Dungeon Realm: Genesis
The realm itself has many names, depending on who you ask. Most human folk who speak the Plateau Tongue call it Spyre. The name itself comes from the Old Ultarian word for mountain or monolith, and with good reason.
What sets this strange land apart from many other fantasy worlds is that its localities are very tight-knit and small in comparison to the epic continental maps of other realms. And yet, Spyre spans no less distance, occupies no less space, and inspires no less awe. The entire realm of Spyre consists of outcroppings and settlements upon a massive mountain peak. These ledges house entire kingdoms, sometimes entire empires, and the bowels of the mountain core itself contain labyrinthine caverns and seemingly endless dungeons, built in ages long forgotten. Traversing the depths (or heights) of these perilous corridors could bring the brave (or foolhardy) into wondrous new lands, bountiful treasure troves, or the maws of imminent doom!
Surrounded by sky, grasping tightly to the lone colossal structure from which the world takes its name, each settlement exists within its own isolated microcosm. That is, until brave adventurers ascend or descend to uncover the mysteries of the Realm, or the mysteries themselves boil forth from eldritch sleep to disturb the natural order…
In case you don’t get it yet, the whole freakin’ world is one big dungeon. An endlessly huge, towering dungeon, of all terrain types, with occasional “natural” terrains clinging to its outside ledges. The adventure begins in one such pocket of semi-normal terrain, called The Plateau of the Crescent Sea.
The Plateau of the Crescent Sea is dominated by humans, although they are by no means the only race present. Monstrous invasion from the bowels of the Dungeon have been thankfully rare for more than a generation. The two main cities of the Plateau, Bevcourte and Deuman, have a strong alliance and share many of the natural resources. The Plateau receives regular traffic from through The Good Tunnel and thus the human cities on both sides have had, for the past forty years, a steady alliance against the creatures of the dark. Without any significant raids, both sides of The Good Tunnel have been thriving.
1.) Bevcourte – This is a large human city and fiefdom, ruled by King Jesse. With people untroubled by monstrous creatures, several thriving gold mines, a strong port and fleet of ships, a beautiful wife, and two young heirs, King Jesse could ask for no more. Bevcourte is where the Dungeon Realm party will begin. The folk here are friendly, and goods of all sorts can be acquired in the marketplace. The port regularly sees ships from Deuman, Halveton, Bakajin, and Sugoisa, insuring a diverse population and a regular supply of all manner of opportunity. Races from throughout The Plateau are here, but humans clearly are the norm. The Party will begin in Bevcourte.
2.) Castle Keep – A smaller village, mostly human, dominated by a single stronghold from the days of old, before The Great Peace (or as the elders call it, The Recent Peace). Although things have been going well for most of the Plateau, the citizens of Castle Keep still train vigorously in the event of another Orc invasion. Rare items and magic ingredients are in shorter supply, but travel goods and armaments are present in the finest quality. Lord Facemouth rules as regent to King Jesse here, and his people have done well since the last time The Dark Gate opened.
3.) The Dark Gate – A huge wall set with a single battlement, the Dark Gate is what separates the realm of men and goodfolk from the terrors of the Dungeon. Forty years ago a great war was fought by the aligned human Kingdoms of Bevcourte, Deuman, and Sugoisa, alongside the Sky Elves of Occidwood, the Dwarven Clans of Ferru and Kelmeere, the Caprin of Orenwood, and the Raptorkin of Aarkaque. Their enemies were the Orcs of the Precipice, which called themselves “Rugah,” the Goblins of Burnishe, the Wights of Old Malakar, and the strange race of merciless blue men from the depths of the Dungeon, the Varusiaff. During that conflict great magics flew, and heroes emerged, and many men died. When the battle was over, the Orcs and Goblins retreated, the Wights were driven back to their graves, and the Varusiaff were slain to a man. Since then, the Dark Gate has remained sealed, and peace has reigned throughout The Peninsula of the Crescent Sea.
4.) Deuman – The second Kingdom of The Peninsula, it is ruled by King Joey. Although his people love him dearly, he is seen as not as noble a regent as his southron cousin-through-marriage, Jesse. King Joey and his Queen Bernadette have survived many political and economic disasters simply because of their position so close to The Good Tunnel and the trade privileges it bestows, as well as the proximity of the Tower of Nails and the lair of the Dwarven Clan Ferru. Although their weaponry and military training leaves something to be desired, Deuman is a center of art and learning, and trains many aspiring magic-users.
5.) The Tower of Nails – This ancient edifice has for centuries belonged to the most powerful spellcaster in all The Peninsula. The current High Hammer, an elven mage by the name of Luthor, is a veteran of the War Before the Peace, and was one of the instrumental heroes. He resides mostly as a hermit, researching greater magical mysteries, but acts on occasion as a diplomat between the humans and elves and dwarves. Apprentices of all kinds flock to the Tower of Nails to learn the secrets of greater power, but few pass the Test of a Thousand Beatings.
