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DTR: Other Regions of Brun

Post by Knightfall » Wed May 22, 2013 7:54 am

Brun, Other Regions of
CENTRAL BRUN
Total Annihilation (End of Civilization)
Midlands (+1)
  • Taneilim Kingdom = 1+1=2
Yavdlom (might send to Ravenloft) :?:
Zagora [The City-States] (-1) = 1-1=0 (cursed; sent to Ravenloft)

Devastated (Into the Hollow World)
Great Northway Lands (+1)
  • Plaktur (+1) = 1+4=5
  • Ruins of Bylot [Neutral Alliance] (-1) = 1+2=3
  • Ruins of Dravya [Sisterhood] (-1) = 1+2=3
Jaibul
Midlands (+1)
  • Midland Elven Circle (+1) = 1+2=3
  • Savage Humans [Midlander Tribe] (+1) = 2+2=4
Nova Svoga [The City-States] (-1) = 6-1=5
Sind
Thanegia Island = 4
Ulimwengu

Sundered Homeland (Refugees [Forced Migration])
Great Northway Lands (+1)
  • Rakasta Town of the Bylot Hills [Neutral Alliance] (+2) = 2+5=7
Midlands (+1)
  • Gronmak Ogre Clans (+1) = 4+2=6
Tarlyon Elf Clan (+2) = 3+3=6
Taymora (+2) = 4+2=6
Zvornik [The City-States] (-1) = 4+4=8

Middle of the Road (New Culture Emerges)
Barbarian Horde [north of Hule] (+3) = 4+3=7
Great Northway Lands (+1)
  • Empty Valley [Sisterhood] = 6+3=9
  • Mbwana [Kzinti] (+1) = 5+4=9
  • Southold Goblinoids = 6+3=9
Hojah [The City-States] (-1) = 8-1=7
Midlands (+1)
  • Othwa Goblin Tribe (+1) = 7+2=9
Hule (with Sind gone, Hule expands)

Lucky Break (Minor Changes [or Expansionism])
Graakhalia
Wildwood (+3) = 8+3=11

Unscathed (Immortal Intervention)
Great Northway Lands (+1)
  • Tortle Homelands (+2) = 7+5=12
Unscathed [Plus] (Immortal Intervention)
Adri Varma Plateau (+3)
  • Gulluvia = 10+3=13 (other non-canonical area will likely be added as well and fall under this one roll)
Great Northway Lands (+1)
  • Richland [Brotherhood] = 10+3=13
  • Ruins of Yazak [Brotherhood] (-1) = 11+2=13
Special (DM Fiat)
Great Northway Lands (+1)
  • Cropland (+1) [Brotherhood] = 12+4=16
Great Waste, The [Plain of Fire and Sind Desert] (a more deadly version of the Great Waste remains in the Outer World (don't go near the ruins of Sind!) but the original version is also duplicated in the 'new' Hollow World)
Serpent Peninsula (TBD)
Slagovich [The City-States] (TBD)

NORTHERN BRUN
Total Annihilation (End of Civilization)
Denagoth (lost 92% of its population)
Kaarjala = 1 (cursed; sent to Ravenloft)
Northern Gnomes (+1) = 1+1=2
Norwold [but see below] (lost 54% of its overall population)
Wendar (lost 85% of its population)

Sundered Homeland (Refugees)
Alpha, The Royal Estate [Norwold] (82% of its population is lost while the rest become refugees)
Geffron = 7
Karawenn = 8
Littonia = 7

Middle of the Road (New Culture Emerges)
Ghyr = 9
Leeha [within Norwold's borders] (25% of its population is lost and the land rebounds 66 years after the end of the Devastation War)
Northern Wildlands Barbarians (+3) = 6+3=9

Hard Fought Victory (Major Changes)
Wyrmsteeth = 10

Lucky Break (Minor Changes [or Expansionism])
Frosthaven = 11

SAVAGE COAST (+2 bonus on Destruction Table roll)
Devastated (Into the Hollow World)
Orc's Head Peninsula and Trident Bay (+1)
  • Orcs of the Dark Jungle = 1+3=4
  • Shazak = 2+3=5
Savage Baronies, The (+1)
  • Guadalante = 1+3=4
    Tartarugas (-1) = 3+1=4
Sundered Homeland (Refugees)
Eusdria (+2) = 3+4=7
Orc's Head Peninsula and Trident Bay (+1)
  • Herath (+2) = 3+5=8
  • Jibarú = 4+3=7
  • Terra Leãoça (-1) = 6+2=8
Savage Baronies, The (+1)
  • Gargoña = 4+3=7
  • Torreón = 3+3=6
Middle of the Road (New Culture Emerges)
Orc's Head Peninsula and Trident Bay (+1)
  • Nouvelle-Renardie (+2) = 4+5=9
Hard Fought Victory (Major Changes)
Orc's Head Peninsula and Trident Bay (+1)
  • Cay = 7+3=10
Robrenn (+2) = 6+4=10
Tortle Tribelands, The (+1) = 7+3=10

Lucky Break (Minor Changes [or Expansionism])
Orc's Head Peninsula and Trident Bay (+1)
  • Colony of the Horn (-1) = 9+2=11
Unscathed (Immortal Intervention)
Bellayne (+2) = 8+4=12
Savage Baronies, The (+1)
  • Texeiras = 9+3 = 12
  • Saragón = 9+3=12
Unscathed [Plus] (Immortal Intervention)
Orc's Head Peninsula and Trident Bay (+1)
  • Ator (The Bayou) = 10+3=13
Presa (-1) = 12+1=13
Savage Baronies, The (+1)
  • Cimmaron = 11+3=13
  • Navarez = 10+3=13
Special (DM Fiat)
Orc's Head Peninsula and Trident Bay (+1)
  • Land of the Wallara = 12+3=15
  • Nimmur (sent through time by the Immortal known as Khoronus)
  • Porto Escorpião (accidentally sent through time with Nimmur)
Renardy (Expansionism)
Savage Baronies, The (+1)
  • Almarrón = 11+3=14
  • Vilaverde = 11+3=14
Section for Western Brun still to be added...
Last edited by Knightfall on Sun Apr 22, 2018 1:57 am, edited 70 times in total.
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DTR: Northern Davania

