While governments are figuring out ways to censorship
the Internet or perhaps replace it with a
subscription-based provider-based network service
altogether, I am trying to come up with a filter that
would disable the wieving of comments section in any news
concerning biology, paleonthology or evolution in
general. Back in the good old days I could easily skip
creationists becaused they looked funny, talked funny and
waved fundie magazines around.
Now the comments thread for almost any scientific
article in any language or culture is soon infested with
creationists. They make erraneous statements against the
said article or something specific in it, are then proven
wrong by polite explanations by someone who actually
knows his ass from his elbow, then they make the exact
same arguments again. Apparently, they believe that if
they repeat the erraneous statements (getting the 2nd law
of thermodynamics ass-backwards in the context of
evolution is really popular) enough times, the laws of
science and nature will bend to conform them. Or at least
that the "not-shit-for-brains" faction in these
debates will tire of it. The latter usually happens, so
they can chalk it up as another intellectual victory and
start looking for the next debate.
As much as I want to promote freedom of speech,
creationist activists are a category of people I would
like to censorship out of existence. There are others, I
admit. But it appears that even an atheist like myself
has his ideological cross to bear.
"I don't agree what you are saying and think
you are a waste of sperm, space and oxygen, but I will
grudgingly acknowledge your right to say it while I am
stuffing parsley into my ears and dying inside."
*sigh*
My big expectations for this November did not come
true. A big prospective client could not get his act
together, so the deal effectively fell through. This is
not the first time and won't be the last but it sucks
nevertheless. So for Burger Games, this month ended up
being "good but not great". Normally I wouldn't
be complaining but the disappointment over the busted
deal, the stone, the flu and now the fact that our
windows are covered in plastic because of outside
renovations really get to me tonight. On top of that we
are well and truly in the Black Box and the cover won't
be lifted until in mid-February.
So how much money is Burger Games raking in? This
close to the end of the year it is actually becoming
clear. If I could sell all my hours (there are roughly
175 working hours in a month), it would be quite a bit.
As it stands, I usually manage to sell about one third.
Going freelance did not really change my income level, it
changed the amount of work I have to do to get it. On the
other hand, it also added a bunch of new insecurity
variables, like not knowing if I am going to have any
business next month, or the month after that, or... well,
you get the picture. I feel a little wealthier because
paying off the mortgage meant less monthly expenses but
in reality the difference is not that great.
Perhaps the biggest pay-off from going freelance has
been the added spare time. Now, if this summer had been
as warm as the previous one, I would have ridden the shit
out of my bicycle. Even now, with the two bronchitis and
all, I managed to pedal over 700 kilometres. Remember, I
weigh a metric ton. I have to buy my trousers from
special stores. Most airlines don't have safety belts
that would fit around me. For someone like me, 700
kilometers on the saddle is a hell of a journey. After my
cough clears I am going to start going to the gym again
but it is only to prepare for the next cycling season.
Although it would be cool if I could also get myself
excited about body building again.
It will take an Atkins Diet pull that off, though.
26-Nov-2012:
Yes, That's Me!
Sure, getting a flu (the kind with difficult coughs
like I tend to get) right after passing a stone feels a
bit unfair but apparently I am writing so I am still
alive. Last week I took part in the Epicon
seminar, where a bunch of teachers, a controversial
artist professor (Teemu "Cat-Killer" Mäki) and
a few academic games researchers were discussing the use
and potential of games in basic education. Woohoo! But I
am not going to talk about that for less than 60 euros
per hour. Instead, I like to be nit-picky and focus on
David J. Gagnon. He asked what games did the audience
play and I naturally replied "Skyrim".
He then went on to say that despite putting 60 hours into
Skyrim, he hated the game. I told him I was 1150
hours in and fucking loving it.
And here is why:
Yes, that's me. Or rather, my character, Thairan.
I am a Vampire-Assassin-Bard and right here I am
playing a lute in the Ivarstead Inn. My outfit is the
grey Vampire Armour topped with the gloves from the
Ancient Falmer Armor. All double-enchanted (I have
Enchanting 100). Sure, I am playing through the Dark
Brotherhood, Thieve's Guild and Main Questlines but my
real goal is to perform in all the inns of Skyrim and
then start playing in the Jarls' courts. I am currently
at level 47 and have visited probably less than half of
all the locations in the game, so there's still hours and
hours to go with this character. Thairan will not join
the Companions and I avoided the Mage's College questline
for a long time, until I began practising Illusion magic
again. It seemed so very fitting for a bard. And I like
to think I am wooing young girls with my music so I can
romantically take a sip of their blood at night... even
if I still have to sneak by their beds to actually do it.
Hey, he IS a vampire! Without the sparkles!
Together with its mods, the PC version of Skyrim
is big enough to do what sandbox games were always
supposed to do: give the player the opportunity to create
their own stories and set their own goals. As long as it
can do that, I will never tire of Skyrim, just as a I
never quit playing roleplaying games. It is unfortunate
that as a player I have to consciously avoid certain
things to maintain a suspension of disbelief about my
character (the dev's insistence for having all content
available to all characters really sucks) but it is
doable. And while the actual questlines aren't always
that hot (honestly, this is something that Fallout:
New Vegas did much better), when they can be used as
building blocks for your personal story, your personal
experience of Skyrim, they work quite well.
For example, becoming a vampire is not actually worth
it from the munchkin's perspective but the weaknesses and
hassles of being a daylight-avoiding blood-sucking creep
add quite a bit of flavour into the game. I guess one of
my Stalker RPG players hit the nail on the head
when he commented that "drawbacks really made the
character come alive". This seems to work in
videogames too. Thairan is my 7th main character in Skyrim
and with all his quirks and flaws, he has made the
whole game feel fresh and exciting again. My long-term
goals are to use him to explore the island of Solstide in
the next DLC and reach a high enough level so I can do
battle with Legendary Dragons (lvl 78, I am told, so I
have to keep playing much longer than usual).
I am currently playing with the following mods, all of
them from Steam Workshop (some have vanished, go figure):
Left Hand Rings
Ask Follower Skills
Better Dynamic Snow
Enhanced Distant Terrain
Lush Trees
Quest: Sea of Ghosts - Ultimate Edition -
XCE - Xenius Character Enhancement
Water and Terrain Enhancement Redux
Crimson Tide - Blood *New 2.2.*
Lush Grass
Fixed Followers Lite
Faster Vanilla Horses
Wraparound Perk Trees
Missing Apprentices
Helmet Requirement Remover
Real Mountains
Tailoring
Become a Bard (!)
Lighting Placement Fix
The Dark Brotherhood Resurrection: Part 1
Places: Granitehall
Skyforge Shield
The Aldmeri Domain
Stones of Barenziah Quest Markers
Vibrant Auroras
Static Mesh Improvement Mod
Shooting Stars
Thieves Guild Requirements - No Auto
Quest Start
Hunting in Skyrim
Guard Dialogue Overhaul Lite
Rainbows
Treasure Hunt
The Dance of Death - Dawnguard Edition
Enhanced Soundtrack Part 1
Enhanced Soundtrack Part 2
New Bard Songs
The Paarthurnax Fix
Wealthy Merchants
Whistle
Lush Greens
Artifact Balance Overhaul
Skyrimg Crafting Fixes and Oversights
Infinite Weapon Charge of Daedric
Artifacts
Unique Taverns Version 4.0
I used to have mods like More War and More
Civilians and they did enliven the landscape.
However, after finding a bunch of Stormcloak soldiers
faffing about inside the bloody Sky Haven Temple, I got
rid of them. For all their benefits, automated mods have
a really poor sense of narrative.
