Dara Shadeshard |
Just a heads up to all, I am heading for a reunion this weekend and will not have access to the net. So I will not be posting from Thursday to Monday night. I will be back Tuesday.
Isaac Dumont |
Yes, back story and details would be great. I love homebrew settings but can can feel constricting for players.
I had thrown out some stuff about an inquisition and felt confident in it because of the fantasy troupe. So it would be nice to have same names for things.
Do we have any cultural analogs for both Pathad and Turandian societies? Is it an eastern meet western culture thing? Kinda like the crusades or is it more of German occupation were the cultural differences are minimal?
Now that the war is over is there immigration between the two nations?
Is Pathad a slave state to Turandy? Is its resources being harvested, or is it being being reinforced to build a stronger united nation?
Isaac Dumont |
What do the magic paths do mechanically and how are the represented story wise?
As I have always played it magic was using ambient energy. Wizzardy was like having the key to a locked door and sorcery was like kicking in the door with your personality.
I want to make sure I'm flavoring everything OK.
Browman |
Mechanically very little, proper followers of a specific path would have most of their spells drawn from things associated with that path. So a wizard of living flame would have mostly spells that would involve fire or heightened emotions, manifest beast would be things like bull strength, ect. But many of the paths overlap, so really if pick a path as long as you can justify why a follower of that path would use that spell you are fine.
The actual magical energy would be generated by drawing power from the realm of one of the paths. There is enough ambient energy from these other realms that low level spells csn be cast with little effort. But higher level spells (generally greater then 3 lvl) require energy to be drawn from those realms. So yes a wizard would be doing it in a very trained way as if using a scalpel or key while a sorcerer would be ripping that power into the material plain through force of will.
Isaac Dumont |
I like the stuff you have set up so far but I feel like the various countries could use a little more flavor. We know about their leaders and what they have been doing but get very little idea culturally how they operate. Perhaps even giving us an idea using real world analogs.
Can we make suggestions to add to what you have started?
Also I think the mercenary groups was the best part of the read for me.
Did everyone else just drop off? If some have, this would be a great place to split up the group. Two missions, one of them the still active players go out on and everyone else who has abandoned their character can go do the other. That way if they come back later there is an easy way to reintroduce them and if they don't come back then the mission went bad and some people died.
Browman |
Yes suggestions are welcome, but large discussion of stuff should happen on that thread. And yes the mercenary groups were fun. The bloodsworn are a large organization that if you sign a contract with you better live up to your end because they are going to live up to theirs. The Knights of Hurin are far more mysterious and individually dangerous.
Browman |
Joroth if you look at the thread I linked to you will see no mention of Asmodeus, though to be fair I am currently lacking in evil deities. I can tell you that the primary arch-devil would not be asmodeus, though perhaps he was at one point and was deposed to either rule on of the lesser hells or exisits outside the hierarchy altogether but still plotting to regain his "rightful" place
Joroth Korthin |
I don't mean asmodius as in the deity asmodius, I mean asmodius as in the archdevil asmodius(not a god despite his best efforts). Plus we need to figure out the devils in charge of the layers, do you want to invent them yourself or borrow the pathfinder or d&d 3.5 ones?