Dark corners of the core
- kottakinge
- Evil Genius
- Posts: 200
- Joined: Mon May 16, 2005 7:14 am
- Location: South side of the sky
Dark corners of the core
Hello fellow DM,
i'm bowing to your infinite knowledge of the secrets of the dread realms.
Once again i'm seeking guidance from your immortal souls:
My PCs are on their way of vanquishing a minor fey queen in a pocket domain in Tepest (the adventure shadow of a dusk queen), to escape this tiny realm they have to open a portal (a big mirror with numerous mirror's shards that were scattered all around the realm).
The portal will lead to another domain, but where?That's the question.
I'm looking for a dark, dank, dangerous location, yes, the dark corner of the core.
Preferably in the North area of the core.
Maybe Falcon March?
Did you know another place like this?
Many thanks.
i'm bowing to your infinite knowledge of the secrets of the dread realms.
Once again i'm seeking guidance from your immortal souls:
My PCs are on their way of vanquishing a minor fey queen in a pocket domain in Tepest (the adventure shadow of a dusk queen), to escape this tiny realm they have to open a portal (a big mirror with numerous mirror's shards that were scattered all around the realm).
The portal will lead to another domain, but where?That's the question.
I'm looking for a dark, dank, dangerous location, yes, the dark corner of the core.
Preferably in the North area of the core.
Maybe Falcon March?
Did you know another place like this?
Many thanks.
- Gonzoron of the FoS
- Evil Genius
- Posts: 7598
- Joined: Tue Dec 02, 2003 8:02 pm
- Gender: Male
- Location: New Jersey
- Contact:
Re: Dark corners of the core
The Shadow Rift is pretty dark. :
But, not really a corner, per se.
The Great Rift of Sithicus is both dark and in the corner, if you're being literal...

The Great Rift of Sithicus is both dark and in the corner, if you're being literal...

"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
Re: Dark corners of the core
Souragne is both dark and quite dank. There's little so shocking as the transition from open sunlight to a canopied swamp. I've wanted to run an adventure in Souragne for the longest time.
If you're interested, it's a gods-forsaken piece of swampland, vaguely voodoo-south themed. As an island of terror, it's also a great place for PCs to lay low.
If you're interested, it's a gods-forsaken piece of swampland, vaguely voodoo-south themed. As an island of terror, it's also a great place for PCs to lay low.
- The Lesser Evil
- Evil Genius
- Posts: 1549
- Joined: Sat Apr 03, 2004 3:17 am
Re: Dark corners of the core
The first idea that would come to mind is the Isle of Demise (Ravenloft MCI&II, and some further expansion in one of the later QTRs), depending on where you might arrive.
Falkovnia has:
-the Shadow Cities (Gaz II p. 104) You could incorporate stuff from any of the various shadow plane stuff into a shadow/mirror version of any of the various Falkovnian cities. -The sewers of Lekar could also work, considering all the broken ones and other weird and crazy experiments from the Ministries of Science and Magic (see gaz II and Children of the Night: Lycanthropes). In said sewers, the Well of Bones (Death Unchained) beneath the Radiant Tower also offers opportunities; it once held a cell of the Ebon Fold.
A few possibilities in Darkon:
The Boglands (Gaz II, p. 12) are dank, and weird mutated life swarms that place thanks to the wave of positive energy that happened as a reaction to the Requiem. Might be some opportunities dealing with the mutated life there.
-The Mistlands could be fairly dark, on account of all the cloud cover. Not a lot of hooks though.
-There's some bits in the forest of shadows (dark but not necessarily dank, Gaz II p. 13), including a fanon druidic lich (Book of Secrets.)
-Some underground region of Mt. Nyka, having to dodge Ebb and possibly Gloom (Gaz II p.142-143) or deal with the Dark Delvers (Gaz II, p. 22) Tombdust Hall is nearby, should they want to go to there.
The Nocturnal Sea is dark pretty much all over the place. -You could spit them out on the southern, less inhabited area of Liffe (explored more in the fanon Nocturnal Sea Gazetteer)
-Todstein might work, if you're wanting to be REALLY nasty. (Ship of Horrors and Nocturnal Sea Gaz)
-Provided they would have some way of survival, you could plop them into the Drowning Deep (also in the Nocturnal Sea Gaz). That's about as dank, dark, and dangerous as you can get.
The subject of mirrors makes me think of a few possibilities
-Mirrors are somewhat key to the existence of the DL of Avonleigh (in the Shadowlands Cluster). They could arrive, by way of there, into the Phantasmal Forest, which engulfs Avonleigh.
-there's a lot of weird mirror stuff in Sithicus (which also coincides with a lot of shadow stuff, as has been mentioned above.) I remember in one the Black Rose novels, there was almost a weird little mirror pocket plane they traversed through at one point.
Falkovnia has:
-the Shadow Cities (Gaz II p. 104) You could incorporate stuff from any of the various shadow plane stuff into a shadow/mirror version of any of the various Falkovnian cities. -The sewers of Lekar could also work, considering all the broken ones and other weird and crazy experiments from the Ministries of Science and Magic (see gaz II and Children of the Night: Lycanthropes). In said sewers, the Well of Bones (Death Unchained) beneath the Radiant Tower also offers opportunities; it once held a cell of the Ebon Fold.
A few possibilities in Darkon:
The Boglands (Gaz II, p. 12) are dank, and weird mutated life swarms that place thanks to the wave of positive energy that happened as a reaction to the Requiem. Might be some opportunities dealing with the mutated life there.
-The Mistlands could be fairly dark, on account of all the cloud cover. Not a lot of hooks though.
-There's some bits in the forest of shadows (dark but not necessarily dank, Gaz II p. 13), including a fanon druidic lich (Book of Secrets.)
-Some underground region of Mt. Nyka, having to dodge Ebb and possibly Gloom (Gaz II p.142-143) or deal with the Dark Delvers (Gaz II, p. 22) Tombdust Hall is nearby, should they want to go to there.
The Nocturnal Sea is dark pretty much all over the place. -You could spit them out on the southern, less inhabited area of Liffe (explored more in the fanon Nocturnal Sea Gazetteer)
-Todstein might work, if you're wanting to be REALLY nasty. (Ship of Horrors and Nocturnal Sea Gaz)
-Provided they would have some way of survival, you could plop them into the Drowning Deep (also in the Nocturnal Sea Gaz). That's about as dank, dark, and dangerous as you can get.
The subject of mirrors makes me think of a few possibilities
-Mirrors are somewhat key to the existence of the DL of Avonleigh (in the Shadowlands Cluster). They could arrive, by way of there, into the Phantasmal Forest, which engulfs Avonleigh.
-there's a lot of weird mirror stuff in Sithicus (which also coincides with a lot of shadow stuff, as has been mentioned above.) I remember in one the Black Rose novels, there was almost a weird little mirror pocket plane they traversed through at one point.
- Joël of the FoS
- Moderator
- Posts: 6782
- Joined: Sun Nov 30, 2003 1:24 pm
- Gender: Male
- Location: St-Damien, Québec
Re: Dark corners of the core
Dead center of Necropolis?
In the north and quite gloomy
In the north and quite gloomy

