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The Archives => Homebrews (Archived) => Topic started by: Hibou on May 03, 2007, 01:28:30 AM

Title: Dead Thread - Moved
Post by: Hibou on May 03, 2007, 01:28:30 AM
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Post by: Tybalt on May 03, 2007, 11:06:17 AM
Interesting...nice touch with the fairy tale like beginning...
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Post by: Hibou on May 03, 2007, 12:10:57 PM
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Post by: Numinous on May 03, 2007, 02:19:26 PM
Dude, this stuff is amazing, as always.  How many variations on the Nightmare have you done now?

I really love the Nightmare/Fairy Tale contrast you have going as well.  What you need to remember is that in some fairy tales, the fairies make the world a nightmare.
Title: Dead Thread - Moved
Post by: Hibou on May 03, 2007, 02:59:27 PM
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Post by: Dyne on May 03, 2007, 03:33:23 PM
I like the atmosphere of this, very gothic and twisted. Can't wait to see more.
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Post by: Tangential on May 03, 2007, 10:36:53 PM
I am pleased to see this progress. And I'm gald to see the Boneride made it in. And I look forward to the cosmology post you promised me. ;)
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Post by: Hibou on May 04, 2007, 12:54:41 AM
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Post by: Numinous on May 04, 2007, 01:50:42 PM
Oh Dear, I really love the fairy-tale piece.  Good job, and more fairy-fiction please!
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Post by: Tybalt on May 05, 2007, 06:07:51 AM
I second what Natural 20 said, and I'll add that I really like your cosmology. It is straightforward and yet very magical, with enough touch of mystery that I would be intrigued to explore it in a game. Only encouragement so far!
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Post by: Matt Larkin (author) on May 05, 2007, 10:24:08 AM
I want to add my encouragement to the project.  I was fond of Sleep to begin with, and I enjoy the twist of a fairy-tale.  I had been half-considering a fairy-tale world, so this is refreshing.

Wicked cosmology.  I like all the magical stuff coming from the Nightmare.
Title: Dead Thread - Moved
Post by: Hibou on May 05, 2007, 11:56:42 AM
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Post by: Dyne on May 05, 2007, 06:09:47 PM
Wow, your fairy tale-esque stuff is amazing. I'm so tempted to run a game in your setting.

Keep up the good work, and keep giving us more!
Title: Dead Thread - Moved
Post by: Hibou on May 17, 2007, 01:04:31 AM
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Post by: Numinous on May 17, 2007, 11:59:29 AM
Troll, I love the piece about the apprentice.  It's exactly what I had in mind for a fairy-tale setting.  I'm almost angry at you for reading my mind, but I forgive you because of the sheer awesomeness you have made.

Keep it up!
Title: Dead Thread - Moved
Post by: Matt Larkin (author) on May 17, 2007, 12:18:55 PM
I agree with N20; nice short story, there.  Do you plan to make this organization an actual power to be detailed, or was that just for the story?  It'd be interesting to use that bit as the intro for an actual organization.  I find a quotation or short story can prove more effective than a long explanation at setting the feel of a society/group/place/creature.
Title: Dead Thread - Moved
Post by: Hibou on May 17, 2007, 01:47:58 PM
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Post by: Hibou on June 28, 2007, 11:24:30 PM
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Post by: LordVreeg on June 29, 2007, 12:11:11 AM
Mmm.  Some would say finally for the stepping away.  I might be one of them.


Demonology?  I'm going to enjoy reading about that.  What would be their relation to Samuel Hain ( I loved that one) and Phaerengast, the Lord of the Night?

Title: Dead Thread - Moved
Post by: Hibou on June 29, 2007, 01:41:03 AM
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Post by: Tybalt on June 29, 2007, 10:11:52 AM
I like the stories very much. "I wasn't asleep when it happened" sounds perfectly Poe/Lovecraft.

It will be interesting to see another example of a truly pagan world--most seem to really struggle with the Judeo/Christian/Postmodern Humanist models and seem awkward. I find it interesting that you focus so intensely on it and therefore make the fairy tale aspect of your campaign world more solid somehow.
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Post by: Hibou on June 29, 2007, 03:04:02 PM
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Post by: Hibou on July 20, 2007, 02:01:20 PM
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Post by: Hibou on August 06, 2007, 03:50:35 PM
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Post by: Hibou on August 19, 2007, 05:38:42 PM
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Post by: Hibou on August 19, 2007, 07:55:06 PM
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Post by: Hibou on August 28, 2007, 10:54:29 AM
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Post by: Hibou on September 08, 2007, 06:57:17 PM
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Post by: Hibou on September 10, 2007, 08:23:32 PM
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Post by: Hibou on September 10, 2007, 09:13:04 PM
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Post by: Ishmayl-Retired on September 11, 2007, 01:48:55 PM
Could you put some links to what specifically you updated? :)  It may help people find it easier to review.
Title: Dead Thread - Moved
Post by: Hibou on September 11, 2007, 02:51:43 PM
First Post = Themes (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.0)  
Peoples of Haveneast (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.2)  
The Way of Nightmares (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.4)  
Kingdoms of Anselvar (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.7)  
Religion and Spirituality (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.11)  
The Lych (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.13)  
The Nightmare, Part I (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.16)  
Mythic Creatures of Haveneast (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.17)  
Magic (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.19)
Title: Dead Thread - Moved
Post by: Hibou on September 11, 2007, 05:37:45 PM
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Post by: Hibou on September 13, 2007, 01:29:09 PM
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Post by: Hibou on September 13, 2007, 08:42:35 PM
An update on how Llander views magic (above), and a much larger update detailing several kingdoms of Anselvar that can be found here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.11). :)
Title: Dead Thread - Moved
Post by: Hibou on October 12, 2007, 01:11:08 PM
Thread currently being edited with the help of Phil. You may see changes as you read if you've read the stuff before, and if not it should be much easier to browse now.
Title: Dead Thread - Moved
Post by: Hibou on November 06, 2007, 07:06:29 PM
Fairly large update to magic. I'll probably try to do plenty of updating until I start chemo.
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Post by: Tangential on November 06, 2007, 10:42:09 PM
What's up with the color designations?
Title: Dead Thread - Moved
Post by: Hibou on November 06, 2007, 10:55:18 PM
Quote from: JaercWhat's up with the color designations?

