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Post by joatmoniac on Jan 29, 2018 7:19:02 GMT
Everyone like a good DM-Nastics exercise right? You know what ELSE everybody likes? Parfaits! Have you ever met a person, you say, "Let's get some parfait," they say, "Hell no, I don't like no parfait."? Parfaits are delicious!
It is time to embark on one of our most ambitious DM-Nastics yet. We will brainstorm a whole CIVILIZATION, and ANOTHER! And another, and another, and another, and another...
Well maybe not whole civilizations, just enough to know what we might find in their ruins. Consider the following:
1. What is characteristic of their architecture?
2. How did their civilization end?
3. What kinds of technology did they attain?
4. What kinds of security measures might they have in place?
5. What kinds of treasures might they have left behind?
6. What was their relationship with the ruins of the civilization before them?
7. Anything else that might be relevant
Feel free to knock out a whole civilization, just touch a few points of one, finish one and move right on into the next one, or just answer one question for five civilizations, whatever you want! Let’s get building those layers!
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Post by Mariok Soresal Hillick on Jan 29, 2018 8:08:00 GMT
The Zaraddoni Empire (the two dds are pronounced as a voiced th in the)
2. How did their civilization end?
Their civilization ended because they started to use bronze and iron, and Zaraddon (their god), came down crushed most of the empire.
3. What kinds of technology did they attain?
They attained basic, medieval technology. Except that their god: Zaraddon, had a thing against iron, and even bronze, so everything made used either stone or wood.
5. What kinds of treasures might they have left behind?
Their famous tongues, that, when eaten, will give the person knowledge of all languages and all secret codes. These tongues were a gift from Zaraddon. They were also great givers of scimitars, and there are many scimitars to be found with special abilities to go with them.
7. Anything else that might be relevant
They ate using hand-sticks. These hand-sticks were sticks with a severed hand put on top of it. The severed hands were then enchanted so that they could move at the holder's will. The severed hands were the hands of criminals who had their hands cut of. Yeah!
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Post by rorrik on Jan 29, 2018 17:01:11 GMT
The Zaraddoni Empire 1. Architecture Having eschewed metal, the Zaraddoni empire found that working stone for their great buildings was untenable. Instead, their great buildings were made of timbers of mighty trees that were then magically petrified to increase the strength of the structure and allow additional stories to be added. The ruins of many of these buildings are missing their upper floors, as they were purely wood since a new level was not yet being added.
For some time, scholars believed that the Zaraddoni worshiped trees and therefore had faithfully reproduced their features in their architecture. It was not until much later when the spell to petrify wood was found that scholars learned that this quirk of their architecture was purely functional.
The Micheans 6. Relationship with the ruins of the civilization before them: When the Zaraddoni were destroyed, the primitive peoples in surrounding lands were unaware of it for some time. Though they were entering a bronze age, their civilizations were still simple and trade was rare. It was many years later before Miche the Intrepid led his tribe into one of the now empty and mostly buried cities. His people built upon the tops of the mighty buildings and on this foundation began to build a kingdom.
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dmk
Commoner
Posts: 8
Favorite D&D Class: Fighter
Favorite D&D Race: Human
Gender: Male
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Post by dmk on Jan 29, 2018 23:24:31 GMT
Arcana Arcana started as little more than a small city in the wilderness. A place of refugees and castaways, where the gifted trickster Aitros went to spend his ill-gotten gains in revelry and modest peace. Then the dragon Ysir attacked.
Aitros, at the doorstep of death, unleashed the powerful magic that had lain dormant inside of him and subdued Ysir. No one had ever seen power like this before, least of all Aitros. Ysir had told him that more like her were coming, she was the least of her mother's brood. Revenge would be hers.
The newly styled God King used his power to transform the people of Arcana into the worlds first sorcerers. With the blood of Ysir, and the unimaginable power he had unlocked within himself, he made living weapons from the survivors. When the dragons came, they were made into mere mounts for the new lords of this world. Arcana would rule all.
The conquests were easy. The God King Aitros and his powerful servants were unlike anything that had been fought before. Astride dragons, with the very powers of creation and destruction at their fingertips, none could stop them. But it was never enough.
