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Old Jun 12th, 2012, 06:08 PM
drakesylvan drakesylvan is offline
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The Caves of the Shiny Knob

The Shiny Knob Caves

Tunnel 1
(1) Kobold Barracks Red
(2) Kobold Barracks Green
(3) Main Entrance
(4) Ant Farms
(5) Pig Farms
(6) Weasel Pens
(7) Lizard Warrens

Tunnel 2
(8) Kobold Barracks White
(9) Temple of Lamashtu
(10) Entrance to the Gold Mines

Tunnel 3
(11) Shrine of Apasu
(12) Shiny Stuff Shop
(13) Order of the Shiny Fist

Tunnel 4
(14) Temple of Dahak
(15) Trade Cavern
(16) Kobold Warrens Gold
(17) Entrance to the Dwarven Mines

Tunnel 5
(18) Chief's Cave
(19) Order of the Pointy Blue Hat
(20) Deekin's Place
(21) Cave of the Dragon

Tunnel 6
(22) Temple of Tiamat
(23) Entrance into the Underdark
(24) Kobold Warrens Silver
(25) Entrance to the Silver Mines
(26) Silver Song Tavern

Tunnel 7
(27) Kobold Barracks Black
(28) Mushroom Farms
(29) Entrance to Myceloid Caves
(30) Kobold Warrens Copper
(31) Flooded Tunnels (Exit to the Ocean)

Surrounding Lands
The Black Swamp
Hotoil Bluffs
Rayn Forest (Smelly Trees)
New Haven Village
Temple of Tortus
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Last edited by drakesylvan; Jun 13th, 2012 at 07:34 PM.
  #2  
Old Jun 12th, 2012, 06:10 PM
drakesylvan drakesylvan is offline
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The Shiny Knob Clan

Your World
The inner workings of large kobold cities, such as the Shiny Knob Clan, are structured very similar to that of a typical metropolitan human city. The overall lawful nature of kobolds makes them very efficient at organizing and maintaining order in their tunnel empires. Being a kobold, you might ask, “What can I do in the kobold city? Where can I go?” The answer is similar to that of any other humanoid city in the Inner Sea region.

The Shiny Knob Clan
Alignment: LE
Population: 20,702 (97% kobolds, 1% goblins, 2% other)
Government: Elected Monarchy (Clan Chief)
Location: Inner Sea-Cheliax (Subterranean)
Exports: Gold, Silver, and misc trade goods.

The Shiny Knob is a moderately sized kobold clan, which boasts over thirty seven different family lines. The stronghold, below the Hotoil Bluffs in Cheliax, is a vast network of natural and artificial tunnels going deep into the earth, and even connecting at some points to the underdark. While the clan does quite a bit of free trade with other races, the majority of the clan city is obviously kobold. The kobolds rarely enjoy the presence of other races, save dragons, and not many creatures can put up with the constant ridicule from “kobold superiority.”

Shiny Knob City is divided into seven main tunnels which ascend and decend at certain points into the earth. Several sub tunnels; connecting to the main tunnels, lead to a variety of underground locations from the kobold mines to the lair of a reclusive red dragon called Zerul'laxx. The kobolds are said to be indirectly controlled by Zerul'laxx but there is no definitive proof that this connection exists, other than the monthly bounty the kobolds give the dragon as tribute and protection.

Each area of the kobold patrolled tunnels has been mapped and numbered by the clan to help lost wyrms find their way around. At every intersection and tunnel opening a letter and series of numbers is painted on the walls.

Places to Go
There are many places of interest in Clan Shiny Knob. There is even more than is listed here, but these places are the most commonly visited in the tunnels. Areas on this list are numbered and correspond to the same number on the over head map. While the main tunnels all intersect each other in the Trade Cavern, there are many other ways to travel to other main tunnel branches from smaller side tunnels and even rope elevator shafts. Most of the hallways are patrolled by the Golden Scales, a unit of the kobold military that polices the tunnels as a city watch member would in any other humanoid city.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:31 PM.
  #3  
Old Jun 12th, 2012, 06:14 PM
drakesylvan drakesylvan is offline
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Tunnel 1

Tunnel 1

(1) Kobold Barracks Red (80 x 80 x 20ft high stone worked room)

This large chamber is filled with pits of straw made into beds in nearly every part of the floor. There is a slight smell of kobold B.O. Here, but the room appears to be relatively clean otherwise. Along the walls are various weapon racks and armor stands that hold a variety of implements of war. At any one given time, there can be as many as 1,000 kobolds in this barracks.


