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| #1DragonsWrathFeb 02, 2012 18:13:02 | OK, so I've had a radical idea floating around in my head for a while now, and I've started writing it down. I figured I'd share and see if I sparked anyone else's interest, and possibly generate some feedback. The idea revolved around a campaign set in the Codex Alera series by Jim Butcher. If you have not read that series I HIGHLY recommend it. It is easily one of the top 5 book series I've ever read, right up there with LotR, and several things by David Weber. Here's the big twist: Alera has six types of elemental magic which mostly-kinda match up with the six ability scores, and once I realized that I couldn't turn my brain off. |
| #2DragonsWrathFeb 02, 2012 18:20:08 | At this point I'm just going to copy/paste my notes and idea outlines: The World of Carna FuriesCarna is a world defined by its abundant elemental spirits, known as Furies. Furies vary greatly in size, power, and appearance, but most seem to behave as guardian spirits of a particular geographic region, such as a stream or a field. A Fury’s power is generally proportional to the size of its territory, but there are exceptions. Furies of truly frightening power, called Great Furies, are feared and respected much as gods are on other worlds – gods of retribution and anger. These furies typically embody enormous territories; an entire mountain, a volcano, or an entire ocean. Great Furies are rarely benevolent, and often hostile to outsiders, though exceptional individuals have been known to approach these titanic spirits and survive. Great Furies are rarely active, and seem to spend much of their time in a sort of slumber, heedless to the world around them.
Ancient spirits aside, most furies exhibit basic emotions and behaviors similar to that of intelligent animals. They react to new experiences and old acquaintances; they remember people and events; they seem to recognize innocence, intentions, and purpose. For example, children playing in the woods are less likely to provoke a wild Fury than a group of hunters or loggers, even before they begin cutting timber. That’s not to say a wild Fury won’t attack a child – Furies are unpredictable creatures of great power, with little concept of restraint and conscience. Still, smaller Furies can be driven away, and are harmless to a competent adult. The origin of Furies remains a mystery – sometimes they manifest overnight, such as the water Furies found in a rain-filled puddle, or fire Furies found near a campfire. Forest Furies can frequently be found nestled among the roots of young saplings, growing as the tree matures. Earth and Wind furies are difficult to pinpoint, as they roam such large territory. These spirits form small packs that wander the countryside, gaining or losing members without any visible pattern. Most curious of all are the metal furies – creatures of raw elemental power that are only found in man-made items. These furies frequently express a desire – eagerness! – to perform the task their host tool was designed for. Furies inhabiting a shovel live to dig, while stationary items (such as a fence) are content to sit. Disused tools inhabited by furies have been known to cause mischief when they are feeling underappreciated.
Races and CulturesPopulated by many diverse creatures, Carna is a world of bizarre contrast. The number of different creatures on Carna, including many different ecosystems, make for an improbable mix. Some cultures believe the world (and its inhabitants) were/are created by a god, or gods, but most scholars suspect the world is a hub of extra-dimensional or extra-spatial pathways. New creatures have been known to appear at random, including entire ships or military encampments. Sometimes the new arrival(s) remember life on another world, and tales of getting lost in a mysterious fog are common. Of the plane’s current inhabitants, the continent of Alera is by far the most stable.
Campaign SettingHigh Adventure – Rule of cool Planet of Mages – Magic is, literally everywhere Rituals – daily point system for rituals that don’t produce a permanent effect. > IE: waterwalk, flight, etc can be used on a point system, and don't cost gold |