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| cog_n_taz08-01-07, 11:36 PM | By posting or submitting any text, images, designs, video, sound, code, data, lists, or other materials or information (such User-submitted content, collectively, "User Content") to or through a Site, including without limitation on any User profile page, you hereby irrevocably grant to Wizards, its affiliates and sublicensees, a worldwide, perpetual, irrevocable, royalty-free, non-exclusive, and fully sub-licensable license, to use, reproduce, modify, adapt, publish, translate, create derivative works from, distribute, perform and display such User Content (in whole or in part) in any media and to incorporate the User Content into other works in any format or medium now known or later developed. The foregoing grants shall include the right to exploit any proprietary rights in such User Content, including but not limited to rights under copyright, trademark, service mark or patent laws under any relevant jurisdiction. ((Removed)) |
| Baernwulf_of_Nor08-02-07, 01:47 AM | Sweet, I've always wanted to go on a sea voyage as a player. BoN |
| cog_n_taz08-02-07, 02:27 AM | hey, thanks! Actually, while you could run a sea-based adventure from Porthaven, bizarre as it may sound, the idea never even crossed my mind. The way I see it, there's enough going on back on land for a ton of adventures. By the way, what do you guys think, not jut about the city, but about the necromancer's guild in particular? |
| Mysteria08-02-07, 04:09 AM | I would switch around the emplacement of the Commercial District and the Government district. (Figuring that the commercial district, where stuff is sold, would be better off next to the harbour, where stuff comes in and goes out of the city. ;)) Otherwise, I like it. Necromancers guild included. :) |
| cog_n_taz08-02-07, 04:23 AM | Otherwise, I like it. Necromancers guild included. :) Sounds like someone needs glasses... but yeah, good idea with moving the com. district. I've actually based three campaigns (alright, only the start of two of em) in Porthaven, but didn't write much about it until now. Basically, one of my players started asking questions about power groups, lay out, history etc., and all I could say in response was "hmm...good question." Obviously, this needed fixing, and..here I am:D . |
| cog_n_taz08-02-07, 04:31 AM | Mostly, my worry with the necromancer's guild is that it's one of the golden "do not do this. Ever." rules of D&D. I couldn't care less about such "rules", but it bugs a lot of people, so I figured I'd ask. Also, how about the tone of description? It's somewhat lighter than what most people might use ("Respectable Citizen", for instance). Again, I don't mind it much, but some people are annoyed by it. Plus, it gets a little bit less serious (honestly, only a little bit) when I get around to gnomes and the tinker's guild. I've actually completed those two, so I'll post them here, if there's any demand (I.E. if it's no more a waste of space than anything else I write). |
| Aneutralshadeofblack08-02-07, 04:46 PM | Mostly, my worry with the necromancer's guild is that it's one of the golden "do not do this. Ever." rules of D&D. I couldn't care less about such "rules", but it bugs a lot of people, so I figured I'd ask. Necromancers don't need to be Evil, or even evil. There is nothing inherently evil in using a pile of flesh that used to be an individual but no longer is since he, she or it has passed on. Using said piles of flesh to murder, enslave, etc. is Evil; simply raising dead isn't even on the morality scale (it just annoys some "Good" gods). Having them be an accepted facet of city life, like torturers and executioners were, makes perfect sense. Not particularly liked, but accepted well enough, since they provide an invaluable service: a virtually free working force (barring their onerous fees) that can work in situations unsuitable for any living being, never tires and never goes on strike. That's the kind of economic advantage that makes a metropolis. It also provides a whole wealth of corollary services; for example, you need people to maintain the decomposing bodies (the rich will probably elect to get theirs replaced fairly often, or get spells that prevent decaying cast on them, but the more modest clients of the guild will need to rely on cheap tricks like perfume, etc.); and it provides a way for people in debt to absolve their debts, or for the poor to make a bit of money to live on. So on and so forth; that's the direction you've taken, anyway. No, seriously; it makes more sense for a magically advanced society to have a necromancers' guild than it does for them not to have one. |