Post by Knightfall » Wed May 22, 2013 8:37 pm

Northern Davania (+1 bonus on Destruction Table roll)
ADAKKIAN SOUND REGION (+1)
Total Annihilation (End of Civilization)
• Cap Saint Renard (-1) = 1+1=2

Devastated (Into the Hollow World)
• Aelios = 3+2=5
• Beira (-1) = 4+1=5
• New Adakkia (+1) = 2+3=5
• Tlik'kkill = 2+2=4
• Zothak = 1+2=3

Sundered Homeland (Refugees)
• Adakkian Servasta Pride = 4+2=6
• Adakkian Wood (+2)
Emesi Tribes = 3+4=7
Trogs and Caymen = 3+4=7
• Alol = 5+2=7
• Eseri = 4+2=6
• Port Elsterbury (-1) = 6+1=7
• Sao Paulo (-1) = 5+1=6
• Shaedrin (+1) = 4+3=7

Hard Fought Victory (Major Changes)
• Jelgavpils (-1) = 9+1=10

Lucky Break (Minor Changes [or Expansionism])
• Makal & Schweidnitz (-1) = 10+1=11
• Porto Santuario (-1) = 10+1=11
• Raka = 9+2=11

Unscathed (Immortal Intervention)
• Dreka = 10+2=12

Unscathed [Plus] (Immortal Intervention)
• Ka = 11+2=13
• Klath T'zarth (+1) = 10+3=13
• Mogluur = 11+2=13
• Porto Cabinda (-1) = 12+1=13

Special (DM Fiat)
• Humanoids of the Adakkian Mounts (+1) = 12+3=15

AMALURAN REGION
Devastated (Into the Hollow World)
• Bronev [canon?] (-1) = 3
• Hrissopoli = 2+1=3

Sundered Homeland (Refugees)
• Amalur Lowlands (+1) = 6+2=8

Unscathed (Immortal Intervention)
• Green Coast (+2) = 9+3=12

Special (DM Fiat)
• Green Coast (+2)
- Piralani [canon?] = 11+3=14

ARYPTIAN BASIN (+1)
Devastated (Into the Hollow World)
• Cyclonia (-1) = 2+1=3
• Platea Toadling Clans [Mshrhlygg] = 2=2=4

Sundered Homeland (Refugees)
• Kaelmads = 6+2=8

Middle of the Road (New Culture Emerges)
• Hin Nomads [Platea] = 7+2=9

Hard Fought Victory (Major Changes)
• Aryptian Antmen = 8+2= 10

Lucky Break (Minor Changes [or Expansionism])
• Caracasta = 10+1=11
• Odak'Tar = 9+2=11
• Simbasta Prides of the Southern Basin (+1) = 8+3=11
• Talkai = 9+2=11

Unscathed (Immortal Intervention)
• Lillends of the Aryptian Basin (+2) = 8+4=12
• Meghales Amosses Simbasta Prides (+2) = 9+4=12
• Southern Servasta Prides = 10+2=12 (will eat their own kind and like the taste of Hins)

Unscathed [Plus] (Immortal Intervention)
• Diverga = 11+2=13
• Fireland (+1) = 11+2=13
• Mazigh Nomads = 11+2=13

Special (DM Fiat)
• Ar'Thab (+2) = 11+3=14
• Aryptian Aranea (no roll)
• Platea Simbasta Prides (+1) = 12+3=15
• Sis'thik Tribes = 12+2=14

ARYPTIAN SAVANNAH (+1)
Sundered Homeland (Refugees)
Savannah Simbasta Pride (+1) = 5+2=7

Middle of the Road (New Culture Emerges)
• New Arypt (+5) = 2+7=9
• Vanya's Rest (+1) = 7+2=9
• Saurials (+1) = 7+1=9

Hard Fought Victory (Major Changes)
• Therapsid = 9+1=10

Unscathed (Immortal Intervention)
• Katapec = 10+2=12

Special (DM Fiat)
• Meghaddara Tribes = 12+2=14

NORTHERN CITY-STATES
Total Annihilation (End of Civilization)
• Parthenaeum (-1) = 2

Sundered Homeland (Refugees)
• Centaurs of the Borderlands = 7+1=8

Middle of the Road (New Culture Emerges)
• Msongo Rakasta Pride (+1) = 7+2=9

Hard Fought Victory (Major Changes)
• Garganin

Lucky Break (Minor Changes [or Expansionism])
• Mivosia (including Artheis)
• Polakatsikes (-1) = 11
• Tyrnae (-1) = 11

Special (DM Fiat)
• Ilioloosti (sent into the Hollow World by Khoronus)
including Kalavronti and Telos Taksidhi
• Kastelios (sent into the Hollow World by Khoronus)

CESTIA (+2 bonus on Destruction Table roll)
Devastated (Into the Hollow World)
Manakara = 2+2=4
Morovoay = 2+2=4

Sundered Homeland (Refugees)
Ambiroa = 6+2=8

Unscathed [Plus] (Immortal Intervention)
Androkia = 11+2=13

IZONDIAN REGION
Total Annihilation (End of Civilization)
• Amara (-1) = 2
• Jakan (-1) = 2
• Jkl'ok = 1+1=2
• Shain (+1) = 1+2=3

