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| Th_Ar_Al05-28-07, 10:48 AM | I am creating a rpg world just for fun, but lately I am curious if it is a actually usable world... The premise is more or less simple, is a world of dead gods and with the magic is changing. The pure elemental magic with Fire, Air, Dark, Water, Earth and Light are no longer possible, but there is still possible to use the magic that combines these elements (for example, Magma magic, who combines Fire and Earth). All magic from the world come from 12 artifacts, each one related to one of the 12 combine elements. And there is a Guild that protects each artifacts and also rules part of the world. Recently, a new power rise the Paradox magic, that is the combination of the opposite elements, Dark/Light (Soul), Air/Earth (Matter) and Fire/Water (Energy). Anyway, one of the problems that people tell me is that the guilds have a too similar structure and “classes” (Divine magic is so associated with the guilds, so there is a always a arcane-magic user, a divine-magic user and a warrior-like “class”). Also this world started as just a idea for a RTS (just like Heroes3 and Warcraft3) so this still have some influence in how the world is now. Anyway, any thoughts? Do you think that my friends are right? Another Problem, the world has no name so far xD, I am terrible with names! The setting is called “Paradox War”, but there is no name for the world itself. The 12 guilds, and 12 Elements: Ice - (Air+Water): "viking" kind of people, warriors and sailors. Mostly Humans. Magma (Earth+Fire): Orcs, I worried that looks way too much with the Horde, mostly because it looks way too much with the Horde >.< Mud - (Earth+Water): A guild of Wild people in the forest, the dominat race are the Anphibians, frog-like people, there is also very secluded Wild Elves and the unpopular Boarmen. It is the most detailed guild so far. =) Smoke - (Fire+Air): Goblins, crazy inventors that created powerfull machines, but that are very poluting. Crystal - (Earth+Light): Dwarves&Humans, Miners and Bankes, the riches guilds. Dust&Bone - (Earth+Dark): Necromances&Dwarves, Slavers, live in caves and dominate several other races. Sun - (Fire+Light): Paladins, image Miko from oots, multiple that by thousand add a Arabian-like setting instead of the Asian-like Setting, and you have this guild. Ashes - (Fire+Dark): Demonic guild. One word: Destruction. Steam[Storm] - (Water+Light):Elves, Both Healers and Explores. They magic deals with both healing and weather control. Poison - (Water+Dark): Vampires&Serpent Elves (Not drows, but alike), a guild who is both scientific (in a Dr. Frankeinstein kind of way) and religious. Thunder - (Air+Light): Magicians&Researches, the guild deals with science and knowledge. One of the most versatile guilds in terms of magic (Mind Control, Ilusions, Eletricity, Divination). Vacuum&Aeter - (Air+Dark): Ghosts&Philoshopers, deals with spiritualism, is also the "guild of secrets" and spies. OBS: the game is not DnD, but I wanted everyone oppinion =) |
| Th_Ar_Al07-24-07, 12:05 PM | more images http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/ParadoxoTrio2.jpg http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/MapaMundiOmera3.jpg http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20da%20Lama/LamadeAnfibiosCor4.jpg http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Vapor/Guilda_do_Vapor_Marinheiro_Tatuado_.jpg http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Vapor/VaporConjuradorescor.jpg |
| Th_Ar_Al10-07-07, 05:27 PM | http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/AnjoCristalcopy.jpg http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Cristal/MerogOGolemcopy.jpg http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Cristal/Cristal_Criaturas_Metalicas-1.jpg http://i8.photobucket.com/albums/a5/th_ar_al/12%20Guildas/Guilda%20do%20Sol/LadinoSolarV3copy.jpg |