| Post/Author/DateTime | Post |
|---|---|
| #1thinkhardJun 15, 2008 14:44:41 | Alkeim Believed to be the first part of the world to be created, Alkeim contains the most advanced civilization known. It is located on the northern pole, within a massive crater. At the bottom of this crater is an abyss rumored to lead to the center of the earth. The city itself takes its name from the massive floating crystal eternally suspended in the middle of the crater above the abyss. With its many cut facets, the Alkeim looks virbrant and pure where the sunlight strikes, and obsidian and foreboding where it is in shadow. As the sun moves around the sky (never completely below the horizon due to the polar location), the reflections and shadows cast from Alkeim have unusual effects. Any place hit by reflected light becomes likened unto the Feywild; powerful magic, lucky occurrences, and springing life fill that region. Farmers toward the outer rim of the crater harvest crops daily during the period that their plot of land is most strongly bathed in reflected. Important social events, local commerce, and arcane rituals in the more urban centers further down the crater follow a similar timing. An area in shadow becomes cold and restrictive, snuffing out weaker life that stays too long in the area. Ghostly apparitions and unexplainable misfortune plague these areas while they become closely associated with the Shadowfell. Because of the daily shifting between light and dark within the crater, sometimes Alkeim is referred to as the “Clock of Creation.” Though most commoners wouldn’t understand this fact outside of experiencing its effects, the poles of the world are tilted in relationship to the sun. This causes Alkeim’s reflections to be broader and more intense on the eastern half of the crater, while shadows having a stronger presence in the western half. “Night” (being in shadow) on the eastern half can still be risky, but if beings stay indoors and take minor precautions, they rarely come to harm. This allows those who stay on this side of the crater to reap the immense benefits of Alkem’s reflections during “Day” with little risk otherwise, so the majority of beings occupy that region. The West becomes safe during its “Day” period. The positive energy of the light only strong enough to drive back the powers of darkness that persist while it’s in shadow. Denizens of the night—Drow, Shadar, undead—sometimes take up residence in this region. Sometimes, even some of the common races find that they don’t quite fit in, through extreme poverty or antisocial tendencies, and find themselves with nowhere else to go. There are vast ruins with an architecture style incredibly different than that found in the East, leading many to wonder if there were two opposing societies surrounding Alkeim in the past. Below the Alkeim lies the crystal abyss that leads directly to the center of the world. It is mostly unaffected by the changes of light occurring in the crater, and is rich with precious metals and unique crystals that can be ground into residuum. There are constant mining operations being run by the wealthy, but of course the depths of the Crystal Abyss has never been explored, and workers are always shocked with the ruins and lurking monsers they periodically discover as their mining moves further and further down. Adventuring in Alkeim The booming East is full of intrigue. It is over-populated, but by no means does it have a struggling economy. Different social groups are constantly competing for control, sending out personal agents willing to risk the dark to do their dirty work. Adventurers can allow themselves to be drawn into the intrigue; they can try to put a stop to the underhandedness or cash in on the numerous crime opportunities. The ruins in the West are rumored to have forgotten treasures, rituals, and supposedly even unique artifacts. It’s quite common that swords for hire explore it during the “Day” and try to beat the shadows back to the safety of the light in the East. Sometimes Drow or other unsavory beings open up limited trade relationships with Easterners, giving opportunity for those foolhardy enough to take up the job as trade escorts. The Crystal Abyss is an excellent opportunity for adventure. Beyond the reward of precious metals and residuum to be harvested, there are constant wars between independent mining operations competing over territory. While merchants may maintain the appearance of civility up in the crater, they let their workers resort to barbarous tactics down in the mines. Ruins of previous battles can be plundered, or adventurers can sell their allegiance to a specific mining company and aide it in the fierce fights that flare up. The most daring will explore uncharted depths, establishing claims on new mining sites or just seeing how deep they can go. Continued Here ^How's all this sound? |
