Subject: MYSTARA-L Digest - 3 Jan 2002 to 4 Jan 2002 (#2002-5) From: Automatic digest processor Date: 05/01/2002, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 8 messages totalling 687 lines in this issue. Topics of the day: 1. War Journal of Bue Geirsteinson - Part II 2. A Complete Guide to the Cosmos - Normal and Nightmare 3. A Complete Guide to the Cosmos - the Vortex 4. A Complete Guide to the Cosmos - the Battle of Birth of Universes 5. A Complete Guide to the Cosmos - Power to the Athanatoi! (Part One) 6. Ideas for adventure without magic? (3) ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Fri, 4 Jan 2002 15:14:27 +0100 From: Jacob Skytte Subject: War Journal of Bue Geirsteinson - Part II The continued story of the distressed son of a jarl in Ostland. Tune in = for more melodrama. Jacob Skytte scythe@wanadoo.dk --- The War-Journal of Bue Geirsteinson Vatermont 15th, the year 1000 After Crowning of the First Emperor of the = Thyatian Empire This morning, before my kinsmen left Zeaburg, my sister Oda Elsasdottir = sought me out. My heart was hopeful, perhaps she would see reason where = father would not. She had become a dangerous-looking young woman, the = sword at her side had obviously seen frequent use, and her muscles were = well-developed from long practice. Where my youngest sister, Lis, is = pure innocence, Oda is of a more cunning and malicious nature. But she = would do anything to save her skin, of that I was assured. "Brother," she greeted me. "You have certainly made your mark on our = family. Father is in an uproar and it was only the fact that you stand = in the great hall of king Hord Dark-Eye that saved you from our = brother's wrath. Lot is furious with you, and you know how he acts, when = he's upset. But he is loyal to our father unto death. As is mother." "And you?" I asked her. "Will you also stand before me, sword in hand, = prepared to sacrifice yourself for our father's pride and ambition? Or = have you come to join me in saving the honor of our clan?" She laughed. Not a pleasant laugh, but a cold one. "I do not desire to = lay down my life for any man, certainly not for you or our father. As = you know I have been betrothed to Ragnar Solmundson, the jarl of = Vithesford. Since I do not wish to share the fate of the rest of the = family, I will be joining his force, when they leave their winter hall = for Storm Bay tomorrow. He knows nothing of our father's machinations, = he only thinks that he is bringing home a young and beautiful bride. In = his hall will I be safe from your little war, brother dear. And should = you or our father die during that war, I will not weep for you. Men are = all foolish creatures, thinking that power comes with strength of arms. = I will have power, real power, and I will find it in Vithesford." I knew my sister to be cunning and cold, but had not realized that she = was as ambitious as father and Lot. It seemed that madness ran in the = family's veins, only Lis and I were spared from it. "Sister, what about = our clan? Will you abandon your blood relatives to let them face death = in battle. Will you not come with me for their sake, to convince them to = lay down arms. Faced with two of the jarl's heirs side by side they may = be convinced that he has gone mad, and give up arms without need for = battle." She snickered. "My blood means nothing to me! The clan is useless to me, = it will never follow me so long as you and Lot live. And with Hord's = attentions focused on the clan, I will never be allowed into that = position of power. But in Vithesford I will be the jarl's wife, and it = won't take me long to make him my puppet, so it will be I who rules that = domain in deed, if not in name. Let our clan die fruitlessly, it is of = no concern to me." "You are not human," I sighed. "At least take pity on our sister, Lis, = and take her with you to Vithesford, where she will be safe and spared = from the horror of war. You can protect her and shield her innocence = from the carnage that will shatter it forever." Oda spat on the ground. "My 'precious' sister has long been due for a = rude awakening. She thinks she can walk around with her head in the = clouds and ignore the reality of the world she lives in. Well, it's time = her white gown was stained with red blood. She is not fit to live in a = nation of warlords and berserkers. If the shock of facing reality kills = her then perhaps that is for the best. Her innocence is a fragile shield = and when it breaks, she will be forced to face the world or die. There = is no place for her purity here." I felt sad for Oda, apparently having never known true innocence. "You = are envious of her, are you not? I pity you that you can never have what = she has, but trying to destroy it will not make the world an easier = place for you to live in." "Shut up! You know nothing! You are a man, favored by all, strong and = powerful. You do not know what it is like to be a woman surrounded by = men that could snap you in two, that could take you, should they wish = to. You are not subject to the will of a harsh father who wishes to rule = over