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Role Playing Games Bernd 12/17/2017 (Sun) 20:40:33 [Preview] No. 12621
I want to begin a new series about a Hungarian pen and paper role playing game I've already mentioned in other thread(s). It's called M.A.G.U.S. - Kalandorok Krónikái (Chronicles of Adventurers) and I wish to guide you through it's history, world and maybe even rules. Frankly I'm not well prepared and most likely not the best person for the job, but, well, I'm the only one here and this is the best it's gonna get.
IRL talking with a real M.A.G.U.S. fan about M.A.G.U.S. is a real herculean challange as they can be extremely assburgerish about insignificant details, they can cite some careless comment from an obscure magazine's unknown article anytime and consider it rock solid canon they can base their opinion. It's worse to play it with an experienced fanatic as they are capable arguing to the point of the knife with the Kalandmester or Mesélő (Adventure Master or Tale Teller/Story-Teller, the DM, it's KM from no on) even if everyone knows the First Rule: the KM is always right.

Of course any other rpg can be discussed here, but I'd like to keep this thread for pnp or tabletop rpgs, crpgs should go into the Vidya thread.

>1st pic
This is the Első Törvénykönyv (First Code of Law or Rulebook, from now on ETK). It was published in 1997 for the first time.
>2nd pic
The Nagy Zöld (Big Green). Well this is the real first rulebook, published in 1993. The rules were written for a few years (I saw some parts in a mag from 1991) still it was full of errors, fuck ups and inconsistencies some of them haunt even in current year and will haunt probably forever. Never read it btw.
>3rd pic
Második Törvénykönyv (Second Code of Law) published in 1995 so even this predates the ETK... This one... I don't think it is more than some shitty addendum, even the foreword states every rule in this book is optional.
>4th pic
The continent of Ynev. I've no idea how to pronounce it so I call it Inev. The world itself is called Satriale... no, Satralis it has two other continents noone cares about only some vague shit were written about them and are unplayable by default. I think the ETK not even mentions the planet or operates on the supposition that Ynev is the name of the world. In following posts you will meet names very typical fantasy worlds. Lots of them were borrowed from IRL or other fantasy resources so prepare some familiar sounding stuff.

Oh I forgot. It's just a typical medieval fantasy world, with elves, dwarves and orcs. Luckily I don't know anything about gay-ass halflings.

Bernd 12/17/2017 (Sun) 20:42:52 [Preview] No.12622 del
I'm not sure how frequently I'll update this thread. Not today that's for sure.

Bernd 12/17/2017 (Sun) 20:44:55 [Preview] No.12623 del
And again I forgot. That particular map of Ynev was in the ETK. So that one is pure official stuff. Will post moar maps in the future, "accurate" detailed ones.

Bernd 12/18/2017 (Mon) 18:43:39 [Preview] No.12633 del
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Good thread.

In Poland, because of gomunism, rpg games were hard to get, not to mention that no official translation was avaiable and hardly anyone spoke english in that time. First game that managed to go through the curtain was Warhammer Fantasy Role Play. The game received sort of cult status. Even traslated, the books were rather expensive and not easily avaiable. People weren't buying them and learning how to play from them. Only a few did that. Most was taught, sort of like in master-apprentice relationship. This is the reason why older games like d&d weren't so popular here. Also there is a joke that some people are so hard warhammer fans they say they don't play tabletop RPGs, they play Warhammer.
Can I assume that folks here know how world in this game looks like?

Personally I only played 2nd edition which was imo good, although some old timers would probably scorn me. Fantasy setting but not too much generic, nice late-medieval/renessaince world, HRE like empire. Simple mechanics, no bullshit overpowered characters, well equipped high-experience warrior can still be killed by a bunch of goblins if there's enough of them. No mana bullshit for wizards, instead casting spells is risky (and fun).

I also played Warhammer 40k rpgs which are relatively new products. THe titles were Dark Heresy (play as a bunch of fresh acolytes of inquisition and try to survive) and Deathwatch (play as a Space Marines and beat the shit out of enemy mobs easily and duel the strongest xeno motherfuckers the universe have to offer).

When I said "I played" I mean I was GM/DM/narrator most of the time because I was hardly ever fully satisfied with how my friends were doing their campaings.

Bernd 12/18/2017 (Mon) 18:56:24 [Preview] No.12635 del
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I recall some polish titles.

The first thing I remember is Kryształy Czasu (crystals of time). I remember rules were being published in polish magazine about tabletop games in the 90s. Never played it but from what I seen it had super overcomplicated rules, shit like 10 kinds of resistances, endless tables etc. World was a fantasy setting with 6 trillion races, bunch of everything and more mixed together. Browsing those magazines I never actually found basic rules required to play, just more and more expansions, races, rules, tables how to roll a random castle, temple, whatever. Idk maybe I missed one issue or something where they explained it. Basically from what I've seen when people mention this game (which they do rarely) they make fun of it and it's author.

The other one is Neuroshima. It's basically fallout rpg. Post-apocalyptic america, big mean machines on the north, deadly jungle on the south and in between some goons pretending to be functioning countries and a lot of bandits, mutants and anarchy. Also everyone have some kind of illness and one of the main concern of your character will be looking around wasteland for specific medicines that will let you sustain your life. I didn't play it much, but from my memory it had rather strange mechanics although overall I had good time playing it.
I see the developers of this game are having some success selling it. Not only there's rpg game, but I also have a board game, I've seen some mobile shit, books and tabletop with figurines as well. They're having some smoll successes outside of my country as well.

Bernd 12/18/2017 (Mon) 19:03:27 [Preview] No.12636 del
Oh btw you can explain the basic rules, what dices, how stats looks like, is it hard to learn etc.
Like in warhammer almost everything is determined by 1d100 roll and your basic stats ranging from 1 to 100 determine your percentage chance of success of certain actions.

Bernd 12/18/2017 (Mon) 21:07:58 [Preview] No.12637 del
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With the ETK we moved a bit fast forward.
I read somewhere that the Big Green itself was sold in 20 000 copies. It was a huge success. I overly underestimated this previously. No matter.
With all those the players came lots of feedback. They saw where the system lacks probably this is why they come up with the Second Code of Law. However they wanted to remake the whole system. They wanted a new book then they saw it needs two. Then they realized it's not enough and planned three new books which would reform the whole game.
So in 1996 they released the first book of the Summarium called: A Teremtés Könyvei (The Books of Creation) in the hope that in 1997 two more will follow: the Számok Három Könyve (Three Books of Numbers) and the Törvények Három Könyve (Three Books of Laws). The first was the description of the world the second two should have been the actual rulebooks with the system but they were never published. Instead they fixed up the Big Green and released the ETK in 1997. So the system remained the old one but they gave a bit more information about the world itself (as the Big Green had this only in a shorter form).

The Summarium still is an important book which changed the view of the players on the world. In the beginning Ynev was a high-fantasy world with absolute Good and Evil duality but supplemented with the human shades of grey as the world itself in the era of the game's present is a human dominated world where the ancient races are fairly driven out to the peripheries. The Summarium however created a picture which resembled more to a dark fantasy, made the human shades of grey darker and added a Nitzscheian-Machiavellian twist to some inhuman races of great power.

With the book came some much needed maps fairly similar to picrels.

Bernd 12/18/2017 (Mon) 22:37:32 [Preview] No.12639 del
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Now I have to talk some about the system because this one created by the rulebooks is the most popular system up to this day. This is the one which will come to the mind of a MAGUS player if you say MAGUS. This is the one which were tinkered to infinity by hardcore MAGUS players in their home brew rulebooks.

