PINNACLE
Following the lead of Steerpike with his excellent Cadaverous Earth (http://www.thecbg.org/index.php/topic,56772.0.html) and furthermore with Luminous Crayon and his equally excellent Jade Stage, I wanted to use this little format to present my setting of Pinnacle. Pinnacle takes a few pointers from Opus (http://www.thecbg.org/wiki/index.php?title=Opus), my previous setting, but in no way is Pinnacle intended to defunct or replace Opus – the two are entirely different beasts, though some stylistic similarities can be drawn between them. Pinnacle, contrary to Opus, will start here on the CBG boards rather than the wiki. Opus was the opposite, and seeing that Pinnacle is far less detailed and still in its developing stages, I thought I'd start by posting the smatterings of notes I have on it so far and see what everyone thinks and/or wishes to contribute to it (criticism is likewise appreciated, as are general comments of "I like 'X'!" without any other comments attached – they keep me going).
Pinnacle is going to be written from the perspective of Eadgard, the most powerful and influential country of the world, responsible for inventing steam-driven flight machines. Countless other, smaller cultures and countries exist, each with varying people of human origin, but none so far have advanced to the degree that Eadgard has.
So, without further adieu, I present Pinnacle.
[ic=Setting Details]
System: Not sure yet, though narrativist systems seem ideal; I'm open to other options, however.
Tone: Adventure, Dark, Over-the-Top, Science!
Inspirations: Steampunk, Biopunk, Victorian Society, H. G. Wells, Myst, Bioshock, Charles Darwin, Transcendentalism, The Prestige
Genre: Steampunk Fantasy with splashes of Science Fiction and Biopunk
Technology Influence: Steampunk/Industrial Revolution type stuff, lots of "implausible" and over-the-top devices such as jetpacks, piston fists, etc., as well as plenty of fantastical plants such as Helium Trees and carnivorous shrubs.
Magical Influence: Magic is generally the stuff of legend, but there's a strong influence of alchemy and specialized injections (mutagens) to create evolutionary mutations in seconds within subjects, though the process of using mutagens is restricted and/or illegal in most parts (maybe).
There may be some degree of a less prominent, older, and much subtler magic that evades the scrutinizing eye of science, though the practitioners of such an art are few and far between.
Ecology/Races: Humans are the "common" race of Pinnacle, if not the only. It's possible I'll add other evolved species to mix with humans, but only a few and I'm deciding whether they'll be anything like elves or dwarves or other "humans by another name.," or if they'll be bird-like and/or quite alien in their evolutionary process.
Churches/Religion: The primary church believes in one God, the Insomnolent One, who gave up his sentience for the betterment of humankind. Other ideologies and religions exist, as well as multiple churches devoted to the Insomnolent One, but I have yet to hammer out the details.
Planar Cosmology: Right now, there's nothing beyond the Material World of Pinnacle.[/ic]
The World is Active and Mountainous – The planet on which Pinnacle takes place is round and similar to that of Earth in mass and size, but has had a far more active and volatile past. Pinnacle's tectonic plates are far more fractured and numerous, and with the writhing, molten core, huge, jagged mountains have knifed their way up to the surface, cooling and hardening into the massive monoliths that serve to break the vast swathes of land and ocean. The world is still active, of course, but the span in which such changes take place are nothing to the fleeting lives of the folk that inhabit it.
After Centuries of Isolation, People are Connecting – The valley nation of Eadgard has won the race no one else knew about: the invention of flight. Civilization has lived out its life in countless pockets, isolated and shielded by the daunting peaks, valleys, and oceans before them. Airships known as warks traverse these once insurmountable peaks and constantly discover distant, once unknown colonies who herald them as gods, curse them as invaders, or hide deeper into the recesses of the mountains.
Technology is Steam Powered/Magic is Conjured from Smoke and Mirrors – Pinnacle is very much a steampunk setting, and geological vents leading to the deepest, molten caves have long since provided power for the advancing people. Eadgard, the country at the pinnacle of advancement in the modern era, has developed airships to scan the skies and pass over the peaks of mountains. Firearms have long since replaced the sword and bow, though some older cultures still hold onto their ancient spears and blades, distrustful of the new technology that assails them. Magic is the stuff of myth and legends and so far as anyone knows, no one is capable of conjuring spells of any sort.
All Things have an Essence – Essence is a liquid found within the spine of each creature (insects and other vermin that lack spines are "essence-less" according to modern chymists). When extracted, essence can be distilled and directly injected into the individual to, for a time, alter their genetic being and grant them power. A cheetah might grant the boon of incredible speed or a hawk might provide enhanced vision.
The Environment is Wild and Bizarre – New biomes of life, trapped and protected for countless centuries, have developed organisms that live in such an effective state of harmonious balance that even modern day savants cannot grasp its Machiavellian nuances. Across the once impassable Pillars of the Queen lies a place of verdant bliss, where monstrously large plants, man-eating beasts, and spires of crystal nestle themselves. The colony of Walden thrives there, a place of explorers and businessmen,
Things Worth Pondering that I Haven't Quite Figured Out
Essences - I haven't nailed down how, exactly, the social scene regards these "essence injections" (mutagens seem a likely name). I'm thinking they are somehow seen as obtrusive to what must be the most divine and perfect people (after all, they are heralded as gods by some cultures; they have reason to be prideful), but subtle alterations (such as those that change sight, voice, etc.) are acceptable. I imagine there are even more volatile ones that can cause folks to sprout fur, claws, breathe fire, etc.
My goal isn't to turn this into some sort of X-Men clone, so I might downplay their significance if it seems to be going that way. Pinnacle has a degree of over-the-topness to it, but I want to keep it somewhat on the back burner.
Something is Spreading – At the height of this great era of exploration, sickness has arisen and stricken hard at the people, though no one is sure why. Some philosophes claim there to be a disharmony in the spirit of man, that such unity was never to be made, while priests of the varying faiths call heed to a blight upon humanity for trying to overextend its reach, and even stranger are the scientists who herald this new era that of disease and rampancy from these new folk.
This is, naturally, the diseases that are spreading as a result of such elongated isolation coupled with sudden exposure. I don't want to make it so rampant as to wipe out all civilization, but I also want it to be an early threat in the setting. This was left out of the other setting bulletpoints as I figured this would be something solved by the players (the colony of Walden is looking to find some sort of herbal cure, and I think it could make a great adventure arc).
Isolation - Having done some degree of research in isolated cultures, I can safely say I have yet to reach a conclusion as to how various cultures would develop, or if one could even develop something as complex as technological flight all on its own. I would like to cement some degree of evidence that the main culture (Eadgard) has been in isolation from others by adding lots of what we would think of as archaic viewpoints and mindsets (lots of outdated worldviews, racism, sexism, other isms, philosophical fallacies, incorrect theories of mind, etc.)
I've currently exhausted my posting resources, so I'm going to retire until I can come up with more stuff to post. As always, comments and criticisms appreciated! Thanks for reading :).
I think you accidentally posted this twice. Just in case there was a reason for this, I've locked the other one, but I haven't deleted it yet. Let me know if it was a mistake.
All taken care of. :grin:
Quote from: Weave
Essences - I haven't nailed down how, exactly, the social scene regards these "essence injections" (mutagens seem a likely name). I'm thinking they are somehow seen as obtrusive to what must be the most divine and perfect people (after all, they are heralded as gods by some cultures; they have reason to be prideful), but subtle alterations (such as those that change sight, voice, etc.) are acceptable. I imagine there are even more volatile ones that can cause folks to sprout fur, claws, breathe fire, etc.
I think the powers-that-be would make some effort to control these substances and the popular opinions about them, banning some while legitimizing others, spreading propaganda, etc. They may even be interested in developing mutagens that could be used to keep the masses better under control -- imagine if PCs were to stumble upon a secret laboratory engaged in just such work?
Quote from: Weave
Isolation - Having done some degree of research in isolated cultures, I can safely say I have yet to reach a conclusion as to how various cultures would develop, or if one could even develop something as complex as technological flight all on its own. I would like to cement some degree of evidence that the main culture (Eadgard) has been in isolation from others by adding lots of what we would think of as archaic viewpoints and mindsets (lots of outdated worldviews, racism, sexism, other isms, philosophical fallacies, incorrect theories of mind, etc.)
With Science! already being as over the top as it appears to be, I wouldn't worry much about the plausibility of developing technology in isolation. I do think you should emphasize stark differences between cultures, and giving the Eadgarders an arrogant sense of superiority along with a plethora of archaisms would go a long way toward creating the right kind of atmosphere.
First of all, I like this. :D
It seems to have some of the same qualities as Opus, in the sense of having a Victorian/steampunk feel, words with exclamations like Science! and Adventure! being prominent things, and generally being a bit over the top, yet also distinct from Opus-- the lack of magic, for one. On the other hand, essences are pretty wild stuff, and might be in the realm of "sufficiently advanced technology," at least sometimes. Bioshock Infinite and His Dark Materials sort of come to mind as other references for the feel you seem to be going for.
Like Opus, you seem to be beginning by focusing in on a single advanced civilization, Eadgard, which is kind of "The Bastion" here, if I understand correctly. I agree with you that the idea of this civilization in relative isolation developing advanced technology might be somewhat unrealistic, but I also agree with Ghostman, at least to ask the question-- do you care about realism in this regard? If you do, there are plenty of ways around it, of course, like other technological civilizations that are "off the map," or something.
