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Author Topic: Avayevnon: The New Discussion Thread  (Read 9227 times)
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« on: April 19, 2010, 04:24:32 PM »

Note

Since the old thread was long, and there had been a bit of confusion, I have decided to create a new discussion thread for the new incarnation of Avayevnon.

This thread links to each post in the Setting Thread to ease navigation and to encourage people to dive into features they find interesting without having to wade through the rest.
Avayevnon: Resurrected
Introduction

System
Basics for those unfamiliar with the system.

Races
Changeling / Duirdin / Effigy / Gnome / Gorim / Human / Ithai

Paths and Powers
Alchemist / Artificer / Assassin / Bard / Burglar/ Doctor / Druid / Duelist / Inquisitor / Knight/ Orator /Pirate/ Seer / Witch

Bestiary
Animals
Bollag / Morave

Monsters
Clock / Dermagast / Elf / Ghost / Vampyre

Geography
Bizhentluus / Caervenfor / Cirrellus / The Empire of Issachar / Fer Khemer / Feloria/ Fjall Othila / Great Forest / Hawksport / Ithegra / Kualam / Lythen / Shagrunk / Verlan

Religion
Soleism
The Angels / The Fallen / The Church / Orators / Inquisitors

The Ennead
Pagans
Heretics / Reunion

History
The Solar Epoch / The Lunar Epoch / The Age of Rebirth / Recent History

Life
The Humors / Dirigibles / Weapons / Armor
« Last Edit: March 08, 2011, 01:58:34 AM by Seraphine_Harmonium » Logged

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« Reply #1 on: April 19, 2010, 08:15:36 PM »

I like what you did with the formatting of your races- easy to read with the NOTES and IC tags.
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« Reply #2 on: April 19, 2010, 09:42:52 PM »

Light Dragon


I like what you did with the formatting of your races- easy to read with the NOTES and IC tags.

That was the idea.  Glad it worked.  smile
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« Reply #3 on: April 20, 2010, 08:06:52 PM »

Added a bit about clans, including the names of the Twelve Clans, to the Ithai race post.
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« Reply #4 on: April 21, 2010, 11:04:51 PM »

Not complete yet, but a fair bit on Religion is now posted.  
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« Reply #5 on: April 22, 2010, 04:44:43 AM »

Under the Word of Sol section the dictae seem to vary in the way they refer to the deity, some being in the first person and others in the third person.
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« Reply #6 on: April 22, 2010, 08:40:13 AM »

Ghostman


Under the Word of Sol section the dictae seem to vary in the way they refer to the deity, some being in the first person and others in the third person.


And for centuries scholars and theologians have debated why that is.  It is common exegetical practice when contemplating the scriptures to determine the meaning of each word to the larger message, and why each word was chosen.  A common interpretation is that "The Lord" is used when Sol is functioning primarily as Sovereign, while "Me" or "I" is used when he is acting as a personality, or is in more intimate contact with His children.
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« Reply #7 on: September 11, 2010, 12:50:22 PM »

Alchemy
Alchemy is a pseudoscientific magickal art wherein the individual in question through knowledge of the properties of plants and minerals in able to fundamentally alter the arrangements of materials, thereby creating other materials, as well as potions, oils, and infusions of a quasi-magickal nature.

Acids'”Highly corrosive liquids that will break down substances
Poisons'”Toxic compounds that will kill or strike ill a living creature
Elixir of Health'”a potion to heal wounds and cure illnesses
Love Philter'”A potion high in pheromones, promoting love and making the imbiber more attractive to the opposite sex.
Phlogiston'”The essence of combustion, extracted and condensed.  Highly volatile and explosive.
Antiphlogiston'”A term for a substance from which all phlogiston has been removed, rendering it incombustible.  Often applied as a fire-retardant coating to buildings.
Galvanite'”This substance reacts with metals it comes in contact with, hardening them and making them resistant to rust.
Firewhiskey'”A component in this drink heats the blood, warding off cold.  Those who drink it are temporarily immune to the ill effects of exposure to cold.
Massage oils'”often infused with herbal compounds, these lubricants often promote quick healing.
Mana Elixir'”an infusion of caecilium which restores spell/fortune points
Sleeping potion'”a draught that brings on a deep, comatose sleep
Potion of Luck
Flash Bomb'”This incendiary device is thrown on the ground and ignited by impact, releasing a bright flash of light, followed by a cloud of thick smoke.  It is used for distractions and escapes.
Chloroform'”Often used as a weapon, when inhaled, chloroform causes loss of consciousness, and if inhaled consistently for long enough, can cause death.



