Magical Places
--------------
Riann has many magical places, some natural, some constructed by Aisa's clerics
or other intelligent creatures. The tables below describe some of them. Certain
points of the tables overlap (or seem to), but not many. Still, the tables are
in many ways interchangeable; a magical castle may float or be haunted (or both!),
a well could be surrounded by magical plants, and an island may have its own 
personal weather. 

Magical Islands                        Magical Stones
----------------------------------     ----------------------------------- 
 1.Deadly            11.Alive           1.Savety           11.Concealing
 2.Deathless         12.Inhabited       2.Live Plants      12.Non-violence
 3.Sinking/Floating  13.Timejumper      3.Bountifull       13.Predator
 4.Enchanting        14.Guiding         4.Feary Fire       14.Stabiliy
 5.Healing           15.Magic Well      5.Healing          15.Gate
 6.Holy              16.Quest           6.Dream            16.Weather
 7.Speaking Animals  17.Luring          7.Spells           17.Moving
 8.Moving            18.Magic           8.Alignment        18.Prohibitive
 9.Prohibitive       19.Changing        9.Haunted          19.Enchanting
10.Timeless          20.Multiple       10.Alive            20.Multiple

Magical Castles                       Magical Well, Fall, Spring, Lake
----------------------------------    -------------------------------------
1.Enchanting         7.Timejumper      1.Divination          7.Rainmaking
2.Invisible          8.Alive           2.Healing             8.Burning
3.Moving             9.Prohibitive     3.Immersion           9.Transporting
4.Peaceful          10.Magic           4.Inhabited          10.Scrying
5.Timeless          11.Holy            5.Magical Cleansing  11.Scrying
6.Truthful          12.Multiple        6.Potion             12.Scrying

Magical Islands
---------------
The best known place to find magical islands is of course the Sea of Isles, but they 
can be found in any body of fresh or salt water. They are usually 1d6km across, but 
may be anywhere from a few meters to over a hundred km.
Some are wellknown to the local population, and may be a well-ingrained part of 
their economy, while others are shrouded in myth and mystery.
The DM is encouraged to make up stories and tales of high fantasy regarding these 
islands; she can, with little effort, centre many adventures around them. A Deadly 
Timejumper with an important artifact perhaps?

