DEPARTMENTS

Saturday, February 4, 2012

Good Bye Dear Friend.

I am sad to say that this morning our family dog, Serene, passed away.

What started out seeming like just an ordinary case of worms turned into something more and before we could get her to the vet, she succumbed to her illness or complications related to it. I still do not know what it was, but it could be any number of things and may have even been related to a preexisting condition that had been hinted at in a prior vet visit.

With all the grace of her name, she went without once having complained once and was still a loving dog the whole while. If I didn't know better I think she really just let herself go at the end after having a long, relaxing brushing from my wife.

Serene came to use two years ago. A shelter rescue and a bit of a holiday gift to my two daughters, she had bonded more with my wife, Jenn, than anyone in the house. She was loved by friends and family alike and enjoyed nicknames like "Stalker Dog" and "The Sausage".

She was a bright spot in our lives for the short time she was with us.

Good bye Serene.

You were the best.

-Eli 

Thursday, February 2, 2012

I Like Avatar - Unobtainium


People love to hate "Avatar". Whatever their reasons for hating it I could care less because for me movies are not about hitting lofty goals and predetermined expectations. They are about having fun, seeing cool stuff and enjoying myself.  I am not snooty enough to try to tear this movie down over criticism based on depth, plot, or even political undertones. It's a movie. I see it for what I want to see in it.

I remember coming out of a showing of "5th Element" and some dude complaining about the lack of plot and story and really just wanting to turn around and bark something to the tune of, "If you wanted plot you should have seen 'The English Patient'". I mean come out it was a movie about a guy in a flying cab trying to stop an evil planet from destroying the Earth with the help of half naked genetic super weapon and an androgynous media star.

Avatar is like that too. The plot's not deep and the characters aren't bubbling pools of stunning characterization. It is cool visuals, fancy toys, neat monsters and a lot of action. Sure it has some thinly veiled political and social comments made in the movie, but is that all that new for science fiction? 

Anyhow, rant over. Let's have a look at one of the most griped about bits from the movie - Unobtainium.

Now, I am not an expert on the movie, but it seems to me that these reactions are a bit knee-jerk. From my recollection, the actual word "Unobtainium" is only used once in the entire movie and that is during the angry tirade by some corporate VP with a point to make. If you think about it, there is nothing in the entire movie to lead you to believe that the mineral's actual name is Unobtainium.

Isn't it just as likely that this jerk of a corporate stooge is just hand-waving the real name of the mineral because he can't be bothered to use it's real name. How often do you use the technical name for everything in your job? Seriously, I know I don't!

Somewhere this thing has a real name. Maybe it's something like "pyrolitic carbon"? Check this blog post out for a look at the relation between pyrolitic carbon and Unobtainium.

Take care,

-Eli

Wednesday, February 1, 2012

Valderia Ho! - Building a Humanocentric Fantasy Setting

While Moran exists in a pretty typical fantasy world with all the trappings, Valderia itself is a place that is very humanocentric. The empire was forged by humans who settled on the content from across the seas and who carved out first a niche and then a domain for themselves over thousands of years. To this end, both the Valderian and Lynderman humans of the continent of Moran see their hard-earned lands as theirs and give little consideration to other species who would take it.

Moran has even greater reason for it's very human habitation than most of the campaign world as its earlier elven inhabitants abandoned it unknown eons ago and the dwarves seem content to remain nestled in the under realms. Sure, orcs, bugbears, goblins and hobs all litter the landscape, but you will rarely find pointed ears or a beard among the human populations and there is not a fuzzy foot to be found anywhere. But where does this leave players?

Sure part of the appeal of playing in a fantasy setting is the unique opportunity to play something other than man, so when most of the options are removed, what is left. the answer in the Valderian campaign is greater detail of human culture and an accentuation of stereotype and national flare. This is to say that a human from he continent of Moran is more defined by where he is from than what he is. While Valderians are arrogant blue blooded and aloof, Caravossans are boisterous, rowdy and tough. the rustic folk of Tortionne are a stark contrast to the bravos of Capron.

In the Valderian campaign, human region will be given attribute modifiers, bonus languages, and skills as well as possible special abilities based on its national character, effectively making each a distinct "race" in the setting. These, along with the orcs (discussed another time), allow for a mostly human setting with enough non-human spice to punctuate that thematic point nicely.

Here is what I have so far. This is by no means final, but shows you the direction I'm headed.


