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Old 10-11-2016, 10:40 AM   #21
ericthered
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Default Re: Question Game: Post Agricultural Fantasy Setting.

The empire still exists, at least in name. But in practice the various pieces have enough autonomy that they are nations unto themselves, and their independence has only increased over time. But everyone is careful to pay lip service to the empire. Whether or not this is true, most people are afraid formally leaving the empire would result in the manna ceasing at their tables.

What percentage of the population works magic? everyone? only a few can start it but many can help with it? A few mages power society economically?
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Old 10-11-2016, 11:43 AM   #22
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Default Re: Question Game: Post Agricultural Fantasy Setting.

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What percentage of the population works magic? everyone? only a few can start it but many can help with it? A few mages power society economically?
Everyone can cast spells. But being "magic sensitive" - having Magery 0 in GURPS terms - is a big help. For those who don't have Magery 0, casting magic is like painting while blindfolded. Given the damage magic can cause even when used by experts, only those with Magery can legally cast spells. Anyone with Magery can practice magic legally, assuming that they aren't using magic to commit criminal acts.

While about 5% of the population has Magery according to government records, only 2.5% of the total population practice magic professionally. Anyone with magical training can participate in group castings. Participants without magical training only make the casting harder.

Most of the practicing mages contribute to the economy. Usually, this is by filling profitable needs that can't be fulfilled by mundane means. Most mages fill niches that were discovered generations ago. However, a few entrepreneurial mages seek out new niches and are the primary drivers of economic growth in the Empire.

Question: Why do only 50% of known mages go on to practice magic professionally?
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Old 10-11-2016, 01:51 PM   #23
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Question: Why do only 50% of known mages go on to practice magic professionally?
Magery is a dangerous profession. Besides burns, explosions, rapid aging and blood loss (not so common with the abandonment of blood magic), many mages are just plain power mad and have no qualms about having each other killed. Fairies and the like dislike humans using magic and so some have their worshippers kill them

Also, magic can drive a person mad if they aren't careful. One or two spells only damage the weakest willed, but weeks of casting or great feats can cause visible changes in personality. Taking breaks from magic can alleviate the warping somewhat. When mages directly oppose another with magic, the force of the magic turns the weaker into a shell of their former selves.

Finally, despite the prosperity magic has brought, there is still a slight stigma against mages. It could be because of great comparative wealth, their sudden arrival five hundred years ago, or possibly because they might be warping the minds of those around them.

Question: What non-human intelligences are their besides fairies are there?
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Old 10-11-2016, 03:17 PM   #24
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Default Re: Question Game: Post Agricultural Fantasy Setting.

Other intelligences
Aside from the wide array of fairy races there are two old species that are mentioned in the older texts. Their names translate as The Quiet Ones and the Deep Ones. The fairies believe that soon the "Great Beasts" will return. From what people understand they may be intelligent.

How would describe the cities of this world?
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Old 10-11-2016, 04:22 PM   #25
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How would describe the cities of this world?
The gate network means that cities at the minimum limits for gates from prosperous cities will thrive, whereas those within the limits will probably shrink or be absorbed into the larger metropolis. The gate networks themselves will require large hubs to allow change of line and these will become extremely important centers of trade in each city. Relative peace means that cities aren't heavily defended or wallled. No farms means that most of the population is urban and wilderness can encroach very close to the edge of settlements. Animal transport means the streets are dirty. Restaurants don't exist as we are used to them, but places where people set public tables do exist. Even the poorest are well fed.

How does the factory conjuring of finished goods account for the danger of magic?
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Old 10-11-2016, 05:09 PM   #26
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Default Re: Question Game: Post Agricultural Fantasy Setting.

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How does the factory conjuring of finished goods account for the danger of magic?
By magic insulation.

Basically the magic is dangerous because all magic interacts with other magic in the surroundings in unpredictable ways, and while mages can usually compensate for it, any distraction at bad time can cause bad interactions. Several yards thick shielding with suitable materials stops magic from passing and the factories are thus safe areas to cast as long as only a single spell is in effect at a time in each separately shielded area.

With most goods conjured and non mages not being able to help in such, only 2.5% of the population being working mages and mages needing to take long holidays to not get mentally unstable, how can the mages get enough power to do all the needed production fast enough to keep up with the demand?
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Old 10-11-2016, 05:23 PM   #27
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Default Re: Question Game: Post Agricultural Fantasy Setting.

While it isn't public knowledge the broken mages can act as a power source for the mages who remain. Most of the time the spells the industrial mages use are efficient enough to provide for the populous' needs. If demand spikes then the doors to the sanitariums and mad houses are opened.

How is wealth distributed? Is there a gap between rich and poor?
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Old 10-12-2016, 10:21 AM   #28
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Default Re: Question Game: Post Agricultural Fantasy Setting.

The rich and powerful exist, as always, making the wealth off of controlling various aspects of society. They eat meat and vegetables and live in large homes of custom items.

Practicing mages live almost as well. In fact, magery is kind of a class of its own, and the real difference in standard of living is that mages spend their time doing dangerous work, and often aren't sane (or fertile) enough to pass one their wealth.

The remaining population is divided into those who work and those who do not. Its not hard to scrimp by, but you don't get nearly as much stuff. Those who do work have lots of items, but the custom work is not nearly as common.

Question: What does a magic spell look like?
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Old 10-12-2016, 12:23 PM   #29
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Default Re: Question Game: Post Agricultural Fantasy Setting.

Spells are written in the mathematical symbolic language of the Quiet Ones.

Are there conflicts between parts of the nominal "Empire"?
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Old 10-12-2016, 04:10 PM   #30
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Are there conflicts between parts of the nominal "Empire"?
Of course! Usually it's a greedy "governor" or an ambitious subordinate eager to make a name for themselves. A province gets invaded and it goes one way or another in three months. When it becomes protracted, the nominal Emperor (under advise from the prime minister) attempts to mediate a peace. Successful governors usually can managed about three provinces before pacts are assembled against them. Holding their conquest tends to require substantial bribes to the emperor to legalize their rule.

Really ambitious governors make plays for throne. This has happened 7 times since the fall of the empire. The first caused the collapse of the empire. The second and fourth were palace coups by obscure relatives backed by some clique of governors. The third was by the exceedingly powerful mage Reginald the Mad (he reigned for six years and was assassinated during the fourth coup). The fifth established a parliament that seized what remained of the emperor's authority. The sixth was an attempt to toppl?e parliament and re-establish the emperor's authority. The seventh was a power struggle between two factions of the majority party in parliament.

Occasionally the disaffected masses rise up and attempt to topple the governor. Sometimes this is motivated by poverty, other times it is motivated by religious differences. In general, unless the governor is removed from power in two weeks or the movement collapses, the provinces falls into disorder. This leads to nearby governors moving in to "restore order" (i.e. their order). Generally, unless the governor was removed in the most peaceable way that doesn't change the government significantly, the province is conquered by somebody else. Exceptions exist, like the Republic of Rinsport and the Margrate of the Fire King.

Question: What does war look like?
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