Tuesday, July 28, 2015

Mega Update - a work in progress

New Ideas on RPGs

I have slowly, over the course of some time, gone over the history of my RPG gaming (a very limited part of it anyway), and new thoughts have come forth on the matter.  These will be covered here in due time, but meantime, I would like to present and organize some of the notes made recently in my notebooks reserved for the topics.

Back in 2013, I resurrected my Arkon related campaigns (which had never fully died, see below).  Along with this, and at about the same time, came another 2 ideas for campaign settings (and I mention this for reasons that will become clear later).  This brought slowly back into my consciousness ideas that really ought to have been developed long ago.

The trouble that I had for some time was the tendency toward riffing off campaign worlds already in existence, which to some extent is probably unavoidable.  But by bringing back Arkon I was defiantly bringing to life something that was very much my own creation.

Then I came to realize, with the arrival of 2015, that there were other campaigns as well, and that these are also worth a retrospective.  These concerned other campaigns not just run in the JL era, but also the campaigns of the JJD and MW era, which were actually older (and more over the top in many ways).  There is no reason, if the Arkon campaigns got attention, that these other ones ought not also.

The purpose of this file, then, will be actually twofold:  first, to document and preserve writings germane to the topic, and second, to probably generate new ideas for the future as needed.  There is certainly ample material to work with.  For example, in the yellow notebook I recently perused, there were pretty well-mapped ideas for a whole solar system or even several of them for Arkon and its related campaigns.  Not a bad find at all, and hopefully there are more to come.

So without further ado:

-------------------
The Green Notebook
-------------------

-There are first and foremost some considerations that need to be taken with regard to what kind of campaigns the Arkon campaign was.  Namely, was it 'high fantasy' after the fashion of Tolkien, or was it closer to the horror and gritty realism of a Howard?  The answer, though no doubt a 'cop out', is that it was somewhere between those two things.  Though not quite so far out as some previous experiments.  However, I am fully of the opinion that 'far-out' campaigns can be among the most enjoyable...

-The nature of government by the time of Verial.  Note that at that time, things seem to have attained to an Early-to-High Modern level, albeit with some fantastic additions like airships.  This is a period of high power politics between developed nation states.  The different realms of Saen reflect these.  Though in my previous writings it had been said that there were three major kingdoms, why not also allow for some minor ones and so on?  And vis-a-vis government, it seems that the major powers are either monarchic or high-aristocratic, that is the pattern of the older times of decentralized aristocratic rule is now a thing of the past.

-Bold revisions:  How about viewing the three major campaigns of the later period of Arkon as a progression and one that ultimately involves lifetimes instead of a shorter timespan.  That is, Verial is sort of a 17th century wars of religion type of affair, Vampyro is 18th century great power politics, and by Jedon's era, the whole world is in play?  This way we can see e.g. the rise of the triadic cult as a process involving a longer period.  That way we get to see these things arise and develop according to their own rules.  Verial campaign didn't have the world saving heroics of high fantasy anyway, since JL didn't like that, and preferred a more adventurous and personal way (which made the struggles with Arxam, Derus and Count Savil more enjoyable).  Note well, I am not looking for exact parallels with the real world, just sort of using those as a rough guide.  I want it to be fantastical after all.

-Belgast plotline would be some kind of fork campaign, but it has an admitted appeal.  It is also proof that JJD and I came up with the idea of an interstellar Necromancer/Undead Empire before Warcraft/Blizzard did.  This will be a fork campaign on Arkon and others, just as WotI was for KW.  The 'main stream' Arkon will have the Darklords plotline come to a head with the Age of Jedon.  Does this prevent a Late Modern catastrophe like what happened in RW?

-The system of Magic needs to be carefully thought out.  Usually it takes a tripartite form (as in both DND and RM, with the formulation of Essence-Channeling-Mentalism).  This might be acceptable to keep.

-Classes notes:  NPC classes I like to have include the Artificer and Alchemist.  The latter deals mainly with the magical manipulation of solids, liquids and gases (for example they may make potions, poisons, or materials), while the former deals mainly with magical production of finished goods (i.e. weapons, armour, items).