(2) Kobold Barracks Green (50 x 50 x 10ft high stone worked room)

This large chamber is filled with pits of straw made into beds in nearly every part of the floor. There is a slight smell of kobold B.O. Here, but the room appears to be relatively clean otherwise. Along the walls are various weapon racks and armor stands that hold a variety of implements of war. At any one given time, there can be as many as 800 kobolds in this barracks.


(3) Main Entrance (25 x 15ft high worked stone opening)

This normally 20ft opening into the Black Swamp has been barricaded with rocks and wood making it a mere 5ft wide. There are several wooden braces that hold loose rocks up on the ceiling and several arrow slits can be seen built into the walls. Every few slips you can see eyes peering back at you through the holes. A series of ropes extend down back into the tunnel are attached to bells at 20 foot intervals. At any given time, there are as many as 20 kobolds here guarding the main entrance.


(4) Ant Farms (200 x 350 x 10ft high worked and naturally made Tunnels)

This vast network of giant ant tunnels extends back for hundreds of feet in all directions. The ants appear to be tended by skilled kobold keepers that are dropping off food and materials for the ants to use in their colony. There are as many as 250 giant ants in the tunnels with considerably more numbers of eggs and young.

Items: PC's can purchase Giant Ant mounts here from the farmers, or in the trade cavern.


(5) Pig Farms (50 x 60ft x 10-30ft high natural cavern)

Not far down the tunnel from the ant tunnels is a large natural chamber, with an underground river flowing through it on the west wall. Large pens made of wood and stone have been constructed in this chamber to house several hundred squealing boars. Dozens of kobold farmers work night and day to tend the pigs, make sure they are fed, and haul them off for sale and slaughter. The smell of this chamber definitely gives it away as a place of livestock.

Items: Boars can be purchased here or in the trade district.


(6) Weasel Pens (25 x 80 x 10ft high stone worked room)

This long chamber is set with pens holding all sizes of weasels on each side of a five foot walkway. The smell here is musky and pungent to say the least. While the pig pens are filled with the stick of pig crap, this room is filled with the stink of weasel musk. Several dozen kobolds work tirelessly to keep the weasels happy.

Items: Weasels can be purchased here, or in the trade cavern.


(7) Lizard Warrens (100 x 90ft x 10-20ft high natural tunnels)

The kobolds don't like fencing up scalykind creatures very much, so they let their lizard friends run around in their own area of the tunnels free range. The lizard warrens are a series of naturally cut tunnels that extend back for over a hundred ft from the main branch. There are several entrances to the lizard warrens and it appears that the creatures come and go as they please. They seem to patrol the kobold lair in search of rodents and other pesky vermin to eat and take back to feed to their young. A few dedicated kobolds stand watch here, making sure that their scaly friends want for nothing.

Items: Lizards can be purchased here, or in the trade cavern

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Last edited by drakesylvan; Jun 12th, 2012 at 06:31 PM.
  #4  
Old Jun 12th, 2012, 06:15 PM
drakesylvan drakesylvan is offline
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Tunnel 2

Tunnel 2

(8) Kobold Barracks White (40 x 60 x 15ft high worked stone chamber)

This large room is set with small sized beds and looks better kept than the barracks in tunnel 1. The kobolds here appear to be of higher rank and the weapons and armor displayed on the walls are of a higher quality and selection. This room houses up to 350 kobolds of various middle painted ranks.


