Deep in a radioactive blue jungle lies the oldest standing empire in the world. It exists in a constant state of decay and decadence. Some say it survives because, not in spite, of its rampant political backstabbing and moral decrepitude.
Elves are magical, mischievous, charming, and deeply untrustworthy. Elves love fine food, spirits, clothes, and weapons, but hate work. The empire's greatest artisans, like its snail shell carvers, are pitied more than admired; they have mastered their craft so others don't have to.
The two finest military traditions are the acid knights and the raptor knights. Elves ride dinosaurs, did I neglect to mention that? The oldest magic schools in the world are in the capital, Five Leaves. The most prestigious accept only elves, but others attract students the world over. Elves have enslaved the lowly crab men and treat the lizard men (who held an empire in the same jungle ages ago) as second-class citizens. Slug men are highly valued as bureaucrats and functionaries.
These are the tables I use to run this region of my campaign setting. I fill in any gaps with Yoon-Suin and Cobalt Reach. I hope to make this a sorta-kinda weekly or semiweekly thing until I've finished up the tables for the other 11 regions I've got out there. Enjoy.
Encounters by Terrain Type (d100)
Roll once per day of travel, more if you want. Re-roll after rolling weather events. Rolling over the highest number listed means no encounter.
Treasure/Search the Body (d100)
(Switch up the ones not in bold every so often if you want.)
NPCs (d20)
- hunter
- fisher
- sailor
- crab man slave
- distiller/vintner
- slug man bureaucrat
- lizard man
- musician
- thief
- priest
- dinosaur trainer
- merchant
- wizard
- shell carver
- acid knight
- raptor knight
- concord of the moon
- wizard-guru
- Tymora cultist
- imperial family
Wilderness Locations (d10)
- lake
- wind-sculpted rock
- sulfur pools
- tall grass
- bismuth outcropping
- hot springs
- natural fission reactor
- tentacle grass
- lone castle
- wizard tower
Settlement Locations (d10)
- seafood shop
- observatory
- bazaar
- brothel
- tea house
- opium den
- fighting pits
- exotic gardens
- dinosaur training pens
- magic school
Dungeons (d8 or place around your map)
- mountain fortress of Ferox the Incinerator
- acid knight citadel
- caves of the raptor knights
- step well home to a great and terrible oracle
- den of the tyrannosaur Old One Eye
- ruins of a long-abandoned elf city (Old City from Yoon-Suin)
- The New School for Magick, oldest magic college in the empire
- Lyches Scar, wasteland of a supposedly long-defeated necromancer
Events (d10)
- Merchants with strange appetites from the Southern Isles arrive to negotiate opium and tea trade.
- Assassins of the Concord of the Moon plot the demise of important citizens unfaithful to Mystra.
- The grande dame of a noble house, barely holding her bitterly divided family together, finally dies.
- The empress's favorite fool is discovered tossed down a well with the note, "Thus drowns wisdom," pinned to the body.
- Heavily armed collectors enforce a snails tax: d100 gp for each snail shell possessed.
- Raiders from the Goblin Wood steal elf babies to further their race.
- A traveling entertainer troupe and menagerie arrives in the city, while reports of nightly murders begin.
- A magic school hosts a debate between two famous wizard-gurus. Tension mounts between partisans of each.
- Feast day of a saint of Mystra, complete with dinosaur jousts.
- The acid knights announce a crusade against the orc barbarians to the east and will pay for advance scouts.
Customs (d8 or choose for particular locations)
- Beggars are highly regarded, always shown deference on the street and frequently sought for counsel.
- All business of note is conducted in the tea houses and opium dens, so those who do not partake are excluded from power.
- Exotic botany is almost a sport for the aristocracy. Collectors will go to any length for rare and unusual specimens from parts unknown.
- Elves constantly try to trick and cheat one another as a matter of course. Complaining about this is extremely bad form.
- The moon is considered beautiful and holy, the sun garish and vulgar. Religious ceremonies are held only at night.
- None but the local nobility is permitted to carry weapons in public.
- Babies must be marked with a crescent moon in pig's blood on the forehead nightly, or be stolen by goblins.
- Flailsnails are both worshipped and feared for their ability to reflect spells cast on them. It is forbidden to kill one, but their shells make powerful, magic-defying armor.
Next up: the Great Goblin Wood.
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