Halkegenia Online Thread 7: "Arrun Noir"

Say wks, I'm curious about the [<water dash]> spell you mentioned in your latest snip. Do you have anything in mind for how exactly it works?
 
Anzer'ke said:
You know, I think that Scarron just hit the jackpot.

Obviously ALO had a pretty good range of demographics but still we can expect a good ten/twenty thousand nerds who, superhuman bodies with flight and good looks or not, are going to be missing their trips to Akihabara and their favourite maid cafe. As soon as word gets out about what's sitting in a side street of Tristainia, well competition will occur but I don't doubt that popularity will still shoot through the roof for the Charming Faerie Inn.
Damn straight. The Inn will probably get enough money to start a string of CFIs.
 
TheLeadingMan said:
Say wks, I'm curious about the [<water dash]> spell you mentioned in your latest snip. Do you have anything in mind for how exactly it works?
Note: the name (and nature of the spell) is just a random "drop" thought up in 5 seconds flat to fill out the article, and thus this is not likely to be canon in any way or form (especially, this is, despite its obvious ALO origins, NOT canon to the Sword Arts series)

Of course, if TH wants to grab this, go right ahead :D
____

Summary except from "Argo's Basic Magic Primer – Don't Worry, it's Argo's Primer!" (Coming soon! – Argo)

[<Water Dash]> is a low level Udine-specialty water spell, sub-class mobility and transformation. The transformation changes the caster's appearance in certain fixed ways. It allows the Udine to run on water.

Visually, after casting [<Water Dash]> the legs of the caster changes into much thicker thighs and large webbed feet, with a scaly, fish-like skin. A lizard-like tail will also be added to the back of the caster, but unlike the legs this tail is not attached to the Fairy's body, instead being similar in effect to a Fairy's wings (floating a bit above the skin, nearly ethereal, etc.).

Overall this spell makes the caster look similar to ALO's merfolk. Thus, the popular nickname "the mermaid spell". (the not so kindly nicknames: "Thunder Thighs", "Clown Feet")

The spell also gives the caster a much higher strength and stamina for the legs, allowing the caster to move his legs effortlessly in high speeds for relatively long durations. The tail and webbed feet adds a lot of magical thrust to the caster and acts on the caster's intent to allow for all sorts of otherwise impossible acrobatics (the tail seems to have some sort of system assist, "observing" the legs in giving the thrust needed – Argo).

The overall combination allows the caster to run on water. Literally. With practice, the caster will be able to dash across any water's surface for the entire duration of the spell, provided the water is not too turbulent. (Ocean travel using this spell is impossible, but most rivers are Ok. There is also a slight improvement on running speed on the road, but all Fae can fly faster anyways – Argo).

Similar to all "transformation"-type spells post-Transition, [<Water Dash]> WILL shred any tight pants and shoes the caster is wearing if the material cannot stretch enough. This, and the fact the tail and feet will not work if covered up by even thin cloth materials, means the recommended clothing is a dress or shorts of some kind, with disposable slippers.

Also, it is recommended to always bring along a friend for those who can't swim. Learning and casting [<Water Breathing]> and [<Underwater Dash]> beforehand is also recommended. (You WILL sink the first few times when re-learning how to run over water, especially if you're wearing armor – Argo)

As with all other race specialty spells, if you are high leveled enough in all other water magic you might be able to learn this spell, but with very heavy penalties to duration of casting time and mana cost. Given the penalties, if you're not a Udine you're better off flying instead of running over the body of water.


Edit:... ... ... Note that I have a wording mistake in the sentence which contains [<Water Dash]> in Argo's Bimonthly. This spell is certainly not "equivalent" to [<Beast Form]> in any shape and form. It only merely resides in the same "Transformation magic" category as with the other spells.

If it is any consolation, just think of how awesome the Udines can be if they having a high level water spell similar to the water-echo of Behemoth (of the Worm universe, first appearance: chapter 8) as an apology...
 
Triggerhappy said:
Nobody knows why all of the 'Girls' in the Muisca franchise are so surly all the time.
...

Evil...

