Tadeusz:
In reply to Fenix (msg # 7):
I've transferred a copy of Placeholder Worlds to Amazon. Another book is a novel, Lauren and the Psi Dungeon. Lauren is a character created by MJ Young, one of the game designers, and he let me use her. Its a dungeon but without magic or miracles. Instead psi, and more psi, and smacking stuff too.
Right now, I'm working on a short story with puns and wordplay, similar in some ways to Xanth, but without the creepy stuff. I may call it Lauren and the Eyeland Resort.
As to other worlds, I had one I wanted to make a novel of, and tried to run twice, but it flopped for uncertain to me reasons.
Red Phoenix Empire
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The backstory is not well known, and is considered false legends in the present when the action of the setting occurs.
The Ten Tribes squabble, fight, and live on the High Plain. Its a dry, dusty land. Each has their own variety of magic.
But then the Phoenix Lords arrived in their longboats, and these redheaded strangers had vast magical powers beyond what the Tribes could muster. And even the Fey creatures who lived in the shadows of the Tribes were driven far back by their overwhelming power.
The Lords used this power to transform the landscape, do many things, and conquer the Ten Tribes. The magics of the Ten Tribes fell into disuse. And the Lords grew greater in power, and they even chained the Dragon of Ancient Days in a cave.
But that was a mistake. And over the next hundred years the Lords began to lose magical power. by the time, they seriously began to work on the problem, it was too late. No one knew, and as the magics were less used, and the magicians less powerful, many old secrets were forgotten.
And hundreds of years later, there are few indeed in the empire who could call themselves a magician of any sort. Instead, there are adepts of various skills, sword adepts, and pottery adepts and so forth, and few of the pure Red hair are any more to be found.
In fact, it has become a thing for some young men, for the Lords magic was always a more manly magic, to dye their hair redded than it is.
Amongst the Ten Tribes, the ancient magics are coming back. And their are rumors of the fey in dark places now and then. The earth shakes. And barbarian tribesmen from beyond the Talon Valley, in legend formed by a magician from the talon strike of a great phoenix, all two hundred fifty miles long, cut into the surrounding High Plains, gather to stare down into the valley with hungry faces.
There are artifacts from the old days. Things that can do mighty deeds, or small things. Buttons that can make you invisible, and buttons that will keep your clothing always mended, and towers that those of sufficient heritage can step from one to another through space. Towers that in legend were raised in a day and a night by one magician.
And there are those in the government who practise Careful Magics. Ritual designed with utmost care, and detail, and cast by many so that the tiny little bits of magic left, or small springs of it here and there, can be stretched out to do things.
But there are bolder sorts, Sword Adepts who want to find the secret to the old days. And among the Ten Tribes are those who think that giving up the magic of their ancestors was a mistake even back then, and now that the Phoenix Empire crumbles, its clearly a bad idea. Especially as many of the Empire lack strength of character or courage.
=Backstory: Yes, the Talon Valley was created by one man. The Towers with their multihued melted ice cream looks were each created by a different man, and not all at one time.
Phoenix Magic is created by the magician willingly embracing the chance of death, and being willing to change and grow in the process. This gives him a great surge of power, if he survives, and it then tails off down fairly rapidly over time, and with each casting of a spell too. Leaving him eventually an empty battery that needs a recharge.
This magic represents the transformative power of capitalism and the Schumpeterian cycle of destruction and creation.
And the Phoenix Empire is a militaristic expansionistic homogenizing capitalism. McDonalds in Paris and Moscow.
But the magicians go too far when they bind the Dragon of Ancient Days. He represents the ancient moral truths, and they think they can go beyond this. They can't. In their pride they become cowardly, and without courage, they're not good mages anymore.
And things keep drifting downward for centuries. The string of cities which goes down the center of the Talon Valley is by the time you get into the Fingers, more Tribal than Imperial.
The Ten Tribes magics are going to represent their distinct cultures. I don't have much about that.
Anyone can learn any magic, but its easier for a Pure Red to learn Phoenix than for a Tribesman to learn Phoenix Magic, and so it goes with the other magics. A Pure Red will have a hard time with any of the variants of Tribe Magic.
This needs more fleshing out for the Tribes. I'd say some of the Tribes have been destroyed or smushed together or assimilated mostly into the lead gov't structure.
And the Earthquakes are the Dragon trying to get loose.
Feel free to add to this.
And the verser, well, he could really join any side.
Hey, thanks for the info and the setting.
Hmm. On examination of the notes there, assuming you don't have more notes, if I had to guess as to why it flopped, I'd think that it is that the setting is both busy and underdeveloped. It's a big world with lots of concepts to parse through and a lot of big ideas, and its hard to place the character into that world.
If I were to try to run that world, I think I would do so entirely on the local level to begin. The character verses in to a single, specific tribe which is encountering a local problem of some kind. Perhaps a battle with another tribe. The verser gets to know this tribe, and the magic of this tribe, and only gradually do they realize that other tribes have different magics. Or they verse into a big city at the heart of the empire, where they are exposed to the Red Magic and the Careful Magic, but only hear distant rumors of the Tribal Magics. As they learn about the world, they realize that the core of magic in this world is that "magic is what you make it become, through effort and doing what works". It's, well, capitalist. These themes of yours I think are IDEALLY suited for stories with a smaller scale and a moderate scope for the consequences.
I think what I'd do with this world concept is divide it into The World Of The Phoenix Rising and the World Of The Phoenix Dying. The versers explore the world and get to know about it during a time of relative peace in the Rising variant, as the conflicts are dying down and stability is beginning to set in as the empire is forged. There are some conflicts still on the outermost lands. Meanwhile, the versers arrive in the middle of grand conflicts with a heavy scope in the other variant, as the empire is dying. Use the first variant to generate interest in and player attachment to the setting and its complexities (and incidentally to help inspire the GM to add more things to the setting as they see it play out), and use the second variant to tell the far reaching story. You might even cause the players to try to "fix" the first world to "prevent" the second.
Most notably, writing it this way draws a heavy underline on the transformation theme and the cycle of civilization theme. Which I assume is a goal.
This message was last edited by the player at 18:53, Wed 15 June 2022.