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| On The Application of Cosmic Magic |
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Posted by: rea - 11-14-2019, 12:19 AM - Forum: Pre-Meranthe
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![[Image: ef9d00ccc3ac201666ab8e7cd4a182638a9f461c.jpg?1608456]](https://safebooru.org//images/1535/ef9d00ccc3ac201666ab8e7cd4a182638a9f461c.jpg?1608456)
In the beginning, there was light.
Dotting the endless expanse of the night sky are countless, infinite specks of light. Since the beginning of mankind, since the Creator first made this shard in his image of the Archangels, people have looked to the stars alighting the Heavens above for all manner of reasons. They find comfort in the constellations made by connecting the dots, they find faith in the named stars that burn the brightest, they find love by laying beneath the glittering blackness with an object of their affection, they find their way home by looking for the brightest, northern light in the sky after a long and waning journey.
And, for most, they find power.
The endlessly burning stars above house infinite mana — some believe enough to create another universe, and then still have enough residual power to create the stars once again. For those without strength — and, for those who seek strength — tapping into the mana of the world is among the most common applications of magic.
Just as stewing in and absorbing the cardinal Elements of Earth, Wind, Water and Fire are steps a beginner mage, so is taking in the endless energy of the skies above and using it in supplement of their own. This may be to reach for strength for the weak, it may be used by those already strong to maintain their strength.
Of course, using endless magic when you, yourself, are not endless comes with drawbacks — it can be dangerous if not used correctly. For those too hungry for power who take on more than a human body should be capable of, it is extremely common to permanently damage the circuits of your body and find yourself even more powerless than you began.
You should not — you cannot — treat yourself as larger than the stars. You are not, you never will be. They are not a tool for you to use - some may say that it is you that is their tool. To cause effect, to fully utilize their endless power on the ground below, the stars need a human conduit to pass on their strength.
The stars were here before you — they will be here after you. Should they be treated as a grasp for power rather than an honoured blessing, you will surely find yourself destroyed.
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| On the Customs and Traditions of the People of Rhoynur |
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Posted by: Theori - 11-13-2019, 08:39 AM - Forum: Pre-Meranthe
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- As a remarkably physical culture, it is not uncommon for the Rhoynish to settle minor arguments through arm wrestling or racing, the nature of the challenge determined by the challenged party. Greater disagreements are often settled via wrestling or armed combat.
- Rhoynish are very communal, especially due to their low birth rate. As a result, many Rhoynish are part of a Clan, a collection of several families that are tied together by geographical location or choice. Clan bonds amongst the Rhoynish are very strong; children often consider each other siblings, regardless of blood relation.
- The Rhoynish are essentially a nomadic people, as as such their history in mainly passed down via the elders of a clan orally. This also often expressed through singing and dancing.
- Rhoynish children are gifted a silver armring when they reach the age of twelve to reflect their beginning on the path to adulthood. The rite of passage into adulthood itself -undertaken at the age of nineteen- is to last twelve days in a forest by themselves, during which they must prevent their armring being taken by other participating members of the Clan. Failing this test is uncommon, but those who do may try again after a month. Success in this rite results in the armring being replaced with a golden one. Following the Conquest, many such armrings were looted from dead Rhoynish by First Light soldiers.
- Rhoynish often tattoo each other to reflect clan affiliation, notable deeds, and victories in combat. It is considered shameful to lack any such tattoos past the age of twenty three. Wearing the mark of a Clan when one does not belong to it is an extreme taboo amongst the Rhoynish, and is harshly punished.
- Rhoynish warriors paint their face with the symbol of their clan before entering combat.
- Punishments amongst the people of Rhoynur for acts considered dishonourable vary from clan to clan. In minor cases, the dishonoured is sometimes required to shave their head or eyebrows. In more serious cases, the punishments are usually death or being rendered clan-less, a punishment many Rhoynish consider worse than death.
- Rhoynish cultural dances commonly involve a dancer's magic as well as physical movements.
- Whilst aware of and appropriately respectful of Angels, the people of Rhoynur chiefly worship their ancestors -as examples to both follow and avoid- and the Divine Spirits, with it being common for a clan to have a Patron Spirit they follow in particular. The Rhoynish faith is more on a person-by-person base than the Essharan faith, and lacks a formal clergy aside from a handful of Priestesses, who serve more as spiritual advisors to the Clans than an actual authority.
Festivals and Celebrations
- The Clans of Rhoynur each have their own celebrations, often including one for their patron spirit, if applicable. These commonly entail the telling of creation myths, and several other folk stories of dubious accuracy applied to the spirit being celebrated. Primordials are quite often the protagonists in these stories, granted something of a demi-god status within the Rhoynish culture.
- The Festival of Natasa in a universally celebrated occasion amongst the Rhoynish. Occuring once every five years, it is held in honour of Natasa Dayndros' defeat of Barsburg's finest, and the resulting freedom of the Rhoynish from foreign control. It usually involves athletic and martial contests, as well as singing and dancing. Festival-goers also paint themselves with the symbol of the Dayndros Clan, a rare exception to the taboo of wearing a Clanmark without belonging to the clan. In fact, it is only permitted in this case because the Dayndros Clan Elders permitted it as a way of honouring their famous ancestor. Given its connotation to freedom from foreign influence, this tradition was banned by Queen Ariadni II as part of the Treaty of Hessalia.