One thing I like about your settings is that you don't really shy away from introducing viewpoints that might be strange or objectionable to modern readers, but generally do so in a way that doesn't seem like you're beating the reader over the head with them. In this case, it seems like the technologically superior and somewhat isolated Eadgard would, upon expanding out into the world and encountering "inferior" civilizations, adopt a rather colonialist attitude-- these outmoded ideas would help to create a "British Empire" feel, which can really strengthen the steampunk vibe, of course. I could see some neat contrasts in a party of PCs, where some are quite prejudiced and full of a sense of their own racial/cultural superiority (in a system like FATE, this means plenty of aspects to compel!) and others have a more nuanced, tolerant view.
Keep it up, I look forward to seeing more. :D
First off, thanks for the responses! I'll get to answering them more directly in a moment, but I think I have thought of a way to make the idea of them being isolated yet still having developed technological advances in a manner I can jive with. I've always been fond of the sort of "We weren't the first ones" trope, especially when it involves ancient, more advanced technology that can't yet be replicated or understood. With that in mind, I give you the Killimsa.
[ic=The Killimsa]
A dark-skinned folk who are said to survive on nothing but the thinnest air, the Killimsa descended from the peaks long ago, though so few were seen that even their presence has become something of a folkloric legend amongst Eadgardans. From the Pillars they descended, dressed in their vibrant blue and teal decorum, taken from the rare mountain flowers that thrive in the thin heights.
They came with many gifts, gifts which unknowingly brought the people of Eadgard out of their age of stone and wood. They provided them with a social hierarchy of rule, with machines that could create light without fire, ones that ran on bottled lightning and glowed vibrantly with precious gemstones. They spoke of great, metal birds that could store many men within them and ascend to incredible heights, the veritable harbingers of the warks no less, but they did not bring one with them. They left just as they came, descending deeper into the valleys and across ravines with slithering ropes and coiling light-cables.
The Killimsa vanished. Whatever remains of their advanced technology lies scattered in the forlorn peaks that even warks cannot climb, eerily abandoned and eternally alone. Above the cloudscape the peaks of the Pillars rear their heads to the sun and stars and atop them are wondrous, abandoned cities of glass and gold with spires that stretch to the heavens beyond. Amidst the cloudscape below, caught in the fog of dense rain and cold, are forests of thin, iron spires licked by lightning, their roots entrenched within the mountain to some, perhaps mythic leyline that sluices the power to the cities above. Great, open and vaulted ceilings, most of which are glass, and immense spyglasses pointed to the heavens and the world below mark the Killimsa's realm. Their scriptures are written in a strange, coiling verse that none can read, but some claim that there is much left there; switches waiting to be thrown to turn on the great cities, ships that can sail beyond the starsea above, and treasures of gemstone and glass beyond the wildest imaginings. The ascent, however, is harrowing and dangerous, and getting lost in the lightning-licked forests of iron is a an ever-relevant threat.
[/ic]
If "lightningpunk" was a thing, this is what I'd imagine it to be. The Killimsa would definitely dip into the over-the-top "fry people with plasma blasts of concentrated lightning" schtick, if that was their thing (if anyone has seen the Disney Atlantis movie, I'm sort of picturing the Atlantean technology they have there). I imagine them as looking fairly Incan and probably have lots of tight-fitting, shimmering attire to prevent the high winds from blowing them about (Killimsa "royalty" would have very long, billowing clothes worn as a statement that the wind is no threat to them). They'd be a peaceful people, but their vanishing would be a mystery.
I'm toying around with the idea of them having left behind some sort of talisman or whatever that Eadgardans might revere... though it treads a little close to some fictionalized version of the 10 Commandments. The basic gist is that they not only provide a central reason for why Eadgard would have made it this far being (mostly) isolated, but also as a cool place to set expeditions for players.
Quote from: Ghostman
Quote from: Weave
Essences - I haven't nailed down how, exactly, the social scene regards these "essence injections" (mutagens seem a likely name). I'm thinking they are somehow seen as obtrusive to what must be the most divine and perfect people (after all, they are heralded as gods by some cultures; they have reason to be prideful), but subtle alterations (such as those that change sight, voice, etc.) are acceptable. I imagine there are even more volatile ones that can cause folks to sprout fur, claws, breathe fire, etc.
I think the powers-that-be would make some effort to control these substances and the popular opinions about them, banning some while legitimizing others, spreading propaganda, etc. They may even be interested in developing mutagens that could be used to keep the masses better under control -- imagine if PCs were to stumble upon a secret laboratory engaged in just such work?
I very neat idea! I imagined the higher-ups would try to control them, but I also see subtle augmentation as commonplace. Blood tests would be a common ritual in high-security areas to prevent any would-be terrorists.
Quote from: sparkletwist
First of all, I like this. :D
It seems to have some of the same qualities as Opus, in the sense of having a Victorian/steampunk feel, words with exclamations like Science! and Adventure! being prominent things, and generally being a bit over the top, yet also distinct from Opus-- the lack of magic, for one. On the other hand, essences are pretty wild stuff, and might be in the realm of "sufficiently advanced technology," at least sometimes. Bioshock Infinite and His Dark Materials sort of come to mind as other references for the feel you seem to be going for.
Bioshock Infinite is something I've been wanting to get my hands on, but I haven't read His Dark Materials yet... thanks for the recommendations! I'm glad you like it.
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Like Opus, you seem to be beginning by focusing in on a single advanced civilization, Eadgard, which is kind of "The Bastion" here, if I understand correctly. I agree with you that the idea of this civilization in relative isolation developing advanced technology might be somewhat unrealistic, but I also agree with Ghostman, at least to ask the question-- do you care about realism in this regard? If you do, there are plenty of ways around it, of course, like other technological civilizations that are "off the map," or something.
It's a good question to ask. I have a desire to create at least the sense of cohesion so as to be "realistic by virtue of it being consistent with the logic of the setting," which, for all I know, leaving it unanswered might very well be. For the time being, I've chosen to try and create an outlet to let it seem mildly more plausible, though predominantly it gave me an avenue to open up more adventures (I'm talking about the Killimsa).
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One thing I like about your settings is that you don't really shy away from introducing viewpoints that might be strange or objectionable to modern readers, but generally do so in a way that doesn't seem like you're beating the reader over the head with them. In this case, it seems like the technologically superior and somewhat isolated Eadgard would, upon expanding out into the world and encountering "inferior" civilizations, adopt a rather colonialist attitude-- these outmoded ideas would help to create a "British Empire" feel, which can really strengthen the steampunk vibe, of course. I could see some neat contrasts in a party of PCs, where some are quite prejudiced and full of a sense of their own racial/cultural superiority (in a system like FATE, this means plenty of aspects to compel!) and others have a more nuanced, tolerant view.
Keep it up, I look forward to seeing more. :D
I see Eadgard as being these arrogant, colonial jerks in the eyes of everyone else, and I think giving them these sorts of archaisms, as Ghostman suggested, will go a long way. Of course, they're not
all like that (the PCs and plenty of NPCs) but the stereotype persists.
Thanks again for the comments :). I'll keep posting more as I think of it!
[ic=The City of Bray]
The City of Bray sits amongst the largest, most advanced country of the known world (Eadgard). Gifted by a winding, fertile valley and a massive cleft rich with minerals and precious col, Bray sits poised upon its throne to take the rest of the world.
In an act of purest decadence and hubris, the once meager city has well outgrown its valley's boundaries and began climbing up the foothills on either side of the mountains, digging deeper and stretching higher despite the increasingly treacherous terrain, all in an attempt to avoid scarring the precious, verdant farmland that surrounds it at the base of the valley. Purified mountain spring waters collect in a massive basin at the center of the city, providing fresh, clean water for all the inhabitants and giving a vibrant forest of decadent fountains that cast water high into the evening air.
Six great towers in the center of the city serve as docking stations for the sacrosanct warks returning from colonization missions, each tipped with one of the momentous founders of the city and those responsible for its expansion into the new world. As one travels outwards, the maze of walkways and buildings further devolves into a labyrinth of tunnels, bridges, and stairs that lopsidedly attempt to climb the mountain, both luxurious in design yet bedraggled in execution. Poorer residences and foreigners make their homes in the uneven foothills of precariously leaning towers, shunted walkways, and claustrophobic streets of buildings that seem to lean in towards one another, nestled in crags and half consumed by the mountain.[/ic]
[ic=Power Groups of Bray]
[ooc]This is by no means an exhaustive list, but these are some of the fun groups I've come up with for the city. This will end up being a long list, I'm sure.[/ooc]
Hoppers
Hoppers are deviants of the industrial world. Capable of "hopping" machines through careful manipulation and tinkering, hoppers take control of steam, spring-loaded, or other mechanized devices with ease through precise but quick mechanical manipulation. With just the right adjustments, steam channels can be rerouted, wires crossed, gears shifted, and so on, to sabotage a device or even usurp it. Given that hopping takes a degree of manual dexterity and close proximity to the machine, hoppers are typically missing a finger or two from the occasional gnashing gear or pulverizing piston.
Piston Fists
Also known as "Bruisers" and "Fists," each member of this counter-riot police force is equipped with two mechanized gauntlets of immense size to pummel convicts into submission. Due to the concussive power of the fists, they are also employed during routine police raids for drug trafficking by breaking down walls to secret storerooms.
