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Author Topic: "Picturing" Eredane!! (post images!)  (Read 45231 times)
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LeaderDesslok
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« Reply #25 on: March 19, 2008, 01:42:16 PM »

Pics of the Kaladrun Mountains (northern, central, and southern)


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Michael Thompson

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« Reply #26 on: March 19, 2008, 01:43:42 PM »

The Northern Marches


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LeaderDesslok
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« Reply #27 on: March 19, 2008, 01:44:51 PM »

The Veradeen in summer


* veradeen01.jpg (85.97 KB, 614x461 - viewed 591 times.)
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arnon
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« Reply #28 on: March 19, 2008, 01:45:47 PM »

I like this thread! Smiley
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kevperrine
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« Reply #29 on: March 19, 2008, 01:46:05 PM »

WOW...

This thread is EXPLODING with awesome... and to think - I didn't think anyone was interested after it was up a few days with no replies... 


HEY... my only problem - it's difficult to look through the images in thread. 
What do you folks think about making a WIKI that could seperate the images into groups for their locations?

Anyone know how to set up wiki? 
Anyone interested in seperating them out?  Actuallyit'd be handy to also make them a similar format SIZE, so they'd conform nicely to printing or whatever on a web page.

Any other suggestions??


HEY... what about having a section for these images on this Against the Shadow forum?
That's be an awesome addition!! 

It'd be good to have a BIG disclaimer for using the images though.  Obviously they're intended for personal use only.  Anyone know anything on the "legality" of posting things like this on the site?  I consider it just 'cause I know that some might be nervous about finding images from sites and using them without asking permission.  Anyone?


Great stuff everyone!!
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best,
-kev-
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LeaderDesslok
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« Reply #30 on: March 19, 2008, 01:46:20 PM »

The White Desert


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* white_desert_02.jpg (91.71 KB, 640x480 - viewed 596 times.)
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Doomed Hero
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« Reply #31 on: March 19, 2008, 01:47:04 PM »

Garol, an ancient Dwarven meeting site, now abandoned and unused.

The picture is too large to upload so here's the web link.

http://www.imagesofanthropology.com/images/IMG_0511.JPG

This picture blows my mind.
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Jack Chick, Abdul Alhazred, and Aleister Crowley walk into a bar...
LeaderDesslok
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« Reply #32 on: March 19, 2008, 01:49:31 PM »

Garol, an ancient Dwarven meeting site, now abandoned and unused.

This picture blows my mind.

That's a good image to use when describing the dwarven fighting pits!
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LeaderDesslok
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« Reply #33 on: March 19, 2008, 01:52:56 PM »

WOW...

This thread is EXPLODING with awesome... and to think - I didn't think anyone was interested after it was up a few days with no replies... 

I'd have posted earlier, but I've been working a part-time job at night and don;t usually get home until midnight, and then during the day I'm too tired to put in the effort. But today is a day off. Smiley

Quote
What do you folks think about making a WIKI that could seperate the images into groups for their locations?

Anyone know how to set up wiki? 

[...]

HEY... what about having a section for these images on this Against the Shadow forum?

If it could be set up here at AtS that would be awesome, otherwise I'd be up for using a wiki. (Don't take that as volunteering to create one, I know little about it!)
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Darth Alkar
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« Reply #34 on: March 19, 2008, 02:03:18 PM »

Wow... really great images, Leader!! And DH's dwarven ruins are inspiring indeed! I oughta use it  Smiley

Look at this one, it always looked very Midnightish to me... but I don't know where this place could be... ideas?


* Northern Eredane.jpg (116.69 KB, 497x372 - viewed 653 times.)
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"There couldn't be a society of people who didn't dream. They'd be dead in two weeks." - William S. Burroughs
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« Reply #35 on: March 19, 2008, 02:06:13 PM »

I don't know where this place could be... ideas?

Kev, pay attention to this one. Remember our conversation about the landscape of the scar? Everything made out of obsidian with no life to be seen? That's it.

Nice job, Alkar.
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LeaderDesslok
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« Reply #36 on: March 19, 2008, 02:07:37 PM »

To me, that's the Highhorn Mountains near Steel Hill. Picture the Great Mine of Tarish nearby!

Thinking of the Scar, you've also got a good point DH
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kevperrine
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« Reply #37 on: March 19, 2008, 02:08:43 PM »

I'd have posted earlier, but I've been working a part-time job at night and don;t usually get home until midnight, and then during the day I'm too tired to put in the effort. But today is a day off. Smiley

If it could be set up here at AtS that would be awesome, otherwise I'd be up for using a wiki. (Don't take that as volunteering to create one, I know little about it!)



I can (could) set up a wiki for this.  The benefit of that would be that ANYONE of us could post/update directly too it.

However, it would be another uber cool resource for AtS forum...  When this thread finally dies, this gold will get "lost" in the mix.  As would a wiki page if off-site, possibly.

But then again posting images directly into THIS thread keeps the topic alive and EXCITING for newcomers to view all the old and new images...


Thought...
What about making this thread a STICKY.
Then our wonderful host of AtS could use it to cull the images from when updating the site  (however/whenever he does that..)  to make a separate page on AtS for the "image gazetteer".

I'd suggest someone making a quick outline list of all the named locations across Aryth to help with this effort.  Break them down from major region names, to the shadow districts, to city/village names... maybe even have another section for non-environment images that would rock to show as picture reference for people/things in Aryth...

On a side note -  I like my thread title as a navigation/page name link. 
"Picturing Eredane - image gazetteer"   
or 
"Picturing Aryth - image gazetteer" 
is just cool, IMHO.


any thoughts?
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LeaderDesslok
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« Reply #38 on: March 19, 2008, 06:50:10 PM »

The Highhorn Mountains


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LeaderDesslok
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« Reply #39 on: March 19, 2008, 07:17:55 PM »

Sarcosan freeriders in southern Erenland


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smeagol
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« Reply #40 on: March 20, 2008, 07:34:50 AM »

Since you asked for it...

the new version of the midnight gazetteer, now up to date of all so-far published supplements... includes places of asmadar

A short Midnight 2E Gazetteer

-A-

Aigeathir / Silverthorn: M2E p 229, Fury of Shadow p 31

Al Kadil : M2E p 189, 262, Star & Shadow p 25-26

Alarduan is a ruined Miraleen tower of white coral made of bright white coral. The tower has a gate into the old "Ways" that leads to the Crown of Storms, a Power Nexus for my campaign (by Todd).