Devastated (Into the Hollow World)
• Ghur = 3+1=4
• Izondian Kreen (+2) = 1+2=4
• Zebratta = 3+1=4

Sundered Homeland (Refugees)
• Duargor = 6+1=7
• Duur = 5+1=6
• Isele (-1) = 8
• Izonda (+3) =2+4=6
• Kilmur = 5+1=6
• Kresh = 5+1=6

Middle of the Road (New Culture Emerges)
• Shir = 8+1=9
• Tambar (-1) = 9

Hard Fought Victory (Major Changes)
• Bumbwe = 9+1=10
• Jan'a (-1) = 10
• Saak = 9+1=10

Lucky Break (Minor Changes [or Expansionism])
• Amazu = 10+1=11
• Ibuma = 10+1=11
• Makra (-1) = 11
• Virdin = 10+1=11

Unscathed (Immortal Intervention)
• Markresh = 11+1=12

Unscathed [Plus] (Immortal Intervention)
• Kwythellar = 12+1=13
• Mis = 12+1=13
• Tjenj = 12+1=13
• Zungwe = 12+1=13

JUNGLE COAST
Devastated (Into the Hollow World)
• Froglins and Lizardfolk = 3+1=4

Middle of the Road (New Culture Emerges)
• Jungle Coast Aranea = 8+1=9

Lucky Break (Minor Changes [or Expansionism])
• Bogdashkan = 10+1=11
• Jungle Fey, The (+2) = 8+3=11
• Manacapuru = 10+1=11
• Pardasta Tribes of the Jungle Coast = 10+1

Unscathed (Immortal Intervention)
• Yasuko Tribal Lands = 11+1=12

Special (DM Fiat)
• Emerond (TBD)
• Serpentine Empire (TBD)
• Thyatian Hinterlands (survives almost completely unscathed; many Thyatians from the empire flee to the hinterlands)
Last edited by Knightfall on Sat Apr 21, 2018 2:25 am, edited 55 times in total.
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DTR: Southern Davania

Post by Knightfall » Sat Jun 01, 2013 12:51 am

FYI... I'm working on a hex map of this setting. It's about a third of the way done. _____________________________________________

Southern Davania (+2 bonus on Destruction Table roll)
BRASOL REGION
Devastated (Into the Hollow World)
• Brasol = 2+2=4

Sundered Homeland (Refugees)
• Hin City-States [Platea] (+1) = 4+3=6
• Hin Druidic Circles [Platea] (+2) = 4+4=8
• Monkeymen of the Brasol Range = 4+2=6

Middle of the Road (New Culture Emerges)
• Gairak Clans = 7+2=9
• Pteryx of the Brasol Range = 7+2=9

Hard Fought Victory (Major Changes)
• Hidden Wood [Treants and Fey] (+4) = 4+6=10

Unscathed [Plus] (Immortal Intervention)
• Brasol Range Pardasta Pride (+1) = 10+3=13

Special (DM Fiat)
Elves of the Brasol Range (no roll)

ICE PEAKS (+2)
Sundered Homeland (Refugees)
• Northwestern Giant Tribes (+1) = 2+5=7
• Tiyab = 4+4=8
• Western Peaks Gnomes (+1) = 1+5=6

Middle of the Road (New Culture Emerges)
• Aye'taars/Elves = 5+4=9
• Hornidd Humanoids = 5+4=9
• Western Peaks Fey (+3) = 2+7=9

Unscathed (Immortal Intervention)
• Ice Peaks Pardasta Pride = 8+4=12

Unscathed [Plus] (Immortal Intervention)
• Gnome City [unnamed city-state?] (-1) = 10+3=13

Special (DM Fiat)
• Dragons of the Ice Peaks (+4) = 8+8=16
• Helemjir Giants (+1) = 9+4=14

LOST VALLEY (+1)
Devastated (Into the Hollow World)
• Thimhallan = 2+3=5

Sundered Homeland (Refugees)
• Diamond Ring Pardasta Pride (+1) = 3+4=7
• N'djatwa (+1) = 4+4=8

Middle of the Road (New Culture Emerges)
• Gnomes of the Lost Valley = 6+3=9

Lucky Break (Minor Changes [or Expansionism])
• Niscosenia (+1) = 7+4=11

Unscathed (Immortal Intervention)
• Arnath = 9+3=12

Special (DM Fiat)
• The Mek (no roll)

PELATAN
Devastated (Into the Hollow World)
• Pelatan (+2) = 1+4=4
• Pelatan Entomi = 3+2=5

Sundered Homeland (Refugees)
• Orvol = 4+2=6

Middle of the Road (New Culture Emerges)
• Nivall (+2) = 5+2=9

Hard Fought Victory (Major Changes)
• Gyerian Nations (+3) = 5+5=10

Lucky Break (Minor Changes [or Expansionism])
• Shami = 9+2=11

Special (DM Fiat)
• Dragons and Sphynxes (no roll)

VULTURE PENINSULA (+1)
Sundered Homeland (Refugees)
• Caducea = 3+3=6
• Shuuriit = 3+3=6

Middle of the Road (New Culture Emerges)
• Varellya (+2) = 4+5=9
• Yariit = 6+3=9

Hard Fought Victory (Major Changes)
• Kechamar = 7+3=10

Antarctic Region and Vulcanian Peninsula (+1 bonus on Destruction Table roll)
ANTARCTIC REGION (+2)
Lucky Break (Minor Changes [or Expansionism])
• Other Denizens of Greenwood = 8+3=11

