Era of Magic (EoMa) 4.8.2 - now on Ko-fi!

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bvanevery
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Re: Era of Magic (EoMa) the campaign is now available!

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Regarding present efforts:
Spoiler:
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Re: Era of Magic (EoMa) the campaign is now available!

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Regarding the Tharis:
Spoiler:
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Re: Era of Magic (EoMa) the campaign is now available!

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Spoiler:
Last edited by wesfreak on December 18th, 2010, 5:55 pm, edited 1 time in total.
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Re: Era of Magic (EoMa) the campaign is now available!

Post by bvanevery »

wesfreak wrote:As for the sequal of TLU, I think we should decide on what the conflict is before fleshing out the details.
What do you mean by "the sequel" ? If you mean "the next campaign," see my post about the Tharis. If you mean "a campaign about the further journeys of Mehir after TLU ends," inferno8 has said he's not working on that until after the campaign about Tharis is done. Thus at this time, I see no point in doing any further planning for it at all. We don't need to know the conflict, the point is moot. We already developed enough background material for what the conflict may be someday.
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Re: Era of Magic (EoMa) the campaign is now available!

Post by bvanevery »

Regarding Circles:
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Re: Era of Magic (EoMa) the campaign is now available!

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Creator of Era of Magic
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Re: Era of Magic (EoMa) the campaign is now available!

Post by bvanevery »

The Great Circle Theory:
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Re: Era of Magic (EoMa) the campaign is now available!

Post by bvanevery »

BTW inferno8, you're busted! You've recast "Stargate" into an Arabic fantasy setting. :D
  • The Enlightened Ones = The Ancients
  • The Summoners = The Tau'ri (Earth humans)
  • The Tharis = The Wraith
  • The Kharosians = The Ori, although nice instead of mean
  • The Barbarians = The Jaffar (forehead ornaments) or the Unas (big brutes)
  • The Darkblooded (jungle) = The Athosians (forest)
  • The Runemasters = The Replicators
Ok I'm stretching, but the evidence is incontrovertible. :doh: How do you plead? :twisted:
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Re: Era of Magic (EoMa) the campaign is now available!

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bvanevery wrote:BTW inferno8, you're busted! You've recast "Stargate" into an Arabic fantasy setting.
What a weird coincidence! I can't believe it! I swear I have never seen the TV series (only the movie). I am... shocked :shock:
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Creator of Era of Magic
Creator of To Lands Unknown

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Re: Era of Magic (EoMa) the campaign is now available!

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Regarding the Abyss:
Spoiler:
To Lands Unknown, an Arabesque adventure of stunning background art, mobile summoning, and strong storytelling.
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Re: Era of Magic (EoMa) the campaign is now available!

Post by bvanevery »

inferno8 wrote:Regarding Tharis:
I am going to create a new topic about the upcoming campaign in "Scenario&Campaign development". I will answer your questions there.
I haven't seen it, so I'm guessing you're a bit overloaded for that. I will simplify my questions about the Tharis campaign:
  • What is important to know about the Tharis?
  • What do you want to say regarding the nature of War, particularly invasions?
  • Do you want to spend lots of time on their occult practices?
  • Do you want your main character to be powerful or weak? A general? A hapless pawn? A deserter?
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Re: Era of Magic (EoMa) the campaign is now available!

Post by iwaim »

I found some typo in wescamp-i18n repo 1.8 branch.
Era_of_Magic-fix-typo_for-branche1.8.patch.gz
(1.37 KiB) Downloaded 188 times
and update units.cfg for i18n.
Era_of_Magic-race-i18n_for-branche1.8.patch.gz
(383 Bytes) Downloaded 193 times
IWAI, Masaharu a.k.a iwaim as the BfW Japanese maintainer/translator
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Tharis campaign: "The Deserter"

Post by bvanevery »

I have been thinking about the Tharis. Here is a story for a campaign about them and the Kharosians, with a working title of "The Deserter."

I see the Tharis as a large despotic land empire, somewhere between the Romans, the Nazis, the Mongols, and the Aztecs as to how they're organized and the kind of suffering they inflict upon people. There's nothing pleasant about them. They are a culture that is based entirely upon domination, subjugation, and enslavement. Many of the people in their armies are not willing participants. Like various troops under both the Nazis and Soviets in WW II, they fight because if they don't, their masters will immediately kill them.

