Suggestions/Questions for Christia Committee

Blessed-one

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sampson x said:
However, I'm afraid that magic is in Christia. We have Necromancers, Evil wizards, and Rurirrack. So I don't think we can just whisk away magic and say, "Begone!"

of course, sampson. We can't disregard players' creation unless it doesn't make too much sense... lol. BTW, what's a Rurirrack?

StarSplitter87 said:
Are you saying there is a section which details all aspects of Christia already?

Where did I mention that...? I was only referring to the geography thread which is an outline of the basic differences and information for each Kingdom in Christia.

StarSplitter87 said:
One of the main reasons we brought this committee into being was to make (or if it already existed) improve (mostly update) that particular information section. It wasn't to forge the path of new threads in the future, but to inspire them and inform them of a brief history of the RPGers who came before.

I get the feeling that that is what you guys are doing, but when I saw a post somewhere asking about the number of working days or holiday in Christia? I thought maybe you're also trying to create some solid background information that can give players a more thorough guide (better grip) of the world.
 
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dramaking

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I've spent a lot of time searching for the original information of Christia and I've noticed several things about the Geography section, the names (of Kings and Generals) have been ignored, and no one really has commented on them (usually creating their own names and rulers) . Plus the rather huge time gap between threads has led to the fact that the stated rulers are either immortal, or long dead. That was one of the main things that got me here, along with the huge ammounts of addition to the Church that was done in certain other threads.And the populations are a little...er...large.I'm just trying to explain what I think needs to be edited from the orignal system, I'm really glad you guys made it and I appreciate all the effort you put in :)
 
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StarSplitter87

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Well what I was saying was that there was a section which detailed aspects of christia beyond the map and saying "Peria, lots of races" "Eryel, mostly human" etc.

What we plan is a complete record of all the previously established decisions made by yourself, your team, and ultimately what the RPGers created. A back story of what has happened in Christia over the course of it's history (wars meantioned in major threads, prophecies meantioned, high leaders and legandary warriors). Then after that, there would be basic outlines of all the races.

I was (myself) imagioning a page where you could click on each of the races, get a discription, details, and perhaps even linked to some well chosen RPGer characters who used that race so that they could get a feel for how a bio for those races could be like. Just a basic list of examples used, good places to start, etc.

Then of course the more concrete places, where they are already placed upon a map. But having those aren't enough. It takes quite a few clicks and knowing where to go to even get to the map (yay for Firefall for making it! I miss him). The site has a lot of information, but for newbies (and even oldies) it's difficult to find or even to know it exists.

What we'd like to do is honor the threads that came before us by recording major events briefly (Emberain Wars), legands and prophecies that may have made it down the ages (like Sir Arther and his knights of the round table in the real world), and major societies (The Oak brotherhood), training schools (Paladin Order Facilities), etc.

Just a more detailed look at what's already been established and such. Perhaps even incorperating those sorts of informational tools onto a map besides just cities and countries.

But it's going to not only take alot of work, but alot of time and alot of cooperation between the committee and the owners, webmasters, AND the RPGers who made all that information possible from their own pure brains or inspiration elsewhere.

It's very important to get newbies that information so that they can get a brief history of things, how things work here in certain worlds, and if they want to read deeper, can.

That, to me, was the whole reason why I came here to join the committee. That and support the ideas and genius of my fellow RPGers and committee members.

~Star
 
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The committee is set up so that it can reconsider decisions set up by the same committee. Since you guys haven't changed any members yet, you can vote to amend the established rules on magic. However, if the committee had changed members, the decision would be unchangeable, although we may have made an exception due to the circumstances.
That was why I included that rule. The same committee that made a rule can change it, but if the committee members change, they can't change rules of past committees. That way the rules aren't constantly changing with new members, but if a committee changes its mind, then they can change the rules. I think it establishes a nice balance of power, right?

I was the one asking about days and holidays. I'm currently in the works of writing up the backgrounds of Christia, which includes the creation process, the fall, the separation of the races (and various unique curses), and the possible redemption. Hopefully that will solve most of those problems.

