View Full Version: Roleplaying Q&A (Questions on how to play!)

talcomic >>OOC >>Roleplaying Q&A (Questions on how to play!)


<< Prev | Next >>

Irerising- 03-22-2007

That's a good idea. I'lll start working on that now. No promises on when it'll be up, but I'll be announcing it somewhere, you can be sure, when the time comes. It's a wonder it didn't occur to us before... Or maybe it did and I was too lazy to handle it. :wink:

swodaems- 04-14-2007

It was stated that mages have their own ranking system within the military. What exactly is it? Is it just the Journeyman, Adept, Master heirarchy with no real authority and placed under a platoon lieutenant or are there higher ranking mage military jobs? I could see a battalion captain wanting more direct control over his mages having a mage in control over over the mages in his six squads. And what of the elite mage squads? I was also wondering about our character's possessions. What are our limits there? The ability to enchant objects makes this a must know. (I don't remember anything stating that a mage can only use objects enchanted by himself or that he is limited to just one. I'm not thinking of anything as complex as a teleportation stone, but incomplex does not mean useless. Are we only limited by our ability to reasonably explain why our character has such a thing?) Finally, what are the limits on extinct animals? I'm not talking about dinosaurs or sabretooth tigres. I mean animals that lived as recently as 1-1000 years ago. And what of animals extinct in the wild but kept alive in captivity, or those with an inadaquete number of breeders?

