09-06-2016, 09:08 AM | #11 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Dungeon Fantasy - Castle Defiant
An increased mana level will set you up for a Megalen invasion at some point.
You need bodies of water... the castle and those who farm to keep it fed are getting their water from some river or another... that is probably a good thing to put on the map Known roads would be another good feature to add. If there are any political boundaries of relevance that do not match terrain (or even if they do) that might be a good thing to note. E.g. when do they pass from the Barony of X into the territory overseen by the Sheriff of Y?
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09-06-2016, 05:58 PM | #12 | |||
Join Date: Jun 2011
Location: Harker Heights Texas
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Re: Dungeon Fantasy - Castle Defiant
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As for the roads, I would think there would be at least one major road leading back to Caithness if nothing else. Other roads would depend on how far from the castle the human populations are settling. Quote:
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09-11-2016, 09:43 AM | #13 |
Join Date: Jun 2011
Location: Harker Heights Texas
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Re: Dungeon Fantasy - Castle Defiant
I finally got a bit of time and updated the map with a large body of water in the swamp and a river moving south through the area of the castle. I did not add any roads, my thinking at this point is most of the human population is going to be very close to the castle for protection. Although I am considering marking a trade route with Caithness.
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09-11-2016, 12:00 PM | #14 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Dungeon Fantasy - Castle Defiant
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Just my thoughts on how this place would have started and grown over time.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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09-11-2016, 12:49 PM | #15 |
Join Date: Apr 2005
Location: Houston, TX
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Re: Dungeon Fantasy - Castle Defiant
I checked GURPS Banestorm and it describes a complete orcish overrun of Castle Defiant and the rest of the Caithness enclave. So this campaign uses either a historical setting, a variant, or one that requires some exciting updates in the world's recent history....
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09-11-2016, 03:57 PM | #16 | |
Join Date: Jun 2011
Location: Harker Heights Texas
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Re: Dungeon Fantasy - Castle Defiant
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As I said in the beginning, this is meant to be a sandbox, a place to host the tavern where every adventure begins. The recent history is not that important, in fact leaving the castle in Bulgaren’s hands and making the area an Outlaw Haven might be more fun. |
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09-12-2016, 11:37 AM | #17 | |
Join Date: Jan 2012
Location: T'Pol's Ready Room
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Re: Dungeon Fantasy - Castle Defiant
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"Ave, Imperator, morituri te salutant." Star Trek: Endeavour - a fanfiction site Frak, Frel, and Other "F" Words - my blog |
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09-12-2016, 11:44 AM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dungeon Fantasy - Castle Defiant
Are you letting wizards take the normally-for-DF banned spells? Or is there just no non-alchemical magical healing?
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09-12-2016, 12:33 PM | #19 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Dungeon Fantasy - Castle Defiant
It might be fun to make the swamp an endorheic basin, like the Okavango Delta. IIRC there are mountains close enough to be a source. That river then becomes very important as a travel route with reliable water. Because, there's steppes and then there's steppes. I imagine the orclands as dry steppes, more like Kazakhstan or Patagonia than verdant like the Ukraine. And some sort of slightly high salinity would sort of fit in with the nastiness of the orclands. Put some salt pans near it.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 09-12-2016 at 12:42 PM. |
09-12-2016, 05:48 PM | #20 | |||
Join Date: Jun 2011
Location: Harker Heights Texas
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Re: Dungeon Fantasy - Castle Defiant
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Last edited by Carnifex; 09-12-2016 at 05:52 PM. |
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