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Amethyst Isles of Rimecroft [Discussion Thread]

Started by Elemental_Elf, August 22, 2013, 01:05:46 AM

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Elemental_Elf

Essentially what I am thinking is that magic is ripe for the taking. Anyone can try and cast a spell. The problem is that it takes great conviction to see a spell created. Most just wind up just saying words or using gestures (like when someone tries to see if they have "the Force" by shaking their hand at the TV remote that is on the other side of the room). If you have a bit of conviction, you can actually form part of the spell but it backfires (which leads to many deaths when people try to cast a violent spell). Only one in an astronomical number possesses the ability to cast magic unfettered. These people are special, rare and important (like Gandalf).

Most people do not even attempt magic due to its inherent danger. Instead, they try to find shortcuts.

Inherently magical creatures abound in the world. The Dwarves of Rimecroft discovered a way to bind the magical essence of these creatures into gems, which allows the Dwarves to simulate the magical abilities of the bound creature. The most highly prized of magical creatures are the Will o' Wisps, who are each individually endowed with unique spell. The binding process can kill the creature (for a small number of potent gems) or leave it alive (thus creating a greater quantity of weaker gems).

Others learned of a similar technique as the Dwarves but instead of binding the magic to a gem, they bind the spell to their own bodies. The effects are fleeting and always require the consumption of the creature's soul.

Magic of the Seasonal Gods is also very common in Rimecroft but to tap into the power of the Gods, one must have unwavering faith. Stray but a little and the Gods will weaken or fizzle your spells. If your faith is lost or you have displeased your God, then the spells will consume your mortal coil, slaying you instantly. It is for this reason that adherents to the gods are fervent in their belief. The Dwarves bequeathed the faith of the four Divines out to all the lands they conquered.

One could receive the ability to cast certain spells by beings of great magical power. These gifts come at a cost, which varies from creature to creature. They demand things such as souls, worship, deeds, magical items, or etc.


Now the hard part is taking these ideas and figure out a way to turn that into a coherent system of magic...

LordVreeg

The how and why is a wonderful thing to get down solid, because it will lead your games to wonderful places.

I love your descriptions of 'why' it works above.   And I think you are onto something.  I love the clear ideas of binding, and I think you should seriously work out the last category, as this needs to be understood more clearly before you can take the next step.
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Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Elemental_Elf

#17
Quote from: LordVreeg
The how and why is a wonderful thing to get down solid, because it will lead your games to wonderful places.

I love your descriptions of 'why' it works above.   And I think you are onto something.  I love the clear ideas of binding, and I think you should seriously work out the last category, as this needs to be understood more clearly before you can take the next step.

Having given it thought, I dislike the last one. I don't think a creature could be capable of giving up its magical properties to another. You have to steal/siphon it.

I'm torn between a more narrativist style system where you just have "Fire Magic" (and thus have a lot of leeway in what you do with it) and a more comprehensive system where spells are actually named, given effects and etc. (like D&D).


Elemental_Elf

I'm thinking about performing a soft reboot of the campaign.


The Empire of Rimecroft was the most advanced and centralized realm ever to arise upon the Amethyst Isles. The Dwarves were brilliant tacticians, cunning diplomats and, above all, stupendous strategists. Their Empire was the only realm, in the twenty four thousand years of recorded history, to lay claim to all one thousand of the Isles. At the height of their golden age, the Gloom came. The Dwarves blame their god – Yasgaram – for the seventy years of winter. Others blame demons, devils or evil wizards. Regardless, civilization could not survive unscathed while blanketed in frigid embrace of what seemed to be a never ending chill; where the sun never crested beyond the horizon; where the days were short and the nights bitter. The Rimecroft Imperium collapsed just forty years into the Gloom, after it had abandoned all Isles save those close to the Capital. No one knows how the Gloom ended, some claim it was the combined might of the Dwarven Gods of spring, summer and autumn, while others say it was the work of Angels or powerful Wizards. Regardless, after seventy years, the sun finally peaked beyond the horizon. There was jubilation in the streets – finally the dreadfulness was over!