-With regard to source material:  I have found, recently, some sites of note and there are probably many more thanks to the modern internet (if only I had time to look at all of that!).  I feel indebted to Grognardia for turning me onto artists I had heretofore not known of, but really should have sought out long ago.  Men like Howard, Vance, Leiber, Merritt, Burroughs and so on can be inspirations even so many years later.  Another profitable ground to look on, besides say blogspot, would be the Reocities archives, which also are very helpful in having preserved some of what used to be hosted on the now-defunct Geocities freeweb platform.

-New Materials:  Moonsteel is a material used for armour and weapons among other things, and this may bear some resemblance to the Mythril.  Elfinglass, a Mythic Age concoction of the high Elvish alchemists, is another one of note.  And there are others.

-Arkon was interesting because of the active resistance of JL to Apocalyptic and High Fantastic plotlines.  On the other hand, another early participant JLy made for a very weird diverging set of campaigns based apparently on New Testament Apocalyptic visions and ridiculously over-the-top science fiction and carnival-style aesthetic.

-James Maliszewski is a probably unfortunately maligned character around the internet and I'm a fan of his despite his many flaws (he shouldn't have made promises he couldn't keep, even if it's a very human flaw it made his name mud and that's a shame).  But I don't always agree with his characterization of hi-level campaigns.  Those can be very fun if done correctly, though unrealistic, but this is after all a fantastic form of entertainment for God's sake.

---

-Everything RPG began in 1994 (for the sake of simplicity let's just say this is so).  This was the Hale campaign, commenced in the high summer months with JJD upon our meeting in a chemistry class.  It was over-the-top in a way that is hard to imagine for someone not wholly possessed by the spirit of youth and the unbounded passion which it brings.  What was it?  A space opera would be a not unfair characterization of it.  But it also had high sword-and-sorcery, epic world-saving and -destroying plot lines, absurd time travels, galactic-imperial politics, etc.

-In fall 1994, I inaugurated the Exiles campaign with MW who was (still is?) a SciFi fan, particularly of Star Wars at that time.  Therefore, Exiles was basically a Star Wars knockoff, except not, because it was mutated to a great degree.  The Empire ended up being something way more than in Lucas' creation, among other things, and there were too many original ideas for it to really be at all viewed as a copy.  PArts of this were chronicled as of about 1996, but I am not sure if I still have them.  I tried to preserve all of my valuable notebooks, but there are some I haven't seen in a long time.  The yellow notebooks (2), and the big dark gray notebooks are good examples, but maybe they're around somewhere - the chronicles were in one of the yellow notebooks.

-In 1995, probably in the Summertime, a new JJD character was rolled out (maybe this was amidst Hale's triumph as the Emperor of Sol and having conquered to an adequate extent).  I think the decision to create a new character was taken amidst the backdrop of yet another summer school event, which led to Rowan's creation.  This involved the Godlike race of Aiye that I had already dreamed up earlier in the year during a trip to the Deep South (funny how travel can stimulate the imagination in ways other things oft can't).  This campaign was more grounded, but involved many highly adventurous campaigns, which I think were located on a world where the Aiye resided (not on any familiar terrestrial ground, though I could be wrong).  If I recall, the nature of the Aiye made them highly competitive and prone to aristocratic feuding not unlike, say, Greek Gods in the Myths put down by Hesiod and others.  But they were not Gods of a 'pure spirit' or Noeric type, but embodied beings albeit of great power.

-Exiles was a fairly long running affair, with fits and starts.  It probably wasn't defunct until after Summer '97 (it did last at least that long, I know).  By '99 it was definitively done for, and this was, as it happens, the same time that Arkon in its original form was put to rest.  More's the pity!

-1996 was the most important year because it was at this time that gaming on numerous fronts was inaugurated.  I ran campaigns with JJD, JL and JLy, and MW.  There was the Jarlaxle campaign, the Arkon Genesis with the Aceries and Korsos campaigns, and the continuation of Exiles.

-Jarlaxle was probably ended abruptly, though if I remember it correctly, maybe it was merely put on hold.  And not resumed.  The last definite part of it that I remember was the warlike expedition to the new land, which will eventually get an entry of its own.  There were also the campaigns of Vance, Dantrag, and the Tabashi.  All of these inspiredd campaign worlds of their own, with the exception of Vance which was set in Krynn (with the changes made to it about that time, which in retrospect I didn't like very much, at least not unless they could be considered a fork campaign).

