I'm starting up a new custom quest pack with my friends. Last time I had 6 regular players, this time it should be as many, with some drop-in players here and there.
Our first game is this Thursday, and I hope to document each of their quests here (with pictures!), because it's fun to keep track of this stuff!
It's going to be loosely sandboxy that is, I don't have all the quests laid out right now. I'm being very impromptu with the lore of the world, so the players feel like they're getting a chance to build it out based on their own imaginations, and they have options on where to go next. Here is the map!
A brief bit of background on each place, based on my preliminary notes. WIP!
Old Wart: An orchish mountain stronghold where raiding parties work with the Beastmen of Shaggoth looting travelers and the villagers of Pyre. When pillaging is scarce, they war with each other. The Orcs keep their spoils deep underground.
Shaggoth: Ancestral mound home of the Beastmen. They dwell in earthen passageways alongside giant wolves, and carve giant totems from the trees of Dankwood Forest. Their shamans partake in the magical mushrooms that grow there, and weave mystical artifacts from the visions they see.
Dankwood Forest: A dark and ancient forest, renowned for its magical creatures and rare herbs, both poisonous and healing. Beneath the woods is said to be a petrified underforest, where the the fruits of the petrified trees and petrified flowers bear precious gemstones.
Pyre: An enterprising frontier town that does brisk trade with the port town of Blighthouse and the capital city of Gormenghast. The townsfolk are often plagued by marauding Orcs and Beastmen from the north, or thieving goblins from the Rust Mines to the west. Travelers from all over end up here. This is where Adventures begin!
Blighthouse: Ever since the nearby mines became too dangerous to work, Blighthouse found other ways to support herself. If a ship refuses to dock and pay a toll for their cargo, the tower makes sure they lose their way, and crash upon the rocks. Salvaged cargo becomes property of Blighthouse! Survivors are held captive at Saltsorrow.
Rust Mines: Captive goblins once toiled in these mines to unearth precious metals under the stern watch of Blighthouse. A violent uprising forced the mines to be abandoned, and now the goblins alone rule the tunnels, fending for themselves scavenging from passing ships, and mining deeper in their salty earth.
Gormenghast: An enormous castle-metropolis that rises up from the plains, nearly dwarfing The Black Treacle Mountains. In the last hours of evening, even Tomefast is eclipsed in its shadow. Building never ceases to make room for its burgeoning populous, while old portions of the city continue to decay. Disease is commonplace.
Tomefast: A citadel of learning and home to the greatest library on the continent. Magic is taught here, as well as potion-mixing, and all manner of magical relics are studied. The best students are sent to further their studies in the enchanted halls of the Amber Lodge. The worst students are sent to serve at Saltsorrow.
The Amber Lodge: Deep in the Torchweed Forest, the Amber Lodge is a place apart from time and space. At the center of its labyrinthine halls stands a vast shard of amber. Sealed inside is an enormous, unearthly insect. The wise stewards here revere the insect as a symbol of metamorphosis, and impart great knowledge to those willing to learn.
Saltsorrow: This island once produced the finest wines in the world. According to legend, the vineyard masters tricked sea giants into building a vast wine cellar by promising them their weight in wine. After completion, the masters refused payment, and the giants flooded the island with tears. Nothing grows here now, and the cellar serves as a prison.
I'll get to the next ones soon, gotta leave a bit of mystery