Lands of Mystery


Dungeon Magazine General Discussion

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Liberty's Edge

Darrell wrote:
I was just wondering if there have been any further developments, with regard to the gazetteer. Any chance of seeing the full document in the immediate future?

I'm still waiting to hear back about it; if I don't hear something soon, I'll go ahead and turn it into a PDF for my own site--but that will still take me a bit of time since I have other pending projects.

Darrell wrote:

I'm using your Stillsquall map from "Box of Flumph" as Far Cove, and would like to see what you had envisioned for the nearby area, specifically:

Far Cove
Coldwash Bay
Faenost Arborea
The Forsworn Wastes
Tundra Bluff
Faeldrid's Fall
Deathwind Pass

Here you go:

Far Cove – So named because it remains one of the most remote trading ports of the Lands of Mystery, Far Cove is a welcome sight to the merchant ships that take shelter here. The cool winds of the northern Open Reach often carry squalls and unpredictable storms out of the west. It’s not one of the larger ports, but reasonably low trade tariffs and other duties make Far Cove an inexpensive place for law-abiding sailors to make berth. Meanwhile, it is a choice destination for merchants and travelers from northern villages who wish to bring goods to market or sail away to seek their fortunes in other lands.

Coldwash Bay – The waters that flow out of Deadwind Pass carry an unnatural chill that few marine creatures can survive. Those beasts that do thrive here are enormous and terrifying, so most sailors give this bay a wide berth.

Faenost Arborea – The wild elves of this magical wood tend it with great care, seeking to preserve the rare flora and fauna—relics of a bygone era—that survive here between the ocean and the Forsworn Wastes.

Forsworn Wastes – The vast stretches of barren tundra and glacial ice fields that make up this inhospitable region are collectively known as the Forsworn Wastes, and few intelligent people ever come here by choice. Some barbarian tribes occasionally wander north into the Wastes to conduct rites of passage for their young men and women, but they do not stay long.

Tundra Bluff – The town of Tundra bluff is built on the side of a natural rise of earth overlooking the vast wind-blasted plains beyond. To the west is a sparse alpine forest and some arable land. To the east lies an endless field of nothing, a desolate place known as the Forsworn Wastes. The people of Tundra Bluff are hardy folk, and not terribly inviting to outsiders—but even they have a need for trade goods. Once each year, a guarded caravan makes its way up the long road from Far Cove, and occasionally a merchant ship will follow the coast in this direction. Other than those few visits, however, the people of Tundra Bluff are left to survive on their own. Most of them wouldn’t have it any other way.

Faeldrid’s Fall – The outcast elf-lord Faeldrid once led an expedition of loyal followers across the Forsworn Wastes and into the mountains here, in search of a place where the group could build their own sanctuary and practice their heretical beliefs in isolation. They found their spot in the form of a great hollow, high at the top of a sheer cliff face and sheltered from the wind by great curtains of rock. Soon the cult began construction of an elaborate elevator system to make the ascent easier. On the eve of the settlement’s completion, however, Faeldrid plummeted over the cliff edge with a cry of anguish, and did not survive. Neither did his followers, according to a chronicle of the expedition that turned up much later in a Jaquartan auction house. It remains unclear, from the text, whether they followed their leader over the cliff or simply couldn’t last in the unforgiving climate, but the tome itself radiated an aura of despair until it, too, was lost to time.

Deathwind Pass – Conventional wisdom has always held that the unrelenting arctic winds of this region are impossible to survive without powerful magic and extreme tenacity, but that hasn’t stopped explorers from seeking the fame and glory of being the first to map a passage into the Far North. Countless wind-seared corpses from the many ages of this world now lie entombed with their traveling gear inside the glacial ice.

Darrell wrote:

What would your thoughts be on the following substitutions?

Diamond Lake = Winecrest or possibly Outcast
Alhaster = Solajrin Theopolis or Refuge
Sasserine = Tidewash

Outcast has more of a frontier feeling in my view, so Diamond Lake's map would be more appropriate there than it would for Winecrest, which is much more civilized.

Off of the top of my head, I think Alhaster would work well for Last Stand, or, yeah, it could do for Refuge if you assume there's some land mass sheltering the cove where the city can be found. The Solajrin Theopolis is larger and more--hmm--robustly architectural than Alhaster, IMO. I picture it as a city filled with temples and shrines and monuments. Lots of stonework, statuary, etc.

Sasserine would be a good match for Tidewash.

Thanks for asking! Let us know how your campaign turns out!

Scarab Sages

Ha ha ha ha...

My master plan to get more people to inquire about the Lands of Mystery is slowly reaching fruition. Now if only I could work on that Greyhawk sourcebook....

Grand Lodge

lol

my master plan is to get Chris to realize he can actually sell some books and needs to go out on his own and start his own publishing company and sell the heck out of his work.

Yeah I know I know. I work with Dwarven Sweatshoppe, (I am working on a better website but it takes baby steps) and am interested in expanding well beyond gaming accessories to include adventures and support material for 3.5 after everyone else goes 4E.

It sure isn't easy to get yourself published and make a splash, but I think Chris can do it. He has a skill that is particularly rare in the industry.

Liberty's Edge

Thanks, Krome. :)

I am indeed heading in that direction (self-publishing) but it'll take me a while to produce enough work on my own to fill a whole book with new content. Plus, I've made a lot of professional connections over the last several years, and I want to continue to work with my friends in this industry to make my products the best they can be.

I have a lot of work to do before I can announce anything in particular, so for now I invite you to just enjoy the previous maps I've created and stay tuned for more details as information becomes available. ;-)

Grand Lodge

ahhhh... my work here is done :)

Scarab Sages

Anyway, I'm still working on my version of the Lands of Mystery. This week I'll pick up Fortress of the Yuan-ti and then have a better idea of where I'm placing everything.

I'm now considering having my wandering triumvirate of gods include one of the Valar from Tolkien's work. Orginally, I'm thinking the LoM had elves, dwarves, and gnomes as fey creatures (along with the usual fey). I might also revise my thoughts on humans, and have some originally as part of the LoM, but they have fallen into a state of primitve barbarism. I might even make them Neanderthals from Frostburn. Using refugees from Middle-Earth, I can add halflings and pay homage to some of my favorite books.

