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Arga discussion thread.

Started by O Senhor Leetz, November 30, 2009, 12:16:30 AM

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Steerpike

That sounds like awesome fun to me.  Crazy islands, sea monsters, storms, doldrums, maybe subplots like a murder aboard the ship, a mutiny, a stowaway, a plague (contracted on one of the islands), pirates, exotic ports of call and mini-adventures within them, whacky maritime superstitions and sacrifices - could be endless possibilities.

Superfluous Crow

Yeah, with ports of call a journey across the known world could be really cool.
One of the games I ran was an "expedition into unknown lands" campaign, and that went less well because of the limited interaction with civilization; this, I think, is the only thing you should be afraid of with a Great Voyage campaign. A ship could be a really cool self-contained mini-setting.
Only other problem as I see it is aquatic combat which tends to be annoying :P
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

O Senhor Leetz

Quote from: SteerpikeThat sounds like awesome fun to me.  Crazy islands, sea monsters, storms, doldrums, maybe subplots like a murder aboard the ship, a mutiny, a stowaway, a plague (contracted on one of the islands), pirates, exotic ports of call and mini-adventures within them, whacky maritime superstitions and sacrifices - could be endless possibilities.

sold.

Quote from: Conundrum CrowYeah, with ports of call a journey across the known world could be really cool.
One of the games I ran was an "expedition into unknown lands" campaign, and that went less well because of the limited interaction with civilization; this, I think, is the only thing you should be afraid of with a Great Voyage campaign. A ship could be a really cool self-contained mini-setting.
Only other problem as I see it is aquatic combat which tends to be annoying :P

well, I really doubt I'll be playing an Arga campaign anytime soon, but I'm a lite rules guy, so I don't think it would be a huge problem. plus, there is a lot more civilization than appears on the world map. I've been thinking of making smaller, more intimate maps of regions that are especially important, like the Perkathian cities, the Prothean cities, Ib the Isles of Lust, Salsurel and the Saline Isles, and maybe Dead Pellan and Pellanax.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

O Senhor Leetz

[ic=An Observation on the Maritime Superstitions of Arga] "At the end of the Fourth Age, the Terrible Times, the land of Arga was scarred and shattered by vile and violent works of magic. Sheer cliffs, jagged mountains, and blasted wastes covered much of a once verdant and rugged land. At the dawn of the Fifth Age, mortalkind turned their tired eyes from the desolate wastes of the earth and looked towards the sea, deep and cold and endless. For the last two Ages, mortalkind, and the Anthos is particular, have been a water-bound peoples, exploring the rolling waves of Arga from their walled ports and fortified harbor-cities.  

Over the centuries that have passed since mortalkind took to the waves, all manner of cultures and peoples have adopted the seas and oceans into their beliefs and superstitions. For example, within the Isles of Lust and the wild city of Ib, it is custom to hang the dried heads of certain fishes from certain lines and ropes upon the ship: the head of the sun-ridged volkh is laced upon the ropes of the foremast to ward off hungry spirits of the Deeps while the head of the bitterfin is hung from lanterns to protect the ship from thick fogs and storms.

Ships that call the Seer's City of Salsurel home will adorn every single plank of wood with a hot iron brand in the shape of the eye, to draw favor from the Nameless Dreamer. Sailors of the Prothean Bay say carrying any money on ones person is terrible luck, and as such all matter of coin and currency is kept within chests upon Prothean vessels. Ships of the Perkathian Sea are never painted white while sailors from Thraes eat every meal with a pinch of powdered iron.

Even stranger are the rites of the barbaric sea peoples. Bodies hung from masts, blood-stained sails, skull adorned ships, and all matter of self-mutilations and piercings form the base of many a terrible bed-time story.

No doubt that there are as many superstitions and beliefs that involve the sea as ships that sail upon it."