Alloduan: M2E p 233

Alloduan Stones: Sorcery & Shadow p 11

Althorin: Fury of Shadow p 101

Alvedara: M2E p 209, 263, Star & Shadow p 27-28

Ardune (The): M2E p 197

Arlwich: Under the Shadow p 28

Arnthora : this place is rumoured to be a place of meeting for the Erunsil and their dire beast allies, where friendship oaths are held and renewed. It is rumoured the Snow Elves warriors are sometimes bonded to a powerful dire bear or dire snow tiger, in much the same way as Halfling warriors are tied to their wogren allies. Elven scholars note the similarity and wonder if this is not a remnant of some ancient, perhaps pre-Sundering, alliance between fey and animals (by smeagol).

Arteries (The): Sorcery & Shadow p 22

Arunath Mountains: Fury of Shadow p 55

Ashenfeld: Destiny of Shadow p 18-19

Asmadarian Plains : M2E p 333

Atasele: Destiny of Shadow p 34-35

Atilhun: (The Horrid Hall) This keep is a get away for legates. The hall is well stocked with gnomish spirits, halfling tobacco (and stranger weeds) and slave women from all over Erenland. The Dornish women have taken to calling it Atilhun, the horrid house, or horrid hall (by Todd)

Autilar: M2E p 229, Fury of Shadow p 36

Azim: This sinister village is a dispatch point where prisoners from all across Eredane are taken. There, a legate and an orc commander choose who will be taken to Cambrial for whatever necromantic experiences Sunulael has planned, and who will be taken to Zorgetch as slave to the orcs (most usually halfling or gnomes, but sometimes attractive human females are taken as the orcs’ playthings). The place is heavily guarded by both soldier legates and orc troopers. As both groups hate each other, sometimes an interesting slave will become the stake of the rivalry between legates and orcs. A few fights have even sometimes occurred in the past years. The place is ripe for intra-Shadow conflict, which could be easy to create and use as diversion while a few selected prisoners escape (by smeagol).

-B-

Baden’s Bluff: M2E p 180, 262 + Under the Shadow

Baelstone Gate: M2E p 287 (Grand Seneschal of Shadow)

Balnida’s Helm: „What you don’t know“ adventure (game trade magazine)

Bandilrin: M2E p 229

Barren Forest: Destiny of Shadow p 39-40

Barrens (the) : M2E p 171, Honor & Shadow p 39: Rabbit’s Hole

Bastion: M2E p 171, 260, Honor & Shadow p 15-18

Bay of Sorrows:  This forlorn and lonely bay, most often covered in mists that hide it from sight, both from the land and from the sea, is home to the Miransil naval docks, where they build and repair their ships in utmost secrecy. This is a sensitive area where foreigners (including other elves) are rarely allowed. The sea elves are jealous of their secrets, and fear above all that a spy aligned to the Shadow brings their naval construction secrets to the Enemy to use against them. (by smeagol).

Benuadi Monastery: Star & Shadow p 34

Black Chantry (the): Heart of Shadow p 32

Black Downs: Destiny of Shadow p36,  “Shipwrecked“ section

Black Road (the): Heart of Shadow p 25

Blackweir: Destiny of Shadow p 26-27

Blasted Plain: Slivers of Steel (Secrets of Shadow #5), Lair of Fenris the Wolf

Blight Marsh: Heart of Shadow p 27-28

(unofficical) In this lonely and hostile place, the weak and sick among the orcs are abandoned to die. Everything there is a potential danger, as most plants are poisonous, and animals are either venomous or carrying diseases. Sometimes an orcish criminal or traitor claiming his innocence will be brought there. If he manages to survive for three months in this place, he will regain his status in orc society (by smeagol).

Blood Rock  (Hold of the Black Blood Dwarves): Hammer & Shadow p 27

Bodrun: M2E p 245 (Gorand Clan), Hammer & Shadow p 13-14

Brahaman’s Balm: Destiny of Shadow p 14-15

Broken Terraces: Heart of Shadow p 31-32

Brucslet Ferry: Star & Shadow p 36

Burned Wood: Slivers of Steel (Secrets of Shadow #5), Lair of the Elemic Knot


-C-

Caderin: M2E p 190, Under the Shadow p 31

Caladale: Hammer & Shadow p 22-23

Calador: M2E p 248, Sorcery & Shadow p 12, Hammer & Shadow p 14, 32, 37

Cale: M2E p 173, Honor & Shadow p 27-29

Cambrial: M2E p 209, 262, Star & Shadow p 30-31

Caradul: M2E p 223, Fury of Shadow p 8

Cave of Bones: M2E p 301

Chandering: M2E p 173, 260, Honor & Shadow p 19-22

City of the Sea: M2E p 233

Cold Downs: Heart of Shadow p 7-10

Convent of Blessed Shadow: M2E p 286 (Merciful Mother)

Corashk (Warren of Feral Mother orcs): Hammer & Shadow p 26

Corbron Isles: M2E p 180, Honor & Shadow p 31-35: Pirate Princes

Corpsedigger Cypress: M2E p 302

Crown of Storms: a power nexus located in the Isles of Ernan. Explained in the thread : http://www.againsttheshadow.org/index.php?name=PNphpBB2&file=viewtopic&t=2310
If the link does not work, you can find it in the Sticky of the General Midnight Discussion Forums, under the title: “My Midnight Campaign (my players stay out)” by Todd Antill.

