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51
OOC, Starters and Questions / The Lost Caves Of Stolenites
« Last post by BeatDropGaming on November 15, 2017, 10:51:20 AM »
In the land of The Strolenites there are rumors of a lost cave system filled will unimaginable wealth and knowledge 
52
Citadel Tavern / Are you a Henry Still
« Last post by axlerowes on November 15, 2017, 06:53:29 AM »
A footnote in Sci-Fi history for any would be sci-fi writers. In 1956 four authors were nominated for Hugo's Best New Author award.

Robert Silverberg (Winner):  The Sci-fi zines are still republishing his work. This year Galaxy's Edge magazine reprint a story of his from the 70s.

Harlan Ellison: Yeah

Frank Herbert: Yeah

Henry Still:  Did Henry Still know he was in the company of greatness? Is he a forgotten great?  Are you a Henry Still?

https://camestrosfelapton.wordpress.com/2017/10/21/who-the-heck-was-henry-still-a-felapton-towers-special-investigation/



https://camestrosfelapton.wordpress.com/2017/10/21/who-the-heck-was-henry-still-a-felapton-towers-special-investigation/
53
Setting Forge / Re: Sanctum - A World Beyond its Fate
« Last post by EchoMirage on November 14, 2017, 03:39:41 AM »
Zharr-Naggrund
Everhome, The Roof of the World
Ancient texts speak of a time when the Dwarves dwelt elsewhere, and a truly strange world it was, with thick air, dense mists and little light. Alongside them the Elves lived – in lofty heights above the dwarven abodes. From that place Durandir Voxardent, celebrated as the Second Father, led them through the Void to the place they call home today, where they carved out a safe haven for all times to come. The Kithray mountain range has become their dominion, the heart of dwarvendom in the New World.
Their land has become one with the dwarves, bearing the marks of their passing wherever they went. Their drive to adapt their surroundings has led to a vast network of highways, huge cities, dams and irrigation projects.
The greatest Dwarven realm in the world, Zharr-Naggrund occupies the breath-taking heights of the Kithray mountains and the caverns beneath. From the pinnacle of Taxon Dur to unfathomable depths miles below, the Dwarves have honey-combed the mountains in search of wealth, metal, and a salvation for their race.
The land above is mostly covered with glaciers and forests, with fertile valleys in between. Pastures, terraced fields and small picturesque towns of gnomes, halflings, and humans are sprinkled throughout the realm, huddled in the shadows of peaks and Dwarven monuments.
Impressive it may be, but a significant portion of the realm is still outside Dwarven control - large swathes of the surface are home to feral humanoids and beasts, and some caves that pre-date Dwarven settlement are home to strange things that have never seen the sun, yet grow to like the taste of Dwarf.

Zharr-Naggrund is landlocked; it shares borders with So'Lun to the west and north, Arcadizar in the south, Samea in the east, and Lyra to the north-west.

*Taxon Dur
The highest peak in the known world, Taxon Dur is a frequent stopping point for far-ranging spirits of the air. The Dwarves have built an array within the pinnacle that listens in on the gossip of the passing spirits, and allows the Dwarves to learn their secrets. Due to the incredibly clear air, the Dwarves have also erected large telescopes to gaze upon lands far and wide.

*The Vaults
The Dwarves were much weakened by their passage to Sanctum, yet still saw their share of fighting against deities and demons alike. Those whom they could not truly defeat (or those who were more valuable alive) they incarcerated within Spellsinks, natural anti-magic rock formations found in the Kithrays. Ironically, the Dwarves took up more than their fair share of custodian work, with Elves dumping several uncomfortable prisoners upon them.
The vaults are mostly just locked and guarded, but a few of the prisoners produce exotic substances, or are talkative despite their confinement. So do Dwarven sages often come to converse with Arthenal, the Twisting Life, seeking to work through its mind games and deceptions to kernels of truth within.
Some Vaults are known to have failed, and are declared no-go zones. The status of some distant Vaults is unknown, their custodian orders having fallen silent.

