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netherworld:the_world [2023/02/11 10:53] – removed - external edit (Unknown date) 127.0.0.1netherworld:the_world [2024/06/07 00:00] (current) – [Proposed Expansion] johnb
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 +====== The Game World ======
  
 +{{:netherworld:netherworld_plan_3.png?200  |}}Netherworld is a bespoke world, based on the original Game Master's concept, expanded to cope with more players.  The original world was  a Nexus Inn (Wayfarer's Inn) with a few crafting resources available to PCs from one set of 3e games.  We wanted it to work for characters from a range of d20 games -  3e, Pathfinder and Starfinder.
 +
 +===== What Drives it? =====
 +
 +Originally the home of a single, and undefined, Quasi-Deity (The Keeper) who ran the Inn and had interests in travellers and the oppressed, with a TN alignment.  As a reference we defined him as a Pathfinder high-tier mythic character - but without any real detail.  We added a second, lower tier, PF Mythic character, (Nishka) who was defined as a Powerful Mage, a follower of the god of magic and a Divine Source, capable of granting spells in her own right.  There were, of course, rumours that the two were lovers -  but that was never written into the setting.  It is administered, on a day-to-day basis, by The Librarian, an immortal half-elf who was a sage, librarian and administrator in his mortal life. 
 +
 +It is a bit convoluted, but it works fairly well. The Keeper has the ability to manage the physical structure of the plane, Nishka fuels the powers of those NPC adepts who think they are arcane casters, and The Librarian does the donkey work.
 +
 +===== What Makes it? =====
 +
 +Based on a vague mash up of the Pathfinder //Create Demi-plane// spell and the //Genesis// psionic ability from the 3.5 rules.  Nominally powered and controlled by the The Keeper, it is HIS world, under his control.  The Nishka drives some of the magic in the world - and  (unknown to them) is Patron to those Adepts who don't have a defined deity, and are associated with magic users.  (I don't like loose ends).  The physical makeup of the world is based on the 10ft square building blocks of create demi-plane, and looks like a series of open courtyards with buildings around the outside.  The 'sky' is often just ten feet above the ground, permanently overcast and misty, and generally separated from the world below by a series of stone arches (for the main areas) or pergola like wooden rafters (for less significant areas).  There are a few other areas - caves, orchards that are roofed with by tree branches and one large open area - with a very low 'sky' Some areas are 'bountiful' as per the create demi-plane spell, all are vaguely mutable -  at The Keeper's will.
 +
 +It gives a (more or less) consistent environment that experienced players will recognize as  extra-planar and associate with a very powerful character - but not something that looks like an established deity's realm.
 +
 +===== Structure =====
 +
 +There are six main parts of the world.
 +
 +==== Wayfarer's Inn ====
 +
 +A massive inn, set over many floors, that is the primary meeting place for adventurers from different games and adventuring parties - a classic 'Planar Inn' It is ill-defined and, for game purposes, is little more than a large Inn room, with a mundane serving staff -  BUT it is also the place where you can contact the owner of the plane -  a minor deity called The Keeper.  He distributes quests, builds parties and is the primary source of off-plane adventures.  It is a massive tower at the heart of the plane.
 +
 +==== The Hub ====
 +
 +A very large annular plaza that surrounds the Inn Tower which is the central meeting place and has entrances  to PC (and NPC) businesses.  It is filled with fountains, benches and 'traders carts' - that provide free food and drink to anyone who wants it.  There are two main NPC 'buildings' accessed from The Hub.  The Library, with a large collection of books, that is run by a sage, who acts as a research aid and a handled the day-to-day management of the physical area and residents of the plane.  The Agent's Office, is a conduit for communication with the Nishka - her 'agent' buys and sells magic items and sets Crafting Challenges for the residents (Nishka is researching manufacturing in the plane)
 +
 +==== The Wings ====
 +
 +Based on wide corridor walkways, the wings provide support facilities and lead to planar portals - the prime method of  Entry & Exit for the plane.  One wing is based around a 'Garden' area, another leads to a cave complex, and a third is water based - they are all 'bountiful' and provide  much more food than the population requires.  However, as per //create demi-plane//, all this food is plant based.  The fourth wing is completely different, and provides space for the accommodation blocks that house the every-day residents.
 +
 +===== The Economy =====
 +
 +It is almost invisible, but this plane has a very simple basic economy.  Nuts, fruit, cereal and fungi all grow naturally and abundantly in the Wings - thanks to the 'Bountiful' function of the //create demi-plane// spell.  The basic population of low level NPCs, is predominantly, composed of  travellers who have lost their way  or been chased into areas that don't know, and have arrived through the Planar Portals (courtesy of The Keeper) They get free housing and free food, so long as they work -  but there isn't all that much work to do, and most of that is light work when compared to heavy labour back in the Real World.   Sure, they collect and distribute food, sweep, clean and  ... that's about it.  Almost a heavenly existence for many of the lower level NPCs that make up a fantasy world population.  And a base economy that doesn't really impinge on anything.