Pistonfists were put into use during the season of the Summer Riots, where alchemically augmented criminals began waging open war on law enforcement and commanding the lower streets. When waves of standard police units were brutalized day after day, a man by the name of Victor Warren began his work upon more efficient means of regaining order. More than matching the alchemically muscled brutes in strength, pistonfists scoured the under city of criminal warfare and successfully ended the summer-long riots.
Scissor-Men
At the fear of degeneration (the idea that humankind once began as a pure, perfect race but has since been contaminated and devolved through time), there are some vivisectionists who would see to it that not only was humanity's evolution steered in a positive direction, but also that they themselves played an active role in it. Known colloquially as the Scissor-Men but once professionally as the Advancement Combine, these radical leaning scientists and biologists have decided to act upon their desires to see humanity thrive in a future of their own design.
The Advancement Combine (their first moniker), though once an esteemed organization advocating the evolutionary advancement of humanity through augmentation, has since devolved into a heretical cult after increasing suspicions by the police exposed their egregious experiments. Driven apart by political backlash, dissolving funds, and public outcry, the Combine all but broke apart on the surface, but behind the public curtain their remaining devotees retreated deeper into anonymity and clung to their increasingly radical ideals. In the safety of the shadows the Combine continued their experiments, funded by enigmatic investors and unbound by the red tape of the political regime.
The Scissor-Men are popularly considered fictional boogeymen to scare children into obedience, but there are those who are wise to listen to the children's rhymes and know not to turn down the alleyways lit by the flash of silver steel or hushed with the soft snip of scissors.
Tinkers
The drive to protect humanity from the onslaught of wilderness that surrounds it, coupled with the advent of steam and lightning technology has led to a strong investment into invention on a previously groundbreaking scale. Tinkers, as they are called, are the men of science and technical experimentation, the true pioneers of this newfound field, and garner their moniker from their apparent stream-of-consciousness method of invention. Nothing quite like the Tinkers has come before, leading to a whimsical mechanical spree of never-before-seen and oft impractical and/or malfunctioning creations. However, every once in a while a breakthrough creation emerges that blends the line between science and magic, and shakes the foundation of society to its core. [/ic]
Reading the IC block text I initially got the impression that the Killimsa were space aliens. :huh:
I like the city and it's factions, especially the creepy Scissor-Men.
This has appeal. City of Bray could be fun; I like cities that stretch up. Imagine I could play a street tough in those back allies, dealing a little essence (cut, of course) here, doing a little mortality work there...
Piston fists fit in with the over the top part, though I admit it makes the riot cops less fearsome and more hilarious. Long arm of the law indeed.
For some reason I get reminded of Malifaux, having read this. Not much in the way of similarity, so I don't know what that's supposed to be about.
I think I'll watch this, see where it goes and what inspires.
M.
Quote from: Ghostman
Reading the IC block text I initially got the impression that the Killimsa were space aliens. :huh:
I like the city and it's factions, especially the creepy Scissor-Men.
I've been tossing the idea of the them around for a bit, and they might be a little too out there. I wanted them to be advanced but they broke too far from the steampunk feel, I think. I wasn't sure how to make "advanced steampunk" really happen, and I wasn't even sure if I wanted steam power involved at all. The result was something quite alien! They are probably too weird for the setting so I'll likely scrap them, but the concept behind them might appear somewhere else in the setting, though less bizarre.
I'm glad you enjoy the city and factions, particularly the scissor-men. I channeled a bit of my Cadaverous Earth in creating them.
Quote from: Chaomesh
This has appeal. City of Bray could be fun; I like cities that stretch up. Imagine I could play a street tough in those back allies, dealing a little essence (cut, of course) here, doing a little mortality work there...
Thank you. I, too, am a fan of shamelessly crazy cities that go up and up.
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Piston fists fit in with the over the top part, though I admit it makes the riot cops less fearsome and more hilarious. Long arm of the law indeed.
For some reason I get reminded of Malifaux, having read this. Not much in the way of similarity, so I don't know what that's supposed to be about.
I think I'll watch this, see where it goes and what inspires.
M.
Heh, "long arm of the law," I'll have to use that. Piston fists border on over-the-top and going overboard for me, so they walk a precarious line. I may or may not keep them, but I also have a particular image in mind with them, so it helps that they don't look
quite so ridiculous to me.
Malifaux, huh? Looks interesting! Hadn't heard of it before. I shall investigate it forthwith!
Malifaux is a crummy table top wargame I'm afraid. Your work is more appealing. I'm going to thumb through the rulebook later on tonight to see what triggered the memory.
If there's anything you can salvage from Malifaux though, go for it.
As for piston fists, what if they were built into enforcer machines like the ones from FFVI? They'd look...really questionable...on the arm of a human. Your game though, by all means go with what appeals to you the most.
M.
Very interesting. A few questions:
1) Fauna. Is it mostly terrestrial, or a lot weirder? I'm guessing the latter?
2) The Scissor-Men. I love them - extremely Moreau-ish! OK this wasn't really a question.
3) Government. What kind does Eadgard have? The Victorian thing suggests a monarchy, but I could just as easily see a kind of Theocracy, or a Technocracy, or something more democratic.
4) The Poor. In our world, the industrial revolution essentially created the idea of an urban underclass. Does such a class exist here, or has technology essentially defeated poverty? What do the shady parts of Edgard look like? Illicit essence-parlours? Junkyards full of discarded tech? Steamborg thugs? There's mention of alchemically altered criminals; those sound pretty cool...
5) Artificial Intelligences. Do they exist? Babbage-engine-brained automata, maybe, or something a little sleeker?
I have not yet had a chance to read it in full, but I really like what I've seen so far. I love steampunk and steampunk-inspired settings, so I will be watching this, and giving you a fuller response when I can.
Quote from: Seraphine_Harmonium
I have not yet had a chance to read it in full, but I really like what I've seen so far. I love steampunk and steampunk-inspired settings, so I will be watching this, and giving you a fuller response when I can.
seconded
Quote from: Steerpike
Very interesting. A few questions:
1) Fauna. Is it mostly terrestrial, or a lot weirder? I'm guessing the latter?
I mentioned a cheetah and hawk earlier to provide some basis of familiarity for people, but in reality I don't see either of them existing in Pinnacle. I'll certainly have birds and cats (ideally ones that sound "fast" or close enough to provide a degree of insight as to what they do) but they'll be different. Since the mountains have sheltered many pockets of wilderness, there's a ton of diverse and weird species, like six-legged fire-spitting lizards and insects that carry hallucinogenic pollen. I guess it all depends on your definition of weird.
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2) The Scissor-Men. I love them - extremely Moreau-ish! OK this wasn't really a question.
Thanks!
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3) Government. What kind does Eadgard have? The Victorian thing suggests a monarchy, but I could just as easily see a kind of Theocracy, or a Technocracy, or something more democratic.
The government of Eadgard is something I'm still mulling over, but something like a democracy or meritocracy seems a little too forward thinking for them. I'm looking to spice their industrialized advancements with strong doses of antiquated thinking, so a monarchy or theocracy ala a pharaoh or something (I'll invent my own titles, naturally). I imagine it to be governed primarily by a single man (or woman, if I want to inject more of a "For the Queen!" feel, though Eadgard is probably pretty sexist), perhaps with a lot of religious authority invested within him/her.
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4) The Poor. In our world, the industrial revolution essentially created the idea of an urban underclass. Does such a class exist here, or has technology essentially defeated poverty? What do the shady parts of Edgard look like? Illicit essence-parlours? Junkyards full of discarded tech? Steamborg thugs? There's mention of alchemically altered criminals; those sound pretty cool...
There are plenty of poor folks, and even practically slaves (most often foreigners of lands who refused to comply with the colonization). There's a strong divide between the haves and have nots, I'd imagine, but most of this depends on what sort of government I see Eadgard having.
Shady parts of Eadgard (in Bray) would be found nestled between the crevices of tall towers and seeping into the cracks of ravines and underneath cliffs. These would be the poorest of poor places, veritable scrapyards more than homes, clinging like barnacles to the underside of those with the means to elevate themselves from such places. There would, of course, be lots of seedier areas for even the higher-ups to partake in illicit evening entertainment, probably far from the hallowed halls of their own estates, no less. These would definitely involve essence-parlours to incite or deaden emotions and senses, heighten sexual pleasure, and such. There would even be the other extreme, with vivisectional grafts to certain nightwalkers looking for something wilder. I'm picturing lots of fetishistic pursuits and a degree of grotesque alterations, but on the other end I could see some guy with a furry fetish chomping at the bit for a gal who grafted cat ears and a tail to her body.
Biological grafts would not be very popular due to their permanency and considered deviant, delinquent behavior, especially when the much "safer" alternative of essences are available and only temporary. Also, they aren't very safe. Lots of disease and infections from ill-attached parts. Gross.
I don't want to get too into the idea of grafting, especially biological ones (because that's just so darn creepy), but there'd certainly be mechanical ones, though they'd be used more as a utility than a means of deriving pleasure.
Alchemy is the process that creates essences (I might change it to "chymistry"), so they're really just mutated brutes with a bunch of essence flowing into their bodies to make them pretty insane (Bane comes to mind). I intend to use them to great effect!