"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- DeepShadow of FoS
- Evil Genius
- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Dark corners of the core
What's Falcon March?kottakinge wrote:Maybe Falcon March?
Did you know another place like this?
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
- The Lesser Evil
- Evil Genius
- Posts: 1549
- Joined: Sat Apr 03, 2004 3:17 am
Re: Dark corners of the core
Ok, did some digging. Apparently it was from the Kargatane website.DeepShadow of FoS wrote:What's Falcon March?kottakinge wrote:Maybe Falcon March?
Did you know another place like this?
https://web.archive.org/web/20030318074 ... alcon.html
- DeepShadow of FoS
- Evil Genius
- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Dark corners of the core
In that case, my vote is for that region, but add Addar's Grove.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
- kottakinge
- Evil Genius
- Posts: 200
- Joined: Mon May 16, 2005 7:14 am
- Location: South side of the sky
Re: Dark corners of the core
Sorry for my **** english, yes i mean Falconmarsh not Falcon March
As usual many interesting answers, thanks.
Could be fun to go to Souragne again (my 10th bard ran night of the walking dead when he was 1st level), but i wonder if they will meet enough challenges there (average level of the PC are 9th), and i lack material to run some adventures in there.
Will have a look on the nocturnal sea, or maybe Sithicus?
Could be a good introduction to the adventure with Lord Soth (when black rose gloom IIRC).
Edited by Joël for Grandma's rule. Guys, putting the first letter and hiding the rest of a word with *** isn't good either, thanks!

As usual many interesting answers, thanks.
Could be fun to go to Souragne again (my 10th bard ran night of the walking dead when he was 1st level), but i wonder if they will meet enough challenges there (average level of the PC are 9th), and i lack material to run some adventures in there.
Will have a look on the nocturnal sea, or maybe Sithicus?
Could be a good introduction to the adventure with Lord Soth (when black rose gloom IIRC).
Edited by Joël for Grandma's rule. Guys, putting the first letter and hiding the rest of a word with *** isn't good either, thanks!
- The Lesser Evil
- Evil Genius
- Posts: 1549
- Joined: Sat Apr 03, 2004 3:17 am
Re: Dark corners of the core
In Sithicus, the Fumewood or the Great Chasm might work (Gaz II p. 109). Most of the islands are a bit small to go to explore without running into the darklord. However, Graben Island some bog/marshland with a race of ancient Viking-like ancient dead there called the Strangled, and one of their number struggles with a gruesome nuckalavee called the Flayed Rider for the control of the marshes and swamps.kottakinge wrote:Sorry for my **** english, yes i mean Falconmarsh not Falcon March![]()
As usual many interesting answers, thanks.
Could be fun to go to Souragne again (my 10th bard ran night of the walking dead when he was 1st level), but i wonder if they will meet enough challenges there (average level of the PC are 9th), and i lack material to run some adventures in there.
Will have a look on the nocturnal sea, or maybe Sithicus?
Could be a good introduction to the adventure with Lord Soth (when black rose gloom IIRC).