dunzo.
[ic=Sailor Speak]"I once sailed into the Endless Ocean. Me and ma' mates aboard the Fallwyvern. Foolish thing to do I tell ya'. For days we was stalked by a beast. At first it would just nudge at our ship. A few days later it would bump us a bit 'arder. It toyed wit' us until one day a great slimy tentacles came from the depths and crushed our ship in two. I drifted for twelve days until I finally reached the shores of Norsund. There is nothin' in that ocean but death and fear."
-Old Grey Jenkins, former captain of the Fallwyvern
"They came from the sea I tell ya'!. Soggy-looking ghosts, all covered in sea-kelp, cursed creatures took my brother Pavil, he didn't stand no chance."
-Bim Reedheart of the Fisherman Kingdoms
"Blue upon blue and naught but sea, the cold Teyrander's home for me!'
-Drinking cheer[/ic]
That's an intriguing start, Leetz. The in-world quotations, while not very informative, really make the setting feel alive. Welcome to the CBG :)
I am looking forward to seeing something a little more concrete then the in-character posts, but a nice start.
This is pretty interesting. I like your style of presenting so far (in-world snippets) I think it really helps to bring the setting to life.
I think you should check out Steerpikes Cadaverous Earth, I think it has a kinship with what you've presented so far.
Finally, welcome to the CBG :D
[note]First off, thanks for the replies - it's great to hear feedback.
Secondly, in response to the requests, I'll start to describe portions or Arga in varying detail. (I'm working on finishing a map, so that should come soon-ish.) The easiest way for me to describe things would be to split up the world in five rough segments - the north, east, west, south, and middle lands.
I also hate using other things that are not part of my world to describe me world (ex. these people are like Vikings, kinda. or these people are kinda like Tolkiens elves.) so I apologize in advance, because I'm sure somethings may seem confusing. [/note]
It's a misnomer and a mistake on my part to have labeled this thread "The World of Arga", as it really isn't the whole world, but only a small portion of it. Arga is the most common word used by people of this area of the planet to describe the area of my setting. Therefore, there are numerous lands, cultures, and peoples outside of what I will describe, leaving open the possibility for additions in the future.
The "Feel"
Arga is a world that's fantastic, gritty, mature, intelligent, and strange. The people of the world have a cynical and ragged air about them, as the world they live in is visually dying in front of their eyes as the years progress: seas become acrid and stormy, shorelines chip away and fall into the seas, creatures and beasts are as vicious and brutal as folk how consider themselves civilized. Everything is colored gray: there are no pure heroes and few true villains and almost everyone is out for themselves.
Arga falls into the fantasy genre in the broadest sense. There are new, crude steam-machines and ancient, delicate clockword mechanisms. There are seas where a wave never crests and seas that are slowly emptying into the bowels of the earth. There are cities built upon the ruins of their forefathers and there are cities that are alive. Giant pack-beetles plod alongside smelly reptilian steeds through pitted roads while jury-rigged zeppelins meander through the clouds.
The magical is feared and admired, mysterious and rare. As the world dies, so too does magic, and those who wish to harness it's power scramble and search for new, dangerous to harvest what remains. Some harness the powers of dreams and shadows at the costs of their minds, while others control the entropy the crumbles the world at the cost of their bodies. Others still search the ruins of long past empires for knowledge and machines that may unlock long lost secrets.
And as the world dies, so too do it's god. Old deities are forgotten and replaced by new cults and churches as people grow desperate for protection from the impending end. Some faiths are exclusive, others inclusive. Some wish to convert every last soul, while others worry only about themselves. And some gods even walk the land of Arga itself, ruling with unrivaled might.
Arga is strange, old, and rugged. It is a world of violence, exploration, crude and dark magics, selfish gods, and heroes with an angle. Arga is a bashed-in head, left in a shadowy alley still grinning with it's tongue in it's cheek.
I am looking forward to seeing more of this develop. Especially the clockwork mechanism part.
Just a question- steampunk, while fun, may perhaps be overdone... have you considered candlepunk? 1790s/1820s technology. Or are you planning on a more 1890s technology level?
How precipitous has this decline been? Were things 'fine' at some point in the no-so-distant past? Or are the sages of the current day pouring over old tomes for some clue how this started?
Is this a human-only world? I see notations as to some races that are absent, but i am making sure.
Is there a particular system that this is tied to, as that will tell me something about the magic you describe?
Speaking of Steerpike-- "city of Illix," :o
QuoteIn a blue glass jar Brother Hilael carried the hand of one of these creatures, twitching and grabbing with an unholy fervor.
Amusing. Very pulpish.
So in terms of myths and faery tales, you are venturing outside of the usual greco-roman ones correct? Will we see arabian, egyptian, norse, ukrainian/slavic, latin american myths? It seems that is what you are offering.