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5) Artificial Intelligences. Do they exist? Babbage-engine-brained automata, maybe, or something a little sleeker?
This is something I hadn't considered. I
really like the idea of babbage-engine-brained machines... I might have to steal that idea!
Quote from: LordVreeg
Quote from: Seraphine_Harmonium
I have not yet had a chance to read it in full, but I really like what I've seen so far. I love steampunk and steampunk-inspired settings, so I will be watching this, and giving you a fuller response when I can.
seconded
Thanks! I'm just glad to have people following.
QuoteThis is something I hadn't considered. I really like the idea of babbage-engine-brained machines... I might have to steal that idea!
Go for it! Although you should definitely be aware that actual babbage-engines are nowhere near even remotely powerful enough to be even semi-intelligent - they would have to be staggeringly vast (if the estimation at Orion's Arm are to be believed (http://www.orionsarm.com/eg-article/47f1ab093f416), the brain could be made in a cube 50km a side and suspended in space). So if you want intelligent steam-powered robots, cool, but you're throwing physics out the window pretty much completely. That can be great though! I do it in my settings all the time.
Ok, my thoughts:
I really like it. My initial impression is that I would be lining up to play in a Pinnacle game (whatever system it uses). Now, for more detail:
The City of Bray. It sounds absolutely gorgeous, and surprisingly eco-friendly for an industrial capital (from my understanding, at least). The fertile valley, and the cleft, and the "not wanting to scar" the landscape, combined with the massive towers, and understood "steampunk" of it all, make it feel like a utopic and evolved city, which is interesting to see. A industrial city that manages to NOT despoil its surrounding environment, but instead builds up into the foothills, and straight up into the sky. And the good thing is that with alchemical-criminals, and scissor-men, and hoppers, there is plenty of crime, sleaze, and darkness in the underbelly to belie the utopia, and keep it interesting and conflict-ridden.
The image I get when I think of the Piston Fists, is maybe not exactly a piston per se, but a spring-loaded contraption which, when you impact it, releases a catch that shoots a fist-extension or hammer head forward, dealing huge amounts of damage. In this case it need not be a super-long arm extension, and could be more badass than over-the-top silly.
The Killimsa I am not as sure about. If you want "lightingpunk" and/or electrical stuff, Tesla and his coils are a big thing in Steampunk culture, but the Killimsa almost feel more like our modern society, when they talk of "metal birds" full of people (obviously passenger airplanes) and bottled lightning (ordinary light-bulbs), they sound like they are just our modern culture, with, perhaps some pretensions at playing gods and/or aliens. I mean, this can be interesting, but for me personally, it feels more "silly" than cool.
This appears to have a bit more biopunk than a lot of steampunk settings, which is cool. I'm not used to seeing that, so it interests me. It's true that with the essences you might have to be careful to avoid going x-men on the setting, but they provide a lot of fun possibilities too. Street-gangs who inject themselves with essence of wolf, or a daredevil climber who gives himself essence of (well, something really good at climbing. I was going to say spider, but then I remembered that they don't have essence, apparently). I also see this leading to potential Jekyll & Hyde scenarios, and Island of Dr. Moreau stuff (especially combined with the Scissor-men, as Steerpike points out)
Can you combine essences? Can I inject Monkey and Snake to become a really flexible climber?
Do you get any drawbacks from the injection? If I dope with snake, will I become (for example) very flexible and rather sluggish?
M.
Quote from: Seraphine_Harmonium
Ok, my thoughts:
I really like it. My initial impression is that I would be lining up to play in a Pinnacle game (whatever system it uses). Now, for more detail:
The City of Bray. It sounds absolutely gorgeous, and surprisingly eco-friendly for an industrial capital (from my understanding, at least). The fertile valley, and the cleft, and the "not wanting to scar" the landscape, combined with the massive towers, and understood "steampunk" of it all, make it feel like a utopic and evolved city, which is interesting to see. A industrial city that manages to NOT despoil its surrounding environment, but instead builds up into the foothills, and straight up into the sky. And the good thing is that with alchemical-criminals, and scissor-men, and hoppers, there is plenty of crime, sleaze, and darkness in the underbelly to belie the utopia, and keep it interesting and conflict-ridden.
Thanks! I wanted to get away from the dim and dour cities that are often placed in steampunk settings. Though I imagine parts of Bray to be fairly dark and dreary, I wanted the city come across as a little more life-like and vibrant yet with the underpinnings of some conflict.
Quote
The image I get when I think of the Piston Fists, is maybe not exactly a piston per se, but a spring-loaded contraption which, when you impact it, releases a catch that shoots a fist-extension or hammer head forward, dealing huge amounts of damage. In this case it need not be a super-long arm extension, and could be more badass than over-the-top silly.
The Killimsa I am not as sure about. If you want "lightingpunk" and/or electrical stuff, Tesla and his coils are a big thing in Steampunk culture, but the Killimsa almost feel more like our modern society, when they talk of "metal birds" full of people (obviously passenger airplanes) and bottled lightning (ordinary light-bulbs), they sound like they are just our modern culture, with, perhaps some pretensions at playing gods and/or aliens. I mean, this can be interesting, but for me personally, it feels more "silly" than cool.[/quote]
The Killimsa I'll in all likelihood remove - I can more readily see how they seem odd silly, and they're feel a bit too shoehorned for me. I can color a setting in other ways.
I'm still up in the air over piston fists. I can see them being comical yet at times fun and badass. I should draw a picture to show people how I see them.
Quote
This appears to have a bit more biopunk than a lot of steampunk settings, which is cool. I'm not used to seeing that, so it interests me. It's true that with the essences you might have to be careful to avoid going x-men on the setting, but they provide a lot of fun possibilities too. Street-gangs who inject themselves with essence of wolf, or a daredevil climber who gives himself essence of (well, something really good at climbing. I was going to say spider, but then I remembered that they don't have essence, apparently). I also see this leading to potential Jekyll & Hyde scenarios, and Island of Dr. Moreau stuff (especially combined with the Scissor-men, as Steerpike points out)
I've been wanting to combine bio and steampunk for a while now, so I'm glad you like what I've done. Essences are a pretty pivotal feature of the setting, so I'll need to hammer out the details on them. Right now, they're pretty vague. Also, given that insects and other invertebrates tend to have some of the coolest and/or bizarre evolutions, I'd love to find a way to include them. I was enamored with the idea of essence coming from the spine, but I could just be drawn from somewhere else, or left intentionally vague. That being said...
Quote from: Chaomesh
Can you combine essences? Can I inject Monkey and Snake to become a really flexible climber?
Do you get any drawbacks from the injection? If I dope with snake, will I become (for example) very flexible and rather sluggish?
M.
You can combine essences, or at least that's how I see it. I think safer injections would come from combining the essences beforehand and then injecting the mixed mutagen, but it would dilute the combined effects to some degree. Making multiple injections would provide the full power of both, but also be very dangerous to the health and mental integrity of the person... hmm, perhaps injecting too much essence changes the very essence of being human? Maybe they adopt a feral and/or alien persona/desires (bestial urges, territorial, agressive, etc.).
To inject some of that "antiquation" Ghostman mentioned, I think it'll be the case that mental disorders will be chalked up to the person's essence having been contaminated by more animalistic ones (their essence was not fully filtered of its impurities at birth). Thus, hysteria, seizures, and other psychoses would not warrant a mental examination so much as an examination of their bodily essence.
I also think you bring up a good point about drawbacks with using essence. I think if someone had a sloth's essence it would be considered a drawback to be so slow and sleepy, but it could also be used as a sedative or a calming reagent. I think the drawback would be that, if you doped on pure snake (hehe) you would have all the drawbacks and advantages that you mentioned (flexible but sluggish). Alchemists would likely work feverishly to wring out those "defects" to try and provide a more focused version of the essence that would embody only the desired functions, such as the snake's flexibility without the sluggishness.
Thanks for the questions, on both your parts. Stuff like that really helps the juices flow.
Natural vs Refined Essence; could be a point for a side (or main) adventure if the players are the Alchemists in question.
M.
EDIT: Man, you sold me some BAD gecko last time! I couldn't stop trying to lick my eyeballs for anything.
I decided to work on fleshing out Eadgard's religion before really delving further into the society and what surrounds it. Given that religion is so engrained in our everyday life, I found it necessary to create one that I found interesting for Eadgard. When I get to detailing the many other cultures in the explored regions of Terrel, they will have their own, different religions as well, though probably not quite as detailed.
[ic=Religion in Eadgard]Though many religions drift across the valleys and between the peaks of Terrel*, Eadgard's Galtic faith covers most of the colonized world.
Early history brought with ancient Bray the Lucan faith – the belief in the power of the mountains themselves and the godly spirits that perched atop them. Mount Luca, for which the faith is named, was the prized protector and provider of ancient Eadgard, who chose the form of a valiant white ram and brought his life-giving waters down to the people of the Cradle**. Eight other peaks (all in all making the Nine Pillars of Creation that held up the sky) reigned as sister or brother gods to Luca, though countless were the minor gods of smaller mountains. The Lucan faith remained dominant for many centuries.
