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Pile O' Articles; out of the old Development
Topic Started: Mar 12 2013, 10:27 PM (970 Views)
Mokley
Hoookay. The Demon writeup and I have decided to separate amicably. After a few weeks of picking at opening paragraphs and article structure, I think it's time for me to braindump into random stuff for posterity. There be more fun stuff for me to work on. :p

[quote:2y391xix][b:2y391xix]Origins[/b:2y391xix]: No living creature (dragonkin, Dae'vol, or human) really knows how demons came about. As such, speculating about the 'creation' of demons is a popular distraction for bored mages and sorcerers. Those attempting to move from theory into fact run into a big problem: no one wants to talk. Gods ignore such questions as far beneath their dignity. Demons seem to treat such questions as invitations to spin wild yarns; often giving entirely different stories to the same person on different days.

There are rumors of unthinkably powerful and ancient demons who've retreated into a sort of hibernation. A supremely powerful sorcerer (one able to challenge one or two minor demigods) might be able to compel them to reveal their history.

Or just end up as lunch.

[b:2y391xix]Creation:[/b:2y391xix] A "demon" in Adylheim is more of a state than a race. In general, demons are other sentient beings (spirts, ghosts, elementals, other sundry plane-dwellers) who become so obsessed with something (love, hatred, anger, shiny things) that they commit evil acts. Eventually--if they continue--they become demons. It's a state earned through actions.

Humans, in general, don't become demons directly. They can certainly start on the path towards demonhood, but most 'ascend' after death. Demons are unique in that they pass through Maia's realm with their memories largely intact. However, the time between their deaths and their reincarnation in the Infernal Realms can vary from weeks to centuries.

That said, there's still the matter of temptation. Demons can only work with what's already there; pushing and aiding rather than controlling. More often than not, they take interest in people with similar interests. (Succubi, to quote the obvious example.) A demon, however, ultimately comes about because of his/her own actions. The children of demons are more subject to influence by their demonic parent, and might even derive some benefit in the long run from their patronage.

Newborn demons tend to take a form based on their interests in life. A mage will become a demon able to wield supernatural powers, a soldier a form able to dispense destruction. There are a number of "common" types (imps, succubus, incubus), but form pretty much follows function.[/quote:2y391xix]

If anyone wants to expound/edit into a full writeup, feel free.
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On the note of randimosity.

Elven is short hand for copper. Elves don't like working with iron, for obvious reasons, so most of their metal weaponry and tools (at least those few they make for themselves) and such is made of copper. So if you have an elven sword, it's a copper sword.
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Disclaimer: I apologize in advance for the layout. Originally this was all in outline format, and the forum won't support that....I even tried spacing out the indentations and when I submitted, it edited those spaces out....so here it is.
If TMP and everyone else like any of the ideas, I'll re-write them into a friendly format.

Here's my ideas for Nevros, both Agriculturally and Militaristic.
This is all based upon "Thinking like a Nevrosian"
What are the problems they have to deal with, what are their strengths, and how can they deal with everything that is thrown at them

Many ideas are taken from others, and extrapolated on. Credit where credit is due.

We've established farming is very important for all of Adylheim as hunting alone cannot support larger populations.
Especially so within the borders of Nevros, due to the problems of frost, and losing entire crops.

The main website page with regards to the Principality lists Ogres, Ursidaen, and Barbarian tribes as the triple threat. Warfare with other "kingdoms" almost never happens. And Ogres, through a dev post are listed as an uncommon threat.
Barbarian and Ursidaen tribal attacks are the main threat, and a fairly common occurance.

First, on the topic of Economic and Social Structure.

As Clueless Sin said: Nevros is a highly xenophobic and war-like society. At some point in history, it endured massive invasions from a yet-undetermined enemy. Most of their settlements and cities are heavily fortified and built around a central fortress craved into the very mountainside itself. Some of the larger citadels have tunnels that can extend for miles and miles and miles.

Nevros consists of a series of Holdfasts spread throughout the Kingdom. They range from vast Mountain Citadels built partway in the side of mountains, with high towers and deep tunnel systems, to Thick-Walled fortified keeps built free standing in the lower reaches of the principality. These holdfasts are the rocks of Nevrosian society, their very foundation and in all cases are built near at least serviceable farmland. These holdfasts have stood for generations upon generations, and for one to fall would be a mighty blow to all of Nevros. Some of these holdfasts even have rarely used ancient tunnels built between them, allowing travel from holdfast to holdfast in time of emergency or during the most dire winter. All tradesmen who can perform their function while still living within the immediate vicinity of the keeps do so living in small villages within outer walls. The walls of Nevros' keeps are said nigh impenetrable due to the master craftsmanship of its masons.


