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Old July 9th, 2003, 10:01 PM
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Default Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread

I was operating under the following assumptions:

1) Less in general is known about magic in this plane, due mostly to the uncooperative nature of wizards, and possibly because the plane is newer than Jack's home.
2) Wizards have done at least some organization (into multiple guilds) and have progressed beyond endless guild wars (although they are still not cooperative with each other).
3) The three most powerful guilds (and most of the smaller ones, as well, out of necessity and/or the need to get along with the powerful guilds) have developed a means of settling disputes between their members short of outright war.

I also think it quite reasonable that one race would hold to stereotypes of other races. Elves very well might think orcs are stupid, wicked creatures. Oops, did I just stereotype elves and orcs?

[ July 09, 2003, 21:25: Message edited by: Krsqk ]
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Old July 10th, 2003, 07:57 AM
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Default Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread

ok, good. although, if where going to keep the continents mostly seperate where going to have to:

a: invent a good reason for it (magical interfence?)

b: keep the major guilds confined to have basically mostly seperate subsections on 2-3 continents only.
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Old July 10th, 2003, 08:33 AM
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Default Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread

Quote:
Originally posted by narf poit chez BOOM:
ok, good. although, if where going to keep the continents mostly seperate where going to have to:

a: invent a good reason for it (magical interfence?)
How about something more mundane? Magical teleportation methods require that the teleporter have either been to or seen the place in question, and most travel is prevented due to fierce sea storms and poor navigational skills (or superstition?) requiring ships to stay within sight of land. This would severly limit guild alliances; there would only be a few that could travel the distance.
Quote:
Originally posted by narf poit chez BOOM:

b: keep the major guilds confined to have basically mostly seperate subsections on 2-3 continents only.
Perhaps the guilds require state license to operate in an area; then most guilds would be limited to a single region, with the larger guilds having license in several. Then guild borders would follow political borders. We wouldn't even need to make lots of continents.
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Old July 10th, 2003, 10:05 AM
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Default Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread

Quote:
How about something more mundane? Magical teleportation methods require that the teleporter have either been to or seen the place in question, and most travel is prevented due to fierce sea storms and poor navigational skills (or superstition?) requiring ships to stay within sight of land. This would severly limit guild alliances; there would only be a few that could travel the distance.
that would work.

Quote:
Perhaps the guilds require state license to operate in an area; then most guilds would be limited to a single region, with the larger guilds having license in several. Then guild borders would follow political borders. We wouldn't even need to make lots of continents.
that would do it.

hmm. continent number...given the rough seas, there's no reason not to make that a mystery. i vote for making this one small, maybe the size of canada, and putting two similair sized continents nearby. that would give us room for 7-9 major kingdoms with little stuff here and there and new places to explore later on.

ok, i really should sleep now.

[ July 10, 2003, 09:05: Message edited by: narf poit chez BOOM ]
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Old July 10th, 2003, 06:55 PM
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Default Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread

Hmm. Perhaps the mad Emperor Estep (or whatever his name was) and his weather-magic meddling is responsible for the unstable state of the seas. Narp's offhanded comment about good weather mages fixing things could explain why it's a little calmer around land. How long ago did Estep live? Assuming there once was a time when intercontinental travel did occur, we could now have legends about mysterious, far-away lands and stories about fantastic treasures/dangers/inhabitants. Twenty or thirty thousand years should be sufficient for a good deal of nonsense to get mixed in with whatever truth used to be known.

narf: check your PM for an update to the About MOTMA thread.
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Old July 11th, 2003, 01:03 AM
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Default Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread

it's been stated as 300 years, but i beleive that could be changed without very much else needing to be changed. could everyone check there Posts and get back to me, please? thanks. or, i could just change the original and let our hordes of loyal readers point out the glaring errors.

assuming we have a loyal reader. i mean readers.

[ July 11, 2003, 00:09: Message edited by: narf poit chez BOOM ]
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Old July 11th, 2003, 02:45 AM
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Default Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread

I'm pretty sure it wasn't mentioned again.
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