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112941 No. 112941 ID: 9e1847

A discussion thread for the Lantern Soul quest. Filler information that may or may not be useful and/or relevant will be placed here, although questions about specific topics will be answered first and foremost.
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No. 112942 ID: 3abd97

>>112941
Cool premise. I love the framing of a necromancer as a champion of death as order. "Lawful dead" is a fun driving moral paradigm to play with.

I remember we were attempting something similar in https://tgchan.org/wiki/Magician_Girl_Quest but sadly it died before we got too far.
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No. 112970 ID: 9e1847

The following is a rough guide to the common knowledge regarding the five current deities, such as they are, as well as the common practices and general views of those that worship them. There are exceptions to any and all information provided, nor can it be considered to be all inclusive.

>General
Worship of the Five has existed as long as recorded history goes back, and no one currently alive remembers any other gods that may or may not exist. Most will generally choose only one to hail as their major god, most often the god of their respective place of birth, paladins are the notable exception to this rule. It is they who swear equal fealty to all the gods, at least in principle. Regardless of the general practice of choosing one as their primary deity, many will still invoke the name of a god appropriate to the task or favor being performed. It is a common belief that upon death a person's soul travels to the heaven of the god that most aligns with their personal views and actions, so many seek to emulate their chosen deity as much as possible, such as their lifestyle allows, in hopes of reaching for their preferred heaven.

All five gods have five noble houses associated with them that, ideally, represent that god's interests and handle the day to day affairs of running their realms. More practically, the noble houses are just as likely to try and gain strength for themselves as they do their god.

>Valor, God of Courage and Martial Prowess
Valor emphasizes strength of arms and skill with weapons of all kinds. As such, it is generally accepted that his followers are the most martial and competitive of all. Where others seek to live their lives without conflict, those who follow Valor thrive upon it. Within the Land of Valor, there is almost daily a skirmish of some kind somewhere, as Valor encourages his noble houses and common followers alike to bear arms and claim victory over their fellows. Fighting competitions are a common sight, as are bandits and mercenaries. Valor cares not for your reasons, only that you fight and triumph.

His noble houses represent this best of all. Even within individual houses, brother will fight brother, shed blood being a common enough sight to warrant little reaction from others. On a larger scale, houses will lead armies against each other, engaging in massive skirmishes, both to take new land and defend that which they've taken. Peaceful coexistence is seen as anathema, for it is only in the crucible of conflict that man can reach his full potential.

>Wisdom, Goddess of Knowledge and Magic
To Wisdom, knowledge is its own reward. Her realm is filled with libraries and academies, each playing host to dozens of scholars and magi. Magic is considered by many to be the pinnacle of the search for knowledge, for it is through the understanding of magic that the very fabric of the world may be understood. This mindset is encouraged, for within the Land of Wisdom, ones status is determined by ones skill with and understanding of magical principles.

Her noble houses are considered by many to be some of the most knowledgeable and powerful magi in current history. Where other compete with steel and muscle, it is the way of Wisdom to seek status through academic success. As such, the noble houses run the most impressive and attended academies of the realm, eager to teach new minds, attain new magical breakthroughs and gain favor with their goddess.

>Compassion, Goddess of Forgiveness and Love
Many consider Compassion to be the weakest of the five. Many are those who have never seen the fanatic zeal with which her worshipers rush to her defense. Compassion is the least competitive of her fellows, and see little point in seeking political or divine power. Rather, she is the god most often seen working directly among her followers, easing pain and suffering where she can and encouraging others to do the same. Her lands are by far the most peaceful, though it is not wrong to say her people lead a sheltered existence. Many of those who leave her lands are considered naive and unusually quick to forgive even the greatest of criminals.

Her houses act much the same as Compassion herself, though perhaps with a bit more towards personal power than she. They are noted for their healers, both magical and mundane, and it is not without reason that nobles of compassion can easily find employment through the lands. In this way, they secure political power for themselves, for many are the common folk who rally around one who would easily and happily tend to them without a thought for their own gain.

>Justice, God of Law and Truth
Harsh is Justice, for he brokers no dissent and allows for no crime to go unpunished, however slight. It is his firm belief that one cannot have Order without the firm unyielding hand of Law. As such, he is the strictest god of all, and places harsh restrictions upon all who live in his lands. Let it not be said, however, that there is Justice without Truth. Judgement may come, but the sentence will always be in accordance with the laws set in place, and only once the truth has been discovered and laid bare.

His houses are the pinnacles of his ideals. Law and Truth rule over them without exception. Each house has their domain, and presides over it without question. It is from these houses that the most venerated judges and arbiters come, and it is they who ensure the law is followed without question.

>Resolve, God of Willpower and Conviction
It is Resolve who leads the gods, or so they say, for it is he who looked upon humanity and saw their need for higher beings. Where the others tarried and debated, it is Resolve who stepped forth and proclaimed that they must lead humanity away from the shadows of their previous lives. It is without a doubt, then, that Resolve's followers are some of the most determined individuals one will ever see. Whatever the task, those who follow Resolve will undoubtedly see it through to its end, regardless of the consequences. It is perhaps no surprise, then, that many of from the Land of Resolve will give up their lives and become paladins, eager to prove their conviction and dedication to their god.

The noble houses of Resolve are no exception. Many of the greatest paladins ever known hail from these noble families, and indeed, the current Grand Marshall is originally from these venerated houses. Still, even they are not above petty machinations, and in some ways, they are the most scheming of all, for once a plot is set in motion, they will see it through to its end.
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No. 113418 ID: 9e1847

There are a number of magical disciplines in the world. The following is a summary of the knowledge Seras has gained from her memories of her childhood lessons. This is not to be taken as complete list, fact, or the limit of each discipline present.

>Elemental
The first of Noble Magics, elemental magic is the flashiest of all disciplines, and is the direct manipulation of the worlds magical elements of fire, water, air and earth.

>Summoning
The magic of contracts and beasts, both magical and natural. Summoning magic is another Noble Magic, and is marked by its practitioners ability to call and bind creatures to serve them.

>Arcane
Magic having to do with Space, Time and Perception. Teleportation in various forms is the most well known, but invisibility and shared perceptions also fall into this magical discipline. Rumors abound of manipulation of time itself as well, but as of yet, no verifiable proof has ever been presented.

This is Seras' main discipline and magical focus, and she has the most skill with it, though how much skill she has is yet to be known.

>Alchemy
The psuedo-magic to some, alchemy is the creation of elixirs, draughts and potions to achieve fantastical results. Everything from healing potions to explosive concoctions can be found among alchemists, and many are all too eager to test new mixtures.

Seras has some limited alchemical knowledge, though it is mostly limited to calming drafts, minor numbing agents and other such mundane purposes.

>Healing
Healing magic is the discipline of medicine and magical aid. The curing of disease and the closing of wounds can be found within this magic, and it is the only lesser magic that is practiced widely by nobles, specifically those of Compassion.

>Mysticism
An oddity among magical disciplines, it is publicly decried as useless and unworthy of study. Rumors, however, suggest a far different story, of prophecy and fate being the domain of the true Mystic.
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