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Nerdfish

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Your golem is cool because it's created, in stages, from a dying subject. That's original. The blade guardian could be a wizard spell though.

Blade Guardian (Mental)
War has a will of its own
Transform an edged metallic weapon of masterwork (quality level +3) or better quality into an intelligent item. The blade guardian is considered a charmed follower of the caster. The blade guardian can only be wielded by its creator. In combat, the offensive skill and strength of the guardian, rather then its wielder, is considered.
When not wielded, the guardian can be sheathed or operate individually. When Sheathed the guardian is considered a magical item. if sold, given away or discarded, the guardian finds its way back to the creator, allowing the creator to cheat money out of witless merchants.
When operating individually, the guardian is considered a creature (construct). it's immune to backstab and critical hits like other constructs, and have armor equal to the base weapons's damage + enchantment bonus. The blade guardian's speed is inversely proportional to base item's weight, and it's defensive and offensive stat is determined by its creator's level, intelligence and gold expenditure as well as base item used. At any time, the guardian can be improved by spending additional gold.


Blade guardian are my idea of wizard's tier 3 pets. Tier one and tier 2 summons are gnomes and some kind of wisp/dancing lights, respectively. Blade guardians might require experience to make too if that balance them out.

Your healer was fun, especially the part of merging with the trees. But the gardens are just brilliant. It's an economic structure that also does a bunch of other things depending on where you built it That's a first in a strategy game, even for a concept.

Oh. i'd like to see your take on wizards, but there isn't any hurry really.
 
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Alfryd

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Oh. i'd like to see your take on wizards, but there isn't any hurry really.
Just as well...

The Iron Guard isn't dying, exactly- just being... transmuted. I'm still hoping to come up with a more elegant mechanism for manifesting an Avatar. Oh well. I'm quite happy with the Oracle mechanism, though, since it provides a non-standard recruitment technique and supernatural origins for the Paladin.
Your healer was fun, especially the part of merging with the trees. But the gardens are just brilliant. It's an economic structure that also does a bunch of other things depending on where you built it That's a first in a strategy game, even for a concept.
Heh. The great (and ironic) thing about realism is that the sheer novelty is usually shocking to people.

I decided to base the Arhat off the traditional Fountain of Youth concept, since it helps to add a tinge of darkness to the healer class that's otherwise hard to see. If you've seen/read The Fountain (flawed film, apparently a fine graphic novel,) you'll know what I mean. I've thought that it might be interesting to merge the Gardens/Poyaggi tree into a single structure, though...
 

Nerdfish

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Kehehe ... Don't take this seriously

Alfryd said:
Just as well...

The Iron Guard isn't dying, exactly- just being... transmuted. I'm still hoping to come up with a more elegant mechanism for manifesting an Avatar. Oh well. I'm quite happy with the Oracle mechanism, though, since it provides a non-standard recruitment technique and supernatural origins for the Paladin.

Heh. The great (and ironic) thing about realism is that the sheer novelty is usually shocking to people.

I decided to base the Arhat off the traditional Fountain of Youth concept, since it helps to add a tinge of darkness to the healer class that's otherwise hard to see. If you've seen/read The Fountain (flawed film, apparently a fine graphic novel,) you'll know what I mean. I've thought that it might be interesting to merge the Gardens/Poyaggi tree into a single structure, though...

I haven't read Fountain of Youth, i am afraid, too busy studying the brain, or procrastinating by posting in various places.

Here I would like to post on primary wizard profession - Research

A wizard could conduct a research that's been funded by the sovereign, other guilds or heroes. For example, if the owner of a market wish to research healing potion, the wizard will carry it out. Wizards do not need to repeat researches, if a currently funded research is one a wizard has already completed, s/he simply copy the papers over. Research provide both experience and gold - the more expensive the research is, the more the researcher get paid.

A wizard can only conduct research on a familiar subject. A wizard's acknowledge effect both the research he/she can conduct and the spell that wizard can cast. The three major sphere of knowledge correspond to the three magic schools. A wizard's knowledge also effect what kind of enchantment he/she can place on items.

Knowledge is not experience. It's only acquired from exploring, reading and research. knowledge of each field increase over time, and when sufficient amount has been acquired, the wizard learns a new topic.

Yes, it's a little steam punk :D okay, maybe not just a little. Please don't take this seriously. most of this is half a joke ... oh okay, mostly a joke.

Physics
Understanding of the operating principles of the physical world. Governs effectiveness of elemental magic and research related to elements of classical physics (ring of protection, power shock, flame shield)

Mechanics
Understanding of the effect of force and strength of materials. Permit spells such as sunder and flight. Mechanics allows weapon physical damage and weight enchantment and research related to structure or force (like power shock)

Thermodynamics
Understanding of the flow of heat, required for most intermediate elemental spell and all advanced ones. Thermodynamics allows heat and cold damage enchantment to weapons and heat and cold resistance enchantments to armor. It's also required for researches on technology that involve manipulation of heat (like flame shield).

Chemistry
Understanding molecular interactions, required for many spells in all three schools. Chemistry is required to research potions, or add poison damage to weapons.

Astrophysics
Required for the top-level elemental spell meteor storm. It's also useful for some research related to Helia and Lunord.

Fluid Dynamics
The understanding of flow of liquid, gas and plasma. Required for advanced elemental magic and initial research of such spells.

