[quote=@Voltus_Ventus] [hider=Bitterbourne] Name: Bitterbourne Population Size: 1388 Settlement Type: Town General Visual Description: Bitterbourne has no uniform layout and consists of buildings and and houses crammed close together in no precise order. Whereas in a normal town there would be roads and streets in between then haphazardly placed buildings Bitterbourne is different as waterways and small channels make up the spaces between buildings, due to the fact that it is built within a marsh. The fact the buildings are built in marsh means that they must be elevated, richer people construct polders, circular dirt dams and fill them with rock and soil to form a sturdy base but poorer people tend to use wooden stilts and pillars, with the slightly more well off people using stone pillars. The city, though having no internally uniform layout looks remarkably like a circle form up high, with the industrial platforms forming a narrow band on the outskirts and the poorer districts making up a large, thick ring on the interior, the richer people in the most center and the well off people right before. The houses of poorer individuals tend to be single level buildings, consisting of one room or multiple rooms flimsily cobbled on to a central room. They are made from a wood supplied from trees that grow on the outskirts of the marsh, dense and hardy but unbearably grey, made worse by the soot and smoke of the outer industrial district. They have slate shingle roofs and blackened tin-iron chimneys, as they can be made thinner then stone chimneys and weigh considerably less over all. They have flimsy wooden walkways between boroughs and cramped waterways where two boats could pass through side by side. Washing up generally hangs between buildings, greened dull as the rest of everything else. The more well off individuals have, as stated above, buildings built on stone pillars, though the buildings are most defiantly not made of stone, as the weight would sink the pillars into the clay at the bottom of the water and bring the house down with it. Instead, the houses of well off people are built of wood though wood imported from a bit further away then the edge of the marsh, giving the 'well-off' district a more colorful look, with buildings made form planks and logs varying from reds to creams and often having stained glass windows. the houses of the well off are multi-level and multi-roomed, generally culminating in fresh copper roofs or aged, blue-green copper. Again chimneys made of metal. The water ways between houses tend to be wider as most commercial buildings are in the area and need space for loading and loading. The walkways are stone. Finally, the houses of the richer, elitist members of society are built on polders (described above) and are made entirely of stones or clays, Imported form far abroad and ranging in colors from violet to red and all the colors in between, it is a colorful place with buildings soaring 9 or 10 stories high and boasting large open windows of stained glass, though generally protected by an iron lattice to protect it from rocks throne by angry poor passersby. The roofs also very, made form stone shingles or metal, they usually come in domes or four-sided pyramids. Most houses belonging to influential families fly family flags from the tops of their houses. No boardwalks in the richer districts, as over the years, the polders have merged together and formed a large soil platform. The town on the horizon is breathtaking, buildings from the outside of the circle give way to taller buildings deep within and taller buildings still at the center, making it look like a beautiful, haphazard man made mountain, though instead of gradually sloping, it rises suddenly and sharply at the center. Settlement Garrison and Defences: The city has an external stone ring, a castle wall in it's own right going all the way around with towers dotted every hundred yards. The space between the outer wall and the start of Bitterbourne is about 700 yards. The garrison of the city consists of professional Mercenaries hired by the Duke, they are extremely loyal and well trained and patrol the streets of the inner city, around the well off and rich districts; they number 100 hundred, they are recognizable by their colorful puffy leggings and arms of blue and orange, the colors of the Duke's house and wear brass chestplates and brass morions, they are equipped with steel short Halberds. The rest of the guard consist of 130 militia men, equipped with standardized gear (leather armor and bronze swords), they patrol the outer ring and the poor district. Structures of Interest: - The Keep: A large, tall stone tower at the heart of the city, it is the tallest building in the city and is rumored to have a bottomless foundation. It follows the castle like style of the outer wall, providing protection within it's thick, black granite walls but also has the comforts of the houses of rich people, like stain glass windows. The Keep is the residence of the royal family, the court and a grand hall. on weekends there is a market held around it and every year a massive trade fair takes place around it that attracts merchants far and wide. It is capped by a bright