Unscathed (Immortal Intervention)
• Lynxmen Pride of Greenwood = 9+3=12

Unscathed [Plus] (Immortal Intervention)
• Death Elves = 10+3=13
• Empire of the Ice Elves (+4) = 6+7=13

Special (DM Fiat)
• Air Empire (no roll)
• Western Lynxmen Pride = 11+3=14

VULCANIAN PENINSULA (+1)
Devastated (Into the Hollow World)
• Alphatian City-States = 2+2=4
• Antmen of the Vulcanian Marches = 3+2=5
• Earthshakers = 2+2=4
• Fire Giants of the Eastern Marches (+1) = 2+3=5
• Varadghir = 3+2=5

Sundered Homeland (Refugees)
• Paesh (+1) = 3+3=6
• Steam Orc Lands (+1) = 5+3=8
• Vulcanian Fire Giants (+1) = 3+3=6

Middle of the Road (New Culture Emerges)
• Tanagoro (+3) = 3+6=9

Hard Fought Victory (Major Changes)
• Other Denizens of the Lost Woods = 8+2=10

Unscathed (Immortal Intervention)
• Human Savages of Eastwood (-1) = 11+1=12

Unscathed [Plus] (Immortal Intervention)
• Fire Bay Land [unnamed kingdom?] = 11+2=13
• Lost Woods Lynxmen Pride = 11+2=13
• Schrcckstadt (-1) = 12+1=13

Special (DM Fiat)
• Snarta (+1) = 12+3=15
Last edited by Knightfall on Sat Apr 21, 2018 1:19 am, edited 19 times in total.
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DTR: Skothar and the Hollow World

Post by Knightfall » Sun Jun 02, 2013 4:08 am

Skothar (+2 bonus on Destruction Table roll)
Devastated (Into the Hollow World)
Bay of Thorin = 3+2=5
— including Verdan [kingdom]
Empire of the Great Khan = 3+2=5
Tangor = 2+2=4

Sundered Homeland (Refugees)
Jen = 5+2=7
Nentsun & the Nentsun Plateau = 6+2=8
— The Nentsun Plateau is destroyed and the people of Nentsun are forced to flee west.
Zyxl = 6+2=8

Lucky Break (Minor Changes [or Expansionism])
Esterhold Peninsula = 9+2=11
— including Anchorage, Blackrock [kingdom], Port Marlin, and Rock Harbor

Special (DM Fiat)
Minaean Coast (aka Minaea)
Thonian Marches

Hollow World (+1 bonus on Destruction Table roll)
If I rolled a natural 1 on the die, the land was cursed/tainted (Jennites only); if I rolled a natural 12 on the die, the land is blessed and/or returned to the outer world)

Total Annihilation (End of Civilization)
Jennite Holdings = 1+1=2
Land shifts to Ravenloft after being cursed by a dying Alien Immortal of intense power. That Alien Immortal becomes the land's Dark Lord

Devastated (Hollow World territory is reduced or the land becomes a Floating Island [if not one already])
Alphatia (+1) (these new “Broken Alphatia” Floating Islands are imperfect; Ambur is tainted by Alien castoff; Blackheart and Shiye-Lawr's forest are darker [and some say dying]; Frisland is a land without rulers; Stonewall is, well, its highly unstable; Vertiloch is on the verge of tearing apart [if it does, the two halves will likely have to merge with the other attached kingdoms])
  • Ambur = 2+2=4 (becomes its own Floating Island; Starpoint lies in ruins)
  • Blackheart = 2+2=4 (becomes its own Floating Island connected to Shiye-Lawr)
  • Frisland = 3+2=5 (becomes its own Floating Island but Shiell & Shiell Lake are gone)
  • Shiye-Lawr = 2+2=4 (becomes its own Floating Island connected to Blackheart)
  • Stonewall = 2=2=4 (becomes its own Floating Island but the island floats upside down)
  • Vertiloch = 2+2=4 (becomes two Floating Islands tethered together by thousands of strong magical vines, each as thick as an elephant's leg; the Vertiloch half of the Haunted Marshes is gone; one island is connected to Bettellyn while the other is connected to Theranderol)
Kogolor Dwarf-Lands (+1) = 2+2=4
Malpheggi Swamp = 4+1=5 (much of the swamp dries up or is tainted)
Milenian Empire (+2) = 2+3=5 (much of the empire lies in ruins in the 'new' Hollow World)
Neathar Lands (+1) = 3+2=5
Oltec Kingdom (+1) = 2+2=4 (same as with the Milenian Empire)
Wintlian Islands = 4+1=5 (sink in the 'old' Hollow World; become Floating Islands in the 'new' Hollow World)

Sundered Homeland (Refugees)
Alphatia (+1) (Ar, Foresthome, and Jafilia remain together although most of the Floating Island is inhospitable; the Floating Island of Arogansa is mostly abandoned; Stoutfellow is an intact, ice-shrouded Floating Island)
  • Ar = 4+2=6 (communities ruined and abandoned)
  • Arogansa = 6+2=8 (its forests and fertile lands have been lost; its abandoned communities sit on the Floating Island's edge without protection)
  • Foresthome = 6+2=8 (Llyn Lake stands empty as a open wound; communities round it lie in ruins)
  • Jafilia = 5+2=7 (reset to its original state as a No-Man's Land by the Immortals)
  • Stoutfellow = 5+2=7 (there are now two versions of Denwarf-Hurgon in the 'new' Hollow World; since the Floating Island is unstable, the dwarfs and gnomes seek to migrate to Monster Island)
Anathy Archipelago = 5+1 = 6 (these islands become tainted and unlivable, even in the 'new' Hollow World; the denizens are forced to find other lands to live in)