Irerising- 04-17-2007

All right. Here’s the real post. Sorry again for the delayed response (it’s been busy times!), and thanks for being so patient. But on to your questions... So. The deal with mages is that it starts out with the aforementioned Journeyman, Adept, Master hierarchy as your most basic form of leadership. However, obviously there are going to be very few Masters around, and more than a couple Adepts (not to mention your whole slew of greenie Journeymen), so how to further organize these people in a platoon? Well, it’s part seniority, part skill, and part political connections... Mostly skill, though, as with magic in the military, it’s hard to fake it if you’re no good, and if you had all that many connections, you would just be reassigned somewhere less hazardous. Anyway. Each unit of mages in a platoon (that’s right, all three of them) is headed by a Senior Mage, who would, in effect, act as their squad leader. This mage will always be the most experienced/skilled of the mages in the platoon (and usually of a higher class than the two other mages under his or her control), and therefore with the authority and the ability to command them in battle. They in turn are mostly answerable to the platoon lieutenant, though they have some what more autonomy than the rest of the sqad leaders, as their function is inherently different than that of a soldier. This Senior Mage is also ranked higher than the other squad sergeants, though, again, when push comes to shove they are under the command of the platoon lieutenant. Now. This is simple enough with the three mages of one platoon, but obviously things change a bit when there is more than one platoon lumped together. (This is how platoons move around most of the time, actually, so it’s a well-practiced system.) In these circumstances, the normal hierarchy is retained with the three mages of one platoon, but one of the Senior Mages is then appointed as either the High Mage of the battalion they’re serving with, or the sort of Field High Mage of however many platoons have been grouped together. All the other Senior Mages would then report to this person, who would in turn report to either the battalion Captain (if they have one) or the Field Captain (if it’s a case of an incomplete grouping of platoons). In either situation, it should be noted that the lead mage of whatever group is always answerable to the head of whatever military unit they’re stationed with. Also, in most cases, there’s special consideration put into assigning the Senior Mages to lieutenants with whom they will be compatible, so as to increase efficiency in communication and a variety of other things that can only happen when you have friends (or at least amiable collaborators) working together. So. Yeah. The bottom line is that there’s a head mage for each military group, from the platoons to the legions with the dude at the very top being a Master who also has a respected seat on both the Tellusian Council of Mages, and the High Council to the King of Solum. Needless to say, he’s not out in the field very much getting his hands dirty, but he does do a lot of large-scale orchestration. (For all these titles I’m mentioning -Senior Mage, High Mage and so forth- we’re not yet quite settled on them as the official terms, but we thought answering your question took precedence, and so are using these as temporary ones.) As for the elite teams of mages, those are usually groups of about twenty, and assigned as needed. They are headed by a single man or woman (either an extremely skilled Adept or a Master) and they answer to this person. Depending on the size of the military force they’re assigned to, their purpose changes. If it’s anything smaller than a battalion, the general rule is that they function pretty much independently from the normal military, though they convene and strategize with the Field Captain before battles and so on so forth. If the elite group is assigned to a battalion or anything larger, they then work with and often within the military force, and are therefore under the command of the Captain, or the other commanding officer or the group. Basically, the rule is that if they’re working as a part of the normal military, the report and are commanded by the Officer in charge of the military group. About the enchantments, you’re precisely right that there isn’t any rule stating that only the mage who enchanted the object can use the object, unless they specifically design it that way. This would be pretty uncommon, however, as it would take quite a lot of skill to cast an