Avatar of Slamurai
  • Last Seen: 5 mos ago
  • Old Guild Username: Aristocrap
  • Joined: 12 yrs ago
  • Posts: 2239 (0.49 / day)
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  • Username history
    1. Slamurai 6 yrs ago
    2. █████████ 7 yrs ago
    3. ██████ 12 yrs ago
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Recent Statuses

7 yrs ago
Not my own words, but: "Enjoy memes and have a good time online, but develop a solid sense of self-worth that is rooted in a reality that doesn't disappear when the battery charge is empty."
4 likes
7 yrs ago
The spam. It hurts.
1 like
7 yrs ago
Yeah, and you're under arrest, pal.
1 like

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Most Recent Posts

@ClocktowerEchos
I can do that, sure. The reason I grouped them was because they're usually deployed together as a single unit and I figured I already outlined the variations in the description (not to mention wanting to reduce 'clutter' and I'm lazy). The culture section will likely come after the rest; the IC will probably do a fine job of showing it, in any case.

As for the spell bit, it is categorized as the "lore of anti-magic," as seen in the description:
Name: Dispelling Aura
Lore: Anti-magic
<Snipped quote by Aristo>

Seeing as the military parts are the most important here (ironically enough), repost it here and I'll review it to see if i can make the move.

Here goes!

@ClocktowerEchos
Can I move my sheet to the NS tab? I do have a few WIP sections, like history and economy, since I'm planning to work with my neighbors on those. The military and magic sections are good to go, unless I get some bright ideas and squeeze in some kooky fantasy beasts in there.
@ClocktowerEchosCool! Due to the simple nature of the anti-magic, is a spell list really necessary? Not that there really are any true spells in the lore anyway. Most of its effects will probably just be felt through the narrative in the form of whiffed spells and frustrated wizards.
@POOHEAD189Yeah, I gotcha! I wasn't trying to nitpick or anything; just offering up some food for thought.
That and I'm a dirty, progressive hippie when it comes to fantasy and like to rock the mainstream boat when I can.

We should also get to talking about history as the rest of the northwest gets fleshed out. I've a feeling we'll be friendly, what with the dark elves, beastmen, vermintide and now @Willy Vereb's Mongorks to contend with!
@POOHEAD189
I definitely see where you're coming from; when someone says "dwarf" or "elf," it conjures up a very specific, recognizable image. Yet, WHFB has promoted distinct different subgroups of elf (high, dark, wood) and each draws its own fans. Not to mention its brief stint with Chaos Dwarves (RIP). Different editions/campaing settings of roleplaying games have tried to make even more distinctions of classic races, though I suppose there's a reason why the traditional branches always come to mind first.


I have to disagree sir. It's one of fantasy's greatest strengths to have races who are culturally strong, so as to differentiate them from others and make them unique.

I understand what you mean, but you can just as easily look at the vast wealth of human cultures and appreciate them for being unique. Compare the Aztecs to the Celts to the Norse to the Romans to the Greeks to the Chinese to, etc. etc. Plus, when you have a fantasy setting, these can be combined and played with to create entirely new cultures. With such an array of material, what more does adding dwarves or elves even add?
@ClocktowerEchos
Magic

The kingdoms of the Commonwealth have never been renowned for magical prowess, unlike the empires of Yore or Rune. For centuries, the flow of magic was thought to be naturally weak in this part of the world. However, study in recent years has shown this to be untrue. There is indeed some extra-planar force in the Commonwealth, although this sorcery is not the kind as the rest of the world knows. The Commonwealth's mages, rather than master the elements or conjure illusions, practice a unique school – Anti-magic.
For reasons unknown, the winds of magic that ebb between Korczyn and Astarac repel the energies of other lores, like magnets with the same polarity pushing away from each other. This phenomenon is strongest the closer one gets to the heart of the Commonwealth, but can be replicated by charging anti-magic into conduits, chaperoned by the Commonwealth's mages. When unleashed, fireballs fizzle to sparks, storms scatter before the sun, illusions dissipate and the world reverts to its natural form.


Is this cool with you? The Commonwealth's lore is focused on dispelling and passive defense, lacking any offensive capability. This ensures that the waging of battles are reduced to mundane means, where the strength of men and will prevail!
@AristoThat's what I was suggesting, though whoever does make a Dwarf Kingdom I'd need a good reason for my guys to be splintered since they pride themselves on high morale and loyalty to race.


In humans you have varying racial identities/ethnicities, yet you'll find that they all war with each other. There is hardly a notion of loyalty to the entire 'human race.'

One of the biggest failings of fantasy, in my opinion, is that fantasy races are all expected to be homogeneous - all dwarves mine and are good at crafts, all elves are long-lived, graceful and 'perfect,' all orcs are inherently evil and war on the 'good races,' etc. Fantasy becomes much more interesting when these traditions are subverted, and you have different races of dwarves or elves or orcs.
So a dwarf that lives deep in the mountains, knows everything there is to know about geology and is immune to magic might be very different from a dwarf that lives on the other side of the world in a tropical jungle. Put them side-by-side and any concept of loyalty to their species might go out the window.

As influential and comfortable as Tolkien and D&D are (and I have great admiration for both), I think there needs to be some breaking of the mold once in a while.
Who's to say there can't be multiple dwarf kingdoms? There are a handful of human and elven states so far; I would think different dwarf nations could spring up around the continent.
Man, I'm so stumped on my magic section. I don't know whether to go with an offshoot of an existing system, or make my own, or abandon magic altogether. (but then I'd get janked in battles )

I prefer when magic is less in-your-face and narrative-based, but we'll see.
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