Page 1 of 4 1234 LastLast
Results 1 to 10 of 32
  1. #1
    Junior Member
    Join Date
    Nov 2001
    Location
    Everett, Washington
    Posts
    29
    Downloads
    0
    Uploads
    0

    Sources and the Seas

    Here is going to be a BIG can of worms.

    One of my players just hit me with a new idea that I was completely
    unprepared for. His is a scion of Masela, and his blood powers
    (Resistance) enable him to resist drowning, this man can freely explore the
    world under the sea as it were, save depth problems (he's working on a
    spell to cover that one).

    Now, he wants to go to Diesmar and recover a bloodstone from Masela, and he
    wants to know about tapping the energies of the life in the sea. I.E. Are
    there Sources available under the waves?

    Defense: Sources are created by nature and life. Unless I've mistaken
    everything on Discovery channel these last dozen years, the seas are full
    of life (the nonsentient type) such as the coral reefs and the like. These
    would (apparently) channel mebbhail in the same was as the forsts and
    mountains do.

    Problem: It is a realm completely ignored by the rules system. The seas
    are a flat sheet of glas with nothing under them.... or so it would seem
    (until you reach the Krakenstaur). This world would be completely
    unexplored by the surface mages for the last 1500 years. No one could
    oppose this newfound and unspoiled source of ancient power (Level 9 even!?)
    Also, I doubt there to have been many undersea followers of any of the
    gods, so very few, if any of them, would have become blooded at Diesmaar
    (the powers only went to the followers accoriding to Calliede Dhosierre in
    the Atlas of Cerilia). This would mean no-one down there controls the
    sources under the sea... hrmmm....

    So... does anyone have any thoughts about this undersea world. Please Post
    IT

    Tim Nutting/Zero
    zero@wiredweb.com

  2. #2
    dsbrown@is2.dal.c
    Guest

    Sources and the Seas

    > > One of my players just hit me with a new idea that I was completely
    > > unprepared for. His is a scion of Masela, and his blood powers
    > > (Resistance) enable him to resist drowning, this man can freely explore the
    > > world under the sea as it were, save depth problems (he's working on a
    > > spell to cover that one).
    > >
    > > Now, he wants to go to Diesmar and recover a bloodstone from Masela, and he
    > > wants to know about tapping the energies of the life in the sea. I.E. Are
    > > there Sources available under the waves?
    > >
    > > Defense: Sources are created by nature and life. Unless I've mistaken
    > > everything on Discovery channel these last dozen years, the seas are full
    > > of life (the nonsentient type) such as the coral reefs and the like. These
    > > would (apparently) channel mebbhail in the same was as the forsts and
    > > mountains do.
    > >
    > > Problem: It is a realm completely ignored by the rules system. The seas
    > > are a flat sheet of glas with nothing under them.... or so it would seem
    > > (until you reach the Krakenstaur). This world would be completely
    > > unexplored by the surface mages for the last 1500 years. No one could
    > > oppose this newfound and unspoiled source of ancient power (Level 9 even!?)
    > > Also, I doubt there to have been many undersea followers of any of the
    > > gods, so very few, if any of them, would have become blooded at Diesmaar
    > > (the powers only went to the followers accoriding to Calliede Dhosierre in
    > > the Atlas of Cerilia). This would mean no-one down there controls the
    > > sources under the sea... hrmmm....
    > >
    > > So... does anyone have any thoughts about this undersea world. Please Post
    > > IT
    > >
    > > Tim Nutting/Zero
    > > zero@wiredweb.com
    > > ************************************************** *************************
    > > > >
    Not really quite on the topic at hand (undersea sources), but I do
    have a question. i seem to dimly recall something about not being
    able to cast a spell outside the confines of an Airy Water spell or
    some such thing, regardless of whether or not you can breath water.
    I think it has something to do with the ability to produce the exact
    sounds , inflections, etc necessary to invoke the power for the
    spell. Does anyone else recall this, or are my hallucinations coming
    back again? :)

    ( I appear to be trapped in a little tiny community, far, far away
    from my sourcebooks, and can't even look it up for myself *sigh*)

    Sean

  3. #3
    Robert Harper
    Guest

    Sources and the Seas

    At 11:40 PM 5/26/97 -0700, you wrote:
    >snip<

    I use salt as an antimagic barrier in my campaign, thus the salt ocean is a
    low magic area (also preserves ship-to-ship combat by other than fireball
    spell) in which spells travel poorly.

    I do grant large freshwater bodies (like the Great Lakes in North America)
    their own Sources - but with nixies and other such natives.

    __________________________________________________ _________________
    | |
    | We ask ourselves if there is a God, how can this happen? |
    | Better to ask, if there is a God, must it be sane? |
    | |
    | Lucien LaCroix |
    |_________________________________________________ __________________|

  4. #4
    Nadastor
    Guest

    Sources and the Seas

    Well this can be a great problem, new and interesting.
    This, to start discussing, is a guideline.
    We can't negate that ocean are full of life, but we can't assume that noone
    of that great suprageniuos wizard who surely lived in those 1500 years
    haven't notice that.

    So, what it means?

    That the seas are full of mebhaighl but for a reasons or another all the
    wizards who have discovered that weren't able to use that power.

    I'm asking to you: why?

    Nadastor, Wizard of the Black Robes
    "The power of a man is not in his hands, but in his eyes !
    His life is not into his body, but into his mind !
    The world is not around him, but is in him !"

  5. #5
    Matthew M. Colville
    Guest

    Sources and the Seas

    I see the 'sources and the sea' question as being a great
    opportunity for the GM to introduce all sorts of intelligent, underwater
    races. We know there are sahaguin in Birthright, why not every other
    water-nased race. And, if they're intelligent, why can't they have mages
    who tap the sources of the sea?

