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Post by foxroe on Apr 8, 2017 18:58:58 GMT -6
Where do the Carcosa and M_____E_____ (Metal aEon? Mithril Empires? Mythic Epoch?) modules link up? I don't think they do. The two new modules are part of a new 16-module fantasy wilderness setting.
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Post by foxroe on Apr 8, 2017 18:51:47 GMT -6
I'm only partially through the thread - great stuff in there. It's a shame Chirine no longer posts, but I can respect his reasons. You know, if you find any real gems in that thread you could always quote them in posts here in this thread. It would save me the time of reading through 500 pages of posts at theRPGsite. I'd end up quoting the whole thread! I'm up to page 30 now, but I suppose I can go back and quote a few things like the excerpt from Chirine's book, Gronan's wedding, and the real origin of the Nlyss...
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Post by foxroe on Apr 7, 2017 21:57:04 GMT -6
There is nothing in X1 to indicate what the astronomical makeup of the solar system is. I would assume that it is Earth-like: a sun, a moon, and a few obvious "wanderers".
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Post by foxroe on Apr 7, 2017 18:01:37 GMT -6
He does post. Just not there. Actually, I was surprised to learn he was ever on rpgnet - thanks for that GT. If you have a question for him, try the Blackmoor forum. Thanks aldarron, that's good to know. I have no questions for Chirine (yet), I just selfishly enjoy the stories of yore.
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Post by foxroe on Apr 7, 2017 17:54:36 GMT -6
Sweet! You're going to run out of room in your signature soon, Geoffrey!
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Post by foxroe on Apr 7, 2017 4:54:51 GMT -6
The Five Shires are the homelands of the Continent's Halflings. They've been there for as long as anyone can remember. The Half-folk are not an especially war-like race by any stretch of the imagination, but they have been known to produce some of the most memorable heroes in Continental folklore. They are a hardy people, determined in their actions, and enthusiastic in their revelry.
Each shire, or county, is governed by a Council of Eldermen, elected from among the populace, and each council is overseen by the Shire's Reeve (or more commonly, Sheriff), who is selected from among the Eldermen. The Sheriff is responsible for the security of the Shire and acts as the voice of the Eldermen when dealing with the other Sheriffs or foreign dignitaries. The Sheriffs meet four times a year (at Planting, Summermeet, Harvest, and Wintermeet) to discuss policy and other matters that affect the Five Shires.
If required, the five Sheriffs select one of their number to be the High Sheriff, who acts as General of the Militia and leader of all Halflings in time of war. In such instances, the Halflings of the Five Shires can muster a sizable army of light infantry, archers, and slingers. This has only happened twice in recorded history: once when Humanoid armies swept down through Alfheim and Darokin from the Broken Lands, and also during the Northmen Invasions prior to the rise of Thyatis.
When Thyatis rose to power in the region, the Halflings eagerly joined the growing Empire rather than resorting to another unpopular war with the humans. This was of great boon to the Shires, as they were introduced to improvements in agricultural equipment and greater variety in agricultural technique. This also fostered the wide-spread worship of the Thyatian Mother Goddess, patroness of Hearth and Home - two things near and dear to all Halflings. With the Thyatians also came trade, and the folk of the Shires learned to become shrewd dealers and lucrative merchants. The obvious exports of importance for the Halflings are agricultural goods and perhaps the numerous mollusks and oysters found along the shores of the Shires (oh, and Pipeweed!).
The Halflings of the Shires would also be accomplished sailors. The coves and bays along the coastline are harbors to large fishing fleets, and trading convoys often travel between Thyatis, Minrothad, Karameikos, Ierendi, and the Atruaghin. The Shires do not boast any appreciable navy (they likely have protection-treaties with Ierendi and Minrothad), but they are known for disguising small warships as merchant caravels and fishing cogs to discourage piracy.
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Post by foxroe on Apr 7, 2017 3:43:57 GMT -6
Wow, thanks Starbeard ! This is all just a creative exercise - seeing what I can tease out of the sparse detail of just what is written in X1. It's certainly not "canon". Of course anyone is welcome to use these ideas for whatever. And other thoughts and ideas are entirely welcome!
