Please help me fill in all of the continent of Azlant


Advice

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So I am running a game set in Azlant and I want to, as do all my players, explore the whole shattered continent. There is also going to be plane shifting. There are rifts to various planes all though out the islands. Some obvious and some not.

I don't need every location to be really weird but some of I want to be very strange. I have huge islands that are bigger than some countries and then tiny less than one mile island. There are a lot of islands. Some places have wild magic and there are going to be a few dead magic zones.

Aberrations, Devils, Magical Beasts, and Giants are the more important enemies that tie into the different threads they might attach themselves to.

I have a small island in the south that is made of living metal, as is everything on it.

Another is small island, I am calling it Mirror Isle, has little, hard to notice mirrors floating around. So that at times they will see part of themselves reflected in the air. There may be a rift to the Shadow plane or the Dimension of Dreams here. Not sure yet. But the main predator here are going to be a kind of doppelganger, one that make a closer copy. As in copying class features. But it loses a point or more of con per day so long as the original lives. I love the fight a mirror version of yourself troupe.

Near one of the larger impacts is a place that was turned into crystal.

In the tropical setting I know I am going to have one island that is cold. All the wintry goodness they thought they didn't have to deal with in a tropical setting is gonna be there.

And suggestions are greatly appreciated!
DAA


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"Help me fill in the continent of Azlant."

I thought the ocean did a pretty good job of that. *rimshot*


If you're going to do teleports, I think a teleport to the Moonscar makes sense, maybe even some crossover monsters.


Calybos1. That is true :D

YlothofMerab. I apparently have a module that goes to the Moonscar and I will most assuredly be doing something like that. The Azlanti used that as a prison and now some succubi kidnap people for experiments there. That is a fun location!


*sad bumb*

ideas?


have you tried the adventure path Ruins of Azlant?


Yes but that AP does not delve into that actual continent. There are a few paragraphs about a few places of note. And those places are cool but I am wanting more.


Let me be clear what you're after here - magical islands, no particular theme, possible links to other planes? If that's not right say so, please. I'm not familiar with the location but I can probably throw out a few ideas.


The players stumble across an island, the beach bearing the wrecked remains of a humble sailing boat.

Fortunately, the crew and passengers of the vessel survived their misfortune, forming a friendly, safe place for the group to rest and recover from their adventures.

The locals are good, simple folk, willing to offer their limited assistance in aid of the PCs. There's the Captain Grumby and his bumbling but well meaning accident-prone first mate Willie, the nobleman Sir Thurston and his wife Lovely, the bardic beauty Ginger, the Wizard Hinkley, and the endearingly innocent and virtuous young woman named Summer.


Deaths Adorable Apprentice wrote:

Aberrations, Devils, Magical Beasts, and Giants are the more important enemies that tie into the different threads they might attach themselves to.

I have a small island in the south that is made of living metal, as is everything on it.
  • This island should be inhabited by SHABTI.

    Another is small island, I am calling it Mirror Isle, has little, hard to notice mirrors floating around. So that at times they will see part of themselves reflected in the air. There may be a rift to the Shadow plane or the Dimension of Dreams here. Not sure yet. But the main predator here are going to be a kind of doppelganger, one that make a closer copy. As in copying class features. But it loses a point or more of con per day so long as the original lives. I love the fight a mirror version of yourself troupe.

  • this one you could have a MIRROR OF OPPOSITION just to add to the confusion of the doppelganger

    Near one of the larger impacts is a place that was turned into crystal.

  • on this one the people of that era populating the isle were instantaneously turned to full color crystal statues, some broken, with a very few still mobile and carrying out the tasks they were taking when the deep impact occurred
  • another isle is completely encompassed in magical darkness and populated with blind humanoid lizard-like predators that hunt by sound and scent trust me, use the linked creature in this way just to add something new and unique to the mix, they'll unnerve your players.
  • You could use the above strategy (example; Humanoid Rust Monsters or Humanoid Hellhounds) on any number of creatures to add to the weirdness that is the isles.
  • something else you should consider- what's under the water


  • avr: You are correct. A continent that was destroyed and is now a bunch of islands. There are rifts to various planes though out the area.

    JDLPF: I feel like this is a reference to something.

    I am Nemesis: The Shabti are really interesting and they now have a place in my campaign. I think I had read though them in the past but I have been reading a lot.

    Honestly not sure how I have never come across that mirror before but I love it.

    For the golem I am very familiar with it and it is on my to use list.

    And I can get behind the island of darkness. That has been saved.

    As to underwater the campaign will take them under water for a little while. And Paizo did a great job with that. Beyond that they will be on a boat quite a bit so they will end up in the water. And if they peruse the Aboleth plot line later they may spend a lot of the campaign underwater and in the Underdark. In the Sightless Sea and a few other places. But beyond that I have plans to take them to the Plane of Water. But for locations under water I am wanting to have some Merfolk, Undine, and Gillman settlements. There will be some sunken cities in a few spots and if they want to there are lots of ship graveyards.


    Deaths Adorable Apprentice wrote:
    JDLPF: I feel like this is a reference to something.

    You could be right.


    Like one of the ‘Elric’ stories, where one island is a fleshy living creature, perhaps the transformed shape of a formerly powerful mage...


    The Elephant's Graveyard: Not actual elephants of course, but some type of creature comes here to die. Probably some sort of flying creature on an island. There are great piles and forests of its bones. Taking trophies or otherwise looting them will result in skeletons animating to attack. Respectful treatment may result in useful info or blessings.

