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<blockquote data-quote="Fralex" data-source="post: 6701902" data-attributes="member: 6785902"><p>[sblock=Page 6]<strong>Originally posted by Fralex:</strong></p><p></p><p>Hmm, but going with that example, why would two groups of people look at the same collection of stars and interpret them as beasts with such different appearances? A burrowing insectovore and a giant burrowing bug look pretty different. Presumably the animals of the varied zodiacs would share mostly appearance-based traits? It's not like constellations are known for closely resembling what they represent, but still.</p><p>Not trying to nitpick, just want to make this setting the best it can be! (ノ◕ヮ◕)ノ</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by ittyan:</strong></p><p></p><p></p><p>Sorry about that. It took about 4 hours to write that post up and I missed this new post...</p><p> </p><p>How about this: Instead of the Day of the Dragon, Owlbear, &c. it's the Night of the Griffon, Phoenix, &c. This is because on the last night of each season, the two constellations seem to overlap such that they resemble the hybrid. So Frog and Fox double up and it kind of looks like a Dragon, &c. &c.</p><p> </p><p>Constellations on nights between other weeks can have the same effect, but it's less pronounced and/or constant. This phenomenon gave birth to the separation into the four seasons. To make this work, we need to replace some animals. So:</p><p></p><ul> <li data-xf-list-type="ul">Week of the Owlbear is now the week of the Owl. Owl is week 9 of Dying, Bear is week 1 of Sleeping.</li> <li data-xf-list-type="ul">Week of the Wolf is now the week of the Lion. Lion is week 1 of Moving.</li> <li data-xf-list-type="ul">Week of the Griffon is now the week of the Eagle. Eagle is week 9 of Rising.</li> <li data-xf-list-type="ul">Salamander is week 9 of Moving.</li> </ul><p></p><p> </p><p></p><p></p><p> </p><p>The rings reflect the sunlight from the dual suns, and thus their brightness waxes and wanes depending on the time of year. Lycanthropy occurs when the rings are at their brightest.</p><p> </p><p></p><p></p><p> </p><p>A melf (half-merfolk half-elf from Pelin).</p><p>A halfling what got bit by a werebear in mid-transformation on the night of the full rings.</p><p>The barkeep at the Streaky Sausage. (It doesn't matter which one, they all look the same, a la nurses or whatever in Pokemon)</p><p>An upperclass hobgoblin dressed in finery (+ a moth-esque mask) for the New Year's celebrations.</p><p>Ormahr, founder of the Ormahr.</p><p>A field of foxpaw in full bloom.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Uchawi:</strong></p><p></p><p></p><p>You find the story to match the number of stars or shape of a particular constellation, and it will be pretty easy to match up based on a story element, body type, etc. You find that all over the place looking back as different cultures to explain the same constellation in the real world. It is probably too much detail to describe all of them, but certain ones can be called out in Kohlcamm depending on the story. For instance some of the major animals may have been champions of a previous calling.</p><p> </p><p>Amongst the babarian tribes of the Darkfold woods, it is spoken under hushed whispers, that there will be a champion amongst men that will rise from the bodies of his fallen foes to become the lord of animals.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Infinitive:</strong></p><p></p><p></p><p>A campaign idea from an idea that I've had for a while:</p><p> </p><p>There is an extraordinarily hard and rare metal alloy in the world which is impervious to magic. It is called dead iron, in reference to the fact that it is 'dead' to magical forces, and the only people who know the secret of its manufacture are a secretive group of spies and assasins who call themselves the Dead Men. Very little is known about them.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Orethalion:</strong></p><p></p><p></p><p> </p><p>You could untie it from cycles completely. Perhaps changes happen during times of stress, anger, love, etc.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Fralex:</strong></p><p></p><p></p><p>Maybe in this campaign setting it would make more sense for dead iron to be a secret kept by the Ormahr.</p><p> </p><p>One of the Ormahr's objectives is the collection and refining of dead iron ore. Its immunity to magic makes it the ideal material from which to forge weapons to use in their cause. Due to its rarity, only a couple of the most high-ranking members of the Ormahr have dead iron implements. They are used mainly for the disenchanting of holy artifacts.</p><p> </p><p>Or perhaps the secrets of working dead iron should be guarded by dwarves. Like, there's an elite group of dwarves that know how to use it, and the Ormahr has for ages been trying to infiltrate their number? Without the secrets, the Ormahr is forced to turn to the underworld and magic black markets to get any dead iron tools.