Exilian

Game Design and Project Resources: The Workshops Quarter => Tabletop Design - The Senet House => Norbayne => Topic started by: Phoenixguard09 on July 24, 2012, 03:37:29 PM

Title: What is Norbayne?
Post by: Phoenixguard09 on July 24, 2012, 03:37:29 PM
Well guys, what is Norbayne?

Norbayne is a homebrew RPG that I've been developing with a heavy reliance on the humble D10. It is a relatively high fantasy setting but in such a way that the various species could possibly exist.

It's plausible rather than, "Chaos did it."

People familiar with the games might detect definite Elder Scrolls overtones but these are more or less unintentional. Alright, sue me. Sometimes Bethesda actually managed to do something sort of unique. Usually the unique stuff was crap but sometimes, just sometimes, it was ok. And so I pinched it, renamed it, made significant changes etc. The inspiration might still be noticeable but that should be all it is. Inspiration.

What makes Norbayne different from all your other two-bit fantasy worlds? Possum people.

No, in all seriousness, there has been a lot of thought put into the plausibility of beings existing, with large amounts of research being done in the fields of speculative evolution, alternate domestication, cryptozoology, palaeotology, anthropology and zoology. Probably a couple of other 'ologies added in there too but that aught to do for now.

Oh, and yes. There are possum people but it makes sense and they're awesome.

Anyway, more information will be made available to the public as I work on it because above all else, Norbayne is.... a work in progress.... Like you didn't see that coming. That revelation was about as subtle as a thrown English teacher.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on July 24, 2012, 03:37:51 PM
Alright then. A friend of mine informed me that there are a number of assumptions that must be addressed when one creates a fantasy world.

I have them here with my commentary following in red:

1. Humans dominate the world.
Not necessarily. Large areas are dominated by other races. Norbayne itself is populated by the Midlanders (human) and the Feartarbh, the remnants of a minotaur empire. Sothbayne and Unterguardt both have human presence while the Wardenfells are populated by the Leathe (possum people) and the Danann (elves... sort of.) All in all, humans might be the most varied of the races but they, by no means, rule the roost.

2. Gods are real and active.
Unknown. They certainly aren't active although most folk believe they exist.

3. Magic is real and can be used by anyone who learns it.
True. It exists in three forms:
- Arcane magic is a talent, much like being able to sprint. Everyone's capable of it but many just never bother. It requires the caster to expend some of their own vitality to power the enchantment.
- Black magic involves "squeezing" the aethyric energy from a daemonic entity from the Otherworld and using that energy to power the spell. As a daemon cannot be killed, Black magic is far more powerful than Arcane magic but is also more dangerous because daemons do not appreciate being used.
- Spirit magic comes from the land itself. Power can be drawn from the environment to power the spell. This is the weakest form of magic but does not carry as much risk.

4. Opposite alignments fight each other.
Cemented alignments don't exist in the same way as D&D. Evil is a matter of perspective, just as it should be.

5. Arcane and Divine magic are inherently separate.
There is no Divine magic because the gods are uncaring. On the other hand, the three types of magic that do exist are inherently separate.  

6. The wilderness is separate enough from the cities to justify 3 wilderness-oriented classes.
True. In D&D these classes are Ranger, Barbarian and Druid. Norbayne loses the Barbarian but the wilds of Norbayne are still quite a substantial part of the game.

7. There are hundreds of intelligent species of creatures, but 99% of them are considered "monsters".
A little over the top but true in principal. There are many intelligent races who are looked down upon by the more "civilised" peoples of the world. These can't be played as of the core rules, but it would be easy enough to allow them.

See the Races of Norbayne thread for more information. http://s4.zetaboards.com/Battlehammer/topic/9653280/1/#new (http://s4.zetaboards.com/Battlehammer/topic/9653280/1/#new)

8. Arcane magic is impersonal and requires no "deal" with a supernatural being.
True.

9. Beings from other planes of existence try to influence the mortal world, usually on behalf of gods/alignments.
Untrue. Daemonic entities do exist but they exist to further their own agendas. They are creatures in and of themselves. Some may serve a more powerful master but even this daemon is not a god.

10. Magic items are assumed to be available, and game balance proceeds from that assumption.
True but rare.


Hopefully that cleared somewhat up for you. ;)
Title: Re: What is Norbayne?
Post by: Silver Wolf on August 04, 2012, 01:21:21 AM
I like the sound of it. Good luck with the project! :D
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on August 04, 2012, 02:20:41 AM
Thank you Silver. :) It is progresing quite nicely. ;)
Title: Re: What is Norbayne?
Post by: Clockwork on April 03, 2013, 06:29:05 PM
Heya, hope this thing is alive and well still :D

It looks really cool, I've always loved intelligent minotaurs in fantasy lore.

I have 2 questions on magic, if I may. You say that arcane magic can be learned like sprinting, however some people are naturally better at sprinting than others; I assume therefore that some people will be naturally better at arcane magic?

Secondly; Daemon and Spirit magic come from resources, but is everyone able to learn that? You say everyone is capable of Arcane Magic so I would assume that everyone has magical potential in these forms as well. From this I'd reason that among the more tribal/people with little to do, there would be a much greater number of mages. From this I then reasoned that that majority of the upper classes would be proficient at Arance Magic at least (unless the practice is frowned upon, especially as it has a token of blood magic there) as well as barbarians (assuming that this is in a 'past age' setting rather than shadowrun style 'future setting' as this isn't definitively stated here.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 22, 2013, 08:21:46 AM
Sorry it took so long to get back, I only found out that this post was here on a whim. I wish I had more time in my life these days but I just don't. That being said I do try and scan Exilian when I get a chance, I just don't get that much anymore. It is a pity, I miss you guys something awful.

To answer your questions, ones I'm glad you have: :)

1. Yes, alive, well and being playtested by an intrepid group. ;) I might even put the AP up on here at some stage, something I've been meaning to do for a while now.

2. Naturally, yes. Some people are naturally more adept than others. This is represented by increasing your Magic Level. Your Magic Level can also be improved right from the off if you make certain choices at character creation. ;)

3. Black and Spirit Magic can both be learnt by anyone, save that it is more risky and very hard work respectively.

4. Norbayne's Midlanders are probably the best to describe demographics of Magic Users as they are the most common "race" so to speak. First of all, the Midlands themselves are divided up into many kingdoms. The best way to describe it is as if Westeros had devolved into all the Noble Houses taking a shot at the big-time. This is to allow GM's plenty of freedom in coming up with their own kingdoms and political situations. In RPG's there's always times where you just need kings to die. This is to allow that without causing strife with the lore. Now there's one problem with your calculations, mainly that Magic, even Arcane Magic, is dangerous. Think Warhammer style lethality. Therefore the amount of magic users these kingdoms can call upon is relatively small. Many people distrust magic too, thinking it too dangerous and unwieldy. As such, a large proportion of "adventurers" tend to be magic users who have been sent away through prejudice against them. That being said, many rulers are magic users, having gotten into that position using their powers, or alternatively, they have plenty of time to practice and get it just right.

