The Mystical land of Temerthia [Archive] - Wizards Community

Post/Author/DateTimePost
Tevant_the_Bard

03-05-07, 05:28 PM
well this is my first homebrew, negative criticism welcome!

The land of Temerthia was creator by a divine being called the Creator (original name I know) using 6 elements Light, Fire, Water, Wind, Earth, and Darkness. The first beings put on this land were called the Inventors who were capable of creating powerful, wonderful things. They then created a large wall which went all across the part of Temerthia in which they lived called Alverdine; it was called The Great Divider. The reasons for them making this wall were unknown because there was no war in their society, so it stands now as an enigmatic token of the past. However the Inventors soon got power hungry and they sought to destroy the Creator and assume the position as the rulers of the universe. They created a device called the Bane of Light that would destroy the Creator and take his powers for themselves. The Creator saw all this and did away with Inventors by using the 6 elements he used to create he used to destroy now. He then took the Bane of Light and sealed it away deep in the depths of the water.

After the destruction of the Inventors the Creator decided to put less powerful creatures on the land and they would compete with each other while the more feral creatures were to be used as food and other necessities. As his final act of goodwill he abolished a portion of The Great Divider so that travel would be possible he replaced it with the Arch of Rowntree which holds great magical power. The archons of the Celestial Plane wrote all of the good things he did for the world down in the Book of Newfound Wisdom and the first copy was given to a man named Gregor and he made an organization called The Partisans of Gregor who were devoted to the Creator. The Creator saw this and granted these men power similar to the wizards except it was his power not the worlds. When the king of the Infernal Plane, Argyll, saw this he brainwashed a girl named Camilla into believing destruction and evil was the only way the land could be purified and she eventually started an organization called the Disciple’s of Argyll. The history after this was pretty simple the first meeting of man and elf, the first dragon war, the war with the orcs, and the great trade routes made underground by the dwarves.

You can play as any class or race

More to come soon with the cities and the like
KeshFerrar

03-05-07, 07:23 PM
Please chop that paragraph into smaller bits. Its hard for me to digest the mass -- I can't help you effectively.
Tevant_the_Bard

03-06-07, 04:07 PM
sorry about that will do
KeshFerrar

03-06-07, 06:44 PM
In the first paragraph we have the Creator, six elemental forces, and the Inventors -- whom the Creator created. You have a decent cosmology brewing.

Then the second part of the second paragraph -- after the Creator births sentient life -- leaves me with a couple questions:

Where did the Celestial Plane and the archons come from?
Where did the Infernal Plane and Argyll come from?

I'm guessing the Celestial Plane is where the Creator resides, so you're going to have a one good deity society. But I wonder about the infernals: did Argyll (who will be called Argyle -- as in Argyle sock -- sometime during play), did he always exist? In which case you have the traditional good vs evil, and Argyll could be the one who tempted the Inventors away from the Creator. Or, is Argyll an escaped Inventor and the infernal plane his creation?

Hope the questions help.
Yakman

03-06-07, 06:50 PM
In the first paragraph we have the Creator, six elemental forces, and the Inventors -- whom the Creator created. You have a decent cosmology brewing.

Then the second part of the second paragraph -- after the Creator births sentient life -- leaves me with a couple questions:

Where did the Celestial Plane and the archons come from?
Where did the Infernal Plane and Argyll come from?

I'm guessing the Celestial Plane is where the Creator resides, so you're going to have a one good deity society. But I wonder about the infernals: did Argyll (who will be called Argyle -- as in Argyle sock -- sometime during play), did he always exist? In which case you have the traditional good vs evil, and Argyll could be the one who tempted the Inventors away from the Creator. Or, is Argyll an escaped Inventor and the infernal plane his creation?

Hope the questions help.
I agree, it's a good start. Simple cosmologies are the way to go.

More detail needs to be done on the wall and the arch.

Is it a literal wall or a mountain range? ARe there places where it's falling apart? Is it so big that whole nations live on the wall or what?
Tevant_the_Bard

03-07-07, 08:08 PM
well i didnt really think about the whole "Argyle" thing but thats an amazing idea about him being an escaped Inventor that created the Infernal
Plane as the Inventors were said to be able to create powerful things, so if you dont mind me stealing that idea i will thank you.:D as for the celestial plane the Creator created that and the archons were created after the Inventor's rebellion to keep the new races in check and be guardians. And actually the Creator does not reside in the Celestial plane he resides in a plane all his own which i can not think of a name yet.