*The Warding Waters
Especially the western side of Zharr Naggrund is quite arid, and water storage for agriculture is of prime importance. Numerous dams were built to hold back the valuable moisture, and dispense it in the time of need. The Warding Waters are a set of dams with an additional purpose - positioned along important access routes to the mountains, they can be used to release floods upon encroaching enemies, or to flood sections of the mines should the Dwarves dig too deep. Finally, dams at the borders can be used to throttle or re-route several rivers; denying water in a time of drought has been enough to force many an enemy into submission.

*Axalorn
The Crown of Flames is a region of lively volcanic activity, the rock beneath riddled with lava flows and highly unstable. In its centre, a rare sight is the citadel of Axalorn, home to a fair number of dragons and numerous draconids. With the Dwarves being unable to approach from below, and exposed to draconic might above ground, the citadel is defiant and unwilling to bow to the Dwarven kings. Instead, its dwellers frequently raid the lands of Zharr-Naggrund for supplies, and return once a defense has been mustered. The Dwarves would lose less if they just bought the dragons off with the very same supplies that get stolen amidst fire and pillage, yet pride forbids this course of action. It is but a consolation prize that the dragons raid their Arcadese and So'Lan neighbours indiscriminately as well.

*Ur-Galla
One of the oldest and holiest of cities in Zharr-Naggrund, Ur-Galla is known for the Breath of Stone. Some strange property of the rocks releases a wondrous quintessence into the air; this miraculous fragrance emboldens the Dwarves, and in fact restores a part of the vitae stolen by Elves during the Great Treason.
Distant Dwarven holds invariably house a large rock taken from Ur-Galla at their core; this continues to exude its wondrous properties, and gradually bestows them upon the surrounding rock. Dwarves from all over the world attend pilgrimages to Ur-Galla to bathe in the original, undiluted Breath of Stone, and reinforce their ties with the homeland. Surface Dwaves will wear talismans of stone on their skin to gain the strength of stone.
Secret: the wondrous properties of the stone at Ur-Galla were bestowed as the result of one of the Three Ignoble Pacts. The charisma penalty that Dwarves suffer in many systems is in fact not caused by the Dwarves' behaviour, but by the subtle demonic taint. Dwarves are simply perceived as worse than they really are. The knowledge of this fact is well-hidden by the Dwarven sages, and known by few (if any) non-Dwarves.

Demography
Dwarves: 66%
Gnomes: 13%
Halflings: 9%
Humans: 7%
Giants: 1%
Slaves (various races): 4%

The numbers of Orcs, Goblins, and other humanoids are not listed here, as they are in fact not part of Zharr-Naggrund.

Culture
*Family, Marriage and Divorce: because males outnumber the females several times, a woman will marry a man and some of his brothers who raise the offspring together. A dwarf will swear allegiance to a clan, each clan calling one of the great figures of dwarven history as its ancestor, and using his name as a second family name. When a woman marries, she is accepted into the clan of her husbands, but only after they have proven themselves worthy, for no marriage can take place without the agreement of the bride’s father. The suitors will have to present tales of their heroism, and let their provess and skill be tested. Often, it takes several years before the father of a highborn girl agrees to marriage.
Marriages are huge public affairs, with trumpeters sounding fanfares from the battlements, and town criers calling to the crowd. Likewise, it is a show of the wealth of the families and clans involved – everyone attending will don the showiest armor, and shower the pair with presents.
The husbands wear decorative plate, while the bride will don a winged helm and a gown of the finest chain mail, fine as silk, the Ara-Niht. This gown will be passed on from the mother to her favorite daughter.
Divorce is impossible according to dwarven law; only death can part a bond.
After birth, the children are kept in a temple to the All-Father for one day, overseen by their mother and several priests, while a Lorekeeper seeks its true name – the name of its soul, a dwarf’s dearest secret he reveals only to the closest friends. The child will remember it when the time is right.
Likewise, he will divine the Drajemra – the True Path – of the child. This is a profession for which the newborn has received blessings by the Ancestors. While it is in no way obligatory to follow the Path, it is believed that doing so brings good luck.
Last, the Lorekeeper will give the child a holy book, the Krommu, in which blessed sigils will be recorded – one at birth, one at the onset of maturity, and others for saintly deeds. The Krommu is worn on a chain around the neck, and one of the most prized possessions. Outcast and clanless dwarves don’t have one – thus losing the book is a sign of shame.
The family raises the children, aided in this endeavor by crèches, where a lorekeeper oversees the youngsters and teaches them what it means to be a dwarf – the lore, tradition, honor and obligations. Older children are apprenticed to relatives, or, less often, friends – it is a gesture of trust to be offered an apprentice, and the father is honored if the child is accepted, shame falls on him if the child is refused.
A dwarf will defend his family and clan with his life, and heed the word of three men – his father, clan head, and the king.
Generally overly protective of the females and offspring, dwarves will often keep strangers from even looking at them. The abuse of children and women is almost unheard of – though youngsters get their share of beating once they are apprenticed.
*Adultery: adultery is a terrible crime amongst the dwarves – the adulterer must face all of the husbands in combat, if they wish so – otherwise he will lose even that tiny rest of honor he had left before.
Rape is one of the most terrible crimes for a dwarf, and the punishment is death and eternal dishonor.

