Results 601 to 628 of 628
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2011-08-12, 09:56 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Agreed on the hivemind, and good spelling catch. You can really tell when I make material while tired. My spelling/grammar goes to hell.
Oh. Um...
*whistles*
Okay. How do other races react to the idea of a hivemind? It is a fairly alien concept, and I could see some reacting with fear, some with acceptance, etc etc. Any ideas on how specific cultures react?
Intolians dislike the idea (dirty short hive nonhumans uuugh) in general. The idea of giving your mind to someone else is repugnant.
Khavghotani dislike the idea, on the sheer basis of a loss of individuality. They feel that a hivemind detracts from the free spirit and nature the goblinoids hold so dear (the fact that it really doesn't do that doesn't seem to matter).
Alykandorians dislike it, for the same basic reasons as the Khavghotani, and because they fear a loss of security (after all, someone else in their minds means they aren't as secure as they once were).
Orlyndolians, surprisingly enough, dislike the hivemind, but more because it actually uses a lesser form of telepathy than any real hate of the idea. Illithid telepathy is far more powerful and advanced than dwarven telepathy and since the hivemind works with the latter, not the former, to illithids it's fairly unsettling. Still, they tend to regard the concept with mild interest and most illithids would try it at least once, just for the experience.
Trepek are neutral, seeing it as merely another useful tool in daily life.
True elves react poorly to the suggestion, but given their wild and untamed spirits, that's not surprising.
But people know that there is dangerous wildlife under the ground? Or is that only things that few specific individuals know about? Because I could imagine that being pretty terrifying, and since it reaches into the other side of the planet, it could (potentially) be a way for the Qualnargon to reach the mortals.
Oh man, that sounds like a fantastic adventure idea. A group of characters are hired by a rich patron to delve into the depths of Z-R and document what they find.
Not too bad. I haven't really had any time, and I definitely won't be getting the fluff done for a while, since I am really busy this weekend, and I still have to write an essay for the scholarship I got to go to Japan with, and I have to prepare for school next year, where I am going to college during highschool, so it is really busy in general. However, this is really my only project right now, so it shouldn't be too long.
I've been considering setting up an Obsidian Portal wiki page for the setting (and for any games I might run in the world). If I do so, would anyone have an interest in such a thing?
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-12, 10:39 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Same here.
I expect an answer sometime. I just wasn't expecting to stump you.
I see. Is that opinion supported by the church? Speaking of which, just thought of this, does the Intolian church have scriptures? Holy texts?
Interesting.
Another interesting idea. Are they similarly afraid of telepathy?
How does the Illithid telepathy interact with the dwarven hivemind?
Of course.
Of course.
Interesting. How do people (in general, of course) react to those select few people?
I guess not. Still, I am almost halfway done with the abilities themselves (this is why I love working with material that already has abilities; transferring said abilities into 3.5 is my only job). The fluff is going to be the harder part. I am thinking of posting one version, with the Z-R fluff in this thread, and another version with more general fluff in the main homebrew thread.
What is Obsidian Portal?
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2011-08-13, 12:38 AM (ISO 8601)
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- Jul 2008
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Well, the dwarves would look down upon a dwarf/true elf pairing, simply because the resulting child (if there even is one, biological compatibility in Z-R is not what it seems to be elsewhere) would almost certainly be excluded from the hivemind.
The true elves would likewise frown upon such a liaison, because it reminds them too much of the Schism of ancient days. While the Schism was based on technological grounds, there are parallels that can be drawn between that event and an unusual biological pairing (what if a child is produced? What if there are more of them? The race could fracture *again* and that's not acceptable).
I see. Is that opinion supported by the church? Speaking of which, just thought of this, does the Intolian church have scriptures? Holy texts?
Also, dear god yes they do have scriptures, texts, hymns, all that crap. Each of the ten deities has their own such writings.
Another interesting idea. Are they similarly afraid of telepathy?
