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Thread: Low Magic World and Travelling.
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03-26-1998, 10:20 PM #11TriztGuest
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
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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
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03-27-1998, 12:33 AM #12KirbyRanmaGuest
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
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03-27-1998, 01:00 AM #13darkstarGuest
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
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03-27-1998, 02:16 AM #14Drake90094Guest
Low Magic World and Travelling.
does anyone here have a BIRTHRIGHT campaign setting for disk or downloadable?
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03-27-1998, 10:08 AM #15Kyle FosterGuest
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
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03-27-1998, 07:12 PM #16MemnochGuest
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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