Electricity
Understanding of electric flow, required for most metal spells. it's required for electric damage enchantment and research related to electricity , like wizard guild level 2 and level 3.

Physiology
Understanding of the body, the mind and how one is liked to the other. Governs effectiveness of mental magic. Required for research related to the living organism. (like healing potion)

Bioelectricity
The understanding of electric flow withing a living organism. This skill requires Requires Electricity. Bioelectricity is required for most intermediate metal spell and all advanced ones. Bioelectricity is involved in the initial research of many mental spells and allows the paralysis enchantment to weapons.

Metabolism
The understanding of conversion of molecules inside a living organism. Required for many mental and arcane spells. Required for speed enchantment on items and research related to enhancement and healing of characters. Required for most potions.

Genetics
The understanding of inheritance of traits of living organisms. Required for Teragenic research, illegal in most places.

Psychology
Understanding of behavior of living organisms. Required for use and research of many mental spells. it's also required for panic enchantment on weapons and research related to behavior alteration.

Signaling
Detailed understanding of signaling between and within biological systems as well as understanding of interaction between magic and living organisms. Required for a few advanced Mental and Arcane magic. Permit research related to spell casting.

Analysis
Knowledge that improve one's ability to derive other knowledge. Governs arcane magic and related research, such as teleportation amulet.

Logic
Abstract reasoning about concepts, logic increase the amount of knowledge gained from all activities. Logic is required for preparation, casting and research of all arcane spells.

Mathematics
Abstract reasoning about numbers and concept derived from them. It's required for mid and top level arcane magic. It is not required for any research but speed them up drastically.

Quantum Theory
Require mathematics and all topics under physics. Quantum theory give one insight into nuts and bolts of the universe and allow them to reason about truly counterintuitive concepts. :rofl: Quatum theory allow a wizard to move through space and time (so he/she can disappear and appear some other time, or simply appear out of nowhere, or create multiple copy of himself/herself) and allow him/her to perform teleportation related researches.

Proteomics
Require mathmatics as well as all topics under physiology. Proteomics gives one insight into nut and bolts of biology and make them very depressed :p. Proteomics allows a wizard to cast many divine spells as if they were arcane and create monsters by enchanting captive creatures (and characters) Proteomics give a wizard ability to research divine spells - and thus hated by the gods.

Theory of magic
Requires every other skill. Theory of magic confer a detailed understanding of magic and its interaction with other elements of the world. Theory of magic allows the wizard to make things happen by simply wishing it so. it also allow them to conduct research instantly, by attempting the same research in all parallel universes at the same time and put any enchantment on any item. :wacko: When characters with theory of magic is present, there is a slight chance very second that the universe would disappear (causing mission to fail) thanks to some paradoxical thoughts crossing the mind of such a character. In addition, theory of magic drives anyone processing it completely insane - to everyone else :D
 
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Flammifleure

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Nerdfish said:
I don't have problems with criticisms of any specific idea, however, I don't respect those who dismisses my ideas consistently with "i don't like it" or something equally lacking in thought when the idea requires hours of deliberation.

Cooker, you're going to hate me ...

This is all very interesting. However, it is nearly 5:30 in the morning, and I need sleep. Desperately. Replies to Alfryd's ideas will have to come later.
 

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Alfryd said:
Take your time. We've been at this for days. Suggestions for the adepts would be particularly appreciated.

Good, because I have quite a bit to say about Adepts and the Church of Lunord. :)

Let it be clear that I discuss these things not because I believe any of them will ever be implemented into a Majesty game, but because I think them worthwhile in themselves. Alfryd's work is, if I may say, wonderful, and that is reason enough for me. My apathy, or despondency, regarding actual inclusion in a game dates from a long time ago; the recent feeling I have gotten about Majesty 2 only reinforces that. This melancholy affirmation finished with, I will proceed.

Preliminaries
I'm basically going down through the list of what Alfryd (and possibly Cooker) has posted, and extracting things with which I disagree, question, or quibble. This will be a long, although hopefully not tedious process, and I am sure that before I finish everyone wish that each hero would be discussed in a different topic. First little point does not fall under a hero class, at least not a developed one:

Naturally, different races would hit their prime at different points in life, and typical life expectancy is triple that (depending on how their vitality holds up,) so ... elves, 75

I happen to prefer the idea of elves being immortal, the main reason being that I am sick of mortal elves. This bears further discussion, but I just wanted to set it out there. As relates to an aging scheme, elves would be effected detrimentally, and would simply keep acquiring bonuses form the levels or whatever system is implemented. Of course, elves being what they are they would keep acquiring more enemies as they continue to live, so "Elves always die violently" would be an Ardanian maxim.

On to the hero classes.

Priestesses

... but the true currency of their organisation will always be power. Like the followers of Fervus, they believe most moral strictures are poor excuses for self-imposed oppression.

There is something about this that does not sit well with me. The basic Kryptan philosophy is memento mori, and although this may have the application of "Eat, drink and be merry, for tomorrow you die," merriness is not exactly the aura given off by the Priestesses. I believe that most strict adherents to the Kryptan faith would be apt to lead what we call "moral lives", due to an emphasis on "mortifying the flesh" (key word: mortify). Moreover they recognise that temporal power, like over things of this world, are transient; they should be striving for spiritual power -- which presumably they could retain in death -- and the recognised path to spiritual power is self-denial. Of course, you could mean the same thing and I am just misinterpreting it.