(9) Temple of Lamashtu (50 x 80, 40 x 20, 20 x 10, 10 x 10 x 10-15ft high worked stone temple)

This series of rooms is dedicated to the goddess of monsters. Being one of the main deities worshiped by the kobolds, a lot of work and craftsmanship has gone into the building of these rooms. A large entrance anti-chamber gives way to a huge worship hall and several smaller other temple chambers to the rear. There are at least four 1st level clerics, 2 3rd level clerics, and 1 5th level cleric here at all times. There are also a number of kobold guards that patrol the hallways to make sure no one is stealing from the coffers.

Items: Divine Spell casting, Potions, and Scrolls can be purchased here of up to 5th caster level. Spells requiring higher than 5th level caster must petition the high priest 9th level Cleric Zob'ret Fizzle for other temple services.


(10) Entrance to the Gold Mines (NA x NA x 5-30ft high natural and worked stone tunnels)

While mining for gold goes on in almost all areas of the Shiny Knob Clan, this is the main entrance into the vast network of gold mines that snake their way through the city. Several hundred kobolds work here daily taking turns with two shifts that alternate every other day. There are a number of Golden Scale guards that stand outside of the mine entrance and patrol the mines themselves.

Items: large amounts of mining equipment can be found here, littering the floors and on tables and racks throughout the mines. There is no cost for these items, but each kobold is searched for signs of stealing gold from the mines without authority as they leave. The punishment for stealing minerals in the city is death.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:32 PM.
  #5  
Old Jun 12th, 2012, 06:18 PM
drakesylvan drakesylvan is offline
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Tunnel 3

Tunnel 3

(11) Shrine of Apasu

This small shrine is built into a tunnel wall. It has a tiny box to set aside tithe and a single acolyte manning the few steps up to an altar with the dragon god as a statue carved into the rock face.

Items: There are only a hand full of healing potions sold here by the acolyte who is only a 3rd level caster.


(12) Shiny Stuff Shop

This General shop doesn't stand out very much from the rest, but it is known to you because your friend, Tessera runs it. You have grown up with her and watched her do the same. She owns this small out of the way store which offers all general goods, simple weapons, light armors, and a few small magical items to you at a discount.

Items: All general, simple weapons, light armors, and various magical items, Mechanical traps, and jewelry can be found here. All items sold here are at a 10% discount from Tessera.

Tessera Silic
Race: Gray Scale
Class: Expert 2/Rogue 1
Str 10, Dex 18, Con 10, Int 12, Wis 10, Cha 14
Skills: Perception +6, Sense Motive +6, Diplomacy +8, Bluff +8, Appraise +7, Acrobatics +10, Knowledge Local +7, Disable Device +10, Sleight of Hand +6, Craft (Trap-Making) +8, Profession (Merchant) +6


(13) Order of the Shiny Fist (100 x 80 x 20ft high worked stone temple)

This large temple is completely devoted to the Shiny Fist Order of monks. This powerful order of martial artists has over 200 members and has been said to be the founder of White Dragon Kung Fu. The temple is divided into several rooms with a large cave garden in the center.

Items: Cave vegetables, scribing items, and standard monk equipment can be purchased here for normal book price. Members of the order have a 10% discount on all items purchased at the temple.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:32 PM.
  #6  
Old Jun 12th, 2012, 06:21 PM
drakesylvan drakesylvan is offline
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Tunnel 4

Tunnel 4

(14) Temple of Dahak
(50 x 50 x 30ft high natural cavern)

This natural cavern was once used for storage, but now serves as the temporary temple of the Church of Dahak. In a dramatic twist of irony, the old temple of Dahak was recently crushed by a cave in, and many of its acolytes and treasures were lost in the collapse. Large boxes have been arranged toward a table which now serves as the main alter to the bringer of destruction. Behind the table is a deep pit which extends down past your vision into a deep darkness. The priests use the pit to dump the corpses of their sacrifices after their ceremonies are complete. There are at least 10 acolytes to Dahak here at all times, and the high scale priest is here for at least eight hours out of each day.

Items: Divine scrolls of 3rd level caster or less. The temple has little in the way of resources since their old temple had most of their treasury.


