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A World Builder: Everland (Semi-Closed World Builder)

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Harbertia
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A World Builder: Everland (Semi-Closed World Builder)

Postby Harbertia » Sun Jun 22, 2014 6:42 pm

To join TG Request to Harbertia along with an idea for the world's expansion.

The Southern Isles (State of Haitus)

Members

Charmeria | HKT (UTC+8)
Dutch | GMT +1 (UTC+1)
Harbertia | Eastern Standard Time (UTC-5)
Jariri | GMT (Equal to UTC)

Universal Coordinated Time Now
((Simply take this, and mondify the hours by the number shown (UTC+4 = Add 4 hours to the time shown) Note that some areas may be experiencing Daylight Savings Time (which adds an hour))

-Everland -
Everland is a land near the coast, and filled with rolling hills, and vast woodlands. It's loosely united by an Empress whose responsibility mostly lies in keeping peace between the regions of the land.

Smeh - A small rural village located in a woodland clearing near the center of the known world. Smeh is an agricultural community producing wool, apples, wheat, and even Carrots! It's primarily inhabited by humans who hold various festivals though out the year.


- Jaigum -
Jaigum is vast region that lies beyond the Machu Mountains. Jaigum is a land of titans, huge people who primarily live solitary lives. Few Norms ever venture to the land, even though they them selves originated their. Unable to live in harmony with the Titans, many of whom had become dominating tyrants, the little ones (humans) eventually made a trek though the mountains to Everland. Though the bulk of humanity dared not flee, and the fate they have suffered is unclear. Currently Everland is working on a magical barrier to keep itself Hidden from the Titans.

- Southern Isles -
Located to the south of Everland the Southern Isles consist of volcanic jungle islands that remain hostile; inhabited by all manner of plant, and animal life able to prey upon travelers who may perhaps be, unaware.


Raceology

-Giants-
Giants where the original, and peaceful inhabitance of Everland. Standing three to four meters high Giant kind inhabits the dense woodlands of Everland tending to, and harvesting the trees they have grown for generations. They are said to be deep thinkers, though early explorers mistook their silence to signify a lack of intelligence which lead to the eventually conquest, and enslavement of their kind during the early days of the Empire. Eventually freed by proclamation the Giants can be found conducting a range of labor though they are most commonly found working large orchards, or in lumber camps though out the Empire as the Giants have a long standing tradition of pride in the the cultivation, and harvesting of trees.

Gaints are natively Monotheistic, following an Ealom, creator of life, planter of the first sapling, teacher of forestry, and carver of mountains. A faith that teaches sturdy commitment, honor to ones family roots, and stands at the center of their commitment to the tending of trees which provide fruit, and lumber for the building of shelter. To them trees have a soul, and it's this soul that should be honored.

- Humans -
Known as Norms by some of the other races, Humans stand around five to six feet tall on average, and having united Everland, have set about unifying most measuremental systems upon their scale. The race it's self has few variants aside from color. The current Empress her self is human. According to the most ancient of Everland lore Humans once ruled the world till the rise of the Titans. Ancient ruins can still be found from time to time. A percent of the Human population possessed an inate natural talent allowing them to harness power from all fields of magic.

-Kirkins-
An insectoid race inhabiting the Southern Isles who raid neighboring people for blood sacrifice to hellish gods. Little is known about them other then word from those who managed to escape such fate. Accounts of attacks upon isolated peoples discribe a chorus of chips that grows into a chant as if the night air it's self had been given voice; by the time the chant is clear the targets have been surrounded. Attacks on settlements on the other hand are not harold by such chorus, but rather a dark cloud as the streets are hit as if by locust.

- Naga -
A Race of shapeshifting snake people from the Southern Isles, and Kabakum Coast. The Naga in their truest form are something between a human, and a serpent. Known by locals as the Hooded Ones the Naga either take on the form of a large cobra like constricting serpent, or a person who still holds serpentine features (fangs, slinted eyes, patches of scaly skin). Considered monsters by the mainstream populace the Naga's traits are used for the hunting of human prey. It's rare to find any form of civilized Naga.

-Purrens-
Purrens are a feline race of arborial decent that highly resemble domestic cats, and stand just under a meter in hight while walking upright. They have hand like paws that have a one joint thumb, and three to five additional didgets. Each of these didgets have two joints with retractile claws. Purrens traditionally inhabit tree top communities in Everland's forest, though over time a few have moved into surrounding settlements. Purrens are excellent climbers as their claws offer superior grip upon most surfaces. They also possess a natural nimbleness, speed, and light retaining eyes that allow them to see easily in low light conditions.

