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Progress points…

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I’m at 90,000 words, and it keeps improving and slowly growing – even though I’m taking things out.  The Pale Folk have become the Painted Folk, and they have gone from a race of small pacifist craftsmen to a race of tinkers, rogues, and miners.  I’m changing some names from some long-held placeholder names to more of a final form, which is exciting – if not a little confusing even for myself. It’s getting closer!

Hoist by my own petard?

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I’m still editing, currently reviewing the Game rules. I can see where my ideas have evolved over the past few years, and I’ve not kept the Game Rules up to date with the World Book, and this is causing me more than a little heartburn at times. It is taking longer than I expected to get this all roped together, but I vow to release a very good product that is gamer-approved. The additional wait is going to be worth it, I promise.

In the process, I have streamlined the rules so that one simple chart and one simple dice roll will affect much of your fate – whether it is spell casting, melee combat, trying to get a contract from that badass mercenary leader, or just hanging onto the rope for one more round.

I have to resist the temptation to move on to the next continent (so MANY goodies waiting there) and keep grinding on what I already have.

Hillport

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Hillport

The first experimentation with a Republic concept in TIRRA, Hillport is a large capital set amid the hills and peninsulas on the northeast coast. Claude, the Proconsul, rules Hillport with political help from his cronies in the Senate. Nearly twenty years ago the Republic was founded with a great deal of internal fanfare – and much ridicule from the neighbors.  Claude and his co-founder Kervis had many uneasy days until Kervis committed suicide by drinking poison after the eighth year anniversary celebrations (12 years ago).

The rough area of the official  Hillport boundary can be marked by the Bertram River to the east, the Baldtops to the north, and the sea along its coastline – between two peninsulas.

Hillport is ridiculously wealthy, since it has various successful mines.  The heavily fortified mines are in the hills, and a carefully guarded state resource. Most people who venture there don’t come back – or they end up working in the mines to ensure the state secret. The streets of the capital are lined with statues, temples, obelisks, and opulent decorations for the purely decadent at heart. The local gold coin (the “wheel”) is proudly on their banners. Their bathhouses are elaborate miniature palaces, fit for socializing or entertaining.

With that wealth comes a large army and navy for an area that is essentially a city-state. This is strange since there are few rivals and nobody threatening. The old men are gossiping about war plans these days. Perhaps an invasion soon, of Malthos or Kaloram?  Hillport troops also roam Narzil, providing all defenses for that small country.

The wealthiest live in villas that are warm in the winter and breezy in the summers. The floors are built up so that the servants can make fires below to heat the floors and outer walls, which also provides hot water for the baths.

The other thing going for Hillport is their invention of concrete. With this strange mixture they are now able to build arches, streets, buildings, columns, and other more artistic persuits. The secret of the concrete is being jealously guarded and each mixture of the substance borders on being a religious ritual.

The sad thing about Hillport is that they have leveraged their way into taking people into servitude from outlying city states or nations. Some are outright slaves, and others are working off debts that were incurred and sadistically increased due to government sponsored merchant dealings in the area. These are the miners, street sweepers, house servants – performing all of the mean, dirty jobs nobody else will do.

Why TIRRA?

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For those of you who insist on the TL,DR version of everything, here you go.

There is no TL,DR version.

TIRRA is a continent and several related islands on a planet roughly earth-like. It is elf, dwarf, and orc-free. There are three races of humanoids and three races of lycanthropes. It has nearly twice the area of the North American land mass, as well as extreme terrain, new creatures and plants, politics, and… Well, sorry. That’s all you get for a TL,DR section. You’ll just have to start reading.

What’s so different about TIRRA?

The main difference is that you’re not going to find iron or steel. There just isn’t any to be found. Most of the iron that is available is from meteorites, and these bits get used as compass needles, magnets, or door stops.  Iron is so uncommon that steel has not been developed. Iron is smelted into cast iron, but this is brittle – meaning that iron really isn’t of much use anyway.

Technology therefore is the science of what is possible with this planet-wide handicap. There is no steel to support an industrial revolution. The people here are smart enough to figure it out, but there just is no iron available.

Since you’re going to ask, yes! The planet has a magnetic field, and that’s a good thing for navigation and keeping the solar radiation out. If you want to find the source of the magnetic field though, you’ll have to dig an extremely long way down into the core of the planet where molten iron is available.

This lack of steel will influence your choice of weapons, armor, friends, and other attitudes. Things that you may have done in other game environments need a nudge in a different direction in TIRRA.

Is there magic?

Yes, moreso in some areas than others. Some areas of Tirra are very technology (tinker) centric and they have developed clockworks, small steam engines, and anything from music boxes to devious traps – all based on physics, chemistry, or some other branch of learning.  Other areas of Tirra are very magic (wizard) savy, and magic and alchemy are preferred, as are all the old ways.

To which era from earth’s history can Tirra be compared?

The closest approximation is probably the Renaissance.  Art can be very realistic. Music can be very complicated. Buildings can be full of surprises and a variety of building materials. Politics, intrigues, and a tension between magic and technology. And don’t forget the four churches and their interests!

Is Tirra steampunk?

Not exactly, though in some areas it can be played that way within the limits of available resources. The rule of thumb (subject to your game referee’s guidance) is that if Leonardo Da Vinci could conceive of it, you can try to build it, buy it, or use it. Most brass, bronze alloy or copper versions of things that may come to mind may be heavier or more cumbersome than you’d like, but there is no iron available – so get over it already.

The Lycanthropes…

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…have arrived!

Check out the tab above titled “TIRRAN LYCANTHROPES” and tell me if it wets your appetite.

Sometimes there are just too many possibilities to decide what to do. This is still a rough graphic, but I think you get the idea.

Oh, for a clump of Dup cheese!

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A dup? And what is this about cheese?

Dups are used as pack animals and as dairy or meat sources from Hillport to Eaglebrook.Think of something between an American bison and a rhinocerous, and that is getting close to what a dup looks like. The legs are quite stout, and the shoulders mound up behind the head. Wool hangs down in huge hunks of molding hair, which is gathered and prized in the spring to make great sweaters! These beasts are slow moving unless they are provoked. The males have horns that jut out forcefully from the skull, and they are not afraid to use them – especially in rutting season.

The tundra nomads breed dups in the far north. The dup diet is vegetarian. It’s a little bit troublesome because sometimes dups are finicky eaters when traveling, so don’t plan on them eating provisions you brought along. Also, plan on quite a large volume of food for each dup. They always like their tundra grasses though, as long as they can dig down to them through the snow.  They travel better in the mountains than some pack animals, but they are much more adapted to the plains.

The shaggy coats are allowed to shed in the spring. Nomads don’t like to try to shear them, preferring to remove the shaggy wool from nettles and trees where the animals rub themselves to be rid of the heaviness before the summer heat arrives. Perhaps it is better to say the dups don’t like being sheared.

When dups are in the mating mood (early autumn), make sure you are some place else. Both sexes can be very difficult to keep under control at that time. Males will butt heads constantly until one backs down or is killed. Calves are born in the late spring, which is when the tundra is coming to life a little bit for a brief, warm summer.  They are full sized and ready for mating in 2 years. The lifespan is quite long – 25 to 40 years is not uncommon.

Yummm! Cheesy!

What dup cheese might look like?

Nomads use the milk of the dup females to make a strong cheese that smells a little bit like somebody vomited. It tastes pretty good though – especially on a cold day when you’re really hungry. Dup meat is quite rich and fortifying. One animal can feed a tribe for several weeks as needed. The meat is usually boiled down until it is very tender, and seasoned with heavy dollops of garlic, herbs, and other vegetables. The meat can be a little gamey, so additional spices are usually used. It makes for a very hearty stew!

South of the Northern Rim, dup meat is treated much the same as any other meat – jerked, smoked, fried, ground or in large cubes held briefly over a flame and consumed nearly raw.

Most of the animal can be used – including the hide, bones, teeth, horns and wool. Several internal organs are also consumed by the nomads. Perhaps if you travel there they may share their recipes with you?

The Lycanthropes are coming!

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And I don’t mean those cheesy Twilight wolves or the werewolves from Underworld. I mean 3 different tribes of peoples who can (painfully) change from an animal form to human form and back at will.

Yes there are humans and other races around. These three tribes of peoples were created by a magical accident thousands of years ago. They are misunderstood, maltreated, and more importantly they have a long history of distrust between the tribes.

More details coming soon!

Coming Attractions

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The TIRRA world book will include:

  • Area maps of the continent and nearby islands (working on some graphics conversion issues but it is coming)
  • Descriptions of the people, nations, cultures, weapons and armor.
  • The calendar in common use.
  • Star charts showing the constellations that inspired the calendar.
  • The alphabet and number systems as written and samples of the TIRRAN language.
  • General descriptions of the game character classes
  • Notes on the Mythology behind the world and full descriptions of deities.

The accompanying game (not required to enjoy the world book) is a class and skill-based approach to RPG gaming. Character classes are templates, but players will be able to create their own character class if they so choose.  Skills improve with success, and a lack of success may reverse your fortunes for a few days. After all, why should you advance in a skill you’ve never used?

Magic will include a priest class, wizards, warlocks (elemental manipulation and control), as well as the familiar warriors, knights of the church, rangers, rogues, and the list goes on.

I’m working on getting more content available in this blog, and also getting content ready for publication – on top of a demanding day job. Please be patient!

Ardzin

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If you ask the people of Ardzin, they’ll tell you they feel cut off from the so-called “civilized” society of the northern countries. And they prefer it that way. This rustic land is tucked between the Stallion Run River and the Teeth of the World, and east from the Sinder River.

Heraldry of Ardzin

Ardzin's Banner

They feel kinship toward their neighbors in Steed Shire, and there is an alliance between the two countries.  Ardzin has no major cities, but the largest town and seat of government is Harken, which is located between the Stallion Run and the Sinder rivers, and close enough to the rest of the coast to not worry much about the goings on “up east”.  Ardzin is mostly forested, and a lack of good grazing lands inhibits good horse herds.  If you’re traveling on the rivers in the north, the sailors and barge masters are more likely from Ardzin.  Ardzin is formally known as the Barony of Frie, oddly enough, and currently is in the custody of Baron Johann of the House of Frie.

Welcome to TIRRA

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From the frigid Ice Barony to the balmy tropic islands of the Spice Barony, there is much to discover in TIRRA.

Tirra is a large continent on a world called Talia, a world that has a large number of different kinds of peoples who are spread across TIRRA and two other continents, and several large islands.

One sun crosses the brilliantly blue sky each day, and there is one smallish moon that has a bluish tint to some areas of it.  Weather patterns and tides are predicatable to a certain extent.

One thing Talia does not have is an abundance of iron.  By whatever act of the gods (you can blame Narvad if you’d like) or evolution, creation, or random visits by asteroids long ago, iron is nearly non-existant for the average person.  Thankfully, there is a plentiful supply of copper and tin so that bronze is easily made. This makes any iron (or steel) extremely expensive, as it is in high demand. Those governments who can afford it are purchasing iron for their armories and weaponers.

It’s a pity really, because many areas would have seen an industrial revolution by now if iron had been available. As it is, the people are doing the best they can with bronze. They can make engines that run on steam, machines of intricate gears and cams, or deadly traps.  Mass production is difficult, and therefore most clockworks, engines, and other devices are painstakingly hand made, which is also quite expensive. For this reason they are often passed down through family lines as a proud heirloom, or gifted to the community in remembrance.

 

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