tag:blogger.com,1999:blog-71994581537893541822024-02-02T13:00:14.830-05:00World of GarniaThis is a blog for the World of Garnia development team.The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.comBlogger82125tag:blogger.com,1999:blog-7199458153789354182.post-86897100658672037192019-05-09T10:12:00.000-04:002019-05-09T10:12:00.597-04:00Dun Gwyn<br />
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There are a couple of things about the
setting I don't think I have adequately conveyed during gaming, so I
want to clear this up, for the purposes of Blue Booking, if nothing
else.</div>
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</div>
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First, Dun Gwyn is small. It's the end
of line line (currently) economically and militarily. The dun itself
is a quickly constructed motte-and-bailey. Lord Gwyn<a class="sdfootnoteanc" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote1sym" name="sdfootnote1anc"><sup>1</sup></a>,
the first and current lord, has no more than a thirty riders at his
disposal, although he commands a larger military garrison too. The
small temple of Bel<a class="sdfootnoteanc" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote2sym" name="sdfootnote2anc"><sup>2</sup></a>
is located within the fortified area, and has a handful of temple
guards. The detachment of soldiers (about 100, it varies because of
their patrols along the coast road, and expeditions to the interior)
are garrisoned in tents at the western edge of town. The town is a
ramshackle of rapidly constructed buildings, half constructed
buildings and tents. One of the few buildings in the town is the poor
quality inn, “The Lion's Den” that your party stays at while they
are in town. It is lousy with fleas and bed bugs, and doesn't offer a
lot of choice in it's sleeping arrangements, either barracks style
shared multi-bunk room, the common room (where you just sleep on the
floor (or on a table or bench) providing your own bedding, or,
lastly, the one private room the inn-keeper lives in, but is willing
to rent out to paying customers. The food is mediocre, but filling.
Most of the merchants are just visiting, this is the last stop on
their trade route, after buying and (mostly) selling here, they turn
around and head back to the coast. Most of the stuff they bring is
for the soldiers.
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Recently an influx of a couple of
hundred settlers of various backgrounds arrived, and more are likely
on their way. The dun, the soldiers and the settlers are causing
tension with the local human (barbarian<a class="sdfootnoteanc" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote3sym" name="sdfootnote3anc"><sup>3</sup></a>)
population.</div>
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Second, Tirnakaur (the colony that you
are in) is hot. Think Georgia through Florida hot. It also rains a
lot there, pretty much every day. So it's also muddy and wet. The
area is not especially well explored, although that will probably
become a campaign goal as you guys level up. Levels 1-3 are
traditionally focused on dungeons (and despite being largely outside,
the Hill plays like one because of the magic in the forest
restricting you to various paths), levels 4+ traditionally focus on
wilderness exploration type adventures, or at least overland travels
to more advanced level dungeons.</div>
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</div>
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Third, the amazing abundance of animals
everywhere. Us modern folk don't think about this much, but there are
more animals than humans in any place there are humans. I went down a
rabbit hole researching horses this morning and wow, are there a lot
of different, specialized horses, not just the differences between
riding and draft horses, but various types of riding horses for
different purposes, and all of the working horses have
specializations to their jobs, with very few horses being
multi-purpose. That got me thinking about the other animals, almost
every household has at least one dog, for instance, or cats, a
necessity for keeping vermin down (although not particularly liked
especially well, as a rule), any settlement or homestead is going to
have flocks of various fowl, mostly chickens, ducks and geese, and
cattle, sheep, goats, and pigs; with pigs being the only ones that
are raised solely for their meat (although their hides are useful
too).</div>
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</div>
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So I guess Dun Gwyn is mostly a smelly
barnyard of an unhygienic tent city. Crossing the Shrill to the Hill
might actually be safer than the impending cholera and/or typhus
outbreak that is sure to occur in Dun Gwyn. Probably the only clean
places there are inside the dun itself, like Lord Gwyn's hall or the
temple of Bel.</div>
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</div>
<div id="sdfootnote1">
<div class="sdfootnote">
<a class="sdfootnotesym" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote1anc" name="sdfootnote1sym">1</a>Lord
Gwyn is clearly an old style lord, he keeps his own band of
oath-sworn riders, most lords of Avalon have abandoned this
practice.</div>
</div>
<div id="sdfootnote2">
<div class="sdfootnote">
<a class="sdfootnotesym" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote2anc" name="sdfootnote2sym">2</a>Bel
is also known as “The Great God”, he is the most widely
worshiped deity in the Avalonish pantheon.</div>
</div>
<div id="sdfootnote3">
<div class="sdfootnote">
<a class="sdfootnotesym" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote3anc" name="sdfootnote3sym">3</a>These
“barbarians” are mostly of a similar ethnic stock to the people
of Avalon, speaking a different dialect of the same root language,
kind of like the difference between the English of Shakespeare and
the King James Bible vs. the modern American English of today.
Isolated groups are of different ethnicities, there are also groups
of “wild” elves here, they constitute an entirely different
“barbarian” group.</div>
</div>
<br />The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-15210112448866126122019-04-11T21:24:00.000-04:002019-04-11T21:24:10.192-04:00Languages of Garnia<br />
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Languages of the World</div>
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It's no secret that I have disliked the
way languages work in D&D, we've talked about it before, but I
never had any sort of definitive statement about them until now.</div>
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Humans speak a variety of languages,
Avalonish being the “common” tongue of the campaign. It is
related to Old Garnian, which is a language spoken by the highly
educated and scholars. Old Garnian is descended from a more ancient
tongue, called by some High Garnian*, which is again, a scholar's
language, but also serves as a liturgical language. A minority of
people in the High Kingdom of Avalon speak some other human tongues,
among these are Wodanish, Frodian and Mistlander (Roddy probably
speaks Mistlander), these are generally related to ethnic groups of
refugees that settled on Avalon with the Garnian speaking people that
founded the kingdom. Frodian is spoken also by many practitioners of
the magical arts, the people of Frodia were known in the ancient
world to produce</div>
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There are a couple of other Human
languages that are spoken by trading partners of Avalon, Norsk,
Nihongo and Hanyu. There is also a constructed language called
“Trader”, which is a pidgin mish-mash of Avalonish, Norsk and
Hanyu.</div>
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</div>
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The Human natives of Tirnakaur (the
place where the campaign is set) speak in a variety of dialects of a
debased version of Old Garnian.</div>
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</div>
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Written Human languages that are not
spoken by anyone in the campaign area, but are learned by scholars
and theologians are Greek, Latin, Hebrew, Aramaic, Demotic, Arabic,
Sanskrit, French and English.</div>
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</div>
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Dwarves and Elves have their own
languages. The Elven language is called “Sidhe” (pronounced Shee)
and is of much interest to those who study magic or history. The
language of the Dwarves we'll call “Dwarven”.</div>
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</div>
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Halflings speak the language of the
communities in which they live, and, if they live in a Halfling
community, speak the language of the nearest Humans.
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Gnomes speak an Elven influenced
dialect of Dwarven, we'll call in “Gnomish”.</div>
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</div>
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All Goblinoids, and many Humanoids and
outright Monsters speak a language called “The Dark Tongue”,
which is derived from the infernal language of the lower planes.
</div>
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Orcs have their own language, Orcish.</div>
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All Dragons (and intelligent
dragon-like creatures) speak Draconic.</div>
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Infernal is spoken by the creatures of
the lower planes.</div>
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Celestial is spoken by the creatures of
the higher planes.</div>
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Presumably this means that Humans are
far less conservative than non-Humans with regard to language.
Honestly there should be thousands of languages, many will be fairly
mutually comprehensible with each other, like the way German kind of
fades into Dutch as you move west. There is also no real reason that
you should be able to speak to the Goblins of the Snowy Mountains
just because you learned the language of the Goblins of the Dark
Forest. Realistically they should have diverged in their speech from
one another at a faster rate than Humans, because they have a much
shorter lifespan. I have also made the Humans in this world evolve
their languages at an exceptionally slow rate, making them very
conservative linguistically. Avalon has been separated from other
Garnian speakers for like a millennium, and it doesn't matter what
your mother tongue is here on earth, it's different than that same
tongue from a thousand years earlier. I deal with these issues for
gamist reasons, the same reason why I have a chosen language spoken
with proficiency when it is taken. Realistically my one year of high
school Spanish isn't going to be any real help if I am suddenly
stranded in Guatemala, but in D&D you either know a language or
you don't.</div>
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</div>
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*High Garnian itself is a pidgin tongue
based on Gaulish, with Heavy Brittonic and Gaelic influences, which
is itself a simplification as Gaulish Arverni isn't the same tongue
as Gaulish Aedui, which neighbors it, much less Gaulish Boii. They
all share a common root, and have some degree of mutual
comprehensibility, but accents, loan-words and other influences are
going to make life difficult. Experts divide Celtic languages into
two groups Goidelic, from which Irish, Scots Gaelic and Manx are
derived, and Brythonic, which includes the modern languages Welsh and
Breton, Gaulish was a Brythonic language, as was the much more
recently extinct Cornish language. So technically Garnian is a
Brythonic language, the only surviving Goidelic language in this game
world is Mistlander, which is, more or less, Scots Gaelic. Pictish
should have been included in the mix, but Scholars do not know enough
about it to decide what language group it belongs to, it may be a
Goidelic or a Brythonic tongue, or it might be an extinct third
branch of the Celtic tree, or it may have been a pre-Indo-European
language, or it may have been a Germanic language. Place names and
personal names that managed to be recorded have not been
exceptionally helpful.</div>
<br />The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-12491169910159055182019-02-07T21:30:00.001-05:002019-02-07T21:30:28.996-05:00Empire of Avalon<br />
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<span style="font-size: medium;">I posted this to the players in the current campaign, it's kind of a draft campaign setting primer. I also named the island empire Avalon, it seemed cool.</span></div>
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<span style="font-size: medium;">Every character in this
campaign is from the empire of Avalon. Avalon is an island, roughly
the size of Madagascar, about 800 miles off the coast of Tirnakaur,
where the campaign is set. Despite having been founded by refugees
fleeing the apocalyptic loss of their original homelands to a mixed
horde of humanoids, undead, and extra-planar creatures, the Humans of
Avalon have formed a somewhat homogeneous culture, with a couple of
very minor exceptions.</span></div>
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<br />
</div>
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<span style="font-size: medium;">Most Humans are descended
of Celtic stock, and consider themselves to be the heirs to the
great, ancient High Kingdom of Garnia (Gwarynica Riga in the old
tongue), these people comprise roughly 95% of the Human race in
Avalon, so most of this document will discuss them.</span></div>
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<br />
</div>
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<span style="font-size: medium;">Certain norms of Celtic
culture have shifted in the millennium since their flight to Avalon,
so I will endeavor to highlight these. </span>
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</div>
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<span style="font-size: medium;">Celtic culture was always
one of the most progressive in terms of women's rights, this is no
change, but even the ancient rights of Celtic women are expanded here
to include nearly complete equality between the sexes. </span>
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">However, there is still a
fairly rigid social class system, and, while mobility between the
classes happens, it is still uncommon. The social classes are not
entirely unlike the caste system of India. Priests and Nobles are at
the top, then skilled workers, then farmers, then merchants, then the
unfree. Standing partially outside this social class system are the
roughly 5% of humans not culturally Celtic, and the various
demi-humans that share the island with them, mainly Halflings,
Dwarves and Elves. Half-Elves generally fall into the category of
their Human parent<a class="sdfootnoteanc" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote1sym" name="sdfootnote1anc"><sup>1</sup></a>.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">It should be noted that
Humans make up the vast majority of the population of Avalon, at
roughly 80% of the total. Halflings are the next most numerous,
followed by Dwarves, then Elves, then any other sentient species. </span>
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Celtic society was
somewhat top-heavy, the nobility and the priesthood making up up to
20% of the population, this is somewhat less in Avalon, with the rise
of standing armies during the civil war period and the extermination
of some noble lines as a result of the devastating century of
conflict, but there are still a great many members of the privileged
classes than you would find in Medieval Europe, for example. Many
lesser ranked nobles have given up the rights and privileges of being
a member of a hereditary warrior aristocracy to pursue various
trades, or even become merchants. Some have even opened fighting
salons to teach the arts of defense, at first these skills were only
taught to other members of the aristocracy, but some have opened up
to teaching members of the lower social orders as well. In Avalon it
is not uncommon for there to be public exhibitions of martial skill,
or even for various schools to compete in tournaments. In some places
these are held in large public arenas, in others they are held in
more exclusive venues, often for the exclusive viewing pleasure of
the nobility.</span></div>
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<br />
</div>
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<span style="font-size: medium;">Most noblemen do not have
a warband of their own in modern Avalon, they content themselves
generally with a chosen champion, or a few Henchmen; the expense and
extravagance of having a small private army at your beck and call is
now beyond the means of most landed nobles even, and the central
government frowns on the practice and has all but outlawed it in most
of Avalon. Rather they pay a special tax from their estates called
“scutage” which helps support the High King's standing army and
navy. In times of great need nobles are required to levy men to
support the High King.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">In contrast, many cities
and towns have standing militia units, often used as a police force.
In times of national crisis these units are added to the High King's
army. This also provides a place where low ranking members of the
nobility (or even former members of the nobility) may find themselves
employed in leadership and/or training roles.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Traditionally the nobility
has been somewhat fractious, often feuding, with the upper ranks
considering the High King to be simply the first among equals, this
is no longer the case following the last century of war, now the
people of Avalon are more united in their purpose, and the High King
is far more powerful than even the next highest ranking noble in the
country.</span></div>
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</div>
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<span style="font-size: medium;">Priesthood - </span>
</div>
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</div>
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<span style="font-size: medium;">Celtic priesthood is
descended from the ancient order of Druids, which included Bards and
Vates (Seers). The people of Avalon, like their Garnian forebears,
are a deeply religious people. The priesthood is seen by the lower
social classes as a method of social mobility, members of the
priesthood have certain rights and powers, and high ranking priests
are de facto members of the high nobility.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">The priesthood performs a
number of services for the community at large. They are empowered to
perform intercessory acts on behalf of the populace to ensure divine
favor. They perform the necessary rituals and sacrifices, they
maintain holy sites (such as certain springs or wells, or even sacred
groves) and temples, they purify the unclean, they also act in a
legal function, as judges, and interpreters of the law, as lawyers,
and sometimes as the penal system. </span>
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">The special class of
priests known as Vates (or Seers) are a conduit from the gods,
prophecy is given through them. They also act with other priests to
divine through various rituals and read the omens and portents sent
by the gods or other lesser powers that can affect people every day.
</span>
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">It is noteworthy that to
maintain their purity, and thus, their power, these orders of
Priesthood (along with the order of Druids) are celibate.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Next come the Bards. Most
people think of Bards as entertainers, this is, at best, a secondary
function for them. Bards are foremost historians, particularly in a
less literate society then our own. Bards also serve as legal
advisers. Training a Bard takes 20 years, there are different types
of Bard, depending on their exact training, but a Bard's training is
largely history and law, music is the mnemonic device they use for
the enormous amount of rote memorization required. Composing music
and poetry is a way they can record new events as history. In the
past every lord had a Bard in his Dun (Castle), these days they are
getting rarer, and only very traditional lords or the very wealthy
keep them on as retainers. Bards are not celibate, and many Bards are
partially trained as Bards by their own Bard parents, before they
attend the “official” Bard training, usually starting around age
15. Bards traditionally eschew literacy, believing that it makes the
memory lazy.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Standard D&D Clerics
(and Paladins, Rangers to a lesser extent) are a reaction of the
culture to being in a world that was filled with so much danger.
Priests were often sworn to pacifism in the old world (Earth), as
their persons were sacrosanct, and their position made them above the
petty rivalries of clan or kingdom. In this world though, there were
many fantastic threats that did not abide by the agreed upon rules of
conduct, priests were slaughtered, temples and holy sites despoiled.
So the various priesthoods developed military orders to protect the
temples, priests and holy sites, and these evolved into “crusading”
orders that brought the fight to the enemy.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">The “standard”
difference between Clerics and Paladins is that Clerics are generally
ordained priests (albeit low ranking) and can be trained from among
the population at large, providing the trainee meets the minimum
basic requirements. Paladins, on the other hand, are called to
service by the gods themselves, to be their chosen warriors.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Rangers, to round this
out, are not actually associated particularly with gods or temples,
but the ancient order of Druids was integral to their training and
organization in the early days. </span>
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Rules wise, I actually
like the 2<sup>nd</sup> edition AD&D Specialty Priests, and the
use of divine domains for spell purposes, plus the granted powers and
such. I have integrated this into the setting as a whole, but for
purposes of the campaign, since we're playing first edition, I think
maybe I'll make that an unlockable.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Continuing on with the
subject of social classes, skilled trades are the next rung down the
social ladder. There is considerable difference in the esteem of the
various trades, metal workers (including jewelers) rank highest,
fishermen may be the lowest, it's hard to say, but anyone that has a
skilled trade is in decent shape. Trade guilds take care of their
own, and ranking guildsmen have become de facto noblemen in some
large towns or cities.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Farmers make up the next
rank down, it's honest work and all, and necessary, but none too
glamorous. There is some disparity in social status between farmers,
a farmer that somehow holds his land free of any feudal obligation or
debt is high up the ladder than one that pays rents, wealthy farmers
are clearly better off than poor ones.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Merchants are the lowest
of the free born. People are supposed to despise wealth, and they
spend their entire existence trying to gain it, and not from their
own labor, but by just being middlemen for others. Most people
consider it somewhat dishonorable and/or dishonest. That said,
becoming a merchant has been one of the things the warrior nobility
started taking up after the rise of standing armies. They often had
no other skills but their martial ones, and banditry would get them
hanged (also taken up by all too many petty nobles). They had
bargained with merchants in the past though, so, while there was a
learning curve, it often worked out, especially if their family had
enough seed money to get them started properly, or they worked out
some sort of partnership (or apprenticeship) with skilled merchants.
Merchants are certainly the most moneyed class of people, and often
wealthy enough that they can ape the tastes and pursuits of the
nobility. Mercenary soldiers are considered to be a type of merchant,
for social class considerations too.</span></div>
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<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Lastly we come to the
unfree classes, the lowest of the low. There is no outright slavery
in Avalon or it's dominions, but there are unfree people. Mainly
these are a class of serfs called “Bondmen” (Also “Bondwomen”
or “Bondfolk”, occasionally “Bond-servants”). Most Bondmen
are born to their status, although most nobles in Avalon have freed
their hereditary Bondmen. Priests have spoken out in recent
generations against the practice of hereditary servitude (much as
they did about collecting the heads of enemies) considering it
outdated and barbarous. However, becoming a Bondman can be a
punishment, either for a (non-capital) crime, or for debt.
