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The Archives => Homebrews (Archived) => Topic started by: Ghostman on February 06, 2009, 08:40:41 AM

Title: Random Savage Age Stuff
Post by: Ghostman on February 06, 2009, 08:40:41 AM
I'm creating this thread as a place to post and get feedback on Savage Age things that I've worked on. I'd rather present them in a more organized fashion, but I can't do that when the big picture of the setting remains as woefully unfinished as it does. So it'll be just bits and pieces here.
Title: Random Savage Age Stuff
Post by: Ghostman on February 06, 2009, 08:43:55 AM
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The World
The world of Savage Age is slightly larger than Earth. Vital sunlight and warmth falls down on it's surface from binary suns: one of them a brighter yellow, the other a dimmer orange. The suns appear to always travel the celestial realm together, the yellow sun leading with the orange sun following closely behind. Days are slightly longer than nights because one of the suns can be visible while the other one is below horizon.

There are five moons in total, each of them appearing smaller and dimmer than Earth's Moon. All five are almost never visible at the same time; typically 2-3 of them may be spotted on the night sky. Nocturnal illumination varies based on how many moons are visible and the phases they are in. Tides are more complex than on Earth, but can be predicted to some degree.

The are 381 days to a year, with one day dropped per 13 years. The complete cycle of day and night lasts as long as one does on Earth. Seasonal changes in temperature and weather are stark, with winters being darker and colder and summers hotter. This contrast of seasons is especially strong near the poles, where the times of sunny nights during midsummer and sunless days during midwinter last longer.
Title: Random Savage Age Stuff
Post by: Ghostman on February 06, 2009, 08:48:38 AM
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Silk
Silk is the most important trade article in the Savage Age. Produced in only one place in the world (the archipelago known as the Silk Islands), it is exceedingly rare, unfathomably expensive, and a nigh-universal symbol of wealth, power and authority.

Silk is transported across the world via a complex network of maritime and overland trade routes. It's trade is the most lucrative of businesses, earning fortunes to the merchants who are capable and daring enough to handle it. Since no power in the world commands more than small portions of the trade routes, silk shipments must often pass through several hands before reaching the final buyer. With each middleman the already exorbitant prices climb ever higher. Thus among those people living at the furthest reaches of silk trade are only kings wealthy enough to wear it.

Many a bloody war has been fought over the command of these routes. Political intrigue, conspiracies and espionage accompanies silk trade whereever it is practiced, and nobles and merchant princes who dabble in it tend to sleep lightly for good reasons. Needless to say, pirates and bandits are attracted to the trade routes of silk like flies onto nectar, and most kingdoms and empires have little scruples to engage in state-sponsored theft of their rival's shipments, even if they'd never admit to such actions. The unusually heavy escorts needed to stave off these raiders add to the expense of transportation, further inflating the end-prices.
Title: Random Savage Age Stuff
Post by: Ghostman on February 07, 2009, 01:10:24 PM
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The Spirit Realm
A magical place from which all spirits originate. It is not accessible to natural beings, but visions of it may be seen in special locations where the boundaries between the realms are thin or weakened.

The world of spirits is not truly separate from the mundane world; rather, it is an extension of it (some would say that it is the mundane reality that is an extension of the Spirit Realm). To most spirits there is little trouble in interacting with both the mundane and the spiritual aspects of existence, whereas to most mortals the spirit Realm is something completely out of reach: a fabled place forever unseen and ill-understood. When a spirit is residing wholly within the spirit Realm, it is effectively non-existent in the mundane world, and mortals can only interact with it via supernatural powers. When a spirit drifts closer to the mundane world, it will manifest in there in a corporeal form.

Various kinds of spirits can be found in the physical realm in almost any place where life exists. Typically each major geographical area has it's own specific roster of spirits, and rarely sees interloping spirits from other areas. It might be that the Spirit Realm itself is structured in such a way that it prevents the spirits from migrating freely, while mortals have no trouble crossing corresponding boundaries in the physical world.

The more powerful a spirit is, the less direct interaction it tends to have with the mundane world and mortal beings. What various people have dubbed as "gods" are probably unusually powerful spirits.
Title: Random Savage Age Stuff
Post by: snakefing on February 13, 2009, 10:25:26 AM
Okay, a question here on the spirit realm:

Are the spirits of the spirit realm independent entities? The spirits of dead mortals? A mix of them? What relationship exists (if any) between these spirits and the religious beliefs of mortals? Do the spirits themselves have religious allegiances?

Title: Random Savage Age Stuff
Post by: Ghostman on February 13, 2009, 03:10:22 PM
Spirits are individual beings, though they may or may not be individualistic by mindset. Whether or not dead mortals number among them is a very tricky question: death in the Savage Age is quite a mystery and doesn't necessarily work the same way everywhere and for all peoples. It might be that a person's beliefs ultimately determine what happens after death, or it could be based on the location or circumstances of the death. I haven't yet decided how exactly death works, and it may be that I'll intentionally leave it undetailed. (What people believe about death is another matter entirely...)

Spirits definitely feature in some religions, but not all. And some Spirits do have their own religious beliefs, which may or may not agree with religions of the mortals.
Title: Random Savage Age Stuff
Post by: Ghostman on March 28, 2009, 09:09:35 AM
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GHULS

Ghuls are shapeshifting spirits that lurk in the Great Desert and it's surrounding lands. They typically form small packs lead by the most powerful member, although lone Ghuls may also be encountered. They raid cemeteries and sepulchers and feast on the rotting flesh of the dead, but are also known to have some taste for the living - particularly diseased ones, infants, and pregnant women. For these reasons they are generally feared and reviled.

With their shapeshifting abilities they can masquerade as humans, and often do so in order to trick unwary travelers, luring them to some deadly trap. Ghuls are also capable to assume the forms of animals, particularly scavengers such as a hyenas and vultures. They are more active and powerful during the night than the day.

Ghuls have an aversion to crowds, keeping them out of cities and preventing their packs from growing very large. Most are fiercely territorial and will challenge any other pack that slips too close to their claimed haunt. Typical locations to house a pack of Ghuls include ruined towns and homesteads, tombs, natural caves and uninhabited oases.

While they do consider most people as potential prey, Ghuls are not unapproachable. Some unscrupulous Men have been known to strike loathsome bargains with them for knowledge and favours. Ghuls have no use for money, but are interested in occult items such as relics, sacred symbols and writings. For what strange purpose they intend to use these remains a mystery, explored in many a folk tale.

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LAMIAE

Vampiric female spirits that morph fluidly between the form of a giant snake and the form of a woman. The "iconic" form of a Lamia is it's hybrid state: having the upper body of a woman attached to the tail of a snake. The metamorphosis from humanoid to serpentine form always begins at the legs, progressing up through the body, with the head being the last part to change. The reverse transformation progresses in the opposite direction, beginning at the head and finishing at the legs. A Lamia has full control over her metamorphosis and can stop it at any point, reverse the process or suppress it at her will.

Lamiae can be unfathomably old and are usually privy to mystical knowledge and sorcery. They disdain physical violence, preferring to protect themselves by manipulation and magic. Nevertheless, in their serpentine or hybrid forms they are able to coil their tails around a foe, constricting with crushing strength. In the full snake form their bite injects paralyzing venom. A Lamia must shed her serpent-skin periodically. These empty skins are believed to have magical properties, though the myths concerning the details vary greatly.

Lamiae are native to Euria and it's border regions. They rarely associate with each other, being remarkably prone to deep jealousies and bitter rivalries. Some of them set lairs in desolate places in the twilight between civilization and wilderness, employing their sorceries and herds of enslaved lesser spirits to provide them with luxuries and a steady stream of unwitting victims to feed on. Others are drawn to the cities of Mankind, where they infiltrate the courts, cabals and mercantile circles, spinning webs of intrigue and exploiting the overlooked underground tiers of society to sate their appetites.
Title: Random Savage Age Stuff
Post by: Ghostman on March 31, 2009, 01:00:15 PM
[ooc]I've written this definition of knighthood in order to avoid confusion that might otherwise arise. Knights in the Savage Age are more inspired by early historical knights and the household-warriors of iron age nobility than the "iconic" knights of high medieval era or of chivalric romance stories. They are also somewhat inspired by the cynical image of knights painted by G.R.R. Martin in his ASoIaF books.[/ooc]

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Knights
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Knights only exist in a specific part of the world - that being the region of Brond. Warriors from other parts of the world, although they might sometimes bear similarities to knights, should never be referred to by this term.

Knights as warriors
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Knights are Brondish warriors, usually mounted, though some traditions focus on fighting on foot. They are considered by Brondish people to be the best combatants of the region. They form the armed retinues or household troops of noble lords, protecting their estates from raids and accompanying them in battle. They (along with their squires) are the only standing military forces within Brond, responsible for maintaining any semblance of order during times of "peace" (which quite often would be better described as times of low intensity war). All other warriors in Brondish armies are irregulars: either levies or mercenaries - both of which are looked down on by knights.

Fighting styles differ somewhat between knights of different traditions, but there is much common ground: all are trained to use Brondish arming swords (even though these are often treated as side-arms) and a shield, and all are expected to know how to fence and lance from horseback. Common knightly weapons include spears, lances, swords, axes and flails. Some knights even make use of javelins or throwing-axes. Knights have a contempt for archery, viewing it as cowardly and unbefitting their station.

Knights rely on heavy armour, which in Brond means maille. Armours of this type offer varying levels of protection, covering at least the torso and shoulders but possibly extending coverage for the arms and the thighs. Poorer knights may have to make do with brigandine armour. Conical visorless helmets are the standard headgear, and can be improved with added maille aventails. Concave round wooden shields are commonly used; very few knights choose to fight without a shield. Barding is not in use anywhere in Brond, hence a knight's horse is always unarmoured.

Knights place great emphasis on individual skill and glory in battle, on bravery and personal accomplishments. This makes them fierce fighters but also leads to pride, jealousy and rivalries that undermine their companionship and coordination, and easily tempts them to foolhardy acts in times when caution would be called for.

A knight is a servant
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All knights are members of the freemen social class, which places them below the nobility and clergy and above slaves. While technically not recognized as a distinct social class, by the virtue of their knighthood they are de facto treated as superiors to other freemen. A Man's status as a knight is not an innate quality of his person; it originates from his servitude to a nobleman. Knighthood is thus a priviledge bestowed by an authority, and can also be lost. A knight who ceases to serve his lord ceases to be recognized as a knight.

Of corse, knights should not be confused with cupbearers and stablehands and other lowly servants; their servitude is of an elite martial character and highly valued by their lords. While the knight swears to serve loyally and bravely, the noble lord in turn provides livelyhood for his retinue (sometimes in the form of a small plot of land) and equips him with arms, armour and a warhorse as needed. It is precisely because knights don't have to engage in heavy labour to support themselves that they are able to dedicate so much time to the honing of their fighting skills - justifying, in their eyes, their lauded status as the greatest of Brondish warriors.

