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Random Savage Age Stuff

Started by Ghostman, February 06, 2009, 08:40:41 AM

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Ghostman

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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

Quote
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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

Quote
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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

Quote
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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

snakefing

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?

My Wiki

My Unitarian Jihad name is: The Dagger of the Short Path.
And no, I don't understand it.

Ghostman

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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

Quote
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.

Quote
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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Ghostman

[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]

Quote
Knights
[/b][/size]
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
[/b][/size]
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
[/b][/size]
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
[/b][/size]
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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]


sparkletwist

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?

Ghostman

- 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 & GIMP to create the elemental heptagram.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

sparkletwist

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. ;)

Ghostman

Quote
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.

Quote
DAEMONES
[/b][/size]
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
[/b][/size]
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)
[/b][/size]
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
[/b][/size]
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]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

LD

Interesting. It sounds like the gnomes and trolls and Niesse spirits from Norway.

Ghostman

I have uploaded a world map 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.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]