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Post by frankthetriviaman on Jul 5, 2019 0:09:03 GMT -5
ELEMENTAL BREAKDOWN:
Fire magic: Strong against earth and ice, weak against water and air (for purposes of this game)
Water magic: strong against fire, weak against electric magic
Earth magic: strong against electric and air, weak against fire
air magic: strong against electric, weak against earth
Electric magic: strong against water and ice, weak against air and earth
Ice magic: strong against water, weak against fire
Light magic: strong against dark magic, not particularly effective against the other elements
Dark magic: Has potential to to more damage than any other element, but has no real edge over the others; weak against light magic
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Post by frankthetriviaman on Jul 5, 2019 1:32:44 GMT -5
Armor classes:
Linen/cloth robes- essentially "standard" clothes. Lightweight, great mobility, minimal impact on being encumbered. Little to no protection from most weapons. Can be enchanted with elemental protection
Leather armor- stronger than linen/cloth. reduces damage taken to a degree, but repeated hits reduce armor integrity; is not easily repairable
Bronze armor- stronger than leather. Can resist iron and tougher metals for a time, but repeated hits cause failure
Chainmail- Lightweight, great for blunt attacks and "swipes" but fails against "piercing" attacks
Iron armor- stronger than bronze; good resistance, but heavier
Steel armor- strongest armor set. Depending on thickness, can be heavy or (relatively) light. Thicker armor is meant for people of larger frames; thinner armor (think samurai type armor) meant for "elite" troops
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Post by frankthetriviaman on Jul 5, 2019 1:54:37 GMT -5
Weapons:
Sword: Medium length weapon; balanced in terms of effectiveness
Long sword: Long weapon; good for reach, bad for up close
Short sword: short weapon. One handed, freeing other hand for shield or second sword, not as good for reach
Shield: Size varies, improves defense, limited offensive capacity
Short spear: Reach comparable to sword. Great for thrusting stabs, bad for swiping stabs
Long spear: Farthest reach; Great for thrusting, poor for up close
Club: Blunt weapon; strong against unarmored enemies, reduced damage against armored
Axe: Sharp weapon; powerful strikes, longer recovery time than swords
Long axe: Sharp weapon- long reach and strong damage, longer recovery time and not good up close
Bow: Ranged weapon; accurate, quick to reload, ineffective against strong armor
Crossbow: ranged weapon; accurate, more force behind arrow allows piercing of stronger armor. Longer reload
Javelin: ranged weapon; accurate against a group, less accurate against single targets. Does more damage per hit than an arrow
Gun: ranged weapon; most powerful of ranged weapons. Bullets not reusable (unlike arrows)
Mace: More damaging than club. High damage, high recovery time
Morning star: more "flexible" than mace. High damage, but can be just as dangerous to wielder as target
Throwing knife: ranged weapon. Accuracy dependent on skill of wielder. Damage dependent on where knife hits.
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Post by frankthetriviaman on Jul 5, 2019 2:07:23 GMT -5
Healing items:
Herbs- plants, can be found anywhere. Lowest level of healing.
Refined herbs- "prepared" herbs. medium level of healing.
Potent medicine- "refined" herbs. High level of healing
Healing potion- alternate, acquired means of HP recovery; level of healing depends on quality
Stamina potion- rare, acquired means of stamina recovery; level of stamina recovered depends on quality
Healing spell- cast by party member to heal others. Heals other party members at cost of stamina for spell caster
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Post by frankthetriviaman on Jul 6, 2019 23:10:19 GMT -5
Regarding the economics of the world.
I don't think we need to make things overly complicated. We just need a base currency, a "coin" if you will, and then the costs of goods are based on said coin.
Using a reference, such as... one coin is the value of a glass of water, perhaps, from there it should be straightforward determining the value of other goods in the game
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Post by frankthetriviaman on Jul 10, 2019 13:05:58 GMT -5
Fixed the spelling for Solanum on the main RPG page; also, proposed rewording for part 2: mythical creatures part:
Original:
"Dragons and kobolds and orcs, oh my! The fabled land of Elbaf is where magical creatures fled after the Colorfolk drove them away in the middle ages. The stats are perfect for a campaign set in ancient times, or a modern visit to Elbaf to stop the Guild Of Death from gaining a political foothold."
This is a little misleading and gives the impression that the Colorfolk did it "just because." This would be more accurate:
Dragons and kobolds and orcs, oh my! The fabled land of Elbaf is where magical creatures fled to in the Middle Ages. The Colorfolk themselves had a role in this; they drove away those hostile towards humans and the species allied with humans, and assisted those allied species in getting to Elbaf . The stats are perfect for a campaign set in ancient times, or a modern visit to Elbaf to stop the Guild Of Death (Damoni?) from gaining a political foothold.
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Post by Toz76 on Jul 10, 2019 21:11:39 GMT -5
What about this: Dragons and kobolds and orcs, oh my! The fabled land of Elbaf is where magical creatures fled to in the Middle Ages. Some fled out of fear of human oppression, with the colorfolk helping them get to safety, while others were driven away by the colorfolk for the safety of the civillian population. Of course, some of those in the later category may still have descendants who hold a grudge... The stats are perfect for a campaign set in ancient times, or a modern visit to Elbaf to stop the Guild Of Death (Damoni?) from gaining a political foothold.
