07-13-2018, 06:57 AM
Yaztromo Wrote:The underlying concept of Blackmoor is very adventurer-centric (one hero -or a small group of heroes- that, in the face of overwhelming adverse odds, manage to resist and turn the tide of history) and therefore, in theory, divination (i.e. checking what is the destiny that the gods decided for us and, somehow, align to it, making the most of what they decided) should be a very opposed way of thinking. However, I think that, the way divination spells are often presented ("from a divination spell you get to know that the Afridhi/the Egg/an obscure chaotic cult.... is working on this and that obscure plot... and now you have a chance to twart it...") is actually very fitting with the setting.
That is an excellent point. As long as the divinations are kept vague and mysterious, they can make for alot of cool adventuring possibilities.
The one thing I am not so sure about in the description for the Topaz Eye is the requirement that they swear loyalty to King Uther. It seems a little odd to me. I think part of what is bothering me is the general problem of the Blackmoor d20 line that it produced tons of material that was tied to the tiny Kingdom of Blackmoor with very few references to the larger world. Could the Topaz Order simply be diviners who are loyal to all rulers wherever they travel? This would be benefitial for them if they would wish to survive as an organization. I would either have the Topaz Order also be loyal to the Thonian Empire, or I would have it be actively opposed to that Empire (but not say the Duchy of the Peaks).
Another option would be to have the Topaz Order be a larger order within the Empire, but have a local chapter who are exlusively servants of Uther.
-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
