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<blockquote data-quote="Jerrid Al-Kundo" data-source="post: 213329" data-attributes="member: 3321"><p>Sure, I'll take a go at this...</p><p></p><p>1. Core Ethos Sentence.</p><p></p><p>A psi-centric setting focusing on the possibility of the Human potential (represented through a multitude of races, of course).</p><p></p><p>2. Who are the heroes?</p><p></p><p>Anyone with the wit and mettle to make their mark on history can be a hero.</p><p></p><p>3. What do they do?</p><p></p><p>There are several possibilities. Currently, the world is ravaged by the conflict between opposing Elemental Gods, each of whom may be cast-out from the world. Perhaps the ruins of the ancient empire hold the keys, or perhaps the divided kingdoms and nations can be united. The possibilities are endless.</p><p></p><p>4. Threats, Conflicts, Villains</p><p></p><p>If anything's the "biggest" danger, it's the Prince of Frozen Tears. The Ice God definately holds the upper hand in the conflicts that have lasted nearly ten mellenia, and the other Elemental Gods seem to be loosing what ground the have.</p><p></p><p>5. Nature of magic</p><p></p><p>Magic is difficult to obtain, but powerful once gotten. For Channelers, it is the direct manipulation of the life energy around them. Those new to the study are weakened quickly by its use, but those that persavere to become great masters are unrivaled in their might. Some, however, take short cuts, becoming Defilers.</p><p></p><p>The Sorcerers are artists, learned in the lore of genies, sculpting elemental energies to their whims.</p><p></p><p>The Witch Doctors converse and make pacts with the Spirits, working their primitive but potent magics through symbols, ritual and talismans.</p><p></p><p>The Mystics (Pyschic Warriors/Psions) base their magic on the myths and legends of the ancient past, using their minds to manipulate the Arcane Energies around them (Psionics are Same).</p><p></p><p>The Druids gain their powers from the EarthMother, whom the work to heal.</p><p></p><p>The Shaman also work with Spirits, but rather than command them as Witch Doctors do, they are themselves the servants, acting as their agents and serving their goals.</p><p></p><p>The Will Shapers study the ancient lore of the past, the forbidden arts of fallen Empire. Their power is purely from within, the True Psi that all others fear (Skills based, Psionics are Different).</p><p></p><p>6. What’s new? What’s different?</p><p></p><p>The Gods meant to rule the world have fallen; While Humanity was in it's infancy, they grew decadent and destroyed themselves, causing Humanity (which is the bulk of most races, not just PH Humans) to exist without them. This led to a a Darwin-esque evolution from which the races evolved into their current multitudes. Only a few races (Goblins, Kobolds, Bugbears, most Giants, etc.) are not considered to be Humans.</p><p></p><p>Due to the current Elemental Wars (being fought by invader-gods), the majority of the world is locked in a deity-induced Ice Age. This has resulted in isolated cultures and societies. A sizable equatorial region does exist, but beyond that, dozens of isolated cultures dwell in small pockets of habitable environments, often with little or no knowledge of the other regions.</p><p></p><p>The world itself is 2x the size of Earth, with a Hollow-World concept in play, giving it an actual surface-area approximately 4x that of the Real World. This allows for a wide variety of cultures, terrain, ecologies, histories, religions, and so on.</p><p></p><p>Except for Elves. There aren't any Elves. I don't know why, for sure. I just wrote the history, and then realized that Elves never happened. After a few moments of pondering, I decided that didn't really bother me, so I never shoe-horned them in. Didn't feel the need.</p><p></p><p><strong>Yuan-Ti:</strong></p><p></p><p>Hello, again!</p><p></p><p>To answer your question, for my own reasons, any way, it's a question of creative control. I have no desire to work on such a project (as I have for 5 years now, going on 6), just to hand it to someone else and say, "here, it's all yours now".</p><p></p><p>Couldn't do it.</p><p></p><p>Besides, my own stuff is tailored mostly for my group and myself. It's low powered, low magic, and geared for RP and problem-solving more than combat. Not something likely to be commercially popular; And the changes necessary to make it so would really turn it into something else.