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  1. - Top - End - #31
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Quote Originally Posted by Jonagel View Post
    I don't want to take over your ideas too much, but if you want additional thoughts on already existing things, do let me know. That said, everything you've developed/written sound amazing so far -- would you mind if I end up trying this same kind of idea some day?
    Oh please share any ideas you have, including those that contradict something I've said. I can never tell which ideas I might use later, and your ideas have already helped me come up with new stuff already. Even if this game doesn't go on long enough for me to use it all, I'll probably use this thread for inspiration in other games I might play, so having mure stuff written down is only a benefit. And please, use anything in the thread in your own game if you ever find a place for it. Lots of the ideas come from you and the rest of the people who have commented, and what wasn't is a hodge podge of all sorts of other stories and games I've loved over the years. I can hardly claim exclusive rights on any of it!

    Quote Originally Posted by Jonagel View Post
    I really like the pictures/breakdown for "Vozhnoy, The City of Pearls" by the way! I think it could really help draw the PCs in, and given them a literal board of "Missions" to pick from, in addition to all the other unending opportunities =D You could even share updated 'adverts' of certain cities based on what PCs (or NPCs) do/find/explore.
    Yeah, I think I'll probably create a similar breakdown for each city that I plan for the game. It keeps me grounded when planning stuff to do in the city and I think it gives the players enough info to know some of what to expect and to make their own plans and priorities. I might also have an actual board or menu of missions available at the adventurer's guild outside the city, because I'm a sucker for that sort of thing.

    If I do get this game working, I plan on trying to do the game journal thing here on GitP. Not as in-depth as some of the folks do, probably more of a newspaper-story style summary than a blow-by-blow account, but I'll give it a shot.




    Quote Originally Posted by Telesphoros View Post
    A few more thoughts from me.

    I like the thought of the Rekindlers, but I think there needs to be an opposition group as well. Perhaps saboteurs that don't wish things to be rebuilt or return to the way they were before. Criminals? Excommunicated clergy or worshippers of foreign gods? Nature worshippers or some sort of Druid sect? Nobles stripped of rank and lost their land? Even part of the Grey Pilgrims might be an opposition force who thinks this way.
    A group that believes that the Rapture was some kind of warning about mortal folly, and that the Rekindlers are repeating that folly by trying to reclaim their homeland, seems very reasonable. I think this might also be a good place to insert some machinations from foreign nations. A foreign power who doesn't want to make their meddling obvious, and so uses an extremist group as a cat's paw to advance their own interests.

    It could be a naturalist sect who desires a return to nature and thinks that the complete removal of civilization from Euborea was a good thing. Or what about a society of mages, kind of a super-science group that believes in rationality and magical research, who thinks that the Rapture was some kind of magical accident as a result of Euborean archmages meddling in something unspeakable dangerous? They think that the Rekindlers and anyone else who wants to revive the magic of the city-states risks triggering the Rapture again, with no guarantee of it stopping at one continent this time, so their agents oppose adventurers and others who meddle in the ruins even as they desperately search for answers themselves.

    Quote Originally Posted by Telesphoros View Post
    Do you have anything planned for the those that died before the Rapture or the few that died after? I always like to include religious death god zealots that don't believe anyone should be brought back from the dead. Stop defying the gods type of thing.
    I always forget how easy resurrection is in D&D. I hadn't thought about that, maybe the Grey Pilgrims might have some anti-resurrection tenets to their faith. I do think that any attempt to resurrect someone who disappeared during the Rapture fails-at the very least. It might even have some unpleasant/dangerous side effects for those who made the attempt. I'll have to think about that!

    Quote Originally Posted by Telesphoros View Post
    What about Collectors? Surely there has to be some rich benefactors looking for a certain painting, ancient coins, sculpture, headdress, game set piece, or what have you that can only be found on the lost continent. The more eccentric the better hehe. Maybe they lost their initial group and want to hire the party. Or maybe they keep getting in the party's way.
    Definitely! That's a great idea. For some reason my brain jumped to the idea of an ancient mindflayer, who has lived so long and eaten so many learned brains with great taste (ahem) in art and history that he's become a connoiseur himself. He operates through intermediates, of course, and pays top coin for certain eclectic acquisitions, paying large sums for otherwise unspectacular pieces that might have had sentimental value to someone he's eaten before. After being alive so long, collecting is the only thing that gives spice to his life, and if the PCs deliver what he desires, he'll reward them handsomely. There is danger, though, if they succeed too well as his servants, because anyone who has demonstrated fine taste and judgement in the arts is in danger of becoming his next meal...