</p><p> </p><p>Which of these concepts makes the most interesting story possibilities?</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by cranebump:</strong></p><p></p><p></p><p>There are two brand of doppelgänger in the world--changelings and shifters. Shifters are excellent mimics, their powers driven by ESP and practice. They are good entities who once served as spies for the good gods before falling to earth when the Ouroboros devoured the gods the first time. Shifters rarely replace any specific person, and spend much of their time in pursuit of their counterparts...</p><p> </p><p>the changelings. Unlike shifters, these corrupt doppelgänger so cannot innately shift their form to general appearance. They must actually ingest pieces of their target. The more they devour, the longer the can hold the shape, and the more precise their form. Changelings exist to promote chaos, nothing more. Unlike shifters, whose number is finite, changelings can pcocreate. There is evidence to suggest at least one major kingdom is led by a changeling in disguise </p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Sailing_Pirate_Ryan:</strong></p><p></p><p></p><p> </p><p>The conflation of moles and ankhegs had little to do with the shape of the week's constellation and more to do with the heightened prevalence of earthquakes during that week. They both burrow and disturb the earth and are thus used to label the week of ground tremors. That said, now that you mention it, I do recall it being mentioned that each constellation had an actual Celestial Beast that phsyically showed up on Kohlcamm somewhere, so greater physical similarity would be good.</p><p> </p><p>The main point of my post was that I objected to blithely filling in all the available weeks for no other reason than to just fill out the list, thus limiting the creativity of someone further down the line having a great idea for, say, a Week of the Badger where everyone gets kinda irritable and ragey at the drop of a hat. Since the rules of the thread say we can't contradict established contributions, having mutiple "totem beasts" per week in different parts of the world was the best solution I could come up with.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Sailing_Pirate_Ryan:</strong></p><p></p><p></p><p> </p><p>These are <em>days</em>, not <em>weeks</em>, that mark the shifting of the seasons. The Day of the Dragon would take place on the last day of the Week of the Frog, for instance.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Orethalion:</strong></p><p></p><p></p><p> </p><p>Ingesting pieces of their victims holds an inherent danger for changelings. The moment they ingest the first piece, there is a small chance that they will forever be stuck in the form of the victim, losing all of their changeling abilities. The more they ingest, the greater that chance becomes. Changelings walk a tight rope. Ingesting more of the victim increases the time they can impersonate him, but also makes it more likely that they will forever become him.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by sleypy:</strong></p><p></p><p></p><p> </p><p>A changeling that devours even a smallest piece of another Changeling suffers rapid degeneration. The disease is slower for changeling of seperate blood lines and almost immediate for changeling of similiar blood. in either case It is possible for a changling to survive the ordeal by ingestion a new victim completely, though its unlikely possible for the latter case. The degeneration can happen in as much as forty eight hours or as little as several minutes.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by sleypy:</strong></p><p></p><p></p><p> </p><p><span style="color: #5A5A5A">The Dead Men are ghast from the city Einölen, one of the Eleven Towns. The ore is buried deep underground and is dangerous to mine ontop of need for a skilled hand to smelt. Ormahr are able to protect their secret mines because the inaffectiveness of to scrying and the hazards environment. Few living creatures can survive the fumes released by deadly pockets of viscous oil. Even fewer undead posess the combination of skill and fortitued need to mine dead iron safely.</span></p><p> </p><p> </p><p></p><p></p><p></p><p></p><p><strong>Originally posted by cranebump:</strong></p><p></p><p></p><p> </p><p> </p><p>A changeling that devours even a smallest piece of another Changeling suffers rapid degeneration. The disease is slower for changeling of seperate blood lines and almost immediate for changeling of similiar blood. in either case It is possible for a changling to survive the ordeal by ingestion a new victim completely, though its unlikely possible for the latter case. The degeneration can happen in as much as forty eight hours or as little as several minutes.