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Evil Mastermind
Apr 28, 2008

I honestly can't tell if you linked the wrong page by accident or are linking it because I was a failure on that page. :(

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Solomonic
Jan 3, 2008

INCIPIT SANTA

-Fish- posted:

certain bonuses and benefits for grabbing, the ability to auto-hit grabbed enemies, and other bonuses

The Stalwart has a bonus for dirty boxing? I may never play another class.

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN

Evil Mastermind posted:

I honestly can't tell if you linked the wrong page by accident or are linking it because I was a failure on that page. :(

The link works for me? It's to a Mystic Mongol post, which is the one you were looking for.

Majuju
Dec 30, 2006

I had a beer with Stephen Miller once and now I like him.

Dr.Tree posted:

Its this.
A barbarian or unarmed fighter doesn't have the same ability to to disable or control an opponent that I think this trope should. I can have a shirtless dude with a waxy mustache make unarmed attacks all day, but I crave game mechanics that back up his abilities to control the flow of singles combat or disable better armed opponents sans wisdom, magic, or five different companion rule books.

I've been reading the last few pages trying to think of what I'd like to say re: monks, and this sort of crystallized it for me. What I really loved about 4th Edition's monk is that it slyly fit the role of melee controller. You had all sorts of ways to screw with enemies - daze them, slide them around, blind them, knock them prone, whatever. It was about using your exotic movement abilities and wild martial arts training to close and engage several (usually) enemies and cripple them. This is, of course, strictly what monk means to me, but I think as a design starting-point you could do much worse.

Evil Mastermind
Apr 28, 2008

RPZip posted:

The link works for me? It's to a Mystic Mongol post, which is the one you were looking for.

Huh, when I did it through the app, it took me to a different page. Now that I'm on my computer I see it.

I guess I just failed forward! :v:

Mystic Mongol
Jan 5, 2007

Your life's been thrown in disarray already--I wouldn't want you to feel pressured.


College Slice
Only if the post you went to accidentally moved the plot forwards, or invovled orcs kicking down the door.

RPZip posted:

a Mystic Mongol post

The phrase, "A Mystic Mongol post," makes me happy. Clearly I need to start branding more.

RyvenCedrylle
Dec 12, 2010

Owner of Mystic Theurge Publications
Have some grappling rules. Rath (my Stalwart) is probably going to want to try these out at his earliest convenience.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
Tonight's session took place in and on a Koru behemoth, so I thought I'd check in and talk about how I used it and see if anyone else has done anything with them. They're one of the things I really like from the core setting, so I was happy to get them involved.

In my game the behemoths were chaos's final weapon in the war against order, fought in the primordial times when men and gods walked side by side. There were those who opposed civilization as a concept, and brought forth the great invincible beasts from the earth whose wanderings would prevent mortals from establishing any permanent settlements.

Among the primordial beastmen there was an ancient Icon called the Shepherd, who took point on bringing harmony between man and beast. There could be no peace while the behemoths roamed, so he flew to the top of the lead beast (which was called the Godmother in session though I originally meant to call it the Grandmother) and pitched his will against it. The behemoths bore no malice, and the Shepherd's communion managed to nudge the behemoths onto their current migration route. Unfortunately the Shepherd was not immortal, so he needed a way to make the route stick beyond his own lifetime. Unwilling to shackle anyone else to the job, he was at a loss.

Luckily the ancient Icons were forced to band together against the demon king of death, and after killing and dismembering it they parceled out its incredibly powerful bodyparts. The Shepherd took the demon king's tail and bound him and it inside of the lead behemoth, where he would persist forever in a terrible state of semi-life.

Due to Circumstances, the demon's will began to overtake the Shepherd's and the behemoth broke from the route, straight for Horizon and another piece of the demon king. The players went in and removed the piece and took care of the demons that were squatting on the behemoth's back, but were forced to leave behind a party member to commune with the behemoth and keep it on task (one of my players wanted to give another character a temporary try just for fun, and it was a really handy way for him to switch back. It's only a temporary solution and the knowledge that it's possible to steer a behemoth will make a good hook for a future adventure further on in the setting.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there
I've decided my game is going to be Romance of the 13 Kingdoms/Dragon Warriors. Lots of massive battles being single-handedly won by small groups of heroes. I'm thinking that the stalemate between the Emperor and High Druid has been broken and the land is Total War--but glorious war, where only Big drat Heroes have an effect on the landscape of the battle. Instead of dungeon crawling, a focus on advancing across a battlefield capturing strategic objectives. I'd present a map of the battle, tell my players "you need to do X, Y and Z. Which do you go for first and how?" and throw encounters at them along the way. Provided this idea is doable in the system, I'd like a few hints for ways to include stuff like:

1. Some sort of morale mechanic, maybe tied to the PC's escalation die, where allies' troops become more like an army and less like cannon fodder as the battle swings in their favor.
2. Limited-use unique powers for clearing giant mobs of mooks and taking out officers. Only the sorcerer and wizard get really good "gently caress you, crowd" spells, and not until epic. I'd like these to come from the players, ideally, but I want to be able to suggest baseline powers to be customized.
3. Nation-sim elements for PCs who want to rule or be "power behind the throne" types.

Razzled
Feb 3, 2011

MY HARLEY IS COOL
Can any GMs in the house help explain to me how I can effectively intertwine characters that are of opposing alignments?

Our group is kind of retarded and we waste a lot of time and ruin a lot of campaigns by loving with each other and sometimes it's because "well i'm a Paladin and he's a thief" etc. Obviously there is an issue with our group on this end, but in general I can't think of a good way to reconcile opposing alignments working with each other.

Especially with One Unique thing and Icon relationships in the mix.

Should I just restrict them to building same-ish alignment characters?

moths
Aug 25, 2004

I would also still appreciate some danger.



Razzled posted:

Can any GMs in the house help explain to me how I can effectively intertwine characters that are of opposing alignments?

Don't use alignment.

Razzled
Feb 3, 2011

MY HARLEY IS COOL

moths posted:

Don't use alignment.

I... Ok, that was easy. lol.
I can't really think of any compelling argument for alignments besides "we always have".

That works! That said, drat this book is huge. It'll be my first time running a campaign so I'm reading up and trying to figure out how I'm gonna be able to tell a fun and exciting story and keep everyone engaged.

The class features seem really cool though, makes me sad that I won't be able to play a character!

Mr. Lobe
Feb 23, 2007

... Dry bones...


Is there an ETA on the second book?

Ardulac
May 31, 2005

"There is a difference between fear and caution."

Razzled posted:

I... Ok, that was easy. lol.
I can't really think of any compelling argument for alignments besides "we always have".

That works! That said, drat this book is huge. It'll be my first time running a campaign so I'm reading up and trying to figure out how I'm gonna be able to tell a fun and exciting story and keep everyone engaged.

The class features seem really cool though, makes me sad that I won't be able to play a character!

You may still have some infighting if people are allied with different icons. I have a group that has had similar problems in past campaigns, and I've had luck with declaring by fiat that they are friends with each other and should resolve conflicts within the group as such. If they do something that would cause the rest of the group to no longer want to be friends with them, then their character is either NPC'd or written out of the story as appropriate (in theory anyways, so far I haven't had to pull the trigger on that one).

Backing an icon that the other characters don't care for? Fine. Stealing an item from a member of the group to donate to that icon? Probably not acceptable. Trying to kill a member of the group to appease that icon? GTFO.

It does tend to favor stereotypically good-aligned actions since people are more likely to stop associating with people for being unrepentant murders than for being like Mr. Rogers.

My Lovely Horse
Aug 21, 2010

When you have two characters following opposing icons, the first thing you do is say "wow, there's probably a really interesting reason why these two are working together, tell us all about it, guys." Then they either do that, problem solved, or they have to say "uh well actually we were going to stab each other in the back all the time" and then you give them A Look.

Razzled
Feb 3, 2011

MY HARLEY IS COOL
I just read Mystic Mongol's post on fail forwards and my mind is blown. Looks like I have a lot of work cut out for myself, but I'm pretty excited overall about it.

Mystic Mongol
Jan 5, 2007

Your life's been thrown in disarray already--I wouldn't want you to feel pressured.


College Slice

Razzled posted:

That works! That said, drat this book is huge. It'll be my first time running a campaign so I'm reading up and trying to figure out how I'm gonna be able to tell a fun and exciting story and keep everyone engaged.

Tell us what you're looking for in an adventure and we'll trip over each other to help you plot it out.

