seasong's Light Against The Dark (FEB 06)

Indigo Veil said:
Hey, Thomas. ^_^ So I made it safely to New York, and I hope you have a good trip and visit home for your holiday. Tell your sister and mom that I said hi. ^_^
I will! And have fun in NYC :D.
About the story hour: this might seem like a question with an obvious answer (or perhaps you've already given an answer for this), but why do our heroes face -spiders- so consistently? It's like, everywhere they turn, spiders are waiting for them. Is that ethereal spider god thing the nemesis of Allas, or something?
I don't believe anyone's asked, no :).

We can look at the facts, however:
1. First spiders: Hurath's error. Oops.
2. After defeating a hell hunter, Allas sends a dream.
3. Dream leads straight into spider's den.
4. Spider's den is broken, abandoned temple.
5. Temple has daylight-casting glass globes.
6. Temple has statues of Allas' servants.
7. Sunlight (Allas is the sun goddess) burns infernal webs.
8. The spider god was cast from the heavens by the current crop of dieties.

Hmmmmmm... Coincidence? Only time will tell.
 

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Vicious as ever. ;)

So many spiderses! I know you already explained why, but being covered in oversized brown-furred spiders while facing the big leather-skinned hellborne one would be only slightly better than being covered in tiny brown-furred spiders. I suppose what I'm saying is it could have been worse. Hates the spiders. Hates them.

Oh, and Indigo, you can post into a D&D thread that you made it safely but you can't call to inform me of such?! ;) Addict.
 

Sorry for taking so long to respond: Yes, having some justification for the spiders makes being covered in them slightly easier to deal with, I'm sure :D.

And I'm not that vicious.
 



I may be running the next session on Saturday, so hopefully I'll get started on continuing Broken Temple this next week! In the meantime, I thought I'd post some other stuff I've been thinking about.

A Bigger Picture

The PCs come from small villages and towns in the Theralis Valleys, and for the most part, they've seen their home town, the road to the city of Theralis, the city itself, Eastpass, and 50-100 miles north to the Bunahken tribal camps. Athan, under the tutelage of his mother, spent some time in the east-side wilderness of the Theralis Valleys, and Merideth did a fair amount of trade travel along the river through the canyons where the Broken Temple is located.

The Theralis Valleys are a reasonably large place, and you could visit a hundred small villages, patches of wilderness, subtly different local wines, old ruins, strange towns, secret caves, glorious views of nature, abandoned vineyards, hermit herbalists, and genuinely dangerous areas of deep forest without exhausting their scope. But there is a bigger world out there, and one which the PCs will eventually come to know.

Theralis is located in a set of valleys within a peninsula mountain range; wilderness and coast is to the west, and orc tribes are to the east. To the North are the trade routes to other city states, and beyond that, the mainland.

City States

Theralis is not the only city-state of its kind, although the others possess their own unique cultural personalities. I don't want to give up too much here, but suffice it to say that they are also fighting orcs, and may be potent allies or hindrances in the future.

The Civilized North

Farther north are the great cities and kingdoms. They are the real power on the peninsula, and compared to them Theralis is a poor, backwater, third world country whose wine-based economy is largely dependant upon northern demand for it. The trade route north travels through the city-states, but ultimately arrives here.

According to Theralis knowledge, the north has mighty arcanists who can rain fiery death upon entire armies, summon earthquakes, and travel to the outer realms of existence; healers who can bring an entire warband from the brink of death to full health and cure terrible diseases; espers who foretell the future with frightful accuracy.

Also according to Theralis knowledge, the northerners are arrogant, soft and incompetent. So take either with a grain of salt.
 

Nad they have magic items, and, and 1/2 celestial imporved familiars...and, and, and Perment Planar gates! An GOLD, gold the streets are paved everywhere...

Is the name of this Northern City "Ahmerikuh"?

:)

Wher are thhose armored cat thingies? And what place to the undead play in your world?
 

incognito said:
Nad they have magic items, and, and 1/2 celestial imporved familiars...and, and, and Perment Planar gates! An GOLD, gold the streets are paved everywhere...

Is the name of this Northern City "Ahmerikuh"?
Heh. I think it's simply called "Fohren Plasses".
Wher are thhose armored cat thingies? And what place to the undead play in your world?
Patience, grasshopper. The armored cat comes precisely when it means to, and usually from above.

As for the undead... perhaps I should make a post of that, along with some more notes on the abomination that is a necromancer. There's no short answer, however, other than "you don't see that in Theralis, no sir!"
 

Hey seasong, I'm only on page 3 at the moment, but I wanted to add my commentary to your story hour. You've got a unique and very well-realized world, and as a DM/builder myself I appreciate your additional posts on the history/mythology/culture of your world. Your creation is reminscent of Old One's Faded Glory campaign setting in which two story hours here (his and Rel's) are set, in that it mixes real-history influences with a great deal of custom background and rules modifications.

Others have already commented on the challenges involved with placing players within a larger context in which they are not initially the "stars." This won't work with all players, but it seems that you have a good group that is willing to let you tell your story without feeling "railroaded." Plus your setup allows the players to have great reasons for why their characters are adventuring together, which is much better than "so you meet some strangers at an inn..."

Initially it was your post about the craft of writing that drew me to this story hour, and I was not disappointed. Good luck and I look forward to getting caught up on all the action (plus it seems I may have found someone as prolific as I am on updating!).

Lazy
 

Lazybones said:
Your creation is reminscent of Old One's Faded Glory campaign setting in which two story hours here (his and Rel's) are set, in that it mixes real-history influences with a great deal of custom background and rules modifications.
I will have to look that one up - thanks for the reference :).
Others have already commented on the challenges involved with placing players within a larger context in which they are not initially the "stars." This won't work with all players, but it seems that you have a good group that is willing to let you tell your story without feeling "railroaded." Plus your setup allows the players to have great reasons for why their characters are adventuring together, which is much better than "so you meet some strangers at an inn..."
My players are, indeed, awesome :D.

As for the larger context... we've established a lot of trust on certain issues. One of those is that their individual narratives, the scope and breadth and power of their character development and "cool factor" is multiplied immensely by having that initial, larger context.

If they reach higher levels and get in a fight with Amalan and kick its ass... well, this early stuff will have given them a measuring stick for just how cool that is.
Initially it was your post about the craft of writing that drew me to this story hour, and I was not disappointed. Good luck and I look forward to getting caught up on all the action (plus it seems I may have found someone as prolific as I am on updating!).
Thank you, on both counts! My update schedule thus far has been: play a session on the weekend, space out the updates over the week, insert filler on background to taste. It seems to be working, although the filler pace is a bit slow for me ;).
 

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