Crypt of the Sea & Sky: Star & Shadow p 31


-D-

Dahurin: M2E p 229, Fury of Shadow p 42

Dal Agrah: Star & Shadow p 35-36

Dal Colia Plinth: Star & Shadow p 40

Darkfast (the): Heart of Shadow p 30-31

Dark Hive (the): Heart of Shadow p 32

Darkwood: This deep and desolated forest is used as a shelter by a roving gang of Asmadarian bandits, horseraiders who roam the island, stealing from the poor as well as from the rich. They are notorious horsestealers, which brands them as sentenced to death according to local law. Sometimes they pretend that they are actually resistants to the High King, whom they say is an impostor (being elevated to the station as the closest heir to the former King who died heirless), and they are only “financing the cause of freedom” by raiding communities. For most Asmadarians, they are simply criminals trying to get a good excuse for their crimes (by smeagol).

Davindale: M2E p 173, 260 (lower Ishensa), Honor & Shadow p 23-27

Dead Marshes : Fury of Shadow p 49

Delegate of the Sea: Sorcery &Shadow p 13

Demon’s Demise: Destiny of Shadow p 26

Desert of Tears: This inhospitable desert was thus named when the Old Empire fleet wrecked on its shores after the lost battle of Stormhold. The survivors soon were eaten by thirst and the local giant insects that claim the desert. Many grottos are thought to shelter remains of the Sarcosan treasure which was taken when the Old Empire troops left Eredane. Many adventurers died in the desert while attempting to find them, but none succeeded. This sandy and rocky place is burning hot during daylight and freezing cold at night. It is impossible to light a fire because the wind blows harshly, unless one finds a suitable cave (by smeagol).

Desolate Ash : Honor & Shadow p 31

Dolmen of Stars : Heart of Shadow p 5

Dolorous Path (the) : Heart of Shadow p 35

Dorgo’s Dell : Destiny of Shadow p 20

Dourfir : this abandoned site is rumoured to be a forbidden area, home to an ancient and powerful curse, known as “Darnarkurian’s curse”. Its surroundings are well-guarded, and sometimes brash adventurers try and explore its mysteries. So far, none have ever returned to tell the tale (by smeagol).

Dragon Island: M2E p 180

Dragonsgrave: Sorcery & Shadow p 14

Dreaming Stones: These silent ruins are forbidden territory in Asmadarian lore, rumoured to be home to the feared horsha. They actually seem to be old enough to even pre-date the Sundering, and their crumbling walls look like they are raised arms imploring the forgiveness of the Old Gods, or so the local tales say (by smeagol).

Drifts of the Dead: Heart of Shadow p 27

Druid’s Swamp: Fury of Shadow p 46

Drumlen: M2E p 250, Hammer & Shadow p 14

Durgis Rock: Crown of Shadow p 12-18

Durstan: Destiny of Shadow p 38-39


-E-

Eastern Hills: Destiny of Shadow p 36-41

Eisin: M2E p 190, 263, Destiny of Shadow p 11-12

Empty Wood: Star & Shadow p 38

Enlil: Star & Shadow p 28-29

Eren Fen: Star & Shadow p 40

(Unofficial) This swampy delta is home to the worst insects and venomous water snakes from Southern Erenland. Its unaccessible coves also shelter many smugglers’ bases and even a few  Miransil ships come here for secret missions (spy infiltration, exchange of valuable goods with local resistance cells…) (by smeagol).

Eren River: Star & Shadow p 29

Erenhead: M2E p 181, 262, Destiny of Shadow p 22-30

Eroluan: Eroluan is a ruined Miraleen village whose small port became home to a terrible sea demon. This demon infected the inhabitants with a fell disease that killed most and twisted some into a terrible sea creatures that serve that demon (by Todd).

Eye of Shadow: Heart of Shadow p 11-14


-F-

Fachtendom: Fury of Shadow p 92

Falcon’s Aerie: Honor & Shadow p 27

Fallport: M2E p 173, 260, Honor & Shadow p 29

Fallport District: Honor & Shadow p 27-31

Falter Pass : M2E p 250, Hammer & Shadow p 15

Fang (The): M2E p 302

Far Wood: This section of the Veradeen shelters a newformed coven of Snow Witches (see Sorcery & Shadow) who practice their rituals in secret. It is rumoured that they found in this patch of forest evidence that it was inhabited by Snow Witches before the Shadow fell, and it is their focus to find back their lost lore (by smeagol).

Farodun: M2E p 209, Star & Shadow p 39-40

Felthera River: Destiny of Shadow p 12-13

Ferakdum: Heart of Shadow p 15-17

Five Towers: Sorcery & Shadow p 20

Forest of the Sahi:  Star & Shadow p 29

(Unofficial) Of course, the obvious choice for sahir of shelter from the Shadow’s persecution was, given their weird sense of humour, the Forest of the Sahir. Coming from all parts of Southern Eredane at the signal of their Archonte,  they were greeted  by human druids, who had remained aloof from othe rhumans since the first Dornish invasions. The local forest spirit had foreseen the invasion of Eredane, and strangely, was willing to shelter the fleeing wise men. The druids, protectors of the forest, knew better than to contradict their master’s wishes.
For a century, the forest has carefully been avoided by the Shadow’s troops, as it is rumoured to be a haunted place and no one who entered it ever was seen again. The local druids and wildlanders, helped by dire animals, did an astounding job for that.
In the forest, a hidden star tower was built, that held a clandestine scholar school. In this place,  prophets, astrologers, and keepers of lost artifacts are gathered (they number no more than twenty people in all). Of course, they lost much of their knowledge during their flight from the Shadow, and many rituals are now but distant memories.
Even the sarcosan freeriders have not heard of the lost wise men, who are thought extinct in the Last Age of Aryth. Curiously, once every  few years, a young sarcosan will feel some strange urge to explore the place and will be let in. He will then join the small community  that hides there (by smeagol).

Forest of Shells: On the coast west of the Aruun jungle, there exists a large raised plateau of craggy rock where nothing grows. Colonies of giant seagulls nest here in the breeding season. The ground is stony and dirty chalk white and many shells of small sea creatures can be found strewn all over. Strange swirling patterns can also be found, some half obliterated by weather. It seems that the deeper one digs, the bigger the shells get.

