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        <title>The World of Aromathus</title>
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            <title>On Magic - Part 3 - Circles of Magic</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=104:on-magic-3&amp;catid=4:the-world-of-aromathus&amp;Itemid=189</link>
            <description><![CDATA[<p>Well, Aromathians, here we are again: yet another post on magic.  In my previous two posts on the subject, I talked briefly about the how and why of magic in Aromathus; first, why I made the magic system the way I did, and then, in my last post, I discussed how and why magic works the way it does. This week, I’m going to finish up on the topic with a third topic – the system itself.<br /><br />When I first started to create the system of magic, one fact remained inescapable.  No matter how hard I tried, at its core, Aromathian magic was based on that of a game system. Yet, as I’ve stated many times before, I felt that that was far too simple for my needs. I needed something both more flexible and powerful, yet with limits, to avoid the “jedi trap” of wizards becoming too powerful and dominating the world. Conversely, I also wanted two things. First was the prevalence of battle magic. And second, I needed my characters to grow in power as well.  And here begins our tale.<br /><br />Gaming magic centers on spells – any spells – becoming more and more powerful. It doesn’t matter what the spell is; rather, what matters is that a wizard of a certain level is balanced against the power of the other characters, be they a fighter, cleric, thief, or what-have-you. This means that an apprentice mage can cast a fireball doing five six-sided dice of damage, whereas an archmage’s might do three or four times that, depending on the system. Conversely, the first teleportation spell a wizard learns could send him across the room, but no further, whereas an archmage can travel across the continent – or across planes of existence. While this is a system of magic, it is one that only tries to keep the game balanced (and often failing at that) – nothing more. Not a system that suited my needs.<br /><br />To be honest, I didn’t think so much about the system at first. After all, why should logic get in the way of a good story? But then, before I had hardly even begun writing, I realized that a system was needed. A system not based on balance, like the games that introduced me to fantasy, but one with some thought behind it. Game magic allows the caster to do anything – as long as that thing isn’t to powerful for the character’s level – and in comparison to the other characters level.<br /><br />That view is fundamentally flawed, IMO, from a story telling point of view. Wizards and clerics, who can do things no other mortal can, are inherently more powerful than your average run-of-the-mill duke or baron – at least in combat. Now, wielders of magic do have their limits, as I’ve explained. This led me to realize that what I needed was a system with logic and rules – rules beyond “A 4th level caster should be able to do x amount of damage to one person, or y amount to a group of persons, etc.” <br /><br />So I started small. My system would progress from one person doing harmless stuff, like putting a person to sleep for a few minutes, up to a person doing really big stuff that could and would seriously impact the way my society would function – teleporting an army, for example. And in between would come, at least potentially, all the other stuff I had read about wizards doing.<br /><br />The next question was “What is the mechanic which holds it all together?” I wanted something similar to D&amp;D’s levels, but for many reasons, I wanted to stay as far from that term as possible. I mulled it over for a while, and then it hit me: rather than increasing the power of the spell in raw terms - i.e. number of dice that it damages, or range, etc – why not increase the number of people that the spell affects? And that’s how the first two circles of magic were born.<br /><br />I will admit, I don’t even know how or why the term “circle of magic” came to me, but when it did come to mind, it sounded good, and so I kept it. Beyond that, I found that the first two circles of magic where easy enough to identify now that I had my “mechanic.” The first circle affects one person. These spells are simple, in gaming terms – sleep, illusory noises and sights. Things that affect a mind one at a time, nothing more. The second circle flows from the first. These effects are physical, but in minor ways. Summoning a patch of grease below a running foe. Sapping a foe’s strength – or improving an allies. Or, conversely, putting an enemy orc to sleep. Again, minor things. The more I thought about it, the first two circles also included most low level game magic as well. This meant my objectives were so far being met – I had a system that increased in power, but avoided the” leveling” cliché of D&amp;D.<br /><br />The next step was battle magic. Or, how did I make fireballs common without becoming a slave to them? This brought me to the third and fourth circle spells. These things affect (or create) things permanently: Third circle very quickly and for short durations, and fourth circle spells for much longer periods of time – forever, to be exact. <br /><br />This is why the third circle (or order – the terms are interchangeable, according to most mages) is known as battle magic. Third circle spells manipulate matter – creating that which did not exist before. (As an aside, it’s also why dwarves dislike third and fourth order spells).  Fireballs, lightning bolts, bursts of sound – etc. These things are real, but fleeting – they last only a few seconds. And also, conversely, easily countered by another mage of like skill.<br /><br />Fourth circle spells take the third and add a key ingredient – permanency. For example, a mage that uses magic to shape a hole in a stone wall, or build a bridge from a pile of stone that he happened to find by a river he needs to cross. Or, from the divine side, heal a person’s wounds – anything that allows you to reshape something permanently is a fourth order spells. <br /><br />Most mages never gain anything beyond the fourth order, for fifth and (finally) sixth order spells are where mages start to move into the realms of divine beings, as these spells involve planar magic. These spells, as Nyla says in chapter eight of ADWD, take both great skill and power to pull off. (I will admit – Han Solo’s line about “Bouncing to close to a supernova” did come to mind…) Fifth circle spells involve travel on this plain (teleportation), while sixth circle spells involve transport from one plain to another – summoning. Sixth circle spells are very, very powerful, as the caster is either a) traveling to a place he has no business being, or b) calling something to this plain that really doesn’t want to come to where it has been called (or, put another way, how would you like it if a wizard yanked you away from your dinner to fight for her?)<br /><br />I did stick in a sop to game magic here though, I will admit. Summoning spells - the ubiquitous “summon monster” spell from D&amp;D – don’t really fit into the system as such. So after some thought, I put them in the fifth circle because they are something which involved planar travel, but not permanent. Following the “system” I had created, I moved them down a order from the sixth to the fifth because of that. My theory, as Nyla explains, as these summoned creatures aren’t “real” in the sense of the stray cat who lives in the woods behind my house. Rather, they are magical creatures, summoned for a moment and then gone. Powerful magic – more powerful than a D&amp;D summoning spell, at any rate - but nothing like the summoning that our favorite “Greatest Orc Hero” can do. A summoned hawk may scout for the caster, or a summoned bear may fight, but they disappear after few minutes or hours. I will admit that these spells are here as a sop to Aromathus’ game heritage more than anything else.  I’ve never been a fan of such spells, but they are common in game magic (as well as other fantasy fiction) so I tossed them in.<br /><br />And there you have it. A system that increases in power, but not in “damage dice.” It has a progression and logic to it (at least I think so) beyond balance. OTOH, I can’t think of a single D&amp;D spell (short of a wish or miracle spell – and even those can be worked in) that doesn’t fit into the system as I’ve outlined it.   <br /><br />Aromathian magic – game magic with thought and order, able to be used in a novel or RPG game near you.</p>]]></description>
            <author> jmoffringa1@sbcglobal.net (Jeff)</author>
            <pubDate>Wed, 19 May 2010 00:00:00 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=104:on-magic-3&amp;catid=4:the-world-of-aromathus&amp;Itemid=189</guid>
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            <title>On Magic</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=96:on-magic&amp;catid=4:the-world-of-aromathus&amp;Itemid=182</link>
            <description><![CDATA[<p>Well, Aromathians, I thought I’d take a break form the character sheets I’ve been putting up and return for a couple of posts to some more of my thoughts on the creation of the world. Magic in Aromathus is key to the world, and yet I hope it feels like a place where magic, while natural, doesn’t overwhelm the world. Magic is the “fifth element” of the world. It’s cool and powerful, yet not the most powerful thing around. That’s an easy trap to fall into, and one I strive very hard to avoid. Here’s a few of my thoughts on how.</p>