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| Nobiliary Naming Conventions |
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Posted by: ferrousLeonine - 11-13-2019, 06:12 AM - Forum: Pre-Meranthe
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Consistent and themed naming can help lend richness to a world's narrative and make it feel more cohesive. Characters feel like they belong in a world if their name fits. With that in mind, I bring a topic that's SURE to be a HUGE HIT. That's right... it's nobiliary particles!
An example of that in real life is the 'von' preposition added to German noble names, i.e. Ferrous von Leonine. (I'll be using my own username as an example for this)
Mostly, these are attached to nobility and high-ranking roles in society.
Quote:Royal family
King or Queen - Ferrous rei Leonine
Royal Family - Ferrous ras Leonine
Nobility
Great Noble House - Ferrous ven Leonine
Great Noble House (branch) - Ferrous vey Leonine
Noble House - Ferrous cos Leonine
Knights
Radiant Knight - Ferrous lux Leonine
Knight - Ferrous lei Leonine
Faith
High Priest - Ferrous akh Leonine
Priest - Ferrous arl Leonine
In general commoners are not granted nobiliary particles, but a handful of informal ones have cropped up through the years donned by important members of society. Those adopting particles like these without having 'earned' them are generally seen as arrogant or worse, charlatans.
Quote:Merchants (often used only by the very wealthy) - Ferrous mir Leonine
Medics (used by famous surgeons) - Ferrous cae Leonine
Crafters (used by reknown artisans) - Ferrous tyr Leonine
Quote:And those considered pariahs by society due to their crimes, anti-social tenancies, or a simple desire to appear dangerous by adopted persona, will occasionally use - Ferrous orn Leonine
Players that meet the criteria for these are encouraged to use them.
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| The Osrona Imperial Mage's Academy and University |
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Posted by: Tee - 11-13-2019, 04:32 AM - Forum: Pre-Meranthe
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The Osrona Imperial Mage's Academy and University
Present Day
The main complex of the Academy, as it's known colloquially, has been in place on an elevated hill southeast of the Imperial City for roughly eight hundred years. Despite its florid and at times contentious history, the Academy has been a seat of learning since its inception and countless numbers of Essharan students have passed through its doors. Most find it a welcome, if temporary, respite from busy City life.
Officially, the Academy serves all members of Essharan citizenry, and even reluctantly has allowed foreign students in the past, usually as favors to the local nobility. In practice, however, tuition can be fairly expensive for the average commoner, who might hope at best to send one of their children for courses rather than a full curriculum. There are generally many different skill levels available, including occasional courses for those actual children who can afford to go (or are nobility).
Specific courses offered at the Academy have differed greatly over the centuries-- generally, restricted to whatever instructors are available. Wages and equipment are paid for with a mix of patronage and tuition; though that has not always been the case during various points in the Academy's history.
Though the Academy maintains a certain degree of freedom from interference by the city, both due to distance and a sense of independence, it is still firmly reliant on royal patronage and thus royal decree. A long-standing program offering free courses to any City Watch and First Light members has encouraged good cooperation and adherence to city law.
Noble House Pellaux
The Academy, of course, is not unregulated. Long-standing laws - and potential profits - demand oversight lest the Academy itself fall prey to the very thing it was initially meant to protect against. The Pellaux family is linked through time to the Academy itself; for centuries they have been given free reign on the campus, forming a liason between the Imperial Crown and the students despite its distance from the city. Close ties with the Pellaux among the Grandmasters is crucial for stable Academy-Noble Family relations.
House Pellaux is mainly responsible for the patronage system, controlling much of the financials of the institution. Though the Grandmaster deals with tuition and salaries, all records pass to House Pellaux and their many scholars and accountants. New knowledge or magic is required to be demonstrated to them before it's legalized for teaching, and likewise all recovered magical artifacts or relics. In addition, the House is capable of choosing a new Grandmaster should one be required for whatever reason, though several times in the past they've opted to allow the faculty to recommend their own.
The History
Much of the Academy's ancient history is shrouded in mystery (stemming largely from an intense fire that ravaged the entire complex in 1066, destroying much of the archives).
The initial complex that forms the heart of the Academy was born in a much darker time than its current form would suggest. It began as a headquarters for anti-witch crusaders among the zealous city and rural folk, with the True Faith constructing much of the initial works and the earliest runes in the area.
For the first two centuries of its existence it was more of a border fort and prison, holding a great many prisoners from the Witch Trials. Some say it was one of these prisoners - an actual witch among the many innocent prisoners - that ended up burning much of it down, though the structure itself would remain, abandoned, for another fifty years.
Regardless of the brutality of the Witch Trials, something positive still came from it-- a great deal of magical knowledge was gained in the process. The question was, of course, what to do with it; where to store it. The noble families decided on the ruins of the True Faith complex, with its still-existing wards, to be the center of a new place of learning.
With the threat of the Witches passed, the realm turned to the study and protection of magic so that such a thing might not happen again. The caretakers of this knowledge would be the faculty of the Imperial Academy.
The Instructors
A teacher is a most prized thing-- and quite well paid, generally. The Academy has frequently been accused of acquiring somewhat eccentric instructors for their courses, encouraging a wide field of knowledge. However, the paths to knowledge have some dangerous routes, and some schools of magic - such as illegal occultism - are entirely forbidden.
Instructors often take contracts to teach to whoever is interested in learning their field, for a specified time and at a specified salary, and generally accept the offer of living at the spacious Academy complex itself. Generally the courses are somewhat unstructured, with the most popular instructors holding large lessons, while others give more personal (and more expensive) one-on-one courses.