23-Nov-2012:
Boris is Dead
Boris Strugatsky, the second half of the brothers
Arkady & Boris Strugatsky, died in a hospital in St.
Petersburg on November 19th. I will forever blame myself
for not going into some Russian SF con and meeting him
personally. We've only communicated through letters,
email and publishing agents. His passing will not change
anything in the existing deals concerning Stalker RPG,
although making further revisions or additions to them
can be a hassle now. I am just sad that such great
literary geniuses have to depart and leave us with...
these motherfuckers:
Rest in Peace Boris Strugatsky!
Strugatsky was a great pillar of science fiction and
inspired a generation of writers. Although S.T.A.L.K.E.R.
is very different from the book "Roadside
Picnic", the GSC developers were all inspired by his
work, even from a young age. Thank you for your great
work Boris! We will always remember you!
-S.T.A.L.K.E.R. books (Facebook)
Very different my ass! Even in death you
could not give Arkady & Boris the credit they
deserve, could you? I am a fan of S.T.A... trilogy but I
am getting fed up with their bullshit. Dmitri Glukhovsky
(the author of Metro 2033) referred to them as "the
games made by thieves" and having watched these guys
first rip off the Strugatskys and then undercutting their
licensed game fiction authors by retroactively pulling
the license, I have to agree. And speaking of Metro 2033,
if THQ goes under, it might take Metro: Last Light
with it. That would suck because I fucking love this trailer.
As much as I hate the very concept of
roleplaying manifestos, after reading this
I had to give the Turku School some credit. They were a
bunch of annoying whiners back in the day but even so,
the Turku School manifesto has now improved somebody's
quality of life. I don't know enough about LARPing to
make a difference between a Finnish Turku-LARP and a
Finnish non-Turku LARP but I guess in the US the
difference is much more striking. I just wish somebody
would explain what it is...
Keksintösäätiö has asked me
to provide an expert opinion on a roleplaying game
project for the second time, which says that A) it is now
possible to get grants for pen-and-paper RPG development
from Keksintösäätiö and B) there are some
three-headed dogs guarding that entrance. And regarding
that, I want to make this statement to the rpg writers
out there: I am not your friend. I am
not some old geek who is supposed to *help* you get some
easy money from the walking dead at Keksintösäätiö. They
are footing the bill on this so I amon
their side.
My job with them is to make sure that Keksintösäätiö's
grant money is not wasted on somebody's personal
fantasies. They called me in because they know they lack
the expertise to judge pen-and-paper RPGs by themselves
but they do have strict guidelines on how and why
projects are to be recommended or rejected. For someone
like Keksintösäätiö, funding pen-and-paper
RPGs as part of the overall Finnish games industry drive
is already both a leap of faith and a noble gesture, so I
am going to adhere to their guidelines quite rigorously.
If it means I have to bring your dreams crashing down, I
will. Nothing personal. Of course, all this also
means that I cannot apply for a grant myself, so all
Burger Games productions are and remain self-funded.
Speaking of which, the system I cooked up
for Miekkamies 2.0 should work with almost any
action-heavy and cinematic/heroic setting. One of my old
friends has been asking me for a cyberpunk-themed
roleplaying campaign (I think he has playing too much the
new Syndicate) and I am kind of curious how the system
would support Taiga 2.0 or roleplaying in the setting of
HAX. Hmm, come to think of it, HAX is much close to that
kind of setting. We'll see.
17-Nov-2012:
Stoned!
Literally. I am writing this while a kidney stone is
working its way through my abdomen and I am still high as
a kite from a combination of various industrial-strength
painkillers. I've had kidney stones every few years ever
since the Jorvi Hospital in Espoo botched the removal of
my appendix in 2002 (How on Earth can you fuck up
something like that in the modern times?). This time I
won't be going to the hospital if I can help it because
all they do is have me eat Litalgin, drink lots of fluids
and take it easy. I can do all of that at home and since
I am a freelancer nobody is going to give me sick leave
anyways.
Erkka Leppänen has written down some more
rules for movement during combat in Praedor.
The current rules are based on Basic Roleplaying System:
DEX x 1 meters per combat round and the effects of
disengaging from combat are up to the GM and common
sense. In my games, fully disengaging from combat usually
requires a successful dodge or allowing the enemy a free
attack as you turn your back and run off (blocking as
such will not do). Of course, sensible praedors will
first try to distract the enemy somehow, for example by
using their action to pull down an obstacle between
themselves and the enemy and then running away while the
enemy negotiates with the said obstacle. But each to his
own. Publishing house rules for Praedor is commendable
and encouraged, even if I personally cringe at the
thought of adding more complexity to the rules.
As you know, I've been tinkering with the second
edition of Miekkamies for a while now and yes, it is
taking shape. Whether or not I will ever actually publish
it is another matter, for after releasing Stalker RPG
what more could I possibly have to say? As much as I like
writing swashbuckling adventures, the thought of
repeating everything (or at least quite much) I've
already stated about gamemastering in Stalker RPG
frustrates me. If I could release Miekkamies 2.0 as a
supplement to Stalker RPG, well, perhaps. On the other
hand, I want to tinker with dice again. And this time
with every kind of dice in the traditional RPG dice set.
The Finnish RPG authors are really fond of using D6
for everything and I've been doing that for almost 20
years. However, his time I want to break out of that box
and use the whole set, from the painfully sharp D4s to
the smooth, rounded, and apparently
quite ancient D20s. It is not like there is anything
wrong D6 but been there, done that. While I like
to stress the importance of the setting for a roleplaying
gamer, as a game designer I am also motivated by game
mechanics design and using the full set of dice presents
both new opportunities and new problems. My untested
system for them is still at a prototype stage but I was
still able to squeeze the core mechanics, along with use
examples, to a single A4, so I think I am on a right
track.
We'll see.
12-Nov-2012:
Gothenburg
I am back from FSCONS
in Gothenburg. Nice enough event but this year it was
much more technology-oriented than last year, so I don't
know if I am going there in 2013. I feel like an idiot
next to these programmers and open source/society
philosophers. I am a game designer, damn it! You know, a
shallow person who only wants to do kewl sh1t and thinks
of Global Warming mainly in terms of what kind of a
post-holocaust setting that would make.
Speaking of kewl sh1t, David
Braben is on Kickstarter with Elite: Dangerous, a
sequel to his 1984 smash hit and perhaps the most pivotal
instrument of my mental development, Elite.
I had it for my C-64 and must have put hundreds of hours
into it. In mind, Elite is this epic,
story-driven experience where my imagination has filled
in all the blanks. Since my memory can't distinguish
between the actual (and admittedly rather Spartan)
gameplay and all the stuff I made up for it anymore, this
game a doorway into a different reality for me, a portal
to a space adventure worthy of Han Solo or the Firefly
crew. Later on, it also inspired me to get my first scifi
roleplaying game, the MegaTraveller. I don't
expect Elite: Dangerous to truly meet my stellar
expectations but I really want to return there, to the
controls of my very own Cobra
MkIII.
The Finnish
Public Broadcasting Company YLE had a marathon
session of one its showns and in that show they played a
session of Stalker RPG! How cool is
that? It was made even cooler by the fact that the PDF
sales on drivethrurpg.com
have dried up this month (anticipating Christmas,
perhaps?). Maybe the show will move a few copies from the
Finnish stockpile instead? Also, I wonder if the PDF
sales would drop off for good, would Stalker RPG
eventually lose its Silver Bestseller status? Because
right now that badge says it had a pretty good run for an
Indie title on DTRPG. I just wish it had been even
better.