It is perhaps worth contrasting the motives of the Tharis with more traditional Wesnoth factions. Unlike the Wesnoth Orcs, Tharis do not fight for enjoyment. They fight because their leaders are cruel and malevolent. Their minions fight because they are scared to death. Tharis control their various conquered societies with illusion, darkness, madness, and genocide. In this respect they are somewhat like Sauron from The Lord of the Rings. Their minions are often like the Tolkien conception of orcs: not simply a race among racial equals as the semi-politically correct Wesnoth universe would have it, but rather the twisted bodies of elves who were tortured for many years in the dungeons of Angmar to produce truly warped and depraved beings. However, unlike Sauron (should he be reunited with his One Ring) the Tharis are not all-powerful. They are a land empire limited by extent and logistics, and consequently have other minions that are simply ordinary humans. Whether the humans believe in the world view of the Tharis, or whether they act out of fear alone, or whether they try to resist or desert, depends entirely on how much local control the Tharis have.

Tharis are occult and many of their magics are druidic in flavor. Hydras are created by mummifying their enemies while still alive and throwing them into bogs. What remains of the victim's tortured soul is controlled by the witches who lead a Tharis army. Should the witches ever leave the field or die, the hydras go into a rage and kill anything that vaguely resembles the essence of their torturers. The average combatant "dressed in black" is going to get his head bit off, regardless of his world view, but a truly benevolent being with a benevolent aura might be able to tame the hydras and release their souls from suffering.

The Kharosian High Priestess eventually learns this secret of their nature and trains her closest disciples to release the good in all such maligned beings. Unfortunately the Kharosians didn't figure this out when the Tharis initially invaded them; it is only as the tide of battle turns, and the Kharosians go on a counter-offensive to reclaim their insular kingdom, that the needed spiritual awakenings are understood. Thus the dialectic between Tharis and Kharosiasns is that of the pain of existence, and how different cultures come to terms with it. The Kharosians are not as pure and perfect as they would like themselves to be, but in the scheme of possible cultures, they are unquestioningly a better reaction to the problems of existence than the Tharis.

I am envisioning a campaign that encompasses both the Tharis and the Kharosians. I think they best explain each other, by contrast. It would star a deserter from the Tharis army. The tone of the story would be dramatic and serious, not comical like "To Lands Unknown."

As a small boy, his village was conquered. As all small children are instructed, his parents were thrown in the bog to become hydra, right before his very eyes. Then he is whisked around to whatever part of the empire the Tharis have need of his labor. Eventually all such children are trained to be soldiers or witches. Many traumas are repeated throughout his childhood and adolescence, as this is how the Tharis demonstrate the place of the conquered in their society. As the boy becomes a man, he cannot be the typical Wesnoth "good guy hero." He is deeply scarred, an emotional basket case with many repressed feelings. He takes action out of fear and survival, this is all he knows. Thus he may kill innocent people without hesitancy, not because he enjoys it in the slightest, but because it's a basic instinct for survival in Tharis culture. There isn't much room for kindness and mercy, as any officer who sees you bestowing such, would immediately kill you, whoever you were trying to help, anyone else they thought might be slightly relevant to the incident, and a few others for no reason at all. There is not much hope of resistance or revolution, at least not in the parts of the empire where the Tharis are strong, so mostly troops do what they're told and become as desensitized as they can to what they're doing. Repression of feelings is an important survival skill as well, as displays of crying, pity, or sadness are a quick way to get your head cut off.

When Mehir defeats the Tharis at Saffaros, the man has a chance to escape what little is left of the Tharis army.
He is hunted by Kharosians who are regaining their strength, and hides in villages and mountains as best as he is able. He kills innocents as he needs to, to survive. He faces at least one situation where he kills, not out of need, but out of reflex, when there was not really a danger, and it was clearly brutal to do so. In the past there had always been some overlord making sure he would do it, but this time there is not, and it begins the crisis of conscience that starts to tear him apart. The crisis is not swift and overwhelming, but rather a slow burn, as he has a few decades of repressed emotions to unpack about what he is and what his parents were.