Aitros needed more spellcasters, more minds to reach nearer his own, to help rewrite the laws of nature and existence itself. He found every able mind, every great intellect, and taught them how to use "arcane" power. To control them, he stopped infusing them with dragon's blood, and taught them how to cast from tomes and books. No more would bloodlines of sorcery be created, but now "Wizards" would spread the power and majesty of Arcana. He gave them a small bit of his own power, but siphoned a portion of their growing power for himself. The "schools" of magic were born.
As Arcana grew mightier, so too did the arrogance of Aitros and his "children". They defied the clerics that had ruled so many kingdoms before them, spat at the altars of the gods, and pierced the ancient veils that separated this world from the planes. They slew or enslaved dragons for ever more power, leeched vital essence from the earth itself, and began binding the sworn servants of the gods (outsiders) to their own whims.
The gods would have allowed all this to continue, amused or annoyed in turn, if Aitros had not set his heart to even greater power. If he could do so much, could be so powerful, what then were the gods but another impossible thing for him conquer? Their overthrow would be his greatest triumph, their subjugation the affirmation of his wildest dreams of becoming King of the Gods. A much better title than God King.
Aitros, and his nine greatest students, summoned Kothus. Kothus, shaper of dreams, was the weakest of the gods. He fell easily to Aitros, who consumed his very essence to fuel his own. The shift in balance, the surge of power, could not be hidden from the gods as Aitros had hoped. They descended upon him as his ascension to godhood was completed. They chained him and his servants, stripped the people of Arcana of their power, and entombed the great city under the earth. All as Aitros had planned.
He knew, though hoped otherwise, that he could not escape their retribution. At the heart of Arcana he built a safe haven. A shelter for his loyal people. Not all of them, but many, would survive the onslaught of the gods unseen. They would lie at the heart of a great labyrinth, a maze, constructed to test the children of Aitros until (However many PC's you have!) champions would rise to challenge the very gods themselves by freeing Aitros and raising the god of magic to his rightful place as god of gods.
But for now, the ruins of arcana, as much have been cleared by the successive generations, are a warren of communities beseiged on all sides by an ever shifting dungeon populated by angry servants of the gods, natural predators, and the insane challenges of their imprisoned forebear.
1. Flow-metal and flow-stone. Created by Aitros, these building materials shift and move to create new hallways, houses, and dungeons to test the remnants of his chosen people. His arrogance is echoed in the architecture, with soaring pillars, fantastic spires, ornately carved arches and arcades, whole castles and mansions buried at the height of their opulence.
2. Eons ago, at the birth of magic
3. The magic wielded by the people Arcana was the first, and in many cases the greatest. Alchemy and artifice created great wonders, but the shattered descendants, stripped almost entirely of their arcane power by eons of losing their best and brightest to the rigors of the ruins, have developed highly refined artificial light, spelunking methods, and traps to survive in their hostile environment.
4. Around the competing villages in the warrens of the "safe" zone there are mundane traps and wandering monsters to contend with, but the ruins are replete with magic traps, wayward golems, and a whole maze designed by Aitros to test his chosen.
5. Almost nothing of monetary wealth, but hordes of magical items and great wonders lie in the ruins of arcana and throughout the maze of Aitros at it's heart.
6. They were the first in their region to build a civilization, the high priests of the south had never traveled so far north in search of worshipers to build in stone or metal to last the ages.
7. Kind of designed as a setting, I thought it would be interesting to create a civilization that was both dead and alive. It could serve as a mega dungeon to insert into an existing campaign, or the beginning of one set entirely inside the ruins. The Pc's would believe themselves to be the fabled champions. Raised in the warrens, trained to fight the creatures of the ruins, and determined to either; adventure for the hell of it, find a way out for their people, free Aitros, or simply escape the confines of their limited existence.
