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    1. HeroicGathering 9 yrs ago

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9 yrs ago
Current Heading out on the lash, wont be back until tonight or maybe tomorrow morning depending on how much beer I consume. Laters, all!
9 yrs ago
When you get in you car but a goblin is hiding in the footwell and yells unsavoury things about your mother :/
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Update ^

This sounds super awesome and I'd love to contribute and/or play in this if it picks up traction!

____________________

Niflant Castle


I like this a lot, and it was quite a read! Many thanks for your contributions :)
Magic looks cool. I like it :)

So what's next? Wait for more contributions? I could do more if you'd let me.


Haha, well I was planning on doing the rest of the work. I am the GM after all, I'd feel like a right cheat if I just sat back and let you guys do everything.

Haaaaaaaaaaaaaaaaaaaaaaaviiiiiiing said that, my crazy shift pattern over the weekend has slowed me down. I've been knackered, I'll be straight up honest about it, and when I sit down to write something I'm like "I could do some work on this, OR, and just hear me out, I could just go on Imgur and lose 4 hours of my life."

So I will simply say to all of you: Do whatever you like, and as much as you want to.

I'll be busy trying to collate all of the information into the upcoming RP, and of course, compiling the map.

So without further ado, I believe I've got some new entries to catch up with.

My bestie Ostarion told me about this and I want to see if I could pitch a few race ideas.


I'm all ears!

Oh! I have an idea for a race too!


Okay! :D

I'm up for making some races too if that is an option


Custom races are the new skinny jeans, by the looks of it. Go crazy!
@HeroicGathering Thanks! Can't wait to see how this progresses.


Speaking of which, here's an updated map :D



And here's what we have planned for the magic thus far, special thanks to @Ostarion for his or her work. By all means have a read and let us know what you think :)

Magic System


Magic in Eramar is something which is both a talent and a skill. Legends say that magic began as manipulation of mana - pure magical energy, and is believed to have come from the god Jarif. Some say that it was something which always existed. What is known is that Magic is now an aspect of Eramar which will likely be used for eternity. Anyone is able to learn to use magic, the majority of people in Eramar do not, and for various reasons. Most forms of magic require knowledge, and most simply do not have an strong enough understanding for it, many are simply not too fond of magic, and some simply do not have the resources. Magic is also a talent - a very select few have a natural aptitude for particular schools of magic within the New Arts. However, because of the many types of magic that can be found within the spectrum of the New Arts, a magic someone may want to study may not be the magic they are good at.

Old Arts


The Old Arts are the original form of the manipulation of mana into simple forms. Barriers, blades, bolts and beams. The Old Arts are considered to be the first form of magic which were brought into existence by the God of Magic. Perhaps the Old Arts went by a name in a different time, but this is merely an afterthought. Silas Clearwell was the first known user of the Old Arts, and was thought to be a practitioner of magic. Some like to believe that Silas Clearwell created the art of Mana Manipulation, although it is an idea entertained only by scholars, as the prospect of a mortal man creating such magic rather than a god is detestable to the common folk of Eramar. Perhaps Silas was merely an avatar of Jarif, seeking to bring a new form of knowledge among humans, but the true origins behind the Old Arts may never be known. At this point in time, the Old Arts are 'lost' in a sense; the inner workings of the Old Arts were forgotten with the development of the New Arts. It now serves as the ancestor to all magic forms found within the new arts, but has the strongest connection with Auramancy, which combines the manipulation of mana alongside a host of utility spells.

New Arts


The New Arts are not a form of magic in their own right, but are an umbrella term for all forms of magic which were derived from the Old Arts. The most common form of New Arts magic is elemental magic, manipulating elements rather than mana itself. The New Arts have no 'true' owner; each magic form was developed by a different source or being. While not as ancient as the Old Arts, the New Arts were also created an extremely long time ago, although not long enough to forget about them as with the Old Arts. It should be noted that the magic schools found within the New Arts are not necessarily accepted, but are not scorned often either. Some holds and castles make it a point to have a Court Mage - preferably specializing in Auramancy, but aside from this there isn't much demand for magic users in Eramar, and many do not find it to be too relevant in their daily lives. Below is a list of some of the more "unique" magic forms found within the New Arts.

