1001 Land/Region Names

Post/Author/DateTimePost
#1

PoetheSchizo

Oct 21, 2008 15:34:14
I thought it would be pretty cool to have a thread dedicated to names of regions, plots of land, or certain landmarks PCs can adventure through.

Sorry if this is a repost but couldnt seem to find anything in Search button.. :P

So if ya kennit, please supply a name and if you want why it was named that (for background reference)

ill start

1. The Black Lands- named aptly for the rich soil for farming

2. The Dead Spire- a tall mountain that is littered with human remains from a large war long ago

3. The Broken Trail- a road or trail that is hazardous (i.e. avalanches/rockslides)

4. Breaker Canyon- a large canyon

5. Fell Hollow- a hollow with evil
#2

angorath

Oct 22, 2008 4:56:28
6. Threeways - a three-way crossroads

7. Fiveways - a five-way crossroads :D

8. Gallows Hill
#3

PoetheSchizo

Oct 22, 2008 9:43:30
6. Threeways - a three-way crossroads

7. Fiveways - a five-way crossroads :D

8. Gallows Hill

lol nice!
#4

PoetheSchizo

Oct 22, 2008 9:50:54
9. Deepgold Pond

10. Wyvernhollow- hollow inhabited by wyverns

11. Fort Ironflower

12. Misty Crags
#5

angorath

Oct 23, 2008 4:26:26
13. Wagonbreaker Way - road named for its potholes

14. Wheelbreaker Way - regional variant of Wagonbreaker Way :D

15. The Hundred Year Forest - but it's been called this for at least 300 years!

16. Orcbone Hill - historical allusion to the last great battle in living memory

17. Elfbone Hill - regional variant of Orcbone Hill :D
#6

PoetheSchizo

Oct 23, 2008 13:43:50
18. The Wizard's Beard- could be multiple places... (i.e. inns, rivers, mountain ranges)

19. Devil's Cradle- Multiple places: Cave, Pit, Mountain range, island

20. Serrated Coast- a jagged coastline

21. Hero's Hall- a very long dungeon, gauntlet-like

22. Treewalker's Grove- A grove for rangers
#7

angorath

Oct 24, 2008 5:29:16
23. Hill's End - town or area on the other side of the mountain pass

24. The Five Titans (or just the Titans) - five mountains (volcanic plugs) that could be mistaken for gigantic people at dusk, if you squint just right

25. The Three Ogres (or just the Ogres) - three smaller volcanic plugs
#8

doomsought

Oct 24, 2008 12:40:54
26) the Scrublands
27) the Mountain sea
28) the Jade kingdom
29) the Brice mountain range
30) Dragon's lookout
#9

PoetheSchizo

Oct 24, 2008 12:46:19
24. The Five Titans (or just the Titans) - five mountains (volcanic plugs) that could be mistaken for gigantic people at dusk, if you squint just right

i really like that one, i may use in a campaign im about to run. Thanks! :D

25. The Wey- a magical river

26. The Boneyard- multiple places

27. Dragon's Spine- mountain range or volcano range

28. Neverlight Tomb- A tomb or catacombs that is evil and dark

29. The Martyr Fields- Fields that were used or being used to 'make an example of' people unwilling to convert to a selected faith.

30. Blackwart Swamp- a Swamp possibly containing a witch or other baddie

31. Wooley Swamp- Dont go at night, ghost of Lucius Clay, buried treasure... need i say more? :D
#10

Neejix

Oct 24, 2008 13:56:26
38. The Blood Fields
39. The Razortooth Hills
40. The Venomwood
41. The Ice Vale
42. Gloom Marshes
43. Sorrow Pass
44. The Devil's Fingers
45. Angerwood Forest
#11

angorath

Oct 24, 2008 22:15:24
i really like that one, i may use in a campaign im about to run.

You're welcome! I just thought of an idea about the Titans - in a D&D world, it's not out of the question that they could come to life.... The villain is on a quest to gather all the magical bits and pieces needed to raise the Titans ... and the PCs have to stop the quest ... not that they need to know at the beginning that the villain's goal is to raise the Titans ... :D
#12

