DarkeTwilight
09-12-2004, 03:47 AM
Ok heres the Idea, one I've been fiddling with fore over 5 years now.
Imagine an Archepalago (spelling may be off.) Now remove the water and have the Islands hovering in a chaotic array in the sky. The islands are for the most part indipendent of eachother, I may even have a hazy fog surrounding the clusters hiding each Island from the view of the others. While not connected by mundane means there is one method of traveling from one Island to the next.
Apon each Island is a temple. For some the temple may be in utter ruins and for others it may be a working place of worship or a place of whispered fears to be avoided by all sane people. Within each temple is a gate way that leads to what is known as the maze.
This maze is unique, its the only place that has portals to all the other Islands temples. The details on what the maze actually is are still scetchy but I'm thinking along the lines of an abandoned metropolis now in ruins.
The starting setting will be a small town known as Arland, the Island Little more than 20 miles or so in circumfrance with a small array of wilderness. This provides the villagers some semblance of hunting and farming.
The players will be from this village and will likely be lured to the shunned ruined temple at the far end of the Island. Once there the will trigger the portal to open and stumble into the maze. The object isnt some grand scheme of saving the world. Its not to spread word of the gods or deny the false gods. Not even to seek revenge or right a wrong. Its to explore. With over 20 Islands and a massive expanse of ruins for treasure hunting and glory seeking I figured the players would have plenty to do. On top of this I'd of course work a story line around the players them selves and some other intrique possibilities I cook up along the way.
Nw as primary Enemies I'm thinking the Roden, whom nest in the maze and see it as thier home. Of course such an expansive an un tended area would hold other dangers, as would the other islands, some of wich may be as large as the Island of England.
The Major draw backs I see are that first by starting in such a remot area I'm forcing my players to play Humans, not a true problem for me but it could cause annoyance among the ranks. And I would likely need to limit the Life paths available. Design my own list since some things are much much less likely to be available and others simply impossible. I dont see a court wizard being around a village of less than 200 people.
On the plus side I see one distinct advantage in the players having a set "Home base". In a village so small the players are likely to know people on a more intimate level. Most the people will have seen the players grow up, know thier attitude and tempers. As a counter for the limitations of the starting Life Paths and human only option for Race I would give the played a handful of extra resource points soloy to be used on Affiliations and Reputations, Limited to Local Reputation and perhaps moderate influence.
Any suggestions or input would be hugely appreciated!
Imagine an Archepalago (spelling may be off.) Now remove the water and have the Islands hovering in a chaotic array in the sky. The islands are for the most part indipendent of eachother, I may even have a hazy fog surrounding the clusters hiding each Island from the view of the others. While not connected by mundane means there is one method of traveling from one Island to the next.
Apon each Island is a temple. For some the temple may be in utter ruins and for others it may be a working place of worship or a place of whispered fears to be avoided by all sane people. Within each temple is a gate way that leads to what is known as the maze.
This maze is unique, its the only place that has portals to all the other Islands temples. The details on what the maze actually is are still scetchy but I'm thinking along the lines of an abandoned metropolis now in ruins.
The starting setting will be a small town known as Arland, the Island Little more than 20 miles or so in circumfrance with a small array of wilderness. This provides the villagers some semblance of hunting and farming.
The players will be from this village and will likely be lured to the shunned ruined temple at the far end of the Island. Once there the will trigger the portal to open and stumble into the maze. The object isnt some grand scheme of saving the world. Its not to spread word of the gods or deny the false gods. Not even to seek revenge or right a wrong. Its to explore. With over 20 Islands and a massive expanse of ruins for treasure hunting and glory seeking I figured the players would have plenty to do. On top of this I'd of course work a story line around the players them selves and some other intrique possibilities I cook up along the way.
Nw as primary Enemies I'm thinking the Roden, whom nest in the maze and see it as thier home. Of course such an expansive an un tended area would hold other dangers, as would the other islands, some of wich may be as large as the Island of England.
The Major draw backs I see are that first by starting in such a remot area I'm forcing my players to play Humans, not a true problem for me but it could cause annoyance among the ranks. And I would likely need to limit the Life paths available. Design my own list since some things are much much less likely to be available and others simply impossible. I dont see a court wizard being around a village of less than 200 people.
On the plus side I see one distinct advantage in the players having a set "Home base". In a village so small the players are likely to know people on a more intimate level. Most the people will have seen the players grow up, know thier attitude and tempers. As a counter for the limitations of the starting Life Paths and human only option for Race I would give the played a handful of extra resource points soloy to be used on Affiliations and Reputations, Limited to Local Reputation and perhaps moderate influence.
Any suggestions or input would be hugely appreciated!