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Points of light - stable or fragile?
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<blockquote data-quote="Spinachcat" data-source="post: 3973787" data-attributes="member: 37588"><p>I like it when the poop hits the fan...and the fan explodes.</p><p></p><p>Remember the Four Lands from Ultima I? I am considering doing a campaign using those maps. The world was teeming with dungeons and monsters - travel was downright dangerous. The only places of safety were the towns and walled cities...and the towns consist of a few ramshackle buildings. </p><p></p><p>Town life will be rough and tumble. Everyone is ready to fight anything at a moment's notice and sometimes the town loses. Life is vicious and hard. It is not uncommon to hear about a town that gets overrun or a town that vanishes completely. It will be up to the heroes alone to create real stability in the world. </p><p></p><p>Life in the Walled Cities is much better. High strong walls keep out the enemy and give archers and mages a long view of the countryside. Evil must creep in quieter. </p><p></p><p>Races don't mix much. They have their own enclaves and humans dominate the landscape. Trust must be earned, especially by humans. However, a hero's reputation travels fast and can often earn him a welcome.</p></blockquote><p></p>
[QUOTE="Spinachcat, post: 3973787, member: 37588"] I like it when the poop hits the fan...and the fan explodes. Remember the Four Lands from Ultima I? I am considering doing a campaign using those maps. The world was teeming with dungeons and monsters - travel was downright dangerous. The only places of safety were the towns and walled cities...and the towns consist of a few ramshackle buildings. Town life will be rough and tumble. Everyone is ready to fight anything at a moment's notice and sometimes the town loses. Life is vicious and hard. It is not uncommon to hear about a town that gets overrun or a town that vanishes completely. It will be up to the heroes alone to create real stability in the world. Life in the Walled Cities is much better. High strong walls keep out the enemy and give archers and mages a long view of the countryside. Evil must creep in quieter. Races don't mix much. They have their own enclaves and humans dominate the landscape. Trust must be earned, especially by humans. However, a hero's reputation travels fast and can often earn him a welcome. [/QUOTE]
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Points of light - stable or fragile?
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