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| Haith05-27-07, 12:48 AM | Welcome to my first posting, a feeble attempt to create a unique and intresting campaign world Synopsis A demi plane consisting of several islands, the last vestigial remains of a world torn asunder by war hovers over the realm of Limbo. Connected by near invisible stands of magic to each other and also anchored to Limbo, the Floating islands are small modular realms that can be added to extend a campaign. Pre-history The world, once known as Dar-win-eron was considered a great prize by the rulers of the demons and after numerous attempts over the centuries they succeeded in dominating and slowly destroying the planet. Humans were sacrificed in a great burning temple and magical portals were constructed to summon more demons to complete the conquest of this part of the prime plane. Almost at the moment of triumph, an army of Archon or devils (no-one can agree) invaded and overthrew the great fire temple. The result of this manifest war of extra planar power was the break-up and destruction of Dar-win-eron. Arrival in the outer planes (200 years ago) Weather because or despite the attention of greater powers, debris of the planet was flung into the outer realms and took orbit above limbo, some believe the remains of human clergy were able to influence certain gods to preserve the rocky remains, others say that the demonic powers still has an interest and influence over the remains. Whatever the case, a small portion of humanity still survives, hovering 10 miles above the ever-changing lands of Limbo. The Inhabitants and magical power. Because of its proximity to the outer planes, magic is very high on the floating islands, but only a small amount(10%) have any skill in it. The remainder are rather mundane humans who are still quite capable with swords and bows considering the amount of monsters who arrive unannounced. Of the 10% with magical power half are clergy or druids, the remainder are mages. The Demon taint It is a well known rumour on the floating islands that mages “drink with the devils” although this is not impressed upon them most clerics and paladin can detect evil on them. That is because of the bloodline; many of the ruling families of old Dar-win-eron were Cambion, willing servants and “children” of the demon-lords. This blood still runs true in the native mages and many hide their demonic ancestry with magic. |
| The Swedish Viking05-27-07, 04:16 AM | Sounds like a good one. More info would be nice. |
| Haith05-27-07, 06:18 PM | Inhabitants of the Islands The following consists of a treatise on the various disparate creatures that dwell upon the floating islands of Limbo Humans The largest group of inhabitants are humans; numbering about 6000 they are the survivors of a pre-historic war of extermination and have managed to endure the attentions of numerous varieties of monsters. The humans of the islands are a profound example of evolution, strong and vital; all the weaklings have been weeded out through survival of the fittest. All adults carry weapons and villages are guarded by groups of mutant pig hunters who warn of intruders by sounding horns. This does not mean they survive for long, few live past 40 and many are amputees, evidence of the dangerous environment in which they live. In the main, humans like in small villages of mud-dawb and thatch, centered around the church and alehouse(water from limbo is dangerous so brewed ale is the staple drink) Prejudice Living on the edge of destruction, ruled by a insensitive nobility the peasants of the islands cling firmly to their beliefs, priests and druids are praised for their holy powers of growth and purity, rogues are backsliders and shirkers and mages are tools of evil, indeed a lone mage would not last long in a rural village as it is considered good form to backstab them and burn the remains. Merchants The smallest and outwardly the weakest group on the islands. No merchant can survive without the protection of a noble or Git(see below). Merchants usually build their shops within a noble’s castle or near a Git outpost. Merchants are important NPCs and are always ready to buy magic. As they have contacts with the Gits and merchants on other islands they are a good source for rumours. Gits(Gith) A mysterious and ancillary group who settled a few islands generations ago. Mistrusted by the nobility and rural humans for their pallid appearance they have become an essential component in the interaction between human controlled islands. It appears that the Gits are searching the islands for some artefact and to this end have acquired several gnome airships as transport. The use of airships has allowed merchants to move their goods between islands avoiding more perilous and expensive journeys using the magical strands, indeed many islands are now inhabited utterly by monsters making the ostracized Gits and their airships essential. Gits on the islands number about 40 and maintain fortified outposts with secret entrances; they usually seem to communicate through their gnome pilots and servants. |
