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<blockquote data-quote="aramis erak" data-source="post: 9079905" data-attributes="member: 6779310"><p>If they're looking fantasy, that's pretty easy...</p><p></p><ul> <li data-xf-list-type="ul">Oriental 5 Elements: Fire, Water, Air, Metal, Wood.</li> <li data-xf-list-type="ul">The elemental planes surround the material, with Void above and Energy below.</li> <li data-xf-list-type="ul">3 types of magical power source<ul> <li data-xf-list-type="ul">Wizardry -- the most powerful, but it impedes further spells for a while when used... must pass the skill check to cast. A badly failed roll is a miscast, and it is something else.</li> <li data-xf-list-type="ul">Faith -- the most stable, provided one keeps the tenets. If you're in good standing, it always works; the check is to see if you've overused it and temporarily lose standing. Never miscasts, either. </li> <li data-xf-list-type="ul">Alchemy -- doesn't always create what's desired, but always imbues some magic.</li> </ul></li> <li data-xf-list-type="ul">Primary cultures derived from bronze age Greco-Balkan regional cultures.</li> <li data-xf-list-type="ul">the med and its islands get blown up a bit, making the Egypt area further south... nothing mapped past Western Pakistan.</li> <li data-xf-list-type="ul">No metaplot in core. Several stems that can provide a baseline for a GM selected metaplot.</li> <li data-xf-list-type="ul">Religions built on a variety of cults, some public, some not, with traditional Greco-Roman pantheism style obligations laid out.</li> <li data-xf-list-type="ul">No "chaos vs the world" in the initial setup.</li> <li data-xf-list-type="ul">Very clear drawbacks for either lacking a cultic affiliation or for violating one's cultic tenets. None of those tenets are belief-based; they're pure behavioral strictures either must or must not.</li> <li data-xf-list-type="ul">Divinations used often. Given minor but useful bonuses. </li> </ul></blockquote><p></p>
[QUOTE="aramis erak, post: 9079905, member: 6779310"] If they're looking fantasy, that's pretty easy... [LIST] [*]Oriental 5 Elements: Fire, Water, Air, Metal, Wood. [*]The elemental planes surround the material, with Void above and Energy below. [*]3 types of magical power source [LIST] [*]Wizardry -- the most powerful, but it impedes further spells for a while when used... must pass the skill check to cast. A badly failed roll is a miscast, and it is something else. [*]Faith -- the most stable, provided one keeps the tenets. If you're in good standing, it always works; the check is to see if you've overused it and temporarily lose standing. Never miscasts, either. [*]Alchemy -- doesn't always create what's desired, but always imbues some magic. [/LIST] [*]Primary cultures derived from bronze age Greco-Balkan regional cultures. [*]the med and its islands get blown up a bit, making the Egypt area further south... nothing mapped past Western Pakistan. [*]No metaplot in core. Several stems that can provide a baseline for a GM selected metaplot. [*]Religions built on a variety of cults, some public, some not, with traditional Greco-Roman pantheism style obligations laid out. [*]No "chaos vs the world" in the initial setup. [*]Very clear drawbacks for either lacking a cultic affiliation or for violating one's cultic tenets. None of those tenets are belief-based; they're pure behavioral strictures either must or must not. [*]Divinations used often. Given minor but useful bonuses. [/LIST] [/QUOTE]
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