Captain Walker
Apr 7, 2009

Mother knows best
Listen to your mother
It's a scary world out there

Mystic Mongol posted:

Tell us what you're looking for in an adventure and we'll trip over each other to help you plot it out.

Where were you people when I keep starting lovely games that go 3 levels and fizzle because my players suck? :mad:

Razzled
Feb 3, 2011

MY HARLEY IS COOL

Mystic Mongol posted:

Tell us what you're looking for in an adventure and we'll trip over each other to help you plot it out.

Well, more than anything I would just like our group to build a great story. Something that we'll look back on in a year and say things like "man, remember when ___ happened and we ____?"

I think that as far as things happening I want the layout for sessions to be: I create the "dungeons" and plot hooks. But how or if the players arrive at them is up to them.

Our group kind of has a tendency to just sit there if the DM isn't nudging them along constantly and I want to change that, which means I need to get them to buy into the story (which hopefully One Unique Thing and Icons help with).

I'm not sure what I want the overarching plot to be. I was kind of thinking I'd ask the players to hold off on picking their 1 Unique Thing until AFTER the first session. This way I'll run a 1st session that is just kind of an introduction that sets the tone and setting up. And then they can decide what they think is important and their Unique things can be better tied in to the setting. And then once I figure out what they think is important in the world (through current events/backstory) I can flesh out a overall plot for maybe the next N sessions

Mystic Mongol
Jan 5, 2007

Your life's been thrown in disarray already--I wouldn't want you to feel pressured.


College Slice

Razzled posted:

Our group kind of has a tendency to just sit there if the DM isn't nudging them along constantly and I want to change that, which means I need to get them to buy into the story (which hopefully One Unique Thing and Icons help with).

I'm not sure what I want the overarching plot to be. I was kind of thinking I'd ask the players to hold off on picking their 1 Unique Thing until AFTER the first session. This way I'll run a 1st session that is just kind of an introduction that sets the tone and setting up. And then they can decide what they think is important and their Unique things can be better tied in to the setting. And then once I figure out what they think is important in the world (through current events/backstory) I can flesh out a overall plot for maybe the next N sessions

If you want to shake things up for them and force them to act, I suggest a disaster in a non-standard fantasy setting. Explain they're in the high rollers floor of the Diabloist's Casino, Hell's Dice. Lotta red velvet, a very nice bar, gold fixtures everywhere, high stakes games of chance being played for tens of thousands of gold or dozens of human souls, a grotto, the works. Ask them what they're doing there. On vacation, trying to scam some money, investigating a murder as part of a paladin's conduct hearings, working off a debt to some fel power? Then once they've decided, describe the high stakes betting going on, have whatever they're up to play out a little, and then it all stops when explosions rock the building. The screams of surprise and fear are undercut when devils slam shut the portcullises over the doors and windows. They may be under attack from an unknown force, but you're all probably thieves and hell doesn't let people steal any goddamn money! You're sitting tight while they slowly search everyone one by one, is that smoke coming up from the stairwell? You players better find a way to escape and maybe rescue some sympathetic NPCs or it's curtains for everyone! The balor pit boss won't attack the players unless they get openly hostile, so while attacking the staff is right out, he'll just watch and maybe chuckle if he sees them doing something sneaky. Downstairs, they run into the attackers, a small group of which assault the players directly. First combat, in a gambling hall! If the players don't try to hit the monsters with a roulette wheel, the monsters try to hit the players with one.

Also, don't skip out on the one unique thing. Show up with your ten favorite examples, and tell the players they need to choose something as interesting as one of them. Do pregen characters, so their entire prep period is coming up with a OUT, their backgrounds, and their icon relationships. And just friggin' run with it.

Razzled
Feb 3, 2011

MY HARLEY IS COOL

Mystic Mongol posted:

If you want to shake things up for them and force them to act, I suggest a disaster in a non-standard fantasy setting. Explain they're in the high rollers floor of the Diabloist's Casino, Hell's Dice. Lotta red velvet, a very nice bar, gold fixtures everywhere, high stakes games of chance being played for tens of thousands of gold or dozens of human souls, a grotto, the works. Ask them what they're doing there. On vacation, trying to scam some money, investigating a murder as part of a paladin's conduct hearings, working off a debt to some fel power? Then once they've decided, describe the high stakes betting going on, have whatever they're up to play out a little, and then it all stops when explosions rock the building. The screams of surprise and fear are undercut when devils slam shut the portcullises over the doors and windows. They may be under attack from an unknown force, but you're all probably thieves and hell doesn't let people steal any goddamn money! You're sitting tight while they slowly search everyone one by one, is that smoke coming up from the stairwell? You players better find a way to escape and maybe rescue some sympathetic NPCs or it's curtains for everyone! The balor pit boss won't attack the players unless they get openly hostile, so while attacking the staff is right out, he'll just watch and maybe chuckle if he sees them doing something sneaky. Downstairs, they run into the attackers, a small group of which assault the players directly. First combat, in a gambling hall! If the players don't try to hit the monsters with a roulette wheel, the monsters try to hit the players with one.

Also, don't skip out on the one unique thing. Show up with your ten favorite examples, and tell the players they need to choose something as interesting as one of them. Do pregen characters, so their entire prep period is coming up with a OUT, their backgrounds, and their icon relationships. And just friggin' run with it.

Okay I think I'm starting to get a feel for how to be thinking about all this. I'll report in once we get our first session in

waderockett
Apr 22, 2012

Mr. Lobe posted:

Is there an ETA on the second book?

The Bestiary is still on track to go out in May. For 13 True Ways, the ETA is really "when it's ready to release." Rob recently posted an update which I've cross-posted to the 13th Age blog.

Also, Rob left this comment on the Kickstarter page, replying to someone who said that the design seemed to be proceeding at 10% speed:

Rob Heinsoo posted:

You're right that this has process has been way longer than we expected, and that it started slow. Your 10% number isn't far off for the early stages of the project. Happily, the design team has been working at 90% speed for the past few months. Art is nearly complete, editing is underway for many sections that aren't character class-related, and the book is pushing towards the finish line. Oddly, or not-so-oddly, the book is turning out better than it would have if the design team had handled it on schedule because they've had enough time since the core book's release to digest the consequences and opportunities of the system. But yeah, it started slow.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Razzled posted:

Can any GMs in the house help explain to me how I can effectively intertwine characters that are of opposing alignments?

Our group is kind of retarded and we waste a lot of time and ruin a lot of campaigns by loving with each other and sometimes it's because "well i'm a Paladin and he's a thief" etc. Obviously there is an issue with our group on this end, but in general I can't think of a good way to reconcile opposing alignments working with each other.

Especially with One Unique thing and Icon relationships in the mix.

Should I just restrict them to building same-ish alignment characters?

Alignment very often ends up being an excuse. The answer is "tell your players not to be dicks."

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

My Lovely Horse posted:

When you have two characters following opposing icons, the first thing you do is say "wow, there's probably a really interesting reason why these two are working together, tell us all about it, guys." Then they either do that, problem solved, or they have to say "uh well actually we were going to stab each other in the back all the time" and then you give them A Look.
You really have to avoid this latter situation, constant party infighting will poo poo all over any campaign and ruin the game for everyone else.

Stress that there has to be some reason these dudes are working together.

HomegrownHydra
Feb 25, 2013

Razzled posted:

Well, more than anything I would just like our group to build a great story. Something that we'll look back on in a year and say things like "man, remember when ___ happened and we ____?"

I think that as far as things happening I want the layout for sessions to be: I create the "dungeons" and plot hooks. But how or if the players arrive at them is up to them.

Our group kind of has a tendency to just sit there if the DM isn't nudging them along constantly and I want to change that, which means I need to get them to buy into the story (which hopefully One Unique Thing and Icons help with).
There are few things I do that might be helpful to you. First, I roll the relationship dice at the end of the session. Not only does this give you more time to think things through but it lets you incorporate them into the narrative more. (Lots of people seem to do this)

Second, I don't treat relationship rolls of 5 as a "benefit with complications" like the book says. Instead, I use them as a seed for a new mission or quest or whatever. This way you can be confident the players will bite on your hooks because what you come up with will be relevant to their characters. For example, my brother is playing a Paladin who is part of an organization of Paladins sponsored by the Priestess. When he rolled a 5 for the Priestess, the next session he was approached by another member of that organization who told him that one of their compatriots had been captured by hobgoblins and bugbears. He immediately stopped what he was doing (he was in middle of dealing with another issue the party was faced with) and insisted on trying to rescue his fellow paladin right then.

