[Regional Sorcery] Femphrey

Postby Skyrock » Fri Sep 16, 2011 8:37 pm

You cannot take your Spell Book with you, as the sorcerers of Analand cannot risk its falling into the wrong hands of Kakhabad"
- Sorcery! Introduction, "Equipment and Provisions"

"Each country's sorcery is one of its most closely guarded secrets."
- Sorcery! 3: The Seven Serpents, entry #8

One idea I always liked is the notion that all the nations of the Old World have their own kind of sorcery they keep secret from outsiders - a sorcery that reflects the needs, culture and history of the country.

This would be the following:
- Brice
- Femphrey
- Gallantaria
- Lendleland
- Mauristatia
- Ruddlestone

(I will skip Analand as it is already covered by the main rules. Kakhabad will be skipped as it isn't really an unified nation.)


What this will be for now is just a brainstorming to get a basic grip on the concept of the individual sorceries, one thread at a time. Once all of the Old World is covered by a concept, I'll see what concrete stuff can be come up with.

Don't sweat overlap in spells, especially very basic ones. Ideas like the wheel or picking up a stick to whack someone have developed simultanously all around the world. Likewise, zapping someone with a lightning bolt is a very basic idea that is likely to be similarly popular.


After no one had laughed at the last installment, I will move on to...

Femphrey

The country
If there is any land in Titan that is a rising star, it is Femphrey. After centuries of poverty, the enlightened rule of the Crown of Kings has allowed them to grow to become the most prospering nation of the old world.

Another outstanding feature is its wish to live in peace and cooperation with their neighbours. Rather than to abuse the Crown to subdue everyone else, they have preferred to pass the crown around, creating a wide-spread alliance in the process.

Further of note is the importance of seafaring in Femphrey.

The first real-world analogue that springs to my mind are the Netherlands. They began as a poor border province, which later grew into a rich "republic of shopkeepers" by trade, commerce and seafaring. Likewise, apart of their war for indepence the Dutch were averse to warfare and preferred other means to settle conflicts.

The spells of Femphrey
Titan speaks straight of "naval sorcerers" in regards of Femphrey, and so do I.

Much of the sorcery will have a strong naval bend, either to enhance seafaring (weather control) or by being of most use at sea and under open sky. (For instance, rather than summoning Giants with Giant molars, sorcerers of Femphrey might rather conjure sea trolls.) Speaking of tooth-based summoning, guess what is summoned by the Femphreyan version of GOB...

Strange nautical phenomenons as St. Elmo's fires might also play a role as result of Femphreyan sorcery.

The recent development as politically leading country is too young to have had much influence on most of Femphrey's sorcery. Still, there might be a few new (and underdeveloped) spells dealing with construction and mind-control to aid Femphrey as it builds its new powerbases and establishes itself as a power player.

The components of Femphrey
The strongest cultural influence on Femphrey is seafare. Thus, a lot of the components of Femphreyan sorceries might be influenced by nautical superstitions... Or rather, are nautical superstitions everywhere else in Titan the result of warped tales of Femphreyan sorcery?

Just to name a few:
- Figureheads of naked females are said to be a lucky charm for a ship
- Tattoos ward off evil spirits
- The sparkling of jewelry piercings distracts sea monsters
- Whistling onboard of a ship is said to create storms. Hence, "whistling up a storm".
- A ship's bell that rings without aid is an omen of death
- Throwing stones into the sea creates big waves and storms

Two unique features of Femphrey are Decapi and the crystals of Crystal Lake, making them another good candidate for components unique to Femphreyan sorcery.
Last edited by Skyrock on Thu Sep 22, 2011 7:41 pm, edited 4 times in total.
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Postby parkusuk » Sat Sep 17, 2011 7:16 am

I was planning to write up naval sorcerers in the rules companion, but i will be very intrerested to see where this thread goes
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Postby Skyrock » Sat Sep 17, 2011 9:54 am

Don't feel compelled to delay books for the sake of that little series. I first need to draw up concepts for all the countries before I can get down to the dirty business of spells and spell lists (which will be the actual work).

Although knowing that, I might alter my plan to handle the nations alphabetically and create Femphrey's list first.
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Postby skathros » Sat Sep 17, 2011 1:09 pm

parkusuk wrote:I was planning to write up naval sorcerers in the rules companion


A AFF rules companion? Interesting! Very interesting indeed!
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Postby torus » Sat Sep 17, 2011 10:40 pm

Maybe the HOW spell could have a particular variant or set of variants for navigation.

A souped up version of FOG would be very useful for sea battles - like the spell Elric casts to hide the fleet in Stealer of Souls (I think).

Surely there should be a spell to summon a Kraken. And what about elementals. Summoning in general, of elementals, demons and other creatures, is something to consider in the Companion.
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Postby Skyrock » Sat Sep 17, 2011 10:58 pm

torus wrote:Summoning in general, of elementals, demons and other creatures, is something to consider in the Companion.
There are already Raise Skeleton (with varying costs depending on type) for Wizardry and GOB and YOB for Sorcerers (same Stamina cost, component dependent on creature).
Should be fairly easy to devise something from that.
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Postby torus » Sun Sep 18, 2011 8:59 am

Skyrock wrote:There are already Raise Skeleton (with varying costs depending on type) for Wizardry and GOB and YOB for Sorcerers (same Stamina cost, component dependent on creature).
Should be fairly easy to devise something from that.

Yes I agree those are probably good starting points. In addition, one might have some more elaborate rituals for more powerful beings, and perhaps also the issue of whether the summoner can control what he or she has summoned. I might think about this and post some ideas. Nothing too elaborate is needed, since AFF isn't really about power gaming and high sorcery, but it might be fun.
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Postby Skyrock » Thu Sep 22, 2011 7:45 pm

Now that I have concepts for all nations, I will begin creating spells and spell lists.

I will aim to begin with Femphrey, as that is what Graham was particularly keen on.
However, be patient. Next week-end, I will have to run a convention game, and should rather focus on prepping it well than to dabble in unrelated hobby stuff. Before October, there won't be results.
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Postby Slloyd14 » Sun Oct 02, 2011 10:15 am

Maybe have a spell which summons a ghostly horse that can carry the sorcerer across the waves.

Have a version of the SUS spell which detects reefs, jellyfish and sea monsters under the waves.

A version of the wizard spells breathe and gills.

Have a more advanced version of mending which repairs sails and holes in the hull.
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