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The Dresden Files => DFRPG => Topic started by: Blechpirat on September 09, 2011, 11:43:58 AM

Title: Things you may stumble opon in the Nevernever
Post by: Blechpirat on September 09, 2011, 11:43:58 AM
I would love to create something close to a Nevernever Encounter Table here. So please help and drop all the cool places and and encounters you created or can think of in this thread!

Some examples:

A shack where a young practicioner keeps his arcane writings and his playboy collection
A bridge with a troll
a troop of drunk ogres
Title: Re: Things you may stumble opon in the Nevernever
Post by: Guldor on September 09, 2011, 11:58:25 AM
A tall and slender tower, inhabited by a fae sorceress, who collects Humans as servants and playthings.
Some lonely coniferous forest with thick undergrowth and a permanently creepy howling wind between the branches.
A beautiful meadow full of flowers and some pixies, who are prancing around.
Title: Re: Things you may stumble opon in the Nevernever
Post by: UmbraLux on September 09, 2011, 12:12:52 PM
A 'forest' of standing stones which move along the sandy ground in odd patterns.

The steep cliffs of a rocky mountain with a constant wind howling over the peak...at least you hope the howling is caused by wind...

A plain filled with glassily sharp edged grass colored a translucent greenish gray.  In the center of the plain stands a lone tree with reddish orange leaves an a black trunk.  Wind through the grass causes a tinkling, as if glasses were lightly knocking together.  When it hits the tree, the wind causes a slightly deeper chiming of rusty iron chimes.
Title: Re: Things you may stumble opon in the Nevernever
Post by: Rubycon on September 09, 2011, 12:36:23 PM
An old, long forgotten temple of some ancient god where in the real world, something toatally different is standing in meantime.
An Inn where fae and ghosts liek to go for a drink.
Title: Re: Things you may stumble opon in the Nevernever
Post by: computerking on September 09, 2011, 12:47:54 PM
An old, long forgotten temple of some ancient god where in the real world, something toatally different is standing in meantime.

I like to think that places like that tend to "coincidentally" be sites of McDonald's restaurants...
Title: Re: Things you may stumble opon in the Nevernever
Post by: Rubycon on September 09, 2011, 12:51:17 PM
I like to think that places like that tend to "coincidentally" be sites of McDonald's restaurants...

That's it! ;D
I was planning sucha  temple in my campaign and was thinking of it's "real world" equivalent. Problem solved... :D
Title: Re: Things you may stumble opon in the Nevernever
Post by: Blechpirat on September 09, 2011, 04:41:52 PM
A group of ninjas (how else would ninjas be able to travel so silent and unseen?)
Title: Re: Things you may stumble opon in the Nevernever
Post by: Quasispike on September 09, 2011, 05:20:51 PM
Here's a few from the my game

Pond of the Pixie Princess
Theme: Rest & Respite
Aspect: Cool Waters; Tranquility
A tranquil pond surrounded by tall willow like trees that are always in flower and bear a succulent red fruit from their long dangling branches. Pixies dance in and out of the branches of the trees. The Pond is the throne of the Pixie Princess Navi.

Twisted Tree
Threat: Ajna birds… Lots and lots of them. (Think malevolent psychic ravens that eat magic)
A filthy looking stream gurgles across a desolate wasteland. A single old twisted oak rises from the desolate banks; covered in black leaves… no not leaves, birds red eyed black birds.

The Thorned Maze
Theme: On the Dagger's Edge
Aspect: Perilous Paths; Dead Ends
Deep in the NeverNever there is a Labyrinth of Glass Roses; the paths are narrow and twisting, the footing unsure one, wrong step and into the thorns you tumble
Title: Re: Things you may stumble opon in the Nevernever
Post by: Sanctaphrax on September 09, 2011, 07:24:52 PM
http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Blossom+Of+Flame (http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Blossom+Of+Flame)

http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Gate+To+Muspelheim (http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Gate+To+Muspelheim)

http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Library (http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Library)

http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Iron+Spires (http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Iron+Spires)

http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Thousand+Crossing+Roads (http://dfrpg-resources.wikispaces.com/Nevernever+Location+The+Thousand+Crossing+Roads)
Title: Re: Things you may stumble opon in the Nevernever
Post by: Silverblaze on September 09, 2011, 09:42:38 PM
Dinosaurs.

WoD (World of Darkness) werewolves.