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Post by Mariok Soresal Hillick on Jan 30, 2018 5:42:25 GMT
Arcana Arcana started as little more than a small city in the wilderness. A place of refugees and castaways, where the gifted trickster Aitros went to spend his ill-gotten gains in revelry and modest peace. Then the dragon Ysir attacked. Aitros, at the doorstep of death, unleashed the powerful magic that had lain dormant inside of him and subdued Ysir. No one had ever seen power like this before, least of all Aitros. Ysir had told him that more like her were coming, she was the least of her mother's brood. Revenge would be hers. The newly styled God King used his power to transform the people of Arcana into the worlds first sorcerers. With the blood of Ysir, and the unimaginable power he had unlocked within himself, he made living weapons from the survivors. When the dragons came, they were made into mere mounts for the new lords of this world. Arcana would rule all. The conquests were easy. The God King Aitros and his powerful servants were unlike anything that had been fought before. Astride dragons, with the very powers of creation and destruction at their fingertips, none could stop them. But it was never enough. Aitros needed more spellcasters, more minds to reach nearer his own, to help rewrite the laws of nature and existence itself. He found every able mind, every great intellect, and taught them how to use "arcane" power. To control them, he stopped infusing them with dragon's blood, and taught them how to cast from tomes and books. No more would bloodlines of sorcery be created, but now "Wizards" would spread the power and majesty of Arcana. He gave them a small bit of his own power, but siphoned a portion of their growing power for himself. The "schools" of magic were born. As Arcana grew mightier, so too did the arrogance of Aitros and his "children". They defied the clerics that had ruled so many kingdoms before them, spat at the altars of the gods, and pierced the ancient veils that separated this world from the planes. They slew or enslaved dragons for ever more power, leeched vital essence from the earth itself, and began binding the sworn servants of the gods (outsiders) to their own whims. The gods would have allowed all this to continue, amused or annoyed in turn, if Aitros had not set his heart to even greater power. If he could do so much, could be so powerful, what then were the gods but another impossible thing for him conquer? Their overthrow would be his greatest triumph, their subjugation the affirmation of his wildest dreams of becoming King of the Gods. A much better title than God King. Aitros, and his nine greatest students, summoned Kothus. Kothus, shaper of dreams, was the weakest of the gods. He fell easily to Aitros, who consumed his very essence to fuel his own. The shift in balance, the surge of power, could not be hidden from the gods as Aitros had hoped. They descended upon him as his ascension to godhood was completed. They chained him and his servants, stripped the people of Arcana of their power, and entombed the great city under the earth. All as Aitros had planned. He knew, though hoped otherwise, that he could not escape their retribution. At the heart of Arcana he built a safe haven. A shelter for his loyal people. Not all of them, but many, would survive the onslaught of the gods unseen. They would lie at the heart of a great labyrinth, a maze, constructed to test the children of Aitros until (However many PC's you have!) champions would rise to challenge the very gods themselves by freeing Aitros and raising the god of magic to his rightful place as god of gods. But for now, the ruins of arcana, as much have been cleared by the successive generations, are a warren of communities beseiged on all sides by an ever shifting dungeon populated by angry servants of the gods, natural predators, and the insane challenges of their imprisoned forebear. 1. Flow-metal and flow-stone. Created by Aitros, these building materials shift and move to create new hallways, houses, and dungeons to test the remnants of his chosen people. His arrogance is echoed in the architecture, with soaring pillars, fantastic spires, ornately carved arches and arcades, whole castles and mansions buried at the height of their opulence. 2. Eons ago, at the birth of magic 3. The magic wielded by the people Arcana was the first, and in many cases the greatest. Alchemy and artifice created great wonders, but the shattered descendants, stripped almost entirely of their arcane power by eons of losing their best and brightest to the rigors of the ruins, have developed highly refined artificial light, spelunking methods, and traps to survive in their hostile environment. 4. Around the competing villages in the warrens of the "safe" zone there are mundane traps and wandering monsters to contend with, but the ruins are replete with magic traps, wayward golems, and a whole maze designed by Aitros to test his chosen. 5. Almost nothing of monetary wealth, but hordes of magical items and great wonders lie in the ruins of arcana and throughout the maze of Aitros at it's heart. 6. They were the first in their region to build a civilization, the high priests of the south had never traveled so far north in search of worshipers to build in stone or metal to last the ages. 7. Kind of designed as a setting, I thought it would be interesting to create a civilization that was both dead and alive. It could serve as a mega dungeon to insert into an existing campaign, or the beginning of one set entirely inside the ruins. The Pc's would believe themselves to be the fabled champions. Raised in the warrens, trained to fight the creatures of the ruins, and determined to either; adventure for the hell of it, find a way out for their people, free Aitros, or simply escape the confines of their limited existence. I love this idea.
