees or people who can't afford the entry fee) - Market district (lots of opportunities for trade or plot) - Alienage and the Beggars' Hole (terrible slum area where undesirables are sent) - Hightown (including the Chantry and the Blackhall) - Teyrn's Keep (up on a hill) - Raven's Roost (Circle of Magi tower, out on an ancient bridge) Town of Kenshaven: - Lighthouse - Market district (including Chantry) - Bann's Manor - Docks district Desiccated Forest: - Salt flats (nasty area with diseased and desiccated forest) - Witch's Lair (one of the escaped Witches of the Wild makes her lair here, and could be useful) Apostate Circle: - The Commune of Reason (pretty friendly bunch of Apostate mages) - The Inner Sanctum (secret area that outsiders aren't allowed into) Avvar Highland Tribal grounds: - Avvar highlands (outsiders are unwelcome but might be able to reach the village) - Hunting territory (lots of animals, but outsiders are forbidden unless accompanied) - Avvar village (tribal chief makes his home here, and might welcome the presence of outsiders or hate them) Chasind Bogs: - Alkara Wilds (dangerous bog, various animals and threats as well as two fueding Chasind tribes) - Shaelu village (friendlier village, but actually a bit nasty as they've kidnapped a member of the other tribe) - Inkara village (more hostile village, but in the right in this conflict) Elvhen Ruin: - Ilumitari Ruins (ancient Elvhen ruins with lots of old traps, Indiana Jones-style) - The Fane of June (old and dead Elvhen god, but some traces of magic remain and can be 'claimed') High Cliffs: - Knife Pass (terrifying rickety paths on the mountainside, attacks by some flying creatures) - Dragon Lair (large bowl area atop the mountain) Hopefully this gives an idea of how you can "zoom in" on some of the areas you're working on, and can help you to expand on your own ideas. Also posted on Game Masters Stash on 22 January 2020. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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