2018/05/22

Playing with Fantasy VIII

Fantasy game thoughts.
  • I'm not tired any more, so I did the number-crunching. A dragon of the dimensions of a river otter, but 120 feet long, and only as dense as a bird so massing 69.6 (short) tons, with a wingspan of 108 feet, would, assuming its neck and tail include feathers to act as lifting-area and it is, thus, basically kite-shaped (but leaving off say 10% of the length, for the head itself—a square kite, basically, although the back is longer and the front is shorter), have a wing-area of 5,832 square feet and a wing-loading of 116.5 kilograms per square meter. That results in a takeoff speed of 88.2 miles per hour. The wings are also not just triangles, they're shaped more like a bird-wing, but that's the net total area.

    I wonder if the really big dragons run down mountain slopes to get up to speed more quickly. For the gold-dragon sized ones, the younger age-categories would weigh only 35.5%, 9.6%, 1.7%, and 0.23% as much, at the Gargantuan, Huge, Large, and Medium age-categories respectively, and yet their wing area would be only 50.2%, 21%, 6.7%, and 1.8% the area, so the wing-loading goes down drastically. (Small and Tiny, found in smaller types of dragons at young age-categories, are 0.03% and 0.004% as heavy and have wings with 0.4% and 0.1% the area.) Actually, let me crunch the takeoff speeds for 'em all: Gargantuan, 74.2 mph; Huge, 59.7 mph; Large, 44.8 mph; Medium, 32.2 mph; Small, 22.8 mph; Tiny, 16.1 mph. I.e. the large one just has to move as fast as a fast horse to take off.

    You can actually move something built like an otter pretty quickly; rabbits, after all, have a similar body-plan.
  • I'd been struggling with my Fiendish/Celestial/Primordial/(Aklo) language. There isn't enough of a corpus of Valarin, Black Speech, or whatever you want to call the Cthulhu gibberish (it's not Aklo, I'll tell you that for free) to easily make a language based on any of them. (Though they did do a pretty good job with the "Faceless" language in WoW, but like I said, basing the phonics on Cthulhu gibberish was a chore to pronounce even for me.)

    I eventually buckled down, bit the bullet, and just overhauled the grammar to the point of actual usefulness, but along the way I toyed with just declaring that there is no such language, as we think of language. I had two rationales (or rationalizations) for that. One, they're divine beings, so glossolalia (speaking in tongues) as their mode of expression makes a kind of sense; and two, my setting is partly based on Native American ideas, with only Old World material culture. The Navajo gods are defined as unable to speak. (Yes, even "Talking God"; he metaphorically speaks for them, as their leader.)

    The way that would have worked, if I hadn't eventually gotten down to business, is that anyone who speaks the divine/extraplanar language would be able to understand anyone else speaking it, as if they spoke the same language, but really they're just babbling glossolalia at each other.
  • One thing I decided along the way is that all the "outsiders", not just the fiendish ones, have names in Primordial, but the gods prefer the names in the languages their mortal children have given them. Whereas the fiends prefer to be called on by their original names, if not in their own languages, because they view mortals as livestock, not even pets let alone children.

    Now, of course, I have to come up with a system for creating names for fiends, which system I can also use for the courtesy-names of mortal witches. (Actually maybe just human witches, the dark-elf and black-dwarf witches don't worship fiends like human ones do, they worship gods that happen to be hostile to the other gods. Goblins and orcs don't have witches.)

    Think maybe the fiends' names will have a third element, though, to keep the talking pond-scum in its place.
  • I think I can get a reasonable lift out of the Pathfinder Ultimate Combat airship, with a steam-filled envelope (I draw the line at letting a fantasy society have helium, and hydrogen is suicide). Steam has about 61% (actually 20/33) as much lift as helium, so you need 65% more volume; medieval ships the size of their airship's gondola, 20 feet by 60 feet, typically have displacements of 20 to 30 tons, plus 30 tons of cargo. A helium-envelope to lift 55 tons would be 1,581,715.41 cubic feet, so a steam one is 2,609,830.43 cubic feet. Assuming the same proportions as its gondola, that means an envelope 355.32 feet long and 118.44 feet wide (and tall).