Striking deals with daemons is also frowned upon, leading to Black Magic users being ostracised extensively.

As you say, "barbarians" tend to be a little more in touch with their spiritual side.

It is a relatively Medieval High Fantasy setting with perhaps a little Steampunk and a dash of Horror in some cases.

Anyway, please let me know if you have any more questions and I'll be happy to answer to the best of my ability. ;)

Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on May 22, 2013, 02:58:53 PM
Thank you for the answers! So glad it's still going! If I could get a .pdf of the rules/character sheets that would be awesome, and I'll be happy to run numbers and the like to check for anything 'ZOMG OP!!!!!111!!'.

On arcane magic: dangerous for the magic user directly as in said wizard/sorcerer/mage/warlock/nightblade/yougethteidea having their mind explode from the strain. Much like the movie 'Jumper' when he's telling the story of the guy that tried to jump a building. Or is it more 'GAAAHHHHHH TOOO MUCH PPPOOOOOWWWWWAAHHHHHHHHHH' and they explode like a 3 kiloton nuke.

Also given the prejudice against magic and the fact that everyone has the ability to do it, surely there are rebellions all the time over opression, I can see the serfs and low end of society being unhappy with the state of affairs when they could potentially have the power to topple kingdoms (perhaps I'm reading too much into the power of a mob of peasants with mind lazorz).

Also, given magics prevalance, would there be a 'Templar Order' a la Dragon Age? If so, are they seperate from the law or are they integrated like SWAT teams?

I think it's a brave thing you've done, giving so many the ability to use magic, but it'll also be difficult to draw the line. Keep me posted please! :D

Also I do have more questions but thought I'd keep my posts short(ish) and all the content similar.

Steampunk Minotaurs! OMG OMG OMG OMG OMG! I love you PG09.

Rob
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 23, 2013, 01:19:25 AM
At the moment, sadly a lot of the rules are still in "stream-of-consciousness-note-style" and therefore somewhat difficult to make sense of without me over your shoulder but I will definitely keep you updated and send what I can as soon as it is more legible. I'm actually in the process of doing so, rather than that being some form of future endeavour. :P

With regards to the magic, there are three charts to be rolled on upon a "Miscast," one for each of the varieties of magic. These charts have effects which range from blood vessels bursting to temporary blindness to burning, all the way through to blowing yourself up in a maelstrom of SHEER POWAH! The amount of energy you're putting into the spell affects just how dangerous the ill-effects are, in addition to the type of magic. Buggering up a Spirit spell is far less dangerous than, say, Black Magic, which has effects like the bound daemon materialises and causing havoc.

With regards to rebellions, absolutely. The amount of peasants running around with the ability to throw fireballs and summon storms is relatively small however. Magic is dangerous and generally seen as too difficult to master. Therefore in most societies it's only those with formal education in those arts that will have access to learning magic as a whole. However, there are always outliers of course and rebellions offer rich picking grounds for GM's. ;)

With regards to a Templar Order, I've never played Dragon Age but I believe I have an idea regarding what you are suggesting. I'd say that several kingdoms would have "special forces" much like what you suggest. I have only detailed one however, but that is a secret and I can't give it away. :D Sorry. ;)

And yes, please as many questions as you like my friend, keep them coming and I'll be happy to answer them. :)

Cheers mate,
Title: Re: What is Norbayne?
Post by: Jubal on May 23, 2013, 01:24:51 AM
PG: I'm going to start getting on and getting bits of the front-end site set up for RPG & tabletop & other projects soonish (by which I mean hopefully in the next month or two). If at any point you want me to knock a page or three together for Norbayne (probably when you've got closeish to a rules-set and want to have something to point people to) just give me a shout.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 23, 2013, 01:32:30 AM
Brilliant mate that would be great. Really appreciated. ;)

For anyone who's interested, here's a link to the AP thread I put up on the GitP forums. Three Coins, Two Birds and a Gilded Sword. (http://www.giantitp.com/forums/showthread.php?t=260466)

Anyway, thanks again Jub,
Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on May 23, 2013, 01:57:04 AM
Awesome!

Given the steampunk setting, clockwerk inventions? Rudimentary firearms maybe also?

This will turn into a weapons question list I can just feel it.

Okay so the kind of weapons popular would be Sabres instead of Longswords?
Small bucklers instead of the great kite shields and leather armour as gunshot kills pretty much the same whether you're in a tin can or not?
Is there room for cross classes or still in the creating a set of standard classes phase? I did read Q6 on the Q&A but wasn't sure if you've got further than that now.
You say it's a D10 game, I've not actually played any PnP RPG's (no mates) but I'd assume you'd be rolling against 100? lower than total ability value is a win. If so, how does magic and shooting compare at the moment in terms of difficulty? For me this was a killer in some games on the PC. Shooting was so easy and high in damage that taking a mage was wasteful unless you *really* needed a healer. Magic seems like it'll be more powerful and shooting must have it's place but the balance is difficult to get right. Not really much of a question but feel free to provide an answer anyway.

Are every race allowed to be every class or are there restrictions? I can't in all honesty see a minotaur duellist (geif clockwerk shotgun and battleaxe!).

Will there be top hats? Important question.

How much will racial animosity feature in this world? Some of the 'elves' act a bit superior from what I've read but they are moderating themsevles. Everyone seems to be pretty much happy families.

Daemons. Are they a race that features much in cataclysmic world changing events? And are they worshipped by a dangerous cult with grim reaper tattoos on their inner thighs? probably not, just checking. Could make for interesting romance subplot for a character. Manipulation is fun.

Rob

Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 23, 2013, 02:35:55 AM
Haha okay let's see how I go with answering. Sadly this might be the last set I answer for the day and I'll have to get back to any new questions tomorrow. We shall see. ;)

1. Mainly medieval setting with a slight steampunk feel. Clockwork inventions, rudimentary firearms? Yes, but fairly rare. My current campaign has no firearms yet, but I will allow the party Engineer to give it a shot if he feels like it. ;)

2. Popular weapons depend on the culture of the specific warrior. Men from the Northlands of Norbayne prefer broadswords, longknives and small leather shields along with thick leathers, fur and hide armour. Maybe a bit of chain too. Invarrians have a thing for axes and sabres and large wooden round shields. Danann generally go for light leathers, spears and bows. Naturally of course anyone can use anything. This doesn't meant that they'll be any good with an unfamiliar weapon however. But that's starting to really get into crunch. ;)

3. Firearms of this level are generally not powerful enough to penetrate plate armour anyway. Plate harness was often supplied with a 'proof mark,' which was considered proof that the armour was effective against gunshot. When you also throw in magical defences applied to the armour and you end up with societies who bring their heavily armoured knights to the field along with their experimental harquebusiers. Naturally of course, some kingdoms might be more steampunk than others. As always, the GM has a pretty open world to explore.