[ooc]Here is a rough map of Arga with the most prominent places pointed out. Enjoy. [/ooc]
(//../../e107_files/public/1243317209_959_FT67289_arga_map_.jpg) (//../../e107_files/public/1243317209_959_FT67289_arga_map.jpg)
Pretty cool start. :)
I like your map and would be interested in learning more about the Sea of Ghosts, as much for its eerie name as its odd almost circular shape.
The map is drawn in a good style but is pretty confusing. It's hard to tell land and sea apart. Darkening one or the other even slightly would do wonders.
That is a very nice map, however Ghostman makes a good point, initially its a tad confusing before you get the hang of it. I don't know if you want to make it easier to read, or if that will ruin the style.
Quote from: GhostmanThe map is drawn in a good style but is pretty confusing. It's hard to tell land and sea apart. Darkening one or the other even slightly would do wonders.
Took me a while to figure it out as well, so I'd have to say I agree. The easiest way of differentiating is coloring the ocean. I took the liberty of coloring a low-rez copy of your map to showcase what I mean... [spoiler](http://img.photobucket.com/albums/v614/RHO1/Untitled-1copy.png) [/spoiler]
@ Elemental Elf - would it be asking to much if you could color the larger map I posted the same way? I only have the most basic of photo editing programs as my computer is also, for a lack of a better word - basic. (If you want to throw in any extra flourishes while keeping with the look, go for it.)
[ic+Of the Death of the World]"The sages have long noted how the world has been dying. And yet, even as every generation laments the entropy that permeates everything, we trudge on, one generation following the next. Arga may be dying, but we, us mortals, seem to live on. I have no doubt that centuries from now, our future will speak of our paranoia, of how we feared a world far more benign than their own."
-Librarian Alkosh Vera of Cimmer
"Some fear this so-called death of the world, but they are fools. It is a not a curse, but a gift. What these weaklings fail to see is that as Arga fades, its energies must go some where, and where better than to those that are worthy, such as I! Oh yes sacrifices may have to be made, but can there be a price for the power to control that which makes a world breath?"
-Ilzareth the Charred
"And the Heavens so blessed the Seven Saints, to save the Souls and Vessels of Mortal-kind and to deliver them from this World of Death."
-Excerpt from the Book of Holy Promises[/ic]
Quote from: Leetz@ Elemental Elf - would it be asking to much if you could color the larger map I posted the same way? I only have the most basic of photo editing programs as my computer is also, for a lack of a better word - basic. (If you want to throw in any extra flourishes while keeping with the look, go for it.)
Here's the larger image :) I can adjust the ocean color so it is darker or lighter, if you so desire.
(//../../e107_files/public/1243488232_503_FT67289_untitled3_copy_.png) (//../../e107_files/public/1243488232_503_FT67289_untitled3_copy.png)
Oh, nice map. And yes, darkening the ocean makes a huge, huge difference. :D
So good job to both of you :D
.
What do the automatons look like? Is the Duras' fear of technology limited to mechanical inventions, or does it extend to other forms of tech?
[ooc]For the automatons I was influenced, visually, heavily by the Phyrexians from the older editions of Magic: The Gathering.
At one time they were beautiful machines: the pinnacle of Old Duran engineering and craft. But now, after centuries and centuries of neglect and madness, they are anything but. Their once golden frames have blackened and twisted with age. They have adorned themselves with skulls, teeth, and skins from slain mortals and have repaired and augmented themselves with blades, spikes, hooks, and razors.
Their internal "engines" once radiated warm white light, but now they emanate a sickly red. They range in size from small, maybe 1 foot machines that may have once been cooks or house servants all the way up to huge siege-machines the size of a town. Luckily for Arga, however, they seem to have no desire to leave Old Dura.
Culturally, the Dura are still wracked with guilt and sorrow over the murder of most of their race and live a religious, spartan existence removed from most of Arga.
However, one of the class or archetypes for the Dura is that of the Gear-Breakers, young Dura who leave the Holds and travel across Arga to do battle in Old Dura with the mad machines. While this is basically a death sentence, it is still a revered and honored charge. [/ooc]
[ic=Duran Character Archetypes]Duran Gear-Breaker - To you and your family's great honor, you have been anointed as a Gear-Breaker, a Khaza Drum as it is said in the old tongue. After decades of physical and mental training you have been found worthy and prepare to be sent out into Arga to do battle with the metal demons that once murdered your people. You have booked passage on a Merlunan trade-cog and you leave the Holds within the week. While you have little experience with the outside world, you are confident that your training, your Duran equipment, and the blessing of your gods you will succeed and survive.
