I've decided to go a different route with the time structure of the new campaign, and this is going to be important to the players because I will be *starting* the campaign on August 9th with the players having had a complete month worth of in-game "Off-Table Time" to get them accustomed to using the concept. While it might sound complicated, I'm just going to codify stuff we're already doing...to be as fair as possible.
When a gaming session is occurring, the players are said to be on "table time," which is pretty obvious-we're playing, etc.
When the session ends, the characters are either paused or in "off-table time" which may be used for traveling (with limitations) or accomplishing things at home (or in another safe place.)
Things that may be done in off-table time include research, conversations and plans between characters, shopping (with limitations), restocking, creating items/spells/special attacks (again, with limitations), leveling up, fixing the fence at your dad's farm, healing from normal damage, recovering from exhaustion effects, etc. Things done in off-table time accumulate very little experience points per hour, or none at all. (People creating things and spells will get more experience, but have less opportunity to do so.)
Off-table time will be given in the form of "maximums" between "events" (ie: 'There is a maximum of seven days of off-table time between now and next session') and if you intend to do anything off-table, you have to contact the DM at least 24 hours before the next session. There will be no piling on of 'oh, I already did this' at the start of sessions. It makes the DM go crazy. There is no guarantee that the off-table time will be as long as the maximum, so if you want to do many things, you will have to tell me the order they happen in.
If you need to contact the DM in a hurry, you know my phone number, my twitter and where I live. If you just want to put something on paper, and you want me to get to it eventually, you can send it to thane@fenlock.org or contact your liege-lord on twitter at @ThaneFour
I will be using these as catch-alls for campaign related questions and stuff. In addition, the office of the thane will provide a "the current time is" tweet on a semi-regular basis.
Remember, unless something changes, character selection is 6pm this Friday. If you aren't here, you might not get who you want (although there are more characters than players.) Sometime between now and Friday, if the fates allow it, I will post a bit about how the batch character creator worked, and why I chose to go that route.
Showing posts with label Worldbuilding. Show all posts
Showing posts with label Worldbuilding. Show all posts
Monday, July 15, 2013
The Time Structure of the New Campaign.
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Thursday, August 23, 2012
Worldbuilders' Guide, Part Three
Historian’s Guide to Aret and Ara
According to one source, the world
of Aret was originally settled by neoluddite space travelers from Earth,
including a number of people who we’d call gamers. These people found
themselves on a world where magic was ‘easy,’ and it quickly replaced
technology (which they used only grudgingly.) The elves, dwarves, halflings and
other ‘native’ races are the result of intentional genetic manipulation of
human stock to better survive the erratic climate of Aret before The
Equilibrium, where the Font (the place where all magic intersects with the
Prime Material Plane) spawned storms of wild magic, dead magic, and even
anti-magic. This technology-based starting point is said to explain both why
the occasional high-tech ruin is found, and why the language has words which
should be meaningless to people not from Earth. (Spartan, for example, is a
word which would require a Sparta in the history to be meaningful.)
Likewise, many of the deities of
Aret are similar to Earth deities in name or appearance (some, such as Fortuna,
have the same name, but are much more important in the Aretor Pantheon) and the
explanation that the planet was settled by earthlings is a good explanation for
this. Other explanations involve the idea that both Earth and Aret were settled
by the same beings, or that both are reflections of the one true world.
The elves and dragons, who have
been here since the beginning, tell a different story, that the humans,
dwarves, gnomes and other older races, as well as technology that seems out of
place, slipped into the world because of the world’s loose connection to the
Border Ethereal, which regularly takes various peoples from other places
(especially ships at sea and flying vessels) who’ve become lost on the Ethereal
Plane, and dumps them onto the planet. This theory is made credible by the fact
that those lost at sea or in airships on Aret regularly find themselves
slipping into the Ethereal Plane, and many large ships have crews which include
clerics or mages skilled in steering away from such rips in the fabric of space-time.
