Ideas for Talislanta: Savage Lands

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Ideas for Talislanta: Savage Lands

Postby writermonk » Sun Mar 30, 2014 8:17 pm

Greetings Talislanta-fans

We want your ideas for Talislanta: the Savage Lands.

First off, this is what we are NOT looking for:
• Anything that doesn’t fit the overall vibe and make-up of the T:SL milieu
• Stats for anything at all. Don’t worry about stats at this stage; the system is being tweaked and instead of re-writing stats, just don’t include them.
• Anything about the game system. As said, that’s being tweaked.
• Adventure seed ideas. We are going to need these, of course, but let’s wait until things are more fleshed out before we pull those in.

What we are going to do is ask for ideas in a variety of topics. Every other day we’ll ask for a new list of things. What we’d like for you to give us is a very short idea. Nothing more than two or three sentences at the most. Concise is what we’re going for.

We’ll collect those, go through them, and funnel them to the writers. Furthermore, be sure to leave us your name as you’d like to see it in the book when we give credit to the fans for the help and suggestions.

The first thing we're asking for is this:

Additional root races or ancestral races from the Talislanta books and why. We're not going to list what we already have; be creative and tell us what you’d like to see, if there's overlap, we're doing something right. If there's things that we've missed, we need to know!


Tal-site announcement - http://talislanta.com/?p=4382
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Re: Ideas for Talislanta: Savage Lands

Postby PeterLind » Tue Apr 01, 2014 1:54 am

Well, to help get the ball rolling, perhaps we can start defining what a "root or ancestral race" is in Talislanta? Here is what I have culled from SMS' outline of the new book, and please let me know if I am on the wrong track . . . :)

"Compared to the original Talislanta, the SL milieu would also be a lot easy to get into. Because it's a post-apocalyptic setting, there would be no nations, cities, or civilized cultures. Accordingly, there would also be a lot less archetypes, as SL will be populated by the "root races" who later branched off into the many peoples of the Tal New Age.

This would also make SL a lot easier for potential new players and GMs, many of whom have in the past been more than a little intimidated by the huge number of archetypes in the original And having less archetypes to deal with will also allow those "root races" to be developed in ways that just weren't possible in the original Tal game.

. . .

- the Withen, who live in a vast labyrinth and are said to be the only race who still know all the secrets of the lost art of Magic…
- the Vandar - ancestors of the Thralls…?
- the Drune - ancestors of all the nomadic tribes of Talislanta…
- the Undermen - pale-skinned humanoids who live far below the ground, coming out only at night to snatch unwary prey from he world above…"
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Tue Apr 01, 2014 2:27 am

Second round!

What we need from you now is this:
Colorful & unusual SL-based tribal customs. We're looking for primitive stuff mainly, anything from body-decoration to superstitions, taboos, burial rituals, etc. Remember to keep it brief - no big write ups or explanations. Just a sentence or three. Put separate ideas into separate posts, if you can.

If you've still got ideas for the first round, head over to http://www.talislanta.com and leave them for us there!
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Tue Apr 01, 2014 2:29 am

PeterLind wrote:This would also make SL a lot easier for potential new players and GMs, many of whom have in the past been more than a little intimidated by the huge number of archetypes in the original And having less archetypes to deal with will also allow those "root races" to be developed in ways that just weren't possible in the original Tal game.

- the Withen, who live in a vast labyrinth and are said to be the only race who still know all the secrets of the lost art of Magic…
- the Vandar - ancestors of the Thralls…?
- the Drune - ancestors of all the nomadic tribes of Talislanta…
- the Undermen - pale-skinned humanoids who live far below the ground, coming out only at night to snatch unwary prey from he world above…"


Yup. The main idea is to make Tal a little more accessible while still providing enough things that can be tied to the New Age for old players to get excited too.
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Re: Ideas for Talislanta: Savage Lands

Postby PeterLind » Tue Apr 01, 2014 4:36 pm

Wow you guys are moving quick, so I posted some quick thoughts at the tal website for the first question and also for the second. . .

Some questions/comments on your "root/ancestral races" -- for one thing, do you need such a concept in the book? It seems to me that the races were pretty well established as of the time of the Great Disaster. Most of the Archaen population were in the clouds in sky-cities while the sub-men were allowed the lands below. The remnant of the Drakken and their relatives were possibly still migrating southward to a southern continent.

The differences of some of the "races" of Archaean ilk may be explained as the result of the rampant, and perhaps ill-advised, magical experimentation that took place to create some of the subtle distinctions among them, particularly of skin color. So some of your nomadic tribes will simply be Archaen survivors of the Great Disaster, who made their way ground-ward before it struck. Perhaps some heeded the advice of the Neurians (?) and left early while others might have made it by windship. I can see Archaeon survivors in different pockets of the Savage Land, likely grouped by sky-city of origin, and nomadic by necessity due to the myriad dangers of the post-Great Disaster world.
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Tue Apr 01, 2014 6:13 pm

One goal is to reduce the number of archetypes/character choices. A common 'complaint' about Tal from new players over the decades has been how much choice there is. That it's overwhelming to have 100+ archetypes. So, we want to reduce the number of playable races down while still leaving things that are similiar/parallel to the New Age Tal that older/established Tal players can easily latch onto as well. Thus, having a a selection of root races to explore that lead to one (or more) modern races/cultures.
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Wed Apr 02, 2014 2:36 pm

Talislanta: Savage Lands, Idea submission part 3!

A Walk on the Wild Side (part 1)

What we'd like from you on this round is simple:
Flora, fauna, and monsters from New Age Tal, and how they might be different.
Be brief!
If you have a favorite existing image of the creature from one of the Tal books, tell us which book and the page number - this will help when we give stuff to the artists for inspiration and reference.

If you've still got ideas for the first two rounds, head over to http://www.talislanta.com and leave them for us there!
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Fri Apr 04, 2014 2:55 pm

Morning Tal-fans!

More ideas for the Savage Land of Talislanta? We've got space for that!

This go around we'd like examples of Archaen artifacts that could have survived the Great Disaster, the Fall of the Sky Cities, and the effects of the quasi-magical disastrous storm known as the Gyre.

Give us some ideas of things that could have survived, that might be left behind in ruins, and so on. Any New Age legends from the existing Talislanta books could be fodder for ideas.

Any further ideas about earlier topics, head over to http://www.talislanta.com and leave them there!

Also, I'd like to say a thank you for the work and ideas you've given us so far. While we can't use all of them, having them is a good thing. It helps point us towards what you are interested in and gives us some outside eyes that might catch things we miss. So, again, thanks!
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Fri Apr 04, 2014 6:23 pm

Hey Tal fans,
As a matter of bookkeeping I'm compelled to inform and remind you that if you submit an idea to us for one in one of the Savage Lands threads, and that idea is included in the Savage Lands book, that it becomes the part of the Intellectual Property of SMS and the Talislanta License.

There's no recompense for your hard work and creativity other than a thank you in the Savage Lands book and perhaps some bragging rights amongst your friends. There's also no guarantee that we will use an idea that you submit nor that we will use it exactly the way that you have suggested it.

If you'd like to rescind your idea, let us know and we'll be sure to pull it. That said, there's already been a bit of overlap in regards to some broad themes and re-visioning of past Talislanta materials.
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Sun Apr 06, 2014 6:30 pm

Time for another round of Savage Land suggestions!

This time we're looking for mechanical constructs (there were a couple of these in the Archaen artifacts list from last round). We're looking for everything from war constructs (see the Iron Dragon for one example) to things from Tal legends. What wonders did the Neurians and their Tekno-savants get up to?

As always, you can continue to post ideas over at http://www.talislanta.com.
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Mon Apr 07, 2014 6:07 pm

Ready for the next round of fan-based ideas for Savage Lands, Tal fans?

This one is geared towards terrain. What unusual terrain features (possibly caused by the Great Disaster, possibly caused by spilled alchemicals in unheard of quantities, possibly caused by short-lived magical mutations) would you like to see? Pour over the Tal map and see what's there. What's missing? What would you like to throw at your player characters?
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Wed Apr 09, 2014 2:27 pm

Ready for more creative ideas, Tal-fans?

Today, we'd like for you to give us some tangible things: things that might be used as trade goods or barter and types of traps and snares (complex or simple, mechanical or magical). Remember to be brief!

As always, you can continue to submit ideas over at http://www.talislanta.com
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Re: Ideas for Talislanta: Savage Lands

Postby writermonk » Thu Apr 10, 2014 2:24 pm

Hey Tal-fans.

This is it! The last call for fan-submitted ideas!

For the last one we're asking you to put on those creative thinking-caps and give us suggestions for strange things that the Gyre does - what effects does it have on the landscape? on people? on animals?

As always, you can continue to submit ideas on http://www.talislanta.com

Thanks for all of the ideas you've put forth. While we won't use all of them, they have been an invaluable resource for us to keep in touch with what you're looking for and for new avenues for us to explore. Again, thanks.
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Re: Ideas for Talislanta: Savage Lands

Postby Big Mac » Sat Jul 05, 2014 3:56 pm

writermonk wrote:A common 'complaint' about Tal from new players over the decades has been how much choice there is. That it's overwhelming to have 100+ archetypes. So, we want to reduce the number of playable races down while still leaving things that are similiar/parallel to the New Age Tal that older/established Tal players can easily latch onto as well. Thus, having a a selection of root races to explore that lead to one (or more) modern races/cultures.


If you are going with the "root races" thing, could you not (maybe later) do something where people could add a level of customisation onto the "root races" to represent other races.

3rd Edition had "regional feats" that could only be taken when a PC was first set up. I don't know what mechanics you hope to have for T:SL, but if you later revisited each of the root races, I think it could be possible to make ten "branch races"* that grow in slightly different directions from each root race. That could give you a "newbie friendly" Tal with say 10 races and a "guru friendly" Tal with say 10x10 races, but not much more mechanics.

* = Did you see what I did there? ;)

writermonk wrote:As a matter of bookkeeping I'm compelled to inform and remind you that if you submit an idea to us for one in one of the Savage Lands threads, and that idea is included in the Savage Lands book, that it becomes the part of the Intellectual Property of SMS and the Talislanta License.

There's no recompense for your hard work and creativity other than a thank you in the Savage Lands book and perhaps some bragging rights amongst your friends. There's also no guarantee that we will use an idea that you submit nor that we will use it exactly the way that you have suggested it.


I have read and understood this. I'm not sure my idea (about "branch races") is of any use, but SMS is very welcome to have it. :D
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