Occasionally children are sold, or given over to bondage to cover
their parent's debts. (Which brings us to a curious bit of Celtic
tradition, people are responsible to and for their kinsmen, and shame
has a strong social value) Celts in general, and the people of Avalon
are no different in this respect, are strongly against corporal
punishment. They see it as demeaning, and it is usually reserved as a
prelude to capital punishment for crimes. Often the justice system
imposes fines, and kinsmen of the convicted are expected to help pay
the fines, otherwise the shame of having a Bondsman as a kinsman is
severe. Obviously this affects the lower orders more often than the
nobility, even a poor country nobleman usually has a 3<sup>rd</sup>
cousin that's a Vergobrete (roughly equivalent to a Duke), so someone
in the family will save him.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Religion in Avalon is
generally Celtic, which is pantheistic. Human sacrifice has become
rarer than he's teeth in Avalon, which is a difference from what you
all may know about the ancient Druids. Most modern people get
pantheistic religions wrong, they see it through a modern
monotheistic gaze, but it doesn't work that way. It's a pet-peeve of
mine, but most of us just aren't familiar with, say, Hinduism or
Shinto, so we pick a single god from the pantheon and worship that
one monotheistically, as though the rest didn't exist. In reality,
it's a lot more akin to the way the Catholics have the cult of the
saints (and a tripartite deity), God, Jesus and the Holy Spirit may
all be aspects of the same god, but the Virgin Mary or Saint
Christopher are who you pray to to intercede for certain things.
Likewise Ogmios may be who you pray to for knowledge at some point,
but Taranos is the one that's most useful to make it rain, or Arawn
to pray for the dead. Even priests that are dedicated to a single god
respect and pray to the others in the pantheon. A priest dedicated to
a specific god may work in their temple for instance.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Also noteworthy, some gods
appear to be universal to all Celts, just under slightly different
names owing to linguistic differences, but some are more regional or
local even. The Tuatha de Danann are specific to Ireland on earth for
example, but their mother goddess Dana (or Danu) is a pan-Celtic
goddess found across Europe (and into Asia Minor). So Cleric (or
specialty Priest) players can pretty much choose from across the
spectrum of Celtic gods (although my thinking is that Clerics are
generally not specifically devoted to a single god), read up on them
anyway.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">What do they eat? The
people of Avalon have a fairly rich variety of food crops, and a
number of livestock food animals too. Their diet is not substantially
different from our own, with a few exceptions. First, lack of
refrigeration means that there are more cured meats and crops that
store well through Avalon's mild winters are a staple until the first
harvests. Nobles enjoy wild game fairly often. Sheep and cattle are
commonly raised. Fish and seafood are a big part of the island
nation's food, especially near the coasts. There is a bit of classism
in the diet, nobles eat a more protein rich diet in general than
commoners. Fish, seafood, and pork are considered (mostly) to be poor
people's food. There are no potatoes or tomatoes or many of the
varieties of squash that we commonly eat, no yams (or sweet
potatoes), or maize (or quinoa), or rice. Commonly grown grains are
wheat, oats, barley and rye. There is a greater reliance on turnips,
carrots, cabbage and onions than we have. Beers and ales are common
drinks. Wine is a rare treat, mainly for the wealthy, as grapes are
only grown in the far south of Avalon. Mead is a more common drink
for the nobility. Apples, pears and peaches are grown there, as are
strawberries. Hazelnuts, walnuts and chestnuts are commonly eaten.
Currants and lingonberries (similar to cranberries) are cultivated
there. Acorns are used by the poor, or as a food source for swine.
Geese, ducks, chickens and other poultry are an impotant food source
for their eggs as well as their meat, their feathers are used as
mattress stuffing for the wealthy. Some fish are prized as a food
source, Salmon is high on that list. </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">How do they dress?
Commoners dress as they have for centuries, a tunic and breeches for
the men, and dresses (with kirtles) for the women. Upper class
fashions for men have become more tailored, sometimes quite
form-fitted to the body and are often layered with fine fabrics.
Women, on the other hand, have gotten more voluminous garments, but
are for fitted to the upper body. Women in some trades dress the same
as their male counterparts. Priests often wear robes. The warmer
climate of Tirnakaur has caused some exceptions to be made, but the
wealthy are quite fashion conscious. The materials used are mostly
wool and linen, although there is some cotton imported into the
empire, and silk as well.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">The fabrics are often dyed
with bright colors (at least for the wealthy) and as a people they
favor checks, stripes and plaids. Sumptuary laws prohibit certain
colors from common use, as does tradition. Only nobles may have
plaids woven from more than 3 colors for instance, with higher
ranking nobles being allotted more colors. Priests often wear solid
white robes, although some orders wear solid black robes. Bards wear
light blue shirts. Most people wear bright yellow shirts of linen
traditionally, if they can afford it, otherwise plain, undyed linen
is preferred.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">What else? Getting fat is
considered a character flaw, they are serious about this. Going bald
is is also considered mock worthy. Any physical defect or deformity
is considered a sign of divine disfavor, any disfiguring scar, or a
serious injury leading to any amputation is also. Loss of a hand can
make the High King step down, no one who is not whole is fit to lead
the people. Short legs, or bow-legged people are mocked. Laziness is
mocked. People are expected to be physically fit and athletic.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">They spend an awful lot of
time grooming, the nobles grow their hair long, the women even
longer. Noblemen have well groomed, extravagant mustaches. They bathe
all the time, they use soap and bother genders use make up and
perfumes.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">They love to gamble. They
love to drink to excess. They love music and dancing. They love to
fight. </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">They all have certain
taboos (called Gessae or Geas) The higher ranking you are the more
likely it is a serious one, and the worse it will be for breaking it.
These were imposed by the priests when a person was young, sometimes
shortly after birth,, sometimes when coming of age (13 to 15 years
old). Some are common maybe attached to a profession, like most
priests are vegetarian and celibate, or how Bards refuse to become
literate. Some are unique to the individual, and could be something
as simple as “must never eat oats” or as complex as “must
always enter a building only after dark, while walking backwards,
being careful to not step on the threshold with your right eye
closed, whistling”. The odds are if it's something weird and
complex, you are a warrior noble and, at least in the Bard's tales,
you will somehow be forced into breaking it, much to your lament. </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">How do you feel about
Demihumans?</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Generally any given
species of Demihuman in the empire is considered to be at roughly the
same level as their human counterparts would be. Dwarves, for
instance, are prized as craftsmen. Halflings are often exceptional
farmers (and the only ones that can successfully cultivate tobacco,
which is a prized luxury crop among humans, for smoking, chewing or
snuff) and are valued members of human farming communities they join.
</span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Elves<a class="sdfootnoteanc" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote2sym" name="sdfootnote2anc"><sup>2</sup></a>
(and Half-Elves) are an exception, there is a certain degree of
institutional racism against them, although it fades more with each
generation. No Demihuman has the same degree of civil rights as a
human in a similar position, but Elves have it the worst. Elves are
absolutely forbidden to own property. Some professions are forbidden
to Elves. All Elves are descended from slaves, back in the days of
the High Kingdom of Garnia, when slavery was abolished, Elves
received their freedom last. Elves are considered somehow corrupting;
it probably comes down to their affinity for arcane magic, and the
fact that most humans find them irresistibly sexually attractive. </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Elves alone, of the
Demihuman races, can interbreed with Humans. (Humans can also
interbreed with Neanderthals, because they are a close cousin
species, and Orcs, who have the distinction of being the only
Humanoid (monster) species with which they can interbreed, curiously
Orcs and Elves can not interbreed, despite both being able to breed
with Humans)</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">That said, all Demihumans
can (and many have) serve in the armed forces of Avalon. Elves
particularly find this to be a method of social mobility. Elven units
are generally irregular warfare, forest troops, very often individual
Elves, or small groups will be attached to Human units as scouts.
Dwarves tend to be heavy infantry. Halflings are usually skirmish
troops.</span></div>
<div id="sdfootnote1">
<div class="sdfootnote">
<a class="sdfootnotesym" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote1anc" name="sdfootnote1sym">1</a>Many,
but not all, Half-Elves are not born in wedlock, this negatively
affects everyone, but it is noticeable in their population.
</div>
</div>
<div id="sdfootnote2">
<div class="sdfootnote">
<a class="sdfootnotesym" href="https://www.blogger.com/blogger.g?blogID=7199458153789354182#sdfootnote2anc" name="sdfootnote2sym">2</a>This
is actually a revanchist policy dating back to before the creation
of the High Kingdom of Garnia. Elves had a lot to answer for when
the Humans finally overthrew their empire.</div>
</div>
<br />The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-75612812805093321042019-02-01T17:35:00.001-05:002019-02-01T17:35:12.247-05:00Dwarves in Garnia<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkpDcUjcBtmD605CSbBHprVMwpzRo8ImYy7fJRPwIg8mwBTxHp9vLWSxOlvkoY0ORe0gqhgy0duVHAqzyGRryrWWOCpy5a-7OIaAx9ISGK5nHiy1YrG3cXsx-HRJ4tQ9SBjz7DYgkEgHcP/s1600/post-12095-0-10831200-1435622191.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="900" data-original-width="1200" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhkpDcUjcBtmD605CSbBHprVMwpzRo8ImYy7fJRPwIg8mwBTxHp9vLWSxOlvkoY0ORe0gqhgy0duVHAqzyGRryrWWOCpy5a-7OIaAx9ISGK5nHiy1YrG3cXsx-HRJ4tQ9SBjz7DYgkEgHcP/s320/post-12095-0-10831200-1435622191.jpg" width="320" /></a></div>
<div style="margin-bottom: 0in;">
Pictured - the Dwarf leader from the Grenadier "Gold Box" official AD&D boxed set "Dwarves", I don't know who painted him, I found him in a google image search.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">I have written a bunch of
notes regarding the various non-humans in Garnia over the last few
years, I am going to compile them here so I can have a more
comprehensive document in the future, and I am going to start with
the Dwarves, because, despite my personal preference for Elves,
Dwarves have seemed to edge them out in popularity over the years.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">From the document
“Campaign Primer #1” - </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
“<span style="font-size: medium;">Dwarves- All Dwarves
are exiles from their homelands. They live in the larger communities
of Humans, generally in their own “quarter” or, more rarely, in
their own small communities. They are renowned for their skill as
craftsmen, and as tough warriors. They are sometimes despised for
their crass materialism and their odd religion. In ancient times a
“Dwarven Legion” served the High King of Garnia.”</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">This was from a short
description of the available playable races in the Garnia campaign I
had set in Caergwyn.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">From the document
“Campaign Primer #2” - </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
“<span style="font-size: medium;">In ancient times the
Avergwyn was a major trade route, as it is navigable for most of it’s
length, all the way into the ancient Dwarven kingdom of Khazarak, and
far up the Averyraen from where it branches to the legendary iron
mines of the clanna turchos.”</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">This one was just a
reference to the Dwarven kingdom of Khazarak.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">From the “Lost Atlantis
House Rules Document” -</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Dwarf - </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Dwarves are the most
common standard non-human race. They also come in two types, citizen
and non-citizen. </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Citizen Dwarves have
adopted Roman culture and live within the empire. They have their own
Legion (Legio XXXI “Vulcan's Hammer”). They also dominate some
professions due to their predispositions and cultural legacy, they
work stone and metal particularly and they are often found in trade
professions.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Kingdom Dwarves have an
independent, but allied kingdom at the east end of the middle sea.
They maintain their own cultural traditions and are pretty much the
common Dwarven stereotype. </span>
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">This is from the non-core
Garnian setting of Nova Roma, it “attaches” to the core Garnia
setting as the western half of the great continent map. The mountains
of Khazarak, the vast steppe and the southern deserts separate it
from the core area. The Dwarven kingdom referenced is a tiny fraction
of the ancient Dwarven kingdom of Khazarak, a successor state.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">From the document “Lost
Atlantis” -</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Dwarves – Dwarven
culture is based around the collection of status by males which may
lead to breeding rights with females. The male to female ratio is
extremely skewed with males outnumbering females by a ratio of
roughly 10:1. Males increase their status in many ways, service to
their society being foremost. This service can manifest itself in
numerous ways, finding and exploiting new resources, military action
to protect or expand territory, creations of masterwork quality.
Dwarf females spend their time breeding, taking care of and teaching
dwarf children and form ruling councils. They breed, roughly, at a
rate of 1 child per year. A Dwarf woman will have a child usually
every year from the age of about 35 until about 150, after which
[she] reaches menopause and becomes an “elder matron”. Dwarves do
not mate for life, they mate for breeding purposes, a female selects
a new mate each year, based on the male's status. Males that have
previously bred are less likely to find a mate for the year, unless
they fathered a female or garnered significantly more status than
they had at their previous mating.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">This was also available
separately for Dwarf players as a handout on Roll20. This may be the
clearest I have ever written about Dwarven culture or biology.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">From the document “New
Garnia Campaign” - </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Dwarves are a dying
species, their kingdoms lost, overrun by the Troll Lords, they are a
people without a homeland and they seem to have lost the will to
continue. Dwarven women are rare, and nigh indistinguishable from the
men, as they are bearded, small breasted (unless nursing), have the
same height and muscle-mass, and work all the same professions.