Middle of the Road (New Culture Emerges)
Alphatia (+1) (these two kingdoms found themselves merged into one island and placed along the Hollow World's mainland; the two lands decide to merge their cultures for good or ill)
  • Eadrin = 7+2=9 (Deipan finds itself on an open coastline instead of along the Thera River; the hills near Nafertin have been merged with the hills near Torpes in Trollhatten)
  • Trollhatten [aka Limn] = 7+2=9 (the city of Limn is the new capital of “Limneadrin”)
Antalian Wastes = 8+1=9
Scattenalfheim = 8+1=9
Traldar Kingdoms (+1) = 6+3=9

Hard Fought Victory (Major Changes)
Alphatia (+1) (these two kingdoms remain connected to each other, as well as to Randel; intense conflict took place inside the two lands' borders after the minions of the Alien Immortals invaded Alphatia; thus, many of their towns and forts now lie in ruins but the people are resolute to rebuild; when Randel was sent into the 'new' Hollow World, Bettellyn and Theranderol were dragged along, as is)
  • Bettellyn = 8+2=10
  • Theranderol = 8+2=10
Brute-Men Territory = 9+1=10
Icevale = 9+1=10

Lucky Break (Minor Changes [Expansionism not an Option])
Neartharum = 10+1=11
Oostdok = 10+1=11

Unscathed (Immortal Intervention)
Alphatia (+1)
  • Haven = 10+2=12 (after Alphatia was ripped apart by a trio of Alien Immortals, Haven was saved by an Mystaran Immortal and sent into the 'new' Hollow World; it has become a normal island)
  • Randel = 10+2=12 (while intense battles didn't take place in Randel, after Alphatia fell, Randel was sent into the 'new' Hollow World as a large Floating Island that is comprised of it, Bettellyn and Theranderol; Randel quickly took control of the remaining forts of The Bettellyn Line and annexed Isoin, Leweo, and Sabetta)
Merry Pirate Seas = 11+1=12 (despite what happens to the Anathy Archipelago; the Merry Pirates survive and thrive; new unknown islands appear and the pirates compete with the people of the Minrothad Guilds for the islands)
Shahjapur (+1) = 10+2=12 (this land comes through the events of the Devastation War completely unscathed)

Unscathed [Plus] (Immortal Intervention)
Alphatia (+1)
  • Greenspur = 11=2=13 (like Haven and Randel, Greenspur was saved by an Immortal; which Immortal remains a mystery; Greenspur now finds itself as a normal island that sits near Haven; half of what was once Arogansa was duplicated along with it and the Arogansan towns of Avrads & Perponaz and the city of Bluenose were also duplicated – but without any people in them; everything else was duplicated, however; refugees from the ruined version of Arogansa have petitioned to resettle these lands but are being told 'to go to hell')
Beastmen Wastes = 12+1=13
—The beastmen are protected by the Immortals and brought back to the Outer World after the end of the Devastation War.
Krugel Horde Territory =12+1=13
—The horde's territory nearly doubles in size.

Special (DM Fiat)
Alphatia (+1)
  • Arkan = 12+2=14 (sent back to the Outer World as an island where it once sat as part of Alphatia; another three hexes around its normal border are part of this new mini-Alphatia island as well.)
Azcan Empire (+2) = 11+2=14
Nithia (TBD)
Stonehaven (TBD)
Tanagoro (is saved by an Immortal)

Patera, The Invisible Moon
Special (DM Fiat)
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Re: Knightfall's Mystara: The World Unknown

Post by Justinov » Sun Jun 02, 2013 2:21 pm

Knightfall wrote:Map of the World Unknown
Nice map. Seems like the Halflings got it easy!
So the "rings" are either big volcanic eruptions and falling meteors?
So not many places left with farmland or forests. It would be some kind of struggle for the few areas where you can survive.

Ylaruam got effectively removed by water. Darokin no longer an agricultural powerhouse, Karameikos has to adapt to swamp life, though still have forest. In main Thyatis only Hattias seemed to be liveable.

So it would really be unsettling time to live in for most people. So almost everyone in the south would try to conquer the Five Shires for themselves to be able to feed their people.
The woods are lovely, dark, and deep,/But I have promises to keep,/And miles to go before I sleep,
[Stopping by Woods on a Snowy Evening - By Robert Frost]

Two roads diverged in a wood, and I—/I took the one less traveled by,/And that has made all the difference.
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Re: Knightfall's Mystara: The World Unknown

Post by Chimpman » Sun Jun 02, 2013 4:30 pm

Love the map Knightfall! I really like projects like this - playing little what-if scenarios with Mystara. Even if you don't want to do something similar with your own version of the world, these projects are always useful for those who want to visit alternate versions of the world (ala Mystaran Sliders) or who want to play a time traveling game - how can we stop this disaster from happening?!?

I'm curious about the catastrophic event that is going to cause all of this destruction - what exactly is it and how did it come about? Is it caused by some plot of the immortals or perhaps by some enemy of the immortals (outer beings perhaps?) or was it caused by something else?

This also reminds me of the kind of thing I'm doing with Mystara 2300 BC (though I'm going back in time to find my catastrophes rather than forward in time ;) ) I'm wondering if some natures/cultures/BBEGs from the past might be resurrected to take advantage of the situation. For example, perhaps some version of Mogreth or Malpheggi lizardmen could rise up and take over the swampy areas near Karameikos and the Shires. Perhaps undead from Taymora are wakened and freed from long hidden prisons. The possibilities are endless. :twisted:
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Sun Jun 02, 2013 6:14 pm

Justinov wrote:
Knightfall wrote:Map of the World Unknown
Nice map. Seems like the Halflings got it easy!
Yes, the random die rolls worked out well for the Five Shires, although there have been major changes to the land. A lot of refugee from Karameikos and Darokin — mainly demihumans — have been allowed to stay in the Five Shires. The territory controlled by the leaders of the land has increased in size as well.