Starting Stuff - Most importantly, your family's heirloom warhammer Arazh. In addition to that, a warm cloak and traveling clothes, maps, guides, and studies of Arga and its peoples, miscellaneous items - rope, rations, a lamp, a flask of oil, sleeping gear, two vials of rust ichor, prayer beads, a cheap knife, and bag of salt.
Moru Vagabond - You left the confines of the Holds weeks into your training as a Gear-Breaker and stowed away on the first ship you found. For years you worked on various boats and in many ports learning things you never dreamed of far in the north - like the sweet, sweet taste of grog. However, fate is never kind, and recent events, specifically being an exorberant outstanding bar tab, have forced you to get out of Fell as soon as Duranly possible. With little more than what you can carry, including your wits, you once again stow away in the dead of night to an unknown port.
Starting Stuff - A half-drank jug of grog and the hangover from the night before, well-worn traveling clothes and water-proof cloak of fish scales, a crude dagger and sap, a handful of coins, and a pouch of hune-sugar - which you hope will fetch a nice price in a shady market.[/ic]
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[ic=Vorr Character Archtypes]Vorr Steelshaper - You are a Vorr of Norsund, and you are proud. Since you were, you trained under a gruff but wise Steelshaper, those of your people who blessed with the gift of unsurpassed metallurgy. But now things have changed, and not for the better. Your old master lies dead at the hands of unknown fiends and the local manlings have accused you of this crime. Evading capture or worse, you escaped into the wilds, and after months of travel, you have arrived at the city of Sanctum, where you hope to sell your services and skills to the highest bidder.
Starting stuff - A ratty pair of trousers and the stench of months of bathless travel. Besides your dour mood and cynical attitude, you do not have much - a novice knowledge of Steelshaping, a heavy chipped axe, a few coins, a good quality smiths hammer, and the old Steelshaping scrolls of your master which you have not managed to decipher.
Runaway Slave - You were born in a cage and spent your entire life rowing within the rank bowels of a slavers galley. But now you are free. The mutiny aboard your former home had left all dead or dying save for you - for you are Vorr and you are strong. The time has come to take vengeance upon the manlings, the cruel people who chained you and whipped you. While vengeance is utmost on your mind, it may have to wait as you evade bounty hunters and other slavers who want you dead or alive.
Starting Stuff - A loin cloth, the manacles still upon your wrists, a heavy length of chain that you have found to be quite the formidable weapon, the unparalleled strength of a slave rower, and the rage that burns in your savage heart.[/ic]
Hey. I always have trouble wrapping my head around campaigns that attempt to describe themselves through in-character text, but you have expanded with a few more actual descriptions now so i will join in with some comments.
The map is really neat; really helps evoke the feeling of the land falling apart. The Broken Sea does seem pretty cluttered, but i guess that was the point so can't really critize that... I especially like the chain of islands/broken land between Old Dura and the Vast. Lantern Kingdoms has a nice ring to it :)
Dura: solid blue eyes seems a slightly odd and not terribly interesting idiosyncrasy to make them different from classical dwarves, while their fanatic penitence and anti-technological beliefs are pretty awesome. They do seem to have moved awfully far? From the middle continent to one of the top-most peninsulas? Seems like a pretty difficult exodus. Are Lilix and Pem Poxa still active and protected from automatons?
Vorr: Can't really envision their faces, could use a description of that. Are they "basically" minotaurs? I realize they are probably quite different from the stereotype, but visually i mean. Is Steelshaping magical? It seems to hint at it with the scrolls and such. Besides their metallurgy, would Vorr culture be considered primitive (from an objective point of view)?
EDIT: (Also, there is a tiny error where you have written "make craft" in the second-last paragraph; thought you might want to fix that.)
I like how magic and gods die out along with the kingdom. especially how the mages have to find alternative and more complex ways to access their power. I have never liked the "Gods walk the Earth" idea (a matter of personal taste of course), but it probably won't get too much out of hand if they are weakened. What do they do?
Generally, i like what i have read and might even try to convince myself to read the small character snippets now my interest has been awakened :D
Reminds me slightly of my own setting, only a bit more dystopian and grim perhaps. But evokes a nice sense of wonder and strangeness which i think you were going for; something i would very much like to achieve with my own setting so kudos for that.
The Archetypes are a good idea to illustrate some of the facets of each race. It seems you have an idea for what system you want to use seeing as you list equipment?
@ C Crow - first, thanks a ton for leaving a comment. Second, hopefully I should be able to answer your questions.
Dura - At its peak, the Duran empire stretched across nearly all the central continents, so in order to flee their enemies, they had to go far north. Illix, Pem Poxa, and other places close to Old Dura have been spared from attack simply because the automatons don't seem to be willing or able to leave the depths of Old Dura.
And yeah, they're basically dwarves in the physical sense, not in the ale-swigging, Scottish sounding, WoW or Tolkien way.
