LABYRINTH OF THE OATHKEEPER

WORK IN PROGRESS

An excerpt…

“…Xerx’ses finished construction of the archway and a two-fingered ring. He looked at the children and said the gateway will lead to a tower he owns on Palladium that he’ll be able to make the arrangements to send the children home from. Sliding the two fingered ring on his right hand he turned back to the gateway and held his hand up. CRACK! Inside the archway built in the center of Xerx’ses Labyrinth upon one of the walls the stonework begins to break apart and fall away revealing a translucent pool of blueish-white liquid. Another room is somewhat visible through the 15 feet tall and 10 feet wide stone archway. “Those wishing to go home come with me and everyone else hold here at the gateway so I can send food and supplies through. Our work is just beginning,” states Xerx’ses loving that he just crafted a dimensional doorway and it worked. It is doable he thought to himself, it would take time but he would remake the Labyrinth to train warriors of light to fight the dark!”


Having 10 cubed miles as a basis for what remains of the Labyrinth Xerx’ses is working on re-working it into a realm to provide housing for the Ogres of Zavroka’s tribe. He hopes to also provide another area his tribe, the Shandar Minotaurs. Also, to provide a training facility to create Holy Paladins and Clergy to combat evil.

The current layout of the realm is sparse and barren as of 20th of SET in the year 114. In the center of the realm is the remaining core of the maze. One mile high and one mile thick it stretches like a Dwarven puzzle in a square-like 8 mile long wall around the Grand Obelisk. The Grand Obelisk stretches just over 3 miles into the sky, has four sides each three quarters of a mile in length, and is capped by what appears to be a pyramid. This is everything Xerx’ses could salvage from the former Goblin King’s realm. Along one of the inner walls facing the Grand Obelisk is the stone archway scavenged from stone walls in disrepair elsewhere in the Labyrinth. Xerx’ses has yet to explore even one full percent of the Labyrinth but much of it and the Grand Obelisk appears to have a Dwarven style to the architecture reminiscent of Fort Etrinan in his youth.


Reader’s Note:

This realm is what Xerx’ses the Oathkeeper is working on learning to operate, control, and then modify. For more information please see the Campaign Log: A Labyrinth… Rebuilt.

Xerx’ses Labyrinth Build

SIZE & CREATION POINTS AVAILABLE
How easy the realm is to reach from outside the Dimension Plane? This applies to both friends and allies of the creator(s), as well as to enemies, invaders or thieves.
Option 3 & Option 4 = VERY LAGRE DIMENSIONAL REALM / PLANE:
Total available Creation points: 700.
A. ACCESSIBILITY 2. Dimensional Obfuscation: Three times for 15 points.
Dimensional defenses that conceal the dimensional realm/plane, making it hard to detect. Supernatural and magical beings trying to scry or mystically seek out the location must make a difficullt perception roll to seek out the realm or the location of a portal.
3. Dimensional Ectoplasm: 15 points.
The dimensional realm/plane is surrounded by a bubble of solid ectoplasm with 200 S.D.C./M.D.C. per 10 square foot (0.9 sq. m) section. The bubble regenerates damage at a rate of 10 points per melee round. Only people the creator specifies can cross the barrier without problems. The dimensional realm/plane is also concealed in psychic mist preventing psychics from accessing seeking out the realm on a psychic level (most would-be intruders will give up after one or two attempts).
6. Forbidding: 60 points.
Travelers must find a portal to enter the realm; there is no way to enter the dimensional realm/plane other than portals or dimensional teleport spells and powers. The portals are hidden (requires a difficult perception roll per four hours of searching). The portals will not allow strangers through without the willing consent of an “approved” person living in (or creator of) the dimensional realm/plane. Anybody trying to use magic or psionics to open a portal in or out of the realm is at -30%.
B. SIZE 5. Large: 10 cubic miles (16.0 km).
Creation Point Cost: 35 points.
C. PORTALS OR GATEWAYS 2. Physical World Portals: One portal is located in his Tower in Timiro and it a 15 feet tall & 10 feet wide archway. The second is also another archway. This one is used to transport supplies to his tribal family in the Baalgor Wastelands.
Creation Point Cost: 30 points.
4. Talisman Portals: Xerx’ses the Oathkeeper has a ring that fits over two fingers on his right hand. These movable portals have an A.R. of 2D6 and 2D4x10 S.D.C.; if the device is destroyed, the portal is too.
Creation Point Cost: 35 points per portal.