Since knights serve noblemen, they are expected to conform to some norms of etiquette while in the presense of their lords. Such norms vary from place to place, and are rarely set very high. Knights do not receive any formal education. They are supposed to learn acceptable manners during their time as squires, and generally have no need for specialized skills other than combat training. Almost all knights are illiterate and possess only rudimentary knowledge on history and politics. They can be generalized as brash, practical-minded men of action.

How knights are made
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To become a knight, a man must first prove his mettle by serving as a squire under another knight. The time it takes to rise to knighthood depends on the capabilities of the squire, the need among the local nobility to expand their retinues, and their economic ability to support more knights under their banners. When times are poor, less knights tend to be admitted to service. Knighting is a fairly simple procedure, where the knight-to-be swears a formal oath to his lord and is granted his dues.

There is no such thing as chivalry
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Knighthood as a concept is still in process of maturing. As the kingdoms of Brond are fairly diverse in terms of social norms, ideals and religion, there is no standard for expected behaviour of knights. Given the general powerty and political disarray of the region, and the culture of ruthlessness that dominates warfare, it is no wonder that many knights are little more than well-armed and glorified thugs. There is always the chance for individuals to raise above the norm and try and inspire others by example, but in the cutthroat world of Savage Age, such idealism is unlikely to prevail.
Title: Random Savage Age Stuff
Post by: Steerpike on March 31, 2009, 04:20:23 PM
Very ASOIAF.  The knights, that is.

Love tbe idea of magical snakeskin being collected (mental note: steal this idea).
Title: Random Savage Age Stuff
Post by: sparkletwist on March 31, 2009, 04:54:22 PM
I have a couple of questions, more about the stuff on the wiki than anything right here:

- Do you have a map? It would help me (and I'd imagine other people) to get a grasp on your setting to be able to see the kind of geography you had in mind.

- Your 7 elements chart is really cool. Did you make it yourself? If so, how and with what program? If not, where did you get it?
Title: Random Savage Age Stuff
Post by: Ghostman on April 01, 2009, 05:15:35 AM
- Map is a WIP. A good deal of the overall world geography is starting to look like I want it to, but I'm still struggling to add one more continent. Do you think I should post regional maps showing some of the places that I've referred to?

- I used Inkscape (http://www.inkscape.org/) & GIMP (http://www.gimp.org/) to create the elemental heptagram.
Title: Random Savage Age Stuff
Post by: sparkletwist on April 01, 2009, 04:41:16 PM
Well, don't feel pressured, but I think maps would help a lot. They'd certainly help me get a better feel for your setting. :)

Before you post the map, though, you should make sure you get the rivers flowing in a realistic fashion, or you'll probably get jumped on. Because, you know, magic lands with dragons and wizards and steampunk robot ninja pirates are ok-- but you'd better not have any rivers flowing in unrealistic ways. ;)
Title: Random Savage Age Stuff
Post by: Ghostman on April 12, 2009, 10:31:04 AM
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NAIADS
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Naiads are female nature-spirits associated with bodies of freshwater: springs, streams, rivers, marshes and lakes. They manifest in the material world by emerging from the water, and must sink back into it in order to retreat into the Spirit Realm. Their manifest forms resemble unfathomably beautiful women with pale white skin, reed-like hair and emerald-green eyes. Their voices are enchanted, enabling them to attract and mesmerize people with divinely ecstatic songs, or strike maddening terror in their hearts with infernal shrieks.

Naiads are known to lust after and seduce mortal Men. Some who fall for their charms become so madly stricken that they drown themselves trying to follow the Naiads when they leave for the Spirit Realm. Some Naiads are anthropophagic and devour their mates like a praying mantis. If a body of water is corrupted somehow, such as by being tainted by blood from an uncleansed battleground, it's inhabiting Naiads might be twisted into sinister hag-like beings that torment and kill all who venture near their haunts.

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DAEMONES
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Daemones are a diverse group of spirits native to Euria and it's borderlands. There are many unique Daemones, but distinct 'breeds' can also be observed.

Household Daemones
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Every Eurian home is inhabited by a spirit of a minor Daemonic breed called the Household Daemon. They are generally benevolent, bringing good fortune to the families living under their roofs and keeping malicious spirits out of the homes. However, a Household Daemon may become upset when the people neglect the maintenance of their home, letting it fall to disrepair. It might also disapprove of dubious actions taking place within the walls, actions tainting the household. Some of these spirits can be quite greedy, demanding regular offerings.

If the Daemon is displeased for what ever reason, it will begin to cause all manner of misfortune. Items will fall off the shelves, chimneys get clogged, the roof begins to leak and rats infest the walls and floors. In these cases the spirit must be appeased with sacrificial offerings and rituals. If the reasons that angered it aren't addressed though, it is likely that the Household Daemon will eventually continue it's haunting protestations.

In some cases the Daemon might become corrupt and malevolent, and more extreme measures have to be taken. Such spirits have to be exorcised and new ones called in to take their place. Even if this is successfully performed, there is danger that the old spirit will harbour a grudge and linger in the neighbourhood. Household Daemones lack a physical manifestation entirely; their anchors to the mundane world are the structures and grounds of the houses themselves.

Eudaemones (aka Guardian Daemones)
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Some people are so fortunate as to have bonded with a minor Daemon. Such a spirit will accompany the person throughout his or her life, watching, guiding and protecting from danger. An Eudaemon remains almost always unseen, though the bonded person may occationally catch glimpses of it, or observe it's presense through subtler signs. People bonded with these spirits usually have the greatest affinity with them during their childhood.

Most people must live their lives without the guidance of an Eudaemon. It is customary to perform sacrifice and prayer after a child is born, in hopes that the infant would be blessed with a personal guardian Daemon, but no known ritual can force a bonding; the spirits themselves decide who to watch and guide. Descriptions of Eudaemones vary, but the most common manifestation appears to be a miniature humanoid with ram's horns and feathery wings.

Cacodaemones
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Malevolent counterparts of the Eudaemones. A Cacodaemon is a vicious spirit that haunts a particular person, cursing him with ill fortune and infecting his life with troubles and misery. Those people who commit acts of betrayal are in greatest danger of attracting the attention of a Cacodaemon. Sorcery and prayers can also be used to send these spirits after a particular victim, although the one performing such rituals should take precautions lest he himself become haunted. A Cacodaemon will continue to haunt it's victim until it either grows bored, finds a more tempting target, is exorcised, or the person dies. Those who are protected by Eudaemones cannot be haunted by Cacodaemones.
[ooc]
The three types of Daemones presented here so far are just a start. There are many others yet unrevealed, including some very powerful ones.
[/ooc]
Title: Random Savage Age Stuff
Post by: LD on April 12, 2009, 02:34:31 PM
Interesting. It sounds like the gnomes and trolls and Niesse spirits from Norway.
Title: Random Savage Age Stuff
Post by: Ghostman on April 13, 2009, 03:37:40 PM
I have uploaded a world map (http://www.thecbg.org/wiki/images/2/29/SA-Regions.png) that should (hopefully!) bear some resemblance to how the geography will ultimately look like. Only some of the regions have been given names thus far, and the only names I can be fairly sure I won't be changing are Brond, Kamara and Euria. Entire continents may have to be moved, heavily modified or even replaced entirely, although the Kamara-Brond-Chernozem-Euria-Madbar-Mahayash arc probably won't experience any drastic changes to it's geography.

In other words, don't take this map as anything other than a guesstimate :-p

EDIT: The picture is 1460x740 pixels, so you may have to scroll to the right to see the tropical eastern continents and the info box that maps the colors to the corresponding climate zones (http://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification).
Title: Random Savage Age Stuff
Post by: Ghostman on May 06, 2009, 08:54:25 AM
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The Winter King
In the cold, frigid northern lands of Kamara, where boreal lights bewitch nocturnal skies with the eerie beauty of their myriad colors, where savage tribes still hunt the mammoth and strange beasts lurk in the untrodden vastness of primeval forests, there reigns on his throne of wrought iron a tyrant most terrible. Known only as the Winter King, for his real name is affrightedly left unuttered by any who might still remember it, the exact nature of His Dread Majesty is shrouded in mystery. In grisly tales whispered by the camp-fire he is varyingly hinted at being an Immortal, a devil, a ghost or a spawn of a blasphemous union between Man and beast. The ignorant folk of more southerly latitudes dismiss him as a tall tale spun by superstitious barbarians, but better is known by all the northern peoples whose grim fate it is to live in the shadow of the Winter King.

The Winter King's realm is a dismal, fabled place known mostly through legend and hearsay. In living memory none have ventured there and returned. Outsiders only learn of the Winter King's power through the infernal envoys he sends forth to extract tribute from peoples within his reach, and through the dreaded hosts of wicked sub-humans and equally wicked Men he sends forth to raid and punish those who have failed to pay him due respects. His seat of power, so it is said, is an inaccessible mountain fortress rising to enormous heights, hidden deep in a land of eternal winter.

His might in the way of war is most notorious, as are the occult powers he commands. Reputedly, he can control weather, unleashing terrible storms and blizzards upon his enemies. Ice-devils and other northern spirits are said to answer his calls, and the artefact known as the Cauldron of the North is carried at the van of his armies. The Winter King is famed for making war during any season save summer: neither the perils of coldness, snow and long nights, nor the lack of available forage seem to hamper the march of his minions.

The Cauldron of the North
This is a mighty artefact of unspeakable antiquity. It is a huge black iron cauldron, two metres wide at the brim and balanced on three great legs, one of which terminates in the likeness of a bear's paw, another in the likeness of an elk's cloven hoof, and the third in the likeness of an owl's taloned foot. Strange chiselled runes encircle the side of the cauldron.

The cauldron is a powerful instrument of black magic. It is capable to feed an entire army with an inexhaustible supply of bitter porridge, which reinforces one against the chilling touch of winter, and grants the strength and endurance to march tirelessly across leagues of snow-covered terrain. It's powers can only be activated during winter.

In addition to the ability to feed any number of Men, the Cauldron of the North is capable to spit out Spectres, the souls of it's consumed victims twisted into malevolent apparitions. The spectres will attack the foes of the cauldron's master and inflict them with madness and terror. It can also be used for divination and the brewing of deadly poisons.

For it's powers to remain strong, the artefact's unwholesome hunger must be frequently sated by human sacrifice. First, blood must be dripped into the fire beneath the cauldron; this causes it to awaken and transforms it's mouth into a grotesque maw full of cutting teeth and many flailing black tongues. Then the sacrificial victim is thrown into the open maw, to be consumed by the cauldron. Once satisfied, the cauldron reverts it's transformation.


