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Places in the Silver Lands

The Bonelands - After the life war, many of the casualites, both good and evil were buried here. Many of the graves and crypts are very ornate. Over the years evil people have built many elaborate tombs and animated many undead. In the center of the bonelands is the necropolis, a veritable city of tombs and crypts laid out much like a city. Here lays the sprawling tomb of Reddigak, an evil general from the lifewar and many of his most loyal followers. This is also where Acid Blood makes its headquarters.

The Bull Plains - During the lifewar the bull plains were known as Vhineglyms meadows. The forces of good built a huge complex for magical research and experimentation, placing it underground for both defensive purposes and to shield the rest of the world should something go awry. The forces of evil created a virus and released it into the subterranean complexes air ventilation system. It affected strong, no-so-bright males and turned them into minotaurs. The war raged in the labyrinthine halls for years, until finally the forces of good salvaged what they could, retreated to the surface and sealed off most of the entrances.

To this day minotaurs still dwell in those halls. The vast complex had many corridors stretching to most areas of the plains, and since then the minotaurs have excavated many rough tunnels of their own. There are also persistent legends of missing artifacts, both useful and bizarre, lying there dust covered and forgotten. Scattered bands of wemics roam the plain, they are blood enemies of the minotaurs.

The Change Moors - Rolling hills covered with tall grass and occasional dead trees. Almost always foggy. It is home to many doppelgangers as well as lycanthropes who have been run out of the local cities. These 2 groups are in constant conflict.

The Claw Mountains - Home to orcs and a few kenku living in the southern end. There is also a small clan of dwarves called the Yuchom dwarves, with a reputation for fierceness. They usually wear the finger bone of a slain orc through their beards.

The Clouds - Clouds can be walked on, assuming they are of at least medium size. They feel soft and puffy but with a solid core. Regardless, they can still be flown through.

Crystal City - A city made of crystal of many shades of colour. Built in the clouds, it floats aimlessly around the world. It is mostly populated by elves of neutral alignment who tend to be sages and philosophers. Wizards from the City of Dimness in the Mist Mord often come here. Many pegasi live in the cities outskirts. The city is defended by many air elementals.

Dentindade is a city of the Triumvirate of Blades. Dentindade is known as the city of song. It's inhabitants favour short, well trimmed beards. The walls of dentindade are made of lime green stone. It is a city of bards, and bards declaim or stroke their harps on the street corners and in the many theatres. Dentindade is not as warlike as the other cities of the Triumvirate of Blades, but they are forced to fight, if only to protect themselves. They have been conquered more than the other cities, but always manage to regain their freedom. Many poetic lays tell of these struggles.

The current king of Dentindade is Mondononon Thrice, considered to be one of the greatest bards in the Silver Lands. (THE best, if you can believe him) He is dashing, handsome, and a braggart, but with class. He would prefer if the Iron Mark and Jothheim would just destroy each other so that he could compose poems in peace.

The Mellora stone of Dentindade was hidden the last time the Iron Mark invaded, and none today know where it is. It is said to be a 6 foot, smooth cylindrical pillar, covered in gold.

Emerald Falls - The rocks here are emeralds, they glow slightly, colouring the water. The emeralds, if removed crumble into nothing within a day. Many fey creatures live here.

Erunia - This is the home of many wood elves and dryads, as well as nearby Mount Singular where live many gray elves.

The Forgotten Woods - Home to the Shattered Blade tribe of orcs. They fight against their violent orc natures, and force themselves to be pacifists. They carry spears to fight creatures, but only use wrestling on intelligent beings. They get a to hit roll bonus of 2 when wrestling.

Intruders are wrestled unconscious, given a potion that makes them forget the last d8+1 days, and are put outside the forest. If the Shattered Blade must kill someone (such as orcs from the claw mountains who raid and kill sometimes) then they wrestle them unconscious and give them a potion that kills them painlessly. They also keep their clan a secret to avoid trouble with orc haters. The clan is a democracy thats elects a leader anually. Big decsions are voted on.

Fungiville - This is home to many myconids. Dislike outsiders, their home is ideal because the river keeps it surrounded by flood waters and it is inaccessible for spring and summer. The islands where they live are made of purple mud.

