There is the classic conflict between Rich (Highs) and and poor (Stilts). There is the conflict between the Piel Clans, which is only slightly covert. The Piels hiding their secerts can lead to "dead".
The conflicts tend to be on personal level, like most Firefly plots. Being outside agents they become new pawns in the local power games. If you get them entangled in local politics, "family matters", or religious elements, you get to play "in middle" with two rocks.
The various sets of players have been there "just to drop some stuff of" and they thought about joing the reaces. Each time, by not knowing what is going on, they have nearly got themselves killed off. There is enough drama.
It does have Lucas Syndrome. That is fact. There are hot and cold latitudes, just not intensly so. The shallowness and mass of water is that their won't be an icey area (or overly warm) as currents will move through nearly unobstructed evening things out. Minimal temp exchanges mean less weather. Go to Comment
Nope, no volcanos. Welcome to the joys of terraforming.
I thought about how they might do that. However they have issues of not having enough materials to conviently hold it and proper equipment to hold them. And given the regular surges, the water table, the degree of wetness, lack of useful rock materials, and the locals finding it easier to adapt than to reshape, the factors are against it.
You might have a few small projects, but nothing of note. Go to Comment
Did you have an idea regarding a charismatic figure or leader of this planet?
No. It is up to what the GM needs for this planet. I would think there is a charismatic leader or two among the elder council, but that would just be me.
How about the history of the planet?
Hmmm. Colonists were dropped off. They built it up. Really, that is as much history as most Firefly planets have.
Who is that 0.01% of the population?
Other odds and ends of the Firefly Universe. A few souls who lost their ride home. A few chinese that are trying to make a living. A few others who came here for possible jobs.
Does the alliance recruit from or tax this planet?
What if some valuable mineral was discovered on the planet? Do you think the populace would seek to exploit the wealth or avoid it?
They would exploit it. It would make their world as wealthy as Nob or one of the central worlds.
Is charity still one of the virtues upheld by this faith?
I do not see why it wouldn't be.
The strict and potentially oppressive religious setting has its place in any game that champions the roving adventurer. I just didn't think this setting or its presentation did a lot improve on this Utah in space idea. But assuming you are GM who wants random setting this one gives just enough details to be save you some time, and it is a familiar enough idea to most western fanboys that it doesn't require a lot of explaining. It wouldn't have taken much to push this into a really interesting idea.
Fair enough. This is a stub for a reason. It is an organizational point. Most people actually don't know much about Utah, so this is their starting point.
Every GM is going to use this planet for different effects in their game. While it was "okay" in my campaign, another Serenity GM of my aquaintance turned into a religious fascist society, just short of "The Will of Landru ( http://www.startrek.com/database_article/landru ). It is what your group is going to be comfortable with.
What if this use to be a Casino planet but got reformed. So you got a lot of reformed whores and gunmen hanging around the church socials?
Never happened in Los Vegas, but it is an intersting idea.
What if there are still old prospectors out in the hills who hate this town and church crap and they make up sort of shadow society?
That is interesting, but the old prospectors would not have enough wealth or population to deal with the town folk.
What if one of the old Primus rewrote parts of the bible and then rather deny him and change there way of life they some start worshiping him?
You have been reading wayyy to much "Dogs in the Vineyards", but it is possible. Again, that would be a plot the GM would add to the setting, rather than something I would list as "This is cannon for the world". Go to Comment
You are basically looking at a "boom town" with two gold rushes going. Lots of change. Lots of Crime. Lots of opportunities. You are looking at social and industrial intrigue (which will get you dead just as easy as a battle). So yes things are maginally civilized.
What kind of drama are you looking for? Open warfare? Giant Monsters? Disasters destroying the planet (we already did that once in this system)? Go to Comment
Silver is not that great of a commodity here. It is valuable, but like a diamond mind. I didn't use gold because it was cliche, silver is easy to mine, and nobody like a Chromium Rush.