Basically, from what I get of your mana scheme is that it is an inward energy source? Couldn't we then have an external energy source that can be manipulated by those strong of will?
I think, and this is just my proposal, that we need three "Magics" if you will. The first should be the original scheme of mana, where the energy comes out from the caster. The second is magic, which is the manipulation of energy outside of the caster, like elements or something like that (perhaps integrating principles of my tome?). The third, then, would be the holy/unholy powers of the paladins and necromancers respectively.
How does that sound?

I agree with Star. We need something for the uninitiated. The whole reason I shied away from Christia was that there was so much background information I kind of felt intimidated by it all. If we could have some sort of "Everything you need to know about Christia (and some things that should have stayed in Ember) Guidebook," Christia would seem a lot more friendly to outsiders.
That's part of the organizing/updating/fill-in-the missing-history-ing project that helped found the committee. And that is the ultimate goal, so that the committee will only need to do general maintenance and approval of new concepts (like approving magic before it's ingrained into the culture ^_^).

AS to my opinion on technology, remember that not all cultures will have the same technological advancements in the same order. In my one thread, the creatures there had invented complex hydraulic machines beyond even things we have, but they did not have black powder, and so firearms and the like were impossible. And they knew nothing of electricity.
The point is that there can be advancements in certain areas without necessitating that everything advances across the board. Perhaps (just as an example), they have steam locomotives, but their nautical expertise resembles that of, say, Nevada, USA. I think that early Renaissance is a good jumping point, and from there just increase here, decrease here. And keep in mind, the helicopter and the tank were invented in the Renaissance; da Vinci just didn't have the technology to actually make them. If their hydraulics were more advanced, however...
That should solve the problems you were having over Ember, I think.

But I'm looking forward to discussing things with one of Christia's co-founders. Do continue to offer your input, please.
Oh, and I'm calling angels "starkin." Do they have names, Blessed one, or is that okay?
 
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StarSplitter87

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:) Perhaps parenthesis's on the title of the guide are best left unsaid ;) (even if they are true). :)

As for the magical trifecta, well I'm not sure there should be a difference between the inner and the spiritual. Magic is more of a matter of will and the physical and Mana has always (in my mind) been something internal and spiritual. I don't think there needs to be three different forms of power, though the number three (as a trinity) does sound more pleasing.

And yay for technology! I totally agree with you on that small speech Shadow. Technology develops differently for each culture not only in the areas in which they are well versed in, but also if they are prone to attack other cultures and steal their technologies (Rome or more fun, the Goa'uld) or if they were hermit like and stayed away from other cultures or if their culture allowed technology at all, viewing it as sin.

All of these things must be considered as well, but I am more than sure I am stating the obvious.

~Star
 
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I think what Blessed one means by internal is a natural source, maybe. Like stamina. If you run for too long, you get tired and can't run anymore. If you cast too many spells, your mana exhausts and you can't cast spells anymore. Is that about it, Blessed one? Or am I way off the mark?
In that light, then it's different then magic, and it's different from the paladin's holy powers.

Something else we could do is just go by the mana scheme and say that mana and magic are the same thing by different names? That would just leave holy powers. Just an idea, though...
 
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Blessed-one

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before I get anyone and myself more confused, could you explain how "holy power" works?

no, they're just angels, but I like the name you got there. Do specific people refer to angels as "starkin"? it doesn't matter what angels are called, different cultures are bound to have different names for the same thing. :)

Star said:
I was (myself) imagioning a page where you could click on each of the races, get a discription, details, and perhaps even linked to some well chosen RPGer characters who used that race so that they could get a feel for how a bio for those races could be like. Just a basic list of examples used, good places to start, etc.

that sounds good.

Star said:
What we'd like to do is honor the threads that came before us by recording major events briefly (Emberain Wars), legands and prophecies that may have made it down the ages (like Sir Arther and his knights of the round table in the real world), and major societies (The Oak brotherhood), training schools (Paladin Order Facilities), etc.

there was a history thread in the background forum for members to fill in the details as they RP. It was meant to document all the important events in all the RPs of Christia like a timeline (that's what you have in mind, right?), but for some reason, the thread's gone missing! well, I suppose it's no great loss since there isn't much in it except for the very old RPs played by me and a bunch of others...

