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    1. Jester 12 yrs ago
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@potatochipgolem I'm unfortunately going to have to say no to the firearm. I think it just makes things a bit simpler if we have a clear divide. I hope it doesn't dissuade you though, because there doesn't seem to be any other glaring errors.

@Guilty Spark The cone of fire would be more powerful in that example, but a lot of things are relative.
Hah... That's kind of funny. I'm sorry I haven't looked at your post yet, but the DMV hasn't really given me a chance to. I will say this though, we didn't call it the silver bullet.
Hmm... Okay, so I'm going to spit out a bunch of questions, not all of which are about my present character ideas, but all of which I think are important for settling on a concept in a fantasy RP.

So:

1) So, humans only; I can dig that. Do we have fairly free reign over what nations of origin exist for our backstory? Are we allowed to play humans of different ethnicities?

2) So, magic is either imprecise but potent or precise but on a small scale, as far as player characters go. Are we limited to certain types of magic or nah? You mentioned illusions, healing and elemental in the interest check for instance; super summoning was outright said to be impossible without a lot of buddies to help out. Is there anything else we should think about if we consider magical characters? Also, is magic typically learned by focusing on a certain type (fire mage, illusionist, etc.)? I'm also guessing it's something that's taught rather than something you're born with.

3) How does the general public see mages? How do monster hunters and adventurers see mages? Are mages common on the road?

4) How badly do monsters plague the world? Are problems like the one faced in Temrin problems that villages around the world face, or is Temrin just a unique case of "oh crap"?

5) Curses. So, werewolves exist. Vampires exist. The occult exists. Hypothetically, then, are cursed characters - say, a berserker or someone whose appearance has been warped - also options? I doubt a monster would be allowed in a group of monster hunters, so I'm not even going to toss that into the ring.

6) Are we looking at a feudal setting with stark differences between the poor and wealthy? Are we looking at something a bit different?

7) Finally, what sort of period in history is this? Medieval technology? Renaissance? Dark Ages Europe? This is pretty important for me when considering what sort of equipment would be available to my character.

And I would like to reiterate: not all of these questions are related to what I want to play. However, in case my mind does some sort of spinny backwheely thing, they're all relevant to my character creation process.


1. Yes, humans of different ethnic backgrounds are perfectly fine. As far as nations, the most developed regions are the stretch of land that Temrin and its fellow city states occupy, the surrounding forest and countryside, and a desert to the east. So beyond that, you've got a fairly big window to brainstorm and come up with your own background. If you plan to create something as large as your own nation which your character is from, please discuss it with us first though.

2. I covered this in the interest check a good bit, but to start, magic isn't something that's taught. You are born with the ability, though many don't even realize they're capable. To do well with magic, typically some form of study or practice is involved. There are certain schools set up to train mages, but not everyone has the coin to fork over for that sort of thing. And, as long as it isn't too outlandish, the type of magic won't be restricted too terribly. Like I said though, skill is often limited by age (if you're older, you tend to be more experienced).

3. Mages aren't too terribly common, but seeing one in person wouldn't do much beyond spark a mild interest. I don't have per-capita estimates in my head, but I'll say it isn't particularly big. Most people don't have a problem with mages as long as they're not doing ritualistic blood sacrifices or burning people alive.

4. There are monsters and occult things in other parts of the world, but Temrin is kind of a special case of "oh crap," though it isn't the only one. Some places are just more inherently plagued by such things than the next.

5. Hmmm. Gonna have to get back to you on that.

6. Think Renaissance Italy. A bunch of large cities with a decent amount of wealth and everyone getting a share. The differences between the poor and the rich aren't as stark as they were in 12th century England, but the divide still exists. You'll always have the super poor and the super wealthy.

7. As long as you're not using guns and cannons, I'm pretty chill. Crossbows seem to be a good measuring stick for this sort of thing, but don't use that as a loophole for some sort of repeating crossbow contraption that's capable of firing 55 bolts a second.

I hope all of that helps.

@InlaaIt'll take a bit to answer those, and I've got a date with the DMV later, so I'll make sure Rik gets to them.
Character sheet up. I took some liberties describing the outskirts of Temrin, but I can change them if they're super incorrect.


I looked over it briefly, but I didn't see anything glaring. I'll give it a more thorough read through in the morning, but props for being the first person to get something up. Just chilling in the IRC for a few minutes before I hit the sack.

@potatochipgolem Awesome! Glad to have you then.
Are there any limits on what races are available for characters to play or is it pretty much fair game as long as no one is ridiculously overpowered or in the wrong genre?


Good question. There aren't actually other races besides the human ones.

Hi. :).

I've got two questions. Will the characters you're playing personally have significant story advantages over the rest of us (see: plot armor) and be played in a fashion where the events somehow simply center around them?

Is this a planned plot or do the characters (ours) have a big enough role to play in where the story goes based on their actions?


That's an entirely fair question, so I'm going to do my best to alleviate your concerns. If Riknas and I are doing our job, then every character should get their chance to shine. An inherent problem with RPs like this is that when given too much free reign, a lot of people feel compelled to try and thrust their character into the spotlight. When this happens, the story gets convoluted and people in the thread begin having conflicts with one another. The point of having a strong sense of narrative is to try and avoid these complications.

That's just my word though, a show of this commitment should take place near the beginning. Thaler, for all he was as an example character sheet, is an NPC. He'll make infrequent appearances after the story starts. Riknas' actual character likely won't even show up until after the first small arc which, besides a few NPCs, will consist entirely of y'alls characters.

The way we've done this in the past is by taking on the ancillary roles ourselves by playing monsters, antagonists, and npcs while the other players work through these different plot points and make their own changes along the way.

Alright, I put it up in the OP as well.
1-2 p.m. by what time zone?


Central
I would be very interested as well. I was wondering, how does magic generally work in this world?


That's a fair question, but let me preface the answer by saying that creating a character who uses magic is going to get your character sheet scrutinized just a bit more than the others. While we don't want to discourage creativity, we do want to avoid things that can easily get out of control.

Magic is a residual energy that lets you fundamentally affect the laws of nature. Some people are born with the inherent ability to do this, and while there are those that pursue a life dedicated to this talent, most don't become practitioners and aren't that different from everyday people. Those who do have magical ability and don't study or train it, wouldn't likely be able to do much if they suddenly had the desire to without means of augmentation. Some may go their entire lives without realizing they had magical talent.

Magic is limited by precision in a sense. To give an example, it is much easier to create a ball of flame than it would be to create a cutting torch from magical energy. Obviously this would hinder some conventional aspects of magic. Illusions for example, would take several decades to learn how to preform on a large scale, but a few years of hard study might make you seem particularly gifted at sleight-of-hand type things (i.e. making small objects seemingly vanish).

Things like summoning demons would be impossible to do on your own. You'd need a lot of time, money, and a particular substance to help augment such an act.

Elemental and healing magic would generally go by similar rules. There's no technical division of magical schools, but to be considered good at something requires intense focus. You do have all-powerful types, but they're like 90-100 years old and spends their days teaching at a university for mages.
We'll have the OOC up today then. An explanation of Magic should be coming after I get through with my run. Look for it at 1-2pm. Thanks for showing interest guys.
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