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<blockquote data-quote="Deadguy" data-source="post: 528625" data-attributes="member: 2480"><p>Forgive me, I am gonna weigh in here, even though I am not jdavis! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Interestingly, two suns might be able to eclipse each other depending on the chosen orbital mechanics, so there can be stories of the Dark Sun from before the Change of the World. These might give pointers to survival tricks and insight into the current situation.</p><p></p><p></p><p>This might sound like a silly question but <em>why</em> did the Illithids go to such lengths to produce this effect? It's not like they themselves are creatures of Negative Energy. And from what you've described so far, they have no niche within the setting. If you want to go the artifact route, I wouldd suggest that the reasoning be attached to the Lords of the Undead themselves. That they manage to achieve their desire to make the whole world more attractive to them</p><p></p><p>Additionally, you seem to be moving away from a Dark/Twilight world to a more normal world with an Undead infestation. That might just be the way you've phrased things though. Personally I like the early descriptions of a world shifting between Twilight and Darkness, with Darkness actually being the time of the Heroes! It's a nice twist on the usual theme.</p><p></p><p></p><p>I know that Necromancers are often portrayed as a pretty loopy bunch anyway, but unless the Change is fairly recent <em>or</em> the Madness very subtle, I think that they might pick up on the insanity clause for necrmantic magic. That doesn't mean people don't use the magic, just that they might take more care about it. Depending on how much you want to emphasise the insanity you might want to use a system to keep track of the usage of necromancy and its effects on PCs and NPCs.</p><p></p><p>You might want to look at other ramifications of the Black Sun too. Perhaps healing is impaired during the Twilight hours, so magical healing does less in the 'day' and no natural healing occurs (the upshot, people are far more cautious). Perhaps the land of the Paladins is still bright enough that they don't suffer this effect. That puts most of the world's refugees on the side of the Paladins.</p><p></p><p>On the question of plant life, you might want to go stranger than just fungi. When I was reading this thread I the image of great banyans, stretching for miles, with multiple trunks, leaching life from the soil and anything they can come into contact with. But their boughs might also shield you from the effects of th Black Sun, and provide both fruits and water, so creating the possibility of communties outside of the paladin lands, living a precarious balance.</p><p></p><p>I quite like the idea of the Black Sun spontaneously animating the bodies of the dead. People will either burn their dead <em>or</em> build very strong walled tombs to contain the corpses!</p><p></p><p>By the way, you've made one or two comments about the Planes. My feeling is that generally with a world having such an unusual metaphysics, it's usually best to build yourself a custom cosmology to go with it. if you just copy the standard Inner/Outer Pane divide and the Great Wheel, you get teh situation where high level characters just walk away from your world and ignore its problems in favour of planar campaigns. It means your hard work is then wasted and the oppressive-ominous feel to the campaign undermined. Perhaps you need to make up a simple cosmology, involving just a Spirit World and the Positive and Negative Suns (though I may be biased, it's similar to the cosmology I use for my own homebrew!).</p><p></p><p>Still, you are on to a campaign that should provide a refreshing change for your players and an interesting challenge for you as DM. Good luck, and keep posting about the choices you make.</p></blockquote><p></p>
[QUOTE="Deadguy, post: 528625, member: 2480"] Forgive me, I am gonna weigh in here, even though I am not jdavis! :) [B][/B] Interestingly, two suns might be able to eclipse each other depending on the chosen orbital mechanics, so there can be stories of the Dark Sun from before the Change of the World. These might give pointers to survival tricks and insight into the current situation. [B][/B] This might sound like a silly question but [i]why[/i] did the Illithids go to such lengths to produce this effect? It's not like they themselves are creatures of Negative Energy. And from what you've described so far, they have no niche within the setting. If you want to go the artifact route, I wouldd suggest that the reasoning be attached to the Lords of the Undead themselves. That they manage to achieve their desire to make the whole world more attractive to them Additionally, you seem to be moving away from a Dark/Twilight world to a more normal world with an Undead infestation. That might just be the way you've phrased things though. Personally I like the early descriptions of a world shifting between Twilight and Darkness, with Darkness actually being the time of the Heroes! It's a nice twist on the usual theme. [B][/B] I know that Necromancers are often portrayed as a pretty loopy bunch anyway, but unless the Change is fairly recent [i]or[/i] the Madness very subtle, I think that they might pick up on the insanity clause for necrmantic magic. That doesn't mean people don't use the magic, just that they might take more care about it. Depending on how much you want to emphasise the insanity you might want to use a system to keep track of the usage of necromancy and its effects on PCs and NPCs. You might want to look at other ramifications of the Black Sun too. Perhaps healing is impaired during the Twilight hours, so magical healing does less in the 'day' and no natural healing occurs (the upshot, people are far more cautious). Perhaps the land of the Paladins is still bright enough that they don't suffer this effect. That puts most of the world's refugees on the side of the Paladins. On the question of plant life, you might want to go stranger than just fungi. When I was reading this thread I the image of great banyans, stretching for miles, with multiple trunks, leaching life from the soil and anything they can come into contact with. But their boughs might also shield you from the effects of th Black Sun, and provide both fruits and water, so creating the possibility of communties outside of the paladin lands, living a precarious balance. I quite like the idea of the Black Sun spontaneously animating the bodies of the dead. People will either burn their dead [i]or[/i] build very strong walled tombs to contain the corpses! By the way, you've made one or two comments about the Planes. My feeling is that generally with a world having such an unusual metaphysics, it's usually best to build yourself a custom cosmology to go with it. if you just copy the standard Inner/Outer Pane divide and the Great Wheel, you get teh situation where high level characters just walk away from your world and ignore its problems in favour of planar campaigns. It means your hard work is then wasted and the oppressive-ominous feel to the campaign undermined. Perhaps you need to make up a simple cosmology, involving just a Spirit World and the Positive and Negative Suns (though I may be biased, it's similar to the cosmology I use for my own homebrew!). Still, you are on to a campaign that should provide a refreshing change for your players and an interesting challenge for you as DM. Good luck, and keep posting about the choices you make. [/QUOTE]
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