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Everything posted by nyvinter

  1. The Grey Forges might have some smaller inspirations of the Scar but otherwise both the Bas-Lag and Dishonored series are a bit too industrial and modern.It didn't feel right in a place that clashes between rural and gothic and the industrial revolution were both early and abandoned. (Presumably due to magic.) For other people who might be interested, this is the expanded inspiration and sources list. APPENDIX 2: LITERATURE AND MEDIA Achebe, Chinua. Collected Poems. Anderson, Darran. Imaginary Cities. Bachelard, Gaston. The Poetics of Space. Carter, Angela. The Bloody Chamber and Other Stories. Hodgell, P. C. God Stalk. Law, Stephanie. Shadowscapes Tarot. LeGuin, Ursula K. Steering the Craft. McDowell, Linda. Gender, Identity, & Place. Sinclair, Iain. Lights Out For the Territory. Thompson, Amanda. A Scots Dictionary of Nature. Valente, Catherynne M. Palimpsest. Wendig, Chuck. **** Fine Story. Wooding, Chris. The Haunting of Alaizabel Cray Crimson Peak The Duellists Fullmetal Alchemist Hellboy 2: The Golden Army Ladyhawke Over the Garden Wall Ratcatcher Spice and Wolf Stardust Titus Winter’s Bone Black Mountain: In the Future CALLmeKAT: Mouth of Time The Decemberists: Picaresque Feivel: My Mind and the Thunder Sky Nine Inch Nails: The Downward Spiral PJ Harvey: The Hope Six Demolition Project The Unthanks: Last
  2. Yeah, I like settings where you have enough information to extrapolate and improvise but at the same time avoid making reading up on it seem like homework. So there will be expansions about the city, the fae woods will be far less explored but there will be some so that remnants and local beings can be an easy to GM wilderness adventure. It also helps to make the setting follow the game rather than the opposite. (Even though devouring setting lore is a favourite past-time.) There's also a Burning Wheel circles function with Knowledge (location) as skill being tested. But now I'm also curious to know what you expected the inspirations would have been.
  3. Yeah, the file > download offers both PDF and ePub, and it is right now still a very living document so linking to a PDF that might already be a little out of date seemed pointless. Since I posted, I think I've fixed one and added another archetype: the mimic. That one's XP might not yet be even close to fine-tuned. But I'm happy to see what people do with it and ideas that might make things better that I haven't even thought about.
  4. Using negotiation falls apart when there isn't another person to haggle. It's mos def the skill to use in the moment of buying/selling the thing but for just appraisal it falls way short. The knowledge skills in Terrinoth are all very specific, so specific that I would keep Knowledge (intellect) from the core book and have that be the one to roll for more mundane things that are not covered by the skills. A melee roll lets you appraise or spot interesting things about a sword, but a painting? There are no real art skill, so Knowledge (intellect) for that.
  5. I'm working on a setting for Genesys, and well, I've shared the document on the twitters but thought I could share it here as well and perhaps even get a different viewpoint on certain things. The setting so far is focused on a town and a city that has grown together, gothic buildings meeting a rural town at the edge of a fae forest (there's very little about that so far but I intend to expand it). The bulk of the document is the 20 archetypes — I went with making them very specific to the setting rather than broad. 30 careers which need way more text to them, and a few talents. https://docs.google.com/document/d/1UEgR8mawmhUHUYfF0yzpA1yC7n2RTSUWoC9AYoDuHYQ/edit?usp=sharing
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