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How do I move 4 islands set on turtle shells?
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<blockquote data-quote="earthbinder" data-source="post: 4091432" data-attributes="member: 31590"><p>Take a look at the Magic of Eberron book. have a elemenal (water bound to each turtle shell) </p><p>one large (possibly undewater tower) with four Elemental control points. each a magic item designed for a gnome 1.Cleric only "so that the gods may advise where the city travels" 1. Wizard/arcane caster only " so the creators have a say in where the city goes" 1. controlable only by a member of the Ruling class/royal bloodline/Chairman (make this the Director able to move the city by itslef in the event of a tie) and 1. controlled by whomever holds the amulet of the head of the merchants guild.</p><p>Each point controls the motion of the elemental.</p><p>plenty of politicking goes on The wizards vs the Clerics, the Merchants vs the Clerics, the Wizards vs merchants. all of course sponsored by the crown so that the ruling blood gets to take the city where they want.</p><p></p><p>and then theres plenty of opportunity for City movement related sub-plots:</p><p></p><p>Cabal of Artficer wizards "hack" into the control and begin to take the city to their destination.</p><p>the church forms a alliance with the new head of the Esoteric order, who has "dominated" the Merchants guild leader .... the crown wants it destabilized agin but without anyone knowing</p><p>a Charasmatic Gnome with the ability to commune directly to water elementals insted of burrowing animals makes friends with one of the bound elementals and set up a cult to free it or break away from the city</p><p>The spells fain and the elementals begin to sink the city ... Atlantis anyone?</p><p>Saughauin Clerics herd the city toward a whirlpool using their rebuke/turn elementals.</p><p>The offspring of the turtles want their ancestors holy remains back.</p><p></p><p>just some ideas</p></blockquote><p></p>
[QUOTE="earthbinder, post: 4091432, member: 31590"] Take a look at the Magic of Eberron book. have a elemenal (water bound to each turtle shell) one large (possibly undewater tower) with four Elemental control points. each a magic item designed for a gnome 1.Cleric only "so that the gods may advise where the city travels" 1. Wizard/arcane caster only " so the creators have a say in where the city goes" 1. controlable only by a member of the Ruling class/royal bloodline/Chairman (make this the Director able to move the city by itslef in the event of a tie) and 1. controlled by whomever holds the amulet of the head of the merchants guild. Each point controls the motion of the elemental. plenty of politicking goes on The wizards vs the Clerics, the Merchants vs the Clerics, the Wizards vs merchants. all of course sponsored by the crown so that the ruling blood gets to take the city where they want. and then theres plenty of opportunity for City movement related sub-plots: Cabal of Artficer wizards "hack" into the control and begin to take the city to their destination. the church forms a alliance with the new head of the Esoteric order, who has "dominated" the Merchants guild leader .... the crown wants it destabilized agin but without anyone knowing a Charasmatic Gnome with the ability to commune directly to water elementals insted of burrowing animals makes friends with one of the bound elementals and set up a cult to free it or break away from the city The spells fain and the elementals begin to sink the city ... Atlantis anyone? Saughauin Clerics herd the city toward a whirlpool using their rebuke/turn elementals. The offspring of the turtles want their ancestors holy remains back. just some ideas [/QUOTE]
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How do I move 4 islands set on turtle shells?
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