Realm Walkers (Freeform Modern Fantasy) [Recruiting]

Started by Totoro, December 01, 2018, 06:57:14 AM

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Totoro

Realm Walkers


'Realm Walkers' is an urban fantasy setting that will center around a small group of fledgling 'Realm Walkers'. This group are functionally similar to inter-dimension police who respond to incursions between dimensions, unacceptable actions that threaten dimensions and reality and misuse of magic. The Realm Walkers are the human force who fulfill this duty, there are similar groups from other dimensions who occassionally work alongside them. They typically inhabit a peaceful in-between dimension 'Goldlight', one primarily consisting of vast meadows bordered by mountains and centered by the Realm Walker's Castle. The other dimensions are infinitely varied places, but the Walkers most often interact with those closest to earth. Trips to these dimensions have influenced human culture for millennia and can often be found to hold ties to human myth and legend. In a sentence this game is: Fantasy 'Men in Black' dealing with monsters, beasts and entities from other dimensions using magic combined with modern weapons.

This game will be a small freeform group game. It will be placed in the Extreme forum as it will frequently feature graphic violence, dark situations and settings. This is less in a sexual context and more simply the fact it'll feature gritty takes on many monsters. Blood and gore will happen. The game will be a modern fantasy with elements of action and horror. It will feature threads for 'Goldlight' in which characters can socialise and train, threads for the real world in which characters can visit Earth and then GM-directed missions and events to experience combat and adventures across many strange worlds and dimensions.

Right now this is an interest check to assess whether or not to put the time into fully building this world, fleshing out magic and the group and beginning recruitment in the new year. So, I'm looking for interest and questions or suggestions but the game, if it goes ahead, will not go ahead until the new year. Please do read through the below in full, and check the F.A.Q, before asking questions. Thank you! So if you are busy now or will be over the holidays but feel you'll be free in the new year you can state interest for the future.

This game is very much not smut focused. Anything along those lines will be given its own thread. Plots, monsters and creatures will not be smut related.

The Realm Walkers Background


The Realm Walkers were set up in 1846 when a human first encountered a being from what's now known as 'The Dimension of Judgement'. That being identified itself only as 'A Judge'. It explained that Earth's lack of a group guarding their dimension from incursions had made it prone to unwanted visitors, and that either Earth would need to organise such a group or face Judgement. Agreeing rather than finding out what Judgement might entail that man, Charles Ainsworth, created the Realm Walkers. He was aided by the Judge for some time, tutored in the art of magic and aided in creating 'Goldlight', the beautiful pocket dimension in which the Realm Walkers primarily reside.


In order to recruit further Charles set about meeting a variety of those he felt could be helpful. Scholars, diplomats, spies, teachers, soldiers and ruffians alike were introduced sharply to the world of magic. Those who refused membership forgot they had ever seen him. Soon enough Charles had the makings of his Realm Walkers and they began work as a dedicated team of crime fighters utilising a mixture of conventional weaponry and otherworldly magic. They found good success as human ingenuity proved to make up for their lacking physical prowess and absence of innate magical abilities. Both the Realm Walkers and other dimensions remained hidden from the ordinary human world, and the Judge departed with the warning that Charles must keep succeeding in his work or they would return.

Since then over the past one hundred and seventy four years many men and women have led the organisation. Charles himself was killed in action after more than three decades leading the group. The Realm Walkers have a high attrition rate, but remain a stoic and optimistic organisation doing their best to do anything that's necessary to keep their dimension safe. They most often deal with beings who have entered their lands unwarranted, but they also monitor and respond to humans who misuse magic and occasionally they are forced to investigate those who break dimensional laws by travelling after them to ensure they are captured. The Realm Walkers recruit from all walks of life, introducing those who show promise to their organisation and either removing their memories or beginning their training.

Magic


Magic is the term for anything which can bypass the laws of physics in a given realm. This is most often done by bringing artifacts or knowledge through from other realms, and involves blurring the realms together to allow what is possible in one realm to be done in another. It is highly difficult to use, but extreme power can be attained through diligent study. Misuse of magic is an extreme violation of interdimensional law, and it may only be employed in appropriate circumstances as determined by the Judges. The most common usage by Realm Walkers is to level the playing field when combating monsters and magical beings.