 +
 +PC's can spend coins collected from the Real World on equipment and services, but there is also a system of Credit for income generated on the plane.  Residents (PC and NPC) get credit towards developing their holdings and businesses - if they perform services for either of the two mythics or The Librarian.
 +
 +===== Area Descriptions =====
 +
 +**The Hub**
 +
 +This donut shaped plaza wraps around the tower that is The Wayfarers’ Inn.   The plaza itself has a lot of empty space, interspersed with fountains and  stone benches.  A dozen stone pillars rise from the tops of the walls to meet  the tower, about 40 feet up, where it disappears into the  cloudy mists of the sky.  Four great walkways, the wings, head off at right-angles from each other.  Named after the cardinal directions, the North Wing is right opposite the door to The Wayfarers’ Inn.
 +
 +Perhaps most important are the archways around the perimeter of The Hub.  One leads to the Library Courtyard,  another leads to The Agent's Office, while a third leads to the homes of many adventuring PCs.  Other archways lead to businesses of different types.
 +
 +The Hub is the beating heart of Netherworld.  People come here to collect their water and get fresh food from the various food carts.   There are even some that sell prepared foods – such as Pumpkin Pie, Cornmeal Porridge and Mushroom Fried Rice.  Others sell Pear Ale, and a more potent brew called Pear Shine.  Note that other dishes are available as well, however, they all entirely plant based. 
 +
 +**The East Wing**
 +
 +You leave the hub, and enter an open walkway, which is roofed over with the ubiquitous pergola rafters and overcast sky.  Stone benches are paced either side of the walkway, close to decorative brick  walls, and make a good place to sit and chat.  
 +
 +However, the benches stop and the walkway narrows, with the brick walls giving way to a rough stone.  Soon, the roof closes over completely, and you are in a narrow cave, where the pale grey walls drip with water.  Dim light comes from glowing mosses, growing in patches on the roof and upper walls, while the lower walls are covered in dark green moss and has strange-looking ferns cling to the bare rock. The cave floor is covered in a rich, dark loam, punctuated by loose boulders and rocks.  A stone path leads between banks of mosses, ferns and fungi.
 +
 +Eventually, the path leads into a smaller, drier, cave with a shingle floor.  The dark cavern entrance, right in front of you, is a portal that leads to a cave on another world. 
 +
 +**The North Wing**
 +
 +Shortly after you leave the hub, there is a small group of wooden benches then the paved footway turns into a series of stepping stones, marking a pathway through a large garden.  Hedges, full of nuts and berries mark the garden’s boundary with a thick tangle of trees and large bushes, all with over hanging branches, take the boundary up to about 20 feet.  The overcast sky, is obscured by various small fruit and nut trees scattered around the garden, while Grassy paths wind between fields of dwarf corn, squash, onions and other of vegetables.   At the far end, a grassed area, surrounded by a low hedge, makes a place for adventures to leave horses or other animals that might accompany them.  The hedges and the trees are  home to small flocks of green and yellow birds (known locally as Budgies) and the occasional Red Squirrel.  These are the only ‘wildlife’ that you will find on Netherworld.
 +
 +If you follow the stepping stones, they lead into  an orchard of pear trees, that is surrounded by a tight, impassable, hedge. 10' feet above you, the tops of the tree canopy almost block your view of the sky, although some light filters down to dapple the ground below. Almost every tree has a ripe pear, or two, hanging at a convenient height for plucking.  As you look upwards, you see that the tangled canopy of branches is beset with nasty looking thorns and is thick enough to stop you climbing out.
 +
 +You know that as soon as you leave the last stepping stones, you will be in a forest on a different world.
 +
 +**The South Wing**
 +
 +A group of stone benches, close to a large fountain, make a good place to sit and chat.  The Fountain spews water into a large basin that is used by many locals as a source of fresh water, before it overflows and runs into a pair of wide, stone cut, channels  on either side of the path.  With perfectly square edges, backed by brick walls  and open to the overcast sky, these pond channels look almost like small canals, except that they are full of rice plants.
