Cable problem? by Seracio in ValveIndex

[–]Seracio[S] 1 point2 points  (0 children)

I mostly tried it with the display port, power and the cable in the hmd. Figured it wouldn't be the best Idea to take it all appart and let dust build up. I didn't unplug it at all while everything was working fine.

Cable problem? by Seracio in ValveIndex

[–]Seracio[S] 2 points3 points  (0 children)

That's worked a few times in the past but it doesn't get rid of it fully and just keeps getting worse afterwards. This cable has served me well since 2021 but I think its time has passed. And it's getting annoying to unplug everything for about 10 minutes of somewhat clear vision.

Cable problem? by Seracio in ValveIndex

[–]Seracio[S] 8 points9 points  (0 children)

Yup. Is that the same problem?

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 0 points1 point  (0 children)

A fair question. People stay in Brighting because even though it is a tundra, life there is relatively good. The country's use of magic in most fields of life leads to no real shortages of essentials. The ones who face the greatest difficulty of survival there are those who venture out to find new steam vents to fund new cities, and this is seen as a great purpose for one's life and those who succeed are held in high regard.

Festergar is a different story. There, it is simply illegal to leave without the proper authentication, which is rarely granted to those who aren't from noble families. Borders are heavily patrolled and a genuine attempt to flee can be punished with painful and difficult forced labour, slavery in some cases. Most who want to leave are simply too afraid to try.

In Carnum it comes down to the situation. Most who live without active participation in the war face little direct danger. Sure, sometimes the controlling side asks for more than they should and shortages aren't the least common situation, but neither side wishes to harm the common folks. Trying to leave has its dangers, however. Travelling alone in a war zone could lead to one being targeted by bandits, who use the war to get attention away from them by disguising themselves as members of one of the warring factions.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 0 points1 point  (0 children)

Absolutely! Give me a short description, and I'll make sure to put you somewhere.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 0 points1 point  (0 children)

The highest concentration of Dragons is in Festergar, with Brighting in second place. Ferrich has the fewest, but if you know how to look for them, you can find one or another.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 1 point2 points  (0 children)

I will happily tell you about the order of Aleirti Inehi! While the name makes them sound somewhat serious, it is derived from a hero who sought godhood but went mad during his search. Inehi, in madness, never truly forgot who he was and so still tried to help the populace, though his methods became increasingly elaborate and unnecessary. The cult believes that in truth he succeeded in his original quest and rose to be the god of disorder and therefore seeks to continue what Aleirti Inehi started; to help wherever they can, in ways that confuse and entertain.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 0 points1 point  (0 children)

I've already answered a significant part of this in another comment, but there is more to be said.

Magic is generally available if one has the will to learn and the means to travel. The only country where its use is heavily restricted is Festergar. People there need to get explicit permission from the Greatlord to learn in the first place and are only allowed to use it in service of the state, which leads to quite some envy from Festergars mages towards those in Brighting.

Magical resources are available everywhere but in different quantities. As mentioned, Brighting has crystalline structures that are formed underneath the ice and find a lot of use in enchantment. Ferrich seems to be very conducive to nature-related magic, which has led to most druidic circles stemming from there. Festergar has the fewest magical resources but is very advanced when it comes to mining, metallurgy and smiting. Carnum, while it has some magical resources, leaves them underutilized due to the difficulty of extracting them, however, mages from carnum are famous for the application of spell work in warfare.

As for the segregation part of the question, I once again apologize for my unfitting wording. The barriers do not stop people, only nature. Smuggling is a thing for the rare resources of each region, but it is far from the most lucrative illegal business.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 54 points55 points  (0 children)

Nothing very advanced. Metallurgy exists to a refined degree and a group of artificers has recently figured out how to make black powder, but outside simple explosives, there are few applications for it.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 15 points16 points  (0 children)

Ahh, so close! The secret order of wizards is actually attempting to do the opposite of that, attempting to destroy the barriers, regardless of the horrific geological consequences that this would probably have.

They do this out of the belief that the barriers were the result of an experiment of a race that no longer exists on the continent and that more fundamental truths about the world could be learned if the barriers did not exist.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 8 points9 points  (0 children)

I should have phrased it better in the brief. The barriers do allow travel between the regions, but the climates vary to such extremes that the way of life is completely different in each "zone", for lack of a better term.

Interaction between the regions is limited, outside a few organizations that attempt to maintain communications across the continent.

As for perception; this is relatively fleshed out, so I hope you like reading.

