However Elves and Men were two very different species. Elves built, if they built at all, with sculpted growing things. Humans could only master dead matter, yet they could touch iron. Humans slept and ate because they had too, while Elves seldom if ever did so. Humans need protection from the elements, while Elves were part of them. Elves kzwan, Humans are unable. And the language of Humans was so simple as to be difficult for the Elves.
Then there was fire, bane to the living world the Elves cherished. Fire the destroyer. Fire the changer. In addition it danger it presented to the Elven Home Forests, it was the practically the symbol of all things wrong (and Evil, though they do not have that word or concept) for the Elven kind. Yet, humans handled this chaos regularly. They even seemed to required it for their everyday lives.
Humans also did not understand The Order of Things. The Elves had an intuitive grasp of the world's pattern. Not only did this allow them to shape the pattern (do magic in Human speak), but made sure their creations and gathering places were in harmony with all. Humans simply did things, Human buildings sent such echos and discordance in the pattern of things.
The humans used the name Elves for the A'Kehanawei to fit them into their existing mythologies. The people are not the Elves of human stories. They are unique in the pattern of the world. They are part of the pattern.
MoonHunter: oh... you just inspired something (in combination to looking at a prison post)
MoonHunter: (A place of executions that is bounded by spirit wards. The ghosts are trapped here until their sentance is up.
MoonHunter: Could make being a guard a little difficult... perhaps some of the guards are bound spirits.
MoonHunter: demons kicked out of hell?
MoonHunter: or their hell was destroyed... and they were given this space.
manfred: So you are executed and still have to rot in jail for X years? Oh my.
MoonHunter: And regular prisoners might be shuffled in there... and if they die by accident...
MoonHunter: A bound Lawful Hell on Earth.
To make it unescapable, they let one guy escape early on. He has sucked up all the luck for anyone who might do it.
The reasons he was allowed, was that he was terrified by Demons. So they let him see them. Of course, The runner, was made immortal when he escaped. And he has two mystic tags ("I am HERE!" and "I'm afraid of all DEMONS!"). So now he is dammed to eternal fear and running, being chased (occasioanlly... they give day passes so people can hunt him for a while on their off hours) by the thing he totally fears. Go to Comment
DemonKnights. Got to love them. The souls of Law Enforcement Officers lost to Hell.
MoonHunter: DemonKnights must watch Hell's prisoners and catch all the escapees
manfred: Re DemonKnights: But what is their punishment? They are just doing what they did their whole life. (Or is that it?)
MoonHunter: (Bad Cops. Those that cross the line... maybe killing someone they did not have to, taking vengence rather than justice, or bending the rules to ensure the bad guy goes to jail.
MoonHunter: They are still cops... they still follow the law... just now they find themselves in Hell.
manfred: So most of the movie heroes, I guess.
MoonHunter: Of course, Movie cops must pay for inflicting acting that bad upon the populace.
MoonHunter: But a Marshalls, Paladins gone slightly bad, and bad police have skills that would be useful to Evil, but things they would not have themselves...
Ahah. So they are given a sort of amnesty, if they keep the souls of the badder guys in check. A job like they had in life, only the bosses are even more demonic than before. And they eat you if you'll screw up.
manfred: So no big change actually.
Keepers of Hell's order, guards of Hell's prison, and trackers of escaped dammed souls and demons, DemonKnights are not demons, but men of law, order, and justice, who have fallen, thus are condemmed to do their job for eternity.
Marshalls, Magistrates, Paladins, Policemen, and Rangers all keep the order in the world, Go to Comment
And you will often find yourself suprised as what is highly rated and HoHed and what is not. There is not rhyme or reason to it most of the time,
Autumdale trees, should of been a solid 4 post became a 5.0 with huge votes and golden nomination.
It is just a matter of what is appealing on a given day. Take some of the forums posts that we brought over to the citadel side. They were popular and hugely recieved on the forum side... a year and a half later, they were panned and ignored on the Citadel. It was just that the population had changed. And tha various members were not interested in very different things. Go to Comment
**the famous Keladon Riders, with their distinctive red uniforms, use that same design on their buttons )distinctive knotwork design, with four strands bound by one) and as a pseudo heraldic device for the riders.