Vorr - This maybe lame, but visually, I was thinking the Beast from Beauty and the Beast. Another influence was the Panserbjorn from His Dark Materials and their relationship with their armor.
As for the Vorr culture - it really doesn't exist. Vorr are all extremely and fiercely independent and are almost always loners (Besides those born into slavery, which is somewhat common, given their strength.) And yes, most of the other races see the Vorr as inferior, given their bestial appearance. For the Vorr, I was going for a people that where "noble savages" - they may be uncouth and wild, but they hold personal honor and pride above all else. But they are just as intelligent and capable as any other mortal race despite what other make them out to be.
Steelshaping is magic, but more more along the lines of spiritual or shamanistic magic. That's still in the works.
I'm really excited about fleshing out the magic system even further. I want a really deep system of give and take that will further help flesh the world out. What I mean by that is that all magic comes with penalties - madness, mutation, aging, etc. I just need to figure them out and figure out what the different magic systems will be - I was thinking one based purely on damage, another based on "nothingness", another based on dreams and shadows, maybe one based on necromancy, and who knows what others. I'm open to suggestions on schools/types of magic.
As for the Gods Walk the Earth, it's really only one, and he's only a half-god, and he's insane and quite content ruling Pem Poxa. And everything else is still in the air and/or my brain.
Oh, and I've been making this with a boiled and modified down version of 3e DnD in mind.
Hmmm, I'm sure I'm forgetting things, but once again, thanks for commenting, I hope this cleared some things up.
I really like the archetype examples. The Dura seem interesting and a refreshing move away from the usual World of Warcraft variety.
I like the Beauty and the Beast look for the Vorr. Actually, I rather love the idea.
Eh, I like my magic system but I think your idea for one based on nothingness sounds interesting. Dreams seem necessary for a school of magic, I think you'll have an interesting way to make that your own. (Perhaps penalty such as aging, madness, or mutation would depend on the school of the practitioner?)
I am very interested in seeing more of the automatons and a bit more on the religions.
I like where this is going.
I haven't commented yet, but I am fascinated by the idea of the world dying. It puts a different look on morals-whats the point in saving the world if its just gonna die anyway? And priests and paladins. Why would you worship any gods if their just gonna die?
I also really like the idea of anti-technological dwarves. Their core dwarves pysichally, but otherwise they are entirely different. I really like it.
@ Atsisodhi - What kind of magic system are you using?
This is what I've been thinking so far - each school/discipline of "magic" is extremely specialized and may have only one place where it is taught and studied. I want to keep magic something that's, well, magical - something rare and exciting that the players will actually get excited about and not something that's ho-hum and mundane as I think magic has become in most settings. Here is an incomplete list of some of the orders I was thinking about
The Athemancers of Fell - With magic and spells based on nothingness, there guys have been kind of hard to define. Deep down, they are all tired of Arga and how it continues to die and strive to seek peaceful solace in nothingness. Cynical and fatalist to the bone, their magic could possible be somewhat necromantic with motifs and themes of bone, dust, cold, and silence. (These guys always keep veering towards the Dustman of Planescape.) Unfortunately, this kind of magic drains the life from the Athemancers themselves, aging them extremely fast (although aging does not go hand in hand with death for them.).
The Sorcerers of Illix - (not Sorcerers in the DnD class sense) Manipulators of shadows and thoughts, these guys could be summed up as evil illusionists. The Sorcerers are very weird, for as they progress in the power, there sanity slowly slips away and they become madder and madder. Themes could revolve around shadows, nightmares, insanity, and hedonism. Visually, they bleach their skin white, shave their heads, and tattoo their lips and fingers black. The Sorcerers are all power hungry schemers, but hold a fierce loyalty and patriotism to their city of Illix.
Haven't Though of a Name Yet - The **** follow no specific school of magic, but instead tap into the raw power that the world releases as it dies. Pure energy and damage would be their domain - greenish-black flames and other strange effects. But just like the others, this comes with a price. As they tap deeper and deeper into the entropic death throes of Arga, they run the risk of being effected as well, this being in the form of mutations of any kind - being engulfed in flames permanently, having an arm go cripple or mutate to monstrous proportions, growing another eye somewhere, etc.
There are a few more I would like to implement, but they are so rough at this point they will no doubt change past recognition, so I feel like it's kinda pointless describing them at this point.
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For the "Haven't thought of a name"s i would perhaps go for less flames and more like infernal winds tearing things apart piece by piece. Also, instead of having them burn up, why not infect them with leprosy? Connecting themselves to the Primal Entropy (or whatever) makes them fall apart like the world, rotting their skin, disintegrating their fingers etc. Maybe a bit more "dry" than leprosy; so that they gradually erode away; growing more dessicated in tact with their falling apart.
