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PostPosted: Tue Nov 06, 2007 7:56 pm 
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Sounds good then. A realized clan is far better than a made-up one.


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PostPosted: Wed Nov 07, 2007 3:17 pm 
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Just let griffons be any alignment already. You'd figure that after years of abuse at the hands of the Empire, clan separations and rivalries, that some of them would have turned a little off-kilter.


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PostPosted: Sun Nov 11, 2007 10:44 pm 
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Okay. After reading from all the sources I could get my hands on, I've come up with these revisions and additions. In a nutshell, the clans mentioned in the Never-Implemented-Helpfiles have been demoted in my system to more like genealogical background information, leaving the players free to define griffon clan structure as you see fit - as it has been in their absence. At least that's my goal here.

I'll post these now, before implementing them, so anyone with objections or suggested changes has a chance to speak up.

revised 'help griffon' wrote:
Griffons

"Griffons are a noble race whose roots are deeply imbedded in the arcane.
The first griffons are thought to be the mistaken product of a powerful
wizard's magic. As one might describe a centaur as having a man-like head and
torso on horse's legs, so griffons resemble eagles in the front-quarters, with
leonine bodies behind - though the average griffon is easily larger than any
lion, and a typical horse stands only as tall as a griffon's shoulders.

Their feline traits include a thick pelt - most commonly sandy brown, though
many variations in color do exist. Generally this coat extends just past the
shoulderblades, where the griffon's wings protrude, though finer hairs sprout
higher still, amidst the feathers of the lower neck. As for those wings
themselves - they are a majestic sight, with a span easily greater than the
griffon's body length. The head is rather like an eagle's, save for the horse-
like ears that stand on many griffons' heads in place of ear-tufts. Some
griffons' facial features even vary enough to suggest those of other birds of
prey, though this seems quite uncommon.

Griffon cubs mature quickly, becoming full-grown only 3 years after hatching.
The average griffon can thus be painfully-naive, despite its innate intelligence -
equal to or slightly greater than a human's, on the average. Adults generally mate for
life; and though some pairs will seperate after their own cubs leave the nest,
these seem to do so amicably without exception.

By nature, griffons are relatively unselfish, having strong desires to help others.
However, exactly who they help and how varies greatly. While griffons are inherently
good creatures, they need not be principled, and they certainly are not faultless.
Griffons have a strong taboo against attacking others of their race, although their
sports can get quite rough, especially in Clans of Razorbeak descent.

The fact that these creatures posess beaks and no lips makes it rather difficult
to read their odd expressions. Obviously their unique build makes it impossible to
wear most armors, and their talons make armed combat exceedingly awkward, lest it
be with weapons specifically designed for griffon use."

--Excerpt from Encyclopedia Pyrathia, Volume 4


/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\/-^-\

Griffons have almost no weaknesses as they possess great strength, a sturdy
build and a keen mind. They learn to fight with their powerful claws from
birth and infravision allows them to spot prey even at night. Their fur hide
makes them resistant to minor wounds and they shake off both cold and acid
with ease. The nature of their creation provides them with almost innate
immunity to poison and disease, strong resistance to charm effects and an
unflagging endurance, which they can use to carry a rider while in flight.

See also: griffon-culture


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PostPosted: Sun Nov 11, 2007 10:46 pm 
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revised 'help griffon-culture' wrote:
Whether due to their avian nature, or to the historically poor treatment they
have often received at the hands of the 'civilized' humanoid races - and most
especially mankind - most griffons tend to pursue a life in the wilderness,
banding together into small Clans with widely-varying customs. Centuries of
such living have done much to shape their social structure, and wild griffons
have enjoyed a recent history somewhat obscured to mankind.

As such, while scholars once classified griffons in broad strokes, a far more
diverse picture has begun to develop in the past few centuries. As griffons
have mustered the courage and pride to face the humanoid species as equals, so
mankind's natural curiosity overcomes his traditional attitude toward the
griffon as an aberration of nature in some quarters.

