The unholiest of matrimonies

The rain had been falling for weeks at Sithus Castle. The constant downpour made the ground turn into an almost liquid surface of mud and gravel. The moss that clung to the stonework of the castle smelt of death and decay. Lightning painted the sky like a gnarled hand grasping for the highest tower. The thunder soon followed like a cackling laugh to anyone that heard it. The castle itself seemed to have an aura of death around it like a moth to a flame. This would not be the ideal setting for a wedding in anyone’s eyes, but for this couple it was like heaven. Well…more like hell on Earth. It would be the perfect setting for the beginning of end.

At the walkway leading to the highest tower, the shadow of a skeletal griffon could be seen against the bright light of the lightning waiting for it’s rider. A few moment’s later, a figure emerged from behind the lone door leading inside and mounted the griffin with a roll of decerped paper in hand. A sinister grin spread across their face as they commanded the griffin to fly up into the deathly storm. They had finally received the order to announce the most unholy of matrimonies to all of the unsuspecting victims of this world. It was time to finally cause some pure, unadulterated chaos. No matter what these people did to try and stop it, it would be too late for them to really make a difference. The rider began to fly towards each major city in this country repeating the same decree with a bellowing voice.

“Oh citizens of this world. Your world has been graciously chosen to bear witness to the most unholy of matrimonies. It has come to fruition that the Undying King Vecna will soon wed Kiaransalee, the Lady of the Dead. Their union will bring your world to an end. All of the royal houses are cordially invited to Sithus Castle to bear witness to the end of your world. There will even be a seat specially reserved for your Empress. Please dress to impress.”

The last few words of the decree were said with a jeering laugh as the unseen rider continued to deliver M’kal’s unfortunate fate.

This message rang out through the sky for days as each city began to question if this was true. They sought out answers from their city officials, village leaders, druids, priests and priestesses alike, and even some of the criminal circles. Panic was starting to arise in the streets as the rumors of the Undying King and the Lady of Death herself ravaging their homeland began to spread like wildfire.

On a clear night a few days after the decree began to spread, the Empress of M’Kal was sitting at her desk in her office looking at all of the plea’s for answers from her people. She rubbed her fingers across her temples in frustration. Why M’Kal? What can she do? How can she save her people? Questions like this raced through her mind as a sudden icy cold wind blew all of her papers across the floor. She stood up from her chair and turned towards the door leading to wards the balcony in her office with a scowl etched across her face. A spectral being stood before her with a letter in hand.

“From my master. I am here to send his personal regards.” The voice would send any other weak minded person into a petrified fright, but the Empress stood there quietly. She didn’t move a muscle as the specter floated towards her desk and dropped a sealed envelope on the now empty surface. The wax was the color of poison and the design was undisputedly Vecna’s. The specter vanished out of the room as fast at it appeared. The Empress let out a fearful sigh as she reached for the letter, carefully opening the seal.

‘Empress Calmita,

You are cordially invited to be front and center to witness the end of everything that you hold dear. Are you having fun with my little Ravager pets? Those are just the beginning. Once I arrive with my bride to be in one months time, chaos in the truest form of the world will follow. I shall be bringing more of my children along with us to Sithus Castle. Please attempt to prepare accordingly. ‘

The Empress read the letter over and over as she sat back down at her desk. There had to be something that could be done about this. She would not let this be the end of her people. There was no way that Empress Calmita would be remembered as the Empress that just let her people die.

Re-invasion of board game pieces

Re-invasion of……board game pieces?

Outside of each and every one of the 50 cities in M’Kal there is a battle taking place between, of all things, Chess Pieces. There are nine teams of these chess pieces. Each team is a complete set to begin with.

These creatures are, by their own claims, the original owners of the cities on this continent, having left several thousand years ago, well before the first explorers arrived. Their entire race have been traveling other planes for the last few millennia, and are now returning to reclaim what is theirs.

