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Randomling's Dungeoncraft Diary (my players out!!)


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I remember in AD&D there was a giant turtle monster that had an island growing out of its back. Some of the islands could be coming and going simply because they are alive. Making accurate nautical charts of island locations would be difficult, and only someone with knowledge of the monster's migration patterns would know how to find them at any given time.

Just an idea.

Cheers,
 

for religion you could go with a Dualistic Pantheon---> A force of good and a force of evil. This way you get an easily identifiable bad guy to use, an organization to flesh out and possibly the source or at least has some knowledge of the disappearing isles, or is in league with the mainland and is providing safe haven for th orcish invaders...or is behind the revolt...etc etc.

I might also keep an old faith..druids now...so there is some appeal to neutral characters. The old faith may be underground or persecuted by both aspects of the dualistic faith.

Just some thoughts...I can see a very 'pirates of darkwater' game emerging if you felt so inclined.

Thullgrim
 

I'm having an idea here, but it's really hard to explain.

Any here played Dragon Warrior 7 for Playstation?

ANYway, it starts out that the whole world is this biggish ocean, and there's only this one little island. These three buddies are just running around having fun and all, and then all out of the blue in their wanderings they find this abandoned maze-like temple (classic). After going through, they end up finding this big room with a whole lot of pedastles, which have these squarish indentations, suggesting that there were small slabs of stone set in them at one point. Lo and behold, there's a some broken chunks of slab that appear to be engraved in a way that when the pieces are put together like a jigsaw puzzle, they form a map. Put the complete slab on the right pedestle, and *fwoosh* suddenly they're somewhere they've never seen before.

Turns out that they've opened up a portal that sent them back in time to a different island, and after questing, they fix a certain problem for the people on that island, and find a way to return home. They get home, a voila! they see the island they just saved on the horizon.

Basically, the whole world was once covered in this archipelago, and some evil entity caused all the islands but one to DISSAPEAR MUAHAHAHAH!!!!. But of course he misses one which turns out to lead to his downfall etc. etc. The reluctant adventurers find those shards of the stone maps when they travel back in time to the unknown islands, and return home to their own time to assemble the maps and another island pops up in their own time and place. Each island they restore reveals a piece of the plot, and I don't know the rest cause I never finished the game.

Well, I think it's a really neat idea that you could draw some ideas from. Cheers. :)
 

(Small bump, mostly for ease of finding it next time I update.)

Note: druids are staying in, and they may have a sect or two of their very own, or possibly not worship Auros at all. They might be a heathen group that worships Gaea or something, which would make for some interesting RPing stuff around druids.

Thanks for all the ideas folks. :D
 


I hope so! :D

I'm having a really hard time thinking of myths, though.

My thoughts on religion have moved on, however. The major religion of the Hundred Isles is the worship of Auros. I think that once, way-back-when, there was a large pantheon of gods. Auros, the sun-god, defeated most of them. However, two other deities have remained, though few nowadays worship them. One is Gaea, the Earth-Goddess. Gaea's priests are druids; she doesn't grant spells to clerics in the normal way. The other is a death god, whose worship is now so limited that even his name has been lost. Practitioners of voodoo worship the death god, but even the simplest voodoo magics take a powerful person to cast nowadays (ie, it's a PrC). The god himself is dying, and can't grant spells except to a very few.

I think the voodoo practitioners are the other evil human force in the Hundred Isles, along with the Church of St Alexander. There is a certain amount of power to be derived from worshipping a dying god, I guess, especially if you know how to manipulate things...
 


Randomling, that's some really great stuff you've got going! Looking forward to hearing more about it...

Question: How do arcanists fit into this world?

jtb
 

A development of someone elses idea: The islands are being raised by a kraken or something similar. The kraken waits decades or centuries, allowing the humans and other races to colonise the islands, and them sinks them, letting the pitiful creatures drown and feast en masse on their corpses... (or, gathering them as part of a vast necromantic construct, designed to elevate it to godhood / destroy the primordial enemies of the kraken race / complete it's brand new modern art installation).

