Places of Interest or Note on the Palladium World.

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MrMom
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Places of Interest or Note on the Palladium World.

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The Killing Field: Located in the Land of the Damned there is a large clearing where a burnt out shell of a temple resides. To whom the temple once belonged is unknown as all markings have been destroyed by the passage of time and the ravages of a massive fire which have gutted the Temple. Every day at dawn a legion of ghost warriors gather at the eastern most edge of the clearing and charge at some unseen force. Dying in droves the ghostly figures continue to stream out of the surrounding forest until dusk when they disappear. The battle can be heard as if from a great distance and the warriors do not seem to notice anything else around them. When the moon is at its highest a lone ghostly figure can be seen walking from the eastern edge of the clearing to the temple when it places a something unseen on a alter and then turns around and walks back to the edge of the clearing where it promptly disappers as well. Every day this same set of events plays out down to the last detail.

Who are the ghostly warriors and what is the purpose of the temple? To whom did the temple belong? With whom are the warriors fighting and why? Can you discover the secret of the Killing Field?
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Re: Places of Interest or Note on the Palladium World.

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MrMom wrote:Who are the ghostly warriors and what is the purpose of the temple? To whom did the temple belong? With whom are the warriors fighting and why? Can you discover the secret of the Killing Field?


My guess is elven warriors, or a Legion of the Order of Light (121st). The purpose of the temple was to serve as a station house/checkpoint of the 121st Legion of the Order of Light within the Land of the Damned. the Legion served within LoD to keep in check the various Deevils and Deamons and all other servents of the Old Ones.

The temple belonged to the Order of Light, and inside was said to hold a sacred and holy object --possibly a piece of Osiris himself (the object placed on the alter). The Legion are fighting an uprising of minions that were led by a tainted Servent of Order of Bennu. As the Land of the Damned housed the most evil within one place, the land soon became corrupted as did most within its boarders as well.

Mada Ailurb was one of those tainted (the Servent of Order of Bennu) while within the LoD. Soon the taint of evil fell past his judgement and he wanted true power. Knowing what sacred object layed within the temple, Mada led an uprising of Deamons and Deevils to the temple on a sanguine moon night, taking the Legion by suprise. In droves, the Legion of the Order of Light fell, until a few surviving members faced off against the last of the invading forces, led by Mada himself. Lluks, an elven knight of Dragonwright, the leader of the Legion, and Mada faced off in a terrible battle of both steel and magics left the battelfield scared and torn by fire and destruction.

It is said that "Every day at dawn a legion of ghost warriors gather at the eastern most edge of the clearing and charge at some unseen force. Dying in droves the ghostly figures continue to stream out of the surrounding forest until dusk when they disappear. The battle can be heard as if from a great distance and the warriors do not seem to notice anything else around them. When the moon is at its highest a lone ghostly figure can be seen walking from the eastern edge of the clearing to the temple when it places a something unseen on a alter and then turns around and walks back to the edge of the clearing where it promptly disappers as well. Every day this same set of events plays out down to the last detail."

Who is the ghostly figure? is it Mada realizing his mistakes and returning the missing piece of Osiris to the temple and returning to his damnation? Perhaps it is Lluks, returning the piece from its captor before seeking out Mada. Or a glimpse into the future that shows one of our lucky heroes returning the object to its rightful place.
We may be through with the past, but the past is not through with us.
- the Book

another year come and gone without a PF release. :(
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Re: Places of Interest or Note on the Palladium World.

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Bravo very nice. :-D
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Re: Places of Interest or Note on the Palladium World.

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The Tower of Arn: Located in the heart of a swamp in the Land of the South Winds. The tower of Arn was a repository for some of the most powerful relics of the church of dragonwright such as the Eye of Kym-nark-mar and the Heart of Zandragal. After the first fall of the Church the tower was lost and forgotten until the newest incranation of the church found an ancient text that listed the tower as a Holy site visited by thousands upon thousands of pilgrims every year. Dozens of teams were sent out to search the swamps of the land of the South Winds for the tower and all but one team returned empty handed. Only one member of the first team returned, half mad with fever his tale seemed unbelievable. He told of giant monsterous guardians thought to be extint since the war of the Gods. He also told that every one of his team members were devoured, swallowed whole.

Does the tower really exist and if so what treasures lay waiting to be found inside? What of the mysterious guardians of the tower who or what are they? Can you discover the secrets of the tower and perhaps retreive the treasures that lay hidden within?
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Re: Places of Interest or Note on the Palladium World.

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MrMom wrote:Does the tower really exist and if so what treasures lay waiting to be found inside? What of the mysterious guardians of the tower who or what are they? Can you discover the secrets of the tower and perhaps retreive the treasures that lay hidden within?


Those hearing the tales of the Tower of Arn (its lore, legend, and other rumors) are both awed and shocked. For several Churches of Dragonwright have all sent knights to search for such a place, and as all legends have it starts with a map and assumtions. The Tower actually lies deep within the swamps of the Land of South Winds, southeast of the border of Yin-Sloth Jungles, northwest off the coast of thick swamp filled Land of the South Winds.

As if the journy was not perils thru the swamps, the Temple itself is almost an invitation for death itself. The unnamed guardians (for i fear to invoke thier wrath) sway between the trees and sometimes underneath the boggy swamps, waiting for victims that seek the treasure. Make no mistake, there are more than 5 different types of "guardians" each different for the other. If that were not enough, the grounds that the temple reside in have natural means of disposing those unwary of their footing.

Within the tower it is said that the most holy of relics of the church reside. Sacred knowledge of the Church of Dragonwright, rune weapon, and possibly more. Although the Church of Dragonwright is seen as a whole, there are variations of the church in different lands, each with different translations of "the book". Which ever knight can claim to these relics could also unify the Church into one complete...unification, leaving all other followers of the Church of Dragonwright to conform under the rule of his/her church- a boast every section of the church wishes to have (hence the various knights from all over searching of the Tower of Arn).

