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The Evil Marsh Kingdom of Orcs, Lizard Folk, Dragonborn and Dinosaurs!

Started by SHARK, March 26, 2019, 04:19:26 AM

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SHARK

Greetings!

I am fleshing out the details of a new area to be explored in the campaign. A mountainous region, largely covered by dense jungles and marshes. A kingdom ruled by a culture of half-orcs; orcs that have been mixed with Lizard Folk. The Orcish/Lizard Folk mixed race rules over other tribes of pure orcs and Lizard Folk, as well as some barbarian tribes of evil Dragonborn. Lots of mixing and interbreeding has been going on for many generations. The kingdom also has many tribes of Ettins that loyally serve and dwell within the giant cities, and also within the dark jungles and marshes. This savage kingdom rules over ziggurat cities, and worships a pantheon of dark, evil gods. The dark kingdom also has many poulations of fierce dinoaurs that live throughout the region, with some types being domesticated. Some dinosaurs are raised in herds for food, while other kinds of dinosaurs are used as mounts, war beasts, as well as work animals. The kingdom has a well-developed tradition of fielding regiments of flying warriors, mounted on flying dinosaurs. There are elite warrior-societies that are trained from youth to bond with a Tyrannosaurus as a mount and war beast.

Are there different variations and powers I should provide some of the dinosaurs? I'm also thinking of a customized cleric class, and an evil order of demonic witches, made up of female witches that use different spells, and also have traditions of breeding with demons.

Vast cities, high stone walls, broad boulevards, with frequent channels, pools, and canals, filled with alligators. Dungeons deep underground filled with Giant Snakes, Otyughs, Grell, and Gibbering Mouthers.

There are also troops of savage Baboons, trained for war and for hunting. Packs of Baboons chasing down humans in the borderlands, and tearing them apart as they scream.
Dimetrodons trained to fight alongside the kingdom's troops, leaping into enemy ranks of soldiers, and tearing them apart. The kingdom's invasion forces and regiments of raiders often bring large packs of Dimetrodons with them, and unleash them during the night inside the edges of human villages and towns, so that they can spread death and terror as they go into a feeding frenzy.

What other kinds of details should I consider?

I appreciate your thoughts, my friends!

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

S'mon

Hi SHARK - I think you mean Deinonychus not Dimetrodon? These guys don't seem the sort to leap into enemy villages:



Re-animated zombie T-Rexes are always fun. Especially when they breathe lightning & shoot laser beams from their eyes. :D

Shadowdark Wilderlands (Fridays 6pm UK/1pm EST)  https://smons.blogspot.com/2024/08/shadowdark.html

SHARK

Greetings!

LOL! Yeah, S'mon! Which one is the Dienonychus? Dimetrodons are kind of heavy, huh? LOL.

I love Tyrannosaurs!!:)

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

S'mon

Quote from: SHARK;1080887Greetings!

LOL! Yeah, S'mon! Which one is the Dienonychus? Dimetrodons are kind of heavy, huh? LOL.

Deinonychus:



Much more suitable for leaping into enemy villages!
Shadowdark Wilderlands (Fridays 6pm UK/1pm EST)  https://smons.blogspot.com/2024/08/shadowdark.html

SHARK

Quote from: S'mon;1080894Deinonychus:



Much more suitable for leaping into enemy villages!

Greetings!

YES! Exactly, S'mon! You were reading my mind! LOL. That's what I was thinking of...sometimes, argh. My mind doesn't work right! Or my hands typing, geez. So, what else do you think of the set up, S'mon?

I'm thinking of having the kingdom have say, a half dozen enormous cities, several dozen smaller cities, perhaps three times that number of towns and villages. Have several main temple cities, with great human herds being sacrificed on bloody stone altars. Hundreds of thousands of human slaves, broken to the yoke of slavery. Some wicked dungeon complexes, filled with evil wizards and priestesses, lots of naked slaves running around, pools of shimmering water, terrible huge altars and statues of gold, with monster heads and giant eyes of sparkling jewels. Wierd flocks of birds in great masses flying about, but also walking about on land, by rivers and lakes. Roaring and screeching going on in the dark night. Drums beating. Women crying and screaming. Hordes of muscular, savage barbarian warriors, raising their spears and swords into the air, while other warriors gather around them to cheer, and eat smoking meats by large, roaring fires. Robed priestesses chanting in the night, summoning tentacled, reptilian monstrosities, gibbering and gnashing great maws ful of teeth.

Semper Fidelis,

SHARK

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

S'mon

Quote from: SHARK;1080896Greetings!
So, what else do you think of the set up, S'mon?

