An origin story in the classical style, done very well.
I agree and disagree with Aramax. He does sound sort of heroic - his motivation isn't that different from, say, Captain Planet - but that begs the question as to the difference between a hero and a villain. Is it intention? Motivation? Action? Costume? Goatee? Go to Comment
Can't speak for Val, but for myself, the following come to mind:
- Who's Balor? Yeah yeah, evil god, but they're a dime a dozen. What makes him stand out?
- Who's Waylan? Why is he hexed?
- Once Waylan made said armor, who used it? How? What became of it? Go to Comment
I was going to ask in what capacity a thieves' guild or the like would even use heraldry. I should think those in the underworld generally don't want to be caught and would avoid using distinct symbols for themselves. And where would they put it? I can't see a thief with a banner.
But Val and Cheka give some solid potential uses. I could also see it used in a crime lord's parlor (crime lords have parlors, yes?) where it could show his or her prestige.
At the very least, the ideas are thought out and interesting. Go to Comment
I'm not sure either, but I'm glad it did. This has some great bones for world building. I think your categories of faiths are broad enough to extend beyond Western-style religions. I think you've covered roughly all the major world religions in here.
I like the mention of syncretism in Unified Paganism. Syncretism is fascinating to me, diverse and myriad faiths adopting each other's gods and practices. I'd like to see more of that discussed in this article, but that's probably personal bias. Go to Comment
If you want to add a "supernatural" touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.
Ideas ( System ) | July 23, 2005 |