That said, too, the ordinary followers would probably incline to be licentious. If the "real" Kryptans even noticed at all, it would be to sneer.The fact that Krypta, as goddess of the dead, is the one to actually inflict the punishment on the wicked after death, might give people pause, though.

Schools of Magic
While I appreciate the distinction, I think the names of "Black, Red, and White Magic" might be changed. They are too close to terms in established franchises, even if their meaning is different. Besides which, I have an idea that the colour of these spells (and I do like the idea of magic being colour-coded) would be red. Perhaps Death, Blood and Bone could be used instead, but then, those aren't exactly original either, and anyway, "Bone" doesn't match the description of white magic or its spells, except by an extended metaphor.

Some individual spells:
Soul Pact -charms undead into service in thne priestess' retinue.

I would prefer a straightforward "Control Undead". "Pact" implies mutual consent on both sides, and I don't think that's what's going on. Besides, "Soul Pact" is too cool to be wasted on something so (relatively) mundane.

Void -strips harmful and beneficial enchantments alike from the subject.
"Void" seems a little too sinister for a simple debuffing spell. Besides, since it could be used to help the target, I don't see why it is placed under "Black magic".

Appeal -makes the priestess briefly more pursuasive in the eyes of a single target.

Granted that priestesses do seek to control others, I think it should be accomplished through fear or sheer force of will, not persuasiveness.

Closure -converts lethal damage into nonlethal damage. Restores health directly for the priestess or corporeal undead.

"Closure" means finishing a thing off. I fail to see the connection with the spell's effects.

And a spell of my own:

Memento Mori ~ (passive) As a walking embodiment of Death, the Priestess gives off a constant aura that inspires primal fear in those around her. Followers of Krypta are immune, otherwise resisted based on spirt and intelligence. Undead have increased resistance, but are not necessarily immune.

Plus, I have some idea that there should be different spells for controlling different types of undead. A mindless undead will not offer much resistance, whereas a powerful undead might; and corporeal and incorporeal beings might also be different in their relations with a priestess. An idea appealing to me is the possibility of an undead reversing the process, and taking control of a Priestess.

Sects/Covens

To me, there seems be a little confusion here. The Inner Sect seems to me to belong under "Sects", not only because of the name which would otherwise cause confusion but because they constitute a separate society hidden within the other sects. The Albicrucian and Crimson Hand groups seem more along the lines of groups performing specific tasks for the Church (i.e. record-keeping and intelligence respectively). I also personally dislike "Coven" used to describe Priestesses, but meh.

As an aside, I imagine the symbol of the Albicrucians to be a pair of crossed, bleached bones.

Undead
As a general thing, I would want to avoid too much emphasis on the idea of "aversion to sunlight". Partly because there seems to be little, if any, mythological basis for it, and partly it is so common. I would prefer to think of it, not as undead being weak during the day, but as being strong at night. There's a difference in attitude involved.

Nosferatu
So, the idea is that the more they feed on humans, the more human they become? That's a pretty interesting idea. Also the idea that their feeding methods become more refined, from indiscriminate gnawing, to more meticulous eating, to nearly undetectable blood-draining. Perhaps a very powerful vampire would be able to drain life-force directly without any visible trace (which, arguably in Majesty they do already, but I think that should be tweaked to reflect the evolutionary chain of Nosferatu).

I have other ideas on the abilities of vampires and possibly ghouls, but this may not be the time to bring them up.

Enthralled
While basically sound, I object to the inclusion of wights. First of all, because "wight" means any kind of spirit or being, and could even be applied (I think) to an ordinary human. In other words, using it for a specific kind of undead unduly limits the potential of the word. Secondly, and more importantly, we already have wights in the form of Styx and Stones, who were not enthralled to anybody and who certainly were not content to merely wander near their place of burial.

Fleshless
Hmmm ... we have phantoms already in place, and to be honest, this description does not seem to suit them. As far as that goes, there is no guarantee that the Black Phantoms were even undead. Although i like your description of fleshless per se, I would rather go with the development of the phantoms from what we know, rather than discarding it and starting all over.

Of course, it could be argued that the Black Phantoms are a unique case ...

Golems
Okay, I'm brekaing my rule. Nothing to criticise, just wanted to echo Cooker's comment and say that this is a nifty idea.

Lazari
I have an idea or two about the candidates for Lazari, based on an idea of having male warrior-types to serve Krypta. The candidates would be drawn from what is essentially a new class, although it could be a Warrior prestige class or

Liche
"No. No no no no, and again I say, no." While not without merit, this conception of a liche just doesn't accord with the meaning of the word. "Lich" is German for "corpse". I conceive of liches merely continuing to inhabit their bodies, even after they have died. This goes on indefinitely, even as their body decays around them. It is immortality, but at the cost of your looks.

I suppose a lich could transfer her spirit to another body; but for that matter, so could a still living Priestess, or necromancer. The whole idea of a phylactery seems an unnecessary encumbrance.

Cultists

Okay! First, the Metamorphosis/Wendigo connection. I don't see it (and I believe you also expressed dissatisfaction with it). For one thing, "Metamorphosis" implies, for me, an improvement -- I know it wasn't necessarily so in the Greek tales, but "meta" does mean above. For another, the description of how a Wendigo is created does not correlate at all with how the spell works.

Sacred Names
This is a good concept, but very hard to implement. If Majesty were an established franchise, with published fanfiction like D&D or Star Wars, this would be an excellent subject to explore in a series of novels. For a game, however, it's a bit too much. I think it would be best to stick with the binomial system, although even then the names could still affect the Cultist's abilities.