(15) Trade Cavern (250 x 200 x 30ft high natural cavern)

This large natural cavern serves as the main junction for all seven tunnels in the city. The kobolds have set up a massive trade center here with items from the completely mundane to the quite exotic. Strangely enough, you see many different races trading here, many of which found their way from the underdark.

Items: Any item in the books or campaign materials, that is mundane, can be purchased here. Players can purchase magic items at book cost up to their hitdice in caster level without need of DM approval (As long as it is posted to their character thread as a secret post for me to see.) Special items will require DM approval and role-playing to acquire.


(16) Kobold Warrens (Gold) (400 x 80 x 40ft high worked stone apartments)

This higher class residential area houses several thousand kobolds in their own private homes built into the walls on either side of this long tunnel. Ladders, walkways, and rope elevators line the apartments giving service to doors painted with all manner of florescent colors. On the ground level, at standing intervals, are dozens of food and service vendor that cater to the higher class kobolds that live in these warrens. Several Golden Scale guards patrol this area with a frequent presence.

Items: there are all manner of different food vendors here that serve a wide variety of kobold cuisine.


(17) Entrance to the Dwarven Mines (10 x 10ft high natural opening)

This opening seems like any other in the tunnels, but it is guarded by at least 20 kobolds at any given time. The dwarves of the nearby village of Newhaven have broken through one of the kobold walls, and the fighting began here several months ago. Each side doesn’t seem to be getting any footing as both the kobolds and the dwarves have dug in with a considerable number of barricades and soldiers.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:33 PM.
  #7  
Old Jun 12th, 2012, 06:22 PM
drakesylvan drakesylvan is offline
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Tunnel 5


Tunnel 5


(18) The Chief’s Cave (Unknown Dimensions worked stone and magical structure)

This unique home was built over a thousand years ago by some of the first clan chief’s of the Shiny Knob. The outside of the home looks the same, a 5ft tall wooden door built into a wall with a few mushroom pots sitting outside. The inside, on the other hand, is an entirely different story. While the entire physical space into the mansion takes up only around 10ft, the extra dimensional space is said to be linked to its own demi-plane. The link allows the mansion to generate an almost infinite amount of room, which changes at the whim of the house itself. While the chief has some power to influence how the house looks on the inside, the house itself is the one with the true power. The intelligent magical home can hear and see everything that goes on in and around it, and can react to the requests of creatures it thinks are deserving of its attention.


(19) Order of the Pointy Blue Wizard Hat
(Unknown size inverse wizard’s tower)

This unique structure is built right into the cave floor and extends downward as a wizard tower would upward. No one is certain how large the tower actually is, even those arcane users who have been in the building for years find rooms they have never seen before popping up as they open doors they have always gone through before. The wizards of the pointy hat have existed longer than the Shiny Knob Clan has. The order exists in several other humanoid cities around the world. It is relatively secretive about its workings, but is still known to help governments openly during times of war and strife. The kobolds and few other dragonkin who inhabit this tower have been aiding the Shiny Knob fight against the gnomes and dwarves of Newhaven since shortly after the war started. There are at least 100 arcane users and apprentices in the tower at all times, and the doorway is guarded by 2 stone golems who are masked by the cave walls around the floor entrance.


(20) Deekin’s Place
(50 x 60 x 25ft wooden structure)

This moderately sized inn and bar is one of the most popular hangouts for the younger generation of kobolds in the city. It is THE place for concerts, bard performances, plays, and poetry slams. In the kobold culture, the bard is a revered artist, and they are treated with more respect than in some other humanoid societies. Few kobold military companies are structured without a bard to bolster its troops in battle. The establishment is two stories high built in a large cavern with other wooden structures. The area is called The Theatre District by the locals.


