Post by Jim on Feb 13, 2009 14:12:09 GMT -5
Arright, so I got bored and decided to start making the very basic starts for an RPG idea of some sort. Project scrapped, but I liked what I did for some of the magic descriptions. So here, you can read.
I can send the original .rtf file to people if asked.
Basic Ideas
Idea 1. Magical Fascism?
Setting, act 1.
-Story begins with young player, born to soldier father and ?? mother. Setting is peaceful town, which contains all the basic town-NPC types. The griper, the grouchy old man (seer/oracle), the slacker, the masons, the men/women/children, lumberjacks, farmers, Oracle, healers, wizard and apprentice, Inn owners, a few militia, blacksmith with two apprentices (one armour/large objects, one weapons/tools/small objects), Tailor/Weaver, Leatherworker, Mayor and assistant, and such.
-Buildings include : Pub (no entry, underage), small hospital, two Inns, several houses, militia towers at all entrances, basic militia barracks (no entry until part 2), smithy/forge, town hall, leather shop, tailor, basic store, and such.
-Outlying area includes : Lumber mill, stone quarry, hunting grounds (lesser beasts), forest (beasts), and abandoned mine (contains goblins), roads to other villages (requires transport), target range, and such.
During the first act, the player will spend a bit of time running about, doing errands, and talking with NPC’s. While talking, basic characteristics of character would be identified by player’s responses. Player will also learn about basic state of things, which goes as such. After a few quests and a few rewards, Player will have to attend (class?), at which they will find a couple friends (user chosen?). After class, player has now formed a party with these other students. Armament available to player and party will be laughable, consisting of mundane tools. At best, a lumber-axe, a wooden shield/Sword, and real bow/arrows, and maybe a leather vest. More likely is a wooden stick/stave, common clothing, a small dagger, and some rocks. For some reason that seems like a really good idea at the time, party goes wandering off into woods late at night. Party fights a few animals, start wandering towards cave, and then proceed to get captured by a band of bandits. Bandits are headed by (necromancer?), who needs party alive for some ritual or another. Bandits then get their asses handed to them by player’s parents, father turns out to be ex-Inquisitor and mother turns out to be an Apprentice of Force magic. Party gets scolded. End of Act 1/Tutorial.
Human state of affairs : The king is a fairly strict ruler, although a fair one. There are the basic rules regarding thievery, scandal, harassment, murder, taxes, and all that regular guff. However, there are also rules regarding the use of magics (described later). On the whole, the public has generally stopped practising magics, due to the heavy laws imposed by the King and his inquisitors. The public at first was rather annoyed at this fact, but these were later quelled by the king. Since magic was no longer publicly allowed, the damages and the costs of cleaning up after misfired spells, abuse of magics, and general wizards chaos dropped massively. This in turn gave the kingdom a huge amount of tax money, on a yearly basis, that could now be spent on other things. In order to try and ease the public, the king had messengers announce that taxes would thus be dropped by 10%, and more money would be placed into roadways and education if there was enough left over. This kept most of the magic-inept public fairly happy, and put an end to the rabble being raised by the few annoyed magic-users.
Magic types :
Healing magic allows wounds to mend faster (about 30% of what it would naturally take), infections to be quickly cleared, lesser diseases to be eradicated, and minor poisons to be selectively rejected by the body. Medics are often magic-adept users with large amounts of knowledge in Biology, usually serving in hospitals in cities and on Battlefields. Due to the very constant nature that healing magic follows, as well as how useful the magics have proven to be, there are vast amounts of information as to the workings of this magic and how they may be applied. For the most part, those who show initial ability with Healing magic advance simply through study and practice. It is through such study that Medics move onto become Practitioners. Practitioners are able to close wounds quickly, mend broken bones within hours, and selectively concentrate poisons so they may be more easily removed from the body. Often, a small hospital will be run by a Practitioner, who will be called upon to take care of more serious issues. Some Practitioners choose to advance in their studies. Only through non-magical training and practice can a Practitioner learn that which allows them to move on to become an Master Doctor. It takes an M.D. to heal wounds and injuries within minutes, and thus makes them invaluable on a battlefield (so long as the MD has protection of their own.) Usually an army will have many medics and several Practitioners working on wounds, but only elite units will be allowed to include an MD. MD’s are also capable of restoring almost any patient, given a few days, to their normal health. However, most Master Doctors feel that there is still more to learn. It is not clearly known how an MD manages to further their already vast ability, but none can refute the abilities of a Miracle Worker. Simply put, a Miracle Worker is capable of bringing any living thing from any state to full health, and even the most extreme cases can be handled within an hour or two. Limbs re-grow, diseases vanish, mortal wounds mend, and poisons dissipate under their hands. Miracle Workers also have the ability to mend the wounds of multiple patients at once, making a Miracle Worker as effective as a group of MD’s. They also often live far longer than any other magic-user, having the ability to regenerate their own bodies with ease, and having the drive to continue their work.
Hospitals generally use a combination of magic, science, and herbology to heal their patients. Without proper knowledge of biology, however, healing magic can be far more harmful than useful, should the caster not know how to properly mend an injury. Such mistakes are not very serious, however, and at worst only result in a lot of pain for the patient. Healing magics also require the patient to remain as still as possible, and hence most hospitals employ the use of mild sedatives when working with a more injured patient. Healers generally worship the goddess Fyra.
Protection magic, which allows a person to better endure that which would harm them. This can be applied armour by basic users, given time. Basic enhancements usually increase the durability of armour, but make them more difficult to repair. Smiths who begin to imbue magic into their works are often dubbed High Smiths. They are able to apply simple enhancements that actually increase how well armour is able to withstand blows, giving the wearer better protection. Often, a High Smith either take on an apprentice for mundane smithing, so that he has more to on which to practise the magical aspects of this school. Through such practise and study of both magics and smithing, a High smith may move on to learn to become a Defender. Defenders are able to apply these properties to flexible surfaces, such as cloth and stitched leather, without causing the wearer serious discomfort. They are also able to further enhance armour, making it resistant to wear and decay. Defenders usually accumulate enough knowledge of magics that they may allow the armour to have some resistance to the various magics, but often require the aid of a master of that magic to understand how to protect a wearer from it. With diligence and time, a Defender often becomes apprentice to either a Protector or a Master Protector, so that he may better learn how to apply his knowledge. Once the Defender has reached such a point as his teacher is satisfied, he takes on the roll of Protector. A Protector has the ability to make items nigh-invincible, and can cast enchantments so powerful as to partially reflect spells and damage. Protectors may also be able to apply their lesser magics to a living being, making the very skin of the target resistant to damage. Although this is very useful, it often causes discomfort, ranging from mild itching to a sensation not unlike being caked in a thin layer of cement. Thus, direct applications of Protection spells are often made temporary by the caster. A Master Protector has the ability to weave an entire suit of armour around a single object, first enveloping the object and then extending the armour off of the envelope. Without an absolute mastery over this magic, such armour can falter and utterly crush anything enclosed by the spell.
Those who study Protection magics are often very useful to the military, being able to protect those in the army or in the Inquisition Forces against many manners of harm. Most Master Protectors are in league with the Inquisition, having been offered a very hefty sum of money to work only for the Axis. This school of magic generally worships the god Helm.
Second-Sight magic, the ability to see things that others cannot. The most basic of this involves locating hidden objects, which just about any Seeker is capable of, and requires little actual magic. This is employed very often, and has proven useful to thieves, investigators, and those who are generally prone to forgetting where they put something. Many Seekers do not seek to further their abilities, as it requires a lot of knowledge, effort, and thanks to recent sanctions, a lot of paperwork. But those who do take the efforts may become Fortune Tellers. Given the right materials and a co-operation, Fortune Tellers are able to tell their client the most likely outcome of an asked situation, and are sometimes able to look into the past of a client. Fortune Tellers often are very curious, and many of them work under Seers. Seers are able to see both the past and the present with ease, although have some trouble targeting an exact time or event. Seers are also able to see through the eyes of another (known as the Lens). This requires a fair amount of preparation, and the use of lesser Telepathic magic. Seers use this most effectively when working in tandem with a scout, spy or rogue, getting the information as seen by the lens without having to wait for the lens to return. This has proven to be the undoing of many surprise attacks. Given time, research, experimentation, knowledge, and natural ability, a Seer may decide to progress to the rank of Oracle. An Oracle has the ability to see past, present, and future clearly, so long as they know what they want to look at. Oracles may also block themselves and others from the view of Seers, and may go so far as to create illusions that can fool a Fortune Teller. With their immense sight, Oracles often become aloof and smug, but are nevertheless vastly useful.
