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<blockquote data-quote="Jürgen Hubert" data-source="post: 1199311" data-attributes="member: 7177"><p>Question: How do they prevent the Exiles from building their own airships? After all, magic can create some amazing things - so why not airships?</p><p></p><p>Are they powered by Unobtainium (i.e., an extremely rare element) that just can't be found inside the storm?</p><p></p><p>Maybe this element is also at the core of all their steam technology...</p><p></p><p></p><p></p><p>But sooner or later, an assault probably <em>would</em> succeed. After all, the Exiles had centuries to perfect their craft, while those on the outside are stunted by government restrictions...</p><p></p><p></p><p></p><p>How about this: The Unobtainium that powers the ship <em>creates</em> the anti-magic zone! This means that the powers of any spellcasters will be severely hampered once they leave the storm - every time they come near steamtech, their powers stop working...</p><p></p><p>(Random Thoughts: Perhaps the Storm is full of shards of the stuff? And does this work on all spells, or just arcane ones?)</p><p></p><p>Perhaps the PCs are the first to figure out a way how to cast spells within the material's influence...</p><p></p><p></p><p></p><p>That was my main point - people will try to stow away on the ships, and some will succeed.</p><p></p><p>Of course, my Unobtainium scenario means that these spellcasters will find themselves fairly crippled even on the outside. I'd guess they will create hideouts somewhere in remote wilderness regions...</p><p></p><p></p><p><strong></strong></p><p><strong></strong></p><p><strong>Political adventures mostly center on two questions:</strong></p><p><strong></strong></p><p><strong>(a) Who is on top?</strong></p><p><strong>(b) Who wants to <em>be</em> on top?</strong></p><p><strong></strong></p><p><strong>Then you only have to figure out plots how the latter will try to replace the former.</strong></p><p><strong></strong></p><p><strong>This usually means chipping away at the ruler's support base. This is vital, especially in fantasy worlds - if you just kill the ruler, his followers will have him <em>raised</em> from the dead in no time, and now you have announced yourself as his enemy.</strong></p><p><strong></strong></p><p><strong>So the conspirators have to figure out which key people, organisations, and groups support the current ruler, and figure out how to discredit them, ruin them, kill them, or turn them against their ruler.</strong></p><p><strong></strong></p><p><strong>It is also a good idea to keep things morally ambiguous. It would be best if both the ruler and the conspirators have some good <em>and</em> some bad points. Not only is this realistic, but it makes for some nice role-playing when the player characters have to decide whom to support...</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>You could always introduce some "tainted bloodlines" among the exiled races - yuan-ti are excellent for this...</strong></p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1199311, member: 7177"] Question: How do they prevent the Exiles from building their own airships? After all, magic can create some amazing things - so why not airships? Are they powered by Unobtainium (i.e., an extremely rare element) that just can't be found inside the storm? Maybe this element is also at the core of all their steam technology... But sooner or later, an assault probably [i]would[/i] succeed. After all, the Exiles had centuries to perfect their craft, while those on the outside are stunted by government restrictions... How about this: The Unobtainium that powers the ship [i]creates[/i] the anti-magic zone! This means that the powers of any spellcasters will be severely hampered once they leave the storm - every time they come near steamtech, their powers stop working... (Random Thoughts: Perhaps the Storm is full of shards of the stuff? And does this work on all spells, or just arcane ones?) Perhaps the PCs are the first to figure out a way how to cast spells within the material's influence... That was my main point - people will try to stow away on the ships, and some will succeed. Of course, my Unobtainium scenario means that these spellcasters will find themselves fairly crippled even on the outside. I'd guess they will create hideouts somewhere in remote wilderness regions... [B] Political adventures mostly center on two questions: (a) Who is on top? (b) Who wants to [i]be[/i] on top? Then you only have to figure out plots how the latter will try to replace the former. This usually means chipping away at the ruler's support base. This is vital, especially in fantasy worlds - if you just kill the ruler, his followers will have him [i]raised[/i] from the dead in no time, and now you have announced yourself as his enemy. So the conspirators have to figure out which key people, organisations, and groups support the current ruler, and figure out how to discredit them, ruin them, kill them, or turn them against their ruler. It is also a good idea to keep things morally ambiguous. It would be best if both the ruler and the conspirators have some good [i]and[/i] some bad points. Not only is this realistic, but it makes for some nice role-playing when the player characters have to decide whom to support... You could always introduce some "tainted bloodlines" among the exiled races - yuan-ti are excellent for this...[/b] [/QUOTE]
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