While I very well could regret this I have an Idea to pass the time

while I very well could regret this I have an Idea to pass the time.

just generated this world and I want people to take one of the named locations and write some lore about it. no rules about only dubs or posts ending in 7 or anything like that counting; I just want to see the mess that ends up being created.

Don't know what I'll do with it but it seems fun.

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Glyphwood Forest

Outwardly this forest is like any other, appearing to consist of deciduous trees and appropriate native wildlife. However, its name hints at a greater importance. Those of scholarly or arcane inclination know that within the forest grow a type of tree whose wood is especially receptive to efforts to enchant it and all life in the forest has, as a result, developed slight magic properties (Bears with barkskin, rabbits with longstrider, etc.) Stories of strange happenings in the forest are common in nearby towns and cities including rumors of a protector that wields nature itself against those who attempt to control the forest, meaning it is a piece of land not claimed by any major power (I would stat out a nice powerful druid for this)

Alright. That's a starting point at least.

The Sovereign City of Tyhill is your typical low level human city on the coast where the PCs start. Thunder Mountain is the gateway to the celestial realm of the Storm God. It's besieged by the Demon Empress and her army of evil spirits. The cities of Nypont and Tumunzar have a religious crusade to try to defeat her and stem the tide of her demon army. Nypont provides soldier, mercenaries, and adventurers, while Tumunzar hosts academies and laboratories for wizards, warlocks, and sorcerers.

The mountain dwarves of Gabulnulb were exiled long ago from the Thunder Mountains and set up a new city of Huco to trade with the humans. Their old capitol city was taken over by Abirson the Traitor, a powerful duergar warlord in league with the Demon Empress.

>OK guys importantly in my setting is that there is a SEXY Demon Empress who rules over the world from her mountain fortress...

The Dark Prison of Ages was constructed during the first Great Northern Crusade against the forces of the Abyss. Though evil still lingers in these lands, a team of adventurers was able to partially close the gate allowing demons to crawl into our world.

However, the gate could never close all the way, and particularly powerful or persistent demons are still able to come through when the astrology bears a bad omen. So the Dark Prison was constructed to be a fortress against evil. However, while most fortresses are built to keep invaders out, this fortress was built to keep invaders in: a maze of traps, magical wards and guardian beasts, an inverted tower stretching deep into the Earth.

It served as the headquarters for the Dark Watch until, on a particularly ill-fated blood moon, the wards on the gate broke, and demons overran the lower levels. Though the Dark watch still control the upper levels, the war is more or less lost, and their forces have been making a fighting retreat up the floors for the past years, stalling the enemy as much as possible while their emissaries beg the kings of the south for aid.

Caer Annædnror is a once magnificent dwarven castle which has been worn over a millennium of fighting the demon hordes. It is now inhabited by the Storm Swords. A coalition of races in a small(50-100 veterans) fighting contingency now lieing as the first line of defense of Nypont and Tumunzar from the evils that lie in the mountains.

The Thunder Mountains

A collection of mountains raised in the age of gods during a battle between the god of the earth and the god of the sky so that the god of the earth could strike his foe (Or so the myth goes)

The highest peaks of the thunder mountains are the nesting sight of Thunderbirds, they bring death by lightning to anyone who threatens their lands, not even the demon empress dares to brave the highest peak

No one actually knows why Caer Glaibhe was constructed, nor even when or by whom, as there is no mention of a threat ever appearing from the uncharted northlands in any of the worlds historical records, nor are there even any myths or legends associated with it.

Nether the less, a token force of watchmen is sent there from Gebury to look over the empty waste, just in case the reason becomes apparent in the future.

The great western jungles once stretched from the coasts of Carda all the way to the Trollmoore river. But a industrious race of kobolds started building massive fortresses, clearcutting timber and polluting the rivers with effluent. Now a great wasteland is all that is left, watched over by Illfang the Cruel and his army of kobolds. The serpents and jungle creatures now fight each other for their own territory in what's left of the Jungle, while the traders from Carda maintain a bazaar for traders and adventurers to set out into the wilderness.

The Auld Wold
Sometimes called the First Wood or Faewoo, the Auld Wold borders closely on the real of the fae.

There are scant few settlements in the region, and those that are have a healthy fear of Fae beasts. While nominally under the control of the empire, the region is thoroughly in the grasp of the Queen of Flowers though skirmishes with the Queen of Bees are common.

