A New Group – Triquerta Magicka
Since the story needs to be erased or rewinded and due to the loss of players. We’ve decided to forfeit The Eye and start on a new campaign. This campaign will start after ADS is finished and Tocke will join the group at semi-full capacity.1
Anyhow this campaign is an open introductory campaign as ADL2. Meaning that much will be controlled in the beginning even though choices will be made and things will happen and so on. And in the end the characters are free to play.
The restrictions to this campaign is quite few even thou the requirements are higher than usual. The group will play as three youngsters brought together in a Triquerta in the Arcane Magical Academy of Magicka. The most magical place and one of the humans’ greatest creations with magic since the Demonic Ages.
The group will not know each other since before. They will be complete strangers. And they have all come to Magicka with little or no possibility to leave Magicka and the Academy. The campaign is about developing the magic schools (a lot is left unfinished) and about learning how it works from a in-game perspective mostly. It’s also an introduction to Magicka as a country since it’s impossible to “adventure” in Magicka. It’s too controlled for that to be possible.
Restrictions
You can only play six of the races. The Xin-races are off limits in this campaign even though Xin will be present. The reason for this will be clear to everyone who knows anything about the Xin.
You must all buy Child Age class when creating your characters. This campaign will go on from the in-game age of around 12-13 to around 20-25 (or the equivalent).
As for the rest you can be of any race, and gender and any social class and nationality.
The last restriction is that each of you need to chose who is affiliated with which school. This you must do before we start playing. I only permit one from every school.
Demands
Unlike the other campaigns I have some demands of you as players, or rather requirements all mostly applied to your concept of your character. You cannot be too special, thus meaning no big Xs’ or Star Crossed or too unique traits. Your background though might be peculiar if you want to and your background up till this point I want to be VERY detailed. I want to know about everything you can think about. All about this young boy and girl. You can choose to be happy about being born a mage3 or very unhappy and angry. All of this will prove to be good things later. But I want a good and very detailed description of your past but also who you are now. Looks, behaviour and everything.
The second thing I want you to write is a Vision. This vision is what YOU (the player) envision your character to be when you are an educated full-fledged Mage. Not what has happened to you or why. Those parts I NEED for you to leave out. But I want to know how you look, how your behaviour and personality is and what weapons and spells you use and things. This vision MUST be different, radically different, from the first description of your character. It shall be obvious it is the same, and not too far off the original character, but it must be a radical change that hints of great changes. Good and bad.
Exceptions
Elves are one exception is such way that they can be raised on Magicka. They are one of a very select few races that actually lives and thrives on Magicka and is considered the main habitants of the Island. They are highly respected but they have absolutely nothing to do with Forest Elves. They are “pure” city elves. Most of their children are mages or magic users.
You cannot be an elf from Katia. This is due to the fact that elves born in Katia often go to the Mages Guild or even more often become part of the Groove Elves Mages. And most of the rest goes to The Eye instead since going to Magicka costs a lot of money since they aren’t allowed to go there when they are kids.
If you are from Aguin you cannot be a noble. The reasons to this you have to figure out yourself. You can be from the Council Houses or the Citizen Houses.
If you are a dwarf you must be of one of the lower castes.
You cannot possess a nationality if you are Panling or Orc.
You cannot come from Icea, the simple reason is that they simply doesn’t have any mages born up there.
Any questions or anything take it here.
I have a question regarding character creation, now we all know you are in the process of reducing some properties and stuff on the character sheet. Is this something that will happen before we start creating? Or are we even going to create anything for these character before we reach the “vision” state?
edit: I see that you say “You must all buy Child Age class when creating your characters.” So I guess this answers that although im still wondering if we are going to get new excel documents with all the new stuff before?
As for the affiliation of which magical school I thought we already went over that but I guess we can hear with Tocke tomorrow if we are playing that is.
Then I had some thoughts on the first description you wanted(not the vision) ” But I want a good and very detailed description of your past but also who you are now. Looks, behaviour and everything.” – Are we talking about age 12-13 here? or?
I guess these questions got answered today, but I still had another question so here it is:
Can you give abit more info about animism as a whole or explain the concept about stringmagic some more, would be nice for my vision as to how I will use my magic and so on.
Also a question about stringmagic/animism’s “rune” I know they used to have this special bloodknot or whatever you wanna call it, now the question is, are there different kinds of these that amplify different things, just like runes with elementarism or like the crystals/coins the mentalists use.
Both of these questions would atleast aid abit in my vision if you would atleast give some info.
You want a general explanation of what String Magic is or what you can do with it?
String Magic uses the focus point of blood. Elementarism uses the focuspoint of magical apexes and Mentalism uses the focus point of the Waves and the Minds Eye.
Animists uses a magical serum as a focus in their blood. Elementarists uses runes often in hands. Mentalists uses a golden, silver or crystal conduit in the middle of their forehead.
Only Elementarists uses runes. The other things are completely different.
I want an general explanation mostly, what to do with it.. well I guess thats something we will learn right?