    Heart of Fire: A volcanic island may seem nothing special, but this one has a gate within driving its volcanism. Not to the plane of elemental fire, no; this one leads to somewhere far worse deep in the Hells. Thankfully only the smallest creatures can come through but seeds of infernal vegetation have sprouted in places, and the wasps may gather into hellwasp swarms if humanoids dally too long on the island.

    The Smallest Continent: Everything living here is smaller than usual, use the young template. Deeper within they're even smaller, you can look down on forests of ancient trees no taller than your knees. At the very center there's a stone which will shrink anyone touching it to match the nearby ankle-height forests. A quick identify or similar will suggest that this will be permanent if the characters don't leave within 24 hours.

    The current mild winds will seem like gales to any shrunken characters attempting flight, and there are a few full-size enemies on the PCs trail who will have greatly inflated stats. On the other hand there will be some odd treasures to be found and taken away.

    .

    Obviously all these would need fleshing out, the last especially.


    Deaths Adorable Apprentice wrote:
  • I am Nemesis: The Shabti are really interesting and they now have a place in my campaign. I think I had read though them in the past but I have been reading a lot.
  • Honestly not sure how I have never come across that mirror before but I love it.
  • For the golem I am very familiar with it and it is on my to use list.
  • And I can get behind the island of darkness. That has been saved.
  • As to underwater the campaign will take them under water for a little while. And Paizo did a great job with that. Beyond that they will be on a boat quite a bit so they will end up in the water. And if they peruse the Aboleth plot line later they may spend a lot of the campaign underwater and in the Underdark. In the Sightless Sea and a few other places. But beyond that I have plans to take them to the Plane of Water. But for locations under water I am wanting to have some Merfolk, Undine, and Gillman settlements. There will be some sunken cities in a few spots and if they want to there are lots of ship graveyards.
  • This should be on a bigger island; Topography looks like a desert island, complete with sand dunes, maybe a couple of weathered and eroded structures. The thing is, all over the isle are several sand traps that suck the PC's down. Let the players believe their characters are drowning in sand. In reality they are being sucked down a sand shute into a MASSIVE underground cavern! Right into a lightless naval battle between the MUNAVRI & the horrific URDEFHAN.
    While the PC's are treading water after their big splash into an under-ocean, give them details on the look of the violet-sailed, intricately carved ivory ship doing battle with (i don't know, what's the most horrifying vessel the Urdefhan could be sailing? how about ...) a semi-transparent possibly undead whale? Give the PC's ample opportunity climb aboard either of the vessels and choose sides. should be an easy decision, all things considered. Maybe after befriending the Munavri they earn the right/privilege to sail one of the ivory ships, and eventually/accidentally find a gate that takes them back to the surface ocean or the Plane of Water... (i am so getting ahead of myself with this idea) Your Game. It's just that I like the Munavri race a lot and their conflict with the Urdefhan just seems like it would be a great adventure.
    avr wrote:
  • Heart of Fire: A volcanic island may seem nothing special, but this one has a gate within driving its volcanism. Not to the plane of elemental fire, no; this one leads to somewhere far worse deep in the Hells. Thankfully only the smallest creatures can come through but seeds of infernal vegetation have sprouted in places, and the wasps may gather into hellwasp swarms if humanoids dally too long on the island.
  • dang it. avr ninja'd me on the Heart of Fire idea! Better name, too.
  • I also like the Boneyard idea- i wonder what creature Deaths Adorable Apprentice comes up with.
  • This one harkens back to our sand dune covered desert island, sparcely populated by tribes of the Kasatha having trouble with a Azlanti Mummy. The tribe of Kasatha recently tried to loot a Tomb of some forgotten Mystic-come-Queen. The Mummy is tirelessly pursuing them because of an item (your choice) they'd taken. Who know's, maybe after the mummy is dealt with the tribe will take them to the tomb that's ripe for looting (and probably has more mummy's and other stuff guarding it). One swerve I've used before was giving the toughest mummy a ring of fire resistance (greater), just to make the main encounter more interesting.


  • JDLPF: I thought it might be that one but I have honestly never watched that show.

    SunKing: Something I have never heard of. I will look into it. I sort of have space on my bookshelf. I can make space..

    avr: Well I have been planning for an airship graveyard. Airships are cool but they will have to find it, repair it, and then figure out how it works. This is a later in the game thing. But not what you were talking about.

    And I have always like the idea of this kind of graveyard. Not sure on the creature. Dragons feel cliche and I am only planning for maybe one or two dragons, Maybe Linnorms instead, something that came through a rift in the First World. But that might be a little too much. An underwater graveyard of Kraken is rather tempting, somewhere that keeps the boneless creature's remains intact. Or a weird ooze of their remains cause they got no bones

    Though Cyclopes have a history in Azlant and I might go that route. Perhaps Vampires. History is a big theme in this game and Sura is a Demon Lord called the Vampire Queen. She is said to be the first Vampire and a former Azlanti Queen. Or maybe one of the creatures the Azlanti people became after they fled into the Underdark. Or Lizardfolk, this one has history with Azlant. Lizardfolk and the Azlanti people used to be enemies. But in the end both of them are a shadow of their former selves. The Azlanti are now creatures like Morklocks and Monglemen while the Lizardfolk have lessened greatly.

    For the Heart of Fire I just have to figure out where to put it. This has been saved.

    The Smallest Continent is a weird route and I will mull that one over. It is in my notes but I need to mull it over. Definitely an interesting starting idea. And it will mess with their heads. Very Alice in Wonderland

    I am Nemesis The Munavari and the Urdefhan are delightful and I had been trying to figure out how to include them. I have already had a request for a desert location and I rather like the idea. This would be a way to get them to the water plane. And this would have to be later in the game, so they don't just die, which gives me plenty of time to figure it out. It is in my notes.