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Post by Mariok Soresal Hillick on Jan 30, 2018 5:45:09 GMT
I don't know how to separate my comment from the quote! "I love this idea" is from me, not from dmk.
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Rudolph
Squire
Posts: 39
Favorite D&D Class: Ranger
Favorite D&D Race: Firbolg
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Post by Rudolph on Jan 31, 2018 11:33:10 GMT
In the year of 23 p.d. the Huginn (Ravenfolk), were evicted from their place in the elemental plane of air after having committed an unspeakable act of heresy. Ashamed, high shaman Teyleth Dunbar lead his race to the astral plane in search of a world where they might start anew; by mistake, the portal the high shaman found dropped them into the middle of a cloud giant's castle grounds. Amused more than anything else by the new arrivals, the lady of the castle offered her support to the wingless Huginn in exchange for their service to her family. That they accepted the offer was no surprise; that the alliance became a century old friendship came as a shock to both the Huginn and giant communities. The Huginn's first true friend, named Orlana, taught them many things. Over time, the Ravenfolk were given the knowledge to build further sky bound settlements, tame beasts that could ferry them from city to city, and hunt the denizens of the sky on the material plane just as they had in their first home. Inspired by the giant mother's home, Teyleth became the architect of a great many similar castles, and his legacy as a leader and, even more so, a bringer of redemption, lived on far beyond his years. Over the three or four centuries that they ruled the sky, the Huginn discovered revolutionary ways to utilize steam in the powering of machinations of their unique design. Clockwork guardians kept the peace in every city, airships took the place of beasts in the transportation of Huginn citizens, and machinery became an essential tool in every industry. All the while, Huginn military forces, dubbed the Paladins of Orlana, defended all people of the clouds from attack. In 346 a.d. armies from the stars infected the world below with the plague known as Blightrot. Left unharmed, the Huginn continued to prosper and grow while the world below died in front of their eyes. Their end came when a young dragon, fleeing the forces of chaos, sought their attention. Being removed from the conflict for so many years, the Huginn's bodies had no defense to ward off the Blightrot brought by their new charge, and their race perished because of it. Nowadays, the cities of the Huginn are floating metropolises in the sky, out of reach of all but the most daring adventurers. Those who do find themselves in the old kingdom discover that while the Huginn passed long ago, their clockwork creations continue to carry on their everyday routines. Watchmen patrol the dead streets, defending their dead masters, ancient automatons continue to carry out their jobs in sewing, catering, and construction for a race that is no longer their. If one is apt enough to escape or fight off the clockwork guardians of the Huginn cities, they may find a plethora of valuable technology and clockwork treasure.
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dmk
Commoner
Posts: 8
Favorite D&D Class: Fighter
Favorite D&D Race: Human
Gender: Male
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Post by dmk on Jan 31, 2018 15:52:04 GMT
The Zaraddoni Empire 1. Architecture Having eschewed metal, the Zaraddoni empire found that working stone for their great buildings was untenable. Instead, their great buildings were made of timbers of mighty trees that were then magically petrified to increase the strength of the structure and allow additional stories to be added. The ruins of many of these buildings are missing their upper floors, as they were purely wood since a new level was not yet being added. For some time, scholars believed that the Zaraddoni worshiped trees and therefore had faithfully reproduced their features in their architecture. It was not until much later when the spell to petrify wood was found that scholars learned that this quirk of their architecture was purely functional. The Micheans 6. Relationship with the ruins of the civilization before them: When the Zaraddoni were destroyed, the primitive peoples in surrounding lands were unaware of it for some time. Though they were entering a bronze age, their civilizations were still simple and trade was rare. It was many years later before Miche the Intrepid led his tribe into one of the now empty and mostly buried cities. His people built upon the tops of the mighty buildings and on this foundation began to build a kingdom. [ I love the petrified wood idea, huge timber framed/log buildings could serve as really dynamic encounter locations requiring a ton of climb/acrobatics check elements while the pcs fight creatures like spiders or other climb speed monsters that have a clear advantage, turning low level monsters into interesting enemies for high level characters.
