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<blockquote data-quote="Cyrik Skylark" data-source="post: 1199286" data-attributes="member: 9776"><p>Steamtech does sound like a happy medium between the two. I'll check those two books out when I get the chance, thanks for the suggestion.</p><p></p><p></p><p></p><p>Well, first, the trade is through airships (saw the book by Bastion, and had to incorporate it); they fly into the storm, and down beneath the Storm. Some thoughts I've had for how they can trade without fear:</p><p></p><p>1) First, there are some government-controlled magic users in the outside world; they were the ones who created the Storm, they maintain the Storm, and would likely defend the transports from the Exiles. </p><p></p><p>2) Alternately, the transports themselves might be anti-magic zones; mages, suddenly bereft of their powers, and untrained in the piloting of the transports, wouldn't stand a very good chance of actually making it through the Storm alive. It's still a possibility, but not on a wide scale, I don't think, especially since there probably wouldn't be enough transports at any one time to transport all of the Exiles out of the Storm. The anti-magic transports seem a bit too contrived, though.</p><p></p><p>That doesn't really answer the problem of charm/dominate spells, though. Dominate the ship's crew, and suddenly you've got an exit for at least some people. I'll have to think of something.</p><p></p><p>The biggest reason I can think of, though, is a combination of logistics and planning; getting enough transports together to effect a mass migration would be astronomically difficult. Also, there's always the threat of the outsiders halting their deliveries of food; that seems a pretty effective control mechanism, and likely the reason the transports aren't attacked much. I don't think I want to completely rule out a well-planned assault on a transport, though, and using that to escape from the Storm - it gives an interesting feel, like escaping over the Berlin Wall. Possible for some, but not for everyone.</p><p></p><p></p><p></p><p>Very good ideas, but I have to admit I'm a bit concerned with my DM'ing abilities. I think I could handle a politically-based campaign, but I've never actually run one. So I'd probably have to do some research on running a politics-based campaign. Any tips along those lines would be greatly appreciated.</p><p></p><p>I'd also like to include some non-human(oid) oppositions for the Exiles - perhaps not everything died off when the Storm was created. I could imagine, for example, powerful magical monsters altering themselves when the sea was drained - say, kraken turning themselves into mind flayers. I think I'd like to keep the focus on the divisions between the humans (or elves, or dwarves... haven't decided how many races I want to have in this world), but I want to give some more straightforward adventure options to go with the murkier political ones.</p></blockquote><p></p>
[QUOTE="Cyrik Skylark, post: 1199286, member: 9776"] Steamtech does sound like a happy medium between the two. I'll check those two books out when I get the chance, thanks for the suggestion. Well, first, the trade is through airships (saw the book by Bastion, and had to incorporate it); they fly into the storm, and down beneath the Storm. Some thoughts I've had for how they can trade without fear: 1) First, there are some government-controlled magic users in the outside world; they were the ones who created the Storm, they maintain the Storm, and would likely defend the transports from the Exiles. 2) Alternately, the transports themselves might be anti-magic zones; mages, suddenly bereft of their powers, and untrained in the piloting of the transports, wouldn't stand a very good chance of actually making it through the Storm alive. It's still a possibility, but not on a wide scale, I don't think, especially since there probably wouldn't be enough transports at any one time to transport all of the Exiles out of the Storm. The anti-magic transports seem a bit too contrived, though. That doesn't really answer the problem of charm/dominate spells, though. Dominate the ship's crew, and suddenly you've got an exit for at least some people. I'll have to think of something. The biggest reason I can think of, though, is a combination of logistics and planning; getting enough transports together to effect a mass migration would be astronomically difficult. Also, there's always the threat of the outsiders halting their deliveries of food; that seems a pretty effective control mechanism, and likely the reason the transports aren't attacked much. I don't think I want to completely rule out a well-planned assault on a transport, though, and using that to escape from the Storm - it gives an interesting feel, like escaping over the Berlin Wall. Possible for some, but not for everyone. Very good ideas, but I have to admit I'm a bit concerned with my DM'ing abilities. I think I could handle a politically-based campaign, but I've never actually run one. So I'd probably have to do some research on running a politics-based campaign. Any tips along those lines would be greatly appreciated. I'd also like to include some non-human(oid) oppositions for the Exiles - perhaps not everything died off when the Storm was created. I could imagine, for example, powerful magical monsters altering themselves when the sea was drained - say, kraken turning themselves into mind flayers. I think I'd like to keep the focus on the divisions between the humans (or elves, or dwarves... haven't decided how many races I want to have in this world), but I want to give some more straightforward adventure options to go with the murkier political ones. [/QUOTE]
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