The Worlds Apart

Elturgical Items and Weapons

This post was inspired by this thread. I had planned to talk about magical items in a later post but I found the thread I referenced interesting and so I thought I’d go ahead and describe how magical items work in Terra Ghantik.

I should note that some of these ideas I borrowed from already existing games, some are of my own invention, and many are personal modifications of ideas derived from famous myths, legends, and fantasy material (non-gaming material). In other words I took ideas and incidents from famous myths, legends, fairy tales, and stories and converted those ideas into a form suitable for my setting and game.


First of all, in our world (Terra- or Earth) there are no magical items because Arcane magic, known as Elturgy, does not exist upon our world. Rather a form of supernatural magic does, referred to as Sorcery, and Divine “magic” does as well, referred to as Thaumaturgy, but thaumaturgy, taken from the Greek term, really refers to Miracles, and not the typical form of arcane-related magic normally found in fantasy game settings. And Miracles work in a very different way from magic, which I’ll describe in detail in a later posting, though I have already alluded to it in previous posts in this thread.


Relics and items of minor sorcery work in ways quite similar to those described below as regards Elturgy. But the sources of sorcerous and relical powers are very different from those of Ghantikan Elturgy, and even from one another.

To briefly summarize Sorcery, or Ilurgy, as it is described in Ghantik, is created when Sorcerers and Warlocks and Witches (not to be confused with witches who are old women sometimes known as “wise women”) make pacts or agreements between themselves and nefarious and evil supernatural agents or beings, such as demons and devils. The supernatural beings grant Sorcerers and Warlocks and Witches, on our world, limited use of their own capabilities (the capabilities of the demonic force or being) for awhile, to achieve certain ends, or in exchange for extended periods of service. So items of Sorcerous power are ensorcelled by the demon, devil, supernatural agent, or Sorcerer or Warlock or Witch that creates said items. Items created by sorcery or by pacts with demons usually transfer some type of curse, great or subtle, to the owner or user, and such items usually exact a cost for use or ownership.

Relics on the other hand are the remains of famous persons, usually a Saint or a Martyr. The power or powers of said relics originate and draw from the spiritual power passed on through the item by the original possessor. There is no pact or agreement between the Saint or Martyr and a particular item or individual, but rather the spiritual and/or psychological force of the original owner embues or imprints or becomes transferred to the item (usually one the owner had possessed for a long period of time, or during an important and numinously potent or miraculous event) in a more or less permanent manner. In addition to whatever thaumaturgical power the relic possesses it also usually passes a benefit or blessing to the owner or user, and sometimes these blessings become long lasting or even permanent, depending upon the power of the relic itself.

Relics of great power (usually the bones of famous Saints and Martyrs) are handled differently and usually possess powers that are not only different in kind from lesser relics, but also far greater in degree of power and potential than that of lesser relics. I will detail these types of Relics in a later post, when I also discuss powerful Elturgical Artifacts and Devices. Relics are not indigenous to Ghantik.

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As for magical items in Ghantik, (items that have been transformed in nature due to intentional and direct exposure to Elturgy, or through powerful but indirect contact with Elturgy) I shall now describe their nature.

Elturgy can and does alter inanimate objects and items in some ways that are vaguely similar to the effects it has upon living things on Ghantik. It can cause subtle transformations in inanimate objects, or it can radically transform such objects rendering capabilities no normal matter possesses.

In describing such objects and items I should make it clear that in the setting of Terra Ghantik combat is not an activity that is anywhere nearly as common as in many other D&D or fantasy settings. Combat is a more rare but deadly serious business, and is often lethal to one or more characters. Therefore characters do not engage in combat unless really necessary because when one does it is an extremely dangerous affair. And even if everyone survives it often leaves wounds and scars and injuries that have dramatic and life-long effects. So it is not an activity to be undertaken lightly. For that reason typical Weapon and Item features of a + 1, or +2, or +3 (or whatever the case may be) combat to hit or damage advantage are downplayed in favor of far more versatile combat, and non-combat advantages. The advantages that even weapons possess as a result of Elturgical “force” and enchantment tend to be far less of a direct numerical game-combat advantage and far more of a wider range of unusual potential capabilities. This is also true, or perhaps especially true, of items which are not weapons, and which by nature possess an even wider range of other, non-combat functions. However it is also common for even weapons of an Elturgical nature to possess non-combat advantages.

