| Post/Author/DateTime | Post |
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| a4igeek05-09-07, 10:40 AM | I have already drawn a rough sketch of the world map and I need to create cities.. towns.. hamlets.. metropolises.. each with stuff to do in each of them. Trade will be abundent, and many distributes will arise from that. I need bad guys that reappear every once inawhile to toy with the players. So far I have. On one continent I have a meteor crater/lake with and island(said meteor) with a ruined city on it. The island is swarming with low level evil creatures. A metropolis has been built around the lake because a special rare mineral is found in the area increases spellcaster's power(caster level +2). Of course, the greatest amount on the island. It has even been rummored that there is this mineral that can be used in conjunction with a spell that has a duration to increase the duration indefinitly. The habitants of the metro have no idea that the island is a meteor or of the people that built the city and what caused their eventual distruction. Some lore maybe found in some ancient text retreived from the ruins.. anything else is just speculation. As the adventures go to the ruins they find stairs and shafts going down into the ground. They find themselves in a dungeon mine/city. Apparently the people that built the city went so deep that they opened a passage for the evil of the deepths to reach the surface and they got destroyed from the bottom up. |
| Elldorith05-09-07, 03:56 PM | Is the evil still in the city? How big is magic in your world? If it is big then there could be mage guilds on the banks of the lake. The guilds would be interested in the minerals, they could sponcer adventures into the city as well. However they would use the income of the stones to make thier own way to the ruined city to try to monopolise on the stone trade. One guild could be focusing on the farry trade, killing the monsters that live in the water as they do so. One guild could focused on magic production to make the stones and refine them. Evil will want these things as well. Is it a Secret Cult that ret along side the mage guilds? If the evil still residing in the ruins? Good start..I like the Idea of the Lake. Elldorith |
| a4igeek05-10-07, 10:54 AM | Is the evil still in the city? How big is magic in your world? If it is big then there could be mage guilds on the banks of the lake. The guilds would be interested in the minerals, they could sponcer adventures into the city as well. However they would use the income of the stones to make thier own way to the ruined city to try to monopolise on the stone trade. One guild could be focusing on the farry trade, killing the monsters that live in the water as they do so. One guild could focused on magic production to make the stones and refine them. Evil will want these things as well. Is it a Secret Cult that ret along side the mage guilds? If the evil still residing in the ruins? Good start..I like the Idea of the Lake. Elldorith The evil is still on and inside the island. Travel has been restricted because too many weak treasure seekers kept dying and bodies had to be retrieved. Only permission from the Town Council and a Mage Guild will allow you access. The surface is basically looted of all magic items, but few have gone underground to the the second level of the dungeon/city. There are no evil creatures in the water.. At least that is what the populace believe. The lake is huge~ so any evil creature that crawled out of the depths better know how to swim like a fish.. There are a few guilds that try to make a profit from the stone but as I said before.. it is rare.. Only a handful of ore is usually found within a season. The rumored ore.. if found would make that person really wealthy. Magic is special in my world. You don't find that many people able to use magic. 1 in 100? Though he exsistance of this mineral has been known about 500 years and spellcasters of every type have come and built this metropolis as it is today. Even the commoners have a bit of inate magic abilities due to the many years spellcasters have been begating in this metro. The ruins however have been there for at least a five millenium. The meteor.. since the dawn of time? For the evil Cult.. there is not evil cult but more of an organization of Evil Vampires that wishes to find enough of this rumored ore to cast perminant darkness over the city and suck everyone's blood. They have human servants that do their bidding. They can only come out at night and they are only rumored to exsist. The Council has begun investigating of small claims because of the distrubing nature.. |
| queenfange05-10-07, 12:50 PM | The lake sounds like an interesting concept, as does the rare mineral, especially in a world without many spellcasters. Have you decided on which races, classes, etc. will be allowed in the setting? If there are several races, which ones inhabit which regions? |
| a4igeek05-12-07, 12:51 AM | The lake sounds like an interesting concept, as does the rare mineral, especially in a world without many spellcasters. Have you decided on which races, classes, etc. will be allowed in the setting? If there are several races, which ones inhabit which regions? I have started to do that but I don't know that many races.. I am kinda stuck with humans elves and dwarfs .. I would like to branch out too the evil side as well. Four Contients Allo has the elven homeland. warped forest Cadmi has the drawfen master city. half in a mountain.. half outside. Humans are basically scattered all over the place. Fridra Cold place still no race specific place Vecka potentially a chaotic area. And lots of sea.. In reality.. I want to create a world.. so big.. that i could dm multiple parties in the same world and even have them colide once in awhile. |
