• Welcome to The Campaign Builder's Guild.
 

Orden's Mysteries

Started by Túrin, April 25, 2006, 05:49:38 PM

Previous topic - Next topic

Soup Nazi

QuoteI think you're right. Let's see if I can break down your earlier posts and comment on them wherever I have something to say.

 :afro:

QuoteA minor correction here: Madja is the name I give to the conceptual religion followed by the felion. The xeph have an animist-like religion. Their pantheon is called the takuri (or something like that ;)).

oops...

QuoteAs you seem to have guessed, this is intentional. In my mind, pantheonic gods represent common values and clichés, so it seemed logical to keep them basic and somewhat predictable. Note that other pantheons (if I ever detail them in full) will be less predictable.

Excellent. Glad I got your intended message.

Quote
Quote from: nastynate[The Morvindhics] seem equally capable of piety and benevolence, as they are of zealous self-righteousness which is fitting, because of the alignment ambiguity of the world of Orden.

I would love to read about that.

[blockquote]
Quote from: nastynateIt has very little detail other than titles and ranks. It would be nice to know the roles and duties of the various positions within the church heirarchy.

You may be right, but at least I would be interested. I detailed the heirarchy of the priests of Kesh in my setting in this way, and (if I may say so myself) it's quite interesting. I have defined roles and duties within the priesthood, but religion in Kesh is very important (like it was in ancient Babylon or Egypt). Granted what I like and what the rest of the world likes are sometimes entirely different things.

[blockquote]
Quote from: nastynateThe best part however is their acknolwedgment of Corbin within their doctrines, and belief that he attained godhood for reasons entirely different that those presented by their rival faith.

Cordin seems like a pretty important fellow.

[blockquote]
Quote from: nastynateThe Felion really need some more detail.

As I mentioned, I expect to give felion and xeph some more attention soon, as I will have one of each in my upcoming campaign as it stands now. As for the felion: they were created just before my first campaign started and never got some good thinking behind them. We'll see where that goes. I want to try to keep them at least somewhat mysterious though.

Even a more detailed physical description or a little about their homeland would be enough to make them feel more "real."


Quote
Quote from: nastynateI personally don't like core gnomes, and yours don't differ enough to peak my interest.
Maybe I should play up their military cunning and associated annoyingness more?[/b] Or maybe I should just leave them as is; I know some people that like gnomes a lot.

That associated annoyingness is just the thing about gnomes I don't like. Now their military cunning on the other hand, would be very interesting.

[blockquote]
Quote from: nastynateThe rest is fairly standard fair,

The rest are dwarves and humans just FYI.

This is exactly the kind of discussion I was hoping for by the way, when Xathan proposed the setting of the week. Good chatting with ya.

-Peace-

The spoon is mightier than the sword


Elf_Jedi

I think the Sanity Rules are fine. As always everything seems to be looking good.

Túrin

Thanks as always, Elf_Jedi! Welcome to the CBG, and keep posting!
;) Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Numinous

In the interests of catching up on campaign showcases, I'm going to hit your setting first.  Since the other reviewers apparently didn't provide much feedback on your nations, I think I'll be starting there.  Now, off to read.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Numinous

Ok, apparently reviews on all the showcases was a crazy thought, and I'd be better off just keeping up wit the showcases starting this wekk.  However, I will give you my brief comments on your nations.  I apologize for any innacurate judgements due to my narrow reading.

Armindor
Looks to be a standard human feudal kingdom, although I find it interesting that the elves exist within.  I like how your pantheon has a place of origin.

Lotarin
So, basically like Armindor with a different church.  I find the attitude of tolerance interesting, based on the tendencies of humanity to force religion on others.  May I ask why the "Lotarish are considered strange, incomprehensible folk by the people of Armindor"?

Alacar
Ok, I read aout House Del'Ramis, so I know how these guys came to be.  I'm not sure how neccessarily interesting the pattern of revolutions that took place are, but maybe that's just my personal taste.  good to see that a revolution was successful and had real results, rather than just happening and being forgotten.