Socially the Purren's tend to travel in clans consisting of a supreme familial authority (Matriarch, or Patriarch) who handles most family matters, and several adults, and their young. In the forests they travel nomadically from hunting ground to hunting ground based on the cycle of the moons. Forest Purren's are more hunter then their urban cousins whom they look down upon. In urban regions clans may be found accompanied by a none Purren who acts as a broker for their services. Urban clans tend to be smaller with most members having found full time employment in a city the clan has passed though. Purrens' tend to work simply for food, and shelter; with employment contracts usually specifying a particular type of food, and frequency the food is to be provided.

-Raetken-
Humanoid Rats, dextrous, quick and obserservant. The Raetken were once a race of scattered city states, with little connection to one another apart from trade and the occasional wars. However in recent years they have been assimilated into the empire, now stereotyped as thieves or crooks. Though the assimilation has not been kind to them and they do have to turn to crime alarmingly often, Raetken are trying to distance themselves from that stereotype.

- Syvans -
A humanoid plantlike race that inhabits Everland's deep woods. Territorial to a nearly xenophobic level the Syvan's will hunt down all trespassers, and few outsiders know how to gain safe passage. The Syvan's are a society of hunters with a close connection to the natural world. Their skin, pigments of the natural world, act as camouflage, blending them in with the nature they protect. Often the Syvans will come together in tribe-like clans, often creating homes in the trees. These clans are almost always led by druids or Shamans, which sometimes convene in a council that makes laws and respond to grave threats in force.

- Titans -
Titans are highly similar to humans, however the only differences currently known is the shear terror of their height. Towering even over mountains the Titans are the largest known land dwelling creature. Their voice booms like thunder, and their stride shakes the land beneath them. Norms describe them as 'dominating', 'overpoweirng', 'sadistic', and even simply as cruel. Back in Jaigum the humans where enslaved by them. These solitary people would usually find a tribe to cultivate. The Titans would do battle with one another over possession of these tribes. Over all, life under them was torture. Even now travel into Jaigum is discouraged over what might happen if the Titans learned of Everland's presence. From lore it's told that the Titan's are a race few in numbers, united by a king (plausible the father of them all), and capable of sleeping for years at a time when going though some form of hibernation. It was during one of these hibernations that the humans that now inhabit Everland made their escape. Food wise the Titans do consume large quantities, usually provided by their human subjects. Though unlike humans they don't have to eat on a daily basis. Meals coming years between. This was fortunate for the humans as they could raise an almost unimaginable quantity of live stock for consumption. Even entire lakes are said to have been swallowed by them. As no living Everlander has seen a Titan it's unsure how much of the lore speaks true.


Areas to Expand On

  1. Everland's Culture, Politics
  2. Wild life
  3. Plant Life
  4. Magic

Content Workshop
Nature of Magical Talent
I was thinking that only certain people can 'use magic', a sort of gift they are born with that originates from the inner soul.

That would make sense. A minority of magic users would make magic users more valuable.

If we keep magic as coming from the soul, I think emotion should play a role. Emotion in this case determining what sort of magic comes into play. For example; Anger might generate fire. Depression might hold the key to a darker magic, that sucks the life out of those around them.

Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.

Enchanting
Enchanted items can be used by anyone, however only those born with magic can enchant items which... is sort of like infusing it with their own spirit energies.

So magic would not be something anyone could pick up, but a natural talent?
That would be interesting, Perhaps one of the schools could be enchanting itself, or it could just be a magical feature.

Enchanting would have to be taught, or learned form trial an error, as it's mechanics by nature make the work hazardious to the enchanter's health. Do something wrong, and I somehow imagine one's life suddenly depending on that comb you enchanted not breaking any time soon. Another hazard would be infusing an item so strongly as to transfer your soul entirely or even give the item a personality of it's own that barrows from your self... I think something (school or guild) should focus on the art to avoid users experiencing such fates.

(also, the plausibility that using two or more enchanters one can create a sentient weapon. Or that it's plausible for a single enchanter to become the item it's self).

Schooling in Magical Talent
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.

I agree with the limiting of magic schools, and think it'd be nice to have these schools experience a branching of the arts.
I'm thinking their is one officially school of magic (the Imperial), and a few private schools.

The imperial college could teach Basic magic and another magical type (Which would be the most common), and one could transfer to other schools if they wished, all of which heavily regulated.

If, where going for some politics... then, if magic is something an individual is born with, then perhaps the guilds, and schools have some conflict taking place below the surface. With bloodlines, different Houses of the Magi, competing for reputation, authority, and connection. These blood lines might also have a nack to paticular schools of magic, thus allowing them to more easily gain rank in those schools, thus it's not actually the schools, but these houses who are in competition with one another.