The Grandmasters
There have been eight Grandmasters of the Academy in the past (at various times called "headmasters"); female Grandmasters often choose the title of Grandmistress.
1066-1074: Artino Angelos (Astyan) - The first of the Grandmasters, Angelos was known for much of the early construction of the Academy, and its initial rules on magic and responsible care of dangerous knowledge. His powerful Earth magic reshaped much of the surrounding landscape.
1074-1097: Siri Galanis (Essharan) - The first Grandmistress. Galanis, according to the archives, had a particularly strong connection to the Lifestream and used it to channel much of the local mana flow to create an "intersection" of power that converge on the Academy grounds. It was during this time period that much new magical learning was accomplished, rather than mere study and protection of what had been learned before.
1097-1099: Mina Hatchett (Unknown) - Grandmistress Hatchett's name was stricken from most of the archives after it was discovered she was in fact an Abyssal One demon who had possessed the actual Mina Hatchett during study of a recovered occultic artifact. Generally these 2 years are simply skipped over as if they did not exist, and any records at all about the time are unusually sparse.
1100-1246: Remi Sarris (Essharan) - Sometimes teased for his seemingly supernatural lifespan, Grandmaster Sarris led the Academy to a golden age of stability and prosperity. Much of the current-day traditions began in this time period, such as royal patronage (Sarris was a leading noble citizen at the time). Much speculation was given on his extreme age - he became Grandmaster at age 64, or so he claimed, meaning that in 1246, when he mysteriously disappeared while getting his morning coffee, he was roughly 210 years old.
1247-1330: Jodi Sarris (Essharan-Magnolian) - The grand-daughter of the great Remi, Jodi Sarris had a good portion of her grandfather's power, and a great deal of exuberant creativity. She was responsible for much of the Academy ground's current state, including its transportation system. Thanks to her whimsical nature she created a great many strange chambers and secrets, and thanks to her skill many of which may never be found.
1330-1410: Gregor Volgran (Unknown) - Volgran was a gruff and aggressive Grandmaster, though during his time he greatly improved the Academy's collection of artifacts, tomes, and relics thanks to an immense obsession with archaeology. Grandmaster Volgran is known as one of the first to make contact with Agartha via Wayfinding magic, leading to full contact and trade with the help of the merchants and artificer's guilds. His ancestry was never mentioned in archives, though it's commonly thought he was Feleran.
1411-1522: None - During this time period, the Grandmaster position was abolished in favor of a Council of instructors to make decisions and share equal responsibilities, as nobody was chosen to become Grandmaster after Volgran and competition was fierce, leading to several duels and deaths. The Council worked well for over a century, until a chain of six lethal honor duels among Council members led to the reversion of the Grandmaster title (to the survivor).
1523-1589: Elias Patras (Essharan) - A rather humble and gentle man, everyone was surprised when old Elias won the final duel against the Council. Assuming the mantle of Grandmaster, Elias settled accounts with the Pellaux nobility and led the Academy to a time of relative calm. Like many previous Grandmasters, he simply disappeared mysteriously one day (marked officially, in records, as 'VWT').
1590-present: ???
The Building
The Academy is largely divided into two main areas- the Grounds, a large and very old set of buildings that form the main living and sleeping areas, and the Tower, a set of structures suspended above the ground complex.
The Grounds - These set of squat, tough stone structures have lasted many centuries and have varied in function as time passed. Early on they were the storage rooms of the first series of magic tomes created by local Essharan magi, though prior to that they had been used for a more grim purpose; as prisons for suspected witches. Luckily, however, memories do not last forever, and these days the ground floor complex forms something of a small town in itself, with on-campus quarters for students and faculty alike along with many amenities they might require. The plant life surrounding the Academy is tended to by students -- often it is something of a difficult task considering some of said plants have been imbued with near-sentience accidently over the years. Oops.
The Tower - Created much later than the Grounds, the Tower is the foremost repository of all magical knowledge in Esshara, as well as a good amount of mundane knowledge. During the time of the Tower's construction, a confluence of events including a particularly powerful Grandmaster led to some true wonders being fashioned within the mysterious confines of the Tower. The very building itself is said to be so steeped in magic that even non-Magi are occasionally able to feel it. Rooms have been known to simply disappear overnight, only to reappear centuries later, and even stranger things are known to be in the very depths of the Tower's heart. It's likely that no single person will ever know more than a tiny fraction of the Tower's true secrets.
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| On the History and Traditions of the Order of the First Light |
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Posted by: Theori - 11-12-2019, 02:24 AM - Forum: Pre-Meranthe
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History
A sister organisation to the Pantheon of the Celestials, the Order of the First Light originated around 324 AC as a militia established by the Starseers to protect research expeditions, and to defend the clergy from criminals who sought to take advantage of their charitable practices. As the influence of Celestialism grew, so to did the size of the First Light, with its membership climbing to several thousand within a decade of the advent of Celestialism. Some historians theorise that it was the growing size of this Holy order that influenced the decision of King Alexios II Petrakis to adopt the new faith as the State Religion of Esshar, though this is a point often disputed. In any case, the First Light was further legitimised by this decision, and continued to expand, essentially becoming as much a professional army as religious order.
