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  1. - Top - End - #1
    Dwarf in the Playground
     
    RedWizardGuy

    Join Date
    Dec 2018
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    Default The Continental Archipelago (what I have so far). Opinions please.

    what follow is a series of essays to note the basics of the my of yet. unnamed world.
    There is some repetition of ideas, but this is a first draft, so bear with me...at least I used a spell checker.
    The idea came to me when I saw this picture:

    There are no continents, just massive continental archipelagos. The players will need to get a ship, and very expensive magic items will be available to purchase for their ships (Spell Jammer like, just without flying ships).

    This is very similar to my starting island of Bannick. (I will be commissioning new art for my game through the artists at Deviant art)

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    continental archipelago
    A thousand years ago a great meteor crashed into the planet. It should have been a extinction level event but it was not. The continents shattered into millions of islands, but no buildings fell, no land was submerged, and no one died. The distribution of land is the same as it was before, two thirds water and one third land. The land is now a continental sized archipelago. The ocean between the islands is shallow: 60 to 150 feet.

    The meteor brought magic to the land. Mundane items became magic. Clerics could cast magic, and so could a multitude of other people. Different races appeared, and terrible monsters arrived. Odd ruins appeared as well from no know civilizations.

    Every island has a fresh water source, this is just the new magical rule. The animals that could not fly, immediately began to diversify into unique island species. Odd magical effects appeared in places, sometimes encompassing entire islands. Weather may be radically different from island to island. Odd Creatures like Flying Rabbits and amphibious goats can be found here. The magic rules will even restock monsters so even civilized islands need to keep on their toes.

    Aquatic life immediately took advantage of the shallow continental seas. Coral reefs sprung up over a mere two or three years. Merefolk, sea elves, and all the sentient races also moved into this magical new space.

    Every city found it self on an island. Mayors became kings. No island had every resource it needed, so sailors took to the seas. Trading companies wielded great power. And with all the wealth to be had, pirates became legion. Slavers plied the water at night…soon every city built walls to protect themselves. Debtors and criminals could flee to other islands with ease. Small uncharted settlements are everywhere.

    There are so many millions of islands in the continental archipelago, it is nearly impossible to map. Navigators are skilled men who ply the crowded seas by landmarks and the stars. Navigation is an INT skill that must be purchased. Sailors are an everyman skill like fishing.


    The peoples of the archipelagos

    ALL PH races, plane touched, tabaxi. Other races will need approval, but being an evil DM, I won't likely approve.

    Humans are everywhere. All the races of the core rules book are here. Dragon born have a few city states to call their own. But mostly are spread across the archipelago.

    Halflings: these are the chosen of Cheantea. They are blessed by her with prosperity and luck, especially with farming. Weeds will not grow in a halfling farm. Insects will not attack halfling farms Yields are always larger. For this reason, most cultures welcome halflings living in their midst.

    Elves and dark elves both have nations here. The dark elves never went underground, and look exactly like the elves. Dark elves are known slavers and that is often the only way to tell them apart. They will war with one another. Dark elves have all the magical traits from the players handbook but not the light sensitivity.

    Half elves are a race unto themselves. Their numbers continue to grow as elves of both types continue to mingle with humans. The greatest number of half elves are found on the island nation of Caspar, a nation founded by escaped slaves.

    Tieflings are now a race on their own. They are still half human but one island was cursed and all the inhabitants are tiefling. They do not suffer any real prejudice here in the world.

    Goblins come in two varieties. Feral and civilized. A civilized Goblin can be found in any city. Feral goblins are the classic DnD types, raiders who produce nothing. Civilized goblins are a player race.

    Hobgoblins look like beautiful green half elves. They have all the grace and beauty of a half elf but are ruthless and cruel. They are militaristic conquerors and slavers. Their charisma charms ambassadors and kings. All the CHA classes can be found amongst them. But warriors are the rule. They refer to themselves as “High Goblins.” Bug Bears are only found as shock troops from the Hobgoblin nations.
    No avian or flying races can be found in this world. Other races can be assigned by the DM as an option.
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    THE CONTINENTAL ARCHIPELIGO: The world in brief.
    The world has no continents, its ALL islands. It remains earth-like with 2 thirds water and one third land. 1000 years ago a comet struck the world. It should have been an extinction level event, but no one died. No buildings fell. Instead the continents broke up into millions of islands. The nations fell, and every city found itself on an island becoming a kingdom/city state. In the interior of the Continental Archipelago, many people will never have seen an endless ocean like we can. Their world is a sea of islands.

    The oceans are shallow ranging from between 60 to 120 feet deep. All manner of ships ply the waters. Caravels, Viking longboats, Greek and roman style ships, all the way up the great clippers. A recent development was the discovery of elemental drive ships. These ships use entrapped water elementals to drive a ship without sails or oars.

    The comet brought magic to the world…the magic of today is the result of a thousand years of study. Temple priests were the first to discover that they had magic. Religious relics and family heirlooms blazed with magic as well. Within a decade schools of magic opened and the classes of magic were defined and published. Every king needed a mage. Every military needed magic artillery. Even 1st level mages could cast endless Firebolts. Companies and colleges of Warlocks opened within that first century.

    Along with the magic came monsters and the monstrous races. The intelligent among them arrived knowing how to build ships. Orcs and goblinoid raiding parties became an immediate threat. In the thousand years since, they have spread across the seas. The draconians also arrived at this time but threatened no one, wanting to build their own colonies.


    1) Islands. The continent broke up into millions of islands. Accurate maps are impossible. Magic affects each and every island.
    1) Every island over an acre in size has a source of fresh water.
    2) Climate can change dramatically from island to island. One island can be tropical and the next arctic. Some larger islands can be divided by opposing seasons, summer on one side and winter on the other
    3) No buildings fell when the comet hit and most ruins are magically in good shape today. Ruins are everywhere – even ruins with no historical reason to be there. The Lord of knowledge decreed that no books shall decay, and unless they have been burned, they are still intact. Pre-Cataclysm books are treasures in themselves.
    4) Animals immediately began evolving into island specific forms. Winged rabbits, amphibious goats can that swim for miles between islands, and pegasi appeared at this time. Some islands seem to restock monsters and prey animals after they have been wiped out. Even a civilized island could have a monster mysteriously appearing in the night…

    Pirates: are legion. The unchartable nature of the Continental Archipelago gives haven to pirates and slavers of every sort. What’s worse is that most every debtor and petty criminal knows if he can just sail to another island, his crimes will not follow him. There is no such thing as a birth certificate or ID for a vast majority of the population.

    Pirates and slavers are the reason pretty much every settlement of size is walled (if with nothing more than a wooden stockade). Every ship at sea is armed for this very reason as well. Adventurers are often hired or offered free passage on merchant ships.

    CITY STATES
    The vast majority of kingdoms comprise one island with one city. Because of the threat of pirates and slavers every city needs a standing army, and at least a few naval ships.

