Trying to color test a character who’s supposed to be “the color of metallic blue car paint” is HELL. It’s just..... hard to get it dark without nixing the readability of the shape.
Wait, maybe I have my monitor turned down too low?
I'm setting up a 1x1 RP over on Syndrone and we're trying to decide on setting.
(Italics is "not here," Bold is "This would be a good place to set up shop/this is important" normal is "If it calls to you for whatever reason we'll make it work, but I don't think it will")
Danahuem is a fantasy setting I originally developed for the story that contains Amadan. The western continent where he comes from is fully developed, making the eastern better for RP because its characteristics are more adaptable.
- The western continent is a magical wellspring. 2 main civilizations - coastal Dragonfolk (descendants of dragonkin+natives+pretty much everything that passed through the region) and mountain Humans (...actually Elves.) Coastal: The gods there are crazy, originally mortal, and like to take on physical forms and mess around. Pretty much everyone can cast simple spells, and those who can't have expert not-dying skills. Loosely organized into city-states, with lots of dense forest in between. Ruins of the empire that spawned those city states often contain magical nasties. Mountains: ritual, rather than innately based magic. Humans take a rather dim view of the coastal civilization, but want to take it over since it's better farmland. Worship one (just one) of the costal pantheon, and try to act like they made it up first. Blah blah blah blah blah - Not a great place for RP, since I know more about it than I can possibly write down in any legible manner. The ability to light a candle [arbitrary simple magical task] with magic is something pretty much everyone can do, something you get taught when you're a little kid as an exercise in control. Those who can't do magic just buy matches.
- The eastern 'continent' loosely parallels the Europe/Africa/Indian Subcontinent/Asia landmass in real life. The Northeastern is much like medieval Europe, and is probably the best place to set the RP.
- It once supported a large civilization with good ships and the firm belief that they should go conquer whatever land was out there. After some kind of socioeconomic turmoil, they ended up laving their colonies to fend for themselves. Their distant descendants are probably still around, although they've taken a long break from the conquering business. Magic is mostly somatic, verbal, or ritual based, and draws on a very low level of innate casting ability to run - the ability to light a candle with magic is confined to those who explicitly study magic. However, those who can do magic do it well. Non-human sapients are mostly talking animals. Elves/dwarves/orcs/etc. might exist as different races of human.
- The south-eastern continent has a civilization (These are the Dragonkin - Dragonfolk share the same characteristics, with added mutability) that made a deal with a no-longer-around group of sapients called Dragons. The Dragons themselves have either died out or gone into a long, slow sleep, since they were primarily beings of magic and their wellspring moved off to other places. Dragonkin cast innately, without training. Most can perform light-a-candle tasks, but that's usually the limit of their strength and concentration. A few can cast more complex, energetic spells. Have significantly better magical control than Dragonfolk, which means they can get a given result faster and with less risk of miscasts. Occasionally, a Dragonkin will be able to take on a vaguely dragon-like form rather than being able to cast spells. This is seen as a blessing and a sign of great significance. The south-south-east is unknown country.
- The East-Eastern has a lot of non-human sapients. Nobody really knows a lot about them, although occasionally a traveler will show up with rare goods and a smile that's just a little too wide to be really human. They're rumored to be ruled by serpents. (Eastern-dragon-like critters; they look kinda like really freaky eels with lots and lots of legs) They're also rumored to do a lot of other things. Mostly sane people just keep the heck away.
- Basic magic system: magic is like a web, and has different concentrations in different locations. Certain patterns (maybe biological, in the mind, maybe inscribed in the floor, maybe in the twists and turns of a complex molecule) let you collect/channel magic to do stuff - violate entropy, conservation of mass, or read information from another place without physical or EM wave contact - the usual stuff. Gods or whatever are locked-in, self-feeding patterns in the magic web - they've been reinforced enough that they tend to continue to exist without outside help. Elementals/demons/fairies/ghosts/whatever you like to call them are smaller equivalents of that, and might be bound to a person/thing or just exist free-floating.
Basically - I think we could just squash Badger and Lady Knight's setting/conflict right onto the bolded continent and use the rest as flavor text/where the heck Amadan came from with a minimum of effort on both our parts.