[b:18ae1kbo]Farmsteads[/b:18ae1kbo]
[b:18ae1kbo]Farmsteads are sharecropped by multiple families at once.[/b:18ae1kbo]
Families that share a farmstead are close-knit and fiercely loyal.
Farmstead families help each other through all things in time of hardship, with assisted food, labor, skills, medical attention, etc.
Disputes are uncommon due to the fact that much inter breeding happens between these families and the fact that they rely heavily upon each other.
When disputes do happen, if the lord hears of it, he will re-arrange these pairings, because to live and thrive in such a harsh environment requires working together
[b:18ae1kbo]Each farmstead has one stone and thatch hut per family[/b:18ae1kbo]
Each farmstead has multiple huts, each family controlling/planting as many fields as it can.
It very common for families to help each other plant and harvest, as the possibilities for fast falling harsh weather require speed in all things.
[b:18ae1kbo]Each farmstead and its thatch huts are built around one central bunker.[/b:18ae1kbo]
Each farmstead has a collapsible escape tunnel built within its cellar that leads to the defensive “bunkerâ€.
All farmsteads are built within a reasonable distance of their Lord’s Keep. I’m thinking half a day’s travel to 1 day maximum (on foot)
[b:18ae1kbo]“Bunkers†are always made entirely of stone.[/b:18ae1kbo]
They are usually 2 stories (above ground, with underground tunnels/rooms), with arrow slits, and angled murder hole ports.
Bunkers are used both in times of defense, and in winter time as living space.
All families populate the bunkers as main domicile in the winter time, and each has their own room as well as the shared rooms.
The Earthen (subterranean) rooms provide (geothermal) insulation from the cold and winter above.
The bunker’s underground lair is easier to heat for the families than many individual thatch roofed homes.
They are stocked throughout the year with dried rations, wood, food, and all supplies needed to survive for the winter.
The bunkers have the vast majority of their size composed of underground rooms.
Each family gets their own room, plus common shared rooms for different purposes.
The families spend much time in close proximity, and interbreeding during these times is common.
[b:18ae1kbo]Somewhere in the defenses of each bunker/escape plan are two large pyres.[/b:18ae1kbo]
Pyres are lit in the event of an emergency.
One bellows white smoke and signals to all Nevrosians that the farmstead is in need of help
The second bellows black smoke and signals to all Nevrosians that the farmstead was overrun and they should all convene at the keep for information, safety, and most likely, battle.
[b:18ae1kbo]Each central defensible bunker has a collapsible escape tunnel that runs back towards the main keep[/b:18ae1kbo]
These tunnels run underground the [u:18ae1kbo]majority[/u:18ae1kbo] of the way back to to the main keep. This allows both travel to the keep during even the worst weather, and an escape route well away from whatever caused them to flee their farmstead.

[b:18ae1kbo]Military[/b:18ae1kbo]
[b:18ae1kbo]The Nevrosian Military takes a 3 pronged approach[/b:18ae1kbo]
As the Nevrosian Military is made up of a very small standing force of soldiers, they supplement their forces with militia from the general populous.
To supplement this force, all males of Nevrosian descent are called upon from a young age to begin military training
Non-Farming militia drill and train on and off throughout the year, alternating between military and training in their chosen craft until they become of age to practice that craft skillfully in a full time capacity. At that time, their drilling drops down to once seasonally
Farmers of all ages drill regularly throughout the seasons when planting is not viable.
[b:18ae1kbo]Infantry[/b:18ae1kbo]
Equipment
The Nevrosian Infantry generally wear Light Lamellar armor for maximized mobility and protection coupled with a shield.
Shield wall tactics are emphasized.
Shield Walls are effective against the massive bulk and power of the Ursidaen, the unorganized tactics of the Barbarians, and also protect against attacks from above, which happen frequently in the tight passes of Nevros.



As you can see, I never finished.
Looks like Zhyv has already put a lot into the Nevros military info....was this ever accepted and put into Canon?
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Mokley
Elves have no real rules for surnames and tend to invent their own when they get older. So nothing hereditary about them.
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Deposed ducal houses of Starkwater:

Blackrock: Used to hold the territory Rowan does now. Was exiled when their attack on Grey Lake failed roughly 4130 and Rowan took over their lands.