    Quote Originally Posted by Telesphoros View Post
    Fractured artifacts can also be fun. They can start off low level and "level up" with new parts found in all sorts of places. Become sentient along the way, pass on information if the party gets stuck, all sorts of useful stuff. Maybe the floating city holds the key to its completion.
    That's also a fun idea. Maybe even a modular, build-as-you-go kind of artifact? That way the party still gets to choose which cities they go to next without having to follow a specific predone path just to complete their doodad, and each city might furnish a part or two to the artifact so that the finished product is in some ways a catalogue of the party's adventures. Now I just need to come up with some kind of in-world rationale for why an artifact like that exists...
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  2. - Top - End - #32
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    I really like this concept Steel and its been fun reading the thread, if I could contribute some thoughts/ideas.

    The sea that splits the northwest and south east parts of Euborea could be sign of the continent splitting apart. My point is that you could surround that inner sea with volcanoes and introduce natural hazards like Limnic eruptions (poison gas like erupting from the water), acidic water, or have various parts of the sea damned by ash.

    An interesting theme for a human city state is perhaps one that thrived by magically altering/hybridizing plants and animals into a wide variety of forms. That way you could include strange war beasts or magical pest plants like the Kudzu vine irl.
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  3. - Top - End - #33
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Ooo, I second Lleban!

    Planning out some areas that are geographically challenging to access could be fun -- especially if there are certain things of values in/nearby.

    Regarding Magic Items:
    I'm somewhat stealing this from a campaign journal by someone called Kaveman (great journals), but maybe Euborea, as the most advanced magical place in the world, held the majority of the research/formulas needed for crafting magic items? Some of the explanations for the downplaying of magic items in 5E include that it's a lost art (except for potions/scrolls). This could help fuel the frenzied ransacking/exploration of the ruins.

    Guilds/Nations/etc. would be killing if they could be the first to find the secret to how the City-State of Talmyr was able to imbue spells beyond level 1 into wands/staves (all other attempts always result in the wand exploding in arcane energy). If the PCs find the tome on how to do this, do they keep it? Do they get a giant target on their head? Do they bargain it away to the highest bidder? Each faction could have drastically different reasons for wanting it (power aside).
    Last edited by Jonagel; 2019-02-21 at 01:58 PM.

  4. - Top - End - #34
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Quote Originally Posted by Lleban View Post
    The sea that splits the northwest and south east parts of Euborea could be sign of the continent splitting apart. My point is that you could surround that inner sea with volcanoes and introduce natural hazards like Limnic eruptions (poison gas like erupting from the water), acidic water, or have various parts of the sea damned by ash.
    That is a cool idea. Also introduces the possibility of some thermophilic creatures that have adapted to the poisonous, boiling, acid water of the inner seas. Which means they probably aren't very pleasant when they're pissed off!

    Maybe the narrow parts of the sea are the worst, and the larger bodies of water have enough actual water in them that they are merely warm and occasionally bubble up with noxious gases, but normal aquatic life can still survive there. So we'll have passages of dangerous, in some places nigh-hellish conditions and odd wildlife, which lead into bodies of water which have been isolated from the oceans for a while and have their own unique ecosystems full of creatures that can't be found anywhere else. Having those passages be so hostile also helps explain why the merfolk haven't just gone in and explored to the center of the continent, and even why ships of surface folk would have a hard time doing the same.

    Quote Originally Posted by Lleban View Post
    An interesting theme for a human city state is perhaps one that thrived by magically altering/hybridizing plants and animals into a wide variety of forms. That way you could include strange war beasts or magical pest plants like the Kudzu vine irl.
    In one form or another, that's definitely going to happen eventually. Maybe even in more cities than one. Might not just be the result of magical meddling, the feypocalypse we talked about earlier in the thread could generate some weird mutations and megaflora as well.





    Quote Originally Posted by Jonagel View Post
    Regarding Magic Items:
    I'm somewhat stealing this from a campaign journal by someone called Kaveman (great journals), but maybe Euborea, as the most advanced magical place in the world, held the majority of the research/formulas needed for crafting magic items? Some of the explanations for the downplaying of magic items in 5E include that it's a lost art (except for potions/scrolls). This could help fuel the frenzied ransacking/exploration of the ruins.