Mador
I like Mage kingdoms, I'm not sure why.  Also interesting how the wizards are the people with a republic.  I'd like to hear more about these guys, so if you're going to write some new stuff, please do it here.  Magocracy's, even if they're a republic, always interest me.

Onemún
I'm sorry, but although this is an obviously different type of government, I wonder why you make so many countries that are so similar?

I'm going to stop here, in light of the fact tht i don't think I'm being very helpful.  I'll leave you with my thoughts however.

I tend to like drastic differences and clear excitement.  Perhaps Orden's mysteries is just too mysterious for me.  I can see that you've put a great deal of effort into this world, and I hope you port over all that you've got at WotC onto your website.  Unfortunately, the subtle nature of political intrigue and human strife just isn't that interesting to me.

I apologize for not giving you a thorough review, but I'll say that I tried and be on my way.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Túrin

Fair enough. Thanks anyway. Let's take a look at your questions.

Lotarin: the people of Lotarin differ greatly from the people of Armindor in terms of language, habits, religion, etc. (in general: culture). Hence, they appear to be unpredictable and strange when seen from the viewpoint of Armindor and the other nations in the Armindoréan area (including Alacar, Mador, Baron and Onemún).

Mador: Mador is already a very detailed nation, but unfortunately, most of the work I did on this nation has been in Dutch, so I have been unable to post it. Mador is a strange nation, to be sure, and I'll try to get more info up someday.

Onemún: I don't understand. First you say it's clearly different, but then you say why is it similar?

On a sidenote, I actually finished porting from WotC to here. All major Orden's Mysteries information is now found both here and at WotC.

Thanks for the questions. They help me think. Be sure to post again if you have any more.

Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Túrin

So, full circle as they say. Orden's Mysteries is the featured setting for the second time. Read small or large parts of it at your leisure and be sure to leave some thoughts here or wherever.

As an interesting thought experiment, in relation to gathering material for my upcoming Orden's Mysteries campaign, I'm asking you to provide adventure ideas based on Orden's Mysteries specific (or semi-specific) material.

As always, all kinds of thoughts and ideas are welcome, be they one word or ten pages. This also goes for the adventure seeds.

Thanks in advance all,
Túrin
Proud owner of a Golden Dorito Award
My setting Orden's Mysteries is no longer being updated


"Then shall the last battle be gathered on the fields of Valinor. In that day Tulkas shall strive with Melko, and on his right shall stand Fionwe and on his left Turin Turambar, son of Hurin, Conqueror of Fate; and it shall be the black sword of Turin that deals unto Melko his death and final end; and so shall the Children of Hurin and all men be avenged." - J.R.R. Tolkien, The Shaping of Middle-Earth

Matt Larkin (author)

Well I've read or skimmed most of your site, so I'll try to offer a fairly detailed review.  Please forgive any points duplicated by other reviewers, as I only briefly glanced at the other reviews.

On your Introduction:
I think you do a really good job of presenting clearly the themes of mystery in the setting, enough so I was envious that I had not quite so clearly stated my similar themes.

Your top two themes (mythology and history) are usually my favorite part of any setting.

I also like magic being mysterious, as well as the emphasis on politics, and removal of alignment.

Mythology
The Armindorean creation myth is very interesting.  How does one say "Kaos's" name?  Is it basically the same as the word "chaos?"  It seems he represents the exact opposite of that concept, but the words are so similar, I am curious.

The story of the rods is creative.  It kind of reminds of the Silmarillion stuff, though it's been years since I've read that.

Do all the races agree that races are embodied by elemental concepts?  Do orcs believe themselves driven by negative energy?  Interesting that humans and dragons have the same core forces.

The lost golden age is a common theme in many real-world mythologies, so it has always appealed to me.

