This post is not one of the previously scheduled posts, but given how late this is in coming, I will be posting this instead.
This post consists of elements, these are things that can be put into a story or world. They do not change the world by any large extent. Instead they might be the key to a given story or episode. Perhaps a macguffin or important thing to a story, but they do not hugely shape the world around them like a module might.
Element 1: The Hundred Soldiers
At some point in the past a city that had sent its army to the aid of a nearby allied city that was being menaced by some menace. The details are vague and vary greatly in the telling, but while the armies main force was away and only a hundred ill trained and ill equipped soldiers remained to defend the city. The city was crushed and the populace was slaughtered by a dragon or an evil wizard so the story goes. One soldier, the blacksmith's apprentice had survived after being struck unconscious and mistaken for dead and seeing his home destroyed he was stricken with grief and rage. He gathered up the swords of each of the ninety nine other soldiers who had fallen and took them to the forge. He shattered each one and broke the blade from his own sword, using one shard from each sword, and the hilt of his own he crafted a new sword named "The Hundred Soldiers." It was not the best crafted or sharpest blade that had ever been seen, in fact it was a rather mediocre weapon, but it is said that whoever wields it fights with the resolve of a hundred brave souls, it is also said that as long as The Hundred Soldiers was wielded in the defense of a city, that city would never fall.
Element 2: The Lost Blade
The Lost Blade is not some mythical sword but a man. At some point in his past his home was attacked by some force, details vary in the telling but some say an evil wizard came in search of some thing of prophecy. When he could not find it the wizard left but vowed to return in one year, and if the thing could not be found he would destroy the town. Unable to find the item, a group of the villages men, including this man trained themselves for battle vowing to let no harm come to their loved ones. They failed and the village was burned to the ground by the wizards fire. Badly burned this man, who by some accounts had led the resistance, dove into a river and survived. He came to with no memory of his past or his name, all he remembered was pain and his skills with the sword. From this point on he became a wanderer, helping the helpless and fighting those who cause suffering. He is known only as the Lost Blade, and while many whisper about his possible origins, no one knows for sure what the story is, and he seems uninterested. He has studied swordsmanship under every master he can find, and by some he is regarded as the greatest swordsman. He has occasionally taken an apprentice and shown them the way of the sword, but he only takes as his apprentices those with no worldly ties and no sense of destiny.
Note: It is very easy for the Lost Blade and the Hundred Soldiers to be connected. The Lost Blade may have once been the blacksmith's apprentice and crafted the Hundred Soldiers in a fugue state. Some details of their origins might need to be changed to reconcile them, but they work well together.
Tuesday, June 29, 2010
The Magic Industry
Sorry this post is so late, I've been busy. There will be another post up later today.
This post is a module, meaning it is not a setting of by its own right, but is instead designed to be easily incorporated into any number of other settings.
Specifically this post details a magic system, that provided an unusual look at magic and could offer an interesting spin on things.
Magic is a property of the world, mana is found in all things. Magic quite literally makes the world go round. The mana that suffuses all things allows the planet to remain a cohesive body and continue to spin. In fact, magic is the grand unifier of quantum and relative physics. This is the basic principle that underlies all reality. The magic that maintains the cohesion of reality is known as the under-spell because it underlies the whole of existence.
Magic is infused into all things, but it is not readily accessible. In fact, the magic of the under-spell cannot be accessed directly by any means. However, magic sometimes pools, and builds up into dangerous levels, when it does it is released in a massive lashing-out of force. This causes lightning, earthquakes, volcanic eruptions and other such calamitous events. When these disasters occurs, the sudden release of magic causes a minor tear in the surface of the under-spell, and some of the mana released is left behind, severed from the under-spell. When mana is left behind, it cannot return to its natural state as omni-present nigh-undetectable energy, nor can it interact with other substances in normal ways. Trapped separate from the under-spell it condenses into a crystalline substance known as crysl. Crysl tends to aggregate in fist sized lumps, though smaller and larger pieces are possible. Size does not indicate the amount of mana in a lump of crysl, the more mana in a nugget the darker its hue, and the heavier it becomes. A common and relatively weak nugget of crysl will have a pale yellow color and is weighs little more than a feather. Stronger nuggets are a deep ocher and weigh hundreds of pounds. An odd quirk of crysl is that while mana that is severed from the under-spell cannot rejoin it, it reaches out to the magic of the world and it leaches mana out of the under-spell and into itself. A nugget will grow in strength by about half over the course of about three years. There is no danger of magic ever leaking all the way out of the universe. There is a certain threshold of density, when a lump of magic reaches a certain potency it implodes and rejoins the under-spell, though this usually causes catastrophic destruction and leaves behind tiny nuggets in turn.