As the Kharosian counteroffensive becomes stronger and stronger, it becomes more and more difficult for the deserter to hide. He witnesses some battles at a distance, and sees that routed Tharis troops are "losing it." Defeat is not the usual Tharis military experience, and many of the repressed conscripts are not psychologically equipped to handle it. Some laugh and go into an ineffectual dementia, as their overlords are gone, but they cannot be truly happy lest they return. Some face the trauma of losing their loved ones for the first time in a great while, can't handle the guilt of what they've done, and kill themselves. Some just weep and can never stop. Some just go completely insane and run for the hills, running as far as they can until they go over a cliff or are eaten by wild animals or some such. Some do manage to simply surrender, but they are muted and dead, the typical emotionally stunted citizens of the Tharis empire.

Kharosian healers walk among the defeated soldiers. They try to help, but the level of damage is uncommon in the relatively benevolent Kharosian society, and there are so many. The High Priestess convenes a special temple to handle the prisoners, to try to find a way to bring them back as human beings. A significant segment of Kharosian society fears that the prisoners are too "hardcore" to ever be restored to anything resembling normalcy, and thus are too dangerous to be released into society. Thus nearly everyone agrees to keep them under strong guard, and some think they might be better off if they were simply euthanized. The small conflict over what to do with these tortured people reveals that the Kharosians, although a relatively benevolent society, is hardly a perfect enlightened society and has its own fears and ugliness.

The deserter finally unravels, in part because he has seen his countrymen unravel. He comes out of hiding, walks into town, and throws himself at the mercy of the priesthood. He experiences a dark period somewhat like living in an insane asylum. The Kharosians are not necessarily doing bad things to him, but many of his reactions to authority are involuntary, and the Kharosians do not yet know any quick, effacious way to repair their damaged psyches.

The High Priestess is deeply disturbed by the turning of her soldiers at the battle of Kharos. Although it doesn't cause her to lose her faith, it causes her to question the boundaries of faith, the value of it to ordinary people who do not live in temples. If the Master of Darkness can so easily sway so many of her people that all their beliefs are false, and even that nihilism and darkness are to be preferred, what does that say for our condition as benevolent beings? She is frustrated by her inability to easily help the prisoners, and by the mutterings of some Kharosians that they should simply be killed, as it is somewhat reminiscent of the life philosophy of the Tharis they have just repelled. The Kharosians are on the march, but do they march for righteous things? Mehir just saved her, then betrayed her, and stole their Sun Ray. Well, half their Sun Ray. Rationally, she admits that nothing has changed for having lost half of it, except a feeling that their beliefs have been violated. This feeling of violation and betrayal has become a powerful force in Kharosian society, and she does not consider it to be positive. Should she have offered their sacred object freely and openly? What are Kharosians going to become as they embrace war and retake their homeland? Are Kharosians believing in correct things? Did the Master of Darkness, despite the obvious cruelty and wrongness of his world view, nevertheless have a minor point in there somewhere?

Somehow, not sure by exactly what mechanism or plot device, the High Priestess finally has a key insight as to how to help the prisoners. Perhaps it comes to her while she's on a battlefield, walking amongst more defeated Tharis troops. Perhaps she interacts successfully with a hydra. Perhaps examining the remains of a mummified victim in a bog helps her to understand. Perhaps she answers various questions that have been nagging her. Perhaps all these things. Eventually, however, she realizes she can help, and "The Deserter" is the 1st really hardcore case that she's able to have an impact upon.

The High Priestess has gained an exceptional ability, not through accident of birth or sheer willpower as the prophecies seemed to predict, but simply by a greater understanding of compassion and a willingness to see it through, to its logical conclusion. She realizes that she could, in some sense, now be considered a Mistress of Light. She also realizes that the Prophecies are a bit of a lie, because every such Mistress faces a final test of her "goodness." Will she transcend her body and become a perfectly good entity, a personification of the Light, or will she remain here in the world to perform good deeds? The morality of her predicament seems quite obvious to her, seeming to confirm that this is what a Mistress of Light actually is. This in turn leads her to question what Kharosians actually believe in. Although the core of Kharosian belief is mostly good, there are corners and details that now seem of little concern to her, yet are of disproportionate concern to others in Kharosian society. Such as the worship of the Sun Ray.

The High Priestess may go through an internal philosophical test; she may have developed an awareness that she can transcend but must now choose whether or not to do it. Alternately, she may be tested by an actual Sun god in these matters. If the Sun does appear and act as a guide, she will ask why the Sun has not intervened in the pain and suffering of the world. The Sun will say that he doesn't have the power. Although his dimension has many facets - light, darkness, benevolence, chaos, and elemental magic - it is an ephemeral place where structure and resolution comes and goes. Although the Sun doesn't explain it, these are all just facets of the Abyss. What the Sun does explain, is that the permanence of any Good or Evil upon the world is for her kind alone to determine, and will be whatever they choose. She asks, then why do we worship you at all?? The Sun says, "because I gave you plants. I have given so that you may grow."

