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#1 |
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Join Date: Nov 2006
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I am wondering if anyone has any ideas for spirits surrounding a dungeon. I would assume that the spirits in the vicinity of a dungeon would reflect the nature of the dungeon. A dungeon filled with orcs might have regular spirits and maybe some spirits of the people they slew. A dungeon that is/was a temple to a demon lord or evil god would likely have a lot of malign spirits so if a person was to cast Summon Spirits, Astral Trip or Ethereal Body they might run into many demons. The same would be true of a dungeon where an evil wizard used black magic or even a crypt for a lich or other undead. So, I guess I am wondering if being a Summoner might be dangerous in a dungeon and possibly very likely to gate in hostile spirits on a failed Summon Spirit roll.
Another thing I am interested in would be what would the Spirit World around a dungeon be like? If there are many spirits in the world and a dungeon maker wants to keep his/her treasure safe then there really should be some Astral Block spells or even Utter Wall spells to keep out people with spirit magic/form or spirits who want to steal the treasure. Anyone have any ideas? Thanks. |
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#2 |
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Join Date: Dec 2006
Location: Houston
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You know, as I sit here and think about it, it occurs to me that the spirit realm surrounding a dungeon might be the CAUSE for its creation.
If a high mana area is a bonus for mages, then a high 'mortality' area might function as a high mana area for certain magic systems or Necromancers. If your magic 'runs on death', as it were, then finding a place, populating it with what amounts to an Ecosystem of Violent Evil, then spreading rumors in town of really neat shiny things that are inside just waiting to be had seems like a pretty good way to get a steady diet of death. You could hand waive it and say that it densifies the Luminiferous Ectoplasmic Ether or something. Nymdok |
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#3 |
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Join Date: Aug 2004
Location: Pittsburgh PA USA
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Many of those "regular" spirits could just be orcs who died there.
__________________
Cap'n Q When we remember we are all mad, the mysteries disappear and life stands explained. -- Mark Twain |
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#4 |
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Join Date: Nov 2008
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Also the nature of the dungeon can be made by the spirits.
Dimesnioal rifts. Site of a tragic battle. Site of a lost love like Romero and Juliet that drags ghosts with similar feelings adn loss to the site. A dungeon based around a powerful mystical artificat or power source, maybe a god visited there in person and forever changed things. |
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#5 |
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Join Date: Nov 2006
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I guess what I am thinking is that the existance of a dungeon would possibly warp the spirit world around it. A mundane dungeon with orcs and trolls might not affect the spirit world as much as a lair of a demonologist, necromancer, or evil cleric. In my concept, orcs and trolls are basically mortal faerie races but they do transcend a little into the faerie realm as these are nasty and brutal faerie races. So they would attract more of the malign spirits around a dungeon where they live. But demonologist, necromancer or evil cleric is constantly breaking or at least weakening the spirit barrier in a dungeon that they live in so there would be more evil spirits (and demons) in these areas because they would see an easy opportunity to enter the mortal realm. Undead are still paritally connected to the spirit realm and would also attract malign spirits in the dungeons that they live in. (Free willed undead lich liches, vampires, wights and wraiths). So I am thinking that a dungeon would have some penalty for a spiritulist to summon a good spirit in a dungeon. What do you think?
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#6 | |
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Join Date: Aug 2007
Location: Rochester, MN
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Quote:
Are your PCs Good or Evil? If Good, then their players may be a little upset to discover that the summoning power they purchased with CPs doesn't work in the way the paid for it (and in the places they need it to work the most). If only a handful of dungeons are evil-aspected for variety, that might work. But all of them might be a problem. Jerander. |
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