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Fantasy Aether: The Age of Light OOC [being rebooted]

DIS IMPORTANT
Joker987 Joker987 Pai Chan Pai Chan Lefic Lefic Keidivh Keidivh MagicPenguin MagicPenguin

I need you each - when you have a moment - to add one extra bit of info at the bottom of your character sheets titled "Advantages"

  • Joker's Crow - Endurance +5 Intimidate +5 Diplomacy +5
  • Vincent's Aurora - Arcana+10 Heal +10 Religion +5
  • Lefic's Lynn -Dungeoneeing+5 Thievery +5 Stealth +5
  • Keidivh's Belegor - Diplomacy +5 Perception +5 Dungeoneeing +5
  • Magic's Arryn - Streetwise +5 Perception +10
No rush, just make sure it's down before we start thanks <3
 
Something I've been wondering about: what's the status on weapons with magical enhancements in this world? Are there weapons that can do elemental things like set things it hits ablaze or electolrocute them or freeze them? Are there weapons that grant extra strength, speed, or durability to their welders? How about weapons that can heal injuries Or give increased protection against magical attacks? Etcetera.

If there are such weapons, how would one go about obtaining or forging them?
 
Something I've been wondering about: what's the status on weapons with magical enhancements in this world? Are there weapons that can do elemental things like set things it hits ablaze or electolrocute them or freeze them? Are there weapons that grant extra strength, speed, or durability to their welders? How about weapons that can heal injuries Or give increased protection against magical attacks? Etcetera.

If there are such weapons, how would one go about obtaining or forging them?

I think we said that it's Dwarf Mages who can craft enchanted weapons. I don't think we've established how easy they are to come by, and what limitations they have so they're not available at the start. They'll be ones to find though.
 
Only dwarf mages? If a sufficiently skilled dwarf smith (or dwarf-trained smith) were to have help from a human or elven mage of sufficient power, for example, would it be possible to craft one then?
 
Only dwarf mages? If a sufficiently skilled dwarf smith (or dwarf-trained smith) were to have help from a human or elven mage of sufficient power, for example, would it be possible to craft one then?

I mean it's about the art of Rune making - which I think we said was Dwarven. The Rune allows a mage to pour mana into the item (or something I dunno I'm bullshiting right now) So not only is it a unique art of a dying race, it'd be a Dwarf Mage - even rarer - who is either making this stuff himself or is sharing that knowledge with other mages. I'd say the rare tiers are:

Standard Items <<< Dwarven (Elven?) made Items <<< Enchanted Items <<<<<<< Ancient Dwarf (elven items) <<<<<<<<<<<<<<<<<<< Ancient enchanted items.
 
Maybe ancient enchanted items have other properties...like they have feelings. You get a connection to it. hmmhmh
 
So you need a rune-which can only be made by a dwarf mage-a mage, and a smith at minimum to make an enchanted weapon, if I understand you correctly. Dwarf mages are uniquely capable of crafting these because they often happen to have easy access to all three: they can make the rune, provide the mana, and if they aren't smiths themselves, they probably know a good one.

Theoretically, if a Smith like Arryn had a rune (premade) and a mage (Dwarf or not), and he knew the relevant ritual to use the rune as a bridge between the mage and the weapon, is there anything stopping him from crafting one even though he's not a Dwarf?
 
So you need a rune-which can only be made by a dwarf mage-a mage, and a smith at minimum to make an enchanted weapon, if I understand you correctly. Dwarf mages are uniquely capable of crafting these because they often happen to have easy access to all three: they can make the rune, provide the mana, and if they aren't smiths themselves, they probably know a good one.

Though, if a Smith like Arryn had a rune (premade) and a mage (Dwarf or not), and he knew the relevant ritual to use the rune as a bridge between the mage and the weapon, is there anything stopping him from crafting one even though he's not a Dwarf?

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Dude I have no idea lol lemmie think about it haha
 
Maaaaybe we can do something like Enchanted items are a lost art, and characters like Arryn dream of finding out how they did it or something?

That gives us time to figure out how they actually work, and gives him an excuse to travel around and check out ruins and stuff.
 
The reason I ask is because if the secret of making these items were something lost in ancient ruins-like the dwarves' fallen capital-and my smith character had a dream to one day discover the secret and reintroduce enchanted weapons to the world, then he would have a strong incentive to go questing in the Ashen Mountains at some point in the future.
 
Damn, you read my mind and beat me to the punch.

Wellll it might not even be Dwarven specific, but going by his history the Ashen Mountains would be a logical eventual destination.

Right now it's like wondering into North Korea to find an old VHS tape.
 
The reason I thought of dwarfs and their ancient city in particular was because you had their ancient weapons from their old capital specifically listed as worth so much gold. It got me thinking why they would be worth so much and I thought it might be because they had such enchantments, but no one knew how the enchantments got there, making them particularly powerful and particularly rare.

Que little Arryn asking Daddy Hogan why those weapons were so valuable and Hogan explaining the enchantments and some current (incorrect or only partially correct) theories of how they were made. Little Arryn thereafter has a pipe dream to one day find ancient weapons in the capital to figure out how they were created.
 