copper roof and fly's high and proud the flag of the Duke, a blue sea serpent on an orange background. - The Sunken Cathedral: Only the top of the spire rises up above the waterline, and is enterable though large arches that once let out the ring of long salvaged bells, though to get to these arches, a long climb up the facade is necessary. Once within the upper gallery of the spire, a spiral staircase goes all the way to the floor of the cathedral but is lost to the murky water about 10 yards down. Before the region flooded the Cathedral use to be a place of pilgrimage but after the coming of the mysterious tide, people stopped going. Unable to access the rest of the structure below. - The Cider Hall: A large, wooden building built on the cusp of the well off and poor districts. It is a favorite place for adventurers and merchants to bed down while they pass through the town or a place for the enroll population to have fun. It is a wide arc of a building and two stories, the top of the slate shingled roof peppered with tin chimney's. The Cider Hall doesn't only cater to the needs of it's customers with alcohol, it provides experiences like music by seasoned bards, a large gambling hall and good quality prostitutes. - Belmont Forges Ltd.: An enterprise run by a man with ambition, the manufactory produces generic metal goods, ranging from nails to potbelly stoves. It has proved to be a major source of income for Bitterbourne and attracts a lot of business. Along with it's more civilian productions, it produces weapons and armor, though not of the best quality, they can turn out lots of gear and make good money from kitting foreign armies. It is located on the outer industrial ring of the city and is recognizable by it's massive warehouses and docks, equipped with innovative wooden cranes for easy unloading of heavy cargo. - Whitewater: Though not a structure, it is still a place of interest within Bitterbourne. Whitewater is borough on the eastern side of the city and is home to people of a disreputable nature. Packed with murderers, drug dealers and disease riddled whores, Whitewater is a place where no one wants to go without a weapon. Though it's hellish appearance and occupants seem to yield no value to anyone. One can find about anything there if they look hard enough. Though once you enter Whitewater, don't expect to come out with your reputation unblemished, its a taboo to even be seen there but if you seek something there, everyone nows you did something horrid to get it. People of Interest: - Sir. Karl Josef von Bachmann: The captain of the elite mercenary guard hired by the Duke, known to be firm and just he is liked by the general people and hated by the scoundrels. He is recognized easily by his large white beard and bald head and is famous for his use of a broadsword. - Lord Francis of House Rosegold (Francis Belmont): The owner of Belmont Forges Ltd., he is an influential individual within the city, having far reaching contacts that aren't limited to the surrounding areas. He is known for his charisma and charm but there is something unsettling about him. He is recognized by his pioneering fashion style, wearing a '[url=http://www.gentlemansemporium.com/webimages/bootstrap3/mens_coats_tall.jpg]Suit and Tie[/url]' as he calls it. He is the grand Nephew of the Duke. - Lady Sharon of House Bitterbourne (Sharon De LeMarais): The grandaughter of the duke and his chosen successor, well, his only successor. The Duke's wife was cursed to bare unlucky children by an envious sorceresses who had her heart set on marrying the king. However his first daughter, Maxim was born prior to the curse and thus lived happily and had a daughter, Sharon. His luck my have been good but his constant interaction with his younger siblings got his killed, crushed by a pile of barrels meant for his younger brother. Lady Sharon is recognizable by her startling young [url=https://s-media-cache-ak0.pinimg.com/736x/07/e8/6e/07e86e4ecebe5a3e1746f03c0c447ea8.jpg]appearance[/url]. - The Queen of Whores: A mysterious figure that who lives in the slums of Whitewater and rules over her daughters. Little is known about her past, not even her original name is common knowledge, she is currently the 18th Queen. The Queens are chosen by the whore's of Whitewater out of the prettiest of the whores. Though her name implies that she only looks after the whores, she is an important person in Whitewater and basically runs it, when people need something or have a plea to make, they go to her because she holds the most influence. She is known to be a [url=http://images5.fanpop.com/image/photos/25500000/Princess-fantasy-25538247-960-854.jpg]colorful[/url] individual. Settlement's Leader: Duke Oscar of House Bitterbourne (Oscar De LeMarais): Duke Oscar is an old man, currently in his late sixties. He has a head of short white hair and a well trimmed goatee, always dressed in the colors of the house, orange and blue. Oscar ascended to the throne after a bitter power struggle between his siblings left him as the soul surviving heir to the throne. He was 16 when he took the mantle and has since grown to be the best leader the city has had, reforming the corrupt bureaucracy and improving