1. Deadly. Something about the island is inimical to all life, and anything     
   alive setting foot on it must save vs poison or lose 1d6HP. Each 1d10        
   rounds, another save must be made lest another 1d6HP are lost, until the     
   creature dies, or leaves the island. Usually the loss of HP is               
   accompagnied by excruciating pain, but only a faint but increasing           
   weakness is felt, or a strange peacefullnes, or even nothing at all...
2. Deathless. Death by natural causes simply does not happen on this            
   island. Disease is unknown, and all inhabitants are in excellent             
   physical condition. Many will be long past old age, but still extremely      
   fit and active. The island itself is usually rugged, but never               
   inhospitable. If an inhabitant of the island leaves, he must make a          
   system check or die instantly, as time and disease cathch up with him.       
   Some islands, if a violent death occurs on its shores, will immediately      
   start to sink, often with violent earthquakes and volcanic eruptions. On     
   others, you can stab someone till the end of time and he won't die, or       
   even be wounded. On others yet, is will be you that dies...
3. Sinking/Floating. At regular (or not) intervals, this island will either     
   float up in the air, or sink beneath the waves. For those that are on        
   the island, neither has averse effects (the island either radiates a         
   waterbreathing effect or it changes everyone on it into waterdwelling        
   creatures), but leaving the island is very hard at best at such moments      
   for those that can not fly or breathe water themselves.
4. Enchanting. These islands are always very beautifull, with wonderfull        
   flowering and fruitbearing plants and trees, clear springs and streams,      
   beautifull, melodious birds, and often attractive and welcoming natives.     
   Anyone setting foot on the island must save vs spell or utterly refuse       
   to ever again leave the place under any circumstances, litterally            
   "living happily ever after". Leaving the island breaks the spell.            
   Sometimes, when a particular ugly character enters the island, his           
   Charisma is magically raised by 1d6 points. 
5. Healing. All creatures on this island heal at a rate of 1HP/6T. Ill          
   creatures may save vs poison once per hour; on the first succesfull          
   roll, their disease is cured. Hitpoints and other stats lost because of      
   the disease are regained at the rate of 1/6T. All poisons are instantly      
   neutralized, as per the prayer, and no harmfull magic will function on       
   the island. Some island can even Raise Dead, or Regenerate lost limbs.
6. Holy. The island is dedicated to one or more of the gods. Clerics            
   praying here receive the same benefits as for praying in church, and         
   even non-clerics have a reasonable chance of having their prayers            
   granted. The island always has some feature readily recognizable as          
   important to a specific god (if the island is dedicated to severl gods,      
   several features can be found). This feature generally has some magical      
   property as well, as is suitable for the god (a healing spring for Twen,     
   a magical fruit-tree for Enlet, etc).
7. Speaking Animals. The animals on this island are capable of speech. They     
   may live their lives as regular animals, or have developed some sort of      
   soceity, or work together only under special circumstances (like when        
   they overhear the PCs planning a hunt). The speech abbility may be a         
   trait, or the result of some magical item somewhere on the           
   island (taking it along may have all kinds of effects, from simply being     
   usefull to invoking the wrath of the gods).
8. Moving. The island is not fixed to a place, but moves around. Some           
   islands simply drift with the waves, but most will seem normal islands,      
   except that they have an increasing chance of 1%/D of becoming               
   enshrouded in mist for an hour (reducing visibility to a few meters),        
   and when the mist clears, the island is somewhere else completely. The       
   new place may be random (generally within 1d8x1d100km from its previous      
   location) or the island may have several fixed locations along wich it       
   moves. The new location will always be in water, but may be in any lake      
   sea or ocean. Powerfull wizards like to set up their tower on these          
   islands, but simple towns or large cities can also be found (by nature,      
   the inhabitants will be fishers and traders).
9. Prohibitive. The island can not be entered/is deadly to something. The       
   "something" may be any item or creature. Race, gender, haircolour,           
   class, or anything else may be the activating point. Maybe a Charisma of     
   at least 16 is needed, or only those over or under a certain age are         
   allowed. Perhaps iron is prohibited, or wood, cloth, tools, or food...
10.Timeless. Time does not stand still here, but it passes much slower than     
   elsewhere. Usually, a day on the island is a year on the rest of the         
   world (but other rates, like 1 day vs a month also occur). When someone      
   leaves again, she may find herself in a completely different era! Often,     
   she must also save vs spell or age on the spot to her natural age (this      
   usually means she dies), but this is not always the case. Ofcourse,          
   being stuck in what for you is a thousand years in the future presents       
   its own problems...
11.Alive. The island is alive. Perhaps it is some huge elemental who likes      
   a swim, or it may be a giant turtle, or a leviathan, or some other huge      
   seacreture. A giant gellyfish for instance... The island-creature may or     
   may not be intelligent, and it may or may not be friendly towards            
   visitors (provided of course they don't light a fire on its back...).
12.Inhabited. The island is inhabited. The natives may simply some friendly     
   (or not so friendly) tribe of a known race, or they may be unknown. Or       
   perhaps a dangerous monster claims the island for its own, demanding         
   treasure from all who wish to land (or leave...). A dragon pleased to        
   have visitors (for breakfast), a very upset wizard (who was disturbed in     
   some very delicate resurch), a demon in chains (imprisoned by an evil        
   wizard; or so he claims), someone Geased or Cursed to stay, etc.
13.Timejumper. As the Moving islands move through space, these islands move     
   through time. Every now and then, the islands becomes shrouded in mist,      
   and when the mist clears, time has past. The intervals between moving        
   may be fixed or not, as may be the amount of time traveled. Life on          
   these islands is usually clearly of an older time; and inhabitants may       
   be unaware of the timetravelling habits of their home. Rumour has it         
   some of these islands can actually travel backwards in time, but this        
   has never been proved.
14.Guiding. These islands either contains some important clue about a           
   current or new, about-to-start adventure, or they act as guides              
   themselves, drifting around till whoever they guide has found her            
   destination. If entered by the one to be guided, the island will stay        
   put untill she leaves again, after wich it will resume its task of           
   guiding her. The island itself is generally hospitable.
14.Magic Well. This island is not nescesarily magic itself (though it may       
   be), but it does sport a magical well. Simply roll on the Magical Well       
   Table, or make one up yourself. Or, instead of a well, there may be a        
   magical stone or fortress.
16.Quest. Those who enter this island are compelled to go on some quest.        
   This quest may be helpfull to them in some way (yielding a clue or item;     
   allowing them to find their way home or free a friend; whatever), or it      
   may not, but it will always be weird. Strange encounters, suspicious         
   coincidences ("Who did you say we see in the middle of the ocean in a        
   rowing boat?!"), and anything else you can come up with, so long as it       
   is very short of impossible.
17.Luring. This island contains, very clearly, something the PCs (and           
   probably lots of other people) want very much indeed. Yet somehow, they      
   are unable to reach it. They may try anything they like, they won't get      
   it (and if there's other people around, they probably won't be pleased       
   with the extra competition the PCs give). The whole thing of course is       
   a fake, and the sooner the players realize this, the more XP they should     
   get (don't make it to obvious; a mountain of gold that no one can reach      
   is not going to fool them very long... then again; maybe it will!).
18.Magic. For some reason, magic has its maximum effect on this island.         
   Whatever spell is used, it will do its greatest possible effect, and         
   even more. However, wether this is to the casters' liking is         
   another matter entirely, even without the unexpected side-effects many       
   spells willspontaneously develope (Check your various Miscast- and Wand      
   of Wonder-effects, but remember the intended spell will also work, to        
   full maximum effect) Also, mana is recovered at twice the normal rate.
19.Changing. The island is constantly changing. New parts rise above sea-       
   level, get colonized by plants and trees instantly, while older parts        
   again. The whole looks somewhat like a fastmoving cartoon of a     
   volcanic island as it developes over the centuries, except this is real,     
   and the timeflow is normal; it's the island that is weird. Also, parts       
   that disappeared yesterday may reapear today or a week hence. The island     
   may actually be volcanic, but does not have to be.
20.Multiple. This island has several of the magical effects described in        
   this table. Roll twice on the table (or as many times as you like);          
   should you roll another 20, simply add another magical effect. If you        
   roll contradictionary effects (not many, but possible, like Deadly and       
   Deathless), simply reroll the second roll.


