Fixing parts of the Mournland [Archive] - Wizards Community

Post/Author/DateTimePost
Uratoh

03-27-06, 11:01 PM
In the 2nd Druid Dragonshard, it said some Druidic Warforged are tending in the Mournland, and if the PCs find em they may also find an area where healing works normally...so

What sort of resources would you need to pull this off? Even if it's a 'you need a bunch of druids to tend x ammout of area', an NPC warforged in my campaign is building a nation opposing the lord of blades...and she'd be quite willing to make her city tree-lined etc if it would mean getting rid of the horrid gloom that shumps over everything for that area.
Korhal_IV

03-27-06, 11:30 PM
Design a "Renew Earth" spell? Or tie Plant Growth to a Hallow spell? Some combination of utility spells might pull it off. You're the DM, so make up whatever explanation you like.

Perhaps they're not really "fixing" the Mournland. The force of their faith is reshaping the appearance of the Mournland, but not its reality - a PC might see greenery, might believe that a healing potion works, but it doesn't. It's just more of the Mournland's cruel delusions.
maollelujah

03-28-06, 12:28 AM
Personally I always liked the idea that part of Cyre has semi-permanent manifest zones to either Irian or Lammania. This possibly would allow natural growth to occur.

I envisioned that these zones come and go in maybe a few weeks or a month at a time, which has somehow (maybe it was the effects of the mourning coupled with manifest zone that caused this effect) allowed nature to grow in brief, furious bursts, and be like a small oasis. Trees grow twenty feet tall in a week, like a hyper-bamboo, blossom, release seeds, then die two weeks later. Animals whose eggs wait for the next coming of the manifest zone, and hatch, they eat, bred, lay eggs, then die just as fast. Make it a full micro-ecosystem with each zone full of unique creatures and plants.
Ellorin

03-28-06, 01:46 AM
Another option would be an eldritch machine capable of suppressing the Mournland traits/creating a zone where magic applies normally no matter what.As for the source of the required lore, the giants's civilization seems the appropriate choice.Their mastery and power over magic remains unchecked;they could have found a way to avert a Mournland crisis or, at least, to counter its results.
shironiku

03-28-06, 05:55 AM
I'm not sure it would work, and good luck finding someone high enough level to manifest it, but the ninth-level shaper (psion) power Genesis might work. Normally when used on the Material Plane, it creates a dead zone not unlike the Mournland, so it could be argued that it would have the opposite (normal) effect when used there.
Naudachu

03-28-06, 02:21 PM
It wouldn't necessarily take Epic level magic. Since lack of high level spell casters from the Last War, there just may be a lack of available high level spells. But at the same time it wouldn't be satisfying to just cast a spell to fix the problem.

Druids could cast things like control weather, plant growth, and maybe permanent daylight spells. Maybe even hallow would help.

The answer could come from infusing elementals into the ground, bound or of their own free will. There could be two factions reclaiming different parts of the Mournland: House Lyrander with the help of gnome elemental binders and a druid sect (I think the Player's Guide had a prestige class that worked with an elemental instead of dominating it).

But since we really don't know the cause of the Mourning, there could be any number of different ways to try and counteract it. Maybe the various Houses and Nations are trying their own tactics. Some meeting with failure and some with a bit of success. And of course all meeting with warforged resistance.
Tonpa

03-29-06, 07:37 AM
Personally I always liked the idea that part of Cyre has semi-permanent manifest zones to either Irian or Lammania. This possibly would allow natural growth to occur.

I envisioned that these zones come and go in maybe a few weeks or a month at a time, which has somehow (maybe it was the effects of the mourning coupled with manifest zone that caused this effect) allowed nature to grow in brief, furious bursts, and be like a small oasis. Trees grow twenty feet tall in a week, like a hyper-bamboo, blossom, release seeds, then die two weeks later. Animals whose eggs wait for the next coming of the manifest zone, and hatch, they eat, bred, lay eggs, then die just as fast. Make it a full micro-ecosystem with each zone full of unique creatures and plants.

