A history to solve a problem

officeronin

First Post
We also thought it was pretty silly that, at towns in low-level games, there are no high level folks around, but at high levels, they are all over. So, we decided to justify it...

In days of yore, the world was connected by teleportation circles. Each village had a circle to and from the town, and the towns had circles to and from the cities, and the cities to and from the capitals, and the capitals to and from each other. Great wealth was ammassed through nearly instant trade (and, since nearly all the trade goes through a few locations, it's easy to tax, goverments did very well.) Smuggling all but ended (it's cheaper to pay the tax than to pay for the smuggling). Defense of the frontier is easy (the elite squad of 200 soldiers gets anywhere in the kingdom in 20 minutes...). Etc.

However....

1. The roads were now only rarely used, and the "wildlands" between the areas of settlement grew feral without the influence of regular travellers.

2. The wealth (and, thus, security) of the Kingdoms and Empires became dependent on the wizards, who were now organized as a tightly focused guild. Kings and Emporers would not be happy with this situation...

Thus, the world erupts in civil war. A few political leaders ally with the mage guild, believing that they will win, but most rebel, along with a handful of rebel wizards. As the destruction rages unbelievably swiftly across the land, most of the circles are destroyed, and the humanoid tribes that had long been held at bay by the instant appearances of crack sodiers, see their opportunity, and the world Balkanizes.

The guild is defeated, and they, along with the circles, pass into mists of legend.

One thousand years later, the PCs come along. They start in a classic low-level D+D kingdom on a penisula, sheltered from the mainland by a mountain range. History has passed into distorted legend

As they move up in levels, they adventure past the range, uncovering evidence of the war and other lands. Since these other lands are not nearly as sheltered as the penisula, there are more high level people.

When I ran this world, the original leader of the guild had survived and become a lich, and his goal was to reinstate the network of teleportation circles. He did this by having his savage army of humanoids attack various cities (so many humanoids that the cities could not possibly hold without immediate reinforcements), while leaving clues for the PCs to re-open or create new circles. Fun!

Watcha' think?

OfficeRonin
 

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Sounds interesting to me. I sort of like the idea of teleportation cirlces or the like. I would sort of like to limit them somehow though. You make them too convenient, there are lots of things you have to start explaining.
 

Psion said:
Sounds interesting to me. I sort of like the idea of teleportation cirlces or the like. I would sort of like to limit them somehow though. You make them too convenient, there are lots of things you have to start explaining.

OK. When I read the Forgotten Realms book, and it said that mages don't use magic for casual travel (like shipping), but the Red Wizards of Thay constantly blew their xps on selling magic items, I thought, "How absurd!" Compare shipping a wagonload of cargo to a city one month's travel away. By wagon, I figure the cost to be (pay for driver and two guards = 1 gp/day each, food for 2 horses = 6 gp/month, wear and tear on wagon and horses = 10 gp/month based on 5 year span, all multiplied by 1.5 for covering the risk of loss =) 159 gp. This is a rock bottom price, and I'd imagine the teamsters who are taking the risk wouldn't accept less than 200 gp. With a circle, the wizard charges 100 gp, and hires someone to oversee it. Trade would increase (due to less cost and less risk), and even a good sized village would be shipping 50 to 100 wagons a year. It doesn't take long for the wizard to recoup his losses...

Yes, Teleport circles are one way, to a set location -- and it would require a pair to travel to and from a locale. If I were the Red Wizards, I'd have one to and from every Thayan "outpost" (or whatever they're called) to Thay. Soon, every item of trade passes through Thay's capital city, for just a minor tax... (and they'd keep it minor in order to keep other forms of shipping prohibitively expensive.) If someone falls afoul of Thay, their trade income is gone -- instantly. Ouch!

Well, that's the thought process that developed the idea.

OfficeRonin
 

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