| queenfange05-12-07, 06:03 AM | Well, if you don't have many supplemental books with new races, you could always create your own or do variations on the standard ones to give them your own flavor. Vecka could have chaotic good tribes of creatures who look similar to teal-skinned goblins, moving constantly to avoid the lawful evil vulcan gnomes (who are known for the signature spells and technology that taps into the power of underground pockets of magma). Depending on how interested you are in versimilitude (sp), you may want to use a more complex system of languages, due to the number of continents. Humans may speak different regional languages, and Common might only be known to traders, diplomats, and explorers, not the common people. In the latter case, there might not be Common, but instead a language of a powerful nation that serves as a trade language for the rest of the continent (due to the nation's cultural influence). Perhaps some races that inhabit large areas have different (even very different) dialects of the racial language, even to the point that they have difficulty understanding foreign dialects. |
| a4igeek05-13-07, 12:43 AM | Well, if you don't have many supplemental books with new races, you could always create your own or do variations on the standard ones to give them your own flavor. Vecka could have chaotic good tribes of creatures who look similar to teal-skinned goblins, moving constantly to avoid the lawful evil vulcan gnomes (who are known for the signature spells and technology that taps into the power of underground pockets of magma). Depending on how interested you are in versimilitude (sp), you may want to use a more complex system of languages, due to the number of continents. Humans may speak different regional languages, and Common might only be known to traders, diplomats, and explorers, not the common people. In the latter case, there might not be Common, but instead a language of a powerful nation that serves as a trade language for the rest of the continent (due to the nation's cultural influence). Perhaps some races that inhabit large areas have different (even very different) dialects of the racial language, even to the point that they have difficulty understanding foreign dialects. Gnomes?? I thought they were god. Goblin cities or tribal nations would be nice. I am looking for Tension between races.. So water are the enemies of elves humans and drawfs?.. I never liked gnomes.. For the languages... I am planning to have a few cities aligned to four elements.. fire air water earth.. I could tie general languages to the cities that are closest to one of the anchors. |
| queenfange05-13-07, 09:54 AM | Well, gnomes are usually good, but making differently aligned subraces can often be fun. A situation where gnomes and goblinoids face off, with the opposite alignments the players expect, might be fun. There are variant rules for elemental races in Unearthed Arcana, so you may want to look into them for your four elemental cities. So, a fire city would use Ignan as its trade/common language? That would be cool. |
| a4igeek05-15-07, 01:03 AM | I don't have Unearthed arcana.. I would like to keep as much as possible to the core books so my players need not know everything.. also.. me to know everything. |
| queenfange05-15-07, 12:57 PM | Hmm, OK. Well, you could make such variations yourself if you were so inclined. Just give elemental races a low level spell-like ability relating to their element, perhaps tweak their skill or ability modifiers, and change their physical description. Anyway, keep us posted with any new ideas. :) |
| a4igeek05-15-07, 05:31 PM | I am finally working on some of the details for that magic metro i was concieving. The metropolis Argonapelino (Argo) The metro is wrapped around Pendent lake. (Meteor island one) It is called that because two rivers flow into it making it look like a pefectly round pendent hanging from someone's neck. The lake is huge. 8 mile radius. The metro forms a ring around the edge and farms are scattered on the outskirts. The mountains that feed river cast a shadow on the metro during the evening causing it to go dark early. Buildings vary in design. Some are magically enchanted and it boggles some newcomers on how they even exsist let alone stand. (ie. The house that is upside down and balanced on it's roof "illusion") The residences can be separated into three category High Casters Low Casters The Poor High Casters can find work or run a business with easy and live in great houses.. or mansion that are at least 5 stories tall. Their is only one neighborhood and it resides between the two rivers. The streets are magically enchanted with lamps that go on at dark, streets that clean themselves, animated intelligent sign post, and special flying lanes for casters that like to take a more direct route. Low Casters are your everyday casters level 1 - 5. They make a well living but since there are so many of them their services are relativly cheap. They live in homes ranging from 2 to 3 stories high. Their neighborhoods are scattered around the trade centers and can be comparable to the average in luxuary. The lamps are subjected to a continual flame spell, even during the day. The neighborhood couldn't be distinguishable from any other city otherwise. The poor are the people that do plan physical labor or have been unable to use their inate abilities for any practical application. They live in meager homesteads, never taller than 1 stories. Their neighborhoods are many and spread near the southern end of the lake where alot of ordinary trades are taken up. Farms are always looking for hands and keeps The Poor busy. There are three great market centers. Trading in almost any magical goods and service. The best shops are bordering the great market squares. Few can be found scattered about the city.. The best shops of course, but only the wealthest people know of them. |
| queenfange05-15-07, 07:00 PM | So, in the metropolis, all upper and middle class citizens have at least some spellcasting ability? For example, city bureaucrats and high-ranking army members have some casting abilities, and thus live in the appropriate neighborhood? Just curious. |
| a4igeek05-16-07, 10:22 AM | There are a few exceptions.. Like rich merchants with no magic ability. Great smiths that make the best weapons. Libarians.. you can imagine how many libraries and musemums are in the city and the effort to maintain them. Bureaucrats are usually old magic casters, and very skilled. Military stay in their own military barracks, though their quarters are subject to self magical enchantment if so desired. |
| a4igeek05-20-07, 04:16 PM | i am going to put beholders in the lowwer levels of the island to keep my players out. in addition it will explain my the bulk of the population doesn't try to loot the place;) |