Set in an alternate and ancient Earth-like world, a sort of combined world, deriving from the ones of Conan, Lovecraft and Moorcock. In these times the World was young and there were all kind of fantastic creatures and races. Not all were friendly....

RACES AND SUBRACES

* Undying(racial modifier)

CITIES:

Agharti Atlantis Lemuria Mu

ARTIFACTS AND ITEMS:

SKILLS:

DEITIES:

CORRUPTIONS / CONDITIONS:

All have Resist Cold, Nether and Poison, plus Hold Life and 'Magic Breathing'. Some could also have Slow Digestion(or no need at all to feed), Infravision and Resistance to Fear and maybe Stunning.

MONSTERS:

in the game world, like Conan the Barbarian, Gilgamesh, Enkidu, Tiamat(already in game), Elric and the incarnations of the various gods.

GAMEPLAY:

Character Generation: I suppose TOME 3 will allow a more flexible character generation system, with backgrounds that make sense and maybe affect things in game.

Two short and crude examples, one for a Cimmerian Warrior and another for an Atlantean Mystic:

'You were born in Cimmeria, the son of a smith' =You start with better armor/weapon or a bonus smithing skill if there will be one. 'You spent all your early youth hunting, raiding and fighting' =Bonuses to ranged and melee skills, penalty to charisma(just -1). 'You were greatly disliked by others of your age but feared for your strength and cunning' -2 charisma, +1 Strength, +1 Int/Wis. 'At the age of 19, you decided to become an adventurer so that you might gain riches and power.' =This is just a generic ending line, but might it give you a slight bonus, like you could find 10% more gold and/or gain experience 5% faster.

'You were born in the great city of Atlantis, as a member of the royal family.' =Bonus to charisma and great starting wealth. 'You spent all your youth studying the natural sciences and mystical arts under various tutors'. =Bonuses to Intelligence, Wisdom and skills. 'As a children, you were well liked and greatly pampered.' = Bonus to Charisma again, but less Strength and Constitution. 'At the age of 22 you decided to start your quest for knowledge. As a parting gift, your family gave you a family heirloom, a magic amulet, hoping that it would help you in your travels'. =Your thirst for knowledge might give you a slight bonus(+100)to the mod of some skills, while the family heirloom would be a fairly powerful amulet that could be useful for a low-level player while still retaining some value for a more powerful character. In this case an amulet of brilliance with a good but not exceptional pval(+3)would fit well.

Magic: Revised magic system, with spirit summoning/bargaining, different enchanting and lots of other things. The types of magic thank I think would fit best would be Geomancy, Divination, Totems and some kind of alchemy/herbalism. Totem-magic/shamanism would be probably combine summoning with mimicry with some minor spells. If you follow the Totem of the Bear, you could summon some bears to help you in a tough fight, turn yourself in a bear or just cast a spell to give you some of the bear's might(temporary bonus to strength) or ferocity(berserker rage).

Combat: With TOME 3, I could do many interesting combat abilities/skills. Plus I might make armor different, by splitting AC into 'Protection', which reduces damage taken based on armor/tough skin/some spells)and 'Evasion', which means avoiding blows, based on Dexterity, Encumbrance and Skill. Some combat abilities that I thought of: Disarm(remove a weapon from a monster), Shield Bash, Charge, Trip, Thrower(you can throw even unbalanced weapons with good effect).

Quests: Might create some kind of random-generator for simple quests, like find an ancient relic in a random-generated ruin, maybe taking it from a randomly generated monstrous unique. And get a randomly generated reward!

'God Quests'will probably be different and will give different blessings instead of just a plus to Prayer skill. You might also get constant(or just long-lasting)blessings, like resistances, bonuses to stats, defense and other things. They would be similar to the god spells, but possibly more powerful. Of course a blessing could just be a skill boost.

Possibly you could chose between several choiches, like 'Thou hast served me well, choose thy reward!' a)a wonderful item(maybe deity-related artifact) b)a blessing(obviously deity-related) c)a powerful companion(maybe a levelled, deity-related creature)

Gamemap and dungeons: The wilderness wap will probably be similar to some sort of pangea. You won't be able to recognize the shapes of the actual continets, probably.

Dungeons will be lost, forgotten temples, underground/underwater caverns inhabitated by horrible monsters, deep and dark jungles and so on.

I hope it will be easy to code things like random ambushes based on various factors. A character with high perception/searching might recognize an ambush and thus might choose to avoid it or fight the ambushers in way that advantages him, while a less-aware player would find himself surrounded by attackers.

Zonk: Since I'm doing some cleaning work regarding my past projects... This is one of my module ideas that didn't get any comment, which isn't necessarily bad. I think that, since the idea is very disorganized, it might be better to just delete this page. The module project of a primordial world seems to have been partially taken over by Modules/Zothiqband - this is good, that project which seems to be coming along nicely, so no need to spam the module page with an actually useless page like this.

Modules/Age of Myth (last edited 2007-06-16 17:04:20 by TheZonk)