Welcome to the lore thread, a place where all the lore for this story is collected and kept for reference. You can also discuss lore for the world and the like. Please be kind to one another- this is not a critique thread. If you have an issue with another writer, please message me, or if it is serious, go over my head and message a full-mod. Please also think about making lore that benefits everyone, rather than just your character.
Thank you @Gravy for getting us started. I guess there are a few things we need to decide about the world outside of the tavern. In what time setting? Ancient, medieval, colonial, modern, or futuristic? Is the society more war-like, or religious or scientifically based? What kind of government rules? How stratified are the classes in the society? Am I on the right track?
You are on the right track. I was thinking maybe going with a basic Medieval setting. As for government: "Oligarchy An oligarchy is ruled by a smaller group. There are many different kinds of oligarchies. In many places, the military holds the power. This type of government is called a stratocracy. Currently, Thailand is a country under military control. Another kind of oligarchy, a plutocracy, is where the wealthy are in control. During the Renaissance, the city-states on the Italian peninsula were often plutocracies. The country of Iran is a theocracy, which means that the country is controlled by a group of religious leaders. Another kind of oligarchy often practiced is rule by one political party, such as the Communist Party in China." - https://www.okhistory.org/learn/government1 We could also go with a monarchy and as for society, I think a scientific could be a really interesting twist. Also, would keep out-side politics to a minimum, which I will shut down ASAP. But also, I haven't seen a science-based medieval society and it intrigues me. As for how society is built, I was thinking there would be (feel free to give your thoughts.): The Ruling class: the court made of important people who have great worldly achievements. Everyone wants in this class, because you don't have to do anything anymore. You get to lounge about and eat cake. The scientist class: The second highest who is trying to advance science research and understanding. Only the academics are allowed to apply and work accidents are common, and pretty deadly. The Merchants/crafters: Pretty much what it says. Sells things that keep things running. Don't have enough 'skill' to be scientists. Farmers: Those who can make food and other basic needs. Lab rats: lowest class- the outcasts and criminals of society who are used to advance science. (Optional. Just giving my ideas.) I figure the legal system is pretty unfair as this class needs to be maintained. ALSO: we could instead go with magic-based, which would change things. But your thoughts, first.
Good start! I'm just thinking that may be too many levels in society. How about if we make the scientists the oligarchs and upper class? They get rich by selling all new innovations. Then, under them are the Poets. The poets include the merchants, crafters and farmers. Movement between the two main classes is highly difficult, but maybe a particular character can find a way ...
We can have both magic and science. I think it'd be pretty interesting to mix the two so we can broaden it even more. I've written a hybrid fantasy/science fiction novel so I have some experience with that. We could have mages, who can do magic, and scientists, who can't do magic, but are using science to stand equal with magic users. If we add mage classes, it'd be: Mage — someone with the ability to use magic but without fluency (usefulness of their abilities is limited) Witch/Wizard — someone with refined ability to use magic (they are very good at it and are generally employed to do it professionally) Sage — basically a master of magic. It can apply to any gender, I believe. I've also heard of warlock in place of wizard... but I'm much more familiar with wizard... so that's my suggestion.
Agreed. I think it should be more simple. Sometimes, that is better in stories. And yes, movement between classes could be very hard, but there must be ways for it to happen. Also, I am wondering if the science class needs adventurers to go get stuff for them, like rare plants and the like. Hence, the quest board at various taverns.
I like the science(magic) idea and the two classes. Maybe we need some objectively evil force in the world, like a shadowy spirit that drives creatures mad or corrupts people (maybe it has infiltrated the oligarchy?). This shadow (just a suggestion) could be more prominent in certain forbidden parts of the land?
I agree with simple. You don't want something that's so complicated, it'll put off others who are interested. The simpler it is, the better, but it should still have broad appeal.
I really like the idea of combining science with magic. The scientists to experiments to figure out how the magic works, and do experiments with the magic itself. The magic should then follow the law of cause and effect. What kind of magic? Magical materials or potions? Altering energy? Creating psychological illusions? Using spells? Magical scientists that are able to control minds?
Just reading about "Clarke's Third Law" "Any sufficiently advanced technology is indistinguishable from magic." Is there anything we can use from that webpage?