There is another way for mana to rejoin the under-spell, but some other details must be explained first. The soul exists, and most animals possess souls. The soul is a special sort of magic, a reservoir of mana within a being that allows free will. The soul is not bound by physics, or the laws of reality as we comprehend them, and so free will in possible. The more complex the entity the more mana composes the soul. When a being with a soul comes into contact with a nugget of crysl, the soul takes hold of the mana in the crysl and absorbs it. The crysl vanishes and power courses through the being. Since choice has its root in the soul the result is complex. The soul cannot contain this increased level of mana for long so it tries to discharge it, but the discharging of mana is complex. So the soul which has in it the hopes and desires of the being, discharges the mana in an attempt to do whatever the being most immediately desires. A frightened rabbit might leap a hundred yards with a strong dose of magic. A predator might bring down prey with ruthless speed and teeth.
But something as complex as a human can imagine more creative uses. From striking out with simple bolts of lightning, to powering complex machines that in other worlds would be driven by coal. Here we find the magic-industrial revolution, people build fanciful machines, mining rigs, airships, combine harvesters, and so much more. All of this is powered not by coal or pressurized steam, but highly trained wizard-engineers carrying bags of carefully mined crysl.
Coming eventually:
Module Expansion: Gloves, Clamps, and Goggles
An expansion to this module detailing the powers that magic allows and the devices that go hand in hand with those powers.
This post is a module, meaning it is not a setting of by its own right, but is instead designed to be easily incorporated into any number of other settings.
Specifically this post details a magic system, that provided an unusual look at magic and could offer an interesting spin on things.
Magic is a property of the world, mana is found in all things. Magic quite literally makes the world go round. The mana that suffuses all things allows the planet to remain a cohesive body and continue to spin. In fact, magic is the grand unifier of quantum and relative physics. This is the basic principle that underlies all reality. The magic that maintains the cohesion of reality is known as the under-spell because it underlies the whole of existence.
Magic is infused into all things, but it is not readily accessible. In fact, the magic of the under-spell cannot be accessed directly by any means. However, magic sometimes pools, and builds up into dangerous levels, when it does it is released in a massive lashing-out of force. This causes lightning, earthquakes, volcanic eruptions and other such calamitous events. When these disasters occurs, the sudden release of magic causes a minor tear in the surface of the under-spell, and some of the mana released is left behind, severed from the under-spell. When mana is left behind, it cannot return to its natural state as omni-present nigh-undetectable energy, nor can it interact with other substances in normal ways. Trapped separate from the under-spell it condenses into a crystalline substance known as crysl. Crysl tends to aggregate in fist sized lumps, though smaller and larger pieces are possible. Size does not indicate the amount of mana in a lump of crysl, the more mana in a nugget the darker its hue, and the heavier it becomes. A common and relatively weak nugget of crysl will have a pale yellow color and is weighs little more than a feather. Stronger nuggets are a deep ocher and weigh hundreds of pounds. An odd quirk of crysl is that while mana that is severed from the under-spell cannot rejoin it, it reaches out to the magic of the world and it leaches mana out of the under-spell and into itself. A nugget will grow in strength by about half over the course of about three years. There is no danger of magic ever leaking all the way out of the universe. There is a certain threshold of density, when a lump of magic reaches a certain potency it implodes and rejoins the under-spell, though this usually causes catastrophic destruction and leaves behind tiny nuggets in turn.
There is another way for mana to rejoin the under-spell, but some other details must be explained first. The soul exists, and most animals possess souls. The soul is a special sort of magic, a reservoir of mana within a being that allows free will. The soul is not bound by physics, or the laws of reality as we comprehend them, and so free will in possible. The more complex the entity the more mana composes the soul. When a being with a soul comes into contact with a nugget of crysl, the soul takes hold of the mana in the crysl and absorbs it. The crysl vanishes and power courses through the being. Since choice has its root in the soul the result is complex. The soul cannot contain this increased level of mana for long so it tries to discharge it, but the discharging of mana is complex. So the soul which has in it the hopes and desires of the being, discharges the mana in an attempt to do whatever the being most immediately desires. A frightened rabbit might leap a hundred yards with a strong dose of magic. A predator might bring down prey with ruthless speed and teeth.
But something as complex as a human can imagine more creative uses. From striking out with simple bolts of lightning, to powering complex machines that in other worlds would be driven by coal. Here we find the magic-industrial revolution, people build fanciful machines, mining rigs, airships, combine harvesters, and so much more. All of this is powered not by coal or pressurized steam, but highly trained wizard-engineers carrying bags of carefully mined crysl.