As for the wall, yes it is actually a wall kind of like the Great Wall of China except black with spikes. No the wall is not falling apart and probably never will unless The Creator or someone equally powerful would decide to break it but for now its not doing anything bad so why would you? The wall is long as it goes north to south across Alverdine but no nobody really lives there except for this wizard guy there trying to figure out the mysteries of the Arch, besides the arch is a dirty place to live.

The Arch of Rowntree is a big blue arch placed in the middle of the wall which kinda contrasts with the whole black and spikey thing the wall is. The power of the Arch is that it can act as a teleporter between the planes and anywhere in the continent besides Alverdine. The downsides of the Arch is that it is a one way thing, cannot take you to the plane where the Creator lives and only someone good aligned can use it.

Well i hope that answers your questions if theres any ideas, improvements, or questions you have please ask them. Thank You!
yellowdingo

03-08-07, 02:38 AM
Isnt there a film about two kids visiting a fantasy land called The Bridge to Temerthia?
Its not realy homebrew if you rip it off.
Tevant_the_Bard

03-08-07, 03:37 PM
try bridge to Terebithia and ur right and no i did not rip anything off from that book or more recently movie and the land Terebithia is not actually magical at all its just a bunch of kids playing around in the woods.
KeshFerrar

03-08-07, 09:35 PM
Hey, I'm here to help with ideas. ;)

A few more random thoughts:
How tall is this Wall? Does it stop people fro flying over?
Are the two "halves" of the world on either side of the wall radically different?
Perhaps some of the elements are stronger on one side of the wall than the other.
Has a city grown up aound the portal because it facilitates transport?
The wall is dirty, what do you mean? Negative energy? Spirits?
Perhaps an Inventor is imprisoned in the wall, and its psychic impressions that make the wall dirty.

Hope those help.
yellowdingo

03-09-07, 04:03 AM
try bridge to Terebithia and ur right and no i did not rip anything off from that book or more recently movie and the land Terebithia is not actually magical at all its just a bunch of kids playing around in the woods.

OK!

Now how about a third faction: Neutrals conspiring the downfall of bothsides. The Active destruction of Good and Evil powers. They begin by creating a Mosque of Lawful Clerics and A circle of Outcasts (Any Chaoitic) to factionalize the two existing factions of good and evil.
Tevant_the_Bard

03-09-07, 03:42 PM
The wall is tall oh yes it is tall but not tall enough so that u cant fly over. The people on both sides are not different at all really although I will admit the people on the west side are darker so to speak but so are some on the east. And the wall is literally dirty but not on the outside inside of the wall it is filthy because most people see the wall as evil and dont want to go inside it so it doesnt really get cleaned. And the whole invetor inside the wall thing is a plot hook, there is a society of inventors inside the wall that have seen the errors of their ways and are "repenting" by living disconnected from civilazation as they had food stores that are now beginning to run low.
taradusis

03-11-07, 02:22 PM
Usually societies don't create just one thing?The romans had roads,indoor plumbing,the coliseum,etc.Did the inventors create megaliths like stonehenge,with each standing stone having a magical power that can be activated after the proper sacrifice?Are there walls of a smaller size,perhaps with arcane runes or spells written on them?A spell takes up 100 square ft per level according to complete arcane,so a seventh level spell would be 70'X10'?RANDOM THOUGHTS
Yakman

03-12-07, 12:36 PM
The wall is tall oh yes it is tall but not tall enough so that u cant fly over. The people on both sides are not different at all really although I will admit the people on the west side are darker so to speak but so are some on the east. And the wall is literally dirty but not on the outside inside of the wall it is filthy because most people see the wall as evil and dont want to go inside it so it doesnt really get cleaned. And the whole invetor inside the wall thing is a plot hook, there is a society of inventors inside the wall that have seen the errors of their ways and are "repenting" by living disconnected from civilazation as they had food stores that are now beginning to run low.

Doesn't quite make sense--and kinda defeats the purpose of the wall...

First, I don't get why the inventors built the wall. You need to come up with a reason for that. Who were they worried about? Is it even a wall? Could it be a road? Could it be a sign to alien invaders?

Second, people on both sides of a huge wall that has only one entrance are going to be wildly different. They are going to have independent economies, their own nations, languages, social systems, etc.