The High Priestess comes to understand that Enlightenment is a gift passed from one sentient being to another, to the degree that such a being is capable of doing, given its own limitations. With this knowledge she asks The Deserter, and others of his kind, to help her to break the leadership of the Tharis empire. She knows that she and the Tharis prisoners are uniquely motivated to end this menace, that they are fanatically capable of giving their lives for a higher purpose, in a way that insular Kharosians concerned for beliefs, rituals, and relics cannot presently understand. She does not ask her own Kharosian people for this. She knows that if she does ask her people, in the course of waging war with the Tharis, they will become a lot more like the Tharis and a lot less like the enlightened being she has now become. She is already having trouble explaining why captured Tharis should live, and why people should not be so angry that half their Sun Ray is gone. She cannot defeat the Tharis but she can hope to mute and diminish them. To make the world more balanced, it is best to strike at the Greatest Evil, while protecting the Somewhat Good from the harm they would do to themselves in trying to conquer that evil. And so, the High Priestess, The Deserter, and all his countrymen at the Temple Asylum abscond in the night, on a clandestine mission to unravel the power of the Tharis leadership. Good timing too, as a minor faction of Kharosians was just about to murder as many of the prisoners as they could get away with.

The battles and adventures that follow deal with the Tharis occult. Gradually the mysteries of how the Tharis leadership controls their minions are unraveled. Villages here and there are set free, and the knowledge of how to resist spreads. The Tharis empire, being large and militarily powerful in conventional terms, has plenty of ordinary tools for keeping people repressed, but mind control just doesn't work as well anymore. The empire breaks up, with general chaos and multi-factioned civil wars. The farther reaches reassert themselves as independent nations, and start rebuilding themselves according to what they once were, before the dark times. The Deserter distinguishes himself valiantly in the conflict, although he does have his moments of temptation and relapse. Both The Deserter and The High Priestess are killed, but before their demise they see the likelihood of their work having a positive effect upon the world.
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Re: Tharis campaign: "The Deserter"

Post by bvanevery »

Some notes on characters and cultures.

Love is rare among the subjugated Tharis. The amount of trauma that any surviving Tharis is put through, the constant fear that one will be subjected to the discipline of the leadership, or spied upon by one's neighbors, makes it very difficult for the Tharis to do anything but protect themselves. Reproduction is often by rape, with males sympathetic to or embracing the violent repressive culture of the Tharis taking the dominant role as a form of reward. Sometimes for amusement the witches just force an unenthusiastic male to do the deed. Many of the women secretly try to become infertile, so that they will not bring children into this horrible world. If they are caught, they are often sent to slave labor camps, or sometimes thrown into the bog. If they fail to make themselves infertile and become pregnant, they often commit suicide, although a few are inevitably too numb to their circumstances to try to control their fate any longer. The lack of fertile women in Tharis is not a big deal to the leadership, as Tharis witches are plenty happy to have many babies, and there's always some new village somewhere to conquer, whose children can be stolen and terrorized. The Tharis always have many first generation citizens because reproduction leading to a second generation is so rare. The second generation is almost always thoroughly evil, as like the Hitler Youth, they are indoctrinated from birth and empowered against any parental interference.

The Deserter is a typical product of Tharis culture and consequently, is about as lonely a human being as you can imagine. Any romantic inclinations towards this guy would trigger a mountain of baggage. Not the least of which would be, the time he was forced into "rape duty" and did as he was told. The woman hated him afterwards, and when she became heavy with child, she killed herself. This doesn't have to be explicitly told, but so long as the general trend among the Tharis is explained, it can certainly be alluded to.