Miscellaneous
While I grasp that there would be no one set of dress or vestments for Cultists, I believe that an emphasis on masks should be retained. It was probably the most distinctive feature of the original Majesty Cultist, the flavour of which should be preserved at least in part; and besides, it seems an extremely cultic practice. Besides, masks are a symbol with a number of interpretations, which would suit the chaotic nature of the cult.

Other themes the Cult might emphasise could be mirrors, and dreams. Mirrors relate to illusions and cover some of the same themes as masks; dreams -- well, all three are kind of intertwined. But a blurring of the lines between reality and unreality should be one of the characteristics of Fervusian magic.

Another theme of the Cult could be the Moon. The Moon has long been connected with insanity (lunacy, mooncalf), and it also ties into the Cult's fascination with Vargs. Which leads me to:

Vargs are essentially werewolves who have successfully transitioned into their new form completely. If you're strong enough, you can control the change. If not, you'll be driven insane by the pain of the condition. You have to learn control before the full moon, so naturally, that's not always easy.

Personally, I have quite a different idea for the nature and origins of Vargs. It is tied to Lunord, and indeed, I feel a deep connection between lunord and Fervus.

The Changeling
For the most part, I applaud this, but I believe the ability to replace another being should be limited to one use only. Once the exchange is complete, the Cultist cannot then steal another identity. Further, the change is permanent; a Cultist cannot relinquish this identity and take back his old one.

... I think that is enough, for now. I foresee myself essentially deconstructing the Monk; my opinions on the Church of Dauros are strong and unfortunately contrary to the scheme you have set up.
 

Alfryd

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I happen to prefer the idea of elves being immortal, the main reason being that I am sick of mortal elves. This bears further discussion, but I just wanted to set it out there.
I don't have any particular, outstanding reason to disagree here. Perhaps if you could elaborate on your reasoning...?
There is something about this that does not sit well with me. The basic Kryptan philosophy is memento mori, and although this may have the application of "Eat, drink and be merry, for tomorrow you die," merriness is not exactly the aura given off by the Priestesses.
Again, I don't disagree. The point is that the priestesses don't believe in restrictive ethical mores or a code of honour, and hold that the end can fully justify the means- whether that means is deceit, necromancy, manipulation, extortion, sex, drugs, poison, etc, etc. This doesn't mean that they feel some kind of obligation to indulge in hedonistic revelry 24/7- to begin with, priestesses are much more aware of the long-term consequences of their actions, and the value of solid reputations. One thing a priestess strives for is not to give any impression of weakness. But they don't hold that things like honesty, chastity, poverty or obedience are either intrinsically good or bad things. It's all a question of cause and effect.
Plus, I have some idea that there should be different spells for controlling different types of undead. A mindless undead will not offer much resistance, whereas a powerful undead might; and corporeal and incorporeal beings might also be different in their relations with a priestess. An idea appealing to me is the possibility of an undead reversing the process, and taking control of a Priestess.
Interesting. Perhaps you could put that under expanded mechanics for Soul Pact?

As for renaming various spells, or the schools themselves... I'm not generally fussy on that point. Void means to negate, render invalid, etc. Closure literally closes wounds. Appeal can work through fear if that seems more vampiric. I tend to think that 'charming' isn't really what a priestess does with undead, but there you are.
To me, there seems be a little confusion here. The Inner Sect seems to me to belong under "Sects", not only because of the name which would otherwise cause confusion but because they constitute a separate society hidden within the other sects. The Albicrucian and Crimson Hand groups seem more along the lines of groups performing specific tasks for the Church (i.e. record-keeping and intelligence respectively). I also personally dislike "Coven" used to describe Priestesses, but meh.
No, I prefer it this way. The idea is that all these organisations operate in secret and have informal recruitment methods, which overlap freely with the Sects proper (which are defined geographically), so they can't be considered Sects.

As a general thing, I would want to avoid too much emphasis on the idea of "aversion to sunlight". Partly because there seems to be little, if any, mythological basis for it, and partly it is so common. I would prefer to think of it, not as undead being weak during the day, but as being strong at night. There's a difference in attitude involved.
If you prefer that interpretation, go ahead, but I don't see the fine operative distinction. Modern fantasy has simply drifted a long, long way from it's mythological roots, and there's always porphyria to account for sun-aversion. I actually quite like the idea of sunlight/fire being anathema to undead, since it reinforces the potential for a Krypta/Helia rivalry.
Secondly, and more importantly, we already have wights in the form of Styx and Stones, who were not enthralled to anybody and who certainly were not content to merely wander near their place of burial.
Oh, but they were- it's just that 'near their place of burial' happened to be the entire map! :p A quite large territory, you see. I was thinking that the distinguishing feature of wights would be their intelligence. I did have a more detailed write-up for wights in a separate category, but it seemed unnecessary. If have a potential replacement, I'm all ears.
Of course, it could be argued that the Black Phantoms are a unique case ...
Possibly. You can just rename the main types ghosts, spectres and wraiths if preferred. I'm easy.
I suppose a lich could transfer her spirit to another body; but for that matter, so could a still living Priestess, or necromancer. The whole idea of a phylactery seems an unnecessary encumbrance.
Again, I don't see the overwhelming importance of the original philology (you can always look up Koschei the Deathless,) and I quite like the idea of sauron-style phylacteries, for the sake of dramatic potential if nothing else.