Amadyn: Their lands were divided between Grimwise and Orthleikar after the rebellion later called Flight of the Falcons failed and their ducal house was annihilated.

Holbark: Slaughtered during a barbarian raid, their lands were taken by Volubrot (with some of it being passed to the archduke).

*Orthleikar: The first house Orthleikar was obliterated at the end of the Snake Wars, the current house Orthleikar is unrelated but retains the name as rulers of roughly the same land.
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Emperors:

Alexandrios I 0-23
Alexandrios II 23-24

Alexandrios IX 786-??? (First Jade Emperor)

Symon III ???-??? (Last of the Jade Emperors)

Symon IV 1558-????

Symon VII ????-1984

Arios I 1985 - ????

Symon IX 2109 - ????

Arion II 2947 -????

Armand VI ???? - 3703

Alexandrios XIV 3703 - 3712

Theodorian III 3713 - ????

So hmmm, that means at least 14 Alexandrioses, 10 of which are in there somewhere. At least nine Symons, 5 of which are unknowns. 6 Armands, 5 of which are unknowns. Two unknown Theodorians. At least one unknown Arion.
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Duke Atli Volubrjotr has a rather bizarre and somewhat disturbing taste in the arts, and is currently stealing artists and bards from rival courts who are capable of satisfying his unique palate.
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While it is by no means a rule, the colours wizards choose as an epithet often correlate to the magic arts they're closest to.

Black is Scrying.

Grey is Necromancy.

Red is Hexing.

Green is Summoning.

White is Enclosing.

Yellow is Mantike.
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Just some basic ideas on what the Dae'Vol can do with their minds. Feel free to hack apart and decimate if you think it should work in a different way.[/i:2zev6dac] [b:2zev6dac]Dae'vol Telepathy.[/b:2zev6dac] Communication is the forefront of any stable society, it allows people to organise, tell one another if there are problems or how they feel. It allows fair trade and, truth be told, unfair trade, but either way trade allows a culture to prosper and grow. With communication, grunts and hand waving can only be taken so far, and eventually languages develop in the form of the spoken, or growled, word. And with language comes the ability of two nations to talk and trade and develop strong relations, or weave a web of lies that allows one to invade later, or a myriad other things. Unfortunately in order to be able to use the spoken word, a mouth is needed with which to speak it, and one race in Adylheim lacks that. The Dee'Gar have no mouth or nose, no voice box and no trachea, and as such are completely incapable of speaking. Instead, their race has developed a skill altogether different, and yet achieves the same function much more efficiently, as with many things that the Dee'Gar do. Telepathy. A Dae'Vol's mind is highly advanced, capable of projecting it's own thoughts as if they were speech, glean the basic thoughts and emotions of people nearby, and with centuries of practice, actually read the minds and memories of another and maybe even plant new memories where there shouldn't be. Tales crop up all over the place about Dae'Vol using their abilities to read a person's mind and cheat them out of money and possessions. Many are fabricated, the stigma behind the Dae'Vol keeping them afloat, because it is a rare Dae'Vol that focusses on developing their telepathic capabilities that far, and it's a rare Dae'Vol still that would be willing to go poking about in the mind of one of the other races, they're barely worth talking to. The average Dae'Vol, with little skill in telepathy, can do two things, broadcast his thoughts, or direct his thoughts. Broadcasting is much like normal speech, everybody within a certain distance is capable of 'hearing' what the Dae'Vol is 'saying'. It is an odd sensation to non-Dae'Vol, since the voice essentially forms in their head, although unobtrusively, more like a memory of something somebody recently said. The voice has an accent to it, and sounds different with each Dae'Vol, subconciously forming it to their own idea of their voice which is very difficult for them to change. The second, direct telepathy is much more unpleasant, and where many of the rumours first start. Instead of just literally thinking aloud, the Dae'Vol can essentially force their words into a specific person's head, it's like having somebody leaning over your shoulder and whispering into your ear without warning, and people who aren't occustomed to it can become swiftly disoriented. Some have even been known to not even realise a Dae'Vol was actually talking to them. A Dae'Vol must hold eye contact with the person, if for any reason the Dae'Vol cannot see the person, they lose the conversation. Within Dee'Gar society, is is considered rude to use the direct approach on another Dee'Gar unless they're expecting it, but luckily for the other races, they aren't extended such a courtesy, and a Dae'Vol has no qualms about such an invasion of privacy. It does come in handy when you want to specifically get somebody's attention or keep something a secret from other people. [b:2zev6dac]Further development.[/b:2zev6dac] Any Dae'Vol can perfom such basic telepathic techniques, but with practice and tutelage, the telepathy can be developed further. Early on the telepathy can be used to essentially bump into another person's mind, allowing the Dae'Vol to roughly guage how many people are around and roughly where they are. Further along the developing telepathy, the surface emotions of a person can be skimmed, telling the Dae'Vol if they are happy or sad, thinking about something or even whether or not they are lying. Later, those thoughts can actually be read to a lesser extent, soon developing to the point where the person's thoughts can be recalled easily by the Dae'vol. Reading thoughts and memories that had already passed developes next, being able to look further back and get more coherent memories as the level of skill increases, to the point where a Dae'vol can know more about man than they ever would. On the other hand, a Dae'Vol's telepathy can develop in another direction, rather than expanding on the ability to sense minds, they focus on their ability to project their own. Early on it allows them to broadcast over larger distances, and similarly become able to detect other minds around them. Along with broadcasting further, they can also make people aware of their position and at much greater levels actually give people the urge to either head in that direction or move away from it. Along the more direct route, a Dae'Vol can project their thoughts into a person's mind more physically, increasing the volume to painful levels or slamming a single word through a person's mind with enough force to stun them momentarily. Practitioners of low magic, who have studied prime words and their uses have been known to combine them with direct telepathy, one such telepathic spell includes soothingly sliding prime words that encourage calmness into a creatures mind, making it less hostile or even causing it to fall asleep.

