Was doing some world building and have just needed some advice and help ^^
What would be good perks for a guild to have? So far I have Shared treasure and family protection...
What constitutes a socail Faux Pas? This one stumped me so much I don't have anything for this one haha...
What topics would be safe for people to discuss within a kingdom? I have plenty for unsafe....
Is any magic illegal? I really don't know where to begin with this question. I have a magic system and just don't know. Any advice for this one would be wonderful.
What can magic not do? Just need more suggestions on this one.
What would be good perks for a guild to have? So far I have Shared treasure and family protection...
What constitutes a socail Faux Pas? This one stumped me so much I don't have anything for this one haha...
What topics would be safe for people to discuss within a kingdom? I have plenty for unsafe....
Is any magic illegal? I really don't know where to begin with this question. I have a magic system and just don't know. Any advice for this one would be wonderful.
What can magic not do? Just need more suggestions on this one.
What would be good perks for a guild to have? So far I have Shared treasure and family protection...
I think it would depend on what kind of guild, examples being… Thieves: Political/legal leverage, secret passages within city, intel/blackmail. Mages: Access to Higher spells, portals, lore and maps. Warrior: access to arena competitions, mercenary contracts, quartermaster trading. Healers: Free (donated) reagents, combat neutrality/protection, and public affection from all walks of life.
What constitutes a socail Faux Pas? This one stumped me so much I don't have anything for this one haha...
Good question, suppose that depends on the political and social climate of a region. For example, The Guldarian Empire in my story has a strained history with the outlying districts called: “The Confederacy of Bal’Keth”. Going to one of the surrounding districts, and referring to the area “Bal’Keth” would be seen as very derogatory towards the people living there, and a dead giveaway that you were allied to their enemies in the empire (and face possible persecution/exile). In contrast, speaking ill of the emperor within the empire (being fairly militaristic) may involuntarily land you in the arena to face the emperor himself in one on one combat, in which he has never lost, as it is also considered a fair right of succession, and an entertaining execution sentence for fools.
What topics would be safe for people to discuss within a kingdom? I have plenty for unsafe....
You might already be approaching this in the right way, since there are often much more acceptable things to talk about than there are unacceptable, which seems roll back to the previous question. Is the ruler plagued with the paranoia of potential spies, causing the guards to jail anyone who falls under suspicion? Are people extremely religious, and adhere to a strict code of behavior? Were families terrorized by a tyrant dragon in recent times, causing public disdain for all things related to dragons? These kinds of questions might help answer what is safe or unsafe to speak of.
Is any magic illegal? I really don't know where to begin with this question. I have a magic system and just don't know. Any advice for this one would be wonderful.
Probably necromancy, as it can easily be seen as desecrating the memory of loved ones. Black magics which can affect the mind, or spread disease. Fire may also be considered to be too hazardous because it can spread out of control. Maybe all magic (except healing) is illegal because it challenges the military power of the ruling class, it’s ultimately up to you on where to draw that line.
What can magic not do? Just need more suggestions on this one.
This opinion may vary, but to me, there is nothing magic can’t do, but plenty the caster can’t do. I’ve felt that magic is really challenging to define in this way because it doesn’t have any perceivable limits, instead you have to impose limits upon the people using magic. Questions being: Does a spell need ingredients, freedom of movement, a ritual sacrifice, or perhaps a whole guild of wizards working together for a bigger spell? – it’s up to you. You might say that finding a powerful “Master Wizard” would be as rare as finding a “Master Vampire” – both are powerful in their own right, and extremely rare in the world. Master or not though, a wizard shouldn’t be a god, neither should a vampire. I know you said you already have a system, but a common “go to” for the potentially limitless power problem is having limited uses of magic in a given day. For example, a novice mage might be able to teleport within his/her line of sight only once a day given their mana and experience, and it might take all of their mana to do so (better not teleport on roof, or you’re stuck).
Sorry for the length of the post, but I do hope something here might help you out.
I think it would depend on what kind of guild, examples being… Thieves: Political/legal leverage, secret passages within city, intel/blackmail. Mages: Access to Higher spells, portals, lore and maps. Warrior: access to arena competitions, mercenary contracts, quartermaster trading. Healers: Free (donated) reagents, combat neutrality/protection, and public affection from all walks of life.
What constitutes a socail Faux Pas? This one stumped me so much I don't have anything for this one haha...
Good question, suppose that depends on the political and social climate of a region. For example, The Guldarian Empire in my story has a strained history with the outlying districts called: “The Confederacy of Bal’Keth”. Going to one of the surrounding districts, and referring to the area “Bal’Keth” would be seen as very derogatory towards the people living there, and a dead giveaway that you were allied to their enemies in the empire (and face possible persecution/exile). In contrast, speaking ill of the emperor within the empire (being fairly militaristic) may involuntarily land you in the arena to face the emperor himself in one on one combat, in which he has never lost, as it is also considered a fair right of succession, and an entertaining execution sentence for fools.
What topics would be safe for people to discuss within a kingdom? I have plenty for unsafe....
You might already be approaching this in the right way, since there are often much more acceptable things to talk about than there are unacceptable, which seems roll back to the previous question. Is the ruler plagued with the paranoia of potential spies, causing the guards to jail anyone who falls under suspicion? Are people extremely religious, and adhere to a strict code of behavior? Were families terrorized by a tyrant dragon in recent times, causing public disdain for all things related to dragons? These kinds of questions might help answer what is safe or unsafe to speak of.
Is any magic illegal? I really don't know where to begin with this question. I have a magic system and just don't know. Any advice for this one would be wonderful.
Probably necromancy, as it can easily be seen as desecrating the memory of loved ones. Black magics which can affect the mind, or spread disease. Fire may also be considered to be too hazardous because it can spread out of control. Maybe all magic (except healing) is illegal because it challenges the military power of the ruling class, it’s ultimately up to you on where to draw that line.
What can magic not do? Just need more suggestions on this one.
This opinion may vary, but to me, there is nothing magic can’t do, but plenty the caster can’t do. I’ve felt that magic is really challenging to define in this way because it doesn’t have any perceivable limits, instead you have to impose limits upon the people using magic. Questions being: Does a spell need ingredients, freedom of movement, a ritual sacrifice, or perhaps a whole guild of wizards working together for a bigger spell? – it’s up to you. You might say that finding a powerful “Master Wizard” would be as rare as finding a “Master Vampire” – both are powerful in their own right, and extremely rare in the world. Master or not though, a wizard shouldn’t be a god, neither should a vampire. I know you said you already have a system, but a common “go to” for the potentially limitless power problem is having limited uses of magic in a given day. For example, a novice mage might be able to teleport within his/her line of sight only once a day given their mana and experience, and it might take all of their mana to do so (better not teleport on roof, or you’re stuck).
Sorry for the length of the post, but I do hope something here might help you out.
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