I'm actually in more or less complete agreement with your analysis of the Cultist and fervusian magic. I'd much like to hear your backstory regarding regards the vargs/werewolves and Lunord. I do actually have some justification for the Metamorphosis spell's mechanics, but it's probably not worth the bother.


I've added a brief section of the Warriors/Harbingers of Discord. I can't believe I've been at this for a month. Well, I'm officially stuck when it comes to improving the healer or monk, but I should be wrapping up relatively soon. Maybe something'll occur to me...
 
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Alfryd

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I've added some very rough notes for the elves, dwarves, goblins and barbarians. Can't think of many special abilities per se, but we'll see how things go...
 

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non-human races are fairly nice, there is one gripe, however:
The dwarves are:
* primarily scientists, engineers and inventors.
* conservative, restrained, and traditionalist.

It's really difficult to pursue the listed careers while processing the listed traits. please consider revision. That is why I think wizards' inherent curiosity and ambition make them far more suited for these vocations. Dwarves however, maybe be far better at actually putting something together after a blueprint is drafted.

Barbarian is also well thought out, unfortunately the "law of steel" is probably not the best name. Steel production implies a certain level of technology and sophisticated infrastructure. Steel can't be produced in the wild with a small fire. ;)
 

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I am so evil that I eat baby seals.

Here are some sinister spells that could be cast by wizards, but could not be obtained through legal venues. Wizards might stumble upon pieces of their record during adventures and may be able to research them when sufficient clues has been found. They are powerful but most wizards will hesitate to use them in fear of backlash. (wizards under effect of certain mind enchantments, like mind's edge will use these without fear, but they are likely to be killed by the backlash)

Forbidden spells:

Mind Plague (Mind, obviously.)
Insanity is contagious.
The caster afflict the target with a persistent spell that cast itself on nearby targets. the spell have no somatic component is is cast through sheer force of will. Once a target is afflicted the spell will use the infected mind to cast itself. After a desired period set by the caster, the plague obliterate the mind of the victim and place them under remote control of the caster.

Eldrich Darkness (Arcane)
In the beginning there was darkness, in the end only darkness will remain.
The caster generate a magic zone that causes photons to tunnel past it. The zone is completely transparent to anyone outside it. However creature inside are considered blind, even if they could normally see in the dark. creatures with keen sense of hearing or smell may act normally in the darkness. The spell can be used in combination with other magical traps.

Weight of oblivion (Elemental)
I am the weight of your suffering.
The caster greatly increase a target's density but not strength, causing to collapse under its own weight. For each round the caster concentrate on the target, its weight is doubled recursively. the target will initially be unable to walk, then rapidly lose health as it suffers internal structural failure. Casting this spell on an airborn target will cause it to crash onto other creature of structure under it with great force. If the spell is interrupted, or the caster run out of stamina, the target's weight will reduce by half each second until it reaches its normal weight. during this time it may still continue to lose health.
 
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Flammifleure

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Alfryd said:
I don't have any particular, outstanding reason to disagree here. Perhaps if you could elaborate on your reasoning...?

As to why Elves should be immortal? I don't know that it deserves so dignified a name as "reasoning". First, it's that every elven race since and apart from Tolkien's has been mortal, and I'm tired of it. Second, is that it heightens the contrast between Majesty Elves and Tolkienesque Elves through irony -- they have the immortality, but they have none of the "nobility" of nature that intuitively goes with it. Immortal sybarites, with a whole philosophy pleasure so that they can go on enjoying themselves forever without one pleasure becoming too stale from overuse.

On the other side, I picked up long ago that the Elves, like the Dryads, were from Fey. And Fey is a place different from Ardania, with different laws of reality -- so all of its inhabitants are immortal. In fact i had even developed the idea that as Fey was an immortal world (i.e., unchanging) the Elves left it out of sheer boredom. The contrast between the transient mortal world and their own immortal nature provides stimulus to their jaded senses. All this you have obviously picked up on yourself.

Again, I don't disagree. The point is that the priestesses don't believe in restrictive ethical mores or a code of honour, and hold that the end can fully justify the means- whether that means is deceit, necromancy, manipulation, extortion, sex, drugs, poison, etc, etc. This doesn't mean that they feel some kind of obligation to indulge in hedonistic revelry 24/7- to begin with, priestesses are much more aware of the long-term consequences of their actions, and the value of solid reputations. One thing a priestess strives for is not to give any impression of weakness. But they don't hold that things like honesty, chastity, poverty or obedience are either intrinsically good or bad things. It's all a question of cause and effect.

I guess that makes sense.

Something I feel like pointing out: Krypta is the goddess of death, and thus for her every undead is an affront. Each of them has, by one means or another, cheated Death; and I can't help but think Death would take this as an affront, especially as it happens more and more often. So I think some Priestesses, anyway, should have an actual drive to exterminate undead.

Interesting. Perhaps you could put that under expanded mechanics for Soul Pact?

You mean Control Undead". :p Actually ... perhaps it could be that a more simple "Control Undead" spell would be used on more mindless creatures (i.e. zombies and thralls), whereas Soul Pact applies to intelligent creatures. The "Pact" is made through a contest of will, and whoever has the stronger will controls the ensuing the bond. This could have interesting effects, if, say, a zombie in a Priestess' retinue slowly upgrades itself to a Vampire, which can no longer be commanded by the simpler spell.