The sea between Misty Cross and Northern Conteria is especially notorious for
these such rips, and about one in four ships will encounter them if they
attempt to go the ‘short’ way across the sea.
Ships, particularly airships, which
find their way into Aretspace are often stuck because the laws of physics work
ever so slightly differently here. The powders, oils and compressed gasses
which fuel them are often non-explosive or even inert once they’ve transcended
space and landed here. Even those substances which still burn often burn less
effectively, and some ‘inert’ substances that should not burn explosively
explode with impunity. With magic so effective and predictable, many of the
technologies that rely on gunpowder or petroleum products in the mundane world
are simply passed up or replaced with magic in Aretspace. Alchemists from other
worlds coming into Aret find that this combustion suppression has something to
do with the magic or the atmosphere, because in tightly controlled labs or
small amounts the mixtures might work, but when scaled up, they often fail.
Alchemists from other places have a -50% to their alchemy scores when trying to
use them on Aret.
Calendars
The most frequently used
non-academic calendar on Aret is the civic calendar of Misty Cross, which dates
the first year as the first year of peace after the Racial wars that tore the
city apart. It is dated from the completion of the castle in the city center,
and is frequently called PW, or Post War, with year before then going backwards
(as with our BCE) and ending at year one PW. Before then, the city used the
founding of the city (CF) itself as a start date, having been founded (according to both the
city mythology and Grey Elven historians) in the year 2056 PM (pre-Modern.) The
castle, then, was completed in 2057 CF, or 1PW.
As if this wasn’t confusing enough,
there exists a Grey Elven Calendar, a Shom-Rainian Calendar, a calendar that
dates from the creation of the Equilibrium and several dozen others, each with
a different set of abbreviations, but most commonly found without any such
thing. Each of these gives the year in a different number, and only the Grey
Elven and Misty Cross Calendars share a starting date.
In general, conversion between
calendars works thuswise (pretending they all start on same day.) As if this
wasn’t confusing enough, some of the more obscure calendars don’t even agree on
what date it is now. :
|
Converting from→
Converting to↓
|
GE
|
Eq
|
CF
|
SH
|
MW
|
PW
|
|
Grey Elven Calendar (GE)
|
N/A
|
+32376
|
+33724
|
+35464
|
+35649
|
+35784
|
|
Creation of the Equilibrium (Eq)
|
-32376
|
N/A
|
+1352
|
+3088
|
+3273
|
+3408
|
|
Founding of Misty Cross (CF)
|
-33724
|
-1352
|
N/A
|
+1736
|
+1921
|
+2056
|
|
Shom-Ra/Haran (SH)
|
-34626
|
-3088
|
-1736
|
N/A
|
+185
|
+320
|
|
After Mage War (MW)
|
-35649
|
-3273
|
-1921
|
-185
|
N/A
|
+135
|
|
Misty Cross Calendar (PW)
|
-35784
|
-3408
|
-2056
|
-320
|
-135
|
N/A
|
The Equilibrium
1352 years before the city of Misty Cross was founded, the
Equilibrium was created. The Equilibrium is an incredibly important aspect of
magical culture (and, indeed, all culture) in Aretspace. Before it was created,
frequent wild magic storms blew forth from the intersection of the two poles of
magic (near what is now the Crystal Desert on the Continent of Tia.) Magic
would sometimes surge in power, wiping out large areas of land, mages would
find themselves overflowing with power one day (sometimes destroying themselves
in the process) and completely without magic the next.
It was a hardscrabble and chaotic existence. Magical surges
would generate monsters and areas of dead magic, flying castles would fall out
of the sky, cities would sink into the ground, people would teleport into
blocks of stone…not an easy way to live. Sometimes magic would disappear
altogether, and using it would draw the innate magic out of the land around it,
turning it to dust, other times, magic would surge so powerfully that it would
leave a coating of a somewhat explosive residue on everything. This residue
could be used to make something rather like a drug that boosts magic power and is
incredibly illegal in Aretspace. This substance, Rhizen, absolutely does not
exist, according to all official sources, and if you ever encounter it, you
should tell someone in The Inquest.
