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Let me know if this post is too large for this sub, it’s my first time posting here. I appreciate any feedback.
Intro to the style of campaign I want to run.
This is a sandbox style campagne/world I’m building for DND 5e. I will need to make up a lot of details and NPC’s as I go, I don’t want what I’ve done to be too set in stone so I can build around the players and the things they do. I would even change around the details/alignment of a kingdom/npc to evil for example, if the story needed it and it didn’t conflict with what’s already happened. Off the start there is going to be a solid bit of history that leads into the starting quest (a reason why all the PC’s are all together to begin with) this quest will launch them into some of the worlds politics, history and unique home brew technology which I have written out or listed below. This world is Toril many years in the future with some of the ideas and races from eberron thrown in. If the players choose they can get very involved with the politics and large scale warfare across Toril having a major impact on the world around them or they could go about achieving personal goals or maybe simply solving the problems of a small town that catches their interest.
Where I need help.
My first run on this was cut short after some of the players moved away and the rest of us joined another group. It went really well off the start but I think all the players kinda wound up wanting to do their own thing as I had them all make in-depth backstories with unique personal goals, objectives, rivals and enemies. They wound up having too little in common for this open concept. So my plan on the next one is to unify their goals/rivals/enemies and base the opening on a common enemy BBG that has wronged them. In the previous iteration it was all about discovering new tech and how to use it like puzzles. Upon discovering and using too much of this tech they would eventually bring out a world ending threat and the main BBG which is still the focal plot twist. I need to tie the initial BBG into the discovery of this tech to lead them on a path to awaken the main BBG.
I’m looking for unique ideas/concepts for a campaign starting enemy/BBG that can serve as their main goal off the start.
Here is all the world building and details if it interests you, there is a link to a decently detailed map as well.
History:
What the PC’s know.
Many millennia have passed since all civilization was nearly wiped from the face of Toril. The mortal races had technologically advanced far beyond the known era (typical 5e DnD) when a disastrous event nearly ripped the planet in two. Whole cities were buried as continents sank and rose. The land churned reforming into a treacherous mountain range that circles the planet known as the spine, very few survived. It is believed the gods created fertile new lands that run along the crooked spine saving life on Toril. Over the years all knowledge of the previous civilization is lost as a new one is born.
What the PC’s don’t know.
The catastrophe that nearly ripped Toril in two was triggered by the overuse of magic portals that were created to transport energy from another plane to their own. This energy was used to power different technologies listed below. After a long and prosperous technological revolution the beings from the plane of energy noticed these portals and brought about the destruction of toril in retaliation. To save what was left of the planet the gods put a huge “Magic Amplifier” they saved from the carnage of a mortal city over a massive volcano to amplify and enchant it’s blasts with their own power. They used the blasts to breathe life into sections of the earth along the spine. In order to use the Magic Amplifier they had to become mortal sacrificing their own immortality and lives to save life on the planet. But as always when a god dies a new one is born in it’s likeness, meaning the current gods are not the ones who saved Toril.
Recent History:
This campaign begins after a short civil war between Atmos and New Oxboro in which New Oxboro won its independence from the Kingdom of Atmos. This conflict ended 1 years ago just after Atmos executed the entire royal bloodline in Oxboro. Moments later Oxboro castle rose off of the ground and flew over the crown city of Atmos bombing along the way to the royal district. Once over the crown castle they threatened to use their castle to crush the Castle in Atmos. Such a display of power had never been seen before and no one had ever made something like a castle fly across a whole continent. A young scholar “Morael” since named the new king of New Oxboro is responsible for the flying castle and is believed to have the power to activate ancient technology which has all sat dormant and unusable since the beginning of records. When he flew his castle across the land other ruins centuries old (some undiscovered) began to click, clank, and rumble with activity for a short while. Some of these ruins changed during their brief exposure to King Morael “power”. A few had previously sealed doors open, some even rose out of the ground reorienting upright if they were crooked, others lit up with mechanical activity. These events have sparked a huge amount of interest in this ancient power and the old ruins scattered about.
Old campagn start:
Our LV5 party of unlikely adventurers have been recruited by an old wizard named Osmond in Atmos. He hired them to go to a certain ruin located on neutral ground that was recently discovered to be open. There are reports of an unknown danger at the ruins, whole search parties have gone missing and none have made it back out of the ruins. While these ruins were only known by a few in Atmos word has spread and others of different alliances will be converging on this location to try and discover its secrets before their enemies. Our party will run into some of these various groups complicating their mission and possibly even their alliances.