These creatures will attempt to capture people on the roads near the cities for interrogation. Those that do not put up a fight are simply captured, questioned, and released. Those that put up a significant fight will be struck down.

There are 9 groups, in 9 different colors. Colors correspond with their alignment. Each and every one of these creatures has a permanent ability to see the alignment of any creature they look at. Anybody masked against such things as see alignment or detect alignment will appear as True Neutral to them. When they look upon another creature they will see that creature as being colored according to the same alignment rules they are colored by.

Lawful Neutral Chaotic
Good White Yellow Pink
Neutral Brown Green blue
Evil Purple Red Black

These creatures believe in absolutes. Those that are of a different alignment are enemies. Those that are of the same alignment are allies. No amount of mundane conversation will change their opinion on this.

For DMs, these creatures can be found in Dragon Magazine 358. More information will be released about these creatures in the near future. If your party attempts to capture/question one of these creatures before then, render them unconscious until I can put the information in your hands.

LOOT!

LOOT! We all love loot right? But how does loot work?

There are eight schools of thought(That I know of) on handing out loot; micro-preplanning, pre-rolling, delayed micro-preplanning, delayed pre-rolling, deadlining, and destiny drops, Vidya game loot sploders, and what’s up my butt?

Micro-preplanning is the school of thought for DMs that are strict on details and have every encounter planned out to the T before the players ever get within 10 miles of the encounter. This means you know an encounter will have 5 goblins, and you know that such an encounter should have 793 gold and 2 silver worth of loot so you prebuild each goblins loadout down to the last bolt to make sure if the party does a full cavity search on all five goblins they will get exactly 793 gold and 2 silver worth of loot, minus what ever is broke during the course of the fight such as potions, bolts, javelins, or what ever else might break.

Pre-rolling is fairly less strict, it involves encoutners being preplanned but extra loot aside from the creature’s primary gear being rolled for on various loot tables. This results in more diverse and more unpredictable play. After all, that CR 1/2 goblin can end up with a +1 sword now. Or a minor wondrous item. These random loot options leads to a possible change in the creature’s behavior as they now have an unusual asset available. It gives the player’s something extra to think about. Why does this goblin have a +1 sword? Goblins can’t make such things… can they? They are just mook. They should not eb able to think or learn or do special things right? Or a wand of magic missile?! This leads to flavor. It also sometimes leads to danger. Might mean you can’t take your own rolls as law. May need to reroll or.. just pick something other than what the dice say. All creatures have a part of their statblock called ‘Treasure’ which suggests how much you should roll for them, or how you should split things up if you are purchasing for them.

Delayed micro-preplanning. Much like micro-preplanning this means buying all the items by hand to make sure the encounter has all the loot it should, but with a twist. You slide the strictly planned loot back 1 encounter. So if your party fights 5 CR 1/2 dire rats, they get no loot. Rats have no pockets. So that 793.2 gold the rats should have dropped, goes onto the next encoutner which may be the goblins. Then the loot the goblins should have dropped goes to the next encoutner, and so on for the duration of the quest. Then.. the big loot pile that should have been on the boss instead is given to the party by the benefactor when they go turn the quest in. If any creatures from earlier fights escape, then you just deduct that portion of the loot from the next fight.

Delayed pre-rolling as you may expect at this point, is rolling for loot but pushing it all back 1 encounter.

Deadlining is perhaps one of the more frustrating ones but it sort of fits with the ‘lazy rules lawyer’ type of DM or the one that lives by the mentality of trying to cram at the last minute. In the DMG there is a table that shows what the expected wealth of a player is. This is what the value of their total ownership should be by the time they begin that level. So lets say that the expected wealth of a level 2 player is 4,000 gold. It’s not. Check the table yourself. But for this example.. that means the DM needs to make sure that before that player dings they have that much stuff. That includes the market value of all their gear, as well as their liquid cash, and adventuring supplies. This style of generating loot tends to lend itself to the DM having out very little loot along the way, then suddenly right at the boss fight trying to rush to do the math to see what the smallest amount of loot the DM can crap into your hands to make sure you have that 4,000 gold worth of stuff when you ding from the boss fight.