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The Imperium
The Imperium is a mysterious ornamental staff that fell down from the sky. It is a symbol of supreme earthy authority and the object which validates the succession of Argyrian Emperors. Although made from pure gold, the staff is light to carry. It is topped by a decorative pair of raised wings, and a golden serpent is coiled around it's shaft. The item is completely indestructible.

The only people able to carry the Imperium are those who have the blood of the Imperial Argyrian dynasty coursing in their veins. If anyone else touches the staff, the serpent will become alive and bite him. All those so bitten are turned to stone. Anyone who holds the Imperium is considered the legitimate Argyrian Emperor, regardless of their standing within (or without) the Imperial family. There have been cases through history where unrecognized bastard sons have managed to become Emperors, their claim to the throne confirmed by the Imperium. It is currently unknown whether or not the staff would accept a female member of the dynasty, simply because this has never been tested.

The Imperium also has the power to awaken the Titans, the 1000 bronze statues that stand by the sides of a grand square in the capital city.

(http://www.thecbg.org/wiki/images/f/fd/Imperium.gif)
[ooc]I based the Imperium's design on two real symbols of antiquity: the Rod of Asclepius and the Caduceus.[/ooc]
Title: Random Savage Age Stuff
Post by: LordVreeg on May 07, 2009, 05:54:10 PM
I like the feel, very mythic.  

A few questions.

How do Lamia procreate here?  How common are they?  Average age?  Social grouping?

The Ghuls sound great, but you left out their natural or favored form, though I know they shapeshift.  I'm trying to visualize them in pack format...

Are their any orders of knighthood, or just servants of the nobility?

Loved the Household Daemones.  How common are they?  Do they stay with a domicile or a household, if people move?
Title: Random Savage Age Stuff
Post by: Ghostman on May 08, 2009, 09:05:03 AM
Quote from: Lord VreegHow do Lamia procreate here?  How common are they?  Average age?  Social grouping?
They can procreate with mortal humanoids and with various other spirits, but the offspring will always be full-blooded Lamiae. Every Lamia is hatched from an egg, which they lay only rarely. Young Lamiae are always in serpentine form and spend most of their youth in the Spirit Realm. They gain their shapechanging abilities as they mature.

Average age isn't known, and it's entirely possible that potential lifespan might vary greatly between individual Lamiae. They tend to not form groups with each other, but some prefer to surround themselves with a "family" of lesser spirits and mortals. They are very uncommon.

QuoteThe Ghuls sound great, but you left out their natural or favored form, though I know they shapeshift.  I'm trying to visualize them in pack format...
I'm not sure if I should give them any "natural" form. A pack would prefer to imitate what ever form it's leader has taken, except when they have a reason to appear in different shapes. Their forms are always slightly inperfect, giving subtle clues that might reveal the masquerade. The most telltale sign would be the stench of rotten corpses, especially in their breath.

QuoteAre their any orders of knighthood, or just servants of the nobility?
There are no knightly orders. Important religious leaders may have dedicated companies of knights at their disposal, but these function in much the same way as knights under the banner of a nobleman.

QuoteLoved the Household Daemones.  How common are they?  Do they stay with a domicile or a household, if people move?
They stay in the house, as that is what they are attached to. The first thing that new inhabitants moving in will do, is reconcile with the resident Daemon. If a house is abandoned, it's spirit can linger on for ages, only leaving when barely any structures are left standing.
Title: Random Savage Age Stuff
Post by: Ghostman on June 11, 2009, 04:46:50 PM
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The Lost History of Brond
Brond was once dominated by a tribe known as the Atalans. In times now immemorial they rose to prominence through their discovery of potent sorcery, powered by the enigmatic Heartstone which plummeted down from the heavens bathed in enchanted fire. Bolstered by this gift from the gods, the Atalans embarked on a conquest to take their rightful place as the overlords of all peoples from one edge of the world to the other. They built a towering city - the glorious Atal - as their capital, and erected innumerable stone circles of immense proportions all across the lands. At the height of their power, every tribe acknowledged the supremacy of Atal; every warlord bowed his head low before the authority of it's Sorcerer-Kings.

[note]Though the Atalans were powerful, and in many ways more advanced than the present-day Brondic peoples, they were nevertheless a fairly primitive tribal society. In those days, there were no cities at all in Brond other than Atal, and while the Sorcerer-Kings extended their domination far, they also ignored large tracts of land that didn't interest them. Given time, Atal might have developed into a sophisticated civilization, but it's end came too soon for that.[/note]All of that is now utterly forgotten. No Man alive remembers the wealth and splendour of the Sorcerer-Kings, no mortal soul recalls the age of wonders anymore. Majestic monuments which once stood proudly, now crumble piece by piece amidst overgrown wilderness. Even the very name Atal is unrecognized by all save the most learned of sages, and even they know not to what it really refers. Indeed, the peoples of Brond do not wonder what befell Atal; so ignorant they have become of it's very existence. When they gaze upon those ruins which were left to stand as reminders of the past, they point their fingers in amazement and proclaim: "Surely these must be the work of giants or devils! Mere Men couldn't possibly build something that large and magnificent!" And so they go about their simple, hard lives, unaware of the history of their homelands, fearful of the nameless derelicts that linger on silently in abandoned valleys and ravines.

The Stone Circles
The land of Brond is riddled with ancient Atalan ruins, scattered about and mostly lost to wilderness. By far the most imposing of these are the stone circles, built from massive boulders arranged like pillars to enclose a circular court, with a flat hewn stone block in the center.

Unknown to the Brondic peoples, these colossal structures were once erected by the order of Sorcerer-Kings of Atal; they were placed on carefully picked locations based on extensive knowledge of ley lines and the pathways of celestial objects. The purpose of the circles was to form nodes in an extensive network of enchanted sites, designed to gather and concentrate power on the central hub of the system - the Heartstone kept in the cyclopean citadel of Atal. In addition to powering the Heartstone, these nodes could act as relays through which the Sorcerer-Kings could direct their miracles, enabling them to project their influence across great distances. Since the destruction of Atal, this system has been broken and mostly dead. Even so, many stone circles are still active, possessed of lingering occult powers, and unexplainable things are said to happen near them. Most Brondic people shun these sites, believing them to be cursed.

The Doom of Atal
It was the folly of the Sorcerer-Kings to abandon caution and discretion as they sought ever more power. Blinded by their ambition and belief in their own infallibility, they tainted the Heartstone with corruptive magics. Slowly and gradually it begun to malfunction, drawing excess power through the network of stone circles. As it did so, it became increasingly difficult to control. The Sorcerer-Kings were alerted to this danger far too late, and were powerless to stop the process. Eventually, the Heartstone became critically charged - and disintegrated.

[note]The basic idea was for this event to be kind of a fantasy Chernobyl incident of epic proportions: something so devastating that not only could it erase a people, but actually erase the very memory of them. And it was to leave a terrible legacy that would haunt future generations for centuries to come...[/note]The immediate consequences of this disaster were extremely destructive. They were felt over vast tracts of land: all around the citadel of Atal and around each stone circle. The very earth trembled as if under the spasms of a painful illness; gaping fissures opened on the ground, swallowing people into the fiery hells beneath. The waters of lakes and rivers turned to venom, springs bubbled infernally with boiling heat, and violent whirlwinds swept forth, carrying a putrid stench. The heavens above were tainted with unwholesome vapours, as an enormous swirling vortex formed over the citadel, unleashing diabolic shapes that danced wildly to the tune of otherworldly rhythms emanating from the depthless void. Ash and blood rained in torrents down from the darkened sky and colossal bolts of lightning arced across it with deafening thunder. Trees shed their leaves, grasses and flowers withered, wild beasts and livestock were driven to mad stampedes, and Men were reduced to gibbering idiots. The maelstrom of doom expanded rapidly and unstoppably, sweeping forth from the citadel and all the stone circles, laying waste to the countryside. To the ancient tribes of Brond, it was the end of the world.

After the initial wave of destruction had subsided, the survivors were struck by a succession of terrible and unprecedented plagues, which spread like wildfire and reached far beyond the limits of Brond. The unnatural withering of plants had all but wasted the year's crops, and the winter that came was the harshest in living memory. Entire populations were utterly decimated; towns and villages were abandoned, fields were left to be claimed by the twisted forest that swallowed them, ancestral hunting lands were left to the abominable beasts which now haunted them.[note]While Atal is forgotten, some memory of the disaster still lives on. It is a vague and confused recollection though, manifest in myriad different (and contradictory) forms in the folklore and myths of the region.[/note] All societies collapsed, and Man preyed upon Man. As the land begun to slowly recover and heal, hosts of outlanders came from abroad, savage Men with blades of iron, to enslave what was left of the tribes of Brond.

Through that brutal domination, new societies were forged, and the earliest times of the now remembered history of Brond were beginning...

The Haunted Lands
The legacy of the Atalan disaster lingers on. Even today, regions such as Galarain and the Golden Kingdoms have not truly recovered from it, though their inhabitants are almost completely ignorant of the lands' history beyond a few centuries. The area closest to Atal is now a blighted waste known as the Haunted Lands, though no proper border for it exists. It is a hellish nightmare realm where the tainted powers that unmade Atal continue to hold sway. The whole area is plagued with rampant disease and pestilence. Plants and animals are twisted to odd, abominable forms which become more and more unwholesome the closer to the ruined city one ventures. The sky is covered in a mass of unnatural cloud of dull gray, becoming gradually darker toward Atal, where it swirls around the cyclopean tower of the citadel in a wild maelstorm. The rivers and lakes are filled with sickly, murky water that does not cast a reflection. The wilderness is ranged by terrible monsters that hunger for more than merely the flesh of their victims, and travelers find themselves troubled by strange noises and lights, stalking phantoms at the corners of their eyes which disappear as soon as attention is directed at them. Ghosts, devils, strange abominations, indescribable horrors, dark magicians and other such menaces are said to be attracted to (or spawned from) the Haunted Lands. The ruins of Atal itself are haunted by the most sinister and ferocious ones of them all.

Tainted, too, are the people who inhabit the area. There are countless little hamlets and villages in the Haunted Lands which no one has ever attempted to chart. These places are isolated backwaters in poor condition, often little better than ghost towns. They are made up of old and crumbling buildings, surrounded by unkempt fields and dark forests that creep ever closer. The people are degenerate inbreds, unwelcoming and wary of strangers. They often display a variety of disturbing ailments and mutations. Stories in the peripheral lands hint at even more unsettling things; children that are born as misshapen monstrosities and locked in cellars where sunlight never reaches, or given as offerings to sinister beings that lurk by night in the moonlit glades of this tortured land.