Valderia
Reputation: Nobles
+1 INT, +2 CHA, -1 STR, -1 CON, -1 WIS
Automatic Languages: Valderian, Spesian
Bonus Languages: Lynderthal, Dwarvish, Orc, Hobgoblin, Cantolli, Laventine, Elvish, Trade Tongue
Bonus Skills: diplomacy, horsemanship

Tortionne
Reputation: Rubes
+1 STR, +1 CON, -1 INT, -1 DEX
Automatic Languages: Spesian
Bonus Languages: Valderian, Orc, Laventine

Capron
Reputation: Bravos
+1 STR, +2 DEX, -2 WIS, -1 INT
Automatic Languages:  Spesian
Bonus Languages: Valderian, Laventine
Bonus Skills: weapon finesse, con

Ilsetres
Reputation: Artistes
+1 DEX, +2 CHA, -1 STR, -1 CON, -1 WIS
Automatic Languages: Laventine
Bonus Languages: Valderian, Spesian, Cantolli, Trade Tongue
Bonus Skills: weapon finesse, etiquette

Carvossa
Reputation: Pirates
+2 DEX, +2 CON, -2 WIS, -2 CHA
Automatic Languages: Spesian
Bonus Languages: Laventine, Trade Tongue, Sea Cant
Bonus Skills: wailing, navigation

Vospesia
+1 CHA, +2 WIS, -2 STR, -1 DEX
Reputation: Traders
Automatic Languages: Spesian, Trade Tongue
Bonus Languages: Cantolli, Valderian, Laventine, Lynderthal
Bonus Skills: negotiate, appraise

Lotressa
Reputation: Fighters
+2 STR, +1 CON, +1 DEX -2 INT, -1 CHA, -1 WIS
Automatic Languages: Cantolli
Bonus Languages: Spesian, Lynderthal

Tuesday, January 24, 2012

Valderia Ho! - Getting to Know Moran Part 3

Following up on the home life of the Valderian Empire, I'd like to now shed some light on the predominant religion of the empire. Once again, these beliefs and customs do not extend into The Lyndermarkes nor due they comprise the entirety of all beliefs and practices throughout the eastern parts of Moran. There are certainly numerous cults and minor faiths found here and there, especially in The Baronies which were not always part of the Valderian Empire.

The Divinities
The human lands of continent of Moran is dominated by two prevailing religions, that of the baronies and that of the markes. The faiths are The Valderian faith, which is based around a seemingly endless collection of divinities and the religion of The Lyndermarkes. 

The religion of the realm has no name of its own and is simply known as the Valderian faith. It includes a dozen or so central deities and countless minor demigods referred to as divinities. Most holy men of this religion do not dedicate themselves to a particular god or goddess but instead preach the religion as a whole, observing holidays and rituals as befits the time of year or occasion.

Tolerance is not a strong point of the Valderian way and clerics of this faith are reluctant to give any consideration to the beliefs of others. This is not to say that Valderian clerics are enemies of other faiths or that they have any ill will toward other faiths just that they have no place in their cosmology for others. It has been said that the Valderian way reflects the complicated society in which the people live in. The Valderian faith is presided over by a maternal sea goddess, Mystrael, who rules the various facets of the Valderian world through the divinities, who represent the various key elements of the world. Divinities such as Ephimae, goddess of winds are prayed to for calm sailing weather while others like Demesna are asked for a rich harvest. Beneath such deities are countless minor deities of place, function and occasion. These saints are associated with nearly every element of day to day life and are called on for everything from good marks in school to finding the right boy to take to the country dance.

Most houses have private altars to their favorite or patron demigod saints as well as numerous icons for the more prominent deities of the faith. Children are blessed before these altars. Marriages and funerals are conducted in temples with full ceremony and it is not considered proper to conduct these events without the proper facilities and rituals performed by the proper holy men. Even in the rural areas there are temples devoted to the faith at which all important observances are carried out.

Those who cross the Valderian way are frowned on and often outcast from their families and polite society but that is usually the extent of any punishment meted out by the clerics of the faith. Severe transgressions against the faith are dealt with by the church itself and punishments, in these instances can range from expulsion from the realm, imprisonment, or even death. Though it is believed that they will do so, clerics of the Valderian way do not often wait for their gods to punish transgressors.

