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Post by Lurid Sorcerer on Jun 27, 2009 14:24:21 GMT -5
There's a bunch of religions posted in the Kalarsys TeamSpeak thread. These are all good, but there's one thing missing: magical abilities.
Humans will be able to imbue relics with magical powers based on the religion they follow. This is something that's likely to be done at altars or some other religious place. The qualifications for being able to imbue these powers aren't yet determined, but they should restrict most players from becoming able to perform the task themselves.
Relics (typically jewlery and such) can hold magical abilities, but these are depleted with use. When "empty", these relics should be able to be refilled, but only at the altar or the like. While holding magical energy, the relics become very fragile, and explode when destroyed. The process of relic creation should deter characters from asking for them simply so they can be used as "grenades", however. It should be expensive, time-consuming, and uncertain.
Every religion should have a set of virtues. Abilities granted by relics will be based on these virtues. Some examples include Justice, Courage, and Equality.
Each relic will vary by the following attributes. Each religion should have a set of available values for each, and an example will be given to help illustrate what I mean.
Triggers: Each relic should have only one. This is a situation that would cause the magic in the relic to be activated. A religion that values Courage may have relics that are triggered when the carrier is outnumbered in a fight, for instance.
Powers: These are the effects of the relics when activated. A relic that is used by a religion of Justice may, for example, cause people nearby to be unable to lie.
Okay, so here's the bottom line. Each religion should have virutes (which most of you have already done), triggers and powers. Feel free to suggest ones for religions that others have come up with. We need as many as we can, then we'll work on picking the best ones for each religion.
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Post by Torke on Jun 27, 2009 19:23:30 GMT -5
ok kool.. i was thinking for Edmonton (-sigh-) the relic could be like a bracer
the trigger could be when out numbered (each round the ts would roll a dice if a 6 [maybe a 5] is got then the power is activated.. [lol iunno just an idea]) or going against a foe with twice as much strength or fighting a battle with the sole purpose of protecting someone. ( NOT as in you see 2 thugs attacking a girl or a weak man and decide to protect them... BUT more like as in one of your teamates is weak [ 2hp or less] and you decide to take the blow for them if you survive the blow and or system shock your power has a chance to be triggered)
as for the powers i was thinking something that would tie into edmonton's past (i hate that name will someone help me think of a new one T_T) for instance "Jump" would have the player leap in the air and deliver a crushing blow to their opponent
actually thats all i can think of right now feel free to use the triggers for any religion they were just ideas... but i really really would like Edmontonians (please.. help) to have jump lol xD they dont have to have bracers but i would like them to.
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Jun 28, 2009 0:39:11 GMT -5
interesting.... well from mine there are two gods and I suppose that each would have a set of powers. if you were a Seavite for example any power you got would revolve arould healing and protection. a disciple of Halaset on the other hand would get powers that make enemies fall dead at your feet. of course one person could theorhetically have powers from BOTH gods but I'm gonna say even though the Brothers live and work together in a perfect cycle of harmony and have no conflict between the two their powers are so different on their basest level that anyone that would TRY to carry relics with both would need a fate roll just to see that they didn't destroy each other by mere proxsimity. and of couse no one relic can possibly hold more than one blessing at a time to try to do so would result in a fate roll to see if an explosion would occur. Also depending on the item being blessed would also change what power it is somewhat. And just a thought instead of simply needing refilled at an alter how about every time it runs out a fate roll is tossed to see if you get a new power or just the old one refilled.... just a thought.... triggers hmmm... i'll have to think on that one a bit
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Post by Zain Winters on Jun 28, 2009 11:51:19 GMT -5
ahh goddammit, well we already know Revenge is a big part in it for me, are we really stuck to 1 artifact? or just 1 artficat per spell? or per power of spell? or what <.< >.>? i was kinda hoping on at least different artifacts per different spell (if we wanted to of course) but at this point all i have is reflect damage and poison spells.......maybe some kind of paralyze spell too, but that seems pushing it a little, orrrrrrrrr a reflect spell would be fitting.
i was hoping for a wooden talisman of some sort crafted in the gods symbol (whatever the hell symbol that is.......) but thats all i have at the moment
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Post by DC_Desperado on Jun 28, 2009 13:08:26 GMT -5
Just a rehash of religon and now with relics!!!