Aaron Blackheart[1]
(or so the legends say), who would come to be known as “the mad mage,” traveled
across space and time learning about how magic worked in other places and
eventually ended up on the elemental plane of magic. How he survived there is
anyone’s guess, but one legend is that he was a descendant of some sort of
metahuman family. Certainly the Blackhearts and their descendants have had a
habit of living two, even three hundred years, but whether this is magic or
something else is up for debate. However he survived, when the Mad Mage came
back to Aret, he would sculpt the magic of the land into The Divine Balance, a
rigid balance whereby magic pours into the world in the form of a font of
power, tended to by a Mage-King, initially Trinian the first. Within one
hundred years of the creation of The Divine Balance, a group of mages known as
“the Hand of Divinity” managed to wrest the entirety of the font over to the power of what they
considered Good, and for forty years the magic of the world, and indeed, the
world itself, was ruled over by the Sorcerer-King Belian the Bold (known as
Bel).
Bel managed to set himself up as a minor deity, enforcing
his ideas of justice and good upon the world. While this worked out well for
the friends of Bel, it drove massive wedges between the humans and other races
of the planet, resulting in a massive decrease in numbers among elves in
particular, and setting up a number of race-based wars, with humans and
approximately half of the planet’s Dwarves (and nearly all that would survive)
fighting for The Sorcerer-King.
Bel’s magical abilities allowed him to see inside the hearts
of men, and he ‘destroyed’ evil by simply wiping out evil beings where he found
them, without trial, without jury, without even law. He would go into a
household, find an infant who would grow to be evil, and dash that child’s head
upon the rocks. Progressively he grew madder and madder, and because of his
powers, the world went mad around him. This time period, called “The Black
Forty” or even “the age of darkness,” reduced the population of the planet to around
5% of its population beforehand.
One area, in what is now Kelara and the Unclaimed Lands,
enraged Bel so much that he caused the entire land to be cast under a cloud of
darkness that would not end for nearly 2500 years. He threatened to extend this
darkness (called The Mists, or sometimes The Murk) over all the lands that did
not comply with his demands. This cloud killed everything that breathed it, and
shore off buildings at their foundations. It was elves in particular that were
Bel’s target, although sources disagree as to why the elves provoked his wrath
(one source claims there was an advanced and thoroughly evil elven subrace,
similar to drow but more prone to work together, at the heart of Kelara.)
Certainly there are many ruins of temples to evil powers within Kelara which
support this belief, but there are also many ruins of temples to deities of
good found there, and the remains of large human cities, and places where the
races clearly lived together in peace.
As Bel went madder and madder with power, he became focused
inward, and this allowed a small group of very powerful figures, including
Uvala and Astra, then two fairly limited deities, to attack him, with the help
of Aaron Blackheart and the Elven King Vanithil Tyllnion, and at least one elemental
of pure magic. At least ten others were involved, but their names are lost to
history, or hidden. Bel ended up divided into two separate beings and removed
from the Prime Material Plane (he would later end up as the deity Bel the Two
Sided) and the font itself was divided into three sections, two parts
representing the directional magics, and a third part which would empower the
cautious balance between all three, which would come to be known as The
Equilibrium. (The planet Ara would be pulled into its current position during
this, but that is another story.)
In order to keep the balance, Blackheart selected the two
most powerful and least alike mages he could find and bound them to the
respective fonts, before binding himself to the third. All three mages would
slowly be consumed by the fonts, but not before bestowing their students with
the maximum amount of power possible without causing their destruction. The
fonts, to this day, retain a great deal of the personalities of those three
mages, and these personalities (and alignments, to a degree) greatly flavor the
Mage-Protectorates. This is why, although it is technically not accurate, the
Mage-Protectorates are said to control the demesnes of good, evil and
neutrality. (Some of the most potent mages in history have actually been ‘cross
wired,’ having a good alignment, for example, but the “sinister” handedness.)