Desperate men and women sometimes make journeys to the region, hoping to somehow obtain a Fae bargain they don't regret.

Because of its nature, most of the world's Fae Touched can draw thier origins back to the region.

The grim northmen of the Silver Heath make a living hunting caribou and defending themselves against the howling wolves who descend from the Werewood Forest. A trade network between Gebury, Elcot, and Llynne could always use a few adventurers to act as bodyguards while traveling.

Caer Ladire is a dwarven fortress built within the Melted Mountain. When the great red wyrm Suuha discovered that a dwarven thief had stolen just a single magic ring from her hoard, she burnt down everything she saw, leaving behind the wastes known as the Desolation of Suuha; then scorched the mountains of the dwarves until the surface ran red with molten stone.

However, try as she might, she couldn't rouse the dwarves from their impenetrable vault; and spent all her fury. She still lies, in the heart of Dragon's Vale, plotting to restore her stolen treasure.

Just what was the nature of the ring, is a matter of tales and rumors. Though perhaps the most-told rumor, is that it contains the soul of a dwarven king she fell in love with centuries ago.

Werewood Forest

For countless generations nobles, royalty and secret societies have used this place as a dumping grounds for their disfigured newborns, failed human experiments and the worst dregs of their respective circles. No nation officially claims these woods as their territory, but all major ones have an unwritten agreement to use it for... unethical or amoral purposes and, of course, keep it a secret. At great cost, if necessary.

The woods are anarchy incarnate, with only the plant-life remaining a constant factor. All of the creatures inhabiting these woods are in some part human. Packs of savage werewolves only scratching the surface of the horrors one may find in the depths. Harpy-like beasts terrorize the skies, while mole- and troll-men infest the very soil. The few bodies of water that are not toxic or poison dumps breed terrifying mermen, which pale in comparison to a monster of an octopus - each tentacle is a torso with a varying number of arms, sometimes legs, but no heads, their skin a sticky and gooey mess with sharp talons for fingers.

These are only some of the deviations of man that the Werewood Forest holds. Entering without an entourage of guards and medicine men is tantamount to suicide. And even then there is no telling if the air hasn't been infected with a new virus, or what diseases the insects harbor from the constantly changing and mutating flesh vessels.

Why doest it look like North America

Shield River

Ah, this river is where legends are told. Here is where William The Great had valiantly defeated not one, but TWO dragons before perishing from his wounds. Some say the soul of this heroic knight still walks this land but only in the full moon can such spectators view his wandering spirit. We have honored this fallen hero by erecting a large statue in his name by where he was slain to inspire those with the vast courage of William The Great.

The Desolation of Amunal is a marsh, so named after a black dragon known as Amunal choked the life out of the area, even now the area runs with brackish, acidic sludge. This makes it the perfect barrier for the clan of bandits that inhabit Parre Stronghold, a bastion constructed to celebrate the defeat of the Amunal.

After "the War of the 2 Sovereigns" the "Nichye Keep" was little used. Largely abandoned the fortress became a hideout for various lesser bandits and highwaymen until 5 years ago when travelers began to tell of a mysterious Blue Wizard named "Yaaal" driving out the latest band of marauders from the keep.

Travelers in the area began to disappear only to return bearing a blue teardrop mark and saying that they now owed "a debt of servitude" to the the Blue Wizard "Yaaal". When pressed they would say that it was the only way to escape "the gauntlet" an enormous maze of: illusions, glamers, golems, and magical traps that they had been lured into. "the gauntlet" surrounds the "Nichye Keep" and the illusionary paths that start it begin in the "Glyphwood Forrest". Once a person accidentally starts down one of the illusionary paths they become hopelessly lost in the maze and unable to retreat or exit and any movements only leads further into "the gauntlet" under the watchful eye of the Blue Wizard.

What "Yaaal" intends to do with these men is not clear, but none of them return for very long to their homes before they go out on mysterious errands for their new master. Expeditionary forces have either gotten lost on the illusionary paths in the woods or made their way further into "the gauntlet" to some uncertain fate.

>Desolation of Dugusu and Gusuma
Ancient wars between the Rune Elves and the Red Dragon brood left this desert of scorched, blackened land where nothing grows. Even the elves are gone, leaving only cryptic stelles jutting out of the Moore of the Fallen. Some say that some of their dark-skinned descendants hid themselves beneath the tunnels of Wyfells, but most people who investigate never return, of come back as ravening madmen covered in spider bits and webbing.

