From owner-dq@dq.sf.org.nz Wed Nov 25 08:49:09 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id IAA32579; Wed, 25 Nov 1998 08:49:09 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id IAA32569 ; Wed, 25 Nov 1998 08:49:07 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id IAA01611; Wed, 25 Nov 1998 08:36:24 +1300 Message-ID: <365B0C60.25A472B1@peace.com> Date: Wed, 25 Nov 1998 08:43:28 +1300 X-Mailer: Mozilla 4.5b2 [en] (WinNT; I) X-Accept-Language: en MIME-Version: 1.0 Subject: Cold Iron proposal Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit From: Martin Dickson To: dq-announce@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq-announce@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Please find following the complete new text of my (long overdue) proposed replacement for the current Cold Iron rules. Notes follow at the end. Comments needed... Cheers, Martin ====================================== DEFINITION (to be added to list of definitions in 6.1) ========== COLD IRON: All mundane metals in a non-liquid state which are composed wholly or substantially of iron ore products are termed Cold Iron. These include both iron and steel. Such metals in a liquid state (in a crucible for instance) are not "cold." Cold Iron inhibits the ability of individuals to use mana. Shaped items are never considered Cold Iron. --- RULES (to replace Cold Iron section in Restrictions on Magic 6.6 ) ===== COLD IRON This material partially inhibits the flow of mana, making it more difficult for a Mage to draw mana and shape it into a spell. 1 pound of Cold Iron as a possession will prevent a Mage from drawing the mana required for a spell or ritual. They will also be unable to exercise any talent magic except that which they possess as a result of their race. Cold Iron that is not a possession but which is in physical contact with a Mage or their clothing will have the same effect. This does not require skin contact. Being in Close with an opponent in iron armour and being shackled with iron to a dungeon wall are examples of this restriction. Very large amounts of Cold Iron may affect a Mage even if they are not in physical contact with it. Quantities of Cold Iron in the 100's to 1000's of pounds can affect Mages who are within 5 feet (1 hex). For example if a cell was constructed with a Cold Iron floor, then a Mage standing on the floor, even in boots, could not cast because of contact, but they would still be inhibited if they stood on a chair. They would have to get at least 5 feet away from the floor before they were able to cast once more. There are two circumstances that can increase the effective weight of Cold Iron for the purposes of determining if it will affect a Mage. These effects may be cumulative: 1) Any Cold Iron that is imbedded in a Mage counts as double its actual weight towards the 1 pound limit. 2) All of the fairy folk, even their most resilient cousins the Elves, are easily affected by iron. Any Cold Iron carried by or in contact with a member of the fairy folk counts as double its actual weight towards the 1 pound limit. These restrictions do not mean, however, that Mages may not wear armour or use weapons or tools, and there are several possible means of circumventing the effects of cold iron: DISCARD: The Mage may drop all iron items prior to performing any magic. Note that donning and doffing armour is very time consuming. NON-METALLIC: The Mage may employ weapons, armour and tools that are non-metallic. (e.g. leather armour, quarterstaff). Weapons that are normally metallic can be made out of bone, wood or stone, but their Base Chance is reduced by 10, and the damage inflicted is reduced by 2. A similar loss of effectiveness may be experienced with other tools that are normally iron. NON-IRON: The Mage may use metallic items that contain little or no cold iron. These include items made of copper, tin, and bronze. Such items cost the same as equivalent iron items, but they are less effective. Weapons do 1 less point of damage, and may break on a 92 to 99 roll; and armour provides 2 less points of protection. SILVER: The character may neutralise the cold iron by combining it with a metal of the silver group. There are two types of metal that are commonly combined with cold iron for this purpose: Silver, and TrueSilver. Articles made from these substances will be equally as effective as items made only of cold iron, but will cost much more. An item made of silver-alloyed metal usually costs an extra 100sp per pound weight of the item. Truesilver alloys will usually cost an extra 3,000sp per pound weight of the item. Silver only partially neutralises the effects of cold iron, but Truesilver entirely neutralises it. If a Mage has 1 pound or more of cold iron neutralised by silver as a possession or in physical contact, all of their Cast Chances are reduced by 10. SHAPED ITEMS: The character may neutralise the cold iron by having it Shaped. The permanent enchantments laid on an item by means of Shaping Magics neutralise the effect of the cold iron. --- RULES (to be added to section Magic Resistance 6.8) COLD IRON Because this material partially inhibits the flow of mana, not only does it make it harder for a Mage to draw and shape mana, but an entity can be partially protected from the effects of magic by wearing or carrying large quantities of cold iron. An entity gains +3 Magic Resistance for every 10 full pounds of Cold Iron they have as a possession up to a maximum of +15. --- Other changes. Table 54.3 Armour Chart will need the prices for Silver and Truesilver armour altered. --- NOTES ===== Some GMs currently play that cold iron weapons only restrict magic when "prepared". Others play any cold iron anywhere on a Mages person, etc. I have opted for a fairly simple system. If its a possession it counts. If its in physical contact... it also counts. If it is very large and close by, it counts. The imbedding rule is there just because I feel that subcutaneous cold iron should be particularly unhelpful. :) Also it means a 10oz dagger in the belt is OK, but between the shoulder-blades it cramps your style. And the “fairy folk” rule is because of their ancient antipathy with the metal, and that they feel like they should be more affected by it than other races/groups. The idea that large amounts of Cold Iron gave some protection against magic is that that appealed to a number of GMs. It provides a small bonus to pure fighters and goes some way towards rationalizing why armour is still in vogue with the nobility, and helps prevent all those iron armoured Michaelines from being zorched by the first Mage they encounter. Finally, I have suggested another way that we can cost Silvered and True-silvered items. I am presuming that these are alloyed metals and if an alloy, it should be based on weight. This creates one simple costing system that can be used for both weapons and armour, and anything else (just in case a PC wants a True-silver teapot). :) The prices per pound are completely reasoned and thought out long and hard, in consultation with the assayers... oh, OK they're reasonably arbitrary, and are based around 10% silver (or TrueSilver) added to the mix, with Carzalan Silver pieces being about 9k (3/8 pure) and True-silver guineas being about 18k (3/4 pure). Finally, why a pound? Well, several GMs felt that 1 dagger was OK, others said a pound, etc. Still, why exactly one pound? Hokey Rationalisation #28: The Western Alusian pound was decreed a standard weight in 422 WK by King Sigurd the Mage-Hater, as being "that amount of Iron, the master of metals, that denies the power of witchcraft, and prevents those damned souls as practice the dark arts from creating their accursed magics". -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 09:04:47 