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<blockquote data-quote="grimslade" data-source="post: 8261451" data-attributes="member: 6061"><p>Children of the Empire Setting</p><p>Ancient war between the gods and humans. Humans lose. They are trapped in a prison plane with the god of Law as the warden cutting humans and their allies off from access to magic. With the embodiment of Law cut off from the rest of creation, magic becomes chaos. The souls of the residents of the prison plane can be used to stabilize magic and make some effects permanent. Souls become construction material for the realms of Archfey and Demon lords. Souls are captured as they leave the Prison plane to go to the afterlife in great Wild Hunts. This upsets the natural cycle fundamental to creation. The God-Emperor Law makes adjustments to the ward allowing some access to magic by being able to straddle both sides of the ward. The Children of the Empire are created to protect souls as they travel to the afterlife. These humans, orcs, dwarves, and loyal scalykind swear their eternal lives to the defense of souls in the Feywild/Shadowrealm beyond the ward. They access magic through meditation and projecting their soul across the ward. They are also enslaved to the Empire forever. Unable to marry, hold land, or title. Think Jannisary but Jedi. Children of the Empire are the half-casters: Paladins, Eldritch Knights, Arcane Tricksters, maybe Hexblade warlock. </p><p>The residents of the feywild see the holes in the ward and push through to warded side to get souls. Unfortunately, they become trapped in the prison plane as the overwhelming force of Law overwrites their magic. The fey and demons who want access to souls need a 'space suit' to survive the harsh order environment. They offer power to poor, unfortunate souls and grant it in the reverse of the Children of the Empire. They project their souls into willing hosts for access to magic. The power has a price. The more power you use, the closer the entity comes to total possession. These are your full casters and warlocks. I imagine a corruption system similar to Symbaroum with temporary and permanent corruption. </p><p>The Dwarves of the Warded Empire are typically artificers and fighters. They harness their magic by mining it from the ancient rubble of the mythical past still steeped in the magic of the Godwar and funneling it into their creations.</p><p>The elves and orcs do not pray to the god of Law like the humans, and dwarves. They are both people cut off from the rest of their race because of ancient alliances with humans. The eladrin and high elves still pine for their lost kin within the Ward. The goblins and bugbears miss the strength of their orcish cousins. Both races still pray to the old gods, and gain a modicum of power from their lingering presence in the ward. The only clerics and druids come from the wild elves and orcs, but they are very rare.</p><p>The scalykind have advanced a lot from the days when they were servants to the mad hubris of humanity. They have raised an empire of their own. They bypass the ward by trading life memories with their deceased elders for power. The most powerful lizardfolk wizard is said to have traded the knowledge of his own name for power.</p></blockquote><p></p>
[QUOTE="grimslade, post: 8261451, member: 6061"] Children of the Empire Setting Ancient war between the gods and humans. Humans lose. They are trapped in a prison plane with the god of Law as the warden cutting humans and their allies off from access to magic. With the embodiment of Law cut off from the rest of creation, magic becomes chaos. The souls of the residents of the prison plane can be used to stabilize magic and make some effects permanent. Souls become construction material for the realms of Archfey and Demon lords. Souls are captured as they leave the Prison plane to go to the afterlife in great Wild Hunts. This upsets the natural cycle fundamental to creation. The God-Emperor Law makes adjustments to the ward allowing some access to magic by being able to straddle both sides of the ward. The Children of the Empire are created to protect souls as they travel to the afterlife. These humans, orcs, dwarves, and loyal scalykind swear their eternal lives to the defense of souls in the Feywild/Shadowrealm beyond the ward. They access magic through meditation and projecting their soul across the ward. They are also enslaved to the Empire forever. Unable to marry, hold land, or title. Think Jannisary but Jedi. Children of the Empire are the half-casters: Paladins, Eldritch Knights, Arcane Tricksters, maybe Hexblade warlock. The residents of the feywild see the holes in the ward and push through to warded side to get souls. Unfortunately, they become trapped in the prison plane as the overwhelming force of Law overwrites their magic. The fey and demons who want access to souls need a 'space suit' to survive the harsh order environment. They offer power to poor, unfortunate souls and grant it in the reverse of the Children of the Empire. They project their souls into willing hosts for access to magic. The power has a price. The more power you use, the closer the entity comes to total possession. These are your full casters and warlocks. I imagine a corruption system similar to Symbaroum with temporary and permanent corruption. The Dwarves of the Warded Empire are typically artificers and fighters. They harness their magic by mining it from the ancient rubble of the mythical past still steeped in the magic of the Godwar and funneling it into their creations. The elves and orcs do not pray to the god of Law like the humans, and dwarves. They are both people cut off from the rest of their race because of ancient alliances with humans. The eladrin and high elves still pine for their lost kin within the Ward. The goblins and bugbears miss the strength of their orcish cousins. Both races still pray to the old gods, and gain a modicum of power from their lingering presence in the ward. The only clerics and druids come from the wild elves and orcs, but they are very rare. The scalykind have advanced a lot from the days when they were servants to the mad hubris of humanity. They have raised an empire of their own. They bypass the ward by trading life memories with their deceased elders for power. The most powerful lizardfolk wizard is said to have traded the knowledge of his own name for power. [/QUOTE]
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