Area Request: Cairnheim

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Lambert
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Area Request: Cairnheim

Unread post by Lambert »

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Just to the south east of Sshamath is an area ruled by a powerful Stone Giant lich Archmage. Powerful clan heads, on their death, are raised as undead champions. The rest are normal stone giants. They are fiercely territorial, but have an unusual honor system.

This area could be a epic level multi-layer dungeon that starts as an extension of the underwilds. It could be for levels 25-30 as the UD could use some more epic level dangerous areas for mid to high epic levels.

The following is the excerpt from the "Forgoten Realms Underdark" resource book.

Cairnheim, Demesne of the Dodkonk

(Upper Darklands)

The stone giant villge reeks with the stench of the undead, ruled by a stone giant lich called the Dodkong, this "kingdom" has few residents, but even a handful of stone giants can level a town or scatter a copany of hman soldiers. The Dodkonk sees no reason to conquer new territories when his effective rule through fear extends far beyond the series of tall caverns where his stone giants dwell. The residents of Cairnheim spend their days hewing out precious stones and carving rock into crude art.

Carnheim (village): Conventional (Monstrous); AL NE; 200 gp limit; Assets 5,460 gp; Population 546; Isolated (stone giant 96%, undead stone giant 4%).

Authority Figure: The Dodkonk (male lich stone giant sorcerer 10), master of Cairnheim.
Important characters: Ruvok Aerthmett (female stone giant expert 6), royal artisan; Koenig Serptenspine (male undead stone giant ranger 9, Chief of the Dodforers.
Warriors: Any adult stone giant is a competent fighter, and many of Cairnheim's giants also have levels in barbarian, fighter, or warrior. Cairnheim is home to about 260 adult stone giants, plus 20 doforers (or "Death Chiefs"), a special kins of undead stone giant.

Cairnheim extends from just beneath the surface in the Giant's Run Mountis to a depth of approximately 1/2 mile. The village is spread out through a winding series of lava tubes and caves, which surprisingly required avery little modification to be comfortable for stone giants.

Though the cavern system constituts the boundary of Cairnheim proper, the Dodkong claims a much larger region in his heart. He considers everywhere that he is feared as his realm. He does not outwardly manifest this claim by planting flags or bellowing his kingship; he simply expect to be obeyed in a much larger area then he directly controls. In addition to this stone giants, the Dodkong also commands an unkown number of hill giants in the region and also reieves tribute from nearby human communities.

The dodkonk has sexisted for at least 1,500 years. Conservative but crafty, he uses misdirection as his prinsipla tool. Rather then exercising brute force, he prefers to turn his enemies against each other and thus weaken more than one foe at once.

When on of the clan chieftains in Cairnheim dies, the Dodkong brings him back to unlife as a ddoforerer, using ancient giant rituals nd the power of the crown of Obadai, a stone giant artifact that grants the Dodkong power over the undead. The dodforers are old and wise, but still yonger than the Dodkong himself.

Trespassing in Cairnheim, or in any place that the Dodkong claims, is punishable by death. However, the Dodkong clings to an ancient, little konwon giant custom that requires him to give aid for three days to anyone who requests it. He does not advertise his adjherence to this custom because he doesn't actually want to offer hospitiliatiy, but a character can recall this piece of information with a DC 20 bardic knowledge check or DC25 knowledge (history) check. Those who involke the ancient custom receive beds, food, water, wine and minor healing at no cost, instead of instant death. At the end of the third day, wise visibors are at least a stone's throw away from the Dodknog's claimed realms.

Sometimes while visitors are staying in Cairnheim, the Dodkong asks a favor in return for his hsopitlity. This in not technically part of the ancient custom, so he presents it as part of the gracious guest's duty. Those who deny him what he asks do not receive hospitality a second time, even if they require it, and they might "accidently" misjudge the passage of three days in the lightless Underdark.

Brief History:

Long ago, the giantish realms of Nedehim controlled the Giatn's Run Mountains. Its artisans and egineers carved great roads and stairs through the peaks and tremendous halls beneath the hills. Nedeheim was destroyed in -5350 DR by the armies of High Shanatar, and the giantish realm was reduced to a handful of scattered clanholds that soon became reclusive and backward.

In -160 DR, the Dodkong appeared from the dark below. He has never discussed either his origins or how he came to hold the crown of Obadai. But on his arrival, he gathered the stone giant clans of Nedeheim that thd fled into the Underdark 5,000 years earlier and forged a kingdom from them.