The First Light's rise to power peaked in the War of the Dragon in the mid-5th century. The levy-based army of Esshar was crushed early in the conflict, crippling the Essharan ability to defend against the invasion of the Sluthian forces. Ersen Astor, a particularly pious nobleman and the brother-in-law of Queen Celeaus Petrakis, was able to convince the Queen to legitimise the Order of the First Light's efforts in the war as a part of the Defender's Declaration 466 AC, and at the head of the Order Astor was able to repel the invaders and eventually end the war by slaying the Great Dragon Myndrerrag with his blade, Balmung.
Following the War of the Dragon, Ersen Astor became the intermediary for Queen Celeaus with the Faith, and over the space of several long years convinced both Celeaus and High Priest Gregorius to establish the First Light as the official military of Esshar, although several concessions were made for either side of the negotiations, with Ersen as the first of the Lightbringers. Upon his death, Astor willed his sword, Balmung to be granted to any pious warrior who proved themselves worthy for the duration of their service with the First Light, and it has thus been wielded by several famed Lightbringers since, including most recently Ardes Grimmore.
Since then, the First Light has served as a beloved institution and bastion of justice. Modern day, it is largely seen as an upstanding and reliable organisation, although a recent swell in anti-establishment views have led to it being branded both fist and shield of the nobility by those looking for a target for their grievances. Among the Rhoynish who faced it during the Conquest it is viewed with hatred and fear, and commonly referred to as 'the Order of the Last Sight', as a First Light soldier was often the last thing a Rhoynish raider ever saw.
Responsibilities and Traditions
- Members of the First Light above and including the rank of Knight are permitted to perform dying rites upon those mortally wounded or killed in combat, but are disallowed from doing such to those dying of disease or natural causes.
- The Order draws recruits from both the nobility and the common people, as well as occasionally headhunting from the City Watch. Nobles who are recruited into the Order are not disinherited unless by the individual's own choice, and they are not expected to abandon their surnames.
- The Order serves as the main law enforcement of Osrona and Nuburg due to their importance as Capital and central trading city respectively, unlike other cities that usually assemble a militia as city watch.
- The standard issue uniform of the Order is a dark overcoat with gold trimmings on the chest, sleeve cuffs, buckled boots, and a black beret, as well as optional white gloves.
- A force of fifty Knights under the command of two Paladins and a Lightbringer serves as the Royal Guard of the Petrakis family.
- Promotion to Knight involves a vigil in one of the Star Towers, where the promoted must remain in a kneeled position under the light of the stars for a period of forty eight hours.
- Promotion to Lightbringer is identical to this, with the addition of a week of fasting prior to the vigil. Lightbringers also have a chosen passage of the Codex Cosmos tattooed onto their backs as a sign of their devotion to their new role, a leftover practice for when the organisation was a primarily religious order.
- Extremely distinguished service for at least a decade in the Order has, in the past, led to instances where commonborn Knights are raised to nobility.
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| On the Founding and Traditions of the Starseers, the Clergy of Esshar |
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Posted by: Theori - 11-08-2019, 12:45 PM - Forum: Pre-Meranthe
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A History in Brief
In 320 AC, Astronomy in Esshar was just beginning to develop. It was considered a revolutionary event at the time, the herald of a new era of understanding. Leading this charge was Nile Pelleaux, a cousin of the Head of House Pelleaux of the time. Nile’s research led to a new understanding of the nature of stars: they were both vessels and punishers of souls, burning away their mortal sins to prepare them for reincarnation.
The ramifications of this breakthrough were felt throughout Esshar. For a people disillusioned with the Angels -although Malziel’s Intervention was viewed with significant gratitude- due to the still fresh memory of the Second Divine War’s devastation, the stars offered a more stable personification of Kraus’ design. With this in mind, Nile Pelleaux assembled a council of the greatest philosophical minds in Esshar to draft an amended theology. Asserting that the stars were the greatest manifestation of Kraus’ will in Eternia, Nile suggested that they should be venerated as such. Several months of discussion ensued, with many of those great minds arguing the merits of abandoning the tradition method of Krausite theology, but eventually they came to a consensus. The seven greatest Astronomers of the time -including Nile himself- declared themselves the ‘Starseers’ and set about researching the comparative age of the stars themselves. The Constellation of Leonaus was determined to be the oldest after several years of intense study due to its close connection to the Divine Spirit of the Stars, and thus as the earliest expressions of Kraus’ design were to be especially venerated. This theology was formalized and endorsed by the Petrakis bloodline as the new State Religion of Esshar, and it remains thus to this day.
Throughout the early existence of the church, several heresies rose and fell. The most notable ones are as follows:
· The Heralds of the Stellar Truth: This heresy -first appearing in the late 340s- asserted that the stars were not purifying, but instead consuming and destroying the souls of the dead, and thus claimed that they should be despised and feared instead of venerated. An early Church inquisition reduced the upstart cult to a sidenote of history.
· The Acolytes of the Eclipse: Originating in the late 830s, this cult claimed that the power of the stars was nothing compared to that of a shadowy entity that also resided in the cosmos, and held a particular affinity with the event of an Eclipse. The cult gained a significant following due to resentment of the common population after the death of countless innocents in the Witch Hunts earlier in the century, but it was regardless stamped out quite quickly.
The holy book of the faith is the Codex Cosmos and is essentially a version of the Book of Kraus that elevates the role of the stars above the Angels in regards to the protection and perpetuation of Creation.