Monday, February 23, 2015

General Announcement

I have some fears that this old account may be compromised to an extent, and for that reason it is very possible I will be migrating this blog to another one.  It has been around for a long time and I do not at all want to lose everything I've worked on over time, even though it is probably, to an extent, backed up in other locations.  The backup process will be attempted in due time if I am able.

Characters and Campaigns


Characters and Scenarios of the Latter Campaigns

Tense Peace

The War of Ideals originally favored the Dark, but with the rise of Arthomer I and Verial's Return, the Southlands were able to recover and drive the forces of the Darkness out of the Southern Kingdom. What eventually resulted was a division of the Central Kingdom between the two spheres, with the Dark-aligned powers having the advantage. Central Kingdom is currently ruled by puppets with the Royal Family in exile (possible wild card for the future?).

The Vampyro Campaign

This is the story of the rise of a rather sinister individual. While the Verial Campaign, a long-running campaign, was the story of a man conflicted between demonic and angelic influences, and his ultimate redemption, the story of Vampyro is much darker in many ways. Vampyro starts out as an assassin, working for the Order of Obscure Firmament. After many adventures he is able to take control of this organization with the blessing of Kazar Kan, the former leader, who is old and desires to live out the remainder of his years in peace.

Vampyro's campaign becomes especially heated in the wake of two happenings. First of all, the alliances he is able to forge with the mysterious warlord known as Derus who emerged as a political force during the War of Ideals on the side of the Northlands/Darkness. In turn, this leads to the introduction of one of Derus's old acquaintances, the dark magician Maroh. Then, one of the Council of High Magi in Jadus who has gone rogue, also joins the campaign. The events that allowed all of this to happen escape my exact recollection, but hopefully perusing the campaign logs will help to sort this out.

This group of men became known as the Quadrarchy. Despite their seeming connexions with Darkness, none of them had any time for the Black Syndicate, the Priests of the Dark or the Northern Kingdom. They desired to rule a piece of land and to establish their own form of tyranny over Saen without the interference of agenda-driven powers in either sphere.

The Jedon Campaign

Jedon is a young soldier who served in the armies of the South during the Civil Wars following the tense peace that stabilized in the wake of the War of Ideals. These wars were covered in the Vampyro Campaign when King Arthomer tried to assert dominance over the territories of the West under the auspices of the Quadrarchy's rule. This resulted in a draw, after Arthomer I was defeated at the pass of Cairon. In the wake of the events of the Civil War, the Quadrarchy now controls most of the West, with the King still dominating the Central and Eastern portions of the Southlands.

His life changes strangely after being exposed to a strange magical pollutant, which others in his company were as well. The abilities, perhaps borne of mutation, that he acquires during this time end up molding him into a man of heroic stature. Unfortunately, his chief rival, the nobleman Serenax, also develops along parallel lines and this becomes a thorn in his side throughout the campaign.

Characters

Vampyro
Physically, he is about 6'3” and lean, almost gaunt in appearance. He has pale sallowish skin, long black hair and glinting black eyes. His features are sharp and thin. He tends to wear dark colors which accentuate a sinister aspect.

Jedon
He is of medium size, 5'10” and of a middling build, though very lean and muscular like a career soldier. He has mid-length rose-blond hair and pale blueish-green eyes. He tends to favor the blue uniforms of the Southern Army, with whom he served.

His personal politics are Royalist and he has a distaste for the Quadrarchy. He knows that it will not settle for the current territory it has and will try to expand again as soon as possible. Thus, it is something of his personal mission to stop it. However, during the course of his adventures he finds that the tyranny in the West is actually less of a threat than that from the North.

Arkonian Update


Updated Arkon Document

Purpose: To discuss some of the previously unaddressed issues. Namely, the religion, politics, and geography of Arkon. I want to revisit the technological background of Arkon. It seems that by the Verial campaign things were in a more modern setting to an extent. In fact, it was very disjointed. That needs to be addressed. Arkon by the Verial campaign may be some kind of modern dystopia but it needs to be addressed in a way that makes sense.

