Ravel Worldbuilding Info

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Ravel Worldbuilding Info

Postby Alicorn » Mon Jun 23, 2014 1:19 pm

Here's a summary of what we have so far. Anything that is not nailed down in the threads themselves is subject to change if we think it would be fun or if it turns out Aestrix and I were not on the same page about it.

Raveling:

Ravelers are uncommon, maybe .5% of the population - you probably know one at least loosely but there aren't four of them in your class at school or two living on your block. It doesn't run in families and you don't know if you're a raveler until you get your "options" - usually around age fifteen, sometimes as early as twelve or late as eighteen. Options are 2-6 kinds of raveling that might suit you. Some kinds are more commonly available and/or more commonly chosen than others - plant, healing, and illusion magic are particularly commonly available, and healing, artificing, and luck are particularly commonly chosen-when-available. (So if you meet a raveler they're reasonably likely to be a healer.) You get a while to think over your options - and know what they are as soon as you have them, and some things about how they work - and then you pick one, within a few days, and then you are that kind of raveler for life. If you don't pick within a few days, options start to shrivel up and become unavailable until you have only one, and then that one sticks to you whether you like it or not. There are dozens of kinds, but because they vary a lot in rarity not all are known and some "known" are plausibly fictional; there are also plenty without agreed-upon names. Some kinds besides the above include metaraveling (Shara's specialty), enamoring (Chelasi's), assembling structures out of materials (Kesaven's), shields (Adarin's), space-folding (Kayam's), chronic-condition healing (a raveler of this type cured Shara's Bell clumsiness), weather magic, sorta-Mystique-esque personal shapeshifting, communication with animals, bringing objects to "life" sufficient to automate basic tasks (distinct from artificing), and others that may or may not come up.

You don't need to be trained in your kind of raveling, it's self-evident what you can do and how, although you could potentially benefit from ideas about how to use some kinds creatively. Gestures, for most forms of raveling, are useful and instinctive in roughly the same way grunting when you pick up a heavy object is, but it is not strictly impossible to do any given instance without moving, so you can't just tie up a raveler to stop them from doing magic, and ravelers may covertly do magic if they concentrate on it. Ravelers typically experience their environmental feedback in terms of thread or textiles, though the details vary with the thing they're checking out (Adarin makes "blankets", Chelasi does "knitting", Kayam "folds") and there are no literal threads or textiles about.

Raveling is tiring. It is harder to do when you are already tired. If you do too much of it you may pass out on the spot, although you can't actually kill yourself with too much of it. The relevant kind of energy is the same kind you'd use to do anything else complicated or strenuous - if you have trouble getting up off the couch, you'll have trouble raveling; if you have trouble staying up late, you may have trouble raveling except in the early morning. (The exception is if your drawback for other tasks is attention span, because raveling spells are quite quick to cast.) Different spells take different amounts of energy, both within a specialty (smallish range, with the costliest spell likely to be three or four times as expensive as the cheapest) and between specialties (broad spectrum, differences of a couple orders of magnitude between the two). Artificing takes a lot, plant magic takes a little, space folding is on the high end, shielding is on the low end. Metaravelry has the most within-specialty range of any kind of raveling, but to completely unravel something as opposed to just look at it always takes more energy than was put into it (accordingly, Sharabel can't wreck most artifices, since a decent-sized artifice is the kind of thing you lounge all weekend and then drink fifteen cups of coffee to get ready for and then sleep for two more days to recover from).

Lay of the Land:

We have named two countries, Casasha (the one Shara is the princess of) and Antaurb (the one the twins are from). Casasha is nicer. Antaurb is less well developed, and for cultural reasons making it difficult to pay people for results or skills instead of just their time, makes less use of its mages. Casasha is more advanced, and also the judgmental heir crown means that its noble class tries to be well-behaved for selfish reasons.

