Soneillon. Part 1 (Updated 6/15)

I actually like the parts of the story that reveal it to be "just a game." I think that Sepulchrave has achieved an interesting effect whereby the story works both on its own level (fantasy fiction) and as the story of five good friends playing D&D. It's like all those plays-within-plays in Shakespeare.

There is a comment (in the first Lady Despina's Virtue thread, I believe) where Sepulchrave writes something like, "I asked the players where they saw the game heading next. This is what they came up with." That, to me, is a line that conveys a lot of the excitement that surrounds great D&D gaming. I wouldn't want that feeling to be lost if the tales of Wyre do make their way into a published form.
 
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Great update as always.

About Duke Murmuur... you are aware that this word, pronounced in french, would sound just like "wisper"?

Rulepick: I thought that mental stat boosting spells were erataed so that they didn't increase spell slots (because if they did, you could cast them for "free", ie casting them would give you more spells and increase the save DC.)

Ancalagon
 

Duke Murmur's part of real mythology, if I recall correctly.

*googles*

http://www.deliriumsrealm.com/delirium/mythology/murmur.asp

Murmur is a great duke and an earle, appearing in the shape of a souldier, riding on a griphen, with a dukes crowne on his head; there go before him two of his ministers, with great trumpets, he teacheth philosophie absolutelie, he constraineth soules to come before the exorcist, to answer what he shall aske them, he was of the order partlie of thrones, and partlie of angels, and ruleth thirtie legions.
- Pseudomonarchia daemonum - Johann Wier (1583)
 
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All caught up now. Sigh. Now time to eagerly await the next update.

Sep, I must say, this is some of the most amazing stuff I have ever read. Best line had to have been when Ortwin imploded. :D Not that I have anything against him or anything.... Thanks a lot for taking the time to give us this great story.
 

Ancalagon said:
About Duke Murmuur... you are aware that this word, pronounced in french, would sound just like "wisper"?

I think yes.

Gez said:
Hmm. Furcas, Murmuur* and Titivilus, plus 10 narzugons ?

(*Funny, that one. Name is nigh like "murmure", "whisper" in French. Wonder where he comes from, and what is his domain.)
 
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Sepulchrae, just wanted de-lurk to quickly post that I really enjoy your story hour, the philosophical perspectives almost as much as the plot developments!
 

Basically, a) I'm trying to understand your DMing style [where you fall on the wing-it vs. plan-it axes], and b) I'm trying to get a sense of how much background "ephemera" you have created for your lower planes (just what you need for play, or play details plus some sketch environs/surrounding contextual details that you round out as the directions/possibilities open [much like the original Q1 worlds for example], or a lot of detailed prep before play such that you can instantly throw Lehurze and Soneillon into the picture without any winging-it-like issues because you've already created and detailed them, their schemes and relations to the Loquai and Graz'zt, etc., etc.).

Generally I only prepare 1 session ahead in detailed terms - wrt. "who" and "where." Things often fly off at tangents, and I'm forced to wing it.

There are character strokes which define the game, tho: For example, the initial Irknaan note says:

Irknaan: tension Rhyxali/Graz'zt (Soneillon?). Fierce pride/independence. Relations - Nhura (mistrust, interdependence); Shupthul (domination); Crosod (fear, occasional need); Samodoquol (caution). Utimately disdainful of demons. Opportunist. Aesthete. Erotic/sensual/powerful/dominating. Brilliant logician. Protective of the source.

Things tend to be detailed in terms of relationships: Graz'zt to Ainhorr; Tramst to Oronthon; Oronthon to Eadric etc. I guess when you have a fair conception of the way that characters are likely to interact, then the plot direction kind of 'looks after itself,' so to speak.

Timing is another thing - I generally make sure that if the players are about to make a big decision which changes the whole direction of the campaign (have a war, go to Afqithan etc.), then it falls at the end of a gaming session, giving me time to pull the details together and fill in the gaps before the next time we sit down. It doesn't always work, and I end up winging it anyway - but as long as the characters of the npcs are solid in my mind, I can usually maintain consistency.

A further difference is that the at least some of the worlds in Sep's version are demiplanes (Afqithan is explicitly named as such), whereas the worlds of Q1 were alternate Prime Material Planes. Perhaps in Wyre's planar cosmology other alternate PMPs don't exist?

I'm reluctant to give any definitive answer to that question.:D

It sounds like Afqithan has definite boundaries which are self-reflexive; I wonder if the inhabitants don't know that their world is so small and has such explicit boundaries and edges?

That was my conception also - that it is very definitely a non-Newtonian place, where space is stretched and reticulated. Any place in Afqithan is always at the centre, and the centre is always 1500 miles away from the boundaries.
 

Thanks for the answers Sep!

I hope your vacation was as good as mine (to celebrate our second anniversary [technically tomorrow] my wife and I drove down the coast to San Simeon to tour Heart Castle, and spent the way be up today hiking a little in Big Sur and eating at a wonderful Greek restaurant in Monterey). We felt like we squeezed a week's worth of relaxation into the weekend :D

I'll have to give some more thoughts to your answers here. That whole demiplanes vs. PMP issue is quite intriguing....
 



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