I am slowly but surely getting into the right mood for
starting to work on my Roadside Picnic novel, so
that's going to go ahead even before my self-imposed
January 1st deadline. My November is busy but thanks to
an unexpected delay with one of my clients, not
impossibly so. Besides, having that novel would also
establish a nice framework around which to build the
Stalker RPG supplement. And it would be help my
concentration if I could write this obnoxious little man
out of my head...
02-Nov-2012:
Ode to Top Hat
If you have met me outside lately, I've probably been
wearing a leather tophat with a buckle belt around the
crown. I've actually had the thing for over a year but at
first I was reluctant to wear such an exceptional-looking
apparel and then it was summer and my brain melts very
easily. I was inspired to get a top hat by my spouse,
whose felt top hat has been adored and commended all over
the world. And sure enough, now that I've been wearing
one, I have to agree that top hats have a certain kind of
magic to them. Besides, I am short and round and look
funny whatever clothes I wear, so why not go the whole
way?
Contrary to my prejudices, it turns out that this is
actually a beneficial look for a game designer. Game
design is commonly perceived to be a creative discipline
(despite my NGS presentation arguing it to be more of a
communicative one) and it actually hurts your
professional image if you don't look at least a little
bit "artistic" (read: kooky). Finally, a proper
top hat as the advantages of brimmed hats in general. As
someone who has to wear eyeglasses, the benefits of
having a wide-brimmed hat in autumn are as obvious as
they are miraculous. Also, this thing is warm, it keeps
my hair from flying around even in the harshest wind and
it makes my ego a few inches taller than my body. These
are welcome changes, all of them.
For Burger Games, October was good but not great,
although it was still hell of a lot better than August.
Now we are in November and I have such high hopes for
this month. Let's see. One thing I've learned over the
past year and a half is that nothing is usually as good
or as bad as it seems. Still, kudos to Housemarque
for their most recent projects for me. After all the
presentations, teaching gigs and biz development, doing
some good old-fashioned game narrative design felt like
therapy. I hope there is more of that in the future, even
if it is not really my best-paying gig.
With the news of the next Paedor comic album being
delayed by at least a year, I've been trying to find
different ways to scratch my creative itches, so here we
go: Miekkamies 2. Actually, it is just a
framework rulebook so I can run a playtesting campaign
sometime in the winter but I am nevertheless
experimenting with lots of stuff: using all sorts of dice
instead of just D6, unorthodox layout size (well, it is
just A5, I've always envied Mike's Myrskyn Aika
for its compact size) and so on. It has sort of
"superhero game" -mechanics, meant to enable
epic feats and character power levels way above and
beyond normal. Without breaking the game and genre too
much, of course.
In the process, I am learning new things about Miekkamies.
Did you know that the concept of "swordbearers"
as a distinct social class dates back to the very
founding of the Delorian Empire? Or that Arleon is home
to 8 distinct nations, even if the Delorians and the
Relgians are by far the most numerous? Or that there is
an entire subculture for swordsmen with their own rules
of conduct that can go about as far as that of the
Samurai? Yep, the list is endless. And my magic system
and how it is combined with the swashbuckling genre is
still a big question mark. But that's a topic for a later
date.
25-Oct-2012:
Gay Old Time
Yesterday I went to see Pirkko Saisio's
excellent play Homo! (literally Gay!),
a sort of a theatre musical of homosexuality and its
history in modern Finland. Full of song and dance (they
actually a sell a soundtrack of the play), the story is
quite flimsy but it is not the point. The play takes the
audience into a succession of scenarios where ordinary
people might have come into contact with the concept of
homosexuality: from memory repressions and
coming-out-of-the-closet stories to political activism
and repression of gays. It is something of a shotgun
approach to the subject but the author fires with a wide
muzzle because she knows that if she puts enough lead
out, every spectator will be hit at least by one bullet.
Even if that spectator is, or at least identifies himself
as, a heterosexual.
My name was written on a bullet labelled The
Order of the Urinal. Compared to that one scene,
everything else in the play could have been so much
elevator muzak. In this scene, the co-protagonist of the
play meets the ghost of the gays past, namely Tom
of Finland himself. The scene is an exploration
of what the gay circles of Helsinki were like during the
Cold War years, when homosexuality was a crime, the media
was merciless and the scene ran on secret signs, personal
tragedies and a constant fear of exposure. I am old
enough to have seen that world and it was actually Tom
of Finland who made me realize that gays were real
people and not just some abstract concept I occasionally
read or joked about.
I think it was the summer of 1991, the holidays after
second year in high school. Tom of Finland, who
had but months to live, had been catapulted into the
spotlight of mainstream media for winning the Puupää
Hat -award for comics in 1990. He certainly was not the
first gay cartoonist to be awarded (see Tove
Jansson) but the first one to openly express it
in his work. Suddenly, his pin-up style pictures of
muscled men in leather outfits became available as comic
books. The older brother of a friend of mine received one
of these books as an ironic birthday present from his
friends. Of course, as everyone "knew" back in
those days, homosexuality was a contagious disease that
could also be transmitted by art. The poor guy climbed up
walls, fearing that his friends had turned him gay.
Strangely enough, although my friend and I were only a
couple of years younger, our reaction was far less
extreme. Sure, we hated gays since that was what you were
supposed to do but having never met anyone I could have
identified as gay my hate for them was rather
theoretical. We took the comic book from his brother's
room (I think he might have been too afraid to touch it)
to laugh at the pictures. But when I opened it, I did not
feel like laughing. By then, I had been playing
roleplaying games for something like seven years. I had
also bought a few D&D art books, loaded with images
of females in chainmail bikinis that must have been glued
in place, postures revealing a tantalizing muscle groove
running up impossibly long inner thighs and leather
armors stretched over ample yet perky breasts topped with
diamond nipples (I am looking at you, Larry Elmore).
In short, I know fantasy art when I see it. And I knew
where ToF was coming from and what his target audience
was looking for. And I could not judge them. Having never
met, let alone spoken to, anyone I could identify as gay,
I ceased to be a homophobe that day. For some years
afterwards I was actually mildly curious about my own
sexual identity, even if I never did anything about it
(am I reading a mild pang of regret here, perhaps?). I
had been suspected or accused of being gay often enough
in the secondary comprehensive school: I was a recluse, I
was an atheist, I was left-handed (wtf?), I was reading a
lot and I openly despised most forms of organized sport.
Although I had never felt physical lust for anything
other than the female form (and salmiakki), I also knew
that one could fall in love with someone's mind, ideas,
voice or creations (just look at the rock idol phenomena
or my relationship with R. E. Howard). Was somewhere out
there a man who would sweep me off my feet? If so, we've
never met. And it is first-come-first-served for all
sexes, so he missed his chance.
I never met any real and breathing gay people until
the University and in most cases it took took me years of
friendship to realize (or simply to observe) that they
were gay. Of course, in the University it was also hip to
act bisexual but those people are now happily married
with golden retrievers, strawberry-blonde children and
mortgage bills you could bludgeon someone to death with.
However, during those years, I also learned that being
gay continues to be a social and professional detriment.
It would now be illegal to deny a teacher a job because
he is gay but revealing that to the pupils (and parents)
would be enough to ruin his life. And after seeing the
play, I could not help but wonder how many ice-hockey
players or footballers were still hiding in their
lockers. And with a good reason; When I was doing my
military service, the guys I served with would have
thought nothing of beating a gay conscript within an inch
of his life if they ever found one and quite often
boasted about it. That was 20 years ago but I doubt many
of them have received any epiphanies about gay people
since then. And of course, young people remain as
homophobic as ever.