(21) Cave of the Dragon (Unknown size natural cavern)

The entrance to this cave is like no other in the tunnels. The opening itself is the skeletal remains of a colossal sized dragon’s head. Over the centuries the bones have petrified and blended into the surrounding rock. Beyond the skull is a maze of rocky tunnels, pit falls, lava pools, steamy rivers and hot springs. It is known to be the lair of an old red dragon who is said to be the patriarch of the Shiny Knob Clan. Every month, the clan leaders bring tribute to the mouth of the cave and leave it there for the dragon. Though no one has actually seen the dragon for several years, it is not uncommon for a creature such as this to value its privacy.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:33 PM.
  #8  
Old Jun 12th, 2012, 06:25 PM
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Tunnel 6

Tunnel 6

(22) Temple of Tiamat (250 x 120 x 50ft high worked stone temple)

This massive temple structure is several levels high, built into the side of a cliff overlooking a deep underground canyon. The temple is one of the oldest worked structures built by the kobolds when they first inhabited these caves. Unseen by most in the world, the temple of Tiamat in the Shiny Knob tunnels is the largest structure devoted to the Goddess on this plane. The magnificent architecture, statues, fountain gardens, and worship chambers make the temple a home away from home from nearly a thousand clerics and worshipers daily. Dragonkin from all over the planes have been known to pilgrimage here to give thanks to the aspects of the Dragon Queen.

Items: Any divine potion or scroll of 7th caster level or less can be purchased here at the temple. Any other magic item of up to 12th caster level can also be found here for sale that is able to be made by divine casting. The temple is open for worship at all hours of the day, and there is always, at least, a 7th level cleric or higher on the temple grounds at all times. The Scale of the Dragon of Tiamat is known to be an 18th level cleric.


(23) Entrance to the Underdark (15 x 20ft x 20 high opening)

This ominous looking cave entrance is dark, very dark. So dark, that even the kobolds vision cannot see very far into the spirals of darkness that this place leads to. The entrance to the underdark marks the end of the kobolds influence into the deep, and the beginning of the domain of the dark elves and even more horrible creatures. A few merchant stalls have been set up here, being run by strange creatures and non-kobolds that have made their way up from the deep places in the world.

Items: Strange and exotic items from the underdark are available for purchase here. Drow weapons and armor, shadowcraft items, and even a few exotic pets.


(24) Kobold Warrens (Silver) (200 x 70 x 25ft high worked stone apartments)

This residential area is much the same design as the gold warrens but the spacing between kobold holes is smaller as are the nests themselves. The warrens are divided on each side of the tunnel and are set up with a network of ladders, walkways, and a few rope elevators. A few food stands can be located on the street here, as well as a few inns, taverns, and smithy’s. The silver warrens house several thousand kobolds.

Items: Various prepared food and minor services.


(25) Entrance to the Silver Mines
(20 x 20 x 20ft high stone opening)

This area marks the entrance into the silver mines. A small push cart rail track runs the length of the mines and is used to push unprocessed ore back to the tunnels were it is carted off to the smelters in several different districts. Kobold guards are posted at the entrance and patrol the mines frequently for intruders and thieves.


(26) Silver Song Tavern (40 x 40 x 15ft high wooden structure)

This hole in the wall tavern is known to be the hang out of adventuring kobolds, soldiers, and thieves. Many a kobold quest has started here, and the names of great kobold heroes are etched on the walls in draconic. The tavern is owned by Zel Snappertongue, an ex kobold adventurer who has retired to tend bar and trade stories with a new generation of hero. At any point there are around 10 to 20 kobolds in the bar, along with a few strangers from the underdark from time to time.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:34 PM.
  #9  
Old Jun 12th, 2012, 06:27 PM
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Tunnel 7

Tunnel 7

(27) Kobold Barracks (Black)
(Unknown Dimensions worked stone building)

This building extends back into the rock face and has a single entrance and exit. Inside are housed the elite scouts and assassins of the kobold army. Trained in the art of spying, scouting, assignation, and combat, the kobolds of this barracks are among the most useful tools in the war against the gnomes and dwarves. Composed of training rooms, sleeping chambers, gauntlets, and armories, the black barracks is a dangerous place to be, if you are not welcome. An unknown number of highly trained kobolds are housed here.

Items: For those who know who to talk to, the black barracks can be a great place to purchase black market items and information.


