While I semi agree with Moon, only on the aspect of it being around longer than D&D hacked it up. I do like the additional content below all of the name drops.
I for one do not use a component based magic system, I use more along the lines of a battery powered magic system. However, the idea of adding components to alter, increase, or disguise the effects are a great idea. The demon and angle components are a great extreme to that idea.
What would the blood or bone/ hair/ breathe/ etc, of a God do perhaps? The idea has endless properties. Go to Comment
I too have always loved material components and I have always toyed with the idea of making a true meta-chemistry for them. For example Amber would present with electrical aspect, sand=temporal, blood=pain, and so on. Perhaps these materials would not be necessary for the casting of the spell, but would be necessary for the learning of the spell or the prep of the spell (depending on how magic works). This is a really great start, and hope somebody develops this more in the future. Go to Comment
Far out, It's like your looking into my brain, or our minds are connected or something. I've been using "Suplimental spell components" as far back as I've been running D+D, which add a cosmetic (as well as minor mechanical) change. For example, the aformentioned pinch of copper dust added to a Fireball spell no only turns the blast blue-green, it also makes the fire do a few extra points of damage (Because copper actually burns very hot) while a dead-fish added to the mix might leave a terrible, nauseating smell in the blast's wake, and a human skull carved with necromantic runes might turn the flames black, and do more damage to the living while leaving the dead, undead and unliving unscathed. Also I'm sure to reward the players for creative use of components Go to Comment
You should really expand these into full posts each. They have that much potential. Even if they are deeply embedded in your culture, they can serve as inspirations for others (or just adapted outright). They can then be linked together by a codex.
An aside: Wrong code:
Ethnic/Cultural These groups are ethnic and subcultures that are associated with a given location or setting. It can also include groups for ethnic preservation or celebration. These are just groups linked through a scroll that has a geographic/ campaign link... kind of like Arth Guilds. Go to Comment
The Pale Guild
Based out of Ozea, the Pale Guild is known for its pungent odors, stark white robes and chemical burns on their bodies. This offshoot of the Ozian Alchemists and Apothecarian Guild has a secret formula that renders bog oil into a slighty viscous clear fluid that bleaches color from clothing, hair and if the concentration is too high can burn the skin from the body.
The popularity of blonde hair, and white cloth is the main force that drives the guild. Funeral procedings are garbed in white, and it is haute couture for a lady to be blonde allowing her to claim visible semblance to Mastere, the most powerful and influential woman in Falhathian history. Ixia, the Silver Forge is depicted as being a blonde as well. Go to Comment
The Gold Talons
The city guard of Sangreal, the Gold Talons harken back to the days of Old Sangreal before the Trinity. All but a few precious records remain of this era and not even the Talons know that they are oath-sworn to serve the Head of the Trinity from when it was nothing more than the Draconic City Father of Sangreal alone.
The Gold Talons wear white tabards over brass plated scalemail, wear conical helms and have the volge pole arm as a standard weapon and a brass handled short sword as a side arm. The officers have gold pinions, or dragon wings embossed on their helms and the Banner General of the Gold Talons has a full Dragon-Helm and carries a gold handled sword that is 'obviously' magical. Go to Comment
The Maison-Aigre League
Given the Ozean penchant for sour and pickled goods, it is no wonder that the Vinegar Guild is one of the more powerful guilds in the Diocese. The guild has influence over the fruit and grain producers, the brewers and vinters, as well as having dominance over the preparation of vinegar from soured goods. They have a fleet of merchant ships, a senior seat on the Merchant's Guild of Ozea, as well as financial interests quite removed from those of simple pickles and sour wine.
Much like the German Hanseatic league, the Maison-Aigre has turned a lucrative business of vinegar production as well as vinegar preserved goods into something more than a simple commercial venture. With their money and ties to the Merchant's guild as well as other guilds such as the vinters they have a surprising amount of political clout.
The Green Cloaks
The Green Cloaks are a young company of state sponsored and privately funded soldiers. Primarily located in the more lawless area of Buzzards Bay 2489 the Greenies are a compromise. Duke Holmestead could not afford to maintain an adequate city guard given the lawlessness of the area, but he could not allow his minor diocese to be overrun by criminals and bandits so soon after its repair. To this end he conscripted the Green Cloaks, giving them a common uniform and equipping them. They are responcible for policing the township proper, but outlying areas can contract their services for the right amount of coin.
The standard gear of a Green Cloak soldier is a footman's Spear and a shortsword. In the field this tends to break down with other weapons being picked up from defeated brigands and bandits. Armor is piecemeal most of the time with leather and chain being the most common. The soldiers are easily recognized for their green oilcloth cloaks. Go to Comment