enchantment that way, and it’s rather impractical. Much more likely, the main determining factor as to whether or not someone can use an enchanted object, depends on whether or not that enchantment requires a “trigger spell” to activate the magic in the object (such as a teleportation stone, or even some enchanted lights). In this case, the difficulty of the trigger spell would determine what level of mage could use it, as, obviously, something like a teleportation stone is going to have a much more complex trigger spell than one for a lamp in the Academy, and so on. The only other kind of enchantment there is would be the kind that takes no activation spell to release the embedded magic, as is the case for healing elixers, or enchanted armor or weapons. For these, any person can use them, even those without magic, though of course the more complex the enchantment is, the more adroit the mage who places it needs to be. Similarly, a spell to make a garment immune to fire will have to be placed by an Fire Mage, an enchantment on a vessel’s sails will need to be cast by an Air Mage, and so on so forth . (For the healing potion example, a true, bonified Healer will have to do the enchanting, as no imitations can accurately replicate the effect.) Anyway, that being said, there isn’t really any limits as to what your character can have in their possessions, aside from what you wisely said about your ability to rationalize why they’d have whatever it is. HOWEVER, we’re obviously going to be more skeptical and ask harder questions about the more exotic, or unlikely objects (or the more powerful, as you know how we feel about overpowered characters), but as long as you can convince us, things should be golden. We look forward to seeing what you come up with on this one, and perhaps this will even give us a chance to better clarify what sort of things are commonplace in the Cheledian world. (We realize our information’s still kind of spotty, sorry. That’s why we love your questions!) As for the animal question, I think animals that were around in the timeframe you’re talking about would be acceptable. The only thing to keep in mind, is that ADK might want reference pictures, so if the animal is so long dead that no reliable pictures are around, then it’s probably out. Aside from that, I admit curiosity as to where your thought-process is leading you with this one... Anyway. This is hugely and rather hideously long, so I’ll just leave it at that. Please, please feel free to ask for clarification on any point, as I realize I got pretty rambley, and quite probably deviated from your questions in a number of areas. Hopefully some of it made sense, though. ;) Thanks again for your patience.

swodaems- 04-21-2007

The la-*test*-('") pages with Tivona getting boosts from certain types of herbs gave me a few more questions. Is she getting those boosts because she is a plant mage or are they generic boosts? You said earlier that a air mage doesn't get a boost from all the air around him, but what about a fire mage? (If fire mages are boosted by the presense of fire, then they might have problems if they try to power themselves this way as they are surrounding themselves by an amount of fire which they may not be able to control. I think the possibility of killing yourself in the process of juicing yourself up would be a viable justification for allowing them that boost.) Are Quake mages 50:1 because they get a boost from the earth? Are tidal mages affected by the time of day? Could you be more specific about what boosts and losses each type of mage recieves? (IE: Would a animal mage want to carry around differant species of animal? I just got a funny what if idea from that.) The about rankings page says that novice have little to no control, what are the consequences of this and is it possible for an older mage to lose control based on their frame of mind? I know the rules say we can't RP with characters from the comic, but does that rule still apply to our character submissions as you are judging those for worthiness? (The comic characters only play passing roles, and I could easily place a nameless journeywoman or teacher in any of their places, but the descriptions of Jared's aquisition of Dirac and of Jared's friend Liol would have less effect.) And speaking of long posts, is there a length limit to our submissions? (Halfway through writing mine and it already has that post beat.) If you need time to think before answering again, is it acceptable to post my character submission so you can see where I'm going with these questions?