If you wanted to go with a dream school, you could go with the world of dreams being the entire scape of wordly possibilities, so they look at possible futures, pasts, and presents while also getting glimpses into peoples' lives. But the Dreamworld is of course also breaking off in pieces, leaving them schizophrenic (unable to distinguish between reality/unreality, not multiple personalities) with shards of unreality stuck in their minds. So while they might be able to garner truth from the Dreamworld, they gradually lose contact with the real world: their memories are replaced, hallucinations replace what they see, definitions are twisted in their minds. I think this would be a bit cooler than generic insanity.
Athemancers could slowly induce a sensory deprivation on themselves: making the World nothingness. So they would sew their mouths shut, disoculate themselves, burn their skin, etc. This would grant them additional powers so they can see beyond the world that is falling apart into a static and "true" world. sewing their mouths ritually might grant them thought reading and telepathy and maybe the ability to stop sound (silencing). Removing their eyes would grant them some kind of colorless and undetailed yet powerful aura sight. Burning their skin, thus making them unable to feel, might give them unnatural toughness, allowing them to ignore wounds and heal quickly. If they gradually remove their identity as well, they might become semi-invisible: unnoticable until they want to be noticed. This could be done by forgetting their name and placing it in a small locket around their neck on a piece of paper, and by cutting off their fingertips. Maybe the "true" world could double as a spirit world, so they can communicate with the spirits of the dead (or the remains of them), and physically push the ruined spirits back into their now empty bodies if you wanted to go for a more necromantic feel.
Hmm, if you don't take these ideas i might do it myself...
Quote from: Cataclysmic CrowAthemancers could slowly induce a sensory deprivation on themselves: making the World nothingness. So they would sew their mouths shut, disoculate themselves, burn their skin, etc. This would grant them additional powers so they can see beyond the world that is falling apart into a static and "true" world. sewing their mouths ritually might grant them thought reading and telepathy and maybe the ability to stop sound (silencing). Removing their eyes would grant them some kind of colorless and undetailed yet powerful aura sight. Burning their skin, thus making them unable to feel, might give them unnatural toughness, allowing them to ignore wounds and heal quickly. If they gradually remove their identity as well, they might become semi-invisible: unnoticable until they want to be noticed. This could be done by forgetting their name and placing it in a small locket around their neck on a piece of paper, and by cutting off their fingertips. Maybe the "true" world could double as a spirit world, so they can communicate with the spirits of the dead (or the remains of them), and physically push the ruined spirits back into their now empty bodies if you wanted to go for a more necromantic feel.
Hmm, if you don't take these ideas i might do it myself...
That is pretty darn awesome. The whole idea of making themselves un-exist and the self-mutilation is exactly the kind of strange uniqueness I was going for (on a side note, this reminded me of the guy from
Mystery Men who was invisible as long as no one was looking at him). Perhaps they could eventually will themselves out of existence for a short time once they grew powerful enough. Or even will others out of existence forever. I was thinking layers of black robes and strange, grotesque silver masks to further eliminate the idea of the "self".
And I think we are on the same page with the entropic magic users - their skin would be cracked and fissured like dried up mud. They would weaze and hack and always seem weak - at least until they started flinging fire and fury, but them quickly collapse into their frail state immediately after.
Thanks for the comments, keep it up yo.
Gamemaster Information
Far to the north, secluded within the cold bleak iron of the Hall of Hushed Screams, the Athemancers seek to remove themselves Arga - body and soul. Weavers of void and drinkers of dust, the Athemancers are feared, maligned, and misunderstood. At their core, they seek to remove themselves from what they see as a vicious and cruel cycle of life and to forever separate themselves from mortal restraints.
In their search for release, Athemancers first deprive themselves from what had defined them - forgetting of their names, of memories, of friends and family, and of emotions. They deny themselves any contact with the physical world - sewing shut of lips and cutting off of the tongue, the removal of eyes, the scarring of skin, the searing of ears. At last they seem as walking corpses - pale, leathery flesh, a horrible visage, the cold, tugging silence that only death seems to carry along, and an aura that dulls the world around them; smells are less potent, sounds are muffled, colors subdued.
Yet as the Athemancers remove themselves from the world, they are still in touch with it. They "speak" in raspy whispers that seem to come from nowhere and "see" the world through methods still unknown. And as there their sense of self is forgotten, their power increases. Hushed rumors are spoken of powerful Athemancers who can make themselves blink in and out of time and space, control the spirits of the lost, and even will the souls of others right out of existence.
It has been said to fear the man with nothing to lose, and in the case of the Athemancers, truer words have never been spoken.