There are 128 pennon families in Casasha, each of which has a corresponding... pennon... with an animal on it. Shara's dad is a Swanpennon and so is she; her mom was a Mantispennon but married into the Swanpennon family. There are extremely complicated but only mildly sexist rules determining who is marrying into whose family when pennons intermarry (as is typical). There are three crowns of Casasha, one of which is magic. There's the crown for the monarch regnant, the crown for the monarch consort, and the heir crown, the magic one. You get the monarch regnant crown if you previously wore the heir crown and then the previous user of the regnant crown dies or steps down, you get the consort crown if you are married to whoever is wearing the regnant crown at this time, and you get the heir crown if it likes you.

The heir crown will do a magic floaty thing if it doesn't currently have a person and is placed on the head of someone who meets its standards for having gone on a worthy quest. The worthy quests crowning various past monarchs of Casasha have varied widely but they tend to involve personal risk, rescuing people who need rescuing from things (disasters, monsters, villains, themselves, warzones, whatever), and the person having some reason to undertake the adventure besides wanting the crown. It is permissible to bring assistants as long as the crown candidate substantially participates and the assistants are at least loosely peers or inferiors in experience and ability. Princes(ses) have first claim on trying the crown, other pennon family members have second if the royal offspring don't manage it by the time the monarch regnant dies or the youngest prince(ss) is 21, and if none of them generate a suitable heir, commoners may try. This is a legal framework around access to the crown, not a magical restriction on it.
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Re: Ravel Worldbuilding Info

Postby Tamien » Mon Jun 23, 2014 4:53 pm

Does that mean that if some worthy commoner somehow snuck into the castle and put the heir crown on their head and was accepted, they would absolutely be the next ruler of Casasha even though they disobeyed the legal framework that normally restricts access to the crown?
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Re: Ravel Worldbuilding Info

Postby Alicorn » Mon Jun 23, 2014 4:55 pm

They would be the official heir to the throne of Casasha for the time it would take to execute them for treason or for the current regnant to amend the laws. Unless the current regnant liked their moxie or something.
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Re: Ravel Worldbuilding Info

Postby Lambda » Mon Jun 23, 2014 5:02 pm

Alicorn wrote:there are no literal threads or textiles about.

I don't think you mean that cloth doesn't exist in this world, I hadn't gotten the impression that everyone was naked or wearing latex or something?
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Re: Ravel Worldbuilding Info

Postby Kappa » Mon Jun 23, 2014 5:04 pm

Pfffffhahahahahahahahaha. Of course I'm now imagining a Joker doing the crown thing. XD I don't even know why, Jokers are not generally motivated to seek crowns, but I could totally see one going for this one in the described way.
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Re: Ravel Worldbuilding Info

Postby Alicorn » Mon Jun 23, 2014 7:38 pm

I mean that magic does not involve literal threads or textiles, not that the stuff is not present in its ordinary form.
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Re: Ravel Worldbuilding Info

Postby Bluelantern » Mon Jun 30, 2014 8:13 pm

How powerful Raveling tends to be? Comparing with Gifts-Ingots-Witchcraft?
Sorry for my bad english

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Re: Ravel Worldbuilding Info

Postby Alicorn » Mon Jun 30, 2014 8:36 pm

About witchcraft-level, except witchcrafts aren't tiring.
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Re: Ravel Worldbuilding Info

Postby Bluelantern » Wed Jul 02, 2014 8:22 pm

Alicorn wrote:About witchcraft-level, except witchcrafts aren't tiring.


Yeah, I understood the tiring problem, I was just confused by the brute-force level because some mentioned effects sounded above witchcraft level

How versatile is artificing? are the levels of versatility for the "same" kind of raveling?

A building Raveler needs mundane engineering knowledge before building something?
Sorry for my bad english

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Re: Ravel Worldbuilding Info

Postby Alicorn » Wed Jul 02, 2014 8:32 pm

There are some very powerful witches - all three "tiers" of power are high-variance with only loose rankings between the three (and ingots only beat witches because ingots categorically beat coins and witches don't).

We haven't developed artificing in a lot of detail. I don't know what you mean by the next question.

A building raveler like the kind who made the house in the wilds needs to know what things they are putting where, but not necessarily how to attach them, and can sort of feel along any balance issues.
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