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CaveJohnson
Commoner
Posts: 15
Favorite D&D Class: Undetertimined
Favorite D&D Race: Dwarf
Gender: Male
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Post by CaveJohnson on Jan 31, 2018 21:28:52 GMT
1. What is characteristic of their architecture?
Circular both in architecture, and the layouts. Very few things were "edgy." Tables and chairs were rounded, houses, etc...
The higher the building the more "established" or rich/well renown the person. Not many multi-level buildings. and even fewer tri+ level. Most of the Exterior work was done with stone for stability until the higher levels, made of adobe. Mainly cause they couldn't figure out a good secure way to arrange such building material to a multi level circular building. At the center of the town was a large building, used mostly for town meetings or other trade things. All the "main" roadways lead to this building.
2. How did their civilization end?
3. What kinds of technology did they attain?
The civizliation was on the edge of discovering magic and magical properties, Herbalisiam has been around for many a century.
4. What kinds of security measures might they have in place?
Standard town guards were established after an attack of the local wildlife (wolves, orcs, etc..)
5. What kinds of treasures might they have left behind?
Expounded upon tomes of Herbalizim and the properties of many plants.
6. What was their relationship with the ruins of the civilization before them?
N/A?
7. Anything else that might be relevant
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Post by rorrik on Feb 1, 2018 5:39:42 GMT
The Micheans 1. What is characteristic of their architecture? The Micheans, developing permanent structures for the first time after moving into the ruins, drew heavily upon the architecture left by the Zaraddoni empire for inspiration. With time, they thought to improve on the style of their predecessors, and so their greatest buildings: temples and palaces, began to include beautiful, nature-inspired stonework. Pillars made to look like elegant trees are common, as are vine- and fern-like curtains hanging in doorways. It is certain that wooden parts of the structures were as elegant if not more so, but little of them has survived.
2. How did their civilization end? When the dragon riding mages of Arcana came upon the Michean Kingdom, they defeated it with little effort. However, the Micheans were unwilling to submit, and when Arcana was done, there was little of the kingdom remaining. Its citizens had fled into the wilderness, quietly joining other civilizations on the rise or returning to their tribal roots.
3. What kinds of technology did they attain? The Micheans were not philosophers or scientists by any stretch, but weapons said to come from the region and time period are undoubtedly composed of high quality steel that has resisted the ages well.
4. What kinds of security measures might they have in place? Spiteful at the resistance offered by the Micheans and feeling spurned that they took any means not to be subject to Arcana rule, the Arcana mages trapped many of the buildings that were left behind with powerful magics. Since the Micheans never dared to return, most of these measures are still in place.
Huginn 6. Relationship with previous civilization. Long after the Michean Kingdom had fallen, and flood, storm, and time had buried its cities in sand and silt, chance would have it that one of the Huginn's floating cities fell upon the entombed capital. Huginn architecture was sturdy, however, and many of its structures and clockwork automatons survived the impact.
The Unblighted 6. Relationship with previous civilization When the Blightrot had mostly run its course in the world, it left members of all the terrestrial races disfigured and forever changed, but there was a faction spanning many races that was somehow immune to the effects of the rot. Some suspect that they were those few who had no one among there ancestry that was injected with dragon blood by the God King Aitros (since the blightrot struck even the dragons down with impunity). Some of these "Unblighted," as they termed themselves, gathered together to form a civilization apart from those afflicted with the Blightrot. They found a high plateau in a fertile place, they found the buried remains of the fallen Huginn city. They delighted in what trinkets they found among the ruins and soon styled themselves "destined" to inherit the riches below. While they built up, they also delved down, finding their way through millenia of ruins to the Zaraddoni layers at the bottom.
