Download sly flourish fantastic locations pdf






















Thanks to the support of backers on Kickstarter this book was expanded to include a total of twenty locations each with full color artwork. Please note that this book does not contain maps for these locations.

This was done on purpose to give you greater flexibility choosing the chambers you wanted to use for shorter or longer games. If you want to tie these locations to maps, I highly recommend the free maps available by Dyson Logos.

He has thousands of maps available, many of which fit the themes of the locations in this book. Log In. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter.

Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Sly Flourish's Fantastic Locations. From SlyFlourish. Selected Option:. Softcover, Standard Color Book. Average Rating 50 ratings. This book is system agnostic. You can use it in just about any fantasy roleplaying game. More bestselling books by Sly Flourish! Customers Who Bought this Title also Purchased. Reviews 2. Please log in to add or reply to comments.

Thanks, Sly! No maps in a locations supplement Buy the lazy dm workbook that has excellent locations - same author - but with actual maps A couple of the locations in the description sound strikingly similar to Sly Flourish's Fantastic Adventures. Anybody own both of them that can tell me if this is the case? As noted by the reviewer below but missed by me before I purchased it , this location outline book has NO maps.

Hard to imagine why they were not included. Makes the locations rather difficult to use without a lot of work on your own to figure out a map that matches the descriptions. Indeed, these locations do not include maps. This was by design. I intended for these locations to be flexible in supporting GMs for whatever size they needed whether it's large sprawling locations or small two or three room dungeons.

Tying them to a specific map would make them too rigid for this purpose. They aren't but I recognize that it can be confusing.

I did add a paragraph to the product description to mention this. If you do want to tie these locations to maps, I highly recommend using one of the free maps that Dyson Logos has on their website. They have thousands of maps and many of them will work very well for these locations.

In the Found at the end of a series of dark and narrow natural few pools not filled with mud, a crystal-clear blue liquid passageways, this ancient unholy shrine is much older reveals the screaming skulls and grasping bones of dead than most of the Undercity.

No one knows which evil creatures sprawling below the surface. A network of god the temple cavern was originally built for, but it rusted chains and pulleys hangs from the ceiling, ending has served its dark purpose in worship to dozens of in sharp hooks dangling above each pool. No matter what sect Area Aspects: Bubbling pools of acidic mud, has made the temple its own, a darkness has always iron bars, rusted chains and hooks, sulfuric air called out to would-be worshippers from the place— a darkness even older than the temple itself.

Villainous gang lords once ruled much of the Undercity, using these cells as a prison for their most hated enemies. The acidic nature of the pools varies. Some will peel skin away from victims slowly, leaving them in constant agony. Others will strip a corpse to the bone in seconds. Along the main thoroughfare of the Undercity stands an open cavern lined with clay-walled buildings.

Wooden ladders and clay stairs underground lake of rippling black water. Creaking lead up to buildings towering five stories high. In the ships lie anchored off shore, while large boats laden center of this underground town, the huge stone skull with illicit goods are tied off at ragged wooden piers.

Area Aspects: Massive iron-armored statues, the Area Aspects: Multistory clay buildings, old black lake, ships and boats laden with illicit goods carts of contraband, screaming skull, mouth passageway leading down into darkness This cavernous cove connects to a lake or sea in the outside world, but only a handful of nefarious It is said that anything and anyone can be bought and captains are able to navigate the dark lake.

No one sold in Skulltown. Others believe that a secret word people, and has never been ruled by any single group. Still others whisper that a feature additional levels below the surface of the great treasure is hidden within each statue, which can cavern, creating cramped spaces used as shops, dens, be claimed only by destroying them all.

Tables surround it, with a second level above extending out as a balcony. Steam rises off copper pipes punching up from the rocky ground, some leading into the still while others rise up and through the ceiling above.

Area Aspects: Unstable stone walls, massive brass still, hot copper pipes, inner balcony overlooking the central tavern. The Bloody Knife has been the inn and tavern of note in the Undercity for centuries. Though the source of the hot spring is thought to be natural, some speak of rocks magically radiating heat,. Potential Inhabitants: Cultists, monstrous Weatherworn walls and a crumbling slate roof reveal humanoids, undead, demons, unintelligent centuries of decay, and yet the structure stands intact.