<p>When I set out to create Aromathus all those many years ago, it was unabashedly a D&amp;D game world. It’s magic, obviously enough, was that of D&amp;D. This meant that it was very much of the “blow stuff up” or “heal it” varieties. And for a world that existed only as a game, that was fine.<br /><br />As time passed, my interests expanded. However, they expanded not only in gaming, but into writing about my gaming, and then into writing fiction in general. These different facets can’t be separated, for they turned magic in Aromathus into what it eventually became.<br /><br />Let me explain. D&amp;D magic is that of a game. As a magic-using character gains levels, he/she is able to cast more and increasingly powerful spells. Eventually, in game terms, a magic user can summon meteor storms, cause earthquakes, heal large masses of people from the brink of death – even raise the dead. And truly powerful magic users (epic level casters in game terms) can do even more awesome feats.<br /><br />When I began writing about my world, several thoughts occurred to me. First, if such magic were as common as it seems to be in an RPG game, magic users would quickly come to dominate the world – either in the act of conquering the world, or the prevention of that conquest. While I wanted a system of magic where battle magic was common (as in a D&amp;D game), I didn’t want one where magic users would rule the world - as I imagine such powerful beings would inevitably do. I mean, look at the Jedi. The Star Wars universe is primarily (at a basic level) about the struggle between good and evil magic users for control of the galaxy. I didn’t want that, and so my magic system needed a check on truly powerful spell casters.<br /><br />The second thought was that old Arthur C. Clarke adage that technology of a sufficient level becomes indistinguishable from magic. The converse would also be true. Again, In D&amp;D, magic is very common – in one case specifically spells like teleportation. If such magic were as common in the novel world of Aromathus as it is in the game world, that world would have a very different feel from the high medieval setting I had envisioned. Consider the siege of a castle: If all you have to do to take a fortification is teleport some troops inside to take the gate, sieges would never really happen. Another example would be the D&amp;D “fly” spell. Just think about it: cast “fly” on fifty knights. Pretty hard to hold the walls of a castle when the bad guys can simply fly on in and stab you from behind. Other examples can be found – nearly endlessly. <br /><br />Now, don’t get me wrong: The style of fantasy I’m discussing is cool, and is best exhibited by a sub-genre called “steam-punk.” Bound elemental powering airships and steamships. Streets with magic lanterns instead of gas or electric ones. Medieval air forces with trained legions of dragons or griffons. But…. it isn’t what I wanted. In order to avoid “cheating the physics,” to use a science fiction term, it would have to avoid the high medieval setting I was shooting for. <br /><br />Lets go back to he climatic scene of ADWD: the siege of Traazon Keep. If the castle where to be something that could survive earthquakes, aerial dragon assaults, gaseous form wizards sneaking in to assassinate the gate guards – etc, etc., etc. – the castle would have to be something that looks nothing like a medieval castle on Earth to be believable. That’s something I didn’t want to try and create – or write about.<br /><br />OTOH, I did want big battles with wizards lobbing fireballs around at each other, for the simple fact that they’re cool to imagine and fun to write about.  Yet most fantasy writers seem to avoid them for the reasons I listed above – and more. So I was left with a conundrum: how do I create this world of magical battles without becoming trapped by the power it gives characters?<br /><br />First, I quickly decided that powerful magic would be very rare. This would primarily be true because of both the skill required, and the cost to cast in “life energy” of powerful “high level” spells. In other words, the reason mages don’t go about teleporting armies – or even themselves – from place to place because it simply isn’t worth the price. Could a mage teleport himself across town? Sure. But the energy it would take would leave him prostrate for a week. Add people, add energy used, add unlikelihood of it occurring. Therefore, I was left with such things being possible, but very uncommon.<br /><br />“But,” I hear you saying, “In a siege or war, such things would be worth the cost.” And you’re right. Therefore, I needed another check, and here I borrowed from history. One of the chief lessons of military history is that of the “arms race.” Or, put another way, anything you can do, I can do better – or at least as well. My meaning is this: say you have an archmage willing to teleport fifty knights into my camp? I have one who can either 1) Fry your men the minute they appear, or 2) summon a shield that would take you even more time and energy to bypass, or 3) trace your teleport and teleport our own men back to your spot after you finish your spell - and kill you while your lying there exhausted. And, as in all warfare, defense requires fewer troops than offense. That’s why the siege of Traazon Keep allows for Tordek and Alec to hold off a relatively much larger number or orc shamans. <br /><br />The third factor limiting the power of mages was the world itself. This is, I admit, somewhat of a writer’s fiat, but it makes sense. If everyone knows magic is common, wouldn’t you plan for that? Hence, Traazon Keep has lots of guards and wards built into it. Little things that make getting your spell to work right much harder. Add those three factors together, and most mages simply say, “Ah, not worth it. Let the peasant hordes go battle it out. I’d rather go research “x.”<br /><br />Now, I know that even these limits wouldn’t really limit magic for a person willing to pay the price, so I needed to do more changes to the system used in D&amp;D. I also knew, though, that even as I came up with the Circles of magic explained in chapter eight of ADWD (A topic for another post) as a final check that a large part of the limitation would always be writer’s fiat. In other words, what keeps the use of magic limited is simply that I want it to be. I wanted a story where fireballs and battle wizards were common, unlike most high fantasy. These types of characters are far more common in game fantasy, but I still wanted to avoid the clichés that they often invoked.<br /><br />Remember: the goal of my writing is to write a military / political “high fantasy.” A “game world” where the monsters and bad guys are there to do more than be hacked apart. Therefore, I decided to couple the three factors listed above with a good bit of fiat to write my world. Fireballs? Check. Teleportation? No Check. Sleep spells? Check. Raising of the dead / mass healing? No check. <br /><br />Am I always consistent with this principle? Yes. Or, at least I try to be. I know it’s not perfect. But it is thought out. And I hope you enjoy reading it as much as I do writing it.<br /><br /></p>]]></description>
            <author> jmoffringa1@sbcglobal.net (Jeff)</author>
            <pubDate>Wed, 21 Apr 2010 23:13:27 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=96:on-magic&amp;catid=4:the-world-of-aromathus&amp;Itemid=182</guid>
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            <title>On Magic - Part 2</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=100:on-magic-2&amp;catid=4:the-world-of-aromathus&amp;Itemid=186</link>
            <description><![CDATA[<p>Well, Aromathians, in my last post I discussed some of the ideas that guided me as I created the magic “system” of Aromathus.  In this post, I intend to move on from that point, and talk about a few of the more nitty-gritty details of how and why magic works the way it does.<br /><br />The first thing that I need to talk about is the difference between “arcane” and divine magic.  Now, I realize that for those of you with a background in fantasy gaming, the difference might seem obvious, but that isn’t everyone.  Beyond that, I want to talk a little about why I kept that split even as I moved away from an RPG setting to a fleshed out novel setting.<br /><br />To begin, magic is the “fifth element” of Aromathus.  Created by the gods to allow mortals to cheat the natural order, it was divided into two types at the moment of its creation – divine and arcane.  Divine magic is actually the primary type, and is by far the more common of the two.  Its function is simple – to build and repair, and to a lesser extent, to create.  This is why dwarves, with their love of order, embrace divine magic.<br /><br />Arcane magic is vastly different.  As a favorite TV &amp; movie character of mine once said, “As a matter of cosmic history, it has always been easier to destroy than to create.”  And therein lay the problem for me as a writer, as I said my first “On Magic” post. <br /><br />That being said, I do want to discuss why I kept both kinds of magic.  Consider:  Most magic systems I’ve read (or, at least most non-gaming world ones) combine the two types, if they have both at all (ex:  Robert Jordan, Terry Goodkind; etc.)  From a lore point of view, I felt that was necessary to keep the split. <br /><br />Consider:  Aromathus is a world where it’s gods are immortal, but not omnipotent, and are always in competition with each other.  They do so by getting their followers to fight and bicker – and by competing for more followers.  Because of this, their priests are very important, and they needed, I felt, to have their own special form of magic.  However, being priests, this magic had to stay defensive  Even warrior priests are still priests, about building up and nurturing their followers, regardless of ethos.  Healing magic fell into this, as did most of what D&amp;D gave to priests.  But not, however, battle magic.<br /><br />Yet, when I moved on from simple gaming magic, I knew that I had to develop it as more than the typical RPG cure spell.  So yes, I will admit that I stole Robert Jordan’s idea of magic taking something out of both the caster and the recipient.  Second, I also decided that divine magic would not be as powerful as it is in D&amp;D.  Thus, no resurrection.  Divine magic restores and protects the natural order – nothing more.  No cheats on death.<br /><br />Arcane magic, however, is the creation of one god.   It is his way for his followers to gain power.  Arcane magic users (mages) can call down the elements, bend or alter reality, even leave this plain for others.  Arcane magic is most definitely a cheat on reality; its practitioners nearly without limit in their potential power.  Yet, as I’ve said before, that power needed limits or it would quickly overcome the world.<br /><br />So, in addition to the ways I set out in my last post, there are two addional limits.  The first is that, like a divine magic does to a priest, the magic saps your strength (Why Nyla tires fighting the demon).  Second - and this never really comes out in the books, at least not yet – is that it arcane magic comes from the power granted you by Toronar, the god of magic, in their blood.  This is why Master Ulric was able to tell Nyla had the makings of a powerful mage.  Yes, it does seem something like Star Wars medi-chlorians, but it is different - it’s more than that.  