Oh and did I mention the traps within the Tower? No. Hmmmmmm...



((I actually had a campaign idea around this verything, never got to finish it but did have the rough skecth out. Mine was more of a temple of Dragonwright, but a Tower is nice too.))
We may be through with the past, but the past is not through with us.
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Re: Places of Interest or Note on the Palladium World.

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Here is the opener for the one I started working on- halfway finished, but still a long way to go.



“Magnificent. Today a breath taking view broke from the sunrise. We traveled for hours until we reached what seemed to be the ruins of an ancient elven city. Partial walls made of stone rose from the swamps. A single large building rose out of the middle of the ruins standing as strong as the day it was built. Could it be a home of an ancient race, our ancestors? Is it empty or is it occupied currently, if so we wonder if the occupants were friend or foe. We decide to search for the answers for our selves and our people. Feogus the Mage would be proud, it was his coin that sponsored our travels; he perished days ago by the hounds of these swamps.
How we entered this city is unknown and now it is down to the six of us, Allsha, two of the natives, Cyrus, Deüwek the Strong, and I. As for the rest of our crew, all forty-some, have perished in less than a nightfall. The first was R’ouj, our Ogre companion drowned, as he was pulled into the deep waters by a strong unseen force. Then others were pulled in as they tried to rescue the helpless ogre, large tentacles shot forth from the swampy waters, wrapping around individuals pulling them into the murky water. After standing against two of the acid-spiters, not a good way to go for the ogre. Trouble then befell our group at dusk as we carefully approached closer towards the ruins. Creatures of the night hunted us down, as most of our crew ran scattering into the night, with these small beings chasing after us all. Deüwek and us few left ran for our lives to the standing structure. We prayed to Isis, as we heard our companions scream for their lives. Horrible monstrous growls followed us into the night.
All light we have hollered for our party to no avail. An eerie presence has crept out of the building, which we can only assume is a temple of some kind, but are hesitant to enter for our numbers and supplies are low. Soon it will be dusk and we wonder if it is safer to enter the building or take our chances outside with the creatures that walk at night.”

- Excerpt from a journal of an unknown author




Unfortunately, the location of the now ruined ancient elven city died with its discoverer, only a passage in his journal survived. What has become of the unknown author and his surviving crew is unknown. There is speculation that one of them has survived, running thru the dark swamps until shore was reached. From there he was “rescued” by a pirates ship (rescued because even the most ruthless pirates were friendlier that staying another minute in the Land of the South Winds swamps). He perished of a fever a few days after his rescue; all that was found on his person was two Old Kingdom dragon coins with gems fully intact, wrapped in parchment. The parchment, thought to contain the whereabouts of a treasure city, was lost when the pirate ship ran across a Western Empire fleet. But again that is just speculation.
If another group is unfortunate enough to reach the area that has been described in the passage above there are dangerous perils and great treasure to be had, or is there.
We may be through with the past, but the past is not through with us.
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another year come and gone without a PF release. :(
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Re: Places of Interest or Note on the Palladium World.

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The Crypt of Carnor: Found in the Great Northern Wilderness the Crypt is the final resting place of a legendary Titan Paladin. Built shorlty before the Elf/Dwarf war it was a place of holy power. Many a Paladin of all races would visit the Crypt in order to receive the blessing of light that all Paladins need. For thousands of years it was a peaceful place were travlers could camp safely without fear. However in the last 500 years something strange has occured. A cold mist surrounds the crypt now and a feeling of forboding permeates the area. Travlers now avoid the Crypt and Paladins no longer vist. For as much as beings of good now avoid the area beings of evil also avoid it. A rumor has started recently telling of a force that now resides in or under the Crypt called the Adversary. Nothing to little is known of the Adversary only that Vampires fear it and the gods of light hate it.

What strange new foe lies within the crypt and how did such a place of holy power become so coruppted. Can you and your friends learn the truth that lies in the darkness.
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Re: Places of Interest or Note on the Palladium World.

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The Old Kingdom Sanatorium. Located deep within the Old Kingdom mountains. It was built sometime during the Time of a Thousand Magicks and was dedicated to healing and the medical arts. Over time the Sanatorium slowly grew in size and wings were built to house those beings whose problems were of a more mental nature than a physical one. Then one day 10,000 years ago the Sanatorium shut down unexpectedly. All who went inside to investigate the Sanatorium never came back out and soon it was known as a place that was best avoided.

What could have happened inside and what happened to those who went in to investigate? Do you dare brave the halls of the Sanatorium to unravel the mystery inside?
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Re: Places of Interest or Note on the Palladium World.

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The Port city of Habalcar: Hidden in the Yin-Sloth jungle near Dragons Gate lays an abandoned port city. The buildings in the city along with the Warf have been built out of a strange Greenish stone. The city has been abandoned for Thousands of years and nothing is known of the people who built it. The citys occupants must have been of great stature as all of the door ways in the city are at least 20 feet tall. From the sea only a small portion of the Warf is visible as the Jungle has overgrown the city itself. The only known text which metions the Port city of Habalcar is the Tristine Chronicles. ... and so it was that the last bastion of the followers of the Z'kas, the port city of Habalcar, was overrun and its defenders slain. Once full of life the now empty city would stand as mute testimony to the power that the followers of the Old Ones commanded. Only time would erase the scenes of the massacre and let its memory be forgotten - The Tristine Chronicles.

What lays within the forgotten city? Is the taint of evil that was the followers of the Old Ones gone forever or does something remain to rear its ugly head once again. Only the brave of heart will find answers to these questions.
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Re: Places of Interest or Note on the Palladium World.

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The Pyramid of Noreth: Located in the bottom of a lake in the Land of the South Winds. Only the peak of the Pyramid can be seen poking out of the lake. It is believed that the Gods of light and dark drowned the Pyramid in order to lockaway some great and terrible power. Since the end of the age of chaos the pyramid has been sealed and of all the archaic races to survive that time none remember what may lay inside. Rumors range from everything to a weapon of incrideble power to an insane God. Protecting the pyramid is a Giant lake monster that keeps intruders away even if one were to make it past the lake guardian they would still have to deal with ancient magics and deadly booby traps.

What truely lays within the pyramid? Can you and your friends find a way inside to discover the treasures that are hidden within? Once inside who knows what you will encounter?
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Re: Places of Interest or Note on the Palladium World.

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MrMom wrote:The Pyramid of Noreth: Located in the bottom of a lake in the Land of the South Winds. Only the peak of the Pyramid can be seen poking out of the lake. It is believed that the Gods of light and dark drowned the Pyramid in order to lockaway some great and terrible power. Since the end of the age of chaos the pyramid has been sealed and of all the archaic races to survive that time none remember what may lay inside. Rumors range from everything to a weapon of incrideble power to an insane God. Protecting the pyramid is a Giant lake monster that keeps intruders away even if one were to make it past the lake guardian they would still have to deal with ancient magics and deadly booby traps.

What truely lays within the pyramid? Can you and your friends find a way inside to discover the treasures that are hidden within? Once inside who knows what you will encounter?


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Re: Places of Interest or Note on the Palladium World.

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The Aviary: Located in the Northern Wilderness the Aviary lays deep within the heart of the forest. The builders of the Aviary are unknown and there are no markings on it to indicate who the builders might be. The Aviary is a mile in diameter and 300 feet tall. Near the top of the cage is a large 40 foot gate that can be opened or closed via a pully system and rope. On the ground there are four doors that are 15 feet tall and 4 feet wide. No one visits the Aviary as very large birds of prey call it home and have for the last thousand years. The cage itself is made out of a strange white metal that does not seem to rust or be affected by time or weather. The weather inside the Cage is always clear and cool even if there is a storm rageing outside it will be clam and cool inside. Those inside can see every thing that is happening outside without being affected.

Who are the makers of the Aviary? Where are they? What is the purpose of the Aviary and why is it so large? Can you answer these questions? What secrets are hideing inside?
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Re: Places of Interest or Note on the Palladium World.

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The Bathhouse of Mori: Located in Ophid's Grasslands their is an abandoned bathouse. It is unknown who the bath house once belonged to and who may have built it. What is known is that the waters of the bath house will act as a healing spring to any one who baths in the waters. Inside the bath house ringing the bath itself are five statues made out of an strange black rock. Each statue is facing the center of the bath and all are completely indestructible. A spell of Sanctuary has been cast on the bath house preventing everyone from commiting acts of violence in side the walls of the bath house itself. People spending the night in the bath house will start to have strange dreams of five people imprisoned needing to be released. This will continue until they leave or they are driven insane by the same recuring dream.

What is the secret of the bath house and who could have built it. Why would such a place be abandoned. Who do the five statues represent. What is the meaning of the dreams. All these questions wait to be answered and perhaps more!

Sorry if i screwed this one up but i am really tired.
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Re: Places of Interest or Note on the Palladium World.

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The Abyssal Mine: Found in the Algor Mountains it was once a source of wealth for the Dwarven empire. The mine was a rareity in that it contained numerous veins of Gold and Silver but what really set it apart was it abundance of precious stones. Mined for over five thousand years there seemed to be no end to the wealth that the dwarves could pull out of it then one day over night the mine was abandoned. The Dwarves gave no reason for abandoning such a treasure. The Elves in their arrogance tried to take control of the mine but their expedition disappeared. Since then every nation that has sent teams into the mine have lost all contact with them and most nations have given up on reopening the mine. The Dwarves have kept quiet about what they found and why they abandoned the mine. No Dwarf will go near the mine and no amount of threats or other forms of persuasion will ever get them to change their mind.

What lays waiting to be discovered in the mine. Why wont the dwarves go near it and what happened to the other expeditions that were sent into the mine. Are you and your friends brave enough to risk going in to uncover the truth.
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Re: Places of Interest or Note on the Palladium World.

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bump for future work.
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Re: Places of Interest or Note on the Palladium World.

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The Temple of the Moon
This double ring of standing stones stands in the middle of an eastern forest. Even though none of the sects of the temples of light and darkness claim this to be there, signs that it is still in use by someone are evident to a competent tracker.
There is a rumor in the temples of light that it is dedicated to a goddess not of the world and that the builder's decedents are still among the population even today. This much is known because of a priest of thoth went to the site not long after it was discovered by rangers hunting in that area. The priest made some partial translations of the carvings in the stones. They talked about their deity of the moon and of a massive blood letting that they fled from.
While there, the priest experienced a vision, he dreamed he was somewhere else and someone else,a part of a peaceful community of humans. Then other humans, half animal/half man creatures and large animals came out of the surrounding forests and attacked. Then the humans he was with started to change to half man/half animal forms also and defended themselves. It was then he recognized the his dream self was changing also, when he woke up with a start. The priest omitted this from the official record but felt compelled to talk to the area's local priests of light. Most of which held the secret,till they passed it onto their successors.
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Re: Places of Interest or Note on the Palladium World.

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The Light House of Dormin: Found jutting up out of the Sea of Scarlet Waters. This light house has been around since the time of a Thousand Magicks. It is rumored to have been built by the Elves as some sort of Outer Defense against a sea incursion. However the elves claim not to know who built it or what its fuction is. At the top of the Light house shines a bright white flame. The source of this flame is believed to be a giant mirror made from the solidified blood of Kormath but no one knows for sure. The white light which is emitted can cut through fog and will even be visible in the worst of stroms. The light will also reveal the Invisible and cancel out all concealment magics. Most of the races today would love to be able to get inside the light house to take the source of the light for themselves but there are no doors leading to the inside of the lighthouse. A few have attempted to scale the side of the lighthouse but when they did a terrible storm came up suddenly sinking their ships and drowing all those on board.

