Fire Cave Magic (Summoning)

Assuming that you are playing this with D&D, summoning spells work a little differently than they do in the base game. Summoning things is no harder than it is in the basic game, but when the duration ends, instead of returning to their homes, they are freed of their compulsions and remain in the demi-plane. Needless to say, summoning is much more dangerous an art than it traditionally is. Any summoning spell that includes bargining with the entity must keep the inability for them to leave in mind when setting the value of their service (It is very rare for good outsiders to agree to come.) Very few entities are willing to come through an open Gate Spell.

One of the major things that the Order of Steel deals with is escaped summoned creatures and casters who summon things irresponsibly. While they usually won’t hunt down a wizard on the first offence, they are not known for their deep and abiding mercy and friendlyness toward people who make their jobs harder.

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Fire Cave Cosmology

The Fire Cave rests within a spherical demiplane approximately 25 miles in diameter. It hasa non-eucledian internal geometry, behaving like a 4-toris surface. (If you wander directly away from the center, instead of hitting the edges, you will find yourself transversing from the “top” to the “bottom” Think the world maps in the Final Fantasy games, except instead of a flat map projected onto a donught like 3 space, this is a spherical map projected onto a doughnut like 4 space. Since the majority of this demiplane is filled with rock and magma, the actual topography is of minor importance, but give some pc’s an impenetrable rock ceiling and an adamantite pick, and they’ll tunnel to the edge of the multiverse. In this case, they eventually will burrow up into a sea of magma, part of which immediately rushes down this newly formed tunnel, scorching and or entombing anyone unfortunate enough to be in the channel. Depending on the ,width of the tunnel, this may cause a temporary magma fall leading, as it cools and solidifies, to the formation of a new “fang.” Vostin’s Fang was created in this manner, though he was not trying to tunnel out of the region so much as he was trying to rip the plane open to allow further contact with the multi-verse. The great machine he built to do this backfired and released a beam of energy a quarter mile wide and fully 25 miles long. It met itself on the other end and destroyed the machine. Magma flowed through the hole for nearly a century before it cooled enough to form the gigantic stalagtite that is the current center of life in the Cave.  As an aside, that was  not the event that ended Vostin’s life. He had a great deal of experience with massive magical workings and their tendency to not quite work the way he intended them to, and was thus safely elsewhwere when things went not as planned.

The demiplane itself is composed of several different moires. The creator of the plain pinched a portion of a prime material plain off from the rest of the multiverse, and in doing so the attendant inner plains were also seperated. Layered alongside the prime sphere, there is a limited astral and etherial plain. It has an attendant Plane of Shadow, and the elemental plains were effected. The bounderies of the elemental plains were severed when they were pulled away from the rest of the multiverse. Instead of four distinct elemental plains, there is a roiling morass of pure elemental energies.

The Fire Cave was created as a prison/holding space for a portion of a vanguished diety’s essence. When it was vanquished, the victors ripped it into scores of distinct pieces and sealed them into various recepticals scattered across the multiverse. The Fire Cave was intended to hold the core of its power seperate from the rest of reality. That way, even if the scatteres aspects of the diety were to come back together, it would still not have the power to be an exestential threat. In order to contain the power, it was suspended in a heat sink of stone ripped from the mantle of a planet. This power is what maintains the magma sea beneath the Fang.

While the creators isolated the demiplane, they were unable to completely block access to the plane. They were able to restrict incomming access and to almost completely stop outgoing access. Incomming access requires an anchor force which is provided either by a summoning spell or by a portal. There are only two portals in the demiplane one near the center of the Fang that occasionally spits out a random creature from across the multiverse. This is the primary source of new inhabitants. The second one is directly linked to a dead prime plane, one that was overwhelmed by an entity of absolute entropy, a deep frozen world of ice and death. It is the source of the great glacier.

While entering the demiplane is easy, the creators were able to cut off almost all outgoing access from the plane. The only route they were unable to block is death. If you die, your soul passes on to the realm of the dead and on to its final destination. Fortunately, the same problem that faced them in vanquishing their enemy, its immortality, bars it from escape via death.

Not Dead Yet

I’m working on my next few posts at the moment, including my first dungeon writeup. I hope to start creating a set of Iconic PC characters as well as at least one initial city writeup in the next few days. I’m also going to outline at least one of the non-governmental power groups, either Sanctuary’s answer to swat teams or the Order of Steel, which is a more general purpose organization devoted to hunting rogue monsters (including adventurers.)