Throughout history the names of the demesnes have gone from ‘good, evil, and
neutral’ to ‘white, black and gray,’ and even ‘dexter, sinister and
balanced.’ Depending on the historian,
and the fashions of the day, you may hear all three.
A Mage Protectorate is largely like a transformer on an
electric grid. Power flows from the Elemental Plane of Magic, through the font,
to the Mage Protectorate, and is distributed through him (or her) to all the
mages in the world who use that flavor of magic (match the Mage Protectorate’s
handedness). S/he is bestowed with enough knowledge and prescience to be able
to control the flow, stopping The Equilibrium from failing.
The Equilibrium has failed three times, and wavered a few
hundred times in its existence. In all three failures, a Mage-Protectorate
found a way to tap into the energy of one of the other fonts. Each time The
Equilibrium has failed, at least two Mage-Protectorates had to sacrifice
themselves to get it back ‘up and running.’ When the Equilibrium is down, there
is no magic in the world, save that stored in items or people. Items cannot be
charged, spells cannot be memorized, and very bad things begin to happen. Every
mage on the plane, including other creatures which use magic, feels when the
Equilibrium wavers or fails. And they know that it is bad.
After the last failure, the Mage Protectorate of Neutrality
developed “The office for the protection and defense of the Equilibrium, and
for the destruction and prevention of any and all threats to the Equili-brium,
by means of Scrying and Inquest,” generally known as The Inquest. Although
politics have driven them out of the public eye on more than one occasion, they
do exist, and no one wants to be on their bad side…All they do is protect The
Equilibrium.
[1] It’s
well established that the name derives from the black hart on the family’s coat
of arms, and was changed some generations before. A common claim is that they
are descended from the Lockeharts, notorious pirates with similarly long
lifespans.
Thursday, August 16, 2012
Aret and Ara: The Cartography Problem-Amount of Information
One of the main problems I am having adapting all this information to a free, internet available campaign world is the size of the world, and the level of detail in the world. For some scope, I recently combined several different maps of the main world into one scale map. Since they are not all identical maps, I averaged the images, made them all black and white lines, removed most of the noise, and tried to clean them up where available. Unfortunately, a lot of the 'averaging' makes straight lines, and removes some of the subtlety of the coastlines from my various map makers. So, consider this map of 'playable land and sea area' as very, very, very rough...good for knowing the rough distances between the continents and island groups. I'll show how the LaCroix map (the nautical map used in my campaign) fits into this map, as well.
But, to give an idea of scope, here is the rough map (note that if an island only appeared on one map, it got averaged out of existence) made up of all the other maps. The heavier lines (I tried to clean them up) are usually places where the same bit of coastline was the same map to map.
The map, again, is not very accurate for terrain shape, save in the most general of ways, and I moved continents up and down to 'match' the equator line on all maps. This map is a variation on the square map we've used for tabletop sea battles.
To show the scope of the information problem, I whipped up a quick overlay on this estimating the amount of information I have for each area on the map, ranging from 0 to 10% or so (nothing more than a few names of cities and places) to greater than 90%, where I have the land mapped out over large time periods, huge active campaigns, etc. On this map, black represents information, and green represents a lack of information. I tried to make it out in rough blocks:
And, for my campaign, for the players who've asked how off the official nautical map of the city of Misty Cross (the places that 'officially exist') IS, here is the unlabled background of the LaCroix map.
I think you can see I weighed this map heavily creating the other, at least in terms of continent shape, if not placement.
So, suffice it to say, there is a LOT of room for expansion by other creators on the map.
But, to give an idea of scope, here is the rough map (note that if an island only appeared on one map, it got averaged out of existence) made up of all the other maps. The heavier lines (I tried to clean them up) are usually places where the same bit of coastline was the same map to map.
