I also assume that because of his madness he discovered a way (a technique or process) to create items that no sane person would discover. He could probably kick out an item that would take others years, in a week or two. And he did have 800 some odd years to kill. Go to Comment
That is a good point. Other than the round lake where his tower once was (voop), I had not thought of any other impact. I guess the people in this area of the world would be excellent glass blowers and crystal workers. Corvis is not quite in the middle of nowhere, but you can get there from there. Perhaps I better make a land of Corvis. Go to Comment
I thought about the impact this one man could have on a world. Especially given the legacy of the Orbs. I have been tinkering with a world where you would have epic forces in conflict, with Corvis as part of the back story and that Light and Darkness are now in a clash... lead by two orbs.
For those who don't want an epic campaign, Corvus is an excuse for having thousands of magik items spread randomly all over the world. The Voop dispersed magik items everywhere in the world 1300 years ago. Go to Comment
3) He adds versimiltude, as the Great Mage made most of the world's great items. See a magic orb? You know Corvus probably made it. He adds to the history of the world. It is nice to actually know who created the big items.
4) The Orbs themselves are also Power Players in the world. These powerful immortal items have their own agendas. Their presence shapes the world. This can be used directly, or as an example for hower powerful things shape the world. Go to Comment
This is one of those items that are not epic, nor overly special, but a solid functional thing that someone in a game world would create (and create a couple of them). Like the generic +2 weapon, the hidden weapon, would be in mages portfolio of possible enchantments.
Actually a weapon that would work for this is a longbow. If unstrung, it can function as a walking staff. Once strung, it still can work as one, but just not as well. Go to Comment
Ah. Technomagical, mysticpunk, world background. Escoflone rocks, as does this background.
Each golem should have a "key", an item that activates and deactivates the golem (a safety device). Each adventure would follow this pattern, finding the key... following it to the golem (homing spell)... subduing the golem, inserting key... all the while dealing with the subplots heaped upon the players by the other players and GM. (A variation would be find a golem being a problem, fight it in an attempt to stop it, search for the key, retreive it, subdue golem, then insert key).
If they Key gives you control over the golem (instead of it following its own needs/ demands/ dementia), then local bad guys are either using the golem or searching for the key as well.
Or maybe the Golems have mystic powercells. You have to subdue the golem and remove its powercell (or make a spectacular aimed attack and break it).
This is more of a world setting, campaign description rather than a single plot. You could not just drop this into a world, you would have to backweave the golem war, the ramifications of the golem war, and so on. Go to Comment