4. There are 14 base classes at the moment, the same ones that were detailed in the FAQ. This is unlikely to change, though more classes may be added in the future. It's unlikely, but expansion rules and setting books might also include additional classes and the like. I do actually have a 15th class written up, but I have not made information regarding it available as it is another secret. Sorry. :P

5. It began as a D10 system but you are correct in that it has turned into a mainly D100 system. :P That being said, only a set of D10's is required to play it, so I can still call it a D10 system, right? ;) As to balance, I'll keep it brief but magic tends to be more dangerous for both the target and the wielder whilst shooting is relatively risk-free for the shooter. That being said, we've pretty well subverted the "Annoying Arrows" trope. Kel'Serrar has been quite effective at killing things in our playtesting.

6. Every race can be any class. You are completely free in that. Some races are better at being some classes than others, but anyone can be anything. As far as a Feartarbh Duellist goes, well, I can see it. You'd just have to think of it as less of a rapier-wielding nobleman and more of a minotaur who stands upon his honour. And yells insults. It could be done. :P

7. Top hats? Ask your GM. :D If it doesn't affect the sort of game he would like to run, then absolutely. Have fun with it. ;)

8. Racial animosity... Well Invarrians are like a cross between vikings and pirates. They raid the Northlands constantly, and to make things worse, they aren't remorseful in the slightest, thinking it's all a game. So there's problems there. The Geardarr were a slave class under the old Bovus Empire, so they hold a grudge against the Feartarbh. Plus they have inferiority issues with everyone. The Danann view the Leathe as a delicacy. That being said, the Danann also have a habit of preying upon other sentients, meaning that they're quite feared. The Dunscarth are just unfortunate. Having grey skin and living under ground means that they tend to cop a lot of discrimination.

Now how much this comes up in game is down to the GM but the possibilities are there for plenty of racism.

9. Daemons are both those things and more besides. They're entities that inhabit the Otherworld. They long for flesh and senses as they cannot see, hear, touch, smell, feel, anything in their own forms and in their world. The Otherworld is a void where they engage in scheming manipulations which in the end accomplish nothing. They fight their wars for nothing, with nothing over nothing. Wondering how that is possible? Good. It's not. But it happens anyway. So when they get trapped by a Black Magic user they both hate and love it. It causes excruciating pain, but it is the only way they can feel. But in the end, they want bodies. They want a way to experience the senses, so you can make deals with them in exchange for this. This is how Necromancers work.

Anyway, daemons are complicated 'creatures.' But they do play an integral role in the game.

Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on May 23, 2013, 02:46:31 AM
You've been amazing in answering my questions, thank you! I'm sure I'll have more once I've thought on it some more. But right now I really have to sleep :)
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 23, 2013, 11:23:59 AM
Hope you're having/have had a good sleep and it's good to know that my question answering is appreciated. ;)

Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on May 23, 2013, 11:48:13 AM
Had an exam so thought I'd get an early night :)

As a link to my last question, if there is such animosity against particularly Danann due to them eating other sentients, race wars must be a problem in Norbayne?

In the playtest, the duellist and assassin seemed to not really be able to hit anything while the archer and mage(when he wasn't unconcious) were amazingly adept at slaughter. Was that down to luck of the die, is melee simply weaker than ranged or did they build 'wrong' (in terms of being killing machines, can never be wrong when RP'ing :))

As I understand it the midlanders have an aristocracy (They have royal houses, so i guess there must be a line of succession. Unless it's a voted-for king.)? Do they also make up most of the merchant classes and have the largest pool of wealth between them? Also given how they are found all over Norbayne, I can see them developing into 2 type of mentality, firstly proud midlanders who are pleased to see their fellows and make special concessions to them, causing disfavour with the other races, and also midlanders who are mistrustful of everyone, because they don't have a dedicated region all midlanders can call home.

Feartarbh are gargantuan when compared to the Leathe. How does one go about choosing a door for an all-races-are-welcome tavern? One too big would make it unsuitable for the possumfolk and one too small would cause horns to get stuck in all sorts of places. Clockwerk?

Really great the amount of depth you've put into it, great work! :)
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 23, 2013, 12:48:35 PM
Okay then, and let the answering commence yet again. :P

1. Race wars would be far more of a problem if the kingdoms trusted each other enough to get together and do something about it. I've kept the fluff sparse to this date simply because I felt that crunch was a bigger deal and I can just ad-lib history for the group as needed. (I did just that in the latest session which I'm halfway through transcribing at the moment. ;) ) As it is, a good GM could definitely turn the race wars into a very compelling campaign.

2. Luck of the dice definitely at the beginning. Lately Breanna has been amazingly effective simply down to some incredible rolls. Breanna's build was relatively weak at the beginning and Maebh is built around dealing obscene amounts of burnination, but Harold's was probably the most 'technically' sound build and so far he's not had much of a chance to show this due to some poor rolling. That being said, he's definitely had his moments.

3. The Midlanders don't necessarily see themselves as sharing any real kinship with each other. For instance in medieval Britain, the Welsh, Irish, English and Scottish all hated each other despite being "the same." (I'm being horribly general here. The point I'm trying to make is that despite the fact that they were all four limbs, one head, pale skinned etc. they all still fought and killed each other.) So Northlanders probably view Southerners as heathen decadents while the Southerners see the Northlanders as uncultured barbarians. The wars and hatreds are generally built more around realm borders rather than racial differences. Generally.

4. Now on the other hand, how I envision it, the majority of Norbayne would be considered 'homeland' for the Midlanders. Sure the Wardenfells are given up as a lost cause and the Boltmoors are pretty well guarded. Black Fens are too scary to bother with (Linyati and Crogail are nasty buggers.) and this is just Norbayne. Unterguardt, Sothbayne and Varr are nearby landmasses that are even worse. But there could certainly be Midlander towns and even kingdoms that don't allow non-Midlanders in. Permission to shoot on sight, Leathe tails hung up on the doors, that sort of thing. As always, very open to the GM.

5. As to the doors, believe it or not, I hadn't thought of this. :P I guess that places might do something similar to the gates of Bree in the Fellowship of the Ring, having a smaller door for peoples like the Leathe and then larger doors built around it for those who can't fit. ;)

I hope I covered everything there, I'm being distracted as I type,
Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on May 23, 2013, 01:24:28 PM
I'm being distracted as I type,

have fun ;)


I am really in awe, it's a great creation you have here.

I actually can't think of any more questions for the moment which I'm sure you'll be pleased to take a break from answering :P
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 23, 2013, 01:30:46 PM
I am really in awe, it's a great creation you have here.

Why, thank you mate. It's been a real labour of love. :)

As to the questions, not at all. ;) Fire away when you have them and I'll be happy to answer them. The more questions the better as I can then flesh out what I have if I need to. So by all means go for it when you have some. :D

But in a minute, let me get my breath back first. :P
Title: Re: What is Norbayne?
Post by: Clockwork on May 24, 2013, 07:03:17 PM
Back again, this time with a lot more. Sorry! xD

I've been reading a bit more and I'm a little confused of the geography. Have I got this right so far?

The assumption I'm making here is that Norbayne is in the middle (as in all references to east, west, north, south are from Norbayne):

The north of Norbayne is cold and the south of Norbayne is mountainous.