Dwarven children are nigh unheard of, any given Dwarven community
having just a handful per human generation. Dwarves have low
fertility rates, and less drive to breed than humans. They do live a
lot longer though. They have little affinity for magic, although
their forge rituals often provide enchantments to their weapons and
armor, and occasionally they have a pious enough religious type that
can cast spells.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">Gnomes are a sub-species
of Dwarf that have evolved on this world back when the Sidhe ruled
it, the magic of the world gave them a slight affinity for magic and
they are shorter and slighter of build than Dwarves. They prefer
forested hills and subterranean burrows as living spaces and are
friendly to Elves and Dwarves, they are quite rare.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">This document was written
in July of 2016, the day before my birthday that year and about a
week before we found out Mona's cancer was back. The entire document
was just notes for the Garnia Post-Apocalypse game I was setting in
the area of Caergwyn, some of the idea made it into the campaign
primers, but that campaign never got played. It is noteworthy that
the Dwarves here are slightly different than the ones presented in
the Lost Atlantis campaign, notably in that they are an explicitly
dying race, and their fertility rates are practically non-existent. I
include it here mainly to see what is still useful from it. Maybe
Dwarves in the eastern part of the continent are worse off than their
western cousins? </span>
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">I also left in the bit
about Gnomes, because it may be the only reference I have ever made
to them. I have often thought about removing them from the setting
altogether, but Garnia was designed for use with (core) AD&D back
in the day. This seems like an easy way to keep them in.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">What I haven't seen
mentioned in any of my saved documents, is that Dwarves are no more
native to Garnia World then Humans are. They were the Elves partners
in some ways, back when the Sidhe Empire was a thing, but before the
Humans got here. They still hold a grudge against the Elves for
closing the gate to their home world. The Elves were justified in
doing so, but the Dwarves don't see it that way.</span></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
<span style="font-size: medium;">I have some notes from the
Kaupangrfjord campaign I ran, and a bit about the setting itself that
I was planning on rebooting; but mainly it's about individual
Dwarves. The Garnia blog (
<a href="https://garnia-blog.blogspot.com/search/label/Dwarves">https://garnia-blog.blogspot.com/search/label/Dwarves</a>
) has some stuff too, but nothing earth shaking, lots of pictures of
cool Dwarf miniatures, and a bit of talk about how they fit into
Human society, and their history with the Elves, and some references
to their kingdom of Khazarak.</span></div>
<br />The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-21732509053237844222015-01-05T15:56:00.000-05:002015-01-05T15:56:11.838-05:00New Updates<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH-k33ERgQ9Rkpo8I_JjdY3UQMm3fEd1lJRz9JTyd-BGUhvXMlViD_4844h5smdutJ77-UiZtHGJuXRtdD_IUK29WN7h8b9TiGBsn7XaqmrbwlOV_cFrmaXfrPzAk_pidb3vqMY3zROL_a/s1600/Triskele_and_Torc_Large.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgH-k33ERgQ9Rkpo8I_JjdY3UQMm3fEd1lJRz9JTyd-BGUhvXMlViD_4844h5smdutJ77-UiZtHGJuXRtdD_IUK29WN7h8b9TiGBsn7XaqmrbwlOV_cFrmaXfrPzAk_pidb3vqMY3zROL_a/s1600/Triskele_and_Torc_Large.jpg" /></a></div>
<br />
<br />
Just did some pretty major updates on the World of Garnia campaign site on Obsidian Portal. Some of it was stuff I added from this blog, some stuff I had been working on elsewhere (mostly sub-campaign stuff, like Tenchuko and Norseworld) and transferred there, but I also did some editing of older entries and added some wholly new content. I also changed the look of the site, kind of a make-over.The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-45272409216231291582014-10-23T09:24:00.000-04:002014-10-23T09:25:42.459-04:00You Know...I was considering deleting this blog, because neither myself, nor Darryl have posted here in 2 years. Then I came and looked at it and realized that I can't; it just contains so much information about our shared creation, even when we were just spit-balling ideas.<br />
<br />
I'd actually like to get back into development mode and start an AD&D 1st edition game there soon. I may have to do a PBEM game though, due to lack of local players available.<br />
<br />
Plus I don't think, after a cursory look, that I ever even wrote about "The Castle", a mysterious, moving castle that has been, at one point or another, a major plot focus in my original Garnia campaign groups. Darryl and I once played out a massive miniature battle for possession of that castle that had major, campaign repercussions for my Dempster group. Originally, they had all been there to play their own characters' units that they had painstakingly adventured to gather for months, but most of them were younger than me, and they had to go home before the battle was fully joined, just because it took so bloody long to set up, and it was a school night. Darryl and I were high-school seniors at the time, so apparently didn't need sleep. I remember it was my senior year because I got bored in Physics and started writing a pretty epic poem about one of the NPCs that had died there.The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-30553901731394277092012-12-28T00:57:00.002-05:002012-12-28T00:57:16.982-05:00Played a Garnia Game <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIU9p4xCCym4GbHokGAGgECpegnBApgMwZ9QSbxJVbatj7H_n7TAkXP3kXhx29R6JXxhvY7JoPFpj97HLmWBgv9E3cDnZz0fHhFe_MYRKzokz8gAXxy8teavRG-0ORBMhAKtRLu8208scQ/s1600/naganori-asano-daimyo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIU9p4xCCym4GbHokGAGgECpegnBApgMwZ9QSbxJVbatj7H_n7TAkXP3kXhx29R6JXxhvY7JoPFpj97HLmWBgv9E3cDnZz0fHhFe_MYRKzokz8gAXxy8teavRG-0ORBMhAKtRLu8208scQ/s320/naganori-asano-daimyo.jpg" width="307" /></a></div>
<br />
<br />
Granted it was not in the Garnian heartlands, but it was Garnia. We set up to try out my draft Oriental Adventures rules in the empire of Tenchuko and, after guiding everyone through the still somewhat lengthy OA character generation rules, we actually got to play some.<br />
<br />
The party are all retainers of lord Asano, and he needs to retrieve the lost battle standard of the Asano clan before the Shogun's visit. The characters all have complex relationships to lord Asano. One is a Samurai from the Niwa family that was really kind of screwed over by the Asano a few generations back, but they are hereditary retainers and still serve them. One is married to Lord Asano's older brother, and is a member of his counter-intelligence service. One is his first cousin. One is a Sohei from a monastery that is heavily funded by lord Asano.<br />
<br />
Making matters more complex, and I love to do that, Lord Asano is not a great lord, he is young and not terribly fit for the job. He over compensates by being overly harsh a disciplinarian and lavishly supporting the Pure Land sect. He also gambles away his fortune and is a notorious womanizer. If the party fails in their mission though, the entire clan will suffer.<br />
<br />
Complicating matters is the fact that the banner in question is being held by an enemy clan, the Takeda, and there is the matter of the salt trade, possibly the opium trade and an unrevealed rival family that wants to see the Asano fall.The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-62457109844839153882012-12-06T16:13:00.003-05:002012-12-06T16:13:28.433-05:00Not Getting Ignored<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTm7O_0XT6eGKHKbyTLuFN-pPB9vQfNQdd3gxscfTlldSZUYfMVQmGXGwyEzU7bHE6jHkKgf380KPCJuOZxlAU9_VY9JUOgCU-zkv5ppHIFX2tqczTfpOPMKaXhDJuQgIf80gLwxgWwGgd/s1600/celtic_swirlie.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="168" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTm7O_0XT6eGKHKbyTLuFN-pPB9vQfNQdd3gxscfTlldSZUYfMVQmGXGwyEzU7bHE6jHkKgf380KPCJuOZxlAU9_VY9JUOgCU-zkv5ppHIFX2tqczTfpOPMKaXhDJuQgIf80gLwxgWwGgd/s200/celtic_swirlie.gif" width="200" /></a></div>
<br />
<br />
Garnia seems like it's been getting ignored for a while now, but nothing could be further from the truth- I have just been doing my ruminating and design thing more or less in my head and back and forth with Darryl and Dalton, and too a lesser extent Mona, in person.<br />
<br />
I do understand the need for some updates here, and the core areas of the world need some detailing, but the revamping is largely done.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYLWQi_Gadu0Al009ZMOo7Ll4j6NwzeDBYk-vNdZ7EOB71DhP1kUPxUHJ-Bg8IiTrl7sc0QFVNMqK-iJEAOcAi_JLE_GrLaCkbswCxHFhEvR4DIhlN3KBkVP9B3osa9iAr8ACLu3odW136/s1600/Toranaga_by_rule83.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYLWQi_Gadu0Al009ZMOo7Ll4j6NwzeDBYk-vNdZ7EOB71DhP1kUPxUHJ-Bg8IiTrl7sc0QFVNMqK-iJEAOcAi_JLE_GrLaCkbswCxHFhEvR4DIhlN3KBkVP9B3osa9iAr8ACLu3odW136/s200/Toranaga_by_rule83.jpg" width="200" /></a></div>
<br />
<br />
I am starting a new campaign in Tenchuko- the Japanese area of Garnia soon. I have been running a Viking related Garnia/Dwarf campaign on and off for a while now. I am also considering a run through of the Roman area of Garnia. The less developed areas need love too, right?<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzTC42ojUYKN5025eUCJV46CXyF19nRx16IF-2tOZt4jZ5fEN3FBu-S19zTK4es1_m2f5eZO1BIYGJB99-VmkYS8jDpbsQkwSwnPsWwUYPhSve4rBWn-170jOR0Y-fxQTH03Jc5jEc1vJZ/s1600/Spqrbig.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzTC42ojUYKN5025eUCJV46CXyF19nRx16IF-2tOZt4jZ5fEN3FBu-S19zTK4es1_m2f5eZO1BIYGJB99-VmkYS8jDpbsQkwSwnPsWwUYPhSve4rBWn-170jOR0Y-fxQTH03Jc5jEc1vJZ/s200/Spqrbig.jpg" width="200" /></a></div>
<br />The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-2875952952257792982012-10-16T12:07:00.000-04:002012-10-16T12:07:41.930-04:00What do you all want to see?What part of the world do you want to see developed first? I am doing Mongol month on my other blog, so it would be easy for me to slip in a bit of detail about the Altan Ordu, but that's a really obscure area for play. I had been pretty hot to do the Nova Roman Empire with it's Ape citizens and it's Goblinoid Egyptian Satrapy but I am waiting on some art for that. I haven't really been working on Garnia World at all since my sister died last month, but I need to get busy doing stuff again, so if there is a part of the world that you all would like to know more about I can oblige. I'll start with a 20-questions and move on from there.The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com2tag:blogger.com,1999:blog-7199458153789354182.post-79282724160294586612012-09-09T17:01:00.001-04:002012-09-09T17:01:49.842-04:00This Blog
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilm2Ryc9fSIFps8ea4ggXuXzSlQA7r6pphDvcBj7Ba2X_JolTkwaRFh548VjaY1BS5yolkmIe7WcnYZqYIsH_RmKGyvoQjvI5OiAR2byrv714Fu9cFwHoC0w-_Vh6DiyDSCkXBp508YvO-/s1600/Triskele+and+Torc+Small.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilm2Ryc9fSIFps8ea4ggXuXzSlQA7r6pphDvcBj7Ba2X_JolTkwaRFh548VjaY1BS5yolkmIe7WcnYZqYIsH_RmKGyvoQjvI5OiAR2byrv714Fu9cFwHoC0w-_Vh6DiyDSCkXBp508YvO-/s320/Triskele+and+Torc+Small.jpg" width="320" /></a></div>
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<br /></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The intention of this blog was always
to invite other people into the design process with Darryl and I,
wherever in the world they were, as long as they could share the
vision of our Garnia with us. Darryl and I don't always agree on
everything, and I usually have final edit rights to most things about
the entire "World of Garnia" project, but for the most part
we're on the same page.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
A lot of you have been following this
blog since I started it and watched the various phases of our
"reboot" design process, I'd like to formally open up the
world for everyone's input since I never explicitly stated it. We are
looking for people to help us with several different parts of the
project now that we are shifting into high gear, including, but not
limited to, helping with the development and playtesting of a Garnia
specific RPG system, setting art, writing short fiction set in Garnia
World, helping develop portions of the world via Gazetteers, and
converting adventures and campaign setting stuff into game systems
that we don't play, like D20/Pathfinder for instance.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
If anyone is interested in really being
a part of the team, reply here or send me an email at williamjdowie
AT gmail DOT com.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Thanks,</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Also, check out my Viking themed
One-Page Dungeon contest on my <a href="http://swkhakhan.blogspot.com/2012/09/the-great-khans-one-page-dungeon-contest.html" target="_blank">other blog</a>, it is tangentially related
to Garnia and if you enter, you get a free magnet.</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNamnLLdemBkPv9OoJ-_6z5l6n8vZbc6YPR9LydLRBq6wODe3b75ksJ54-ZKaxn7PbwLlemIOHWnyi9GZ_f4Jo589nES15F9Wp4MvnzvBIPT2Q692inOrOaPL7BvWijVve4dvaJrVo4f-t/s1600/hollow-triskele.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNamnLLdemBkPv9OoJ-_6z5l6n8vZbc6YPR9LydLRBq6wODe3b75ksJ54-ZKaxn7PbwLlemIOHWnyi9GZ_f4Jo589nES15F9Wp4MvnzvBIPT2Q692inOrOaPL7BvWijVve4dvaJrVo4f-t/s1600/hollow-triskele.gif" /></a></div>
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The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-1150629640372553822012-09-08T10:57:00.000-04:002012-09-10T00:45:11.694-04:00New Garnia World large scale map<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJ7VV3R8OWtWFVPwgZMwY8BYWGrBFWqKcjNwQaEWnMv9wJoN8MCcz6GAdOR7n3dtwNSJ411aIyXaUHn3HEJHgimdfJHG8BNAcYOIVjJ4PudTbWOuCN5L5OYd5GLC-hxXKMNbhfaq8rtZZ6/s1600/0908121020.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJ7VV3R8OWtWFVPwgZMwY8BYWGrBFWqKcjNwQaEWnMv9wJoN8MCcz6GAdOR7n3dtwNSJ411aIyXaUHn3HEJHgimdfJHG8BNAcYOIVjJ4PudTbWOuCN5L5OYd5GLC-hxXKMNbhfaq8rtZZ6/s320/0908121020.jpg" width="320" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpO-W-FZQaBfFuktZMoQsgdXHzaUtW_DcrkJflAbpEmR3V_f5U6RHPW_qbQ2UYfTekjkRKHP3pmVtuK6TZZ0CYHth-KWdNoOBmjOxF18eYxixhOfeZJH1rOW4BsaFwSY9hbaYBuDMafE9E/s1600/0908121024.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpO-W-FZQaBfFuktZMoQsgdXHzaUtW_DcrkJflAbpEmR3V_f5U6RHPW_qbQ2UYfTekjkRKHP3pmVtuK6TZZ0CYHth-KWdNoOBmjOxF18eYxixhOfeZJH1rOW4BsaFwSY9hbaYBuDMafE9E/s320/0908121024.jpg" width="320" /></a></div>
<br />
Ok so this is sans political borders. Nova Roma is around that large sea in the north-west. The big land mass along the western third of the map is a real melting pot. The Sidhe enclave is in the southern tip. The Altan Ordu is just north of there. There are Aztecs and African bushmen somewhere in the mix. About where that first little bay is going south from the "Med" about a fist sized chunk of land is the Jurassic relocation place with dinosaurs.<br />
<br />
At the bottom is the island chain where the Vikings live. Somewhere not pictured yet are Byzantines. The peninsula in the east is Tirnakaur, the southern strip of which is the lands of the Necromancer. Above that are those pirate isles. The land mass to the north has coastal Iroquois then the Ming Liang dynasty. Towards that giant rift are the Mistlands. West of there will be the great steppes to the north and Garnia to the south covering all of the territory that forms the northern border of the great Al-Mah sea. That first big island in the middle of that sea is Balgof, a Sidhe outpost. At the western elbow of the Al-Mah is the east coast of Frodia and Wodanslund. NW of that (west of Garnia) are the mountains of Khazarak, and west of that is the Romans again.<br />
<br />
I'm a little unsure of some of the political boundaries, so that's why they aren't there yet, but this way folks should be able to get more of a gist of where things are.dacj501http://www.blogger.com/profile/04476281477717529218noreply@blogger.com2tag:blogger.com,1999:blog-7199458153789354182.post-52771100888123904772012-07-27T14:14:00.000-04:002012-07-27T14:14:19.563-04:00A bit of a "catch-all" post<br />
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<br /></div>
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</div>
<div style="margin-bottom: 0in;">
I've been holding on to some pictures
and art for this blog that I wanted to show off here, so I thought I
should start with some standard B/X D&D stats for the Apes and
move on from there-</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Apes (Gorilla Sapiens) [uses the Simian
Empire line of miniatures from <a href="http://100k.blackorc.com/" target="_blank">Black Orc Games</a>]</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeNAbuMP9y-y7X4y7C9ASR_nWD8Niy706Ln3eDsAqXPtAviBQRlSOcB-6F1H1zexI8XRy5IgPJYXEGlkLIWBQMMoUKWkJj4VStYDjHHkbzT4ax7TC8gc11b0Wsz4mGdwcHQXlbBts9c0mO/s1600/Simian+Centurian.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeNAbuMP9y-y7X4y7C9ASR_nWD8Niy706Ln3eDsAqXPtAviBQRlSOcB-6F1H1zexI8XRy5IgPJYXEGlkLIWBQMMoUKWkJj4VStYDjHHkbzT4ax7TC8gc11b0Wsz4mGdwcHQXlbBts9c0mO/s1600/Simian+Centurian.jpg" /></a></div>
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<br /></div>
<div style="margin-bottom: 0in;">
Apes are a variant species of Terran
Gorilla that developed a roughly human level of intelligence and
speech. The Sidhe brought them to Garnia World tens of thousands of
years ago when it was obvious they would be wiped out on Earth. Apes
are roughly human sized, but weigh about twice as much due to denser
bone and muscle structures, even their skin is tougher than that of
man. When the Romans came to Garnia World they ended up in the same
general area as the gentle and friendly Apes and, strangely, the two
species hit it off. The Romans introduced the Apes to higher culture
and sophistication, their own language was abandoned in favor of
Latin within a generation. Now there are Apes in the senate and in
the legions, they make up a significant minority within the empire,
the only thing they have retained of their own ways is their
vegetarianism.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Restrictions: Apes use eight sided dice
(d8) to determine their hit points. They may advance to a maximum of
10th level of experience. Apes may use any type of armor and may use
shields. They may use any weapon. They must have minimum Strength and
Dexterity scores of 9. They use twice as many rations. They never get
an XP bonus.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Special Abilities: Apes have tough
hides and receive a +1 AC bonus to whatever armor they are wearing.
Upper body strength is part of their genetic heritage too, they gain
+1 on all damage rolls. Outdoors Apes are difficult to spot, having
the ability to seemingly vanish into woods, jungle or thick brush.
There is only a 10% chance of detecting them under such
circumstances. Upon gaining the 4th level of experience (Ape Hero) an
Ape may, once per day, use an "Intimidating Show of Strength";
which works exactly like a Cleric's "Turn Undead" ability,
only on the living, and as if they were a Cleric of 3 experience
levels lower and the target had the same Hit Die type as the relevant
Undead target, ie. a 4th level Ape Intimidates as though he were a
1st level Cleric and a 1st level Fighter would be intimidated as a
Skeleton. The "Intimidating Show of Strength" takes one
round to complete and is the only action that can be performed, it
only works on creatures with animal intelligence or above and they
must be living, not Undead.</div>
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</div>
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Ape</div>
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</div>
<div style="margin-bottom: 0in;">
Level Title
XP Hit Dice</div>
<div style="margin-bottom: 0in;">
1 Ape Veteran
0 1d8</div>
<div style="margin-bottom: 0in;">
2 Ape Warrior
2,200 2d8</div>
<div style="margin-bottom: 0in;">
3 Ape Swordmaster
4,400 3d8</div>
<div style="margin-bottom: 0in;">
4 Ape Hero
8,800 4d8</div>
<div style="margin-bottom: 0in;">
5 Ape Swashbuckler
17,000 5d8</div>
<div style="margin-bottom: 0in;">
6 Ape Myrmidon
35,000 6d8</div>
<div style="margin-bottom: 0in;">
7 Ape Champion
70,000 7d8</div>
<div style="margin-bottom: 0in;">
8 Ape Superhero
140,000 8d8</div>
<div style="margin-bottom: 0in;">
9 Ape Lord (Lady)
280,000 9d8</div>
<div style="margin-bottom: 0in;">
10 10th Level</div>
<div style="margin-bottom: 0in;">
Ape Lord
400,000 9d8+3*</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
*Constitution adjustments no longer
apply.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Since these guys only ever show up in
the Roman empire I may change their level titles to represent that
fact. I left their stronghold off the list at 9th level for now,
because I am not quite sure how to handle that yet. I am thinking
either an appointment as a legion commander or to the senate, but I
am open to suggestions.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Now the AD&D 1st edition version-</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Classes available:</div>
<div style="margin-bottom: 0in;">
Cleric 4, Druid 6, Fighter 9, Paladin
-, Ranger 6, Magic-User -, Illusionist -, Thief 6, Assassin 8, Monk
-.
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
My thinking on limiting their Thief
levels is that they are going to be stuck at a lower level because
they don't really blend into a crowd and they are not terribly
manually dexterous with their giant hands. Their Thief abilities are
going to amount largely to thuggery, which is why I made them better
at being Assassins. They are smart enough to plan assassinations and
when it comes to the thuggery bit, that can be helpful. Given their
connection to the natural world, which I assume isn't totally washed
away after a few centuries of Romanization, evolutionary biology and
all, it only made sense to me that they would be able to be Rangers
and Druids, and be better at that than they are at being Clerics.
Making them unable to do Arcane magic was a choice I made looking at
the PH, most Demi-Humans can't, so I decided to follow that trend.