What is the truth of the Lighthouse and who built it if not the Elves. Is the source of the Light truely a mirror made out of the blood of Kormath. What strange magics are guarding the Lighthouse and are there any other treasures inside. Only the brave and the cunning will discover the truth.
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Re: Places of Interest or Note on the Palladium World.

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I like it good work.
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Re: Places of Interest or Note on the Palladium World.

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I liked this one it is a fun little read.
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Re: Places of Interest or Note on the Palladium World.

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Nice :)
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Re: Places of Interest or Note on the Palladium World.

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Holy crap this has to be one of my favorite topics EVER ANYWHERE...all of the ideas are sooo good. That last about the Council Of Doom was AMAZING
cyber-yukongil v2.5 wrote:man-day-dreaming of how you would take out terrorists if they jumped through the windows in the dentist's office (answer; with badass kung fu and that pencil the lady next to you is doing her suidoku puzzle with) and wondering what it would feel like to kill someone, are two completely different things.
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Re: Places of Interest or Note on the Palladium World.

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Smlawrence8 wrote:Holy crap this has to be one of my favorite topics EVER ANYWHERE...all of the ideas are sooo good. That last about the Council Of Doom was AMAZING


i agree. im going through my notes right now trying to find stuff to contribute. currently one of my all time favorite threads though. thanks everyone :angel:
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Re: Places of Interest or Note on the Palladium World.

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Old Inn on the Road: On a mountain pass between the Timiro Kingdom and the Old Kingdom lies a small inn. Its not very fancy but has ten rooms and a nice size dining room plus stables. The owner of the inn is a nice fellow by the name of Bob. He is an average man a little wide in the middle with some thinning hair. The staff all look like a normal group of Humans. It seems to be an average place but has a few oddities. A permanent Sanctuary spell has been placed on the inn. Also no one can remember when it was built. People in nearby towns talk about it being there even in their grandparents time. The stories also describe Bob as always working there. It also seems his appearance has not changed at all over the years. No, one also has ever been able to get Bob to talk about his past as he always changes the subject or pretends not to hear the question.
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Re: Places of Interest or Note on the Palladium World.

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on the north facing side of mt y, there is evidence of what was once a building or tower sticking out from a lava flow. it appears that the structure was wiped out in some sort of eruption, as what is visible is clearly laying on its side, pointing upwards towards the peak of the volcano. the area is thoroughly overgrown and nearly impossible to find or even see when one is standing right on top of it. the only time anyone can remember seeing the site was years ago, when something (subterranean temperature spike, venting steam or lava, poisonous volcanic gasses) killed off the vegetation in the area. the only problem with this is that its covered in weeds, which quickly grow back.

if someone were to find the site at the right time and make an attempt to clear/excavate it, they would find that it is indeed the top of a tower. part of the roof is the only part above ground, the rest swallowed by a lava flow that must have occurred hundreds (if not thousands) of years ago. further excavations or attempts to get inside whats left of the tower will prove to be nearly impossible, as most of the rooms of the tower had windows and are similarly filled with ancient lava rock, though some rooms are only partially full, and could be entered if conditions were right. namely, an earth warlock with the right magic could detect and try to dig into the open chambers, or even uncover a good part of the top of the tower with enough time (barring any intrusion from local authorities, who would likely immediately seal off the area to conduct their own investigation).

if someone were to excavate the area they would find that the topmost area of the tower was a huge balcony with a roof over it, and a set of stairs going down into a room which is mostly filled with solidified lava flow. clearing out this room will give way to another set of stairs going further down into the tower, specifically, into another room. this room is different though. its almost in perfect condition. there is lava flow in here, but it appears that someone or something had used a powerful force field magic to protect themselves here. the lava flow would have filled the whole room, but there is a perfectly spherical area in the center that is untouched, but surrounded by hardened lava. in this room, there is a painting of what appears to be the tower in its prime hanging on the wall.

the painting depicts the tower standing proudly beside the volcano, with some curious details. the top floor is clearly a balcony of sorts, with a huge roof covering it, and a railing or gate surrounding the sides. pictured is a triangular device suspended in mid air beside the tower, with a humanoid clinging to it (a hang glider actually, apparently launched from the balcony), as well as a number of other humanoids watching it. these humanoids are not elves, dwarves or any other known race in the world today. similarly, the tower itself is not of elvish, dwarven or any recognizable manufacture. the tower seems to stand 20 or more stories above the ground, and one can assume from looking at the painting that the rest of the tower must be buried under the lava flow.

also in the room is a spyglass or telescope made of brass with a mechanical focusing mechanism which sets the distance between the lenses when the end is twisted. it is unlike anything manufactured in our current age, and allows the user to focus on things clearly up to a few miles away.

object reading the painting or the spyglass will reveal memories of people speaking in unknown tongues, but an impression of incredible intelligence is unavoidable, even though there is a complete lack of understanding of what they are thinking or saying. also, memories of highly advanced mechanical objects are likely to be seen/experienced, yet the original viewers find them ordinary and common. they seem happy and focused on study and development (personal, social and technological), but a lack of understanding of exactly what they are saying and thinking leaves more questions to the object reader than answers.

who are these people? where did they go? what else could be in this tower? what of the mechanical things depicted in the painting and (hopefully) seen through object reading?

gms - i planned to have the bottom 10 or so floors in perfect condition, sealed by an unknown force. filled with labs, work shops and tools, but no more mechanical items, evidence of dead people, or any records at all. do what you will with it :D be aware that the bottom floors have been sealed for ages and they are deep within the earth, there is a shortage of air inside and any exploration should take this into account. i didnt plan for any traps or monsters, but a ghost or two might be a good idea to help shed more light on the situation (even though they are ghosts who speak unknown languages, might fear explorers of unknown race, be very upset/angry at their predicament etc etc)

here are some really (emphasis) hastily done sketches to clarify the text, hopefully they actually help lol (im actually an artist by trade and these dont really make me too happy, but i already spent 20 minutes too long on drawing them)...my players found this area on a trip to the library, but they were there on urgent business and havnt had time to explore it or go back there yet (they honestly probably forgot about it).

painting of standing tower

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Smlawrence8
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Re: Places of Interest or Note on the Palladium World.