3. Technology attainment The Unblighted were largely borrowers of technology as they appropriated all they could find in the ruins below, but as their civilization matured, they began to integrate the various principles learned from the civilizations on whose ruins they built and developed an eclectic mix of technological solutions, though still very much reliant on the ruins for the parts necessary to function. One common find in Unblighted ruins are Zaraddonni handsticks holding knives of Michean make manipulated by a clockwork computer brain to chop food (remains suggest onions were a common use for these composite devices).
7. The Unblighted were a highly isolated civilization, in large part due to their theory that the Blightrot was a dragon targeting disease and a fear that they would also be plagued by it if dragon blood was allowed to breed into their civilization.
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Orinen
Squire
Posts: 41
Favorite D&D Class: Dwarf
Favorite D&D Race: Monk/barber
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Post by Orinen on Feb 1, 2018 21:06:57 GMT
Illathesia In the Eastern desert of Váté, one can scarcely stumble upon ruins of ancient Illathesia. A lost realm of dwarves that dabbled in the darkest arts. Advanced mathematics, abstract geometry, higher dimensions of existence and musical theory... Their expertise is projected even in their work. Many of those ruins seem to defy the laws of cosmos as we understand today. Unending stairways, objects that are almost indescribable by mere words. This tapping into other spheres of existence and warping space and time might have been their downfall, for those are the lands inhabited by elder gods and other otherworldly beings, who, undisputably, you probably shouldn't mess with. Nontheless those brave enough to scavenge for relics left behind can find Klein bottles, möbius strip style garbs, architecture plans, that if followed to the letter, can replicate the space warping effects of Illathesia buildings, rubik's cubes, Illathesian counting stone (a stone calculator) What those sand dwarves were like
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Post by dmsavage on Feb 2, 2018 4:00:06 GMT
The Trashmen
1. What is characteristic of their architecture?
The Trashmen built their...hives....out of the refuse of greater cities, carting it far out beyond the city walls and ramming the trash and junk they could find into hovels. They eventually got so good at this that their hives seemed to defy the laws of physics. The junk and trash was put together so perfectly, that the walls were as strong as stone. Towers and homes seem to balance upon mere twigs of refuse. Inside one of these hives, there is no rhyme or reason to the direction of the paths. They go up, down, sideways, diagonal.
2. How did their civilization end?
It didn't end, they just move onto a new city when their hives got to the size of a castle.
3. What kinds of technology did they attain?
None. They didn't believe in technology. They don't believe in creating waste. Just using it.
4. What kinds of security measures might they have in place?
The hive itself is a security measure as it is very twisty and turny and very tough to memorize. But anyone that moves into a hive once the Trashmen are gone, can easily set up tripwires in the junk hallways.
5. What kinds of treasures might they have left behind?
The Trashmen never held material wealth as they didn't believe in it. But, in amidst their hives, are hidden gems. Sometimes literally a hidden gem. Whatever got thrown out by accident could be found as mortar in their walls. Possibly your grandfathers old sword that you accidentally threw out is being used as a column in a tunnel.
6. What was their relationship with the ruins of the civilization before them?
Only to find their trash.
7. Anything else that might be relevant
Nobody likes the Trashmen. They smell horrible and are usually more than a little off in the head, probably from all the rotten food they eat. They don't believe in material wealth, but will trade for the necessities. Some people will do trade with them, because ones mans trash is another mans treasure. But if the treasure can be used to build more of the hive, then the Trashmen will have a hard time trading it away. You will always find multiple Trashmen hives within a days distance of a large city. They are temporarily nomadic, as once their hive gets too big, they will move onto the next city. There are multiple Trashmen tribes. All seem to have a unique way of putting trash together, whether its symmetrically pleasing, or perfectly perpendicular. No hive is the same.
Once a tribe abandons their hive, its left to powers of nature. You can find anything inside one of these hives. A goblin tribe, or maybe some bandits. If you really wanna go through the hive to check for "treasure", you must be careful. For pulling a gem out of a wall may cause the entire hive to collapse, burying you under the rubble.