Cultural Notes

Due to the fantastic nature of the setting, certain currents didn't take root. Instead of an atheist/materialist paradigm which wouldn't make sense in light of the setting like in the RW, I envisage a Religion of Darkness spreading in tandem with an evil-aligned oligarchy which installs puppet rulers like, for instance, the Baron Krieg. The Master of the Black Syndicate, Arxam, is both a criminal prince and a Dark Priest, though the latter is revealed later.

Saen is to some extent like the Continental European kingdoms of old. Jadus, I suppose, though being separated from it by the sea, may be more akin to the kingdoms of Scandinavia and Britain. These places seem to be the center of the world by the time of the Verial campaign. This would match up to an extent with the RW. The issue of whether there was colonialism of a kind needs to be addressed also.

What is interesting is designing a history for it that parallels RW events to a degree, but also has to account for races and beings that don't exist in RW history. This is certainly a challenge and can lead to absurdities at times, but this may be part of the fun.

Geographical Notes

Saen is a large continent and it has many zones. However, some important things must be noted. The mountain chains which run along the west of the continent are not very high, perhaps equivalent in some ways to the height of the Dividing Range in Australia. The central part of the continent tends to be somewhat high elevation, before declining again to the east culminating in lowlands that are marshy in the southeast and rockier areas in the northwest. The highest mountain chain seems to be the large range that mostly, but for some gaps, divides Southern Saen from Central Saen.

As for climate, because Saen is mid-latitude, it tends to have a temperate climate in many places, except for at high elevations. The biome ranges from forest to semiarid, with perhaps a few areas of aridity, such as the waste in Anteras country east of Kriegsburg. In general, continental type conditions with greater seasonal swings in temperature are more common inland, while more steady temps prevail near the sea. Southern Saen is generally hot in the summer and mild in the winter, Central Saen also has hot summers but slightly cooler winters, and Northern Saen may approach continental changes in places with cold winters and warm summers.

The major cities that are involved seem to have been Koralden, Kriegsburg and Sylvan-Town where Verial grew up, though others could easily be broached.

Religious Notes

In Jadus, the emphasis on polytheism is stronger, with six major popular deities, and many other lesser known ones. These were War, Healing, Justice, Fire, Darkness and Strife.

In Saen, the Church of the South was dominant for much of their history. It was strongly Light-aligned for much of its history, though it has been accused of becoming corrupt in latter years and faith in it has fallen. This has in turn led to the rise of some other religious movements, but some of these are strongly persecuted in places where the old church holds sway. The Northern Kingdoms broke away to the religion of the Dark some time ago. There is also another movement that coincided with the events before the rise of Emperor Peregrine. This is the Temple of the Liberty, which still has devoted adherents in many cities of the South.

Cities

Kriegsburg

This is well known as the most visited city in the Verial campaign because of its status around the time of the War of Ideals. The traditional first city of the South was Koralden, but because of all of the goings on in that city, the trade declined and the highest cultural expressions left. Kriegsburg was a natural location for a center after that, due to its advantageous position (controlling the trade routes from Port Varas), its defensibility, and its diversified economy. Furthermore, the rule of the Krieg family made it quite stable. It was here that the Black Syndicate made their new headquarters, knowing that the South depended on this area as a bastion of the Light more than anywhere else.

The city is large and has several important districts:

Central – where the markets and many public buildings are
Reservoir – a suburb by the man-made lake
Blackgate – well-known as the seedy part of town
The Hill – where the urban patriciate of wealthy men and women live
Warehouse – in the western part of the city, this is where the thieves hide out
Farer's quarter – by the main entrance to the city, inns and businesses are here

Kriegsburg is in a somewhat high elevation savanna type climate, with deciduous or mixed woods. It is an area of relative dryness but not aridity. It has warm summers and cool winters. Snowfall is not uncommon in wintertime, though it tends not to stay around except in the peaks above the city. It is ideal land for ranching and some kinds of crops.

Koralden

Known for being a large and grandiose city, it was actually in severe decline around the time of the Verial campaign. A combination of the Church of the Dark's activities, influx of loyal monsters brought in by same, the warring factions of the city, and the general chaos, it became for a long time a very dangerous place to go to. This has begun to change by the time of the later Vampyro campaign, thanks to the activities of the Quadrarchy. It becomes the center of the new state.

