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Author Topic: Creating a Fantasy World...input desired...  (Read 11053 times)
Master Rel
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Force Alignment: 1884
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Martial artist, fabricator, chef, resident Ortolan


« Reply #15 on: October 25, 2013, 02:53:22 PM »

how'd you make the globe?

It and many others are from a University team...mapping the past and in some cases the future of continental drift.

Smiley
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Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #16 on: October 26, 2013, 05:06:32 PM »

Considering the classes for characters.


Rogue seems like an easy one...a broad stroke that covers the baseline adventurer, one who has wanderlust in spades...this is the point that drives all rogues, they are travelers and gypsies.

Solider is another that covers a wide variety of professional women and men at arms, including mercenaries and paladins.


Between these two we have the majority of skills sets that most players would like...weapon use, picking locks/pockets, maintaining armor, etc.  So that leaves the elephant in the room, magic and magic use.

My small group of playtesters were a bit put out at the lack of magic so I have been considering the potential.


I have been considering species particular uniqueness...with each having a special nature aspect.

Playable races...(review with the uniqueness considered)

Goblins...2' tall on the average...green skinned...they are innately gifted with gadgeteering...genius mechanics...while they have no outward magical ability their engineering skills exceed all others in potential and application, boarding on magical...many of their creations defy explanation of how they function and once taken apart cease to operate

Halflings...3' tall on average...standard flesh tones...they have unique talent for language, mathematics, education, teaching...so many of the best magical instructors and doctors are Halflings...their unique calling stems from each having a near perfect memory along with deep intuition that allow for an innate ability to detect lies and figure out riddles, traps, puzzles

Dwarves...4' tall on average...standard flesh tones...they have the ability of dowsing, able to find underground cashes of water, metals, and precious minerals...explorers, merchants, and master cartographers...each dwarf has a measure of psychometry which allows them to read past connections to a given item

Elves...5' tall on average...all albinos...primarily druids, with many being beastmasters...rough and ready rather than gentile and poofy...trackers, guides, hunters...elves have the gift of familiarity, gaining life long companions in the forms of wildling animals and creatures

Humans...6' tall on average...standard flesh tones...the only race that can element bend...they have no other unique talents or abilities but other than having no restrictions on career path

Orcs...a group that ranges greatly in size, 2' +1D8'...so 3'-10' with 7' being a general average...green skin is most common although they can be nearly any color...they lack the potential for sophistication and are generally laborers, farmers, fishermen, etc...while they have no potential for magic they do have resistance to the same, many enchantments and illusions have little affect on orcs, though they can often see/hear/smell magical and spiritual energies

Dracos...8' tall on average though very heavy...they can be any color though the vast majority are muted neutral tones...no magical potential...they lack the potential for sophistication and are generally used for heavy labor or soldiers...as Battle Dragons they are always paired with another smaller race, quite often Halflings...they do have significant resistance to magic


So on to the point of magic use.

I do like element bending as per Avatar...fire, earth, air, water, and metal in classic Chinese elements...the aspects of chi and spirit also are welcome...so Elementals...meaning elemental benders, able to manipulate their specific focus element.
This would not be spell casting but rather a bonded connection with that element, and thus becoming something different than strictly human...avatars of their element.

Alchemists as in Full Metal Alchemist...are highly specialized people with a special talent that when paired with training, specialty items, and ritual can create transformation magic of a very unique nature with no two being the same...where as a fire elemental bender can create multiple effects with their flame use a alchemist that uses fire would have a single specific application such as fireballs, cone of flame, flaming hand, etc. with the alchemist gaining a title that represents the unique nature of the ability...example (metal) Grenade Alchemist who can cause metal to explode into fragments upon touching it, this ability could be honed with timing aspects making it explode faster or slower, it could also be practiced to create minor or major effects such as breaking a lock rather than blowing it up...example (metal) Blacksmith Alchemist who can use his touch to pull, twist, and shape metal as if using a forge, pinching an edge onto any metal surface or pulling a brass pot into a sword or repairing a battle damaged tank by pressing it into shape...but these two could not do what the other does even though they are both metal alchemists.

Druids...friends of the flora and fauna of the forests, jungles, swamps, woodlands, etc. with abilities to speak with animals, commune with plants, and in some cases even talk to stones/rocks...all druids are healers but the strength of the heal depends on the connection of the healed to nature, meaning if they are destructive or wasteful in regards to the natural world then the heal would be minor at best...hunters that take only what they need, show respect by wasting nothing, etc. would be welcome as being part of the circle of life where as a hunter who collects for others or only seeks trophies would be found wanting...many if not most druids do not venture far from their connection point, so rarely are druids seen in towns or on the road, and if they are then they are on a mission of specific nature.

Witches...are specialists in totem or fetish magics...spells focused into objects, potions, oils, dusts, etc. through extensive and time consuming ritual...due to the nature of these magics and spells many witches can be seen as dark, but as with nearly any tool is is the application of the tool and not the tool itself that determines the nature of the use...though in truth many witches are dark and among them there are truly evil ones...but all that aside, witches can be formidable healers, enchanters, and apothecaries providing the common people ways to manage their lives through hardships and routine...among the magical applications witches are unique in that they deal with all aspects of the human condition including relationships and this is a main reason they are sought out...for love potions and charms as well as protection and restriction spells...witching spells are very specific and most times are named for an individual and can be quite powerful due to the focus...many spells requiring personal items such as blood, hair, or treasured items to establish the focused connection.


So what are the thoughts of my fellow forumites...is this enough?  Too much?

 Grin


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Master Rel
Game Master
Knight of the Consular Order
Knight Commander
OVER 9000!!
******

Force Alignment: 1884
Posts: 12894


Martial artist, fabricator, chef, resident Ortolan


« Reply #17 on: October 26, 2013, 10:16:50 PM »

I updated the globe to highlight, roughly the culture focus around the world.





Hulon 

Generally the look and feel of feudal Japan and Korea...





*****

Indo

Generally the look and feel of early 1800 Southeast Asia and Western Pacific Islands...





*****

Zhan

Generally the look and feel of ancient China and Eastern India...





*****

Shinsen

Generally the look and feel of the Middle East and Western Asia...








Loving this image for the seasonal and even elemental aspect of the ladies...

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