
Soussny has posted up spiffy lore things to comb through, it is quite comprehensive and spiffy. As to how lore breaking, really up to each individual's personal opinion. I would add the caveat that the lore we have is fluid and mutable. What is "super lorebreaking" now, could easily shift as new stuff lore bits flow from the Devs or game itself. By way of example (and my personal favorite example), it was "super lorebreaking" to most to RP an actual Dragoon. 90% of the people that said that started eating crow after Heavensward. Delicious delicious crow. The lore changes, it is a thing. We all deal with it in our own way. That said here are some things to think on in the form of a few bullet points. Yay! Bullet points!
1. While Kojifox himself has said there is an alternate method to snagging White Magic other than going through the Elementals, we know little of it other than "it is nefarious." It is uncharted/undefined territory, and the method exists as pure speculation and theory craft at this point.Â
2. White Magic is a Forbidden/Lost/Weird to have art. There is no getting around that, no matter how your character may have it. Keep in mind that this will not only affect how other player interact with you when your character flips the Prestige and tosses out a "Holy" or "Assize" or "Regen." You should also how the World/NPCs will react. It opens up a big can of plot worms. Not that plot worms are bad. Plot worms are awesome, they make the story happen. A few examples: Other casters might want to chase you down to learn how you got it, so they can get it for themselves. Fanatical Gridanians may want to stone you to death and/or leave you in the cornfields to appease the horrific seven year old children that rule over them like so much Twilight Zone episode. Depending on method, your "woodsin" might be through the roof. This may lead to giant, walking trees trying to chase you down while you are in the Shroud. These are just examples to help you with the plot worms that lead to good story.
3. If you decide your character is a WHM, keep the "Assassin Example" in your brain. The "Assassin Example" is basically this - In general, no assassin is going to say "HEY! I'M AN ASSASSIN!" to a room full of strangers. This example applies to many things that can be RPed and serves as a simple reminder that exactly 0% of the population is going to have any idea what you are RPing, unless your character tells them ICly. If your character is doing that, consider the "Why are they doing that?" factor. You have weird stuff, most characters with weird stuff keep it secret and keep it safe. This is also an elegant solution to some of the RPers out there who may state "if you are RPing a WHM, I am totally not RPing with you!" What they don't know, won't wreck day. Unless they Meta, but if they Meta screw 'em.
4. Does your character have to walk out into the world on day 1 as a WHM? What about day 30 or 40? The story hook of walking the path to wielding White Magic can be just as awesome as already running around with it. It starts with learning to wield magic and study and fun stuff. It can also lead to a pretty neato plot bus for people you drag along for the ride. The possibly delayed gratification solution also has the side benefit of there being a bit of extra time for new details to emerge from the lore. Remember, the only constant with the lore bits is that they are constantly changing. By the time your character takes the steps on the path to wielding that delicious delicious Succor, we might have learned that being a WHM is about as "super lore breaking" as being a Dragoon. Or a Scholar. Or a Warrior. Or a Monk. Then again, it is also possible that does not happen. No one really knows, BUT either way you have built a good story foundation as you ply your character in the direction you wish.
Hope this was helpful. Yar. ^ ^
1. While Kojifox himself has said there is an alternate method to snagging White Magic other than going through the Elementals, we know little of it other than "it is nefarious." It is uncharted/undefined territory, and the method exists as pure speculation and theory craft at this point.Â
2. White Magic is a Forbidden/Lost/Weird to have art. There is no getting around that, no matter how your character may have it. Keep in mind that this will not only affect how other player interact with you when your character flips the Prestige and tosses out a "Holy" or "Assize" or "Regen." You should also how the World/NPCs will react. It opens up a big can of plot worms. Not that plot worms are bad. Plot worms are awesome, they make the story happen. A few examples: Other casters might want to chase you down to learn how you got it, so they can get it for themselves. Fanatical Gridanians may want to stone you to death and/or leave you in the cornfields to appease the horrific seven year old children that rule over them like so much Twilight Zone episode. Depending on method, your "woodsin" might be through the roof. This may lead to giant, walking trees trying to chase you down while you are in the Shroud. These are just examples to help you with the plot worms that lead to good story.
3. If you decide your character is a WHM, keep the "Assassin Example" in your brain. The "Assassin Example" is basically this - In general, no assassin is going to say "HEY! I'M AN ASSASSIN!" to a room full of strangers. This example applies to many things that can be RPed and serves as a simple reminder that exactly 0% of the population is going to have any idea what you are RPing, unless your character tells them ICly. If your character is doing that, consider the "Why are they doing that?" factor. You have weird stuff, most characters with weird stuff keep it secret and keep it safe. This is also an elegant solution to some of the RPers out there who may state "if you are RPing a WHM, I am totally not RPing with you!" What they don't know, won't wreck day. Unless they Meta, but if they Meta screw 'em.
4. Does your character have to walk out into the world on day 1 as a WHM? What about day 30 or 40? The story hook of walking the path to wielding White Magic can be just as awesome as already running around with it. It starts with learning to wield magic and study and fun stuff. It can also lead to a pretty neato plot bus for people you drag along for the ride. The possibly delayed gratification solution also has the side benefit of there being a bit of extra time for new details to emerge from the lore. Remember, the only constant with the lore bits is that they are constantly changing. By the time your character takes the steps on the path to wielding that delicious delicious Succor, we might have learned that being a WHM is about as "super lore breaking" as being a Dragoon. Or a Scholar. Or a Warrior. Or a Monk. Then again, it is also possible that does not happen. No one really knows, BUT either way you have built a good story foundation as you ply your character in the direction you wish.
Hope this was helpful. Yar. ^ ^