| 09-13-2004, 08:31 PM | #106 |
Good work Muo. But I'd like to have each race creator explain the way that their magic is used... then we can fit it into these categories that you have set up... kind of like in D&D the background comes first, then the system that pulls them all together. icbm1987 |
| 09-13-2004, 09:00 PM | #107 |
This can be adjusted to races, and next to each magic race that use it. It should serve as guideline with examples for people, so they would know how to name their magic type. Like my race for example uses Arcane only, even though they have priests. |
| 09-13-2004, 11:08 PM | #108 |
Meh, my enchanting is more like enchanting armies to have more will to fight. Make the fighters bigger and stronger, make the enemies lose their will to fight. Give the army speed, that kind of enchanting. |
| 09-13-2004, 11:29 PM | #109 |
Calos Population -Though they appear primative to the outside observer, the Calos maintain one of the more advanced and organized societies in this world. They adhere to a strict cast system seperated into 5 levels. The Calosa are the namesakes of the entire race, and they rule from the center of the Calos cities. The next cast is that of the Priests, known as the Zoral, resposible for the religious wellbeing of the nation. The third class is that of the warriors, the Partos, whos duty it is to protect the boundaries of the Calos territory. Below them are the last of the casts accepted as true Calos, the Toras, who make up the bulk of the population, the artisans, alchemists, laborers, and craftsmen. The Last cast is that of the Lapoz. They are the shamed or the conquered. While still accepted as a part of society, they are forbidden from any role in the government, from holding office to voting. Race -It is the appearance of the Calos that typically cause outsiders to doubt their cultural advancement or even their sentience. The Calos Typically do not where garments, for they are covered in a thick layer of wooly fur, typically a ruddy red in appearance. One is able to see cast that an individual Calos belongs to by different cuts of hair, ornamentation, or differing colors hair that have been dyed. The men among the Calos are exceedingly large, often reaching heights of 8 to 9 feet, with thick limbs. The skin of the Calos is covered in scales in every region that is not covered by the thick fur, perhaps an evolutionary trait brought on by the extra need for defence in the regions in which they live. The women also have similar features, but tend to be smaller than the males, only 6 - 7 feet in height, and they are built more gracefully, along the lines of a normal human woman. They still have fur, but it is far shorter and downy then their male counter-parts. They also have the scales distinctive to thier species, but they are small enough to almost blend into the appearance of anadorned skin. -Pros The Calos are great in strength and advanced in their customs and technology. They men are greatly adept at melee combat while the women take justified pride in thier marksmanship. -Cons because they have always relied on thier own strength, the Calos put no stock in magic. They do not practice magic in any form and show little regard for those that do respect such things. Culture-Society as previously stated, there are 5 casts, each with their own attributes. Unlike most societies, the Calos do not maintain those casts by mere family lines, but they assess each child at the age of 10 to allow time for that child to grow into his or her own abilites. at that point, the child is placed in a school appropriate for his cast and focuses on those skills. in this way, the corruption is reduced as even the children of a king may become artisans, or the child of an artisan may be king. Religion(s)-God(s) -The religion of the Calos unifies the race, and each cast has its own pantheon of gods and goddesses. The Gods themselves conform to the cast system, meaning that the gods of the Calosa are far greater in might then those of the Partos or Toras. The great exception to the gods system is those (or rather the lack of those) for the Lapoz. As people outside of the framework of society, the Lapoz are seen as godless. Location The Calos live in the mountains in the far south east of the world. Though they do descend the mountains for the purpose of hunting, they try to stay in their mountain retreat as much as possible. Architecture Like the appearance of the Calos themselves, the architecture tends to lean towards aeceticism and simplicity. Their cities are dominated by strong stone structures and the appreciation for beauty comes through the stonework rather than the building's shape or artwork. |
| 09-13-2004, 11:50 PM | #110 |
| 09-14-2004, 12:13 AM | #111 |
all i see is a giant [X] :D im sure its nice |
| 09-14-2004, 12:35 AM | #112 |
Chzk'norr Population The Chzk'norr are a small group of sentient beings that follow a monastic heritage. Everyone within the population works synergistically with the others for the greater good. There are some who are unable to find inner peace within the boundaries of the Monasteries, and they are called the Drak'thorr and are sent out to wander and bring news of the world. The Drak'thorr darken their masks to an almost midnight black, to emphasize the fact that they are different and thus should be treated as such. This tight knit group of about 2,000 are willing to take in strangers to teach their philosophy and their methods of combat. The best way to describe them would be benevolent to guests, but devilish to enemies. Race