Dozens of Location Aspects: Forbidden, evil, temple, sacrifice mausoleums and grave markers dot the rocky slopes beneath the structure, twisted and shunted as though The Center of Malevolence the earth itself had tried to expel them. Darkness flows throughout the area surrounding the Numerous sects dedicated to mysterious or malevolent abbey. Gray clouds swirl in the sky by day, turning deities have used the Dark Abbey as a place of worship black and red at night.

Storms frequently blow in over the years, though each such sect has seen its time without warning, hammering the ground with here end in blood and death. Explorers who attempt lightning and sending down sheets of hot rain. Contact with even a small amount of this and becoming potentially lethal if ingested. The vines fluid brings on fever and nightmares. Ingesting it can are also covered in long, thin thorns, which are coated lead to corruption and death, transforming those who with a black poison and sharp enough to pierce leather.

The remains of animals, monsters, and humanoids are often found within patches of blood thorn—along with the shining possessions of such creatures, which Ruined Remains can lure new creatures to their deaths. The ages of these artifacts vary widely, The worked stone of a mausoleum lies beneath a blanket with some only decades old and others dating back of thick blood thorns and yellow-green moss.

Strange over a thousand years. A Bloody History Area Aspects: Thick blood thorns, crumbled statues, poisonous moss, strange religious symbols No one knows who built the original abbey, though it has been rebuilt and broken down dozens of times Crypts and mausoleums litter the hillside surrounding over the past two thousand years.

Some believe it was the abbey, some of which have been freshly built and constructed on a site already stained by an unnatural recently used. Tyrants, noble murderers, sacrilegious darkness. Evil flourishes on this hill, which has always priests, and corrupt knights are often laid to rest here. Tracing Some of the mausoleums are vast catacombs unto back through the history of the abbey brings up themselves, while others are little more than one or repeated stories of murder, sacrifice, and sorrow, as two standing walls.

In many places, the stone floors of well as hints of dark beings that should never see the the mausoleums have collapsed into pits and passages light of the world. Forces of holy light and benevolent that lead into the catacombs below the hill.

Beings of light have successfully pushed CHAPEL OF EVIL back the darkness of the abbey and brought the site to Rising out of the top of the hill like a protruding bone, the ruin on a few occasions, only to have it eventually rise chapel of the monastery is surrounded by huge blocks of again at the hands of villainous cults, dark priests, and stone that mark out the position of buildings long since the evil that lies beneath it.

Vines as thick as a human arm grow twisted around Area Aspects: Huge blocks of stone, grotesque gnarled trees. Dark veins pulse within shining red leaves, statues that appear to move while razor-sharp thorns coated in a sticky black liquid For centuries, this chapel acted as a focus for evil, threaten to flay the skin of passing creatures down to drawing negative energy from the surrounding lands the bone. The scarred skulls of beasts, monsters, and and funneling it deep below the surface.

The building humanoids lie hidden within the surrounding brambles. Carvings of screaming blood thorn thrives here. The red leaves of its vines are humanoids line the walls of its central chamber, giving poisonous, leaving large welts if touched to the skin intruders the sense of being surrounded.

A statue of a monstrous robed figure stands over Rough stonework surrounds the pool—the remnants of the altar, its four skeletal arms each positioned as if a decrepit fountain stained black.

The oily liquid leaks beckoning intruders in welcome. The stone tiles around through the stonework, flowing along cracks in the floor the altar are stained dark red from centuries of use. Strange glyphs and symbols mark the stones, and numerous depictions Area Aspects: Cold stone slab, monstrous of huge, corrupt creatures towering over screaming welcoming statue, dark bloodstained tiles humanoids are scribed along the walls.

Hulking, No matter what the temperature around it, the altar faceless statues stand in the alcoves surrounding the remains cold. No known substance or force can pool, their hands stained dark red. The strange statue is a recent Area Aspects: Black pool, stonework fountain, addition to the altar, built atop the rubble of dozens of faceless hulking statues, oily rivulets flowing other statues that have stood here over the years.

The into the walls stone slab is the oldest part of the abbey. Any attempt to plumb its depth shows it to be nearly fifty feet deep, with signs that it opens up to Numerous pits and passages lead down into the vast chambers and tunnels below.

The floor around the catacombs beneath the monastery hill. Stone arches pool feels spongy to the touch—almost like flesh— shore up walls of natural earth pierced through with and pulses in a regular rhythm. If any attempt is made gnarled roots. Hundreds of skeletons are embedded in to damage the floor, it begins to spasm as the oil in the those walls, with each skull painted with a small glyph pool grows extremely hot. Many passageways have collapsed in cave-ins, and an unnaturally warm wind blows through many of the still-standing tombs.