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id JAA32622; Wed, 25 Nov 1998 09:04:47 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id JAA32612 ; Wed, 25 Nov 1998 09:04:45 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id IAA02405; Wed, 25 Nov 1998 08:52:02 +1300 Orig-Sender: Michael.Woodhams@peace.com Message-ID: <365B0E62.6FA20928@peace.co.nz> Date: Wed, 25 Nov 1998 08:52:02 +1300 X-Mailer: Mozilla 4.05C-SGI [en] (X11; I; IRIX 6.5 IP32) MIME-Version: 1.0 Subject: Re: Cold Iron proposal Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Michael Woodhams To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: Michael.Woodhams@peace.com X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Looks good to me - I have just one quibble: Martin Dickson wrote: > These restrictions do not mean, however, that Mages may not wear armour > or use weapons or tools, and there are several possible means of > circumventing the effects of cold iron: > > DISCARD: The Mage may drop all iron items prior to performing any > magic. Note that donning and doffing armour is very time consuming. > > NON-METALLIC: The Mage may employ weapons, armour and tools that are > non-metallic. (e.g. leather armour, quarterstaff). Weapons that are > normally metallic can be made out of bone, wood or stone, but their Base > Chance is reduced by 10, and the damage inflicted is reduced by 2. A > similar loss of effectiveness may be experienced with other tools that > are normally iron. > > NON-IRON: The Mage may use metallic items that contain little or no cold > iron. These include items made of copper, tin, and bronze. Such items > cost the same as equivalent iron items, but they are less effective. > Weapons do 1 less point of damage, and may break on a 92 to 99 roll; and > armour provides 2 less points of protection. > > SILVER: The character may neutralise the cold iron by combining it with > a metal of the silver group. There are two types of metal that are > commonly combined with cold iron for this purpose: Silver, and > TrueSilver. Articles made from these substances will be equally as > effective as items made only of cold iron, but will cost much more. An > item made of silver-alloyed metal usually costs an extra 100sp per pound > weight of the item. Truesilver alloys will usually cost an extra 3,000sp > per pound weight of the item. > > Silver only partially neutralises the effects of cold iron, but > Truesilver entirely neutralises it. If a Mage has 1 pound or more of > cold iron neutralised by silver as a possession or in physical contact, > all of their Cast Chances are reduced by 10. > > SHAPED ITEMS: The character may neutralise the cold iron by having it > Shaped. The permanent enchantments laid on an item by means of Shaping > Magics neutralise the effect of the cold iron. This is a big chunk of rules which mostly don't belong here. This should be expressible in one paragraph with references to other sections of the rules (on non-standard materials for weapons and armour) The all-or-nothing nature of casting in the presence of cold iron doesn't particularly appeal to me - if we were starting from a clean slate I would oppose it - but on the principle of 'if it isn't too broken, don't fix it' I am happy with keeping this as is. Michael W -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 09:18:58 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id JAA32655; Wed, 25 Nov 1998 09:18:58 +1300 Received: from fclaklmr01.fcl.co.nz ([203.98.14.148] (may be forged)) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id JAA32645 ; Wed, 25 Nov 1998 09:18:57 +1300 Message-Id: <199811242018.JAA32645@mail.sf.org.nz> Received: from fclaklex00.fcl.co.nz ([10.1.20.7]) by fclaklmr01.fcl.co.nz (Post.Office MTA v3.5.1 release 219 ID# 0-0U10L2S100) with ESMTP id nz ; Wed, 25 Nov 1998 09:05:40 +1300 Received: by fclaklex00.fcl.co.nz with Internet Mail Service (5.5.1960.3) id ; Wed, 25 Nov 1998 09:05:39 +1300 Subject: RE: Cold Iron proposal Date: Wed, 25 Nov 1998 09:09:21 +1300 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.1960.3) Content-Type: multipart/mixed; boundary="---- =_NextPart_000_01BE17E5.CE6D9480" From: "Andrew Withy (FAL AKL)" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------ =_NextPart_000_01BE17E5.CE6D9480 Content-Type: text/plain > > Silver only partially neutralises the effects of cold iron, but > > Truesilver entirely neutralises it. If a Mage has 1 pound or more of > > cold iron neutralised by silver as a possession or in physical > contact, > > all of their Cast Chances are reduced by 10. > A lot easier if Silver totally neutralises penalties. True silver could have other properties if we still need it. I think this is a fairly common approach by players - I know I played this for a few years, before being reminded. 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X-mailer: Pegasus Mail for Win32 (v2.53/R1) From: "Michael Parkinson" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-to: m.parkinson@auckland.ac.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Dear All, here is the beginnings of a brief Gazetteer of our plane. Hopefully all towns, cities, and regions which impact on Adventurers will eventually be included. 1-off or incidental places should be restricted to 1-line entries. Places which impact often or which are used as the site of regular games should have a brief summary (say upto 150 words as needed). The next version should give approximate direction & distance (from seagate) to the place mentioned. ANYONE with currently valid maps, please assist. WARNING: some of the places in this rough draft may have fallen off the current map of the world -- e.g. I'm not sure where the Azurian Empire shifted to, so it has been temporarily omitted. I suggest that the many necessary corrections & additions be sent to me to be collated & incorporated. There are many omissions (e.g., where my current party is) -- if GMs in particular could send postings on areas they use). I'll get back to the group if there are inconsistencies. I willl accept postings longer than, say, 150 words. These can be reserved for various histories or for more detailed, fine-scale, regional guides to be displayed elsewhere -- e.g., something like http://www.geocities.com/Vienna/2567/gaze1.html (now slightly dated) But, especially in the short term, would people please send *new entries*, even if they're just 1-liners, particularly of places relevant to player characters or intrinsic to multi-game plot lines. Also, would respondants indicate whether they want feedback to this mailing list, or to have an ongoing working version diplayed on web pages (e.g. my geocities site). BRIEF GAZEETEER =============== Abbreviations: B. = Baron (of); Bnss = Baroness (of); Ct = Count (of); Ctss = Countess (of); D. = Duke (of) E = east(ern); K. = King; Lang. = main language(s); N= north(ern); POI = place(s) of interest; S=south(ern); W = west(ern);* denotes a guild-member. Entries in Title Case (e.g., Fort Boris) are towns, castles, or a small barony about such a place, etc. Entries in UPPER CASE (e.g., AQUILA) are larger territories, regions, or states. ALADAR = (Duchy) ALBA LONGA = Large, long island wilderness claimed by DESTINY, but not settled; Population: orc warbands, fossegrim, other monsters. POI: Mt Victory, female Ziggyan Monastery. Resources: Orcs, rumoured gold mines. ALFHEIM = (Queendom) on N side of the Alfhein Mountains. Extensive forests, lakes; some cities. Capital is ancient, excessively civilised, exorbitantly expensive. Population: lots of elves. Lang.: Elvish. Alla'umbra = Subterranean Drow city, somewhere in GUJERAT Lang.: Drow VIPs: Jewel. ALMA VIVA = (former iarldoms or chiefdoms; now Baronies of DESTINY) islands N of CALATRAVA, former home to fur-clad heavy-drinking longboat raiders & their thralls. Pacified by K. Carlos of DESTINY. Lang.: AlmaVivan, Destinian. VIPs: B. Ravenswoood, etc ANTICASALA = (Barony) purchased by from, & vassal to, D. KARZALA. POI: Hostel of the Silver Drake. Lang.: Dragonish, Elvish, Common. VIP: B. Prudence, ancient dragon-slayer, Guild veterinarian, step-son of Alberich of ELFANBURG AQUILA = (Duchy) now part of the [New] Western Kingdom. Lang.: Folksprach VIP: D. Frederick (the Regent) ARABIE = various countries, usually city states; mostly roughlands & deserts. Major Resources: trade, spices, jewels. Lang.: Arabiq BARATARY = (Barony) a broad valley down-river of Innesburg. Resources: vegetables (especially cabbage) Bergsburg = seat of Bnss HOCHLAND BOROVIA = (County Palatine). N. of MIDHEIM, on a new highway to ALFHEIM through the new mountain pass. Resources: trade; forests. POI: Portal to KIN-LU Lang.: Common, Elvish? VIPs: *Ct Kree Tajin, *Ctss Anastasia Desire, *Admiral (B. Silverfoam); Mayor Ismark. BOWCOURT = (ancient Marquisate, now part of the New Kingdom). Major resources: wine, history, forest, mines. Lang.: Lalangue. VIPs Her Serenity, Marchioness Dulciena. BRANDENBURG = (Duchy) BRASTOR HOLDINGS = (Castellancy), vassal of KARZALA. Lang.: common? BRODERLAY = (County) town, on the Old Highway, & attached valleys. Vassal of AQUILA: the demilitarized zone between it & BOWCOURT. Resource: superb wines. Lang.: Common, Elvish, Folksprach. VIP: Ct Bertrand, Chancellor. CAITHNESS = N. islands of NORDEN. CALATRAVA = (former Marquisate, now absorbed by the Kingdom of DESTINY). CALDERFIELD CARZALA = (Duchy), Capital is Seagate. Lang.: Common. VIP: D. Leto. CLARKSVILLE = (Barony) DeBOURGNAC = (Duchy) has satellite states & orcish neighbours. DESTINY = (Kingdom) the Home Islands are an Archipelago in narrow straits between ALBA LONGA & the Continent. Population 80,000+; with about 400,000 more in distant colonies, military outposts, or dependant states. Major Resources: navy/ trading-fleets with superior vessels, air mages, water mages. Socially dominated by an officer class of about 750 (the Dons), considered proud/arrogant, touchy, given to wearing lace, satin, ornate black clothing, diamonds. Lang.: Destinian (a.k.a. Calatravan or Espagnola); some dependant states have own languages. VIPs: K. Carlos, Council of Ten (including Cardinal DeFuca), Don Rodrigo de Posa, Destiny = Capital; fortified port, on largest island in Kingdom of DESTINY. Population 13,000 + Mercenaries. Vitally dependent on sea-trade for essentials & luxuries. POI: Cathedral; Palace; Naval yards; Weaponsmiths; extensive range of foreign goods available. DRAKWOOD = (Waldgraviate) This forest is the major MIDHEIM border, from GRACHT & SYBORITE in the N to BORDERLAY in the S.E.; but S of MMHS it takes on a dark and twisted nature -- too warped to produce timber. Trespassing through Drakwood-in-HOCHLAND is equally fatal, but without such unpleasant forebodings. For military reasons, that part of the forest S of MMHS is the country's premier "barony", viewed as a frontier between the metropolis's bread-basket and its natural enemy and trading partner, AQUILA. Major Resources: charcoal; wood rangers; game; herbs; hunting for MMHS's gentry. VIP: Prince Tirsi, an elf, the Graf's Master of the Hunt; the Waldgrave. ELFANBURG = (Barony) old human city & surrounding valley; client-state of ALFHEIM. Ancient source of plagues. Resources: trade, starsilver mine, poisonous plants, magic. POI: Lang.: Elvish Old Kravonian, Common? VIPs: B. Anastasius-Grendl (s. *Grendl, Guild necromancer); *Silken; Ambassador Prospero; Treasurer Alberich. ELTRANDOR = (Duchy) FFENARGHH = (theocracy) 3500 sq. miles of little-known low-lying swamp & varied monsters ("the vapours" having caused gross degeneracy in the populace); Rumoured recent improvements POI: Abbey of St Thoderick. Lang.: Common? FIVE SISTERS FLUGELHEIM = (Duchy) Fort Boris = recently completed, overlooks the Old Royal Highway and narrow river-valley which is the demarcation between local MIDHEIM and the foreign County of BORDERLAY. Fort Drakwood = the seat of DRAKWOOD is a military camp, not a castle; the base of operations for Forest rangers and civilian Charcoal-burners. It changes location when all the suitable wood has been harvested from a particular place, but the main road remains a permanent feature. FOXCOURT = (County) BOWCOURT's N-most county. Resources: warpstone, treachery. Lang.: Lalangue GODHILL = (Barony) small rocky island with high cliffs, treacherous tides, and a ruined abbey. Close to Seagate. Recently purchased, freehold, from the D. of RANKE. Home to *Bnss Serendipity. GRACHT = (County) non-militant, bucolic, highland region N of SIBORITE. Causes nausea in Death-aspected persons. Resources: food, beer, mead, forests. Population: perhaps 5000+ hobbits; 200 humans; 1 giant. POI: Mt Gravenrest; Castle Gracht; City-Bywater; the Long Canal; Monastery of Tarnheim; Schloss Jotenburg. Lang.: Halfling, Common. VIPs: Graf Grendl XVI (s. of *Grendl the Guild necromancer); *B. Jottenburg (Arthur Pendragon) & the *Bnss, Amelia Thexton (Warden of the Rising Forest); *Motley A. Giant (alias Old Mott.) Granbuque = Fortified city-port; military & trade outpost of DESTINY. Population 5,000. Lang.: Destinian VIP: Don Castor. GRENZSTADT = (barony) created when the recent War broke out and invested on the Captain of MMHS's elite mounted guards. It comprises the former barony of Blutsanger, whose last Baron disappeared about the time the Vampire Count of BOROVIA was overthrown, and the market-town of Grenzstadt (formerly in MIDDENLAND). Apart from the valley around Grenzstadt itself, the Barony is essentially heathland and waste stretching to the Borovian forest. The Grenzstadt-Borovia Highway and Kreuznung-Knoblauch road are of superb quality, completed in 789 by the [former] Ctss of SYBORITE. Major Resources: agriculture; tobacco; wine; through-traffic; lead; trade. GUJERAT = a region of various small nations ruled by Beys, Rajahs, & similar princelings. Some valleys & subterranean sites controlled by Drow. HOCHLAND = (barony) On both sides of ridge extending N. from MMHS towards the Alfheim Mtns. Resources: Good timber, horses, wine, farmlands and pasture. Erulein Forest Wardens. The wine of Hochland is predominantly white and exported in barrels throughout the baronies -- a cheap and acceptable plonk, a tafelwein for the masses (as opposed to, say, a '58 Borderlay). Considered excessively rustic by the inhabitants of MMHS. Innesburg = (Military governorship) where the Old highway crosses the Baratary river. A former poor republican city-state, on windswept moors -- the invasion of which, by Aquilan & Bowcourt troups, was a minor causus belli of the recent wars. Population: 9,000. Lang.: Folksprach, Common. Resources: ironworks & mines; wool; cheap accomodation for travellers bound elsewhere. VIP: Colonel Radetsky, the military governor. Jotenburg = *Arthur's seat, a lakeside castle on the borders of GRACHT. Karlheim -- see MIDDENLAND. LUNAR EMPIRE MIDDENLAND = (district) the major source of food & wine for MMHS; the remnants of the original "home county" of the Grafs of Midheim. Administered, from Karlheim, by the Landvogt (a sort of "Royal Sheriff") & his Stewards -- keenly sought, juicy appointments for politically ambitious MMHS gentry. The river valley from Kowdorf to Grenzstadt is extensively farmed, but the rest of the district is mostly waste or pasture. The wines of the Middenland include both red (mainly "dry sack") and white (usually "Hoch" -- cf HOCHLAND.). Mittelmarkhaupstadt (MMHS) = (Grafdom) prehisotric, defensive city strategically placed on the oldest trade-route of the baronies, predominantly carved out of a volcano-like spur; some streets are too steep for wheeled transport. Very expensive (and occasionally worth