First of all I should state that many items perform Elturgically according to the skill and capabilities of the possessor or owner. An Elturgical weapon or item may yield no seeming advantage at all to the inexperienced owner. In game terms this means no +1 (or whatever the number may be) to hit or damage bonus. However as a user gains skill (sometimes level advancement, sometimes simple familiarity with the weapon or item) and experience an item may show definite and previously undisplayed advantages. Both combat and non-combat advantages. In this sense many weapons and items, especially more potent items and weapons act as if “Items of Legacy,” similar to the Weapons of Legacy book. The powers inherent in the item, and the capabilities they can transfer to the owner increase over time. However unlike Items of Legacy such Elturgical items do not follow a prescribed or a necessarily proscribed path of “empowerment” which unfolds level by level, but rather the powers and capabilities each item possesses and can transfer tend to be unique, and can transform over time. (Relics can sometimes, though more rarely, do likewise, according to the nature of the owner.) Which I’ll discuss the implications of in a moment.

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So as the skill and capabilities of the user increase, along with his or her familiarity with the item, the item becomes more and more “Resonant” in regards to that owner. The items begin to resonate with the nature of the possessor. This can have several different effects simultaneously, or many different progressive effects. These effects are usually dependent upon the nature and intensity of the Elturgy that created or transformed the item. Lesser or less powerful items have fewer resonant capabilities than higher-level items.

For instance in the case of Elturgical weapons the general course of development followed in Terra Ghantik for such items is as follows:

Low Level Weapon – renders one combat advantage, and two non-combat advantages.

Mid Level Weapon – renders two combat advantages, one of which may, or may not, be a bonus to hit or damage as skill increases, and yields two or three non-combat advantages

High Level Weapon – renders three combat advantages, one of which will be accuracy and/or damage related, and three or four non-combat advantages.

A combat advantage may be a bonus to hit or damage as is normal with standard D&D, or it may greatly increase the odds or effectiveness of a Critical Hit, or the weapon may “lead towards vulnerabilities” - always striking the most vulnerable area on an opponent, or it may be especially potent against a particular enemy, or it may greatly frighten, horrify, sicken, or even enchant an enemy or opponent. Other combat advantages may be to increase the inherent combat skills of the user, to assist in the ability to parry, or perform more complicated combat strikes or maneuvers, to increase the strength or dexterity or constitution of the user, to yield temporary resilience to the user, to assist with “saving throws,” to encourage and embolden allies, and so forth and so on. No two weapons tend to have the same exact properties. For instance the Holy Avenger Durandal and the Holy Avenger Excalibur do not possess the same capabilities merely because they are both Holy Avengers. Many factors, including the nature of the wielder, go into the formulation of what capabilities an item or weapon may possess, and what capacities it or the owner may manifest as a result of these factors.

Non-combat advantages may include, but are not limited to, such things as rendering skill advantages to the user (multiplying skills that the user already possesses or sometimes rendering skills the user has never previously possessed), creating illusions, finding water or increasing survival capabilities, knowing direction, scrying, amplifying intuition, repelling evil or Korruhn (monsters), increasing Charisma or Charm, enchanting others, creating music or poetry, assisting with memory or useful as a mnemonic aid, intensifying Elturgy, or augmenting magical power, giving a comprehension of other languages, or yielding clairvoyance, granting a resistance to toxins, purifying food and water by touch, etc, etc. And as with weapon combat advantages no two weapons or items possess exactly the same non-combat capabilities. As a result of this every magical item and weapon is Unique. Unique not only as to its own nature but unique in how this nature interacts with any particular user or owner at any given time.

