Slightly odd question but I'm busy working up a campaign world for a legend game that's starting in the next couple of weeks.
Its going to be based around two main areas, one which is very magical (with typical spirit summoning and access to common magic) and the other where the very essence of magic has burnt away and been replaced by technology so advanced that examples of it are treated as artefacts or copied ritualistically (a la warhammer 40k). This latter area is almost sword&sorcery at times, with nomads, feuding city-states and a slightly conan-esque feel but their cults control powerful machines.
So basically a magic vs/alongside weird tech (oh and there's no widespread common magic. Some people teach it as one offs but its very rare).
At the minute I have two groups of religious cults. The first, in the magical areas works exactly like standard legend ones. They offer access to higher magic (both divine and spirit based) and a few rare skills.
It's their opposite numbers I'm trying to figure out how to detail. I want them to be a technological equivalent. These religions might have access to a few common spells but primarily their higher magic and divine spells would be replaced by access to tech-lore.
Has anyone ever done anything like this or know of a book that might give me an idea how to proceed? I vaguely thought about Hawkmoon for some ideas but haven't looked at that line in years.
Thanks in advance!
Its going to be based around two main areas, one which is very magical (with typical spirit summoning and access to common magic) and the other where the very essence of magic has burnt away and been replaced by technology so advanced that examples of it are treated as artefacts or copied ritualistically (a la warhammer 40k). This latter area is almost sword&sorcery at times, with nomads, feuding city-states and a slightly conan-esque feel but their cults control powerful machines.
So basically a magic vs/alongside weird tech (oh and there's no widespread common magic. Some people teach it as one offs but its very rare).
At the minute I have two groups of religious cults. The first, in the magical areas works exactly like standard legend ones. They offer access to higher magic (both divine and spirit based) and a few rare skills.
It's their opposite numbers I'm trying to figure out how to detail. I want them to be a technological equivalent. These religions might have access to a few common spells but primarily their higher magic and divine spells would be replaced by access to tech-lore.
Has anyone ever done anything like this or know of a book that might give me an idea how to proceed? I vaguely thought about Hawkmoon for some ideas but haven't looked at that line in years.
Thanks in advance!