*WARNING - What follows will sound Tolkien Fanboyish*

My thoughts on the subject would basically be an end-times kind of situation - Morgoth and Sauron escape from the outer void where their spirits were imprisoned, gather the force of evil, and go on a rampage. Everything is falling apart. Folks are dying (mortal and immortal alike). One lone Valar gathers a rag-tag group of refuges, jumps aboard Earendil's ship Vingilot and take off. They wander the planes for awhile before coming across Odin and Prometheus. Then everybody ends up in the LoM, where they come across some primitve humans, remnants of older civilizations, and lots of fey. Hilarity ensues.

Liberty's Edge

Aberzombie: While some people might not enjoy the mingling of mythologies in a "you got chocolate in my peanut butter!" sort of way, I think it sounds pretty cool! Let us know how it works out. :)


Christopher West wrote:

Thanks, Krome. :)

I am indeed heading in that direction (self-publishing) but it'll take me a while to produce enough work on my own to fill a whole book with new content. Plus, I've made a lot of professional connections over the last several years, and I want to continue to work with my friends in this industry to make my products the best they can be.

I have a lot of work to do before I can announce anything in particular, so for now I invite you to just enjoy the previous maps I've created and stay tuned for more details as information becomes available. ;-)

I still think you could sell a webpage as a regular site to get maps. Not a subscription as you said; posting regularly takes time. But if you had a dozen or so maps, people could by them one at a time. You can add updates as you get the time, eventually have one billion maps, but sell them on an as needed basis. One could search by 'outdoor' 'dungeon' 'temple' or even 'acid,''drow,' or 'pit'. On the brainstorming note it would be cool if... OK that is a pretty big if, or rather lots of little ifs, but if you are looking for investors... O:)

HAH! yet again your maps inspire me to create a new world.
Well a world wide web page! lots and lots of little ifs...


Thanks for the great map. It's not only a great map (mapping-wise), it also sparkles with inspiration - every name a little mystery, a bit like seeing the FR or Greyhawk map the first time!

I think I'm spinning my 4E campaign around it and use the map as the post-apocalyptic version of my older homebrew!

Of course, I'm also waiting for an untagged version... because the map is, sadly enough, not that good for my German players.

Cheers, LT.


OK, more questions, Chris... :)

So far, you've mentioned the Knights of Subricon and (via one of the Maps of Mystery) the Elestial Eye.

Do you have any specific information regarding either of those organizations? Also, are there any other groups (knighthoods, arcane brotherhoods, thieves' guilds, etc.) that are specifically mentioned in the Gazetteer?

I'm currently trying to come up with a few organizations and prestige classes for my upcoming campaign. I was thinking of using one of the knightly prestige classes from Complete Warrior for the Knights of Subricon, and making them rather more far-ranging than the city itself.

Anything you might have, even just an organization's name, would be appreciated.

Regards,
Darrell

Liberty's Edge

Scott & Le Janke wrote:
I still think you could sell a webpage as a regular site to get maps. Not a subscription as you said; posting regularly takes time. But if you had a dozen or so maps, people could by them one at a time.

What would be a reasonable price for a single downloadable map, though?

I have ideas for ways to add to the map content and create bundles of OGL/d20 game content that include and are based on a map or map set, and I might look for a way to charge for those on a individual basis, but I think a map by itself wouldn't be very marketable as a pay-to-download product; there are just too many good maps available online for free to justify a fee-based system. I don't think it would be profitable.

I'm still weighing my options, though, and really appreciate the suggestions! :)

Lord Tirian wrote:
Thanks for the great map. It's not only a great map (mapping-wise), it also sparkles with inspiration - every name a little mystery, a bit like seeing the FR or Greyhawk map the first time!

Thanks! That's high praise. :)

Lord Tirian wrote:
Of course, I'm also waiting for an untagged version... because the map is, sadly enough, not that good for my German players.

Good point. I'll do my best to get an untagged version online for you.

Darrell wrote:

So far, you've mentioned the Knights of Subricon and (via one of the Maps of Mystery) the Elestial Eye.

Do you have any specific information regarding either of those organizations? Also, are there any other groups (knighthoods, arcane brotherhoods, thieves' guilds, etc.) that are specifically mentioned in the Gazetteer?

I see the Knights of Subricon to be a semi-autonomous military order with cells of members operating across the region (some covertly, some quite openly), all working to spred Subricon's influence and make regional events turn out in Subricon's best interests. I think of it as a Lawful Neutral government entity, meddling in the affairs of others.

The Elestial Eye, IMO, is a secret society of spellcasters with holdings in every major city, all linked together through magical portals to enable members to travel across the world very quickly. Because of the ease of travel and communication, they are able to disperse information and instructions to members in a matter of minutes where other societies could take days, weeks, or even months. It's like an arcane Illuminati--a scholarly "Skull and Bones" society that seeks to influence world events to further its own secret agenda. (Probably True Neutral, though you could spin this secret agenda any way you want.)

There's also the Cloudwardens, "a world-spanning brotherhood of human and elven griffon riders who, along with their avariel allies, see themselves as preservers of nature and defenders of freedom." They would be masters of aerial combat, specialized in fending off evil dragons. I don't think of them as being attached to any particular government, so they operate outside of the law most of the time. (Neutral Good or Chaotic Good) They are supported to some extent by the common folk who live within their protectorate...ranchers and small frontier towns that gladly tithe a share of their goods in thanks for the Cloudwardens' protection. This, incidentally, would create a lot of conflict with a rightful but distant Lord who feels that such tribute is due to himeself as landholder instead of to the Cloudwardens, and resents the fact that the griffon riders are in a better position to protect his peasantry.

I can't think of any others off the top of my head, though I did want to make an organization of "Dunestriders" based in Oasis: professional desert guides and survival experts with a divine connection to the sands and the elements.

Darrell wrote:
I was thinking of using one of the knightly prestige classes from Complete Warrior for the Knights of Subricon, and making them rather more far-ranging than the city itself.

Sounds great! :)

Grand Lodge

Christopher West wrote:

What would be a reasonable price for a single downloadable map, though?

I have ideas for ways to add to the map content and create bundles of OGL/d20 game content that include and are based on a map or map set, and I might look for a way to charge for those on a individual basis, but I think a map by itself wouldn't be very marketable as a pay-to-download product; there are just too many good maps available online for free to justify a fee-based system. I don't think it would be profitable.