Great as always, SHARK - a great 'evil empire' setup. For most settings this would be the central BBEG empire of the world, I love how your setting is just full of this stuff. :)
Shadowdark Wilderlands (Fridays 6pm UK/1pm EST)  https://smons.blogspot.com/2024/08/shadowdark.html

Omega

So essentially the old RPGA Living Jungle setting of Malatra? Dinosaurs, descendants of space orcs, half-kobolds, lizard men, and all sorts of oddities?

It is actually a pretty good and sadly overlooked setting.

tenbones

The REAL question is: FEATHERS? or NO-FEATHERS?

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tenbones

Dunno if this fits... but current Warcraft faction, the Zandalari Trolls base their culture around Dinosaur Totems. They use Dinosaur mounts, and even their shape-changing forms are dinosaurs.

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More here if you're interested in stuff to use to color your game.
https://www.icy-veins.com/forums/topic/42055-zandalari-trolls-allied-race-in-world-of-warcraft/

Shasarak

That looks like some good stuff there SHARK.  What plot hooks are you going to add to attract the PCs to explore the area?
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

SHARK

Quote from: tenbones;1080952The REAL question is: FEATHERS? or NO-FEATHERS?

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Greetings!

Isn't that just epically wicked, Tenbones? Savage dinosaurs running around...chmoping teeth...with bright feathers!

LOL. I love them!

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

SHARK

Quote from: Shasarak;1080989That looks like some good stuff there SHARK.  What plot hooks are you going to add to attract the PCs to explore the area?

Greetings!

I'm glad that you like the set-up, Shasarak! Thank you very much! :) Yes, that's a good question concerning plot hooks! I have a few ideas that I've developed, such as:

Assuming the party is not composed of natives to the region, presents something of a challenge to have the player characters actually get there for some good reason.

Hook 1: A Druid mentor or friend: The Druid friend has lost some important artifact. The artifact was stolen by an evil band of adventurers, and the Druid friend has pursued research that leads to the evil band of adventurers have escaped, and traveled to the local region for some unknown purpose. The Druid friend wants the party to pursue the evil band of adventurers, kill them, and recover the stolen Druid artifact.

Hook 2: A Wizard mentor or friend: The Wizard friend is deeply involved in research for some new spells or in the creation of some kind of magic item, and needs several kinds of unusual ingredients, both natural and magical. The party is sent on a mission to the region to gain such resources.

Hook 3: A Cleric mentor or friend: The Cleric has been invited to establish a monastery or temple of the faith, but before such can be undertaken, an advance team must be sent to learn of the local region, politics, and environment, and even to seek out the best location for such a monastery or temple.

Hook 4: An important Noble Lord (or their Liege-Lord, if appropriate); is involved with some kind of official alliance with a local kingdom or mystical or religious group, and they have asked for help in fighting against some kind of evil foes.

Hook 5: A Merchant-Prince that they know well, or become friends with, or otherwise is hired by: The Merchant-Prince desires to establish a trade embassy in one of the coastal cities, and needs to also secure knowledge of the local kingdoms, cultures, animals, and natural resources so as to proceed in a position of political and financial strength.

Hook 6: A prominent Sage seeks to commission the party to explore the region. Such a prominent Sage may be an independent scholar pursuing some kind of particular research, or the Sage may be on the staff at an important Academy or University.

Hook 7: A powerful General or highly-ranked Noble commissions the party: The nation they come from or serve is also an ally with a local kingdom in the region. That local kingdom has asked their foreign friends to send mercenaries and adventurers to help them in fighting various evil kingdoms and forces of monster.

Once the party arrives in the savage region;

The party has arrived in one of the wealthy coastal city-states, and has been hired to escort a trade caravan to the fortress town of Jambe. Jambe is ruled by Lord Narbu, of the Kingdom of Ghombay.

Once the party has gotten settled in the town of Jambe, the party is introduced to Captain Hadoma, Commander of the town of Jambe, and loyal vassal to Lord Narbu. Captain Hadoma learns about the party, and welcomes them with several nights of feasting and dancing. Captain Hadoma wants to recruit the party as royal soldiers and explorers, commissioned in service to the Kingdom of Ghombay. The wild frontier in the Seghanda region is very dangerous, and yet also offers intriguing possibilities of great gain and advantage for the Kingdom of Ghombay. Lord Narbu is concerned about rumours of a new political unity deeper within the tribes and peoples of the Seghanda region, as well as recent raids and incursions by monsters and savage raiders against border communities in the Kingdom of Ghombay.