| cog_n_taz08-02-07, 06:44 PM | Spot on, aneutral, that's exactly what I was aiming for. I was just a bit worried, since there's a lot of people who tend to get annoyed at anything unorthodox in a campaign, and a well-respected, non-evil necro's guild is fairly far in that direction. As for the smell...skeletons, anyone? Gentle repose? There's all kinds of options...plus, mummies don't decompose, if you can get one for, say, guard duty, and smell like a well-stocked spice kitchen:P . |
| Sliversun08-03-07, 08:00 AM | Cool. Please do more? |
| cog_n_taz08-03-07, 08:22 AM | Right now I'm DMing 4 campaigns, playing in 5 others, and writing 3 books simultaneously, so I'm a bit busy, but sure, I will chuck ideas in as they come. Would you guys like info on gnomes and the tinker's guild? I'm afraid the gnomes are...quite warcraft influenced. |
| taradusis08-03-07, 01:34 PM | Undead animals may be a good focus for the necromancers guild?A team of zombie oxen could turn a griststone 24/7 and not need food?A skeletal horse could be folded-up and carried in a bag on board ship?A Necromantic guild could also do taxidermy,hire pcs to bring back animals in relatively undamaged condition to add to their museum of natural history?Not all taxidermists used fixed skeletons,you could have a soft toy teddy bear made from an actual bear cub?Criminals could be executed and stuffed for museum display as well,morbidly fascinating for some?A carriage pulled by undead horses doesn't need to stop for a fresh team of horses,have 2 or 3 drivers take turns driving?Could a zombie mastodon function like a piece of construction equipement?It would never tire or need food the way elephants do,The food savings means your animal is more cost-effective dead?Necromantic guild could have worlds largest collection of anatomy books and train rangers and surgeons in non-human anatomy?RANDOM THOUGHTS. |
| queenfange08-03-07, 02:13 PM | The necromancers' guild is a most excellent idea, and I am extremely jealous for not having thought of it myself (damn, I want one in my campaign now!). That said, most necromancy spells, specifically the ones which raise dead, have the evil descriptor. You may wish to change this for your campaign, or at least say that whether it applies or not depends on the circumstance. Are you using the standard PH deities? A deity I made on a whim a few months ago might fit in to the guild, if you're interested. The link is here: http://www.eruvian.com/deity.asp?deityID=54, if you're interested. How is the practice prevented from being abused? It must be abused to a bit, I imagine, but it can't be too far, or else most people would be undead I suppose. What checks are on the system? Religon (church of Pelor, for example)? City laws? Moral feelings of the populace? Economics (more costly to raise animals as undead, who then work slower [possibly] than just buying or breeding and then feeding new ones)? Guild regulations? I think this is the most unique part of your city and I really really want to see more about it soon! |
| cog_n_taz08-04-07, 08:50 AM | Right, all good questions. Yes, there are undead animals, but I forgot to mention them in my old age (15:P ). Right now, I'm tired, Teeth-chattering, arms-twitching kind of tired, so I'm not going to answer these questions for a while, sorry. |
| cog_n_taz08-04-07, 10:23 PM | The necromancers' guild is a most excellent idea, and I am extremely jealous for not having thought of it myself (damn, I want one in my campaign now!). Thanks, feel free to take it and use it, or even the entire city, if you like. Personally though, I wouldn't recommend it, I wrote it, after all, so I suspect you're better off not using it. That said, most necromancy spells, specifically the ones which raise dead, have the evil descriptor. You may wish to change this for your campaign, or at least say that whether it applies or not depends on the circumstance. Ah, another thing I forgot to mention. Yeah, other than spells like, say, holy word and blasphemy, spells don't affect your alignments. They keep descriptors for the sake of game balance, but the effect, especially in