Given the nature of Second-sight, it is easy for a Seer to become a master of blackmail. Being able to see the secrets of anyone, many Seers were often looked at as privacy-invading crooks, and being able to tell the future meant that they could get away with it, too. However, only a tiny portion of Seers were actually that desperate and unscrupulous, and most of them were caught by honest seers and Oracles. The visions of a seer or an oracle are often only seen by the caster, and are therefore not often used in the Court of Law. Those who are adept with Second-Sight often worship the deity Dominic.
Telepathic magics, the ability to communicate thoughts and ideas without speech or sound. There is very little in the way of published works on the subject of telepathy, as most of the skill comes from natural ability. Listeners are able to focus on and “hear” the conscious thoughts of someone nearby, and often serve as rather effective lie-detectors in trials. It takes an extremely practised liar to deceive a Listener, but it is not impossible and has been known to happen from time to time. Given the chance to work with several other telepaths, Listeners may help each-other develop to the stage of Reader. Readers have the ability to actively search for knowledge and experiences in the mind of another, and may selectively listen to the thoughts of several people around them. A troop of Royal Inquisitors will often have a Reader amongst them for this purpose. Readers have also mastered the ability to hide their thoughts from Listeners, and can manage short conversations VIA telepathy with other Readers. However, such conversations often lead to headaches, and are generally avoided. In order to advance, readers end up working with Seers and other Readers to attempt to attain the abilities of a Mentalist. These masters of telepathy are able to communicate thoughts easily, sometimes placing suggestions in the minds of the weak-willed. They can force a person into giving them an honest answer, and are generally one of the Inquisitions most useful members for their ability to determine absolute truth.
However, all telepaths must practise extreme control and patience, as the effects of a mental link can range from a mild headache to violent and uncontrolled dementia. Given malice, a telepath can stress and twist the minds of others, causing them mental anguish, driving their victims into madness. More powerful Readers and most Mentalists have the ability to cause mental suffering powerful enough to immobilize opponents, and those who become rampant can often only be stopped by assassination or artillery barrage.
Natural magics are by far one of the most harmless schools, and have proven their use only in rare situations. The effects of Nature magic often only extend as far as the ability to increasing the health of plants or animals, as well as bringing fertility to dead soil. Hence, most applications for natural magics are agricultural. Those who begin the practise of this magic are commonly known as Hippies, despite their efforts to be recognized by other names. Hippies are not able to do much in the way of healing, but are quite adept at sensing the states and properties of the environment around them. These are usually mundane senses such as which plants are suffering from disease, which mushrooms are poisonous, how old a tree is, what sort of stress a plant has been put under, and other such bits of knowledge. Those Hippies that manage to practise their magics and isolate themselves within wilderness for a long period of time manage to hone their abilities enough to become recognized as Survivalists. Survivalists are able to mend plants of minor ailments, as well as detoxifying some species. Survivalists are also able to understand the ailments of docile beasts, as well as attempt to pacify frightened or angry animals. Survivalists often look to better understand their surroundings, and after months of harmonious living and study, Survivalists often manage to accept the role of Naturalist. From those Naturalists who are open enough about their abilities to others, it has been learned that Survivalists undergo something very similar to a religious epiphany, usually something along the lines of a realization of oneself in relation to all that surrounds them. Naturalists are very adept at healing the earth and plants about them, and are able to “listen” to the history of plants. They are also able to placate unintelligent to semi-intelligent animals, so that they may live without conflict with any of nature’s creatures. Most are very conservative and are often pacifists, and almost completely refuse to resort to violence at any time. Naturalists often find themselves at peace with nature, and will occasionally come out of hiding when asked to use their magic in ways that the Naturalist agrees with. All students of this school of magic worship the deity Bombadil.
Elemental Magics, control of the elements. One of the most dangerous magics by nature, those who use it often seek control over the elements the Earth. These are, in no specific order : Fire, Wind, Ice, Water, Rock, and Electricity. Those who study this school are treated as dangerous, and beginners are often a danger to themselves and anyone within a 25-metre radius. Those who take up this magic often are termed Maddics. There is no definition as to what a Maddic is capable of, but chances are that whatever they try isn’t going to end well. Although they can cause a fair amount of damage, their ability to control how much power is used and where it is placed makes them a massive hazard. Any Maddic that survives long enough to realize what a maniac he is will likely stop trying to impress people and start studying, either through careful practise or through becoming an apprentice to a Sorcerer. Those Maddics who learn to control and respect their powers are accepted as Mages, retaining most of their raw power and learning a great deal of skill. A Mage is often just as dangerous as a Maddic, except Mages are only dangerous to those they want to harm. Mages are also able to attempt to control the magics of others, giving them a huge advantage over the uncontrolled spells flung by a Maddic. A Mage will often take on long periods of study, practise, and theory, slowly working to learn how to shift and morph spells. After such a time as the mage becomes able to merge elements, he becomes ready to learn as a Sorcerer. A Sorcerer has the power to mix elements, such as Ice and Wind, to become more effective at dealing damage. Sorcerers have also managed to give form to their spells when they wish, being able to call forth a spear of fire, a wall of ice, a single pillar of lightning, a tunnel of wind, or perhaps carefully bring together rock armour. Sorcerers are often insurmountably useful in battles, but are also often quite vulnerable to attack given their need to have complete freedom of movement. However, Sorcerers may sometimes wish to take the final step of learning magics. Such ambitious Sorcerers are often very confident and very proud, and some of them end up very dead (or very close to it). Those who succeed, however, manage to proclaim the title of Arch-Magus. Arch-Magi have complete and total control of the elements, and can bring forth enough power as to make kingdoms tremble in fear (or from earthquakes). These masters of the elements would be called to have a superiority complex, if anybody who called them such felt like a quick suicide. Arch-Magi are strong enough to work with the raw elements with their bare hands, as well being able to bring together any combination of element they decide at once. Their ability to imbue mundane materials with the elements on a massive scale is often seen in their choice of home. Commonly, an Arch-Magus will summon forth a castle of rock, studded with diamonds and jewels, imbuing the outside with a glare of sheet-ice and peaking all the corners with an ever-burning flame. Lightning may strike out at all uninvited visitors as the Arch-Magus chooses, and wind will carry his voice for miles. Simply put, an Arch-Magus bows to no mortal, and almost no Arch-Magus ever accepts that there may be a single person more powerful than them. (The exceptions are rare, and often involve other Arch-Magi).
Force Magics : The laws of physics bend to the will of any who control this school. This school is far more limited in it’s description, as force magics fill but one purpose : to apply a force over an area. Force users are generally termed into three classes, namely Wielder, Apprentice, and Master. The abilities of each of these classes are generally the same, and the three are all generally divided by the range of force they can control, and the range of area they are able to apply these forces over. A smart Wielder has the ability to cause structures to topple, given the right point of leverage, and can severely slow the progress of an army should he manage to give a “shove” in the right place (such as pushing a commander off his horse and onto a nearby pike). An Apprentice may be able to do these just through brute strength, but is generally unable to focus enough force on a small enough area to cause serious damage to an armoured individual. A Master of Force Magics, however, can easily kill any single target, putting up to a hundred kilograms of force on an area as small as a coin. Due to the fact that Force magics are almost entirely destructive, they have been placed under more control than even the Elemental magics, and any unauthorized user may be placed under arrest if they do not have due reason for their use. However, the Kingdom has recognized how useful Force magics can be (such as being able to hold up a bridge that would otherwise collapse), and will allow their use given appropriate cause. Force magics do have their place in the world, and are largely put to use in construction, holding framework and stonework in place while repairs or changes are made on a structure.
Most Force-users tend to be very pragmatic in their studies, putting effort not only into practise but into calculations based upon forces acting upon each-other. Although such mathematic work is tedious and often confusing to the common man, such theoretical practise often helps Force-users to learn how to maximize the effects of a single force. Due to their calculating nature, most force users generally come across as somewhat elitist and antisocial, spending many hours pouring over calculations and practise. This school of magic recognizes no official deity, although it has been noted that many pay tribute to past theorists and mathematicians for their breakthroughs. Such homage has actually given the spirits of said thinkers a small amount of prestige among the gods, allowing them minor amounts of power. However, none of them are recognized as actual entities amongst other schools of magic, or by any religious group. Interestingly enough, the Gnomes seem to have far better control and understanding of this school than any other race.
