• Welcome to The Campaign Builder's Guild.
 

The Emerald Islands Discussion Thread

Started by Ariel Hapzid, July 23, 2008, 12:35:31 AM

Previous topic - Next topic

Ariel Hapzid


Acrimone

Good stuff.  It makes sense that in an archipelagic setting, the races would be different than in a continental setting, and you've got that down pretty well it seems.

My one big concern is with the romanticization of the Halfling anarchic streak... it seems that, at the very least, there would need to be some *reason* (magical, genetic?) that the Halflings have avoided turning into a society of butchers and thieves, especially with their energetic, outgoing temperments.  It doesn't need to be a super-solid reason, but there should be a reason nonetheless, because generally intelligent creatures don't do so well in situations like that.

I do like the idea of the tatoo enchantments for the elves... that's something I've played around with in my own setting for my Korom Houdouns.


Transportation issues are going to be pretty huge in this campaign.  A culture's power is going to be in part determined by how they are able to get around the various islands.  It sounds like the Halflings have the upper hand right now, what with an airforce and all.  What does Albion that allows them to compete with *that*?

Anyway...

MORE!  

I WANT MORE!
"All things excellent are as difficult as they are rare."
Visit my world, Calisenthe, on the wiki!