    I agree about the Heart of Fire. I feel silly for not having come up with it myself.

    And I love Mummy's and I am not opposed to the idea. And the Kasatha are an interesting option.

    The Azlanti People were fascinating and brilliant. They are said to have reached magical and technological heights that have not been reached since their fall. With that in mind I am taking the idea of what the powerful would have done to survive their impending doom. Many undead were created in the ensuing panic.


    Deaths Adorable Apprentice wrote:
    Or Lizardfolk, this one has history with Azlant. Lizardfolk and the Azlanti people used to be enemies. But in the end both of them are a shadow of their former selves. The Azlanti are now creatures like Morklocks and Monglemen while the Lizardfolk have lessened greatly.

    minor point of order, DAA. It's Serpentfolk. Their empire was defeated by the Azlanti, but the serpentfolk evaded total extermination by retreating into the Darklands. It was called the War with Ydersius- Myths tell of an ancient war between the Azlanti and a race known as the serpentfolk. The Azlanti are said to have driven their enemies off the face of Golarion and into the Darklands. In the war's final battle, Savith, an Azlanti heroine, beheaded the serpent god Ydersius in the Darklands realm of Sekamina.

    The Lizardfolk were effectively primitives in comparison.
    Yes, your idea of a campaign in Azlant has got me reading quite a bit.
  • After reading up on Ghol-Gan and the Cyclopes' and the fact that they eventually descended into blood-thirsty, cannibalistic barbarity, the Graveyard/Boneyard idea took a decidedly different turn in my eyes. Is someone/something eating giant-sized cyclopes'? Are those cyclops sized teeth marks on those cyclops bones?
    ((Are you looking up right now, just noticing that big cloud that's not moving with the wind? In fact, it's not moving at all.))
    Just to pound home that point, another partially intact cyclopian skeleton slams into the ground around them.
    Long-story-short: They are going to need one of those Airships to explore that Mountain/Giant Castle on a cloud.


  • I like your twist on the Graveyard IaN. It makes that idea more than just a game session or two.

    A long history of vampires, eh? That conjures up another idea.

    The Humble Association of Fishers of the Blue Cliffs: If there's one thing vampires will want in an archipelago it's reliable transport across the water. The Fishers were suborned and controlled long ago to this end. Any of their boats or ships carrying six or more crew will include a vampire spawn among their number, and any leaders in the association must be supported by one of the Revered - full vampires.

    Besides simple fishing the Fishers transport goods and people between islands and some of them have engaged in piracy, with the help of their Revered.


    I am Nemesis: My bad, Serpentfolk. It occurred to me that I listed the wrong critter while I was at work. But work interferes with me getting to be the nerd I want to be. My campaign was almost in the Mwangi Expanse. All the lore there and the Ghol-Gan stuff is fascinating. But Azlant lets me dabble in it along with lots of other stuff. Plus I put it to a vote and Azlant won by a landslide. For as little as there is about what is on the actual continent, even with the AP, there is a lot of fun lore.

    And the cloud thing is worth considering. That is definitely a fun encounter.

    I have no intent of any boneyards they come across being a single session, unless they run from it. But the barbarian seems to have impulse control issues

    avr I rather like it.


    Thanks AVR & DAA.
    so i was reading up on Zura.

    Quote:
    Zura now calls the mountainous Abyssal realm of Nesh her home. Nesh has a large number of villages inhabited by captured humanoids harvested from the Material Plane. They are, for the most part, unaware that they dwell deep in the Abyss, except the leaders, who are rewarded by Zura's minions to keep the truth hidden.

    WHAT IF... the demon lord Zura, also known as the Vampire Queen, and is worshiped by CANNIBALS (like the cylopses), drow, and of course, vampires; magically plane shifts one of the Mountains of Nesh to the material plane on/with some form of cloud magic. She then uses her Cloud Mountain to harvest humanoids to transport back to Nesh to populate the villages she uses for feeding. Some (most) of her minions are undead; quite a few Ghoul Cyclopes that get her leavings and discard the bones through a garbage chute. Some of her victims are harvested from Cyclops villages in Nesh. The reason people have discovered the Graveyard / Boneyard is the size of the bones but a search of the surrounding area would find very few smaller skeletons since giant ghouls tend to eat smaller corpses whole.

    Zura has gone undetected for millennia because her Cloud Mountain stays on the material plane at most days at a time every decade or so to replenish the villages back in the Abyssal realm of Nesh.
    If & when your players are at a sufficient level and they just happen to detect the immobile Cloud and explore it they may just get caught up in the return trip to Nesh.


    How about a really big snot dragon sleeps in an underwater cave, which turns a wide swath of the waters surrounding the island into a bubbly muck (which of course hide deadly reefs from otherwise careful sailors).

    The island itself is home to only a rather out-of-place baroque tower, which is filled to the brim with ticking clocks of all shapes and sizes. Next to each clock is a placard with a name engraved on it.

    Also the whole shebang is defended by a platoon of soap golems.

    (apologies to Cathrynne Valente)


    I am Nemesis That was dramatic. And I rather like it. I may steal the idea. It is in the notes.

    ohako I love the clock idea.
    Not sure about the soap golem. And what is a snot dragon.