Destiny drops is one of the more pandering options. This is when the DM looks down a character’s sheet, and sees an out of date item that needs upgraded, then purposefully makes sure that exact upgrade ends up in the next loot pile. While this is not a bad thing it does begin to feel transparent if it happens a lot. The players will also learn (and exploit the fact)that if they complain about a weak item enough they will get an upgrade for it automatically.

Vidya game loot sploders is when the DM rolls for the loot after the party defeats the encounter. This gets it’s name because it follows video game logic, or lack of logic. Fight that wolf and.. it drops a +2 flaming sword? Where did it keep the sword? Why did it have a sword? Or that goblin drops a Sword of Three Wishes.. a very powerful magic item. But it didn’t have a long sword when we were fighting it. Why wasn’t it using it’s best weapon? Why was it using trash when fighting for it’s very life? That could have saved it’s entire tribe from being wiped out. That orc had a necklace of fireballs… why did it never use that? or it’s 17 potions.. Or the archer with 4 arrows of greater slaying for the exact race the party is made up of. It’s good loot, nice drops… but it rapidly will slap the players right out of any measure of immersion if they are pulling magic items off of creatures that didn’t have magic items until the moment they died. By the counter point, if you try to loot a mob and you have to constantly slap the DM to remind them that THIS THING JUST STABBED ME WITH A SWORD I WANT THAT SWORD because the DM is forgetting that the weapons it was swinging is legit loot too.

What’s up my butt is a style of loot generation where the DM just.. hand waves loot. You ask what the creature has because you are searching it. Your DM then makes a zombie noise ” uuuuhhhhhh braaaains… err I mean.. five gold. ” If you fight 17 goblins and they all have exactly 5 gold each.. That’s a sign the DM is pulling it out of their butt. The mobs have no flavor, they are just XP bicsuits with just enough gold to shut you up.

Of course, I do realize that the point table do tamper with some DM’s plans. But they are there to increase player engagement, to grant the players an extra layer of interaction with the world and such. Still, this post isn’t intended to call anyone out. This is food for thought. Chew it. Try it. Make joy.

Path to the Divine

For those planning to bring their characters far enough to become divine beings, to become deities, you may wish to know of this.

Rank 0: Quasi-Diety

Typically the results of having one deity parent and one mortal parent

Levels are as PC

Will have an extra +10 in 1-3 stats depending up their parent diety

May have other supernatural abilities based on what or who their parent deity is.

Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

Rank 0-1: Petitioner

Level 40

Must control 1 domain

May have 1 chosen

Chose Template is +1 max by Savage Species rules

Rank 1-5: Demigods

Level 50

Must control 2 domains

May have 1 chosen

Chosen template is +2 by Savage Species Rules

These entities, called demigods, are the weakest of the deities. A demigod can grant spells and perform a few deeds that are beyond mortal limits. A demigod has anywhere from a few hundred to a few thousand devoted mortal worshipers and may receive veneration or respect from many more. A demigod controls a small godly realm (usually on an Outer Plane) and has minor control over a portfolio that includes one or more aspects of mortal existence. A demigod might be very accomplished in a single skill or a group of related skills, gain combat advantages in special circumstances, or be able to bring about minor changes in reality itself related to the portfolio.

Rankl 6-10: Lesser Deities

Level 60

Must control 3 domains

May have 2 Chosen

Chosen Template is +3

Called lesser deities, these entities grant spells and can perform more powerful deeds than demigods can. Lesser deities have anywhere from a few thousand to tens of thousands of worshipers and control larger godly realms than demigods. They also have keener senses where their portfolios are concerned.