Some crags lead into the white rock, and adventurous elves have reported a network of chasms and tunnels inside the plateau. The walls inside plateau are made up of smooth or sometimes sharp seashells, often with vibrant colours and wild patterns. Some of these shells are so huge an elf can stand upright inside one. In one particular cavern, many tall, pointed, spiralled shels stand straight up like some parody of a pine forest. Some stood so tall they seemd to support the cavern ceiling dozens of feet above.

In the center of this cavern is a lake of salt water, and the elven explorers found that it connected to the sea via a long and winding submerged tunnel system, several miles in length. These tunnels seemed to be dug from the chalk, the walls smooth and with many spherical side chambers.

Again, the bottoms of these tunnels and chambers were strewn with the shells of sea creatures, some of which must have been leviathan in size when still alive.Some of these seemed particularly placed to mark cavern entrances or forks in the tunnel system. The elves often had the impression they were not alone, and one of the explorers was lost when exploring a tunnel on her own. The only thing the other elves could find was her charm of water breathing (by Cannibal).
.


Fortress Wall: Hammer & Shadow p 15

Freedale:  This peaceful hamlet is home to one of the most bustling markets of Asmadar, where people come from all across the island to trade their wares. It is because the High King decided, a few centuries ago, to reward the city by exempting it from paying taxes for any trade that would be made there. A cunning leader soon understood the potential of the situation, and the village soon attracted merchants from all Asmadar. A saying goes that says “if you can’t find it in Freedale, it’s that it does not exist” (by smeagol).

Frozen Barrens: Star & Shadow p 15-17

Fustani Lake: Star & Shadow p 32


-G-

Gadeeb: Star & Shadow p 26

Garduran: This former part of the Fortress Wall is now inhabited by a new breed of orcs that are adapted to the cold taiga environment of the Veradeen. They feel no cold, know the snow’s secrets and move unnoticed to the Erunsil villages, where they slaughter all. They are called the Forest Wights (for more details, read the DawnForge supplement “Age of Legend”) by the Erunsil, some of whom fear to have finally found their match. A rumour even claims that they would be the offspring of captured Erunsil maidens and  Orcs, another pretends they are descended from Ogre Damens and Orcs. None know for sure, but currently their numbers are not large, and their regiment is housed in Garduran under the orders of a Devout legate. Their missions are still unclear (by smeagol).

Garol: M2E p 250, Hammer & Shadow p 14

Gasterfang: M2E p 259, Heart of Shadow p 11

Gates of Petition: Heart of Shadow p 33

Giant’s Face: Fury of Shadow p 104

Golien Peak: Hammer & Shadow p 19

Green March: Fury of Shadow p 102

Grotto (the): Honor & Shadow p 33-34

Grove of the Sea:  This grove is a giant bayou and the cultural heart of the Miransil. It is home to the eldest trees of the Miraleen, which are rumoured to have birthed the people itself (some are actually ancient treants). Many natural charms (see Sorcery & Shadow) can be found here, as it is a Miransil sacred ground, where most are born and are married. This place is the symbol of the union of the forest and the sea (by smeagol).

Gulf of the Sorshef : Named by the Sarcosans as a blessing to their trade with their parent nation (Old Sarcosan empire), this tract of sea still sees little traffic, mostly fishing ships that stay close to the coasts (by smeagol).


-H-

Hall of the Old Kings : This abandoned fortress bears the mark of a distant past. Until the middle of the Third Age, it was home to the King of Clans, a mighty symbol of dwarven unity. Although a king in name only, the dwarf that was elected to this title had to maintain some semblance of cohesion. The last king was murdered by a clan Dor when his holdfast fell to an orcish horde while he was away helping another clan. This was the end of dwarven solidarity. One after the other, the King’s followers left the now-crumbling city. It is said that within its ruins could be found powerful relics that could bring back some kind of unity among dwarves, but this is only a tale (by smeagol).

Hallisport: M2E p 264, Star & Shadow p 37-38

Harancara: M2E p 224

Haventor: Honor & Shadow p 34

Heldon’s Mill: Slivers of Steel (Secrets of Shadow #5), Lair of the River Ghosts

Hendar: this is a small unremarkable Asmadarian hamlet. Still, legends abound that it was the resting place of the fleeing Queen of Erenland when the kingdom fell. No clues ever confirmed the tale, but isn’t it strange that it still exists 100 years later?

Hidden Mirror: Heart of Shadow p 9-10

High Road:  Hammer & Shadow p 15, Honor & Shadow p 21

High Rock: This unassuming village was once a trading camp between Dorns and dwarves. Not more now, since it was turned into a waystation for orc troops on their way to the frontlines. It is now quite overpopulated, and fights are frequent amidst demoralized orcish troops. There is a long queue in front of the only well of the village (which could be poisoned so easlily should one dare come in the middle of 15.000 orcs…) (by smeagol).

Highwall: M2E p 174, 260 + City of Shadow

Highwood: M2E p 348

Hoarl: This abandoned keep of what was once the Fortress Wall is now secretly inhabited by human refugees who managed to cross Erethor with the help of the Erunsil. They are planning to settle the plains west of Erethor with their fellow humans, and in return their blacksmiths forge weapons for the Erunsil and their peasants work the fields to feed their elven protectors. They have to face few orcs for the moment, but should the Shadow learn of this, this “weak spot” in elven defenses would quickly be exploited. The elves find it advantageous for their ecosystem that human refugees, whose lifestyle is incompatible with the forest environment, make their homes in the undefended plains. There are currently few humans, but more and more will come in the near future, as many do not like to live in the great forest (by smeagol).

