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1  Santharian World Development / The Santharian Bestiary / Re: Sleeper in the Snow, Icelands Coast, Predator on: 15 November 2015, 23:22:57
*Shudders* I know why I don't go North much.

I find the movement through snow very plausible. I have a harder time imagining the sleeper moving through solid ice. To help me, a question: do we know what happens to the ice when a sleeper passes through? Does a passing sleeper increase the likelihood of cracks in a glacier, for example? Do you see the trace of a sleeper's path through clear ice?

Why is it called the sleeper?

Those are just my musings. Great idea, Altario!
2  Santharian World Development / Magic in the Lands of Caelereth / Re: Verse Curse - Witches' Spell on: 15 November 2015, 23:11:33
Hey Seagazer,

I really like it! I'm not a little envious of the idea, in fact. Your clever writing conveys how annoying it would be to bear this curse. Your idea for the spell procedure is great as well - you've clearly got into the spirit of Santharian witchcraft. The whole entry is fluttering with potential stories.

I have a few suggestions:


About the spell procedure:
Quote
The most important variable in the power of the Verse Curse is the extent to which the victim’s writings that are used in the spell are personal.
If the witch needs to work her poem from a piece of the victim's writing, the population of potential victims would be small, since only a select elite of Santharians are able to write. Couldn't the spell also be worked from something the victims has said, rather than written? Again, whispered words of love or an intimate confession would work best ... (A good reason for a witch to trick her intended victim into opening his heart to her!)


About the spell effect:
I wonder if you could clarify how exactly the spell accomplishes its effect. Your comments about immunities ("the spell aligns itself with the poetic sense of the subject") suggest that what is being manipulated here is the victim's minds. May I venture a suggestion?

I suggest the spell might work as a compulsion to speak poetically, whatever the victim himself believes this means. And the result would only be as good as the victim's own talent. Poets would relish the spell, as you write, because they would perceive it (initially) as an endless rush of inspiration. A dry, matter-of-fact scribe with no poetic sense might perceive it as a madness, or as something akin to being possessed by a demon. His rhymes might be as boring as himself, but he'd still be compelled to speak in rhymes. And the dull ruffian may be compelled to rhyme insults, foul language, poorly made-up bawdy verse - but still be compelled to rhyme.

So I guess, when you write:
Quote
To the uneducated or the uncultured, the spell has little to no effect.
... I would instead suggest that those with poor poetic sense are affected by the spell - but that the poetry that results is unspeakably poor!

We have examples of dreadful poetry in Santharia: alas, Sordoc the Great still lives in many a compendiumist's memory, for example.

What do you think, Seagazer? As always, my ideas are only suggestions... Aura for the idea, anyways!
3  Organization and General Discussions / Organizational Schedules / Re: Seagazer's Development Schedule on: 12 November 2015, 05:20:31
I'd be interested in hearing about that witches' curse you mention there, of course!  cool
4  Santharian World Development / The Santharian Bestiary / Re: the Squelchbug on: 12 November 2015, 05:15:35
My suggestion would be to make the habitat area larger than the Vale. Say: West and South of the Rimmerins Ring, from the Wind Bay to the Auturian Woods. Or possibly larger than that even. Why should the Brownies have all the fun?  :) 

Delightful idea, by the way! I was here in 2009, but missed the Squelchbug at the time. It was possible to miss posts then ...

Are you going to use Judith's and Rookie's verses?
5  Organization and General Discussions / Discussions, Development Ideas & Proposals / Re: What's the Matter with Santharia? on: 12 November 2015, 04:40:33
I don't have a solution to the recruitment problem, I'm afraid.  undecided
 
When I thought about hanging around in Santharia once again, one question came to mind. It's for Artimidor Federkiel:

Arti, are you still interested in maintaining the site at all, preparing entries and announcing updates, etc.? I think it would be great if you were! Even if current activity is modest in quantity, it can still be fun and high in quality! But I thought I'd ask. I'd understand if you felt like packing it in, although I hope you don't and won't. Looks like you've been keeping your own Santharian writing up - with that Duel story for example - so I hope there's still something in this project for you?
6  Santharian World Development / Places and Map Design / Re: Ombaxxis- Northern Sarvonia- Ruin City on: 08 November 2015, 07:20:21
Hey Alt,

Thanks for remembering that reservation. Of course I claim no rights anymore. I had signed up in one of those midnight moods of writerly ambition that drove me to post til three in the morning.