It is known for palaces and libraries, great cathedrals and public edifices, institutions of learning and highly charged sectarian politics. It is by the Vampyro campaign a growing cultural center with poets, painters and composers calling it home. This is made possible by the heavy police presence of the mercenaries of the Quadrarchy.

Koralden has a pleasant climate of the Mediterranean type, with warm summers and mild winters. It is moderated by the influence of the nearby sea. It exists in a chaparral and woodland type of a climate and it generally sees rainfall mostly in the winter, with summer being very dry.

Technology level

At the time of the Verial campaign, it would seem that the technology level is something akin to the FF VI world. That is, some industry, and definite urbanism, but certain things like the combustion engine are not there. Nor are huge populations which would require industrial scale agriculture. Gunpowder does exist but has never been widely used or developed beyond cannons. In short, some of the things that were decisive in creating the modern world are not so in Arkon.

However, flying machines due to the floater have been made, though they are not available to anyone other than state actors. It does seem that by the Vampyro campaign, some level of commercial airship travel has become available, at least to adventurers with the money to pay.

General notes

Part of what made the Quadrarchy a possibility was the chaos in the wake of the War of Ideals. There was, by that time, a large surplus of mercenary warriors for hire and this was something which a force with enough money and influence could take advantage of. This was aided by the discovery of the Great Trove of Diamonds, which also was found in the days of Jarlaxle (a hero of the days around the same time of Aceries).

General trends

I'm really not sure what to make of the whole Belghast plotline. This is something that needs serious consideration.

Saturday, August 16, 2014

Notes from the Green Tome, part I


Notes from the Green Tome

Old Party

Jarlaxle
Drow m
Mage/Thief

Garth
Orog m
Barbarian

Pristen
Grey elf m
Light Mage

Granite
Mul m
Mentalist

Maikal
Human m
Cleric of

Araktius
Svirfneblin m
Fighter

Jurys
Urd m
Wind Mage/Thief

Keelia
Tabaxi f
Ranger

Taranus
Human m

Coronia
Fire Genasi f
Fire Mage

Note: This group apparently took place in Archon as well, despite the fact that this was never formally stated; however, it clearly took place in the same continent of Jadus that the other campaign run out of Breck began. I don't recall that this story was ever resolved. It seems to me that it slowly grew more bizarre and fizzled out. There is possibly some promise here though. Probably the best thing was the empire-building, invading a new continent story.

A List of Characters from the Archon days

Deathbyrd
High elf m ce
Fighter 20/Mage 19
Notes: A very dangerous renegade from a branch of the Royalty.

Cursion
High elf m cg
Mage 18
Notes: Consort to Lady Rilwen.

Rilwen
Grey elf f lg
Mage 24
Notes: Faithful second to the Empress.

Empress Faiana
Grey elf f lg
Mage 31
Notes: The current Empress of Oram.

Grandmaster Gamion
Human m cg
Fighter 25
Notes: He is master of all of the guilds affiliated with the Jadus Fighter's Guild.

Master Emmion
Half-elf m ng
Fighter 21
Notes: He runs the Home District of the Fighter's Guild and is the most trusted lieutenant of Gamion.

Ackil
Half-elf m ne
Mage 22
Notes: A mysterious and cruel adventurer affiliated with the Order of the Red Crescent.

Lady Aronea
Grey elf f ng
Mage 19
Notes: Another higher up lady in the Empress' court.

Caladon
High elf m cg
Thief 28

Kelrick
Grey elf m lg
Mage 25
Sorik
Half-elf m cg
Fighter 28

Nightwraith
Dark elf m
Mage 29

Galvinus
Ralaas
Zydek
Helven
Dem
Blacktych
Darkstrom
Oscrune
Redthorne
Paladar
Tyco
Boinne
Nyth
Talaza
Venitiana
Magiton
Mirebel
Cilvaras
Night
Naras
Horos
Jarax
Stormwind
Noori
Masyak

Notes: This list was part of, though certainly not near all of, the cast that frequented Jadus in those legendary times.

Strange List

Verial is listed as having 10 companions: Aleran, Lengdon, Sorin, Kolendur, Ralos, Erich Dainich, Stenis, Warin, Garald Dainich, and Shiraac.