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I'm not sure about the seperate directions for the dipping into peoples minds. For broadcasting over larger distances or urging people to come to them certianly, but to me the idea behind reading someone's mind and memories requires about the same delving into their head as forcefully pushing words into their head would. Could be wrong though. Kinda like how to sense minds a bit of a ways away you still need to be projecting your own a bit you know? The split thing could still occur if people think it should, but I'd likely more divide it between taking and placing. You can specialize on taking things out of people's minds (gleaning thoughts, memories or plans), or putting things in (spells, forceful words, false memories?) And have that split be somewhere around maybe..10-20 with it coming back together again at really high levels, as it sounds reasonable that someone who can take something out of you can put something in. I dunno, tis a hard one to really set down. I gave my guy a point in telepathy because I kinda plan on developing it a bit, but I also have no real idea where alot of the stuff should fall. I do think that at some point on the scale you increase broadcast distance overall and if you do so possibly remove the eye contact at that point. Which brings up another interesting thing which is, to broadcast over long distances you'd still need to sense, mixing your sense/read minds and broadcast mind oddly. Not trying to be nitpicky >< just noted that was kinda odd. I'd personally guess that some individual skills could be split(ability to read minds or ability to implant into minds for example) but the ability as a whole would be difficult to split into directions. To sense you must broadcast and to broadcast effectively you must sense. The whole intro to the further development is nice though ^^ and sorry this is a bit rambly. Some of it just seems mixed enough tis hard to logically splt. If I can read a mind, I expect I can sense it and stuff about it pretty well. In order to get that information from them to me however over any distance I'd still need to broadcast pretty well too. It would be like doing a surgery at range. In order to do it you have to be good at surgery (reading minds), very good at seeing what you are doing (sensing minds in order to read them), and good at using a long pole to do it (good at broadcasting to sense effectively over a distance and thus read thier mind effectively). Maybe not the best analogy, but I tried. Shall try to read this over a few more times and keep an eye on it and attempt to think of a good way to have a split. But as I noted earlier, also might be an idea to have the split occur somewhere in the middle of learning the ability and at the end bring them back together.