Magical Stones
--------------
Either the stone itself, or the area around it is magical. Sometimes the effect can 
be activated only when touching the stone, sometimes anywhere within range (usually 
1d100 meters). In the latter case, the effect is often stronger closer to the stone.

1. Savety. All within range (d100m) recieve a bonus on their saving throws.     
   the bonus may be fixed, vary, or be related to some individual trait.
2. Living Plants. Certain trees, plants or patches of plants are aware.         
   Their Intelligence is 1d4+5, HD1d4+1, AC10, attack as per Entangle.
3. Bountifull. Certain plants or trees produce enormous amounts of eatable      
   fruit, perhaps the whole year round. The fruits may be magical.
4. Feary Fire. This effect can be called forth by anyone of the proper AL,      
   for the proper reason or price, etc. Everyone he names ("the enemy", All     
   invisible creatures", etc.) is affected as per the spell.
5. Healing. Natural healing is twice normal rate; all spells/prayers have       
   maximum effect.
6. Dream. Sleeper may receive a prophetic or otherwise informative dream.
7. Spells. Certain spell(group)s (like those related to a certain element)      
   have maximum effect/don't work at all.
8. Alignment. All within range become aware of eachothers' Alignment.
9. Haunted. Anyone who dies within 1km of the stone becomes a ghost or          
   banshee haunting the place. If the stone has thus "captured" more than       
   one spirit, only one can be active at the time, but if one is dispelled,     
   killed, or otherwise removed, the next is released imediately.
10.Alive. The stone is somehow alive; it may be an eartelemental, or a          
   petrified monster (perhaps eroded beyond recognition), or the stone may      
   become animated (as per the spell) under the right circumstances (a          
   commandword is spoken, evil creatures enter the place, a rainbow             
   appears, a fire is started, etc.), or the stone itself may be aware.
11.Conceiling. Non-hostile creatures are invisible to hostile ones.
12.Non-violence. Damage done by an attack is aplied to the attacker             
   instead of the target.
13.Predator. The trees around the stone are meateaters (treat as evil           
   treants), or some other magical predator lives in the vicinity of it.
14.Stability. Earthquakes and similar effects can not enter the area.
15.Gate. The stones (they usually appear in groups) form a magical gateway      
   or teleporter to some other place elsewhere on Riann/on another plane.
16.Weather. The stone has ots own personal weather. The most common are         
   friendly climates in hostile environments (a patch of tropical jungle on     
   a glacier), or out-of-season weather (snow in summer). In the latter         
   case, the season may simply be lagging behind, or it may be stuck            
   altogether (perpetual spring).
17.Moving. The stone moves about in a 1d20km area. If it ha more magical        
   effects, they may move with it, or remain in place.
18.Prohibitive. The place can not be entered/is deadly to a certain group       
   (alignment, race, profession, gender, etc).
19.Enchanting. The place is so beautifull creatures must save vs spell or       
   utterly refuse to leave the place. Those who eat or drink something from     
   there get no saving throw.
20.Multiple. The stone has 1d4+1 effects (if this number is rolled again,       
   add one more effect).