Besides illnesses of the flesh, it is known that sanity is sorely lacking amongst the inhabitants. Rambling madmen and village idiots are common sights. Moreover, the entire population seems to exhibit if not quite insanity, at least an odd and disturbing mentality. As with all things in the Haunted Lands, the vices of the human population begin as barely noticable in the ill-defined frontier that fails to mark it's beginning, becoming gradually more pronounced toward the center. The population itself becomes increasingly sparse as the ruins of Atal draw near. At some point, one ceases to see even the tiniest of villages, as the land becomes an untamed wilderness home only to wild beasts and the occasional crazy hermit.

Most outsiders think of this land as wholly lawless and void of political organization. This is not quite so: the outer reaches of the Haunted Lands are home to a number of noble lords - or at least, people who fashion themselves as such - in addition to the peasantry. Many of these self-appointed lords are little more than bandit princes and exiled knights with petty ambitions. They live in their small, vulgar "castles" and extract harsh taxes from the surrounding homesteads. Many are given to unspeakable habits of cruelty. Such overlords are more often than not the only protection the peasants have against brigands, rival nobles and worse, unmentionable things that lurk in the wilderness. Even men of noble pretensions are not safe from the influences: insanity and ills of the flesh are found among them, often to the discomfort (or peril) of such poor travelers who end up seeking shelter in some dark manor.

By far the most fear-inspiring thing about the Haunted Lands is that the vile influence it bears on it's inhabitants seems to be contageous. All those who enter this land are in risk of being afflicted, and that risk becomes greater the longer one stays and the deeper within one ventures. There is no protection against this contamination, nor a remedy, and leaving the Haunted Lands will at best only slightly ease the symptoms.

Title: Random Savage Age Stuff
Post by: Ghostman on June 21, 2009, 06:08:52 PM
[ooc]It seems that everyone and their turtle is adding awesome pictures to their posts nowadays, so I'll give it a try too. Now I'm presenting a kingdom, a religion and a supernatural warrior order. Hopefully nothing too cliched. :-p Valaria and the Sibyls could use some more fleshing out, but I'm kind of exhausted for ideas ATM. If you've got any suggestions or inspiration to share, please do![/ooc]

Quote
Valaria
Nestled between the jagged peaks of the Charon and Anticharon mountain ranges in northwestern Euria lies the rugged homeland of the Valari people. Chiselled with countless valleys, gorges and ravines, isolated from the outside world by cyclopean ranges punctured by narrow passes, Valaria is a veritable fortress shaped by nature. It is a land of raw, austere beauty. While agriculturally lacking, Valaria has rich deposits of copper, electrum, iron and gold. The bounty yielded by it's mines is legendary, enough so as to rouse greedy foreign warlords to attempt crossing the mountains from time to time.

(http://img155.imageshack.us/img155/7449/mountains.jpg)

The Valari are a hardy and reserved people, isolationist by nature and suspicious of strangers, but inclined to honesty and respectfulness once their trust has been earned. Holding a somewhat spartan outlook on things, Valari abhor weaknesses of the flesh and mind, and hold honour as an ideal to be upheld proudly - in face of death, if need be. They are great lovers of wine, which they import and consume in excess quantities. They are divided into tribes, but unified under the overlordship of the Daereid dynasty, which has reigned over Valaria with unrelenting determination for better part of two centuries now.

In ancient times the Valari ruled a mighty empire that dominated much of northern Euria. It's capital was the fabled city of Valarium, now a cursed ruin. Valaria is famed for the Sentinels, a military-religious order of blind warrior-mystics. The native religion of the Valari is the Cult of the Snake-Goddess.


[ooc]It's a mountain land, inspired by the Caucasus and the Balkans. It's supposed to conjure an impressive, even menacing athmosphere, but steering away from the typical "gothic" look.[/ooc]

Quote
Cult of the Snake-Goddess
The religion of the Valari is a strange blend of animism and monotheism: On the one hand, all earthly things are believed to be possessed of an animating spirit. On the other, they admit that all existence springs from a singular, ultimate divinity manifest in the form of the Snake-Goddess. The goddess, being both a Creator and a Destroyer, gives life and also takes it back. All souls are spawned from the womb of the Snake-Goddess, and into the womb they must return.

The fate is organized as a mystery cult, treating knowledge of divine matters as secrets to be hidden from laymen, revealed only to the members of the inner circles. Only women are eligible to be initiated in the deepest secrets, thus they alone make up the priesthood. These oracle-priestesses are referred to as Sibyls, and enjoy high station within Valari society. They allegedly possess talents for divinatory sorcery, in the manner of other Eurian oracles. A different circle of mysteries is open to men, leading them down the path of becoming Sentinels, blind warrior-mystics sworn to defend the faith and guard it's secrets from outsiders.

(http://img155.imageshack.us/img155/3268/procession.jpg)

The multitude of the common faithful, though not privy to the mysteries, nevertheless partake in the cult by making offerings by the idols of the Snake-Goddess, found within temples and upon public squares throughout Valaria, and within the cult enclaves in foreign cities. Under the instructions of the Sibyls they must observe a myriad strange rites and ceremonies, performed when the stars are right. The most important of these ceremonies is the Long March, held every four years at midsummer. Great throngs of worshipers gather in the temple-city of Ascaria where they purify themselves with sacred water streaming from the blessed fountain which stands before the marble-hewn facade of the Supreme Temple. At the signal given by the Sibyls, they form into a grand procession which then carries on a three days' journey, arriving at last to the great idol of the Snake-Goddess, erected on the sacred Tarcessian Hill. Upon this utmost sanctuary the pilgrimage culminates in communal prayer and sacrifice.


[ooc]I admit I'm a sucker for ancient Mediterranean influences. The Snake-Goddess was inspired by these sculptures (http://en.wikipedia.org/wiki/File:Snake_Goddess_Crete_1600BC.jpg) from Minoan Crete. The big procession thing was inspired by the Elysian mysteries.[/ooc]

Quote
Sentinels
The Sentinels are a famed order of Valari warrior-mystics. They ritualistically blind themselves; gouging their eyes out, they sacrifice their vision in order to awaken mystical senses beyond the ken of ordinary people. These abilities of precognition and eyeless sight, once mastered, combine with their rigorous martial training to produce some of the most formidable warriors to walk beneath the Suns.

(http://img155.imageshack.us/img155/3549/archere.jpg)

The order of the Sentinels was originally founded as temple-guardians for the Cult of the Snake-Goddess. Their task was to protect the temples and shrines - and the famed treasuries of these - from thieves and desecrators. This is still one of their duties, but the order has throughout centuries expanded and taken up other roles. Many Sentinels now act as the personal guards to major Valari noblemen, partake in wars to defend their homeland, escort the Sybils where ever they travel, and perform missions assigned to them by the order. Amongst the Valari they are regarded as holy men, treated with much reverence and respect. It is believed that when the last Sentinel falls, Valaria itself will be no more.

The process of becoming a Sentinel is lengthy, secretive, and not always successful. Warriors-to-be are sent to one of the fighting schools hosted by major temples while still in boyhood. They are then put through several years of brutally tough training, knowing no world but that within the walls of the fighting school. On the brink of adulthood they must face a number of tests, and the best few of them are selected as Sentinel candidates. These candidates are initiated in the mysteries that prepare them for the trials ahead, while the rest of the trainees become ordinary (though remarkably well trained) warriors either in service of the order, or join a mercenary company.

Despite best efforts to ensure that each Sentinel candidate is fully and sufficiently prepared before taking the decisive step, some fail to awaken the esoteric senses. Rendered truly blind till the end of their days, such failures make cautionary examples to aspiring Sentinels.

The Sentinels fight in many ways and with many weapons. Each school has developed it's own unique, traditional combat style, usually emphasizing a particular weapon. Sentinels variously make use of spears, staves, swords, sabres, axes, bows, javelins and flails. They protect themselves with maille hauberks or scale cuirasses, helmets and greaves, and usually carry round or oval shields. Some of them train in mounted combat.


[ooc]Sentinel training is pretty extreme; death probably culls the weakest of each generation. They're supposed to be a bit Spartan-like in that aspect. Anyway, I wanted to create a warrior 'class' that has some supernatural powers, but I wanted to keep it subtle. Nothing over the top like flinging lightning bolts.[/ooc]
Title: Random Savage Age Stuff
Post by: Elemental_Elf on June 21, 2009, 07:26:44 PM
I really love Valaria, it sounds like a great place to visit!

 A few questions:

What kind of population are we looking at? The whole area has a Greco-Mordor feel to it and with its tribal nature, I can't see there being a massive population... However I could be wrong.

How many people go on the Long March? Do people just leave their farms and head out on this March? What is sacrificed at the end of the March?

Title: Random Savage Age Stuff
Post by: Ghostman on June 22, 2009, 06:15:47 AM
Thanks for the reply E_E! :)

Quote from: Elemental_ElfWhat kind of population are we looking at? The whole area has a Greco-Mordor feel to it and with its tribal nature, I can't see there being a massive population... However I could be wrong.
The whole of northwestern Euria is pretty rustic and mottled with patches of untouched wilderness. Valaria also has rocky hills and mountains a plenty, so it's obviously not very densely populated. They do have some cities though. The temple-city of Ascaria is bustling, as is the yet unnamed capital. Each tribe rules it's own territory from a fortified settlement. The old tribal identity is slowly fading though, as the iron gripped rule of king Daereus is calming the fires of tribal feuds.

Quote from: Elemental_ElfHow many people go on the Long March? Do people just leave their farms and head out on this March? What is sacrificed at the end of the March?
It is thought proper that all Valari (other than slaves) partake in this pilgrimage at least once throughout their lives, though many are those who go as often as they can. Rural communities usually have arrangements where their members take turns traveling to the temple city, so that the farms are not left untended.

Sacrificial offerings are mostly domestic animals such as ducks, geese, pigs, lambs and goats. Wealthy nobles sacrifice bulls or exotic beasts. The sacrifice is mostly communal, so that an entire family or clan can present a single animal as an offering on behalf of all it's members - including those who are not actually present. The flesh of these animals is cooked or roasted and eaten in a grand feast after the ceremonies.
Title: Random Savage Age Stuff
Post by: Elemental_Elf on June 23, 2009, 03:04:24 AM
Thanks for responding to my question, Ghostman! :)

One more quick question: (if this bugs you I can stop  :D )

This Grand Feast that ends the day's festivities, who gets to eat what? I can imagine the Nobles would be dissatisfied if they brought a bull and were given a plate of pork. I'm equally sure a peasant group who brought a Pig would be delighted to feast upon the flesh of a roasted Bull... So how does the process of decided who gets what decided, and by who? Further, does the clergy take a percentage of the sacrifices, as a fee for their services?


