Post by Euphy on Mar 21, 2011 15:40:12 GMT -5
The main thing you have to realize about Astral Aloria is that Magic is Everywhere. It will infect this world like an exotic species with no natural predator-- and that is how the main evil (Mr. Halfang) views it. You must realize... everything in this world breathes magic. These people have grown up with magic, it is as much a part of them as their blood, literally as naturally as breathing, as a part of their character as their appearance and personality. Every job in this world will evolve around the personal magics each person has. One who can control thread for example could work as a tailor and make clothes in a flash, or someone who can summon chickens (what a random power!) could be a poultry chef (lol) OR.. start a chicken ranch. One who can read the plants (see what and how it will affect anything it touches) would make a great herbologist... OR a with- whatever she sees fit. EVERYTHING WILL BE AFFECTED BY MAGIC.
The animals too have small magics. In this case there might be people who study these animals, and more who try to capture them and sell them as exotic pets. What farmer WOULDN'T want a deer that ate in reverse- consuming dead or diseased plants only and excreting healthier seeds? Or a rabbit who can literally breathe on a plant and make it produce more produce than any other farm in the land? What showman wouldn't want a parrot whose wings burst into flame when wetted? Well... that one COULD get a bit dangerous.
The lands flourish with magic, plants grow and use illusions to their advantage in dark forests, in Pirrondegra rocks take it upon themselves to spice up the landscape every now and again, so you may wander into Labyrinthia Canyons, take two steps, and turn back around only to find yourself at a dead end again. Things like this happen. Use it to your advantage, use it in your roleplays, above all else do not ignore this huge factor in this place. Nothing will be typical. Use these quirks to pepper the land with your imagination, use it to spice your stories with adventure and neat twists, use it to grow your characters in interesting ways, just use it.
Each city will have its own flavor of how it views magic. Small villages will see it as practicality over flare, Warzones will prefer powerful magic to subtle, Frivolously decorous cities will prefer extravagant, flashy, whimsical, or curiosity magics. Find your character's niche and dig in. All the magic should be astounding to you; but never to your character. They have grown up with it. It will not be as if people have sprouted a third head (though some may!), but more like seeing someone with blue eyes, or a strange haircut sometimes. Imagine what kind of magic your character has grown up seeing. Farming village? They'll be shocked by frivolous magic and probably have a bad view of it. Slums of a city? Useful, violent, or money-earning magics will be preferable. Fishing town? Water-based magic (talking to fish, controlling water, walking on water, breathing it, being able to dissolve into water... things like this) will be envied. Use this as texture to your stories, another layer, allow it to give this place depth. Be creative, take your time with your choice, and try to not forget that everyone, even the background characters, the inn-keep, the banker, the tinker on the road, they all have magic, be wary of them, be mindful, be creative in making them.
As a side note there will be certain etiquettes of magic, but those may be found in the section "The Magic" and slightly in "The Culture". Read all of them please, but don't feel bound by them unless you have a particularly loyal character. The rules you MUST follow though are the rules of the site. Be mindful of the difference; rules of the land vs. rules of the site. Know the difference and revel in the complexity of this place.
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~Euphy
The animals too have small magics. In this case there might be people who study these animals, and more who try to capture them and sell them as exotic pets. What farmer WOULDN'T want a deer that ate in reverse- consuming dead or diseased plants only and excreting healthier seeds? Or a rabbit who can literally breathe on a plant and make it produce more produce than any other farm in the land? What showman wouldn't want a parrot whose wings burst into flame when wetted? Well... that one COULD get a bit dangerous.
The lands flourish with magic, plants grow and use illusions to their advantage in dark forests, in Pirrondegra rocks take it upon themselves to spice up the landscape every now and again, so you may wander into Labyrinthia Canyons, take two steps, and turn back around only to find yourself at a dead end again. Things like this happen. Use it to your advantage, use it in your roleplays, above all else do not ignore this huge factor in this place. Nothing will be typical. Use these quirks to pepper the land with your imagination, use it to spice your stories with adventure and neat twists, use it to grow your characters in interesting ways, just use it.
Each city will have its own flavor of how it views magic. Small villages will see it as practicality over flare, Warzones will prefer powerful magic to subtle, Frivolously decorous cities will prefer extravagant, flashy, whimsical, or curiosity magics. Find your character's niche and dig in. All the magic should be astounding to you; but never to your character. They have grown up with it. It will not be as if people have sprouted a third head (though some may!), but more like seeing someone with blue eyes, or a strange haircut sometimes. Imagine what kind of magic your character has grown up seeing. Farming village? They'll be shocked by frivolous magic and probably have a bad view of it. Slums of a city? Useful, violent, or money-earning magics will be preferable. Fishing town? Water-based magic (talking to fish, controlling water, walking on water, breathing it, being able to dissolve into water... things like this) will be envied. Use this as texture to your stories, another layer, allow it to give this place depth. Be creative, take your time with your choice, and try to not forget that everyone, even the background characters, the inn-keep, the banker, the tinker on the road, they all have magic, be wary of them, be mindful, be creative in making them.
As a side note there will be certain etiquettes of magic, but those may be found in the section "The Magic" and slightly in "The Culture". Read all of them please, but don't feel bound by them unless you have a particularly loyal character. The rules you MUST follow though are the rules of the site. Be mindful of the difference; rules of the land vs. rules of the site. Know the difference and revel in the complexity of this place.
---
~Euphy