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23:10, 23rd April 2024 (GMT+0)

Netherworld Introduction.

Posted by The LibrarianFor group 0
The Librarian
GM, 5 posts
Burgher of the Inn
Mon 4 Oct 2021
at 15:09
  • msg #1

Netherworld Introduction

Netherworld exists as a pocket-plane within the Astral Plane, and is home to a powerful being known only as The Keeper. The Keeper resides in a central tower, part of which contains The Wayfarer's Inn, a welcoming stop for those travelers who know how to find it.  A few long-term residents, mainly skilled crafters and sages, make their home in the massive courtyard, known as The Hub, that surrounds the inn tower.

Further out, along the West Wing, you will find the other residents, most of who make up the labour force that keep the plane clean and habitable. Eventually, the West wing terminates in a door, that is said to be a portal to other planes. The East Wing leads to a pair of dimly lit caves, the North Wing has gardens, and terminates in an Orchard, while the South Wing is lined with fountains and eventually ends at a tent shrouded pond.

Many of the people you find in the West Wing, or working in the hub, will tell you that they came to the Netherworld fortuitously. Some stumbled in here while they were lost in the depths of forests, some fell onto lakes or streams and feared they would drowned. Some sought shelter in a cavern during a bad storm. Still others were running from oppressors and stepped through a random door. A few, however, might tell you that they have been brought here by adventurers, who picked them up along the way.

The Keeper is the reason for Netherworld.  Without him the demi-plane wouldn’t exist, he owns it, tends it and nurtures it – and he does the same for Netherworld’s small population. He is the Father, and philosophical touchstone of Netherworld.

Nishka, another being of great power, also makes her home here. The rumours say that she makes magical items for gods, that she is the inventor of the Mind Shadow Tattoo, and that she is The Keeper’s secret lover.  Few people have met her, as she is always busy in her crafting tower. However, her agent is well known and can often be found in Netherworld, doing business on her behalf.

The Librarian, administers the Hub and Wings on The Keeper’s behalf. He chairs community meetings and is responsible for settling disputes between residents. The library is his personal collection of books, that he opens to the residents of Netherworld. It is said that you can find books on any subject on the library’s shelves – and that The Librarian has written many of them himself.

The Netherworld has some unusual features. While there are a few closed areas, almost all of the plane is composed of buildings surrounding open courtyards or gardens. The sky is always overcast and low hanging, almost like a fog or mist hanging just above your head.  It never rains, but there are streams and fountains to provide fresh water.  In some areas, plants grow abundantly, and most of the plants are food producers. Corn and Pears are most common, although there is also a plethora of different fungi, nuts, fruits, berries, squashes, onions and other vegetables also grow vigorously.  However, there is next to no wildlife.  Small flocks of yellow and green budgerigars can be found in the crop and water areas, while red squirrels can sometimes be glimpsed climbing through the trees in the wooded area. However, these introduced species are the only wildlife you will see.

Some spells don’t work as you would expect. Many divination spells fail, summons spells can have unusual effects, and powerful spells, such as wish, are almost certain to fail. Should anyone try Explosives, (such as gunpowder and more modern propellants), they will fail as do devices with other technological power sources.  (Note for Starfinder characters - you will be restricted to ‘medieval’ weapons and dart guns should you ever get to  Netherworld.)

Other posts in this thread include:
  • Ways of Playing
  • Main Areas (Description)
  • Directory (Crafters and other facilities.)
  • Notes for adventuring PCs
  • Notes for Netherworld Crafter PCs

This message was last edited by the GM at 10:09, Mon 11 Oct 2021.
The Librarian
GM, 8 posts
Burgher of the Inn
Wed 6 Oct 2021
at 10:09
  • msg #2

Ways of Playing

In game terms, Netherworld is intended to be a roleplaying and crafting nexus – and there are three ways that you can participate.

Visitor:  Much like how Netherworld operates now, when your adventure ends, your DM might let you travel to the Netherworld. Chronicler’s games will operate as normal.  Players from Artifex’s games (including Starfinder) might  now get offered the chance to visit the Netherworld as well.

Visitors gain experience for the quality of their Role play. How much, and how this is applied, is down to the Character's DM.

Shadow Resident: Adventuring Characters can become resident in the Netherworld (there is, as always, a price to pay). While you are away from ‘home’ adventuring, you will have a ‘shadow character’ to look after your interests back on Netherworld. You can play that shadow-character as a lesser version of the main character. Any adventuring character, who visits Netherworld and pays the price, can have a shadow character.

Shadow residents can gain experience points for crafting and roleplay while they are on Netherworld. They also gain experience for Roleplay via their 'Shadow'. How much, and how this is applied, is down to the Character's DM.