I'm still weighing my options, though, and really appreciate the suggestions! :)

Well, first I don't find any free maps at all out there of your quality. If anyone knows of some, please share... :) But I doubt we'll find many, if any.

What would I pay, and what would I want?

I would pay for a Hi Res map with a release for printing so I can have it printed in a very large format to use for my game. I would want large world maps and smaller regional and local maps. Along with the map I think I would want a description of climate, weather, terrain, ecology- that is mundane fauna and flora as well as monsters (this I think is important- D&D worlds are heavy on predators and light on prey. In my world you will frequently come across herds of bison-like, deer-like, gazelle-like etc-like animals, with an occasional dinosaur or blink dog or whatever hunting them). But, yes I could live without the write up.

I would NOT want a cultural description of cities or countries, preferring to develop those myself for my own homebrew game.

But the all important how much. For a map like the Land of Mystery world map I would pay $20. For the monthly site maps that ran in Dungeon I would pay $5 each.

So, yes, we're not talking hundreds of dollars per person per map, but I think if you can really get your stuff out in the face of the average GM you will find that it sells.

A different way that would work well is to develop a linked series of maps based upon a theme of some kind and sell them as a cluster. I would likely pay $25-30 for a themed set of maps.

WizCo did that using maps we could get for free from their website (my buddy came in one day with his two sets of maps and said "Check out these awesome maps I just found." I said, "Yeah awesome I got them last year from WizCo for free on their website," and showed him the JPGs. He was pissed).

Scarab Sages

Hey Chris, I wouldn't mind hearing your thoughts on Guildport. How it was founded, who runs the place, etc.

Scarab Sages

Another thing - I was just reading through the intro to installment 7 of AoW, and noticed that they made mention of an artifact called the Dread Forge. it was part of a list of artifacts that were all subjects of previosu Dungeon adventures. Is that Dread Forge the same as the one in the lands of mystery? And does anyone remember, off hand, which issue that was in?

Liberty's Edge

Guildport - This cosmopolitan trading port is ruled by a Council of Guildmasters representing various special interests throughout the city. Disagreements and political scheming are commonplace, but the government is relatively stable: held in check by competitive trade associations and their eternal struggle for influence, no council member is able to enact dramatic change to Guildport’s code of laws without first building broad consensus among constituents and rivals alike—and that almost never happens.

Aberzombie wrote:
Another thing - I was just reading through the intro to installment 7 of AoW, and noticed that they made mention of an artifact called the Dread Forge. it was part of a list of artifacts that were all subjects of previosu Dungeon adventures. Is that Dread Forge the same as the one in the lands of mystery? And does anyone remember, off hand, which issue that was in?

I noticed that mention of a "Dread Forge" some time after sending the Lands of Mystery map to Paizo, and was frustrated by the similarity. I remember reading through that Age of Worms adventure when it was originally published, though, so the name might have stuck in my subconscious.

In any case, my concept for the Dreadforge in the Lands of Mystery is that of a plane-warping device that taps into abyssal power, stores it up, and then unleashes that baleful chaotic energy to dramatically transform the landscape. It's a subterranean thing capable of sundering tectonic plates and drawing up magma from deep beneath the earth. The initial shockwave from the activation of the device flattened much of Isprea; then it began to grow the volcano known as the Blistering Height. (And it's still growing.)

Scarab Sages

any progress on the Gazetteer?

Liberty's Edge

It has been written for a long time; I'm still waiting to hear back from Paizo on whether or not they want to put it online. If they don't have time to do so, I'll make time to do it myself.

My hands are full with other projects right now as well, so I haven't had much time to follow up on it. Sooner or later it will be available, though, one way or another.

Thanks for your patience and interest! :)


Hey, just seen the new MoM at the WotC-ified, electronic Dungeon. You don't fail to deliver!

Cheers, LT.

Dark Archive

Lord Tirian wrote:

Hey, just seen the new MoM at the WotC-ified, electronic Dungeon. You don't fail to deliver!

Cheers, LT.

Definitely the only good part of the online edition.

On a totally unrelated note:
Chris, what ever happened with The Game Mechanics? Or more specifically; Arcane Quarter?

Liberty's Edge

Lord Tirian wrote:

Hey, just seen the new MoM at the WotC-ified, electronic Dungeon. You don't fail to deliver!

Cheers, LT.

Thanks! Glad you like it! :)

Koriatsar wrote:

On a totally unrelated note:

Chris, what ever happened with The Game Mechanics? Or more specifically; Arcane Quarter?

So many things happened to Arcane Quarter that it's probably easier to list the things that didn't happen to it:

It didn't fall prey to the bubonic plague.
It didn't get drawn and quartered and sent to the four corners of England.
It didn't get pecked to death by savage pigeons.

That's about all I'm sure of.

Hehe, but seriously, it fell prey to a lot of problems during its production cycle. It was slow out of the gate because we all had other projects. Then it got sidelined by communications problems. Then I was extremely late getting the maps done for it. (I overextended myself and flummoxed my whole work schedule for about a year.) Then it had to wait for JD to get a chance to finish the writing. Then it had to go through design & layout. Somewhere in there, the Game Mechanics got wrapped up in someone else's lawsuit. Hiring a lawyer would have bankrupted the company, so they had to cease productions and wait for the real target of the lawsuit to settle with the plaintiff.

Now, finally, it's about ready for publication, and we're looking ahead to Mercenary Quarter. Arcane Quarter should really be out soon. :)


This is an alphabetical list of all the Gazetteer entries Chris has posted so far. I put it together for myself but maybe others can find use in it. Keep up the great work, Chris! Btw, I'm still hoping you'll make an elephant graveyard MoM someday... :)

- - - - - - - - - - - - - - - - - - - -

Blightwood – The ecosystem of this primal forest was thoroughly corrupted by some malignant force in centuries past, and it has been crawling with undead abominations ever since. The trees and other plant life of this wood perished long ago, yet they stand as dry husks in defiance of the natural forces of entropy, refusing to rot or give way to new life.

Coldwash Bay – The waters that flow out of Deadwind Pass carry an unnatural chill that few marine creatures can survive. Those beasts that do thrive here are enormous and terrifying, so most sailors give this bay a wide berth.

Deathcalm Sea – Sailors regard this sea with an unspeakable terror and avoid it at any cost, for those that find themselves becalmed within the tranquil waters never find their way out. The center of the sea is said to be littered with ever-drifting vessels and the remains of crews who lost their minds to the stillness.