    I would encourage my player along these lines, acting like there'd
    be no reason to to explore and grab all those unused sources, then - when
    he actually tries it - surprise him with entire underwater civilizations.

  6. #6
    Keith Horsfield
    Guest

    Sources and the Seas

    Somebody wrote:

    >> > One of my players just hit me with a new idea that I was completely
    >> > unprepared for. His is a scion of Masela, and his blood powers
    >> > (Resistance) enable him to resist drowning, this man can freely explore
    the
    >> > world under the sea as it were, save depth problems (he's working on a
    >> > spell to cover that one).

    True the blood power does resist drowning only if the resistance check
    has been made. If he fails, he's dead. I'm assuming this PC has already had
    his encounter with death by drowning and survived by the resistance check
    and now has the water breathing ability?

    Keith Horsfield
    Member Team OS/2
    "To a person with a hammer, everything looks like a nail"
    -

  7. #7
    Robin Cantin
    Guest

    Sources and the Seas

    It seems a good idea to me, literally opening a new world for mages and
    priests of Nesirie characters.

    As for the sources being available for lack of blooded scions underwater...
    Remember the elves used sources before Deismaar? Perhaps the same can be
    said for several aquatic races. Surprise your player with unblooded
    Sahuagin mages and ancient leylines!

    I wouldn't award 9-point source potentials to sea areas, though. It seems
    to me coastlines are much "life-richer" than open seas. A 5 or 6 rating,
    perhaps?

    BTW, Augustin, sure there's not much interest in casting realm spells
    underwater, but once a ley line's established, you can tap the source from
    the mainland. And you always get the precious RPs anyway.

    Nice problem to work on! Thans for submitting it to the list.

    Robin


    Webmaster of the Direct Democracy Pages
    http://www.oricom.ca/~rcantin/AIntro.html
    Les Pages Democratie Directe
    http://www.oricom.ca/~rcantin/Introduction.html

  8. #8
    L.Willett
    Guest

    Sources and the Seas

    >What about all the fishing causing an impact similar to the impact of
    >population on the land albeit smaller. Then there is all the traffic of
    >trade routes and diplomatic missions. Coastal areas would be in much greater
    >demand for mages (as opposed to now where they have no added incentive).

    Fishing would only have an impact once fishing technology and methods
    greatly improved. Its wasn't until this century that any noticeable damage
    to the fishing industry was done.
    I live in the maritimes, and we are (now) well aware of what over fishing
    is all about.



    -

  9. #9
    Robert Ripley
    Guest

    Sources and the Seas

    Robin Cantin wrote:

    > It seems a good idea to me, literally opening a new world for mages
    > and
    > priests of Nesirie characters.
    >
    > As for the sources being available for lack of blooded scions
    > underwater...
    > Remember the elves used sources before Deismaar? Perhaps the same can
    > be
    > said for several aquatic races. Surprise your player with unblooded
    > Sahuagin mages and ancient leylines!

    Yeah unless you added some undersea races to utilize the sources, so all
    sea sources wouldn't be owned by land wizards, I wouldn't include sea
    sources. I think they tried to create a balance between meighbhel and
    province levels on the Cerilian continent. And if wizards can suddenly
    get all the source power they want from the sea they would stop fighting
    for their land sources and then the game would shift to a more polarized
    type of deal with wizards dueling for the seas and most countries having
    very high province levels. But maybe that's not all that bad, it would
    definately make sea power a lot more important.

    - --

    Bob R.

    ************************************************** *****************************

    PBeM- Birthright, Regents of the Southern Marches
    http://home.earthlink.net/~bobripley/index.html
    http://home.earthlink.net/~bobripley/page3.html
    bobripley@earthlink.net
    ************************************************** *****************************

  10. #10
    Brian Logan
    Guest

    Sources and the Seas

    >Yeah unless you added some undersea races to utilize the sources, so all
    >sea sources wouldn't be owned by land wizards, I wouldn't include sea
    >sources. I think they tried to create a balance between meighbhel and
    >province levels on the Cerilian continent. And if wizards can suddenly
    >get all the source power they want from the sea they would stop fighting
    >for their land sources and then the game would shift to a more polarized
    >type of deal with wizards dueling for the seas and most countries having
    >very high province levels. But maybe that's not all that bad, it would
    >definately make sea power a lot more important.

    What about all the fishing causing an impact similar to the impact of
    population on the land albeit smaller. Then there is all the traffic of
    trade routes and diplomatic missions. Coastal areas would be in much greater
    demand for mages (as opposed to now where they have no added incentive).

    Brian
    A game for children
    Is the bane of men,
    Where loss is greater
    Than the win.
    - War

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Peaceful Seas of Nesirie
    By BRadmin in forum Main
    Replies: 0
    Last Post: 08-09-2008, 03:35 AM
  2. New 7th Seas RPG Game
    By Tommy Ashton in forum MPGN Mailinglist archive 1996-1999
    Replies: 0
    Last Post: 06-29-1999, 11:58 AM
  3. RE: Mehigible and the Seas
    By Peter Hodge in forum MPGN Mailinglist archive 1996-1999
    Replies: 0
    Last Post: 06-10-1998, 08:29 PM
  4. Mehigible and the Seas
    By The Olesen`s in forum MPGN Mailinglist archive 1996-1999
    Replies: 14
    Last Post: 06-10-1998, 10:01 AM
  5. Seas of Cerilia
    By Rodger S. Graham in forum MPGN Mailinglist archive 1996-1999
    Replies: 0
    Last Post: 08-19-1997, 04:01 PM

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
BIRTHRIGHT, DUNGEONS & DRAGONS, D&D, the BIRTHRIGHT logo, and the D&D logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by permission. ©2002-2010 Wizards of the Coast, Inc.