NPC’s:
King Morael-New Oxborow ruler. He was made king of the newly independent kingdom of New Oxboro 2 years ago after defeating the kingdom of Atmos. He was a young scholar studying and working at the library within the castle. The family that previously ruled over Oxboro were all executed for starting the civil war. He is believed to have the ability to activate the ancient technology scattered about the land.
King Braxos-King of kings Atmos believes he has the right to rule over mankind on the continent of Aoudaius.
King Raemus-He and his bloodline were executed by the order of king Braxos for starting the civil war that won New Oxboro’s independence.
Osmond-Old Wizard recently forced into retirement from the elders table at Thios tower (loyal to Atmos). He was known as an expert on what little knowledge there was on the ancients and their technology but after the events involving King Morael and his castle, the other eldes and King Braxos put much of the blame on him for not knowing such a thing could happen. Bitter he is looking for redemption or revenge.
Jax-Leader of Osmonds men with a cutthroat reputation. You have been hired by Osmond to meet him and search a set of elder ruins. Will likely betray the party if they make it out to take credit.
Terry-Jax’s enemy went to stop reinforcements. Sent by Conanus before first ruin…
Everat-leader of a New oxborrow guard battalion that was sent to Investigate the waves of mercs in the badlands will try and stop the party if they go north. The party has jumped sides and is now being escorted by them.
Conanus-Osmonds rival lord wizard threw him under the bus.
Xag-ya/Xeg-yi- These are the beings that came to destroy Toril for taking energy from their plane. Both are spherical beings with multiple tendrils of energy writhing about them, almost like the tentacles of an octopus. Each creature’s main body is a globe of energy that’s unremarkable except for two narrow spots that suggest eyes. These eyes, in turn, suggest an unknowable and alien intelligence. At first glance, there’s only one way to tell the two creatures apart: The xag-ya appears silvery and lustrous, while its negative counterpart is black and dull. Both monsters attack foes by striking with their whiplike tendrils of energy. The touch of the xag-ya carries with it a powerful jolt that overloads living creatures. Combustible, nonliving items such as paper, cloth, and wood catch on fire when exposed to this raw force. Every other round, the xag-ya can fire a bolt of this energy at a target up to 10 feet away. Like the touch of the creature’s tendrils, the bolt ignites combustibles, but it also heats metal objects. Such items glow white-hot and remain so for half a minute. On the other hand, the life-draining tendrils of the xeg-yi corrode and rot whatever they touch. A basher’s got to have a magic weapon or better enchantment in order to harm either creature. And rather than discuss what kind of magic the pair is immune to, it’s easier to list the few spells that do affect them. Xag-ya are vulnerable to cold-based spells, while xeg-yi are harmed by magical fire. Both are subject to disintegration and magic missile, and neither can penetrate a shield spell. If a cutter runs into either monster elsewhere in the multiverse, he can send it back to its home plane with one of the following spells: abjure, banishment, dismissal, dispel magic (treat the level of magic as twice the creature’s Hit Dice total), holy word, limited wish, plane shift, or wish. No other spells can affect them. A rod of absorption or a wand of negation can thwart the attack of a xag-ya, while a rod of cancellation or a mace of disruption provides protection from the assaults of a xeg-yi. What’s more, these four magical items can’t be harmed by either creature. If a xag-ya or xeg-yi is slain, it explodes in the appropriate release of energy – either an overloading jolt or an enervating drain). Victims and objects are also affected as if struck by a bolt of energy loosed by the creature.
Ancient technology:
The PC’s will have none of the details about these objects upon discovery and will need to figure out how to use them.
Instantaneous Energy Portal-This is an energy source needed to run much of the ancient technology that can be found. It is a rare Item that looks like a 1 ft diameter ball of white light, illuminating 30 ft. Can be carried, feels hard but light weight, always the same temperature as the air around it. Some things use up the energy within the IEP immediately, others drain it slowly like a battery and some use it like a key not draining any power. Over many centuries these gates can wear out becoming useless, the energy within is from another plane and called upon by a portal. (The more these portals get used the sooner the beings on the other side will notice and begin planning retaliation against toril again.)
