Hi October,
Hah, you found a bug in TK's HTML generation that I missed. Fixed.
You may have to refresh the page. It takes you to the map.
Your not the first to be intrigued by the idea of the Travel Stones.
I"ve had a couple of messages about them. The travel stones are
basically a device to allow me to write small adventures and not
author a large campaign world. The idea is that it gives the GM the
ability to write a small story and setting, and once the main event
is concluded, the play moves on to another locale.
I came up with the idea, basically was inspired by, a couple of
historical elements which I've fused together. The Picts used to
make small carved pebbles and no one knows what they were for or
exactly what their meaning is. I also have a genuine interest in
standing stones, menhir, dolmens, and so on.
As far as their use in fantasy, it occurred to me though that the
engravings on the pebbles could be a road map and I had the idea
that if the stones were connected you might be able to travel from
one to the next, with a pebble being the key. The players wouldn't
go anywhere there wasn't an adventure, or need of hero's.
In Gloomland, the players are given the travel stones by a
Mysterious Wizard and sent on their way. There is an introduction to
the area. So, they have some idea what awaits them. Mystery, is part
of the game and I think playing the cards close keeps the wonder in
it. The players can return from whence they came at any time. The
pebbles wouldn't take players anywhere the GM hadn't prepared ;) Of
course the engravings on the pebbles is not all the same. The Travel
Stones as a plot device serves the GM not the players. Once done
with an area why allow the players to return to it? The players need
fresh material as much as the GM.
All the best,
Greg
:-)