Page 21 of 52

PostPosted: Thu Nov 27, 2014 3:13 pm
by Pan Asian Amercian Coalition
Ayreonia wrote:On magic, mages and pseudomages

Magic has permeated Soil for as long as there has been a Soil. Its exact origins are unknown, but Cambrian philosophy argues that it's residual energy from the forming of Uriyah during the birth of the universe. Its practitioners are known by many names: mages, wizards, magicians, sorcerers, et cetera. To a layman, these terms are synonymous, but to practitioners, each carries a different meaning. More on that later.

Through the ages, magic has always been a tool of the few seemingly random individuals who have simply grasped it naturally. It wasn't until three decades ago that Precambrian scientists discovered a gene that controlled affinity for magic. Further research proved that every single human being had this gene, but it was "dormant" in most. This discovery allowed the development of magical techniques for non-affinites, but the results were underwhelming: people with the dormant gene were, and still are, exceedingly hard to train, and even if they do learn, they cannot hope to reach the power, precision or finesse of affinites.

This is where pseudomages come in: the same Precambrian scientists came up with a way to forcibly mutate the gene through magical therapy. This "wakes" the gene up and makes it absorb some of the therapist mage's energy, resulting in the receiver of the therapy becoming a so-called "pseudomage." Pseudomages are still non-affinites and thus learn much more slowly than natural mages, but they can easily reach and even surpass affinites in pure power, while still lagging behind in precision. For example, while an affinite sorcerer can light a roomful of candles one by one or at the same time, a pseudomage sorcerer can light the entire neighborhood on fire. An affinite wizard can manipulate an enemy scout so that they return with false information without realizing anything is wrong, while a pseudomage wizard simply makes the entire scouting party kill each other.

Wizards? Sorcerers? Allow me to explain. The differences between the various classes of magic users are purely semantic, but professional pride runs high among them and there exists a fierce rivalry between the groups. We've already covered pseudomage. Mage is a catch-all term that includes all affinites who are trained in the arts. A sorcerer is a mage or pseudomage who focuses on direct energy manipulation: temperature, sound, even light and movement. Most beginning magic users receive training in sorcery, since its basics are arguably the easiest to grasp, and many of its teachings are applied in other fields of magic. Wizards practice wizardry, the art of bridging the five basic senses with magical effects, creating and manipulating illusions and emotions. Magician is a portmanteau of "mage" and "technician," and their art is called magicraft. Magicraft is combining the physical with the magical; the "super armor" effect described in the OP is an example of highly developed magicraft.

May I propose something as an addition to this?

Some ethnic groups are more prone to Mage abilities than others, as the gene for strong magic affinity is recessive, and would propagate through groups that would need the extra edge to stay alive, like steadying a gun barrel to kill a boar or helping a fire stay alight longer. The more prolonged stress, like rough winters or flooding, a group goes through, the more magically aligned they become.

Example: two hunters from Revaalsbandt are hunting Cedar Bear, one has the strong magic gene and the other with weak magic gene. They both fire and hit the same spot on two different bears. The weak magic users bullet hits the bear, but doesn't kill it instantly and the hunter killed. The strong magic users bullet hits the bear and fails to kill it, like the first bear, but the bear bleeds faster than he should and dies before he can maul the hunter.

In other words, some groups are more latently magical than others. This may translate in something as minor as better luck when hunting and gambling all the way up to full magic affinity in most of the population.

PostPosted: Thu Nov 27, 2014 3:15 pm
by Ayreonia
Pan Asian Amercian Coalition wrote:
Ayreonia wrote:On magic, mages and pseudomages

Magic has permeated Soil for as long as there has been a Soil. Its exact origins are unknown, but Cambrian philosophy argues that it's residual energy from the forming of Uriyah during the birth of the universe. Its practitioners are known by many names: mages, wizards, magicians, sorcerers, et cetera. To a layman, these terms are synonymous, but to practitioners, each carries a different meaning. More on that later.