The hivemind is not like that. A dwarven hivemind is communal and two-way, with feelings and impressions moving both ways at all times.
How does the Illithid telepathy interact with the dwarven hivemind?
Dwarven telepathy, by contrast, is "incomplete". It transmits only emotions, sensory impressions, and perhaps visual images. Dwarven telepathy is very weak and easy to decode. Since it sends things that everyone can understand with no effort, it transcends language barriers, but it's very basic and doesn't give the full picture.
Hiveminds, being based on this "lesser" telepathy, can't interpret illithid telepathic communication. In fact, too much from the illithids can overwhelm and disrupt dwarven hiveminds. Sages theorize that the dwarves only developed their talents recently and so their telepathy is weak, compared to the illithids, who've had thousands of years to hone their mental power.
Interesting. How do people (in general, of course) react to those select few people?
I guess not. Still, I am almost halfway done with the abilities themselves (this is why I love working with material that already has abilities; transferring said abilities into 3.5 is my only job). The fluff is going to be the harder part. I am thinking of posting one version, with the Z-R fluff in this thread, and another version with more general fluff in the main homebrew thread.
What is Obsidian Portal?
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-13, 12:54 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Interesting. Has there been a historical precedent for this kind of thing?
What is the Schism?
How do other races (the above ground ones) view cross racial love?
Do they view them as such an abomination that they should be destroyed, or simply not care enough?
Interesting. Are they commonly used among peasants or "the common man" so to speak? If not, who uses them most commonly?
Interesting. Does all telepathy (besides the hiveminds, obviously) work that way?
Interesting as well. Does all telepathy work like the illithids, where it requires a language that both creatures understand in order to communicate? Similarly, does all telepathy have that effect on the hivemind, or is the illithid telepathy just especially strong? Are there any mechanical differences between illithid telepathy and other forms of telepathy (the non-dwarf forms, that is)?
Makes sense.
My main problem as of right now is the reloading stuff for the firearms. I am not too sure how it really works, and as such don't really know how to make abilities for it.
Coolio.
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2011-08-13, 01:10 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
For half-breeds between Lattice races? No.
What is the Schism?
How do other races (the above ground ones) view cross racial love?
Also, define "race". Inter-goblinoid relations are fine, since they're genetically compatible (due to coming from the same stock originally; children are one or the other, not half-breeds).
Do they view them as such an abomination that they should be destroyed, or simply not care enough?
Interesting. Are they commonly used among peasants or "the common man" so to speak? If not, who uses them most commonly?
Interesting. Does all telepathy (besides the hiveminds, obviously) work that way?
Interesting as well. Does all telepathy work like the illithids, where it requires a language that both creatures understand in order to communicate? Similarly, does all telepathy have that effect on the hivemind, or is the illithid telepathy just especially strong? Are there any mechanical differences between illithid telepathy and other forms of telepathy (the non-dwarf forms, that is)?
As for magical telepathy's effect on dwarven hiveminds, yes. It is disruptive. Of course, you can always just not use it with the hivemind.
My main problem as of right now is the reloading stuff for the firearms. I am not too sure how it really works, and as such don't really know how to make abilities for it.
Coolio.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-13, 01:40 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Okay.
Sounds familiar, but I don't remember any specific time. Since I actually read the True Elf section, I know it isn't in there, so please don't blame me for things that are really old that I haven't been thinking or hearing about lately. My memory isn't that amazing.
Several reasons; a) there will be players who will want to roleplay that kind of thing. And in some cases, it will be entirely within character. If there is no precedent for how they are treated by society, the DM will have to come up with something probably spur of the moment, which means less thinking it out, less logic involved, more and more confusion and multiple ways that they are treated by different DMs. b) it is an interesting topic that I think should be discussed, since it will come up for players more than likely, and that means that us talking about it now will help you decide your stance on it, which will help said players who decide they might want to play this in the future. c) to reiterate above, it is an interesting topic. Forbidden love is a very common narrative device, and I could see some cultures going one way about it, some going another, some not caring at all, some already having a precedence for it. But you are the creator, and as such I want to hear your opinion on it since you are the one who has the most first hand knowledge with these cultures, and you are the only one who can tell for sure how you think it will go.