Deathwind Pass – Conventional wisdom has always held that the unrelenting arctic winds of this region are impossible to survive without powerful magic and extreme tenacity, but that hasn’t stopped explorers from seeking the fame and glory of being the first to map a passage into the Far North. Countless wind-seared corpses from the many ages of this world now lie entombed with their traveling gear inside the glacial ice.

Deep Aquilon – The realms below the waves have their own diverse array of cultures and denizens, most of which remain a mystery to the surface-dwellers. Deep Aquilon, the “Jewel of the Undersea” is one of the only places in the depths that is able to accommodate air-breathers for any length of time, and as a result it has achieved some recognition from surface scholars. Magical “tideportals” allow the rulers of this city to safely transport people and goods to and from the surface, facilitating some limited trade and communication for as long as they wish to maintain the passage. The sea elves call this breathtaking city “High Aquilon”, because of its lofty location atop a tall underwater mountain. They widely resent the decision of their ruling council to maintain it as neutral ground and allow other deep-sea dwellers—even Sahuagin—to freely enter the city.

Deepsand Ravine – Where the northern arm of the Doomfang Peaks meets the sprawling dunes beyond, there is a deep rift in the earth. No one knows how deep it is, exactly, because the treacherous eddying sands that partly fill this cleft defy explanation. The shadowy depths are home to some remarkably deadly things, and few sane people come here voluntarily. A handful of scholarly expeditions do make the trek to this barren ravine, however, to study the ancient cliff-dwellings carved into the southern wall. They come with heavy escort, drawn by legends of a great passage into the Underdark, and some still never make it home.

Deepwatch, Town of* - Deepwatch originated as a small farming and fishing village called “Deepwaters”, located along a well-traveled road through the Elderpine Forest. The dark but bountiful lake attracted fishermen, ancient rune-stones enticed sages, and the natural seclusion of the place appealed to monks and outcasts alike, but the town’s destiny wasn’t made clear until some colossal denizen of the bottomless lake arose and sundered the great bridge before unleashing tremendous havoc on the surrounding lands. Heroes from Tymbristyne vanquished the beast and sent it back into the watery deep, but ever since that time the renamed town has stood guard over the lake, augmented by a newly constructed keep and a garrison of bored soldiers. The beast hasn’t been seen again, but every now and then something churns the dark waters of the Shadowdeep and sets the townsfolk on edge.

Doomfang Peaks – People usually use this name to refer to the snow-covered southern arm of the mountain chain because the tall pinnacles gleam like bloody teeth in the setting sun, but the western branch is just as dangerous; these rugged hill, crags, and fissures are home to desperate predators, including several different varieties of dragon that prey on the Felgrim Heath and the forests nearby.

Dyvaldiön – Isolated far from civilization, at the northern coast of a barren desert that is, itself, walled off by treacherous cliffs and a rift of bottomless sand, the prison-fortress known as Dyvaldiön is actually much more hospitable than the land outside. Perhaps this is why the inhabitants—which include some of the most dangerous individuals ever apprehended by the Knights of Subricon—have never bothered to escape. Theoretically, this is where the Knights incarcerate defendants awaiting trial alongside convicted criminals, but a grievous lack of oversight has allowed the Knights to keep unsavory figures (and more than a few innocent people) locked up indefinitely, without ever consulting Subricon’s truthfinders or wasting their time in courtrooms. Being sent to Dyvaldiön is widely recognized as a one-way trip, even if a trial is promised.

Elderpine Forest – This primeval forest harbors countless secrets of the ancient world in the shadows of her boughs, and while civilization has steadily encroached on her boundaries, modern humans have never explored the heart of her darkest woodlands. Only the oldest elves of Tymbristyne can truly say what lies in the shadowy places, and they don’t speak of their ancient past.

Elmwood, Northern – The boughs of the Elmwood, including the forests along the Fog Downs, are home to huntsmen and trappers who pride themselves on their skill at capturing live game. Independence is a strong tradition here, and the northern reach of these woods is known as a testing ground for all manner of rangers, trackers, falconers, and other woodsmen who seek the elusive Elmwood Stags.

Elmwood, Southern – The more temperate stretch of forest south of Buccaneer Bay is a lawless place that harbors all manner of scoundrels and drifters in small camps and communities. Most of the trackers found in these parts are bounty hunters, but the wisest of them keep their identities hidden. The folks who live here don’t generally want to be found.
You could also use the Feywood, which lies next to the Darkfathom Mountains (really one long broken spur of rock leading up to Darkfathom Peak).

Faeldrid’s Fall – The outcast elf-lord Faeldrid once led an expedition of loyal followers across the Forsworn Wastes and into the mountains here, in search of a place where the group could build their own sanctuary and practice their heretical beliefs in isolation. They found their spot in the form of a great hollow, high at the top of a sheer cliff face and sheltered from the wind by great curtains of rock. Soon the cult began construction of an elaborate elevator system to make the ascent easier. On the eve of the settlement’s completion, however, Faeldrid plummeted over the cliff edge with a cry of anguish, and did not survive. Neither did his followers, according to a chronicle of the expedition that turned up much later in a Jaquartan auction house. It remains unclear, from the text, whether they followed their leader over the cliff or simply couldn’t last in the unforgiving climate, but the tome itself radiated an aura of despair until it, too, was lost to time.

Faenost Arborea – The wild elves of this magical wood tend it with great care, seeking to preserve the rare flora and fauna—relics of a bygone era—that survive here between the ocean and the Forsworn Wastes.

Far Cove – So named because it remains one of the most remote trading ports of the Lands of Mystery, Far Cove is a welcome sight to the merchant ships that take shelter here. The cool winds of the northern Open Reach often carry squalls and unpredictable storms out of the west. It’s not one of the larger ports, but reasonably low trade tariffs and other duties make Far Cove an inexpensive place for law-abiding sailors to make berth. Meanwhile, it is a choice destination for merchants and travelers from northern villages who wish to bring goods to market or sail away to seek their fortunes in other lands.

Felgrim Heath – These barren and desolate badlands don’t have much to offer in vegetation or common wildlife, but they do feature an unusual array of avian beasts who prey upon carrion and the occasional orc. Raiding parties of gnolls often come down out of the Heath to victimize the settled lands to the west before returning to their hidden camps.

