Monday, December 26, 2011

Here follows the account of the Seven Sisters and the Forming of Temnoriven.

Temnoriven was born under the will of the Seven Sisters.  Each agreed upon ruling for an Era of the world during which they may form it to their liking.


First, the eldest sister, Lucinda, formed the world in fire and quakes.  It was hot, barren, and bright and grew in power for 2150 years.  At the end of her reign, Lucinda retreated from the world to watch it from afar as a yellow sun and continues to gift Temnoriven with daytime. 

Lucinda is often depicted as the largest sister, dressed in yellow or red, carries a shield, and has a sun behind her head.  She is worshiped today as the Deity of Leadership and Power.  Her symbol is the Sun and her direction is Northeast.


The Second Age of Temnoriven was ruled by Hyetal, who felt the power bestowed upon Temnoriven by her elder sister was too great and unpredictable.  Hyetal countered Lucinda's rule by covering half of the world with water.  This cooled and broke apart the hard surface Lucinda had created, which infuriated her.  She attempted to take Temnoriven back, but Hyetal's oceans still crept into the darkened land by way of rivers and streams.  The sisters had become such rivals, that Hyetal retreated from the world at the end of her reign to watch it from afar as the blue moon, and gifted Temnoriven a cool escape from the garish sun each night. 

Hyetal is often depicted similarly to Lucinda, but wears blue, carries a pitcher of water, and has a crescent moon behind her head.  She is worshiped today as the Deity of Balance and Creativity.  Her symbol is the Crescent Moon and her direction is Northwest


Saiga, the third eldest, did not like her sisters fighting over the world which was no longer theirs to rule.  For this reason, Saiga used the embers and water of her sisters to create life.  Her first creatures were replicas of her sisters, born of flame and water which she named Elemenkin.  Saiga then created plants and trees and spread them through both the land and the water.  Lastly, she made the insects and creatures to inhabit the land and rule it as their own.  At the end of her reign, Saiga gifted the flora and fauna the ability to procreate and evolve and retreated to become the stars. 

Saiga is depicted being the tallest sister, wearing green, holding a staff, and with a crown of leaves around her head.  She is worshiped today as the head Deity of Life and Health.  Her symbol is the Leaf and her direction is North.


The middle sister, Eru, reigned the next 2150 years.  At first, she was unsure what to do with the world her elder three sisters had given her.  Over time, she noticed that the creatures Saiga had created did not have direction or purpose.  To resolve this, Eru assisted the creatures and evolved them into intelligent beings which could reason and learn.  Under Eru's rule, the Forest Folk were born as elves, fairies, halflings, trolls, satyrs, and other Folk-Animal hybrids.  They created tools and language, learned to hunt and farm, and formed the Temnorivan Calendar which is still used today.  At the end of the Fourth Age, Eru gifted Temnoriven with a book containing all of the knowledge of her sisters so that it would not be forgotten and retreated into the now unknown.

Eru is depicted as one of the smallest sisters, although she is the fourth eldest, wearing silver and a small bronze crown and holding a golden book.  She is worshiped today as the Deity of Knowledge and Decisions.  Her symbol is the Circle and her direction is Southwest.


The Fifth Age was ruled by Whisk, whose mischievous and curious nature changed the future of Temnoriven forever.  Whisk created storms and winds which froze the sea and wreaked havoc on the land.  This forced many of the creatures and Forest Folk to travel from their homes as the great ice lakes spread over the land.  It is said that nearly half the inhabitants of Temnoriven lost their lives under Whisk and it was during this time that the Book of Eru was lost.  At the end of her reign, Whisk chose not to give a gift and her four elder sisters, furious with her irresponsibility, forced Whisk to carry the souls of the dead and watch over them for her eternity.  Whisk later discovered a way to combine the souls of the dead with her wind and storms to make her own Elemenkin.

Whisk is depicted as wearing white and carrying nothing.  She is worshiped today as the Deity of Chaos and Whimsy.  Her symbol is the Spiral and her direction is East.


Drega, the second youngest sister, began her reign by melting the Great Ice Lakes and forming the land as best she could.  Saiga granted her Elemenkin made from rock and mud to assist in reforming the land, but it was still not enough.  Drega decided to spark The Dwarven Wars of the north which waged for over 1000 years for control of the Forbidden Nothern Mountains and Chrysehills (kreece-illz) to the west which she was able to form using the energy from the dead's souls.  Furious and lost without the Book of Eru, some Forest Folk turned to conquest and war in hopes of retrieving the lost relic, allowing Drega to create the many lakes, rivers, grand waterfalls, forests and plains throughout Temnoriven as well as the islands to the southeast.  Some Forest Folk had even begun tapping into the powerful presence of Whisk and Drega and learned to use necromancy and other dark magics against their foes.  At the end of her reign, Drega gifted the beings of Temnoriven with the ever-changing land to rule over themselves, and retreated to the center of the world.