    Empires. There are two human empires. One is based on the expansive British Empire, controlling 2000 islands. Their fleets are impressive. They play as both the good guys and the bad guys. Their expansion is kept in check by the other human empire.
    The other is yet to be determined. But it should be a good match for the brits above. I want it to be mysterious and unknown to the PCs with possible necromantic and cannibalistic aspects…something very strange that the PCs will need to explore…or avoid.
    There will be an elven empire…but they will also have many independent kingdoms as well.

    House rules:
    1) Undead created by Animate Dead are under the caster control permanently. All other limits in the spell will apply.
    2) Clerics of Orcus can be found in many port cities. They use Animate Dead to make skeletal sailors, oarsmen, and soldiers. They also make amulets that transfer control of these dead to the wearer (even paying families or the cities for the penniless dead). They will make deals with the poor and desperate in exchange for their bodies after death.
    3) Necromancers are not killed on site unless they profane grave yards, or walk around town accompanied by the dead. Toleration, not acceptance. Most Necromancers do not advertise their specialty.
    4) No flying races exist in this world. Classes that get wings later (like a dragon sorcerer at 14) are allowed.
    5) Unlike the DM Guide rules, a potion of youth WILL extend your life span.
    6) Sailing skills are an everyman skill.
    7) Halflings wear shoes in this world, they do not fear water. And they are pretty much found everywhere.
    8) Racial stat bonuses: The +2 stays the same. The +1 can go to any stat you choose.
    9) Starting stats: I do not use the standard array. Use these instead:
    17, 15, 14, 13, 10, 8. Arrange to taste, and then apply racial bonuses. Understand that villains will use these as well.
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  2. - Top - End - #2
    Dwarf in the Playground
     
    RedWizardGuy

    Join Date
    Dec 2018
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    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    The world.
    Deities: all moderate to major temples make and sell a limited stock of healing potions. These sell for 50 gold and heal 2D4 +4. The big temples mass produce these. Superior potions of course, cost more.


    Elemental Lords of Creation (Pantheonic Temples)
    Priests can be of ANY alignment. They also have access to spells of one elemental school of their choice. Many take the elemental adept feat.
    Air
    Fire
    Earth
    Water

    This is a pantheonic faith that venerates primordials from the four elemental planes. The primordials are not named, but are worshipped together as a whole.

    This is a faith that venerates beginnings, inventors, great projects. and of course, the elements. Temples always have one or more pinprick openings to the planes

    A pantheonic cleric can chose a domain from one the four elements. For example, fire gets a free cantrip, the player chooses any of the fire based cantrips from arcane or divine sources. Further they can add their wisdom bonus to their chosen element’s damage. Many take the elemental adept feat.
    Primordial is a free language of every pantheonic cleric. Genies are not considered holy, but are just blessed with the ability to live in the Elemental chaos.

    LG
    The Lawgiver: Law, judgement, courts, loyalty. Leader of the Pantheon.
    Moradin: The Forge, Artifice, Hardwork, patron of the dwarves
    Justinian: Lord of medicine and healing, patron of the poor, charity
    Bahamut: patron of Good Dragons, Draconians and kobolds. Among men he is the protector, the good sentinel, the faithful guard. He is venerated by good dragon’s blood sorcerers, many paladins, and by good people yearning for freedom and justice.
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    CG
    Shea Luna: Beauty Art Love, the Moon CG (Uses Charisma as spellcasting stat), patron of the elves
    Garl Glittergold, gems, jewelry, miners, invention, patron of gnomes
    Apollo: Music, bards, performers, the sun, Light.
    Beren: Song, revelry, taverns, friendship, comradery/brothers in arms, adventurers, good beer and ale, brewers.
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    NG
    Chauntea: Agriculture, family, home and hearth, patron of the halflings
    Silvanus: lord of the wild, rangers, druids, hunters, Unicorns
    Flanagan: Freedom, travelers, the road, escaped slaves, Navigation, the stars.
    Oghma: Books, wisdom, learning, literacy, schools and sages
    Thor: God of storms. Thunder, Lightning, the sky above. Just war. His paladins all carry hammers for some reason. He really doesn’t like Loki.
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    N

    Circe’: Magic
    Nerull: God of the dead, great judge of the dead, Fair judgement in courts of law. Lawyers and judges. Bureaucrats.
    Shinare: Goddess of money, wealth, trade,
    merchants
    Dionysus: hedonism, brewing, wine, debauchery, casinos, gambling, festhalls
    Neptune: God of the sea. Navigation, fishermen and good races under the sea.
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    NE
    Ares: War
    Reynard: Thieves, organized crime, Tax Collectors, Bureaucrats
    Orcus: deity of the undead, liches, vampires, patron for those who seek to avoid punishment in the afterlife. Necromancers.
    The Kraken: deity of the ocean depths, patron of the evil undersea races (through various incarnations, like the shark god of the sea devils). Also, patron of spies, bandits and pirates. Keeper of sunken treasures. Maker of sea monsters, keeper of the oceans undead.
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    CE
    LOKI: Prince of Lies, Murder, Actors, illusion
    Lolth, Goddess of the dark elves, spiders, intrigue, poisons
    Grumish: cruel warlord of the orcs.
    The wild hunt: murders, assassins, hunting, patron of gnolls and lycanthropes.
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    LE
    Bane: Tyranny, royalty, the divine right to rule, oppression of the ruled.
    This is a LE deity found in every kingdom. His clerics deny he is evil.
    Bane is the deity of tyranny, the divine right to rule, obedience to your rulers, taxes, oppression of the masses, and the protector of kings and nobility.

    His clerics prefer to be the state religion with all forced to worship there. While this is rarely the case, they act as it is and bully all they deem lesser than themselves.
    Domains are War and Life………………………………………………….
    Kratos: God of conquest, slave master. patron of Goblinkind
    Tiamat: patron of Evil Dragons, Draconians and kobolds. Also venerated by evil Dragon Blood sorcerers.
    Set: Clerics of Set are rewarded with distinctive Egyptian style dog heads. Set is the patron of the Ishtar empire. He is the lord of the night, he who walks in darkness. Set is master of the stars and navigation.


    Planar Cosmology
    Prime Material --The world
    The world is flanked by
    The Realm of Shadow. A sarcastic parody of the prime material. It is twisted and evil, full of dangers, but recognizable and navigable.

    It is the home to the Realm of the Dead where the unfaithful souls are judged and sent to respective eternal rewards.
    It is also home to a necropolis of the undead…a little-known refuge for those who wish to escape a much-deserved eternal torment by becoming undead. It is also a home to the greatest school of Necromancy in the known universe.

    The Realm of Orcus can be found here, adjacent to the Necropolis.
    Various Ravenloft Lands can be found here as well.