| Haith05-28-07, 05:25 AM | The Magic strands Long magical lines keep the islands tethered to each other and the surface of Limbo. Normally the near invisible strands are wide enough to walk on and are used as passage from island to island, monsters from Limbo also climb the anchoring strands to invade islands and raid for food and prisoners. These strands can be broken by Dragon breath or high level magic, but the buffeting storms of Limbo cause them to stretch to mono-filament width and in such a case churn the islands about chaotically. Dramatis personae and NPCs The Nobles As discussed before, the nobles of the Islands are Half fiends, part demon and long lived, they have ruled over the peasantry for generations and hold onto their power through violence and intrigue. Nobles do not generally enter peasant villages as dogs bark and the town priest will detect their evil aura, but if there is an invasion from Limbo or beyond the Cambion will raise a militia and fight all comers (this may include adventurers). Sample Nobles Baron Gore Age 120 Fighter/mage(spell-like abilities) Unquestioned ruler of the large island Istomax, Baron Gore has obvious signs of demonic heritage (pointed ears, scaly green skin) but maintains control of the island through spies and brute force. All who pass through his land are quickly spotted by mephit scouts or doppelganger spies who are posted at each village, intruders will be met by a patrol of armoured and mounted doppelgangers dressed in the baron’s colours. They will demand tax for passing through his lands (magic items are favoured) any who refuse will be secretly followed (by mephits) and local villages will be warned they are invaders from Limbo. From his keep in the south of the island, Baron Gore keeps a close watch over the Trader port, a walled compound with merchants, outsiders and malcontents. The Baron taxes the merchants mercilessly and if they do not pay enough, threatens to summon the militia and send them in to sort out devious traders ( usually with the favoured” throw em off the side and see if they bounce on landing game”) Lady Bloodspot Age 145 Sister of Baron Gore (Sorcerer) In an isolated valley in the west of the island, amid a blasted zone of glass and stone stands a gloomy and decaying tower. Home to Lady Bloodspot, ostensible vassal of the baron and her experiments. Few travel the crumbling road to the tower with good reason, the Lady has seeded her lands with summoned monsters and dislikes visitors. The Lady has descended to Limbo and explored parts, she returned from one of her journeys with her lover, a succubus known as Catulla. Both dwell at the top of the tower in a scented and silken walled chamber. Vigo, recurring and neigh indestructible NPC/villian Seated in his master work armour, with a Slaad skin cloak, Vigo views the crowd at the lower bar with a mixture of mirth and contempt. This half-fiend has fled his island home after a giant invasion left him with only the armour he sits in, (and the Helm of teleportation) Reminiscing over the threads Vigo realises that his former barony is of major importance to the dramatis personae in his downfall; both the Gits and the Fomorian giants were searching his realm for something important. Vigo is currently protecting the cave store and bar compound of a merchant known as Grimp, but he is looking for comrades, hopefully skilled adventurers to return to his island Ulrith where he believes an artefact of plane shattering proportions lays in the ruins deep in the bowels of his rocky island, it will be difficult, as he is a sworn enemy of the Gits after “interrogating” several captives and as well, his island is now home to monsters |
| Haith05-28-07, 05:59 AM | http://img175.imagevenue.com/img.php?image=45926_map1_122_458lo.jpg][/url]img175.imagevenue.com/img.php?image=45926_map1_122_458lo.jpg][IMG]http://img175.imagevenue.com/loc458/th_45926_map1_122_458lo.jpg[/URL] |
| Haith05-29-07, 06:41 PM | limboislands.wikispaces.com/space/showimage/map1.jpg |
| Haith05-29-07, 06:51 PM | Thats better:D The island of Istomax Ruler Baron Gore Population 500(100 per village and each trading settlement) Religion Pelor Kord http://limboislands.wikispaces.com/space/showimage/map2.JPG |
| The Swedish Viking05-31-07, 04:32 PM | Neat reading, although downsizing the map so the thread doesn't bulge would be nice. :P |
| Haith06-02-07, 12:26 AM | What! you have returned, I must congratulate you fearless traveller, for roving the chaos of Limbo is beyond most mortals. Now take a seat and pop some shag in your pipe, I shall regale you with more tails of the floating islands and their ill-fated inhabitants. Religion To the vast majority of human inhabitants, their fate is protected by the gods. They know that the islands were saved from certain destruction by powerful entities and they reminded to remain faithful, or perhaps the tender threads that the islands float upon my break. Attacking a priest or druid will bring an angry response from the local populace, besides being a link to the gods, priests create valuable food and water on islands otherwise exposed to mutating rainstorms, many of the animals who roams wild (pigs etc) have become mutated and dangerous. But these religions will brook no heresy over the control of their peasants, Clerics and worshippers of other religions quickly learn to worship secretly. Locations on the island of Istomax Ruined