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The Ten Most Dangerous Places in the World
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The Ten Most Dangerous Places in the World
#1I would like to compile a list of dangerous places, to use as a reference in case of a questmaster with a sense of humor, or just local color. I'm going to try to add these to the settings list in the citadel proper. They are numbered in the order they occured to me, not in order of importance. Feel free to reorganize.
1. The Great Fireswamp of Guilder
2. Sab Rejak, the City of the Lost
3. The Forbidden Jungle
4. Drinen Forest
Help me out here, peoples. I need six more, unless of course you want to add more than that. -
Can you explain...
#2I know two of those, but not the other three. References please? -
The Ten Most Dangerous Places in the World
#3Which two do you know? The Fireswamp is a reference to The Princess Bride (though if anyone didn't know that, I shall turn Captain Penguin loose on you with a frozen trout.) The Forbidden Jungle (when I get it up) is heavily based on a book I'm reading called Amazonia. The other two are my own inventions.
By the way, the Fireswamp, the City of the Lost, and the Forbidden Jungle are posted in the settings section. -
The Ten Most Dangerous Places in the World
#4Dangerous places? Hmm... I don't know. Maybe The Labrinyth. It can be referenced to whatever. But I was thinking of a book (can't remember the title) where people are forced to live in a labrinyth with all sort of traps. The people stuck there remain emotionally distanced from their children so it doesn't hurt as bad when they're found dead. Good book, but I can't find it. Hmm... I believe necromancy had something to do with it also... I wish I could find that book.
Anyway, I would put the fire swamp at number four. It was dangerous, but not that dangerous. -
The Ten Most Dangerous Places in the World
#5Good point, Siren.
5. The Labyrinth of King Risen. Siren, do you want to write it, or should I? Your idea, you get first dibs. -
The Ten Most Dangerous Places in the World
#6The "Long Walk" chapel of the Demented Warrior King.
Its a book I read once. People volunteered for it, but what happened is 100 people were selected, and all started walking at at least 3 mph. If you dropped below 3 mph, a sensor on your arm would turn red. Drop below it twice, the other arms sensor turns red, drop below it a third time, and the sensor on your chest turns red. Guards walk around and when they see a red sensor on the chest, they instantly shoot and kill the man. People volunteer because the last man standing gets one wish of anything within the king's power. -
The Ten Most Dangerous Places in the World
#7Sniperspy...it was Stephen King, The Long Walk (awesome short story)
Reminded me of another story about not stopping. Forget who wrote it...Terry Goodkind maybe.
Secret passage between worlds basically. A small mountain pass well hidden. Might even need a key to get through it. Once you are on the trail you cannot stop otherwise they come. (I will butcher this, feel free to correct it if you know the story). I remember it as a shadow that follows slowly, unrelenting. If you stop the shadow slowly gains on you until it catches you and slowly envelopes you. The path takes quite awhile to get through. The shadow is made up of small creatures that slowly eat you. If you slow the shadow may catch up and cause you to be even more tired making it harder to go on. Once you lay down and sleep, you will never awake.
Something like that...or it might be nothing like that. Been a LONG time since I read it. -
The Ten Most Dangerous Places in the World
#8Good point, Siren.
5. The Labyrinth of King Risen. Siren, do you want to write it, or should I? Your idea, you get first dibs.
Well, I could but I haven't written anything creative in months, so I couldn't promise you anything amazing. I'm sure you'd do much better than me. -
The Sour Sea
#9High in the Peaks of Cthol Nerub, there is a massive lake, surrounded by a dusty plain, with vile swamps on it's shores. The lake was formed by a great meteor that struck the land, bringing with it poisonous metals and materials, and spores from a distant world. The water that filled the bottom of the crater was tainted by these poisons and became a sorcerous soup of death and mutation called the Sour Sea. The organisms in the swamps around the lake (Plants and creatures both) are not natural beings, and beyond the swamps, the land is utterly dead, all the way to the crater's edge. Mutants and bizarre beasts roam the swamps, and any normal life or civilization that may once have been in this portion of the mountains centuries ago was utterly obliterated by the meteor strike. -
The Ten Most Dangerous Places in the World
#10Do you have the "oriental adventures" book?