-Excerpt from A History of the Seas, by Peltath Hir Pol of Toma
[/ic]
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Superfluous Crow

Hmm, I would probably change the name of the Isles of Lust to something else. The mental image is more of some kind of siren-infested area rather than a place inhabited by crazy pirate people. Also, it is a bit "soft" compared to other Argan names.  
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

O Senhor Leetz

Found some really old stuff I wrote about Arga (or at least the setting that would become Arga) and thought I may as well throw it online. here it is. I just copy/pasted this, so the format may be off at points.

[ic=Exotic and Mundane Materials ]
Bonegnaw Worm Tooth - Often fashioned into knives and arrow- and boltheads, the milky white teeth of the Bonegnaw Wurm have the ability to absorb poisons and toxins like a sponge, making this weapon popular amongst assassins and killers. However, once taken out of the Bonegnaw desert itself, they deteriorate very fast from moisture and cooler temperatures, allowing few uses of the tooth before it becomes useless in combat. Most weapons fashioned from a Bonegnaw Wurm tooth are kept in a laquered wooden box filled with desert sand, which slows down the deterioration process.


Saltmould - Made from evaporated seasalt and a slew of other alchemical ingredients, saltmold 'grows' into small, green-grey, scale-like chips that are fashioned into armor akin to chain- or scalemail. Although not as strong as normal metals, saltmold is far more resistant to the acrid sea mists and is also able to self-repair chips and dents from absorbing salt in the sea mists or water. Saltmold armor is favored by sailors, fishermen, and pirates for both its usefulness in aquatic settings and because of its light weight and easy maintenence.


Bonecast - Bonecast is a combination of powdered bone, insect carapace, and minerals mixed with chouka tree resin that can be poured into a cast or shaped by hand into a wide range of things from armor to book covers. Naturally it is a pale amber color and has a slight shine to it. Bonecast can be dyed to make it any color. Light and fairly inexpensive, bonecast is commonly used as armor for local militia and town guards and is often dyed to match the local colors.


Ilverite - A feather-light and incredibly strong metal, ilverite has an oily, reddish color and is found only in the deepest places of the Wyrld. Ilverite is used in the making of rings, bracelets, necklaces, shields, armor, and occasionally weapons. Ilverite is expensive and rare in all lands, but the Dura may value the metal more than any other people. In Duran folklore, ilverite is said to be the hardened blood of the last known Drake of the North, Ilverus, who was destroyed by the Duran prophets Umbernar and Adrusa in an epic battle upon their arrival in the north. The crown of the Duran priest-king Bhernusmarkh is made of pure Ilverite and is said to be embued with vestiges of ancient Ilverus's power.


Hog-Iron - Cheap, low-quality, and plentiful, hog-iron may be the most widely used material in all Arga. From shoddy knives to pot-marked armor, hog-iron is used by armies and bandits alike. Hog-iron is also very easy to melt down and repour or reforge into new, less worn items.


Firis - Firis is a strange and exotic material that is only found deep within the Smoldering Realms. It is a jet black metal that has the ability to burn indefinately. Because of its ability to handle intense heat, firis is extremely difficult to work with as it requies extreme tempuratures only found in the heart of the Smoldering Realms to work with. While the practical uses of firis are obvious: torches, fuel, etc., weapons are sometimes forged of the metal that can retain both flame and edge.


Cured Wood - It is what it is: wood that has been cured, treated, and laquered to a level where it is usable and dependable in combat. Used mostly for armor, shields, or blunt weapons such as maces or hammers, cured wood is valued for its light weight, ability to float, and its beautiful appearance. Cured wood armor is commonly used for ceremonial purposes.


Vetch Scale - In addition to being one of the mosly widely eaten animals in Arga, the scales of the lumbering vetch have provided farmers and warriors alike with dependable armor for untold generations. The dull-yellow, hand-sized scales of the vetch make suprisingly sturdy armor that is cheap, of moderate weight, and easily repairable. Vetch scales are also often carved by farmers and other country folks into an assortment of other items such as rings, necklaces, cameos, shoe bottoms, plates, eating utensils, combs, buttons, and sometimes even spear- and arrowheads.