your body and mind, to be his play-thing to give away as he = pleases. You are truly privileged, and you do not even know it. I have = been raised to be obedient, sweet and in awe of men like you. It wasn't = easy, but I fought against that! Even though I was faced at every turn = with disapproving faces and stern lectures, I prevailed! It took all my = will and it killed all of my pitiful innocence and purity, but now I am = my own woman, and no man rules over me! I have cut the last ties with my = family, with my clan, and I now leave it all behind me. In Vithesford my = word will be law, and men will learn to fear *me*!" "Poor sister. I will weep for your lost innocence, when such a time = comes that I will find the tears for it. You are right. Lis certainly = should not go with you to Vithesford. She should never become as you = have become. Her innocence makes her stronger than you can imagine, even = stronger than you. For strength is indeed not measured only by force of = arms. Our sister's purity is all the strength she will need. I will find = a way to preserve that." Oda gathered her cloak about her and turned to leave. "You will fail, = brother. Her purity will be stained by this war of brother against = brother and you will be responsible. She is the price you will pay for = following the king. Weep not for me. Save your tears for Lis and for = yourself." And with that she was gone. ------------------------------ Date: Fri, 4 Jan 2002 18:47:39 +0100 From: la Volpe Subject: A Complete Guide to the Cosmos - Normal and Nightmare We have now discussed and analyzed the structure of the Normal Tetraspace, a four-dimensional space made of the Prime Material Planes, the Ethereal, the Elemental Planes, the Energy Planes, the Astral Corridors, the Ensamble of Outer Planes. However, the whole Cosmos, like we are going to call the whole union of all universes internal to the Vortex, doesn't end here. We still need to discuss the nature of what I will call the Mirror Tetraspace, and is normally known as Nightmare Dimension. Let's take our normal four-dimensional space, and let's put it in front of a mirror. On the other side of the mirror, there isn't a specular image; instead, there is another four-dimensional space, this time a single one (a single plumcake, ok?), chaotic and blurred, as if the mirror instead of reflecting the single parts of the Normal Tetraspace took all its ingredients, meddled them and then showed them confused and mixed one with the other - after having reverted them completely (sort of left-right, like our commonly used mirrors do). This is the Nightmare Dimension, or Mirror Tetraspace. The Normal Tetraspace is made up of dimensions 1-2-3-4. The Mirror Tetraspace is made up of dimensions 2-3-4-5. They share three dimensions, but they have a fourth each different from the other. So the Cosmos inside the Vortex results being a pentaspace, a five-dimensional space. All normal mortal creatures are four-dimensional beings, either Normal (1 to 4) or Nightmare ones (2 to 5). They perceive themselves as three-dimensional creatures, the Normal as 1-2-3 dimensional creatures, the Nightmare as 3-4-5 dimensional creatures. The fourth dimension can be perceived only partly. The ability and skill to perceive and draw upon this fourth dimension is the ability to use magic; like any other ability, the mastery of magic can be learned, although there is always a natural predisposition to it, in a way similar to playing an instrument, learning higher mathematics and so on. Creatures of Immortal level, like True Gods and Immortals, can perceive all four the dimensions of the Tetraspace, and this is the main reason behind their immense powers. To cross from the Normal to the Mirror Tetraspace, a creature must undergo a process of "reversion" that converts its 1st dimension into the 5th, its 2nd into the 4th, and its 4th into the 2nd or viceversa, while the 3rd dimension remains the same. This process may take place through spells or through magical gates that leads to a corresponding point in the Mirror Tetraspace. There are also magical mirrors that show what lies on the "other side" in the Mirror Tetraspace (or, if you are already there, in the Normal Tetraspace), and they are sought by any mortal that would dare trying to pass to the other side... ------------------------------ Date: Fri, 4 Jan 2002 18:47:52 +0100 From: la Volpe Subject: A Complete Guide to the Cosmos - the Vortex We have briefly mentioned the existance of a Vortex that prevents any creature, mortal or immortal alike, from crossing from the Outer Planes of one Multiverse to those of another, requiring thus always the passage through the Prime Planes. This Vortex, in fact a magical barrier that has not a real physical extension, but more a Law of the Cosmos, is an extension inside the Cosmos of the True Vortex, a mass of roaring chaos that physically prevents anything from reaching what lies (if ever something does) outside the Cosmos. The Vortex's extensions inside the Cosmos may be in fact crossed by True Gods, but they will lose time and especially an enormous amount of energy