Fengate – Though not a proper fortress, the wooden palisades of the town of Fengate help to protect her citizens and inhabitants of the lands to the east from the horrors of the Harrowfen.

Feywood – The sprites, fairies, sylphs, and other fey that give this forest its name tend to coexist peacefully with the gnomish settlements of the region, but they love to punish the “trespassers” from Subricon and other places that come here to harvest their special trees.
If you use the Feywood, you also have Gypsum nearby:

Forsworn Wastes – The vast stretches of barren tundra and glacial ice fields that make up this inhospitable region are collectively known as the Forsworn Wastes, and few intelligent people ever come here by choice. Some barbarian tribes occasionally wander north into the Wastes to conduct rites of passage for their young men and women, but they do not stay long.

Goblin’s Grove – This shady woodland has been infested with goblin bands on a number of occasions, but the farmers of Haleford and other villages in the region have proven adept at rooting them out using superior numbers and the marked resolve of men and women who don’t wish to see their children eaten by monsters. However, the goblins always seem to come back, spurred on by a craven hunger or some other malevolent force.

Godfall Woods – This forest is a holy place to many sects of the Solajrin Theopolis; many legends claim it is a site where the gods themselves would come down from the heavens to delight their mortal followers. Certainly some magic or divine power is at work here, for at night the stars seem to come alive to those watching from the glades and clearings of this forest, and meteors, comets, planets, moons, and all manner of astral movements can be seen with astonishing clarity here—as if magnified—like no where else in the world. Some say the Celestial planes overlap the Prime Material here, forming a sort of magical meeting-of-ways, and the region is thus a huge attraction to sages, astronomers, and mystic theurges.

Graven Monolith – This structure is the definitive wonder of the ancient world: a miles-high pillar of unbreakable stone, carved by some unknown force with a spiral formation of unidentifiable runes. It stands far out in the ocean, but can still be seen from land, and seems to be embedded deep within the continental shelf. Scholars believe it is a gift from the gods, or perhaps a test of the ingenuity of sentient folk—a challenge to see if the people of this land can decipher the primal language of the multiverse. Others say it is a bridge to the divine planes, and argue that climbing the spiral “road” of runes would bring one before the creators of the world. The enigma seems unlikely to be solved anytime soon.

Guildport - This cosmopolitan trading port is ruled by a Council of Guildmasters representing various special interests throughout the city. Disagreements and political scheming are commonplace, but the government is relatively stable: held in check by competitive trade associations and their eternal struggle for influence, no council member is able to enact dramatic change to Guildport’s code of laws without first building broad consensus among constituents and rivals alike—and that almost never happens.

Gypsum – Gypsum is an independent mining town founded and still governed by a clan of gnomish prospectors. The rumored discovery of rare minerals in the wooded hills created a bustling economy almost overnight as dwarven miners, halfling trade barons, and even a handful of elves and humans descended on the site with hopes of sharing the wealth. The gnomes carefully regulate claims and settle disputes, turning a fair profit as barristers, inspectors, and landlords while letting others do the heavy digging. It’s a profitable arrangement for them, since they also claim a tithe of any gems unearthed in the region.

Harrowfen – This vast swamp was corrupted long ago by the ghastly energies of the Necrodome, and now teems with unholy life. The trolls, plants, beasts, and vermin of this place are the stuff of nightmares, preying on each other in a mockery of nature when they lack living wanderers to ensnare. The old road connecting Fengate with Guildport and other civilized lands passes through this once-tame wetland along a raised embankment, but these days it is only ever traveled under heavy guard.

High Aeries – The set of mountaintop strongholds collectively referred to as the High Aeries are home to a world-spanning brotherhood of human and elven griffon riders who, along with their avariel allies, see themselves as preservers of nature and defenders of freedom. The Cloudwardens oppose tyranny in general, but take a particular interest in the activities of chromatic dragons.

Isprean Current – The mild waters of the Sea of Isprea travel through a deep channel here, picking up speed as they are funneled towards the Raptor Coast and the southern Azure Reach beyond. Unattended or poorly handled sailing ships can soon find themselves in the open ocean if allowed to drift on this current.

Jaquarta – The native inhabitants of the Rainlands are many and varied, but rarely do they settle in large groups. The foraging tribes of gnomes and the warbands of their wild elf and jungle orc allies have little interest in claiming territory, choosing instead to live their lives on the move to avoid being pinned down by the naga and yuan-ti raiders that also dwell here. However, when Camlin the Voyager discovered the Tympaniss River and the region was introduced to outside civilization, the need for a central trading port (and a central trade authority) became evident. Jaquarta is not just the capitol city of this unlikely confederacy…it is its only city.

Lake Tympaniss – Though large enough to be considered more of a freshwater sea, Lake Tympaniss’s size is possibly the least noteworthy of its many wonders. Lying at the bottom of its murkiest depths are the ruins of an ancient city of unknown origin, the object of much speculation among historians. More mysterious by far, though, are the faint tones and chimes of unearthly music that can be noticed by anyone who spends time beneath the waves. The native people never go underwater if they can avoid it, citing legends of great monsters who sleep fitfully in the depths, but in recent weeks a team of divine scholars and explorers has set out for the city of Jaquarta, eager to prove a theoretical link between the fall of the Sunken City and the eerie music of the lake.

Loathsome Pass – The woodlands nestled in the Doomfang peaks are rich with stands of rare and valuable timber, but the hazards of the Felgrim Heath generally prevented the logging guild of Guildport from acting to capitalize on the trees—that is, until the enterprising humans set out to build a road through the mountains to bypass the worst of the dangers. They cut a deal with a tribe of goblins, whose adepts and demolitionists (and plenty of cheaper laborers) aided them over the course of several years in cutting a passage through the rock. A tower was built to guard the highest point and watch over the trail, but the road was never used. Legend has it that the guild betrayed and slaughtered the goblins on the night the road was finished, and that the high priest of the tribe cursed the pass with his dying breath. Horrible things are now said to haunt the tower, and only the foolish or the desperate ever come this way.