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Post by frankthetriviaman on Jul 10, 2019 22:40:43 GMT -5
Sounds good to me; man, this is really shaping up to have a lot of potential
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Post by frankthetriviaman on Jul 11, 2019 1:14:37 GMT -5
An explanation for the lore:
Why “colormen” and “colorwomen?”
When the Prism was found and the Colormen formed in 1095, the spirit had actually intended from the beginning to have one man and one woman for each color; the Colorwomen taking longer to form for reasons not entirely understood.
The spirit was not fond of how women were treated in a world where males dominated society of the time (despite some exceptions, of course). In the spirits eyes, men and women were equals each capable and worthy of the power it possessed. The fact that there is one Colorman and one colorwoman for each color is simple: to symbolize the equality that exists, regardless of gender. If it was one person per color, then it was entirely possible for the power to be unfairly distributed to one over the other. By having one color evenly split between the two genders, the Colorfolk set an example for the time period that women were just as capable as men and deserved to be respected as such.
While it was true that occasionally a woman would hold the title of “Man In...” this was rare, with only 11 instances of this happening; once for Man In Black, 5 times for Man In Silver (covering approximately 80-100 years of the bloodline all together), and one time each with five other lines as of now unknown. Likewise, only 5 men have held the title of “woman in...”
The spirit, while understanding of the decision, does not necessarily encourage this practice because of concerns “the imbalance will have on the prism itself”
While no one was entirely sure what that meant, it should be noted that the primary concern stemmed from something else.
In times of trouble, the Prism’s power allows a Colorfolk to contact his/her ancestors of the past; every past holder of the title can be brought forward to give advice or assist the current holder.
This is the reason why the Colorfolk titles are bloodlines; the spiritual connection is stronger with blood relatives (to date there has been no instance of an adopted child being passed on the power)
This is where things became... strange. For reasons not even the Spirit itself understood, the spiritual connection was maternally linked for the colorwomen and paternally linked for the colormen. Even Man In Silver, the most spiritual of the current Colorfolk, admits to “having trouble contacting my grandmothers of the bloodline” while having no problem contacting his male predecessors.
This doesn’t mean the prism is sexist; far from it in fact. As the spirit notes “I may be the guardian of the power, but in some ways it is a mystery even to me”
As for non-binary and LGBT- it must be understood that the prism dates back to a time when those concepts did not really exist in society, and as such why it is the way it is.
(The current generation, however, does have more representation in this regard)
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Post by Tug on Jul 11, 2019 1:22:34 GMT -5
SOM Members (WIP):
Raios:
Adopted son of Metalicana, biological younger brother of Vados, and is in charge of running the operations of all the branches of the organization. Thrown into the "Well of Darkness" in his youth by his "father", his body was forced to adapt with it's murky abyss or lose himself forever, becoming one with the shadows as a result. When he was raised from the well, with his new abilities in tow, he was trained by the Future Dragon King himself in the art of magic and warfare. Following his father, he led merciless campaigns across the world either killing, enslaving, or convincing his enemies to join the growing army or die. Eventually, after the magical species of the world started to disappear, SOM opened a portal through the realms to follow their magical trail, discovering a whole new land to conquer. With the Dragon King's aid, the carved out a large chunk of this land known as "Elbaf" and founded the Deszeld Empire, with Metalicana as the noble King, Redfox as the Generalissimo, Vados as the Royal Advisor, and Raios as the Prime Minister. With the current goal of expanding control to all of Elbaf with the greatest magical army of ever known, Raios is busy managing the forces within the Empire from the Capital of Ferrodrek City as SOM's Sin of Wrath.
Vados:
Adopted daughter of Metalicana, biological older sister of Raios, and the strongest mage in the organization. Thrown into the "Well of Darkness" in her youth by her "father", she became one with void after answering its call while falling through the murky abyss. When she was raised from the well, she had a grasp on one of the greatest types of Darkness Magic the world has ever known, Void Magic. She was trained in the art of magic and warfare, and trained her abilities to cross through the fabric of the realms themselves. Once magical species started disappearing into another realm, she was the one responsible for leading SOM into this new reality singlehandedly. Though she has crossed back and forth between the realms, scouting potential new recruits from ages SOM was no there to see. After establishing the Deszeld Empire, she took on an advisory role to the Dragon King and is currently in charge of the SOM's plan for when they return to their original realm and conquer it under the banner of the Dragon King.
Redfox:
Adopted son of Metalicana, same age as Vados, and the leader of the SOM organization second only to the Dragon King himself. Thrown into the "Well of Darkness" in his youth by his "father", his anger and wish to destroy the world was answered by being swallowed whole by the darkness found within the well, and fully embracing it as a result. When he was raised out, he had strong control over Darkness type magic. He was trained in the art of magic and warfare, and alongside Raios led campaigns across the world and conquered many different magical species, putting them under the banner of the Dragon King. When the magical species disappeared from the realm, he followed his fellow SOM members in pursuit of these creatures to the fabled realm of "Elbaf". There he helped found the Deszeld Empire, and as a reward for his efforts was given command over their entire military might, including all divisions found among the land, sea, and air. He is currently in charge of overseeing and participating in the campaigns aiming to take control of the entire realm of Elbaf.