That sounds interesting, like each house is a sort of noble family for mages? Guilds recruiting more heavily from these houses and the houses having influence in the court.
Perhaps they could also have different ideologies or beliefs about magic.

Fields of Magic
Elemental Magic (Magic dealing with manipulation of Earth, Water, Fire, and Air)

Fortune Magic (Magic dealing with manipulation of energies around an individual to increase, or decrease the likely hood of good events coming to pass under specific conditions. These are Blessings, Charms, Curses, and Hexes)

Body Magic (Magic dealing with manipulation of the flesh)
- Blood Magic (using the life energy of blood blood magic allows the user to manipulate blood in themselves, and others)
- Enhancement (manipulation of the body so as to increase strength, vitality, sight, hearing, etc)
- Mutation (manipulating the body of ones self or another in such a way as to generate features not usually found in the species)
- Transmorphy

Channeling (The gathering, and focusing of mystic energy form with in, or with out. Channeling is key to nearly all forms of magical practice)
- Divining (Induced premonitions, and insight)
- Enchanting (Infusing objects with magical energies. Enchanted items usually have properties to their effects.)
-- Script (Magic Scrolls, Glyphs, runes; putting magic to text, a sub-study of enchanting)
- Summoning (Channeling energy so as to call forth creatures from afar, or even to bring forth items stowed treks away. Both the creatures, and items just be conditions before hand. They must have some receiver to the call, like a bracelet, or note, and the user must have a beacon such as a rod, or scroll)

Ilusion (Magic dealing with the manipulation of Light, and sound to create believable images or conceal that which would otherwise be in plain view)
- Light/Shadow Magic

Soul Magic (The Human Mage's first power to tap into is thier own inner spirit, soul magic deals with the manipulation of this inner magic for external effect. It's used during enchantment to hold the enchantment, as channeling from the elements fade with out contact with those elements.)
- Abjuration (Use of soul energy to create barriers against magical assaults, or to dampen the magic of others. If well practiced such barriers can become more physical, thus offering both magical, and physical protection)
- Binding (Binding a soul to an object. Can be used to allow the individual to always be able to feel the item's presence, thus making it easier to find. On the flip side it can also be used so that their very lives depend on possession of the object)
- Restoration - (Healing by manipulation of the spirit to accelerate the binding of wounds)

Shamanism & Druidic Practice


Notes:
  1. If you where a Titan, a meter would be an inch to you, thus, a human would come up to your ankles in height.

Some Music
Nightcore - Flute
Dj Raaban - Anima Libera
OST - Journey
Last edited by Harbertia on Thu Jul 24, 2014 4:17 pm, edited 29 times in total.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Harbertia
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Postby Harbertia » Sun Jun 22, 2014 6:46 pm

Harmon smiled towards the other having rose the ground around them. Mountains now rose from miles around, a single gap before them. "Come," he said as he took a step forward, and with his toe made a hole in the ground, and from that hole, a spring came forth.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Islamic Republic e Jariri
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Liberal Democratic Socialists

Postby Islamic Republic e Jariri » Sun Jun 22, 2014 7:49 pm

Iata sat with his back crouched against the bark of the willow tree. He liked to feel the rush of the wind flow against his face. With that he had a thought: wind came from air, so where does air come from? Then he wondered what exactly was air, something he could not see but be certain of its existence. This tree he stood under came from the earth, it was where most things around him seem to be made of.
Worms and insects all came out of the earth, surely perhaps this earth contained what was the makeup of life.

He saw Harmon summon more life out of the earth and found his fingers slightly clutching in envy at his brother's power. How intricate of a bond Harmon possessed with the earth of life while Iata himself was simply left pondering over its nature rather than grasping it within his own spirit.
Last edited by Islamic Republic e Jariri on Sun Jun 22, 2014 8:27 pm, edited 1 time in total.

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Harbertia
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Postby Harbertia » Sun Jun 29, 2014 2:59 pm

-A change of plan-

Alright, I'lll start off our discussion, and look forward to hearing any of your own ideas :)

-Dwarves-
Dwelling along the inward cliff face of the Machu mountians Dwarves are a meter tall hairy people who tunnel deep beneath the land uncovering jewels, and other precious metals.

---

Currently, concept wise I've got them being something like moles, and am considering must having mole people instead of typical dwarven kind.

