Actually, relating to Iain's comment above, perhaps this could be related to the elementals eating other elementals thing that was discussed a while back? Perhaps they eat each other and thus grow in size, intelligence, AND in power. So they must "eat" more heat to survive, but they also can affect emotions more. Comments? Go to Comment
I don't recall reading this before. Strange that, since I tried to read just about everything related to Coldforged way back when.
Continuing the wonderful throwing out of ideas, hunting for both harnessed and unharnessed nexi is a good plot hook for pulling players into any number of dungeons, be they ancient ruins or gaping chasms into the belly of the earth. With their rarity, the rewards would certainly be worthwhile.
Also, since nexi are in fact twisted knots of reality, perhaps that means teleportation magic and creatures actually create a knot in reality of their own, however temporary it might be. Not sure how far that idea of binding reality can be taken, but it seems intriguing. Go to Comment
Amazing...the sheer depth and scope of this campaign is astonishing. I suppose I should have realized that with the difference in our years comes a difference in time-span. I plan ahead for a few months. You plan ahead for years. Good forethought, good storyline. Hopefully the execution will be as good. Go to Comment
A quite useful item for limiting magic within your world. Great for those of us who don't rely on components getting rarer as time flies, as it explains the general lack of magic items. A good encounter for your players if they happen to hit on the untouched magical trove of coolness. Go to Comment
Yanno, reading through this for the fifth time or so, I realized something MH. Strolen already had posted a link to that thread.
A thought to add to this list would also be raw materials in the sense of, say, a spellcaster who needs regeants to cast his spells. Perhaps the King's Wizard has a personal garden that he lets you wander through and pick whatever plants you might want/need, nomatter how rare. Now there's a thought. Cater to your player's wants and needs.
To take an example from the Coldforged game, a reward Hunthar might be quite happy with is a few bars of some rare metal that he can play with at the forge. However, Flare would just toss the rare metal and go straight for the magical herb he's read about and has been wanting to use, etc. See my point here? Cater to what your characters want/need/can use. Of course, also toss them a few oddities every so often. After all, the world doesn't revolve around them, does it?
Perhaps one of the players is musically inclined, and thus you hand him a score of music by a master composer. Perhaps that score of music is actually a bardic spell of some noteworthyness, or perhaps the notes within contain a secret message he only discovers when memorizing the song.
"I..N..E...E..D-H..E...L-P...Huh?" (Obviously not "true" musical notes, but something to consider. A fantasy world might not use our system of musical notation, thus presenting the opportunity for secret messages or such. The Cult of Music...hmm...)
Not-so-in-depth - "Intimate Gratitude"
~There's something to be said for a player getting intimate gratitude from someone. Yeah yeah, there's the obvious "I'm a player" thought to it, but really, think about it. If you really save the princess and she throws herself at you, but you tell her that you don't want her like this, she might go to some extreme lengths to "have" her savior, including royal interference of some form of another.
Of course, this also opens up possibilities for the GM, as always. What? You actually got laid by the princess? Well, her father walks in on you two. BAM! You're a fugitive from the crown. What? He didn't walk in on you? Well, the princess just got kidnapped, and since you were the last one seen with her sneaking into the gardens, guess who's the prime suspect? Now you have to find her before the guards find YOU.
In-depth? Mebbe... "Sainthood"
~Yeah yeah, there's at least one thread about it by AG, but think about it. If you become a saint as it were, there are lots of benifits. Mother Theresa was loved by just about everyone in the world, and known the whole world round. That'll give your characters a boost in ego. Also with this comes special privileges and other thingies.
For example, the current holy order doesn't like you and declares you a heretic. When the knights come storming in to take you away, the people uprise and defend their "savior/symbol". You can get away with a lot more stuff when the law can't touch you. Of course, that puts your sainthood in peril if you do stuff wrong, but them's the risks.
Empowerment. If people really start to worship you as a saint, their prayers might start giving you enhancements. Check the godhood threads and such, I'm too lazy to go over it all here.
Responsibilities. With respect comes responsibilities. People expect you to help them too. If you're a reknowned freedom fighter, the people who defend you darn well expect you to keep up the good fight! A healer of the sick? Suddenly everyone and their brother show up on your doorstep with their aches and pains. See the issues? Lots of GM fodder here. Use your imagination.
Be a good poster! Post!
After posting, I read it over again, and the thought occurred to me that after being set up for sainthood, you'd also be given offerings from followers. This might take the form of other loots on this list...Darn zero variables that set you into an infinite loop...
Oh yeah, royalty. If the princess mentioned above was truly determined, she might ask her father for her savior's hand in marriage, or she might apply pressure to him to make him let the PC in question go or something...Or youcould take the Chrono Trigger route and make her run off with the PCs, then when they finally return from the adventure imprison the "savior" PC for kidnapping her. That one is a plot within a plot within a penguin. *nods* Go to Comment