*Government: Zharr-Naggrund is a coalition of city-states, linked by ties of blood, ancient truces and dwarven loyalty. A High King is elected from amongst the rulers of the cities, and all dwarves are supposed to heed his word, yet this is wishful thinking: dwarven towns outside the mountain range sometimes maintain only very loose ties to the homeland, especially if the town does not possess its own Gate, and even in the heartland, dissent can lead to schisms, as demonstrated several times in the past – at one point in dwarven history, there have been three High Kings, vying for the Eternal Throne.
As to maintain good relations, the High King will not interfere with everyday matters of the cities – the king and his councilmen, the heads of the most respected clans, are the real power.
The Clan Heads can trace their lineage directly to the ancestor of the clan in an unbroken line. Most clans restrict their presence to one city, but the largest ones are spread all over the face of the world.
*Class Structure: Despite their traditionalist nature and structured everyday life, a dwarf can rise to almost any position, given sufficient effort and skill.
An important aspect of dwarven mentality is that they consider all honest jobs to be equal in prestige – a great fighter might earn renown, but a master mason’s word will weigh equally. As dwarven society grew, and one individual’s reputation could not reach all corners, so medals, decorative rings, brooches and sigils came to represent a dwarf’s accomplishments – kings and heroes, as well as elder craftsmen, can grant these tokens of honor. They will bear a representation of the achievement, and the name of the one who granted it. Thus, being given a high-ranking medal by a revered king is far more valuable than bearing one from a sovereign whose deeds were little. Also, what medals to wear on official occasions has become an art of its own – minimizing the negative and maximizing the positive reactions of the audience expected.
*Etiquette and its enforcement: Dwarves have a strong sense of propriety, duty and personal honor. The latter is very important to every dwarf – his honor is the most prized aspect, and many who are disgraced end their lives to erase the shame. Staining the honor of another through insults, slander or libeling is unwise, for this will lead to a feud, with the offended dwarf protecting his name. Most dwarves will have nothing to do with dishonorable scum, and the disgraced dwarf has to work hard to restore at least shreds of his dignity, through self-sacrifice and diligence, and one day, he might be considered honorable again, though many manage to redeem themselves only in death, and many others not even then. A few become so crazed and bereft of reason that they are only fit to be used as shock troops, the Warhounds – oblivious to pain and fear.
Dwarven etiquette demands respect to be shown to age and skill, as well as to territory and privacy. Truthfulness is a much-valued virtue – a dwarf will rarely lie, though stubbornly remaining silent, that is a wholly different matter. Priding themselves of honesty in all dealings, dwarves will rarely cheat or betray, and given trust, they do not abuse it. Bargaining hard is considered honest though: while a dwarf will not sell you goods he knows to be flawed, he might ask exorbitant prices for a product he deems to be valuable, especially if he knows you need it desperately and can pay.
*Slavery: Very few dwarves would tolerate being enslaved – either they’d rebel at the first opportunity, or take their lives. Despite this, the dwarves readily take slaves, be it enemies captured during war, or criminals of other races who were caught red-handed; sometimes, those indebted to a dwarf with large sums of money will find themselves dragged off in shackles. Still, Zharr-Naggrund takes little numbers of slaves when compared with other nations.
They are employed only for the most menial of tasks, though treated fairly well. Their owners consider them just tools that must be maintained. Abusing the slaves is considered below anyone’s dignity, thought punishing a disobedient one is seen as a necessity.
Most slaves are used for agriculture, as dwarves generally dislike being above ground for too long.