Through the ages, magic has always been a tool of the few seemingly random individuals who have simply grasped it naturally. It wasn't until three decades ago that Precambrian scientists discovered a gene that controlled affinity for magic. Further research proved that every single human being had this gene, but it was "dormant" in most. This discovery allowed the development of magical techniques for non-affinites, but the results were underwhelming: people with the dormant gene were, and still are, exceedingly hard to train, and even if they do learn, they cannot hope to reach the power, precision or finesse of affinites.

This is where pseudomages come in: the same Precambrian scientists came up with a way to forcibly mutate the gene through magical therapy. This "wakes" the gene up and makes it absorb some of the therapist mage's energy, resulting in the receiver of the therapy becoming a so-called "pseudomage." Pseudomages are still non-affinites and thus learn much more slowly than natural mages, but they can easily reach and even surpass affinites in pure power, while still lagging behind in precision. For example, while an affinite sorcerer can light a roomful of candles one by one or at the same time, a pseudomage sorcerer can light the entire neighborhood on fire. An affinite wizard can manipulate an enemy scout so that they return with false information without realizing anything is wrong, while a pseudomage wizard simply makes the entire scouting party kill each other.

Wizards? Sorcerers? Allow me to explain. The differences between the various classes of magic users are purely semantic, but professional pride runs high among them and there exists a fierce rivalry between the groups. We've already covered pseudomage. Mage is a catch-all term that includes all affinites who are trained in the arts. A sorcerer is a mage or pseudomage who focuses on direct energy manipulation: temperature, sound, even light and movement. Most beginning magic users receive training in sorcery, since its basics are arguably the easiest to grasp, and many of its teachings are applied in other fields of magic. Wizards practice wizardry, the art of bridging the five basic senses with magical effects, creating and manipulating illusions and emotions. Magician is a portmanteau of "mage" and "technician," and their art is called magicraft. Magicraft is combining the physical with the magical; the "super armor" effect described in the OP is an example of highly developed magicraft.

May I propose something as an addition to this?

Some ethnic groups are more prone to Mage abilities than others, as the gene for strong magic affinity is recessive, and would propagate through groups that would need the extra edge to stay alive, like steadying a gun barrel to kill a boar or helping a fire stay alight longer. The more prolonged stress, like rough winters or flooding, a group goes through, the more magically aligned they become.

Example: two hunters from Revaalsbandt are hunting Cedar Bear, one has the strong magic gene and the other with weak magic gene. They both fire and hit the same spot on two different bears. The weak magic users bullet hits the bear, but doesn't kill it instantly and the hunter killed. The strong magic users bullet hits the bear and fails to kill it, like the first bear, but the bear bleeds faster than he should and dies before he can maul the hunter.

In other words, some groups are more latently magical than others. This may translate in something as minor as better luck when hunting and gambling all the way up to full magic affinity in most of the population.

That's a great idea. Only problem I have with it is that I wanted to make magic something tangible that can be explained by science. However, the magical "energy" I described could play a role in what you wrote... I'll consider it. Thanks for the input!

PostPosted: Thu Nov 27, 2014 3:16 pm
by Cylarn
Looking at the infantry uniform pics. they're fine, though I'm not crazy about that long blouse. I feel as though it'd be an impediment to movement and other things.

PostPosted: Thu Nov 27, 2014 3:19 pm
by Ayreonia
Cylarn wrote:Looking at the infantry uniform pics. they're fine, though I'm not crazy about that long blouse. I feel as though it'd be an impediment to movement and other things.

Coats like that have actually been used throughout history in the real world. If the "skirt" part is loose enough, it doesn't really inhibit movement.

It could be detachable, I guess. Or you could button it up and slip you vest over it so it doesn't get in the way.

PostPosted: Thu Nov 27, 2014 3:24 pm
by Agritum
>:(
Ayreonia wrote:
Cylarn wrote:Looking at the infantry uniform pics. they're fine, though I'm not crazy about that long blouse. I feel as though it'd be an impediment to movement and other things.

Coats like that have actually been used throughout history in the real world. If the "skirt" part is loose enough, it doesn't really inhibit movement.

It could be detachable, I guess. Or you could button it up and slip you vest over it so it doesn't get in the way.