Since that time, Cairnheim has grown slowly. More than 500 stone giants now inhabit the village of Cairnheim, which is located in a high mountain cavern in the heart of the Giant's Run. More then a dozen minor clanholds of sone and hill giants throughout the mountain range acknowledge the Dodknog as their rler. several large tribes of orcs and hobgoblins would also answer the Dodkong's call, if the undead giant chose to muster the hmanoids to his banner.
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12 I will make your battlements of rubies,
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and all your walls of precious stones.
ohboy007
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Re: Area Request: Cairnheim

Unread post by ohboy007 »

The UD does need more epic levels. I was surprized the best spot for UDers to grind was some weaksauce dwarven ruins. For one of the most dangerous areas in the realms, the UD IG is lacking some epic areas.
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Lambert
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Re: Area Request: Cairnheim

Unread post by Lambert »

12 I will make your battlements of rubies,
your gates of sparkling jewels,
and all your walls of precious stones.
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Lambert
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Re: Area Request: Cairnheim

Unread post by Lambert »

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12 I will make your battlements of rubies,
your gates of sparkling jewels,
and all your walls of precious stones.
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Moridin
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Re: Area Request: Cairnheim

Unread post by Moridin »

I support this. The Underdark is severely lacking in areas designed for levels 24 to 30(I've seen Pit Fiends get soloed by level 20s). There are none.
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Re: Area Request: Cairnheim

Unread post by Salek »

I support this too, for the same reasons mentioned before.
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Re: Area Request: Cairnheim

Unread post by XyrisMourn »

Would be a great addition to add some specifically epic content to the UD. Concept is compelling, lore consistent and compatable for some good DM-led eventing.

Even as a sneaker I'd be pleased to have a snuffle around some undead stone giants! :D
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Re: Area Request: Cairnheim

Unread post by Storm Munin »

It could work as the upperdark bridge between UD and surface that has been discussed elsewhere.

Sure, why not.
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Re: Area Request: Cairnheim

Unread post by finneas »

I'm fairly new to the underdark but it does feel very small. Any work done to expand on it would be awesome and the storyline behind this area is intriguing. Challenges for every sort of character with the lich and other undead as well as traditional giants.
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Re: Area Request: Cairnheim

Unread post by mireigi »

ohboy007 wrote:The UD does need more epic levels. I was surprized the best spot for UDers to grind was some weaksauce dwarven ruins. For one of the most dangerous areas in the realms, the UD IG is lacking some epic areas.
Area			Range*     Density   Respawn
Illithid Duergar Mines	12 - 20	   High      Fast
Illithid Caverns	14 - 20	   High      Fast
Duergar Compund		16 - 28	   Medium    Mediocre
Pitfiend Area		16 - 30	   Low       Slow
Illithid Hive		16 - 22	   High      Mediocre
Ruins of Oghrann	16 - 24	   Medium    Mediocre
Halls of Oghrann	16 - 26	   Medium    Mediocre
East Drider Area	18 - 26	   Low       Mediocre
West Drider Area	20 - 28	   Low       Mediocre

*: If you're outside this range, you only get ~10 XP / kill at the most.
There are plenty of places to go. The problem is that Duergar areas offer the best density-respawn ratio, thus making them better than most of the higher level areas.



While I'd like to see more areas added to the UD, I don't want to see lore-weak areas added. There are so many ruins to be found in the UD, but there's hardly any lore about them, no story telling how and why the areas came to be as they are now. The lack of this, makes them bland and uninteresting, unlike the majority of the Surface areas, which are rich in lore to be drawn upon for events and RP.
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manz
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Re: Area Request: Cairnheim

Unread post by manz »

I second this, the UD is in need of some tlc and this would fit right in nicely
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Re: Area Request: Cairnheim

Unread post by Halo Deity »

Sounds really good, really would like this IG!
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paw
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Re: Area Request: Cairnheim

Unread post by paw »

i know it means a lot of work for someone .. but this would be very nice
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Lambert
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Re: Area Request: Cairnheim

Unread post by Lambert »

Baldur's Gate is an amazing server. This might be controversial for some, but I believe the best thing BG staff could do would be to make a long awaited expansion in areas to the Underdark.

There are droves and droves of players who specialize in UD rp who are waiting for the Shofar to sound calling them to organize in an Underdark world.

The staff could then use these players and their subsequant Qu'ellars to make compelling story lines throughout the server.

The city of Shyndrylyn is due east of Sshamath.

Lam
12 I will make your battlements of rubies,
your gates of sparkling jewels,
and all your walls of precious stones.

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