Speaking of elections: don't even get me started
on how often I have heard the argument that Tarja Halonen
must be a bad president because she is a secret lesbian
(having been active in a gay rights organization in her
youth).
Win, lose or stalemate, the struggle for gay rights
must never cease. If it did, I believe all that has been
achieved would gradually be lost and the society would
soon regress back into what it was during the "Order
of the Urinal". There is no logical counter-argument
to gay rights but the opposition draws its misguided
inspiration from the Bible (or Quran) and they have been
at it for two thousand years. Why the hell are the
fundies obeying Paul
anyway? It is a good question and one that I've often
wondered about even before seeing the play. That asshole
is not one of the disciples but a later convert and his
teachings are at odds with those of Jesus. Who the fuck
is in charge in your fucking cosmology?
The Youtube clips in this entry are all old-school Judas
Priest. I've been listening to JP for 25 years
now. Judas Priest is not the father of heavy metal but
that father's eldest child. They are the first band ever
to claim to be heavy metal, back when Black
Sabbath and other pussies where trying to
distance themselves from that label. Rob Halford
came out of the closet in 1998, the first and to my
knowledge the only heavy metal superstar to have done so.
The fan reaction at the time was borderline violent and
even now Youtube clips featuring him seem to collect
anti-gay slurs and homophobic rants. I feel sad and
ashamed for the entire metalhead subculture.
Oh yes, it is a good play. Check it out.
21-Oct-2012:
Upswing
Granted, this is not the kind of entry I usually write
this time of the year. We have just entered my least
favorite season: The Black Box. And it will
continue all the way to mid-February of 2013. With this
many lung problems in the Summer, I'll be lucky to live
through it. Usually the beginning of the Black Box gets
me all moody and depressed but right now there are so
many good things going on that I am not feeling the
blues.
It is a bummer that the next Praedor comic
album won't come at least in a year but I am actually
really happy with all the writing I've done for it. Also,
getting started on the Vanha Koira novel really
put me back into the groove as a fiction writer. For now,
it is just a dress rehearsal for the writing of the Stalker
novel but I hope that Vanha Koira 2 will
also get published one day. I don't know if Petri ever
took a look at the early script I sent him; he certainly
(and perhaps politely) has not commented on it. But I do
like the scenario and apparently so do the select few who
have been allowed to read it or roleplay in it. The novel
is roughly 25% complete and I am going to put the
finishing touches on those first ten chapters and then
put it away into my virtual desk drawer until the Stalker
novel is complete.
I am bullish as an RPG author but somewhat timid as a
book author, so I want to thank all of you who did read
and commented on the story. You might not believe it but
I can really use all the encouragement I can get.
Financially, Burger Games is doing well. The new
projects for this Fall are genuinely interesting, so I
don't even have to dig into my reserves of
"professional ethics". Yes, professional game
designers rarely get to decide what they work on and some
projects are more interesting than others. It also looks
like I might actually be fully booked for a couple of
months, which is really great because the resulting
financial security will carry me far into 2013. I told
you we freelancers were motivated by fear. Also, the
Stalker RPG is doing okay, even if we are now way past
the post-launch peak. There is even talk of a Spanish
translation. We'll see how it goes.
Last week I had a rare opportunity to have lunch and
talk shop with Miska (the author of Heimot
RPG, the co-author of a couple of smaller games and
the overall founder of Ironspine). We are not
really competitors since someone who owns one of my
titles is more likely to own one of Miska's and vice
versa, but still, you'd be surprised how rarely we RPG
authors get to do this. We discussed new concepts for
roleplaying games, general and game-specific design
issues, perceived flaws and the "hindsight 20-20
features" we now wish we had included into the games
and so on. Come to think of it, it was an astonishingly
open discussion. Maybe it was because we were alone, or
because our taste in RPGs is somewhat similar (old-skool
and hardcore). Miska has some great ideas bubbling under
that short-cropped hair of his and I hope he finds the
time to make them reality. As for myself, well, if I
can't do more Praedor and my fantasy inspiration
continues, there is always Miekkamies to fall
back on...
16-Oct-2012:
Hitting the Brakes
It will be at least another year before the next
Praedor graphic novel comes out and since much of my
supplemental material and my little experiment of a
second Praedor-themed novel are based on it, they will be
delayed at least as much and likely more. I've read the
script of the next Praedor graphic novel and was very
much inspired by that but now it seems I can't really
talk about with anyone for at least another year. This is
not a rant or a whine, mind you. Things like these are
nobody's fault.
Well, they are your fault, really, because if
the general public had bought a couple of million copies
of each and every Praedor comic out there, I bet we'd
have more of them already. But this is daydreaming. The
truth is that receiving these news did put a dent in my
inspiration for upcoming the Praedor RPG supplement and
my parallel attempt at a second Praedor novel. Maybe it
really was already time for me to shift focus, especially
with the writing of the second Roadside Picnic novel
looming near. Of course, the damn magic system still
needs fixing and I have these ideas...
Verivartio, the roleplaying campaign set in
the post-graphic-novel Jaconia will continue, of course.
It has already proved to be one of my best and I have no
intention of stopping when I am enjoying myself this
much. Really, these long and named campaigns is what I am
playing RPGs for, even if arranging them requires an
increasingly rare perfect storm of strong inspiration and
having players with free evenings on their calendars.
Even now, the calendar is undermining us and we will have
to pause until the municipal elections are over and done
with. By some bizarre twist a cool 40% of my group are
election candidates this year and have barely have enough
time to take a shower in the next three weeks.
But then it is back to *classified* to *classified*!
09-Oct-2012:
Nord Mead!
Well, it was bound to happen:
If you keep playing (and playing and playing, starting
a 200-hour game five or six times over), you are going to
rack up some serious playing time. I think am in my sixth
character, excluding the non-starters. This is Arkina, a
Bretonian-born warrior-trickster who fled her homeland
with a bounty on her head. I originally intended her to
be a sort of neutral so that she could dabble with the
Thieves' Guild and DB storylines as well as the
Companions one. That is why I made her heavily scarred,
blind in one eye and overall quite rough-looking for a
female character in Skyrim. Unfortunately Arkina has a
history of not conforming to expectations and sort of
decided to start over after she escaped the ruins of
Helgen. I love it when my characters do that, because it
means they are coming to life even within the tight
confines of a digital game.
So now I am playing a disgustingly good female paladin
who also happens to drink heavily, sleeps around and
swears like a sailor while fighting to save the world.
All my best characters have been female but where Hakylakh
was a tragic figure with her closet just bursting from
all the skeletons, Arkina is a carefree spirit
and just as prone to fits of laughter as she is of rage. Skyrim
really needs a Carousing -skill that you
can advance by eating, drinking, throwing money at the
bards and bedding prostitutes (just like Vampire Lord and
Werewolf skill trees increase by body count). Oh yes. The
game also needs prostitutes of all races and gender, even
if the actual "encounters" with them would be
left to my dirty imagination. All in all, the more
content, the better. Skyrim DLC has been pretty low-key,
Hearthfire in particular. Some of the quest mods are
spectacular but everybody and their cousin are waiting
for any of those enthralling gates leading out of Skyrim
to open.
While I am hoping for low-fantasy elements in the
high-fantasy world (well, less so in Skyrim) of Tamriel,
I fear that I might be turning Praedor
into a high-fantasy game. My playtest campaign is getting
more and more epic. Of course, my players claim to like
it but come on, what would you expect them to say? I've
had them do history-defining things, face down ancient
curses, carve their way through conspiracies spanning
several city-states and explore the lost secrets of an
almost-lost realm. But everybody knows Praedor is all
about crawling on your hands and knees in blood, pleghm
and feces. Just read the old forums. I know it is just a
matter of time before my players walk out on me :(
06-Oct-2012:
Praedor Magic, pt 2
There is an argument raging on Steam user forums about
which game is better: Oblivion or Skyrim.
