@Tod: Thanks! I'm going to take a look through it
me_in_japan wrote: ↑Mon Oct 11, 2021 3:28 pm
If I may offer my services when it comes time to fine tune the story / lore side of things, I’d be happy to get involved with that. I quite enjoy a good coherent story, and it irks me something awful when a game/tv show/book has a good solid idea but then drops the ball and falls prey to cliche or other shenanigans.
Also, my two cents: be wary about putting in stuff like armour dice just cos you’ve printed them off. That’s a slippery slope right there. Maybe take a step back and really review: does the game need this extra component/step? Or could it be further simplified and streamlined?
Certainly! lore/world building is the trickiest thing for me at the mo. Would love to hear your input/feedback/suggestions but bear in mind that there's a certain direction that I would like to take it in, and there may be a few cliches.
There are a few limitations that I have to work with though. Chief of which is the availability of miniatures, for example zombie elves can't really be a thing because
I'm not crazy about the idea and I don't have miniatures for zombie elves. That being said take a look at what we got to play with in terms of writing.
https://www.myminifactory.com/users/Artisan_Guild
Here are the bones of the background for this (hopefully not super lame) fantasy verse. Subject to change.
The world/setting exists as a convergence of planes of existence/elemental spirit realms coming together to form a territories of diverse biomes.
These planes could exist as a home/heaven/afterlife/sacred area and each of which possesses a gate/portal from which the races of the world come from.
Naturally the Sylvan Elves/Satyrs come from the woodland plane and the area/biome surrounding the gate to that plane is the great sacred forest.
I picture the Wood Elves to be the quintessial elf but otherworldly and oddly sinister creatures. Graceful/ghostlike/whipers in the woods/it's there...and then it's not, then you're dead.
Just a few world rules before we continue:
- Each race belongs to the "affinity" of their realm. i.e Elves - woodland affinity. Dwarves - (molten?) affinity, humans - holy/unholy affinity)
- Each race can only cast spells from their respective affinity (for thematic purposes) Sylan elf mage casts thorns/leaf blade/summon treants etc and not fireball for instance
- Humans being more versatile than other races delve into forbidden lore to cast spells not of their own affinity at the cost of possibly blowing up like a plasma gun in 40k. Forces beyond their ken/lose control.
- races don't mate each other. So no half orc/half dwarves. They need to be of the same affinity.
- Curse of the undead only affects humans (there's a reason)
PREMISE
In ages past, Humans were cast out of their Holy plane/eden/paradise and have been seeking atonement/a way to return.
In their hubris several kindgoms/human nations sought a way to reclaim their lost divinity/angel wings and caused a great cataclysm that ended up revesing their affinity from holy to unholy resulting in a ZOMBIE APOCALYSE and the collapse of civilation for (only) that empire.
The other races are none to pleased with humans now, and distrust is rife. As a side effect of the cataclysm, a valuable resource has become available - wyrdstone/warpstone/premium gatcha currency - and now all races brave enough to form warband to battle through the zombie hordes may find riches beyond imaging should they manage to find any.
Inspiration from Mordheim evidently but rather than just a city, a much larger area and a Zombie apocalyse set in a fantasy setting has always been an interesting idea.
What do you think so far?