Wednesday, January 12, 2022

Baptiste Cider Review

It is now 1022, a year has died. It may not be missed, but in many ways, I do not think it was noticed.


My ginger stores are thinner now, the tarrifs have driven the price beyond my profits.


In time, this will come to a end, just like the year did, like time did... but not yet, it can not end yet.


There is more to taste, the people must know, they aren't ready... not yet.


The Birds Of Paradise claim to be a cider. Its can is warm to the touch, even though it has been in days sitting among ice. I flick it over, so the can rolls on its side.


I did not receive mana, not of any color. It was but a deception. A facade, as thin as the paper its wrapped with. 


It calls itself a Moscow Mule Cider. I know nothing of Moscow, but mules are not birds. I do not understand this drink, yet I continue to indulge, hoping beyond hope that there may be a answer in the visions...


They do not come, I remain alone.


And yet... it tastes clean. The lime comes before the Cider, and provides a crispness that is accentuated by the apples own. The tastes meld, and though the drink is dry the alcohol does not linger like a burning grease, as I find many drinks do. It is unsweet, but it doesn't need the sugar.


It does not have to cloak itself in lies, for what it has to say is not hateful to me. Its ginger is faint but used at the back end, to clear up the lime.



It is a good drink, as far as drinks can be drunk.


Good score out of ten score.

Tuesday, January 11, 2022

Rumors for January 1022

 [Chimeron]

The Silvan Sanctuary Farming Commune has had a lot of activity at their local tavern. Visitors have reported talk about unusual doors, leers, dangerous caves, many fights... And something about ham?

~~~

A small bakery in Chimeron City was reduced to rubble by what appears to be a massive explosion of cookies. Local mages are investigating the source of the bake-tastrophe while local children are thrilled by the doughy deluge.

~~~

River barge traffic on the Rowan continues to increase upstream of Chimeron City. From the north, large shipments of raw stone are delivered to a site on the eastern bank of the river. This site is also receiving smaller shipments of food and various manufactured goods from the south.


Monday, January 10, 2022

Meme Monday

 by the Meme Team



Thursday, January 6, 2022

Throwback Thursday - Pictures from 1999

The top two events of pictures below were borrowed from the Southern Wastes homepage. Poke around for lots of amazing historical accounts of our game.

Queen of Hearts

Queen of Hearts

Queen of Hearts

Queen of Hearts

The Ascension War

The Ascension War

The Ascension War

The Ascension War

The Ascension War

Feast of the Leviathan

Feast of the Leviathan

Feast of Rathkeale

Feast of Rathkeale

Feast of Rathkeale

Feast of Rathkeale

Feast of Rathkeale

 North South War

 North South War

 North South War

 North South War

 North South War



Wednesday, January 5, 2022

AITA - An Ask Zarine Special Edition Series

 by Sara "Zarine" Jessop


Issue #4: Guarding the Dark

So there I was, guarding an incoming portal. My boss was all over my, er, butt, about letting stinking humans get by me. Well today I was not gonna let that happen. Sure enough, POP, a bunch of humans, and human like things, (Elves, humans, all of them seem to be half somethings, how can you tell the difference, right?). Anyway, so POP! a bunch of them suddenly gate in. it's not like we had a warning, it's all dark down here. Me and some buddies form up a line, the humans seem to be just full of surprises. Now I have been around a few casters, I know a thing or two about spells, and magic items. So it's not really surprising when this tall one and this other tall one, both in full armor with big weapons, start raising each other anytime one of them is down. Great, this guarding gig is going to be harder than normal. Usually down here nothing much happens, a Genie gets loose, living statues, a mysterious door opens or closes, rooms full of bugs, the normal stuff.


So we form up some lines, we push them back and a few of them keep getting up. Now I know what a troll looks like, and this one that kept getting up weren’t no troll. So I started hitting it, a lot, and instead of becoming a gooey mess, little pieces of itself keeps forming back together. Well shit on me, this is not how I have seen other thing regenerate. Must be an item or something really special.


The fight is not really going our way at the moment, so I really want to go help my buds, and I could not have this one get up behind us. I had to stop him from regenerating. Now understand, I did not want any items, the boss’s just take em from us, and all we get is more guarding work to try to get more. So I really don’t give a bless about keeping anything. I just want this invader to stay down. If it stays down I can then go help the rest of my guys. So I start searching it. And as I find things I am just kind of throwing the things behind me. pick up their weapon, hit them, check to see if they are still regeneration, yes toss. Pick up something else, is this a belt pouch? Yes, hit them with my weapon, still regenerating? Yes toss. Search some kind of stick off its back, hit it again, still regenerating, Crap! how much stuff does this one have?


While I was getting very distracted by this, the fighting kind of got out of hand and the boss’s pulled us back to a better position. But one of the bosses asked me why I did not keep the stuff? (so I could “give” it to them, no doubt).


