The Realm of T’Rannah

The Realm of T’Rannah is a wild and wonderous place. At every show, our PCs (paying customers) help decide where our intrepid heroes will voyage to by picking a location on their map found in their players handbooks.

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1 – The Hellhound’s Adventurer’s Guild (Bad Dog Comedy Theatre)
This was our heroes’ old haunt before Drofguod the Terrible unleashed darkness o’er the land. It’s a cheery, multi-culture/race/class-ial place where adventurers come to get employment, either with quests posted with Alberta the barkeep (a lizard-man from points west) or from townsfolk who come in with emergencies.

2 – Chrispy Pits (Christie Pits Park)
The Chrispy Pits are supposed to be a sort of “Death Mountain” style volcanic hellscape – your standard “Final World” of a video game. Firey volcanoes, rivers of lava, and monster lairs abound.  The twist is that monsters think of them as a pretty chill place to hang out. Dragons hold drum circles, Golems get day drunk, and Demons go slacklining. Note that fire is particularly dangerous to Tabitha, who can’t regenerate damage from fire.

3 – Trinity Bellwoode (Trinity Bellwoods Park)
The Trinity Bellwoode is an ancient, mystical, primeval forest that is home to both faeries and elementals and also enterprising humanoids looking to capitalize on the Woode’s verdant natural resources. Within is the Trinity Bell, an ancient relic of old T’Rannah with mysterious powers.

4 – Fort Ork (Fort York)
Fort Ork is a remnant of times past. Shortly before our campaign began, a terrible, years-long war was fought between the Orks and the Alliance of T’Rannah – an alliance of Humans, Elves, Dwarves, Dark Elves and even the Undead Lichdom of the Scarred Lands. Fort Ork is a bastion of those Orkish forces – where the nastiest Orks still marshal forces from across the Great Lake and plot to overthrow the realm. It is a war camp with high watchtowers, burning campfires and much traditional Orkish infighting.

5 – The Ruins of Forthright Ed’s (Honest Ed’s former site)
Once a great and beloved bazaar that helped travelers pass through the Desert of Apathy, Ed’s was destroyed by the power-hungry Khan Dough when he tried to fill the skies of T’Rannah with great glass towers. Ed’s lies in ruins, but the ghost of the old huckster still haunts the site, and rumour has it that many treasures still lie buried in the rubble. Along with plenty of monsters, naturally.

6 – Sneaky Deeds (Sneaky Dee’s)
A lonely longhouse in the middle of the tractless Desert of Apathy, this hive of scum and villainy is known far and wide as the Thief’s guild of T’Rannah. All manner of scoundrels and rogues gather here to fence goods, practice the arts of shadow, and eat nachos. Sneaky Deeds is ruled over by the King of Thieves, or was until he was brutally murdered, leaving a power vacuum.

7 – The Paddock Tavern (The Paddock Tavern)
An inn at the crossroads where weary, thirsty travelers gather to celebrate 4 AM last call, The Paddock can be a dangerous place for odd-looking outsiders like our heroes. Rangers lurk in the corners, thugs start bar fights and the classic trappings of a Fantasy Tavern are all around. The Paddock’s owner, a laconic Ex Soldier from the Dan Fort named Nico, raises some of the finest horses in T’Rannah.

8 – Castle Ohma (Casa Loma)
Castle Ohma is a stately manor built by the elves during the Ork War. High steepled towers of marbled stone look down on immaculate courtyards and smaller lodges. Currently, Count and Countess Ohma dwell in the lofty castle – Dark Elven nobility from Thorn Hill. The castle has few, unusually silent servants and at night strange noises creak and whine from every corner of the ancient walls. Why? Vampires, baby. Despite their courtly manner, the Ohmas are for sure vampires.

9 – R.uins O.f M.agic (Royal Ontario Museum – ROM)
In ancient times, a mysterious race of creatures ruled over the realm now called T’Rannah – they were the architects of the Tower, the Sky Dome, the Gardener, and the Ruins of Magic. Once a handsome mansion, the eldritch powers contained within have begun to leech forth over the years, resulting in an unusual crystalline growth that balloons from the building. Within are ancient treasures lost to time, forgotten beasts never known by man, and a very, very expensive gift shop. The Ruins are a beacon to curious adventurers, many of whom never return from it’s shimmering depths.