keep Population 30 This fortress was destroyed through the intrigues of Baron Gore, sending a group of adventurers to slay his rival, a wretch who had been poisoned with mutating water from Limbo. After the adventurers put the monster to the sword, they cast its remains over the edge and set up in the ruins a trading settlement. At the moment the keep is to insignificant to warrant Baron Gores attention and it has become home to many peasants fleeing his tyranny. The Ruined keeps outer walls are still intact, but the keep has collapsed, providing building materials for several hovels and merchants warehouses. The adventurers dwell in the gatehouse and enlighten travellers of the dungeon that still remains under the keeps debris. Trader port A tightly packed settlement of stone buildings sheltering behind a high wall made of wreckage. Besides the airship port there is only one entrance and Baron Gore provides gate guards who request a tax for entry. There is good reason for guards; the neighbouring jagged hills are home to mutated monsters that have climbed up from Limbo, and mobs of unruly peasants might raid the port seeking loot and exotic goods. Despite this Trader port has a vibrant atmosphere; artisans and merchants are proud of their “civilised” enclave and welcome strangers who have full purses. There is much work to adventurers, from cleaning the Git airships of gremlins, to inspecting the extensive water cisterns for tentacled creatures that may have entered them during the last rainfall. http://limboislands.wikispaces.com/space/showimage/tradeport_.jpg NPC Vedoramma, Druid of the wilds A battle-scared but still presentable woman, Vedoramma has survived the attentions of many mutated monsters through her skill-at-arms and the help of her constant companion, Dioginies the were-tiger. When travelling the were-tiger becomes the druids mount but in camp both can be found in human form. Vedoramma has studied the monsters that have climbed the magic strands from Limbo and has starting information of their origination. |
| Anuvrix06-02-07, 07:26 PM | Nice, a little but big addition to a campaign world. Could you post a list of the major islands? and maybe their leaders too. don't neccicarily need maps, but it would be nice. |
| Haith06-04-07, 04:44 AM | The catalogue of Islands of Limbo Istomax Ruler: Baron Gore Population 600 Area: Large (100 miles) Religion Pelor, Kord, Celestian, Demogorgon Resources: Charcoal, Lumber, Silver Description: see previous posts. Grimlack http://limboislands.wikispaces.com/space/showimage/Grimlack_ver1.JPG Ruler: Baron Eog (Necromancer) Population:550 Area: 60 miles Religion: Pelor, Celestian, Orcus Resources: Fodder Description: The necromancer Eog has turned much of this island into a charnel-house; only 2 human settlements remain. The other humans have been taken to Castle Grimlack for “conversion” (see below). Eog it seems, has raised an army of powerful animated dead to invade neighbouring Ulrith to seize what-ever power is hidden there. Using the magic strands an army of dead has occupied parts of Ulrith but have been beaten back by the fomorian Giants. At the moment Eog is in repose in his shadowy fortress. Peloria Walled town Population 400 Ruler The paladin Ugiliad Description: Peloria has the look and smell of death. Piles of bones dot the once cultivated fields around Peloria, it has just survived a siege by the forces of Baron Eog and is only slowly recovering. Stables and warehouses have been converted to makeshift hospitals and the dead are being cremated at the blacksmiths, they do not wish anymore of their former comrades and neighbours to return on the side of the baron. NPC Silverdon,”leader of the breathers” An aged druid and worshipper of Celestian, Silverdon has long waged a rebellion against Eog, and with the assistance of a band of good adventurers has liberated 2 settlements on the eastern edge of Grimlack. Eog Indecentus, Half-fiend Necromancer Few have entered his shadowy keep and returned alive. Eog has a close link with Orcus and many times seems distracted, but Eog acts with the slow eventuality of death and has become the most powerful baron on the floating islands. To assist him are a cadre of Orcus priests and powerful summoned undead. Much to the relief of the surviving humans, after his recent set-backs he spends his time at the Hammond organ playing “time is tight”. Artifact-The chest (coffin) of Orcus This artefact is used by priests of Orcus to create powerful undead. By placing a living victim within exposes them to the evil life-taking powers of Orcus, in the blink of an eye, the victim has become a powerful version of animated dead. Because this is a chaotic artefact, it seems to change shape, one time looking like a sarcophagus, another time a large chest. It may even be encountered as an upright closet or doorway, indeed a wicked trap for the unknowing. Lath Ruler: Monster dominated Population: 100 Area: 50 miles Religion Kord Resources: Description: Reached via magical strands from Istomax and Grimlack, Lath has been over-run by monsters for many years. It has now become a twisted reflection of the mutating forces of Limbo with misshapen forests, clinging swamps and a stark, and bone filled desert. Its only human