In GURPS, game worlds are described as having one of five different mana levels...
* No mana (dead to magic)
* Low mana (magic rare, spells are more expensive and harder to cast)
* Normal mana (standard for fantasy setting)
* High mana (spells are cheap, and even some non-mages can cast)
* Very high mana (everyone casts, magic is abundant)
For my translation of the Palladium world, I'm setting it roughly 800 years after what's in the books... a magical catastrophe has burned out a lot of the mana from the world... most areas are considered 'no mana' which means you cannot cast spells and you cannot recharge your mana fatigue... near a ley line is considered 'low mana' you can recharge but very slowly (about 1/5 normal rate)... at ley line junctions it is considered 'normal mana'...
Certain races (based on the natural PPE for that race) are considered personal mana enhancers... which means if you are a member of that race, you can cast and recharge as if you were in a zone one level better than current...
for example: an elf in 'no mana' is instead 'low mana' for himself only, the same elf at a ley line junction would be 'high mana'...
The races that are mana enhancers are Elves, Goblins, and Changelings...
Areas that are 'no mana' are very low on life energy and have a hard time supporting any kind of plant/animal life... all cities are located on/near ley line junctions and those who can cast magic tend to have higher social status...
Each city has become its own independent state and trade between cities is a prize target of bandits and other denizens of the wastelands...
Because of the their innate mana enhancement most goblins and changelings have become valued resources instead of hated monsters... most elves, goblins, and changelings are pressured to join the wizards guild as soon as they are able, an elf, goblin, or changeling who doesn't is sometimes considered inferior...
The dwarves on the other hand are believed to be behind the catastrophe and they as well as the gnomes have become outcasts... according to rumor, the dwarves and gnomes have constructed large underground cities which are believed to be powered by huge mana storage crystals...
The orcs and ogres have completely abandoned the cities, preferring to live as bandits and outlaws. Trolls for the most part are city-dwellers but a rogue troll can sometimes be found amongst the bandits...
The wolfen and their smaller cousins the kankoran are also city-dwellers but the tend not to stick to any one city, instead traveling between the cities, following various caravans along the trade routes. The coyles, on the other hand, have forsaken the cities altogether and can occasionally be found with orcs and ogres but more often they form their own bandit groups...
Races Available |
---|
human |
elf |
changeling |
goblin |
kobold |
troglodyte |
hobgoblin |
troll |
kankoran |
wolfen |
Other Races |
---|
dwarf |
gnome |
coyle |
orc |
ogre |
1)Medical Combine
major: Church of Aethos
sub: physician's guild
minors: Royal Academy, New Timiro Orphanage, veterinarians guild, Fine Arts College
2) Martial Combine
major: Holy Order of Thorgrim (knights)
sub: Sacred Order of Thorgrim (monks)
sub: Mercenarium
minors: War College, armourers guild, weaponsmiths guild, blacksmiths guild, general labor guild
3) Mercantile Combine
major: Merchants Guild
sub: Black Guild (thieves/unofficial)
minors: crasftmans guild, innkeepers guild, bankers guild, actors/musicians guild, farmers guild, artisans guild (goldsmith/jewelers), food service guild, teamsters guild, beggars guild
4) Mentalist Combine
major: Wizards Guild
sub: Alchemists Guild
sub: Psi Guild
minors: New Timiro Royal Library, Libram Magus, astrologers guild, apothecary guild, architects guild, masons guild
Wealth
* Dead Broke: -2 status
* Poor/Struggling: -1 status
* Average: +0 status
* Comfortable/Wealthy: +1 status
* Very Wealthy/Filthy Rich: +2 status
Race
* human, elf, changeling, goblin, kobold: 1st class (+0 status)
* hobgoblin, kankoran, troglodyte, troll, wolfen: 2nd class (-1 status)
* orc, ogre, coyle: outlaws/bandits (-2 status)
* dwarves/gnomes: all-around despicable (-3 status)
Guild
* major guild: rank-1 = +status (except wizards: guild rank = +status)
* sub guilds
- alchemist: rank-1 = +status
- psi/physician/sacred/mercenarium: rank 5 = +3, rank 4 = +2, rank 3 = +1
- black: none (not officially recognized by the Guild Council)
* minor guilds: +1/2 status for each additional guild membership regardless of rank.
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