A Monster for Every Season: Summer 2
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  1. - Top - End - #121
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Quote Originally Posted by afroakuma View Post
    Especially with the knowledge that it could happen again.

  2. - Top - End - #122
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    And now you understand why there are so many slaadi.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    The City of Chaos


    The City of Chaos is a new planar metropolis of unknown origin, occupying a single point of the secretive second layer of Limbo, Hypervista. As the layer itself is difficult to access, the City has far fewer inhabitants and visitors than Sigil and other similar metropoli. However, it often sees many more powerful planar travelers, as it has little in the way of regulation and is a generally neutral ground.

    The City is made distinct by several features; the most notable of these are the Inner Pillars, great crystalline columns filled with the essence of a particular Inner Plane. Enterprising planars have learned how to tap the Pillars, selling refrigeration, heat and conducted energy to the rabble. Certain spells allow the Pillars to project portals to the appropriate plane.

    Another preeminent feature is the voidglass, a pure black surface material that grows naturally in the City. Spell-like abilities do not function in proximity to voidglass, making power brokers out of those who cultivate it into provate establishments. Voidglass Conclaves are such an establishment, catering to the infrequent and risky meetings between celestials and fiends.

    Lastly, the peculiar inhabitants of Hypervista are themselves a civic feature. Most notable are the atlazi, colossal giants whose ostensible duty is to hold the layers apart. Being chaotic beings, atlazi take every opportunity to shirk their duties. Were it not for the fact that a collision of the layers would obliterate the atlazi and their home, none of them would ever take up their burden again. City "officials" and frequent visitors work to dissuade those who would pester an atlazi at work, since it is notoriously difficult to get them to go to work in the first place.

    Oddly, there is a known, stable portal to the City on the plane of Mechanus. It seems that odd, robotic beings have established this link, and travel to the City for reasons unknown. Other portals are difficult to find, and in Sigil their locations and keys can fetch a high price. Part of the difficulty is that the Slaad Lord Ygorl is waging a brutal public campaign against the City.
    Last edited by afroakuma; 2008-10-10 at 09:45 PM.

  4. - Top - End - #124
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    The idea of slaad (or modrons, for that matter) waging public campaigns makes me blink.

    I like it - what does Turvidis come from? Topsy-Turvy?
    Last edited by AstralFire; 2008-10-10 at 08:52 PM.

  5. - Top - End - #125
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    It's Ygorl. His idea of "public campaign" is to run through Limbo casting disintegrate and executing anyone within twenty miles of an open portal.

    It's probably more successful than our methods.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    So from what does the name for the subplane originate?

  7. - Top - End - #127
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    It's pretty tentative, since I made it up. The two layers are Incoheris and Turvidis (Incoherent and Topsy-Turvy)

    If anyone has anything better, I will take them up on it.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    I like the sound of Turvidis. Turbidis, maybe, to invoke the churning motion of a Turbine?

    Incoheris, though, may be a little too obvious. Giambal, perhaps? (Soft Gia.)

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Turbidis could work.

    Inchoas, perhaps?

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Quote Originally Posted by afroakuma View Post
    Turbidis could work.

    Inchoas, perhaps?
    Inkoas? (Stupid 10 character minimum...)

  11. - Top - End - #131
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Inchoas derived from "Inchoate"

    Perhaps Turbidis for the first layer and Hypervista for the second?

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Quote Originally Posted by afroakuma View Post
    Inchoas derived from "Inchoate"

    Perhaps Turbidis for the first layer and Hypervista for the second?
    Thought that was a possibility, but inchoas just... looks ugly to me, for some reason.

    I like!

  13. - Top - End - #133
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    I think we'll go with that. The first layer definetely fits Turbidis better, and the second is the very definition of Hypervista.

  14. - Top - End - #134
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Thank you Afroakuma. I love what you've done with Mechanus and Limbo. Are you going to give stats on Shkiv and do any other Slaad Lords have mounts as well?

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Quarters of the City of Chaos

    As could be expected of a city in Limbo, the City of Chaos has... significantly more than four quarters. Nonetheless, they are relatively constant areas in an otherwise inconstant plane. Constant, of course, belies the fact that the quarters themselves shift around within the general border of the City.