I'll share more ideas for the world as ideas are swapped.
Last edited by Harbertia on Sun Jun 29, 2014 3:58 pm, edited 1 time in total.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Harbertia
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Founded: Apr 30, 2013
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Postby Harbertia » Sun Jun 29, 2014 4:02 pm

I think to avoid getting creativity block we should make a list of areas to expand on.

  1. Everland's Culture, Politics
  2. Wild life
  3. Plant Life
  4. Magic

I'm thinking magic should be something possessed only by a few members of the population that have been born with it.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Harbertia
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Founded: Apr 30, 2013
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Postby Harbertia » Sun Jun 29, 2014 6:04 pm

Charmera shall be joining us :)

Charmera's ideas
Idea:
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.

Race Ideas:
Elves (Syvans): Reclusive and isolationist, most other races think elves look human with pointy ears due to the long years without contact, but that could not be farther from the truth. Instead they are plant like humanoids with a strong connection to nature. (?)

Kirkens: Insectoid humans living in the Southern Isles that occasionally raid Everland from the sea?


Response
Idea:
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.


I agree with the limiting of magic schools, and think it'd be nice to have these schools experience a branching of the arts.

Before continuing with this segment I'd like to know your thoughts on having a minority of the population able to harness magic.

Race Ideas:
Elves (Syvans): Reclusive and isolationist, most other races think elves look human with pointy ears due to the long years without contact, but that could not be farther from the truth. Instead they are plant like humanoids with a strong connection to nature. (?)

Kirkens: Insectoid humans living in the Southern Isles that occasionally raid Everland from the sea?


Having an elf like race sounds like a good idea, perhaps they too where native to Everland, or they come from a island off shore, yet, upon thinking a bit harder I have considered; a race of plant like humanoids with elf like features actually sounds, fascinating. As to do the Kirkens. I think, maybe if we didn't call the Elves Elves it'd work. Syvans is an interesting name, coming from Sylvan. They're plant like nature would explain reclusive isolation as fleshy beings would be almost alien to them. I sort of imagine the Syvans as a culture of hunters, with brown, or green skin.
Last edited by Harbertia on Sun Jun 29, 2014 6:05 pm, edited 1 time in total.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Charmera
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Founded: Jan 18, 2013
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Postby Charmera » Sun Jun 29, 2014 6:11 pm

Harbertia wrote:Charmera shall be joining us :)

Charmera's ideas
Idea:
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.

Race Ideas:
Elves (Syvans): Reclusive and isolationist, most other races think elves look human with pointy ears due to the long years without contact, but that could not be farther from the truth. Instead they are plant like humanoids with a strong connection to nature. (?)

Kirkens: Insectoid humans living in the Southern Isles that occasionally raid Everland from the sea?


Response
Idea:
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.


I agree with the limiting of magic schools, and think it'd be nice to have these schools experience a branching of the arts.

Before continuing with this segment I'd like to know your thoughts on having a minority of the population able to harness magic.

That would make sense. A minority of magic users would make magic users more valuable.

Race Ideas:
Elves (Syvans): Reclusive and isolationist, most other races think elves look human with pointy ears due to the long years without contact, but that could not be farther from the truth. Instead they are plant like humanoids with a strong connection to nature. (?)

Kirkens: Insectoid humans living in the Southern Isles that occasionally raid Everland from the sea?


Having an elf like race sounds like a good idea, perhaps they too where native to Everland, or they come from a island off shore, yet, upon thinking a bit harder I have considered; a race of plant like humanoids with elf like features actually sounds, fascinating. As to do the Kirkens. I think, maybe if we didn't call the Elves Elves it'd work. Syvans is an interesting name, coming from Sylvan. They're plant like nature would explain reclusive isolation as fleshy beings would be almost alien to them. I sort of imagine the Syvans as a culture of hunters, with brown, or green skin.

It may be wise to call them Syvans rather than elves. Plus a hunter society would make sense considering their connection to nature.
Perhaps they could be reverse vegetarians, eating only meat for either biological or cultural reasons.

Would it be best to model the Kirkens after either the mongols or a mix of viking and aztec cultures?
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Harbertia
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Founded: Apr 30, 2013
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Postby Harbertia » Sun Jun 29, 2014 6:25 pm

Charmera wrote:
Harbertia wrote:Charmera shall be joining us :)

Charmera's ideas
Idea:
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.

Race Ideas:
Elves (Syvans): Reclusive and isolationist, most other races think elves look human with pointy ears due to the long years without contact, but that could not be farther from the truth. Instead they are plant like humanoids with a strong connection to nature. (?)

Kirkens: Insectoid humans living in the Southern Isles that occasionally raid Everland from the sea?


