So inspired by Rolina's old thread about corrupting dark knights to the light side I'm setting up this thread to ask questions about designing the fantastic-stuff-they-can-do part and then filling them in and building them off each other and maybe eventually using them somewhere else.
- [+] Spoiler
So let's start with making the dark side the good side! The light side being evil is easy: pride, burning, that nymic's built, named, established, troped, nonconventional but affected by Convention (you can still contribute some if you want).
The dark side being the good one is a bit less tread.
So how do we make the dark side good (preferably with less 'heroic rebellion' element)?
My current angle is 'the richness of loam, the gentleness of the void, the cool of night and cave', but bonus points for attaching what I really want: the murderous bits, the overt necromancy and undead and all that jazz, rats and disease, war-assassination-deathyKILEEET, gratuitous spikes, and above all, the shadows, the edgy shadows (at most, starlight or weird eldritch thingamajigs). Maybe turn the seven deadly sins into good things if you can get around the filters.
Current worldspace for the purpose of this question: it is an ungodly zombie of pseudo-fanfictions that should not be crossed because the metaphysics got ugly in negative time flat that can be summarized as 'my Skyrim modpack with worse lighting', but the key points are:
-The gods are various forms of apathetic, sealed, angry enough to not intervene, angry enough TO intervene, and generally not on the side of this world save for sealed dreaming-dead ones while a few titanic lovecraftian THINGS wander the distance and psychically abuse people.
-Extremely high magic, but not pure-magic. While the average street-person doesn't know any or maybe knows 1-5 useful spells if they're an amateur, past the basic adventuring tiers they get almost as common as the unreasonably excessive bandits and the high-level ones come with a palette of vastly deadly spells and above that flat-out reality warping BS isn't unprecedented. Meanwhile good armor and weapons gets you all the way up to some of the flat-out reality warpers in Able To Kill It zone.
-BS isn't unprecedented. Trying to make sense of anything is an exercise in 'models of reality are literally punching each other in the face or hanging out at a tea party, written by around 256 different authors who are all trying to write in different genres'.
-Most forms of 'order' are annoying, leaving it to small protagonist parties to fix stuff. Tyrants mundane and divine hang out, and while there are good people and good rulers once the divine light went 'kill it with fire' things rapidly hit hell, to the point bandits outnumber the good guys (you can see how bad this is for the economy). Adventurers are soloists or in small bands of up to around ~15-16 people because too many people in one place tends to attract army-sized hunting parties.
-Difficulty is to be expected in the earlygame, but once you're sufficiently set murdering things is easy-peasy.
Progress so far:
-Nebulous 'passionate' concept: supporter class that's basically a succubus with most of the drain and debuff replaced with healing, stat clearing, and PP restoration tacked on. Something of a cheerleader except probably looks like a warlock about to hit you with every curse in the dictionary lololol.
-Classical edgelord except they're really nice for some reason; teleports, katanas, bloody messes, the whole shebang, but I really want an original spin to put it in a positive light/dark; duct-tape some fantasy ninja concepts to it.
-A necromancer who specializes in...cleaning up battlefields? Using corpses as shields? Something?