The most direct relation between the core forms of magic and their corresponding colors is the color of the tunics worn while at the Order of Seven's meetings, or while in their strongholds.

These, however, are rarely worn alone; most members of the Order are "advanced" wizards in that they practice at least two forms. Mystic Hospitalers, for example, wear white and green (abjuration and necromancy, to represent their healing/protective duties). Often there are other colors a wizard will wear to represent their duties rather than the actual forms of magic they practice: Druids wear green and brown (green, the color of necromancy, to show where their primary magical ability lies; brown is used to represent their closeness to the earth). Purple is worn by Master Wizards because it has a special relation to The Nightmare, as do the most powerful of witches and warlocks (this will be explained a little later when the Order is more fully-detailed).

EDIT: Purple also has a relation to Varloque, one of the most widely-known pagan deities. Though religion is not a central part of the Order, Varloque's governing of magic and wisdom is understood by all members and it is considered customary for the most powerful sorcerers to wear the same colors as this god.
Title: Dead Thread - Moved
Post by: Tangential on November 06, 2007, 11:05:28 PM
I see. Thanks.

Just as an aside, what is purple's connection to The Nightmare?
Title: Dead Thread - Moved
Post by: Hibou on November 06, 2007, 11:14:51 PM
Quote from: JaercI see. Thanks.

Just as an aside, what is purple's connection to The Nightmare?


They say that the color purple in the mortal world grants the strongest connection between the two worlds; the Ethereal itself is largely violet in its hues. The color itself is a neutral, but powerful one: holy and unholy objects of the color are especially potent. This returns to Varloque's association with magic and wisdom.
Title: Dead Thread - Moved
Post by: Hibou on November 26, 2007, 12:03:42 AM
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Post by: beejazz on November 26, 2007, 12:49:33 AM
Vail wins. A cold necropolis (sorta) with it's cruel king and his obedient knights etc. etc.

...just good stuff overall.

Uh... what prompted you to go with monochromatic dreamscapes, by the way?
Title: Dead Thread - Moved
Post by: Hibou on November 26, 2007, 01:10:37 AM
Quote from: beeblebroxVail wins. A cold necropolis (sorta) with it's cruel king and his obedient knights etc. etc.

...just good stuff overall.

Uh... what prompted you to go with monochromatic dreamscapes, by the way?

I had a dream, and in that dream all I could see was black, white, gray, and blue :). True story.

I'm also fascinated with the emotional effects of specific colors as much as I am with specific keys in music. The individual dreamworlds, each with a different special color, will all have atmospheres based on either how I feel when I see a color, how others interpret the color, or a combination of the two. :)
Title: Dead Thread - Moved
Post by: Kindling on November 26, 2007, 08:06:41 AM
Quote from: SovietTrollI'm also fascinated with the emotional effects of specific colors as much as I am with specific keys in music.

Specific keys? Please explain. I would understand if you had said specific harmonies and/or modalities, but surely a chord pattern or melody in one key is much the same as if it were transposed into another key, except for obviously being higher or lower in pitch.
Title: Dead Thread - Moved
Post by: Hibou on December 01, 2007, 11:03:29 AM
Quote from: Kindling
Quote from: SovietTrollI'm also fascinated with the emotional effects of specific colors as much as I am with specific keys in music.

Specific keys? Please explain. I would understand if you had said specific harmonies and/or modalities, but surely a chord pattern or melody in one key is much the same as if it were transposed into another key, except for obviously being higher or lower in pitch.

Sorry I didn't answer sooner, posted all of this stuff sunday night and then got called in to start my chemo at 6 in the morning on monday...

I came across  this (http://www.wmich.edu/mus-theo/courses/keys.html) some time ago, which kind of helped me evolve with my musical ability as I began to agree with it. Different keys tend to have different feelings, and not just between majors and minors. I find it really easy to notice when I'm playing guitar without a capo in standard tuning, playing in the key of G, for example, and then throw a capo on the 3rd fret and start playing effectively in Bb Major. There's a different feel to it. Schubart seems to have known what was up. :)
Title: Dead Thread - Moved
Post by: Hibou on December 03, 2007, 09:39:08 PM
More posted on Vail, even more to come (much, much more). I'll be getting back to Haveneast and The Nightmare with some new material very soon, and will also be doing another one of the dreamworlds - this one being a place of science, very different forms of magic, large numbers of dwarves, and a likely color of gold.
Title: Dead Thread - Moved
Post by: Hibou on February 20, 2008, 02:27:09 PM
Updated the first post with Haveneast's themes.
Title: Dead Thread - Moved
Post by: Hibou on February 24, 2008, 08:59:51 PM
Forms of magic in Haveneast added - they can be found  here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.33). Would like some feedback on them to see if I'm missing anything and generally what people think. Also working on adding in much, much more to previous posts, and am still editing some stuff, so certain posts may have a lot of verbose content.
Title: Dead Thread - Moved
Post by: LordVreeg on February 25, 2008, 09:33:04 AM
Quote from: WickedTrollForms of magic in Haveneast added - they can be found  here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.33). Would like some feedback on them to see if I'm missing anything and generally what people think. Also working on adding in much, much more to previous posts, and am still editing some stuff, so certain posts may have a lot of verbose content.


Ok.  I'll spend some time, in between getting work done in the office, replying to this as it is near and dear.  I think the magic system, if not 'the' heart of a setting, is one of the hearts of what makes or breaks our works.  It is, after all, the magic that makes the worlds work in a manner different than our own.