with the risk of failing. The True Vortex, instead, may not be crossed, or, at least, all immortal powers fail inside it, so if anyone would dare to cross it, it would be to its own risk. Nobody, mortal or immortal, have ever travelled into the Vortex and then returned to tell his tale. ------------------------------ Date: Fri, 4 Jan 2002 18:55:37 +0100 From: la Volpe Subject: A Complete Guide to the Cosmos - the Battle of Birth of Universes It's time to take a look at the origin of the Cosmos, at the birth of all the Multiverses and of the Normal and Mirror Tetraspaces. Sometime, when time didn't have meaning, the Cosmos was born. What was the Cosmos? Nobody knows. The Cosmos had its own essence, a roaring chaos of anything, mixed together in a single particle of infinite extension. But the Cosmos, though it was a single particle, was filled with "minds", with "intelligences", beings of pure thought. The Cosmos was a combination of Substance and Thoughts. These Thoughts didn't know how nor when the Cosmos had been born. Maybe it had always been alive. And they were alive since the Cosmos was alive, since they were part of the Cosmos, and Time still didn't have any meaning. Each time a Thought was thinking, it shaped the Cosmos around him. So the Cosmos changed and changed under the influence of the Thoughts. The Cosmos were filled with universes, unliving expressions of the Substance shaped by the Thoughts. Then, creatures were born, when the Thoughts begun to think of things that were Substance but shared of their abilty to think. The Thoughts were the Gods. And the first races of beings were born: Athanatoi, Dragons and Draedens. While the Gods were pentadimensional creatures, the creatures (that they had generated with their Thoughts through the Substance of the Cosmos) were not. They were four-dimensional creatures. When the four-dimensional creatures were born, the Cosmos was drastically changed: Time was born, because their lack of the fifth dimension made to them not completely possible to alter and change the Cosmos around them. They were able to dream and think and even create, but they couldn't compare with the powers of the Gods. Time passed. Maybe millions of millions of years, maybe seconds. Although Time was born, it had still little meaning, as it was not able to influence significantly the immortal creatures. Time was a Thought generated when the Thoughts generated sentient non-pentadimensional creatures. Time became thus one of the Gods, although it was not born with the Cosmos itself. Time passed, and the Gods, helped by the races that had become mostly their servants, shaped the Cosmos. However, a fracture came between the Gods. One group of Gods wanted to shape an orderly Cosmos. Another wanted the Cosmos to be the most chaotic as possible. At the moment this fracture between the Gods erupted, the Cosmos separated itself in two Tetraspaces, the Normal and Mirror ones. One was as orderly as its masters. The other was chaotic and everchanging like its inhabitants. But what scared the Gods at this point was that they couldn't use their fifth-dimension powers anymore, since the fracture...while a third group of Gods, that enjoyed the mixture of chaos and order that the Cosmos had been until now, and had no desire to change it, was still able to do so. >> From the Normal and the Mirror Tetraspace, the Gods vowed war and destruction upon the Ulterior Ones (the gods that still retained their fifth dimension), because for the first time in Time they had fear. They had enjoyed the dominance of the Cosmos, the dominance upon their servants, and didn't want to lose their power and the grasp on the Cosmos. If they were banished to one of the two sides of the Cosmos unable to control all of it, they vowed, then nobody should be able to control both. A terrible Battle was born. The Ulterior Ones fought with their sons and servants, most of whom were terrible Discontiguates, creatures partly "normal" and partly "nightmarish". The Gods fought each with its Athanatoi servants, with the reclutant Dragons (who had refused to serve the Gods, but had chosen to live in the Normal Tetraspace) and Draedens (who had chosen to live in the Mirror Tetraspace). In the end, the Ulterior Ones were dominated and forced to renounce to one of their dimensions. Instead of being able to control the whole Cosmos, they became "discontiguated" themselves - they lost a random dimension, that they would forever lack; moreover, this lacking dimension would not be the 1st or the 5th, that would enable them to be Gods in one of the two Tetraspacess. However, although this had the effect of preventing the Ulterior Ones from dominating the Cosmos or sharing its domination, it made them very dangerous, as they are, from the Battle of Birth of Universes, the only ones that can draw upon the resources of the 1st and 5th dimension at the same time. After the defeat of the Ulterior Ones, the Gods took each their way: part, from that moment called the Mirror Gods, ruled and shaped the chaos of the Nightmare Dimension; part, called the True Gods, would shape the Multiverses. It