Traditions
· Initiates into the clergy of the Faith go through a ritual where -regardless of any cosmic magic- they are 'chosen' by a star. This is similar to having a horoscope done, with the star they are 'chosen' by being meant to reflect their future. Depending on the star they are cast under, an Initiate is assigned to a branch of the faith, whether that be Astronomy (Yellow), Historical Preservation (Blue), or service as a member of the Faith Militant (Red). Even so, all members still perform general theological duties, such as leading prayer.
· Members of the Clergy are expected to spend at least three days a year performing charity. This usually involves the poor being offered food or small amounts of money, although many Initiates into the Church are recruited through this manner.
· The Clergy give up all claims on titles or land, and often -but not always- surrender their surname.
· It is not uncommon for higher ranking members of the church to have the Constellation of Leonaus tattooed on their bodies.
Note: This is not meant as an exhaustive list or replacement of pre-existing lore, but rather additional elaboration to pre-existing information.
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| Chronicles of Esshar - 22nd November |
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Posted by: Chance - 11-08-2019, 09:07 AM - Forum: Announcements
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The game takes place in the Kingdom of Esshar, the Capital City, Osrona. This massive, medieval-themed area stands as the major hub of roleplay within the world; it has the glamour of high rise noble estates, castles, and theatres, but there are also slums on the outskirts of the walls and an underground sewer system that's maze-like and expansive. There are well over a hundred buildings mapped out in the city alone, to give you an idea of the scope of it all. But most of you reading this already know that and have been paying attention to the development of the world over these past few months!
On the 15th of November, we'll begin processing applications for roles that will help organize the start of the game. More information on that to come then. Make sure to check out the FAQ if you haven't already. We will release on the 22nd of November, a Friday.
![[Image: UcV1vB9.png]](https://i.imgur.com/UcV1vB9.png)
The update from Eternia: Spires of Agartha to Eternia: Chronicles of Esshar involved many additions and changes. Here is the bulk of them:
Major
- Map: Buildings are now set in the map editor rather than spawned in-game. This'll provide us with much more creative freedom than the old system allowed for. Players interact with the door of an available building to claim the property, which has an up front cost and a daily cost that can be paid in advance, of up to 30 days. They can give permissions to other characters to decorate, lock/unloock the door, farm, and pay the maintenance cost. The money generated goes toward the reigning guild's bank in the area, which admins can set in-game.
- Tome-type items that act as a mini spell trees in place of the old spell tree menu. You use these to access the bulk of your abilities. There are public tomes sold by a broker that are easily accessible (the primary elements, and physical combat), and all tome type items are character bound.
- Combination elements have been removed in favor of specializations. There are four primary elements (Air, Earth, Fire, and Water), and each has a number of advancements. You 'attune' with the element by buying the opener which is a passive ability / minor stat boost, then you can advance into that tree or skip right ahead to a specialization. The initial investment costs are fairly high; attuning is 20RPP and a specialization's opener is 30RPP.
Quote:Air: Lightning, Sound
Earth: Crystal, Bone, Metal, Sand, Nature
Fire: Explosion, Magma, Plasma
Water: Blood, Ice
Armed - Physical
Hand to Hand - Physical
Time
Illusion
Gravity
Energy
Cosmic
Holy
Occult
Light (can be accessed via Holy or Cosmic)
Shadow (can be accessed via Illusion or Occult)
- Abilities are categorized into the following tiers: Basic, Intermediate, Master, Exalted, and Mythic.
Basic abilities can be accessed so long as you have their pre-req (usually elemental attunement or the tree's opener). Intermediate require that you've spent at least 60 points in the tree. Master / Exalted / Mythic are abilities that are granted via an application approval.
There's a Mentor Role in-game that can teach basic & intermediate abilities, so long as the target meets the pre-req and has the available RPP. They type a reason that's recorded in the player logs file, as well as the ability they taught and to who.
- Melee and Force are now one stat, Power. All abilities scale off of Power. If you have Fatal Strike and Fireball on the same hotbar, they will both scale via Power.
- Mana now drains as a % (sort of). Characters begin with 100 and casting abilities take anywhere from 5 to 20. MP rapidly regenerates, and buffs are not toggled off when you hit 0.
- A ton of new sprite objects and tilesets to map out the new world, which you have the level designers to thank for - you can follow / see their progress from start to finish in the dev server.
- Around 60 new abilities and changes/upgrades to almost every spell available in the game.
- Hotbar slots decreased from 12 to 10, as the former was too much with the more 'centralized' approach to magic and higher costs. The two available slots can be used as spell storage.
- Most races 'removed' from the game, to prepare for future content in that area and to give a much needed palette cleanse. Human, drakanite, and beastkin are the available options. Races no longer have additional costs in spell trees, instead everything is neutral and humans get a free passive stat bonus to make up for their lack of a racial tree.
Beastkin sub-races are: Felinae (feline), Kitsune (fox), and Ookami (wolf).
Drakanite is a primary race and does not have sub-races. It uses the traditional wing sprite.
Minor
- Medic heals the temporary injury's remaining time by 50% rather than instantly removing it.
- Prefix: /team <number>, you won't damage anyone on the same team, for things like boss fights in events.
- Prefix /quote, opens a color wheel that lets you set your font color that'll automatically be used for dialogue in RPs.
- If targeting someone while whispering, it should send the message to them directly and no one else (defaults to normal whisper range if they’re not within a tile). ‘Player1 whispers to Player2’
- /whisper2, /w2 command that’s a whisper with a 2 tile range.
- Prefixes for admins (/tplayer, /tmob, /txyz, /ghost, /assess, /ban, /unban, /announce, /revive, /sobject, /smob, /shutdown, /summon, /edit.)
- Age now displays as a range rather than a specific number. So at 13-17 it's 'Teenager', 18-27 'Young Adult', 28-45 'Adult', etc.
- There's an in-game option to zip up your logs and download them all. Much less painful than having to open individual files and copy paste, like before.
- There's a 'journal' that you can edit and keep track of your progress. Admins can view it and leave notes.
- Dust clouds and shockwaves are automatically generated depending on the damage output of a physical attack. Dust clouds are also generated during any knockback.
- Sets up the map editor so it has all the necessary options for the map to be its own project that'll improve and be maintained by a team post-release.
- Weapons can no longer be resprited, unless they have the unique tag. This is to give more weight to more RP relevant weapons.
- Adjusts the blacksmithing recipes to centralize things some. You have 'Steel - Bladed' instead of sword/dagger/axe/etc, and that gives 20 power and 10 physical. The staff counterpart gives 25 power. The sprite options for each weapon type has been expanded heavily.
- Character name appears on mouse over.
- A 'disguise' variable that can be set to items by an admin. When that item is equipped it asks the character to set their new name, and returns their original name when unequipped.
- Various code optimizations, primarily with how AoEs are handled. They are much smoother now and were one of the weaker points of the game's performance.
- Expands the HTML options in descriptions, all listed in the profile tab at the bottom.
- AP and DR now display properly in the stat menu, rather than being invisible variables. So if an ability gives 10% AP then it'll show in your Power stat.
- Cooking and farming level display in the stat menu. Consuming food now grants a 24 hour vitality bonus that does not stack. This bonus scales with the cooking level. The higher your farming level, the higher the chance it is for a seed to return to you after harvesting a crop.
- Inventory space of non-subscribers increased from 12 to 18. Inventory space of subscribers increased from 18 to 30.
- Character count in an RP contributes to how much Activity Points was gained to a degree, though it has a cap and is more a bonus than the main modifier.
- After a dangerous RPB, the victor loses total HP for 3 hours depending on how low their opponent got them. It is a minimum of 5%, and a maximum of 20%. The amount is displayed in LOOC.
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| Power Scaling in Eternia 3 |
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Posted by: Bruce - 11-07-2019, 06:24 AM - Forum: Suggestions
- Replies (3)
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Hi! Welcome. Canon/Lore talk, mostly. Lots of words, I warned you.
https://chronicles-of-esshar.com/lore/in...agic_Power
I've been reading into the numbers given for magic stats for a little bit, and there is a point I would like to make. Before that, however, I'll have to say I'm mostly in line with the upgrades to sprinting speed, these are the values given:
Quote:- Basic: Minimum of 10 Magic Power.
- Intermediate: Minimum of 50 Magic Power.
- Master: Minimum of 100 Magic Power. Higher than 70% of Magi.
- Exalted: Minimum of 300 Magic Power. Higher than 95% of Magi.
- Mythic: Minimum of 1000 Magic Power. Among the millions that live in Esshar, there's rarely more than a hundred at a time within this tier.
Quantifying the above would be something like the following, though it naturally varies from person to person:
Basic: Avg. sprint of 20MPH, a standard attack generates 300 pounds of force.
Intermediate: Avg. sprint of 30MPH, a standard attack generates 600 pounds of force.
Master: Avg. sprint of 60MPH, a standard attack generates two tons of force.
Exalted: Avg. sprint of 100MPH, a standard attack generates five tons of force.
Mythic: Avg. sprint of 150MPH, a standard attack generates ten tons of force.
- Note from Bruce: Keep in mind, these specifically represent average sprinting speed, and not their short-burst/combat speed or reaction speed, so these values may not be the be-all discourse of movement velocity.
A source I often like to check while reviewing matters revolving around power-scaling in fiction is the VSBattles wiki, because they mostly have good values for reference and detailed calculations.
Here's what they have on speed: https://vsbattles.fandom.com/wiki/Speed
If we get it down to numbers, a Basic magi would be able to run at a speed of 20 miles per hour. Hence, about 8.9 m/s - which would correspond to the speed at which an average athlete can run. So far? I'd say consistent.
Then you have Intermediate magi, which would on average be reaching sprinting velocities of 30MPH - this, in comparison, would be just above Usain Bolt, whose top recorded footspeed (and all of humanity's, since he's the world record holder) is of 27.8MPH/12.42m/s. This speed would put the intermediate magi just barely above peak human, and into low superhuman movement, at 13.41 m/s. So far, I feel like it's pretty consistent.
Then, there's Master magi, whose speed should be taken as well above Average between them, at 60MPH - well further into Superhuman territory (26.8m/s). So far, even though I feel as though the gaps could've been slightly bigger, it's decent.
Then, with Exalted? We get into the better stuff. At 100MPH or 44.7 meters per second, they have entered the Subsonic tier of movement speed (considered anything from 34.3 m/s onwards), which is starting ground for what's considered above what the human eye can reliably react to in proximity. This is also where they start to outrun all real land animals (The Cheetah can only sprint at around 65-70MPH), though some birds (such as a white throated needletail swift, the mexican freetailed bat or diving falcons) still vastly outmatch them.