the lives of it's inhabitants, clearing out and rebuilding slums like Whitewater. He is liked by practically everyone in the city but not the inhabitants of Whitewater, who refuse to move and let the area be rebuilt, no matter how much money he offers. Rumor has it that the Duke is sick and it seems that it won't be long before Sharon takes the throne. Location: The marsh starts at a western ocean and has mountains to the south. The north and east are surrounded by forests. ((I was thinking somewhere in the east west of the world, north of the Iron Mountains.)) [/hider] Final draft, tell me what you guys think, I'm down for suggestions and comments and such. [/quote] Love it, you've done a really fantastic job here. Thank you so much for everything, I'll be getting this entered into the map at the earliest opportunity. Honestly though, there's so much there that's great. Well done! If I could give awards, you'd have one. [quote=@Voltus_Ventus] [hider=Liar: The Sunken Cathedral] Name: The Sunken Cathedral Inhabitants: Sirens and Slaves Lair Type: Ruin Alignment: Evil, though they do not actively go out and be evil, they wait for the opportunity to be evil to come to them. As Sirens, they feast on the flesh and blood of there land based cousins. Their sea living family Notorious for tricking sailors to dash their ships against rocks, the Siren's of the cathedral are far more sinister, often taking one person at a time and imprisoning them, eating them and healing them over and over again until they grow bored with them and finally kill them. General Visual Description: The Cathedral is cross shaped, with the tower rising up the water and past the surface from the middle of the cross. The exterior is gothic in description, with vast arrays of geometric designs and carvings of saints and gargoyles. The sides of the church are flanked with flying buttresses that on a clear day could be visible from the surface, only just. There are long stained glass windows evenly spread on the sides of the church, depicting scenes from scripture or just multicolored panels. At the front of the structure are a set of rotten wooden doors and the back has a semicircular construct above the far end of the church. The inside of the cathedral is a massive space, with high, vaulted ceilings and immense pillars of stone. The nave of the cathedral, the longest part of the cross, so to speak is, filled with pews, though partially rotten in some areas they remain in good condition and can be easily recognized as seats. The floor, once covered in a fine red carpet now has a layer of green moss and from the mss grows thin blades of algae that looks and feels like grass, the algae is often what the slaves are fed and provide a soft material for the Sirens to sleep on as they find the pews uncomfortable. Above them, chained to the vaulted ceilings are rusted chandeliers, adorned with the bones of long eaten humans, they still give off faint orange light though, as the sirens have learned to trap glow shrimp in the skulls of dead humans and use them to provide a moody, atmospheric light to the building. Along the walls are faded tapestries and corroded torch holders, and shelf upon shelf of ruined books and scrolls. Once at the center of the church, below the spire, there are three chancels: One straight ahead, one to the right and one to the left. The chancel straight ahead use to be where the clergy operated, where the choir snag and where scripture was maintained and re-writen, it is separated from the nave by a wooden screen. At the far end of this chancel, beneath the semicircular structure before mentioned is a large deep hole with a spiral staircase leading all the way down. This deep tunnel is partially collapsed and the bottom is inaccessible but at the bottom is supposedly the Reliquary, filled with the gold, silver and gems of the church and the remains of the Cathedral's patron saint. It is a treasure trove, you have to be either extremely skilled or extremely stupid to be able to get down there and even more so to get back up. The Left chancel is filled with many alcoves and each alcove functions as a side chapel dedicated to saints other the the patron saint of the Cathedral, here, at the end is a baptism basin, converted by the sirens to be a place where they sacrificially kill and devour humans. The right chancel is such the same though instead of a baptismal basin, it has the stairway to a crypt where the slaves are kept and bred. Population: 23 Sirens and 1 Slave. Places of Interest: - The Reliquary: The area where the vast riches of the church had been stored, in iron barred vaults. The room is circular in shape, with eight cylindrical pillars imbedded into the walls, four on one side and four on the other, with a central pedestal that is used to rotate the pillars and open up the vaults, though there is a puzzle like mechanism in the pedestal that needs to be cracked before the pillars rotate. At the far end of the Reliquary, unobstructed by rotating pillars or iron bars is another pedestal that has one function, displaying a gilded box that contains the remains of Saint Adolphus, a skull with a large portion of the cranium missing, four ribs and two femurs, the