I only ever had a germ of an idea, but never worked out how to integrate it with what's known about the North. (Probably because I don't know what's known about the North.) So, in short, don't worry about it. The only thing I remember is that my idea involved buildings that eat people. It's probably best forgotten, like the beings who gave their faces to the Demon District.

I like your ideas much better! You've got a knack for creating spookiness with matter-of-fact descriptions. Ombaxxis sounds like a great setting for a chapter in a role-play adventure, like many of your places.

One thing I wondered: shouldn't you explicitly say early on that Ombaxxis has long been an abandoned city?
7  Santharian World Development / Places and Map Design / Re: Masterwork: Mapping and Overview of Cyhalloi on: 07 November 2015, 07:39:02
Would you benefit from further comments at this point, or are you rewriting and preferring us to hold our horses?
8  Santharian World Development / Places and Map Design / Re: Barekmahr - Manthrian Town on: 07 November 2015, 07:27:20
Ugh, what a misbegotten place. If I comment on it, do you promise that I never have to go there?

Overview.
Barekmahr (pronounced bark-MAWR) is a seaside town in eastern Manthria, in the United Kingdom of Santharia. The so-called “arsehole” of Manthria, its primary industry is the processing of the flotsam that floats down the Mashdai down to the Adanian Sea. Every piece of rubbish thrown away by the various towns along the Mashdai finds its way to Barekmahr, as well as a plume of sewage. Its people too are human flotsam, (I like it!) and they are the rogues and scoundrels of Manthria that can find honest work nowhere else. Yet despite that, the circulating hardscrabble of Barekmahr have managed to find a place where they can survive, if not exactly thrive. (At this point, I didn't understand what you meant by “circulating” hardscrabble. You refer to the constant flow of inward and outward migration, right? Is there a way to make that clearer? I like the word hardscrabble, though.)

Description.
As the clear River Mashdai flows down from the mountain slopes, it gets somewhat less clear as it passes through the cities, particularly Marcogg. Trash of all kinds gets thrown into the Marshai, and at certain times of year, the river begins to resemble a moving dump more than a waterway.  But as the dump enters the sea, the people of Barekmahr are there to intercept it. Trash barges filter off the top layer of debris and bring it back to the beach, where the people of the town filter through it with their bare hands. Every piece of metal is meticulously cleaned and sold to the craftsmen of Marcogg to be made back into things of value. The organic matter is buried and used as fertilizer, helping feed the people of Barekmahr. What remains on the beach is then burned to form a cloud of greasy and foul-smelling smoke over the town.

The town itself does not look like very much. It is composed of a few hundred poorly constructed shacks that sit overlooking the sea and the river, made mostly of the characteristic eastern Manthrian whalebone. Most of the houses have gardens, well fertilized from the waste of the river, where much of the food that the town consumes is produced. The town's only real public building is the meeting house, a large building made of whalebone. There, the town's business and voting is conducted and town-wide meetings are held. Perhaps more important than the government of the town is the town's still which is also located in the meeting house. In that still, the much loved strong spirits of the town are produced, much to the disdain of the town's "upstanding citizens", as they are. Farther away, along the sea lies a great flat area of sand, covered in the concentrated waste of a huge portion of Manthria, where many of the working people of Barekmahrers spend most of their waking hours, searching for things of value in all the mess.