In the realm of the succubus empress, tournaments are regularly held. Bloody fights to the death in arenas surrounded with screaming crowds.

The winner of these tournaments, men of unparalleled fitness and brutality, may claim the reward of a night with their god-empress.

Some of these men don't survive the night, but those that do are changed forever.

The Sea of Abdas

The primary naval networks cross the Sea of Abdas. The waters are generally treated as neutral, but the numerous small islands were pirate havens in the early years of exploration. The major nations and kingdoms have mostly eradicated these pirate strongholds and established their own bases and ports, but many more still remain uncharted and safe from the prying eyes of the navies.

The relative shallow waters (compared to the Sea of Menia) mean constant encounters with the waters' life. Most is fished for profit and food and there are quite a few prized species that are hunted for sport and recognition. Some more dangerous specimens attack a vessel or two every year, but the development of cannons and advanced navigation has significantly reduced their threat.

The sea bed lies littered with thousands of ships from the numerous wars and raids. Untold riches await worthy adventurers. And the ever informed network of pirates is almost guaranteed to challenge you for your findings, should you risk it.

Currently three armadas from the fleet-based Empire of Koros The Wicked (a pirate lord, who is said to have set sail nearly four centuries ago and never set foot on land since then) are waging a naval war against any who dare to trespass his domain.

The Bluewyrm Desert cuts starkly into the middle of the snowy pine forests between the Fortress of Helisinda and Peathy Tower. Travelers through this desert find themselves lost in a sweltering sea of sand dunes and mysterious illusions. A great psychic presence demands patronage from any who pass into the realm. The clergy of Helisinda maintain tithes to the desert entity, and the nobles and royalty of Peathy emblazon their heraldry with blue dragon iconography to curry the favor of the mysterious being. Legends of ancient wars with red, green, and black dragons have led to a policy of appeasement toward the blue dragon who inhabits the phantasmal desert.

Celestial Vale: This is a heavenly valley.

Witchmoor Mire

Thick mist bathes the cursed bogs, where gnarled grasping roots drag the unwary traveller to drown in stagnant pools of murky water. The fog reels and writhes like the many serpents that dwell in the shallows. The broken ruins of forgotten fortresses and towns pry above the haze, but always seem to flee from the curious travellers that seek them out. Or perhaps the migrating ruins are luring them further into the Mire. Few return to talk about them and those that do speak only of the hollow halls that whisper in long dead tongues.

Once a realm of green verdant hills and fertile farmlands the people grew rich, but a devastating war with a long forgotten enemy left the lands in ruin and the fields turned to bogs. The remaining locals desperate to turn back the encroaching mists and swamp began to offer human sacrifices to the spirits of the mires to turn back, but succeeded only in giving them a taste for blood. The mists consumed the land and none of its original people remained. Only outcasts and deviants find refuge in this place.

The Sea of Acen is controlled by a particularly unusual kingdom: a floating realm.

Driven from their homelands centuries ago by orks, the Acen royal family and other remnants of this kingdom took to their ships as refugees, sailing from island to island looking for a place to settle. While there were places they would temporarily call home, nowhere proved to be as bounteous as the sea itself. They have developed an exclusively-naval lifestyle, spending their lives rowing, sailing on the seas, fishing, diving, and engaging in diplomacy and trade with aquatic races like merfolk while mostly ignoring the affairs of the mainland. Their only permanent towns, built on islands too small and rocky for agriculture, are little more than lumber camps and shipyards, used for repairs and new constructions, and little else.

In their culture, all captains are essentially kings, who do as they please, though they all owe at least nominal loyalty to the Acen High-King, who can summon them together for war when the realm is threatened.

They look upon themselves as civilized and chivalrous, and do not engage in piracy, but demand a toll from ships passing through their waters, a fee for keeping the sealanes safe.

How did you make this map OP?

At the end of the second era the great order of the 7 Wizards met to decide the fate of "the Great Wheel" an immense and powerful artifact that was found washed ashore from the cobalt sea. Filled with clearly evil magics the artifact could not be destroyed by any magics that they possessed and after long debate it was decided that the White Wizard Kemari and the Grey Wizard Ulfang would guard the "the Great Wheel" and the other 5 Wizards would scour the land to find some lore on where "the Great Wheel" came from and how they could destroy it before it was misused. They were to meet again in 4 years to decide upon what they had learned.