Another idea: If they drift, perhap goblins / lizardfolk use the islands as sloooooow but mobile siege towers, ramming them into other islands (thanks to a new PrC, the IslandDriver!) and storming them. Or is this too silly?

Another idea: What if the Crossing from the Green to te Grey is caused by an imbalance in a cosmic principle... say, Law vs Chaos, or Energy vs Entropy. To keep the universe from shattering, the 'weights' (islands) must be moved from one domain to another. It is a constant, dynamic process, maintained by (whatever outsider suits your purposes... Modrons!)

Church of Saint Illiax (the Vigilant) LE: Act as a mercenary force and militant order, a counterpoint to the Church of St Alain. They protect the weak and defenceless, with the price that they be allowed to install governors and tax collectors of their own devising in protected lands.. They may be at war with the Chevaliers.
Church of Saint Kellera (the Corrupters / the Decadent) NE: Work to destabilise other faiths, transforming holy men into selfish gluttons and deviants.
Church of Saint Bronehgild (the Savagers) CE: Follow a pseudo-druidic path of might makes right, hairy makes scary, believing that Auros never meant for Men to rise above Beasts in behaviour.

Myth ideas:
Finding of the Book of the Three-Fold Heresy: This myth tells the tale of how a hermit monk, living over a millenia ago left Mainland to dwell in isolation on the island (at the time, there was only one). There, he discovered an ancient, crumbling shrine that contained symbols of Auros the Mighty but predated any known manifestation of the faith.

The shrine contained a tome, which the hermit discovered detailed previously lost aspects of the faith; for Auros had seeded factions that believed both in weal and woe, in help and harm, but the good faiths had driven their evil kin to extinction ages ago. The hermit resolved that he would refound the dark orders, because that was Auros' wish (or so he thought... was the book in fact a theological trap laid by the Gods or Demons of Naughtiness? dun dun DUN!)

Perhaps it was finding a copy of this manuscript in one of their scriptoriums that drove the first Alexandrites to corruption and evil.

The Returned: Not all who were taken to the Grey Lands stay there. Tales say that the island of Rydimios fell into the Grey Maelstrom eight hundred years ago, one of the first places in the archipeligo to Cross. Three hundred years ago, however... it came back. The people and the land were changed by their sojourn in the shadow. All colour seemed bleached away from the trees and grass, the animals were still and feeble, and the inhabitants were no longer human. They had become... (elves? faefolk? changlings? dopplegangers? up to you).

And, finally...
Skartha (lesser kraken / krakenspawn)
Medium Magical Beast
HD: 2d10+4 (15 hp); Speed: Swim 20 ft; Armor Class: 14 (+4 natural), touch 10, flat-footed 14;Base Attack/Grapple: +2/+5; Attack: Tentacle +5 melee (d6+3); Full Attack: 2 tentacles +5 melee (d6+3) and 6 arms +0 melee (1d3+1) and bite +0 melee (d8+3);
Space/Reach: 5 ft./0 ft. (10 ft. with tentacle); Special Attacks: Improved grab, constrict d6+3 or 1d3+1; Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision; Saves: Fort +5, Ref +2, Will +3; Abilities: Str 16, Dex 10, Con 14, Int 12, Wis 13, Cha 12; Skills: Intimidate +6, Listen +6, Spot +6, Swim +11; Feats: Iron Will.

Improved Grab (Ex): To use this ability, the skatha must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A skatha deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex): A skatha can jet backward once per round as a full-round action, at a speed of 60 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A skatha can emit a cloud of jet-black ink in an 10-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Environment: Temperate aquatic
Organization: Solitary or pod (3-12)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 4–6 HD (Medium); 7–12 HD (Large) or by class (often fighters or sorcerors).
 
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