Still, their best class is Fighter, as I always intended. For the
purposes of multiclassing they can be pretty much any core class plus
core class or subclass that is not a subclass of the core class they
already have variation or any subclass variation within alignment
restrictions, so C/F, C/R, C/T, C/A, C/F/T, C/F/A, C/R/T, D/F, D/T,
D/F/T, F/T, F/A, R/T. If you are using Unearthed Arcana rules, which
I don't recommend, D/R & D/R/T become available with an alignment
of NG.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Their ability modifiers are +1
Strength, +1 Dexterity -2 Charisma, they still get all the B/X
abilities I gave them, except the no XP bonus thing, that would be by
ability score and class in AD&D.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Now someone else can write them up for other game systems, using this as a base.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Anyway, you all have seen the pictures
of all the Gorilla Sapiens miniatures, so that was a pretty long, but
fruitful, digression from my original posting point. Now, here are
some other miniature pictures that I found on some blogs with Roman
Legions, think of them as a supplement to the Roman Apes-</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
Click to embiggen anything that seems small to you.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib2c0ffYEHEqQHaM4C-vKYoZVWQCbuYlZWcbehEepszLHsjQjcR2LzthldLq9HwM11fCXzIhw5_13yiz_2MbHwwNyKS3lIqSDx3OmNd3vS5OhluwBD9VvpqpIQovivmZpxzHEVbvKuvit0/s1600/Dwarf+Imperial+Legion.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="156" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEib2c0ffYEHEqQHaM4C-vKYoZVWQCbuYlZWcbehEepszLHsjQjcR2LzthldLq9HwM11fCXzIhw5_13yiz_2MbHwwNyKS3lIqSDx3OmNd3vS5OhluwBD9VvpqpIQovivmZpxzHEVbvKuvit0/s320/Dwarf+Imperial+Legion.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeJnCpcuT2yIxVor_KYdizrrnVCA8e6PNv01UrC11wPq30UlSBiQc68ImDngGuN0HuLTSjfSh2t4-Yk-2pNR9HQKYHdhFZcpEozI3pzoWEj99L8_PeazO1Co4cNTyU7DwDzRR4fKpRh3zS/s1600/Roman+Dwarf+Legionaries.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="161" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeJnCpcuT2yIxVor_KYdizrrnVCA8e6PNv01UrC11wPq30UlSBiQc68ImDngGuN0HuLTSjfSh2t4-Yk-2pNR9HQKYHdhFZcpEozI3pzoWEj99L8_PeazO1Co4cNTyU7DwDzRR4fKpRh3zS/s320/Roman+Dwarf+Legionaries.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3MFEVBuSaay6rAA-X09Ew_2ClGudlLZkAjrSgENuMfuc70pHue1WrFUrPYLzwWsxhmQUuFf27TfhACKO3J3b-_rzXy1NB-RfnLh59NwERMlrsYCEhXruMV_EhiA_Si6_x29CbjErwNkhZ/s1600/Roman+Dwarf+Legionary+Command.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3MFEVBuSaay6rAA-X09Ew_2ClGudlLZkAjrSgENuMfuc70pHue1WrFUrPYLzwWsxhmQUuFf27TfhACKO3J3b-_rzXy1NB-RfnLh59NwERMlrsYCEhXruMV_EhiA_Si6_x29CbjErwNkhZ/s320/Roman+Dwarf+Legionary+Command.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3WOGA2IgytjyprWRM9t26WotAMYmBg_n8C-Aac1o8F8ejILizVO08awsfw78UzBcK7c29XgjxbQeIFQA8mRt_0prGQBmr6Y_rIuxdUR7TCd7a2OSPdyWTkDhqJuG2C8SpZalXeqeZqO1l/s1600/XX+Legio+by+Seth's+Overlord.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3WOGA2IgytjyprWRM9t26WotAMYmBg_n8C-Aac1o8F8ejILizVO08awsfw78UzBcK7c29XgjxbQeIFQA8mRt_0prGQBmr6Y_rIuxdUR7TCd7a2OSPdyWTkDhqJuG2C8SpZalXeqeZqO1l/s320/XX+Legio+by+Seth's+Overlord.jpg" width="320" /></a></div>
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Now we move on to this drawing of a
poor Christian Cleric being tormented by a hot demoness, probably a
Succubus. I think this is a scene right out of the Mistlands-</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPwyTnUrCUlCEhOJMsXC6xTz2W9DG4kp_MvCh_-Q0vAvPki5LxqXwrM1yX9gWsyyd1WTOUW3owQOxTQrEm2GZWB-Zfw5wGMcONB1zGeTwuDNMReSwwvdvS3rAk3ojBx0fCQqZK3334oAHG/s1600/Abrahel+by+GENZOMAN.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPwyTnUrCUlCEhOJMsXC6xTz2W9DG4kp_MvCh_-Q0vAvPki5LxqXwrM1yX9gWsyyd1WTOUW3owQOxTQrEm2GZWB-Zfw5wGMcONB1zGeTwuDNMReSwwvdvS3rAk3ojBx0fCQqZK3334oAHG/s320/Abrahel+by+GENZOMAN.jpg" width="320" /></a></div>
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Here are some miniatures from various
companies of Mongols and Mongol Dwarves! I still plan on getting a
"20 questions" article about the Altan Ordu out to you, but
you can think of these cool pictures as a preview. Trust me, I have
tons of Mongol oriented art on my hard drive.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgW3F5EDIVkxbCRQZGXtJt9vfCO_HyWiRCni8ltZaF67oD7JLdy2FVKuZDDCK7TxYWTFrbaVjcMVNo_9nVSlm2sv8iABAtWDo-HISzsvI8h-JECUH8qZGd3Co-p36WNuMZFyPC4sJiolWXm/s1600/Altan+Ordu+Dwarf+Infantry.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="165" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgW3F5EDIVkxbCRQZGXtJt9vfCO_HyWiRCni8ltZaF67oD7JLdy2FVKuZDDCK7TxYWTFrbaVjcMVNo_9nVSlm2sv8iABAtWDo-HISzsvI8h-JECUH8qZGd3Co-p36WNuMZFyPC4sJiolWXm/s320/Altan+Ordu+Dwarf+Infantry.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEholj6oLjywLXM40AoJ5CYnwa6FoW_jPzE9NuEjggiM03C2bFRe9xHsfiYSsMCF0ppEaIzSbPkw60gz7VRW0JrK_uhKz6M2tKbRPfX_7DGzxnm5d3c8mVCD0yZ54W5sbBs1ht3lGxk1Y740/s1600/Altan+Ordu+Dwarves.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="171" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEholj6oLjywLXM40AoJ5CYnwa6FoW_jPzE9NuEjggiM03C2bFRe9xHsfiYSsMCF0ppEaIzSbPkw60gz7VRW0JrK_uhKz6M2tKbRPfX_7DGzxnm5d3c8mVCD0yZ54W5sbBs1ht3lGxk1Y740/s320/Altan+Ordu+Dwarves.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix53WEemY80hGdWQEn6Wf0WWnWgp6PgXhyphenhyphenKik0vXynwZFIls1AZj0ozho0gKf9vOYm8hxtcmBIFybaQLMdz-bBiVTjN5l85jiuUrF5sbWAA82DyrSmf38VPU6w_pgDmj4KjLBAAtZ418XC/s1600/Yurt-A+from+GrandManner.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix53WEemY80hGdWQEn6Wf0WWnWgp6PgXhyphenhyphenKik0vXynwZFIls1AZj0ozho0gKf9vOYm8hxtcmBIFybaQLMdz-bBiVTjN5l85jiuUrF5sbWAA82DyrSmf38VPU6w_pgDmj4KjLBAAtZ418XC/s320/Yurt-A+from+GrandManner.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS5jVPThmrvqIJXdBw44PhUUdhjaNK5t7GkUjsZL9qIrnXKEVyIAn6inycqZ_s5vYW_uHQif4H7BfsDGgwO8nHDPw2cIy33ThqM05l4USDRQmPdO8gDiIpM8QJbdGza5vLzuays9_SwAo5/s1600/Yurt-B+from+Grand+Manner.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="254" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS5jVPThmrvqIJXdBw44PhUUdhjaNK5t7GkUjsZL9qIrnXKEVyIAn6inycqZ_s5vYW_uHQif4H7BfsDGgwO8nHDPw2cIy33ThqM05l4USDRQmPdO8gDiIpM8QJbdGza5vLzuays9_SwAo5/s320/Yurt-B+from+Grand+Manner.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXKQsouJ5n2WCJdEFFUWtzLEEnkemrEI_L5r5ERLa_wTG3XSp7_Lz2hNGWQvthDOXl-YdEBBtSNBRMjjKIo2KVRAnNok5uAt2aUWBKM80AM8DOnelGz4Sj7VP03sANxj8dC2q0hsnRIqB1/s1600/camel+001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXKQsouJ5n2WCJdEFFUWtzLEEnkemrEI_L5r5ERLa_wTG3XSp7_Lz2hNGWQvthDOXl-YdEBBtSNBRMjjKIo2KVRAnNok5uAt2aUWBKM80AM8DOnelGz4Sj7VP03sANxj8dC2q0hsnRIqB1/s320/camel+001.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBfGbrBpY3rTlnHjmyBXOaXordlaNeRXoLQC_U-hXOYqiN3G0-fCb0VFr1ieNMtjqlSUusaJkfYqpkHAlqC5NXzu2voEEB1WeIPVEhw43rt2LSHQbkxtaLEg3nKutvVXhcE3lW-U0Rke0h/s1600/subadai+001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBfGbrBpY3rTlnHjmyBXOaXordlaNeRXoLQC_U-hXOYqiN3G0-fCb0VFr1ieNMtjqlSUusaJkfYqpkHAlqC5NXzu2voEEB1WeIPVEhw43rt2LSHQbkxtaLEg3nKutvVXhcE3lW-U0Rke0h/s320/subadai+001.jpg" width="320" /></a></div>
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Lastly, I found these Samurai Skeletons
that I wanted to use for a post on the Empire of Tenchuko, but I
haven't gotten around to that yet either, so here you go-</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCCw4_CFR89mpk8HVtkDwPvSOX7_eS_xOjPGxRmq2pVmamH-6TQbsbQPZn9tUq4Z8kuNCpddQ9li5l1e7JvfvyPKxDhmlR41GLb3y7Bc_WIANb8ro1PVfiYJbjnC2zC4TVqurBZAKWFxE1/s1600/Samurai+Skeltons.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="102" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCCw4_CFR89mpk8HVtkDwPvSOX7_eS_xOjPGxRmq2pVmamH-6TQbsbQPZn9tUq4Z8kuNCpddQ9li5l1e7JvfvyPKxDhmlR41GLb3y7Bc_WIANb8ro1PVfiYJbjnC2zC4TVqurBZAKWFxE1/s320/Samurai+Skeltons.jpg" width="320" /></a></div>
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And that's all for today. I hope you
enjoyed it!</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com3tag:blogger.com,1999:blog-7199458153789354182.post-33560818125476748642012-07-23T20:17:00.001-04:002012-07-23T20:18:29.167-04:00This was a fun exerciseBrought to us by <a href="http://blueboxerrebellion.blogspot.com/2012/07/blank-mixing-board-add-your-own-sliders.html" target="_blank">Blue Boxer Rebellion</a>, I present the Garnia Campaign mixing board -<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirU0ZxkDe5pxdxR9b6SJ8dCuysGroMUm2FUFsdg_c3f6mdvRUpVTcksKwtxkIooY1w7C2HZR_VqZZeXQNKEDIabyYJe9LhYuydIUAZxCwkIImMDNIBWekgDVl7TSjDT_-ZnzTT8_LF421O/s1600/mixing+board+Garnia+Sliders.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirU0ZxkDe5pxdxR9b6SJ8dCuysGroMUm2FUFsdg_c3f6mdvRUpVTcksKwtxkIooY1w7C2HZR_VqZZeXQNKEDIabyYJe9LhYuydIUAZxCwkIImMDNIBWekgDVl7TSjDT_-ZnzTT8_LF421O/s1600/mixing+board+Garnia+Sliders.jpg" /></a></div>
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I am almost ashamed of how difficult this was for me to make. GIMP is a harsh mistress. Comments? Agree, disagree?</div>
<br />The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com3tag:blogger.com,1999:blog-7199458153789354182.post-89121360062487918272012-07-14T01:12:00.000-04:002012-07-14T01:21:11.487-04:00Humans - All in one post, in chronological order, with demographic information<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMjLqhsMlSNVzSnHDFXJBUZGAvM9kRnxbb0nhAhlQydvZuCN40tslT0fp3y5xix1WXPwJxcBIHROFGaOZKBfPex6hD-pFdSGOe-p8AJl09cFRldtIJzaNX9Sbd3OGxkIX0MZYB2oDEBpIz/s1600/Anubis+by+GENZOMAN.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMjLqhsMlSNVzSnHDFXJBUZGAvM9kRnxbb0nhAhlQydvZuCN40tslT0fp3y5xix1WXPwJxcBIHROFGaOZKBfPex6hD-pFdSGOe-p8AJl09cFRldtIJzaNX9Sbd3OGxkIX0MZYB2oDEBpIz/s320/Anubis+by+GENZOMAN.jpg" width="229" /></a></div>
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First, I understand that this is
largely a copy/paste job, some sections have minor edits, some have
been completely rewritten, others have just had demographic data
added; but I did make the effort to put all of the Human ethnic
groups and their appearances on Garnia world into chronological order
and add that demographic data, plus the minor edits, so, here you go.</div>
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The Egyptians (now extinct) migrated
circa 2500 BC - Their culture would have been here for 1504 years,
more than enough time to build their entire civilization up around
their new Nile in Alt-Africa. Then the Goblins Zerg rushed them and
ate them over the course of a few generations, adopting their culture
and religion, but in an evil, Goblin kind of a way. Along with the
Goblins in Egypt, at campaign present a tributary kingdom subject to
Nova Roma, there are significant populations of Rakasta and Flind.
For what it's worth, they would have been here for 125 generations
and had a starting population of 5,000.</div>
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The Kushites migrated circa 1000 BC and
were presumably placed by the Sidhe, for whatever reason right next
to their real life Earth neighbors the Egyptians. I am going to make
a judgment call here and say that in the 1004 years (which is 50
generations) they've been here they started out as allies of the
Egyptians and when the Goblins killed off Egyptian culture they fled
away from that losing war, and have fought a long guerrilla war
against any Goblinoid incursions into their territory ever since.
Their starting population will be 5,000.</div>
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Vedic era Indians - I am bringing them
in circa 750 BC Earth time and they live at the southern end of the
Tirnakaur peninsula, I am thinking one small, forgotten city that was
destroyed by disaster, I think a great flood, 5,000 people. This
makes them Hindu with all of the Vedas and they speak Sanskrit and
work iron. Time compression means they've been here for 920 years or
46 generations at campaign present. That's longer than the Celts, but
they start in a crappier area, those mountains are infested with
Goblinoids and worse, then there's a vast expanse of forest to cross
to get to the really good lands.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQfWS21ju4Xd2J_2oVnZ0o4qj4cCQhaUxXxn_W_0wZll8M7dCew43mV0fl91oJXKHGD_tYPj6tPlBkxx-pbOYT_gcSpSSkXWg9gNJzXMFFcTCT88CljjSOg828R1jY5m_gtzLRMlej7n1S/s1600/Ifrit+by+GENZOMAN.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQfWS21ju4Xd2J_2oVnZ0o4qj4cCQhaUxXxn_W_0wZll8M7dCew43mV0fl91oJXKHGD_tYPj6tPlBkxx-pbOYT_gcSpSSkXWg9gNJzXMFFcTCT88CljjSOg828R1jY5m_gtzLRMlej7n1S/s320/Ifrit+by+GENZOMAN.jpg" width="229" /></a></div>
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Pagan Arabs - They could really be from
anytime before Muhammad, but I am going to try and keep a more
ancient focus here and say they are from the semi-Mythical kingdom of
Sheba; which is mentioned several times in the Bible and was probably
in modern Yemen. They were traders and controlled the Red Sea trade
route so coastal shipping is not beyond them, they were conquered by
their Arab neighbors to the north in the 2nd century BC and their
capital city was destroyed. They made a comeback eventually, but I am
grabbing them from their powerful classical period, when they
straddled the Red Sea as a kingdom. So, 300 BC, random natural
disaster, say sandstorm of enormous proportions destroys major Sheban
settlement of say 8,000 people. They end up on the same end of the
Tirnakaur peninsula as the Vedic Indians, who welcome them as they
are being hard pressed by an invasion of Goblins, Ogres, Giants and
Trolls when they arrive with their slightly superior technology.
They've been here for 770 years or 38 generations, also longer than
the Celts. Their culture and language became slightly dominant over
the Vedic Indians, but they mostly are pretty cool with each other.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
The Celts come in next, starting in 60
BC, at 687 years ago, or 34 generations, within 2 1/2 Garnian years
their population goes from the initial 120,000 religious pilgrims, to
280,000 people, the extra 160,000 Celts being refugees from Caesar's
conquest of Gaul. A further 100,000 refugees from the Roman conquest
of Britain arrive over the course of the next 30-50 Garnian years.
Circa 428 AD a mass migration of Irish pagan Celts arrives, St.
Patrick, on Earth declares victory for having "Driven the snakes
from Ireland"; 25,000 Irish Druids, Bards, Warriors and Farmers
arrive. That's about 10% of the total estimated Irish population at
the time of St. Patrick, but you know how stubborn the Irish can be
about religion. Next migration will be from Scotland as Picts resist
Christianization at the same rate, they are the last Druids on Earth.
Assume at about 600 AD 3,500 Picts arrive, as there just aren't that
many of them. Further Celtic migrations will continue to happen, but
they will continue to get smaller and smaller as the magical power of
Earth fades. The Celts will give birth to five major nations in this
world, and are the largest Human ethnic group.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Next we get a substantial population of
Romans from the 79 AD eruption of Vesuvius, we may get a few more,
here and there, and there may have been a few before, but this is
like direct divine intervention by the Sidhe since they know the
Celts and Romans are traditional enemies by now and the Celts are
becoming a nuisance. They get the summer population of 1/2 of
Campania for their start 644 years ago the Romans estimated 16,000
citizen deaths, so take that for what it's worth. How many
non-citizens and slaves died there too? 2 for every Roman? Did they
only count men as citizens? Modern archaeologists have no way of
estimating the total death toll, it's certainly in the thousands, is
it more than 20,000? 30,000? 50,000? Pliny the Elder died there and
he was one of the greatest minds of his time. The Romans get to move
into an area that is pretty much exactly like the one they left
behind too, so they are going to get some serious advantages. Let's
call the total sarting group 35,000 and they've been here for 644
years, or 22 generations. They also have the Gorilla Sapiens living
in their empire, and they have readily chosen to adapt to Roman
culture, as have significant numbers of Dwarves.