90 – A
35 – B
65 – C
– D


Building an Dimensional Realm / Plane

Celestial Magi have the unique ability to permanently reshape dimensional, ephemeral “stuff” into almost anything they can imagine. This is done to create their own Dimensional Plane by transforming the dimensional, ephemeral “stuff” into realms molded from their imaginations. Their only limitations are the amount of P.P.E. energy available to the characters and how much he or she is willing to permanently spend to create his realm.

A dimensional realm should be a base of operations, a place the player character can turn to when he needs somewhere that is relatively safe (although never completely safe). A hideout where he can regroup and plan his next move. If a dimensional realm becomes a stumbling block for a campaign, the game master can always compensate and modify the situation with a dimensional disaster, invasions by predators or hostile natives that once lived peacefully with the realm. An assault with an unreasonable neighbor or rival demi-gods or godlings, and other dangers that could seize the realm or humble a character.

Keep in mind that most effects, powers and abilities of the dimensional realm have no effect anywhere else outside of “that” dimensional realm. Some Celestial Magi build near-impregnable strongholds and rarely, if ever, venture beyond them. Such behavior, however, is not appropriate for player characters.

Determining the Power Level of a Realm / Plane

If the Game Master is designing an dimensional realm/plane, they can select the power level at will, or simply pick and choose the powers and characteristics desired for a particular realm. If one or more player characters are trying to create their own personal, secret dimensional realm/plane, the size and points available are determined by the amount of P.P.E. “invested” in the creation process. As the characters grow in power and experience, they can increase the amount of P.P.E. sacrificed into the realm, making it grow in size or power even as they grow in power/levels.

The P.P.E. sacrificed must come at least in part from a Celestial Magi; these mystics are the only people aside from Gods, Ancient Dragons, and Alien Intelligences with the power to actually reshape dimensional, ephemeral “stuff” into permanent forms. More than one magi can pool their P.P.E. and collaborate to create one common, shared dimensional realm/plane. While this is a quick way for a group of characters to build a large dimensional realm/plane, it means all of the co-creators are given equal access to every aspect of the realm: all the secrets, hiding places, special powers, and even those that are added afterwards, will be automatically known to anybody who contributed their energy to its creation. Other magical or psychic O.C.C.s, and supernatural creatures can also participate, and get an equal say in regard to the elements of the realm, but a Celestial Magus is necessary to do the actual mental construction, and all permanently lose some measure of their P.P.E. Although combining one’s resources with others can build a larger and more powerful dimensional realm/plane, it is rare for more than 3-5 magi to collaborate in such creations. Unless they are trying to forge the beginning of a pantheon and this is the home they will share and defend. Betrayals between co-creators can be very common, as jealousy and fear of betrayal often leads to a falling out between the partners.
Note: The P.P.E. released from a blood sacrifice cannot be used to create or add to a dimensional realm/plane being created in this fashion. The P.P.E. must be given up willingly from a living being. Remember, all contributors of P.P.E. used to create a realm have complete access to that dimensional realm/plane and are immune to all its defenses.

Size & Creation Points
The first thing to do when building a realm is to decide upon its size. The bigger the dimensional realm/plane the more P.P.E. is needed. However, the bigger the realm the more creation points are available to add special features and powers. All of the following can be selected as often as desired, provided P.P.E. are permanently expended.

