This pyrimid forms the basis for a metaphysical and philosphical view of the world. It is like the expansion of the tao (two forces ying and yang), into the five elements, into the 8 baggua, into the 64 elements of the I-Ching. To take an European view, whihc unfortunately is much more occult in the other definition, takes the unity, to the balance, to the trinity. The trinity expands into the four forces (yod he vau he), which manifest as the five elements (fire, earth, air, water, spirit). The Trinity and Four forces expand into the 10 centers/ sepherot of the kabalah. Now this process can continue on to the echo that are the 22 Tarot. Several of these combine to 30 Aethyrs, and the 64 expanded tablet of union. (Well, I did say it was obscure and hard to follow).
Now your world needs something like this, but not this complicated. For this, I provide the pyramid of existance.
The Prime: Existence
The Two Poles: Light and Dark
The Three Motives: Creation, Destruction, Change
The Four Pillars: Earth, Air, Fire, Water
The Five Natures: Blood, Bone, Flesh, Bile, Spirit
The Six Thoughts: Love, Hate, Fear, Dream, Disbelief, Wonder
The Seven Virtues: Justice, Hospitality, Courage, Inspiration, Charity, Wisdom, Prudence Go to Comment
elementals are yes indeedy spirits of the natural elements (so things like wood are mixed with the air earth fire water)... but the reason they're elementals is not because they come from some 'elemental plane' where everything is like them, but because they are the creative/generative force behind existence. Thus everything that is has/had a form on one of the higher planes. Elementals basically take generative ("positive") energy, use it to create ... things... like plants, water, fire, wind, storms, animals, magic, emotions and so forth. Smaller elementals are responsible for smaller things - a tiny earth one might be responsible for the creation of pebbles, whereas a giant earth elemental may have once created mountains (or maybe is just a smaller one that has fed on/funneled more energies). demons are their polar opposites. spirits of entropy that feed on these 'basic energies' breaking them down before energy goes into the Void. so, there are frost, water, fire, lava, earth, plant (etc etc) demons as well. Go to Comment
If there is only one in an area strong adventurer team could take it. That is why they have pods.
They could travel between worlds, but few would notice that generally speaking.
They are designed to be a heavy handed tool for dealing with a world where the magical cottage industry has generate too much stuff. When the GM changes their mind about the texture of the rewards this gives you an in game reason for the changes. Or if you want a post apocalyptic generic fantasy world, let a few pods of these things decimate it. Go to Comment
A quite useful item for limiting magic within your world. Great for those of us who don't rely on components getting rarer as time flies, as it explains the general lack of magic items. A good encounter for your players if they happen to hit on the untouched magical trove of coolness. Go to Comment
I like it. I imagine these buggers might beeline for large cities where there's tons of good eating! Better have good guards at night or your magic shop might depreciate while you sleep. Oh you set an alarm spell and magical traps? Yeah, I'm sure it will be fine ;-p Go to Comment
These feel a bit too heavy as a magic garbage collector when your campaign has accumulated too many items. I might only only have one of these things at a time roaming around, and also have it visit other worlds.
Perhaps you only get these things once magic use exceeds a certain threshold, and the PCs actions - Hey we finally can cast 9th level spells! - might trigger it. Now they need to clean up the mess.
The nice part of "The Maze" is that it can not unbalance a campaign. If it is the only "dungeon", the magic swag and cool tchotchkes will have limited effect outside The Maze. It will give people a place to gain experience and skills that they can take out into the world. Go to Comment
Actually, it would work well in an Urban Fantasy game, being the "doorway to magic" so to speak. Some "Evil Lord" has an army in the maze looking for a key or the door the players are using to get in and out of. Now they have to stop these guys on the maze side of the door, because they still have their magic and powers when they exit into our world (being innate to them, not gifted by the maze).
Horror could be applicable if you turn up the ick and esher-esk qualities of the maze, add more horror and unexplained elemenets.
The Ochre door, or something much like it, was there in Antioch for a while. They charged a toll for people who entered in. And they taxed what they could take out (as it did not dissappear there). Go to Comment
I would have to say that this is an idea worth doing. It smacks of player frustration. Send them in as a task to a King, or for their redemption for a crime. If they return they are set free, but they have to bring back a special key.
This is an interesting, if not simple idea turned evil and malicious. I like it. Go to Comment
My immediate thoughts were - this is something created by a (possibly sadistic) Trickster God
Would fit nicely, with little or modification, into almost any fantasy game-world, as well as most horror or dark fantasy settings (come to think of it, I'm almost certain I've seen something similar for CoC but I couldn't swear to it)
I like it! It's a way to inject videogame mechanics into DnD, which could be really fun if it was played straight. If you wanted to go for broke, you could make the front of the door a high score board (Conan got 22,000 XP in ONE run?) and give the players extra lives. And you could reskin sections of it to different themes (Greek, Aztec, Necropolis, Prehistoric).
Just the same, this is just an application of video game logic to a tabletop game, which DMs usually strive to avoid. Taking the opposite approach is kinda cool. Go to Comment