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Thread: Sources and the Seas
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05-26-1997, 04:40 PM #1
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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
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05-26-1997, 08:51 PM #2dsbrown@is2.dal.cGuest
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
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05-26-1997, 10:46 PM #3Robert HarperGuest
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 |
|_________________________________________________ __________________|
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05-26-1997, 11:36 PM #4NadastorGuest
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 !"
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05-27-1997, 03:10 AM #5Matthew M. ColvilleGuest
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.
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05-27-1997, 04:52 AM #6Keith HorsfieldGuest
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"
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05-27-1997, 07:06 AM #7Robin CantinGuest
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
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05-27-1997, 07:49 AM #8L.WillettGuest
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.
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05-27-1997, 08:18 AM #9Robert RipleyGuest
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
************************************************** *****************************
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05-27-1997, 10:28 AM #10Brian LoganGuest
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
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