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Post by foxroe on Apr 6, 2017 23:00:55 GMT -6
Thanks, owlorbs , I appreciate that. Here are a few thoughts on the Heldann I've been chewing on: The Heldann Freeholds are an interesting region. One has to wonder how such a "barbaric" nation can survive without a primary ruler. The key, I believe, is in the Freeholds' implied system of laws (inferred by its similarity with Medieval Iceland). Each hold would be ruled over by a single chieftain, known as the Godar. The Godar enforces and is beholden to the long-established laws of the Heldann. These laws, rather than being written down in any formal manner, are memorized, recited, and interpreted by the Law-Keepers (Logsogumadr). The Law-Keepers also act as record keepers for the clan as well as tending to the spiritual needs of the citizenry (a seemingly anarchistic society that reveres the law as sacred to their way of life would surely pay its respects to the great Law-Giver, a God of Justice, Accord, and Revenge). All of the Godar and the Logsogumadr convene at least yearly (Midsummer?) to discuss issues that affect the Heldann, to negotiate differences between the Households, and to make trade agreements. In the Heldann legal system, crimes are judged by ad hoc tribunals made up of representatives of both sides, selected by the Godar and presided over by the Logsogumadr as the final arbiter. Punishment is through fines (the amount being commensurate with the crime). Those that cannot pay the fine are forced into slavery/servitude for a number of years proportional to the fine. In worst cases, punishment is execution, but this would be rare. The Heldann are not a rich people, so the impetus to commit a crime is usually not there - most crimes are those of passion, or are committed by foreigners. I can imagine that the Heldann are socio-religious refugees from the other Northlands. These are the descendants of the men and women who were fed up with feudal systems and war-like Gods of Vestland, Ostland, and Soderfjord. They would certainly still conduct trade with their father-lands, but they also likely experience occasional trouble from sea-raiders acting outside the auspices of the other North-States. The eastern Holds have probably evolved to form a line of defensive fortifications to deal with this problem. The less temperate northern climate of the Freeholds prevents an abundant variety of crops, but there is ample grazing available for herds of sheep and cattle. The lack of variety in crops is compensated by the rich hunting and fishing resources the Heldann enjoy. The primary export is likely to be wool, and textiles made from wool. The rugged terrain of the border with Ethengar Khanate to the south has likely spared them from the sometimes war-like Steppemen. Perhaps instead they have established steady trade with the Ethengar. A mutually beneficial exchange of livestock and horses for textiles and salted fish seems logical.
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Post by foxroe on Apr 6, 2017 21:31:33 GMT -6
I'm only partially through the thread - great stuff in there. It's a shame Chirine no longer posts, but I can respect his reasons.
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Post by foxroe on Apr 6, 2017 18:30:58 GMT -6
Very cool clownboss, and welcome to the forum!
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Post by foxroe on Apr 6, 2017 5:52:37 GMT -6
Some random thoughts on the Principalities of Glantri...
Glantri is a Magocracy of aloof, high-level wizards, so how do (or did) these mages come to be Princes? I doubt that this magocracy allows for any sort of democratic election. It doesn't seem likely that they are selected by the other Princes either, since they generally don't trust one another. It is more likely that the title is earned by vanquishing another Prince, whether by wizardly duel or clashing of fantastic armies. If a Prince should die or go missing, perhaps the remaining wizards convene to select another, but the "selection" is made by having applicants battle each other for the title. I can picture Glantri City having a large Colosseum where these sorcerous clashes take place (as well as hosting other "entertainments").
The Princes are more concerned with magic than rulership, so local councils of elders and princely stewards tend to the day-to-day administration of the realm. The Stewards represent their respective Prince in all matters, and have all the authority that that entails. They are likely high-level types, though not necessarily magic-users (or even human/demi-human!). They live in Glantri City most of the time, since the Princes sequester themselves away in there magical towers/megadungeons/abodes. The Stewards form a council that deliberates over any realm-affecting decisions that may be required. The Elder Councils are similar to the Council of Stewards, but they are only responsible for the day-to-day activities in the outlying towns and villages which support Glantri City and the realm as a whole.
