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Rhiannon's Monday night Ne'er-do-well Fantastical Victory 
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Greater Lore Drake
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Post Rhiannon's Monday night Ne'er-do-well Fantastical Victory
Since we are a bit spread out and some either missed the game, or can-t get here, here you go on the TLG forum's thread for the up coming Fantastical Victory game

We spent the evening of 8 Oct talking about changing Tree's Victorious game to Rhia's fantastical victorious game.

The game will be high magic high fantasy. The world is in the transition between high medieval and renaissance.

Look for about a month or so before we start playing maybe a little longer. Knowing us ... there will be at least 1 more night of bsing and taking about the game and characters before we start.

Right now, I'm looking at playing:

A witch/demon hunter - mix fighter rogue and some counter magic
A musketeer- the name says it all - good fighter / rogue - exceptional abilities with my gun
A book hunter - rogue and cleric - (it'll take a bit to get the cleric type powers in victorious figured out)

A distant 4th
A pankrationist / psiloi - light armored light weapon/hand to hand fighter

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Tue Oct 09, 2018 11:46 pm
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Unkbartig

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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
I must admit I'm curious to see how the Victorious ruiles are Fantay-ized. :)
The "Magickal Mystery Mike"!

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Wed Oct 10, 2018 2:40 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-

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Wed Oct 10, 2018 1:21 pm
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Ulthal
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Are we using archetypes from the core rules, or creating our own?


Wed Oct 10, 2018 11:26 pm
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Greater Lore Drake
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


you can use the arch types if you want, but it sounds like at least R & I are going the 'create your own' route.

Rhian had lots of ideas on how to make a fantasy character using the Victory rules. Some real cleaver ways to use 'gadgets' to create a magic weapon that is your character's unique signature item, theme for race, or for special powers associated with classic class, or creating your own unique class.

So, if you have ideas, or lack there of, give her a call / IM.

Rigon wrote:
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-


I hope by warlock you aren't talking about a "Palladium" type warlock that get's their power like an evil witch with pacts etc ... if so, that may make my "witch hunter" a problem class to be in the party. If so, then musketeer it is, that or book hunter .

DMMike wrote:
I must admit I'm curious to see how the Victorious ruiles are Fantay-ized. :)
The "Magickal Mystery Mike"!


Ha, I don't know which I like better, your game rules or your puns !

Keep them both coming !!!

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Thu Oct 11, 2018 12:35 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Lurker wrote:
Rigon wrote:
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-


I hope by warlock you aren't talking about a "Palladium" type warlock that get's their power like an evil witch with pacts etc ... if so, that may make my "witch hunter" a problem class to be in the party. If so, then musketeer it is, that or book hunter .


I mean warlock as a witcher type character.

R-

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Thu Oct 11, 2018 3:13 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


I encourage you to create your own! With Victorious you can focus on achieving your preferred flavor for an archetype you enjoy rather than the archetype itself. For instance you could create a caster that is like Gandalf- where you invest in being able to do smaller more specific types of magic (maybe a force screen here and there, a fire blast etc) that can still wield a sword effectively; Or you can build something more in the way of a 2nd edition specialist, maybe you focus on suggestion (Mesmer) and phantasms like an Illusionist specialist would, or you are an Inventor who uses magic for his results (AKA an enchanter). Maybe you like a voodoo-ish approach where you have a slew of different powers but they all have the draw back that you have to have a related material component to use them and must have something that is related or belonged to your target in order to effect them. Maybe you want to be a channeller and have ritualistic magic that has a draw back where you have to focus for a round before casting, but you get more powerful results because of it.

With Warriors types it all depends on the archetype you are going for- and not so much a class archetype, more of a story archetype. Are you a rich Knight from a noble family with lovely gear because of it? Buy some ranks of wealth and invest in your gear as though they are gadgets. Maybe stat out your horse like a "sidekick"!

Want to be a bard? What kind of bard? Are you there to improve the chances of your party's success and enrapture the crowd? Go with a focus in probability manipulation and mesmerism! Can you play your horn with such a fierceness that it shatters bones and breaks down the walls of Jericho? Purchase Blast and Potency, maybe an entrap if you want to cause people to go unconscious or deaf! It's all about the flavor of your character in my experience. If you want to play a modern superhero that got tossed into a portal and has to adjust to this strange new world, feel free! Play the character you really want to play and I will make it work as your story teller. It will be awkward for the first few sessions perhaps, but usually an equilibrium is reached due to the necessities of surviving in this kind of world.

Focus on making a person you want to play, and don't worry so much about filling a party "role". Sometimes it's fun to have a group where you have to find different ways of handling a problem because you don't have someone there with the traditional skill set.

