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Ideas For a World of Islands? (+thread)
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<blockquote data-quote="Dioltach" data-source="post: 8035637" data-attributes="member: 21843"><p>How about some traditional D&D elements and how they change?</p><p></p><p>Logically, if so much of the culture is water-based, temples to sea gods won't be on islands. So underwater? Floating platforms? Just intrinsically holy parts of the sea? Sacred inlets?</p><p></p><p>I could imagine a wizard's tower floating in the sea, perhaps partially submerged. Or floating in the air. Druid groves could be coral reefs, or mangroves, or ocean currents.</p><p></p><p>What protections have evolved to protect ships and boats in combat? Given the prevalence of fire-based spells, surely every ship will have a permanent Protection from Fire at a minimum. Or maybe it's universally accepted that sorcerers and wizards are bad luck to have on board. Or ships have a water mephit on board for luck, the same way some ships insist of having a cat.</p></blockquote><p></p>
[QUOTE="Dioltach, post: 8035637, member: 21843"] How about some traditional D&D elements and how they change? Logically, if so much of the culture is water-based, temples to sea gods won't be on islands. So underwater? Floating platforms? Just intrinsically holy parts of the sea? Sacred inlets? I could imagine a wizard's tower floating in the sea, perhaps partially submerged. Or floating in the air. Druid groves could be coral reefs, or mangroves, or ocean currents. What protections have evolved to protect ships and boats in combat? Given the prevalence of fire-based spells, surely every ship will have a permanent Protection from Fire at a minimum. Or maybe it's universally accepted that sorcerers and wizards are bad luck to have on board. Or ships have a water mephit on board for luck, the same way some ships insist of having a cat. [/QUOTE]
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Ideas For a World of Islands? (+thread)
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