Hidden 5 mos ago Post by Click This
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Kinda awkward to have the city be specialized in trade, when Hathforth itself is also known as the giga-trade place.


Looks like Odonfield is a proper land-route hub, whereas I plan my character to have a nice trading port. Different trading specialty. ;3
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Wat.
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Yeah, I was being a dumbass and misread. Just assumed you were speaking about Odonfield. :>

Having more than one trading hub in a single country isn't exactly unusual, though. Would probably be strange not to have more than one, actually, unless Est disagrees.
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Probs a good time to ask how big the province is, ye.

And then we can follow up with asking for a world map huhuhu.
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I forgot to mention, I meant to play as a rebel, and would my previous ideas still work? Or at least maybe a character possible from the former king's court or maybe a magical sect or organization that was allowed to take up residence in the region thanks to the king. However, if I do that, then the leader would be an orc mage and I am not sure if that would fly.
Hidden 5 mos ago Post by Estylwen
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Right, wanted to confirm some things, Est.

For one, the Wizard Queen has only been in power for two years, yes? And the Seeds themselves have only existed for two years as well? There were no Seeds found elsewhere in the past?

For the Seeds themselves, do they run off their own power, or their wielder’s life force? I’m guessing that their natural state is that of a crystal, and it’s only through craftsmanship that they become accessories and such? Can Seeds possess multiple powers/abilities? Is it basically a gacha roll to determine what specific ability a Seed possesses?

And how would Seeds interact with magic? Does one overcome the other, or are they technically not even the same thing, leading to a situation where some just don’t work together?


Yep! The Wizard Queen came into power two years ago, and the Seeds have only been around for two years. There may have been other artifacts, like enchanted staffs and whatnot, but no Seeds.

Seeds run off their own power. I imagine one day in the future they may die like a battery, or need recharging, but that wouldn't happen for at least a hundred years. Yep, their natural state is a crystal, and crafters like jewelers are able to shape them and put them in jewelery and other accessories. A Seed is able to possess multiple powers and abilities as long as they are related to one another. And yes, while most seeds are simply good luck charms, the rarer ones possess extraordinary abilities, just like a gacha roll. There is no way to change or affect what abilities a seed has, unfortunately.

Seeds are a type of magic, and one magic can affect the other. For example, if you have a seed that can generate a shield of anti-magic, any magic attacks are null and won't work. If you have a seed that can summon monsters from Dremora's Shade, those monsters can still be affected by regular magic, such as the white magic of the Church. I wouldn't say one is more powerful than the other, and it's a case-by-case thing on how magic and seeds would interact with each other.

Does that answer your questions alright?

I've been out and busy basically the whole day, but I plan to start working on my idea tomorrow. This might sound somewhat familiar for some of y'all, but I'm planning on a mercantile duchess, a woman whose money and power comes directly from her own trading businesses and her powers of logistics. Her city would accordingly be particularly suited for trade, and her faction would either be her own personal trading company or some sort of similar consortium.


That sounds great, I can't wait to see it. Definitely let me know the particular specialities they have. For example, Hathforth's speciality is pearls.

Arrowfell is large enough to have two or more major trading hubs, so having another trading hub besides Hathforth is alright.

Probs a good time to ask how big the province is, ye.

And then we can follow up with asking for a world map huhuhu.


Arrowfell is fairly large, fitting at least 7-8 major cities within it. I will work on a world map and share it later today. :)

I forgot to mention, I meant to play as a rebel, and would my previous ideas still work? Or at least maybe a character possible from the former king's court or maybe a magical sect or organization that was allowed to take up residence in the region thanks to the king. However, if I do that, then the leader would be an orc mage and I am not sure if that would fly.


Yes, your previous idea would still work. It just means the Wizard Queen will be more suspicious of you, but won't do anything against you... yet.

Any sect created by the late King would have to go into hiding, as the Wizard Queen would have dismantled or grandfathered any sects into her own design. So I think you'd either report to the Wizard Queen, or keep your origins secret. I think reporting to the Wizard Queen isn't terrible, as it allows you closer access to act as a spy, if you so wish to.

An orc mage would absolutely fly. Do my suggestions still work for the character you're imagining?
Hidden 5 mos ago Post by Estylwen
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Here is the requested map. I will be adding it to the first OOC post for future reference. I can add cities to this as they're created.



I'm also in the process of creating a few NPC sheets, which I should have ready tomorrow. :)
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That map helps a lot. I'm tempted to place my character's city on that island by Althius...

Is the system in the kingdom a strictly feudal one, with lesser nobles under the dukes and duchesses? What would the territorial extent of a duke or duchess be? I'm assuming the city is just the seat of power, but how much of the surrounding land and villages does the average one hold?
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Heheh.



About to do this to Hathforth.
Hidden 5 mos ago 5 mos ago Post by Estylwen
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That map helps a lot. I'm tempted to place my character's city on that island by Althius...

Is the system in the kingdom a strictly feudal one, with lesser nobles under the dukes and duchesses? What would the territorial extent of a duke or duchess be? I'm assuming the city is just the seat of power, but how much of the surrounding land and villages does the average one hold?


You're right. I have the hierarchy set up with the Wizard Queen presiding over the province, and Dukes/Duchesses presiding over their cities, with viscounts and barons having lesser power in those cities, paying respects to both the Duke/Duchess and the Queen. I would say the Duke/Duchess is almost like a petty king/queen, or like a jarl. The main difference being in Arrowfell that the Dukes/Duchesses are expected to attend court when the Queen calls them, and the cities are far more connected and controlled, as the Queen likes to keep her cities close, and can feel when a city starts to stray and harbour ill will, as is the case of Odenfield.

