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Messages - LordAncron

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Ars Tali Games / Re: The World of Aker-Cosi
« on: July 29, 2015, 01:21:27 PM »
The world has a lot of earth-like similarities. We've done a bunch of work so that the climate is relatively realistic (With a few magical exceptions). We have plenty of real world equivalents, I don't think the RPG community would forgive us if they couldn't have a wolf animal companion, but we also have many magical and non-magical creatures unique to Aker-Cosi.

We're working with people who are actually rather interested in getting morphology right for creatures we have ideas for so they come off as somewhat natural and make sense as a creature. Something that I find very satisfying as a to-be scientist haha.

Expect to see creatures you are familiar with, variations of real world creatures and entirely new life-forms as well!

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Ars Tali Games / Re: The World of Aker-Cosi
« on: July 25, 2015, 03:21:18 AM »
I'm happy to answer those questions!

Do we have multiple species of sentient being, or just humans?

We have many sentient beings in Aker-Cosi. We have many different human cultures but also have several non-humans

We have the Anceylis, who are more or less the Elves of our setting. They are a race who has, as far as modern history is concerned, fled to Aker-Cosi to hide from the fall of their multidimensional empire, there are many different cultures that the Anceylis make up, including the Arh'laiha who are more typical forest elves, the imperialistic Illvatos and many who have assimilated into human cultures.

There is also the Dhazud, the dwarves of Aker-Cosi. They have retained a very traditional resemblance to their typical fantasy portrayal. Stout and hardy people who live in enormous mountain cities we call Citadels ruled by powerful clans. Though Dwarven kinship isn't as universal as it first appears. Within a citadel relations are as you would expect but Dhazud regard other citadels as foreign powers more than they do brethren and are just as likely to hold stronger ties with their neighbors than distant cities they rarely have contact with.

We have another subterranean race called The Palekin, something akin to Orc's or Uruk's the Palekin aren't necessarily evil but they are aggressive considering warfare a good test of the character of a peoples. The Palekin are Industrious, united and, if I say so myself, an example of working and prosperous communism. Though their author might disagree with me.

We also have a wide range of spirits known as the Ethiba who are Sentient. With the exception of the Ruler of The Hegemony, the Ethiba don't particularly hold much stake in the politics or nations of the world, acting as much as denizens of magically concentrated habitats and as creatures of myth.

There is also the human like Manimathr, eight foot tall Giantkin with immense strength, resilience and tenacity. Whilst associated with the Norse, which is somewhat intended, the Manimathr are a fairly varied people themselves, generally they are Traditional and symbolic people who appreciate the force of nature and animism in their culture it is not always the case.

We have plenty more non-human and human cultures in development too, many of which are intended to be Player Characters.

What sort of "era feel" does it have? Does the place look 20th century, or 15th, or neither? Are we fighting with swords and magic or guns and magic?

Right now we are working at setting the game in a 1800 hundreds feel however we are working on a concept of magical industrialization which will look radically different to technological industrialization that is happening in other nations. Guns, Magic and Swords are all currently a possibility in Aker-Cosi.

Is the basic system class-based, or career-based, or just with a set of interchangeable skills?

Right now we have a Classless and Level-less system. We have in development a huge map of skills that players can progress in any versatile or specialized way they want, along with story and roleplaying focused "Talent" points rather than a direct XP-Level system. Focusing on having less derivative attributes and allowing our core scores come into play more often

Is the technology that's increasing magic-based, or is magic a rare and incidental world feature?

Right now traditional technology does not mesh with magic because the the most technologically advanced culture has a hatred for magic. This isn't the rule of thumb though, empires that are now getting their hands on technology and are not adverse to magic are seeking ways to improve technology with magic. A prime example of Magical Tech is the Union's (the Premier magically industrialized nation) 'Skimmer Ships' which are naval ships who can spend large spans of time over land and can, for short combat bursts, have limited flight capabilities.

What kind of production/distribution model are you guys looking at?

Right now this is something we're totally looking into but don't have a strong answer for. Plenty of options and we've got to decide what is right for us.

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The Welcome Hall - Start Here! / Greetings from Australia!
« on: July 24, 2015, 02:49:44 AM »
Hey everyone!

My name is Isaac and I run a games development business in Sydney, Australia called Ars Tali Games.

Right now we're working on our first two products, our Tabletop RPG LEGACY which is a classless d100 system and our own setting of lore called Aker-Cosi, a vibrant world where the theme of rising technology in the hands of the everyman challenges the power structures created by magic users is explored in a roughly 1800's style setting.

I hope to be a relatively active member on these forums and share and discuss ideas about our projects and the many projects you guys are all doing!

Personally I'm a avid gamer and hobbyist having played countless video games preferring the RTS, RPG and 4X genres along with playing tabletop and TCG's like Magic the Gathering, Dungeons and Dragons (3.5 - 5th edition), Shadowrun, Warhammer 40k, Warhammer FB so you'll definitely hear from me about that kind of stuff too!

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