What of the citizenry of the Principalities? Who could be convinced to live in a realm punctuated by cabalistic splendors and magical horrors? Perhaps they are refugees from the wider, more primitive world seeking the solace of subservience to the Princes in exchange for the ultimate in magical security. Perhaps they are common laborers and farmers seeking to ply their trades with the help of magical conveniences. Perhaps they are scholars and mages seeking to expand their knowledge in Glantri City's famous Universities and Libraries. Perhaps they are profiteers looking to get rich trading in rarities and all things magical at the Grand Bazaar. Perhaps they are adventurers seeking greater challenges in the services of the Princes of Glantri.
Dueling mages, armies of fantastical beasts, magically motivated politics, grand geases fueled by power-hungry arch-wizards... Glantri is no doubt a land screaming for adventure.
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Post by foxroe on Apr 6, 2017 3:05:36 GMT -6
Dang. I keep meaning to read this. I did, however, read the review linked above. In the review, the author references another "OSR" rule set/campaign, here. While I didn't read very far into the Appolyon rules, I was struck by the pure utility-awesomeness of the "Encounter Die" concept (maybe this isn't original, but it's new to me). It essentially takes all of those "missed" wandering monster rolls and makes them count for something else: environmental encounter, torches blaze out, characters get tired, and magical effects fizzle and expire. So, essentially, every turn in the dungeon, something happens to the characters, regardless of what's going on at the moment. I love it!
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Post by foxroe on Apr 5, 2017 1:16:02 GMT -6
The realms of the Continent aren't presented with any official pantheon of deities. The later Gazetteers and the BECMI rules introduced Immortality as a means of attaining what was essentially god-hood, so Mystaran deities were an odd lot of ascended adventurer-heroes (or at least that was always my impression). I didn't care for that much. Going only by what's in X1, there are no clear clues as to the available religions on the Continent (there is a reference to a sky god, Oloron). Given its Mediterranean flavor, it would make sense to borrow from the Greco-Roman pantheons of Earth for the southern areas of the Continent, Nordic pantheons for the northern lands, etc. Perhaps, though, it would be more fun to invent a pantheon based on what can be culturally gleaned from the map and the terse descriptions in X1. Alfheim - Elves do not venerate the Gods as humans do, though they do respect and acknowledge their existence. The folk of the Canobarth have likely adopted a quasi-religion of ancestor worship coupled with a reverence for natural beauty. Atruaghin - The Atruaghin live in closer harmony with the land than do other humans. I imagine the central religion to be Druidic in nature, with reverence of the god-hero Atruaghin (representing perseverance and the warrior spirit) a close second. Broken Lands - Home to humanoids, giant-kin, dragons, and things even worse, I can only imagine that the bloody sacrificial worship of Great Demons goes on here. Darokin - The Darokin are likely the wealthiest humans in the known world. One can infer that their religion centers around a divinity that promotes the attainment of wealth. Perhaps this deity has many aspects: prosperity through hard work, wealth through chance or gambling, success in diplomacy and trade, thievery, etc. Ethengar - Ethengar society is comprised of hundreds (if not thousands) of nomadic family-clans. The wide expanse of grasslands under endless skies would promote worship of a Sky God, and certainly there is a Great Horse god honored by the nomadic horse-borne warriors of the steppes. Glantri - The Wizard-Princes of Glantri have little need for worship, as it is likely they voraciously seek immortality of their own. However, in Glantri, knowledge is power, so perhaps some venerate the God of Knowledge and Secrets. Heldann/Vestland/Ostland/Soderfjord - War God, Lightning God, Fertility Goddess, etc. You know the drill. Ierendi - A nation that prides itself in naval prowess will certainly worship a deity of the sea. Like the religion of the Darokin, this God/Goddess will have many aspects such as patron of sailors, patron of fishermen, bringer of storms, etc. Karameikos - Only recently independent of Thyatis, Karameikos will share similar religious beliefs with its mother-nation. A "state religion" honoring an Athenian-type Goddess would be appropriate. Minrothad - Another wealthy, sea-faring nation, Minrothad likely pays homage to the sea and wealth/power gods of