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Building a new world and I want your input
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<blockquote data-quote="Nonlethal Force" data-source="post: 3303617" data-attributes="member: 35788"><p>Again, I wouldn't buy it on truly small islands. But it appears that your definition and my definition of small are not equivalent. [See below]</p><p></p><p></p><p></p><p>I'm glad that you clarified this. Because I would not consider most of these islands as small. Most of these islands are large enough to sustain civilizations of many cities/towns/villages. But, if this is your idea of small, then yes, there could be mountains, mines, etc. You just need to justify why on an island the size of cuba there are only two or three towns. But there have already been several examples of that.</p><p></p><p>For what it is worth, when you were talking about a small island I was thinking along the lines of Jekyl Island off the coast of Georgia. For a premodern civilization, that is a small island. Japan, Cuba, New Zealand, etc is no small island! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Okay, enough of the term confusion. Allow me to help:</p><p></p><p><strong>Darkluck Island:</strong> The land here is mysteriously unique. Magic (and psionics) fail to work by anyone who is in contact with the ground. [Creatures able to fly or levitate are able to have their magic abilities return to them once they are airborne.] Even Spell-like Abilities do not function here. However, supernatural abilities that do not mimic spells will function. Wands, rings, staffs, and rods will not function. The writing on scrolls vanish, however once the owner's feet completely leave the ground of this island the writing comes back.</p><p></p><p>For the purpose of the island, the term ground applies to any surface built onto the ground. THus, if a person builds a house on stilts, the house is still a part of the "ground." Magical abilities return at the beginning of the second <u>full</u> round in which a player/creature has not been in contact with the ground (Surprise rounds do not count as a round unless a creature begins the surprise round not in contact with the ground).</p><p></p><p></p><p></p><p></p><p><strong>The Underwater Spirit Forge:</strong> This is an island that is almost entirely submerged under the ocean. The only part above the ocean sea level is a long dead volcanic plume that measures fifteen feet in diameter and rises a slight twenty feet above the ocean surface. Anyone adventurous to descent into the dead volcanic plume finds themselves entering a simple dungeon in the shape of a ring. Alcoves constantly branch off of the circular tunnel froming the ring.</p><p></p><p>There is a secret about this ring forge. Rumor has it that the circular tunnel and its various alcoves are controlled by an ancient beholder. The alcoves are the homes of those whom the beholder has been able to convince join it or dominated. Of course, beholderkin thrive among the alcoves as well. Yet, it is said that if anyone can defeat the ancient beholder that a magic forge can be found. The forge is not for metal, it is a forge of reality. Any who directly has a hand in the beholder's destruction <em>(Game Mechanic: Cause at least 1 point of HP loss in the beholder's defeat)</em> is allowed to alter their very essence. <em>(Game mechanic: the player may change any aspects about the character including race, classes, feats taken, skill point allocation, etc about their character. However, the player must illustrate that the new selection would have been a viable selection at the level of change. Thus, a player could not give their fighter Weapon Specialization at 2nd level even under this circumstance)</em></p><p></p><p>At sunrise the day after the beholder is killed, the beholder rises anew. Each time the beholder arises he is granted more power. (Game mechanic: advance the beholder by 3HD)</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3303617, member: 35788"] Again, I wouldn't buy it on truly small islands. But it appears that your definition and my definition of small are not equivalent. [See below] I'm glad that you clarified this. Because I would not consider most of these islands as small. Most of these islands are large enough to sustain civilizations of many cities/towns/villages. But, if this is your idea of small, then yes, there could be mountains, mines, etc. You just need to justify why on an island the size of cuba there are only two or three towns. But there have already been several examples of that. For what it is worth, when you were talking about a small island I was thinking along the lines of Jekyl Island off the coast of Georgia. For a premodern civilization, that is a small island. Japan, Cuba, New Zealand, etc is no small island! :) Okay, enough of the term confusion. Allow me to help: [B]Darkluck Island:[/B] The land here is mysteriously unique. Magic (and psionics) fail to work by anyone who is in contact with the ground. [Creatures able to fly or levitate are able to have their magic abilities return to them once they are airborne.] Even Spell-like Abilities do not function here. However, supernatural abilities that do not mimic spells will function. Wands, rings, staffs, and rods will not function. The writing on scrolls vanish, however once the owner's feet completely leave the ground of this island the writing comes back. For the purpose of the island, the term ground applies to any surface built onto the ground. THus, if a person builds a house on stilts, the house is still a part of the "ground." Magical abilities return at the beginning of the second [U]full[/U] round in which a player/creature has not been in contact with the ground (Surprise rounds do not count as a round unless a creature begins the surprise round not in contact with the ground). [B]The Underwater Spirit Forge:[/B] This is an island that is almost entirely submerged under the ocean. The only part above the ocean sea level is a long dead volcanic plume that measures fifteen feet in diameter and rises a slight twenty feet above the ocean surface. Anyone adventurous to descent into the dead volcanic plume finds themselves entering a simple dungeon in the shape of a ring. Alcoves constantly branch off of the circular tunnel froming the ring. There is a secret about this ring forge. Rumor has it that the circular tunnel and its various alcoves are controlled by an ancient beholder. The alcoves are the homes of those whom the beholder has been able to convince join it or dominated. Of course, beholderkin thrive among the alcoves as well. Yet, it is said that if anyone can defeat the ancient beholder that a magic forge can be found. The forge is not for metal, it is a forge of reality. Any who directly has a hand in the beholder's destruction [I](Game Mechanic: Cause at least 1 point of HP loss in the beholder's defeat)[/I] is allowed to alter their very essence. [I](Game mechanic: the player may change any aspects about the character including race, classes, feats taken, skill point allocation, etc about their character. However, the player must illustrate that the new selection would have been a viable selection at the level of change. Thus, a player could not give their fighter Weapon Specialization at 2nd level even under this circumstance)[/I] At sunrise the day after the beholder is killed, the beholder rises anew. Each time the beholder arises he is granted more power. (Game mechanic: advance the beholder by 3HD) [/QUOTE]
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