Ancient Lands: Dark Elves

Dark elves are at home in the Mahiri Jungles between the Red River and the Mayaka Kingdom on the southern shores of the Inner Sea. They resemble wood elves of the northern lands in stature, but their skin is a dark ashen gray and their hair ranges in colors from white to light blond and various shaded of silvery gray. The color of their eyes is usually in shades from dark ember or copper to a deep dark red and they have excellent vision in the night, even under the dark shadows of the thick jungles. Being well adapted to the dark, dark elves often make their homes in caves or live in homes with small windows, and life in the villages and towns usually starts only in the afternoon when the trees of the surrounding jungles provide plenty of shade and continues deep into the night. Like wood elves, dark elves are fully grown at around 24 years of age and often live well over 300 years if they don’t fall victim to disease, war, or accident.

Ruyaki

Ruyaki

The Ruyaki are the smallest of the three tribes of dark elves that lives in the Ancient Lands. They inhabit the northernmost parts of the Mahiri Jungles and the lands along the Red River south of the Vestanen Mountains. They often wear shawls and hoods to protect themselves from the sand that gets blown up from the dry banks of the Red River and to provide some shade for their eyes in more sparsely forested northern reaches of the Mahiri Jungles. They are also known for their armor, which is often made from the hides of giant insects that live in the region. Ruyaki clans are often rather small, often numbering just several hundred people or a few thousand. Vandren from the Vestanen Mountains rarely travel into Ruyaki territory, but the relations between clans most commonly depend on the past history between specific clans. There are few Ruyaki towns of remarkable size and some clans are almost entirely nomadic and live from hunting and keeping antelope-like mountain goats.

Takari

The Takari clans live along the coast of the western Mahiri Jungles between the Kuremo swamps at the mouth of the Red River and the territory controlled by the Mayaka. Like the Neshanen on the northern shores of the Inner Sea, their culture is centered around several major port cities and towns that have come to considerable wealth through trade with other cities. Highborn Takari often live in great city mansions or villas in the surrounding villages. In addition to the valuable goods from the jungles, the Takari also trade in slaves, which are usually captured from the Yagashi clans deeper in the jungles or Amakari and Gandju villages in Sunvanea.

Yagashi

The Yagashi are the largest tribe of dark elves and are spread throughout a vast region of jungle south of the Takari coast and west of the Mayaka Kingdom. Most live in small villages that have little contact with the people from other land, but there is also a number of great temple cities deep within the jungles, which are ruled by powerful shaman queens. The Yagashi use little worked metal and most bronze is used for spear blades and arrow tips. Their warriors wear simple armor made from corded tree fibers and reinforced with animal bones that serves them well in the hot and humid jungles of their homeland. Their warriors are also painted in complex swirling runes made from a mixture of white clay and the ground bones of monsters, which binds the spirits of those creatures to them and gives them some of their powers. As much as they revere and honor the creatures of the jungles, they rarely wear more than two or three such runes on their body at the same time, as they fear the spirits might be able to possess them fully if they use too many at once and for a long time. Sleeping without washing off the runes is regarded as highly dangerous and warriors will often destroy the runes on an ally who falls unconscious in battle even before treating his wounds.

The key to great monster design?

One of my favorite parts about roleplaying game is the creation of new monsters. Sometimes you look at a monster and think “I want to do something just as great”, but since there are already literally thousands of fictional creatures that have been made up by writers in the past 100 years, it always seems very difficult to come up with something that doesn’t look like an almost-copy of something else.

I’ve been looking over a lot of monsters from RPG monster books, videogames, and movies over the last years and found that really outstanding monsters are no accidents. If a monster becomes popular with fans or even a famous part of culture is not entirely up to luck and there are some things they pretty much all have in common and do not actually require being a creative genius.

The first discovery I made is that great monsters are never about their looks or their abilities, but about their behavior. Perhaps let’s call this Yora’s First Law of Monsters: “Monster behavior is more important than appearance or powers.” Yes, the alien from Alien looks really cool and it certainly helps for making it famous, but what makes it so great in the movies is not what it can do, but how it acts. The actual powers are not very interesting at all. It is fast, kills with a bite, and its blood is acid. As monster abilities go, that is very basic and even rather bland. It becomes a great monster because of the way in which the characters of the movies interact with it. It climbs on ceilings, sneaks around silently, and waits in the dark for the perfect opportunity to strike. It doesn’t actually fight very well and is quite easily killed in a direct confrontation. But it doesn’t allow you to face it in a direct confrontation and that’s what makes all the difference.