    Deaths Adorable Apprentice wrote:
    That was dramatic. And I rather like it. I may steal the idea. It is in the notes.

    all i ask is that you give me backhand credit;

    the players are walking past a not quite blank wall that reads; "I am Nemesis." What could it mean?
  • This idea for an isle is kinda rough. There are no humanoids on this island. There are hundreds of horses, buffalo, sheep, cattle, swine, goats; all pleasantly plump and getting plumper. Strangely it looks as though the grass regrows to a certain height no matter how much the herds eat. There are even dogs herding the different animals, keeping them separate.
    After watching for a time, a giant disembodied demon-like hand appears from nowhere snatching up two fat pigs, then vanishes. After a moment it appears again, and grabs one of the party! Fortunately the barbarian still has his great-axe in hand and takes a whack! While he gets dropped on his head, the massive bleeding hand vanishes. The next thing the party sees is a giant disembodied eye, then hear a giant disembodied voice saying in Azlanti "Mommy, I think we got bugs in the larder again!"
    yes, i couldn't help it. i had to do it. lol. But imagine the expression on your players faces. LOL
    Anyway i'll be gaming tonight and i'll see if my group has any good ideas for Azlanti Isles.


  • Haha. To ridiculous to use but I still like it. I have one player would would love it. And thank you.


    JDLPF wrote:
    The players stumble across an island, the beach bearing the wrecked remains of a humble sailing boat. Fortunately, the crew and passengers of the vessel survived their misfortune, forming a friendly, safe place for the group to rest and recover from their adventures. The locals are good, simple folk, willing to offer their limited assistance in aid of the PCs. You could be right.
  • idea about this place; these people have been there so long they've basically become a Trading Post for the people exploring the isles.
    While they all provide their services for a price, there are occasions where they may trade for knowledge and stories of the PC's adventures
    Captain Grumby- the Retired Rogue Pirate; knows the waters in the area and can provide rough maps to certain islands or water hazards.
    first mate Willie, the Swashbuckler; Willie is the guy to go to for a lead on interesting events and bizarre occurrences. His stories sometimes lead to rare prizes.
    nobleman Sir Thurston the Hunter and provider of provender for his friends.
    his wife Lovey, the Cleric and healer of the PC's woes.
    beautiful Ginger, the Bard; highly knowledgeable on all matters Azlanti.
    Hinkley, the Wizard crafter; specializing in creating wondrous items, rings, wands and upgrading weapons & armor.
    virtuous Summer, the Alchemist- purveyor of all things alchemical.
  • Cold-Snap Isle: The choppy waters and beach of this island are coated in jagged ice flows. The weather is so frigid and blizzard strewn that it is truly a shock to the system. Through the lulls in the snow storms towers of ice can be seen in the distance. The layers of snow are 5' deep or deeper in places. Foot prints tell of bare feet capering in the snow. BARE FEET, in this frozen wasteland. Then there are the large clawed possibly animal tracks. Those tracks wouldn't be so ominous were it not for the splashes of red in the snow.
  • Walled-Off Island: This island is completely walled-off by wall of coral so tall it boggles the mind. There is evidence of other explorers abandoned climbing gear. There is even evidence of bodies/bones stuck in the wall, some impaled on jags of coral, others seemingly partially absorbed by the wall. If seen from the air, the wall appears to be 50' paces thick and at least 250' paces high. The inside of the wall is filled with water so clear you can see nearly 150' down, filled with all sorts of water flora & fauna.
  • Ash Island: Thick layers of ash and soot coat this isle. Occasional plumes of fire and thick black smoke obscure the sight of large powerfully built wolf headed humanoids the size of a large draft horse, with ebony fur and burning, fiery red eyes. They seem to be wearing fire scorched chain-mail. On this isle there are scores of caves and dens covering the landscape as well as hundreds of thick trunked fire resistant trees.
  • Island Thunderstruck: There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components. The reason for the thunderous noise is obvious; there is a spar of highly metallic ore attracting continuous lightning strikes to the area. Occasionally the electricity grounds out to the path of least resistance, say for instance, a raised sword or axe, dealing 3d6 points of damage to the wielder and force a DC15 Reflex save to hold onto the weapon. Suits of plate-mail have been know to attract bolts too, forcing a DC17 Fortitude save or be stunned for 1 round.


  • The Beautiful Lights: On this island there's a colony of miniature dragons which tales say will bond with the first person they see after hatching. The tales aren't wrong, and who doesn't want a minidragon of their own? They're incomplete however.

    When the hatchlings grow up (after a couple of years assuming plenty of food) they transform into their adult shape, a will o' wisp, which has no attachment to their former bond/owner. If they die from violence and the body isn't entirely destroyed they rise as a will o' wisp with the young template 1d4 rounds later, same deal. Treat the hatchlings as pyraustas with the aberration type (but no stat changes from that), knowing whatever language was most spoken around their egg. Possibly a couple of languages in a household or adventuring party with mixed use of languages.

    If the tales wouldn't be enough to attract your PCs they might follow an offer to buy the eggs, or be investigating the mysterious death of a girl and the disappearance of her minidragon.


    Head-Hunter's Divide: this isolated island is heavily populated by many jungle indigenous species. Ahool, Anhana, Arboreal Grappler, Banderlog, Biloko, canopy creeper, Cephalophore, Charau-Ka, Chemosit, Cyclops, Decapus, Derhii, Drake- Jungle, Giant- Jungle, Girallon, Jaculi, Kech, Kongamato, Lizardfolk, Margay, Miengu, Mngwa, Moonflower, Mosquito Swarm Bloodhaze, Naga- guardian, Ngoga, Nirento, Sabosan, Serpentfolk- Degenerate, Tabaxi, Tiberolith, Treant, and the head-hunting tribes of the Xothotak to name a few. Then there are the ancient, overgrown ruins in the depths of the jungle, belonging to Azlanti, Cyclopian and Serpentfolk alike. So even if one were to ignore the lines of spiked heads and survive the island dwellers, what traps lie unsprung?