The map, again, is not very accurate for terrain shape, save in the most general of ways, and I moved continents up and down to 'match' the equator line on all maps. This map is a variation on the square map we've used for tabletop sea battles.
To show the scope of the information problem, I whipped up a quick overlay on this estimating the amount of information I have for each area on the map, ranging from 0 to 10% or so (nothing more than a few names of cities and places) to greater than 90%, where I have the land mapped out over large time periods, huge active campaigns, etc. On this map, black represents information, and green represents a lack of information. I tried to make it out in rough blocks:
And, for my campaign, for the players who've asked how off the official nautical map of the city of Misty Cross (the places that 'officially exist') IS, here is the unlabled background of the LaCroix map.
So, suffice it to say, there is a LOT of room for expansion by other creators on the map.
Labels:
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Aret And Ara,
Mapping,
Twin Worlds,
Worldbuilding
The Worldbuilder's Guide to Aret and Ara, Part Two
The Planar Location of Aret and Ara
So what makes Aretspace so Chaotic, Dangerous and Unnatural?
Aretspace is an alternate Prime Material Plane, and like most Prime Material
Planes, it ‘borders’ the elemental planes of Earth, Air, Fire and Water. As a
result, these things work ‘normally’ on the plane, as they do on ours (in
gaming terms, the real world we live in is an alternate Prime Material Plane,
an alternate Crystal Sphere or both.) Unlike our world, Aretspace also connects
with the elemental plane of magic.
In the theories of planar space used in Dungeons and Dragons
and now other forms of role playing, a prime material plane has earth, air,
fire, water, light, lightning, ooze etc., because they are in contact with
these material planes (and subplanes). An alternate prime material which lacks
connection with one of these things would, in theory, lack that thing. These
are neat to think about, even if the concept of a prime material plane without,
say, air, is probably impossible to play in.
Energy is generally portrayed in these concepts of inner
planes as being divided into “positive” and “negative” energy, but if you
sincerely look at the concept, each of these planes is essentially a plane of
energy, with their various associated matter (if any.) This is vital to
understanding how magic is believed to work in Aretspace. Indeed, the elemental
plane of magic can be used to describe why magic works differently in different
worlds, which should become apparent as it is described.
One of the first laws of magic in Aretspace is that magic is
energy, and therefore cannot be created or destroyed, only change form, move
from place to place, etc. A mage, doing a spell, taps a source of energy, and
either converts it into something (heat, light, fire, etc.) or uses it to open
up to another place (such as the elemental plane of fire.) In the cosmology of
Aretspace, in order for a mage to have such a power, the Prime Material plane
must be ‘pierced’ by one or both of the two ‘poles’ of the elemental plane of magic.
Where these poles appear in the plane affects the ‘flavor’ of magic for that
alternate prime material plane.
The poles of the elemental plane of magic are chiral. That
is to say that energy in one spins clockwise and energy in the other spins
counterclockwise. People also have a magical handedness which affects how they
learn magic (this will be described later.) Philosophers of magic say that
there is, in fact, only one pole of magic, and those planes with two “poles” of
magic actually have the same pole, from two different directions, but the fact
remains that plane traveling mages have discovered that some alternate material
planes have clockwise magic, some planes have counterclockwise magic and some
planes have both. Likewise, in some planes, clockwise magic is very strong and
counterclockwise magic is less so, or vice versa. These poles are understood as
working similarly to how the regular elemental planes work, if you imagine that
Fire and Water (and Earth and Air) are opposite poles of the same ‘stuff,’
which can never touch.
In Aretspace, magic flows in equal amounts from both poles,
the magic “pierces” the prime material and the two poles are perpendicular to
each other, crossing each other in the prime material. This is essentially
meaningless to player characters who never leave Aretspace, but becomes quickly
important to players who travel to alternate prime material planes. (How much
of this is explained to the players is always up the world builder.)
Each campaign world, then, has four pieces of information
about the elemental plane of magic that are important to how magic works:
1.