Numerous pits, cave-ins, and broken holes beneath Surrounding the platform is a fence built of cold iron, the abbey and its chapel and mausoleums lead down with tiny glyphs decorating each of its spikes. The image into a vast network of catacombs. The bones of tens of a robed figure, arms crossed and fists at its shoulders, of thousands of humanoids line the walls, with decorates each sarcophagus lid.

Some of the frescoes skulls leering and bony hands outstretched. Further on the walls show robed figures being worshiped by sinkholes and cave-ins reveal more passages leading thousands of followers. Others show those same figures even deeper into the hill, seemingly going on forever. Still others show the mass sacrifice of enough for a human, but they sometimes open up to naked humanoids to these dark gods. Area Aspects: Cold iron fence, stone sarcophagi, detailed frescoes.

It is unclear whether this room was constructed for the purpose of worship or as a place of protection from whatever lies in the three sarcophagi. Natural stone pillars rise blown by a howling wind. The ceiling above is open to from floor to ceiling here, each of which is carved with the sky but sealed off behind a grate of cold iron laced crude, screaming faces.

Large slabs of worked stone, with silver. Where a number of those slabs have the floor. The doors leading into this chamber are all collapsed, they reveal natural alcoves cut deep into the solid iron, barred from the opposite side and etched stone behind them. The fronts of the intact slabs have with silver glyphs. Chains of cold iron laced with silver been carved with the forms of figures armored in spiked are affixed to the smooth stone walls by huge spikes, and plate mail and horned helmets.

Two humanoid skulls possessing oversized canine teeth Area Aspects: Screaming faces carved on have been impaled on two of the spikes. Some of these tomb doors have crumbled over time, while others appear to have been shattered in Though no one knows who built this room, its purpose the course of looting.

In some of the looted tombs, the is obvious to any who have studied the undead— charred bones of would-be grave robbers can still be either a prison, a torture chamber, or an execution found. Whether any vampires still rest in the A huge machine built of iron gears and heavy stone sarcophagi can be determined only by opening them.

A large ramp leads down into the belly of the machine, where heavy iron wheels covered with razor-sharp blades wait to be turned. Massive chains feed up from the machine into the ceiling, then back down again, controlled by an iron lever capped by a six-fingered outstretched hand. Demonic faces carved of stone surround the outer edges of the machine, their open mouths caked with dried blood and opening up to stained gutters that feed into a large, square pool at the back of the room.

The ceiling above is incredibly high, and must once have amplified the screams of the creatures fed into this engine of pain. Area Aspects: Bladed wheels, huge iron chains, bloody demonic faces, bloodstained pool. Dozens of different cults and religious sects have come to the abbey over the centuries, but none was as twisted as the cult whose members constructed the pain engine.

Believing that pain was a channel to other worlds, the cultists constructed a vast mechanism of stone and iron designed to maximize the suffering of those fed into it.

Huge counterweights behind the walls activate the machine once the lever is pulled. Massive trees wrap up centuries-long heartbeat of a vast creature living and around crumbling stone columns, and the heads of beneath the forest. Signs of this process are found titanic statues lie embedded in the ground under centuries throughout the city, showing millennia of life, growth, of mold and leaf fall.

Higher up, the cracked marble domes and powerful magical energy followed by famine, of a dozen temples peek out from beneath the forest canopy. Potential Inhabitants: Monstrous humanoids, Beautiful statues and carvings are marred by the devils, demons, undead, unintelligent monsters harsh symbology of devils and demons.

Holy sites Location Aspects: Forest, ancient ruins, and groves have been corrupted by blood sacrifice. In their desire to end the cycle A City of Ten Thousand Years of growth and destruction, the elves of Moonwillow The long lives of the elves can be seen in this ancient enacted a plan to channel the energy of the mystical city, whose stonework has stood here for nearly ten grove at the heart of the city, drawing it up through a.

But with curved walls is dominated by a towering statue of when they did so, they pierced the heart of the grove a female elf, her hands held out in a welcoming gesture. Area Aspects: Thousands of rune-scribed urns, Lost and Abandoned swirling dust and howling winds, welcoming Elves now look upon the fallen city with sadness and elven statue shame, seeing it only as a symbol of their hubris.