An arcane magic user has to have the blood of a mage, or they can’t cast spells – it’s that simple.  Someday I will deal more with that topic, but that it a topic for someday… J<br /><br />Now, a little bit on how arcane magic works.<br /><br />When I put up the character sheet of Nyla, I pointed out that Aromathus’ magic users were closer to the D&amp;D arch-type of sorcerer than that of wizards.  This means that they don’t have to study spells on a daily basis as a D&amp;D wizard does.  Rather, once a mage learns a spell, they can cast it – forever, so long as they have the strength left to do so.  However, unlike a D&amp;D sorcerer, they do have to study and learn a spell before they can cast it - hence Nyla’s excitement when Master Ulric gives her new battle spells to learn.<br /><br />I wanted my magic users to have flexibility.  Spells cast in battle are a key to the plot, remember?  Yet how many of you who play D&amp;D haven’t bemoaned the fact that you memorized the wrong spell on a given day?  Conversely, a D&amp;D sorcerer just doesn’t know enough spells to be truly flexible, IMO.  So I combined the two.<br /><br />Second, my magic users still use spell components.  This isn’t because they are really necessary for the magic to work.  Rather, they function as an athame – Harry Potter’s wand is another example of such a device.  They help the mage focus the arcane energies – nothing more.  Yes, that pinch of cinnabar is used up, but that is more of a sacrifice to the god of magic than anything else.<br /><br />Third, unlike D&amp;D magic users, my system is at its key about flexibility.  As I’ve said before, if I ever create my own RPG system, it’s most important combat stat would be stamina (or vitality, etc).  This means that a mage can create either a “mixed” fireball, combing the elements of range and power equally, or ones that sacrifice one element for the other  - i.e. long range, low power or vice versa.  Or, if you Absolutely Positively Need It Destroyed Today, you can combine the two and use your daily “stamina” for the day and nuke the bad guy.<br /><br />D&amp;D doesn’t work that way, and it’s always been one of my biggest gripes about that game. (That, and the fact that you can’t make a good knife fighting character without A LOT of work.)  My world is different.  If Nyla wants to make a little ball of fire to use as a light, she can.  If she wants to make a single one that goes out quick, but torches two hundred men, she can do that too.  It’s about the skill of the mage, not the game rules. <br /><br />And that’s where the circles of magic came from.  They’re more interesting than you might think, and I’ll talk about them next time.</p>]]></description>
            <author> jmoffringa1@sbcglobal.net (Jeff)</author>
            <pubDate>Wed, 21 Apr 2010 23:13:27 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=100:on-magic-2&amp;catid=4:the-world-of-aromathus&amp;Itemid=186</guid>
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            <title>Narvic History 101</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=42:narvic-history-101&amp;catid=4:the-world-of-aromathus&amp;Itemid=70</link>
            <description><![CDATA[<p>OK, folks.  In this week’s post I want to talk about a part of Aromathus that lies outside of the lands and peoples who inhabit A Dance with Demons. To set it up, remember that the Empire of Averim was settled by colonists from the islands, where the humans originally settled after they came from lands across the ocean. These islands form what became known as the Narvith Empire, and is my topic today.<br /><br />I will talk more about the Narvith Empire in the future (including one of the few D&amp;D presteige classes I created for the world,) but today I want to introduce a few of the things that are behind its background.<br /><br />To start, pull up the big PDF map of the continent that I posted several weeks back; you’ll see the Narvith isles to the west of the continent.  In short, these islands were created for two simple reasons:  I’ve always wanted to run an RPG campaign set in a place where the characters are hopping from island to island, kind of a pirate / swashbuckling adventure; and I’ve always been interested in English history. The meeting of the two was obvious.<br /><br />I’ve never run that island campaign.  I may someday, but honestly, if I were to do so, I think it would be better set in Ursala LeGuin’s world of “Earthsea.” OTOH, the tribute to English history is stronger than ever. <br /><br />Consider: Good fantasy, IMO, has cultures that are based, at least in part, on reality. No matter how inventive the creator is, they are almost always borrowing from somewhere – even subconsciously. Even the “great originator” of modern fantasy, Tolkien, borrowed (if that term can even be used) from Celtic myths, etc. Why? He was creating an “English” mythology. <br /><br />My focus has been at the same time very similar and very different. I remember a conversation I had at GENCON last summer on this topic. I’d been attending a seminar on building religions for fantasy worlds, and I pointed out to a friend afterword that I wasn’t so much interested in the nitty-gritty of how the religion worked, but what effect it would have on people who lived in the world. “That,” he pointed out, “is anthropology, not mythology.” The thought was very true, the more I thought about it, and it explains a great deal about how the world of Aromathus has been built.<br /><br />The Narvith Empire is based on an archipelago of thousands of islands. Some of them are quite large, able to support large populations and quite varied economies. Others – most, in fact – are quite small, and don’t even appear on the PDF map. So, I thought, how would a medieval kingdom based on an archipelago function?  After all, there is no such kingdom in our own world – Japan comes the closest, but it is relatively compact, with only four major islands, and only came to be a single, unified country rather late in our own timeline.<br /><br />The Narvics, OTOH, where unified from the start, and their kingdom covered a huge area of the continent – much more “space” than Japan, if you include the water. In fact, it is more like Indonesia, now that I think about it, but with two major differences.  First, Indonesia has many tribes, even to this day, whereas the Narviths had only the one human refugee fleet.  Secondly, there is magic.<br /><br />I talked somewhat about this in my last post on Averim.  Magic, IMO, would profoundly influence how a society – or a world – functions.  For example, the late author Arthur C. Clarke famously said that “Sufficiently advanced technology is indecipherable from magic.”  I believe that the converse of that statement would also be true. Last time, I talked about war; here are some more peaceful uses of magic.<br /><br />The first of these is teleportation, or planewalking, as I termed it in the books. To explain, Star Trek has transporters;  Aromathus has teleporting mages – same effect. See where I’m going? Most of us are familiar with how transporters “work,” at least as a plot device. But really think about it: If magic allowed a person to have lunch in Paris, dinner in Shanghai, and desert in New York, the world would function very differently, right? Star Trek allows for that, especially when you consider that they have limitless cheap energy in that timeline. Aromathus is again the same. Now, I didn’t want the magic to be that easy, so I put the limits on it that you see in Chapter Eight of ADWD.<br /><br />On the other hand, it does allow for a few things; namely, a huge empire encompassing a large volume of the globe, yet ruled by a central ruler. Granted, the ruler can’t easily send an army by magic (that’s a can of worms I REALLY don’t want to deal with…), but an emissary? Or a bag full of gold to pay off a local Duke? And so the Narvic Empire was born. <br /><br />This leads to my second point:  Ships and the sea. I don’t need to spend as much time on this, but it does influence how the empire works. Magic can move a few people, or small good, but anything moved about in bulk requires ships. As I said, I never did that ocean campaign (Or now, story), but I can.<br /><br />Beyond the bigger parts, though, are the details. I will get into these more in a later post, but for now, this is where I borrow more heavily. In the “macro,” the Narvics have a sea-faring culture based on trading.  Just like the English of the 19th century, Narvic traders (and money) are everywhere. In fact, it is again magic that allows an empire very much like the British Empire in its world-spanning time to exist in a fantasy setting with technology equivalent to the high middle ages.<br /><br />In the micro, though, is where the details lay:  a “royal navy,” and a country with a very small army. Trading for everything, and dominating the world economically as a result. Remember how I said several posts back how Averim was originally going to be Germanic? That’s why – Averim is to the Narviths as Germany was to England in the 19th century. <br /><br />See where I’m going with this? The Narvith’s started off as medieval Brits, but became so much more. It’s a part of the world where I had a lot of fun running D&amp;D campaigns “back in the day,” but is still, as they say, rife with possibilities. <br /><br />Now, a teaser:  Another big influence on me has always been the Arthur legends. See why I had to have an English culture in my world? While I don’t have the Arthur legend as a part of the Aromathian mythos, I do have the Knights of the Round Table. I’ll talk about them – and how I use them as a prestige class – in my next post.</p>]]></description>
            <author> jmoffringa1@sbcglobal.net (J.M. Offringa)</author>
            <pubDate>Sun, 31 Jan 2010 01:21:52 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=42:narvic-history-101&amp;catid=4:the-world-of-aromathus&amp;Itemid=70</guid>
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            <title>Averic History 102</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=41:averic-history-102&amp;catid=4:the-world-of-aromathus&amp;Itemid=69</link>
            <description><![CDATA[<p><span style="font-family: Calibri; font-size: small;">OK,  class.  Welcome back!  (Sorry, but I am a teacher…) </span></p>
<p><span style="font-family: Calibri; font-size: small;">This is my second posting on the history of the Averic Empire.   In my first post, I talked about some of the cultural ideas that I borrowed  when I created the Empire and its culture.  In this post, I will  talk more specifically about the history of the Empire – as it exists  in the world of Aromathus.</span></p>
<p><span style="font-family: Calibri; font-size: small;">The  Empire of Averim is far and away the largest of the many kingdoms and  countries on the continent.  As such, it is also the most powerful  both militarily and economically.  Its armies are easily the most  formidable, and were they ever able or willing to unite those armies,  they could quite probably take over much of the continent with ease.  (Even though, for various reasons, such a thing isn’t remotely possible.   But that is another topic)</span></p>
<p><span style="font-family: Calibri; font-size: small;">But  it was not always so.  Originally, Averim was just one of many  small city states, much like ancient Greece.  These city states,  descended from the Narvic colonists (who, if you will recall, were colonists  themselves), spread out over the western plains, taking land from the  orcs as they went.  They were able to do for the simple reason  that their technology – and more importantly, their tactics – where  more advanced than the orcs.</span></p>
<p><span style="font-family: Calibri; font-size: small;">For  several hundred years, things proceeded as follows:  A group of  men would set out, seeking a better life – or just new land.   After all, land was easy and cheap, assuming you could keep the orcs  off it (sound familiar?...).  These men started villages and towns  in the same types of places they were built in our own world – by  resources, by places of natural transportation such as rivers, or at  the falls of rivers where ships could no longer sale upriver, or at  places where farmers would gather to sell their crops, etc.  Again,  as I mentioned earlier, Averim City was built in just such a place,  and it achieved a local prominence based on these natural advantages.</span></p>
<p><span style="font-family: Calibri; font-size: small;">Things  changed slowly (Well, fast in the eyes of the elves and dwarves, but  still slowly…), and it required the initiation of a catalyst to speed  things up.  Such a thing occurred in the form of the first Averic  emperor, Justarias.</span></p>
<p><span style="font-family: Calibri; font-size: small;">Justaris  was the kind of man who people want to follow.  Gifted with a supreme  knowledge of tactics, personal courage, and that great equalizer –  wealth - he was responsible for many of the innovations which made Averim’s  conquests possible.  The first of these was the Justarian reforms  – a series of commands, practices, and orders that turned what had  been a citizen’s militia into a permanent, professional army.</span></p>
<p><span style="font-family: Calibri; font-size: small;">These  reforms gave structure and commonality to Averim’s army:  first,  unified training, in a time when Averim’s opponents didn’t train  at all.  Common practices for marching, fighting, and discipline  of troops when they were in error.  Little things like common weapons,  standard unit sizes and formations – and more.  In effect, it  turned a good army into a great one, and Justarias’ reforms are still  being felt “today” – nearly a thousand years later.</span></p>
<p><span style="font-family: Calibri; font-size: small;">But  that was just the first step.  He next started on a series of campaigns  –some military, some diplomatic, some cultural.  In short, it  was a medieval blitzkrieg on all fronts.  And by fronts, I don’t  mean just military fronts.  As I said,  Justarias’s campaign  was multi-faceted.  A strategic marriage between a niece and rival  king, drawing a city state into an alliance.  An economic barrage,  where Justarias’s people move in and take over by the simple fact  that Averic goods would be sold below cost, subjugating a rival by pricing  their merchants out of existence.  A word in the ear of a rival  prince, saying that “The Grubananders across the river are evil, and  you need to save their people from themselves, and we Averics will help  you.”   And yes, a lot of good old fashioned conquest as well.   But Justarias’s conquests had a few things in common – they came  from unexpected quarters, sowing confusion. They were  quick, not allowing  enemy nation’s time to react.  And they were thorough.   By the end of his reign, Justarias had taken a small city state of a  few tens of thousands of people, and forged an empire of millions. </span></p>
<p><span style="font-family: Calibri; font-size: small;">Justarias’s  heirs, however, were not the men he was.  Justarias was a man  who wanted to make things better – to reduce the chaos caused by a  multitude of small little city-states, each of them unable to defend  themselves from their enemies.  While Justarias was a conqueror,  he was genuinely concerned with the welfare of his subjects.  His  heirs weren’t; they sought only conquest for conquest’s sake.</span></p>
<p><span style="font-family: Calibri; font-size: small;">There  were several reasons for this.  A need to look strong in front  of their enemies, both at home and abroad.  A desire to match their  predecessor’s conquests.  Hubris - a vain seeking of glory –  and many others.  But none is more important than the pact Norazon  made with Grummish.</span></p>
<p><span style="font-family: Calibri; font-size: small;">I’ve  talked about this pact before, and so won’t get into it in this post.   Rather, I will discuss it’s effects, or rather, its main effect.   By the time Norazon launched his invasion of the Dwarven lands, the  Empire of Averim was unquestionably the strongest kingdom in the  world.  The orcs had been reduced to a rabble, the elves fled into  their forests, and the dwarves slumbering below the mountains.   And the Narvics, the only human empire even remotely approaching Averim’s  size and power, only cared that they could keep trading with the mainland.   This was the climate that Grummish used to his advantage.</span></p>
<p><span style="font-family: Calibri; font-size: small;">Someday  I may write a history of “The Hundred Years  War,” but not  today.  I will say that examining the timeline will prove interesting,  and give at least some idea of what the war years were like.  But  only some.</span></p>
<p><span style="font-family: Calibri; font-size: small;">Consider:  Aromathus’ Hundred Years War can be thought of as a total, world war  – but fought with magic.  Imagine a war as violent as World War  Two in our own world, but instead of aircraft and tanks, you have war  beasts and fireballs from flying mages.  Or, even more importantly,  instead of nuclear weapons, ritual battle magic.  I know other  fantasy authors have touched on such ideas, but I will say that I only  read their take(s) on it after I came up with the idea on my own. </span></p>
<p><span style="font-family: Calibri; font-size: small;">So,  again, consider:  What if a group of people were able to summon  an earthquake to swallow an army?  Or call down fire to burn a  city to the ground?  Perhaps the could summon the deep waters to  swallow an entire coastline?  Such things are possible for Aromathean  mages, and while they do not do so at the “present” day, they certainly  did during the war years.</span></p>
<p><span style="font-family: Calibri; font-size: small;">This  has two effects I want to talk about.  First, there is the effect  on the landscape itself.  I remember that when we first made the  maps of Aromathus, I stuck in a large swamp just north of the main elven  forests.  At the time, I did so as a joke, quipping that someone  had left a magic item in there that created water during the wars, and  left it on.  Now, hundreds of years later, it has made a swamp,   radiating out from that item – an item which no one can find today.</span></p>
<p><span style="font-family: Calibri; font-size: small;">I  will admit that it is vary much a cliché.  OTOH, it does signify  how magic changed both the battlefields of the wars, and the very map  of the continent.  Think about it: in fact, it’s rather like  what we thought World War III would have been like during the cold war.   Why worry about massive armies when all you need are half a dozen mages  to conjure of up an earthquake or two and swallow the opposition before  the battle even starts?  As a result, the great wars were very,  very bloody.</span></p>
<p><span style="font-family: Calibri; font-size: small;">Now,  for my second point:  As the Romans of our world said, “Who watches  the watchers?”  Or, if mages can cause so much destruction because  of their power, only another, more powerful mage can police them, right?   Granted, a ruler could stop a wizard with enough troops and time, but  the cost would be prohibitive, both to the wizard and the ruler.   In addition, what wizard would want to spend all his days defending  his place and his power?  How would you ever get any research done?</span></p>
<p><span style="font-family: Calibri; font-size: small;">And  so the mage guilds and mage academies of Aromathus were born.   Why?  After the wars ended, it wasn’t very hard to look around  and see what improperly used magic could do – and no one wanted that  again.  So the mages agreed – “we will police ourselves.   Further, we will agree to submit ourselves to the laws of those without  magic.”  In short, for the good of all, mages agreed to not rule  the world, and to destroy many of their most powerful spells. </span></p>
<p><span style="font-family: Calibri; font-size: small;">So  the magic today, both in war and in peace, is much less powerful than  it was.  Certain of the most powerful spells are considered lost,  for the good of all the races.  Even the elves, whose blood veritably  reeks of magic, agreed to this.  There are many, especially In  the Empire, who say the elves remember the old ways of war magic, but  the elves aren’t saying. </span></p>
<p><span style="font-family: Calibri; font-size: small;">Today,  magic is policed very strongly, for no one wants to see the war magic  return – or even a wizard use his power to rule or conquer more than  he should.  The elves go so far as to hunt down and kill any magic  user who isn’t recognized by the guilds.  The Averics don’t  go that far, but there the laws are strict as well.  “Unlicensed  magic” is very bad, generally leading to a very short life for the  mage.</span></p>
<p><span style="font-family: Calibri; font-size: small;">And  so we see the Empire of Averim as it is in ADWD.  Not at war with  anyone, but not trusted by anyone, either.  Orc clans always seeking  any advantage they can.  Elven leaders who remember when they,  and not the conniving, lying humans ruled the plains.  And Dwarven  warlords who listen to their loremasters, loremasters who remind them  that only dwarven vigilance – and steel – kept the humans from  overrunning their clan holds in the past.</span></p>
<p><span style="font-family: Calibri; font-size: small;">That,  folks, is Averim.  A land at peace in name, but always posed at  the brink of war.  Now, don’t you want to see what happens next?</span></p>
<p><span style="font-family: Calibri; font-size: small;">As  one of my writing heroes was fond of saying (RIP, Robert Jordan), Read  and find out….</span></p>]]></description>
            <author> jmoffringa1@sbcglobal.net (J.M. Offringa)</author>
            <pubDate>Sun, 31 Jan 2010 01:21:16 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=41:averic-history-102&amp;catid=4:the-world-of-aromathus&amp;Itemid=69</guid>
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            <title>Full Aromathus Map</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=40:full-aromathus-map&amp;catid=4:the-world-of-aromathus&amp;Itemid=68</link>
            <description><![CDATA[<p>A full map of Aromathus.  This is big folks.  I know at this size you can't see all the details, so, click the image to download a very very large version of the map.  It's a 7 meg jpg to be exact.  This thing is massive, but wow, the detail!  My friend Sherwin, who is an excellent artist by the way, did this for me.  Hope you enjoy it!</p>
<p><a href="http://www.aromathus.com/images/Aromathus-large.jpg" target="_blank" title="Full Map of Aromathus - Large"><img src="http://www.aromathus.com/images/Aromathus.jpg" border="0" alt="Full Map of Aromathus" title="Full Map of Aromathus" width="512" height="640" /></a></p>]]></description>
            <author> jmoffringa1@sbcglobal.net (J.M. Offringa)</author>
            <pubDate>Sun, 31 Jan 2010 01:20:04 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=40:full-aromathus-map&amp;catid=4:the-world-of-aromathus&amp;Itemid=68</guid>
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            <title>On Dwarves</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=39:dwarves&amp;catid=4:the-world-of-aromathus&amp;Itemid=67</link>
            <description><![CDATA[<p>Dwarves.</p>
<p>One of the three original races of Aromathus.  Originally included in the world, I will admit, because it was developed as a gaming world; a world where everything that had a place in D&amp;D would have a home for my friends and I to play around with.  And that was where it stopped for a long time.</p>
<p>Why is that?  Well, as I said in my article on the elves, when my friend and I cooked up the world, we split the races up.  At that time, I was new to fantasy, and found I liked elves.  My friend, on the other hand, really liked dwarves.  He tended to play dwarves in RPG campaigns, and went as far as to create several pages of background and history (which were lamentably lost at some point.  Heh…  The long lost history of the dwarves.)  The split was natural, and so the dwarves were born.</p>
<p>In the beginning, he decided that, as in Dragonlance, there were two major “factions” of dwarves – the Togress (or mountain) dwarves, living in the vast and ancient clan holds of central Aromathus, and the Kragon (or hill) dwarves, living north of the plains of Grummish.  They worshiped a noble god of the forge named Voluge, fought hard, and liked to drink ale.  All in all, pretty typical fantasy fair.</p>
<p>Yet even as I became more involved with fantasy, my friend’s hobbies changed.  He liked to build and tinker with wood, building furniture, a kayak, and eventually even starting on a catamaran.  So as he left fantasy behind, Aromathus became more my own, by mutual consent.  Yet the dwarves continued to linger incomplete.  I never really cared much about them, and so they remained at the nebulous stage he’d left them – some work done, some history, but nothing like I’d done for the elves – let alone the humans.</p>
<p>Then I finally read Tolkien, shortly after the first Lord of the Rings movie came out, and I suddenly understood his love for dwarves.</p>
<p>Gimli has always been my favorite of Tolkiens hero’s.  Irascible, gruff- even surly, yet an implacable for of evil, a stalwart ally, and a good friend.  Here was a hero I could relate too very strongly.  And so my own love affair of dwarves began.</p>
<p>I started playing more and more dwarves in the RPG campaigns that I’d started playing in again (With the death of TSR and the end of college, I had taken a few years off from RPG’s… but that’s another story).  My first character after the pause - and still one of my favorite - was a dwarven priest of Clangaddin Silverbeard, set in Wizard’s of the Coast’s Forgotten Realms.   He was a roving troubleshooter for his church, and that band of heroes – a noble half-orc barbarian, an elf wizard who liked to blow things up, and a human rogue who could never find a trap, are still some of the best characters I have ever played, or played with.</p>
<p>It was reading about the dwarves of the Realms (as well as watching John Rys Davies masterful performance as Gimli) that really started to shape the dwarves of Aromathus.  Certainly, they will always have the flavor that my friend gave them (There is a reason that the dwarves greatest hero is called Grudging Granite Smasher.  I’m just not sure what, since he’s not my hero!), and like the elves, some of that is coming from Dragonlance’s Krynn.  Yet, unlike the elves, the dwarves are far more my creation, owing more to Tolkien than to anything else.</p>
<p>Consider the stereotypical dwarf, as we’ve already discussed.  Lives under ground, and so is short. Also  gruff - even surly.  Greedy.  Likes to drink and can really hold his liquor. On the other hand, brave and stalwart.  Courageous.  A fierce foe of evil.</p>
<p>When I began writing ADWD, I decided very early on that one of the characters would be a priest of Voluge, god of the dwarves.  Yet he wouldn’t be a dwarf – he’d be human.  This was my own little way of thumbing my nose at the stereotypical “game novel fantasy.”  Yes, Aromathus is a Tolkien-esque world, based on an RPG world.  But if it was ever going to be more than that (and I wanted it to be), I had to avoid those clichés even while honoring them.</p>
<p>And so two characters of ADWD were born – Logan, a human raised by dwarves (and more than a little clueless about how to interact with humans as a result), and Tordak Darkbeard, Shield Brother of Voluge.  These two characters – ney, people – illustrate a great deal about the dwarves, and I’ll talk briefly about their history now.</p>
<p>The dwarves, as stated, are one of the three original races of the world.  Created by Voluge, the soul forger, they represent his philosophy of order.  This is why his people are tied so closely to the earth – for only from the earth can order come.  Not like the elves, flitting from tree to tree as the spirits move them, or the orcs, who lust only for power and conquest – no, the dwarves like order.</p>
<p>This is why the dwarves are builders, makers, creators.  To build is to leave behind.  Just as Voluge made them, the dwarves are master craftsmen.  Order lasts.  Order is strong, and stable.</p>
<p>See where I’m going?  I could beat this horse until it’s dead, but I think you get the point.  Yes, I know it’s a standard of fantasy for dwarves to believe this, but it’s also a necessary starting point:  The original three races of Aromathus have three very different philosophies:  Elves are good, believing that they should always do what is right.  It isn’t the how or the why of the right – simply that it is right.  They have little use for law or structure, simply doing what their conscience tells them is good and pure.  Orcs, as you know by now, are the opposite, believing in strength through chaos, change, and conquest.</p>
<p>Dwarves follow a middle road.  Stability and order allow progress – slow and unchanging, yet inexorable, like a river, flowing to the future.  Dwarves make the world around them better, but slowly – and then they step back to enjoy what they have made over a pint of ale.</p>
<p>This explains just about everything about dwarves.  For example, their hatred of orcs becomes obvious – chaos is baaaaaaad.  It also explains why they find elves flighty and just plain weird (at best), and often almost as bad as orcs – society needs structure, and most elves just don’t believe in that enough to satisfy your average dwarf.</p>
<p>It also explains why dwarves love to build and carve, and mine precious minerals.  These things are permanent, unchanging.  They provide order.</p>
<p>Yet the dwarves are not simply stoic builders.  First of all, like any good builder, they know how to have fun after a hard day at work.  So while a working dwarf may seem surly – after all, even when you enjoy your work, it’s still work – dwarves know how to have fun afterwards. This is why Voluge made sure that all dwarves like to feast and celebrate, and also can do so for a long time.  What better way to relax and celebrate a job well done than with a few good, stout ales?  And if it turns up the dainty noses of other races like elves?  Well, that’s just an added bonus, even if the dwarves would never admit it.</p>
<p>See where I’m going?  One basic concept, and everything about dwarven culture and life suddenly makes sense.</p>
<p>Moving beyond that, though, is their history.  More than any other race, dwarves remember.  Elves live longer, and so treasure history as well, but not like a dwarf.  Dwarves carve things in stone.  They treasure those memories, learning from them, yet allowing them to shape the way of things to come.</p>
<p>This is why the dwarves held men to the treaty that started the great wars, for example.  Elves may have remembered the treaty, even having spoken to elders who were there, but the dwarves remember.   Their elders and lore masters tell the tales to their children, so that they might tell their children in turn.</p>
<p>Now you can see why dwarves make such bitter foes as well as such wonderful allies, right?  To this day, dwarves really don’t trust humans as a result of their oath breaking at the time of the great wars. Individually, a human may earn a dwarves’ trust, but that betrayal in the past is always there, at the back of their minds.  On the other hand, when a human does earn a dwarf’s trust, he or she will be their ally to all nine hells and back.</p>
<p>A few other points from dwarven history are pertinent as well.  The first of these was the split that occurred among the clans during the great wars.  It is a testament to just how deeply the coming of men to Aromathus affected the dwarves that this split occurred.  Consider: Several clans, giving up all the order and stability of the dwarves' ancient clan holds, simply packing up and leaving, venturing across the Togress mountains into lands unknown, simply to avoid the chaos caused by humans.  The effects of this on the dwarves are still being felt now, almost 800 years later.  As a result, the Togress dwarves resent the humans even more:  trust is hard to come by.</p>
<p>Another point is just why dwarves dislike most magic.  This also comes from their orderly nature.  Think about it: What is magic, really?  At its core, it’s a cheat of order, allowing a mortal to do that which he has no business doing.  Divine magic – healing magic – builds and restores order.  But the magic of a mage calls down fire, creates things that weren’t there – reshapes things into what Voluge never made them to be – and so a wizard’s magic is NEVER be trusted.</p>
<p>There is much more to the dwarves as well – some of it written down by me, some not yet.  The reasons why dwarven priests speak a dead language called dwalish and have a language of runes, for example.  Or why the strongest epithet a dwarf can call down relates to either the beard or gonads of Voluge.  And why all dwarves speak with a Scottish accent.  (Don’t ask.  They just do.  OK?  THEY JUST DO!)  Yet that is really beyond the scope of this article.</p>
<p>What I will say is that dwarves feature more prominently in book two of the Plains Knight trilogy than they do in ADWD, and some of the dwarves own “magic” will come through.  Rest assured, the dwarves of Aromathus, while owing a lot to Tolkien, are different, as I hope you can see, and I also hope you’ll enjoy getting to know them more in the future along with me.</p>
<p>Just remember:  No one tosses a dwarf.</p>]]></description>
            <author> jmoffringa1@sbcglobal.net (J.M. Offringa)</author>
            <pubDate>Sun, 31 Jan 2010 01:18:16 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=39:dwarves&amp;catid=4:the-world-of-aromathus&amp;Itemid=67</guid>
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            <title>A little bit about elves…</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=38:a-little-bit-about-elves&amp;catid=4:the-world-of-aromathus&amp;Itemid=66</link>
            <description><![CDATA[<p>Elves.  Of all the races of Aromathus, they are, along with the orcs and the dwarves, the oldest.  This is true not only in the timeline of Aromathus, but also in real life.  What do I mean by that?  It is a story both simple and complex, and one which I shall attempt to tell you all here today.<br /><br />The elves of Aromathus date back to the summer of 1993, when I first began to create Aromathus. Well, actually, the tale of the elves begins even before that; as I’ve said before, I was introduced to fantasy when a friend of mine invited me to play in a D&amp;D campaign that he was starting after school ended for the summer.  I had never had much of anything to do with fantasy before that, but was game to try – especially after we went to a bookstore, and I picked up the old West End Games Star Wars RPG.  The other two guys who were playing in the campaign were both Star Wars fans as well, so we soon agreed: I would give D&amp;D a try, and in exchange, they would be my guinea pigs - both as a Game Master and in playing Star Wars.</p>
<p>The rest, as they say, is history, and is by and large beyond what I need to talk about to get at the story of the elves.  However, the elves of Aromathus do have their beginning here, and so here we will start.<br /><br />I admit I didn’t really know anything about elves at that time (beyond Keebler cookies, that is…), so I went by what my friend told me.  I imagined my first character (named, for reasons I can’t recall anymore, Tarn Nohmahl) to be a woodlands guide; someone who could lead the party through the wild, was both a tracker and a hunter, and an expert with the bow.<br /><br />My friend then suggested I play a elven ranger. Elves, he told me were tall, graceful people who lived in the woods.  They had an affinity for the things I had talked about, received bonuses with bows, and to top it off, they could see in the dark. Add the D&amp;D ranger’s skill with tracking and affinity to the wilds….. This sounded exactly like what I was going for, and a legend was born.  Well, maybe not a legend, but the elves of Aromathus were born there.<br /><br />After that, I started reading fantasy, starting first, as I’ve said, with the Dragonlance novels.  Naturally, Krynn’s elves influenced our thoughts on elves strongly – I assumed that’s what elves were supposed to be like.  As a result, when that same friend and I expanded his idea for a minor campaign setting into the world of Aromathus, we agreed that there where two groups of elves on our world, just as on Krynn.  So, again for reasons I can’t recall, we named the two groups of elves after what became the two major cities of their kingdoms:  Malinar (or grey elves,) and Thalinar, the reclusive High Elves, who had separated from their more common kinsmen in times past.<br /><br />The story of the elves beyond that, though, leaves those Krynn-ish origins behind, for as I read more fantasy, my own ideas on elves began to evolve.  Yet, they evolved slowly, guided by a series of events; the first (and most important) of these is when I created the original “History of Aromathus timeline” you see on this website.  In short, I had already decided that Aromathus needed to have a golden age of sorts in the past, and that this age had ended long ago, giving a reason for magic items to exist in the world, ready and able for adventurers to find.  And being a history major, I explained this with a timeline.<br /><br />Much of Aromathus can be traced back to this decision; when I created the timeline, it contained the seeds of almost everything that makes Aromathus what is today: the split between the human empires, the wars between man and orc, in fact, all of the things that laid the foundation of ADWD’s plotline.  Yet there is more there, if you look closely, and the first of these is the Drow War. <br /><br />First, a little explanation is needed.  If, as we’d already decided, everything in D&amp;D had a place in Aromathus, I needed a reason for Drow to exist.  I’ll be honest: the idea of drow have always fascinated me:  evil elves who live in caves deep below the ground, hating the light as much as the surface elves love their forests. Yet, as they exist in D&amp;D, a race who seemingly has no standard, no structure or law beyond killing those weaker than you, seemingly existing only to be evil; well, I’ve never believed that concept of something purely evil – even the most vile of people think they are doing good.<br /><br />So I returned again to the theme of competition between deities.  I did this via an assumption that the deities who hadn’t created races (especially the evil ones) would be jealous of the ones who had.  I then made the next assumption: Grummish, god of war, would be impatient, and so subject to constant taunting.  I then made a decision: Hadar, god of death, kept taunting his “brother” that his orcs couldn’t defeat the elves.  Grummish finally got sick of Hadar’s prattle, so they made a bet: If Hadar could defeat the elves, or subvert them to his will, then those fallen elves would be his “children.”  As a result, without even knowing it, I achieved two things: a “logical” reason for drow to exist, and one that was well within the “norm” of fantasy (although I didn’t know the second fact at the time.)<br /><br />The Drow featured prominently in my first role playing campaigns for the simple fact that they made great villains.  I used their actions in that campaign to bring the dragons back to Aromathus, and along the way decided a few things about them as well. For example, the drow of Aromathus would not be a separate race, as they were in “classic” D&amp;D, but would rather resemble the Drow of Krynn: individual elves would become drow after turning to a life of evil.  As a “reward,” they would be “gifted” by Hadar with all the traits of classic D&amp;D drow: dark skin, magical talents, and a proclivity to worship spiders.  But beyond that, they would not be “chaotic evil,” but more like the orcs: a culture based on strength and chaos, rather than a constant war of all against all. That kind of society, I felt and still feel, would not be able to exist.<br /><br />Now back to the surface elves.  The other primary event that shaped the elves, as it did all of Aromathus, was the arrival of the humans.  At that time, the elves and the dwarves had divided up the continent between them, even though they had no desire to move much beyond their forests and mountains.  Then, when the humans arrived, they mistrusted the newcomers for the simple fact that they were new and very boisterous.  Even so, they allowed them access to the plains of he orcs, forming with the dwarves a treaty that would shape the great wars that occur further down the timeline.  Long details made short, that treaty promised that elf and dwarf would destroy the humans if they ever made war on the elder races - specifically, “elven magic and dwarven steel” would destroy them.<br /><br />Let me elaborate a little further: Even though I knew little beyond “the basics” about fantasy at the time, I quickly learned / realized that the elves simply had to be a people who were imbued with magic, for several reasons: They are a very long lived race, living for hundreds, if not thousands of years.  Their forest homes are built in way that joined them together in a way humans could never achieve.  They communed with the gods and ruled the continent. <br /><br />Why?  Elves were the first race to practice magic.  Even now, in the current timeline, the elves are unrivaled masters of magic.  Now that I understand what I want (and need) my elves to be, their method of fighting, for example, blends magic, swordsmanship, and archery together in a way that resembles dancing more than anything else.  In fact, there is a scene early in the second novel where Tarn meets an individual taught by an elven blademaster, and he is left in awe.<br /><br />Therefore, when the Averic Empire breaks the treaty, human and elf go to war.  Later, even after they come to peace, elf and human have even less reason trust each other.  The elves return to their forests, and now humans don’t go in unless they are asked. If not, well…. Lets just say bad things happen.  Elves rule their forests in a way humans can’t even dream of. <br /><br />Sure, I know that most of this is commonplace for any Tolkien-esque elven culture.  But remember: The main point of Aromathus has always been political fantasy.  Elves are ruled by the archmagi, and those ancient mages remember the wars of the past.  As a result, the average elf is very prejudiced when it comes to humans – and vice versa.  Even though humans and elves don’t fight wars like men and orcs, they have fought wars in the past. Further, the average elf would never befriend a human - their outlooks are simply too radically different, with too much bad blood between them for trust to occur easily <br /><br />I will admit that elves don’t play too much of a part in ADWD, beyond the fact that two of the major characters are half-elven.  I could continue to discuss them further here, but that would only be re-hashing what is, to many of you, a fairly typical fantasy elven culture.  So I’ll just say in conclusion that if you remember nothing else about this article, remember that elves are more than “pointy-eared inhuman freaks,” (to channel Dr. Leonard McCoy).  What makes my elves unique is that their history is intertwined with that of the other races, and this defines both their culture and the way they behave: They’re old, they're powerful, and they know it.  Arrogant, yet gifted in may ways. Powerful, yet with the limitations that arrogance gives them.  In short, they're elves.</p>
<p>Just don’t ask them to make cookies.</p>]]></description>
            <author> jmoffringa1@sbcglobal.net (J.M. Offringa)</author>
            <pubDate>Sun, 31 Jan 2010 01:17:15 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=38:a-little-bit-about-elves&amp;catid=4:the-world-of-aromathus&amp;Itemid=66</guid>
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            <title>Regarding Orcs</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=37:regarding-orcs&amp;catid=4:the-world-of-aromathus&amp;Itemid=65</link>
            <description><![CDATA[<p>Orcs. To those of us who, like me, first experienced fantasy through role playing games, the very term brings up memories of stupid, green cannon fodder; a race which, for no apparent reason, lives to do nothing but get slaughtered by human warriors. At least that was the image I always got when reading through the D&amp;D Monster Manual back in the early ‘90’s.<br /><br />Then I read Tolkien, and my perceptions changed some – but not a lot. Tolkien’s orcs are, if I remember correctly, fallen elves. Yet, just like those orcs I remembered from my early D&amp;D days, they bred like rabbits, were controlled by Sauron, and seemingly lived to do nothing but impale themselves on human swords.<br /><br />That never made sense to me – it still doesn’t. I know Tolkien was a world builder like no other, spending many years fleshing out Middle Earth, but I could never wrap my head around the idea of the orc who lived to do nothing but “scream and leap.” Yes, Sauron bred the orcs as cannon fodder. Yet even so, how come no orc leader ever stopped and said, “Hey, guys? How about we try something different this time? I mean, the humans always beat us. How about we fight like they do for once?” Yet they never do. It’s almost like they believe that dying stupidly is a virtue.<br /><br />As I’ve said before, this was the first thing that influenced me when I started to create the orcs of Aromathus. While they were still going to be a “scream and leap” sort of race, I wanted them to be more than that. Or, to borrow a phrase from a favorite Robert Jordan character, “Living is as easy as dying. Any fool can do either.” I wanted my orcs to have a reason to do what they did, and so as I’ve also said before, the concepts of races as agents of the gods came to mind. Orcs worship the god of war, and that influences everything about them. Yes, they love to fight. But they are followers of the god of war, and so while they love to fight, they don’t sacrifice themselves without reason.<br /><br />I know I’ve talked about some of this before, so if some of this seems repetitive, I apologize. However, I needed to set up a few of the basic ideas for my orcs. So, instead of rehashing further stuff already covered both here, and in the novel “A Dance With Demons,” I want to talk about a few of the things that influenced me as I created the orcs culture.<br /><br />The first of these, I have to say, was the television series Babylon Five. In fact, this show has influenced a great deal of my writing – far more than just the culture of the orcs; and those of you who have seen the show will be able to see the parallels as you read through “A Dance with Demons.” The primary idea I borrowed from B5 was a line that Ambassador G’Kar says in one of the first episodes: “No one here is exactly as he appears to be.” This is certainly true of the heroes, but is also true of characters like Sir Alec and Lord Mournfell. And it is especially true of Grom Ten Kill and the Orcs.<br /><br />But I digress. In terms of the orcs, B5 contained one culture that I found to be the perfect model for the Orcs: The Shadows. The Shadows, for those of you who haven’t seen the show, believe in nothing less than “Strength through chaos.” In other words, the goal of their race was to fight, to struggle - constantly. Yes, a lot of people (both their race and others) would die in the process, but that was good! Those that survived who be stronger, smarter than those who died; evolution would be served. And if you were one of those who died in the process, so be it. Obviously you weren’t fit to live, and thus deserved to have evolution pass you by. Or, put another way, their entire racial philosophy can be thought of as Social Darwinism writ large.<br /><br />When I saw the episode that laid out the Shadow’s beliefs, I had recently begun thinking about the orcs of Aromathus for the first time, and from the moment I heard it, I thought “This is what a culture who worships a war deity would think.” I’d previously decided that the orcs worshipped a war god; this new concept made their culture work. Orcs wouldn’t make large armies and treaties (for then they wouldn’t fight), nor would they die for the sake of dying, like Tolkien’s orcs. No, they would fight constantly, raiding, skirmishing, testing each other for any sign of weakness. The ones who won would rule; the ones who lost would follow – or die.<br /><br />This led me quickly to another conclusion. As a political science major, I’d already come to the conclusion that all society is based upon law – at least law of some sort. This might be the constitution we Americans are familiar with, or it might be the strength of a dictators enforcers. In other words, the leadership, whatever it may be, determines how a society functions – and its laws. <br /><br />So, having already decided that in my orc culture, law came from the strongest, I realized that the orcs wouldn’t have kings or anything resembling a “western” form of government. Rather, my orcs would be ruled by clan chiefs – chiefs who would compete with each other for everything – resources, followers, dominance, etc. <br /><br />Now I had to figure out how a tribal society would function. To be honest, for a long time, it didn’t really matter. In fact, it wasn’t until I started work on the plot for ADWD that I even thought about it, and several years had passed between my decision about how orcs lived and the time I started plotting that outline. In that time, several things influenced me. First among these was the “Sword pf Shadows” series of novels by J.V. Jones, whose fierce northern clansmen are part Scottish, part Viking, and all warriors. In fact, her way of naming her clansmen is the basis for how orcs get their names. (Where do you think the name “Ten Kill" comes from?)<br /><br />A larger influence, though, was the Battletech universe’s “clans;” those of you who have read my short story “Ten Brothers” will see this influence most strongly. Without getting into far more detail than I have time for here, I’ll just say that they are a society who uses ritual, personal combat to decide almost everything. For example, the clans use a “Circle of Equals” to settle issues of personal honor, who will lead combat missions; everything, in fact, up to who will lead their society as a whole. <br /><br />This was, and is, the perfect model, I thought, for how a society based on struggle and combat would decide things. Call me “foul, pink-skinned peace lover?” I call you out and demand honor in a blood challenge. If you win, you were right, and I deserve whatever fate you see fit to inflict on me. If I win, I may let you live, if I’m feeling generous. If not, well, you’re the fool who called me out. See how it works? <br /><br />Lastly, as you read ADWD, you’ll see one more influence. This one is more minor, but does deserve to be mentioned. Now, I don’t claim to be a historian of Native American cultures, but I do have a degree in American history. So, when I decided that the orcs of Aromathus were nomadic wanderers of the plains; well, the influence was obvious. After all, when looking for a nomadic culture, as in all things, I borrowed from what I knew. So, as I wrote ADWD, little bits of the American west crept in. Tee-pees. Using of herd animals – from the hide to the meat. Other little things that a history major picked up along the way; minor in the scheme of things, but important to be mentioned. <br /><br />Well, I hope that this convoluted tale has explained at least a little of my thought process as to how orcs think and behave. If you are looking for a simple conclusion, I’ll say this: I never bought into the concept of creatures who are evil simply to be evil: Even the most insane of dictators and tyrants think they are acting for the greater good. My orcs are no different. Grom Ten-Kill may be a vicious bastard, but in his mind, he’s simply looking out for The People. That thought alone explains a great deal about how Aromathian orcs live, and maybe, just maybe, will help you think of what Grom wants to do next….</p>]]></description>
            <author> jmoffringa1@sbcglobal.net (J.M. Offringa)</author>
            <pubDate>Sun, 31 Jan 2010 01:16:15 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=37:regarding-orcs&amp;catid=4:the-world-of-aromathus&amp;Itemid=65</guid>
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            <title>Averic History 101</title>
            <link>http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=36:averic-history-101&amp;catid=4:the-world-of-aromathus&amp;Itemid=64</link>
            <description><![CDATA[<p>Today’s topic, folks, is Averic history and culture, and I’ll talk briefly about some of the concepts and ideas I thought about when I created Averim. <br /><br />The first thing you need to know about Averim is that the Averics started as colonists of colonists – that is to say, they came from the Narvith empire, who themselves came from “lands unknown.” Just exactly why the humans left their old lands has never been discovered (translation: I haven’t fully decided, but I have some very interesting ideas for a future book or three), but no one living today remembers the reason. This means that, Averim has a lot in common with the settlement of the American west. As the humans drove across the plains, they just assumed that the scummy orcs would get out of the way. And, for a long time, they did – “Manifest Destiny” at its finest. This basic idea shapes how orcs and humans interact with each other, and how the humans came to settle the center of the continent of Aromathus.<br /><br />The second thing to remember is that Averim ended up being based on the Roman Empire. I love this analogy, for it simply works. <br /><br />A little history from our world: Rome was founded sometime around 750 B.C. Without getting into all the details, originally, it was a single city-state, much like those in ancient Greece; meaning it controlled the area of the city of Averim and the surrounding country side, and not much else. Averim, like Rome, benefitted from the local geography – it is located on the northern shore of Lake Taavish, and the River Maajal is a major tributary of the Mississippi River - like Ishkar River. Therefore, it had good climate, easy transportation, access to goods, etc; all that stuff you learned in geography class. <br /><br />Well, OK, I admit that these things were decided after the map was drawn, but it does make sense.<br /><br />Anyway, Averim was a city state with several advantages, as I just stated, and for several hundred years of the timeline, that was enough. But when I created the world, I decided that there had to be a great series of wars and upheavals for one simple reason: When playing D&amp;D, I needed a reason for there to be all kinds of magical “goodies” floating around for adventurers to find and play with. <br /><br />Yet there was more to it than that. From the start, I decided that Averim would be a world of great empires as well as smaller kingdoms. This meant that there had to be a reason why a bunch of colonists formed a great empire with medieval technology and government, and that there also had to be a reason things didn’t fall apart.<br /><br />Think of it this way: When my friends and I created the world, there was a lot of “Hey, these people live here.” That works great for a D&amp;D game, but the part of me that is a trained historian went, “So WHY do these people live here and those there?” Over time, I came up with the idea that humans were agents of change and chaos, as I said. So… someone lived there, and the humans came in and changed that. Humans became “conquers” of the central portion of Aromathus much as Europeans did with North America.<br /><br />But back to my Roman analogy. Averim existed as a single city-state for several hundred years, but I needed a series of wars, right? So here is where fantasy meets the history. <br /><br />One of the themes I like to play with is wars/conflicts between deities. Simply put, why didn’t each deity create a world of their own? Well, what else are immortal beings going to do all day but compete with each other, right? Why else would they create a single world for all their worshippers to live in? Even though the gods of Aromathus don’t involve themselves directly in the affairs of mortals, they enjoy watching “their” races compete with each other – much as the gods of ancient Rome were supposed to have done <br /><br />Well, theology is beyond our topic today, so I’ll leave it at the fact that the god of the orcs was pretty upset when a “younger” deity says “Hey, my people just kicked your people’s butts! Take that Grummish!” This is even more true when the god in question is the god of war, and his chosen people just got their butts kicked by a bunch of upstart followers of the sea god. So what’s any self-respecting war deity do at that point? That’s right. Get revenge!<br /><br />I decided this was how the Empire of Averim was born. Grummish whispers sweet nothings into the ear of an Averic prince, and then blesses him after he comes to power. He then blesses his armies as well, and before long, Grummish is tweaking the sea god back. “See? Your people aren’t all that cool. After all, they didn’t really become great until I helped them. Take that, Urnomox!” <br /><br />At the same time, Grummish is punishing his own followers for being so pathetically inept. This means that Grummish, who delights in combat and slaughter, accomplishes many things at the same time. He tweaks his fellow gods, punished his followers, and has a memorial to himself made at the same time – a great empire built on the opposition to orcs is based on the favor of the orc god. How ironic, right?<br /><br />Back to Rome again. Ancient Rome on Earth slowly expanded as well, much as Averim did during the reigns of Justarias and Norazon (check out the timeline for details!) Over the course of many years, what started off as a simple kingdom becomes a larger one, and then a huge empire, and this entails a few things. First, like all huge empires that I know of, expansion becomes kind of a drug. Or, put more “historically,” in order to pay for the protection and policing of round of expansion, you need to conquer and loot more territory – and this starts a cycle. <br /><br />Consider this quote from a book I am currently reading on Napoleon. “…France had become a kind of war machine, capable of keeping its balance only in a state of national emergency, mobilizing, plundering other nations, fighting war after war. If war should cease, the whole edifice of repression, colossal military expenditures and subject peoples would come crashing down (Robert Harvey, The War of Wars; pg. 688) .” This happened in ancient Rome, in Napoleon’s France… and in Averim.<br /><br />Those other empires eventually came crashing down, but Averim hasn’t… yet. However, Averim is constantly at war with the orcs, frequently with nations it has conquered, and far too often with the dwarves and elves. On the other hand, were either the elves or the dwarves ever to decide they’d rather live in wide open grasslands instead of ancient forests or mountain strongholds… Averim exists in a perpetual state of war, for were she ever to rest, her downfall would soon result.<br /><br />The second thing that it entails is that unlike most medieval kingdoms, Averim has a professional army. While some of you readers may not know it, professional armies in medieval settings are NOT common – the average feudal lord has far too much to worry about simply surviving day – to – day to worry about maintaining a standing army. Or, put another way, your average feudal lord has to worry about growing crops, maintaining his castle, and fighting off marauding bandits to have the time – or the money – to worry about feeding, arming, and paying soldiers. Sure, he will have some trained men to guard his castle, and maybe a few constables to patrol his borders, but an army? That simply costs too much.<br /><br />Actually, this is one of the reasons feudalism developed – to allow the king to have an army. King Bob (I always name generic guys Bob, for some unknown reason) agrees to protect Duke Frank in a time of war. In exchange, Duke Frank agrees to provide troops, money, or service in exchange for that protection. Why? Because going off to war is expensive, as anyone who has been paying attention to Iraq knows. And without large amounts of land – and large numbers of people to tax - there is no way to pay for an army. Therefore, the only people who can afford suits of armor and expensive warhorses are the nobles. <br /><br />This is why, as an aside, that all those fantasy stories where huge armies are running around really, really annoy me. They simply didn’t – couldn’t – exist. But I digress. J<br /><br />Averim, though, is based on the hypothesis that Rome never fell. Again, back to out history: the Roman legions we see in movies like Gladiator represent something that wouldn’t exist in someplace like Tolkien’s Middle Earth: there are no nations big enough to support them. The battles of the later Roman Empire were too big to be fought in, say, the year 1100 for the same reason. <br /><br />Rome, though, was a large and (relatively) stable empire with a hug tax and population base, and could afford to support a standing army; it also had a need to. Remember my comment about “Rome vs. the barbarians on the Danube” from my last post? That’s why. When the Roman’s finally stopped expanding, they realized they had a good thing, and they wanted to keep it for themselves. So the Romans set up border forts all along the border, from the North Sea, down the Rhine and the Danube, to the Black sea. The legions are garrisoned in those forts, and their task was to patrol the border an keep the barbarians (or, more accurately, anyone who wasn’t Roman), out. <br /><br />See the parallel to Averim? I did. But instead of the barabians being Germans or Huns, their orcs. And when Tarn Nohmahl joins the army at eighteen, he isn’t a peasant conscripted by his lord, he is trained and joins an army with a tradition going back thousands of years. And while the system isn’t exactly that of Rome’s, they are similar enough that those of you who do know a little about ancient Rome will see the difference.<br /><br />Well, that about covers this lesson. In a future post I’ll move on to other nations of the world, starting with the Orcs…</p>]]></description>
            <author> jmoffringa1@sbcglobal.net (J.M. Offringa)</author>
            <pubDate>Sun, 31 Jan 2010 01:15:17 GMT</pubDate>
            <guid isPermaLink="false">http://www.aromathus.com/index.php?option=com_content&amp;view=article&amp;id=36:averic-history-101&amp;catid=4:the-world-of-aromathus&amp;Itemid=64</guid>
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