The relationship between the Valderian faith and the states of the realm is a tenuous one. Few princes and noble and not even The King will outright defy the church but few of them truly feel they are beholden to it either. Nobles and merchants often do their expected duties in the eyes of the church while carrying on a secular existence that is more detached from the teaching and beliefs of their faith. They are, however, careful to keep any inappropriate behaviors or actions either where they can be excused or where the church cannot prove anything with any surety.

The main interaction between the clerics and nobility of Valderia is in the sanctifying of their ranks and any important proclamations, dedications, or other pronouncements. Without the official recognition of the clerics of Valderia, no noble can be certain that the common folk will accept such rulings. In many cases such recognitions of state affairs are assured by generous donations to the local temples or by the promise of favors to clerics or their causes.

The center for Valderian religion is in the capital city of Daletres where the original shrine to Mystrael can still be found at the pinnacle of the modern altar in the Grand Temple of Mystrael. All cities in the baronies have a primary temple dedicated to Mystrael. These are either stand alone or part of a greater temple complex such as in Daletres where the temple complex is nearly its own township. Whether a part of a complex or also stand alone, there will then be numerous temples to other divinities with those most important to the city or barony being more grand than the others.

Off the coast of Lotressa there is a chain of islands known as the Entrails of Parassadore. These islands have been sacred ever since High Diviner Arnesto Ilcaba had a vision of The Great Divinity of The Sea, Parassadore. Since then the islands have been considered clerical lands and comprise a vast expanse of gardens, orchards and monasteries.  Here the Sea Diviners have amassed the wealth of Valderian knowledge and insights into huge libraries. It is also here that the empire’s most advanced and well-crafted ships are built. The islands are also home to a navigator’s college where those willing to pay for the education can learn all the greatest secrets of sea navigation. Parassadorian are much sought after far and wide, even in Lyndermarkes.

Monday, January 23, 2012

Valderia Ho! - Getting to Know Moran Part 2

Today I'd like to share some general information on the humans of the Valderian Empire. 

For the most part, the Kingdom of Valderia and the Seven Baronies all share a common culture, with the exception of the Barony of Karrmarke in the north which is culturally more like the Lyndermarkes. Each barony has it's own local character and customs, but the predominant culture reflect those norms exported from Valderia over the centuries of conquest and consolidation that have brought them all together. The Lynderrmarkes have their own distinct culture.

We will begin with home life and the character of the people of Valderia.

Home Life
Valderians are known for their love of life and their origin as merchants and traders has left them for a taste for the finer things. Cities and towns in Valderia are famous for their numerous open-air eateries, balconies and enclosed patios. Nearly every family home is built around a center garden patio where most meals and social gatherings are conducted. More well-to-do Valderians may have several of these, themed in different ways even having secreted patios accessible by hidden doors and passages. Such patios are known as “lover’s gardens” and are often used to carry on affairs that the rest of the family or community should not be privy to.

Household life in Valderia is known for its verve and the peoples’ zest for life does not stop at the portal to their homes. Patriarchal and fraternal in nature with fathers, brothers, uncles and sons taking up the pinnacle positions in the household. Despite this, it is wrong to assume that the women of Valderia are without power. No man alive in Valderia willingly invites the vengeance of an angry woman. In fact, Valderian women are known for their long-memories for transgressions against them and the ends to which they will go to meet out their revenge. But for the most part families of this land live harmoniously if not a bit raucous.

The average Valderian family consists of a mother and father and their 3-4 children. If alive, the parents of the father will live with him as will his unmarried sisters. It is not uncommon for a father’s bachelor brothers to live under his roof, but this is only until they can set out on their own, something that is greatly encouraged. Wealthier families tend to have fewer children, having learned long ago that too many heirs can make for a short life of any nobleman or merchant. Servants are employed by most upper class households with servants being paid a monthly wage or indentured for a predetermined period, often as recompense for some debt owed by themselves or their family. A typical household with servants will have two to three servants for every adult member of the household and an additional servant for every child in the house.

Outside the cities of this land, the rural people of Valderia live in a fashion similar to their urban brethren. Farmsteads are arranged around an open, cobbled courtyard, usually with a decorative but none-too-functional gate which is more often used as a trellis for grapes or berries. Servants are not employed by rural families as they often have extended families that are more than capable of fulfilling the needs of any individual household. Once again, fathers and their wives live under the same roof as their closest relations. Rural Valderians often have anywhere from 4-10 children per couple. One difference, in rural areas, is the tendency for married siblings and children to remain in or close to their family homes. It is not uncommon to add new buildings or rooms to existing enclaves when a brother or sister is married or has children. This ensures that the family stays close and maximizes the available labor of the family as a whole.