Response
Idea:
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.


I agree with the limiting of magic schools, and think it'd be nice to have these schools experience a branching of the arts.

Before continuing with this segment I'd like to know your thoughts on having a minority of the population able to harness magic.

That would make sense. A minority of magic users would make magic users more valuable.

Race Ideas:
Elves (Syvans): Reclusive and isolationist, most other races think elves look human with pointy ears due to the long years without contact, but that could not be farther from the truth. Instead they are plant like humanoids with a strong connection to nature. (?)

Kirkens: Insectoid humans living in the Southern Isles that occasionally raid Everland from the sea?


Having an elf like race sounds like a good idea, perhaps they too where native to Everland, or they come from a island off shore, yet, upon thinking a bit harder I have considered; a race of plant like humanoids with elf like features actually sounds, fascinating. As to do the Kirkens. I think, maybe if we didn't call the Elves Elves it'd work. Syvans is an interesting name, coming from Sylvan. They're plant like nature would explain reclusive isolation as fleshy beings would be almost alien to them. I sort of imagine the Syvans as a culture of hunters, with brown, or green skin.

It may be wise to call them Syvans rather than elves. Plus a hunter society would make sense considering their connection to nature.
Perhaps they could be reverse vegetarians, eating only meat for either biological or cultural reasons.

Would it be best to model the Kirkens after either the mongols or a mix of viking and aztec cultures?



I like the idea of reverse vegetarianism, I think having it a biological factor works best.

I think a more aztec cultural influence works for the Kirkens.

I was thinking that only certain people can 'use magic', a sort of gift they are born with that originates from the inner soul. Enchanted items can be used by anyone, however only those born with magic can enchant items which... is sort of like infusing it with their own spirit energies.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Charmera
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Founded: Jan 18, 2013
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Postby Charmera » Sun Jun 29, 2014 6:33 pm

Harbertia wrote:
Charmera wrote:That would make sense. A minority of magic users would make magic users more valuable.


It may be wise to call them Syvans rather than elves. Plus a hunter society would make sense considering their connection to nature.
Perhaps they could be reverse vegetarians, eating only meat for either biological or cultural reasons.

Would it be best to model the Kirkens after either the mongols or a mix of viking and aztec cultures?



I like the idea of reverse vegetarianism, I think having it a biological factor works best.

I think a more aztec cultural influence works for the Kirkens.

I was thinking that only certain people can 'use magic', a sort of gift they are born with that originates from the inner soul. Enchanted items can be used by anyone, however only those born with magic can enchant items which... is sort of like infusing it with their own spirit energies.

So magic would not be something anyone could pick up, but a natural talent?
That would be interesting, Perhaps one of the schools could be enchanting itself, or it could just be a magical feature.

Perhaps they could raid Everland for sacrifices, believing it necessary to keep the sun from falling or something to that effect?
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Harbertia
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Founded: Apr 30, 2013
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Postby Harbertia » Sun Jun 29, 2014 6:49 pm

Charmera wrote:
Harbertia wrote:

I like the idea of reverse vegetarianism, I think having it a biological factor works best.

I think a more aztec cultural influence works for the Kirkens.

I was thinking that only certain people can 'use magic', a sort of gift they are born with that originates from the inner soul. Enchanted items can be used by anyone, however only those born with magic can enchant items which... is sort of like infusing it with their own spirit energies.

So magic would not be something anyone could pick up, but a natural talent?
That would be interesting, Perhaps one of the schools could be enchanting itself, or it could just be a magical feature.

Perhaps they could raid Everland for sacrifices, believing it necessary to keep the sun from falling or something to that effect?


We should figure out the faith of the Kirkens, the idea of raiding for sacrifices works well.

I'm thinking their is one officially school of magic (the Imperial), and a few private schools. Enchanting would have to be taught, or learned form trial an error, as it's mechanics by nature make the work hazardious to the enchanter's health. Do something wrong, and I somehow imagine one's life suddenly depending on that comb you enchanted not breaking any time soon. Another hazard would be infusing an item so strongly as to transfer your soul entirely or even give the item a personality of it's own that barrows from your self... I think something (school or guild) should focus on the art to avoid users experiencing such fates.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

User avatar
Charmera
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Posts: 18729
Founded: Jan 18, 2013
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Postby Charmera » Sun Jun 29, 2014 6:58 pm

Harbertia wrote:
Charmera wrote:So magic would not be something anyone could pick up, but a natural talent?
That would be interesting, Perhaps one of the schools could be enchanting itself, or it could just be a magical feature.

Perhaps they could raid Everland for sacrifices, believing it necessary to keep the sun from falling or something to that effect?