Batman

Superheroes...
(click to show/hide)

Dragons

Santa
Title: Re: Things you may stumble opon in the Nevernever
Post by: admiralducksauce on September 09, 2011, 09:52:04 PM
The Thorned Maze
Theme: On the Dagger's Edge
Aspect: Perilous Paths; Dead Ends
Deep in the NeverNever there is a Labyrinth of Glass Roses; the paths are narrow and twisting, the footing unsure one, wrong step and into the thorns you tumble

A Locke Lamora fan, huh?  :)
Title: Re: Things you may stumble opon in the Nevernever
Post by: Blechpirat on September 10, 2011, 09:58:22 AM
Great stuff! Keep on posting.

Pond of the Pixie Princess
Theme: Rest & Respite
Aspect: Cool Waters; Tranquility
A tranquil pond surrounded by tall willow like trees that are always in flower and bear a succulent red fruit from their long dangling branches. Pixies dance in and out of the branches of the trees. The Pond is the throne of the Pixie Princess Navi.

That's the perfect format, but I also love the one sentence ideas!
Title: Re: Things you may stumble opon in the Nevernever
Post by: ARedthorn on September 10, 2011, 01:36:03 PM
The river Lethe... I remember Terry Pratchett writing something along the lines of "It turns out it's quite easy to find, but most explorers find themselves thirsty having found it."

Or the ever-famous Fountain of Doubt.

But yeah- there's lots of stuff referenced in mythology that could become a plotline unto itself.

Spoiler (but only if you're one of my players):
(click to show/hide)
Title: Re: Things you may stumble opon in the Nevernever
Post by: Wyrdrune on September 12, 2011, 09:04:13 AM
when my player group travelled to sweden via the nevernever they got to bridge where three (four, but that's a secret) half-alves (basically half-breed svartalves) were guarding the bridge. as it turned out the three (four, but that's a secret) were sent to the bridge by their relatives because they were a little bit retarded (in a jar-jar binks way).

think of little (around 20 centimetres of height) viking marauders, of which one has the power to speak to snails, an other has an uncanny power to let small pebbles fall from the sky (so small they don't do any damage), one has the power to breath fire and the fourth is invisible (but that's a secret).

after a little talk they decided to stay with one of the player chars and followed him home.

(got the idea from martinez' "a nameless witch".)
-
on another occasion they found a spire made of obsidian or a similiar black stone with strange markings on it. nobody was able to decipher the writings.
-
next i am planning a very serious and deadly version of peter pan. a changeling kidnapping children and bringing them to neverland. (inspired from the blurp of broms "the child thief", haven't read the book.)
-
my second player troupe found shamballa/xanadu at the end of the current campaign, where they fought the campaign's master villain who was a direct descendant of genghis and kublai khan.
-
and the first group was at the ginnungagap when one of them was tricked by the norse god loki.
Title: Re: Things you may stumble opon in the Nevernever
Post by: admiralducksauce on September 14, 2011, 05:05:15 PM
I ran a session where the PCs traveled to Hades to toss a malicious artifact into the River Lethe so it would be erased from all memory (http://www.jimbutcheronline.com/bb/index.php/topic,21813.msg1016712.html#msg1016712).  Feel free to steal liberally.

Warning!  These next thoughts were spun off of Pbartender's latest post in my Cyberpunk thread (http://www.jimbutcheronline.com/bb/index.php/topic,28907.0.html) as well as me playing Space Marine and rekindling thoughts of 40K.  They're not so much places as weird-ass ramblings, but it is about the shape of the NeverNever and how it can be used so I felt here was an appropriate place.

First off is this insane idea of blending augmented reality, the NeverNever, personality uploads, spirits, and AI.  The more I think about it the more I see this analogy between the virtual and the spirit.  I don't know, I know it's not coherent, but:

- Fae courts as AIs, or vice versa.  Entities that are unspeakably powerful on their home turf and bound to their word/code, slaves to their nature without free will.
- Spirit travel: You open a rift/connection to the NeverNeverWeb, leave your dumbshell body, do your business in the spiritWWW, and download into the same shell or maybe you travel through from nnn.chicago to nnn.london and download into a new body to meet with your troll contacts in meatspace.

It's got a lot of Shadowrun to it, and it's not canon or probably even usable in any existing game, but I'm seeing this weird Blade Runner technomagic future.  Maybe it's after some magical apocalypse/singularity, maybe it's all just a simulation.  Whether it's magic or tech or not doesn't matter anymore, it's just all boiled down to "abilities that are greater than what we can do ourselves".  I see it as a sleek, warm, but ultimately uncaring place.  Jaded in the face of miracles.