    Of course, we're glossing over the fact it's really hard to contain superheated steam safely. Handwave it with "magically treated" material, and so on. I think the steam is magically generated somehow (fire and water elementals in some kind of ethically questionable harness?). The "magical engine" in the vehicle description is vague; my gut instinct, of course, is that it should be a pretty chair that eats the day's spellcasting of a spellcaster who sits in it, but that doesn't really match the actual description (also it's probably copyright infringement). I picture it as a big stone pillar with runes that both indicate and let you control your altitude and speed.
  • One thing the Elder Scrolls setting does remarkably well, but that most of the audience probably missed, is Gnostic twaddle (though really if you're not familiar with Gnostic twaddle it probably speaks to your good judgment). Read, for example, The 36 Lessons of Vivec, and then read something like the Gospel of Judas: the exact same type of self-satisfied, self-important bafflegab, dressing up deeply shallow pseudo-philosophy in big, impressive-sounding buzzwords. I don't mean this as a criticism; it's a fascinating way to develop a setting, by giving its mystics authentic esoteric gobbledygook. (Also, as I think I've said before, it's nice that all those people with comparative religion degrees are finding work.)
  • Decided that, just as my setting only has one kind of fiend, it only has the angel-type celestials. Other than that there's the elementals. I might keep the guardinals agathions, eladrin azatas, and inevitables as servitors of the human, elf, and dwarf gods. But then again maybe not, since I can't really find anything appropriate to use for servitors of the gnome gods. (The Pathfinder "Dimension of Dreams" is sorely lacking in anything one might use that way, practically everything you meet there being straight-up evil instead of merely incredibly dangerous through no fault of their own, as would make sense in a world run on "dream logic".)

    I was starting to think I'd use a lot more fey than I'd thought I would—fauns but not satyrs; dryads, hamadryads, nereids, and oceanids but not nymphs; atomies and pixies but not the others—but no, I think I'll just have things like genies count as "fey" for purposes like a druid's Resist Nature's Lure ability. The last straw was how Pathfinder conflates rusalka with bludička (the ara-mitama of the rusalka), which completely screws up the ending of the opera. Also vodyanoi certainly do not "resemble humanoid salamanders". They're water goblins. Their theme-song is even often called that, in English.

    Basically the whole edifice of the "fey" creature type, in a world with elves and dwarves (or goblins), was weird from the get-go; and Pathfinder trying to make the gnomes more a part of it than the others was even more bizarre. Elves, dwarves, and goblins actually are fairies (except in Germanic languages instead of Romance ones), whereas gnomes are elemental spirits from an alchemist's cosmological speculations. (Also though seriously the other word Paracelsus used for them, in his Latin notes? Pygmaeus…the Greco-Latin for "dwarf"! What a man whose real name was Philipp Bombast von Hohenheim might mean by "dwarf" is left as an exercise for the student.)

    Basically, what D&D calls a gnome really should've been called a brownie, since the actual gnomes were just dwarves. Yes I realize "jinn" is pretty much just "fairy" in Arabic. Even I'm not that much of a stickler, though.
  • People complain about feasting in fantasy novels. I'm not sure why; probably the stupid idea that what does not directly advance the "plot" is bad, never mind a well-written feast actually advances plot too quickly, if anything. I can see complaining about a paper-thin Ren Faire cliché storm feast (giant turkey-legs, huge carcasses being spit-roasted), but I mean, can you find Japan on a map? Or any other Pacific island? Heard of the Tlingit? And, yes, the Norse? Feasts are a huge deal, anthropologically; they cement relationships and allow the elite to display their power without having to kill anyone. Gifts are given at feasts, and songs are sung. If you can't figure out how these things are a convenience to a fantasy story, you have no business reading them, let alone writing them.

    I'd actually like to see feasts in fantasy games—have that be where you find out the ancient prophecy you're supposed to fulfill, or where you're gifted your plot-significant weapon, from the largess of a mighty chief. Oh, but they'd be boring to sit through? Most of the Thieves' Guild questline in Skyrim consists of standing around while NPCs talk; a feast would at least establish setting, even if you stupidly decided not to have them be where key story-development occurs. You should get a feast every time you become a thane, and maybe have a skald sing something that gives you a tip for fighting Alduin, make the last fight easier. That would certainly be better than entire Mephala and Boethiah questlines that wound up being cut anyway.
  • Decided that the giants in my setting are from the gas giants in the system (Neptune- and Uranus-type gas giants, with solid cores); they had to abandon their worlds at the same time the elves and dwarves abandoned the moons. Decided that wood and frost giants have the proportions of elves, while stone and fire have the proportions of dwarves and hill have the proportions of humans (this results in a 12-foot-6-inch fire or stone giant to a 15-foot wood or frost giant, and a 13-foot-9-inch hill giant). Each group of proportions is from a different gas giant.

    Also decided that the fire and frost giants are the giant equivalents of orcs or black dwarves and goblins or dark elves, respectively, changed by trafficking with a dark power (an outcast member of their pantheon). My wood and stone giants have cold and fire resist 5, while the "changed" equivalents have full immunity to the energy-type in question. The hill giants were all changed, the way the frost and fire giants were, but mine are a bit smarter than the ones in the core rules (say Int 8 or 9 instead of 6). They're giant humans, basically.

    Might change it so giants advance by class-levels like other humanoids, and have all the hill giants be barbarians while the others are mostly warriors.

No comments: