Very interesting - I like it.
It would be amusing to playsay a Caulderonian who managed to get left behind when his air ship gathering supplies had to leave urgently, or fall of the city and saving himself with a parachute/getting caught by a griffin and carried off...
Of course, if the Caulderonians decided to be nasty, it could lead to scenes like in Independence Day, with a city floating above the royal palace, and dumping something unpleasant on it.
As for the name - what else could be a city of alchemy be named after but the cauldron :) Go to Comment
Love the Setting and am planning on starting to use it in one of my campiagns, this is a great start for a fantasict set of adventures and locations, as well as no end of item...that is it...I am stealing it!!!! Bahahahahaha!!!!! Go to Comment
Would be a fun place to use when the PCs have impending doom coming that way. They think they are going to save the village by warning them but come against such calmness and uncaring. Would they result to force to move the farmers? Might be interesting to see if they give up or continue to try and 'help' or if the nature of Corvis lends its own protection that the farmers fail to pay enough attention to. Go to Comment
Still sort of trying to think of the why behind their uncaringness? Leftover magic from voop that affects those in the area. Children grabbed by a gryphon should get a rise out of somebody. Does mirror lake heal or make these people more sturdy against the creatures that inhabit the region? Easy to bring people back to life? Might make more sense in my head if so.
Oh, so the Gryphon's got Kilder's kids again, eh? When are they going to learn to stay away from it's nest? Guess he will get them back tomorrow sometime.
Plus, while the monsters are quite dangerous themselves, few of them are directly man-eaters, or going out of their way to kill/harm people. Throughout the centuries they may have learned to co-exist with humans in some way.
"There's a giant grzfrz in your garden!"
"Well, if you don't disturb him, he won't disturb you."
"Come, sit, have a pipe. Where are you from, stranger? What is new in the world?" Go to Comment
It is "New York Syndrome". They have "been there, seen that". These folks have seen more "natural monsters" by the time they are twelve than most modestly high level adventurers. It is all in the amount of stuff. (Plus many of these people are the descendents of the staff, who must of been made of hardy stuff).
Yes, they get upset and go after things that pick up the kids, but they would rather loose sheep than the kids. I mean these must be high level peasant farmers, who probably have better combat skills than most low level fighter types. Go to Comment
Maybe the players will have to act crazy to be thrown in Asylum. After that, how will they be able to get out, and if they do, what will the residents of Asylum learn from their departure? Go to Comment
That is why people are not allowed "in and out". If the Mad learned that you can get out, they will try... in droves. (Did we mention that they are superhumanly strong and immune to pain?) That is why people are not allowed in or out. That is why you have to sneak in and out. Go to Comment