Realm walkers are educated in a few areas of magic, taught to be responsible but effective. Some magic is barred, such as necromancy and the summoning of interdimensional beasts. Some realm walkers prefer to rely on equipment, both modern human and magic artifacts, while others utilise their own personal skill at sorcery more than anything else. Sorcery is not innate to any human, and so any ability is born of dedicated efforts to learn.

Magic is utilised for dimensional travel and this is considered one of the most dangerous forms of allowable magic. Travelling through dimensions may not be done idly as the more it is done the easier it becomes, blurring the lines and risking what's known as a 'Dimensional Blur' allowing free travel between the realms and creating untold havoc.

Dimensions


Dimensions, also known as Realms, are places that exist outside of our universe. Travel to them is impossible without the knowledge of these places, and can only be performed via magic. Magic can be used to break down barriers between realms and cross over. Magic can only be utilised to enter a realm the user has knowledge of already. Discovery of new realms tends to come from break downs in dimensional walls caused by over use of dimension travelling magic or 'Realm walking'. Dimensions themselves vary wildly, though earth has close ties to a few that have had frequent travel with earth over many years. There are theorised to be nearly infinite numbers of dimensions that exist outside of our own, and it is a highly important duty to ensure that as few dimensions know of ours as possible to stop their inhabitants attempting to cross to ours.

Travel with other dimensions, particularly those close to Earth, has influenced a great deal of human culture over many years. Dimensions may mirror aspects of mythology, folklore and even some facets of religion. These are not intended to be depictions of the real aspects of our culture, but an idea of what a realm that inspired those ideas could have looked like. Many will be warped or darker in order to create conflict. If a realm is called 'Heaven' or 'Hell' or something similar it is a long way from my idea of what those places might actually be like. I will be doing my best to put an original spin on these ideas but some cliches will inevitably happen.

Rules

1. Activity: I need players who are really looking to be involved in the game. Posting regularly, communicating, being open to connections.
2. Writing: All writing will be third person past tense, multiple paragraph posts with a reasonable standard of grammar and spelling.
3. Drama: Don't start it or participate in it. If there's any issues bring them to me and I'll do my best to resolve them.
4. Characters: This game is not first come first served. I'm looking for a relatively small, focused group game. Characters should be believable. They are only just beginning their careers and they are not particularly strong or capable yet. They will become awesome, but they're not there.
5. Respect: Treat everyone else in the game with respect.
6. Smut: Should be kept to a particular thread. Main thread posts should be story centered.
7. Freeform: This game features freeform stories which will include efforts at everything from diplomacy to espionage to brawling. Things will go well for your character as well as badly. I'll do my best to balance this out but it's okay to have things go wrong. Gives great motivation to train and make sure they go right next time around.

Characters

The player characters are recruit Realm Walkers. They have been approached by mysterious figures who've offered them a completely new life and job. They are all between the ages of 18-25 as the Realm Walkers recruit in that age range to give time to train. They have been brought to 'Goldlight' and lived in the castle for a few months being given physical training, education on magic and dimensions and both theoretical and practical lessons on sorcery. The Realm Walkers Castle is not a school and all Realm Walkers are adults who are free to spend time as they see fit. A key aspect of these characters is that they had a life they were willing to throw away. It's one thing that binds all Realm Walkers into a comradeship. They were approached and offered a chance to have a wholly new life and took it. Some may have been cynical or skeptical but they have all had it undeniably proved to them that magic and the impossible are very much real.

Below there is an application sheet to fill out with a concept:

Please PM this to me. Do not post it in this thread. If you want to discuss your concept in this thread you can tell other people the idea of what you're going for.


[b]Character Name:[/b] The character's name.
[b]Player Name:[/b] Your E Username.
[b]Face Claim:[/b] Needs to be a real person.
[b]Age:[/b] Due to the Realm Walker's recruitment rage should be 18-25.
[b]Magic Wanted:[/b] Check here: https://elliquiy.com/forums/index.php?topic=296958.msg14545511#msg14545511 For an idea. Otherwise list something you want that's missing.
[b]Expected Post Rate:[/b] How often do you think you'll be able to post? GM missions will follow a GM Post > All players post once > GM Post order, with players in a loose order to aid the pace of the game.
[b]Brief Biography:[/b] What's the character like. Needs an idea of who they were prior to Realm Walkers and why they're here. They've been here for six months so far. They are a human from earth and have had a 'normal' life up until they met the Realm Walkers. (Though they may be exceptional by ordinary standards) They do not possess any natural/innate magical talents.