If you're still with me, this next barrage of musings should be a little more coherent.  It might have even already been espoused in some long-dark thread buried aeons ago, but here goes.  All this kind of came together in my head when I was playing Space Marine and a boss critter walks out of the Warp with a host of demons like Cowl and his überghouls.

- I've always scoffed at Mab, etc. whenever they talk themselves up as these forces of nature, etc.  Yes, they are plot devices and such, but Earth is a tiny, tiny fish in a very large sea.  What we think of as the NeverNever is only like our "local" space.  I think some of this came from an old thread about someone having a player unfamiliar with the Dresden Files wanting to play an honest-to-goodness alien.  Humanity brings its own conceits and perceptions wherever it treads, and if we, say, went to Mars and crossed into the NeverNever there, it would necessarily be somewhat tinged by what we think of the red planet.  But before human robots ever touched down on Martian soil, perhaps its spirit world was quite different than what we can imagine.  Perhaps Queen Mab is a lot of talk, and there are other indescribable things out there.  Depending on how you want to look at it, maybe Outsiders are simply from these extraterrestrial NeverNevers.  Or not.  They work just as well existing outside the typical physical/spirit world structure.

- So the NeverNever is the Warp from Warhammer 40K.  Even taken locally, there are so many good analogies:

- Travel through both can be quicker than any physical travel, but it is fraught with danger even if you know where you're going.  Knowledge of the Ways is like having a Navigator; Harry's
(click to show/hide)
like having the Astronomican.

- There are things that tempt and corrupt humanity's minds; Chaos powers map nicely to Denarians.

- 40K is science fantasy anyways, so a lot of the setting shares common roots with elves and orcs and wizards/psykers and all that.  But imagine if you will, traveling farther into the NeverNever than ever before.  My mind goes to crazy science fantasy/pulp sci-fi much more readily than straight fantasy, so I think of Flash Gordon and eldritch rocketships flying through purple skies.  Swords and SMGs against alien dinosaurs inside hollow spheres.  I also think of Event Horizon and deadly black hellgates.

I just had to spew this stuff into words somewhere before it got jumbled beyond all comprehension.  :)
Title: Re: Things you may stumble opon in the Nevernever
Post by: Wyrdrune on September 15, 2011, 12:39:06 PM
some things you're speaking of remind me of the webmage-series by kelly mccullough.
Title: Re: Things you may stumble opon in the Nevernever
Post by: theDwarf on September 27, 2011, 05:18:09 AM
Locations/scenes straight out of Andrew Langs "<color> Book of Fairy" series:

“It grew in the midst of a wonderful garden, all the paths of which were strewn with pearls as big as peas. The roses were crimson diamonds, with emerald leaves. The pomegranates were garnets, the marigolds topazes, the daffodils yellow diamonds, the violets sapphires, the corn-flowers turquoises, the tulips amethysts, opals and diamonds, so that the garden borders blazed like the sun. The Golden Branch itself had become as tall as a forest tree, and sparkled with ruby cherries to its topmost twig.”     From “The Golden Branch ” in The Red Fairy Book by Andrew Lang.


“These good people had a little window at the back of their house, which looked into the most lovely garden, full of all manner of beautiful flowers and vegetables; but the garden was surrounded by a high wall, and no one dared to enter it, for it belonged to a witch of great power, who was feared by the whole world. One day the woman stood at the window overlooking the garden, and saw there a bed full of the finest rampion: the leaves looked so fresh and green that she longed to eat them.”     From “Rapunzel in The Red Fairy Book by Andrew Lang.


“She told him that her brother Norka was then at her youngest sister's. So he went on to the youngest sister, who lived in a golden palace. She told him that her brother was at that time asleep on the blue sea, and she gave him a sword of steel and a draught of the Water of Strength, and she told him to cut off her brother's head at a single stroke. And when he had heard these things, he went his way.”    From “The Norka” in The Red Fairy Book by Andrew Lang.


“`But how did you get across the fiery river?'
`Why, I've a handkerchief of this kind--when I wave it thrice on the right hand, there springs up a very lofty bridge, and the fire cannot reach it.' ... When he came to that river he waved the handkerchief three times on the right hand, and suddenly, springing goodness knows whence, there hung across the river, high in the air, a splendid bridge. The Prince rode across the bridge and waved the handkerchief twice only on the left hand; there remained across the river a thin, ever so thin a bridge!”     From “The Death of Koshchei the Deathless” in The Red Fairy Book by Andrew Lang.