Sothbayne is in the south, Far South is southerer.

Unterguardt is north of Northbayne and has a substantial mountain range in the north. Men generally dwelling mid-south Unterguardt and dwarves in the mountains. Borders constantly shifting due to conflict.

North Norbayne is divided up into Rockfall and Crowpeak, east Norbayne is divided up into Naille and Elspeth, south Norbayne is Drell. This bit I think I understand.

I have no idea where to put these places or if they're part of Norbayne or seperate landmasses or what...Sorry if it's answered somewhere else.

Dark Fen is somewhere
Dunscarth is somewhere
Wardenfells(Substitute two letters and my Bosmer rogue comes from there :P) are east-south-east, both the Leathe and Danann live here in mutual tension (I assume) though the Leathe keep to the northwest while the Danann roam a lot more.
Eastern Tundra, in the east(gee shucks wonder how I guessed that) above the Wardenfells?
The Boltmoors are in the north-west, other type of dwarven lands.
Isle of Varr, owned by the raider Invarrians

The undergound inhabited by the Greyskins can potentially be anywhere I assume but also I'd reason there would be under-kingdoms seperating them into numbers that are manageable to rule?

I'm drawing a map but don't get hopes up if you still want a map maker. I can't draw for armadillo :P. I'm planning on using it to try and make up a little expedition and the tales of a group of travellers that get run out of or otherwise forced to leave pretty much any place they start to call home, sticking together all the way whatever comes at them. But I want to set them in a variety of lands and when they come full circle, they're pretty much the most well travelled individuals in the world.

3 Full Questions:

Am I right in thinking that there are invasions onto the Isle of Varr every now and then to curb the piracy, much like the chinese did against the Japanese Woku Pirates?

How did the Bovus Empire fall?

Can one cross from Norbayne to Sothbayne on foot? The mountains could be taken as nigh on impassable.
Title: Re: What is Norbayne?
Post by: Clockwork on May 24, 2013, 07:56:38 PM
Also if you're looking for diseases.

One that causes irrationality and loss of cognitive thought in the extreme, as in 'Why are you trying to feed a Capaill to the wall, Steve the Minotaur?' 'Rainbows'. Effect vary, Leathe are immune, until science really takes off nobody will know why.

A reaction that causes psycopathy and pale yellow skin coloration in magic addicts, people who get a buzz out of using 'cure wounds' on themselves.

That's all I got. I like the 2nd one, first one is pretty generic.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 25, 2013, 04:41:25 AM
Okay, I'm going to try and answer this as best I can. Here goes:
Quote
I've been reading a bit more and I'm a little confused of the geography. Have I got this right so far?
Don't feel too bad about being confused with the geography, I've only really just gotten that completely hammered out recently myself. :P

Quote
The assumption I'm making here is that Norbayne is in the middle (as in all references to east, west, north, south are from Norbayne):

The north of Norbayne is cold and the south of Norbayne is mountainous.
Absolutely right. The south is also pretty warm. Not desert, but wet and hot in the summer and dry and slightly less hot in the winter.

Quote
Sothbayne is in the south, Far South is southerer.
Yes, but keep in mind that Sothbayne is another landmass. It is a larger landmass to the south, just across some straits or something. Haven't completely figured out just how far away it is, but close enough that the inhabitants of Sothbayne and those of Norbayne do have something to do with each other.

Quote
Unterguardt is north of Northbayne and has a substantial mountain range in the north. Men generally dwelling mid-south Unterguardt and dwarves in the mountains. Borders constantly shifting due to conflict.
Correct. Very cold and snowy. In basic terms, think Skyrim as far as climate goes. It is another landmass. I think. Alternatively the border with Norbayne might be a high, dangerous mountain range. Not impassable, but difficult.

Quote
North Norbayne is divided up into Rockfall and Crowpeak, east Norbayne is divided up into Naille and Elspeth, south Norbayne is Drell. This bit I think I understand.
Yes, though there are many other kingdoms too. One small retcon I must fix up, Naille and Elspeth are now in the west.

Quote
I have no idea where to put these places or if they're part of Norbayne or seperate landmasses or what...Sorry if it's answered somewhere else.

Dark Fen is somewhere
Dunscarth is somewhere
Wardenfells(Substitute two letters and my Bosmer rogue comes from there  ) are east-south-east, both the Leathe and Danann live here in mutual tension (I assume) though the Leathe keep to the northwest while the Danann roam a lot more.
Eastern Tundra, in the east(gee shucks wonder how I guessed that) above the Wardenfells?
The Boltmoors are in the north-west, other type of dwarven lands.
Isle of Varr, owned by the raider Invarrians
No problems, I don't think I've ever really explained the geography. Even my playtest group have only seen a basic sketch of the kingdoms in the general vicinity of Summer Hill.

Dark Fen is in the south-west of Norbayne. It is not particularly large and hemmed in by mountains, tucked into the side of the tail of the Wardenfells.

The Merigund of the Dunscarth is actually in Sothbayne. I haven't figured out precisely where, save that it is in the north. Or perhaps it might be in the south of Norbayne. I'm not entirely sure.
You are correct regarding the Wardenfells. As an interesting note, the mountains that divide the Southlands of Norbayne from the Midlands are the Wardenfells which reach around in somewhat of a backwards 'L' shape.

The Eastern Tundra is indeed to the north of the Wardenfells. It also encompasses the Mystrand, a string of islands to the north.

The Isle of Varr is situated to the west of Unterguardt.

Quote
The undergound inhabited by the Greyskins can potentially be anywhere I assume but also I'd reason there would be under-kingdoms seperating them into numbers that are manageable to rule?
The Dunscarth are not particularly numerous. The Merigund itself has no overall ruler. Every town has people in charge, but the Dunscarth themselves are not united.

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I'm drawing a map but don't get hopes up if you still want a map maker. I can't draw for armadillo :P . I'm planning on using it to try and make up a little expedition and the tales of a group of travellers that get run out of or otherwise forced to leave pretty much any place they start to call home, sticking together all the way whatever comes at them. But I want to set them in a variety of lands and when they come full circle, they're pretty much the most well travelled individuals in the world.
I too am not very good at cartography, but I have given it a shot. I'd be very happy to see what you come up with. Who knows, it might help me finalise some stuff I haven't completely figured out yet. :)

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Am I right in thinking that there are invasions onto the Isle of Varr every now and then to curb the piracy, much like the chinese did against the Japanese Woku Pirates?
Sometimes a kingdom might get pissed off enough to attempt an assault on the source of the attacks, but due to the strength of the Invarrian navy, this is rarely very successful. How long that can last however?

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How did the Bovus Empire fall?
Well then, the Bovus Empire was exceptionally powerful. They landed on the western shores of Norbayne as a people fleeing from an unremembered menace in their homelands. Compared to the indigenous people of Norbayne, the Bovus were both technologically advanced and physically powerful. They quickly took almost all of Norbayne as their own, though Dark Fen and the Wardenfells remained unconquered due to the climate not being conducive to the Bovus heavy infantry.

After having taken over, they began to build large cities, most of which are ruins today. The Bovus Empire eventually split when an Emperor died with three heirs who fought amongst themselves for overall power. Whilst this was occurring, the ancestors of the Geardarr rose up and freed themselves from their Bovus overlords. Other slave communities followed and in time the Bovus power was broken, their numbers too few and the technological gap too small to lord over the other peoples of Norbayne as they once did. The Bovus split into the Krowavir, massive, wild descendants of the old empire, and those known as the Feartarbh who keep the legacy alive.

To answer your question, infighting and mixed succession, followed by slave revolts and military campaigns over the course of a few centuries.

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Can one cross from Norbayne to Sothbayne on foot? The mountains could be taken as nigh on impassable.
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Norbayne and Sothbayne are separated by ocean, which may be traversed by ship. The Midlands and Southlands of Norbayne however, may be travelled between on foot, and this is often the case.
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Also if you're looking for diseases.

One that causes irrationality and loss of cognitive thought in the extreme, as in 'Why are you trying to feed a Capaill to the wall, Steve the Minotaur?' 'Rainbows'. Effect vary, Leathe are immune, until science really takes off nobody will know why.
I quite like this. I believe a similar suggestion was put forward by Ladyhawk who suggested it perhaps be a parasitic spider-type creature which causes the effect. Essentially a zombifying spider.

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A reaction that causes psycopathy and pale yellow skin coloration in magic addicts, people who get a buzz out of using 'cure wounds' on themselves.
That's pretty cool actually. I don't suppose you have any ideas regarding names?

God I hope that's legible. :P Thanks for the questions mate,
Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on May 25, 2013, 01:02:18 PM
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Also if you're looking for diseases.

One that causes irrationality and loss of cognitive thought in the extreme, as in 'Why are you trying to feed a Capaill to the wall, Steve the Minotaur?' 'Rainbows'. Effect vary, Leathe are immune, until science really takes off nobody will know why.
I quite like this. I believe a similar suggestion was put forward by Ladyhawk who suggested it perhaps be a parasitic spider-type creature which causes the effect. Essentially a zombifying spider.

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A reaction that causes psycopathy and pale yellow skin coloration in magic addicts, people who get a buzz out of using 'cure wounds' on themselves.
That's pretty cool actually. I don't suppose you have any ideas regarding names?

God I hope that's legible. :P Thanks for the questions mate,
Cheers,

Thanks for the reply, rough map is done. Very rough. Norbayne is a circle. Just a circle. If I can persuade my brother to create a map I'll post it. He's 12 but is so much better at drawing than me, even if he's only just started this year :)

Right, now hopefully I can help you with the ambiance items:

For the first, The Undmoric Lowlands spider, a spider without their characteristic ability to climb up any surface but is able to jump over fourteen times the length of their body. Undmorir is a place in south Unterguardt, in the low lying regions occupied by the Northmen. This spider only survives for a couple of days at most outside of extreme cold. They hibernate if Unterguardt ever experiences any heat. (Can easily change it to they live in southlands and extreme heat is the only temp they survive at, but giving them a biological timer means that it can help get a timeframe for an investigation).

The second, Ceatosytensis (sort of like calisthenics, keeping the repetition theme of addicts), firstly the users get a rush of endorphins from the cutting/burning themselves(sounds weird, but true irl), then they get a tingle and a feeling of flowing water on the area where 'cure wounds' is used.  Both the self harming and the healing is addictive, the effects are cumulative.

Cool that this is going in the FAQ :D

Great to read the lore additions also, thanks PG09! :)
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 28, 2013, 10:47:33 AM
Damn it, I tried to reply to this days ago and I thought it did, but obviously the internet decided to stuff me around. :(

I know what you mean about younger siblings being good at art. I draw stickfigures, my siblings win art awards. :P

Very impressed with the ambience items. ;) Definitely going in so keep your eyes peeled.

And I'm glad you liked everything. If you have more questions or suggestions please feel free. :)
Title: Re: What is Norbayne?
Post by: Ladyhawk on May 28, 2013, 01:31:50 PM
I am one of the players in Norbayne and I really enjoy it :)

Phoenix has done an absolutely wonderful job with this RPG :) It's a great story and a great place with some great people. :P

I suggest you all have a look at it so you may all be in as much awe as I am ;D
Title: Re: What is Norbayne?
Post by: Clockwork on May 28, 2013, 04:26:52 PM
I finished reading your playtest and it sounds like great fun! helps that each player has epic moments of hilarity in every single paragraph :D
Very impressed with the ambience items. ;) Definitely going in so keep your eyes peeled.
Thanks! One thing that terrifies me (and I know you want a good dash of horror in here) is man eating plants. Plants in general actually, but ones that can eat you have a special place in my nightmares.

Also: slugs that burrow into your flesh, preferring the increased core body temperature (guessing that's lore friendly) of Invarrains, Northmen and Selkye, anesthetizing the wound as they do it so that with a low perception score and some bad luck, you can get one under your skin during the night without realising it. No more than an inch in length and cannibalistic. Unless you can remove it while it's still visble through the surface of the skin, it might live inside you for good, doing all kinds of gleefully disruptive things.

Viscriotor is a one-of-a-kind amphibious ground shrub that is found in the harsh deserts of the Far South but has been known to migrate into Sothbayne and very rarely in southern Norbayne. This shrub can strech for a hundred metres and is usually docile, requiring a lot of light (hence living mainly in the sunnier south) but when 'awakened' is capable of biting cleanly through an ankle bone (think green, mossy bear trap). Unfortunately there is a plant that looks very similar to it which stores water in it's roots, travellers have mistaken the two when dying of dehydration and been eaten. Omnomnom. Some academics think that the plant is a sentient and ancient proto-organism that has survived millenia, perhaps even since the breaking of the world. These are generally not the most reputable of folks, but that doesn't necessarily mean they're wrong.

Slugs are named Joris Slugs after the famous Selkye taxonomist, Joris Ice-Grave (would you mind translating for me? It's basically icelandic, right? <3) that named them. His whereabouts are currently unknown after his expedition to each corner of Norbayne to find and catalogue as many species as he could. There is a slight possibility that this is the main character of my expedition tale I've not yet started. As I figure out where he's going and what kind of problems he's going to face, I'll have more creatures and diseases for you to have a look at. Imo telling a story and seeing what 'fits' is the best way of adding new content, but that's just me :P
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 28, 2013, 04:44:36 PM
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I finished reading your playtest and it sounds like great fun! helps that each player has epic moments of hilarity in every single paragraph

I'm glad you think so. The players themselves are utterly hilarious. I actually cut a fair bit of the off-topic humourous stuff, leaving only the very best for the public. We crack up every couple of minutes on the night. :P

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Thanks! One thing that terrifies me (and I know you want a good dash of horror in here) is man eating plants. Plants in general actually, but ones that can eat you have a special place in my nightmares.
Ladyhawk has already made a few suggestions along the same lines and there are already a few. A massive Venus Flytrap is pretty straightforward, but razor edged grass which feeds on blood is also present. And more besides, but I won't give too much away. Rest assured that you are correct, horror themes are a must to allow GM's the options to play the type of game they want.

