Jump to content

Puck

Member
  • Posts

    426
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Puck

  1. Rust, I was thinking, would it be helpful to start a new wiki and a new thread for a sci-fi Green? I was going to spend time and effort on the fantasy Green, but there are some ideas that would work very well for one and not to well for the other. For instance the Sci-fi green would have psionics or telepathy instead of magic. The pirates or marauders from a different world could be using grav-boats or even sky sleds instead of ships and boats. You could also place the green in the star charts. Anything that works in the Fantasy green could be cut and pasted into the Sci-fi Green. The two Greens could develop alongside one another and yet independently. I think this may be very helpful when the rules come out and the magic and cults start to develop. One issue I that kind of brought this to mind was the Ashuli (very well done by the way I love the back story mystery to the player stuff). I was thinking of using a very similar concept for a minor race called a Tree Kraken (for lack of a better term). They would be very similar to the Ashuli except they would live in fresh water (pools beneath the limbs)and breath air for long periods of time. Sometimes they would climb to the tree level with their tentacles and catch prey from above or even lurk in the Sloughs. They were(like the Ashuli) to be sort of intelligent. But they were very, very evil. Cthulhu evil.
  2. This could kind of go places...What about making the lizard men just intelligent dinosaurs? Perhaps smaller ones like velocirapters. How long were the Trodon?
  3. Would the Grulks work? What about the mountain goblins(I was going to leave these out of the green)? There are quiet a variety There are the pig nosed images from d+d, the green nutjobs of warhammer and then the Tolkien type(no fantasy game has ever really come close to bringing these gutteral speaking monster justice). What type were you thinking of?
  4. On Mamprusi I was kind of thinking that they would be competing with the trogod for human trade as well as fishing rights. I was thinking that they were a bit like a cross between Runequest baboons, newtlings and possibly ducks(ouch), (in character not appearence), dealing with humans where profitable and necessary. Very attached to the water, they could, like the real life swamp monkey, swim very well and hold their breaths for long periods of time. They would be as at home in the water as on the roots and trees. Some may even work with the river-men or become player characters. I think other apes or monkeys are definately open for ideas. The mamprusi could take on a far sinister aspect further down the Green. I like the runner idea and was thinking of the freelings or other tree humans having monkeys as pets or familiars. Any thoughts?
  5. I agree. One thing I was thinking of is a dinosaur-like lizard shaped much like a hippo.... kind of like a dewback with a long tail. The river people could ride these (they would have humped backs that protruded from the water when they swim). More commonly they could harness them to their boats. They would be great swimmers but have stumpy clawed legs that they could climb up on the roots with if they needed to. Don't know what to call them...maybe humpback lizards. There are several others ideas but maybe I will just post these on the wiki if there is time. Dinosaurs would be great though.
  6. Sounds interesting any details? love to hear about it. What are trodon?
  7. I was imagining they would all be pretty rare, but dragons would be way more rare than the Naga and brood. I erased the stats before I posted but the Naga were very dangerous, intelligent(probably spellcasters,possibly using types of hypnotism) and would generally be in charge of their broodlings (lizardmen). Each race would be a little different though horned nagas may just lay their eggs and leave their young, Black nagas would act like cult leaders. Their gods would of course be their grandfathers. The one time I ran them in a game a few brood were found and killed. Some wise man in the local village or knowledge temple had an idea of what they were and that they would keep coming until the Naga was hunted down to its lair and killed. Naga lairs should be very dangerous places. This was the only time I used a dragon as well. It was a hatchling that the Naga was trying to raise+protect and hoped to eventually control.