Good point.
Interesting.
What about racial telepathy that is not magical in nature? I am fairly sure it occurs somewhere in a creature or race.
So magical telepathy functions in the same way as illithid telepathy, with the bursts of incredibly dense information?
I think you did, but having those rules work with the class is... interesting. I am trying to make it work with all ranged weapons, and not just guns, since that is the way they are described in the book, and it makes mechanical sense as well, but the reloading thing is really frustrating, because they are described as being able to reload quickly, and I want to make their abilities more effective than the norm, but its difficult sometimes, especially when a higher level ability I am working on is eclipsed by a feat. I think I found a solution while typing this out, so... thanks?
Well, there seems to be a sizable source of people on the site itself, so that might not be a problem?
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2011-08-13, 01:50 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
More than I'm grouchy cause it's nearly 3 AM here. 'snot you, 'sme being tired.
Several reasons; a) there will be players who will want to roleplay that kind of thing. And in some cases, it will be entirely within character. If there is no precedent for how they are treated by society, the DM will have to come up with something probably spur of the moment, which means less thinking it out, less logic involved, more and more confusion and multiple ways that they are treated by different DMs. b) it is an interesting topic that I think should be discussed, since it will come up for players more than likely, and that means that us talking about it now will help you decide your stance on it, which will help said players who decide they might want to play this in the future. c) to reiterate above, it is an interesting topic. Forbidden love is a very common narrative device, and I could see some cultures going one way about it, some going another, some not caring at all, some already having a precedence for it. But you are the creator, and as such I want to hear your opinion on it since you are the one who has the most first hand knowledge with these cultures, and you are the only one who can tell for sure how you think it will go.
Intolar regards all humanxanythingelse relations as forbidden, and in fact regards such liaisons as a betrayal of the Empire and of humanity. As you can imagine, that doesn't go down well.
The Khavghotani don't care really. Note that between goblinoids, there's no issues genetically, since they all came from the same stock. However, there are no half-breeds, any offspring are one or the other race, randomly determined.
The pale elves dislike interspecies relations, but won't actively move against it. It's more frowned on than anything else. Think 1960s interracial relations in the United States. Most folks accepted that it happened, but didn't really approve of it (regardless of our opinion on that era's ideas, that's what it was like). Same deal with Alykandor. They accept that it happens, but don't condone it.
Illithid reproduction is non-sexual and illithids cannot engage in sexual relations, so they have no opinion. Same with the trepek.
What about racial telepathy that is not magical in nature? I am fairly sure it occurs somewhere in a creature or race.
Outsiders are confined to the Planes, remember? They're irrelevant for such discussions.
So magical telepathy functions in the same way as illithid telepathy, with the bursts of incredibly dense information?
I think you did, but having those rules work with the class is... interesting. I am trying to make it work with all ranged weapons, and not just guns, since that is the way they are described in the book, and it makes mechanical sense as well, but the reloading thing is really frustrating, because they are described as being able to reload quickly, and I want to make their abilities more effective than the norm, but its difficult sometimes, especially when a higher level ability I am working on is eclipsed by a feat. I think I found a solution while typing this out, so... thanks?
Well, there seems to be a sizable source of people on the site itself, so that might not be a problem?
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-14, 09:15 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Okey-dokey. *snicker* You said "snot," teehee.
Interesting. Has there been a history, or no (since it is so obviously forbidden?).
I wasn't talking about hoo-ha, dude, I was talking about love. I honestly doubt many DMs will allow that kind of thing to happen in their game, but love itself is an interesting character facet that can be explored maturely and with
dignity for all parties. I was wondering more about the societal implications of cross species love, rather than cross species hoo-ha. Sorry if I didn't convey that very well.
Interesting.
But what about love itself? Like, do the illithids just not feel that emotion? Were the trepek just not designed with that level of emotional involvement?
I thought there was another monster that had a more mundane telepathy. Oh well, probably thinking of a monster I made.
Interesting. Is it just as difficult for creatures to understand? Are there any mechanical aspects to mirror this flavor?
No problem.
Ah. Well, telling them that using it is in their best interest for any campaign involving the setting should be all it takes, and if they don't use it, then it is their fault. And honestly, I would prefer as a player to discover things about the setting on my own, rather than from a wiki.
Also, do you have any representations of Dwarves, images perhaps? Anything that you thinks matches them best? Because I am writing the Hivemaster class right now, and I can't find a good picture of them. Similarly, are there any physical descriptions for the true elves or dwarves, or any of the other races?
Also, are there going to be Dwarf and True Elf specific base classes? Because I am trying to figure out the entry classes for the Hivemaster Prestige Class, and I have just no idea at all.Last edited by unosarta; 2011-08-14 at 10:21 PM.
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2011-08-14, 10:52 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Isolated cases, but realistically, no.
I wasn't talking about hoo-ha, dude, I was talking about love. I honestly doubt many DMs will allow that kind of thing to happen in their game, but love itself is an interesting character facet that can be explored maturely and with
dignity for all parties. I was wondering more about the societal implications of cross species love, rather than cross species hoo-ha. Sorry if I didn't convey that very well.
2. I am aware of what you meant, and stand by my statement. The Khavghotani don't care. As far as they're concerned, it's "live and let live" territory. I only mentioned the genetics because with the goblinoids it's actually a viable question (given their curious racial origins, someone was bound to ask if they can interbreed without issues).
But what about love itself? Like, do the illithids just not feel that emotion? Were the trepek just not designed with that level of emotional involvement?
Trepek have been known to develop complex emotional reactions to events and individuals, but again, with a lack of reproduction, they've little reason to feel love. Camaraderie, sure, love, less so.
I thought there was another monster that had a more mundane telepathy. Oh well, probably thinking of a monster I made.
Interesting. Is it just as difficult for creatures to understand? Are there any mechanical aspects to mirror this flavor?
I'd looooooove to have mechanical tidbits for all that, but it just doesn't add enough to matter.
Ah. Well, telling them that using it is in their best interest for any campaign involving the setting should be all it takes, and if they don't use it, then it is their fault. And honestly, I would prefer as a player to discover things about the setting on my own, rather than from a wiki.
I'll talk to the prospective players and see what comes of it. If it happens, I'll let people here know.
Also, do you have any representations of Dwarves, images perhaps? Anything that you thinks matches them best? Because I am writing the Hivemaster class right now, and I can't find a good picture of them. Similarly, are there any physical descriptions for the true elves or dwarves, or any of the other races?
Also, are there going to be Dwarf and True Elf specific base classes? Because I am trying to figure out the entry classes for the Hivemaster Prestige Class, and I have just no idea at all.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-14, 11:17 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Makes sense.
I know, but I don't want to gain any ire from mods and stuff for discussing topics otherwise off-limits, even in this context.
That is also interesting.
Would it not be possible at all for an Illithid to be able to feel love, even without the reproductive need? OH MAN, I WOULD LOVE TO EXPLORE THIS IN CHARACTER. I never post in all caps on this forum. That shows you how excited I am for such a character concept.
SEE ABOVE.
Okey-dokey.
Yeah, I can understand that.
Excellent point.
Yeah, it was kind of frustrating for me, since "Dwarf Mindbender" would work pretty much exactly as I imagine them, but there are no good results for it anywhere. :frustrated:
Okay. Caster seems like it would work, and makes sense. Do the dwarves use psionics? Because that would be another good entry point.
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2011-08-14, 11:41 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
I doubt they mind. If they do, they can let us know.
Would it not be possible at all for an Illithid to be able to feel love, even without the reproductive need? OH MAN, I WOULD LOVE TO EXPLORE THIS IN CHARACTER. I never post in all caps on this forum. That shows you how excited I am for such a character concept.