"the Great Wheel" was moved to the Witch Wood Forrest (now known as the Witchmoor Mire) and placed in tower (known as the tower of the Wheel) under the guard of the Grey and White Wizards. Unknown to the other Wizards the dark influence of "the Great Wheel" had already taken hold of the Ulfang and he began to study it and its dark magics in secret.

When the 5 Wizards returned they found the White Wizard Kemari cruelly murdered by Ulfang and the Tower of the Wheel filled with demons and unspeakably evil creatures. Ulfang himself came out to challenge the other Wizards now calling himself "Ulfang the Black" saying that "the Wheel was his now, and no other could claim it. The wheel had shown him his true purpose and None would stand in the way of his destiny." Horrified and unable to treat with Ulfang there was a great magical battle in the Witch Wood the destroyed the tower, Ulfang, and all but one of the order of 7 Wizards (Cleom The Green Wizard). Who tearfully buried the each of the other 6 Wizards in a Great Crypt he had built nearby. With the order now essentially dissolved and with "the Great Wheel" lost somewhere in the blasted landscape of the Witchwood and the ruin of the tower Cleom the Green left to maintain what knowledge was left of the order.

"the Great Wheel" although lost, was not destroyed and its dark magic magic began to poison the the Witch Wood until it became the Witchmoor mire. A poisonous fen filled with death and rotting ruins. Some say the perverted magic has even made its way into the crypts filling them with unholy energy and life. Few dare to venture there now and those that do tell horrifying stories of a dread, undead, Black Wizard who stalks the land searching for "the great Wheel".

donjon.bin.sh/fantasy/world/
Sometimes the server is full and you have to wait a while to generate a map. If you make a few you start seeing some of the same names.

>Haburh and Spiderweb Vale
Though few trade caravans are willing, or even able, to make the dangerous journey to the isolated city of Haburh, those that do so regularly invariably become some of the richest in the land. This is due to the incredible value of the silk harvested from the nearby Spiderweb Vale by the locals, also known as rainbow gossamer, or gods thread. The silk is famed for it illustrious colour, as in sunlight it shines with all colours across the visible spectrum, as well as its incredible strength and fine texture. Rumours are also abound of it's many magical or restorative properties, but few of these are actually confirmed.

Few people not native to Haburh have ever seen the webs spun from this silk in it's natural habitat, as the woods surrounding the vale are highly treacherous and the people of Habruh are unwillingly to guide outsiders to the webs locations. An unsurprising fact given the silk harvest accounts for almost all of their wealth and trade goods. The few that have tell tales
of thousands of tiny jewel-like spiders working in colonies to spin great canvases of webbing across the tree tops, their dazzling threads causing the sunlight to split into beautiful shifting rainbow patterns across the snow dusted ground. It is an awe inspiring sight that all say they will remember till their graves.

The spiders themselves are apparently semi-intelligent creatures, who willingly spin a certain amount of silk into an easily harvested form in certain locations. In return the residents of Haburh tend to the forests and ensuring there is always an ample supply of food for the spiders to collect. How long this relationship has been going, and how it was started in the first place are unknown, but both the people and the spiders have been shown to be surprisingly vicious to ensure it stays the way it is.

Pethey Tower

Past the Poisoned Weald lies Pethey Tower - and the legendary Mages Library deep within.

At first it was simply called the Holy Weald Tower, before the first lord of the Tower, Marik the Deathbranded, unleashed her deadly concoctions and corrupted the Holy Shrine at the center of the weald. She holed up in the now Tower of Marik. She remained there for the rest of her life, conducting arcane research.

The tower remained inaccessible for a century because of the deadly surrounding and numerous magical traps.

Then a wizard named Pethey the Glorious arrived. He vowed to make this tower his own and rule rule over the area. First, he hired hundreds of adventurers and mercenaries, one by one, to reach the tower. Many died, but he cleverly kept it a secret using illusion magic and managed to convince many young men and women to go to their imminent doom. For Pethey's ambition.

Eventually, one group of adventurers managed to traverse the Poisoned Weald and reach the tower alive and placed a rune Pethey had given them. In an instant, Pethey himself appeared and was ecstatic to see the tower in person. It was rather plain, and he made a mental note to rectify this once it has been thoroughly cleared.