    ~~It is possible to stumble into this realm by wandering unhallowed graveyards or places of death like battlefields where the dead were never buried.
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    The Feywild
    This land is very similar to the one in the forgotten realms.
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    The Elemental Chaos. All the elements of creation are jumbled together here in large and small chunks, connected by mixed borders Like a volcanic plain with rivers of Lava connecting a fire and Earth domain.

    Small oasis and bubbles of the elements can be found everywhere. A bubble of elemental water can be very welcome in an Earth Node. Further it would not be heated at all in a Fire Node

    Powerful wizards and clerics have spells to pull small portions of the elements into the prime material. A simple fireball is one such spell. Other spells can open a temporary or a permanent opening to one of the planar nodes -making a planar bubble here on the Prime. Every pantheonic temple of the Lords of Creation will have one to four such bubbles.

    The Ethereal/Astral planes are combined here. This is just the place between the planes. There is nothing to be seen here, it is empty. Rumors of the Astral Dreadnaught are just to scare wizard apprentices. And don’t believe the fables of Gith ships searching the emptiness…there is nothing to see here, move along.

    Outer Planes

    Realms of the dieties: These appear as walled cities on the planes. They are walled as not just anyone can enter…further there have been planar wars in the past. It must be noted the realms are not mere cities, but infinite planes in their own right. From the outside, they just appear as a walled city. Typically, the walls are 100 feet tall with glorious glittering towers beyond. The infinite realms are not infinite cities. The city is just a gateway to the realm.

    Paradise: This is where all the good dead go. Those who dedicated themselves to a deity bypass the Realm of the Dead and wake up in the Halls of their Chosen. The good who did not have a chosen are sent here after they are judged.
    The good deities all have their homes here and are surrounded by the faithful. Fabulous glittering cities surround the divine palaces.

    But even in between the glorious realms, the plane is a joy to be on. Food grows everywhere, always ripe and ready to be gathered. Towns and settlements are everywhere.
    This plane is home to joy, and song. A fitting reward for a life of goodness.

    The Outlands: Here is the place for the neutrals from the world. The neutral deities can be found here (even the NGs and all the NEs). This realm is a place of balance where good and evil can be found.
    The terrain is beautiful but predatory beasts can be found here as well. This plane actually has colonies of living humans who find the in between places to their liking.
    The NE deities locate here to avoid the chaos of Hades. They do not want to deal with the mess.

    Hades: This is the realm of evil. Devils and demons are here fighting the eternal blood war for control of this plane. The evil deities have their toxic realms here as well. Walled off to keep the pointless war OUT.
    The faithful dead will wake up in the halls of their chosen. The unfaithful will wake up as larva near the battle plains.

    One note:
    Bane, the god of tyranny (mentioned above) has a realm here that “looks like a paradise.” The ruling elite live in splendor served by miserable slaves (either commoner worshipers or larva transformed by the whims of the elite). BUT. They are entrapped in a brutal dance of intrigues, assassinations, and conspiracies. While an assassination cannot give true death, it takes them 60 torturous years to reform. The elite do not realize it but they are as miserable as their slaves.

    Still, this is a respite from the raging Blood War. Supplies can be bought here, and the casinos are the wonders of the outer planes (just do not lose). The House never cheats here…surprising for an evil realm.

    There are several ways to travel the planes.
    The ethereal/astral. Boats can be made to travel the endless wastes. Great color pools open into the various planar realities.

  3. - Top - End - #3
    Dwarf in the Playground
     
    RedWizardGuy

    Join Date
    Dec 2018
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    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Empires.

    The Victorian Empire
    (Greater Victoria)
    Based on the British empire, they are both the heroes and the villains. I intend to play them similar to the Disney Pirates movies, a massive power seeking a Pax Romana for the chaotic world to the greater glory of Victoria. The empire is primarily human and 10% Halfling. Other races supposedly enjoy equal rights, but the upper ruling class is 100% human.

    The empire spans some 2000 islands. They sport adventurers’ guilds amongst their upper classes. They have a rich thriving culture. Victoria’s expansive economy can overwhelm smaller nations, as can their navies and marines (the biggest in the world.) The empire is class based, with a wealthy ruling class and a lower working class. Whereas anyone can become rich, you must be born into the ruling class. There is no slavery in the empire. Conquered peoples become working class citizens. As a result, civilized goblin mercenaries commonly serve alongside marines.

    The military is mostly known for hunting pirates even outside the empire. Trade is their life blood. Victorian naval and marine forces are collectively known as red coats for their distinctive uniforms. Standard armor (if worn at all) is a breastplate under a red jacket. All the 5e classes are represented and ship captains are free to choose their own crews. One captain has 20 Hexblade marines in his crew as their range and endless rate of eldritch fire can be devastating when closing to board enemy ships.

    The empire was founded shortly after the cataclysm by Queen Victoria the first. Starting as a merchant empire, pirates forced them to develop a massive naval force that grew to conquer 2000 major islands. The current queen, Victoria the 91st, has ruled for 250 years and is a secret vampire. She is Lawful Evil, but loves the empire and seeks its best interests. The people are told her wisdom was such that the gods blessed her with long life. “Long live the queen!” is a patriotic catch phrase.


    Ishtar
    The Ishtar Empire is based on a necromantic Egyptian empire. Set is their patron. They are a slave-based culture who utilize undead labor as well. They are the primary foil for Victoria, but have been in a protracted 20 year war with a goblin empire. They have a thousand islands under their sway. Ishtarans are 100% human, non-humans are slaves.

    The military uses undead soldiers as well. Priests have developed ways to hibernate the dead until needed. Ships keep folded up skeletons that can rise when needed. Packs of dog soldiers (ghouls with dog heads – no change in stats) are unleashed on islands to distract and disperse enemy soldiers just before invasion. Ishtar priests have recently uncovered the secrets to create Karnathi skeletons as well (see the Eberon book).

    Ishtar is ruled by a pharaoh with immense powers. He is aided (some say ruled) by a council of greater mummies (his predecessors). The clergy of Set holds immense power as well and serves as the bureaucracy as well. The citizens are mostly middle class with living slaves filling the lower-class roles. The army is mostly undead with a very professional (and elite) core of living soldiers. Priests of Set command legions of dog soldiers. All slaves serve a second life as undead soldiers.

    Ishtar trading ships always have a 100 skeletons folded up in their cargo holds in case of attack. These traders deal primarily in luxuries. It is the military that takes slaves, but with the current war, they have delegated slave trading to independent pirates who now call Ishtar home.

    Tvash du’Caugh
    This is the goblin empire the Ishtar are at war with. Holding 750 islands, only the endless hordes hold the undead back. However the war has forced them to take on mercenary privateers. This is the only goblin civilization that has achieved empire status, and only the war with Ishtar has held them back from ravaging the surrounding islands. They do not trade except for slaves. Every ship is a naval warship. The war with Ishtar is surprisingly at a stalemate (the surrounding free kingdoms secretly support whoever is losing at the time).