Or at least different from my day to day petty pace, you may be more emlightened than I.

The point being, or one point being, that if the magic system backstory and actual practice is set up to match the world and to promote the physics of the setting (as magic is, to some extent, the measure of how physics of the world differ from our own), the setting is in a much better footing to resonate with the players.
The opposite is seen too often.  Someone has a great idea for a setting, then just drops in some standardized, generic spell casting system written for easy playability, and *WHAM*, so much for the setting.

So I enjoyed reading the blurbs and enjoyed the variety in what you are doing.  The little backstories in each also went a long way towards my grasp of how you want each to feel.  You have a talent for the 'expository diclaimer', use it wisely.

Big picture, I enjoy the 'All roads lead to Roma' approach (probably because I use it myself  ;) ), in that people have similar goals, but a different route may be used to reach it.  Divination by Necromancy or Demonolgy will get you the same information, but the route taken (or the formulae used) may be completely different.

Now, let me ask you something else...can these formats be conflated?  Can someone be adept in more than one and cast spells using pieces of both?

So far, I like it.  I'd like a better understanding one what powers the magics, as well as how the crunch is going to play out and the gameplay mechanics, but as with much of your stuff, you have given your unique feel to a subject we talk about all day long on this site, and that is a magic in and of itself.

(And will 2.0 have spellcheck?  Typing with a broekn finger and a sprained thumb is making me worse than normal...)
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Post by: Ishmayl-Retired on February 25, 2008, 10:40:35 AM
What system are you going to use for Rune Magic?  I've had trouble finding a good one for my game (not really a fan of Arcana Evolved's system), though I have read one over at WotC that I like (http://forums.gleemax.com/showthread.php?t=536498).
Title: Dead Thread - Moved
Post by: Hibou on February 25, 2008, 06:00:01 PM
[blockquote=LordVreeg]Ok. I'll spend some time, in between getting work done in the office, replying to this as it is near and dear. I think the magic system, if not 'the' heart of a setting, is one of the hearts of what makes or breaks our works. It is, after all, the magic that makes the worlds work in a manner different than our own.

Or at least different from my day to day petty pace, you may be more emlightened than I.

The point being, or one point being, that if the magic system backstory and actual practice is set up to match the world and to promote the physics of the setting (as magic is, to some extent, the measure of how physics of the world differ from our own), the setting is in a much better footing to resonate with the players.
The opposite is seen too often. Someone has a great idea for a setting, then just drops in some standardized, generic spell casting system written for easy playability, and *WHAM*, so much for the setting.

So I enjoyed reading the blurbs and enjoyed the variety in what you are doing. The little backstories in each also went a long way towards my grasp of how you want each to feel. You have a talent for the 'expository diclaimer', use it wisely.

Big picture, I enjoy the 'All roads lead to Roma' approach (probably because I use it myself ), in that people have similar goals, but a different route may be used to reach it. Divination by Necromancy or Demonology will get you the same information, but the route taken (or the formulae used) may be completely different.

Now, let me ask you something else...can these formats be conflated? Can someone be adept in more than one and cast spells using pieces of both?

So far, I like it. I'd like a better understanding one what powers the magics, as well as how the crunch is going to play out and the gameplay mechanics, but as with much of your stuff, you have given your unique feel to a subject we talk about all day long on this site, and that is a magic in and of itself.

(And will 2.0 have spellcheck? Typing with a brokenn finger and a sprained thumb is making me worse than normal...)[/blockquote]

Thank you for your comments. I spent much time considering these and deciding what kinds of magic would go into what forms, and this is still subject to some change, but the similarities between the magic is something I had hoped would work well :D. As for you questions - there can indeed be combinations between them, and wielders of magic can certainly use more than one form; one of the largest magic-wielding cults in Haveneast, the Order of Seven, decorates its members in colored robes according to what kind they wield - and the most powerful and well-studied, who can use at least three forms wear the sacred color purple. Magic between the forms can be combined and two forms usually will compliment each other in some way, though I'm still working out the mechanics on this (see below).

We can certainly hope 2.0 will have spellcheck :), but luckily I already have it from... somewhere. Might be an add-on from Wordperfect.

[blockquote=Ishmayl]What system are you going to use for Rune Magic? I've had trouble finding a good one for my game (not really a fan of Arcana Evolved's system), though I have read one over at WotC that I like.[/blockquote]

This really goes back to my old project, Witchcraft d20. As I write the fluff for different things in my setting I'm considering how they function for three different systems: New World of Darkness, D&D 3.5/d20, and guessing at how they'll work in 4th Edition D&D. I have yet to really ever read any rune magic systems at all, and am still working out the basic mechanics for each. In 3.5, the forms primarily function as modified schools with many more options, putting less focus on specific effects and more focus on themes. The "lesser" forms such as Astrology, Numerology, and Ritual magic all would work as combinations of skills and feats, and even some of the greater forms can be accessed using feat trees.

Rune magic, if forced to pull spells out of the Player's Handbook, would feature spells like Symbol of Pain, Magic Circle Against Good/Evil, and Magic Weapon/Greater Magic Weapon. It is one of the most unique forms in that it works straight from Craft(rune) skill checks (after a feat that lets you understand the workings of the runes), and is available to pretty much everybody. There's actually a small number of incidents in Haveneast's history where an artist, poet, scribe, or someone of similar occupation accidentally summons or invokes magical effects. The whole thing is something like an alternative to the Bo9S, if you will. :D

Something else I've been looking into for a long time was the use of certain foci to improve spell powers (and now WotC is doing it, haha) as a game mechanic. I never understood especially why all of the wands, rods, staves, and the like in D&D were limited to certain power levels and prices (or so it seemed). Why did a staff have to cost 50,000gp and grant you charged use of 8 different spells? Why couldn't it just improve the ones you had? I'm looking at creating these sorts of magical items that will have relation to certain schools or give bonuses to caster levels or even spell DCs to go with this change to the magic system.