Pyronite - Pyronite is a thick, viscus blackish-red liquid found floating in nodules across the Pyron Ocean. It is most likely volcanic waste that floats to the to surface from deep beneath the waters. Up until the last few decades pyronite was often regarded as poisonous waste, but with alchemists now discovering its natural ability to, once refined, burn long and hot, the eastern edge of the Pyron Ocean is now crawling with pyronite tankers, and refineries dot the coasts near Poxos and Iera, turning the once backwater ports into industrial and mercantile power players. Pyronite is used in everything from lamps and stoves. There are even rumors that the ingenious tinkeres of Tezeret have found a use for pyronite in the manufacture of terrible weapons that spew fire and steel.  [/ic]

 [ic=The Cosmology of Arga]
-The Void is the name given to the infinate expanse of space upon which the known cosmos rest.


The Solar System of Arga

Soel
    -Soel is the Great Lantern forged long ago by the First Age gods to warm and light the paths of the inhabitants of Arga. Soel is still guarded by Kyritos, the Winged-Hound.

    Nez- The origins or purpose of Nez are unknown. Nez is a small black orb that orbits     around Soel and is thought very ill of.

Teir
    -Teir is a place that is formed by the thoughts and dreams of mortals. If not for the purple beacon of light it forms in the night sky, many would believe Teir to be a place of story, as no one has ever returned from Teir the same, if at all. Teir is often looked to for omens and signs of things to come. Teir is the home of all manner of strange spirits and ghosts.


Arga
    -Arga is the place upon where most of the life and history of known existance has taken place. Home to thousands of species both known and hidden, Arga is the soul of the known Void.

    Toth- A moon of Arga, Toth is believed to be the ancient city of some of the First Age gods before they vanished. Toth is said to be covered in one sprawling metropolis. Ancient pillars, crumbling temples, bottomless pits, and fallen towers mark the dead city. Toth is the source of many legends and fables as it is believed that relics and artifacts of the ancient gods still lie on the moon. Toth shines pale white in the night sky.

    Ryl- The blue moon of Ryl is covered in a great ocean and is the smallest moon in the     night sky of Arga. Not much is known of Ryl, as portals and gates to the moon are rare.
    Ryl shines milkly blue in the night sky.

    Vojir- The moon of Vojir is a strange place of forgotten magics and powerful secrets.    Composed of strange red rock, the entire surface of Vojir is covered in runes and glyphs in a language unknown to even the most learned scholars and diviners. Many seek to decipher the cryptic text of Vojir in hopes of unlocking paths to power and knowledge unknown for eons. Vojir shines a deep crimson and is by far the largest moon in the night sky.



Clouds of Glasya
    -The Clouds of Glasya are the remains of worlds dead and gone. Composed of ice, stone, and dust, the Clouds of Glasya appear in the night sky as a shimmering band of colors. Believed to be the home of dead heroes and good spirits, the Clouds are seen as a bastion of light in the Void.


The Maw-
    -The Maw is a great maelstrom of malevolent energies and horrible substance. The Maw is  the resting place of evil mortals and the home of strange and sinister beings. The Maw appears as a pulsating orb blacker than the night sky. However, the Maw can be seen only during the coldest nights of winter and the hottest nights of summer.

Arkys
    -Arkys is the ancient home of a lost power who controlled the Void before the First Age gods defeated them. Said to be constructed more than formed, Arkys is a place of horrible power and secrets, knowledge so profane the gods encased the entire orb in a crystal shell.

    Ix- Ix is said to be the watchtower-orb that the gods constructed to keep an eye on Arkys.
    Legends say it is manned by a legion of 12,000 glass soldiers to keep both the     shadows of Arkys in and the curious away.


Other Places
    -In addition to the mapped worlds, there are places mortals have visited that defy     explanation.

    Carac- Carac is a frozen realm of bones and echoes. It is rarely visited because of the     extremely harsh climate. Carac is a world far away across the Void that for unknown     reasons shares several portals with Arga.