</p><p> </p><p>Identiftying Shifters and Changelings is no easy matter. However, those who study such things insist the following: (1) For some reason, no one knows why, Shifters tend to have have difficulties with digits and ears. Minute flaws (often passed off as birthmarks), appear on the hands and feet. A common shifter flaw is to have too much depth in the gap between the pinky and ring fingers. This has led some to speculate that perhaps magic rings do not function on a Shifter. Of course, no one knows for sure. (2) Identifying a Changeling has vbery much to do with the amount of victim they have ingested. If they have ingested enough, the imitation is perfect. A small amount, however, can lead to gaps in memory or specific knowledge the victim may possess (with long term memory being most difficult to access). Some Changelings keep prisoners, and drink their blood in order to maintain a lenghtier facade. Unfortunately, they have difficulty removing the smell from their breath.</p><p> </p><p>**(I think I know who my bad guys are for at least one adventure next campaign)**</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Orethalion:</strong></p><p></p><p></p><p> </p><p>The first part every changeling eats is the head. Not only does it provide the most memories for the amount ingested, but it makes identification difficult if the body is found.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Sailing_Pirate_Ryan:</strong></p><p></p><p></p><p>For centuries, the anti-theistic philosopher-monks of the Ormarh have studied the nature of divinity so as to learn the means of ultimately defeating it. In that time, they have learned that the relationship between the gods and their followers is reciprocal in nature, connected by appears to be a silver thread between the mortals of Kohlcamm and the deities of the Astral Sea. The faith of a mortal worshiper links their thread to their patron deity or deities, granting them a tiny trickle of power. The thread, in turn, grants the deity a degree of awareness and influence over the mortal's life. The thread of a cleric was thicker than that of a normal mortal, like a free flowing river compared to a tributary. The Ormarh, worshiping no gods, discovered that while their threads still reached the Astral Sea, they merely drifted loose like seaweed in the tide. A faction of the Ormarh, after extensive meditation and study, discovered ways to harness this untapped potential. Ways that could link their silver threads to other mortals, granting them an awareness of, and influence over, their target's thoughts. Ways that could link them to the world itself, granting them that same awareness and influence with their surroundings. Ways that could linking their threads to the elemental planes, allowing them to channel magical energy as if they were wizards. Ways to pull their threads within themselves, closely binding an individual's mind, body, and spirit into a cohesive whole. The Ormarh refer to art of wielding their threads as channelling their ki. The science-monks of Torislantis, who learned of the Ormarh's discovery and have since analyzed it themselves, refer to it as psionics.</p><p> </p><p> </p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Uchawi:</strong></p><p></p><p></p><p>The science-monks of Torislantis speak of the hollow sound that permeates the fabric that weaves the thread. It does not occur frequently, but it is one danger that is always present, especially when meditating on future events. For those that have heard the hollow sound, and were able to recover, describe an experience of disjointness from body and mind, with a low pitched hum that makes it very hard to focus your thoughts. The unfortunate that could not overcome the hollow sound, become hyper focused on their last thoughts, to the exclusion of their brethren and the world that surrounds them. </p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Hammurabi8:</strong></p><p></p><p></p><p>One of the eleven towns is called Kalatar. It's founders are said to have been the first slaves to escape the Steel Empire. Inside the town, chains are seen as a monstrosity. Criminals are heavily fined but never imprisoned. If a crime is too awful for a fine alone, the offender will be punished with death rather than being put in captivity. They see this as merciful. </p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Uchawi:</strong></p><p></p><p></p><p>There is a band of elves that forsake all sight and sound. They wear intracately formed helmets of fine wood or metal, and only take them off while meditating in rooms with doors or windows that are covered with ghostwind silk to prevent any light or sound from entering.. They are known as the Vernosis, or the unfeeling. There is not a clear understanding on how they are able to converse with each other or even travel.