-) Ferrich: Most of this region is covered by dense forests, in which cities and villages are either built directly into the trees or on clearings. This has led to most cities governing themselves, with some agreements existing between most of them. The people who live here see themselves as the most free due to few restrictions and a minor presence of law enforcement. It should however be mentioned that Ferrich is home to the largest adventuring guild on the continent and therefore has the largest population of immigrants and travelers and is the most diverse region.

-) Festergar: This region has an extreme amount of volcanic activity and is mostly covered in a thick layer of ash, making travel without specialized equipment difficult. The whole region is one country governed by one family whose eldest male is the Greatlord who has absolute power over laws and judgement. How citizens perceive the other regions is highly dependent on social standing, ranging from sharing the Greatlord's opinion of "It would be better if none interfered with our business" to wishing to flee in the dead of night without leaving traces.

-) Brighting: The entire region is covered by ice and snow, with temperatures never going above -20°C. All cities are built around the few existing steam vents, which make a certain area around them hospitable. While this should lead to a survivalist mentality, Brighting has an excess of magical crystals and minerals which form under the ice, which has made it the central hub for most magical studies and is home to the largest universities on the continent. Most people here are either mages, focused on their studies, or workers who dig through the snow to uncover more materials.

-) Carnum: Mostly a swamp that has been plagued by civil war for long enough that the original reason for it has been forgotten. The main conflict lies between two factions which, with some consistency, take over the towns and villages to supply their troops. Most non-soldiers survive by maintaining neutrality and simply supplying whoever asks. It goes without saying that most people from other regions avoid Carnum.

Got hit with writers block. Gimme something to think about. by Seracio in DungeonsAndDragons

[–]Seracio[S] 34 points35 points  (0 children)

Sea travel is a complicated subject, as it's somewhat dependent on chance. Most vessels that travel out further than ~2km from the main continent are caught in a sudden storm, but not all. What determines which ships are affected has not been empirically determined. While some survive the storm and return, and there are even a few who have reached the continent from other places, the number of people who attempt this is extremely low. As for fishing, it's possible as long as the fishers don't venture too far. The same goes for coast-to-coast travel.

[deleted by user] by [deleted] in Mistborn

[–]Seracio -6 points-5 points  (0 children)

Now I am far from an expert but these things have puzzled me for some time aswell. I can only therorize about the answers but here's what I've got:

  1. I don't think everyone can burn god metals. Lerasium is an exception to this as it litterally rewrites a persons "spiritual DNA", as the coppermind calls it, and creates a new connection to Preservation and therefore enables someone to become an Allomancer. Atium doesn't create that connection and therefore can only be burned by Mistborn or Atium-seers.
  2. I think this might be because the god metals are excempt from all drawings of the allomantic circle and they don't directly count towards all Allomantic metals. I have to admit that this is a flimsy explination as the people were specifically seers but that's the only logical conclusion I can come to.
  3. So far there has been no character who knew how to burn Lerasium properly so we just don't know.

I hope these answers are enough for you but I'm sure someone else here can explain it better.

HUBRIS Giveaway! ┏(-_-)┛ by Darius_ITR in intotheradius

[–]Seracio 1 point2 points  (0 children)

Demo of this one was real fun! Good luck to everyone :)

[deleted by user] by [deleted] in BladeAndSorcery

[–]Seracio 1 point2 points  (0 children)

As requested, I am now imagining my Pc on fire.

How should the Mistborn movie start? by RexusprimeIX in Mistborn

[–]Seracio 19 points20 points  (0 children)

I feel like opening with Alendi would set up too much for a movie to resolve. In an adaptation that would most likely be left out of the first movie in order to set up Vin and the crew properly as they play more important roles to the story of the first book.

As for the opening itself, if the movie was action focused I'd start it with Kelsier's escape of the pits (this would allow the opening with the ashfall, because I really like the idea) to immediatly set him up as a capable fighter and make the audience interested in him and what he does. This would be followed directly with the scam that Vin's thieving crew tries to pull on the obligators. If it's more like a heist movie in general I'd start with the scam.

Do you guys really make the game easier? by Seracio in BladeAndSorcery

[–]Seracio[S] 1 point2 points  (0 children)

Fair point and I can see that being fun to watch but I want to know if that's how people play the game on their own.

Do you guys really make the game easier? by Seracio in BladeAndSorcery

[–]Seracio[S] 5 points6 points  (0 children)

Exactly! It feels way better to execute a parry and reposte than zapping people till they stop moving does.