    I am Nemesis wrote:
    Deaths Adorable Apprentice wrote:
    That was dramatic. And I rather like it. I may steal the idea. It is in the notes.

    all i ask is that you give me backhand credit;

    the players are walking past a not quite blank wall that reads; "I am Nemesis." What could it mean?

    Hey! you never responded to my request for backhanded credit? ;-)


    avr that is interesting and my party would be all about this. Pets are wonderful. And will o' wisp is a weird twist. If they think they can get a baby dragon I would be shocked if they do not jump on it. Like all over it.

    On a similar note I have the Baby Beastiary Vol 1 and Vol 2 Sadly I have yet to get to use it.

    I am Nemesis I have been needing a jungle island and you have all my beasties listed here. I love the moondlower and the Tiberolith is really cool. That is one that I has not seen before. Constructs are gonna be everywhere and this seems like one that has had time alter it or it was re-purposed.


    I am Nemesis wrote:
  • Trading Post for the people exploring the isles.
  • Cold-Snap Isle: The choppy waters and beach of this island are coated in jagged ice flows.
  • Walled-Off Island: This island is completely walled-off by wall of coral so tall it boggles the mind.
  • Ash Island: Thick layers of ash and soot coat this isle.
  • Island Thunderstruck: There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components.
  • DAA- you may have overlooked these additions, read up above for more info.

    avr- keep 'em coming! i like our friendly rivalry. ;-) plus+ you come up with some good stuff


    I am Nemesis wrote:
    avr- keep 'em coming! i like our friendly rivalry. ;-) plus+ you come up with some good stuff

    We have a rivalry? We have a rivalry. Competition is good to hone your talents. Done.

    The Bastion: The settlement here is based around a tradition of healers and defenders of all that is good. I think Iomedae is Aroden's successor in such things? Golarion lore isn't my strong point. Anyway, while they provide healing and protection to stray adventurers and other travelers they've seen few such, and they generally don't leave their island since their people tend not to come back.

    Unknown to them they have an enemy. A cult of Asmodeus has laid long and slow plans which have guided traders away from their island to isolate them, assassinated their people who left, and made at least one traitor on the Bastion. Their final stroke may arrive soon; will your band of adventurers thwart the slavers coming?


    I am Nemesis wrote:
    Hey! you never responded to my request for backhanded credit? ;-)

    My bad. I have every intent of having something or someplace or someone reference 'I am nemesis" As well as something for avr. Not sure where or when at the moment.

    And to your next note. I saw them but forgot to comment. Though I did save them.

    Cold Snap Island works well cause I am planning for a frozen island. And it is frozen due to a linnorn, haven't picked which of the ones I want. My logic behind that is Dragons, at least in my world, gradually affect the area they live in. The most heavily effected place being their lair. Linnorms's being a older type of dragon still can do this. And this one has been there for thousands of years and it came over though a rift to the First World.

    The walled off Island is really cool and I am trying to pick where I want that.

    Ash Island has potential and is in my notes

    And I love the Thunderstruck Island. It is delightful and as I have a mostly caster group they will hate this.

    ---

    I approve of the rivalry. I love the rivalry!

    ---

    avr I really like this idea. I have quiet a few settlements I have to create, along with all the plane hopping locations.

    Iomedea is Aroden's successor but not really all about the healing.

    Asmodeus or Ulon are good options for the baddies in this location. And I will probably go with Aesocar for the healing deity. The Azlanti people had their own pantheon, many of which have faded into obscurity after the Age of Darkness, the time after Earthfall.

    Though Shelyn is tempting just to be able to delve into the lore between her half brother Zon-Kuthon. He was once something better, Duo-Bral, the Azlanti people might not have dealt with Duo-Bral but they very likely knew more about him that is currently known. The times are a little vague but after becoming Zon-Kuthon he made a deal to be banished into the Shadow Plane so long as the sun hung in the sky. Earthfall let him go free.


  • Reptile Isle is populated almost exclusively by Lizardfolk and Dinosaurs. The expansion of other humanoid races and changing climate has pushed them into the margins of the world over the past few millennia. Not a warlike race, they often find themselves pitted against land-hungry humans and the violent xill, especially now, with the resurgence of explorers invading the swamps and marshlands of this particular island. They only wish to be left alone but the appearance of another race is making the situation untenable. The viciously evil Serpentfolk coming up from the depths of sunken structures.


  • I can get down for a dino island. I love dino's! And Lizardfolk fit rather well. And it could totally be a place for the Serpentfolk to be.


    it looks like we have quite a few islands plotted out

    1. Trading Post
    2. Living Metal Island w/Shabti
    3. Mirror Isle w/ mirror of opposition/doppleganger
    4. Crystal Isle w/ Golems of Glass
    5. Isle of Eternal Night w/ blind humanoid lizard-like predators that hunt by sound and scent
    6. Cyclops Graveyard
    7. Cloud Mountain w/ Cannibal Cyclops, Undead,
    8. Abyssal Realm of Nesh w/ Zura the Demon Lord
    9. Heart of Fire Island w/gate to an Infernal Plane
    10. Smallest Continent
    11. Desert Isle /w Kasatha Tribes/Mummy’s/Ancient Ruins/Sand Dunes
    12. Desert Isle #2 Sand Traps leading to an Under Ocean w/Munavri & the Urdefhan
    13. Under Ocean to Plane of Water
    14. Airship Graveyard
    15. The Humble Association of Fishers of the Blue Cliffs
    16. Island of the Clock Tower
    17. Titanic Demon Larder
    18. Cold-Snap Isle
    19. Walled-Off Island
    20. Ash Island
    21. Island Thunderstruck
    22. Isle of the Beautiful Lights
    23. Head-Hunter's Divide
    24. Aesocar’s Bastion
    25. Wild Magic Isle
    26. Dead Magic Isle
    27. Moonscar
    28. Reptile Isle

    These are all of the ideas discused on this thread.


    Arg! It ate my post! Anyways.. I have been keeping notes and I am loving all the delightful ideas.

    I do have a few other requests. I cannot think of how or where to put a rift to the Plane of Air.

    Basrakal is a delightfully strange location in the Maelstorm. And so far all I can think of is a roaming rift but I am not sure I like that idea. Also Shieldwarden Olhondias, the former herald of Acavna, is one of the 'rulers' there and that is interesting.

    I know I want an airship graveyard but I am not sure where I want it. Or what to surround it with that would keep most people from going there. So I am down for some ideas there. This one has me rather stumped. Though on that note the Azlanti people were horrible people. They trapped a lot of creatures and used them as fuel. Elemental as various power sources and will-o-wisps were freaking lamp light.

    On the note of trapping creatures I am wanting to tempt them mostly because I want to see what hey do. Pasha (Noble Shaitan) is bound to an item or a location. The Azlanti people had these cryo-tubes they could store various creatures in. So it could be in that or something. Will they let it go or be greedy. I have no freaking clue! If they do the right thing the will have an ally in the Plane of Earth though. And so far they like doing the right thing.

    Acavna corpse created the Mordant Spire. And Amaznen 'distraught by tremendous grief, Amaznen siphoned the glyph magic of the aboleths from the debris into himself, stepping over the edge of reality and vanishing from existence.' That had to happen somewhere and something strange had to have happened in that location.


    The obvious thing to keep others away from some wrecked airships is monsters. Maybe a dragon has laid claim to the island, or maybe swarms of poisonous creatures make their homes there, or maybe some unknown force is known to possess and animate objects there and no one thinks it would be a good idea to go and try and salvage objects that are attacking you. Or all of the above.

    Maybe there are moving islands - whether normal islands or cloud - which spend some time in your archipelago and some in Basrakal.

    I don't know, it sounds like Amaznen was literally trying to minimise fallout and I'm not sure there'd be a lot left to see in the normal world centuries or millennia later. Assuming he was a semi-competent god of magic anyway. Perhaps there'd be a lot of aboleths and their mutated skum servants who came to try to find something and failed, or perhaps they were caught by a trap left by Amaznen and were turned into undead as a message to others of their kind, or perhaps a third possibility is that they were caught and bound by an enormous geas he left behind.


    i already have two ideas floating around my head like ioun stones, but first i need to know;

  • at what level do you want to introduce airships to the player's?
  • why are there airships?
  • Who created the airships?
  • Are airships in the graveyard from the Azlanti Era?
    i could just throw out my version of the answer to these questions, but as i am sure you've seen i tend fixate on this idea or that idea and keep filling in details. This is your campaign so i really want to know where your head is at as you consider the answers. i want to stay as close to your vision as possible. and the relative power level of the PC's is factored into that. Think about these questions a answer them individually, please. I think you may realize things you didn't before.


  • avr A dragons hoard is tempting though having things be animated is way more tempting. I always forget I can do that...

    And I like the moving island way better. It gives a way to get back if they don't have access to plane shift.

    And that does make sense. Perhaps I am struggling to come up with something cause I don't need to. I suppose I got caught up in what happened after Aroden died. But Amaznen sort of did it on purpose.

    I am Nemesis I noticed :D
    As to the level they should be around level 12 to 15 while being around mythic tier 3? Those parts are a little more vague... And they are able to explore Azlant at their own pace and in the direction they choose. They still have to repair it and learn to pilot it. That process is gonna take a long time.

    As to why are there airships. The Azlanti empire had reached technological and magical heights that have not been reach again. And I feel that this is something the Azlanti had created. Along with possibly some kind of train. That one they are not likely to get back the way it was due to the shattering of the continent. I love airships and that is part of it, I can acknowledge that. I also love the Ebberon setting, even though I only got to play in it for a short time and I am taking some idea's from there. I am curious how they will go about repairing it since it was run on crystals that had elemental bound to them.

    on a side note for something from the AP:
    The books give them an Apparatus of the Crab. And I rather like it. There is broken technology all over the place, this is just one of the 'cooler' instances. And I have jumped on that bandwagon.

    For the who I am a little confused about that one. It was not one person. Just like most technology. It was people over the generations. And I assume just one air ship

    Yes it is from the Azlanti Era.


    [YES!!! EBERRON!!! Gods, i miss those days. Deaths Adorable Apprentice you ARE worthy!]

    1st ANSWER: ROVER the Retriever is a titanic invisible extra-dimensional _Dog_/_Dragon_/_Whatever_ and when his owners not around he plays catch, with airships, yeah airships. And he always brings what he catches back to the yard. The Airship GRAVEyard. There are so many discarded, damaged ships in the graveyard that, if you had the know-how, it would be easy to cobble together a few working models. But keep in mind, its a graveyard for ships, whose going to make that mental leap that these ships belonged in the air? And also keep in mind, its a graveyard- what happened to the passengers?

    2nd ANSWER: "The Ghostship stories have been floating around forever about ghostships encountered in every corner of the seas. Why, in my day, i was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why i had such a start, i know my tongue plain dried up! Now i was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so i turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but i knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me i'd be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all..."

    partial log entry of one Captain Grumby- Retired.

    parital decree of the august bodies of Such & Such;
    "...are of the opinion that the second ship, the er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, based on the stars and moons lunar alignment, the Plane of Air..." . . . . . will write more later. . .


