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7 yrs ago
Been on this site for about a month now, and only now figuring out how to make a status. Nice.
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Bio

Of all the things I can write, a bio has got to be one of the most difficult.

I'm a writer by trade, and use roleplay as a means of honing my craft while also getting to write about things I genuinely enjoy, and not just the ones that pay the bills. As such, you can expect lengthy, detail-driven posts from me on a semi-regular basis. I love to roleplay, but unfortunately having a life outside the internet means I likely won't be able to respond more than once a day, so keep that in mind if we are roleplaying together!

My RP-based interest are mostly within the realm of fantasy and science fiction, though I am not entirely opposed to more modern settings if I like the idea. But generally, I'm more inclined to participate in a roleplay that exists outside the setting of our own world.

Oh, and I'm also Canadian. So yes, I will be putting the letter U back in words like colour or favourite, where they belong. Deal with it. ;)

Most Recent Posts

@Keksalot Apologies for the delay. I'll be writing an OOC tonight, so I'm sure any further magic-related questions will be answered there. I'll go as in-depth as I can into the magic system then.

As for a divination-based mage - I don't have any issues with divination magic at its base. Not sure I like the idea of continent-wide scrying, but a shorter distance would be fine. Perhaps a couple hundred kilometres. Same goes for the bird idea - at its base, it's a cool idea, but it would have to be limited by time and distance. Remember, magic is largely unexplored and hardly as refined as it is in other medieval fantasy settings such as The Forgotten Realms, Tamriel, or Thedas. It could be considered very primitive when compared to those.

That being said, I'm always open to ideas. If you're interested in the RP, feel free to shoot me a list of what you'd like to see your character do, magic-wise, and we can figure out a happy balance. That goes for anyone with any character, really. Haha.

Since the OOC will be up tonight, I'll tag those that have shown interest, just to give them a notification. Muahaha. @ELGainsborough@Thantos@vietmyke@Oni_@Kronshi
@Keksalot Hey man, no one's forcing you to take part in this. If you don't like the rules, you don't have to play. Hahaha.

That being said, I don't think I've made wizards "pitifully weak." I just don't let them become stupidly powerful. I think someone being able to shoot a burst of flames from the palms of their hands is pretty powerful in and of itself. I mean, what could possibly be dangerous to a wizard if they have the ability to heal all their wounds, resurrect the dead, shoot things with lightning, and control their foes' minds all in the run of a day? Not much. I want the world this this takes place in to be genuinely dangerous because nature itself is dangerous, not "because magic." The ability to alter the world around you with unknown powers should be a unique and possibly deadly ability, and I don't want just any average Joe to be able to use it. I don't want chef Jordon Hamsay at the local inn to be able to light up his meals with his fingertip, but I do want the great sage who's studied the arcane his whole life to be able to cast and control man-made fire.

Don't get me wrong, I love wizards and magic in fantasy, but I also like there to be a hint of realism to my fantasy settings (I know, I know.)

As I said in other posts, I'm tired of seeing wizards be these insanely powerful people in almost every fantasy universe. It just never made much logical sense to me that some 22-year-old orphan can burn his enemies alive while also deflecting incoming arrows with his sword, just because he's a main character.

This is a low-magic setting, if you need a name for it. Think of Conan the Barbarian, for example. Magic exists, but it's very unhinged, unpredictable, and can't be used regularly. If that's not up your alley, you do you my guy. This probably wouldn't be the roleplay for you, in that case. I totally encourage players who want to use a magical character, but, like I said before, I don't want that character to be able to just cast his way around everything I throw at them. It's a balance thing. In the same breath, if someone is thinking of playing 18-year-old Joe Blow who wield a hammer the size of a tree in one hand, I wouldn't be accepting that, either.

