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| Esgay04-25-07, 05:32 PM | Q'barra is noted as being the second most prominent location of ruins frem the age of demons (after the demon wastes of course) the question I pose is what is to be expected from such ruins? Allow me to begin the discussion with some thoughts of my own; The metropolis of Ashtakala in the demon wastes is kept vibrant and alive by powerful illusions, what if a smaller site had similar spells cast upon it that had slowly degenerated over the millenia? Fleeting images of demons and fiends would swiftly lend to tales of the ruins being haunted. portions of the ruin that had collapsed or been destroyed could still appear as new as the day they had been built leading adventurers to a swift demise as they tread on floors that are no longer there or try attemt to gain cover behind a wall that crumbled away decades ago. The illusion of the still-intact ruin wold be made of numerous different portions so a successful will save would not necessarily negate the whole structure. Any long-term inhabitants would however have overcame the illusions before and would have clear view of any interlopers as the stalk the corridors and passageways that have fallen to ruin. Personally I see the archetecture of the Rakshasa to be similar to typical arabian fantasy, pointy domed towers and open archways galore but with a slightly more magical touch. Obsidian slabbed walkways leading from tower to tower, suspended by nothing but magic. large crystal prisms suspended in midair allowing the sorcerous overlords to scry remotely on their slaves from across the continent, howl orders to them and when necessary, make an example of them. The style of the zakya Rakshasas is more functional, nothing is without purpose and many seemingly innocent sculptures and works of art serve as magical turrets or animate guardians. Unfortunately for the common adventurer, thiese pieces have fared the test of time far better than the more aesthetic works of the other Rakshasas. Does anyone have any ideas or comments on these mysterious remenants of a demonic age? What of traps and treasure? The staple of any good adventure, and what of the inhabitants these locations, both ancient and new? A band of lizardfolk could easily move into a long forgotten watchtower and reinforce its already sorcerous walls with primitive structures of their own. |
| Cifer04-25-07, 06:28 PM | Since you're already mentioning arabian fantasy, I'd advise looking for the Prince of Persia games (the modern three) for some beautiful examples of architecture. Especially Warrior Within deals with the deterioration of the place where you are. |
| DarthMidget05-01-07, 02:54 PM | Well I'm not sure any demonic ruins outside of Ashtakala would have a great deal of illusionary magic. The reason Ashtakala has illusionary magic is that the survivors of the Age of Demons created said magic. Ruins outside of the Demon Wastes without such survivors would not have such magic. Of course if such ruins do have illusionary magic you would need to have some sort of compelling reason for that magic. Just because it is an AoD ruin doesn't mean it would have illusion magic. That being said the ideas of adventure in a ruined palace that 'looks' stable are interesting. |
| MetaEidolon05-02-07, 02:56 PM | Personally I see the archetecture of the Rakshasa to be similar to typical arabian fantasy, pointy domed towers and open archways galore but with a slightly more magical touch. Obsidian slabbed walkways leading from tower to tower, suspended by nothing but magic. large crystal prisms suspended in midair allowing the sorcerous overlords to scry remotely on their slaves from across the continent, howl orders to them and when necessary, make an example of them. The style of the zakya Rakshasas is more functional, nothing is without purpose and many seemingly innocent sculptures and works of art serve as magical turrets or animate guardians. Unfortunately for the common adventurer, thiese pieces have fared the test of time far better than the more aesthetic works of the other Rakshasas. In addition, the Demons, ancient and modern alike, were separated by faction even more so than race. I'm sure the factions had different architectural biases, largely in favor of the methodologies of the overlord they followed. Keep in mind too, that a demon citadel would have areas for non-demonic followers/slaves and support systems for the needs of the inhabitants (which may include secret paths that are not affected by illusions, traps, etc). Drawn from Dragon #337 page 70, a small list of overlords and my ideas of the architectural traits their followers may have favored: Rak Tulkhesh (the rage of war), would prefer less ornamental buildings, leaning toward the functional, yet awe inspiring. His citadel may have had walls that towered almost a mile high. Inside the walls, living areas took a low priority to vast mustering fields, training of warriors, and vast forges to churn out weapons for his armies. Avenues wide enough for marching armies are dressed on all sides with trophies of past victories and fallen enemies. A war temple dedicated to his own greatness dominates the center of the city. Eldrantulku (the oathbreaker), made his citadel in the heart of a forbidding mountain range and in the snow-capped peaks of the highest crags he wove a labyrinth of small buildings and secret bridges and passages. The style of buildings are deceitfully simple; statues and art hiding secret doors and traps haunted by foes succumbed and tainted with hate, causing jealousy and distrust to all those who walk the secret ways. Katashka (the gatekeeper) favored large imposing temples of a simple design that evokes his nature; to enter his temple is to come to a world that is neither alive nor dead, yet in between. Undead guardians and servants roam the grounds, and the gates to worlds living and dead. Pillers and walls shaped like tormented souls, skeletons and piles of skulls or bones support the buildings here. Just some ideas. |