Or, more accurately, a bunch of people are steadfast in
their defence of Oblivion while Skyrim
fans, which outnumber them by 3 to 1, ignore the debate.
At the time of writing, I have played Oblivion
for 4 hours and Skyrim for 990, so you can put
me squarely in the Skyrim camp. There is no
correct answer to this but I made an interesting
observation: Skyrim certainly has its share of
design flaws but many of the features that Oblivion
fans promote as superior were the very things that
annoyed the hell out of me. Clearly there is something
more than a good/bad value judgement going on.
When I started this blog in 2003, I had very little
interest in computer RPGs. Their settings could be very
interesting but the things I wanted from digital games,
even from open world ones, were very different from the
things I wanted from RPGs. Computer RPGs just could not
hold a candle to real RPGs but instead actively crippled
my immersion with all sorts of probability-based symbolic
mechanics. Rightly or wrongly, I got that vibe from Oblivion
as well. Despite its first-person camera, it was a
traditional CRPG and its symbol-driven interaction
mechanics put so many arrows into my knee that I just
gave up. Curiously, Fallout 3, which used the
same engine and also has both stats and skill scrores did
not give me this feeling. For all its flaws, I played it
for hundreds of hours. Ditto for Fallout: New Vegas,
even if I love to bitch about its post-post-holocaust
setting.
Looking at the games media, you can see that the new Fallouts
are referred to as action-RPGs rather than true CRPGs.
Actually, the same applies for Skyrim as well,
even if the media does not like to talk about it. And I
roleplay the fuck out of those action-RPGs, using
characters from my novels as player-characters, or coming
up with entirely personalities and background histories
that I try to emulate with more or less success. Going
against the popular sentiment, I feel like I can't do
that with traditional CRPGs (or Oblivion) and
this is a game-breaking thing for me. While I did enjoy
the old Fallouts, looking back I feel like I regarded
them as adventure games with probability-based challenge
mechanics. In comparison, the original Deus Ex
felt like a near-perfect game and I was roleplaying it
even though it had only a pre-defined character (JC
Denton).
I support Project Eternity in Kickstarter but
I fear that my old CRPG grips will return to haunt me
when it is out. Oh well, at least the cause was just.
Speaking of RPGs, running a Praedor campaign
and writing a novel based on the material planned for the
upcoming supplement is forcing me to rethink stuff.
Witchcraft is and will remain biggest sticking point
there is because it has the potential to change the game
most. The principles of witchcraft are solid: acquiring
magical powers via demonic possession or corruption of
both body and spirit fits the setting and follows the
canon. What bugs me, now that I have been using it, are
the spells. While I like the idea spell-based magic and
you are going to see it in Miekkamies, it does not really
mesh with the whole idea of demonic possession in
Praedor. It also conflicts with the idea that you can
gain supernatural powers even by an involuntary demonic
possession and the human and demonic souls could be
fighting for control.
I don't want to give up on spell magic entirely and I
hate element-based systems because nothing kills the
mystery of magic faster than comprehensive rules about
them. But there must be a compromise somewhere in
between, something in the way that the magical powers
come from the demon while spells, incantations, words and
gestures come from the human. I also want to make them
easier to understand for the player and thus enable them
to improvise creative uses for their magics.
I want many things, don't I?
23-Sep-2012:
Torchlight 2
While the rest of the world was waiting for Guild
Wars 2, I was waiting the official sequel to the
excellent but unabashed Diablo-clone Torchlight. And
here it is: Torchlight 2. While T1 was a
direct competitor to D1, T2 is fittingly a direct
competitor to D2. And while D2 still manages to squeeze
ahead with its Conanesque atmosphere, T2 is not a bad
game and actually does some things even better. And it
absolutely mops the floor with the sorry excuse for an
action-rpg that goes by the name Diablo 3.
However, that was never in question since D3 was an
aggravating turd to begin with.
Torchlight 2 is a 3D but low-polygon
(think World of Warcraft but somewhat simpler) action-rpg
that looks, feels and plays like Diablo 2. The
camera angle is fixed but anything important is
highlighted even through solid obstacles. You are an
adventurer in an apparently unnamed world, with four
classes to choose from, a pet to fight at your side and
the fate of the world on your shoulders. The main
questline is fairly straightforward but you are going to
stumble on the difficulty curve if you don't do some
exploring and find the secondary dungeons and sidequests
to help you level up and rack up absolutely shitloads of
gear.
As a rule of thumb, you can always find the best stuff
in dungeons rather than stores, so you keep the goodies,
stack the rest on your long-suffering pet and send it to
town while you keep adventuring. After two minutes or so
your pet returns with an empty inventory and a bunch of
gold. Now that is a well-trained retriever. Action is
visceral, moving and positioning seems to be important
and your pet is a handy attractor/distraction for the
mobs. And as they pile on it, my outlander stands a safe
distance away and kills the lot of them with
mana-consuming special attacks. Apparently other classes
have different tactics. This is fun, well-balanced (okay,
a more hardcore dungeon-crawler would probably call it
too easy) and the tasks are imaginatively written, if
somewhat repetitiously executed.
To be honest, the side quests often have more beef
than the main questline. The light-hearted tone of Torchlight
2 is completely at odds with the Warhammerish
somberness of Diablo 2 and the wacky sidequests
fit the tone well. However, the chosen look & feel
cannot convey a proper sense of dread and even a
slaughtered peasant village (Tristram, anyone?) looks
like something out of a Happy Meal. Although the main
storyline yammers on about terrible things it just can't
make me care, especially when compared to a little girl
who is crying because she has lost her pet spider into a
dungeon. I am not kidding.
To make this failure of a plot-hook even more damning,
in both T2 and D2 you are pursuing a player-character
from the previous game. But where the transformation of
the former hero in Diablo 2 is in my top-10 list
of the most badass things ever (and I've copied it in
every pen-and-paper RPG transformation scene since then),
T2 opening cinematics are laughable and the sense of
urgency over the rising evil is completely missing. I
find it strange that the game even offers a hardcore mode
with permanent death since such a thing is completely at
odds with its carnival atmosphere.
For the more casual player, Torchlight 2 hits home
much better. Somehow, the graphics seem even simpler than
they were in T1 (I may be wrong about this) but if you
can get over that, the gameplay is rock-solid, the game
runs smoothly and the whole thing is apparently bug-free.
The action is visceral, sometimes even cathartic and I
really enjoy the exploration. So much so that I am
thinking of applying some of this stuff to HAX. Also,
since there is no Battle.Net to appease, cleared
world areas remain cleared, which gives a great sense of
progress even if the dungeon monsters are respawned for
further grinding. I am playing in single-player mode but
you can have multiplayer games of up to six players over
Internet or LAN. I assume the mobs will scale accordingly
as in Diablo games. After all, T2 has been designed
largely by the old D2 crew. They just forgot to take the
story writers with them.
Final rating: +1
I will be playing this. Not for hours on end but from
time to time, to level up once more, to clear that one
dungeon, to explore a litte more... and as long as it is
little, it is always fun and fresh. Something that many
Facebook games have tried and failed to achieve.
