Difference between revisions of "PZ World"

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Unless a Zealian is indeed set on fighting to the very end (as the Nanashi are), all a Keystonian needs to do is give 'em a few bruises - maybe a black eye or a bloody nose - and they'll retreat.
 
Unless a Zealian is indeed set on fighting to the very end (as the Nanashi are), all a Keystonian needs to do is give 'em a few bruises - maybe a black eye or a bloody nose - and they'll retreat.
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As previously noted, not all citizens of Zeal are innate magic users. Over the years, arranged marriages were utilized to "breed" innates, but as arcane potential increased and a more noticable class structure emerged within Zeal, many aristocrats became concerned that widespread innate status would undermine their social power. As a result, "breeding" programs were discontinued and only ~60% of Zeal's population actually possesses the ability to use magic without the aid of the Mammon Machine.
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===Schools/Types of Magic===
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After completing elementary education around the age of eighteen, students are given the opportunity to continue their studies by enrolling at the Arcane University at Najran. (Najran being the academic center of Zeal.) Mind you, being accepted to Najran is no small task - only the brightest and most talented students are accepted. (It should be noted that while merit is the most important factor in gaining admission, family history and social status often prove to work to the benefit of Zealian aristocrats and gentry.) Once a student had been accepted to Najran, they are bestowed the title of "Wizard" and spend two more years learning the ways of magic.
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Wizards - Wizards differ from innate magic users in the fact that while innate users are bound to a single element, wizards learn to overcome this barrier to the point where they can manipulate all elements with an equal degree of skill. As a note of their status, when out in public all wizards must wear a sky blue coloured robe, or "subfusc". [A subfusk is gown that extends slightly further down from the waist and is either buttoned together in the front or tied together by a sash.]
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After these two years as a wizard, students are offered the chance to further specialize their talents in one of the other arcane schools in Najran, and the requirements for entry into each school vary.
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 +
1. The School of Sorcery - Those who wish to continue studying the elements themselves are bestowed the title of "Sorcerer" or "Sorceress". As well as furthering their elemental prowlness, sorcerers are the only citizens of Zeal (outside the royal family) who are allowed to study Shadow magic. (Due to royal decree, and punishable by death without honour if broken.) Sorcerers wear dark blue subfuscs to note their status. Of all the schools of magic, Sorcery is the most traditional and thus the most theory laden and knowledge-intensive. For this reason, sorcerers are known for being very conservative and overly brainy, taking every opportunity possible to display their unsurpassable knowledge.
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Sorcery is unique in the fact that anyone capable of gaining admission is permitted to join. Granted, the higher classes of Zeal tend populate the school, but agents and scientists have been known to become successful sorcerers.
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2. The School of Summoning - Those who wish to learn how to conjure up other beings to carry out their bidding are bestowed the title of "Summoner". It should be noted that summoning is a highly personal art - one does not merely summon a pre-existing avatar. The summoner learns how to temporarily call into existence another being and bestow it with properties of the caster's choosing. There is a tremendous learning curve to this school, and thus for most of their careers, summoners appear to be very weak in comparison to their peers. For reasons unknown, most students of this art are male. Summoners in training wear yellow subfuscs, while more experienced summoners wear orange subfuscs. Because their power relies almost entirely on other beings, summoners are known for being slackers, are somewhat lazy, and never punctual.
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Because summoning tends to be such a difficult art to learn, only those with extensive amounts of free time and patience tend to join - namely, aristocrats. There are no records of anyone under gentry status ever being accepted, and even the number of gentry in its ranks are slim.
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3. The School of Necrology - Those who wish to study the nature of life and death are bestowed the title of "Necrologist". Necrologists, unlike what one might be inclined to think, are not hideous, demented members of society eagerly awaiting the dawn of the dead - rather, they study life processes and learn to manipulate them to their liking. Necrologists are responsible for a number of improvments in Zealian health, including their recently inherited immortality. Necrologists in training wear grey subfuscs, while more experienced necrologists wear black subfuscs. Although they aren't your typical crackpots found in most stories, Necrologists are rather morbid and are generally frowned upon by society because of the odd nature of their research.
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Necrology carries such an intense social stigma that aristocrats tend to steer clear of the art, and gentry who aspire to ascend in status avoid it as well. For that reason, most all Necrologists are scientists or gentry who see themselves as having nothing to lose.
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4. The School of Enchantment - Those who wish to study the nature of the mind are bestowed the title of "Enchanter" or "Enchantress". (The vast majority of these students being the latter.) Enchantresses are masters of manipulating the minds of others through illusions, toying with their emotions, and even possessing another being outright. Most students of the art are particularly beautiful (or handsome), charismatic and tend to be artistically inclined. Enchantresses in training wear pink subfuscs, (much to the dismay of the males in their order) while more experienced enchantresses wear red subfuscs. Unsurprisingly, they are known for their exaggerated displays of emotion and competitively flirtatious nature.
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If you're not a member of the aristocracy, you clearly lack the social grace to become an enchantress. Underclass citizens who are foolish enough to apply are used as research subjects.
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5. The School of Temporal Magic - In short, no one wishes to join this school; you are selected to be a part of it and have no choice in the matter. Believed to be an extension of the Council itself, those who became a student of this school are bestowed the title of "Chosen" and wear one colour subfusc throughout their entire career - silver. Little is known about the chosen, other than the fact that most Zealians working in the Dimensional Observation Project are members of this school. Masters of the temporal arts are rumoured to have the capacity to call time itself into submission.
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Oddly enough, Zealian gentry are the only class known to be selected into this school. Why the aristocracy is denied access isn't quite clear, but power politics appears to be the most widely accepted reason.
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 +
A sixth school exists for magic useful to scientists, including the art of teleknesis and other skills useful to scholars, but the magic used here is so basic and rudimentary that even those who are not innates are permitted to join - however, members of school are not deemed worthy of respect and do not wear a special subfusc.