SEE ABOVE.
Trepek, unlike the illithids, don't even have a method to experience what they're missing. It's not that they couldn't, but that they have nothing to compare it to and so wouldn't know love if it came up and smacked them in the jaw. I see no reason why a trepek couldn't develop a more nuanced emotional awareness though.
Yeah, it was kind of frustrating for me, since "Dwarf Mindbender" would work pretty much exactly as I imagine them, but there are no good results for it anywhere. :frustrated:
Okay. Caster seems like it would work, and makes sense. Do the dwarves use psionics? Because that would be another good entry point.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-14, 11:47 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
I suppose.
Still, it would be absolutely fascinating for an illithid character, especially if he worked a lot with people who did feel really intense and really passionate love, and wanted to understand their emotions. Even in a scientific experiment sort of way, it could be absolutely fascinating.
What do you mean "aren't biologically designed"? Like, their minds cannot handle intense and overwhelming emotions in general? I guess that sort of makes sense.
It could be interesting for a trepek character, though. Given that they are at the very least sentient, one could imagine a trepek wondering what they are missing out on. That could make for some interesting character development, introspection, etc etc.
Good plan.
Maybe I should do another dual entry?
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2011-08-14, 11:56 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Good thing to explore in play.
What do you mean "aren't biologically designed"? Like, their minds cannot handle intense and overwhelming emotions in general? I guess that sort of makes sense.
The illithids were crafted to not feel certain emotions judged dangerous, such as love, hatred, rage, any emotion so extreme that it can override logic and intellectual decision. Now, that was over 50,000 years ago, so the work of those ancient sorcerer-kings has degraded over time, and the possibility of illithids experiencing such powerful emotions has begun to reemerge, but just barely.
It could be interesting for a trepek character, though. Given that they are at the very least sentient, one could imagine a trepek wondering what they are missing out on. That could make for some interesting character development, introspection, etc etc.
Maybe I should do another dual entry?
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-15, 12:41 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
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2011-08-15, 01:35 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-15, 01:39 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
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2011-08-15, 01:50 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Mostly, there's little reason to tell anyone else. It serves no purpose, and most illithids don't even care about their past THAT far back. As far as they know/care, they evolved from cave-dwelling psionic squids that eventually gained a kind of symbiosis with some now extinct humanoid. Note that this is actually true, it's just where/when it happened that isn't.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-15, 01:54 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Wait, so if they were seeded deep in the core of Z-R, what happened when half was blown away? Were they already released by that time, or did a large number die? In addition, were they seeded in the areas of the middle or upper lattice, or closer to the actual core, where Nidhogger would be?
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2011-08-15, 02:11 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
On the timeline, they were seeded around -15,000 OM. There were one or two survivors of the Sundering (the event that destroyed their planet and created the Tears of Life in -41,000 OM). Those few sorcerer-king survivors boded their time and waited for the right moment to act. The Fathers entered hibernation, the Cataclysm occurred, and the sorcerer-kings knew the time was right. They used the remnants of their technology and magic to seal away a created set of illithids in a cavern in the Middle Lattice, beneath what is now Orlyndol. These illithids were programmed with memories, a society, everything they'd need to never suspect their true origins. The great work done, the surviving sorcerer-kings faded away, pleased that their legacy lived on. Today, none of the original illithids are awake, and only two even live (both found a way to cheat death, one via magic and the other technology, but neither are active due to their great age).
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-15, 02:20 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
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2011-08-15, 02:32 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-16, 07:44 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Gogo double post heresy! I've been thinking (dangerous, I know) and was curious if a more full description of each race, ala PHB would be useful. If so, please lemme know.
Also, I've been pondering ways to get this project some fresh attention. Any ideas on that front?
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-16, 09:14 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
An in-depth racial guide would be great, especially for eventual DMs. But as for gaining interest, I'd recommend posting in the regular Homebrew design area since a lot more people visit that part of the site than do this sub-subsection.