We should figure out the faith of the Kirkens, the idea of raiding for sacrifices works well.

I'm thinking their is one officially school of magic (the Imperial), and a few private schools. Enchanting would have to be taught, or learned form trial an error, as it's mechanics by nature make the work hazardious to the enchanter's health. Do something wrong, and I somehow imagine one's life suddenly depending on that comb you enchanted not breaking any time soon. Another hazard would be infusing an item so strongly as to transfer your soul entirely or even give the item a personality of it's own that barrows from your self... I think something (school or guild) should focus on the art to avoid users experiencing such fates.

Indeed, I simply used the sun as an example.

The enchanting sounds good. Perhaps that would be a way for someone to create a sentient weapon.

Does Eight sound like a good number for guilds, each specialising in a different type of magic?
Of course I assume each guild would have a school...

We should also determine the other types of magic too...
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Harbertia
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Founded: Apr 30, 2013
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Postby Harbertia » Sun Jun 29, 2014 7:05 pm

Charmera wrote:
Harbertia wrote:
We should figure out the faith of the Kirkens, the idea of raiding for sacrifices works well.

I'm thinking their is one officially school of magic (the Imperial), and a few private schools. Enchanting would have to be taught, or learned form trial an error, as it's mechanics by nature make the work hazardious to the enchanter's health. Do something wrong, and I somehow imagine one's life suddenly depending on that comb you enchanted not breaking any time soon. Another hazard would be infusing an item so strongly as to transfer your soul entirely or even give the item a personality of it's own that barrows from your self... I think something (school or guild) should focus on the art to avoid users experiencing such fates.

Indeed, I simply used the sun as an example.

The enchanting sounds good. Perhaps that would be a way for someone to create a sentient weapon.

Does Eight sound like a good number for guilds, each specialising in a different type of magic?
Of course I assume each guild would have a school...

We should also determine the other types of magic too...


Since you've got a lot of interest in how magic will work, mind working out how Everland handles magic? The Imperial College perhaps, and some laws? I can work on those once more detail is in place but I do think that with this interest we should be able to give Everland a comprehensive system of magic.

If we keep magic as coming from the soul, I think emotion should play a role (also, the plausibility that using two or more enchanters one can create a sentient weapon. Or that it's plausible for a single enchanter to become the item it's self). Emotion in this case determining what sort of magic comes into play. For example; Anger might generate fire. Depression might hold the key to a darker magic, that sucks the life out of those around them.

I don't know, would that make Spells really difficult, or not necessary?

(I plan to get off soon, as I have work tomorrow but the work week is shorter as I'll have the 4th off)
Last edited by Harbertia on Sun Jun 29, 2014 7:07 pm, edited 2 times in total.
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Postby Charmera » Sun Jun 29, 2014 7:11 pm

Harbertia wrote:
Charmera wrote:Indeed, I simply used the sun as an example.

The enchanting sounds good. Perhaps that would be a way for someone to create a sentient weapon.

Does Eight sound like a good number for guilds, each specialising in a different type of magic?
Of course I assume each guild would have a school...

We should also determine the other types of magic too...


Since you've got a lot of interest in how magic will work, mind working out how Everland handles magic? The Imperial College perhaps, and some laws? I can work on those once more detail is in place but I do think that with this interest we should be able to give Everland a comprehensive system of magic.

If we keep magic as coming from the soul, I think emotion should play a role (also, the plausibility that using two or more enchanters one can create a sentient weapon. Or that it's plausible for a single enchanter to become the item it's self). Emotion in this case determining what sort of magic comes into play. For example; Anger might generate fire. Depression might hold the key to a darker magic, that sucks the life out of those around them.

I don't know, would that make Spells really difficult, or not necessary?

(I plan to get off soon, as I have work tomorrow but the work week is shorter as I'll have the 4th off)

Sure, I can work on the magical laws and how it's regulated. When would you want something to do with that up?

Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

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Postby Harbertia » Sun Jun 29, 2014 7:15 pm

Charmera wrote:
Harbertia wrote:
Since you've got a lot of interest in how magic will work, mind working out how Everland handles magic? The Imperial College perhaps, and some laws? I can work on those once more detail is in place but I do think that with this interest we should be able to give Everland a comprehensive system of magic.

If we keep magic as coming from the soul, I think emotion should play a role (also, the plausibility that using two or more enchanters one can create a sentient weapon. Or that it's plausible for a single enchanter to become the item it's self). Emotion in this case determining what sort of magic comes into play. For example; Anger might generate fire. Depression might hold the key to a darker magic, that sucks the life out of those around them.