A few warnings/notes ahead of time about my GM-ing style. Not everything you come across is going to be something you can beat. Sometimes an encounter is about how your characters can survive rather than how your characters can win. I reward players that take initiative and are proactive in their stories. The more you involve yourself, the more plot you are going to experience. Personal story development is encouraged, do not be afraid to take a stand against something if it's something your character would do- even to the detriment of the party. I am about how conflict driven story telling. Do not be adverse to creating some if you feel it is what is right for your character. Do not be afraid to lose your character, it is an opportunity for you to try out a new one, and achieving a meaningful character death is it's own reward. For instance; is there a massive bomb that's about to go off and your character can save people by making it ethereal but can only do so if they stay in contact with it? Go for it. Make that sacrifice play and burn your victory points to make sure you save the city. It may not be a scenario you are facing in this campaign <g> but overall I view Gaming as a chance for collaborative story telling.

Victory Points are a powerful tool for players to change the narrative to something they want, and they are as much a way to change dice rolls as they are a bartering chip for you to do something interesting with the story. If you have an out of the box idea you want to have happen but it might not be entirely realistic? Talk with me about it and we can potentially reach an agreement on what can be achieved with the sacrifice of a few Victory points.

I am also willing to develop new powers for a concept if you don't see a way to execute what you want with the basic rule set. The "channeling" power being an example of something that could be negotiated in. A power by which you could potentially "store up" dice from round to round at the expense of being unable to move and having to focus, so you can potentially make a dent in a very powerful opponent when no one else can. Basically, feel free to collaborate with me on your character concepts and ask questions. There are several talking points I didn't mention here that we were able to cover during our session on Monday, but I hope it's enough to give you some ideas and help you feel free to contact me with questions or arrange a time for a call if you want a more hands on character creation session.


Thu Oct 11, 2018 6:30 am
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Unkbartig

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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Sounds pretty awesome! Is this group meeting bimonthly or weekly on Mondays? Same bat-time?

Mike

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Thu Oct 11, 2018 12:46 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
DMMike wrote:
Sounds pretty awesome! Is this group meeting bimonthly or weekly on Mondays? Same bat-time?

Mike

Same schedule with my game on the off weeks. Tree is stepping down as GM for this one and will be a player.

R-

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Thu Oct 11, 2018 1:58 pm
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Ulthal
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
RhiannonMM wrote:
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


I encourage you to create your own! With Victorious you can focus on achieving your preferred flavor for an archetype you enjoy rather than the archetype itself. For instance you could create a caster that is like Gandalf- where you invest in being able to do smaller more specific types of magic (maybe a force screen here and there, a fire blast etc) that can still wield a sword effectively; Or you can build something more in the way of a 2nd edition specialist, maybe you focus on suggestion (Mesmer) and phantasms like an Illusionist specialist would, or you are an Inventor who uses magic for his results (AKA an enchanter). Maybe you like a voodoo-ish approach where you have a slew of different powers but they all have the draw back that you have to have a related material component to use them and must have something that is related or belonged to your target in order to effect them. Maybe you want to be a channeller and have ritualistic magic that has a draw back where you have to focus for a round before casting, but you get more powerful results because of it.

With Warriors types it all depends on the archetype you are going for- and not so much a class archetype, more of a story archetype. Are you a rich Knight from a noble family with lovely gear because of it? Buy some ranks of wealth and invest in your gear as though they are gadgets. Maybe stat out your horse like a "sidekick"!

Want to be a bard? What kind of bard? Are you there to improve the chances of your party's success and enrapture the crowd? Go with a focus in probability manipulation and mesmerism! Can you play your horn with such a fierceness that it shatters bones and breaks down the walls of Jericho? Purchase Blast and Potency, maybe an entrap if you want to cause people to go unconscious or deaf! It's all about the flavor of your character in my experience. If you want to play a modern superhero that got tossed into a portal and has to adjust to this strange new world, feel free! Play the character you really want to play and I will make it work as your story teller. It will be awkward for the first few sessions perhaps, but usually an equilibrium is reached due to the necessities of surviving in this kind of world.

Focus on making a person you want to play, and don't worry so much about filling a party "role". Sometimes it's fun to have a group where you have to find different ways of handling a problem because you don't have someone there with the traditional skill set.

A few warnings/notes ahead of time about my GM-ing style. Not everything you come across is going to be something you can beat. Sometimes an encounter is about how your characters can survive rather than how your characters can win. I reward players that take initiative and are proactive in their stories. The more you involve yourself, the more plot you are going to experience. Personal story development is encouraged, do not be afraid to take a stand against something if it's something your character would do- even to the detriment of the party. I am about how conflict driven story telling. Do not be adverse to creating some if you feel it is what is right for your character. Do not be afraid to lose your character, it is an opportunity for you to try out a new one, and achieving a meaningful character death is it's own reward. For instance; is there a massive bomb that's about to go off and your character can save people by making it ethereal but can only do so if they stay in contact with it? Go for it. Make that sacrifice play and burn your victory points to make sure you save the city. It may not be a scenario you are facing in this campaign <g> but overall I view Gaming as a chance for collaborative story telling.

Victory Points are a powerful tool for players to change the narrative to something they want, and they are as much a way to change dice rolls as they are a bartering chip for you to do something interesting with the story. If you have an out of the box idea you want to have happen but it might not be entirely realistic? Talk with me about it and we can potentially reach an agreement on what can be achieved with the sacrifice of a few Victory points.

I am also willing to develop new powers for a concept if you don't see a way to execute what you want with the basic rule set. The "channeling" power being an example of something that could be negotiated in. A power by which you could potentially "store up" dice from round to round at the expense of being unable to move and having to focus, so you can potentially make a dent in a very powerful opponent when no one else can. Basically, feel free to collaborate with me on your character concepts and ask questions. There are several talking points I didn't mention here that we were able to cover during our session on Monday, but I hope it's enough to give you some ideas and help you feel free to contact me with questions or arrange a time for a call if you want a more hands on character creation session.

Sounds awesome, thanks. Will the world be Earth, or another?

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


Thu Oct 11, 2018 3:59 pm
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Ulthal
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
RhiannonMM wrote:
maximus wrote:
Are we using archetypes from the core rules, or creating our own?


I encourage you to create your own! With Victorious you can focus on achieving your preferred flavor for an archetype you enjoy rather than the archetype itself. For instance you could create a caster that is like Gandalf- where you invest in being able to do smaller more specific types of magic (maybe a force screen here and there, a fire blast etc) that can still wield a sword effectively; Or you can build something more in the way of a 2nd edition specialist, maybe you focus on suggestion (Mesmer) and phantasms like an Illusionist specialist would, or you are an Inventor who uses magic for his results (AKA an enchanter). Maybe you like a voodoo-ish approach where you have a slew of different powers but they all have the draw back that you have to have a related material component to use them and must have something that is related or belonged to your target in order to effect them. Maybe you want to be a channeller and have ritualistic magic that has a draw back where you have to focus for a round before casting, but you get more powerful results because of it.

With Warriors types it all depends on the archetype you are going for- and not so much a class archetype, more of a story archetype. Are you a rich Knight from a noble family with lovely gear because of it? Buy some ranks of wealth and invest in your gear as though they are gadgets. Maybe stat out your horse like a "sidekick"!

Want to be a bard? What kind of bard? Are you there to improve the chances of your party's success and enrapture the crowd? Go with a focus in probability manipulation and mesmerism! Can you play your horn with such a fierceness that it shatters bones and breaks down the walls of Jericho? Purchase Blast and Potency, maybe an entrap if you want to cause people to go unconscious or deaf! It's all about the flavor of your character in my experience. If you want to play a modern superhero that got tossed into a portal and has to adjust to this strange new world, feel free! Play the character you really want to play and I will make it work as your story teller. It will be awkward for the first few sessions perhaps, but usually an equilibrium is reached due to the necessities of surviving in this kind of world.

Focus on making a person you want to play, and don't worry so much about filling a party "role". Sometimes it's fun to have a group where you have to find different ways of handling a problem because you don't have someone there with the traditional skill set.

A few warnings/notes ahead of time about my GM-ing style. Not everything you come across is going to be something you can beat. Sometimes an encounter is about how your characters can survive rather than how your characters can win. I reward players that take initiative and are proactive in their stories. The more you involve yourself, the more plot you are going to experience. Personal story development is encouraged, do not be afraid to take a stand against something if it's something your character would do- even to the detriment of the party. I am about how conflict driven story telling. Do not be adverse to creating some if you feel it is what is right for your character. Do not be afraid to lose your character, it is an opportunity for you to try out a new one, and achieving a meaningful character death is it's own reward. For instance; is there a massive bomb that's about to go off and your character can save people by making it ethereal but can only do so if they stay in contact with it? Go for it. Make that sacrifice play and burn your victory points to make sure you save the city. It may not be a scenario you are facing in this campaign <g> but overall I view Gaming as a chance for collaborative story telling.