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2011-08-17, 06:37 AM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Yeah, +1 to the above. Full-on racial guides make the races come more alive, and we can see something about their society, distinct from what it says in the country information. Especially pertinent when it comes to the Khavghotani. For more interest, I think that making a thread with the different racial stats and fluff in the normal homebrewing forum, with a link back here, would probably generate the most interest. Possibly another thread for the weapons, later on.
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2011-08-17, 08:33 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Since you are deviating signifiacntly from the standard D&D races, yes, I would do an entire write-up, with fluff and crunch.
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2011-08-18, 07:00 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Yay for fourthing the race description thing. It would be handy for if I DM another game in this setting.
"Ivanova is always right. I will listen to Ivanova. I will not ignore Ivanova's recommendations. Ivanova is God. And if this ever happens again, Ivanova will personally rip your lungs out. Babylon Control out."
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2011-08-18, 08:03 PM (ISO 8601)
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Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
Another? You ran one already?! I haven't even done that! How'd it go?
Also, Races of Warfare is up.
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2011-08-19, 12:09 AM (ISO 8601)
- Join Date
- Jan 2010
- Location
- In the midst of grues
- Gender
Re: [3.5, Campaign Setting] Traveler's Guide to Zaaman-Rul!
It went quite well, until the end. The player was an Intolarian non-xenophobe who had robbed from the Resistance and then was sent on a quest to unite the tribes of Khavghotan so they could overthrow the Intolarian government, because they thought it was hopeless quest, any who would attempt it would perish, etc, etc. He and his trusty trepek wizard companion went off to a very small goblin tribe and the fighter challenged the leader to a fight for control of the tribe (this was before I asked about humans gaining control of a Khavghotani tribe, so it's a little off from what should have happened. Oh well) He won the battle and gained control of the tribe. His first order was for a great feast, with cinnamon rolls (They were not very tasty, but again, whatever)
After a month or so of being leader of the tribe, he had conquered a kobold tribe by lighting the darkfire on fire and had also ambushed an Intolarian warband with heavy losses returning back from an attack on the devoted of the Hurd. The goblin cleric/shaman had heard that the mighty Rain Bow had reappeared and told about a riddle "Where the 2 ends of the rainbow meet, Such-and-such place can be found (I forgot the name of the place )"
He, the wizard, the cleric, the monk, and 4 rogues find the pieces of the Rain Bow and connect them, when they are transported deep into the Lattice. They arrive near a power collection station, which collects the mana in the air/ground/water, just like the one from Gunnerkrigg Court. Some loot can be found by pressing the buttons in the station, which are in an unfamiliar language. The players tried to walk away from the station, but an illusion was in place designed to keep them where they were. A power cable connecting the station to somewhere else transported the power, and was immune to spells. Eventually they figured out to walk along the cable to the wizard's tower of DOOM.
After triggering some traps and outsmarting others, the Pc's got to a Goblin's trap like the Finger's one, except with a sea cat instead of Fingers. 2 of the rogues died, but they got the key for the door and came into a natural cavern with the bodies of several dead goblins with crossbow bolts sticking out of them. The trap was not the bolts shooting from the walls, but the goblins. If their bodies were disturbed at all, their shadows would come and attack the disturbers. A little before this point, the fighter's little brother had joined the game and took control of the trepek wizard. The fighter took affront at the wizard suddenly starting to countermand some of his orders and attacked him. While under attack from the shadowy goblins. Yeah. The campaign kinda've ended after that.
The setting worked very well and was fun to DM in. I just wish all my players weren't always infighting. Gar. Evil family relations. Well, that was longer than anticipated.Last edited by Zetapup; 2011-08-19 at 12:12 AM.
"Ivanova is always right. I will listen to Ivanova. I will not ignore Ivanova's recommendations. Ivanova is God. And if this ever happens again, Ivanova will personally rip your lungs out. Babylon Control out."