</p><p></p><p>Since I'm not likely to enjoy playing that something else, I'll just keep it.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Jerrid Al-Kundo, post: 213329, member: 3321"] Sure, I'll take a go at this... 1. Core Ethos Sentence. A psi-centric setting focusing on the possibility of the Human potential (represented through a multitude of races, of course). 2. Who are the heroes? Anyone with the wit and mettle to make their mark on history can be a hero. 3. What do they do? There are several possibilities. Currently, the world is ravaged by the conflict between opposing Elemental Gods, each of whom may be cast-out from the world. Perhaps the ruins of the ancient empire hold the keys, or perhaps the divided kingdoms and nations can be united. The possibilities are endless. 4. Threats, Conflicts, Villains If anything's the "biggest" danger, it's the Prince of Frozen Tears. The Ice God definately holds the upper hand in the conflicts that have lasted nearly ten mellenia, and the other Elemental Gods seem to be loosing what ground the have. 5. Nature of magic Magic is difficult to obtain, but powerful once gotten. For Channelers, it is the direct manipulation of the life energy around them. Those new to the study are weakened quickly by its use, but those that persavere to become great masters are unrivaled in their might. Some, however, take short cuts, becoming Defilers. The Sorcerers are artists, learned in the lore of genies, sculpting elemental energies to their whims. The Witch Doctors converse and make pacts with the Spirits, working their primitive but potent magics through symbols, ritual and talismans. The Mystics (Pyschic Warriors/Psions) base their magic on the myths and legends of the ancient past, using their minds to manipulate the Arcane Energies around them (Psionics are Same). The Druids gain their powers from the EarthMother, whom the work to heal. The Shaman also work with Spirits, but rather than command them as Witch Doctors do, they are themselves the servants, acting as their agents and serving their goals. The Will Shapers study the ancient lore of the past, the forbidden arts of fallen Empire. Their power is purely from within, the True Psi that all others fear (Skills based, Psionics are Different). 6. What’s new? What’s different? The Gods meant to rule the world have fallen; While Humanity was in it's infancy, they grew decadent and destroyed themselves, causing Humanity (which is the bulk of most races, not just PH Humans) to exist without them. This led to a a Darwin-esque evolution from which the races evolved into their current multitudes. Only a few races (Goblins, Kobolds, Bugbears, most Giants, etc.) are not considered to be Humans. Due to the current Elemental Wars (being fought by invader-gods), the majority of the world is locked in a deity-induced Ice Age. This has resulted in isolated cultures and societies. A sizable equatorial region does exist, but beyond that, dozens of isolated cultures dwell in small pockets of habitable environments, often with little or no knowledge of the other regions. The world itself is 2x the size of Earth, with a Hollow-World concept in play, giving it an actual surface-area approximately 4x that of the Real World. This allows for a wide variety of cultures, terrain, ecologies, histories, religions, and so on. Except for Elves. There aren't any Elves. I don't know why, for sure. I just wrote the history, and then realized that Elves never happened. After a few moments of pondering, I decided that didn't really bother me, so I never shoe-horned them in. Didn't feel the need. [b]Yuan-Ti:[/b] Hello, again! To answer your question, for my own reasons, any way, it's a question of creative control. I have no desire to work on such a project (as I have for 5 years now, going on 6), just to hand it to someone else and say, "here, it's all yours now". Couldn't do it. Besides, my own stuff is tailored mostly for my group and myself. It's low powered, low magic, and geared for RP and problem-solving more than combat. Not something likely to be commercially popular; And the changes necessary to make it so would really turn it into something else. Since I'm not likely to enjoy playing that something else, I'll just keep it.:D [/QUOTE]
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