F.A.Q

Does the general world know about magic? No, magic requires specific knowledge of other dimensions and the Realm Walkers work hard to keep that out of the minds of the general public. If they were to find out overuse would likely cause the destruction of earth.

Does the world know about the Realm Walkers? No, they are completely hidden from both the public and governments and function entirely in isolation.

What do the Realm Walkers deal with? Primarily incursions (Either deliberate or accidental) from other dimensions. Also humans beginning to show signs of magic use, or areas of potential future incursions. Managing and safekeeping magical artifacts. Researching further magical knowledge.

What is the modern world like? Exactly as it is today. The Realm Walkers, dimensions and magic have had no impact on the world as nobody is aware they exist.

Can I play a being from another Dimension? No. The Realm Walker's primary purpose is to prevent beings crossing over from other realms. Suggesting one stayed around would be the antithesis of their goals.

ZincStandard

Interested!  What you've got for the magic system sounds great so far, but I'd like to hear more about it.  What kinds of things do you envision magic being able to do?  Is it practiced more like a technical science, an intuitive art, or does it vary from practitioner to practitioner?  Is it flashy and visual, or subtle?

Totoro

Quote from: ZincStandard on December 01, 2018, 01:33:27 PM
Interested!  What you've got for the magic system sounds great so far, but I'd like to hear more about it.  What kinds of things do you envision magic being able to do?  Is it practiced more like a technical science, an intuitive art, or does it vary from practitioner to practitioner?  Is it flashy and visual, or subtle?

Glad to have your interest!

Essentially the idea is to flesh it out a lot if the interest's there. Right now it's subject to change and input before I get to writing it up. Prepare for a bit of a wall of text, thinking on the fly. But I envisage it being almost limitless in scope. In theory a powerful enough magic user from a dimension with a lot of innate magic could perform feats on a planetary scale, or even threaten entire universes. These kinds of things would be the realm of the 'Big bads' or the strongest Realm Walkers of all time though. But it's pretty much limitless in potential scope.

How it works is pending properly thinking out but along these lines: Magic is blurring the lines between dimensions to cause an effect possible in one but not the other. Tapping into it requires awareness of it, first of all. So accidentally using magic is impossible. After that it's about envisaging the realm you are drawing from and the effect you seek out. So perhaps to create a fireball you could envisage a hellish fire dimension, and draw on that energy. It requires good mental discipline to utilise as well as knowledge of dimensions. If you don't know a dimension exists, you can't do that thing because you'll be picturing a flood of water and trying to drag it out of a world made of fire, and that'll be a 'conflict'. Conflicts either fizzle or cause something like the flood of water turning out to be a flood of lava, in that example. Artifacts brought back from other worlds can sort of 'cheat out' this connection to let you focus on other things.

I think the player characters will each have an area of expertise unique to them. I want to create a fairly small, focused group and so I want everyone to have their role. Some may be gifted at utilising magic to enhance their own physical capabilities or transform themselves to personally brawl with the monsters. Some might be a powerful elemental manipulator. Some might utilise magics of concealment, disguise and trickery.

Not all characters have to be great with magic some could be the one who keeps their head on the mundane. There will be moments where 'Why don't we just use a shotgun' is a valid point, humans have some pretty scarily effective weapons already and it avoids any risk of violating laws.

I would say it varies wildly between practitioners. But it's more studied and practiced than intuitive. Similarly while some magic users will bury their heads in books and learn of a great many dimensions others might focus in on one dimension and all that can be achieved through it. Also it's limited by your characters imagination. Whatever a dimension can let you do it cannot let you do anything you can't visualize. The absolute best Realm Walkers are both fast learners and creative minds, who possess good discipline. I'd like for the player characters to be good at some areas and bad at others.

