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Strings of Fate | OVERVIEW

on Tue Mar 13, 2018 6:22 pm
Setting Genre: Realistic -Low- Fantasy

Overall Gametype: Hybrid. It’s Nation-Politic meets Character-focused Adventure Drama

To Start:
Players will first develop their nation, similar to many of the past nat-pol games we’ve created. This will mean the overall shape of your land, your resources, type of government, population size, cultural details—everything that will help you create the world you imagine.

Now hand that over to us, the GMs, and we will place it into the overall world map. You will also relinquish control over your nation to us—don’t worry, we’ll be gentle.

From there, develop some characters to inhabit the land you just imagined. Or another player’s land, if you so chose. You may develop multiple if you think you can handle it. A variety in character is encouraged, as it isn’t necessary to be either a sword-wielding hero, or a political mastermind. Be creative, be unique.

And now take your characters and begin on their individual journeys. Simple as that.

Leave the rest to us.


Synopsis:
The world is a magnificently large place. There are nations. There are cities. There are small villages. Everyone lives their own lives, stuck within their own tiny bubble. Some never leave that bubble; content to merely float along and enjoy the life they were given. Others venture outside the confines of their own bubble, and begin an adventure of their own.

Some find great success in what they do, and others find failure.

Everyone has a story to tell. What’s yours?


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Aesthetic: Macabre-Gothic | Clockwork-esque (naturally, this will depend on the nation and what their unique aesthetic might be, if it conflicts with the above)


Technology Level: Rennaisance-esque | EARLY GUNPOWDER

Addendum:  Though gunpowder is starting to appear, it is by no means the norm, nor the preferred method of warfare. Firearms are in the early stages; blackpowder muskets with a clockwork spin. Largely, sword, shield, bow, and spear are still far more common—and in many cases, more effective. Firearms are also fairly expensive, being newer technology—thus, it is uncommon to find such weapons for sale in places other than the black market as it would fetch far too steep of a price for a common person.

Militaries do use firearms, however are limited to smaller squadrons of shock-and-awe type units. Again, this is due to availability, cost, and time-necessary to design and develop these weapons in sufficient numbers. Nations of lower power and influence may not have gunpowder technologies at all.

Factories are non-existent for the most part, as guilds and local workshops perform much of the needed tasks in creating things for the populace. Most towns have a local trademen in such practices as smithing & forging, tailoring, shoe-making, basket-weaving, and so on.


Magic & Magical Systems:

Magic in the world takes on many different shapes and sizes. All magics are subject to a system of rules, regulations, and limitations. For most, it is simply a way of life, or aids in their day to day. For a few, it is an endless pursuit to hone their particular craft. Nations either welcome magic users with open arms, or deny them citizen rights, the ability to practice their craft, or even their freedom.

Magic is both known, and very unknown. Simplistic for most, artistic to some, and a life's challenge for the few.

Almost everyone may have an affinity for magic, however many may lack the skill to perform even the most simple of spells or incantations. No matter what kind of magic one pursues, it nevertheless takes skill, precision, and knowledge to use.

It is a known fact that there is plenty that is unknown when it comes to magic. Though several Schools (types) of Magic have been established over time, there are those whose pursuit it is to discover new types of magic. Despite the unknown, and the threat of the inherent dangers of magic.

KNOWN SCHOOLS OF MAGIC:

Elemental magics – Varying control over the elements of air, water, fire, and earth. Sub-elements may include both light and darkness as well, though these are less known and studied than the core elements.

Alchemical magics – The ability to transmute one substance into another. Limited by the Law of Equivalent Exchange, personal skill level, and imagination.

Illusionary Magics – The ability to cast a known spell to incur some kind of illusion. The caster is limited to a specific target, where causing a mass illusion is quite impossible.

Restorative / Medicinal Magics – The ability to utilize bodily energies to help treat, medicate, and heal others. Much of this magic could be used in tandem with alembics, oils, medicaments, or other healing objects.

Voodoo, ‘Witchcraft’, and Summoning Magics – The ability to incur damage or harm to others through use of a pact with an otherworldly spirit or force. Incredibly harmful, especially to the user, who may more than likely become a mindless vessel for their new host. Requires varying amounts of control against whoever their pact is formed with.
Addendum I: The supernatural does exist, in that spirits and demons are known as real, however require a pact via summoning magics. Largely, these beings would be far too powerful for someone to simply control.
Addendum II: The dead may be reanimated via a magical tether, but never brought back to life. Similarly, there is no such thing as the true "undead". If the magical user is incapacitated or ends the spell, the body will return to a state of death.
Addendum III: Necromancy, in all its forms, is considered abhorrent, a grave crime against natural law, and is tabooed. Any magical practicioner who is known to possess skill in Necromancy would be heavily monitored and controlled, as such.
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