was only after the Battle of Birth of Universes, that the Gods and the Ulterior Ones noticed the existance of the Vortex. ------------------------------ Date: Fri, 4 Jan 2002 18:58:41 +0100 From: la Volpe Subject: A Complete Guide to the Cosmos - Power to the Athanatoi! (Part One) After the Birth of the Universes, the Ulterior Ones and the Mirror Gods would be known in the Normal Tetraspace with the common name of Outer Beings, although the purposes of the two groups differ greatly. In the Normal Tetraspace, meanwhile, the True Gods were taking steps to insure the preservation of the part of the Cosmos that they controlled. The True Gods agreed to split the Normal Tetraspace in many smaller parts, separated from each other. To do so, they used an incredible amount of energy to bend the newly discovered Vortex's extremities. Although they tried to divide the parts completely, to prevent any contact between each part (named Multiverse), they didn't manage to separate them completely, and they continued to share a region, that would become known as the Inner Planes. Their continual effort, however, resulted in the birth of the Elemental Planes and of the common Ethereal, and the confinement of the ability to forge new "thoughts" in a small area of each Multiverse - its Prime Plane. When the True Gods did this, they also told the Athanatoi, their closest servants, that they would retire from the Tetraspace and give them the duty to watch over the Multiverse. To insure that part of the Tetraspace would survive even if the Athanatoi failed to defend it from possible attacks from Outer Beings, however, the True Gods didn't tell any of the Athanatoi of the "splitting" of the Tetraspace, separating the Athanatoi from each other and putting only some of them on each Multiverse. So even the oldest Immortals on Mystara, as an example, don't know the truth, fooled by their former masters. Moreover, not all of the True Gods "retired" from the Multiverses: many assumed the form of new Athanatoi, or of Athanatoi that had died during the Battle, and in this disguise they continued since then to influence and control directly the Athanatoi. ------------------------------ Date: Fri, 4 Jan 2002 15:15:27 -0800 From: Chris Furneaux Subject: Re: Ideas for adventure without magic? --- John Calvin wrote: > >> > SPOILER WARNING: If you haven't played WOTI and > intend to at some point, > don't read any further! > > > > > > > > > > > > > > > > > > > > > > > > > Yay! I did it! What do you think Stalker? > Anything useable in there? > -John Wow, great ideas. It makes me wish magic failed more often. I'm still a long way from the effects of WotI (985AC) but I've been thinking about bringing in some of the effects earlier to really throw my PC's who have some idea of the plot and when it happens. Sort of early precursors to WotI. Give it greater reason to happen. Chris. __________________________________________________ Do You Yahoo!? Send your FREE holiday greetings online! http://greetings.yahoo.com ------------------------------ Date: Fri, 4 Jan 2002 16:11:21 -0800 From: The Stalker Subject: Re: Ideas for adventure without magic? On Thu, 3 Jan 2002 20:47:22 -0800, John Calvin wrote: >>> > SPOILER WARNING: If you haven't played WOTI and intend to at some point, > don't read any further! > > > > > > > > > > (snip) > > > Makes sense. I'll drop a few ideas down right off the top of my head. > Thanks. I'll just comment on each since you took the time. > 1) The first thing that comes to mind is Savage Coast. Running into a > civilized area here might even more deadly than running away from it... > depending on how far the Red Curse advanced during the week without magic. > The problem here is that they have no knowledge of the Savage Coast at all, since I haven't used it. It does exist IMC and I've made on and off references to it, but they've never expressed any interest in it, tried to find out what is going on there, let alone considered going there themselves, so throwing them there would take pretty heavy railroading from my side as well as dumping them into a place they have no knowledge of. I'd rather avoid that and then introduce the Savage Coast properly at some later point. Besides, I can't think of much reason to put them there... > 2) Orc's head peninsula. Especially if they are dragon hunting. Sorry, but > you just invaded this dragon's territory and pissed it off, and now your magic > has failed and you've lost some of your powerful arsenal, AND you can't easily > get home. The upshot for the characters (and they might not realize this), is > that the dragon has lost its magic as well. The pcs and the dragon might be > playing a deadly game of cat and mouse while both parties try to figure out > what happened to magic, and if the other party is responsible or not. > This has a little of the same problem as above, but it's not quite as troublesome. However, since elves and other magical races grow ill during the WWM, the same should happen to dragons, I think. Besides, I would need to read up on loads of stuff about the Orc's Head peninsula first, and I need my idea by