Instantaneous Energy Liquid-Same as above but kept in large quantities and affects all objects within a large radius, depending on how much liquid there is. This energy is not behind a portal so it doesn’t wear out and disappear. This energy has been gathered and is contained in either a pool or a tank. When the energy is sealed in containment it won’t affect anything around it and when open to the air it will remotely power all devices that can draw from it. This will very slowly deplete the liquid. IEL will slowly eat away at any material it comes in contact with, except a specialized metal (Arenac) developed by the ancients. As it eats away at material it will also deplete its energy. IEL does radiant damage upon touching it and glows white. This is extremely rare and there may not be more than one source of this liquid (New Oxboro Castle).
IEP Creation Portal-IEP’s can be created if a creation portal is found in one of the elder ruins. This process looks like a molten bubble being blown through a portal glowing with white light. They use molten Arenac to contain part of the portals current, locking it in time to be taken elsewhere and used at a different time. The process of creating IEL is similar but due to the nature of IEL it is very dangerous and hard to achieve as well as the equipment used gets destroyed in the process. (Creation portals should be discovered late game if at all. This way I can slowly give IEP’s to the party to have some control over the parties use of ancient technology)
Arenac-Transparent metal manufactured by the ancients to contain energy and portal gateways
Spell Charger-Some machines can be charged using spell slots. These are often on a pedestal with a shiny silver colored sphere on top when a caster places their hands on it they sink in like it was mercury. A caster can use a spell slot up to lv6 to recharge a machine, a lv6 slot is about the equivalent to one IEP.
Magic Amplifier-Built in many shapes and sizes, some small enough to attach to ships or large wagons and others the size of a whole city district. They are made out of a metal hoop that attaches at the base to a IEP loader, Often on some sort of turret so that it can be aimed. When it is activated it creates a field of white light in the middle of the metal hoop. Any spell cast through the field can get amplified in different ways depending on the size/shape of the ring and how many IEP’s it can hold/are used. Magic Guns also get amplified. Multiple casters can shoot through a Magic amplifier at once but if different spells are cast at the same time it could lead to one or more of them backfiring.
Warforged/sentient metal organisms-They need IEP, IEL or to be combined with a living creature to power themselves. Aside from this they need to be programmed at a terminal with the appropriate jacks. Color coded switches allow a defence/kill mode, an obedience mode (they will listen to whoever activated this mode via a console), a free will mode (if previously combined with a living organism it will regain consciousness), and a memory wipe/standby mode.
Manufacture Warforged-With enough IEP’s the ancients were able to create sentient beings. The first immortals made by mortals. They were purposed for war but depending on their origins can learn to adjust to a new society (If a pc wants to play warforged they will need to wait to be discovered in the first elder ruin).
Flying Ships/Machinery-Uses a combination of steam power and magic energy to fly/work. Needs steady supply of coal, water and Magic energy. Will breakdown if not oiled regularly. One or more IEP’s are needed to power these like a battery. Most flying ships and some other machines come with a spell charger that can be used instead. Examples of machinery: drills for boring the earth, excavators, fortresses with arms that can move and rearrange the terrain, machines that levitate certain objects, huge blimps, steam powered wagons, crazy ass siege machines, factories, ect.
Guns-A rare item that can be used to shoot spells attached to bullets. Guns can be found in abundance in some ancient ruins. Working amo is extremely rare. Most guns are six shooters or double barrels and require an action to reload. These should be treated as a wand that doesn’t recharge, the spell type is attached to the amo not the gun. This is a good way to give a character without spell slots a way to use spell amplifiers.
Manufacture Warforged-With enough IEP’s the ancients were able to create sentient beings. The first immortals made by mortals. They were purposed for war but depending on their origins can learn to adjust to a new society (If a pc wants to play warforged they will need to wait to be discovered in the first elder ruin).
Teleportation Gates-They run on IEP’s and Spell Chargers.
Societal details:
Slaves
The Kingdom of Sinan has a large slave trade. To become a slave here one must fall into debt and be unable to pay it back or be captured in war which is primarily with the elves of Lylluna. The slave trade is not very well regulated and corrupt.
The kingdom of Atmos doesn’t allow it’s people to have or become slaves. However they allow people of importance from Sinan to bring their slaves because of growing economic relations. Through this relation there are loopholes that some of the privileged take advantage of in Atmos.
The kingdom of New Oxborrow doesn’t tollerate slavery of any kind and is friendly with the elves of Lylluna.
