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As mentioned elsewhere, there are a couple of features I would like The Green to have, in order to make it possible to "link" it with my science fiction world:
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I do not think there will be much problem with any of these except maybe:
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- cultures which do not entirely rely on powerful magic (because this would enable me to treat the magic either as a kind of psionics or as the cultures' religions - "Well, they believe in it, and that it works, but actually..."),
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Hopefully though, even this could be easily adjusted to fit sci-fi. Originally I had planned on a lot of animal control spells which could be psionic telepathy (Trogod especially). Also a lot of wood-based and maybe air magic, definately a form of tree and animal product alchemy.
I really do not know where the whole thing is going though and have very little knowledge of the new BRP magic system.
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- some kind of a trading center, and perhaps some unique trade goods, like
special woods, pharmaceutical herbs, etc. (because my colonists would most
probably visit The Green's world to trade for "land goods" not available on their
water world - and then other adventures could follow).
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This kind of stuff is a lot of fun. I have been thinking of all kinds of gums and resins(-how about a waterproofing resin), saps and insence. Amber would also be a great trade commodity.
diversion- One of the more interesting things that would work for a fantasy world would be a product like frankinsence. I was thinking that certain areas of the green would produce an insence that would give bonuses to certain types of ceremonies and spells. This insence would be a very hot items in other parts of the shared world.
The trade center is a huge topic and may take a thread of its own, but I am sure there will be at least one. If the Green is as big as the map implies there will probably be many.