Culture The society is tight knit and they share a common goal of enlightenment. The Drak'thorr are the only ones who ever leave unless it is a time of war. This society has an efficiency that is borne of their goal, and they are envied for it. The enlightened state of the society makes them seem almost aloof, for they have forsaken jealousy and greed, and fear is explained through their philosophy. Gods The Chzk'norr have no gods due to their philosophical nature, but they do not try to spread this belief upon those who do not seek them out. Location They are located in the highest of mountains, within caves that have been meticulously carved out of the mountainsides. These caves are barely visible unless one knows where to look. Architecture Their buildings are simple as their dress, dome shaped structures of stone, with ample room for all members of a philosopical group. |
| 09-14-2004, 01:39 AM | #113 |
All right, let's try this again. Basically, I was seperating out Divine and Arcane magic according to the source of the power. I also tried to emphasize a difference between the two. I'm too tired (Chemistry is giving me trouble again, and I don't mean academic trouble) to type it all out, but here was the general gist. ARCANE: Arcane spellcasters tap into a pool of reserves, and keep casting until they either run out, or are too tired to tap into the pool anymore (depends on the source). When magic of different arcane sources is mixed, the results can be wildly unpredictable; sometimes beneficial, sometimes destructive, but always massive. Blood Magic: Casts spells through the natural pool of mana that generates within themselves. Dark Magic: Gains mana from the death and decay all around them. High Magic: Taps into the natural flow of magic (often refer to "flows" of magic, and "nodes") Pact Magic: Taps into the magical strength of a more powerful being (such as Muoteck's wizards). Passion Magic: Gains mana by drawing out the emotions of others, through music, art, or . . . something else. Darker passion magic feeds on negative emotions, though there is no tangible difference between "light" and "dark" passion magic, merely a preference for positive or negative emotions. Rage Magic: Amount of mana dependent on intensity of a certain emotion (typically anger, hence the name). DIVINE MAGIC: Instead of a "pool" of mana, whenever a divine spellcaster wishes to make magic, he calls upon his patron (or meditates deep into his core beliefs) to bring the desired effect. The more this is done, the more increasingly difficult it becomes, until the patron denies all requests (or the spellcaster is too drained to call upon his faith). The strength of divine magic's effect depends on the strength of both the caster's and the target's faith. Someone of a different faith tends to be slightly resistant to the other faith's magic. Deific Magic: Spellcaster calls directly to his god for favor. His strength is with his god directly, so he always tries to spread his religion. Faith Magic: Spellcaster does not speak with his god directly, or follows an abstract ideal instead. Divine power comes from faith in the divine. Becomes more powerful when surrounded by colleagues with the same fervor for his beliefs. Nature Magic: Similar to deific magic, only the "patron" is the communal spirit of all life and elements in an area. Sometimes this, too, ties in with a god. I might think of a few more for divine, but it could take a while. Was going to look a little into psionics and magic items, but am too tired. What do you think? EDIT: Can anyone else not see the picture? I can see it fine, and remember, I scan pictures on a computer other than my own. |
| 09-14-2004, 01:47 AM | #114 |
I get an x also. Maybe it's linked to a private forum? Anyway, this is getting way too cluttered. Has anyone pmed rod? I'm going to pm him myself like right now, cuz it's really too cluttered. |
| 09-14-2004, 01:50 AM | #115 |
I can't see it marco... And I've always thought of "Geomancery" as something different than Divine or Arcane... Night elf nature magic is not the same as geomancer magic... A geomancer draws from his "territory" or home ground and thus his powers ebb when he leaves his area (swamp, forest, hills, etc). icbm1987 |
| 09-14-2004, 02:38 AM | #116 |
this is really fun and all, but i have a question.... what is the eventual goal of this? just to have a continuous story (kinda an illustrated Fan Fic) or as the concept for a mod, or just have fun making up a world... im confused :P |
| 09-14-2004, 02:50 AM | #117 | |
Quote:
Essentially we are making a world of our own using art... There goal I see is that of making a vibrant world... And who knows... maybe someone will want it for a game concept. icbm1987 |
| 09-14-2004, 03:10 AM | #118 |
Alright, tried to fix the picture - how's that? |
| 09-14-2004, 03:16 AM | #119 |
:P looks like one of those duck faced dinosaurs im trying to remember what's a bastard's sword.... |
| 09-14-2004, 03:18 AM | #120 |
Must be the wrong picture - my dinosaurs are certainly NOT hadrosaurs! Bastard sword, a.k.a. "Sword and a half"? Does it at least get the whole wing issue clear? |