inhabitants survive in a cave complex on the “Underside” of the island ostensibly ruled by the merchant Crimp. NPC Crimp Steinervox (Expert) An enigmatic figure, crimp is a pale thin figure who always wears a leather mask, apparently his face has been hideously disfigured. After the monster invasion of his town, Crimp lost much of his wealth and wishes to employ adventurers to recover “sentimental keepsakes”. These are stored in a locked chest in the ruins of Midport. Vok-dur Ruler:None Population: None Area: None Religion: None Resources: None Description: A litter of debris orbiting where a prosperous island once floated, still tearing at the remains is a immense metallic spider that appeared from out of the astral plane. The Git and merchants are hurriedly organising an expedition of worthy adventurers to travel to the spider fortress and raid it, this is a most urgent and important mission. Ulrith http://limboislands.wikispaces.com/space/showimage/Ulrith.JPG Ruler: Fomorian giants Population: Unknown Area 40 miles Religion: Resources: Description: Ulrith has been the site of many battles and has recently fallen to Fomorian giants who climbed up from Limbo in great numbers. It is a mountainous realm with narrow forested valleys concealing ruins from the pre-historic days. The Gits have built an outpost on one of the highest peaks to assist in their investigation of the ruins, and frequently employ adventurers on patrols to deal with fomorian giants. The former ruler Vigo has fled the island but plans his return. Lying under Vigos ruined keep is a dungeon containing clues to the where-abouts of an arcane artefact of great potency, and many factions covet it. |
| ScorpiusRisk06-04-07, 02:05 PM | I like it. Defiantly stealable, which a compliment I assure you. Its got lots of flavor while not relying on concepts apart from the core books, and is scaleable for most PC levels. |
| Naderion06-04-07, 03:13 PM | It's Outland, and Outland rocks! :D I'll probably have something like that too, just on Astral. |
| Haith06-07-07, 12:13 AM | Thanks for the comments, its helped pump my ego up:embarrass Now for some more details for my interested readers. Lath- http://limboislands.wikispaces.com/space/showimage/lath4.jpg Lath can be reached via “strand bridges” but is avoided by the Gits because of a ferocious Black dragon who has destroyed several airships. Lath is home to outcasts and renegades many of whom have turned insane from drinking the poisoned “limbo water” Caves of Crimp Pop 40 Located on the underside of the island. It is reached via ropes and hand-holds, this series of limestone caverns has a pure-water aquifer and is home to Crimps merchantstore, a tavern and smithy. A small temple of Kord is tended by a slightly insane Dwarf priest who never creates food, believing all food should be hunted. Swamp forest A forest of cobweb tangled mutant trees float on a stinking morass. Somewhere in this swamp tis said, stands the ruined tower of the islands former ruler and a great bounty of treasure waiting for those bold enough to risk the terrors of the interior. Mutant-ton Pop 20 A ramshackle collection of huts is the lair of former humans who in desperation drank the foul waters of forest swamp. The effect has been a physical and mental mutation, little more than savage cannibals whose eyes glow green like the foul waters they once drank. They will attempt to parley with strangers and piteously claim they are but victims of the curse of Limbo. Midport Found near the northern edge of the desert of bones, Midport is a sprawling mess of ruined buildings and rubbish piles, it seems to have attracted the worst of monsters. In the middle of the ruins, beside the barricaded store of crimp is an unwholesome looking fountain spraying green fluid into the surrounding pond. Inside Crimps store lurks a Chaos beast, beyond it is the prize. The chest is locked and trapped, and contains a bag of holding with Crimps wealth. Desert of Bones The sand dunes are sprinkled with the bones of unfortunates who have died here, dwelling in this desert is a Sand elemental, formed by a chaos shrine hidden somewhere in the desert, it arrives as a sandstorm and each round its sand can blind those who do not make reflex saves. Also laying in the desert is a crashed airship, its precious cargo of silver ingots still intact. NPC Carbonus Adult black dragon Carbonus was the personal mount of the cambion ruler of Lath until his master’s demise; a great hurricane rose out of Limbo and as if controlled by some malevolent force, severed the cambions tower at its base, sucking its master away. Carbonus now dwells in the submerged tower, hidden by the forest and the deep dark swamp. Any adventurers who find the towers stump are soon sure to meet its guardian. Personality Carbonus believes himself to be the new “lord” of the island and wears some of his old masters personal items, a monocle, a ring of fire resistance and a cloak of displacement. New Monster Mutants of Lath These are humanoids exposed to the mutating effects of Limbo. The effect is a monsterous mutation including extra limbs/ special attacks of random monster types, so a human mutant may have arms ending in carrion crawler tendrils, or rust monster limbs, manticore tail etc. |