Despite the great age of the city, the long lives of the Moonwillow sits abandoned and empty, the towering elves leave them relatively few dead to entomb. Those relics of the elves engulfed by the return of the forest. Here, the that the heart of the grove might renew itself. If it spirits of the elves touch the lives of the living. Magical enchantments protect and preserve each urn, allowing living elves to speak with their Ancient Stone deceased ancestors.

Over the centuries, many of these enchantments have been broken, and a great number The elves carved and raised the city of Moonwillow of urns have been shattered to expose the dust of the out of marble, employing both magical and physical dead.

Even where the magic endures, conversations construction. The city is tiered over the edge of with the dead are typically brief and cryptic. Walkways of stone connect its many buildings and lead into hallways carved directly into the mountainside. Wild brush and huge trees dominate the center square of the city of Moonwillow, which presents an unearthly strange sight. Huge broken stones float through the Vale of the Old Ones grove, spinning slowly in the air.

Bolts of electricity arc The vale that marks the location of the city is between the branches of dead trees. Once a beautiful protected on two sides by the tall mountains into tribute to the magic of nature and the elves, both those which Moonwillow is built, while thick forest magical forces now seem wildly out of control.

Massive trees, their long Area Aspects: Floating stones, wild growth of branches interwoven over centuries, make the forest trees, lightning arcs, unstable magic, chaos rifts almost completely impassible.

These huge trees strength of natural and magical energy flowing might speak to those who understand the words of together. For thousands of years, this site inspired nature, their voices dark and full of anger. The the grove is still fresh. Set atop a high flight of crumbling stone stairs, this vast hall extends deep into the mountainside.

Delicate runes This round building with a collapsed roof marks the site etched into each urn describe the remains contained of a wide, smooth shaft leading two hundred feet down within. A chill wind blows constantly through the into the earth. Large cracks mar the delicately rune- hall, swirling dust and ash, and filling the area with etched stone walls of the shaft, and a hollow-sounding a howling sound. At the center of the hall, a chamber wind blows up from the darkness below.

The faint remnants of arcane energy reveal that the shaft once held a floating platform used to descend and ascend. Two tall, At the bottom of the shaft, dozens of cells connected battered statues are set at the entrance to the temple, by a network of magically protected hallways once while three even larger statues stand within, their size housed the most powerful and dangerous enemies of and appearance marking them as gods or rulers.

One Moonwillow. The cells vary greatly in construction, is armored in plate, a long, curved sword in her hands. Another is dressed in long flowing robes and holds a tall Some chambers are crafted in the shape of small staff in his hands. The third takes the form of a creature dodecahedrons, with each surface covered in metal seemingly half elf and half tree, standing with arms etched with runes. Others might be vast caverns outstretched.

The heads of all three statues are missing. Many of Alcoves containing broken statues of other elven gods these cells are empty, their prisoners having either and heroes surround the base of the temple. At the center escaped or starved to death when the elves abandoned of the floor, a large circle set with strange glyphs has been Moonwillow.

However, some might still contain their painted in blood. One chamber might the elves, each of them quite different in construction. The Temple insane by its long imprisonment. Another of the Sun was raised for the worship of many gods.

A might inexplicably contain a small child, large hall takes up most of the temple, but numerous its arms outstretched toward the party. The chambers used for private worship and study stand secrets held by these cells and their prisoners beside and behind the main hall.

A narrow stairwell are yours to develop. While some of these chambers have A towering spike of black stone pierces the ground to been ransacked, many remain intact. The obsidian spike narrows from top to bottom, its jagged surface extremely cold to the touch. Streams A massive block of seamless granite towers over the city. Glyphs on the shattered doors bubble and spew Area Aspects: Cold black spike, streams of black smoke into the air. Designed to draw energy directly from whatever For thousands of years, the Tower of Knowledge source of magical power lay beneath the city, the spike stood as the greatest single repository of lore and instead wounded or killed that source of energy.

Hundreds of. Tendrils of black liquid twist through the beings spent whole lifetimes helping those seeking pool, continually churning, splitting, and reforming— knowledge to find the right source. Chambers still though never mixing with the water itself. DESIGN NOTE: The Well of Dreams had been used for thousands of If you wish to fill out the great library of years as a pool of prophecy, and as a place dedicated Moonwillow even further, consider combining to worship and communion with realms beyond the it with the Forgotten Library location.