Though the fact that plants in general scare you is worrying mate. Does it stem from anything in your past or do you just find them creepy if you don't mind me asking?

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Also: slugs that burrow into your flesh, preferring the increased core body temperature (guessing that's lore friendly) of Invarrains, Northmen and Selkye, anesthetizing the wound as they do it so that with a low perception score and some bad luck, you can get one under your skin during the night without realising it. No more than an inch in length and cannibalistic. Unless you can remove it while it's still visble through the surface of the skin, it might live inside you for good, doing all kinds of gleefully disruptive things.
Very creepy, though I do imagine that it would perhaps be something in the Dark Fens. Good conditions for that sort of creature, particularly moisture for it to survive in without a host. And then in addition to that, the main peoples' there are reptilian in nature, meaning lower body temperatures on average. Therefore these things wouldn't be a problem to them, but to visiting mammals.... And no one would really know the solution. Perfect for horror. :D

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Viscriotor is a one-of-a-kind amphibious ground shrub that is found in the harsh deserts of the Far South but has been known to migrate into Sothbayne and very rarely in southern Norbayne. This shrub can strech for a hundred metres and is usually docile, requiring a lot of light (hence living mainly in the sunnier south) but when 'awakened' is capable of biting cleanly through an ankle bone (think green, mossy bear trap). Unfortunately there is a plant that looks very similar to it which stores water in it's roots, travellers have mistaken the two when dying of dehydration and been eaten. Omnomnom. Some academics think that the plant is a sentient and ancient proto-organism that has survived millenia, perhaps even since the breaking of the world. These are generally not the most reputable of folks, but that doesn't necessarily mean they're wrong.
Haha this is amazing. I love the idea of a predatory "bear-trap." I "may" change the name to something more fitting, but the idea is absolutely perfect. ;)

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Slugs are named Joris Slugs after the famous Selkye taxonomist, Joris Ice-Grave (would you mind translating for me? It's basically icelandic, right? <3) that named them. His whereabouts are currently unknown after his expedition to each corner of Norbayne to find and catalogue as many species as he could.

According to my translations, Isinn-Groff is the last name. ;)

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There is a slight possibility that this is the main character of my expedition tale I've not yet started. As I figure out where he's going and what kind of problems he's going to face, I'll have more creatures and diseases for you to have a look at. Imo telling a story and seeing what 'fits' is the best way of adding new content, but that's just me.
My friend you are correct and I look forward to incorporating your ideas further. ;)

Thanks for your time yet again, :)
Title: Re: What is Norbayne?
Post by: Clockwork on May 28, 2013, 05:18:37 PM
Thanks for the translation!

I forgot to add, favourite bit: Conversation with The Trickster. LH you made me laugh out loud :D

The plant thing is just me being weird, I don't like how they grow or how they feel it freaks me out. Maybe I saw that movie with the giant plant when I was a kid or something, I don't know but I've never liked them at all :P

Also, phones, clowns, wax models, crawly things, swimming pools, any fish with a mouth larger than the circumference of my head. And giant worms. Snakes are fine though.

Jeez I'm a loser lol.

Glad you liked the ideas though, I'll have more soon! :)
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 28, 2013, 05:41:46 PM
No problems. ;)

As to the conversation I was really proud of her, actually getting frustrated but taking it out on people in game while staying in character. I was very happy to see it, especially when one considers what happened just a little bit later. :P

As to the scary stuff, I do understand. I'm not fond of many of those things myself, crawly things, fish in general and giant worms are all sort of on my personal Do Not Want list. I don't mind worms but Mongolian Death Worms scare the hell out of me, so I count that. :P

Anyway, looking forward to more ideas and your story sounds very interesting. I know how these things are so I will not pressure you into starting it or anything like that. Instead I will merely offer my support so that you know that if you need a hand from me in the capacity of the creator of Norbayne or that of a writer, I will do what I can to help you.

EDIT* And if you do write it, I'd love to read it. ;)

Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on May 28, 2013, 06:02:23 PM
Great, once I get going I'm sure I'll have a load more questions and such. Good to know I have both a great writer and the ultimate knowledge base in my literary toolkit :)

Is there a giant sea monster that inhabits the icy waters around the Isle of Varr? If so I think there will be a fishing trip included.

Mercrabs? The face of a crustacean and the body of a man! Might need some tweaking. or just not included, I'll be the first to admit it's a little rubbish :P

In the Black Fens, a quadrapedal swamp creature that while scary to look at with a single cyclopic eye and usually covered in swamp weed is in fact no danger to anyone. Unless you try to eat it. Think of a small dog, but with no hair, one eye and secretes a sticky coating to provide itself with insulation. Very timid herbivore, pretty commonly found among the marshes, eats swamp weed and lives in small packs of 4-8. Name pending.

I think that while the slug might not have been the best way to do it, the mechanic that a creature prefers the warmer blooded races (or colder, necrophages?) is quite good, I'll try and find a better way to incorporate it I think.

You've referenced dogs in the game you're currently playing, which other terran creatures make an appearance?

EDIT: Black Fens would be filled with insects right? Maybe have a blind, green mosquito (camoflaged to a lesser extent) which goes into a blood frenzy each time it feeds, releasing a pheromone that attracts hordes more of them. Enough to drain a small human or a large Leathe dry. However since it's blind and actually has no way of determining where a blood source is, they fly in circles most of the time and it's only chance if they get to eat. Name pending again.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 29, 2013, 12:28:49 AM
Great, once I get going I'm sure I'll have a load more questions and such. Good to know I have both a great writer and the ultimate knowledge base in my literary toolkit :)
Ha, I wouldn't go that far, but I'm happy to help. :P

Is there a giant sea monster that inhabits the icy waters around the Isle of Varr? If so I think there will be a fishing trip included.
Several, though both of these are spread a little further than just Varr. Two quick examples:
Seabaere.  (http://cache2.artprintimages.com/LRG/29/2906/VWUPD00Z.jpg)Think a polar bear, but about the size of a somewhat streamlined elephant. Very big, predominantly seagoing, but are completely capable of coming onto land for prey. Seals can never be safe. :P
Hvaleslangen.  (http://www.mheine.com/jpeg/basilo.jpg)This thing is the predominant predator of the oceans. It's a whale, but like most of the whales in the setting, built like a sea serpent. The Hvaleslangen commonly grows to sixty feet or over.