the case of animation, depend on what they are used for. Take poison, for instance. Can anyone here tell me with a straight face why stabbing an orc with a poisoned dagger is evil, while stabbing the same orc with a normal dagger is, if anything, good? Are you using the standard PH deities? A deity I made on a whim a few months ago might fit in to the guild, if you're interested. The link is here: http://www.eruvian.com/deity.asp?deityID=54, if you're interested. Standard, plus The Reaper (homebrew), and Kol Korran (Eberron), so far, but I may add others. I looked at the link, and it would fit, but the necros aren't actually religious, nor do they use any sort of divine power. No, they do it purely because it is, as they put it, good business. How is the practice prevented from being abused? It must be abused to a bit, I imagine, but it can't be too far, or else most people would be undead I suppose. What checks are on the system? Religon (church of Pelor, for example)? City laws? Moral feelings of the populace? Economics (more costly to raise animals as undead, who then work slower [possibly] than just buying or breeding and then feeding new ones)? Guild regulations? First, yes, it's cheaper to get new animals. Second, some people aren't comfortable with becoming undead/owning undead animals. Third, it's crazily expensive. I haven't come up with a price for animals, but a cleric in my group went for the ritual of crucimigration, and after giving him a serious discount because he's on good terms with them, it was still 3000 gp. I think this is the most unique part of your city and I really really want to see more about it soon! Most unique? Quite possibly, yes, that or its history. That, ofcourse, doesn't make it good, but thanks all the same.:) Undead animals may be a good focus for the necromancers guild? Yup, they do that, definitely. A team of zombie oxen could turn a griststone 24/7 and not need food? One of the classical uses, but in general, it would be cheaper in the short term to just have more oxen. A skeletal horse could be folded-up and carried in a bag on board ship? ...Weird, a bit too weird, but sure, skeleton horses for messengers and such would be good. A Necromantic guild could also do taxidermy, hire pcs to bring back animals in relatively undamaged condition to add to their museum of natural history? No, probably not. Interesting idea, but I can't see it fitting. Not all taxidermists used fixed skeletons,you could have a soft toy teddy bear made from an actual bear cub?Criminals could be executed and stuffed for museum display as well,morbidly fascinating for some? ......No, defintitely not, sorry. This is a bit too weird for my taste, especially the last bit. A carriage pulled by undead horses doesn't need to stop for a fresh team of horses, have 2 or 3 drivers take turns driving? Again, a classical and good usage, and a common one. The government, naturally, gets a fat discount, in exchange for...er, Favorable Legislation, shall we say. Entirely unlike any governments we may or may not know of:P . Could a zombie mastodon function like a piece of construction equipement?It would never tire or need food the way elephants do,The food savings means your animal is more cost-effective dead? Most definitely, yes, this would be another government use, mostly, and a quick, easy, and good way to build stuff. Necromantic guild could have worlds largest collection of anatomy books and train rangers and surgeons in non-human anatomy?RANDOM THOUGHTS. Yeah, they would have lots of entirely non-magical doctors and surgeons around, if you can't afford straight-forward healing. Why rangers, though? Thanks for the feedback! |
| taradusis08-05-07, 08:49 AM | In 2ed AD+D the rangers bonus against favored enemies came in part from studying their anatomy.Many Necromantic guilds have individuals who are fascinated with dead things.This is usually where the taxidery comes in.Something that seems weird to you may be a sign that you'd make a poor necromancer.(no insult intended).Since there's a limit on how many undead you can create most necromancers need side businesses,this adds"flavor"to the local guild.Followers of wee jas also run a sort of beauty parlor. |
| cog_n_taz08-05-07, 09:38 AM | Damn, all these years of learning necromancy at night school...I guess lichdom will just have to wait:P . But yeah, good points, all of em, I'll think about it. Plus, you're disagreeing with me, which probably means you're right. |