</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Then the Chinese, who have only been
here for since 250 AD earth time or 587.3 years Garnia time,
equaling about 29 generations, building the Empire of Ming Liang. I
demonstrated with math before, at the early stages of the blog how I
made my assumptions of population growth for the Celts, the Ming
Liang are in an area that is actually pretty well suited to them, I
am willing to give them a greater rate of growth than the Celts
because their traditional way of life is in no way compromised, they
just moved, as though they were moving to new village lands- the
first generation might have a tough time building stuff from scratch,
but after they're cultivating rice and silk and all the other
traditional Chinese things they would have brought with them, it will
be easy to expand. Assume 50,000 original settlers, and an 80% growth
rate/generation until they fill all the good coastal and river lands,
then slow them down to about 65% until all of their country is at
peak capacity.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Additionally, this area also is the
homeland of the Halflings, should they continue to exist, and they
are a race that is by nature Good aligned, so they would probably
help the new settlers. Although that's going to work out kind of like
the Native American Indians helping the European settlers. Halflings
may live longer but they don't breed as fast, mature as fast, or have
the capacity to become as powerful as Humans, the Halflings are going
to become a subject people of the Ming Liang, but not really in a bad
way.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Next up are the Saxons. They showed up
in Wodanslund about 450 AD or 520.6 Garnian years ago, which is about
26 generations; and have divided their time between building
fortresses, sweeping Humanoids from the plains (and ultimately making
expeditions into the mountains surrounding their vast plain),
becoming horse riding cattle lords, and hiring themselves out as
mercenaries, primarily to their neighbors to the north- Frodia. Most
of Frodia's professional soldiers are Wodanslunder mercenaries,
leading many outlanders to believe that Wodanslund is a subject
kingdom to Frodia, but this is not the case. The Wodanslunder Saxons
will have a starting poulation of 1,500.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Next up are the Norsemen, who have been
here, off map, since 862 AD for about 383.3 years, or roughly 19
generations, since they live on an island chain that is unlikely to
affect the main campaign area and are too far off map to make the
voyage to the nearest part of the map, they are, in essence, a
separate campaign. They are also only starting with about 2000
people.</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
San - Apparently these guys, also
known as Bushmen, have been in South Africa for something like 15,000
years. I am going to grab some from about the time the Zulus start to
rise up and kick all of their asses into the Kalihari desert, these
guys are serious stone age hunter-gatherers. They store water in
Ostrich Egg shells and eat caterpillers and grasshoppers, along with
anything else they can forage up. I am doing them the "favor"
of moving them to the desert west of Wodanslund, otherwise they'd
easily end up as a slave caste to the Muslim Arabs too. Now the Zulus
really start to rise under Shaka, pre-Shaka they were just another
clan of Bantu speakers in southern Africa, they mostly got kicked
around by the other Bantu speakers and lived in crappy land that they
forced some of the San out of. Shaka comes to power in 1816, Zulu
ancestors had been in the neighborhood since about 1000 AD. So I am
bring my San over in 1000 AD, they don't live in villages, just
mobile bands, so this group of mobile bands, say 2000 people, just
walk directly to Garnia World, how? Who knows, ancient San magic?
Sidhe felt bad for them? Anyway, they have been here for 337.3 years,
or roughly 17 generations.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
I guess the next people on the list are
the Chagatai/Golden Horde coming from circa 1300-03, when a severe
drought caused untold devastation and starvation to both hordes, they
were at peace with each other and everyone else for this brief
period, so we'll save some people and animals and move them over to
Garnia World then, it's the perfect time, neither horde is
religiously zealous yet. The Khan of the Golden Horde is a
theoretical Muslim, but he gets married to the daughter of the
Byzantine Emperor, an Orthodox Christian and Muslims of his court
referred to him as an Idol worshiper (either Buddhist or Tengerist),
despite his favoritism towards Islam. So, if they came in 1302 AD,
they've been here for about 236.6 Garnian years, or about 12
generations; I am going to start them off with a conservative 15,000
people roughly 1/2 Turkic and 1/2 Mongol, plus their yurts and herds;
but they're in an odd position of actually being near remnant cities
of the Sidhe Empire who have learned how to play the ancient game of
"let's keep the Humans divided", so they are really broken
down into many warring clans of either Turkic or Mongol speaking
peoples with shifting alliances and a fading memory of the golden
days of Genghis Khan.</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
Muslim Arabs - These guys can come from
anytime after Muhammad, but I want them to be not right after his
revelation or lifetime. I want them to have Damascus steel and
Scimitars, so I have to wait until both of those are invented. I
looked it up and it's later than I thought when I talked to Darryl
about it earlier. Damascus Steel isn't a problem, it dates to the 3rd
century BC, but Arabs didn't START using Scimitars until after the
Mongol invasion and conquest of Baghdad. Call it a century or so
later for them to be in common usage and we're looking at the
mid-14th century. I am cool with that, we have some fairly late
arrivals yet to come, and it explains their superior sailing
technology. So in 1350 AD, a hardy group of Arabs end up over here,
that's 220 years, or 11 generations, since they arrived and formed
their "Maritime Emirates/Pirate Isles" and began wondering
which direction was Mecca I guess. Give them an initial population of
5000 people or so.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Then we get the Japanese from the end
of the Nanboku-Chō war 1399 AD earth time. That gives them 204.3
years here, or 10 generations, during which time they've colonized an
island chain, established a Shogunate and greatly improved their
seafaring skills, ironically based on Chinese designs. They have
recently established trade with the Ming Liang, but have a vast edge
in seafaring technology and many other skills that the Japanese
originally got from the Chinese. Assume a starting population of
15,000 retainers and loyal peasants.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Next are the Greeks from Trebizond, who
are beating feet to out run the Ottoman empire when they find
themselves on a weird foreign shore. They made their voyage in 1404
AD Earth time, so they've been here for 202.6 years, which is roughly
10 generations. They're a civilized and advanced medieval/renaissance
people so I think they'll do OK. The only people close to them are
the Norsemen, with whom they have made trading contact. The Greeks
got the better island, it's almost a mini-continent all off by
itself. They get a starting population of, say, 5,000.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
The Aztecs - they entered the valley of
Mexico fairly late, they were relative newcomers when Cortez came and
kicked their asses. They showed up and started kicking ass around the
1300's AD, so we need to grab some before they all get infected with
various White Man diseases by the Spaniards, before 1519. Let's pick
a spot in the middle and say they were supposed to be wiped out by a
volcanic eruption, but the Unseelie Court really loved their
heart-ripping-out mass Human sacrificial style, a small Aztec city
of, say, 12,000 people are transported to their new home, buildings
and all, right near the coast so there's fishing too. They formed the
Empire of Xochitli (which means "Flowers" in Nahuatl, the
Aztec language). They've been here since 1425 AD, so that's 195
Garnian years, or about 10 generations.</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
The Roma - commonly known as Gypsies,
they don't even come into existence until the middle ages, so we have
to wait for that anyway. I am bring them in from 15th century France,
they've got all the traits associated with Gypsies at this point
(fortune telling, bright wagons & metal working) and they'll be
happy to get away from the increasing prejudice. So 1450 AD, meaning
they've been here for 187.3 years, or about 9 generations. We'll
bring 1500 or so of them.</div>
<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
Iroquois - Their confederacy wasn't
even formed until sometime after 1450 AD, possibly as late as 1600,
although the proto-Iroquois peoples were living in the Finger Lakes
region as early as 1000 AD. I am acting under the assumption that we
want real Iroquois and not their ancestral group, so I will pick a
spot in the mid-range 1525, meaning they've been here for 162 years,
or 8 generations. I will be nice though and move them into the
forests of Tirnakaur instead of the Swamp that the Muslim Arabs live
in; otherwise I think a stone age people are going to be slaves, even
as bad-ass a stone age people as the Iroquois. The Celts in Tirnakaur
have too much else to worry about to try too hard to make this new
band of Humans their property. Which tribe of Iroquois do we want to
bring? Should I just roll a D6? Or a D10 and divide by 2 because
technically the Tuscarora weren't part of the league until 1722. We
can't have them all. I rolled Mohawk, which is the result I think
most people would have wanted anyway. Their relative low population
density means I can't see them losing more than about a 1000 people
without it being really noteworthy, and that's pushing it.</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com2tag:blogger.com,1999:blog-7199458153789354182.post-34310018124298556862012-07-13T18:43:00.000-04:002012-07-13T18:43:18.533-04:00The Humans I missed<br />
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<div style="margin-bottom: 0in;">
<br /></div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Vedic era Indians - I am bringing them
in circa 750 BC Earth time and they live at the southern end of the
Tirnakaur peninsula, I am thinking one small, forgotten city that was
destroyed by disaster, I think a great flood, 5,000 people. This
makes them Hindu with all of the Vedas and they speak Sanskrit and
work iron. Time compression means they've been here for 920 years or
46 generations at campaign present. That's longer than the Celts, but
they start in a crappier area, those mountains are infested with
Goblinoids and worse, then there's a vast expanse of forest to cross
to get to the really good lands.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Pagan Arabs - They could really be from
anytime before Muhammad, but I am going to try and keep a more
ancient focus here and say they are from the semi-Mythical kingdom of
Sheba; which is mentioned several times in the Bible and was probably
in modern Yemen. They were traders and controlled the Red Sea trade
route so coastal shipping is not beyond them, they were conquered by
their Arab neighbors to the north in the 2nd century BC and their
capital city was destroyed. They made a comeback eventually, but I am
grabbing them from their powerful classical period, when they
straddled the Red Sea as a kingdom. So, 300 BC, random natural
disaster, say sandstorm of enormous proportions destroys major Sheban
settlement of say 8,000 people. They end up on the same end of the
Tirnakaur peninsula as the Vedic Indians, who welcome them as they
are being hard pressed by an invasion of Goblins, Ogres, Giants and
Trolls when they arrive with their slightly superior technology.
They've been here for 770 years or 38 generations, also longer than
the Celts. Their culture and language became slightly dominant over
the Vedic Indians, but they mostly are pretty cool with each other.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Muslim Arabs - These guys can come from
anytime after Muhammad, but I want them to be not right after his
revelation or lifetime. I want them to have Damascus steel and
Scimitars, so I have to wait until both of those are invented. I
looked it up and it's later than I thought when I talked to Darryl
about it earlier. Damascus Steel isn't a problem, it dates to the 3rd
century BC, but Arabs didn't START using Scimitars until after the
Mongol invasion and conquest of Baghdad. Call it a century or so
later for them to be in common usage and we're looking at the
mid-14th century. I am cool with that, we have some fairly late
arrivals yet to come, and it explains their superior sailing
technology. So 1350 a hardy group of Arabs end up over here, that's
220 years, or 11 generations, since they arrived and formed their
"Maritime Emirates/Pirate Isles" and began wondering which
direction was Mecca I guess. Give them an initial population of 5000
people or so.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Iroquois - Their confederacy wasn't
even formed until sometime after 1450 AD, possibly as late as 1600,
although the proto-Iroquois peoples were living in the Finger Lakes
region as early as 1000 AD. I am acting under the assumption that we
want real Iroquois and not their ancestral group, so I will pick a
spot in the mid-range 1525, meaning they've been here for 162 years,
or 8 generations. I will be nice though and move them into the
forests of Tirnakaur instead of the Swamp that the Muslim Arabs live
in; otherwise I think a stone age people are going to be slaves, even
as bad-ass a stone age people as the Iroquois. The Celts in Tirnakaur
have too much else to worry about to try too hard to make this new
band of Humans their property. Which tribe of Iroquois do we want to
bring? Should I just roll a D6? Or a D10 and divide by 2 because
technically the Tuscarora weren't part of the league until 1722. We
can't have them all. I rolled Mohawk, which is the result I think
most people would have wanted anyway. Their relative low population
density means I can't see them losing more than about a 1000 people
without it being really noteworthy, and that's pushing it.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
San - Apparently these guys, also
known as Bushmen, have been in South Africa for something like 15,000
years. I am going to grab some from about the time the Zulus start to
rise up and kick all of their asses into the Kalihari desert, these
guys are serious stone age hunter-gatherers. They store water in
Ostrich Egg shells and eat caterpillers and grasshoppers, along with
anything else they can forage up. I am doing them the "favor"
of moving them to the desert west of Wodanslund, otherwise they'd
easily end up as a slave caste to the Muslim Arabs too. Now the Zulus
really start to rise under Shaka, pre-Shaka they were just another
clan of Bantu speakers in southern Africa, they mostly got kicked
around by the other Bantu speakers and lived in crappy land that they
forced some of the San out of. Shaka comes to power in 1816, Zulu
ancestors had been in the neighborhood since about 1000 AD. So I am
bring my San over in 1000 AD, they don't live in villages, just
mobile bands, so this group of mobile bands, say 2000 people, just
walk directly to Garnia World, how? Who knows, ancient San magic?
Sidhe felt bad for them? Anyway, they have been here for 337.3 years,
or roughly 17 generations.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
The Roma - commonly known as Gypsies,
they don't even come into existence until the middle ages, so we have
to wait for that anyway. I am bring them in from 15th century France,
they've got all the traits associated with Gypsies at this point
(fortune telling, bright wagons & metal working) and they'll be
happy to get away from the increasing prejudice. So 1450 AD, meaning
they've been here for 187.3 years, or about 9 generations. We'll
bring 1500 or so of them.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Lastly, the Aztecs - the entered the
valley of Mexico fairly late, they were relative newcomers when
Cortez came and kicked their asses. They showed up and started
kicking ass around the 1300's AD, so we need to grab some before they
all get infected with various White Man diseases by the Spaniards,
before 1519. Let's pick a spot in the middle and say they were
supposed to be wiped out by a volcanic eruption, but the Unseelie
Court really loved their heart-ripping-out mass Human sacrificial
style, a small Aztec city of, say, 12,000 people are transported to
their new home, buildings and all, right near the coast so there's
fishing too. They formed the Empire of Xochitli (which means
"Flowers" in Nahuatl, the Aztec language). They've been
here since 1425 AD, so that's 195 Garnian years, or about 10
generations.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Are we good now? Or do I have to add an
addenda for initial populations for all of the ethnic groups I did
yesterday too?</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com5tag:blogger.com,1999:blog-7199458153789354182.post-90645606660145831302012-07-13T09:21:00.001-04:002012-07-13T09:21:20.363-04:00The Steppes don't need to be full.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhY3Ap_H9t3GGSRK7Io4SpAocqRkRritn2c5c1oBhqY1WFgvadwDWZ_5yrHa1mGvR9nQxRWNiWxFUQq26fFL1MMpvHzld0g-HTQ_H_ws8gxotEhDOam-kiUOefAzcgAqqXqOWZ6VoH-Bu92/s1600/Triskele_and_Torc_Small.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhY3Ap_H9t3GGSRK7Io4SpAocqRkRritn2c5c1oBhqY1WFgvadwDWZ_5yrHa1mGvR9nQxRWNiWxFUQq26fFL1MMpvHzld0g-HTQ_H_ws8gxotEhDOam-kiUOefAzcgAqqXqOWZ6VoH-Bu92/s320/Triskele_and_Torc_Small.jpg" width="320" /></a></div>
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Darryl rightly pointed out that the 65
year filling up the steppe period was way too short and we either
needed to adjust the numbers of Celts upwards or take a longer time
to fill the area of the steppes. With the time compression between
Garnia World and Earth, we can get a lot more settlers a lot earlier,
Darryl had very early on suggested that the Helvetii get brought over
after Caesar defeats them and forces them to leave Gaul for their
homelands. I was initially kind of against that idea, but I have
changed my mind; if even 1/2 of the surviving Helvetii make it to
Garnia World that means 60,000 more settlers on top of my
conservative 120,000 that had been collected from all Celtic nations,
and these Helvetii are supplied with wagons and grain; and these
Helvetii are showing up within a year of elapsed Garnia time of the
original settlers.
</div>
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On top of that, Caesar's naked
imperialist aggression in Gaul ultimately is estimated to have
dropped the population by 40% from 5 million to 3 million, with
roughly 1 million of those being taken as slaves to Roman markets and
the other 1 million killed. These are not Caesar's numbers, these are
the numbers of modern historians and archaeologists. Not all of those
dead would have been battle casualties, some would have just been the
victims of the devastation of war; if we migrate a conservative 10%
of those dead to Garnia, that's another 100,000 people coming in
during that 7 year period on Earth which is a little over 2 years on
Garnia. Presumably they aren't all coming at once, so it should not
be too hard to assimilate a few hundred refugees with their goods
they could carry into the well planned community of the original
settlers at each small migration. This brings our total up to, during
the initial migratory period, about 280,000 people, mainly Gauls at
this point.</div>
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<br />
</div>
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Now, I was thinking that the steppes
would have to be full before the Celts would run into the Sidhe
empire and decide to conquer them, but Darryl pointed out something
important that I missed. Dun Math, the holy city of the Druids and
near the site of migrations, is on the southern steppes, closer to
the eastern end than the middle or the west, and people are going to
spread out probably concentrically from Dun Math, along the paths of
least resistance. That means they are going to discover the
heartlands of the Sidhe Empire, AKA modern Garnia and it's rich green
lands and want it soon, probably their explorer types will have found
it within the first generation of getting there, but with the steppe
so much easier to conquer and so full of game, and the Sidhe having
their powerful Illusions and Charms, the first few generations
probably don't stand much of a chance against the Sidhe.</div>
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<br />
</div>
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But, there will be a great influx of
refugees again during the Roman invasion of Britain, in 3 main waves
starting in 43 AD. I can't seem to find any good source of pre-Roman
population figures for Britain with a quick Google search, but it
does say that 70,000 Britons died during Boudicca's revolt some 30
years later. I think that between 43 and 96 AD Earth time we should
be able to pull out an additional 100,000 People; that's 34.3 to 52
years in Garnia after the initial migrations to make room for another
3 major migrations, of about 33,000 people each, assuming they're all
roughly equal in size. The British language is pretty much the same
as Gaulish, so there is no real linguistic barrier, I am thinking the
original Celt-Iberians, Picts and Gaels and our possible Ligurians
are starting to feel a little pressured.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
But we still have a common cause,
religion, culture and similar languages. 34 years in would mean that
a second generation had already been born here and a lot of the
original settlers, the adults anyway, were dying off; at 52 years in
we'll be lucky to have any original settlers left and a third
generation is starting to be born here. The Sidhe are also starting
to lose their advantage in magic, Human magic may be raw and brutal,
a little wild and prone to mistakes, but we don't live long enough to
test it like they do. We've figured out how to counter their spells
and whipped up some mighty offensive stuff of our own while we were
hunting the disorganized Humanoids and other Monsters that live on
the steppe.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Now I am going to do some math. The
first 2 1/2 years bring in 280,000 people, they have a conservative
population growth of 75%/20 year period. Some have asked if that was
too high, I counter with the argument that the Celts have both a
technological edge, with horses, the wheel, and iron weapons, not to
mention agriculture, fishing and a host of other skills (including at
least one form of literacy); but on top of that, most all of the
Celts magic on Earth was dedicated to one of three things- either
making them victorious in battle; or making them more fertile, their
women, their land, their flocks and herds, abundance was the order of
the day; or healing, which is going to keep more women from dying in
child birth and more men and women from dying in battle, it will
probably lower infant mortality too. So, 75%/20 year generation
population growth it is.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
490,000 after 20 years in Garnia World,
857,500 would be their natural population growth, but they are going
to get an influx of 66,666 Britons in this time frame too, half of
which will have the time to breed here too, bringing our total to
949166 at 40 years in Garnia. The next generation, 60 years in will
see the last wave of Britons, but they'll be early enough to count
for breeding, so our 60 year population will be 1,719,375. The Celts
are one of the few societies in the world that were "top-heavy"
on the warrior caste, and the steppe life is only going to make this
worse, like the Huns or Mongols or Bulgars, pretty much every able
bodied person CAN be mobilized for war, and they can easily do 10%; 171,937 would represent the nobles and their warbands alone, the
rough steppe life means I think they could easily count on pulling in
some pretty tough non-professional warriors too, say another 10% of
the total population, mostly male in both cases, but not exclusively.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
60 years in can be the time of Gwaryn
the High King and the Sidhe War. I don't see the Sidhe going down
that easy, and I don't see Gwaryn living to see their ultimate
defeat, much like Genghis Khan didn't live to see the defeat of the
Sung. But he will live long enough to lead his people off the
steppes, and into the most fertile farmlands in the world, he will be
remembered as a great warrior King, and I think that, in the end,
elective Kingship will lose out to the line of Gwaryn; but not until
after the Sidhe are defeated and the fallen Elves enslaved.
