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Post by admin on Jul 17, 2017 7:08:49 GMT
OVERVIEW: The Badlands is in a state of constant flux as various factions compete and war to control the last known deposit of 'Unobtanium' (marked as the shining lump of Meteoric rock on the map near the middle). In the center by the Unobtanium deposit is the 'Arena of Doom' and the Hobgoblin Camp. The Hobgoblins currently control the deposit and have for several decades now - but their dominance is not assured to continue and they face serious challenges to their authority. NAMED AREAS SILVERLEAF: The Easternmost town has a heavily fortified bridge and war barges to protect against incursions from the Badlands. They work closely with Imperial forces to achieve this and have been known to conduct joint raiding operations in the Badlands when attacks along the Great Western road threaten to close this important trade route. GREAT WESTERN ROAD: Runs from Silverleaf to the Imperial Capital and is VERY well patrolled, both along the coast and the road itself - with Imperial troops stationed at the Citadel and Batrion. BATRION: In addition to providing protection to travelers and merchants on the road, in addition to a roadside fortress, Batrion is also the home of one of the most talented swordsmiths in the Empire and a large 'Ulfbert' style workshop where the majority of the Imperial Gladius are made. COUNT CARPATHIAN: Female Vampire Count and her retainers control these dark and brooding lands. Her troops and her ladyship largely keep to themselves and receive few visiors, but she is believed to hunt isolated travelers on dark and moonless nights, though no-one has ever lived to provide eyewitness accounts.. TOWER OF THE WARLOCK: The Warlock is also a maker of magical weapons, specializing in wickedly evil enchanted daggers. Like Count Carpathian, he receives few visitors (only one unknown merchant is trusted or brave enough to distribute his creations) but unlike her, is believed to never leaves his tower. What the Warlock looks like is unknown, but there are rumors that he is half Drow and has been there for over 200 years.. IRONTON: A freetown of ruffians, wanderers, fugitives and other colorful characters, Ironton gets its name from the large deposit of pure iron ore that gives it its name and runs a successful mining operation there. The town is heavily defended and has resisted any and all attempts to take it over by the Empire and would be raiders from the Badlands. HOBGOBLIN CAMP AND THE ARENA OF DOOM: Here the Hobgoblin King rules with an iron fist - running a major mining operation on the deposits of Unobtanium he controls utilizing goblin slave labor (and giant ants). Here is also to be found the 'Arena of Doom' where disputes are settled in blood from all over the Badlands (and even beyond) under the watchful and insane bloodshot eye of the mad demi-god of violence who settled there millenia ago and whose evolution is guided and tamed by his wicked and cruel Priesthood (rumors state that this cult actually CREATED this evil god from their dark and violent thoughts). It is said that every fight in the arena summons the demi-god to material form on his throne of skulls and his mericless laugh echoes through the Badlands everytime someone is mortally wounded.. The evil demi-god has one extra talent. When he is not watching men being ripped limb from limb in the arena, he forges cursed swords.. SWAMPLANDS: No-one goes in here. Or if they do, they don't come back.. There is SOMETHING nasty in the swamp. Some say that it has no form but takes the shape of your worst nightmare. Don't go in here. Seriously.. UNNAMED AREAS These areas are up to you guys. Pick a suitable location for the Centipede riders, the Wild Barbarian tribes, and everything else you want to put in the Badlands to make it, well, Bad.. Here are some ideas: 1: Tribal settlement - maybe barbarian, maybe orcs or rival hobgoblins. Has access to a deposit of average to poor grade iron ore. 2: A haunted wood or bogland? Home of some terrible monster(s). There is something here, probably a monster or nest of monsters, and it is not going to be nice... 3: Another tribal settlement - maybe primitive humans. 4: Probably Orcs or Goblins that are not big enough to present a real challenge and keep to themselves as much as possible. Maybe a Half Orc town or town of mutants, freaks and other untouchables.. 5: Part of a large territory - where some type of mounted raiders come from. 6: Probably stubborn Orcs who want to take over from the Hobgoblins.. 7: Likely some 'grey area' town in between the Empire and the Badlands. Could be the place where the Empire and the Hobgoblins meet to buy their Unobtanium.. Could be a town that ends up getting rebuilt a lot.