    Avalon: The Elven empire.
    Elves command 800 islands, but those lands are scattered across the Continental Archipelago. Each island is a paradise. This forces the elves to maintain an impressive fleet. The islands each have numerous teleportation circles that can bring in an army at a moments notice.

    Elven warships are grown, not made. Most elves serve at least 80 years in the navy. Elven traders use normal ships.
    NOTE: to be fair, only about half the word’s elves live in the empire. But the empire will help any elf nation in danger…but the fleet can’t be everywhere at once. There are limits.

  4. - Top - End - #4
    Dwarf in the Playground
     
    RedWizardGuy

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    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Islands and kingdoms.

    Bannick Island: see separate entry

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    Caspar. Caspar controls 16 islands. Caspar was founded by escaped slaves. They will have no king over them, and enjoy a democratic republic. Their naval fleet while smaller than an empire fleet is second to none. They offer safe haven to privateers who attack slaver ships and kingdoms built on slave labor. All races are welcome on Caspar.
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    Demos: This is an island of dark elves. (dark elves look just like normal elves in my world). Temples allowed on the island are dedicated to Lolth, Dionysus, and Bane. There are secret shrines to Chauntea and Flanagan. The Island has 15,000 Dark elves, 2500, dark variant half elves (2nd class citizens and the first line military defense for the island). 20,000 halfling slaves (the original inhabitants) toil the day away under their dark masters. Slaves of all races can be found here.
    There are three main cities. Alturous, the elven city is furthest in. It is walled and is likely the most beautiful city in all the world. It comes alive at night and glows in many colors. It is closed to all but the dark elves and their slaves. Anger not the dark elves or you will be invited to a dark hunt.

    Port Demos is a pirate haven. Evil races from around the world come here to trade, anything can be bought here as long as the elves get their cut. It is strictly policed by half eves by day and dark elves at night. The city is walled to prevent the inhabitants from going further inland. Anger not the dark elves or you will be invited to a dark hunt.

    Fort Alturel is the city of the half elf military. The half elves think they are privileged but they are just a slave army. They are allowed many luxuries and slaves of their own, but anything they have can be taken away for any reason. Anger not the dark elves or you will be invited to a dark hunt.


    Calderon. This island is long and narrow. At one end is an active volcano. And the other is what was once a human city. The king of Calderon at one time fancied himself a world conqueror. But he was weak, so he consorted with lower planar fiends...gaining the notice of the gods. As a result, his people became tieflings. This nameless king is why tieflings are an actual race that breeds true to this day. The king was defeated after war with many navies. His people were spared in the following peace treaty. Today Calderon is a peaceful kingdom. The population is 80% Tiefling and 20% races from around the world. Major temples all reflect the changed nature of the former conquerors: Shea Luna, Apollo, and Beren. A hidden temple to Kratos the conqueror lies underground, only here is the nameless king remembered.

    Collinwood is a mountainous island with only one good port. Dwarves rule the island and mine the mountains.
    GoodHarbor is a human/Half elven town of 2000. It has a good stone wall and a well-trained militia armed with excellent dwarven arms and armor. The dwarves know this town is their first line of defense. 30 heavy dwarven infantry man the walls and keep watch. The main trade is dwarven metalworks. They have a favored trading arrangement with Caspar. Caspar aids in the defense of the island with 30 fighters, 10 mages and 10 clerics of Flanagan (who spend most of their time healing the townsfolk for free).
    The big secret is a hidden valley in the mountains. It is terraced by the dwarves and farmed by humans. The townsfolk are trained to flee into the mountains if attacked. The militia is only to hold attackers off until their families are safe, and then they too will flee to the hidden valley.

    Tut-Karnath: This island is a fairly new colony of disaffected citizens from the Ishtar empire. They claim they are independent of the empire and keep no slaves. Ishtar shipping does not visit, and they do not offer safe harbor to privateers.
    Appearances are deceiving. They are spies one and all, chosen by the pharaoh to colonize deep in uncharted territory. The colony is 100% human and no one else is allowed to colonize. Ziggurats of Set rise above every walled community. They have trading ships of their own, and spy out potential rich targets for invasion.
    Tut-Karnath does produce excellent quality textiles and art.

    Milo’s Rest This is an island of pissed off halflings. They colonized this land years ago and have been subject to numerous slave raids. The entire island is a fortified camp now. Every halfling has at least one level of fighter or DnD class. Each community is walled with a wooden stockade plastered over to prevent fire.

    The last raid was a disaster for the slavers, all of them were met with a hail of slings stones and fireballs. The three attacking ships were swarmed, all aboard were slain. Gnomish slaves were freed. Gnomes now live among the halflings and it was a match made in heaven.
    These halflings will trade with anyone, just don’t push them around. I’m serious. They will just not have it.

    Redstone. This is a kingdom that covers some 11 islands. It is so named because its main export is a red tinted marble much favored by noble courts the world over. Six of the islands have such quarries.

    The capital city, Enlightenment, has an acropolis dedicated to ALL the deities. It boasts colleges, libraries and sages for hire on every crucial topic available. On a mountaintop just outside the city is an oracle dedicated to Bane offering predictions of the future.
    It is said that all the world sails to Enlightenment. That is true. Negotiations take place here that determine peace or war. Enlightenment is the wealthiest city in the world. All the races may find a home on these isles. Empires and kings keep embassies here. Enlightenment’s markets sell everything available. Had a good discussion about the city here: https://forums.giantitp.com/showthre...and-great-evil

    Redstone is also known for one other thing, however: Slavery. There is no poor class here, they are all slaves. Quarries and mines all operate under terrible conditions, dead slaves are just a cost of doing business. Gladiators die to entertain the masses. Spies, intrigues, and assassinations are commonplace.
    Great good and great evil are both found here. Come here to buy. Come here to learn. Just do not come here if you are penniless.

    Los Varrus. This is a legendary lost land. Divinations say it exists. A dozen maps claim to show the way but none have ever found it save a few…and they could not find their way back. Something hides this island.
    Los Varrus is said to be very dangerous and many sailors will never willingly go there. It is a gigantic lost city completely overgrown with a jungle. It is peopled by crazed barbarians and giant reptilian monsters. Yet legends claim it is filled with treasure and the resting place for terrible artifacts.
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  5. - Top - End - #5
    Dwarf in the Playground
     
    RedWizardGuy

    Join Date
    Dec 2018
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    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Island of Bannick

    Bannick is two large islands connected by a 60 mile chain of mountains. The southern island is a human kingdom and the northern is overrun by feral goblins. The mountain chain is full of minerals and timber, but it is a war zone. Neither goblin nor human can mine there
    The island is very like Colorado, mountains forests and lush plains.

    City: Bannick Harbor, several towns and hamlets.
    Town of Blackrock: volcanic soil, a world-famous winery. Built next to the ruins of an ancient civilization. The people have long looted the ruins, but fear the undead that occasionally rise.