  8. Holy Smoke there is a lot here. I am in total agreement with both of you. There are so many different varieties out their: Aztec Lizardmen from Warhammer, Slarges, must be 10 kinds from D+D by now (I don’t know because I don’t follow this), and then the killers: the dragonewts and newtlings. These last ones are so cool that it is daunting as anything kind of pales beside them. I do not own mrq’s Dragonewts so I do not even know where they have gone with it, but from all reports it sound that now they are even cooler. Another existing strength of lizardmen has been the artwork. Drawings as well as miniatures have been stunning and varied. The problem is again coming up with something that is fresh, new, and then somewhat familiar. I was not even going to take on lizardmen for the Green at least originally and maybe write something later on if people were interested. This is what I had in my old world. If you remember, somewhere in the mythic past the elves, shea or whatever had huge fight with the Orms(dragons). According to the histories orms were thrown down and slain. Well there were hints that three had survived deep in the mountains, in swamps or off the edge of the known world. (All this history could be myths. There could also be more than three orms as well allowing for other people to create more in their parts of the world). Instead of going into it more here I am just going to drag it out of the ancient file of my computer. This is pretty old, and focuses more on the dragons than on the lizard men, but would this kind of thing work at all??? ORMS A terror out of legend, the Ormish race is perhaps the most ancient on Efirvia. The Ormish kind barely survived an epic pre-historical war with the Shea. They were hunted to near extinction but a few of the terrible matriarch beasts managed to survive and hide themselves deep in the bowels of the earth. Through the long years they have slowly bred and spread their spawn on the land. The Ormish races come in a wide variety, but they all hatch from the egg clutches of the great queen dragons that have survived from times before history. As legend has it the queens are huge, malevolent and awesome to behold. The very sight of a great dragon will freeze a mans blood. They are old and wise beyond mans reckoning and they have forgotten more magic than mankind will ever know. Most likely all the Dragon queens have unlocked the secret of undead immortality and are now beyond the reach of mans power. Luckily for mankind they sleep far beneath the mountains and have not stirred in centuries. The last record of an awakened dragon in the early years of the Thuron reign mentioned that the beast destroyed an entire city. Unfortunately their offspring are not so shy. It is said in the old Shea records that: " The Terrible behemoths are known to commonly lay two types of eggs: That of Naga and the other of the Dragon's Spawn. Of the two eggs, that of the spawn is the largest. These hatch into miniature versions of the their foul mothers Which, fortunately neither grow to be as wicked or as large as the great beasts. The Naga eggs are much smaller and hatch into foul snakelike beings which are cruel and intelligent but less mighty than the spawned young.". Much of the Sombrian research done on Dragonkind is based on these lines from the ancient text. It is also surmised later in the text that once in a millennium a third kind of egg is laid: that of the great dragons themselves. Others believe that a great eggs may be dropped more often but the mothers crush them in cruel abortion. Three great mothers are still believed to exist based upon the Three strains of dragon spawn and Naga that are commonly hatched. The Black Strain: The black strained Orms are very dark in color and heavily scaled, some are known to have red diamond shapes on there backs. They are very slimy and have affection for dark wet swamps, caves and muddy areas. They are thought to be the children of Schlalchs the Black. The Coral Strain: The brightly colored highly poisonous hatchlings of Strighth are beautiful but deadly. The striped coral orms are generally the smallest but highly intelligent and malignant. They tent to dwell in marshes, deep forests and jungles. Some of the coral strain are only in color at certain times during the year. At other times their skin is a light green. The Horned Strain: The children of Glaaksh the Spined One are the largest of the Dragon kind. They are dry of scale with many spiny protrusions on their bodies. Horned orms run from sable to tan in color and dwell in dry climates. Sand and Desert mountains are the home to Glaakshs offspring. Glaaksh's spawn are well known to the Kaharian continent but seldom are found on the plains of Perosia. Worm strain: The horrid young of Gluydtha the slimy are leg-less and worm-like. The resting place of these Orms is deep below the earth, where they dig tunnels and plot under mountains were the sun cannot touch them. There are no true naga or brood of the worm strain, but the spawn vary greatly in form and size. None have any