I have that equally horrible feeling any idiot dumb enough to try and feel up the waitresses up are going to get a horrible shock once the shroud is lifted. Or brain trauma to last a few months or years, aside from the coma and concussion from the attempt.

3 MORE DAYS TO GO TO REGAIN MY FREE TIME! ~ (屮゚Д゚)屮
 
Exsequens said:
...

Evil...

I have that equally horrible feeling any idiot dumb enough to try and feel up the waitresses up are going to get a horrible shock once the shroud is lifted. Or brain trauma to last a few months or years, aside from the coma and concussion from the attempt.
Unless they're into such stuff, there is a market for such things.... *bleach*

Now I'm imagining a non-Kirito male Spriggan who looks so feminine he comes across as more womanly than most of the actual females...

>_>
 
HalO 2131 Chapter 4 Part 3 - Chapter 1 Part's 1, 2, 3, 4 Chapter 2 Part's 1, 2, 3, 4 Interlude 1 Chapter 3 Part 1, 2, 3 Interlude 2 Chapter 4 Part 1, 2

Aki Ross Personal VR Log May 22 2131 7:30pm Planet [Vanaheim] Dimensional Coordinates 42.219.31

You know after the day I have had so far I am tempted to ask what else can possible go wrong just to see what would happen. The multiple side trips have cost me most of the day and gotten me utterly lost. A possibility I just hadn't considered because of the navigation software on my implants. Of course what I didn't remember was that that software requires an active up-link to the bases positioning system. Something I couldn't have without risking [Lilith] screwing up the contact by sending one of the [Scorpions] to escort me.

Which has left me trying to use the static map to guesstimate my way across the desert using landmarks and my implants digital compass. Unfortunately that is going about as well as you would think given that this is a desert where the only landmarks are the odd plant and sand dunes that alter their position daily.

I still gave it the best try that I could though, and I think my luck might finally be looking up. Because after about an hours walk I discovered an Oasis that wasn't anywhere on the map. That was a bit odd, an Oasis let alone one with a small villa doesn't just spring up over the course of a couple weeks, but hopefully it's just Dr. Sung's cheep recon VI's messing up again. Because I would hate to think that I am even more lost then I previously thought.

It's still a couple of kilometers off but I should get there in around ten minutes at my current pace. Hopefully my luck will hold up and the place will be abandoned. Because given today's track record having the first field test of the translation program, be with beings that are this attached to their privacy. Is something I would rather avoid if given half a choice in the matter.
 
24
[<So yeah, this should have been attached to the last update, unfortunately, I didn't get it done until now. Splicing it in presently.]>

Kirche Von Zerbst stretched languidly as she was roused from her stupor, looking about for the source of the disturbance in hopes that it might be something interesting, a troop of bandits, some orcs, even a random mob, but alas, her eyes fell upon a faint rustling in the grass that turned out to be the return of Botan and her miniature draconic mount from a foraging expedition.

Kirche yawned, she sat a little straighter, propping herself against a tree and surveying her surroundings. They were perhaps a dozen leagues West of the Capital, a good day's carriage ride by all measure, though only a short flight for Sylphied.

The Tristanian countryside, scenic, peaceful, and breathtakingly dull for as far as the eye could see. It seemed that neither the Transition nor new of the war had managed to make this place more interesting. All that there was for Leagues around were tenant farmers and their fields. In fact, the only hint of ALfheim anywhere in sight was the Pixie and her dragon, currently dividing up the spoils of their hunt, a handful of berries and nuts.

It was no surprise that a lowly Chevalier would have ended up with his estates in such an out of the way place, such was the Fate of all but the most exceptional of the elevated Nobility. Of course by now, all that the last son of the de'Martou line had managed to hold onto was a decidedly shabby country manor and its immediate surroundings.

'How droll.' Kirche pouted, this was hardly how she'd been expecting to spend her time away from the academy. "I wonder if it's too late to go off and join Louise." She said out loud to no one in particular. At least, she didn't expect an answer from any of the people in her vicinity.

Funny, up until recently, she could have barely imagined wanting to seek out Louise. Before, the younger girl had simply been there someone to amuse herself with. She'd been fun, fun to argue with if nothing else, but now Kirche almost thought of her as a friend. Friend enough to hope her own efforts were meeting with more success.