Shadowseldil said:
The point is that there can be advancements in certain areas without necessitating that everything advances across the board.

certainly.
 
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Holy powers are... well, basically like paladin stuff. The way I read it, they are based off divine reflection, or sort of like the miracles the disciples could do.
It's a spiritual aspect, I think, but Paladin Dave would be the foremost authority on Christia's "holy powers."
 
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For the redemption issue, there should be some way to make the Christia equivalent of Jesus a member of all races. The most direct way would be to use some combination of magic... perhaps:
  1. Body swap
  2. Split a person into two people, with separate bodies but the same spirit
  3. Combine two people into one person - the spirits must share the body, unless the bodies had the same spirit to begin with
A combination of those, with other stuff tossed in to keep it from looking contrived, would do the trick, I think. It might even be possible to magically guarantee that any new races are included - although that would require some thought to do right.

That brings me to the question of magic... the biggest problem with magic on Earth, in my opinion, is that it doesn't exist. If you use magic, and it works, most likely you're calling on a demon. On the other hand, if Christia has that extra physical force that isn't exactly supernatural but for all practical purposes works like magic, that would be just fine.

I've read a good bit of this thread, but not all of it, so I apologize if that has already been covered.

Oh, and I want an outer space. Granted, I have done almost nothing in Christia, but even fantasy worlds can be planets - yes, even flat worlds.
 
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Woman of Faith

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Oh, and I want an outer space. Granted, I have done almost nothing in Christia, but even fantasy worlds can be planets - yes, even flat worlds.

The other topics have been covered and decided upon. The idea of outer space has pretty much been decided as well. Yes, outer space exists in Christia, and of course this fantasy world is a planet, but if you are talking about role playing in outer space then I am sorry to disappoint you. Christia's setting is set strictly in the Middle Ages to early Renaissance. No technology after that time period will exist. Just as Galileo looked upon the stars so too can the people of Christia, but no one is going to be visiting them.
 
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StarSplitter87

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If you are referring to exploring the rest of the Christia universe (literally) without the help of the Chistian people, than unforchunately that would be labeled under new worlds since it has nothing to do with the Christia planet (nor can it) then it mise well be a completely different universe all together....

No point in mixing everything up together when they have no influence on the other.

~Star
 
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New Races: Vote Requested

I would like to have three races included in the Christia canon. The first two are the Svartalfar and the Dokkalfar. They are races that live deep under Zarkiara, the second closer to the surface. The Svartalfar are coal-black skinned, but otherwise similar to elves in appearance. They are not as artful as elves, preferring more barbaric lifestyles than graceful, though they are not barbarians. However, they are quite skilled in magic as elves, particularly the weaving of the elements (or elemental magic).
The Dokkalfar are grey-skinned cousins of the Svartalfar, as they are half breed: half-elf, half Svartalfar. They possess less aptitude for magic, however they are keen crafters, to the point where they can forge enchanted artifacts.
The rest of their story will be told in The Deep Realms, which will be restarted soon. However, I can give more upon request.

The third race is the Oriyu, a race that is a blood-mix of all sentient races. While the actual blood-line depends on the origins of the races (still working out the full details), the effect is generally the same, and that is a amalgamation of all races with no similar appearance. In other words, they can carry features from any race, but there is no standard appearance. They may be any color skin, any size, lithe or gargantuan. They may even have scales, for all I know.
They are hated by all races because of their "impure" blood.

Can I have the committee vote on these races, please?
 
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I'll post this in the official thread.

One question, for now. Do these bear any similarity to the Drow? Do these Deep Realms bear any similarity to the Underdark? I ask because these have been mentioned in the Consi thread. We may need to do some clarification.
 
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Some have questions about the Dokkalfar. This is how I described them some time before.

Dokkalfar:
The underground elf, in love with stone and root as the high elves are of moon and leaf. More mysterious than high elves, but otherwise similar in appearance. They delve much more into forging and smithing than their high counterparts, and thus know more about such topics. Basically, they are dwarf-like elves.

I wanted to put that to help clarify. In... well, that's for part of the story, but if you need it, I can tell you.
But really, they are half-elf, half-Svartalfar. If you have suggestions on how to improve them, I'll take them, but I don't want to stray too much from mythos.
 
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