The Hawk Plains - Large, rolling plains. Noted for its variety of bird life. It is sparsely populated by people living in turf houses. Different parts of the plain have been taken and re-taken so many times in the wars of the Triumvirate of Blades that the plains dwellers hold no allegiance to anyone, and try to stay out of the wars. This doesn't stop them from sometimes being captured and forced to fight for one side or the other.

Heartwoods - A huge forest full of many different creatures. Its inner reaches are unexplored. No one has ever found the headwaters of the ring river.

The Horse Plains - Home to several tribes of horse riding nomads, including the silver hooves and the shadow steeds (evil). Herd sheep. Have intelligent dogs (stats as war dog) that help them herd, and to defend their herds. Their clothes are made of horse hair. They live in wagons and tend to have names that rhyme such as Lantan, Modnoh, etc.

Horse Oath - The Horse Oath is sworn while placing your hand on your horses head and saying "I will treat thee as a comrade in arms, and you shall run for me, swift as the wind." The oath basically means the swearer will treat horses well. Should the PC ever mistreat a horse, all beasts of burden and domesticated animals will dislike them and be uncooperative and may even attack them. The swearer could not attack a foes horse without suffering the curse, but they could defend themselves if attacked by a horse on its own.

The Iron Mark - The Iron Mark is a city of the Triumvirate of BladesThe people of the Iron Mark are short and swarthy. They are dark minded, violent and suspicious. For some reason they get along with the wild Yuchom dwarves of the Claw Mountains, and their are several hundred of these dwarves living there. The Iron Mark is also the title of their ruler. The walls of his fortress are said to be forged of iron from Hades.

The Iron Marks standing stone of Mellora is a 6 foot tall, red, rough piece of stone covered with mystic symbols. It resides deep in a cavern far below the dungeons where few are allowed to see it.

The current ruler of the Iron Mark is Mandark Trollein. He is nasty and paranoid.

Jothheim - (a city of theTriumvirate of Blades). The people of Jothheim have pale white skin, brown or red hair and yellow eyes. They are strong and brave, but overly proud. Duels are frequent. The king or queen is called the Sun Man or Sun Woman, with a golden crown of sun rays trapped in a magic crystal. The rulers personal guard is the White Hand a group of warriors who follow Jordonkor. Their armour is painted white and is kept spotless. The White Hand is known throughout the Silverlands for its bravery.

The walls of Jothheim are made of white quartz with small pink veins running through it.

The Mellora Stone of Jothheim is a 6 foot jagged shard of quartz with small yellow lights that float through it slowly. It is said that if the lights are stared at long enough that the future can be determined by their movements. The stone rests atop the highest tower of Jothheims citadel.

Jothheim is currently ruled by Queen Dwelmith, a tall woman with long black hair. She sometimes leads her army in battle.

Laertimet - A fishing/sailing port. Has much commerce with the aquatic elves. A medium sized city, ships port here from all over the world. Most of its imports make their way to Lintoli. Also, Gap Toothed Grin has its secret headquarters here. It owns an entire seedy neighbourhood, many of the homes have secret passages into a sumptuously decorated subterranean corridor system where the leaders of GTG meet. The mayor has been bribed to keep the city guard from investigating too closely, and to keep Steel Millstone out of the city.

Lintoli - Ruled by King Snivelbin Larlorgwim Black Rock, the gnome. Has a light brown beard and hair, sandy coloured eyes. He is wise but somewhat absent minded. He is popular with all of Lintoli. He tinkers with inventions but seldom.

Lintoli is a large, prosperous kingdom. As long as a rightful king sits on the throne, the land is blessed with good luck. The crown passes from race to race, going human-elf-halfling-dwarf then gnome, before starting over at human. Each king appoints his successor. The poplation is made up of about 50% human stock, and the rest is evenly divided between the other races. The elf inhabitants live in treehouses in giant trees that grow throughout the city, although some choose to live in the lintoli woods to the south of the city. The dwarves mostly live in the mountains to the north.

Lintoli Soldiers: d8+1 hp, AC 3, banded mail, longsword, long bow, large shield and helmet. Their uniform is a green maple leaf on a white background. Lintoli values the lives of its soldiers and thus gives them good equipment.