Pyromancy
Characterized by the manipulation of fire. Pyromancy is particularly unique as a New Art because it not only requires a reserve of mana, but also requires a great deal of stamina which dwarfs that of other New Arts. At the same time, Pyromancy is relatively easy to learn in comparison to the other New Arts, as their spells are relatively simple, to the point where they may be somewhat awkward to use at times. On the other hand, Pyromancy takes ingenuity and often times agile footwork, as most Pyromancy spells are to be used at near-melee range, aside from the odd fireball or two. In an army, there may be the odd footsoldier who can throw fire a short distance - but not often. There may be a young practising student who can do three different Pyromancy spells, all of which just involve creating/throwing fire at varying ranges.

For example, one Pyromancy spell may release a burst of flame from the hand in front of the caster. Powerful, but it's a simple burst, limited in range with a casting time which gives someone a chance to escape. A Pyromancer would have to be inventive in order to get this spell to hit. Perhaps they would perform the spell just as someone tried to attack them - the spell is done pretty close to adversaries anyway, and would serve as a sort of deterrent for enemies.

Auramancy
The closest relative of the Old Arts. Auramancy is both an offensive-based and utility-based school of magic. It draws the ability to manipulate mana in physical ways much like the original Old Art, but Auramancy also provides useful abilities that don't revolve around combat. Things such as teleportation, telepathy and telekinesis each find a home within Auramancy. It should be noted that the mana manipulative side and the utility side are not necessarily the same. A person studying Auramancy may very well find that they are better at a particular side of Auramancy rather than the other, although it is completely possible to be equally good at both. It should also be noted that unlike Pyromancy, Auramancy becomes stronger not only through practice, but through understanding. People with a good grasp of magical theory in addition to general intelligence find that their Auramancy spells are more potent and effective. Auramancers are the most preferred type of mages in Eramar, as it is thought they have the closest bond to Jarif due to their connection with the Old Arts.

^This school of magic may be a bit vague. Think of it as a combination of Elder Scrolls Alteration and Dark Souls Sorcery.

Cryomancy & Hydromancy
Cryomancy and Hydromancy were both developed around the same time, and are schools of magic which are less common than that of Pyromancy, a they are particularly harder to learn. Hydromancy is the manipulation of water, and Cryomancy is the manipulation of ice. Both schools of magic are intertwined with each other; a person learning Hydromancy will likely be able to learn Cryomancy easily, and vice versa. Hydromancy is more defensive than it's counterpart, however, and normally revolves around protecting oneself by pushing enemies and spells away. Many Hydromancers are able to conjure water for their spells, but bodies of water are where Hydromancers can truly become an offensive force. Waves which push adversaries away, trapping particularly dangerous enemies in bubbles of water and water appendages which strike, grab and even drown adversaries (if you're into that sort of thing...).

Cryomancers on the other hand do not need already-existing ice to be effective, although Cryomancy can sometimes feel quite weak, as many ice spells are less effective on targets with decent armour and a good shield due to their resistance to piercing attacks. At the same time, lightly armoured targets will naturally fear a Cryomancer, as they have an uncanny tendency to impale their victims with icicles. Naturally, Cryomancers may also try to freeze enemies, but would require the aid of Hydromancy in order to coat a target in water. Cryomancy also has the ability to freeze already existing Hydromancy spells. One might create a wave, only to freeze it a second later to turn it into a crushing force, but at the same time may make it easier to break down. Often times mages who specialize in Hydromancy and Cryomancer have to make split decisions on whether or not they will transform their spells into a more fragile ice, or maintain the defensive nature of their water spells.