the Thyatian Empire, as they are closely allied (Minrothad was probably once a part of the Thyatian Empire, so this would make even more sense). Rockhome - As with the Elves, Dwarves have no "official" religion. They likely venerate their ancestors, with Dwarf warriors proudly displaying the arms and armors of their forefathers in battle, though some may worship a crafting or Earth god - perhaps borrowed from the humans. The Shires - The demi-human Halflings, like the other non-human races, are not overtly devout, preferring quiet pastoral lives without the stark regimen of religious practice. However, there is likely a minority who worship a Thyatian agricultural or homestead deity (introduced by human immigrants) that would appeal to the Halflings' sensibilities. Thyatis - The Old Empire will have a grand pantheon of Gods and Goddesses of many, many spheres. Most of these would have started as "lesser" pagan deities absorbed by older Thyatian conquests, where they sought to assimilate foreign cultures through adaptation of the locals' favorites. Prominent religions would include a god of right of dominion (a wholly Thyatian concept), a war god, a sea god, an agricultural/fertility goddess, a representative of art/music/poetry, and perhaps even a patron of slaves. Ylaruam - The main city, built in the midst of a vast oasis in the Alasiyan desert is an economic trade hub similar to Selenica, so obviously a wealth-deity is in order here, but perhaps this god/goddess is portrayed more as a chaotic bringer of fortune and less of a stale coin-and-balance avatar. Most of the remainder of the Emirate is a sun-blasted desert inhabited by roving bands of highly religious dervishes. These peoples will likely worship a sun-god who represents the cleansing light of purity and the purging of heretics.
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Post by foxroe on Apr 4, 2017 5:20:28 GMT -6
I picture the Atruaghin Clans as being related to the Ethengar. Perhaps some of the Ethengar migrated down the river valleys to the sea and settled the shore and plateau. It's also conceivable that they established trade and intermingled with the Elves of the Canolbarth, making the Atruaghin distantly "half-elfish" - perhaps Atruaghin himself was an ancient Elf hero... On the other hand, "atruagh" is (I believe) of Gaelic origin, so perhaps they are a proto-Celtic people, much like the Woads as portrayed in King Arthur (2004). The more I think about it, the more the latter idea makes sense to me. The Atruaghin clans are hunters, fishers, and farmers. This doesn't mean that they are a simple people. They have learned to live off of the land in which they reside and have become intimately familiar with it - they are closer to the natural order of things. This is a land of Druids and Rangers. They are a community-driven people that have no need for bustling cities. Each clan controls a few small villages where they can congregate and trade with other clans (and other nearby regions/nations). When the need arises, the clans come together and fiercely defend their homeland and their way of life. I can picture thousands upon thousands of woad-covered warriors being led by a strongly charismatic hero-king/queen (think Boudica), fiercely taking it to the enemy. Their archers and guerilla-fighters are feared throughout the Continent, which explains why Darokin (or any other nation) has failed to conquer them. They likely don't trust Darokin much, and prefer to trade with the more "benevolent" Halflings to the east.
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Post by foxroe on Apr 4, 2017 4:17:47 GMT -6
Darokin is no backwater nation.
It has five major cities within its borders, access to the sea through control of the Streel River and the Malpheggi Swamp, borders eight other geo-political regions (that it no doubt trades with), and controls two of the four major roadways on the Continent. It has excellent internal resources (a large inland lake, woodlands, mountains, etc.). This country is an economic powerhouse. It's no wonder it is a "plutocracy" that no longer acknowledges Thyatis as its liege-state.
Its only disadvantage that I can see is perhaps a lack of any significant naval force. It may have a small force to control Lake Amsorak, and river boats and galleys to patrol the Streel and the swamp-coast, but it lacks a good seaport for harboring a significant navy that could exert some form of territorial control on the southern sea. The Minrothad Guilds are likely the other economic power house in the neighborhood, and as such are probably strong rivals with Darokin. I would not be surprised if Darokin has formed a strong alliance with Ierendi, relying on help from its fleets to protect Darokin's maritime interests.