Going through some Dungeons & Dragons monster books again yesterday, I discovered Yora’s Second Law of Monsters: “Great monsters have a backstory.” With monsters in movies and novels, a great part of the plot is about revealing the story behind the monster and discovering its origin. It’s not very pronounced in Alien, but it’s still there. The eggs in the derilict ship, the dead pilot, the attack on Kane, and the eventual emergence of the alien are all clues that are hinting on the creature to be much more than just a regular alien animal. Someone once transported a whole shipload of those eggs and must have been aware of what they are, but was still unable to contain the threat. That hints at something more going on and that in turn makes the creature itself much more interesting. At the Mountains of Madness introduced two of Lovecrafts most famous creatures, and it’s really all a big mystery story about revealing their parts in a much larger picture. A a counter example, Robert Howard had Conan fight a lot of big dangerous monsters in his stories, but none of them ever really made it big. They are just scary looking things with teeth and slimy tentacles. They work for the stories, but they don’t inspire at all. Worms of the Earth is often mentioned as one of his best stories and the worms work well for the plot, but it doesn’t really seem as if there would be much more to them than that. One creature that Howard created did make it big. The serpentmen from Kull. The yuan ti from Dungeons & Dragons and the naga from Warcraft are among my favorite monsters, but they are really just remakes of Howards serpentmen. Other than taking the shape of humans with the lower body of a snake, they have almost nothing in common with the creature from Asian myth. And what makes the serpentmen different from most other monsters Howard created? They have a backstory. They have goals, they have motivations, and they are integrated in the history of the world.

This seems particularly important to me when creating new monsters for roleplaying games. When you read through monster books, the vast majority of the creatures are just very bland. They have an appearance, some abilities, and very often that is it. Two sentences about the kind of environment in which they live does not suffice to make them cool or interesting. Because there’s no plot hooks in that. What are you supposed to do with a big flying white snake that makes ordinary objects come to life? It has a look, it has powers, but what does it do? When it comes to having players confront a monster in a game, I made the observation that very often reputation makes a huge difference. A telepathic monster that can stun people with its mind might be interesting and challenging to fight. But that’s usually nothing compared to “Holy Shit! It’s a mind flayer! We’re so screwed…” Surprising the players with something completely unexpected is nice sometimes, but just as often you’re getting a lot of excitement if the players are already aware of the creatures reputation. If you create a new creature that is yet unknown, try to put a lot of hints about what it can do and make the other people of the game world be terribly afraid of it. Nobody is going to get super exited about the news that there is a pack of weird critters at the edge of the village that is known as a nuisance. Have the villagers get into a total panic because they have heard many stories about the creature and they don’t believe anyone could possibly save them. That is going to get the players a lot more excited as well.

Ancient Lands: Factions

As much attention is usually given to races, cities, and countries when it comes to fantasy settings, I think the most important thing that has a much bigger impact on the overall feel and dynamics of the world are the power groups and other factions that inhabit it. You rarely have dealings with a race or a country, and these don’t really have any shared goals as a whole. In a work about the politics and wars of kings and other rulers, you kind of have things happen between countries, but in practice it’s almost all happening between members of different courts, which really are just one of many types of factions. There are many classic types of generic organizations in fantasy, such as thieves guilds, wizard colleges, great churches, lorekeepers/spies, or medieval megacorporations (Forgotten Realms has a lot of those.) For the Ancient Lands, many of these standard factions don’t really work, as it’s a bronze age setting primarily inhabited by tribal people living in remote villages in the wilds. Can’t really have a thieves guild in a 200 people village or a continent spanning state church when everyone is worshiping the spirits of the land they live on. Coming up with ideas for factions that do work in such a setting was a bit challenging at first and I had been creating a number of groups that I’ve since discarded again. But taking a count of the groups I already have, I realized that this is already quite extensive and easily enough for a setting of this scale.

Druids

Probably as close as you can get to a real good guys faction. The Druids are a lose and informal association of hundreds of shamans north of the Inner Sea. Most of them belong to the elven Falden, but the influence of the group reaches to all the neighboring tribes, which includes the Eylahen, the northern and southern Skeyn, the human Vandren, and even some Brana kaas and Takari dark elves. The goal of the Druids is to fight the spread of sorcery. Sorcery is a very potent form of magic that can defy the normal rules of nature, but its use sickens the lands and all creatures that inhabit it. To the druids that price is much too high for all the great wonders sorcerers can create, and they are doing everything in their power to prevent the sorcerous arts from spreading and if possible end the practice of all sorcery in the Ancient Lands forever. While in some regions almost all shamans are affiliated with the Druids, their actual numbers are relatively low. But all of them can call upon all the warriors of their clans if they feel the need is great enough to risk the protection of their villages, which makes them potentially one of the greatest powers in the Ancient Lands. But usually most druids simply exchange information with each other and only deal with sorcery that directly threatens their homes. However, when the threat seems great, they often call together druids from neighboring clans to face the danger together, before it grows too big to be able to destroy them one by one.