Unread post by Smlawrence8 »

Man I wish I had more knowledge of Palladium. I have some OK stories about when I played D&D but I only ever played one adventure of PF. These stories and ideas are wonderful.
cyber-yukongil v2.5 wrote:man-day-dreaming of how you would take out terrorists if they jumped through the windows in the dentist's office (answer; with badass kung fu and that pencil the lady next to you is doing her suidoku puzzle with) and wondering what it would feel like to kill someone, are two completely different things.
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Re: Places of Interest or Note on the Palladium World.

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The Garden of Beitidh Tor: Located in the Yin-Sloth jungles. The Garden has intrigued scholars and alchemists for years. The gates to the garden have remained locked since it was first discovered centuries ago and the jungle stops growing about a foot from the wall that surrounds the garden. Scholars have pondered over who built it and why while alchemists have drooled over the unique and strange plants seen growing inside. No form of magic known will unlock the gate or allow any one to teleport inside them and those who try to climb over the wall die the instant that they touch it. The only clue as to the gardens purpose is a sign at the front gate which reads: "Let these gates remain closed forever least the world be devoured".

What is the secret of the garden? Who built it and why? Are you and your friends clever enough to find a way inside and discovered the horrible truth that lays within?
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Re: Places of Interest or Note on the Palladium World.

Unread post by Northern Ranger »

Here's something from my bag of tricks. I posted this in another thread and got some really good review, so I thought I might try it here and see what you all think. This is a slightly more detailed version of what I posted before. Enjoy!

The Endless Graveyard:

When traveling along little used roads anywhere in the Palladium World, it is said that adventurers should beware the appearance of strange overgrowth blocking their way. Across what should be a passable road they will sometimes find foliage of unknown origin and nature. Any rangers in the group will find that this mysterious wall of greenery stretches for many miles in either direction, and it will be determined that it may well be faster to go through it than to try and find a way around it. Hacking their way through the foliage will eventually lead them to an old wrought iron fence through which the group can only see dense fog. Climbing over the fence, or traveling along it till they find the gate to pass through, will cause the fog to clear somewhat, dropping to within two feet of the ground. Sticking up through the fog is a seemingly endless ocean of tombstones. (Note: If passing through the gate into the cemetery, they will find themselves on the only real path leading through it, but they will be surrounded on each side by grave markers.)
Only occasionally in this sea of death will they encounter a crypt or tomb, and quite often a shambling undead will happen into their path, or perhaps a wandering spirit. It is interesting to note, however, that if they leave the undead monsters alone, they are not likely to be attacked. But the first time a hand is raised against one of them, all of the undead encountered from that moment on will attack them on sight. (After several hours of traveling through this graveyard and encountering nothing but various forms of undead, the adventurers start to get a little spooked. After six hours they must save versus a horror factor of 10, then add one to the number saved against for every consecutive hour. Eventually, one or more of the party will crack and attack one of the undead monsters.)
It is possible to wander in the Endless Graveyard for many days, or even weeks without seeing anything but undead creatures (some of which are intelligent, there ARE vampires in the Endless Graveyard) but eventually the adventurers will come to a slightly sloping hill at the top of which rests a decrepit old mansion. The only sign of civilization to be seen since entering this hellish place, the party should be quite eager to explore this new development. They will find the mansion occupied by the Darkholme family, the husband and wife team of Limcold and Devella Darkholme and their two children, Raven and Collier. It wouldn’t take much study to figure that Limcold is a master vampire or that his wife is a witch, but their attitudes toward the adventurers are a little odd. For a vampire, Limcold seems remarkably genial, welcoming them into his home and assuring them once they discover his true nature that they are perfectly safe. He and his wife, indeed the whole family, are hungry for information about the world outside the graveyard. The group is well fed, cared for and treated exceptionally well in exchange for whatever news they can pass on to the family. The Darkholme children, both fully grown adults, are a different matter. Raven seems to be a man hungry strumpet that will latch onto the most attractive of the males in the group and eventually get around to asking them to take her with them when they leave this place. She and her brother both share the fond desire to leave the graveyard, and it is from one of them that the group will discover the Darkholmes’ have been here for thousands of years, the cursed keepers of the cemetery. Raven, though appearing quite normal on first glance, will begin to decay the longer she is with the group, though she tries to hide it. Eventually, of course, it will become obvious that she, too is a form of undead, though none of the group is likely to have ever seen her like before.
It is most likely to be Collier, who really is the most normal of the family, that will eventually tell the group the secret of how to get out of the Endless Graveyard. He will tell them in the hopes of being allowed to accompany them, but really he just wants to end their suffering and ensure that no one else gets trapped here as his family did. However, in order to leave, half their number must volunteer to stay behind. In other words, if a party of four came in, two must agree to stay behind as permanent residents of the cemetery so that the other two can leave safely. This of course would be truly heroic decision, and selfish and evil alignments aren’t likely to do it. This might even lead to a quest to find a way to retrieve their lost comrades, left behind in this dimension of death. It should be noted that while he seems completely normal, if Collier were ever to manage to get back to the mortal world, it would eventually be revealed that this young man is in fact a werepanther, and an extremely powerful one. The death and suffering he would incur upon the world is untold. Obviously, there is no end to the possibilities of the Endless Graveyard.


Okay, so what do you think?
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MrMom
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Re: Places of Interest or Note on the Palladium World.

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I saw this in the other thread and thought that it was great I am glad that you added it.
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Re: Places of Interest or Note on the Palladium World.

Unread post by Northern Ranger »

Thank you sir!
This world is far too small not to want to see it all, but life is far too short to allow that to happen. - Falcon, Ranger (My primary hero in PFRPG setting)

"Unhand me you slobbering son of an Orcish whore!" - Ariana Moonstone, Palladin (Another primary character of mine.)