ZincStandard

Sounds cool ;D  For my part, when I'm figuring out the role magic will play in a setting, the first question I like to ask myself is "what does it look like, visually, when two magic-users fight?"  Whatever the background fiction for a magic system, I find all the most memorable ones have a strong visual character to their use.  Like, say, in Harry Potter, even though magic is pretty open-ended, most fights tend to look a lot like a combination of a fencing match and a gunslinger duel--combatants move mostly in terms of advance-and-retreat, most attacks are short-range blasts, skill is more about having the reflexes to attack and counter at the right moments than lateral thinking to neutralize a huge variety of crazy magical effects.  Compare to something like Stand battles in JoJo, where fights are almost entirely mental, starting with "figure out what the fuck this guy's power even is" and then proceeding to "find a way to get around his defense/exploit his weakness to get him where he's vulnerable".  Another way to look at this is to ask, if a magic-user needs to hurt someone, is there a tried-and-true standby method they'll go for to do so, and if so, what is it?  It's likely that, over time, people will have figured out that certain methods are most likely to be effective, and started emphasizing those, only going for other tactics when the basics fail (see Harry Potter again, with stunners serving as the default attack spell for most wizards because they're usually the best).  On the other hand, you could say that no, there are no standards, because the most effective combatant is the least predictable, which would push you back toward the more mental end of the scale, where fights become more like puzzles than shootouts.  And of course, there are tons of in-between options, like giving each magic-user a unique, specialized power suite, so each will tend to have a standard method of attack for themselves, but every magic-user's standard will be different.

Sounds like you want magic-users to be pretty specialized?  Are you thinking of that more in terms of "there's a codified set of disciplines or specialties that have proven effective, and each has multiple specialists practicing it" or "everyone's powers are unique to them"?

Moving away from magic, one thing I'd caution about this type of setting is that it can easily fall into lots of cliches, especially if you go with the trope of "every myth and folktale is true in the exact way you'd expect".  I find that if you're doing the whole modern fantasy secret magical world thing, you really need to have a good blend of stuff from mythology that's actually straight-up real, stuff that's real in some form or inspired by something real but actually very different than people think, and stuff that's totally unknown.  Not suggesting that you seem to be going for the bad version, but it's something I see happen with a lot of modern fantasy worlds, and I think the fantasy part starts to lose its charm when there isn't a lot of really original stuff mixed in with the expected.

Hope that's not too much for the kind of input you were hoping for :P

Totoro

#4
Quote from: ZincStandard on December 01, 2018, 02:47:17 PM
Sounds cool ;D  For my part, when I'm figuring out the role magic will play in a setting, the first question I like to ask myself is "what does it look like, visually, when two magic-users fight?"  Whatever the background fiction for a magic system, I find all the most memorable ones have a strong visual character to their use.  Like, say, in Harry Potter, even though magic is pretty open-ended, most fights tend to look a lot like a combination of a fencing match and a gunslinger duel--combatants move mostly in terms of advance-and-retreat, most attacks are short-range blasts, skill is more about having the reflexes to attack and counter at the right moments than lateral thinking to neutralize a huge variety of crazy magical effects.  Compare to something like Stand battles in JoJo, where fights are almost entirely mental, starting with "figure out what the fuck this guy's power even is" and then proceeding to "find a way to get around his defense/exploit his weakness to get him where he's vulnerable".  Another way to look at this is to ask, if a magic-user needs to hurt someone, is there a tried-and-true standby method they'll go for to do so, and if so, what is it?  It's likely that, over time, people will have figured out that certain methods are most likely to be effective, and started emphasizing those, only going for other tactics when the basics fail (see Harry Potter again, with stunners serving as the default attack spell for most wizards because they're usually the best).  On the other hand, you could say that no, there are no standards, because the most effective combatant is the least predictable, which would push you back toward the more mental end of the scale, where fights become more like puzzles than shootouts.  And of course, there are tons of in-between options, like giving each magic-user a unique, specialized power suite, so each will tend to have a standard method of attack for themselves, but every magic-user's standard will be different.

Sounds like you want magic-users to be pretty specialized?  Are you thinking of that more in terms of "there's a codified set of disciplines or specialties that have proven effective, and each has multiple specialists practicing it" or "everyone's powers are unique to them"?

Moving away from magic, one thing I'd caution about this type of setting is that it can easily fall into lots of cliches, especially if you go with the trope of "every myth and folktale is true in the exact way you'd expect".  I find that if you're doing the whole modern fantasy secret magical world thing, you really need to have a good blend of stuff from mythology that's actually straight-up real, stuff that's real in some form or inspired by something real but actually very different than people think, and stuff that's totally unknown.  Not suggesting that you seem to be going for the bad version, but it's something I see happen with a lot of modern fantasy worlds, and I think the fantasy part starts to lose its charm when there isn't a lot of really original stuff mixed in with the expected.

Hope that's not too much for the kind of input you were hoping for :P

So I think I see combat between magic users being wildly varied. I wouldn't say it's like harry potter because they are all drawing on a similar set of magical spells and abilities in that universe (As far as I know.). The mental side of it will primarily be the challenge of actually focusing on what you're trying to do and the dimension you are utilising. Drawing on them while mid-combat gets a lot more difficult. I think I would say there are a few standards.