    Only a few session in Ebberon but I love the setting.

    And I can get down for the second option. Mostly because I don't wanna build any sort of titanic invisible extra-dimensional _Dog_/_Dragon_/_Whatever_ Though all the lingering dead is an interesting option

    But the hearing about the airships or seeing them for themselves is rather tempting.


    Deaths Adorable Apprentice wrote:
    avr ... I like the moving island way better. It gives a way to get back if they don't have access to plane shift.here's how i picture this one; Like a girl, daintily picking up her skirts to cross a puddle, the island picked up its beaches and tip-toed 100 leagues away

    at what level do you want to introduce airships to the player's? 12-15 SEEMS APPROPRIATE

    why are there airships? EBERRON ANSWERED THAT QUESTION ;-)
    Who created the airships?
    THIS IS THE MOST IMPORTANT QUESTION. 50% OF SCIENTIFIC DISCOVERIES IN THE WORLD WERE STOLEN FROM OTHER COUNTRIES. SAME COULD BE SAID FOR OUR RPG. THE AZLANTI CREATED AIRSHIPS, BUT DID THEY STEAL THE TECHNOLOGY FROM THE SERPENTFOLK, OR FROM THE CYCLOPS? OR FROM ZURA THE DEMON LORD'S CLOUD TECHNOLOGY?
    Are airships in the graveyard from the Azlanti Era? THERE IS ABSOLUTELY NO REASON TO LIMIT THE SHIPS TO AZLANTI. IF YOU LIKE, LOOK UP THE DESCRIPTION OF A modified YT-1300 Corellian light freighter OR LITERALLY ANYTHING, YOU COULD DESCRIBE LITERALLY THE MOST ALIEN VESSEL YOU CAN THINK OF OR A JAR OF MAYONNAISE, BUT DON'T JUST AZLANTI ALL OF THE POTENTIAL OF THE PLANE OF AIR,! ITS A NATURAL ACTUAL AIR-BORN GRAVEYARD.

    ** SORRY, i caps locked and didn't notice **

    For the who I am a little confused about that one. It was not one person. Just like most technology. It was people over the generations. And I assume just one air ship and this is still a good answer

    Deaths Adorable Apprentice wrote:

    And I can get down for the second option. Mostly because I don't wanna build any sort of titanic invisible extra-dimensional _Dog_/_Dragon_/_Whatever_ Though all the lingering dead is an interesting optionthank for choosing option 2. i continue to respect you. And the lingering dead is always and option! 3 GRAVEYARDS AND COUNTING

    But the hearing about the airships or seeing them for themselves is rather tempting. I like the way you think. i'm also glad you liked the presentation of option 2. i'm also trying to breathe life into a post that was mostly considered a joke. They may make for some humorous role-play at your table.


  • For Basrakal and the Maelstorm, i think an island that Teleports back and forth between the Azlant location and Basrakal's location is the better idea.
  • The idea of a Roaming Island(s) is pretty cool but what's happening on that (those) particular island(s). Ever see the "Mortal Engines" movie?
  • The Airship Graveyard could actually be on the Plane of Air. that would keep most people from going there.
  • Cryo-Tubes where they could store various creatures sound like it could or should be a futuristic prison. "Demolition Man" the movie. Maybe should be one of the Roaming Islands.
    avr wrote:
    I don't know, it sounds like Amaznen was literally trying to minimise fallout and I'm not sure there'd be a lot left to see in the normal world centuries or millennia later. Assuming he was a semi-competent god of magic anyway. Perhaps there'd be a lot of aboleths and their mutated skum servants who came to try to find something and failed, or perhaps they were caught by a trap left by Amaznen and were turned into undead as a message to others of their kind, or perhaps a third possibility is that they were caught and bound by an enormous geas he left behind.

    whatever you decide here, it should take place in the Sightless Sea. Aboleths home ground.

  • also have and idea rolling around my skull about an island that teleports back and forth between the surface ocean and the Sightless Sea.


  • Bound elementals do sound like an obvious source of animating spirits for the crashed airships. Trains on the island remnants of a continent centuries/millennia later would be decorative rather than functional IMO. Even if you repair the trains the tracks go nowhere.

    If I were going to do something like cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoners maybe instead make it work like the time Han Solo was embedded in carbonite.

    I imagine the moving islands shifting or teleporting silently under cover of fog rather than zooming about like motorboats, or doing a hellride as in Zelazny's Amber books. YMMV.


    I am Nemesis You know I rather like that idea. They probably 'borrowed the idea' from the Plane of Air. I know I want the graveyard to be Azlanti but when/if they go to the Plane of Air they will see some functioning ones. Probably in the Astral Plane too. And I know that is one are likely to end up in. Having it be in the Plane of Air is a good way for it be really difficult to get to. I am not hard sold on the idea but I am really foggy headed today and what little brain power I have is going to prep for my game on Saturday.

    The island lifting its beaches and tip toeing away made me laugh, probably more than I should have. But I spent the last hour at work yelling 'chick chick aahhh!' at anyone I passed so I am a little off.

    I like earning respect for my insanity :D

    I have not seen Mortal Engines yet. My roomies rented it and watched it without me :(

    The cryo-tubes were used for that purpose but the really evil people ended up on the moon? Which is weird but I am excited for the high level moon visit.

    And I really like the roving island between Basrakal and Azlant. Way better than a roving portal. Thank you avr!

    I know a little about the Sightless Sea and it is really cool. Not sure that is the route they will go as there are a couple of endgames they could go for. But the Aboleth battle is one. And honestly it is the one I am most worried about. The mass of slumbering Aboleths and Veiled Masters would be a horrifying thing. And it should be. I will be having a side game where they get to play aquatic creatures and they might go this route in that game.