skull is made from a lustrous white metal, that seems to glint regardless of light. Though the extent of the treasure isn't known as only schematics of the reliquary exist, the log books containing information on the treasure rotting in the vast libraries of the nave. - The Sacrificial Basin. - The Crypt. - The Spire Rooms. People of Interest: Does the lair have any captives that can be rescued? Are there any monsters there that are unique from the rest? Lair's Master: The chieftain, boss, overlord, lich -- whatever creature governs the lair. Please include a brief description of them and their powers. Location: Either indicate with an image editing program on the map provided, where you would like it to be, or describe it to me - I'll do my best to put it where I think you mean. [/hider] Still very much a work in progress but would appreciate comments and input. [/quote] And I am right in assuming that this will be within Bitterbourne, yeah? [quote=@SuperTacticalDerp] Hi, I've been lurking for a little while here and finally got a sheet up together. I'm pretty much all done, but I want too see how you guys like it. If anything needs editing, I'm happy to accommodate! [hider= Town and Liar Sheets, (WORKS IN PROGRESS!)](TOWN SHEET) Name: Greyblood Population Size: 470 Settlement Type: Town General Visual Description: Greyblood is a collection of river boats, small merchant stores, and floating mansions-like huts located deep within the Greyblood Swamps. Many travelers would describe the swamp town as 'a rich man's shantytown', housing several outcasts of noble or privileged birth. Many who live in Greyblood are wealthy beyond a commoner's imagination, but are forced into swamp-life due to exile or fear of persecution. the large river mansions built with local flora float like makeshift castles, but are home to few. Merchants from all around the region have moved here, making shop on whatever shores can be procured and bring in a wide stock of food, drink, and luxuries to the wealthy. Settlement Garrison and Defenses: Though there is no true unified defense force in Greyblood, many of the rich houses have their own private defenders in the off chance of attack. Trained mercenaries, thieves, deserters, and slaves wear their master's sigil in their unflinching defense. The crowded and awkward nature of swamp life makes building defensive walls impossible, but some spiked barriers lay dormant in paths deemed unused and in need of fortification. Structures of Interest: - Lady Havin's Manor: One of the largest river mansions in Greyblood, Lady Havin's Manor is known to be the few homes open to weary travels in need of aid. Though not as impressive as the last keep the Lady Havin had the pleasure of being thrown out of, this home is truly his. Guards in shabby armor patrol the manor every night and day, making it one of the safest places in Greyblood. - High Lord of the Invective's War-keep: The War-keep of the High Lord is not a place of jokes and merriment. Trained mercenaries and soldiers of the Invective lick their wounds here after a campaign so horrendous that few will speak word of it. The War-keep is made up of a large river boat surrounded by smaller personal vessels, regrouping and rethinking their loses. - The Sweet Water's End Tavern: Located a short way from Lady Havin's Manor, The Sweet Water's End is the only reputable tavern in the area. The owner does his best to keep the place clean, but the swamp always seems to find a way to muddy the place. One of the few two-story structures in the area not owned by a wealthy house, The Sweet Water's End is a home to all. The first night is always free, as long as you pay for the second and a good round of drink. - The Warlock's Keep: At the furthest 'border' of Greyblood sits a small shack, dressed in exotic vines and stunning flowers that would never survive the harsh swamps without some mystical aid. Inside reveals a much larger realm, an academy of oddities a hundred times larger then the unceremonious shack could physical accommodate. Beings unseen for several millennia grace the interior, servants of the old Warlock. Those who seek unconventional aid would find great friends here. People of Interest: - Lady Havin: There a few in Greyblood who know not of the drunk baroness of a far of land, a thin woman of elegant nature who is more often then not sloshed from her personal ale store. Lady Havin is a kind woman at heart, but after so much tragedy and hardship drink is the only thing that can cork her wounds. To share a drink with Lady Havin is no uncommon event, but to win her favor after several rounds of strong brew with made you an ally for life. - High Lord of the Invective: The High Lord is a mysterious man, always in large ornate armor baring the images of dragons. Very, very few have ever seen the man's face, and those who have sworn never to give that information away in fear of death. The High lord once lead an army larger then any seen in the realm, but was crush when an eastern house met him in true combat and almost wiped his legacy and his army into nothingness. Many say he is a broken man, but few have the influence to truly know. - Tomas Vill: Owner and keep of The Sweet