This all just happened. Like in the last year or two. Nobody in The Alliance has yet to figure out there is a problem here. (Lord knows how long it took the Feds to realize the issues in Los Vegas).
The amount of wealth available here went off the charts.
What you have now is wealth, lots of it. So where you have some "shady figures" in the vice/ recreation trade supplying things that were not perfectly legal, now they have money, much more money, and much more power.
And people who like power, will often take steps to get more. Who needs the Alliance to drop down on a podunk little town/ planet, when the local shadowy figures and business men will be intriguing against each other.. doing shadowy things (which the PCs would be hired)... and doing a bit of killing ("We don't know where he went....).
In a decade or three, the Alliance will step in here and oppose order. Yet we all know how effective that is in stopping organized crime. Go to Comment
Imagine if you would, 14 people each being sold an entire house. A few years after the sale, they move in and find out there are other people who say they own the house. No matter what, you can not get your money back. The house is pretty darn big, so each can have a room and possible some other space. So, you can live here and hope to get the best set of things OR you can cut your loses and leave (of course you have no place to live then). (Or you can play Big Brother, and try to drive out the other contestants.) Oh, and you just can't kill people outright. The law, minor though it is, is around. And then their next of kin own their rooms.
There could be power blocks, if you want, but right now, nobody has enough of an upperhand to warrent wasting your time with an alliance (and the eventual back stab). I set the groups up so they are mostly "against each other". That way no matter where you go on the planet, there is trouble brewing. (And if you were Browncoats, the Militia is against you no matter where you are on the planet).
Unless you have a lot more "civilization", a star port is nothing more than "The official field you are supposed to land in". Think of it as a dirt field where you can park your car and have to pay five bucks to do it. If you don't mind the hike, just park the ship a bit further out (and try not to crush someone's crops), and drive in.
But these don't need to be a set owned by someone. These are "utility magic items", tools for "every day advanced medicine" in a magical society. Every healer with enough purse would have them, even in Midian. Go to Comment
These are the kind of magic items I adore: small, functional, and practical/ realistic. People would make these things.
I almost think that the 4th ring should either be in a different set, as it seemingly has nothing to do with the others. Still lovely things. Would love to see this made into a scroll with other similar items (or a codex of stubs). Go to Comment
Okay, you have already gotten the "we need you to clean up your paragraphs and odd characters speach".
I like these insects. They have a good ecology and really have no adventuring purpose (i.e. they don't kill/ maim/ disable adventurers). They fit the color of your world (and othe worlds). Go to Comment
Lovely piece that is well written. The effects are nicely defined and explained.
I think I know why he never returned. The item binds itself to the wearer. It draws upon the wearers natural magical strength. Normally this drain would be equal to recovery, more or less. However, if it was not, the wearer would eventually feel the effects of over expenditure of magical energy... sicken and die.
This explanation works best in worlds/ systems with power point magic systems. (To use a RQ example, the draw would be one POW point an hour, which matches the recovery.) There would be a ready made "over expenditure effect" table or rule. You could use loss of soul rules as well.
Dwarves are much less magical than other races. They don't cast spells, they enchant things. And they have some natural magical resistance. The Draw upon a Dwarf would be greater than their ability to replenish. Thus he would expire.
The gloves would change hands often enough. As long as the person was a Human, Elven, or some such, they would probably be okay. A magic users, who have access to a lot of magical resource, would be safer, as they have a bigger bucket of magical energy and better draws. The catch would be never being able to cast a spell again.
Now the "okay" is conditional. As long as nothing else effected the balance of draw. So get hit for extra power damage (i.e. by a ghostly attack or be in a low mana draw area, and you could easily over extend yourself.
Magical curses are rarely cast, as if cast on someone for fun or purely maliciously and the person cursed has not done something seriously wrong, it tends to ricochet back on the curser. Therefore the few who do get cursed are shunned by most people as genuinely guilty,and few will help them.