Third, I'm still not sure on the scale. If this is a wall made by divine beings, it's going to be enormous. A hundred feet tall, at least. Extremely wide. The 'Arch'--which is an interesting idea, is then almost certainly going to be the site of a massive city built on the trade between the two regions.

Fourth, don't shortchange yourself on the wall--make it the site of a gigantic dungeon. have 'things' come out and terrorize people living near its' shadows.
Tevant_the_Bard

03-12-07, 04:50 PM
Doesn't quite make sense--and kinda defeats the purpose of the wall...

First, I don't get why the inventors built the wall. You need to come up with a reason for that. Who were they worried about? Is it even a wall? Could it be a road? Could it be a sign to alien invaders?

Second, people on both sides of a huge wall that has only one entrance are going to be wildly different. They are going to have independent economies, their own nations, languages, social systems, etc.

Third, I'm still not sure on the scale. If this is a wall made by divine beings, it's going to be enormous. A hundred feet tall, at least. Extremely wide. The 'Arch'--which is an interesting idea, is then almost certainly going to be the site of a massive city built on the trade between the two regions.

Fourth, don't shortchange yourself on the wall--make it the site of a gigantic dungeon. have 'things' come out and terrorize people living near its' shadows.


yeah i definetly need help with this stuff as this is my first homebrew. But even though there is only one entrance there is a system of roads so there is plenty of communication but i should add more cities closer to the wall. I should also add more to the wall monsters and such... How do you upload a map?
Yakman

03-12-07, 05:43 PM
yeah i definetly need help with this stuff as this is my first homebrew. But even though there is only one entrance there is a system of roads so there is plenty of communication but i should add more cities closer to the wall. I should also add more to the wall monsters and such... How do you upload a map?

If the map is a *.jpg or *.gif, you post it on a web-based image server like photobucket and type (insert link to web-site image)

You might only have one passage between the wall--where the Arch is--but if you make the wall really high (hundreds of feet high and thousands of feet across) and crumbly--remember the Inventors haven't been around for awhile and their magic is starting to fade, you can have paths cut where traders can get across the wall on foot. That way you have trade (and smuggling) going on outside of the Arch-city, but it's not super common and requires guys on packs acting like human mules. Most guys go over the wall--but the really brave (or really foolish) try the passages under the wall--and not all of them come out the other side....

Make for some crazy adventures where the PCs are ambushed on the wall with no where to go--except into that looming gap where a massive stone fell out....
Tevant_the_Bard

03-12-07, 06:31 PM
Thats very good actually and i might use that. The first adventure that the players are going to go on is a search for a criminal that put the city that they'll all start in, in a lockdown by stealing a sacred jewel that will later become an integral part of the story. Thanks so far with the help they'll be a map to come!!!
KeshFerrar

03-12-07, 08:34 PM
I like the idea of the wall being HUGE and have slowly falling apart.

An idea, or two, from the crumbling great wall:
No one builds close to the wall anymore because pieces the size of a house have come crashing down, and the area close to the wall is strewn with rubble. But some say the stone has magical properties, so the poor can make a living scavenging for good sized pieces to sell.
Yakman

03-13-07, 11:40 AM
Only some of the stones--can't make it too easy now, can we...

I was thinking about this setting last night and had some ideas.

First, the wall should be circular, enclosing the land of Alverdine from Temerthia. People can get across, of course, if they hike over the wall--which really has to be absolutely enormous, like a mountain range, or brave the passages under or through it (which of course are where the remnants of the Inventors empire/experiments remain), or pass through the city of Gateway, under the Arch.

As for the Arch itself, it should remain perfect, standing proud and unbent by time, kept alive by the magic of 'the Betrayer'--the Inventor who remained loyal to the Creator when he attacked their Empire. He allowed his section of the wall to fall, so the Creator's host could enter Alverdine. In the aftermath of the war, he rebuilt his section to become the Arch.

Most of the Inventors were killed in the war, but some survive, hiding within the wall or elsewhere. The "Betrayer" lives on the top of the arch (which I was thinking has to be like a mile from the ground to the keystone).