it). Paradoxically, MMHS has both a strong local culture and a cosmopolitan world-view. The city's wealth and spectacular festivals have engendered a sense of "High Society"; before the War many petty nobles and merchant-princelings would winter in MMHS (if they could afford to), usually from the Harvest festival to the Spring-festival. During the war, the city thrived -- as a nexus for spies, arms-dealers, and the better sorts of refugee. Major Resources : trade and accommodation (especially in luxuries); skilled craftsmen and guilds; medicinal baths; magical university; good-living; history; some technological innovation; etc. POI: Cathedral; Baths; MUMS; shops; Operahaus; Grafsmund. Language: Reichspiel. VIP: Graffin Flavia, Dr F. Einstein, etc. MMHS -- see Mittelmarkhaupstadt. NARBY NORADIN = Lang.: Dwarvish? Newhaven = in CARZALA. Lang.: Common. VIP: *B. Logan. ORKLANDs -- see DeBOURGNAC PASIFIKA = Loose archipelago in the Southern Seas; Lang.: Pasifikan PLAS'TORO = (former duchy) Southern vassal of DESTINY; 800,000 sq miles of Pampas. Suffered turbulent revolt when a guild party destroyed the magical infrastructure. Currently experiencing a slight Undead problem in the Capital City. Population 60,000 & falling (mostly on plantations). Resources: Beef. Lang.: Destinian, VIP: various Military Governors (regularly assassinated). Port Artz RANKE = (duchy) Rederring = Small town on the Highway, owned by Sir Leschflow de Rederring, formerly flunky to the pretender Black Stefan of GRACHT, now a loyal servant of the Regent (the D. of AQUILA) San Miguel = Fortified city-port; military & trade outpost of DESTINY. Population 10,000. .Lang.: Destinian VIP: Don Alfonso SANCTUARY = (dependent principality) Schoenhausen = (barony) in upper AQUILA. Seagate = mostly harmless. You are here. STERLING = N-most island of CAITHNESS. SYBORITE = (County), long possessed by the house of AQUILA. Previous Ctss is a d. of the current D. of AQUILA, the present Regent of the W KINGDOM. The county is a mixture of fertile cwms (valleys which support fertile farms) and wilder moors (where many flocks graze, despite the depredation of halfling sheep-rustlers from GRACHT). Major resources: sheep/goats; farmlands; forests; magical garden. Language: Folksprach, common? TERRANOVA = the far continent. Very, very dangerous. TOLEDO = (duchy) Eastern vassal outpost of DESTINY. Capital City San Juan -- where the infamous Dago-Squid alliance was signed. Population 50,000. Resources: Forests, Hardwoods, spices and "herbs", jewels, food. Lang.: Toledan, Destinian, VIP: Duke Nasr al-Khan VOLE = (Viscounty) in BOWCOURT, near a Druidic forest. WESTERN KINGDOM = re-instituted (i.e. newly formed) from the marriage & conquests of AQUILA & BOWCOURT. Michael Parkinson Information Services A/L Science Library, University of Auckland. Email: m.parkinson@auckland.ac.nz Phone: (09) 3737 599 x 5858 Fax: (09) 3082 304 -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 09:45:08 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id JAA32733; Wed, 25 Nov 1998 09:45:08 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id JAA32723 ; Wed, 25 Nov 1998 09:45:07 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id JAA04907; Wed, 25 Nov 1998 09:32:24 +1300 Message-ID: <365B1980.78069AF@peace.com> Date: Wed, 25 Nov 1998 09:39:28 +1300 X-Mailer: Mozilla 4.5b2 [en] (WinNT; I) X-Accept-Language: en MIME-Version: 1.0 Subject: Re: Cold Iron proposal Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Martin Dickson To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Michael Woodhams wrote: > Looks good to me - I have just one quibble: > > Martin Dickson wrote: > > > DISCARD: The Mage may drop all iron items prior to performing any > > NON-METALLIC: The Mage may employ weapons, armour and tools that are > > NON-IRON: The Mage may use metallic items that contain little or no cold > > SILVER: The character may neutralise the cold iron by combining it with > > SHAPED ITEMS: The character may neutralise the cold iron by having it > > This is a big chunk of rules which mostly don't belong here. This should be > expressible in one paragraph with references to other sections of the rules > (on non-standard materials for weapons and armour) Agreed, totally and completely. The five options would be better expressed as bullet points rather than a paragraph, but yes, the effectiveness of bronze or bone weapons etc, shopuld be in the appropriate combat section, and the prices should be somewhere that pricing is explained. > The all-or-nothing nature of casting in the presence of cold iron doesn't > particularly appeal to me - if we were starting from a clean slate I would > oppose it - but on the principle of 'if it isn't too broken, don't fix it' > I am happy with keeping this as is. The previous cut of this was based on the ideas for Adventurer -- specifically that Cold Iron made it more fatiguing for a Mage to cast. More Iron = more FT... just like being in a low mana zone. Silvering metal decreased its effective weight (eg. 1/10th). This system was largely considered to be too complicated. If opinion has changed enough that there is now sufficient interest in it I would be happy to re-write it as simply as possible. Cheers, Martin -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 09:46:42 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id JAA32752; Wed, 25 Nov 1998 09:46:42 +1300 Received: from mailhost.auckland.ac.nz (mailhost.auckland.ac.nz [130.216.1.4]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id JAA32743 ; Wed, 25 Nov 1998 09:46:41 +1300 Received: from sci4 (lbr-122-42.lbrsc.auckland.ac.nz [130.216.122.42]) by mailhost.auckland.ac.nz (8.9.1/8.9.1/8.9.1-ua) with SMTP id JAA20180 ; Wed, 25 Nov 1998 09:33:58 +1300 (NZDT) Message-Id: <199811242033.JAA20180@mailhost.auckland.ac.nz> Date: Wed, 25 Nov 1998 09:37:50 +0000 Subject: Languages X-mailer: Pegasus Mail for Win32 (v2.53/R1) From: "Michael Parkinson" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-to: m.parkinson@auckland.ac.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Dear all, When people (especially GMs) look at the Gazetteer's rough draft, could they bear in mind the main language(s) of the various places. If the language is a creation of yours, please indicate any other languages it is related to, and whether it has written form (& if so is it alphabetic, character-based) and what does it look like. If the language is associated with particular peoples, please indicate or describe the culture. The important thing is to get responses back from you. Kind regards, Michael Michael Parkinson Information Services A/L Science Library, University of Auckland. Email: m.parkinson@auckland.ac.nz Phone: (09) 3737 599 x 5858 Fax: (09) 3082 304 -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 09:47:44 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id JAA00021; Wed, 25 Nov 1998 09:47:44 +1300 Received: from mail.iconz.co.nz (mail.iconz.co.nz [202.14.100.36]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id JAA00010 ; Wed, 25 Nov 1998 09:47:40 +1300 Received: from mandos (e0.firewall.ak.iconz.net.nz [202.14.100.208]) by mail.iconz.co.nz (8.8.7/8.8.7) with SMTP id JAA196230911939691 ; Wed, 25 Nov 1998 09:34:51 +1300 (NZDT) Message-ID: <005d01be17e9$ae631360$1564a8c0@mandos.ICONZ> Subject: Re: Cold Iron proposal Date: Wed, 25 Nov 1998 09:33:20 +1300 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 From: "Mandos Mitchinson" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. >> > Silver only partially neutralises the effects of cold iron, but >> > Truesilver entirely neutralises it. If a Mage has 1 pound or more of >> > cold iron neutralised by silver as a possession or in physical >> contact, >> > all of their Cast Chances are reduced by 10. >> >A lot easier if Silver totally neutralises penalties. True silver could >have other properties if we still need it. I think this is a fairly >common approach by players - I know I played this for a few years, >before being reminded. Personally I think it is fine how it is now and I think that making it even easier to have mage armour is something that we should not be encouraging. Mandos /s -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 10:31:48 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id KAA00182; Wed, 25 Nov 1998 10:31:48 +1300 Received: from mailhost.auckland.ac.nz (mailhost.auckland.ac.nz [130.216.1.4]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id KAA00172 ; Wed, 25 Nov 1998 10:31:47 +1300 Received: from sci4 (lbr-122-42.lbrsc.auckland.ac.nz [130.216.122.42]) by mailhost.auckland.ac.nz (8.9.1/8.9.1/8.9.1-ua) with SMTP id KAA27197 ; Wed, 25 Nov 1998 10:18:50 +1300 (NZDT) Message-Id: <199811242118.KAA27197@mailhost.auckland.ac.nz> Date: Wed, 25 Nov 1998 10:22:43 +0000 Subject: Gazetteer PS X-mailer: Pegasus Mail for Win32 (v2.53/R1) From: "Michael Parkinson" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-to: m.parkinson@auckland.ac.