[/ic]
I have this mental image of a gaunt entropist where the skin on the right side of his face has been torn off, leaving only muscle and bone clad in dust and rust from the wind. His left eye stares straight ahead with a eerie tenacity only matched by the dead, and he holds out a hand gray with some disease and with a digit of the index finger as well as the entire little finger missing. His dark and tattered robes and remaining few hairs billow in an unnatural and near-demonic wind from nowhere.
Pretty good writeup of the Athemancer :) Wouldn't the mask hide many of the mutilations though?
I think it would be interesting for them to create zones of "lack". The aforementioned lack of sound, or maybe remove the breath from a creature's lungs, slowly suffocating him. The purging of souls would also go in this category. If you have electrical equipment, they could probably also mess with that. And you could have fires dim when they approach. The teleport power is a little extravagant compared to some of the others, and therefore seems a little like the odd one out, but it does fit with the theme.
You also seem to be good to come up with sensible quotes and oneliners like the last line. Practical skill :p
The unnoticability was mainly inspired by the urban magicians of "A Madness of Angels" who can hide in crowds and by exploiting anonymity, Qurabin from "Iron Council" who forgets things until he no longer can remember how he looks and turns invisible, and Philip Pullman's witches. I also used something similar in my Ecumenopolis setting recently.
Quote from: Cataclysmic CrowThe teleport power is a little extravagant compared to some of the others, and therefore seems a little like the odd one out, but it does fit with the theme.
Well not really teleport, but more like a displacement of blink ability that works over short distances for a few seconds - just long enough to avoid things or get the drop on an opponent or something like that. I was thinking Kurt Wagner from the second X-Men, the impish guy who would pop in and out with whisps of greasy black smoke, but they would do it much slower and methodically instead of frantically being all over the place. Imagine one of these Athemancers slowly silently walking to you, but every arrow or bolt you loose misses as the displace themselves one foot to the left, one foot to right, until they are finally upon you.
Quote from: Cataclysmic CrowThe teleport power is a little extravagant compared to some of the others, and therefore seems a little like the odd one out, but it does fit with the theme.
Well not really teleport, but more like a displacement of blink ability that works over short distances for a few seconds - just long enough to avoid things or get the drop on an opponent or something like that. I was thinking Kurt Wagner from the second X-Men, the impish guy who would pop in and out with whisps of greasy black smoke, but they would do it much slower and methodically instead of frantically being all over the place. Imagine one of these Athemancers slowly silently walking to you, but every arrow or bolt you loose misses as they displace themselves one foot to the left, one foot to right, until they are finally upon you.
here are a few more idea of "magic systems" that exist in Arga.
The KnifebirdsA nearly lost art and way of war (possible from the long extinct "elvish/feyan" race I still need to write up), the Knifebirds would fight with a single, long, slender knife that they would also use as something like a tuning fork. As they strike at their opponents, they would first hit their knifes on something like the floor, wall, anything really, to get a certain pitch. Certain pitches and vibrations would do certain things - some could shatter shields and crack armor, make enemies drop their weapons or feel sick to their stomach, wrack their head with noise, or making a single stab that would stop the heart. While they fight, they would twirl and dodge while striking and tuning their knifes, which make a bird-like whistle - hence the name.
MASTER OF PUPPETS(name is still in limbo, otherwise Metallica will probably sue me.) Maybe something to do with controlling burlap puppets that have blades for arms - that's actually really scary... eek.
Ugh, that's all I have at the moment.
'A nearly lost art and way of war (possible from the long extinct "elvish/feyan" race I still need to write up), the Knifebirds would fight with a single, long, slender knife that they would also use as something like a tuning fork. As they strike at their opponents, they would first hit their knifes on something like the floor, wall, anything really, to get a certain pitch. Certain pitches and vibrations would do certain things - some could shatter shields and crack armor, make enemies drop their weapons or feel sick to their stomach, wrack their head with noise, or making a single stab that would stop the heart. While they fight, they would twirl and dodge while striking and tuning their knifes, which make a bird-like whistle - hence the name.''
Interesting idea, but only people trained in certain ways can get these vibrations to work? Are there freelancers who know this magic? It sounds relatively easy to emulate.
The puppet-master also seems interesting as a concept, but I am not yet "feeling" the magical nature of it. How are puppets magical?
[ic=The Knifebirds]"It was a dirty, rowdy bar, so fights were to be expected I 'spose. This one man, he was a giant, had the arms of a Vorr and was well into his tankard. Anyhow, he starts a' pickin' on this skinny guy who was sittin' by his lonesome in a corner, mindin' his own, not botherin' nothing. At first he didn't even look at the drunkard, at least until that fool knocked over this skinny fella's pint.
He looked up from his seat and says to this brute "You have one chance to walk out of this bar alive." Now, this big fella' didn't take to kindly to that, and quicker than you'd expect he pulled out this rusty axe and swung straight towards this little fella's head. But before you ya' could be blink, the little guy rolled to 'is right and pulled out this funny lookin' knife - was 'bout a foot and half long and had this silvery sheen to it.
