Anyone have any opinions on the Sovereign Stone Setting?


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It seems like a decent setting to me, but I don't think I'd run it. I might swipe the magic system, but a lot of the things are really weird:

-Orcs as seafaring pirates?
-Dwarves as Mongol nomads?
-Elvish samurai?

Er, I'm sorry, they're not orcs, they're "orks." And it's not magic, it's "magick." Eh.
 

I could see all of the above, really. And the Hengeyoki in OA3E are essentially dwarves.

But I still don't have time to run a game in that setting :(
 

That's the korobokuru. The hengeyokai are the ones who can turn into animals.

How on earth could a dwarf be a horse-riding nomad? They're too short to ride horses! :P
 

Oh yeah. Koboroku.

Anyway, maybe they ride really small horses, like the ones at the carnival. I shudder to think what's at "lance attack level"... That'd be pretty terrifying...
 


I'll agree with Meepo that the magic system is a bit interesting. The rest of it is not my cup of tea, however.

The magic is elementalism, more or less. The various races get bonuses or penalties to their ability to handle various elements. Imagine a clock face. At 12:00 you have Air. Then going around clockwise, you have Lightning, Fire, Animals, Earth, Plants, Water, Weather and back to Air again. You can master the classes of magic that are near your own, but you will have a much harder time with those on the opposite side of the circle.

For instance, Elves are advantaged for the casting of Air spells, neutral for the casting of Fire & Water, and disadvantaged in the casting of Earth spells. So your elf wizard might proceed by learning mostly air spells, suplemented by Lightning and Fire, but probably wouldn't waste time with Earth spells at all, and maybe not even with Animal spells, since they seem to be related to Earth spells.

Edit in: If you like the magic system, you'll still need to purchase the Campaign Sourcebook, since the details I mention above are not in the Codex Mysterium, where you would expect them to be.
 
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I like it. Yes, the Orks (not orcs, though they share the same modifiers) are seafaring, and yes, the dwarves ride horses, and the elves are lawful, but that's all part of why I like it. It doesn't follow the D&D stereotypes, plus it has a good backstory to it. Also, if you like the system, the monster book has several interesting monsters, and it's chock full of interesting tidbits (for example, one of the entries says that it's considered a dwarven delicacy), as well as uses for the monsters after they're dead, as well as Dragons and Bahk (basically, giant magic hunters who can't use magic).
Also, the magic system is a lot more "practical" than the core D&D system (where did they come up with the number of spells/level/day?), since it has a practical limitation (subdual damage) instead of an arbitrary one. The only possible problem with it would be what races are good at what (or, alternatively, what are they bad at?). Deception, misdeirection, travel, flight, or similar things would be air; healing, building, transmutation, etc. would be earth; sea travel, communication, etc. would be water, and heat/cold, scrying, etc. would be fire. It is possible for a race to be good at more than one type of magic, but it's rare to the extreme (except in dragons, and they're pretty much a special case).
I do suggest getting it. A fighter/archer is a dangerous thing...
 


I like the setting and the book an aweful lot.

Except the magic system.

I REALLY don't like the magic system.

REALLY, REALLY.

Which is a shame, since one of my game-writing idols wrote the majority of the book dedicated to the magic system... Greg Porter.
 

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