-

Thanks for the reply, and no worries, development is a long winded process that just has to be worked through. <!-- s:D --><img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Well, the major reason for the split is mainly for game balance and the complexity of all these different skills lumped together. The Mad Professor and myself came to the conclusion that a Dae'vol who used his telepathy a lot in a certain thread, if only to talk, would get a point in it, probably up to about ten where these different abilities would really kick in, which'll mean having to use them specifically to level. That'll mean that any Dae'vol PC could speed it's way to level 5 and with some effort take up one of it's level 10 slots upon request of the mod in charge. The main difference I was aiming for was two different aspects, or thoughts on telepathy, one being able to read and change a person's thoughts and memories, a more covert and time consuming skill that would require a lot of dedication to truly master. And a more direct ability, to shock, and confuse a target instantly, calm them or lull them to sleep or possibly even injure them. Using your surgeon idea, it's less the general skill and more the specialisation, there are open heart surgeons and plastic surgeons, one can save a persons life using a very complex technique that could also result in their death if the doctor doesn't know what he's doing, the other can change the appearance of the person in a relatively less complex and time consuming process, with less chance of bodging it. Then there are general surgeons, who do all the little things until they are adept enough to specialise in one of those branches. So there'd be two branches, soft and hard telepathy. A soft skilled Dae'vol, who focusses on mind reading and altering, lacks the raw power of a hard skilled Dae'vol, while on the other side, a hard skilled Dae'vol, who focusses on affecting the mind directly, lacks the subtlety and control of a soft skilled Dae'vol. Reading and altering a mind would take time and patience but ultimately less power overall since it's gentle goading and trying to find a way in with applied pressure, while telling that mind to shut down, or make it hurt is practically instantaneous but needs more power behind it to blast through any mental defences as rapidly as possible. As such I'd imagine up to 5, the skills would be the two forms of telepathy, direct and broadcasted, and the abilty to sense minds and the topmost emotions, like joy, anger or sadness and so on. Then after 5, the Dae'vol can branch off, either learning 'soft' skills or 'hard' skills. Or the Dae'vol can elect to use two of his level 10 skill slots to go into both. There would also still be a few cross branch skills, like at say level 15,the Dae'vol no longer needs to look directly at his target, instead using the detect mind skill to pinpoint them, a soft skill user could then scan over all those minds while trying to find a specific one, and a hard skill user could affect more than one mind. I'd imagine that soft users are better at singling out a mind, or being able to tell exactly where it is and what it belongs to, while a hard user can just pinpoint the direction and distance