After the adventurers had cleared the tower and Pethey had removed all of Marik's traps and seals, he proclaimed himself the lord of the tower and renamed it Pethey Tower.

The top of the tower was redesigned to be a lavish and shining beacon of gauche excess, the treasury room filled with weapons, armor, accessories and artifacts from the poor fools who failed beforehand.

He was also a very studios wizard,, collecting and writing many books and tomes on all matters arcane.

After his death, more wizards inhabited the tower and became its lords, but none have been able to enter the top level. Each has continued the tradition of enriching the tower's library. The current lord Octavia the Witty included.

>The free city of Ceyatatar

A large city located on the island located east of "the dread crypts of ulfang the black" on your map
It's know for it's focus on trade, it's naval power and mostly their expansionistic tendencies
Originally settled as an Elven colony, it was abandoned by it's parent city state after the Elves became broiled in a civil war.
The settlers, who were left to fend for their own, began to sail out, looking for new lands to trade with.
When none could be found, they instead decided to create their own, like their ancestors had done with them.
Their first colony was Bisceyatar. Or New Ceyatatar. The colonists found out that the most prevalent resource on the continental shore near Ceyatatar turned out not be gold, nor wood, but manpower.
Large tribes of humans roamed the lands, always skirmishing with one another.
The Ceyatatari elves exploited this to gain vast amounts of slaves, sold by rivaling tribes to them.
In a few decades Ceyatatar became based around slavery. Slaves were integrated in almost aspect of society. Enslavement however was not hereditary, children of slaves would be considered free citizens of Ceyatatar, albeit of a lower caste than Elven citizens.
However, with the time, the descendants of these human citizens would became as well respected as the Elven citizens, adapting to their culture, going as fat to many of them holding human slaves themselves.
Their history of being a far away colony has led the Ceyatatari to believe that trade and naval strength is the way forward. Their isolation in their early days have made it that the Ceyatatari see themselves superior to others, leading to expansionistic policies
It's currently at war with a city of your choosing OP

after writing this text dump I realized that you wanted something else OP, well fuck me
Still hope you do something with that island OP

>The Forest of Runes.

The wood here is naturally enchanted with various runes, so are highly valued.

However most are Exploding Runes, and will activate when the tree is cut down.

There is now way to tell what rune a tree has before felling it.

Although stories often mention the Demon Empress and the Lich Countess working together, actually they hate each others guts and sometimes sponsor even Good-alighed forces attacking the other.

Reason for their dislike is not known, however.

>Centaur Woods
It's full of centaurs. The people who named it that were very literal that way. The centaurs have another name for it but nobody cares what they think.

Fathomless Sea

A cold and harsh sea, dotted with icebergs, it encompasses the wintering grounds of many whales.
The whalers of this sea however speak with great fear of a huge sea dwelling monster.
From time to time trading ships and whaling ships never come back from their voyage, even on the calmer days.
These disappearances are usually blamed on the Monster of the Fathomless Sea by the locals, while those in power around the sea tend to blame the weather or piracy
The question on who's right still remains unawnsered

> Why The Oceans are the Safest Routes
By Nagral the Onehanded

All the men who look at the world map see the one big landmass and the mighty Thunder Mountains in the middle of it. One could from this think that our world revolves around the Mountains and their blasted dark deamons.

Truth however is far from that: North of the Old Thundies, as we travellers call them, is horrible wilderness and unhabited lands of the Bhyna Wastes and the Dragons Vale, not to mention the Gardens of Demons who not many have returned.

Sure one could try to travel by Speford Stronghold or sail trough the northern lakes but those are uncivilized and dark lands with frequent dangers and almost no roads. Unless you absolutely must go through there you should not attempt it.

Going south is not much better: Yes the many rivers are viable travel routes for small boats but the rivers, marches and forests are haunted and wrong deeds have been done in there in the past. Also I have been hearing suspicious rumours about the new ruler of Nichye Keep..

Therefore one should use a ship and sail the Sea of Menia to the many civilized ports of the trade-worthy races!

God's Tears

A waterfall said to have affinity with spirits and those who feel such deep sorrow and dread they are drawn to dash themselves against the rocks below.