The tainted plains sound pretty bad as well. -
The Ten Most Dangerous Places in the World
#11I do, though I didn't have that in mind when I made it...
It is very similar to the Festering Pit of Fu Leng, isn't it? -
The Ten Most Dangerous Places in the World
#12One of the most dangerous settings in my campaign is the Ruins of La'Ran. When you cast a spell it has a 50% chance of backfiring. One area in it is a series of rooms designed to embody a certain elemental trait(fire, earth, water, air, shocking, sonic, acid, cold, poison, blood, time, light, and dark) which respawns elementals of said element every d12 rounds. There is a chamber which holds a power creature known as the squirrel of doom, which basically has every template in the book attached to it. There is a wandering rakshasa cavolier there who's only purpose is to take out annoying pcs. There are several traps inside including permanent redirected gravity rooms as well as ones which randomly change where gravity is oriented. Perhaps my favorite trapped room is a room that filled with potion of water breathing...
...yeah I'm a sadistic dm -
The Ten Most Dangerous Places in the World
#13And behold the fabled mists of the necromatic sorceror, E'grole. Fifteen square miles do they span, the unnaturally thick, eerie fog instilling a sense of dread in even the most hardy of adventurers. Though E'grole has long passed on, his magics remain to this day Therefore retaining this fog throughout the centuries. Even the brightest day cannot pierce through its murkiness, and the living are unable to see more than some twenty meters in front of them at the best of times. Torches will be snuffed out in seconds after their lighting due to the moisture in the air, and breathing is more a task than a leisure.
The terrain within these fogs are smooth, straight, the damp, brown grass always an inch high. Though some may find this a good thing (easy travelling) It's, in actuality, very dangerous - there are no landmarks to trak back too unless you mark one of the sparse trees in the area, and therefore it is very simple to get lost.
The fog also has necromatic powers, though, and any creature slain within it will rise once more 24 hours later as either a skeleton, revenant or zombie. As a result, adventurers may find sketal rabbits biting at their feet. Undead Wolves, their flesh hanging loosely on their animated bodies. And of course, the risen corpses of other foolish adventurers. All these creatures are hostile, of course, as the victims are invading the land of their master, even though he is supposed to be dead.
The fog itself can be a danger to those who travel within it - open wounds will quickly become infected with a wasting disease, Causing bruising around the site of the wound, and intense pain with pressure applied to it. It is not lethal, but can be quite detrimental.
It is rumoured that somewhere within these fogs lie the Mansion of E'grole, and within it lie his many secrets, spells and discoveries. Of course, Once someone has managed to get in there, they will be safe. After all, E'grole is supposed to be dead, right? .... Right...?
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Hm, I think I'll make a setting or plot out of this :D -
The Ten Most Dangerous Places in the World
#14I think I'll use that in Armorican Kingdoms. -
The Ten Most Dangerous Places in the World
#15In the far corner of the new world, well beyond the mapped regions and the old world, in a densly packed mountains lies the temple of Lord Nyax. The fanactics of Lord Nyax are far and wide. Most are nothing more than book thumpers and do goods, but the Nyax terrorists are renowned as some of the most devoted and fanactical followers of any religion. The terrorists are fearsome warriors indeed and believe in a crusade against the infidels (those that are not followers). But they have to come from some where right?
Right the temple of Lord Nyax is the ancient training grounds of the Nyax Zealots who are empowered by their God at the peak of the temple. Some say Nyax is a prophet, some say he is a great mage, some say he is the infact the god of the Nyax followers come to the physical wolrd. -
The Ten Most Dangerous Places in the World
#16I think I'll use that in Armorican Kingdoms.
The E'grole Mistlands
There's the setting for it, if you like. -
The Ten Most Dangerous Places in the World
#17Dangerous places? Hmm... I don't know. Maybe The Labrinyth. It can be referenced to whatever. But I was thinking of a book (can't remember the title) where people are forced to live in a labrinyth with all sort of traps. The people stuck there remain emotionally distanced from their children so it doesn't hurt as bad when they're found dead. Good book, but I can't find it. Hmm... I believe necromancy had something to do with it also... I wish I could find that book.