| #2namer_and_shaperJun 15, 2008 14:58:57 | I think it is a really fun and interesting setting. I don't have much to add at the moment, but if people are mining for residuum do their pickaxes have minor magical traits? :D Do the miners die of magic related deaths, something like "Mage-cough"? Have their children grown to become wizards, if only low level ones? |
| #3thinkhardJun 16, 2008 17:12:30 | hmmm those are some intriguing ideas. The crystals only function as risiduum when powdered, but there'd probably be at least small amounts of loose powder from getting the crystals out. Risiduum is magic potential and seems to need rituals to harness it, so I think its safe to say that loose powder would most likely stay inert. Fun to think about though. Does this sound like something worth fleshing out? I was thinking it could be a 1-30 city if it got built right! |
| #4dead_gentlemenJun 16, 2008 18:40:13 | catching on to the crystal idea, what if the powder had ever so slight magical auras, but instead of making mages it made monsters maybe the diggers mutated, or the few that survived the period of labor (maybe a plight for low rank citizens or for citizenship) got monstrous births, a great secret of Alkeim maybe even thrown down the abyss, for brave adventures to fight years later? |
| #5thinkhardJun 16, 2008 19:32:32 | Living in Alkeim While the economy is growing stronger by the day, housing is growing less and less. If one strays too far from the crater, they are affronted with the brutal frosts of the north. Warm-land and Light-land has mostly been settled, so property is incredulously expensive. Most new arrivals find housing in the flop housing at the upper layers of the Crystal Abyss. This affordable housing is merely converted mining shafts that quit being profitable, offering restrictive living with barely any accommodations. The most profitable entry-level jobs in Alkeim are the most dangerous. Working in the mines, running private security, doing criminal work—this is how an adventurer gets rich quick or dies a forgotten death. The city’s social hierarchy is constantly shifting; the street king of yesterday will be forgotten, and the corner produce seller can become the new boss through a strange turn of luck. Those who are fine with a static but stable life might enlist in the military. There has never been a siege on Alkeim in recent history, but the Defenders maintain a rigorous tactical posture year round to make sure it stays that way. There is roughly 1 soldier for every 5 citizens, though most of them spend almost all their time out of the crater walking the Front Line. The truly rich usually spend their assets on trying to gain stability. They buy property, invest in mining operations, or try to get in on the insanely lucrative agriculture on the upper rim. The truly greedy or driven try to invest in the untamed West, trying to find ways to make this inhospitable but unique area turn profit. Those with even bigger dreams send expeditions to the depths of the Crystal Abyss, or try to tame the violently changing politics of the city, at high risk to their mortal lives. Politics in Alkeim The city government is merely a dog and pony show. The weak legislature is constantly unable to pass laws due to law-makers who only support laws that support their own personal goals. The City Magistrate, whoever he may happen to be in a given month, collects an immense stipend, but spends all his time trying to keep the aristocrats happy enough to not have him assassinated. The city guard is rife with corruption, with a tendency to not get too deeply involved in anything that smells of family competition. They keep a realistic perspective; a guard’s live is expendable. Only the most blatant of offenses are ever brought to justice. The military is a strong, well-funded independent source in Alkeim. Being acutely aware of their covetous resources, as well as paranoia about the threats in the West and possibly in the Crystal Abyss, most citizens to support the majority of their taxes being spent on training soldiers and building fortifications. The true political field in Alkeim is the warring families. Bloodlines that have managed to buy a real piece of the commerce are always fighting with each other and trying to maintain control. Contracts honored and violated, closed-door dealings, and plain old cloak and dagger fills the social climate. A man who keeps his word all the time is seen as a fool who lacks ambition. A man who keeps his world none of the time, though, quickly finds he can’t find any partners in business. This philosophy of convenient ethics causes extremely complex negotiations, with both sides seeking as much security as possible. There is one kind of