The reason I thought of dwarfs and their ancient city in particular was because you had their ancient weapons from their old capital specifically listed as worth so much gold. It got me thinking why they would be worth so much and I thought it might be because they had such enchantments, but no one knew how the enchantments got there, making them particularly powerful and particularly rare.

Que little Arryn asking Daddy Hogan why those weapons were so valuable and Hogan explaining the enchantments and some current (incorrect or only partially correct) theories of how they were made. Little Arryn thereafter has a pipe dream to one day find ancient weapons in the capital to figure out how they were created.

Oh they probably have some subtle magic going on. The metal is unique.
 
The reason I thought of dwarfs and their ancient city in particular was because you had their ancient weapons from their old capital specifically listed as worth so much gold. It got me thinking why they would be worth so much and I thought it might be because they had such enchantments, but no one knew how the enchantments got there, making them particularly powerful and particularly rare.

Que little Arryn asking Daddy Hogan why those weapons were so valuable and Hogan explaining the enchantments and some current (incorrect or only partially correct) theories of how they were made. Little Arryn thereafter has a pipe dream to one day find ancient weapons in the capital to figure out how they were created.
Belegor would definitely be down to help Arryn out with this! Relearning the art of Runesmithing would be a big boost for the Dwarfs, not to mention he may or may not have interest in going to the Ashen Mountains already :p
 
Avari Avari Alright, I changed Andwyn. Check him out if u can.

Big improvement well done. However he obviously has talents:

1) He's good with a bow
2) High interlect - he just doesn't apply himself.
3) He's clearly a rogue with good dexterity and hunting

I'm also sort of curious what your plan is for him. If he's that useless.
 
Big improvement well done. However he obviously has talents:

1) He's good with a bow
2) High interlect - he just doesn't apply himself.
3) He's clearly a rogue with good dexterity and hunting

I'm also sort of curious what your plan is for him. If he's that useless.

I would say that those are more skills learnt rather than talents but ye.

Originally when I came up with his concept, I wanted him to be like abysmally weak throughout the entire rp. But, I did want him to get like a sudden boost in power right in the end which would lead him to doing some awesome shit and get killed off or something. But since I had to change him so that he has a reason to go on these adventures in the first place, I am just making him that one guy who is always positive, is the team player, helps everyone out, cracks random ass jokes and just takes care of the few monotonous things that the higher caliber people just can't be bothered to do.
 
Belegor would definitely be down to help Arryn out with this! Relearning the art of Runesmithing would be a big boost for the Dwarfs, not to mention he may or may not have interest in going to the Ashen Mountains already :p

Mind you, I'm thinking this might be an expedition for mid or late game. The Ashen Mountains don't seem like something we want to tackle in the first few chapters, though I'm definitely open to it earlier if we think it looks possible. We can start laying groundwork for it in the earlier game, however, having our characters get to know each other and establishing everyone involved's motive for wanting to do it.

I have some ideas about how a venture like this could be funded as well. Namely, the organizers of this quest could pitch it to the dwarves of Gularum first to get them on board. Then they pitch it to the Church so they don't get skewered by a paladin for trying; they might even get the Church to help the venture by sending them with a bunch of paladins and mages as support instead of as potential obstacles. It would be a joint venture between the Gularum dwarves and the church with rich rewards for both if successful. If the people who organize the expedition can win the support of both factions, money and manpower shouldn't be an issue.

In theory, anyway. We'll see how well it all works out in practice.
 
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Mind you, I'm thinking this might be an expedition for mid or late game. The Ashen Mountains don't seem like something we want to tackle in the first few chapters, though I'm definitely open to it earlier if we think it looks possible. We can start laying groundwork for it in the earlier game, however, having our characters get to know each other and establishing everyone involved's motive for wanting to do it.

I have some ideas about how a venture like this could be funded as well. Namely, the organizers of this quest could pitch it to the dwarves of Gularum first to get them on board. Then they pitch it to the Church so they don't get skewered by a paladin for trying; they might even get the Church to support the venture by sending them with a bunch of paladins and mages as support instead of as obstacles. It would be a joint venture between the Gularum dwarves and the church with rich rewards for both if successful. If they can win the support of both factions, money and manpower shouldn't be an issue.

In theory, anyway. We'll see how well it all works out in practice.
Oh hell yeah, this is late game stuff for sure. The Ashen Mountains is probably at the level of the Deluge Wetlands for survivability, if not worse. That'll take a long time to work up to, but it'd be an awesome late game.

Granted we'll all probably die, but it'll still be a good time xP
 
I finally posted my CS

Love it. Absolutely hilarious. Only two minor things -

1) I'm afraid you can't make up island locations. Coz they gotta get added to the map and stuff. I can't add an Island it anything to it due to the layers on Photoshop. If the Cytherea is actually completely fictional that's fine.
2) I think it might be stretching credibility a tad that no Mages have seen his "performance" and called him out yet, but I guess they're pretty rare. Not like they're always around.

I really like it.
 

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