Quest (1)
Captain Hadoma wants the party to head out into the south-western region of Seghanda, and attack three different encampments of the Lahbu tribes. The Ghombay peoples refer to "Lizard Folk" as the Lahbu. Reports have reached Captain Hadoma from villagers and merchants in the region that they have been suffering attacks and raids by the Lahbu, which are most likely originating from Lahbu tribes centered around these three settlements. Captain Hadoma assures the party of prompt and considerable reward for gaining victory over these three Lahbu settlements.

Quest (2)
Lord Narbu's Chief Armourer, the Master Smith, Ubari, has a commission from Lord Narbu to pursue a program designing armour for the town's regiment of warriors. Master Smith Ubari has plans to craft armour from the hides of various kinds of beasts and monsters found throughout the Seghanda region. From this, Master Smith Ubari wants to commission the party to hunt 100 such beasts from the Seghanda region, and bring him the harvested monster hides.

Quest (3)
Malah, a prominent Priestess of the goddess Yaruba, is keen to hire and sponsor the party for making an expedition into the north-eastern region of Seghanda, near the Sea of Yumbe. The northern shores of the Sea of Yumbe are cradled by the great Chandeb Mountains. The northern shores of the Sea of Yumbe are shrouded also by the Medongu Rainforest. In the shadow of the Chandeb Mountains, lies the Isle of Daryam. Lumba, a young Priestess of Yaruba, led an expedition into Seghanda to investigate the Isle of Daryam. Lumba and her expedition have never returned, and have been gone for over a year. Lumba should have returned within the last three months. The Priestess Malah is eager to sponsor the group if they will agree to undertake such a hazardous mission.

Quest (4)
Nahmed Dal-Zoran, a prosperous merchant in the town of Jambe, is interested in locating several groves of Mahogany trees, from which can be harvested. Mahogany wood is very dense and hard, and when finished can have a very beautiful lustre and appearance. Such fine wood is very valuable both here, in the local region, as well as in distant, foreign markets. Nahmed Dal-Zoran is interested in hiring the party to explore the jungles of Seghanda and locate sources of the treasured Mahogany trees. Finding such Mahogany groves, and crafting detailed maps for their locations, and the best ways in which to reach such locations.

Quest (5)
The Nybeya Ettin Tribes which make their homes throughout the rugged Domen Hills, have recently been attacked and oppressed by the Rhengi Ettin Tribes, and the Endawe Tribe of Dragonborn. The major leaders of the Nybeya Ettins have not wanted war and raiding against the people of Ghombay, but feel that peaceful trade and negotiation is a wiser policy. For embracing such a stance, the Rhengi Ettins and the Endawe Dragonborn have sought to punish the Nybeya Ettins, and bring them more and more into subjection. Kambek and Gomnu--a noble, friendly, and gracious Ettin, has arrived in the town of Jambe with a small band of fellow Nybeya Ettins, seeking help in their struggle against the Rhengi and the Endawe.

Quest (6)
The merchant, Marbus Dambor, is interested in negotiating with the Nybeya Ettins over a joint venture in establishing mines in the southern reaches of the Domen Hills. However, while the Nybeya Tribe has been agreeable to such a joint-venture, within the southern range of the Domen Hills are many fierce monsters, and many dangers. Marbus has already sponsored two separate bands of adventurers, and they have been missing for three months now, and have been presumed lost in action. Marbus hopes that the party will be willing to embark on a mission of discovering the fate of the two previous groups of adventurers, and also to explore the deeper caverns located in the southern Domen Hills.

Quest (7)
The mighty Abellah River flows from the Gaeben Mountains, far to the north, and gradually makes its way through vast jungles and hill-country of Seghanda, before reaching the Naygom Sea, to the south-west. The Abellah River is enormous, and miles wide. The vast river has hundreds of tributaries which pour into the great river, and upon reaching the Naygom Sea, forms into what is known as the Saybar Delta--a vast area of dense marshes, punctuated by several ranges of rugged, coastal hills.
Several days west from the town of Jambe, the great Abellah River flows to the south. Several miles up-river to the north, is the fortified town of Ghunam. Across the great Abellah River, are the ruins of an ancient city--the city of Chambor. The city of Chambor is a vast and gigantic urban ruin, throughout the ivy-choked walls, shattered houses and broad stone-paved streets, are great fountained plazas and majestic, tiered palaces. There are also mysterious, soaring towers of polished granite and shimmering crystal. Within the ancient city, is a great towered palace, known as the Tyrant Citadel. Lord Narbu has learned that the Mage, Armindus, recently led an expedition of adventurers into the Tyrant Citadel, and are believed to be lost in action. Lord Narbu is eager that the group takes up the mission of investigating the fate of Armindus and his expedition.