Again, what I'm mentioning for mechanics now is only 3.5e - in the WoD system, it all becomes MUCH simpler, and it looks like 4th edition already has a lot of this built-in.
Title: Dead Thread - Moved
Post by: LordVreeg on February 25, 2008, 08:20:16 PM
[blockquote=Wicked Troll]Rune magic, if forced to pull spells out of the Player's Handbook,[/blockquote]  Don't be forced.  Plagiarizing gratuitously is fine, as many desired spell effects (or effective spells, for that matter) are in the PHB, but if you write your own spells as they would actually develop from your setting, vs. using canned versions, you'll get a more original system and one that works better within your framework.  The setting is yours, so make the magic yours as well.  
But I realize I ask much of you.

[blockquote=Wicked Troll]Something else I've been looking into for a long time was the use of certain foci to improve spell powers (and now WotC is doing it, haha) as a game mechanic. I never understood especially why all of the wands, rods, staves, and the like in D&D were limited to certain power levels and prices (or so it seemed). Why did a staff have to cost 50,000gp and grant you charged use of 8 different spells? Why couldn't it just improve the ones you had? I'm looking at creating these sorts of magical items that will have relation to certain schools or give bonuses to caster levels or even spell DCs to go with this change to the magic system.[/blockquote]
Something I have also worked with.  I enjoy having a system that actually expects spell casters to have foci and crutches.  There is an item (ripped off shamelessly from ancient Tunnells and Trolls, but only because it make sense) called a staff ordinaire in my world, a common focusing aid, that reduces spirit mana (the part the comes from the caster) by 1 per spell cost.  But I use it (and its more powerful, rare cousins) because intelligent creatures are tool users, and find crutches or advantages wherever possibel  Keep that thought up, and make it yours.
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Post by: Hibou on February 25, 2008, 11:30:13 PM
[blockquote=LordVreeg]Don't be forced. Plagiarizing gratuitously is fine, as many desired spell effects (or effective spells, for that matter) are in the PHB, but if you write your own spells as they would actually develop from your setting, vs. using canned versions, you'll get a more original system and one that works better within your framework. The setting is yours, so make the magic yours as well.
But I realize I ask much of you.[/blockquote]

Yeah, that's just declaring what kinds of effects you'd see. I definitely plan to invent my own spells with this (though many will certainly look like favorites - hey, what witch hasn't been skilled in turning people into toads and hexing?), even if I decide to finish Witchcraft d20 in its entirety.
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Post by: Hibou on March 16, 2008, 08:56:57 PM
More updates, this time regarding ancestor races of the current peoples of Haveneast (found  here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.2), and a bit of an explanation as to why certain things are seen the way they are to the people of Haveneast, found at the bottom of  this (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.13) post.

What would people like to see next?
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Post by: Hibou on March 17, 2008, 05:23:35 AM
Another update for tonight - the kingdoms of Anselvar all have descriptions now, and should all be edited as well (let me know if they're still pretty verbose). They can be found  here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.11).
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Post by: LordVreeg on March 17, 2008, 09:25:23 AM
SOme scribbles to show I care...

First off, I love the snippets names on the top of each spoiler.  Makes the reader feel like they know how you, the creator, want these kingdomes to be seen.

Llander seems to be something of a theocratic state...how old is it and did the Denarthan faith have something to do with it's origin?  It is one of the oldest in the area as well, no?
(and what place would knighthoods or priest warriors have?)

Angorad is written in the start from a perspective of how Llander views it...I don't know if I likwe that, as it prejudices us to see this state as an enemy first, and a state second.  Also intersting how many northern states are homes of mercs, as they actually enjoy working in an area with an 'off' season, historically.

Dovendy's comment towards the romance era is fascinating, though problematic.  I enjoy the use of such cultural cycles very much, and I appreciate it in others, but always remember that people of a time rarely note the time they live in for what it is, such cycles and movements are normally notated and named by those who come after.  Of course, as notated by a GM , then we are fine.

Merenland, Cremaria andNavelun seem to be more one-dimensional, but they probably are ther to provide a foil.

Chanelce, by comparison has some vitality to it.  Your notation about land ownership and continuous lineage are very good here.

Flane, also rings very true.  Architechtural development and syles can resonate.  This kingdom also looks liek a place that people might live.

I loved Knoit, as well.  I have some very enlightened political structes in my world, and the way that the republics can become paralyzed drives some of my playes nuts.

who is allied with whom?  I am wondering what alliances and treaty systems prevail among these notables.



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Post by: Hibou on March 17, 2008, 10:21:24 PM
First of all, thanks for the replies. I posted some updates prior to the most recent post, I don't know if you read those or not :D.

 [blockquote=LV]Llander seems to be something of a theocratic state...how old is it and did the Denarthan faith have something to do with it's origin? It is one of the oldest in the area as well, no?
(and what place would knighthoods or priest warriors have?)[/blockquote]

Llander is indeed theocratic, and in times of absent kings and queens of the land (which have been fairly common in the past), the Grand Archbishop steps in as ruler. In addition, even when there is a true monarch in power, the GA is one of his/her primary advisers. At the beginning of Llander's "true" existence, it was ruled by the clergy.

Llander is one of the older countries, but Chanelce holds the title as the oldest in Anselvar (remember that Anselvar, also known as the Allegian Heartland, is just a portion of the continent of Myrenia). Llander was at one time the largest nation and was a true Empire, especially in the first years after the end of the Empire of Alleghast (a kingdom predating this one that encompassed Llander, most of Kangdemar and the eastern kingdoms such as Navelun and Indelan, and all of the areas that Llander recently lost in the Judema Plague uprisings). It is really a continuation of that Empire in the same respect that you might call the Byzantine Empire a continuation of the Roman one. I'm actually still working out the kinks in stuff I've written, as there is a lot of conflict regarding ages of nations, political relations, etc.

