NationStates Jolt Archive


A Mystical Survey (OOC, Medieval Tech, OPEN)

Eeofol
02-03-2006, 21:12
Hiya, Nations...Folks...w...whatever...

I'm in the midst of writing up an Intro Post/Fact Post about my nation, Eeofol. It's medieval, and - yes - I did rip the name off the land in the Heroes series...as well as my leader's name...but apart from that, nothing else is the same.

Now, my question to the world is this: what is the general consent about magic in the medieval sphere? Is it frowned upon? Is it allowed if scientific explanation (OOCly) can explain the phenomena? Is it allowed all willy-nilly, so long as god-modding doesn't occur?

It's important to design my nation and the inhabitants of it. I can go without magic, but I feel that some minor magical abilities really define the type of creatures that exist in Eeofol. Still, if consent shows that magic is a no-no, then out with the bloody hocus-pocus crap.

Thanks a lot.

You're Friend - Or Enemy,

-Eeofol
Frozopia
02-03-2006, 21:18
There is one big Past tech (medieval) RP going on, but it is non magical (although we are throwing in a few orkish nations etc) and I am part of that.

If I joined a magical RP (I wouldnt mind joining one), there would have to be strict limitations on the magic, and it would probably have to be an earth like scenario.
Yurka
02-03-2006, 21:27
It all depends really. Magic is hard to control, and godmodding is pretty easy unless you make it sparse or compensate somehow for it.
Mini Miehm
02-03-2006, 21:31
We have several Magickal nations in FT. And, if you search for the White Tower, there's alot of Magery there. Word of warning, Daemons and Necros are NOT welcome, and have a tendency to run afoul of me, Kay, or whoever meets them first. They then tend to get executed. So, no Death Knights, no Necromancers, no Heretics, and I forget what the other Infernal hero was...
Farthingsworth Reborn
02-03-2006, 21:33
Magic is just too complex to do correctly. You would essentialy have to write an entire secondary physics for your world, and it would have to mesh with other worlds.

For example, suppose you have a Magic system that is based on power that is locked within five(5) elements; earth, air, fire, water, and Chee-tos. Your neighbor on the Western border may have a magic system based on the supernatural, such as a pantheon of deities and demi-deities, who must be appeased or otherwise manipulated for spells to work. Your neighbor on the other coast has a system in which the energy of formerly living people is harnessed.

Now, suppose you get in a bit of a tiff with your neighbor to the East. It is in his best interest to kill as many of your people as possible, because that increases his power. You appeal to the neighbor on the West for help, but his pantheon doesn't like you. So now you have to depend on the inherent power of your natural resources to defend your nation, so you have to bring Flamin Hot Cheetos and huge tanks of water to every conflict.

Then you have to decide who's magic is more powerful in the event of a conflict. THEN you have to decide who's works faster. Then ...

Swords, muskets, and aircraft are things we can generally agree on. I'll stick to bashing my enimies with a club, like any civilised nation ought to.
Eeofol
02-03-2006, 21:42
Cool, Cool.

I saw the thead a posted a little something, not much...

So, I understand that. Magic is a no-no in your book...cool. I can RP without it, just trying to get the general idea on this forum.

Thanks for responding!
Yurka
02-03-2006, 21:43
We have several Magickal nations in FT. And, if you search for the White Tower, there's alot of Magery there. Word of warning, Daemons and Necros are NOT welcome, and have a tendency to run afoul of me, Kay, or whoever meets them first. They then tend to get executed. So, no Death Knights, no Necromancers, no Heretics, and I forget what the other Infernal hero was...

Necromancers are alright with me. In fact Necromancy is great, unless you run afoul of a magic using Christian nation or the like, which would actually be a paradox in and of itself. Remember kids, zombies are your friends.
Eeofol
02-03-2006, 21:45
We have several Magickal nations in FT. And, if you search for the White Tower, there's alot of Magery there. Word of warning, Daemons and Necros are NOT welcome, and have a tendency to run afoul of me, Kay, or whoever meets them first. They then tend to get executed. So, no Death Knights, no Necromancers, no Heretics, and I forget what the other Infernal hero was...

I want to RP a Demoniac-type nation, though the Devils and the like are hardly...well...Demons. It's like they're just different organisms. They're just a little stronger, taller, and smarter than the average bear - and they just make up the cream of the crop of Eeofol's society. Nothing god-moddy...but, yeah. I may not join that thread. It's, like, 10,000+ responses. A little intimidating...
Mini Miehm
02-03-2006, 21:46
Necromancers are alright with me. In fact Necromancy is great, unless you run afoul of a magic using Christian nation or the like, which would actually be a paradox in and of itself. Remember kids, zombies are your friends.

Necros are ok. Just not in that thread. We execute them, on sight, and without so much as a warning for the most part.