This region is vast with the countries
of Mordak, Ravien, Darjrick, Moors, Vertilli, Glongia, Kalithan,
Rallvien and Kris surrounding the area like the letter C. The
region is larger than all those countries combined; it is made up of
black rocky hills and old pine forests.
There are no settlements in the region
other than the a few dwarven fortresses. The dwarves were once part
of a larger kingdom but have since fallen into a few small
strongholds knit together by trade and alliances. Each stronghold
will appear to be a series of short towers built on top of tall hills
but thez are connected underneath by a series of polished stone
Entrance into the strongholds will
require going into one of the tower, each of which is garrisoned at
all times by at least a squad of dwarven warriors.
The dwarves build with black rock and
highlight their structures with bronze.
Through every wall and building, there
is a network of bronze tubes with currents of lightning run through
them at all times. These are not for the reasons most assume. Due to
the highly electrical nature of the Storm Plains, the dwarves use the
bronze tubing as a grounding device to absorb the constant lightning
strikes, preventing themselves or their structures from being hit.
The dwarves wear mostly black furs with
bronze armor and jewelry. Each will carry a grounding rod that is
either attached to a harness on their built or stays in a holster to
be used when traveling. The rod is not used to attract lightning as
the dwarves know it is lethal at that range to be struck, but instead
de-energize the air around them. The rod, when used will spark and
zap at the top and to the drwaves this means at the least the area
around them is being drained of static electricity.
The dwarves worship Mother Earth and
Mother Earth is represented as a
pregnant woman carved from stone carrying the entire dwarven race.
She is about birth life and stone.
Sister Bronze is an angular featured
dwarf with a hammer and shield. She is about battle strength and
protection, which the dwarves usually pray to for protection from the
There are other religions spread out
among the Storm Plains known as the voices, worshiped by crazy cults
and madmen. These cults usually require sacrifices and blood to
appease their deity, and the followers are on the lookout for
travelers or even sneak into dwarven fortresses to prey with their
Below are some examples of the Gods.
they are usually strange beings covered in claws tentacles and teeth
without humanoid form - one can think of a Cthulhu monster in some
Xixxilth: The God of blood and
madness, appears as a pool of blood and eyes with dozens of fangs and
Tallillxx: The God of blindness
and hallucinations, appears as a dozen limbs and torsos of sticky
flesh with an oozing open chest cavity and a dozen tentacles.
Xillxoluth: The God of decay and
self mutilation, appears as a fleshy orb of claws. Note:
There can be many more, they could be independent demons trying to
gain power or one demon with many forms. You could even have these be
beings of the far realm.
The dwarves rule by houses, each house
is made up of guild, each guild made up of unions.
Every crafts person in the drwaven
strongholds forms a union with their family. Example:
A baker will have a shop and forms a union with its employees and
Every crafts person of the same craft
throughout all the strongholds forms a guild. Each guild pledges
themselves to a house which is usually a rich merchant or noble. The
houses will gather every few years and vote for lords of a stronghold
and a king of the strongholds.
If a leader is not serving the will of
the houses, then the houses will gather and have them replaced.
The dwarven leadership will tend to
gain the support of the house nobles more so than the people as it is
the houses that decide who is in power. It is not uncommon for a
corrupt lord or king to stay in power for decades or even a lifetime
if the majority of house nobles can benefit from their
leadership. Note: The miners guild is the most
prominent and sought after guild for a house noble as it usually
ensures that house has the most power.
The dwarves are mostly miners and trade
polished stone, gems and ore for food and supplies.
Throughout the vast region of the Storm
Plains, there is a constantly swirling lightning storm. The storm
never stops and hasn’t stopped for 100s of years. No one knows the
cause, but some believe it might have something to do with old
dwarven technology long since forgotten.
The sky is dark and the sun never
shines in the region. The region is constantly buffeted with howling
winds and lightning strikes, making any travel difficult. There is
little rain but it has been known to hail or even snow with blizzard
like conditions for periods of times, lasting a few minutes to
months, often trapping travelers or making travel almost impossible.
