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Author Topic: Siren's Grand Experiment - Notes Thread.  (Read 1586 times)

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Offline Siren no Orakio

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Siren's Grand Experiment - Notes Thread.
« on: February 06, 2006, 11:33:52 PM »
Feb 6, 06

Setting:

Genre, technology, & Magic:

 Still unclear. Technology is high enough to have steam-powered trains, of unknown fuel. Some form of magic exists, at least a form of druidism / shamanism. Aim is for 'start of industrial revolution' feel, but still indistinct - May shift dramatically.

Places:

A railstation cargo yard. Lots of crates here - still wooden. The 'standardized rail/ship container' of the modern shipping industry may not yet exist yet.

Races:

Humanity is mentioned - culturally indistinct at this point. A nudity taboo is inferrable by protagonist's need for clothing.

The protagonist is of an as-yet unnamed race, but distinctly non-human. Her ears are elvenly pointed. Her skin is green, and apparently chlorophyllic. She can perform magic based around some form of spirit. This race is likely to be our elf-analogue for the setting.

Factions:

...? Something is hostile to Melana. This is as yet a blank slate.

(Other stuff) Yeah, it'll come.

Offline CaptainPenguin

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Re: Siren's Grand Experiment - Notes Thread.
« Reply #1 on: February 07, 2006, 08:33:55 PM »
Is it just me, or is everybody doing wild-west-ish industrial-revolution settings with guns lately? :D
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Offline Siren no Orakio

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Re: Siren's Grand Experiment - Notes Thread.
« Reply #2 on: February 07, 2006, 10:55:19 PM »
It lodged in my brain. Things might change. ;)

Offline CaptainPenguin

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Re: Siren's Grand Experiment - Notes Thread.
« Reply #3 on: February 07, 2006, 10:59:27 PM »
Hey, that's cool. I like it... I'm in a six-shooting mood. :D
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Offline Siren no Orakio

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Re: Siren's Grand Experiment - Notes Thread.
« Reply #4 on: February 10, 2006, 10:12:09 PM »
Five shooting, cap'n, five shooting.

Feb 10, 06

Setting:

Genre, technology, & Magic:

Still unclear. Technology is high enough to have steam-powered trains, of unknown fuel. Some form of plumbing exists - fountain.

Some form of magic exists, at least a form of druidism / shamanism. Our 'green elf' is able to speak with the spirits of places and things, and apparently ask them to do things for her. Humans cannot do this - The spirits of their city have few people to talk to.

Religion exists in at least two seperate ways, possibly three. First, our 'grey giant' has spoken about the 'Word and Chaos' - We can expect that these are primal forces, perhaps even gods representing 'Law' and 'Chaos'. We can expect that the nature spirits form the center of our 'green elf' religon. The 'grey giant' has also made allusions to the 'ancestral ways' of the humans. This has not been properly defined in the story, but they will be ancestor-worshippers, with many 'elder ancestors' of note. 

Aim is for 'start of industrial revolution' feel, but still indistinct - May shift dramatically.

Places:

A railstation cargo yard. Lots of crates here - still wooden. The 'standardized rail/ship container' of the modern shipping industry may not yet exist yet.

A major northern city. Climate is still dry.

Races:

Humanity is mentioned - culturally indistinct at this point. A nudity taboo is inferrable by protagonist's need for clothing. Humans will band into cities at the miminum, may even prefer to do so.

The protagonist is of an as-yet unnamed race, but distinctly non-human. Her ears are elvenly pointed. Her skin is green, and apparently chlorophyllic. She can perform magic based around some form of spirit. This race is likely to be our elf-analogue for the setting. Again, in the most formative segments, her race is the the 'youngest' of the three introduced races of this world.

We have introduced a 'grey giant'. Hairless, muscular, our single example is a religious fanatic. This is our troll / orc analogue. This will be our 'eldest' race.

Factions:

...? Something is hostile to Melana. This is as yet a blank slate.

(Other stuff) Yeah, it'll come.

Offline MoonHunter

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Re: Siren's Grand Experiment - Notes Thread.
« Reply #5 on: February 11, 2006, 03:08:31 PM »
Steam Punk with magic. Very do-able. Iron Kingdoms, Children of the Sun, Victoriana, and a couple of others.

Might I suggest some history to make this work. 
For a while, you have a fairly feudal/ medieval world.  A few things should occur to shake you out of "the old way", and push you towards the new (motivation for your early industrial), Pick some of the following or throw all of them at the problem.

First, let there be a plague. A reduction in population has a threefold effect: 1) traditional skills are lost in some places (due to loss of skilled person), people scramble around to find a way to do those things... often in new and better ways, 2) People who have a vested interest in the 'the way things are' are lost and often replaced by people who have not yet become so staid in their views, 3) people are often thrown into new situations and ways of life because of the loss of support. This means migration of people from where they have always lived (village, city, etc). These people will bring their old ways with them, mixing them with the ones they find. 

(If the disease hits the species in different way, it will disrupt the balance of power that had previously existed between them.)

Second: The reduction of population can lead to some experimentation with technology and magic, as people look for new ways to do things... to make up for the traditional performers of those skills. When things start working, people will adopt them.  As the population grows people used to the technology/ new magics will swell in numbers (as kids who never saw the old ways and only know the new... so make sure the plague was a generation or two ago,, not last week.)

Third, and this could be done even if the first two are ignored, Some change occured, probably in the religion. It could be the existance of a new god or a new avatar (angels or what ever) that came down. The finding of old texts from a classic culture could prompt new (to them) learning and wisdom. Perhaps wise men from far away have come to the local shores, granting wisdom from the same faith from a different place. Logic and reason could be revitalizing this culture. (Another option... It coud be a lack of faith in the Gods if the plague happened.  Given the first points, religion could change. ) 

Forth: I would have invaders from somewhere else come, during this mix. This will spur technology and new magics, provide new learning, and change the existing political landscape. The invaders could be partially beaten back, so there are 'free countries' the invader's countries (on the coast maybe), and buffer zones.

Fifth: There could be a migration away from the battle torn/ disease torn Old Lands. This could lead to other changes.  Remember that these will be 'the bold' (or those led by the bold). They will be risk takers and gamblers...

This sets you up with technological acceleration with tradition not currently standing in your way, many dramatic elemes in the culture (built in conflicts old vs new, magic/ tech VS religion, nobility vs democracy, invaders vs locals, change vs the way things were, and so on).
« Last Edit: February 11, 2006, 03:14:43 PM by MoonHunter »
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