Necromancy
The art of manipulating death, the dead and decay. Unlike Curses, which manipulate souls on the occasion, Necromancy revolves more around summoning undead to do one's bidding, and slowly killing adversaries with defiling decays and diseases. Many like to believe that this form of magic was created for some sort of worship towards Trolen, although the real reason for the creation of Necromancy may be slightly less admirable. The undead that Necromancers create are normally weak individually, but strong on groups. They are also relatively easy to summon again once destroyed. Adventurers commonly focus on killing the Necromancer, as doing so results in the destruction of all undead minions. In addition to summoning servants, Necromancers are also able to conjure appendages. Skeletal hands which reach out of the ground to hold weak targets and such.

Necromancers also have magic which revolves around decay, although excess use of the decaying side of the magic school will slowly takes it's toll on the user in ways which are far from pleasant.

Some Necromancers feel inclined to find a way to cheat death. The most common method of doing this would be achieving lichdom, but there are many rituals in order to ascend to lichdom, like having different brands of the same product. Some of these rituals have requirements which are tedious, but simpler rituals tend to go wrong rather easily.


Final draft, tell me what you guys think, I'm down for suggestions and comments and such.


Love it, you've done a really fantastic job here. Thank you so much for everything, I'll be getting this entered into the map at the earliest opportunity.

Honestly though, there's so much there that's great. Well done! If I could give awards, you'd have one.



Still very much a work in progress but would appreciate comments and input.


And I am right in assuming that this will be within Bitterbourne, yeah?

Hi, I've been lurking for a little while here and finally got a sheet up together. I'm pretty much all done, but I want too see how you guys like it. If anything needs editing, I'm happy to accommodate!



Love it, this is yet more great work. Thank you for not just simply lurking, but contributing!

I'll likely compile the swamp/marsh into one large area, as both Bitterbourne and Greyblood are said to be north of the mountains and near an ocean.

Might be a bit too busy tonight to update the map, but I'll have it ready for tomorrow morning or afternoon at the latest.

Thanks again!
<Snipped quote by HeroicGathering>

I'm all for magic, as long as it's what it should be: magic and mysterious. Worlds where everyone has access to arcane forces are boring. Those worlds have managed to take something awesome and turn it into an everyday thing, and it's sad. Make it so that magi and magic items exist but are rare and legendary (or at least uncommon and famous/infamous). Make it something that you have to spend your entire life studying to fully understand. Make it something dangerous that takes a part of you with it everytime you use it.

That's what I think.


Sounds good to me.

I don't want it so rare that only two people out of the entire realm can use it though, but I think we're on the right track. People like Lair Masters, should be able to use it, alongside the heroes once the RP starts -- but yeah, it should be one of those things that exists, but is rarely seen. A man might live his entire life without ever seeing it, but at the same time, it's a known thing in the world.

So let's try and simplify it; all standard monsters and NPCs should have very little or no magic, although this excludes undead creatures and gollems who are by their very nature magical.

This is to say, if you walk into a village and set a tree on fire with the wave of a hand, then the peasants are gonna be like WHOA OMFG THAT GUY CAN USE MAGIC!!! AUTOGRAPH PLZ!

You'll rarely encounter it in dungeons either, but the Lair's master may have access to it (i.e raiding a crypt full of undead minions, and the necromancer is the only one who can actually cast spells and what not).

Any of my ramblings sound good?
I'm thinking of having the sunken cathedral be Lair, most likely for a pack of carnivores sirens who seduce people and drag them to the bottom of the mire to breed with and eat them later.

What do you think?


Sorry, I missed this.

Sounds good to me, I do like me some sirens :D
The pantheon.

I know they're not long descriptions, and maybe a bit hish hash, but I want to keep religion as simple as possible (to make it approachable!). The Gods mentioned will have been thousands of years old, and the stories of them passed down from one generation to the next by the word of mouth, to the point that their existence and original known form is subject to dispute.