Rank 11-15: Intermediate Deities

Level 70

Must control 4 Domains

May have 5 Chosen

Chosen Template is +5

These entities are called intermediate deities. They have hundreds of thousands of mortal worshipers and control larger godly realms than demigods or lesser deities.

Rank 16-20: Greater Deities

Level 80

Must control 5 domains

May have 10 chosen

Chosen Template is +7

Called greater deities, these entities may have millions of mortal worshipers, and they command respect even among other deities. The most powerful of greater deities rule over other deities just as mortal sovereigns rule over commoners.

Rank 21+: Overdeities

These entities are beyond the ken of mortals and care nothing for worshipers. They do not grant spells, do not answer prayers, and do not respond to queries. If they are known at all, it is to a handful of scholars on the Material Plane. They are called overdeities. In some pantheistic systems, the consent of an overdeity is required to become a god.

Some flaw inspiration

So, one of our players took a flaw from dandwiki that was more debilitating than flaw rules says it should be. So they wanted to change their flaw. I agreed, but they had to ‘pay’ for it by coming up with a list of 10 flaws we could put here for inspiration to others. These flaws have not been approved by any DMs at this time so don’t take this as any sort of official homebrew for M’Kal. Take this as a spark to help you creatively come up with your own.

 

Weak

When you hit, you often do not hit as hard as you otherwise would, resulting in less damage.

Effect

You deal -2 damage with all attacks.

Mute

You cannot speak. As a result, people find you less threatening and harder to take you seriously.

Effect

You take -4 to Intimidate and Bluff checks.

Blind

You cannot see.

Effect

You are permanently under the Blinded condition.

Deaf

You cannot hear anything.

Effect

You are permanently under the Deafened condition.

Restless

Even on your best days, you are tired.

Effect

You are permanently under the Fatigued condition.

Slow to Start

In combat, you are like the sloth. Slow to respond and you often get punished for it.

Effect

You always suffer from the Flat-Footed condition the first round of combat. This affect wears off on your second turn. You also suffer from a -2 to initiative checks.

Cowardly

You tend to be less brave than most and take whatever measures necessary to avoid combat.

Effect

You are permanently under the Frightened condition in combat. Outside of combat, you are otherwise normal.

Headstrong

You love to fight perhaps a little too much, to the point you don’t know when you’re in over your head.

Effect

You will not pass up the chance to get into a fight and are constantly in Heartened morale. Take a -4 to Diplomacy and you get a +10 bonus on all morale checks. If you ever fail a morale check, you drop immediately to Crazed (Berserk) status. You also will never run from battle; you would rather die than run.

ADHD

You are easily distracted. As a result, your focus wavers inevitably.

Effect

You take a -1 penalty to all skill checks, attack rolls, initiative, and armor class. You also cannot take 10 on any skill checks.

Discriminant

You are an insufferable prick who thinks anyone different is trash.

Effect

Take -4 to all Charisma-based checks with anyone who falls into the category you discriminate against. You decide the way you disciminate against others from the following list:

Origin – Where the person originates from

Heritage – Their family history

Classist – Whether they are noble or commoner

Profession – Whether their work is respectable or not

Creed – If they have class levels, whether you approve of their chosen class or not

Gender – You hate everyone of the opposite gender. And anyone who relates to them.

Race – Are they your race? Then you’re fine with them. If not, screw them.

Age – You are prejudiced against people in a different age group from yourself

FUBAR – You just hate everyone. Your mother must be proud.

Knight of the Golden Dragon

A class I worked on a long time ago. This was intended to be available only to those that serve as the elites of the Empress. I ended up getting depressed how little interest there was in being one of the Empress’s elites so I never did finish the class. Chances are these days the class would end up region locked if I were to finish it, so perhaps it’s best I never did ehh?

Journal Entries – Berebold the Weezard


The High Tor

How delightfully funny, what Hallie did to Landald! Half-asleep or not, she had to have aimed to cover him in that much effluvia, a fate I find most fitting for his endless mockery of my new poncho; I refuse to believe that I look “like a gay matador” no matter how much he insists that I do (and my poncho is not pink – it is light red, a subtle shade of masculinity for such a refined and subtle man like myself.)