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
I also find it interesting, in a good
way, that the time compression keeps us closer to the ancient world.
Now we don't have to find excuses to make Ancient Romans a credible
threat, everyone else is, more or less, on the same page technology
wise, or far away and without the technology to come over and
interact.</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com2tag:blogger.com,1999:blog-7199458153789354182.post-25926629737539488412012-07-12T15:45:00.000-04:002012-07-12T15:45:33.718-04:00Time & the Compression Ratio Between Earth and Garnia World<br />
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I am just putting this out there,
because Darryl and I spoke about the fact that it doesn't necessarily
need to be held at a constant ratio, I'd rather it did though. So I
started doing some calculations, and I came up with some interesting
ideas. A 10:1 ratio of time passage rates Earth to Garnia (or the
Realm of the Sidhe, Fairy Land, The Otherlands, Alfheim, or whatever
you want to call it), gives us a campaign present that takes place
roughly 207 years after the initial Celtic peoples arrival on the
northern steppe.
</div>
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<br />
</div>
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Given that my initial Timeline had the
Celts coming over initially in 60 BC, then filling the steppes in
roughly 130 years, which would have been circa 70 AD and starting to
fragment and feud after that until the Sidhe sparked an incident (as
yet undefined) that united them in what would have been 150 AD and
they unite under their first High King Gwaryn in 175 AD. He provides,
in a mutated form, the name for the campaign world. The problem is,
that at a 10:1 ratio we need 235 years just to get to the first High
King for whom the setting is named, or we have to bring more Celts;
which I find unrealistic, or we have to speed up events in unlikely
ways otherwise. Additionally, our "multiple migrations"
become kind of a serious pain in the ass if everyone is migrating to
the steppes pretty much on top of each other. So while 10:1, or even
faster, works better for fairy tales, I am going to have to slow
things down quite a bit.
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
I thought about 5:1 and that doesn't
solve a lot of our problems either. Sure, it gives us twice the time
and history on Garnia World as 10:1 does, but it still has the
disadvantage of running things too fast paced to allow for any real
human history or societal divergence to take place. We only end up
with about 415 years to work with, which gives us the completed
overthrow of the Sidhe Empire in it's heartlands and Frodia's
separation from Garnia, but it doesn't give a lot of time for late
comers to develop their civilizations at all (Japanese I'm thinking
of you), or for major events like the Necromancer War or the multiple
envisioned overthrows of Garnia by Celtic invaders from the steppes,
or the Orcish kingdom coming into existence on Garnian soil.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
So I settled on a 3:1 ratio, for ever 3
years that pass on Earth only 1 year passes on Garnia World. That
gives us 687.3 years since the initial Celtic Migration to Garnia
World. They would have first become aware of the time compression
ratio when the next migration of Celts arrived during the Roman
invasion of Britain in 43 AD, because 103 years would have passed on
Earth but only 34 on Garnia World. Over the next 35 Earth years more
refugees arrive but only 11-12 years pass for the Garnians. Now, the
original Pan-Celtic settlers spoke a wide variety of Celtic
languages, these new imports are skewing the linguistic base pretty
heavily towards Brythonic, assuming that they are coming in large
enough numbers, which I am. This also is going to affect how quickly
the steppes fill up, and consequently, how rapidly the Humans come
into conflict with first each other (old feuds die hard, and the new
people aren't all religious fanatics like the original settlers) and
then the Sidhe. I am going to assume that the people are going to
form new tribes/clans along linguistic lines, but I also think that
the refugees in particular are going to stick with their old tribal
connections.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Now I haven't figured out the numbers
of British refugees that should be coming over in each wave, but
there should be three major waves coinciding with the three major
waves of Roman conquest in Britain. Actually, now that I think about
it, and I don't want to rewrite this, maybe they should become aware
even sooner, surely there would be refugees from Caesar's conquest of
Gaul, right? Of course that was from 58-51 BC, so maybe no one
noticed the effect yet. Gaul is any easy place to get people out of
fast the Gallic campaign only lasted 7 years but it killed 20% of the
population (and enslaved a further 20%), 1 million dead, we could
sneak quite a few out I think. Although that further speeds up the
filling up of the steppes and skews the linguistics towards
Brythonic, they wee already going that way anyway though. Or do we
assume that the "missing" Gauls are just Gauls that left in
the 60 BC migration and to hell with anyone that stuck around for
Caesar? They were warned after all.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Of course the 60 BC migration also
included Gauls from Roman Gallia Cisalpina and Galatia in modern day
Turkey, plus Britons, Picts, Celt-Iberians and Gaels from Ireland. I
am undecided on Ligurians. Of those groups, the Gauls in Gallia
Cisalpina were conquered by the Romans following the 2nd Punic war.
The Galatians were conquered for being allied to the Seleucids, then
freed and allied to the Romans since the Mithridatic war, they would
eventually become a province rather than a client kingdom. the
Celt-Iberians technically lived in the Roman provinces of Hispania,
but the Romans kept a pretty light hand on them. I guess initially
conquering them was hard enough and Spain was rich enough that riling
up the primitive natives was just a stupid idea when you could leave
them to their business. The Celt-Iberians probably spoke a Goidelic
language, like the Irish.
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
So in the 60 BC migration 3 of the
groups already lived under Roman rule or as their allies, as did some
tribes in southern Gaul. In southern Gaul and Galatia they had
contact with the Greeks. Celts had served as mercenaries for several
truly ancient civilizations, the Persians, Carthaginians, Egyptians
and the Greeks to name a few of the bigger, better known ones.
Literacy, while not valued among certain castes of Celtic society, is
not unknown, and since, by the time of the migrations, the
Mediterranean is a Roman lake, they're largely preferring to be
literate in Latin. We'll discuss Ogham at some other time.</div>
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<br />
</div>
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Anyway, back to the Timeline-</div>
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<br />
</div>
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The Egyptians (now extinct) migrated
circa 2500 BC - Their culture would have been here for 1504 years,
more than enough time to build their entire civilization up around
their new Nile in Alt-Africa. Then the Goblins Zerg rushed them and
ate them over the course of a few generations, adopting their culture
and religion, but in an evil, Goblin kind of a way.</div>
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<br />
</div>
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The Kushites migrated circa 1000 BC and
were presumably placed by the Sidhe, for whatever reason right next
to their real life Earth neighbors the Egyptians. I am going to make
a judgment call here and say that in the 1004 years they've been here
they started out as allies of the Egyptians and when the Goblins
killed off Egyptian culture they fled away from that losing war, and
have fought a long guerrilla war against any Goblinoid incursions
into their territory ever since.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
The Celts come in next at 687 years
ago, they conquered the heart of the Sidhe Empire using their Iron
Weapons and powerful offensive magic, given that the bulk of Celtic
migrations arrive really close to the initial one, I am going to say
that the time table for them expanding across the steppe and filling
it to capacity is shorter, 1/2 the time 65 years, the war with the
Sidhe starting maybe 50 years after that, and ending 20 years after
that; all the territory that comprises Garnia, Frodia and the Steppes
are briefly united under the rule of one High King; it's probably not
Gwaryn, since that would be an exceptionally long lifespan for a
warrior King. With Celtic elective Kingship it really could go to
anyone, I vote for Erc Mac Cai, unless I already used that name
somewhere else. I just really like the name.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Next we get a substantial population of
Romans from the 79 AD eruption of Vesuvius, we may get a few more,
here and there, and there may have been a few before, but this is
like direct divine intervention by the Sidhe since they know the
Celts and Romans are traditional enemies by now and the Celts are
becoming a nuisance. They get the summer population of 1/2 of
Campania for their start 644 years ago the Romans estimated 16,000
citizen deaths, so take that for what it's worth. How many
non-citizens and slaves died there too? 2 for every Roman? Did they
only count men as citizens? Modern archaeologists have no way of
estimating the total death toll, it's certainly in the thousands, is
it more than 20,000? 30,000? 50,000? Pliny the Elder died there and
he was one of the greatest minds of his time. The Romans get to mve
into an area that is pretty much exactly like the one they left
behind too, so they are going to get some serious advantages.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Then the Chinese, who have only been
here for about 587.3 years building the Empire of Ming Liang. I
demonstrated with math before, at the early stages of the blog how I
made my assumptions of population growth for Humans, the Ming Liang
are in an area that is actually pretty well suited to them, I am
willing to give them a greater rate of growth than the Celts because
their traditional way of life is in no way compromised, they just
moved, as though they were moving to new village lands- the first
generation might have a tough time building stuff from scratch, but
after they're cultivating rice and silk and all the other traditional
Chinese things they would have brought with them, it will be easy to
expand. Additionally, this area also is the homeland of the
Halflings, should they continue to exist, and they are a race that is
by nature Good aligned, so they would probably help the new settlers.
Although that's going to work out kind of like the Native American
Indians helping the European settlers. Halflings may live longer but
they don't breed as fast, mature as fast, or have the capacity to
become as powerful as Humans; yes I believe in Human superiority over
Demi-Humans. I am a supporter of level limits in D&D, because
that's how I grew up playing and that's how this world was initially
designed, so some of AD&D and B/X D&D are going to leak
through as assumptions even when I try to design as system neutral as
possible.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Next up are everyone's favorite almost
Rohirrim, the Saxons. They showed up in Wodanslund about 520.6 years
ago and have divided their time between building fortresses, sweeping
Humanoids from the plains (and ultimately making expeditions into the
mountains surrounding their vast plain), becoming horse riding cattle
lords, and hiring themselves out as mercenaries, primarily to their
neighbors to the north- Frodia. Most of Frodia's professional
soldiers are Wodanslunder mercenaries, leading many outlanders to
believe that Wodanslund is a subject kingdom to Frodia, but this is
not the case.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Next up are the Norsemen, who have been
here, off map, for about 387.3 years, since they live on an island
chain that is unlikely to affect the main campaign area and are too
far off map to make the voyage to the nearest part of the map, they
are, in essence, a separate campaign.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
I guess the next people on the list are
the Chagatai/Golden Horde coming from circa 1300-03, when a severe
drought caused untold devastation and starvation to both hordes, they
were at peace with each other and everyone else for this brief
period, so we'll save some people and animals and move them over to
Garnia World then, it's the perfect time, neither horde is
religiously zealous yet. The Khan of the Golden Horde is a
theoretical Muslim, but he gets married to the daughter of the
Byzantine Emperor, an Orthodox Christian and Muslims of his court
referred to him as an Idol worshiper (either Buddhist or Tengerist),
despite his favoritism towards Islam. So they've been here for about
236.6 years, but they're in an odd position of actually being near
remnant cities of the Sidhe Empire who have learned how to play the
ancient game of "let's keep the Humans divided", so they
are really broken down into many warring clans of either Turkic or
Mongol speaking peoples with shifting alliances and a fading memory
of the golden days of Genghis Khan.</div>
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</div>
<div style="margin-bottom: 0in;">
Then we get the Japanese from the end
of the Nanboku-Chō war 1399 AD earth time. That gives them 204.3
years here, during which time they've colonized an island chain,
established a Shogunate and greatly improved their seafaring skills,
ironically based on Chinese designs. They have recently established
trade with the Ming Liang, but have a vast edge in seafaring
technology and many other skills that the Japanese originally got
from the Chinese.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Next up to bat would be the Greeks from
Trebizond, who are beating feet to out run the Ottoman empire when
they find themselves on a weird foreign shore. They made their voyage
in 1404 AD Earth time, so they've been here for 202.6 years. They're
a civilized and advanced medieval/renaissance people so I think
they'll do OK. The only people close to them are the Norsemen, with
whom they have made trading contact. The Greeks got the better
island, it's almost a mini-continent all off by itself.
</div>
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</div>
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Damn this is a long post already and I
know I am leaving people out. I need a break though, so I'll do a
part two. I need to establish things for non-Humans too. Orcs are the
newest arrivals, Elves have always lived here. Their civilization is
not necessarily as old as I originally thought though due to the time
compression ratio.</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com9tag:blogger.com,1999:blog-7199458153789354182.post-14748666427886538232012-07-09T09:46:00.002-04:002012-07-09T09:46:25.887-04:00Finished reading 43 AD and Warband<br />
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I finished Warband just this morning
and I have to say that the rules are great, they cover pretty much
every aspect of what we want in the Garnia World campaign with one
glaring exception- there are no rules for non-human characters. This
makes sense because it was written as a historical RPG with
fantasy/horror elements, but Garnia World is chock full of other
races that HAVE traditionally been PC races; ie. Dwarves, Elves,
Half-Orcs, etc.</div>
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Now, I know we're planning on starting
the 43 AD/Warband dual campaign soon, and having it ultimately lead
as a gateway to Garnia World; just as my Norse B/X campaign will
ultimately do if it ever comes back online. I suspect I'll have to
wait for September or October for that, after Lance's work schedule
pretty much grinds to a halt at the State Fairgrounds. Lee Ann is
already antsy for some RPG action, but her 12 hour shifts and near
constant "on call" status as the new RN at the ER have kept
her from making games for like two months now. Besides, I think it's
probably better that her husband and her daughters get to see her,
despite the fact that it's kind of killed my home game.</div>
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<br />
</div>
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Anyway, I wandered pretty far off point
with that tangent. 43 AD and it's Warband supplement give us, when
combined, the ability to make both Roman and Celtic characters; a way
for GMs to design entire campaign areas in either the Roman or Celtic
style, fairly quickly and easily; a magic system that is pretty easy
to use and rather open ended; a bunch of Celtic monsters, because the
game takes place in Britain, although seeing the design style I think
it would be pretty easy to import D&D monsters over or create
anything. Warband also gives us mass combat rules for both huge
combats with 10,000+ combatants and smaller scale skirmishes.</div>
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The real pro of the system is that it's
pretty rules-lite, the con of the system is that it's less "heroic"
than D&D, more realistic in a lot of ways. Character advancement
is, essentially, religion based, and the points you receive are, more
or less, based on the monetary worth of the sacrifice that you make
at the Temple or Altar of the God you are sacrificing to, if your
character is a Roman. Celts can make either sacrifices of items of
worth or enemies of honor. You may only try and improve one ability
per game session, and it doesn't always work. So, in play, I fear
character advancement may be damnably slow, the character you start
with, you had best get used to, because he's going to be roughly the
same for a long while. On the other hand, improving stats and skills
isn't everything, Roman Legionaries can get promoted to various
higher ranks or than can be decorated for valor. Celtic characters
can achieve higher status through gaining honor in various ways.</div>
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<br />
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<div style="margin-bottom: 0in;">
The only real complaint I have is the
disparity in possible social classes between the Roman characters and
the Celtic ones. All of the Roman characters start out as simple
Legionaries, there is no chance of being an officer or from an
important family in Rome, or even an important provincial family. You
are almost to a man poor, sometimes freedmen, occasionally vicious
criminals that were just never caught. The Celts on the other hand,
are all Heroes of Honor level 3, but at the GM's discretion can be
brought up to as high as Honor 7 Warchief. I guess that would settle
the question of who is going to be party leader though.</div>
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I am also making the assumption here
that when I run into any difficulties with this system in trying to
convert to the eventual Garnia World setting, that I'll be able to
fall back on the older, free version of the rules, that were much
more fantasy, although still somewhat based in a Romanesque campaign
world; that actually might be helpful for filling out the Roman space
in Garnia World. Now I fear I'll have to read those rules too.</div>
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<br /></div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com2tag:blogger.com,1999:blog-7199458153789354182.post-11355457344370657532012-07-05T12:33:00.001-04:002012-07-05T12:33:50.494-04:00On Timelines and Gunpowder<br />
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I talked to Darryl today for like an
hour and a half or more and we worked out my key issues with the
Timeline for Human migrations and with whether or not gunpowder works
on Garnia World.</div>
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First, the issues with the Timeline and
the advancement of technology- This is the Fairy Realm, the realm of
the Sidhe, time moves slower here than it does on Earth. I haven't
figured out an exact ratio yet, but this is going to cause me to
rewrite some of the stuff I wrote earlier on this blog, like my last
post about Al-Khalid's war being 600 years ago in Garnian terms. I am
thinking now that it is going to have to have been much more recent.</div>
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This does solve a number of problems
for me though in terms of technological advancement; even if magic
retarded technological advancement, the excuse usually given in
fantasy worlds, at the 1:1 time ratio we had going before the
Garnians were still lagging behind Earth by a minimum of seven
centuries, more in many areas. Darryl made a compelling argument that
Wizards, like Scientists, would always be seeking to advance the
state of the art and expand their knowledge, and so would metal
workers, stone masons, and every other professional; so technology
should have kept pace somewhat with Earth.
</div>
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Fairy stories though are rife with
accounts of people who enter the Fairy Realm for one night of
partying and return home years later, having not aged. If we work it
something like this and time runs much slower in Garnia World than on
Earth, the lack of technological advancement makes sense. We can have
an Iron Age Roman Empire in a world with a vast group of Celtic Iron
Age Kingdoms, with some Dark Ages peoples lurking on the fringes and
some even later Medieval people even more fringe. We have 13th
century Mongols and 15th century Aztecs and 16th century Iroquois.