Title: Random Savage Age Stuff
Post by: Ghostman on June 23, 2009, 07:36:52 AM
Oh I'm not feeling bugged at all. I find these questions very useful since they direct my attention to details that I hadn't thought about :)

The pilgrims eat at least a chunk of their own offerings. Those who have made a generous sacrifice tend to share much of it with others. There is a kind of an informal pecking order at work, as the people higher up the social ladder are allowed first picks of leftovers. In general, all sharing is conducted in a friendly athmosphere, as it would be ill mannered (and, it is believed, invoking bad luck) to bicker over sacred meat in such a holy place. Any meat that isn't consumed by the pilgrims goes to the Cult's priesthood.
Title: Random Savage Age Stuff
Post by: Elemental_Elf on June 23, 2009, 09:48:13 PM
Quote from: GhostmanOh I'm not feeling bugged at all. I find these questions very useful since they direct my attention to details that I hadn't thought about :)

The pilgrims eat at least a chunk of their own offerings. Those who have made a generous sacrifice tend to share much of it with others. There is a kind of an informal pecking order at work, as the people higher up the social ladder are allowed first picks of leftovers. In general, all sharing is conducted in a friendly athmosphere, as it would be ill mannered (and, it is believed, invoking bad luck) to bicker over sacred meat in such a holy place. Any meat that isn't consumed by the pilgrims goes to the Cult's priesthood.

Ah, much more civil than I feared! :)

Quick question on the Imperium, how is it stored? Does the Emperor just walk around with it, and even sleep with it? If a small Argyrian boy touches the staff while it is in the hands of the (living) Emperor, does the boy become co-Emperor or does the rule only apply when the current Emperor dies? What about if the current Emperor is slain at the hands of a rival, who then picks the staff up and claims to be emperor, would he be allowed to ascend?
Title: Random Savage Age Stuff
Post by: Ghostman on June 24, 2009, 01:06:43 PM
QuoteQuick question on the Imperium, how is it stored? Does the Emperor just walk around with it, and even sleep with it?
The item can be safely handled by anyone when fully wrapped in cloth, but touching it in that manner doesn't bear any influence on anyone's claims to the throne. The Emperor always keeps the staff nearby, even when he's not actually holding it. Imperial bodyguards protect not only the Emperor, but also the Imperium, pretty much around the clock.

QuoteIf a small Argyrian boy touches the staff while it is in the hands of the (living) Emperor, does the boy become co-Emperor
That would be a very unusual (and extremely unlikely) event to take place. No one really knows what would happen, but it's likely that the boy would be bitten (unless he's close enough a relative). There has never been anything like a co-Emperor in recorded history.

QuoteWhat about if the current Emperor is slain at the hands of a rival, who then picks the staff up and claims to be emperor, would he be allowed to ascend?
In the eyes of law he would be the new Emperor. The Imperial family is rather large though, and there would be many within it who would see this as an opportunity to try and garner support for a coup. And there would be others who would seek to cut his reign short by more subtle methods. Such is the nature of Argyrian politics; that no Emperor can hope to survive long without loyal swordsmen and poison-tasters by his side :ninja:
Title: Random Savage Age Stuff
Post by: Wensleydale on June 25, 2009, 10:22:30 AM
Can Knights rise into the nobility? Is there much movement between social classes? What kind of person would likely become a squire?

Loving the daemones. Are they present in houses outside Euria? Say if a Eurian family moved elsewhere, would a daemon come with them? If an old daemon is exorcised and a new one brought in, but the old one stays around and tries to attack the house, what would happen? Would the two fight, or...?
Title: Random Savage Age Stuff
Post by: Ghostman on June 25, 2009, 01:24:22 PM
Greetings Wensleydale

The exact mechanics of Brondic societies may vary a bit, but generally it's difficult to change one's standing - from lower to higher, anyway. To become a noble, one would need to possess a good amount of land (and probably cattle, too) and gain the recognition of other nobles or a monarch. Knights are certainly in better position to achieve this than most other freemen, as they have opportunities to earn spoils and glory in wars.

The typical squire is a son of a well-to-do freeman - likely himself a knight or some other kind of warrior. He owns at least some basic equipment (probably a simple helmet, shield and sword given by his father) and is sent to serve as a squire for a knight. He should be a young man in good health, ambitious and brave. Though becoming a knight might not be his own choise, it is a career that society would encourage/pressure him to pursue.

The internal borders of the Spirit Realm are hazy, so spirits (such as Daemones) can be found outside their "native" regions, though in lesser numbers - and they generally become wholly absent once you get far enough away from those lands. The Household Daemones do not follow people though, as their attachment is to places. It's certainly possible that two Daemones start fighting over a house (the one residing in it would want to protect it), though this would be a truly rare event. To mortals getting caught in the middle of the fight it would probably seem like a haunting. Barring interventions, the stronger spirit would eventually overpower the weaker one and drive it away or even destroy it.
Title: Random Savage Age Stuff
Post by: Elemental_Elf on June 25, 2009, 03:54:52 PM
Quote from: GhostmanThe item can be safely handled by anyone when fully wrapped in cloth, but touching it in that manner doesn't bear any influence on anyone's claims to the throne. The Emperor always keeps the staff nearby, even when he's not actually holding it. Imperial bodyguards protect not only the Emperor, but also the Imperium, pretty much around the clock.

I presume this cloth is made from the first materials known to the Empire?

Quote from: GhostmanThat would be a very unusual (and extremely unlikely) event to take place. No one really knows what would happen, but it's likely that the boy would be bitten (unless he's close enough a relative). There has never been anything like a co-Emperor in recorded history.

Hmm an ambivalent answer, I like it! However, given your answer to my third question, there's little doubt that a co-Emperor would not be long for this world... :ninja:

Quote from: GhostmanIn the eyes of law he would be the new Emperor. The Imperial family is rather large though, and there would be many within it who would see this as an opportunity to try and garner support for a coup. And there would be others who would seek to cut his reign short by more subtle methods. Such is the nature of Argyrian politics; that no Emperor can hope to survive long without loyal swordsmen and poison-tasters by his side :ninja:

I love it! Absolutely byzantine and absolutely cool! So are there different palace/court factions? Nothing formal but perhaps one or two allied houses that oppose the expansion of another alliance of a few houses, and vice versa? Like how the Duke of Suffolk and his allies opposed Cromwell and the Boleyns during the reign Henry VII of England?  
Title: Random Savage Age Stuff
Post by: Ghostman on June 25, 2009, 05:13:44 PM
Quote from: Elemental_ElfI presume this cloth is made from the first materials known to the Empire?
Uh, not sure what you mean here. Just about any piece of cloth would suffice, so long as it's large enough to cover the staff whole. Of corse there is an "official" cloth for times when the Imperium needs to be handled by someone other than the Emperor (which is always one of the Imperial guards), a square-shaped sheet made from silk and finely embroidered.

Quote from: Elemental_ElfI love it! Absolutely byzantine and absolutely cool! So are there different palace/court factions? Nothing formal but perhaps one or two allied houses that oppose the expansion of another alliance of a few houses, and vice versa?
Byzantine politics is definitely my goal here. I have to admit though, that I have not yet figured things out enough to give you a detailed answer.

What I can tell so far, is that there are many powerful noble houses which have always tried to meddle with Imperial succession. Instead of passing the throne to the eldest son, the Emperor has the right to name his heir from amongst his family - it is almost always one of his sons, but he also could choose a brother or a more distant relative (it is not a written law but a tradition that the heirs be male, so an Emperess is theoretically possible, though unlikely). The nobles will of corse have differing views on who would make the best heir, and they will promote their favorite candidate as aggressively as they dare.

Moreover, the Imperial lineage is so spread out that it is divided into several branches. A new Emperor could potentially arise from any of these, and historically different branches have held the throne through some periods of time, only to lose it to another. So they are effectively dynasties. The branches tend to entertain close relations with particular groups of nobility, forming close ties via business and marital arrangements. Such ties ensure the support of powerful allies if a prominent member of the branch finds an opportunity to make claims on the throne.

It goes without saying that since the interests of the noble factions clash, they tend to expend much effort undermining each other's schemes.
Title: Random Savage Age Stuff
Post by: LordVreeg on June 25, 2009, 06:36:47 PM
Did I hear Byzantine politics?  That's my cue...
I can imagine scenes, frescoes and tapestries, showing literal physical struggles for the staff.  

But nothingis more dangerous than family...I was reading over some material about the Ottoman empire, and some of those guys killed all their brothers when they yook the throne with a silken cord...
Title: Random Savage Age Stuff
Post by: Elemental_Elf on June 25, 2009, 11:28:39 PM
Quote from: GhostmanUh, not sure what you mean here. Just about any piece of cloth would suffice, so long as it's large enough to cover the staff whole. Of corse there is an "official" cloth for times when the Imperium needs to be handled by someone other than the Emperor (which is always one of the Imperial guards), a square-shaped sheet made from silk and finely embroidered.

Just joking around  :weirdo:

Quote from: GhostmanByzantine politics is definitely my goal here. I have to admit though, that I have not yet figured things out enough to give you a detailed answer.

What I can tell so far, is that there are many powerful noble houses which have always tried to meddle with Imperial succession. Instead of passing the throne to the eldest son, the Emperor has the right to name his heir from amongst his family - it is almost always one of his sons, but he also could choose a brother or a more distant relative (it is not a written law but a tradition that the heirs be male, so an Emperess is theoretically possible, though unlikely). The nobles will of corse have differing views on who would make the best heir, and they will promote their favorite candidate as aggressively as they dare.

Moreover, the Imperial lineage is so spread out that it is divided into several branches. A new Emperor could potentially arise from any of these, and historically different branches have held the throne through some periods of time, only to lose it to another. So they are effectively dynasties. The branches tend to entertain close relations with particular groups of nobility, forming close ties via business and marital arrangements. Such ties ensure the support of powerful allies if a prominent member of the branch finds an opportunity to make claims on the throne.

It goes without saying that since the interests of the noble factions clash, they tend to expend much effort undermining each other's schemes.

I do love a good Palace drama! If you ever find the time, I'd love to hear more about the various families! :)
Title: Random Savage Age Stuff
Post by: Ghostman on July 02, 2009, 10:17:44 AM
Quote
The Dragon
Eternal and inscrutable, the Dragon is a unique being known to every people, yet understood by none. It is as much a fundamental part of the world as the sky above and the ground below, or the changing of seasons and the rising of tides. But it remains hidden, concealed from the sight of Man, except for those rare moments when it wishes to be seen. No mortal, it is said, has ever stood before the Dragon without trembling in fear and awe, for there is no power in the world to challenge that of the Dragon, and no wisdom to unravel it's enigmas.

Of the seven elements, the Dragon is associated with Earth and Water.