Irerising- 04-21-2007

Have we mentioned how much we love your questions, recently? ‘Cause we do. Anyway. First of all, as far as we’re concerned, there is no such thing as a post limit, most especially for a character submission. So please go ahead and post what you have, and that way we’ll be able to give you more specific feedback in regards to that. We’re really quite interested to see what you’ve come up with, anyway. ;) But working my way back up the list of questions, the next thing to cover is the RPing with the comic characters. Sorry, but it can’t happen, even though this is a con-*test*-('") related to that. The bottom line for this is that we need to keep the story and the RP completely separate, so that they can both go on their merry ways without relying on the other. It would just get too messy to try and interweave storylines and actions and all that, and still keep things moving along. So, as much as we’re interested in seeing what your ideas were about that, we have to insist that you go the route of the nameless character replacements instead of the cannon characters. HOWEVER, upon reconsideration, we realized it makes sense that your character would probably interact with some of the Oron teachers if he(?) is an Oron student, and this would be acceptable. (I.E. Malkosha, Neviah, etc are okay to include in your story.) The main thing that's out of the question here is the character being in the same class as Raamah, basically, as that would get into the exact kind of mess that we're trying to avoid. Hopefully that makes sense. I’ll go ahead and post this now, and then come back for round two with the other questions that I’m working on now. :)