Pretty sure a lot of WW2 games have longcoat wearing Germans.

PostPosted: Thu Nov 27, 2014 3:39 pm
by Pan Asian Amercian Coalition
Ayreonia wrote:
Pan Asian Amercian Coalition wrote:May I propose something as an addition to this?

Some ethnic groups are more prone to Mage abilities than others, as the gene for strong magic affinity is recessive, and would propagate through groups that would need the extra edge to stay alive, like steadying a gun barrel to kill a boar or helping a fire stay alight longer. The more prolonged stress, like rough winters or flooding, a group goes through, the more magically aligned they become.

Example: two hunters from Revaalsbandt are hunting Cedar Bear, one has the strong magic gene and the other with weak magic gene. They both fire and hit the same spot on two different bears. The weak magic users bullet hits the bear, but doesn't kill it instantly and the hunter killed. The strong magic users bullet hits the bear and fails to kill it, like the first bear, but the bear bleeds faster than he should and dies before he can maul the hunter.

In other words, some groups are more latently magical than others. This may translate in something as minor as better luck when hunting and gambling all the way up to full magic affinity in most of the population.

That's a great idea. Only problem I have with it is that I wanted to make magic something tangible that can be explained by science. However, the magical "energy" I described could play a role in what you wrote... I'll consider it. Thanks for the input!

Well, I can have an idea of how it can be explained. I think that it doesn't violate the laws of physics, and is like electromagnetic radiation, but instead of photons, the Mage is subconsciously lying to the universe and convincing it something is a certain way.

Basically, they are telling the universe that it's wrong and convincing the universe it is, so it corrects to the mage's wishes. However, thermodynamics demands that the energy to make this change come from somewhere, and usually it's the caster's body. E.g. , a man keeping a fire burning will expend his own energy, the man's body heat in this case, to allow the fire to continue burning.

As for the transfer, my comparison to electromagnetic radiation comes here. People with the dominant gene emit 'magic' signals like an antenna, in order to transfer the needed energy to change the universe at the demanded moment and space. This energy comes from their body or a connected energy source. No energy is lost or created, just transferred. People without the affinity cannot transfer the energy much in the same way you cannot build a radio antenna out of a material that doesn't conduct electricity.

PostPosted: Thu Nov 27, 2014 4:18 pm
by Ayreonia
Pan Asian Amercian Coalition wrote:
Ayreonia wrote:That's a great idea. Only problem I have with it is that I wanted to make magic something tangible that can be explained by science. However, the magical "energy" I described could play a role in what you wrote... I'll consider it. Thanks for the input!

Well, I can have an idea of how it can be explained. I think that it doesn't violate the laws of physics, and is like electromagnetic radiation, but instead of photons, the Mage is subconsciously lying to the universe and convincing it something is a certain way.

Basically, they are telling the universe that it's wrong and convincing the universe it is, so it corrects to the mage's wishes. However, thermodynamics demands that the energy to make this change come from somewhere, and usually it's the caster's body. E.g. , a man keeping a fire burning will expend his own energy, the man's body heat in this case, to allow the fire to continue burning.

As for the transfer, my comparison to electromagnetic radiation comes here. People with the dominant gene emit 'magic' signals like an antenna, in order to transfer the needed energy to change the universe at the demanded moment and space. This energy comes from their body or a connected energy source. No energy is lost or created, just transferred. People without the affinity cannot transfer the energy much in the same way you cannot build a radio antenna out of a material that doesn't conduct electricity.

Brilliant.

Okay, folks, as much as worldbuilding is fun, we still have a couple positions open that I'd like filled before we get the IC rolling. These are:

2x AT gunners for Charlie
Medic for Charlie
Mortar leader for Delta
Mortar operator for Delta
Driver for Golf.

Tell me if any of these catch your fancy. I'll pick one myself if need be. I'll leave the CO and XO as NPCs until we decide they're needed. They probably won't be called Dickwit and Fuckstick, though.

PostPosted: Thu Nov 27, 2014 4:29 pm
by Rephesus
Is it too late for me to join? I'd be interested in being a medic.