The buildings of Lintoli are mostly made of white, non-reflective stone. The buildings are kept spotlessly clean, lintolians take pride in their city. Some of the taller buildings reach gracefully into the sky, and many are joined by graceful bridges that cross the streets below. Many taller buidlings have walkways running alongside them, so in some sections it is possible to walk for several blocks without ever touching the street. The streets are mostly paved with white blocks, yet different coloured blocks of red, purple, light blue, green, gray and black make complex patterns that weave through the streets. At major intersections, the streets are crossed by archways carved with heroes from the life war. Domes are popular with those who can afford them, usually made of translucent stone or coloured glass.

Some buildings of Lintoli

The Gallery of Glowing Minds: An art gallery, open to all for the price of a donation, is made of light green, translucent stone. The interior can be seen fairly clearly from the outside, while inside everything is bathed in green, while above the sculptures and paintings are glowing white orbs so that visitors can see the art in normal light. The carpets are all woven with a stream design, complete with fish and frogs. The carpets seem to flow downstairs from the multiple levels and all pool together in the main foyer.

This institution is partly funded by the king. The gallery is run by Flomyntha Dale, a female elf with flowing black hair and deep green eyes. She was born in poverty but received a free education by the Crystal Prism Still Waters. She contributed much of her own work to the gallery (subtle electrum sculptures of wildlife) and was eventually hired to run the place. Her right hand man is Glomuthus Tand, an illusionist gnome who makes the gallery even more appealing with his illusions.

The Tree Fountain: A large pool, with several elven tree houses growing in it. Due to clever magic, water streams from the outermost branches to the pool below. On hot summer days, many people swim here.

Mystic Fountain: A large mountain at the intersection of three streets. It has a bronze basin, several large emeralds (ensorcelled versus removal) and is sculpted with sea creatures. The water in the fountain changes colours every few days, changing to emerald green, ruby red, sapphire blue or bright silver. It is said to be good luck to toss in a coin (the money is regularly collected by the order of Saint Loressa and distributed to the poor). Drinking the water makes everything look like it is under water. Lasts d4 hours, save vs. spell for half duration.

The Liquid Skull Jungle - In the middle of this jungle is Mongorna, an ancient city of mind flayers. It is made of huge blocks of dark stone, and the walls are covered with evil words, as well as stone skulls. The streets are paved with humanoid skulls and wealthier mind flayers line the walls of their mansions with skulls. The mind flayers have also enslaved many forest creatures such as ettercap to do their bidding.

Malborg Swamp - A swamp filled with evil creatures, mummies, zombies and lizardmen. Disease everywhere. Ancient buildings lie ruined and semi-submerged, they date from the life war and belonged to the forces of evil.

The Mist Mord - Misty, foggy wood. Full of non-material type creatures and creatures from the ethereal plane. The ethereal plane intersects reality here. In the center of the woods is the city of dimness, which is constantly foggy and home to powerful and eccentric wizards. There are many mystic portals to other planes.

The Moon - The moon is fairly large, and has a high albedo (it reflects a lot of light), and it bathes the silver lands with a silvery glow. With very powerful telescopes astronomers claim they can see creatures, or perhaps herds of creatures, travelling across the moon. The full moon makes the nights appear silvery and ethereal, and illuminates enough to see by. These nights are considered safe, the full moon is good luck. The new moon, when the nights are dark and gloomy, is a night of bad luck and evil is said to stalk the night. Nights when the moon is half full, waxing or waning, are nights when anything can happen. There are said to be 3 paths to reach the moon: No soul returns from the first unfazed, no soul returns from the second unchanged, but souls do return from the third - unmade.

Mount Hoarfrost/Snowfields - Site of an ancient battle between Ixitgot the Ice Sorcerer, and Loromu, Lich lord of Darkness. Ixitgot won by opening a rift to the plane of ice. Ice elementals roam the lands, and the nearby ocean has many icebergs. There are many other cold type creatures here, such as remorhaz, ice giants, ice ghosts, frost giants, ice trolls, winter wolves and ice basilisks (gaze turns people to ice). Travellers must use skis to get around here. There are some native inhabitants called the Ice Eaters, people who garb themselves from head to foot in furs, and wrap their long, braided hair around their heads for additional warmth. There are also the Snow Druids, who possess the "Ice to Flesh" spell and other similar ice oriented spells.