Third, while I have a very narrative driven campaign I only plan for the next session. Instead of coming up with some sort of plot arc, after a few sessions when the campaign had started to take shape I came up with motivations for each of the Icons that my players have a relationship with. This provides me with a framework for the campaign without detailing anything ahead of time. I will figure out how those Icon motivations come into play as we go along.

Probably the biggest thing I love about 13th Age is how it gives me the tools to create a campaign perfectly tailored to the PC's. 4 of my 5 players (everyone except my brother) are totally new to RPG's, yet it is no trouble to get them to be proactive because everything I generate is of interest to them. For instance, my youngest player said his character is a dragon hunter and has a negative relationship with The Three which tells me that I need to include dragons regularly and have The Three be a major villain. On the flipside, while the Emperor might possibly be the most powerful and influential icon in the default setting, none of my players has a relationship with him. This is a clear signal that I shouldn't bother bringing him into play which allows me to focus on the icons the players really care about.

I think the game will work great for your players so long as they agree to make characters that work together.

Razzled posted:

I'm not sure what I want the overarching plot to be. I was kind of thinking I'd ask the players to hold off on picking their 1 Unique Thing until AFTER the first session. This way I'll run a 1st session that is just kind of an introduction that sets the tone and setting up. And then they can decide what they think is important and their Unique things can be better tied in to the setting. And then once I figure out what they think is important in the world (through current events/backstory) I can flesh out a overall plot for maybe the next N sessions
Some of your players might not have a good OUT at first, but you can still talk to them about it before you start because some of them will have cool idea right away and others will come up with something with help from you. With a couple of my players, they came up with their OUTs before the first session and then later I suggested ways to improve them after I reviewed their characters between sessions.

-Fish-
Oct 10, 2005

Glub glub.
Glub glub.

Ryven and I just spent the last three hours wrapping up the rough draft of a new class. We should have a presentable draft within a few days for you guys to peruse. Looking forward to seeing what you guys think of the Lurker.

Majuju
Dec 30, 2006

I had a beer with Stephen Miller once and now I like him.
Hey, gonna throw this out here: do any of you have experience reflavouring 13A to a modern/futuristic setting? I am considering using the system for a PBP and I am trying to figure out any kinks I might run into that would force me to consider another ruleset.

Hashtag Yoloswag
Mar 24, 2013

...I'm sorry. I can't seem to remember any of the rest.
I was raving about it on IRC last night, but Theurge looks awesome and I can't wait to try it out.

Mystic Mongol
Jan 5, 2007

Your life's been thrown in disarray already--I wouldn't want you to feel pressured.


College Slice

Majuju posted:

Hey, gonna throw this out here: do any of you have experience reflavouring 13A to a modern/futuristic setting? I am considering using the system for a PBP and I am trying to figure out any kinks I might run into that would force me to consider another ruleset.

Overwhelming numbers of enemies with ranged attacks makes things difficult for fighters and paladins to actually defend their party. I'd reccommend going 50s scifi, with robots who have sword hands and big leathery monsters and space pirates with cutlasses to round it out?

Of course, if everyone goes in knowing most opponents are going to have lasers and masers and phasers then they can just not take Intercept and be perfectly fine.

Ryuujin
Sep 26, 2007
Dragon God
I too am really liking the looks of the Theurge. I assume the Magic attack is a basic attack and thus usable when people are limited to basics? Just that if there is an anti-magic zone they can't use it.

Also Majuju that sounds interesting, I look forward to a possible recruit like that. Off hand I can't think of anything that would make it not work, so long as spells and such are re-flavored as some kind of science or something.

Though yeah lots and lots of ranged attacks might make melee characters that act like tanks feel useless. Though if the fighter or paladin gets into the ranged attacker's face the ranged attacker might be screwed.

NinjaDebugger
Apr 22, 2008


Mystic Mongol posted:

Overwhelming numbers of enemies with ranged attacks makes things difficult for fighters and paladins to actually defend their party. I'd reccommend going 50s scifi, with robots who have sword hands and big leathery monsters and space pirates with cutlasses to round it out?

Take it back even further, actually, to Doc Smith, where personal shields that get stronger the harder the incoming attack is are the norm, making melee weapons come back into effectiveness.

Majuju
Dec 30, 2006

I had a beer with Stephen Miller once and now I like him.
I feel like if Warhammer can do it, 13A can do it - it's just a matter of both myself and the players willing suspending their disbelief to pretend that a kobold with a dagger is really some kind of minidrone with a diamond cutter or a desperate wasteland scavenger with a scrap-metal blunderbuss or something.