Water's End, Tomas Vill is maybe the kindest soul in Greyblood. Many vagrants, beggars, and nobodies have passed through his tavern's doors praising him as a saint. With so many rich men a and woman in Greyblood fighting to keep a lifestyle lost tot them long ago, Tomas finds that fighting for the unfortunate is much better for the soul. Tomas keeps a clean tavern, allowing swamp-folk a retreat from the mud and stink for a short time. - The Warlock: To call the Warlock an old little man would be an understatement. To those with the sight for magic and the unknown, The Warlock is a nexus for it, literally pouring with mystical aura when he rarely escapes his hut. Those who have met him see no threat in the odd sorcerer as in most occasions he seems shy or weary of social contact. Many secrets lay within The Warlocks hut, and whose who ente may find more then they are looking for. Settlement's Leader: - Edward Mud: Edward Mud, Bastard of the Last Swamp Lord is nothing like his father. Toland Greyblood, The Last Swamp Lord was a cruel, cold hearted men who wanted nothing more then to rule the swamp lands with an iron fist. Edward hated his father's ventures, killing him to end a legacy of pain and suffering. Lord Mud of the Swamp has opened up the Greyblood lands to those who can afford his modest taxes, knowing that harsh terrain makes the swamps a perfect haven for lost nobles. He would rather use the swamps as a sanctuary then a battlefield. Location: Several miles north of The Pinegrove Forest, deep within the Greyblood Swamps. The swamp itself takes up a few miles east and west, but is thin along it's north and southern boarders. (LAIR SHEET) Name: The Greyblood Catacombs Inhabitants: Zombies, Giant Rats, Bandits, and Tomb Raiders Lair Type: Ruins/Catacombs Alignment: Neutral General Visual Description: The Greyblood Catacombs are home to the unsleeping dead of House Greyblood, long rotten corpses who's deaths have not kept the from roaming down below the swamps. The Catacombs stand on the driest plot of land in the Swamps, so dried and void of life that not even weeds can grow. The main structure is a large stone temple that leads to the now infested underground. Small bandit camps sit just outside the Catacombs doors, waiting and planning. Population: 30 (15 Undead Greybloods, 10 Bandits/Tomb Raiders, 5 giant rats.) Places of Interest: - The Bandit Camps: Though not entirely hostile to those passing by, the bandits waiting outside the Catacombs are territorial when it comes to the crypt. Many small tents housing blood thirty killers are scattered all around. - The Temple of The Swamp Lords: A long untouched place of worship amongst the Greybloods before Edward Mud slayed his father, The Temple of The Swamp Lords is now a decrepit old forgotten place. Giant ravenous rats lurk in these halls, guarding an entry way below to the Catacombs. One may play to their gods here if they wish, but any holiness has long strangled from this hall. - The Greyblood Catacombs: A maze of dry rotting stone and hungry undead, The Catacombs of House Greyblood is a hell within itself. Rotting bodies of old Swamp Lords wander aimlessly throughout the Catacombs, protecting [I]something[/I] of value. The entire catacomb is a maze, leading from the Temple entrance to a final chamber. People of Interest: - Greyblood Undead: Though they no longer breath or bleed, The Greyblood Undead are very much themselves. Old tacticians or the swamp and generals of yore know the Catacombs better then any raider or would be hero. They love their home, and are not too kind to intruders. Most brandish ceremonial knives or old swords from their time in service. Lair's Master: - Toland Greyblood, The Last Swamp Lord: Last born of true the true Greyblood legacy, Toland was a mad vile Lord. Raiding innocent parties neat his swamps and abusing his power was his favorite pastime, fathering dozens of bastards in the mud. When Edward Mud stabbed him in the heart and threw his unhallowed corpse into the family catacomb, Toland awoke again a cursed undead thing. Though unable to leave the Catacomb, Toland would love to return to the surface world and ripe his bastard asunder. - Oryx Greyblood, The Frist Swamp Lord: Oryx was the first to claim the Swamps and name them after his own house. He was a brutish, strong man in life and continues to be so in death. Often keeping his decedents in line and within the Catacomb, Oryx finds that sometimes he must let his ravenous brood feast on a simple headed raider from time to time to keep the peace. Often has to deal with Toland's madness, keeping the fool below where he belongs. Location: West of the town of Greyblood, a mile of swamp between the two. The Temple sit in the center of the river on a dry lifeless isle, with small tents and huts littered around the base.[/hider] [/quote] Love it, this is yet more great work. Thank you for not just simply lurking, but contributing! I'll likely compile the swamp/marsh into one large area, as both Bitterbourne and Greyblood are said to be north of the mountains and near an ocean. Might be a bit too busy tonight to update the map, but I'll have it ready for tomorrow morning or afternoon at the latest. Thanks again!