Friend enough to feel a little pride in the Progress the young Valliere had been making. And also, friend enough to start worrying just what she would say if a certain Faerie came asking again. It hadn't just been Kirito last time, he'd brought along another one, a gold haired Cait girl with sharp eyes and a sharper tongue.

Did the Spriggan really suspect something? Or maybe he just planned for everything. Kirche didn't know. So far, she hadn't seen a thing, one way or the other, that hinted a wit about the nature of Louise's magic. And maybe that was okay. Maybe she really was just some subdot who had been in the wrong place at the wrong time.

To Kirche's left, Tabitha had seated herself atop a tree stump, flipping through the pages of her latest book while glancing up from time to time at any odd noises. Nearby, a pair of Tristain's Royal Guard Musketeers were trying to take the opportunity for some shut eye, using their packs for pillows while the third of their troop stood watch.

They couldn't observe the old manor from the nearby tree line, that would be too obvious, and a sure sign of their intentions if they were discovered. Instead, the trio of musketeers had arranged an improvised blind on the far side of the roadway leading up to the house, well off of de'Martous small remaining property.

From this distance, it was easy enough to observe traffic along the road, and to pick up the occasional snatch of conversation on the wings of an Echo Charm arranged by Tabitha. They had been, up until now, more interested in observing who was coming and going then in attempting to pry into the house interior.

But with any luck, Kirche's eyes drifted once more to Botan who had started to quietly eat, that might change this evening.

"Anything happen while I was getting my beauty sleep?" Kirche asked Tabitha.

The dainty Chevalier shook her head as she flipped the page of her novel. Not even finished with their first day and Tabitha was already done with her second book. There was a whole satchel of them set beside her, but knowing Tabitha, she'd be finished with them in a couple of days. And then she would be as bored out of her skull as the rest of them.

The problem was that for the home of a suspected traitor, nothing seemed to be happening, nothing at all. That was just it, nothing. In and of itself that was suspicious.

This was an old country house, true enough, and not in the best of shape, but there was very obviously activity up the road. Smoke rose from the chimneys, and the Musketeers had reported seeing candle and lamp lights during the night. But nobody was ever seen outside. Nor was anyone ever seen arriving or departing.

Somebody must be living there, and most obviously that somebody was not Terrance de'Martou. The Good Traitor's job as a Royal Tax Collector kept him in the Capital. So who was using the old house, and to what end?

"Nothing since you fell asleep," The Musketeer on watch confirmed. Kirche thought that Agnes had called her Lydia, one of her best, she had said. The Germanian could hardly forget the girl, a lovely sense of humor to go along with a bright smile and sense of martial professionalism that was refreshing to see in a Tristanian Soldier.

"So then, mind telling me again why we're even bothering with this?" Kirche asked without a stitch of amusement. If this turned out to be a waste of time, she was not going to be pleased in the least.

Lydia smiled confidently. "They'll let something slip eventually. Corrupt Nobles always do." The last comment was made with a note of certainty, like she was predicting rain as the first drops began to fall. "And if not, we have tonight and the plan tomorrow."

Yes, that plan, how unpleasant. One way or another, they were going to have to see inside the house eventually and if Botan was thwarted in some way, it would be up to her and Tabitha to play the part of two foreign girls on holiday who had gotten lost along the road.

Kirch grimaced. Contrary to popular belief, she wasn't particularly fond of staying in the company of the sort of weak willed men she could simply manipulate with her appearance.

"Well, let's just hope our little spy can find something then, shall we?" Kirche said and then piqued up as she heard the indignant huff from beside her wrist. "Or I suppose you'd prefer infiltrator?"

"'Scout' will do nicely." Botan bit off as she tossed aside a cored out seed. "I just have to get inside and look around without being spotted, right?"

"That's right." Lydia leaned down, giving her new comrade, less than a thousandth her size, an encouraging smile. "And also, you'll need to investigate anything that looks suspicious. But if you can't get close, you should just come back and report it, okay?"

"If it has to do with my Sisters, I'll have to take the risk." Botan warned, facing off against the Musketeer as if it was a personal dispute.

