Dungeons and Dragons RPG Location - Magic Point - Goblinpark

The Known World

Location Overview - Magic Point - Goblinpark

Good Magic Point - This is another invasion site of sorts under the control of clan Mealidil. Nearly 300 years ago, a great host of nearly 10,000 goblins (actually creatures from another world with a family resemblance to goblins) just appeared here. Elven sages suspect that the creatures may have been fleeing an overwhelming enemy in an alternate universe. Through the expenditure of great power they blindly opened a magical gate into Alfheim. The goblins simply milled around, lacking leaders, supplies, and adequate survival knowledge. They attacked any elves they found, and tried to survive on captured supplies. Eventually, the goblins were wiped out, but the spot where they appeared remains a benign magic point. Even so, there is a dark side to Goblinpark. The foe that drove the goblins to Alfheim learned their destination and now constantly seeks to break through. The magic of the forest works to keep it out, but if it should change or weaken … Nevertheless, this is a good spot for teleportation or any sort of creation magic. Teleport spells cast from Goblinpark always send the person or goods being sent to the intended destination, with no recorded instances of error. However, those who have used it recently have sensed something dark, cold and evil in that instant of “betweenness” before arriving at their destination. Unknown to the elves, the goblins’ foe draws closer and becomes stronger each time a transportation spell is used here. As well as its connection to Elvenologist, it is also connected to Portologist and Craftologist Secret Crafts.

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