The Denarthan faith is the version of Justaism that is most predominant in Llander and has been since the Allegian days, and it's been that sect's doctrine that has kept Llander together in part. It's another one of those things I'm still trying to finalize from old material (you'll see more information on the different versions of Justaism soon, as I hope to do the specific sects and Burial in the Religion section next).

In Llander, most knights (that is, those who are trained by the Sacred Order of the Knights of Llander) fill the roles of both warriors and priests - it is not uncommon to see a knight seek out and say prayers for the enemies he kills on the battlefield, and preside over the burial. While these knights hold the title and are regularly referred to as Sir or Dame, they do not own their own land - they swear oaths to lords of greater titles, and in return for serving as their personal spiritual guide and warrior to call upon, a knight is granted a portion of land or a place in the noble's own estate (in the case of city-dwelling nobility).

 
QuoteAngorad is written in the start from a perspective of how Llander views it...I don't know if I likwe that, as it prejudices us to see this state as an enemy first, and a state second. Also intersting how many northern states are homes of mercs, as they actually enjoy working in an area with an 'off' season, historically.

I do this for two reasons:

1) In Haveneast, Llander is essentially the center of civilization. It is heralded as the light in the darkness and the center of all that is good and proper in the words of Justahn. Llander is a mighty military power and one of the largest nations despite losing much of its territory. It would make sense to me, then, to make it clear which other nation in Anselvar is its greatest enemy and largest threat to its sovereignty and reputation - Angorad fits this perfectly, as it has similar military might when an army is mustered, and is quickly gaining a reputation for its effectiveness and power. Regarding the "off" season comment, Angorad's mercenaries avoid problems associated with seasonal work both by having normal jobs at home - fishing, hunting, blacksmithing, harvesting, etc. that they can at least do part of the time they're home, and part of their military prestige arises from their warriors' ability to wage war effectively even during the winter.

 
QuoteDovendy's comment towards the romance era is fascinating, though problematic. I enjoy the use of such cultural cycles very much, and I appreciate it in others, but always remember that people of a time rarely note the time they live in for what it is, such cycles and movements are normally notated and named by those who come after. Of course, as notated by a GM , then we are fine.

Dovendy is actually facing the tail end of the "romance era", and only now are artists and poets recognizing its past as such. There is an equal amount of recognition towards the nobles futilely attempting to revive the movement, and this is becoming another movement in itself. Dovendy is beginning to face its own political problems with nations south of it, and the peace and prosperity it once enjoyed as an ally to nearly every other nation is starting to fade. Some mourn the loss of "better" days, while others feel they have not yet ended and others still feel they never happened.

 
QuoteMerenland, Cremaria and Navelun seem to be more one-dimensional, but they probably are ther to provide a foil.

These guys were written the way they are for a couple reasons. Merenland and Navelun are written with poor rulers and poor quality of life because part of my mission with Haveneast is to emphasize the battle of good vs evil, and tyranny vs freedom - and I think having some kingdoms like this adds opportunity for players in the setting to be heroes and save the day. I also think it's unrealistic for all kingdoms to be in a good situation, and some of the others aren't that well off, either.

Cremaria is short and simple because it's small, sparsely populated, quiet, and part of my psuedo-Transylvania region (Alvanenia). I designed it based on what I imagined such a place to be like: a land of superstition with a fairly small role in the political stage (at least at the moment). Cremarians are isolationist farmers with little concern for outsiders except for when they cause trouble.

All three of these areas will get a much more detailed description once I get to expanding on the whole continent of Myrenia. For now, I just wanted to set in stone which nations are the big players. :D

 
QuoteChanelce, by comparison has some vitality to it. Your notation about land ownership and continuous lineage are very good here.

Indeed. Chanelce lives up to its name and its people are proud to be able to reach into the past in more ways than one.

 
QuoteFlane, also rings very true. Architectural development and styles can resonate. This kingdom also looks liek a place that people might live.

I had hoped as much. They're up there in importance with Llander, Kangdemar, Angorad, and Chanelce, though a lot of this comes purely from the culture and not the military power. Flane holds combat tournaments that knights from all peaceful kingdoms are invited to take part in.

 
QuoteI loved Knoit, as well. I have some very enlightened political structes in my world, and the way that the republics can become paralyzed drives some of my playes nuts.

I do as well. I wanted to try and make Knoit as unique as possible in its governmental processes, and it seems to have worked considering the hierarchies of the other kingdoms of the Allegian Heartlands.

 
Quotewho is allied with whom? I am wondering what alliances and treaty systems prevail among these notables.

Flane is on neutral terms with everyone except for Punderland and the Barbarian Kingdoms. Prior to the invasion of from the north, it was at war with Scomland, but (with influence from the marriage of two noble children from the nations) peace was quickly negotiated to combat a new, more dire threat. So far, Flane has successfully fended off three attempts at landing on its northern shores - Scomland and Kangdemar haven't been that lucky with their own territory.

Kangdemar is allied to Scomland and Llander - though tensions still run with them in some parts of the latter. Its leaders have agreed to go to war with Llander against Punderland and Merenland, and to provide support in retaking Blakhyn, Kessely, and Wildium if need be, but has no interest in fighting in Greater Alvanenia or in the east. The first cousin of King Lerdamey was King-Consort in Llander prior to his death, and the Queen still wishes to keep her alliance with his home country. Kangdemar's primary concern lies on its northern border, which has been brought closer to the capital with the advance of the barbarians.

Llander is on neutral terms with Scomland and Dovendy, and the Queen and her military advisers do not believe that the territories they lost to the south will be a problem to retake - they are weak and can be saved until more important matters are dealt with. The Queen views Punderland's slave trade as horrid, and has recently declared war with them as well as Merenland. Naturally, they are bitter enemies with Angorad and have never even been on neutral terms with them. Llander also seeks war with Greater Alvanenia, though its closest ally Kangdemar wants nothing to do with such a war. There has actually been talk of allowing Kessely to remain independent because of the Queen's son's love for Kessely's heir to the throne, Princess Mamaie.