This is a d100 based system like >>12636 Warhammer because the attack rolls and tests against percentile skills are made with d100. But it uses d10 and d6 for everything else. And maybe sometimes d2 and d3.

Playable Races
MAGUS is a DnD inspired system but has much less than that: Humans, Half-Elves, Elves, Dwarfs and Orcs. That's it. Every non-human race has some limitations tho, for example wild Orcs aren't playable only "tamed" ones. The Second Code of Law added some other: Amund (Egyptian statue-people), Dzsenn (Über-Arabs), Khal (Lion-furries), Wier (vampires). The first two was part of the game from the beginning but were non-playable. Where they pulled out of the last two, I've no idea. One more race was added by the players and was made official by the freshest rulebook: Kyr. These are human-like but inhuman conquerors arrived from another continent, they have ash colored hair and hereditary defects thanks to wincest they practice in present era.

Four basic: Life, Death, Order, Chaos.
And their combinations: Life-Order, Order-Life, Life-Chaos, Chaos-Life, Death-Order, Order-Death, Death-Chaos, Chaos-Death.
A Character belongs to a certain Alignment depending on which principle(s) he/she considers the most important or which he/she aligned to the most.
So for example a Life Character will consider every living things sacred and they try to protect these and avoid killing if possible but this doesn't mean they won't fight when they have to. Of course Death-Chaos is the most based without question.

I'll continue tomorrow.

Bernd 12/18/2017 (Mon) 23:22:10 [Preview] No.12642 del
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Oh, the RPGs.

We played AD&D 2E in school after lessons, although sometimes teachers were not really fine with this and forced us to go because these strange board games are creepy for non-knower. We had stable team of few people and some outsiders often joined but gone away after few plays. MTG also was somewhat popular but it was too costly, especially in these times.

Some people from our "team" also played Battletech and Mechwarrior RPG then, because some guy discovered it by chance.

I may say that Russian RPG scene couldn't develop fully because these games arrived in country in 90s, when computers and consoles (especially consoles) became popular, so it was rather obscure thing to do. Who will play with pen and paper when you can play videogame, except some hardcore strange guys? There were LARP movement of course, although they mostly drink alcohol and used funny swords made from some trash (I was on their party once). Don't know about local Russian RPG systems, they surely existed but were too unknown at that times.

Fun fact: we had IT substitute teacher in school for few months, some young student who wasn't popular and kids often tried to joke about him in different ways, and he was pretty angry. After some years (when he already gone from school) we discovered, that he was the main translator of AD&D manual to Russian, and also a known person in that community. So, we played used his translated book not knowing that he is near.

Bernd 12/19/2017 (Tue) 09:28:09 [Preview] No.12643 del
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Few races but fuckton classes called literally castes in the game.
Fighter, Gladiator, Headhunter (assassin), Knight
Thief, Bard
Cleric, Paladin (Cleric-Knight)
Martial-artist, Sword-dancer (literal translation: Sword-artist)
Witch, Witchmaster (Warlock), Firemage (Firewizard?), Wizard.

Bards are technically crossbreeds between rogues and magic users just like in DnD. In fact some of their stuff was copypasted from there. It's a Mary Sue class for one of the writers as in his novels - some of which predates MAGUS - the main hero is a bard. His personality, behaviour and magic in the novels is clearly based on the DnD description of bards.
Cleric and Paladin subtypes are numerous since every gods have their own. Well some gods only has Clerics, some only Paladins.
All magic-user class has different magics. Bards, Witches, Witchmasters are only empirical-magic users it's kinda low-magic stuff and they don't have a grasp on the Arcane, unlike Wizards who use high-magic, and they have the knowledge about the essence of magic. Firemages are inbetween as they don't have the arcane knowledge but use the fire-magic line of the high-magic. They are somewhat sacral casters as well.
Wizards use mosaic-wizardry, certain smaller pieces are defined in the rulebooks and the players are encouraged to create their own spells from these mosaics or even come up with new ones besides the examples given by the authors.

The Second Code of Law gave new classes, the nomad shaman and the monk, also defined some new Clerics for some gods and gave a longer description, more exact rules for the Firemage. In this case the monk itself is more similar to European monks and not like the chinky DnD monks as these were already materialized in the Martial-artists and Sword-dancer castes.

The Summarium described new classes for non-human races.
Elves got the Preserver with several sub-classes, sacral servants of the elven kalahoras, god-ancestor type ancient elves. Smells like Druid to me. Elf fighters got some specialties and "prestige classes" (in DnD terms).
For the sons of the stone (Dwarves) fighter and cleric castes were flashed out, typical to every fantasy ever.
I think the book allowed the create wild Orc player character and not just tamed ones. The Fighters got the Song-teller prestige class, Clerics the Orc Shaman, Witchmasters the Orc Medicine Man.

Hardcore players then come up with their own prestige classes, typically they grabbed their favourit class then overpowered them with all kinds of crap. Some of these later made into official rulebooks in a revised fashion.
Throughout the years from 1993 two large reference guide came out about the Fighters and Clerics I'll visit this topic later.

Bernd 12/19/2017 (Tue) 12:28:56 [Preview] No.12646 del
>Can I assume that folks here know how world in this game looks like?
I have some understanding, yes.

What people generally think about MAGUS is that the world itself and some things in it are overinflated to borderline ridiculous. For example the greatest city on the continent has 200 m wide ancient walls with caverns and dungeons.

Strange mechanics are good they show that the creators tried to be original at least.

>is it hard to learn
Depends. This is the easiest way to learn: read the rulebook once, then create a character with an experienced player/KM, then play it with an experienced KM and get used to everything gradually.
There are 1488 rules for battles (several situation modifiers for example) which is intimidating at first. A good KM will tell diverse stories showing other and other aspects of the game. For example one story could revolve around some disease (the PCs have to save a village from a Witchmaster's curse) or another around poisons (the PCs have to assassinate some noble) and this way the players can grasp the mechanics not by learning the rulebooks by heart but with enjoyable gameplay.
Of course some people prefer the hard way but lots of other people are shied away by that.

>strange board games are creepy for non-knower.
Oh yeah.
>Fun fact: we had IT substitute teacher...
A celebrity. Who would have thought.

Bernd 12/19/2017 (Tue) 14:11:11 [Preview] No.12648 del
There are 9(!) primary attributes:
Strength, Quickness, Dexterity, Constitution, Health, Charisma, Intelligence, Willpower and Astral.
Soon the players came up with Perception as you need something to test against if you can notice when someone wants to throw a garrote around your neck from behind. Later this stat was canonised so all in all this is 10 primary attribute.
Health isn't HP tho HP is depending on Health. This stat is also for the general resistance to deseases, poisons, spoiled foods etc.
Astral is emotional stability, someone with low Astral can be angered faster for example. Also in the world of MAGUS beside the Physical Body living things have Mental Body (tied to Intelligence) and Astral Body. These exist in different Planes and can be perceived by those who trained so or have the ability. The Astral Plain is also the world of dreams.
Most of the time a human PC has these between 3-18. The maximum is 20.
Their value above 10 is tasted with d10 when necessary. (Example: if a PC has Qck. Dex. and Per. 18 and wishes to catch an arrow flying toward him I'll have the player test Perception if he can notice it, then Qickness if he was fast enough then Dexterity if he was skillful enough to cath it, all with d10 against 8, so he needs to roll <= 8 three times).