Religion
You've gone above and beyond here, I'd say.  Countless religions, complex pantheons.  I cannot say I've often seen multiple faiths following the same deity.  Or rather, I'd say I do not often see multiple faiths admitting that their deities are the same.  I think many settings (mine included) may have some deities that are just known by different names in different cultures.

Races
The Felion are interesting, and the Madja idea is great.  It gives them a truly unique feel.
I'm not big on elven sub-races, honestly, but they are true to Core, and thus important to many DMs.  Your method of saying they chose their sub-race is a nice twist if you are going to have sub-races.
I wouldn't normally associated gnomes with Air, since gnome is in folklore an earth spirit, but maybe that's just the mythology of Amindor

QuoteOrcs are fierce and strong and like to destroy things.
They[/i] say it's mental powers, but who knows.
Half-elves have finally gotten their due, I see.  Nice back-story here; it's always good to see explanation for the way things are (the taboo and such).

Nations
I can say I honestly only skimmed this as yet, but it looks good so far, like you've put a lot of detail in.

I especially like style of detailed nation write-up.  I always try to use a very similar one.

History
Something I can get into more than nations.  So the timeline is basically the Armindorean version of history, then?

QuotePerhaps the most important phenomenon modern scholars of Orden need to deal with is what is sometimes called â,¬Å"the Black Holeâ,¬Â.
Calendar[/b]
Nice choice on the days of the week.  I would assume certain rituals would be performed on certain days when the appropriate energy was right?

It has been my experience that while unique month names adds to the alienness of a world (if that's what you want), it gain make tracking time in game more difficult.  I did that in a game that ran two years, and we still sometimes had to look back at the calendar to remember the next month.  Of course, it's only a mild suggestion, as it does add something, and looking it up is not that big a deal.

Good choice on making years 365 days long.  I remember trying to explain to someone why I thought we would lose reference to the meaning of time in a world where a year was not the same length as what we mean when I say a year.  If I say Joey is 50 years old, it means something very different in a world where a year is 100 days.

Classes
Interesting use of the Sanity system.  I tried using it before, but found it had some issues.  However, perhaps this limited version may work better for you.

Overall
Very nice work.  In many ways, it reminds me of mine own thoughts on how I want my campaign setting to look - mysterious, a little dark, and rife with intrigue.

I'll try to look at this in some more depth as I have time.  Once again, I've found a setting here that helps to inspire me to keep slaving away on my own.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Lmns Crn

At this point, I have read the setting's Introduction and related materials only. I'll be tackling the entire thing, commenting as I go.

So far, I am liking what I'm seeing, especially in terms of the themes you've laid out. The sort of "intellectual exploration" that results from the attempted unraveling of these mysteries is really compelling; from Orden's Mysteries, it's clear that one should expect games that are layered and complex, where adventure is potentially more about discovery than about slaying monsters and claiming treasure, the stale standby motivations of our genre. Instead, I'm getting more of an Indiana Jones style of image, where the treasures are important because of their historical and religious significance, and adventurers double as scholars and investigators, not merely as thugs.

The emphasis on history and religion, I can tell, is going to lend a certain depth and weight to everything. I am also particularly intrigued by the concept of theories of magic and the heated debates among practitioners of different theories, and about the Errators. The idea of religion and philosophy made tangible through association with magic, then seemingly pushed aside, to an extent, and treated as a means to an end... that's a fascinating concept.

In the category of things that bother me, well... there are a lot of names and places being thrown out at a high rate, and no visual anchor for them. I feel like a map or several might help cement them in my mind; as it is, everything's somewhat of a mashup. Perhaps coming across the nations again in greater detail will give me more of a firm impression of what they're about and where they are.

Off to read chapter 2.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Matt Larkin (author)

Quote from: Luminous CrayonThe sort of "intellectual exploration" that results from the attempted unraveling of these mysteries is really compelling; from Orden's Mysteries, it's clear that one should expect games that are layered and complex, where adventure is potentially more about discovery than about slaying monsters and claiming treasure, the stale standby motivations of our genre. Instead, I'm getting more of an Indiana Jones style of image, where the treasures are important because of their historical and religious significance, and adventurers double as scholars and investigators, not merely as thugs.
And this really appeals to me.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Lmns Crn

My thoughts upon the completion of Chapter 2: Religion.

