Some Geomancer Imput Wanted

by Gabranth

Back to Common Grounds.

Gabranth2007-06-20 11:51:16
Greetings everyone, once again I find my guild stricken by instability and when I went to Celest Aquamancers, my god it was not pretty shocked.gif So organised comparitively!

Although apparently the Geomancer's chaos is a good thing, so I wanted to ask any interested forum goers what they associate the Geomancers direction as being, besides the VERY obvious answer of Taint/Earth. Is there an avenue that may be interesting to explore that no one has thought up yet?

I am working on this myself, but other people have been here alot longer than me, so any input is welcome. Also opinions on the Geomancer guild would be fun too (I know its a mostly Aetolia thing, but maybe it can work here too!).
Yrael2007-06-20 12:10:27
To be honest, I think Geomancy is much like the Wytchen in Imperian, in that it's a willful, not academic, magic, thanks to its relation to the taint. Something you just intuitively learn to use, which makes me think that it'd be building up their numbers and little else.
Unknown2007-06-20 12:24:34
Geomancy has a bunch of different sides. It's not as spiritual as Nihilism, but there's definitely an academic aspect in elementalism, geomancy, and highmagic. There is also an aspect of devotion to the earth lords, but in practice nobody actually knows anything about them, so we substitute the demon lords. In the Geos, people should be praised for being power-hungry, so long as they don't violate their superiors. I see it as a might-makes-right sort of atmosphere. We pretend on the outside that we're respectful of each other, that we always follow all of the laws, etc. while truly just manipulating the laws and others to our purposes. If we get caught, of course we get punished. If we are successful and do not get caught, then we succeed. Aiakon was a very good example of someone who did this without getting caught much, Revan is an example of someone who gets caught regularly. Either would be a lot of fun to RP out.

I think our insanity should be manifest in our desire to strengthen ourselves above all else. So gaining a little bit of experience involves killing a few children? If some random Seren/Celestian stands in my way, they can die too, that much more growth for me. This also mediates itself - in order to really be strong, we have to keep some allies, make friends with merchants, and play the polite, manipulative game of politics. I think the stress should always be on making ourselves better; ritualistic aspects should focus on learning about the earth lords (or making something up about them and pretending it was from them); people should be rewarded for improving themselves in combat or politics, even if it means they have knocked someone else down in the process. Leaders should demand the utmost respect publicly, even if we plot to overthrow them behind closed doors.
Unknown2007-06-20 13:02:16
QUOTE(Yrael @ Jun 20 2007, 02:10 PM) 418893
To be honest, I think Geomancy is much like the Wytchen in Imperian, in that it's a willful, not academic, magic, thanks to its relation to the taint. Something you just intuitively learn to use, which makes me think that it'd be building up their numbers and little else.


As High Magic practicioners, it's hard for me to imagine Geomancers as intuitive magic-users. High Magic is ritualistic and academic, Low Magic is willful and intuitive - and so are the guild skills that "branch" from them (see: the ancient skill tree on the website). I could be wrong, but I do not consider that a likely option.

For me, Geomancers are about power. What they lack in self-control, they try to make up by controlling other things - people, or arcane energies, doesn't matter. Power guides the life of a Geomancer - they consider themselves important and mighty, controlling such an element like Earth by only the force of their wills. You can be passionate like a wildfire, or keeping your emotions in a steely grip - but as a Geomancer, your mind is strong.

As for the insane aspect - Geomancers just make pseudo-scientific stuff up (such as, because of their attunement to the Earth, touching other elements weakens them), and then go crazy enough to actually believe in it.
Gabranth2007-06-20 13:18:34
QUOTE(Cuber @ Jun 20 2007, 11:02 PM) 418900
For me, Geomancers are about power. What they lack in self-control, they try to make up by controlling other things - people, or arcane energies, doesn't matter. Power guides the life of a Geomancer - they consider themselves important and mighty, controlling such an element like Earth by only the force of their wills. You can be passionate like a wildfire, or keeping your emotions in a steely grip - but as a Geomancer, your mind is strong.


Very true, which explains why all three guild leaders are so damn unstable.

That could be a tact, although we need to embrace madness more and spantaneity or obscure rituals. Primalism or something compared to the civilisation of the Aquamancers, its possible...

Good so far!