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Re: Places of Interest or Note on the Palladium World.

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The Great Bronze Statue of Lamassu: Found in Ophids Grasslands there stands a colossal bronze statue of a Winged Bull. The statue stands 15 feet tall at the shoulder and is 30 feet long. It is unknown who built the statue but it has stood since time immemorial. A little plaque rests on the bulls chest that reads "Let the memory of their sacrifice stand guard over the defiler for all time." The statue is protected by tremendously powerful magic and it has proven to be indestructible. That is until 50 years ago when a earthquake seemingly did what no one else had ever been able to do before and cracked the statue. Now a noxious yellow gas is seeping out of the crack and anyone who comes within five miles of the statue becomes ill.


What is the secret of the statue? Who built it and why? Does the noxious gas coming from the ruined statue portend something evil? All these questions and more await.
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Re: Places of Interest or Note on the Palladium World.

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The Quiet Lake: Found in The Old Kingdom is a place of utter slience. In fact if one listens real close they will notice the absence of any sound at all even those of the wild life and insects are absent. When speaking out loud people have also noted that there voices are muted and that it is impossible to create an echo. However that is not what keeps people away. Inside the lake rests an untold number of elven and dwarven bodies. Preserved in perfect condition the elves and dwarves look as though they are prepared for battle but the lake itself predates the Elf/Dwarf war so no one is sure how the bodies got there. The bodies cannot be removed from the lake as they seem to be stuck to the bottom and those that dive in to have a closer look find that the crystal clear water becomes murkey makeing it extreamly difficult to even locate the bodies.

What is the story behind those poor souls doom to a water tomb. What sort of magic could have traped the Elves and Dwarves for all time. What other mysterys could the lake be hiding. Dive in and learn the answers for yourself if you are brave enough.
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Re: Places of Interest or Note on the Palladium World.

Unread post by Lt Gargoyle »

this is a great thread. I am enjoying these storys and places of interest. I m hoping to place a few of them in my game once i get it started.
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Re: Places of Interest or Note on the Palladium World.

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The Forgotten Coliseum: Located in the Baalgor Wastelands is a magnificent ancient Coliseum. The center stage of the structure is of immense size with a marble floor. On the floor of the coliseum giant intricate symbols have been carved and dark stains partialy cover some of them. The Coliseum itself is made from a completely white stone that is as hard as diamond. Inside ringing the stage area are six colossal seats that tower about 30 feet off of the ground. Along the wall of the arena area are sets of chains and what appear to be strange torture devices. Most normal folks stay away from the Coliseum and state that it is a cursed place. However Wizards and beings of magic are often drawn to the area where they promptly disappear. The Coliseum itself is rumored to be a place of sacrifice and dark magics but none know for sure as its history has been lost to time.

Who were the creators of the Coliseum? For what purpose evil or otherwise was it built? What are the strange symbols on the floor and what happens to those that are drawn there? Only the brave will find out.
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Re: Places of Interest or Note on the Palladium World.

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Shadow Temple

Deep in the wilds of the Old Kingdom forest there exists an ancient temple to a God long forgotten. He was the ruler of the Shadow Dimension, and credits himself with the creation of shadow magic and all the beings that inhabit his land. This temple is likely the only structure dedicated to the Shadow Cult that is still standing and is buried beneath thousands of years of growth. (It would take something like an earthquake to reveal it.)

If discovered and explored, the players would find this temple to be filled with shadows that seemed to move of their own accord, as though alive. Inky blackness is everywhere and even magical light won't penetrate far (half the normal distance). In the center of this temple is a room sealed by a magically enchanted door of gold, engraved with symbols depicting the power of Ra, the sun god. Any attempt at magical deciphering will open a channel between the being imprisoned within this room and the mage casting the magic. The being will use this channel to siphon the mage's PPE till he has but one left, leaving the magic user weakened and near helpless. This PPE will awaken the being trapped within the room, held there by the Sun Gods' magic. He is Shade, an Avatar of D'L'Tal'Itz, the shadow god. Once awakened, he will set about returning himself to power, offering mortals the chance at becoming the new gods in his evil Pantheon. This being is beyong dangerous, and he will begin to change the face of the Palladium World forever.

This is the scene with which I would open my epic Shadow War campaign. I have run this campaign four times now, and each time it took more than a year to complete! Great fun here. Enjoy!
This world is far too small not to want to see it all, but life is far too short to allow that to happen. - Falcon, Ranger (My primary hero in PFRPG setting)

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Re: Places of Interest or Note on the Palladium World.

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The Frozen Flame: Located in the Middle of the Algorian Sea. The Frozen Flame is what appears to be a giant iceberg. What makes this one stand apart is that it looks as though it is being consumed by fire but it does not melt. Waves of flame can be seen racing across its surface and some even continue to burn under the surface of the ocean. No one is sure excatly what it is or where it came from but most agree that it showed up about one hundred years ago. Some who have gone out to investigate the strange Iceberg say that even though it is covered in flames it gives off no heat. There are even reports that the shadow of a massive figure can be seen trapped in the ice. Those who try and land on the iceberg are consumed by the strange flames and dive into the ocean never to be seen again.

What is the Frozen Flame and where did it come from. What strange magics could cause an entire Iceberg to be consumed by flames and not melt. What of the rumors of the shadow that rests under the ice. These questions and more await those who try and solve the riddle of the Frozen Flame.
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Re: Places of Interest or Note on the Palladium World.

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The Bone Yard: Found in the Eastern Territories a vast fossile field has been the subject of study for thousands of years. At least once a decade the fossile of a preveiously unknown or forgotten animal is uncovered. Normally only scholars visit the Bone Yard but all of that changed a year ago when the fossile of a thirty-six foot tall humanoid was uncovered. This was in itself unusual but what really got the worlds attention was the fact that the fossile was chained with giant runed manacles. Now scholars, mages, and alcamists alike are flocking to the site to try and uncover the mystrey of the long forgotten being forever bound. Ever since the discovery of the fossile however the area has been plagued by earthquakes and the fairy clans and commuinites close by have begun to attack anyone entering or staying at the Bone Yard.

