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Reading Ravenloft the setting
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<blockquote data-quote="Faolyn" data-source="post: 8225434" data-attributes="member: 6915329"><p>I definitely see this. Personally, I <em>wouldn't </em>have this become a Fiendish Transportation though, at least not in the way VRGtF had it. Or rather, I'd say that if you manage to contact a fiend from another plane, you're likely to be Transported (other options: destroyed instantly through the sheer power or simply ignored). If you manage to contact one that's already <em>in </em>Ravenloft (Inijara, the Gentleman Caller, Drigor, the Black Duke, etc.), you might become a warlock (other options: murdered by the fiend or simply ignored). </p><p></p><p>Optionally, you offer a living sacrifice to the fiend, who then Transports through the sacrifice, and then grants you warlock powers. </p><p></p><p>I would also say, using this as a guide, that even minor fiends can make warlocks, because they get a boost from the Dark Powers, although the DPs would probably "encourage" them to engage in Power Rituals to tie themselves more closely to the land first.</p><p></p><p>I'll see if they come up with a more interesting idea in the actual book; if they do, I might adopt that instead.</p><p></p><p></p><p>To be fair, a large percentage of the population <em>are </em>supposed to be bigoted jerks. I have no idea why my printing of CoS listed the average townsfolk as Lawful Good). While WotC is almost certainly going to throw out the Outcast Rating rule, even back in 2e, before that was used, the idea was that most of the peasants were even more ignorant and superstitious than peasants in any regular setting and feared everything. </p><p></p><p>But anyway, it's not like the average person is going to <em>know </em>if magic is evil or amoral. After all, the only way to test it is with spells like <em>detect evil and good</em>, which is just more magic, or by seeing if the spellcaster floats or drowns.</p><p></p><p></p><p>Agreed. One option is to simply tell the players that if they want to play a magical character they can, but that character was very likely ostracized for it in the past or otherwise always had to hide their magic (unless they came from a Domain where magic was tolerated or appreciated), and they should take that into account when they come up with their backstory.</p><p></p><p>Of course, not every domain is anti-magic. Barovia, Borca, places like that, sure, except in certain areas. Other domains are more accepting. Darkon has magical universities, IIRC, and I can't imagine at least some magic, especially illusions, aren't welcomed in places like Kartakass and Dementlieu.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8225434, member: 6915329"] I definitely see this. Personally, I [I]wouldn't [/I]have this become a Fiendish Transportation though, at least not in the way VRGtF had it. Or rather, I'd say that if you manage to contact a fiend from another plane, you're likely to be Transported (other options: destroyed instantly through the sheer power or simply ignored). If you manage to contact one that's already [I]in [/I]Ravenloft (Inijara, the Gentleman Caller, Drigor, the Black Duke, etc.), you might become a warlock (other options: murdered by the fiend or simply ignored). Optionally, you offer a living sacrifice to the fiend, who then Transports through the sacrifice, and then grants you warlock powers. I would also say, using this as a guide, that even minor fiends can make warlocks, because they get a boost from the Dark Powers, although the DPs would probably "encourage" them to engage in Power Rituals to tie themselves more closely to the land first. I'll see if they come up with a more interesting idea in the actual book; if they do, I might adopt that instead. To be fair, a large percentage of the population [I]are [/I]supposed to be bigoted jerks. I have no idea why my printing of CoS listed the average townsfolk as Lawful Good). While WotC is almost certainly going to throw out the Outcast Rating rule, even back in 2e, before that was used, the idea was that most of the peasants were even more ignorant and superstitious than peasants in any regular setting and feared everything. But anyway, it's not like the average person is going to [I]know [/I]if magic is evil or amoral. After all, the only way to test it is with spells like [I]detect evil and good[/I], which is just more magic, or by seeing if the spellcaster floats or drowns. Agreed. One option is to simply tell the players that if they want to play a magical character they can, but that character was very likely ostracized for it in the past or otherwise always had to hide their magic (unless they came from a Domain where magic was tolerated or appreciated), and they should take that into account when they come up with their backstory. Of course, not every domain is anti-magic. Barovia, Borca, places like that, sure, except in certain areas. Other domains are more accepting. Darkon has magical universities, IIRC, and I can't imagine at least some magic, especially illusions, aren't welcomed in places like Kartakass and Dementlieu. [/QUOTE]
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