Trigger Warning: Expect the worst just incase
Create and control a bunch of setting elements, see what kinda madness happensUser | Total |
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Donald Darf | 5 |
If it's supposed to be a serious submission those e's in between the [] should be x's.[E] Name: The United Boroughs of Halflingdom
- [E] Importance: Homeland of the Halflings, a series of fertile Islands populated by a myriad of Halfling city states united in mutual defence and trade.
- [E] Traits 1: Highly fertile, the breadbasket of much of the known world.
- [E] Traits 2: Sits on a great many
- [E] Traits 3: The Halflings of the Boroughs are a generally amiable folk, skilled in the working of the land as well as in trade and crafts.
- [E] Where Are They?: A large inland sea creatively known as the Great Inner Sea
- [E] Flavour Text: "Oh its a lovely time of year every part of the year here you hear!"
Thank you does that look better?If it's supposed to be a serious submission those e's in between the [] should be x's.
Edit: trait 2 needs clarification. And apparently the Halflings live on water?
All problems I have found have been sorted. So, yes much better. Only possible problem now is balancing, but that's a QM matter.
I really really like this, but there is a problem, you'll almost instantly have a good chance of success with a lot of things if the members of your Aspect can just wave a wand and cause crazy stuff to happen[X] Name: Balthazar's School for Witchcraft and Wizardry
- [x] Importance: Premier school for Magical Innovation and Education
- [x] Traits 1: The Leading Force behind Magical Innovation, creates spells and advances magical fields. However, The Researchers are rather... Cooky, well... Insane would be the better word, comes with the territory but a spell tends to be less sane, an attack Spell may deal damage through lollipops, a fire ball may have fire dogs chase after it, and an Invisibility spell may render you deaf so long as it's in effect.
- [x] Traits 2: School of Magic, with their impressive retinue of teachers they can educate anyone on any field of Magic, they care to learn. Students are still Students, and with Spies and trouble makers amongst them it's rather easy to cause chaos or infiltrate the Academy.
-[x] Traits 3: Magical Alumni due to the education of various Wizards, they may call upon them, using favors that may be required to be paid back.
- [x] Where Are They?: The Ethereal Plains
- [x] Flavour Text: "To Hire a graduate of this Establishment, may very well be the first step to success for any great leader."
A rather simple one is obvious. For the latter aspect.Okay I like the enthusiasm, Just gotta sort some things out first
I really really like this, but there is a problem, you'll almost instantly have a good chance of success with a lot of things if the members of your Aspect can just wave a wand and cause crazy stuff to happen
Maybe we can add a system to the magic? Or at least add some limits so no one can say "And I have the perfect spell for this" all the time
Okay, gotta find, make, and learn the spells before using them, thank youFor a spell to be used, in a plan, it must be researched and made beforehand. Similarly for any other group no matter the kind of Magic they use. They may take it from another group, and with this being a school any spell made by it can be used by other groups so long as they don't have a ban on magic. By making it fair, and making it so spells are announced in advance it makes the system fair without adding additional stress.
It is interesting and does put down a frame work for the magic system, other than that I personally think it might have a large role in the setting since all the other groups besides mine seem to be magic related.
I do not mean any offense by saying this. I believe your group is the strongest corrolary to mine.It is interesting and does put down a frame work for the magic system, other than that I personally think it might have a large role in the setting since all the other groups besides mine seem to be magic related.
On that note any opinions on my group.
I imagine the kind of framework I suggested means Magic has recently changed making the previous rules, no longer in effect. For some reason, perhaps a powerful spell gone awry caused a fundamental change in how Magic must be performed for instance. Explaining away the lack of previous spells.
If it impacted the entire multiverse sure, that could work, otherwise the exact same problem crops up.Or someone fucked up and messed with memory erasing magic, blowing up the archives and fucking with the heads of both the students and faculty, they can probably still use those spells, just don't know how
Also I'm back
Or I can just have your guys start off with simple but versatile spell and you've recently started to expand to other subjects, how does summoning blue-mana to move objects around sound to you?If it impacted the entire multiverse sure, that could work, otherwise the exact same problem crops up.
Sure sounds good.Or I can just have your guys start off with simple but versatile spell and you've recently started to expand outwards, how does summon blue-mana to move objects around sound to you?