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2 yrs ago
Current Holiday hiatus coming to a close, updates for all soon!
5 likes
2 yrs ago
Stop being passive aggressive. Just be aggressive.
7 likes
3 yrs ago
It is certainly not 'optimal', but it *is* doable, depending on what you want to do with it. You could go swords or valor bard and play them more like a warrior with some magical ability
2 likes
3 yrs ago
One might say your villain arc has begun. Embrace it.
5 likes
3 yrs ago
Man do I love watching the circus
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@Life in Stasis You're free to make an application, the only character I've looked over in detail thus far is Corin's
@CrystalCHTriple The Welds are the least likely to have an organized school of magic. Of the four kingdoms, the Welds are commonly seen as the least technologically advanced (Hence them commonly being referred to as the Kingdom of the Wilds. There culture revolves more around hunting and nature, than statescraft. Most magic from the Welds would be highly inspired/influenced by druidic cultures and practices.

More 'traditional' magic, as it were, would be more common through Varya and Edessa, and even parts of Ardel
I'll be reviewing characters over the course of this weekend
@Blubaron45 This is a revival of an older version from about a year ago, which is a spiritual successor to a very similar RP I was a part of long before the Guildfall
@CrystalCHTriple - additions of major kingdoms, I probably will not allow. I will allow major noble houses in the various kingdoms, as well as independent city states along the border between Edessa and the Varyan Empire. Any island 'kingdoms' would be fairly primitive indigenous peoples, though a noble family that has 'claimed' an island and established themselves on it wouldn't be unheard of- they'd likely be of Varyan descent, as most of the islands and second continent are located off of Varya's coast.

As far as magic, it is only a belief that magic is hereditary, and for the most part, if two parents are mages, they can be fairly confident, but not certain that their child will also be a mage. I will not say if it is effected by any other factors however- gotta preserve some sort of mystique.

EDIT: As a note, while I will allow the creation of nobles and noble families, I would rather not everyone's character be of noble birth.
@The Fox Without Items are enchanted in a variety of ways. For the most part, spells are imbued onto materials through patterns, such as runes carved onto a piece of wood or metal- or even the an adornment, such as the gold wrapping around a bauble. Weaker enchantments, such as making the object warm to the touch, or glow, is pretty much self powered, and can power itself indefinitely without the enchanter having to waste mental resources on it. On the other hand, more powerful spells, such as dulling the force of a blow upon impact or setting a weapon ablaze requires considerably more energy- though this energy is generally provided by the wielder as opposed to an enchanter.

A very common enchant is to turn gems and precious metals into 'magic' reservoirs. In this world, part of what makes precious metals and gemstones so valuable is their ability to absorb magic and essentially become energy batteries for spellcasters. How effective the reservoir is depends on how experienced/talented the enchanter is, and how quality the material is.

IE, a seasoned enchanter probably knows how to more efficiently activate a reservoir, and a diamond or piece of gold would have the potential to hold considerably more magic than a hunk of quartz or brass.

As far as schools vs apprenticeship, it varies by location. Some major cities in Edessa may have schools, smaller towns and villages likely rely on apprenticeship. Edessa itself has no nation-wide magic school, short of its military academy, which teaches martial skills as well as magical skills. The Varyan Empire on the other hand, does have a national school of magic.
@CrystalCHTriple Without a doubt. As long as the general guidelines and picture is preserved, worldbuilding is encouraged. That is why a lot of the details are left purposely vague, to allow players to insert smaller noble houses, or clans, or cities, or even islands into the world.
Child/apprentice of an artisan/runecrafter/alchemist/arcanist?
It would be a bit hard to play a youth with those traits unless they were of noble or gifted birth- not that there'd be an issue with that. I like to see a variety in the cast- and I think it is only fair for me to tell you that one of the major NPCs is going to be a magic swordsman
Some of your hiders at the top are broken
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