Necromancy : The magic of Death. Those who practise this magic are usually cultists, and curse society and the kingdom for all that it is. Although there are some who study Necromancy out of harmless personal interests, Necromancers are largely sadistic and twisted individuals, usually interested in causing terror and mayhem wherever they can. A beginning necromancer is termed a Dark Sibling, and usually has the ability to cause diseases and minor plagues. They are able to leech the life out of a healthy being, albeit on a one-on-one match chances are that anything more capable than a large dog would win easily against such magic. Dark Siblings often immerse themselves into a cult, and cut all ties from other society. This makes the cults rather difficult to find, as they often live in seclusion. A Dark Sibling who proves themselves worthy to their cult is allowed to learn the teachings that enable them to attain the abilities of a Reaper. Reapers are able to quickly inflict pain and suffering on the living, and can heal themselves through such magic. They revere death in all it’s forms, and bring it about whenever possible. Reapers are capable of causing diseases and plagues that may kill those infected if left unchecked. Reapers are often sub-leaders of the cult, working with Dark Siblings below them. Each sect of a cult is usually headed by a Skull Bearer. Skull Bearers have cultivated death, and have the ability to both avoid it and inflict it. They are capable of causing nearly instant, painful deaths to those not protected against magics, and grow stronger from such acts. These gruesome magic-users also learn the ability to animate the dead, creating zombies and golems of their own devising. Skull Bearers have the ability to live without the basic needs their flesh demands of them, and some have been known to scalp themselves, revealing their own skulls to intimidate others. Often, they are leaders of each sect, but each Skull Bearer pays tribute to a Death Lord. Death Lords are able to bring death to any they chose, and can feed off the life of the very earth they walk on. They are immensely powerful and believe themselves to be nearly immortal. Nobody has proven otherwise, as the only known Death Lords to have died have only died in combat with vastly powerful magic-users.
Cults of Necromancy generally worship the dark god Lot’b, often with live sacrifices occurring weekly, with the occasional live human. Necromancers are constantly hunted by the Royal Inquisition, and receive no mercy from the Inquisition Hunters. Those who have not joined a cult do not go by any given titles of rank, due to their rarity and their wish to remain secret.
Laws concerning magic : Healing magic is largely uncontrolled, and it’s proper use without a license carries almost no penalty. Misuse of healing magic carries some fines, most of which are related to not paying due care and attention. Very seldom has the misuse of healing magic required anything more than the services of a Medic. Second-sight, or seers magic, can only be used by government-licensed users. Seekers and Fortune Tellers require an additional licence if they wish to use their skills as a trade. Protection magics also require a government license, due to the history of nasty accidents that have come with improper wielding. However, Smiths and High Smiths do not need a licence to use their knowledge to forge better armour, but are scrutinized on a yearly basis for scandal. Telepathic magics are vehemently forbidden, due to their intrusive nature, and are only used by high-ranking military and the Royal Inquisitors (more on them later). Natural magics are generally uncontrolled, and due to their extremely limited nature are generally ignored. However, large-scale spells must be supervised by a licensed Naturalist at all times to prevent environmental damage. Elemental magics, those of Fire, Wind, Ice, Rock, Electricity, and such are extremely controlled, and any detection of their use without previous authorization signed in triplicate will result in an immediate visitation by the Royal Inquisitors (a bad thing). Force magics are also strictly controlled, due to the damages that they can induce in a very short period of time. However, there is one school that the mere mention of could result in incarceration : Necromancy. The Shadow Arts have been completely and utterly banned; any who observe another using these magics must immediately report what they have seen to an official Servant of the State.
Groups of Twim
Name (Race, allegiance. Loyal means works for Race.)
Axis – Dwarven Brigade / Elven Dynasty / Gnomish Society / Human Commonwealth
Neutral – Nymph Matriarchy, troll
Devoted – Covenant / N’thala / Awakened
Royal Inquisitors (Axis):
Merchants Guild (All, Axis):
Master Aviators (All, Axis):
The Stonemasons (Human/Dwarf, Brigade) :
The Immortals (Elven/Nymph, Neutral):
Mensa (All, Neutral)
Races :
Elven Dynasty (Axis Race) :
Elves are usually snobby, selfish and frustratingly disinterested. Having a life span that is a large multiple larger than those of most other races, elves see no hurry to get anything finished and mock other species for panicking so much.. Their good looks and long lives have given them a superiority complex that most other races cannot stand trying to deal with. Elves are known as lithe, agile, very fair, and often seem to talk with an air as if they’re mocking you (which they usually are, as elves often hold all other races in contempt). Given that elves remain young, yet matured, for around two-hundred years, and including how often they favour form over function, Elves have also learned tremendous skill as Alterists. As such, Alterism in Elven society has raised itself to an art form, considered as a rare and beautiful skill.
The Elven Dynasty rules entirely through Nobility and birthright, separating power amongst the various noble houses based on their contributions to Elven society. The houses are often slow to aid the other houses in political matters, viewing the other houses as competition for power and prestige. However, this competitive nature for their government often does not interfere when dealing with other races. As such, disputes between the houses often are set aside when dealing with other races, as the Elves see no reason for their internal matters to effect their international discussions. Most elves are loyal to the Elven Dynasty, although some have occasionally been know to live among humans or to exile themselves.
Elves are generally curious as to the experiences of other races, having lived so long that they have become bored with their own daily lifestyles. Often having traveled much and having seen the cities made by other races, Elves have attempted to build cities of their own. Such cities are often very beautiful, the craftsmanship often painstakingly well-made, and the city planning is utterly miserable. Frequent interest in beauty and intricacy of their plans, paired with having little interest in getting things done quickly, Elven cities are notoriously inefficient in structure. But, for all the walking about one must do to get around in an Elven city, all the buildings and scenery that are passed along the way are quite impressive. Elves love that which gleams, and often stonework is polished to a mirror shine. Statues and monuments made by the elves are often luxurious and artistic, with almost no error or room for improvement.
Elves are quite gifted at both Nature and Healing magics, practising both whenever they are useful. Most agree that their talent with Nature magic is likely due to their long history of having lived in harmony with nature. Their abilities with Medicine is mainly attributed to the fact that they lives hundreds of years longer than any other race, and are therefore much more motivated to keep themselves from dying prematurely.
Dwarven Brigade (Axis Race) :
Dwarves are often stalwart, thick-headed, stubborn and heavy-handed. What they lack in height and beauty, they often make up for with their incredible resolve and stalwart behaviour. Dwarves are, for the most part, very proud and very patriotic. Dwarves and Elves almost never get along, and generally dislike each-other. Despite this, there is very little that the Dwarves and the Elves both want that is not in abundance, and thus they have managed a fairly steady alliance. It’s speculated that the reason the two races have avoided war with each other for so long is that they don’t have anything worth going to war over.
The Dwarven Brigade is largely communist, and as such both nationalism and co-operation are taught to young dwarves early on. Whether or not their patriotism and tenacity are a part of their natural heritage, or if it has been induced by the Communist government of the dwarves, is entirely unknown. Many critics of the Dwarven Brigade would blame the teachings and governing bodies of the Dwarves for having blinded them with propaganda and indoctrination. However, such accusations are often unfounded in basis and are simply wild ranting, which most Dwarves take offense to. Most surviving critics are wise enough to not say such things to a Dwarf’s face. Due to the equalist views of the Brigate, there is no inequality of treatment between Dwarven men and women. Dwarf culture does not often value money, instead opting to honour friendships and earned respect above material wealth.
Given the abundance of mineral wealth available in their homelands, Dwarves are respected as being the best smiths by far, and their armour is often of the highest quality. As such, Dwarves have become incredibly adept with Protection magics, using their skills to improve their work further.
Dwarves are fairly friendly, and quite hospitable to those who they believe they can trust. However, Dwarves are known to hold a rather heavy grudge against those who abuse their trust. Any who have been foolish enough to disgruntle a Dwarf will find that Dwarves will, for the most part, stop having anything to do with them. Dwarves are also fairly open-minded, and any one of any race who manages to prove to an honourable Dwarf that they can be trusted, regardless of race, will often find themselves accepted by other dwarves fairly easily. Most Dwarves are in league with the Dwarven Brigade, though the occasional Tradesdwarf has been known to step out of the Brigade in favour working with the Society or the Commonwealth.
Gnomish Society (Axis race) :
The Gnomes are quite short, standing a head shorter than the Dwarves. Most gnomes are curious and creative individuals, with a high respect for ingenuity and insight. Given their diminutive stature, history has shown gnomes as choosing to try to compromise rather than to conflict with other races. Despite this, the Gnomish Army and Militia have proven themselves stalwart and courageous, as well as frighteningly dangerous. Gnomes are brilliant tacticians, calculating each move and situation carefully. It has also been found that Gnomes are most dangerous when in defence, as their creative and ingenious minds often give them more dangerous and complex weapons to bear. The fact that such experimental weapons are prone to destructive failure usually prevents Gnomes from using their untested arms, but would hate nothing more than for another army to get a hold of their newest creations.
