I rolled up a region to see what happens and came up with:
STR 8 (-1)
DEX 34 (+11) Reversion, Enhancement, Ascendance, Enlightenment
CON 12 (+1) Transformation
INT 16 (+3) Decay, Enlightenment
WIS 7 (-1)
CHA 16 (+3) Transformation
Interpretations and additions
Now there is a lot to chew on. But interpretation and inspiration is what this is about. So:
STR - This region is a little below sea level (thoughts: a negative result for bonuses gives indications how much land is covered by water, positive bonuses show how much is covered mountains, bordering regions could go up again, maybe 120 miles per hex is to much?).
DEX & CON - A freak accident (I rolled 6, 6, 5, (2, 4, 6, 5)) and very harsh living conditions. The region is fertile (thoughts: bonus on CON could mean the highest number of HD for creatures living in a region, penalties could be a direct and constant influence on the inhabitants CON. Fertile and harsh could mean it's a swamp (with some lakes because of STR). The bonus on DEX could be the number of hazards. I'd make one of those to giant (for Transformation) 1 HD primeval (Reversion) insects, another +1 could make them poisonous. Others could be strange plants (maybe related to Enhancement and/or Ascendance, so the region has some ability altering, dangerous, maybe even psychedelic plants), gas, etc.. Enlightenment could be a possibility for immortals influencing the region.).
INT - Also high, 3 positives effects of the magic (thoughts: Positive decay could mean the region is "digesting" something bad, a dead dragon maybe? Studying the dead body could lead to Enlightenment... Need to think about Mana here.).
WIS - Something is unholy here (thoughts: Not much here. Could indicate a cursed location...).
CHA - This is a beautiful region (thoughts: Transformation could mean some cyclic blossoming flowers. That and two other nice features...).
This is just a first impression to see how the basic asumptions work out. So Porky's d6 table helps defining the features of a region, Penalties and bonuses give locations or creatures. Add some names and it could work already...
Next up is class and the opposition. This one needs some work and I'll have to alter some of the tables here to get there.
Mr. K.'s Edit
Talked this through with a friend and he helped forming several ideas:
- Opponents are Humanoids, Weather and Ascendants.
- Mana helps fighting Humanoids and Ascendants (how much Mana per region might be gathered from here).
- Chi is a WIS derived pool and works against weather (calculation like with Mana above).
- Treating this like a turn-based game, Chi and Mana would be something like Action Points for a region. Those struggles would produce xp.
- Not related to Mana and Chi, but regional features (Porky's d6 table) could be harvested, draining effectively the land (reducing ability scores...).