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<blockquote data-quote="Cyrik Skylark" data-source="post: 1201471" data-attributes="member: 9776"><p>First off, thanks to both Juergen and Hunter for the responses; both are right along the lines of what I'm looking for. Moving on...</p><p></p><p></p><p></p><p>A good question. I don't think there would be any ban on airships, per se. However, I could see them interfering with, say, non-magically powered airships - maybe something like UN weapons inspections. Perhaps every... oh, say, month, six months, year, whatever, a large contingent of outsiders comes down and inspects the airships large enough to carry a significant amount of cargo/passengers, making sure that all of them are powered exclusively by magical drives, rather than the outsiders steamtech drives. And with a sizable anti-magic field directly outside of the entrance, magical drives aren't going to get you anywhere. So, the vehicle itself wouldn't be hampered, but the technology driving it would. </p><p></p><p></p><p></p><p>This idea, I like. Not so sure whether it would be so rare on the outside world, maybe not even in the Storm - it makes the Exiles feel sick, like kryptonite to Superman (Fort Save DC 12 or be nauseated while within 10' of Unobtainium... something like that). Perhaps the Unobtainium is the major export of the Storm - the Exiles don't want it, and the outside world can't get enough of it. An idea to consider...</p><p></p><p>Or maybe I'll steal blatantly from, say, Escaflowne...</p><p></p><p>As far as whether it affects all magic... probably, including psionics. I'm considering making this a godless world, where all clerics are effectively the godless type. Religions would still exist, but they'd be much murkier, more prone to evolution/corruption. I don't really like the feel of traditional fantasy religions, where there's no doubt at all about the divine will... I'd like to keep some ambiguity about such things in the campaign. So, with divine magic coming from, essentially, the same source, I think it makes more sense that it would be suppressed, as well.</p><p></p><p></p><p></p><p>Again, I like this idea. In this world, magic is more or less a genetic thing - among the few magic-users outside, all of them are basically sorcerors (I'll have to come up with an equivalent variant for clerics, but meh), bred in certain lines to give them access to certain spells. Among the Exiles, the trait is widespread enough that they can become wizards, sorcs, clerics, the whole gamut. However, every once in a while, freak mutations would give birth to new lines - tainted lines. Or maybe excessively proud families bred together so much that it eventually grew into inbreeding - again, resulting in tainted lines. Tainted lines then go off and carve their own niche out, surviving by raiding (or in some cases, trading) with the non-tainted.</p><p></p><p></p><p></p><p>Post-apocalyptic Kuo-Toa... I like. Originally, I was going to have the under-Storm area be almost bone-dry, but this idea is enough to make me want to put some residual bodies of water. Could add some more complexity to the land under the Storm (I really need to name it). Maybe too much, but I want to work it in. Thanks for the idea, and the book recommendation... once I have spendable money again, I'll look into it. (And Airships, and Draconomicon, and Dragonlance, and GURPS Steamtech/punk, and BESM d20, and... *sigh* Too many books to buy.)</p><p></p><p>Thanks again for the ideas!</p></blockquote><p></p>
[QUOTE="Cyrik Skylark, post: 1201471, member: 9776"] First off, thanks to both Juergen and Hunter for the responses; both are right along the lines of what I'm looking for. Moving on... A good question. I don't think there would be any ban on airships, per se. However, I could see them interfering with, say, non-magically powered airships - maybe something like UN weapons inspections. Perhaps every... oh, say, month, six months, year, whatever, a large contingent of outsiders comes down and inspects the airships large enough to carry a significant amount of cargo/passengers, making sure that all of them are powered exclusively by magical drives, rather than the outsiders steamtech drives. And with a sizable anti-magic field directly outside of the entrance, magical drives aren't going to get you anywhere. So, the vehicle itself wouldn't be hampered, but the technology driving it would. This idea, I like. Not so sure whether it would be so rare on the outside world, maybe not even in the Storm - it makes the Exiles feel sick, like kryptonite to Superman (Fort Save DC 12 or be nauseated while within 10' of Unobtainium... something like that). Perhaps the Unobtainium is the major export of the Storm - the Exiles don't want it, and the outside world can't get enough of it. An idea to consider... Or maybe I'll steal blatantly from, say, Escaflowne... As far as whether it affects all magic... probably, including psionics. I'm considering making this a godless world, where all clerics are effectively the godless type. Religions would still exist, but they'd be much murkier, more prone to evolution/corruption. I don't really like the feel of traditional fantasy religions, where there's no doubt at all about the divine will... I'd like to keep some ambiguity about such things in the campaign. So, with divine magic coming from, essentially, the same source, I think it makes more sense that it would be suppressed, as well. Again, I like this idea. In this world, magic is more or less a genetic thing - among the few magic-users outside, all of them are basically sorcerors (I'll have to come up with an equivalent variant for clerics, but meh), bred in certain lines to give them access to certain spells. Among the Exiles, the trait is widespread enough that they can become wizards, sorcs, clerics, the whole gamut. However, every once in a while, freak mutations would give birth to new lines - tainted lines. Or maybe excessively proud families bred together so much that it eventually grew into inbreeding - again, resulting in tainted lines. Tainted lines then go off and carve their own niche out, surviving by raiding (or in some cases, trading) with the non-tainted. Post-apocalyptic Kuo-Toa... I like. Originally, I was going to have the under-Storm area be almost bone-dry, but this idea is enough to make me want to put some residual bodies of water. Could add some more complexity to the land under the Storm (I really need to name it). Maybe too much, but I want to work it in. Thanks for the idea, and the book recommendation... once I have spendable money again, I'll look into it. (And Airships, and Draconomicon, and Dragonlance, and GURPS Steamtech/punk, and BESM d20, and... *sigh* Too many books to buy.) Thanks again for the ideas! [/QUOTE]
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