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When you divide it into soft and hard the distinction makes much more sense. I agree as well that for balance there does need to be a split in order to control the possible power of the skill, but can be hard to sometimes determine where that split exists. Seperating them into two level 10+ skills might be a good idea, along with the lvl15 throwing away the eye contact. Doesn't sound too bad. Biggest thing I think is just being careful with the description. Dividing between broadcast or direct can be fuzzy, but the soft and hard distinction sounds much better and much closer to what I'd imagine the Dae'Vol terminology on the subject to be (though that is just my opinion). The rest would mostly be the list of skills itself that would make or break. Would have to come up with a list of 'general' skills applying to both branches starting at level five or something as you said. And then some example lists of the special stuff each can do (which I think your second explanation had some good examples and distinctions there) and then various improvements both get at certian levels, like affecting multiple people, sensing people without hard concentration, ability to move beyond sight limitations and stuff like that. your second bit clears alot of stuff up and makes more sense though, so most of my concerns are kinda okayed with that. Shall probably keep an eye on this throughout though and if you need any help shall try my best to do so ^^. When I was creating my character I kept wanting a bit more of an explanation of the telepathy skill so any write-up at all is extremely helpful to nail down some of those details. In closing, really like the soft and hard distinction and think that should be integral. Seems like just the right words to describe what each does without cutting them off from the whole. ^^
Edited by Mokley, Mar 14 2013, 03:39 AM.
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Okay, redraft and a level list, tell me what you think, Vedi.[/i:3oo97ea1] Dae'vol Telepathy. Communication is the forefront of any stable society, it allows people to organise, tell one another if there are problems or how they feel. It allows fair trade and, truth be told, unfair trade, but either way trade allows a culture to prosper and grow. With communication, grunts and hand waving can only be taken so far, and eventually languages develop in the form of the spoken, or growled, word. And with language comes the ability of two nations to talk and trade and develop strong relations, or weave a web of lies that allows one to invade later, or a myriad other things. Unfortunately in order to be able to use the spoken word, a mouth is needed with which to speak it, and one race in Adylheim lacks that. The Dee'Gar have no mouth or nose, no voice box and no trachea, and as such are completely incapable of speaking. Instead, their race has developed a skill altogether different, and yet achieves the same function much more efficiently, as with many things that the Dee'Gar do. Telepathy. A Dae'Vol's mind is highly advanced, capable of projecting it's own thoughts as if they were speech, glean the basic thoughts and emotions of people nearby, and with centuries of practice, actually read the minds and memories of another and maybe even plant new memories where there shouldn't be. Tales crop up all over the place about Dae'Vol using their abilities to read a person's mind and cheat them out of money and possessions. Many are fabricated, the stigma behind the Dae'Vol keeping them afloat, because it is a rare Dae'Vol that focusses on developing their telepathic capabilities that far, and it's a rare Dae'Vol still that would be willing to go poking about in the mind of one of the other races, they're barely worth talking to. The average Dae'Vol, with little skill in telepathy, can do two things, broadcast his thoughts, or direct his thoughts. Broadcasting is much like normal speech, everybody within a certain distance is capable of 'hearing' what the Dae'Vol is 'saying'. It is an odd sensation to non-Dae'Vol, since the voice essentially forms in their head, although unobtrusively, more like a memory of something somebody recently said. The voice has an accent to it, and sounds different with each Dae'Vol, subconciously forming it to their own idea of their voice which is very difficult for them to change. The second, direct telepathy is much more unpleasant, and where many of the rumours first start. Instead of just literally thinking aloud, the Dae'Vol can essentially force their words into a specific person's head, it's like having somebody leaning over your shoulder and whispering into your ear without warning, and people who aren't occustomed to it can become swiftly disoriented. Some have even been known to not even realise a Dae'Vol was actually talking to them. A Dae'Vol must hold eye contact with the person, if for any reason the Dae'Vol cannot see the person, they lose the conversation. Within Dee'Gar society, is is considered rude to use the direct approach on another Dee'Gar unless they're expecting it, but luckily for the other races, they aren't extended such a courtesy, and a Dae'Vol has no qualms about such an invasion of privacy. It does come in handy when you want to specifically get somebody's attention or keep something a secret from other people. As the skills of the Dae'Vol in telepathy increase, they become able to broadcast further and even sense minds as they reach out with their own, becoming able to detect the number of people nearby and their rough direction. They also become capable of glancing over the most prominent thoughts of a person they have eye contact with, detecting the emotions that are running through their heads and whether they are lying or not. Masking their thoughts from other Dae'Vol and races that might have developed similar telepathic capabilities becomes easier for them, hiding some of their emotions and thoughts. Specialisation. Telepathy can cover a wide range of skills, skills which the Dee'Gar separate them into two major domains, soft techniques called Moza and and hard techniques called Xar. Soft techniques involve the more covert telepathic skills, the ones that people generally fear that all Dae'Vol can do and which has given them their ever so pleasant reputation of cheats and swindlers who use their abilities to take more than they should. These are the abilities to read minds, see past memories and even change or erase them. They take some time and effort on the part of the Dae'Vol