All Ideas

by MoonHunter

Tarot Cards are used by Magic folks to predict the future (cartomancy). Since the present becomes the future through the interplay of elementally alligned forces, the tumble of cards can give clues to the way the pattern of elements will be in the future.



This means a wizard will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.
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Ideas - Items
July 18, 2004
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Mages/ wizards and such use cards (playing cards or tarot cards) as training tools. The patterns created by certain layouts of cards are mnemonic devices to teach key elemental associations and paths. With such interesting names as the Tree of Life, Phoenix's tail, Rythm of Heart, and Balance of the sphere, there pattern represent the matrices used by magic users to focus and present power. Spell processes can be represented by a sequence of cards.



So mages will often be seen handing around hands of cards.



Wizards will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.
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Ideas - Items
July 18, 2004
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Arkths or Ravagers: These are large landbound crablike creatures about the size of Grizzly Bears. They live partially in the astreal plane. Their food is magic. They can sense it at huge distances. Since spells and such are hard to eat (being in motion) and magical places are the equivalent of a sea of krill to them, they are looking for magic stashed in concrete places. Their primary food source is magic items, alchemical potions, and enchantments. They do a pretty good job of mangling/ eating the physical aspect of said items in the process of chowing down. These things will be the bane of dungeons everywhere, as they will slowly eat away much of the treasure (and the magical traps... so it can be advantagous to follow these things). Note: They will attack people with highly magical natures (i.e. high magic powers). They will probably kill the person in the process of sucking out the power.
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Ideas - Lifeforms
May 19, 2004
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SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors



The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).



Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed 'rat clan' in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.
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Ideas - Society/ Organization
March 30, 2004
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Khor are a monsterous and violent race. Within five years of being born, they grow to about half human size and are very, very inteligent. As they get older, they get larger... unfortunately they become less intelligent. After their adolecesence (about seven years), they grow to human size and are of a low human intelligence. As they age, they grow larger, slower, and stupider. Most of them end their lives 3 to 4 meters in height. Khor have been reported upto 10 meters tall, though those elder giant Khor do little but hit anything that disturbs them.





As they age they get larger, they don't seem to ever die of natural causes.
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Ideas - Lifeforms
March 25, 2004
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'Binding the Life Coil' is an ancient quasi-mystical technique rediscovered to prolong one's life at the expense of one reproductive ability. It is a simple magikal technique that anyone can learn (a skill or feat). The promise of near immortality or a lifespan of a thousand years or more makes everyone want to learn it.



This technique has a price though, the amount of immortality is in direct response to the strength of ones reproductive spirit. Those that have never breed will live longer than those that have. The use of the technique makes conception difficult, if not impossible. So you trade the future of your society for the chance for you to see much of that future.
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Ideas - System
May 28, 2003
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You come upon a ruined building in the back section of a city park (or other out of the way area of the city). The ruins are fairly overgrown. All that is really standing is a doorway and its frame. If you pass through the opened door, you travel to a different world. If the door closes, there may not be a doorway back to get you back.
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Ideas - Locations
April 22, 2003
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You find a book in the library, then when you start to read it, seems to change from pages of words to pages of images that seem to live and move. If you touch the page after the images appear, you travel into the story and now live in that world.



There is a book on that world, that leads back to this one.
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Ideas - Items
April 3, 2003
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After particularly intense storm, a green glowing fungi can be found on the trees and plants. Also new monsters seem to be in the region. These storm are obviously bringing these things from other places and depositing them with the wind, rain, and goop upon the land.
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Ideas - Lifeforms
March 29, 2003
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Every now and again, the region encounters a dense blue fog. Every now and again, things disappear into the fog never to be seen again and things appear out of it from other places or world. It seems the fog is the material form of some minor diety charged with moving things around the universe to balance cosmic forces.
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Ideas - Locations
March 20, 2003
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