I love Skal. I'm a big fan of the separation from the mainland except for two problems:
1) When you are in Skal, leaving is a hard decision. Suppose you find out about some festival on the big island and you want to go. Too bad, unless you can arrange some way to get back. Yes, there are summoners... but they are usually doing it out of the goodness of their heart and as a player, I hate to impose on them.
Proposed solution: If you aren't going to make it easier, make it even HARDER to get to Skal. No summons. No boats. Encourage players to leave after a certain level by disallowing quarter/shop ownership. Maybe even stop experience gain past a certain level. As DMs you need to make it clear what you want. Right now, it's a sandbox with strange rules.
2) Difficult communication. Anywhere else, if you want to find somebody, you send a speedy and they come find you. In Skal, you have to hang around town hoping that they come back from whatever quest they are on. Unless you send them an OOC tell. As result, I'm guessing tells are a lot more common on Skal than elsewhere, breaking the immersion.
Proposed solution: Add a speedy. If necessary, limit it so it can only reach other players on Skal. Alternately, my next character concept is an epic illusionist who will send messages for a fee...
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Also - the UnderSkal idea is really neat, but it will require finesse. Skal is already pretty weird.
Skal. Boats. The Freeze.
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Re: Skal. Boats. The Freeze.
Played: Peruruo Longbean, Spring Cobb, Purple (disguised), Ke Rilyn'ervs, Tern Cooper
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Re: Skal. Boats. The Freeze.
irongron spitting real truths here.
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Oskarr of Procampur, Ro Irokon, Nahal Azyen, Nelehein Afsana (of Impiltur), Vencenti Medici, Nizram ali Balazdam, (Roznik) Naethandreil
Oskarr of Procampur, Ro Irokon, Nahal Azyen, Nelehein Afsana (of Impiltur), Vencenti Medici, Nizram ali Balazdam, (Roznik) Naethandreil