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Post by tigrannosaurus on Feb 7, 2018 10:14:27 GMT
THE BONE CARVERS OF THE DEAD GOD 1. What is characteristic of their architecture? Their whole civilisation existed in the one mountain and was carved into the dead bony fossil of a gigantic ancient aquatic god. How this dead dread god came to be buried in a mountain nobody knows, how they carved into the apparently nigh indestructible bones is also unknown. (I know a kraken would not have bones, just put pic in for the vibe ) 2. How did their civilization end? The bones still carried faint echoes of the dead gods great magical power, the bone carvers eventually found a way to tap into these dormant flows. And in doing so it appears they eventually awoke the long quiet hunger of the beast they dwelt within. Sufficeth to say – it did not go well for them. And now the dead god lies silent and waiting again. The empty bone caverns and homes wiped clean of every trace of life. 3. What kinds of technology did they attain? Magic runes that can tap into, store and channel magic. These are on everything from the walls of the Ribcage Castle and the weapions that dot its all the way down to tiny ones on tankards – designed to capture nascent magic energy and cool your beverage. 4. What kinds of security measures might they have in place? It’s an angry dead god. That might not in fact be dead. Tread very, very…. VERY carefully. 5. What kinds of treasures might they have left behind? Rune powered everythings… whatever you need to place in front of your party could be there. But at what cost? What will the hungry runes harvest when removed from the dead gods remains? Will they work at all? 6. What was their relationship with the ruins of the civilization before them? The dragon blooded who were rejected by the Unblighted eventually tapped into their innate sense for the magic of the world and, via the power of the Dead Gods Bones destroyed the city and civilization of the Unblighted. It is believed that the bone carvers fled into the mountains to escape the wrath of the civilisation that immediately preceeded them. They were lower status in some way – how is not known. It appears that they then used their runic powers to scour their predecessors from existence.7. Anything else that might be relevant. Vibe wise I’d run this as an underdark / aliens / Cthulhu mashup. Ghosts, spectres, apparitions, pulsing runes. Tension slowly ratcheting up, and up, and up. Maybe send them in to retrieve something from the very heart of the dead gods remains – perhaps even the heart itself – and have an epic Indiana Jones temple run escape once that trigger gets pulled. Props to Rich Howard on this one too I think (or was it you Neal?), he once mentioned it would be fun to run an aquatic adventure in a dungeon that was a dead kraken. I immediately thought it would be cool to put that wildy out of place – in a mountain. I once saw sea floor fossils in a mountain pass and it blew my mind. This is just that – to the DnD maxx. #80skid #turnitupto11
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Post by rorrik on Feb 8, 2018 18:39:54 GMT
THE BONE CARVERS OF THE DEAD GOD 6. What was their relationship with the ruins of the civilization before them? It is believed that the bone carvers fled into the mountains to escape the wrath of the civilisation that immediately preceeded them. They were lower status in some way – how is not known. It appears that they then used their runic powers to scour their predecessors from existence. In the continuing effort to stitch all of this together, the civilization that drove them off could be the Unblighted. The Bone Carvers could be people with traces of dragon blood from that time period. With that said: Unblighted2. The dragon blooded who were rejected by the Unblighted eventually tapped into their innate sense for the magic of the world and destroyed the city and civilization of the Unblighted.
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Post by tigrannosaurus on Feb 9, 2018 1:07:09 GMT
THE BONE CARVERS OF THE DEAD GOD 6. What was their relationship with the ruins of the civilization before them? It is believed that the bone carvers fled into the mountains to escape the wrath of the civilisation that immediately preceeded them. They were lower status in some way – how is not known. It appears that they then used their runic powers to scour their predecessors from existence. In the continuing effort to stitch all of this together, the civilization that drove them off could be the Unblighted. The Bone Carvers could be people with traces of dragon blood from that time period. With that said: Unblighted2. The dragon blooded who were rejected by the Unblighted eventually tapped into their innate sense for the magic of the world and destroyed the city and civilization of the Unblighted. That is a sweet retcon. LOVE IT.
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