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      CommentAuthorBabe
    • CommentTimeNov 21st 2008
     
    Shaun and I were talking about the religion aspect. My original idea was for the general to want both the backing of my characters church, as well as my character. Sholeh made that an interesting problem, but here's what we were thinking:

    Sholeh has the backing of the major church in Gradora. They are a new god. Religion in town works in a way that accepts multiple gods, following one does not deny the existence of another. My character belongs to a second, decent sized church of the old gods. Luckily, Sholeh's chosen god has laws about killing the ordained priesthood of other gods. Sholeh, however, wants the backing of both the churches for power's sake, and is trying to persuade the priesthood of my church to accept and support her. Her right hand man, however, has more of an interest in the priestess than the god. The church, following the old god Stomos, disagrees with Sholeh's reign (and if not the church, our merry band of characters). Shaun's idea is to be an opposing soldier who's village lost to Sholeh's armies, and he's looking for revenge. I'm sure with all these meaty bits would could bring everyone together...
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008
     
    Why doesesn't her church think the old gods approve of Sholeh? Have they actively said so? Is there something in the doctrine? Is it secular politics disguised as religion?
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      CommentAuthorShaun
    • CommentTimeNov 22nd 2008
     
    I think that the Elves might have previous alliances built with Sholeh from before she was awarded the governorship. They're honorbound to maintain that alliance, but they're very much not happy with the current turn of events.
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008
     
    Also, the Greenskins who haven't joined Sholeh hate and fear her. She is even more ruthless at suppressing them than the old Empire was. The Greenskins who join her see it as a chance to recover their strength, an opportunity to escape the weakness they've been shackled with. The ones who refuse see it as the last, bitter surrender to the "humies".
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008
     
    So were the elves part of the Urdun Empire? Or had they managed to keep themselves seperate?
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      CommentAuthorBabe
    • CommentTimeNov 22nd 2008
     
    I think it's a little politicking, as well the old god Stomos being opposed to Sholeh's ways of rule. Shaun said for instance maybe the priesthood of Stomos were big supporters of the empire. With Sholeh in charge, they're not the big religion in town anymore. Under her, they will not have the sway or advancement within the town they would like. Also, though, Sholeh's tactics, her brutality, goes against the teachings of Stomos.
    "For it is permissible to kill if thou wouldst be killed. It is permissible to defend thy life and thy way. But cast out amongst ye he who kills for glory, power, or out of spite, for he is the blemish that will bring about the dark days"
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      CommentAuthorShaun
    • CommentTimeNov 22nd 2008
     
    I think the Elves have enough tricks up their sleeves to retain their sovereignty. In BW, Elves are pretty much better than everybody - I think that it would be far easier to make treaties with them than fight them.
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      CommentAuthorBabe
    • CommentTimeNov 22nd 2008
     
    Posted By: AmnesiacAlso, the Greenskins who haven't joined Sholeh hate and fear her.


    Sholeh has decreed that the only free greenskin is one who has chosen to fight with her, all others must be inslaved or they will fight against her.
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      CommentAuthorShaun
    • CommentTimeNov 22nd 2008
     
    What about the rest of the Dwarves?
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      CommentAuthorRandy
    • CommentTimeNov 22nd 2008
     
    The church of the Red Book worships Thuul, god-creator, son of sun, king of heaven and earth. They might see Sheloh as the hand of Thuul.
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008
     
    But part of their strength is how binding those treaties are. And Sholeh was tricksy, she made her treaty with the elves in her own name as "the Primacy of Law for the city of Gradora", without any specific reference to Urdun. So when the Empire fell, she kept that title, preventing the elves from dissolving the alliance.
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      CommentAuthorRandy
    • CommentTimeNov 22nd 2008
     
    The Dwarves sit in the hills of Afghanistan, err... Stlod'Mugan, and fight each other over ideological differences.
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      CommentAuthorShaun
    • CommentTimeNov 22nd 2008
     
    Posted By: RandyThe Dwarves sit in the hills of Afghanistan, err...
    That was a thing of beauty. Maybe different Dwarven princes are fighting over land promised to their ancestors in days long forgotten. But both factions hate the Dwarves who work for Sholeh because they gave away Dwarven secrets.
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008
     
    So where are we actually going to be doing shit? Are things going to be centered in the actual city of Gradora, or are we going to be in one of the towns about to be swallowed up? Or maybe one of the ones that just has been.
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008
     
    Lifted wholesale from Warhammer:

    The Greenskin gods are Gork and Mork. Gork is the god of cunning brutality, while Mork is the god of brutal cunning.

    Also, please ignore the setting specific phrasing in the following, as I don't really feel like paraphrasing it.