Sitting in a pile of human filth searching for the tiniest glint of a piece of metal does not seem like much of an escape to the elites of Marcogg or Ciosa, but for the people who call Barekmahr home, it is a vital escape from their previous lives. Only the most desperate call Barekmahr home, and there is a constant flow of people leaving the town for better work elsewhere. Yet for each upwardly mobile person parting the town, there is inevitably another down on their luck that enters it (add period)

Location.
Barekmahr is located on the south side of the mouth of Mashdai River, the largest river in Manthria. It is located approximately 500 strals to the east of Marcogg, the nearest major city to the town. Very few towns of any noticeable size exist within a few dozen strals of Barekmahr, largely due to the cloud of fumes that hangs over the town and its vicinity. The nearest town to Barekmahr lies over the Marshai to the north, nearly 50 strals away. (I think the two previous sentences contradict one another. Clearer might be to say something like: “Due to the cloud of pestilent fumes that hangs over the town and its vicinity, Barekmahr has no close neighbours. The nearest settlement, Parthanul, lies over the Mashdai to the North, nearly 50 strals away.”)

Administratively, Barekmahr lies within the fief of Parthanul, part of the Duchy of Marcogg, though officials claiming to come from the Thane rarely are respected in such a den of villainy and trash as Barekmahr. The respect, or lack thereof, goes both ways, and as long as the goods and taxes continue to flow, Barekmahrers are generally left to their own business.

People.
[...]

Resources.
[...]

Climate.
[...]

History.

The history's great, but you've kept typing “Barekhmhar” instead of “Barekmahr”

That's it! Well done. :)

9  Santharian World Development / The Santharian Library / Re: The Duel (Short Story) on: 07 November 2015, 06:42:29
"[...] the once razor sharp wind only tugged listlessly a few times on the grey hair and robe, then gave up altogether as if ashamed that it ever existed".

Lovely, Art.

Thanks for the story,

SZA
10  Organization and General Discussions / Discussions, Development Ideas & Proposals / Re: What's the Matter with Santharia? on: 07 November 2015, 06:17:54
Thanks to Seagazer for lighting the spark that got half a dozen old scribblers back to the compendium's halls. Nice to see Altario's soap box is still intact, nice to hear that love for the site and memories of each other are still alive. I'll hang around for a bit and see where this takes me.
11  Santharian World Development / People of the World of Caelereth / Re: Malleus Mallefiz - Scholar on: 07 November 2015, 03:52:05
I have given this entry a blarrow. Man, it feels good to say the word blarrow again.
12  Santharian World Development / Places and Map Design / Re: Nathembly on: 31 October 2015, 09:20:39
Yes, great play, that. Made a big impression on my when I saw it performed.

In truth, I'm not sure it's right to say that I'm 'back'. We'll see. But it's nice to have a look around and have a chat in Tharian once more. And good to meet you!
13  Santharian World Development / People of the World of Caelereth / Re: Malleus Mallefiz - Scholar on: 31 October 2015, 09:13:55
Oh, well done!

So, well, I, ahem ... (*tries to remember his moderator voice*) ... I approve this entry!


Meanwhile, I saw in your early posts that you were looking into making a mobile-friendly Santhworld. Is that project still alive?
14  Santharian World Development / People of the World of Caelereth / Re: Malleus Mallefiz on: 31 October 2015, 08:17:44
PS: Have you played the "Mysteries of Nepris" in Santhworld? Malleus Mallefiz makes a cameo appearance there, so you may be interested for that reason. Quite apart from that, I really think it's an enjoyable game, with a great story, challenging puzzles, and entertaining characters, all coherently put together by Arti with the help of Grinch and many Santharian artists (I also helped with the writing of one chapter). I've played quite a few less interesting games that weren't free.
15  Santharian World Development / Places and Map Design / Re: Nathembly on: 31 October 2015, 07:36:14
Nice! I see your two recent entries are well connected! The witchhunt section has a hint of Salem, no? (Not a criticism.)

One question I had is how the village recovered from the fire and the subsequent witch hunt. There can't have been many residents left after the emigration and the executions?

A minor couple of points, from the history:

Quote
An esteemed Manthrian witch hunter Malleus Mallefiz, better known for his work on Ear Storms,
...Maybe say 'famous' (or even 'infamous') instead of 'esteemed'? MM wasn't universally esteemed, if I understood your own entry right.
...Ear Storm -> Evil Ear (as you write yourself in an earlier paragraph. The two aren't the same.

Good work again!
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