Details of Sanctuarium 7, The Midden12.29
The Midden Basic Description
It is Tuesday, October 13th, 2009 and it is rainy and very stormy. I took the today off "sick" from work. It just felt like a good day to stay home and have some alone time. Outside, a windy rainstorm is raging. The power went out a couple of hours ago. As I sit here alone in my room and listen to the storm beat against the side of the house, I am inspired to create a new Dungeons and Dragons campaign setting. I am working by oil lamp light and eating munchies and drinking soda while I work.
I am going to try something new with this game setting. I am going to create in almost a flow of thought way. I will just write cryptic (or sometimes not so cryptic) notes and expand the idea as I go along.
The Midden is a thickly populated series of epic caverns, passages and caves within the Realm of Sanctuarium. It is populated by a mix of humanoid and monstrous humanoid races (humans, mongrelmen, go
Details of Sanctuarium 612.10
Heatstone Mines Village Description
The Heatstone mines epic main cave is about a mile long east to west and three quarters of a mile north to south. The Silverwater River flows directly through the cave north to south and is spanned by a stone bridge. A mushroom tree forest fills most of the floor of the main cave. The river cascades down a series of falls as the southern end of the cave is lower than the north. Cobblestone paths network the forest. There are some free standing homes here and there, amongst the mushroom trees. Some of the home are built within mushroom trees. Most of the homes in the community are cave dwellings with doors opening into the main cave. Stairs and stone ramps lead to the entrances of these homes on various levels on the main cave wall. Most of the gnomes live on the southern side of the cave near the river. There are doors leading to workshops. Wagons bring in heatstone and other ore
Details of Sanctuarium 5, East Gate12.9
Eastgate Basic Description
Eastgate is a large town built within a roughly circular shaped epic cave with a high ceiling of rock without an illusionary sky. It shares some traits with communities of the Midden, in that the cave is wall to wall city with tightly clustered buildings and winding narrow streets.
The community is composed of fifty percent dwarves, twenty-five percent human and gnomes and twenty-five percent a mix of other races. It has a population of around five thousand persons and is considered a large town.
The town gets its name from the fortified (with gatehouse) exit gate on the east wall of the cave. There is a garrison of dwarf guards there. The east wall at the exit gate is known as Morwyn's Wall after the Morwyn Skyblue, the orb seeker spellcaster who created it following the invasion of fire giants.
The town was invaded by fire giants and hell hounds in 2411 of the mists. The monsters came through a breach in the
Details of Sanctuarium 412.8
Boat's Landing Statistics
Size: Small Town (200 individual buildings) 2/3 mile across area
Population: 1000 (mostly gnomes)
GP Limit: 800 gp (max price on an item)
Ready Cash: 40,000gp (all available cash) [1/10 population * ½ the gp limit]
Government/political system: mayor, town council, constable, select-men
Number of full-time city guard: 10 [population divided by 100]
Ready Milita: 50 (can muster within a few hours) [population divided by 20]
Tolls, tithes and fees: 1 silver piece to tie up boat at pier for one week
Racial Mix: (96% gnomes)
NPCs by class and level:
Adept: 1-3rd, 2-1st
Aristocrat: 1-2nd, 2-1st
Barbarian: 1-2nd, 2-1st
Bard: 1-3rd , 2-2nd, 4-1st
Cleric: 1-3rd, 2-1st
Commoner: 1-8th, 2-4th, 4-2nd, 8-1st
Druid: 1-3rd, 2-2nd, 4-1st
Expert: 1-6th, 2-3rd, 4-1st
Fighter: 1- 4th, 2-2nd, 4-1st
Monk: 1-2nd, 2-1st
Paladin: 1-2nd, 2-1st
Details of Sanctuarium 312.7
Aru the One
Aru the One is a patron god of the realm of Sanctuarium. He is a god of goodness, healing, light and knowledge. He is a chief spirit in the class of spirits of good. His symbol is the lighted candle. The high cleric to Aru in Sanctuarium is Shala of Nexus. A temple to Aru exists in Nexus, as does an order of paladins. Many of these paladins and clerics are leaders of companies of the Realm Guard. Aru is known as "the one" because his worshippers believe him to be significantly unique and therefore distinctly singular.