    Civic Quarters

    The Exit Quarter (the slaadi have a bent sense of humor) is the main gateway between the City and the rest of Hypervista. Most adventuring services, planar cartographers and temples have plunked themselves down here. The Exit Quarter is also a preeminent attraction of the City - it got its name for a reason. When the slaadi are feeling friendly, they will simply throw out unwanted visitors. When in better cheer, or in any number of other moods, the Exit Quarter slaadi are marvellously inventive with their... er... "disposal methods." The slaadi are rumored to have the multiverse's most impressively large collection of artillery, all of it expressly built to express away nuisances.

    The Portal Quarter handles a majority of extraplanar visitors. It is also the unceremonious dumping ground for travelers from Mechanus. "Unceremonious," of course, because the slaadi have figured out the exit point of the portal, and are only too happy to leave pools of water, walls of gelatinous cubes and living spells hanging about.

    The Oblivious Quarter is the City of Chaos' prison, gallows and landfill: a desert of voidglass surrounding a permanent, one-way portal to the Plane of Vacuum. Avoided by most of the denizens, the Oblivious Quarter is often the staging ground for one of Ygorl's incursions.

    The Dominion Quarter holds higher-end homes and businesses, as well as the centers of civic authority. That is to say, the slaadi have a zoo featuring members of the Harmonium, the Guvners, Sons of Mercy and Sodkillers, as well as anything else stupid enough to attempt to create a formal authority. Rennbuu maintains a crystalline tor in the Dominion Quarter, although he makes no pretense at rulership. If there is in fact any true authority in the Dominion Quarter, it has wisely chosen not to reveal itself.

    The Harbour Quarter has both skydocks for spelljamming craft and port wharves for aquatic vessels. The harbour sees marraenoloths, elsewhales and Oceanus skimmers all. Generally a more hazardous area of the City, as interplanar aquatic creatures tend to surface here. The harbour also vends ships to travel across the Oceanus and Styx and the dangerous Watershed.

    The Stair Quarter is nothing more than a vast staircase separating the upper city from the lower city. Hovels surround the base of the stair, while guardhouses surmount the top. The stairs were designed for atlazi, so humanoids often have great difficult navigating them.

    Elemental Quarters

    The Fire Quarter is the warmest quarter of the city, and plays host to efreeti, azers and other fire creatures. It also hosts the city baths. Pipers here siphon heat to sell to other quarters, and trap elemental fire to sell to restaurants and upper-class homes.

    Now that you've believed that, the Fire Quarter is one of the most dangerous quarters to visit. The slaadi love to "referee" wars between the fire and water creatures, usually by running extradimensional hoses from the Water Quarter to spray the fire creatures. Most slaadi also have a passion for fire, meaning that few, if any, buildings remain intact for any length of time.

    The Water Quarter is cold and sodden; the weather is perpetually rainy, and giant pools feed waterfalls that cascade to the Watershed. Amidst the water-elemental creatures stalk other aquatic or amphibious creatures. Pipers sell pure water to other quarters.

    The quarter sees far more than it would like to of the atlazi... far more; you see, the giant pools are perfect for a lounging atlazi to bathe in. Some of the larger ones play host to... "co-ed activities." Needless to say, the inhabitants are usually less than thrilled.

    The Air Quarter is not there. Seriously. Avian creatures love to cavort in the wild winds surrouding the Air Pillar, secure in the knowledge that the slaad and most slaadish are no threat. Of course, worse creatures than these are able to fly.

    The Air Quarter is probably one of the more peaceful quarters of the city. The pipers generally avoid it, the atlazi have nothing to do there and the environment is comfortable. On the outskirts, aerial villas lauch and land, along with sky gondolas and astral corsairs - miniature hunting kayaks for use in non-gravitic environments.

    The Earth Quarter is the major residential district. The solid foundations belie the fact that any building in the area could find itself being broken into chunks to build another. The Earth Quarter is also a popular stomping ground for shirking atlazi, so residents take their leases under dire warning.