As he landed on 'is feet, he smacked this knife of his against the stone floor and it soon as he did that, it started to hum - was a strange feeling, this hum, I could feel it deep in m' chest, like I was outta breath or something. Well any how, he takes this knife and jabs this brutes thigh just like that, quick as a whistle.
And all of a sudden, the drunk was standing still like he was frozen or something. But just as quick as he rolled and stabbed, this little fella' sprang up, smacked his knife against his shoe and took off the others head like 'is neck was warm butter. The skinny guy tossed the barkeep a few coins, apologized for the mess, and walked right outta the door. Strangest thing I've ever seen
-Murl Opporu of Ib, personal account of the Bloody Bar Fight of '34.
Gamemaster Information
Practitioners of a nearly lost art, the Knifebirds, or quaesera as they were called in the the old Eldra tongue, fight with a long slender knife that they also use as something like tuning fork. These specials knifes, called quaelaths, can only be found, as even the most talented smiths cannot replicate the exact measurements, composition, and design of these near-perfect blades. They are believed to have been created by the long dead Eldra, but this is only speculation.
As Knifebirds strike at their opponents, they first hit their quaelaths on something - like a floor, wall, anything really - to tune their blades to a specific pitch. Even the most basic of quaelath tunes requires years of training - learning how to hold the handle with just the right touch, how to bring the blade through the air to continue the tune, what strikes to use to reach certain frequencies. For the untrained, the vibrations of a quaelath will just as easily effect its wielder as its target.
A myriad of pitches and vibrations each achieve a certain effect - some shatter shields and crack armor, others cause enemies to drop their weapons or feel sick to their stomach, another will slice right through an opponents weapon, and some will paralyze or suddenly and permanently stop the heart.
Training in the way of the quaesera is difficult to find. As it requires the possession of a quaelath, most Knifebirds come from a long familial line, with the blade and training being passed from generation to generation. But from time to time, the adventurous or lucky may come across a unclaimed quaelath, and in turn seek out a master Knifebird to train with, as self-taught Knifebirds are unheard of. Knifebirds fight in a smooth and elegant style, favoring finesse over brute strength as they alternate tuning strikes, quick stabs, elegant dodges, and long lunges - hence the name, as they resemble to many a fluttering bird whilst in combat.
What is the point of wielding a hammer when a pin prick will do just fine?[/ic]
Nice idea. I have a magic discipline based on using tuning fork-like rods to change reality (okay, sounds silly when i write it like this...) and i did the same with the tunes taking a lot of training to create, maintain, and use so that somebody wouldn't be able to pick it up and become an instant mage...
The effects sound cool, and are even remotely plausible since subsonic sounds have been known to play tricks with the mind. Let us hope no one finds a way to hit the Brown Note though...
My magic system is based on the soul and blood. The heart is the headquarters of the soul and the soul has a regenerative cycle that can be exploited to push the soul out of the body, killing them. Blood can be used to boost one's magical power, since it contains the soul of another. I was thinking of music being related at least by the superficial similarity of a beat of a drum to the heart.
I do love the Athemancers, very cool and I'm jealous.
"Practitioners of a nearly lost art, the Knifebirds fight with a single, long, slender knife that they also use as something like tuning fork. These specials knifes, called quaelaths, can only be found, as even the most talented smiths cannot replicate the exact measurements, composition, and design of these near-perfect blades. When the blades are struck for a tune, the give of a sound similar to the whistling and warbling of birds - hence the name. They are believed to have been created by the long dead Eldra, but this is only speculation."
This is good. What happens if the tuning fork gets scratched or bent, though? Does it stop working?
"quaelath"
about how many of these are there?
It sounds like an interesting adventure seed- go questing to find these or keep a stash of them out of the hands of an evil order.
Quote from: Light DragonThis is good. What happens if the tuning fork gets scratched or bent, though? Does it stop working?
"quaelath"
about how many of these are there?
I'm just going to go with the easy way out and say that they are made so well and of such materials that they don't scratch or bend.
Oh, fair enough, but I'm certain you could think of some interesting consequences for an out of tune fork (in a very dystopian world, an out of tune fork might be very deadly indeed), or reforging a fork.
well, I suppose I could expand further, but never really planned on the Knifebirds playing a central role in the world - in fact, one of the things with Arga is that I want NO one group to play an overly central role - and have them in the background as rumors and conversations pieces to add flavor and depth to the world. I see most Knifebirds as "the lone wandering swordsmen" type character (unless they of course are master/apprentice) that are very secretive and, well, lonely. People know that Knifebirds exist, they just don't know who they are or what they are really all about.