Underneath the Arch is the City of Gateway, the largest city in Alverdine. It is a sprawling metropolis, a center of trade and industry. Through it runs the Alverdine River, which is the only river that flows of Alverdine. Gateway (and much of Alverdine) is on a grand plateau, and the Alverdine plunges through a series of Cataracts before settling onto its course. Entering Gateway from Alverdine is easy, but to get there from the rest of Temerthia requires a substantial hike up the rim of the plateau, although there is a well built road to facilitate this.
Anuvrix

03-13-07, 12:20 PM
I like the idea of the wall, falling apart after eons of disrepair, the arch thing is great, but if there is a civilization of Inventors inside the wall, perhaps the inventors created the presence of monsters on the world, and the creator had origionally intended it to be just animals and humanoids.

The inventors are thought to be all long gone, and such superstition is created about the wall, if monsters continue to pour out of it, people will begin to think that some great treasures still lie within the caverns.

Maybe the "war" that killed the inventors left major battle scars on the land. If the Inventors were so powerful, whos to say they didnt have some big war machines that could decimate an entire Humanoid army (mabye an idea for War campaign).

What is it like inside the wall? is it a gouged tunnel or is it a carved building?
What is the other side of the wall like, is it desolate, maybe people are immigrating out of there and causing overpopulation problems in major cities?
Yakman

03-13-07, 12:33 PM
What is it like inside the wall? is it a gouged tunnel or is it a carved building?
It's probably like a carved building in parts and a like a tunnel in others. Damage, water leakage, and other factors are going to contribute to what the interior is like--parts might be in pristine condition, while others might look like a cave network.

Moreover, you can populate the Wall with all sorts of baddies, because there were different Inventors with different styles and different armies. Moreover, things might have moved in since the conclusion of the war.
Yakman

03-14-07, 11:55 AM
I was thinking that in terms of races, you could do it like so:

Elves are from the northlands, the 'sons of the blizzard'. They follow the Creator's path, and are as deliberate as they are unpredictable. When the Creator's host destroyed the Inventors, his Elven lieutenants set themselves up as kings, in Alverdine ushering in the a period known as The Thousand Kings. This was a chaotic time, ending in the anarchic War of Ten Thousand Blades, which ended when the King of Gateway was overthrown by human mercenaries from the West.

Gnomes and Halflings are the original inhabitants of Alverdine. Some Halflings still live outside its' confines. They bent knee to the Inventors and many still long for their return. Originally, there was only a single race, that of the Halflings, but the Inventors segregated their craftsmen and farmworkers, causing the rupture seen today. Gnomes worked to create the Wall, and build the Inventors designs. Many still live within sight of the Wall, while others live in or on the Wall. Some gnomish cities remain, existing both above and within the Wall. One of them, O'Mannhatak was never conquered by the Creator's armies. Halflings suffered horrendously during the Thousand Kings period, but have recovered since the entrance of Men.
Tevant_the_Bard

03-14-07, 04:23 PM
well im sorry i havent gotten back to you guys in a while. The idea about the wall being circular is cool but i like the way it is already because on a larger scale there is already a range of mountains around Alverdine and 2 different countries who have yet to be named and the wall kinda runs into them it looks like this
http://i148.photobucket.com/albums/s22/The_JJ09/alverdine-1.jpg
The red part is Alverdine and the Blue and Yellow parts are the 2 other countries. The pointy things are the mountains and the black thing is the wall. As for the Arch it is still lustrous and beautiful as ever untouched by time but i do like the idea of the Inventor who remained loyal to the Creator as the caretaker of it. I also like the city of Gateway idea and i also placed 2 cities to either side of it which serve one as a military base and another is a thieves town sort of place. The inventors only had one big war machine and that was The Bane of Light which was "sealed away" which is basically a giveaway that someones trying to un-seal it. It is hidden deep in the Glass Ocean which is called that cause the top of it is made of thick glass, really thick glass and if this thing could destroy the Creator think what havoc it could reek upon all mankind! Now for the races the only races on Temerthia at the time of the Inventors were the Inventors and the Warforged which were created by the good Inventors while the evile ones created The bane of Light. After everything was over and done with, the Creator put all the creatures on the earth along with the natural monsters (by natural monsters i mean nothing undead such as zombies, mummies, etc.) they were put there for more competition so the people wouldnt grow too powerful like the Inventors. Another addition to the races are the Raptorans (a type of flying elf) they are used mostly as messengers but have the powerful city of Norridgotha which is built into the side of a cliff. The humans have the main power of the country because they are very resourceful but all the races have their own niche. When they were first put on the earth there was much chaos and the Dwarves actually were the first rulers of the earth but finally after this was over they built an Alliance. Theres gonna be a map coming up real soon.
Yakman

03-14-07, 05:19 PM
Problem with having moutains around a wall is that you have drainage issues--the mountains will drain onto the wall and water will pond against it. Eventually, the water will destroy the wall.