The Broken Lands, the Heldannic Territories, and the Soderfjord Jarldoms also survived the Devastation through hard fought victories but were changed by the experience. On this map, the big winner was Ostland. It survived nearly unscathed, and its power-base has grown significantly.
Justinov wrote:So the "rings" are either big volcanic eruptions and falling meteors?
The rings are craters from meteor impacts. The invading alien Immortals purposely directed these impacts from within the meteors. With some of the Immortals, armies of creatures also came out of the remains of the impact. It is not known whether the invaders rode in with the Immortals or if the impact opened up a temporary rift to another dimension. (The latter seems more likely.)

This will allow me to introduce some of my favorite non-Mystaran creatures to the world. But don't expect drow; I'm not a fan of drow.
Justinov wrote:So not many places left with farmland or forests. It would be some kind of struggle for the few areas where you can survive.
That is the general idea. Note that I haven't drawn in the rivers yet.
Justinov wrote:Ylaruam got effectively removed by water. Darokin no longer an agricultural powerhouse, Karameikos has to adapt to swamp life, though still have forest. In main Thyatis only Hattias seemed to be liveable.
Darokin and Karameikos don't exist anymore; the people were forced to flee elsewhere as refugees. Thyatis was sundered completely and now exists in the Hollow World, which will see its own changes. The refugees from Darokin and Karameikos will likely have made their way to my campaign expansion region of the world that is being detailed on the other thread.

Many of Ylaruam's people also manage to survive as refugees even though the region sank into the sea. Those that survived were forced to scatter, however, so there won't be any of them that traveled to the new continents. Instead, the Ylaruam refugees have spread out to the various desert locations to try to found a new Ylaruam. They have not had much success, yet.
Justinov wrote:So it would really be unsettling time to live in for most people. So almost everyone in the south would try to conquer the Five Shires for themselves to be able to feed their people.
The humanoids of the Broken Lands have tried to conquer the Five Shires in the past. However, the world has become a much more dangerous place. The devastated regions are not safe, so traveling through them with armies isn't advisable. Sea travel is safer, which makes Ostland a powerhouse. :D
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Sun Jun 02, 2013 6:47 pm

Chimpman wrote:Love the map Knightfall! I really like projects like this - playing little what-if scenarios with Mystara. Even if you don't want to do something similar with your own version of the world, these projects are always useful for those who want to visit alternate versions of the world (ala Mystaran Sliders) or who want to play a time traveling game - how can we stop this disaster from happening?!?
If others want to use what I'm creating in such a manner, I'm all for it. That's why I'm sharing it. :)
Chimpman wrote:I'm curious about the catastrophic event that is going to cause all of this destruction - what exactly is it and how did it come about? Is it caused by some plot of the immortals or perhaps by some enemy of the immortals (outer beings perhaps?) or was it caused by something else?
I'm calling the event The Devastation. As mentioned in my reply to Justinov, Mystara suffers an invasion from alien Immortals from somewhere else. I haven't decided where that somewhere else is going to be yet. (And I might leave it mysterious.)

These outsiders invade new worlds by directing uniquely-formed meteors to crash land/impact the planet. The alien Immortals use the meteors as vessels for them and their power (and, maybe, as portals for their followers). If there are any native Immortals that try to oppose them, they destroy them. When the plan works, the alien beings take the world's power before moving on to the next world. If they face to much resistance, they flee.

When they came to Mystara, however, the world's power was too much of a temptation to retreat. The result left the world and its people broken as the invading Immortals and the Immortals of Mystara fought for the future of the world. Immortals on both sides were killed, and several of Mystara's Immortals chose to sacrifice themselves to save the world. Almost all of the invading Immortals were killed, but some survived, and they and their worshipers continue to make trouble. Three of the invading alien Immortals betrayed the other invaders and have been integrated into the list of Immortals for Mystara. As well, new beings gained Immortality after the events of the Devastation ended. The year is AC 1200.
Chimpman wrote:This also reminds me of the kind of thing I'm doing with Mystara 2300 BC (though I'm going back in time to find my catastrophes rather than forward in time ;) ) I'm wondering if some natures/cultures/BBEGs from the past might be resurrected to take advantage of the situation. For example, perhaps some version of Mogreth or Malpheggi lizardmen could rise up and take over the swampy areas near Karameikos and the Shires. Perhaps undead from Taymora are wakened and freed from long hidden prisons. The possibilities are endless. :twisted:
Well, the Devastation won't be confined to the outer world. The Hollow World will also go through some significant changes. It will no longer be static, which means that its people can choose to try to return to the outer world, although doing so won't be a simple matter. The truth is there will be two versions of the Hollow World — a shattered version that will still exist at the center of Mystara and a 'saved' version that has been shifted to a secret demiplane (designed similar to Ravenloft) to hide it from the invading alien Immortals.
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Mon Jun 03, 2013 4:29 am

Important "point-counterpoint" posts from Facebook...
Kevin on Facebook wrote:guess the local inhabitants are few & far between

if this was a massive bombardment there would be little left as far as major urban areas