Victory Points are a powerful tool for players to change the narrative to something they want, and they are as much a way to change dice rolls as they are a bartering chip for you to do something interesting with the story. If you have an out of the box idea you want to have happen but it might not be entirely realistic? Talk with me about it and we can potentially reach an agreement on what can be achieved with the sacrifice of a few Victory points.

I am also willing to develop new powers for a concept if you don't see a way to execute what you want with the basic rule set. The "channeling" power being an example of something that could be negotiated in. A power by which you could potentially "store up" dice from round to round at the expense of being unable to move and having to focus, so you can potentially make a dent in a very powerful opponent when no one else can. Basically, feel free to collaborate with me on your character concepts and ask questions. There are several talking points I didn't mention here that we were able to cover during our session on Monday, but I hope it's enough to give you some ideas and help you feel free to contact me with questions or arrange a time for a call if you want a more hands on character creation session.



Sounds awesome, thanks. Will the world be Earth, or another?

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


Thu Oct 11, 2018 4:00 pm
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Greater Lore Drake
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Rigon wrote:
Lurker wrote:
Rigon wrote:
I'm leaning toward a warlock type character. With a blind mystic as a secondary choice.

R-


I hope by warlock you aren't talking about a "Palladium" type warlock that get's their power like an evil witch with pacts etc ... if so, that may make my "witch hunter" a problem class to be in the party. If so, then musketeer it is, that or book hunter .


I mean warlock as a witcher type character.

R-


Oh, that is better ... I could picture it if it was a Palladium warlock ... your warlock being a demonologist, and my witch hunter walk into a bar at the start of game one and end up killing everyone while trying to kill each other.

I never read/played witcher, but get the feel of it.

I'm basing my witch hunter off the Symbaroum RPG , Colonial Gothic and "Witch Hunter Invisible World" . So, our characters may be different paths to the same end.




maximus wrote:

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


Nice choices all ...

Rigon wrote:
DMMike wrote:
Sounds pretty awesome! Is this group meeting bimonthly or weekly on Mondays? Same bat-time?

Mike

Same schedule with my game on the off weeks. Tree is stepping down as GM for this one and will be a player.

R-



Man, I must be boloing all my communication checks when I started the thread ... sorry ... Yeah the game will replace Tree's Victorious game every other Monday, same bat time same bat channel ...

Can't wait what you come up with as a Victorious fanaticized character !

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Thu Oct 11, 2018 11:39 pm
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Are the rules extensions/modifications written anywhere?

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Fri Oct 12, 2018 12:03 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Aergraith wrote:
Are the rules extensions/modifications written anywhere?

I believe Rhiannon is running it pretty straight. With very minor changes for flavor and what not. You can contact her for any specifics.

R-

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Fri Oct 12, 2018 1:34 am
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Mist Elf

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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
Aergraith wrote:
Are the rules extensions/modifications written anywhere?


I am running it fairly straight with exception to using Victory Points as bartering chips and a few new powers may be introduced if needed for character concepts. I am running two other adjustments; I am making power fatigue run a little differently. I will not limit the number of times you can use a power in combat, but what I will do is use my judgement to have you make occasional "fatigue" checks when your character has been using their powers a lot or if combat starts going long. It won't be a sudden fizzle of your powers unless you badly fail, and I will let you know when you have realistically been pushing yourself etc. Powers make combat very deadly if we want it to be and when allowed to be used at your discretion it opens up a lot of new fighting styles.

Another thing I think I should state is normally using a power is a full round action, I will still be enforcing that, but Lightning Speed (the power that gives you multiple actions in a round) will absolutely circumvent that. You will just run the risk of burning yourself out faster and facing those previously mentioned fatigue rolls more frequently. That means that Constitution becomes a much more important stat for a speedster type character.

maximus wrote:
Sounds awesome, thanks. Will the world be Earth, or another?

Some early concepts:

Disgraced noble fighter on quest to redeem himself
Martial arts / spy type. Mix of rogue and fighter
Highlander type bard


It will be earth like in the fact that it's not a completely alien world. It will have some special plants and animals that are highly warped by magic etc. Every NPC is also made by victorious rules so there is a lot more room for there to be people walking around as blob monsters because of a magical mutation gone wrong etc. Think of it almost like a borderline fae world. Magic saturates the world and as such, the norms are different. You may be baseline human but still have blue skin and glowing red eyes due to how the magic of the land has effected you. I suggested to the others on Monday to think of it like walking into the Magical market place in Hellboy 2. Everyone has a "sameness" about them because they have the same magic influencing them, but physically the world is very very diverse. There is still Feudal warring etc between different factions, and the flavour of the world changes vastly between the country side and when you are in a city. You could find yourself in a farm community filled with people that are hardy and seem to be half giants because of how they work their farms and none of them have any idea about the mystic arts despite how it has shaped their form. Or you could find yourself in a metropolitan city in the middle of a magical Renaissance where buildings and market places are bright and ever shifting and the common person doesn't even bat their eye at the illusionist on the corner brightly advertising a magic shops wares with a dazzling show of power. I will give each of you more info about the world depending on what you decide to play, but there is a place for everything here. Maybe that's something you guys will explore the "why" of if you so choose.