Hope : Star & Shadow p 28

Hope Point : Midnight 1st Ed, p 249 (“on the run” adventure)

Horse Plains of Erenland: Star & Shadow p 29

(Unofficial) Before the first Dorns invaded Eredane, the fey people used to travel the lands with their horse-friends, some of which were actually dire horses. The Dorns tried to tame the noble beasts with no success, and then decided to slaughter them. Many noble stallions fell to Dornish axe and sword in the Second Age. The remaining beasts took shelter in the Horse Plains, protected by whatever spirit lurked there. Roaming free in the plains, they lived a wild life in harmony. When the plains were discovered by the Sarcosans, the horse-loving people stood in awe at the majesty of the beasts, which were considered sacred, as the probable steeds of the Sorshef itself. In sarcosan legends, a few of the greatest heroes managed to bond ties of friendship to such noble horses, and the pair achieved legendary deeds (by smeagol).

Horsehead Rock: Sorcery & Shadow p 15

-I-

Ibazu Mines: Star & Shadow p 38-39

Icewall Mountains : The high peaks of this mountain chain are eternally snowcapped, and crossing it is a dangerous trek amid glaciers and hidden crevasses. It is rumoured to be home of the mysterious “yeti”, a decadent remains of a once noble race of giants that made the mountains their home, but these are only rumours (by smeagol).

Idenor: M2E p 250, Hammer & Shadow p 14

Ilaris: Star & Shadow p 40

Invurin: This place is a gigantic hospital that treats the wounds of the elven warriors who were lucky enough to survive the war against the Shadow. It is quiet and beautiful, and many elves secretly regret to leave it to rejoin their comrades on the frontlines (by smeagol).

Irontop : Destiny of Shadow p 40-41

Ishensa Basin : Heart of Shadow p 10- 15

Ishmanti Hills:  In the last decades of the Third Age, a wild rumour spread among all the kingdom of Erenland. The Ishmanti Hills, a most inhospitable environment of desertful, rocky and wind-blasted hills, were supposed to shelter fabulous amounts of raw diamonds. Whole groups of starving poor people settled the hills. Soon, forests of tents covered them, and fights were quick to erupt in this Eredanian gold rush. As time passed, the strong extorted the more from the weak. Mines were exploited and looted, people died from exhaustion while digging, and brothels, saloons flourished. Of course, all this attracted the worst scum to the place, and soon only violence ruled. In the last years of the Third Age, the place was rife for conflict, (secretly mastered by hidden legates) and it became a thorn in the agonizing kingdom’s economy. After the Last Battle, miners murdered each other on a large scale. Soon, only wind was heard in the hills as those who retained some bit of sanity fled. It is still currently thought to be a haunted place, where the ghosts of those who died because of greed are hungry for the blood of the living. It is also said they guard some ancient relics of this bygone age. Who knows? (by smeagol)


Isle of Mourn : When the Dorns landed on Eredane, after long months at sea, they became a people deeply rooted with the land, needing to feel the ground under their feet to be comfortable. This was reflected in their burial habits, and great stone constructions were raised in memorium along the South of Erenland. But when the Sarcosans invaded and the Dorns were pushed North, they were forced to cross the Pelluria in any sea craft they could find. Though the trip was a short one, many of the wounded were poorly tended to while on the waves, and died. The Dorns refused to bury their kin in a watery grave, and stored the bodies until the first sight of new land.
When peace was made with the Sarcosans, the latter gave the Dorns a place to honor their heores close to Asmadar. An island was picked, and the warriors brought to the island the bodies of the fallen. A long burial ceremony was held, and great castle-like stone structures were erected to house the dead.

The island became the honored burial place for fallen heroes of the Dornish people, and took the name 'The Isle of Mourn' for the frequent visitors who came to pay respects to friends and idols. Dornish mystics took up residence on the Isle, offering a chance for the visitors speak with the dead, to ask them questions, and to learn their secrets. The Death Speakers, as they were called, offered promise to the Dorns that never would everything that was theirs be lost. Great halls for seances were built on the island, and it was considered a rite of passage for every young warrior to travel the the Isle of Mourn and learn the fighting secrets of the hero they chose to follow.

As the forces of Izrador pushed across the Pelluria at the end of the Third Age, the Death Speakers, fearing an invasion, left the Isle of Mourn behind, along with their dead kin, and the secrets they held. After the Last Battle, the Exiled, as they now called themselves, were scattered into the wind. Some tried to blend in to Dornish towns as healers, others left for the Elven woods. But they all swore to continue their practice, and spread their teachings, even under threat of death. The ranks of the Exiled of the Isle of Mourn have thinned in the century since the last battle, but some strong veins remain, and within their community it is whispered that a few have returned to the Isle of Mourn, to hold seances with the heroes of ages past to gain their wisdom.

If a person can find an Exiled, and convince them to reveal themselves, they will gladly let them speak to any dead whose tomb is accessible. And if a hero can find the Isle of Mourn, the returned Exiled will allow them to access a trove of knowledge of history and war second only to the tower libraries of Caradul (by Pheros)

Isles of Ernan: M2E p 234

Itharos is fixed atop a breeding pit for Scithians (Forge of Shadow). The legate that commands the fortress sends goblin sniffers, mounted on Scithians into the area of the Vale of Dead Ice between Autilar and Silverthorn (byTodd).

-K-

Kaelorin: Fury of Shadow p 13

Kazak-Dur : Heart of Shadow p 30

Keela’s Haven: M2E p 304

Keep of the Cataracts: M2E p 224, Fury of Shadow p 11

King’s Wold:  In the glory days of Erenland, this lush plains were said to be the recruitment grounds of the King’s Knights, an elite group of dedicated warriors who would act on behalf of the King of Erenland wherever they were needed. Acting as emissaries, diplomats, businessmen, and sometimes spies, they contributed to save the King’s person, and sometimes the kingdom, uncovering Shadow plot after Shadow plot. This place also sheltered their yearly tournament, where they would prove their valor to their liege, and would also win some noble lady’s favour. Gregon Chander, the closest neighbor, did his best to despoil the site, but despite his best efforts, the lonely and barren place still maintains a regal aura. It is for this reason avoided by the Shadow’s troops which pretend to hear among the winds the wailing of the ghosts of the betrayed Knights. A band of brigands has taken advantage of this superstition to make it their lair, and stage many raids against Chandering from there. A few weeks ago, they discovered a small hidden tumulus containing the corpses (which had not risen as Fell) of six lost Knights still wearing shining plate armor. Strangely, the worst of them felt the urge to wear the armor, pretending that they were “chosen”. Since then, they are staging more and more daring raids, redistributing their loot to the suffering populace of Chandering and its environs. (of course, the armors were “haunted” by the spirits of the noble knights, who took the opportunity to possess the brigands and restore justice on the fallen kingdom of Erenland). The other brigands, unused to such noble behaviour, fear that such actions might lead to their downfall and are planning to murder the “new Knights”. Or sell them out to Gregon Chander if they think he will spare their lives (by smeagol).