    Leadership. Lord High King, Julian Bannick the 3rd rules here. Mildly oppressive. Nobles all worship Bane the tyrant lord. Adventurers are tolerated as they have proven themselves needed in a frontier state. Still, ALL adventurers need to register with the state and carry a charter scroll with them (1 silver, includes a leather scroll case).

    Bannick Harbor: City. 18,000 strong. 58% human, 40% halflings, 2% other races
    The city is built for both big and little people. Stairs are shallow for smaller legs. Tavern seats are adjustable, every inn has smaller sized rooms.

    Players will see a list of rules at the port. One is to bow before nobility, and do not meet their gaze. They will also see a posting for adventurers needed, in the town of Blackrock for goblins bounties and other local issues. Charters can be had for 1 silver, and must be carried with them at all times. It comes with a waterproof scroll case (leather).
    The office that sells charters is on the dock. Waiting for another ship to hire with does not require a charter but such adventurers are not allowed outside the waterfront – ie, in the city proper.


    Temples:
    Bane of the divine right of rule is the largest. Other temples are to Chauntea, Nerul (the mortuary), Flanigan, Triton, and the casino of Dionysus. Shrines exist to most other faiths.

    The road to Black Rock:
    Camping is only along designated campsites run by elderly poor men. cost is a silver (their salary, but they will trade a night for a few day’s rations.

    Road of the dead. The New King has hung the bodies of bandits in trees alongside of the road. This is a warning to the lawless. The PCs will have an opportunity to free a living bandit left to die in a giblet. They are free to choose either way. There are no penalties for leaving him to die. His name is Loff Sunderson. He admits to being a bandit. He will give rumors of Blackrock, he doesn’t know all that much but he has traded weapons with the feral goblins and will give up the meeting place in exchange for food, a waterskin and a handful of coins. He will NOT go to Blackrock. He has hidden a sailboat and will flee the island. Kindness towards him will be repaid in kind at a later date. He is the sole survivor of the bandit gang and plans to flee with the accumulated loot (he will not reveal this, and will lie if asked, “The Lord’s men took everything!”).

    Fort Goblin: This is the northern most point manned by Bannick military forces. They patrol and protect against Goblin aggression. They will give shelter to adventurers. Healing may or may not be available…wounded soldiers come first.

    Island Neighbors:


    Across an eastern sea is the goblin island of, Tak’ Sha. High Goblins rule the nation (hobgoblins). Goblins are all green skinned, and high goblins look like green half elves but otherwise fit the MM rules. The nation was at one time a major threat to the island nations, but spent the last 70 years in a brutal series of civil wars. Recently they have settled into an empire once again. Surprisingly, their ships have been trading. No one is sure if they have changed or are scouting out weakness. The kingdom is secretly supplying the Bannick feral goblins. The capital is the fortified city of Magtierach.

    To the west, is the island of Del Beren, an elven isle. The land is a pristine forest of tall graceful trees. The elves live in fletts (tree houses). The capital is a hidden city somewhere in the interior. The harbor town is only 250 souls strong (visitors are not allowed outside the town proper). Naval ships of the elven empire are occasionally seen at port here. The elves dearly love any offer of Old Tom Nobbins wine (see below) and will pay at least 100 gold for a single bottle.

    To the south are a series of rocky islands called, the Wall. Only one of which is inhabitable. The islands do form a sea wall protecting Bannick Harbor. They are patrolled by the three civilized islands to prevent pirates from using them as a base.
    ------------------------------------------------------------------------------------------------------

    Starting Location: Town of Blackrock. Bannick. On the frontier border next to the southern tip of the mountain chain.
    Blackrock is an unwalled town in the foothills of Bannik’s mountain range. It is named for the massive lava flow that nearly miraculously spared the town. The black jagged field of rocks marks the Northern and western boundaries between civilized land and the frontier. The flow is a mile wide and makes for an effective barrier from the savage goblinoids. South of Blackrock are lush fields (blessed by Cheantea) and glorious farms. The crops are sown upon fertile volcanic ash. The roads are black gravel, and the buildings are very sturdy to survive the occasional earthquake.

    The population is 50% human and 50% halfling. There are 2000 citizens and another 800 halflings live in the southern farms outside of town. A new Lord has taken office, and he just built a new temple to the Tyrant god. There is no wall, the Lava flow is protection from the north and west.

    Features:
    The Valley of Fire. High in the mountains there is a valley where the ground has split. A lava lake has formed in the rift. The valley is dead, nothing but black cinders and boulders tossed out of the earth. The earthquakes, ashfalls, and the lava flow all come from here.

    Vineyards: Most of the fields run by the halflings are vineyards, taking full advantage of the rich volcanic soil. They all work with the halfling winery in town, “Old Tom Nobbins.” This wine is very sweet and fruity and is famous the world round. One bottle is worth 80 gold. The exports sell for hundreds of gold. Matta (below) sends a case of Old Tom Nobbins to the Goblin King several times a year. The rich and powerful are well aware of this brand and will open doors to get it.

    The Ruins: This area North of the Lava Flow was inhabited by long gone previous civilization. The people just refer to it as the place of the old ones. Ruins are everywhere and remarkably well preserved (feature of the new magic rules).
    The ruins are from an ancient pre-cataclysm city completely overgrown by the forest. The adventure takes place in the ruins.

    RanchLands. Further east of the vineyards are cattle and horse ranches. The ranchers are a hardy folk living far from the protection of the town.

    The Town: Blackrock

    Temples
    There is the New Temple to Bane, Lord of tyranny. Older temples are to Chauntea, the goddess of agriculture. A pantheonic shrine to the Lords of Creation is here staffed by an older cleric and his daughter, a 1st level adventurer wannabe. There is another shrine to the god of knowledge, a small library manned by the married school teachers in the town. They have a secret fund and will buy books from the PCs. They will pay 50 to 100 gold for intact books. (books are treasure in this world.)


    The Lord is Jarrick Whiteraven.
    He replaced the longstanding mayor of the town at the behest of the king. He lives in a newly built manor house (fortified) along with 30 soldiers (chainmail, swords and shields), and a 20 strong medium calvary. These men cooperate with the soldiers of the temple of tyranny to maintain order. Jarrick disbanded the old militia and confiscated their weapons. He barely tolerates adventurers, but recognizes their usefulness. If he must deal with them, Jarrick will use a servant as an intermediary.