The kingdom of Vihron is a warring nation who takes anyone they can as slaves and generally treats most of its population as property.
The Vikings of Kruden will take slaves on their raides down the coasts.
Slavery is generally not permitted anywhere else.
Generally speaking, further north there are more light skinned humans and further south there are more dark skinned humans. Although it is very mixed across the land.
Few Giants and Dragons have made it to this part of the world but there are some that have made the trek through the spine and discovered these lands. (The gods gave them their own lands far away down the spine)
Map locations:
https://drive.google.com/file/d/1qY4WjU0jtHgqDivIAyRC5DqSshkW4fAN/view?usp=drivesdk
These are primarily larger settlements or important landmarks. There are smaller lesser known tribes and settlements belonging to groups such as barbarians, Orks, Firblogs, Goliaths, outlaws ect.
Each hexagon takes 1day to travel on foot, by road, with the appropriate amount of rest.
Town and city markers are not to scale. If they look like they are close to a road or water then that is the point you must measure distance to (as shown on the map with pins on it)
Land colours, bright green is fertile grasslands, puke green is swamp, greyish green is tundra, orange is sandy desert, brown is badlands, grey is rocky terrain, yellow is sandy beaches.
The map contains about 1/8th of the globe, almost nothing is known about the rest of the planet other than there are giants and dragons in the spine.
Wind currents tend to move clockwise blowing hot air from the south up to the west and cold air down east from the north.
Continent of Aoudaius:
Atmos-The largest City in the contenent of Aoudaius. Wealthy Economy but growing poverty. Houses King Braxous.
Thios Tower-The Grey circle of mages reside here. Loyal to Atmos.
Holden-Small fishing village poor economy Loyal to Atmos.
Stillpoint-Fishing Village with a Light Tower. Poor economy. Loyal to Atmos.
Maplerun-Small farming town on the edge of the forest. This town is rumored to struggle with werebeasts within its population. Loyal to Atmos.
Millburn Inn-Inn in the woods services workers from a nearby mine and a saw mill that Sends goods downriver to Southshire. Loyal to Atmos.
Oakbeach-Small fishing village on the coast, the road to get here is not well maintained. Nearly forgotten and overlooked by everyone but the tax man. Poor economy. Doesn’t take too kindly to the newer dryshore settlement, Oakbeach was just a little too far off of the Oxborrow river trade path to get investment. Loyal to Atmos.
Dryshore-Relativity New Port. Economy growing. Built by Atmos and private trade groups after Oxboro won its independence in the war. runs ferry to Blackwall. Loyal to Atmos.
Timberfall-Logging town average economy, sends logs and other goods downriver to Entell. Loyal to Atmos.
Losthaven-The Oldest Human Settlement. Economy very poor. Marks the site where humans first landed millenia ago. Once considered a thriving city it is now half abandoned. A massive earthquake hundreds of years ago turned much of the surrounding land into a swamp. Loyal to Atmos.
Entwell-Trade Hub City. Loyal to Atmos. Once was the largest city on the continent of Aoudaius now the two port cities have surpassed it. Riddled with crime and run largely by rival gangs. Loyal to Atmos.
Southshire-Farming and Milling Town. Good economy. Large Halfling population. Finest wines. Loyal to Atmos.
New Oxboro-Independent port city. Wealthy Economy. Controls Redwick and Fort Brine. Ruled by a new king. Protects the land from Northern Ork and barbarian Tribes. Won independence From Atmos in a recent war. The king is said to power ancient technology that is now being brought here and already the city is booming with technological revolution. (one day the IEL in New Oxboro castle will run out)
Fort Brine-Well equipped outpost on a wall with a small village at it’s foot. The first line of defense against the black forest. Adventurers and slayers gather here in droves to hunt down and kill goblins and such for bounties. Loyal to New Oxboro.
Redwick-Farming and Milling Town. Good economy. Some of the Elite Oxboro guard called the Redwick slayers are trained here. Loyal to New Oxboro.
Kar Tharim-Ancient Dwarven Kingdom. Ruled by The elder dwarf. Good economy. Huge mountain complex. Arguably Worlds best smiths.
Thol Doral-Dwarven Ruins Lost over 500 years ago ruled by a red dragon.
Gorunn-Hill Dwarf settlement built by the survivors of Thol Doral after they lost their kingdom to a red dragon.
