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Post by Teutonic on Mar 12, 2011 13:16:14 GMT -5
One can't go far wrong with Tolkein esq worlds. But Saxon esq Rohan style? So dark ages-I'm all with Holy Roman empire, complete with militant orders, Inspiring bastions, and backstabbing factions. As for magic, organised clergy of mages all the waaay. That stuffs intense But all this has got me rather interested. Who's going to have the honour of running/organising it?
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Post by Cantiliahantan on Mar 12, 2011 19:29:26 GMT -5
I was thinking was going to
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Post by Cantiliahantan on Mar 12, 2011 23:25:11 GMT -5
sides ima model mine of of the aztecs with a floating island city mysterious the whole 9 yards so i hope this gets started soon
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Post by Teutonic on Mar 13, 2011 4:48:21 GMT -5
Brilliant. When is this going to get going then? seems we have a fairly solid base of people wanting to try it. If you need a hand, just ask, and I'll be happy to help.
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Post by Kardas on Mar 13, 2011 10:05:22 GMT -5
Two people could organize it, so maybe if Canti or Teutonic want to help me out, that could work. Or do you want to do so together? Second, the floating island thing has aroused my suspicions. I'll say so again- NO TYPE OF INVINCIBILITY please. If there is, there has to be some heavy drawback, or that it's temporary. Everything has a weakness. Canti, the only reason why I didn't comment on your uber-capital in the FT RP was because I felt our forces were nowhere near it (it would help us as well if you posted a map). Immortality is fine so long as people can be killed (like with LOTR elves) Before we start (and I ask Nibu for a new sub-board), I think we need a slight background story. Ideas? Otherwise we can use one of these which I got from the LOTR trilogy and Silmarillion. Names are subject to change: Rebellion of Feanor-Several peoples are rebelling from the Valar (gods) and returning to Middle-Earth (or wherever) to do whatever (get the Silmarils back from Morgoth, in the Silmarillion's case). They set up several kingdoms, getting ready to assault Morgoth (who's much stronger than Sauron (who was his lieutenant), this guy had armies of Dragons and Balrogs) and return to Valinor (where the Valar stay). But first they need to unite. The destruction of Numenor- through the subtle machinations of Sauron, the kingdom of Numenor has been corrupted and finally destroyed by the Valar. Some peoples of Numenor saw this coming and attempted to warn the others, but were neglected. Instead, they sailed to Middle-Earth and founded successor kingdoms of Numenor, in the hope to challenge Sauron. Downfall of Arnor- the successor kingdom of Arnor has split up, and Angmar is at its doorstep. Will the nations unite?
or something more generic. Thoughts?
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Post by Teutonic on Mar 13, 2011 10:30:17 GMT -5
With my GCSEs on the doorstep, the amount of work I can put into organising as well as participating would be fairly limited I'm afraid, but I'd be very happy to offer some help in keeping things on track and keeping cogs oiled and gears turning. I think errant god moding is a very very real threat in this, as Kardas just said. If something is going to be an exceptional thing, it's imperative we take things into account such as how Canti's city would float. Think of the energy required, and the pure hardship it would create for the people keeping it afloat (assuming in a magical sense-if you were influenced by the floating gardens of Tenochtitlan, fair dos-that actually existed)-I think we have to make a very clear stance about ridiculous amounts of power, which Is why I propose maybe we sort out a magical give/take system? I'll offer an idea on it-something I have seen used in a couple of campaigns I've been involved in, and which I tweaked in a bit of amateur writing. Essentially, a mages power comes from drawing energy from an alternate world of chaotic energy. This world is separated by a dimensional barrier, and if an individual is born with the ability (or learns it, depending on what line you want to take) then the barriers can be weakened or even broken, to allow raw chaos into the world, which can then be transformed into something of the casters guiding, like shaping clay into a bowl, so it can be purposed into weapons, materials, spells, etc. The drawback is that the bigger the thing/amount of energy you draw, the larger the gap between the world becomes, and there comes a point where too much energy is drawn, and as a result, the invoker cannot channel the energy, and it overwhelms him, creating an incursion of pure chaotic energy that can devastate the area, before closing on it's own accord. The amount that can be channelled and used depends on the casters skill, however, as one gets more skilled in the arts, they lose more of themselves to the eldritch energies, and become addicted to it, and cannot live without a continuous source, and will eventually be killed by their overuse. This system has worked well in preventing "Mary sue" casters, and stopping ridiculous amounts of god mode magic. What do you guys think? Any other ideas? As for the setting, the Silmarilian always without fail confuses me in it's complex setting. I suggest we simplify it as much as possible. Simply say, that the nations that will populate out world, have been forced to flee their homeland by some sort of external force-this could be plague, invaders, even something more demonic if you fancy it, (now that it occurs to me, if we use the above magic system, we could simply say a massive influx of magic caused a rift that eradicated the continent or something) and now have to resettle new lands overseas, and vie for recourses, land, and power. No need to clog it with Tolkenian complexities-we're role playing after all, not writing Lord of the Rings
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Post by Kardas on Mar 13, 2011 11:03:40 GMT -5
The magic system you posted sounds a hell of a lot like the way magic (aka psychic powers) works in 40K. Then again, I do like it. A different magic system I saw was in either FullMetal Alchemist and Avatar the Last Airbender. Essentially, the 'magic' there (more like elemental powers/alchemy) was manipulative in nature. You can't create materials, but you can manipulate or transform them. Essentially, this means that summoning water in a desert is a joke (unless there's a cactus around). Another possibility is different types of magic- for example, I will be using only elemental powers, and only ice (and maybe water) at that. If you post a believable explanation in how your magic works, I'll approve. For example, I was considering giving my ice-warrior mage order a reserve of elemental energy that can be drained/recharged (albeit slowly) and keep their numbers down (less than 50 at the very least). I still need to find a good limit though, as I find the Nova blast (note this ice-warrior mage order is based off Bionicle's Toa) too much. Essentially, this is what my Toa order could do: Creating blasts or focused beams of ice, snow and/or coldness, Creating/controlling ice structures, Creating/controlling ice storms, Controlling ice, snow and/or coldness, Freezing water or other liquids, Absorbing ice, snow and/or coldness, Lowering the temperature in an area, Setting a timed Ice blast Reference links: biosector01.com/wiki/index.php/Toabiosector01.com/wiki/index.php/Nova_BlastAs for the setting, I posted the Tolkien things as inspiration which we could tweak and (definitely) simplify. Still, Teutonic, your setting idea is probably best.