A lesser effect of the region is the
highly charged electrical energy often causing armor and weapons to
spark, hair to stand on end and persons receiving painful, although
harmless, shocks with everything they touch. It is the equivalent of
someone who is always rubbing their socks over a carpet. Note:
Every 6 hours a player spends in the Storm Plains, they must roll a
save or be struck by lightning.
Hiding throughout the Storm Plains are
the cults mentioned in religion. They are mad possessed persons who
fled to this region hiding in the rocks and ruins worshiping their
The cultists will tattoo the name and
likeness of their God upon their skin and draw it everywhere, giving
any travelers a chance to turn back.
Almost everyone who goes crazy or whose
minds breaks is pulled to this region, the Storm Plains having some
draw on the mad. Note 1: Any player who suffers insanity
will have visions of the Storm Plains and call of the ancient Gods
buried within. While a player is insane, they will try to make their
way to the plains to join a cult or find an area with a voice and
start their own. Note 2: As mentioned in religion, the
cause for this can be several: demons trapped in dungeons below the
earth, portals to hellish planes or even the far plain overlapping
Due to the highly charged nature of
this regions, lightning and composite elementals are often spawned
from the energy here.
Not at first aggressive, the region’s
voices warp the elementals into a more corrupting form. The
elementals will grow claws, tentacles, extra limbs, eyes and etc.
They will often join a cult or travel in lone packs hunting travelers
or attacking strongholds. Because of the storm and the voices of
the region, stopping the elementals is impossible, the only thing
someone can do is keep their numbers low. If left unchecked,
sometimes huge swarms of corrupted elementals travel like a swarm
pouring into surrounding countries or even overwhelming entire
dwarven strongholds, making an already small nation even smaller.
The abandoned strongholds
The region is dotted with dozens if not
100s of old dwarven strongholds long since abandoned. Elementals,
cultists and undead now fill their halls with many of the riches
since plucked by past adventures. The reason for the strongholds
being abandoned is uncertain. With legends and stories and myths
coming in the 100s.
Some have died due to powerful electric
storms, others starvation from being buried under a 100 feet of snow,
others overrun by elementals while still more lost entire populations
due to madness and the voices.
Some would say it a series of bad luck
or the signs of a changing time, the dwarves are no longer masters of
the Storm Plains, but in the old stories there were no Storm Plains,
only the vast dwarven empire known as Ulenguard.
The ones who know about Ulenguard
believe the dwarves are cursed or did something to create the storms
and voices, bringing about their own destruction. Note:
There is a legend players can uncover in old ruins or through old
text. It is known as the Voice of Ulenguard.
A 1000 years ago the
dwarves were the largest nation of Mordeadus and well on their way to
becoming an empire. Powerful and proud, their bronze and black stone
strongholds glimmered in the sun and their numbers were counted in
the millions. It was said the dwarves dug into the earth seeking
riches and the earth was ripe with gems and gold ore.
As the treasure of the dwarven halls
filled to overflowing, one should have been satisfied with the
wealth, but the dwarves were not and continued to dig. Some say a
voice called to them of even greater wealth. The mine masters ordered
their workers to dig night and day, promising the nobles, lords and
king a wealth beyond all imagining.
The earth groaned and cracked with each
hit of the pick and the deep mines began to collapse. Entire mining
parties went missing and still more went mad.
This should have been a warming to
stop, but the mining masters continued their efforts sending 10s of
1000s to their death as more and more went mad. It was said
eventually the masters hit a strange black stone that hummed and
spoke the most beautiful words and gave the most amazing visions that
the masters of the mine had found the ore of God.
After that, much of the information is
lost but it is those who know the tale that believe the storms took
hold and most the dwarves went mad killing each other and in day,
half the kingdom fell as dwarves cannibalized each other in the
The God ore, the ancient voice as only
a few know it as, believed somewhere in one of the abandoned dwarven
mines is still active and exposed the reason for everything. “Find
it and cover it back up, hide what was supposed to be hidden and
the curse is over”, some say but then again those are only tales.