There are a few drivatives or secondary attributes.
Health Points, Pain Points (if you get hit these start to get lower first), Initiative Value, Attacking Value, Defending Value, Targeting Value - these are all important for battles. Then there's the Mana Points (Bards, Witches, Witchmasters, Firemages, Wizards) and Grace Points (Clerics, Paladins) for magic. Then Psy Points. This is also "magic", more later. For raising skills one needs Skill Points of course, a derivative of Intelligence.
Also there's number of attacks per round, damage bonus, the stats of weapons and armors to modify the Fighting Values and the damage. If yuo like math then this game is for you.

In picrel you can see how attributes are rolled by the classes of the Fighter main class (Fighter, Gladiator, Headhunter, Knight) on character creation.
For example the Strength of a Fighter is decided by k6 (d6) and added to 12. So the minimum Strength a Fighter can have is 13, the max is 18. His Health is d10 + 10 (min 11, max 20).
Lots of players prefer a point allocation system for creating characters over this, in the freshest book that is the default option.

Bernd 12/19/2017 (Tue) 14:12:59 [Preview] No.12649 del
>above 10 is tasted
is tested


Bernd 12/19/2017 (Tue) 18:10:35 [Preview] No.12654 del
>Strange mechanics are good they show that the creators tried to be original at least.
Maybe. But sometimes it fucks up the game. It wasn't issue in Neuroshima, but for example people complain about Shadowrun a lot and they say only the very interesting setting saves this game. I know it was wrong when I first tried to play it with a friend and he asked me to use a special program to create my character. It took me and my friends entire session to just make the characters.
Meanwhile for warhammer all you needed was pencil, two d10, piece of paper and 30 minutes.

That's name we use in Poland.

Bernd 12/19/2017 (Tue) 20:33:09 [Preview] No.12663 del
>But sometimes it fucks up the game.
Well, there's that, yes.
>It took me and my friends entire session to just make the characters.
B-but that's part of the fun.
>you needed was pencil, two d10, piece of paper and 30 minutes.
That's fast, yeah.

I liek creating characters with the players because they want their character to be in some way and I can offer them trade offs and make the thing more deep and give the PC motivations and actual character. Also I can come up with fun things to weave into the story.

Bernd 12/19/2017 (Tue) 20:34:44 [Preview] No.12664 del
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A quick list, most of these are self explanatory I think. Two kinds of skills exist: percentile skills (e.g. climbing, jumping) and two level skills (a Basic and a Master level) but they are grouped into 4 groups:
1. martial skills
fistfighting, wrestling, weapon usage, shield usage, weapon throwing (not just darts, knives, shurikens can be thrown... but two-handed swords too!), breaking weapons, disarming, heavy armor usage, dual wielding, blind fighting, weapon knowledge, leadership
2. scientific skills
writing/reading, language, ancient-language, meteorology (weather predicting), cartography, heraldry, mythology, history, theology, architecture, poisoning/treatment, herbalism, healing (not magical but in the practical way, with surgery and stuff), Psi (psionic abilities, more later), alchemy, physiology (this has some connection with necromancy), magic use, demonology, runology, gem magic
3. lay skills
animal training, etiquette, tracking (prey for example)/removing tracks, bushcraft (kinda), hunting/fishing, horseback riding (or any other rideable animal), wagon/chariot driving(?), swimming, sex (leading to situations from awkward to funny and back in every color), sailing, singing/playing an instrument, dancing, onomatopoeia (wtf is this in english? sound/voice imitation?), appraising, trapping, tying knots, juggling, running, profession, climbing, falling, jumping
4. criminal skills
brawling, backstabbing, cardsharping, wiggling out of ropes, camouflage/disguise, sneaking, stealth, tightrope walking, pickpocketing, lockpicking, finding traps, finding secret doors
Phew. That's a lot, I need a rest.

Every class gets certain skills by default and some can be bought at character creation with Skill Points to supplement these also on leveling up. Fighters get lots of SPs surprisingly so it's a very versatile class. With a decent intelligence score it can diverge from the usual grunt route.
Only percentile skills can be tested, at two level skills it's fairly obvious if the character can do a certain task or not. Also in some cases the player can be asked to act the situation out. Great for singing if you don't mind a little blood from your ears.
Of course hardcore players changed the two level system into a five level one. This idea was also incorporated into later rulebooks.

I dunno what picture to post with this so you get another map. A poster, it's fairly new and I think it has the CoA of all the states except the smaller city states. Looks good but for legal reasons this map probably isn't official.

Bernd 12/20/2017 (Wed) 09:28:50 [Preview] No.12665 del
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First let's talk about Psi or Psy. This is a skill which makes it possible for the thinking mind to manipulate the physical world directly (without the mediation of the Psi-user's body). It's similar to DnD's Psionics.
Three schools exist, one for Wizards, one for Martial-artist, and one for everyone else. Some classes get it by default but available to learn to the others too.
Psi gives the character certain spells, like Waking (one can set his/her inner clock to wake him/her in a specified time of the day), Relieving pain (restoring Pain Points basically), Boosting abilities (the primary ones), Telepathy, Telekinesis, Raising/reduce body heat, etc.
It helps with Magic Resistance, shielding the Mental and Astral Body or in reverse destroy someone else's.
Wizards use this to recharge their Mana pool from the Web of Mana which embraces the whole planet. Some places it is woven thicker some places has holes in it. Of course every KM knows such places are the best for adventures if a Wizard is in the party.
Martial-artists gain powers similar to DnD ki and other stuff, like Levitation, Time Slow and other crap that makes the overpowered.

Clerical magic is sacral magic. There are 4 spheres: Life, Death, Soul, Nature. Every god has influence over some or even all of them, and they grant spells belonging to these spheres to their Clerics and Paladins. The Clerics and Paladins have to live their life along the teachings of their religion, they have to sacrifice to their gods otherwise they lose their powers.

Magic of Bards, Witches and Witchmasters are profane, empirical magic, they are merely users, appliers. Their spells differ to each other and they have different methods to recharge their Mana pool.
For example Bards gain their Mana from the stars they have to sound the vocal harmony of them (don't ask). Of course for Bards the KM will tell stories when it's raining all night every day. Witchmasters have to drink a Potion of Power to recharge the Mana. They won't find any ingredients for these potions during their adventures that's for sure.
Firemages gain their power from a fire god via fires. Basically. Most of their spells are destructive with a few exception, they can open teleportation gates to fires far away or summon entities from the Elemental Plane of Fire (because a good fantasy always need such Planes).

About the magic of the Wizards (mosaic-magic) I talked briefly in a previous post and that's enough. They can do lots of stuffs with material, time, space, signs, Astral, Mental, summonings, Necromancy and the combinations of all of the above. They are OP as fuck.
Especially if they start creating magic items. Some of these of course can be made by profane magic users too.

All rite that's about the system, I'll continue with the history of the game sometimes later.
Picrel is two pages from the tables of High-Magic (wizardry) from the ETK.