Sorcerers

Sorcerers are even fewer in numbers than the Druids and have even much less organization or shared goals. Most of the time it’s just a single sorcerer and his apprentices working entirely alone, with perhaps some friendly but distant contact with other sorcerers to compare their work. As most people fear them and the Druids have a strong presence in many regions, sorcerers are usually very secretive, living in isolation from the rest of society or practicing their art in secret. Few people are able to tell the difference between a sorcerer and a reclusive, but ordinary witch, as long as they keep the destructive effects from becoming too apparent. Sorcerers are not inherently evil, but all of them are highly ambitious and at least to some degree reckless, and very well aware that many people would prefer to see them dead if they could get an opportunity. Fear of their sorcerous powers is what keeps most common people from turning against them, and most sorcerers cultivate a reputation of being very dangerous opponents.

While sorcerers usually live in secret or are feared enough to become untouchable, the elven Neshanen of Senkand are one of the very few tribes where sorcerers have some form of acceptance and often wield considerable respect and power. Almost all sorcerers come from noble families and are frequently involved in local politics and and members of courts. Unsurprisingly, the Neshanen have a somewhat doubious reputation among the other tribes, but are also among the most educated and sophisticated people who produce many of the finest goods in the Ancient Lands. And since some of that knowledge comes from the work of sorcerers, the common Neshanen are much more willing to accept their presence in their towns and cities. Continue reading “Ancient Lands: Factions”

Awesome future novel idea #1: Not all is quiet on the Western Front

Here’s a potentially cool idea for a horror storie or adventure: Lovecraftian horror set on a World War I battlefield. Usually this style of horror doesn’t work when the characters are highly armed and there are lots of other people around. But the battlefields of the Western Front are probably as far removed from normality as it can possibly get. You could have creatures stalking the muddy bogs of artillery craters and barbed wire, murdering men left and right. And while there are lots of armed soldiers all around who would hear the screams and gunshots and stumble upon the corpses the next day, nobody would think anything to be out of the ordinary. The protagonist of the story would doubt his senses and wonder if he is simply going mad, and even if he told others what he saw, who would believe him? Either he went a bit mad or he is pretending to be mad to get out of the battle.

Maybe the creature is a werewolf, or it’s a group of ghouls who come crawling out of a crypt burried below a shelled cemetery that is no longer recognizable as such. It could go on for weeks or months, with only one or two man noticing that those attacks are not normal raids by the enemy. And the during artillery bombardment the bunkers would be deathtraps for all inside if a monster gets in.

I’d read something like that.

Eureka!

Suddenly, inspirations! Inspirations everywhere!

spongebob_imaginationI think I found the perfect core concept for my new iteration of the Ancient Lands setting. And if you know me just a bit, it will be no surprise to you: “Star Wars as a Bronze Age Sword and Sorcery setting.” Specifically the two Knights of the Old Republic comic series.

And now I also know what to do with the naga in the setting that isn’t simply making them Yuan-ti. These guys:

Sadow_vs_KresshI am not going to copy the whole Sith War storyline, but I think the old Sith are a perfect inspiration for the overall mindset and culture of the naga.

I’ve already been planning to do a group like the Mandalorians and the Qunari from Dragon Age for a long time. And two of the races are directly inspired by Jarael and Sylvar.

Air Genasi
Air Genasi
Kaas
Kaas

The Dathomir Nightsisters also have many great pictures I can use.

Kaska Witch
Kaska Witch

Of course, I am also taking liberally from Mass Effect (the second best thing after Star Wars), and the naga get a race of obedient servants inspired by the Geth.

Serpentmen
Serpentmen

And there will be both wood elves and dark elves as well.

Falden
Falden
Yagashi

This is coming along pretty nicely so far.

Why Mass Effect is my favorite fantasy game

Most people are under the impression that Science-Fiction and Fantasy are very easy to tell apart. One has space ships and lasers and the other has swords and magic. But when you look a bit deeper, neither genre is actually described acurately that well. There is plenty of sci-fi, like for example Ghost in the Shell or The Matrix, which have neither starships nor lasers; just as there is fantasy with barely any swords, like Buffy the Vampire Slayer, or with very little magic, like A Song of Ice and Fire. And then you have something like Star Wars

The difference between sci-fi and fantasy is instead one of themes and narratives. Sci-fi is a genre that deals with technological progress and how it might affect our life in the future. Fantasy on the other hand deals with worlds that always have been fundamentally different and usually explore how our past could have turned out differently if some basics facts of life had been different; most commonly the addition of magic and monsters. And if we go with this definition for sci-fi and fantasy for now, it’s easy to see why Star Wars quite firmly falls into fantasy and isn’t really sci-fi at all. In this universe, the technologies of space ships and lasers have been around for thousands of years and different species from different planets living side by side just as long. There is neither technological progress nor social change, everything stays as it always has been. The story itself is the classic fantasy plot of the Hero’s Journey, about fighting a dark lord and his evil legions with magic and courage. Technology is not used as new tools to deal with old problems.

