byAll magic is suddenly gone. No mage can sling sorcery anymore. This upsets all empires and civilizations. It is soon discovered though, trough the combined work of mystics, scholars and dreams, that all the magic has been drawn into a single orb in a vast tower located at one of the poles. Whoever gets there first wins the greatest price in history, access to all the magic in the world. But who owns the tower?
Encounter - Tundra/ Artic
February 15, 2011
“ Many games draw moral lines in bold colors, where the real world is not so easy to categorize. Suppose that the player characters are faced with an overwhelming foe? Even unsavory allies such as orcish barbarians may be better than no allies at all. More disturbing, these allies may be honestly friendly to the PCs when all is done, overcoming barriers of race and religion. Will the PCs remain friendly with the bloodthirsty humanoid tribesmen when their mutual foes are defeated? Some would expect the tribes to betray them, but after the characters have honestly won their respect, even orcs may not be all bad.”
“ There is a small and strange nature-worship cult that has dedicated itself to freeing vegetables. They appear usually in working pairs or trios, arriving to villages and towns separately and wearing the local garb. For some reason, they have taken to disguising themselves specifically as a scholar, a cooper, and a fisher. At night, they will sneak into backyards and side gardens, digging up household fruits and vegetables. They pile the pilfered plants into a cart and vanish in the night. While the townsfolk wake up to empty gardens, the cultists replant the fruits in the wild to let them be 'free'.”
“ Magic is addictive, small spells are like cannabis in addictiveness, major ones are like cocaine or herion. Many countrys ban even cantrips as a result.”