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  #691  
Old Jun 9th, 2015, 01:27 PM
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I think they are directed at new Guilded tome, and Beez's definitely magic intensive necromantic district.
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  #692  
Old Jun 9th, 2015, 08:30 PM
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Yeah, if the magic level of the game rises, I might have to drop a bit more money into personal magic items to counteract it as well as a larger group of magic users in my military.
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  #693  
Old Jun 9th, 2015, 11:27 PM
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My concern is actually spread around - despite Paizo doing to arcane spellcasters what an iceberg did to the Titanic, I did not plan on Malachi being an arcane power outside of the Grey District, and I never saw the north as hosting more than a few wizardly npc colleagues for Malachi to deal with. To be fair, I also did not foresee the Isle of Ice as a force to contend with, the establishment of a magical college, or the mass reanimation of undead being portrayed neutrally, which brings us to where we are.

I think the core of the matter is flavor and balance - magic should not lose its mystery or allure in a fantasy game, and nothing should come without cost.

 

Last edited by sanitas infirma; Jun 9th, 2015 at 11:29 PM.
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  #694  
Old Jun 10th, 2015, 01:08 AM
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EditTL DR
All that to say, I don't think we need to worry about magic in the setting if we cross that bridge we can worry about it then.

And I intend for the island of ice to get all the more scary to mainland Tylanis as I work on it.

Any issues you have specifically about the island or concerns like too much tribal magic bring up and perhaps help suggest other ideas and perhaps you'll give me a new avenue to explore.


So very good, all-be-it long post Sanitas, I think you have alleviated a lot of you own fear by explaining possible repercussions of abusing magic I mean just as many repercussion should occur if you a have huge mundane army and you go around trying to strong arm everyone. I think Pendragon is more then capable of keeping the game interesting magic or no, high fantasy or no.

 


- - - -

I think some of your issues stem from the new / remade district and I understand that, I want to say while there are sorcerers and shamans in the north is more of a tribal term then a mechanical term. They are simply mystical leaders of there peoples sure some of them have some real power behind them but that's nothing too crazy.

Pendragon specifically mentioned that I should change my focus away from banking and towards either trade competition perhaps something that competes with neqqs ship yards which seems really impossible given the size and location of district 2 it's just not a route I took. Or towards magic. I went the magic route but with more of a savage wilds twist. I get it thought, I understand district 2 previously had no player character development and was not something terribly frightening, honestly if the island doesn't have you worried I'm doing a bad job because I'm not making a district that you see / respect as a formidable force to deal with in the setting. Expect the district to get scarier if I can make it work at all. Think about the kind of leader that would be needed to get all these barbarian peoples to work together / bend the knee to them. What I will say is that I as a player have limitations to what is on that island and how scary I can make it for anyone. Pendragon when there was no player can my that place a hell on earth for just about everyone. Sill could. So its a bit of the devil you know verse the devil you don't.

While writing up a new district is fun I was very pleased with the work I did with von Ruuth and will be sad to not play that character (literally putting months of time into development). However, I do not see the island of ice as being a locus of trade and viable location for me to relocated my banking / trade master theme. Therefore for now, I'm going to say the course and make up a new district.

If Beez was up for a trade of districts I would be willing to swap back to the von Ruuth family and just remove my banks from other districts, that could then become more of a long term goal for my character spreading branches of the bank to other districts rather then something I started out with. But this is only a viable solution if it makes everyone in the game happy and I think that would negatively impact Beez concepts though and that is absolutely not fair. I'm plenty happy just writing up a new district, the act of creation is very enjoyable to me.
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Last edited by sjsilver; Jun 10th, 2015 at 01:12 AM.
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  #695  
Old Jun 13th, 2015, 01:02 AM
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Sorry, I disappeared for a bit there, school overtook me. I haven't gone away though, still here. I'll look through the new posts and remark tomorrow likely.

Responding to what I caught so far, yes, I fully expect to be the social pariah of the group. And if my magic starts becoming too powerful I'm all for toning it down a few notches.

Silver, I think I could pull off a district trade. I'm sure I could figure out something with regards to food, probably underwater farming (undead don't need to breathe) or the like. Being on the island of ice would make for a good separation between me and everybody else too, which makes a good excuse for the plague to not have spread and for everyone to feel just a little more secure about the distance between them and the undead abominations.
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  #696  
Old Jun 13th, 2015, 01:24 AM
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Quote:
Originally Posted by Beez View Post
Sorry, I disappeared for a bit there, school overtook me. I haven't gone away though, still here. I'll look through the new posts and remark tomorrow likely.

Responding to what I caught so far, yes, I fully expect to be the social pariah of the group. And if my magic starts becoming too powerful I'm all for toning it down a few notches.