Now tainted by the corruption of the grove, the Well of Dreams contains only nightmares of your own design. Seven bronze- ringed portals are set into the walls, each filled with a swirling amber fog. Lines of electricity arc out from the portals to strike the orb. Another open portal cut into the ceiling at the height of the dome exposes the orb to the sky above.

Area Aspects: Bronze-ringed portals, orb of unstable energy, hole to sky above, chaotic gateways, violet light and amber fog. Cut into the rock of the mountains above the city, this chamber holds seven portals that once opened gateways to worlds beyond the mortal realm. The central orb directed energy from the moon, sun, and stars above to the portals. Now, the instability of the elven magic that once powered this place has turned those portals to gates of chaos, shunting their power into the orb.

Whether any of these portals can be reactivated—and what dangers might arise from doing so—remains a mystery. Built as the final refuge of a legendary Sanctuary and the mortal world. It is a completely undead archmage, the sanctuary contains everything artificial place, hidden outside the bounds of space the lich requires to support its endless solitude away and time. It exists in the void between realities, and from mortal realms—and to recover from destruction is so well hidden that none but the lich can ever hope when would-be heroes of those realms come calling.

Yet hints of its location are found from Potential Inhabitants: Constructs, demons, time to time. Fearing that it might lose access to the devils, undead, magical traps sanctuary, the lich has hidden its location in ancient tomes and lost scrolls.

The PCs might first become aware of the sanctuary The lich shaped these strange, twisted halls to its own from minions of the lich, who will have purposes, floating through them when it moved and giving no consideration to the needs of other creatures. Rivals of the lich might also to confuse any intruders.

A black rock spins in the center of this chamber, floating above a rune-etched circular stone table. Every surface slowly within them. No lights can be found in the stained tables, floating black rock over a rune- sanctuary, as the lich uses its own magical illumination etched table, glass cylinders with red liquid and as it moves.

Within the it wherever it fits your own campaign. The black be the sanctum of a wizard or sage rock is said to be part of the core of the multiverse powerful enough to build such a place. An upright oval portal stands dark in to the real world, its iron walls cracked and the center of the room, its stone frame marked with its interior laid open.

Six obsidian obelisks carved with similar glyphs stand in a circle around the portal. Uneven floors flow into gently electricity in the air, cracks emitting violet sparks curving walls as corridors twist and turn, seeming to flow beyond the physical space of the sanctuary itself.

The lich uses this portal to transport itself out of the Its construction makes it clear that whoever built this sanctuary, but it has no return function. The portal place had no use for walking. A strange silver mechanism sits at the center of the Over the centuries, small cracks have formed in the table, featuring a large lens aiming upward at a portal and the obelisks, creating instability in the polished concave mirror hanging from the ceiling.

On the floor sits a raised stone pool filled collected the souls of hundreds of powerful mortal with impenetrable darkness. Pinpoints of starlight shine beings and stored them in crystals, jeweled skulls, from within, giving the pool the look of a hole falling into and other artifacts. The apparatus in the center of the an endless night sky. Four rune-scribed circles are set out room lets the lich tear a soul free of its artifact for a around the pool, each with a large crystal at its center.

Using the The curved walls of this hall hold hundreds of small crystals within the magic circles as control devices, doors, each engraved with a series of runes. Dust swirls it can channel the scrying pool to any point it in the air, as does the faint echo of the moaning of the desires to see. It is through this portal that the lich dead. A black slab sits at the center of the hall, with communicates with its followers and subjects across a spiderlike machine of brass on top of it.

Glass tubes hundreds of worlds. Behind For countless centuries, the lich has collected each door is a reliquary holding mummified organs, artifacts from many worlds and stored them in skulls, bone fragments, or dust. Magic imbued into these vaults in the lower levels of the sanctuary. It is said that the lich power, since many of the relics here are dangerous can reconstruct and reanimate a creature from only a to wield.

The protective magic imbued into each single fragment of bone if need be. A handful of these vaults Is there a creature already reconstructed or contain less powerful magical equipment that the partially reconstructed in this chamber? Do lich will need if it is ever defeated. A howling breeze swirls around this circular chamber, ringing out like the faint screams of hundreds of tormented souls.