Gnomes, for the most part, treat other races and species with indifference, staying out of politics and issues that they do not consider worth their time. Although they have sworn loyalty to the Axis, they do not often act in aid of it. They do not often engage in trade, and very rarely do they sell their inventions to other species. However, Gnomes have often found that they are better-respected by the dwarves than they are by the elves. In sharp contrast, the Devoted, and specifically the Awakened, often have little to do with the gnomes, and look on their diminutive nature with contempt. Although the gnomes are not a race that is often thought of as fierce or imposing, the Devoted have often aired on the side of caution in dealing with them. As such, the Society is least targeted in conflict, having done little to provoke their enemies throughout history.
The Gnomish Society is largely democratic, and often only acts to enforce laws and protect Gnomish rights. Each gnome is allowed to vote, but must provide some proof that they are aware of the opinions and the motives of each organization. Although this has often caused voting to slow to a crawl, the Gnomes argue that there is no better way to ensure that each vote is made by properly informed individuals. This is further argued to ensure that elections and governmental debates are not won through charisma or emotional speeches. Given the general lack of dissent of the Gnomish society, it is hard to argue that this does not work.
Nymph Matriarchy (Neutral Race) :
Nymphs are wondrous, soft-spoken creatures, thought to once have been related to the elves. They posses unsurpassed physical beauty, melodious voices, agile limbs and mischievous minds. Given their natural allure and beauty, combined with a curious and mischievous mindset, Nymphs are mistresses of getting anything they want and everything they desire, through wayward adventurers who fall prey to their tricks. Their skin has a slight natural luminescence, which they have managed to control at will, making them “glow” in the forests to entice those who wander them. Through trickery and seduction, the Nymph Matriarchy has managed to obtain most of the technologies and knowledge of other cultures. As mischievous as they are, however, Nymphs are also known to be fairly gentle with those they trap, taking only those belongings that they have a use for and letting their victim free, quite unharmed.
The various races have attempted to rid their forests of the Nymphs, but quite often those that have attempted to harm a Nymph or their forests are never heard from again. Those that try and entice violence towards the Nymphs are often found dead within weeks. Although Nymphs are not allied to any other race, they have had occasionally assisted the Axis in endeavours against those who have threatened the Matriarchy. Similarily, the Elves have occasionally helped the Nymphs in those problems which the Matriarchy has been unable to take care of on its own.
Through study, coercion and bribery, it has been learned that Nymphs have mastery over Second Sight above all other races, and are quite adept at natural magics. Their fighting style, what little they have learned, is mostly based around stealth and assassination. Those Nymphs skilled at martial arts are known among themselves as Nymja (Pronounced Nihm-ja.) . Nymphs have also learned Alterism skills from the Elves, and have integrated it into their society as a huge part of “earning” goods; the more beautiful and alluring a Nymph manages to make herself, the more successful she is at catching a careless adventurer or two. Occasionally, a Nymph will take a brief leave from the Matrimony, deciding to attempt to live among the various cultures. In these cases, Nymphs will usually chose to live amongst the Elven Dynasty, given the similarities between Elven and Nymph values.
Nymphs are not all female, and there have been reports of female scouts being seduced by a Nymph male, known as a Nymo (Pronounced : Nih-moh). Nymo are built fairly similar to Elven males, and are often quite lithe, fairly strong and incredibly agile. Occasionally, Nymo will grow to be very muscular and rather tall. These brawny Nymo are also incredibly strong, and are thought to serve as elite guards. However, the role of Nymo in Nymph society is largely subservient, serving to take care of the social and architectural infrastructure, child-raising, teaching, defence, and construction, while the Nymphs themselves take care of gathering resources and information.
Human Commonwealth (Axis Race) :
Humans stand as one of the youngest and most inconvenient races to work with in the Axis. They are viewed as hard to predict, short-sighted, stubborn and inexperienced when it comes to politics. Their lifespans are comparitively short, often living to 90 years of age before dying of natural causes. This often causes confusion between themselves and the elves, as the elves are not used to seeing others change or age drastically, nor are they used to or dealing with different politicians within a decade or three. The Commonwealth is the most recent addition to the Axis race, initially accepted more out of sympathy than out of respect. More quick to anger and violence than any other race, it was not long between the time humans had discovered the other races of Twim and the time they had declared war on the N’thala. The humans found themselves unable to match the N’thalan armies, and for some time were on the defense, slowly being worm away by the cunning strategics of their foe. Out of worry that the Devoted was going to crush a potential ally, The Axis seized the opportunity to strike the Devoted elsewhere, halting the N’thalan reinforcements and giving the humans a chance to push back. Soon, the attacking N’thalan army was surrounded and defeated through the combined efforts of the Brigade, the Dynasty, and the Commonwealth. It was the suggestion of the Dwarves that the Humans be admitted into the Axis. Although they were not expected to contribute much whilst recovering from the N’thalan attacks, they continued to explore and settle otherwise-uncharted areas, leading to many discoveries that managed to impress the other species of the Axis.
Humans are much more interested in exploration and colonization than the other Axis races, discovering and charting lands that neither the Axis or the Devoted have had any real interest in. Each new branch of colonies eventually are organized into a jurisdiction, acting as a self-dependant branch of the Commonwealth. Each jurisdiction rules by it’s own sub-system of government and laws. Although the Commonwealth has a central seat of government to unite the jurisdictions, most of the absolutist control that the Commonwealth once held over the various jurisdictions has been lost over time. Most jurisdictions, however, continue to follow the orders of the Commonwealth out of a sense of honour, patriotism and respect.
Much to the surprise of the Elves, Humans have also been credited with being the most entertaining of races, being more skilled with performance, comedy and acting than any other race. In addition to this, Humans are also more able to adapt to their surroundings, and have proven to make excellent scouts when needed. As such, the Elves generally are more curious about the Humans than contemptuous, wondering what other surprises Humans may have. Humans are often inept with magics, not having had the time or the temperament to learn and study for the lengths of time taken to excel at magics. However, those with a natural talent for magic are often faster and more eager to learn than either the elves or the dwarves, matching the gnomes in their desire for knowledge.
RANDOM IDEAS
• Machinery : Best transport are the AirBullets. Setting course often uses a seer or two (Oracles often can’t be bothered), actual flight is done by several Force Apprentices and a Master or two (if they feel it’s worth their trouble). Construction is mainly done through hard labour, with a Defender or Protector enhancing the hull over the course of several months. AirBullets are, for the most part, owned by the Aviators Guild, which works with all Axis races to provide incredibly fast transport of rare goods, knowledge, and rich patrons between major cities. There are some privately-owned AirBullet transports, but these are often far riskier to use and often end up bankrupt, smashed to bits, or both. Elites of any Axis society, such as higher Nobles or military commanders, use private AirBullets, which are much smaller. These are controlled by two Force Masters (One pilot, one co-pilot), has a Seer and Lens for better on-board steering, and is often enchanted by a Master Protector to be incredibly durable. Often a sorcerer will be aboard as defence, or cannons may be mounted on the ship’s hull. These are often only used in national or international emergencies.
• Profession : Alterist. Combines Medical magics, practises, herbology and minor telepathy. The medical side allows for a healthy and safe alteration, to which the herbology may occasionally prove of great assistance, Telepathy lets the Alterist know exactly what their client is looking for, so that the image of what the client wants to look like is easier for the Alterist to fully comprehend.
• Profession : AirBullet Captain. Usually a Force Apprentice, with minor skills with protection and second sight. Also has a great deal of meteorological knowledge and engineering. Flies the ship, and can order the crew about more effectively VIA second-sight to let them know what parts of the ship to be ready at, and what may lie ahead. Force skills allow for emergency steering and lifting should the need arise. Given the risky nature of a privately-owned AirBullet (as opposed those of the official Government AirBullet Transit service.) These emergency situations are often two or three times a year.
• Profession : Crop Saver. Often a Naturalist with minor skills at healing. They may serve on commission, or they may attempt to use second-sight to foresee crop failures and be there on time. Able to rid many crops of blights and diseases, as well as healing farm animals from the same.
• Profession : Autopsy Specialist. Usually a minor Necromancer with some skill at healing, they employ their magics to better understand the state of the corpse before death, as well how the corpse was exactly murdered. People in this profession were usually caught practising Necromancy, albeit without malice; merely studying death than trying to bring it about.