monday! Since my campaign is very much based on role- playing, I won't get a bunch of adventurers to a place simply because it looks like the adventure is going on there. They never go anywhere unless there is a really good reason, particularly not at the current stage of WOTI where the Known World seems to be falling apart and they want to stop that. I could use Rheddrian, but then why would he send them so far away? Hmmmm... > 3) Actually a city may not be the safest place to go either. Especially if > they run straight to their powerful mage friend. You know, the one who helps > them out all the time by identifying their magical treasure, or by giving them > information or perhaps even adventuring jobs. Surely this powerful mage will > know what is happening. Did I mention that this mage was powerful? Powerful > people have powerful enemies and once everybody figures out what has happened, > you better be sure that those enemies will try to settle old scores (especially > if they are not mages themselves). I'd hate to be caught in the middle of such > a feud. > That's one possibility... They don't actually have too many high-level wizard friends since one of the PCs is a wizardess who will make level 13 next time we play. The only more experienced wizards they really know are Rheddrian (or so they think) and the Stalker (whom they haven't heard from since his Skyship was reported destroyed in the Imperial Navies Clash in the summer of 1008). Then again, it might be a good time for an old enemy to seek the wizardess out... Problem is how an old enemy would find her and get to her in less than a week while magic doesn't work. > 4) Flying over the Sea of Dread in their Alphatian skyship. Bad idea... When > they crash on one of those islands they are going to have their hands full. > Magic is gone [pcs need not know that it is a world wide event...they don't > call it the Sea of Dread for no reason - perhaps they have entered a sort of > bermuda triangle?], but perhaps the ship can be made seaworthy. Of course they > will also have to worry about the natives, local wildlife, and perhaps they run > into an old friend or two (by old friend I mean old enemy). Oh... and better > hope the DM hasn't read Geoff Gander's articles on Outer Being worship in the > Known World... Even when magic finally does return, the skyship will probably > not be skyworthy until it is repaired in an Alpher port. PCs might be able to > save themselves with their magic, but not their crew. Better proceed with the > plan to get the ship seaworthy. > None of them are Alphatians. They are all from Karameikos or Darokin, except the dwarf (Rockhome obviously), and usually lurk about in those lands. A sea voyage might be an idea, though. I suppose I could have Rheddrian or the DDC (of which one is a member) send them on a mission to persuade the Alphatians not to invade Darokin, then have them become shipwrecked once magic fails, and they cannot avoid it... > 5) They are hot on the trail of an old enemy (an enemy who happens to be > hopping around the planet using teleportation magic in order to gather > components for a super weapon). Just as they catch up to their old pal on some > remote location of the planet, oops, magic fails. Now they have to deal with a > desperate enemy who feels just as panacked and trapped as they do. Hope they > live through the week. Once again a good location for this one is one of the > isles of dread. > I really like this idea. The only problem is finding one I can use this way, and who can yet pose enough of a threat without his magic. Though magic is useful, there are still some pretty hefty warriors in their little group! > 6) Ever fought a battle where all of a sudden the rules just changed? The PCs > are about to. Let them plan an attack against their favorite enemy country. > They have access to the best military (both mundane and arcane) that their > allies can provide. Too bad magic goes out and all of their well laid plans go > to waste. On top of fighting the enemy, they now have to deal with paranoid > mages who have all just lost their powers. Don't worry, nobody will try to > assassinate them. Sure hope they aren't on the Alphatian continent! > Why? I'll have you know we have things well under control in Alphatia, naturally! ;) I like this idea best of all. The only problem is that I doubt we have the time to organize something like this, and the only "enemy country" that would qualify is really the Black Eagle Barony, which wouldn't make them popular with King Stefan (at present). Hmmm, now that you mention it, I *could* have them stage an assault to enter the Great Crater/Broken Lands to get rid of Thar once and for all. Actually there are more options here than I thought. The group's ranger is an "apprentice" of sorts to an elderly elf ranger who is among the elves going north toward Wendar. I've been considering having the old elf disappear after the elves were chased out of Ethengar, but have avoided the issue until now. I could establish it and then have the PCs organize a hunt into Ethengar, perhaps even with Glantrian forces (the dwarf