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Post by foxroe on Apr 4, 2017 3:46:58 GMT -6
Do you ever have one of those epiphany moments when you realize you've been looking at a map all wrong? Just had one, I hate to say. Selenica always confused me. In my mind, it seems like some sort of free city-state, trade-hub, kind of place; but, it's clearly near the Canolbarth, on its east border, so I always assumed it was part of Alfheim. Now after studying the map in X1 more closely and reading the description for Alfheim ("Darokin pays the elves to protect the caravan route through the forest to Selenica.") I've realized that Selenica is part of the Darokin Republic. Doh! I can't believe I missed that. Alfheim actually sits inside the Republic. So, it is a trade hub; it's just a Darokin trade hub. It's also likely a very rich city, in both monetary wealth and culture. It's a large bustling metropolis of humans (Darokin and Ylaruam natives mostly), Dwarves (Rockhome), Halflings (the Shires), and obviously, Elves. I can imagine that as part of the agreement with the Darokin, the Elves of Alfheim have considerable clout in the city, perhaps holding many seats of power on the city's council, much to the chagrin of many Darokin Merchant-Princes, and perhaps the Dwarves of Rockhome.
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Post by foxroe on Apr 3, 2017 18:18:36 GMT -6
I picture the Atruaghin Clans as being related to the Ethengar. Perhaps some of the Ethengar migrated down the river valleys to the sea and settled the shore and plateau. It's also conceivable that they established trade and intermingled with the Elves of the Canolbarth, making the Atruaghin distantly "half-elfish" - perhaps Atruaghin himself was an ancient Elf hero...
On the other hand, "atruagh" is (I believe) of Gaelic origin, so perhaps they are a proto-Celtic people, much like the Woads as portrayed in King Arthur (2004).
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Post by foxroe on Apr 3, 2017 17:35:04 GMT -6
Thanks Starbeard, that's immensely helpful!
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Post by foxroe on Apr 3, 2017 17:17:36 GMT -6
Because of the consistent Mediterranean theme running through the South-central portion of the Continent, it's easy to imagine that these areas were all linked together at some point, most likely under the umbrella of the Thyatian Empire. But the power of Thyatis has been waning over the last century or so, with Glantri, Darokin, the Shires, Karameikos, and to some extent Minrothad declaring independence. I imagine Thyatis losing control due to extended past campaigns on two fronts with Ylaruam and Ierendi, as well as raiding from the northern barbarians. I can picture Thyatis as a crumbling and corrupted nation, much like the Great Kingdom in Greyhawk.
Edit: ... with a batsh*t-crazy, Nero-like Emperor to boot!
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Post by foxroe on Apr 3, 2017 16:59:26 GMT -6
Great ideas Starbeard ! I may yoink some of that for my own campaign, especially the new/old city concept.
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Post by foxroe on Apr 3, 2017 16:51:02 GMT -6
Sweet!
Edit: Holy Moly, 587 pages of posts... this is going to take a while!
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Post by foxroe on Apr 3, 2017 1:36:46 GMT -6
I was rereading my favorite book from childhood to my own children the other day: Daniel Manus Pinkwater's Lizard Music. Amazing. I remember reading that book many, many years ago. While I can't recall specifics, I do recall that I greatly enjoyed it.
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Post by foxroe on Apr 3, 2017 1:28:47 GMT -6
Hi thecoldironkid , and welcome! While random generation is fantastic for spurring the imagination, I don't think it should be relied on entirely. It's up to the DM to make sense of what he/she rolls up and "massage" it to taste. Create your own loops. Example: You've rolled up an area of a dungeon that contains an evil magic-user who's adjacent to a wererat lair. You could keep rolling to generate more randomness (totally viable), but another option is to stop and assess what you've already generated and how it relates to itself. Maybe these two encounters are associated. Maybe the wererats work for the wizard... and maybe it ties in with the giant rats you randomly generated on the first level. Then just fill in the dungeon between the encounters appropriately, relying on your imagination (gut) and not so much on random tables. Hope that helps!