A stone table stands at the center of the room, whose walls feature row upon row of shelves holding strange crystals and rune-scribed skulls. Sound is deadened dozens of battles and hundreds of years of history. A circle of strange geometric A stone bed stands in the center of the chamber, symbols and unnerving script is scribed in the center of surrounded by a pool of shimmering blue-black liquid.

Though the rest of the room appears caked with ash and soot, the gleaming circle is Area Aspects: Statues and tapestries, stone bed, unnaturally clean. Area Aspects: Sharp black spikes, geometric Regaining physical form after being destroyed is never summoning circle a pleasant experience for a lich.

This chamber was built to ease the pain of that reconstruction, both physical This summoning circle shows a quality in its construction that speaks to the work the lich has put and psychological. By reminding the lich of its life into it. The glyphs of imprisonment show signs of and triumphs throughout the ages, the tapestries here having been scribed over hundreds of years, and the help to rebuild its memories as its undead body takes perfection of the circle has allowed the lich to summon form.

The pool marks the entrance to the phylactery high angels and demon princes alike. The black spikes chamber beneath the sanctuary, which is filled with on the wall absorb sound, preventing the roaring of necrotic liquid that acts as a bonding agent for the summoned creatures from wrecking the circle.

A massive block of Anyone able to discern what lies within the dark fluid black stone floats above a platform at the center of the senses an amulet of ancient design floating in the center room, its surface covered in text that grows ever smaller of this pool chamber, whose interior wall is studded as it gets closer to the bottom of the block. A number of with dozens of iron skulls set with leering, jeweled eyes. Pulsing red and Area Aspects: Amulet in sphere of necrotic blue glyphs line all the walls of the room.

Some say covered in text, pedestals with books bound in the phylactery was once a necklace the lich had given humanoid skin, pulsing glyphs along the edges to its beloved when it was still an archmage. Others of the room claim it to be a family heirloom for a lineage long since dead. Whatever its origin, though, types of recordings, from traditional books to burned all those who gaze upon it know its power.

The glyphs that line the walls are designed to prevent any item from leaving the area. However, all explorers find danger citadel lies in shattered ruin. Most of its sharp spires are here first and foremost. Its sharp base has demons, mutants, outsiders, dungeon delvers, pierced the rock of the mountain like the blade of a knife, subterranean foes hinting at the violence with which the once-floating palace fell to earth. A precarious switchback trail cuts through the Location Aspects: Mountainous, secluded, snowy rock to the center of the fallen celestial palace.

Over the years, many Those whose minds are able to grasp beyond the adventurers have come to the ruins in search of holy physical world claim that the fallen palace is a relics, the knowledge and power of the celestials, or single consciousness. Though its intellect is beyond simply high adventure. Those who hold their faith mortal comprehension, the structure is very much most holy seek to grow closer to their gods here, while awake—but it is mortally wounded and scared.

As more villainous sorts come to the palace to tap into alien as the palace appears within the mortal world,. It Area Aspects: Mist and cloud, huge staircases, is dying now in this strange realm, picked apart by crystalline throne on upper platform, swirling the trivial creatures it once oversaw, and unable to prismatic orbs on hand-shaped podiums, do anything to save itself. Only what remains of its shifting mosaic on ceiling protections and guardians dissuade those who would wound the city further, and who would steal away The grand hall is the largest chamber in the palace, parts of it as trophies.

Whatever being once ruled over this place, it ruled from here. The magic of the floating orbs A Construct Both Holy and Unholy and the shifting mosaic are only a hint of the magic The palace was once a vast structure inhabited by that once filled the palace, but even that is barely celestial entities.

However, the damage done to the comprehensible to mortal minds. Huge stone pillars below the fallen citadel. Enormous statues of faceless celestial beings are carved into the outer walls of the celestial palace, whose Area Aspects: Gold-inlaid marble walls, collapse has left it sloping downward at an angle. A stone pillar statues, shafts of light shining number of narrow crevasses radiate outward from the through cracks site, showing where rock and ice gave way under its violent collapse.

A narrow shell of the celestial palace. Numerous glyphs and icy bridge leads over the crevasse. Area Aspects: Icy bridge, multiple crevasses, huge faceless statues HIGH TOWERS The easiest entrance to the fallen citadel is high up in the mountains, requiring days of travel through harsh Once hundreds of feet high, many of the towers of the winds and snow.

At the end of this narrow path, a shelf celestial palace now lie crumbled. A huge crack cracked and shining in the sunlight of the mountains, in the opaque crystalline wall serves as an entrance to and rising out of the glacial snow like bright knives.