What I intend on is to create some 'Well known dimensions'. These will be things that have most influenced culture and the most cliche things. I may try to make a few aspects of magic from those be the real basics that people learn when becoming Realm Walkers. But with the variety of artifacts, the fact some just use conventional weapons (On the harry potter note I'm pretty sure the 'Wouldn't a shotgun work better' applies a lot which is why even the Death Eaters were pretty scared of muggles finding out about them.) and the fact they draw on varied dimensions. Combat has to be varied because the problems are so varied. It's not 'What's the best way to fight another magic user'. It's 'Oh no there's an X how do we deal with it'. X could be a dragon, a goblin, a fire elemental, a ghost, a minotaur, actually a magic user or something more original. (Those terms will be used because the beings resemble those parts of human culture, but they'll have spins on them.) So there's just no one way to deal with all of those. For example just on elementals dumping a load of water from a dimension that's filled with vast quantities of water would be great to deal with a fire one. But if you do that to a water one you just made it three times the size it was.

As far as actual duels between magic users go they're just crazy varied when they do happen. For the sake of making it semi-functional in character I may make some kind of basic magic school. I'm a bit torn between the visual spectacle of wild variety and craziness and the actual practicality of writing it out.

Pretty specialised mostly to let people be good at different things for the sake of the group game dynamic. There'll be some crossover and basic skills though. It's more a set of disciplines that are available as they're limited to known dimensions. Dimensions that have only been seen once or twice ever can only be drawn on for what's known, and doing so's ridiculously dangerous when nobody knows what else is there. It's less so 'I was born good at this' and more 'I started to study and this appealed to me or I found I was a quick learner at that skill set, or past experience helped me adopt that style of magic'.

I love worldbuilding and creating original things. Traditional fantasy I use will be twisted to a more 'realistic' or gritty version of itself. I'll spin a lot of things around. Part of what I feel I'll love about running this game is the opportunity to create a lot of things and get a variety of ideas out in a fun way. So it's not going to be a roundabout tour of traditional fairy tale/mythology cliches/stories retold in the modern world.

I definitely see the concern there and fully agree. I'm hoping I'll be able to make things interesting and different.

Mac84

Wow! I've actually toyed with an idea similiar to this in another thread long ago.

very interssting.

Totoro

Quote from: Brittlby on December 01, 2018, 03:25:33 PM
I’d be interested in Writing something up for this once it firms up!

Awesome. Happy to have your interest! Still sad I messed up on the D&D.

Quote from: Mac84 on December 01, 2018, 03:26:56 PM
Wow! I've actually toyed with an idea similiar to this in another thread long ago.

very interssting.

I think the idea for this came from a crashing together of a few children/young adults books I read when younger. It's nice because there's a lot of ways to go with it.




Based on what's happened so far I would say I'm pretty confident that I will work on expanding this game's world building and aim to get something good together for the new year. Kicking off just before the holidays seems like a bad call.

So if anyone has any requests for things they'd love to see, or just ideas to bounce around, I'm open to them now. I have a vision of how I want things to pull together but I'm always open to at least getting ideas running around or questions to figure out.

Arcanist

Definately interested.
1. Do Earth Authorities know about the group or do they work alone?
2. Does the world in general know about the realms
3. Are realm incursions the only thing the deal with?

I guess my questions relate to how much knowledge is out there with regards to the realm and it’s impact on current society.

And if magic is accessible, how much of it has gone out into the general population?
Choice is but an Illusion. Consequences are however real.

Totoro

Quote from: Arcanist on December 01, 2018, 08:30:44 PM
Definately interested.
1. Do Earth Authorities know about the group or do they work alone?
2. Does the world in general know about the realms
3. Are realm incursions the only thing the deal with?

I guess my questions relate to how much knowledge is out there with regards to the realm and it’s impact on current society.

And if magic is accessible, how much of it has gone out into the general population?

Heya,

1. Nope, they work with similar groups in other dimensions at times when those dimensions have intelligent beings who can work with others. And the Judges very rarely.
2. Nope, it's very niche knowledge that's just impossible to come across.
3. They are the main thing but those are a very varied thing. They also deal with humans who do get close to attaining magical knowledge. And some incursions have culprits and require follow ups.