Kirche supposed it was, after a fashion. After all, these were her sisters. Kirche could appreciate the power of family bonds, her own family having tolerated her for as long as it had.

Lydia frowned. "Miss Botan, I can understand your impatience, but please don't act rashly. The Lieutenant asked for your help because this is something you are uniquely suited for and so that it might speed the discovery of the conspirators. The sooner we've found de'Martou's handlers, the sooner you can find your sisters."

"I tire of being told about delays. I am not here to do tricks." The Pixie said wearily, her lips pursed. "But I don't have a choice for now. I'll be with Schwartz, keeping watch from the trees. Call me when it's time." With that said, Botan spread her wings, vanishing up into the foliage above them, her black feathered dragon following at her whistled command.

Kirche quirked an eyebrow before turning her eyes back to the almost abandoned manor. It seemed she wasn't the only one having second thoughts.
 
Hm. Botan is reaching her limit for all this spy stuff I think. Odds she'll find something in the manor and do something rash?
 
NotAlwaysFanfic said:
What ever happened to that guy who did a journey of tristain's new atractions?
Nervaqus987 said:
You'll be pleased to know that The Grand Tour is still in progress.

It's a collaborative work with TH, who has been busy writing new HaLO snippets. The draft for the next section (Arrun) was completed several weeks ago, but some of the original descriptions have been obsoleted *:(* and need to be updated to make them Canon!compliant once more.

I shall do my best to get the descriptions updated by the end of the week, then it's off to TH for color commentary followed by release to the Threads.:cool:
 
I figured I might as well…
... in retrospect I think I went a bit crazy here.
___
Summary excepts from "Argo's Basic Magic Primer – Don't Worry, it's Argo's Primer!" (Coming soon! – Argo)

[< Civet Mob ]> is a high level Puca-specialty Musica spell, sub-class spell buff and transformation. The transformation changes the caster into a bunch of Chime Civets (see the relevant entry in ALfheim Bestiary - Don't Worry, it's Argo's Zoological Document!)

The obvious effect is the transformation and splitting of a single caster into a racket of six Chime Civets and upwards. Post-Transition, the Chime Civet mob will still "follow the leader", but each Chime Civet has been observed to be able to act on its own. Unlike the pre-Transition spell, the cats can be removed from the group and not be killed automatically.

Each Chime Civet is practically defenseless and can receive damage separately from all the other Civets. Killing one will cause large amounts of damage to the Puca when the spell ends, but it is observed there is also some damage mitigation built in, as even with a full mob killed the returned Puca will still be alive, barely. (Observed, but citation still needed – Argo)

Most importantly, the main reason for the racket of Chime Civets is that, if provided with enough pre-programmed Songstones, the mob is able to perform a Song with significant buffs to song strength and range compared to a single Puca. Higher levels in this spell can allow a single Puca to take the place an entire Choir.

Similar to all "transformation"-type spells post-Transition, [< Civet Mob ]> WILL cause all clothing and equipment of the caster to be "forcefully unequipped" (read: you'll be butt naked when you change back – Argo). Unless you have a changing room somewhere close, it is recommended to wear easily re-equipped clothing…

Unlike other race specialty spells, there is no reason to learn this spell unless you're a Puca. Without Song magic this spell just changes you into a group of semi-useless, noisy (read: stealth-less – Argo) critters after all.


Warning: Post-transition, Pucas attempting this spell have experienced a negative, almost indescribable experience. To those who attempted to try and tell their experience anyways, some say they feel a "forceful disconnect", others describe themselves as if looking through the eyes of different people, it is as if multiple dreams are overlapped over each other, and they experienced some continuous form of déjà vu.

Almost everyone mentioned an incapability of remembering their time as a Chime Civet in a singular narrative, and many either remember an event multiple times, or have somehow forgotten it "in the noise of memories".

Most agree the experience is extremely disorienting and definitely deteriorating to their psyche, and multiple casts over a short period of time should not be attempted.

-----
[< Panther Morph ]> is a mid-level Cait Syth-specialty Bestiary spell, sub-class physical buff, travel and transformation. The transformation changes the caster into a single Panther, a mob that does not exist in ALfeim.

