Bizarre Magic, Empires, Terrible Advances In Technology, and Pushing The Limits!

My sympathies.

If you think a reply is going to take awhile to write up, do it in a text editor or word processor, then copy it to the clip board. Quit the app.

Now go to your favorite browser, go to ENWorld and get on the boards. (Hit refresh/reload until the boards come up.) Go to the thread you want to reply to, hit "reply" and paste the essay you've just written up in the message field. It's worked for me, so it should for you.

Hope this helps.
 

log in or register to remove this ad

Greetings!

I have also developed a realm in the north-western region of Nydhran where there is a *Y-Branched* chain of large mountains, enshrouded in fog. The mountains are studded with peaks that rise over 26,000 feet, with many that are glaciarized year-round. The forests here are composed of enormous, ancient trees. There are three huge rivers, each over 1200 miles long, and between 1-3 miles wide, that course through the great realm. The Kingdom of Aerrathain is a advanced and sophisticated kingdom of intelligent and powerful Trolls. The Trolls of Aerrathain have enslaved the Berrenar,-- a race of forest-dwelling barbarian humans, as well as the Kingdom of Terren-Zarnu, an advanced, urban kingdom of Gnolls. The Gnolls of Terren-Zarnu had developed an civilized and successful kingdom, where great skills in engineering as well as a broad proficiency with magic were embraced. The Gnolls were crushed by the Trolls after 25 years of fighting. Now, the Gnolls serve the Troll-Kingdom of Aerrathain. The humans are the lowest caste in the kingdom.

The Trolls have worked on making great cities of stone, featuring buildings that are often domed, and circular. The Trolls have several orders of Wizards, and have made great discoveries in magic. It is common for any troll to possess some innate ability with magic. Other trolls have a broad range of strange mutations. These trolls that are mutated are viewed as blessed by the gods, and are honoured. The trolls have domesticated herds of mastadon, as well as groups of Wyverns. The Troll armies are enormous, and they are armoured in fine mail, and weapons of might. The Kingdom of Aerrathain also features dark, evil forests, where creatures of darkness, monsters, and evil fey creatures live in wicked depravity. Aerrathain itself is highly magical, as time is believed to pass differently in this fog-enshrouded realm.

(In this kingdom, I have provided all trolls with a suite of powerful magical abilities, in addition to significantly different abilities than is posted in the Monster Manual.)

I think that there are occasions where it is necessary to break out and take risks, to develop different magi dynamics, for example, or different suites of abilities for races, in order to take them in different directions than might otherwise be possible.

Semper Fidelis,

SHARK
 

Greetings!

I hate it when the machine just devours your post, where in just a blink, it seems that your post has just vanished!

Semper Fidelis,

SHARK
 

Greetings!

(SHARK talking to himself: Ah, it did post successfully. Good! I still hate it when it devours posts though!:))

Have any of you worked on new spells that fit in well, or failed to fit in? I think that there are some interesting possibilities with combining magical and technological progress. Some have put forth the idea that magic would simply replace technology entirely. I suppose there is some merit for that view, but I tend to think that even with magic ascendant, the human mind, let alone non-human minds, would not remain idle, or content. Technology would thus be reasonably expected to advance and grow as well. After all, there are inventors and scholars alike who are not wizards. They would be busy, working away on different projects. That seems reasonable.:)

Semper Fidelis,

SHARK
 

Shark,

If you are looking for magitech, I would say dragonstar, shadowrun, and Gurps grimoire has some of what you are looking for, I do not own dragonstar, or Gurps Technomancer but there are some sourcebooks out there.
 

Yes, I've developed a setting in which the races lived in an intermingled state. However, many of them chafed under the supposed "injustices" of the system (mainly meaning that they weren't completely independent) so secretly armies of fiendish elves and other races were training in the Underdark to overthrow the established social order.

I've also created another campaign setting in which there was a race of Necromantic elves: they essentially stole the souls of other humanoids and used them to power strange rituals that allowed dead elves to bind their souls into powerful golems and continue serving their empire even after death. It looks like the Diomin campaign setting may have a mechanic for something similar (but you saw it here first! :D)
 

Greetings!

greetings again... Take 2! :p

bwgwl, that sounds outstanding! Are there any Beholders left in your campaign? More specifically, are there any Beholders that are decendants of the conquering Beholders alive? If so, do they remember their ancient days of glory? Have they worked on any plots to return to greatness?

there are definitely still some beholders floating around somewhere. whether they are direct descendents of the Empire of Berilish, i'm not sure. their city was destroyed, torn apart until "no stone stood upon another stone." but there may still be some living in other parts of the world. the Empire of Berilish lies in the historical past, so they would definitely be aware of it. however, the beholders of today seem to lack the organization to reach such heights of power. there may be a beholder here or there involved with some evil conspiracy or other, but they don't work together like they did back in the good ol' days...