As for renaming various spells, or the schools themselves... I'm not generally fussy on that point. Void means to negate, render invalid, etc. Closure literally closes wounds. Appeal can work through fear if that seems more vampiric. I tend to think that 'charming' isn't really what a priestess does with undead, but there you are.

Ah, I see. I do tend to be fussy about names, having a great liking for the meanings and nuances of words.

No, I prefer it this way. The idea is that all these organisations operate in secret and have informal recruitment methods, which overlap freely with the Sects proper (which are defined geographically), so they can't be considered Sects.

I comprehend, but I think you need to stress more that the Albicrucians and the Crimson Hand are secret. I mean, secret from the Church itself -- the entire Church is fairly secretive.

Further, sectarian differences are based on doctrine, not geography. Of course, once a sect settles down in an area and takes over, geography enters into it, but still ... I don't suppose it is an important point. The most important concern here is confusion arising because the Inner sect is not, by this definition, actually a Sect.

If you prefer that interpretation, go ahead, but I don't see the fine operative distinction. Modern fantasy has simply drifted a long, long way from it's mythological roots, and there's always porphyria to account for sun-aversion. I actually quite like the idea of sunlight/fire being anathema to undead, since it reinforces the potential for a Krypta/Helia rivalry.

In practice, there might at first be no such distinction between 'Normal at night, weakened by day" and "normal at day, strengthened at night"; but the two things tend in opposite directions. The former eventually leads to the idea that undead are destroyed by sunlight; the latter to the idea that undead may be ordinary monsters during the day, but at night gain terrible abilities, for that is the hour and power of darkness.

Maybe I should just let it go for the majority of undead, and concentrate on Phantoms. The opposition of Helia to Krypta I can understand as a legitimate development from the original game, and so grant it more weight than i would otherwise. personally, though, I think that Helia's dislike is less directly concerned with undead, abominations though they are, and with Krypta's apathy and secrecy. I always think of Helia and Helians as being blunt, straightforward folk, who not only shun mystery but are actually afraid of it. This always explains her even more intense hatred of Lunord.

Oh, but they were- it's just that 'near their place of burial' happened to be the entire map! :p A quite large territory, you see. I was thinking that the distinguishing feature of wights would be their intelligence. I did have a more detailed write-up for wights in a separate category, but it seemed unnecessary. If have a potential replacement, I'm all ears.

Hm ... how about revenant? I associate the word with incorporeal undead, but that's just me. I think it could work quite well.

Possibly. You can just rename the main types ghosts, spectres and wraiths if preferred. I'm easy.

Thanks. :p Maybe I can work up something for Phantoms later.

Again, I don't see the overwhelming importance of the original philology (you can always look up Koschei the Deathless,) and I quite like the idea of sauron-style phylacteries, for the sake of dramatic potential if nothing else.

I'm an amateur philologist, so. Koschei was just one instance of putting his soul in something else -- he didn't use it to possess people. I prefer the idea of a living corpse, which as the corpse decays will eventually become an incorporeal undead. I guess we can just call it a difference of opinion, and let it pass. It's regrettable we can't get TaleSpinner's opinion, since I assume that a lot of this (for both of us) is coming from Daughter of Krypta.

I'm actually in more or less complete agreement with your analysis of the Cultist and fervusian magic. I'd much like to hear your backstory regarding regards the vargs/werewolves and Lunord. I do actually have some justification for the Metamorphosis spell's mechanics, but it's probably not worth the bother.

You'll hear it eventually, I promise.

I've added a brief section of the Warriors/Harbingers of Discord. I can't believe I've been at this for a month. Well, I'm officially stuck when it comes to improving the healer or monk, but I should be wrapping up relatively soon. Maybe something'll occur to me...

I think you did a good and original job with the Healers -- I'm interested in the origin of the word "Arhat". For that matter, you did pretty well with the Monks -- just because I disagree doesn't mean i don't appreciate the fine structure you've built.

One little thing, which i will address more fully when i come to Dwarves:

Cooker said:
Alfryd said:
The dwarves are:
* primarily scientists, engineers and inventors.
* conservative, restrained, and traditionalist.

It's really difficult to pursue the listed careers while processing the listed traits. please consider revision. That is why I think wizards' inherent curiosity and ambition make them far more suited for these vocations.

I hope you will not take it amiss, Cooker, when i say you simply don't understand what being "conservative" or "traditionalist" entail. There is no inherent contradiction between them and the pursuit of scientific knowledge. What's more, Wizards are also conservative and traditionalist, so your argument rather breaks down.
 

Alfryd

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All this you have obviously picked up on yourself.
No, actually I think I stole it from you...
*nyoink*
So I think some Priestesses, anyway, should have an actual drive to exterminate undead.
Possibly in the general case, but again, priestesses also tend to favour ends-justify-means reasoning. Raising a few undead for the sake of pursuing the larger goals of the church is what they might consider the lesser of two evils.
This could have interesting effects, if, say, a zombie in a Priestess' retinue slowly upgrades itself to a Vampire, which can no longer be commanded by the simpler spell.
Quite intriguing. I was actually thinking that there would be limits to how far an individual Nosferatu could upgrade itself, based on the stage of development of the creature that infected it. So, for example, someone infected by a low-level zombie couldn't aspire to much above ghoul status, but anyways. Your point stands.