workable limbs. DRAGON SPAWN The Dragon spawn are massive creatures of malignant disposition. They run anywhere from 15 to 100 feet long and come in a wide variety of shapes and colors depending on their mothers. The spittle and breath of these creatures is foul and poisonous in the extreme and the very air of their lairs is noxious. Black Spawn: The black spawn of Schlalsh have poisonous burning spittle that is death to even inhale. They are known have four legs as well as a pair of wings, but many are long and limbless like a great flying serpent. Coral spawn: The Coral spawn are the smallest; sometimes only 15 feet long. They are the most cunning of the known spawn and spit a blinding burning poison. Horned Spawn: The Spined spawn of Glaaksh are the largest and rarest of the creatures. They dwell deep in mountains and have a lust for human gold and flesh. Many spined spawn are too large to become fully airborne without gliding from cliff tops. Their breath is foul and wreaks but does not have the potent poisons of their cousins. The skin of Glaaksh's children is nie impenetrable. NAGA: The mothers of the dragon brood are the Naga. Naga are hatched directly from the mothers eggs. The Naga then disperse and lay the eggs of the lesser dragonbrood. Naga have the lower half of a serpent and the upper torso of a humanoid. Naga are extremely intelligent and are usually powerful spell casters in their own right. Like all dragonkind naga are variable in size and shape. Black Naga: Coral Naga: Horned Naga: DRAGON BROOD The eggs of the naga hatch into the dragon brood races. Like the Spawn and Naga, there are three types of dragonbrood: the black, slimy swamp dwellers; the poisonous brightly colored corals; and the large, scaled, desert-wandering grandchildren of Glaaksh. Dragon Brood are by far the most common sort of orm as well as the least intelligent. Some are led by the naga that bred them and others roam free and have forgotten their heritage. This allows for different types of lizardmen and kind of ropes them into one background. The most important part would be the Naga and the brood at the end. I with I would have written more on them and less on the dragons. Oh well.
  9. Wow your comments really have a habit of keeping me going. Thanks again! The problem is I cannot seem to keep up. It is good fun though. I am having a blast working on this stuff with you guys and I appriciate all the help.
  10. This is again exactly what I had in mind. I hadn’t got to it on the wiki, but the root-world, the land under the trees, would almost be impassible. Boats would have a hard time traversing it because of the maze of huge roots, shallow muddy areas and fallen branches and leaves. Roots would not always be close enough to jump from one to the other. Certain channels may exist, but they would often get clogged up and sometimes lead nowhere. It would be very dark and sticky. Lots of poisonous and nasty creature live hear too: snakes, crocodiles, worms and whatever else could crall into your bed at night for warmth ( I thought that the Mamprusi and crocodile goblins would be adapted enough to live in these areas) . Humans would have to learn to live in the massive tree limbs or on the river or perish. I think this aspect of the Green is what makes it so different. Everything is in channels: the limbs, the roots, the rivers. To go off these paths would be possible, but dangerous. Close to the mountains are the sky steps. These I thought would be more solid ground where people could go to earth. The really trees would be slightly sparser here as well. As the Green nears the coast I thought it would break into a morass of mangroves and salt marshes, still very hard to navigate through. Since the Green is so big, I was thinking of only taking the northern section, my original map had it stretching to the unknown south. That section could easily be quite different and allow people to explore other geographical features. We may need more that two rivers to do this. Hopefully the map can easily be changed when the time comes.
  11. I was definitely thinking of that. I had a race of Trogod called Grulkswho had lost their animal attachment. Instead they followed the ways of the Warhiajoo (berserk). They could easily be called orks though. They were not indigenous to the Green. They had been used by the pirates as mercenary marines (kind of a superheavy infantry) when they raided and attacked coastal cities. These Grulks would often hang out in the pirate settlements along the coast. Some may make there way into the Green though because they were outcast, or to find goblin woman and make half-breeds. I think there is more on them in the Trogod section on the Wiki. They were apt fighters in disciplined shield formations or in single combat when they would go warhiajoo on people. Many goblin would look up to the Gulk who are massive strong and sure of themselves. Some goblins would also join the Warhiajoo instead of practicing totemistic ways. I have a bunch of ideas for the Corsair city but that can be left to another time.