It's a Black Leopard-style Panther, 'nuff said. Skin coloring is randomized per cast.

The stats of the Panther depends on a calculation dependent on the stats of the caster; in summary a caster gains from Panther form a large speed bonus, retains the same strength, gains an attack boost for slashing and biting attacks but does not benefit from equipped offensive and defensive equipment, and suffers from loss of flight. Overall the Panther is weaker in a fight, especially if the caster has Rare or Legendary equipment, but gains a form more suited to surprise and ambush.

Quite a lot of Cait Syth use the Panther form as ground-based travel, unobserved from the skies. The speed can also be useful in chasing after and dealing with speedy opponents.

Similar to all "transformation"-type spells post-Transition, [< Panther Morph ]> WILL shred any clothing the caster is wearing. (read: you'll be butt naked when you change back – Argo). Unless you have a change of clothes, it is recommended to remove your clothing before casting.

As with all other race specialty spells, if you are high leveled enough in all other Bestiary magic you might be able to learn this spell, but with very heavy penalties to duration of casting time and loss of most of the bonuses of Panther form. You're better off staying yourself than being a slow Panther...

-----
[<Bat Swarm]> is a mid-level Imp-specialty darkness spell, sub-class escape and transformation. The transformation changes the caster into a group of Bats.

The obvious effect is the transformation and splitting of a single caster into what appears to be a group of bats. Only one of the bats is the caster, the rest are all illusions surrounding the caster. With the bats scattering in every direction, the caster in his bat form is thus able to escape.

Similar to all "transformation"-type spells post-Transition, [< Bat Swarm ]> WILL cause all clothing and equipment of the caster to be "forcefully unequipped" (read: you'll be butt naked when you change back – Argo). If you're doing so to escape someone, kiss your previous equipment goodbye.

As with all other race specialty spells, if you are high leveled enough in all other Darkness magic you might be able to learn this spell, but with very heavy penalties to duration of casting time and a lot less illusionary bats to help your escape. Whether or not it is worth it depends on you.

Warning: Post-transition, the caster of this spell better LEARN how to fly as a bat. There has been one particularly embarrassing early Transition story of a particular Imp captured and trapped inside a birdcage, almost being sold in a marketplace when the spell duration ended and causing mayhem.

-----


[<Steam Tank Exosuit]> is a mid-level Leprechaun-specialty forge spell, sub-class movement, augmentation and summon. The summon-transformation spell creates a golem and/or machine of metal around the caster, putting him into the pilot's seat.

(Post-Transition, no steam engine is involved despite the spell name and the fact smoke comes out of the suit's smokestacks. Casters don't need to worry about getting broiled alive - Argo)

The stats of the Exosuit depends on a calculation dependent on the stats of the caster, in summary the Exosuit form has a ridiculously large speed penalty and loss of flight, but gains impressively huge armor rating bonuses and gains several unique attack patterns which are buffed. (Read the Warning – Argo)

Equipment worn by the caster at that point, other than cloth, is used alongside scrap metal to "build" the Exosuit and can be retrieved unchanged from the pile of junk the Exosuit becomes after the spell duration ends. (So wear at least something made of cloth! Getting displayed in your underwear in your cockpit is the first mistake new Exosuit Leprechauns tends to make - Argo)

As with all other race specialty spells, if you are high leveled enough in all other forge magic you might be able to learn this spell, but with very heavy penalties to the strength, armor and ability bonuses of Exosuit form. Also, the cockpit of the Exosuit is SMALL. Unless you're an Imp or smaller, the suit might be able to move but you'll be most likely be squished right in there barely able to twitch anything other than fingers and toes for the entire duration of the spell, and cramps are the very least you'll be suffering from once the spell ends. (Read: If you're a Salamander or Gnome? NOT recommended - Argo)

Warning: Even during PRE-transition, the caster of this spell better LEARN how to operate his Exosuit. Functions of Exoshits can range from flamethrowers, to rocket fists (sometimes with NO connecting return cable), to Jump Jets to, amusing to all except the caster, self-destruct and auto-eject.

Especially note that the Exosuit summoned can, and does change if the caster levels up, so buttons in the same position may have changed. Be VERY careful that the button you are about to press does what you thought it used to do.