A corellary question would be have any of your players discovered this ancient information, and have they made use of such information? Has this knowledge affected any current areas or cities that the player characters live in?

actually, this world is still a work in progress and i haven't actually run any campaigns in it yet. :p

but stuff like this would most definitely play a part in a campaign. one of the reasons why i made sure i had a bunch of powerful, weird ancient empires was to give me lots of ruins and stuff for the PCs to explore! the area where i would most likely set a campaign has literally layers and layers of successive civilizations, all of which have left ruins: the djinni empire of Shuwwar, the minotaur horde of the Yazinak Khaganate, the first human city-states of Annishipusan, Tashallar, and Hiratta, the beholder Empire of Berilish, the Empire of Parnath (formed from the alliance that defeated Berilish), Parnath's successor states after it's fall, the horse nomad's empire the Tekkeza Khanate that overran the Parnath's successors, Tekkeza's successor the Scarlet Khanate, the original kingdoms of the desert nomads that defeated the Scarlet Khan, the Caliphate of Azayl (a Lawful Neutral god who has an Islam-inspired religion), and finally the modern kingdom of Owalan. whew! lots of history, and lots of ruins to explore there!

in fact, after the beholder's city of Berilish was torn down, a group of former nomads settled on the site and built the new city of Zinartu. over time, the city has passed through several other cultures, and is the modern city of Yeren in Owalan. underneath Yeren still lie the ruins of Berilish, which might hold untold treasure and danger...

How large is the floating city? Has the fact that it is a *flying city* influenced the culture of that city, and the priviledged people who get to live in such a fantastic location? Has such a fantastic city effected any of the local politics to any serious degree? What do non-member wizards who don't have access to such a spledid place feel?

the island itself is about 10 square miles; approximately 3 miles in diameter (about 1/4 the area of San Francisco, if you're familiar with that). yes, that's a big floating island! it houses maybe 35,000 people, making it a fairly large metropolis, but nowhere near the largest city in the world (several of the largest are over 200,000).

most of the population of Ishihr consists of the wizard's consortium who runs the place, merchants who can afford to live there, and various service and infrastructure personnel. it also has a large slave labor population, like most of the world.

even though it can be very expensive to live on Ishihr, many merchants find the cost justified. for those that need to ship large amounts of goods across the ocean, Ishihr can be an attractive option. instead of having to charter (or buy) an entire fleet of ships, crew them with sailors and marines, and possibly lose some of those ships to storms or pirates -- they can instead just put their goods in some warehouses on Ishihr and hire a few guards to watch the warehouses. between the wizards who run the island and the sheer impracticality of attacking an island floating almost half a mile above the surface of the ocean, pirates tend to stay away from it. so guards aren't needed in the same quantity compared to if one was using ships. also, the merchant gets to enjoy all the amenities of city life and stay in a palatial hotel for the voyage, instead of being cramped into a small cabin on a ship!

Ishihr has definitely had an impact on the Golden Sea region. the places where it makes stops have seen a marked increase in trade volume, and are loathe to interfere with it in order to protect this trade. the wizards of Ishihr are mainly interested in making money, so they don't like interfering with local politics either. some other nations in the region that aren't on Ishihr's trade route may have spies or whatnot on the island attempting to subvert it, while others are openly lobbying the wizards to add them to Ishihr's trade route!

What has happened to the victorious Minotaurs? have they advanced and settled a kingdom of their own? If so, how have the players reacted to a kingdom of intelligent, powerful Minotaurs?

unfortunately, after their victory over the djinni empires, the minotaur hordes of the Yazinak Khaganate fell to squabbling amongst themselves and soon devolved back to a state of savage nomadism. there is no modern kingdom of minotaurs.

one of the themes of this world is the division between the "civilized" races and the "monstrous" races. only the civilized races (humans, dwarves, and goblinoids) ever manage to build lasting nations. this isn't just some quirk -- the gods created the civilized races differently than the monstrous races, allowing them to organize to a higher degree and be civilized.

so no kingdom of monsters, such as the Yazinak Khaganate or the Empire of Berilish, has ever survived long-term. it's just not in their nature, as decreed by the gods.