These are the people who do The Red Barn
**The Giant Tiger Riders of Praxis use harnesses like this to actually tame their battle cats.
This item can be found in up to six different wind instruments including the flute, trumpet, and shepherds pipes. Initial examinations of these instruments reveal that they are, indeed, magical giving the performer a +4 to their Perform skill. They give a talented performer the ability to cast Ventriloquism at will when playing the instrument, allowing the musician to also sing at the same time or just carry on a conversation with an admirer. Go to Comment
While we are a gaming community, a roleplaying workshop so to speak, we actually do quite a bit of writing. Think of most of this as a place to post up pieces of a story not yet written. If you have an interesting character, location, setting, item, or plot, you can work it out here by posting it up. Our view of utility will be a bit different than a standard writers group, as characters, locations, groups, etc, written up will need to be supporting types... things that can be "placed" in the game stories of others.
The best thing about this site is it gives you a concrete way to practice descriptive writing and creative elements. If you just posts one thing every day, you will hone your writing stills and your ability to produce prose. You can also build off the ideas of others. You can also exercise your creative muscles here and find new ways to find inspiration. 10 in 10
If you have having issues writing, or doing the story telling aspect of gaming, then I have some links for you that might be useful. Gamers tell stories (of all sorts). GMs create settings, like writers. GMs plot adventures/stories, like writers. Gamers use great turns of phrases, like writers. Gamers use descriptive language, like writers. Much of the original "gaming advice" generated in our hobby was based upon what writers did, as they were doing it first and for much longer. Now there are writers that are gamers, and gamers that are writers.
Even if you never put word to paper, learning some of the tricks of the writer's trade can VASTLY improve your gaming style.
The Book: Story: Substance, Structure, Style and The Principles of Screenwriting by Robert McKee is a real eye opener.
And remember, in the words of HARLAN ELLISON, "Put everything down on paper, you can edit the crap out later."
Fodder to use
If you are writing a novel or doing a number of stories, this is a great place to post up some of that development work that all writers do, but never sees the light of day/ time in the novel. You know about the castle, about that wise woman in the woods, and all these things. You can cut and paste what you have written, add a bit more to be useful to gamers, and there you have it... instant post. Plus you get the advantage of "getting to know" your character, place, item, society, or what ever, even better.
It is the 7/8ths of the iceberg that hold it all together, that which is unseen. Link any of your posts that are from the novel with the novel's name in the freetext... or the name of the series.. or some linking identifier.
It is okay. I am putting some more information here, not because you specifically need it, but it goes with my previous post here.
Here is a great list of books on writing:
Story by Robert McKee.
How to Tell a Story, by Peter Rubie & Gary Provost.
Characters & Viewpoint by Orson Scott Card.
Plot by Anson Dibell.
Beginnings, Middles & Ends, by Nancy Kress.
Scene & Structure by Jack M. Bickham.
Conflict, Action & Suspense, by William Noble.
Description by Monica Wood.
Setting by Jack M. Bickham.
The Writers Journey, by Christopher Vogler.
The Craft of Writing Science Fiction That Sells, by Ben Bova.
The Screenwriters Bible, by David Trottier.
These books are all in your local bookstore and are very cheap.
They are also a fast read.
Don't fall into the trap of "I will never read a book that tells you how to write because I don't believe in formulas."
This sentiment is very common among amateur writers that never sell anything.
If you don't learn the tools of the trade, you will fail.
You need to decide just what you want.
Do you just want to have fun writing, or do you want to sell a story?
If you want to sell a story, you need to learn how to tell a story that sells.
I saw Ray Bradbury at the San Diego Comic Con and he said, "Don't write about politics if you want anyone to read your books. No one remembers any political writers from 100 years ago." He also said to write in metaphors.
