Starting next week, I'll be posting a number of location descriptions for the World of Samardan campaign setting. In order to capture my basic thoughts on format, I thought it might be good to present my basic template for the entries, and see if there's any input on organization, details, etc. Some of you may recognize the basic template elements from its inspiration, a Gnome Stew article entitled Quick and Dirty Location Template.
(Hex) Location Name
{If this is a settlement...} Population, (primary race). Ruler (descriptor). Resources.
Ambiance: A brief description that conveys look and feel, to encourage flavorful descriptions in-game. Also includes role or activities for settlements.
History: No more than three sentences on the history of the region.
Encounters: Describe at least three factions, challenges or obstacles that are common on this site (lone monster, sentients and one other), and the goals of each, where appropriate. Think about significant herbivore, predator, scavenger, hazard, humanoid and/or exotic encounters.
Treasure: Optional. Describes any unique or notable treasures found here. Also include intangibles that may prove helpful on a bigger scale.
Adventure Hooks: Three to five single-sentence adventure hooks or player goals. Drop hints about location's secrets here.
My initial list of locations for the A to Z Challenge are as follows:
- Ancient Arena of Drakpada (ruins): Bloodthirsty primitives hold gladiatorial combat in this arena, although an entire underground complex rests under it, waiting to be explored.
- Bridge of Pulsok (ruins): Ruins of a city of the Ancient Ones that connects the wastelands of either side of the Blendel for those who would travel by land.
- Caverns of Morasorat (ruins): Cave system rumored to hold an ancient mercenary's secret "Deadly Gold" treasure trove, hidden in its depths.
- Deval, Guardian of the Gate: Deval was once a small village overlooking the pass between the upper and lower valleys, but has grown as its role and importance has increased over the years.
- Estate of the Four Winds (resource): This terraforming site is an air purification plant, protected by still-functioning automatons.
- Fallen Freehold of the Damraganu (ruins): Originally a stronghold built by a warlord who called himself the Damraganu ("blood"+"emperor"), these ruins remain abandoned due to the Blood Curse laid upon it with the Damraganu's death.
- Garsol, Citadel of the Mountains: Garsol is a large military city that grew around a mountainside citadel.
- Hurashand Woods (resource): These woods are particularly fruitful and provide both good timber and regular fruit crops. Local bandits, comprised primarily of escaped slaves, dwell under the canopy, and make life difficult for those who encroach on their domain.
- Isle of Shattered Temples (ruins): Also known as Tutarami Island, this is the site of an untold number of shrines and temples devoted to staving off the death of the world, continually being constructed by a compulsive sect of Rakrani Cultists.
- Justiciar's Vault (ruins): Also known as the Darmangumbad, this dome of the Ancient Ones is one of a few sites where Husrani tribes dispense judgment on those who have performed great offenses. Offenders are dropped down slanted shafts into the depths of the Vault, where the accused generally meet their doom. Should they survive and escape, however, the accused are considered innocent by virtue of Trial by Ordeal.
- Kolgrat, City of Marble: Kolgrat was originally a walled mining settlement that has become known for its rare and exquisite marble.
- Lusagar, the Shining Mountain (resource): This large mountain is very rich in veins of gold. The region is infested with lasirshuni (large three-headed winged reptile with poisonous spit and a fear of fire).
- Mermak, City on the Moors: Originally a trading post on the edge of the Granmer swamp, Mermak is now a large thriving township not far from the shores of Milpand.
- Nobium, Tower of the Ancient Ones: Lying on the outskirts of ancient ruins, Nobium is the settlement of the only major structure to have survived from days long ago, that of a tall arcology.
- Orkelium, the Forked Tower (ruins): This unusual tower of the Ancient Ones has almost impossible angles and unusual extensions, resembling a dead tree more than a true spire. Portions of the Orkelium still have residual power, based on lights seen though windows in certain sections.
- Pordel, City of the Gorbani Roosts: Pordel is a city known for the quality of its flying mounts (gorbani), many of which roost along the chasm walls against which the city was built.
- Quartz Fields of Kreggar (resource): Power crystals are particularly abundant in this mountainous region, as well as non-charged crystalline structures, primarily quartz. Sadly, rough winds and treacherous paths make it dangerous to travel to and from this region.
- Ramgrat, the Holy City: Ramgrat has been a holy city, devout in its worship of the Ancient Ones and their war machines, since its foundation.
- Suknat, City of Markets: Suknat was originally a small marketplace that sprang up to serve a "heavy" agrarian locale, but has since grown into a renowned trade city.
- Torkobalem, City-State of Crystals: Torkobalem is a city located in a region rich with valuable minerals. It seeks to control the region's power crystals.
- Umadasag, Prison of the Unwise (ruins): Formerly an asylum used by a forgotten mystical society to treat members who had suffered mental anguish in the pursuit of their psychic powers, this institution fell to plague. The region has been quarantined ever since.
- Valdren, City-State of Staves: Located on the edge of the Dulamader, the great city-state of Valdren is known for the exceptional quality of its exotic woods.
- Wild Woods of Loganka (resource): This forested region contains a number of plants of great medicinal value, but it is also the home of a great hive of danrakkomi (dog-sized insectile creatures with an acidic bite and a telepathic hive-mind).
- Xenolith of Devapand (resource): An unusual rock formation marks the located of a set of natural springs that provide fresh water to the creatures of the area. The site proves to be a natural watering hole for many wild animals, including predators.
- Yatdros, the Wandering Palace (ruins): A floating building of the Ancient Ones, adrift over the Torafeldan, and only accessible by flight.
- Ziggurat of Moradan (ruins): Also known as Moradan's Folly, this ancient structure has been the site of many deaths in the name of greed. The warlord Moradan, convinced that great wealth lay deep within the ziggurat, led numerous expeditions within, only to emerge with a handful of survivors unwilling to speak of the untold horrors they witnessed. None have dared enter the structure after Moradan failed to return from his last trip within, although other warlords occasionally jest at mounting an expedition themselves to go after the fabled treasure.
In addition to the above, I will also detail two other resource locations, one offering good hunting, and another good livestock. These will be done in the month of May, as will all of the lair locations I'll put on the map. I hope this helps. Personally, I'm pretty eager to get started.
With Regards,
Flynn