The wall should be on top of the mountain range, making the natural defenses even more formidable.
taradusis

03-14-07, 05:44 PM
The gem you were discussing earlier,was it a psi-crystal or an IOUN stone.What does the gem do?
KeshFerrar

03-14-07, 07:50 PM
Problem with having moutains around a wall is that you have drainage issues--the mountains will drain onto the wall and water will pond against it. Eventually, the water will destroy the wall.

The Inventors were smart, they could have handled the design issues. Perhaps the wall could have a giant moat around it to collect all the water. The moat would then drain into a vast subterranean/dungeon complex also designed by the Inventors. With that one "problem" he could develop two new aspects to the world.

Maybe three: since the wall is crumbling perhaps at points some very large pieces have blocked the moat and aren't allowing the water to drain properly. This would create local lakes, and perhaps allow some of the things that may be living in the underground/underwater realms to surface.

Hope that helps.
Tevant_the_Bard

03-14-07, 07:51 PM
The gem you were discussing earlier,was it a psi-crystal or an IOUN stone.What does the gem do?

um gem? and about the wall yes i suppose ur right with the drainage issues but what do you mean on top of the mountains?
KeshFerrar

03-14-07, 08:00 PM
and about the wall yes i suppose ur right with the drainage issues but what do you mean on top of the mountains?

I beg to differ with Yakman in this instance -- see my post above yours (#25). I think having the wall rise up out of the ground is much more dramatic, awe inspiring, and enigmatic. It should humble characters and make think about the power the Inventors had. Also, the wall being at hand -- at ground level -- allows the characters and the populace to interact with it more.

In my opinion, the Wall is the foundation of this setting, its the prime enigma that should go unanswered for a long time.
Tevant_the_Bard

03-14-07, 08:55 PM
I always thought rising up from the ground was cool too but there is matters of drainage... maybe ill build a dam or something...??? any suggestions
KeshFerrar

03-14-07, 09:16 PM
I always thought rising up from the ground was cool too but there is matters of drainage... maybe ill build a dam or something...??? any suggestions

I'm tellin ya: a moat, and then the moat drains into a vast subterranean cavern/dungeon complex.

But that's my $0.02
Tevant_the_Bard

03-14-07, 10:52 PM
Thats not a bad idea... but i think i might make it a waterfall...
Yakman

03-15-07, 10:59 AM
I think KeshFerrar's point is that if you have a range of mountains ringing the wall, then the rivers are going to flow directly towards the Wall from all sides.

Since you don't have an outlet in a basin of this type, the water is going to pond against the Wall. This will create a lake/moat around the Wall that will continue to rise in elevation. I was arguing that this is going to destroy the Wall at some point, because the weight of the water will just continue to increase until the Wall collapses. KeshFerrar is arguing that the Inventors could come up with a way to drain the water away to overcome the engineering conundrum. I was arguing that it doesn't make sense to have the mountains making a loop around the Wall--after all, that's natural defense, and anyone with an eye on keeping bad guys out would build his wall on top of the mountains.

KeshFerrar does make the good point that from outside the wall, it really needs to look impressive. Rising out of the earth for hundreds of feet, the wall would be a fantastic image.
KeshFerrar

03-15-07, 07:21 PM
Yakman, you are the man. Your summary is spot on.

So Tevant you mentioned warforged, humans, raptorans, and dwarves; any other races native to Temerthia? How do the races make up the empires near the Wall? What are the Empires like?
Tevant_the_Bard

03-16-07, 04:01 PM
Well i've decided that there will be 2 waterfalls on either side of the wall called the Falls of Eden, but i cant think of anything else to do with them.
Tevant_the_Bard

03-16-07, 09:35 PM
so i've decided to have 2 waterfalls at each ends of the wall called the falls of Eden. I want to do something more with them but im not sure what
KeshFerrar

03-17-07, 09:23 PM
You don't need to fixate on them. Right now it's fine that they exist without a specific purpose. Perhaps if you build up the rest of the world, you'll find ways to hook the waterfalls into the grand scheme.
Yakman

03-19-07, 11:43 AM
I still think the Circular Wall is a much better concept. It creates a sort of island/laboratory separated from the rest of the world.