Now the Mass Effect series would seem quite different on first glance. It’s not set long ago in a galaxy far, far away, but is about humans from Earth just a little more than a century in the future, who just discovered advanced technology and met other intelligent species for the first time within living memory. And the writers went to great length of effort to include the most recent discoveries of physics and technology as part of the explanation how stuff in this world works. That all looks a lot lik science-fiction. But once you start looking a bit deeper and look at the themes and plot elements, it really turns to be a pure fantasy story at heart for which the technological elements are really almost entirely decorative. Very much like Star Wars, which isn’t a coincidence. A few years before developing the first Mass Effect games, the developer BioWare had made a huge commercial and critical success with the Dungeons & Dragons based series Baldur’s Gate and continues their amazing rise to probably the most important roleplaying game developers in the West with the Star Wars game Knights of the Old Republic. However, at that point they stepped away from doing licensed games and created their own series with their own setting. Dragon Age as a successor to Baldur’s Gate and Mass Effect for KotOR. Particularly the first game resembled KotOR greatly in style, presentation, gameplay, and controls. But, as I know want to show, it also is really a fantasy story at heart as well. Obviously total spoilers for all three Mass Effect games below:

  • The games have six character classes. Three pure and three hybrid. The Soldier, Engineer, and Adept are really the same thing as Warrior, Rogue, and Mage.
  • The main villains are the Reapers, who are immortal beings from outside the galaxy of incredible power whose sole purpose is to kill all living people in the galaxy. A classic demon invasion plot.
  • Their main soldiers are the husks, which are made from the bodies of their victims, and are basically zombies.
  • The plot of the first game revolves around a powerful madman with strong magic powers collecting ancient artifacts, which he then uses in an attempt to open a portal to the distant realm of the reapers and allow them to invade invade the galaxy. An evil sorcerer opening a gate to hell to summon an army of demons is an old fantasy classic.
  • On the search for the artifacts, you encounter an ancient immortal creature that has been living in the deepest chambers below the ruins for tens of thousands of years and is telepatically controlling the villagers of a nearby settlement and sends them to stop you.
  • Later, in a different ruin on a different planet, you encounter an old artifical intelligence, which is basically the guardian spirit of the place, which tells you how to use the artifacts to stop the evil sorcerer from summoning the demonic army.
  • Right at the start of the second game, the hero is killed, but two years later brought back to life with magic! I mean with SCIENCE!!!
  • At the end of the game, the hero and the team of companions have to travel through an ancient and mysterious portal to find the lair of their enemy. To do that, theh first have to find a special key that allows them passage through the portal without being destroyed like the hundreds who tried to pass through it before them.
  • They find that special key in the very heart of the gargantuan corpse of one of the ancient demons. Where of course it’s spirit is still present and turned the earlier explorers into zombies.
  • When they finally make it through the portal to the villains lair, it all looks as if they have travelled right into hell. And inside the lair they find a gargantuan monster that is being build from the bodies of thousands of humans.
  • In the third game, all the Free People have unite to find an ancient artifact that may be the only way to stop the demons. And of course to do so the hero has to assault the main base of the demons and confront the god that controls it all.
  • At one point, you need to get the Krogans on your side, butt they agree to help only under the condition that you cure a terrible disease that has been spread over their world as punishment for their endless invasions and conquests of other planets. Basically, they want you to life an ancient curse laid on their ancestors.
  • To do so, you have to access a science station on their planet where one of your allies will produce a cure and use the station to spread it over the entire planet. Said cure can only be made from the blood of a single Krogan woman, who also happens to coincidentally be one of the very few high priestesses of the ancient religion.
  • However, you can’t reach the station, as it is build behind an old abandoned temple, which is currently inhabited by one of the immortal demons. So what you do is to start the ancient machines that the Krogans used to summon the great titanic creature they revered as a destroyer and mother of the most terrible monsters on the planet. You really perform an ancient ritual to summon one of the old pagan gods, who arrives to destroy the demon!
  • On another planet, you discover that the most advanced species with the best technology and magic powers have actually been altered by an even more powerful but now extinct race of creatures. They also have another one of the artifical intelligences hidden inside their great cathedral, who is like a messenger from their old gods, who has been teching them all the secrets of their technology.
  • In addition to the demon army that wants to destroy the world and take everyone back to their realm, there is also another antagonist who believes he has the power to make the demons his slaves and through them become the ruler of the galaxy.

It may be a sci-fi setting, but the main story and many of the side stories really are fantasy stories through and through.