| GoriceXII08-05-07, 09:56 AM | I have to weigh in to say that Khyber Mercane is one of the coolest names for a city founder. Also, have you read Clark Ashton Smith? Your respectability for necromancers made me think of his stuff. Certainly necromancy could be used for public benefit. One thing I was thinking of was a ghoul variant--maybe not even a variant but that there are are undead that are under the control of necromancers and even seem to do public service themselves albeit under cover of mystery--like 'don't go into the graveyard at night' could mean 'because the ghouls will take fresh meat happily over decayed if they can get it'. |
| cog_n_taz08-05-07, 10:58 AM | Nope, never read it, sounds good, though. And much as I would love to take credit for the name, that's entirely taken from one of the players in a PbP game of mine: Ink. So yeah, the name isn't my idea, but yeah, it is a good one:). I later realized that his first name is that of an Eberron pseudo-dragon-god-thing, and his last name is the same as the name of an epic monster. Kinda ominous, but hey:P |
| cog_n_taz08-06-07, 11:54 PM | Anyone out there? hello? |
| queenfange08-07-07, 09:24 AM | Hi! Keep your pants on, a day or two without responses isn't panic time (though I do understand the urge to bump, which I myself often cannot resist). :bump: Anyway, the point of this pointless post was sort of to point out that I'm waiting for more content before I put up any more feedback, if that makes any sense. So, put up more- it'll bump your post and then people will come back and post feedback! :D I got up too early today... |
| taradusis08-07-07, 08:25 PM | What sort of books do you have?There's a 2ED download on Necromancers tsr 9489 that is pretty good. |
| cog_n_taz08-07-07, 11:58 PM | Good point, sorry. I'll add in info on gnomes, the tinker's guild, and the reaper in my spare time, than. Alas, spare time is fast becoming something that happens to Other People these days, but I'll do what I can. Also, thanks, I'll check out that download. Is it free? |
| taradusis08-08-07, 10:15 PM | All the downloads in the 2ed download section are free,you can pick up the entire 2ed Maztica campaign and all the adventures.They're free and give a good overview of an aztec like world,just don't push print cause it's 300+pages of info. |
| cog_n_taz08-09-07, 04:22 AM | Ah, thanks. Unfortunately, I'm supernaturally busy for the next few days, so I may not be able to post updates, sorry. |
| cog_n_taz08-09-07, 10:01 AM | ((Removed)) |
| cog_n_taz08-10-07, 06:48 PM | ...Guys? |
| queenfange08-10-07, 08:56 PM | Hi! Sorry, I'm glad you bumped- I read it but forgot to reply. I like gnomes. I also like your description of them. What do their buildings look like? From their personalities and penchants for tinkering, it seems like they should stand out in some way. |
| cog_n_taz08-10-07, 11:11 PM | Gnomish buildings, both inside and outside, look like they were designed by someone who was woefully colour-blind. There's pink, red, green, yellow, blue, and more all around the room. Most will have some impressive handmade device (such as, say, a telescope) built in, just to make the point that the owner of the building can and will build such things, basically for the purpose of showing off. On the inside, houses are cluttered and un-lived in, where as the labs/workshops are meticolously clean and well-used, a testament to the gnomish way of life. Important gnomish buildings and rich gnomish households are often guarded by iron defenders (ECS, basically a metal, dog/wolf-like homunculus variant), customized with various features and such to look as impressive and showy as possible. Naturally, in any place where gnomes and kobolds live together, the trend toward showing off is far more extreme, as each tries to outdo the other. |
| cog_n_taz08-13-07, 10:51 PM | Anyone out there? |