Revision as of 05:07, 23 January 2005

Combat ability and comparisons

I'm sure its crossed someone's mind exactly how Keystonians fare against the Zealians in combat, and for that matter, how various Zealians stack up against each other. Bear in mind that the following is not how EVERY SINGLE encounter would play out, but rather a rough guideline. Consider this the "definitive" list as the structure has probably changed a little since the very beginning of our considerations.

(Beginning with the weakest... Characters a tier below another have virtually no chance against the character above in a one-on-one fight to the death.)

Tier One

Keystonian Citizens - The absolute weakest of the weak. These people are your genetic townfolk, soliders, shopkeepers, farmers, whatever. Pretty much fodder for anyone above them.

Zealian Citizens - Citizens of Zeal who lack innate magical talent.

Zealian Citizens II - Citizens of Zeal who have innate magical talent, but have not pursued arcane education of any sort, barring "scientific" magic.

Tier Two

Keystonian Heroes/Heroines - This is the class Gaspar's chosen come from. Note that this considers the characters to be at a "beginning" level of strength - as one who possesses raw talent, but has never set out on an adventure. Over the course of the fic there should be some clear progression from this category. Also worth noting that your character may be quite the veteran to adventure and thus beyond this stage to some degree.

Zealian Wizards - Although notably more powerful than the Keystonian Heroes/Heroines, Zealian Wizards are far from god-like. A small group of heroes & heroines should be capable of defeating one of these without too much difficulty - and while extraordinarily difficult, it is possible for a hero or heroine to defeat a wizard one-on-one.

Zealian Novice Mages - Those who have graduated from the title of "Wizard" and enrolled in one of the high schools of magic, but has not yet sufficently mastered their art.

Tier Three

Nanashi - Very dangerous. Chances are very high that if you encounter a Nanashi, you will not be getting the first shot on them. However, should a group of heroes/heroines/wizards have the chance to return fire, victory is quite possible. Note that Nanashi are highly trained assassins and have no qualms about fighting to the very end - in fact, to do otherwise would be cowardice.

Zealian Advanced Mages - Those who have completed their studies at one of the arcane schools and been rewarded their art's "true" coloured subfusc.

Keystonian Legendary Heroes/Heroines - Think of Crono & Co as they confront Lavos. Legendary Heroes & Heroines should have little trouble defending themselves from Nanashi - even Advanced Mages shouldn't be too much of a threat to these hardy adventurers. Still, they are not so powerful to be able to defeat Mages in numbers, so some caution must be exercised.

