1. Big Ass Dragon Maw in Doomguard
The throneroom of Doomguard is known for many things, notably the Obelisk Throne, the Living Wall Horrible Excitement, the Helix Guardians, and most impressively, the Skull of Neizo the Broodmother Behemoth. The Broodmother Behemoth was titanic in size, 130 feet in length, a wingspan of an astounding 200 feet, and almost 30 tons in weight. After the demise of the Broodmother Behemoth, her corpse rested as a memorial to the defeat of the Goblins, but then, time passed. A lot of time passed. Her skull was gathered and carried to Doomguard following the Resurgence of Shadow Era approximately 4,000 years ago.
Over the centuries, her teeth have been repaired and replaced, and now most of the upper teeth are carved from volcanic obsidian, and all of the lower teeth are made of the same. The new teeth are especially sharp and it is routine for the servants of Doomguard to be horribly injured keeping the fire blazing in this hearth. In suitable Doomguard fashion, should the would prove severe, said injured servant is more likely to be thrown into the fire than given aid. The skull still radiates a powerful aura of fear.
2. Terrasque Maw in Terrasquestone in the most CHAD inn in the city
Veorn's Inn is a questionable place. The kitchen is known for serving cuisine that wanders from disgusting, to repellant, to shocking. The serving staff is cosmopolitan in racial profile, but overwhelmingly female, and frequently topless. The elite generally considers the place to be an abomination, the people who run it to be the worst sort of degenerates, and inescapably intertwined with the criminals and the underworld. The alcohol is strong, poured heavy, and scandals are exciting and frequent. The common room of Veorn's has a skull that looks like a malformed, or overgrown dragon skull, but the structure is wrong, the teeth are wrong, and it radiates a strange energy, not quite magic, but something potent and vital.
Veorn's is also known as The Jaws. The skull that frames the fireplace is that of a juvenile terrasque. Where it came from, no one knows, and only a few Lords of the Citadel, and the owner, Veorn Verjigorm, know that. The mass of bone is completely immune to non-magical fire, but doesn't have the fear effects of dragon relics. The common room is one of the hottest places in Terrasquestone, where the small stage is frequently occupied by the most firebrand of poets, satirists, orators, musicians, and other performers. The bar doesn't serve what is popular, the bartenders at The Jaws pour what's going to be popular as word gets out. The scandals come from the fact that Lord Firethorn allegedly keeps a booth here. The staff is indeed generally topless, almost always female, but this is a business decision on Veorn's part, but the Guilerodian rabbitkin aren't horribly concerned about nudity, and Veorn herself seldom wears more than a jeweled talisman (#24), magic pasties, and a smile. Finally the menu is bleeding edge haute cuisine, with monster organ meat, exotic caviar, including dragon eggs, and the like.
3. Ifrit Fireplace
The Great Hall of the Guild of Champions has a massive fireplace that dominates its southern wall. The hearth is massive, large enough to roast an entire ox whole, and the stones have a glossy red vitrified surface from the heat. This fireplace doesn't require any fuel other than investments of essence and the magical command of the Master Pyromancer of the Guild. When commanded the spirit of the Fireplace appears, the demonic fire elemental Ifrit ignites the hearth into a roaring blaze. The mantle and supports are carved in the likeness of the infernal fire spirit.
Years ago, the leading band of the Guild of Heroes fought many monsters and beasts. They assisted in the building of the Great Hall and one of their gifts was the enchanted fireplace and the bound spirit to power it. The Council of Lords is aware of it and dislikes the beast it contains. The Guild of Adventurers-Upon-Return consider it a liability as the damage Ifrit could do if released is staggering.
It wont, but there is no way they could know that the Dungeon Core dominated Ifrit shortly after it was trapped and installed in the fireplace and it is now a loyal servant of the core.
4. Fire Nymph Harem Fireplace
The centerpiece of the Hall of Flame is not its fireplace. The centerpiece is the indoor fountain that instead of water has flowing liquid flame flowing through it. The fireplace is a masterwork of dwarvenesque (art deco) architecture, and dungeon gemstones line its interior. When charged with essence, the gems flare to light and begin summoning fire nymphs. There is a barrier for the fireplace, that if on, keeps the summoned nymphs inside the confines of the fireplace. The nymphs are not pleased by this, but can be placated by having booze and other offerings tossed to them. If the barrier is removed, they can leave the confines of the hearth, but remain sealed inside the building. Everything inside of Hall of Flame is fire resistant or immune, so the nymphs cannot do any damage.
Guests are not automatically protected, unless they've donned Rings of Fire Immunity (100% immunity inside the Hall of Flame, reduced to fire resist 35% outside the hall). These guests can interact with the nymphs no issue. Guests who do not have these can quickly die from the natural danger of the nymphs. They are drawn to fire, so a guest who catches on fire and starts screaming will be mobbed by horny fire maidens. A terrible way to go, really.
The Hall of Flame is associated with the Guild of Adventurers-Upon-Return.
5. Gate to the Fire Realm
The castle at Zizrigal is notable for its many imposing, brutalist style, blending the aesthetic of evil, relentless fire, and suffering in equal parts. The Great Hall of the castle is notable for the enormous portal-shaped fireplace that dominates an entire wall. Flames constantly roar and dance from the portal, filling the great hall with noise and heat. With a command, the flames can be sealed behind a barrier that reduces the heat to bearable levels and silences the flame. This is no normal fireplace, but a permanent gate to the fire realm.
In the past, masters of Zizrigal have used the Fire Warrens to pass from place to place in Cridhedun, but the secrets of passing through flame are a lost art.
6. The Great Hearth of Armathaine
Located in the Lord's receiving chamber in Castle Armathaine, the Great Heart is a unique thing. It is a single piece of precious stone, weighing thousands of pounds. When the inclusions and stone matrices were removed, the shape was considered suitable to an arch, but the lord commanded it to be made into a mantle and fireplace. The massive piece of shivainite, or dungeon rose quartz, glows with soft pink light when a fire burns within it. It radiates a vast amount of power, strongly aligned with health and vitality. The Lords of Armathaine are among the longest lived humans, surviving for as long as 300 years, though the last half of their long lives tend to be spent in the Last Castle.
They are serious in their dedication to Armathaine being the last bastion, and the last hope of humanity.
7. The Living Fireplace
The Living Fireplace is carved in the likeness of a monstrous head, usually something along the lines of an orc, ogre, or troll. The mouth is distended and holds the materials being burned. The fireplace is an immobile Animated Object. It can't move, but its eyes can look around, and it can talk as it feels inclined. The main purpose of a living fireplace is that it tends itself. As long as firewood is close, it can cajole fresh logs into its fire, move them around and keep the heat up, and continually pull the spent ash to the back.
The most memorable Living Fireplaces are the miscast ones, such as fireplaces that cough and sneeze from ash, tell terrible dad jokes, and otherwise make a nuisance of themselves.
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