Xullian, God of Brotherhood
Appearance:
Standing about 5’8” is a fair skinned almost angelic faced young man. (about the age of 17) Even with his mild frame he is clad in full heavy plate armor, to symbolize an impenetrable will to protect himself/ and others. In his right hand he brandishes a huge 6’ long bastard sword to show that even those who are inferior can hold great strengths. His left hand however show him coddling a small child to further demonstrate bravery when it comes to protecting pure innocence. His helmet is semi-transparent and dons characteristics of an eagle, this symbolizes the range of his sight and will to protect. Every vital point on a human body is marked with what should be seen a horrific scars from battle, showing to all that sacrificing ones self for a greater cause is an action worthy of praise, even from the gods themselves.
Beliefs:
The people who believe in Xullian are taught that thousands of years ago there was a great army of pure evil that roamed the entire solar system destroying all that it saw unfit to survive. Finally this great evil made its way to the section of the galaxy were Spyre was just beginning its own life. Quickly the army left the planet in utter destruction, burning all and killing everything.
As they were about to depart back into space to find its next target a scream ripped through the planet and shook the very cosmos. Walking out from the new light surrounding the planet was Xullian. He, at the time, only wore clothes fit for a farmer’s child. His long blond hair blowing in the wind, he reached into the metal enriched mountains and pulled from it the very armor he wears now. From the stars he pulled forth his helmet. Finally, using great strength he slammed his right hand into the magma filled planet and acquired his sword known as “ Spyrendalge” in honor to the planet.
For many years they battled one verses millions, and Xullian was losing. For it was unknown to him at the time but the leader of darkness know as Lysichal was the core of the whole army. After many more years of fighting Xullian had reached his limit, he could hardly lift his own sword. It was at this moment that Lysichal grabbed Xullian from behind to hold him still while his minions began to aim the final blow. In this time Lysichal began to taunt Xullian with stories of worlds that have been destroyed and how much he enjoyed the feeling of crushing an infants skull with his own bare hands. This enraged Xullian to find new strength and in one quick cleave he turned his sword through Lysichal and himself leaving both dead.
As the darkness retreated from the body of Lysichal it reveal the very much alive body of a small child. The child having regained control over himself quickly knelt down beside Xullian’s body. Seeing how this complete stranger sacrificed all to bring peace brought the boy to tears as he openly wept over Xullian. It was through the divine powers of the child that these tears began to revitalize and rejuvenate Xullian back to the living world.
The remnants of darkness having witnessed defeat and the miracle of resurrection found Xullian a worthy host. However as the darkness lunged at Xullian, Xullian, using the flat side of the blade splattered the darkness into the cosmos and using trillions upon trillions of little orbs of light trapped the darkness in the cosmos. Thus symbolizing that even in great darkness there is light. With the battle won Xullian turned to Spyre as it still lay in ruins. He felt great sadness that even though the darkness was defeated, he still fail to restore the planet.
The small child sensing his pain reached out and touched “Spyrendalge”. upon doing so the dark souls that Xullian’s blade claimed were instantly purified and sent into Spyre so that the planet can repair and restore itself. With all turning to normal Xullian picked up the small child and departed back to the heavens awaiting the day he will have to do battle with the darkness again.
Kingdom:
The land is highly blessed with lush grasslands and dense forests the climate has twenty degree winters with blankets of pure white snow, Rainy springs which helps the rice fields, Warm but mild summers which is why most celebrations are done outdoors, and slow to change autumn leaves that makes the land and forest look set blaze with color.