    Ander Kane: He is the favored servant Jarrick uses to parlay with adventurers. He is more interested in governing the area than looking down his nose at hired hands. That said, he is not a friendly sort. He is a 2nd level Warlock. He will not reveal who his patron is. He wears black studded leather, carries a mace, and a wand of darkness. His office is a small one room structure made of black rock. The sign reads: Office of Adventurer Relations. This is the pay office for official missions. The official jobs board is posted on the outer wall.
    THE JOBS BOARD. Found outside the office of Adventurer Relations.
    1) Bounty on Goblin ears: 1 gold for the Left ear of any Goblin.
    2) Ranchers report a sighting of an ogre. See Dal Varran of the Varran Ranch.
    (An ogre or two Depending on party strength, sent south to harass and draw off soldiers)
    3) Bounty paid for pre-cataclysm books from the ruined city payable at the Blackrock library.
    4) Fort Goblin has a job for experienced adventurers searching the ruins. Please stop by the Fort on your way there.

    Colber Halfric: The taxman lives in a fancy house with two bully boy flunkies (studded leather and clubs. Taker and Jake). He is not paid and makes a living taking more in taxes than is owed. Thus, he is hated by the people. He lives to confiscate anything Adventurers might gain. No citizen will turn in an adventuring party who beats the crap out of the taxman (just don't kill him). The DM should have fun inventing annoying fictional taxes to hit the party with. And yes, the paladin will pick up evil intent. Colber is a poor liar and it is only a DC 11 to discern if he is lying.

    Notable NPCs.
    Matta. Bard, 4th level. She is a beautiful High Goblin (hobgoblins have all the beauty and stats of half elves), and owner of the Starlight Inn. She claims to be an exile an enjoys full kingdom citizenship. She worships at the temple of tyranny, and is a good friend of Jarrick. Her staff of beautiful serving wenches are all doppelgangers (unknown to any save Matta).
    --in fact, she is a spy for the goblin king in Tak’ Sha. Adventurers always stay for half price as they are an endless source of information.

    Once a month a trader comes to buy wine. He stays at the inn and takes Matta’s report
    Matta looks like she is just 20 years old. She is actually 60. Her youth and beauty come from potions of youth gifted her by the goblin king for years of good service -as a spy…

    Tarek Firewalker. 5th level Pantheon Cleric for the Lords of Creation (fire domain). He mans the shrine here with his Tara, his daughter. This is more of a retirement for him, he is here to enjoy the volcano. He will trade healing spells for food, pies or credit that he never seems to remember. He lives on a pension from the pantheon. He also has a staff of healing. Tarek loves adventurers having been one himself…he laments he never struck it rich, but is satisfied he helped people.

    Toby Heathertoes. This halfling runs the Weary Wyvern Inn.

    High priest Malik. 3rd level cleric of Bane the tyrant Lord. He leads a staff of four 1st level clerics, and 10 acolytes (1st level clerics with no spells). He is new to the town and is disliked by the people. He is mulling over the idea of making worship at his temple mandatory, but he fears the people just ignoring him. He hates adventurers, and charges double for healing. Once a week he and his staff armor up to drill with Jarricks guards.

    Thalmir 6th level Mage/evoker. He retired to Blackrock and likes neither the new lord or his pet tyrant clerics. He was a warmage for the king’s armies and just wanted to get away from the stuffy court. Thalmir is most likely to hire the PCs. He has two apprentices, Jered and Jamie.


    Library:
    Run by Stor and Ari, a middle aged Human couple. They are Clerics of Oghma the lord of knowledge. They will pay for any books found by the party. Books are treasure in this world. They also sell the expensive inks mages must use.

    Gorin and Garrin. Dwarven brothers working the smithy. They also sell weapons and armor and have secretly resupplied the town militia.

    Milo Nobbins. He is the great great grandson of the original Tom Nobbins. He owns a small home in Blackrock. He is an adventurer and makes a small living off of selling goblin ears to Kane (above).
    ~~ in fact, this halfling rogue works for the halflings in the area. They are concerned about Lord Jarrick disbanding the militia. He plays the part of a wayward son to keep an eye on the Lord.

  6. - Top - End - #6
    Dwarf in the Playground
     
    RedWizardGuy

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    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Blackrock Adventures

    Bannick City:
    You have arrived at Bannick Island. This wharf district looks better than most, warehouses, Inns, and many taverns. Just beyond the docks lie the gleaming white stone walls of the city.
    1) A great signpost reads: “Attention Adventurers. There is work inland at the town of Blackrock dealing with Goblins and other sundry items. There is NO work in Bannick city. See the Office of Adventurer Relations for further instructions. “
    A small map leading to the office is on the sign.

    The office is a well-kept building manned by halflings.
    Ferny Whitebottle is the liaison assigned to the party. He will explain that they must register as adventurers to enter the island unless they are just waiting for another ship (which requires no registration).
    The fee is a silver each and everyone is equipped with a map of the island, a scroll of permit, and a leather scroll case to keep them in. Permits may be required by authorities any time, carry the scrolls with you always.

    The town of Blackrock is near the frontier, and that is where adventurers are needed. The town is a three day walk from here. (60 miles).
    2) Another sign is affixed to a wooden shack. “Attention Newcomers to Bannick Island. The following rules are in effect in the city.
    1) Commoners are to bow to nobility and clergy of Bane.
    2) You may not meet the gaze of nobility or the clergy of Bane.
    3) One gold piece donation to the Temple of Bane is required to enter the city. Donations can be made within.”
    Most people just seem to walk by ignoring the shack.

    Inside the shack is a young acolyte wearing a chain shirt and the livery of Bane. He wears a mace at his side but not a helmet. He also sports a black eye (a souvenir he earned trying to press the issue with a dock worker). A black kettle serves as a collection pot for donations. A few coppers, some rocks and a marble make up the day’s donations.
    ~~The kid has had enough, any attempt at intimidation automatically succeeds.

    The Road of the dead.
    This is a three-day trek (assuming 20 miles a day). There is a lot of wagon traffic. Campsites are provided along with wood for fires. They are maintained by elderly poor men. The fee is a silver per night (their only pay). But the gentlemen will look the other way for a few days’ rations. They are a good source of rumors.
    Day one: mostly farmland, nothing happens.
    Day Two: increasing wilderness, nothing happens.
    Day Three: a terrible stench. The New King has hung the bodies of bandits in trees alongside of the road. This is a warning to the lawless.

    The PCs will have an opportunity to free a living bandit left to die in a giblet (small cage). They are free to choose either way. There are no penalties for leaving him to die. His name is Loff Sunderson. He admits to being a bandit. He will give rumors of Blackrock, he doesn’t know all that much but he has traded weapons with the feral goblins and will give up the meeting place in exchange for food, a waterskin and a handful of coins. He will NOT go to Blackrock. He has hidden a sailboat and will flee the island. Kindness towards him will be repaid in kind at a later date. He is the sole survivor of the bandit gang and plans to flee with the accumulated loot (he will not reveal this, and will lie if asked, “The Lord’s men took everything!”).

    Approaching Blackrock.
    The road turns black with black cinders. The soil likewise if black. Wonderful fruitful vineyards fill both sides of the road. Halflings are everywhere tending the fields. Low stone walls line the road, they too are black stone. Any player with a farming background will never have seen such healthy fields. The vineyards here are indeed blessed by Cheantea.