    Guilds/Nations/etc. would be killing if they could be the first to find the secret to how the City-State of Talmyr was able to imbue spells beyond level 1 into wands/staves (all other attempts always result in the wand exploding in arcane energy). If the PCs find the tome on how to do this, do they keep it? Do they get a giant target on their head? Do they bargain it away to the highest bidder? Each faction could have drastically different reasons for wanting it (power aside).
    Yeah, that's definitely a good idea. I think I still want a slightly higher magic level than a standard D&D campaign, bu I'll use the same basic idea. The Euborean city states were the only places in the world where magic items were manufactured, as opposed to being crafted. So you can get a scroll of magic missile on Euborea or on some other continent, but anywhere else it was hand-written by an experienced and respected magister, using exotic inks she crafts herself from magical components gathered in the forest primeval near her country home. In Euborea, it was cranked out by a magewright working 12 hour shifts in a guildhouse in downtown Sal Terann, and who doesn't know a smidge of magic other than his ability to create scrolls of magic missile.

    Basically the Euboreans were manufacturing Fords while the rest of the world was hand-assembling custom motor carriages.

    Euborea still had a lot of magic the rest of the world didn't, I do like the idea of certain cities having trade secrets like making higher level wands and such, but it was always as much an issue of quantity as it was of quality. And other parts of the world have their own special magics that won't be found anywhere else, i.e. their own trade secrets.
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  5. - Top - End - #35
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    So, what makes Euborea unique compared to other areas of the world? Why hasn't the ability to manufacture magical items spread across the world, the way you've described it as a mass of competing states means its likely the knowledge probably fell into foreign hands at least once. Or is this manufacturing ability depend on some resource, human or otherwise, that's rather sparse in other areas of the globe.
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  6. - Top - End - #36
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Quote Originally Posted by Lleban View Post
    So, what makes Euborea unique compared to other areas of the world? Why hasn't the ability to manufacture magical items spread across the world, the way you've described it as a mass of competing states means its likely the knowledge probably fell into foreign hands at least once. Or is this manufacturing ability depend on some resource, human or otherwise, that's rather sparse in other areas of the globe.
    Part of it is going to be based on a difference in resources. The ley line nexuses upon which city states are built don't really occur on other continents. Thus, in other parts of the world, there aren't really "minor talents". A person is either a full blown caster of whatever type or a complete muggle.

    Another part of the explanation is cultural. The other nations treat and see magic differently than Euborea. I haven't gone into much detail on them yet, so I don't have their philosophies nailed down, but most of them don't see magic in the same fungible, reductionist way that humans did.

    As a result magic items exist, but they are almost always unique and represent a significant expenditure of effort from a powerful individual. It would be like employing a master artist to paint traffic signs 12 hours a day, or pullung an f-35 (a stealth fighter) away from war duties to monitor the morning commute. There are just better and more rewarding things for that person to be doing, at least from their perspective, even if society as a whole might benefit more from the latter than the former.

    So it's a combination of a unique distribution of magic on Euboria which encourages the rise of small but ubiquitous talents, combined with a cultural and historical context in other realms that regards magic as alternatively more sacred, more dangerous, more strictly a tool of the elite, more self-serving, and so on.

    I'm not 100% settled on that explanation, but it seems to be serviceable for the moment. Feel free to tell me what you think, though.

    As to why other continents don't have similar ley line nexuses, that's going to be a bit of a plot mystery, itself! There was a time in ancient prehistory when the continent was ruled by a single empire, but since the discovery of the first nexuses the empire fragmented into the city states that have dominated ever since. Discovering the full story of that progression will be one of the possible plotlines the PCs can investigate during the campaign.
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  7. - Top - End - #37
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    At a glance, I think your explanation holds up -- especially as it addresses the "Why" from Lleban's post from so many perspectives. It gives you flexibility to lean more towards one explanation or another depending on questions from the PCs (or depending on how you want other continents/nations to have developed).

    The only worry I have, is it makes it sound like the Humans (like always?) were the best, most efficient, most powerful, etc. That said, it clearly didn't work out for them given they're all gone!

    Something worth considering:
    - If city states had banned together, they sound like they could have waged very successful wars against nations on other continents.
    - Clearly, other city state groups would oppose this to keep a balance of power on Euborea
    - Eventually, a network of at least 50% of the city states should have formed though...they could conquer the other city states or they could conquer a kingdom across the seas without repercussion
    - To counter all of the above, I would think major interest groups (Religions, Nations, Kingdoms, etc.) would have allied themselves with different city states in a bid to ensure the city states never really could unify. Kind of like keeping the Holy Roman Empire's states broken up because fully unified as Germany they became extremely powerful? This could have been mundane alliance weaving, or a more global secretive web among foreign kings and patriarchs to keep humanity from reforming that ancient Magic Kingdom again?