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Post by foxroe on Apr 2, 2017 21:06:36 GMT -6
The Grand Duchy of Karameikos. The eponymous crucible of adventure for many a beginning D&D player. Blech.
Or so I used to think. I think my opinion had been tainted by much of the later development of the territory by late-era TSR (although I suppose this is true for all of the Continent's regions). I wasn't even very thrilled by the brief detail that was given in the Cook Expert book.
When I only read the description in X1, and ignore everything else I know about the "canon" of the realm, I envision a very different place.
From Wikipedia:
This makes good sense with respect to the GDoK. It's a great territory, comparable in size to the other nations in the region. The description in X1 makes no mention of the fealty of the Grand Duke, but I think it's easy to assume that the Duchy is a sovereign country, independent of its liege-state. It's also easy to assume that that liege-state is the Thyatian Empire.
The territory is unsettled and untamed. The X1 map only shows the capitol of Specularum, so I'm picturing a very small hub of civilization centered on the capitol, with defensive fortresses and keeps on its periphery to keep the wilder lands at bay. Sorry, no Black Eagle Baronies and Estates of Marlinev here. And being untamed, it should be a magnet for any would-be adventurers.
Seeing as the Grand Duke carries the name of Karameikos, he is either a descendant of the original Duke or is the original Duke. That would make the GDoK a very young nation, but seeing as there is an established city, it's more likely the former. Regardless, the country, and it's capitol, are likely young and small in scope of control.
The name "Specularum" seems to be derived from the word "specular". Assuming this, I envision a bustling trade port in a protected bay. The waters of the bay are normally mirror still, with all the splendors of the small port reflected on its surface. If its walls and towers were made of pure white granite, it would be a spectacular sight.
Interesting side note: in my 1981 printing of X1, only Specularum is shown on the Continent map. In the 1983 printing, Kelvin and Threshold were added (from the Gazetteer); however, neither of these locations appear on the Cook Expert map, which instead includes Luln and Krakatos.
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Post by foxroe on Apr 2, 2017 19:51:31 GMT -6
So I was rereading X1 yesterday (thanks to scalydemon ) and I'm falling in love with it (again). It's reminded me so much of those initial hedonistic forays into D&D that I'm determined to work it into a campaign. But the other side effect of my reread has been my re-imagining of the Continent. I may post some thoughts about it here as they foment ferment...
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Post by foxroe on Mar 31, 2017 21:07:20 GMT -6
I started with Mentzer B/X (with X1). I played in the Known World heavily for a while, but since I was reading so many Savage Sword of Conan/Conan the Barbarian comics at the time, my interpretation was more or less a Hyborian Age Known World. Cool. How did you treat demi-humans? Did you stick with the implied Tolkien-esque tropes, or did you do something to "pulpify" them?
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Post by foxroe on Mar 31, 2017 21:00:10 GMT -6
Couple of ideas here. I like the encounter timing idea.
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Post by foxroe on Mar 31, 2017 20:58:42 GMT -6
The PC's are slaves on a slave galley. Just as the galley nears the island a revolt happens and during the struggle the ship is wrecked and sinks. Only the PC's and maybe a couple NPC's manage to make it onto the island alive.... I like it! Sure, it's really just set dressing. The Temple could easily be nestled in a steaming jungle-swamp. Although, it would be interesting for it to be reworked as a ruin, with the descriptions used to flavor what used to be there. Hmm... the more I think about it, it would probably be better off on another island in the Thanegioth chain.
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Post by foxroe on Mar 31, 2017 18:47:40 GMT -6
The Temple of the Frog from Blackmoor (Supplement 2) would make a nice set piece somewhere...
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Post by foxroe on Mar 31, 2017 18:40:54 GMT -6
I had an idea pertaining to your vision of a Phanaton-less island. Since you're going with a more simian feel, perhaps just make them more ape-like (think Yazirians from Star Frontiers).
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