Transformational Nature - Because of the fact that every item and weapon is unique such objects may transform over time. For instance just as a weapon may become more powerful over time as the wielder becomes more skillful in its use and more familiar with its nature, so the object may change and alter in power and scope of power. A Transforming Weapon, for instance, may change or transform by becoming more powerful, or unique (thereby changing it’s Wyrd), or may transform so that it becomes attached to a particular individual and thus can only be wielded by that individual (more thoroughly ascribed by Destiny). And as time progresses and the nature of the wielder changes (e.g. if he takes upon himself a new Profession, or if he becomes a Sharper or a Vadder) then the weapon or item may itself change to reflect the altered nature of the owner. This property of the weapon or item is called its Transformational Nature. Most Elturgical items of a mid to higher level possess this capability, as do some relics.

Radiance, or Seepage – An item or weapon may begin to radiate or seep Elturgical power that can then be employed by both the owner and sometimes by allies. Such radiance allows a “flow” into the surrounding environment that can then be tapped by user or allies for different effects, such as to amplify or augment or extend spells, charms, or enchantments. It can also be used to augment or enhance other powers, or to concentrate Elturgical force in both strategic and tactical ways. Usually this occurs as result of great power being expended suddenly, (radiance) or as a result of long and strenuous effort or due to exposure to tremendously powerful fields of Elturgical energies (seepage).

Resonance – An item or weapon may under certain conditions resonate in the presence of Elturgy and in the presence of other effects. For instance resonance is similar to radiance and seepage and may be triggered by the same types of circumstances, such as sudden, violent, and strenuous effort, or due to exposure to a very powerful Elturgical field of force. However resonance is the opposite of radiance in the fact that the item or weapon does not seep or radiate Elturgical energy, rather it begins to either entrain to the forces around it, or the item or weapon begins to absorb Elturgical energies into itself, which then augments the capabilities of the item or weapon. This “resonance” can then be used by the wielder or the item to augment already existing capabilities, or sometimes it can produce entirely unique, one-time effects (see below, Unique Effects). Resonance can also be created by the wielder. For instance if the wielder takes some particularly heroic, or ingenious action, then this will sometimes create a “resonance” within the item or weapon which will greatly amplify the Elturgical force already inherent within the object. In higher-level items and weapons extreme acts of heroism, bravery, genius, self-sacrifice, etc on the part of the character will often create a sense of sympathetic harmony with an item so that it creates a sudden and intense release of energy, capability, or Unique Effect.

Unique Effect(s) – Some items or weapons, especially higher level ones, will sometimes display entirely unique or one-time effects. Sometimes these are user-desired effects, and sometimes they display spontaneously from the weapon or item itself. Unique effects are tremendously powerful actions or reactions that result from extremis and acute danger and are usually preceded either by Elturgical Radiance or Resonance, though this is not always the case. Unique effects usually only occur in situations where the life of the wielder or owner is directly, violently, and mortally endangered. In such cases sometimes the wielder can “call upon” all of the stored Elturgical reserves of a weapon or item in order to create a situation or circumstance that defeats death or staves off defeat. In such cases however the weapon or item usually becomes “exhausted” and either shatters or loses all Elturgical power and becomes magically inert. Lesser Unique Effects sometimes occur seemingly as a result of the actions of the weapon or item itself. In such cases the item or weapon usually survives the Unique Effect, though sometimes in a form of diminished capability or capacity. Unique Effects such as these are usually manifested through the appearance of some capability that the item has never demonstrated before (or which may even be antithetical to its nature) and will never demonstrate again.

Enhancements: Dipped in Blood, Hammered in Quicksilver – Certain items and weapons are made more potent through unique methods of creation, recreation, or enhancement. For instance an item might be dipped in the blood of a unique creature that thereby renders it some of the unique properties formerly possessed by that creature. Or the eye of a monster may be interwoven into an item so that it allows the user to see in the dark or see magic, or evil. Or an item might be created or forged using rare and precious and arcane materials that also render to the object unique properties. In any case no two items will possess exactly the same enhancements as a result of unique exposure or creation. For instance one sword, forged using Elturgical Quicksilver may be extremely dexterous and nimble, another sword forged in the same way and using the same Quicksilver may produce an “intemperate weapon,” or one that glows hot when used, and becomes cold and icy when sheathed. The properties exhibited by enhancement, as with all of the other properties of Elturgical items and weapons are limited only by the imagination. In addition some items and weapons may be continually enhanced throughout their life cycle. However the more powerful an item or weapon becomes, and the more often it is enhanced, the more difficult it becomes to add new enhancements. To do so requires greater cost, energy, and Elturgical force. And some enhancements will cancel each other out.