</div>
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</div>
<div style="margin-bottom: 0in;">
Curious note, I always intended that
the Celt would be the first Humans in Garnia World, that is, in fact,
not the case, the Egyptians were there first (circa 2500BC), then the
Kushites (circa 1000BC), then the Celts (starting circa 100BC), then
the Romans (hard dated to 79AD, with maybe a few others brought in
earlier by the Sidhe as allies against the Celts), then the Chinese
(circa 250AD).</div>
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</div>
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Later Garnia campaigns might feature
Scots, Bretons, Welsh or Irish from as late as the present, since the
Celts are the only ones that figured out how to work the portals on
their own, and the only still working portals are mostly in Britain,
Ireland and Brittany in France, although Darryl and I talked about
how the ritual is probably harder and harder to complete because the
magic of Earth is so nearly completely gone. This means you might be
able to get one or two people through, not a tank or a helicopter,
the portal will only stay open for a couple of seconds at most and
will be small, man sized.</div>
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On to gunpowder in Garnia World- It
works like a charm until you run out. Garnia world has very little
elemental Sulfur, and thus, gunpowder is rare and expensive. Sulfur
is also an important spell component, so you are competing with
Wizards for it's use. There are probably other industrial
applications I haven't considered yet, but limiting the amount of
elemental Sulfur was the easiest way to make the physics stay real
and limit the use of gunpowder from any culture or people that come
to the world with gunpowder. Escaping Clansmen in the aftermath of
the '45 are going to have the playing field leveled for them because
they have muskets and pistols and good steel swords and lochaber
axes. Their priests will figure out in a hurry that their prayers
(Cleric Spells) work here, and the hedge witches too; but their magic
will be infantile compared to the Garnians and even the Steppe Clans,
much less the Frodians; their firearms are their salvation until they
can find a niche and fit in.
</div>
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Presumably, they would feel most
comfortable with their Gaelic speaking brothers in the Mistlands, but
there are still Gaelic speaking parts of Garnia too. Maybe they go
all "This is my boom stick" on the locals and raise a horde
to conquer Garnia and set themselves up as a new dynasty, the
recurring theme of Garnian history, but this time with guns too.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Anyway, that settles most of my
problems with the Human migration Timeline, and the gunpowder issue. </div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com2tag:blogger.com,1999:blog-7199458153789354182.post-47301310000374435452012-07-04T13:07:00.000-04:002012-07-04T13:07:11.672-04:00The Necromancer Lands<br />
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The Necromancer Lands, or, as they are
called in their own tongue the "Khalipha al-Khalid", are
inhabited by a mixture of peoples of primarily south Indian and
Arabic descent. Before the rise of the Necromancer Al-Khalid, they
worshiped many gods, both Hindu and Semitic. The nation, at the
southern end of the Tirnakaur peninsula was once known as the kingdom
of "Dar al Salaam", and was wisely ruled by it's Malik
(King) and his viziers. They were a peaceful nation without any
territorial ambitions. They were a land of many gods and unique
sorceries. Al-Khalid left this land to go study at the vaunted
academies of High Wizardry in Frodia and expand his knowledge, since,
as a prodigy, he had mastered everything his lands had to teach
before he was 30 years of age.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
He studied for another pair of decades
in Frodia before his true nature was ferreted out by the council of
sorcerous masters there, by then it was too late. He had developed a
coterie of followers and made good his escape to his homeland, where,
as the heir to a noble house with wealth and influence at the Malik's
court, and being probably the most powerful wizard ever to live; he
quickly managed to take control of the government and launched a holy
war against the rest of the world just over 600 years ago.</div>
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<br />
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<div style="margin-bottom: 0in;">
The Necromancer Lands in many ways
became a dark mirror of Frodia after the Necromancer war, it's state
religion still incorporates the worship of many deities, but in an
altered fashion and the more evil practices are open and common. Kali
and the Thuggee cult have risen in popularity. But the Necromancer
Al-Khalid himself is considered the undying prophet that taught his
people the way of immortality through Undeath. Lichdom is, of course
the most popular option for the powerful among the ruling caste of
Wizards and Priests. Vampirism is a popular option among some of the
noble houses. The lower classes are happy to serve as Zombie or
Skeletons in the ranks of the Caliph's armies. There are no
cemeteries in the Necromancer Lands, they are the lands where
everyone serves on after death.</div>
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<div style="margin-bottom: 0in;">
After the war was obviously going to be
lost against the coalition of forces from the rest of the known
world, the Necromancer had the foresight to begin construction of an
impressive and impregnable line of fortresses covering the mountain
passes from Tirnakaur into his homeland, it's impressive what you can
get done with a tireless workforce of Undead and a cadre of powerful
Sorcerers at your command.
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
When Al-Khalid was finally defeated in
an open field battle on the coastal plain of western Tirnakaur by a
coalition army consisting of Garnian, Frodian, Tirnakaurian, Ming,
Khazaraki, Mistlander, Steppe Barbarian and, in a surprise last
minute appearance, Sidhe forces; the line of fortresses didn't seem
necessary to breach; so they stand to this day. Manned by Human and
Undead troops, occasionally sending probes out into the Tirnakaur
wilderness, but the nation largely is a hermit kingdom now.
</div>
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<br />
</div>
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Al-Khalid was never confirmed dead. He
may have transported to another plane as a last ditch escape attempt
and he may come back to assume his throne at any time.</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com2tag:blogger.com,1999:blog-7199458153789354182.post-64394338647738407322012-06-29T11:52:00.000-04:002012-06-29T11:52:59.544-04:00The Great Gunpowder-Exodus Timeline Controversy<br />
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The one real question I have asked on
this blog of all twelve of you, whether you are a contributor to the
blog or not, is the two part question of - How late in time are we
going to continue the Exodus of Celts from Earth to Garnia World,
because they are the only ones on earth that figured out how to
operate the portals on their own; and does gunpowder work on Garnia
World?</div>
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<br /></div>
<div style="margin-bottom: 0in;">
This is mainly a concern for me
regarding certain areas of the world that are going to be heavily
Gaelic, populated by peoples from Ireland and Scotland and the Isle
of Man. Their cultures become heavily Christianized fairly early on,
but gunpowder comes to Europe in the middle ages. Scotland had a
medieval King, James II at the siege of Roxburgh, killed by an
exploding cannon; actually it probably served him right for breaking
the tradition of being crowned at Scone. Granted he was an early 15th
century King, but gunpowder had been used in European sieges for a
couple centuries by then.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
I guess part of me wants to save
Highland Clansmen from their brutal fates after Culloden, and maybe
some old parish priest has an ancient book explaining the ritual to
activate the portal and some of the Highlanders can get away; or it
could be a Clan chief's bard, or an old wise-woman. It doesn't matter
who does it, but that's post 1746.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Now, I understand that this is all
dependent on HOW MUCH MAGIC is left on Earth. Like Oil or Uranium,
it's a finite resource on Earth and we've pretty much used it all up
in the past, which is why miraculous things rarely happen anymore.
But given my druthers, I'd also like to save a bunch of Gaelic
speaking Irishmen from the Potato Famine, more than a million deaths
and most of them the poor Gaelic speakers. I'd like to save a few of
them if I could but that's 1845-52, post-Napoleonic wars, making the
gunpowder question even more of an issue.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
I guess if we save some Highlanders
after the '45 they could look like this if gunpowder doesn't work.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirS3VzDe-5Q-6EnNqtlwh2s5UAWFtVIKieiF0663atpuhJNQo3kt161jDtEgvJkCVQLro-WjwItIWmiXHkrbMBHnh46AB8_pa5ajjPOBz1AWbAIiRjJ9f3UNdy1xNx2hBpTVoKOJTIbBcK/s1600/Scottish+Highlanders+ECW.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirS3VzDe-5Q-6EnNqtlwh2s5UAWFtVIKieiF0663atpuhJNQo3kt161jDtEgvJkCVQLro-WjwItIWmiXHkrbMBHnh46AB8_pa5ajjPOBz1AWbAIiRjJ9f3UNdy1xNx2hBpTVoKOJTIbBcK/s320/Scottish+Highlanders+ECW.png" width="320" /></a></div>
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<span style="background-color: white;">But I'd like a reasonable explanation
as to why gunpowder doesn't work, because otherwise the guys from
after the '45 should also look like this-</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8g7xn-ourrxjLMHEILMBzXwGtib63HmUPjpvTvy9Uz2TpmhYxM7tdJeVhEp3Ne9YGUnrbsOnMSXoxaqQw6MNCRpIda2jWsQUBEfLals8gfWxg9Ml4oTtcNdp1VgDcus0JzC0Mn442cZeV/s1600/Highlanders+With+Muskets+ECW.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8g7xn-ourrxjLMHEILMBzXwGtib63HmUPjpvTvy9Uz2TpmhYxM7tdJeVhEp3Ne9YGUnrbsOnMSXoxaqQw6MNCRpIda2jWsQUBEfLals8gfWxg9Ml4oTtcNdp1VgDcus0JzC0Mn442cZeV/s320/Highlanders+With+Muskets+ECW.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZr9p1IX_ezNcbt6y2VvmlRarZkJ25YhTt_zjVmHgLxTMRcl0t2CwCrGv12iSPONhgjiLD1eCWstnYlcKyZ_liu451q7T303er-9VAZlPSUwaAQGpjALtzGXzBwSWK4SBQhLA2otMsd_WT/s1600/Highlanders-Irish+ECW.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZr9p1IX_ezNcbt6y2VvmlRarZkJ25YhTt_zjVmHgLxTMRcl0t2CwCrGv12iSPONhgjiLD1eCWstnYlcKyZ_liu451q7T303er-9VAZlPSUwaAQGpjALtzGXzBwSWK4SBQhLA2otMsd_WT/s320/Highlanders-Irish+ECW.png" width="320" /></a></div>
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Really all of these guys are from Wargames Foundry's English Civil War line, which really makes them mid-17th century rather than mid-18th century, but not a lot had changed in the Highlands in the interim, except, of course for the worsening of conditions under Hanoverian rule.
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I haven't found any miniatures for the
1848 Irish rebellion, so I can't show you what they should look like.</div>
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<br /></div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-51629733594595648212012-06-25T11:09:00.002-04:002012-06-25T11:09:32.348-04:00I said I'd do a post about Celtic religion<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzmvgbVHGVIhS98lDvOV1pt520aJr5QvBq_X-s4kjagUbiomFyR70vPZo3u9rcsjlDTQuMkPZRxIYcvtILJps7RoxI6Fi48Ffx9uWinpVS6uOXTn_ZKFyj_WCUTpteDM3CTL4UJl-h29cw/s1600/Triskele_and_Torc_Small.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzmvgbVHGVIhS98lDvOV1pt520aJr5QvBq_X-s4kjagUbiomFyR70vPZo3u9rcsjlDTQuMkPZRxIYcvtILJps7RoxI6Fi48Ffx9uWinpVS6uOXTn_ZKFyj_WCUTpteDM3CTL4UJl-h29cw/s320/Triskele_and_Torc_Small.jpg" width="320" /></a></div>
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I will get around to doing a much more in depth thing eventually, but for those of you who need a list of gods and goddesses right now, <a href="http://getasword.com/blog/391-celtic-gods-list-of-celtic-gods-and-goddesses/" target="_blank">this one</a> is pretty good and has a few nice pictures too. It gives a brief description of the overall religion, a list of gods and their primary functions, the places where and the people who worshiped them.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjtZzXKhpmfrBUhh2ZmViGdYr6jMycB4h7EieOy4ha86AxgnnK8EZ5PF726ia18qjKGHohsalOMVd50aNGzFaaRWjaObWTEOF0NpkEkIgivKd7axEEVc_ezWf-zJunCbVyHCakSupo0dTA/s1600/Druidic+Ritual+color+by+Mercvtio.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjtZzXKhpmfrBUhh2ZmViGdYr6jMycB4h7EieOy4ha86AxgnnK8EZ5PF726ia18qjKGHohsalOMVd50aNGzFaaRWjaObWTEOF0NpkEkIgivKd7axEEVc_ezWf-zJunCbVyHCakSupo0dTA/s400/Druidic+Ritual+color+by+Mercvtio.jpg" width="400" /></a></div>
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<br /></div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-17435303199378434042012-06-23T23:09:00.001-04:002012-06-23T23:09:19.773-04:00OK, I Found Some More.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho2hGyET3waHZSTSOinVzRkosjaY8WK_IT6TFTpcJdMbMvV0zhWlUWT37_vZ9ebi3Po8TaV8Jiq3cq0fjh4WgeJpW68hCvOEbYlH3RIGpETnnVV0jIh8llmRS1S6ZF53JIi_o0m4HRR-Ab/s1600/Triskele_and_Torc_Small.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEho2hGyET3waHZSTSOinVzRkosjaY8WK_IT6TFTpcJdMbMvV0zhWlUWT37_vZ9ebi3Po8TaV8Jiq3cq0fjh4WgeJpW68hCvOEbYlH3RIGpETnnVV0jIh8llmRS1S6ZF53JIi_o0m4HRR-Ab/s320/Triskele_and_Torc_Small.jpg" width="320" /></a></div>
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Having my back out is really, really
boring, in addition of course to the pain, for which I have drugs;
but it has given me a lot of time to consider all things Garnian.
Since I am not an artist myself, I hunted down more miniatures from
the cultures and time periods, all painted this time, for a few more
examples of what I am going for culturally and technologically with
the Mistlanders.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAOAkR72woiR-z6DnAmvj5IHnZ8yJF3MZjquX3yU4PBWaDewCJrV97P7jnWLL9mSm0q_VlQGkWP0r13S6DHqfY8yFfN04OVybYXk9V4Xt6cRdMwbvLMix9eZeWjt9x5bb1bvWSKz66rVIY/s1600/001a-Clansmen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="157" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAOAkR72woiR-z6DnAmvj5IHnZ8yJF3MZjquX3yU4PBWaDewCJrV97P7jnWLL9mSm0q_VlQGkWP0r13S6DHqfY8yFfN04OVybYXk9V4Xt6cRdMwbvLMix9eZeWjt9x5bb1bvWSKz66rVIY/s320/001a-Clansmen.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSYgMDFpEo2T_H1yRW0kf7Jkyjd2rzNDHImTXGktXuKSYVrB5yonCwyB81bGqqIXtav7XXhpgpIC37A74REUeQkFe0poFdFgcX9z1cRGVe8qLjI6fj-N4gMjfZV7AQuzCimlG6rh3RSdEK/s1600/001-Wallace+on+foot+001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSYgMDFpEo2T_H1yRW0kf7Jkyjd2rzNDHImTXGktXuKSYVrB5yonCwyB81bGqqIXtav7XXhpgpIC37A74REUeQkFe0poFdFgcX9z1cRGVe8qLjI6fj-N4gMjfZV7AQuzCimlG6rh3RSdEK/s320/001-Wallace+on+foot+001.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioMZlA1EuCDzmu5Gt4A1whwzbS6aEMD2QeuLCAp692FTKart2GqCT2n48DlYNHyOK0WcFsvS05u_HQucrv4H0i-jCfJknxO5wr5jpPMuZUVdWX7ekthosksZ87Nos6kLJY0ynOjM6AaTOx/s1600/002-Wallace.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEioMZlA1EuCDzmu5Gt4A1whwzbS6aEMD2QeuLCAp692FTKart2GqCT2n48DlYNHyOK0WcFsvS05u_HQucrv4H0i-jCfJknxO5wr5jpPMuZUVdWX7ekthosksZ87Nos6kLJY0ynOjM6AaTOx/s320/002-Wallace.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ0HImZNvCNRv2wl_zWReNgB3zT23-MTgBpdBqHRSL0LCrD3_MlfEcmfzaDES7CxZKbeW5oFYomMxORYLNsvZEyNN5ExyPvbBZ_B67kLOSldKm-OHUCPBEUAwV3d-woj-LymiijYl80-zs/s1600/003-+Wallace+Shadow.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZ0HImZNvCNRv2wl_zWReNgB3zT23-MTgBpdBqHRSL0LCrD3_MlfEcmfzaDES7CxZKbeW5oFYomMxORYLNsvZEyNN5ExyPvbBZ_B67kLOSldKm-OHUCPBEUAwV3d-woj-LymiijYl80-zs/s320/003-+Wallace+Shadow.jpg" width="320" /></a></div>
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These are from EBOB Miniatures
"Rebellion" line, it's a miniature battle game about half
inspired by the movie "Braveheart" and half by actual
history of the period. These guys are from the Scottish line,
obviously, and are either inspired by the Braveheart fantasy, which
is fine for the Mistlands, or are actual late 13th-early 14th century
Scottish Highlanders.</div>
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Now the same company made these next
guys who make pretty good stand ins for "contemporary"
Garnians-</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGv0799QWO2pW_tvs8fV-PIVWZNygpLBlXOjApwFU1mL7GpnCbzSrV5NoMQJf71u8_HYELuNx_U7GFGGsUATQ-l1TUz4yLVHwZJKOaX2RpXOkVUsFRsb9WDQeIc06Kb6S0Pbm1qvXNeKQ1/s1600/004-Wallace+as+Guardian.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="204" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGv0799QWO2pW_tvs8fV-PIVWZNygpLBlXOjApwFU1mL7GpnCbzSrV5NoMQJf71u8_HYELuNx_U7GFGGsUATQ-l1TUz4yLVHwZJKOaX2RpXOkVUsFRsb9WDQeIc06Kb6S0Pbm1qvXNeKQ1/s320/004-Wallace+as+Guardian.jpg" width="320" /></a></div>
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Ironically, they are also from the
Scottish line, except for the Welsh Archers, just a tad on the more
historically accurate side.