    Mad Marian:
    Scene One: In the vineyards. A group of halflings come running to you.
    “Help! Help! Our children are Trapped! Skeletons!”

    4-6 skeletons are chopping at the door to a shed. Children’s cries are heard within. After the party dispatches them. They are rewarded with a bottle of Old Tom Nobbins wine each and 10 gold. One of the halflings mentions he thinks this was the work of Mad Marrion. She came earlier that day demanding food and wine. They would gladly help a beggar but she was so off putting, that they refused her.
    Marian swore revenge. And the skeletons arrived a few hours later. Others do not believe him.
    Marian is described as a harmless crazy woman who lives in the wild. She wanders begging for food, but lately she has been very threatening. Making references to her new friends.

    Marian is long gone by this time.

    Marian IS dangerous. She sold her soul for the ability to make obedient “friends.” The seller is from the Necropolis (a city in the shadow Realm), he allowed her to use the Necronomicon to learn her spell: Animate Dead that makes superior skeletons. She’s making normal ones now, but soon she will be able to make leveled skeletal fighters. In fact, she has learned more than she bargained for, awakening her inherent class. Human female. 3rd level shadow sorcerer 4, 2

    Cantrips: Toll the Dead. Prestidigitation. Light. Mold Earth.
    1st) Mage Armor, Ray of Sickness,
    2nd) Darkness (she can see through it like a warlock), Misty Step

    At Will: Animate Dead - Skeletons only. She retains permanent control. Her skeletons retain skills from life. They will wait on her, performing complex tasks – far more complex than a normal skeleton could perform. She could literally raise an army.
    IF she is allowed to survive and rise in level, she will have access to necromancy spells normally denied sorcerers.
    Mad Marian prefers her skeletons to do the fighting while she snipes from behind. She is not brave, and will flee if the party appears to be winning. She reserves a few skeletons to delay the party while she escapes on a skeletal horse.

    The party will meet her again in the ruins.

    Motivation: Marian started off being lonely, she never really did anything about it, staying away from other people. When the love of her life died fighting goblins, Marian’s sanity (not that there was ever very much to begin with) left her and she ran off into the wilds. Her loneliness turned to hate, hate for goblins, hate for the people who never came to rescue her, hate for everyone.

    Stewing like this made her the perfect stooge for “The Merchant.” The Merchant is from the Necropolis, a city of the living and the dead found in the shadow realm. He sells access to the Necronomicon for souls. Upon death, those souls awaken in Necropolis as intelligent undead instead of where they normally would go. Marian bought access to just one cursed spell, but she perused the book awakening her sorcerous talent. As she rises in level, she will gain other bizarre powers. The Merchant’s goal is unknown, but undead mayhem seems to wreak havoc whenever he makes a sale.

    Tragic as she is, Marian is flush with power. She seeks to eventually take over Blackrock and make the people beg ‘her’ for food. Her plan of course will not work, but then, she is quite mad.

    Blackrock: see separate entry

    Fort Goblin: This stone walled fortress is the only thing that keeps the goblins from ravaging southern Bannick. It is located midway between Blackrock and the ruined city, right where the island narrows to just a mountain chain. It has room for some three hundred soldiers but only one hundred will be on duty as the others are on patrol.
    The Fort will gladly give shelter and healing to adventurers. But the healing is iffy…wounded soldiers come first. After all the stuffy officials the party has met, Fort Goblin is quite friendly. The commander will invite the PCs to sumptuous dinner in exchange for their tales of the ruined city.

    THE MISSION: The commander will ask the players to search the city for goblins. They seem to be very well equipped lately, far better than feral goblins ought to be. This is a new development and he is worried about it. Recently, bandits were caught trading with the goblins but their weapons were haphazard, random and of dubious quality. These new weapons while plain, seem to be mass produced.
    ~~ the commander fears a new war with the goblins. One that could be quite devastating – he knows the goblins far outnumber the people of Bannick. He will pay well for any information about the origin of the weapons.

    The Ruined City.
    This city was in ruins before the cataclysm. It is mostly low walls and flagstones. The people of Blackrock have long looted the ruins and the fallen stone is the primary source for building material in the town. By night the towns folk will not enter, strange green lights are seen moving about.

    Rumors
    There are undead in the ruins but they have never entered Blackrock. (true)
    Goblins haunt the ruins (true, the feral goblin tribes keep scouts here)
    There is no treasure left in the ruined city (false)
    The Bandit king hid a great treasure in the ruins and I have a map…” It’s yours for 20 gold! Just cut me in for 10%...I’m old and can’t run off on adventures anymore. What OK, buy me a beer and 10 gold….” (false. no, I mean it! this is really false)
    There is an extensive necropolis there with some very elaborate tombs (true)

    The goblin spies
    Inside the city, the party hears anguished cries mixed with a squawking staccato.
    Rushing ahead they see a kobold his eyes tearing up under the sun trying to fend off an axebeak (page 317 MM) with a stick. The kobold has a chain running from an iron collar to a metal stake. If the party rescues him, the kobold speaks in draconic. If no one in the party can understand that he knows a bit of common.

    “Hu-mahn, thank you. I help you if I can. I am Biter. Much thank you!”
    Biter was set her by his goblin masters to die as punishment for trying to escape.

    He was part of a group trying to reach human lands to arrange safe passage for his tribe. His tribe has been enslaved for generations by the goblins, they were captured and re-enslaved by the goblins here in the ruined city.

    Yes, he can lead them to the goblins, he will do so if the party frees his fellow kobolds, and introduce them to hu-mahns who can give them safe passage or even jobs. They do not want new masters, but are willing to work for money. If the hu-mahns say yes, his entire tribe has arranged to escape and some 2000 will take up residence in the sewers of the capital city.
    Biter leads the party to an ancient sewer. There is a great hole in the pavement. Tree roots must be climbed down.

  7. - Top - End - #7
    Barbarian in the Playground
    Join Date
    May 2009

    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Really good outline.

    The macro map and its story is promising for endless little story permutations. The meteor provides a launch points for little bits of strangeness and background detail, but could also be pulled to the foreground as a central mystery.

    The starter island map is really nice and has good hooks for an entry level party.