These are some of the capabilities and properties possessed by items, weapons, and other devices set in Terra Ghantik. Some of these properties and capabilities were created as a result of the needs of the setting itself, and some for my game (which I am still writing) called Transformations, and which takes into account the background milieu of Terra Ghantik. In any case I did not wish to create the standard and easily anticipated items and weapons of a typical D&D game. I wanted unique creations more similar to myth than an “industrial mode of magical mass-production” of items. There are no +1 swords and no wands of fireball. Instead each thing is a force unto itself, and this is how I see magic. As a unique force prone towards expressing itself in unique and individualistic ways.

Because of these properties and capabilities players and characters often spend much time, energy, and sometimes research and capital (in-game) discovering things about the items they gain possession of. And because such items tend to become more and more “resonant” over time (towards the owner or user) and because such Elturgical items tend to become Transformative over time players rarely abandon magical items. Such items usually become life-long or career long possessions and are often handed down by characters to their progeny or to their closest and dearest friends.

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Artifacts, extremely powerful Devices, and Major Relics I handle in a somewhat different fashion that I’ll describe and detail in later posts.
 

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Nice to see some more material here

I've been really busy lately Wombat. My oldest daughter is join the CAP, in the exact same squadron in which I used to serve. I may even put back on my uniform and do some teaching. It's interesting because soon we will have both an air show and a national cyber-warfare exercise (which I'm looking forwards to helping the red team with, if I'm allowed). And some SAR and survival work in which I am well trained.

My youngest daughter has been performing in both choral works and plays, and I've been trying to help my wife with her new business. I'm now on the nominating committee at church which is a lot more work than I' thought it would be, cause they also now want me to be their official writer. So I've been jumping. Happily engaged at a lot of things, but tired and heavily involved.

But I'm gonna keep working this project as I can because I plan to tie this setting directly into Transformations, the fantasy-game I'm writing. So I'm gonna keep at it, and I do appreciate your patronage. And the patronage of the others who are reading it. Hopefully it is enjoyable to some, and helpful and/or interesting to others.

Later.
 


No Wombie, assuming you were being serious, I certainly didn't take it as a slam. I'm not easily offended at all nor do I usually assume the other person is trying to imply something negative. That's just not my natural way of looking at things.

I just wanted everyone to know that every now and again I'll be so busy with work or other matters I won't have time to participate in threads, even my own, the way I might like to. This is kinda relaxing and recreational to me, it allows me to "get away" from work, cases, family and church affairs, and other matters, and sort of relax a bit. I do appreciate the interest though.

By the way, while you made me think of it, if you, or anyone else has some question about some aspect of the setting, or some part of the setting or how I've constructed the game you wish me to write or talk about, then feel free to suggest what you wanna hear about.

I'd be happy to let you or the other readers hear about anything they want to hear about, so it's more interesting to them.

See ya.

P.S.: Yeah, my daughter, who just became a teenager is entering the same Civil Air Patrol squadron I was in as a kid. It's a much bigger and better squadron now. Far less drill, back then we were directly associated with the Air Force, but now it's a lot looser and more academic and science oriented. Back then it was sorta like ROTC training for the Air Force, or pre-Air Force for kids. Still heavy Air Force in some ways though. (My old man had been Army Air Corp.)

Yeah they still drill and test and have to physically qualify to earn rank, but it's a lot looser now and they build hovercars, and conduct aerospace projects (back in my day I ranked mostly in Civil Defense and space program projects), and cyber-warfare, and scientific experiments and so forth. I hope that like me she'll get involved with NASA. They also do a lot of SAR work, which I did too, and next to Civil Defense and flying was my favorite thing. They'll also do Disaster Relief (the new Civil Defense), and I hope to help instruct them in counter-terrorism training. The other day I actually found my old radiological training instruction manual form one of my CD courses and my old commander found some of our old Geiger Counters. They're antiques now. Back in my day we only had a couple of girl cadets. Now they're quite a few of them. One of em even took a national merit award. I think she'll like it. It'll teach her a lot about discipline and self-discipline.
 