I don't know, would that make Spells really difficult, or not necessary?

(I plan to get off soon, as I have work tomorrow but the work week is shorter as I'll have the 4th off)

Sure, I can work on the magical laws and how it's regulated. When would you want something to do with that up?

Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.


The laws can come after we examine things, perhaps while coming up with ideas for the school system you'll develop a code of ethics?

Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.

Agreed
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Postby Charmera » Sun Jun 29, 2014 7:35 pm

Harbertia wrote:
Charmera wrote:Sure, I can work on the magical laws and how it's regulated. When would you want something to do with that up?

Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.


The laws can come after we examine things, perhaps while coming up with ideas for the school system you'll develop a code of ethics?

Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.

Agreed

Perhaps each school/guild could be rivals with the others, creating a layer of politics to the whole thing.
The imperial college could teach Basic magic and another magical type (Which would be the most common), and one could transfer to other schools if they wished, all of which heavily regulated.

So so far we have:
School of Enchanting - Guild ____

We could add in any of the following.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Postby Harbertia » Sun Jun 29, 2014 7:42 pm

Charmera wrote:
Harbertia wrote:
The laws can come after we examine things, perhaps while coming up with ideas for the school system you'll develop a code of ethics?

Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.

Agreed

Perhaps each school/guild could be rivals with the others, creating a layer of politics to the whole thing.
The imperial college could teach Basic magic and another magical type (Which would be the most common), and one could transfer to other schools if they wished, all of which heavily regulated.

So so far we have:
School of Enchanting - Guild ____

We could add in any of the following.


I don't know about he schools being rivals if they focus on one art. As all the arts make up mastery of magic. Guilds, maybe, but not the schools.
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Postby Harbertia » Sun Jun 29, 2014 7:47 pm

If, where going for some politics... then, if magic is something an individual is born with, then perhaps the guilds, and schools have some conflict taking place below the surface. With bloodlines, different Houses of the Magi, competing for reputation, authority, and connection. These blood lines might also have a nack to paticular schools of magic, thus allowing them to more easily gain rank in those schools, thus it's not actually the schools, but these houses who are in competition with one another.
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Postby Charmera » Sun Jun 29, 2014 7:56 pm

Harbertia wrote:If, where going for some politics... then, if magic is something an individual is born with, then perhaps the guilds, and schools have some conflict taking place below the surface. With bloodlines, different Houses of the Magi, competing for reputation, authority, and connection. These blood lines might also have a nack to paticular schools of magic, thus allowing them to more easily gain rank in those schools, thus it's not actually the schools, but these houses who are in competition with one another.

That sounds interesting, like each house is a sort of noble family for mages? Guilds recruiting more heavily from these houses and the houses having influence in the court.
Perhaps they could also have different ideologies or beliefs about magic.

Though we still need to determine the schools themselves. And what about Forbidden magic or magic outside the Guilds and Imperial system?
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

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Postby Harbertia » Sun Jun 29, 2014 8:16 pm

Charmera wrote:That sounds interesting, like each house is a sort of noble family for mages? Guilds recruiting more heavily from these houses and the houses having influence in the court.
Perhaps they could also have different ideologies or beliefs about magic.


Yes :)

Though we still need to determine the schools themselves. And what about Forbidden magic or magic outside the Guilds and Imperial system?


School of Enchanting
School of Restoration
School of the Elements

hmm... that's a few to consider. We'd need to name them though...

Forbidden or outsider magic...

I think; magic that is inate to a particualr race would be oustide the system. Magic yet to be discovered would also be outside the system, or even magic that it's inate, magic that calls upon the energy of external spirits... I'm not sure I'm ready to consider magic outside the system yet, though that's not stopping you form pioneering the field.

Forbidden Magic...

Magic that surves no other purpose then to harm, and enslave might be forbidden.

For example, using one's power to steal the soul of another person to power an enchanted item would be forbidden.

I'll be off for a while, so post what you desire while I'm away for consideration when I'm awake :)
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Postby Charmera » Sun Jun 29, 2014 8:50 pm

Harbertia wrote:
Charmera wrote:That sounds interesting, like each house is a sort of noble family for mages? Guilds recruiting more heavily from these houses and the houses having influence in the court.
Perhaps they could also have different ideologies or beliefs about magic.


Yes :)

Though we still need to determine the schools themselves. And what about Forbidden magic or magic outside the Guilds and Imperial system?


School of Enchanting
School of Restoration
School of the Elements

hmm... that's a few to consider. We'd need to name them though...

Forbidden or outsider magic...