6.) Thoden – A small village on the outskirts of The Peninsula, Thoden is ruled by clan elders, survives mostly on fishing, and has the least resistance against occasional monstrous invasion. They are simple people, relying on nature spirits and a closer connection to fey than most humans, with good relations with the Elves of Occidwood. Although most humans scoff at a ragtag motley of goblin raiders or an upstart pirate vessel, Thoden still finds this time of “The Great Peace” a bit of a misnomer.
7.) Occidwood – A mysterious place where humans rarely tread. Lumber taken from the outskirts is rarely an issue, but any serious attempt to plumb its depths is met either with a hostile pack of dire animals, or stranger fae creatures with little respect for human life. Somewhere near the center is a village of Sky Elves, who insist that the Realm itself is far larger than anyone can fathom, and that more of their kind are scattered throughout. The Sky Elves here grow Crystal Trees, and harness the powers of Sound and Echo to try and communicate with their lost brethren.
8.) Orenwood – More beset by primal fae than Occidwood, this place is anything from curious to dangerous. Somewhere in its depths is the Gnomish Bank of Haggalbark, which supposedly still keeps treasures thought lost during the last great war. The Gnomes of Orenwood have regular traffic with The Tower of Nails. The forest’s other natural inhabitants, the Caprin, have a completely other opinion of magic, and do their best to keep it (and interlopers) away from their settlement. Rumor has it that lonely reaches of the Orenwood are haunted.
9.) The Good Tunnel – This connects The Peninsula of the Crescent Sea with its sister-land, The Cusp of Curios. Traversing this cavernous waterway brings seafarers to the mighty port city of Halveton, where all manner of races and cultures meet (including those from within the Dungeon!). Anything and everything can be had at Halveton, for a price. If one can fight the current, they’ll find themselves on the other side…
10.) Skull Precipice – Named because the three channels that drain water and the two caverns above make the semblance of a skull, this dangerous area is home to vile Dungeon dwellers, as well as human pirates eluding pursuit. Just off the ridge is a deadfall drainage, where many ships slip past and perish. Both eyes of the Skull lead to different long passageways within the Dungeon, as do each of its three teeth.
11.) Goblin Way – The last passage into the Dungeon that is still active with threats, this cavern is the last place any sane person wishes to go. Although, adventurers are rarely sane… Plagued by Goblin tribes and other lesser beasts, this hive is perhaps the least dangerous way into the Dungeon, but by no means safe.
12.) The Halls of Clan Ferru - The mountain entrance to the mighty halls of dwarven kings, this bastion has for centuries been closed to humankind. Recently, in dwarven terms, they have opened their gates, after the successful alliance of the last great war. Weapons and armor of master craftsmanship abound, and dwarven ale pours freely from every tap. As of last year, the dwarves of Clan Ferru have found a new use for sulfur – the manufacture of explosive powder, and with it, the advent of firearms and bombs. Clan Ferru detest fae of all kinds, including elves, and openly war with them. Even during the last great war, their participation was contingent on distance from Sky Elves.
13.) The Haunted Hill of the Varusiaff - Closed off by the Dark Gate and barren (or so the tales tell) since the great war, this wretched place was once the homestead of the strange blue race that once threatened to erase humanity from The Plateau of the Crescent Sea. None know now what lurks in this cursed place. According to legend, the caverns descend deep into the heart of Spyre.
14.) The Lofty Lair of the Rugah – This highland cave was the source of the Orc invasion forty years past, and still holds many of those merciless creatures. Occasionally a small war band spills forth, down the Droo Road and into the lands of fae, dwarves, and men. Thankfully, their host was scattered during the great war, and the Orcs now are a ragtag lot of raiders. Still, this area is hazardous to all but the heartiest adventurer, for the Orcs, while defeated, still huddle in great numbers, awaiting the next great evil leader.
15.) Last Drop Lake – Few denizens of The Plateau ever see Last Drop Lake. The only passage to it is by falling off the wayside of Skull Precipice, and only then after navigating the devious rapids down the mountainside. Once there, there is no other way back other than to brave the caverns of the Dungeon, with terrors not wholly documented (as none have been known to return).
Now that you’ve seen one side, perhaps you’d like a little more.

February 28th, 2010 on 7:27 am
Facemouth ftw. I’m going to lead my horde of green ninjas right up to the door of Namu Namu.
March 2nd, 2010 on 3:20 pm
My minotaur hacker is gonna go to town on this. 2d4 gore+ malware.