 +
 +Eventually, the two canals merge, and then flow together into the doorway of a large, flamboyantly coloured, tent that stretches from wall to wall.  If you step into the water, and then wade into the tent, you find that you are up to your knees in the dark waters of a large pond.   The water is dark, almost black, and difficult to see through,  but you can sense fish … or something … swimming around your feet and lower legs.  Almost before you know it, the tent disappears, and you are ‘somewhere else’.  Still up to your knees in water -  it might be a lake, a stream even the sea -  but water on a different world …
 +
 +**The West Wing**
 +
 +The West Wing is shorter than the others, and little more than a formal walkway with brick walls, and pergola style rafters under a grey, overcast sky.  The benches that line the sides, of this corridor like walk, are popular with the residents, but there is always a bench free for a conversation.  
 +
 +Just outside the hub there is a large archway, tended by a pair of watchmen in dark blue livery, who control access to the well-appointed courtyard beyond.  The court has a dozen stone arches, holding up the overcast sky, while buildings line three of the walls.  The apartments in this court are used as lodgings for the most respected and adventuring residents of Netherworld.  Further along another court, less well appointed, holds smaller rooms for other residents.
 +
 +The Wing ends shortly after the last residential court, with a blank wall and a door.  If you open the door, you see a black void.  If you step through, you step out of another door, somewhere on a different world.
 +
 +------
 +
 +===== Possible Expansion =====
 +
 +==== Overview ====
 +
 +
 +The Chronicler has a long term goal of encouraging more RP in Netherworld, and (eventually) encouraging the PCs to build strongholds in the Netherworld - and we have made a start on that.
 +
 +  * We have established a setup where players visiting Netherworld can talk directly to named characters (a couple run by players)  when they need to buy equipment / gear.  A Character's primary DM has the final say on whether an item is available -  but it seeds some element of cross-pollination between the game worlds.
 +  * We have a single, unique, holding run by a PC on Netherworld (Esmerelda's Farm)
 +  * We have an intermittent 'war', that always happens when the primary NPCs are away from home, which has to be resolved by those PCs who are currently staying on Netherworld.
 +
 +The Netherworld, is a Nexus, with DM controlled links to manage access between a number of worlds.  There are clear links to :-
 +  * The Starfinder Universe  (Artifex runs a Starfinder campaign)
 +  * Golorian - Paizo's Fantasy world (Artifex and Librarian both run campaigns set there)
 +  * Oerth - Chronicler runs one-off groups there, often reforming parties from the pool of players available in Netherworld.  He also runs a single 'family based' campaign group, that only has occasional cast changes.
 +  * My home brew Campaign World -  we are already in Sakar (an Al Qadim clone), and I suspect that we will return (to a different part of the world) later.
 +  * The Director's setting (eventually)
 +
 +==== Current Projects ====
 +
 +There are a couple of projects in development.
 +
 +  * A new DM, The Director, has joined the game, intending to run one-off games set in an earlier D&D world (BECMI).  It adds another group of characters who, between games, will reside in Netherworld.  That will add a bit more flavour, and gives us a bigger pool of characters to work with.  **Challenge:** It makes probable that we will have  Pathfinder, 3.5 and BECMI characters playing together, at some point in the future.  We already have PF and 3.5 characters playing in groups together, especially during the ongoing 'war' when all characters based on Netherworld are invited to participate.    Perhaps we need to work out some sort of in house equivalence between the different systems? That way, we know we would know how to balance the encounters.
 +  * -
 +  * The Netherworld Crafters have small 'one-off' style adventures, to keep them occupied in the lulls between PC visits, and for these guys we have a 'flexible time'  arrangement, where the visits are assumed to happen during the times they are not adventuring -  and they can be in Netherworld talking to PCs (their primary role in the game) while they are off adventuring in a different timeline (a minor function to keep the players busy).  Recently, this has changed to a series of mini-adventures in strange and unusual places, based around trade, business opportunities and rare ingredients.  That should gain us an extra trader (in non-magical, but potentially exotic, items) in the Netherworld marketplace. It is intended to build a small amount of Player controlled access (for the crafter characters) into the worlds.  **Challenges:** 1) How to keep the balance between RP exploration and adventure  (it isn't right yet.  2)  How to manage the PC controlled planar access.
 +  * -
 +  * So far, we have tried a couple of systems to interest players in building homes in Netherworld, but neither have worked particularly well.  We have had some interest from Esmerelda, a little from a couple of the other crafters, but nothing beyond that - and they finished up getting a bit  'GM Decision' based.  **Challenge:**  Increase make the system easier and participation.  
 +
 +==== Proposed Expansion ====
 +
 +{{ :netherworld:netherworld_plan_4.png?200|}}The Chronicler has been asleep, for a while -  which accounted for his absence during the recent attack on Netherworld.  That made me think that he might have been 'dreaming' about Netherworld, its shape and structure, and carrying out a minor redesign  :)
 +
 +**Heroes Field**: an area with a much higher 'skyline'  -  perhaps 40' in height (to allow two-storey Buildings), apart from the central area, most public areas are only 10 feet before the 'plane' runs out.  Open Grassed area, a lake with wild flowers, bounded by trees, tall hedges and rocky outcrops, with building lots around the outside.  (it only needs a golf course!).  A much nicer area than most of the rest of Netherworld.  A 'country park' that is a suitable place for adventurers to build their homes, but still close to the central facilities.