Notes on Major Villains
From the Saen/Verial campaign it really ought to be obvious just who the main antagonists were: Namely, Arxam and Count Savil. Arxam because he is a major figure in the darkness unfolding, and the head of the strange Black Syndicate. Count Savil because he is, though Verial doesn't know it, the blood enemy of House Kithamnus and wants to eradicate that line for good, in addition to being a generally power-hungry and opportunistic evil bastard. Derus also could be defined as a major villain, although his role here is a bit more ambiguous, since he seems to change roles as more is learned about him. Though he certainly was introduced as a villain, this is something that probably can't be said by the time of Verial's campaign ends. However, given the future glimpsed when Verial was taken to the Palace of Visions, this could change again in time.

List of characters run by JL

Aceries – champion of light and would-be redeemer of the gne
-his plan to recreate the gne never worked out, but he did restore order to the land and put down the evil that plagued it
-5'11”, 175 lbs, black hair, blue eyes
Verial – classic nobleman of dual nature
-6'2”, 200 lbs, brown hair, green eyes
Blaze – romantic doomed hero
-5'10”, 165 lbs, red hair, turquoise eyes
Kelsar – warrior turned business man
-6'3”, 235 lbs, dark brown hair and eyes
Tigerfolly - changeling
Blackhawk – a soldier
Firefate
Verial and Sirine the Younger
Vampiro
Unnamed Drow

List of NPCs run by GM aiding/interacting with these

Kastral – a strangely reserved adventurer but with iron courage
Erich Daenich – a heavy-drinking knight
-6'6”, 245 lbs, brown hair and beard, blue eyes
Cursell
Alethon
Ekois
Randol
Axlin – begins as a Lawman but turns to an independent adventurer

Notes on the Battle of Venmont

This was the first major battle of the war that goes on throughout much of the Verial campaign. It ended inconclusively, as both sides were forced to withdraw for future action. Verial succeeded in commanding a detachment that ended the Dark Army's outflanking manoeuvre and killed the captain of the wing. But he was unhorsed and defeated in combat with a mysterious man, Derus. This kicked off the drama between the two, as he found out that his wife was put into a coma trying to save him from Derus. Luckily the Light Army was able to turn the tide and recover despite setbacks. Both sides take considerable losses and retire for a future battle, while most of the climactic single-combats likewise end inconclusively. These were:

Strohb v Unnamed, Cursell v Night, Syrus v Karad, Kalidar v Count Savil, and Sirine Talon and Rose v Ashiram.


Sunday, June 22, 2014

Toward resolution

-Political organization of Saen:  I want it to be along feudal lines in general, but not of uniform nature.  For example, I thought about having duchies, or principalities - but why not have both?  I also have decided there would be kings, of the north and the south.  But there is also an imperial idea, that is not limited by either time or space.  This is, however, inactive to an extent, until it is resurrected by the time of the wars in the Verial campaign.  The Dark Imperium is an offshoot of this idea.

-The Black Syndicate is a mercantile concern outwardly, but inwardly it has much more sinister motives, as Verial learned.  The leader Arksham is a dark priest, affiliated to some degree by way of religious views, with the Dark Imperium, and sympathizes with them to an extent.  However, it is not clear that his goals are actually entirely in line with them.  His alliance with the Guardian Spirit Koros, who is not known to be of affiliation with DI, may be indicative of other ideas despite some common goals.  Nonetheless, the Black Syndicate acts to subvert the order in the south.  It is based for a time in Kriegsburg, because despite that city's status as only a Barony-level territory, it is one of the most important cities of the south.  This owes to its diverse economy, strong military base and the control of the trade route to Port Varas.

There is indication that the BS was involved in the subversion of the order in Port Varas, and that this is what first brought Verial's activities to their attention.  Furthermore, the poisoning of the old Lord Anteras and the disappearance of his heir may also be the handiwork of the BS.  This does weaken the current order yet further for the northern aggression.

Also worth exploring is the question of the Violet Syndicate.  This group seemed to be similar in some ways to the BS but was run out of the Lordship of Anteras relatively early and did not figure again.  This group deserves more explanation pursuant to a reappearance, since they were never destroyed, only divested for a time.

