This seems all fine and dandy to me, then Q'wert left this.Illarion will feature three exclusive magical classes. A character can only follow one magical path or none but not two or three. Switching classes will be possible but at total loss of all skills and abilities of the former class. Two magical classes draw their power from one group of gods, either the Five elder gods or the Eleven young gods. The third class draws its power from nature itself, the world like it was before the coming of the gods. For each class, there is a set of actions that focuses on direct effects while another set of actions provides "crafted"/"modified" items that can be used by anyone. Every magic user is free to use both types of actions at will even though their mechanics differ significantly.
The Way of the Five
Arcanians: The mysterious Arcanians follow the way of the Five and combine secret runes to magical spells of devastating power
Glyph Forgers: Using ancient lore, a glyph forger enchants pieces of jewellery that channels the power of the Five
The Way of the Eleven
Templars: The champions of the Eleven lead their blessed comrades to battle or the next beer drinking festival
Sanctificators: Holy men of the gods bless powerful artifacts of divine protection.
The Way of the Nature
Druids: Being one with nature, manipulating the forces that formed the world Illarion is the domain of druids.
Alchemist: These experts of herb lore brew powerful potions in the name of the Eleven that might enhance its consumers’ abilities or cause serious belly ache
[quoteI got an issue regarding lizard lore:
Lizards are depicted as devout followers of one (and only one) of the old five Gods with a society lead by templars (described as paladins) and priests. They also are said to practice no magic, except for rare individuals far removed from their original culture.
How is the lizard race, with its exclusive worship of Tanora, strong tendencies towards what this draft names Templars and Sanctificators and shunning of magic (named 'The Way of the Five' in this draft) intended to be inclued in a lore friendly way?][/quote]
Estrais responded with
Then Q replied with:No race specific settings/limits are planned.
Apologies for all the qouting, but it gives the information.Then we might have a problem. The system written as above would completely go against the lizard race description on the website as well as what we do have in game.
It would reward playing the race otherwise, proving those following the lore wrong by actual in game wonders available to 'heretics', while 'true' lizards would be unable to play any of the magical classes, including the priests and templars that are depicted to be plentiful in their culture.
In the end it'd be a break of consistency between game mechanics and game lore/environment. Not all too great in regards of immersion and promotion of roleplay.
With that said, what do people think, and primarily the Lizard players think about the issue of compatibility, considering the lore behind the Race regarding templars and their priests?
What I've come up with, without needing to fiddle with the lore goes a bit like this. Rather than forcing the Lizard community or players to now follow one of the lesser gods in their eyes, Tanora can remain one of the five, but at the same time a Shrine/alter can be built for the priest magic class with the goddess Zelphia. That way, the immersion can't be broke for the Lizard players, and it sticks friendly towards the already written lore.
What do people think?