Villages in the outlying areas are collections of craftsmen and small mercantile families who provide services to their rural farming neighbors. These villages are also focal points for social gatherings among the rural folk as well as the locations for public markets. Public postings and any national business are also conducted in these villages and public posting boards display any communications from the state or local authorities. Villages do not maintain militias but all have some form of alarm system that can quickly communicate emergencies across a large area. Every farm and villa is expected to lend a hand to the common good when these alarms go off.

Sunday, January 22, 2012

Valderia Ho! - Getting to Know Moran


In the last post regarding my possible Valderian campaig, I showed off the map (above) and provided a few general notes on the continent. I'd like to now start a small mini-series within the main series filling in the specifics of the Valderian Empire as well as a bit of info on the continent of Moran.

Overview
The Empire of Valderia is an imperialistic nation that occupies the vast majority of the continent Moran on which it is found. Born from the wealthy merchant state of the same name, The Kingdom of Valderia now controls either directly, or through treaty, all of the neighboring human states. These states comprise the Seven Baronies, the three Markes of the Lyndemarke, as well as the settlement frontier of Westholde. Though not an official state, there is also a region of military holdings, mercenary camps and warlords known as The Marchlands.

All the people of the baronies, with the exception of those from Karmarke, share a common ethnic heritage though there are four distinct sub-groups: Valdar, Spesian, Laventine and Cantolli. These four “tribal” groups are distinguished by linguistic character and minor cultural differences determined by their region. Nearly all folk of the baronies speak their own regional dialect as well as that of neighboring regions. The Laventine people of the Barony of Isletres are the most distinct of the peoples, having a refined culture of grace and gentility that exceeds the pomp and courtly corpulence of Valderia. All nobles of the baronies speak Valdar as a requirement of courtly manner.

Westholde and The Marchlands are a hodgepodge of languages, dialects and jargon. The islands of Carascossa are technically part of the Barony of Carvossa and therefore Spesian even though their population is a rough mix of all peoples.

Lyndermanne or “Markers”, as they are often referred to with some disdain, are a distinct group of hearty men hailing from the north. They speak a different family of languages than those from the Baronies. Even the men of Karmarke still speak Lynderthal even though most of the nobility of that barony now speaks Cantolli and Valdar. It should be noted that Lynderthal varies little from group to group due to strict social and religious strictures on language and its use.

To the west of these lands is a region populated by various humanoid tribes, clans and even kingdoms. Orcs, bugbears, hobgoblins and goblins all have their regional territories though there are few formal borders or recognized boundaries other than traditional territorial considerations.


Hope you enjoyed this first peak at the makeup of the Valderian Empire and its neighbors.

Take care,

-Eli

Friday, January 20, 2012

Valderia Ho! - A Good Places To Start

The map below shows a brief and simple map of the continent of Moran where can be found the Valderian Empire, or Valderia as it's more commonly called, and it's immediate neighbors. This map really only exists for background purposes, providing a map of possible places from which the player's characters might hail from.


I assume that most of the players will be playing Valderian humans from either Valderia itself of one of the seven baronies that fill out the empire. Alternately, they might choose to be of The Lyndemarkes as a foreign fortune-seeker or perhaps one of the simpler folk of the Westholde seeking a fortune he did not find in that land of promise. I hope at least one of the players will decide to make an orc character.

Most orcs on Moran are found outside the empire. in Winterskarre, Blackholde, and in the uncivilized Westholde. They live as savage tribesmen and small nations of unified tribes and clans but there are still tens of thousands of them living within Valderian society. Most of the latter are the descendants of those clans and tribes that were conquered, destroyed or who capitulated to human expansion and consolidation.

There are also dwarves in Moran, but they are content to remain in their underground kingdoms for the most part and only really deal with the surface world for trade and occasionally politics. Still it is possible that a rare dwarf might set out for adventure alongside humans. Half-orcs do not exist. Neither orcs, nor humans will have them.

Moran has no native elves, halflings, or gnomes. These races do not even visit Moran in any measurable numbers as any of their population centers are far across the sea with much nearer trade ports available to them.

Hope you enjoyed this peak at the world from when the players shall come. I will share more of my plans in some future posts, including some information on the state of those usual of fantasy RPG suspects, the humanoids.

Take care,

-Eli