Do one, both, or neither of
the “poles” of the elemental plane of magic intersect the world?
2.
Do these intersections
happen on the Prime Material Plane or elsewhere?
3.
If there are two poles, are
the poles near each other or far away?
4.
If the poles are near each
other, do they touch, how, and where?
The answer to the first question tells you whether a world
has magic or not, and if the magic of that world comes in different flavors or
not. A world with no contact with the elemental plane of magic has no magic in
it (it may have clerical/divine magic, which works with different rules.) A
mage could bring stored magic into the world from another place, but he could
not replace the stored magic once used.
If the world is intersected by only one pole, only the magic
which ‘goes the same way’ as the pole works, and the world counts as a null
magic area for mages who are oppositely ‘handed’ to that pole. A mage who comes
from a place with only clockwise magic who goes into a place with only
counterclockwise magic finds his magic ‘canceled out’ when he tries to do
anything. A balanced mage (described later) finds his magic only works at a
third of the strength.
If the world is intersected by both poles, both
counterclockwise and clockwise magic works, although how effectively will
depend on the answer to the remaining questions. Most worlds are either crossed
by two poles or no poles. Worlds with only one pole tend to have very few mages
(they must naturally lean towards that type of magic in order to do it) as a
population of the people because those who would want to become mages must have
the INT to be a mage, the proper handedness for that world and access to
a teacher.
The answer to the second question tells you how magic is
accessed on that plane. If, for example, magic crosses the world at the
elemental plane of fire, only a character able to access that plane would have
magic. Magic would always be fire ‘flavored.’ If, for example, magic only
accessed a world on the elemental plane of earth, a mage might be required to
use special crystals attuned to that plane to have access to magic. Remember
that other planes touch upon the Prime Material, so even if the magic doesn’t
touch the Prime Material, it may bleed through nonetheless.
A commonly found arrangement is that the clockwise pole
comes into the world through the Positive Material (also called positive
energy) plane and the counterclockwise pole comes into the world through the
Negative Material Plane. In this instance, clockwise (or right handed) magic is
creative, deathless and often seen as aligned with good, and counterclockwise
(or left handed) magic is destructive, necromantic and often seen as aligned
with evil. This common arrangement would influence The Mad Mage when he
designed the Equilibrium (described elsewhere) and is part of the reason why Left-handed
magic is often considered ‘evil.’ A world in which the poles touch the prime
material in this manner might have “white robed mages” and “black robed mages”
who have equal and opposite powers locked into their alignments, or maybe even
a third, neutral set of mages who can access both (often with a limit to their
total power.)
The answer to the third question determines how stable
magical energy is in a world. If the magical poles are distant from each other
(including being on separate planes) the magical energy is very stable. In such
places wild magic, magic storms, and the like might never happen, or happen
very rarely. If the magical poles are close to each other, they draw energy
from each other, much like a binary star, and cause there to be storms, areas
of chaos and worse. If the poles are close to each other throughout the entire
world, especially if they are perfectly parallel, magic may be terribly
unstable throughout the entire world as it tries to find a medium and fails.
In fact, the answer to the fourth question makes a major
difference in how magic works. While a perfectly parallel set of poles next to
each other creates incredibly chaotic but powerful magic throughout an entire
world, perpendicular poles will create incredibly powerful magic with localized
zones of chaos or null magic throughout an entire world…unless it destroys the
world outright the moment the lines cross. In addition, perpendicular poles
make ‘neutral’ magic, or the existence of magic which is an even mixture of
clockwise and counterclockwise, possible. Usually, some method of containment
(The Equilibrium, The Pattern, Magical Fonts, etc.) must exist in these
situations to maintain magic in this stasis, because every time the lines
uncross and re-cross, there is a chance that the stress will rip the world
apart.