    Para-Elemental Quarters

    The Magma Quarter is the pipers' source of obsidian glass. It is also a deadly freeflowing molten quarter, festooned with brass barges, heat-coasting casino ships and lava islands. Heat-loving creatures use the Magma Quarter as their pool.

    The Ice Quarter is the pipers' source of refrigeration. It is also a district of haute couture, where interplanar furriers gather to display their wares. The upper crust congregates in Ice Quarter ballrooms.

    Again, you believe stupid things. Yes, the nobles show up there. No, the nobles are nothing like what you'd expect. Selling capes to death slaadi is a perilous endeavor, although the bariaurs may be a bit nicer about it. Vendors have long since stopped bringing chandeliers to the City - something about a bored blue slaad party.

    The Ooze Quarter is where the natives take mud baths. Interplanar criminal organizations sometimes use its deeper ooze pits to dispose of bodies. The Ooze Quarter also hosts thieves' guilds, slums, tenements and the largest cache of secrets on the plane of Limbo.

    The Smoke Quarter hosts the City's coal ovens, carbon production and forges. Most anything having to do with industry takes place in the Smoke Quarter. A colony of belkers live here, and viciously defend their territory. the back alleys are dangerous because of the permanent funk that hangs in the air.

    Quasi-Elemental Quarters

    The Radiance Quarter is the source of the city's lights. The pipers also steal elemental radiance for use in residences. The Radiance Quarter often plays host to visiting celestials.

    The Steam Quarter is a hot, subtropical environment, forever humid. Bizarre plant life grows here, and it is a popular destination for plane-hopping druids. the Steam Quarter contains the "official" City Park.

    The Lightning Quarter is the source of piped electrical current. Not frequently used in the city, it is occasionally sold as a snack for yellow slaadi. The Quarter itself is populous but not a major draw, though the electrical lighting is a true wonder.

    The Mineral Quarter is a lower-class suburb featuring mineshafts. It's also where many atlazi keep caves to sleep in, and where valuable ores are obtained for processing. The pipers cannot pipe elemental mineral, but still exploit this quarter to make the crystal pipes used for siphoning other elements.

    The Vacuum Quarter is the antithesis of the Radiance Quarter, traveling a far distance behind. The Vacuum Quarter is utterly dark, and essentially causes night in the City. Rumors suggest that mysterious, powerful being may have taken up residence near the Vacuum Pillar, but none have returned from the core to report back.

    The Dust Quarter is a ghetto whose only important feature is the City Arena, a rough-hewn stone bowl used for competitive, lawless spectacle (insert sporting joke here.)

    The Ash Quarter is generally inert, and usually serves as a battleground for opposing forces' clashing. Devoid of any voidglass, it is perhaps the single most dangerous district because of the visitors' presence. This quarter is plagued by ash rats.

    The Salt Quarter is the source of the City's salt. It is also a massive crystalline bladestorm when slaadi get to fighting, as the salt deposits form giant stalagmites and stalactites on any open surface.
    Last edited by afroakuma; 2008-10-11 at 01:43 PM.

  16. - Top - End - #136
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Sereq: Thank you! I'm glad to see the positive feedback on my bent Limbo twist.

    I probably won't fully stat out Shkiv; I've never seen a full detail on him, other than that he's a True Neutral great brass wyrm. If I have time at the end, I might throw together just the stat block, though.

    And no; Ssendam definetely does not have a mount, while Chourst couldn't resist killing his while riding it (I have never seen it, but I am led to believe that Chourst could outdo the "gentlemen" of Jackass). So I don't plan to give non-canon mounts to the others.

  17. - Top - End - #137
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    I just posted the Quarters of the City... but I'm not entirely convinced of the concept. I'd just as soon scrap it and go in a new direction.

    Opinions?

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Wouldn't a prison quarter be anathema to slaad?

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    You'll note that the prison quarter is a one-way drop-hole for catapultees dumb enough to come back.

    Hardly authoritarian.

    Not to mention it doubles as the city garbage heap.

    But again, I feel there's a fundamental flaw running through this iteration... thoughts?

