Moderator: Havard
Havard wrote:Interesting thoughts Travis. My main reason for wanting to keep TR in the Known World is that it doesn't really add anything to any of the other continents. It is culturally close to the Known World countries (ie standard fantasy). Also, since we know so little about Davania and Skothar, there isn't much we can draw from those sources to flesh out the missing details on TR either, whereas if we have established contact with Darokin and Karameikos, we can assume there are certain similarities between those countries and TR beyond what is described in the book.
Havard
Dave L wrote:Having just read the Escape from Thunder Rift module, I feel this raises serious questions over a Karameikos setting for TR.
Given that the main object of the module is for the PC's to stop a high level mage from reaching Karameikos and raising an army, what's to stop him just using the caravan trail if TR is set anywhere near Karameikos?
Of course, wherever TR was set, there would need to be a logical reason why local forces accessible via the caravan trail would not be useful to the mage, or the whole module loses its credibility.
Havard wrote:For detailing the history of Thunder Rift, it does help if we can make the assumption that the valley has been accessed by various peoples of the Known World, since that helps alot for fleshing out details of the various cultures of Thunder Rift, rather than leaving them completely generic.
Dave L wrote:Havard wrote:For detailing the history of Thunder Rift, it does help if we can make the assumption that the valley has been accessed by various peoples of the Known World, since that helps alot for fleshing out details of the various cultures of Thunder Rift, rather than leaving them completely generic.
Yes, I actually like the idea of a location near to the Known World for that reason as well.
I was just musing on the fact that anyone who locates TR fairly near Karameikos and uses the "Escape from" module is going to need an "in-game" logical reason for Chambrin not to use the caravan trail. Nothing worse than a bunch of players pointing out glaring holes in the DM's logic!![]()
I didn't realise you used a device to hide the valley, but realistically if there is a caravan trail, every major merchant is likely to know of it, even if they don't actually travel it themselves.
Of course, you could use a purely temporary "mountain emergency" to block the trail for a few months - even a severe winter could do it if you don't have much imagination.![]()
Chambrin would then be forced to use his "Plan B", which would actually make stopping him much more important - because even if the pool was heavily fortified by the dwarves, his army would be able to come in through the trail once it was opened again.
Dave L wrote:I'd forgotten about the dragon-guarded path, but figured a powerful wizard, especially if he accompanied a well-equipped caravan, wouldn't be troubled by the minotaurs.
I like your reasoning behind the Monolith's presence - especially tying the Rakasta in with it.
Havard wrote:On this version of the Thunder Rift map, the path to Karameikos is the one guarded by the Dragon. The other one leads to Ylaruam, where Chambryn may not be so well connected.
Havard wrote:OTOH, I do agree that the Horned Hill path is problematic. One thing I have been thinking about is having that path leading to a series of underground caves, so that Thunder Rift is in fact cut off from the outer surface world, but has some trade with underground civilizations. It could work either way though.
Dave L wrote:Havard wrote:On this version of the Thunder Rift map, the path to Karameikos is the one guarded by the Dragon. The other one leads to Ylaruam, where Chambryn may not be so well connected.
That will teach me to download stuff without looking at it properly.
I'd completely overlooked that!
Havard wrote:OTOH, I do agree that the Horned Hill path is problematic. One thing I have been thinking about is having that path leading to a series of underground caves, so that Thunder Rift is in fact cut off from the outer surface world, but has some trade with underground civilizations. It could work either way though.
I still think a temporary disruption to the path would be sufficient justification for the "Escape" module. Of course, if you want to stop your PC's travelling outside the Rift until the DM decides, then some sort of plot device will be necessary. Underground caves - all sorts of possibilities come to mind for adventure links!
Gawain_VIII wrote:Here's a placement for consideration that'd make Havard's KW position quite happy.
In the Altan Tepes Mts, on the Karameikos/Thyatis border, just south of where the border meets up with the Ylari border are 3 8-mile hexes of broken lands.
What if... the mountains surrounding TR are so rugged--for whatever reason even more rugged than the thickest part of the Altan Tepes--that no cartographer has gotten close enough to see any more than "generally rugged mountainous terrain", seen from a neighboring range (probably several hexes away).
Roger
Gawain_VIII wrote:Here's a placement for consideration that'd make Havard's KW position quite happy.
In the Altan Tepes Mts, on the Karameikos/Thyatis border, just south of where the border meets up with the Ylari border are 3 8-mile hexes of broken lands.
What if... the mountains surrounding TR are so rugged--for whatever reason even more rugged than the thickest part of the Altan Tepes--that no cartographer has gotten close enough to see any more than "generally rugged mountainous terrain", seen from a neighboring range (probably several hexes away).
Roger

Havard wrote:Hmmm...Interesting discussion.
BTW I thought I had posted a map showing TR in the exact same location?
Havard

Dave L wrote:I wasn't aware of that, so I went searching.
After a bit of detective work I found this on the Gleemax forums:
Does that look familiar?![]()
It's a lot better looking than mine, but you're right - exact same location.
Truly, there is nothing new under the sun - and great minds think alike!
Havard wrote:I stole one of Thorf's maps for the B/W section so he deserves the credit if it looks nice. Yours looks good too. Care to fill in those green hexes in your version based on the TR features from my map? I'm trying to picture what a hex map of TR at this scale would look like...

Havard wrote:Wicked!
Its so weird seeing this in a standard hex scale. How about bordes for the valley in the next version?
Havard
Havard wrote:Looks good to me
Not sure, maybe add rivers? There's also the question of whether Hearth-Home should be marked as a town?

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