Full Resident: These characters live on Netherworld full time and do not go adventuring - although occasional adventures might come to them. Most of these characters run businesses full time and are probably crafters - either magical or mundane.  Any player may play ONE full-time resident – either by creating a new character or retiring an existing character. If you retire a character, they could (like many ex-adventurers) just sit in the bar and banter with other residents and visitors (when they are in).

Full Residents get experience from crafting, selling items and conducting other business.  They do not get adventuring experience, however, they can get 'Storyline' experience from participating in DM set challenges.
This message was last edited by the GM at 18:32, Wed 06 Oct 2021.
The Librarian
GM, 12 posts
Burgher of the Inn
Wed 6 Oct 2021
at 20:35
  • msg #3

Main Areas (Descriptions)

The Hub

This donut shaped plaza wraps around the tower that is The Wayfarers’ Inn.   The plaza itself has a lot of empty space, interspersed with fountains and  stone benches.  A dozen stone pillars rise from the tops of the walls to meet  the tower, about 40 feet up, where it disappears into the  cloudy mists of the sky.  Four great walkways, the wings, head off at right-angles from each other.  Named after the cardinal directions, the North Wing is right opposite the door to The Wayfarers’ Inn.

Perhaps most important are the archways around the perimeter of The Hub.  One leads to the Library Courtyard,  another leads to The Agent's Office, while a third leads to the homes of many adventuring PCs.  Other archways lead to businesses of different types.

The Hub is the beating heart of Netherworld.  People come here to collect their water and get fresh food from the various food carts.   There are even some that sell prepared foods – such as Pumpkin Pie, Cornmeal Porridge and Mushroom Fried Rice.  Others sell Pear Ale, and a more potent brew called Pear Shine.  Note that other dishes are available as well, however, they all entirely plant based.


The East Wing

You leave the hub, and enter an open walkway, which is roofed over with the ubiquitous pergola rafters and overcast sky.  Stone benches are paced either side of the walkway, close to decorative brick  walls, and make a good place to sit and chat.

However, the benches stop and the walkway narrows, with the brick walls giving way to a rough stone.  Soon, the roof closes over completely, and you are in a narrow cave, where the pale grey walls drip with water.  Dim light comes from glowing mosses, growing in patches on the roof and upper walls, while the lower walls are covered in dark green moss and has strange-looking ferns cling to the bare rock. The cave floor is covered in a rich, dark loam, punctuated by loose boulders and rocks.  A stone path leads between banks of mosses, ferns and fungi.

Eventually, the path leads into a smaller, drier, cave with a shingle floor.  The dark cavern entrance, right in front of you, is a portal that leads to a cave on another world.

The North Wing

Shortly after you leave the hub, there is a small group of wooden benches then the paved footway turns into a series of stepping stones, marking a pathway through a large garden.  Hedges, full of nuts and berries mark the garden’s boundary with a thick tangle of trees and large bushes, all with over hanging branches, take the boundary up to about 20 feet.  The overcast sky, is obscured by various small fruit and nut trees scattered around the garden, while Grassy paths wind between fields of dwarf corn, squash, onions and other of vegetables.   At the far end, a grassed area, surrounded by a low hedge, makes a place for adventures to leave horses or other animals that might accompany them.  The hedges and the trees are  home to small flocks of green and yellow birds (known locally as Budgies) and the occasional Red Squirrel.  These are the only ‘wildlife’ that you will find on Netherworld.

If you follow the stepping stones, they lead into  an orchard of pear trees, that is surrounded by a tight, impassable, hedge. 10' feet above you, the tops of the tree canopy almost block your view of the sky, although some light filters down to dapple the ground below. Almost every tree has a ripe pear, or two, hanging at a convenient height for plucking.  As you look upwards, you see that the tangled canopy of branches is beset with nasty looking thorns and is thick enough to stop you climbing out.

You know that as soon as you leave the last stepping stones, you will be in a forest on a different world.

The South Wing

A group of stone benches, close to a large fountain, make a good place to sit and chat.  The Fountain spews water into a large basin that is used by many locals as a source of fresh water, before it overflows and runs into a pair of wide, stone cut, channels  on either side of the path.  With perfectly square edges, backed by brick walls  and open to the overcast sky, these pond channels look almost like small canals, except that they are full of rice plants.