Finally, Mythic magi (!!!!). 150MPH - 67 meters per second. Not too much of a gap, still well within the bottom part of Subsonic. You know, about 5-8 MPH slower than what a 2006 Honda Civic Coupe can go. But, give them a break! They're only the 0.00001% strongest magi, there's always someone (or something) better!
I'm kidding, of course. (The Honda Civic part is a fact however)
All in all, a fat improvement considering some really magi BARELY broke athletic human speeds if not focused much on agility in Spires of Agartha. I would suggest making the scaling a bit less linear and maybe closer exponential-based. Maybe taking the averages somewhere along the lines of 20MPH, 35MPH, 70MPH, 140 and 300 would be a bit better suited, considering these last are meant to be the be-all-end-all of magi. (Which would at least give some lee way for the strongest folk to travel at least around mach 0.5 or so, which doesn't sound so far-off anyway) Though I understand these are averages, and rough numbers.
Aside from that, however? Speed is cool, a good change! We stan.
Which brings me to attack potency.
Yikes.
Here's where I definitely feel some adjustments could be made. I'm assuming we're using pounds per feet, and not per meter.Using these two for greater reference:
http://www.kylesconverter.com/energy,-work,-and-heat/foot--pounds-force-to-joules
https://vsbattles.fandom.com/wiki/Attack_Potency
With 10 Magic Power, the Base magi can excert 300 pounds of force from a standard attack, that's around 406 Joules. That could be alright and somewhat consistent? Granted, with this much strength, they could easily punch through a wood door. Considering this is for the absolute baseline of what's considered a magi, it might be a bit high. This puts them solidly at Street Level of attack potency (the tier in which you usually put dents in cars with fists, break bones easily, and punch as hard as some of the strongest boxers on earth).
Then, at 50 MP, an Intermediate can excert twice as much, 600 pounds or 813 joules. That is still very much in the same category, there's still certain types of wood you wouldn't be able to punch through. You could probably break a handcuff's chain with that much strength, however.
At 100 Magic Power? A Master magi packs two tons of force. While I see that you're trying to ramp up their effective power, that's still... 2710 Joules. You could... at most... probably uhhhhh... bend a hollow baseball bat...? zzzzzzzzzzzz (Though you could MAYBE make a small hole in a slim concrete or cement wall).
With 300 Magic Power, we're in the 5%. Exalted magi pack five tons of force, or 6780J. Still street level.
Then, at a whopping ONE THOUSAND Magic Power? Ten tons of strength, or 13 kilojoules. Barely putting a dent in Street+, the Mythic are still not worthy of being called Wall-busters. (y i k e s)
I'd suggest tampering with thoes values a lot. If we were talking pounds/meter, those would probably be about four times higher (I can't be arsed to do both sets of comparisons, at least now). Still, I think there could be a better benchmark of exponential growth for scaling (since being linear doesn't usually fit high fantasy stuff).
I suggest having Base Magi be around Athlete level. Intermediates solidly on Street level. Master magi somewhere within Wall and Room destroying potential. Exalted between Building/Large Building level, maybe even have them scrape the lower end of City Block. Then have Mythic be your Town busting, Storm generating, Pain-doing-the-Shinra-Tensei-on-Konoha (Island level feat btw) juggernauts.
I have no other points this has been probably just a bunch of observations and scaling ideas that could help orient players (and writers involved in general) as to what the fictional verse can do. The things I'm pointing out however are mostly oriented towards the way I've constantly seen the playerbase roleplay in terms of what magi are capable of in Spires of Agartha (no one was rping fighting at 16 miles per hour there), and suggesting having them fit the descripted values in both the wiki as well as ingame. Unless the canon is receiving a humongous attack power nerf, that is.
Anyway, jesus. If you've read this far, kudos to you. Thank you!
why did i even do this again i forgot
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| The Humiliation of the Rhoynish |
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Posted by: Theori - 11-06-2019, 10:25 AM - Forum: Pre-Meranthe
- Replies (1)
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The Humiliation of the Rhoynish: Essharan's Conquest of the Rhoynur 1650-1653
The Conquest of Rhoynur, often colloquially referred to as Grimmore's Campaign or 'The Humiliation of the Rhoynish', began after a historically unprecedented increase in Rhoynish raids into Essharan territory. While the mercenary peoples had been raiding the border towns of Esshar since the reign of King Kroisos I 'the Idle' Petrakis -his lack of proper response to the raids being the origin of his nickname- relatively frequently, the Summer of 1650 was marked by the invasion of the Rhoynish as far as Hessalia, a minor city several kilometres from the border. Hessalia, unprepared for a siege surrendered to the Rhoynish within a week, after which the Rhoynish sacked the city and the surrounding area, razing several nearby towns and putting the majority of the population to the sword.
The response in the capital was quick and decisive. Queen Ariadni II, not wanting to be seen as a new Idle Queen, declared this as the straw that broke the camel's back; Esshar henceforth declared war upon the Nation of Rhoynur. The army was rallied at the Constellus Fortress, and under the command of a First Light detachment headed by prominent nobleman and Lightbringer Ardes Grimmore marched for Hessalia, where the Rhoynish army was encamped nearby.
Three days after arriving outside Hessalia, the Lightbringer put into action a brilliant strategy; marshalling the army into position at dawn, the First Light lived up to their name, leading the Essharan forces down a hill on the eastern side of the Rhoynish camp in a devastating cavalry charge as the sun rose, the reflection of its light -bolstered by Light magic- off of the armour of the knights blinding those few Rhoynish who were able to put together a ramshackle defense. Even so, the Rhoynish army rallied, and a hard fought battle began that several military theorists have suggested only resulted in victory due to Ardes Grimmore's use of the Crimson Cosmic ability to keep his men invigorated as the Rhoynish began to tire. The Battle of the Red Sunrise, as it is now known, was a decisive Essharan victory that threw the Rhoynish invasion into disarray barely months after it had begun. Around eight thousand Rhoynish lay dead as midday came, and by nightfall the raiders had fractured, splitting off into dozens of smaller groups. On the Essharan side, less than half that had been slain.
Although the first battle of the campaign was a success, the war was far from over. Indeed, the Battle of the Red Sunrise was a mixed blessing, as although the raiders main force was broken, those Rhoynish who survived scattered across the Essharan countryside, continuing their pillaging at whatever village or town they came across, although they no longer had the combined strength to lay siege to even a small city. The Lightbringer had also split the army, sending men to garrison any city believed in danger of an attack, whilst his main force continued to chase groups of Rhoynish raiders. While the strategic skill Grimmore had shown was notable, the struggle of catching up to several smaller, more agile forces caused considerable delays in the conflict, and it wasn't until the autumn of 1651 that the Rhoynish could truly be considered fully repelled from the Kingdom.
However, just because the raiding parties had been defeated did not mean the war was over. At the counsel of several advisors, including several letters sent to her by Ardes Grimmore himself, Queen Ariadni II put forth a motion to invade the Rhoynur Tribelands to the Essharan parliament. Supported by the Loyalist faction headed by House Grimmore, and with the war enjoying popular support amongst the people, the motion passed almost unanimously. Lightbringer Grimmore was retained as the Commander of the campaign, and three more detachments of First Light Knights were sent to the front to bolster the army. Recruitment into the military peaked at a new modern record shortly after the announcement, and in the Spring of 1651 the Essharan army marched across the border into the Tribelands.
The Rhoynish military had been substantially drained by the resounding defeat suffered by the raiders at the Battle of the Red Sunrise, but its people were renowned for being hardy and unafraid of combat, a reputation that they proved true as the Essharan military advanced. The soldiers of Esshar were confident in victory; after all, they'd mainly been fighting the Rhoynish on Essharan ground, where they had been trained. Rhoynur was very different. Supply caravans disappeared overnight, messages were intercepted, and constant guerilla attacks by the Rhoynish bogged down the Essharan advance for weeks at a time.
The Lightbringer had split the army into three smaller forces in order to strike at multiple targets at once; this led to disaster when a falsified set of orders were delivered to the force under Radiant Antikles Floros, instructing him to relieve the garrison at Fort Ardes, which had been built inside the Tribelands as a logistics centre for the war effort. When Floros' force marched through a nearby forest, it was ambushed by a Rhoynish force that killed several hundred soldiers -including Floros himself- before disappearing into the woods as if they'd never been there.
Even so, Lightbringer Grimmore was unrelenting, and despite numerous delays and several costly battles, in late Summer of 1653 his army reached Rhoynur. As the Rhoynish civilisation was largely nomadic -the capital city of Rhoynur being the only permanent settlement in the Tribelands- laying siege to the capital was of even greater importance than such an event in a feudal country. Unlike the Essharan monarchy, which had fled to Osrona in 693 when the summer capital of Nuburg was put under siege, Rhoynur's entire government was centralised in their capital -including the Generals organising the guerilla attacks. However, it did mean that the Rhoynish city was very well supplied, and the Lighbringer rightfully expected a long siege.
This initially seemed to be the case, as the Essharan army, despite desiring a quick end to the war were forced to winter outside of Rhoynur's walls. Fortunately, the presence of a fair number of Fire magi prevented the cold from taking too many lives. The same could not be said for hunger, however, as continuing guerilla raids by the Rhoynish interrupted Essharan supply lines relatively frequently, and often for prolonged stretches of time. It is estimated roughly three hundred soldiers succumbed to illness exacberated by malnourishment. Even so, the Lightbringer brought an end to the siege when he, along with a First Light striketeam infiltrated the capital at night and captured the Rhoynish King and his immediate heir. Faced with the threat of their summary execution, the Rhoynish government surrendered the city to the Essharans, signalling what was effectively the end of the war.
Lightbringer Grimmore personally escorted the Rhoynish King across the border at the head of the army, which -sans a sizable occupation force left behind in Rhoynur- marched back to Hessalia, seen as a site of symbolic importance in the war. In spring of 1653 the Treaty of Hessalia was signed by the Rhoynish King and Queen Ariadni II, formally annexing the land and people of Rhoynur into the Kingdom of Esshar. The treaty stipulated the indentured servitude of many of the Rhoynish people -census results indicating roughly thirty five thousand- as war reparations, and outlawed their cultural raiding practices.
The end of the war resulted in a surge in the popularity of Queen Ariadni II, allowing several of her bills to pass through parliament and into law. Additionally, Ardes Grimmore returned to Osrona a war hero, and enjoyed a significantly increased degree of influence in the royal court. Whilst the people of Rhoynur were defeated, their spirit remained unbroken, and several terrorist groups operated in the time after the war in an attempt to bring as much chaos to Esshar as possible. Notably, within two years of the Treaty being signed, there were at least four assassination attempts on both Ardes Grimmore and Queen Ariadni II.
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