Quest (8)
Captain Hadoma wants the group to travel to the Saybar Delta, and prosecute operations against the various Grung Tribes around the Elephant Road area. Captain Hadoma hopes that the group can bring him Vorghu, Dormek, and Sumogg--dead or alive. All three of these hated Grung are powerful warlords and chieftains of their respective tribes, also named as the Vorghu, Dormek, and Sumogg. The Grung warlords assume the title of "The Vorghu; The Dormek; and The Sumogg, which besides being a formal title, also embraces such as a personal name. Besides killing as many of the Grung as possible, Captain Hadoma also hopes that the group can successfully wipe out each of the Grung Warlord's Shaman Councils; their Chief Shamans; as well as each of the Grung Warlord's Brood Harems.

Quest (9)
However, before the group is to begin operations against the Grung Tribes, Captain Hadoma wants the group to escort a diplomatic trade mission to the fortress-city of Ombeggu. The mage, Debonah, has been appointed by the King to serve as the Ghombay Ambassador for this mission. Debonah will also be accompanied by a trade commission of 6 prominent merchants, with plans on negotiating several new trade agreements and treaties with the Ombeggu Dwarves. During these negotiations, the group will be expected to negotiate with the Ombeggu Dwarves to gain the assistance of several skilled marsh scouts. Such skilled marsh scouts will be invaluable in their mission against the Grung Tribes.

Quest (10)
Within the fortified town of Jambe, is an impressive tower fashioned of wondrous white and green stone. The tower is known as Dhoranthus Tower. Dhoranthus Tower is ruled by the prominent mage, Vormen Dhoranthus. The mage Vormen has recently learned that a cherished friend of his, Masego, has disappeared. Vormen fears that his friend may have been killed or taken captive by evil marauders in the area. Far to the south, in the Saybar Delta, the mage Masego had established a wizard's tower in the Thobe Hills. Masego's mage tower is located on a promontory overlooking the sea below. The mage Masego was working on intriguing research involving the sea and aquatic creatures, as well as marine reptiles. Beyond rescuing or recovering his friend Masego, Vormen hopes that the group can locate and recover Masego's spellbook, and his research notes on aquatic magic and marine reptiles. Rumours have circulated that bands of ferocious shark-humanoids have been raiding the coast, plundering sea-shore villages and settlements.

Quest (11)
Deep within the jungles of Seghanda is believed to be the Fortress of Dhomande. Respected sages have written that the Fortress of Dhomande was reputedly built by a tribe of powerful giants in ancient times, from which they ruled over a powerful and wealthy kingdom. The powerful giants traveled the ancient world, serving in the armies of many strong kingdoms, and gaining great riches in gold, jewels, and items of majestic and renowned beauty. This ancient fortress is rumoured to contain many fantastic treasures, including Archellion's Spear, the Black Throne of Dhembah, the enchanted Scrolls of Nawanda, and a jeweled Rod of Conquest. There are also rumours that the Galdain Brotherhood, a band of infamous and ruthless adventurers, led by the powerful witch Udoma, are also seeking to find the Fortress of Dhomande. Lord Narbu has learned of these rumours and stories, and is convinced that the witch Udoma and her Galdain Brotherhood must be stopped from successfully plundering the ancient fortress, and that a Rod of Conquest must not be allowed to fall into their hands. Lord Narbu hopes that the party can undertake this very important mission. The party, should their expedition bring success, would be richly rewarded.

Quest (12)
There was a recent expedition to the town of Ghunam, where a band of craftsmen led by six Priestesses of Yaruba had traveled, to repair and consecrate an old temple dedicated to the goddess Yaruba. The expedition was also joined by Chawande, a prominent noble, renowned for her grace and beauty, and popular for her wisdom and generosity to everyone. The expedition to the town of Ghunam was attacked in the jungle by a powerful band of half orcs and Lahbu, led by a half-orc warlord known as Rendar the White. Many of the craftsmen were slaughtered, and the Yaruba Priestesses as well as the beautiful Chawande were captured, and carried off into the deeps of the jungle. Lord Narbu is very concerned about this outrage, and has determined that Chawande and the Yaruba Priestesses must be rescued. Even if they cannot be rescued, this monstrous attack must be avenged. Lord Narbu hopes that the party can undertake this important mission. Lord Narbu solemnly promises that the party will be very well rewarded for successfully completing such a mission, which is known to be extremely dangerous.

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

tenbones