wouldn't like that) or Heldannic Knights who they were allied with during the war against Thar (most of the group would be wary about that, but then that only makes it more fun... for me, which is what counts). They know the Ethengarians are excellent horse archers who are wary about magic, so they prepare lots of that and then enter the steppes. Poof goes the magic! ;) Since several of the group really don't like the HKs (they *hated* being allied with them when the HKs helped Darokin against Thar - they were *certain* that treachery was involved), I could also have them plan an attack on the HKs. If I go along with the DDC plot above, they could persuade some Alphatians to try going through Heldann instead of going through Thyatis, Darokin, and other nations. They then attack Heldann with some Alphatian wizards and... poof! ;) Actually, that might work. And I could even put the decision with the PCs since it won't affect the state of world affairs anyway (seeing as how it's doomed to fail). > 7) Ever wanted to take a trip to Shadow Elf lands? Good thing that you can > blend into the local populace with all of that illusion magic because the > Shadow Elves aren't much for having visitors. The PCs are in trouble again. > When magic fails they won't look like elves anymore, and they won't have a fast > way home either. > Yes, but then they don't have much reason to go there I think... Unless it's to wage war on the shadow elves, but then the SE would be just as affected by the lack of magic as they would. > 8) Like #7 above, but the PCs take a trip to Oenkmar, Tiger/Viper tribe lands, > Azca, Shattenalfen lands, Herath, Alphaks Volcano, Hule, or anywhere else that > they *want* to be, but shouldn't. This goes for more civilized lands as well, > especially if the PCs are pretending to be somebody that they aren't. > Well, as above, I have little reason to have them go to any of those places... Besides, IMC Alphaks' Volcano sank in AC 1003 (got rid of it since it wasn't on any of the later maps). > 9) Where do you go to find a , and how do you catch > the thing once you get there? The location is probably somewhere nice and > remote, and the mode of capture is probably quite magical...especially if you > want to avoid being stomped, slashed, turned into stone, etc, etc... Once > magic fails the PCs may switch from being the hunter to being the hunted. > Could work, only the group just finished about six to eight months of training/research (in the campaign, that is). I doubt the first thing they'll want to do is go monster hunting... > 10) Man... I'm really trying to come up with 10 ideas here. Hmmm... Hehe. > Want to explore some of those ancient ruins... the ones at the bottom of the > ocean? Good thing you have plenty of magic to help you survive down there, > because those gnomish contraptions that are kept in storage look a little > scary. When magic fails, the only thing between the PCs and a sinking ship, > are the gnomish contraptions and some half baked adventure designed to save the > day! > The great problem here (and I should have mentioned this in the initial post) is that I plan to describe the failure of magic. For instance, a shade of purple will seem to cross the sky and suddenly they will all feel a strange sensation... Those who use magic (I won't tell the PCs that, just point each of them out) will feel a strange void, as if they cannot breathe. Elves in the group (there is one) will remain in this sickened condition, but the rest will recover, though they will continue to have this ominous feeling of some inexplicable sense of absence or even loss. But they cannot put their finger on what it is... until they try using magic, in which case they will naturally figure it out! Because of this I need the PCs under the open sky, not underwater or in some dark cave. > Yay! I did it! What do you think Stalker? Anything useable in there? > -John > They are all good, and some of them are downright useful :) Thanks, John. - The Stalker ------------------------------ Date: Fri, 4 Jan 2002 21:16:56 -0800 From: Chris Furneaux Subject: Re: Ideas for adventure without magic? > The great problem here (and I should have mentioned > this in the initial post) is that I plan to describe > the failure of magic. For instance, a shade of > purple will seem to cross the sky Because of > this I need the PCs under the open sky, not > underwater or in some dark cave. I just had a thought on the posible nature of magic. What if magic traveled slower and can be held better in water. This means that the magic loss that seems to happen almost instantaniously in open air, takes a longer time to drain through the water. It explains why the magic works to save aquas and means that the experience underwater could be quite interesting and spells may fail at a slower rate rather then suddenly. Just a thought. Chris. __________________________________________________ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ ------------------------------ End of MYSTARA-L Digest - 3 Jan 2002 to 4 Jan 2002 (#2002-5) ************************************************************