@Corvino, I agree, it actually looks like a fun place to adventure. In a spoofy, whimsical, Terry Pratchett sort of way. The author notes that this thing kind of blew up in response when he shared it. People use it! He recommends starting in the Tiny Bickering Fiefdoms, but actually anywhere will do. :-)
If I were DMing in this setting think I would start the party in the Tiny Bickering Fiefdoms. Then they'd have to go to the Suckmarsh. But I'd probably end up rolling to see what destination they are pushed toward next. They all look like a blast. Don't know how on earth they'd get there, but I guess all that can be invented on the fly.
Actually, here's the list:
1) Mammoth Tribes (So Metal) 2) Necropolis 3) Witchlands 4) Elk Tribes 5) Innsmouth 6) Norseheim 7) Black Forest 8) Ghost Tower 9) Monstertown 10) Blasted Hellmouth 11) City of Shrines 12) Suckmarsh 13) Tiny Bickering Fiefdoms 14) Hills for the Hillfolk 15) Clockwork Tsars 16) Goblin Hordes 17) Centaur Steppes 18) Jade Empire 19) Big Crimey Crapsack 20) Poncy Knights 21) Fancy Magic Town 22) Hellfire Imperium 23) Ravenholme 24) Evil Shangri-La 25) Baddass Monastery 26) Imperial Palace 27) Incet and Intrigue 28) Crumbling Crusader State 29) Mountains of Madness 30) The Crawling City 31) Ninja Country 32) Eleven Illuminati 33) Drowned Kingdom 34) Sorcerer Isles 35) City of Brass 36) Ancient Sumerian Awful 37) Tiger-Headed Opium Nightmare 38) So Not Atlantis 39) Venice/Casablanca 40) Astrolabes & Alchemy 41) A-ra-bian Niiiiights 42) Demons & Decadence 43) Pirate Country 44) Desert Punk 45) Alien Egyptians 46) Tortuga 47) Voodoo Plantations 48) Aztec Serpents 49) Lost World Amazon Jungle Fever 49) Lion Tribes (For the Proud Warrior Race Guy) 50) Volcano Gods Are Dicks 51) Dragon Kingdoms
and using the WotC die roller on the bottom row set the die to 51 sides and number (of dice) to 1, and roll to see where you go.
If I were DMing in this setting think I would start the party in the Tiny Bickering Fiefdoms. Then they'd have to go to the Suckmarsh. But I'd probably end up rolling to see what destination they are pushed toward next. They all look like a blast. Don't know how on earth they'd get there, but I guess all that can be invented on the fly.
Why, by airship of a retired adventurer of course. Probably the mentor of one of the players, who dies because of a dastardly plot!
@Lemernis Personally I'd keep things adjacent for now and head on through to Black Forest followed by Hills for the Hillfolk. That links to a bunch of places so you could drop them anywhere from Poncy Knights to Witchlands by way of Monstertown.
By the time they get through all that they'll be mid level and reckon they can take on the world. Have them fighting Elder Gods in Ancient Sumerian Awful and they'll regret that attitude. Think "The Nameless City" by Lovecraft.
Comments
*Edit* There needs to be a regional update in Tiny Bickering Feifdoms labelled "Grim up North". Apart from that I wholly endorse this map.
*Edit 2* This map would actually make for a pretty fun homebrew PnP adventure, if your party are willing to play a wacky, off-the-wall improv game.
I stand corrected, this map has everything.
I also missed the large letters saying "A-ra-bian Niiiiiights" which made me laugh.
I have a Queen's Day Special D&D game coming up (which means a yearly wacky one-shot game), I guess this goes right into it.
Actually, here's the list:
1) Mammoth Tribes (So Metal)
2) Necropolis
3) Witchlands
4) Elk Tribes
5) Innsmouth
6) Norseheim
7) Black Forest
8) Ghost Tower
9) Monstertown
10) Blasted Hellmouth
11) City of Shrines
12) Suckmarsh
13) Tiny Bickering Fiefdoms
14) Hills for the Hillfolk
15) Clockwork Tsars
16) Goblin Hordes
17) Centaur Steppes
18) Jade Empire
19) Big Crimey Crapsack
20) Poncy Knights
21) Fancy Magic Town
22) Hellfire Imperium
23) Ravenholme
24) Evil Shangri-La
25) Baddass Monastery
26) Imperial Palace
27) Incet and Intrigue
28) Crumbling Crusader State
29) Mountains of Madness
30) The Crawling City
31) Ninja Country
32) Eleven Illuminati
33) Drowned Kingdom
34) Sorcerer Isles
35) City of Brass
36) Ancient Sumerian Awful
37) Tiger-Headed Opium Nightmare
38) So Not Atlantis
39) Venice/Casablanca
40) Astrolabes & Alchemy
41) A-ra-bian Niiiiights
42) Demons & Decadence
43) Pirate Country
44) Desert Punk
45) Alien Egyptians
46) Tortuga
47) Voodoo Plantations
48) Aztec Serpents
49) Lost World Amazon Jungle Fever
49) Lion Tribes (For the Proud Warrior Race Guy)
50) Volcano Gods Are Dicks
51) Dragon Kingdoms
and using the WotC die roller on the bottom row set the die to 51 sides and number (of dice) to 1, and roll to see where you go.
For a ten stage adventure I rolled:
18 - Jade Empire
31 - Ninja Country
40 - Astrolabes & Alchemy
43 - Pirate Country
9 - Monstertown
12 - Suckmarsh
5 - Innsmouth
36 - Ancient Sumerian Awful
6 - Norseheim
48 - Aztec Serpents
By the time they get through all that they'll be mid level and reckon they can take on the world. Have them fighting Elder Gods in Ancient Sumerian Awful and they'll regret that attitude. Think "The Nameless City" by Lovecraft.