There's zero knowledge among the general human population as to realms, so society is pretty much exactly as it is now in real life. All the player characters will have had totally ordinary lives (Although they'll have done something to warrant the realm walkers attention.)

Magic requires knowledge of a realm to channel, since you have to actively visualise it and be aware of it. So it's not accessible since nobody in the general population knows about the realms. That said there's the occasional person who does find out one way or another and the Realm Walkers go deal with them.

Think Men in Black. Memory/Mind wipe magic is pretty commonplace in order to blank the knowledge of realms. Although pretty strong and influential magic it's allowed because it's always being used to conceal knowledge of magic so it's considered worth it.

ZincStandard

Because I've been playing way too much Enter the Gungeon, I was thinking of making a gun mage character for this.  Then it occurred to me, a realm that would serve as a source of gun-related magic powers actually would basically just be the Gungeon ::)

Totoro

Quote from: ZincStandard on December 02, 2018, 02:37:27 PM
Because I've been playing way too much Enter the Gungeon, I was thinking of making a gun mage character for this.  Then it occurred to me, a realm that would serve as a source of gun-related magic powers actually would basically just be the Gungeon ::)

I think a character like that would most likely focus on using enchantments and forging to create magically imbued guns. I'm figuring all that out at the moment and will be putting together some kind of basis for how that works.

ZincStandard

Yeah, I'm picturing them using something like a souped-up 19th-century percussion revolver with homemade paper cartridges, writing enchantments on the paper, using different magical substances for powder and shot, switching up ammo types for different targets.  So a lot of item enchantment stuff, for sure.  Probably also a fair bit of body magic--see farther, shoot and dodge faster, curve bullets in midair, stuff like that.

The Walkers recruit exclusively from our own Earth, correct?  We can't have characters from neighboring realms?  Don't think I would anyway, just wondered.

Totoro

Quote from: ZincStandard on December 02, 2018, 03:00:03 PM
Yeah, I'm picturing them using something like a souped-up 19th-century percussion revolver with homemade paper cartridges, writing enchantments on the paper, using different magical substances for powder and shot, switching up ammo types for different targets.  So a lot of item enchantment stuff, for sure.  Probably also a fair bit of body magic--see farther, shoot and dodge faster, curve bullets in midair, stuff like that.

The Walkers recruit exclusively from our own Earth, correct?  We can't have characters from neighboring realms?  Don't think I would anyway, just wondered.

Yeah that sort of thing all sounds entirely plausible. I think body magic would center around envisaging a living being in another universe that has those traits.

And yeah they're just from Earth. Otherwise things get super complicated.

Amarlo


Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Totoro

Quote from: Amarlo on December 02, 2018, 05:02:08 PM
Definitely keeping an eye on this.

Awesome!

I'm doing a bunch of worldbuilding at the moment.

Kadigan

I'm keeping my eye on Amarlo keeping an eye on this...

Amarlo


Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Caela

This is an interesting concept...I look forward to seeing more when you're ready to move forward with it.

Totoro

I've been having a slight issue getting the world building for the realms to fully mesh. Still going to keep looking at this but if I can't make it flow well then I might not run it.

Was doing the interest check to see whether the world building was a good use of time, but now I've gone for some of it I'm not totally sure.

I'm also really slowed by IRL myself at the moment. I'll try and work it out in the next few weeks as I wasn't ever intending to fully open the game until the New Year.

Sain

The setting is super cool at least. Been spying on this also...
PM box is open. So is my discord: Sain#5301

Totoro

Ahhh. So many cool people interested.

I may have to take another shot and see if I can get something together.

Kadigan

I assumed Sun had a whole other group of people interested and was referring to them..

Totoro

I'm collectively referring to everyone who's expressed interest. Pretty much all of them have posted in here so I mean you people.

Totoro

#23
Got back into this worldbuilding and it's clicking well this time. I'm constructing a handful of realms. This feels necessary because I need to be able to show people where they're getting magic from, and to have places to actually go and to have studied.

I'm also working out a way for players to pick what magic their characters have access to.

If you are interested in playing a character who uses a particular kind of magic, hit me up.

https://elliquiy.com/forums/index.php?topic=296958.msg14545511#msg14545511 This post here is the introduction to magic in the setting and will show the magics player characters can use. If there's anything I've missed now's the time to let me know. It's still a W.I.P but I'd love to hear ideas for types of magic.

Kadigan

Still interested, just lots to read and absorb. Not a bad thing, just reading! So much learning!