14-Sep-2012:
A Failed Wiki
I tried to get a Wikia page started for Miekkamies 2.0
but it did not really work out. I have a particular
hatred for companies that do tutorial videos that fail to
match up with reality. The Wikia Editor shown in the
video tutorial looks great and has all the functionality
I need. Unfortunately, the editor that comes up when I
follow the instructions for starting it looks completely
different and has none of the features. I am not going to
put up with that kind of shit: If you do a video of a
editor you'd like, that is a concept
presentation. If you do a video of an editor you need,
that is a specification video. If you do a video
tutorial for new users, it fucking has to match up with
the real thing!
So there will be no Miekkamies 2.0 wiki page and I am
not even reconsidering options before I cool down. And
that could take quite a while. I am also going to shelf
Miekkamies 2.0 for a while. My bad experience with Wikia
has tainted my inspiration for now. Which may be godsent,
for the Artante knows I have other projects to work on.
It wasn't a complete loss, though. As part of setting
up the wiki project, I had to write the necessary
introduction texts, including the "back cover
blurp". I don't know if I have any non-regular
readers but in case you are one, that is the kind of
anchor text I need for any project. Part concept, part
advertisement, it defines and sells the product not just
to the consumer but also to the author, and I can refer
to it when and if I lose the thread. The final version
that may one day appear in the actual back cover of a
Miekkamies 2.0 rulebook is probably shorter, but for now
this will have to do:
Delorian Keisarikunta
nousi Sankarien Ajan hämärästä ja keisarilliset
dynastiat seurasivat toisiaan melkein kahden
vuosituhannen ajan. Loistonsa päivinä se hallitsi
kolmea tunnetun maailman neljästä kolkasta ja
viholliset sortuivat keisarillisten legioonien,
sotalaivojen ja viimein tykkien edessä. Arleonissa,
keisarikunnan synnyinmailla, vallitsi vauraus ja rauha.
Kaupungit kasvoivat ulos muureistaan ja huikeiden
palatsien suojissa kukoistivat monet tieteet ja taiteet.
Sankarien Ajan kauhut ja koettelemukset oli unohdettu tai
ne kuitattiin pelkkinä taruina, sillä taikuus oli
voimatonta ja hirviöt ajettu syvälle varjoihin.
Mustan Tulen Aika koitui
keisarikunnan kohtaloksi. Muinainen magia heräsi ja
pyyhkäisi kaiken tieltään. Yö laskeutui keisarikunnan
sydänmaille, hirviöt hyökkäsivät varjoista ja
levottomat kuolleet hylkäsivät hautansa. Muinaisten
kansojen unohdetut perilliset astuivat esiin ja kävivät
sotaa asein ja kirouksin, samalla kun demonit raahasivat
uusia uhreja Mustan Tulen alttareille. Vain kauhea sota
ja sankareiden uhraukset estivät Arleonia muuttumasta
maanpäälliseksi helvetiksi, mutta keisarikunta oli
lyöty. Sen ihmeet olivat raunioina ja tieteiden salat
kadonneet. Hovista tuli rituaalista teatteria samalla kun
ruhtinaskunnat erkanivat omille teilleen ja merten
takaiset kansat repivät kahleensa.
Sankarit voittivat
taistelun, mutta sota jatkuu. Hirviöiden huudot kaikuvat
metsissä ja vuorilla. Vanhojen hautaholvien yllä
lepää kirous ja rahvas hautaa kuolleensa kasvot
alaspäin. Muinaiset kansat vaanivat varjoissa ja punovat
uusia juonia vallatakseen maailmansa takaisin. Siellä
missä magia on yhä väkevää roihuavat Mustat Tulet ja
vallanhimosta sokaistuneet kuolevaiset tekevät liittoja
demonien kanssa. Tämä on synkkien enteiden aikaa ja
pelko kuristaa ihmisten sydämiä. Ilman sankareita,
väkeviä sieluja, jotka kirjoittavat nimensä ja tekonsa
Kohtalon Kirjaan, nykyinen Ruhtinaiden Aika olisi
maailman ajoista viimeinen.
Miekkamies on
barokkifantasiaroolipeli Arleonin viimeisistä
sankareista. Se on huimapäisten seikkailijoiden peli
teräksestä, ruudinsavusta, ovelista salajuonista ja
mustasta magiasta. Puhkikalutun keskiajan sijaan sen
maailma elää barokin aikakautta; kaksintaisteluiden,
mustan ruudin, romantiikan ja löytöretkien aikaa. Pelin
nopeat ja helposti opittavat säännöt palkitsevat
huimat temput, ovelat ideat ja hilpeät kaskut,
esikuvinaan niin Alexander Dumasin, Sakari Topeliuksen
kuin Robert Edwin Howardinkin tarinat. Pidä siis
miekkasi terässä, ruutisi kuivana ja noitien konstit
kättesi ulottuvilla! Niitä kaikkia tullaan vielä
tarvitsemaan.
12-Sep-2012:
Now What?
I honestly have no idea how many people read this blog
or indeed any blog anymore. The fad has come and gone and
there are far fewer rantable topics around these days.
Just ask Sope, who is supposed to draw the Piippuhyllyn
Manifesti -webcomic and has taken a hiatus so long
that the only acceptable explanation is that his arms
were amputated. He wasn't at Tracon so I could not lean
on him and all we can do is wait for better times. Sandy
Petersen, the author of Call of Cthulhu and a
videogames design veteran since then, was there. He had
never heard of the Strugatskys but I gave him a copy
STALKER RPG anyway. As for my own programme, it was nice
to have close to 60 people in the audience and the end
discussion over what should, could or would be included
in a future supplement was great.
Still, this may have been my last Tracon. The
roleplaying thing is definitely a sideshow there, I don't
have much to give this soon after Ropecon and this time
my recent bronchitis acted up as well, cutting my two-day
visit to just one, with a miserable night. I am still
recuperating from that one.
Some people apparently do read this blog. I have had
lots of positive feedback from Miekkamies -stuff and the
History of Arleon-series in particular. It was also fun
to write and I think it worked out quite well, for
something that started literally with the creation of the
world. If Miekkamies 2.0 ever becomes a "thing"
and I certainly hope it will, The Book of Fate, Elder
Gods, the whole mythos outlined in the blog series will
definitely be part of it. I have fashioned a system of
sorts to promote swashbuckling playstyle and at some
point I want to try it out. Perhaps this winter, or when,
if ever, I get a better map of Arleon made. For the
record, it has now been established that actually the
name of the whole world is The Known World. It has four
continental corners and a number of prominent island
groups. Arleon is the northwestern corner, Yu-Zhang is in
the northeast, Sayarid (still uncertain about the name)
is in the southwest and Atzla is in the southeast, right
across the Green Sea from Arleon. It could have been
colonized by the peoples of Yu-Zhang but they never took
to the high seas again after their invasion of Arleon was
foiled.
Miekkamies is a diversion. The two projects I really
should put time and effort in are the Praedor supplement
and the Stalker Novel. As for the first, my excuse that
there has been zero reported progress on the comic album
is not going to last forever and as for the second, well,
it got started but I am unhappy with it. The Strugatskys
do it right by making the crucial first chapter a Zone
expedition. I don't have to copy them but the first
chapter should be closer to the Boundary than it is now.
Then I can jump a thousand miles and slowly work my way
back to the Zone from there. The publisher is likely to
insist on using Roadside Picnic as part of the name and
true enough, the novels do coexist, sort of. The
characters and events of the original Roadside Picnic
also exist and happen in the setting of the RPG.
But it is a different setting.
Sort of.
Anything excluded from that "sort of" is the
part I am paying royalties for.