Coming eventually:
Module Expansion: Gloves, Clamps, and Goggles
An expansion to this module detailing the powers that magic allows and the devices that go hand in hand with those powers.
Friday, June 11, 2010
Previews of Some Up-Coming works
A number of full fledged posts are in the works but none of them are yet ready for full release. So instead this post is going to feature short teasers for the next several posts. These are in no particular order, so there is no telling what will be the next one finished.
Post 1: Desserts
Type: Setting
This is a somewhat tongue in cheek setting that pokes fun at traditional fantasy settings, modern government and economics, religions, industry, and just about anything I can manage to mock. In brief, the world is torn largely between the two main world powers, two religious empires who control the civilized world. On one hand are the Cakeists, who believe that the holy dessert is Cake; on the other hand we find the Pieous peoples, who believe in the sacred and most holy pie. Along the way we run in to Ice-Cream barbarians, the Prophet Cheesecake, Bread mining, and more. Worst of all, horrible gelatinous beasts are massing in the once idyllic pudding lowlands.
Post 2: Cosmic Power
Type: Setting
As a result of a recent cosmic event, some of Earth's inhabitants have developed super powers. Some choose to help others in need, others use these powers for evil. However, due to an unnerving black substance that is secreted by these super powered individuals that has seemingly unpleasant effects, the public is generally distrustful, resulting in a great deal of media persecution. While the world is largely unaware, strange happenings are afoot, and something has turned Earth into a battleground in a much larger war.
Post 3: The Black God of The Island
Type: Origins, Errata, and Expansions
This post is a fleshing out of the World of Destiny setting from last week, including some corrections, an origin for the world, and the addition of several more elements to round out the world. Includes dead but dreaming gods, near-apocalypses, and socio-political intrigue.
Post 4: Disciples of the Crimson Hand
Type: Module
This is an element designed for easy inclusion into any setting, though some form of magic or mysticism is recommended. It details a world spanning secret society that seeks to keep the world in balance, and ensure that no nation or government oversteps it's bounds. The disciples are found at all levels of all societies, but they do not make themselves known. If the disciples know that a violation of their code of balance has taken place, swift and terrible justice is delivered, perhaps the annihilation of an entire nation if necessary.
Post 5: The Magic Industry
Type: Module
This is a style of magic that is easily adaptable for any setting, working best in a pre-industrial world. This magic involves a sort of magic-revolution similar to the industrial-revolution. Magic is largely powered by the consumption of Crysl, a crystallised form of magic that serves the place of coal to power this mystic advancement of society. Crysl is mined and used for incredible endeavors and magic can accomplish a great deal, but it is a somewhat limited resource.
Post 6: The Shattered God
Type: Origins, Errata, and Expansions
This post includes updates, and corrections to the "From the Gods" setting from two weeks ago. More information is given about the preceding universe and what happened during the timeless interval. The actual powers of the Spark-bearer are also discussed, as is the species that possesses the spark.
This post will add significant content to the setting and shed some light on the settings origins.
Post 1: Desserts
Type: Setting
This is a somewhat tongue in cheek setting that pokes fun at traditional fantasy settings, modern government and economics, religions, industry, and just about anything I can manage to mock. In brief, the world is torn largely between the two main world powers, two religious empires who control the civilized world. On one hand are the Cakeists, who believe that the holy dessert is Cake; on the other hand we find the Pieous peoples, who believe in the sacred and most holy pie. Along the way we run in to Ice-Cream barbarians, the Prophet Cheesecake, Bread mining, and more. Worst of all, horrible gelatinous beasts are massing in the once idyllic pudding lowlands.
Post 2: Cosmic Power
Type: Setting
As a result of a recent cosmic event, some of Earth's inhabitants have developed super powers. Some choose to help others in need, others use these powers for evil. However, due to an unnerving black substance that is secreted by these super powered individuals that has seemingly unpleasant effects, the public is generally distrustful, resulting in a great deal of media persecution. While the world is largely unaware, strange happenings are afoot, and something has turned Earth into a battleground in a much larger war.
Post 3: The Black God of The Island
Type: Origins, Errata, and Expansions
This post is a fleshing out of the World of Destiny setting from last week, including some corrections, an origin for the world, and the addition of several more elements to round out the world. Includes dead but dreaming gods, near-apocalypses, and socio-political intrigue.
Post 4: Disciples of the Crimson Hand
Type: Module
This is an element designed for easy inclusion into any setting, though some form of magic or mysticism is recommended. It details a world spanning secret society that seeks to keep the world in balance, and ensure that no nation or government oversteps it's bounds. The disciples are found at all levels of all societies, but they do not make themselves known. If the disciples know that a violation of their code of balance has taken place, swift and terrible justice is delivered, perhaps the annihilation of an entire nation if necessary.