*Religion: while they acknowledge and honor the spirits of the earth and deities connected to the earth and the crafts, the only religion in Zharr-Naggrund is ancestor worship. Statues of kings and heroes of the past, songs written in their honor and rituals designed to please them are the mainstays of dwarven religious expression. Every dwarf is buried with a metal book telling his tale, and temples hold a niche containing small offerings and a constantly burning flame as a sign that his family has not forgotten. Only when a dwarf’s fire goes out and no one tells of his deeds is he considered truly dead. Up to that point he is considered to be watching over his people. The mightiest of ancestor spirits are reported to have caused miracles of great proportions, while the protection of the smaller ones is considered to be subtler – good luck, so to say.
Most dwarves will have a shrine at home dedicated to the family ancestors, while temples will serve all the deceased dwarves, as places of burial, storage of records and an abode for their spirits. Blessed tools, weapons and pieces of art are hoarded there, as to provide a place where a spirit can rest. A special kind of dwelling are the Durbru, spheres of metal adorned with carvings and prayers, serving this purpose and no other.
On the holidays of the great ancestors and heroes, which differ from city to city, though some are universal, large masses of citizens gather around the monuments and in the temples and celebrate.
All monuments will be colossal and awe-inspiring, thus evoking worship subconsciously, even from strangers, and so will most other structures – all of one’s works are considered a testimony, thus, bridges for example, will bear the names of the architect and the craftsmen, and a dwarf passing them will utter a short prayer of thanks for making such a fine bridge he can use. A great blade that survives ages and is used in countless battles is said to honor a spirit as much as a prayer.
*Liturgical form: every dwarf utters individual prayers to the ancestors after he finishes work. Most often, they consist of praise and thanks, as it is deemed impolite to bother the ancestors with trivial matters. As the saying goes: “The ancestors know best what they have to do.”
Public worship consists of a storyteller reading or chanting a formalized epos, and the gathered faithful joining in on certain passages.
*Funerary custom: the dead are buried in walls near the temple, behind metal doors with their name and profession on them. Rarely will they be given grave gods, except for their medals, and even those will sometimes rather be displayed. The dead dwarf is groomed, and oiled. Priests will carve his history into a plaque below a niche in which his candle is lit, and sing the Chant of Passage until his soul has left the body. Thus, dwarves always try to recover their dead, as to allow their spirits to be freed within safe walls, where their descendants dwell. A spirit still trapped in the dead body is said to be unable to aid his blood.
*Magic: young wizards will be apprenticed to elder spellcasters, to learn the art to aid all. Of honor learn they must and many an oath swear, yet the reward is knowledge deep, the fruit of a long carefully kept tradition. The intuitive and emotional sorcery of the Elves is frowned upon, and methodic learning and the understanding of the fundamental aspects of magic are the ways of the dwarven wizard.
Given the numerous great projects dwarves undertake, it is but natural that early on, their wizards learn to pool their power to accomplish feats impossible for someone acting alone. Thus, their works often have a strong sorcerous aspect – walls reinforced with magic, gates supported by force fields, or furnaces inhabited by fire elementals (those tend to settle in such places on their own volition frequently, though).