“After climbing higher and higher, till he grew afraid to look down for fear he should be giddy, Jack at last reached the top of the Beanstalk, and found himself in a beautiful country, finely wooded, with beautiful meadows covered with sheep. A crystal stream ran through the pastures; not far from the place where he had got off the Beanstalk stood a fine, strong castle.
Jack wondered very much that he had never heard of or seen this castle before; but when he reflected on the subject, he saw that it was as much separated from the village by the perpendicular rock on which it stood as if it were in another land.”     From “Jack and the Beanstalk” in The Red Fairy Book by Andrew Lang.


“`That beast which thou wishest to overcome is my brother. He is staying just now with my second sister, who lives not far from here in a silver palace. I bound up three of the wounds which thou didst give him.' ”    From “The Norka” in The Red Fairy Book by Andrew Lang.


"He rubbed his watch and wished for a carriage ornamented with gold and silver, and drawn by six horses, with harness glittering with precious stones. The father did not dare to sit in this gorgeous coach, but went to the palace on foot. The King and his daughter were immensely surprised with the beauty of the carriage, and mounted the steps at once to go to Jenik's banquet.”   From “The Enchanted Watch” in The Green Fairy Book by Andrew Lang.


“When Jenik heard the wheels of the carriage, he rubbed his watch and wished for a still more beautiful house, four stories high, and hung with gold, silver, and damask; filled with wonderful tables, covered with dishes such as no king had ever eaten before. … and left Jenik with his wife in the enchanted house.”      From “The Enchanted Watch” in The Green Fairy Book by Andrew Lang.


“One lovely summer evening, as they sat together on a shady lawn shaped like a star, from which radiated twelve splendid avenues of trees”)     From “Rosanella” in The Green Fairy Book by Andrew Lang.


“The Prince thought they had better find their way to the Fairy of the Beech-Woods and put themselves once more under her protection, and they had hardly agreed upon this course when two little chariots wreathed with jasmine and honeysuckle suddenly appeared, and, stepping into them, they were whirled away to the Leafy Palace.”   <<more enchanted chariots …>>)     From “Prince Featherhead and the Princess Celandine” in The Green Fairy Book by Andrew Lang.


Me again.
For anyone interested in creating diverse areas in the Nevernever I can not recommend the Andrew Lang <color> Book of Fairy series strongly enough.  It has creatures, locations, descriptions, names & titles, and so forth galore and all the books can be downloaded for free from Project Gutenberg.

Good luck and happy hunting!
Title: Re: Things you may stumble opon in the Nevernever
Post by: Rephath on September 29, 2011, 11:02:25 AM
One of the fun things about the Nevernever to me is that it's not always direct confrontation. I like to have the bad guys come up and chat, try to smooth talk the good guys into doing something stupid. Or be honestly trying to help our heroes. With that in mind...

LORD HUNTSMAN

The party comes upon the Lord Huntsman, wildfae. He rides a white stallion with supernatural speed and a few other perks. Stat the Lord Huntsman out as a powerful fae, at least 50% stronger than any given party member. Give him survival, weapons, investigation, athletics, stealth, at +3 or higher. He also has a pack of wolves that are comparatively weak in regards to the party, and he has as many of them as there are party members, give or take. Echoes of the beast, inhuman speed, and normal wolf abilities. The Lord Huntsman is pursuing something, say the white stag. He also pursues other things, say women. Turning the sight on him reveals his hunter's nature, turning it on his wolves reveals they are all mortal women he has seduced and turned into beasts to hunt alongside him. These women chose to follow him, but how much they were manipulated into doing so is up to you.

FAIRY OF DREAMS

The fairy of dreams specializes in sleep, dreams, fortune-telling, and hallucination. Sponsor magic. She can either be Summer or Winter but is likely too organized for Wild. Upon seeing the party, she'll invite them in to her house, show great hospitality, and not try to trick them into eating fairy food. She will offer them rest. She'll claim that her powers allow her to put someone into a brief rest and that they awaken shortly refreshed and stronger than before. If pressed for an amount of time, she'll talk about how time is more of a suggestion in the Nevernever and that as an immortal she really doesn't understand it the way humans do. She will under no circumstances admit that those under her power will awaken centuries later. Nor will she point out that she has access to some of the power of anyone she puts to sleep. The dream fairy is at least twice as powerful as any PC and can enter and leave the dreams of anyone she has under her control. Her magics can cause illusions, hallucinations, and she prefers to inflict mental rather than physical damage. Lots of magical and social skills. Her home may or may not already have people she has under her spell in it. She can also use dreams to give people visions of the past, present, or future. If she's Summer, these visions are true. If Winter, they may be true or false but always serve her purposes.