-The town labeled 'Hell on Earth' refers to Coroldon, a city that was once a shining example of all of the south's most precious ideals and the most important southwestern port.  But all of this changed with ongoing dynastic wars, and the arrival of nasty newcomers.  This is why Port Varas became such an important trade route, despite being shabbier and smaller.

-New hero:  Jedon of House Medeines.  He is a young soldier with high ideals but dissolute habits, who comes of age in a difficult time.  He will be the main character of the upcoming campaign.  Physically, he is a man of average height and build, but good looks, keen mind and strong physis.  He has blond hair and emerald-green eyes, with tanned skin.

Further questions to be resolved

-There are 3 commonly spoken languages in the lands of Saen, one of which was brought from farther south in the imperial days, one of which is native farther north and perhaps has some commonality with the indigenous tongues of Jadus, and a third category which has made ingress from farther east.  This last category may be actually more than one family.

-The lands of Saen are fairly urbanized but some areas of hinterland remain even in the later campaigns.

-Technology:  It's hard to determine just where to place the tech level of the later campaigns.  It probably is, realistically, pre-industrial.  This should have been resolved.  It could have some degree of FF style technology which wouldn't have a place in medieval campaigns, but not full on industry.

-The men of Saen might realistically be compared to the Caucasian race in general, and the same is also true of some of the other areas.  In particular it has strong elements of the Nordic, Alpine and Mediterranean races - though probably the former two are dominant in Saen.

-The whole continent is loosely unified behind the Imperial idea from ages past, but unity has been traditionally hard to come by.  I'm thinking of developing Kingdoms and Leagues more specifically, and soon.  The later campaigns saw the rise of the Dark Imperium, and this is a topic in itself worthy of further explanation.

-Is there some kind of colonial situation going on?  Best develop the localities before addressing this altogether.

-The status of the demihumans and humanoids and the rest of the less natural denizens has likewise to be addressed in a more satisfactory way.

-All of this owes to the problems of whimsy that come from youthful exuberance.  It was started as a DND campaign but it evolved beyond that rather quickly, in ways that don't quite make sense in retrospect.  It doesn't have to be too rigidly answered, but some improvement is certainly desirable.

Wednesday, June 4, 2014

Geography notes

Geography of Saen

It seems that it is longer on the axis N-S than E-W.  The Western part seems to be more mountainous and rugged, while the Eastern is not fully mapped out.  Perhaps I will make this marshier, delta-land type of environment.

Around Ironforge I think we could put about 3 different major chains.  And I'm thinking that just east of there would be another chain with arc shape.  From here would originate two major rivers, which would enclose a fertile land.  This would be some kind of middle kingdom, of Men, but not of Saen.

And farther east is the land of Zheridus.  I am not sure just what the character of this land will be yet.  Although it is certainly, judging from the notes, a Kingdom of the Dark rather than of the Light.  It is supposedly either directly ruled by dark magicians, or behind-the-scenes.

I will develop this a bit more in due time.  I think due to the position of the continent globally, it would fall into the Subtropical or, in some places, the transition between Subtropical and Temperate.  Where the campaign was set would probably be something like the American South, although the area around Kriegsburg is a bit drier, being as it is on the leeward side of a mountain range.  Perhaps Port Varas and the Western Coast has sort of a chaparral, Mediterranean feel.

More to come

PS there is a way to map but this is time consuming, but it's in the plans anyway.

Thursday, May 8, 2014

Ideas to develop

Great Northern Empire
-and relation of said to Saga of Aceries

Character of ages:
Aceries takes place in Age of Heroism
Verial takes place in Age of Apogee and Beginning Decline
Vampiro takes place in Age of Darkness

Saen
-North vs South.
-If it had to be described it is something like a Carolingian system, that is, a kingdom whose RW parallel would be something of a Latin-Germanic synthesis.

Nature of international knowledge
-It seems that in these campaigns there was knowledge of international travel and trade, possibly more pronounced in later campaigns than earlier ... or perhaps reaching a peak at Verial and once again declining

What about minor characters
-The campaign of Seigneur Blaze comes to mind...  This was forgotten in the first overview - and perhaps there were others also?

Racial traits of the peoples of Arkon

What about Demihumans?  Common in earlier campaigns, seemingly fading by later.  More must be said...