  12. This bit sounds really good (I love the stilts part). I originally thought that the river folk would be a sort of gypsy or nomad living on their boats and trading with the Freelings or tree people at certain points. They would make yearly migrations from the ravines to the Sea. I had a couple stationary settlements on islands in the middle of the river. A couple of other ports would be places where the bough roads cross the waterways. The rivers were big and the tree people would need to come down to river level to be ferried or use boats of their own. Also, gartooth Trogod would be expert fisherman and sometimes trade and interact with men along the rivers. These seem more like the ones who would be digging into the mud in the bank though. This is where I would like to propose something and see what people think. I would like to have a form of intelligent swamp or river ape based on the Swamp monkeys of the Congo. Something like this: Allen's Swamp Monkey - Wikipedia, the free encyclopedia The problem is that they are an awful lot like Baboons of Runequest ( I always did like them …there was a wonderful picture on one of the worms footnotes magazines..).:focus: I hate using anything that seems so swiped or so closely related to another game though. I would love to hear people opinions. Also how big should they be? The regular size or gorilla size or somewhere in between. In the past I have called them Mamprusi. They were always at enmity with the goblins because, not only do they like the same fishing holes, but monkeys were too intelligent and refused to make deals with the goblin Totemists or gods at the dawn of time. I had some vague ideas but I never wrote out the myth that detailed the deal between the animals and the Trogod. Note: (In my old world the Trogod also lost out on the bear totem, its magic was stolen by a tough barbarians after they defeated the Trogod in battle and the bear became a barbarian war totem). It is difficult staying on a single topic.
  13. This is very close to my original idea although to place the Green into the shared-world may require a little give and take. I feel much the same, but perhaps Soltakss has something more detailed and cool in mind that doesn't come through in the draft. I have several ideas which I will propose later when I have more time.
  14. I do not think there will be much problem with any of these except maybe: Hopefully though, even this could be easily adjusted to fit sci-fi. Originally I had planned on a lot of animal control spells which could be psionic telepathy (Trogod especially). Also a lot of wood-based and maybe air magic, definately a form of tree and animal product alchemy. I really do not know where the whole thing is going though and have very little knowledge of the new BRP magic system. This kind of stuff is a lot of fun. I have been thinking of all kinds of gums and resins(-how about a waterproofing resin), saps and insence. Amber would also be a great trade commodity. diversion- One of the more interesting things that would work for a fantasy world would be a product like frankinsence. I was thinking that certain areas of the green would produce an insence that would give bonuses to certain types of ceremonies and spells. This insence would be a very hot items in other parts of the shared world. The trade center is a huge topic and may take a thread of its own, but I am sure there will be at least one. If the Green is as big as the map implies there will probably be many.
  15. I thought I would begin by taking Soltakss' ideas posted in the Peoples of the Green wiki entry. I believe that this is a good starting place for races, but as they are, I find they are a just a little too cookie cutter d+d (for a while I was not sure whether the whole thing was a bit of a lampoon. I was not to sure about sun mountain either until I read the myths and saw what Soltakks really had in mind). Anyway, I had originally planned on keeping elves conspicuously absent from the Green; maybe because everyone expects them to be there and partly because they have been so overdone. Evidence that they were once there is all around particularly in the bough-roads. I also planned on having a mysterious, incredibly powerful and old sorcerer (or perhaps a couple) at certain places in the Green kind of like Shelba. One may be the wise man of a village or temple who is always veiled, mysterious, and occasionally acts as an advisor or oracle. There would be non-to-subtle hints that these are actually surviving elves. To fill the traditional elf-role, I planned on using the Karee, which are goblins but have sort of elven features. Goblins would not always be bad-guys, just a little different and distrustful (lots can be done with the Trogod races). I would also use a race of men who like soltakss' elves were driven here (through the gate) years ago (only a couple hundred) and had to learn to survive the dangers of the green. I was thinking of calling these men the Freelings, but that is just a placeholder. The Freelings would be the basic tree people of the upper green (kind of elf or ranger like). If we are going to use elves as a basic race, I would like to see something unique and very different.
  16. I thought it is about time to start a thread to discuss the Green in a little more detail. I am really taken aback at all the interest. A sincere thanks to all. At the beginning I thought that the Green could be a little, finely detailed place where were gms could send their players by gate, boat or spaceship for a little change of pace and an adventure or two but it seems to be growing into a little more than that. I was going to chunk along and add a little to the wiki each night or on the weekends. (I kind of imagined it like a serial or comic series with a little coming out at a time). As it seems to be taking on a life of its own and actually is becoming part of the shared world concept, I thought it would be appropriate to have a place for proto-ideas to germinate and be commented on by all involved before they are actually written in stone. I would love to hear your opinions, additions and comments.