Eventually, the two canals merge, and then flow together into the doorway of a large, flamboyantly coloured, tent that stretches from wall to wall.  If you step into the water, and then wade into the tent, you find that you are up to your knees in the dark waters of a large pond.   The water is dark, almost black, and difficult to see through,  but you can sense fish … or something … swimming around your feet and lower legs.  Almost before you know it, the tent disappears, and you are ‘somewhere else’.  Still up to your knees in water -  it might be a lake, a stream even the sea -  but water on a different world …

The West Wing.

The West Wing is shorter than the others, and little more than a formal walkway with brick walls, and pergola style rafters under a grey, overcast sky.  The benches that line the sides, of this corridor like walk, are popular with the residents, but there is always a bench free for a conversation.

Just outside the hub, there is a large archway, tended by a pair of watchmen in dark blue livery and controlling access to the well-appointed courtyard beyond.  The court has a dozen stone arches, holding up the overcast sky, wile buildings line three of the walls.  The apartments in this court are used as lodgings for the most respected and adventuring residents of Netherworld.  Further along another court, less well appointed, holds smaller rooms for other residents.

The Wing ends shortly after the last residential court, with a blank wall and a door.  If you open the door, you see a black void.  If you step through, you step out of another door, somewhere on a different world.
The Librarian
GM, 13 posts
Burgher of the Inn
Wed 6 Oct 2021
at 20:52
  • msg #4

Directory

A list, with brief descriptions, of the various services, crafters and other residents of netherworld.

This message was last edited by the GM at 19:05, Mon 11 Oct 2021.
The Librarian
GM, 14 posts
Burgher of the Inn
Wed 6 Oct 2021
at 21:28
  • msg #5

Notes for Adventuring PCs

For crafting, and other skills, you always use the rules that your character was crafted with.  3e characters use the 3e crafting rules (but without the xp penalty), PF players use the PF rules - and SF characters (if you get here) don't get to craft at all!

Things to consider - co-operative crafting, upgrade to full business, Bigger/fancier homes




When you become a resident, you get a Life Shadow.

Both you and your Life Shadow are tattooed with matching Mind-Shadow tattoos. These tattoos link your minds across the planes and link your lives, thoughts and feelings. It is mainly a one-way process, with the junior partner (the life shadow) growing as a lesser clone of the senior partner (You).  Because of this, the Life Shadow reacts as you would, thinks as you would and makes the decisions that you would - all as they learn the skills and abilities that you have learned in life. But, just as importantly, you get to play the Life Shadow for events in Netherworld while your main PC is away from home adventuring.

Process
  • You may build an NPC  using this stat block (10,10,11,11,12,12). You may then apply any racial benefits, making sure that you have one main stat of 14.
  • Choose the NPC class that most closely matches your primary class. You may choose from Adept(1), Expert(2) or Warrior. There is some flexibility; a bard might, for example, choose an Adept or an Expert.
  • Assign Skills and Feats to the NPC. However, you may only use skills and feats that are in your Adventuring PC’s character sheet.

Note 1:  Adepts draw their power from the Netherworld itself – and are suitable for casters of any sort. They do not have to select a deity to worship/follow.
Note 2: Experts must have class skills that are class skills for your main PC (from any class)




To become a resident, an adventuring PC must buy one of the following.

While you're 'at home', your Shadow acts as a live-in servant. They keep the house clean, collect food and  water for the house, help out on the work area, run messages and do other mundane tasks for you.

Adventuring Crafter’s Home.
500gp  FREE

This building is suitable for most crafters, as the workshop can be fitted for any craft.  Clearly Boat Building, and other such crafts, need special consideration.

A courtyard, crossed by wooden beams to give a pergola effect, lets in light from the misty, overcast sky.  Along the walls are a series of small rooms - a small bedroom, kitchen and tiny bedroom make a basic home for the PC and their Shadow. All the rooms have shuttered windows leading into the courtyard, so they can be closed to darken the room when you want to sleep.  The  workroom stands in a separate courtyard, and can be accessed without going through the domestic area.

Note: The workroom is only large enough for one crafter and is equipped with normal tools of the trade.  However, you can purchase MW tools, if you choose, and if you have the ability, you can craft MW Items. If your Shadow has learned the appropriate craft skill from you, you automatically get +2 (aid another) when you use this workshop.  The 'workshop' can be configured for scribing scrolls or brewing potions for personal use, or on commission.

The Shadow cannot craft -  although they can aid you in your crafting, while you ate physically in Netherworld.

Adventuring Priest’s Home.
500gp  FREE

This building is suitable for most Divine Caster PCs, as the shrine can be dedicated to any deity.