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Dear All, Rosemary has suggested: > Could we have an indication of the entries of which GM has done stuff > there. Good suggestion -- it will make it easy for GMs to coordinate. Please could GMs indicate this. Michael Parkinson Information Services A/L Science Library, University of Auckland. Email: m.parkinson@auckland.ac.nz Phone: (09) 3737 599 x 5858 Fax: (09) 3082 304 -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 14:55:14 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id OAA00646; Wed, 25 Nov 1998 14:55:14 +1300 Received: from fep1-orange.clear.net.nz (fep1-orange.clear.net.nz [203.97.32.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id OAA00637 ; Wed, 25 Nov 1998 14:55:08 +1300 Received: from qed_akl_nt_1.qed.co.nz ([203.97.23.141]) by fep1-orange.clear.net.nz (1.5/1.11) with ESMTP id OAA03724; Wed, 25 Nov 1998 14:41:31 +1300 (NZDT) Received: by qed_akl_nt_1.qed.co.nz with Internet Mail Service (5.5.1960.3) id ; Wed, 25 Nov 1998 14:42:28 +1300 Message-ID: <15A7D8BC5E3ED2119E2E0000F82150FC010A73@qed_akl_nt_1.qed.co.nz> Subject: Earth College Intro Section Date: Wed, 25 Nov 1998 14:42:25 +1300 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.1960.3) Content-Type: text/plain; charset="iso-8859-1" From: Stephen Martin To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. This change to the intro section of the Earth college is to enhance the flavour of the two branches. It is also changed to be less absolute in it's association of the branches with personality types. And Druids gain a tangible benefit from sacrifices. The bits which have changed are the descriptions of the branches and their benefits and the base chance modifiers. Cheers, Stephen. ******************* The College of Earth Magics is concerned with the shaping of the powers of the earth itself and of those entities and things that are rooted in the earth or in contact with it. There are two distinct branches of this College, and a practitioner of Earth Magic college can be a member of only one branch at a time. They may alter their affiliation, but are treated as if they had quit their original branch and lost all knowledge of Earth Magic until such time as they has spent six months in study and meditation to relearn the General Knowledge of the College in a new form. The two divisions of this College are: Pacifistic Earth Magic Adepts of this branch work with the natural flow of mana through the earth. They direct, focus, and enhance the natural flows to perform their magic. Adepts of this branch are usually pacifists and are rarely seen in heavily populated areas, preferring to live and work in "pure and untouched" wilderness areas. They are unaffected by counterspells of their College cast over an area they occupy while attempting to work the magic of their College. In addition, the counterspells of their College give only half the normal benefit to characters attempting to resist their magic. However, if they ever participate in magics of this College which involve human or animal sacrifice then they will lose all of their college abilities until they spend six months in study and meditation to re-attune themselves with the natural flow of mana. Druidic Earth Magic Adepts of this branch disregard the natural flows of mana and tap into the raw power of the earth. This form of Earth Magic is usually practiced by strong-willed individuals who have no objection to the taking of human or animal life to further their magic. It is often practiced communally since it is in part ritual magic. Many of the rituals involve courting the darker sides of earth by providing blood to quench its thirst. A Druid may sacrifice a land-based animal or a sentient entity to improve their chance of performing spells (standard cast only not pulse casting) or rituals. In addition if a sentient entity is sacrificed then the effective rank of the spell or ritual is increased by one. 19.1 Restrictions Practitioners of the College of Earth Magics must always be in contact with the earth to perform magic of this College. A practitioner of this College is considered in contact with earth if they are in contact with an item that is, itself, rooted in the earth (tree, plant, foundation of a house, etc.). They would not be in contact with earth if they were in the air or in water where they could not touch bottom, or if they were atop a piece of furniture or an animal as these are not rooted in the ground. An Adept in a person's arms is not in contact with the earth. The MA requirement of this College is 15. 19.2 Base Chance Modifiers The following numbers are added to the Base of performing any talent, spell or ritual of the College of Earth Magics. Pacifistic Earth Magic Adept is wearing a sprig of fresh mistletoe 5 Adept occupies a Pacifistic place of power ? 25 Adept is in a manmade dwelling without an earthen floor -10 Adept is in contact with earth, but beneath water -15 Adept occupies a Druidic place of power ? -25 Druidic Earth Magic Adept sacrificed a small animal (rabbit, cat, etc.) 5 Adept sacrificed a large animal (deer, pig, horse, etc) 10 Adept sacrificed a sentient entity 15 Adept occupies a Druidic place of power ? 20 Adept is in a manmade dwelling without an earthen floor -5 Adept is in contact with earth, but beneath water -20 Adept occupies a Pacifistic place of power ? -20 For example, beneath the ocean, if the Adept can find a way of breathing in such a situation, a Druid's BC would always be reduced by 20. ? These can be any places frequented by worshippers of earth. Examples from mythology and literature might include: Stonehenge, Finn McCool's Seat, The Hill of Tara, etc. Druidic Places of Power are frequently used for ritual sacrifice, they are often barren or surrounded by warped and twisted plants, most animals will actively avoid them. Pacifistic Places of Power are peaceful areas, usually surrounded by lush growth and frequented by animals, performing a sacrifice in one will disrupt the place of power for between a week (small animals) and 3 months (sentients). All modifiers are cumulative. They are in addition to the modifiers listed in §6.4. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 16:19:20 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id QAA00781; Wed, 25 Nov 1998 16:19:20 +1300 Received: from fclaklmr01.fcl.co.nz ([203.98.14.148] (may be forged)) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id QAA00771 ; Wed, 25 Nov 1998 16:19:16 +1300 Message-Id: <199811250319.QAA00771@mail.sf.org.nz> Received: from fclaklex00.fcl.co.nz ([10.1.20.7]) by fclaklmr01.fcl.co.nz (Post.Office MTA v3.5.1 release 219 ID# 0-0U10L2S100) with ESMTP id nz ; Wed, 25 Nov 1998 16:05:41 +1300 Received: by fclaklex00.fcl.co.nz with Internet Mail Service (5.5.1960.3) id ; Wed, 25 Nov 1998 16:05:40 +1300 Subject: RE: Earth College Intro Section Date: Wed, 25 Nov 1998 16:09:39 +1300 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.1960.3) Content-Type: multipart/mixed; boundary="---- =_NextPart_000_01BE1820.7B4C24C0" From: "Andrew Withy (FAL AKL)" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. ------ =_NextPart_000_01BE1820.7B4C24C0 Content-Type: text/plain Firstly, far too many potential/variable bonuses - this tends to be confusing (Witchcraft is a classic example). Secondly, + 5 / +10 for killing animals is too high. Why not just make all Pacifists/Druids life/death-aspected, same as Celestials are Lunar/Solar. Maybe there should be a neutral ground for "normal" people without any bonus/penalties, with normal aspects. Alternatively, say that no matter what aspect, Druids get penalties for life-events same as if death aspected, & same for pacifists & death. It would encourage death-aspected people to druidism, and pacifists to avoid bloodshed (I'm keen on the latter). This idea would penalise (slightly) rather than enhance one of the tougher/more common colleges. It would need a fair bit more work, however. BTW, how is the Intro to Earth broken? Why do Earth Mages need more bonuses? Andrew > ---------- > > And Druids gain a tangible benefit from sacrifices. > > The bits which have changed .. the base chance modifiers. > > ******************* > Druidic Earth Magic > Adept sacrificed a small animal (rabbit, cat, etc.) 5 > Adept sacrificed a large animal (deer, pig, horse, etc) 10 > Adept sacrificed a sentient entity 15 > Adept occupies a Druidic place of power ? 20 > Adept is in a manmade dwelling without an earthen floor -5 > Adept is in contact with earth, but beneath water -20 > Adept occupies a Pacifistic place of power ? -20 etc. ------ =_NextPart_000_01BE1820.7B4C24C0 Content-Type: application/ms-tnef Content-Transfer-Encoding: base64 eJ8+IikDAQaQCAAEAAAAAAABAAEAAQeQBgAIAAAA5AQAAAAAAADoAAEIgAcAGAAAAElQTS5NaWNy b3NvZnQgTWFpbC5Ob3RlADEIAQWAAwAOAAAAzgcLABkAEAAJACcAAwA8AQEggAMADgAAAM4HCwAZ ABAABQAnAAMAOAEBCYABACEAAAA2NTI0NTU5NTc2ODJEMjExQkUxMjAwODA1RkQ2QzAzRQDqBgEE gAEAIAAAAFJFOiBFYXJ0aCBDb2xsZWdlIEludHJvIFNlY3Rpb24A4QoBDYAEAAIAAAACAAIAAQOQ BgDUCAAAJQAAAAIBCRABAAAAxgQAAMIEAAD1BwAATFpGdXkL5X0DAAoAcmNwZzEyNf4yAP8CBgKk A+QF6wKDAFATA1QCAGNoCsBzZXT+MgYABsMCgw5QA9UHEwKDMjMTz2Y0A8UCAHByFnES4BRINRA6 aGVs0QMgRGxnAoB9CoAIz18J2QKACoEOcQtgbg4QMB4zFOALChYSAdAgRmmBEqB0bHksIGYKwRB0 b28gA4F5IHCUb3QJ8HQHMS92CsCTBzACYGUgBuBudRKwdQQgLR4AaAQAHgAJ8GSbIKEeMGIfsAWg bmYgAIELgGcgKFdpdBJw1QUAYQGAICCRYSFwC2CDBBAN4CBleGFtC1B4ZSkuCoUkTAZgIYFkwR2S KyA1IC8mIBvA6x3ABbFrAxBsIeIAcAdwnwdABCAgkh4hIIBnaCQ9KSmhV2gegG4esCBqdyAABUAA wGsfsAdAAyBQBwDQBpAEAHRzL0RyjHVpIPEnQGZlLw5wamEgcC0jUHAFkB7AZN0dsHMj0CrhBCBD GIAHkIce8iLxGfAgTHVuCsAsL1MG8ArALgXQYXlPIVEgcASQH7BzaAhgbIZkIUIjEG5ldXQikF8D IAnACGAg4CbDIiogcqUnwSIekGVvI/EgA/DfIHAIYAVAHmIf0y8tIC8w/mwe8AeQHbAzkioRMsIt 4X0tInMozxQwNPAEkSzAaf52GIAdoS2gHoAgcCzAKhH/HkECQASQM4A48i0EHbAr5T5nEsAzETTV JsMsUi1l3zhAAjAEIC2mBpAgLKM2Ff0tYiYtlCbSCrArZT6RLKP1L8BJBUB3MMMJ8AWgCHC+YTsQ PZQs9zMWISFkK/J9BABtHbAAcEKBP2chIWH8dm8sEB/AGYAEcDCgQnGwKEknbScACeEgAiDvMDIs QDlzJCdUIIIsECywz0ClNLMEAB+wKHMnQCig+R2BKSAikDBCONIDoAnw/UqxYx+wAiBLUT2ARsIe EHZ1KKAEkC8EYC7hBaBt/wRgA6AZYR+gOxA2gEB4MWD/QnEjEB3QHVAfwCJAHkBMstlAsHJrHbAw sHc8gS+wcSRMQlRXUCMoA0bRSbcCMANgIRJFCsA1gWIDYOkq0G4/KdNkUxYv4E2x106ETKMf1T8k TEEg4BnwRncKiydAMTgwAtFp8C0xNDQOsAzQWRMLWfwxNgqgA2AewC1AIEBbN/MkTFgWMzZZtxTi DAFatr9XQTqXC3EjAQGQG6BpH5P/CfAOgE9hA1ItkQUBK4BLQP82jkfwH7EiQAQgOdAN4DWQfxKA OEAhcEqxOxAw8BxdLu8vwF1vWtRGwmIjUGQES0GvBGErcQSQNo4qab8qCoX/K+MjgVSHDeBW1g5w BTFhV79OwkOgKwInlCIQIpBiT1EdHbBjLMAdsBLAYy4p/wyCJkBsj22XL5FBgW6GDnD7BJAdsHAo kFAiEqFvs3AUfxvAcI9tmB7SHtFBAR7wdIZ5dGRwfG9jY3VzYP8HkSMQa1YLUUtCPYAeoFBg/wXA U/BwIwHQdNtIEl+yA4H/AMAOcD2QUGAnNDOYI6BTQt9GYRtwHiAK0XAyLXB8fCS/IYEBkFsBNWN+ Yx2wYjPh+2CCPcJ3LMA5oX9Eezdcv/9mL3hPK0Z5r3q2g54cbG/SC4mlGREAjEAAAEAAOQCAW8cJ IRi+AQMANgAAAAAAAwAmAAAAAAAeAHAAAQAAABwAAABFYXJ0aCBDb2xsZWdlIEludHJvIFNlY3Rp b24AAgFxAAEAAAAbAAAAAb4YFYQdlVUjsYJ2EdK+EgCAX9bAPgACfhj6AAMALgAAAAAAAwDxPwkE AAAeADFAAQAAACoAAAAvTz1GQ0wvT1U9RkFMQUtML0NOPVJFQ0lQSUVOVFMvQ049QU5EUkVXVwAA AAMAGkAAAAAAHgAwQAEAAAAqAAAAL089RkNML09VPUZBTEFLTC9DTj1SRUNJUElFTlRTL0NOPUFO RFJFV1cAAAADABlAAAAAAAMQeIBiCPsr9T7OEbCqAKoAPHPGAAAAAAgAAAABAAAAAQAAAAsAFwwA AAAACwAGDAAAAAALAAIMAAAAAAsABQAAAAAACwA1AAAAAAACAUcAAQAAADEAAABjPU5aO2E9IDtw PUZDTDtsPUZBTEFLTE5UMDAwLTk4MTEyNTAzMDkzOVotMTYzNjUAAAAAQABIAIBbxwkhGL4BAgH5 PwEAAABGAAAAAAAAANynQMjAQhAatLkIACsv4YIBAAAAAAAAAC9PPUZDTC9PVT1GQUxBS0wvQ049 UkVDSVBJRU5UUy9DTj1BTkRSRVdXAAAAHgD4PwEAAAAfAAAAQW5kcmV3IFdpdGh5ICAgICAgICAg KEZBTCBBS0wpAAAeADhAAQAAACoAAAAvTz1GQ0wvT1U9RkFMQUtML0NOPVJFQ0lQSUVOVFMvQ049 QU5EUkVXVwAAAAIB+z8BAAAARgAAAAAAAADcp0DIwEIQGrS5CAArL+GCAQAAAAAAAAAvTz1GQ0wv T1U9RkFMQUtML0NOPVJFQ0lQSUVOVFMvQ049QU5EUkVXVwAAAB4A+j8BAAAAHwAAAEFuZHJldyBX aXRoeSAgICAgICAgIChGQUwgQUtMKQAAHgA5QAEAAAAqAAAAL089RkNML09VPUZBTEFLTC9DTj1S RUNJUElFTlRTL0NOPUFORFJFV1cAAABAAAcwsKw5eyAYvgFAAAgwwCRMeyAYvgEeAD0AAQAAAAUA AABSRTogAAAAAB4AHQ4BAAAAHAAAAEVhcnRoIENvbGxlZ2UgSW50cm8gU2VjdGlvbgALACkAAAAA AAsAIwAAAAAAAwAGEBmuzxoDAAcQcQQAAAMAEBAAAAAAAwAREAEAAAAeAAgQAQAAAGUAAABGSVJT VExZLEZBUlRPT01BTllQT1RFTlRJQUwvVkFSSUFCTEVCT05VU0VTLVRISVNURU5EU1RPQkVDT05G VVNJTkcoV0lUQ0hDUkFGVElTQUNMQVNTSUNFWEFNUExFKVNFQ09OAAAAANN1 ------ =_NextPart_000_01BE1820.7B4C24C0-- -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 16:41:31 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id QAA00832; Wed, 25 Nov 1998 16:41:31 +1300 Received: from wolfie.ihug.co.nz (wolfie.ihug.co.nz [203.29.160.69]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id QAA00822 ; Wed, 25 Nov 1998 16:41:29 +1300 Received: from jimarona.ihug.co.nz (p31-max10.akl.ihug.co.nz [209.78.49.95]) by wolfie.ihug.co.nz (8.9.0/8.8.8) with ESMTP id QAA29225 ; Wed, 25 Nov 1998 16:30:12 +1300 Message-Id: <199811250330.QAA29225@wolfie.ihug.co.nz> Subject: Re: Cold Iron proposal Date: Wed, 25 Nov 1998 16:26:08 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. ---------- > From: Martin Dickson > > COLD IRON > Because this material partially inhibits the flow of mana, not only does > it make it harder for a Mage to draw and shape mana, but an entity can > be partially protected from the effects of magic by wearing or carrying > large quantities of cold iron. An entity gains +3 Magic Resistance for > every 10 full pounds of Cold Iron they have as a possession up to a > maximum of +15. > --- My preferred manner for dealing with this is to have the protection value of cold iron armour add directly to Magic Resistance. 1) It means that expensive armour gives you better Magic Resistance, since it would be modified by Armourer's bonuses. 2) It means that players don't have to check their iron-based encumbrance. This may sound like a small point, but consider the times the game has slowed down when you've asked a player to check their character sheet. 3) It allows Magic Resistance to degrade as a result of Spec. Griev. injuries, which is simple to recognise and simple to administer. 4) It prevents characters, player or otherwise, from pushing a wheel barrow filled with iron to get a Magic Resistance bonus. My feeling is that a bonus per lump of weight is too prone to rules manipulation. It may be the base rationalisation for why armour provides a bonus to Magic Resistance. I would suggest that the 'game' method be a different one, however. 15 points of Magic Resistance is about right for the top end of Magic Resistance bonus. I don't think I'd be happy with a bigger bonus. Jim. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 16:52:07 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id QAA00862; Wed, 25 Nov 1998 16:52:07 +1300 Received: from wolfie.ihug.co.nz (wolfie.ihug.co.nz [203.29.160.69]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id QAA00853 ; Wed, 25 Nov 1998 16:52:06 +1300 Received: from jimarona.ihug.co.nz (p31-max10.akl.ihug.co.nz [209.78.49.95]) by wolfie.ihug.co.nz (8.9.0/8.8.8) with ESMTP id QAA29835 ; Wed, 25 Nov 1998 16:40:40 +1300 Message-Id: <199811250340.QAA29835@wolfie.ihug.co.nz> Subject: Re: Earth College Intro Section Date: Wed, 25 Nov 1998 16:36:46 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. ---------- > From: Stephen Martin > Druidic Earth Magic > Adept sacrificed a small animal (rabbit, cat, etc.) 5 > Adept sacrificed a large animal (deer, pig, horse, etc) 10 > Adept sacrificed a sentient entity 15 > Adept occupies a Druidic place of power ? 20 > Adept is in a manmade dwelling without an earthen floor -5 > Adept is in contact with earth, but beneath water -20 > Adept occupies a Pacifistic place of power ? -20 I don't see a problem with this, except: 1) Sacrifice implies some sort of ritual slaying. While the ritual may be trivial and quick for small animals, the sheer logistics of killing any large animal, or a sentient entity would probably mean that you could only use them in conjunction with a ritual, or a spell cast ritually. 2) Sacrificing sentients feels like it would do other things than providing a simple bonus. I think I would prefer it do special things, and not provide bonuses to magic. Perhaps sacrificing a sentient could allow the Earth mage to cast even when in contact with cold iron, or when otherwise not allowed to cast? Jim. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 16:52:52 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id QAA00882; Wed, 25 Nov 1998 16:52:52 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id QAA00873 ; Wed, 25 Nov 1998 16:52:51 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id QAA29948; Wed, 25 Nov 1998 16:40:04 +1300 Orig-Sender: Michael.Woodhams@peace.com Message-ID: <365B7C13.5A01B4EC@peace.co.nz> Date: Wed, 25 Nov 1998 16:40:04 +1300 X-Mailer: Mozilla 4.05C-SGI [en] (X11; I; IRIX 6.5 IP32) MIME-Version: 1.0 Subject: Re: Cold Iron proposal Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Michael Woodhams To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: Michael.Woodhams@peace.com X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Jim Arona wrote: > My preferred manner for dealing with this is to have the protection value > of cold iron armour add directly to Magic Resistance. > 1) [...] 5) It means that Leprachauns can get similar MR bonuses from armour as Giants. Weight based means that a Leprachaun in Leprachaun Jousting Plate would be lucky to get +1 whereas a Giant in chain or scale is getting about +15. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 17:01:13 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA00922; Wed, 25 Nov 1998 17:01:13 +1300 Received: from letterbox.cs.auckland.ac.nz (letterbox.cs.auckland.ac.nz [130.216.35.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id RAA00913 ; Wed, 25 Nov 1998 17:01:12 +1300 Received: from [130.216.108.110] (clare.cs.auckland.ac.nz [130.216.108.110]) by letterbox.cs.auckland.ac.nz (8.8.6/8.8.6/cs-master) with ESMTP id QAA04826 ; Wed, 25 Nov 1998 16:48:22 +1300 (sender clare@cs.auckland.ac.nz) X-Sender: clare@staffpop.cs.auckland.ac.nz Message-Id: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Wed, 25 Nov 1998 16:43:37 +0100 Subject: RE: Earth College Intro Section From: clare@cs.auckland.ac.nz (Clare West) To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. > Why not just make all Pacifists/Druids life/death-aspected, same as >Celestials are Lunar/Solar. Maybe there should be a neutral ground for >"normal" people without any bonus/penalties, with normal aspects. Ummm, Celestials aren't Lunar/Solar...you mean Dark/Light. They get bonuses and penalties for being Lunar and Solar aspected though. > Alternatively, say that no matter what aspect, Druids get penalties >for life-events same as if death aspected, & same for pacifists & death. >It would encourage death-aspected people to druidism, and pacifists to >avoid bloodshed (I'm keen on the latter). >This idea would penalise (slightly) rather than enhance one of the >tougher/more common colleges. It would need a fair bit more work, >however. I prefer this than giving away Death aspect to Druids. clare -- Clare West, Rm 107, Ext 8266 clare@cs.auckland.ac.nz -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 17:05:14 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA00965; Wed, 25 Nov 1998 17:05:14 +1300 Received: from peace.com (defacto.peace.co.nz [202.14.141.225]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with SMTP id RAA00956 ; Wed, 25 Nov 1998 17:05:13 +1300 Received: via ESMTP (940816.SGI.8.6.9/pcnz2.7) id QAA00703; Wed, 25 Nov 1998 16:52:26 +1300 Message-ID: <365B80A4.BB396E3E@peace.com> Date: Wed, 25 Nov 1998 16:59:32 +1300 X-Mailer: Mozilla 4.5b2 [en] (WinNT; I) X-Accept-Language: en MIME-Version: 1.0 Subject: Re: Earth College Intro Section Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit From: Martin Dickson To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Jim Arona wrote: > 2) Sacrificing sentients feels like it would do other things than providing > a simple bonus. I think I would prefer it do special things, and not > provide bonuses to magic. Perhaps sacrificing a sentient could allow the > Earth mage to cast even when in contact with cold iron, or when otherwise > not allowed to cast? Owww.... the temptation that would be to Druids on ships. :) Cool. - Martin -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 17:04:24 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA00943; Wed, 25 Nov 1998 17:04:24 +1300 Received: from fep1-orange.clear.net.nz (fep1-orange.clear.net.nz [203.97.32.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id RAA00933 ; Wed, 25 Nov 1998 17:04:17 +1300 Received: from qed_akl_nt_1.qed.co.nz ([203.97.23.141]) by fep1-orange.clear.net.nz (1.5/1.11) with ESMTP id QAA07529; Wed, 25 Nov 1998 16:50:48 +1300 (NZDT) Received: by qed_akl_nt_1.qed.co.nz with Internet Mail Service (5.5.1960.3) id ; Wed, 25 Nov 1998 16:51:44 +1300 Message-ID: <15A7D8BC5E3ED2119E2E0000F82150FC010A75@qed_akl_nt_1.qed.co.nz> Subject: RE: Earth College Intro Section Date: Wed, 25 Nov 1998 16:51:37 +1300 MIME-Version: 1.0 X-Mailer: Internet Mail Service (5.5.1960.3) Content-Type: text/plain From: Stephen Martin To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. The current definition of the branches means that there will never be an earth mage of either branch in the guild for very long. Either they are pacifists and will be a major pain in the arse to the average adventuring party and shouldn't be inclined towards adventuring anyway. Or they're druids who sacrifice sentients and would last until their first de-briefing when the guild would hand them over to the authorities to be hung. The way it's written, Pacifists are the helpful or mad hermits in the wild and Druids are the bad guys that you head out to kill. I would be perfectly happy to remove the branches altogether and add some waffle saying that most earth mages tend to be wilderness pacifists or blood letting druids with rare exceptions falling somewhere in-between. However on surveying general opinion a while ago most people said keep the branches. So my aim was to allow an earth mage of either branch to reasonably be an adventurer without encouraging them all to be the same. The Druidic bonuses for sacrifices are there to encourage characters to head towards the sterotypical blood-letter and to give them a benefit to balance pacifists ability to ignore counterspells. After writing the bonuses I looked back at them and wondered