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Ifrit
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Post by Ifrit on Jul 19, 2017 13:43:46 GMT
I have an assassins guild planned "The Dead Hand of the Dark Ones". They use necromancy as well as dark rituals for summoning anomalies from corners of space time, using blood sacrificed from abducted citizens, as well as sigils and such. I was thinking one of the unused areas could be a great place for their temple, preferably in some sort of marsh. I wrote more about them in the guild area. They are inspired by Lovecraft, but also actual Occult as well, such as the Emerald Tablets of Thoth, and the writings in the Nag Hammadi Library. Here is what I wrote on the Guild page: I been thinking of a name for this group since you posted this. I haven't come up with anything satisfactory, but this is what I got An necromancer assassins cult. Dedicated to death and destruction. They desire to bring back a long dead and forgotten god of destruction that they believe was sealed away long ago. They use powers of shadow and sacrifice commoners they abduct in order to summon dark forces to life. They are also cannibals They are called: The Dead Hand of the Dark Ones A bit long yes. But some just refer to them as the Dead Hand They summon anomalies, using the blood of abducted citizens, from dark corners of space time. The only thing these beings cannot move through is rounded surfaces, as they can only move in angles. They are attracted by those in distress, filled with negative emotions, and feed of their spiritual life force (mana, or equivalent) till they die They wear dark hooded capes, over minimalist black armor, wielding pointed daggers. They also wear masks, to obscure their face and origin. The Dead Hand calls to unique individuals from any back ground. They are chosen by the Dark Ones to be part of this cult
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admin
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Post by admin on Jul 20, 2017 4:56:09 GMT
Excellent idea - we have a nice swamp available for them near the road and the settlement to the West. Perhaps the story of the monster and the no go zone is their cover?
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Ifrit
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Post by Ifrit on Jul 20, 2017 5:00:13 GMT
Excellent idea - we have a nice swamp available for them near the road and the settlement to the West. Perhaps the story of the monster and the no go zone is their cover? sounds awesome! I dig that idea. Glad you approve of these guys
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Post by Urbanswordsman on Jul 24, 2017 5:20:08 GMT
Here's a more detailed description of what dwells within the depths of the swamp. I could also put this into the beastiary.
The creature's (name pending, I guess?) body is tall and lanky, roughly 16 feet in height, with long arms and wide "hands" with three fingers each ending in a claw, its overall body vaguely humanoid in shape. It's skin is tough and thick, twisting and knotting like the bark of an ancient tree. Across it's long arms and broad back grow moss, ferns, and other swamp dwelling plants that have clung to the creatures hide, due to it's long periods of immobility as it lies in wait for some foolish adventure to wander into it's domain.
It lacks any communication ability exempt for the ability to mimic human screams, which it uses to lure it's favorite prey.
Because of it's bark like hide and flora covered body, once submerged into the fetid waters of the swamp, it becomes almost impossible to tell apart from the rest of the swamp.
At the base of it's neck, a long branch like appendage protrudes, and, at it's end, a small, dimly glowing light. The light looks similar to a lantern, shining from the depths of the moor. The light is bioluminescent, and produced naturallyby the monster.
It could still use some fleshing out, as well as a name too.
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Post by onekelvin on Aug 1, 2017 18:55:44 GMT
I've done a couple posts today, but I think one more couldn't hurt.
I'd like to suggest that what is found in plot #4 is a ghost town. Once a town of freaks, mutants, and untouchables it is now completely deserted after numerous assassin attacks depleted the citizenry and infested the town with angular shadows. The distress caused by one shadow was bad enough, but after several got in the chaos reached a tipping point and the ensuing panic fed the shadows even more. Any mutants that survived fled with the remains of their families and left the town empty. The shadows eventually starved though a few of the wry ones may still linger in and amongst the rotting buildings feeding on squirrels and scavengers.