The capital city of this vibrant land is Xul, in honor of the protective god. This city has great libraries where researcher do a lot of there studies and even impart wisdom to the village children. Not only are these researchers great scholars on there fields, they also are astronomers. Xul is the only city in this region with an actual observatory. They study the stars not just for navigational purposes but religious as well. They use the stars to try and determine Xullian’s next arrival. The people in the capital have a higher learning (GPA) then the neighboring areas do to the amount or researchers and intellectual pursuits. The neighboring towns, ports, and other cities focus on the there strengths, weather it be farming, fishing/hunting, or mining.
Economy:
Exports: Rice/ Rice based products, Paper/ Parchment, Lumber, Metals/ Ores, Fish/ Meats.
Imports: Wheat, Waxes/ Oils, Exotic goods (foods, alcohol, jewelry, weapons, animal, women.)
Employment: Rice Farmers, Guards ( many different positions), Lumberjacks, Carpenters, Stone Masons, Miners, Blacksmiths, Horse Breeders, Fishermen, Hunters, Researchers ( Many fields of study), Merchants, Bakers, Innkeepers/ Bartenders, Prostitution.
Celebrations:
Once a year: Beginning of the summer equinox, The people celebrate the victory of Xullian over the Darkness. There are parades with exotic and cultural music, dancing, street performances. City € vendors donate there goods for all to enjoy.
Seasonal:
People head to the Church to give thanks to Xullian and to pray for another good harvest. Followed by cultural dances outside.
Relics and There Magics:
Common Items:
Any jewelry, Eyeglasses.
Uncommon/ Rare:
Idols, Tomes, Artifacts
Spells:
Xullian’s Blessings: -Raises player and team attributes by 2 points. -10 charges -When below half charge attributes increase by 1 * Activates when in combat, out numbered, and wielders HP is half Or less. Must use whole turn to chant. “ Saladredic(saw-lah-dread-ick) unomo(ew-NO-moe)”
Path of Xullian:
-Creates a glowing path for the wielder to follow, bypasses all dangers. -Only wields can see. -5 charges - Must pass an Willpower roll with 3 or more successes and chants “ Mandorlawlis(man-door-lawless) Galforgia(Gal-forge-E-ah)
Soothing Words:
-Calms tensions, eases reluctance, increases bartering. - Single target -10 charges - Must pass intelligence roll with 3 or more successes and chant. “ Feldrin(fell-dren) jun(shUn) bitorrew(bee-tour-roo)”
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Post by Lurid Sorcerer on Jun 28, 2009 13:34:47 GMT -5
I wasn't thinking that the type of relic would be limited by the religion. Only the powers and maybe the triggers could be.
Looks good so far, guys!
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Post by Child of Flame on Jun 28, 2009 16:42:32 GMT -5
Dang. I'll have to think about this in MO and post when we get back. What I got so far is that the virtues of Flint consist mainly of Temperance and the idea of refusing excess pleasures and the like. Generosity is also a big virtue as the Flintians are encouraged to share any excess to those less fortunate. What I need is the relics (possibly a hard-to-find volcanic rock? Or seashells? ...), the powers and the triggers (most likely just very charitable, kindly deeds). But I do know that it will be just the priestesses that can charge the relics, under a strict trance that takes several days provided that her concentration is not broken. -CHECK HERE FOR UPDATES I AIN'T POSTING AGAIN- Update, 7/4/10: luridsworld.proboards.com/index.cgi?board=demons&action=display&thread=140OMG I could NOT find the original thread. So I found it. And I'm posting it here. --------------------------------------------
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Perilaxis
Level 7
I'm a Chaotic Evil living in a Lawful Neutral's body...
Posts: 129
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Post by Perilaxis on Jul 14, 2009 9:35:29 GMT -5
What about powerful one of a kind relics that have more than one effect things that exsist in the legends and lore of the religions? Objects of power that can only be found not made of course finding them is up to the tale spinner but maybe it could work as a boss's wepon or something.
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