PostPosted: Thu Nov 27, 2014 4:32 pm
by Ayreonia
Rephesus wrote:Is it too late for me to join? I'd be interested in being a medic.

Excellent! We've one position for medic open.

PostPosted: Thu Nov 27, 2014 4:33 pm
by New Zepuha
Ayreonia wrote:
Pan Asian Amercian Coalition wrote:[spoiler]

Well, I can have an idea of how it can be explained. I think that it doesn't violate the laws of physics, and is like electromagnetic radiation, but instead of photons, the Mage is subconsciously lying to the universe and convincing it something is a certain way.

Basically, they are telling the universe that it's wrong and convincing the universe it is, so it corrects to the mage's wishes. However, thermodynamics demands that the energy to make this change come from somewhere, and usually it's the caster's body. E.g. , a man keeping a fire burning will expend his own energy, the man's body heat in this case, to allow the fire to continue burning.

As for the transfer, my comparison to electromagnetic radiation comes here. People with the dominant gene emit 'magic' signals like an antenna, in order to transfer the needed energy to change the universe at the demanded moment and space. This energy comes from their body or a connected energy source. No energy is lost or created, just transferred. People without the affinity cannot transfer the energy much in the same way you cannot build a radio antenna out of a material that doesn't conduct electricity.

Brilliant.

Okay, folks, as much as worldbuilding is fun, we still have a couple positions open that I'd like filled before we get the IC rolling. These are:

2x AT gunners for Charlie
Medic for Charlie
Mortar leader for Delta
Mortar operator for Delta
Driver for Golf.

Tell me if any of these catch your fancy. I'll pick one myself if need be. I'll leave the CO and XO as NPCs until we decide they're needed. They probably won't be called Dickwit and Fuckstick, though.

[/spoiler]

Well one of my characters can play medic for Charlie, that guy above my SSgt.

PostPosted: Thu Nov 27, 2014 4:38 pm
by Nature-Spirits
By the way, the spelling alphabet is still in the works. Ayreo, if you have any more names for major cities, regions, and duchies, please tell me. :)

PostPosted: Thu Nov 27, 2014 4:40 pm
by Rephesus
Ayreonia wrote:
Rephesus wrote:Is it too late for me to join? I'd be interested in being a medic.

Excellent! We've one position for medic open.


Great.

Any specifics I need to know? Certain company, rank, etc?

PostPosted: Thu Nov 27, 2014 4:43 pm
by The Carlisle
Found this which could help with naming in the mountainous area.

http://originalicia.wordpress.com/2009/11/11/berg-and-burg/

PostPosted: Thu Nov 27, 2014 4:44 pm
by Ayreonia
Rephesus wrote:
Ayreonia wrote:Excellent! We've one position for medic open.


Great.

Any specifics I need to know? Certain company, rank, etc?

We're all in the 2nd "Werebear" mechanized company, 1st platoon. Medics are junior enlisted, you can find the ranks in the OP. The open position is in Charlie squad.

PostPosted: Thu Nov 27, 2014 4:45 pm
by The Carlisle
I can make another character for the mortar team. Not sure If I should go with the mortar leader seeing as I'm already a leader in another squad. Mortar operator by default I guess. Anybody want to be a leader?

PostPosted: Thu Nov 27, 2014 4:46 pm
by Transoxthraxia
The Carlisle wrote:I can make another character for the mortar team. Not sure If I should go with the mortar leader seeing as I'm already a leader in another squad. Mortar operator by default I guess. Anybody want to be a leader?

I could make a third Cenricing, I kinda pictured them like the Carmines anyway.

PostPosted: Thu Nov 27, 2014 4:48 pm
by The Carlisle
Transoxthraxia wrote:
The Carlisle wrote:I can make another character for the mortar team. Not sure If I should go with the mortar leader seeing as I'm already a leader in another squad. Mortar operator by default I guess. Anybody want to be a leader?

I could make a third Cenricing, I kinda pictured them like the Carmines anyway.

Lol.

So mortar leader for you? If yes, I'll take the operator position.