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Foxface:</strong></p><p></p><p></p><p>I want to thank everyone who contributed to this thread, and helped create Kohlcamm. Every post has been dutifully copied into a document, where all the info is being sorted. Please, feel free to continue adding to Kohlcamm. It is your contribution that makes this setting interesting and unique.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Luciender:</strong></p><p></p><p></p><p>It is believed, in some cultures, that many sentient undead are actually the angry souls of those that have died in previous versions of the world and that destroying them weakens the gods, which in turn hastens the world's ultimate destruction.</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Fralex, post: 6701902, member: 6785902"] [sblock=Page 6][b]Originally posted by Fralex:[/b] Hmm, but going with that example, why would two groups of people look at the same collection of stars and interpret them as beasts with such different appearances? A burrowing insectovore and a giant burrowing bug look pretty different. Presumably the animals of the varied zodiacs would share mostly appearance-based traits? It's not like constellations are known for closely resembling what they represent, but still. Not trying to nitpick, just want to make this setting the best it can be! (ノ◕ヮ◕)ノ [b]Originally posted by ittyan:[/b] Sorry about that. It took about 4 hours to write that post up and I missed this new post... How about this: Instead of the Day of the Dragon, Owlbear, &c. it's the Night of the Griffon, Phoenix, &c. This is because on the last night of each season, the two constellations seem to overlap such that they resemble the hybrid. So Frog and Fox double up and it kind of looks like a Dragon, &c. &c. Constellations on nights between other weeks can have the same effect, but it's less pronounced and/or constant. This phenomenon gave birth to the separation into the four seasons. To make this work, we need to replace some animals. So: [LIST] [*]Week of the Owlbear is now the week of the Owl. Owl is week 9 of Dying, Bear is week 1 of Sleeping. [*]Week of the Wolf is now the week of the Lion. Lion is week 1 of Moving. [*]Week of the Griffon is now the week of the Eagle. Eagle is week 9 of Rising. [*]Salamander is week 9 of Moving. [/LIST] The rings reflect the sunlight from the dual suns, and thus their brightness waxes and wanes depending on the time of year. Lycanthropy occurs when the rings are at their brightest. A melf (half-merfolk half-elf from Pelin). A halfling what got bit by a werebear in mid-transformation on the night of the full rings. The barkeep at the Streaky Sausage. (It doesn't matter which one, they all look the same, a la nurses or whatever in Pokemon) An upperclass hobgoblin dressed in finery (+ a moth-esque mask) for the New Year's celebrations. Ormahr, founder of the Ormahr. A field of foxpaw in full bloom. [b]Originally posted by Uchawi:[/b] You find the story to match the number of stars or shape of a particular constellation, and it will be pretty easy to match up based on a story element, body type, etc. You find that all over the place looking back as different cultures to explain the same constellation in the real world. It is probably too much detail to describe all of them, but certain ones can be called out in Kohlcamm depending on the story. For instance some of the major animals may have been champions of a previous calling. Amongst the babarian tribes of the Darkfold woods, it is spoken under hushed whispers, that there will be a champion amongst men that will rise from the bodies of his fallen foes to become the lord of animals. [b]Originally posted by Infinitive:[/b] A campaign idea from an idea that I've had for a while: There is an extraordinarily hard and rare metal alloy in the world which is impervious to magic. It is called dead iron, in reference to the fact that it is 'dead' to magical forces, and the only people who know the secret of its manufacture are a secretive group of spies and assasins who call themselves the Dead Men. Very little is known about them. [b]Originally posted by Orethalion:[/b] You could untie it from cycles completely. Perhaps changes happen during times of stress, anger, love, etc. [b]Originally posted by Fralex:[/b] Maybe in this campaign setting it would make more sense for dead iron to be a secret kept by the Ormahr. One of the Ormahr's objectives is the collection and refining of dead iron ore. Its immunity to magic makes it the ideal material from which to forge weapons to use in their cause. Due to its rarity, only a couple of the most high-ranking members of the Ormahr have dead iron implements. They are used mainly for the disenchanting of holy artifacts. Or perhaps the secrets of working dead iron