Falmore Inn-Inn in the middle of what is now known as no man’s land.
Eagroth-Elven Settlement. Elves live in balance with nature try to avoid the squabbles of human society.
Allvelin-Sentry village to Eagroth. This is as close as most outsiders will ever get to Eagroth.
Pawnee-Large Gnome Town. Known for rare ingredients and portal to Neepaw. portal access is heavily guarded and rare, It is mostly used to bring rare ingredients over from the continent of Lylluna.
Antum-Large Rock Gnome Settlement in the mountains. Known for its great inventors and their contraptions. They work closely with the blacksmiths at Kar Tharim. The rock gnomes have reverse engineered some of the mechanical aspects of the ancient tech but could never figure out how their power source worked. Their city is built on a small deposit of ancient rubble.
Tarrin-Small Rock Gnome village runs a ferry to Losthaven. loyal to Antum.
Crows Nest-Aarakocra live here in seclusion.
Zerbos-Giants have migrated out of the Spine and built a massive fortress.
Continent of Kruden:
Dhagdor-Rich Dwarven Mine Fortress. Wealthy economy. Controls Blackwall. Ruled by Greedy King.
Blackwall-Human Port Settlement built at the foot of Dwarven mountains. Highly taxed trade economy. They run a busy port. Loyal to Dhagdor.
Underbright-Light house uses light reflected from underground maga. Attached to Dhagdor mines
Valreem-Largest viking city this is where meetings are held between the different tribes, Their culture is held together by tentative alliances and brute force. They are fairly secluded from the rest of Toril other than the raids they run down the coasts from time to time.
Rezrock-Largest viking port full of warships.
Illsik-Smaller Viking settlement
Skagel-Large viking settlement only rivaled by Valreem
Mordhigh-Mountain Temple to the gods surrounded by a small village of devout vikings.
Foulmer-Smaller Viking settlement
Windreach-Large Barbarian Clan settled on the lake. One of the few that can be traded with.
Norcliff-Lake settlement doesn’t like outsiders but can tolerate them when needed
Headsmash-Most brutal of the lake clans.
Coldmoor-Smallest Lake village. Has been hit by the vikings a few to many times.
Bloodhorn-This is the meeting place where trials and votes are held between the clans of the great lake.
Oldwater-Named by the barbarians this town is built on the old water
Bonebury-Barbarian town large half orc population.
Greyward-Firbolg Settlement at odds with the black tower.
Black Tower-Mysterious Black Tower is rotting the lands.
Akh Ghuzol-A beast of an Ork has been uniting the tribes and has built a kingdom here.
Continent of Lylluna:
Y’el Thalor-Largest Elf City Ruled by the Elven High King. built in a valley surrounded by waterfalls. At war with Sinan.
Gundsiire-Elven Trade City. Humans loyal to Oxboro built the port here and make up about 1/3 the population. Strong economy. Many in Atmos suspect they helped New Oxboro win the war. Loyal to Y’el Thalor.
Torduin-Built from a Tree Wall that seals the pass. Elves live in balance with nature. Constant fight with Rasouk soldiers. Loyal to Y’el Thalor.
Alora-Small wood elf settlement they care very little of the war with Sinan. Loyal to Y’el Thalor.
Themar-Small elvin village. Loyal to Y’el Thalor.
Ellhenor-Small elvin village on the ocean. Loyal to Y’el Thalor.
Sylle-Small elvin village. Loyal to Y’el Thalor.
Asari Temple-Sacred to the elves few others may enter Elves live in balance with nature. Loyal to Y’el Thalor.
Neepaw-Gnome Village. Hard to find unless they want to be found. Known for rare ingredients and portal to Pawnee.
Misty Cliffs-Aarakocra live here is seclusion.
Clan Gorgoz-Toughest Ork Clan East of the Elves. Most other Orks have been driven to the service of Daruin Throne.
Ihsen Tower-?
Daruin Throne-Dark Magic Gathering.
Yfsari-Old Elvin ruins mark the tragedy of a massive earthquake that changed the lands hundreds of years ago.
Continent of Kromoa:
Sinan-Huge desert city with a palace built by a lush jungle Ruled by emperor Zantine. Average Economy lots of poverty At war with The elves loyal to Lyllansa. Invaded elves long ago and took Romaeo. Elves are generally treated with disdain here even if they aren’t from Lyllansa. Large slave trade.
