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  1. #1
    James Ruhland
    Guest

    why investing your horse is a g

    Sorry my posts are often long; I try to cover multiple topics rather than
    sending out multiple e-mails (ok, I said I *try* to do it that way! Doesn't
    mean it always happens that way...sorry....)
    >
    > The bit about "investing your horse" isn't necessary.
    >
    True...but it's much more fun that way. Seriously, though, if you're
    undergoing investiture of a higher bloodline (one that will suplant your
    own), it is more efficient to divest yourself of your prior bloodline; give
    it to an ally, lieutenant, or henchman who is unblooded, as a way of
    cementing their loyalty to you, or to a familly member. IMO this is
    probably the more common way of doing it (bloodlines being a family legacy,
    folks would be reluctant to let even a minor one just disipate...)

    Does anyone know where I can get some info (more than a paragraph in the
    Planescape stuff) on:

    Yeeonoghu
    Baphomet
    Asmodeus
    Demogorgon
    Kostiche

    Yeeonoghu, Demogorgon, and Asomdeus can be found in the 1st edition Monster
    Manual (by the by, Asmodeus is the top dog devil, not an abyssal lord).
    Baphomet and Kostiche can be found in the 1st edition MM II. Their stats
    can pretty much translate directly over to 2nd edition AD&D with only minor
    changes (exp would have to be recalculated...but you won't need that,
    right? you're not gunning for these chummers, are you?)

    My 2 coppers on underwater sources: seems like thouse of you who are in
    favor of 'em are opening a big can of worms; after all, the sea "provinces"
    are not likely to be highly populated (ok, a *few* of 'em will be; unless
    you're planning a radically diferent campagin, though, only a few). Thus,
    you're making it possible for mages to have access to a virtually unlimited
    supply of potentially powerful sources, with little cost and little threat
    that the surrounding territories will be developed, and thus weaken the
    sources. My own opinion would be that perhaps in a few select locales their
    should be magical potential underwater; that will give your Sahuagin mage
    access to realm spells. But I'd be careful about systematizing this over
    all the sea "provinces" so that a "source rush" (like the cali gold rush
    and okie land rush) will develop among mages.

    " just read James Ruhland's post from friday on how he doesn't like the
    path that FR is going. just like to say that i have agreed with him
    very much, just not in SO MANY WORDS! :)"

    Sorry about that, I was on a tear....btw, don't get me wrong. I like the
    novels, too, especially the BR ones; they're really helpful in getting a
    'feel' for the culture et al of Cerilia. I wouldn't mind, either, if novels
    were set in the 'present' time of Cerilia: just don't let the authors kill
    off interesting bad guys. The NPC hero's of the novels can still thwart
    their plans, set 'em back, etc. But novels that explore stuff like this
    (hopes and goals of the villians and hero's) can bring more depth to the
    present-day inhabitants of Cerilia, as well as illuminating the past. You
    don't need to blow up Kal Saith the way they blew up Zhentil Keep to have a
    rousing story. The goal should be to develop the current history of the
    campaign world in cooperation with the people playing the game. Again, I
    think what FASA has done with their Shadowrun universe should be a modle;
    usually gammers can take what they want from novels (and even "official"
    game accessories), and leave the rest out, with little impact as to how it
    will affect future purchaces (I.E. I can pretty much ignore the existance
    of "imortal elves" if I want to...and still get the same enjoyment and
    usefullness out of Cyberpirates as I would if I incorporated 'em into my
    campaign. Not the same with most FR stuff, where you have to do major
    revisions if Tethyr is still divided and Zhentil Keep is still intact).

  2. #2
    FRANKEN*RC
    Guest

    why investing your horse is a g

    > Sorry my posts are often long; I try to cover multiple topics rather than
    > sending out multiple e-mails (ok, I said I *try* to do it that way! Doesn't
    > mean it always happens that way...sorry....)
    > >
    > > The bit about "investing your horse" isn't necessary.
    > >
    > True...but it's much more fun that way. Seriously, though, if you're
    > undergoing investiture of a higher bloodline (one that will suplant your
    > own), it is more efficient to divest yourself of your prior bloodline; give
    > it to an ally, lieutenant, or henchman who is unblooded, as a way of
    > cementing their loyalty to you, or to a familly member. IMO this is
    > probably the more common way of doing it (bloodlines being a family legacy,
    > folks would be reluctant to let even a minor one just disipate...)

    hmmm but divesting yerself also means giving up all the connections
    with the land, so it's only handy for people who are blooded but not
    regents.

    > My 2 coppers on underwater sources: seems like thouse of you who are in
    > favor of 'em are opening a big can of worms; after all, the sea "provinces"
    > are not likely to be highly populated (ok, a *few* of 'em will be; unless
    > you're planning a radically diferent campagin, though, only a few). Thus,
    > you're making it possible for mages to have access to a virtually unlimited
    > supply of potentially powerful sources, with little cost and little threat
    > that the surrounding territories will be developed, and thus weaken the
    > sources. My own opinion would be that perhaps in a few select locales their
    > should be magical potential underwater; that will give your Sahuagin mage
    > access to realm spells. But I'd be careful about systematizing this over
    > all the sea "provinces" so that a "source rush" (like the cali gold rush
    > and okie land rush) will develop among mages.

    i was suggesting level 0 sources, which is the least thing you'll
    need to create longer ley-lines. It will not make mage more powerful,
    just a little more "mobile"

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