Yes, so do they have different kinds of serums or something that enhances certain aspects of animism or do they only have one kind of serum? If you compare it with the different kinds of runes elementarists for example.
No they have different kinds of serums yes. But the general serum is the same for everyone. The other serums are temporary serums you use later. More like drugs. Because the blood takes away the serums after a while. The basic serum is the only one that lasts. The serum is to harness your malacha better than usual and no matter what you do the Malacha is green.
The temporary serums enhances things and suppresses others. Some decrease malacha release and other increase it.
String Magic is to manipulate the strings that flow through life. Think that the world is a big bowl of yarn bolls. And with loose strings going through and around and over and beneath these things. Moving like worms but always connected.
The animism school uses these strings to manipulate what already is and encourage what is to do what they need to do. They shuffle, they knit and they strum the strings. More about this later in the campaign.
There are only three arcanas in the animism school. The Summoning Arcana. Where you summon and control creatures of magic or animals and creatures. The Weather Arcana, where you control summon and control the elements. And the Nature Arcana, where you summon and control the nature around you. The plant life and so on.
Animists are quick mages, they only do part of the work with their magic. And the rest is up to the weather, creature and nature. This also makes it the most stable school with less incidents. But also the most unpredictable school needing most energy since you mostly provide the energy flow and keep it directed. It’s quick but drains much.
Also animists seldom creates something from nothing like Elementarists or Mentalists. They often uses what’s already there in a way none of the others does. But sometimes it seems that they are the only ones actually able to summon things from thin air. Even though this is more than false.
They are most focused in supportive and passive-aggressive spells but their offensive spells are devestating and often very hard to counter or stop. Plus Mother Nature seldom discriminates… so your friends or you might not come out of some spells unharmed.
It’s easy to experiment with Animism. Especially if you have just something biological and non sentient lifeform at hand. If you just provide some suggestion and energy to it, wonderful things might happen…. in the most unexpected way. Beware their wild mages, they are in a way the most dangerous of all wild mages.
Well, thanks for the info, gave me some more thoughts and ideas.
You still claim that power striker is viable for a animist? seeing as they have “quick” spells. since im guessing Tocke and Daniel will be fast strikers. I do assume we will be able to have striker?
You can be natural born strikers yes. Power Strikers are possible for Animist, yes. Especially if you are in a Triquerta.
And now to the importent part. So descibe what i can do whit mentalist powers. and a basic part how my magic works. the rest i have to learn like the young padowan i have to play. and the force will be strong whit me.
And fu all for useing english i hate to read it and write it.
Mentalism is the hardest of all the magic schools. Mentalism is all about manipulating the waves of things. Almost everything in existance has waves and the waves contains power.
The base principle is to manipulate these waves by extending, enhancing, and hasten them. You can think of it as radio waves but psionic in nature.
With Mentalism you can manipulate almost everything. Lift things, or harness the psionic power into powerful psychic energy tin either offensive or defensive ways.
The most common things to do with Mentalism that is known is Telepathy, Telekinesis, Psychic Blasts and Teleportation. (Each of these spread over a the level of difficulty).
But being a Mentalist is more than this. But that you’ll have to learn through play.
Okey. so i guess that this is the the hardest and take the longest time to cast. bot it cost´s less. So the opisit of animism. And elementarism is the middle school that is balance of this two bot you do other things.
Well the coins will help me, bot do i need to put them in my forehead permanently ore just to throw spells and then remove it? And what are the diffrens whit my compliments/Coin´s????
Actually Mentalism has the most expensive and the longest casting time on their spells…
The coins or crystals are permanent yes. You cannot remove them but you can exchange them. I will explain more later.
Bot bot bot bot. what is the “up side”? Only seams like down sides all throw…
There is no upside in Nianze. Only the downside and the steep side =P
Nianze sucks. But only on mondays!!!
Tommorow never coms twise! hehehehehehe
Alright, time to get serious!
Give me 3 examples of Orc names.(So I can combine them and make my own super name!!)
Around how old is an Orc child? And do they have beards? or any kind of facial hair growth?
Would it be possible to use the berserk skill in combination with magic? Preferably with good results. Perhaps not since magic should be used with caution(something I learned from Jens many failures) But still an Orc berserker mage who could say no to that?
The naming of orcs always depend on your clan or tribe heritage.
But “traditional” orc names is something like;
1. Hogarrkk (Long rumbling names with a hard ending is traditional for most Orcs)
2. Ulahaak(k) (More long names with a floating sense, but still hard ending or brutal endings)
3. G’hegk’chk (Harder Orc names in their own language, hard do describe how to construct these names but they are often hard to pronounce and have almost impossible short sounds)
Orc children are around 4-6 I think? I think it’s listed in the original documents which I do not have here.
They do not have beards as kids no, they develop beards around 16-20 and otherwise they can have as much facial growth as a human unlike their cousins.
Berserk can be used in combination with magic. But is very, very dangerous. Good results depend on what you think of as good results.
I would not say no to that, especially not with Elementarism. I say that the idea itself is pretty awesome so go with it Awesome Boy! =D