Nacanu-Jungle town by lighthouse Average Economy lots of rich people live here Very beautiful grows food for capital Loyal to Sinan.
Romaeo-War and farming economy. City was taken from the elves around 100 years ago by Sinan after the elves refused to aid the starving nation during a great drought they still war to this day. Loyal to Sinan
Gaias-Small Desert Settlement by River. poor economy. Last stop before crossing the desert. Loyal to Sinan.
Shash-Small fishing village. Loyal to Sinan.
Atkia-Small fishing village loyal to Sinan
Karac Doul-Southern Dwarf kingdom. Good mining economy.
Umza-Large Lizard Foke city made from human ruins. Secluded in thick marsh.
Choga-Lizard Foke city made from human ruins. Secluded in thick marsh.
Lahman Sanctuary-Sentient Beast Village. Deep in the jungle. Very little outside contact.
Oasis-Mostly human settlement loyal to no one built on a vast oasis in the middle of a huge desert.
Continent of Chirayos:
Dunvar-Largest city in the far south ruled by humans. There are relatively large amounts of Loxodon, Tabaxi, and Kenku that live here and even some Dragonborn and Tortle. Has some of the finest loxodon stone work in the land.
Novaria-Large port city. Loyal to Dunvar.
Tirak-City built around the Dali river. Good economy, the river is plentiful. As of late the fishermen have been getting attacked by something in the river, recently even within the city limits. Loyal to Dunvar.
Dali-Small fishing village on the river. Loyal to Dunvar.
Sakerah-Small village on the fringe of the jungle. Loyal to Dunvar.
Barru-This town is at the bottom of 10000 steps that lead to the monks that live at the top. Loyal to Dunvar.
Yamara-A colony of wise monks live here and serve their deity who speaks only to the chosen oracle. Loyal to Dunvar.
Akren-This town houses a large amount of Dunvar forces to keep Viron at bay. Loyal to Dunvar.
Vihron-Massive City ruled by a king hungry for conquest.
Bellos-Serves as a port for Vihrons war ships. Loyal to Vihron.
Aurora Temple-Ancient ruins made into a temple of war largely because of the depictions in the temple. (It is a huge spell amplifier, good thing Vihron doesn’t know what it is, yet.) Loyal to Viron.
Gale-Farming village ruled over by Vihron but most don’t like it. They were forced into servitude fairly recently. Loyal to Viron.
Tymanther-Dragonborn city built in gigantic pyramid built over the course of 2 centuries. Religion is looked down upon here and dragons are all considered evil.
Voxrath-Dragonborn settlement split from Tymanther to pursue different ideals.
Kaden-Holy Dragonborn settlement, worshipers of Bahamut. Out cast from Tymanther for worshiping dragons. Clan has been rumored to play their drums for over a week straight to call upon Bahamut to blow big storms across the land as a way of ending a drought in the plains.
Carailin-Wood elf settlement, more wild than most
Rook-Tabaxi city perched high on cliffs, very few outsiders have been here however most Tabaxi born here leave due to their urge to explore. Any and all Tabaxi are welcome and are greeted as family.
Jappa-Maney Tortle call this place their home.
Continent of Entari: Not Japan
Generally they keep to themselves and have their own civil disputes and wars. Saving this as a future wild card. Zhaomay-
Meitou-
Powang-
Zoarao-
Sunsu-
Shunhai-
Nosan-
Toutoro-
Xujiang-
Masdara-
Gangsu-
Rapo-
Sunje-
Danjing-
Other locations:
Pirate Lord Coast-Yo Ho Ho and a Bottle of Rum… This is a small jagged island covered in ships converted into buildings stacked high. It is ruled by a rough sort of democracy. To get here you must navigate your ship through treacherous rocks most who are not local or uninvited sink their ship on these rocks. There is a secret network of ropes and pulleys that is run by the pirates of the island to bring ships safely to the port.
Hellfire Mountain- Volcano erupts and destroys everything on the island every decade or so. Prisoners are often marooned here.
Vaxhanath-Vast Triton Kingdom built on the seafloor. Recently they built all the way to the surface where a lone tower sticks out boats can moore here if they have business with the Tritons.
Ahlorsath-Triton city built on the seafloor
Elder ruins: 1-? 2-? 3-? 4-? 5-? 6-? 7-? 8-? 9-? 10-?
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