Kintar : an Aruun danisil-elfling village,  described  « In the garden of good & evil » adventure, p 11

Koln : M2E p 370 (« well of rebellion » adventure)

Kurgun Falls : Crown of Shadow p 8

-L-

Lake of Dreams:  This lake is a holy site for the elves, where they make pilgrimages to reflect on the sense of life. Many elves come to the place to mourn the loss of their loved ones, and find in its pure waters the courage to keep going in life. The serenity of this forlorn place, where silence is obligatory, incites to keep hope as the pilgrim understands that as long as such places exist, the fight for Erethor is worth to sacrifice one’s life (by smeagol).

Landfall: M2E p 252, Hammer & Shadow p 15

Landing (the): Honor & Shadow p 24

Lardun: M2E p 250, Hammer & Shadow p 14

Larn’s Tooth: This ruined citadel was once part of the Fortress Wall. The Miransil have deserted it to focus on their war effort in eastern Erethor. It has recently been occupied by a band of cunning hobgoblins who now try to spy the Miransil naval docks of the Bay of Sorrows. The place is also used as a beacon, either to attract Shadow ships (manned by sea-loving goblinoid races) or to wreck Miransil ships on the dangerous shores (by smeagol).

Lich-Host (the): Heart of Shadow p 33-34

Lichgate: Heart of Shadow p 34

Lillywick Pond: M2E p 305

Lower Ishensa District: Honor & Shadow p 23-27 (see also Davindale)

Low Rock: M2E p 179, 262 (House Orin), Hammer & Shadow p 15, Destiny of Shadow p 30-36

-M-

Marfang: A ramshackle orc outpost run by a malevolent orc legate that despises his own race (by Todd).

Medoc: Before the Last Age, Medoc was a peaceful village that was renowned throughout Eredane for the small community of halflings that produced the best wine in all the continent. Now the village still stands, but its production goes to the new masters of the continent: the highest ranking legates and orc commanders. It is rumoured that Grial the Fey Killer imports huge quantities of wine to reward his most promising soldiers. The halflings of Medoc were spared the fate of their brothers, only because of their expertise as winemakers. They are held in slavery, but orcs hesitate to inflict much punishment to them as they are valuable and irreplaceable workers. The halflings of Medoc have taken advantage of the situation, but know that they can’t go too far. A halfling Avenging Knife has managed to inflitrate the small community, and is planning to poison a whole shipment destined to Fachtendom (more precisely, destined to Grial) with Orcbane. The local halflings are not yet aware of this, and would they know of it, would try and prevent such an action, because it would mean their deaths (by smeagol).

Mish: Star & Shadow p 32

Mithlen (Village of): Destiny of Shadow p 20-21

Mordun: This ancient keep was once manned by a proud Kurgun clan, now extinct, that dwelled at the surface. They recently were slaughtered by a large group of orcs, who now use it as their base of operations in the region. Unusually, they have kept the place in a perfect state as there is a whole group of orc “engineers” among them. Ballistae and traps are kept functioning. Unknown to the orcs, a handful of kurgun warriors took shelter right under the keep, in a series of secret tunnels that have not yet been discovered by the orcs. But their food resources are now very scarce, and they cannot afford to get out to find food (by smeagol).

Morgrund: Hammer & Shadow p 34

Mother’s Womb: Heart of Shadow p 11

Mouth of Doragin: Hammer & Shadow p 37

Myr Dolor (lake): legends say that when the Shadow finally managed to invade current-day Riismark district, seeing their end, the proud people of House Davin threw their most prized items and knowledge into the lake, to avoid them from being defiled by the Shadow. It is said brave souls will be able to claim them from the waters and use them against the Shadow, but only with the blessing of House Davin’s ghosts (by smeagol).

-N-

Nalford: M2E p 175

Narsis: Star & Shadow p 38


-O-

Obsidian Spire: Fury of Shadow p 49

Old Moss Wood: Fury of Shadow p 11

Ondranor: (Dorn for "Tall House"): The keep was very tall, its base formed from an exposed outcropping of rock in the hills (by Todd).

Orchid bridge: Sorcery & Shadow p 17

Oxbow Puddle: Star & Shadow p26


-P-

Pale Mere: this forlorn place is known for its rune-carved grottoes, covered in a now-lost and unreadable language. Who knows what ancient secrets are thus forever lost? (by smeagol).

Pale Ocean : All along its shores are unending beaches of white sand, leading to the grey and cold waters. Nothing can be seen on the horizon, but the wise remember being told that faraway lands could be reached while crossing this ocean before the Shadow fell on Eredane. It is a desolated and lonely shore, where no vessel can be seen, inspiring melancholy to those that live here (by smeagol).

Paol: M2E p 210, 264, Star & Shadow p 40

Pardrum Holdfast: Crown of Shadow p 26-31

Pass of Eagles: Hammer & Shadow p 46-47

Pelluria: Star & Shadow p 5

Pillar of the Sun: There is a hall far beneath Falter Pass, where the dwarf-ruled Kaladruns pass into the control of the orcish hordes. An ancient, ruined outpost lies deep in the stone, a knot of defensible rooms surrounding a central courtyard of white marble tiles arranged in a circle around a clear crystal shaft that rises from the ground. This chamber is bathed in golden sunlight, though it is miles from the open sky. The dwarves made their last stand here as orcs breached their outpost, but even the magic of the pillar was not enough to save them.