Tier Four

Zealian Master Mages I - These are members of the Temporal & Necrology Schools who have not only "graduated", but have gone on to teach and conduct research. They are separated from Class II Mages because their talents do not lend themselves to combat. Necrologists are much like "white mages", focusing on healing & "support" magics. The power of Temporal Mages simply does not translate to combat situations very well.

Zealian Royalty - Zealian Royalty are almost always born with tremendous magical power, although exceptions do exist. However, these Zealians almost never study the arcane sciences so their power is very raw - their true potential is not realized.

Zealian Master Mages II - Similar to Class I Mages, these are Sorcerers/Sorceresses, Summoners, and Enchantresses of tremendous power and each of these three each have an advantage in varying situations.

1. Enchantresses - Enchantresses cannot hope to rival a summoner or sorcerer one-on-one as they lack the destructive power of their peers - furthermore, their charms are noticably less effective against close rivals; however, given a few other subjects to work their magic on, they can prove to be very dangerous.

2. Sorcerers & Sorceresses - Sorcerers & Sorceresses wield the greatest destructive power out of the three, but the problem in a one-on-one match is that it takes considerable amounts of time and consentration to cast these incredibly destructive spells - however, they are so adept with elemental magic that they are able to cast multiple spells at the same time, tossing out weaker ones to hold a rival at bay until a more powerful one is ready.

3. Summoners - Summoners are the toughest to take on toe-to-toe because once they summon another being to assist them, they are free to cast their own spells with little need to maintain control over their summoned ally. While powerful summons do take time, they are considerably shorter than the earth-shattering ones wielded by the sorcerer.

Given time, the sorcerer wins. Given people, the enchantress wins. Otherwise, the summoner dominates all.

Tier Five

The Council - Summoners, Sorcerers, Enchantresses, Necrologists, and Temporal Mages of nearly unfathomable power. Their knowledge of their respective arts is supreme. Even groups of Master Mages would fall before their might.

While it is entirely possible that something may rival the Council's might, it is quite unlikely.

One last point worth noting - as stated above, Keystonians are at a strong disadvantage to their Zealian counterparts. Fortunately for the Keystonians, every battle is not a battle to the death. While Keystonians are used to the rough and tumble of battle and hardships of life, Zealians have developed in a world devoid of conflict and nearly all physical pain. Not only are Zealians considerably more frail than Keystonians, but they also lack the mental hardiness Keystonians possess from frequently facing danger. Furthermore, given that Zealians possess eternal life, the idea that someone could end their existence with a simple stab to the heart is particularly frightening - mortality is mortality, after all.

Unless a Zealian is indeed set on fighting to the very end (as the Nanashi are), all a Keystonian needs to do is give 'em a few bruises - maybe a black eye or a bloody nose - and they'll retreat.

As previously noted, not all citizens of Zeal are innate magic users. Over the years, arranged marriages were utilized to "breed" innates, but as arcane potential increased and a more noticable class structure emerged within Zeal, many aristocrats became concerned that widespread innate status would undermine their social power. As a result, "breeding" programs were discontinued and only ~60% of Zeal's population actually possesses the ability to use magic without the aid of the Mammon Machine.

Schools/Types of Magic

After completing elementary education around the age of eighteen, students are given the opportunity to continue their studies by enrolling at the Arcane University at Najran. (Najran being the academic center of Zeal.) Mind you, being accepted to Najran is no small task - only the brightest and most talented students are accepted. (It should be noted that while merit is the most important factor in gaining admission, family history and social status often prove to work to the benefit of Zealian aristocrats and gentry.) Once a student had been accepted to Najran, they are bestowed the title of "Wizard" and spend two more years learning the ways of magic.

Wizards - Wizards differ from innate magic users in the fact that while innate users are bound to a single element, wizards learn to overcome this barrier to the point where they can manipulate all elements with an equal degree of skill. As a note of their status, when out in public all wizards must wear a sky blue coloured robe, or "subfusc". [A subfusk is gown that extends slightly further down from the waist and is either buttoned together in the front or tied together by a sash.]