Also I'm probably going to ditch Icons entirely because they won't work with the tone of the game - apart from simple flavour stuff for OUTs and sorcerer talents and stuff, what other issues am I going to run into on this?

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

Majuju posted:

Also I'm probably going to ditch Icons entirely because they won't work with the tone of the game
Why not? They're just factions...

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN

Majuju posted:

Hey, gonna throw this out here: do any of you have experience reflavouring 13A to a modern/futuristic setting? I am considering using the system for a PBP and I am trying to figure out any kinks I might run into that would force me to consider another ruleset.

"Melee" weapons are short-range but faster firing - the equivalent of submachine guns or shotguns. "Ranged" weapons are big guns - rocket launchers, sniper rifles, that sort of thing. "Engaged" means you are in a pitched gunfight with the other person, popping in and out of cover and firing at them enough that if they try to shoot anyone else they're going to get nailed pretty good. Intercepting works the same way - someone tries to line up a shot on the sniper in back but a hail of bullets or lasers or whatever makes him pop back under cover and focus on the closer guy.

The one problem with it is that the classes are pretty fantasy-focused, but with reflavoring that's definitely not an impossible problem to solve.

quote:

Also I'm probably going to ditch Icons entirely because they won't work with the tone of the game - apart from simple flavour stuff for OUTs and sorcerer talents and stuff, what other issues am I going to run into on this?

I'd strongly consider keeping Icons as representative as factions, like Jackard said. The Weyland-Yutani corporation is an Icon, the Jedi Order is an icon, the Wizard Cops are an icon. Not an individual character, but the focus is on that organization's general apparatus (bureaucracy, enforcement, support or hindrance).

waderockett
Apr 22, 2012

RPZip posted:

I'd strongly consider keeping Icons as representative as factions, like Jackard said. The Weyland-Yutani corporation is an Icon, the Jedi Order is an icon, the Wizard Cops are an icon. Not an individual character, but the focus is on that organization's general apparatus (bureaucracy, enforcement, support or hindrance).

Yeah, and it depends on your SF style. Maybe you do have a Space Emperor and a Space Pontiff and a High Technologist and so on. Or if the scope is big and space opera-y enough, planets or even whole systems could be icons if their people are more or less united. (The machine world of Lux is allied with the volcanic world of Magma Throne against the peaceful agrarian world of Demeter.)

moths
Aug 25, 2004

I would also still appreciate some danger.



The only real non-negotiable is that you call it 31st Age.

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN

waderockett posted:

Yeah, and it depends on your SF style. Maybe you do have a Space Emperor and a Space Pontiff and a High Technologist and so on. Or if the scope is big and space opera-y enough, planets or even whole systems could be icons if their people are more or less united. (The machine world of Lux is allied with the volcanic world of Magma Throne against the peaceful agrarian world of Demeter.)

This is a fair point, but to be honest I almost always use the icons as emblematic of their organizations rather than individuals, even in the default setting. It's more of a style thing than anything else, though.

Majuju
Dec 30, 2006

I had a beer with Stephen Miller once and now I like him.
I have, like, 8/13, but I am still trying to wrangle something for the Elf Queen that isn't just "space elves". Bah!

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
Space Bohemians. gently caress nature, it's all about the art. If you want to keep the long lived thing, add in a touch of Holy Fire and have the organization obsessed with extending their lives to constantly explore and enrich their art. But they hate the Lich King and the idea of immortality, because art without death is artifice at best.

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Rosalind
Apr 30, 2013

When we hit our lowest point, we are open to the greatest change.

Majuju posted:

I have, like, 8/13, but I am still trying to wrangle something for the Elf Queen that isn't just "space elves". Bah!

The Elf Queen to me always struck me as very Battlestar Galactica actually since she's a leader of a people who lost their homeland and are just looking to survive and find a place to call home. I could see this easily translated in a sci-fi setting as anything from a group of humans that was driven off their planet when it was invaded or the last of a dying race searching for their ancestral home that's been forgotten.

edit: Oh I'm basing this off the mirrored version presented here: https://www.pelgranepress.com/?tag=icons

Rosalind fucked around with this message at 05:32 on Feb 25, 2014

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