A courtyard, crossed by wooden beams to give a pergola effect, lets in light from the misty, overcast sky.  Along the walls are a series of small rooms - a small bedroom, kitchen and tiny bedroom make a basic home for the PC and their Shadow. All the rooms have shuttered windows leading into the courtyard, so they can be closed to darken the room when you want to sleep.  The shrine, a statue or monument dedicated to your deity, stands alone in a separate section of the courtyard and can be used to host public prayer services.

Note: The Shrine counts as a permanent fixture dedicated to your deity, pantheon, Philosophy or power, when casting spells.

Adventuring Professional’s Home.
500gp  FREE

This building is suitable for most professionals who wish to work, occasionally, from an office, or something similar.

A courtyard, crossed by wooden beams to give a pergola effect, lets in light from the misty, overcast sky.  Along the walls are a series of small rooms - a small bedroom, kitchen and tiny bedroom make a basic home for the PC and their Shadow.  All the rooms have shuttered windows leading into the courtyard, so they can be closed to darken the room when you want to sleep.  The office stands in a separate section of the courtyard.

Note: The work area is only large enough for one professional. If your Shadow has learned the appropriate craft skill from you, you automatically get +2 (aid another)  when you use this workshop.


Lodgings.
250gp  FREE

Rather than a building of your own, you take rooms in the residential complex. There isn't as much  private space as in the house - just a small bedroom for you, a tiny bedroom for your shadow and a small sitting room.  This sort of accommodation cannot be expanded and is just handed back, if you decide to move on.



Notes:
  • Building Plan with 5ft squares (http://rp.baileymail.net/lib/e...:adventurerhouse.gif)
  • PC room -  Bed, Wardrobe, Drawers, Chest and extra space under the bed.
  • Shadow room -   Narrow bed, a few coat hooks and a box under the bed.
  • Kitchen - brazier for cooking, Dresser with a small pot, crockery, cutlery (etc)  plain wooden table, 1x carver type chair, 1x bench
  • Store - empty apart from wooden shelves and racking

The apartment is smaller.  PC room = 10x7.5,  Shadow room 5x7.  Sitting 15x7.5.  Less furniture, etc.
This message was last edited by the GM at 10:08, Mon 11 Oct 2021.
The Librarian
GM, 27 posts
Burgher of the Inn
Mon 11 Oct 2021
at 10:05
  • msg #6

Notes for Netherworld for crafting PCs

New PCs at level 3 intended for a 'working' life in Netherworld (Not Adventuring), Level 5 if you take an NPC class. Characters can be created under 3e or PF rules and will use the rules you have chosen for crafting and other skills checks.  However, 3e crafters do not pay the XP fee for crafting.

Start with one of these buildings and 1000gp in cash.  Cash should be used for personal equipment and crafting purposes.  Everyone should be able to defend themselves, as there may be minor adventures / encounters - although these will be pitched at the right level for low-level PCs with minimal gear.

  • Alchemist,
  • Exotic Artisan, (Magic crafter)
  • Herbalist (or equivalent)
  • Temple (Cleric)
  • Crafting Business (Smith, leatherworker etc)
  • Other?  Tell me what you want (it doesn't have to be a crafter)

Each of these developments include a small home and a functioning business. You, the proprietor, live on the premises and have a few employees who come in to help out around the place. They are just labourers and servants - cleaning, tidying, carrying and etc. - but they make your life easier. The development comes with a workroom dedicated to a single craft (or creation feat).

XP comes from 'challenges', Crafting, Selling Items, roleplaying, regular crafting tasks and other similar activities.  Get enough XP and advance a level.
Money and Credit comes from all the same sources, although you will also get a basic income from the business (although I haven't quite worked out how to do this yet). The difference between Money and Credit is that Credit can only be spent on Upgrades.

However, as you have probably worked out by now, I don't have this bit fully worked out yet :)  So tell me what to write...



I have a number of upgrades planned, although I haven’t yet done the math and finalized the details yet. You will be able to buy these with gold generated from your business.
  • Add a second Craft Workshop (perhaps dedicated to a different craft skill) for ?300gp?.  NOTE: We will manage competition. We want everyone to have a reasonable chance to have fun and progress) Question? Does a second Crafting area need its own manager?
  • Each workshop can accommodate up to three workers – so you can increase your productivity by taking on skilled staff. I haven’t done the math for this properly yet -  BUT I think a single magic assistant (L1 Adept) will cost about 500gp, while 2 Mundane crafters (?L1? experts) will also cost 500gp.
  • Managers to oversee workshops.
  • Advancement for magic assistants. Initially they have a very limited number of creation Feats available to them.   …Scribe Scrolls ...
  • Second Business
  • Larger business premises (with defined upgrade path)
  • Fancy Homes

This message was last edited by the GM at 10:35, Mon 11 Oct 2021.
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