I hope they used small rocks for their attack
anything bigger than 1 mile will trash the whole planet for decades
<hint = the strike that wiped out the Dinosaurs was a 6 mile wide asteroid. it wrecked the planet for close to half a century before things cleared up enough for green plants to regrow in abundance>
The reasoning is sound. There will be some magical aspects that keeps the damage from wiping out all life. After all, the invading alien Immortals want slaves. :twisted:
Kevin on Facebook wrote:I would guess the locals did manage to destroy some of the invaders rocks leaving select areas only lightly damaged or untouched
Since the meteors are Immortal guided, I doubt the "mortal" locals would be able to stop one of the impacts. However, I had already decided that several of the Immortal guardians of the world sacrificed themselves to save some Mystara's cultural landscape.
Kevin on Facebook wrote:immortal guided yes = can't stop that
but it's still a rock <just a big one>
rocks can be stopped or broken up into smaller pieces that do less damage upon impact via spells

its obvious they can't stop them all!
but local Casters can gather in certain areas and pool their resources to limit the damage done to a locale.
spellcasters unlike most of the local population have the ability to move very quickly if needed, so they can much more easily gather to protect a given site
especially if aided by an Immortal Defender
the Elves for one have access to more powerful spells than what is generally available in other parts of the planet
they would be able to shield small enclaves from damage by
simulcasting large scale protective spells to create Elven Refuges

the Dwarves & Drow have the physical Mass of the Mountains they live in to protect them from all but a Direct Hit much like the Cheyenne Mountain NORAD Complex in Colorado

most human cities will very likely be demolished either by impact or the aftereffects of one nearby
survivors will be scattered and in disarray making them easy targets for enslavement

I too run a Post Apocalyptic world for my 2nd Ed. Game

the apocalypse was caused when a dimensional portal was opened attempting to transport a very large object
the portal overloaded and exploded opening a rift into the Plane of Magic
the magical energy caused widespread panic and total collapse of the prevalent culture of the time
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Mon Jun 03, 2013 6:14 am

Mystara definitely has its own level of magical might, especially when you consider countries such as Glantri. How much of an impact can magic-users have? Its hard to say for sure. (From a BECMI perspective, it would be significant (I think). Getting to Epic levels for a D&D v.3.5 version of the world, would be a lot more problematic.)

I think a lot of what I want to create depends on a suddenness of assault. Can the powers-that-be respond quickly enough to mitigate the damage? (And do I even want this option?) Also, in the past, very bad things have happened and the Immortals have not intervened, or they only save a destroyed civilization at the last moment of its destruction. An entire continent sunk and was only saved by rebuilding it as a floating island continent in the Hollow World.

For the Immortals, intervention on Mystara would only happen, IMO, once it is realized that the destruction is directed by alien Immortals bent on subjugating the world and even destroying/consuming the 'native' Immortals.
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Mon Jun 03, 2013 6:22 am

TAD on Facebook wrote:Perhaps the remnants of ancient tech from Blackmoor was used to whittle some of the the meteors down to size.
And when it comes to ancient tech from Blackmoor, who on Mystara knows how to use it and use it properly. In trying to save Mystara, its natives could make it worse.
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Mon Jun 03, 2013 6:39 am

Knightfall wrote:
TAD on Facebook wrote:Perhaps the remnants of ancient tech from Blackmoor was used to whittle some of the the meteors down to size.
And when it comes to ancient tech from Blackmoor, who on Mystara knows how to use it and use it properly. In trying to save Mystara, its natives could make it worse.
TAD on Facebook wrote:There have to be some ancient undead that would come out of the woodwork to help save the world.

Also epic magics can certainly help quite a bit. Move Mountain (I know it is an FR epic spell, but there's no reason why it can't be used in Mystara) might help shield a city from devastation.
Would the ancient undead try to save the world? What would be the point for such beings? Yes, they might want to save their own undead skins, but I think it would be more likely that these undead beings would hide 'elsewhere' until the danger has past and then return to conquer what is left over, if there is anything left to conquer. And some of the worse undead beings might align against the world.
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Mon Jun 03, 2013 6:44 am

Epic magics have quite the toll. Altruistic characters would want to save their civilization while materialistic characters would strive to save their own power-base. But, everything I've read about how Immortal power works in the Mystara universe is that mortals, even Epic-level characters, cannot stand against Immortal might. Sure, 3E might break that rule, but I can't say I want that option, yet.

Besides, the results I want are destruction unmitigated by anything less than Immortal intervention.
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Re: Knightfall's Mystara: The World Unknown

Post by Chimpman » Mon Jun 03, 2013 6:58 am

Basically you have to stick to the premise of the world you want to build. If you want a post-apocalyptic Mystara, then that's what you have. Everything else is just hand waving. Could the natives mount some defense? Possibly. Could the immortals put up a fight? Again possibly. The answer depends on what you want.

Frankly I think the premise you have set up works just fine.
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Mon Jun 03, 2013 7:03 am

Immortals of Mystara vs. Alien Immortals
Like with the destruction of the planet, the continued existence of Mystara's Immortals will be based on a chart and random die rolls. I'm not sure what the categories will be, but I don't want a simple live vs. die. I want reasoning behind the Immortals who perish.

Now, on the "alien" Immortal side of things, it will be less important since I know that only a handful of them will survive. I know that 3 of them (rule of three) will switch sides and battle against their alien kin. These survivors will gain grudging acceptance from the Immortals of Mystara and the mortals that will come to respect them.

There is a widely held belief that if the Three hadn't betrayed the other invaders, the Immortals of Mystara would have lost and that the world would have died (been consumed).

The Immortal landscape that exists for Mystara after the Devastation will be VERY different than the canonical version of the setting. Pandius is destroyed. The Hollow World is sundered and no longer isolated. The death of so many Immortals has left the world infected by the blood and flesh of titans.

The worst of these infections come from the alien Immortals; their blood and flesh are like poisons. And when the infection doesn't cause death, it instead causes undeath or mutation.
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Mon Jun 03, 2013 7:12 am

Chimpman wrote:Basically you have to stick to the premise of the world you want to build. If you want a post-apocalyptic Mystara, then that's what you have. Everything else is just hand waving. Could the natives mount some defense? Possibly. Could the immortals put up a fight? Again possibly. The answer depends on what you want.