Mercrabs? The face of a crustacean and the body of a man! Might need some tweaking. or just not included, I'll be the first to admit it's a little rubbish :P
Yeah, I'm trying to avoid sentient creatures which aren't mammalian in origin, simply because of the lifestyle that sentience requires. The few I do have are significantly alien and all three I can think of, cannot communicate properly with other races. Might have to skip this one. ;)


In the Black Fens, a quadrapedal swamp creature that while scary to look at with a single cyclopic eye and usually covered in swamp weed is in fact no danger to anyone. Unless you try to eat it. Think of a small dog, but with no hair, one eye and secretes a sticky coating to provide itself with insulation. Very timid herbivore, pretty commonly found among the marshes, eats swamp weed and lives in small packs of 4-8. Name pending.
Huh, that's really pretty cool. I'll work on a name, but I like it. Very original. :)

I think that while the slug might not have been the best way to do it, the mechanic that a creature prefers the warmer blooded races (or colder, necrophages?) is quite good, I'll try and find a better way to incorporate it I think.
Yeah, definitely a good idea and I look forward to seeing what else you come up with. ;)

You've referenced dogs in the game you're currently playing, which other terran creatures make an appearance?
To prevent players from being overwhelmed with animals they've never heard of before, I've tried to keep things relatively familiar. Now what a Midlander might call a dog might be different to what a Roanfaille from Sothbayne would call a dog and likely very different from what the Bruin would call a dog. So while dogs exist, and they may be canid in form, there's a good chance they're different from 'Terran canids.'

Woodwolves for instance are very similar grey and timber, with some behavioural changes as they're not the dominant predators in their ecosystems. So domesticated canines in the Midlands would be descended from woodwolves. Compare this with the Danann. They use the crainn as hunting partners and guard animals so what they call a 'dog,' or 'cu,' would actually be a domesticated crainn. (A mustelid, rather than a canid.)

And that's why I didn't go into detail in the write-up about why dogs and horses are referred to as just dogs and horses. :P

EDIT: Black Fens would be filled with insects right? Maybe have a blind, green mosquito (camoflaged to a lesser extent) which goes into a blood frenzy each time it feeds, releasing a pheromone that attracts hordes more of them. Enough to drain a small human or a large Leathe dry. However since it's blind and actually has no way of determining where a blood source is, they fly in circles most of the time and it's only chance if they get to eat. Name pending again.
The only problem I have with this is that the creature needs to actually be able to survive in its environment. What does it feed on when it can't get warm-blooed adventurers? :P

Cheers mate,
Title: Re: What is Norbayne?
Post by: Clockwork on May 29, 2013, 05:53:50 PM
There must be some other warm blooded creatures in Black Fens? Maybe a bipedal creature that has webbed feet suited to crossing a marsh? Cross a frog with a classic demon (horns, tail, red skin, black eyes) appearance wise, solitary, nocturnal creatures about man size. Good thing the swampdogs are edible too, gives the inhabitants something to eat.

Yeah I knew about both of those sea creatures but I wanted a reason for my guy to go to Varr specifically. Perhaps it can just be a disappointing trip? :)

Mercrabs are an awful idea, not to be implemented at all :P

Although I hadn't thought about this, creating a character in your world that is a taxonomist is quite a good way of keeping a beastiary without losing immersion when it comes to compiling the total works together. If you want to take this route with a character of your own devising and motives I'll keep away from that subject when writing.

Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 30, 2013, 04:10:08 AM
That's a very good idea regarding the taxonomist. Very cool. Feel free to use the idea yourself but I definitely like it. A very good way to present the various creatures with some fluff as well.

Yeah, very nice.

I'll respond to the rest later, I'm a little busy at the moment,
Cheers, :)

EDIT* Okay, here's the response. ;)

Demon-frog-man-vampire thing? Sounds great. Just need to figure out what sort of relationship they would have with the Linyati. Because the Linyati have a history of slaving and genocide, so these things must have a way to avoid them, a reason for the Linyati not to have used them.

The only at least partially sea-going predator I can think of with regards to Varr is the ulvenseigl. Check out the Ecosystem thread for details on it mate. ;)

Cheers again,
Title: Re: What is Norbayne?
Post by: Clockwork on May 30, 2013, 12:44:38 PM
Glad you think so :)

The demon-frog-vampire-things are completely nocturnal, and used as guards/night shift workers during the night while the Linyati are drowsy from the cooler night air so they actually were used as slaves. They were attemted to be genocided (it's a word) by the Linyati which is why there are so few of them left. Only a handful per region, their numbers are growing in relation to the now opulant food source (swamp-dogs) whose population has boomed ever since the genociding (also a word) of the demon-frog-vampire-things.

Yeah I've read and reread the ecosystems to try and get a feel for what kind of creatures you want here, I'm looking for a 'Nessie' type thing really, going to as many continents and seeing as many peoples as possible gives me a chance to do a social commentary on them and show how the different populations interact with the various races that the party will be made from.

EDIT: I was also thinking about a disease that causes skin necrosis while increasing adrenal gland function. This works with two game mechanics - one: it'll make your character more combatually powerful with say, higher initiative and a couple of points per hit increased damage in melee but take a huge charisma drop, second, once infected there is only a brief amount of time before adrenal failure occurs and the body goes into shock. One might intentionally infect oneself with the disease to kill a mammoth but then have the cure on hand before any really nasty stuff starts happening.
Title: Re: What is Norbayne?
Post by: Pentagathus on May 31, 2013, 12:24:00 AM
About your dog people and their attitude that war is a game; a) I love this and b) is this because they have a nonchalance towards their own death and if so where does this come from? I'd had an idea for demonish type beings that inhabited a spirit/other world and believed that they were already dead and living in heaven, so weren't bothered whether they died again and thought that mortals should be grateful to them if they gave the mortals a chance to die well and go to their heaveny thing. Which now I think about it is a lot like Prachett's pictsies. Damn you Pratchett, stealing my ideas before I've even had a chance to think of them. The sneaky devil.
Also have you given thought to giant armadillos or armadillo-men?
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on May 31, 2013, 08:39:19 AM
1: Demon-frog-vampyre-things: Very good. The problem is, I can't see them evolving from anything mammalian or avian, ruling out warm-blood.... Unless.... What about if they had primate/Australopithecine type features? Say, for instance, a primate analogue, something like swamp monkey (http://en.wikipedia.org/wiki/Allen%27s_swamp_monkey) in terms of size and appearance, though of a dark red colouration and with small, stubby horns. They would also be nocturnal.

When the Dark Fen flooded, these 'monkeys' grew larger so they could go down to the flooded forest floor and remain with their heads above water, developing a bipedal gait and slightly webbed appendages in the process. This semi-aquatic lifestyle would also lead to losing their fur. The eyes would be cat-like.

This leaves us with animals of chimpanzee intelligence, no fur, horns, deep red skin, a prehensile tail and a bipedal gait, plus webbed feet developed to help with swimming. I'd think about five foot tall? But hunched slightly as well. I must get LD to draw one. I think they could be very creepy. I think I also like the face being very gorilla-like, with perhaps slightly elongated jaws. They are predatory after all. They also need claws I think.

2: Nessie: Well, I'm not sure. I did not plan on having marine reptiles so far north. I would expect them to remain in more southerly, warmer waters. A pliosaur equivalent, something like Liopleurodon, would be one of the apex predators in the Midland oceans, but not too far north. To tell the truth, I like the idea of oceans populated by creatures other than fish. But I'll have to get back on that one.