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Post by Teutonic on Mar 13, 2011 11:29:05 GMT -5
I was thinking much the same, though 40k uses the whole idea of “the warp”, which is, if my fluff recall is correct, created by sheer emotion, and populated by demonic denizens. Essentially, my idea that I can’t take complete credit for just involves a world where everything is utterly primal (it was used as a creation story in a game I was involved in-basically, the Creator spun everything out of prime matter, but man can tap this primordial matter and create things themselves, but lacking power, things go wrong, etc), but I can see parallels existing-I think 40k stole it from some fantasy series, but I can’t recall it, so direct inspiration may exist. But as you say, what’s just to stop different schools of magic existing? It’s equally possible that my idea could exist utilising it’s own methods, and primarily exist as an artificer group, whereas the elemental more shaman like idea you’ve had can be used by your faction, and anyone else with a plausible explanation and drawback system can use their own system, so long as it is limited, I don’t see why it would be a problem. But that’s probably something to save for the fact files. Glad you agree with the setting. If we run short of ideas, we can always bring whatever drives everyone out over the seas, which I see you did in the FT RPG. Not saying we should or necessarily will, but it remains an option. Other than that, I think this looks like it could work out well.
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Post by Kardas on Mar 13, 2011 11:35:01 GMT -5
Great! I'll get the map done in a day or so. BTW the Holy Roman Empire's awesome. Teutons were my fav civ in AoE2. Great heavy cavalry, and of course the Teutonic Knights themselves kicked absolute ass. The defensive bonuses were enjoyable too.
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Post by Teutonic on Mar 13, 2011 11:48:01 GMT -5
If you need any help, for example, bashing together the backstory, I'd be happy to help. Can get it done easily enough ina couple of days at the most. AoE...<3 I had a brief obsession with the Northern crusades a few years ago (hence the name) and the Teutonic Order is a fairly awesome force. Who cares if lexander Nevsky trounced them in the battle of the Ice, and they were crushed at Tannenburg? They had helmets with horns! That alone makes them a notch above! I just love the Holy Roman empires concept of a load of states thrown together, united by an emperor, and otherwise squabbleing around with elector princes and minor lords vieing for favour. Throw in a Hospitalars, Teutonic Knights, and Landwehr and you get an awesome martial force army, that's really characterful and unique, and just oozes medieval brilliance. I'm quite enjoying your idea as well though-It has some pretty good potential to create a purely epic bunch of oppertunity. Afterall, warrior mages end well whatever setting, and give them a nordic twist...you don't get much for metal than that
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Post by Cantiliahantan on Mar 13, 2011 12:03:47 GMT -5
(no the floating island was semi historical From the real aztecs
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Post by Cantiliahantan on Mar 13, 2011 12:04:16 GMT -5
and i or for the lord of the rings Version
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Post by seattile on Mar 13, 2011 17:03:29 GMT -5
Must... resist... temptaion... The Northern Crusades were started by Pope Celestine III to conquer the last pagans in Eurpoe mainly Lithuania, which was the last pagan nation in Europe. The two main orders during the Northern Crusades were the Teutonic and the Livonian orders. The Livonian order was a branch of the Teutonic order but was in a different country and with a diffrent leader. I guess I couldn't resist temptaion.
But to be more serious, I think we need to decide what magic can and can't do.
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Post by Teutonic on Mar 13, 2011 17:28:13 GMT -5
I'm impressed-My spammed referances ddin't go unnoticed! That's made my historical evening Though the Livonian Sword Brethren were a seperate order altogether. They just got curbstomped by Alexander Nevsky at teh Battle of the Ice and as a result, Novgorod seized Estonia. Fairly interesting in that the order gave birth to Prussia though. Anyway, i agree that it is imperative that we set out some clear definition of what can and can't be achieved with magic. Personally I'd go with some fairly straght forward rules: All magic has a drawback, in the form of severe limitations, consequences, or other limiting factors. Magic cannot achieve anything and everything I'm certain that's not enough-any other ideas?
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Post by Cantiliahantan on Mar 13, 2011 19:24:44 GMT -5
Yes if you use to much magic it can ingure or kill you also there are things you can wear to protect your self from magic .................People who use magic have to be trained they cant just apear out of nowere
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