  17. Yep, the gorges are called teeth because of the mountain spires on either side. No problem what-so-ever. Sounds kind of cool. I planned on leaving the gates as pretty sketchy (at least for a while). The green seems to be going deeping along the fantasy route for now though. Originally I thought that the green was going to be able to work for both fantasy and Sci fi worlds with just a few adjustments that could be cut and plugged where the GM needed them. Now it looks like there will almost need to be two greens: one for fantasy and another for sci-fi. Of course the basic write-up could be used for both.
  18. Woha! Ideas are coming so fast it is hard to get my head around them. That looks about perfect. I know I originally used the word "Vast", but with the maps I started drawing I kind of made the green smaller, more local, and easier to have races interacting. It is now much bigger again which is perhaps a good thing as it looks like the green may become a mini-shared world of its own. Maybe even leave vast stretches fairly undefined so people can generate their own ideas. I do not think it would be to hard to through one or two in. This does not need to go on the big map right now but can be added later. I had several big lakes in some of the original sketches. The more I think about this the better it sounds. (I live on the shores of lake Michigan, so there may be ideas I can drag in from the Chippawa or the early French fur traders). I had not planned on this. I originally thought that the green would rise up to the edge of the mountains. The land just before the mountains would be higher, rocky with gorges coming out from the mountains; not nearly as swampy as the rest of the green. I even thought of them as shelves or enscarpments. The mountains facing the green I figured were almost like cliff faces, very steep and tall with the gorges leading into them. The thing is is that there is plenty of space on the proposed map so different areas of the green could be a little different. Originally, The gorges coming out of the mountains contained gates. One of the major gorges was called the gate teeth, a second one was called the demon's (teeth because on either side of the gorge would be to plinth-like mountainous spurs of rock). They both would eventually lead to caves. The gate teeth would lead to a gate and perhaps a tunnel that comes through on the other side of the mountain. The region around the Demon's teeth would be a nasty area like Snake-pipe Hollow.
  19. I planned on using the name Sky-shelf Mountains, but the open-ocean was just a place holder. The green could be located anywhere, but if you flip your lines over using the sky mountain as the fulcrum or centerpoint, the green would fit nicely in what I think is the region of India. On the inversed map this would seem to fit nicely. A couple of broad rivers with big delta, Mountains in the north-east, seas to the west. In addition it is a little out of the way which it a plus for what I had in mind.
  20. The western middle coast of Michigan. There seems to be little covens of gaming groups hidden all over. Some of my students have learned about gaming from their fathers. Perhaps one of the big reasons it has taken off here is that there are several gaming stores that offer role-playing right in the store during weeknights (weekends are for magic and warhammer which makes the stores much more money). As I stated earlier these games are usually d+d though. There are a lot of small communities around here and nothing much to do for the kids so these stores offer a lot. The problem is the stores are always really struggling to survive. They cannot make much money on role-playing as they always have to compete with Amazon and other internet companies that have bigger markets and no overhead. They generally cannot carry many other games other than d+d because they tend to sit on the shelves or gather in the sale bins. On another note I wish someone would set up a role-player retirement home somewhere. It would be nice to know that we could spend our twilight years sitting around and role-playing rather than playing bridge or shuffleboard. That kind of thing would cause me to buy some years and retire early. :thumb:
  21. In my little corner of the world role-playing seems stronger than ever. For years I never heard my student talk about games. Suddenly after the LotR movies I started seeing role-playing book come out during their reading time. There are two game stores in the area and they each have games going, one almost every night of the week. The problem is that most of it is D+D or white wolf. It has proven harder than I thought it would be to switch them over to d100 type games. I ran a few Runequest adventures and they thought it was the greatest thing since sliced bread. A few months later they were back to D+D.