As it often happens in fantasy, humans are given the spotlight, and nonhuman races are pushed aside, marginalized. This was nagging at the back of my mind, until the story of Prodan and the Rods of Creation. It is a powerful thing to see mortal leaders walking the earth with the power of Creation itself, accomplishing wise and powerful deeds, only to be brought low by hubris, destroying the source of their power in the process. This human war over control of the shards of humanity's Rod, as well as the failed plan of escape by the nonhumans and the resultant ascention of their gods, is a fascinating story, and one that goes a very long way to support a status quo that, ordinarily, would turn me off.

Beyond that, I'm intrigued by the complexity of your pantheon, and the variety of religious forms that are followed in Orden. In particular the rivalry between the Morvendhic and Ormedish Churches, and their conflicting claims to know the "correct" interpretation of Cordin's actions and ascention-- that's an awesome dynamic.

I'm definitely intrigued by the taboos associated with each church. I look forward to hearing more about that as I read on.

Seems like gnomes are shaping up to be the silly trickster types again. I don't know about that. But you've handled everything else in this setting with remarkable detail and precision, so I'll wait and see how that's supported before I draw conclusions.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Lmns Crn

Thoughts upon reading Chapter 3: Races.

Again, the geography is rather confusing without some kind of map. The ancestral lands of each race are not easy to pin down, and the descriptions raise entirely new questions about the West. That part has me pretty confused.

I am also interested to note that the creation myth associates each race with an element, but that association is entirely absent from the actual chapter on races. Do you mean to imply that the elemental associations are a thing of the past, and are unknown or disbelieved by most modern, forward-thinking folk?

The contrast between elves and dwarves is nicely underscored by their relative presence and absence of internal feuding. Well played. The elven gender roles are also a nice touch, but by contrast, the dwarves seem, quite frankly, a little boring.

Regarding felion: I still have no idea what these people look like, or much about them at all (although they might be deliberately obscured, as their policy of isolation seems to imply.) Theories about their origins as divergently evolved from early humans are fascinating. However, their name keeps making me think "feline", and in my head, I can't seem to stop ascribing catlike qualities to them. Some kind of illustration would help quite a bit.

As for gnomes, their trickster status still rankles my personal sensibilities. But you play it off well by spinning it into the larger tapestry. The humans blame the god of gnomes for the same sorts of things for which you or I might blame Murphy's Law. In a weird way, it works.

I like the mystery with which you surround the orcs. As for the xeph, I have little to say without more information. So, they're the fast race. Part of me wants to say, so what? They've yet to grab my attention, or really distiguish themselves in my mind.

The way in which you describe the creation and rationale behind half-races is quite fascinating. It's especially interesting that the knowledge to facilitate cross-species breeding is now lost-- yet another iteration of the themes of mystery and forgotten knowledge that you laid out at the start. House Siarlen is clearly a force to watch out for, though that section is full of assumptions made by just about everyone that elven blood is valuable, and human blood weakens it. In light of humans' previous status as a clearly dominant race in the East, why is that such a natural assumption to make?
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Lmns Crn

Chapter 4: Nations

Again, this chapter is full of a lot of place-names that are hard to assign any significance to without some sort of map. Nevertheless, I'm doing my best.

It's interesting the way you've integrated the concept of democracy, but I find it a little improbable that Duke Légard could get away with its implementation. Didn't some nobles, faced with the concept of losing power, resort to extreme measures to resist democracy and maintain a favorable status quo? If I were Légard, I'd be constantly worried about assassination.

Again, if we're working on the assumption that elven blood is widely regarded as superior to human blood, particularly by the elves themselves, why would the Elven Queendom subordinate itself to the Imperial Throne? Would that not be a move beneath the dignity of the average elf?

