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Thread: February Entry: Werthers Skull

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    Administrator Redrobes's Avatar
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    Well I was thinking that this skull represents some very very ancient race - maybe even divine who had some kind of cataclysmic battle with something potent enough that could turn somebody this big into stone. I leave it your fullest imaginations but I figured that this remaining skull would probably be on some outer plane and that millennia has passed by such that wind erosion has taken the sandy soil away revealing this skull which must be made of stouter stuff.

    I'm guessing then that the area around this skull is barren and vast and that really there is nowhere to go once you exit. Theres really no reason to exit and no roads within miles and miles of it. Its probably barely known or else known only in some mythical sense like Noahs Ark would be now.

    To my mind, if it were somewhere that you could get to more easily then it would have been fought over, made into some shrine and a city would have evolved around it. I can't imagine that anyone other than powerful wizards could fight over it and they don't need doors like normal folk do. Also, if a wizard had a lot of minions then maybe an abode which could house more minions would be different to this kind of place. A whole mountain, castle, island, or larger structure.

    This is a retreat. A place to get away from other people.

    I had a lich once who had his abode in a solid wall of dungeon disintegrated out. The only way in was a teleport and he had an emergency exit which was a thin tube where he could go gaseous form if required. I used to have things in my house rules where you got the teleport error in D&D but that you could craft some expensive and permanent items to a point and make that special teleport sites that removed the error. A sort of unique thing that was so familiar that it would not need the check.

    In terms of scrying I reckon that he would indeed place protections over it. I would think that there would be some effect in place before any wizard cast anything that had something like that going on in order that this skull was never detected by the usual means. Perhaps it is the skull itself. Maybe the creature of this skull was naturally magic resistant to these weaker spells. Perhaps that is a good reason why the abode should be in the skull and not 100 yds to the north under the sand which would be less obtrusive... Maybe there are indeed lots more spaces in the rock surrounding this point which have bundles of books, pentagrams, alchemy labs etc.

    Back to reality tho... My plan is to create top down 2D maps though I think it might necessitate making some 3D models to get a slice through them in order to figure out what the shape might be. How I get the arches and sinew shapes in to that I have no idea at this point. Maybe disintegrate does not work on the actual bone bit of the skull, thats why there is no door and the shapes will be defined inside. I was going to put a kind of window in the nasal bit - as shown on the sketch. Maybe thats the only way in.

    Straw poll, what does everyone think ? If you were a wizard capable of going to this remote place and able to teleport would you think you still need a door ? I'm sure you might gather that I don't think it would need it.

    I only started this cos my machine was chugging endlessly calculating terrain but its now turning into a bigger job... still, its always fun.

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    Community Leader NeonKnight's Avatar
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    I thought of it like the following from the Dungeons & Dragons game:

    Astral Plane

    The Astral Plane is the plane of thought, memory, and psychic energy; it is where gods go when they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid matter; some creatures, such as the tyrannous githyanki, use the petrified corpses of dead gods as floating fortresses. The Astral Plane is unique in that it is infinitesimal instead of infinite; there is no space or time here, though both catch up with you when you leave. The souls of the newly dead from the Prime Material Plane pass through here on their way to the afterlife or Outer Planes.

    The most common feature of the Astral Plane is the silver cords of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin[attribution needed].
    Daniel the Neon Knight: Campaign Cartographer User

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  3. #3

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    I'm curious as to where the name 'Werthers' came from. I have visions of casting about for a name, and seeing a butterscotch sweet next to the computer and thinking, 'ah!'.

    For the non Europeans, 'Werthers' is a popular brand of butterscotch sweet in these parts!

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    Community Leader NeonKnight's Avatar
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    Quote Originally Posted by ravells View Post
    I'm curious as to where the name 'Werthers' came from. I have visions of casting about for a name, and seeing a butterscotch sweet next to the computer and thinking, 'ah!'.

    For the non Europeans, 'Werthers' is a popular brand of butterscotch sweet in these parts!
    I thought the same (and I'm not European). Mmm Werther's Originals!
    Daniel the Neon Knight: Campaign Cartographer User

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    Administrator Redrobes's Avatar
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    Hey Neon, Thats a fabulous quote. I have never heard that but its so fitting. The painting image does not look like the Astral plane tho so maybe some dark wizard(s) battled a Gith (or many) and stole it transporting via teleport to this place. Perhaps in battle, the wizards just dimensionally flung it anywhere out of the sphere of battle and it was teleported or gated randomly into the ground of another plane and now the erosion is revealing it once again.

    So that would mean that the original interior would have been 'carved' out by Githyanki perhaps with a more fortified theme than I was anticipating from that created by a wizard... Its says this in plural so I figure that this would not be the first or last skeletal remains to have been converted so I reckon they would have a good idea how to do it and would optimize the space better than square block shaped interiors. Maybe this explains why the skull is so hard too. Either skulls of deities is hard stuff or that the Gith have made them harder - though I like the first option better.

    Edit -- The painting is from the Elric series of books by Michael Moorcock and he has a character in one of the books called Werther which is based on some old text of which there are details here. As you can gather, I haven't read either tho a long ago friend used to rave about the Elric series.

    Looking at the Wiki there are bits of Gith etc but also an entry called God-Isles so this idea of the Githyanki using skeletons from fallen deities must be fairly well known (by everyone except me it seems !).
    Last edited by Redrobes; 02-11-2008 at 01:34 PM.

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    Administrator Redrobes's Avatar
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    Made a model, sliced some sections out and made some floors roughly in the shape of the sections. Its come out a little more regular than I thought it might have.
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    Quote Originally Posted by Redrobes View Post
    Straw poll, what does everyone think ? If you were a wizard capable of going to this remote place and able to teleport would you think you still need a door ? I'm sure you might gather that I don't think it would need it.
    Steven Brust explored that very topic in one of his Vlad Taltos novels. It was well-known that the only way into a wizard's tower was to teleport. Except that the peasant servants had to be able to get in, too, so there really were normal doors.

    I think I'd go "halfsies." Much of the lair would be accessible by normal doors, so guards, underlings, and servants could bring in supplies. (What's a diabolical wizard without underlings, after all?) The Inner Sanctum(tm) would only be accessible by teleport, or perhaps intangibility or smoke-form. You'd still need air to get in, after all, unless you want to burn a portion of your sorcerous power to conjure it. I can think of better uses of my mana. The same goes for food and water.
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    Community Leader NeonKnight's Avatar
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    Quote Originally Posted by Midgardsormr View Post
    Steven Brust explored that very topic in one of his Vlad Taltos novels. It was well-known that the only way into a wizard's tower was to teleport. Except that the peasant servants had to be able to get in, too, so there really were normal doors.

    I think I'd go "halfsies." Much of the lair would be accessible by normal doors, so guards, underlings, and servants could bring in supplies. (What's a diabolical wizard without underlings, after all?) The Inner Sanctum(tm) would only be accessible by teleport, or perhaps intangibility or smoke-form. You'd still need air to get in, after all, unless you want to burn a portion of your sorcerous power to conjure it. I can think of better uses of my mana. The same goes for food and water.

    On a counter argument, any wizard worth his salt could have dimensional portals to allow visitors and such in.
    Daniel the Neon Knight: Campaign Cartographer User

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  9. #9
    Administrator Redrobes's Avatar
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    Hey guys, just wanting some feedback on the WIPs below. I have had a bit of an inspirational block and also short on really nice mapping elements to use too. I have took a few from RPG Map Share site but I think the problem is that if this were my high level wizard abode I would have lots of really weird custom stuff in it and I havent the time to make it all in nice 3D so finding images to use has been a problem. I wanted some persian rugs and though I can get them from a google image search I want free to use images and that was an issue so I made some fractal rugs. All the items are mine except the chairs, bed and table. It could do with more book cases, tables, racks, benches etc.

    Anyway, comments most welcome because I feel I am getting lost with this one...
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  10. #10
    Administrator Redrobes's Avatar
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    Well my machine is chugging MeDem textures out again so I have another hour to throw at this. After having an opinion whip round, I think that the top floor is going to be the treasure room, meeting room, map room and thieves abode - if you stick him with all the treasure he cant steal any can he ?. Next level down is another meeting room with the big table, mess hall and the abode of the clerics and fighters so some armour, swords and the odd mace might have to go in there. Next down is the wizards chambers so ill see if I can get anything spell like in there. Also, general opinion is that the rug is too bright. Lastly on the ground floor is a shared wash room.

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