dwellings

d30 dwellings and sites

d30-dwellings-and-sites

d30 dwellings and sites

Inspired by scrubbing through old newspapers while recycling.

1. Heritage – an ancient site, falling into ruin, maintained with grueling effort by descendants of the original builders. Inhabitants are a powder-keg of blame and recrimination about how it came to this
2. Tapestry workshop, light-soaking yarns for heat management, also rare magic and soul-absorbing threads made by experts – good for banishing the undead
3. Dwelling set on only high-tide rise above sand-banks; very hard to approach without being observed, unhinged weather mage with a solar obsession and their protective staff; very grand, chic, baking hot. Effort is exhausting
4. Dwelling of trellises, “rooms” are defined gardens, most of the structure is outdoors – lush, humid, full of pollen, scent, insects, lizards and toiling gardners. Very little privacy, cheerfully communal
5. Grand old country lodge being restored – busy work parties, with crafts folk, local laborers, experts.
6. Tower with the gardens surrounding it as a maze of pathways through shallow waterways clogged with lillies and fish – one could with difficulty jump a direct path or simply slog through the knee high water and spoil the plants. Stubby old fortified manor at the centre
7. Geometric tiles and carvings within and without with continual perspective tricks that make movement between rooms disturbing but staying within a room serene. Inhabitants can be observed moving about by memory.
8. Fortified manor with enthusiastic young lord raising new breed of burly cattle – locals are aggravated at the disturbance and interference, cattle are also smarter and keep escaping.
9. Survey team from local nobility attempting to refortify an old castle – have just discovered it is far worse than thought plus infested with monsters, noone wants to go back with the bad news, workers refusing to enter.
10. Half built wizards tower, caught fire, just extinguished, exhausted minions and injured watch-beasts scattered around in hasty triage. Multiple traps were left in unstable state.
11. Run down old hunting lodge sinking into swamp, covered with orchids, inhabited by collective of herbalists and many exotic spiders
12. Manor once home to a druid now swamped by vegetation and rapidly returning to the earth
13. Ceramicist workshop busy preparing tiles and dishes with the walls and pathways all covered with the flawed or damaged versions.
14. Incredibly precise geometric gardens with hedges and trimmed bushes, not a leaf out of place anywhere. Gardners glare from among the greenery in case anyone ventures to disturb their carefully maintained perfection
15. Old tower host to flocks of birds – all movement around it causes hosts of avians to take flight, telegraphing anyones presence to far and wide.
16. Immaculate representation of an ancient style in perfect order, occupied by modern day restorationists
17. Incongruous patch of a distant ecosystem, transplanted by a travelling wizard now watched over by an odd dryad
18. Manor house with gardens completely given over to vegetables. Large staff tends a huge variety of unusual plants. The ‘lords’ of the place have not been seen in decades.
19. A fire-giants keep long taken over by halflings and divided into three times the number of floors. The ‘inside streets’ are a marvel of folding screens, stained glass and painted building ‘fronts’.
20. Freezing elven building only liveable by sustained use of magics, all long failed. Elegant looking, it is colder, windier, damper and noisier inside compared to out.
21. A burnt foundation marks this house but the neatly maintained hedges, gardens and out-buildings remain. The inhabitants continue to refer to everything as it relates to the long gone house.
22. Turf roofed cottage nestled amidst near-wild hedgerow, trained arches and trellises. Very hard to spot if noone has told you where it is.
23. A tower that is all that remains of a large keep. Teetering, with stubs of walls and exposed staircases, home to an arcanist that likes the view, it creaks ominously in every wind.
24. Labyrinthine shrine to a fire-god built atop a hot-spring now carelessly desecrated by goblins using it as a soup factory and rendering plant.
25. Grand manor with elegant gardens, with huge windows all about that look out on other sun-lit gardens at all times. Always daylit within the interior.
26. A stark stone house surrounded by arches and verandas, all reflected in a deep clear moat. A different house is mirrored in the moat, reversed and populated by aquatics.
27. A shattered manor, riven open by earthquake, where mobile funiture, floating lights and magical servants still strive to maintain rooms exposed to the elements.
28. A great cave carved into a residence; steps down to a new floor from which tables and benches protrude. The walls are lined with sculpted bas-reliefs that tell of local history. Now inhabited by bats and bandits
29. A tower carved into a cliff, protruding down but not reaching the ground. Staircases running up and down the outside, busy traffic of pulleys and lanterns being hauled up and down
30. A mages ultra-minimalist dwelling – tables are only the top, chairs only the seat, all suspended by magical force. Fluids appear to self-serve as floating globules, floors only appear as tiles once you go to step on them.

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