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<blockquote data-quote="infax" data-source="post: 4382029" data-attributes="member: 12784"><p><strong>Suggestions</strong></p><p></p><p>Some suggestions in no particular order:</p><p></p><p>* Have "friendly" natives early on. They would know of local legends, politics and geography. Their view can be skewed to their own interests (perhaps they don't value gold or treat adamantine as poisonous) which would still keep the mistery. Since you have natives going mute, all communication would be through gestures at first. That could help bridge some gaps.</p><p></p><p>* Have a hardened survivor fnid the PCs early on. He knows the region and some of the dangers colonists are likely to stumble upon. He is a source of information and can add tons of hooks for things like "in the time of the first colony, we sent a ship filled with treasure that never made its way home. We believe it was sunk around an island like so-and-so." Maybe he is deaf, so he wasn't infected. Or he was on a long-ranging exploration team and was away for the whole Tower of Babel episode (if his team fell prey to some danger, everyone dying and the survivor breaking a leg, that would add length to his time out of town, would add a plot with the danger faced by his expedition and if he doesn't recover well from the injury, it would leave he PCs in the spotlight and the survivor only as a source of information).</p><p></p><p>* Finally, an option I greatly like is letting about a full year elapse between adventures (or between character level advancement, whatever seems more convenient). This can give the game a nice pacing and allows for more development of the environment (if the game, from 1st to 30th level, happens in less than a year, the world is not likely to change a lot, if it happens over the course of 30 years, you can have all kinds of interesting things going on, births, deaths, successions, invasions, famine, discoveries and the like).</p><p></p><p>Since you mentioned you don't know how to reintroduce the demonic virus, you could make it infect anyone making divination rituals on the island (or on some regions of the island) - the contact with Astral Realms is infectious. From the start, mention there is a plan to do some important divination at some point in the game, that way, if the PCs find out about the disaster and what caused it, they may become accutely aware there is a deadline before it all happens again.</p></blockquote><p></p>
[QUOTE="infax, post: 4382029, member: 12784"] [b]Suggestions[/b] Some suggestions in no particular order: * Have "friendly" natives early on. They would know of local legends, politics and geography. Their view can be skewed to their own interests (perhaps they don't value gold or treat adamantine as poisonous) which would still keep the mistery. Since you have natives going mute, all communication would be through gestures at first. That could help bridge some gaps. * Have a hardened survivor fnid the PCs early on. He knows the region and some of the dangers colonists are likely to stumble upon. He is a source of information and can add tons of hooks for things like "in the time of the first colony, we sent a ship filled with treasure that never made its way home. We believe it was sunk around an island like so-and-so." Maybe he is deaf, so he wasn't infected. Or he was on a long-ranging exploration team and was away for the whole Tower of Babel episode (if his team fell prey to some danger, everyone dying and the survivor breaking a leg, that would add length to his time out of town, would add a plot with the danger faced by his expedition and if he doesn't recover well from the injury, it would leave he PCs in the spotlight and the survivor only as a source of information). * Finally, an option I greatly like is letting about a full year elapse between adventures (or between character level advancement, whatever seems more convenient). This can give the game a nice pacing and allows for more development of the environment (if the game, from 1st to 30th level, happens in less than a year, the world is not likely to change a lot, if it happens over the course of 30 years, you can have all kinds of interesting things going on, births, deaths, successions, invasions, famine, discoveries and the like). Since you mentioned you don't know how to reintroduce the demonic virus, you could make it infect anyone making divination rituals on the island (or on some regions of the island) - the contact with Astral Realms is infectious. From the start, mention there is a plan to do some important divination at some point in the game, that way, if the PCs find out about the disaster and what caused it, they may become accutely aware there is a deadline before it all happens again. [/QUOTE]
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