The Mulun Desert - The mulun desert has few inhabitants other than several tribes of nomad Thri-Kreen. There are 3 large tribes and a few smaller. Each tribe is made up of several mostly independent packs.
Parched Amber (translated from the Thri-Kreen words Ncc'ncc'zzq) is a medium sized clan, they sometimes trade desert amber for steel. On good terms with
green desert. Their territory is in the north east of the desert.
Flaming Chatkcha (Chk'rrq'Chatkcha) - A smaller tribe, tending towards evil (CE), hunt specifically for elves, and to a lesser extent other humanoids. Doesn't care for green desert, or other thri-kreen tribes for that matter. They sometimes sell slaves to Ora. Their territory is the the south east of mulun.
Venom Fang (Urq'gruk'ncc) - A viscious tribe, they constantly attack Ora and Irresistible Force , as well as just about anyone that enters their territory. However, their tribe is too small to seriously threaten Ora. Dislike green desert, see it as weak and ineffectual. Their territory is in the western Mulun.

The mulun desert is famous for its spices:
Yendrok - a yellow leaf that tastes like incense smells.
Mordnine - a blue flower that tastes like old wine.
Luthoos - many tiny seeds that when ground up are almost too hot to eat. Dwarves love these.

Ora - Ora is a large city in the center of the Mulun desert, populated by many races. Their philosophy is survival of the fittest. There are no charitable organizations, and criminals are executed without trial, even for fairly minor crimes, sometimes right after they are caught. Because of this, Ora is very orderly. Ora is home to Irresisible Force. The god and ruler of Ora is Oratillor, a blue dragon. There are many slaves in Ora, either people who have sold themselves into slavery to avoid debtors prison or people captured in battle. The owners breed their slaves for desired traits such as obedience and endurance. Some people also breed hartoris (p. 185) for pit fights and also for guards. There is a gladiatorial arena arena where fights are attended by much of the populace.

Children are taught to fight from a very early age, duels are an everyday occurence among adults. Ora is very class oriented. Children are considered adults when they grow a mustache. Free people oil their moustaches and beards.

Duellers in Ora fight with equal weapons and armor, usually a longsword and shield, and possibly leather armour. No magic or magic items allowed. If both duelists have spells and both agree, spells may be used. Duels are always to the death.

In the center of Ora is the large pit where Oratillor flies down to the caverns where he lives. It is heavily guarded by Irresistible Force.

Ora Chariot Racing: There are chariot races held weekly in Oras gladiatorial arena. Each chariot has 2 horses, 1 driver and 1 warrior. A team gets one point for every lap completed or for every warrior slain. Anyone who attacks a horse or an opponents driver is disqualified. Warriors can use spells, as long as neither their opponents driver or their horses are affected. Missile weapons are also banned. Any warrior stunned or taking a critical hit must save vs. Death Magic or fall out. He is then disqualified and must head for the center of the track. Sometimes a warrior will deliberately attack a warrior who was knocked out of his chariot, and while this is not illegal it is guaranteed to make the crowd cry foul. Warriors who can't leave the track under their own power are removed by 2 slaves on a flying carpet.

Orarian Battlewagon: One of Oras most deadly weapons is the battle wagon. It is a large, covered wagon sheathed in bronze to make it fire resistant. It has arrow slits and at the front a mounted ballista whose large bolts do 2d6 vs. size M or smaller, and 3d6 vs. size L or larger. It's range is 12,24,36. It can be fired by 2 men every 4 rounds. The roof is peaked and provides a space to store arrows and ballista bolts. The whole wagon takes a crew of nine: 1 driver, 2 ballista men and 6 crossbow men (3 each side, can fire out the rear as well). The arrow slits give 75% cover (see table 44, p. 62 DMG). The wagon takes 100 hp, is AC 5 and has a move of 6. It saves against all attacks as metal. The wheels (4 of them) take 15 hp, AC 4 (AC 2 vs. missiles) and are made of thick wood covered with bronze, and save as the rest of the wagon. Ora used to move their battle wagons with a team of heavy warhorses in plate barding, but they were still an easy target for enemies and the wagons biggest weakness. So now they use trolls. With their increased hp, not to mention regeneration, this was a much better solution. Because the trolls are hitched to the wagon, they cannot bend over and use their bite attack, but they can still use their claws. The trolls will attack any who come near, friend or foe. The battle wagon has weaknesses. The trolls visciousness to friend and foe alike mean they cannot be used in close formation. In addition, trolls are hard to catch and harder to train. The wagon cannot move through rough terrain or forests, often breaks a wheel or axle during travel, and is slowed to a crawl on muddy roads.