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    What I would do is I would make each of the elemental quarters randomly shift to each other/paraelemental quarters. And sometimes there's five, sometimes three, sometimes four.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Currently they're all always present, but they move randomly.

    but I feel the problem is with the elemental quarter model itself.

    Maybe just residual mindworms from making a city in Limbo.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Quote Originally Posted by afroakuma View Post
    Currently they're all always present, but they move randomly.

    but I feel the problem is with the elemental quarter model itself.

    Maybe just residual mindworms from making a city in Limbo.
    Right, but see, how much fun would it be bring a visiting efreeti to the fire quarter and all of a sudden the lava becomes glacial water? Part of the reason I suggested doing that is because having all of the elements always present means that they are all balanced against one another, which feels off.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    True; that said, the slaadi pull enough of those stunts already that it's par for the course.

    The original idea was that each element was isolated from the others in Limbo due to the power of the Primal Runes scribed in the foundation. And that's what I'm thinking should be thrown out; I like the greater chaos present in your idea, but it destroys the concept of air harbours, magma cruise ships and the like, since fire, ice or water could dump into them at any time.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    The air harbors could just be on the outside of the city, since I get the impression it's somewhat floating anyway?

    The cruise ships could be built to be all-terrain, all-element.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    I'd be slipping too close to Eberron territory, at that point.

    I'm seriously considering junking the idea and working it out again on a smaller scale. Giant disks affixed to motile pillars representing each element is interesting, but it's not nearly chaotic enough.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    Perhaps some entrepreneurial minded slaad run a magma cruise ship business elsewhere, with a travel agency in the city? :D

    How much were you thinking of scrapping - the core concept, or the quarters specifically?

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    The core concept in its entirety. I'll need a new jumping-off point, but I figure doing up Rennbuu and Chourst tonight after work will give me a new paradigm.

    As I said, the plus is that it's thematic and cool. The downside is, it's not near chaotic enough, doesn't stand up to infusions of pure chaos, assumes the slaadi could live in a city... and smells like Eberron.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    I like it afroakuma. I don't really think you need to scrap the City of Chaos, but rather, I think there needs to be a reason chaos needs the City to exist. It's far too much fun and far too flavorful to scrap now!

    Perhaps primal chaos is evolving to defeat primal law, and to do that, it needs to sort of encompass law (something that Ygorl began when he committed First and Second Anathema). It's still chaos, but it's a new kind of chaos, one that encompasses it's own chaotic framework. That framework is there, but it is mutable as chaos needs it to bend and shift.

    Does this make sense, or am I blowing smoke?

    Also, where are the Quasi-Elemental Planes from? I've seen them before, but can't place them. >_> Oh, and you forgot the Elemental Plane of Time and the Elemental Plane of Wood, just in case you wanted to use those two.

    -argus

    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.

  29. - Top - End - #149
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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    I'm running Demiplane of Time and ignored Cold and Wood (they're optional).

    The raison d'etre of the City is that powerful lawful beings stole the words used for First Anathema and used them on a chunk of Limbo, which caused a rupture that formed the second layer. The city is founded on those stolen words.

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    Default Re: Limbo 4.0: New Slaadi, True Slaad and Slaad Lords (3.5, PEACH)

    See, that's your issue then. The City ISN'T chaotic, and it's what's causing you to get all concerned about it.

    My 2cp is that there should be a more fundamentally chaotic reason for the City to exist, a reason that chaos would create the City of Chaos.

    You said:
    Quote Originally Posted by afroakuma
    As I said, the plus is that it's thematic and cool. The downside is, it's not near chaotic enough, doesn't stand up to infusions of pure chaos, assumes the slaadi could live in a city... and smells like Eberron.
    The downside is the issue. The way you have it, it's pretty damn tough to reconcile with chaos itself, so what I'm suggesting is that you toss out the reason you had originally, and adopt something that is a more chaotic bent. If so, the question becomes, "Why would Chaos create something ordered? What is the reason it would do such a thing?"

    Like I said, just my 2cp. In any case, it's really great fun, and super interesting.

    -argus

    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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