Irerising- 04-21-2007

All right. Round two. So. About control. It is absolutely possible for older mages to lose control of a spell. In fact, there’s a specific term called “fumbling” for just that event. Fumbling can happen for any number of reasons, and have a wide range of consequences, from minor embarrassment, to life-threatening. The most innocuous of these would be an underpowered spell. In this case, the mage would simply not gather enough power with their focus web to power the spell properly, and it would fizzle out. This happens a lot with younger kids who are still trying to work out the process of keeping the different spell components in their minds, and don’t always have a good sense of how much energy is needed to successfully execute the spell they’re trying to weave. The complexity of a spell is also a big factor in fumbling. If a spell is more complex, it has more components that the mage has to juggle in his or her mind, and if they aren’t able to focus on keeping everything straight and clear, chances are, they’ll fumble. In this case, sometimes the spell just fizzles out like with the previous example, and sometimes, if it’s more developed, it might still try to fulfill the intended purpose, but while out of the mage’s control. (Like a complex vine spell lashing out wildly after the mage fumbles it.) You can imagine that this wouldn’t be such a great thing if it was an offensive spell of any sort, which is why these sorts of spells, and spell circles of increasing difficulty are saved for the older Apprentices. There are other kinds of fumbling too, one of the most dangerous (but also one of the most uncommon), being an overpowered spell. For example, if you had a Fire Mage casting a relatively simple fireball spell, but they were using something like a 12-pointed focus web, that’d generate a lot of energy very quickly, and if they didn’t establish the specifics of their spell pretty soon thereafter, eventually all that raw energy would get out of their control, and lash out, but probably with less outward direction, and more... exploding kind of effects. So. The lesson here is that if you’re handling large amounts of energy, you’re gonna want to make sure you get the rest of your spell together so that it can cast properly, and get the hell out of your vicinity. ;) The last kind of fumbling has to do with spell “warping.” These kinds of things are next to impossible to predict, but it happens when there’s some sort of unexpected factor in play that the mage hasn’t taken in to account/isn’t aware of. The easiest example would be Raamah’s Familiar Spell when he was bonding Barak, where, obviously, the unexpected factor was that Barak was a werewolf. This caused the spell to warp beyond what Raamah had set up, and if he’d not managed to keep it mostly under his control until it could be completed, it probably would have killed them both. This kind of fumbling is pretty dangerous, but also pretty uncommon, though other examples might be for enchantments where another spell fragment has already been embedded in the object being enchanted or some such thing. Usually, all a mage can do to avoid this is do as much research as possible beforehand (proportionate to the difficulty of the spell they’re trying to cast), and keep their wits about them should something go not as planned. So. In summary of that, state of mind, the complexity of the spell, and the amount of power (not to mention the rare outside influences) all have to do with whether or not a mage fumbles or keeps control of a spell. So really, a mage could keep fumbling all the way up to Adepthood, just as long as their mistakes aren’t too dangerous. Heh. Speaking of powering spells, though; boosts. In Tivona’s case, and her use of the herbs to boost her spells, this is less because she’s a Plant Mage, and more because she’s an Herblorist by study and practice. Herblore is something that ANY mage can use, which is why it’s taught to all Oron students (thus Raamah having to sit through Tivona’s class, even though he obviously wasn’t paying attention), and its application can benefit a mage of any element. Granted, though, Tivona has a particular affinity to it because of her being a Plant Mage, and she does get a little extra edge, but it’s mostly just her extensive knowledge of the subject that helps her. Herblore isn’t the only kind of universal boost, however. As has been mentioned, there are enchantments that can be placed for just that purpose, on metals or stones being the most common. And speaking of stones, Minerallore is quite similar to Herblore in its application and practice, only a mage would use stones and minerals for boosting things instead of plants. (Instead of Tivona’s pouches full of herbs, it’s common to see a practiced Minerallorist with various amulets of different kinds of stones that he or she can grab on to utilize in the heart of their spell when casting.) And if there seems to be a theme here with the more universal boosts having strong connections to the earth, it’s because there is. This isn’t to say that an Air Mage can’t be an Herblorist or a Minerallorist, it’s just that we all are born on and rely on the earth to some extent so we have a basic connection to it, regardless of elemental affinity. But on to elemental-specific boosts. I wish I could give you a more comprehensive list, but a lot of it is circumstantial, so I’ll just try to address the topics you brought up. Yes, Tidal Mages are affected by the time of day, but more particularly, the moon, as that’s what commands the tides. (Thus making many Tidal Mages have something of a connection with Lune, even if they don’t worship her actively.) And yes, they would get a little boost at high tide. The main difference between them and Water-Seekers though, is that they like to deal with salt water, while the Water-Seekers like fresh water. Which isn’t to say one can’t control the other, it’s just more natural for each to manipulate their respective kinds of water. As for Animal Mages, they don’t get any such boost from having a particular animal with them, as of all the mages, Spirit Mages have the least to do with external forces when it comes to their magic. But about the Quake Mages. The reason why they have such a high ratio is not because they’re constantly being boosted by the earth, but that they’re just so freaking powerful on their own. That, and the nature of their magic is so wide-sweeping that they’re rare to be born in the first place (as the earth really can’t handle too many of them), and more often than not, they end up killing themselves before they get very old, killed by their own immense magic and all the broad consequences that occur from using it. Fire Mages though... Yeah, they can boost themselves by being in proximity to fire, or extreme heat. Of course, in the former example, there are some repercussion of this. Meaning, they’d either need to set up a bonfire or something ahead of time, and then coax their enemy to them (which seems impractical, but not impossible), or they’d have to conjure a fire to boost them, but then keep control of that one while also managing any other spells they might need to cast, therefore dividing their focus, and risking both spells getting out of their control. The last thing I’ll mention is that in terms of naturally-occurring boosts (like Raamah with his storms), generally it goes like this: if a Mage is near their element (a Water-Seeker near a river, a Tidal Mage at sea, a Fire Mage in the desert, an Air Mage in a windy place), they’ll have an easier time of using it, though I’m not sure this qualifies as a boost quite. Similarly, if they’re far away from their element (like a Water Mage in the desert), they’re gonna have a harder time of things. The exception to this rule is Earth Mages (in terms of the positive side of things), as they’re around their element almost all the time, and so would be constantly boosted. They make up for this though, by having a more natural grasp of the studies of Herblore and Minerallore. Like I mentioned, Spirit Mages don’t get much boosting, but that’s because most of their strength is internally-based. Anyway. Hope this rambly post was helpful to you, and we look forward to seeing your character! P.S. Holy God that was another long post.. Well... Good thing I broke it up at least a little. ;)