I remember that there was a dungeon magazine adventure, or something similar, with a tyrannosaurus going around with some magical (obviously) jewel that made a jungle around it. The travelling jungle was cool idea and somehow this reminded me from that. Elemental type entity or force, going around inner mournland, locked in cycle of dead, rebirth and motion. Some druids could be aiding, herding or stalling this animated wrath of nature. Some oasis or similar could travel in the forest or jungle and be for some use for the druids themselves and a aid for travellers. Still further the jungle could be healing the mournland for sometime, leading some pacts of travelling nomads following in its trail, collecting goods left behind. This force or area could be following a trail lead by stars and with enough knowledge with planes or similar could lead to know the road beforehand. Maybe the druids or hunter pacts travel before the coming forest, warning those who heed the needs of nature. The forest itself could be either mini adventure location for characters, maybe a part of lost temple they were looking from the southern parts and which run away, or a plot item revealing old ruins or healing the land for new use. The Lost Jungle also feels good place for rites for druids.
Tonpa

03-29-06, 07:48 AM
The answer could come from infusing elementals into the ground, bound or of their own free will. There could be two factions reclaiming different parts of the Mournland: House Lyrander with the help of gnome elemental binders and a druid sect (I think the Player's Guide had a prestige class that worked with an elemental instead of dominating it).


I really like the idea of elemental binders, either gnomes or some small group of druids, trying and succeeding to restore small parts of mournland to be habitable. The old “part of World tree” community’s spring in mind, with huge central tree and some sheltered community around. Dark Sun material suits this like a glove. Also the academic Gnomes in a mission sound terrific, maybe bringing some burrowing friends with them. Tunnels that lead pockets of old Cyrean lakes and pockets of refuges could be huge adventure itself. Bringing help to survivors and looking for the lost royalties of Cyre and favoured of Houses. The community could also combat against invading horrors in elemental levels, like the weather itself need to be fought back with spells and storms children (elemental and outsiders) clash out against the trespassing community.
cosmikube

03-29-06, 11:19 AM
I remember that there was a dungeon magazine adventure, or something similar, with a tyrannosaurus going around with some magical (obviously) jewel that made a jungle around it. The travelling jungle was cool idea and somehow this reminded me from that. Elemental type entity or force, going around inner mournland, locked in cycle of dead, rebirth and motion. Some druids could be aiding, herding or stalling this animated wrath of nature.

Wow! This is a great idea! It reminds me of the Forest God in Princess Mononoke. What about a living Plant Growth spell? With unusual side effects maybe?
maollelujah

03-29-06, 08:24 PM
Wow! This is a great idea! It reminds me of the Forest God in Princess Mononoke. What about a living Plant Growth spell? With unusual side effects maybe?

If the mournland was still twisting in the plants, I think a living Plant Growth spell would be interesting.

Still further the jungle could be healing the mournland for sometime, leading some pacts of travelling nomads following in its trail, collecting goods left behind. This force or area could be following a trail lead by stars and with enough knowledge with planes or similar could lead to know the road beforehand. Maybe the druids or hunter pacts travel before the coming forest, warning those who heed the needs of nature. The forest itself could be either mini adventure location for characters, maybe a part of lost temple they were looking from the southern parts and which run away, or a plot item revealing old ruins or healing the land for new use. The Lost Jungle also feels good place for rites for druids.

I like the idea of a group of nomadic druids following the manifest zone from place to place, via their knowledge of the planes, it is a very interesting encounter for the PCs. I orginally had a twisited 'glaistig' living there. Besides wanting to feast on the PCs, she also wants to find a way to make her little oasis permanent, Which she needed the PCs help to do, since she is bound to manifest zone.
Tonpa

03-30-06, 02:52 AM
I envision that the spells of druidic origin could indeed have effect on the manifest zone itself, maybe even the option for odd companions and summons. Mostly I visualize the effects being something that “push” the natural effects of the zone, so Plant Growth could summon some vine horrors and the like from the plant matter itself, strengthening the aggressive urges of the outer rim of the zone. Some effect could strengthen other effects, maybe producing some trunks of soarwood, providing a mean to the gnome cabal or some druidic sect to produce either great huts on top of the zones woods, or make floating wooden forts. Most common form this could be other resource for the fabled wood, so the natural phenomenon unites to economic forces, maybe producing plots with Aerum or similar organization.

I had also a visual effect on the path of the zone forming a sign on the mournland itself, making some professor of anthropology and geography making a startling discovery. From the Tome of magic this could represent a vestige forming, the hapless professor being he first binder of lost horror (either demon, quoatl or similar). The Zone or also other zones traveling in mournland, Talenta, Valenar and/or Xent’ri could form similar vestiges. The old trails could be written some old tomes, making introduction to this lost path. Also this could make reason to old order of Silver Flame to strike against the zone in mournland, trying to ward away the rising force of “evil”, maybe renegade quoatl, old lover of imprisoned zakya general.