In the school of pubcrawling spellcasters, there are many spells which are passed around on looseleafed notes (or found in the margins of many used spell books).
Cool: To cool one's drink, useful on a hots day.
Warm: To warm one's drink, useful on cold days or if you have a proper brew.
Froth: Flat beer is a bad beer
Find Tap: Creates a floating bubble from the beverage, that will lazily head towards its tap. A fun trick to see if you are being served the good stuff or the cheap stuff. Also if you keep some beer from an tied or common house, you can follow the bubble back to that house.
Fix Mug: Well if your mug is cracked or broken, precious amber liquid could be lost. A quick spell will replace all but the worst damage
Careful Beer: This cantrip prevents the accidental sloshing of precious liquid out of the cup. One has to literally desire to pour it out for it to spill. This is handy if you have clumsy friends.
Water to beer: Rather than a full spell, it allows you convert a mug of water, with a splash of beer added to it, into a full mug of beer. A great spell that teaches many magical fundementals and allows cash strapped apprentices to get a drink with their friends.
Second Mug: This cantrip seems to make a tiny bit of extra space in you mug. Cast the cantrip and have someone refill your mug. It will load up with one and a half times the volume of normal drink (sometimes up to two times the volume if cast well).
Rosey Glow: This allows one a glamour of being into your cups. You will feel that happy warm, sloshed feeling, after drinking one drink with rosey cups cast on it. The glamour will shatter if you are hit with a sobering truth, potential violence, or hit up the head really hard.
There will be no specialist mages, this is a magic form that is squarely in Hedge Magic and Domestic/ Craft Magics. Thus, a mage might learn some spells, but no mage of note would admit it. Go to Comment
Needed to be linked to the islands sub. I will do that. You did hook it up to Scum and Villany. Thank you, it saves me the trouble.
Interesting, but not that exciting. The history had some nice elements. It is a very high fantasy kind of setting. Or at least a high magic world.
I have to agree that the format is very useful. I didn't need the first few entries King/Lord, Royal Allegiance, Parish Following These would of been mentioned in the other areas. Location, unless there is going to be a full set of related locations (which has not been indicated by freetext or linking), is really quite un-needed, especially since this will be pulled and used by others (thus making such details pointless). Still I like the format. I like the effective bullet points.
I would also explain what a firth is, for those that don't like to google or have an insane knowledge of descriptive terms.
A couple of other questions do come to mind.
0) How Big is this island? I don't need exacts. I just need to know it if is the size of a town and a bunch of rocks, is it several miles across, is it dozens of miles across? All we know is "the east side of the island, two miles long, and half a mile wide." This phrase makes no sense. I assume it is the Firth itself.. but..
1) Is there a stigma against "evil undead" "evil mages" etc in the rest of the world? If there isn't then the tenor and themes in the piece are all wrong.
2) If there is, why aren't they doing something about this nest of villian. A holy crusade, especially since the Dark Arts are taught here.. the source of "All (okay most) Evil Magics" comes from here... really seems quite possible if there is anything like an organized religion (with its own magics) and a military arm (paladins). If they don't have their own on tap, they certainly can provide incentives and moral justification for some group to deal with it. Even if it isn't religious, there are practical applications to wiping this place off the face of the planet.
3) Why isn't any nearby state (or other government) seizing said island. It seem strategically advantagous given that a small pirate fleet was based out of here for quite a while. (And still is) They were able to support themselves seeming on piracy only. This is a place I would want under my control to watch over sea lanes and be a forward naval base to protect their own interests. (Okay I see that undead might make the island less than a vacation spot, but enough trauma and the undead could be cleaned out or at least held back with or without the magic shield). Combine this with number two and it leaves unanswered questions.
4) See above, when dealing with slavery. I mean if you take the slaves anywhere else are they still slaves? And nobody is upset by this? Nobody swiped a noble's kid or friend by accident and sold them as a slave, thus providing motivation to go to war or deal with this? Again, good justification for that moral stance that gets people on your side.
5) The Evil Magic here can't be that overpowered as to protect them completely. Countermagic/ Dispell, a common enough spell in most systems, eliminates some of their edges. Do they have a military or an effective security force? The harbor, as described, isn't a defensible point. Blockage and blockage running could go on. Chaining. I mean there are many things here.