Applied Phlebotinum Phlebotinumnote or scenarium is the versatile substance that may be rubbed on anything to cause an effect needed by a plot. Examples include but are not limited to: nanotechnology, magic crystal emanations, pixie dust, and Green Rocks. Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device." — David Langford, "A Gadget Too Far," as a corollary to Arthur C. Clarke's Third Law
We can go down that route. Sounds quite cool. We need a magic system. But we don't want a stupidly complicated magic system that would require new players to go 'studying' just to participate. In my opinion, hard magic systems are a no go here. Simplicity is still priority. My suggestion (anyone should feel free to suggest something else): We do a simple energy-based system. It's based on a type of energy called "Ether". The bodies of magic users naturally produce Ether, and that's how they do magic. Non-magic users can't product Ether so no magic for them. As to what "exactly" Ether is and where it comes from, that's what the scientists want to figure out! Magic users take Ether and morph it into real world elements. Yes, those in the periodic table! This means that a magic user can, for example, produce carbon (C) and hydrogen (H) molecules to form methane gas compounds. The methane gases then light into fire. Boom! Fire spells are formed. But to keep it restricted and balanced, it takes a long time for magic users to learn how to create elements both practically and efficiently. To go back to the methane example, the magic user should be efficient at creating carbon and hydrogen, which makes them proficient fire-style magic users. See it yet? Each magic user should have specialty out of practical limitations. They can't possibly know every element in the periodic table to create nuclear bombs and blow all their enemies up. They should learn enough elements in the periodic table to form a magic style. The super advanced magic users (like the Sages as I suggested) will know multiple elements that form some seriously powerful and advanced magic. But its probably best that they are a background detail rather than an actual character people choose.
@Louanne Learning Feel free to suggest modifications to what I came up with or come up with something entirely new. The same goes for everyone of course!
I agree. We do need an antagonist and there are several suggestions. But since there is a 'no modern (1950's forward) politics' rule, I will rule out a few. I think maybe there might be a war between the magic and science class to prove which is better, to start. Second, what if each continues to try and out do one another. While the wizards accidentally unleashed a spreading shadow, the scientists are wrecking the environment or something?
This might tie in with the idea that mages and scientists are at war. Because the scientists are trying to replicate/improve magic. Like, make it cost no Mana or something.
I am in love this this. It's perfect and does make it easy for new players. Also, Wiki has a LOT of info on elements and also ties in with the science war idea. I honestly wish I had thought of this for any of my actual stories. I am so impressed and I think there is only creative limit to Ether. Like, don't go creating 100 jars of mercury and poisoning the well. If that happens, I will step in. Basically what I am saying is, be reasonable. Also, the Table also has several different categories. Air mages could use the noble gases up to Ar (Argon 18.) I feel Xe (Xenon) and Rn (Radon) are too modern for the setting. Fire mages can use alkali metals (Lithium through Potassium.) Alkali metals that easily explode when in contact with water or air. Water mages specialize in (Boron, Silicon, Arsenic.) the metalloids. Earth Mages get transition metals like Gold, Silver, Copper. I do think there is some overlap as there is overlap in the table itself. But this is a basic idea. I will say that all radioactive elements are off the table to start. (Can be added later as plot point if the whole group agrees.) I don't think we should add lab-made stable elements or others beyond 86. There have been a few elements that have filled in recent gaps like 113 and those won't be in the story either.
I thought we were going to combine the science and magic in one class - have magic scientists, or scientific magicians
A war might complicate things. It's supposed to all start in a tavern, right? If the two classes are at war, will they co-exist in a tavern so we can all still start at the same place?
Oh, we may have. And we can still do that. I was merely throwing out an idea to create story conflict.
I am glad you like it! It's actually ripped from my second trilogy (Beneath the Moonlight). It's not the full thing (again, didn't want to complicate things), but I'm glad something from that work saw some use.
@ps102 Here is a potential table we could use. Feel free to give input as I want it be simple for new comers, but also interesting. It's kinda a toss. I have a book about all the elements, but I couldn't find it in my house. I know I have it though.
Thank you for your contribution. I really, really like this system and I have played with element powers (Sodium and arsenic, which are both still in said story) before. But this is pretty in depth and I love it. I always like pairing science with magic as another story of mine has realistic laser eyes.
Also, I am on the fence about 51 and 52. Also for the sake of ease, the element names should stay the same, because it's just easier. Sure, if we bring in Uranium, we can give it a magic name, because it was discovered during the course of the story. But I feel for logic, the names should be the same.