1. Tiny Dimensional Realm / Plane: This is the smallest possible dimensional realm/plane, typically the size of a large room, a single bedroom apartment, or a small cabin. The realm is unlikely to be very well protected or defended, and its resources and capabilities are minimal.
Permanent P.P.E. Cost: 20; Available Creation Points: 50

2. Small Dimensional Realm / Plane: A slightly larger and more complex dimensional realm/plane, or a tiny realm with a lot more elements and defenses built into it. It is typically a single tower, average-sized house or other modest dwelling.
Permanent P.P.E. Cost: 40; Available Creation Points: 100

3. Average Dimensional Realm / Plane: A common dimensional realm/plane, usually the creation of a small group of Celestial Magi, or one powerful Celestial Magus, or hermit Ancient Dragon. These dimensional realms/planes are usually well-protected and have a number of special abilities, including a complex landscape (forest, pasture, etc.) covering an area of one city block, and with one or more large buildings (like an entire castle with several towers and courtyard; or it could be a skyscraper, temple, small amusement park, etc.).
Permanent P.P.E. Cost: 80; Available Creation Points: 200
This is what Xerx’ses the Oathkeeper’s selection was.

4. Large Dimensional Realm / Plane: A powerful place, large enough to contain a small town and typically filled with buildings, and/or one large impressive castle, cathedral, skyscraper or other structure, plus a complex landscape, unique physical laws or defenses, and other qualities. Usually, only a group of Celestial Magi can afford the energy cost involved in creating these realms.
Permanent P.P.E. Cost: 200; Available Creation Points: 500
This is also what Xerx’ses the Oathkeeper’s selection was.

5. Greater Dimensional Realm / Plane: This dimensional realm/plane is a large and powerful creation that can span miles. Such a creation will usually have a rich and complex environment with one to a dozen different areas of landscapes, and dozens to a few thousand inhabitants. The defenses of such realms will be strong and complex, so it will be difficult to invade or destroy. Only the most powerful of Celestial Magus or bands of Magi can create such a place.
Permanent P.P.E. Cost: 500; Available Creation Points: 1250

6. Minor Dimensional Kingdom: A full-fledged Dimensional Kingdom is beyond the reach of even the most Celestial Magi. Only powerful transdimensional entities can harness the power needed to create Dimension Realms of that size. However, realms that are considered minor dimensional kingdoms range in size from that of a large city to a small country, and can have populations in the thousands or tens of thousands! A dimensional realm of this size might have enough inhabitants to require a government, or it could be huge but largely uninhabited.
Permanent P.P.E. Cost: 2000; Available Creation Points: 5000

Note – Developing Dimensional realm/planes After Creation: Adding defenses and other special features to a realm can be done at any time, but is extremely expensive. For example, a small group of lords want to improve their dimensional realm/plane from tiny to small; they spend 40 permanent P.P.E. and get an additional 100 Creation Points to use as they will. When increasing the size of a dimensional realm/plane the ratio of Creation points to P.P.E. is 2.5 Creation Points to 1 P.P.E permanently expended.
Likewise, special features can be purchased on an “ala carte” basis with the characters pumping in points later at slightly more expensive ratio of each P.P.E. point can be converted into one creation point.

Characteristics and Features of a Dimensional Realm / Plane

Many of these characteristics require only one purchase. Others have different elements that the dimensional realm builder can purchase several times or choose to combine with other features, provided the required total amount of Creation Points/P.P.E. are spent.