These situations combine with magical handedness-a person’s
tendency to be more easily able to access clockwise, counter clockwise or
balanced magic-to limit who can and cannot become a mage. If a world has all
three “types” of magic available, there will usually be very many mages. In
summation:
# of poles
|
Perpendicular or parallel
|
Location of poles
|
Effect:
|
Example Worlds (see note):
|
None
|
N/A
|
N/A
|
No magic
|
Magic-free“tech” worlds.
|
2
|
Parallel or close without touching.
|
Prime material
|
Extremely chaotic environment, a lot of
magic, magic works differently at different times. Magic is in flux, what
works once might not work another time. Magic affects even mundane things.
Magic may come and go. If truly parallel, the amount of chaotic magic is dependent
upon how close the lines are.
|
Courts of Chaos, Rifts, alternate earth
of the Kate Daniels Books
|
2
|
Perpendicular or crossing.
|
Prime material
|
Extremely stable environment with
regular ‘bursts’ of energy, in form of storms or zones of wild magic the
closer one gets to the point where lines cross. Magic follows rules.
Magic affects even mundane things. May have containment on magic to limit
damage from storms, has areas of strong magic and areas that are magic-poor.
If truly perpendicular, storms and other areas of strong, deadly magic come
from point of crossing, with rest of areas fairly mild.
|
Amber, Aret and Ara, Forgotten Realms,
Valdemar, Most magical roleplaying worlds.
|
1
|
N/A
|
Prime material
|
Magic requires being born to it (having
the correct handedness) and is extremely rare, it may exist in a parallel world
to the ‘real’ world, not being noticed by people who lack the ability to do
it.
|
Lankhmar, Star Wars, the alternate
earths of Harry Potter and The Dresden Files.
|
2
|
N/A
|
Positive and Negative Material Planes
|
Mage magic is rare and is possessed by
things that ‘connect’ to these planes, magic may be alignment-linked.
Magecraft possessed by all examples of some types of monsters, but not all
humans/demihumans. Magic might be only accessible by using “life” or “death”
magics (made by drawing energies of life from other beings or the planet.)
|
Early forms of the Dragonlance setting,
Ravenloft.
|
2
|
N/A
|
On elemental planes
|
Only creatures with access to those
elemental planes can do magic, magic is all elemental-based.
|
The Codex Alera, Magestone, any world
where magic requires an elemental ‘focus’ such as water, fire, stones.
|
1
|
N/A
|
‘Elemental plane’ of time
|
Only forms of magic are based on time
travel and/or prescience, contact with present or past.
|
Doctor Who, Dune.
|
Notes: Each of these worlds was
suggested by people familiar with these worlds, and these should not be taken
as an endorsement of this system by the authors/creators of these worlds.
|
||||
Again, for the vast majority of characters, this information
is not important. In general, however, the rules work so that the strongest
possible natural resident magic user of a plane is always stronger than the
strongest possible “visitor” to that plane, merely because magic works
differently on that plane, and having learned in one area is no guarantee of
being able to work in one area. The general rule in Aretspace is that
Aret-natives take a level and/or ability hit when they travel to other planes
and non-native mages visiting Aret do not get a level boost, but find that
their spells work as if they were 1-9 levels higher, with a 10% chance of a
wild-magic surge resulting from their spell (Roll 1d10). This effect will
continue until the mage has spent a few years working on Aret, or has submitted
him/herself to testing and training at The School.
On Aret, access to magic is determined by both handedness
and access to The Equilibrium. Mages under 9th level usually don’t
have to worry about access to The Equilibrium, because it is always in the Mage
Protectorates’ best interest to have as large a crop of low-level mages as
possible, so low level magics are generally unrestricted. Mages who are trained
at The School (or its corollaries in Zent, the Elven Isles, the Bardic
University in Harmony, etc.) or whose teachers are affiliated with The School,
can generally assume free access to The Equilibrium up to level 8 spells, but
mages casting 9th level spells or working at 9th or
higher level without a relationship with their Mage-Protectorate can run the
risk of getting involved in the sticky politics of Aret.
