this post was submitted on 24 Mar 2025
3 points (100.0% liked)

The Canyonlands Community RPG Setting

49 readers
1 users here now

The Canyonlands is custom fantasy steampunk setting that can be used with any system, but is meant to be played with OpenD6.

This community is for both world building, and play by post.


The basics of the setting are a Canyon 20,000Km long north to south, 1000Km wide east to west, and 20km deep.

Each side of the Canyon is terraced into 5 distinct layers, with 4km tall cliffs at the boundary of each layer.

The cliffs of the Canyon are riddled with caves, both natural and carved, but strange magics in the rock twist size and distance. A short journey into the depths may take you to the opposite side of the world, or to a cave a kilometer to the north.


Basic Community Rules.

  1. Don't be a dick.

  2. All Content posted here is free to use and abuse as you will.

  3. Try to keep the content safe for work. Otherwise, clearly mark it as NSFW.

founded 1 week ago
MODERATORS
 

While the caves are non-Euclidean and infinite, any given path once traversed, is stable for 1d6 days, with modifiers based on the number of people traveling said path, and any markings they leave.

This means that if something nasty crawls out of a monster nest deep in the caves, there's a good chance that its friends can follow. Conversely, an adventuring party can delve the deeps, follow the spore trails, and clear out the danger before more makes its way to the surface.

This stability, coupled with the fact that any cave diver is likely to return to their home canyon (if they survive the depths) means that a secondary form of adventure is available. Trailblazing new trade routes.

The normal method is to simply enter a cave, take the first turn available, and then make your way back to the surface, then use the sun and stars to see how where you are North to South. Then repeat until you have a useful trade route.

Most useful trade routes have 3d6 stops above ground. Finding a faster, more direct route, can lead to riches.

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 1 points 1 week ago (4 children)

Are there ways of reducing the stability of a path (like the reverse of leaving markings)?

[–] [email protected] 1 points 6 days ago* (last edited 6 days ago) (3 children)

Leaving markings is part of what stabilizes the route, footprints and otherwise. You could magically remove such traces and no one would be able to follow the path.

This also implies, correctly that you could use stealth, careful foot placement, or otherwise to avoid leaving a trail at all. You'd still leave body heat in the air as you pass, but with magic, you could even clear that away. At which point, someone would likely need to be within visual distance to follow, otherwise at the first branching, they'd have at best a 50% of following you.

Edit; Thinking about well traveled caravan routes, they would be very difficult to disrupt. Any caravan that regularly runs that route would have it mapped, Which requires some creative mapping, but can be done. Which leads to people finding maps to all sorts of goodies in the caves.

[–] [email protected] 1 points 6 days ago (2 children)

How does mapping work if the paths aren't stable?

[–] [email protected] 1 points 5 days ago

As a thought for clarifying things. The shifting caves are via earthquakes, cave ins, and tunnels that collapse into others.

This is much less likely to happen to caravan routes, mostly for narrative reasons.

Infinite ever shifting caves are incredibly useful to the story, being constantly lost is not. Not unless that is the story, and it should be the players who decide that.

If only through a botched roll.

[–] [email protected] 1 points 6 days ago* (last edited 6 days ago)

Maps work by showing which turns to take, and importantly the distance between the turns, with guides on where the scouts should step. Think of it as a list of vectors and distances.

Paths may not be stable, but if you follow a guide (either a map or markings/spore trails) you should come out of the rock face roughly where you'd expect to.

Take a wrong turn, or walk around the wrong side of a cavern, and you lose the trail. Even with a map, there's a chance of losing the trail, at which point you either have to backtrack, or start exploring randomly. This should be a result of the Scout's tracking and or navigational skills.

Basically, this is so that players have a degree of agency in their cave diving. It's their rolls that see them safe, not GM rolls. (GM rolls are for encounters in the caves, things that might also be traveling those infinite paths)