Huhu ihr! Ich dachte mir, ich kopiere nochmal ins Tanelorn, was ich schon in /r/worldbuilding gepackt habe, und würde mich sehr über eure Anregungen freuen. Konkret geht es um den Versuch, eine grobe Zeitleiste meines Moorcock'schen Heartbreakers zu erstellen. Ich bitte um Entschuldigung, dass es auf Englisch gehalten (und daher vermutlich etwas missraten) ist; ich schreibe hauptsächlich auf Englisch für eine englischsprachige Gruppe. Wichtig wäre mir, ob es noch Punkte gibt, die irgendwie widersprüchling sind und der Auflösung bedürfen, oder ob irgendetwas sich schlechtweg unpassend anfühlt. Richtig toll sind natürlich auch Bemerkungen wie "Dazu würde ich gerne mehr hören!".
Anhängend der kopierte Post aus Reddit:
My interest lay in creating a tabletop setting where I might incorporate Mesopotamian language, culture and mythologies (including Judeo-Christian and subsequent esoteric interpretations) with my deep love for Moorcock's multiverse. The setting I call Gog; it draws inspiration from many places. For example, I borrowed geographic elements from the planet Algol setting (with the author's explicit allowance) and had the Carcosa setting inspire the mechanisms of sorcery. Perfect originality is not the goal, but rather a dense and consistent setting to have fun in. It is one possible incarnation of Earth from a Moorcock-ian perspective, with active play set in the far future possibly a million years from now. I listened to Hawkwind, Eletric Wizard, Lords of the Crimson Alliance, Sleep and Weird Lord Slough Feg while writing this.
My question for you would be: At which point would you, as potential game masters or readers, require more information in order to be able to play? What seems contradictory? Is something outright stupid, unnecessary or imbecile? I gladly take feedback and will resist the urge to blindly defend my admittedly vague ideas. Here is the original hex map, many fields of which are having events and contents written for in my big, big folder:
http://twochambers.com/wp-content/uploads/2016/08/Karte150.jpgHere is a quick vectorised map with place names:
http://twochambers.com/wp-content/uploads/2016/08/beschriftet.jpg.
This is intended to be a vague timeline detailing the important history of the setting of Gog. As to not be forced to write a novel, I will break it down to the basics a gamemaster needs to know for the setting.
In the beginning there was nothing, and the nothing was chaos. Eventually out of the possibilities of no-shape-ness, the idea of existence emerged. Thus was born the first order, which gave shape to others. Struggle was between not-being, becoming and being.
Ancient times, on a blue world, in the Land of Two Rivers, in a province of what some will call Assyria, a boy is born to a noble house under numinous stars. His name will be remembered as Gog.
An age of prosperity is collapsing; a decade-long peace is faltering. Grief comes over all lands, and whole peoples travel to foreign shores to either fight in or escape the ever-present wars. Chaos is rising, threatening to devour the known world. The Gods of Night, directed by primordial dragon-mother Tiamat of the Netherworld, hold sway over human hearts, feasting upon their fears and crimson ambitions. Many Gods of Light succumb, their temples razed and their memory slain.
Gog, grown a fighter and leader of his people, takes the throne of the province. In many battles he fights against the People of the Sea and other invaders, yet peace is not won. When need is greatest, wise men in grey robes appear, bearing prophecy. The prince follows the words of a seer, retreating into the desert for the better part of a year.
Legend has it he fought a terrible beast upon Mount Lebanon. Others say he spent the whole year in meditation, fasting amidst the sands.
Whatever the truth: after a year the warrior returns, changed. By his side he carries an enormous black sword called Hope, with a golden radiance following his every step. His banner now shows the head of a great serpent.
The tides of war change. Prince Gog secures the borders of his realm, pacifies the region under his dragon banner and spreads the light of the gods of law. After many great battles against men and devils alike, the darkness is driven away, the strength of chaos is in decline. Sanity is regained as the greatest Lords of Chaos lay dying before the combined strength of the Gods of Light and the sword of Hope. The lesser Lords of Change are allowed a continued existence, for Prince Gog demands balance return to the world.
The goddess of war and love gives birth to the child of Gog, raising it in hiding.
For many years, Gog lives in peace, his throne passed on to his younger brother and seeking nothing but a quiet life far from attention. The veneration granted to him by his people grows with the years, his myth eventually becoming greater than even his mighty deeds. Monuments and temples are built in memory of the legendary hero whose fame surpasses that of all other gods.
Among the Gods of Light their rises to prominence a being calling himself the One. His power grows with the years, ever increasing.
In the human lands ever more people emerge as prophets of the One god, spreading what they claim his will and burning down monuments to the old gods of chaos and law both. Holy cities and sites of pilgrimage that had survived the great strife before now fall before the holy men.
The old gods, magic and the wonders of the world are dying quickly. After mere deacdes, no more are the Abqallu of the oceans, the scorpion-sages guarding the secrets of the desert sands or the stone-warriors of the winged Lord Anzu of the Twisting Winds.
The story of him who fought back the demons, who brought peace to the land and smote the people of the sea is becoming more and more adopted and converted into the creation myths of the One. The name of the ancient warrior is fading over the years.
Prince Gog, now living in the obscurity of old age and overshadowed by the long-canonized myth of a man he no longer recognizes, is visited my sages in grey robes.
An old man is found dead.
In a province where the people still cling to the old faith, besieged by followers of the One, a young warrior emerges, with an enormous black sword called Hope and a banner showing the severed head of a dragon.
In many battles the warrior single-handedly beats the hosts of the holy men. Winged servant beings of the One fall in great number against him, with accusing calls of “Blood traitor!” thrown at the swordsman.
Through his prophets, the One spreads stories of a great foe: one of his most beloved creations who dared rebel against the holy order, defying godly will. All followers are rallied against this foul creature, merely known as “the Enemy”.
In the lands still free of the One’s reign the young Warrior, calling himself Gog, shares people around him. As the remaining survivors of the old gods declare their support for him via their priests – the war goddess notably being the last to do so – many soldiers flock to his cause. His loyal men call themselves the Magog. Their new leader brings promise of freedom, yet the battles against the holy hordes cause uncountable deaths. Still, he is crowned King.
The battles are a losing cause. As chaos overran the world before, the absolute order and the single purpose of the one now tip the cosmic scale to a new extreme.
King Gog performs a secret ritual to conjure Bes, misshapen God of Light and yet notorious trickster among his kind, and Anzu of the Twisting Winds, Bird Lord of Change, but keen admirer of mankind who stayed neutral in previous wars out of disdain for his chaotic masters’ ambitions. In these two, Gog hopes to find familiar hearts. His goal: a destruction of the whole cruel play, to bring an end to all wars by preventing further movement of the scale. Set it in one position, never allowing further shifting again. The three create a plan to enter the world of the grey sages and the ominous keepers of the balance, to steal the very tablets of creation and use their might to shape the dynamics of reality as to never again allow cosmic folly to be in the way of life.
With the help of a twisted sorcerer and at a terrible cost, a ritual grants entry to the outer worlds. Little is known of the challenges the three companions faced during their travels. There is a great slaughter amongst the very preservers of the balance, the Palace of Time is raided and its guardian, Fortune, is slain.
A man is granted dominion over the prophets, made avatar on earth in the name of the One in exchange for loyalty. His features resemble those of the sorcerer who sent the Three to the outer spheres.
Just after defeating the last obstacle before winning the tablets of creation, the Three are ambushed by the winged servant creatures of the One, all hosts of his heavens fighting against the heroes in bloody battle. For days they fight, and eventually Bes is slain. Gog, half-dying and with Hope clutched in a fist hanging limp from is side, is carried back to the world on the wings of Anzu. The heavenly servant beings claim the tablets for their master.
Now in possession of the tablets, the One holds unlimited power over reality. His first act is one of vengeance, sending plagues of pests and pestilences over his opponent’s people, flames and burning stones from the heavens, curses and death. His reign seems supreme; for finally his word is law and the world will be cured by his wisdom. Unopposed by the creature he dimly, with only half a thought, remembers as being his father, but grew to believe a rebel servant as by his own story – after all, his word is law and must be law even over himself – there will be perfection. Sanity shall rule. With all the remaining power of the tablets and in a mere second he ruled away all human magic, ruled away all gods of the world, all chaos that allowed such absurdities as gods to exist. The only higher being existence now, he cast himself to his heavenly realm, which he was next to wish away. Now seated in nothingness – an affront to his own logic – he ruled away himself, for the perfect order he brought the world was now set in motion. A perfect world required no god, in fact as the law was his and therefore was complete, any further change to it must prove unjust. That could not be. Already fading away, he smiles, ever proud that he was – and will ever be – the One that healed the world.
Shortly before that, amidst the searing flames that fell from the sky, in a crumbling castle and surrounded by the last remnants of his army, King Gog lay dying. And yet he smiled.
The battle had not been completely lost. In his last moments the dwarf god Bes had struck one of the tablets. During his travels in the outer worlds, King Gog had heard of a place, a realm not unlike that of the grey sages, that existed outside of time. There the scales did not matter; humanity decided their own fate without the mingling of higher – in his opinion, infinitely lower – beings. He could not stop the game. He could not save everybody. But he very well could use what power remained in him, in his god-slaying sword called Hope in his free-willed companion Anzu’s divine heart… and in the shard that had broken off the tablet. With the right kind of sorcery it might just be enough to bring the people who trusted him to that fabled place.
In the flames and surrounded by screams of dying, the ritual is performed.
Later records state that the One god had purged his enemies from the land, turning their whole army to dust with nothing to remain. It was the last of his miracles that was seen, and with that ended his age as the vengeful god.
Over the next thousands of years, the idea of the One god and of his law changed. Eventually all that remained were the core ideas of his law, or what his people believed was his law.
Magic stayed gone, nature behaved orderly.
Humanity grows stronger, Rome rose and fell, as did countless other empires. Faiths come and vanish again. Many interpretations of the One arise, with endless troves of people claiming to know his will. Part of humanity aches for divine presence.
Technology advances. After countless wars, peace comes to earth. Humanity reaches for the stars and wins dominion over the reaches of space. There is peace with some other species, war with others. Humanity turns out to be stronger, fiercer and more resourceful than most, being regarded with fear and awe in most parts of the galaxy.
[fortgesetzt]