3: Adrenal Necrosis: Sounds pretty damned awesome actually. I can see I'm going to have to really work out how it's going to work mechanically. ;)

4: Invarrians and Death: Invarrians are just incapable of taking things seriously. :P No, that's not entirely true, but they live in the moment, taking all they can from it. Their nonchalance towards death stems from an astounding racial mix of pragmatism and optimism. Like most dogs, they're just really playful. So their view of everything being a game is a direct result of their optimism, while they realise that, for instance, death, is something everyone must go through. Who knows? It might even be fun. Getting to this point has been, death might be too.

5: Armadillos: Assuming you mean actual armadillos and not excrement :P , I have given thought in the sense that there is a large glyptodont type creature living on the Boltmoors. Beyond that though, no. Although an armadillo-people might be pretty interesting. Natural armour and the like. If I can think of an interesting culture for them, I might just have to pinch it.

Cheers both of you,
Title: Re: What is Norbayne?
Post by: Clockwork on May 31, 2013, 12:10:19 PM
Glad you like the disease. I'm pretty pleased with it :P

Swamp-Gorilla-Frog-Demon-Vampire-Things? Awesome :D

Claws are pretty cool, retractable cat claws I think might suit them better than perma-razors. Perma-razors make it difficult to pick things up.

If Invarrians are living for the moment,  they'd have more adventurers than the average humanoid, so I'd imagine they wouldn't be an uncommon sight in the midlands. That would stop their island becoming overpopulated too plus the fact that it's incredibly difficult to survive in the frozen north. Just as a side thought. Or not.

Nessie was intended more as a concept than as an actual sea-dinosaur. There could be an aquatic reptile with the same sort of properties as a whale but without the need to come up for air, I don't know haven't thought about it all that much.

Title: Re: What is Norbayne?
Post by: Phoenixguard09 on June 01, 2013, 03:15:53 PM
With regards to the Invarrians, the majority of their male population takes some part in the reavings. So while they don't necessarily come so far south, they do leave the island on a regular basis. The race as a whole tends to be slow to propagate as the females can usually only have one litter before becoming infertile.

The following information is perhaps a little sensitive for younger readers.
Spoiler (click to show/hide)

And retractable claws are a good idea. I hadn't thought about that. ;)

As to the aquatic reptiles, as reptiles need air, that would have to be factored in, but crocodiles can go a very long time on one breath, so that's always a possibilty. ;)
Title: Re: What is Norbayne?
Post by: Clockwork on June 02, 2013, 12:15:03 AM
Can't it have gills and lungs? That would make it a reptile if it had all other reptilian properties I think, though actually I'm not too fussed about the idea. I don't like it anymore :P

Nice addition to the Invarrains, pretty cool :)

New disease: one which causes hair loss and palpatations that make it difficult to carry anything or do any activity that requires any sort of motor dexterity. Actually, perhaps as an STD? Gives obvious physical symptoms to link people together for a detective type plus gives a stat drop if PC's need to learn a lesson or two about visiting Norbaynes brothels :D

Another one: Causes the victim to experience auditory hallucinations, neural parasite released in vapour from monster x as defense mechanism. Different races hear different things, swamp dogs might hear howling, a midlander might hear singing, an Invarrain might hear...Err howling again? :P You get the idea anyway, it causes panic and a feeling of discomfort for anyone subjected to it. Easily bottled into grenade form....Perhaps :P

Not a strong submission this time, sorry. Little off my game for some reason. Better suggestions will be suggested next time :D
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on June 02, 2013, 04:36:15 AM
No, not a problem at all. Very interesting submissions and with a little bit of work, I will take both of them.

1. Aquatic Reptile: I don't know of any reptiles with both. I think a creature like you are suggesting would have to be an amphibian. Perhaps an estuarine predator in the south akin to Koolasuchus. On my iPod so linking a picture is difficult at the moment, but they are certainly interesting animals.

2. STD: Very good. I imagine something of the like would need to be delicately handled in the book, but a simple clause like it being contracted by contact with an infected person's body fluids would cover it nicely, without being too explicit for twelve year olds and the like.

3. Symbiotic Parasite: Very nice. Need to figure out the host though. I'm thinking something subterranean. ;)

Cheers,
Title: Re: What is Norbayne?
Post by: Clockwork on June 02, 2013, 10:27:56 AM
Actually that was another thing I was wondering... You want it to be for all ages but also want adult themes and horror. Is it possible to get the best of both or are you going to have to lose one or the other? Bearing in mind that kids don't read the PEGI labels on anything anyway and given the increasing popularity of dark, adult horror themes I think there should be a clear winner. Also PnP RPGs are going to be on the rise soon as they're getting more media attention at the minute.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on June 02, 2013, 02:34:47 PM
Ah, I tried to answer this a second ago and it decided to delete it on me.

The idea is to have the core rules cover the exploration of a new world, while an Advanced Rules sections will cover the grisly details and horror.

Basically it's a game about fantasy stories. The horror and STD's are just the side-dish. :P
Title: Re: What is Norbayne?
Post by: Clockwork on June 02, 2013, 05:33:58 PM
Sounds like a genius plan :D

Next week I'll be able to dedicate a full day or two to WHTW, get that bit I'm doing finished then I'll be able to spend a lot more time writing and stuff (assuming Jubal doesn't require me further). And err getting a job...that too..I guess.
Title: Re: What is Norbayne?
Post by: Pentagathus on June 02, 2013, 11:20:12 PM
Not the most appetising side dish if I'm honest.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on June 03, 2013, 03:15:34 AM
Better than a main course of horror, STD's and rape. I'm a-leaving that to Fatal. :P
Title: Re: What is Norbayne?
Post by: Clockwork on June 04, 2013, 10:04:48 PM
Given that I'm on the zetaboards site as well as here, which is the best place to put suggestions? For now I'll continue to use whichever one I happen to be on at the time of thinking of it.

Disease: Causes paralysis of the brain stem as it 'feeds' from the impluses (pretty sure brain stem has the largest concentration, could be horribly wrong though) which I think would lead to loss of all motor control but would allow the person to still think. Incurable.

Reason to include: Allows for a genius locked inside his/her own body who must practice magic to be able to speak to people. Possibility for a good guy that's using a vast fortune to root out evil/save the world. Or an evil mastermind playing puppetmaster with the lives of countless inhabitants of Norbayne purely out of spite and hatred for the unfairness the world has put upon him/her.
Title: Re: What is Norbayne?
Post by: Phoenixguard09 on June 04, 2013, 11:58:03 PM
Hmm, it really doesn't matter but for the sake of getting your post count up on here (Which is important. ;) ) let's say the Suggestion thread on here. :)

Now your suggestion is interesting and well thought out. I can't comment on it's medical plausibility as I don't know enough about the brain to say anything. :P Any ideas regarding a name?
Title: Re: What is Norbayne?
Post by: Clockwork on June 05, 2013, 11:39:18 AM
Putting suggestions in the right thread??? Madness! :P

Regnaceratiz. (Regna - some derivation of a word for destruction also King I think. Cera - brain. tiz - suffix denoting something or other )