Who was this being that they were forever bound in the mystical chains. Why are the fairy clans and communites attacking those who try to enter or stay at the excavation sight. All the questions and more await those who are brave enough to enter the Bone Yard.
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Re: Places of Interest or Note on the Palladium World.

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The Bone Yard: Found in the Eastern Territories a vast fossile field has been the subject of study for thousands of years. At least once a decade the fossile of a preveiously unknown or forgotten animal is uncovered. Normally only scholars visit the Bone Yard but all of that changed a year ago when the fossile of a thirty-six foot tall humanoid was uncovered. This was in itself unusual but what really got the worlds attention was the fact that the fossile was chained with giant runed manacles. Now scholars, mages, and alcamists alike are flocking to the site to try and uncover the mystrey of the long forgotten being forever bound. Ever since the discovery of the fossile however the area has been plagued by earthquakes and the fairy clans and commuinites close by have begun to attack anyone entering or staying at the Bone Yard.

Who was this being that they were forever bound in the mystical chains. Why are the fairy clans and communites attacking those who try to enter or stay at the excavation sight. All the questions and more await those who are brave enough to enter the Bone Yard.
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Re: Places of Interest or Note on the Palladium World.

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The Emerald Eye: Found in the Land of the Damned, this ruined Elven castle sits surrounded by ruins of the city that once surrounded it. The triangular layout of the castle and the green emerald ceiling atop it make it unique to the Palladium world. Two of the towers still sand, but the third has been reduced to rubble. A vast battlefield surrounds it, with an elven steed standing petrified on what was once a battlefield. A broken sword in a sheath on the side of the saddle gives some idea what may have happened here. Caves said to be the home of dragons lie directly to the south, looked upon by the row of seven large windows on the front of the castle. Going inside the castle, there are archways in the entrance hall where doors should be, but which lead nowhere but to stark walls, as if magical portals once occupied the spaces within these archways.

Who once occupied this castle? Was it a great wizard during the Age of a Thousand Magicks? Where did the portals once lead, and did the occupants of the castle escape through them or were they all killed? These questions and more await those who are actually able to make it to the castle which lies in this desolate land.
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Re: Places of Interest or Note on the Palladium World.

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The Lonely Road: This stretch of road winds through the Lands of the South Wind. What makes this stretch of road unusual is the fact that it runs through a fog shrouded marsh. No matter how bright the sun or how hot the day the marsh is always enveloped in a fog so thick that it is impossible to see more than ten feet down the road. The road itself is made from paving stones that are twenty feet across and are always in perfect condition. Also the road is so old that the time of its construction has been lost to history. Most folks avoid this stretch of road when possible as strange noises can be heard coming from the fog shrouded marsh on both sides and there always seems to be the sense of being watched, there has never been a reported case of anyone being harmed along the road but most beings feel a deep dread when on this stretch. However anyone who steps off of the road to investigate the strange noises or anything else disappear into the fog and are lost forever. None know what happens to those who are swallowed be the fog save that there screams can be heard days, weeks, even months later.

What is the secret of the Lonely Road. Why is it always enveloped in fog and what happens to those who disappear into the marsh. Only those who are brave enough or perhaps foolish enough to step off of the road will find out.
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Re: Places of Interest or Note on the Palladium World.

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The Citadel: Located in the Land of the Damned it is a place of evil. Filled with shadows and forboding the Citadel was carved from a single mountain. The builders of the Citadel have been forgotten but it is rumored that it was once a place used to worship the Old Ones. The fact that creatures of Chaos are drawn to it seems to lend credence to the rumor. The Citadel is filled with giant chambers a hundred feet tall that seem to extend on forever. Some have alters in them while others have chains attached to the walls and floor. Some of the chambers are filled with pools of dark water that are fathoms deep while others have are filled with groves of trees twisted by the presence of some evil that yet lingers in the mountain. Of the elder races that survived the Chaos War none can agree on what the Citadel is or was but all agree that it is a place best forgotten.

What is the secret of the Citadel? Who could have built it and to what purpose? What possible treasures lay inside? All these questions and more await those who seek the Citadel.
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Re: Places of Interest or Note on the Palladium World.

Unread post by DarkwingDuk »

Isle of Wyrmrest

An island rumored to be hidden far out to sea, where even the hardiest sailor would fear to travel. Here, ancient Dragons travel to spend thier last decades recording their accomplishments carved into the canyon. Then they would go to the canyon and pass from this mortal coil. Besides the horde of information that could be found scratched into the canyon walls (possibly answering some of the greatest historical questions ever asked) it is thought that many dragons would bring thier greatest treasures to display with thier bones for all eternity. And speaking of bones, many a necromancer would give away their soul to have access to the mortuary of the dragon. But even if the island could be found and the cliffs of insanity could be climbed (dragons fly after all) surely the dragons would leave terrible guardians behind. Even more scary is the thought of a dragon ghost!
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Re: Places of Interest or Note on the Palladium World.

Unread post by Aramanthus »

I have to agree with others who have posted on this thread. It is a sweet concept. Any new places of interest?
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

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Re: Places of Interest or Note on the Palladium World.

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The City in the Mist: In the Land of the Damned rests a valley covered in a deep mist. At the center of the mist stands a magnificent silver city. Completely built with defensive walls and towers, a market area that could rival any found in the eastern empire, acadamies for the study of magics long lost and forgotten, and a residental district that makes even the wealthiest cities seem as though there were paupers. The only strange thing about this city is that it is completely empty. There are no signs of battle, or decay found anywhere in the city. It is as though the inhabitants of the city simpley opened the gates and walked away. The gates of the city stand open ready to welcome any who would seek entrance however the mist that lies outside the city walls can not seem to cross the threshold of the gatehouse. Not even the local wildlife will enter or even fly over the city. The demons and monsters that pervade the Land of the Damned steer clear of this place and will not enter freely of their own will.

