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  1. #11
    Trizt
    Guest

    Low Magic World and Travelling.

    On 26-Mar-98, James Ruhland (jruhlconob@sprynet.com) wrote about Re:
    [BIRTHRIGHT] - Low Magic World and Travelling.:
    - ->A variant of the below might be the best way to handle it (being somewhat
    - ->conservative, I'd hate to drain items of magic.); anything found on other
    - ->planes & planets. Where was I? Oh, ya: anything
    - ->found on other planes/game worlds is rendered (temporarily) inert when they
    - ->are taken to Cerilia:
    I have to admit that is a good idea, but to defend my own original thoughts,
    to let none Cerilian itmes be drain could be the explanation why not there is
    a limited amount of "bloodpoints" in Cerilia (e.g. if a character gets 20 new
    BP, then no one else looses 20 BP). Maybe a combination of both could be a
    better solution. Low leveled magicval items are drained to none magical items
    while "highelevel" items are rduced to some form of "lowlevel" items as long
    as they are in Cerilia. But I guess thats upto all those Dm's who let their
    players to make planar adventures.

    //Trizt of Ward^RITE

    -----------------
    E-Mail: trizt@iname.com URL: http://www.ukko.dyn.ml.org/~trizt/
    Nick : Trizt IRC: irc.kuai.se:5278 Channel: #Opers
    MUD: callandor.imaginary.com 5317
    -----------------

  2. #12
    KirbyRanma
    Guest

    Low Magic World and Travelling.

    Hello all,

    I believe I have here a quick [and cheasy] way of ignoring Spelljammers
    and Planescape people. I'm writing this because it seems a lot of DMs don't
    want them in their game, which I, as a player, don't want Spelljammers either
    (that's what magic carpets are for!). I agree that the "Shadow World"
    surrounds Cerilia. It's one of those things where Cerilia & the Shadow World
    occupy the same space in two different dimensions, you just have to go through
    the Shadow World first. Now, say Spelljammers happens to make it to this area
    they've been warned about, they find a way to pierce and go inside the Shadow
    World. Well, they crash land before they know it, ships down. Bunches of
    evil animals come and start tearing away at the ship. No escape back home.
    Now the Cold Rider {shiver} or perhaps some other evil beings come out to kill
    them or enslave them. Should any or all escape from the encounter (after all,
    they'll probably have some killer magic stuff), you can just say that they,
    along with a few evil beings, are thrown into Ravenloft. Now let's see them
    get into Cerilia! After all, the Shadow World is evil enough for Ravenloft to
    come pick and choose, right? What more maddening aspect than, to lose your
    ship, be chased by hordes of undead only to escape into a more horrible place.
    Hey, they were warned. This could be used for Planescape, saying if they had
    a "Amulet of the Planes" and they chose the Birthright world, they'd have to
    go through the Shadow World first. That way, only the big nasty demons &
    things from other planes would have the know-how of bypassing the Shadow
    World, all at the DMs whims.

    There you have it ladies and gentleman, a quick [and cheasy] way to not
    allow people in that you don't want around.

    Take care and hope you had a good laugh,
    KirbyRanma

  3. #13
    darkstar
    Guest

    Low Magic World and Travelling.

    LordSchmit wrote:
    >
    > > Which is where my Q. is: how do people handle planar travel &
    > > spelljamming?
    >
    > I always figured Aebrynis lay within a closed crystal sphere, and was thus
    > inaccessable to spelljammers.

    Well I have never liked the idea of closed Crystal Spheres. Lost and
    hidden spheres ok, but why do they all need to be closed.
    Anyway my idea on this is that as a spelljammer enters Aebrynis's space
    magic is altered and no mage can cast higher than 2nd level spells. Then
    as the vessel approachs Aebrynis itself which is the source of all this
    then the planet alters the powerful magic that makes up the spelljamming
    helm and other non-Aebrynis magical items, draining them as others
    replying to this thread have suggested. So the vessel is either forced
    to turn away or lose all power, being pulled into the planets orbit and
    eventually crashing. The effect is not as dangerous as a Sargasso, but
    similar.

    - --
    Ian Hoskins

    e-Mail: hoss@box.net.au
    Homepage: http://darkstar.cyberserv.com
    ICQ: 2938300

  4. #14
    Drake90094
    Guest

    Low Magic World and Travelling.

    does anyone here have a BIRTHRIGHT campaign setting for disk or downloadable?

  5. #15
    Kyle Foster
    Guest

    Low Magic World and Travelling.

    I like the tought of the Shadow World actin as a buffer over the
    BirthRight universe. I had personally envisioned it as an egg. The
    shadow world surrounding the crystal shpere and preventing spell jamming
    intrusions. As for Planer travel (I know nothing of Planescape so I
    could be wrong) I'm sure that there are some places you can only get to
    by going through another place, thus the shadow world could once again
    act as a buffer to the outside influence.

