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Postby SpaceKnight of Chaos » Mon Jun 09, 2008 7:42 pm

Just some random thoughts about monsters that I've been mentally 'tweaking' for Aeron.

First up, Ogres. I mentioned these when I wrote up the description of the Northen Tundra, but I'll give them a fuller treatment here. I'm steering away from the MM description of them as "big and strong and tough and stupid" to instead make them "big and strong and tough and smart"- unfortunately, this intelligence has led the majority of the race (who dwell outside the Tundra) to realise that the life they are best suited to is combative, so the easiest way for their civilisation to prosper is by using their physical prowess to enslave smaller, weaker creatures. Ogres are thus an essentially mercenary race; they'll work for just about anyone, providing their employer supplies the food and shelter. They'll also want metal and stuff to forge into armour and weapons now and then, but ogres generally make "arrangements" so that their "clients" provide food to eat, water/booze to drink and places to sleep, and the ogres will provide the muscle and the warcraft to keep them safe. This means that ogres are common accompaniments to Orc warbands (who find the extra "fightyness" useful enough that they can stifle their disdain at working with "unbelievers"), as well as forming the elite/leaders in Smallkin hordes- Goblins, Kobolds, that sort of thing.

The Tundra Ogres actually are the embodiments of the original ogre society; the "mainstream" (as far as the southlanders are concerned" version migrated away in response to some disaster or another (perhaps the moon's fall, perhaps something that happened afterwards- or even before). They, as was mentioned, are far less aggressive.

Next up, Kobolds. Personally, I just haven't been able to get behind the pseudo-crocodilian look, or the "dragon-touched mook" background, of the most recent editions, so I was thinking of going back to the older format (I first got into D&D with Baldur's Gate 2)- basically, humanoid rats with strong, leaping legs and two tiny horn-nubs on their head (I can't recall just how they looked- been a while since I've played BG1, where there's a depiction of them in cinematic). Can't think of what sort of background/use to give them; any ideas?

Third is Satyrs. Some of the things I liked about 4E was that they added male counterparts to the Harpy and the Medusa, as well as changing the Dryad to something more akin to Warhammer Fantasy's take. However, I don't like that they've left the Satyrs as an all-male race. In previous editions, this wasn't such a biggy; it was heavily implied, and I think all out stated in a few places, that Dryads and Satyrs were just the male & female members of a single species of fey. Now, however, that doesn't work- as you'll see if you can find a picture of the 4E Dryad. Basically a bulkier version of Drycha, from the Wood Elf army in Warhammer. Given that their background depicts them as opportunistic hedonists, and as the idea of a race that basically propagates itself by seducing & raping women offends me, I was thinking of borrowing the Harpy's schtick. That is, Satyrs come in male and female format, but the two genders are rarely if ever encountered together.

At certain times of the year, bands (which are normally monogender in composition) come together and celebrate, as only Satyrs can. When the celebrations are over with, they reform their bands (if not exactly from the same members) and seperate again. About a year later (due to the extra development required), some of the females who participated invariably give birth. Daughters are kept with the band (unless it grows too big, in which case it splits into two or more smaller bands), while sons are kept until they're weaned, whereupon they're handed over to the care of the next band of Satyr males the females encounter.

What do you think of these ideas?
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
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Postby SpaceKnight of Chaos » Wed Jun 11, 2008 7:50 pm

Boy, this place has been dead for about a week. Anyway, more monster ideas, this time focusing on Gnolls and Goblins. I also have some rough ideas for two landmasses; I think that these two, once I've detailed them, will be enough coupled with the Northen Tundra, Moon Wastes and Dwarfhold. Or they might not; let's see what you think. Anyway, first I'll do the monsters and wait for your feedback.

Anyway, first of all, Goblins. I was thinking that in Aeron, Goblins are basically pests- they're too small, weak and stupid to be much danger individually, but they breed so rapidly and develop such large populations that they can swarm over far superior opponents. They are scavengers and vermin, settling wherever they can and living off whatever muck they find- even Trolls won't eat some of the stuff goblins eat. Goblins are uniformly ugly, even more so than the core MM's version, because birth defects (at least, those that don't cause the goblin to get eaten for being weak and helpless) are rampant. Part of the blame is attributable to the fact that inbreeding is quite common amongst goblins- in fact, goblin clans (extended family groups) actually consider their "family marks" their most distinguishing sign, and this means that different clans tend to fight and squabble primarily due to the fact that each considers the others "not proper goblins". Occasionally, you get a particularly strong and cunning goblin who manages to subdue several clans and form a tribe... and the strongest and most cunning of those go on to subjugate other tribes, until eventually a horde of ugly little buggers is rampaging across the countryside.

The other members of the goblin tree -that is, Bugbears and Hobgoblins- do exist on Aeron, but I was thinking of making the following changes. Bugbears aren't really a race as such and more goblin atavisms; bizarre mutations that occasionally emerge from the toxic sump that is a goblin clan's genepool. While bigger and stronger than other goblins, they don't hold much respect in a clan, because even other goblins consider bugbears to be thick. Which is like being considered stubborn by generic fantasy dwarfs, come to think of it. They generally form the muscle of a clan, herded into a fight by their smarter (relatively speaking) kinsfolk.

Hobgoblins are extremely rare creatures that invariably form the leaders of goblin "society"... though, of course, there are more than a few who realise that there's no point in sitting in a damp cave somewhere lording over a tribe of bug-eating, nose-picking, bone-chewing goblins and promptly up sticks and try and integrate themselves into demihuman society, simply so they can finally have an intellectual conversation with someone who can actually pronounce the word "intellectual". No one actually knows where hobgobs come from, as they don't seem to breed on their own. General theories include the crossbreeding of goblins with either humans or orcs, and the existence of some rare magical ritual/phenomonen that transforms goblins into hobgoblins.

Goblins clans occasionally include other creatures, almost always as leaders, but these "lords" are usually just using the goblins because they have little other choice. The most likely candidates are Orcs and Ogres, either of which can appreciate the fact that goblins are easy to find, easy to subjugate and completely expendable. No matter how many meet the various grizzly deaths that can occur, there's always plenty more where those came from.


Next up, Gnolls. Now, in core, these are basically rabid religious fanatics, driven to slaughter and subjugate all other lifeforms due to their reverence for Yeenoghu, the Destroyer, Demon Prince of Gnolls. Seeing as how we don't have Demon Princes in Aeron's cosmology, plus we've already taken the fanatical theocrats angle for the Orcs, what do you think of this idea? Basically, Gnolls (who have their own homeland- one of the two landmasses I mentioned before) are, as in core, heavily associated with demons... but the relationship is strictly business, rather than worshipful (which keeps them different from our take on Drow). In short, gnolls trade slaves and souls with the demons in return for magic and technology- which has a nice bit of irony, don't you think? The most bestial race (both in terms of appearance and in terms of behaviour) is also the most technologically advanced one.

Gnoll society as it comes to me is... hard to explain, but sort of a miltaristic racist matriarchy. Basically, gnolls consider themselves superior to all other races- all non-gnoll sentients are fit solely to be slaves of the gnoll race, and a gnoll can do anything to a slave that it desires, as a slave is nothing. Amongst gnolls, however, the female is seen as more important than the male (this is something of a homage to the fact hynea packs are matriarchial as well), which means gnoll males, while more important than slaves, are still less important than gnoll females. To an extent, gnoll society is meritocratic, with a gnoll's strength and cunning determining its importance, but gender restrictions are the strictest law.

A male gnoll might be a tactical master, but the highest rank it will ever officially achieve will be roughly equivalent to "Corporal" in modern-day armies. Of course, this doesn't mean that males can't end up as "powers behind the throne", so to speak, but they will only do so as long as the female on the throne tolerates them. More than one incompetent gnoll female has actually relied upon the advice of her male "personal servant" to succeed... but, likewise, more than one has finally lost control over their resentment of this and killed him.

I think that's the basics, though I can supply further details if you need them. So, what's your opinions?
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
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Postby Heaven's Deamon » Wed Jun 11, 2008 8:04 pm

I rather like it. The new twists to the old races is a nice touch.

That and I could imagine the Nerima Trio finding a goblin tribe and being escorted (for one reason or another) to the local hobgoblin, to find him in a room decked out like a gentleman's study, complete with the hobgoblin wearing robes and glasses and speaking with a cultered manner.
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Postby SpaceKnight of Chaos » Wed Jun 11, 2008 8:28 pm

So, you're still visiting this topic? That's great news- I was thinking that you and the others had all vanished. I have to admit, that would be a funny scene. What's your opinions on the various continents I created?

By the way, just so you know, I'll finally be getting a computer of my own in about a week, and I've also made some more posts to the "Neo-Crew" topic.

This is something I've been thinking about: irregardless of what ending we end up going for, we're going to have to have the trio of Ranma, Shampoo & Ukyo learn to get along and work as a team. I was thinking that, early on in the story, we might have one of the girls (Shampoo is the most obvious choice, but Ukyo has tried it as well) attempt to take advantage of the lastest battle they've gotten involved in to try and get rid of their rival by having an 'accident' leave them vulnerable to the foe. Not only do they fail, but their actions actually allow their opponents to get the upper hand so that the trio of Nerimites barely manage to survive- perhaps even have it that Ranma gets severely injured because of their actions and they only just manage to heal him?

Anyway, after the fight is over, Ranma confronts them over what happened and, upon finding out the reason, blows up at them, haraunging them for endangering them all over their "stupid crushes" before storming off to cool down. While he's gone, the upset girls agree that, for their own sakes, they've got to call a truce- being the "last one standing" is no good if they end up destroying any chance of having Ranma love them back (or get him killed). While neither will stop their pursuit of him, they will stop trying to knock each other out of the running; their pursuit will have to be limited to trying to get Ranma to recognize their qualities and return their love. Basically. I'm not sure how to say what I'm trying to say.

What do you think? Also, this is something I've been wondering since I read the DM's Guide, which mentioned that the assumed default party is 5 members and thus a recommended min/max size is 4/6; do you think we should have the Nerimites acquire 1 or two native adventurers as members of their party? I mean, while there is some humour value in having them constantly ending up lost or in diplomatic trouble and other such mishaps due to their ignorance of Aeron, that can get kind of old. Not to mention that natives give us a free hand for "plot dumps"- that is, a way to explain certain things about our creation to the readers without breaking up the story.
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
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Postby Heaven's Deamon » Wed Jun 11, 2008 8:58 pm

I think I understand what you're trying to say. As for "NPC tag alongs" I'd say it's fine, but no permanent ones. They could get one or two for awhile but eventually part ways. That way You can switch between faux pa induced battles and having a spokesperson.
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Postby SpaceKnight of Chaos » Wed Jun 11, 2008 9:49 pm

If that's the case, we may need to do up a list of "extras"- that is, fellow adventurers who find common cause with the trio for a time, with the two groups seperating once it's over- as part of things. This is appropriate, as it's true to the Whims of Fate motif- Conan had comrades, old drinking buddies and the like all over the world due to all the things he'd been, so if it worked for him, why not for Ranma & his fiancees?

Speaking of which, what topics precisely do we need to tackle in order to have Aeron ready to be used for fanfiction? These are what I can think of, can you spot anything I might have missed?
*Layout & continents of Aeron (in-progress)
*Aeron's pantheon of gods
*Notes on the settings quirks for 'player races' (Humans, Elves, Half-Elves, Tieflings, Dwarves, Dragonborn, Eladrin & Halflings) & possibly home-brew races (half-dwarves) & "Drizzts" (races that are normally hostile, but which might produce friendlies, ala how Drizzt abandoned Drow society & became a hero)
*Racial etiquette
*Celebrations, both racial and locational
*"Fantastic Spots"- areas of distinctly non-natural origin to sprinkle around the continents for both colour and story-line purposes
*Previous empires (for example, the much-mentioned "Moon Kingdom" that smashed one of Aeron's three moons into the planet)
*Legendary characters -notorious villains, great heroes, racial champions, etc- both past and present
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
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Postby Heaven's Deamon » Wed Jun 11, 2008 10:02 pm

Only other thing I can think of would be a few scenario skeletons, both short term and long term. just general frames that could be rearranged and used in different orders so we have some idea of a plot.
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Postby SpaceKnight of Chaos » Wed Jun 11, 2008 10:08 pm

...I hate to say this, really, but could you maybe give some examples of what you're saying? Just so I can understand better?
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
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Postby Heaven's Deamon » Wed Jun 11, 2008 10:25 pm

I'm basicly talking about general ideas of events that could happen either early on or late in the story. I've seen more than a few fics that started off well but ended up being dropped because the author was making things up as they went along and either wrote themselves into a corner through inserting random ideas they thought were cool or lost their muse and couldn't get it back. I was hoping that by preparing a framework for at least a few major and/or minor arcs it would provide something to work with if inspiration dwindled.
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Postby SpaceKnight of Chaos » Wed Jun 11, 2008 10:26 pm

Ah, I see. Yes, that's definately something we'll need to tackle. What priority would you recommend that be given? I mean, what number topic should it be to tackle?
Last edited by SpaceKnight of Chaos on Wed Jun 11, 2008 10:29 pm, edited 2 times in total.
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
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Postby Heaven's Deamon » Wed Jun 11, 2008 10:28 pm

It should probably be the last. The more detailed the rest of the world is, the more inspiration can be drawn from it.
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Postby SpaceKnight of Chaos » Wed Jun 11, 2008 10:30 pm

Gotcha, thanks. Speaking of general storyline ideas, there was actually an idea that came to me that might work for the 'grand finale' of this "campaign". Want me to post it? Let's just say it involves an army-sized cult of Foulspawn (humankin transformed into aberrations) and the Abominations from the MM, including none other than the Tarrasque itself.
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
SpaceKnight of Chaos
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Postby Heaven's Deamon » Wed Jun 11, 2008 10:32 pm

I would suggest you at least put it down somewhere, but as for posting it to the topic, I'd save that for when we actually get to that portion. Whats the point of having the list if we ignore it?
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Postby SpaceKnight of Chaos » Thu Jun 12, 2008 6:31 pm

True enough. I also have another potential storyline that basically has them investigating a ruined temple complex that is said to be haunted to see if it has anything to do with the mysterious plague blighting the region, only to end up involved in a fight between three factions of demons, but detailing that can wait for another day.

I thought I'd post up my ideas for the "Gnoll Kingdom" continent, but I could use your advice for a different continent: I was thinking that the majority of 'civilisation' (as in, the majority of humans, elves, etc) would be on one particularly large landmass and its neighbouring islands/archipelos in the southern hemisphere, with this being broken up into regions more or less on geographical quirks- the Serpent Jungle (traditional/associated homeland of Yuan-Ti, Black & Green Dragons, and the Dragonborn of said dragons), the Mires of Mourning (a region of Shadowfell-tainted swamps and marshes, originally homeland of the Halflings and still occupied by some diehard tribes), that sort of thing. What do you think?

Anyway, here's Gnoll Country. I really need suggestions on better names...

Gnoll Country
The westernmost continent on all of Aeron, Gnoll Country is centered right on the equator. Roughly 1.5 to twice the size of Africa, in shape this continent looks roughly like the profile (is that the word? Basically, the image of an animal's face depicted as though looking at the viewer) of a hyena's with a curve-bladed dagger rammed through its "right ear" so that its blade protrudes from the left side of the jaw.

The southern 'ledges' (the "jaws" and the "blade") are commonly referred to as the Demonpit Jungles, because they are both heavily coated with lush, thick jungle and rainforest and the 'infernal aura' (see below) is strongest here. The Demonpit Jungles are home to most of Gnoll Country's free peoples, escaped slaves and descendants of said slaves.

The north-eastern coastal lands are primarily mangrove swamps, their tidelines having been altered by the great flooding caused during the Moon's Fall. Similarly to the Jungles, the swamps are home to renegades from Gnoll society, but in this case they are outcast and 'heretical' tribes of gnolls, many of whom have taken to piracy, preying on the ships of any race that stray too close.

The majority of Gnoll Country is dry savanha, with smatterings of bushland and patches of rocky badlands. This is where the majority of gnoll "civilisation" exists, varying from actual settlements to nomadic tribes. The capital of the 'gnoll empire' is Yeen'ghu, though its precise location is impossible to map. Primarily because it moves. Yeen'ghu began life in the Infernum as one of the many mobile fortresses constructed by the demons for their ceaseless battles, but the first God-Queen, Rekla Demon-Lover, traded the souls of ten thousand slaves and gnoll criminals to House Carthenay in order to purchase what she considered a truly worthy symbol of her authority. In the generations since then, the fortress has been expanded by the labour of untold slaves and gnoll overseers into an armoured, mobile city that trundles across the savanha, powered in equal parts by its monstrous engines and the labour of tens of thousands of slaves, living and dead.


...Should I do as I did for the others and give some rough ideas on the basic societies and the like? And/or give a rough layout of Yeen'ghu, both physically and socially?
Water, water, everywhere, and all was cursed and black!
Drowned ones cast bad spell and out come pig, girl, duck, panda!
Swirl, swirl, slithery pond, and join with magic spring!
Swirl, swirl, dirty pond, and rid the cursed sting!
Here my prayer, I beg you please!
Now turn these curses BACK!

http://www.issendai.com/rpgs/japanese-boys-names.shtml
http://www.issendai.com/rpgs/japanese-girls-names.shtml
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Postby Heaven's Deamon » Thu Jun 12, 2008 6:41 pm

The added details should be helpful.

Also I'm not certain how much help I'll be with the main continent, my best areas seem to be develpment of individual characters, dealing with "mechanics" and tweaking things that have already been made.
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