The former eventually leads to the idea that undead are destroyed by sunlight; the latter to the idea that undead may be ordinary monsters during the day, but at night gain terrible abilities, for that is the hour and power of darkness.
Eh. A little from column A, a little from column B...
I always think of Helia and Helians as being blunt, straightforward folk, who not only shun mystery but are actually afraid of it. This always explains her even more intense hatred of Lunord.
It's a distinct possibility. Have you seen the topic I posted a while back on alternate religious arrangements?
I'm interested in the origin of the word "Arhat".
It's a buddhist term, referring (I believe) to a person who has achieved enlightenment.

One little thing, which I will address more fully when I come to Dwarves:
I can see where Cooker is coming from, to a certain extent. It does make a certain amount of sense that inventiveness and creativity would be more association with free-thinking radicalism. I guess my main objective was to give Dwarves a new 'spin', since they really came across as pretty vanilla in the original majesty, whereas gnomes and elves were pretty radical departures from stereotype. I thought Vulcan dwarves with no time or patience for gold, ale or whores would be a 'fresh angle' to take.

(Also, I'd prefer bald women to bearded women.)

I would also mention that I'd fully imagine dwarves as having significant connections with wizardry, given a close geographical link, just as elves are more closely associated with sorcery.

It's regrettable we can't get TaleSpinner's opinion, since I assume that a lot of this (for both of us) is coming from Daughter of Krypta.
You assume correctly. ...I could always try to PM him. He still answers emails, he's just not terribly involved with the game or fanfic at present.
 
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Spiderman

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Flammifleure said:
As to why Elves should be immortal? I don't know that it deserves so dignified a name as "reasoning". First, it's that every elven race since and apart from Tolkien's has been mortal, and I'm tired of it.

I'm not sure I understand what you're saying here - Tolkien elves are or are not immortal?

I assume by "immortal" you mean not dying except via combat or disease or etc.? I.e. no dying of natural causes? In that case, there are several fantasy setting where elves are immortal - the elves in Dennis McKiernan's series, Terry Brooks (I think), Dragonlance, and maybe Warhammer. It certainly has been explored, for sure...
 

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ridiculous

I hope you will not take it amiss, Cooker, when i say you simply don't understand what being "conservative" or "traditionalist" entail. There is no inherent contradiction between them and the pursuit of scientific knowledge.

Any kind of invention or scientific work implies a willingness to change. In the former case, it's the willingness to alter one's knowledge of the world around him or her, in the second case, it's the willingness to alter the working of some artifact.

The willingness to change is not something that goes well with conservative or traditional way of thinking.

what exactly do you mean when you say "understanding".
 

Alfryd

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The willingness to change is not something that goes well with conservative or traditional way of thinking.
Well, I guess that depends on whether you're talking about personal/cultural change, or simply adding to one's knowledge of the physical world, in order to better direct and control it. In the latter sense, conservativism would be pretty compatible with technological refinement. Besides, you can always argue that the scientific method also requires discipline, rigour and exactitude, which fits well with the dwarven mindset.


Going back to the elves, I find the idea of Fey as a tailored, symbiotic, ecosystem to be quite interesting, since in many respects it represents the Agrelan ideal run amok- a place without pain, death, suffering or decay, no system of owership or material possessions, and no distinctions of rank. ...And, as a consequence, mind-numbingly stagnant/boring.

Of course, if the elves came from Fey in the first place, that kind of raises the question of where those ships entered the picture... and also the problem that the elven exodus seems to have occured in relatively recent history, whereas the creation of Fey dates back to the 'world birthing': whenever that is.
 

Flammifleure

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Re Spidey:

Spiderman said:
I'm not sure I understand what you're saying here - Tolkien elves are or are not immortal?

They are immortal, definitely. Even when technically killed by violence, they just get reincarnated.

I assume by "immortal" you mean not dying except via combat or disease or etc.? I.e. no dying of natural causes? In that case, there are several fantasy setting where elves are immortal - the elves in Dennis McKiernan's series, Terry Brooks (I think), Dragonlance, and maybe Warhammer. It certainly has been explored, for sure...

Disease counts as a natural cause, and anyone who suffers disease is not immortal. Anyway ... never heard of McKiernan; Terry Brooks I'm unsure of, but although his elves are otherworldly I'm pretty sure they do die of natural causes; Dragonlance the Elves are certainly mortal (as I'm assuming they are in other D&D settings). I'm not familiar with the Elves of Warhammer, only the Eldar of Warhammer 40000, and they die so much from violence that immortality seems moot.

As a working definition, any race that has a lifespan is mortal.

Re Cooker: I don't want to sidetrack this topic into a debate. I just wanted to point out that Alfryd's characterization of Dwarves in no way contradicted itself. Which he pretty much knows anyway.

Alfryd said:
No, actually I think I stole it from you...

As far as that goes, I stole it from someone else, Greymane I think the name was. What I wouldn't give to that person and his/her opinions back again.

Going back to the elves, I find the idea of Fey as a tailored, symbiotic, ecosystem to be quite interesting, since in many respects it represents the Agrelan ideal run amok- a place without pain, death, suffering or decay, no system of owership or material possessions, and no distinctions of rank. ...And, as a consequence, mind-numbingly stagnant/boring.

Of course, if the elves came from Fey in the first place, that kind of raises the question of where those ships entered the picture... and also the problem that the elven exodus seems to have occured in relatively recent history, whereas the creation of Fey dates back to the 'world birthing': whenever that is.

