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Thread: Mehigible and the Seas
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06-09-1998, 02:48 PM #11darkstarGuest
Mehigible and the Seas
Benjamin W Loebick wrote:
> Aduria may be tapped, and no one realizes it. Or maybe the number of
> blooded individuals in Aduria is so low, that there aren't enough wizards
> around to tap all those sources.
>
In the realms I am creating for Aduria there are a few mages in the
nothern empires, and only two or three in the south. The ones in the
south are ancient and powerful though. Most of the sources remain
untapped, especially inside the big empires.
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Ian Hoskins
e-Mail: hoss@box.net.au
Homepage: http://darkstar.cyberserv.com
ICQ: 2938300
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06-09-1998, 02:55 PM #12darkstarGuest
Mehigible and the Seas
Gary V. Foss wrote:
> Didn't somebody come up with underwater sources and such a while back on this
> list? I think it was just before I subscribed as I don't remember reading it,
> but I do remember comments made on the original post....
>
I believe that info can be found on my page, probably anyway.
Go to http://darkstar.cyberserv.com and check out the netbook section.
The info will be in there somewhere.
- --
Ian Hoskins
e-Mail: hoss@box.net.au
Homepage: http://darkstar.cyberserv.com
ICQ: 2938300
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06-09-1998, 04:50 PM #13The Olesen`sGuest
Mehigible and the Seas
Mark A Vandermeulen wrote:
>
> On Mon, 8 Jun 1998, The Olesen's wrote:
>
> > If thier are underwater source holdings, who better to use them than,
> > you guessed it, Sea Elves!
> >
> > They can be mages in BR w/o blood (that is divine blood). Who knows,
> > maybee thier is an underwater kingdom of elves in CErillia....
> >
> > An interesting campaign idea......................
>
> I've toyed around with that idea, but never used it because my PC's have
> shown an annoying tendency to remain on dry land. But I agree that its a
> cool idea. I while back someone with some background in marine biology
> posted suggestions for underwater sources based on the "life" that lives
> in them. Thus shores will have higher sources than deeper waters, and
> shores with rare kelp forests will have higher sources than rocky shores,
> and extremely rare deep-water upwelling zones will have higher scores as
> well. Shores with ports on the land will have lower sources due to
> pollution. Those next to swamps on the land may have slightly higher
> (maybe +1) sources as well.
Also those underwater faults and volcanos.
Not to metion those "smokestack" things people say life may have
originated from.
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06-10-1998, 07:43 AM #14KirbyRanma@aol.coGuest
Mehigible and the Seas
In a message dated 98-06-09 09:39:25 EDT, you write:
you guessed it, Sea Elves! >>
I would personally hate to see sea elves develop. I think they were
somewhat overdone in Dragonlance, but that may have been where their calling
was. Off-hand, I don't recall another campaign setting that uses them that
all the players would know of the sea elves (I'm not familiar enough with FR
to know if they do or do not), but I don't recall them in Greyhawk or
Planescape. I know they are not in Ravenloft and Dark Sun is right out. If
we used sea elves, how "medieval" would they be? I don't see them as needing
castles per se, but domes should be hard to build underwater. Also, if they
do exist, who is their racial enemy? Kuo-toa? Sauhgin? Crabmen? There
would have to be enough of an enemy so the elves wouldn't have a monopoly in
the oceans. Granted the Krakken, Leviathan and Sea Drake would eat them up
yum, as if they were fish-heads, but the PCs wouldn't stand a chance against
any of them. To make the fighting arena *equal,* you'd have to helms of
underwater breathing, rings of free action, etc and then you've just upped the
magic quantity level.
As far as the "land" or body of water is concerned, how would you divide
them up into provinces? Would you just do by water body type or by depth?
Would the land/source values matter since you couldn't build any holdings in
the water (no new holdings "dock," "port," or "peir" please) What exactly
would consist of a realm spell and would you really want a whole bunch of new
water-based spells coming your way when in an armada? If two navies fought,
the first one to cast "Tsunami" would probably win, unless the other cast
"Whirlpool" first and then they mutually destroyed themselves. That would
just suck spoiled bananas. Well, in my opinion, at least.
Take care all,
Kirby (wet behind the ears)
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06-10-1998, 10:01 AM #15bloebick@juno.com (BenjaGuest
Mehigible and the Seas
On Wed, 10 Jun 1998 03:43:29 EDT KirbyRanma@aol.com writes:
> I would personally hate to see sea elves develop. I think they
>were
>somewhat overdone in Dragonlance, but that may have been where their
>calling
>was.
Three cheers for that! I like elves a lot, but far too often sea elves
were played with all the advantages, non of the disadvantages.
>Off-hand, I don't recall another campaign setting that uses them
>that
>all the players would know of the sea elves (I'm not familiar enough
>with FR
>to know if they do or do not), but I don't recall them in Greyhawk or
>Planescape. I know they are not in Ravenloft and Dark Sun is right
>out. If
>we used sea elves, how "medieval" would they be? I don't see them as
>needing
>castles per se, but domes should be hard to build underwater.
Actually, it would be easier underwater for construction, because of
bouyancy and the ability to swim materials to where you wanted them
instead of flying or cranes.
> Also,
>if they
>do exist, who is their racial enemy? Kuo-toa? Sauhgin? Crabmen?
Sauhgin already exist in BR, as stated somewhere... but I understood them
to be a minor race that was reclusive, not some great terror of an enemy
keeping down another population.
>There
>would have to be enough of an enemy so the elves wouldn't have a
>monopoly in
>the oceans. Granted the Krakken, Leviathan and Sea Drake would eat
>them up
>yum, as if they were fish-heads, but the PCs wouldn't stand a chance
>against
>any of them. To make the fighting arena *equal,* you'd have to helms
>of
>underwater breathing, rings of free action, etc and then you've just
>upped the
>magic quantity level.
> As far as the "land" or body of water is concerned, how would you
>divide
>them up into provinces? Would you just do by water body type or by
>depth?
I would probably use the sea provinces listed for naval movement. Yeah,
they are often larger than a normal province, but then you could say it
requires more seabed to collect sufficient mebhaighl for sources.
>Would the land/source values matter since you couldn't build any
>holdings in
>the water (no new holdings "dock," "port," or "peir" please)
I'd say no land holdings allowed. However, the sea sources could be
corrupted by dumping of trash, pollution from nearby seaports, etc.
Maybe a great naval battle sends down 40 ships with their crews. That
might adversely affect the sources as well. That way you could keep the
PC's sources in constant flux, and give them challenges to protect their
power base.
> What
>exactly
>would consist of a realm spell and would you really want a whole bunch
>of new
>water-based spells coming your way when in an armada? If two navies
>fought,
>the first one to cast "Tsunami" would probably win, unless the other
>cast
>"Whirlpool" first and then they mutually destroyed themselves. That
>would
>just suck spoiled bananas. Well, in my opinion, at least.
>
>Take care all,
>Kirby (wet behind the ears)
Yeah.... those sound like typical realm spells. But they would only
affect 1 combat square adjacent to the caster!!!! *joke*
Other realm spells would be Violent Storms, Churning Water, Bad Winds,
Becalmed, Call Shark Hordes, Repel Huge Gigantic Monstrous Ugly
Awnsheghlien Beasts of Terror From My Sea Province, and maybe Good
Fishing for Little Johnny and Sue. ;)
Benjamin
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