A the grand hall and the palace beyond. Huge staircases of Grand towers once adorned the uppermost reaches of gold-inlaid marble lead to an upper platform, upon the celestial palace. It was here that the rulers of the which sits a huge throne carved of sharp-edged crystal.

The chambers Swirling prismatic orbs float above marble podiums of the towers are vast halls adorned with floating globes whose tops are carved into the form of humanoid hands. Some halls are decorated with massive shifting forms can be seen decorating the ceiling. A deep buzzing fills the air, setting up Statues of angelic paladins holding massive crystalline vibrations in the rock around the spike. A dark-green swords look sternly out from alcoves in the walls of this liquid seeps from open cracks in the spike, flowing to circular chamber.

A high, semicircular platform fills create a pool in a deep cleft of the mountain. A steady pulse of magical and open passages, buzzing in the air, streams energy flows through the stone and metal of the room, of green liquid flowing into a pool but a large crack splits the circle in two. Bolts of energy occasionally erupt from the broken circle, lancing out to The bottom of the floating celestial palace was a huge the crystalline blades of the angelic paladins.

Area Aspects: Statues of angelic paladins, high The spike acted as an antenna of sorts, allowing semicircular platform, rune-scribed circle split communication with the minds of celestials far away by crack, eruptions of magical energy from the palace.

Though most of those racks are empty, strange fell, leaving a number of deep cracks in the earth. The weapons with blades of crystal and white metal still hang largest of these cracks stretches from the lower hills deep on some, while large suits of plate armor stand in a few into the heart of the mountain.

Black and gray tendrils nearby alcoves. The floor here is covered in the shattered of magical energy now flow along its fractured length, remnants of destroyed arms and humanoid bones. Jets of divine metal on iron racks, large suits of plate armor, and unholy energy erupt with no warning from this floor covered in broken weapons and bones black rift and the fissures that spread out from it.

Four such armories exist in the palace, with two Area Aspects: Deep cracks in the of them partially emptied as the wars between the mountainside, divine and unholy energy eruptions, icy cold and molten hot rock celestials and the forces of the lower worlds engaged in battle. One was completely destroyed when the palace A huge crack was set into the heart of the mountain fell.

One remains mostly intact, its magical guards after the celestial palace crashed down, and a mixture and wards still active. Transparent walkways lead into the center of the chamber, where a large crystal slowly spins in the air, its interior filled with a translucent mist. A fissure has split the crystal, and pieces of it float in orbit around it. Within the misty interior of the crystal, the shape of some creature seems to move in tortured agony. Area Aspects: Transparent walkways, large cracked crystal, floating crystalline pieces, tortured shape in the crystal, cracks of white lightning.

The energy flowing off the crystal once powered the entire palace, keeping it floating in the heavens. It is possible that the fortress of the celestials has drawn its power from the creature trapped in the crystalline heart, whether a being of celestial origin, a prisoner bound and tapped for energy, or a god trapped in the early stages of birth.

A mist obscures its huge ceiling, and hundreds of columns line its endless walls. The decaying corpses of angels and demons lie here in pools of liquid silver blood and pitch-black ichor. The floor and walls have been charred and scarred by a battle beyond the boundaries of mortal comprehension. In the center of the chamber, a mountain of celestial and demonic bodies have been twisted together into an eternal monument of wrath.

There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered She shares her tips for the most desirable gear, snacks to carry in your backpack, how savvy runners get into events that are sold out months in advance, and the best local sights to take in on your downtime.

Whether you want to make those running dreams come true or simply be entertained, here are dozens of running adventures sure to get your heart pumping. From the Trade Paperback edition. Fantastic Locations: Fane of the Drow features two double-sided poster maps designed for roleplaying and miniatures skirmish play.

An accompanying page adventure can be dropped into any campaign. The two poster maps, which are scaled for tabletop play, can be put together to form the temple of the drow, while the reverse sides feature other fantastic dungeon locations players can explore. The latest Fantastic Locations release, with stunning new maps. From the natural splendour of Devils Tower in Wyoming, to the medieval pilgrimage of Camino de Santiago that stretches to Spain, Inspired Traveller's Guides: Spiritual Places explores locations that will be a balm to the mind and a tonic to the soul.

