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Post by Admin on Jul 23, 2016 19:57:38 GMT
* Aleyeska * Lakota * Terra Icognita * Mandan * Apache * Iroukia * Cherokia * The Seven Lakes * Tecla * Muya(Maya) * Chitzen<> Itza * The Narrow Land * Nova Scotia (Celtic) * Jarlesheim (Norse) (S) * Wildedge (Celtic) * Grandmark (Roman) * Falcondonia (Roman) * Suskehankia * Heliotep (Atlantlan) * Relantl (Egyptian) * Maderios (Atlantlan) * Xalgades Peninsula * Hispanola<> (Atlantlan) * Caba Rey * Puerto Xabala
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Post by Admin on Jul 26, 2016 21:23:55 GMT
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Post by Admin on Sept 16, 2016 9:42:17 GMT
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Post by Admin on Sept 17, 2016 5:34:26 GMT
If this isn't a magical Elven forest, I don't know what is! Quote:First Snowfall, Duluth, Minnesota Thanks to: Theslo of Qualon cf. Neat Pictures: added more! [adultish]
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Post by Admin on Sept 17, 2016 5:59:34 GMT
This is for all the players wondering why a White Dragon is bothering them in a sunny field of grass! Quote:Mt Shasta in Northern California and remnants of the largest landslide of the last million years. Thanks to: Theslo of Qualon cf. Neat Pictures: added more! [adultish]
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Post by Admin on Sept 19, 2016 4:31:10 GMT
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Post by Admin on Sept 19, 2016 4:35:13 GMT
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Post by Admin on Sept 19, 2016 8:00:55 GMT
Multnomah Falls, Oregon, USA Located along the Columbia River Highway, this historic bridge spans before the incredible Multnomah Falls waterfall. ( 1) Thanks to: SJS cf. Neat Pictures: added more! [adultish]
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Post by Admin on Sept 22, 2016 5:23:34 GMT
I could spend an eternity sitting in that moment Quote:Alpenglow at Maroon Bells, Aspen, Colorado Thanks to: Theslo of Qualon cf. Neat Pictures: added more! [adultish]
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Post by Admin on Sept 22, 2016 6:28:45 GMT
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Post by Admin on Sept 22, 2016 10:01:51 GMT
Quote:Bryce Canyon, Utah Minotaurs and Trolls inhabit the area. The local Baron needs his farholding men to mine the area and is looking for some brave adventurers to clear away the danger. Thanks to: Theslo of Qualon cf. Neat Pictures: added more! [adultish]
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Post by Admin on Sept 23, 2016 13:19:36 GMT
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Post by Admin on Sept 25, 2016 5:14:04 GMT
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Post by Admin on Sept 29, 2016 14:31:51 GMT
"Jame Rowe: The Areth Version of the Toronto to Boston area is all a post-apocolyptic ruin where the Gamma World rules are in efffect. By the way, that's just the east-west range. The north-south extent is Newark New Jersy to just north of Montreal." OK, I have just opened up a gate to Gamma World, somewhere in that general area. The local nations in that area would be: * Iroukia * 7 Nation Confederacy (theory) * Ojibwe Note that 1 of the 7 Nations is ruled by an actual medusa! Prespos Ps. jamerowe1: thanks for the cool idea! I've decided to start small, with one gate, and, then progress it from there. The current year on Aerth is 1016, so we can backdate the opening of the gate to Gamma World to any time in history, (or, even the future!) that works out best. There is a timeline for Gamma World that is published in Dragon magazine: "Before the Dark Years", Ward & Moore, 88(71). Thanks to: DragonDex. Note that the timeline of Aerth && the real-world is parallel. Right now, it is 2016 in the real-world, so it is 1016 on Aerth. (Aerth is always 1000 years behind). This may seem to be a problem, but it isn't: the Gamma World that is being reached to by the Vargaard Gate exists in an alternate Prime Material Plane. (There are an infinite number of alternate Prime Material Planes, so, no worries. With regards to these, I'd suggest taking a look at the excellent Appendix I to Manual of the Planes, by Jeff Grubb). Ps2. I would conjecture that a lot of the nations, if not all of them, are unaware of the gate. The gate itself (and, Yes, there may be a circle of linked gates, with a prime gate at the center) should be located underground, in an archetypical AD&D dungeon. Many of the lejends of the local people are, in fact, physically real, and, based on encounters with those who have come from beyond the Vargaard Gate, entering the wilderness of Vargaard through one of many access points.