Those that brave the monster infested tunnels can reach the Pillar of the Sun. There, surrounded by a ring of its deceased defenders, they may study the runes upon its glowing surface and discover the covenant spell that gives it its power (by Dirigible)

Pit of the Cold Mother: Heart of Shadow p 28-29

Plague Hills: Under the Shadow p 28

Plains of Ash & Blood: Fury of Shadow p 25

Plains of Erenhead: Close to Erenhead are fields where human serfs toil and labor to pay their masters’ tithes. It is dotted with small farming communities living in constant fear of their human and orc masters  (by smeagol).

Port Esben: M2E p 261, Honor & Shadow p 35-39

Pugassis: Star & Shadow p 38

-R-

Rabbit’s Hole: Honor & Shadow p 39. See also the Barrens

Ravensridge:  mentioned in Destiny of Shadow p 39, “Company of Araban”

Redstone Hills: These grass-covered hills are actually formed of red rock, hence their name. The rock is rich in iron ore, and so the hills are home to mines near Steel Hill (by smeagol).

Redwinde (village of): Crown of Shadow p 36-39

Reysur: Destiny of Shadow p 38

Riismark: M2E p 261, Honor & Shadow p 40- 44

Riversbend: mentioned in Destiny of Shadow p 39, “Company of Araban”

River’s Edge: Midnight 1st Ed, p238-243 (“on the run” adventure)

Road of the Moon : actually there is no visible road. Dwarven legends claim that it can only be seen by full-moonlight, and that it leads to secret mithral mines, where dwarven pieces of art are hidden lest they be defiled by the Shadow when it finally destroys dwarvenkin (by smeagol).

Road of Woe: Destiny of Shadow p 13-14

Ruins of Orthag : Those ruins are wildly ignored by both dwarves and orcs. It is rumoured to be home to a clan of the dwarves that were captured to become orcs, but none know for sure. The place, although deserted, is well guarded by strange gargoyles that meld into the walls’ stones and take whatever form they wish as long as it’s stone (ie, they can pretend to be statues, etc.). They are actually guarding a secret hall that is covered in dwarven runes, explaining the orc race’s origins and a mysterious (cryptic) way to fight it (plans for creating a potent disease that affects only orcs, called the “Orcplague”. None knows if this was a project or if it actually worked, as the dwarves inhabiting the place were later captured and either slain or turned into the Black Blood clan) (by smeagol).

Ruins of Relyah Castle: Star & Shadow p 39

Ruins of Wylar Nothas: Star & Shadow p 37

-S-

Sani: a Sarcosan village, described “in the garden of good & evil” adventure p 8

Scar (the): Heart of Shadow p 29-35

Seals of Dal Henye (the): Star & Shadow p 34-35

Serebel: Star & Shadow p 36

Sharuun: M2E p 210, 264, Star & Shadow p 32-34

Shuvrel: Star & Shadow p 34

Sickle (hamlet of): „What you don’t know“ adventure (game trade magazine)

Silverthorn / Aigeathir: M2E p 229, Fury of Shadow p 31

Skyrfell Pike: M2E p 229, Fury of Shadow p 35

SkyTree: Fury of Shadow p 13

Slough (the) : Slivers of Steel (Secrets of Shadow #5), Lair of the Rat Soldiers (set in Davindale)

Spawning Pits of Kazak-Dûr: Heart of Shadow p 33

Spire of Black Ice: Heart of Shadow p 26

Spire of the Ocean Song (the) is a coral tower inhabited by a circle of Miraleen Channelers (Sea Witch Prestige Class). It is said that any sailor who comes close and hears the maidens’ songs will long for the sea as long as he lives (“sea melancholy” when the character spends more than one year  away from the coastline, morale bonuses while at sea) (by Todd).

Staging: Star & Shadow p 31

Stander’s Ford: Hammer & Shadow p 21

Starshore: Sorcery & Shadow p 19

Steel Hill: M2E p 175, 261 + Forge of Shadow

Stone Deep: Fury of Shadow p 56

Stoneridge: Destiny of Shadow p 15

Stoneway (the): Destiny of Shadow p 33-34

Stormhold: M2E p 252

Stromsker: Steel & Shadow p 54

Swift Water: M2E p 198, Crown of Shadow p 40-42



-T-

Tane : this place shelters the largest concentration of ancient Dorn stones (similar to, but much larger, than Stonehenge). It is now abandoned, but savage Dorns still sometimes conduct forgotten rituals to beg the help from their ancestors. Known resistance warriors’ bodies are burned there, their ashes scattered to the winds so as to become ancestral spirits who will return to guide and help their fellow Dorns (by smeagol).

Tanglethorn Deeps: Fury of Shadow p 16

Tearfall Caverns: M2E p 378-379 (“well of rebellion” adventure)

Temple of the Morning Star: Hammer & Shadow p 43-44

Terrace of the Elders: M2E p 332

Three Oaks: M2E p 225, Fury of Shadow p 113

Timrack Hold: Hammer & Shadow p 20

Tol Tyre: Forge of Shadow p 22

Tomb of God Flesh: Heart of Shadow p 35

Toragin’s Hold: Hammer & Shadow p 29

Torbault’s Torch: Destiny of Shadow p 28-29

Tor Gyth: Destiny of Shadow p 25

Tower of Stars: Slivers of Steel, Secrets of Shadow #5: Lair of Rorgrim’s Ragers

Trader’s Camp: M2E p 251

Trollskarl: : Under the Shadow p32

Tylden: M2E p 230


- U -

Udasha’s Grove: Heart of Shadow p 5-6


-V-

Vale of Dead Ice : This frozen taiga is the silent battleground that opposes the Erunsil to the orcs that come from the Highhorn Mountains. It is almost impossible to find one’s way in the trees, as the landscape looks everywhere the same. Some dire animals such as arctic bears and snow wolves call this place home and help the Erunsil with savagery unmatched among any other dire animals (by smeagol).

