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<blockquote data-quote="Estlor" data-source="post: 2043491" data-attributes="member: 7261"><p><strong>Thread hijack:</strong></p><p> </p><p>Unless you pick my brain, nowhere, because I'm still taking notes. A lot of my development is really serendipitous. It started with, "Let's do all new classes." Then I asked myself, "How do I explain why marshalls and swashbucklers and hexblades etc. exist and not the standard classes?" That's when I started cherry-picking from video games. I liked the PS Castlevania game's comments about alchemy and heresy against the church, so I built that around the concept of a Unitarian Church that worships the "Heavenly Choir of Angels" and holds the "Diabolical Troup of Lucavi" as vile corrupters that formed around a group of knights. The Temple Knights were initially concerned with bringing the "truth" to pagans, but as the church became more powerful, they turned it into a power grab, declaring people they disliked "heretics" bound for exile. Pretty soon they turn their eyes to the elven overlords who settled the mainland because its on a major ley line and decide they want to be in charge. They declare Alchemy (arcane magic) heresy because only true magic can come from a god; those who cast spells without worshipping a god are essentially claiming they are gods themselves. Big war, the elves abandon the mainland, the science of alchemy is almost destroyed. As is anticipated, the soldiers of the church splinter and start grabbing land for themselves. Time passes, stories are changed, and about the time the campaign would start, the Temple Knights (secretly worshippers of Lucavi cults) are about to disrupt the peace to cause a needless war in an attempt to retake land lost in splinter wars.</p><p> </p><p>The classes are pretty firm (unless I decide to add an artificer or tinkerer, I'm toying with the idea of working steam tech into the setting) as are the races. I'm using humans, elves (which are closer to grey elves than high elves), dwarves (which will probably be tweaked to fit the marshall class better), warforged, goblins, centaur (modified ECL 0 versions), lupins (from dragon magazine), diabolus (from dragon), and luminoth (modified luminous from Mystic Races). I picked the diabolus and the luminoth because the diabolus will have hexblade as a favored class, an arcane warrior class (alchemy is considered the tenent of the Lucavi, and diabolus look like devils even though they're chaotic, not evil) and luminoth have templar as a favored class, a divine warrior class (as mysticism comes from the angels, and lumnioth look like celestials even though they're lawful, not good). It plays right into that whole versus theme as hexblade and templar are polar opposites just as diaboli and luminoths are. The rest of the races are basically D&D adaptations of Shining Force races.</p><p> </p><p><strong>End of thread hijack.</strong></p></blockquote><p></p>
[QUOTE="Estlor, post: 2043491, member: 7261"] [b]Thread hijack:[/b] Unless you pick my brain, nowhere, because I'm still taking notes. A lot of my development is really serendipitous. It started with, "Let's do all new classes." Then I asked myself, "How do I explain why marshalls and swashbucklers and hexblades etc. exist and not the standard classes?" That's when I started cherry-picking from video games. I liked the PS Castlevania game's comments about alchemy and heresy against the church, so I built that around the concept of a Unitarian Church that worships the "Heavenly Choir of Angels" and holds the "Diabolical Troup of Lucavi" as vile corrupters that formed around a group of knights. The Temple Knights were initially concerned with bringing the "truth" to pagans, but as the church became more powerful, they turned it into a power grab, declaring people they disliked "heretics" bound for exile. Pretty soon they turn their eyes to the elven overlords who settled the mainland because its on a major ley line and decide they want to be in charge. They declare Alchemy (arcane magic) heresy because only true magic can come from a god; those who cast spells without worshipping a god are essentially claiming they are gods themselves. Big war, the elves abandon the mainland, the science of alchemy is almost destroyed. As is anticipated, the soldiers of the church splinter and start grabbing land for themselves. Time passes, stories are changed, and about the time the campaign would start, the Temple Knights (secretly worshippers of Lucavi cults) are about to disrupt the peace to cause a needless war in an attempt to retake land lost in splinter wars. The classes are pretty firm (unless I decide to add an artificer or tinkerer, I'm toying with the idea of working steam tech into the setting) as are the races. I'm using humans, elves (which are closer to grey elves than high elves), dwarves (which will probably be tweaked to fit the marshall class better), warforged, goblins, centaur (modified ECL 0 versions), lupins (from dragon magazine), diabolus (from dragon), and luminoth (modified luminous from Mystic Races). I picked the diabolus and the luminoth because the diabolus will have hexblade as a favored class, an arcane warrior class (alchemy is considered the tenent of the Lucavi, and diabolus look like devils even though they're chaotic, not evil) and luminoth have templar as a favored class, a divine warrior class (as mysticism comes from the angels, and lumnioth look like celestials even though they're lawful, not good). It plays right into that whole versus theme as hexblade and templar are polar opposites just as diaboli and luminoths are. The rest of the races are basically D&D adaptations of Shining Force races. [b]End of thread hijack.[/b] [/QUOTE]
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