I can send the original .rtf file to people if asked.
Basic Ideas
Idea 1. Magical Fascism?
Setting, act 1.
-Story begins with young player, born to soldier father and ?? mother. Setting is peaceful town, which contains all the basic town-NPC types. The griper, the grouchy old man (seer/oracle), the slacker, the masons, the men/women/children, lumberjacks, farmers, Oracle, healers, wizard and apprentice, Inn owners, a few militia, blacksmith with two apprentices (one armour/large objects, one weapons/tools/small objects), Tailor/Weaver, Leatherworker, Mayor and assistant, and such.
-Buildings include : Pub (no entry, underage), small hospital, two Inns, several houses, militia towers at all entrances, basic militia barracks (no entry until part 2), smithy/forge, town hall, leather shop, tailor, basic store, and such.
-Outlying area includes : Lumber mill, stone quarry, hunting grounds (lesser beasts), forest (beasts), and abandoned mine (contains goblins), roads to other villages (requires transport), target range, and such.
During the first act, the player will spend a bit of time running about, doing errands, and talking with NPC’s. While talking, basic characteristics of character would be identified by player’s responses. Player will also learn about basic state of things, which goes as such. After a few quests and a few rewards, Player will have to attend (class?), at which they will find a couple friends (user chosen?). After class, player has now formed a party with these other students. Armament available to player and party will be laughable, consisting of mundane tools. At best, a lumber-axe, a wooden shield/Sword, and real bow/arrows, and maybe a leather vest. More likely is a wooden stick/stave, common clothing, a small dagger, and some rocks. For some reason that seems like a really good idea at the time, party goes wandering off into woods late at night. Party fights a few animals, start wandering towards cave, and then proceed to get captured by a band of bandits. Bandits are headed by (necromancer?), who needs party alive for some ritual or another. Bandits then get their asses handed to them by player’s parents, father turns out to be ex-Inquisitor and mother turns out to be an Apprentice of Force magic. Party gets scolded. End of Act 1/Tutorial.
Human state of affairs : The king is a fairly strict ruler, although a fair one. There are the basic rules regarding thievery, scandal, harassment, murder, taxes, and all that regular guff. However, there are also rules regarding the use of magics (described later). On the whole, the public has generally stopped practising magics, due to the heavy laws imposed by the King and his inquisitors. The public at first was rather annoyed at this fact, but these were later quelled by the king. Since magic was no longer publicly allowed, the damages and the costs of cleaning up after misfired spells, abuse of magics, and general wizards chaos dropped massively. This in turn gave the kingdom a huge amount of tax money, on a yearly basis, that could now be spent on other things. In order to try and ease the public, the king had messengers announce that taxes would thus be dropped by 10%, and more money would be placed into roadways and education if there was enough left over. This kept most of the magic-inept public fairly happy, and put an end to the rabble being raised by the few annoyed magic-users.
Magic types :
Healing magic allows wounds to mend faster (about 30% of what it would naturally take), infections to be quickly cleared, lesser diseases to be eradicated, and minor poisons to be selectively rejected by the body. Medics are often magic-adept users with large amounts of knowledge in Biology, usually serving in hospitals in cities and on Battlefields. Due to the very constant nature that healing magic follows, as well as how useful the magics have proven to be, there are vast amounts of information as to the workings of this magic and how they may be applied. For the most part, those who show initial ability with Healing magic advance simply through study and practice. It is through such study that Medics move onto become Practitioners. Practitioners are able to close wounds quickly, mend broken bones within hours, and selectively concentrate poisons so they may be more easily removed from the body. Often, a small hospital will be run by a Practitioner, who will be called upon to take care of more serious issues. Some Practitioners choose to advance in their studies. Only through non-magical training and practice can a Practitioner learn that which allows them to move on to become an Master Doctor. It takes an M.D. to heal wounds and injuries within minutes, and thus makes them invaluable on a battlefield (so long as the MD has protection of their own.) Usually an army will have many medics and several Practitioners working on wounds, but only elite units will be allowed to include an MD. MD’s are also capable of restoring almost any patient, given a few days, to their normal health. However, most Master Doctors feel that there is still more to learn. It is not clearly known how an MD manages to further their already vast ability, but none can refute the abilities of a Miracle Worker. Simply put, a Miracle Worker is capable of bringing any living thing from any state to full health, and even the most extreme cases can be handled within an hour or two. Limbs re-grow, diseases vanish, mortal wounds mend, and poisons dissipate under their hands. Miracle Workers also have the ability to mend the wounds of multiple patients at once, making a Miracle Worker as effective as a group of MD’s. They also often live far longer than any other magic-user, having the ability to regenerate their own bodies with ease, and having the drive to continue their work.
Hospitals generally use a combination of magic, science, and herbology to heal their patients. Without proper knowledge of biology, however, healing magic can be far more harmful than useful, should the caster not know how to properly mend an injury. Such mistakes are not very serious, however, and at worst only result in a lot of pain for the patient. Healing magics also require the patient to remain as still as possible, and hence most hospitals employ the use of mild sedatives when working with a more injured patient. Healers generally worship the goddess Fyra.
Protection magic, which allows a person to better endure that which would harm them. This can be applied armour by basic users, given time. Basic enhancements usually increase the durability of armour, but make them more difficult to repair. Smiths who begin to imbue magic into their works are often dubbed High Smiths. They are able to apply simple enhancements that actually increase how well armour is able to withstand blows, giving the wearer better protection. Often, a High Smith either take on an apprentice for mundane smithing, so that he has more to on which to practise the magical aspects of this school. Through such practise and study of both magics and smithing, a High smith may move on to learn to become a Defender. Defenders are able to apply these properties to flexible surfaces, such as cloth and stitched leather, without causing the wearer serious discomfort. They are also able to further enhance armour, making it resistant to wear and decay. Defenders usually accumulate enough knowledge of magics that they may allow the armour to have some resistance to the various magics, but often require the aid of a master of that magic to understand how to protect a wearer from it. With diligence and time, a Defender often becomes apprentice to either a Protector or a Master Protector, so that he may better learn how to apply his knowledge. Once the Defender has reached such a point as his teacher is satisfied, he takes on the roll of Protector. A Protector has the ability to make items nigh-invincible, and can cast enchantments so powerful as to partially reflect spells and damage. Protectors may also be able to apply their lesser magics to a living being, making the very skin of the target resistant to damage. Although this is very useful, it often causes discomfort, ranging from mild itching to a sensation not unlike being caked in a thin layer of cement. Thus, direct applications of Protection spells are often made temporary by the caster. A Master Protector has the ability to weave an entire suit of armour around a single object, first enveloping the object and then extending the armour off of the envelope. Without an absolute mastery over this magic, such armour can falter and utterly crush anything enclosed by the spell.
Those who study Protection magics are often very useful to the military, being able to protect those in the army or in the Inquisition Forces against many manners of harm. Most Master Protectors are in league with the Inquisition, having been offered a very hefty sum of money to work only for the Axis. This school of magic generally worships the god Helm.
Second-Sight magic, the ability to see things that others cannot. The most basic of this involves locating hidden objects, which just about any Seeker is capable of, and requires little actual magic. This is employed very often, and has proven useful to thieves, investigators, and those who are generally prone to forgetting where they put something. Many Seekers do not seek to further their abilities, as it requires a lot of knowledge, effort, and thanks to recent sanctions, a lot of paperwork. But those who do take the efforts may become Fortune Tellers. Given the right materials and a co-operation, Fortune Tellers are able to tell their client the most likely outcome of an asked situation, and are sometimes able to look into the past of a client. Fortune Tellers often are very curious, and many of them work under Seers. Seers are able to see both the past and the present with ease, although have some trouble targeting an exact time or event. Seers are also able to see through the eyes of another (known as the Lens). This requires a fair amount of preparation, and the use of lesser Telepathic magic. Seers use this most effectively when working in tandem with a scout, spy or rogue, getting the information as seen by the lens without having to wait for the lens to return. This has proven to be the undoing of many surprise attacks. Given time, research, experimentation, knowledge, and natural ability, a Seer may decide to progress to the rank of Oracle. An Oracle has the ability to see past, present, and future clearly, so long as they know what they want to look at. Oracles may also block themselves and others from the view of Seers, and may go so far as to create illusions that can fool a Fortune Teller. With their immense sight, Oracles often become aloof and smug, but are nevertheless vastly useful.