    More food for thought! =D
    Last edited by Jonagel; 2019-02-22 at 11:07 AM.

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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Quote Originally Posted by Jonagel View Post
    The only worry I have, is it makes it sound like the Humans (like always?) were the best, most efficient, most powerful, etc. That said, it clearly didn't work out for them given they're all gone!
    Yeah, I don't intend that to be the case, but I can see that being the impression. Part of it I'm sure is that I haven't really said much of anything about the other nations.

    The giant nation, for instance, is going to be extremely regimented and stratified. I'm going with inspiration based on the Roman/Chinese Empires, with a heavy dash of a caste system based on being a fire, hill, storm giant etc. The more magical the giant subtype, the higher up the caste, with Hill giants being essentially the Untouchables/slave caste. The highest caste (storm giants) are believed to be gods walking the earth, and their magic is divine power granted by destiny or karma. More powerful mages are powerful because they deserve to rule, and those without magic are simply paying off some karmic debt from a previous life. Some of these giants are powerful enough that they practically seem like forces of nature themselves, and for them crafting scrolls or magic clothes for those who can't use magic is just an alien concept.

    The forest/fey nation is a crazy cosmopolitan melting pot of a dozen very different species who have integrated into a highly pluralistic ecotopian kind of republic. There, mages are seen kind of like a cross between doctors, astronauts, and pop stars. They are celebrities, they enjoy a lot of prestige, and they are also vital to the functioning of society. They are also very rare, and many more people train to be mages than ever turn out to be able to make a living at it. While they participate in lots of public works, defense, and research, there is always far more demand for their time than there is supply, so making magical trinkets, even magical weapons or armor, just isn't as economical as employing their talents to address a problem directly. Their magic is also more naturalistic, even the wizards, so if they do make a magic item it's more likely to be magical living wood boat that can steer itself through a city's canals, a bioluminescent tree that can double as a street lamp, or something like that. In any case, items that are a marked contrast to the consumerist type of commodity magic items produced in Euborea. And that's not to say either side is superior, too. Euborea probably would love to know more about how they create living wood vessels, while I can imagine that warriors of the republic appreciate how green and groovy their mages are but also wouldn't mind an enchanted sword or bow to take into battle.

    I'll keep this simmering in the back of my mind for when I get around to writing blurbs on some of the other nations. I definitely want to avoid the human nation being just superior in magic to other nations, but I do want them to have a style and approach to magic that makes the other nations salivate at the chance to loot their cities.

    Quote Originally Posted by Jonagel View Post
    - To counter all of the above, I would think major interest groups (Religions, Nations, Kingdoms, etc.) would have allied themselves with different city states in a bid to ensure the city states never really could unify. Kind of like keeping the Holy Roman Empire's states broken up because fully unified as Germany they became extremely powerful? This could have been mundane alliance weaving, or a more global secretive web among foreign kings and patriarchs to keep humanity from reforming that ancient Magic Kingdom again?

    More food for thought! =D
    Definitely all good food for thought. In fact, I can imagine that many humans would naturally jump to that sort of explanation for the Rapture: clearly the rest of the world feared how strong we would be united, and somehow they caused the Rapture to deal with it. Would certainly help feed the paranoia and extremism that I want to be festering in the Rekindlers' ranks. And now that you mention it, there probably would be enough surviving naval vessels from the various cities to form a formidable military force in its own right. Maybe they ended up as some of the good old fashioned pirates you mentioned earlier upthread?
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  9. - Top - End - #39
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Interesting, so how much humanity was on the continent at the time of rapture. Depending on how dramatic you want the campaign to be you could easily have 2/3 or more of the human population vanished. That may be too dark though, but it will make the world feel more alien.
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Quote Originally Posted by Lleban View Post
    Interesting, so how much humanity was on the continent at the time of rapture. Depending on how dramatic you want the campaign to be you could easily have 2/3 or more of the human population vanished. That may be too dark though, but it will make the world feel more alien.
    Yeah the operating number I was working with was closer to 90% of humans gone. That may come down somewhat, I'm probably not going to set it in stone, because I want to leave lots of wiggle room as to what the other realms are, and some of them may have significant human populations. But they would be serious minorities in any other country they are in, Euborea was the only continent where humans were the dominant race either by numbers or by culture.
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    The Fair Folk

    "Not much to worry about from the Sidhe-oh shut up Lana, that's an old wive's tale, you can call 'em whatever you like. Anyway, the Sidhe are pushovers, they hate salt and iron, they can't lie, damn they can't even walk into a house 'less someone invites them in. And what kind of monumental moron would willingly ask one of those bloody creepshows to come 'round?"
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    So as I was writing up some more ideas on the setting, I kept thinking that I should add some kind of ancient evil to the world. Basically, the boogeymen of the setting. So I thought, why not literal boogeymen?

