lørdag den 5. oktober 2013

Contemporary Project: Magic



Magic
Superstitious phenomenons without explanation, which occurrence of are rare.

Evolution and growth is powered by one source of energy, the power of creation that radiates from the center of the world. The center consists of a stone. The speed of creation/evolution depends on the distance to the center. It grows exponential. Creation develops along a specific pattern, starting with an idea. The idea grows and achieves significance in the invisible realm, the idea has consequences in the visible realm as emotions or thoughts that are felt and reacted upon. After being in the invisible realm the idea will move to the visible realm causing changes in appearance. The idea will thereafter achieve physical form and assisted by streams of ideas that create programming or function.

Genetic Magic
Manipulating thought and triggering specific areas of thought in others are powers that happen to be inherited though the genes of people who have lived in an area with strong radiation from a centerstone. The radiation influences the thought pattern of the people and empowers their thoughts to communicate with other realms, such as the invisible, visible and physical realm, following the same pattern as the centerstone.
Heightening of instincts also occur thou being a rarity. These include heightened intuition, hearing, sight, taste etc.

Active practitioners and possessors of these powers call themselves evokers, mindreaders and fortune-tellers, all of which represent misconceptions of the true abilities (although evoker serves the art well). Possessors often tend to misunderstand the reality of their powers, practicing mindreading around the gamblers table instead of practicing thought-manipulation and running business with fortunetelling, using numerous rituals and knick-knacks instead of treating their intuition as pure instinct.

Wielder Magic
Some flints of the centerstone are to be found across the world. A person in possession of a flint is constantly fighting against it. He will be able to control the evolutionary radiation only if he is strong in heart and in completely peace with himself. He will thereby be able to create, change and evolve objects, following same pattern as the centerstone.

In the future (many years after 1300) terms will come for specific wielder of centerstones:
Illusionist
The Illusionist practices techniques to form and create objects and pictures only in the visible realm. To give objects compact form in the physical world, is not in the Illusionists power.

onsdag den 25. september 2013

City: Grondal, a scaldic babarian city

Grondal

Grondal (1.320)
Grondal is a skaldic city in the middle of an uneven valley, where travelling is a big issue due to the amount of fallen snow. The city of Grondal consists of an old settlement and surrounding houses primarily made of wood and clay. Around 900 “Gronfolcs[1]” as they call themselves, live in houses within of the town wall. The town wall is supplied with watchtowers that are now old and on the edge of collapsing. Many attacks has over the years come about, but the many resent has been triggered by mainly thoughtless adventurers venturing into the wilderness or inexperienced miners hoping to find their own little goldmine. Near the settlement lie three big halls, one for each cast. When the time of winter falls over land, every family is given a section of the hall to sleep in. The halls have a separate room at one end for worshipping, and a huge cooking pit in the other end.
The rest of the Gronfolcs live along the forest and hillside, working respectively for the occupations Jarls, either mining, logging, gathering or herding.

Government
The people are represented by a Drott (leader) from each race. They (usually two) manage law and order relentlessly with little help from Grondal Council. This leadership is inherited or decided by choice.
 There exist three working classes: the accountable (jarl), the worker (karl), and the slaves (thrall). The casts work together in every occupation in Grondal. The Thrall, consisting of newcomers, homeless, orphaned and safety-seeking outlaws are commanded by the Karls, usually 1/20. The Jarls forms a leadership of usually 5 per 50 Karls, which contracts to the Grondal Council.
 Only few inhabitants of the valley are independent, and not under the rules of Grondal.

History
A fort created long ago by a clan of Goliaths, who tried to widen their territory while in conflict with a tribe of Orkins. But the unfamiliar environment made the Goliaths retreat to their familiar mountain surroundings.
Richard Blank - Leader of Blanksten
A nourishing river had made its way into the valley, which revealed the old Goliath fort to a travelling tribe of Farfs and Golons from the north. Grondal has since been a home for the tribe’s ancestors.
Since Grondals participation in the Hraun "kingdom" (1114-18), which covered the surrounding mountains. The city has been rather excluded from the “Lowlands” (southern cities). The town has not been either invited or considered in the Skaldin alliance. Which is said to be the main cause of the poor trade between them and the cities of the lowland.

Culture
The city has a well-deserved reputation for dirty deals and taverns filled with bandits and other outlaws. Once a year, on the last day of summertime, a big get-together happens in Old Bag Street. All shops are closed and everyone comes out into the street to party and drink ales made from the year’s gatherings. It changes from time to time, how much violence, vandalism and rape happens after nightfall, but whatever happens, on this very evening, it is said to strengthen the unity of the town.

Guilds and Powerhouses

Blanksten
Grondal is known for outlaws seeking a safe home. Thralls are the working class of such people, outcasts from society or clans. With repelling backgrounds of crime or simply misunderstandings, these inhabitants search protection, which is something the guild of Blanksten provides.
Blanksten consists of 53 people, only 10 of them are known. The rest are independent or undercover Karls that serve as rogues and assassins for the guild. Not all are inhabitants in Grondal.
The leader is Richard Blank, a farf/whiteskin male Rogue.


Economy and life of the Gronfolc
Grondal is rich on animals of burden, yaks and rams that are bred and used for carrying resources from the mines and gathering shelters in the wilderness. Grondal is home for hardworking and brave woodcutters and miners, and has a prestigious history of mining. Although the female Gronfolc appreciates decorative valuables, woodcarving and time-consuming leather crafting, these are often referred to as snobbish and useless. An occupation that weakens the worker. These are jobs for the Lowlands according to the male workers of Grondal.  
 Most time goes with producing enough wood and food to survive the harsh winter, which often cleans out the weak and sick. Due to the poor reputation amongst the lowlands, the arrival of foreign merchants cannot be relied on. In cases of possible starvation throughout the winter, mountaineers are made to seek out the stonerace/Goliath to attempt possible trade.
 Although the female Gronfolc appreciates decorative valuables, woodcarving and time-consuming leather crafting, these are often referred to as snobbish and useless. An occupation that weakens the worker. These are jobs for the Lowlands according to the male workers of Grondal.
 Hunting cabins in the outskirts of the valley stores tasty meat and fur from deer, wild yaks, wolfs and snow tigers, which is transported into the town by yak-carriages and sold on the market. Within the city walls, a growing number of pastures are filled with sheep, goats and cattle, which produce wool, leather and milk to the city. Also a short season of farmland produced corn for a month or two into the long winter.
Eksport
·       Rams and Yaks – Lowlands and Safehill
·       Bloodstone – Skaldin
Import (not worthy of trust)
·       Corn – Lowlands
·       Berries – Lowlands (baldrian)
·       Herbs - Baldrian
·       Fish – Lowlands
·       Advanced tools - Lowlands





[1] http://archaeology.about.com/od/vikings/qt/viking_social_structure.htm

Race: Goliath


OBS: not up to date

Goliath


 Goliaths are tall creatures with skin as grey and tough as an Elephants, and with several stony bulbs under their skin. They primarily have white or green eyes. They are taller and bigger in addition to humans. The Goliath race is said to have its “roots” only from rocks and fundamental elements as earth, wind and fire.

 Because most Goliaths are hunter-gatherers, they tend to settle down in alpine meadows or valleys in midwinter, and when season changes ascend to the higher peaks when the snow is melted. While retreated to the lower point, Goliath tribes often bred goat flocks in high numbers to support times of unsuccessful hunting.

 The Goliath people live in sheds and caves in The Gorrian Mountains, living as hunters, fighting their way to their prey in competition from the Giants and Orkins. Their intelligence is weaker than humans, but every Goliath is a potential fighter and hunter. 
Goliath chieftain



 Goliath life

Goliaths place great stock in clan and family; life in the mountains teaches even the youngest to rely completely on his fellows for a hand across a mountain rift. They are completely unsympathetic towards tribe-members who can’t contribute to the well-being of the tribe. This includes sick and old, and these are exiled from their clans, never to return. Social structure is based on what you do and contribute with. The lowest caste is expelled and doomed to wander alone until death, these usually end up killing themselves or settle down in human areas. The greatest sin of the Goliaths is to disappoint his clan.


 History
The Bhald Goliath clan is some of what appears in the lesser-praised tales of the Goliath. It was a big clan that fought the Orkins for a decade, but it resulted in a loss of around fifty Goliaths, who changed side. There is a rumour, that it was a female Goliath that inflated the idea, because of a relationship to an Orkin. But this is considered nonsense in almost all clans.

Race: Farf

Farf

A human species called the Farfs. They inhabit mainly the Eastern and Northern part of GVL. Farfs have a thin, but longer skull and a straight nose. The mouth is usually turned downward from birth, and they have long black hair.
 Other Races
Farfan leader of Grondal
They tend to avoid living side by side the Whiteskins, mainly because of their mistrust to other races, but also due to their lack of confidence.
 Long ago, driven away from their homelands, the Farfs where spread all over Gorrsland and the upper kingdoms. With a past of tribes and life as outlaws, the Farf has developed good hunting and marksman skills, they have been open to other outlaws, such as Goliaths who where abandoned their clan, and in some cases even civilised Orkins, which has resulted in the Golon race.
 With no heroic deeds in the history of Green Valley Lands, the Farf has become inferior to the race of the Whiteskin. Therefore, they prefer living close to each other, going to the same pubs and doing business with each other. This has inevitably resulted in ghettoization of the Farfs in the bigger cities, which usually involves secret and hidden weekly meetings and rules, which only the Farfs know of.
 Psychology
Remaining true to the game shapes daily life of a Farf. Confidentiality is a major value amongst them, not acting boisterous and to speak only when necessary or in familiar company. That is why; trudging into a gathering of Farfs, can seem extremely awkward. This culture of “laying low” can be found suspicious and uncomforting, although most shushed conversations are everyday chitchat.
 The use of sign language, called Farfan, is used by the Farfs when communicating over longer distances, of approx. 10m.
 Something that is taboo amongst the Farfs is private and personal issues. These topics are rarely spoken about, and if so, is it up to oneself to bring it on. Unlike other cultures, monthly income and worth is openly discussed and measured by each other.
 Categorising and estimating everyone by status and reputation, knowing who knows what and working out how everything works, sums up the Farf race pretty well.
The Farfs used to be hunters, but Whiteskins and Golons has overtaken those posts, and now the Farf use their structured mind to serve as architects, mathicians (mathematicians) and investigators.
 Farf life
Family members take good care of each other, and parents hold their kids in a tight line.
Farfs has always had charm for dogs. They serve as respected members of every hunter-family, and to many others as pets and lifeguards.

The Farfs often spend a night or two playing cards and drinking Sourjuice (week-alcoholic Farf speciality made from fermented berries), while the kids play and look after the dogs or the house. Although alcoholic beverages are dear to the Farf, being drunk in public are completely outraging for the Farf, and are often dealt with right away.

Race: Golon

Golon

Golon (without the TMNT feet)
Cross between half-Goliaths and Humans (originally Farfs). The golons live side by side with the humans. They have a greyish skin with pink-coloured birthmarks covering some parts of their body. They are a bit taller than humans and have a tendency, inherited from their bigger ancestors, to build hard and highly beneficial muscle.

 Other Races
Golons see themselves intact with the other humanoid races. Having a lot in common with the humans, the Golons are highly accepted by the Whiteskin for their strength in crafting and praised for their loyalty. Golons tend to circulate well in also Farf communities, due to their patience and stubbornness in decisions. Overall they make a civilised alternative to their more monstrous ancestors.
 On the other hand, there exists a tension between the Golons and their ancestor-race. The Golons are descendants from the Farf tribe, which welcomed abandoned Goliaths. This naturally resulted in a unwelcoming of Golons unlike other races. Although the fact is highly frowned by the traditional Goliaths, the genetic problematic usually remain unmentioned while trading with the Golons.
In worst cases, the Golons are even claimed to be part Orkin.

 Psychology

Raised together with the Farf-race, the Golons has benefitted from a structured mind of the Farf and the hunter-gatherer Goliath race. The Golons has kept the muscular body of the Goliath, but inherited the more rational mind of the human, which has been reinforced human culture.