Zemlya:
Biological daughter of Metalicana and his subordinate Lady Aremur, the first natural Dragonoid, and the current princess of the Deszeld Empire. She was born after the Deszeld Empire was created and has been in training from her family until very recently. Her youth and inexperience leave her wanting to prove herself, but being seem as the "Ultimate Weapon" of the Dragon King it is to be expected. In Metalicana's own words, she has the greatest potential to not only conquer an entire realm, but truly destroy it as well.
Keyes:
A Necromancer who ascended into Lichdom due to wishing to gain favor towards his idol Lich King Eins Un Ghoul, he caught the eye of SOM after his terrorizing assault on local villages as he added the dead's corpses to ranks of his skeletal army. Raios convinced Keyes' and his forces to join the ranks of SOM, promising him a chance to meet his 'hero', and eventually working his way up to become SOM's Sin of Envy.
Yao:
The heir to the Crimson Lotus Ninja Clan, Yao and his fellow ninjas were the guardians of a secret ninja art that specialized in talismans. Their lair was attacked by SOM's forces when trying to get a foothold in the Land of the Rising Sun. The head of the clan, Yao's father, was slain before his eyes, and an injured Yao seeing his chance at his true ambitions, decided to pledge he and his clan's services to Raios, the attacker, and the Dragon King. Raios agreed, and Yao and his clan would aid in subjugating the Tsukumogami and later vassalize the Spring Lotus Guardians along with their mystical Spring Water. Yao would go on to rise in the ranks of SOM to become the Sin of Greed.
Monet:
A Harpy from the peaks of the Alps, her naturally sadistic natural and strange control of the winter winds of the mountains had her thrown out of the nest. When Raios and his forces trekked through the mountains, they came to her territory by chance, and after seeing the Shadow Sorceror's true power, she pledged her allegiance and aid in subjugating her fellow harpies. Her hunger for destruction and strength allowed her to rise in the ranks of SOM to become the Sin of Gluttony.
Dr. Sterben:
The Apprentice of Dr. Victor Frankenstein, Sterben wished to make the heavens themselves something he could create. His experimental use of lost magics and technology led him to be despised by fellow peers and was shunned. In his dark castle in the mountains of Germany, the local villagers had enough and came to storm his stony home. Meanwhile, Sterben was too busy with an experiment involving lost magic and lightning that he destroyed the castle in an electrical explosion when the bolt struck his machine. Slowly dying under the rumble of his creation, a black hand reached out from a Void and offered him the world and more as long as he pledged his allegiance to the one true King. Seeing no better option, he was pulled through by Vados and 'saved' from the clutches of death. He would go on to become SOM's Chief Science Officer, and be chosen to be one of SOM's Nine Sons of the Dragon.
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Post by frankthetriviaman on Jul 20, 2019 19:50:12 GMT -5
Spell ideas:
For Colormen:
Illusion type spells- (Note: these spells are not mind control; but rather alter perception in such a way that it the target believes it to be real)
Fear manifestation:
Causes the target to see visions of their worst fear come after them. For example: if one is afraid of bees, an illusion of being covered in bees will affect them. If one is afraid of zombies, they will perceive being surrounded by a horde of zombies. If one is afraid of lightning, they will perceive a thunderstorm right on top of them. If afraid of fire, they will perceive themselves to be surrounded by and feel like they are on fire, but they are not actually on fire, etc. Intended to cause panic in the target and reduce ability to hit accurately and increase likelihood of skipping turn (i.e. so preoccupied with fear unable to attack for turn)
Field of flames:
Cast illusion spell on field to make it appear as if on fire. Target becomes hesitant to approach you because of flames, will perceive taking damage if touch a flame, even though they haven't actually taken damage
Field of water:
Cast illusion spell on field to make it appear as if it is a lake, bay, etc. Target now feels as if he/she is swimming and will struggle to fight back because they are expending most of their energy into "staying afloat" even though they are not actually in water
False rockslide:
Cast illusion spell so that target perceives being crushed by giant rocks. Rendered immobile while under the perception of being crushed.
False windstorm:
Cast illusion spell so that target perceives being stuck in hurricane force winds. Unable to accurately hit targets while struggling in "winds" that are not actually there.
Ear worm:
Cast spell that causes annoying, but catchy songs to get stuck in targets head. Drives them mad so they cannot think straight... reduces accuracy and/or number of moves they can make in a turn
Three heads are better than one:
Cast illusion spell that causes target to perceive that now, he/she has two additional heads of himself. All three have strong, different opinions about what they should do next and argue, even though target doesn't actually have two additional heads. Increases possibility of target skipping turn
Sleepy time:
Causes target to get groggy, and possibly fall asleep
Elemental spells (colorfolk):
Cold feet:
Freeze target's feet in block of ice. Depending on target, either renders immobile or causes them to slip and be unable to stand properly to cast spells
Ice prison:
Freeze target in block of ice, immobilizing them
Lightning Prison:
Trap target in "cage" of magic lightning, restricting movement (but not ability to cast ranged spells)
Fire prison:
Trap target in "cage" of magic fire, restricting movement while causing heat damage
Blinding flash:
Throw ball of light magic at target; think "magic flash grenade" that causes a reduction in accuracy
Giant fishbowl:
Trap target under giant fishbowl, causing their movement to be restricted
Head inflation:
Increase size of target's head by many times. Causes either them to float helplessly or lose balance and fall over
Brown note:
Cast sound frequency at target that suddenly creates incredible urge to go to bathroom. May cause target to retreat
(NOTE: Distinguished from Brown Note the VEC member, who's ability to do this is a "special ability" rather than necessarily magic)
Non-Colorfolk spells:
Succubus Seduction: (NOTE: exclusive to Succubi)
Causes male target to feel aroused and euphoric; unable to think straight and may cause fainting or skipped turn
Incubus Seduction: (NOTE: Exclusive to Incubi)
Same as above, but for female target
Blood manipulation: (exclusive to evil mages with water affinity, or water and dark affinity)
Manipulate the water of the human body, effectively making one your puppet. However, can only manipulate physical body, cannot cause target to cast magic
Percy Silver's Folly:
Cast a powerful ice spell... only to freeze oneself (NOTE: Exclusive to Percy Silver)
Salt the earth:
Curse the land so that nothing grows
Spread pestilence:
Create a "magic illness" that causes others to get sick for the duration of the spell; wears off once the magic powering the spell has run our
Create chaos:
Causes target/targets to become angry and aggressive; makes them attack innocents and destroy property
Earth split:
Manipulate area of land to cause massive crack to form in earth, not caring about the surroundings
Berserker influence:
Similar to cause chaos, but meant for battle conditions; causes target (i.e. an ally of caster), to become blindly aggressive and not fear death; will destroy self to attack target.
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Post by frankthetriviaman on Jul 21, 2019 19:29:58 GMT -5
Colormen spells:
Mind Blank-
Causes the target's mind to literally go blank; just stand around idly with a blank stare for duration of spell. Doesn't work against beings with low/nonexistent intelligence (i.e. zombies, which already have blank minds. Or golems, since they are merely puppets)
Helium blast-
Causes target to be blasted with Helium, making their voice high and squeaky... intended to cause distraction, but doesn't necessarily prevent a turn from taking place; melee attacks still possible
Nitrous oxide blast-
causes target to be blasted with nitrous oxide, causes laughter, making it harder to cast spells, but doesn't necessarily restrict ability to do melee attacks. However, laughter causes any allies to be in good spirits
Helium and Nitrous oxide blast-
causes target/targets to have high, squeaky voices and laugh hysterically. Temporarily incapacitates targets due to being so busy laughing at the situation. While harder to cast spells, one with a strong enough willpower could still manage to make an attack happen
Hammerspace-
In moment of desperation, when out of tools or options, pull random but useful object out of thin air
Wrath of the Carolina Reaper- (NOTE: Wrath of the Ghost Chili if taking place prior to 2013)
Target gets blasted with spell that makes them feel like they just ate the world's hottest chili pepper, causing them to stop fighting as they desperately seek relief... ideally in the form of a large quantity of milk. Lowers ability to cast spells, but not entirely. If will is strong enough, could still do melee attack
Poison Ivy blast-
Causes target to break out in body-wide rashes; depending on severity, may be able to shrug off or could spend turn itching
......
Non-Colorfolk spells
Call of the wild-
Manipulate wildlife (animals) to attack on your behalf.
Meat your doom-
Covers target in pounds of raw meat, attracting predators
Illusion of death-
Target witnesses illusion of loved one being killed, sending them into grief and rendering them unable (i.e. unwilling) to fight back. (NOTE: While the colorfolk could in theory learn this spell, they have banned its use within their faction because it is seen as "too cruel")
Willing target-
Influences target to enjoy pain and getting hurt; reduces ability to put up a defense, creating more openings for caster to attack
Armor annihilation-
Specifically targets and destroys the armor of the target, substantially lowering their defenses... and in some cases, rendering target... well, only in the birthday suit. The colorfolk do not use this spell because it is seen as dishonorable and too humiliating. They prefer similar spells that weaken armor rather than outright destroy it.
Insecurities unleashed-
Causes target's mind to be flooded with voices loudly speaking their insecurities. Possibly rendered unable to attack while trying to fight off the threat inside their head.
Grow horns:
Causes target to grow a pair of goat horns on their head. Annoying, but not really effective; Colormen didn't bother learning it due to apparent uselessness
Jump the shark:
Causes target to have to endure a situation so ridiculous that upon completion there really isn't anything more you can do that hasn't already been done
Grow the beard:
Causes target to grow a beard, making them look silly... or in some cases, suddenly become more competent and powerful. Colorfolk do not use this because they know actual training and practice is better than magical (read as "temporary" and "artificial") enhancement
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Post by frankthetriviaman on Jul 21, 2019 20:35:05 GMT -5
The Colormen Alloys: When The Colormen were formed in 1095, as the faction grew in membership, the Prism blessed them with knowledge of magic so revolutionary that they effectively changed the field of magic itself. One of the greatest achievements of the Colormen was the development of the Colormen Alloys: ten various materials with special properties. Prior to their existence, while it was possible to create objects and artifacts that could act as a conduit or amplifier for magic power itself, there was no way to imbue objects with distinct properties... until now. Many factions coveted the knowledge of the magic alloys, and while some tried to copy them, none were truly successful nor were they of the same quality as the Colormen-created alloys. The knowledge of the alloys also proved impossible to steal, as it was charmed to only be known not just by Colormen, but only those who signed the relevant contracts and remained good. (more on this later) The defenses proved so effective, not even the four excommunicated lines (Bronze, blood, Steel and Iron) were able to obtain the knowledge of the alloys if they had possessed it prior (Clarification: in the new canon, only the Colormen have access to the alloys, to emphasize the point that they are rare, thus preventing them from being overused Deus ex machinas, and to make them unique and further emphasize the whole "blessed with knowledge never before seen" aspect of the lore. So... tough luck SOM and VEC ) The alloys are as such: Radmiium- nullifies teleportation; used as a "containment" means, by coating the walls of a room, or having an individual wear cuffs made of the alloy, they are completely unable to teleport. The Colorfolk had a contract with Majika Supremus to supply them with a "generous amount" of the alloy for the building of the World's magic prisons when they were under construction Viktrium- vibrates at a high frequency on the atomic level- allowing it to cut through the hardest metals easily. Popular choice for artifacts that are swords, axes, etc. Able to cut through just about everything except another blade of Viktrium, and the alloy Avrenium (see below); think 3WSR's interpretation of a lightsaber Vallerium- Causes the pool of magic accumulated in a person to completely dissipate. Must be in direct contact with skin to work, so often handled with gloves. however, all magic users know of it, and are aware of its powerful effects. Often only used as a last resort. Many forces grew to fear the Colormen because of this alloy alone. Ironically, is mainly used for chains and restraint, to keep magic users from using magic after capture. Majika Supremus uses vallerium handcuffs specially made by the Colormen to arrest magic criminals. (NOTE: Post dark-era, Majika Supremus relied on hexes where, when a target was cast with said hex, if they attempted to use magic they would instead experience great pain) Trafnium- Armor made of this alloy is able to regenerate on its own when damaged. Due to considerable amount of time taken to forge, it not a very common alloy Avrenium- an alloy that serves as the equivalent of Mandalorian Iron from the Star Wars universe. It is one of the strongest alloys- but it's heavy mass makes it rather unwieldy in combat. Only used by an Elite core of Colormen known as "The Iron Giants" against threats that relied on brute force rather than magic. (NOTE: The Iron Giants weren't cerulean giants; rather, they were physically large, imposing Colormen, averaging 6'4" to 6'8", who protected the non-magic population from threats such as ogres, and other monsters/ forces that relied on brute force over magic) Gresmium- This alloy can bend light around it, effectively making it invisible to the untrained eye. When worn, the wearer becomes invisible. Not used in combat because... well, not easy to find a wounded ally when he's invisible. Instead, used for reconnaissance and information gathering Burkadium- Exponentially increases the magic capacity and power of the wielder. Was deemed extremely dangerous and only a small amount was made in secret, and is only to be used "in dire situations of last resort." As the story goes, during the dark era the (world's) entire supply of Burkadium (about four pounds), was destroyed by the spirit prior to his hibernation, "to ensure it would never fall into the wrong hands." While powerful it also has a dangerous drawback: if worn for 72 hours straight it causes a magic buildup within the person that is so intense they effectively become unstoppable... but if not removed quickly, the magic destroys the physical body, killing the mage. After removal, a cooldown period of 2 months must be endured to ensure safe use once again. Because it was so dangerous, it was almost never used in practice... there are less than a dozen instances of the Colormen using Burkadium in their history. Watlium- Impossible to duplicate or transform, it initially had no uses. However, when word about this unique trait spread, it was decided in the Magic World to adopt it as the universal currency in the world of magic. The Colorfolk supplied the Watlium, which in turn was supplied to the Magic Association for Supply of Currency Administration and Regulation (MASCAR for short; think Magic world's equivalent to a Federal Reserve). Because Watlium held no real value outside of the world of magic, it was rare for mages to build "magic businesses" in order to become "watlium billionaires" because there was no point in doing so; thus in terms of material wealth just about all mages can be considered "middle class." Corfdium- While not as strong as other alloys, it has a unique trait. When magic is passed through a coil of this alloy, the metal produces a bright glow ideal for lighting a room. In an era before effective electric lighting, the Great Hall was lit with Corfdium "bulbs" a much safer alternative to torches. Glevdrium-
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Post by frankthetriviaman on Jul 24, 2019 16:49:49 GMT -5
WHAT IS THE PRISM?
The Prism is what gives the Colorfolk their powers.
Crashing to Earth on the Island of Ordos in a meteorite during the reign of the then current king, The Prism is the source of all Colorfolk's power. The rule is two people per color; one colorman and one colorwoman. However, there have been very rare instances of a woman holding the title of "Man In..." to ensure continuation of the bloodline and vice versa.
When the prism is whole, it is at its maximum power, and is a force for good. When in pieces, the "morality check" is gone, leaving the Colorfolk vulnerable to corruption. The prism is so powerful though, even in pieces the colormen have their powers, albeit in a weakened state. Residing within is the Spirit of the Prism, an entity whose exact purpose is unknown, but he has shown to be both a wise sage who appears in times of need, and is the guardian and distributor of the powers contained within.
The shattering of the prism is an even shrouded in mystery due to the absence of information. The only thing known for certain is that in 1657, in a time when public opinion turned against the Colorfolk, The Man In Black at the time believed that the only solution was to shatter the Prism into 25 shards, which would reduce the colorfolk's power to safe levels. But Man In Black had been misled, and the subsequent events... are the subject of much debate.
The most common narrative is that he unleashed unleashed a terrible curse. For context- The prism prevents colorfolk from doing evil deeds and stores the corrupt part of their soul when they successfully avoid it. But though the colorfolk were generally very morally upstanding, enough evil energy had accumulated over the centuries that when the prism shattered, that energy flowed back into the colorfolk. Most were corrupted instantly, with the worst of the corruption going to Man In Black, who was afflicted with what later became known as the Curse Of The Anchor. Only eight individuals escaped this corruption- the men and women in Gold, Blue, Silver, and White, better known as the "eight noble colorfolk."
However, most modern Colorfolk doubt this version of the story with some saying it is not "the whole story" and others saying it isn't what happened. It was well-known that the Prism, due to the influence of the Spirit, had been made completely incompatible with evil, i.e. The Black Stuff. Anyone who had too much black stuff in their hearts could not harness Prism Magic effectively, with those having the most corrupted of hearts either spontaneously combusting, petrifying, etc. Although there was a loophole that those of Colorfolk Blood who were corrupted could still touch the shards and could harness its power to some degree because the prism was shattered, (and thus defenses weakened), because Prism magic has a naturally incompatible reaction with the black stuff (refer to: Tale of Sir Adrian, inability of "fallen" Colorfolk to wield artifacts, Stripping of Colormen knowledge from the excommunicated four bloodlines), it is considered "Highly unlikely" that the Prism would store black stuff within itself... it more likely destroy it. Given the Colormen's ability to use "corruption purge" and "Black annihilation" to remove and destroy the black stuff in one's heart, this has caused some to believe the account was exaggerated.
Given that there were also other lines beside the Eight Noble Colorfolk that stayed good, but decided to go on their own (Cerulean, Gray and other, minor lines), this had lead some to believe that the account was not a full picture, rather than inaccurate.
Regardless of the circumstances, the shattering of the Prism remains a significant event.
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Post by frankthetriviaman on Jul 28, 2019 16:17:07 GMT -5
Magic items: Radmiium Walls: When trapped in a room and the walls are constructed of/contain this alloy, it is impossible to teleport out of the room; escape only possible through "physical" means Radmiium Chains/shackles: If a prisoner is shackled in Radmiium chains, cannot teleport away Viktrium metal: Used to upgrade weapon to be composed of viktrium, the strongest of all offensive alloys Vallerium bar: contact with skin of target reduces MP to zero (handle with gloves!) Trafnium armor: While not the strongest alloy, post-battle if one avoids battle long enough, armor regenerates on its own Avrenium armor: The strongest armor of all; sacrifices speed and mobility for durability. Not even viktrium can cut avrenium Gresmium armor: While not strong, does make wearer invisible because it bends light around the wearer. Only hides on sight, does not hide any sounds made. Intended for stealth missions rather than outright combat Burkadium gauntlet: exponential increase of Magic power of wielder. The longer it is worn, the more MP that builds up in user over time. However- must be removed after 72 hours of constant wearing, otherwise magic build up becomes too great and destroys the wearer's body. Afterwards, 2 week cool-down period must take place before it can be worn again. If worn for less than 72 hours, i.e. 6 hours, cool down period is proportionately lower. Not readily available and only intended for emergency use Sword of Hannibal: Not necessarily the most combat effective sword- but the wielder becomes a more effective team leader in battle Hammer of Vulcan: Allows magic caster without fire aptitude to wield up to level 2 fire magic Trident of Neptune: Allows magic caster without water aptitude to wield up to level 2 water magic Staff of Gaia: Allows magic caster without Earth aptitude to wield up to level 2 Earth magic Cloak of the Anemoi: Allows magic caster without air aptitude to wield up to level 2 air magic (offensive only) Cloak of Icarus: Allows magic caster without air aptitude to fly (but not wield any other air magic) Staff of Asclepius: Allows magic caster without light aptitude to wield up to level 2 light magic (only healing) Staff of Apollo: Allows magic caster without light magic aptitude to wield up to level 2 light magic (only offensive magic) Club of Erebus: Allows magic caster without dark magic aptitude to wield up to level 2 dark magic Spear of Khione: Allows magic caster without ice magic aptitude to wield up to level 2 ice magic Staff of Zeus: Allows magic caster without lightning magic aptitude to wield up to level 2 lightning magic Crystal ball: Allows wielder to see a limited distance into a future which may or may not come true; for example, if come to a fork in the road, look into ball to see what lies ahead on each road to decide which path is best to take Insta-spell: Colormen exclusive; throw this egg-shaped rock instead of taking time to chant spell or do assorted arm motions. Not as powerful as a proper spell, but is independent of individual's MP and quick to use. However, if not of clear mind when thrown, results can be unpredictable. Amulet of Attack: Decrease overall MP stored within self in exchange for more powerful individually cast spells Amulet of ( ? ): Increase overall MP stored within self in exchange for weaker individual spells Book of The Trivia Man: Grants increase in knowledge to the wielder Mark of the Toz: Grants control over an energy force so mysterious it may never be truly understood Helmet of the 1,000 Eyes: Allows one to see and hear beyond what the naked eyes and ears can see and hear (Think RPG version of Helmet of Cronk) Breastplate of the Tug: Allows the wielder to communicate with dragons and become the master of those with lesser intellect (yea... I got nothing for this one )
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Post by Tug on Jul 28, 2019 17:39:39 GMT -5
Tuganov's Unwavering Gauntlets: Allows the wearer an increase in their attack modifier based on their level, as well as increasing their attribute in one secondary skill of their choice.
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Post by frankthetriviaman on Jul 30, 2019 23:32:36 GMT -5
Question: put VEC members here? Monster frat thread doesn’t sound appropriate for them
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Post by frankthetriviaman on Aug 10, 2019 20:25:13 GMT -5
LORE: History of Necromancy
Necromancy is the ability to control dead bodies. Often mistaken for "raising the dead" it should be noted that necromancers do not actually bring the dead back to life (see Fifth Law of Magic); but rather they control dead bodies in the same way a puppeteer controls a marionette.
When a necromancer raises the dead, they are actually making mindless, dead bodies do their bidding. The individual bodies cannot think on their own, relying on the puppet-master from a tactical standpoint. More exceptionally skilled necromancers however, are capable of creating what can colloquially be referred to as artificial intelligence. Using magic to program basic functions into a body, the body in question can move more fluidly and is capable of reacting more efficiently of its own accord compared to a "regular" necromancy spell, which again, amounts to the dead bodies being controlled like puppets.
The practice of Necromancy is shunned by many who practice magic; in earlier centuries it was considered blasphemy and sinful, while by today's standards the act of raising the dead is heavily frowned upon, seen as akin to desecrating graves and preventing the deceased from resting in peace. Among the surviving magic factions of today, all factions considered morally good have banned the practice among membership, and even some evil factions have banned it, saying that there are some lows even they won't go to. This was one of the reasons why Necromancy became known as one of The Four Taboos of Magic.
Necromancy's history on Ordos was brief but notable. After the Colormen came to be and were entrusted by the king to protect their homelands, the Colormen proceeded to explain to The King about the various magic arts. Appalled by the "inherent, deplorable nature" of necromancy, the King independently decided to ban the practice from the island.
This lead to a brief war with the two factions on the island whose practice centered around necromancy. The so called "War of the dead" between the Colormen and the Contritum Exolvuntur ("Broken Cycle") and the Order of the Gatebreakers (Referring to "breaking open the gates of hell and letting the dead pour into the world of the living" by their philosophy), ended with the annihilation of both factions and the destruction of all their written knowledge, effectively erasing the two orders from history.
Historically, Necromancy proved to be an unpopular discipline of magic; as such following the destruction of those two factions the four other Magic orders centered around the practice of necomancy fell within the following decades.
One order, based in East Asia- somewhere in what is now Northern China, was destroyed somewhere between 1219 and 1222 during the Mongol conquest of Eurasia, after it's leader made the mistake of rebelling against Genghis Khan after the Mongols conquered their lands.
The two orders based in Europe, one in France and on in the Holy Roman Empire, also were destroyed. The French order was destroyed at some point in the 1210s. Records of this particular conflict are scarce; all that is known is that the leader of this French order of necromancers made an enemy of King Philip II, and were destroyed in retaliation for "an act most unforgivable." Their texts were also burned by the local French magic factions, who, like the Colormen, advised Philip II that this knowledge was "better off lost."
The Holy Roman faction was destroyed in 1167. Their leader made an enemy of Frederick I (Frederick Barbarossa), who reportedly swore to "make the heavens rain justice upon you" for their atrocious act of raising the dead.
Ultimately the two sides did not battle. Two weeks after Frederick I made that declaration, a meteor impacted the castle of the faction, killing all members and destroying their library. The event was so incredible, many described it as "divine justice" against them. After the meteor incident though, all parties involved moved on, and the Holy Roman faction disappeared from history.
The last faction, one in North Africa, has very little information on it available. All that is known is that The faction never exceeded 60 members... and that it was destroyed by a Malaria outbreak in the 1230s. Nearby magic factions, seeing the danger of their work, destroyed all their texts.
For more than 500 years, necromancy usage became virtually non-existent. As tales of the War of the Dead, the "Divine Justice" against the Holy Roman faction, and most everyone not being comfortable with the idea of desecrating graves, the practice fell into obscurity... so much so that no records exist of these 5 centuries.
But everything changed in 1751, the dawn of the "Necromantic Renaissance." For reasons no one quite knows, it was somewhere in Scandinavia when a meeting of the world's necromancers... a mere 14 mages, met with 50 or so healing mages. While no one is entirely sure of the details, the big picture is certain: during this meeting, someone realized that necromancy and healing were two sides of the same coin. Both magics were very closely connected; the primary difference being that Necromancy was a sub-discipline of dark magic and healing was a sub-discipline of light magic. Since dark and light are contrary elements, it was extremely rare, if not impossible, for a mage to have both affinities. As such, this was why a dichotomy even existed in the first place: it was not practically possible to master both arts.
This discovery eventually lead to the establishment of the Necromantic Academy in Finland. Because the Academy of Magic frown upon necromancy it did not teach it... as such anyone wishing to study that art traveled there for their studies.
Although the number of necromancers has substantially gone up, it is still relatively low compared to other disciplines. While the taboo is not as strong as it once was, Necromancy still is one of the Four taboos, with many mages refusing to acknowledge it as being related to healing magic.
For example- a student of the Finland Academy is fine with being called a "healer" or "necromancer" since from their perspective there is no difference between the two terms. However, a healing mage who studied at the Academy of Magic in Germany considers being called a "necromancer" akin to a vulgar slur.