Ora Soldiers (Irresistible Force ): Level 1 fighters, d8+4 hp, AC 4, chain mail, broadsword, heavy crossbows, large shield, helmet. Wear blue uniforms with lightning symbol. Ora uses inexpensive equipment for their soldiers, partly because they can't afford better and also because they think the soldiers must prove their toughness.

The Pit - This is the ancient land where Loromu made his home. The pit extends far into the ground and is rumoured to lead to the abyss. Evil creatures abound in this area.

The Plains of Neldoreth - Wild grassy plains, occupied by different tribes of noble savages, the Dorethians. They have dark skin and wear little clothing, using spears to hunt lions and other large game. They live in simple stick and mud houses which are further enclosed by fences of thorn bushes. They farm with primitive techniques and raise goats. They have never been known to kill a member of their own race, and only fight strangers to protect themselves. Each small village of 3D10 families is ruled by a chief who is assisted by a mundumugu or shaman, who has both cleric and druid spells. When the moon is full the pillar of Neldoreth appears, somewhere in the plains. Here the mundumugus of the Dorethians gather to receive knowledge from their god Mutufisay, who lives of the plane of Olympus.

Mundumugus have a special type of magic. They make clay pendants, when broken they give the breaker an ability similar to the animal whose likeness is on the pendant.

Rhynlia - A beautiful submerged city made of sea shells. Home to aquatic elves.

The Red Castle - A medium sized fortress, made of red stone. It sits on the easternmost tip of the horse plains, right on the sea. The horse plain nomads know nothing about it, it is always shut tight. Occasionally a strange light can be seen burning from one of its windows at night. Many rumours exist, some think it is a distant outpost of Ora, others think that a mad wizard from the mist mord lives there. Actually, it is where Varmin Hoofits lives occasionally, when he is not travellng. Very few know or even suspect this.

The keep is defended by creatures who are invisible but who cast no shadows. Some of the creature shadows are humanoid, some are not. They defend the fortress from people trying to force ingress, and only harm them if they have evil intentions.

The Slime Moors - A rough, rugged moor covered in waist high bracken and scattered with boulders. The greatest danger is the many ooze/slime/jellies that live here, flowing unseen at ground level beneath the bracken, then attacking. Opponents get a -1 on surprise rolls. The Slime Moors are almost always foggy.

The Stone Forest - Once a thriving sylvan setting, once the medusae moved in the inhabitants fled or where turned to stone. The forest is full of stone statues or many rare and beautiful creatures. It is rumored that there was once an ancient city of gray elves that was abandoned after a long battle with the medusae. The survivors fled to mount singular, near erunia.

The Triumvirate of Blades - That is the collective name for the 3 fortified cities of Iron Mark, Jothheim and Dentindade. These 3 cities have been at war since their founding after the lifewar. Sometimes a ruler will conquer another city, only to lose it in a rebellion generations later. It is told that if 1 ruler should control all 3 cities and all 3 standing stones of Mellora, he will be known in legend until the end of days.

The Towers of Green Darkness - The legendary fortress of the forces of evil in the lifewar. They were destroyed at the end of the war and their locations were lost. There is a legend that one of the towers became sentient, and instead of being destroyed it put itself out of phase with reality. It is also said that Loromu found his way in and there discovered the secret of how to become a lich. No one knows how to get there, but there are said to be 3 different paths: One leads to the Abyss, one leads to the tower, and one leads to the Great Nothing from which no soul can return.

Viper Kiss - A city of Medusae and Maedars. Ruled by Lissogoth, a greater medusa.