The Skin of Naranpelo 6

There is magic, and it is feared.

There is magic, and it is feared.

Alchemy is well-known, and expected within any civilized city. Light, when not mined from the Teimoto or Sole sources (the vanity of the rich) is more often from alchemical processes than the unpredictability of flame. Globes of glass surrounding chemicals that produce symbiotic energies that produce light line the roads from Erza Placa‘s capital of Camarao south to Espera in Matanouse and north to Koel in Teimoto.

Alchemists are required by Empire law to display their Guild affiliation, but Guilds pretty much police their own. Gang… I mean Guild Wars get pretty nasty. A famous play (“The Scarlet Talisman,”) was written about the stealing of a formulae from one guild and how it nearly brought down a King’s court. You usually can’t find thieves so foolish to try.

Alchemists in the Naranpelo game will have a number of formula they know and can produce depending on the reagents and other components they have at hand. They can always try combinations outside the “recipes” they know, and with appropriate skill they may manage to not poison themselves.

The counterpart to alchemy is generally found with the artificers of the city of Aurn. The Golden City in Sole is said to show such meticulous attention to detail that even the stool left behind the flying clockwork birds is fashioned by its artificers.

Artificers are a non-player class. It just takes too long, but if someone wants to spend some of their Aspect options on artificer training I’ll build more into it.

And then there’s magic.

The sorcerors of Teimoto know there are many worlds to open, and they have little compunction about doing so, stepping from place to time to place in time with no concern but the cost to their selves.

[There are two types of inborn talents with sorcerors that change this: “Nodes,” who can draw power from places, magical items, and people, and “Sources,” who can be used by any sorceror as an additional battery. These would be chosen as Aspects.]

Any deviation, any break in concentration can send a spell awry. Obviously, laboratory conditions are hard to come by in combat. Mishaps are dangerous and unpredictable. People are right to fear magic.

Sorcerors in-game will belong to one of two opposing schools, and various countries at various times have banned one then the other then rescinded the laws. Right now they are in the “legal but suspect” phase, primarily. Each opposing school has a different form of advancement and governing within the schools.

Chelonia alone allows them in government.

There are no “levels” to the spells one might know – the “apprentice” will just have less access to power, and attempting some forces might kill them. All mages can create some form of “mage globe” to contain the forces they have to bear. All mages can activate portals, although the ability to create them is becoming more rare. All mages can detect if something is enchanted, but one school is better at enchanting than the other. All mages can set wards.

Sorcerors in the game will be able to choose their focus, ranking, and reliable abilities pre-game, and then develop further within the game.

There are no demons, no extraplanar deal-makers to anyone’s knowledge… well, except maybe the gods.

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