Kharosian culture, being based in ancient times on crop fertility rituals, has nothing negative to say about human sexuality. Growth and reproduction are simply part of life. The priesthood is not prohibited from sex, marriage, or raising a family; in fact, large families are considered quite healthy in Kharosian society, same as large acres of crops. The High Priestess, however, has a lot of duties and responsibilities as a leader of her people, and has also progressed farther along the paths of spirituality than her people. "The woman closest to Enlightenment at a given time" is generally selected to be High Priestess, assisted by a certain amount of divination that at least in this universe, tends to be somewhat accurate as far as giving good results in a leader. Potential High Priestesses are trained from birth and consequently, learn the weight of responsibility early. When a High Priestess is chosen she is somewhat alienated from her otherwise eligible peers, and in many respects stands alone afterwards. This is partially by cultural design, as the Kharosians believe that to reach Enlightenment, one must detach from worldly concerns to a large degree. Semi-isolation is seen as a tool for cultivating detachment.

The High Priestess is rather lonely as well, just not so dysfunctionally as The Deserter. She has been trained from a very young age to channel her emotions by talking to the Sun. The Sun never talks back, it's not a god that has any tangible presence in this world, other than shining its rays on crops as our own sun does. Nevertheless the Priesthood spends a lot of time talking and praying to the Sun. Talking to the Sun is how early exposition of The High Priestess' character is handled. Her prayers, uttered aloud, are how we learn what's on her mind, and in many respects how she herself learns what's on her mind. Some people write in journals, she talks to the Sun.

When the High Priestess finally realizes how to help the deeply wounded Tharis prisoners, she also realizes how to transcend her physical body. A further consequence of this, is she can now talk directly to the Sun in the Abyss, and the Sun answers back. This is quite a shock to her. The High Priestesses of ages past did keep records of their experiences, in order to guide future Priestesses, but very little has ever been said about direct communication with the Sun. This is because all Mistresses of Light who passed through this juncture, were raised in a culture of isolation, and thought it rather important to keep this knowledge hidden, since it is fundamental to Enlightenment. The Enlightened speak to the Sun and know what to do with that knowledge. The unenlightened do not, and would probably make dangerous claims on the Sun's behalf. So the High Priestess, like all Mistresses of Light before her, makes the predictable decision of not telling anyone about the experience or recording the event.

The Sun, however, is not a big talker. It's a limited being whose main achievement in the universe has been to self-adjust its heat output to optimize the flourishing of human civilization. Keeping that up is a fair amount of work, not leaving a lot of mental energy for chit-chat. Many of the aescetic tenets of the Kharosian religion are things the Sun itself had to go through, to achieve its self-mastery amongst highly distant, sentient stars. The Sun is a bit lonely and although it firmly believes in generosity and the giving of knowledge to other sentient beings, its emotiveness can be somewhat cold like the vacuum of space that it sits in. Thus the Sun does not speak to The High Priestess anymore after her moment of revelation. It was about as much as the Sun had strength for, or cared to continue with. For the Sun to speak, it has to be really really important.

The High Priestess continues to pray to the Sun. The tenor of the prayer is different. She always had faith that the Sun existed, but now she knows with certainty that it exists and can speak to her. This is on one hand a relief and an inspiration, but on the other a frustration, because now the Sun is not speaking to her. For this reason she starts to reach out to The Deserter for counsel. She has to talk to someone, as her relationship with the Sun has changed. It's just not meeting the needs of her life anymore. The Deserter has been trained in some of the Priestly arts, especially the ones relevant to combat and healing his countrymen. Thus the High Priestess has been spending time with him, to train him, and something vaguely resembling intimacy develops. The intimacy is not acknowledged or consummated until just before their deaths, when they both realize that no matter how lonely, duty-bound, or emotionally scarred they are, they are soon to leave this world and "this is it." Despite their esoteric knowledge, neither one knows for certain if an afterlife exists, so they don't want to leave without expressing the feelings they have for each other. You might call this a "love interest," but it would be more accurate to call it a "friend interest" or a "human being interest," between two people whose circumstances have kept them way too apart from just about everyone.
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Re: Era of Magic (EoMa) the campaign is now available!

Post by wesfreak »

This seems more like a fan-fic to me than an EOMa story, mainly because of the amount of things you just made up, rather than taking from existing information. Granted, there isn't much existing information: The tharis have no racial description and little unit description. Other than the creation of Hydra and the nature of the Tharis empire (they could as easily be much more tribal, with different clans/small countries warring against each other, for example, with the invasion against the Kharos being the attempt of one country to expand it's power base.) You also invented a lot about the Kharosian sun worship: It never says that they worship a sun-god, like the egyptians worshipped Ra. I always thought they worshipped the sun itself, as an object rather than a being.
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