Drega is depicted wearing brown and carrying a bloodied weapon.  She is worshiped today as the Deity of War and Conquest.  Her symbol is the Triangle and her direction is West.


The youngest sister, Vamora was displeased with the fighting and destruction which her sisters had caused and began her reign by piercing the hearts of the world's leaders and bringing an end to the wars.  She granted the dead a means of fertilizing Drega's ground, so that they may also assist in rebuilding the forests and townships which had been cut down and destroyed in battle.  Temnoriven remained peaceful as the Forest Folk and other creatures repopulated the world for the remainder of Vamora's reign.  She loved Temnoriven so much that she decided to gift the beings their own free will and remained in Temnoriven as an unseen benevolent presence for her eternity.

Vamora is depicted wearing many colors and a small crown of flowers and carries a bow.  She is worshiped today as the Deity of Peace and Fertility.  Her symbol is the Heart and her direction is Southeast.

The Seven SistersThe Seven Sisters

Monday, January 31, 2011

Thoughts Exposed: The Geographic History Edition

*** Why haven't we dug to the center of the Earth yet?  I have a theory that there are intelligent beings living under the oceanic crust of the Earth and the gaseous output of their industry is causing the Earth to expand, thinning our crust, and heating our oceans which, in turn, is heating our atmosphere and causing Global Warming.  I'd really like to save the world by going down there and telling them to stop it.. maybe bring some Green technologies to them as well.

But I don't know where to start digging, what tools to use, what to say to them (my theory leads me to believe that they speak Australian), and what technologies, if any, I should introduce them to.

Any help appreciated, thank you.

And you're welcome!


*** Could a T-Rex digest a waffle, or would it make him sick?


*** If the top never stops spinning, it means he's dreaming.. is it the same with our Earth?

*** Glaciers are alive.  They're kept to the north and south by the God and Goddess El Nino and La Nina.  The God and Goddess use their hispanic heritage to warm the seas and keep the evil glaciers at bay(pun)... but the Glaciers are getting stronger and the God and Goddess are becoming impatient.  The Glaciers advance, threatening a second ice age, then the heat is turned up causing Global Warming.  This is why the scientists are so confused.

*** Did you know that only the half of the moon that faces us has "seas"?  They're empty, of course, and the moon is sad about that, so she's always trying to steal our water.  That's why we have tides.

*** If dinosaurs turned into birds, then dinosaurs were delicious.  That's why they went extinct.

*** If we were to close down every Starbucks on our planet, it would be a very barren place.

*** If God created the Earth, then he created the tectonic plates that we're living on.  That means that we're all little things running around on God's plate.  We can only hope that mankind is on the dessert menu that God looks at, but decides that he's too full or too cheap to order.  Though, if he's too full, he could just order us for dessert to take home... That means mankind's only hope is that God is cheap or can't afford dessert, in which case we should probably stop giving him money...

*** Italy looks like a boot.

*** If Atlantis exists, it is either under the water or buried under a lot of dirt.

*** Rivers always flow towards larger bodies of water.  Well, duh... if they started flowing the other way, then it would become the larger body of water.

*** Time is relative and only exists as we know it here on Earth.  If you leave the Earth, time slows down an awful lot.. so if it takes "39 days" to get to Mars, is that in Earth days or Space days?

*** If Creationism is completely true, don't you think God would have gotten bored after a while and threw in evolution just to keep things interesting?

*** There are some small flowered plants, like the venus fly trap, that eat the meat of insects and even small reptiles and mammals... let's just be thankful that there aren't any trees like that.

*** Stop your bitching, Pluto isn't a planet.  He's a yellow lab.

*** America is a hemisphere, not a country.

*** There once was a raptor from Greece
       Who migrated north of the seas
       There was a bad snow storm
       But his blood was too warm
       And now he's all sorts of deceased

*** The Earth was flat before someone filled it with dirt and water.


-The End-

Friday, January 28, 2011

New LARP - History and Politics

Unconquered

The world is ancient, but the lifeforms are young.  In fact, other than the plants and bacterium, no creatures are indigenous to this land.  They have come from alternate dimensions and universes.  It is because of this that the variety of beings in this land is so great (and you can be nearly any race in your imagination).  The land itself is wild and unconquered, and there is an ongoing battle for control.

Not all beings are friendly, and a slew of uncivilized, nomadic creatures roam the land.  Some monsters will be premade but, along with the Sword and Shield, Alchemy/Magic, and Physical Abilities, a fourth Ability class (Monster Abilities) can be used to custom create your own monsters unique to your part of this unconquered land.

Some beings have joined together, though, to form small towns and cities.  Since any technology from their own worlds is rendered useless in the transition into this world, they have had to use their collective intelligence and skills to create weapons and armor out of the resources found on this planet.  It is only through working together have we accomplished so much, but with all unconquered worlds, there is a taste of greed that cannot be ignored.

Each group or "Keep" can choose a name for themselves.  They are their own entity and may choose to rule their land however they wish, be it with a single ruler chosen with an election or a tournament, or a group of rulers with different duties.  Rulers may change as often as each week, each month, or each year depending upon how that Keep is chosen to be run.  There are no distance limits for Keeps and there can me multiple groups in a single area, but it can be a dangerous thing to build your town in the shadow of another.  A Keep may choose to invade another and, if successful, gains control of that Keep.

For instance, Windtree Keep, lead by a ruler elected once a month, is only 10 miles from Shadow Bay Keep, a smaller group controlled by a single ruler who has won his or her title in a tournament.  Windtree Keep has decided to invade Shadow Bay Keep.  There is a battle held at Shadow Bay Keep's home park.  If Windtree Keep is triumphant, Shadow Bay Keep would now be under the rule of the Barony of Windtree and would either have to adopt Windtree's political rules or be allowed to continue with their own, as chosen by the victorious leader.  If Shadow Bay Keep is triumphant, then no changes would be made and the members of Windtree Keep must return home defeated.

Not all conquering must be hostile.  Shadow Bay Keep may choose to join forces with Windtree Keep to become a Barony if agreed upon by both groups.  There may be goods or services involved in the transaction as well.  However, whether the joining is hostile or friendly, the groups must stay at their individual home parks in order to become a Barony.  Two to four groups will become a Duchy and five or more groups become a Kingdom.  If the groups decide to join together at the same home park, they would be considered one Keep under one name.

New LARP - Spells and Abilities

There are 3 main classes of abilities.  We haven't assigned point values to them yet, but they will be worth 2-10 points each.  You start your character with 10 beginning points.  Each meeting you come to, you get a new skill point.  You can spend your skill points right away or save them to "buy" better abilities. There is a character max of 75 points. (The point amounts and max may change as we assign points)

You do NOT have to buy all abilities within the same class, but some higher abilities have prerequisites (we haven't written in all the prerequisites yet).  But yes, this means that you can cast fireballs, heal, and toss around a great axe all at the same time.  There are also no armor limitations - if you can make it and want to wear it, you can.  Note that all magical abilities are alchemy-based, so you can throw "lightning" while wearing plate or chainmail with no ill effects.

 Abilities are unlimited, but on a cool down.  For instance, Alchemist's Fire is a red spellball.  You can charge as many as you can carry, but it would take 5 minutes to "mix" or "charge" each one.


Weapon & Shield Abilities:

  • Short Maces (1 damage)
  • Long Maces (1 damage - must have short maces)
  • Great Maces (2 damage - must have long maces)
  • Mace Mastery (must have all mace abilities, grants +1 damage when using maces)
  • Polearms (2 damage)
  • Staves (1 damage)
  • Daggers (1 damage)
  • Short Axes (1 damage)
  • Long Axes (a damage - must have short axes)
  • Great Axes (2 damage - must have long axes)
  • Axe Mastery (must have all axe abilities, grants +1 damage when using axes)
  • Short Swords (1 damage)
  • Long Swords (1 damage - must have short swords)
  • Great Swords (2 damage - must have great swords)
  • Sword Mastery (must have all sword abilities, grants +1 damage when using swords)
  • Spears (1 damage thrust only)
  • Bow & Arrow (1 damage)
  • Single-shot Firearms (1 damage - can be taken more than once to carry different types ie: pistol, rifle, etc.)
  • Semi-Automatic Firearms (1 damage - must have single-shot firearms)
  • Throwing Weapons (1 damage - grey spellballs - act as throwing daggers, axes, or rocks)
  • Small Shields
  • Medium Shields
  • Large Shields
  • Dual Wield (can only dual wield short weapons, long weapons, daggers, and firearms or a combo thereof)
  • Weapon Mastery (must have all melee weapon skills (except masteries) gives +2 damage with any melee weapon)
  • Shield Mastery (must have all shield abilities, shields cannot be broken)
  • Ranged Combat Mastery (must have all ranged abilities, gives +1 damage with arrows, firearms, throwing, and spears)
  • Sharpened Arrow (gray - +1 arrow damage)
  • Flaming Arrow (red – +2 fire damage)
  • Stunning Arrow (purple – stuns target for 50 count)
  • Poison Arrow (green – poisons target)
  • Explosive Rounds (yellow - +1 damage)
  • Incendiary Rounds (red - +2 fire damage)
  • Armor Piercing Rounds (gray – goes through armor)
  • Freezing Rounds (white – freezes target)


Alchemy/Magic Abilities:

  • Antidote (cures poison)
  • Poison Vial (green spellball - poisons target, must be cured within 100 count or dies)
  • Poison (green ribbon applied to weapon - poisons target, must be cured within 100 count or dies)
  • Flame Oil (red ribbon applied to weapon - +2 fire damage to weapon and allows weapon to free frozen targets)
  • Frost Oil (white ribbon applied to weapon - freezes target in addition to weapon damage)
  • Healing Elixir (stops bleeding and heals lost limb)
  • Elixir of Life (resurrect)
  • Potion of Protection (1st damaging attack negated)
  • Lightning in a Bottle (yellow spellball – 1 damage)
  • Charming Mist (blue spellball - must complete one non-combat-related task per caster)
  • Frost Potion (white spellball – freezes target)
  • Alchemist’s Fire (red spellball – releases frozen targets or does 2 damage to all body areas)
  • Badge of Courage (yellow ribbon applied to upper arm - protection from fear effects)
  • Potion of Fortitude (purple ribbon applied to upper arm - protects from sleep and stun effects)
  • Warming Elixir (white ribbon applied to upper arm - protects and/or releases from freezing effects)
  • Cooling Elixir (red ribbon applied to upper arm - protects from flame or fire effects)
  • Poison Elixir (green ribbon applied to upper arm - protects from poison effects)
  • Sleeping Powder (purple spellball – puts target to sleep for 100 count target cannot be killed while asleep)
  • Hardening Oil (gray ribbon applied to weapon or shield - Makes weapon or shield indestructible)
  • Fire Wall (10 ft red ribbon – 2 damage to all body areas if passed through)
  • Wind (pushes all targets within 20 feet back 20 feet – can also be used to push a flame wall 20 feet instantly)
  • Alchemist (halves cooldowns for alchemy-based abilities)
  • Smoke Cloud (call out smoke cloud and caster may walk/run and not attack or be attacked for 10 count)
  • Swarm (Orange spellball – releases a horde of giant bees – target must run in fear for 10 count)


Physical Abilities:

  • Resuscitate (must be done within 3 minutes of player’s death and must flip a coin)
  • Beast Slayer (+1 against beasts)
  • Undead Slayer (+1 against undead)
  • Dragon Slayer (+1 against dragons)
  • Assassin (+1 against humanoids)
  • Commune with Dead (can talk to ghosts)
  • Commune with Animals (can talk to beasts)
  • Commune with Nature (can talk to plants)
  • Bane (can choose single target per day for +1 damage)
  • Steel Trap (gray 5’ ribbon - must have blacksmithing – 2 damage plus bleeding to one leg, must stay in spot but can defend self – must strike affected leg 5 times to be released – 5 strikes do not cause damage to leg – trap is disarmed after target is released)
  • Pit Trap (brown 5’ ribbon – take 1 damage to each body area and unable to move or fight for 50 count or until someone helps you out of pit)
  • Death Trap (must have steel and pit traps – 3 damage plus bleeding to each body area and must be helped to get out of pit)
  • Break Shield
  • Break Weapon
  • Deep Wound (bleed for 100-count then dead if not healed)
  • Close Wound (stops bleeding)
  • Thick Skin(+1 natural armor)
  • Ambidexterity (can throw weapons or vials with either hand)
  • Net (brown spellball – traps target – target can defend self but must hit each leg 5 times to be released)
  • Blacksmithing (mend metal)
  • Leatherworking (mend leather)
  • Tailoring (mend cloth)
  • Woodworking (mend wood)
  • Stunning Blow (stuns target for 50 count)
  • Hobble (no damage but target can only walk for 50-count)
  • Feign Death (fake dying, nobody will bother you)
  • Sunder Armor (powerful blow that destroys armor in area that is struck

There are also unlimited lives in our new game.  When you die, you must remain at your place of death for 3 minutes.  During that time, you can be resuscitated.  If you are not, you become a ghost and may wander around, cast fear spells, and perform non-combat related acts (ie. shake trees, make spooky sounds, etc.)  You cannot actually talk to anyone unless they have 'Commune with Dead' in which case you may only respond to questions asked by that person.  You can be given an Elixir of Life as a ghost to be resurrected and come back to life, restoring your body.  You may then mend your armor and get back into regular combat.

So, what do you think so far?

Tuesday, January 4, 2011

Today I found a "religion" I had never heard of before. I like it.

Bokononism is the religion practiced by many of the characters in Kurt Vonnegut's novel Cat's Cradle.

It is based on the concept of foma, which are defined as harmless untruths. The primary tenet of Bokononism is to "Live by the foma that make you brave and kind and healthy and happy." Many of the sacred texts of Bokononism were written in the form of calypsos. The foundation of Bokononism is that all religion, including Bokononism and all its texts, is formed entirely of lies; however, one who believes and adheres to these lies will at least have peace of mind, and perhaps live a good life.

Here's the wiki:


I think I may pick up this book.  It seems interesting enough.