A hermit or two still live in and around the town, dwelling in circular huts with furnishings made of bent sticks and furs where few angles are found. The hermits rely on the reputation of the town to keep away visitors, and on their own devices to keep away assassins.
Scavengers can sometimes be found searching the ruins for forgotten valuables, and some times a runaway or band of thieves will take shelter in one of the more intact structures, though none but the hermits stay long, and those that do may find themselves in a cultist's net or drained to a husk by the creatures that lurk in the corners.
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admin
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Post by admin on Aug 4, 2017 9:28:03 GMT
Nice idea, area number 4 is now indeed a Ghost town filled with Hungry Shadows, and generally avoided.. Only adventurers would be foolish enough to search its haunted remains.
Good work Kelvin, great posts - a very warm welcome to the forums. :-)
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admin
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Post by admin on Aug 9, 2017 4:27:06 GMT
This one will need to be locked down and entered to the dedicated site shortly, but still a few areas that could use some feedback.
Area 6 has the murder cult and Area 4 the swamp monster and we have fleshed out the swamp monster a bit, but need some ideas on areas 1, 2, 3, 5 and 7. At the moment, the centrally located Hobgoblins are a bit unchallenged, need more conflict in the area. ;-)
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AndiTheBarvarian
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Post by AndiTheBarvarian on Aug 9, 2017 12:59:44 GMT
Perhaps my giant-centipede-riding-nomad-tribe from the bestiary? Related to the sakkala spider riders. Can show up everywhere in the Badlands
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Post by onekelvin on Aug 9, 2017 17:38:52 GMT
Well, anyone feel free to claim them afterwards but I'll just put up a few placeholders until better ideas come along.
1. The Slag. If Ironton is city of wanderers, ruffians, and outlaw, then the Slag is where the drags from Ironton congregate. Murderers, mercenaries, madames, and other unpleasant occupations staring with "M" make up the primary demographic of this shantytown-come-old west boulevard. This said, while the permanent residents are those who even Ironton couldn't abide, they get visitors from both in and out of town seeking to do business or let off a little steam away from prying eyes.
If you're the decent type of renegade, who wants to survive away from the Empire and maybe after your hundredth bar-fight actually get down to marrying that serving girl and building a family: Go to Ironton. It is a town, there is a town watch, you'll probably do just fine.
If you're currently the other kind of renegade and what you really want is to hire a courtesan/merc/thief/merc who does part-time as a courtesan and might rob you when you're asleep, or buy drugs made of elf ears, or put out a contract on someone you disagree with: Go to The Slag. (And don't lose your drugs to a mugger in an alleyway. There's no watchmen here.)
2. The marshy woods near The Slag are a prime dumping ground for the bodies that the crime in the shanty generates. It isn't a swamp, a good pair of boots is all you need to keep your feet out of the mossy mud, but be on the lookout for amateur gravediggers, hungry cultists, or hobgoblin raiding parties.
3. When the mutant settlement was destroyed this is where the dregs fled to: a small goblin camp, now a small town with a mixed population and a lot of tension. Many of the goblins didn't want the mutants settling nearby, and most of the mutants know it. Both are present in the town, but to say that they tolerate each other would be a stretch, and that they welcome each other an outright lie. The humans, assassins, and warlock keep them together for safety, but gang fights are common, and an outsider with no green in their skin tone or without an obvious deformity would do well to keep hidden, covered up, or disguised.
5. The mountains are home to strange and insectoid creatures, as well as those who would tame them. A watchtower from days gone by rots by the river, the only remnant of the Empire expedition sent to map these lands.
7. A trading village, a hub for the hill men, farmers, and occasional hobgoblin that want to buy local produce or good steel tools. The village consists of several stone hovels all around a central market of wooden stands and pavilions. Custom keeps thing civil, and those not welcome in Silverleaf do much of their business here. Consistent trade makes for an uneasy peace, and so for the most part, this is the most homely spot you will find in the entire badlands. You're still likely to get a glare from the locals, and you may be denied service if they don't like your mannerisms or looks, but you're unlikely to be stabbed, and if you need to fight you'll be asked to do it outside of town.