09-Sep-2012:
History of Arleon 6
"Thus concludes the Primordial Codex. The
nineteen centuries of the Delorian Age are
well-documented in other works, even if I wish there were
more unambigious sources on the first and second
dynasties. My head swims as I try to grasp how much the
world changed between the first and last years of the
Delorian Age. It is a sobering reminder of how much I
have glossed over or what has been lost and forgotten,
for the Age of Heroes alone must have lasted twice as
long as the Delorian Age. And there is no doubt that the
Moonfolk would laugh at my attempt to lump their long and
illustrious history into just single age.
Nor do I expect Primorial Codex, or indeed any book
other than the Book of Fate, to have the final say in
this matter. As the Age of Princes goes on and shadows
grow darker, more heroes will step forth. I have no doubt
they will unearth many ancient secrets and in time,
render even my beloved Primordial Codex obsolete. By then
I must have departed this world but still, when that day
comes, I ask you to bury the original manuscript into my
tomb inside the Temple of Miryl, for only then will the
adventures of my life be complete. But before I conclude
this preface with my seal of office, I want my readers
and fellow scholars to consider this: If this age, the
so-called Age of Princes, is not to be the last of this
world, how would a chronicler far, far into the future
describe the Delorian Age?
Can they name the ancient warlord, clad in crude iron
and polished bronze, who united the early kingdoms and
built an empire? What will they say about the Pagan Wars
to tame the west coast and the Holy Crusades against
cults and heretics in our midst? Do they even mention the
Sayharid slave raids across the Blue Sea that launched
the Great Southern Campaign and ushered an era of
exploration and conquest that brought three of the four
corners of the Known World under Imperial rule? Will they
regard our Golden Years with scoff or envy for its
marvels of machines, coilspring and steam?
Perhaps they too will see an allegory of hubris in how
the Mechanologist Heresy and the Puritans of the Twelve
went to war, ending the Golden Years and destroying much
of the knowledge that made it possible. I hope they too
find it ironic that it took the Age of Darkfire to bring
the Puritans of the Twelve to heel. While that cataclysm
may have broken the Empire, it did save much of its
legacy for future generations. Our hypothetical scholar
will undoubtedly know if that legacy was enough to
inspire a Second Age of Heroes. Me, a historian in the
evening of his life, writing these words during the Age
of Princes in 2157 DA, can only hope and pray."
06-Sep-2012:
History of Arleon 5
"The rise of the Twelve Kings of Darathari marks
the beginning of the Age of Heroes, the first human age
of this world. Today, 'Banner Of The Twelve Kings' is a
childrens' rhyme but actually it is the oldest human song
we know. According to both legend and the song, the
thirteen clans of the Darathari crossed the Grey Sea on
thirteen ships. When the Shadowfolk saw their banner on
the horizon, they conjured a terrible storm to destroy
them. Yet twelve ships made landfall and defeated the
Shadowfolk in a terrible battle. The thirteenth ship was
lost in the storm, thus making thirteen the unlucky
number.
However embellished this account may be, there must be
some truth to it. The early Darathari artifacts bear no
resemblance to any other ancient cultures, suggesting
that they arrived both suddenly and from afar. Also, the
storm at the heart of the Grey Sea, now marking the
western boundary of the Known World, is clearly
supernatural in origin and the Moonfolk writings from the
previous age make no mention of it. Unfortunately, they
make no mention of any lands west of the Grey Sea either.
Thus the mystery of the Delorian origins persists.
It is impossible to understand the Age of Heroes
without discussing the origins of the Delorian Pantheon.
The twelve kings, or rather nine kings and three queens,
had a long and prosperous rule. Upon their death, they
became the Twelve Gods and the cult soon grew way beyond
mere ancestor worship. While the actual Delorian Church
is an Imperial institution dating back to the second
dynasty, the virtues of the Twelve Gods have guided
Darathari heroes, chieftains and kings for many thousands
of years. Time and time again those who succeeded in
living up to the lofty example set by their patron deity
would receive visions, blessing and powers in return. I
should know, for I am no priest and certainly no saint.
Yet I have been thrice blessed by Miryl, the Lord of
Knowledge and Truth. However, the Puritan claim that the
Twelve are the only gods is sorely mistaken.
The other great human people during the Age of Heroes
were the Raelg up north and it took some time before they
and the Darathari became aware of each other. According
to the Raelg lore, their ancestors were once mighty
beasts roaming their northern homelands. Then the King of
Ghosts stole the Sun and plunged the world into eternal
winter and night. The beasts went to war and freed the
Sun, which rewarded them with true souls. They shed their
skins and became humans, namely the Seven Tribes of the
Raelg. Even today, the Relgian faith is a mixture of
ancestor and animal worship with some rites to the Sun
thrown in. Every true Relgian family is supposedly able
to trace their lineage back to these tribes and their
patron animal spirit. This may all seem like Pagan
foolishness from the warm gardens of Ardelon but I will
say this: Stay the winter in the Relgian homelands and
you'll soon be praying for light and warmth from any god
you can possibly name.
The Darathari and the Raelg shared a howling
wilderness of beasts, undead, haunted ruins and
Shadowfolk enclaves. The early heroes were monster
slayers, keeping their settlements safe from danger and
rescuing kings, princesses and each other from all sorts
of creatures and curses. Yet the power of magic was
waning and as the Age of Heroes progressed, the horrors
faced by the early generations retreated into the
shadows. Meanwhile, the both people grew more numerous
and their societies more complex. Tribal hunting grounds
became fiefdoms, clanholds grew into towns and ranks of
nobility brought order into a chaos of retainers,
standard bearers, vassal-chieftains and holy warrior
orders. The Darathari clans beget the early Delorian
kingdoms and the Raelg tribes their Relgian counterparts
in the north.
It wasn't long before they would clash over the
pettiest of trifles and fittingly the later heroes of
this age were mostly warlords and champions of kings.
Finally, around four centures before the official count
of years, the kings and princes on both sides agreed to
the construction of the Great Rampart. It ran from the
Relgian Cove in the west to Bay of Kolamer in the
East,right across what are now the Principalities of
South Relgia and the Kingdom of Leonne. Today, all that
remains of the Great Rampart is a line of grass-covered
mounds, a few runestones and an occasional pile of
rubble. Back then it stood five men tall and had neither
gates nor stairs leading up to the ramparts. It did end
the cycle of wars, that much I will admit. But still,
building a wall would have been a shameful end to such a
glorious age.
Fortunately, that was not to be. Some thirty years
before the starts of the count, God-Emperor Tuan-Zi of
Yu-Zhang launched a mighty armada to conquer the western
barbarians. His armies invaded the east coast of Arleon
on both sides of the Great Rampart. The Darathari, now
known as Delorians, the Raelg, now known as the Relgians,
ended their generations of silence with the exchange of
messengers, pleads of aid and finally forging alliances
against the invasion. The Great Rampart proved to be an
obstacle to all involved and huge sections of it were
torn down or blown apart by Yu-Zhangian rocketry. After
the war, it was stripped of stones to repair and build
anew much of what had been destroyed.
In the face of the combined might of all Arleon, the
invaders were forced into retreat. Still, it would take
twenty-five years and two generations of warriors and
generals before the armies of Yu-Zhang were finally
driven into the Bone Hills. What became of them no one
truly knows. Some say none returned from that terrible
place and they haunt it still. Others say that they were
evacuated by their own armada but upon returning to
Yu-Zhang the God-Emperor had them all nailed to the
planks of their ships and then had the entire armada set
on fire. True or false, the Yu-Zhang never returned to
the high seas.