Knoit was at war with Wildium upon its separation from Llander, and though they are currently on neutral terms the stripping of power from a Baroness on Wildium's eastern border (who was once a popular member of the Knoitese senate) has rekindled the flames of battle between them. The small navies of Knoit and Kessely frequently wage small coastal battles, but they seldom last long. Knoit is neutral with most everyone else, though they have the jealousy of other kingdoms due to Knoit's reputation as a land of freedom and intelligence.

Angorad is allied to Chanelce, Indelan, Navelun, and Abvalund and at war with Llander. However, Abvalund's unwillingness to allow their eastern front to serve as a battlefield has made tensions rise between the two allies. Angorad's king, who married a countess of Indelan (who was in turn a sister to an Abvalic duchess) three years prior to the Abvalund Revolution wishes the conflict to end, but has not yet mobilized an army to restore order.

Chanelce and Greater Alvanenia are generally neutral and have been for some time (except with Hydolyn across the eastern mountains), but the marriage of Chanelce's king to the second daughter of Llander's queen (who was suppost to marry a baron in Kangdemar) has angered the queen and Chanelce (and thus, all of Greater Alvanenia) may soon see war.

Navelun is in the midst of a guerrilla war within itself and has little concerns for other nations at the moment. Dovendy is neutral, and Punderland's disagreements with other countries on slave policy has sparked a general dislike all-around. Merenland sees Punderland as new territory, as does Illmadia, making the two enemies and creating a triangle conflict. Illmadia is generally neutral or on bad terms with everyone, though there has been relative peace between  they and Llander since they took their original land along the coast. As Llander now only has only one port on the sea and none on the Rottwurd Sea, it is still angered at this.

Did I miss anyone?

I just realized I forgot to write descriptions for Kessely and Vigarth. I'll add those in soon.
Title: Dead Thread - Moved
Post by: LordVreeg on March 18, 2008, 02:13:12 PM
[blockquote=WT]Chanelce and Greater Alvanenia are generally neutral and have been for some time (except with Hydolyn across the eastern mountains), but the marriage of Chanelce's king to the second daughter of Llander's queen (who was suppost to marry a baron in Kangdemar) has angered the queen and Chanelce (and thus, all of Greater Alvanenia) may soon see war.[/blockquote]

The Queen of LLander is angered, correct?  And it sounds like LLander is prety busy already...and with the Nightmare so close, do settlements and temples and the homes of the wealthy have wards to strengthen the walls between the Nightmare and Haveneast?

Title: Dead Thread - Moved
Post by: Hibou on March 18, 2008, 06:43:06 PM
The Queen is angry, and yes Llander is pretty busy, but it is also the most populated and has the largest land army in the Allegian Heartlands (followed closely by Angorad and Kangdemar). The thing with the Nightmare is that for the most part, everyday people don't realize it for what it actually is - they think it's just where they go when they sleep. Superstitious regions fear "spirits" from other worlds and have their own wards and protections against the evil, but for the most part Haveneast is lacking in a lot of real supernatural action - except where our enlightened friends of witch and warlock creed are concerned. There are areas in the mortal world where beings from The Nightmare - both good and bad - have chosen to make homes, and it is near or in these areas that wizardly folk also tend to congregate.

The "walls" between Haveneast and The Nightmare are fairly solid, depending on how you look at them - the only really easy way for anyone to cross into the mortal world is by the use of Trans-Slumber Markers, mentioned in a post on the first page. Basically, these can be of any size, shape, and origin (some are massive black obelisks, others are tiny rocks that shift location over the centuries, and yet others still are people), and are weak points in the fabric of the universe where one can step through onto the other side. There are other ways, but this is the easiest. There are wards against this sort of thing, but it's mostly our magically-inclined friends that are aware of the proper methods and actually understand what they're doing.

There are other ways to cross, such as the animation of the dead. Animating a corpse is a painful process (for the entrapped spirit) that involves drawing a supernatural entity from The Nightmare to the host body in order to control it, but the Clemdish Church of Justahn has been preventing this successfully for centuries by giving the deceased a proper burial and a elegy (this is also done in Anur, Vikanocht, Avel-Norevia, and Tatavin, but the elegy is replaced with a requiem or dirge).

That was rather lengthy and extended to some other subjects, but I hope it answered your question. :/
Title: Dead Thread - Moved
Post by: Hibou on March 19, 2008, 03:48:09 PM
First Post = Themes (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.0)  
Peoples of Haveneast (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.2)  
The Way of Nightmares (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.4)  
Kingdoms of Anselvar (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.7)  
Religion and Spirituality (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.11)  
The Lych (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.13)  
The Nightmare, Part I (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.16)  
Mythic Creatures of Haveneast (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.17)  
Magic (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.19)
 Alvanenia (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.22)

Posted a bit on the different Justaic factions. They can be found at the end of  this (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.13) post.

When writing them I tried to both base them off of qualities I had already decided and take from real-world religions as well. It seems that mixing and matching pseudo-Christian beliefs can be difficult, though.  
Title: Dead Thread - Moved
Post by: LordVreeg on March 19, 2008, 06:58:51 PM
I enjoy the justaic factions.  I always like when people's differences shows through in their belief sytems.  I can see this cleansing flame being easily given to zealots.
I see what you have done with the church: giving it a full panoply of saints and villainous fallen: though I become intrigued with how this will be evinved on the Nightmare side...
I find it interesting and very playable that the Denarthic church needs absolution through confession.  Church behavior and ritual is an important way to give a woerld versimilitude, especially in one where religion is an important part of daily life.
I love your more strict churches and the Alvenian chruch as well.  I'm not just thorwing empty praise, it is this attention to detail that keeps players around.
Title: Dead Thread - Moved
Post by: Hibou on March 19, 2008, 08:24:20 PM
Thanks for the support, LV :D. I added some more information in the Religion section (same link), this time for paganism and burial rites. The writeup there is very general so far; I'll be getting much more specific when I get to detailing regional paganism. Next up is probably Pagan Sacrifice/Rituals/Omens/Holidays/Taboos.

