smallnscrappy
Oddly enough
Behind the Green Door
Here is the extra page for Characters, Lore, and other references for Every Day Shall be Sunday.
Races:
Elves, Humans, Dwarves, Gnomes, Halflings, Trolls, Orcs, Goblins, Tieflings, Giants, Lizard Folk, (others up for discussion)
Different races can be found across the world and are alighted first and foremost by Nationality and Government. For example, if there is a bar fight between numerous nationalities, a Germanian Elf will side with a Germanian Dwarf and kick the absolute crap out of a Frankish Elf or Frankish Dwarf. Nationality supersedes race, this mindset developed as more borders were drawn across the globe and racial division became less obvious. Here is the extra page for Characters, Lore, and other references for Every Day Shall be Sunday.
Races:
Elves, Humans, Dwarves, Gnomes, Halflings, Trolls, Orcs, Goblins, Tieflings, Giants, Lizard Folk, (others up for discussion)
Following Nationality, the races do stick to their own kind as is traditionally displayed through most fantasy stories. Interracial relationships are very common, but following heritage, tradition, and sub-cultural norms, most families are Dwarves marrying Dwarves, Elves marrying Elves etc. Much like the traditions and social expectations in our own Roaring 20s, people often married a person of similar status, heritage, and descent. This being an awesome fantasy world and also the roaring 20's, there is a lot of social rebellion and general pandemonium happening. Make way for the flapper girls!
Magic:
Kitchen Magic, Gutter Wizard, Street Sorcerer, Stoop Witch, Batch Magic, Pocket Punches, Hedge Magician
Just about every family has their own book of family recipes, spells, incantations, and charms. Passed down from generation to generation, these closely guarded magical secrets are the pride of every household. A family's collection of spells can be vast, or pitiful, it all depends on how diligent or educated their ancestors were. If your great great grandfather was a paladin, chances are you have some pretty badass spells laying around in your father's library. But if you descended from a long line of thieving rogues, well maybe you have an incantation or two laying around. Your character's access to magic is almost completely reliant on their backstory and heritage, and their current level of education.Kitchen Magic, Gutter Wizard, Street Sorcerer, Stoop Witch, Batch Magic, Pocket Punches, Hedge Magician
Examples of Kitchen Magic Etc, mildly useful healing, offensive, defensive, unique spells. Teleporting 20ft, increased speed, minor levitation, lighting fires, summoning a bolt of lightning, healing minor wounds, summoning small lights to illuminate a dark space etc...
High powered spells and complex magic are used strictly by highly trained individuals. Magic is taught in schools, universities, as a craft or a trade, but learning it requires years of hard work, dedication, and study. Quality magic also requires quality materials. The average grandmother healing a skinned knee won't use a magical wand or crystal unless it is a family heirloom/treasure. However a surgeon in a hospital will probably have access to just about any material you could ever want or desire. Materials CAN be purchased, stolen, bartered, hell even discovered, but you're going to have to work for it. (Can be discussed)
Otherwise, your character can have a knack or inherent racial abilities. Elves, dwarves, etc have dark-vision, keen hearing, all that, but imagine what it would be like living in a bustling city with those abilities. Knacks can be a weird magical twitch or residual magical talent. Lighting a flame in your palm, moving small objects with your mind, odd goofy party tricks. Your knack's strength and usefulness can be tuned and refined like a well worked muscle. Members of the military, police officers, civil servants, and dare I say very clever criminals will more than likely be proficient in Knacks and have access to more moderate magic, telepathy, telekinesis, minor offensive and healing spells. It all depends on your character.
This does not mean you CANT have a character with powerful magic. You simply need a backstory to back up your character choice.
Examples of major magic etc, powerful healing, offensive, defensive, unique spells, knocking over 20 people with a gust of wind, lifting a car with telepathy, transforming into a monster, resurrection spells, intense healing spells, transmutation, teleporting over long distances, etc...
MORE TO COME.