Vale of Tears: Heart of Shadow p 24-29


-W-

Warrens of the Weal: Heart of Shadow p 21

Weal (the): Heart of Shadow p 21-24

Westrin: it is rumoured that this place is home to the last descendants of the sea elder fey, who keep the secrets of ships none have ever the seen the likes of which. Lost in an ever-shrouded and impenetrable fog, it is said to reveal itself only to those who prove themselves and their worth to the ancient beings. No one has ever made it to its ancient, mysterious shores (by smeagol).

Western Eren Plains: Star & Shadow p 26

White Cliff: M2E p 176 + Steel & Shadow p 60

White Desert: M2E p 252, 332

White Province: M2E p 252, Hammer & Shadow p 15

Withered Wood: Heart of Shadow p 4-7

Wogren Moor: M2E p 198, Star & Shadow p 27

Wood of Starry Hopes: Star & Shadow p 29-30

-Z-

Zorgetch: M2E p 210, 263, Star & Shadow p 36
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smeagol
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Hiding from Shadow


« Reply #41 on: March 20, 2008, 07:40:13 AM »

I think we could gather pictures depicting each one of those locations.

We could then make an "album", with, for each place, the description (if no supplement described it) or the relevant page of the relevant supplement, the picture (it must be without IP issues, so I suggest using the board member's personal pictures) and a small map of Eredane showing where the place is.

For a start, here's a link to my personal public picture gallery. Take whatever you like here to use in this project... Let's share!

http://picasaweb.google.com/oroyer

(much more to come, since my old picture gallery in yahoo was destroyed when they migrated to flickr)

For "free" pictures, you can also make searches in public galleries of sites like picasa or flickr.

Ideas, comments, suggestions are welcome. Let's make progress!
« Last Edit: March 20, 2008, 08:54:22 AM by smeagol » Logged
smeagol
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Hiding from Shadow


« Reply #42 on: March 20, 2008, 08:46:02 AM »

How to make your own pictures and give them a fantasy look:

http://www.carloscabrera.com.ar/tutorials/
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Doomed Hero
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« Reply #43 on: March 20, 2008, 12:17:36 PM »

So it looks like what we aught to do is take Smeagol's Gazetteer and put in into a Wiki that is capable of having pictures on individual pages (many can only be uploaded to the "Files" section). I think organizing the pages by area would be better than alphabetical order, but it would be pretty easy to have an "index" page just like Smeagol's current list. We also need to be sure that the Wiki is capable of handling a whole lot of information (there's going to be a lot of pictures.)

After that we make a new thread with Kev's new Gazetteer title, put a link to the Wiki site and have it stickyed. Then we put an additional link to the site in the Links section.

I think a second thread similar to this one might be in order for uploading pictures that don't have an obvious location. A discussion of where they should go would best be done here before they get transfered to the Wiki.

What do you folks think?
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kevperrine
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« Reply #44 on: March 20, 2008, 07:37:55 PM »

What do you folks think?


I love every bit of this idea/project.

It's a MASSIVELY cool addition to the game IMO with (honestly) very little "work".  Setting up of the wiki with organization is the most difficult part.  Uploading pictures can be done by anyone, anywhere, anytime.

For my money this project would get more use than many of the other sources I go to for game ideas, including purchased books/products.

I agree with organizing by location as being best, with an alphabetic edition that could link to the appropriate page on the wiki.


There's nothing about it I don't like.

We have a GREAT start with images and the handy alphabetic Gazateer,  now who wants to find/research the best wiki for this?  I'd remind everyone that we want to find a wiki that's:  public/free, one that will be around "forever",  one that's easy to use with good features, etc...  (any other thoughts?)

I use RPGnet's wiki resource for my home games/settings.  It doesn't have alot of features but I like it because I know it's likely to be around as long as RPGnet is...  I don't like the idea of someone here hosting this wiki, while good in theory - if that person decides not to support it in the future for any reason everyone's screwed...
There are a ton of wiki farms... anyone have suggestions?


You can take a look at my campaign wiki for some ideas on how one can be used for the game's bible.  It's pretty deep with our game info.  I think I even have the beginning of this wiki-gazetteer that I wanted to create long ago...  But it's woefully ready for this cool of an idea...  look at it here:  http://wiki.rpg.net/index.php/Midnight_RPG_-_THE_SOUTHIES

excellent thinking guys...
-kev-
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Leviathan
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« Reply #45 on: March 20, 2008, 10:52:16 PM »

Not far from the Burning Line, Erethor front...



* Erethor_near_the_front.jpg (291.27 KB, 1152x864 - viewed 578 times.)
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Doomed Hero
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« Reply #46 on: March 21, 2008, 04:01:00 AM »

The burning line


* fire.jpg (41.72 KB, 720x444 - viewed 1247 times.)

* r171549_645290.jpg (51.63 KB, 560x840 - viewed 582 times.)

* sequoia-forest-fire-505503-lw.jpg (172.17 KB, 1024x768 - viewed 699 times.)
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Darth Alkar
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« Reply #47 on: March 21, 2008, 05:19:56 AM »

remnants of the Fortress Wall...



* spissky_hrad_1.jpg (103.88 KB, 985x684 - viewed 634 times.)

* spissky_hrad_2.jpg (81.47 KB, 987x676 - viewed 619 times.)

* spissky_hrad_8.jpg (134.64 KB, 983x680 - viewed 599 times.)
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Leviathan
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« Reply #48 on: March 21, 2008, 11:18:17 AM »

3 more...


* 1115_pelurian cove.jpg (206.76 KB, 1024x768 - viewed 650 times.)

* 1116_fortress wall.jpg (53.88 KB, 1024x768 - viewed 610 times.)

* 1117_erethor nights.jpg (361.94 KB, 1152x864 - viewed 611 times.)
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kevperrine
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« Reply #49 on: March 21, 2008, 05:15:20 PM »

I was toying for a few minutes with taking one of the images Darth Alkar posted and tweaking it a bit to use for my campaign - my gang might be entering the Bloody Tower soon.  So I've just made some minor changes.

I didn't think it needed to be overtly scary or anything...
Any better ideas for the Bloody Tower?



(right-click view image to see larger)

« Last Edit: March 21, 2008, 05:18:15 PM by kevperrine » Logged
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