*Art-Graphic and Sculpture: mosaics and statues, as well as decorations on tools, weapons, furniture, just about anything, actually, make up the mainstay of dwarven art. It seems to be a fundamental drive, a need, which leads the dwarven craftsman to elaborate and decorate his products without detracting from their functionality. Scenes of legend and lore make up most of the motifs, the rest are abstract patterns. Precious stones and metals are favorite materials, stone for the rest of course.
Though it will have subtler aspects, dwarven art, especially sculpture and architecture, is mostly big. Ostentatious is a term with which you can describe most of the pieces.
*Music and dance: dwarven music is very rhythmic, and quite loud. Heroic epics and tales of great deeds tend to be quite complex, while music meant for entertainment, and work chants, are quite simple and repetitive, with lyrics you can shout, and remember even when drunk.
Feasts are accompanied by dancing and music, with most of the dances being group events, with rings or rows of dancers. The rhythm is especially important, and many dances take place on iron floors. This combined with the traditional iron-shod shoes makes for a loud event.
*Sports and games: while many a foreigner would name brawling and indulging in alcohol as the favorite dwarven pastimes, the truth is different. Many team sports originate from dwarven culture, for example Dragon’s Hoard, where rock balls are tossed onto the playing field in regular intervals, and each team must capture and haul to their home base as many as they can – the game is full-contact, so most players are armored (but then, when are dwarves not armored?). Another one is King of Elements, where players must haul four differently colored balls into the opposing team’s goal area before they score, colored red, blue, white and brown, with the white being light and bouncy, and the brown one quite heavy. Another favorite is simply called ‘Quarter’, played with four goals – if one team manages to score, regardless into which goal, it gains control of the quarter. Once a team controls all four quarters, it wins. Longer matches can require a team to win, say, three times before it is over. The teams are numerous, the ball heavy and the sticks used to propel it through the air quite dangerous. The heavy war maul of the dwarves is actually an adaptation of this sports instrument.
The more contemplative dwarves delight in board games and cards, and betting on it, too. So is chess often played with pieces of precious metal, and if you lose a figure, you must surrender it permanently to your opponent.
*Architecture: think big is the motto here. Dwarves build things to last, and while they last, they might be as well pretty to look at. Circles and octagons are frequently used forms, as well as hexagons. Buildings have a certain robust feel around them, rightly so, because dwarves build most structures also as fortifications. Key elements of buildings feature statues of mighty ancestors or heroes, for this is said to draw the spirit’s protection to the crucial element of the structure. Bridge pillars will regularly be topped with such statues, for example.
A regular element of the underground dwellings is a stone garden with running water.
Residences feature an antechamber for accepting guests – isolated well from the rest of the dwelling, a workshop or forge, and an excessive storage of food and wealth.

*Food: the surface of the land is not especially fertile, being rather rocky and the soil thin. The dwarves have done their best to increase the fertility of the land – terraced fields cover the mountain slopes, huge waterwheels pump water into the heights, and vast water reservoirs serve as backup for periods of drought. Still, dwarves are not the greatest farmers, thus leave much of the fieldwork to slaves or the inhabitants of the small human, gnomish or halfling settlements dotting the landscape.
Underground, fungus farms produce nutritious fungi, or chow for swine. Several plants that require mana currents or heat rather than light for growth are planted as well. Some of the wealthier cities have crafted sunlight enchantments in great caverns, thus allowing crops to grow below ground.
Dwarven food will be nutritious yet heavy, greasy or excessively sweet. Dwarven sweets are known to be especially durable, and sweeter than an angel’s smile.
A specialty of sorts is the rat, which dwarven cooks prepare in hundreds of ways. This is understandable when one considers that the rat is one of the few animals that follow civilization anywhere.
The drinks of choice are beer and mead, very thick and sweet, actually fluid caloric bombs.
*Cooking: dwarves cook either on stoves in their homes, or eat in large communal kitchens placed near the larger manufactures. This is the place where a single dwarf will be dining.
*Clothing: heavy wool, leather and metal are the materials of choice. Apparently as a product of a fundamental need for security, dwarves will don armor regularly, even when no danger is in sight. A chain shirt is considered casual garb. Dwarven clothing will be study, first and foremost, esthetics coming second. The underwear will most often be wool, the higher layers leather, topped with metal.
The only really colorful pieces of garb are the capes, made of wool or flax, with intricate patters woven into them. Some clans also wear colored scarves or sashes.
*Packs and containers: dwarven travelers carry leather backpacks, while goods are stored in barrels, yet most frequent are ceramic and glass containers, for storing both liquids and supplies.