    Jinx­- A strange city of all manner of creatures, Jinx is extremely hard to find, although the rewards for finding this fabled city are well worth the search. All manner of powerful and  knowlegable beings make Jinx home and the laws of nature and magic are somewhat more leniant here than in other places. Jinx rests on the hand of an archaic, dead being. It is said that Jinx can only be reached through ancient lost portals, as it exists within an entirely different plane than our own.[/ic]
Let's go teach these monkeys about evolution.
-Mark Wahlberg

O Senhor Leetz

after a whole weekend, finally figured out GIMP enough to make curved text. this isn't quite done yet (will it ever be?) but I was hoping for some feedback before I finalized it.

Let's go teach these monkeys about evolution.
-Mark Wahlberg

Ghostman

Bent text labels look nice, maybe some of them (eg. 'The Sea of Poxa') have a steeper curvature than would be optimal. Also the labels for towns/locations look pretty similar to the smaller-sized area labels (cf. 'Athas' and 'The Gullet'). If you want to use the same font for them all, perhaps some other technique such as underlining would help differentiate the types of labels a bit?

It also looks like some of the dashed sea-lanes are placed over the text layer(s).
¡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]

O Senhor Leetz

i'm back from the dead. as per usual, the map's not quite done, but it's getting close. actually have a lot of stuff to post once I get around to it.

Let's go teach these monkeys about evolution.
-Mark Wahlberg

O Senhor Leetz

[ic=On the Pellan Empire] Founded at the tip of a spear and maintained by the edge of a silent knife, Pellan was the most audacious, and arrogant, of mankind's Fifth Age empires. At it's height, it stretched clear across the eastern lands, from the sheer stone shores of the Iron Sea to the tepid, misty waters of the Saline Isles. It held as many cities in mutual agreement as it did through an heavy hand. In the fragmented and shattered kingdoms of the Sixth Age, every cunning city-state and savage kingdom hopes to claim some of what is left of Dead Pellan.

Throughout the life of the Pellan Empire, two factors dictated it's survival: the emperor his legions. Founded and built by the hands of a line of strong emperors and merciless legions, so too was it brought low by a short but disastrous string of mad leaders and traitorous warlords. While the details are unknown to all but most diligent scholars, the empire was founded by it's namesake, Pella I the Ruthless. A seemingly invincible warrior and of unsurpassed intelligence, Pella I united the disparate tribes, kingdoms, and cities of plain now known as Dead Pellan. All fell before a line of eight Pellas and his iconic legions. Armed in a brazen round-shield and spear and with only a red waist-cloth as apparel, all fell before the gaze of the legions and their dreaded helm-masks: forged of bronze and made in the visage of a scowling, bearded warrior.

Yet, as is the way of things, the Pellan Empire began its sickly descent upon the coronation of Pellan IX the Depraved. By the time of Pellan XII the Cuckold, only the capitol city of Cander was under the direct command of the emperor. The rest of the empire crumbled amongst infighting, rebellion, and defeats at the hands of rising cities and kingdoms. By the time the Sixth Age was declared, naught was left of the empire save the battle-wasted lands known as Dead Pellan. Cander, the once glorious and gluttonous heart of an empire is only a frail shell of its old self. A huddled mess of shanties and make-shift halls sitting in the shadows of a sprawling corpse of a city.

While the empire is long dead, it is not gone. Ruins and relics abound across central Arga. Weapons and arms of Pellan make fetch high prices in the markets of port-cities. Tomes and the secrets they hold still lay in dusty ruins, untouched since the departure of their authors. The wastes of Dead Pellan in particular is a common destination amongst treasure hunters, tomb raiders, and procurers of things rare and dangerous. In fact, Naray has quickly become a bustling port and beachhead for those brave and foolish enough to traverse the blasted lands of once great Pellan. [/ic]
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Kindling

I like the look of your map a lot, the shape of the landmasses looks very fractured and cool. I'm wondering what sort of scale it's supposed to be. Europe-ish? Or smaller?
all hail the reapers of hope

O Senhor Leetz

Quote from: Conundrum CrowI can't remember, was 1 mila = 1 mile?

