Motivation. I always thought of it that humans (or another race) had turned into weeds threatening the elven society and their ways so it came to a point where they had to deal with it. Whether it be the need to start and understand this upstart society or to control, divert, or destroy it.
I think a perfect society is incredibly boring, which might be the point, but it doesn't give anybody anything to work with so, really, any RP possibilities are pretty much taken away. The protection of "magic and the world" seems a little forced to me as well especially when it doesn't seem like they have an motivation for it besides containing their perfect world. That is sort of the generic answer to force them to interact. I like the tools copy thing though but not the reasoning. Perhaps they may be able to feel the forces of the magic but for some reason they sometimes can't figure out the exact uses that the magic is going to. Most of the time they know how it is being used because they are so attuned to it. The reason for the use may not be real important, it is more of an inventory thing so they know where the power has gone. When their magic is being drawn on and the use is unknown they send out their copies to investigate the drain on their magic. Since they are the keepers and source they have concerns for unaccounted for magic uses. This could be anomalies of the magic users or purposeful attempts to use the magic against convention.
With the power and understanding they have it seems to me that they would be more suited to actually controlling the magic in the world. It is no longer the gods or nature that gives the gift of magic to others of the world, I think it would be interesting if it was the elves themselves that controlled the magic itself...completely. So the first level mage that can cast a simple spell was given, no, allowed to have this skill by the elves. The chants and motions still harness this magic but it comes from the elves, not the gods.
Since they have been around and were created in the image of the gods then I don't think the neutrality of the gift would be too hard to justify. So 'evil' would get the gift just as 'good' would. This could give them just a little more justification for 'protecting the magic' since any major disruptions or abuse would directly affect them. This gives them a personal stake in the protection of the magic.
The elves may not specifically grant the ability, but they can definately take it away. So if you raise the ire of an elf you will basically become powerless against it. A war gets out of control, destroying much land and disrupting a flow of magic in an area. One elf gets up from observing a river trickle, makes itself visible, and walks in between the two warring sides. All magic on both sides is immediately taken away by the single elf, all attempts to harm it are tossed aside without effort. The elf calls for peace between the two parties or else it will call its brethren to fix the situation however they see fit, whether it is destroying them all or 'charming' them into submission. There would be legends of this happening in the past so the two sides would come up with something if only to send the elf back to where it came from or else create another legend. The point is that, with a thought, the elf can take away the magical ability of any creature in the world and can deflect any attempts at harm. After all, they have had all of time to perfect any defensive abilities they would need to protect themselves from any of the newer races. The elves just want to do their thing and perpetuate their perfect existance and if something is disrupting it, they take care of it.
Also, having them saturated in magic and had all time to master and adjust to this power I would like to think that they would be at least shapeshifters of some sort. I know I would be. Would they really be satisfied in a single form? As each elf grew would they not slowly find a more comfortable form, personalizing the shell they live in? As keepers and creatures of magic perhaps they have their true form still but being timeless I would think they may adapt to their interests. Go to Comment
I am almost infatuated with this race after reading a couple of Scras' NPCs built off them. Glad they drew me over to this, the options for them are almost limitless and you can have a great deal of fun with them or keep them serious as Scras did.
The Sect of Beustra is made up of a group of talented people that have the gift of spirit sight and the ability to trap the most harmful of the spirits. It usually takes two of them to complete the capture and when they do it is not often that dramatic.
Once an evil spirit is identified and detected the Beustra collects a rock of a large enough size to use as a capturing device for the spirit. Nobody is quite sure if the rock is simply a gate to return the spirit to their world or if it is actually a prison. The Sect of Beustra believes it is used only as a gateway through to the spirit realm.
The Beustra, through chanting and beckoning can lure the spirit into a confined area. When the spirit becomes stationary due to the chanting of one Beustra, the other holding (or grasping if it is too large) the chosen rock will begin the meditations to drag the spirit through the rock to its home plane. The size of the rock isn't as important as the location of it when the spirit becomes trapped in the chants. Smaller rocks have the danger of missing when the spirit is hurled towards it. Larger rocks are prefered for safety. An angry spirit gets much angrier when somebody tries to trap it and fails.
Through this chanting over the rock, the rock takes on a jelly type consistancy. It is soft to the touch and depressions can be left in it but nothing nonethereal can be found to penetrate it. The consistancy allows any rock in any configuration to be used as the trap. Often the same rock is used for multiple spirit trappings.
At a predetermined time the two Beustra finish their chat sending the spirit hurling into the rock. As it enters the rock it creates a ripple as if a rock is dropped into the water. As it enters the Beustra stop their chant and the rock returns to it's solid nature. Depending on when the Beustra stop their chat determines how large the ripple on the rock is. For multiple spirits it takes multiple Beustra. Each one is in control of a portal for one spirit.
Since the Beustra do not believe anything is held in the rock it is simply discarded or left where it is. Go to Comment
This takes magic from an obscure mystic sort of power to a physical (or at least physiological) manifestation that can be directly manipulated.
I like it and it is more where the magic I like to use in my games come froms. I almost always have some sort of physical form of the magic because I really dislike the arbitrary limits placed by many other systems.
"You only get two second level spells."
"Because it says so on page 142."
This doesn't have to have a physical manifestation but since the source of the magic is defined then there are ways to deal with how to control it. And with a firm description of what magic is then you can justify how it is used, who has the power to do it, etc., in a logical and justified system that people can actually understand and accept.
I like the idea of being able to grow, harm, shape, and control it.
This gives me the thought that there would be magic "gardeners" that are professionals at creating and manipulating the magic. Due to their close relationship with magic they will be VERY powerful but I would think they would be more like a merchant religious order. Nobody would ever attack them but they are not able or resistant to greed and lust outside their magic. Magic gives them everything they need. They will probably control the most potent magic but will part with it begrudgingly.
Would make me think that, while there is magic around, if it can be controlled then there won't be much just 'out there' per se. Mages would have to have a way to carry magic with them. Perhaps the nature of it allows it to have a magical container or perhaps the magic follows them around like the little power identifiers in video games.
Others can collect the magic besides the order above and they could sell it? Or is magic too wild for all of this? Either way there could be patches of untapped magic that appear randomly of different levels of power.
I will stop now, I usually go left when everybody else is going right so I will see where this goes. Go to Comment
Ahh, I was thinking of it as somewhat isolated blobs. But the root and vines intertwining amogst the world is interesting too. Don't want them to become ley lines but twisting living masses that perhaps pulse or something seems cool. Go to Comment
With the limit on armor there should probably be a limit on how many swords a person can wear as well. (I picture a dude with 4 swords on his back, one on each hip and two hanging on the belt on the back. Just draw, magic, drop, draw, magic, drop...
Perhaps the sword and the way it is drawn induces the type of magical attack. This would cause the sheathe having to be held in the opposite hand intead of mounted somewhere. Perhaps having to hold the sheathe could be a requirement for the casting. You could have some very artistic drawings of the sword and, again, depending on the way, direction, style, the sword is drawn will depend on the effect/spell it causes. It also may make it a little easier to sheathe it and do it again....but not by much.
Could be an entire new realm of dueling when you bring this style into account. The swift and final brutality of the style would make wielders very well respected. Their swords would probably make them obvious. Something that all those that have masterd the style get or something.
Depending on the maturity of the world or the dispute a dual of these fighters could decide a dispute. Go to Comment
Interesting topic I must say. Since somebody must imbue something of themselves into the wheel to get the full effect....
I love the windmill idea. When he said that I imagined a giant shield of protection like a bubble over the appropriate lands. A series of these protection mills could be the sole protection from some outside force, and their failing allow the encroachment of the cliched evil. So how do these wind mills make the protection bubble if they are turned by wind. What if there were sacrifices that fed the necessity of human touch to give them them the power? Would sacrifice work? Probably depends on the spirits that are being asked for the protection.
So perhaps a person moving it physically is the good guys version of things, while the dark side can use that but also could have the added benefit of sacrifice, whether it be blood or life.
Would animals be allowed to replace the person? A mule spinning a large prayer wheel perhaps? Again, it might depend on the prayer and requested result. Some requests may actually prefer animals to humans to spin the wheel or whatever.
Blacksmiths sharpening wheels? I see a way to imbue magic into weapons perhaps?
My interest caught the historical significance of an elf/man creation that may have created the bonds that have lasted for generations. I like that as an arcing idea in an adventure. That way you can have antagonism between elf/man and also have the friendships that so many adventure teams need to have but often times fail to fully explain.
Same type of situation can be used with dwarfs just changing the type building.
A few excellent plot lines too.
I seem to have the same feeling as AG as something, I don't know what, is missing. Just a slight tug of wanting something more. Wish I could give a specific. Awesome submission and well worthy of the 5 regardless of any psychosis I might have. Go to Comment
I like the initial idea although it is a bit confusing to get through and took a couple rereads to figure out what you meant. At first I couldn't figure out if it was a park that the city was going to take over with its sprawl or what. Then I understood it is used as a getaway and now it makes some sense. How it was built and bought was rushed too.
