Escarra

Welcome to Escarra. I'm Mark Thomas and I write the RPG dumping ground. Reach me by email at mthomas768(at)gmail(dot)com.

I'm going to use this page as a summary for my plans. Eventually it should serve as an introductory page to whatever I end up writing.

Initial Thoughts

    • Wilderness region - I'm more interested in creating a wild place than a civilized area.
    • Tropical climate - I plan on using lizardmen as a major race. Warm climate makes more sense.
    • Primitive - The current cultures are less advanced, much closer to bronze age than steel.
    • Fallen empires - Ancient ruins lie hidden beneath the verdant growth.

Other Elements

    • Volcanic mountains - a vast cloud of ash and smoke rises from these peaks and drifts across the land.
      • There is a rift to another plane somewhere in the mountains (fire? hell?).
    • Rift valley - massive trees on towering cliffs make this a dark and dangerous place.
      • There are ancient ruins half-buried in the depths of the valley.
    • Tropical jungle - rains wash volcanic ash from the sky, creating a broad swatch of jungle.
      • The jungle trees exude a sticky liquid that coats their leaves and trunks, making them fire-resistant.
      • The isolated tribes and clans of the jungle interior are technically primitive but they have close ties to natural world, including powerful spirit allies.
    • Lakes and swamps - some ash-filled wastes, some teeming with life.
      • One of the lakes holds the underwater city of the Lizardmen.
    • Towering, miles-wide pillars of stone extending into the skies.
      • The legs of giants, holding up the sky?
      • Trunks of stone trees, holding the stars in their branches?
      • Climbed and prospected for their rich mineral wealth.
    • Massive gulf or inland sea - the warm shallow waters are often torn by storms.
      • A small pocket of civilization is based in a city on the coast.
      • Traders brave the stormy seas to gain access to the strange resources available here. Spices, herbs, exotic timber, rare gems and unusual beasts are all shipped to distant lands.
      • Where there are traders there are pirates. The many isles and atolls of the gulf are alive with independent bands of cutthroats, not all of them human.
    • Lizardmen are common.
    • Humans are common.
    • Dwarves, Halfings and Gnomes are very rare / unknown.
    • Elves are rare.

Note: Feel free to comment if you have the urge.