A. ACCESSIBILITY
How easy the realm is to reach from outside the Dimension Plane? This applies to both friends and allies of the creator(s), as well as to enemies, invaders or thieves.
B. SIZE
The area covered by the dimensional realm/plane is given in cubic feet; the creator(s) can decide exactly what the three dimensions of the realm will be like (realms cannot be made two-dimensional). The same size can be purchased more than once to make the dimensional realm/plane bigger.
1. Free: Easy to find and completely out in the open as far as dimensional travel goes. Visitors can just dimensionally shift in and out, and travelers may accidentally wander into the realm by a bad roll on a dimensional teleport or teleport spell.
Creation Point Cost: None.
1. Tiny: 100 cubic feet (2.8 cu.m).
Creation Point Cost: 0 Points.
2. Dimensional Obfuscation: There are some dimensional defenses that conceal the dimensional realm/plane, making it hard to detect. Supernatural and magical beings trying to scry or mystically seek out the location or a portal to it must make a moderate perception roll (challenging if the hidden feature is purchased twice, difficult if taken three times), once per four hours of searching to find the realm (most would-be intruders will give up after one or two attempts).
Creation Point Cost: 5/10/15 points respectively.
2. Small: 500 cubic feet (14.0 cu.m).
Creation Point Cost: 5 points.
3. Dimensional Ectoplasm: The dimensional realm/plane is surrounded by a bubble of solid ectoplasm with 200 S.D.C./M.D.C. per 10 square foot
(0.9 sq. m) section. The bubble regenerates damage at a rate of 10 points per melee round. Only people the creator specifies can cross the barrier without problems. The realm is also concealed in psychic mist preventing psychics from accessing seeking out the realm on a psychic level (most would-be intruders will give up after one or two attempts).
Creation Point Cost: 15 points.
3. Average: 1,000 cubic feet (28.0 cu.m).
Creation Point Cost:
10 points.
4. Restricted: Travelers must find a portal to enter the realm; there is no way to enter the dimensional realm/plane other than portals or dimensional teleport spells and powers. The portals are hidden (requires a difficult perception roll per four hours of searching).
Creation Point Cost: 25 points, plus at least one portal must be purchased (see listing “C”).
4. Small: 1 cubic mile (1.6 km).
Creation Point Cost:
20 points.
5. Controlled: As above in number four, but the portals will not allow strangers through without the willing consent of an “approved” person living in (or creator of) the dimensional realm/plane. Only a mage or psychic with the power to force a portal open can do so.
Creation Point Cost: 40 points.
5. Large: 10 cubic miles (16.0 km).
Creation Point Cost: 35 points.
6. Forbidding: As above in number five, but anybody trying to use magic or psionics to open a portal in or out of the realm is at -30% (-60% if number six is taken twice) to do so.
Creation Point Cost: 60 points (can be taken twice).
6. Huge: 100 cubic miles (160 km).
Creation Point Cost: 55 points.
C. PORTALS OR GATEWAYS
Portals or gateways are dimensional conduits that allow people to enter and exit the dimensional realm/plane. These options can be purchased several times; it would be possible for a Celestial Magus to have a ring/amulet portal, two fixed Earthbound portals, and a movable portal all at the same time, if he spent the points to get them. Most realms will have more than one way in (and out).
D. LANDSCAPE
This is the most flexible dimensional realm/plane characteristic. In theory, a realm can look like anything its creator or creators wish. Whether or not its appearance is based on real life (at least realistic), or fantasy will depend on the tastes of the designer(s) and the amount of energy spent in shaping it.
1. None: To reach this dimensional realm/plane, the character must travel through spell or power that will bridge the dimensional divide.
Creation Point Cost: 0 points.
1. Featureless: The dimensional realm/plane is shaped like the surrounding area, typically a flat section of ground covered in a light mist with wisps of psychic ectoplasm floating around.
Creation Point Cost: 0 points.
2. Physical World Portals: These dimensional portals are located in fixed locations on the Palladium World or other worlds known to the creator. So, for example, a Celestial Magus could have a portal in his home in Connecticut, and another portal in a hidden crevice in the Mountains of the Old Kingdom of the Palladium World, both leading to his world. Activating the Portal costs nothing for its creator(s), but 10 I.S.P. or P.P.E. for all others. Unless the Portal’s access is restricted, psychics and
magicians can detect it (using the appropriate spells or psychic powers) and can activate it.