[spoiler=Details on the Lucan Pantheon]
[ooc]This is by no means complete, but I wanted to provide some degree of information regarding the old faith. Right now, I only have these two primary mountain gods detailed, with faint ideas for the others.[/ooc]
Luca is the First of the Nine Pillars, upon each of which rests the mantle of the sky. The tallest and largest mountain of the Cradle (the valley within which all of Eadgard is situated), Luca's peak stretches into a long and thin precipice of ice and snow, often imagined to be a white knife thrusting up to pierce the firmament (this is the very action that priests perform before plunging their ivory knives into their sacrificial offering).
Luca is the god of all others, the creator of all Terrel and the protector of Eadgard. Depicted as a massive white ram whose every breath brings icy wind and snow, Luca manifests either in his animal form, a tall, white-haired man, or a hybrid of the two. Tales of his majesty abound in religious scriptures.
Yrre is the most distant of the nine peaks, a dormant volcano that has long since blown its own towering peak in its eruption eons ago. Yrre is the god of fire and destruction, of bottled wrath and explosive vengeance whom is said to manifest himself as a great red snake composed of molten rock that slithers down the erupting mountain to slake its rage on those unfortunate enough to be caught in his path. Yrre is appeased through sacrifice, and in ancient times lengthy pilgrimages would be made to his volcanic peak to toss in criminals and thieves as an offering to spare the more righteous souls.
Yrre erupted long ago during a violent quake, blasting off its top and cloaking the sky in fire and ash for days on end. Were it not for Luca, who used his roots to tear open a fault before Yrre, the farmlands below would've been completely destroyed. Luca took on the disguise of a human who was picking berries by the edge of the cleft to tempt Yrre into consuming him. When Yrre got close enough, Luca revealed his form and cast Yrre into ever-deep fault, where he remains to this day. Some claim Yrre will return and is crawling his way back to the surface slowly, waiting for the day he can take vengeance upon Luca and all those who worship him in the valley.
Though Yrre is considered by many to be long gone, the threat of his presence and the horror of his wrath still draws fevered prayer and ritualistic sacrifice (of animals, typically), and many continue to believe he is not dead (evidenced by quakes in the earth and the tales of distant, weaker eruptions) even as the Galtic faith perseveres. Yrre has no mountain temples, though the cleft through which he fell is often visited to cast sacred stones (to slow his ascension back to the surface) or animals (to force him to stop and consume the offering).
[/spoiler]
It was not until Leopold Galt, prized savant*** responsible for the discovery of col and the harnessing of its power, brought new magic into the world that the Lucan faith could not match. With the early, almost divine advent of flying machines and steam power, Galt shaped the core of the Lucan faith with each marvel he unveiled. As a stranger to such renown, Galt shied away from the public eye but became as much a miracle maker as blasphemer for harnessing the power of the sacred mountains, though faith inevitably shifted to view the Lucan mountain gods less as powerful defenders and warriors and more as providers and troves of power waiting to be tapped by human hands. The beautiful gemstones, powerful col, and precious metals all took on a sacrosanct appeal as mines erupted in once sacred sights, and as the Lucan faith struggled to find coherency in its old teachings its worshippers thinned. Fara Edius Macaroy, leader of the Lucan church, saw the beginnings of the fall of the Lucan faith and feverishly sought to revive it. Galt, shortly after his death, was proclaimed a prophet of the Lucan, no – Galtan faith, who had shown Eadgard the errors of the church. Newfound Galtans flocked to worship the late Leopold Galt and honor his teachings, and his worn blueprints and designs for his creations remain biblically protected and recognized.[/ic]
[ooc=Notes] *Terrel -- the name of the world in which Pinnacle takes place.
**Cradle -- the name of the valley that Eadgard is in.
***Savant -- a term for a very smart, gifted person in Eadgard.[/ooc]
[ic=The Galt Religion]
Galtans believe in the Father Leopold Galt, the prophet of the mountain, who created the union between Luca and man by providing the sacred gemstones, metals, and col necessary for creation. Galtans adhere to the idea that humanity is the master of its own world, and that other things (such as animals and plants) are there to better them or further their progress. Those who are dominated by the spirit of Yrre, the destroyer of man, seek only to inhibit and tempt mankind with destruction (dangerous flora and fauna, jagged mountain peaks without abundant snow to provide water or lacking in col, etc.).
Essences are considered a tool meant for mankind that has been corrupted by Yrre's malevolent hands. He has tempted man by giving them great power through essences in the hopes that man consumes so much as to destroy his own humanity and revert to an animalean form. Sacred chymists therefore work to purify the contaminated essences to provide only the purest and most powerful droughts, condemning those who inject "raw essences" as tempters of Yrre and deviants of the faith.[/ic]
[ic="Stolen Sky" by *voitv on Deviantart]
(http://fc04.deviantart.net/fs71/f/2012/356/9/e/stolen_sky_by_voitv-d5os7yx.png)[/ic]
Warks
The advent of the flying machine, the early balloons and dirigibles that now mark the metal, corpulent monstrosities that drift across the modern skies, had literally opened humanity to the sheer vastness of the world around them and simultaneously invalidated a thousandfold philosophies of a world that "stopped beyond the mountains." Warks, as they would come to be called, dominate the skies over Eadgard and spread across them like a great spider, weaving an invisible web of conquest into once untouched lands.
Warks are large, bulbous dirigibles filled with helius and powered by col. Across their rounded, ovular frames are the barnacled foundations of passenger cabins, defensible turrets, propellors, aerial fins, and other automata to aid its voyage and/or provide more cargo space.
Given the mountainous terrain, the overall shortage of flat land, and the lack of aerial docks outside of Eadgard, warks deploy men fitted with clockwork suits to glide down to the ground, connected by long cords of woven steel to reel them back in when necessary. While on the ground, the soldiers and diplomats will conduct what business they may in the foreign land and then be safely towed back to the wark when needed. In more extreme cases (most often when and if conflict erupts on the ground), larger warks will deploy lesser clipper vessels holding small fronts of soliders with clockwork suits to maximize the area over which troops can navigate while remaining connected to the safety of the aerial ships.
Corsairs, Pirates, & Vultures
As the world opened up to the skies, so too did the possibilities. A kindled sense of exploration erupted in Eadgard, and a fervent pride swelled over the country as foreign lands came under their utopian dominion. But not all folk had known the kindness of the crown nor the pride of their country - those defiant to the royal crown of Eadgard, the downtrodden, poor, criminal, opportunistic, or dastardly souls, could now escape the prison of the empire via the skies if they knew the right people and had the right connections. While some were content with fleeing the growing empire or smuggling under the guise of different marks, many sought to take back as the opportunity presented itself. Sky pirates, colloquially known as vultures, came about in force. Most were dispatched not only by the superior, combative warks, but predominantly by their own ineptitude at piloting their floundering, scrapmetal excuses for a ship. Some, though few they were, persevered and secured their infamy in the ranks of exiles and criminals of Eadgard. Corsairs, pirates, vultures; they are all many terms for the same criminal enterprise.
The "Galt Religion" makes me immediately think of John Galt, and there are certain vague similarities philosophically as well, with the whole "man is the master of his own world" mentality. With Bioshock being among the inspirations for this setting, I can't help but imagine the parallels are not completely unintentional. Since you've got clear parallels to steampunk and to Victorian society, too, I would think that the "Robber Baron" archetype would connect with certain other Ayn-Rand-inspired imagery, as well.
I think the name "Wark" is kind of silly, and, in all honesty, I'm not particularly a fan of it, but I like the concept. Airships always add to the "cool factor" of a setting, to me, and there are so many places they just fit right in. The image is very evocative. As I read and try to envision this, I see a lot of similar imagery to Opus creeping in too (That's not necessarily a bad thing! It's just stuff you like) and, in some ways, this seems like it's a darker version of Opus. Of course, there are massive differences as well and that analysis is probably terribly simplistic.
I would certainly enjoy playing in this setting, if I haven't said so already. :D
Quote from: sparkletwist
The "Galt Religion" makes me immediately think of John Galt, and there are certain vague similarities philosophically as well, with the whole "man is the master of his own world" mentality. With Bioshock being among the inspirations for this setting, I can't help but imagine the parallels are not completely unintentional. Since you've got clear parallels to steampunk and to Victorian society, too, I would think that the "Robber Baron" archetype would connect with certain other Ayn-Rand-inspired imagery, as well.
Would you believe that the comparison between the religion and John Galt were entirely unintentional (but really cool)?
QuoteI think the name "Wark" is kind of silly, and, in all honesty, I'm not particularly a fan of it, but I like the concept. Airships always add to the "cool factor" of a setting, to me, and there are so many places they just fit right in. The image is very evocative. As I read and try to envision this, I see a lot of similar imagery to Opus creeping in too (That's not necessarily a bad thing! It's just stuff you like) and, in some ways, this seems like it's a darker version of Opus. Of course, there are massive differences as well and that analysis is probably terribly simplistic.
I would certainly enjoy playing in this setting, if I haven't said so already. :D
Wark is a silly name, but I kind of like it. It could very well change, but all in all I wanted to avoid referring to them as airships or blimps (I think wark is at least better than blimp), mostly because I want to distinguish them from the masses of other ubiquitous "airships" in other settings. Zeppelins are cool, as are dirigibles, but the former doesn't stick out to me quite as much and the latter is just hard to say over and over again. Maybe I'll drop the 'W' and call them Arks...