Chief Deity:

Toumur, the God of the Sky, is somewhat plain, with tanned skin, short, wavy auburn hair, and eyes the color of shimmering crystals. He is short and muscular, and often appears angry. He usually wears worn, ragged clothing dyed violet and light grey.
He is also associated with midnight, shadows and opposites. He is often worshipped by warriors. His vast flocks of followers can be primarily distinguished by the weapons they bear. There are quite a few carvings of him on lonely roads. There are many myths involving his vast travels with Jarif. He is the husband of Trolen. He is known to help epic mortal heroes.

Other Deities:

Nokra, the Goddess of Dawn, is very beautiful, with ashen skin, shoulder length, flowing black hair, and eyes the color of spring greenery. She is very tall and very slender, and often looks sly. She usually wears light and airy robes dyed dark violet and dark yellow.
She is also associated with misery. She is often worshipped by lawbreakers. Her few followers can be primarily distinguished by the weapons they bear. There are many offerings to her in large cities. There are many myths involving her one-sided relationship with Naitenah. She is the sister of Jarif. She is known to place challenges before mortal heroes.

Naitenah, the Goddess of Justice and Torment, is shockingly beautiful, with brown skin, waist length, rippling gold hair, and eyes the color of shining silver. She is of average height and of hearty build, and is usually laughing. She usually wears simple clothes dyed pale violet.
She is also associated with fish. She is often worshipped by priests. Her numerous followers can be primarily distinguished by the charms they carry with them. There are many temples to her at the edge of forests. There are many myths involving her many adventures with Trolen. She is the wife of Jarif. She is known to give aid to mortal villians.

Jarif, the Goddess of Magic, is almost plain-looking, with copper skin, short, dark golden hair, and eyes the color of red wine. She is tall and solidly built, and almost never smiles. She usually wears formal attire dyed dark blue.
She is also associated with death, memory and rain. She is often worshipped by village folk. Her numerous followers can be primarily distinguished by the way they conduct themselves. There are a large number of statues of her in remote places. There are many myths involving her daring adventures with Keadath. She is the daughter of Keadath. She is known to hinder great mortal warriors.

Trolen, the God of the Undead, is very beautiful, with tanned skin, short, straight medium brown hair, and eyes the color of cold iron. He is medium height and broad-shouldered, and rarely laughs. He usually wears chain mail dyed dark bronze.
He is also associated with forests, decay and passion. He is often worshipped by necromancers. His few, but dedicated followers can be primarily distinguished by the way they conduct themselves. There are more than a few statues of him found in subterranean areas. There are many myths involving his adventures with certain mortals. He is the father of Jarif. He is known to help great mortal leaders.

Keadath, the Goddess of the Sea, Money and the Forge, is eerily beautiful, with copper skin, short, straight light grey hair, and eyes the color of jade. She is average height and muscular, and looks somewhat malicious. She usually wears chain mail dyed dark blue-violet.
She is also associated with prosperity. She is often worshipped by merchants. Her few followers can be primarily distinguished by the ritual greetings they use. There are a large number of altars dedicated to her in market places. There are many myths involving her epic battles with her mother, Jarif. She is known to reward greedy mortals.
Here's how the map looks so far!



I've added my structures of interest and started work on people of interest.


Awesome, thanks for all your hard work. Hopefully as you can see, the world is really starting to come together.

Also, thanks to everyone who have contributed so far. You will all get shared credit with me when this RP launches, and hopefully it's going to be one bad ass mofo.

But let's discuss details, I think so far we're looking at a high fantasy setting with magic. What form or type of magic in use is still being debated, and I have one individual who is working on a unique system, but we'll see how it turns out.

I'll be revealing the religion soon too. It's a small pantheon based business, but I have planned for Eramar's religion to be more of a personal affair, than an organised one. That doesn't mean there wont be any "churches" or cult followings though.
Heavy WIP


Like it so far! However, perhaps it would be better to designate it as a lair? I mean it sounds like a pretty hostile place to me, and the fact it was overrun by thieves and murderers (or bandits, for lack of a better term!) probably means its all connected to Eramar's recent problems?

I don't know, that's just my thoughts. What do you think?
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