swodaems- 04-22-2007

I intend Jared to be 21, so he's fine classwise. What about mages who go insane or are a tad unstable? Can they suffer a catastrophic loss of control? (IE. strange things happening around them even if they're not trying to do a spell. The familiar page says they go can boom.) How close does a familiar have to stay to a mage? Is the closeness an actual requirement or is it just preference? It has been said in another part of the forum that using magic can have an exhausting effect on the mage. This would seem to suggest a link between magic and the body. Is a sick mage weaker? Are there drugs and spells that can affect a mages strength by affecting his physical state? (IE. When Tivona's ferret first reached into that pouch, I thought it was for the purpose of drugging her up before battle, not just getting out a herb to hand to her.) Which school would produce the best healers? (I have this odd theory that it would be Rusticus? No, My character isn't a healer.) Are a mage's children more likely to be mages themselves? Exactly how creepy do you mean Seer Neviah to be?

Irerising- 04-25-2007

Yay for more good questions! And time for more long-winded answers! *cracks her knuckles and gets down to work* All right, so first of all, yes, an insane mage most certainly can lose control in a most ruinous way. This boils down to judgement and common sense when casting spells (which would obviously be affected by an insane state of mind), as well as that unintentional “bleed effect” that you were talking about. Though with this latter thing, it’s less of an external thing, and more of a personal one, as all trained mages have some degree of self-control over their magic which keeps it from coming out and eating at their personal reserves, which a truly crazy mage would have less of. So it wouldn’t be “strange things happening around them” so much as maybe the mage becoming ill (fevers and derangement and such) as their out-of-control magic burns up their mental and physical energy. Basically, magic-user + insanity = bad/unhappy mage. On a sort of side-note regarding Solum’s policy with crazy people: they don’t really like dealing with them. Pretty much their policy is these crazies are either institutionalized at a Temple of Lune, ostracized from society, or sent off on what is, essentially, a suicide-mission. If a child (with magical potential) exhibits signs of insanity when they’re young, he or she will simply not be trained, so as to keep someone with poor control out of circulation. However, as many conditions only manifest at a later age, the Solumian way of handling this goes one of two ways: 1. if the mage is not particularly useful (and if they don’t know anything too important) they’re sent out on one of those aforementioned suicide-missions to the heart of Sei or something, to try and stir things up as much as possible before being killed, or 2. if the mage is deemed as useful, they’ll be assigned with people who are pretty much their “keepers” who, as the name implies, attempt to keep them under control. So, if it seems that Solum doesn’t have a lot of respect for Lune, it’s because for the most part, it’s true. They really don’t like craziness. But about the connection between a mage’s magic and his or her physical state. It comes down to the fact that while each mage has their own elemental affinity, they all start with their own internal energy (or spirit, I suppose you could say). Using this energy to evoke the beginnings of a spell, then later to keep focused and control the external energy they’re channeling into their circle, is a draining thing, mentally and physically. (As mentioned forumer.com/viewtopic.php?p=673&sid=b7927f5416a9867e243ea2919e709129#673>in this series of questions and answers.) Anyway. By this standard, a mage’s health would affect their ability to use magic, as it would affect their stamina. So, by this reasoning, yes, by using certain herbs (or spells, if it’s a Healer we’re talking about; they’re pretty much the only folks that can affect people is this manner) to increase a mage’s endurance, you could, in effect, increase their abilities to cast magic. Hopefully that makes sense. But no, heh, Tivona wasn’t drugging up (though I wouldn’t put it past her), and yes, a sick mage would be weaker. In terms of how close a mage and his or her familiar have to stay to one another, it’s mostly a preference thing, but there is a maximum limit of how far apart they can be. This maximum range can increase over time, as the two get used to the bond, and more comfortable with physical separation. This distances also is variable from mage to mage, as their own state of being, personal preference and even their element can play a part. (For example, Air Mages with bird familiars tend to be better suited to their familiars flying off to a fair distance away, with no adverse effects.) However, as useful as such a thing could be for something like scouting, every mage is highly aware of the vulnerability they’re exposing every time their familiar is out of their sight. So this, combined with other things such as just a simple enjoyment of being in physical contact with this closest companion, usually causes them to at least think hard about sending their familiar off without their protection. Again though, younger mages newer to the bond tend to keep their familiars close (as do those with delicate familiars such as a butterfly or something). It should also be noted that there’s strain that comes with the increasing distance. It starts out as a mental strain, which eventually turns to a physical one, then a terrible pain until the mage and the familiar literally cannot be parted any further. (Think of it like an unbreakable cord stretching between the two; it can stretch a bit with the negative effects of the strain I just mentioned, but there’s only so far that it can extend.) After all, this is a mage’s soul we’re talking about, and that’s a powerful force. There’s also an element of psychological damage that occurs when the two are parted too far, though each instinctively knows how far is too far, and simply don’t go there. However, if for some reason the two are forcibly separated beyond this point of acceptability, there will be lingering psychological damage. But on to the easier questions to answer. Most likely, the best school for producing Healers is probably Oron, as even though Rusticus is all about the nurturing stuff, if a young potential Healer is shopping for academies, Oron is going to do what they can to scoop them up. (Remember, it is Solum’s elite magic academy.) They also have a resident Healer on campus, so that would be ideal for teaching other burgeoning Healers, not to mention a Spirit Master. Rusticus on the other hand, just doesn’t have the facilities to train Spirit Mages (which means none attend it). Yes, a mage’s children are much more likely to be mages in their own right, as it’s a genetic trait. But speaking of that Spirit Master... Mwahahaha! How creepy do you think Neviah’s supposed to be? The fact that she’s blind, and yet stares right at you kiiiind of tends to put people on edge. Not to mention the whole possibility of mind-reading, and the strange, detached, almost omnipotent even, aura that she seems to exude. So again, I ask you. How creepy do you think she’s supposed to be? :D Hope this answered your questions adequately.