Appearance
All depictions of the Dragon are based on few and scarce first-hand accounts, and though they vary somewhat, they tend to agree on the general appearance of the creature. One account describes the Dragon thusly: [ic]"It is a magnificent being, having no equal in the glory of appearance. It has the body of a gigantic serpent, covered in scales of gold and jade, of obsidian and porphyry. It's head is that of a rhinoceros, bearing two curved horns upon the snout; it's jaws those of a crocodile, full of sharp tapering teeth. It has the beard of a goat, the horns of a stag, a forked black tongue and a many-colored mane of feathers. It can fly with the grace of butterflies, swimming through the air as though it was the clearest of waters. And it speaks in all tongues."[/ic]

(http://www.thecbg.org/wiki/images/b/bc/Dragon_small.gif)

Role
The Dragon can provide invaluable counsel to kings, sages and adventurers struggling with seemingly unsolvable dilemmas. Those who come before it bearing gifts and present themselves humbly will have their petitions heard, and are granted what ever aid the Dragon deems appropriate. Quite often such people will emerge as famed heroes and rulers, having found success and glory through heeding the Dragon's advice. Those who neglect their tribute and make arrogant demands on their host however, are forever erased from the pages of history; their names vanish from records, their friends forget they ever existed, and all that they had accomplished crumbles to dust.

The Dragon never solves the problems of those who plead for it's help. It only gives them the tools with which they can help themselves: legendary artefacts, forbidden knowledge, or strange magics. Petitioners rarely get what they hope, and never what they specifically request. The Dragon gives what it wishes to give, and leaves it to the mortals to figure out how to make use of it.

Island of the Dragon
The Dragon dwells on a strange island that appears and vanishes without trace. A rugged mountain of naked rock rises on the Island of the Dragon, and on it's pinnacle grows an infinitely tall tree, lush with magnificent foliage and bearing fruit of every kind. This is the legendary World Tree, it's top said to breach the upmost heavens and it's roots said to penetrate the deepest bowels of the earth. Upon it's branches live a million wondrous animals which speak in riddles, uttering intricate wisdoms.

The island can appear in any body of water large enough to contain it. This includes wide rivers and lakes. It is always surrounded by perilous rocks and whirlpools, making landing difficult. On the barren beaches stand massive boulders carved to resemble obscenely fat naked humanoids sitting cross-legged, facing outward from the island. Sea birds nest in their ear-holes and on niches in the rocky cliffs that rise not far from the beaches. A long and winding series of steps ascends to the top of the mountain, leading to the World Tree, where the Dragon is usually found waiting, coiled around it's trunk. Although the tree is infinitely tall, it can only be seen from a limited distance, though the island itself is visible to anyone who would be normally able to see it.

Drakes
Drakes are ominous creatures sometimes dubbed Messengers of the Dragon. They are similar in appearance to the Dragon but much smaller and lacking the horns. Drakes are usually seen before major events, upheavals and miracles, such as the births and deaths of kingdoms and religions. They are equally likely to presage fortune or doom. They never interfere with the course of events directly, though their mere sighting is enough to upset any major players, prompting them to reconsider their plans.

Title: Random Savage Age Stuff
Post by: Ghostman on August 08, 2009, 08:56:24 AM
Quote
Ape-Men
These savage humanoids roam on desolate, mountaineous areas, far beyond the borders of civilization. They are apish creatures, long-armed and obscenely hairy. Although much bigger and bulkier than Men, they are only slightly taller due to not standing quite upright. They possess tremendeous strength, speed and stamina, as well as base cunning and limited intelligence.

[spoiler=Picture]
(http://img31.imageshack.us/img31/1848/sa06frazettaneanderthal.jpg)
[/spoiler]

Though extremely primitive, they are more than mere beasts: they communicate with each other by complex screeching and growling noises that almost resemble a language, and make use of simple tools and weapons such as sharpened rocks, sticks and bones. They do not wear clothes or know how to make fire. Ape-Men form packs that move about, living in caves and hunting and gathering for food. They are thoroughly omnivorous, capable and willing to consume most plant- and animal-based foods raw. Ape-Men packs can comprise up to dozens of grown individuals, in addition to the younglings. Each pack has an internal pecking order, with the largest and burliest male on the top.

They are utterly hostile to Men: from time to time they descend in brutal tides upon settlements that have risen too close to their habitats, and ambush caravans that dare tread through the gods-forsaken mountain passes. Through a painful cycle of trial and error carried over countless generations, they have learned to counter their foes' superiority in arms by devious cunning and stealth. They attack only when the time and place favour them, using overwhelming force of numbers and the advantage of surprise. Few are those fortunate enough to survive an encounter with Ape-Men. Though most of them are simply content to feast upon the flesh of their victims, some have learned to make use of looted weapons and tools, such as axes and spears.


Title: Random Savage Age Stuff
Post by: Ghostman on August 09, 2009, 08:10:54 AM
Quote
Castles
The land of Brond is a dangerous place, plagued as it is by brigands, pirates and warlords. Those who hold some semblance of authority have to be strong to hold on to it for any length of time; they need strongholds whence to watch over their holdings and seek shelter when times are tough. This need has been answered in the form of castles.

Castles are Brondic fortresses that act as government and military centers, being also the personal residences of the ruling upper nobility or royalty. They are typically constructed on strategic locations where they can overlook and dominate important sites, such as fertile farmlands, mines rich in ores, crossroads and bridges, or seaside ports.

Because siege technology in Brond leaves much to desire, castles can be extremely formidable despite their rather primitive construction. Roughly speaking, Brondic castles fall into three categories:

Motte-and-Bailey
[note](http://www.thecbg.org/wiki/images/thumb/c/cc/Castle1.gif/180px-Castle1.gif) (http://www.thecbg.org/wiki/index.php?title=Image:Castle1.gif)
(click to enlarge)[/note]This is the least formidable - and by far the most common - type of castle. Something to the tune of 9 out of 10 castles are motte-and-baileys. The design consists of a hill, either natural or man-made, surrounded by a moat. The top of the hill is ringed by a palisade, enclosing a tower made from timber, stone or brick. A courtyard, also surrounded by the moat and a palisade of it's own, lays beside or around the hill. On the courtyard are found many buildings, such as houses, barracks, stables, granaries, armouries and even temples. The hilltop keep and the courtyard are often connected by a walled corridor that descends the side of the hill.

Keep
[note](http://www.thecbg.org/wiki/images/thumb/7/78/Castle2.gif/180px-Castle2.gif) (http://www.thecbg.org/wiki/index.php?title=Image:Castle2.gif)
(click to enlarge)[/note]
An improved version of the motte-and-bailey. The hilltop palisade encircling the tower has been replaced by a masonry curtain wall. Although a wall of this kind lacks proper crenellated battlements and towers, it is a major improvement over the simple palisade, and typically features a reinforced gatehouse. Additional structures may be constructed on the hilltop, perhaps a hall and living quarters for the nobility and their servants. Many of the more important castles in Brond are keeps.

Great Keep
The great keep represents the pinnacle of Brondic castellation technology. The hilltop fortress is now surrounded by a wall of rammed earth faced with stonework, thick enough to support battlements on which soldiers may be posted, with crenellations to protect them from missile fire. In addition to the tall primary tower, smaller corner-turrets rise between sections of the wall. The palisade of the lower courtyard may also have been replaced with a stone-built curtain wall and a proper gatehouse.

When sufficiently manned, great keeps are almost impossible to successfully assault using siege techniques and resources available to Brondic warlords. The construction of such castles is extremely expensive, and requires skills beyond the grasp of all but few Brondic masons. Great keeps are the rarest type of all castles, and serve as the strongholds of kings and princes.

Title: Random Savage Age Stuff
Post by: Ghostman on October 10, 2009, 10:31:09 AM
Quote
Cecropians
Cecropians, also known as Serpent-Men, are a hybrid race with the upper body of a human joined at the waist with the tail of an enormous snake. They live on the pleasantly warm island of Cecropia, on the eastern parts of the Helikian Sea. They consume much the same foods as Men do, being partial to goat meat, eggs, figs, and certain seafoods such as squids.
(http://www.thecbg.org/wiki/images/8/8b/Cecropian.png)
They reproduce in the manner of snakes. After copulating during the mating season, each female lays many fertilized eggs in sand. Cecropians have no concepts of family or parenthood, so all eggs are placed in a communal hatching chamber. When the first snakelets hatch, they devour those eggs that were slower to develop. Communal caretakers see to their upbringing, examining them for useful talents and abilities. The most promising ones are selected to become priests and bureaucrats, the ruling class of the race. Others are made warriors or labourers.

Cecropians build their houses in the likeness of spiralling towers. These buildings tend to be large, each housing a member of the ruling caste and a number of subjects under his or her supervision. Cecropian architecture lacks any form of stairs; smooth ramps are the preferred way of transit between floors. Likewise, chairs and seats are absent amongst furniture, being substituted by large basket-like nests with padded covers for comfortable "sitting" in a coiled position. Settlements are rife with canals and public fountains, used for refreshment and faster travel - the Serpent-Men are excellent natural swimmers.

They are an enigmatic race, prone to isolationism and xenophobia. They are never encountered outside their native island, save for a few high-ranking priests that have been invited to administer religious teaching amongst humans. Outsiders are not allowed to set foot on Cecropia except in one harbour-town established to serve foreign trade. Intruders are reputedly executed by drowning.

Title: Random Savage Age Stuff
Post by: Steerpike on October 10, 2009, 10:47:13 AM
The Cecropians have a very Greek feel, like something Odysseus might have encountered; the society is very Republic (did you model it specifically after Plato?).  Are the warriors purely defensive?  Also, are there any other sentient beings on Cecropia?
Title: Random Savage Age Stuff
Post by: Ghostman on October 10, 2009, 11:24:51 AM
I took inspiration from a mythical king of Athens (http://en.wikipedia.org/wiki/Cecrops_I), hence the Greek feel. I'm also playing with the trope of the mysterious island populated by strange beings, as it is very fitting for the region. Cecropian society is primarily shaped by their way of reproduction. A civilization without families needs other social structures to be functional.

Cecropians currently do not war with other races, since their island sits within sphere of influence of the massive Argyrian Empire, but there is always the threat of pirate raids. Internal power struggles also necessitate that the rulers maintain armed retinues.

