Hi folks
I opened this thread for many reasons: I my saga I plan an expedition starting in the Rhine Tribunal with a flying ship, visiting and researching the lands of iceland, greenland and finaly the north pole to search for new vis sources, citys and secrets of the ancients, the Order of Odin, new hedge magics (in order to see if someone should join or die or simply in order to learn from them), maical beasts to hunt, powerful magical auras for new covenants and something like this.
The PCs decided to join this expedition (I mentioned this expedition plan once at the Grand Treibunal and they were fire and flame for it) so I have to work out some details. And I was hoping for some help from you. Sadly I dont posses anys sourcebook about iceland (but I have the free addon with the war against iceland) so there are no official sources in my hands.
First I want to show you my thoughts about the flying base of the expedition: the Daedalus. Then I want to ask you for story ideas, problems, rewards, cool vis sources that fit into these lands and pherhaps you have some good links to the real mytsics of iceland, greenland and the northpole.
The Daedalus
The Daedalus is a huge hanseatic cog with enough place for 25 man and 8 small laboratories (most of the place for goods was changed into labspace, a lab is 552 paces big and so it have the Elementary Flaw from the laboratory chapter in Covenants). There is a living and sleeping room for the grogs, a kitchen, a room for the specialists, the magi sleeps in their labs, some place for food and water, a cage for magical beasts and some other rooms like the enjoing room. In the room of Archmaga Maria ex Bonisagus, the leader of this expedition, is a hidden chamber with the item that makes the Daedalus magical: a miniature of gold, covered with gems, the sails made of feathers and the sail out of real sail.
Effects instilled in the miniature ship:
Rise of the Deadalus(ReHe55, Sun, Structure, Touch, Base 10 (make a plant product move without requring your control), +1 size, +1 for additional weight, +2 levels for 2 uses/day, +3 levels for environmental trigger)
With this spell the ship can fly in the air and can move in every direction at a speed of 3 miles per hour, it can only move faster with the use of the winds and the sails. It can carry its own weight and several tons of load. The one who touches the ship can control the flight.
Unbreakable Will(MuHeTe35, Touch, Structure, Sun, Base 4, Size +1, +1 low weight, 2 levels for 2 uses/day, +3 levels for environmental trigger)
This spell makes the wood of the deadalus as hard as metal but its weight only increases a bit. Note that only the part of the ship are changed that are made of wood: the sails, the ropes and even the wooden parts that arent in direct contact with the ship like furnitures or doors arent changed.
Deadalus Wisdom(InIm40, Touch, Sun, Vision, Base 1, +10 levels unlimited uses)
The one who stands right in front of the miniature ship can now use its eyes as if he were at some point outside the ship. So he can controll the move of the ship without leaving the secret chamber.
Quiet the Raging Winds(PeAu 30, Touch, Mom, Group, Base 5, +10 levels for unlimited uses)
This spell calms the winds around the ship like the original spell Quiet the Raging Winds.
Winds of Fortune(CrReAu30, Touch, Concentration, Individual, Base 5, +1 Rego req, +5 levels for allowing the device to hold concentration, +5 levels for 24 uses per day)
Like the spell Wings of the Soaring Wind these spell creates winds that can be controlled a bit by the user of the item. This spell only works in the sky so no magnitudes for unnatural phenomena are added. With this spell the Daedalus can move up to 40 miles per hour.
Another three items are used in the ship:
Room of good Recovery(CrCo30, Touch, Room, Sun, Base 5, +2 levels for 2 uses per day, +3 levels environmental trigger)
The item is a tiny silver scarab that can be placed in any room in the ship. While it is in tha room all people get a +12 on their recovery rolls. Mostly it is placed in the room of the normal grogs.
The Vitalizer of Provisions(CrAnAqHe 19, Touch, Sun, Room, constant effect)
The item is an apple made of glas that enchants a room in a way that food or water stored in it will be fresh and good forever.
Room of Enjoing (CrIm30, Touch, Individual, Concentration, Base 3, +1 for moving images, +1 for good looking images +5 levels device can hold concentartion, +10 levels ulimited uses per day)
The greate sphere out of glas can create sounds, images and smells that are harmonic, friendly, enjoing and good for someone who simply wants to relax.
Inside the ship there are many magical ring lightsources created without vis.
An Aegis of the Heart at a high level will be cast on the ship before the expedition will start.
One thing that is a problem is the heating: in such a cold clima a magical heating would be good, but this would result in a high penetration in order to heat even the magi with a resistance of 50. Any help from you for this?
Or are there ideas for other useful items? [/img][/url]