Necrodome – The name of this horrific place inspires fear in everyone living within a thousand leagues, for it was the birthplace, home, and citadel of one of the vilest mortals to have ever walked the land. Fiendcaller, Deathlord, the Duskspawn Leige, Master of Nightmares, the Charnel Walker—his names were many, and he left a legacy of brooding evil that still corrupts the swamps and forests near this, his legendary stronghold, generations after his fall. The heroes that vanquished that darkest of mystic theurges did their best to cleanse his taint from the halls before sealing them, but something wicked is beginning to stir once more in this decrepit palace of death, celebrating the passing of the last Warder.*

Oasis – Those who dwell near the Demon Coast consider this city the jewel of the western seas, and it does have a remarkable beauty that stands in stark contrast to the lifeless desert beyond. Oasis was founded as a refuge camp for people fleeing the abyssal hosts that ravaged the mainland after the fall of Atraesia, and it quickly became recognized as a noteworthy destination for desert nomads and drifters seeking trade. It lives on as a free city with a reputation for protecting any traveler in need of safe harbor, and survives purely on the commerce attracted to such a place. Without the merchants that fill her food markets with exotic goods from distant shores, Oasis would shrivel up and be lost to the sands.

Rainlands – The vast expanse of jungle occupying the southern continent of the Lands of Mystery is collectively known as the Rainlands, and the name is fitting for a rainforest of this size. Occupied by naga, yuan-ti, tribal gnomes, wild elves, and a vast array of other creatures both benign and hostile, the Rainlands are a wonderous and enigmatic place.

Ruins of Isprea – The ancient Ispreans were a peace-loving people who valued art, literature, and expression as virtues equal in importance to freedom and justice, but they maintained a strong naval military nonetheless, to guard their island kingdom from external threats and push back against the expansionistic Atraesians. It was a threat from within, though, that ultimately sundered their civilization and brought tremendous upheaval to their once-beautiful land: a faction of power-hungry zealots secretly activated the long-lost Dreadforge and unleashed a cataclysm of events that engulfed the region in violence. The city of Isprea, once a center of learning and beauty, now lies in ruins beneath the waves off of a coastline that has been changed forever.

Sea of Isprea – The balmy waters of the Sea of Isprea are deceptively serene; few would expect such a beautiful climate to have such a bloody history. A large chunk of the Isprean mainland sunk beneath the waves when the diabolical powers of the Dreadforge sundered the land. Thus, ruins of old Isprea dot the sea floor, intermixed with the remains of more modern war frigates that joined them when the fleets of short-lived Tyranor ran out of enemies and turned on one another.

Sentinel Mountains – This tall mountain chain takes its name from the activities of the Cloudwardens, who maintain a set of mountaintop strongholds here. Though these protectors can’t be everywhere at once, their vigilance makes the Sentinel Mountains much more secure than most wilderness areas, as a general rule.

Serpent Lake – This body of water provides the only barrier between the unliving horrors of the Harrowfen and the wild crags of the Felgrim Heath. Since undead don’t breathe, this isn’t much of a fence at all--but a cabal of reclusive druids and their snake companions have set up a shrine on the lake’s dividing peninsula and seem intent on driving back the abominations.

Shifter’s Vale – Nestled in the forest overlooking the Fog Downs is a small village that doesn’t appear on many maps. It’s a independent little place that seems strangely serene most of the time, considering its proximity to the Fog Downs and the nameless badlands to the south. As a matter of routine, though, the people of Shifter’s Vale bar their doors and secure their livestock every night, because they know full well that their town is aptly named. A large percentage of the population is infected with lycanthropy, some of them quite openly. Indeed, the village speaker is widely known to be a powerful wearbear.

Solajrin Theopolis – Built in the shadow of the Graven Monolith, an enormous relic thought by many to have a godly origin, the Solajrin Theopolis is a center of religious study and other academia. This city-state’s Divine Council, a governing body representing the recognized faiths of the land, has one seat for each deity in the pantheon—including the less benevolent ones. Four seats stand empty at all times, representing two deities that perished in the Godwars at the dawn of recorded time, one who prohibits her faithful from holding power over others, and another whose mortal followers are forbidden to reveal themselves.

Starcrest – High up on a bluff overlooking the ocean stands a citadel of crystal and polished granite, with tall spires and great observatories full of arcane instruments aimed at the sky. Ancient magic of the elves infuses this place and preserves it (and all those within, if the legends are true) against the ravages of time. Untouched by war or strife, the Starcrest Citadel is a little-known bastion of learning where, it is said, elven loremasters guard the ways of passage to their ancestral home and record the destiny of all living things.

Subricon – Though it maintains an intense rivalry with nearby Guildport, Subricon is an inviting and relatively secure city that thrives on the commerce of seafaring traders. Recent difficulties in harvesting lumber from the Feywood have reduced the logging industry’s profits, but Subricon’s overall economy is reasonably healthy. An order of lawkeepers known as the Knights of Subricon are charged with the “proactive defense of the city and her holdings”, which is a formal way of saying that they are allowed to interfere in any affair that may affect their homeland. These activities often bring the Knights into conflict with foreign interests, and have made Subricon plenty of enemies over the years. The Knights of Subricon maintain a remote penitentiary called Dyvaldiön, where they incarcerate criminals awaiting trial in Subricon’s tedious justice system.

Sunken City – Deep below the waves of Lake Tympaniss lie the ruins of an ancient metropolis. This Sunken City is believed by some to have been the center of a great civilization of people that fell to corruption and was destroyed by some divine mandate—a cataclysm that split the jungle and dropped the accursed city to the bottom of a newly formed lake. The same rumors suggest that the naga and yuan-ti who dwell throughout the eastern Rainlands are the descendants of survivors from this ancient tragedy, tainted by the deeds of their ancestors. The truth of the matter is unlikely to ever be known for sure, as the murky waters (and the enormous aquatic beasts who now dwell at the bottom) seem keen to hold onto their secrets forever.

Tundra Bluff – The town of Tundra bluff is built on the side of a natural rise of earth overlooking the vast wind-blasted plains beyond. To the west is a sparse alpine forest and some arable land. To the east lies an endless field of nothing, a desolate place known as the Forsworn Wastes. The people of Tundra Bluff are hardy folk, and not terribly inviting to outsiders—but even they have a need for trade goods. Once each year, a guarded caravan makes its way up the long road from Far Cove, and occasionally a merchant ship will follow the coast in this direction. Other than those few visits, however, the people of Tundra Bluff are left to survive on their own. Most of them wouldn’t have it any other way.

