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help with 13 icons of evil
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<blockquote data-quote="Elder-Basilisk" data-source="post: 646855" data-attributes="member: 3146"><p>What you're talking about sounds to me like a question of concept rather than stats. The first thing to do would be to decide <strong>which</strong> thirteen aspects of this evil you want to embody in the generals.</p><p></p><p>You could go for symbolism--either physical or moral</p><p></p><p>The 13 calamities: Famine, War, Pestilence, Death, Earthquakes, Volcanos, Tsunamis, Fires (think forestfire or a burning city), Tyranny, Just four more to go.</p><p></p><p>The Seven deadly sins[plus six randomly selected and sometimes related vices]: Pride, Envy, Gluttony, Lust, Anger, Greed, Sloth, Cowardice, Tyranny, Foolishness (the general representing this would have to incite foolishness in others or he wouldn't last very long), License, Intemperance, Vainglory, Recklessness.</p><p></p><p>or for some kind of representation--the most corrupt form of every type of creature (or at least of a representative sample):</p><p></p><p>Dragon, Human, Elf, Dwarf, Halfling, Gnome, Orc, Fey, Giant, and the elementals--the princes of air, earth, fire, and water.</p><p></p><p>Obviously, you could vary this list depending upon your world's cosmology--perhaps elves are inherently good and dwarves were created after the initial corruption of the races and thus the list omits them in favor of Centaurs and Gnolls. Or perhaps, fey stand apart from the moral struggle in your world--in that case, you could make Moander, progenitor of abberations and oozes the thirteenth general. Or you could even use it to emphasize aspects of your world's cosmology. Perhaps an elf was once a leader but was redeemed (or killed by the forces of good) and was replaced by an orc leaving orcs with two of the thirteen slots (which gives mythological manifestation to their inherent evil in your world).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 646855, member: 3146"] What you're talking about sounds to me like a question of concept rather than stats. The first thing to do would be to decide [b]which[/b] thirteen aspects of this evil you want to embody in the generals. You could go for symbolism--either physical or moral The 13 calamities: Famine, War, Pestilence, Death, Earthquakes, Volcanos, Tsunamis, Fires (think forestfire or a burning city), Tyranny, Just four more to go. The Seven deadly sins[plus six randomly selected and sometimes related vices]: Pride, Envy, Gluttony, Lust, Anger, Greed, Sloth, Cowardice, Tyranny, Foolishness (the general representing this would have to incite foolishness in others or he wouldn't last very long), License, Intemperance, Vainglory, Recklessness. or for some kind of representation--the most corrupt form of every type of creature (or at least of a representative sample): Dragon, Human, Elf, Dwarf, Halfling, Gnome, Orc, Fey, Giant, and the elementals--the princes of air, earth, fire, and water. Obviously, you could vary this list depending upon your world's cosmology--perhaps elves are inherently good and dwarves were created after the initial corruption of the races and thus the list omits them in favor of Centaurs and Gnolls. Or perhaps, fey stand apart from the moral struggle in your world--in that case, you could make Moander, progenitor of abberations and oozes the thirteenth general. Or you could even use it to emphasize aspects of your world's cosmology. Perhaps an elf was once a leader but was redeemed (or killed by the forces of good) and was replaced by an orc leaving orcs with two of the thirteen slots (which gives mythological manifestation to their inherent evil in your world). [/QUOTE]
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