tag:blogger.com,1999:blog-4754170279177021419.post3499936916721928451..comments2024-03-25T19:47:36.154-07:00Comments on Goblin Punch: Dream MerchantsArnold Khttp://www.blogger.com/profile/12603155377769597516noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-4754170279177021419.post-78465462735545110482014-09-28T05:33:17.804-07:002014-09-28T05:33:17.804-07:00Good stuffGood stuffBrianhttps://www.blogger.com/profile/17404714820909963557noreply@blogger.comtag:blogger.com,1999:blog-4754170279177021419.post-79066448991214370482014-09-06T05:38:50.323-07:002014-09-06T05:38:50.323-07:00As soon as one hears of dream merchants, they mana...As soon as one hears of dream merchants, they manage to propagate themselves into a new world. <br /><br />As to the Wilderness, I have a similar conception in my game. There are both small areas of 'Wilderness' as you're defining them, the further you travel from the cities (and a few close areas in little-visited locations) but there is also a massive area of the continent (called 'The Mountains of Abomination' by the Humans and Dwarves) that is an area of huge weirdness. <br /><br />Humans and especially Dwarves really hate the Wilderness/Weird. Elves and Halflings in my campaign don't mind it so much, finding it easier to be comfortable in nature (as species/cultures, I mean, PCs are quite at liberty to find it very disturbing). Humans and Dwarves impose themselves on the landscape, Elves and Halflings (and Orcs, though they don't really care about their philosophical approach) attempt to inhabit the landscape without necessarily trying to fight it. So, it doesn't fight back so much. Sometimes, Elves and Halflings can survive in Wilderness areas that Humans and Dwarves find too disturbing and even malevolent.<br /><br />However, the Mountains of Abomination are home to the 'double-plus-weird' - plenty of 'natural weirdness', plus the magical fallout of a collapsed millennia-old high-magic civilisation. Like Atlantis in the Himalayas. There not only does the land have a latent desire to defend itself but many (mostly inimical) magic-using types like to make their bases there (to utilise the peculiar monsters there or study and feed off the residual magic fields sloshing about), and even the laws of physics break down. Gives me a great excuse to include anything improbable that I like the look of, and also somewhere for Dwarves to go crusading. Dwarves just have to stamp out all that weird!<br /><br />Red Orchttps://www.blogger.com/profile/07015582577046093985noreply@blogger.comtag:blogger.com,1999:blog-4754170279177021419.post-26266009932081534072014-09-05T15:35:45.705-07:002014-09-05T15:35:45.705-07:00You are reaching new heights this weekYou are reaching new heights this weekDarnizhaanhttps://www.blogger.com/profile/15005189125696185700noreply@blogger.comtag:blogger.com,1999:blog-4754170279177021419.post-69101186898796739202014-09-05T15:04:15.247-07:002014-09-05T15:04:15.247-07:00This is so much yes.This is so much yes.Jon Bupphttps://www.blogger.com/profile/09626833027364924257noreply@blogger.com