Cryomancer
Arcane
So, I was reading Lacrymas thread https://rpgcodex.net/forums/threads...sy-setting-where-paladins-are-eunuchs.137544/
And after thinking a little, decided to invert his ideas to create a setting.
"Desert setting. Resource scarcity. Theocracy. Forced resettlements" Let me invert Lacrymas setting.
And after thinking a little, decided to invert his ideas to create a setting.
"Desert setting. Resource scarcity. Theocracy. Forced resettlements" Let me invert Lacrymas setting.
- Tundras instead of deserts. With a lot of dangerous carnivorous animals.
- Resource abundance. There are plenty of food, mines, fresh water and etc thanks to the implementation of magic in agriculture and resources gathering
- Magocracy + Tribal societies. There are city states governed by a magocracy which doesn't exert any strict control over their subjects and act like a Marid on D&D, arrogant but don't care about imposing their will on another people. They have no religion, some respect and admire Mystra but they don't worship anyone but themselves. The bulk of their military forces are death knights and golems.
- Barbarians has supernatural powers, but their are nothing like arcane casters. Their believes are more about ancestral worshiping and they have some supernatural bodies, more strong than polar bears and they don't need any clothing to survive in the coldest freezing winter. They have natural regeneration, can move at superhuman speeds and a lot of vigor. Hence they can enjoy week long orgies(much better than chastity + castration). They also don't pray to their Gods. Like Crom, they see praying as a symbol of weakness.
- Instead of forced resettlements, people value their soil a lot. And defend their soil with everything from hordes of Jotuns, Trolls and Angels which tries to convert then into a sissy egalitarian moral shamming religion. Soil is sacred for barbarians, since their ancestors are buried there and for mages, results of generations and generations of magical research and infrastructure which they depend upon are there. Both prefer to die than to leave their "settlements"
- The world alignment is "chaotic neutral" and a central point in a cosmic conflict between law X chaos.
- Mages are mostly chaotic neutral like Marids(water geniekind) in other worlds, individualistic and Barbarians more "primal" chaotic neutral. Some places there are conflicts, some truces and very few cooperation among this two groups.
- Barbarians has superhuman strength not only in lore, but in mechanic rolling 3d6 + 6 on character creation. Or gaining 2 points of STR per point invested in point buy. They gain regeneration of half of his level on level 8, immunity to fatigue, immunity to cold and double of his level as magical resistance
- At level 3, they can cleave and hit multiple enemies
- At level 8 they gain regeneration
- At level 15, they gain frightful presence.
- Mages are focused into a school of magic and can only learn spells from the guild which they belong. The guilds are : Water school, which dominates the water trade an naval trade during the summer and help with agriculture, the fire school which creates steampunk magical artifacts and engines, the earth school all about construction and agriculture and the wind school, which can help a bit in every aspect. Teh brotherhood of darkness, all about necromancy and conjuration. The illusionists, greed merchant gnomes.
- The ships depends. Barbarians has Viking like ships. Mages, has "steampunky" ships with magical steam engines.
- Naval combat is a great part, mainly during the summer.
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