Rather updated view at old school characters from Arkon

Characters from the old days Arkon

Verial Kithamnos
-Hard-minded aristocrat and main character of the second saga.  He was named for a long-deceased hero.  He is a descendant of the famous Kithamnos clan which has its territories in eastern Saen.
Appearance:  6’2”, 210 lbs, dark brown hair, dark green eyes, tanned complexion

Sirine
-Verial’s loyal wife and a priestess of the fire goddess
Appearance:  5’8”, 140 lbs, auburn hair, blue-green eyes, pale complexion

Arxam
-Dark priest and leader of the black syndicate, a main antagonist of the saga
Appearance:  6’, 230 lbs, black hair, black eyes, tanned complexion

Dyerus
-Mysterious ancient human warrior made immortal after being infused with the Godsblood (apparently none of the other Rune Knights survived the experimentation that was done on them), in some ways the main antagonist of the first part of the saga.  Later he becomes a comrade of Vampyro and a Quadrarch.
Appearance:  6’3”, 195 lbs, black hair, green eyes, light tan complexion

Strohb
-Cocky and humorous thief, ally of Verial
Appearance:  5’11”, 170 lbs, brown hair, hazel eyes, light complexion

Meric Vellman
-General in the Shadow War, later assassinated by Verial
Appearance:  6’4”, 180 lbs, platinum hair, pale grey eyes, light complexion

Beldhecat
-Old, seasoned adventurer
Appearance:  6’, 170 lbs, black hair and beard, black eyes, light tan complexion

Allerus
-Informant and researcher, ally of Verial
Appearance:  6’1”, 160 lbs, blond hair, green eyes, light complexion

Count Savyle
-Evil magician, antagonist
Appearance:  6’3”, 180 lbs, black hair and beard, brown eyes, light complexion

Maroh (the Magus)
-Vampyro’s ally, a mysterious mage from an ancient civilization, and one of the Quadrarchs
Appearance:  6’2”, 195 lbs, silver hair, red-violet eyes, pale complexion

“Slick”
-One of the Archmagi in Jadus, later part of the Quadrarchy set up by Vampyro

Lord Ulfred Krieg
-Duke of the Kriegsland Duchy and Lord of Kriegsburg.
Appearance:  6’6”, 265 lbs, brown hair and beard, brown eyes

Galan Vostok
-A character mentioned in adventures set in Jadus, this tyrant is the descendent of the famous Rath Vostok who drove the yrch from the area around Home after the local aristocrats, the Folcners, lost to them and fled.  He rules the city his ancestor founded, Vostok City north and east of Home.


There were at least three sagas:
-First was the Saga of Aceries, a strange story of an adventurer who was originally aligned with evil forces, but later forsook that path and found his way to the light.  The action took place mainly on the continent of Jadus, the first campaign land.  Aceries eventually completed his adventures and ascended to demigodhood.

-The second saga, longest of all in all likelihood, was the Saga of Verial.  This was a complicated story that involved many parts including the great struggles between the dark-aligned powers and the light-aligned powers.  The action took place mainly on the continent of Cairen, on the subcontinent of Saen.

-The third saga was the Saga of Vampyro, the tale of an assassin who capitalizes on the coming of the shadow and orchestrates the rise of a tyrannical oligarchy.  This Saga takes place in Saen, probably about 30 years after the events of the Saga of Verial ended.


Arkon Characters Expanded, from 2006

Daron Arvidson
-Paladin of the Order of the White Horse, an errant of the faith and foe of Vampyro

Gunnar fon Esken
-Master of the Order of the White Horse

Hanwulf Kayllor
-Paladin of the OotWH

Cadarin Lenweck
-Lady knight of House Lenweck

Rendell Ellabar
-Mage of the Pale Fire Brotherhood

Dhimitri Jinnerov
-Agent of House Mordaine

Altus Bari

Ghazey Tarikits

Voelyrn

Raule Lenord

Yuliana

Theresion

Vance Goltenmark

Eilla Serenus

Raniya

Reschel

Desmonde Deverin

Dinara

Harald Torinson

Marek Slyhand

Serges Adnor
-General of Caltan

Anton Vilan
-Infamous bandit-adventurer

Green Aric
-A druid and world-wanderer who is reluctant to take part in the goings-on of the realms


tbc