I'm not surprised you see Opus sneaking in here and there! I don't even notice it until you point it out :P, but as you say, it is just stuff I like. I'm trying to keep the two relatively separate so as not to tread too much on the other. The "layout" of Opus (colonized, familiar center surrounded by a wild, open, and mysterious land) definitely shows up in Pinnacle, and I think Pinnacle is a bit darker, but not so much as to be oppressive in that regard.
And thanks! I'm glad Pinnacle has, so far, passed the sparkletwist test of playability. :)
I'm going to start writing about the various new cultures of the world in a journal style entry from an unnamed scientist aboard a likewise unnamed airship. For now, you'll have to settle with my stream-of-consciousness scrawls. Enjoy!
[ic=The Yoi]
Nothing so far discovered has proven truly alien or to stray that far from the human physique - some are shorter, some taller, some darker, some lighter, and so on; I'm rather underwhelmed that we have not found any evidence so far for the fabled "winged men" that have others spoke of. Nevertheless, the trip has been fruitful; just yesterday we passed over the a fantastic trio of volcanos, their molten basins at their peaks still bubbling and smoldering - It gave me quite a shudder to think of the hellish depths of the great Destroyer and I slept ill that night. The captain refuses to let me smoke anywhere but the upper deck (it seems to strike him with fits of coughing), though I've tried repeatedly to educate him on the respiratorial benefits of strengthening the lungs in such an efficient and pleasant manner - alas, evolution does not favor everyone.
Last week we found several peaks we could not ascend in our vessel despite our ~1,250 fathom advantage off of flat level. By Galt Himself, the majesty of this world is astounding. I can't help but wonder that were the Prophet here to see the things as I do now, would his creations have differed at all? Would his theories have changed? I suppose it is hubristic to ask; to imply error in His own design is to imply error in all creation. Whatever the case may have been, never had my foundations been so shaken when I first laid eyes upon the glowing, fungoid depths of the cleft. What would the Prophet say of this? Of the mayhem we would cause?
A telescopic lens spotted several creatures moving around the monstrously large phosphorescent crag beneath us, and I was asked to identify if they seemed to be human methods of locomotion, though they used decidedly more crass language. They were much to far to make out any overt details regarding their exact species, though I believed they seemed bipedal and, from what I could gather, human. The captain barked his profane orders to the crew, and without hesitation a small force of eight men encased themselves in suits of metal and leather attached by heavy chains. I would've been happy to watch them from the safety of the telescopic lens, but the captain ordered myself along as well.
We descended by means of aerosuit (metal deathtraps) and kept our winch-levers ready to reel us back in the moment we encountered any danger (we had heavy carbines with us, but orders from the King prevented us from resorting to violent behavior except in our defense). We had first contact within seconds: a man, perhaps a warrior of his tribe, with fragments of leather and iron strapped to himself in a shameful excuse for armor, with a face coated in phosphorous green and yellow smears. He had some type of spear in his hand, though he looked more afraid than anything and did not attack. Our leader opened his speaking grate and introduced ourselves to the fearful man in a language he was clearly unversed in. After several minutes of charades and drawings in the dirt (I was not sure the man knew of any language at all, for he did not speak during this interaction), the rest of his warparty emerged from the surrounding fungoid crags - two dozen, by my count - in hiding and dressed similarly to their frontman. We were led to the edge of the monstrous rift but could not descend without disconnecting out means back to the ship. Instead, we peered down into the vibrant depths. I was stunned.
Stretching on and on to a river of molten lava were narrow (in the cosmic sense; it was possibly half a mile across!), raw walls riddled with glowing fungi encrusted with shambling planks of wood and stone. Hundreds, no, thousands of people poked their heads out and reared them to our skyward position, from between mushrooms the size of boats, beneath vast overhangs of spotted and luminous shelves, from hanging vines and glowing moss draped across the rift. The man took his "spear" and fired it at the opposing wall of the cleft, where the tip (connect by some sort of woven vines) seemed less to stick in by pure force than by some sticky residue, and connected the other end to where he was standing by similar means. He slid down and landed on a shelf-like mushroom and addressed in a strange, vowel-y voice. Music quickly swelled up towards us as people danced from their homes and across the rickety bridges of moss and wood and glowing things; women and men came up to paint our aerosuits with phosphorescent mush and, in increasing fervor, tried to hastily climb up our chain links to the wark. I tried to persuade them with what means I could to get them down, but they began ignoring us entirely to reach the ship in some sort of fanatical fervor. I looked to my comrades for aid. Some were wrestled down, but others persisted; several climbers were far out of our reach by the time we could properly react to the situation. I recall one man crying for help as he was barraged by a crowd of people and fell onto his back. A hand grabbed and covered the glass window of my suit and I felt my body being turned about wildly. Then, the cacophonous ring of a gunshot, a scream, and then several more shots. I felt a weight lift from my suit, and the hand limply slid off my window. I pulled the winch before I could fully understand what happened.
We maintained an aerial anchor over the cleft for the next 24 hours. It increased in luminosity as time passed. There was no more dancing, no more movement at all from what the vision the lens provided to me. The red-stained bodies of 12 people lay untouched far below us - we did not try another contact. I do not know what had become of such strange glow-people, and though I fear another visit will end even worse, I must unravel their secrets. [/ic]
Animalia
Animals in Eadgard, and pinnacle, for that matter, vary from the familiar (snakes, birds, fish, etc) to the bizarre (canopy crawlers, skywhelks, squibbles, etc.). Most things we know of on Earth, like horses or cows, are either very uncommon or unheard of on Pinnacle, where environmental factors altered their evolution. Instead of such creatures, more surefooted goat-like beasts evolved to traverse the vast peaks and reach the thin patches of lichen, and the small areas of lowlands and fertile plains have led to extreme competition between species to become very hardy and minimize the amount of nourishment they require to render the land infertile. In pockets of more verdant growth and alpine forests, countless species thrive and coexist in a complex ecosystem polished to delicate balance over hundreds of thousands of years. Even in the air-thinned, windswept peaks of the immeasurably tall mountaintops stranger creatures exist - odd, alien beasts of bizarre and uncertain origin, requiring little oxygen and thriving off of the strange, bulbous trees and other eerie vegetation.
Back to the Cradle, Eadgard boasts of several beasts burdened with day-to-day tasks such as message delivery, transportation, wool, and food. The following will detail some of the more prominent animals and the tasks they serve, as well as a few organizations surrounding them and their usage.
The Circus
The opening of Eadgard to the rest of the world and its multifarious cultures, animals, and people has given life to an entertainment industry that thrives on the foreign, the mystical, and the bizarre - the circus. Elaborate tents pitched from high beams and held aloft by balloons provides a certain grandiosity and allows audiences to be temporarily captured in a world apart from theirs. The acrobatic Yoi walk along tightropes and jump through hoops all the while glowing in phosphorescent neon body paint as essence-augmented Uthlathegn men routinely catch the wonder and awe of audiences as they perform great feats of strength and endurance. Zukuri metals and magnets levitate and fly as if held by an invisible hand as Idleopec women dance wild dances atop hot coals and beds of knives.
Wonders of technology, biomancy and magic come together underneath the variegated folds of the cavernous tents - freak shows of grafted animals and humans and half-men machines mark the more startling displays while acts of hypnotism and stage magic draw a more regular crowd. Most popular of all perhaps are the alien, unfamiliar creatures of the circus: the vast array of fauna (and flora) that are brought back to Bray routinely awe the audiences with their strange colors, behavior, and tricks. Fire-spitting beetles, floating gas bags trailing a thousand tentacles, eyeless predators of the lightless depths, sabertoothed rainbow lizards, lantern cats, ghast wolves, giant canopy crawlers that feed on entire groves, corrosive cave slimes, thousand-legged pincer snakes, cyclopean cave spiders, towering mountain striders, echo birds, one-legged leapers, faeries, flickermoths, and many more all make up the strange menagerie of creatures that inhabit the circus.
Cliffrunners and Brull
Also known as the "Surefoots," "Mountain Riders," and "Cliffies," Cliffrunners are an ancient mounted order dedicated to the protection of Eadgard and the Cradle, equipped with a long, multipurpose spear, light leather armor, a specialized, pivotable saddle, and their signature golden caps. Cliffrunners ride atop the mighty brull, a large, goat-like, woolen beast equipped with cloven hooves that nestle themselves into mountain faces to scale seemingly vertical heights. Their long heads are adorned with two large horns (which are trimmed during training by Cliffrunners) to imply dominance and also clash with rival brull, females having smaller, subtler horns and brulling lacking them entirely at birth.
Brulls are extensively trained to deal with the additional weight of a rider (riders must be lithe and strong, and maintain a strict diet relative to the needs of their brull) as well as the pivoting of their weight as they climb. When a brull scales a rockface, the riders pivot their specially designed saddles to sling themselves to the opposite side of the face. When additional assistance is required, the cliffrunner will utilize her spearhead by nestling into the rocks below or using the small hook to hang from overhangs above to provide more support. Brulls are intended to move quickly across locations where normal humans couldn't and engage enemies with the added reach of their spears. Today, cliffies provide a mobile defensive force for Eadgard and are predominantly viewed as icons and guardians.
The sheer age of the cliffrunner order is laden with antiquities and old, sacred rituals and rites of passages that have stood the test of time. New entries are required to journey to the top of a hidden peak wearing stone boots and heavy clothing, carrying with them a rose flower. When the flower is delivered safely and within the timeframe of the journey, they are then admitted to training.