It is fortunate that we found the ruined tor in the middle of that terrible storm; I wasn’t sure if I was going to drown or be struck by lightning first, and I felt just awful for Hadwisa slipping halfway down the hillside before Landald caught her hand – although I must admit I rather enjoyed watching her hair come loose, wild and flying and whipping just like the storm itself, her eyes bright enough to shame the lightning. I can’t ever forget how raw she looked, how wild-eyed and wild-haired. I can imagine her standing over me like that – how delicious! It just sends shivers down my spine.

Is it terrible of me to say that I am glad we are rid of Dameron and Clay? I admit being in shock for about a week after it happened – it was so quick, Clay’s death, and Dameron’s, too – but I was in just as much shock when Clay challenged an entire temple dedicated to The Black Lord to a duel, and that fool Dameron backed him! He sounded so manful talking about honor and esprit de corps the night before his death, sharpening his sword before we went to bed, but I didn’t recognize them as synonyms for stupidity. Poor Clay – are all paladins so stupid? Or just those dedicated to Bahamut?

Hallie says we’re going to be spending a week or better in Wyrm Tribe, which sounds like a week of filthy hell surrounded by rash, uncouth people who don’t bathe, read or listen to opera. Why couldn’t she have decided upon going to Everhart? Oh, she’d probably say something about elves not knowing how to fit someone her size, but surely its worth spending an extra week or two among a people that use clean forks while looking for an appropriate blacksmith? Or perhaps she’s secretly afraid of heights? I just hope I can stick around for her fittings.

Winter: What if?

As the topic of farming, food, and seasons come up in discussion of M’Kal it raises an interesting dilemma. Winter does not exist in M’Kal. It has not for the entire 3,500 years the current civilization has been around.(Did I just say current civilization?) Snow only exists in extreme elevation, or near the city of White Roost. For all but the citizens of White Roost, snow and frost is so uncommon that most have never seen it. If it ever happens it’s the result of magic or a white dragon. Both of which are so uncommon there is no reason to prepare for it. It’s not a normal part of life. You wouldn’t build all the houses in a city to be able to endure a falling dragon just because it happened once 67 years ago to somebody at the edge of town, would you? No. It’s insanely expensive and is likely to never come up.

Get to the point eh? M’Kal has never had problems with cold. The majority of the continent lacks the geography that contributes to extreme weather conditions. Aside from the mountain rainge that forms it’s spine it’s weather is relatively mild year round. Summer, warming spring, and a cooling spring. But no winter. That technically means there is the potential for three growing seasons. So you have a mild wet season, a hot dry season and a cool dry season. Allowing three different crop sets to be grown on a farm each year.

What does this mean, and why does it matter? Storage. M’Kal lacks the culture, technology, or expectations to have to store food. Sure, there are trail rations and such which theoretically have an infinite shelf life. But for the majority of the citizens, their food is farm to plate in a week or two. With no winter there is no need to practice storing food for 2-6 months at a time or more. The worst case scenario that is a normal part of life is some uncommon crops being traded 10 days down the road. SO being able to keep fresh crops from rotting for a couple weeks is uncommon, but happens.

Yeah yeah, I know I have not gotten to the point yet. Farms. M’Kal has fewer farms than a continent with a proper winter may have. This is because if a farm can put out 3 waves of crops a year, you need only one third as many farms to do the same job. But let’s just say for arguments sake that M’Kal has half as many farms instead a third as many. This means we now have a surplus of food, but the surplus is so common that it likely goes to waste. Either being tilled back into the ground or used in rituals and offerings. What we have here is a logistical system that can handle minor setbacks, like a couple farms being burned down. Then the surplus just fills the gaps.