oath that is considered horribly uncouth to break, even when presented with immense reason to do so. The Relic Oath is only available to the most established of households. The parties involve offer each other family heirlooms as security, allowing that they may only have them back upon completion of the deal. Some heirlooms are mundane items such as a dead patriarch’s sigil ring, an ivory comb, or even something as inauspicious as a clump of dirt purported to be the first broken ground in the family estate’s construction. Many heirlooms are magical, anywhere from a scrying stone to a flaming sword. Breaking a Relic Oath is to completely shatter one’s social standing and call down a Household War. The restrained subterfuge that is common place is ignored in favor of horrific street wars. The city guard tries to stop Household Wars, but usually finds itself ill equipped to do so, and just hopes the matter becomes resolved quickly. Continued Here |
| #6thinkhardJun 23, 2008 12:47:20 | [bump] from page 3. |
| #7rentauriJun 23, 2008 13:35:05 | Status of power could be objects that move (either on the ground or in the air) with the sun and to always keep a structure in the light. The larger ones allow mansions of the powerful to live in, also a couple of them may be gaming establishments. As luck and 'wildness' seems to run with the light a some of the rich could turn an area into a Las Vegas-like area. Further some of these moving objects, maybe from fallen nobles, could have moved off and now are endlessly moving with the shadow. Being that the Crystal is not only a source of life, power and protection a state funded group could have been funded to protect the Crystal at all costs. A fanatic cult could be trying to bring down the crystal or wizards (perhaps even a Household) attempting to learn the crystals secrets and even control its effects. Since the Crystal seems to be key to the city this group (Order of the Crystal?) would be near tyrannical in protecting it from all harm. |
| #8thinkhardJun 24, 2008 10:32:25 | Status of power could be objects that move (either on the ground or in the air) with the sun and to always keep a structure in the light. The larger ones allow mansions of the powerful to live in, also a couple of them may be gaming establishments. As luck and 'wildness' seems to run with the light a some of the rich could turn an area into a Las Vegas-like area. Further some of these moving objects, maybe from fallen nobles, could have moved off and now are endlessly moving with the shadow. All of this is excellent! Thanks! |
| #9thinkhardJun 24, 2008 12:19:47 | Organizations and Social Groups of Power Shields of Alkeim: This organization is an elite group of soldiers with the specific task of guarding the crystal. They post a constant watch from around the city to observe those who attempt to approach the Alkeim, and are able to take swift action through a magic beacon communication system. There is a cleric subset of the Shields of Alkeim, bordering on cultic in their study, reverence, and fervor for the protection of the crystal. The Core Houses: There are 3 main families in Alkeim, all related to each other through ancient ancestry and modern marital ties. They have a strong relationship and support each other’s domination of the city, but also act in brutal competition with each other. These houses are the Caelens, Faur, and Maelets. The Caelens are a human household, with a majority claim in the Crystal Abyss on mining operations. The Fuar are a half-elf household, maintaining control of much of the city government. They pass laws that mainly benefit their own varied economic interests and allow the economic domination of the other two families to persist, for a reward of course. The Maelets are an elf household, with almost complete control of farming operations on the upper rim of the crater. The Lesser Houses: These families are almost without number. Whatever scraps of business are left in Alkeim fall to these weaker-bloodlines. A wide range of races have established households within the city, and rarely work together. Many of them try to form mutually beneficial relationships like the Core Houses in an attempt to over throw that dominion, but never quite master the balance of competition and cooperation needed to do so. The Masses: These are the unorganized individuals that fill the streets of Alkeim. They rent land from the Houses, run their operations, rise in favor and fortune, and crash to the earth. They are born in the city, or are those lucky enough to immigrate. Most adventurers are from the masses. The Hall of Iron: This is a military academy. Solderis, watchmen, Shields of Alkeim, or just simple mercenaries train here. The Hall of Iron’s control is measured mainly by the respect it gets among the men at