Knights of the Road
The Knights of the Road are an organization of Highway robbers who have taken to wandering the old roads.  The organization was founded by exiled knights seeking revenge on the kingdom that banished them.  They focused on robbing the wealthy elite of their target of choice.  They would often redistribute the stolen wealth to the impoverished peasantry, making them folk heroes.  Membership grew with time, and over time the founding members were killed, imprisoned, or retired.  Since then, while the organization has flourished as an enterprise, the idealistic core has rotted away.  It is now comprised mostly of thugs and ruffians whose greed propels them to steal from anyone they can, which now means mostly preying on the same peasantry the founders once protected in the glory days of the company.

The Seraphine Harmonium
The Seraphine Harmonium is ostensibly a college of bards in Shardmoore.  Beneath the surface of the Playhouse, however, is a covert group of spies, informants, and plants.  A Plant (better term pending) is someone trained to plant suggestions in the minds of the populace.  They know how to insert subliminal messages into their songs and performances, sometimes through sheer charisma and knowledge of the field, other times through the aid of magick.  Their relationship with the Church of Sôl is strained, to say the least.  They have been known to cooperate from time to time, but they have also been at odds.  The group has come under threat from the Inquisition, but the Harmonium has ways of protecting those under its roof.

The Riftwatchers

The Inquisition

The Knights of the Temple

Academia Oscura

The Darknives

Cognizance
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« Reply #8 on: December 13, 2010, 02:31:24 PM »

I have a new Review Badge:

Anyone who provides any insightful review, comment, or critique will be awarded a review badge that they can put in their sig to show everyone that you were of help to me.

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« Reply #9 on: December 13, 2010, 04:46:11 PM »

I like it a lot!  Very nice work!
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« Reply #10 on: December 13, 2010, 05:49:48 PM »

I have given you a PM of my reviewage.

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« Reply #11 on: December 14, 2010, 01:59:04 AM »

So, I have a specific question for all of you:  Paths, as I am currently working with them, are really just guidelines of what skills and traits a character should take based on what they want to be.  So, are there any character types I am missing, bearing in mind a Renaissance core time period with a mix of some steam thrown in?
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« Reply #12 on: December 14, 2010, 10:34:28 AM »

Perhaps a sagely astrologist type and an explorer type? Both could make use of telescopes, if your setting includes such devices.
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« Reply #13 on: December 14, 2010, 11:34:14 AM »

Ghostman


Perhaps a sagely astrologist type and an explorer type? Both could make use of telescopes, if your setting includes such devices.

I would say that the Astrologist type would fall under Seer.  I may at some point have to include some more specifics to make that clear.  Anything of the "sagely" type could fall under Doctor, if you think of the term as extending beyond medicine.

The Explorer type, however, is something I should look into.
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« Reply #14 on: January 02, 2011, 02:21:21 AM »

Note

I will be continuing to post writeups of each clan as they are finished.  Feel free to comment at any time on anything you want.  I'd be glad to hear anything you like, dislike, need more information on, are confused about, or anything else that gets you thinking.  I am open to suggestions and *constructive* criticism.
The Twelve Clans of the Ithai
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Many things can be said of the Ithai: One could describe their size and stature, speak of their insatiable desire for wealth, that they delve deep into the earth in search of such riches, or that their efficacy has spanned them an empire across Avayevnon.  But what really drives the Ithai mind is a sense of 'The Contract' and Honor.  This can be attributed to the peculiarities of Dwarven lineage.

In the distant past, a great catastrophe nearly wiped out the race, and forced them underground.  The Ithai has always been very close to the earth, and had done their best to foster good relations with it.  Now it would be their home, their provider, and their tomb.  They became intimately familiar with the different stones and metals, learning the properties of each, and what metals would best resonate with particular endeavors.  In this time the Ithai still belonged to the old religion, and worked to create items of magical power to aid them in their hardship.  Enchantment and artifice flourished.

Throughout this period of adversity, the Ithai tribes were separated.  Some, it seems, fought amongst themselves, or lacked cohesion, and as a result were conquered, killed off, or starved to death from an inability to scrounge a subsistence off of the earth and stone.  But a number of tribes survived, and it was these that formed what would come to be known as the Clans.  They looked to the eldest members of their communities for guidance.  Under their direction, the communities solidified in a way they never had before.  The wisdom of these elders led their communities to a living, and they began to thrive in the earth.  They learned to locate game'”although unconventional game'”living in the tunnels and caverns, and to find the rare plants that grew without sunlight, and to find ways to illuminate passageways and 'fields' artificially with glowing crystals.  

The Clans developed into permanent societies, and achieved a degree of stability.  Members of each clan filled various roles the clan needed for survival, but different clans placed greatest value on different professions, and the technological advancement and cultures of the clans reflect their distinctions.

The Twelve Clans: Araten, Deloric, Durrach, Glambard, Glorzach, Ilimar, Iliring, Ringmar, Toreglan, Torpras, Uranor, Whurilai
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