Why is the technological advancement of Loophar cause for its neighbors to consider the country a nuisance? Technological advancement strikes me as a thing to be envied and perhaps even feared, unless of course we are talking about garden-variety gnome practical joke technology, or the kind of "advancement" that usually explodes in your face.

In general, it seems like playing a non-human in Orden should be very difficult, because most of the detailed parts of society are humanocentric. Playing a gnome sounds like it would be damn near impossible, in part due to heavy bias against them, and in part because the reader of the setting is only given the information about the gnomes that the gnomes have allowed humans to learn. I can't imagine how, faced with that handicap, a player would be able to portray a gnome accurately and faithfully. To varying extents, the same may also be true of your other non-human races.

Moving on to Chapter 5.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Lmns Crn

Chapter 5: Thoughts on history.

There's a lot of stuff here, and the size and volume of it is fairly intimidating. I feel the previous four chapters are a worthy preparation for the reader, however, if everyone is doing as I am, and reading it in order.

I am really impressed by the natural-seeming way you handle relations between nations. Small wars and big ones, alliances and invasions, seem to proceed in a natural way, consistent with the way real-world treaties and conflicts unfold and progress. I wish I could handle foreign relations with such facility in my own work.

So, are/were the dragons and orcs allied? That strikes me as strange on principle, and stranger in light of the dragons' association by Kaos with the positive/time elements, and orcs with the presumably opposed negative. How did that alliance happen?

Again, here's the conflict between East and West, and I'm still completely in the dark about the West, what it is, and how it came to be. Did I miss something obvious here, or is the West currently being portrayed as little more than a faceless villain? Not that it's necessarily a problem if it is, but I want to make sure my understanding of the situation is adequate, and the lack of detail in the west seems inconsistent with the huge amount of detail everywhere else.

I love the numerology in the calendar, and its associations drawn between weeks and forces, and between months and gods. This is clearly going to result in days where the day of the week matches elements with the element associated with the god of the current month. Do these overlaps have any sort of effect on timekeeping, superstition, religion, or prophecy?

Also, this is partly from last chapter as well, but it seems to me you're trying awfully hard to squeeze in more elven subraces than you really know what to do with. I can see that based on what you wrote about elven religions, Choices, and feuds, all of these subraces have to go somewhere... but it may be creating more problems than it solves; many of the elven subraces' lands are completely un-detailed, and even unnamed. Are they all truly necessary?
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Lmns Crn

Chapter 6 and the last: classes.

Again, I'd like to see more on the various schools of thought practiced by wizards in order to safeguard and control their magic. We get to see all about the various clerics' taboos in a previous chapter, but we see almost nothing of the wizards' philosophies (which I consider odd, since arguments over philosophies form the quotes you chose at the beginning of the introduction.)

For clerics, I really like the system of taboos, but really. A single infraction strips a cleric of all powers? That seems a little harsh, especially considering the nature of some of the taboos, and how hard it would be to avoid doing some of those things. I guess that's part of the point; making it tricky.

For rangers, the ability to take an oath to hunt a creature type to extinction instead of a taboo is an interesting way to justify the "favored enemy" thing, a class ability whose common interpretation I have never liked. Here again, it seems to paint rangers who choose it as rabid, zealous fanatics about something rather silly. Does a ranger who fails to attack and kill his oath-specified enemy lose all his powers? Doesn't this compel rangers to get in over their heads in combat, practically all the time?

Errators are interesting in their mechanics. Frankly, I'm inclined to agree with wizards' assessment of them: I wouldn't want to have an errator around. I should note that the average save DC for errators' higher-level spells is much lower than any other spellcasters': Int Mod + 1d20 makes spell save DCs average about equal for 0-level and 1st-level spells, but without adding the spell level, Errators have to roll a 19 or better to match the standard, constant save DC for a wizard's 9th level magic. Is that intentional?
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine