Oh come on. The impact that immortal Mage God-Kings have should be somewhat believable´(and stylish).
Just taking a generic fantasy middle age and adding high fantasy isn't working for me.
That being said the six gods setting looks interesting but has some seriously shitty elements is dislike.
>More then that, look up trippy verse.
I don't think you mean the shop for psychedelic drugs?
>You could also go the other way, and do a fully mundane party that works for a mage god king. They get sent out to do things for him and can call in arcane fire support.
I actually thought about that but it is kind of boring to withhold the cool arcane fire support from the player isn't it ?
Inspired from the Six Gods Setting I thought about an old idea of mine.
> A bunch of extremely powerful mages have found the key to immortality.
>Eventually they started forming realms according to their personal ideologies.
>At some point they start pretending to be Gods. They rely on their magic and a massive bureaucracy to create the illusion of being all-knowing and almighty.
>At some point they start killing of other magic users because they pose a threat (they might reach the point of immortality as well)
>And inevitably the God-Mages start turning on each other. They are locked in eternal wars with long periods of "Cold Peace".
>Maybe some sort of Arcane resistance exists that is heavily persecuted. They still know that the "wonders" are essentially very high powered magic every magic user could (in theory) master.
>I am not sure if they serve the actual Gods or if they have their own agenda. Maybe the shit is even cyclic so that the rebels would eventually replace the "Gods" because magic tends to have that effect.
In that section a mundane party could actually work. Once the players have learned enough about the world they actually learn magic.
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