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Vilydunn - The Golden Age of Nightmares [DISCUSSION]

Started by Hibou, October 11, 2006, 10:54:46 AM

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Hibou

This'll be where discussions about the Golden Age will go, just to keep things easier to read :)

 
For the setting, go to:

Vilydunn - Golden Age of Nightmares Thread
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Just posted the altered map of Vilydunn.

Anyone have any questions or comments so far on this new version of the Nightmare?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Seraph

I like the basic idea, but we need details.  What are the monsters like?  are there special monsters for this Nightmare world?  Is it a real nightmare the population is collectively experiencing, or is that more of a metaphor?  What are the races, classes?  What is magic like, are there any differences?  just a few things to think about.  
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Hibou

That post made me realize that I didn't put a link to the old thread.

Sleep (The Nightmare)

There's the old thread for Vilydunn, roughly 200 years before the Golden Age begins. That should clear things up a little until I post all the new information :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xathan

I looked at your map, and I want to know what's in the Lost Bayou!

I love Bayous in fantasy, I want to see your take on it.
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[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
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Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Hibou

;)

I am very interested in presenting it once it comes to that post. I will say now though that the settlement in Lost Bayou is based entirely on the sluggish river that flows through there. There's almost no land-based travel.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Xathan

I look foward to it. One of my favorite fantasy landscapes is always the swamp/bayou, and I can't wait to see how you develop it. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Filled in Secrets of the Dreamscapes. It's a little on the mystery of what happened to the Ancients when they disappeared. "The Powers That Be" is also now filled out. At some point, I'll be adding a list of terminology to the Secrets of the Dreamscapes post so the use of particular words makes more sense.

:)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

snakefing

Just a couple of notes here. Take them with a big block of rock salt, because I'm coming to this setting without having read any of Sleep.

The reference to a magical virus is interesting, but somewhat incomplete. Also, I'm not much liking the term virus, because to me that's so tied up with the idea of a protein sheath and DNA core that I'm distracted from whatever it is supposed to mean. Not that I have a better term. It seems like it should be some kind of magical resonance/feedback that turns back against the minds of magical practitioners, rather than a truely infectious agent. But that's just me.

One thing I'd like to see in the further development is a bit of thematic unity to each of the kingdoms. The whole nightmare thing is very atmospheric, but if I were to be running (or playing) a campaign set in one or another of your kingdoms, how would that atmosphere affect those campaigns?

Is it an all-consuming concern for the rulers? That is, something that must be constantly defended against, walled out, beaten back, attacked, or exterminated.

Or more of a pervasive background that provides a flavor and texture to what would otherwise be more conventional concerns? Like, politics, wars, colonial expansion, clannish or sectarian rivalries, etc.

If I'm looking at this setting as a place to run my own campaign, these things will tell me what kinds of campaigns go best in which kingdoms and which areas of the world. If I'm looking at creating a character, this will help me come up with ideas and hooks, and see how my character relates to the background.
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Hibou

QuoteJust a couple of notes here. Take them with a big block of rock salt, because I'm coming to this setting without having read any of Sleep.

Good enough, but I don't believe the setting hits you quite right if you haven't seen Sleep, which explains the nature of the Nightmare a little more fully. An explanation specifically for this version is coming, however.

QuoteThe reference to a magical virus is interesting, but somewhat incomplete. Also, I'm not much liking the term virus, because to me that's so tied up with the idea of a protein sheath and DNA core that I'm distracted from whatever it is supposed to mean. Not that I have a better term. It seems like it should be some kind of magical resonance/feedback that turns back against the minds of magical practitioners, rather than a truely infectious agent. But that's just me.

It would seem so, but when using a more real-world term I had intended to help solidify the setting's 'marriage' of sorts between science and the arcane arts. I think a virus with the domains of real-world sickness that affects by something that isn't at all a real force (magic), helps in that way. It's also important to know (and this will be more fully explained in the future) that though it spreads by use of magic, it doesn't require its host to be able to wield magic to infect someone.

QuoteOne thing I'd like to see in the further development is a bit of thematic unity to each of the kingdoms. The whole nightmare thing is very atmospheric, but if I were to be running (or playing) a campaign set in one or another of your kingdoms, how would that atmosphere affect those campaigns?

The unity between the kingdoms is kind of like the unity between the two groups in the Robber's Cave experiment (two groups of people at a summer camp were split into different areas but worked together on tasks, then the psychologists conducting the experiments at the summer camp manipulated them to pit them against each other, and in the end they had to set aside grudges and differences to work against a common goal). That is, the nations may be for the most part individual and may have hostility between them, but in the face of grave danger most people will work together until safe. There are exceptions, but for the most part the terrors that they face temporarily eliminate conflict.

As for the nature of the world, and why it's called The Nightmare, is simply because people are afraid. In both editions of Vilydunn, it's as much a fear brought on by what could be there or what could be the truth as it is a fear of what is. I hadn't noticed it for a long time (probably because I had never read it up until about two months ago), but there are some aspects of the Cthulhu mythos present in the horror of The Nightmare, but at the same time it may be more tangible. Despite all of their power, be it technological or magical, the people of Vilydunn fear the possibility that there might be more than what they can see, and what they know. The fear the fact that they are always vulnerable.

QuoteIs it an all-consuming concern for the rulers? That is, something that must be constantly defended against, walled out, beaten back, attacked, or exterminated.

Somewhat. A side effect of The Nightmare and its ways is that many people frequently go insane, and often strange and terrible things happen with absolutely no explanation (not to mention the fact that since a little before the return of the Ancients, the landscape warped and is now quite literally a nightmare dreamscape), so they can have a lot of work on their hands.

QuoteOr more of a pervasive background that provides a flavor and texture to what would otherwise be more conventional concerns? Like, politics, wars, colonial expansion, clannish or sectarian rivalries, etc.

It fits in there too.

QuoteIf I'm looking at this setting as a place to run my own campaign, these things will tell me what kinds of campaigns go best in which kingdoms and which areas of the world. If I'm looking at creating a character, this will help me come up with ideas and hooks, and see how my character relates to the background.

Aye. Much more is coming in time. Till then, I hope I've cleared up a little :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

A few changes:

-Moving of some posts in the initial order, to allow readers to get a better grip on the world before the actual peoples and places are discussed in great detail

-Addition of the Ghostwhisper Troll introduction to the Dreamers in the Nightmare post

-Added some information to The Warping of Reality (now higher in the post list), including three entries of the Hellfey

Note: All information on races and creatures right now is introductory. As soon as I've got the basis for everything down, I'll delve much more into the ways of each race and of course, stat blocks. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Added a "Mission Statement" to the first post of the setting thread. Now you can see some of what the Golden Age will feature. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

New information to be found in the "Worship and Wizardry" post. I gave some basic information about the way religion works in Vilydunn, and presented two of the Seven Scholar Gods.
[spoiler=GitHub]https://github.com/threexc[/spoiler]