should be guarded by dwarves. Like, there's an elite group of dwarves that know how to use it, and the Ormahr has for ages been trying to infiltrate their number? Without the secrets, the Ormahr is forced to turn to the underworld and magic black markets to get any dead iron tools. Which of these concepts makes the most interesting story possibilities? [b]Originally posted by cranebump:[/b] There are two brand of doppelgänger in the world--changelings and shifters. Shifters are excellent mimics, their powers driven by ESP and practice. They are good entities who once served as spies for the good gods before falling to earth when the Ouroboros devoured the gods the first time. Shifters rarely replace any specific person, and spend much of their time in pursuit of their counterparts... the changelings. Unlike shifters, these corrupt doppelgänger so cannot innately shift their form to general appearance. They must actually ingest pieces of their target. The more they devour, the longer the can hold the shape, and the more precise their form. Changelings exist to promote chaos, nothing more. Unlike shifters, whose number is finite, changelings can pcocreate. There is evidence to suggest at least one major kingdom is led by a changeling in disguise [b]Originally posted by Sailing_Pirate_Ryan:[/b] The conflation of moles and ankhegs had little to do with the shape of the week's constellation and more to do with the heightened prevalence of earthquakes during that week. They both burrow and disturb the earth and are thus used to label the week of ground tremors. That said, now that you mention it, I do recall it being mentioned that each constellation had an actual Celestial Beast that phsyically showed up on Kohlcamm somewhere, so greater physical similarity would be good. The main point of my post was that I objected to blithely filling in all the available weeks for no other reason than to just fill out the list, thus limiting the creativity of someone further down the line having a great idea for, say, a Week of the Badger where everyone gets kinda irritable and ragey at the drop of a hat. Since the rules of the thread say we can't contradict established contributions, having mutiple "totem beasts" per week in different parts of the world was the best solution I could come up with. [b]Originally posted by Sailing_Pirate_Ryan:[/b] These are [i]days[/i], not [i]weeks[/i], that mark the shifting of the seasons. The Day of the Dragon would take place on the last day of the Week of the Frog, for instance. [b]Originally posted by Orethalion:[/b] Ingesting pieces of their victims holds an inherent danger for changelings. The moment they ingest the first piece, there is a small chance that they will forever be stuck in the form of the victim, losing all of their changeling abilities. The more they ingest, the greater that chance becomes. Changelings walk a tight rope. Ingesting more of the victim increases the time they can impersonate him, but also makes it more likely that they will forever become him. [b]Originally posted by sleypy:[/b] A changeling that devours even a smallest piece of another Changeling suffers rapid degeneration. The disease is slower for changeling of seperate blood lines and almost immediate for changeling of similiar blood. in either case It is possible for a changling to survive the ordeal by ingestion a new victim completely, though its unlikely possible for the latter case. The degeneration can happen in as much as forty eight hours or as little as several minutes. [b]Originally posted by sleypy:[/b] [COLOR=#5A5A5A]The Dead Men are ghast from the city Einölen, one of the Eleven Towns. The ore is buried deep underground and is dangerous to mine ontop of need for a skilled hand to smelt. Ormahr are able to protect their secret mines because the inaffectiveness of to scrying and the hazards environment. Few living creatures can survive the fumes released by deadly pockets of viscous oil. Even fewer undead posess the combination of skill and fortitued need to mine dead iron safely.[/COLOR] [b]Originally posted by cranebump:[/b] A changeling that devours even a smallest piece of another Changeling suffers rapid degeneration. The disease is slower for changeling of seperate blood lines and almost immediate for changeling of similiar blood. in either case It is possible for a changling to survive the ordeal by ingestion a new victim completely, though its unlikely possible for the latter case. The degeneration can happen in as much as forty eight hours or as little as several minutes. Identiftying Shifters and Changelings is no easy matter. However, those who study such things insist the following: (1) For some reason, no one knows why, Shifters tend to have have difficulties with digits and ears. Minute flaws (often passed off as birthmarks), appear on the hands and feet. A common shifter flaw