All said, it is a darn interesting idea putting all that in a fantasy world! Go to Comment
The Roman parallel is quite fitting I find. I will admit my eyes glazed over with the lack of formatting and, with permission, I would be willing to add a bunch of much needed organization to it. That alone would push it even higher in usability and readability.
Echo hit a few of my thoughts right on the head, so now instead of being orgininal, I will expand.
Quote from: "Cap'n
I don't envision the Duerga as the surly, grunting, beer-guzzlers, I envision them more as very quiet, contemplative, slow to act, almost Zen-like in their calm, meditative, spiritual, etc.
Will have to find a balance between the industrious stint of them and their zen nature. Although zen for them may not be what we think it should be. For them (although I really like the lava rivers and metal tree idea) to reach a meditative calm perhaps the repetitive sound of the anvil or a huge steam machine is the environment they need to find their center.
Their nature might thrive in bustling confusion like war and machinery the way others thrive in a calm green surrounding. So the louder and busy, the more at peace they feel. Now, there has to be order to what is happening, a discernable pattern if only to them, but when they find that pattern to their surroundings then they are at ease.
To us it would like like complete confusion and turmoil but to them the harmonic rythms of the sites and sounds are as pleasant to them as a bird chirping is to us.
Statues or melting...hmmmm.
Maybe that is how offspring come about. Melting down the deads armor and using it to create new. Since the armor is the cradle of life it would be right to assume that some knowledge or skill could be passed on through the armor to the next to wear it.
There needs to be set tradition on how the armor's metal is passed on then. The person alive could give it to somebody or there is a bidding war on it or a guild thing or even passed through a maze of relatives.
So if a great craftsman died, who would get the armor to start a new life that will be preinstalled with skill. It would still have to be nurtured and there are those that reject the given trade that was expected with the armor.
It cannot be reworn ever, although there is always the great legend of one who shedded his original armor and took that on of a king and brough them out of darkness. So I think that only the kings armor is saved in a statue state in case of future need of a hero. To further justify that, kings cannot be forced, they are always chosen out of the ranks of the masses. When a new king is needed, ritual helps choose. So once a king dies, his armor cannot be worn since nobody is ever created to be king. Yet another chance for legend/myth. Stolen armor melted down....who has it? Go to Comment
I find the thing most striking to me, and that is only touched on, is their human intelligence which is somehow locked. I think this and how it works is somehow core to what the orcs are.
The fact that they are honorable is interesting. Knowing when their birthday is is a feat of incredible knowledge in itself, being able to keep track in such a primitive society. There must be some tradition that is passed on to allow this.
So when they are won over by a worthy master, which means the good guys have an even chance of getting them as the baddies, their intellect somehow solidifies and concentrates on the goal given them. They see with utmost clarity the how and result of what they want to do to comply with the wants of their leader as long as it doesn't disrupt their honor.
I almost see them as a flock of birds during a battle, they have a unified vision of what needs to be done and their intelligence enables them all to see certain openings and percieve them as one. So in the middle of a pitched battle, perhaps the left flank has fallen and as soon as it does the orcs just know that if they use that opening then the battle could be turned. Looking from above, the orcs turn, almost as one, and their efforts are redirected towards the weakness. Gives me a good visual, but not sure if it is appropriate.
Anyway, I am hung up on your idea on their intelligence and what it is capable of once it is unlocked. Go to Comment
Silence is a killer. The right music IS very important, but when lacking what you want, use anything you have. Not radio though, too much talking.
Without something in the background the sound of the dice, the rattling chips, the tapping of a finger. These are the things that draw the attention and start to annoy and might cause some uncomfortable moments. Nobody is forced to fill the silence or be annoyed by otherwise insignificant noices...instead there is the subtle mind occupying background melodies. Go to Comment
Some of my more memorable games are ones where each of us had to come up with a feasible back story and combine it with the others. We were mostly beginners at that time so we didn't do anything elaborate, we all grew up together of course and have known each other for a long time. A couple went off on little adventures but by the time our game started all the historys had us back at town. (Dragonlance type idea, we weren't horrible original but it was fun)
Through these stories people had pet mice, stories of horribly embarassing encounters and such. The funniest part was that we actually had our PCs parents involved in it and one player's mom even bailed us out of jail when we just started out and were low on funds. So then we owed her for the bail and from then on we always put aside some of our treasure for a 'parent fund' that would go back to them.
Point is, the backstory is fun especially if intertwined. Because we all had something invested in our history it became a central point of the entire game and led to many comical and character building points.
"What would your mom say if she knew you were stealing?"
"I'm telling your pa and he is going to whip you." etc. Go to Comment