I told him I did not want the stuff, I just wanted this one to stop getting up so I could protect our line and help my buds. Am I the Arsehole for searching stuff off it and not keeping it?


Signed

Guarding the Dark



Dear Guarding the Dark,


I am going to assume common is not your first language so I have taken the liberty of correcting some of your spelling and grammar mistakes. As much as I like to publish letters ‘as is’, I just couldn’t in good conscience leave some of them for all to see. Think of the children. Though if anyone is letting their children read anything I write those children already have bigger issues.


So if I am reading this correctly, you are asking if you are the Arsehole for *checks notes* not stealing? On the surface, this seems like an easy one, however there are a lot of variables to consider. For instance, I am assuming that since you refer to ‘half-human-like-somethings’ that you come from a more, uh.. monstrous society? Not knowing the customs of your culture, it’s hard to say if your boss being angry at you for blithely disregarding potential valuables from your enemy's regenerating corpse is abnormally problematic or not. It could very well be that your entire societal structure hinges on that loot and you just left it there. Could also be that your boss is just a greedy overlord who exploits his guard’s diligent expulsion of intruders for his own personal gain.


Is collecting the loot within your job description? The only information I have is that you are a  ‘guard’; your responsibilities could be quite varied. Did you sign any kind of contract or is there an employee handbook stating the regulations for divvying up, uh… unclaimed property? Sounds like perhaps you need to renegotiate how loot received on guard duty is distributed. Do you have a union? If so, you really should speak to them about addressing this issue. If not, well then you really should start one as it sounds like worker’s rights are unlikely to be a high priority in your current position.


Not having the answer to any of these questions, the only way I can really judge this is using my own set of questionable morals. It sounds to me like you were simply trying to keep a good cadaver down, and quickly too so that you could get back to helping your friends. You didn’t need the copious amount of items the corpse was carrying (really, it doesn’t sound like they did either) so you left them behind rather than waste time gathering them all up for your greedy boss who wouldn’t reward you for collecting it anyways. If said boss wants you to loot corpses, then they should either compensate you accordingly or loot them them damn selves. I can’t see where not stealing from a corpse while there is still a battle to be fought would make you an arsehole.


Verdict: Not the Arsehole


So, general plebs of the land, do you think they are an arsehole? No? Maybe? Well, don’t hold back, we all want to know! Feel free to weigh in in the comments.


Have a query about your potential arseholishness? You can send your questions directly to me  (sarajjessop@gmail.com if you have no other contact information for me) or you can reach me through the View’s offices at  areni.daru@gmail.com .


Tuesday, January 4, 2022

Aeston's Cartography Corner Part 3 - Zoom Zoom Zoom

TLDR: The map is updated. The controls are in a menu on the bottom right of the page. Zoom way in on the three countries that currently exist on it to see the magic. Here's the link. https://www.realmsnet.net/maps. Also what should we do about historic groups and the areas of the map that they take up? Discussion question below.

-------

Hello, everyone. Welcome back to my verbose pontificating about the Realms Map. I do have some progress to show off today, some explanation I'd like to give, and a pretty big discussion question I'd like to pose. Let's go in that order.

So first, here again, is a link to the latest version of the Map. Reminder, this is still all a work in progress, and things are still subject to change. One big thing you should be aware of is that accessing the menu requires clicking on the gear icon in the bottom right corner of the browser window. https://www.realmsnet.net/maps

As you can see, Rhiassa, Ashenmark, and Chimeron are currently on the map. I decided to start close to home as I experiment with what can be done and how to do it. Initially you can't see much detail, just the outer border of each nation and the name. But zooming will reveal a lot more!

There are basically three 'levels' of zoom detail built into the map. The first, as you can see, is just as I described above. Borders and Labels.

The second level of zoom triggers at 800%. Once there the thick borders shift into thinner borders and you can see in Rhiassa and Chimeron how that is also used to denote specific sub-nations or provinces in the overall nation. Also at the middle zoom levels population centers the size of cities become visible as do roads that are considered 'major roads'. Labels for countries and cities appear as well.

At the third and final level of zoom all detail becomes available. Population centers of any size as large as a village, other landmarks, minor roads, labels on lakes and rivers. This is the ultimate version of what I want to accomplish with this map, giving every group the ability to really lay out a detailed schematic for what is where in their country.

Like before, in the menu, there are check-boxes to turn different layers on and off. If the roads or the forests are getting in the way of the viewing experience you want, you can just turn them off. It's programmed so that even as you switch zoom levels a layer won't reveal itself if you have already turned it off. Thank you again to Ian Pushee for all of the work on the programming end to make these functions possible.


Okay now on to some explanation. Those of you who have worked with me to make some of the detailed maps in Inkarnate are familiar with some of this, but I feel like this is important information to get through.

Borders in a medieval setting are inherently unlike those made in modern times. I won't go so far as to say that it would never happen, but generally it's not the case that you'd go into the very middle of an open field, plunk down a wall, and say thats where your border is. Instead, borders were usually dictated by the landscape. Lakes and rivers served as markers, even things like the edges of forests, mountain ranges, or valleys. This is not a universal law or anything, but in my previous map making projects that I worked on for the View's "O'er the Lands of the Realms" series I usually tried to add in some sort of landscape-driven justification for the borders that all of our nations already have.

To make things even more complicated than that, there are some "rules" about rivers from just a geological point of view. Obviously they usually start at a high elevation, always run downhill, cardinal direction does not matter to them, and the great, great majority of the time a single river does not split and rejoin itself later down in it's path. You'll see as you look around the rivers and lakes that I have already added that they follow these rules to the best of my ability.

So designing a nation on the map is a slow process that involves a lot of steps and revision. The original borders from the historic version of the map need to be honored, landmarks need to be added or manipulated in order to make these borders 'realistic', and then as cities, roads, and landmarks get added these need to further change the complexion of how everything is arranged.

It probably took me about 20 hours to do the three nations that are already on the map. Some nations will come together faster and some slower, but overall it's going to take a lot of time to build this all out. So I'm going to ask for your patience as I get to everyone. When I know I'm ready to do your nation I plan on reaching out to the leader of the group so we can design it together.


Finally, the question that I want to put out for discussion this week. It is something that Janna eluded to in a discord discussion on the #cartography channel and I think is a very important thing for us to decide going forward, and that's what to do about historic nations, their presence on the map, and the borders for their countries.

As many of you know, on the previous versions of the map, when a group was no longer around and no new group specifically took up their mantle, that area of the map would be changed to a ruins icon that usually took the place of a main city of that group. If that group had a border it was removed. There was no set deadline on when a nation "expired", it was mostly up to the author of the map and a gut feeling.

So essentially there were three "states of being" for a group.

1. Active group with a border around their lands

2. Active group that was just a single population center (city) with no border

3. An inactive group that was represented by one or more ruins and had no border

(it's worth pointing out that some ruins on the previous map are not defunct groups but rather plot-driven points of interest represented as ruins).

While we do need a way to denote historic groups on this new map, we do not have to be locked in to the same process and only those three "states of being" from before. I think it is important to represent history on the map and I think there are multiple ways of doing it. I'm going to make some suggestions that come to mind for additional ways to honor history.

Case A. A group that isn't 'active' anymore but isn't completely removed from the current Realms. For example, Vinehaeven. No one really plays the game as Vinehaeven members anymore but there are still people 'in charge' of Vinehaeven that are around and play frequently. It is also important in that many players because it is the home of the Oaken Guard which many current players originated from.

In an example like Vinehaeven, even though the group is not active, I think what makes the most sense is to remove it's border and leave it on the map as a population center (and Fort Oakenbrook as well). So groups that are still culturally important to the game can remain on the map as cities, towns, etc, but they have lost their "influence" enough to actively control land inside their border.

Case B. A group that isn't 'active' anymore but might not be able to be properly represented by a single ruins icon. For example, The Southern Wastes. Again, some members of the Southern Wastes are still somewhat around but certainly not to the extent that the players 'control' a large area of the map.

In an example like The Southern Wastes, I think what makes sense is to have a label describing a region on the map. The 'Connecticut' area will always be The Southern Wastes to the Realms, it's such a big part of the history of the game, so I'd prefer to put a regional label over the area the way a modern map would label something like the Sahara Desert. It doesn't have a political boundary but it's clearly a big part of the makeup of the map of Africa.

Case C. Cleaning up plot areas. A lot of times there are important reasons for a plot-driven area to take up a section of the map. But when plots officially end or when they just fade out into history having never actually wrapped up, I'm not sure it makes sense to lock away those areas of the map forever. I also think that this is a very case-by-case consideration depending on how much that plot culturally influenced the Realms and how much of an effect it has on IC interactions today. 

For example, New Illinar takes up a large portion of the map near Voraniss. That plot has been pretty much complete for over a decade. I think it makes sense to have Illinar still on the map, it had a dramatic impact on the Realms for an extended period of time and is a part of our shared history. I think it can represent that by being a fraction of the size that it already is, allowing it to exist, to continue to be used for plot elements that relate to it's history (there are still a few) but not take up so much room as to dominate the region.

Overall I would call upon plot runners of the past to take a look at the map and see if there is anything that could be or should be 'cleaned up'.

So those are my thoughts about some ways to deal with clearing up the map a bit, but these ideas are just suggestions as we come up with the best way to create this map together. I would love to hear any and all of your ideas as FB comments, discussion on the #cartography channel on discord, or via PM. Thank you, as always, for your support.

In service,

Jason "Aeston" Rosa




Monday, January 3, 2022

Meme Monday

 by the Meme Team