  22. O.K. Here it goes. I thought that I would put forth the rest of the history that the Azchirgnoth are just a part of . I will use the names that I originally used because that is familiar to me (there were a few posts that discussed the crazy names of some game worlds but to explain who and what things are each time I mention them becomes a bit tedious). The curtain opened on a golden age, the first age of mankind’s remembered history. This was an age of myth and legend and I left it intentionally ambiguous. The People were an eldar race of man that I called the Shea, or elves (yes elves, but this name could easily be dropped, I liked the reference to totally over the top unrealistic heroes. This age was supposed to be a little corny). These Shea were mighty builders, sorcerers, and warriors who lived life spans of hundreds of years. They taught culture, particularly writing and magic, to barbaric mankind. The Shea were one part Tolkien’s elves, one part Biblical antideluvians, one part Greek myth and legend, with just a dash of unrealistic D+D feel. They were to the fourth age (the age of PC adventuring) what the Homeric heroes were to the Classical Greeks. The opening legend was a great battle between the Shea and the Orms. The Orms of course were Dragons. The Shea were mighty, particularly in magic, but they were few. They aligned themselves with the numerous race of man for this struggle. Together they forged three crystalline blades of incredible magical power. With the help of these powerful blades the Shea-man coalition defeated and slew the Orms at horrible cost. Very few Shea remained. The men and Shea formed a great council, and the world was at peace. The united kingdoms were called Perosia. Diversion: One important event here was the gifts of dominion that the Shea gave to the kings of men. One was the Crown which signified wisdom and authority, One was the staff or rod which signified justice, building and culture, the third was the sword which signified skill at arms. The three were common symbols on architecture, ruins as it were, and based on myths, there were certain choices that rulers needed to be made between the three. Kings even in the fourth age had three advisors: the Crown bearer, staff bearer and sword bearer. At this point Koru-Su was banished from the council for digging into forbidden knowledge. I mentioned him in the other post. He gathers a couple Shea, but many of the new race of men and flees to the mountains and builds a fortress called Terracull and is forgotten. Years pass and then out of Terracul come the Lesh: they are the first of the Kraechedd (kra-sheeth) or the created. Koru-su has learned knowledge from the gates… yada… yada.. and messed with the very nature of life itself and created these creatures. (Do to suggestins from players the Lesh have changed a good deal from the original concept). They are expert hunters and trackers and immune to any form of magic. There bodies are covered with tattoos. The tattoos kind of writhe around on their skin. A couple of proto ideas here are that the Tattoos are the Lesh themselves and they act as a kind of parasite on the creatures they kill, animating them for a short time. The other is that the tattoos can form into shapes and make the lesh look like anything they want kind of like doppelgangers. Anyway, the lesh sneak into the groves where many of the remaining Shea had retired to and begin to slaughter them (Azchirgnoth ruins often have depictions of this event in sculpture and frescos ) (I love this death of D+D type elves and embellish it when I can. It is very fun to explain this event to ex d+drs). The second time the gates of Terracull open the Chilops, or Gorfekus come out. They are a twisted bat-goblin but they are Kaechedd and not really natural Trogod. They are not powerful by the standards of that time period but there are thousands of them, they multiply rapidly and they carry diseases. Well they wear down the men and surviving Shea who hunt them vigorously. Then for the third and final time Terricull opens its gates. This time Koru-su himself comes out at the head of his generals and sorcerers, the Azchirgnoth. They are leading an army of ogres. Ogres are not the Gloranthian type but rather huge quite intelligent brutes who can wield magic. They are kind of like very evil mistress race trolls. This powerhouse army joins with several barbaric tribes of men and blasted into the weary lands of the Shea-man coalition. Several legendary battles were fought and the Persosians are shattered. From here they run to the corners of the earth and go into hiding. One great stronghold is left at the gates into the mountains called the Thule Dunnan. Koru-su returns to Terra-cull leaving his Achirgnoth Generals to mop up. One Azchirgnoth army sieges Thule Dunnan, but cannot break the defenses. The others scatter and begin to conquer various remaining kingdoms throughout the lands. At the dawn of the Azchir age, the second age, the Azchirgnoth begin quarrelling. Various surviving magicians and heroes slip through the Azchir kingdoms and secretly gather outside the gates of Terricull. They are very few in number but among