Cecropia is a bit too small for more than one native race, and the Serpent-Men would not accept extrenal colonists. If there are other sentient beings on the island, they'd have to be unique creatures - perhaps Immortals.
Title: Random Savage Age Stuff
Post by: Ghostman on November 16, 2009, 03:28:38 PM
Quote
Cyclopses
Small goblin-like creatures, encountered only in Euria. The short, hunched body of a Cyclops stands on scrawny legs that end on flat feet, each of which has a pair of large, clawed toes. The creature has thin, bony arms with long-fingered hands, a short neck, a bulging pot-belly, visible ribs and very large testicles. It's skin is thick, wrinkly and of a pallid yellow hue. The head has an elongated shape and features jagged ears, small horn-stubs, protruding canine fangs, no discernible nose and a single large eye. Cyclopses are capable of eating small rocks, but prefer the taste of raw, freshly extracted bones - particularly human bones.

The race of Cyclopses was once flourishing, living in majestic basalt towers. According to legend they knew the secrets of controlling weather and curing all diseases. They were also masters of metallurgy and smithwork; their arcane furnaces vomited the rare and valuable Cyclopic Bronze which is harder than finest steel. In ancient past they were banished by a curse into the lightless bowels of the earth. There they must maintain the enchanted slumber of the chthonic horror Amorphis, a formless monstrosity of the nether depths that is wont to gnaw on the roots of the World Tree. This they accomplish by throwing themselves relentlessly into a wild ritual of incessant dancing, drumming and piping. Their hapless duty knows not an end, their destiny allows no escape.

Only when the Equinoxes draw near, does the hold of the ancient curse temporarily weaken, and for about half a dozen days the Cyclopses are free to swarm out of the nameless pits and walk the world of mortal Man. Their emergence is marked by thunderous storms and obscuring mists. During their time on the surface they plunder and pilfer, stalking and abducting unwary humans, particularly children. As they are absent from their watch, Amorphis awakens and begins devouring the roots of the World Tree. But the Cyclopses are inevitably drawn back to their eternal guard duty, resuming their dancing and piping and thus forcing Amorphis asleep. During each break between Equinoxes the World Tree regenerates it's roots, undoing the damage caused by Amorphis.

The captives that are dragged underground by the Cyclopses are said to be doomed to strange and unwholesome fates. Many will be worked to death in back-breaking slavery, many more will have their bones extracted and eaten, and some will be sacrificed in cryptic rites before blood-stained altars of chthonic deities. None will see the light of day again.


[ooc]Instead of being towering giants, the Cyclopses of Savage Age are small and goblin-like. I basically took one creature from ancient greek myth (the cyclops) and another from later greek myth (kallikantzaroi) and combined them. Then I twisted their role regarding the World Tree, introducing a Lovecraftian-inspired monster.[/ooc]
Title: Random Savage Age Stuff
Post by: Steerpike on November 16, 2009, 05:15:07 PM
Wow the cyclopses are awesome and bizarre!  So are they just magically restrained from leaving the caverns

Any reason why children are particularly prized as sacrifices?

What is the Cyclopean political structure?
Title: Random Savage Age Stuff
Post by: Ghostman on November 17, 2009, 02:50:03 PM
Quote from: SteerpikeWow the cyclopses are awesome and bizarre!

Glad to hear you like them :)

Quote from: SteerpikeSo are they just magically restrained from leaving the caverns
It's a curse, so I guess they just feel irresistibly compelled to carry out their assigned duty, no matter how they may loathe to do so. If a Cyclops got somehow "stuck" on the surface it would try and find a way to return underground, but it wouldn't be physically forced or anything.

Quote from: SteerpikeAny reason why children are particularly prized as sacrifices?

What is the Cyclopean political structure?
They might prefer to capture children because they are closer to their own size. Size and age might have less or no influence on who will be picked for a sacrifice.

Politics is a tough question, since I haven't really pictured how they live underground yet. They might congregate to a particular location or be spread out, forming scattered communities. There's a lot of leeway here because I imagine the underworld to be a bizzarre place where time, space, direction and such can become seriously distorted.

There's definitely a social hierarchy though, with the rank of an individual somehow reflected in their physical appearance. This could be something obvious such as size, or something more subtle like eye color. I'll have to think about it more...
Title: Random Savage Age Stuff
Post by: Ghostman on February 27, 2010, 01:28:32 PM
Quote
Myrmidonia
Myrmidonia is an island city-state on the Sea of a Million Islands. It is inhabited by the Myrmidons - tall and gaunt people with androgynous but muscular bodies, utterly hairless with tanned complexions and reddish eyes. From their foreheads extend a pair of insectoid antennae, which grant them heightened senses and an awareness of the direction to their island home. They live in their fabled city of mazelike tunnels and chambers carved into the rock of near-vertical cliffs, sheltered from storms in a harbour bay. The city is ruled by a living Goddess-Queen, from the loins of whom all Myrmidons are born.

Nursed with the black milk of the Thalassian Sphinx, which lairs deep in the bowels of Mt. Aegis, the Myrmidons are grown strong in flesh and resolve, brought up as invincible warriors dedicated to absolute loyalty to their dread Queen. From as soon as they learn to walk upright they are subjected to extremely brutal and rigorous martial training. Signs of weakness are ruthlessly suppressed; children who fail to live up to the standards are taken to the Charonian Cliffs and flung to their deaths. It is said that these rejected weaklings become wrathful sea ghosts that climb aboard ill-guarded boats during night to break the spines of sleeping sailors.

Myrmidonia is a harsh but prosperous state that thrives on piracy, plunder and seaborne trade. The jagged slopes of the rocky island have been worked into terraced plantations, tilled by slaves and fertilized with volcanic ash. Furthermore, the Myrmidons enjoy an unquestioned reputation as the bravest and most reliable mercenaries known to all the shores within reach of their crimson-sailed galleys. The Goddess-Queen frequently sends them to make war in service of foreign princes - her allegiance goes to him who offers her the wealthiest tribute. Once a bargain has been sealed and troops dispatched, nothing will sway the Myrmidons from carrying out their duty; no bribe nor any threat can persuade them to betray their contract. They adhere to a strict code of honour that stresses loyalty and bravery before death. Any Myrmidon who strays from this unforgiving path is likely to be slain by his peers on the spot.

The Goddess-Queen, who is suspected of being an Immortal, has lived for centuries. Little is known about her, but every account, written or oral, extols her unparalleled beauty. Being that her children are genderless, she must couple with a human male in order to spawn each new generation of Myrmidons. She accepts no ordinary suitor; only great warriors of exalted fame and might are worthy to sire her offspring. Such men are lured to the island and put through viciously harsh tests of strength, courage and cunning. Failure in these trials leads to a cruel death, while success leads to the carnal pleasures of the royal bedchamber. After a lengthy period of thorough insemination the consort is dismissed, while the goddess-queen reputedly begins an unwholesome transformation, whereupon she takes on the bodily proportions of a queen ant, her bloated midriff swelling with the bulk of a thousand young. Her labours are said to last for months, causing the very earth to shake and the island's mountain peak to spew ashes and fire up to the heavens.
Title: Random Savage Age Stuff
Post by: Steerpike on March 01, 2010, 08:32:54 AM
Very twisted, and Greek-feeling.

What's the deal with the Thalassian Sphinx?  How'd it get under Mt. Aegis, and is it quite content to be milked?

Do Myrmidons ever defect from their city-state?
Title: Random Savage Age Stuff
Post by: Ghostman on March 01, 2010, 01:20:30 PM
Quote from: SteerpikeWhat's the deal with the Thalassian Sphinx?  How'd it get under Mt. Aegis, and is it quite content to be milked?
I have to admit I haven't yet come up with the story behind this creature. I was wondering how such large numbers of newborn Myrmidons could be nursed, and the idea of using some kind of magical beast - a twist on the she-wolf of Rome myth - was appealing.

Quote from: SteerpikeDo Myrmidons ever defect from their city-state?
Rare individuals might, perhaps less than a handful in a generation. It is well known that the Goddess-Queen offers extraordinary rewards for the delivery of such traitors' heads, which ensures that most renegades do not live for long.
Title: Random Savage Age Stuff
Post by: Elemental_Elf on March 01, 2010, 03:08:40 PM
I was initially hesitant about your Cyclopses, given that the stereotype is for large giants rather than small goblins. I have to say though the "The captives that are dragged underground by the Cyclopses are said to be doomed to strange and unwholesome fates." bit sold me.

I want to hear more about this Thalassian Sphinx and her black milk.

Are there really a million islands in the sea?

Do the Myrmidons favor one particular race for slavery or are they more eclectic?

Quote from: GhostmanThe Goddess-Queen, who is suspected of being an Immortal, has lived for centuries. Little is known about her, but every account, written or oral, extols her unparalleled beauty. Being that her children are genderless, she must couple with a human male in order to spawn each new generation of Myrmidons. She accepts no ordinary suitor; only great warriors of exalted fame and might are worthy to sire her offspring. Such men are lured to the island and put through viciously harsh tests of strength, courage and cunning. Failure in these trials leads to a cruel death, while success leads to the carnal pleasures of the royal bedchamber. After a lengthy period of thorough insemination the consort is dismissed, while the goddess-queen reputedly begins an unwholesome transformation, whereupon she takes on the bodily proportions of a queen ant, her bloated midriff swelling with the bulk of a thousand young. Her labours are said to last for months, causing the very earth to shake and the island's mountain peak to spew ashes and fire up to the heavens.

That is just too cool for words!

You earned it:  (http://img.photobucket.com/albums/v614/RHO1/Awesomeaward22.png)
Title: Random Savage Age Stuff
Post by: Ghostman on March 01, 2010, 04:40:44 PM
Quote from: Elemental_Elf I was initially hesitant about your Cyclopses, given that the stereotype is for large giants rather than small goblins. I have to say though the "The captives that are dragged underground by the Cyclopses are said to be doomed to strange and unwholesome fates." bit sold me.
Glad to hear that. :)

Quote from: Elemental_Elf I want to hear more about this Thalassian Sphinx and her black milk.
Guess I'll have to come up with something, then. If I can just find the inspiration...

Quote from: Elemental_Elf Are there really a million islands in the sea?
Probably not. No one has charted that sea so well as to make a fair guesstimate of the number of islands - not that there is even a clear idea where exactly the sea ends and begins, seeing as it is a part of a larger body of water. The name is meant to describe "that stretch of sea where you find the islands are as many as the grains of sand in a desert!"

Quote from: Elemental_Elf Do the Myrmidons favor one particular race for slavery or are they more eclectic?
Savage Age is so human-dominated that there isn't much in the way of alternatives. Any non-human slave they got their hands on would be such a novelty that it'd prolly be used as a curiosity/amusement display rather than labour.

Quote from: Elemental_Elf That is just too cool for words!

You earned it:  (http://img.photobucket.com/albums/v614/RHO1/Awesomeaward22.png)
Thanks!
Title: Random Savage Age Stuff
Post by: Elemental_Elf on March 01, 2010, 08:19:36 PM
Quote from: GhostmanGuess I'll have to come up with something, then. If I can just find the inspiration...

