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[Legendfall] The Adventures of Jon Harrow
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<blockquote data-quote="Loonook" data-source="post: 5831310" data-attributes="member: 1861"><p><a href="http://jonharrow.blogspot.com/2012/02/lady-fivegrace-ladys-circle.html" target="_blank">The Next Chapter</a> details Lady Fivegrace and her Circle. We will be seeing more of some of these characters and the Circle in general as the story progresses. I have also posted the following to the blog along with here and hope to hear some insights on my ideas.</p><p></p><p></p><p>Chanters, the Wise, Pathers, and Channels:</p><p>I have sort of taken a different method in discussions of how magic works in the Legendfall setting. For those of you who play in roleplaying games like Dungeons and Dragons you know that there are a few basic spellcasting classes. The classes focus on Divine Magic and Arcane Magic. I decided to take a little bit of leeway from various sources and ideas that I have been taking off from while looking to create a certain ‘unique’ identity.</p><p>Chanters, or sorcerers, are what we have seen so far. Chanters come from a variety of traditions but use the same basic principle: trapping a spirit or elemental force to use to your bidding. While Chanters are usually seen as evil individuals, some Chanters actually bind spirits to protect others from the vindictive nature of the spirit. I feel that Chanters fill the role of exorcists and summoners in the setting, though they seek out their prey in many different locations. </p><p>Some trap spirits in living vessels to use as minions (see: The Master), while others trap their spirits inside of Spirit Boxes. Spirit Boxes can take the shape of anything, but they serve as traps and binding locations for the forces contained within. Imagine a skull filled with abjurative stones, a tree carved with eldritch symbols, or a diorama that contains sympathetic materials that call to the spirit and allow them to be contained. </p><p>Chanters use various materials for their work, and these materials are usually why they gain their ‘evil’ moniker. Blood is a common material for capture as it can be used to call to more vengeful or hungry spirits. Other materials that may be used such as dirt from the creature’s location, native foliage, or even the Chanter themselves (allowing them to use a bit of Channeling to their own devices).</p><p>Chanters use spirits to power their spellcraft, or use their knowledge of spirits to perform alterations and callings to spirits of the dead or catatonic. Chanters are able to speak with the newly-dead by binding the spirit back to the flesh through various methods. They may also use a spirit to animate a body for the use of cardiomancy (forcing the body to reenact the moments of its death through spirit-memory), or even binding a living creature’s spirit away to allow for possession.</p><p>Pathers are those who follow codes of conduct to appease nature and make themselves stronger. Somewhat like practitioners of taboo-based traditions, Pathers sacrifice the earthly form to take themselves along a path of mystic journey. I’m really working on Pathers as of this point, and would love to expand on their mythos and some of their taboos as I go along.</p><p>Channels are probably the least “D&D” of the casters. Channels are passive conduits of magic, though they use their powers to benefit those around them. Imagine a living ward, tapping into powers as a living form of magic. Channels are prized amongst those who keep them, though the life of a Channel is sad and forlorn. Imagine being radioactive, filled with a power deadly for others to touch in its raw form but serving to power the Empire around you. Channels are uncommon in strength in the lands surrounding Legendfall, but I do believe there will be more discussions of them in later works.</p><p>The Wise use knowledge to create effects. The Wise are somewhere between scientists and practitioners, and take a little bit of everything. One of the Wise may bind a spirit to propel a sphere to generate energy in a simple turbine, or use the Paths and Channeling to make great works. Usually the Wise gather together in societies to help to teach their ways, and combine their specific arts and knowledge to become greater than the sum of their parts.</p><p>Any ideas? I would love to hear feedback. If you have any please reply or send me a private message.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5831310, member: 1861"] [URL="http://jonharrow.blogspot.com/2012/02/lady-fivegrace-ladys-circle.html"]The Next Chapter[/URL] details Lady Fivegrace and her Circle. We will be seeing more of some of these characters and the Circle in general as the story progresses. I have also posted the following to the blog along with here and hope to hear some insights on my ideas. Chanters, the Wise, Pathers, and Channels: I have sort of taken a different method in discussions of how magic works in the Legendfall setting. For those of you who play in roleplaying games like Dungeons and Dragons you know that there are a few basic spellcasting classes. The classes focus on Divine Magic and Arcane Magic. I decided to take a little bit of leeway from various sources and ideas that I have been taking off from while looking to create a certain ‘unique’ identity. Chanters, or sorcerers, are what we have seen so far. Chanters come from a variety of traditions but use the same basic principle: trapping a spirit or elemental force to use to your bidding. While Chanters are usually seen as evil individuals, some Chanters actually bind spirits to protect others from the vindictive nature of the spirit. I feel that Chanters fill the role of exorcists and summoners in the setting, though they seek out their prey in many different locations. Some trap spirits in living vessels to use as minions (see: The Master), while others trap their spirits inside of Spirit Boxes. Spirit Boxes can take the shape of anything, but they serve as traps and binding locations for the forces contained within. Imagine a skull filled with abjurative stones, a tree carved with eldritch symbols, or a diorama that contains sympathetic materials that call to the spirit and allow them to be contained. Chanters use various materials for their work, and these materials are usually why they gain their ‘evil’ moniker. Blood is a common material for capture as it can be used to call to more vengeful or hungry spirits. Other materials that may be used such as dirt from the creature’s location, native foliage, or even the Chanter themselves (allowing them to use a bit of Channeling to their own devices). Chanters use spirits to power their spellcraft, or use their knowledge of spirits to perform alterations and callings to spirits of the dead or catatonic. Chanters are able to speak with the newly-dead by binding the spirit back to the flesh through various methods. They may also use a spirit to animate a body for the use of cardiomancy (forcing the body to reenact the moments of its death through spirit-memory), or even binding a living creature’s spirit away to allow for possession. Pathers are those who follow codes of conduct to appease nature and make themselves stronger. Somewhat like practitioners of taboo-based traditions, Pathers sacrifice the earthly form to take themselves along a path of mystic journey. I’m really working on Pathers as of this point, and would love to expand on their mythos and some of their taboos as I go along. Channels are probably the least “D&D” of the casters. Channels are passive conduits of magic, though they use their powers to benefit those around them. Imagine a living ward, tapping into powers as a living form of magic. Channels are prized amongst those who keep them, though the life of a Channel is sad and forlorn. Imagine being radioactive, filled with a power deadly for others to touch in its raw form but serving to power the Empire around you. Channels are uncommon in strength in the lands surrounding Legendfall, but I do believe there will be more discussions of them in later works. The Wise use knowledge to create effects. The Wise are somewhere between scientists and practitioners, and take a little bit of everything. One of the Wise may bind a spirit to propel a sphere to generate energy in a simple turbine, or use the Paths and Channeling to make great works. Usually the Wise gather together in societies to help to teach their ways, and combine their specific arts and knowledge to become greater than the sum of their parts. Any ideas? I would love to hear feedback. If you have any please reply or send me a private message. Slainte, -Loonook. [/QUOTE]
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