Creation Point Cost: 15 points per portal.
Xerx’ses the Oathkeeper selected this twice for his Towers in Timiro and Baalgor.
2. Building with a Rocky Landscape: Part or all of the dimensional realm/plane resembles a building of some sort. It can be as crude as a
large cavern or as sophisticated as the character’s imagination can make it. Common shapes include a house, manor, tower or a bunker. The dwelling can have a maximum of six rooms, divided in any way the creator decides, and limited only by size. The size of the building is limited only by the size of the dimensional realm/plane; the entire realm could be filled by a single structure floating in limbo, or a building surrounded by an area of rocky ground and mist. The building will have the same S.D.C. as similar Earth structures.The landscape of this dimensional realm/plane can look like a desert, rocky landscape, mountain peek or hilly area, devoid of trees and vegetation. Or the aspects described can be combined; i.e. a simple but large realm could be shaped like a hill or several low hills with a small house or tower on top of one. Or the dwelling could sit atop a rocky outcropping surrounded by a desert or hilly area.
Creation Point Cost: 10 points.
3. Movable Portals: Same as number two above, but the creator’s has built a portable device that allows him to travel to his dimensional realm/plane. The device must be big enough to allow a person to enter it in some way. Some typical movable portals include carpets and tapestries (which are unrolled and activated, becoming doorways into the domain), large trunks and closets, mirrors and magician’s “disappearing boxes.” These movable portals have an A.R. of 2D6 and 1D4x100 S.D.C.; if the device is destroyed, the portal is too.
Creation Point Cost: 25 points per portal.
3. Multiple Buildings: Same as number two above, but there is no limit to the number of buildings and rooms the creator can have in his dimensional realm/plane. Some common domain buildings include a castle, complete with a surrounding wall, moat, one or more towers, a central citadel, or a city block with several buildings of various sizes and designs, surrounded by a small area of desert, hills or rocky landscape, all covered in a light mist.
Creation Point Cost: 20 points.
4. Talisman Portals: Same as number three above, but the creator’s has built a small portable device that allows him to travel to his dimensional realm/plane. The device can take the shape of ring that fits over at least two fingers or an amulet of at least 1 inch by 1 inch in size. These movable portals have an A.R. of 2D6 and 2D4x10 S.D.C.; if the device is destroyed, the portal is too.
Creation Point Cost: 35 points per portal.
Xerx’ses the Oathkeeper selected this once and wears the ring himself.
4. Lifelike: The dimensional energies in the realm is shaped to resemble a forest, jungle or similar living habitat. This is little more than a
solid illusion, however. Although the sights and sounds of a forest can be “created,” neither the plants nor the sounds will belong to real living creatures. The trees and plants are fakes made out of energy of the realm, however they will have the same appearance, texture and S.D.C. as their counterparts on the physical world. For a true living landscape, see “G,” The Living Conditions category, below. Multiple buildings can be added to the landscape as per #3, above.
Creation Point Cost: 30 points.
5. Automatic Transportation: The character can dimensional teleport into his domain at will, but this power can be granted unto the approved citizens of the dimensional realm/plane. This ability has a base chance for success of 35% +3% per level of experience of the main creator. It takes five minutes of concentration and costs no P.P.E. to perform.
Creation Point Cost: 60 points.
5. Complex: Same as the lifelike landscape in number four, but with much greater detail. Illusions of clouds and a normal Earth sky (or any alien landscape the character can imagine) can be created to make the domain seem like a real fragment from another reality.
Creation Point Cost: 35 points.
6. Near-instant Transportation: Same as number 5, above, but only takes one melee round of concentration.
Creation Point Cost: 100 points.
6. Highly Complex: Multiple habitats can be created along with a sky. The domain could have a forest in one section, jungle for a third, and a desert or hills for the rest. A castle on top of a hill overlooks the entire domain. The size of the realm and imagination of the creator are the only limiting factors. Furthermore,
all the constructs will have three times more S.D.C./M.D.C. as normal Earth structures (this is only if the Celestial Magus wants it so).
Creation Point Cost: 50 points.