Given the nature of Second-sight, it is easy for a Seer to become a master of blackmail. Being able to see the secrets of anyone, many Seers were often looked at as privacy-invading crooks, and being able to tell the future meant that they could get away with it, too. However, only a tiny portion of Seers were actually that desperate and unscrupulous, and most of them were caught by honest seers and Oracles. The visions of a seer or an oracle are often only seen by the caster, and are therefore not often used in the Court of Law. Those who are adept with Second-Sight often worship the deity Dominic.
Telepathic magics, the ability to communicate thoughts and ideas without speech or sound. There is very little in the way of published works on the subject of telepathy, as most of the skill comes from natural ability. Listeners are able to focus on and “hear” the conscious thoughts of someone nearby, and often serve as rather effective lie-detectors in trials. It takes an extremely practised liar to deceive a Listener, but it is not impossible and has been known to happen from time to time. Given the chance to work with several other telepaths, Listeners may help each-other develop to the stage of Reader. Readers have the ability to actively search for knowledge and experiences in the mind of another, and may selectively listen to the thoughts of several people around them. A troop of Royal Inquisitors will often have a Reader amongst them for this purpose. Readers have also mastered the ability to hide their thoughts from Listeners, and can manage short conversations VIA telepathy with other Readers. However, such conversations often lead to headaches, and are generally avoided. In order to advance, readers end up working with Seers and other Readers to attempt to attain the abilities of a Mentalist. These masters of telepathy are able to communicate thoughts easily, sometimes placing suggestions in the minds of the weak-willed. They can force a person into giving them an honest answer, and are generally one of the Inquisitions most useful members for their ability to determine absolute truth.
However, all telepaths must practise extreme control and patience, as the effects of a mental link can range from a mild headache to violent and uncontrolled dementia. Given malice, a telepath can stress and twist the minds of others, causing them mental anguish, driving their victims into madness. More powerful Readers and most Mentalists have the ability to cause mental suffering powerful enough to immobilize opponents, and those who become rampant can often only be stopped by assassination or artillery barrage.
Natural magics are by far one of the most harmless schools, and have proven their use only in rare situations. The effects of Nature magic often only extend as far as the ability to increasing the health of plants or animals, as well as bringing fertility to dead soil. Hence, most applications for natural magics are agricultural. Those who begin the practise of this magic are commonly known as Hippies, despite their efforts to be recognized by other names. Hippies are not able to do much in the way of healing, but are quite adept at sensing the states and properties of the environment around them. These are usually mundane senses such as which plants are suffering from disease, which mushrooms are poisonous, how old a tree is, what sort of stress a plant has been put under, and other such bits of knowledge. Those Hippies that manage to practise their magics and isolate themselves within wilderness for a long period of time manage to hone their abilities enough to become recognized as Survivalists. Survivalists are able to mend plants of minor ailments, as well as detoxifying some species. Survivalists are also able to understand the ailments of docile beasts, as well as attempt to pacify frightened or angry animals. Survivalists often look to better understand their surroundings, and after months of harmonious living and study, Survivalists often manage to accept the role of Naturalist. From those Naturalists who are open enough about their abilities to others, it has been learned that Survivalists undergo something very similar to a religious epiphany, usually something along the lines of a realization of oneself in relation to all that surrounds them. Naturalists are very adept at healing the earth and plants about them, and are able to “listen” to the history of plants. They are also able to placate unintelligent to semi-intelligent animals, so that they may live without conflict with any of nature’s creatures. Most are very conservative and are often pacifists, and almost completely refuse to resort to violence at any time. Naturalists often find themselves at peace with nature, and will occasionally come out of hiding when asked to use their magic in ways that the Naturalist agrees with. All students of this school of magic worship the deity Bombadil.
Elemental Magics, control of the elements. One of the most dangerous magics by nature, those who use it often seek control over the elements the Earth. These are, in no specific order : Fire, Wind, Ice, Water, Rock, and Electricity. Those who study this school are treated as dangerous, and beginners are often a danger to themselves and anyone within a 25-metre radius. Those who take up this magic often are termed Maddics. There is no definition as to what a Maddic is capable of, but chances are that whatever they try isn’t going to end well. Although they can cause a fair amount of damage, their ability to control how much power is used and where it is placed makes them a massive hazard. Any Maddic that survives long enough to realize what a maniac he is will likely stop trying to impress people and start studying, either through careful practise or through becoming an apprentice to a Sorcerer. Those Maddics who learn to control and respect their powers are accepted as Mages, retaining most of their raw power and learning a great deal of skill. A Mage is often just as dangerous as a Maddic, except Mages are only dangerous to those they want to harm. Mages are also able to attempt to control the magics of others, giving them a huge advantage over the uncontrolled spells flung by a Maddic. A Mage will often take on long periods of study, practise, and theory, slowly working to learn how to shift and morph spells. After such a time as the mage becomes able to merge elements, he becomes ready to learn as a Sorcerer. A Sorcerer has the power to mix elements, such as Ice and Wind, to become more effective at dealing damage. Sorcerers have also managed to give form to their spells when they wish, being able to call forth a spear of fire, a wall of ice, a single pillar of lightning, a tunnel of wind, or perhaps carefully bring together rock armour. Sorcerers are often insurmountably useful in battles, but are also often quite vulnerable to attack given their need to have complete freedom of movement. However, Sorcerers may sometimes wish to take the final step of learning magics. Such ambitious Sorcerers are often very confident and very proud, and some of them end up very dead (or very close to it). Those who succeed, however, manage to proclaim the title of Arch-Magus. Arch-Magi have complete and total control of the elements, and can bring forth enough power as to make kingdoms tremble in fear (or from earthquakes). These masters of the elements would be called to have a superiority complex, if anybody who called them such felt like a quick suicide. Arch-Magi are strong enough to work with the raw elements with their bare hands, as well being able to bring together any combination of element they decide at once. Their ability to imbue mundane materials with the elements on a massive scale is often seen in their choice of home. Commonly, an Arch-Magus will summon forth a castle of rock, studded with diamonds and jewels, imbuing the outside with a glare of sheet-ice and peaking all the corners with an ever-burning flame. Lightning may strike out at all uninvited visitors as the Arch-Magus chooses, and wind will carry his voice for miles. Simply put, an Arch-Magus bows to no mortal, and almost no Arch-Magus ever accepts that there may be a single person more powerful than them. (The exceptions are rare, and often involve other Arch-Magi).
Force Magics : The laws of physics bend to the will of any who control this school. This school is far more limited in it’s description, as force magics fill but one purpose : to apply a force over an area. Force users are generally termed into three classes, namely Wielder, Apprentice, and Master. The abilities of each of these classes are generally the same, and the three are all generally divided by the range of force they can control, and the range of area they are able to apply these forces over. A smart Wielder has the ability to cause structures to topple, given the right point of leverage, and can severely slow the progress of an army should he manage to give a “shove” in the right place (such as pushing a commander off his horse and onto a nearby pike). An Apprentice may be able to do these just through brute strength, but is generally unable to focus enough force on a small enough area to cause serious damage to an armoured individual. A Master of Force Magics, however, can easily kill any single target, putting up to a hundred kilograms of force on an area as small as a coin. Due to the fact that Force magics are almost entirely destructive, they have been placed under more control than even the Elemental magics, and any unauthorized user may be placed under arrest if they do not have due reason for their use. However, the Kingdom has recognized how useful Force magics can be (such as being able to hold up a bridge that would otherwise collapse), and will allow their use given appropriate cause. Force magics do have their place in the world, and are largely put to use in construction, holding framework and stonework in place while repairs or changes are made on a structure.
Most Force-users tend to be very pragmatic in their studies, putting effort not only into practise but into calculations based upon forces acting upon each-other. Although such mathematic work is tedious and often confusing to the common man, such theoretical practise often helps Force-users to learn how to maximize the effects of a single force. Due to their calculating nature, most force users generally come across as somewhat elitist and antisocial, spending many hours pouring over calculations and practise. This school of magic recognizes no official deity, although it has been noted that many pay tribute to past theorists and mathematicians for their breakthroughs. Such homage has actually given the spirits of said thinkers a small amount of prestige among the gods, allowing them minor amounts of power. However, none of them are recognized as actual entities amongst other schools of magic, or by any religious group. Interestingly enough, the Gnomes seem to have far better control and understanding of this school than any other race.