I don't want to push you into doing something that you have no inspiration for. It's just that the Sphinx seems very exotic and truly interesting.
Title: Random Savage Age Stuff
Post by: Ghostman on August 06, 2010, 04:26:23 PM
Quote
Pegasi
The Thirteen Pegasi are unique, flying monsters scattered across the region of Euria. They resemble beautiful and fearsome horses with a crest of feathers instead of a mane of hair, and a pair of great black wings attached at the shoulders. Flames flare up where ever their hooves strike, and they breathe thick dark smoke that can conceal bands of warriors. They have the gift of speech and are said to be able to cover 300 Argyrian leagues (about 675 km or 419 miles) in a single day.

[ic=Creation of the Pegasi, according to one myth]One day it happened that Anaxippos, god of Horses, went with his brother Theramenes, god of the Hunt, to hunt the Spirit Stag of Minaria. They chased the King of Deer across the windswept plains, and across the scrubby hills, and across the snow-encrusted mountains, and through the forests and ravines and valleys. For twenty years they pursued relentlessly, never stopping and never drifting from the trail. And for twenty years the King of Deer avoided their spears and their arrows and their snares. And their pack of hounds, seven hundred heads strong, could not gain any ground upon it. And yet they pursued relentlessly.

It happened that their hunting took them into the fabled land of Daliristan, wherein they cornered the King of Deer within a red-sandstone canyon five hundred fathoms deep. And just as they were about to fell their prey, lo! A monstrous eagle larger than a bull-elephant glided over them, clutching in it's claws a great egg. And the shadow of this bird was so large and so deep that when it passed over them, the Suns were blotted out and a darkness like onto a night fell upon them. And this matter so irritated Anaxippos that he lifted a great boulder, twelve fathoms across, and flung it at the eagle. The great bird at once let go of the egg it was carrying, and dashed away to avoid the rock that was thrown at it. And when it's shadow had passed, the brothers saw that the King of Deer had made it's escape in the cover of darkness.

It was then that Theramenes wished to continue the hunt, yet Anaxippos refused. And he held in his hands a great egg, the shell of which was like the finest alabaster. That egg he claimed as his trophy of the hunt, no longer caring for the King of Deer. Theramenes chastized his brother for this, but this only made Anaxippos mad, and he immediately swallowed the egg and returned to his home in the land of Aspidia.

After three years had passed since he returned from the hunt for the Spirit Stag of Minaria, Anaxippos was struck by a terrible headache. And so terrible was his condition that he cried a blood-curdling howl, and this ululation echoed to the edges of the world, and so frightening it was that horses everywhere became wild and feral, and could no longer be harnessed before the chariot. And it is said that this misfortune ended the Age of the Chariot.

His sister Xanthe, goddess of Youth, was determined to help Anaxippos. She went to speak of the matter with their father Aeron, god of the Winds. But Aeron did not know how his son's headache could be cured. And it happened that Theramenes overheard their conversation, having just returned from a hunting trip to present freshly taken lion-skins to his father. And he guessed at once what had caused this sickness.

Seeking his brother, Theramenes found him wandering the plain of horses, nearly maddened by the pain. And there was a great throbbing bump upon his head. Theramenes then took a great bronze axe and swung it. And with the blade of the axe he split open his brother's skull. And lo! Out from that opening sprung a herd of winged horses, and these were the legendary Pegasi, and Theramenes counted thirteen of them, and they all flew away. In this way were the Pegasi born, and Anaxippos cured of his headache.[/ic]
The Pegasi appear in many tales from recorded history and legends alike, but have been rarely sighted in contemporary times. Many of the thirteen have probably been killed over the centuries that have passed since their creation.
Title: Random Savage Age Stuff
Post by: Steerpike on August 06, 2010, 06:58:08 PM
Great myth!  It feels and reads exactly like a genuine Greek myth!  Well done!
Title: Random Savage Age Stuff
Post by: Ghostman on September 18, 2010, 03:12:18 PM
Quote
Dodecacheires
The Dodecacheires are a race of giants - towering behemoths some 12 to 14 feet tall. Each among them has six heads and twelve arms. They are as cruel and savage as they are imposing, living by a brutal warrior-ethos that spurns any kind of weakness. Practically omnivorous, they can consume just about any kind of flora or fauna, even poisonous things. They crave for human flesh and will happily indulge on it given half a chance.

Most of the race makes it's home on the Gigantes Mountains that border Erytania, but solitary members have been sighted in remote locales beyond vast distances over land and water. How these giants manage to range so far from their dismal peaks unnoticed is not known. Thankfully such encounters are rare indeed though, for even a lone Dodecacheires is a living terror: dreadfully swift and strong, cruel and cunning, one is easily the match of ten battle-hardened warriors.

Because their six heads can keep watch on every direction simultaneously, it is virtually impossible to sneak up on a Dodecacheires. The heads also take turns sleeping at nights, each needing less than a couple of hours of slumber. Common lore also warns that the giants have six lives and will continue to rise from the dead until they have been slain that many times, unless the corpse is destroyed. Cutting off all the heads will also prevent the body from rising again, though the severed heads may very well spring to life anew. Some of the race are also capable of sorcery.

According to legends of old, the Dodecacheires played a part in the fall of the Cyclops realm, preceding the banishment of the one-eyed race into the lightless depths of the underworld. They then migrated to their present homeland on the Gigantes Mountains, where they seem to be content to dwell for the time being. Very little is known about their ways, save that they apparently organize themselves into tribe-like groups that are constantly making war on each other. However, the oldest records by ancient chroniclers sometimes refer to a "King of the Dodecacheires", a particularly large, old and sharp giant who supposedly held a ruthless sway over the entire race.

It is believed especially among Erytanians that the Dodecacheires live in caves, where they beat on great barrel-drums the size of a house. This creates a ghastly din which echoes down the mountain slopes, instills madness in men who hear it, and causes livestock to miscarry. Sometimes this drumming becomes so furious that it may even trigger earthquakes.
Title: Random Savage Age Stuff
Post by: Llum on September 18, 2010, 03:26:28 PM
Interesting, sounds exactly like an of ancient bit of mythology. Now does each head have a separate personality or are they all the same "person"?
Title: Random Savage Age Stuff
Post by: Ghostman on September 18, 2010, 03:59:14 PM
Only one mind, although in conversations the heads may very well act in such a manner that it's like talking to a group. For example, if a Dodecacheires deems you a worthy foe, he might issue a challenge stating his name and deeds before charging at you. One of the heads would proudly announce his name, then another head would follow up with a boastful list of accomplishments, and a third one finishes by demanding to know who you are so that he may add you to the list after the triviality of the fight is over and done with.
Title: Random Savage Age Stuff
Post by: Ghostman on May 15, 2011, 01:44:44 PM
Quote
The Thirty-Three Million Paths to Immortality
It's the tattered ancient pirate captain who plagues the seas at the helm of a rotting ghost-ship, forever chasing the sunset, never entering harbour. It's the cloaked figure of the legendary assassin-poet who appears out of the torrent of midnight rain to slay with a single perfect stab a man right in front of you, pausing to recite a romantic verse before vanishing back into the night. It's the millennia-old monk meditating in the temple hidden within the cursed jungle, who speaks in ineffable proverbs and guards some ancient secret you're after. It's the mad sorcerer who dwells in a tower of pearl that rises in the middle of a trackless sea, whose paranoid wrath you must dread as you sneak in to steal some item of power from his chambers. It's the invincible lone sword-master who wanders aimlessly in the desert, challenging with a riddle all who cross his path, and with the blade of his sword all who answer it wrong.

Theirs is a tale with a beginning but without an end, a story without conclusion, a question left unanswered. Like their brothers they are born from flesh, to tread the dusty soil of the many worlds under one sky, but their trails carry on forever, taking them nowhere. They have found one of the Paths, and in finding it they have lost the way to the trail's end.

The IMMORTALS are prodigies of the earthbound races, ones that have transcended the limitations of their petty existence, yet they remain bound in forms of flesh and blood. They are undying, and possessed of inscrutable wisdoms and powers, though not two of them are truly alike. Whether they deliberately sought a Path to Immortality, or stumbled upon it by accident, or were cursed to find it and follow it, there is no turning back from that trail. They must walk on, accepting the course of the road before them. Forever.

Many are the souls to have pondered the Riddle of Death, driven by fear or desire or a burning ambition, and indeed there have been those who have solved the puzzle. But few have managed to follow in their wake - for the Riddle of Death is not one riddle; the Paths to Immortality do not converge in single crossroads. To trace the footsteps of one transcendant is to walk the path of another man, and such a path will rarely take one toward his own destiny. The pieces that solved the puzzle for one might only further conceal the answer from others.

While the transcendant are bound to their Paths, the earthbound may sometimes stand in their way. Such conflicts rarely end well for the latter, though those favoured by fortune may prevail - for although the Immortals are undying, they are nevertheless bound in flesh, and flesh is weak. Their Path cannot truly be blocked, yet a bump in the road may alter the way.
Title: Re: Random Savage Age Stuff
Post by: Ghostman on September 24, 2011, 11:04:11 AM
Quote
Overview on Religion in Euria
Across the world of Euria, religion tends to be a muddy affair. Undogmatic and loosely organized, it stems from ancestral tradition more so than from conscious formulation of theology. Religious identity is often inseparable from ethnic identity; the very question of "which faith do you profess" makes no sense to a man to whom faith is not a choise but an integral part of being one of the tribe he was born into.

Various native Eurian mythologies and ritual traditions have much in common, so much so that dividing and labeling them into separate "religions" can become an exercise in futility - yet one could hardly consider them all a singular faith either. Among the chief reasons for this confusion are the prevalency of syncretism and regional differences: any one divinity may go by a bewildering plethora of different names and epithets changing from town to town, and deities from foreign faiths are often identified and re-interpreted as incarnations or aspects of one's familiar deities. It is also not unheard of for elements to be "borrowed" wholesale from other religions and incorporated into one's own corpus of mythology.

Religion is usually not seen as a source of morality. While the myriad tales and fables about divinities and mortal heroes can indeed contain moral themes (or be thusly interpreted), they are never viewed as commands or lessons. The role of divinities is much like that of forces of nature (indeed, many of them personify just such forces) - they are awesome and terrible entities to be feared, appeased and bargained with, rather than models to be emulated.

Eurian religious practices are highly ritualized, concerned with taboos and ceremonies. The intent of a man is usually irrelevant; it is his actions (and their direct and indirect outcomes) which make the difference. For example, treading on holy ground bears the exact same implications and consequences whether one actually knows it to be holy ground or not - sacrilege committed unknowingly or unwillingly is sacrilege all the same. Just like a man who is seized and thrown down from a cliff falls as swiftly and surely as one who leaps down of his own intent.