Most griffons actively deny stories such as the popular "Legend of the
Cauldron," and many disavow their race's purported magical origins altogether.
While most Clans have alternate origin stories of their own, these tales have
not won over the bulk of Pyrathia's people. Still, one is more likely to see a
griffon in a city, nowadays. Mutual suspicion and mistrust still do persist in
places such as Teron... and just about anywhere in the Eastern Empire. For in
those parts, griffons were once seen only in the city - and only as slaves.

Indeed, it is the Slave's Legacy that defines the earliest system by which men
classified griffons into groups, as mentioned above. These ill-defined
lineages, while bordering on cultural irrelevance nowadays, still hold some
genealogical interest for man and griffon alike. Thus the simple division of
Clades persists, though a basic understanding of the griffons' own Clan
structure has surfaced among the civilized races as well.

Those griffons who keep less contact with humanoids tend to find their language
bizarre, and the wildest of all have difficulty with both plosive and sibilant
consonants. Perhaps it is a testament to the race's mental aptitude and
flexibility that any griffon can produce such sounds with a beak at all!


See also: Imperium Keenmind Razorbeak Owyran
griffon-clans


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PostPosted: Sun Nov 11, 2007 10:47 pm 
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proposed 'help griffon-clans' wrote:
Each Clade is further subdivided - perhaps due to cultural subtleties that early
lorekeepers ignored, or perhaps as a consequence of centuries of insular living
on the part of the species - into numerous Clans. These are less broad genetic
categories than smaller ancestral band/family units into which others might gain
admission either by blood or in an honorary sense. The Griffon Clan, in this
way, is comparable to one of the less established 'tribes' of men the Northern
Wastes, though there is no evidence to suggest any peaceable contact or trade
between these cultures and those of the griffon. Elsewhere, however, members of
some Clans do choose life among the other races - but even these place their
nests in distant and secure locations. Griffons tend toward reticence about the
exact locations of their homes, even among griffons of foreign Clan.

Griffon Clans have also functioned as the social vehicles by which Pyrathia's
wild griffon population has reasserted itself in the societies of the other
races. Historical examples of such Clans include the Iron Claw, which
established a defiant presence in both Uxmaln and Taslamaran lands, and the
Skyfire and Taloncleft Clans of Zhenshi, as well-known for their religious
fervor as for their talents as bounty hunters and scouts in the voluntary employ
of the Zhensh nation. No doubt countless others still thrive in the wild places
of Pyrathia, yet to re-establish contact with humanoid civilization.


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PostPosted: Sun Nov 11, 2007 10:48 pm 
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revised 'help Imperium' wrote:
Clade Imperium (pronounced im-PEER-ay-oom or in-KEER-eeun by wild griffons)

Though conflicting traditions abound, none but the Gods themselves still
remember the origins of the griffon race. Those who remember the most,
recall the ancestors of this bloodline - a Clan of griffons that served
beside Maximillian III of the Bright Star in ancient days, before falling
from his favor. Many fled the Eastern Empire at this time - among those
Imperium clans with strong historical traditions, this is known as the
First Exodus. Those who escaped are thought to be the roots of this line.

Griffons of this Clade have a distinct pattern of metallic coloration - tawny
bronze fur, with golden, silver, or copper highlights to any lighter-colored
areas - especially the feathers around the eyes, and at the base of the beak.
Some historians believe Clade Imperium to represent the remnants of an original,
unified Clan of griffons. Though Clans of this Clade are rare, and tend to be
seen far from the borders of the Empire their ancestors served, they retain a
distinctive 'nobility,' preferring those professions seen as noble, wise, and
courageous. Even the wildest among them are gentle and wise - but woe unto the
poor soul who thinks to back one into a corner, for they remain fierce fighters
when pushed, no matter how grim the odds.


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PostPosted: Sun Nov 11, 2007 10:49 pm 
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revised 'help Keenmind' wrote:
Clade Keenmind (pronounced KEE-ay-ind or keem-EY-ed by wild griffons)

An early offshoot of the Imperium Clade, this bloodline is thought to have its
origins in Pyrathia's southwestern reaches, where exiled griffons befriended
the fey creatures of the forest and received much insight into the magical arts.
The wandering Clans of this Clade maintained a close relationship, such that
many would identify 'Keenmind' as their only Clan affiliation to this day. Yet
these griffons were also known for their independence, and never assimilated
into a unified Clan as such.

Though they grew astute in the lore of the forests, the formation of the
Alliance of Ayamao drove most of the Keenmind-descended Clans into the mountains
that stand between the Western Forests and Zhenshi. It is said that before this
Second Exodus, Keenmind griffons were stained with the forests' hue, then took
on the colors of earth and stone thereafter. Indeed, the coloration of these
griffons suits their traditional home in the mountains well - off-whites and
browns and ochres, with traces of black. Whether these historical changes
occurred through magic or evolved naturally is unknown - and such questions do
not sit well with griffons.

Clans of this Clade tend culturally toward a focus on spiritual issues, and upon
improving their mental acumen. They are far from pacifistic, however, and those
who seek them harm can testify to the deadly effectiveness of a well-placed
talon admist a volley of spells.


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PostPosted: Sun Nov 11, 2007 10:50 pm 
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revised 'help razorbeak' wrote:
Clade Razorbeak (pronounced RAS-er-'eek or ra-TSER-keek by wild griffons)

As with Clade Imperium, the ancestors of these griffons were those who served
the Emperor Maximillian III in ancient days. The former Clade, however, stems
from the bloodlines of those who fled to escape his disfavor. Those who
remained did not fare so well - forced into slavery, or broken and sold as
mounts. Perhaps the most luckless of all were those purchased by nobles of the
neighboring empire of Uxmal, for these were sold as meat, or pitted against one
another for sport in the Teronian Arena.

Those that survived these dark times are the stock from which Clade Razorbeak
is drawn. Most Razorbeak Clans have not forgotten, and feel deeply betrayed
by their kin - the Imperium's First Exodus is known to them simply as the 'Time
of Flight.' Not having fled thusly, the Razorbeak line faced centuries of
cruelty at the hands of men, centuries of selective breeding for strength and
obedience. Those who rebelled - and there were many - became expensive meals
for Teron's ruling class, or expensive trophies to warm the walls of Imperial
Keeps.

As such, griffons of this Clade remain an uncommon sight in most humanoid
cities, though they do not eschew contact with other races entirely. Their
plumage, colored like dark earth and dried blood among 'purebred' Clans, remains
an eternal reminder of their ancestors' trials in the world of men. And while
pure of heart and less resentful than a nation of men might be in their place,
these Clans tend to be slightly cynical in their view of the realms, and
especially toward the 'wayward' Imperium and the modern Clans descended from
them.

Perhaps not surprisingly, Razorbeak Clans tend to have the most organized
martial traditions among Griffonkind, and a sort of friendly competition
persists in their cultures even between the closest companions.


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PostPosted: Sun Nov 11, 2007 10:56 pm 
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revised 'help owyran' wrote:
Clade Owyran (pronounced oh-EE-ren- a term not based in any known Pyrathian tongue)

These griffons are something of an enigma, having eschewed contact with other
races since ancient days, but not scattering into smaller groups before
reforming Clans in the wild. Rather, they left Pyrathia for the southeastern
seas, building their own society on an island somewhere beyond her shores.

The Owyran challenge the Clade/Clan division somewhat, as visitors report a
stunning variety in plumage and bearing represented among their number.
Indeed, they are remarkable more for their xenophobia than any clear physical
distinction - though admittedly they do not welcome extensive study by main-
landers. The rare conversations with them suggest Owyran griffons have their
own clearly distinct style of speech - and great difficulty speaking humanoid
tongues clearly. This is more than likely a product of their centuries of
seperation from Pyrathia and from the mainland's dominant races.

Some reports indicate that the Owyran do have two notable, Clan-like divisions
in their culture: the Furinals, an anarchist clan that despises money and
private possessions, and the Oorthoon, a group of mercantile sorcerors and
priests devoted to the expansion of the Owyran city and Clade. While neither
subdivision seems to constitute a majority among these griffons, both wield
considerable influence and power.

These are the words of explorers of years past, however, and nothing else is
commonly known about the Owyran of today, except by the most intrepid explorers -
usually griffons themselves.


A note to the players of some of the "intrepid explorers" mentioned here - I am well aware that this information is obsolete AT BEST given current IC reality, but I figure it's best to keep this particular helpfile a bit outdated and vague - a "surprise" for future newbie "intrepid explorers" to discover, if you will; lest knowledge of the truth becomes the most common of knowledge ICly, in other words, it's best left to be learned in-game.

That's all I got.


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PostPosted: Mon Nov 12, 2007 5:55 pm 
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There's a lot to like, but I'll make some suggestions for improvement. A lot of this is a matter of taste, of course.

In the main help file, I suggest taking out the suggestion at the end of the second paragraph, that facial features can be of other birds. If there are NPCs so designed, I realize we're stuck with it. But at least in the past, anything but lion-eagle hybrids got a negative OOC reaction from some players.

I'd prefer to see less emphasis on griffon dialect. I don't want newbies to feel obligated to use it; plain mudding and RP is hard enough. If it is included, let's simplify it. You can get a good idea of a griffon's speech problems by putting your forefingers along your teeth (one hand for each jaw). This prevents the use of your lips and stops air from passing between your teeth. You'll find you can actually do pretty well, except that "b" and "p" get badly distorted.

Then we come to the descriptions of the 4 clades, and here I think we have an actual mismatch. For example, Razorbeak has dark earth and blood as its colors. The closest NPC griffons I'm aware of are the ones in Teron's hospital (black) and in Uxmal's Laskerian Gardens (crimson). Neither strikes me as a particularly good fit to the clade description. And indeed, all the clade descriptions seem needlessly restrictive in terms of things like color and attitude.

There's also the problem that clade is an uncommon English word describing a group with a common ancestor. If you look at the clade descriptions, that really isn't a terribly good fit to these primarily historical categories.

Let me volunteer a simpler description, based on a time-line:
* Griffons enter Pyrathia
* The Owyran Flight immediately departs for a far isle, supposedly under Zavijah's influence
* The Keenmind Flight soon seeks refuge in the wilderness, and becomes influenced by sylvan culture.
* Other griffons stayed around to work with men. This became Clan Imperium, in service to the Emperor.
* Distressed by the growing depravity of the Empire of the Bright Star, the Imperium Flight leaves.
* The faithful griffons that remain behind are enslaved. Those that finally escaped are the Razorbeak Flight.

Flights can then be discussed as waves of migration. I think that's a better picture, and it avoids any semblance of geneological or political structure. The next step would be coming up with brief descriptions of each that inspire.

I'd describe the Owyran griffons as having escaped human misuse - only to fall prey to raiders on their island. Describing them as xenophobic and essentially limited to their holy island will hopefully discourage newbies from playing them. (Griffons at open war with humankind make poor PCs.) No need to go into further details, when explorers can have fun visiting.

To put the others in quick stereotypes, the Keenmind griffons would be at home in the wild, but quite civilized in their fashion. The Imperium griffons would be more human-influenced and more inclined to settle nearby (especially in Zhenshi). The Razorbeaks would be the most barbaric and physical, including the darker, shamanistic tribes.

I don't think it's good to go too much beyond that. I think it's a bad sign if griffon groups get more restrictive than centaur and sprite groups. YMMV, of course.


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