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Cad Goleór Discussion Thread

Started by Seraph, April 20, 2011, 03:04:36 PM

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Seraph

Quote from: Chaomesh
Make a new one, easier to follow along.
Well, I wouldn't mind making a new thread.  That's always fun.  Since I am playing with the idea of a new system, but have not worked out all the details, I might keep the information system-neutral to start. 

Do others agree that starting a new thread is the best way to go? 
Brother Guillotine of Loving Wisdom
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Weave

I like the new thread! It really gives a nice polish to the presentation, which will make it easier to sift through all the information I have yet to learn.

That's a gorgeous world map, but I have a hard time reading some of the names. Have you considered putting a small white outline around the names? Or is there a bigger map?

Seraph

I have a bigger version of the map, and I may yet add an outline.  The white ones I may redo, too, since they are harder to read than the others.

I will probably come out with a series of smaller scale maps, so that my geography posts can include maps of each individual kingdom going into more detail.
Brother Guillotine of Loving Wisdom
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Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

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Humabout

Beautiful new thread!  I love it!  I can't wait to see more of Cad Goleor rendered so nicely!
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Seraph

Quote from: Humabout
Beautiful new thread!  I love it!  I can't wait to see more of Cad Goleor rendered so nicely!
Well, I am updating steadily.  Still fiddling with the two new bits I posted, but Ardmore I think is how I want it for now.  Still have to add info on Torliath and Beldangan, though.

Chonnaid needs Bullrath and Dun Glorach at least.  I might make up something small about Sluisce too if I feel ambitious.
Brother Guillotine of Loving Wisdom
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Seraph

[ooc]This is a new explanation of the witch, and incorporates the powers witches have used so far in Cad Goleor games (read: Sorcha) and adds a few new ones.  This entry is currently system-neutral, as I am playing with what exact system the setting will use. So, this will be added to the shiny new setting thread with a few other things when I have everything formatted and a bit nicer, but I wanted to share this:[/ooc]

Awen
aka The Breath of Power, a "breather," and a "gasp"

An Awen is a symbiotic fae spirit of the Elemental type.  Its natural form is an invisible gust of wind, but Awens live to satisfy needs, and provide ideas and inspiration.  Awens come to inhabit the bodies of witches, giving them fae power in exchange for living off of their emotions.  They are solitary fae, and often to not belong to any group, clan, or faction which other fae may divide themselves into. 

An Awen is type of Air Elemental, which inhabits the breath of the witch.   It flows into her and out of her, and forms a kind of synergy and interdependence.  When an Awen stays with a witch for long enough, their personalities begin to merge, and the Awen acts on her instincts and thoughts.  They become one entity—the Awen feeds off of the witch's feelings of Need or Requirement, and provides inspiration in response.

Powers
Being an air spirit, the powers an Awen grants to a witch are related to its nature, but they still cover a wide range of effects. 

  • Telepathy: The Awen has constant telepathy with the Witch.  However, the ability of the Witch to exhale the Awen and have it temporarily enter a new body has several other applications.
  • Charm: The Awen telepathically influences a target to do as the witch says.
  • Control Animal: The Awen can exert complete control over many animals, allowing the witch to take advantage of their abilities.
  • Control Swarm: With creatures as simple as vermin, the Awen can control an entire swarm of them.
  • Send Message: The Awen can leave the witch's body to deliver a telepathic message to someone else at distance.  Unfortunately, this takes as long as it takes, and leaves the witch vulnerable if the recipient is far away.
  • Choke: An embodied breath itself, the Awen has the power to steal the breath from enemies, leaving them gasping and helpless, and potentially killing them.
  • Manipulate fire: As fires need air to burn, the Awen can help kindle, stoke, or quench fires when it would be otherwise difficult to do so.
  • Gust: The Awen can take the form of a wind to pin down or push back an enemy; to throw an object; or potentially even lift the witch into the air allowing short burst of what is essentially flight.
  • Invisibility: The Awen is naturally invisible, but an awen that has bonded with a witch for long enough can temporarily confer that quality to the witch itself. 
In some cases Awen can also enlist the aid of other fae or spirits that might be near-by.

Brother Guillotine of Loving Wisdom
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Weave

The Awen are honestly something I wish I thought of myself. I love the idea of a mythical spirit being the breath of witches... a very unique take on the archetype. Brilliant stuff.

How prominent are Awen, and for that matter, witches, in Cad Goleor? Does one become a witch to seek out a bond between themselves and an Awen, or does the Awen choose the person and thus "make" the witch without their choice? Both?

sparkletwist

I agree, cool idea!

I'm a bit biased, admittedly. I am amused that Sorcha has become something of an archetype. To be honest, though, most of these powers don't really resemble what she uses in the game-- or, at least, the sorts of powers I envision her having.

Are all witches essentially "air-aligned," or do you plan on allowing certain other types of witches (or other sorts of spellcasters) to have different elemental powers?


Seraph

Quote from: sparkletwist
I agree, cool idea!

I'm a bit biased, admittedly. I am amused that Sorcha has become something of an archetype. To be honest, though, most of these powers don't really resemble what she uses in the game-- or, at least, the sorts of powers I envision her having.