| taradusis08-13-07, 11:34 PM | I have a thread 771660 that contains my random aqautic notes.On posts #81,82 I describe a couple of gnomish islands in breif detail.I find it helps to think of the Gnomes as inventors,not tinkers.Then what you do is draw up a list of inventions and try to figure out how this would effect society.Sample list...Pencils,chalk and chalkboard,Carbolic soap,Diving suit,diving bell,Hot air ballon,Windmill,Canned food,Microscope,telescope,periscope,Moni tor-type submarine,Food of the Gods,Brick-making machine,Heliograph and semaphore,Wind-up Fans,Clocktowers.Eyeglasses,Wind-up toys,Steamboats w/paddlwheels,Large reaping machines,Water pipes,opium,heroin,cocaine,aspirin,vitam ins,Drilling rig,Folding chairs,aluminum,aluminum canoes,iron stoves with or without kerosene,Archemedes screw,printing press,mechanical loom,paper mill,Hot water heaters,ice boxes,ice cream,See-Saw,jungle gym,Thermometer,Aluminum arrow shafts,bicycle,tricycle,unicycle,Ear trumpet,Surgical tools,pockets,sewing machine,inflatable balls for sports,Pipe organ,Accordian,Mosquito netting,sugar-powered rockets,joy-buzzer,whoopee cushion and so forth.Players could go on quests to find odd items overseas and bring them back to the Gnomes?PCs copuld be hired to protect or steal invention?RANDOM THOUGHTS |
| cog_n_taz08-14-07, 01:05 AM | Wow, truly amazing stuff on that thread, nice work. Definitely stealing the clam:D . Also, thanks for the inventions, I'll try to keep it in the realms of clockwork and steam power, but it's going to help a lot, all the same, thanks a bunch. As for a truly terrifying water encounter, a certain homebrew monster, summed up in three words: horrid. Dire. Lamprey. If anyone wants to see the stats, I'll post em:D . |
| taradusis08-14-07, 06:40 PM | I occasionally like putting mundane treasures like pencils into a game because there's less of a balance issue than with magic items.The British Government found a vein of graphite in a tree stump and put armed guards on it.Turns out a peice of graphite wrapped in cloth can write roughly 8 times faster than the quill and inkpot method the British War ministry was using.Feel free to steal any of my Random Aqautic Notes,it's just a dumpsite of ideas I've had over the years. |
| cog_n_taz08-15-07, 05:04 AM | ((Removed)) |
| queenfange08-15-07, 08:57 AM | The Assassin’s guild is one of the oldest guilds in Porthaven. They are not mere murderous thugs, far from it, and anyone who might imply this will find themselves prone to deadly accidents. No, they are a group consisting of educated members of all races who will, for a considerable sum, remove…inconvenient people from the world. The guild makes a point of not taking lives except in self-defense, or if they are being paid for it. After all, they are Assassins (the capital A is important, it shows Class), not murderers. Additionally, any member of the guild who seems to be overly “keen” is promptly relieved of their position in the guild, as well as their lives in a few extreme cases. At the beginning of each year, the guild pays a large amount of gold to Khyber Mercane and the head of the Porthaven police force. In return, all assassinations miraculously pass unnoticed. Naturally, some cases are pursued vigorously, but tragically, no one ever finds the killer in question. Never the less, the Assassins take a craftsman’s pride in a job well done, and will attempt to leave as little proof as possible. In the rare event that a member of the guild is careless enough to be caught, the guild will deny any connection to them, and in the event that they are released, they tend to have a low rate of survival (after all, the guild has a Reputation to think about). Assassins are, by and large, irreligious, but some worship (or atleast occasionally send a prayer to) The Reaper, while others are devout worshippers of Kol Korran. Their attitude on undead is generally a negative one. After all, a corpse that gets up later on and accuses its Assassin is an inconvenient one at best. Nevertheless, some guild members are on quite good terms with those belonging to the necromancer’s guild, as they both deal with death for profit, albeit in different ways. To gain membership in the Assassin’s guild, the prospective entrant must pass a series of tests, testing their reflexes, weapon skills, stealth capabilities, and more, as well as seeing if they possess the necessary amount of Class. Their guild hall is a somber affair, a large, wood-and-stone building on the outskirts of the city. It contains training halls, an armory, dormitories for guild members, and more. I like it; they sort of remind me of the dark elf Morazhan assassins in my own setting. What about would-be free lancers? In my setting they are invariably caught, either by the authorities or by the guild (the latter of which is a far more frightening prospect). I like how you describe their relationship with the Necromancers' Guild. In some situations, it might be easier to turn a corpse into a mindless undead (skeleton or zombie), as that eliminates the body so they cannot be raised with the usual spells (requiring far more expensive true resurrection or the like (is that the right spell? I'm rusty on those). Does the guild hall have any cover, such as claiming to be the home of a very antisocial noble? |
