designer notes: I conceived this idea for a setting when creating a GURPS character and thought 'what if Status and Magery was a joint package?' - I am liking it so much I think I will have to flesh out a world on this. Go to Comment
The idea is not until an heir is actually born with the glow. Dormant means no glow, only the strain to pass on. That means if the line is to be found before that, it would have to be through old fashioned detective work (and there might be some people secretly making that difficult). Go to Comment
Great submission. Evil by neccesity is a great concept. It would make for an interesting adventure to have a group of adventurers embroiled in hellish intrigue and power games with him on one side of it. Go to Comment
It's not a bad idea, but it really needs a proper setting to come to life:
A world that continues to move in cycles where everybody seems to know that this is more or less inevitable would be interesting to see. Empires rising knowing full well where they are on the scale of time in this cycle and destined to fall like the ones before them.
Having a force (for good or evil or maybe neither) working to break this continuity would give the time knights more of a sense of purpose as well. Go to Comment
I really like the idea of elves feeling above petty warfare but certainly not above hiring others for the job. Great concept.
The fighting styles were interesting, but I am not sure how useful the individual thrusts and moves are without any game mechanics attached. Would have been more interesting to read about elven tactics in warfare in general. Go to Comment
Designer Notes: The sorcen are obviously not meant as anything PCs might encounter in a fight. They are more akin to demigods whom only the most powerful dragons, legendary wizards and gods could hope to defeat. As such, they are intended more as background figures operating on a cosmic scale but unlike actual gods, these are beings PCs might actually meet and interact with, albeit most likely without ever knowing their true nature. Go to Comment
Excellent. One of those things that really add flavour to a world.
Like it mostly simply for the fact that you can see in the land that it responds to the use of magic. A nice little piece of herbal lore that can replace a detect magic spell every now and then for the clever player, whilst adding depth the the setting. Go to Comment
There is a bit of a ragnarok element to her, but nonetheless, she is more of an aide-de-camp to a potential doomsday (she doesn't want to destroy Theras. just all the mortal races). The real harbingers are the last two. :) Go to Comment
As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.
The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.
It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.