Are all witches essentially "air-aligned," or do you plan on allowing certain other types of witches (or other sorts of spellcasters) to have different elemental powers?
I added some new powers, and some of them may feel a little different, but I looked at the list of Sorcha's powers, and felt that most of the ones we discussed were covered.  This doesn't necessarily take hexes into account (though some of them could be covered by things that are mentioned here), and I didn't include the screech powers explicitly, but implied them with the Awen being able to enlist other spirits (you yourself mentioned those powers coming from banshees)

I was rather thinking of the Awen being a big part of the flavor of witches, though I too was considering having spirits with other elemental associations as well.  So I don't have an absolute, but the Awen are the concept.  (They also come from a celtic concept, which I have adapted and put this twist on).
Brother Guillotine of Loving Wisdom
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Discuss Avayevnon here at the New Discussion Thread
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Seraph

#204
Quote from: Weave
The Awen are honestly something I wish I thought of myself. I love the idea of a mythical spirit being the breath of witches... a very unique take on the archetype. Brilliant stuff.
Go raibh maith agat!

Quote from: WeaveHow prominent are Awen, and for that matter, witches, in Cad Goleor? Does one become a witch to seek out a bond between themselves and an Awen, or does the Awen choose the person and thus "make" the witch without their choice? Both?
I am thinking both.  I was writing a scenario where the latter happened, but I imagine that when people heard about this, there would be some that would seek out an Awen.  Actually, as my Awen is based on a Welsh idea for poetic inspiration, a relationship with an Awen sounds like something bards would aspire to.  I think it might well be that bards work desperately hard to achieve something that witches kind of get for free (which pisses the bards off).  Witches would have some downsides--merging with a fae spirit would over time really effect their state of mind, over time making it....difficult for witches to fit in with the rest of society.  They are somewhat more likely than the other spellcasters to be feared and made scapegoats.  Many people would mistrust them just on the basis of interacting so closely with fae. 

Bards, on the other hand, study for years and years, learning the language of magic, and the magical songs.  Their knowledge is regimented, and while an ability to compose extempore is something that is highly valued, they also tend to "standardize" their learning.  They have rituals to seek inspiration, such as by lying on your back in a coffin filled with water up to your nose for days.  This kind of ritual, of getting the bard so close to death that they lie on the border between two worlds, is a way of their seeking something that the Awen represent.  They learn lots of skills associated with wisdom, magic, and stories, and after a time learn to USE magic.  But witches ARE MAGICAL.

On the subject of how common they are, it's not like all winds are made up of thousands of Awens just waiting to meet a witch.  Otherwise, EVERYONE would be a witch.  They are fairly rare, though common enough for a handful of settlements (especially more out of the way ones) to have a witch.  Occasionally a bigger settlement would have a witch or two, they just don't tend to hang out in the really big towns.  
Brother Guillotine of Loving Wisdom
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Seraph

I have a map of Ardmore almost finished, so that will be posted in the next few days, and provide a more detailed map of just that Kingdom.  I plan to do this with all the kingdoms.
Brother Guillotine of Loving Wisdom
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Discuss Avayevnon here at the New Discussion Thread
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Seraph

Notes on Drochead

Crannogs-The central city of Knockaron is built atop a great hill.  The southern portion of the city, however, is a series of artificial islands rising up out of the bog, connected by a series of wooden bridges and walkways.  The high level of moisture makes fire a small concern, and the acidity of the bog water slows rot, minimizing the amount of maintenance necessary.  Buildings are constructed with wood and reeds, and many roofs are topped with peat, which serves to insulate them as it dries out.  Dried out peat is harvested for fuel.

Coracles--Since so much of the city of Knockaron is amid the watery bog, small boats called "coracles" are one of the chief modes of getting about the city.  Though bridges link several places to one another, there are many places you simply cannot get to without a boat.  Boatmen ferry people constantly throughout the city. 

Diet-The people here survive on a largely carnivorous diet.  Frogs, crocodiles, eels, birds, and fish are all popular.  Few grain or vegetable crops grow in the city, though they import crops from the petty kingdoms that surround. 

Dangers--In the bog surrounding Knockaron, there are many dangers, from water snakes to Lindwyrms on one end of the spectrum, to Will-o'-the-Wisps on the other.  Wisps often shout with men's voices in the dark, and look convincingly like torches.  They are excellent mimics, and can copy the voices of companions who become separated, leading them astray, causing confusion, chaos, and death, as a missed step can mean death by drowning in the mire. Perhaps the most iconic and unique threat to Knockaron are the Bogborn--a form of mummy preserved in the peat.  It is said that the first of the Bogborn were kings of old, who each suffered a three-fold death.  Their bodies were consigned to the bog, and animated by the spirits here to rise and spite the living.  They have since risen up to swell their ranks, and are known to hunt mankind.
Brother Guillotine of Loving Wisdom
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Discuss Avayevnon here at the New Discussion Thread
Discuss Cad Goleor here: Cad Goleor

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Humabout

Crannogmen?  Frogeaters?  You have me fanboying about Meera (Jojen kind of creeps me out).  You also have me liking Drochead.
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Ghostman

I find the whole town-on-a-bog concept exciting and your notes do well to invoke an image of such a place. The Bogborn make some cool monsters to throw at players. Are these mummies bound to the bog or can they leave it to pursue victims on dry land?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

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Humabout

Some other interesting inspiration for you to consider in terms of town design (very similar in a lot of ways) are the Calusa Indians.  They lived in the Everglades and built their buildings on midden mounds (essentially artificial islands made of their trash).  The larger the mound, the more wealthy the person who lived there.  They traveled primarily by canoe, and mounds were mostly surrounded by water.  They also excavated canals to connect all I've their settlements.  It's worth checking out for more ideas.

Also, in terms of monstrous inhabitants, have you considered bog mummies or Grendel-like trolls?  Personally, I love the idea of an aquatic troll that sneaks up on your it in the night and lives in remote caves only accessible by swimming underwater.  But I also looooovw Beowulf.
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