    "Greenskin Reproduction

    Though they appear universally masculine, Greenkins are genderless creatures. It has never been confirmed by Games Workshop how Greenskins produce, however early in the history of Warhammer, Citadel Miniatures, the modelling arm of Games Workshop, produced a line of female Orcs. This has since been discontinued and Games Workshop have not mentioned the female Orcs since. However in Warhammer's sister (science fiction) universe Warhammer 40,000, the "Orks" (a futuristic version of the Greenskins), reproduce in the following way:

    An Ork can multiply one of two ways, the first is by the spores their body produces hitting a critical state which their blood can no longer support any more, a hormonal process then drives him to the nearest wilderness "lookin fer sumthin". There they enter a vegetative state for a few minutes (which they do not remember) and the spores are released. In a few hours the spores grow into a plant-like womb underground that nourishes the bodies of the various Orkish species. This is the entire basis of the Orkish ecosystem producing first Squigz, Snotz, Gretchin and finally the Orks themselves. This means the Orks, wherever they go, will have an abundance of food, slaves and other resources, a moving ecosystem that supports them as they go on their Waaaghs! The second method of reproduction is death, if an Ork dies the spores are released en-mass beginning the life cycle anew, thus for the Ork race to prosper, the Orks must fight, and die. "
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      CommentAuthorRandy
    • CommentTimeNov 22nd 2008
     
    That spore thing is rad and gross. The thing about Orcs in Burning Wheel is that they are full of hate. They are vicious, murdering cannibals. In the world we created, they have been beaten into submission, so a lot of those qualities might be dormant. But, something will trigger them. Slaves might start killing their masters, a fifth column in Sholeh's army might rebel.

    Our Orcs will have a few cultural traits too. I have worked some up for the other races:

    Pharaon Elves: Elitist, Pact-maker, Shindigger
    Hesaman Men: Frugal, Learned, Sophisticated
    Gradoran Men: Brash, Adventurous, Determined
    Hartenblutan Men: Traditional, Wise, Barefoot
    Eastan Men: Horsemen, Practical, Partier
    Stlod'Mugan Dwarves: Recycler, Ingenious, Unapologetically Traditional
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008 edited
     
    I haven't gotten far into the book, are those traits from the book, or are they like aspects from Fate?

    Also, regarding the "Are there monsters." from the question list, I like the idea that there are mythical creatures, but not nearly to the extend found in DnD. They should be things spoken of in tones of fear and awe, and when you meet them, it should be fucking scary. Even the "benevolent" ones.
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      CommentAuthorRandy
    • CommentTimeNov 22nd 2008 edited
     
    Posted By: AmnesiacI haven't gotten far into the book, are those traits from the book, or are they like aspects from Fate?


    Those are Character Traits I made up for the different cultures. Character Traits are descriptors and roleplaying guides. For example, a character with the Barefoot trait always walks around barefoot. A character with Batshit is fucking crazy. A Drunk character is drunk all the time.

    EDIT: I am pro-monster.
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008 edited
     
    The Wild Men who live in the shadow of Mt Ari-petook are Superstitious, Cannibalistic, and Primitive. The nameless, angry god who lives in the mountain must be appeased.
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      CommentAuthorShaun
    • CommentTimeNov 22nd 2008 edited
     
    I am also pro-monster.

    We should, at some point, decide what kinds of magic are available, and how it's used. I vote for Art Magic - it's way cooler than standard Sorcery. Also, Death Art and Blood Magic.
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      CommentAuthorRandy
    • CommentTimeNov 22nd 2008
     
    I need to look at the Magic Burner, but how can we not have DEATH ART? It sounds too awesome.
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      CommentAuthorAmnesiac
    • CommentTimeNov 22nd 2008
     
    Posted By: ShaunI am also pro-monster.

    We should, at some point, decide what kinds of magic are available, and how it's used. I vote for Art Magic - it's way cooler than standard Sorcery. Also, Death Art and Blood Magic.


    Explain the differences?
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      CommentAuthorShaun
    • CommentTimeNov 23rd 2008
     
    Art Magic is closer to Mage: The Awakening/Ascention than Shadowrun. Instead of spells, you come up with effects, and base the difficulty. Standard Sorcery is very much like Shadowrun's magic system. Death Art is sort of necromancy, and Blood Magic is basically a way of mitigating Forte Tax (drain) through the use of torture and human sacrifice.
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      CommentAuthorRandy
    • CommentTimeNov 23rd 2008
     
    Art Magic is in. Death Art is in. I'm waffling on Blood Magic.
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      CommentAuthorShaun
    • CommentTimeNov 23rd 2008
     
    How about Enchanting instead of Blood Magic? That way we have ways of crafting items of power.
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      CommentAuthorRandy
    • CommentTimeNov 23rd 2008
     
    Fuck yes.
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      CommentAuthorRandy
    • CommentTimeNov 23rd 2008
     
    Revised map:

    Priest of Stomos:

    Priest of the Red Book:
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      CommentAuthorShaun
    • CommentTimeNov 23rd 2008
     
    Fucking awesome. Okay, so, how is magic perceived by the different people? Are wizards revered or feared? Hunted or sought out? Does it depend on which region you're in?
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      CommentAuthorBabe
    • CommentTimeNov 23rd 2008
     
    I like the thought of it being fairly common place. I mean, magicians aren't dime a dozen, but it's more like meeting a doctor-they're still elite, but not freak occurrences by any means.

