Post by Arcanet on Aug 29, 2014 9:00:09 GMT -8
Thought I should start on this, even though there isn't much to show yet.
I'm working on a science/fantasy setting, which will include a few distinct and powerful classes, tricky traps, odd takes on classic enemies and sweet, sweet loot.
The party could stumble around in a lair of an ancient dragon, but what happens when the fiery breath of the dragon isn't the only danger in the room, and they have to work their way around a roof-mounted laser cannon?
"It is the year 462. After Singularity, of course. Only the Magi of Pure Mana use the Old Count anymore.
Somedays it feels like the Magi were the only thing that didn't change when *Race X* came.
They came in peace. Some didn't trust them, some still don't.
They shared their technology with us, the dwarves of Highwall Pass adopted new ways to mine for precious minerals quickly. The elves of Ke's'tül not so much, but even I have seen laser sights and stabilizers on their bows.
In some ways everything changed, in other ways, it was all as it was before. Scholars debated endlessly on why *Race* had come, were they here for trade or conquest?
All of that was answered when we found out "Why?"
They needed allies."
- Wu'j Steelfist, Chronologist of the Monastery of Thousand Spires
Enter a realm of spells and swords, thrown into the middle of an intergalactic war.
Face new dangers as an enigmatic Wizard, a master of the old and new ways of magic, sling destruction upon your foes from afar. Or divine their plans with the help of a mysterious network hive mind, the Arcanet.
Or skip the tedious studying of old ways, take what is rightfully yours as a volatile Sourcerer, hack your way into the Arcanet of the Wizards. Such foolishness comes with a price, however...
Perhaps you would want to go toe-to-face with your adversaries, as a lightning fast Monk, tranquil in your knowledge of the universe. Indeed, the existence of the outsiders was not a surprise to the masters of Thousand Spires.
Last, but surely not the least, are the Templars. Some of your order believe the outsiders to be gods. There is only one way to find out for sure, even if it means directly helping them. The new power armor given by them surely doesn't make the decision harder.
I'll keep this thread updated as I work on this. But in any case the setting won't be done anytime soon, as I'm making everything by myself, art included. Right now I have no means to commission artists to help with it, thus it'll take a while.
I'm working on a science/fantasy setting, which will include a few distinct and powerful classes, tricky traps, odd takes on classic enemies and sweet, sweet loot.
The party could stumble around in a lair of an ancient dragon, but what happens when the fiery breath of the dragon isn't the only danger in the room, and they have to work their way around a roof-mounted laser cannon?
"It is the year 462. After Singularity, of course. Only the Magi of Pure Mana use the Old Count anymore.
Somedays it feels like the Magi were the only thing that didn't change when *Race X* came.
They came in peace. Some didn't trust them, some still don't.
They shared their technology with us, the dwarves of Highwall Pass adopted new ways to mine for precious minerals quickly. The elves of Ke's'tül not so much, but even I have seen laser sights and stabilizers on their bows.
In some ways everything changed, in other ways, it was all as it was before. Scholars debated endlessly on why *Race* had come, were they here for trade or conquest?
All of that was answered when we found out "Why?"
They needed allies."
- Wu'j Steelfist, Chronologist of the Monastery of Thousand Spires
Enter a realm of spells and swords, thrown into the middle of an intergalactic war.
Face new dangers as an enigmatic Wizard, a master of the old and new ways of magic, sling destruction upon your foes from afar. Or divine their plans with the help of a mysterious network hive mind, the Arcanet.
Or skip the tedious studying of old ways, take what is rightfully yours as a volatile Sourcerer, hack your way into the Arcanet of the Wizards. Such foolishness comes with a price, however...
Perhaps you would want to go toe-to-face with your adversaries, as a lightning fast Monk, tranquil in your knowledge of the universe. Indeed, the existence of the outsiders was not a surprise to the masters of Thousand Spires.
Last, but surely not the least, are the Templars. Some of your order believe the outsiders to be gods. There is only one way to find out for sure, even if it means directly helping them. The new power armor given by them surely doesn't make the decision harder.
I'll keep this thread updated as I work on this. But in any case the setting won't be done anytime soon, as I'm making everything by myself, art included. Right now I have no means to commission artists to help with it, thus it'll take a while.