| cog_n_taz08-15-07, 09:31 AM | Freelancers are...well, We Don't Talk About Them, if you know what I mean. And yeah, reanimating the body as mindless undead might be good to prevent ressurection, but generally it's not necessary. As for cover... the entire point is that they don't need it. They are still very well-trained in combat, so everyone knows better than to just bash the door down and rush in to attack, and besides, the law is in no hurry to go after them. |
| Aneutralshadeofblack08-15-07, 10:21 AM | Hmm. I'm not sure I like the "civilised" take on the assassins' guild. It's become a bit cliché to describe them as "murderers, but murderers with flair! And a code of honour! And they're all Ph.D.s!" presumably ever since Pratchett pulled it off in Discworld. I personally think it'd be much more interesting is the AG were one of two things: - either (and this is still a bit cliché, but a lot less so) just a bunch of thugs hired to murder people (with the occasional expert for high value contracts), without the taboo on killing non-contracted victims, thus making the guild an illegal organisation that has to hide from the government; - or, even more interesting, model them off the actual middle-eastern, 12th century assassins, including the religious indoctrination, entirely political motivations and total illegality. But then, this is your setting, not mine, so... |
| cog_n_taz08-15-07, 10:42 AM | I don't know, I'm actually quite happy with my version... I had no idea it was overdone. Still, the third option you gave seems quite interesting, I may go with it. |
| cog_n_taz08-16-07, 11:32 PM | Incidentally, here (http://forums.gleemax.com/showthread.php?p=13441914#post13441914)' s a little area I made for the same campaign setting. I have a lot on my plate now, so I may not update this too soon, but hereare the things on my To Do List. 1) an underwater sahuagin metropolis, with steam-driven machines. 2) change the assassin guild (not sure) 3) The hive, an invisible, silent formian secret police, commanded by Khyber Mercane, that no one knows about save him. Yes, it's nasty. |
| Aneutralshadeofblack08-17-07, 04:33 AM | Steampunk = massive win. Secret police also = win. I approve of those ideas. Also, I'd stress point 2) again, but I'm its only proponent, so... :P (Note: you can have both the religious sect and the thugs. After all, someone needs to kill random people for money; the sect only kills politically.) |
| cog_n_taz08-17-07, 06:10 AM | hmm... I guess I'd have the current version, or possibly the thugs, as the guild, and the sect as another criminal organization, er...sorry, Gathering Of Respectable Citizens:P . Yeah, I know, they're illegal, but they're also rich:P . Also, it's not steampunk as such...glad you like the ideas, though.:D |
| taradusis08-17-07, 12:26 PM | If you use the assassin prestige class from the Dmg a monk assassin is possible?How about a monastic order that "purifies"society by eliminating Chaotics?This would give you a Law Vs. Chaos subplot?How about watching Charles Bronsen in "The Mechanic",then create an order of Assassins who kill by what looks like accidents?RANDOM THOUGHTS |
| cog_n_taz08-20-07, 06:53 AM | Sorry everyone, been a bit busy with this (http://forums.gleemax.com/showthread.php?p=13479951#post13479951), for the same campaign setting. With any luck, though, I'll have the hive up tommorow or the day after (my time). |
| cog_n_taz08-20-07, 06:55 AM | If you use the assassin prestige class from the Dmg a monk assassin is possible?How about a monastic order that "purifies"society by eliminating Chaotics?This would give you a Law Vs. Chaos subplot?How about watching Charles Bronsen in "The Mechanic",then create an order of Assassins who kill by what looks like accidents?RANDOM THOUGHTS No idea who Charles Bronsen is, or what movie "The Mechanic" might be, but that's an interesting idea... I'll consider it. For now, clicky on the linky above to read about some steam-powered sahuagins!:D |