*Boats: a landlocked country, Zharr-Naggrund builds few ships. The few merchant ships they have constructed in neutral dwarven holds near the sea, or in human shipyards, are huge and sturdy with a large carrying capacity, several rows of oars, and heavily plated and armed.
*Airships: a few large zeppelins cruise through the skies above Zharr-Naggrund, used for swift transport of goods and persons, as well as for military operations – bombing runs. The dwarves don’t rely on them, though.
*Land Transport: dwarves prefer to go by foot. Heavy wagons and shaggy ponies are used to transport goods, while Gorgurs (sturdy pachyderms) are employed in battle. In mines, carts on tracks transport ore. This concept has been expanded, and a few railroads already haul large quantities of goods from one city to another.

*Weapons: adaptations of tools are most often used – pickaxes, hammers and mauls are a dwarf’s weapons. Those dwelling in heavily forested areas also use axes. Spears and pikes (collapsible) also see wide use.
*Missile weapons: the crossbow is the Dwarf's missile weapon of choice - underground, the projectile's flat flight trajectory is a boon, and the short limbs of the Dwarves are not suited to larger bows. Various types of crossbow are used, from light repeaters, to heavy winch crossbows, or spring crossbows that look very much like a rifle.
Employing alchemical compounds and bound elementals, Dwarves also developed flame throwers and various hurled explosives, which are especially devastating in the narrow halls of their homes. Certain clans possess the secret to the manufacture of gunpowder weapons, and guard this jealously. The most closely guarded secret are lightning guns, fueled by storm elementals captured when tempests lash the peaks (an understandably dangerous endeavour).
Dwarves employ a wide range of war machines both below and above ground. Below, these include the infamous 'Hedgehog' (a huge crossbow that hurls a hundred bolts at once), flame cannons and huge blunderbusses. Above, these will include early cannon, ballistae, and a variety of catapults.
It is worthy of note that Dwarven war engines will be heavily enchanted, and are also very precise in comparison to their counterparts in other armies. So have Arcadese generals learned long ago that they must abandon their fanciful crests and banners when battling the Dwarves, as 'general sniping' is a favourite pastime of Dwarven war machine crews, and many a battle ended even before it began when a huge boulder squashed the fancy peacock general along with their command staff in the first minute of confrontation.
*Weaponless combat: Dwarves are not fancy about their unarmed combat - they brawl or wrestle. Still, Dwarven brawlers know well how to use their low centre of gravity to throw opponents. Rings that bestow elemental effects upon the wearer's fists are sometimes used as a discreet form of self-defense; less wealthy Dwarves use brass knuckles or iron gauntlets.
*Armor: finely woven chainmail and layered chainmail-lamellar composites are very common. Heavy infantry will wear articulated plate, or, in the case of elite shock troops, articulated plate that is enhanced with enchantments that are otherwise used to animate golems and such; this animated plate enhances the wearer's strength, and carries them to safety should they lose consciousness. Beside steel, a range of exotic metals are used in the making of armour. Being masters of thaumaturgical metallurgy, Dwarves have even invented some metals normally not found in reality. Especially high-grade armour is also heavily enchanted. The general consensus is that Dwarves make the finest armours in the world. This allows them to demand exorbitant prices, though their detractors claim that some magical armours have hidden enchantments that can be used to harm the wearer should the Dwarves wish so (the Dwarves counter that the very same people claim that Dwarven coin is enchanted to vanish from your pockets, especially in pubs and brothels).
*Shields: Large. Sturdy. Shield wall.
*Military tactics: Dwarven tactics focus around their superb heavy infantry, and destructive machinery. They employ armoured wagons to get their infantry into combat faster; they use portable portals to send heavy infantry through; they deploy their heavy infantry through tunnels, via zeppelins, or under the effect of haste spells. Their preferred field of battle is around strongpoints though, where the enemy cannot avoid confronting their stalwart troops. They will soften up the enemy first with war machine fire and various kinds of ambushes, such as collapsing cliffs upon them, prepping the field of battle with explosives, spike pits, or unleashing lava flows. If the enemy army has very specific high-priority targets, such as dragons, demons, or powerful mages, the Dwarves will strive to design devices to obliterate these entities and to demoralise the rest of the army thus. As such, fighting Dwarves is most difficult when they have had time to prepare - in which case they inevitably prepare will.
The disadvantages of Dwarves are their fairly low numbers, and the time it takes to replenish those numbers. Their armies cannot be everywhere at the same time, thus they take great pains to demonstrate irresistible force and utterly dominate an enemy when they can, so that enemies believe that any confrontation with the Dwarves will end this way. Their secretiveness means that enemies rarely know which hold is defenseless while its army is occupied elsewhere, and they do their best to conceal their numbers. The Dwarven vindictiveness is a defensive measure - they place great importance to make an example of their enemies, so that other foes know what lies in store for them should they raise arms against Zharr-Naggrund.
54
Setting Forge / Re: Sanctum - A World Beyond its Fate
« Last post by EchoMirage on November 14, 2017, 03:15:49 AM »
I have yet to add:
> Zharr-Naggrund, the home of the Dwarves.
> Arcadizar, the theocratic expansionist empire
> Tallarn, the cursed high elf nation
> Torre, the archipelago of half-elf pirates
> Baicuna, the lizardman homeland