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Post by jamerowe1 on Sept 29, 2016 14:37:20 GMT
I am enjoying this.
Of course, now you have to fill up this thread with Gamma World info!
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Post by Admin on Sept 30, 2016 4:31:40 GMT
More than happy to do such a thing. In addition, there should be some gates to the BOOT HILL setting, in the southwest of Vargaard. It would be nice to see a full conversion of GW/BH, to (A)D&D, one day. For some reason, a network of gates appeals to me. That is, a series of linked dungeons, with gates connecting the various dungeons, and, gates to elsewhere found in those dungeons. I don't have a complete copy of GW here with me, but, if I did, I would start by listing out all of the monsters, and, convert them to AD&D. With regards to other strangeness in on the Vargaardian continent, rumor has it that the Grey have been seen in the far southwest. Basically, all of the weird things in the X-Files and Coast to Coast are true on Aerth. So, Yes, everything from the occasional UFO (some crash, resulting in S3 type adventures), to simple things like the sasquatch and the Loch Ness monster. From Nostradumus to Stonehenge, if it's weird and paranormal, you name it, and, it's there. Getting back to Gamma World in Vargaard, let's say that after that first gate was opened, colonies were founded. Some kind of an apocalypse (biological warfare, chemical warfare, nuclear warfare, etc.) happened, and now there are ruins of colonies spread throughout the area that you mentioned. This all began with a single gate, and, around this center, other gates were opened, and, colonies formed around these outer gates. I'd be tempted to place ley lines, and have those gates occur at nexus points. Today, all that is left is the ruins of the Ancients. These places are considered forbidden by the local nations, but... that won't stop a brave and expeditious party of adventurers! On a game level, one wants to be careful with the type and amount of technology that one includes in the game. There was a great article called " Hi-Tech Hijinks" in Dragon 114 that could be used as a guide. Again, I'd like to emphasize the monsters. It's also possible that there are locations to be found in the Subterranean Aerth, the Underdark. This kind of genre-mixing happened a lot in the books that inspired AD&D. As well, there is a book called "Hiero's Journey" that I would love to read, one day. Also of interest would be some of the books by Fred Saberhagen, listed in the DMG: "Changeling Earth" is a classic, and highly recommended. The continent of Vargaard holds many interesting possibilities! Prespos
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Post by Admin on Sept 30, 2016 5:14:41 GMT
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Post by Admin on Sept 30, 2016 12:36:23 GMT
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Post by Admin on Oct 1, 2016 5:37:30 GMT
Dragondaddy: Heliotep, yes, what we know as Carolina. Dragondaddy: North Carolina or SOuthern Virginia depending. prespos: thx! prespos: i had a friend from NC Dragondaddy: Grandmark = New York, Wildedge = massachussets Dragondaddy: how do I know, I made my own colonial map... here;
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Post by Admin on Oct 2, 2016 11:56:33 GMT
Lejend has it that one of the Southwest Nations, Navajo(??) had had contact with the grey. There is a lejend/rumor that they are extra-dimensional beings, but no one can prove anything, yet. (So far). However, all evidence seems to indicate that they have physical bodies. Lost time && paralysation. Anal probes && implants. What is the truth? Prespos
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Post by Admin on Oct 4, 2016 9:20:12 GMT
Rifts® World Book 20: Canada™ Rifts® World Book 20: Rifts® Canada™ A comprehensive overview of Canada, including notable places, cities, towns, people, O.C.C.s, monsters and conflicts. Though much of Canada has reverted to wilderness, there are pockets of civilization and technology, though not all of them human. * The Inuit Shaman O.C.C. and abilities. * 12 Monsters of the North, including Sasquatch and Loup Garou. * 7 demonic beings including Demon Bears, Windigo and Sedna the Sea Hag. * 8 D-Bee R.C.C.s common to Canada, including the Cyber-Horsemen of Ixion R.C.C. (bionic Centaurs). * The Headhunter O.C.C. defined. Includes the Techno-Warrior, Assassin, Anti-Robot Specialist, Techno-Hound, and Momano Headhunter. * Tundra Ranger O.C.C.s: Ranger, Scout, Cavalry, and Trapper-Woodsman. * Techno-Wizard Bionics and notable gear of the Tundra Rangers. * The Canadian frontier mapped and described. * City of Old Calgary, Fadetowns and notable cities and locations; some with maps of the area. * Travel rules for snow, ice, and arctic conditions, plus storms, flash floods and other weather events. * Rules for hypothermia and exposure. * Written by Kevin Siembieda. * 192 pages - Cat. No. 835.