Edit: Edits have been made. See link for details.
http://forums.spacebattles.com/thre...ad-7-arrun-noir.262824/page-118#post-11398804
 
wkz said:
Unlike other race specialty spells, there is no reason to learn this spell unless you're a Puca. Without Song magic this spell just changes you into a group of semi-useless, noisy (read: stealth-less – Argo) critters after all.


Warning: Post-transition, Pucas attempting this spell have experienced a negative, almost indescribable experience. To those who attempted to try and tell their experience anyways, some say they feel a "forceful disconnect", others describe themselves as if looking through the eyes of different people, it is as if multiple dreams are overlapped over each other, and they experienced some continuous form of déjà vu.

Almost everyone mentioned an incapability of remembering their time as a Chime Civet in a singular narrative, and many either remember an event multiple times, or have somehow forgotten it "in the noise of memories".

Most agree the experience is extremely disorienting and definitely deteriorating to their psyche, and multiple casts over a short period of time should not be attempted.
All except for Shiori, who is very confused as to what everyone else's issue is with this spell.

It's a nice animal to borrow the instincts of and while it may lack stealth it can be great for blending in in the right place.
 
That's spy work, Kirche. Waiting, waiting, more waiting, waiting a bit longer, frantic action (only if you're unlucky, generally), and then waiting to give your report.
 
So does the [panther morph] turn the Cait Syth into a black leopard or the North American cat of many names, Felis concolor? In addition to panther, the critter is called "mountain lion," "puma," "cougar," and "catamount." Those are just the names I can think of; there may be others (and I'm talking about in English; other languages don't count for this discussion).
 
wkz said:
[<Steam Tank Exosuit]> is a mid-level Leprechaun-specialty forge spell, sub-class movement, augmentation and summon. The summon-transformation spell creates a golem and/or machine of metal around the caster, putting him into the pilot's seat.

The stats of the Exosuit depends on a calculation dependent on the stats of the caster, in summary the Exosuit form has a ridiculously large speed penalty and loss of flight, but gains impressively huge armor rating bonuses and gains several unique attack patterns which are buffed. (Read the Warning – Argo)

Equipment worn by the caster at that point, other than cloth, is used alongside scrap metal to "build" the Exosuit and can be retrieved unchanged from the pile of junk the Exosuit becomes after the spell duration ends. (So wear at least something made of cloth! Getting displayed in your underwear in your cockpit is the first mistake new Exosuit Leprechauns tends to make - Argo)

As with all other race specialty spells, if you are high leveled enough in all other forge magic you might be able to learn this spell, but with very heavy penalties to the strength, armor and ability bonuses of Exosuit form. Also, the cockpit of the Exosuit is SMALL. Unless you're an even-smaller Imp, the suit might be able to move but you'll be most likely be squished right in there barely able to twitch anything other than fingers and toes for the entire duration of the spell, and cramps are the very least you'll be suffering from once the spell ends. (Read: If you're a Salamander or Gnome? NOT recommended - Argo)

Warning: Even during PRE-transition, the caster of this spell better LEARN how to operate his Exosuit. Functions of Exoshits can range from flamethrowers, to rocket fists (sometimes with NO connecting return cable), to Jump Jets to, amusing to all except the caster, self-destruct and auto-eject.

Especially note that the Exosuit summoned can, and does change if the caster levels up, so buttons in the same position may have changed. Be VERY careful that the button you are about to press does what you thought it used to do.
Wasn't it already established that re-learning the steam technology was a slow process?

The transition made the knowledge real and that means that any and all leprechaun able to cast this spell should have a vast knowledge of steam technology rendering pretty much everything about TRIST's research and experiments moot.
 
mdkcde said:
Wasn't it already established that re-learning the steam technology was a slow process?