    Stray thoughts and queries:
    • It says "different races appeared" early in the outline. Does that mean they're arriving from elsewhere, spontaneously generating, or are the precursor population transformed? Or all of the above? Or "nobody knows it just happened?" Was the pre-incident population just humans?
    • Are there any underwater empires or underwater groups that have a lot of power? It would seem to me that the nature of the vast archipelago and navigation would make for choke points--familiar and navigable areas favored by merchant fleets--that undersea peoples could claim and manage. Not necessarily antagonistically...more like trading stations or demanding dues. I think fishing rights in particular would be a point of contention.
    • Speaking of which--are there well-understood routes that travelers tend to favor? Presumably part of empire would be maintaining and establishing large ports and protecting shipping lanes, but over a thousand years these routes and havens would also develop a deep meaning in culture: the hubs from which good and novel things come, the places to go to be an entrepreneur or a privateer and make something of yourself, the wretched hives of scum and villainy.
    • Inside of empires trade is going to be monopolized by the state...or at least the state gets a cut. But outside of empires, not every island can build their own boats, or afford to buy boats for both defense and trade. Are there large profit-driven entities--merchants houses, corporations that operate across many islands? Are there company islands, privately owned or controlled? By the same token, pirates at some point are going to transition from raiding to protection rackets.
    • Given the intense variation of conditions island to island...some islands are more strategically valuable than others. Larger islands, islands with nice flat plough-ready soil, islands with specific ores veins or good timber, salubrious climate and excellent natural harbors, et cetera. Are there any locations that are under contention or have been in the past?
    • Who builds the ships? Who sells ships? Presumably not every island is suited to or has the resources for big boats...or boats at all, given the randomness of conditions post-meteor. So there's going to be specific locations where they have the supplies, the space on the land and in harbor, and the skilled laborers...and those locations are going to profit. Part of the appeal of an empire, or some kind of trade league, would be the guarantee of boats and maintenance of boats


    I'm not demanding answers, just to be clear. I just like what's presented enough to start thinking about details.

    Again, good job.

  8. - Top - End - #8
    Dwarf in the Playground
     
    RedWizardGuy

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    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Quote Originally Posted by Yanagi View Post
    Really good outline.


    Thank you. The meteor is a mystery. some think the Gods sent it so they could be more involved with their worshipers. Other say it is a curse because it sent monsters.
    ------------------------------------------------------------------------------------[*]It says "different races appeared" early in the outline. Does that mean they're arriving from elsewhere, spontaneously generating, or are the precursor population transformed? Or all of the above? Or "nobody knows it just happened?" Was the pre-incident population just humans?

    Yes, different races came from elsewhere. The basic player races all existed without magic on the world until the meteor hit. Then the other races appeared (widely assumed to be from the meteor)...but with the break up of civilization there is no true accounting for the previous inhabitants.
    ------------------------------------------------------------------------------------------------------------------------------[*]Are there any underwater empires or underwater groups that have a lot of power? It would seem to me that the nature of the vast archipelago and navigation would make for choke points--familiar and navigable areas favored by merchant fleets--that undersea peoples could claim and manage. Not necessarily antagonistically...more like trading stations or demanding dues. I think fishing rights in particular would be a point of contention.

    I hadn't thought about that. It would make sense. A merman mafia demanding tribute.
    ----------------------------------------------------------------------------------------------------------[*]Speaking of which--are there well-understood routes that travelers tend to favor? Presumably part of empire would be maintaining and establishing large ports and protecting shipping lanes, but over a thousand years these routes and havens would also develop a deep meaning in culture: the hubs from which good and novel things come, the places to go to be an entrepreneur or a privateer and make something of yourself, the wretched hives of scum and villainy.

    With the unchartable nature of the archipelago's millions of islands, established routes would be a necessity.
    -----------------------------------------------------------------------------------------------------------------------------------[*]Inside of empires trade is going to be monopolized by the state...or at least the state gets a cut. But outside of empires, not every island can build their own boats, or afford to buy boats for both defense and trade. Are there large profit-driven entities--merchants houses, corporations that operate across many islands?
    YES. That ought to be my next essay.
    Are there company islands, privately owned or controlled? By the same token, pirates at some point are going to transition from raiding to protection rackets.

    Again, yes. This make perfect sense. Ideas like this Are why I posted this thread. Thanks!
    ----------------------------------------------------------------------------------------------------------------------------[*]Given the intense variation of conditions island to island...some islands are more strategically valuable than others. Larger islands, islands with nice flat plough-ready soil, islands with specific ores veins or good timber, salubrious climate and excellent natural harbors, et cetera. Are there any locations that are under contention or have been in the past?

    Oh yes. Lots of wars are being fought. In fact the starting player island is divided over resources...war is soon to break out.
    ------------------------------------------------------------------------------------------------------------------------------------------------[*]Who builds the ships? Who sells ships? Presumably not every island is suited to or has the resources for big boats...or boats at all, given the randomness of conditions post-meteor. So there's going to be specific locations where they have the supplies, the space on the land and in harbor, and the skilled laborers...and those locations are going to profit. Part of the appeal of an empire, or some kind of trade league, would be the guarantee of boats and maintenance of boats

    Every island needs a navy however small and its own boats. Money is the resources needed. any shipyard will gladly take on more work. If you remember Spelljammer, I intend to introduce a version of the Arcane to travel and sell anything.
    [/LIST]

    I'm not demanding answers, just to be clear. I just like what's presented enough to start thinking about details.

    Again, good job
    .
    Thanks. I enjoyed answering. Feedback is exactly why I posted this.

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    May 2009

    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Any physical remnant of the meteor on the surface (or the seabed, for that matter)?

    Given the backstory the idea of an equivalent of meteoric iron and/or meteoric water being something incredibly rare and powerful seems a possibility. Or maybe having no inherent power qualia but still being something rare and symbolic and thus prized, like with thokcha.

    I mean, while the world has established gods with agendas, there would a lot of time and energy investing over a millennium into attributing meaning to the meteor, to the point that its would bend theology and ontology...not that any of the speculation would be true or based on nothing. In Doylean terms, the meteor is a mystery which you haven't sent an answer for, but in the Watsonian thought process of the world-dwellers there would be an audience for it, a need for understanding: the unusual qualities of impact would amplify this process of speculation and apohenia.

  10. - Top - End - #10
    Dwarf in the Playground
     
    RedWizardGuy

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    Default Re: The Continental Archipelago (what I have so far). Opinions please.

    Quote Originally Posted by Yanagi View Post
    Any physical remnant of the meteor on the surface (or the seabed, for that matter)?

    Given the backstory the idea of an equivalent of meteoric iron and/or meteoric water being something incredibly rare and powerful seems a possibility. Or maybe having no inherent power qualia but still being something rare and symbolic and thus prized, like with thokcha.

    I mean, while the world has established gods with agendas, there would a lot of time and energy investing over a millennium into attributing meaning to the meteor, to the point that its would bend theology and ontology...not that any of the speculation would be true or based on nothing. In Doylean terms, the meteor is a mystery which you haven't sent an answer for, but in the Watsonian thought process of the world-dwellers there would be an audience for it, a need for understanding: the unusual qualities of impact would amplify this process of speculation and apohenia.
    Hmmm. I would say no, the meteor was completely vaporized with the impact. It is not to say that expeditions didn't go looking for it, but it will not play a part in the story other than a creation (or recreation) myth. If the players seriously inquire, I will give them a dozen different theories but nothing solid.

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