If you only want to read a few books, then I'd recommend these from the list above:
2. How to Tell a Story.
3. Conflict, Action & Suspense.
4. The Writer's Journey.
5. The Craft of Writing Science Fiction that Sells.
Jimmy Diggs, one of the independent writers for Star Trek, was a parking attendant for Paramount. He met one of the ppl on the show, and he had a few good ideas. The person told him to "go write a script and we'll see." He went to the bookstore and bought the book, "The Screenwriters Bible." He wrote the script, showed it to the guy and they bought it.
Here is more info on Jimmy Diggs: http://www.photo-synthesis.com/dire.../graphic/jimmy/
So it may not take too much time to learn writing.
They are all threaded by the River Le Gonge
The River served as a border between two countries who had constant dispute over the lands here about. (English and French)
The first is a Mill and Bridge combination
A substantial covered bridge made of stone, with three water wheels beneath it. (They power the mill and the bellows for a forge) Each end is fortified with a tiny gate house.
The column bases are very large.
Shoval: Walled City (French) old city. Temple in the center of town. It was a fairly basic place that became important. Castle is encorporated into the Town Walls, a watch tower gone mad on steroids.
Celtegeth: Walled City (English). Temple in the center of town, hill city with keep on the hill.
Castelgarn: English Castle and City on the French side of the River. This has a market in the center of the place Go to Comment
This work has been copied and produced a number of times. The sign of a higher quality copy is that it includes the printed rubbings of the original tablets. Then the translations from the ancient tongue. It is written in a simple direct style showing all the various possible magical technqiues know to the ancient age. Go to Comment
Continent of Bylarian. Kendaria was one of the Great Doms (States) that made up the Arcturian Empire so long ago. Kendaria then became part of Bynor- one of the Splinter Empires of the post Acturian era. Except for one brief ten year span since then, Kendaria has its been its own land since then. That 10 year span was the time of the Wizarding troubles, when The Dark Dragon and his minions seized control of many lands.
Kendaria is approximately the size of France, though a bit larger 750,000 km²(280,00 sq. mi.), with a similar terrain and climate.
Grand Castle of Chechar is the seat to Kendarian power.
Two circular baily and towers set on nearly adjacent hills linked by a thick wall. Eventually a third baily and tower was built on the flatland at the base of the hills. This was linked to the other three by a set of walls. A final key manor, now where the Prime (semi-hereditary king/ leader) and his blood live was built in the center of the triangle.
The Caldorian Prime (Somewhat hereditary King)
accepted by the Dom council
There are eight Doms (dominions precinct). Each has a castle and a Dom (a lord leader, somewhat hereditary titles). The Dom of X is what they care called.
Each Dom is in charge of one Flag or part of the Kingdom army.
1) N Sken-Meurthe
2) NE Skeyechechi (ex national from "russia)
3) E Seine River district starts from mountain, heading towards the south
4) SE SkeLemon Small district "cut" by Seine
5) S AkeLyon Largest district includes middle (light bulb shaped) Capital
6) SW Scorse
7) W Ske-Gard : most military. also the most political and conflicted.
8) NW Skegolo
While still a mercenary company per law, they are practically a regular unit in the Kendarian military. This relationship harkens back to several principals (full comet members) whose chairs (in absencia) at the Comet School had been sponsored by The Kelarian Prime. Upon the fall of the school proper, those senior members in absencia simply began teaching students there (first in an attempt to restart the school, then to support their own guild). The Prime sold them some property which had been tasked to the cavalry adjacent to the castle. In the expanded mannor home, live and train combat mages, grogs, and houses all their staff.
Home of the Azure Comet Guild
Long ago the kingdom was menaced by evil wizards.
The Prime is not allowed to "raise and keep" a magical force by ancient law and several treaties. Go to Comment
A world whose lands are made up of huge terrain spheres that rotate constantly with most portion underwater. As time passes, the shape of the bodies of water change, landmarks shift inside the new border lines, and mountains tilt to different degrees. Land dwellers are gypsies that can never build anything permanent, and somewhat ironically, the only stable settlements are large structures built at sea.