Subject: Re: race/region design
From: Beregar (beregar@majik.netti.fi)
Date: Sat Aug 21 1999 - 16:19:37 EEST
hook wrote: > I am interested in designing races and regions for Majik. At the moment > i have done some preliminary work on the Althainon region located on the > continent of Eldiron. I can create the region and people of this area > and more as well if needed. here is what i have written in the last few > hours. Good, I separated Althainon from Tragothar since Tragothar is quite much reserved for it is home of orc tribes (though we don't yet know who makes them:). I send you more information about race/region design and you really shouldn't take areas before you know if they are already reserved (luckily this wasn't). When you design player races you should use same title structure as I did (read race designing.txt) and when you design regions it should have those things mentioned in (regiond.txt). I send also updated list of reserved areas, those without r are still question marks. althainon.txt has describtion for Althainon and few com ments of mine. When you design regions try to avoid too many magical oddities since magic should be quite rare in Majik. There should be some reasons for these oddities (like closeness of nodes, curse of some god(dess), ancient artifacts or a race which has innate abilities (so no humans here)). Remember, currently Sol'Daran has weather control because of woodelven druids (innate ability to control weather I suppose). Black waste has field because of Harum got a little angry there. These are largest MAGICAL oddities around Majik and we should not make more of them. Otherwise areas are quite small and isolated, for example Osthel and western isles and they both have pretty good reasons. Most other areas which seem odd have usually some natural basis for them, like travelling oasises in ghalimcar (they don't actually travel, they dissappear and then reappear in some other place). I repeat, we should avoid magical oddities if we can't give good reasons for them. Currently I'd like to see some human tribe in Thalamon, but human tribe in some other area is sufficient enough. You should not design anything else yet. btw to Yorkaturr, Jormap and all you who have made race designing already, I'd like see you using same tittle structure as I did since if we are going to place them to worldbook I'd like to see coherent race descriptions. When you give magic to humans remember that it should be 99% religious magic and when you design other races which have magical abilities even they shouldn't know much symbolic magic if they meet easily other races (to avoid abundance of teachers). - Beregar (Beregar@majik.netti.fi) I have a suggestion. All those who are making a race should also make their homelands, this might seem obvious, but we (me and McDuff) already started to make "Regions in Short" file which was quite stupid. So for example when i make Brahjians and they live in Ghalimcar desert, I have to also make that Ghalimcar desert and when Mandor is making elves who live in both Sol'Daran and Beheran, he must make those areas (or get so meone else to make them). When we have everything ready we will gather everything to larger files. Regions should include at least following things: Short Description As Namhas wrote short desc should give overall description of the area. Please be true to map terrain when descriping nature. (though i suppose map can be changed too) Climate Climate in the area, you can use either the one in my climate desc (i don't recommend) or make own. We should make climates quite similar in close areas. Other Descriptions Other desc are for example following things: - extended area/climate desc - history of the area - sentinent races - resources - flora - fauna - landmarks, monuments, cities etc I think these are quite self explanotary. Landmarks will ease players to recognize areas, monuments might be some ruins of an cient city etc. Cities should contain list of villages, cities town..everything which is build by somebody. I (or somebody el se) will later later gather all flora, fauna and resources to larger lists so they are required. History of area is quite im portant too, has anything significant happened in area? like ar rival/birth of race, cataclysm, magical event. Use imagination when you make titles but remember that everyone should have same titles then. I'll require at least resource, flora, fauna lists (probably history too). Area map This would be nice to have. It doesn't have to be very detailed or it could be a capture from our larger map. NOTE! If you make some magical enchantments in the area you really should give reasons for them. We don't want to see too much of these since magic in Majik should be quite rare and they should not be near common areas, only in places which are difficult to reach (those magical "fields" in elven lands and black waste are exceptions). This doesn't mean that area can't have any mys terious old temples or ruins of some ancient cities (which were built by ancestors of curren races) because they make areas more interesting, but avoid exaggeration in this case too. I recommend that when you design races and monsters you use same structu re as I did if that race is somehow special or unique. I feel that struc ture which namas gave to us lacks something though this is basically sa me: 1. Introduction 2. Appearance 3. History 4. Culture 5. Religion 6. Language 7. <homeland> 8. Roleplaying Religion and language both should have their own titles instead of pla cing them as subtitles under culture - Religion is more important in Ma jik than in most other games and it would be easier for those pepole who make descs for gods and need more detailed religious information to find it from here. Sub-titles are anyway optional and one could choose not to descripe religious habits of race under culture title which is bad becau se there must be always some explanation about how race feels toward re ligion and gods, even if it doesn't have own religion. Every intelligent race should have language which it uses in communication between members of own race or other races. They don't need own language but they should use at least some language. Also telepathy is considered as language and should be mentioned here. Under <homeland> title should be short description about region where ra ce lives, for example I took same description for Ghalimcar deser as in "regions in short". From here should be link to detailed file which ex plains whatkind of plants, animals and resources area has, how many peop le there live, where and descs for their cities etc. Also area map would be nice. You may have noticed that all my files lack history part currently but there is simple reason for this. We only have decided that current races are decendants of "first races" which arrived to this world when two " flying rooms" crashed in Majik (probably gods had something to do with this). We don't yet have descs for how our current races developed from these races and how long did it take. Though I have placed few referen ces to historical happenings when I have made these files (for example reason for existance of Vorack race and creation of Ghalimcar desert). When you descripe less detailed common monster races (player races must be always as detailed as they can). I suggest that you use title structu re which namhas suggested: *Appearance *History* *Philosophies *Society* *Quick role-playing tips* *Game statistics* We probably still have to add that *game statistics* section in my title suggestions and maybe that philosophies thinggie too (though I feel it could be in same place as roleplaying. I use also often many subtitles especially under culture title. I think with few changes it is suitable for gods too. - Beregar (Beregar@majik.netti.fi) Regions to Desc r = reserved - Arctic - Western Mals (Ice Elves - Mandor) - Zimr - Mal Tikh - Barren Isles and Northern Minartan - Mal Yirith (Necrolytes - Malekith) - Myrrgor, Skalvind & Erythia - Mountains of the Malediction (trolls - Jormap) - Minartan - Sol'daran r Western isles (*hidden* - Beregar) - Terrenir - Meral & Gwaelmar (Dwarves) - Chain of the Sledgehammer - Puce Mountains - Chain of Eldhelomin - Thalamon - Tacit Forest - Prairie of Dhyrin - Lake Lokhmar - Groaning Forest - Dethzael - Skyghaim - Mountains of Eclipse - Swamp of Enmity - Dardalon - Swamp of Pelnor - Covewood Mountains - Eastern Minartan Isles - Lanuin (Dark Elves - Mandor) r Torell - (Fisher People - Beregar) - The Reef Isles - Beheran, Filas and Hamil (High Elves - Mandor) - Central Waters - Sea of Tears - Quiet Sea (Sea Elves - Mandor) - Isles of Vram - Nemen - Sea of Niral - Vestian - Voran - Black Waste - Tulmarun - Ur Alif (Djasim) - Estrean - Mantle Mountains - Nalor Thaan -Thjarr - Marmundi - Ominous Ocean and Sea of Tailwind - Gean - Eldiron r Ghalimcar r Desert of Brahjian (Brahjian - Beregar) r Chain of Bared r Chain of Harand r Zamurdi - Thasia & Lamarhen - Pristine Forest - Mountains of Umalin - Lamarhen Lakes - Azure Lakes - Lake of Memories - Gwelthor (Catfolk - ?) - Valiar & Areon r Nin'calaris & Danheir (human tribe - Darshan) - Tragothar (Orcs - ?) - Waste of Burning Ash - Gorr - Cawing Mountains - Pumice Mountains r Althainon ( region desc - Hook) - Forest of Abborrence - Sea of Flames - Sea of Tranis - Crescent Isles r Osthel (Osthelian Pixies - Beregar) - Grey Ocean - Outer Sea - Borak
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