Bernd 12/23/2017 (Sat) 12:57:20 [Preview] No.12699 del
Huh I forgot about how a battle goes down.
Battles are turn based, 1 round is 10 segments (basically they represent seconds in the game's time). Actions have certain lengths which can be expressed in turns and segments, they cost that much time to perform.
Every round starts with Initiative Rolls. Everyone participating (PCs and the KM for the NPCs) rolls with d10 then adds this to the Initiative Value every character has. The highest starts with an action. An action can be an attack or any other activity (most likely battle related, like moving, casting a spell, drinking a potion or such). Initiative rolls are omitted in situations when it's clear who starts, for example at ambushes.
For attacking a character have to make an Attack Roll with d100 and add this to his(/her) Attack Value. An Attack Value consists of the character's full Attack Value (base + skills + weapon) and Situation Modifiers. If the Attack Value + d100 is > the targeted character's Defense Value ([base + skills + weapon] + Situation Modifiers) then it's a hit and Damage Roll comes.
Damage calculation: weapon's damage (e.g. d6+2) + attacker's Strength Modifier (if any) - defender's Armor Rating (if any). The Damage then is subtracted from the Pain Points first, if the Pain Points get to 0 or below then the character passes out and further damage is subtracted from the Health Points. Health Points can be reduced directly with Overkill. If the Attack Roll + Attack Value > Defense Value by 50 or the roll is exactly 100, then it's an Overkill and the damage will reduce HP's. Every HP lost comes with doubled PP reduction as an extra.
The attacks follows each other in the order established in the beginning of the round. Some characters can have more than one attacks if their weapons and skills and such allow this.
Ranged weapons use Targeting Value ([base + weapon + skills] + Situation Modifiers) instead of Attack Value for attacks and the Defense Value is equal to the range and can be modified by the situation ofc (does the target moves? etc.). Ranged fighting has the Archer Rule. When you roll damage and get max score you can roll again, and repeat as many times as you roll max. Players came up with a neat little trick. The rulebook describes a magic item, the Lucky Coin which gives +1 to every roll. In the world the player can make or pay someone to make a ranged weapon with d2 Damage. With the Lucky Coin if you roll 1 on d2 it counts as 2 which is the max score on d2 hence you can roll again and again and again... instakill everything... with a d2 weapon.
Situation Modifiers: attacking from behind, attacking from semi-behind, ambush, from height advantage (not the height of the body but from a higher place), from height disadvantage, from moving horse, when blind or in pitch dark, in semi-darkness, when stationary, when laying down, when dizzy, when paralyzed, when frightened, with full of hatred, storming, concentrating on defense, with the intent of capturing the enemy.
It's much detailed ofc but that's about it. Too many calculations if you ask me.

Bernd 12/23/2017 (Sat) 22:17:00 [Preview] No.12703 del
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Back to the story.
They published not only rulebooks, but reference guides and other complimentary works too. In the 1993-1997 period not too many tho. They released the Készlet Játékosoknak (Handbook for Players) in 1994 but some mistakes compelled the editors to make a revised edition called Játékosok Készlete (Player's Handbook) in 1996 the same year when the Bestiarium - containing descriptions for the monsters of Ynev - got a second edition (I dunno when the first one was published).
The Harcosok, Gladiátorok, Barbárok (Fighters, Gladiators, Barbarians) came out in 1995 and gave the players three new classes: the Amazon, the Barbarian and the Duelist, also a bunch of prestige classes for the Fighter. These prestige classes aren't really new classes more like background info and a selection of skills for the regional varieties of soldiers.

In 1998 the Papok, Paplovagok Kézikönyve I (Handbook of Clerics, Paladins) was published and the II next year. These added a lot culturally to Ynev itself and not just detailed descriptions of these classes. On that world Gods and religions are just as important as on ours if not more as the Gods are sure realities. (This of course led to lots of speculations and arguments that the fact how would influence the world view of those people.) The books discussed other topics as well for example the Web of Mana I mentioned before, skills and cultures. All in all these two are great resource. About this time the authors started (again) toying with the idea of some renovation of the system, still they adjusted these guides to the rules of the ETK. Oldschool style.

From the first years of the new millennia the creators faced many enmity among each other, new people appeared who wanted to add their ideas to the game, many legal problems surfaced with lawsuits and many publishers came and went. I'm not sure about this events so I won't write about it but before all these happenings the original crew released a new rulebook in 1999.
A new "basic supplementary rulebook" in fact, the Új Tekercsek (New Scrolls) which brought the changes or at least some of the changes they planned. I made notes on these in previous posts: the five level skill system, the point allocating system for character creation, the Perception as new attribute and so on. They came up with new stuff too: two playable races (Gnome and Goblin) and two classes (Psi Master and Illusionist) and about 100 new skills (I'm sure some ideas came from the players) which is a lot considering the ETK has less than 70.
If I had to draw a line in the History of the MAGUS which marks an end of an era I might draw it at this rulebook.

Bernd 12/24/2017 (Sun) 18:48:24 [Preview] No.12708 del
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It's a fairly important fact that the present of the game is driven by novels (and short stories). Several authors produced many books but not enough: the background material the rulebooks gave to the players is short compared to the topic it should cover and has more holes than a mouse chewed Emmentaler and I believe it's not just the fault of the length limitations of the rulebooks but the authors' of the novels because they wished to reveal more and more mysteries about Ynev and it's history gradually but never completed enough to cover everything. Most novels have chronologies, biographies, dictionaries (while they haven't created languages they come up with a fair amount of words to help to set the mood) sometimes even maps but the main resources about regions, countries, religions, cultures, folks, customs, everyday life, etc. are the stories themselves. Just never enough stories and I have to admit lots of them are subpar quality.
Many questions remained unanswered for a long time. When a KM creates an adventure, a module (as DnD players would put it) or a tale (as we call it) he will face the same questions over and over again. For example Ynev itself is a huge place with all the varieties our planet can offer in climate, flora and fauna and when I point at the map that our tale will be played here or there it will come up: what's it like there? What should I tell my players what kind of environment they face? It cannot be everywhere the same fucking oak forests and barley fields, with four seasons, deers and wolves. It's impossible but it's almost no reference about this. And while certain Jew posters could blink on a map and tell what type of weather should be at which area and know everything about geography we cannot expect from the KMs to be the same. And while I believe the KMs try to do their homework for the gaming sessions it is unfair to force them into decisions they have to make about the setting of the world.
So in the first years of 2000 a new group started to work on Ynev with the aim of making it more rational. The group was called Szürkecsuklyások (The Ones with Grey Hood, it's the name of one of the two greatest thieves guild on Ynev) and sadly they (or more like their leaders and the publishing company they worked for) got into a legal conflict with the original team (I think there were some cooperation with some people from this team tho). They put great effort into the game but legally they were in the wrong (at least that's what I can find on the internet, I myself knew nothing about this for a long time) and most of their results were kinda in vain, their work cannot be considered official, canonized material. But I believe those players who use their material and try to make it compatible with the newer releases are doing right. Years ago I managed to save most if not everything from their site with the help of the Wayback Machine.

The posted pics in this and the next posts are their maps.

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Bernd 12/24/2017 (Sun) 18:50:48 [Preview] No.12710 del
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Bernd 12/24/2017 (Sun) 18:53:10 [Preview] No.12712 del

Bernd 12/24/2017 (Sun) 23:29:49 [Preview] No.12714 del
huh, that desert biomoe at the equator is extremely odd

Bernd 12/25/2017 (Mon) 13:18:31 [Preview] No.12719 del
...would be the short official answer.
My answer: this is how they created the world:
>hey we read Tolkien and played lots of DnD we should make our own campaign setting!
>great idea!
Then they outlined the continent and started poking around:
>here be giant mountains
>there be desert
and they drew a map what they could use for an rpg. Then they started to think about why everything looks how it looks. Why stuff is there where they placed it. And they started explaining the background in reverse.
>This is now and it looks like this because previously was that...
Then they had to explain the previous step and took one more step into the past to figure another explanation for that and another. With this process it's impossible to create a plausible explanations for realistic thing which wasn't really a requirement in the first place so they generously used "magic" as an explanation.
Which leads us to their long official answer. Well I'll still keep it short.
The history of Ynev is arranged into Nine Eras. Ynev's present is at the end of the Seventh. Like in every medieval fantasy the magic is slowly sipping out from the world. In the beginning everything was dripping from magic - even the creatures of those ages produced magical power, like some kind of a hormone - so it was much more hip to use magic 24/7 which was more powerful too. In the Third Era Elves, Amunds and the Dzsenns (I think it should be Jann in English) fought a destructive war in that area which turned into a desert, following the annihiliation. I read somewhere the winds blow out of it's central region, I'm not sure if only towards the sea or in all direction.
So it's magic.

