Possibly: Elves are claustrophobic by nature? Goes along with limitation on Mers being out of water and dwarves nocturnal. -- In time, architecture became one of the most celebrated professions, as it was a challenge to the architects to create buildings which would both accept even the Centaurs, and allow the Merfolk space to immerse themselves before dehydration began. * Centaurs doing the "pony express" mail; barges up and down the river, owning coaches for people transport - arrange deals with the Innkeepers (mostly Irish). Inns placed about half a day apart on the major roads. * Experimenter's Guild (or something) * Romans, with Irish and some Viking, become the police force (minor uprising in 101), * Vikings, Phonecians, etc work with Merfolk, Selkie, etc to gt fish and seafood. * Exclusionary fringe groups in the outskirts -- Meanwhile, the gods, Anar, Ulum and Qini, realized that this was perhaps not working to their advantage. The gods that were worshipped by the Newcomers were still worshipped by them, but as of yet, these three did not have any worshippers of their own. They finally sat down and took a general inventory of what gods were being worshipped and found certain holes.. There were no gods of magic, craftsmen, and healing. Ulum, having been following the development of magic with great interest, immediately adopted that. Anar, who truely enjoyed tinkering with some of the inventions that the Experimenter's Guild came up with, happily took on the Craftsmen aspect. This left Qini with Healing, which she did not particularly mind, but she took a long, hard look at what was needed before deciding on a course of action. (New religions brough down - Anar and Ulum first, Qini later) Previous gods don't answer prayers Qini - head of church always a woman. Qini pops in, looking like a novice and chats with priestess occasionally. Craftsman & priest of craftsman: high quality items (heronmarks) Magic & priest of magic: bonus to magic Magic & priest of craftsman: exquisite, tool-type magical items Craftsman & priest of magic: intricate, non-tool magical items Healing & etc: ? Protection from injury, wands of heal, healing magical damage (cannot otherise be 'healed'), less cost to heal, etc. Unlike weaves, healing isn't all or nothing. At some point, it will stop because someone can't tolerate it. Magic is willbased with some verbal or action component to "direct", needs a library of spells. WANT: To allow people to add to the world; indicate permanent license for use * Two moons, one sun, we're not a moon, southern hemisphere, figure out lat & long, roughly, 50 miles off is the moebius-turnaround. -- (Prophecy the war) Bad guy forces build up in the north of the mountains, each tribe mostly having a more or less truce, as they're roughly equivilent in strength. Eventualy, they get their own "prophet" who shows up, and starts combining the forces into a conquering mass coming over the mountains. This will happen in about 255 or so (? Depending on how long it takes until we've got enough players to pull it off?) Timeline work: If we win the war, X happens; if we don't, Y. Prophs: Random groups appearing, meteor shower w/ one big one, two moons having a large-scaled eclipse of both at a time. New religions that work. Research: Historical groups, figure out the accuracies, Sphinxes do riddles and oracular stuff; need to get quests worked out From popiel@wolfskeep.com Sat Jul 31 02:01:19 2004 Date: Wed, 23 Apr 2003 14:50:02 -0700 From: T. Alexander Popiel To: tabbifli@dragoncat.net Cc: popiel@wolfskeep.com Subject: Game stuff Anar and Ulum as twins? Fraternal, most likely. In general, god appearances as anonymous craftsmen/mages/healing novices who give uncannily useful advice. Also, Anar has a habit of trying to take apart and reassemble interesting machinery. Banshee wails converting people? Story idea: One time, inventor Sven had been working on some sort of clockwork machine for thread/yarn making: input of (washed) raw wool or cotton or somesuch, and it was supposed to do the carding, spinning, and pulling to yield nice (undyed) yarn or thread. Of course, the inventor had been having trouble with the machine; it kept jamming, or various bits breaking, etc. One night, after a particularly spectacular failure (one of the carding arms jammed and then broke off, falling into the pulling mechanism and thoroughly fouling everything, Sven just locked up his workroom (in the middle of Experimenter's Row) and went to the pub to get really drunk. Two days later (bad hangover), Sven heads back to his workroom. The various people in neighboring rooms wave to him and grumble, saying "Someone's been rifling through my stuff - I've got a {ligature, pully, whatever} missing! Oh, and can you shut off that damned clacking from inside your room?" He gets into his room and sees pieces scattered everywhere... it looks like someone ripped out half of the guts of his machine, and the remainder is clacking and spinning and twirling around, accomplishing nothing. He wanders over to the power shaft from the waterwheel and disengages it, then turns back to the machine, ready to pull it apart to figure out what piece someone stole from his machine among all the mess... but then stops and stares dumbfounded at the neat skein of yarn on the output holder. He then dazedly goes over to the input hopper - it's empty. - Alex