Post 5: The Magic Industry
Type: Module
This is a style of magic that is easily adaptable for any setting, working best in a pre-industrial world. This magic involves a sort of magic-revolution similar to the industrial-revolution. Magic is largely powered by the consumption of Crysl, a crystallised form of magic that serves the place of coal to power this mystic advancement of society. Crysl is mined and used for incredible endeavors and magic can accomplish a great deal, but it is a somewhat limited resource.
Post 6: The Shattered God
Type: Origins, Errata, and Expansions
This post includes updates, and corrections to the "From the Gods" setting from two weeks ago. More information is given about the preceding universe and what happened during the timeless interval. The actual powers of the Spark-bearer are also discussed, as is the species that possesses the spark.
This post will add significant content to the setting and shed some light on the settings origins.
Sunday, June 6, 2010
A world of Destinies
Sorry for the late post, my internet has been spotty and I've been busy.
A world not unlike Earth once was. Military technologies do not exceed primitive cannon, crossbows and longswords rule the battlefield. While there are rivers and lakes crisscrossing the world, the civilized world is on an island ringed by high cliffs and mountains, and the ocean is unreachable. Legends have it that the ocean holds unlimited prosperity for those who reach it. The people of this world are all born with full knowledge of their destiny, the purpose for which they are born. The task they are destined for is something that no other being could achieve, it is only through the guiding hand of destiny that each person might fulfull this destiny. But more than destiny is required, to fulfill this destiny takes a great deal of life energy. Far more than each individual might posess. So, in order to fulfil these destinies, the destined person must kill others. Particularly minor destinies, such as finding a new spring for the local vilage to get water from can be achieved by without shedding human blood, a few dozen goats will do. But the life energy found in livestock is insignificant comparred to that of humans. Most destinies require the killing of at least one other person. People often do not want to fulfil their destinies, the killing is seen as to high a price by most, but destinies are strong. When someone chooses to ignore their destiny they are plagued by madness and pain, the stronger the destiny the greater the torment. Once in each generation a child is born with a unique destiny, the destiny "to save humanity," this is the strongest destiny requiring the the murder of one million people. This destiny is seen as a curse, no one who has held this destiny has ever succeeded, either the one who has it lacks the strength or the nerve to carry through. No one who lives in this land knows quite what will happen if it is fulfilled, because no one living in the land understands the horror that they must be saved from. For these people, the most terrible thing is simply a fact of life. If some truly noble or truly wicked soul can fulfill this greatest destiny, the hold of destiny will be broken, no longer will each person who lives be forced to kill in order to live a life free of madness and pain. Also of note, the island ringed by mountains here described has a population carrying capacity of one million humans without mechanized agriculture.
and a few stories more.
A world not unlike Earth once was. Military technologies do not exceed primitive cannon, crossbows and longswords rule the battlefield. While there are rivers and lakes crisscrossing the world, the civilized world is on an island ringed by high cliffs and mountains, and the ocean is unreachable. Legends have it that the ocean holds unlimited prosperity for those who reach it. The people of this world are all born with full knowledge of their destiny, the purpose for which they are born. The task they are destined for is something that no other being could achieve, it is only through the guiding hand of destiny that each person might fulfull this destiny. But more than destiny is required, to fulfill this destiny takes a great deal of life energy. Far more than each individual might posess. So, in order to fulfil these destinies, the destined person must kill others. Particularly minor destinies, such as finding a new spring for the local vilage to get water from can be achieved by without shedding human blood, a few dozen goats will do. But the life energy found in livestock is insignificant comparred to that of humans. Most destinies require the killing of at least one other person. People often do not want to fulfil their destinies, the killing is seen as to high a price by most, but destinies are strong. When someone chooses to ignore their destiny they are plagued by madness and pain, the stronger the destiny the greater the torment. Once in each generation a child is born with a unique destiny, the destiny "to save humanity," this is the strongest destiny requiring the the murder of one million people. This destiny is seen as a curse, no one who has held this destiny has ever succeeded, either the one who has it lacks the strength or the nerve to carry through. No one who lives in this land knows quite what will happen if it is fulfilled, because no one living in the land understands the horror that they must be saved from. For these people, the most terrible thing is simply a fact of life. If some truly noble or truly wicked soul can fulfill this greatest destiny, the hold of destiny will be broken, no longer will each person who lives be forced to kill in order to live a life free of madness and pain. Also of note, the island ringed by mountains here described has a population carrying capacity of one million humans without mechanized agriculture.
and a few stories more.
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