Well, my original idea was that the Elves were forcibly exiled from a more traditional, uptight Elven civilization across the ocean. Under external influence (*cough*Greymane*cough*) I modified this to the extent that they were fleeing another world, namely Fey, and that they left of their own accord because it was so inescapably dull.

The question of boats per se is easily explained by the Elves having set out on them in Fey, onto a Fae ocean, then performed the warp or whatever directly to the eastern Ardanian ocean. There would be some irony in that if somebody were to compare it to Tolkien's mythos: his Elves sailed west from one world to another to escape mortal decay; our heroes did the same to seek it out -- and add their own brand of decadence into the mix as well.

What is more interesting is the fact that they burned their boats and (supposedly) never took to the sea again. Of course, it's more than likely the Elves questioned on the subject lied, but still. I had some idea that they were afraid of interdimensional pursuers, but that probably does not make sense.

As to Fae itself, is there really anything to say it does date from the World Birthing? I had developed an idea that Krolm's "wife", the unnamed goddess, admired his work with world-building and making humanoids, but thought Ardania was too rough. So, after giving Krolm one last curtain lecture after his pyrrhic victory over Andraxal, she went off and built her own, "perfect" world. Where are the women are strong, all the men are good-looking, and all the children ... anyway. My idea of a "high" elven culture remained to tinge my vision of Fae; I personally, would probably describe Fae as alternating between ideal city-states and idyllic "natural" settings.

Oh, and, edit:

It's a distinct possibility. Have you seen the topic I posted a while back on alternate religious arrangements?

Maybe, but I doubt it. I'll look it up.
 

Spiderman

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Disease counts as a natural cause, and anyone who suffers disease is not immortal. Anyway ... never heard of McKiernan; Terry Brooks I'm unsure of, but although his elves are otherworldly I'm pretty sure they do die of natural causes; Dragonlance the Elves are certainly mortal (as I'm assuming they are in other D&D settings). I'm not familiar with the Elves of Warhammer, only the Eldar of Warhammer 40000, and they die so much from violence that immortality seems moot.

Well, I was thinking disease "forced" upon one by a spell or otherwise NOT occurring naturally.

McKiernan books are great; the first trilogy, Iron Tower, borrows heavily from Lord of the Rings but after that, develops into his own world and history. Basically Elves come from a higher "plane" that has largely been tamed and come to "earth" (existing in what is called the Middle Plane) for their excitement. And death, since there's a lot of violence (when isn't there?)

Now that I think about it, I believe you're right about Terry Brooks since they have a succession of the Elven royal family...

Dragonlance I was thinking of that one guy whose dreams warped the Kilensti (sp?) forest, but maybe he was just kept alive by the Orb and dragon...

Agree about the Warhammer elves and violence pretty much making immortality moot, but it still might be there :)

As a working definition, any race that has a lifespan is mortal.

So what's a "lifespan"? When you get die and get reincarnated as the Tolkien elves, is their lifespan starting over or continuing?

If that's the definition, no offense, but no wonder there aren't usually immortal Elves. It actually sounds quite boring :)

Incidently, why Elves in particular as opposed to another race?
 

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Spiderman said:
Incidently, why Elves in particular as opposed to another race?

Because I like immortal Elves. :p There is also some slight justification, as Elves are not from Ardania. Very slight, since the idea that they're from Fey isn't really canon, but still.

Anyway, in the case of Majesty Elves, their immortal is largely ironic. There are a dozen themes usually associated with immortality, none of which our Elves adhere to.

As for causes of death, I would debar even magical diseases. I would also consider making them immune to poison. That could mess with the whole decadent vibe, though, since poison is a common weapon of politics. Maybe they wouldn't be immune to "diseases" or "poisons" that didn't affect the body.

Of course, there's also some question of what happens to Majesty Elves when they do die by unnatural causes. Yes, Tolkien's Elves are considered to simply continue on their lives through reincarnation (not a very good word); but that's not applicable here, as it assumes all of Tolkien's mythos which Majesty obviously lacks. The only thing that I had considered was that Elves are mortally (cough) afraid of death, since they assume that the afterlife will be boring.

I'm spending entirely too much time on this one detail. :p
 

Spiderman

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I guess I don't really see the appeal of having immortality tagged on ANY race; I mean, I'm partial to dwarves, but I don't think it would benefit them to be immortal.

Incidently, the dwarves are immune to poison, but I'm sure not due to any "immortality" thing, just I guess they're a hardy race... :)
 

Alfryd

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.

My net access has been down for several days again. I hate my ISP with an unremitting burning passion.


Incidently, the dwarves are immune to poison, but I'm sure not due to any "immortality" thing, just I guess they're a hardy race...
In theory, this is because dwarves have high vitality, but majesty doesn't have a vitality check vs. poison, so the devs just gave them (and WoDs) immunity. Anyways...
They are immortal, definitely. Even when technically killed by violence, they just get reincarnated.
Well, given immunity to disease and ageing, there aren't many alternatives to violent death...

Barbarian is also well thought out, unfortunately the "law of steel" is probably not the best name. Steel production implies a certain level of technology and sophisticated infrastructure. Steel can't be produced in the wild with a small fire.
I'd be inclined to agree, but I think it's actually mentioned explicitly in the majesty manual.

In any case, I've got some ideas for the wizard and the other non-religious classes that I'll try to rough out here, once I've reviewed Cook's suggestions a bit more thoroughly...