Champions are in reality sacrifices sent to fight for the honor of
defending the realm against the periodic return of a Dark God. Every
century, each tribe sends its greatest warrior to the Dying Lands to
battle for the right to face the Dark God. This warrior must best the
dangers of the Dying Lands and the other champions in order to earn the
Blessing of the (fill in blank). Only one warrior can be granted this
boon.
Somber Hills (Misty Autumn Forest)
Old fallen leaves, New England
styles trees. Overcast sky with layers of thick clouds. Red, orange, yellow, and gray. Light is dim and diffuse, late morning. Light drizzle
and fog. Leads into the Depths. Serves as an entry point into the Vile Marsh.
Vile Marsh (Dagobah Swamp)
Flat
ground. Knee deep murky water. Heavy mist and ground fog. Large
mangrove trees. Dim diffuse lighting. Lots of small annoying swamp
inhabitants and Baba Yaga.
The Temple in the Deep (Subterranean Caverns)
An
enormous watery cavern. Nearly pitch black. Torches, bioluminescence,
and magical spells are the only sources of light. Light keeps most
creatures at bay, but how long till your light fades before you reach the Temple of the Vampire God?
The Labyrinth of Iron Shadows (Armored Minotaur Dungeon)
Large stone labyrinth. Many weak human sized mobs. Much treasure. A huge Minotaur, extremely powerful. Minotaur stomps very loudly with each step. Will stop if he hears you and will wait to ambush when you are close. Sometimes will rush to find you once you've been detected. Labyrinth has vantage points which let you see areas of the maze from above, although this puts you in view of enemies also. Serves as an entry point into the Dead Wastes.
The Blighted Citadel (Hellish Castle Battleground)
A lifeless, desiccated land of slate black rock, dust, and bone dry foliage. The sky is filled with the soot of a nearby volcano. Lava flows, and steam geysers erupt suddenly. Bones of colossal beasts litter this land.
Lord's Haunt(Sleepy Hollow Forest)
Classic dense twisted
forest. Perpetual night. The moon provides temporary solace for when its
light is obscured, the most deadly denizens of the forest emerge.
Rolling hills and bridges hide many dangers.
Greymist Highlands(Scottish Highlands)
The foothills of the Daggerspine. Greymist is home to the crumbling ruins of a fallen empire. Wind buffeted, green hills give way to thick rolling fogs that obscure death in a thousand forms.
Sin of Winter(Cimmerian Tundra)
A frozen northern land beset by blizzards, ravenous arctic wolves, and the ghosts of a long forgotten Kingdom. Decayed fortresses and treacherous footing have claimed countless lives in this cursed mountainous realm.