 +
 +**Heroes Wood**: Set with trees that form a 40' woodland canopy - a space for nature loving heroes, again bounded by trees, hedges and rocky outcrops -  so we can build tree houses, cave houses and a most other sensible buildings, perhaps even 'rustic' fort (but not farms, or ranches as they need too much space). 
 +
 +As both areas have plants, there will be streams and small ponds etc to make them even more habitable.  Perhaps that is where the wildflowers grow :P  However, created demi-planes don't ever have any wildlife.  **Opportunity:** I might be able to run a couple of adventures for the crafters -  or other characters - to collect some small, benign creatures - such as song birds or squirrels. Fish -  Plankton feeders and herbivores, turtles crayfish. freshwater mussels etc. 
 +
 +==== Implementation ====
 +
 +**Managing Character Controlled Access to Netherworld** - One suggestion is that Characters can have tattoos that link 'The Door' exit to a nominated door on a different plane.  Character with the tattoo can exit through the door, while thinking about their destination, and just walk out through the other door.  Having Tattoos to control it means that characters can have more than one nominated door.  Initially this is for the Crafter/Merchant characters so that they can conduct trade and collect items/ingredients from those worlds easily.  However, we can make it so that they have to control the door for them to be nominated as a 'safe' door, and get a tattoo issued.  This would mean that the character would have to own some sort of property on the target plane.  ie Faiz, our merchant, would have to own (at least) as small property on Sakar, before he could get unrestricted access to that world/plane.  As they travel to new planes / worlds, he (or the rest of the group)  would also have to purchase property, to have that added to that location added to the 'Safe' list.  I have some ideas for property in the 500gp range, so that shouldn't be too onerous.
 +
 +However, that opens up the possibility of other characters establishing more permanent links with other worlds.  Thistletop and Sunrise Maiden (in Artifex's games) come to mind, perhaps in the character's ship (when they get one) in my Skull and Shackles game - which could facilitate PCs from campaign games, visiting Netherworld more frequently -  and thus generating more RP opportunities.  I am not sure if it will lead to many more visits, but it might add a few.
 +
 +**Encouraging PCs to build homes / strongholds in Netherworld** - 
 +
 +**Make the system easier to use.**  I have been writing a new version of Campaign Rules for my homebrew games (although I will, probably, never run a game in my homebrew world again).  I am basing the system on GP values (rather than the craft values) from the Downtime Rules in PF, rather than the BP values used in Kingmaker.  For the last couple of weeks, I have been developing lists and descriptions of Standard Homes that can be used in Netherworld (as well as the overall campaign system), this will give  PCs a chance to cherry-pick discreet homes that can give they can use for RP elements or to get a minor 'crunch' advantage - although rarely more than  +2 on a Craft/Creation skill.  This enhances (and modifies) the build-your-own, menu like, system already in place.  There was always a plan for something like this -  I didn't get around to it in the previous system.  This is much more straight forward. 
 +
 +**Encourage Characters to build homes / strongholds.**  We have an intermittent war, where attacks on Netherworld are increasing.  The PCs, at home in Netherworld, respond and plan rescues and defences while the Primary NPCs are 'unavailable' That is great, because it means PCs become more invested in Netherworld, and see it as their home, and somewhere that they should defend.  It also means they should be rewarded for that - not only standard adventure XP and treasure -  but also a Story Line reward that recognizes their contribution to the game world and the RP element of that.  I think that Story Reward should be in the form of Netherworld Credit that can be used to build a dwelling.  Some PCs might just ignore that, but if we can encourage one or two more characters, we might start a trend.  Zoho, one of my characters, could do something to get the ball rolling.
 +
 +**Expand the War.**  Maybe the next 'attack' includes a bunch of Orcs or Hobgoblins teleported into Netherworld -  perhaps trashing the residential areas, fields and orchard, or attacking the Central Hub, on their way into The Inn.  The lower-level characters take on the humanoids  (there might eventually be a number of new L3 characters from The Director's Game)  while the higher level characters deal with the main threat.  Damage to Netherworld isn't greatly significant, but food supplies are reduced for a while, commoners (and perhaps a PC) die.  That allows us to suggest that PCs add defences to their holdings, and (perhaps) encourage one or two PCs to start proper strongholds, with military defences.  They will, by necessity, be small -  but they will be legitimate strongholds.