10 – The Sky Dome (SkyDome)
A magical, flying citadel, the Sky Dome is home to one of T’Rannah’s most powerful orders of knights: The Knights Azure. Rivaled only by The 6ix in their fame and renown, the Knights Azure are a selective cadre of almost angelic warriors, and their disdain for lesser adventurers can be taxing at times. Many pine for the days when one could watch them conduct their martial drills for a mere two pieces of gold, but those days seem long gone.

11 – The Sacred City (Second City)
A great agora where visitors to T’Rannah come to witness passion plays and pageants, the Sacred City boasts a rich history of performance arts and has hosted many of the illustrious and historic bards.

12 – T’Rannah Island (Toronto Islands)
A lush, prehistoric wild land, T’Rannah Island is untamed nature let loose and so close to the city! Time has forgotten the sunny shores of this volcano-dappled jungle, and mighty Dinosaurs stride through gargantuan, living plants alongside frolf-ing jungle elves. Passage across the icy, deeply polluted waters of the Great Lake can be treacherous, but on the other side awaits a paradise (or a nightmare!).

13 – Queen’s Park (Queen’s Park)
The royal seat of power in the realm, Queen’s Park is a mighty fortress surrounded by statues and immaculate gardens. Queen’s Park is the center-point of the great Alliance between the Humans, the Elves of the Mists of Saga, the Dwarves of Hammertown, the Dark Elves of Thorn Hill, and the Lich King of the Scarred Barrows. Attendants from each preside in Queen’s Park under the guidance of The First – formerly a wizened lady named Queen Win, but Queen Win has disappeared, leaving the throne empty…

14 – The Tomb of Eton (Eaton’s Centre)
A long mouldering dungeon with traces of a lost civilization of Seers, the Tomb of Eton is now a monster filled death trap. But, like so many monster filled death traps, it is also a place of great treasure. In fact, the seers who once dwelt here worshiped gold to the point of idolatry, and many of their graven images still stand – abandoned shrines to commerce and wealth.

15 – The Mountains of Finance (Financial District)
Rising from the bay of the Great Lake like hands reaching towards the heavens are the mighty mountains of Finance, each emblazoned with the insignia of the Dread Warlock, Avaricious Dragon or Mad Dwarf Lord who runs that particular mountain. Deep within, slavish miners (be they zombies, prisoners, or dwarves) work ceaselessly to mine the rich gold from the earth through a dizzying network of PATHs. The miners are overseen by an elite caste of middle managers who love nothing more than to use what little power they have to make others suffer.

16 – The Tower of T’Rannah (CN Tower)
An arcane obelisk erected for unknown purposes, the Tower as stood empty through the centuries save for when a really important villain chooses to occupy it and use it as a staging ground for Armageddon. What was the tower’s true purpose? Why was it built? Is it anything more than a cool backdrop for an epic battle? Perhaps we will never know.

17 – Cabbagetown (Cabbagetown)
An idyllic, pastoral place of peace, harmony and weal, Cabbagetown is home to the halflings – a jolly, shockingly xenophobic folk who like to keep to themselves except for every once in a while when they just have to be the stars of the show. Pumpkin patches are tended, goofy-looking ponies are brushed, and no one speaks of adventure or excitement except when they do and when they do; boy oh boy. Amid the hobbit-hole hardware stores and artisanal burger joints, Cabbagetown (poorly) hides a wanderlust that knows no bounds.

18 – The Dan Fort (The Danforth)
A mighty town of towering ivory columns, winding vines, and many a classical monster (minotaurs, medusae, and cyclopses) the Dan Fort is a place where all kinds are accepted, no matter how monster they may be. Democratic as they may be, the denizens of the Dan Fort are still monsters, and by Dan’s own decree every summer the Taste of the Dan Fort allows them The Purge-like feeding rights.

19 – Riverdale (Riverdale)
Though it lies the furthest from the Mists of Saga, Riverdale holds true to the Elven way of life – at peace with nature, it is built around the flow of mighty rivers spilling into the Valley of Dawn. This breathtaking city is one of the few to welcome non-elves with open arms. Though it seems an idyllic place, Riverdale is known for oddly dark tales of sexy elven teens (80 years olds) involved in nefarious schemes.

20 – The Beaches (The Beaches … it’s not The Beach … it’s The Beaches!)
Even monsters and paladins need a little time to unwind, and when the pressures of the Realm get to be too much, a stroll along the boardwalk, soft serve in hand, is just what the apothecary ordered! The Beaches are a place free from battle and conflict, where the people of T’Rannah can enjoy some sick rays and lap up a little R+R. Or at least they were, before Drofguod arrived.