Magical Castles
---------------
Magical castles have the added detail that are often inhabited. By whom or what and 
how the inhabitants react to visitors may be independant of the enchantment, or it 
may be related, but usually varies even more wildly than you expect from normal 
castles. Still, the inhabitants may be nothing more remarkable than a hero become 
ruler, who wanted a house with a litle extra.

1. Enchanting. Inside the castle is a constant revelry going on; everything     
   is wonderfull, merry, and inviting. There is plenty of excellent food        
   and drink, music and entertainment. All are beautifull, friendly and         
   above all, happy. Anyone entering must save vs spell or refuse to leave      
   ever again. Note: in some castles, merely entering is enough to need a       
   saving throw, while others are quite save unless you eat something, or       
   drink the water, drink anything but water, fall asleep or do something       
   else particular to that castle. The inhabitants are usually quite open       
   about this, although they do tend to try and make you do it, "so you can     
   stay with us forever!". Some castles also have something you must not        
   do, lest the enchantment be broken. If that happens, the visitors either     
   are suddenly standing on a a barren hill, or in the empty and often very     
   old ruins of a castle (perhaps after turning to dust before their eyes),     
   or the castle remains, and the inhabitants act confused for a while, as      
   they come to realize what happened. They have often been there for           
   centuries, and usually have trouble grasping the fact that everyone they     
   knew that was not in the castle has died long since, and everything has      
   changed. Some interesting roleplaying may be involved here.
2. Invisible. The castle is invisible from the outside, or can be made so       
   at the command of one or more of the inhabitants. It can often become or     
   remain partially visible (like the drawbridge opening to let someone         
   in). Some of these castles do not merely become invisible, but actually      
   disappear into a dimension of their own, although from the inside this       
   may be not noticeable. Some castles can be made visible by some action.
3. Moving. The castle either has the flying abbility (and is usually built      
   on a cloud or a piece of land that moves with it), or it can teleport to     
   other locations. Either form of movement may or may not be under the         
   controll of the inhabitants. In the latter case, it may move randomly        
   (drifting with the wind, teleporting all over the place), or according       
   to a fixed patern. In either case, flying castles will touch down every      
   now and then, sometimes remaing in place for days before taking off          
   again. Uncontrolled teleporting castles often have their movement tied       
   to some time or set of circumstances (teleporting at dawn or midnight),      
   and to a certain stretch of land (the kingdom, a mountainrange).
4. Peacefull. Inside this castle it it next to impossible to be aggresive       
   or discordant, or even to feel "negative" emotions. Only the strongest       
   motivations can overcome this aura of peace. 
5. Timeless. Time moves different in here. Visitors may stay for the night,     
   and find that a hundred years have slipped away, or stay for years while     
   outside not even an hour passed. In some castles, the visitor, upon          
   leaving, will have aged the amount of time that passed inside, in others     
   he will become what would have been his age outside, often in mere           
   moments. And in some castles, he will not age at all.
6. Truthfull. In here, lying is impossible (though avoiding the subject may     
   be), nor the use of deceitfull magic, such as Illusions, Charms, etc.
7. Timejumper. These castles teleport through  time as others move trhough      
   space. Some exist only one day before moving on to next year or century,     
   while others may remain for longer before leaving. Some are even capable     
   of moving backwarts in time, although anyone trying will find that it is     
   extremely difficult to change the past. And even if you do manage to         
   kill the evil wizard before he ever started to conqquer the world, you       
   may find that his apprentice turned out ten times as bad...
8. Alive. The castle may be built of living stones, or the entire building      
   is a living entity. It may be intelligent, with a personality of its         
   own, or simply existing, with no more brains than the average mushroom.      
   Living castles can usually controll doors, lights, fireplaces, and other     
   fixed parts of itself. It may do so at the command of the inhabitants,       
   the (anticipated) wish of the guest, or at its own decission. It may be      
   friendly and welcoming to visitors, dark and brooding, or downright          
   hostile. Or hungry...
9. Prohibitive. The castle or its inhabitants will refuse entrance to a         
   certain kind of people. Class, age, gender, haircolour; the exact reason     
   varies, and is often strange or ridiculous, and just as often tied to        
   some powerfull curse or enchantment. If the person (or item) denied          
   somehow does manage to get in, something dreadfull happens. To the           
   castle, its inhabitants, the intruder ot the one responsible for the         
   intrusion, those who came with him; any or all of these will have            
   something bad happening to them. The castle may turn to dust; the            
   inhabitants to chickens; the intruder to stone, etc. The situation may       
   or may not be reversable, wich may or may not break the enchantment on       
   the castle permanently.
10.Magic. This kind of castle has lots of strange magical effects. Living       
   furniture, speaking animals, even the food tends to be magical, arguing      
   about the proper way to be eaten. fearies and other strange creatures        
   often live there as well. Spells tend to have side-effects, or work          
   differently, or not at all. Magic items are similarly affected, although     
   intelligent ones may save vs spell (if they fail, they may need to make      
   another one, or be affected as  with an Enchanting castle). Artefacts        
   are not affected. 
11.Holy. The castle is dedicated to one or more of the gods, and often has      
   a large temple attached. It is however not a monastry or something like      
   that; its holyness comes from some other source. Usually, the gods have,     
   for some reason, a close involvement with the place and/or its               
   inhabitants, such as the Icepalace of Marlo, the Northwind.
12.Multiple. This castle has several magic traits; roll 1d4+1 to find the       
   exact number. If another 20 is rolled, add another trait.