whether it was too many different penalties and bonuses, but decided to let public opinion decide. > -----Original Message----- > From: Andrew Withy (FAL AKL) [SMTP:AndrewW@falum.co.nz] > Sent: Wednesday, November 25, 1998 4:10 PM > To: dq@dq.sf.org.nz > Subject: RE: Earth College Intro Section > > Firstly, far too many potential/variable bonuses - this tends to be > confusing (Witchcraft is a classic example). > > > Secondly, + 5 / +10 for killing animals is too high. > > Why not just make all Pacifists/Druids life/death-aspected, same as > Celestials are Lunar/Solar. Maybe there should be a neutral ground for > "normal" people without any bonus/penalties, with normal aspects. > > Alternatively, say that no matter what aspect, Druids get penalties > for life-events same as if death aspected, & same for pacifists & > death. It would encourage death-aspected people to druidism, and > pacifists to avoid bloodshed (I'm keen on the latter). > This idea would penalise (slightly) rather than enhance one of the > tougher/more common colleges. It would need a fair bit more work, > however. > > BTW, how is the Intro to Earth broken? Why do Earth Mages need more > bonuses? > > Andrew > ---------- > > And Druids gain a tangible benefit from sacrifices. > > The bits which have changed .. the base chance modifiers. > > ******************* > Druidic Earth Magic > Adept sacrificed a small animal (rabbit, cat, etc.) 5 > Adept sacrificed a large animal (deer, pig, horse, etc) 10 > Adept sacrificed a sentient entity 15 > Adept occupies a Druidic place of power ? 20 > Adept is in a manmade dwelling without an earthen floor > -5 > Adept is in contact with earth, but beneath water -20 > Adept occupies a Pacifistic place of power ? -20 > etc. -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 17:19:40 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA01042; Wed, 25 Nov 1998 17:19:40 +1300 Received: from wolfie.ihug.co.nz (wolfie.ihug.co.nz [203.29.160.69]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id RAA01032 ; Wed, 25 Nov 1998 17:19:38 +1300 Received: from jimarona.ihug.co.nz (p31-max10.akl.ihug.co.nz [209.78.49.95]) by wolfie.ihug.co.nz (8.9.0/8.8.8) with ESMTP id RAA31478 ; Wed, 25 Nov 1998 17:08:16 +1300 Message-Id: <199811250408.RAA31478@wolfie.ihug.co.nz> Subject: Fw: Cold Iron proposal Date: Wed, 25 Nov 1998 17:04:21 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. ---------- > From: Jim Arona > To: Michael.Woodhams@peace.com > Subject: Re: Cold Iron proposal > Date: Wednesday, November 25, 1998 4:43 PM > > > > ---------- > > From: Michael Woodhams > > > > The all-or-nothing nature of casting in the presence of cold iron doesn't > > particularly appeal to me - if we were starting from a clean slate I > would > > oppose it - but on the principle of 'if it isn't too broken, don't fix > it' > > I am happy with keeping this as is. > > I like it, personally. I believe the idea that cold iron inhibits magic > provides a clear and present piece of game architecture that provides for a > way to stop mages from using their magic. Everyone knows what cold iron > does, and they can use it or be careful around it as suits the character... > Jim. > -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 17:19:58 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id RAA01062; Wed, 25 Nov 1998 17:19:58 +1300 Received: from wolfie.ihug.co.nz (wolfie.ihug.co.nz [203.29.160.69]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id RAA01052 ; Wed, 25 Nov 1998 17:19:56 +1300 Received: from jimarona.ihug.co.nz (p31-max10.akl.ihug.co.nz [209.78.49.95]) by wolfie.ihug.co.nz (8.9.0/8.8.8) with ESMTP id RAA31503 ; Wed, 25 Nov 1998 17:08:39 +1300 Message-Id: <199811250408.RAA31503@wolfie.ihug.co.nz> Subject: Fw: Cold Iron proposal Date: Wed, 25 Nov 1998 17:04:45 +1300 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1155 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit From: "Jim Arona" To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. ---------- > From: Jim Arona > To: Michael.Woodhams@peace.com > Subject: Re: Cold Iron proposal > Date: Wednesday, November 25, 1998 5:03 PM > > Leprechauns take damage from contact with cold iron. > However, if you're point is that, say, a hobbit or dwarf gets the same > Magic Resistance as a Giant from the amount of armour bonus they are > wearing, then I think that's fine. If you wanted small people to be less > resistant to magic than big people, then perhaps there could be a penalty > to Magic Resistance based on the person's weight, or a bonus to Magic > Resistance for big people. > The weight based rationalisation has the advantage of turning PS into Magic > Resistance. However, it has the disadvantage of being colourless, in that a > character could have a nameless amount of iron of the right weight to > provide a bonus. It seems a bit of an accounting excercise to me. > The important thing to consider is if these bonuses should apply accross > the races. Personally, I don't see a problem, but if that were what people > wanted, then I suppose you could say that some races only get a particular > lump of bonus, i.e. hobbits and dwarves only get a bonus up to 10 points of > Magic Resistance, or some such. > As I say, I don't see that it is necessary. > Jim. > > ---------- > > From: Michael Woodhams > > To: dq@dq.sf.org.nz > > Subject: Re: Cold Iron proposal > > Date: Wednesday, November 25, 1998 4:40 PM > > > > > > Jim Arona wrote: > > > > > My preferred manner for dealing with this is to have the protection > value > > > of cold iron armour add directly to Magic Resistance. > > > 1) > > > > [...] > > > > 5) It means that Leprachauns can get similar MR bonuses from armour as > Giants. > > > > Weight based means that a Leprachaun in Leprachaun Jousting Plate would > be > > lucky to get +1 whereas a Giant in chain or scale is getting about +15. > > > > > > > > -- See message headers to unsubscribe from -- -- See message headers to unsubscribe from -- From owner-dq@dq.sf.org.nz Wed Nov 25 23:44:31 1998 Received: (from bin@localhost) by mail.sf.org.nz (8.8.6/NZSFI-19980830) id XAA01337; Wed, 25 Nov 1998 23:44:31 +1300 Received: from kcbbs.gen.nz (kcbbs.gen.nz [202.14.102.1]) by mail.sf.org.nz (8.8.6/NZSFI-19980830) with ESMTP id XAA01328 ; Wed, 25 Nov 1998 23:44:31 +1300 Received: from LOCALNAME (as5200-08.kcbbs.gen.nz [202.14.102.38]) by kcbbs.gen.nz (8.8.8/8.8.8) with SMTP id XAA11893 ; Wed, 25 Nov 1998 23:28:34 +1300 (NZDT) Message-Id: <3.0.1.16.19981125232158.279f88f4@kcbbs.gen.nz> X-Sender: salient@kcbbs.gen.nz X-Mailer: Windows Eudora Light Version 3.0.1 (16) Date: Wed, 25 Nov 1998 23:21:58 Subject: Orcs fertility Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" From: Brent & Sally To: dq@dq.sf.org.nz Sender: owner-dq@dq.sf.org.nz Errors-To: owner-dq@dq.sf.org.nz Reply-To: dq@dq.sf.org.nz X-Loop: dq@dq.sf.org.nz X-Requests: To unsubscribe from this list, or change your subscription address, send a message to dq-request@dq.sf.org.nz. Somebody said to me recently that Orcs seed is viable with any creature. They maintained that this was in the rules somewhere. I was of the opinion that in DQ Orcs could interbreed with Hobgoblins and Goblins, but not with other races. What is the general feeling out there ? (If people wish to send replies directly to me, I'll post a summary in a few days time). Relevant sections of the rules : Character Generation 5.6 Orc Special Abilities 5. An orc's seed is highly fertile. The orc and hybrid orc population increase mitigates against the high orc fatality rate. (Note that this is unchanged from DQ II). DQ II Section VIII Monsters 70.3 Earth Dwellers Orc Description : An Orc is an ugly, stoop shouldered humanoid, much like a goblin or hobgoblin (to whom they are related). -- See message headers to unsubscribe from --