Back in Arleon, the kings and champions of the
victorious Delorian armies swore fealty to king-general
Adrionus, perhaps the last true hero of this age. He was
named Emperor of All Delorians and the Delorian Age
begins with his coronation. Yet his realm would not be
known as the Delorian Empire until well into the second
dynasty, a minor detail that most Imperial chronicles
choose to ignore. The Relgian kings and commanders would
not join his empire but the long campaign, along with
many political marriages, forged lasting ties between the
two peoples. There was a long and prosperous peace and
the Relgians adopted many Imperial standards and
practises. Even today, their kingdoms use the Delorian
calendar.
05-Sep-2012:
History of Arleon 4
"With the demise of the Elder Gods and the rise
of Khorias, my quill has reached the Age of Two Moons.
There is still one moon, Lonir, a beautiful orb cloaked
in swirling clouds of silver and steel. We do not know
what it was called during the Age of the Two Moons but we
do know that the second moon, a gleaming orb of green,
was called Khorias. The name was given by Moonfolk, a
beautiful but cruel people that ruled the western parts
of what was then the landmass of Borenas. Yes, these were
the Moonfolk of the fairy tales and the ancestors of the
twisted Shadowfolk. They were not the only pre-human
civilization of that age but for the history Arleon they
are the most significant. Even the Imperial capital,
Ardelon, was built on a Moonfolk ruin and no one knows
how deep the buried vaults and catacombs go.
The Moonfolk had no gods that we know of but they
could weave strange magics from the light of Khorias.
Whether or not they bear the sole blame for the disasters
that followed is beyond my knowledge. At its peak, the
Moonfolk realm was truly an empire of wonders. Ancient
texts and pictures speak of castles in the clouds, cities
of coral and pearl and enchanted portals linking the far
edges of Borenas. But it was also an empire of tyrants.
The Moonfolk were also cruel slavemasters to lesser
peoples, working their magics to alter their very bodies
and souls for their own purposes. Many of these minion
races perished with their masters but this is generally
thought to be the origin of beastmen and some of the
other lesser scourges we have in Arleon today.
Once past their peak, they began treating their own as
they treated others. God-Kings emerged, great sorcerers
striving for godhood. They thought nothing of sacrificing
thousands of their own blood to seal demonic pacts, or
using their magic to push back the boundaries of life and
death itself. Yet godhood continued to elude them. More
power was needed, more might to defy the Book of Fate.
And so they called on the power of Khorias and their
spells tore the green moon from the sky, if the ancient
legends are to be believed. What we do know is that
Khorias really fell, shattering the world and burying
itself deep into its roots. The landmass of Borenas was
broken, creating the four corners of the world as we know
them today. The Moonfolk realm was lost and without the
light of Khorias the survivors were at the mercy of the
elements as well as their former slaves.
Their fates were many but invariably grim. Most fled
into the wounds of the world, hiding in deep caves or
even digging deeper to reach Khorias itself. They became
Shadowfolk and eventually regained a measure of their
former power. However, the presence of Khorias twisted
and corrupted them in body and soul, turning them into
the race of abominations we know today. The rest either
died at the hands of their former slaves, or faded away
in the few remaining sanctuaries on high peaks and
far-away islands. Some submitted themselves to demonic
corruption or the horrors of undeath but it all boils
down to Moonfolk ceasing to exist. There are tales of
ancient heroes meeting or even marrying Moonfolk but I
very much doubt there is a single one alive today."
04-Sep-2012:
History of Arleon 3
"The Age of Dreams gave way to the Age of Legend
but when this might have happened none can say. There is
no way to tell how old the weathered stone rings of
Tynnshae are, or when the haunted necropolises deep in
the Sayharid Desert last rang with sounds of life.
Primordial wall paintings and stone carvings depict
human-like figures mixed with the features of beasts,
surrounded by runes and glyphs we cannot read. Then there
is the odd treasure trove with ancient jewelry and the
rare enchanted item bearing blessings and curses beyond
the comprehension of our oracles. Peoples of this age
were pre-human civilizations that rose, flourished and
fell long before our arrival. Some suggest that the
present-day beastmen would be their descendants but I see
little in common between those foul abominations and the
strange but refined figures drawn on ancient walls.
Today, the legacy of the Age of Legend is thought to
be one of mythical treasures and vengeful spirits.
However, there was yet another legacy, a dark one, that
persisted right up into the early centuries of the
Delorian Age. From exploring ruins dating back to the Age
of Legend and by talking to others who have done the
same, I have learned that these ancient civilizations
worshipped godlike entities of flesh and spirit. The
Forbidden Book of the Holy Inquisition refers to them as
the Elder Gods, the progenitors of dragons, krakens,
titans and other great monsters of our age. However,
there is no doubt that the Elder Gods are long dead. Some
of the earliest deciphered writings from the Age of Two
Moons hint that the previous ended in disaster. A war of
gods scorched the world, darkened the skies and ground
mountains to dust. I believe it came close to ending all
mortal life.
But the might of the Elder Gods transcends death. As
the early Delorian Empire pushed back the limits of the
Known World, the explorers brought back many wonders of
faraway lands and among them remnants of the Elder Gods;
a fragment of unbreakable bone, a tooth that glows in the
dark, a claw sharp enough to cut steel, or black blood
trapped inside a living crystal. They were brought to the
heart of the Empire as curiosities but soon dark cults
sprung up around them and the Empire into chaos. These
Relics of the Elder Gods granted their worshippers
strange and terrible powers at the cost of sanity and
soul. All such relics have been lost since but that does
not mean they could not be found. I would have expected
them to resurface during the Age of Darkfire but if they
did, that secret has been well-kept. Or perhaps the Green
Moon means nothing to the Elder Gods, for the Age of
Legend was over long before Khorias first rose."
02-Sep-2012:
History of Arleon 2
"The Age of Dreams... there is no historical
record of it. Only ramblings of madmen, visions of
witches drunk on mystical herbs, ancient chronicles of
conversations with demons or back when dragons still knew
the tongues of men. A world of spirit and thought,
ever-changing, ever shifting, until one day the Old Gods
sought to record their dearest dreams and greatest
desires, so they would not be lost among the endless
dreams. Thus was born the Book of Fate, with entire
worlds on its pages. Time is the turning of those pages
and when the final page turns, the Age of Dreams shall
return.
I took that piece from Shinyong Myal, an ancient
Yu-Zhangian manuscript drawn on dragon-skin so it would
be impervious to time and elements. Its story is a much
more eloquent version than the Delorian Church's claim of
the world emerging from chaos as Words of Truth were
spoken. But ultimately they say the same thing. And since
time immemorial, the symbolic depiction of our world has
been an open book, even if the definition of a book has
varied between the four corners of the Known World. The
tradition continues to this day here in the Imperial
University and never has there been a serious attempt to
change it. I believe it truly stands for the Book of
Fate, a tradition and symbol ingrained to our very souls
and not just ours but all whose brief existence has been
written into it.
What then remains of the Age of Dreams? A trick
question, really, if the creation myths about the Known
World are to be believed. Personally, I believe
witchcraft and magic in all its forms to be the most
lasting legacy. Our stalwart naturalists spend centuries
or more trying to establish the rules according to which
the world works. The Mechanist Cults went so far as to
call it the World Machine and thought that by
understanding it they could control everything. Time and
time again they were thwarted by magic because it bent or
even broke their precious rules. Since the Age of
Darkfire, the might of magic has greatly increased and
yet the mechanists' secrets remain as potent as ever. I
am no philosopher but this leads me to conclude that the
rules they sought after were laid down in the Book of
Fate, where as magic invokes the Age of Dreams, enabling
exceptions or even changes to that which has been
written.