    Although, like with anything, there are the groups that want to be done with them, magic is a curse of the demons of below. Traj, guardian of the fires below, blesses people with magic "gifts". This group is like the KKK if they were out to lynch wizards.
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      CommentAuthorShaun
    • CommentTimeNov 23rd 2008
     
    I'm cool with that.
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      CommentAuthorRandy
    • CommentTimeNov 23rd 2008
     
    The common folk can't distinguish magic from faith. But magicians and priests do not like each other. Priests see magicians as trying to control the gods. Magicians see priests as backward and superstitious, unable to really control the world. Followers of the Red Book actively hunt and kill magicians. Hartenblutan Men have a better understanding of the difference between magic and faith, and treat both equally. Eeastan Men generally do not care.
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      CommentAuthorRandy
    • CommentTimeNov 23rd 2008
     
    The Traji are a Red Book splinter cult.
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      CommentAuthorAmnesiac
    • CommentTimeNov 23rd 2008
     
    I like the idea of turning the standard cliche around. Make Necromancy the common, accepted form of magic (Proper respect to ones ancestors.) and make The Art the hubris of those who would challenge the gods.
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      CommentAuthorRandy
    • CommentTimeNov 23rd 2008
     
    Fuck yes.
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      CommentAuthorAmnesiac
    • CommentTimeNov 23rd 2008
     
    What flavor of Necromancy does BW use? Zombie summoning, or just magic fueled by the dead?
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      CommentAuthorShaun
    • CommentTimeNov 23rd 2008
     
    Death Art does a couple of things. The Rise! spell lets you raise fallen corpses to fight for you. They aren't exactly zombies. Just sort of generic undead. Ritual Reanimation also raises corpses, but gives you some control over what sort of abilities they have. Death of the Spirit lets you slowly turn a character into an intelligent undead like a Liche. It's a lengthy, gruesome, and awesome process.
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      CommentAuthorAmnesiac
    • CommentTimeNov 23rd 2008
     
    Let me clarify. Does it all involve animating corpses in one way or another, or is there more to it?
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      CommentAuthorShaun
    • CommentTimeNov 23rd 2008
     
    Either animating corpses, or turning a living being into an undead monster. The difference between the two is intentionally subtle.
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      CommentAuthorAmnesiac
    • CommentTimeNov 23rd 2008
     
    So I have an idea for a type of ancestral magic. I'll talk about it when I get there, though, I'm finding it tricky to articulate in text.
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      CommentAuthorXenith
    • CommentTimeNov 24th 2008
     
    Fuck yes people. I'm looking forward to play reports.
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      CommentAuthorShaun
    • CommentTimeNov 25th 2008
     
    How about Resource cycle?
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      CommentAuthorAmnesiac
    • CommentTimeNov 25th 2008
     
    So, I've been mulling the basic idea for my character over in my head. The original vague idea was for him to be antagonistic towards the group, but after thinking about it, I really don't want to play a character whose only reason to be with the group is short term (or even long term) goals. Part of it was for him to know how to make iron, and to have the others in the group be keeping him so he can teach their people how. But what happens after that?

    So here's my new idea. One of you hates slavery, and is sympathetic to the greenskins because of that (not that that necessarily means you -like- them). After he escaped from the forge, one of you saved him from a bad situation, and he's either following you like a lost puppy, or you feel like you have some responsibility to keep him out of trouble. Or perhaps both. It would be a better reason for him to not murder you in your sleep, and a better reason for you to not just get rid of him when he stopped being useful.
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      CommentAuthorAmnesiac
    • CommentTimeNov 25th 2008
     
    Posted By: ShaunHow about Resource cycle?


    Seasonal, I think. The game is set in a tropic region surrounded by desert, so crops would be on a wet season/dry season rotation. Also, metal is a significant theme in the game, and I imagine it would be difficult to mine during the wet season.
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      CommentAuthorShaun
    • CommentTimeNov 25th 2008
     
    So, do you mean once in the wet season, once in the dry season? Or do you mean on each solstice and equinox? If it's the first, any time we need to recover taxed Resources dice, we're going to be out of commission for 6 months of game time. It also means that we get to log a shit ton of practice, too. There's advantages and disadvantages to both. I'm fine either way.
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      CommentAuthorAmnesiac
    • CommentTimeNov 25th 2008
     
    Once in the wet, once in the dry.
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      CommentAuthorShaun
    • CommentTimeNov 25th 2008
     
    Cool. That'll make things interesting when we start failing Resource tests >;)
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      CommentAuthorRandy
    • CommentTimeNov 25th 2008
     
    Agreed on the Wet/Dry resource cycle.

    Note: You will be fighting a monster in the first session.
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      CommentAuthorShaun
    • CommentTimeNov 25th 2008
     
    Fuck. Yes.
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      CommentAuthorAmnesiac
    • CommentTimeNov 26th 2008
     
    fffffuckitneedstobesundaynow
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      CommentAuthorRandy
    • CommentTimeNov 26th 2008
     
    You've got 4 life paths to work with. What have you all considered? There are several ways to get to priest or soldier. What sort of flavor will your characters take?