Great stuff sir! Great stuff indeed! I'm wondering--have any of your experiments--magically, technologically, racially, or politically--worked out especially well, or has there been any frustrations or disappointments, as far as how you originally envisioned such working, and its practical application?

as far as racial demographics are concerned, this world is a bit of a departure from standard D&D. there are no elves, gnomes, halflings, orcs, gnolls, or other such common races.

the civilized races are the humans, dwarves, and goblinoids. goblinoids are no more likely to be "evil" than humans are. in most parts of the world, they live side-by-side with their human neighbors. the two types of "true" goblinoids are goblins and trolls. goblins look much like they do in the MM, but stat-wise and in personality they are very close to the PHB halfling. trolls are just Large-size goblins and totally unlike the MM troll. both goblins and trolls are capable of interbreeding with humans -- the result is someone with the features of a goblinoid but who is human-sized; these people are called hobgoblins. hobgoblins inherit that dynamic spark from their human ancestry that makes them extremely adaptable and capable individuals (they have that extra skill point thing that humans get as one of their racial traits).

in some parts of the world, humans and goblinoids have been living together for so long, and get along so well together, that a plurality of the population is actually hobgoblin. similarly, there are places where in the past the human nobility intermarried extensively with the neighboring goblinoid nobility, resulting in a noble caste today that is mostly hobgoblin, ruling a nation of humans!
 

hey SHARK!

i like your kingdom of trolls, gnolls, and barbarian humans. i especially like the idea that mutant trolls are relatively common and honored. i was thinking about having such a "plastic" race in my world, that easily adapts to fit into different niches. i'm not sure which race i would do that to, though.

you talk about taking chances and extensively modifying races. as you can see from my last post, i've done that with my world's goblinoids, especially the hobgoblins (who by definition all have some human blood). i'm hoping these changes won't be too "out there" for the players, and that they can understand my reasons for not using the default D&D assumptions for everything in the world.

Joshua: i love your necromantic elves! sounds really cool. my evil Egyptian empire should do something like that. they already make mummies, why not bind souls into golems as well? :p

when a pharoah dies, he is mummified. perhaps his royal guards are sacrificed at that time, and their souls bound into golems to protect the tomb from robbers for all eternity? wheee...

i've also changed some things about the magic system in this world. the changes aren't too dramatic in the game-mechanical sense, but they definitely change the "feel" of it in the world.

the main thing that defines the different kinds of magic is where the "energy" to power the spell comes from. clerics and other divine casters obviously get their power from the gods. (although druids say they are getting it from "nature" as a whole.) sorcerers, with their intuitive magic, seem to have some internal source of magical energy that they use. sorcerers in this world may ignore material components unless they have an explicit gp cost listed in the spell description. (i see the purpose of material components as mainly one of providing "power," which is why sorcerers may ignore them.)

wizards, on the other hand, learn their magic through study and are not naturally gifted with it. so a wizard must look elsewhere for sources of magical energy. material components obviously play a major part in this, but in themselves are not enough. so a wizard must make deals with extraplanar creatures (celestials, fiends, or genies) to provide the energy. the information in how to command one of these creatures into providing such energy is the most important thing a wizard mentor teaches his apprentices. the "spell preparation" that a wizard must do every morning isn't considered "memorizing the spell" or "pre-casting" -- it's the time it takes for the wizard to bargain with his extraplanar allies for power. since a higher-level wizard can bargain for more power than a lower-level one, this helps explain why it doesn't take much longer for a 20th-level wizard to prepare his spells than it does a 1st-level one.

for the most part, this contact with outsiders is a special effect of the wizard class and doesn't have much impact in the game. though as DM, i can always use it for plot hooks if i wish!
 
Last edited:

Well I sort of have something that fits into that idea...

On one world there's four major nations, one that resembles late Ming/ Qing dynasty China, another that resembles Prussia (aka Germany), one resembling the Ottoman Empire (Turkey) and finally one resembling the Aztecs. Those four major nations all have industrial age technology. They have fleets of airships, and plenty of firearms, cannons, rockets and other weapons going around.

Those four nations are sort of in their imperialism phase, going around conquering, exploiting and otherwise colonizing many other smaller nations. Assume all the nations are True Neutral in alignment except for the Aztec like one which would be more Lawful Evil like.

Out of the four the Chinese-like nation is the most advanced in terms of Science (as in research and theory) and the second most advanced in terms of technology. The Prussians are the most technologically advanced, possessing the best mechanical armor and mechanized technology around.

The Aztec like nation is a theocracy, and get a lot of power from their dark rituals involving human sacrifices. They have things like flying pyramids, and Sun staffs. These staffs shoots beams of light, which is the vengeance of their Sun God personified. They work just like laser guns except only clerics of the Theocracy can use them. I haven't yet thought of any distinguishing features for the Ottoman-like empire.

Those four nations are of course in conflict with the Chinese and Prussian nation allied against the Ottoman and Aztec nation who are allied with each other. I haven't thought too much about where non-human races fit into the whole thing.
 


Remove ads

Top