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Post by Admin on Oct 4, 2016 21:30:41 GMT
Rifts® World Book 14: New West™ At last, the Western Wilderness (a no man's zone forbidden to citizens of the CS) is outlined and explored. * 17 new O.C.C.s, including the Cowboy, Gunslinger, Psi-Slinger, CyberSlinger, Bounty Hunter, and Justice Ranger. * 9 R.C.C.s and 25 monsters of the New West. * The history of Wilk's Inc. and a new array of weapons. * Bandito Arms, the western arm of the Black Market. * New body armor, robot vehicles and weapons. * Techno-Wizard magic that turns ordinary gunpowder weapons into Mega-Damage weapons. * Techno-Wizard weapons and devices. * Cloud magic and the Golden Ones. * Colorado Baronies and other notable places. * "The Law" - or what passes for it. * Notable bandits, outlaws, D-Bees & heroes. * Overview of the New West™, maps & world information. * Written by Kevin Siembieda & Chris Kornmann. * 224 pages. * Cat. No. 826 - I.S.B.N. 1-57457-001-3
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Post by Admin on Oct 4, 2016 21:31:47 GMT
Rifts® World Book 15: Spirit West™ An indepth look at the new American Indian, various tribes, cultures, magic, and gods. While the White Man wars with D-Bees, sorcerers and his brothers in the East, the Red Man is quietly building new nations in the West. * 11 new O.C.C.s, including several different Shamans, Totem Warrior and others. * New magic spells and powers. * Fetish magic - powerful magic items. * Kachina Dolls and the cult behind them. * Animal Totems that help shape and empower characters. * A slew of ancient Indian Spirits and Gods. * Indian history, culture and beliefs in the New West. * Notable Indian nations, places, maps and world information. * A wonderful exploration of another culture. * Art by Breaux, Perez and Johnson. * Written by Wayne Breaux Jr. with Kevin Siembieda. * 224 pages. * Cat. No. 827- I.S.B.N. 1-57457-002-1
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Post by Admin on Oct 4, 2016 21:44:16 GMT
Rifts® World Book 22: Free Quebec™ The line is drawn and the Coalition Army faces off against the Glitter Boy legions and warriors of Free Quebec. The war starts here! * Emphasis on the Quebec Military. * New Glitter Boys, V-SAM and other power armor. * Combat vehicles and weapons exclusive to Free Quebec. * Cyborgs unique to Free Quebec. * Coalition and Free Quebec war plans. * Background on the nation of Free Quebec and key figures. * Old Bones, full of intrigue and treachery. * Rumor & Conspiracy tables. * Hints and information about the Siege on Tolkeen. * By DesRochers & Siembieda. * 192 pages. * Cat. No. 837 * I.S.B.N. 157457-030-7
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Post by Admin on Oct 4, 2016 21:46:31 GMT
Rifts® World Book 13: Lone Star™ The Coalition State of Lone Star is a wild and woolly place of contrast and conflict. The Coalition States claims the entire State of Texas as their own, but they only control a small corner of it. It is here, at the Lone Star Complex, that the CS engages in genetic engineering and creates the famous Dog Boys and a host of other mutants. The rest of the state is held by the Pecos Empire - an empire of bandits, outlaws and rebels. The perfect companion to Rifts® New West™, Rifts® Spirit West™ and Rifts® Machinations of Doom™. * 19 R.C.C.s, many of which are mutants. * A few new O.C.C.s. * Dog Boys - an in-depth look at how they are designed, bred and trained. * Dog Boy armor and CS weapons. * CS Death Wing assault armor. * Hover cycles of the Lone Star state. * Notable characters in the region. * Overview of Lone Star and the Pecos Empire. * Overview of the Lone Star Complex and the mad doctor who runs it. * A wealth of background material and adventure ideas. * Written by Kevin Siembieda. * 176 pages - Cat. No. 825.
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