On that note, I'd also like to state that taking inspiration from pages about burial and different superstitions regarding it is friggin' hard. So much that is awesome, and so much that is available to use.

EDIT #2: I also tried to tidy up the Religion section a bit. It should be easier to browse.
Title: Dead Thread - Moved
Post by: Hibou on March 20, 2008, 03:34:29 AM
More updating, this time after a talk with Snargash Moonclaw that helped me realize how messy this setting was. I moved some stuff around so all information is on the first page. The old links won't work right anymore, but I've added new ones. I'm also putting these at the top of each page for ease of use.

First Post = Themes (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.0)  
Peoples of Haveneast (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.2)  
The Way of Nightmares (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.4)  
Kingdoms of Anselvar (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.7)  
Religion and Spirituality (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.11)  
The Lych (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.13)  
The Nightmare, Part I (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.16)  
Mythic Creatures of Haveneast (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.17)  
Magic (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?29570.19)
Title: Dead Thread - Moved
Post by: LordVreeg on March 20, 2008, 07:14:39 PM
You go into magic somewhat.  But I am wondering, where does the power that these casters shape in their forms and rituals come from?  I ask this often, but your setting has so much ready made power sources in the Nightmare and the places between that could plausibly be the sources of magic.
Far too often, magic just 'is' in a setting.  But your setting has a wonderful potential.
Also, is magic used differently when on is on the Nightare side?  Obiously, it is what allows one to bridge the gap, but does it behave differently on the other side?
Title: Dead Thread - Moved
Post by: Hibou on March 20, 2008, 09:12:15 PM
Magic on the other side (in the Nightmare) does function differently - sometimes radically so. It's not like D&D's "wild magic" (in most places, anyway) - but it's alive. It has a mind of its own. This is part of the philosophical dogma of the Order of the Seven (the largest of the orders of witches/warlocks, which will eventually be detailed).

Magic, in its essence, is part of the natural world. It exists in and permeates everything. This is also true for the Nightmare, but the magic taken from there, while more powerful and diverse, usually must be granted by spirits (many of which are evil - this is where bargaining for power comes in); as the Nightmare is more bizarre and unpredictable, so too is the magic that comes from it. Again, magic is seemingly alive when it comes from the Nightmare, and users suspect that it is in Haveneast as well. Magic is often said to function as it does because it has some unfathomable desire and purpose. Magic predates the gods (in most religions), but they are the ones who taught it to mortals.

Different kinds of magic use different specific forces regardless of their "sponsors", however. All spells have some effect on the caster's body, but some spells and even whole disciplines (necromancy, anyone? :D) draw more from the bodies of mortals (usually the caster's, but sometimes, as is to be expected, they'll drain life force from others to achieve their goals - sometimes they MUST do this). Likewise, manipulating the weather and nature involves the transfer of energy through that particular medium. Spellcasters often use foci to enhance and gain easier access to these abilities (staves are an example of weather manipulation and druidism; masks and talismans made of bones are useful for necromancy). Over time, practitioners who delve deeper can learn to be more conservative with magic, getting more out of their work than they must do.
Title: Dead Thread - Moved
Post by: Hibou on March 21, 2008, 09:04:20 PM
Updates on undead. I've done some corporeal undead descriptions up. You can find them in the "Mythic Creatures of Haveneast" section, at the bottom of the post.
Title: Dead Thread - Moved
Post by: Hibou on March 22, 2008, 11:18:23 PM
Undead are finished for the time being. I've added the Wayfarer and Ghost, making the total number of undead "forms" 10. Be assured however that there are more, and most of the ones given can apply to a rather wide range.
Title: Dead Thread - Moved
Post by: Ishmayl-Retired on March 22, 2008, 11:26:23 PM
Love it, especially the Wayfarer!  So with undead being immortal, does that mean that even skeletons' and zombies' (The Damned) bodies will not continue to rot and decompose after they have risen?
Title: Dead Thread - Moved
Post by: Hibou on March 22, 2008, 11:31:59 PM
They will continue to rot yes, but they reach a certain point where it can't really decompose anymore (a zombie Damned might eventually have all of its flesh rot off and bones turn a dull yellow, but it won't go any further). The unholy magic is that animates them does so until they are destroyed. The other ones for the most part (such as vampires) are sustained through various means or have no bodies to keep, so this isn't a problem. :D
Title: Dead Thread - Moved
Post by: Hibou on March 23, 2008, 05:30:02 AM
More updates in the Mythic Creatures section, this time on trolls! :D . Eventually (meaning after giants and demons at least, perhaps more), I'm going to do Fairies/Fae/Faeries, which is going to be absolutely MASSIVE. Until then, enjoy ze troll writeup :D
Title: Dead Thread - Moved
Post by: Hibou on March 30, 2008, 12:30:19 PM
Odd... I seem to have deleted Vail. Bleh.

I'll post a new copy of Vail as well as two more colorscapes, Aydoptz and Cholenorm, soon.
Title: Dead Thread - Moved
Post by: Hibou on May 15, 2008, 03:25:42 AM
Alfar up under Mythic Creatures. Say hello to Haveneast's elves and dwarves :D
Title: Dead Thread - Moved
Post by: Ishmayl-Retired on May 15, 2008, 08:36:57 AM
I think it's going to quickly become a CBG law that Haveneast has to be updated at least once a week....