The greatest of all the free cities, the Red City rests at the heart of Arga. An old and ancient place, modern Merluna sits on the bones of dead and forgotten cities. Great works of stone and brickwork raise the city up from the Ardent Sea and lay the foundation for stout towers, labyrinthine canals, and broad bridges. Vast arcades and promenades break up the bustling and crowded maze of shops, tenements, and halls.
The power within Merluna is held in three hands. The first is that of the Honored Matrons, the all-female 'face' of the city. More than a thousand years ago, during an era of bloody civil strife, a group of women grew tired of seeing their sons and brothers die for senseless causes and plotted a take-over of the city that took eighty-eight years to see fruition. On the Night of the Lovely Knifes - as it has become to be known - figure heads across the city were murdered by mistresses, whores, assassins, and even wives who saw this act as a means to a greater end, leaving no warring faction standing and the city in a stagnant peace. The Honored Matrons, the secret council that plotted so meticulously for eighty-eight years soon after took power, and has ruled Merluna - at times ruthlessly and at others motherly - ever since.
The second power within the city is the Alchemists Guild, or the Fire-Eaters as they are commonly known. A cunning and at times sinister group, the Fire-Eaters have a monopoly on one little thing of great power - pyrium. An innocent looking purple liquid that smells faintly of cinnamon, a spoonful of pyrium will burn hotter, stronger, and longer than a dozen piles of timber. But pyrium is not the only thing the Alchemists control. Intelligent and calculating, the Fire-Eaters have their fingers in most if not all trade that flows in and out of Merluna. With the secrets of pyrium and near-infinite coffers, the Alchemists have found allies abroad and within, and no doubt plan to one day usurp the Honored Matrons.
The last, and most subtle, power within Merluna is that of the House of Seven. A hidden and dark sect of assassins whose skills are unmatched by any in Arga, the House not only uses articulated death to further their own shadowy goals, but they also seem to keep Merluna in a balanced state. If one faction or guild grows too strong, that organization will often and suddenly find itself short of leadership and fall back into remission. Even the Honored Matrons and Alchemists fear the poisons and daggers of the House of Seven. Rumors and urban legends abound on the topic of the House - that they worship a half-goat god that revels in death and shadows, or that they serve a sorrowful but benign goddess that uses the House to eliminate certain mortals that may upset the fragile balance of Arga. Some even say that the House of Seven is in fact only one single person at anyone time. Not doubt that whatever the House actually is, its true identity will not soon be revealed.
And while the Honored Matrons, the Alchemist Guild, and the House of Seven hold the most power within Merluna, there are dozens of smaller guilds, conclaves, cabals, and unions that each plot to increase their own influence within the city.
MORE TO COME
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damn it, how do you guys find those pictures?? :p
Not much to say yet about the city. Sounds somewhat generic, although not necessarily in a bad sense; it's just a great and important city with no specific arbitrary idiosyncrasies.
the Council of Eighty Eight is a nice name though.
You're right, at work i was thinking the same thing on the lines of generic. i've gone back and edited it to something a little more unique.
ok. Merluna has become cooler and much more "Argan"
Hmm, 88 years of plotting would mean that a generation (at least) had passed and that all the original plotters were dead. I think you should reduce the number of years to make it more plausible.
Pyrium is pretty sweet; not too powerful, yet interesting enough to catch one's interest.
Does the House of Seven only operate within Merluna?
I'm really loving this so far: I think we probably share some commonalities in taste (clockwork, huge cities, dying earths...). The opening Journal is fantastic and gets me really excited. Anything more you can tell us of Pem Poxa? It sounds amazing.
Quote from: Cataclysmic CrowHmm, 88 years of plotting would mean that a generation (at least) had passed and that all the original plotters were dead. I think you should reduce the number of years to make it more plausible.
Pyrium is pretty sweet; not too powerful, yet interesting enough to catch one's interest.
Does the House of Seven only operate within Merluna?
1. I actually wanted multiple generations to pass during the plotting to show the depth of planning and conviction amongst the conspirators - telling their daughters, younger sisters, friends, etc. about that plot. It may not make sense in our world, but in Arga, who knows?
2. In a totally out of character snippit -
pyrium was more or less influenced by the Byzantines Greek fire, to give you an idea of what it's capable of.
3. Yes they do. I will write about them in detail sooner than later.
all right. i found some fantastic art that matches the feel of Arga nearly perfectly.
Nice image.
I'll add a plural -s to LD's comment. (for those who didn't notice Leetz added images to many of the older posts)
Seriously, where and how did you find those? My google fu always yields me rather useless images...
why thank ya. unfortunately I was too busy finding art to write anything new. soon to come. also thinking about starting a new Arga thread that would keep all in-game things to the front.