Llums
The Llum is a large, bovine creature with a high arched shell and low, wide head. The llum is the size of a carriage, with a large, domed shell along its back to store fat and tufts of wooly fur blanketing its legs and head. When panicked, a llum will retract its wide head into its shell and sink to the ground. Due to their fat stores, they can remain like this for days on end, and often do so when they falsely suspect a predator is around. Old folktales speak of great mounds of grass and dirt that lift up and shift about; old llums awakening from year-long slumbers. The eyes on their head are spaced widely to be able to view their lowland canyons from end to end but give them a blind spot at their center, where a powerful shell-like bone protects their head from frontal assault. As such, llums periodically strive to position themselves where the valley floor is to their flanks and the incline is to their protected front and back.
The llum serves as a source of meat, wool, and, in the past, armor. Llum shells, much too big for individual use, were broken apart and resealed with birch-bark tar to create shields and armor for hunters and warriors. Their thick, wiry wool is used nowadays less for clothing and more for rugs, carpeting, and insulation. In addition to food, armor, and wool, llums continue to serve as beasts of burden in farmlands and are extremely efficient (if a bit deliberate and quite slow) creatures that can lift and pull incredible burdens; some folk even took to riding them, placing saddles high atop their domed shells to roam slowly about the valley. In the modern era, llum-rides are considered a practice of romance - laden with a howdah, a guide steers the couple about the twilit hillsides of the Cradle.
Scamps
Scamps are a species of rodent with long bodies, beady eyes, and small, sharp, and durable teeth to cut the precious roots and tubers they feed on. They live in vast underground tunnel systems to hide from their main avian predators, occasionally catching rides along the wooly underside leisurely llums that stride overhead. Scamps are considered the pest of all pests in Eadgard, and they have a notorious habit of mistaking wires and pipes for the prized tubers and roots; a scamp infestation is something greatly feared by tinkers, exacerbated by the fact that scamps are thin enough to slip through surprisingly small gaps and along pipes. "Scamp" is a common term for mischievous children or troublemakers.
Rhuk
Though the telegraph is alive and well in the modern era, the mountainous terrain of Terrel prevents its widespread use outside of Bray and nearby outposts. Instead, messages are popularly transmitted via messenger birds known as rhuks. There are many species of rhuks, varying in size from as small as a human fist to that of a small dog, and their coloration can vary immensely. Whatever the case, rhuks are unified by their beak shape: a long, thin beak with a sizable throat pouch to catch and carry rodents such as scamps. Rhuks will oftentimes sit in the valley lowlands near scamp clusters and leave their mouths agape, secreting a scent that mimics the tubors and roots they feed on. When a foolish scamp gets too close, they'll be gulped up and swallowed.
Despite their habits of devouring anything caught in their gular pouches, rhuks can be trained to carry fairly large items. In the past, less humane methods for rhuk delivery included coating the item in a horrid gel and taping the beak shut for only the recipient to undue, but such has since been abolished. Now, rhuk training goes so far as to prevent them from swallowing the item and opening their bill on command in exchange for a few bits of food. Likewise, rhuks can carry small items on their backs or in their legs, though the most comfortable method is via the pouch.
Skavers
Perhaps the most feared raptors of the sky, skavers are immense birds of prey so large in size that they can only fly short distances. Instead, they rely on their massive wingspan and aerodynamic form to glide from high peaks to reach places and skydive prey. A skaver is about twice as tall as a human adult, with a wingspan that more than triples that length. They have large, thick beaks with a spearlike hook at the tip to slice and mar their prey, and their large, circular and pupilless eyes seem to stare every which way at once. Skavers primarily prey on brulls, but rarely use the aforementioned methods of attack; instead, they conserve their energy by flying up beside them and using their talons and wings to push them off balance and to their deaths, where the skaver can then land and feast. If driven by extreme hunger, they have been known to attack and successfully kill llums by piercing their hard shells with their beaks, though such attacks are risky and can just as often fail or result in the skaver being trampled to death. Skavers will also hunt other birds, especially when trying to provide extra food for their young.
Though skavers do not go out of their way to attack humans, Cliffrunners become the unfortunate victims in skaver attacks on brulls as a hungry skaver will not take the time to distinguish the rider for the brull. As such, skavers are hunted by Cliffrunners and seen as a threat to their order. Skaver eggs, on the other hand, are considered a rare delicacy for Eadgardians.
I like these animals! It seems like it isn't really a fantasy setting without a bestiary of strange and interesting animals, and you haven't failed to deliver. Especially given the idea of "essences," it seems like the kinds of creatures that would show up would be quite varied and odd. I liked how "The Circus" gave a snapshot of the kinds of things that might show up, yet, was not hugely detailed, so it left things kind of a blur, like the blur of different scattered imagery you might get going to the actual circus and catching glimpses of all of these creatures.
I guess it wouldn't really be a Weave setting without llums. (Poor Llum...) I like this take on them. Did the Opus versions have shells, too, or is that a new addition? I don't remember that from before, but, then again, I was never really sure how they looked.
Are scamps cute or repulsive? I could see them either way. (Or maybe, like rodents, it depends on how mangy and scraggly they are...)
Quote from: sparkletwist
I like these animals! It seems like it isn't really a fantasy setting without a bestiary of strange and interesting animals, and you haven't failed to deliver. Especially given the idea of "essences," it seems like the kinds of creatures that would show up would be quite varied and odd. I liked how "The Circus" gave a snapshot of the kinds of things that might show up, yet, was not hugely detailed, so it left things kind of a blur, like the blur of different scattered imagery you might get going to the actual circus and catching glimpses of all of these creatures.
I guess it wouldn't really be a Weave setting without llums. (Poor Llum...) I like this take on them. Did the Opus versions have shells, too, or is that a new addition? I don't remember that from before, but, then again, I was never really sure how they looked.
Are scamps cute or repulsive? I could see them either way. (Or maybe, like rodents, it depends on how mangy and scraggly they are...)
Thanks for the kind words!
Pinnacle definitely needs a fantastic menagerie to play with, so there will be many more to come. I've been trying to work on sketching out a few of them and labeling their various parts and cross sections in a mock-Darwinian sort of manner, but I don't really have anything to show of that just yet; I've decided to make a map of the currently explored world first.
Llums are, of course, a necessity in any setting and a hallmark of excellence, so Pinnacle must have them. In Opus, they did not have shells - they were just big, shaggy bovine things with some stunted horns and a big, hunched back. The shells are a new addition... perhaps they are some offshoot species from the distant plane of Opus (just because no one has ever seen a llum traverse the planes doesn't mean they can't!). "Planar grazers" also sounds pretty sweet.
I generally picture scamps as fairly cute, almost ferret-ish, but hated for their destructive innocence. They can get pretty ragged looking and a probably come off as repulsive after wading through a bunch of machinery. I imagine many tinkers have some "legendary tales" along the vein Moby Dick of the single scamp, battle scarred and bedraggled, tearing through their hard wrought creations overnight and their epic chases throughout the workshop.
If you've ever spent too much time around ferrets, you know exactly how ugly those adorable things can get if left to their own devises. :P
I really like the Skavers, especially the description of the predation habits, felt very realistic. However, right now what I'm basically picturing is a large golden-eagle - anything else set them apart from the "bird of prey" norm? Also, I keep picturing a breed of Skaver's with particularly long legs a-la the secretary bird - is that a thing? Also, are Skavers ever a problem for airships in any way?
I love this; keep it coming!
The REAL Introduction to the Yoi
[ooc]I wrote the aforementioned post about the Yoi more in an act of creative exploration than that of actual documentation for the setting, and wanted to really flesh them out - some of the things presented here may clash with those presented there, but I wouldn't worry about that too much (and you shouldn't either).
Some notes on the Yoi - I wanted to explore something that was a tad more oriental in tone than before, and this is what I've come up with (I swear it's not just the names). They *are* in fact human, though I saw no reason to explicitly say they are when Eadgardians have no reason to assume everyone else is of their ilk; they're probably a bit too arrogant to grant them the lofty title of "human," but I'm sure some do. I wanted to make them distinctly different in subtle and not-so-subtle ways, such as their cattish eyes and incredibly white skin, respectively, to make them more than just foreigners and provide them with a touch of fantasy. They've just evolved differently, but not so much as to be totally alien and weird.
I've been doing some meager research on fungi and naturally formed ravines (not at the same time) and wanted to incorporate that in some way as well, so the Yoi were born as mushroom eating asians who live in big ravines. I also wanted to give them a sort of "neon light district" feel ala Tokyo, so the mushrooms glow. Now that I've let you taste the truly byzantine complexities that have gone into this thought process, read on!
[/ooc]
[ic=Yoi]Beyond the snarled peaks of the east lies a range of volcanic mountains that seethe billowing clouds of ash and smoke, as if the mountains themselves were breathing to the beat of an earthen thrum. Descending the molten rivers of these smoldering titans leads to a solid tangle of vines and leaves so thick that one might mistake the jungle canopy for the ground. Navigating this impossibly dense crown of vegetation is foolish; those wishing to descend must do so by the jagged foothills of the mountains or blast their way to the floor with powerful explosives. Just beneath the labyrinthine canopy lies the surprisingly deep floor of the forest, where rudimentary forces of light are unheard of. Wading through the bizarre, bioluminescent vegetation finally reveals the home of the Yoi; great clefts of riven earth, aglow with moss and fungi that drop even deeper into the world.