    In this setting, the Sidhe take on the space often filled by demons and devils in D&D games. They are alien creatures who hunger for mortal souls, and the capital E Evil of at least one major world religion. Their one way into our world is to make deals with a mortal, which they are constantly trying to do; and all it takes to let one in is an invitation. Once they do cross over, the consequences tend to be nightmarish.

    The Sidhe (or the Fair Folk, or the Old Ones) are NOT the same thing as faeries and fey in this world. If they are related, it's distantly and the two groups do NOT get along. The Fair Folk are alien, from Outside, and they want to subvert or possibly rule or perhaps simply eat all of Creation. They're the monster in the closet, the shadow at the end of the street, the figure smiling at the edge of your mirror that isn't there when you turn around.



    The fey/faeries are nature spirits that embody and preserve nature. They might clash with mortals from time to time, may occasionally seem more like predators or forces of nature than fellow sapient beings, but at the end of the day the faeries fit into the same natural world the mortal races inhabit. The Fair Folk simply don't.

    Just like in a lot of mythology, there is a link between elves and the Fair Folk. Legend has it that the elves are responsible for letting the first of the Fair Folk into the World through some ancient meddling with occult experiments into other planes of existence. Some even blame the collapse of the ancient elven empires on a deal with the Queen of the Sidhe. Regardless of the truth of these legends, the more intelligent (at least the more comprehensible to mortal thought) of the Sidhe tend to wear guises that appear elven (though always a bit "off"), possibly due to this ancient history.



    It is at least true that Sidhe are found more often in elven lands than most anywhere else, and that the religion of the elves names the Sidhe as deceivers and irredeemable monsters that are to be fought at every turn. Paladins and clerics of the elves wear iron armor, carry iron weapons, and are trained in Sidhe's abilities and weaknesses. At times the elves have declared crusades in order to cleanse a region where the Sidhe have somehow gained a foothold by being invited in by foolish residents. Some of these crusades have killed far more of those residents than they have killed Sidhe.

    So if you're still reading, thanks for sticking with me! To bring this all back to Euborea, I'm going to have the Sidhe moving in on the Euborea for some reason, not quite occupying the land because they aren't organized in that way, but having rumors of lots of the lesser types moving through the abandoned cities and dark shadows of the continent. They may be looking for something, or attracted to something, or maybe they had something to do with the Rapture. It's hard to tell with the Sidhe, but one thing that is obvious is the the elves have noticed and have begun landing holy warriors on the west side of the continent to combat them. The local Cardinal in charge is teetering on the edge of declaring another Crusade to root out the Sidhe, even though the rest of the nations are convinced it's just a power grab by the church to gain a foothold on the continent.

    I'll be making a few sample monsters for some of the Sidhe pretty soon, since though they follow closely some pretty common archetypes for creatures that have inspired several other entries in the MM, I want to try something a little different for these guys and see how it turns out. In the meantime, if you have any thoughts at all, I'm always happy to hear them!
    Last edited by Steel Mirror; 2019-03-03 at 02:00 AM.
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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    So my first post on the Sidhe was mostly things that your average person in the gameworld would know. I also want to mention some of the things going on with them behind the scenes to get some feedback from you friendly forum folk on what I have planned for some of the 'secrets' of the setting, which players will have the chance to uncover during the game.

    Oh also I've decided to give up and let both the Sidhe and the various types of nature fey be called fey, to help limit confusion. Distinguishing between them is usually done by calling them Seelie and Unseelie, though the Sidhe still always refers to the creepy crawlie boogeymen variety. People stll call the natural kind fey or faeries or pixies or whatever.
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    The Ancient Elves & The Schism

    So the elves really did cause the whole Sidhe problem, and they really are related to them. Back in the day, the elves had a very advanced empire which thrived using planar magic. They got mineral resources from earth planes, used planes of fire for energy, dumped their trash on uninhabited limbo type planes, etc.