After these two years as a wizard, students are offered the chance to further specialize their talents in one of the other arcane schools in Najran, and the requirements for entry into each school vary.

1. The School of Sorcery - Those who wish to continue studying the elements themselves are bestowed the title of "Sorcerer" or "Sorceress". As well as furthering their elemental prowlness, sorcerers are the only citizens of Zeal (outside the royal family) who are allowed to study Shadow magic. (Due to royal decree, and punishable by death without honour if broken.) Sorcerers wear dark blue subfuscs to note their status. Of all the schools of magic, Sorcery is the most traditional and thus the most theory laden and knowledge-intensive. For this reason, sorcerers are known for being very conservative and overly brainy, taking every opportunity possible to display their unsurpassable knowledge.

Sorcery is unique in the fact that anyone capable of gaining admission is permitted to join. Granted, the higher classes of Zeal tend populate the school, but agents and scientists have been known to become successful sorcerers.

2. The School of Summoning - Those who wish to learn how to conjure up other beings to carry out their bidding are bestowed the title of "Summoner". It should be noted that summoning is a highly personal art - one does not merely summon a pre-existing avatar. The summoner learns how to temporarily call into existence another being and bestow it with properties of the caster's choosing. There is a tremendous learning curve to this school, and thus for most of their careers, summoners appear to be very weak in comparison to their peers. For reasons unknown, most students of this art are male. Summoners in training wear yellow subfuscs, while more experienced summoners wear orange subfuscs. Because their power relies almost entirely on other beings, summoners are known for being slackers, are somewhat lazy, and never punctual.

Because summoning tends to be such a difficult art to learn, only those with extensive amounts of free time and patience tend to join - namely, aristocrats. There are no records of anyone under gentry status ever being accepted, and even the number of gentry in its ranks are slim.

3. The School of Necrology - Those who wish to study the nature of life and death are bestowed the title of "Necrologist". Necrologists, unlike what one might be inclined to think, are not hideous, demented members of society eagerly awaiting the dawn of the dead - rather, they study life processes and learn to manipulate them to their liking. Necrologists are responsible for a number of improvments in Zealian health, including their recently inherited immortality. Necrologists in training wear grey subfuscs, while more experienced necrologists wear black subfuscs. Although they aren't your typical crackpots found in most stories, Necrologists are rather morbid and are generally frowned upon by society because of the odd nature of their research.

Necrology carries such an intense social stigma that aristocrats tend to steer clear of the art, and gentry who aspire to ascend in status avoid it as well. For that reason, most all Necrologists are scientists or gentry who see themselves as having nothing to lose.

4. The School of Enchantment - Those who wish to study the nature of the mind are bestowed the title of "Enchanter" or "Enchantress". (The vast majority of these students being the latter.) Enchantresses are masters of manipulating the minds of others through illusions, toying with their emotions, and even possessing another being outright. Most students of the art are particularly beautiful (or handsome), charismatic and tend to be artistically inclined. Enchantresses in training wear pink subfuscs, (much to the dismay of the males in their order) while more experienced enchantresses wear red subfuscs. Unsurprisingly, they are known for their exaggerated displays of emotion and competitively flirtatious nature.

If you're not a member of the aristocracy, you clearly lack the social grace to become an enchantress. Underclass citizens who are foolish enough to apply are used as research subjects.

5. The School of Temporal Magic - In short, no one wishes to join this school; you are selected to be a part of it and have no choice in the matter. Believed to be an extension of the Council itself, those who became a student of this school are bestowed the title of "Chosen" and wear one colour subfusc throughout their entire career - silver. Little is known about the chosen, other than the fact that most Zealians working in the Dimensional Observation Project are members of this school. Masters of the temporal arts are rumoured to have the capacity to call time itself into submission.

Oddly enough, Zealian gentry are the only class known to be selected into this school. Why the aristocracy is denied access isn't quite clear, but power politics appears to be the most widely accepted reason.

A sixth school exists for magic useful to scientists, including the art of teleknesis and other skills useful to scholars, but the magic used here is so basic and rudimentary that even those who are not innates are permitted to join - however, members of school are not deemed worthy of respect and do not wear a special subfusc.