This Thread has really interested me. A lot. For a number of different reasons. Not least of which is game development.

I recommend the discussion over there.

It has led me to consider the idea of professions or "classes" specifically for females. In addition I am developing two "Types" for female characters in Terra Ghantik (as well as for my game Transformations, linked to, but independent of this setting) which I'm calling for now the Lady and the Maiden (working terms). There may also be a couple or more of Types for non-human female characters. This may become more like a non-combat Role, but may not. I have some non-combat "Role" ideas as well.

I'm also now considering a couple of Types for male professions as well, the Nobleman and the Gentleman.

And I'm also toying with the idea of different "Careers," independent of chosen profession, that a character can undertake over the course of their life.

For instance every character could have an adventuring profession, or in some cases more than one adventuring profession, but also have a number of different "Civil Careers" over the course of their life which are either compliments to their Adventuring Professions, or are simply unrelated careers that may help them in other ways, such as politically, religiously, or just with personal interests.

I'll return to all of this later after I've thought more on it, and studied some things.

I also like Mal's idea of a wide range of capabilities outside of "adventure type skills" which I may just write into the Career Paths. Or it may end up being a sort of additional set of options for character development.
 

I'll be honest with ya YSIM, I'm not an especially big fan of approaching every new type of character idea as a class either (see the Vadder).

I do though see people inventing or modifying classes all of the time, especially for particular settings.

And I get your point I think about the Lady not being so much a Class, as a Type (or maybe you were implying a Career).

Classes though are basic archetypes in D&D, and so common and ideas and easy to understand.

I've though, because of this thread and because of other ideas I have previously had, begun to consider the possibility of developing things outside of and independent of class, which would function similarly to class in some ways, but would be very broadly free and subject to open-ended role-play in other ways. So that players would be free to role play more easily and to develop their characters in a much broader, and perhaps far deeper, fashion.

The things I am considering for character development include things like:

1. Professions or Vocations - adventuring Professions or "Callings,' or what is commonly called class, though profession would operate in a little more open and less regimented fashion

2. Roles - both Combat and Non-Combat roles. These roles would be to establish roles within the group, team, or adventuring party itself.

3. Types - as per what I discussed above, these would be mainly very broad social and cultural and gender types. Things like the Lady, Maiden, Nobleman, and Gentleman (and their opposites) that I mentioned before. In some ways these things would be "social roles" and in other ways social and cultural types.

4. Classes - in this case I mean actual and real social and political and economic classes, including the ability to take on those responsibilities appropriate to your "station" in life if you wish. This would include Kingmaking, the ability through personal and Heroic action to gain a reputation and to advance to become a publicly acknowledged Leader, or Leader in your field.

5. Avocations - such as the Vadder

6. Variant Professions - such as the Acer and Sharper

7. Poly-Professionals - characters with more than one adventuring profession

8. Civil Careers - such as I am considering from the game you mentioned. These would be careers that you undertake over the course of your life that are not adventuring professions and may or may not be helpful in adventuring situations, but are definitely helpful in the broader society and culture. You could have a number of careers and career paths over your life.

9. Real World Skills and Abilities - skills and abilities that the player possesses that he would like his character to possess as well, as long as they are setting appropriate

10. The Great Man or Woman (the Maestro) - I need perhaps to settle upon a different term for this but it would similar to the political idea behind Kingmaking, but it would carry no overt police power. Instead it would carry great social, cultural, and perhaps religious, academic, and organizational prestige. Over time a character could work his or her way up to being Great. Great as in considered great for and within his culture, society, people, or group (or perhaps the world) - becoming an acknowledged Hero, Genius, Doctor (not necessarily medical doctor, but as in Doctor or PhD, the acknowledged expert), or Saint.

11. Civic and Organizational Interest(s) - these could be anything from a Guild membership to being the civil defense or militia leader of the local town to assisting the local hospital and church rescue and treat survivors after an earthquake.

(12. Personal Interests - sort of developing on Mal's idea of developments regarding a "wide range of activities," interests, skills, or hobbies, that a character might undertake but which would not necessarily have any direct adventuring (using the term adventuring to mean dangerous infiltration or expedition) benefit or relationship, but could be of real benefit in other ways. And example would be a guy who studies etiquette customs of other cultures because it interests him and is therefore occasionally called upon by the emperor as a court-advisor. He could get paid for such activities or rewarded in other ways, as well as receiving experience or "favors" from time to time. Or it may just be that such activities add to his "reputation" and the way in which he is viewed favorably by others. I may just work this idea into the Civil Careers paths though, but it would be considered more of an amateur career than a professional one.)


You put all of these things together and you have a lot of opportunities for role play over a very broad spectrum of activities (it would also be very hard for the DM not to have something to play), and you make characters far more like Real People, many of whom, if not most of us, have a wide range of professional, civil and civic, religious, political, cultural, societal, and amateur interests. Characters could then branch out and practice far more in the way of role play than hack-hack/slash-kill (though I got nothing against outright physical heroism and gritty adventure in and of itself) and dungeon crawl, and could instead also pursue numerous other in-game (and out of game) interests.

Such a system, if that's what you wanna call it, of "Complex Character Development" would both help to develop far more well-rounded characters and allow DMs so inclined to develop far more interesting and varied adventures that also help to develop "in-depth" their particular world setting. Instead of their world being just a storehouse for ruins and dungeons (I like dungeons and ruins, I explore ruins as much as I can, but no world could really function if it's main or only product was "ruins") it can then become far more a "real-world" with diverse and distinctive cultures, societies, religions, peoples, etc. And the charters could be more that way too.

Because they have avenues of interest to pursue and advance in other than just the ruin-adventure path.


If anyone wants to comment about any of these things I'll be happy to listen to what you have to say.
 
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The Process of Invention: Real World and In-Game Inventing, and how it affects some of my real work, as well as my setting.

The Silkârjen – in the Museum Thread I discuss the artefact of the Silkârjen.

Briefly, in this thread entry, I’m going to describe how I developed the Silkârjen and the idea for the Silkârj. The other day I was working upon an invention regarding radio. As many of you may know old radios used crystals that vibrated at certain frequencies in order to function. While working on my invention the idea occurred to me, what if a crystal already possessed the necessary energy within itself to both intercept and translate radio waves without the need for the corresponding electromagnetic (interpretive) machinery? The idea occurred to me to either miniaturize the necessary machinery and then insert it directly into the crystal (the machinery inserted into the crystal rather than the crystal inserted into the machinery) or transpose all functions of the machinery and then wrap that around the crystal like a net. You could then shape and insert such a crystal directly into your ear like a hearing aid and if necessary it could use biological (probably electrochemical) energy as a power source. Though my initial idea was simply to either A.) use the enwrapping net to gather energy, or B.) set the crystal vibrating and then allow it to continue vibrating at necessary frequencies through sympathetic entrainment (in this way maybe even the human body could act as either an radio amplifier, a radio in and of itself, or as a biological antenna). In any case if it worked you could shrink an entire radio down to the size of a crystal (it would be extremely durable and hard to break) that you could insert into your ear like a hearing aid. Perhaps even small enough to go unnoticed. The Intel gathering value alone would be enormous as such radios could also be modified to be used as hearing aids and to intercept encrypted signals and scrambled frequencies (it wouldn’t have to descramble such frequencies, just intercept and record, or intercept and retransmit to a different receiver). It would have numerous communications and perhaps even decryption applications.

After working on these ideas and sketching them out some I started thinking, well, how would I interpret the same sort of device for my gaming world? As a non-technological device or artefact? I like these kinds of exercises because by comparing and contrasting the process of real invention with that of imaginary invention I often develop ideas, inventions, and systems that cross-pollinate and cross-fertilize each other.

