settings:ageron:koth
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settings:ageron:koth [2016/05/01 03:22] – macraesmith | settings:ageron:koth [2017/05/24 19:57] – [Agricultural] macraesmith | ||
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=====Koth==== | =====Koth==== | ||
+ | Koth is a somewhat small island directly to the northeast of Ageroth' | ||
====History==== | ====History==== | ||
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====Climate==== | ====Climate==== | ||
- | Even on the sunniest days in Koth, the sky is still somewhat gray. More often than not, the region is at least cloudy, if not foggy, raining, or experiencing an ominous, hellish storm. Koth is always the most humid region of Ageron, and is typically chilly or cold, experiencing temperatures ranging from about 60-20 degrees Fahrenheit. | + | Even on the sunniest days in Koth, the sky is still somewhat gray. More often than not, the region is at least cloudy, if not foggy, raining, or experiencing an ominous, hellish storm. Koth is always the most humid region of Ageron, and is typically chilly or cold, experiencing temperatures ranging from about 20-60 degrees Fahrenheit. |
- | Ruins: The region has a high density of tombs, abandoned houses/ | + | |
====Population==== | ====Population==== | ||
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===Obelisks=== | ===Obelisks=== | ||
There are about 7 strange, stone obelisks scattered throughout the island. Each obelisk radiates with abnormal, magical energy, which can be viewed by most creatures as an odd purple light. Whenever a magical effect triggers or is active near the obelisks, the effect can get a bit... weird. The change in effect is up to the GMs discretion; the spell could change targets, or Ocean Cold may turn into a stream of pure magma. The exact change is never consistent, and the nature of the change is up to GM discretion. The obelisks seems to actively repair themselves when damaged, and none who have attempted to destroy the structures have ever been heard from again. | There are about 7 strange, stone obelisks scattered throughout the island. Each obelisk radiates with abnormal, magical energy, which can be viewed by most creatures as an odd purple light. Whenever a magical effect triggers or is active near the obelisks, the effect can get a bit... weird. The change in effect is up to the GMs discretion; the spell could change targets, or Ocean Cold may turn into a stream of pure magma. The exact change is never consistent, and the nature of the change is up to GM discretion. The obelisks seems to actively repair themselves when damaged, and none who have attempted to destroy the structures have ever been heard from again. | ||
- | //Flying through the obelisk will incur a 6 die power check. Those who fail become servants to [[settings: | + | |
+ | |||
+ | //Flying through the obelisk will incur a 6 die power check. Those who fail become servants to [[settings: | ||
===Resurrection=== | ===Resurrection=== | ||
//The exact effects for resurrection still need to be tweaked, but this is a pretty good guide of what should happen if a character dies in the wilds.// | //The exact effects for resurrection still need to be tweaked, but this is a pretty good guide of what should happen if a character dies in the wilds.// | ||
- | Sometimes, when people or pets die in the wilds, they mysteriously return. However, their eyes have a strange glow, their skin changes color, and they often behave erratically. Whenever something dies in the wild, roll a d100. Depending on the exact roll, the character will experience a variety of effects. If the character' | + | Sometimes, when people or pets die in the wilds, they mysteriously return. However, their eyes have a strange glow, their skin changes color, and they often behave erratically. Whenever something dies in the wild, roll a d100. Because this roll represents a process that happens over the course of several hours, or possibly even days, it cannot be altered by methods such as luck. Depending on the exact roll, the character will experience a variety of effects. If the character' |
- | * 01-05: The character' | + | * 01-05: The character |
* 06-10: The character' | * 06-10: The character' | ||
- | * 11-20: Nothing happens. The character remains dead. | + | * 11-60: Nothing happens. The character remains dead and proceeds to rot. |
- | * 21-25: The character is resurrected and possessed by a demon. Their eyes glow red or yellow, and their skin grows redder and darker. Roll up the demon' | + | * 61: Nothing happens. The character remains dead and proceeds to sink into the muddy terrain, becoming mummified. |
- | * 26-90: The character is resurrected by the pollutant necromantic magic of Koth. However, in the process of resurrection, | + | * 62-75: The character is resurrected and possessed by a demon. Their eyes glow red or yellow, and their skin grows redder and darker. Roll up the demon' |
+ | * 76-90: The character is resurrected | ||
* 91-96: The character is resurrected by the pollutant necromantic magic of Koth, and comes back as an undead, with no other side effects. | * 91-96: The character is resurrected by the pollutant necromantic magic of Koth, and comes back as an undead, with no other side effects. | ||
* 97-100: The character is resurrected by the pollutant necromantic magic of Koth, and has no memories of being resurrected. For some strange reason, they suffer no negative side effects, and are considered revived as if they were hit by the effects of " | * 97-100: The character is resurrected by the pollutant necromantic magic of Koth, and has no memories of being resurrected. For some strange reason, they suffer no negative side effects, and are considered revived as if they were hit by the effects of " | ||
+ | |||
+ | ===The Tenebrae=== | ||
+ | A small handful of individuals have reported that, after tampering with areas of particularly high magical power, they were transported to a dark, underworld-like region. They described the region as being populated by several high-powered beings, which dominated the plane. | ||
====Explorable Structures==== | ====Explorable Structures==== | ||
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===Abandoned Villages and Houses=== | ===Abandoned Villages and Houses=== | ||
- | Many have tried to live out in the middle of Koths wilderness, but almost all who have fail, either abandoning their new homes, or being killed off by the wildlife. There are some abandoned, post-Debasement houses left in the swamp. | + | Many have tried to live out in the middle of Koths wilderness, but almost all who have fail, either abandoning their new homes, or being killed off by the wildlife. There are some abandoned, post-Debasement houses left in the swamp. Some particularly perceptive adventurers may even find old homes of the [[settings: |
===Tombs=== | ===Tombs=== | ||
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====Agricultural==== | ====Agricultural==== | ||
- | Due to the wet, swamp nature of the island, most traditional produce won’t grow on the island. However, produce that would typically do well in moist or submerged areas, such as rice and asparagus. | + | Due to the wet, swampy |
+ | ====Appendix==== | ||
+ | ===Pronunciation Guide=== | ||
+ | * Debasement: Dee-base-men-t | ||
+ | * Tenebrae: Ten-eh-br-ay |