On Wed, 10 Jun 1998 03:43:29 EDT KirbyRanma@aol.com writes:
> I would personally hate to see sea elves develop. I think they
>were
>somewhat overdone in Dragonlance, but that may have been where their
>calling
>was.
Three cheers for that! I like elves a lot, but far too often sea elves
were played with all the advantages, non of the disadvantages.
>Off-hand, I don’t recall another campaign setting that uses them
>that
>all the players would know of the sea elves (I’m not familiar enough
>with FR
>to know if they do or do not), but I don’t recall them in Greyhawk or
>Planescape. I know they are not in Ravenloft and Dark Sun is right
>out. If
>we used sea elves, how “medieval” would they be? I don’t see them as
>needing
>castles per se, but domes should be hard to build underwater.
Actually, it would be easier underwater for construction, because of
bouyancy and the ability to swim materials to where you wanted them
instead of flying or cranes.
> Also,
>if they
>do exist, who is their racial enemy? Kuo-toa? Sauhgin? Crabmen?
Sauhgin already exist in BR, as stated somewhere… but I understood them
to be a minor race that was reclusive, not some great terror of an enemy
keeping down another population.
>There
>would have to be enough of an enemy so the elves wouldn’t have a
>monopoly in
>the oceans. Granted the Krakken, Leviathan and Sea Drake would eat
>them up
>yum, as if they were fish-heads, but the PCs wouldn’t stand a chance
>against
>any of them. To make the fighting arena equal, you’d have to helms
>of
>underwater breathing, rings of free action, etc and then you’ve just
>upped the
>magic quantity level.
> As far as the “land” or body of water is concerned, how would you
>divide
>them up into provinces? Would you just do by water body type or by
>depth?
I would probably use the sea provinces listed for naval movement. Yeah,
they are often larger than a normal province, but then you could say it
requires more seabed to collect sufficient mebhaighl for sources.
>Would the land/source values matter since you couldn’t build any
>holdings in
>the water (no new holdings “dock,” “port,” or “peir” please)
I’d say no land holdings allowed. However, the sea sources could be
corrupted by dumping of trash, pollution from nearby seaports, etc.
Maybe a great naval battle sends down 40 ships with their crews. That
might adversely affect the sources as well. That way you could keep the
PC’s sources in constant flux, and give them challenges to protect their
power base.
> What
>exactly
>would consist of a realm spell and would you really want a whole bunch
>of new
>water-based spells coming your way when in an armada? If two navies
>fought,
>the first one to cast “Tsunami” would probably win, unless the other
>cast
>“Whirlpool” first and then they mutually destroyed themselves. That
>would
>just suck spoiled bananas. Well, in my opinion, at least.
>
>Take care all,
>Kirby (wet behind the ears)
Yeah… those sound like typical realm spells. But they would only
affect 1 combat square adjacent to the caster!!! joke
Other realm spells would be Violent Storms, Churning Water, Bad Winds,
Becalmed, Call Shark Hordes, Repel Huge Gigantic Monstrous Ugly
Awnsheghlien Beasts of Terror From My Sea Province, and maybe Good
Fishing for Little Johnny and Sue. 
Benjamin
You don’t need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com
Or call Juno at (800) 654-JUNO [654-5866]