Except it was not.

As the sun slowly rose, people looked on in abject horror as the sun revealed itself to be infested with colossal black pockmarks. All recognized on that day that the defeat of Gloom came at a terrible cost – their life giving star. Those that remembered a time before the Gloom, commented that the sun was not as bright, it was as if the sun was slowly fading away... The world's greatest arcanists came to a similar conclusion some five years after the chill of winter had lifted - the sun had but fifty years of life left. After fifty short years, the Sun would wither away to a blackened husk. In just fifty years, all life will die.

You have a choice, brave Adventurer. You can rest on your laurels and allow inevitable death to come to pass. Or you can sally forth into the ill-remembered Isles and plunge deeply into their murky bowls with the aim of discovering long forgotten relics from eons past, one of which may – nay must – hold the key to curing the Sunblight. It is your choice, brave adventurer – choose wisely.

Elemental_Elf

Sorry for the lack of posting. It has been a rough few weeks. :(

Elemental_Elf

So here is what I am currently thinking for the larger view of the Amethyst Isles.
[spoiler]
[/spoiler]

Essentially, you have Rimebjorn Palace located at the north pole. The Amethyst Isles run down from there in a vaguely parabola shape. Between these two spines, is Al Ren Hamarah, which is the heart of the continent where all beings lived before the gods arrived. Their arrival shattered the continent, creating the Amethyst Isles and the ever-changing amorphous blob that is Al Ren. At the very center of this land is the Spire of Prophesy.

Elemental_Elf

Not really sure what I want to write about next. Any ideas?

Elemental_Elf

Quote from: Ghostman
QuoteRhahsian writings paint the Giants as a violent, vile race that destroyed all they encountered, from forests, to towns, to beasts. The Rhahsians also speak of Giants capturing Pixies and gulping them down like a child devours the first berries of spring. In more modern times, there are wide spread Dwarvish accounts of Stone Giants eating Dwarves, so there is some merit to the Pixies' claim. The pixies also speak of Stone Giants consuming so many Pixies that they actually sprouted Pixie-like wings, though unfortunately this has never been verified. Having said that, the aforementioned Dwarf eating Giants did, in fact, sprout stubble, which is notable since Stone Ginats are known to suffer from alopecia. Prior to the Gloom, one enterprising Gnome scholar attempted to test this theory but was he himself eaten greedily by his test subject.
Just how was he planning to test it?

He was going to feed the Giant Dwarf cadavers to see if it would cause the Giant to grow a beard.

Humabout

Just wanted to say you've got a real gem growing here.  I know you were doubting the mount of fluff you are writing for it, but don't.  You are bringing it to life and I want to read to more
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

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Elemental_Elf

Quote from: Humabout
Just wanted to say you've got a real gem growing here.  I know you were doubting the mount of fluff you are writing for it, but don't.  You are bringing it to life and I want to read to more

I really appreciate the kind words :)

Humabout

Now that you're buttered up, I'm stealing your round window with a picture thing for my thread.  :p
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

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Elemental_Elf

Quote from: Humabout
Now that you're buttered up, I'm stealing your round window with a picture thing for my thread.  :p

We shall call it the Hobbit Window! :D

Humabout

Hobbit windows to post-apocalyptic Cycolopean horrors.  I don't think we're in the Shire anymore, Frodo!

</threadjack>
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Elemental_Elf

Quote from: Humabout
Hobbit windows to post-apocalyptic Cycolopean horrors.  I don't think we're in the Shire anymore, Frodo!

</threadjack>

Better Cycolopean Horrors than the Nazgûl!

EDIT: Also, I'm a bit sad I didn't got for alteration (i.e. Hobbit Holes).

Ghostman

How independent are the Governor-Generals of Araland? Do they feud against each other over territory? How is the local government organized?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]