EDIT: Ah, found it. 1 mila = 3 miles. So I'll just make some edits in my calculations.

I figure there is between 2400 and 2600 milas from Penzanda to Kharza following the sea lines, which is equal to 7200-7800 miles.
Assuming the slowest speed and the longest distance (50 miles/day and 7800 miles) the journey would take 156 days, which is over 5 months, and in addition to this you should probably add time to stock up and unload cargo in the intermediate cities, and perhaps shore-leave and harboring to take cover from a storm. So roughly it could add up to 6 months if they operate under the worst conditions.
A similar calculation for 170 miles/day and 7800 miles would result in a journey of more or less exactly one and a half months.

I guess this means I should finally finish the world map...
Let's go teach these monkeys about evolution.
-Mark Wahlberg

O Senhor Leetz

So I've thought about combining some of the ideas I had put with the sci-fi setting I've been trying to get up and running with Arga, mainly the low amount of heavy metals idea (or creating unique Argan metals) and the lack of terrestrial animals.

On the first point (low metals), Arga is an old and decaying world, and it stands to be reasoned that most of its' precious metals have been discovered, used, and discarded by the denizens of the previous five Ages. Also, with the tumultuous geographic upheavals of Arga, it also makes sense that a lot of these resources would be either buried at the bottom of the oceans, flung to unknown corners of the world, or buried deep deep beneath the surface. So in the current Sixth Age, most metal in Arga is reused scrap from past Ages, not much is mined raw anymore.

On the second point (minimal, if any, terrestrial animals), Arga would have no cows, no dogs, no horses. In fact, there would be no pack animals or beasts of burden at all. Not only does this keep land travel slow and tiring, but it presents food and labor problems as well, that can be filled in with sweet Arga-esque things. I was thinking about having an Argan version of a goat/sheep, some kinds of neat poultry, and maybe some kind of domesticated animal to replace dogs and cats.

But at the moment, the neatest part about these two points is the way it would affect not only materials, but weapons and armor, which players seem to care about. With scarce metals, swords would be well made and very scarce. Things like spears, crude knives and daggers, bows, javelins, and small axes would be much more prevalent than they are in your average setting (which are inundated with swords. and swords). Armor would also be fun. Between the scarcity in quality metals and the maritime/Greek flavor of the setting, traditional European armor is more or less out of the question. Metal armor in general would be rare and slightly impractical. I've had a list in my head of different kinds of "non-traditional" armors that include a heavier focus on hides and leather, minerals, clay, alchemical compounds, wood, and bones/teeth/claws/etc.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

O Senhor Leetz

So, in addition the soul and body consuming magics of Phaen, the female-only seers of the Nameless Dreamer, and the void-bound Aethemar, I finally thought a cool magic (and system) for the shadowy sorcerers of Ilix.

Since Ilix is basically chiaroscuro in a physical form (Ilix is called the City of Sun and Shadow) I thought that their magic could be based around silhouettes. Perhaps each sorcerer could have a staff or censer holding a candle or "enchanted light gem" they would in turn use in coordination with varying and complexly constructed tablets that created these strange and eldritch silhouettes.

It may not be the best hot-and-heavy "combat magic" but things like shadow portals, forming a shadow-tunnel through a wall or floor, summoning of shade-beasts, and creation of shadow constructs. (Example: Oh no, it's a bottomless chasm with no bridge and no way across. Oh wait, we just made a shadow-bridge! Ta-da!) I think that could be cool and basically lets players do what ever they want, for the most part. Because it wouldn't be so overtly powerful as Phaen, it would probably have little drawbacks, but possible heavy training and association with shadowy Ilix one way or another.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Ghostman

Any kind of fire-based light source would seem appropriate, because of how flames tend to wave and flicker, thereby casting more dynamic and "living" shadows. Then again, one might prefer a more static source (eg. the sun or moon) for creating something like a shadow-bridge.
¡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]