Necromancy : The magic of Death. Those who practise this magic are usually cultists, and curse society and the kingdom for all that it is. Although there are some who study Necromancy out of harmless personal interests, Necromancers are largely sadistic and twisted individuals, usually interested in causing terror and mayhem wherever they can. A beginning necromancer is termed a Dark Sibling, and usually has the ability to cause diseases and minor plagues. They are able to leech the life out of a healthy being, albeit on a one-on-one match chances are that anything more capable than a large dog would win easily against such magic. Dark Siblings often immerse themselves into a cult, and cut all ties from other society. This makes the cults rather difficult to find, as they often live in seclusion. A Dark Sibling who proves themselves worthy to their cult is allowed to learn the teachings that enable them to attain the abilities of a Reaper. Reapers are able to quickly inflict pain and suffering on the living, and can heal themselves through such magic. They revere death in all it’s forms, and bring it about whenever possible. Reapers are capable of causing diseases and plagues that may kill those infected if left unchecked. Reapers are often sub-leaders of the cult, working with Dark Siblings below them. Each sect of a cult is usually headed by a Skull Bearer. Skull Bearers have cultivated death, and have the ability to both avoid it and inflict it. They are capable of causing nearly instant, painful deaths to those not protected against magics, and grow stronger from such acts. These gruesome magic-users also learn the ability to animate the dead, creating zombies and golems of their own devising. Skull Bearers have the ability to live without the basic needs their flesh demands of them, and some have been known to scalp themselves, revealing their own skulls to intimidate others. Often, they are leaders of each sect, but each Skull Bearer pays tribute to a Death Lord. Death Lords are able to bring death to any they chose, and can feed off the life of the very earth they walk on. They are immensely powerful and believe themselves to be nearly immortal. Nobody has proven otherwise, as the only known Death Lords to have died have only died in combat with vastly powerful magic-users.
Cults of Necromancy generally worship the dark god Lot’b, often with live sacrifices occurring weekly, with the occasional live human. Necromancers are constantly hunted by the Royal Inquisition, and receive no mercy from the Inquisition Hunters. Those who have not joined a cult do not go by any given titles of rank, due to their rarity and their wish to remain secret.
Laws concerning magic : Healing magic is largely uncontrolled, and it’s proper use without a license carries almost no penalty. Misuse of healing magic carries some fines, most of which are related to not paying due care and attention. Very seldom has the misuse of healing magic required anything more than the services of a Medic. Second-sight, or seers magic, can only be used by government-licensed users. Seekers and Fortune Tellers require an additional licence if they wish to use their skills as a trade. Protection magics also require a government license, due to the history of nasty accidents that have come with improper wielding. However, Smiths and High Smiths do not need a licence to use their knowledge to forge better armour, but are scrutinized on a yearly basis for scandal. Telepathic magics are vehemently forbidden, due to their intrusive nature, and are only used by high-ranking military and the Royal Inquisitors (more on them later). Natural magics are generally uncontrolled, and due to their extremely limited nature are generally ignored. However, large-scale spells must be supervised by a licensed Naturalist at all times to prevent environmental damage. Elemental magics, those of Fire, Wind, Ice, Rock, Electricity, and such are extremely controlled, and any detection of their use without previous authorization signed in triplicate will result in an immediate visitation by the Royal Inquisitors (a bad thing). Force magics are also strictly controlled, due to the damages that they can induce in a very short period of time. However, there is one school that the mere mention of could result in incarceration : Necromancy. The Shadow Arts have been completely and utterly banned; any who observe another using these magics must immediately report what they have seen to an official Servant of the State.
Groups of Twim
Name (Race, allegiance. Loyal means works for Race.)
Axis – Dwarven Brigade / Elven Dynasty / Gnomish Society / Human Commonwealth
Neutral – Nymph Matriarchy, troll
Devoted – Covenant / N’thala / Awakened
Royal Inquisitors (Axis):
Merchants Guild (All, Axis):
Master Aviators (All, Axis):
The Stonemasons (Human/Dwarf, Brigade) :
The Immortals (Elven/Nymph, Neutral):
Mensa (All, Neutral)
Races :
Elven Dynasty (Axis Race) :
Elves are usually snobby, selfish and frustratingly disinterested. Having a life span that is a large multiple larger than those of most other races, elves see no hurry to get anything finished and mock other species for panicking so much.. Their good looks and long lives have given them a superiority complex that most other races cannot stand trying to deal with. Elves are known as lithe, agile, very fair, and often seem to talk with an air as if they’re mocking you (which they usually are, as elves often hold all other races in contempt). Given that elves remain young, yet matured, for around two-hundred years, and including how often they favour form over function, Elves have also learned tremendous skill as Alterists. As such, Alterism in Elven society has raised itself to an art form, considered as a rare and beautiful skill.
The Elven Dynasty rules entirely through Nobility and birthright, separating power amongst the various noble houses based on their contributions to Elven society. The houses are often slow to aid the other houses in political matters, viewing the other houses as competition for power and prestige. However, this competitive nature for their government often does not interfere when dealing with other races. As such, disputes between the houses often are set aside when dealing with other races, as the Elves see no reason for their internal matters to effect their international discussions. Most elves are loyal to the Elven Dynasty, although some have occasionally been know to live among humans or to exile themselves.
Elves are generally curious as to the experiences of other races, having lived so long that they have become bored with their own daily lifestyles. Often having traveled much and having seen the cities made by other races, Elves have attempted to build cities of their own. Such cities are often very beautiful, the craftsmanship often painstakingly well-made, and the city planning is utterly miserable. Frequent interest in beauty and intricacy of their plans, paired with having little interest in getting things done quickly, Elven cities are notoriously inefficient in structure. But, for all the walking about one must do to get around in an Elven city, all the buildings and scenery that are passed along the way are quite impressive. Elves love that which gleams, and often stonework is polished to a mirror shine. Statues and monuments made by the elves are often luxurious and artistic, with almost no error or room for improvement.
Elves are quite gifted at both Nature and Healing magics, practising both whenever they are useful. Most agree that their talent with Nature magic is likely due to their long history of having lived in harmony with nature. Their abilities with Medicine is mainly attributed to the fact that they lives hundreds of years longer than any other race, and are therefore much more motivated to keep themselves from dying prematurely.
Dwarven Brigade (Axis Race) :
Dwarves are often stalwart, thick-headed, stubborn and heavy-handed. What they lack in height and beauty, they often make up for with their incredible resolve and stalwart behaviour. Dwarves are, for the most part, very proud and very patriotic. Dwarves and Elves almost never get along, and generally dislike each-other. Despite this, there is very little that the Dwarves and the Elves both want that is not in abundance, and thus they have managed a fairly steady alliance. It’s speculated that the reason the two races have avoided war with each other for so long is that they don’t have anything worth going to war over.
The Dwarven Brigade is largely communist, and as such both nationalism and co-operation are taught to young dwarves early on. Whether or not their patriotism and tenacity are a part of their natural heritage, or if it has been induced by the Communist government of the dwarves, is entirely unknown. Many critics of the Dwarven Brigade would blame the teachings and governing bodies of the Dwarves for having blinded them with propaganda and indoctrination. However, such accusations are often unfounded in basis and are simply wild ranting, which most Dwarves take offense to. Most surviving critics are wise enough to not say such things to a Dwarf’s face. Due to the equalist views of the Brigate, there is no inequality of treatment between Dwarven men and women. Dwarf culture does not often value money, instead opting to honour friendships and earned respect above material wealth.
Given the abundance of mineral wealth available in their homelands, Dwarves are respected as being the best smiths by far, and their armour is often of the highest quality. As such, Dwarves have become incredibly adept with Protection magics, using their skills to improve their work further.
Dwarves are fairly friendly, and quite hospitable to those who they believe they can trust. However, Dwarves are known to hold a rather heavy grudge against those who abuse their trust. Any who have been foolish enough to disgruntle a Dwarf will find that Dwarves will, for the most part, stop having anything to do with them. Dwarves are also fairly open-minded, and any one of any race who manages to prove to an honourable Dwarf that they can be trusted, regardless of race, will often find themselves accepted by other dwarves fairly easily. Most Dwarves are in league with the Dwarven Brigade, though the occasional Tradesdwarf has been known to step out of the Brigade in favour working with the Society or the Commonwealth.
Gnomish Society (Axis race) :
The Gnomes are quite short, standing a head shorter than the Dwarves. Most gnomes are curious and creative individuals, with a high respect for ingenuity and insight. Given their diminutive stature, history has shown gnomes as choosing to try to compromise rather than to conflict with other races. Despite this, the Gnomish Army and Militia have proven themselves stalwart and courageous, as well as frighteningly dangerous. Gnomes are brilliant tacticians, calculating each move and situation carefully. It has also been found that Gnomes are most dangerous when in defence, as their creative and ingenious minds often give them more dangerous and complex weapons to bear. The fact that such experimental weapons are prone to destructive failure usually prevents Gnomes from using their untested arms, but would hate nothing more than for another army to get a hold of their newest creations.
Gnomes, for the most part, treat other races and species with indifference, staying out of politics and issues that they do not consider worth their time. Although they have sworn loyalty to the Axis, they do not often act in aid of it. They do not often engage in trade, and very rarely do they sell their inventions to other species. However, Gnomes have often found that they are better-respected by the dwarves than they are by the elves. In sharp contrast, the Devoted, and specifically the Awakened, often have little to do with the gnomes, and look on their diminutive nature with contempt. Although the gnomes are not a race that is often thought of as fierce or imposing, the Devoted have often aired on the side of caution in dealing with them. As such, the Society is least targeted in conflict, having done little to provoke their enemies throughout history.
The Gnomish Society is largely democratic, and often only acts to enforce laws and protect Gnomish rights. Each gnome is allowed to vote, but must provide some proof that they are aware of the opinions and the motives of each organization. Although this has often caused voting to slow to a crawl, the Gnomes argue that there is no better way to ensure that each vote is made by properly informed individuals. This is further argued to ensure that elections and governmental debates are not won through charisma or emotional speeches. Given the general lack of dissent of the Gnomish society, it is hard to argue that this does not work.
Nymph Matriarchy (Neutral Race) :
Nymphs are wondrous, soft-spoken creatures, thought to once have been related to the elves. They posses unsurpassed physical beauty, melodious voices, agile limbs and mischievous minds. Given their natural allure and beauty, combined with a curious and mischievous mindset, Nymphs are mistresses of getting anything they want and everything they desire, through wayward adventurers who fall prey to their tricks. Their skin has a slight natural luminescence, which they have managed to control at will, making them “glow” in the forests to entice those who wander them. Through trickery and seduction, the Nymph Matriarchy has managed to obtain most of the technologies and knowledge of other cultures. As mischievous as they are, however, Nymphs are also known to be fairly gentle with those they trap, taking only those belongings that they have a use for and letting their victim free, quite unharmed.
The various races have attempted to rid their forests of the Nymphs, but quite often those that have attempted to harm a Nymph or their forests are never heard from again. Those that try and entice violence towards the Nymphs are often found dead within weeks. Although Nymphs are not allied to any other race, they have had occasionally assisted the Axis in endeavours against those who have threatened the Matriarchy. Similarily, the Elves have occasionally helped the Nymphs in those problems which the Matriarchy has been unable to take care of on its own.
Through study, coercion and bribery, it has been learned that Nymphs have mastery over Second Sight above all other races, and are quite adept at natural magics. Their fighting style, what little they have learned, is mostly based around stealth and assassination. Those Nymphs skilled at martial arts are known among themselves as Nymja (Pronounced Nihm-ja.) . Nymphs have also learned Alterism skills from the Elves, and have integrated it into their society as a huge part of “earning” goods; the more beautiful and alluring a Nymph manages to make herself, the more successful she is at catching a careless adventurer or two. Occasionally, a Nymph will take a brief leave from the Matrimony, deciding to attempt to live among the various cultures. In these cases, Nymphs will usually chose to live amongst the Elven Dynasty, given the similarities between Elven and Nymph values.
Nymphs are not all female, and there have been reports of female scouts being seduced by a Nymph male, known as a Nymo (Pronounced : Nih-moh). Nymo are built fairly similar to Elven males, and are often quite lithe, fairly strong and incredibly agile. Occasionally, Nymo will grow to be very muscular and rather tall. These brawny Nymo are also incredibly strong, and are thought to serve as elite guards. However, the role of Nymo in Nymph society is largely subservient, serving to take care of the social and architectural infrastructure, child-raising, teaching, defence, and construction, while the Nymphs themselves take care of gathering resources and information.
Human Commonwealth (Axis Race) :
Humans stand as one of the youngest and most inconvenient races to work with in the Axis. They are viewed as hard to predict, short-sighted, stubborn and inexperienced when it comes to politics. Their lifespans are comparitively short, often living to 90 years of age before dying of natural causes. This often causes confusion between themselves and the elves, as the elves are not used to seeing others change or age drastically, nor are they used to or dealing with different politicians within a decade or three. The Commonwealth is the most recent addition to the Axis race, initially accepted more out of sympathy than out of respect. More quick to anger and violence than any other race, it was not long between the time humans had discovered the other races of Twim and the time they had declared war on the N’thala. The humans found themselves unable to match the N’thalan armies, and for some time were on the defense, slowly being worm away by the cunning strategics of their foe. Out of worry that the Devoted was going to crush a potential ally, The Axis seized the opportunity to strike the Devoted elsewhere, halting the N’thalan reinforcements and giving the humans a chance to push back. Soon, the attacking N’thalan army was surrounded and defeated through the combined efforts of the Brigade, the Dynasty, and the Commonwealth. It was the suggestion of the Dwarves that the Humans be admitted into the Axis. Although they were not expected to contribute much whilst recovering from the N’thalan attacks, they continued to explore and settle otherwise-uncharted areas, leading to many discoveries that managed to impress the other species of the Axis.
Humans are much more interested in exploration and colonization than the other Axis races, discovering and charting lands that neither the Axis or the Devoted have had any real interest in. Each new branch of colonies eventually are organized into a jurisdiction, acting as a self-dependant branch of the Commonwealth. Each jurisdiction rules by it’s own sub-system of government and laws. Although the Commonwealth has a central seat of government to unite the jurisdictions, most of the absolutist control that the Commonwealth once held over the various jurisdictions has been lost over time. Most jurisdictions, however, continue to follow the orders of the Commonwealth out of a sense of honour, patriotism and respect.
Much to the surprise of the Elves, Humans have also been credited with being the most entertaining of races, being more skilled with performance, comedy and acting than any other race. In addition to this, Humans are also more able to adapt to their surroundings, and have proven to make excellent scouts when needed. As such, the Elves generally are more curious about the Humans than contemptuous, wondering what other surprises Humans may have. Humans are often inept with magics, not having had the time or the temperament to learn and study for the lengths of time taken to excel at magics. However, those with a natural talent for magic are often faster and more eager to learn than either the elves or the dwarves, matching the gnomes in their desire for knowledge.
RANDOM IDEAS
• Machinery : Best transport are the AirBullets. Setting course often uses a seer or two (Oracles often can’t be bothered), actual flight is done by several Force Apprentices and a Master or two (if they feel it’s worth their trouble). Construction is mainly done through hard labour, with a Defender or Protector enhancing the hull over the course of several months. AirBullets are, for the most part, owned by the Aviators Guild, which works with all Axis races to provide incredibly fast transport of rare goods, knowledge, and rich patrons between major cities. There are some privately-owned AirBullet transports, but these are often far riskier to use and often end up bankrupt, smashed to bits, or both. Elites of any Axis society, such as higher Nobles or military commanders, use private AirBullets, which are much smaller. These are controlled by two Force Masters (One pilot, one co-pilot), has a Seer and Lens for better on-board steering, and is often enchanted by a Master Protector to be incredibly durable. Often a sorcerer will be aboard as defence, or cannons may be mounted on the ship’s hull. These are often only used in national or international emergencies.
• Profession : Alterist. Combines Medical magics, practises, herbology and minor telepathy. The medical side allows for a healthy and safe alteration, to which the herbology may occasionally prove of great assistance, Telepathy lets the Alterist know exactly what their client is looking for, so that the image of what the client wants to look like is easier for the Alterist to fully comprehend.
• Profession : AirBullet Captain. Usually a Force Apprentice, with minor skills with protection and second sight. Also has a great deal of meteorological knowledge and engineering. Flies the ship, and can order the crew about more effectively VIA second-sight to let them know what parts of the ship to be ready at, and what may lie ahead. Force skills allow for emergency steering and lifting should the need arise. Given the risky nature of a privately-owned AirBullet (as opposed those of the official Government AirBullet Transit service.) These emergency situations are often two or three times a year.
• Profession : Crop Saver. Often a Naturalist with minor skills at healing. They may serve on commission, or they may attempt to use second-sight to foresee crop failures and be there on time. Able to rid many crops of blights and diseases, as well as healing farm animals from the same.
• Profession : Autopsy Specialist. Usually a minor Necromancer with some skill at healing, they employ their magics to better understand the state of the corpse before death, as well how the corpse was exactly murdered. People in this profession were usually caught practising Necromancy, albeit without malice; merely studying death than trying to bring it about.