The chasms of the Yoi, known as the Yoi-Hye, range in depth from a stones throw to incalculable drops into blackness, beyond the carpet of their precious, phosphorous mycelium and inhabited only by the darkest dreams and nightmares of the ivory-skinned people. Petrified rivers of hardened obsidian lie frozen at the base of some while others are laced with small, crystal clear rivulets of purified water leading into massive bowls for the cliff side communities' consumption. Though the clefts of the jungle floor are small and narrow in parts, the bases of these mazelike crags are spacious and surprisingly verdant with large, overgrown fungi that give light to the caverns and the Yoi, providing food and shelter for the industrious folk.
The Yoi themselves are quite similar to Eadgardian humans, albeit cursed with pure white, fragile skin that blisters and burns in the sunlight. Their eyes are large and reflect light when shined upon them, allowing them to see clearly in considerably less light than an Eadgardian. Their hair tends to be lighter-colored (sometimes even pure white), long, and silky, and they stand a bit shorter than the average human. Their garments are typically long and flowing, giving them an ethereal sort of quality when they move about in the dim light of their homes – explorers who have stumbled across their homes have been quoted as having seen the ancestral spirits of a long dead people.
Yoi society hunts by utilizing the deceptive nature of the shifted forest floor to disguise and obscures certain areas of the cleft (left intentionally dark and stripped of luminous fungi) to make otherwise safe areas suddenly drop off into sheer, deadly cliffs. Hunters will scout out along the dark forest for prey, scare them into fleeing in the direction of a cleft, and let their own fear send them tumbling down to their death or into carefully laid nets of vines and rope. The cultivation of mushrooms and other edible fungi has led to the creation of vast expanses of underground gardens as well, and carefully grown mycelium allows the filtration of water into a more purified form.
Perhaps most unusual is the Yoi religion, which dominates and dictates their everyday lives. They believe that the vast carpets of glowing mycelium that cover the majority of their cavern floors is actually the fabric of a divine being that presides over life and death, and the fungi that grow from it are the individual godlings it creates. Even stranger are their practices of worshiping this "god-fabric": each day, the devout will ritualistically pluck one of the large, godly mushrooms and consume it to gain the golding's divinity and power. What power comes from this ritual (if any) has yet to be observed, though rumors abound of legendary gifts given to the consumer. The mycelium is also used as a filter for their drinking water, a resting bed for their deceased, and even the cloth of the most zealous followers.
Yoi in Modern Eadgard
Those of the Yoi who make the dangerous flight to distant Eadgard must take precautions to protect their delicate skin; aside from copious amounts of clothing (long sleeves, gloves, even face masks in some cases), umbrellas are the most common and "acceptable" method of covering the skin, though some pay homage to their warriors and don the phosphorous paint of the crushed flora to protect them. "Modernized" Yoi wear dark colors to contrast their pale skin and wear their hair bound in elaborate pins to emulate the common style. Borrowing from the Zukuri dyes, they take to further accentuating their slightly larger eyes by dabbing them in dark shades (males as well as females practice this).
In Bray, the Yoi flock to living in areas where towers are nestled close to one another and relish in the maddening layout of the city. Choosing to live high in the spires, they open their windows and cross luminous vines and fungal branches to neighboring windows, creating a neon-lit district that comes to life once the sun sets, selling their popular soups, fungal truffles, earthen fabrics, deadwood flutes, luminous pigments, mycelium filters, exotic critters, carved clay tablets, obsidian jewelry, and other wares.
Many Yoi experience a certain nausea when exposed to the sky for the first time, feeling as though they'll be swept away into the gaping maw of the heavens with nothing to catch them, and as such are relatively uncommon in places outside of Yoi-Hye and the Sejiru Jungle.[/ic]
Quote from: Xathan
If you've ever spent too much time around ferrets, you know exactly how ugly those adorable things can get if left to their own devises. :P
I really like the Skavers, especially the description of the predation habits, felt very realistic. However, right now what I'm basically picturing is a large golden-eagle - anything else set them apart from the "bird of prey" norm? Also, I keep picturing a breed of Skaver's with particularly long legs a-la the secretary bird - is that a thing? Also, are Skavers ever a problem for airships in any way?
I love this; keep it coming!
Sorry for missing this;
I'm glad you enjoy the Skavers. I kinda intended to make them fit the "bird of prey" norm, but just a lot bigger and more vulture-like than bald eagle (long, unfeathered necks and ugly, sparsly feathered heads). I actually think long legs would suit them in an evolutionary sense, and I rather like that imagery. With airships, I think skavers would be more a spectacle to observe than a thing to fear, unless the ship was very small. I do have plans to detail very, very large birds (ones that more or less fall from great heights rather than fly) that would contest airships for breeding grounds as if they were rival beasts.
Thanks for the kind words!
EDIT: Aw man, this went to a new page. For those who missed it, I just made a setting-pertinent post on the previous page.
I really like the idea that you're working from the assumption that it's a human-only setting (or, at least, the characters in question are all human) but the people in the setting don't necessarily consciously realize that-- it really helps to drive home some of the prejudices that might exist if they think of themselves a "superior race." It kind of goes along with the dark steampunk feel, too, I think, because this was about the time when things like eugenics were coming to the forefront, along with a whole lot of racist (and usually flat out wrong) theories about human development. It'll also be interesting to me to see how racism and racial views shape up in this culture when the different "sub-races" of human seem to be more distinct from each other than they are in our real history.
The Yoi has this exotic, "Asian" feel to them, as I'm sure you intended-- almost a bit too stereotypical for my liking, but if we're assuming that most of the documentation about the Yoi was written by people from Eadgard, then it's quite likely that this is biased from their perspective. I'd encourage this! No point all the sources have to be reliable, and it's a great way to resolve the contradictions that seem to be almost inevitable when writing a lot of setting material.
With the mushrooms and the bioluminescence they kind of remind me of the Glow from Underdeep. :grin:
I'm intrigued by the society of the Yoi. It seems that aside from the immigrants in Eadgard, they've been entirely confined to that one particular valley and it's jungle floor. Just how large of an area do they range there, are they all bunched into a single settlement or are they spread out across multiple cities? What sort of goverment(s) do they have? What about technology, especially tech not related/dependent on fungi cultivation?
Why are there such apparently large numbers of Yoi now living in Eadgard?
Quote from: Ghostman
I'm intrigued by the society of the Yoi. It seems that aside from the immigrants in Eadgard, they've been entirely confined to that one particular valley and it's jungle floor. Just how large of an area do they range there, are they all bunched into a single settlement or are they spread out across multiple cities?
The Yoi have adapted to a life in semi-darkness (luminous fungi) and mostly devoid of sunlight, making their skin pale white and their eyes larger, so they aren't well-adapted to life outside of their niche environment. As such, they have a distinct solidarity to them and collectively formed a single, large city of sorts amidst the main chasm and the shunting smaller ones (I sort of envisioned ants or another colony-based creature as the inspiration for the lifestyle of the Yoi, which also plays well into a communistic theme that I'm going for).
The range of their colony is sort of undetermined from my perspective. I imagine it's not very large, but I also imagine that they have much more space down there than it appears from above. The molten formation of their chasms made a sort of pear-shaped tunnel, with the top being narrow and thin and bottom opening out quite a bit. The naturally nutrient rich ash and and constant deadfall from the jungle above allowed for lots of fungi formation on the bottom of the chasms.
QuoteWhat sort of goverment(s) do they have? What about technology, especially tech not related/dependent on fungi cultivation?
Good question. I haven't really delved into the real details of the Yoi yet, so I appreciate the food for thought. Right now I'm thinking they have a very community based type of leadership or at least a council of representatives. I'm not sure they'd be so keen on elevating one person to leader - that's a lot of responsibility resting on the judgment of a single person for them.
Technology would be fairly simple, and things like fire wouldn't be used all that often (the jungle is always warm, and the risk of burning down the mycelium carpet would be too great). As such, Yoi use raw ore and woven bark as armor or weapons, and rely primarily on hunting parties and subsistence agriculture to sustain them. They also utilize a lot of vines and stone hooks to slide baskets and objects down to other locations across the chasm. Wooden water wheels would help keep small elevators going to raise and lower items consistently, and stone or jade tools would be used to help carve narrow steps into cliff walls.
QuoteWhy are there such apparently large numbers of Yoi now living in Eadgard?
Another good question. Partially because I wanted Bray to have a foreign "chinatown" district to it and partially because they've taken a strange obsession to Eadgard. The Yoi are a kind but secretive people, and their may be some degree of spying the Yoi are conducting on these new, advanced Eadgardians, masked by a veneer of genuine innocence and benevolence. This is all done despite the fact that the Yoi are so ill-adapted to life outside their colony that they need to constantly shelter themselves from the sun and protect their eyes all for the furthering of their people. In any case, the presence of Eadgard upon the Yoi hasn't so much driven their society into a drastic a cultural upheaval as it has done to others; rather, the Yoi have grown deeper-seated into their beliefs and may yet perceive them as a gift from their strange gods as something to be learned from. Eadgardian technology has greatly impacted the Yoi city and revolutionized their daily lives, but their conviction remains.
Thanks for the questions, Ghostman. I enjoy the challenges you present.