A small city has formed around the outskirts of God's Tears where many religious scholars and occultist and those seeking to end their misery seem to gather. If they didn't throw themselves into the large basin of the waterfall they invaritably wind up living in the city joining it's ranks having left their pasts behind them.

In truth, there is a great spirit of sorrow that dwells within the waterfall for behind the current of water leads to one of the supposed enterances into the afterlife where a god grieves eternally for reasons not yet known.

>Lost City
Surprisingly enough, not actually lost. It was found centuries ago and is mostly inhabited by pirates who raid ships throughout the Fathomless Sea.

>Lost City

Gytthas was a prosperous desert city, located at an important crossroads location. The city quickly grew in size and population as thousands of traders passed through it each year. Sadly, such prosperity often comes at a price. About two hundred years ago, The serpent princes of the desert united their tribes and laid siege to Gytthas. The serpentmen fought fiercely and overcame the city's defenses little by little, forcing the ruling council of nobles to make a desperate pact in order to save their own skins and those of the populace. They made a pact with the Nomad Wizard, a semi-legendary figure who walked the desert lands with mysterious purpose. He agreed to teleport the whole city away in exchange for a bag full of the absurdly precious Taka gems. The wizard tapped into the chaotic energies of the desert lands and, with great effort, managed to translocate the whole city, leaving only a barren crater in its place. Gytthas reappeared thousands of miles away, on extremely cold and wild lands. The new location was unable to sustain the 250k inhabitants, and they were forced to migrate to other places and adapt the desert lifestyle to their new frozen reality. Gytthas was mostly abandoned, its ruins now occupied by feral races and, some say, wailing wraiths who mourn the city's death to this day.

btw OP, what did ypu use to make that map?

Read the thread

The Pirates of the Fanthomless Sea sadly are completely ignorant of the old Gytthas. Yet the increased amounts of witches and necromancers among the pirates have long worried the lords of Caer Commi.

Pretty good stuff so far OP.

>Coral Sea

A beautiful, crystal clear sea, it is home to a civilization of crab men who run great farms of coral and fish. The crab men are of course generally antagonistic towards outsiders, but it is not rare for trade among other races. Devout and studious when it comes to their coral gardens, the crabmen of the coral sea are said to be the spawn of the Seat Titan known as Coraxnosos, or 'Rax" for short. A great lumbering monster the three times the size of a city wall, he hasnt been seen in the coral sea for ages. Yet legends are shared among the Crabmen that "'Rax" will come to his children's time of need.

I'm inclined to agree. The continent itself looks like some horrible hellhole where there are a few scattered strongholds of civilization (no doubt made up of religious zealots protecting some holy land, or stubborn dwarves who would rather die in their holds than abandon them) amid fay wilderness, demon-emperors, trolls and horrible things.

It seems like all good and noble civilizations would mostly stick near the coasts and use sea to trade.

Poisoned Weald (since I touched on it there briefly)

Before Marik the Deathbranded, The Holy Weald was home to a sacred shrine, believed to grant blessings of might and prolonged life to those pure of heart. The surrounding area was proof of its power as everything emanated purity, the wicked felt their strength leave their bodies here.

But then Marik poisoned the shrine, as she was also pure-hearted - pure selfish ambition. She corrupted the shrine and made her home in the tower. The shrine now spread that corruption to the very essence of the land. Plants and animals that did not outright wither and die, adapted and changed to survive the now toxic soil. This was also helped by Marik's own intervention and manipulation through constant experiments.

Pethey did not purify the Shrine, why would he? The Poisoned Weald proved to provide an excellent defense against most interlopers:
the deadly chemicals in the air;
the toxic plants;
the poisonous creatures;
the death carrying insects;
and the very ground seeping away your strength with every step.

Blackmoore River
(also just wanted to illustrate Pethey Tower with my photoshop *skills*)

Blackmoore River is an incredibly fast and dangerous river for any traveler. At most it is 600m wide. It has 3 fairly low waterfalls, but 2 of them land on jagged rocks, while the last hides a cave inhabited by primitive but very pissed-off cavemen. The first half of the river flows through a deep crevice, making it practically inaccessible.

Small villages dot the other half of the river, but no humans live there. For you see, the river water becomes very dark and undrinkable by mortal beings. No, the infection stems from an underwater portal leading to a demonic realm. It is believed the portal is only one way, but no one has really seen it due to the deadly water and the fact it is underwater in a fast current. The villages are demon and demi-human. They are peaceful and self-sufficient, but humans are warned to not go there - some of the demons have... devious... motives. You can find all kinds and sizes of demons here, and if you are on friendly terms, they can offer some incredibly powerful magical teachings and daemonic artifacts - for a price: either your life or some other service, depends on the demon in question.