arms. If a revered teacher form the Hall of Iron speaks out against something, it can have sway. The teachers don’t abuse this authority too often, though, or find themselves at the sharp end of an assassin’s blade. Malatrae Dormis: The only wizard guild within Alkeim’s borders, it is simultaneously an Eladrin household and public organization. Practitioners of the Arcane almost always study here, paying unbelievable tuition fees. This is because Malatrae Dormis has immense reserves of Residuum that it offers free use of to its students for the sake of education. This means that most students complete their education in half the time that most apprentices would, leading to younger wizards with less discretion and a stronger sense of entitlement. The Malatrae Dormis philosophy is that magic is the pinnacle of control, so the Eladrin family that runs the school is one of the sources of the wide magic dispersion and “gimme” attitude that fills the city. Ignatus: This is the home of pact magic and thievery. Its existence is widely known, but its location is a guarded secret. Its influence and purposes are hard to measure, but most fear it. Its representatives facilitate death contracts for the aristocracy, and have known ties to darker beings in the West. When thieves and Warlocks finish their training at Ignatus, their minds are magically wiped of its location. Most continue to serve the organization and its nebulous goals, but none remember who their teachers were or how they learned their skills. Apostery: Divine purpose is studied in this ecumenical organization. It runs the city temples, and trains the clergy. Religion has strong personal meaning to the Masses, but is mostly ignored by the Houses. Paladins who study here usually spend much of their time in the Hall of Iron and attend classes and services in the Apostery on the weekends. In the past, bold clergy have stirred the common citizens and weakened the authority of the Core Houses, but have all met untimely ends. The Uppers: This is more a class of citizenry than an organization. The Uppers live in magically floating structures constantly following Alkeim’s reflection. The Core Houses each have their main households floating in such a fashion, but there is one for the Masses and Lesser Houses. This one is called the Aurül, fashioned as a large floating hex of stone and wood. Hundreds of small buildings sprawl over it, containing thriving businesses, gambling houses, and places of leisure. Permanent residents are rare, being mainly establishment proprietors and especially rich members of the Lesser Houses who purchase small apartments. The Darklings: Either through design or flaw, some of Alkeim’s floating structures rotate in permanent shadow. They are inhabited by especially dark entities, some of which come directly from the Shadowfell. The Darklings leave their homes on occasion and make contact with the world below. These encounters are almost always malign. The number of Darkling structures is unknown, because they drift close to the crystal in its black shadow and are invisible to the naked eye. Some people deny their existence, attributing despicable acts blamed on Darklings to Western invaders and particularly vile members of Ignatus. |
| #10rentauriJun 24, 2008 13:06:10 | A Couple Dungeon Hooks, maybe they can help: Lost little Lamb: Recently one of the Floating Structures, a Darkling as they are called, came into the light. What is curious is the Darkling now rotates with the light with exactly fifty percent of it uncovered. One of the Core House has the a underling hire the players to access the Darkling (they may or may not need to bypass the Shields of Alkeim). The adventures are asked to explore and map out the Darkling as well as to clear it of any unsavory beings that would happen to currently live there. House of Shadows: Both the Malatrae Dormis and Ignatus have started to hear rumors of a ruin in the west called the House of Shadow. It seems that a ruin, when the full force of the Crystal's shadow settles on it, returns to its former glory as a manor befitting a leader of a Core House. What is causing this and how is it possible but more important who is fueling this to be done? |
| #11thinkhardJun 29, 2008 19:05:30 | A Couple Dungeon Hooks, maybe they can help: Like them. Oh, and a Darkling is the name of the beings who live in the dark floating structures, not the structure itself. But yeah, I like seeing how other people interpret my work! More adventure hooks would be appreciated from those who want to post! And any other contributions are welcome, of course. |
| #12thinkhardNov 23, 2008 0:13:39 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Thinking about playing this with my friends. We had someone else try to DM it for a one shot. Things went OK. |