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admin
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Post by admin on Aug 10, 2017 10:41:39 GMT
ANDI: Yes indeed! They are in the dedicated sites bestiary section.. :-) My concern is I may have made it too big, but when I was trying to determine the scale I realized that as centipedes feet are quite low to the floor, they would need a very different saddle than a horse or animal with greater ground clearance (or legless riders, which is how they will end up if the centipede goes at full pace). So the solution was to make them even bigger so that instead of a saddle, they would mount some kind of basket like thing as a war elephant (can't think of what you call it, something like the pic below, but set up so that it is positioned above each chitinous body section). Great placeholders there OneKelvin, pretty much ready to lock this one down - just want to clarify the size of the centipedes and how the tribesmen ride them (as stated, I envisage slightly raised platforms, with one person at the front 'driving' and teams armed with atlatls tearing through the badlands causing mayhem and destruction!).
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Post by Urbanswordsman on Aug 11, 2017 15:28:28 GMT
ANDI: Great placeholders there OneKelvin, pretty much ready to lock this one down - just want to clarify the size of the centipedes and how the tribesmen ride them (as stated, I envisage slightly raised platforms, with one person at the front 'driving' and teams armed with atlatls tearing through the badlands causing mayhem and destruction!). The platform/saddle on an elephant is called a howdah, or houdah, in case anyone needs to look it up
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Post by Urbanswordsman on Aug 11, 2017 15:32:00 GMT
I think we should make a list of all the tribes and factions in the Badlands, as I fear it will be difficult to find the information for a specific one somewhere in the threads. This would also be a good opportunity to add more tribes and factions to challenge the hobgoblins
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AndiTheBarvarian
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Post by AndiTheBarvarian on Aug 11, 2017 22:41:58 GMT
I know the picture is a rough composition but that was my idea: The centipede would be huge, but it transports all the nomad stuff, perhaps little cabins too.
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Post by celegon on Aug 11, 2017 23:34:48 GMT
dont forget it can spit out an acid that disolves structures and armour
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AndiTheBarvarian
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Post by AndiTheBarvarian on Aug 11, 2017 23:38:13 GMT
Wow, cool!
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Post by celegon on Aug 12, 2017 0:06:41 GMT
I remember once when I was a kid I picked up a millipede, it spit out on my hand..man, it stunk and stained my skin for like a week lol
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Post by Urbanswordsman on Aug 12, 2017 2:53:08 GMT
The caravan is a group of various merchants, blacksmiths, and food sellers. Known across the Badlands for their strong wines and fine wares, they have somehow remained neutral in the power struggle of competing factions and endless tribal warfare. The caravan is always flanked by numerous mercenaries to keep order in the camp and dissuade potential attacks from roving warparties of Ork or Hobgoblins. The caravannears are not defenseless either, many know the desert well and every man, woman and child is capable of defending themselves from the scum of the Badlands. Those who happen to stumble into the camped caravan are happy to find plenty of food, drink and supplies, as well as festivities surrounding one of the many campfires, plenty of spiced wine and other merriments. The partying lasts until late into the evening, with many of the patrons passing out in a haze or bedding down for the night. Upon awakening at sunrise, they find nothing but smoldering fires, and wagon tracks in the sand. The caravan had disappeared into the night. The caravan is constantly moving, never resting in one place for more than a couple days, visiting each of the major centers of the Badlands before moving on again. Those who wish to travel with the caravan are welcome, provided they have food and drink to share. The caravannears, unlike the rest of the Badlands, consider slaves as free, and treat them as such, much to the anger of the Ork Slavers.
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admin
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Post by admin on Aug 14, 2017 5:12:09 GMT
Badlands has been consolidated and added to the dedicated site - thread locked.
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