Geographically, you would have the Wall surrounding a good size area of real estate, which is the land of Alverdine (something like the size of New Jersey perhaps). There's one exit--the Arch. In the central region of Alverdine are highlands. Formidable, densely forested, hard to get into--a sort of natural fortress. Around the highlands it's relatively flat--which extends out towards the Wall.

The reason for having the Highlands in the center is that it makes sense for these paranoid Inventors to flee to this location in the first place--they would want an area that is naturally defensible to set up shop.

The Highlands could then be full of the old Inventor cities--which are very old, as the Inventors abandoned them in favor of the Wall long before the Creator came crashing down on them. These could in turn be populated by more mundane races and form population centers for the central portion of the country.
Tevant_the_Bard

03-23-07, 03:57 PM
i suppose that does sound kinda cool but ill have to think about it more... on a less confusing note, I've decided that a group of Azer (dwarves from the plane of fire) inhabit this part of the desert which is egyptian based, they came there through the arch almost right after it was built. They were outcasts and then were suddenly pulled into Alverdine. They will be an integral part of the story later but i cant think of how.
Yakman

03-23-07, 04:47 PM
i suppose that does sound kinda cool but ill have to think about it more... on a less confusing note, I've decided that a group of Azer (dwarves from the plane of fire) inhabit this part of the desert which is egyptian based, they came there through the arch almost right after it was built. They were outcasts and then were suddenly pulled into Alverdine. They will be an integral part of the story later but i cant think of how.
You might tie it into the 'Argyll' religion. He's some sort of god of earth and fire, so they are his followers. maybe they didn't come out of the arch, but have moved in for other reasons (fleeing a war in their homelands, establishing a colony, etc..)
Tevant_the_Bard

03-26-07, 11:30 AM
The way i saw it was that they came through the arch because the 3 families that are living in this desert like area didnt like azer society (its very much like communism) and wanted to build a new society. As for the wall im still confused a lot of places have walls around it so that isnt a very original concept (no offense) but im still not sure if the vertical wall will work either...:confused:
Tevant_the_Bard

03-26-07, 11:16 PM
well in response to my last reply ive decided to go with the round wall as it looks better on paper. but now i have a new quandry about how big my towns should be. I mean Levingston a main town thats supposed to be really big only has one tavern and frankly after reading about Saltmarsh i feel a bit under confident with my cities so i need help with cities. also im going to provide a scale with the map of Alverdine how big should i make it? Thanks in advance gents!
Yakman

03-27-07, 11:07 AM
You don't need to make Alverdine (the area inside the wall) very big... I suggested something about the size of New Jersey--large enough for adventuring, but there's a ginormous world outside. Make it larger or smaller if you want.

As for town sizes it's up to you, but Gateway should be the largest city as it's the best place to trade.
Tevant_the_Bard

03-27-07, 01:02 PM
yes u mentioned New Jersey before and i do think thats a good measurement. But with gateway what guilds and utilities should i have all the DM's ive played with never got into specifics and there was usually only one tavern
KeshFerrar

03-27-07, 06:22 PM
If the Portal allows for long range travel/planewalking I think the following guilds and groups would be a definite:

Adventurers Guild - a clique for adventurers
Merchant Houses - they use the portal for travel, plus Gateway would be a major trade area
Explorer's Guild - They map and catalog the world; they often hire their services as guides
Churches/Religions - with the proximity of the wall any Inventor cults would congregate to Gateway

I'm not sure what you mean by utilities though...

Hope that helps!
Tevant_the_Bard

03-27-07, 06:39 PM
Haha you read my mind KeshFerrar! All of those guilds are in this camopaign except for the Explorers Guild though that is an interesting concept... One minor detail im not sure i got across is that not a lot of people know about the arches use in extraplanar travel and even if they do know about it only a select few can use it with their will. As for the churches there are a bunch of sects within the church of the Creator which i will explain in my next post because i have to go now!
Yakman