them are the most powerful remaining sorcerers and warlords of the Shea. In brilliant Hollywood manner that becomes the subject of song and legend they storm the fortress and attack Koru-su. With them they brought the remaining Chirifalis sword (one of the three crystal swords I mentioned earlier. I forgot to mention that it was important to Koru-su that he gained the three swords. He gained the first two in earlier battles. The third one was believed to be trapped in Thule Dunnan which Koru-su thought would soon fall). With this remaining sword Koru-su was finally hacked down. Only a couple of the heroes survived and they were sorely wounded. They took the remaining chirifalis sword and vanished into myth. Since most of the heroes who were protecting Thule Dunnan had left to assault Terricull it quickly falls to the Azchirgnoth. Instead of consolidating their victory the Azchir are quickly at each others throats. Many set up kingdoms throughout the world. This is an age of horror. The Azchir age is rife with slavery. The Trogod are enslaved as is much of humanity. Many of the Azchir delve into the forbidden magics of necromancy as well as the creation of new creatures to fill their armies, others mutate existing creatures. These later Azchir Kraecheedd are not as powerful as the originals, many are sterile and horribly mutated. Other things are called from the Gates, diseases are flung at one anothers kingdoms. In their wars with one another the Azchir squeeze out the most they can from their dark arts and drain themselves. Onto the stage from the far reaches of the north come the Thurons. They are barbarian horsemen who crash into the sorely depleted Azchirgnoth kingdoms. Surviving strongholds of men, leftover from the Perosian age, rise to the call and aid the Thurons. It was thought that they have developed magics that protect them from the powers of the Azchir. Through divinations the Azchir realize that their time is at an end and they begin building tombs. They seal themselves up along with many of their followers in these tombs to awaken when the world is again ripe for their conquests. This is the end of the second age. Well as I have a habit of digression and this post is way bigger what I originally intended, I am going to end here for now. I do not know if this history is palatable or whether it works with other peoples ideas. Hopefully though it will lead to some discussion. There is more but as it gets closer to the fourth age( the age of adventuring) the stories begins to have profound effects on how individual writers may envision their lands.
  23. Well one idea could be that someone could make a proposal. Someone else would need to second the idea. At that point it gets placed on one of those voting or poling dodad threads. options could be: 1. works fine for me. 2. works but may need minor adjustments. 3. Willing to work with it but does not fit well with my ideas. 4. Veto. 2, 3, 4 would probably require a little explaination. Leave the idea open for a certain amount of time to discuss it, a week maybe, and then it is either adopted, or drafted as cannon. It would be nice if people could change their votes so the idea could be edited to make it more palitable for those who are not sure.
  24. :confused::confused:??? I cannot figure this out, unless the thread was just created to play devils advocate>:-> it doesn't make sense to me. On the other hand I do believe what you said before that the fantasy and science fiction worlds should be divided into different catagories. In the Geography thread I can never quite figure out if people are really dicussing a fantasy world or a Nivenesque sci-fi world. Once the rules come out things could really get confusing.
  25. Thought so but without confirmation I was not really sure. One Major difference that may have an impact is time. I originally had them older than a couple of hundred years. I was thinking in terms of a closer to a thousand. (I am always stunned by the fact that the pyramids were as old to Caesar as he is to our time). Would this mess up anything you have planned? That gives plenty of time for people writing there own histories to add past empires and do some history of their own. Seriously looking forward to it. This could still work very well! The Azchirgnoth could take on a slightly different character and history in each setting. We could also say they only took some areas of the world (this of course leaves people the ability to leave them out of their land completely). Some could be powerful sorcerers, others great generals and Conquerers (giving for different types of undead). They could even specialize in different type of magic or monster creation(kaecheeth) as the individual writer would have it. Lot of raw canvass availible under a common idea. Thank you very much I deeply respect your opinions. Please do me a favor and let me know about the items and ideas that will not work with your worlds and ideas. Also let me know if anything starts to get a little corny or stupid. I have a tendancy to get a little carried away with this stuff when I get fired up. It is an awful lot of fun right now though.:thumb:
×
×
  • Create New...