• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Places in my world

Lanliss

Explorer
I like this the most. I will need some time to think on it more though. It feels ripe for Airships honestly. I did something a bit similar in a campaign in the past. Mountain ranges ruled by the Dwarves. They hold a lot of sway in the world due to owning the only mine rich in a mineral referred to as Float (a Material essential to airship travel and construction). Some of the mountains were still visibly rich with the stuff causing chunks of land to float gently in the sky. Sometimes rife with bandits set to ambush unfamiliar ships sailing the skies.

Hmm, that makes me wonder how the Gravity wells would play with an Airship, if I decide to include them. Seems like it would be important to avoid certain paths, otherwise the ship might get grounded, or smashed depending on the physics of the ship.
 

log in or register to remove this ad

That is an awesome backstory. Do you have planned tracks for the island, or do you just have it pop up when it is convenient?

So far the players have not encountered it yet, and I have not found a use for it. Sometimes I make up stuff that ends up just being filler for the world. But who knows, maybe it will come into play later.
 

  • I am bad at distances. How wide would a ring need to be if I wanted a journey on foot to take about two weeks, going from the outside in? How thick would the Sea rings need to be if I wanted them to take a couple of months to cross?

CxfbmF-WgAEGwUp.jpg
 


Ancalagon

Dusty Dragon
Because rates of travel were slower in the past - and it was faster in 1800 than earlier! - you don't *need* a world the size of Jupiter. Today I can drive from my home to Montreal in 2 hours. Back in the day it would have been a multi-day journey!
 


manduck

Explorer
For The Mists, check out the Sanity rules and Madness tables in the back of the DMG. It may be right up your alley. While there, give everyone the Sanity stat (a seventh stat as recommended in the book) at 11 (also recommended). When encountering something strangely Fey, they make a sanity save (not proficient). Failed save gets them a roll on one of the madness tables.

For The Shifting Mountains, I like the bandits mapping out the area a lot. Some advantages to give them, you can have their ranged attacks ignore cover as they bend projectiles around the gravity wells to hit from different angles. Advantage on attack rolls isn't out of line either. You can also multiply jump distances on athletics checks when leaping through an area of affected gravity. You can also reduce distances on jumps where there is greater gravity (if you have that).

The Circles sounds really cool. Certainly an opportunity to play with different environments. You can also have things get more chaotic the closer to the center you get. Perhaps roll on the Sorcerer's Wild Magic tables behind the scenes whenever the party casts spells. Have some crazy and random effect.
 

Istbor

Dances with Gnolls
Hmm, that makes me wonder how the Gravity wells would play with an Airship, if I decide to include them. Seems like it would be important to avoid certain paths, otherwise the ship might get grounded, or smashed depending on the physics of the ship.

Yeah, that is an interesting thought exercise for sure. I had not done the same thing with gravity as you seem to be.

I would think that there would be 'passes' that are popular with trade but because they are some of the only safe routes, could be easily targeted by banditry. It would put some importance on finding salty sky dogs who know of less known passes, or even ones that aren't as safe as others, but are more likely to avoid attention.

You can play up the chaos of it all as well where certain voyages mean the ship may 'fall' up or to the side or any which way. Crews lashing themselves to the ships so that when gravity switches to a new direction they are not pulled off the deck. Thinking on this, if I were to do this, my sailors, the good ones at least would be a bit mad. You would need to be a little crazy to choose such a living, and traveling through it time after time, perhaps the chaos affects them in a fashion.

This area just becomes more and more exciting as I think about it.

Also, I have a very fond love of airships. :p
 

Lanliss

Explorer
The Hive

A massive mental construction, focused on learning and sharing of knowledge among the Forumites. It is a magnificent structure in the Astral plane, a huge cluster of floating spires, the only distinction between the different schools being slight variations in colors, varying from snow white to an icy blue. The spires are connected by almost invisible pathways, which resemble webs crossing between the schools. Each school focuses on their own studies, but the subjects frequently cross over, making the separate Hive's more of a single collective.

Places in the Hive

School of Arcana: A study of Magic and it's effects on the world

School of History: A remembrance of history, and an examination on where it might go.

School of Nature: A collection of knowledge of the Natural world

School of Investigation: Deductive reasoning and the understanding of how facts connect.

School of Religion: Research on the Why, Who, What, Where, and When of Religions.

My thoughts

  • each school will be the origin of a subrace for the Hiven, I think. (Hiven is pronounced like "in", rather than Hive-en)

Not much to talk about here, as there are not many unique mechanics to worry about with this place, like there are for the others. Thoughts?
 

Remove ads

Top