swodaems- 04-28-2007

Neviah just earned a more important part in my story. Is there any way to prevent a mage from casting aside from killing them or rendering them unconcious? Sorry, I'm taking so long on my Character bio, but I feel people are best defined by how they effect the people around them and the stories they leave behind. As such my backstory is best described as a set of short stories that come together to form a whole.

Irerising- 04-29-2007

Yes. Binding a mage's hands so that they can't use them to make the gestures for the spell is a very effective way to do that (behind the back, usually), especially for younger, less-experienced mages. Adepts might be able to get around this by concentrating, but a Journeyman would have serious difficulty. Also, there are enchantments that can be placed on shackles and other objects that will prohibit the formulation of spell circles, effectively stopping all but a Master mage. And really, you'll be having other things to worry about if you have a Master mage to hold captive... Anyway. These enchantments are pretty tricky to place, but they can be useful for captive situations. Much, much simpler though, there's just using another spell to counter any given spell. Particularly if its something that has to be done quickly, countering or disrupting the spell as it's being formed by distracting the mage and making them fumble are good ways of "preventing" a mage from casting. And... Wow. That was a short answer from me. Hah, see, it is possible! :wink: P.S. I'm loving the long character bio; you just keep working on it until it meets your satisifcation, and show us when you're ready.

Panda In A Can- 05-02-2007

I am currently in the works on a character. :3 But I has questions. What are the limitations of the mage classes? That's not something I'm not entirely sure about. Basically, like the Air class. What exactly do weather mages do? And where does a weather mage's ability stop and a Wind Mage's begin? And where do a wind mage's abilities stop and a storm mage's begin? O_o Basically, what separates the three sub-classes? As far as Quake mages go, would they undergo maybe some special training in terms of discipline and control as their power is among some of the most dangerous? Also, do different schools encourage students to take on specific types of familiars? Like the Dimicatio Academy, would they encourage students to take on familiars that would be heartier or more suitable for combat and military life? I think that's it for now. :3

AuroraDragonKaya- 05-03-2007

Just wanted to say no, you're question is NOT being ignored, but after staying up to all hours with update stuff... it'll have to wait till morning. ^^; Sorry! >.<

swodaems- 05-04-2007

What are the general attitudes towards mages from various groups of people? (rural, urban, common, noble, ect.)

Irerising- 05-05-2007

Hey, hey! Thanks for being so patient with us. Here we are to answer your questions at long last: All right, so the fundamental difference between a weather mage and a wind mage is that the Weather Mage does most of their work at a broad sort of level, while a Wind Mage is more specialized. This means, while a Weather Mage influences and controls the weather patterns around them to bring in different weather phenomena such as rain or fog, they don’t really do much in the immediate area when it comes to wind. (Maybe a breeze here and there, but nothing that would be particularly effective as a blatant offensive.) A Wind Mage, however, is able to use the wind to devastating effect around him or herself, shaping the wind into blades of air or whirlwinds to blind the enemy (or even conjuring tornadoes, if it’s an Adept or a Master). On the other hand, though, they are unable to summon rain or fog, or otherwise influence the environment beyond what their wind kicks up. In terms of the the various styles of the two, a Wind Mage tends to be much more directly aggressive, and they are used quite often in the military, while a Weather Mage is much more often used in agricultural efforts and the like. However, if one does have military training, of all mages, they’re the most likely to be best at physical fighting, particularly skilled at using more guerilla tactics. And speaking of tactics, they’re much more strategically oriented; a well-trained Weather Mage can make life hell for the enemy with strategic fogs, rain, and other miserable weather conditions. (Not to mention freaky breezes that howl while the enemy tries sleeping, or stirs up debris that sounds suspiciously like footsteps right behind them...) As for the difference between those two and a Storm Mage, well, a Storm Mage can pretty much do everything a Wind and Weather Mage can. Only better... Hence Raamah’s ego. ;) In battle a skilled Storm Mage has been known to be able to bring in anything from a bruising gust of wind, to a blizzard. Right. But moving on to Quake mages, yes, they definitely receive extra/specialized training to attempt to get them enough control to survive their own power. However, almost it’s almost always too little, too slow, and they end up dying anyway. Or, in the event that they do survive for a while, they are quite frequently singled out and assassinated, as they are considered among the grea-*test*-('") threats by the enemy. Either way, it results in a marked lack of Quake mages around, and we wouldn’t worry about it anyway, as the chances are preeeeeeeetty slim that you’ll be playing one. ;) Then there’s the matter of what different academies encourage in familiars. They absolutely have preferences for what their students bond, even if they aren’t able to enforce this particularly well (it’s not in their power, after all). To go with your example though, Dimicatio most certainly encourages its students to find heartier, and more aggressive kinds of animals for bonding, and as a result, students of that academy generally do come back with more martially-suited familiars because of the mentality they’ve been raised with. (It’s not about the expectation in this case so much though, as the mindset they have when summoning a familiar.) And I think that about wraps it up for now. Thanks again for your patience, and hope that’s clear enough. EDIT: Swodaems, I'll get to your question very soon, I promise! Just attempting one at a time... EDIT (Garuda): Fixed a logic error that was causing parsing engines to lock up when performing a str_compare on variables $FUNC_WEATHER_MAGE and $FUNC_WIND_MAGE. (You wrote down wind mage twice: "...Wind Mage influences and controls the weather patterns around them..." :P)

swodaems- 05-05-2007

Can I have some basic information on Tivona's and Neviah's background. Did they attend Oron as students? How soon did they start teaching after their Journeyman's assignment? When did Neviah become a master?

Forumer™ is Voted #1 Free Forum Hosting provider
Build your own community today with the largest message board hosting company.