Cael
Arcane
- Joined
- Nov 1, 2017
- Messages
- 22,004
Mages can get it for a limited time while wasting spell slots, and even then it takes at least Polymorph (level 4 spell), if not higher (Shapechange or Polymorph Any Other abuse). You are making Barbs get it permanently. From level 1 or 2.Becareful with regeneration in DnD. It means something specific, and makes the character functionally immortal barring certain specific methods of life removal. I think you are talking about Fast Healing, which is something else."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.
That's actually sounds pretty great.
I had strong icewind dale vibes with that "inverting Lacrymas" setting idea. Of course, no magocracy
If you look just south of IWD, you get Luskan which is run by theAryanArcane Brotherhood.
I don't know it has some good points which I like that ID doesn't have:
-Angels waging crusades against barbarians
-Main conflict being waged between overly lawful wizards and chaotic barbarians
-Barbarians being actual ubermensch in lore
Feels more like the first campaign of Heroes Chronicles than Icewind Dale.
Only to be clear, the magocracy is chaotic too. They are individualistic type of chaotic similar to Marids, the water geniekind. The tribes in other hands, are more "primal" type of chaotic. Lawful creatures are invaders that both sides hate with passion. You have some mages and barbs in conflicts and some peace agreement depending on the region, Barbs aren't a uniform group. As for barbarians being "ubermensch" in lore, I like to make lore and gameplay in line IE - They would gain a lot of movement speed, his attacks would have a high chance of decapitate the enemy or mutilate the enemy(using axes), or even smash the enemy and knockdown then(maces), no swords in that setting. They would get half of their level as per round regeneration(eg - lv 10 barbarian regens 5 hp per round), they also would roll 4d6 + 4 for their STR attribute rolling attributes or get 2x STR per point invested in point buy. They also would get frightful presence on high level and cleave even at low level.
To make it more "opposite" of <<insert lacrymas setting's name>> why not make tundra islands? With frozen rivers/oceans on winter and a lot of naval travel, trade and battle during the summer? Barbarians ships could be like historical vikings ships and of course, barbarians are strong enough to navigate against a water flow using his only muscles. Mages ships in other hands are more "steampunky"
Honestly, I started to write it as a opposite setting of Lacrymas just as a joke but it seems very interesting.
Fast Healing per round is extremely powerful. It basically means you will return to full HP after every combat, which generally turns everything into a Dragon Age style combat where there is basically no risk unless you die outright during a single combat. You can't use multiple encounters to wear the character down, for example.
Mages can get regeneration in any ways. For eg, they can become undead and use auras to heal. I wanna make barbarians more akin to Norse mythology "Berserkers". If they become too powerful, so be it. The average barbarian in that setting must be able to take a large troll squad. On sagas, they are the elite of Odin army, capable of taking out Jotuns
Delete this.
I can make swords more backup weapons or ritualistic weapons, but I honestly don't wanna more games where the main battlefield weapon is a sword.
Regeneration turns all HP damage into subdual damage on top of the healing component except for specific damage like trolls and acid/fire, but you didn't list any for your Barbs (which does happen; like in demons). That is what makes your character functionally immortal. He will never die unless you Death Spell him or something similar.
Also, you are thinking of the Einherjar when talking about Odin's hosts, not Berserkers. Berserkers were real life warriors.