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The Black Company (aka Rawr, the Lady)
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<blockquote data-quote="Bendris Noulg" data-source="post: 348485" data-attributes="member: 6398"><p>Thanks, Doug!</p><p></p><p>(BTW: Did you see MEG on Queen's Tier's OGC Credits page?)</p><p></p><p>I'm inclined to think that the "divinities" of TBC aren't truly divinities in the nature of D&D's DDG explainations of them. To say that The Tree was a godling seemed more akin to Arthur C Clarke's take on it: "Any science that is sufficiently advanced will be indistinguishable from magic", or something to that effect. By this, The Tree was such an entity as to seem godlike, although having no priests and no powers outside containing the "thing" beneath it, could it be defined as a god per the DDG?</p><p></p><p>Also, Kina is also addressed as likely being a sorceress who's might made her appear to be a deity, but was actually quite mortal despite all her power. Also note that the only appearant magic ever used by Singh was, more or less, ceremonial/ritualistic in nature, and never <em>appeared</em> to have an effect. If we assume that magic truly happened, it would likely mirror something along the lines of Qabalah than actually be Divine Spells.</p><p></p><p>Also, in regards to the Birth Feat, note that the wizards (from the powerful Lady to the dagger-teleporting Raven and even the projecting Murgen) were described as having <em>talent</em>. This seems to suggest that something about the individual seperated them from other people. Even Darling, who's gift was to generate a field of null-magic, shared the same True Name weakness as the casters, suggesting that while her gift was radically different, it's difference was entirely in strength and effect, not source of origin.</p><p></p><p>For TBC, I'd suggest a Birth Feat to be able to cast, and likely use Feats (with Ability Score and possibly Knowledge ranks) to "open up" new fields of magic (for instance, a Feat for Illusion, a Feat for Divination, a Feat for Necromancy, etc.). This might even be a good way to set up a class that uses Spell Seeds.</p><p></p><p>For game effect, I'd likely make the class extremely weak at lower levels, rising up about starting around Level 10, near equal at around 15th, and then exploding into high power after 20th Level. This would generally force multiclassing to a degree, especially at lower levels, unless the caster has a group of friends that he trusts completely to cover his rump when things get ugly, just for survivability, which would again delay the aquisition of power.</p><p></p><p>This would also prevent a party consisting entirely of Spellcasters (at least at Low Levels), since the survivability of 4 1st Level Wizards would be reduced to spit.</p><p></p><p>Hmmm... Now I half-wish the Spell Seed rules were out a year ago before I wrote up my Channelers and Elementalists.</p><p></p><p>Oh, well... Next campaign, eh?</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 348485, member: 6398"] Thanks, Doug! (BTW: Did you see MEG on Queen's Tier's OGC Credits page?) I'm inclined to think that the "divinities" of TBC aren't truly divinities in the nature of D&D's DDG explainations of them. To say that The Tree was a godling seemed more akin to Arthur C Clarke's take on it: "Any science that is sufficiently advanced will be indistinguishable from magic", or something to that effect. By this, The Tree was such an entity as to seem godlike, although having no priests and no powers outside containing the "thing" beneath it, could it be defined as a god per the DDG? Also, Kina is also addressed as likely being a sorceress who's might made her appear to be a deity, but was actually quite mortal despite all her power. Also note that the only appearant magic ever used by Singh was, more or less, ceremonial/ritualistic in nature, and never [i]appeared[/i] to have an effect. If we assume that magic truly happened, it would likely mirror something along the lines of Qabalah than actually be Divine Spells. Also, in regards to the Birth Feat, note that the wizards (from the powerful Lady to the dagger-teleporting Raven and even the projecting Murgen) were described as having [i]talent[/i]. This seems to suggest that something about the individual seperated them from other people. Even Darling, who's gift was to generate a field of null-magic, shared the same True Name weakness as the casters, suggesting that while her gift was radically different, it's difference was entirely in strength and effect, not source of origin. For TBC, I'd suggest a Birth Feat to be able to cast, and likely use Feats (with Ability Score and possibly Knowledge ranks) to "open up" new fields of magic (for instance, a Feat for Illusion, a Feat for Divination, a Feat for Necromancy, etc.). This might even be a good way to set up a class that uses Spell Seeds. For game effect, I'd likely make the class extremely weak at lower levels, rising up about starting around Level 10, near equal at around 15th, and then exploding into high power after 20th Level. This would generally force multiclassing to a degree, especially at lower levels, unless the caster has a group of friends that he trusts completely to cover his rump when things get ugly, just for survivability, which would again delay the aquisition of power. This would also prevent a party consisting entirely of Spellcasters (at least at Low Levels), since the survivability of 4 1st Level Wizards would be reduced to spit. Hmmm... Now I half-wish the Spell Seed rules were out a year ago before I wrote up my Channelers and Elementalists. Oh, well... Next campaign, eh? [/QUOTE]
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