Fire Cave Project Communities A

1 Human Holdings

  1. Sanctuary
  2. Vostin’s Wall

2 Dwarven Holdings

  1. Dwarven Harbor
  2. Dwarven Fortress City
  3. Dwarven Outpost Network
  4. Dwarven Farm Cavern

3 Elven Holding

  1. Fungal Forest
  2. Flying Epiphyte City
  3. Elven Villages

4 Demonic Holdings

  1. Assorted Demonic Lairs

5 Devilish Holdings

  1. Mestepho Trading Company
  2. Iron Hold

6 Ogre Holdings

  1. Bone Caves

7. Formian Holdings

  1. The Hive
  2. Outlying Hive Nodes

8. Wererats

  1. Bloodtooth Mines
  2. Evisin’s Tribe

9. Ettercaps

  1. Webhome

10. Efreet

  1. Brass Tower

11. Giants

  1. Frosthome
  2. Temple A
  3. Temple B
  4. Temple C
  5. Temple D
  6. Temple E

12. Githyanki

  1. Astral Fortress
  2. Boulderfall Company

13. Gnomes

  1. Carters

14. Goblins

  1. Otolok’s Horde
  2. Ribul’s Horde
  3. Snaretoot’s Hordemusic
  4. Bluetongue Horde

15. Hags

  1. The circle cubed.

16. Harpy

  1. The Aria

17. Hobgoblins

  1. Harull’s Legion

18. Kobolds

  1. The grand nest

19. Mephits

  1. The Hive

20. Orcs

  1. Bloodhand Tribe
  2. Grauth’s Excursions

21. Salamanders

  1. Firelords
  2. Magmus City

22. Vampires

  1. Kelson’s Services

Fire Cave Planning

One of the things I plan to do here is present a series of adventure sites. As it stands, I’m intending to make all of them constructable from currently published dungeon tiles. Currently, of course, I own one set of them, so I can’t really start working with them yet.

I think that the first one I’ll be posting is an atmospheric horror piece with notes on both horror and combat monkey versions of the adventure.

Wank Day One

So, when I haven’t spent enough time thinking about a day’s post, or if I didn’t have enough time to finish something, I’ll be posting a wank day post. These are quick and easy posts, pretty heavy on the meta. Welcome to today.

So I’ve mentioned that I can’t name things. Every name that I have listed so far is a working title. Today I am just going to list the current ones (including ones that I haven’t yet used.) Eventually I will make a permenant page listing these place names (and as I fix them, I’ll list their replacements.

The Fire Cave The generic name for the whole setting.

Vostin’s Fang The inverted spire of rock that encompasses the majority of the setting.

Dwarven Harbor The lowest of the Dwarven settlements, home of their magma ships and their adamantite harvesting operations.

Sanctuary  The suspended city, largely human. Still working out the economics.

The Fire Cave Project

*edit for paragraphs*

The Fire Cave (and if anyone comes up with a better name, let me know) is an isolated realm. In the center of the cavern lies a single stalagtite, called Vostin’s Fang by the inhabitents, a mile high inverted mountain suspended over a boiling sea of magma. A supernatural glacier grows part way down the face of the Fang, exuding from a crack running half the height of the inverted spire and pouring rivers of water into the sea of magma, occasionally calving tons of ice into the molten rock. The cavern is frequently wrapped in thick clouds of steam and toxic vapors.

Several settlements clutch to the sides of the Fang which is riddled with tunnels, mines, and caves. Carved into the Fang’s side is a winding path that reaches from the inverted fungal forest that shrouds the base to the Dwarven Harbor that perches a mere hundred feet above the surface of the magma. Sculpted from the stone like clay, a domed city juts out thousands of feet over the magma. Once the home of a great wizard, Sanctuary is now a precarious home to those who would pretend to not live underground.

The caverns are inhabited by all sorts of monsters, some intelligent, some not. Gigantic insects and other vermin are common both on the surface of the Fang and within it. There are dozens of communities and hundreds of sites where people of some shape and mentality either live or have lived. Within the Fang, there are grand caverns both natural and artificial, lost ruins, fell temples, dark lairs, and hidden villiages. There is a score or so activie communities throughout the Fang and in the forest above it.

Fire Cave Project 1 First Thoughts.

The first project I want to tackle is campaign setting construction. I’ll be working with creating something that is compatable with either the d20 system or D&D 4.0, or both. As a personal issue, I like a lot of the tools that 4.0 introduces, but the game itself isn’t my favorite. There really isn’t any reason that these things can’t be intorduced to a 3.x or other d20 system game.

The first thing to consider is exactly the sort of campaign you want to create. While I tend to like broad swath worlds with large political entities and a well spread out landscape, I want to try something a little different this time. This time I am going to work on a megadungeon campaign. Now, that doesn’t mean that I’ll be writing a rehash of Temple of Elemental Evil, a long adventure with a set plot and a series of progressive adventuring sites. Well, I do plan to offer a couple of score of progressive adventuring sites, but this is going to be a lot more sandboxy than ToEE or Undermountian. On the other hand, it will be much more limited than a real sandbox dungeon like the old Underdark setting.

It has been a fair chunk of a day since I opened my editor for this post, and I’ve decided that at least initially, this is going to be a 3.5 compatable project that will eventually be expanded to cover other rule systems.

What is the first step of creating a campaign?

Well, I think that everyone knows, without a decent name, there can be no campaign. If you can’t name things then you might as well just do nothing.

Hum. I really can’t name things at all. Fortunately, there is this wonderful invention called “Working Titles” and that is what I’ll be using for the time being.

So welcome to the Fire Cave Project.

Hail and well met

I’m going to be live blogging the creation of assorted games and campaign settings.