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==Places of Note== As is noted in ''Atlas'', Rignorium was the capitol of Vilmir until 106 Y.K. Thus it is an place of old and important history. Beyond the large Ducal Palace and the associated Nobles' District, ''Atlas'' also makes specific note of the Temple of Goldar (p. 23) and Valarion Park (p. 23). Special note should also be made of the Dinner-of-Dust (p. 26) a wasteland lying near to the city of Rignorium. Below is detailed one more place of interest in Rignorium: The Vision Chamber of Vil Valario. ===The Vision Chamber of Vil Valario=== Some histories report that Vil Valario was mad, but in truth he was only touched by the gods, acting out their desires upon the Earth. He often had visions sent to him by the Lords of Law, but they were erratic and irregular until Vil Valario constructed his capitol in Rignariom. Deep below the city Vil Valario made a Vision Chamber, and it was the perfect place for communing with his gods. The Vision Chamber lies far beneath the Ducal Palace, which was in turn built atop parts of Vil Valario's original "palace" (which was small and cramped, in honesty). Most passages down to the chamber are unused, even bricked up, but a few paths to the chamber still exist, taking tortuous and labyrinthine routes. Some of these passages end in the Ducal Palace, while others emerge into the basements of houses in the Nobles' District. No living man knows of the Vision Chamber or its properties. The actual Vision Chamber is shaped as a perfectly regular pyramid, with a three-sided base. Each edge is precisely nine meters. There are three entrances to the pyramid, one in the center of each triangular wall. The fourth triangle, forming the floor, is unbroken. The walls and floor of the Chamber are all made of odd, shining metals, not native to the Young Kingdoms. A metallurgist could determine that each wall is made from a subtly different substance. '''Properties of the Vision Chamber:''' * The chamber has abnormal gravity, abruptly heavier and lighter in different parts of the pyramid. Any physical exertion will require Dexterity rolls every round; failure indicates the round was wasted, and with a failed Luck roll the individual takes 1d3 damage from striking a wall or floor. * When an individual achieves an unconcious state in this room, gravity's hold on him weakens then disappears. The individual slowly floats to the precise middle of the room and becomes the focus of all of its energies. This usually is the result of meditation (a skill), but may also result from sleep or excessive damage. If the individual is awakened too quickly (always the case with sleep; never the case with meditation) he will fall, taking 1d6 damage. * An unconscious person becomes the focus of the energies of the pyramid, and thus the focus of the thoughts of the Lords of Law. If he successfully rolls Luck he is visited with a vision straight from the White lords. It is most frequently a quest or a geas, but may also be a piece of necessary information. This increases the individual's Law association by 1 point. If the individual chooses to ignore a quest/geas he is cursed by the Lords of Law; treat his POW as -3 for all future Luck rolls. If he chooses to attempt it and succeeds, his law association increases by another 2 points, and the Lords of Law may decide to reward him further. * The unearthly metals of the pyramid are drawn from four different planes of law. Each metal could be used as a necessary component in a spell to open a gate to its plane of origination; a spell would need to be found on its own, but once it was located that same spell could be used on each of the four metals. The metals may have other Lawful properties as the gamemaster desires. Taking the metal from the pyramid will destroy its properties of Vision. '''Story Ideas:''' * A noble in Rignorium is hiring adventurers to explore the strange hole in his basement. It leads through the labyrinth of old passages under the palace, and eventually to the Vision Chamber of Vil Valario. Adventurers might accidently stumble into the Ducal Palace, and be forced to explain themselves with their blades, could stumble across old traps left by Vil Valario, or might discover ancient items, creatures of Law, or Melnibonean relics. * A noble of Rignorium discovers the Vision Chambers and decides it is a perfect punishment for criminals, for it forces them to do Good Works. For whatever reason the adventurers are thrown into the chambers. Afterward they are faced with a set of quests for law. Alternatively, they may turn to the Lords of Chaos in order to try and break their geases. * A vision in the chamber portrays Vil Valario slain by crony of the young church of Law in Vilmir and demands he be avenged.
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