Silver, I think I could pull off a district trade. I'm sure I could figure out something with regards to food, probably underwater farming (undead don't need to breathe) or the like. Being on the island of ice would make for a good separation between me and everybody else too, which makes a good excuse for the plague to not have spread and for everyone to feel just a little more secure about the distance between them and the undead abominations.
I think at this point I've spent enough time on making the island as a district that I'm fine staying the course. Continue working under the presumption that you are district 8 unless we hear otherwise from Pendragon. I'm very pleased where I've come in the past week of work on the island and will be happy to play as either Cthuun or Lissandra.

Think I'll leave it to Pendragon as to if he'd rather another trade / banking centered district or one that is more of a isolated tribal groups with a mysterious origin.
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  #697  
Old Jun 13th, 2015, 01:51 AM
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I must have missed something in the discussions. How is Beez getting undead anyway? Adepts need to be level 8 to cast level 3 spells and we can't have anybody over level 7... plus how do you get undead to do things like farming, anyway? Zombies and Skeletons have no Intelligence score and can only perform simple tasks once verbally commanded, no? Like.. "stay, follow, guard, attack" or whatnot.

Sorry if this has already been discussed.
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  #698  
Old Jun 13th, 2015, 02:33 AM
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I believe Pendragon told us to stop at the 8th rank on the enlisted ranks, that would make them 8th level. 4.5gp/month though.

It's PC levels that can't go over 7.

And while he may or may not have to pay the skeletons, though depending on the route I would motion for at least militia pay to family members, he'd still have to pay to equip them. Furthermore going outside the bounds of volunteers or forced criminals(hell of a death penalty) could be seen as breaking whatever legally allows him to raise them. I don't know...
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Last edited by Yuul; Jun 13th, 2015 at 02:34 AM.
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  #699  
Old Jun 13th, 2015, 02:55 AM
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I believe he negotiate to have lesser animate dead as a spell for adepts as a 2nd level spell so they would only need to be level 4-5 adepts each controlling between 16 and 20 HD of zombie and skeleton "farmers." I think non intellegent undead can be give more complicated tasks just nothing mind blowing I don't think, dig here or push the plow back and forth is anything out of the realm of realism for a skeleton or zombie to preform just would require a great deal of supervision any time you wanted them to change from one simple task to another. That said you could have 1-3 adepts basically running an entire farm / plantation with ~60 undead farmhands.
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Last edited by sjsilver; Jun 13th, 2015 at 02:58 AM.
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  #700  
Old Jun 13th, 2015, 03:15 AM
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Yes, I negotiated into Lesser Animate Dead. And yeah, simple commands given by the level 4? Adepts should be enough to get them to farm, long as the Adepts micromanage well. I'll figure something out for the skeletons, I'm liking the payment to family portion, though maybe a lower amount than if they were living. I'll come up with something semi-fair.
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  #701  
Old Jun 13th, 2015, 05:10 AM
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Just letting you all know I am letting this play out. I am reading everything.

I will allow a swap, but only if both parties want to do it, but it sounds like sj has become attached to his new district.

You guys have the power to change anything you want, just let me know so I can edit the things that need it.
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  #702  
Old Jun 13th, 2015, 07:31 AM
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So to bring up my previous long buried proposal for a district GDP table, and expanding it with publicly known counts for Standing Military and Militia, something Pen could put into the info thread.

This good or bad?

Naturally all secretly secreted forces would not be listed.
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  #703  
Old Jun 13th, 2015, 10:26 AM
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Militia pay to families as part contractually purchasing bodies is a nice idea, and explains why dirt-poor farmers might would sign up if it meant income for their surviving relatives. Alternately, the adepts might simply charge that amount for loaning out the undead under their control.

Arming them shouldn't be much of a problem: human skeletons start out with AC 14 from dexterity and natural armor, so studded leather and a large shield will have them up to 19 cheaply. As for attacks, they have 2 claws and clubs are free, so that shouldn't be a problem either. The savings in equipment can go toward offsetting the cost of onyx, which I imagine will be a large upfront cost (once the savings in wages and revenue from undead labor starts coming it in should be easy to finance the creation of new undead).

Also, there should should probably be an onyx mine somewhere just to explain where the supply comes from. Having it in Beez's district would make sense, but having it in a nearby district that depends upon importing food would be just as good if Beez does not have the funds for it.
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  #704  
Old Jun 13th, 2015, 11:47 AM
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@ Yuul - I think doing a google doc would work better. A spreadsheet that you all can edit, it will make editing easier when events happen. I will have it up by the end of the weekend.
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  #705  
Old Jun 19th, 2015, 09:25 PM
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So how is everything coming? Whether it be that spreadsheet, sjsilver and beez's apps, and life in general?
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