I think; magic that is inate to a particualr race would be oustide the system. Magic yet to be discovered would also be outside the system, or even magic that it's inate, magic that calls upon the energy of external spirits... I'm not sure I'm ready to consider magic outside the system yet, though that's not stopping you form pioneering the field.

Forbidden Magic...

Magic that surves no other purpose then to harm, and enslave might be forbidden.

For example, using one's power to steal the soul of another person to power an enchanted item would be forbidden.

I'll be off for a while, so post what you desire while I'm away for consideration when I'm awake :)

So...

Schools (so far):
School of Enchanting
School of Restoration
School of the Elements

Some other suggested Schools: (I'l come up with a few more than necessary, so we have lots of options)
School of Glyphs
School of Alchemy
School of Divination
School of Battle Magic
School of Summoning
School of Charms
School of Warlocks (Warlocks are sanctioned witches)
School of Runes
School of Light/Shadow
School of Abjuration
School of illusion

Possible Outside magic:
Druidism
Shamanism
Blood magic
Contract magic (When a target signs a contract certain effects are applied. Powerful, but magically and resource draining and has many natural magical laws governing its use)

Forbidden magics:
Witchcraft (Unless you happen to be a Warlock)
Necromancy
Enslavement
Death magic
Soul Enchantment (Using the souls of the dead or living to fuel Enchantment)
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

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Postby Harbertia » Mon Jun 30, 2014 3:56 am

Could you define what is considered witchcraft?
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Postby Charmera » Mon Jun 30, 2014 4:09 am

Harbertia wrote:Could you define what is considered witchcraft?

Perhaps magic that drains, curses, inflicts misfortune or makes a target weaker intentionally?
Perhaps it could draw upon four elements called "Misfortunes"?
War, Famine, Plague and Death?
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

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Postby Harbertia » Mon Jun 30, 2014 4:18 am

Charmera wrote:
Harbertia wrote:Could you define what is considered witchcraft?

Perhaps magic that drains, curses, inflicts misfortune or makes a target weaker intentionally?
Perhaps it could draw upon four elements called "Misfortunes"?
War, Famine, Plague and Death?


I don't know about that being sanctioned in any form.

Glyphs, and Runes should probably be one school called Script which deals with putting magic to text. Spellbooks, Runes of Warding, Glyphs of Transportation, etc. The school would essentually focus on taking what is learned from other schools to using a method like Enchantment giving power to words, and symbols.

I'll have to warm up to Summoning, or contracts... I am interested in seeing what you have in mind for them.

I like the idea of Blood Magic.

Druidism, and Shamanism I can also see as outsider magic, the magic of nature though Shamanism it's self would also deal with some aspects of established schools, like Charms. It's nice to have disciplines outside the imperial system.
A light in casing is still a light.
Tomorrow is made today.
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Charmera
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Postby Charmera » Mon Jun 30, 2014 4:22 am

Harbertia wrote:
Charmera wrote:Perhaps magic that drains, curses, inflicts misfortune or makes a target weaker intentionally?
Perhaps it could draw upon four elements called "Misfortunes"?
War, Famine, Plague and Death?


I don't know about that being sanctioned in any form.

Glyphs, and Runes should probably be one school called Script which deals with putting magic to text. Spellbooks, Runes of Warding, Glyphs of Transportation, etc. The school would essentually focus on taking what is learned from other schools to using a method like Enchantment giving power to words, and symbols.

I'll have to warm up to Summoning, or contracts... I am interested in seeing what you have in mind for them.

I like the idea of Blood Magic.

Druidism, and Shamanism I can also see as outsider magic, the magic of nature though Shamanism it's self would also deal with some aspects of established schools, like Charms. It's nice to have disciplines outside the imperial system.

Yeah... We could just scrap the Warlock idea.

That would make more sense for Shamans. I was going to have Shamanism have something to do with spirits, but that wouldn't work.

The idea for Gylphs is cool. I quite like the idea of them being written spells of sorts.

As for summoning and contracts I will have to work on the both of them.
Last edited by Charmera on Mon Jun 30, 2014 4:22 am, edited 1 time in total.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Postby Harbertia » Mon Jun 30, 2014 4:36 am

- Syvans -

A humanoid race that inhabits Everland's deep woods. Territorial to a nearly xenophobic level the Syvan's will hunt down all trespassers, and few outsiders know how to gain safe passage. The Syvan's are a society of hunters with a close connection to the natural world. Their skin, pigments of the natural world, act as camouflage, blending them in with the natural world.

---

Thought I'd let you expand on this one so we can add them to the Raceology list.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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