I already had the basic outline of what I wanted to create with my real world invention-idea; so then it was just a matter of reverse-engineering the process for the same sort of artefact for Ghantik and Samarkand. Then I had to decide who would build it, how it would be discovered and developed, and who would be best equipped to make the most efficient use of it. Since in this particular case it would be a magical and non-technological device I thought about how it would function in confusing or unknown ways, and how it might malfunction and what the danger of that would be. I am still developing the potential of the device however, as is the case with my real world idea. However the in-game invention is much, much larger in scope and function, and based more upon the Echelon System in how it operates. It is not in this case a small piece of personal technology, but rather a large-scale sort of magical version combination Echelon communications surveillance network and DEW line. Although I’m considering this “system” as the basis for another real world invention, a netted and skinned radio telescope which would be in orbit and the entire “skin” of which would be a dual reception/amplification scope. Anyway the result of those ideas in game terms was the Silkârjen.

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I haven't had much time to work on this thread (or anything else leisure or entertainment centered) lately. But I thought I would post some cross-linked material from other threads that also cover how things work in, or on, Terra-Ghantik so that related materials could all be discovered in one place. Not all of these links deal exclusively with matters concerning Terra-Ghantik but most, for the most part, are about Terra-Ghantik in some respect.

I'll get back to contributing to this and some of the other threads when I can.


Tactics and Combat

Adventures and Missions

Game Design

Monsters and Chimeras

Non-Fiction Inspiration Source Materials

Invention

War!

Magic and Nature

Playing God

Dreaming DM

History, the Characters, and the World

The Imagination of the Game

Alternative Fighting Methods

The Easter Eggs

 
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THE THIRD WORLD – I have decided to add a Third World to the Terra-Ghantik World system. Making it now the Terra-Ghantik-Ĩoħarml System.

Terra, our world and the world of Men, is a semi-historical world, based upon real world events and principles. It is the human world, circa 800-850 AD, which is occasionally invaded by forces or creatures from Ghantik.

Ghantik, is the world of what might be thought of as Elves, Dwarves, Giants, and so forth. It is a basically mythological world. As can be seen from previous entries in this thread.

Ĩoħarml, will be the Third World. Ĩoħarml means “long sea-sprays.”


In Terra the players play as human characters and variants I invented on various RPG classes with an emphasis on different versions of the typical D&D classes.

In Ghantik the players play as demi-human characters, and as variants I invented on various RPG classes, with an emphasis on 4th edition D&D classes.

In Ĩoħarml the players will play both demi-human and human characters, using primarily the classes derived from the AD&D version of the game. Emphasis will be on simplicity of play and character class, and older style methods of play and magic.

Whereas Terra is primarily a world of human effort, technology, military force, government, culture and religion, and Ghantik is a world of mythological creatures, beings, racial groups, cultural and religious conflict, and highly sophisticated magic, Ĩoħarml will be a world of mixed races and species, fabulous creatures, fantastic magic, and strange supernatural beings and forces.

Players will enter Ĩoħarml from one of the other two worlds. Once players get there they will continue to “be themselves” but they will become different, AD&D versions of their former character type, race, and class. In addition their armor, weaponry, personal possessions, capabilities, etc. will become AD&D versions of their former characters. Ĩoħarml will be filled with strange creatures, devices, supernatural forces, and magics typical of the AD&D and older versions of the D&D game, plus some variants adopted from other games and gaming systems.

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Ĩoħarml will be a world of oceans, seas, and islands, some large, many small, and the typical means of transport will be by ship. Trade will usually be plentiful, and the number of islands will be great. Piracy will abound. However most islands still live in basic isolation from one another (except for matters of trade and occasional warfare – and few have the large military fleets necessary for protracted amphibious or naval warfare), and so each island will have given birth to uniquely different cultures, governments, and societies. In addition each island will have unique types or expression of magic, technology, science, or supernatural forces. And some very few islands will have developed sophisticated expressions of all of these kinds or modes of lifestyle.

In some places resources will be plentiful and/or trade vigorous and the inhabitants will live in virtual luxury and security. In other places resources will be sparse and life will be harsh, cruel, and difficult.

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Ĩoħarml will be more of the typical Fantasy World of the three worlds, whereas Terra is the Historical or Semi-Historical World, and Ghantik will remain the Mythological World.

I will make other entries in the future about all three worlds, how they differ, and how they are in some ways similar.
 

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