Travel journalist Sarah Baxter has carefully curated a selection of the 25 most spiritual destinations from around the world — places that hold the promise of rare and profound experiences, whether areas of natural beauty imbued with spiritual significance or sites constructed for worship. From breathtaking scenery to religious capitals, sacred valleys to places of natural beauty, here the full spiritual story and unique tranquillity of each place is revealed with beautiful hand-drawn illustrations and evocative tales of previous visitors that will both delight and inspire.

Perfect for those who want to get away from it all, this book takes you closer to these sacred locations than ever before.

Each book in the Inspired Traveller's Guides series offers readers a fascinating, informative and charmingly illustrated guide to must-visit destinations round the globe. By introducing you into her creative process, Brooke Shaden—one of the most recognized names in modern art photography—reveals techniques and exercises that you can undertake in order to be inspired by your environment, everyday, everywhere.

This book provides the perfect balance of insight and instruction to help you find inspiration whenever you need it, and capitalize on it every time. Impossibility fiction is an 'intergenre' that has recently been the resort of many writers searching for new ways of understanding and expressing the real world of the imagination, making use of fantasy, alternative history and science fiction.

Coping with ideas that are both impossible and realistically constructed is the ultimate contemporary challenge of our technology. The chapters of this book move towards establishing appropriate readings that allow contemporary readers to negotiate unreality, a skill that the end of the millennium is making inevitably necessary. Such strategies have long been the preserve of literary and cultural study, and here a number of well-regarded scholars and some new to the field make their contribution to an area that has become increasingly important in recent years.

From Mary Shelley to Philip K. Dick, Iain M. Banks to J. Ballard, taking in African-American science fiction, Jurassic Park, and Kurt Vonnegut, and exploring issues of alternative history and ideology, feminism, the holocaust, characterisation, and impossible geography, this collection is an important source-book for all those interested in the literature, culture and philosophy of realistic impossible worlds.

The story of Eastmancolor's arrival on the British filmmaking scene is one of intermittent trial and error, intense debate and speculation before gradual acceptance. This book traces the journey of its adoption in British Film and considers its lasting significance as one of the most important technical innovations in film history.

Through original archival research and interviews with key figures within the industry, the authors examine the role of Eastmancolor in relation to key areas of British cinema since the s; including its economic and structural histories, different studio and industrial strategies, and the wider aesthetic changes that took place with the mass adoption of colour. Their analysis of British cinema through the lens of colour produces new interpretations of key British film genres including social realism, historical and costume drama, science fiction, horror, crime, documentary and even sex films.

They explore how colour communicated meaning in films ranging from the Carry On series to Monty Python's Life of Brian , from Lawrence of Arabia to A Passage to India , and from Goldfinger to , and in the work of key directors and cinematographers of both popular and art cinema including Nicolas Roeg, Ken Russell, Ridley Scott, Peter Greenaway and Chris Menges.

In this original collection, critically acclaimed female writers pull back the curtain on being twenty-something. Entertaining and enlightening, this anthology speaks honestly about that unique time in life when expectations are not always realized, yet surprises are plentiful and thrilling. It is said that movies have encroached upon social realities creating tourism enclaves based on distortions of history and heritage, or simulations that disregard both.

What localities and nation-states value are discarded, suppressed, or modified beyond recognition in neoliberal markets; thus flattening out human experience, destroying natural habitats in the name of development, and putting the future of whole ecosystems at risk.

With an interdisciplinary methodological and epistemological portfolio connected to the new mobilities paradigm, this volume will appeal to scholars, students, and practitioners interested in tourism, migration, and urban studies in sociology, anthropology, geography, and international relations.

This is the full version of My Despicable Ex. This is recommended for mature audiences due to some sexual situations. Ashly Roberts and Jake Connors are barely twenty when they decide to take the proverbial plunge and walk down the aisle to exchange vows in front of the dearly beloved.

Five years later, Jake steps back into her life, realizing that being a no-show for their nuptials was the worst mistake of his life. She cannot deny the spark, and she only hopes the inferno it ignites will not consume her heart again. The thought of pairing up with her old flame makes her blood boil, but she has little choice other than to put up with her despicable ex.

Can Ashly put up with Jake through her globe-hopping scavenger hunt to get her family fortune? Will she ever be able to forget or forgive being dumped on her wedding day?

When wounds run so deep, is forgiveness even possible between old lovers? Take a journey as your color through some of the world most awe inspiring landmarks and destinations.



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