Feel free to add your garlic. In the future I'll write (or rather: copy) some linguistic stuff as well if everything goes well.

Bernd 12/25/2017 (Mon) 13:19:18 [Preview] No.12720 del
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Oh I forgot my super illustration.

Bernd 12/26/2017 (Tue) 08:27:43 [Preview] No.12732 del
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The guys with the Grey Hoods not only made these maps but created an Encyclopedia containing all the fantasy words the writers came up with up to date (they could only reach F), the portray of the countries on Ynev's present (most of North Ynev was finished), gathered info on the two greatest wars of South Ynev (with some maps), and wrote a whole new supplementary reference guide for one of the Northern countries. The latter work was published with the title Enoszuke (Enosuke, it's Japan on Ynev) in 2002 and they meant it as a beginning volume of the Satralis - Geoframia Kivonatok (Satralis - Geoframia Compilations, Geoframia is a fictional work of some Ynevian dude, very typical method of the MAGUS franchise to write point-of-view stuff) series which, similarly to many other MAGUS plans, was never realized.
About the time of their operation the competing companies released several books among them the reference guide Geoframia (2003) which signaled there won't be any continuation for the Enoszuke volume. It contains many snippets of information but again it failed to give a unified picture and many content was known from previous works. Some snippets was entirely revolting or mind blowing for some people - depending on their views of the topic. Of course it's a useful stuff, now we know such things that the Satralis is the 4th planet in it's star system.
In 2004 came the MAGUS D20. Yes. They "modernized" the system with DnD's D20 Open Game License and not much else. Because that was the thing missing, ya know, nothing else... It was a failure. I think the resistance was too huge.

Bernd 12/26/2017 (Tue) 18:56:21 [Preview] No.12742 del
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I think the legal situation stabilized about 2006. Next year came a new rulebook, the Új Törvénykönyv (New Code of Law, UTK from now on) which ... is kinda good I have to say, me rikey. The best thing is that it very much like the ETK. Even it's looks. It's back to d100 but they introduced some changes, most of these weren't exactly new but even those were revised. For example they threw out all the bullshit races they kept the original ones and added the "Kyr-blooded" race, kept the Perception ability, defined over 80 skills (more than ETK but less than New Scrolls), etc.
I think I should describe the character creation.
It's point based, the player can distribute 135 points over the 10 attributes and get 50 Character Creation Points (CCP from now on) to buy all the other stats. At every levelup the character gets this 50 CCP (minus certain amount in special cases). CCPs can be exchanged for:
- Backgrounds: new stuff, gives some more customization options, examples: Nobility, Pal of Ghosts, Wealth, Instinct, Race (non-human characters must be bought); some Backgrounds are must have for certain classes (e.g. Cleric needs the Favored/Blessed BG); if the PC belongs to a clan, order or school this must be purchased too (these give the character some nifty benefits, items or learnable skills, but the CCP amount spent for this BG will be subtracted from the CCP at every level).
- Fighting values (Initiative, Attacking, Defending, Targeting Value)
- Pain Points
- Mana, Psi Points
- Skill Points (Base Skill Points at every level = Intelligence)
The Skill System was revised. The Skills are now only learnable if there's someone or something around to learn from. If the PC didn't fight then the player can't raise his fighting skills. It takes time to learn new skills or hone the old ones so that time should be calculated into the campaign. Most (if not all) skills and every level of them have requirements (ability score or other skills) but obtaining a certain level from a skill raises one related ability by one point.
There are many minor changes too. For example in the ETK the "Weapon Usage" skill had to be purchased for every fucking weapon or you couldn't use even a similar one. E.g. you had Weapon Usage for Knife but you couldn't use Dagger or other similar short blades. Now in the UTK these similar weapons are grouped which makes more sense.
AFAIK this rulebook got much criticism. Mostly about the unbalanced classes. I dunno I haven't got the luck to really test it intensively. I heard players bitching that the Wizard class (for example) was gimped and how terrible is that. But considering the Wizard was the most overpowered from all the OP classes how terrible could this change be?! Now the player has to choose, his Wizard will be a spellslinger without any useful skills or a serious scholar who is only capable to cast few magic tricks at most or inbetween. Not bad if you ask me.

Bernd 12/28/2017 (Thu) 12:52:40 [Preview] No.12770 del
With the new system the game revitalized. Or it seemed. In 2008-2009 two huge supplementary work were published, Toron (it's just a name of a country) and the Északi Szövetség (Northern Alliance, bunch of countries), both very detailed account about half the North basically. If I have to compare to previous works with the exception of the Enoszuke guide then I have to say these are extremely detailed accounts, especially the Toron with it's 480 pages (just for 1 /one/ country!) is a beast.
And that was it. Nothing since then. Well, almost nothing. As I did snooping around for info for this thread I found an anniversary issue from 2013. It's a supplementary booklet with magic items, spells, skills, ship types, monsters throughout the impressive amount of 14 pages... for the ETK!!!! Whhhyyyyyyyyyyyyyyy... what the fug?

And the future:
On a role-playing forum (probably the largest Hungarian one) I found a thread, started on 2017.04.23 (this is a correct order of writing dates btw), with an OP about an official facebook post by the creators of MAGUS. It says they are working on a new rulebook (the only thing what we needed ofc) and a new d6 based, classless and skill-centered system (amen to that, I'm not sure how I feel about d6 tho). They were planning to publish this at the end of the year or next year which is basically next year (for now). They also want to publish reference guides and other supplementary books in every half year. For now it's all mythical and I take the position of St. Thomas: I'll relive it when I see it.

Bernd 12/28/2017 (Thu) 13:06:37 [Preview] No.12771 del
>relive it
believe it
Ofc, but so many mistakes I made in this post it would be better to write the whole thing again.

Bernd 01/02/2018 (Tue) 18:29:41 [Preview] No.12867 del
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Does Bernd know the board game Risk? Can he play it? What's his opinion?

Bernd 01/02/2018 (Tue) 19:13:57 [Preview] No.12868 del
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Don't even go there. Only the Navy matters.

Bernd 01/02/2018 (Tue) 19:30:06 [Preview] No.12869 del
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I bet Britain has a "Conquer the High Seas" version of Risk.

Bernd 01/02/2018 (Tue) 21:08:23 [Preview] No.12870 del
Yes I have it at home. Haven't played it in a while though.

Bernd 01/02/2018 (Tue) 23:31:46 [Preview] No.12871 del
Never actually played it IRL. Mi madre gave me a cool LOTR version of it when I was like 6 and friendless. I think she was hoping that I would choke on the small piezas or something because that game is like ages 12+ and isn't for one player.

When I got older, I would play a cheap Adobe Flash ripoff version called Warlight. That was pretty cool, they had an Ancient Rome map and some other fun user-generated content.

Bernd 01/03/2018 (Wed) 01:28:18 [Preview] No.12874 del
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A local spinoff named "War" was launched in the 70s and has since become quite popular. Its pieces are abstract and it vaguely seeks to represent modern warfare, but as far as I know the mechanics are very similar.

There's a sequel with planes and improved aesthetics, a 4-player version with a prettier map set in the Mediterranean with actual soldier figures instead of tiny cilinders, a luxury edition with infantry and armor miniatures and a very simple card game edition that's only notable for its "special cards" with perks such as instant defensive/offensive victory or peeking on another player's cards.

A victim of mugging and home invasion also designed an unofficial meme version depicting gang warfare and law enforcement in Rio de Janeiro's neighborhoods.

Risk itself is a relatively recent introduction into the national market and is an actual Hasbro product, unlike War, created by four autists who made their own board game company (Grow)and released it as their first product. I've never played the actual Risk.

I've played both the core game and some homebrew variants, though a lack of suitable playing partners and time means my last match was a long time ago. But it has acted as a sort of gateway drug: the game's simplicity left me hungry for more, and so I delved into trying to devise more complex variants (sadly, all of my attempts failed) and reading into military history and other wargames. I should write some more about them, because I'm fascinated by this subject.

Bernd 01/03/2018 (Wed) 01:56:55 [Preview] No.12876 del
that was nice OP
don't forget about their Jewish cardgame though

Bernd 01/03/2018 (Wed) 06:40:08 [Preview] No.12877 del
I was invited to play some. Not sure date for the playdate tho.

Yeah I tried a flash version yesterday. Wasn't bad and some stuff probably more convenient this way. Like the unit management.

>A victim of mugging and home invasion also designed an unofficial meme version depicting gang warfare and law enforcement in Rio de Janeiro's neighborhoods.
Jesus, Brazil...

>so I delved into trying to devise more complex variants (sadly, all of my attempts failed
I tried to create a board game version of Centurion: Defender of Rome. No I won't write about it. Never ever.
>I should write some more about them
You should.

I only know it's exist and literally nothing else. But if you want you could write a line or two.
Nevertheless I'm planning to continue with stuff about Ynev which is mainly the history of the continent, gods, races, countries and descriptions of the lands.
But I really want to update an other thread first.

Bernd 01/03/2018 (Wed) 16:46:36 [Preview] No.12884 del
I do, and I played it a lot. My friend had star wars version which had some additional rules for republic vs federation. Good game, but nowadays I prefer more complex titles.
I played it too. It's breddy good.

Bernd 01/03/2018 (Wed) 16:47:05 [Preview] No.12885 del
also I like this illustration, it tells so much about the world without many words

Bernd 01/03/2018 (Wed) 16:56:26 [Preview] No.12888 del
>more complex titles
Are those exclusively Polish or internationally available? If the gaming session goes exceptionally well, then I might suggest to try something else later.

Bernd 01/03/2018 (Wed) 20:23:04 [Preview] No.12892 del
by more complex titles I meant different games, not versions of Risk
and that one risk game version I played was in english

Bernd 01/03/2018 (Wed) 21:27:34 [Preview] No.12894 del
Yeah I got that. Could you name those games? Or one which you enjoyed the most?

Bernd 01/04/2018 (Thu) 18:27:22 [Preview] No.12901 del
I'll give some examples.

Mage Wars.
People call it "Magic the Gathering the Board Game" although I never played MtG so I won't comment how accurate is that. Idea is simple, two mages enter arena and they fight to death. Large amount of different card spells and (thanks to expansions) a lot of different characters to choose from make it quite complex tactical game. My friend I used to play with called it modern chess. I think I mentioned this game here earlier.

It's like RPG dungeon crawler board game. You have your characters, they have stats, equipment, skills etc. There's Dungeon Master who control monsters, traps etc. There's book with scenarios, and there are puzzle like terrain pieces that can be arranged in many ways. Scenarios can be played separately or as a campaign so between battles players can go to city to gear up, heal etc.
There was very similar game where instead of scenarios players would travel on a big world map with cities, monsters etc., but unfortunately I forgot the name. If I remember correctly it was made by the same company and set in the same world.

7 Wonders.
You build your civilization based around one of the ancient 7 wonders. The one that scores the most points in the end of the game, wins. There are many ways of getting points: there are cultural buildings, resources, economy, war. What I like is that it's not necessary to go to war, you can't really get annihilated during the game and if you're good you can loose every battle that occurs and still win the game.

Settlers of Catan
Based purely on economy. Gather resources, trade, build your infrastructure. Guy who gets big enough wins.

Bernd 01/04/2018 (Thu) 20:18:21 [Preview] No.12907 del
Uhumm, those do sound more serious. Maybe the fantasy setting isn't a good fit for the given crowd I'm not entirely sure.
Based on your review from these four I would try Mage Wars and 7 Wonders. Instead of Descent I rather play a regular rpg.

Bernd 01/05/2018 (Fri) 03:28:21 [Preview] No.12911 del
>Settlers of Cataan

I came a little. Klaus Teuber games, never played one that wasn't a blast.

Bernd 01/08/2018 (Mon) 17:17:59 [Preview] No.12963 del
Oh I forgot. The Risk game was quite all right. We'll play more in the future. Possibly.
However previously I dl'd a manual (an USian, 1993) and there were some discrepancies. E.g. the one we played is for 5 players tops and not 6, every player starts with 35 units even if all 5 plays and not 25 and such.

Bernd 02/11/2018 (Sun) 20:01:47 [Preview] No.13624 del
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Tried Tikal this weekend. Pretty cozy game for 2-4 players.
Background story: archaeologists compete at the Mayan temple Tikal who can dig up the most temples and gather the most treasure.
The gameplay relies less on luck (no dice rolling) and more on planning and tactics/strategy.
The layout of the board is created by the players on the fly, they choose the hexa tile cards from ordered piles (this is one source of randomness) at the beginning of every turn then they spend 10 action points on different tasks: movement, excavation, treasure gathering, camp building and temple guarding.
The other source of randomness is how the treasure is distributed on the map. Certain tile cards have treasure marks (2-4) and the players draw blindly so the treasure tokens are chosen randomly.
How many points are earned depends on the treasure gathered and temple secured. Temples has levels which can be increased by excavation, the points one get for a temple equals with this level. The players secure temples with their workers ofc.
Workers and one archaeologists get on the map via camps serving as entrances they start their journey on the map from these. There's one main camp everyone can use and all players can set up two camps of their own elsewhere.
Basically that's it.

Bernd 02/23/2018 (Fri) 01:25:47 [Preview] No.13801 del
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I said I'd write more about wargaming and here I am.

My board game interest led me to discover many epic-sounding wargames that'd take too much effort to acquire and play: with legit physical versions too hard to get, I'd have to adapt and print the board & other contents or do it all in my computer. I did, however, encounter a handful of games specifically built for printing and easy use. They include:

>Battle for Moscow
Classic wargame from a veteran designer, Frank Chadwick who's even a boardgamegeek.com member. German player gets to choose his starting unit disposition, while the Soviet player has, with a single exception, just a single unit type. German player must capture and hold Moscow by the end of seven turns, with mechanics for mud and Siberian reinforcements, aswell as German armored movement and Soviet rail movement.

I only realized War's (>>12874) combat system was slow and clunky while playing this; attacker/defender strength ratios and results determined by a single dice roll + looking up a table of results is infinitely more sophisticated than War's method of repeatedly comparing the results of two d6 to eliminate each individual unit.

But although it's fun and simple, its fun rapidly dried up after repeated solitaire plays, all of which ended in a Soviet victory. Maybe solitaire play is completely impractical or I haven't correctly understood some rule.

>Eastern Front 2
Designed by Philip Sabin, a lucky assburger who gets to write articles on wargaming (see https://www.kcl.ac.uk/sspp/departments/warstudies/people/professors/sabin/index.aspx) to be as simple as possible and still produce realistic simulation results. Players start in either 1941 or 1943, with minor changes possible to test alt-historical scenarios, and play out the entire war,
The Axis can nominally win if it can take 2 of 3 major Soviet cities -Leningrad, Stalingrad and Moscow, but that's impossible unless the German player is exceptionally lucky in his rolls. Therefore, he has two other victory possibilities -holding out until late 1945 spring and capturing a certain proportion of the hexes bordering Siberia.
Units, hexes and game turns are massive in scale and thus few in number. Industrial zones are destroyed if taken by the enemy and can never be rebuilt, a confusing rule to a normalfag fellow player. Each side's stacking limit is fixed for every turn, artificially representing many factors that couldn't be organically simulated due to the game's simplicity.

Overall, although entertaining and ellegantly designed, it's a weak choice for repeated plays due to its simplicity and for being designed primarily to prove the author's points rather than being a fun game.

Tomorrow I'll write about the difficulties in starting a match, an awful board game I found in my folder and maybe the games I've never played but hold an interest.

Bernd 02/23/2018 (Fri) 06:46:05 [Preview] No.13803 del
Oooh, I was just thinking in the past few days I really should continue with the history of the continent of Ynev. I have to read up on it tho I feel some confusion here and there.

How much the luck contributes to the outcome of those games and how much the tactic/strategy the players employ? If it's hard to say you could compare it to Risk where it feels fuckhuge well maybe not that huge but big nevertheless and can easily change stuff even if the players don't make stupid decisions.

Bernd 02/23/2018 (Fri) 17:19:18 [Preview] No.13809 del
>How much the luck contributes to the outcome of those games and how much the tactic/strategy the players employ?
On Battle for Moscow, as is typical for this kind of wargame, luck is only a tiny factor. Within individual battles, terrain and the strength ratio of attacker define which column of the Combat Results. As you can see, the defender only has a chance to win on a 1:1 or 2:1 ratio; luck just decides casualties, and even that is influenced by the ratio. This adds up with terrain, initial force distribution and number of hexes and units to dillute the importance of die rolls.

On Eastern Front 2, luck is more important due to a different combat system and a higher level of abstraction, but not to the relevance it holds in Risk.

History/Mythology of Ynev Bernd 03/16/2018 (Fri) 10:33:16 [Preview] No.14366 del
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This isn't that easy topic because the infos lying all over the place in those works I mentioned ITT. And these books and articles have many holes and conflicting statements. Still I'll try to give a summary.
I also have no idea what kind of pictures I should upload as illustrations.

The whole lifetime of Ynev is divided into nine Eras, one Era supposed to be 3-5 thousands years long but it's blurry. Different cultures have different chronology, human cultures have at least five or six, other races probably has their own. The authors and fans use mostly the Pyar calendar and Pyar chronology when they give the date for a certain events. This chronology is based on the foundation of a city, called Pyarron, this marks the year 0. The game's present is somewhere about the years 3690-3700 of Pyarron which also marks the end of the Seventh era. When does it start? No idea, I would guess somewhere around the year 500 before Pyarron.
In the following I will rarely give precise dates for anything.

Creation Bernd 03/16/2018 (Fri) 10:36:12 [Preview] No.14367 del
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The creation went down in the beginning of the First Era or previously in the Era Zero (authors didn't name it) but actually it wasn't really a creation rather a re-formation. The Satralis has already existed - it's the fourth planet in her system - when the Great Ones arrived. Sometimes they are called the Nine. They fought a war in some other universe and they sought refuge on the planet. They just loved the place and they begin to shape it. They built nine crystal spheres around the planet and started to populate the continent with their creatures.
But then the One, an enemy of theirs arrived from outer space and crushed through the crystal spheres and attacked them. They fought it and managed to torn it apart and dispersed it's pieces over the southern half of the continent. Then they retreated to the upper spheres. It took eons for them to recover and when they returned they were surprised to see that civilization emerged and they all worshiped a god whom they called Guardian/Protector. They recognized this god, it was the One, or at least some parts of it assembled themselves together. I highly suspect this was the god whom later races will know as Ranagol, it is also a possibility that this god was the same whom the elves call Urria, I'll write about this later because the implication of this would fit in a satire.
The Great Ones made planetfall on the northern part of the continent and started to breed new races and created a barrier between the two parts at the equator. This barrier is the mountains of Sheral, certain peaks reach over 20 km heights. Then they fought a great war which destroyed everything. Seeing the devastation and the suffering of the lesser creatures made them think, slow down, then stop. And they said "we might dun goofed". They defeated the Guardian, but it was too late a new god arrived who was also a chunk from the One. Her name is now Orwella, the Kyr called her Avida Dolor. She's the Chaos herself and she brought even more destruction. And that was that.
The Nine decided to retreat again and went into a coma like state in a place of a sphere hidden by the Silver Moon. But before that they told a prophecy about the Nine Eras to come.
One thing to note here: it might be that in this non-era came into existence the Old-Tree - let's call it Auld-Tree from now on as it's the favourite thing of the elves - a world tree which sap was magic. I don't know when it was created and how it hadn't been destroyed in these wars.

First Era Bernd 03/16/2018 (Fri) 15:53:05 [Preview] No.14375 del
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The Nine created sentient species and brought new ones during the wars. It's not sure if any of them survived but the magic they used during the wars opened portals to other dimensions and universes, through these new races arrived. New higher-beings appeared who also formed new creatures to fight for them.
Now from the viewpoint of Humans of late these races can be divided into two groups: Aquirs and Draquirs. Supposedly Draquirs are just a sub-group of Aquirs who have wings, and they are in fact - surprise, surprise - Dragons! The difference between them according to the successor races (the elvenoids: this is the equal of anthropoid on Ynev) that the Dragons aren't evil but Aquirs are very very much.
So these races built new civilization and fought among themselves. These wars were fought in the sky among the branches of the Auld-Tree, the Aquirs used clever flying machines and built their cities in the skies. Everything was drenched in magic and these creatures themselves magical beings.
The earliest appearance of Elves can be placed somewhere in the late First Era. Their god was Urria, who might appear in this age but also they believe that Urria is the Auld-Tree as well. Nevertheless they committed some sin which made Urria butthurt and turned away from them. Noteworthy that the Elves of the "present" aren't the entirely same Elves as the past, and they call their most illustrious individuals Auld-Elves, so it's possible the first Elves on Ynev was Auld-Elves. Still they were like children compared to the Aquirs.
As the closing accord for this Era the Auld-Tree caught on fire and burnt through millenias. Not sure when it was torn down, probably during the next age.

Second Era Bernd 03/16/2018 (Fri) 16:17:18 [Preview] No.14376 del
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This was less chaotic then the First, almost peaceful. All the remaining species formed their own domains, sometimes they cooperated with each other sometimes they fought some petty wars but nothing really remarkable. The higher-beings realized they are as mortal as anyone here but they were still more than others. They started to support their followers, helped them live and reproduce.
The most notable event was the deed of an Aquir, called Opalsailor. The Satralis has three moons, the Blue, the Red and the Silver. Opalsailor managed to make the third disappear. Basically it's still there (and conceals the hiding place of the Nine) but invisible. This act caused the disappearance of the Dragons too. Most of them slumbers on a pile of hoard in the Sheral like all good dragons do.
The Elves of our day might appeared in this age first, also the Janns and Amunds (but they might be First Era creations also).
The higher-beings got restless and their machinations awakened Orwella again who might not had direct access to Ynev, but her influence was enough to turn everything into chaos again.

Third Era Bernd 03/16/2018 (Fri) 16:21:32 [Preview] No.14377 del
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The Elves, Janns and Amunds fought a destructive war when the Amund god Amhe-Ramun tried to influence directly the events on Ynev. The Janns destroyed his manifestation but the war also obliterated the forests south of the Sheral and turned it into that strange desert. The Amunds retreated into their labyrinths and temples located deep in the desert, the Janns were decimated, lots of Elves lost their mind and become loony lonesome Sand-Elves, the rest withdrew into their forests.
Especially after the fall of the Auld-Tree the magic sipped out of the world slowly, the Web of Mana formed around the globe.
The Aquirs went to hiding too. Some subspecies of them into the oceans but the "regular" ones burrowed their new cribs around high concentrations of magic. One such place was in Krán (South Ynev), where they gathered around the veins of living metal (also called blacksteel, but it might be an entirely different material which also can be mined only in Krán), the other one is in the North, in the mountains of Ediomad, among the roots of the Auld-Tree.
Most likely the first Humans saw the daylight first in those days. And maybe the Orcs and Goblins were created by Orwella at that time.
The higher-beings - now can be called gods - made a pact that they will stay away from the Primary Material Plane and they only try to shape the fate of the world via their followers. This is called the Ancient Treaty. The gods from now on can be considered the same in their essence, they only got different names in later ages.

Now I have to interject few things.
The Nine created a bunch of Planes, elvenoids exists on three: Material (body), Astral (emotions), Mental (conscious thoughts) Planes. Other different Planes were created as well and the gods made their home there. For example the Three Headed God, Tharr's plane is Lyndigass, the Shandin is the name of Darton's Plane, who is the God of Death and Jokes, and Noir owns Antiss, the Dreamworld (World of Mirrors).
The gods themselves are mortal, their power depends on the number and dedication of their followers. Some gods faded away and other beings elevated among the gods.
All right.

Fourth Era 1. Bernd 03/22/2018 (Thu) 19:06:09 [Preview] No.14964 del
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Oh man, this is not easy. I don't know what to include and what to omit. Oh, well.
On the following maps I drew the approximate borders of states but mostly they were never specified (only for "modern" states) so there will be lots of mistakes.

Orcs and Goblins now exist for sure, they are elvenoids too (just like Janns, Amunds, Gnomes, Humans etc.), except they bear Orwella's curse: their soul gets destroyed upon their death. They mostly hate their Mother only one tribe of them are faithful to her. They are cool dudes tho, they worship their own heroes who reached demi-godhood (oldest is called Hram) when they cheated the curse in some horrific ways. They are carnivores, the family, clan and tribe are very important to them and live a short life. Oh, Goblins have their own god called Menegle and they are mostly slaves for the Orcs.
The rise of the Human race. They build two magiocracy: Cranta in the North and the Demonic Old-Empire in the South.
I always picture Cranta as a state of Neanderthals on steroids. Elves helped to build this one, they fought much with the Orcs and even maybe the Snils (lizard people). Cranta originally was shamanist, then their shamans discovered they can invite strong spirits (like the spirit of winds, hills, water and such) into their own bodies and let them act through them. This way the spirits gain followers and they got more stronger. This practice called is seraphism and persecuted in "present day" Ynev in many places. These shamans were later worshiped by the Crantanians as gods. This country had several crisis which made lots of people migrate to the South. Their Golden Age was about 22-18 thousand years before Pyarron.
While they were prospered the Orcs created a short lived but powerful state, the Skull Alliance. They hunted down most elves on the North so their leader could eat their souls and gain immortality (of sort). But an Auld-Elf killed him and the state fell apart. During the wars most of the Orcs died too.
The Demonic Old-Empire also used seraphism, except they made their business with demons.

Fourth Era 2 Bernd 03/22/2018 (Thu) 19:08:31 [Preview] No.14967 del
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While the Human races built their sand castles Ranagol came and made a pact with the Aquirs of Krán. They took his faith and he gave them his thirteen demi-god children (the oldest and most powerful is called Shackallor) to be guidance for them, who are actually barely (if any) more powerful than the noble Aquirs themselves. From this date the "Empire" of Krán started to grow slowly throughout the Eras as some of the Elves, Humans and Orcs moved among it's mountains and become the follower of Ranagol. Now Krán is the oldest existing country on Ynev. They fought many wars with the Demonic Old-Empire, the first Human inhabitants of Krán was originated from there as POWs.
Ranagol's religion is simple: change is constant, struggle is constant, and basically the two are sames, the individual always has to be ready to fight, to defend himself and what's his and to take what's others' so he can raise himself above others and ensure his survival. The Aquirs were doing this since forever anyway so they made a bargain. With the Demi-god Bastards they gained a cohesive force. Despite this the infighting is constant, which they find necessary anyway to weed out the weak.
The demi-god bastards traveled all over Ynev in the next few thousand years and searched for potential recruits. One of them found a group of elves who still harbor hatred against the Aquirs and try to hunt them down. Another found some entity with great power beneath the ocean then they fought and that monster-demon was so fierce Ranagol made it his first Chaos-Angel (there are many now, they are considered as aspects of Ranagol and the people of Krán worship Ranagol through them).
The Thirteen built a tower in the middle of Krán, which give them mostly safe haven. The structure of Krán looks like this: the closer you live to the Tower the more powerful you are on your own right, there's a movement from the periphery toward the center as everyone tries to climb higher over others, but the closer they get the more tougher competitors they have to defeat and take their place (and then defend that place from those who live outside of it). Even the Bastards aren't really safe, three of them were challenged and defeated. Their place were took over and three other being risen to demi-godhood and become the Child of Ranagol. I think that's enough about the Dark Empire.
For some unspecified reason the authors named Ranagol the Ram-headed Lord. Probably because the good guys (Pyarronites) think of him similar to Satan.

Fifth Era Bernd 03/22/2018 (Thu) 19:36:51 [Preview] No.14975 del
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A new power arose in the North. About 17.000 B.P. the Kyr people sailed here on large ships from the continent of Calowyn. They defeated Cranta, conquered her lands and founded a new Empire. Their culture became the basis of the present day Human cultures in the North, and had large influence on the Southrons too. The sames was with their magical practice. The Dwarves - whom I haven't talked about yet, because the authors made this event the first sure data on them, they are older race tho, about the same age as the Elves - fought them and were defeated, after they lost their footholds in the far north they retreated back to Beriquel, that big island north of Ynev.
In 7-6.000 B.P. the Demonic Old-Empire fell, only Old-Godon left but that remained small and vegetable for a long time.
The humans living on the edge of the desert Taba-el-Ibara start to build their first states led by the Janns, some blanda upp went down between them and Jad people took shape. Their first successful state was Al Abadana which is still the leading country there two eras later. The Jad states' main exports are thieves, banking houses and narcotics which they transport to Krán. But they aren't really an ally for Krán as they come to good terms with the Pyar states few thousand years later. The Jad religion is also a derivative of the Jenn religion with three main gods and some smaller deities.
For the Kyrs the end came with the return of Orwella, Lady of Decay and Demise. The Kyrian leadership split and She started to back the dissenters and created more Orcs. The wars took 500 years, then the greatest magicians of the Kyr Empire and some dragon riders from Anuria defeated the Lady of Horrors and expelled her from the Material Plane, but they couldn't save Kyria - which fell about 3000 B.P. During the war the magic they used tore the fabric of the Material Plane and created the Cursed Country. The Cursed Country is a magical place but not inhabited by fairies and rainbow unicorns. It's marshes and deserts and jungles and killer plants and monsters and magical radiation and mirages make you mad. Or whatever a malevolent DM can come up with, like blood sucking fairies and acid pissing rainbow unicorns. Hundreds of thousands of people fled to South.
200 years later the Orcs settled in Gro-Ugon.

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