    That's my thoughts on this.

    Kyle
    - --
    "I drank WHAT?"- Socrates

  6. #16
    Memnoch
    Guest

    Low Magic World and Travelling.

    Actually, I don't like the idea of closed crystal spheres at all. I,
    personally believe that it detracts from the possibilities of a campaign.

    Here is how I generally handle it:

    Crystal Spheres:

    Before the time of Mt. Deismaar, the crystal sphere of Aebrynis was just
    like any other. And accessible to anyone with the ability. After the
    explosion and sacrifice of the gods, the laws of magic changed, and thus, so
    did access to Aebrynispace. Since that time, no cast magic used by the
    unblooded (of any kind, external or internal, including the Arcane) or
    magical items used by the non-blooded has been able to breech the crystal
    sphere from the inside or outside. However, magical spells and magical
    items used by Blooded individuals is able to breech the sphere as described
    in the Spelljammer rules.

    Now, since it has been 1500 years since the destruction of the gods at
    Deismaar and for some unknown reason, the crystal sphere has not been able
    to be visited from the outside (unless a blooded individual started from the
    inside, went out and then went back in again) it has been assumed
    (incorrectly) that it is a "closed" crystal sphere and it has pretty much
    fallen off of the major star charts of the various spacefaring nations that
    inhabit the prime material plane and thus has become, over the years,
    "lost". It would take a lot of research or inside knowledge (i.e. being
    from Aebrynispace in the first place) to know that Cerilia and her sister
    planets even exist). And thus, it has severely limited the access to
    Aebrynispace to a great extent, but does not 1) completely close it off and
    2) does not break any of the existing rules (i.e. having the shadow world
    close off the sphere, due to extra-dimensional and extra-planar access being
    cut off in the phlogiston) of the prime material plane. While allowing the
    Spelljammer rules to exist in concert with those of Birthright. Although
    the use of spelljamming in Aebrynispace would be extremely primitive due to
    this factor (no outside influence and having to "go at it alone"). The vast
    majority of spelljamming knowledge and technology (for want of a better
    word) would be lost due to the lack of incoming technology to replace what
    was lost in battles and wars. Kinda like Entropy running amok in a closed
    system. Eventually, there wouldn't be much left for others to pick up.


    Extra Planar Travel:

    This works similarly, except for the restrictions on magic and magical
    items. Anyone with the means can plane travel to Aebrynispace as they wish.
    However, Wizards from other crystal spheres will more than likely not be
    able to get back by using magical spells as their schools of access in
    Aebrynispace is severly restricted, unless they are elves or half-elves.
    They would still have the knowledge of the spells above 2nd level in the
    schools outside of illusion and divination, but when the cast them, they
    would not work, as the laws of magic are different here. When it comes to
    magical items, The Weave (in FR) and Mebhaighl in Cerilia are essentially
    one and the same. There is no appreciable difference between them except
    for the effect on the non-blooded. My advice for those DM's not wanting
    Cerilia to be "corrupted" by outside influences is this: "DO NOT GIVE THE
    PLAYERS ANYTHING YOU DO NOT EXPECT AND WANT THEM TO USE." Hard and fast
    rule there. You cannot realistically expect players to submit to DM whimsy
    and get screwed over and have their hard fought magical items "drained
    inexplicably" due to curiosity and ambition on the part of their characters.
    That is a completely arbitrary decision and has absolutely no basis in the
    rules (and as a player I would demand a rules reference, other than the
    "What the DM says goes" crap that seems to be the consensus here). As DM's
    it is up to you to distribute the magical items, gold etc and it is up to
    you to determine what is good and what is bad. If you make a mistake, you
    should live with it. The players are there to have fun and advance the
    causes of their characters, not your idea of "game balance." I'll say it
    again... If you don't want or expect them to use it, don't enter it into
    your game."
    This is the only realistic and fair way to limit access to Cerilia by
    "outside" characters with "gobs of magical items." Don't give them gobs of
    magical items in the first place, otherwise, you will have to live with the
    consequences.

    I apologize for the rant, but one of my worst pet peeves is arbitrary
    rulings that have no basis being made by DM's just to limit players from
    doing something. Just ask Silveras. We have had many a discussion on just
    this topic. :)

    An interesting side note is what would happen if an elf or half-elf priest
    of the Seldarine would come to Cerilia and attempt to establish the worship
    of his gods into the Current elven nations. Now, that would be an
    interesting scenario resulting from planar or spelljamming travel to
    Cerilia.

    >LordSchmit wrote:
    >>
    >> > Which is where my Q. is: how do people handle planar travel &
    >> > spelljamming?
    >>

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