But if something bigger were to happen such as, a level 20 druid decides he wants a winter wonderland and creates a 50 mile wide patch of snowy weather that is perminenced.. that could easily put a thousand farms out of comission. Each of those farms might have fed 9,000 people year round. (My modern technology a 1 season that is 1 square mile can feed 10,000 people. But adjusting for 1400s era technology and wastage I think it’s fair to assume a 3 season farm might do 9,000) That So, 9,000 people per farm that will lose food, and 1,000 farms inside of a 50 mile circle. That’s 9 million people without food. Now, realistically speaking expecting 1 mile square farms to be set up in checker board patterns so that practically half that circle is farmland is unrealistic. Maybe it’s more realistic to say every 1/4th plot of land… Or hell, for simplicity and optimism sake let’s say it’s every 9th plot of land. That way it’s 1,000,000 fewer people that can suddenly be fed. That is still 2-3 MAJOR cities worth of people that suddenly lost their food. Nevermind the fact that the area being permanently frozen will likely make an additional 10 mile area around that area, that is to cold to have a proper summer. Which will increase the total effected area by another 900 square miles, almost 50% more.

Alright, so if that’s not problem enough lets consider some of the other possible implications. Let’s say the insane druid that’s willing to utterly wreck an area so it can make a snowman is a bit more considerate and goes to an area with much less sense farming. So only 1 in 90 plots of land is farm. So he’s only knocking out 100,000 citizens worth of food. That’s still perhaps half, or third of a major city. Enough to create regional shortages for sure. But not likely to result in mass deaths. Some neighboring surplus can solve the problem. Yes it will lead to continent wide rises in food prices. But over the course of a decade farms in other parts of the world can grow to pick up the slack… but farms are not the only problem. Rivers.

For 3,500 years on M’kal the rains come in fairly predictable patterns. We know when there will be flooding and when water levels drop. We know when to irrigate and we know when to get our boats out of the rivers if we want to keep them. Sure it differs back and forth by a couple weeks each year but we know roughly when it will happen. But if this winter wonderland happens to be straddling a river, that river freezes over. With a perpetual winter it will eventually freeze solid. Water flowing into the area from up stream will freeze and pile up creating a damn, resulting in a lake that will continue to grow annually with no way to let it out. Meanwhile down river there… will simply not be a river. Water won’t be able to escape. It’s permanently froze. Irrigation will become increadingly difficult for other parts of the continent. And, depending upon where on the river it is that could mean a village and a few dozen farms, or it could mean several entire cities, dozens of villages, and tens of thousands of farms. That also means shutting down many of the major trade routes so getting in emergency relief in. Because boats.

But, let’s step away from the shit for brains druid and look at something a bit less absolute but just as extreme. Some people want to change an area to have the traditional 4 seasons instead of the 3 that is normal for M’kal. That is going to result in 2-3 months of snow and unworkable cold. The progression into and out of this winter is going to knock another month at least out of 1, but much more likely 2 of their 3 growing seasons. So all farms become 66% less productive. Now it’s likely the entire region can only support half the population it has been supporting for thousands of years.

But for a large chunk of the year, the water ways are not safe enough to bring in extra food. Part of the year the rivers are going to be much lower than they used to be because water is being tied up in ice in the winter areas. During frozen times there is ice in the way. During thawing times there is the flooding and the rivers are unusually high. This difficulty of navigating rivers will result in forcing more caravans to take dangerous slow land routes. The greater difficulty in getting food will lead to more aggressive and more frequent road encoutners too. This makes trade more dangerous for merchants, leading to a need for more guards. Also, the winter leads to it taking much longer to get from city to city. Meaning the traders and their animals need more food per trip. The risks of death are higher due to weather and raids. The risks of accidents such as breaking a wheel is greater due to the snow and ice hiding obsticals. The chance of injuring an animal is higher for the same reason. It’s easier for bandits to stop you by hiding such a trap in the snow on purpose.