As for your notion that I just want to have monsters for the sake of having monsters, that's not the case, either. I explained that mana exists in the air, and that it can somehow seep out into the world. Unicorns wouldn't necessarily be magical beings, but a breed of wild horse that evolved over time due to some exposure to raw mana. The arachs, which play a major role here, aren't your steretypical dragon. They don't breathe fire, or any typical fantasy trope. They're just really big, dangerous reptiles.

There's just as much incentive to play a wizard here as there is to play a warrior. In fact, I'd argue that there's not as much incentive to play a warrior over a mage in other settings, because of how limitless magic is. Why be a regular thief when ou can just study a book or two and turn yourself invisible? Why be a regular warrior when you can take a week off, and learn to magically buff yourself up, no training required? Those are the things I want to avoid. I want this world to feel like something you can actually live in, and feel how dangerous a medieval world actually is, even with access to magic.
@ELGainsborough Writing it up this evening/tonight after work! I'll post in here when it's up, no worries.
@Thantos Awesome! Glad to see you're interested. I'm thinking I might write up an OOC tomorrow, if all goes well and work stays out of my spare time. Hahaha.
Just as a quick follow-up to that, for anyone wishing to play a wizard, I guess the most important thing to remember is that magic itself is not a completely understood aspect of the world. Your character can't possibly know everything there is to know, and failure is bound to happen, just like a warrior's sword is bound to miss. I want the world to feel dangerous - if someone breaks a leg, then they may be out of commission entirely, because a wizard's spells aren't going to be able to mend that. If a group finds themselves lost in a tundra, then that's going to be detrimental to their journey, because the wizard isn't going to be able to just summon up some better temperatures whenever someone feels a little cold.

I totally encourage anyone who wants to take on a magic-user, but I also don't want that character to become the be-all-end-all, as I've seen far too often in other roleplays I've been a part of.
@Keksalot Well, I planned on expanding on this more in the OOC, but since there are apparently a few questions on the subject, I figure I'll type this up now, since I have some spare time at work. Keep in mind, this isn't a completely polished system, so there may be inconsistencies.

So, the idea behind the magic here is that it sort of flows through the air, though it doesn't have a physical appearance - you can't see it. Since it's always got a presence, it can sometimes alter, or otherwise have some kind of effect on, certain parts of the world. Hence the magic in a unicorn's horn, or other magical beings that I may include in the future. However, magic is a largely undiscovered and underdeveloped science. No one has really been able to pinpoint how the magic seeps out of its pools in the air to alter the world on its own.

That being said, some creatures (namely the more civilized ones like humans) have learned how to draw the mana from the pool, much like a magnet attracts metallic objects. From there, they can manipulate the mana into a physical force, such as a fireball, or a force field of sorts. Since this universe is relatively young, the study of magic is largely unexplored, and the full potential of it is far from unlocked. This isn't like most fantasy universes, where wizards are capable of casting mind control over thousands of creatures, or building a fortress of ice from the ground in a matter of seconds. Instead, they might be able to control the thoughts of a single person for an hour or two, if they really know what they're doing, or possibly construct a small wall of ice for a few minutes. Even then, it's fairly unpredictable, and could easily backfire if they lose focus.

As a result of this, wizards and sorcerers are looked down on in many parts of the world and thought to be evil, or at the very least, untrustworthy for dabbling in the arcane. The use of magic could even be illegal in some places (pro tip: it is. Just not in Avadon.)

For a bit of a real world perspective, the level of understanding people in Hathaia (the main human continent) have of magic could be comparable to our understanding of the universe. We know it exists, and we know the basics of it, but there's about ten times as much information that we don't know. It's an interesting topic to many, but understood by very few, and those who do claim to really understand it, still have only a very basic knowledge of the full scale of it.

As for the actual casting of magic, it isn't just a quick flick of your fingers. It requires a casting process (usually some hand movements, though some larger-scale spells may require the full body to be in motion), as well as a chant in an ancient language spoken by a people known as shurn - people that existed on the planet (still unnamed lol) long before humans and other creatures came into existence. The shurn had a very vast understanding of magic, and it's often believed that magic is the sole reason behind their extinction. It's the discovery of the shurn's ancient writing that led to the discovery of spellcastig in the first place. As an aside, the shurn are who the tuvuls believe they are descended from.