The city is the seat of power, and typically presides over the farmland surrounding a city. This can be as far a 1-3 hours of walking distance, depending on the city. Villages usually have a leader or representative that travels to Hathforth to ensures taxes are maintained.

Does that answer your question alright?

Also, the island is a great place to put your city. :)

Heheh.



About to do this to Hathforth.


Hahaha, not if the Wizard Queen has anything to say about it. >:D
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<Snipped quote by Click This>

You're right. I have the hierarchy set up with the Wizard Queen presiding over the province, and Dukes/Duchesses presiding over their cities, with viscounts and barons having lesser power in those cities, paying respects to both the Duke/Duchess and the Queen. I would say the Duke/Duchess is almost like a petty king/queen, or like a jarl. The main difference being in Arrowfell that the Dukes/Duchesses are expected to attend court when the Queen calls them, and the cities are far more connected and controlled, as the Queen likes to keep her cities close, and can feel when a city starts to stray and harbour ill will, as is the case of Odenfield.

The city is the seat of power, and typically presides over the farmland surrounding a city. This can be as far a 1-3 hours of walking distance, depending on the city. Villages usually have a leader or representative that travels to Hathforth to ensures taxes are maintained.

Does that answer your question alright?

Also, the island is a great place to put your city. :)


That does clear up a lot! To clarify though, the satellite settlements surrounding a city don't send their taxes to their respective cities, but right up to Hathforth, thereby depriving the dukes of a large part of their own taxes?
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Seeds are a type of magic, and one magic can affect the other. For example, if you have a seed that can generate a shield of anti-magic, any magic attacks are null and won't work. If you have a seed that can summon monsters from Dremora's Shade, those monsters can still be affected by regular magic, such as the white magic of the Church. I wouldn't say one is more powerful than the other, and it's a case-by-case thing on how magic and seeds would interact with each other.


Following up on this, would the anti-magic Seed just delete stuff like magical contracts and Dremona gates then?
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<Snipped quote by Estylwen>

That does clear up a lot! To clarify though, the satellite settlements surrounding a city don't send their taxes to their respective cities, but right up to Hathforth, thereby depriving the dukes of a large part of their own taxes?


You got a point there. Thinking about it, it's more practical for villages to go to their closest Duke/Duchess with their taxes. Sorry about that! Let's go with more dependence on the Duke/Duchess instead.

<Snipped quote>

Following up on this, would the anti-magic Seed just delete stuff like magical contracts and Dremona gates then?


Good question. Anti-magic seeds would be able to cancel out a magical contract that was in the process, but wouldn't be able to affect a magical contract already completed. Putting the aura of an anti-magic seed within would collapse a gateway into Dremora's Shade, however, the gateway could be reopened in another location.

Does that answer your question alright?
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Alright. I'm sure the Wizard Queen will agree that Ironhand must die. ;3
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<Snipped quote by Click This>

You got a point there. Thinking about it, it's more practical for villages to go to their closest Duke/Duchess with their taxes. Sorry about that! Let's go with more dependence on the Duke/Duchess instead.


Understood! On the other hand, that would make for a very good reason for a lot of the nobles to rebel against the Queen, haha.
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Yes, your previous idea would still work. It just means the Wizard Queen will be more suspicious of you, but won't do anything against you... yet.

Any sect created by the late King would have to go into hiding, as the Wizard Queen would have dismantled or grandfathered any sects into her own design. So I think you'd either report to the Wizard Queen, or keep your origins secret. I think reporting to the Wizard Queen isn't terrible, as it allows you closer access to act as a spy, if you so wish to.

An orc mage would absolutely fly. Do my suggestions still work for the character you're imagining?


Yes your suggestions still work for me, I might just go with the surviving royal guard, only that he was severely wounded during the conflict, and after he healed, he chose not to join the queen's royal guard but still has friends in the guard and court, and has since retired to his family's estate and thinking of ways to end the queen's rule and avenge the king. Maybe making a spy network.

Unless I think of something else.
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@Estylwen My CS is up for review!

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Alrighty Image up finally, didn't really find something I wanted so took something that was okay
Hidden 5 mos ago 5 mos ago Post by Estylwen
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<Snipped quote by Estylwen>

Yes your suggestions still work for me, I might just go with the surviving royal guard, only that he was severely wounded during the conflict, and after he healed, he chose not to join the queen's royal guard but still has friends in the guard and court, and has since retired to his family's estate and thinking of ways to end the queen's rule and avenge the king. Maybe making a spy network.

Unless I think of something else.


This idea would work great, I say go for it. I'm looking forward to your CS!

@Estylwen My CS is up for review!



I love your CS! The inclusion of Dremora is right on point. Do you have a way to point out on the map where you would like Tearmoon Glade to reside? Or you can tell me how many day's travel it is from Hathforth, and in which direction, and I can add it.

I only have a slight issue with the spells. Vacuum and Void sound like instant-kill spells if positioned at the head. How strong is the force? Is there a way we can make it so it's not instant-kill?

Alrighty Image up finally, didn't really find something I wanted so took something that was okay


The image looks great! Thanks for adding it.
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I’d like to join! I can have my character basics done before the end of the day if not the whole character sheet :)
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