I really like your take on elves being somewhat of a crossbreed between humans and faeries... I'm pretty sure that's the first time I've ever heard of such a distinction.  The name too, Alfar, is cool.  I used the same name back in an original version of Shadowfell - I love making as many fae links as I can! :)
Title: Dead Thread - Moved
Post by: LordVreeg on May 15, 2008, 09:03:02 AM
Looking forward to seeing how these reinvented races will be used in the setting.  Your elves and dwarves are certainly built to be 'creatures out of myth', more than other settings.

The dualves being considered dwarves to the Giants struck me as very clever and differecnt.  You kept the smith part, but added the patient, almost entish shepherding.  Very interesting.

The dokkalfar description was short (too short, because I like the way you think), but their madness (as always in your work) seems genuine.
Title: Dead Thread - Moved
Post by: Hibou on May 15, 2008, 03:08:15 PM
Thanks for the replies guys. I'm as always attempting to update my works as much as possible (although I tend to get busy [read: lazy] so often that it becomes hard). I'm happy that the way I remodeled elves and dwarves especially is interesting to readers, and am looking forward to bringing all this information together soon in the form of something... perhaps a heavily-detailed description of Tuban De'Ferr, Vikanocht and Avel-Norevia, or maybe Alvanenia, including supernatural inhabitants and the corresponding Nightmare regions. :D
Title: Dead Thread - Moved
Post by: LordVreeg on May 16, 2008, 09:01:02 AM
well, as always, your stuff reads more 'Grimm' than most.  As before, there is something amicable to fable and legend in your work, more than most.
Title: Dead Thread - Moved
Post by: Hibou on May 20, 2008, 11:12:05 PM
:D

Giants now up in the Mythic Creatures section. Includes some information on where humans come from. :D
Title: Dead Thread - Moved
Post by: Hibou on May 21, 2008, 11:50:25 PM
Update to Faeries, in Mythic Creatures, just below the Giants. :D
Title: Dead Thread - Moved
Post by: Numinous on May 22, 2008, 12:01:31 AM
Yay fairies!  Fairly standard stuff, but there's only so many ways to interpret the legends.  If you haven't already, you should check out the Wikipedia entry on Fae, and especially Spriggans, which I found interesting.  

Something else to think about - Names and the power that comes from their manipulation.  Oaths and promises are a big part of fae legends, so think about it.
Title: Dead Thread - Moved
Post by: Ishmayl-Retired on May 22, 2008, 10:05:11 AM
Damn I love this stuff.  Get ye to the wiki!
Title: Dead Thread - Moved
Post by: LordVreeg on May 22, 2008, 02:28:17 PM
Quote from: Rose Of MontagueYay fairies!  Fairly standard stuff, but there's only so many ways to interpret the legends.  If you haven't already, you should check out the Wikipedia entry on Fae, and especially Spriggans, which I found interesting.  

Something else to think about - Names and the power that comes from their manipulation.  Oaths and promises are a big part of fae legends, so think about it.
Good point!  True names have powers...probably even more power in the Nightmare...
Title: Dead Thread - Moved
Post by: Hibou on May 22, 2008, 10:28:48 PM
There will be something akin to the use of true names showing up when I do the section dealing with armament - most likely going into the Magic section, it'll include spells, protections and wards, and other precautions against the supernatural. I'll soon be getting back to writing mechanics - I believe I'll be using a modified Saga system.
Title: Dead Thread - Moved
Post by: Hibou on July 06, 2008, 04:07:23 AM
Updates with details on Alvanenia, which is linked in the first post in the first and third pages (this page) of the thread. Had really hoped to get more done on it tonight but I got stalled, so the rest will have to wait (it's eventually going to get VERY big). Also, the map for Haveneast Alvanenia is temporarily featured on lined paper (gross, eh? :P) until I get it redone.

And for those who aren't already aware, I'm working on a custom system for the setting - this one is entirely separate from any other systems (no Saga, no WoD).
Title: Dead Thread - Moved
Post by: LordVreeg on July 07, 2008, 11:13:15 AM
The Alvanian post promises much, and gives som nice tidbits.  Especially in those places where the hand of the Nightmare can be felt, even if lightly.  The Sundown Garden has a nice effect, and in that you did a good job, as with the creepier and more mysterious 'Hills of Nod'.  The work here is also a little less forced than in some earlier verse, so it is more enjoyable and easier to go with.

I liked the Souxan Knights, though I needed to undersatnd their organization and ties to politics a bit better.  Just a couple of lines there would have made that a little clearer.  Not like I'm ever all that clear,. but trying to be helpful.

The Guild of Tradesmen seemed a little simple, compared to the depth put into other things.  It may be just that there ahs been a lot of dep mercantile postings and threads, but I'd expect more variety here.

The robber knights and robber barons seemed very real and very appropriate.  I can imagine this very easily.  
Title: Dead Thread - Moved
Post by: Hibou on July 09, 2008, 12:37:57 AM
Quote from: LordVreegThe Alvanian post promises much, and gives som nice tidbits.  Especially in those places where the hand of the Nightmare can be felt, even if lightly.  The Sundown Garden has a nice effect, and in that you did a good job, as with the creepier and more mysterious 'Hills of Nod'.  The work here is also a little less forced than in some earlier verse, so it is more enjoyable and easier to go with.

I liked the Souxan Knights, though I needed to undersatnd their organization and ties to politics a bit better.  Just a couple of lines there would have made that a little clearer.  Not like I'm ever all that clear,. but trying to be helpful.

The Guild of Tradesmen seemed a little simple, compared to the depth put into other things.  It may be just that there ahs been a lot of dep mercantile postings and threads, but I'd expect more variety here.

The robber knights and robber barons seemed very real and very appropriate.  I can imagine this very easily.  

You're right. I noticed it seemed a little short when I went back to look at it, so I've added more and will continue to. I've also, in the meantime, written up demons (note: it's not quite what people would expect it to be in terms of content), and done some modifications to the Cosmology ("The Way of Nightmares") post.