Magical Well, Fall, Spring, Lake
--------------------------------
Many waters on Riann are reknown for their magical powers. While this is often not 
true, just as often it is, and a visit to one of them may have very strange results. 
Note that in most cases, the water loses its magical powers quickly if taken away 
from the site. Wether a Stasis is a ble to prevent this is up to the DM.

1. Divination. In or next to the water lives a being that may be persuaded      
   to answer questions or serve as an oracle. The being may be a sage of        
   vast knowledge, an unknown entity with supernatural powers, a toothles       
   old hag with second sight and bad breath, or a manivestation of one of       
   the gods. Whatever its nature, the being will have vast knowledge on one     
   or more topics (wich may or may not interest the PCs), and is always         
   impersive to threats of any kind.
2. Healing. Drinking or bathing in these waters have minor or major healing     
   effects. Wounds, diseases, poison, it can all be cured by these waters,      
   Although they do not all heal the same amount or at the same speed.          
   Wether it has other effects as well is up to the DM.
3. Immersion. Bathing in this water has strange effects. The bather may be      
   polymorphed into something else (and if she goes in knowing this, she        
   may be able to choose her new form), gain some strange power (usually        
   beneficial, but not nescesarily usefull; what can you do with Detect         
   Mice, even at will?), be turned to stone, etc. The effect may be             
   permanent, or wear off after some time. 
4. Inhabited. The water is inhabited. Nixies, (freshwater) mermaids, an         
   unspeakable horror or intelligent fish; whatever it is, it lives in the      
   water, and will be aware of anyone close to its shores. How it reacts to     
   visitors is entirely up to the DM; they may be invited for the night,        
   accused for polluting the water, or captured for dinner.
5. Magical Cleansing. Anything that comes into contact with the water is        
   instantly washed from any and all enchantments. Intelligent beings and       
   items may save vs acid to avoid this, but anything else is now utterly       
   nonmagical. Note that potions in bottles and other waterproof packed         
   items are generally safe; even if the package gets wet, its contents do      
   not and are therefore safe. Also, in some cases, the magic may return        
   when the item dries.
6. Potion. This water has similar effects to a random potion. Naturally,        
   the water must be drunk to have any effect at all. Some of these water       
   simply imitate the workings of a potion, while others amplify them,          
   enhancing duration or effect, or even combining the effects of several       
   potions. Also, some waters always have the same effect, while others         
   vary with time, with the character drinking, or even with each draught       
   taken. Such random-effect waters can be very dangerous, so take care.
7. Rainmaking. A handvol of this water, thrown in the air, conjures rain. A     
   few drops result in a very short, light shower, while a bucketfull will      
   summon a rainstorm of devasting size. This water can be taken away, and      
   will retain its power for at least 1d12 months.
8. Burning. This water will burn if it comes in contact with fire. It will      
   react in all ways as water, and can even be drunk safely, but is ignited     
   as easily as rocketfuel. This power will stay even if the water is taken     
   elsewhere. How long it stays varies. (1d12 months?)
9. Transportation. These waters will transport you instantly to somewhere       
   else. This may be another water elsewhere on Riann, or on one of the         
   moons, or on the Plane of Water, or anywhere else. It may be possible to     
   return to your starting point from these new waters, or it may not,          
   leaving you stranded in the new place.
10-12. Scrying. These waters can be used by anyone as a scrying device.         
   Sometimes this can be done anywhere in the water, sometimes only at          
   certain places or times. Waters of this type are by far the most common      
   of all magical waters, and may or may not retain their powers if taken       
  from the site.