What strange place is this? Who or what were the original inhabitants? What happened to those who once lived here? What strange magics protect this place. Can you discover the secrets that lay witin?
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Re: Places of Interest or Note on the Palladium World.

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The Shadow of the Mountain: There is a legend told among few about the time of Chaos and the Great Stains that once ruled the Megaverse. About how the Light that rose against the Great Darkness was almost snuffed out when the Darkness gathered its forces and turned to fight. About how as the Light was on the verge of going out forever when it took refuge in the shadow of a great mounatin. There in a lonely fortress the Light gather thinking to make its last stand, when they were granted a reprive from the evil that was trying to crush it. The Fortress itself was said to be a wonderous place filled with weapons of such power that the very foundations of the world shook with there use. It was also said that the Fortress itself could change its location when the rays of the sun crested its highest tower. Its walls were said to be of an unbreakable white stone that could repel any force trying to breach them. Many are the secrets said to lay within the Fortress but the location of the Fortress has been lost and forgotton to time. There is however a mountain in the Land of the Damned where it is said that the sun never shines and in the shadow of this mountain rests an old Fortress.

Could this Old Fortress be the refuge that the light took during its darkest hour. If so what secrets lay waiting within ready to be rediscovered. Could the Fortress be used as a stage for the evenutal invasion of the Land of the Damned by brave adventures. Only those who are stout of heart and mind will know for sure.
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Re: Places of Interest or Note on the Palladium World.

Unread post by Gthomas41571 »

Bravo people this thread is captivating to the end... I ll add some later ,keep it going..
Last edited by Gthomas41571 on Sun Jul 22, 2012 9:43 pm, edited 1 time in total.
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Re: Places of Interest or Note on the Palladium World.

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The sunken city of Odelot
Odelot was a mining and smelting city located near what is called the Old Kingdom River. What made it special was the ore they found there so many thousand years ago. Founded during the Time of the Elves some 17000 years ago, this unique mine produced an ore such a grade that it could accept up to six magical enchantments, twice the normal for quality weapons. The ore veins were located in this particular area only and the industrious dwarfs chased every one and exploited the deposits. The entire complex was riddled with tunnels for over two miles in every direction from the mine entrance, a deep pit over two hundred feet down. The tailings were just piled a few miles to the east and south of town. The city never had a huge population, it peaked at around 10,000 when the disaster struck.
After only about 500 years since the discovery of this superior metal, an earthquake happened. The mine shafts could not withstand the seismic shock and the complex collapsed on itself. The land sunk over two hundred feet and being so close to the river, its path diverted and flooded the basin. The mine tailings formed a natural dam as did the mountains to the south and west. The area is now the large pool of water in the Froud Grassland where the river exits from the OK Mountains.
The area is controlled by many ogre tribes and their minions now and they know nothing of the sunken city.
The blades made there were all of the finest Dwarven make. They were made for dwarf and Elf alike and of varying size and style from axes to maces, spears, halberds and swords of all types, even for Titans. Most importantly, these were the blades that were enchanted to become Rune weapons during the Elf Dwarf War.
The Rune weapons remain, but almost all of the mundane creations from here were lost, destroyed or otherwise misplaced during the conflict. The rarity of these weapons is such that just a plain blade with no enchantments is valued at near a million gold. Some Alchemists think with one of these they may be able figure out the secret to making new rune swords.
Why would any group even consider trying to explore a sunken city? Records found in the Library of Bletherad indicate that a shipment of over one hundred blades had been prepared for delivery to an island kingdom and to be specially prepared for shipment. They were to be coated in grease, then wrapped in linen, then done so again. All the blades were to be packed in cedar crates for the journey. Obviously, the commissioning agents wanted the blades to arrive in pristine condition after their long sea voyage.
Conceivably, there are several cases of these preserved blades in a sunken warehouse at the bottom of the water. Surely there are some watery denizens to contend with, not to mention the nearby Ogre horde . . but think of the possibilities! Just having one of these blades with a full compliment of six enchantments and then being able to sell off one or two more . . enough wealth to interest a dragon, and blade to fend it off with.
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Re: Places of Interest or Note on the Palladium World.

Unread post by zyanitevp »

grubtubs wrote:What is going on at Heaven's Gate?

( I mean, seriously though, I can't find any information on Algor City / Brackhaven / Heaven's Gate in any of the books ).


Nor can I, but it does not mean you cannot create your own. I have created Sekti Abtu for my game, which centers on the rebuilding of Osiris, with only the 2 sentences mentioned in Dragons & Gods.
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Re: Places of Interest or Note on the Palladium World.

Unread post by Gthomas41571 »

I sit her Reflecting on the thought that Korin Gealead does still exist, I think back to the members of our group we've lost during this adventure. As I Stand here looking in this cavern looking down at the Dwarven Capitial our group and myself are lost for words. We've traveled two weeks threw the Old kingdom ,Across the the great River, and up to some of the highest peaks, all while being pursued by persons unknown ,We have already lost three of our group to these Assassins who relentlessly stalk us, all in the hopes the University was right. This was one of the great Dwarven Cities were the Circle of Absolute Elemental Power was said to be crated by the Dwarven Wizard Drodd, and was released on the Golden city of Baalgor. What will we find in this city remains to be unseen, There were Rumors that the city might still be inhabited by ancient Dwarfs, So far we have seen no sign of this, what secrets will this city unlock, has it all been invain? We shall know in the next few hours.
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Re: Places of Interest or Note on the Palladium World.

Unread post by Juce734 »

This thread is really good. I haven't read it all but I plan on trying to read up on all of it this weekend.
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Re: Places of Interest or Note on the Palladium World.

Unread post by Gthomas41571 »

Keep this tread going....
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