Aru the One, God of Goodness and Light, and the Realm of Sanctuarium
Symbol: lighted candle
Home Plane: The Plane of Magic, Spirits and Dreams, Heaven
Alignment: Lawful Good
Portfolio: Goodness, light, healing, any knowledge, Sanctuarium
Worshipers: Inhabitants of Sanctuarium, Paladins, any good being
Cleric Alignments: NG, CG, LG
Details of Sanctuarium 212.6.4
Orb Seekers and the Greater Orbs
New orbs are brought back to the Realm of Sanctuarium by orb seekers, adventuring groups that journey into the Mist Filled Realms. Each orb seeking group is legally sanctioned by the high dragon king (with a writ or charter) and accompanied by at least one lantern tender. Most orb seeking adventuring groups eventually become "chosen" by a greater orb (or that is the extended network of linked greater orbs). Orb seeking parties chosen by the orb kind are considered honored and more legitimate.
Orb Seekers Fraternal Orders
Successful Orb Seeking groups, especially those chosen by a greater orb, form fraternal orders within the Realm of Sanctuarium. Current and former (retired veteran) orb seekers of specific orb seeking groups are eligible to be members. These fraternal orders perform charity services for the community and have regular meetings, member's dues, fraternal lodges or meeting halls, symbols, secret ritual
Details of Sanctuarium 112.0
The Realm of Sanctuarium General Information
The realm of Sanctuarium is the material plane of Mist World, consisting of a network of caverns and tunnels within the Deep Caves. The caverns are inhabited by the descendants of humans and humanoid races who created an "oasis" there away from the chaotic magic mists. The borders of Sanctuarium are constantly patrolled by the Realm Guard and Lantern Tender's Guild. Any breaches and openings in the outer walls are quickly sealed. Orb lanterns are used to eliminate any mists that seep in from the outside.
There are many semi-independent kingdoms within the realm of Sanctuarium stretching across a network of caves and passages for about 250 square miles of Deep Caves. There is the Dragon King's Valley, Nexus, Main City Caves, Rope Vines Cave, Sunshine Valley Cave, the Gray Mystics, the Black Mystics, the White Mystics, The Mystics of the Cycle, Avril's Tower, Fish Cave, Goodfarms, Bread Fruit Vines, Ea
Details of Sanctuarium 9, Main City CavesMain City Caves
Main City Caves is a collection of large caverns that is the central hub of the realm of Sanctuarium, existing physically in about the middle of the realm. The largest cavern is Market Cave and has the main marketplace for the realm. It is a crossroads of sorts for goods and people coming in from the many communities of the kingdom. The main cavern is about a quarter mile across, with a domed ceiling of rock about a half mile high. It does not have an artificial sky, instead large outcroppings of blue white glow crystal light up the cave. Also, the walls and ceiling, and buildings are adorned with hundreds of orb lanterns of various colors.
The center of the bowl shaped floor of the main cavern is dominated by a large pond of clear silver water. Buildings are built upon a few islands of rock within the pond and upon several terrace levels rising like concentric rings from the pond. Each level is about ten feet higher than
Obscuring Mist and Abyssal Ghouls ChamberObscuring Mist, Abyssal Ghouls Chamber
The only entrances/exits to this chamber are arcane locked iron doors with small barred eight inch square barred windows (2inches, hardness 10, 60hp, break DC 38). These doors will only open by using a special magic key found somewhere else in the dungeon.
This chamber is eighty feet square with a fifteen foot high ceiling. The walls, floor and ceiling of the room are covered in a dark clay "plaster" a foot thick. There are humanoid bones stuck in the plaster (skulls and limb bones). Behind the clay plaster are walls of dark stone. Here and there, some of the clay plaster may have fallen away, revealing the stone walls behind.
The entire chamber is filled with magic mist that acts as permanent obscuring mist spell. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% m