PoetheSchizo

Oct 27, 2008 10:33:44
You're welcome! I just thought of an idea about the Titans - in a D&D world, it's not out of the question that they could come to life.... The villain is on a quest to gather all the magical bits and pieces needed to raise the Titans ... and the PCs have to stop the quest ... not that they need to know at the beginning that the villain's goal is to raise the Titans ... :D

dang.. thats brilliant!
#13

Taigis

Oct 28, 2008 1:04:47
46. Agarrin - Kingdom; Once called Ang Arrinor (or the Land of Arrinor), the name has evolved over time, a few letters dropped and the words merged. Arrinor is the primary deity of the inhabitants of Agarrin and the valley in which the kingdom is nestled is sacred to him.
47. The Three Sisters (Uru'Aleel) - Three immense peaks rising above their neighbors and covered in snow. They embody the story of three sisters who are dressed in mourning white as they stand watch over the eastern borders of the elven lands, waiting for the return of their husband.
48. Stagmire fen
49. The Wayward Peak - Rising abruptly from the plains, this mountain seems to have lost its range.
50. The Razorfin Reefs - a dangerous stretch of ocean
51. Whitewave Cove - a cove used by local pirates
52. The Marching Stones - unhewn stones of varying sizes, all vertically standing. Although no one ever sees them move, regular travelers to the region encounter them in different places every time.
53. The Burning Grass - Plains that regularly experience wildfire.
54. The Valley of the Shuqir - Although none know who the Shuqir were, their faceless statues and foreboding ruins dot this narrow mountain valley.
55. The Unsettled Lands - this region is prone to seismic activity.
56. The Coral Sea - surrounded by open ocean, this shallow sea is not deep enough for most ocean going vessels who must sail around it.
57. Dragonwing Plains - this land of slightly undulating terrain is the hunting grounds for numerous dragons.
#14

PoetheSchizo

Oct 28, 2008 10:48:55
a lot of good names Taigis, i may use some of them :D

58. Clover Fields

59. Rockbone Cave

60. Bonegnaw

61. Land's End- a town on the coast

62. The Badlands
#15

PoetheSchizo

Oct 28, 2008 15:14:22
63. The Burning Hills- a desert with plateaus

64. The Trail of Seven Pines
#16

doomsought

Oct 28, 2008 20:10:38
The sacrificed lands-now uninhabitable, they were destroyed in an effort to stave off an even more terrible threat. Nothing lives there, even the dead avoid it.

Candle rock-a towering cliff/mountain that the sun sets over, looking momentarily like a great candle.

Bitter brack-dry peat bogs

Gator's maw-alligator infested swamp/ mouth of a river.
#17

die

Oct 28, 2008 21:40:00
69 Death Moon Mountains
70 Kaijuu Island
71 Xoltor
72 Land of a Thousand Jade Shark Temples
#18

angorath

Oct 29, 2008 4:13:55
I'm lazy, so these are all from real Australian places:

73. Twilight Cove
74. Steep Point
75. Cape Arid
76. Eighty Mile Beach
77. Cape Shield
78. Lakes Entrance
79. Coral Bay
80. Sandy Lake
#19

angorath

Nov 04, 2008 3:26:51
81. Coffin Bay
#20

rockjaw

Nov 04, 2008 9:29:26
82. Walnuthollow - a halfling community

83. Falan's Ford - small human frontier community

84. Bonegnaw Keep - Hobgoblin fortress

85. Kornadao - Eastern Realm Capitol City
#21

strand0

Nov 08, 2008 2:58:45
86. Monarchy City
New Babylon
New Haven
Legend City
Centennial City
San Pacifica
New Hope
Crystal City
Battersea- dark and dirty "Gotham-esque" city.
Port Republic - bright and shiny "Metropolis-esque" city.
Castle City - It got its name from an old castle that had been imported many years ago.
City-del
Sovereign City
Rivercross
Saragotha
Ethan City
New Year City
Campaign City
Rust City
Megaplex - the Megaplex Guard has higher than normal number of heroes
Rust City
New Arnhem
New Haarlem (yes, two 'a's)
Rotterdam (a little heavy-handed on the symbolism...)
Scotchberg
Freiburg (play some Skynard, man!)
Champion City
El Humidor
Big City
Seaside City
New Oldtown City
Progressive City (we built this city on Rock & Roll!)
Xanadu
Dam City
Port Hyperbole
Port Winchester
Puerto Diablo
Puerto Mucho
New Harbor
Safe Harbor
Havensburgh
Blackwater
Blackfields
Bogarton
Safe Haven
Blackhaven
Rockholme
133. Rock Harbor
#22

doomsought

Nov 08, 2008 11:03:25
134. The Meat shield
-The city is built under a giant aberration that protects it.
135: Organ falls
-a waterfall under the lair of some nasty predators, spare organs of their food sometimes come down it.
136: Yue
-sounds like you, great for confusing people.
#23

admiral_lourve

Nov 08, 2008 13:31:39
137: Castle Charming - Massive, windowless white towers make up the castle. Inside lurks the immortal "Prince Charming". Using dark magic he steals away beautiful women and makes them his bride. Whenever his current bride grows old he eats them and goes in search of a new woman to wed. :D

138: Rosered Cottage - Owned by a kind lady and her elderly husband, a ex-woodcutter. Inside is a rug made of a huge wolf hide. They know the lay of the land and are happy to guide travellers to the next village. The lady will always warn people to keep to the forest roads.