is to have too much depth in the gap between the pinky and ring fingers. This has led some to speculate that perhaps magic rings do not function on a Shifter. Of course, no one knows for sure. (2) Identifying a Changeling has vbery much to do with the amount of victim they have ingested. If they have ingested enough, the imitation is perfect. A small amount, however, can lead to gaps in memory or specific knowledge the victim may possess (with long term memory being most difficult to access). Some Changelings keep prisoners, and drink their blood in order to maintain a lenghtier facade. Unfortunately, they have difficulty removing the smell from their breath. **(I think I know who my bad guys are for at least one adventure next campaign)** [b]Originally posted by Orethalion:[/b] The first part every changeling eats is the head. Not only does it provide the most memories for the amount ingested, but it makes identification difficult if the body is found. [b]Originally posted by Sailing_Pirate_Ryan:[/b] For centuries, the anti-theistic philosopher-monks of the Ormarh have studied the nature of divinity so as to learn the means of ultimately defeating it. In that time, they have learned that the relationship between the gods and their followers is reciprocal in nature, connected by appears to be a silver thread between the mortals of Kohlcamm and the deities of the Astral Sea. The faith of a mortal worshiper links their thread to their patron deity or deities, granting them a tiny trickle of power. The thread, in turn, grants the deity a degree of awareness and influence over the mortal's life. The thread of a cleric was thicker than that of a normal mortal, like a free flowing river compared to a tributary. The Ormarh, worshiping no gods, discovered that while their threads still reached the Astral Sea, they merely drifted loose like seaweed in the tide. A faction of the Ormarh, after extensive meditation and study, discovered ways to harness this untapped potential. Ways that could link their silver threads to other mortals, granting them an awareness of, and influence over, their target's thoughts. Ways that could link them to the world itself, granting them that same awareness and influence with their surroundings. Ways that could linking their threads to the elemental planes, allowing them to channel magical energy as if they were wizards. Ways to pull their threads within themselves, closely binding an individual's mind, body, and spirit into a cohesive whole. The Ormarh refer to art of wielding their threads as channelling their ki. The science-monks of Torislantis, who learned of the Ormarh's discovery and have since analyzed it themselves, refer to it as psionics. [b]Originally posted by Uchawi:[/b] The science-monks of Torislantis speak of the hollow sound that permeates the fabric that weaves the thread. It does not occur frequently, but it is one danger that is always present, especially when meditating on future events. For those that have heard the hollow sound, and were able to recover, describe an experience of disjointness from body and mind, with a low pitched hum that makes it very hard to focus your thoughts. The unfortunate that could not overcome the hollow sound, become hyper focused on their last thoughts, to the exclusion of their brethren and the world that surrounds them. [b]Originally posted by Hammurabi8:[/b] One of the eleven towns is called Kalatar. It's founders are said to have been the first slaves to escape the Steel Empire. Inside the town, chains are seen as a monstrosity. Criminals are heavily fined but never imprisoned. If a crime is too awful for a fine alone, the offender will be punished with death rather than being put in captivity. They see this as merciful. [b]Originally posted by Uchawi:[/b] There is a band of elves that forsake all sight and sound. They wear intracately formed helmets of fine wood or metal, and only take them off while meditating in rooms with doors or windows that are covered with ghostwind silk to prevent any light or sound from entering.. They are known as the Vernosis, or the unfeeling. There is not a clear understanding on how they are able to converse with each other or even travel. [b]Originally posted by Foxface:[/b] I want to thank everyone who contributed to this thread, and helped create Kohlcamm. Every post has been dutifully copied into a document, where all the info is being sorted. Please, feel free to continue adding to Kohlcamm. It is your contribution that makes this setting interesting and unique. [b]Originally posted by Luciender:[/b] It is believed, in some cultures, that many sentient undead are actually the angry souls of those that have died in previous versions of the world and that destroying them weakens the gods, which in turn hastens the world's ultimate destruction. 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