6) Is this a lawless zone on the land? How is order enforced, public consent? Do the Captains enforce anything? Do they have a brute squad? Is there any law at all besides what you can enforce with your battle prowess that you can muster?
I have a couple more, but these need to be addressed first. Go to Comment
Actually I do know what a firth is, but I bet very few other people do.
For q1, q2, q3 The reason I had those questions is the write up makes no mention of it. In fact, it implies that this is the stable status quo and that this island has been here and this way for quite a long time. (Tortuga in the pirate era lasted 30 years, though some say 44 with the treaty.) That was the impetus of the questions.
There is also no mention of anyone trying to "attack" the island and failing. It seems like the world is "happy" to leave this place alone (for now). If that is the case, a reason or a comment to that effect would be nice.
Related to q1, What is your expected stigma for the Dark Arts for the setting? Is it just an "icky thing" like being a mortuary science or a torturer or butcher in Japan or it is something horrific? This expresses the degree of acceptance.
q4, admittedly the question was an afterthought. Certain cultures/ states would find it more offensive than the black magic. (Depends on the degree of stigma against the Dark Arts. ) Just wanted to see if there was any response to their place of slavery. Would the Pirates sell the Slavers out (thus ensuring their own freedom)? That would then be a plotline for the setting.
There is a small disconnect for a place dammed by dead slaves would actually allow slavers to operate. Would not the undead just being pressing against the wall because of it. I would expect things getting through, ghosts of slaves who die working from the inside. I would expect a horde and something happening along those lines. Sure you have this defensive barrier, but it seems stable and something that nobody worries about failing.
Also there is no need to be defensive, by the way.
q6. I know there is no rule of law. The write up is clear on that. Even Tortuga had a small group of thugs that kept the worst of it down and helped to keep things from getting too out of hand. However, small personal armies for defense needed to be mentioned. Small armies to prevent others from taking over from the Captains (and how do you get to be a captain? a follow up question) would of been a good mention.
Are the captains importing prostitutes like they did in Tortuga? Go to Comment
This is a lovely utility submission. It adds color to the world without being an obvious adventurer inventory item.
Though I do like the needles.
Bonus points for having the links. Now write up something for the Tuner Mage stub. It does not have to be a lot, just enough that we know what they do. 1-3 lines should do it. You can flesh it out later. Go to Comment
This is a very functional set of points to consider. It is well aimed for writing and posts. You may get to be the "thing we cut and paste" into certain people's submissions when they need "help" for a while.
It does miss some things. They may be outside scope. It does not address how to balance or section "fluff" raw fiction/ description and content, or the use of artistic prose, but it covers some good ground, or things of these nature. Again, it may be out of scope, but still something I would like to see approached. Go to Comment
Welcome to the joy of stubs. You put something together that is "just enough" of a place holder that it explains the linked subject. Now you can leave it this way, or fill it in, but the reader will have an understanding now. Go to Comment
I was about to ask questions, and manfred hit my important questions: Intelligence and symbiosis.
My questions included:
Do they fight back if you try to eat them (in plant mode)?
Do they like giving their fruit away?
Do they plant themselves?
Are they solitary or group orriented? (Do they grow in patches?)
Their flesh is consumed by carnivores, leaving their plant flesh to rot and lay seed? Go to Comment
In addition, there are some setting requirements required for plugging them in.
How long ago has this happened. It seems like the group has been going for a couple of generations to have this level of organization and numbers. (If not, then the project needs a rewrite.) Okay, but this is a zombie appocolypse game... and the people are comming from? There wasn't that many people in that camp to support this. Where do they have a society to support themselves? How do they really get out to places where the zombies waunder? What is the rest of the world like... Are they saving people (which is wierd given the decades that must of past), supporting other enclave, or just ridding the world of zombies?
I am always a fan of Garage Sale from Hell items. This is a classic. It has a lot of uses. Good plot potential. And it has a subtle weakness (the staring) which is a great "clue" for adventurers. It is a good solid item.
The write up is a touch sort. I don't mind short if it hits everything I want. You could of added plot possiblities to this (as they are endless, you could easily toss up a few), to prime the pump of the GMs.
In some ways, I could see this item being "a class of items". While the spell or technique might be somewhat rare, I could see others duplicating this spell for their own enchnated purposes (or once the idea gets around sacrificing someone to buy the magic enchantment from a demonsoul). Go to Comment