The Grand Map Room

Well, I'm breaking the fourth wall here, but who gives a rat's patoot, eh?  After all, it is my website *grin*

Moldivia was a small kingdom I co-created with a friend for our AD&D campaign.
It was a high-fantasy yet semi-modern campaign with lots of surreal, slapstick humor.  Think Discworld meets the Final Fantasy series, but with D&D type-rules.
It ran for a few years, but all of us finally got sick of it and we decided to try something new.
The Moldivian king, Franz Rozwell, was the centerpiece of several adventures.

Map of the Kingdom (Coming as soon as I get it re-drawn)
Areas of Interest
Magical Items

Areas of Interest in the Kingdom:

Id
Quite possibly the oldest settled area in Moldivia as well as home of the only Wizard's University in the realm, the barony of Id is well-known throughout the realm for its odd goings-on.  The best-known of all the wizards ever produced is Kathay, who ended the mad rampage of the most infamous of the wizards, Baran.

Drego
The barony of the great plains, Drego is the breadbasket of Moldivia.  Bordered on the West by Darklanis River and on the East by Diannan River, it is the most fertile land in the kingdom, although it is not yet heavily settled.

The Dwarflands
The Dwarflands lie to the Northwest of Castle Moldivia.  Their southernmost and easternmost borders are the true mountains, for even the hardiest of dwarfs refuse to live in Baran's Range.

Darklanis's Forest
Named after the protector of the woodlands, the forest (often just called "Darklanis") is home to a myriad of arboreal creatures.  It is rumored that the forest is inhabited by wood elves and that Darklanis is the only human Ranger to ever make peace with them and live among them.  It is also rumored that Kathay made his lair here and is still living, through magical means.
 

Here's some of the things that turned up in the castle's storerooms:

Wakko's Wonderful Mallet

A weapon and prop originally created for King Rozwell's Court Jester, Wakko.  It appeared to be a rather large wooden mallet, with intricate designs carved into the handle and the head.  The head was banded by two rings of silvery metal near the striking faces, so as to prevent it from splitting.  It was said that Wakko killed many rats with this mallet and was even known to waylay brigands met on the road or cold-cock the occasional court guard just for the hell of it.
Game Mechanics:  The Wonderful Mallet is a magical weapon that does base damage as a warhammer.  It is +1 to hit and damage, but in the hands of a Jester or Bard it becomes +2/+3 versus Rats and Rat-kind.  It also grants the bearer protection from plague-type deseases and rabies. (Wakko never got the Plague, nor did he ever catch rabies, regardless of how many times he was bitten).  It can also, via mental command, be transformed so that it does no damage, but instead emits a rather loud BOINNNG!, SQUEEK!, QUACK!, or GONNNGG! when it impacts.  The command word is etched into the handle, alongside the magical runes.

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Wakko's Bag of Too Many Things

Also commissioned for Wakko by King Rozwell, the jester was known to store all his props (and many of his personal effects) in this somewhat worn-looking medium-sized leather bag.  It just took him forever to find the right one when he wanted it.
Game Mechanics:  The Bag of Too Many Things acts as a semi-sentient Bag Of Holding, but with no limits on the items or amount of weight it can hold.  The player and DM should keep an accurate list of items that are being stored in the bag.  To this list, the DM should add 8d4 random items, many of which will be comedy props (Groucho Marx glasses, rubber chickens, whoopee cushions, a toilet commode, et cetera.), and all of which should be essentially useless to the player.  The player should not know about these items.  When the player wants to retrieve a specific item from the bag, roll 1d8.  He takes this many rounds and pulls this many items from the bag (items chosen at the DM's discretion) before he finds the item for which he is searching.  Regardless of what the player does with the extra items he pulls out, they remain on the list, as that the bag doesn't like letting go of the things that have been placed in its safekeeping — they will magically return to the bag after a day or two.  The same goes for any items the player puts into the bag - they're now the property of the bag and if removed, they will eventually return to the bag.  The bag is very crochety about the things it has collected over the years and doesn't like to let them go, but it also remembers which items were placed in it by which owner. If the owner wants to remove his items permanently and give the bag to someone else, the bag will let him have his things back... but not before making an exact copy of them for itself (within reason, of course - don't let it dupe major artifacts, for cripes sake!)  The new owner has a chance of pulling the copies of any previous owner's items from the bag, but never in the previous owner's presence.

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The Trenchcoat of Many Pockets
A favored garment of the King's for when he woud go adventuring, The Trenchcoat of Many Pockets has a multitude of small. medium, and large-sized pockets sewn into its lining.
Game Mechanics:  Each of these pockets is in fact a bag of holding.  The king liked to carry a lot of stuff, but didn't want to be burdened with carrying a backpack.

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The Bar of Many Drinks
King Rozwell loved to entertain.  This was well-known throughout the entire kingdom - he was famous for his parties and dinners.  His one point of consternation was that he could never find a bartender who knew every mixed drink anyone could want or keep the bar well-stocked.  To end his troubles, the king ordered Zumwalt, the court wizard, to create for him a magical bar that would stock itself with the finest liquors and meads.  This bar also allowed whoever was attending to it to be able to make any drink any of the patrons could ever want, which was much to the liking of the king.
Game Mechanic:  The BOMD can take many appearances, but one thing always remains the same - it has a Mahogany top that is lacquered to a high sheen.  It usually appears as a full-length bar.  Under the bar there is an enclosed, cooled area, where the wines and liquors can be chilled.  The bar has mild telepathic capabilities that reads the desires of the patrons as they approach the bar.  Upon determining what the patron wants, if the bar is not stocked with the liquor or the ingredients for the drink, it provides them by teleporting them in from the nearest distributor of liquors.  Zumwalt also extended the telepathic ability of the bar so that it could impart to the bartender the location of the liquor in the bar or how to mix the drink.  A little-known feature of the bar is that if there is no bartender available, the bar will produce several spirits to tend the bar.  These spirits appear as rather large, cartoonish penguins with red bow-ties around their necks and a bar-towel over their wing.
 

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