(28) Mushroom Farms (300 x 250 x 50ft high natural and worked stone cavern)

This very large cavern has been turned into a breeding ground for all sorts of mushrooms used by the kobolds as food, building materials, and poison. Mushrooms of all sizes and shapes can be found here, and are maintained by several hundred kobold farmers who are constantly watering, clipping, and harvesting food for the markets. A soft florescent glow from the surrounding rocks gives the mushrooms the dim light they need to thrive, and a fifty foot high waterfall, pouring into a silvery blue pond in the center of the cavern, provides the water needed for the mushroom’s thirst.

Items: Mushrooms, wood, healing kits, herbal ointments and balms can be purchased directly from the farmers and herbalists here. A few mushroom poisons can also be found made by the alchemists who make their home in the walls of this fungi breeding ground.


(29) Entrance to the Myceloid Caves
(Unknown dimensions natural stone tunnels)

This small five foot opening looks like any other side tunnel in the city, but it is covered with purple fungus and gives off an unpleasant smell from within. Two kobold guards are posted here at all times. Outside of the cave is posted a sign written in seven languages (Draconic, Elven, Aquan, Undercommon, Common, Dwarven, and Sylvan) it reads:

Warning: This area is restricted. Dangerous mushroom people live in these caves; you don’t want to make them angry!


(30) Kobold Warrens Copper
(200 x 60 x 40ft high worked stone Ghetto)

This set of warrens was once very similar to the gold and silver districts, but it since has fallen into despair. A large number of kobolds make their homes here, nearly 4000. The walkways and ladders set up to reach higher kobold nests are old and in need of repair. The stone work is crumbling and only a hand full of food venders can be found here. A few restaurants and bars make their home in the copper warrens, but they are not as well trafficked as the other warrens and just as rundown as the rest of the district. A small shrine of Tortus, the turtle dragon, is found in this district closer to the entrance to the flooded tunnels.


(31) Flooded Tunnels


This area of tunnel seven, sinks quickly into an underground river and mostly flooded tunnels which eventually lead out to the Inner Sea. A few aquamarine kobold scouts and guides hang around the start of these tunnels selling their services to those who wish to enter the waters.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:34 PM.
  #10  
Old Jun 12th, 2012, 06:29 PM
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Surrounding Area

Surrounding Lands

The Black Swamp

This immense swamp takes up most of the northern side of the Hotoil Bluffs and stops at the ocean directly to the north and west and at the Rayn forest to the northeast. The swamp is the home of kobolds, ogres, and trolls. It is thought that a black dragon makes this area its home, but sightings of this creature are few.


Hotoil Bluff


Large foothills rising up from the swamp are known as the Hotoil Bluffs. Rich in minerals and honeycombed with tunnels, the bluffs are covered with a small forest on top which mixes with the swamp below. The bluffs are inhabited by savage bears and a few orc tribes that make their homes under the thick canopy of the forest bluff.


Rayn Forest (Smelly Trees)

This forest, taking up the northeast border of the Black swamp, was once a prime logging area for humanoids of all races. Now it is the main battleground of the dwarven and gnomish war against the kobolds of Hotoil Bluff. A few forest creatures live here now, but many have been frightened away because of the constant battles that take place here. Only a lone goblin wizard makes his home here in a green tower composed of the surrounding woods.


New Haven Village

This town is no longer a village, but rather a large garrison of troops that have fortified the city and increased its population into the thousands. While mostly populated by dwarves and gnomes, a few humans have been known to live and work here under the command of the military forces that garrison inside the city.


Temple of Tortus

This submerged temple of Tortus was not built for him originally but rather is the ancient ruins of a long forgotten god. The temple sunk, along with the city surrounding it, centuries ago and is now the home to a race of aquatic kobolds. The temple is large enough that if the dragon turtle god wanted to walk through the gateway into the worship chamber, he could do so. The finest of sea turtle mounts can be found here being trained and well taken care of by the kobolds who manage the ruins. Hundreds of kobolds can be found living in the ruins.

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Last edited by drakesylvan; Jun 12th, 2012 at 06:35 PM.
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