Luckily, I do have something written for most of them already.
55
Setting Forge / Re: Sanctum - A World Beyond its Fate
« Last post by axlerowes on November 13, 2017, 09:50:31 PM »
This is as complete as many of the published worlds that people have tried to explain to me. This is pretty d**n complete, all you need is a map.
56
Cosmic Pluralism / Re: Cosmic Era Progress Log
« Last post by Scrasamax on November 13, 2017, 04:09:53 PM »
I cant do this without coming across as pedantic, or belaboring the point, and I want everyone to be positive and happy
57
Sagely Advice / Re: Magic Hating Knights
« Last post by EchoMirage on November 13, 2017, 02:24:18 PM »
11. Magic users are hard to control and reject the Baron's authority. The Baron hates that.
12. The Baron is evil, and the magic users are opposing him. He has misrepresented them as heretics or devil worshippers.
58
Cosmic Pluralism / Re: Cosmic Era Progress Log
« Last post by Scrasamax on November 13, 2017, 06:53:02 AM »
So we should stop commenting on your citadel posts and wait for the finished product?

Not at all, you're feedback is valuable and important, I just want to put out there what sort of thing I'm putting out here at the Citadel so we can have feedback on the same level.

A lot of the things I'm putting out are technical manual entries, not so much fiction pieces. They also aren't going to any sort of print or publication so feedback on that level is not really the right thing. When we worked on the ezine that was the perfect level of feedback and a common goal of a finished product going to publication. Super happy about that by the way.

I've got an idea, about feedback, let me get back to you on that.

Thumbs up super positive this morning and I appreciate your interest and feedback
59
Cosmic Pluralism / Re: Cosmic Era Progress Log
« Last post by axlerowes on November 12, 2017, 08:27:03 PM »
So we should stop commenting on your citadel posts and wait for the finished product?
60
Cosmic Pluralism / Re: Cosmic Era Progress Log
« Last post by Scrasamax on November 12, 2017, 11:14:22 AM »
So, new fairly large submission up. Not the greatest or most enlightened piece of work. It superficially is a romp through GI Joe playsets, kickstarted by an article about s**tty GI Joe toys. I did the write up on the Cataphract from that, and then wandered into the HQ and other other sets via wiki wandering. It happens.

There is a process to this, and as I have mentioned to others before, the Citadel here is the staging area, the research and development part of my writing, and not the finished goods. This has been a point of some contention with other articles, especially noting tone and voice used in various pieces.

Several of the things that rolled though while writing are going to be edited/revised into the novel. There is a section where the protagonist and his cohort are going through the ruins of the Rust Belt and American hinterlands, where things like the fortress made from the superstructure of a navy ship are going to be found. In the current unrevised state, that chapter is just a maze of dull debris and improvised walls bulldozed into place.

So, these things, sometimes the playing yields useful things.

The best thing's I'll be pulling are the Elevated Superiority platforms, which are going to become the focal point of the protagonist's downtime at the home base, and the bandits running the ruins of a city from the bridge of a US navy cruiser dropped near the outskirts of the industrial part of a certain city I dislike. The WTFortress will also be making multiple appearances in different locals as a reminder of the past.

Thanks for reading.
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