Also, someone mentioned making a czech-like region or something. Lillian Skarbek could come from there. Can't wait to see it though.

PostPosted: Thu Nov 27, 2014 4:49 pm
by Transoxthraxia
The Carlisle wrote:
Transoxthraxia wrote:I could make a third Cenricing, I kinda pictured them like the Carmines anyway.

Lol.

So mortar leader for you? If yes, I'll take the operator position.

Also, someone mentioned making a czech-like region or something. Lillian Skarbek could come from there. Can't wait to see it though.

Lol, sure, the most badass of the Cenricings. And Czech in language or geography?

PostPosted: Thu Nov 27, 2014 4:55 pm
by The Carlisle
Transoxthraxia wrote:
The Carlisle wrote:Lol.

So mortar leader for you? If yes, I'll take the operator position.

Also, someone mentioned making a czech-like region or something. Lillian Skarbek could come from there. Can't wait to see it though.

Lol, sure, the most badass of the Cenricings. And Czech in language or geography?

Well, not either really. More like German Czech. Like an area with a higher amount of Vyorony surnames, but are heavily Ezericized. Something like that really I think. It's a bit back in the thread. by a page or two.

PostPosted: Thu Nov 27, 2014 5:00 pm
by Transoxthraxia
Name: "The Name's Halfdane Cenricing, anything less and I'll have my boot on your throat before you can react."
Age: "Thirty three, though I feel much younger that you had to ask."
Sex/gender: "Male."

Rank: "I'm a Sergeant in His Majesty's Mortar Squad."
Years of service: "It'll be my thirteenth year serving here."
Civilian occupation: "Before I enlisted I helped my mother out on the farm that we had. But that was before my twentieth, and after that I joined up."
Nobility: Halfdane just cackles. After recovering from his long laugh, he recomposes himself, before speaking. "No."

Preferred role:
  • Mortar Leader
  • Fire Controller
  • Mortar Operator
Preferred squad/platoon: N/A.

Appearance: Here. His beard is slightly shorter than it is in the picture to come closer to conform with uniform regulations, and his hair is much closer to his head than in the picture. Like his two siblings, he has jet black hair and ice blue eyes. [Before you point anything out, yes, all of the Cenricing men have been in the Night's Watch.]

PostPosted: Thu Nov 27, 2014 5:01 pm
by Transoxthraxia
The Carlisle wrote:
Transoxthraxia wrote:Lol, sure, the most badass of the Cenricings. And Czech in language or geography?

Well, not either really. More like German Czech. Like an area with a higher amount of Vyorony surnames, but are heavily Ezericized. Something like that really I think. It's a bit back in the thread. by a page or two.

I'd be amenable to that. Somewhere in the Lowlands obviously.

PostPosted: Thu Nov 27, 2014 5:03 pm
by Rephesus
Is there any way I can be some Noble Officer's bastard son?

Also, what kinda tech are we in? Just so I get an idea for my attached picture. Like WW2? Cold War? Modern?

PostPosted: Thu Nov 27, 2014 5:04 pm
by Transoxthraxia
Rephesus wrote:Is there any way I can be some Noble Officer's bastard son?

Also, what kinda tech are we in? Just so I get an idea for my attached picture. Like WW2? Cold War? Modern?

Cold War.

PostPosted: Thu Nov 27, 2014 5:05 pm
by Ayreonia
Rephesus wrote:Is there any way I can be some Noble Officer's bastard son?

Also, what kinda tech are we in? Just so I get an idea for my attached picture. Like WW2? Cold War? Modern?

Sure you can.

Tech is a bit arbitrary, but we've agreed on 50-60. So early Cold War.

Edit: the ninja of the Night's Watch got me.

PostPosted: Thu Nov 27, 2014 5:06 pm
by Transoxthraxia
Ayreonia wrote:
Rephesus wrote:Is there any way I can be some Noble Officer's bastard son?

Also, what kinda tech are we in? Just so I get an idea for my attached picture. Like WW2? Cold War? Modern?

Sure you can.

Tech is a bit arbitrary, but we've agreed on 50-60. So early Cold War.

Is the App acceptable?