03-28-07, 01:01 PM
If you want to keep extraplanar travel to a minimum--and you do unless you want Sigil: Part Two, the Sequel, then limit access to specific portals. Perhaps wizards have built their towers over them, or they've been walled up and forgotten, (for example, there's a portal to Hell right behind the wall of a hospital, but no one has any idea that it's there....), or many of them were destroyed or don't work any more--nothing better than having adventurers track some cultists who are trying to summon some elder evil from a portal only to find that the portal doesn't work.
Tevant_the_Bard

03-28-07, 02:27 PM
Thats not a bad idea at all the whole cultist thing... So there should just be a bunch of random portals here and there that many people dont know exist? Well I do like that idea by the way what did you mean by Sigil: Part Two, the Sequel?
Yakman

03-28-07, 03:50 PM
Thats not a bad idea at all the whole cultist thing... So there should just be a bunch of random portals here and there that many people dont know exist? Well I do like that idea by the way what did you mean by Sigil: Part Two, the Sequel?
Planescape. Read up youngster.
Tevant_the_Bard

03-28-07, 06:59 PM
Haha I really am a newb what be Planescape? /edit/ Never mind I figured out what it is!!! Yes I like your idea of limited extraplanar travel because I do not want to turn it into another Sigil.
KeshFerrar

03-29-07, 09:06 PM
Haha I really am a newb what be Planescape? /edit/ Never mind I figured out what it is!!! Yes I like your idea of limited extraplanar travel because I do not want to turn it into another Sigil.

And what's wrong with Sigil?! I cut my teeth on Planescape and Spelljammer. ;)

I'd agree that limiting the impact of extraplanar portals is a good thing. But why couldn't you have portals that lead to various places across the world? The Inventors could have used the Gateway as an IntraTemerthia transit station.

It may be a a little much, but maybe it does lead to just a few world locations. Which would make Temerthia far more cosmopolitan.
Tevant_the_Bard

03-31-07, 08:06 PM
yes thats true but I'd like to keep planar gate travel down to a minimum. I actually have a transportation guild and was thinking of some kind of system involving carriages maybe...I'm not sure any ideas
Yakman

04-02-07, 10:42 AM
yes thats true but I'd like to keep planar gate travel down to a minimum. I actually have a transportation guild and was thinking of some kind of system involving carriages maybe...I'm not sure any ideas

personally, I would drop the planar travel idea. it's not necessary, and it just complicates matters. if you want a portal, put it on top of the Arch--in the Betrayer's palace, where the PCs can't get to it until they are badasses and where you don't have to worry about dealing with the economics and demographics of a trans-planar metropol.
Tevant_the_Bard

04-03-07, 04:43 PM
Well the way i saw it was that they couldnt get to it unless a time of great emergency, but thats just me. Now for the carriage idea i wanna create a chocobo type monster or should I just use horses?
KeshFerrar

04-03-07, 06:29 PM
There's a lot of animals that could be draft animals:
oxen, donkey, cows

Horses just happen to be the fastest and most trainable on our world.

If you wan't to keep it simple, go horses. You want to go high tech, go magic. You want to be unique, go with a different creature, but please don't use giant chickens... Make it fit into your world.
Yakman

04-04-07, 11:07 AM
There's a lot of animals that could be draft animals:
oxen, donkey, cows

Horses just happen to be the fastest and most trainable on our world.

If you wan't to keep it simple, go horses. You want to go high tech, go magic. You want to be unique, go with a different creature, but please don't use giant chickens... Make it fit into your world.

Seriously.

Think about how you want your world to look, then think about WHY it looks that way, and then think about if you are shamelessly borrowing from someone else and decide if you want to shamelessly borrow from someone else.

NO CHOCOBOS.
Tevant_the_Bard

06-18-07, 06:37 AM
Wow its been a long while since I posted but I've been very busy with things as of late and still have not been able to play this campaign yet (though I do have an interest list at my local game shop). I have finally finalized everything and will post all the details on here after I type it all up. Oh and by the way there will be no chocobos or any other type of bipedal bird in this campaign.
Yakman

03-25-08, 01:39 AM
Wow its been a long while since I posted but I've been very busy with things as of late and still have not been able to play this campaign yet (though I do have an interest list at my local game shop). I have finally finalized everything and will post all the details on here after I type it all up. Oh and by the way there will be no chocobos or any other type of bipedal bird in this campaign.

not that anyone else cares, but I'm kinda curious about how this turned out. Random thought after a couple of months completely not considering this, but I just had a shock, reminding me about how cool an idea this was for a campaign.