In order to maintain The Equilibrium, an equal amount of
magic must flow from both ‘directions,’ so every high-level magic (such as
Wish) cast with the powers of The Equilibrium must simultaneously set off a
clockwise and counterclockwise (or as they are called on Aret, Black and White)
burst of energy. A Mage-Protectorate could, in theory, stop a high-level use of
magic that would screw up The Equilibrium, cause his/her enemies to gain too
much power or worked against their own ambitions. For the most part, however,
the Mage-Protectorates aren’t going to care, unless the character is using
stored magic, or Synergy and its equivalents, to exceed the power of 9th
level spells. Players using these magics at such a high level will either want
to engage in political discourse with their Mage-Protectorate (or one of the six
Mage Regents each Mage Protectorate ‘farms out,’ such decisions to,) or to try
to remain ‘under the radar.’
Neutrally-handed, gray or ‘balanced,’ mages have less such
troubles, as their Mage-Protectorate is only focused on controlling whether
magic works to strengthen The Equilibrium or to weaken it, and doesn’t really
care what those under him do, as long as it doesn’t affect the Equilibrium.
Since most magic isn’t fully balanced, it doesn’t really matter. Players can
always choose a handedness of “Exceptional Balancer” and largely avoid the
politics altogether, but most will want to leave it to chance, with the
possibility of having as many as two extra spell slots per spell level, depending
on roll. These extra spells reflect the fact that magic on Aret saturates everything,
and is much easier than magic elsewhere.
The tables
used in the Grand Grimoire (the collection of all spells available on Aret) for
determining magical handedness are as follows:
Handedness Modifiers:
Status: Effect on Roll: Note:
Alignment: Chaotic Subtract
2 from your roll CE,CG,CN, Anarchist
Alignment: Lawful Add
2 to your roll LG,LE,LN, Unprincipled
Alignment: Good Add
1 to your roll CG,LG,NG
Alignment: Evil Subtract
1 from your roll CE,LE,NE
Specialist: Conj/Summon Subtract
2 from your roll
Specialist: Divination Add 2 to your roll
Specialist: Illusion/Phantasm Add
1 to your roll
Specialist: Necromancy Subtract
1 from your roll
Specialist: Elementalist Add
3 to your roll
Specialist: Wild Magic Subtract
3 from your roll
Specialist: Meta Mage Roll
is 5+1d10 Must be partially balanced
Character is Psionic Add
1 to your roll
Character is Elven Add
1 to your roll
Character is Human Subtract
1 from your roll
WIS stat 18 or higher Add
1 to your roll
CHR stat 18 or higher Subtract
1 from your roll
Handedness Rolls:
Modified Roll: (d20) “Handedness” Default
MP: Modifiers:
1 or lower Strong
Left (Black or Sinister) Evil +2B, -1G, -2W
2-5 Left
(Black or Sinister) Evil +2B, -2W
6 Balanced
Left and Pure Magic N
or E +2B, +1G, -2W
7-9 Normal
Pure Magic Neutral -1B, -1W, +2G
10-11 Exceptional
Balancer Neutral +1G
12-14 Normal
Pure Magic Neutral -1B, -1W, +2G
15 Balanced
Right and Pure Magic N
or G +2W, +1G, -2B
16-19 Right
(White or Dexter) Good +2W, -2B
20 or Higher Strong
Right (White or Dexter) Good +2W, -1G, -2B
Affects of Modifiers:
+2: An additional 20% chance to learn spell of same handedness; an
additional 2 spell memorization slots of same handedness per magical level (2
extra level one spells, 2 extra level 2 spells, etc.)
+1: An additional 10% chance to learn spell of same handedness; an
additional 1 spell memorization slot of same handedness per magical level (1
extra level one spells, 1 extra level 2 spells, etc.)
-1: A 10% penalty to learn spell of opposite handedness
-2: A 20% penalty to learn spell of opposite handedness
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