Frankly I think the premise you have set up works just fine.
Yes, it's a matter of my own vision. I do like suggestions, but I want a world that has been sundered. I want a world that is Mystara but that isn't Mystara. I want to make it my own, and I don't want to get bogged down in the detail of how things should logically happen. This is a fantasy world that doesn't have to worry about how our universe works. Would dozens of real asteroid/meteor impacts wipe out all life on Mystara if it was a real planet? Yes, it most likely would. But the "big rocks" that the alien Immortals are using are more like high-impact alien egg-ships than like true asteroids.

Their goal was to arrive, conquer, steal all life, and then leave for the next world.
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Tue Jun 04, 2013 5:21 pm

Ideas for the Immortal Fate Table:
> Sacrificed immortality to save a civilization
> Killed in a battle with an alien Immortal
> Killed in a battle with another Immortal of Mystara
> Passed on small part of immortality to a mortal upon death
> Survived the Devastation
> Survived, but power significantly reduced
> Survived, and power has increased
> Survived, but power has been tainted (TAD)
> Merged together with another Immortal
> Disappeared without a trace (mystery)
> Destroyed after allying with the alien Immortals (Chimpman)

Any other ideas?
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Re: Knightfall's Mystara: The World Unknown

Post by Angel Tarragon » Tue Jun 04, 2013 8:32 pm

Survived, but power was tainted.

That's all I've got.

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Re: Knightfall's Mystara: The World Unknown

Post by Chimpman » Tue Jun 04, 2013 8:39 pm

Well, you have some of the alien immortals switching sides... why not the reverse?

Survived, switched sides
Destroyed, switched sides
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Fri Jun 07, 2013 5:13 pm

Twin Agate Dragons wrote:Survived, but power was tainted.

That's all I've got.
Hmm, this idea has possibilities. I think an Immortal with tainted power would change its Sphere or lose its status as an Immortal (becoming an Outsider [demon, devil, angel, etc.]).
Chimpman wrote:Well, you have some of the alien immortals switching sides... why not the reverse?

Survived, switched sides
Destroyed, switched sides
I hadn't considered it, but it's an interesting idea. Since most of the alien Immortals were destroyed, I think that if I was going to have a Immortal of Mystara switch sides and survive, it would have to be my choice. The "destroyed, switched sides" option might be a good choice for a long-shot option. It also gave me this idea: Killed in a battle with another Immortal of Mystara.

The Immortal didn't ally with the alien beings, but it did die at the hands of another Mystaran Immortal. :twisted:
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For the table's design: I'm thinking that a d12 won't give me the results I want. 2d10 might be better.
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Re: Knightfall's Mystara: The World Unknown

Post by Gecko » Fri Jun 07, 2013 6:28 pm

yeah, I can easily envision some of the entropics supporting your aliens

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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Fri Jun 07, 2013 7:16 pm

Gecko wrote:yeah, I can easily envision some of the entropics supporting your aliens
That was my thought as well. Thanatos comes to mind.

The aliens will have their own unique sphere. Sphere of the Alienists (or Alienism)? Sphere of the Pseudonatural?
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Re: Knightfall's Mystara: The World Unknown

Post by Knightfall » Tue Jun 25, 2013 6:17 pm

:arrow: Okay, if I'm going to run a PbP game set in this world, I really need to figure out which of the Immortals are dead. :!:
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Table for deteriming the Fate of the Immortals of Mystara

Post by Knightfall » Tue Jun 25, 2013 6:34 pm

Code: Select all

2d10 Roll	Fate of Mystaran Immortal
2		Disappeared without a trace or fled in disgrace
3		Passed on small part of immortality to a mortal upon death
4		Merged together with another Mystaran Immortal
5		Destroyed after allying with the alien Immortals
6-7		Sacrificed immortality to save a civilization
8-14		Killed in a battle with an alien Immortal
15-16		Killed in a battle with another Immortal of Mystara
17		Essence absorbed by an alien Immortal
18		Survived, but power has been tainted
19		Survived, but power significantly reduced
20		Survived, and power has increased
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List from Wrath of the Immortals

Post by Knightfall » Tue Jun 25, 2013 6:58 pm

Sphere of Matter
Atruaghin = 17
Diamond = 11
Djara = 17
Faunus = 14
The Great One = 14
Ka = 18
Kagyar = 10
Opal = 17
Pearl = 19
Terra = 6
Valerias = 20

Sphere of Energy
Alphatia = 14
Benekander = 14
Eiryndul = 9
Ilsundal = 10
Ixion = 5
Mealiden = 4
Pflarr = 11
Rad = 5
Rafiel = 2
Rathanos = 16
Razud = 10
Tarastia = 3
Thor = 11
Zirchev = 9

Sphere of Time
Al-Kalim = 18
Calitha = 5
Khoronus = 6
Ordana = 19
Petra = 12
Protius = 9
Vanya = 11

Sphere of Thought
Asterius = 18
Diulanna = 10
Frey = 10
Freyja = 9
Halav = 11
Karaash = 8
Korotiku = 6
Koryis = 7
Noumena = 5
Odin = 10

Sphere of Entropy
Alphaks = 18
Atzanteotl = 8
Hel = 17
Loki = 15
Masauwu = 8
Nyx = 7
Orcus = 6
Talitha = 11
Thanatos = 8
Last edited by Knightfall on Fri Mar 30, 2018 9:27 am, edited 1 time in total.
Robert Blezard | Knightfall's Almagra and Otherworlds | Knightfall Press | Kulan World Journal | Spelljammer Gone Wild
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