-or- Register at the Citadel
Locations
Water
Regional

4

7 Votes

33xp

ID: 754
Hits: 5820
Comments: 6
Ideas: 0
Rating: 4
Condition: Normal
Submitted:
April 29, 2004, 4:05 pm
Updated:
December 31, 1969, 7:00 pm




Voted Hall of Honour:
Cheka Man
HoH not available due to level or sub is not 10 days old
The Isles of Ithaca
By: Fin Rabbitslayer

A land being plunged into chaotic energies, wild superstition, massive prejudices and distrust.  More of a campaign setting than anything else.

This is more of a concept applied to a particular setting than the setting itself, bear this in mind.

The Isles of Ithaca are a series of small islands and island groups on a relatively shallow sea (there are certain paths that can be walked for miles without swimming, just by wading).  The isles are home to an abundance of races, cultures, and populations and have more than their fair share of heroes. 

A few months ago the Isles of Ithaca were bathed in a resplendant light as a comet slowly approached the planet where the isles reside.  As the comet closed in the doomsayers predicted the end of the world and that the world was being punished for it’s abuse of all things magical.

The comet however, did not strike the planet, missing it by a few thousand kilometres.  However, the comet fell into orbit around the great planet, circling slowly once every day.  It passes over the Isles of Ithaca during the late afternoon and early night, then disappears over the horizon only to return the next day.

Astrologers say the comet is getting closer and that there is not much time left for the living.  Doomsayers state that the time is now to repent for the wicked ways that the gods are punishing them for.

These doomsayers are gaining great power over the lords and ladies of the land, for their prophecies appear to be coming true.  When the comet flies above, all magic from the land is drained away.  All magic, without exception.  Magical items lose all powers, and continue to not function even after the comets passage.  Perhaps the item does not have time to recharge in half a day, or perhaps it is permanent.  Magic itself fails miserably, producing no effect whilst the comet flies above.  For a few hours after the comets passage, magic spells cause chaotic, unpredictable magic.  Magic returns to normal around morning, remaining so until early afternoon when it becomes chaotic again until late afternoon, when magic is negated.

Needless to say the doomsayers have succeeded in causing a massive witchhunt for magical heathens in a land where magic was previously seen as awe-inspiring.

Again, I will apologize, this likely isn’t best placed in settings.  Then again, it doesn’t make a terribly good amount of sense anywhere else either, so here it is.  A concept to base settings and plots into.

Many options remain, perhaps magic users suffer terrible anguish during the comets presence.  Perhaps a large underground cult of magic-users is forming, uniting good and evil within that group. 

Also a good option if your players have become powerful spellcasters and all non-legendary epic plots now seem boring to them.  Also a good way to get rid of every single magical item from them (not that I am sadistic).

Run and hide little magi, bwah hah hah ha!



User Submitted Ideas (0)

Please register to add an idea. It only takes a moment.

Comments ( 6 )
Commenters gain extra XP from Author votes.
Extra bonuses go to those that spend all votes in between refreshes.

Strolen
2004-04-29 07:59 PM
0xp
Definately a great idea. Check out http://www.strolen.com/forums/viewtopic.php?p=13614 for some more ideas on adding a comet to your campaign.

Putting it in orbit is an interesting twist for sure but I would probably give them magic for a few hours of the day...that changes everyday. Who knows what the comet is doing to the magical forces and how they are affected.
CaptainPenguin
2004-05-19 10:28 PM
0xp
Wonder how I missed this...

3/5.
MoonHunter
2004-05-20 03:37 AM
0xp
Actually, if Fin Rabbitslayer would put some information about this area in the setting forge, it would be appreciated. We have had interest in wet adventuring areas, but none have proceeded past the embryonic stage. This might do it.
CaptainPenguin
2004-05-20 08:09 AM
0xp
Mmmm-hmmm.
manfred
2005-07-20 06:37 AM
0xp
BUMP!
Voted Cheka Man
2006-06-15 08:17 PM
0xp
5/5 Magic will be risky but not impossible to use safely.

Join Now!!

Please register to vote or leave a comment



Random Idea Seed View All Idea Seeds

In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?
By: Spark | UpVote

Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment if you use an idea!
PayPal
Powered by Lockmor 4.0 with Codeigniter | Copyright © 2012 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0194