    As their empire grew in power and arrogance, some of their researchers theorized that time itself could be harnessed, crossed, even controlled using planar magic. Basically, by taking advantage of different rates of time flow in different planar demesnes, they could cobble together a time machine (think about all those internet discussions about how you can use relativity and FTL to send messages or people back in time).


    So they decided to do just that, and created a vast interplanar mechanism that would make them masters over time itself. And it worked-sort of. The problem was, they never really solved the problem of paradoxes. The first trip back into the past changed something, which began propagating through time and threatened to undo the present. So the elves shut off the machine, stranding the researchers in the distant past, and thought that fixed the problem.

    The Birth of the Sidhe

    Unfortunately, instead of preventing the paradox, all they did was spin off an unstable parallel reality. Trapped in the past on a different leg of the trousers of time, the abandoned research team tried to find a way home. Over centuries (and elves do have such long lives), they lived among the locals and eventually shared their story, along with the knowledge that soon their reality would come to an end. Meanwhile the sun began to fade, the natural world began to wither and die, and the very laws of reality began to break down. The descendants of the researchers took on the family name of the head researcher, Sidhe. They were forced to adapt their forms to survive in their twilight reality (ancient elves were also quite the biomancers, and bred many of the magical creatures present in the world today), and the creatures of the fey around them warped and mutated as well.


    Enemies of Reality

    The Sidhe eventually realized that causality requires that one of the timelines be destroyed, but that they could save their own reality by destroying the prime timeline first. But with the time machine cut off, they couldn't cross over to the prime easily. So they were forced to infiltrate and insinuate, relying on invitations from unwary mortals in the prime to make the crossing.

    There are some places where this Crossing is easiest. Mirrors are good, as those are places where people naturally are able to catch a glimpse of a reality that is ours, and yet isn't quite. Other places where reality is weak include places where mortals have frayed the edges of existence, for instance with repeated use of planar, teleportation, or summoning magic, and even places where misguided mortals have deliberately made sacrifices to catch the attention of the Fair Folk. Even then, crossing in such a way obliterates all but the most powerful minds, leaving most of the Sidhe who manage to enter the prime insane and prone to fixation on some specific warped version of the task they originally set out to accomplish.

    The few Sidhe who manage the Crossing mostly sane, or who survive long enough on the Prime to recover their wits, form the nobility of the Unseelie Court. They do their best to marshal their forces on the prime, with the end goal of destabilizing reality enough to leave their timeline as the sole survivor. Because of the nature of their reality and its birth by paradox feedback in a time machine, time doesn't move in their reality as it does in the prime, and for some Sidhe it's been untold eons since the Schism while other Sidhe nobles recall the event as though it were fresh in their past.

    The Modern Elven Church

    Most elves have no inkling of this history. A version of the story survives in the highest echelons of the Church, but even there the truth of the tale has been twisted and massaged to cast the Sidhe and their kind as the unmistakable aggressors. The Church sees the Sidhe as both an implacable enemy of all Creation as well as a punishment for mortal hubris, and is downright fanatical about purging all the Sidhe from reality. They ruthlessly suppress any information about the Sidhe carrying bloodlines from ancient elven archmages as well, as the elven church also venerates their ancestors and would be shaken to its core if that link were ever to be proven. So to elves at large, the Sidhe are simply demons who want nothing but evil, and were simply created by the elven creator deities as the necessary darkness against which the forces of light must prove their worthiness.


    So that's another dump of info for you, thanks a ton for reading. I'm really hoping for some feedback on these ideas, they are still only partially baked but I'm liking what I have so far. I'm not necessarily going to have these guys be the main Big Bads for the game, if it even ends up having an epic Big Bad type structure, but it certainly seems like it could be an interesting enemy to cross paths with a few times, and one with more going on behind their insane evil trickster/boogeymen appearance than it might seem at first.
    For playable monster adventurers who would attract more than a few glances at the local tavern, check out my homebrew monster races!

  13. - Top - End - #43
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    So the Sidhe /(unseliee Fey) are gonna be recurring baddies coming to the continent. Since they seem so linked to the elves do you think there may be a wider Human/elf conflict to reclaim Euborea. I'd really be interested in seeing some monster concepts though.
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  14. - Top - End - #44
    Dwarf in the Playground
     
    GnomeWizardGuy

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    Default Re: Urban Dungeon Delving On An Abandoned Continent

    Hey Steel Mirror! 5 months later, and I think I'm going to try my hand at a campaign based loosely on this idea.

    If you've had any progress, new ideas, etc. in the meantime, it'd be great to hear about them!

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