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I spent a bunch of time today
researching China for the Empire of Ming Liang and decided that they
must have come over from Earth probably during the "Three
Kingdoms" period of civil war where there were at least three
legitimate claimants to the Han dynasty. The period officially*
lasted from 220 to 280 AD, and the Chinese population dropped from 50
million to 16 million. Anytime more than half of a population turns
up missing, that's a good opportunity for us to transport people, and
I always said these weer Han Chinese, I assumed I was speaking
ethnically, but it may just be an ACTUAL Han dynasty ruling here,
just under the new name. The Chinese like to give every new dynasty a
new name to distinguish it from an unlucky old one, maybe these guys
are following that tradition?</div>
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Anyway, their technology level should
have advanced to roughly the level of the Song dynasty, which I could
not find any pictures for in a brief search today, but when I am
completely ready for my 20 Questions about Ming Liang, or if someone
else wants to do it, I should be ready or ready to help. Which of
course means we still have to answer the chemistry and physics
question, does gunpowder work here on Garnia World? I have
deliberately held the world's "core" areas back in tech
level to avoid the gunpowder question, but the Song Chinese certainly
had it, primitive as it was in it's uses.</div>
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*There was some internal strife and
Warlordism starting in 184 AD, as the Han started to weaken and lose
territory to rivals. </div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-75451610846983239012012-06-23T10:40:00.000-04:002012-06-23T10:40:29.879-04:00So Remember When...<br />
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...I said we needed to set an end time
zone to the migrations of Humans from Earth to Garnia World otherwise
the Mistlanders would end up looking something like this-</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvEcrFiMrsUFR_Upr8bdtIEK2xJII057ZNYEiCX5t3TVuaiotDKHH8DL_H_JG_RbzZefbr0OMuPPm3yYBflYOT6O4u4UBcanvfhr5xgjLMySTbr2QVb9M_gdbS6Cy_sxmJS60X35GY25md/s1600/001-The+best+Plaid+Lans.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvEcrFiMrsUFR_Upr8bdtIEK2xJII057ZNYEiCX5t3TVuaiotDKHH8DL_H_JG_RbzZefbr0OMuPPm3yYBflYOT6O4u4UBcanvfhr5xgjLMySTbr2QVb9M_gdbS6Cy_sxmJS60X35GY25md/s320/001-The+best+Plaid+Lans.jpg" width="247" /></a></div>
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When really it was my intention for
them to be more like these guys-</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheYUAoNSBcTZu3PAg9wo8nIvH20M5QaOxgO8kb3rbAb-F9AtuSXcRIGiPy1RCWyLK7jZTekPxOmRXPI8cm0-HJfBPkZJ8Wiyi8_zXpqGQ8IznWDvyJQ-WnF6HVZEbwe6lUTlsFpXDmVAOz/s1600/002-Pictish+Command+003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="164" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheYUAoNSBcTZu3PAg9wo8nIvH20M5QaOxgO8kb3rbAb-F9AtuSXcRIGiPy1RCWyLK7jZTekPxOmRXPI8cm0-HJfBPkZJ8Wiyi8_zXpqGQ8IznWDvyJQ-WnF6HVZEbwe6lUTlsFpXDmVAOz/s320/002-Pictish+Command+003.jpg" width="320" /></a></div>
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Lower in Tech level than the
contemporary Garnians, Frodians and Ming Liang, but not substantially
lower, just poorer and less developed.
</div>
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These richer guys have better
equipment, and are obviously the leaders and their immediate
retainers-</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi41SS8Ijhq3p5oDbRigyVpvAcJPJOti9Lr4kk4eHbWrr_av_eBTqrjmudHt5jNpxy1xDeSTWaISPkF6-8kKhtymCdMVgLGFZJe70yqMIjH5wUGwW5ltaeSNbqAQQ0-EjsEEnubOOoNfPVm/s1600/003-Pictish+Command+001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="176" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi41SS8Ijhq3p5oDbRigyVpvAcJPJOti9Lr4kk4eHbWrr_av_eBTqrjmudHt5jNpxy1xDeSTWaISPkF6-8kKhtymCdMVgLGFZJe70yqMIjH5wUGwW5ltaeSNbqAQQ0-EjsEEnubOOoNfPVm/s320/003-Pictish+Command+001.jpg" width="320" /></a></div>
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Some of them have horses too-</div>
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These pictures show the cultural
diversity of the Mistlands, both mounted and on foot-</div>
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These pictures show professional
warriors, some mounted-</div>
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But your hard-core, old school warrior
goes to battle in a chariot, like his ancestors did-</div>
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Check out his grisly old school Celtic
collection-</div>
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Then the poor guys get to show up with
the same stuff they'd use to go hunting, because every able bodied
man of the Clan gets to come out and play.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEIBmhq59bFS0c1_zRyxJT-_zIuqx7VHTIEiFKLpsRBV45fGhjRppYJWQIBCxrCFgEjItMrQ1kJixeHXx7B-HVxJn6R2GsLVA7XmFyScT51FdP0AnMpeF3kY50S5Hnr9E5Y-9katnQ7Hvs/s1600/023-Pictish+Hunters+with+Javelins.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="147" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEIBmhq59bFS0c1_zRyxJT-_zIuqx7VHTIEiFKLpsRBV45fGhjRppYJWQIBCxrCFgEjItMrQ1kJixeHXx7B-HVxJn6R2GsLVA7XmFyScT51FdP0AnMpeF3kY50S5Hnr9E5Y-9katnQ7Hvs/s320/023-Pictish+Hunters+with+Javelins.jpg" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvpn63vFekpUmWtpl0eZFZWtKYxJR1S36hWqx-REkLRT6SCQ1JztPuuQAJ3dLQOTSWkDXpwf_xvZmgI_cWabzT6-0bPFlLChGDEcXLWPQ2R38Ek1jALVW2uBqbKn7KNJLmS1jR0wsKDHD2/s1600/024-Pictish+Packmaster+and+3+Hounds.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="111" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvpn63vFekpUmWtpl0eZFZWtKYxJR1S36hWqx-REkLRT6SCQ1JztPuuQAJ3dLQOTSWkDXpwf_xvZmgI_cWabzT6-0bPFlLChGDEcXLWPQ2R38Ek1jALVW2uBqbKn7KNJLmS1jR0wsKDHD2/s320/024-Pictish+Packmaster+and+3+Hounds.jpg" width="320" /></a></div>
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<div style="margin-bottom: 0in;">
So, how do you like my visual
representation of what the Mistlanders look like? I got all of the
pictures from the <a href="http://www.grippingbeast.com/webpage.php?PageID=1" target="_blank">Gripping Beast website</a>, they Dark Ages Picts,
Caledonians and Scots-Irish from their new SAGA line.</div>
<div style="margin-bottom: 0in;">
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</div>
<div style="margin-bottom: 0in;">
For what it's worth, this is about
where the Garnians are military technology-wise-</div>
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And they are the preeminent military
power in their part of the world. Sorry that one's in an unpainted
state, I couldn't find a copy of them painted.</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0tag:blogger.com,1999:blog-7199458153789354182.post-3261727483714562352012-06-22T13:17:00.001-04:002012-06-22T13:17:17.263-04:0020 Questions- The Mistlands<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIuhi4GuGlL17Nt8mnxZTW3l7HeHsNtX-YoUIbz1bB-DHzTv9lkJY8eFmt6FrP1Hwee2PUKYfyGsbhO4zmHMNbPRQmxHFJ3QjoHgcA2yDGsVNPIj_dE7OvykjERPkAbJhxRgrsN-j4OnZ7/s1600/Triskele_and_Torc_Small.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIuhi4GuGlL17Nt8mnxZTW3l7HeHsNtX-YoUIbz1bB-DHzTv9lkJY8eFmt6FrP1Hwee2PUKYfyGsbhO4zmHMNbPRQmxHFJ3QjoHgcA2yDGsVNPIj_dE7OvykjERPkAbJhxRgrsN-j4OnZ7/s320/Triskele_and_Torc_Small.jpg" width="320" /></a></div>
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What's the deal with my Cleric's
religion?
</div>
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</div>
<div style="margin-bottom: 0in;">
A slight majority of Mistlanders are
Celtic Christians, the rest are Celtic Pagans. The Christians are
centered around monasteries, the Pagans have temples, shrines and
holy wells & springs. Your Cleric's religion is probably based on
what Clan he comes from, although there are some Pagan hold outs in
Christian Clans and the occasional Pagan in a Christian Clan. The two
religions get along better here than they ever did on Earth, probably
due to the need to be allied against a common Evil foe. That doesn't
necessarily mean they like each other, but there isn't any real hate
either. It probably doesn't hurt that Celtic Christianity has a lot
of Celtic Paganism left in it.</div>
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</div>
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Where can I go to buy standard
equipment?</div>
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</div>
<div style="margin-bottom: 0in;">
That's tougher, this is a rough
country, with no real cities to be found. If you find yourself in the
Mistlands and you are not a native, you are probably screwed. If you
are a native most stuff can only be gotten at your own Clan's
villages or strongholds, or at those of allied Clans. Additionally,
all of the weapons not made of wood are made of "Mistlander
Steel" and cost twice as much as standard weapons. The mists
"rot" normal steel in anything from a few days to a few
weeks.
</div>
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<br />
</div>
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Where can I get custom platemail fitted
for this monster I just befriended?
</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
That's not going to happen. Mistlander
steel is too hard to work and too expensive, it is mainly used for
weapons, occasionally for armor for Clan Chiefs and War Chiefs or
Heroes; but most Mistlanders fight wearing either no armor or just
leather, everyone uses wooden shields, usually with a bronze boss,
but, if they can afford them, with a Mistlander Steel boss as the
most expensive part.</div>
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</div>
<div style="margin-bottom: 0in;">
Who is the mightiest Wizard in the
land?</div>
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</div>
<div style="margin-bottom: 0in;">
Fíorcheann fiothnais nan clanna mac
Mathghamhain, his studies into the arcane are legendary and he has
protected the Mistlands from all manner of threats, from Giants to
Humanoids to invasion from Garnia and Ming Liang. It is said he is
over two hundred years old.</div>
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</div>
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Who is the mightiest Warrior in the
land?</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Baothghalach Ó Dochartaigh, his
personal prowess is impressive, but he is also a great leader of men;
as a young warrior of the Ó Dochartaigh he took it upon himself to
lead the other young men of his Clan in a cattle raid against the
neighboring Mag Aonghusa Clan. Not only was the raid an astounding
success, but in the battle that followed, he fought a rear guard
action against the warriors of the Mag Aonghusa and slew both their
War Chief and their Clan Chief's eldest son. He was fourteen years
old and had only just begun weapons training. He is also a natural
tactician. The war that followed had him leading his "Boys
Troop" to victories in skirmish after skirmish, with few or no
casualties. The Mag Aonghusa were utterly defeated and became
tributary to the Ó Dochartaigh. Baothghalach has since traveled the
Mistlands seeking out the best weapons masters and mastered their
techniques; furthermore he has gathered followers from many Clans and
has accepted broken men (Clanless) into his personal service.
Furthermore, he seems to understand long term strategy. He has made
great raids into both Garnia and Ming Liang successfully, and some
say he is trying to become High King of the Mistlands, a position
rarely held in it's history and rarely for very long or very
successfully. Probably his greatest single achievement though, was
destroying the nest of Baobhan Sidhe at Réimse na Ríthe.</div>
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<br />
</div>
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Who is the richest person in the land?</div>
<div style="margin-bottom: 0in;">
Baothghalach Ó Dochartaigh although
Mistlanders measure wealth a little differently than most countries
do, they measure it in Cattle and Fighting Men and he is well ahead
of most Clan Chiefs in either one or both. He also has the love of
the people, because he shares the wealth of his raids rather than
hoarding it, whether it's cattle, coin or jewels or other valuables,
everyone, whether they're under his protection or not, as long as
they're not an enemy, gets something from him when he passes by, and
he has a great, and honest, network of distributors working under
him. People under his protection receive coins and exotic goods from
foreign lands and no on goes hungry.</div>
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</div>
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Where can we go for some magical
healing?</div>
<div style="margin-bottom: 0in;">
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</div>
<div style="margin-bottom: 0in;">
In this, you are lucky. The Mistlands
has a plethora of magical springs, many of which have healing
properties. Otherwise, every village has a Priest, either Pagan or
Christian that might be able to help, depending on your status
vis-a-vis their Clan. Monasteries will certainly have someone that
can help, but are often reluctant to heal non-Christians, at least
not without either a great contribution of some form of wealth or
favor to the monastery or a conversion to Christianity. Most Clan
Strongholds will have a Priest, again either Christian or Pagan, that
will be able to heal you, but then you need to have the favor of the
Clan. There are no Druidic colleges present in the Mistlands, the
Pagan Priesthood either learn from their predecessor or leave to
study elsewhere, usually at Dun Math on the Steppes, the oldest
"Druidic" college in Garnia world.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Where can we go to get cures for the
following conditions: Poison, Disease, Curse, Level Drain,
Lycanthropy, Polymorph, Alignment Change, Death, Undeath?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Pretty much the same answer as above,
with a few exceptions. With Poison there might be an anti-venom that
a local herbalist might know, and since Poison is a cowards way to
kill a foe, it really doesn't matter what your status with the clan
is, anyone will try and help, even an enemy; because he doesn't want
to be blamed for the foul act. Alignment Change, no one is going to
help you turn back to Evil if that's where you started. The only cure
for Undeath is the True Death, may you rest in peace.</div>
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<br />
</div>
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Is there a magic guild my MU belongs to
or that I can join in order to get more spells?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
No, nothing so organized here. If a
child is recognized as having the potential, he or she will be taken
on as an apprentice to a Master Wizard in the Clan.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Where can I find an Alchemist, Sage or
other Expert NPC?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
There are not a lot of them in the
Mistlands, but the Monasteries keep good records and have some
trained historians. Every Clan Stronghold will have at least one
Seanchai. These are a largely non-literate people, so they remember
everything through songs and poetry; it's also how they entertain
themselves most nights. So, Sages, of a sort, kind of common, in a
Bardic way, less common at the monasteries. Not many Alchemists to
speak of, maybe among the great Wizards, but alchemy is really for
richer, more developed lands. They don't have too many roads here.
Other experts? Depends on what you're looking for. Plenty of
herbalists and brewers and leather workers, not so many siege
engineers.</div>
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</div>
<div style="margin-bottom: 0in;">
Where can I hire Mercenaries?
</div>
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</div>
<div style="margin-bottom: 0in;">
That really depends, you can pick up
broken men lurking about and form your own company, but if you are a
foreigner, or not seen as strong enough, you'll probably face a
mutiny eventually and discipline may be tough since some of these
guys might have come from Clans that were feuding. What's worse with
broken men is that they might have been cast out of their Clan for a
reason, and not be broken because they have no kin. The other route
to take is to boldly "Make an Alliance" with a Clan Chief,
and use his army. This can backfire too, because they might not like
following the orders of a foreigner, or the Chief might decide that
too many of his men have been lost in your cause and just leave. Both
the Garnians and the Ming Liang have used this tactic to keep the
Mistlanders fighting amongst themselves for centuries, it cuts down
on the raiding.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Is there any place on the map where
swords are illegal, magic is outlawed or any other notable hassles
from Johnny Law?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
In the Mistlands every Clan is it's own
Kingdom and so is every Monastery, so the rules vary from place to
place, but in general it's considered poor manners to keep anything
bigger than an eating knife on your person when you enter a private
house. Hospitality means a lot here, if they let you in, you'll make
it out alive. For centuries the Christians argued about the use of
Magic, their own spells were clearly miracles from God, but Wizard's
spells might be an Evil thing. Ultimately it was decided to follow
the old Roman law and just condemn Maleficium (Magic used for Evil
purpose), although some more conservative Priests and Monks still are
uncertain about this decision.</div>
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Which way to the nearest Tavern?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
This is a good news/bad news situation.
Mostly, there aren't any taverns in the entire Mistlands, but pretty
much every single village has an alehouse. This is literally
someone's house where you can come in for some ale and it's usually
cheap. Quality and welcome vary. The other thing about the Mistlands
is that they are alone in all the lands of the Celts for having
discovered distilling, so sometimes you can get Uisge Beatha (Whisky)
which is usually expensive and mostly only available in Clan
Strongholds. It is a key trade item for the Mistlands at their border
trading posts, along with Cattle, Copper, Tin, Tartan Plaid Fabric and Wool. They also
produce significant amounts of Silver, but prefer to keep it, and
never trade Mistlander Steel.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
What monsters are terrorizing the
countryside sufficiently that if I kill them I will become famous?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
There is always some odd hellish beast
crawling up out of the great rift. Giants and their kin are all over
the Northlands along with tribes of Humanoids that serve them. The
mists themselves seem to call to all manner of Unseelie Sidhe,
sometimes for a few minutes, sometimes they set up to stay.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Are there any wars brewing I could go
fight?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Always. Mistlanders are a quarrelsome
lot, and hold grudges for centuries.</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
How about gladiatorial arenas complete
with hard-won glory and fabulous cash prizes?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Not so much Gladiatorial games, but
Sword Fighting with Wooden Wasters, Bare-Knuckle Boxing, Wrestling,
many different types of feats of strength, Archery and other martial
contests take place at Clan gatherings where Glory and prizes can be
won. Of course you can also win for song and poetry, or dancing if
that's your thing. Drinking contests are popular too.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Are there any secret societies with
sinister agendas I could join and/or fight?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
It wouldn't be much of a secret if I
went and told everyone on an open blog post, now would it? Seriously,
this the kind of answer that I prefer to develop in actual play,
rather than plan ahead and then maybe never use. That said, the only
possible option I could think of would be smugglers moving Mistlander
Steel out of the country.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
What is there to eat around here?
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
That really depends on where you are
and who you are, but beef, mutton, pork, chicken and all manner of
wild game are on the menu, as are fresh water fish. Dairy products,
they are a milk drinking, butter loving, cheese eating people. Oats,
barley, rye, apples, plums, cabbages, onions, carrots, turnips,
(potatoes), various herbs and seasonal greens. Think snout to tail,
nothing wasted, cooking, mostly boiled in a pot or fried in a pan.
Spit roasted food is an extravagance for the wealthy. Beef or game
are the preferred foods of the warrior aristocracy.</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Any legendary lost treasures I could be
looking for?</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
The Cave of Céadach Ó Baoighill is
said to be full of gold and ancient Sidhe treasures. Céadach Ó
Baoighill led his band of men to the nest of Unseelie Sidhe and
destroyed them all, but the dying curse of the last one made them all
forget the location of the cave, which had taken them the better part
of a year to find when there were active Unseelie Sidhe operating out
of it. Now, centuries later, it's a legend, just "Someplace in
the eastern Mistlands".</div>
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<br />
</div>
<div style="margin-bottom: 0in;">
Where is the nearest Dragon or other
Monster with Type H treasure?
</div>
<div style="margin-bottom: 0in;">
<br />
</div>
<div style="margin-bottom: 0in;">
Sleeping in the Great Rift, waking the
Dragon would be a fool's quest.</div>
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<br /></div>
<div style="margin-bottom: 0in;">
Bonus descriptor- these guys wear kilts made of Tartan Plaid although there is no universal Clan tartan for any Clan, it's pretty much whatever your wife or mother or grandmother weaves for you.</div>
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</div>The Great Khanhttp://www.blogger.com/profile/18342783210750664992noreply@blogger.com0