After the establishment of the Magic Underground, factions used the House of Debate (refer to Majika Supremus) to try and pass laws making the practice of Necromancy illegal in the magic underground. The Necromancers fought back, arguing that many modern necromancers weren't outright evil; claiming they rather saw the world through a very spiritual lens and saw bodies as "tools" to be used in beneficial capacities. In the end the High Council declined to make necromancy outright illegal, instead passing a compromise. Since magic battles were already banned in the Magic Underground, in an effort to keep the peace a sort of "zoning law" was passed within the Magic Underground. Districts in the North were considered "Necromancy-permitted" and the practice was allowed as long as it wasn't in combat capacities. Hakaris Magiohotel, the most expensive hotel in the Magic Underground, is one such example; staffed by the Hakaris faction who employ necromantic zombies as staff, they have proven to be a popular hotel and destination. Meanwhile, districts in the south were "necromancy restricted" and as such necromancy could not be utilized there.
Ultimately no one had a problem with this; since there were not even half a dozen factions that utilized necromancy in some capacity, and the total space they occupied in the magic underground was not even 4 percent of the Northern districts, some supposed issues did not even apply here. The necromancers themselves conceded that the compromise actually gave them a good deal of power, since it allowed them to even practice their art in the first place, given that most practicing of magic was prohibited in the Magic underground (i.e. offensive use of magic not permitted). Finally, the compromise made it clear that the necromancers themselves were free to travel in the Southern districts; it was the necromatic zombies that had to stay in the north.
Although some are pushing for an end to this compromise, because there are bigger issues at hand it doesn't really get much attention and as such is left "on the back burner"
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Post by frankthetriviaman on Aug 10, 2019 21:14:40 GMT -5
LORE: SIGNIFICANT COLORFOLK EVENTS:
1095: Founding; Prism comes to Earth, Colormen are established
Approx 1098: First Colorwomen obtain the powers
1103-1108: Colormen hold off attempted invasions of Ordos from a series of attacks by a faction known as "The Warriors of Odin." Two attacks in 1109 and one in 1113 were the final attempts at a viking takeover of Ordos
1109: Masteri War; Seeking to prove their dominance, the Masteri declare war on the Colormen and arrogantly proclaim that their victory is guaranteed. Ill-conceived war results in faction being wiped out and golems becoming nearly extinct
1153-1155: War of the Dead. In retaliation for King of Ordos banning practice of Necromancy, Contritum Exolvuntur and the Order of the Gatebreakers, the two necromatic factions on Ordos, declare war on the people of Ordos. Both factions destroyed, their legacy cementing necromancy's place as one of The Four Taboos.
1202-1215: Orc War; the rise of fiercely anti-human tribal chiefs results in 4 of the 6 tribes declaring war on the humans. Anti-human orcs fall in battle, allied orcs safely evacuated off island. Colormen remember this war solemnly; while their role as defenders was fulfilled, they wonder if a different outcome could have been achieved
1657: Prism shattered
(more to come)
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Post by frankthetriviaman on Aug 10, 2019 21:38:14 GMT -5
LORE: History of Ordos
In almost all parts of the world, the magic world is secret from the normal world. However, an interesting enclave developed which proved to be the exception to the rule: the island of Ordos. For much of early human history, the Magic world flourished as mages from all over were free to either practice in the open or keep their gifts a secret.
Everything changed after the fall of the Roman Empire. The rise of the Dark ages and, ahem, the kinds of Christians that give others a bad name, resulted in mages, sorcerers, wizards, etc beginning to face major persecution and were forced to flee into hiding or exile.
One group of people, the Magykkans, in particular faced much persecution. An intellectual people, they rejected the fundamentalist religious views of the time, preferring to ask questions about the world around them and investigate things based on the evidence, not on blind faith. Their leader, a sage known as Eruditus, believed in a “world without bias and prejudice,” and as such welcomed all within his following. Races, classes, religions, even magic and non-magic folk all were welcomed in his eyes. Cast out from most every other kingdom because of these views, they chartered many ships and decided to find a land where “all could thrive, learn, and grow”
eventually, they found that land. In time, Ordos grew to have one of the most diverse populations of people and “monster species” alike.
It was when the Colormen were formed though, that everything changed forever, and a golden age began. Ordos proved to be a land rich in resources, able to sustain many varied species and large populations of said species. The Colorfolk were instrumental in helping the golden age of Ordos thrive for many varied reasons. In particular, their valiant acts of defense of the island, to both internal and external threats, truly helped the island stand on its own two feet, allowing it to prosper for more than 550 years.
After the Ordosians turned on their protectors and the colorfolk "disappeared" in 1657, the island began a steady state of decline. Despite the new norm that "all magic was evil" and having kicked out all magic users from the island (as far as they knew), in 1658 the first famine to hit the island since 1093 killed many crops and many livestock died by extension. This resulted in the population of the island plummeting by 1/3.
But the true coup de grace came in 1702, when a rare Hurricane-type storm struck Ordos, devastating the island, causing most inhabitants who survived the storm to leave. Today, the human population of Ordos is less than 2000, spread across two small towns. Their primary business is fishing; with exports primarily going to England. A healthy tourism industry also helps the residents thrive, thanks to the numerous ruins of the island
(to be continued)
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