Fri Oct 12, 2018 3:00 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
To give you guys more of a feel for what you are walking into her is some general knowledge about the world:

If there has been in a time without magic, no one remembers it. It's influence shapes every living creature and occasionally even objects. Gods exist, though whether they are truly divine beings or merely exceptionally powerful idols that were born from the world same as any other man is something each church interprets for themselves. Non-magical technology exists but it is very rarely a focus of the populace and is instead the purview of artisans and considered an indulgence of the rich and the fascination of less practical men.

All of the usual fantasy races exist, as well as several recognized variants. There are still feuds between groups due to land disputes and cultural differences or even the occasional stolen pig. There are power struggles within every city and even villages are prone to "wars" breaking out between families or to friendly rivalries over regional sport events during harvest season.
Though most farming communities do not use magic in their day to day lives, many of them still have yearly community rituals that they believe improve their harvests or act as safeguards against wickedness. Occasionally there is a hedge witch or wizard that takes residence in the town and watches over it, and depending on the personal feelings the residents have this can be considered a very positive or bothersome thing. All in all though, most villagers and farmers have little to do with the arcane arts in general despite how it shapes their holidays or even physical appearances in some cases. It is not wholly uncommon to find a community that have all adapted overly broad shoulders and the strength of an ox to plow their fields, or perhaps the toothy grin and sharp eyes of a wolf to better deal with the threats of a nearby forest.
Due to these mutations ancestry is considered a matter of pride, as your appearance reflects how your blood has been shaped by the land your family settled for generations or due to a hero or magical creature you are descended from. Among rural communities it is not uncommon for one to be able to name their sires going back ten generations or more.

Among city folk, it is more varied. Some folk go to the cities to forget their bloodlines and old feuds and make something new for themselves. Others families have been in the city for years and may have ancient businesses that the family still proudly operates. The nobility in contrast can always name their heritage back to the founding member of their house, for some that can be as little as two names, for others as many as two hundred. Regardless of a persons reasons for coming into a city it is a wonderful place to look for opportunity or employment, though each city is as unique as the people who fill it's streets.

A city's appearance often reflects the aesthetics of its prior rulers and the major influencing factions within it. You can expect for a dwarven city to be carved into a mountain range and have grand monuments to their ancestors. Masonry, sculpting and metalwork would be the focal points of their architecture, with a fondness for strong lines and smooth, perfectly worked surfaces. This aesthetic could be juxtaposed by the recent addition of a Magic university, that would focus on drawing in the talented for miles around with bright phantasms filling the sky over the city. If the headmaster was a gnome, perhaps these phantasms would be brilliant shifting colors that shield the view of the moon and make the city streets bright enough that business can be conducted at all hours. Perhaps if the headmaster was instead an elf that focused on natural magic, the display would be flitting wisps of sparkling golden dust or moonlight depending on the time of day. Cities are a place where self expression drives industry more often than not, and complimentary trades often settle into appropriate areas for their wares.

In a world where even the common man has some measure of magic within him, it is even easier for those who wish to abuse it's power to do so. Dragons are formidable creatures just by their biology, but their affinity for magic is an even greater asset here, and many cities can still struggle to deal with the threat a dragon represents despite being saturated with their own magic users. Curses like Lycanthropy can still be inflicted upon a town, or a person could go mad and their own innate magic twists their form into a reflection of their broken minds. Undead are common as even the most common of fishermen have some power that often wishes to linger in the world, and the ability to lay spirits to rest is an important one that not every holy man can practice. Outbreaks of magical maladies are a real threat, and healers are still a rare asset for the world as few people possess the either truly giving natures that allow them to manifest the power, or the deep thirst for power over life.

Each individuals perspective on this world depends on where they are from and the types of lives they have led more than anything else, but occasionally there are people who look upon this world and see the opportunity to shape it to their whim whether for good or for ill. I look forward to experiencing this world with you guys, and seeing how you choose to interact with it.


Sun Oct 14, 2018 4:43 am
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Post Re: Rhiannon's Monday night Ne'er-do-well Fantastical Victor
That's good information to have. Thanks.

R-

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Mon Oct 15, 2018 12:49 pm
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