Now, as the ancient words and movements attract the mana to your body, the mana takes on a physical form - it'll glow, and become much more dense. It'll leave its pools in the air and creep toward your body and sort of fuse with your skin. That's where the clothing choice comes into play. Possibly, a good rule to go by would be if water can seep through it, then mana can as well. As such, wearing plated armour is going to bring the mana to a complete stop, and leather would likely have a similar effect. Regular clothing, furs, robes, etc. are your best bet, as the mana can easily seep through and reach your body. I suppose being naked would be in your best interest if you want to cast spells, but that's hardly appropriate. Hahaha. With this in mind, it's also safe to say that the further north you go, the less and less common magic will become, as people will require thicker, more layered clothes to survive the cold temperatures. Avadon itself is a bit further north, so it can be a bit colder, but will still experience all four seasons, albeit the winters may be slightly more harsh, and their summers may not be as hot as other places.

The more parts of your body the mana can reach, the better. If you wear only greaves and boots, and leave the top half of your body uncovered, then your spells will fail about 50% of the time. If you leave your arm unarmoured as was mentioned before, but the rest of covered in steel, your spells are likely going to fail around 80-90% of the time. So I suppose nothing is stopping a wizard from relying on that 50%, or that 80%, but it's also worth keeping in mind that some spells will require body movements beyond just the hands/arms, and the more heavy armour someone wears, the more restricted they are in their movement.

And no, the mana will not look for an opening. It will continue to move forward, and if it cannot reach you, it will dissipate. For example, if your arm is uncovered, but your chest is armoured, then the mana headed to your chest region will not move about until it finds your arm. It will stop, and go back to its pool in the air. The mana that was heading for your arm, however, will be fine. I hope that makes as much sense as it does in my mind.

One last thing worth mentioning, since I want to restrict what magic can and can't do, I'll be grouping it into schools. When I do that, it should give you a good idea as to what your character can and can't do with their arcane knowledge. I'll likely post here again when I have some schools figured out.

So, overall, magic is going to be pretty restrictive. Wizards in the group will need proper protection by their more heavily-armoured allies, and their reputation may take a hit, depending on where they live and study. Avadon's views on magic are fairly neutral, but may change depending on what part of the country you find yourself in.

Like I said, it's not a completely fleshed out system, so any questions you guys may have, feel free to hit me up. But I hope that clarifies things a bit! I'm doing this mostly out of personal preference when it comes to my fantasy universe, but also because I'm tired of seeing people play characters that seem to be masters of every aspect of combat. I want to see both strengths and weaknesses here in everyone's characters, and in a world where magic exists, that can sometimes be hard to do. So I've restricted it heavily, in hopes that those who wish to play wizards can be just that - wizards, and not masters of everything. In the same breath, those who wish to play fighters, or thieves, or even pirates, can focus on being just those as well.

Again, for those who have shown interest, thank you! I hope my magic restrictions don't push you away. Hahaha.
Seems to be getting a decent bit of traction, which is nice. I'm thinking I'll give it another day, and if things keep moving, I'll write up an OOC the following day!
I can certainly see halflings working in this universe. They're a personal favourite of mine in fantasy games such as Baldur's Gate, so I'd love to see one here as well!
@vietmyke Like I said, I'm open to races! If you'd like to play a halfling, or a gnome, or some such critter, I'd be open to suggestions! The aforementioned two are ones that I know I'd have no problems with, for example.
@Frettzo I'd like to say yes, but I honestly have no idea. I hope this roleplay is still around in December, but I'm not entirely sure where the story will be at that point in time. If having someone new join at that stage in the plot, then I'd be happy to let you join. We'll just have to wait and see how things go!
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