    There is the Zura and all the vampire stuff as an endgame though that one is not very fleshed out at the moment.

    Then there is Cheliax. They might cause some problems. Though I am not sure they would be an endgame. I am hoping I do a continuation campaign later with a war with them. But I have no clue as that is far in the future.

    Thanatotic Titans are another option. The titans are fun. And these ones have a demi deity that wants out of the Abyss.

    There is also some of the world ending creations the Azlanti made.

    avr I love the elemental thing, even though it is evil. And yeah the trains are more like decorations. Broken Christmas lights.

    Random fog always makes player fearful and I like them that way so that is in the notes. Plus I like the idea of them exploring a strange island then having a race to escape a thick fog that is filling the island. If they get away, back into the ocea, then the fog clears and the island is gone. If they fail then they are very far from home. I really like this. Both options are fun :D


    Deaths Adorable Apprentice wrote:

    I am Nemesis You know I rather like that idea. They probably 'borrowed the idea' from the Plane of Air. I know I want the graveyard to be Azlanti but when/if they go to the Plane of Air they will see some functioning ones.

  • the way i picture it; the furious wind currents pushed all of the airships together into the eye of a gi-normous tornado, where the airships have collided and collected for eons, leaving a slowly (comparatively) spinning tower of airships. and with enough searching and climbing or jury-rigging one might be able to find a working Airship
    The island lifting its beaches and tip toeing away made me laugh, probably more than I should have. But I spent the last hour at work yelling 'chick chick aahhh!' at anyone I passed so I am a little off.
  • glad to be of service!
    I have not seen Mortal Engines yet. My roomies rented it and watched it without me :(
  • dang. you need better nerds. roomies, i mean roomies.
    The cryo-tubes were used for that purpose but the really evil people ended up on the moon? Which is weird but I am excited for the high level moon visit.
  • now for this there is a roaming isle that stores inmates until transport to the Moonscar. There is also a rotation and a loonnng line of "parolee's" who were supposed to be released at least a millennia ago. there's even a lever marked "Today" that will free 5 at a time, with all of their possessions! oohhh! the inhumanity!
    There is the Zura and all the vampire stuff as an endgame though that one is not very fleshed out at the moment.
  • i really like this cause of the whole Cloud Mountain run by a Demon Lord story line.
    Then there is Cheliax. They might cause some problems. Though I am not sure they would be an endgame. I am hoping I do a continuation campaign later with a war with them. But I have no clue as that is far in the future.
  • what are the chances the Cheliaxian Navy would concern itself with a shattered broken continent of some long forgotten civilization. i mean c'mon, what could it possibly have to offer? right?? WAIT, WHAT natural resources? WHAT do you mean Recovered lost technology!? THAT's not in MY script! Who approved these changes!! THat's it! i Quit! (but not really)
    Random fog always makes player fearful and I like them that way so that is in the notes. Plus I like the idea of them exploring a strange island then having a race to escape a thick fog that is filling the island. If they get away, back into the ocean, then the fog clears and the island is gone. If they fail then they are very far from home. I really like this. Both options are fun :D
  • and what could it hurt if the occasional fog turns out to be EXTREMELY poisoness? Hey!! I said OCCASIONAL poison fog! I'm not a total ass
  • avr wrote:

    Bound elementals do sound like an obvious source of animating spirits for the crashed airships. Trains on the island remnants of a continent centuries/millennia later would be decorative rather than functional IMO. Even if you repair the trains the tracks go nowhere.

  • sans Star Wars, Eberron i think has done the best job of examining how their airships are propelled and that it takes trapping a living creature, Elemental or not to traverse the sky at will. as for the trains, the locomotive engines, ooh, the possibility's
    If I were going to do something like cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoners maybe instead make it work like the time Han Solo was embedded in carbonite.
  • i really like your take on this, and the imagery is spectacular.
    I imagine the moving islands shifting or teleporting silently under cover of fog rather than zooming about like motorboats, or doing a hellride as in Zelazny's Amber books. YMMV.
  • imagine the navigator trapped on the island looking up, saying "The stars are wrong" and every looks at him and start running for the ship, much too late. i agree the islands moving should be almost imperceptible to those on the island, and i think the island should be able to transport itself to more than one place

  • Long weekend with little sleep. Almost killed a PC and an NPC, 15 points of damage in one hit to level two's is rough. And yeah I need better roomies but not really an option currently

    I like the slow tornado in the Plane of Air. I really like the visual of it and that would be an interesting encounter. I am a big fan of environmental challenges.

    I know you like the cloud idea and I love vampires. But I am wanting to try the whole sandbox thing so they have a few options. All of them horrifying :D and I cannot decide if the Aboleth or the Cheliax one is more work. Both of those options are the most likely and way more work than the zmapires or the titans

    I really do not wanna deal with the locomotive engine. Mostly because of some of my players obsession with detail. Gameplay will grind to halt. I know them.

    And yeah I like the idea that island movement is almost imperceptible to those on the island. I have time to figure that one out. And I am thinking I will have a few islands that move and some of them will go to various places while others have two set locations.

    And I love fog. Poisoned fog, animated fog, magical fog, angry fog, normal fog, ect. It is so delightful.


    On transportation, how about dreams? There's precedent in PF for transport via dreams, and maybe falling asleep on one island will transport you to another. This avoids having islands actually moving for at least one link.

    Maybe the sleep transport only works that way if you do so in the fog, or after eating the fruit on the island, or in a particular ruin or when some other condition is fulfilled if you want to limit it.

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