Tyranor – The city-state of Tyranor was built on the ruins of an Isprean port after its founders, the very legionnaires who laid waste to that port, secured the rest of the mainland and turned their attention to shipbuilding. In the years that followed, Tyranor built a great host of warships and took its conquest to the seas, but the nation’s supremacy was not to last. Internal power struggles swept through Tyranor’s huge military, and the navy was split into separate factions. The ships of Tyranor eventually turned on one another, and the city was sacked by rogue elements of its own fleet at the height of the chaos that followed. The nation of ambitious conquerors—once unified in its assault on Isprea and bolstered by fell armies out of the Dreadforge—soon collapsed under its own lust for power. Now countless petty warlords rule the land, and the burned-out husk of Tyranor lies forgotten, as dead as the city it consumed.

Warspire – The Warspire was constructed during the occupation of Isprea, symbolically placed over the ruins of a shrine that had been sacred to the conquered people. It is a towering fortress featuring four gates facing the four cardinal directions, with plenty of room within the central courtyard to house and outfit a legion of soldiers. Deep tunnels beneath the tower were used to store food and supplies—enough to withstand a siege of many months. It was meant to serve as the headquarters of the conquering general and his infernal advisors, but the leaders destroyed themselves before they could take up residence here. Since the sundering of the legions, numerous warlords and bandit kings have laid claim to the Warspire, but none have managed to hold this ground for more than a few years. It is whispered that the old gods are enjoying their revenge on the heathens who tore down their shrine, but it’s just as likely that the petty dictators lack the number of loyal troops needed to properly defend all four gates.

Dark Archive

Christopher West wrote:
Arcane Quarter should really be out soon. :)

Thats good news! :)

Now, about that website of yours...

Liberty's Edge

Kinda busy these days, but it's high on my to-do list. :)


I know you are busy and I'm happy about that, as it means more good stuff is on it's way. However, I've just moved my campaign to the Lands of Mystery (because the map ROCKS!) and the info you have put up on this thread is great, I just happen to be planning on using Refuge as a base of operations, and you haven't provided your insights on that particular City/Town (at least to my knowledge).

Could you please, if your schedule permits, expound upon it?

Liberty's Edge

I am very busy, but the reason I haven't posted the writeup of Refuge yet is because of a technical problem. Specifically, I'm having trouble accessing one of my backup DVDs which contains the word document and the maps. I have some options to try and recover it, but haven't had the time to do so.

As I recall, though, Refuge is a port city along a sea channel tormented by powerful storms. It was founded by merchant sailors as a safe harbor for ships trying to navigate the channel. It's protected by a large outcropping of mountain that forms a calm cove on the leeward side. When a storm whips up out of the East, crews don't have much time to reach safety. The luckiest ones can get to Refuge to toast their good fortune; the unlucky ones are rarely heard from again.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Christopher West wrote:
Now, finally, it's about ready for publication, and we're looking ahead to Mercenary Quarter. Arcane Quarter should really be out soon. :)

Man is that great news!!!

I love Liberty!

Dark Archive

Any idea when the latest Map of Mystery is gonna be up on the dreaded WotC site? I'm itchin' for a new map!

Liberty's Edge

A new Map of Mystery will probably go up on WotC's Dungeon site next week. The holidays put me behind schedule, but I'm catching up. :)

Dark Archive

Awesome chris!
Thats the only part of Dungeon worth looking at now.

Dark Archive

Very glad to hear they are keeping you busy!

Christopher West wrote:
Now, finally, it's about ready for publication, and we're looking ahead to Mercenary Quarter. Arcane Quarter should really be out soon. :)

Awesome news, I have the other two and have been looking forward to the city being 'completed.'

Christopher West wrote:
Faenost Arborea – The wild elves of this magical wood tend it with great care, seeking to preserve the rare flora and fauna—relics of a bygone era—that survive here between the ocean and the Forsworn Wastes.

Should I be thinking dinosaur-riding elves here? I know that Eberron already touched on that with dino-riding halflings, but it's still too utterly cool a visual to abandon for that reason...

Liberty's Edge

I was thinking of a simple protected woodland, but your idea is way cooler. :) Two thumbs up.


I was just going over the map for some campaign planning and the reference point 17 on the northern continent indicates there's a map of the Drakebourn Sanctum in Dungeon #144, but that is a misprint, it is actually printed in Dungeon #141.

Of course I may be the only one concerned with that, or it may have been mentioned previously and I'm just oblivious.

Grand Lodge

Anyone have or is there any way to get a PDF or image file of the Foldout Map from issue 150?

I NEEEEEEEEED a copy :)

Ok in essence I WILL NOT ruin the original I have by using it in game :)


Krome wrote:

Anyone have or is there any way to get a PDF or image file of the Foldout Map from issue 150?

I NEEEEEEEEED a copy :)

Ok in essence I WILL NOT ruin the original I have by using it in game :)

I'd love a digital copy myself.

I too was worried about ruining the original, so I had it laminated.

Scarab Sages

Diamond B wrote:

I'd love a digital copy myself.

I too was worried about ruining the original, so I had it laminated.

ditto.

digital Lands of Mystery FTW.

The Exchange

So I come, checking every week in the hopes of something. Some little tidbit of information, a morsel, a scrap. Lo though, nothing. It's been over a month and no news. Oh Mr. West, what is the word on the Lands of Mystery?

Grand Lodge

yeah, ditto... this forum really exists only as a place for us to learn about the Lands of Mystery... all else is just fluff... LoM is the Meat and Potatoes!

Grand Lodge

Ok a question for Chris,

I noticed that the new awesome and amazing DDI Dungeon has had ONE Lands of Mystery Map in 6 months. Can you tell us anything about the status of LoM? Will it really continue? When can we expect to see more maps? Are you developing maps elsewhere? And if so, where? WHo are the companies hiring you, so I can support their (and most importantly YOUR) products?

I am having serious withdrawals here... please toss us a bone.


Is there ever going to be a downloadable version of that Lands of Mystery map? It was so sweet but I don't want to muck up the only copy I have with my additions.

Liberty's Edge

Hi folks! Sorry for my absence lately; I've been very busy and didn't have much to report, in any case.

Maps of Mystery news: WotC has two new Maps of Mystery from me that haven't been posted yet. I got quite a bit behind on them originally and was responsible for the long delay in new MoMs, but I'm surprised they haven't gone up yet.

They're a pair of maps, thematically related, that connect to form one bigger map, similar to what I was doing in the print version of Dungeon. I've been asked several times to do a Dragon Graveyard map, and I think those looking for such a map will be quite pleased by these. :)

Lands of Mystery news: I tested the disk (on which I had archived the maps and text) with my new computer and have managed to recover the original files! I'm still not sure when I'll get around to providing those in a polished form, but it has become a viable undertaking once more! :)

Thanks for your patience and continued interest, folks! I haven't forgotten about this.


Yay!


Great news!

Whenever I see your work, I get the same sense of wonder as my first D&D game when the dungeon map began to be drawn.
I want to know what's around the next corner.


My hope burns! Hot! Yeouch!

But it's worth it, because I hope for a Land of Mystery pdf!

The Exchange RPG Superstar 2010 Top 16

Christopher West wrote:

Lands of Mystery news: I'm still not sure when I'll get around to providing those in a polished form, but it has become a viable undertaking once more! :)

Thanks for your patience and continued interest, folks! I haven't forgotten about this.

Just a bump here, Chris, to let you know that we're still interested.

For what it's worth, I decided on a scale of the Lands of Mystery map, and put it on a world a trifle larger than the moon.

I've sketched out two-and-a-half campaigns on the world. Some of the specific Maps of Mystery tie in to those campaigns, and some are just sitting around, causing mischief or laying fallow in case adventurers just want to, y'know, pick up some lamp oil and a 10-foot pole and go dungeon exploring.

I'm waiting for your Gazetteer so that I can incorporate that information before inviting friends to come roll up characters.

by the way, how do you pronounce "Dyvaldiön"?

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Chris Mortika wrote:
Just a bump here, Chris, to let you know that we're still interested.

...very interested!!!

Other good news for Mr West Fans: Arcane Quarter: A City Quarters Sourcebook has been released as a PDF. I assume a print version will be available soon! Liberty City is a beautiful place...

Liberty's Edge

Chris Mortika wrote:
by the way, how do you pronounce "Dyvaldiön"?

I'm honestly not sure if this matches the accent mark or any realistic intepretation, but in my head I pronounce it something like "Divv-AHL-dee-own".

Glad to hear there's still interest in this! I'm still looking for time and an effective form in which to make this gazetteer available, but I'm determined to make it happen.

Regarding Arcane Quarter: it has been a long time since I completed those maps, so I had to go back and look at them again now that the PDF is available. I had forgotten how cool some of those locations were! Magic places are fun to map. :) Thanks for mentioning it, DitheringFool!

----------

Anyway, since the gazetteer is temporarily on a back burner, here's a few location entries I haven't posted before:

Base Camp – Some of the earliest expeditions to the mist-shrouded mountains of the deep Rainlands used the headwaters of a tributary to Lake Tympaniss as their common “base camp”. It wasn’t long before these explorers discovered valuable mineral deposits, and Base Camp quickly became a destination of its own, drawing in all manner of prospectors and profiteers from faraway lands.

Blacksand Desert – The coarse, cutting sands of this region make it one of the most perilous places in the world. Flecks of obsidian and pumice give the sands their name, and the frequent storms that send the sand aloft can flay unprotected flesh from the bone in mere moments. A greater threat to lost travelers, though, is the oppressive heat generated when bright sunlight beams down on the black terrain.

Darkmaiden’s Dance* - She doesn’t look all that unusual, but this three-masted blackwood merchant caravel is a traveling wonder of divine providence. The lateen-sailed ship has been blessed with extraordinary powers of transportation by a goddess of the night. Whenever a moon in the sky wanes dark, the Darkmaiden relocates this ship and all those aboard to a different part of the world (some of the crew even claim to have been taken to other worlds) where her captain can find business. As a result, the Dance is often loaded with truly exotic cargo waiting to be traded for local goods that will be just as exotic to some other buyer in a faraway land. Several brave but reckless adventurers serve as the ship’s first line of defense and take up odd jobs wherever she goes; some say that their heroics are the reason for the Darkmaiden’s special interest in this vessel.

Last Stand – When the Dreadforge was born in the heart of what was once a fertile and prosperous land, and war ravaged the great civilization of Isprea, the people of those places did not go quietly. It was a time of heroic battle and great sacrifice of which bards still sing today, but victory ultimately went to the villains. The Isprean kingdom was lost, and the free people who survived the turmoil eventually scattered to faraway realms. Their remaining military forces, however, banded together and eventually fell back to one remaining island stronghold. They resolved to make their final stand on the last bit of Isprean territory they had left--but their end never came. Fell armies from the Dreadforge and naval legionnaires out of newly-formed Tyranor laid siege to the island for months, but they could not push the Ispreans off of their rock. The mere hundreds of remaining Isprean soldiers defied thousands of mighty enemies, and eventually those enemies broke ranks and fought amongst themselves, leaving the people of Last Stand to their fate. Ages have passed, and the descendants of those soldiers still live here, vigilant and free. Not even they know how their ancestors survived the siege, but they remain a proud and defiant people nonetheless.

Shriven – It is said that this forsaken town is somehow connected to the events that gave the Demon Coast its name, but anyone who knows for sure isn’t willing to speak of it. In any case, this place does seem to have an abundance of tieflings, half-fiends, and other beings of questionable origin, many of which seem determined to live here in peace in spite of the general lawlessness of the area. It is a destination of choice for missionaries of the Solajrin Theopolis, and survives on the commerce and supplies that those well-intentioned patrons bring with them.

Smoke Rift – When the Dreadforge broke the land of Isprea and the Blistering Height was born, the tectonic plates were shattered in a circular formation around the epicenter. The outermost fault line filled with ocean water on most sides, but the southern expanse remains slightly above sea level. This region is now known as the Smoke Rift, for geysers and vents of sulfur fill the sky over this marshland with a noxious fume that persists year round.

The Exchange

I need more!

I know that you are incredibly busy with other projects, but more, I need more!

Scarab Sages

i was just thinking about the lands of mystery and using it to place the Razor Coast (Sinister Indulgences)...have to go and check the map for a good place...


hey... 4e is out... good time for a .jpg or something for a new campaign map

Grand Lodge

Haven't heard much on progress with LoM. And I am having Chris West awesome maps withdrawal. Anyone know where to find some of his newer maps?

must have more maps!

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