Anderlith
2013-01-18, 06:50 PM
Hi playground, I've been wanting to start a Pathfinder game & I want it to take place in a custom world.
The world was much like normal fantasy worlds, until the Teleportation Circle Spell was invented. In time this "technology" replaced the need for roads & transportation. It created megacities, of wizardly make, sprawling not only across the material plane but others as well, colossal bastions housing thousands of thousands of people, entire neighborhoods expanding into the netherspace between planes with magic akin Tiny Hut, districts that cross into the Plane of Air & more. Magic sustains these mega cities. People are fed & housed with magic. Sanitation, food & water, the whole nine yards. Every lowly commoner lives like a king, no one goes hungry. Large menageries filled with exotic creatures roam vast forests within the cities.
Wizards are the lifeblood of such cities, & anyone with the gift for magic becomes exalted overnight. They go to live in Wizard only districts & study with the most educated & learned beings ever born. In a place where every commoner is treated like a king, a Wizard is treated better.
No one prays to the gods anymore, they have almost faded from this world.
Outside the city, nature has claimed everything. All the big stuff in the Monster Manual lives in the trackless wilderness. Orcs & goblins & mongrelfolk cut out a living in the wilderness, exiled from the shining arcane cities.
Notable stuff from Pathfinder, the Pathfinder Society will be what they normally are (Professional Indiana Joneses) & they explore the wilderness outside the megacities.
The Hellknights hate what human(oid)ity has become, a group of weak willed, weak minded, immoral people not fit for redemption. They are also the only thing close to an army.
The first night of the game I'm going to introduce my players to this idealistic paradise, & then it's going to be completely destroyed.
For plot reasons, the magic holding the multiplaner metropolis that the players are in breaks & tears the city asunder. The players will be with a mass of refuges of people who have never known hardship lost in a primordial wilderness, filled with colossal titans & huge savage dragons. I feel like I won't have much material between being lost in the wilderness, & finding civilization, to get them from level one to roughly level 8-10. I also don't quite know how I can keep the players separate from the refuges enough for them to have adventure, while having them not completely abandon the refuges to die a slow painful death. I'd like you feedback :)
The world was much like normal fantasy worlds, until the Teleportation Circle Spell was invented. In time this "technology" replaced the need for roads & transportation. It created megacities, of wizardly make, sprawling not only across the material plane but others as well, colossal bastions housing thousands of thousands of people, entire neighborhoods expanding into the netherspace between planes with magic akin Tiny Hut, districts that cross into the Plane of Air & more. Magic sustains these mega cities. People are fed & housed with magic. Sanitation, food & water, the whole nine yards. Every lowly commoner lives like a king, no one goes hungry. Large menageries filled with exotic creatures roam vast forests within the cities.
Wizards are the lifeblood of such cities, & anyone with the gift for magic becomes exalted overnight. They go to live in Wizard only districts & study with the most educated & learned beings ever born. In a place where every commoner is treated like a king, a Wizard is treated better.
No one prays to the gods anymore, they have almost faded from this world.
Outside the city, nature has claimed everything. All the big stuff in the Monster Manual lives in the trackless wilderness. Orcs & goblins & mongrelfolk cut out a living in the wilderness, exiled from the shining arcane cities.
Notable stuff from Pathfinder, the Pathfinder Society will be what they normally are (Professional Indiana Joneses) & they explore the wilderness outside the megacities.
The Hellknights hate what human(oid)ity has become, a group of weak willed, weak minded, immoral people not fit for redemption. They are also the only thing close to an army.
The first night of the game I'm going to introduce my players to this idealistic paradise, & then it's going to be completely destroyed.
For plot reasons, the magic holding the multiplaner metropolis that the players are in breaks & tears the city asunder. The players will be with a mass of refuges of people who have never known hardship lost in a primordial wilderness, filled with colossal titans & huge savage dragons. I feel like I won't have much material between being lost in the wilderness, & finding civilization, to get them from level one to roughly level 8-10. I also don't quite know how I can keep the players separate from the refuges enough for them to have adventure, while having them not completely abandon the refuges to die a slow painful death. I'd like you feedback :)