At the end of the river is a mages outpost, tasked with cleansing the water before it enters the oceans to limit the spread of demon fish. Oh, and the taint, but invasive species are a real problem nowadays.

>
>I'm inclined to agree. The continent itself looks like some horrible hellhole where there are a few scattered strongholds of civilization (no doubt made up of religious zealots protecting some holy land, or stubborn dwarves who would rather die in their holds than abandon them) amid fay wilderness, demon-emperors, trolls and horrible things.
>
>It seems like all good and noble civilizations would mostly stick near the coasts and use sea to trade.

So just like in real life?

Koros the Wicked once tried to take hold of the Sea of Acen, but the fierce resistance by the united force assembled by the Acen High-King made him pause and return to the Sea of Abdas.

Emepror-King Koros the Wicked is wise enough to not threaten the sea lanes of Acen, for he has enough to work with in Abdas and the possibility that they may pose a serious enough danger to his own fleet-based empire.

His Land of Timber and Tinder (as its inhabitants call it) is a massive fleet comprised of thousands of ships of all sizes. Most are equipped for combat and theoretically there is enough manpower to fully man every single cannon, but most settle on the large galleys and caravels. Fish and edible sea plants are the main source of food, surprisingly sophisticated distillation devices allow them to turn the saltwater drinkable. Though they regularly dine on meat, wine and fruit from the trade ships they plunder, before promptly either salvaging them for scrap or adding them to the fleet.

Numerous secret islands serve as docks and rest stops for serious repairs and crew reshuffling respectively. The black market is essentially controlled by Koros' traders, but he cares little for the business of coin, his goals lay somewhere deep in the sea itself.

The three armadas are led by Koros' most trusted and capable lords: Gravespike Thornside, Juliet Mandragora and Silvertoothed Hekaton. Their objective - plunder and reign terror on all who pass through the Sea of Abdas.

Illfang the Cruel claims that he is the last living student of the dreaded Ulfang the Black and is using the fell knowledge learned from his old master to devastate the jungles of the Serpents and to rule over the peninsula. This sadly appears to be true, but how a mere kobold has lived so long has been long debated.

Illfang also claims that his Master is sometimes talking to him about recovering the Great Wheel, but the followers of Cleom the Green think it is unlikely and the Wheel is lost for good.

It is know that the Demon Empress originally came from a small village on the Blackmoore River, yet that village appears no more on any maps and how she rose to become The greatest threat to all civilization is hazy at best.

How was the map generated?

donjon

I had no idea it could generate maps like that. Thanks a ton. This is going to amuse me for awhile.

As say it can take a while if the servers are overloaded, so keep that in mind.

I found that out myself just now, hehe.

I think I'm going to generate away a few dozen times until I get a world that fits (more or less) what my players are currently exploring. Then adapt and fit and we will all explore it.

What few know about the Lich Countess - although she was indeed a noble lady in life - is she wasn't a powerful wizard. It was in fact her husband, the count, who devoted himself to arcane research. So obsessive was he that the running of the estate, the use of the judiciary powers, and politicking all fell upon the Countess, and she grew embittered.

When finally she surprised her husband, at the peak of his achievement, about to initiate his transformation into lichdom, she drank the potion herself and killed her hated husband, absorbing his magical power and becoming a creature of undeath and hate.

>that nameless town next to the Lost City
the Loster City? kek

I only wish that the donjon map generator:

- had more variety in names
- didn't put so many deserts right next to lakes and seas
- had more control over where the land is centered (I'd rather it was in the middle than along the edges of the map)

>Why doest it look like North America
Same reason you think this looks like a face.

Tristar Archipelago, the south island near gritterhold forest, a deadly, cold and mysterious group of islands

Tyhill is most likely the place where the adventurers will start, but during their journey towards their final destination will _always_ pass by the city of Nypont, the City of Quests.

It has been the center of all major adventures and quests from the mists of the First Age forwards, although it was by then only a small village of goat-shepherds. Why it is so important no one is sure of, but many Gods or other primordial beings are often theoried about.

how spooky we talking