By the way, the alterations to the rivers is another big point. With the rivers partially freezing over and thawing on a regular schedule as is normal for a river means effects down stream. less water during what is already a dry season because it’s tied up further up stream. Then when what comes as the normal wet season arrives and flooding is already expected, now you have much worse flooding because all that water retained up river is now coming down more aggressively as it melts, combining with all the heavy rains that normally are part of the seasonal flooding to begin with.

On top of that the wildlife in M’kal has not seen a winter in several thousand years either. Trees have likely evolved to no longer shed and go dormant in the fall. Most of the animals likely have lost the hibernating instinct. scheduled migrations are not a thing. Animals and plants don’t know how to deal with this. Now you have massive amounts of plants dying out, very little of which will recover. You have massive amounts of animals dying off from the cold, and even more dying off from lack of food.

Now.. What is M’Kal have as the best possible chance to fend off this problem if winter starts to occur in a region? Well the first line of defense is to send some druids to dispel the results of the winter and return things to normal. But if that can’t happen then the druids could avert some of the disaster. Help with food, help with water, help with rescues from flooding, and help with disease. But most druids get their magic and power from nature, and nature just got it’s face blown off locally. Will the druids still be as powerful when their power source just got butchered in the area? Sure those down river dealing with only the flooding, drought, and diseases may not be impacted as much. But.. Are those druids in the area effected by sudden winter even going to want to help when their struggling and dying forests are suddenly being butchered by the very cities asking for help, because those cities suddenly need immense amounts of wood to burn to keep themselves warm? Plus it’s not just the trees. The animals are being decimated by the weather too, and now those pesky city folk want a bunch of furs to keep warm in too. The local ecology will become a smoking crater.

Even if it is exactly 1 city and it’s 5 outlying villages that are suddenly struck by having 4 seasons it will hurt. Even if it’s a mathematically perfect 4 seasons so each of them are exactly 3 months long to the day, that 3 months of winter will have such a brutal effect on that city and it’s territory that it’s population of both wildlife and citizens will fall HARSHLY be it from mass die offs or mass exodus. If the time between the last snow of a winter and the first snow of the next winter is 9 months to the day, it is extremely unlikely that the city in question would have time to recover before it is hit again. The city would likely never truly recover.

I think if one region were to suddenly attain a winter, the entire population of the entire continent would tank. It would then take decades for the citizens to develope the technology to store food for long periods, and develope the sustainable farming techniques needed to reclaim the lost areas.

This started off as a small thought experiment. It was only supposed to be a couple hundred words and was going to share it with 2 people. I went a bit overboard and it got bigger than I planned. I am fairly confident to say I have hit about half the points that matter but I am going to stop now. I look forward to feedback, input, and thoughts.

Zavi, has arrived.

Zavi’s was October’s Art Winner. Commission produced by Dr. Awesome

I myself… am impressed. 

Limitations on scroll

The topic of scroll space limitations has come up today, which is a bit of a precursor to several other subjects that are coming up to be debated. So in the spirit of all loving fairness, I am opening this topic up for vote. This is a ‘democratic poll’ which means you can add your own option to this poll. If you write in your own option that means you have voted for that option. So you may not write in something, and then vote for something else.  Only members registered on the website may vote.

So, the question this this:

How shall we limit scroll capacity as crafted by the players?
  • No more than 9 levels worth of spell per scroll (Ei, one level 8 spell, and one level 1 spell caps it) 29%, 2 votes
    2 votes 29%
    2 votes - 29% of all votes
  • No more than 5 spells per scroll 29%, 2 votes
    2 votes 29%
    2 votes - 29% of all votes
  • No limit 29%, 2 votes
    2 votes 29%
    2 votes - 29% of all votes
  • No more than 1 spell per scroll 14%, 1 vote
    1 vote 14%
    1 vote - 14% of all votes
Total Votes: 7
October 17, 2018 - October 22, 2018
Voting is closed
© Kama
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