| cog_n_taz08-21-07, 07:54 AM | ((Removed)) |
| queenfange08-21-07, 08:20 AM | The Hive looks awesome; like so many of your ideas, it is creative and fantastic. One thought though- how many agents are there? The magic gear for each costs a pretty penny, and is going to make a serious dent in anyone's bank account if there's hundreds or even dozens of these agents (and an entire colony suggests thousands). Sounds rather scary... Nothing ever goes unnoticed. Very Big Brother esque... |
| cog_n_taz08-21-07, 08:40 AM | Yeah, that's more or less what I was aiming for. There's never even a body, they just...vanish. And they have loads of agents, but the city has artificers, who make things as cheap as hell. That, and they only put it on the agents that are actually on the job at the time, they aren't constantly decked out. Plus, you're forgetting that Porthaven is stinking rich. But yeah, nice place on the outside, absurdly scary if you look closely... Oh, and for future reference, if any of my ideas are original, it's for a good reason (I.E. no one else was stupid enough to come up with something quite that bad), and if it's good/fantastic, it's probably not mine. Finally, I suppose I should let my players know about the hive, right? In the event that they want to play a formian agent or some such... just so long as they don't metagame. |
| master_Tru08-21-07, 12:16 PM | Good stuff, allot of great ideas. Are you already using this in a campaign setting? I have run high seas campaigns before and could use this in my home brew world. The hive is an interesting idea, but would it not make more sense for Khyber Mercane to have air and water elemental security? They where used in its founding and thus could be bound to its safekeeping. Just a thought. I would use the Hive as Porthavens army, called for when Khyber Mercane or Porthaven was in need of them. The city could run a limited local militia to police the city and watch her boarders. What of the world around Porthaven? Have you given that any though, or is this a city in a pre-made world? Oh wait I see the links now. |
| cog_n_taz08-22-07, 12:35 AM | Good stuff, allot of great ideas. Are you already using this in a campaign setting? I have run high seas campaigns before and could use this in my home brew world. By all means, go right ahead! Yes, I run all sorts of games that tend to atleast start in Porthaven, this is just my first attempt to make something of the place. If you want to use it in your campaign though, there's no problem with it. On the contrary, I'd be honored that someone is actually using it, let me know if you need any help with it. The hive is an interesting idea, but would it not make more sense for Khyber Mercane to have air and water elemental security? They where used in its founding and thus could be bound to its safekeeping. Just a thought. I would use the Hive as Porthavens army, called for when Khyber Mercane or Porthaven was in need of them. The city could run a limited local militia to police the city and watch her boarders. Elementals aren't as organized, smart, or stealthy (particularly water). Additionally, the hive mind helps a lot, especially when Mercane can "log in" to it as he sees fit to download all the info off it. plus, elementals aren't all he can summon/bind. The deal with the formians is basically an absurdly souped-up planar ally spell. Oh, and...an army? No one wants to fight em, since they have elementals, and are rich, and the leader is a powerful sorceror. Plus, they can pretty much buy anyone that might consider attacking them. |
| cog_n_taz08-24-07, 10:22 AM | Bump, seeing as I won't be around for the next few days. |
| Aneutralshadeofblack08-24-07, 04:55 PM | Pssst; bump the thread by reposting here the stuff you posted in separate threads. ;) |
| taradusis09-03-07, 09:34 PM | How many people live in this city?What is the alignment?If khyber is a sixth lev.sorcerer are there more powerful spellcasters? |
| keelsc09-04-07, 10:53 PM | Wow thats a great city, im glad you dont mind ppl stealing it:P also :bump: Signed keelsc |
| cog_n_taz09-12-07, 03:03 AM | The overall alignment? I never really got that... if you mean the alignment of the government, I'd say it's LN, with occasional bits of LE. As for population... got any good ballpark figures? Finally, yes, there are some casters as high as 8th level, but this isn't a very high level setting, soo... |