THE GUN FAIRY

Haven't worked out who this is or what she does, but I've wanted to include her in a game for a while.

LADY OF THE LAKE

You'll probably want to call her something else in your game, but this fairy owns a lake. She wears a dress made entirely of water. Her specialty is control over water, and she can make its surface become solid enough to walk on, or a swirling vortex that drowns swimmers. That walkable surface can be turned fluid again so someone falls into it. If they dive under, she can turn it solid and make it nearly impossible to break through. The water of her lake has magical properties that make it ideal for use in potions or ritual magic. Likely, there's an island in the middle of the lake with something important on it. The Lady of the Lake, like most of these encounters, is friendly at first, but with a hidden agenda. Usually that agenda is drowning humans or protecting her island. She cannot go far beyond the water, and neither can her power.

THE LOST FOREST

This is a classic fairy bit. The party is wandering through a path in a forest. Little do they know that whoever owns the forest can reshape the path at will, as well as the rest of the forest. Should they leave the path, they are hopelessly lost. But the path will always lead where the owner of the forest wants them to go. I sometimes say dryads are in control of the forest, and that they can possess trees to turn them into something like stationary ents or that tree from Harry Potter. Dryads have a lot of nature-related magic. They will allow anyone into their forest, and will be bargained with to allow players out again. They respond violently to anything destroying the forest.

THE INTERNET

Fairies don't understand technology. A fairy may want our heroes to look some information up for her on the internet, for best effectiveness make it some seemingly random and trivial facts. But she can't remember the word internet. She describes it as humans' attempts to recreate the Nevernever with ferromancy. The place is connected by similarity, not geography. Women use their beauty to entice men. Cats have bad grammar. Trolls make stupid arguments. Continue until the party realizes what she's talking about.

TROLLBALL

A band of wandering trolls much stronger than our heroes "encourage" them to join in a game of trollball. If the party refuses the trolls say they're fine with that decision, they could use a good meal. Make sure you point out that these are some of Mab's elite warriors. The rules of trollball are not listed here, but assume it involves lots of violence and no referees. Possibly, it's really just Calvinball. Or, alternatively, trollball isn't so much a sport as it is a way to have fun at some mortals' expense. I recommend having one of the trolls explain the rules in a way that leaves the players completely confused. The troll gives up and has another troll explain it, who then gives an entirely different explanation.
Title: Re: Things you may stumble opon in the Nevernever
Post by: Quasispike on September 29, 2011, 01:12:57 PM
Thanks for that Rephath, I shall be adapting the Huntsman for my next session, the PCs are headed to the sunken city of Cantre’r Gwaelod to deliver a package and I wanted a couple of scenes to highlight the oddness of the NeverNever, an encounter with an aquatic version of the Huntsman will do rather nicely as he and his sharks hunt the great white whale.
Title: Re: Things you may stumble opon in the Nevernever
Post by: admiralducksauce on September 29, 2011, 02:55:44 PM
Quote
THE INTERNET

Fairies don't understand technology. A fairy may want our heroes to look some information up for her on the internet, for best effectiveness make it some seemingly random and trivial facts. But she can't remember the word internet. She describes it as humans' attempts to recreate the Nevernever with ferromancy. The place is connected by similarity, not geography. Women use their beauty to entice men. Cats have bad grammar. Trolls make stupid arguments. Continue until the party realizes what she's talking about.

This is FTW.  And so is Trollball.
Title: Re: Things you may stumble opon in the Nevernever
Post by: Rephath on September 30, 2011, 03:47:39 AM
When I had the Lord Huntsman in my game, I did him like a cross between Captain Hammer from Dr. Horrible and Gaston from Beauty and the Beast. He decided he wanted to win the heart of one of my female NPC's. Great fun was had.