Anyway, I would put the fire swamp at number four. It was dangerous, but not that dangerous.
Perhaps you're thinking of the Death Gate books by Weis and Hickman? Sartan and Patryns and all that stuff. One of my favorite series. -
The Ten Most Dangerous Places in the World
#18For those of you who've read Robert Jordan's Wheel of Time series, a dangerous place that comes to mind is the city of Shadar Logoth, a walled city so corrupted by evil that the population eventually killed itself off and the city now lies abandoned, with only a malevolent evil spirit living within the dark buildings... -
The Ten Most Dangerous Places in the World
#19*Drools* Aaah, Shadar logoth.
And then of course, there is Shayul ghul, where the dark one resides, trapped in his seal. Then there is the Blight, and the Aiel waste :) Many good places. -
The Ten Most Dangerous Places in the World
#20Aiel Waste isn't really that dangerous when compared to some of these places. It's really just a big desert. I'd say that Shadar Logoth and the Blight are more dangerous. -
the forsaken in the woods
#21Maybe I will start a thread about this later...
The Forsaken were elves, until they lost, lost a war with others of their kind. Long before the dark elf/high elf schism, which was basically about whether other races except elves were allowed to exist, there was another struggle within the elven race - a struggle between individuality and collectiveness.
Today's Elves are individualists, chaotic and following personal philosophies, expressing their characters in unique ways.
But in the murk and mists of the newly-sprung woods, you will meet a different kind.
Hard. Tempered by the ages, forced to rely on their brethren, and fiercely loyal to each other, and only each other...so closely tied that even their auras and life forces are linked. Imprisoned as a threat to the elven race, they are free again, and refuse to be tied up again. "All strangers are to be shunned, for they are not of us, and are enemies. You can rely only on your brother to survive. Noone will spare us, we know, and we shall spare noone.
They hate us, thus every one of us..."
They are bitter, raging, and appaled at what humans and dwarves have done to the world ... and the forest is growing.
All the organisms in the woods are linked with telepathic bonds, the trees restless and with minds of their own, and fierce and unbound nature spirits roam the green shadow. The Forsaken are the chosen of a god/primeval force of pure nature and creation, yet with an alien mind. Kill, mate, feed, repeat, as Slipknot would have said. Be pure nature, or be swept aside by its wild might and frenzied power. And what about the unity? The 'elves', if they are still something like that, are able to communicate with a touch, or even over longer distances, and as long as there is more than one, they become more powerful - one improves the strength of all his brethren within a short distance, while another may allow them to go without sleep, and still another shield all around him from spells, or even hide them in plain sight.
They make the forest grow, and devour.
When one enters the forest, and is not familiar with its ways, he is sure to suffer badly - plants will try to bury their roots in his flesh, seeds that fall upon his skin will likely consider him a good soil, while the animals launch coordinated assaults, as if driven by a cunning mind ... and they are, in fact. They will lure strangers into traps, then to feast upon them; one will distract an enemy while the others strike the more vulnerable ones, until the armored palladin is left alone, in the darkness, with no way back, as the trees shift positions, obliterating paths and changing the layout of the forest. "Sleep" they call "rest", or they will call "join" "grow" and "breed"...
Another dangerous aspect of the forest is its increased ... fertility I'd call it. So infused with life in all its forms it is, that the life WANTS to find a way... so could a female who does not take precautions be impregnated by plant pollen in the air, or a tree could merge with someone leaning against it when he fell asleep, producing a treant-like mammal, with a composite psyche. Many plants are poisonous, but others grow fruit all the year, but...yes, you guessed it, swallow a seed, and you don't know what might happen. Truly different species can still produce offspring here, though the results will be unpredictable, and the offspring might be unable to survive without the high-life mana field of the forest, but someday, it might grow all over the world, so why bother?
The forsaken dance through this broiling chaos of life, aware of all dangers, and untouched.
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