to use, reading memories becoming easier as their skills develop to the point where only a few seconds are enough to delve into the person's mind, changing them can take many times longer, and usually need the two to be sitting down for a few hours, the consent of the target speeding things up greatly. There is a misconceived fear that a master telepath could change your entire personality and everything you remember without you even knowing it. Hard techniques have less finesse to them, instead being an adaptation of telepathic communication, instead of the telepathic empathy of soft techniques. Xar focusses on mind affecting, starting off with simply projecting a word, thought or sometimes even a noise into the mind of a person with force, with effects ranging from stumbling and losing concentration, to causing pain and even knocking them out. Increasing skills can bring more effects, softer directed thoughts and certain words can have calming effects, reducing agression in an attacker or a stopping a panicking person, even causing people to fall asleep at the pinnacle of this skill. Horrifying tales of have been told of masters of this art being able to tell a person's heart to stop, although most likely fabricated. A soft skilled Dae'vol, who focusses on mind reading and altering, lacks the raw power of a hard skilled Dae'vol, while on the other side, a hard skilled Dae'vol, who focusses on affecting the mind directly, lacks the subtlety and control of a soft skilled Dae'vol. Reading and altering a mind takes time and patience but ultimately less power overall since it's gentle goading and trying to find a way in with just enough pressure that the target remains unaware. Telling the mind to shut down, or make it hurt is practically instantaneous but needs more power behind it to blast through any mental defences as rapidly as possible, and subtlety isn't a concern since being unaware of the effect defeats the purpose of it. Within these two focusses are some similarities. Broadcasting range continues to develop and strengthen and eventually, with dedication, the Dae'Vol no longer needs to maintain eye contact to either read or affect a targets mind, instead using their ability to detect a mind to find their target, or in the case of hard techniques, affect more than one person. Both become more adept at detecting minds over a greater distance, and pinpoint their location more accurately, soft technique users become more adept at detecting what the minds belong to, even picking up names and races, enabling them to search for a specific mind. Learning more about a person's mind enables soft technique users to better understand their own, becoming more capable of masking their thoughts and hiding them from another, even becoming able to place misleading thoughts within their own mind to distract from others. Hard technique users do not develop this finesse, instead using their sheer strength of will to prevent entry in the first place, capable of putting up a mental wall and various defences so powerful that it can even confuse and stop many scrying spells. [i:3oo97ea1]And here's a rather messy layout of the skills, I was hoping to shove it into a table, but this'll do for now, we'll probably have to break it into two different lists. I think many of the skills could do with reordering, I have no idea where they'd sit best so kinda took a guess. One of out benevolent mods shoving their nose in right now would be appreciated. :p[/i:3oo97ea1]0.[/size:3oo97ea1] Able to use basic telepathic communication, broadcast and direct. ]1.[/size:3oo97ea1] ]2.[/size:3oo97ea1] Become able to sense other minds within a dozen feet. ]3.[/size:3oo97ea1] 0]4.[/size:3oo97ea1] Become capable of sensing the emotions of the person in eye contact. ]5.[/size:3oo97ea1] Must choose between either hard or soft techniques if they wish to advance further. Also become better at masking their thoughts and emotions. [6.[/size:3oo97ea1] [b:3oo97ea1]Soft:[/b:3oo97ea1] Become capable of reading the most prominent thoughts as well as emotions, become more adept at telling whether a person is lying or not. [b:3oo97ea1]Hard:[/b:3oo97ea1] Become capable of applying more force to their direct communication, causing the target discomfort or disorientation, or soothe them somewhat. ]7.[/size:3oo97ea1] 8.[/size:3oo97ea1] 9.[/size:3oo97ea1] The force with which [b:3oo97ea1]hard[/b:3oo97ea1] users can affect a mind increases, as well as becoming more capable of different effects, such as causing the target to want to move away from the location of the Dae'Vol. ]10.[/size:3oo97ea1] Can broadcast over and sense minds around 50 feet away and more accurately pinpoint their location. [b:3oo97ea1]Soft[/b:3oo97ea1] users can mask their thoughts better, preventing only the most powerful from reading their thoughts, and many from delving into their memories or being able to affect their minds. [b:3oo97ea1]Hard[/b:3oo97ea1] users can throw up a mental shield capable of blocking most unwanted telepathic probing. 11.[/size:3oo97ea1] 12.[/size:3oo97ea1] [b:3oo97ea1]Soft[/b:3oo97ea1] users can delve into the memories of the target, not always finding exactly what they want. 13.[/size:3oo97ea1] ]14.[/size:3oo97ea1] [b:3oo97ea1]Hard[/b:3oo97ea1] users with low magic knowledge can start to combine prime words into their affects, strengthening the effect. 15.[/size:3oo97ea1] No longer have to maintain eye contact, [b:3oo97ea1]soft[/b:3oo97ea1] users can read any person's mind in broadcasting range, [b:3oo97ea1]hard[/b:3oo97ea1] users can affect more people with about half the power with which they can affect one. 16.[/size:3oo97ea1]17.[/size:3oo97ea1] Become even more capable of sensing minds over large distances pinpointing their location to within a couple of feet. ]18.[/size:3oo97ea1] [b:3oo97ea1]Soft[/b:3oo97ea1] users become able of altering some memories, and can read memories more accurately. 19.[/size:3oo97ea1] [20.[/size:3oo97ea1] [b:3oo97ea1]Soft[/b:3oo97ea1] users can bend their own memories to thwart another telepath from reading their true ones, while [b:3oo97ea1]hard[/b:3oo97ea1] users can put up barriers so powerful even scrying or questions asked of summoned beings cannot detect them unless especially potent ones. 21.[/size:3oo97ea1] 22.[/size:3oo97ea1] [b:3oo97ea1]Soft[/b:3oo97ea1] users can fully erase memories and even replace them with fabricated ones. [23.[/size:3oo97ea1]24.[/size:3oo97ea1] ]25.[/size:3oo97ea1][/size]
Edited by Mokley, Mar 14 2013, 03:42 AM.
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