Hello, and welcome to Gods of Men, the Guild's newest civilization roleplay. I’m Embluss, and I’ll be Co-running this with Harpy Queen (who I will continue to call Claws for the foreseeable future). We’ve run countless Civilization roleplays together... elsewhere on the internet. This one has stone-age tech, non-present divinity, and magic. Lots of magic. We're looking for roleplayers of decent quality. If you can't eke out at least a few paragraphs or so of proper english, this probably isn't the thread for you.
No in-character intro. Not necessary in the Genre.
Seems to be about it...
Oh, right. I’m the “mean” one . Cl... Err, Harpy Queen is the nice one. Have fun!
1. DO NOT annoy the GMs if denied. We had all sorts of problems with this on our old forums. We hope we don’t have to deal with it here.
2. ASK QUESTIONS if you are unfamiliar with Civilization Roleplays. If you need clarification on tech development, warfare, conquest, or anything else, talk to us.
3. BASIC ROLEPLAYING rules always apply.
4. PG-13, BROS! However, timeskips hinting at content violating this rule are perfectly acceptable.
5. WE ARE NOT OOC NAZIS. Feel free to post some OOC with your IC posts, if it is related to the ongoing thread events. Indicate OOC with ((Text)). Substantial or solely OOC posts still belong on our OOC thread.
6. YES, there are gods in this thread. The definition used here will be “sentient deposit of magic, above an arbitrary, undefined threshold of power”. These gods are neither omnipotent nor omniscient. An omnipotent and omniscient God may or may not exist in this universe. So, go crazy. Please do not import real-world religions. We’d like to avoid any possible conflicts (and you should be creative anyway).
7. The gods mentioned above are not physically present in the universe. They are spirits, able to intervene through magic or summon avatars. They just can’t take physical forms.
Don’t care if you non-bio. Don’t care if you modify. Just give us the info.
Magic is neither a property of atoms, nor molecules (and/or polyatomic ions), but an emergent property resulting from specific arrangements of trillions of parts, most notably in higher-order life forms. In certain instances, it behaves similarly to a particle (Magicka may only be expended in multiples of an exceedingly small number), but it can be generally compared to a charge (albeit, on a much larger scale; charge is measured at the ionic level, whereas magic is measured on a material scale). Magical laws approximating the arrangement of energies (the equivalent of oxidation numbers for charge, AP students :P) are yet to be fleshed out, but are theoretically possible to arrive at through in-character development (assuming your nation cares...)
Some of Magic’s ties to life are quite complex. Living things generally produce a constant flow of magical energies, which generally emanate outwards. The amount correlates loosely to activity, both mental and physical. Some life forms, particularly sentient beings, produce abnormally high levels of magical energy, when compared to their calorie burn and mental activity. These creatures are typically of species with magical talents, whether they be of the innate variety, or the more complex, ritualistic schools. Incredibly, among many of these species (nearly exclusively sentient), this magical excess increases (sometimes rather dramatically) over generations of heavy magical use, and may also decrease over generations of little use. Changes in the individual’s supply over a lifetime, though present, are much less marked. It is even noted that languages (spoken or written), tools, and other constructs can benefit from a similar mechanic. If a language is frequently used for magic, it becomes more attuned to the flow of energies. The same may go for tools and constructs. As a result, many ancient languages and artifacts are powerful conduits for the use of magic.
No non-living material produces magic naturally. However, organic materials (such as deadwood, feces, bone, and so on), metals, and gemstones are able to hold a stable amount of magic. The underlying principle of this property is saturation; materials are able to hold an amount of magic within a specific range only. Below this range, they absorb energies from their environment. Above this range, they release energies, gradually or violently. Changes in physical state (gas, solid, so on) may result in anomalies, wherein a material is stable outside its range.
SpoilerOh, please. If you’re here, you’re a nerd. So go read the correct explanation.
Types of Magic
SpoilerAs below. May also be “Worldy”, wherein the power originates from the mortal world, or “Divine”, wherein a god or spirit functions as the power source, often with control over the effects of the spell. Note that these are not the only possible types; feel free to create your own. (Yes, Fus-Ro-Dah is completely acceptable.)
SpoilerInnate magics, though diverse, are classified based on shared qualities. In this variant, the energy is drawn from or through the caster and released in some form. In other types of magic, the energies may never pass through the caster (most rituals) or be stored in an object (enchantments). Almost all forms of innate magic are worldly, but very rarely will an individual be endowed with a magical ability that they can call upon as desired (unless their access to it is blocked or stripped away) from a god. There are also some beings that have highly concentrated magic in them, or at least a part, which have valued uses in magic. In animals, innate magic can be sporadic and used reflexively.
SpoilerMagic imbued into written words. Unlike most forms of magic, because spell-script comes in a physical form and is passive until activation, spell-script magic can be sold and used even by non-magical practitioners. When using divine magic with spell-script, the creator of the spell writes in the form of a prayer and lets the god interpret it in use for the situation. Some spells are only one-use, but others can be used multiple times before wearing out. In writing a spell-script, the magic generally (but does not always) pass through the caster, but is always deposited in the script. When cast, the script or mage may provide the energy, which may then either be released or stored, making Spell-Scripts one of the most diverse classes of spells.
SpoilerRitual magic is simple enough for smaller purposes, but once the magic becomes more complex the process becomes exacting and disastrous if messed up. It relies on the magical potency of certain objects along with the caster(s), often arranged in a manner to draw out and combine the magic to fuel more powerful spells. The energies involved generally (but not always) arise outside the caster(s) and are consumed/stored, rather than released.
SpoilerEnchantment is the practice in which a magical practitioner may imbue an object or substance with magic for an indeterminate amount of time with an intent in mind. For enchantments performed by divine magic, the spell typically has only one use or is permanent, the latter of which is impossible with worldly magic. It is very important for an artificer to know what enchantments an object may have before performing any more on it, as carelessly layering enchantments - especially if they’re not compatible - is very dangerous.
Further in-depth magical rules will be established as we roleplay.
Really, every time I touch this post the spoilers get screwed up >.>