139: The Parliament of Witches - On a barren stretch of land, just outside a village, the Parliament of Witches is held every hundred years. One some fateful night every hag and sorcereress of note appears as huge thrones begin to pull themselves from the ground and they talk of magic.

140: The Crooked Mile - A crooked house stands in the middle of jutting rocks and large, oddly shaped hills. Every animal within a mile of the house is bent and twisted, often weak and ill. It is said The Crooked Man stalks the hills. It is also said if you stay to long around the house, you too will become crooked.

141: Goodfellow Hotel - Not unlike other hotels and inns, but it is said kindly fairies and mischievous ghost awaken at night and help clean the place up. They may even fix things you own!

142: The Abode of Bearkin - Seemingly a normal house, inside live three intelligent bears.

143: Roland Towers - A dark, razor-edged tower, once home to some great evil which the famous Childe Roland slew. Now the training ground of all manner of warriors and rogues.


:D
#24

Shiftkitty

Nov 08, 2008 19:12:34
144: Ukagaho (yoo-KAH-gah-ho)

A corruption of a Cherokee phrase meaning "Dry Land", this is a tribute to the state of Arizona, which also means "Dry Land" (couldn't find a Navajo or Apache translation). It's a desert of the sort you'd find in the American Southwest, but in this world it's an old penal colony that's become a territory of it's own. A PoL setting, decent towns are few and far between and are often reached only on horseback and only with lots of water being dragged along, although a Ranger or someone with a high Nature skill can get just enough hydration out of the local cacti. Naturally, because of the intense heat, there aren't that many armor-wearing adventurers out here, but a recent discovery in the Coal Ghost Mountians may soon change all that...
#25

zackal

Nov 13, 2008 18:12:05
145. Ferrelhault
The Ferrelhault is a series of cracks and crevices which lead into the depths of a cave system. Many interweaving wooden structures have come to be built over it, towering over multiple levels in a complex network of bridges, pulleys, and ladders. The people known as the Grimalkin, a race of felinoid creatures who worship a Moon god, have come to to call this city their home. They commence work on their amalgam of buildings, building them higher on the night of a Full Moon.


146. Windheim
Atop a high mountain rests a city of music. Long ago, famous musicians migrated to the top, hearing the natural symphony of the mountain. This was caused by a special type of hallowed out rock that had a particular resonance when wind blew across it. They carved their buildings from this rock, and when the wind struck the buildings just right, they used this as inspiration for their musical pieces.


147. Perriton
Perriton is a town where no sane mage dares enter. Magic has a way of backfiring in the most peculiar of ways there, and the citizens of this town are ironically gifted with magic as well. It is said that the town was built upon a giant lode stone that was placed there ages ago by the gods themselves. Whatever the case, magic is considered a crime there due to its unpredictable nature.


148. Bed of the Four Salts
Once home to a kingdom of sahuagin, the giant lake that once contained it dried up ages ago leaving the inhabitants for dead. A mysterious thing happened as time went on: their remains gave birth to the four magical salts which line the lakebed along with what was left of their ancient civilization. Each salt is of a different color. Their special properties have yet to be fully studied, but merchants have already begun harvesting the lakebed for them. Reports of ghostly activity have become a constant detterent for them, but the prospect of money pushes them on.


149. Lake Umber
The sediment that runs into this lake from a connecting river contains a special mineral which dyes the water here black. Far from dangerous, though, it is enriching to the creatures which call this place home. Artists also travel to Lake Umber to gather the dirt on the lake shore. It is said that pigment made from this can be used to create the darkest of nights, so much so that it contains a supernatural quality to create darkness around it.


150. Addleburg
Due to the surrounding woods, the people of Addleburg are constantly forgetful. To combat this, they have enlisted the aid of copious amounts of notes. Many a citizen will have notes tacked upon their clothing, thanks to the help of the local alchemist's glue.


151. The Shining Plains
A grass known as Illu grows upon these plains, blanketing them in shining light once rays of sunlight caress the land. Their reflective properties are valued by surrounding civilizations. They are commonly woven together into garb and thatch alike for a shiny form of decoration.


152. Gibblegur
A goblin village home to the famous Goblin Shamans. They are well known for their curative abilities... or rather, their belief that they possess such. Those seeking them out usually come away with a sore noggin (due to the belief that their medicine staves beat away illness) rather than good health.