Yay! Another new one for you!
3nodding Sorry it's so long, but it's a bit extesive.
Anyway, before I digress too far, I'd like to run my idea by ya that's not quite done, but getting pretty close. (this is copy pasted from the Barton OOC. It didn't go so well there
sweatdrop )
CURSE OF THE ELEMENTS
I'm thinking of making an RP based on a general idea of fantasy war. There would be three factions;
The Citidel,fighting for Order and Light.It is led by the Humans and joined by the Dwarves and High Elves.
The Swarm, fighting for land and Darkness. It is led by the Necromancers and joined by the Orcs and Kobalds.
The Shadows, trying to keep the war off their land.It is led by the Wood Elves and joined by the Fey and Centaur.
History to come, but the gist of it would be there's 5 major lands;
The Forests of Al'Than is in the East, where the Shadows have always been. Anyone going in there is a casulty.
The Great Deserts of the West are uninhabitable. It's usually suicidal to send an army thorugh them.
The Plain of Garn is where the Citidel thrives. It is to the south.
The Plain of Ak'Thrag is the Swarm's base. It is to the north.
The Central Expanse holds settlements of the Swarm and Citidel. It's where the majority of the fighting is going on.
About 1/3 of the populace of all of the factions is granted with the power to control an element, 1/6 with power over two. Any more then that would overwhelm the controller at birth and destroy his body.
The elements would be as follows;
Fire:Is moderately strong and quick, though isn't easy to use for long periods of time. Excellent 'magic' at a range. Favored weapon is a great sword or longsword. Swords generally work well with fire without burning one self.Favored 'Spell' style: Smiting! What else?
Water:Relies on slow but powerful blasts, is moderatly easy to maintain in the long run. 'Magic' is not as good against far away enemies.Favored weapon is, building upon the fluidity of water, a flail! Favored 'spell' style is the changing of things.
Earth
razz owerful but slow, Doesn't last long in a battle. A more extreme version of water.It's 'Spells' are best against close enemies.Favored weapon is a giant mallet. Can't beat crushing things into submission.Favored 'spell' style is self protection.
Wind:Quick but weak, can be used for a long time.It's 'magic' doesn't have very many uses when an enemy is close.Favored weapons are a pair of daggers. Quick and relatively easy to use.Favored 'spell' styles are screwing with speed, a little smiting.
Light:Weak and slow, this element can be used even longer the Wind. It's
'magic' is just as good whether the enemy is close or far. Favored weapon is a quarterstaff.Quick, disabling hits.Favored 'spell' style is healing!
Dark: Strong and quick, only masters can use Dark for more then four or five blasts.It's 'magic' doesn't care whether the enemy is close or far. Favors a freaking big bow. Arrows can be natural or made of dark energy.Favored 'spell' styles are either Necromancy or "I cut myself, but your arteries are in two!
These aren't required, nor do they give any bonus. These are just standard soldier's with these powers' weapons or 'spells'.
The elemental table is as such:
Fire-Water
Air-Earth
Light-Dark