Admiral, what would the Nevernever be without a little WTF from time to time? I'm working on an entry in the DF wiki for ogreball, with some updates from trollball. It's looking like equal parts football (American and European), capture the flag, gang warfare, Calvinball, and beer pong.
Title: Re: Things you may stumble opon in the Nevernever
Post by: Rephath on September 30, 2011, 06:55:51 AM
Okay. Finalized rules for ogreball. Click here. (http://dfrpg-resources.wikispaces.com/Ogreball)
Title: Re: Things you may stumble opon in the Nevernever
Post by: JediDresden on September 30, 2011, 06:30:32 PM
Very nice Rephath.  I will most definately use this in a future game.  It's classic!
Title: Re: Things you may stumble opon in the Nevernever
Post by: Imp on September 30, 2011, 06:36:21 PM
Best advise my charater gives to anyone going into the nevernever for the first time

"The Sidhe are only one of the many races that live in the nevernever.  You run into king arthur or anyone claming to be him, do not harm him, do not tell him the world needs him, do not join his round table.  Do not eat anything, do not pull anything from anything and do not marry anything"

stole it from Pete wisdom but so fitting
Title: Re: Things you may stumble opon in the Nevernever
Post by: computerking on September 30, 2011, 07:34:59 PM
Okay. Finalized rules for ogreball. Click here. (http://dfrpg-resources.wikispaces.com/Ogreball)
Reminds me of a more organized version of Vampire: The Masquerade's "Sabbat Football", where the Sabbat challenge some random humans to a football game, and proceed to smash them to paste on the first play. They leave a few survivors, of course, as this is one of  their attempts to break the Masquerade.
Title: Re: Things you may stumble opon in the Nevernever
Post by: MegaPuff75 on October 03, 2011, 05:23:41 AM
How about a living M.C. Escher drawing.
Title: Re: Things you may stumble opon in the Nevernever
Post by: computerking on October 03, 2011, 05:19:05 PM
How about a living M.C. Escher drawing.
Next tableau over is a living Geiger artwork....
And then Heironimous Bosch's Garden of Earthly Delights...
And then a practice battle between people wearing sewn into versions of Lady Gaga's more outlandish costumes.
Title: Re: Things you may stumble opon in the Nevernever
Post by: ARedthorn on October 03, 2011, 06:00:06 PM
Next tableau over is a living Geiger artwork....
And then Heironimous Bosch's Garden of Earthly Delights...
And then a practice battle between people wearing sewn into versions of Lady Gaga's more outlandish costumes.

I think you may have accidentally found hell.

That, or WinterCon. Nothing like sidhe cosplay.
Title: Re: Things you may stumble upon in the Nevernever
Post by: hank the ancient on October 11, 2011, 03:38:13 AM
Locations (er that didn't save right)
 
     an island composed of ruins sticking up out of the ocean, It's unclear whether the buildings are tumbling into the water because the wave action or because new ruins are sprouting up growing where there isn't room for them. connects to earth at a beach where a kid with ADD continuously half-builds sand castles too close to the water.

    an abandoned industrial factory with hulking rusted equipment, giant gears, and dead steam engines located on a giant mud flat completely obscured by fog; something large and hungry stalks through the fog. Connects to an out of business hummer dealership

  a four walled castle surrounding a central courtyard. however, entering from each respective side of the castle takes you to a completely different central space so four courtyards simultaneously occupy the same space apparently without actually intersecting. every hallway within the castle behaves like the one in scooby-doo chase montages. any player commenting that now we're playing with portals is whacked over the head with a rolled up newspaper by the environment.

   (reading from a lone sign) this section of the omniverse occupied entirely by shrimp. Please turn around. (Bonus points if anyone gets the buffy reference.) connects to a captain D's

  A china shop run by a minotaur. It had to be there somewhere

Critters
 
    skateboarding rattlesnakes. you don't actually see them until a small group comes out of nowhere doing sweet jumps and grinding rails while flicking their tongues at you. they then land and roll off, rounding the next street corner. Cause they're EXTREME!

   Jackalopes, hoop snakes, snipes, and drop bears. Definitely drop bears

   turtles with beetle shells, the back cracks open and they fly off buzzing and bumping into things. It's worst during mating season.

   these giant mushrooms appear to be made of chrome or hematite. also they have the hiccups.

   someone has taught this goat to sing- all it knows is Miley Cyrus.

   
 
Title: Re: Things you may stumble opon in the Nevernever
Post by: hank the ancient on October 12, 2011, 01:25:10 AM
A place where the dumbest people do the most talking- no, wait, that's just the high school social scene.
Title: Re: Things you may stumble opon in the Nevernever
Post by: Quasispike on October 12, 2011, 05:20:35 AM
The domain of Skudl (http://www.badassoftheweek.com/skuld.html)