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Showing posts with label Orb. Show all posts
Showing posts with label Orb. Show all posts

Friday, 10 March 2017

Videogames killed the radio star?

Crossing Tom Quad, deserted and sparkling in the December night, gave me the visual inspiration for the roleplaying scenario that eventually became Heart of Ice. The germ of the idea had already come from the briefest of references in Empire of the Petal Throne to “hex 6029: the walled ruins of the Mad City of Du’un”. And the story itself, as I’ve described elsewhere, was an adaptation of It’s a Mad Mad Mad Mad World, in the sense that only one person could have the ultimate prize but to reach it meant cooperating with others along the way.

The original Du’un adventure was pretty old school, as you’d expect for something written in the mid-70s, and in fact the first time I ran it really was at my old school, in the Eastgate block at the RGS, where the Guildford War Studies group used to meet. But I digress…At the end of an embrangling underworld filled with interdimensional pathways, the characters had to fight past an avatar of the god Hrsh to win through to the Chamber of the Heart. Alliances died at the door. Beyond that point it became a cathartic free-for-all.

Primitive though the scenario was, it became the one players talked about. I was persuaded to run it two or three times more for different gaming groups. Probably it was the theme of the scenario that made it really memorable. That heart of ice isn’t really the magic crystal McGuffin buried down deep in the catacombs, it’s the cold ruthlessness needed by the winner.


In the original 1976 scenario that gem of ultimate power was the Heart of Durritlamish, the Black Angel, Opener of Catacombs. In the gamebook it became the Heart of Volent, a cult god of the 22nd century. And in the 1990s radio play “The Heart of Hark’un” it transmogrified into this:
“The god Hark'un once ruled the heavens, but the young gods were jealous of his power and plotted to overthrow him. Defeated in a celestial war, Hark'un fell from the heavens, down through the black sky, until he struck the barren lifeless lands. But as he died, Hark'un’s blood brought the world to life. His spine formed the mountains of the world. His veins became the roots of living things. The body of Hark'un became the world of Harkuna. Every part of the slain god became the seed for new life – except for the heart of Hark'un. That remained whole. Untouched by decay, it still beats on. To touch the heart of the god Hark'un would be to destroy the world. But also to take on the power of a god.”
The play, by Jamie and his brother Peter Thomson, featured some characters based on (or at least named after) player-characters in our Tekumel campaign. Kadar was an older, more embittered version of Jamie’s character Qadarnai, while my own character Shazir became the villain – of course! Arcos I’m not sure about, but he may have been one of the PCs in Mark Smith’s Orb campaign.

The point of all this is to say that you can now listen to all six episodes of “The Heart of Harkun” (let’s leave the grocer's apostrophes out of it, eh?) over on the Spark Furnace website. And if you don’t have the patience for podcasts, the comic book version is still available: issue #1 and issue #2. Or there’s the Heart of Ice gamebook, of course. At some point I might even run the original Du’un scenario that started it all, if I can lay my hands on the underworld maps.

Friday, 5 September 2014

Living on the Edge

In amongst all the news about the Way of the Tiger last year, you won't have failed to notice that my own favourite Kickstarter goal was the one to have Leo Hartas draw an original fantasy map for the world of Orb. Well, my real favourite Kickstarter goal would have been for my and Leo's Mirabilis project, but you know what I mean.

The stretch goal having been reached, Leo has been hard at work on a map of Irsmuncast-nigh-Edge, a city of the Manmarch. If you're going to Fighting Fantasy Fest you might even get the chance to buy the original artwork. I asked Leo and Orb's creator, Mark Smith, about the creative process.

DM: Mark, when designing a city, do you start out by drawing a rough map or do you prefer that to come later?

Mark Smith: I would do things slightly differently now- but this is how it worked back then. When designing a city I first took into account its geography – and proximity to other significant places – and the reasons why people would either immigrate or emigrate. Then I introduced the random factor of assigning temples from the Pantheon of Orb, and I will only modify that roster of temples if it is absolutely necessary – meaning I can't find a plausible rationale and back story for how and why the temples were founded there in that mix of temples.

DM: Can you tell us a bit about how the city got its name?

MS: Irsmuncast Nigh Edge is a shortening of what was originally 'The first camp of men near to the Rift’ (aka the Edge) and, understandably, it is not that close to the Edge. It’s the first settlement that you would come to in the Manmarch if you were journeying away from the Rift.

Since the Rift is like the edge of the world and spews forth evil and danger we can guess a few things about the nature of the Irmuncast inhabitants These tend to be either hardy or hopeless folk who can/must live under the shadow or threat of an incursion of evil. Some couldn't find success in safer places so had to make a go of it in Irsmuncast. Over time Irsmuncast became stronger- more able to defend itself and was able to sustain or attract wealthy and privileged people like Golspiel and others. The farmlands that supply the city are all to the west of the city as any to the east would be t0o easily despoiled by Orcs and so on.

I noted in the books that it was a city of 20,000 souls. I now think it is more likely it has around 35-40,000 inhabitants. but has reached the maximum sustainable by the farmlands to the west and so food is not overly plentiful.

DM: Leo, your maps have got a real feel for the place - what techniques are you using that give them that edge over other fantasy maps?

Leo Hartas: Illustrated maps, whether of real or imagined locations, must fulfill the necessity of practical use and readability while also be entertaining, adding atmosphere and style to the world.

With the Irsmuncast map, I was provided with a detailed sketch and copious notes to work from. Often the maps I did for Fighting Fantasy had to be based on barely more than a scribble on the back of an envelope. I am happy to work with either so long as there's enough information to do a pencil rough to submit to the publishers and authors. At that point it is easy to see what needs adding or changing and which spelling mistakes I've made (and I always seem to make them!).

To get to that point I lay out the components of the map in pencil on the paper I'm going to paint on (Bockinford 180 lb hot pressed watercolour) to have a pleasing composition and be clear and easy to read. I always have a dilemma at the beginning of any project about going traditional or digital, as I can work in either or a combination. For the Irsmuncast map, I decided on entirely traditional because I felt it should exist as a physical object, giving a little tactile authenticity to a fantasy world.

DM: What sources do you find inspire you when making a fantasy map?

LH: The Way of the Tiger world is loosely oriental, so I started looking online for old Japanese and Chinese maps for ideas of the look. The ones I found were rather short on decorative motifs so I widened my search to include all kinds of Eastern art. In the end I'd not found anything specific so just started doodling possible ideas, building a mash up of all kinds of influences into something that hopefully is new but contains the right cultural "feel". My whole thinking process is pretty fluid in that I don't have much of a plan and change stuff all the time. Even when the colour goes on, although I'll have a rough idea of what I am aiming at, half of it will be experimenting on the paper and trying to rescue it from cock-ups. This gung-ho way of working is probably why I went grey early! During all of this I listen to audiobooks. Somehow the half concentration unlocks an intuitive streak, while at the same time I get to plow through hundreds of novels.

Tuesday, 25 March 2014

Sermons in stones

I had forgotten that Mark Smith's Virtual Reality books were both set in a world which may very well be part of the Rainbow Land of his and Jamie Thomson's Duelmaster series. The name of the Palayal River by the city of Godorno suggests Tekumel, but nothing else about the setting does. The Forest of Arden features in both, though whether it's Shakespeare's, the one by the Avon, or some third high-fantasy variant is not clear.

It does feel quite Shakespearean, these books being very strong on atmosphere. That's especially true of Godorno in Coils of Hate, a city that resembles a nightmarish version of Venice where the walls fairly drip with a dank ambience of distrust and fear. I could ask Mark about the intended setting (possibly it was an unmapped corner of Orb) but it was twenty years ago and he's not likely to remember now.

Mark's titles in the series were Green Blood (love that title) and Coils of Hate. They were the nearest to being interactive novels - rather stronger on the novel side than on the interactivity, to be honest. The characters and locations would make a superb role-playing sourcebook, which is one clue that Mark might have taken them from his notes for the Orb campaign. (Which was not, as I never tire of telling people, even remotely Oriental, despite the Way of the Tiger books.)

And these maps..! I challenge any role-player to look at Godorno and not want to spend a few evenings adventuring there. One of Mark's biggest literary influences is Fritz Leiber Jr, and there's more than a hint of Lankhmar to those streets and canals. It does no harm to have the maps beautifully rendered by Leo Hartas, too.

Sunday, 26 January 2014

Things to come

A couple of works-in-progress from the production juggernaut that is The Way of the Tiger. Above, a detail from Leo Hartas's map of Irsmuncast-Nigh-Edge (the finished piece will be in colour) and below an illustration by Mylène Villeneuve for the third book, Usurper, of a priestess of Time and the ranger, Glaivas.

There are more pictures on Mylène's site and you can follow the schedule of the full-colour hardbacks on Megara's site. The first two paperbacks should be released by Fabled Lands Publishing in early March. There's also an Orb roleplaying game in development.

Over in this other corner, I'm working on the entirely ninja-free Blood Sword - but more of that in due course.

Monday, 2 December 2013

A thing of shreds and patches

I couldn't resist showing off this lovely piece of artwork by Sébastien Brunet for Megara's upcoming Orb RPG. There's a real quality buzz about this game, so watch this space and I'll put up some more bits and pieces when I get them. Meanwhile, if you're wondering where the meaty discussion-type posts have gone, drop back on Friday.

Sunday, 26 August 2012

From Upanishad to the Ioun Straits

More news about the Orb role-playing game that's in production at Megara Entertainment. Check out Megara's website, where you can pre-order the rulebook (including a limited run of signed copies) and buy maps, T-shirts, Way of the Tiger necklaces, and other Orbalicious goodies. (No, I don't get a commission.)

And if this distinctly Oriental palace (by Megara artist Lise) from the opening adventure gets your heart pumping, you're going to like the news we've got coming up in a few days.

Thursday, 19 July 2012

Orbsome news

At last it can be revealed: Megara Entertainment, publishers of the Keep of the Lich Lord and Fabled Lands apps, have chosen their next project and it is... Way of the Tiger. Quoting from their press release:
Roleplaying in the fantastical realm of Orb.,, 
Walk among the shadows, strike unseen: the martial arts gamebook series The Way of the Tiger by Mark Smith and Jamie Thomson becomes a pen-and-paper RPG! The Way of the Tiger RPG brings intense action in a world of strange fantasy, where ninja dwell in the darkness and sorcerers unleash powers beyond comprehension. 
Match your skill and cunning against brutal villains, strange beasts, and the followers of dark gods. Become a ninja of the Way of the Tiger and seek vengeance on Yaemon, Grandmaster of Flame. 
Become a samurai of Eo or errant knight of Rocheval and wage war on the scorpion sons of Nil, Mouth of the Void. Become an elven enchantress of Tanajla and use mind-bending powers against the Order of the Scarlet Mantis. Become a templar of Time or scholar of Fate and manipulate your own destiny! 
From the Sea of Snows to the Desert of the Forsaken. From the Island of Tranquil Dreams to the Mountains of Undying Solitude. The realm of Orb awaits!
As that overview makes clear, there's a lot more to Orb than Japanese-style magic and characters. The world was originally created by Mark Smith for the Dungeons & Dragons campaign he ran when he was at school, and to my eternal regret I never got to play in it. Other Brighton College alumni like Jamie Thomson and Mike Polling ("The Key of Tirandor") describe Orb as one of the great roleplaying experiences of their lives, and many of the characters in the gamebooks are based on their adventures.

This is a print RPG, incidentally, not an app, so the technophobes out there can breathe a sigh of contentment. What could be any more perfect? How about the return of the Way of the Tiger gamebooks themselves? And in both digital and print form, would you believe? I'm not kidding... More news very soon.