The transition made the knowledge real and that means that any and all leprechaun able to cast this spell should have a vast knowledge of steam technology rendering pretty much everything about TRIST's research and experiments moot.
Nah, magitek golem, [<Steam]> is just in the name and styling.
 
wkz said:
As with all other race specialty spells, if you are high leveled enough in all other forge magic you might be able to learn this spell, but with very heavy penalties to the strength, armor and ability bonuses of Exosuit form. Also, the cockpit of the Exosuit is SMALL. Unless you're an even-smaller Imp, the suit might be able to move but you'll be most likely be squished right in there barely able to twitch anything other than fingers and toes for the entire duration of the spell, and cramps are the very least you'll be suffering from once the spell ends. (Read: If you're a Salamander or Gnome? NOT recommended - Argo)
In a previous discussion I believe it was identified that the Imps are the heaviest of the lightweight races, thus it seems rather unlikely they'd be a good example for small. (If you also look at the selection screen when Kirito enters ALO, one can see that the Imp model is anything but small) So while stereotypically Imp tend to be very small, seemingly in SAO canon they aren't quite so much.




-------------

Also on the newest snip from TriggerHappy, wouldn't a very tall object like the World Tree still be quite visible at over a hundred kilometers away? I know you can find pictures of skyscrapers some times online, where the picture is taken from tens of kilometers away as well. So would there really be a location in Tristain with out the slightest trace from the Faerie? Or am I just misinterpreting this?
 
Quickshot0 said:
Also on the newest snip from TriggerHappy, wouldn't a very tall object like the World Tree still be quite visible at over a hundred kilometers away? I know you can find pictures of skyscrapers some times online, where the picture is taken from tens of kilometers away as well. So would there really be a location in Tristain with out the slightest trace from the Faerie? Or am I just misinterpreting this?
Hmm... there is this thing called "visibility" that they usually forecast with the weather.

Just because there is something 100km away doesn't mean anything if the weather only allows a visibility of 20-30km or so. For a clear day... I would have to google how far is possible to see.
 
Quickshot0 said:
Also on the newest snip from TriggerHappy, wouldn't a very tall object like the World Tree still be quite visible at over a hundred kilometers away? I know you can find pictures of skyscrapers some times online, where the picture is taken from tens of kilometers away as well. So would there really be a location in Tristain with out the slightest trace from the Faerie? Or am I just misinterpreting this?
Depends how high it is. At some point you get definitely cut of by curvature of the planet, (someone else can do the math here), but that could still be drastically lowered by mountains or such in between. Tristain is unlikely to be a flat plain alltroughout, in fact from the bits i remember its rather hilly and such, and the transition may have messed up things even more, we know alfheim contained some mountains.
 
mdkcde said:
Hmm... there is this thing called "visibility" that they usually forecast with the weather.

Just because there is something 100km away doesn't mean anything if the weather only allows a visibility of 20-30km or so. For a clear day... I would have to google how far is possible to see.
Xexilf said:
Depends how high it is. At some point you get definitely cut of by curvature of the planet, (someone else can do the math here), but that could still be drastically lowered by mountains or such in between. Tristain is unlikely to be a flat plain alltroughout, in fact from the bits i remember its rather hilly and such, and the transition may have messed up things even more, we know alfheim contained some mountains.
Fair points, though I believe on Earth the Burj Khalifa has a maximum visible distance range of about 90-100 km, and it's not quite a kilometer high yet. So the tree being many kilometers high, should atleast not suffer from falling below the horizon due to curvature. Hills and so scan be an issue meanwhile, assuming they're tall enough and you're low enough, to push the horizon up enough to obscure the tree. But that's really only like hiding it away, as if you walked up a hill, you should be able to see it again.

Visibility is a good point further, but if the skies are atleast some what clear you can get images like, this, this or this.
 
From what I've seen on the internet maximum visibility doesn't exceed 100km due to factors like humidity/mist/pollution.

For fae sight that can be extended somewhat but I think nature will get in the way of their far sight anyway.
 
From what I've seen on the internet maximum visibility doesn't exceed 100km due to factors like humidity/mist/pollution.

For fae sight I believe that can be somewhat extended, but I think nature will get in the way of their far sight anyway.
 
Given that the horizon would have changed due to landscape alterations as well, it's likely that everywhere in Tristain has at least some visible reminder of the Transition. However the only real statement was that the manor was in an area with little in the way of mob activity and no Fae settlements, which remains entirely believable given the small travel radius of many people in such a time period.
 
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