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Benoist Poiré
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Game designer, partner at GP Adventures
Game designer, partner at GP Adventures

1,321 followers
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The month of June has not been kind to our family. On June 14th, after several weeks of a deadly come back from his cancer, our dog of 12 years Buster died following his illness and ultimate agony. He died as we were carrying him to our car, suffocating from a cancerous growth to his neck, an hour before his scheduled appointment with the vet.

Nerissa and I, as well as George our other dog and Buster's buddy, have been devastated by these series of events. It's taking time to recover. The work on the project has been disrupted as a result, though as usual in such circumstances I tend to fuel my emotions into creative endeavors, and this time is no different. This resulted in a greatly developed background for the Anunekki.

As I thought about the dawn of time on the Duinnsmere, when the people of Anu fought for their survival against the armies of Orum Heb of Eskhalon, I imagined how they communed with the spirits of nature and the fay to create the Anunekki, those spirits of companions, and heroes, of worthy foes and dignified prey, whose souls would be bound to the first figurines, not unlike the later, corrupted philacteries of magic users fueled by sacrifices and unnatural sorcery, but on the contrary, empowered by the desire to let them go and see them survive through the ages of the world, so they could serve greater purposes only divined by those close to the Higher Powers of the Eurth.

Though the Anunekki were not meant to spawn gets of their own, there clearly have been exceptions over time, whether that'd be through the influence of eurthly magics and dweomers, through dream quests in the lands of the fay, or even more fantastical means. The Utukku, the puffer-fish men, are such descendants of the Anunekki, and so are the Sobekki, the crocodile folk, and the Mobekke, the elusive Killer Whale folk still holding court within the depths of the Duinnsmere.

There will be more about this certainly, as I let these ideas stew, then beat them into submission to make them a coherent fit for the whole.

Buster was a warrior, and so am I.

After a short while, I poured back my energies into mapping and trying to find my happy place, creatively speaking, so I could get back on track with the project. This resulted in mapping for the first time the exterior and ground level of the Black Abbey of Saint Makhab.

Like the Hobby Shop Dungeon is Ernest's original dungeon from 1977-8, the Black Abbey is my dungeon from the time prior to our association. It is now on the map of the Eastern Duinnsmere around the #MarmorealTomb, together in the same world and setting. You can see on the color map linked to this post each of these adventure locations: The Black Abbey is by the Wild in the Mourning Bay, the Hobby Shop Dungeon is labeled Caer Caeladon/Nester's Folly, and the Marmoreal Tomb is found at the Viper Head Pass.

This exercise is proving to be fruitful, and I think we will include the map of the island of Saint Makhab pictured here in the gazetteer section of the Wilderness Expansion, when all is said and done. So not exactly a waste of time, though it is a detour I was forced to take to keep myself going in the right direction.

I'll have updates and more about the figures and factions of the setting around the Marmoreal Tomb in the near future. Trucking forward.

Pictures: the draft map of Saint Makhab, a zoom on the detail of the map, a picture of the Mont Saint Michel, the real world location in Normandy that originally inspired Saint Makhab, and the map of the Viscountcy and Lower Midlands showing the different locations talked about in this post.
PhotoPhotoPhotoPhoto
03/07/2018
4 Photos - View album

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The month of June has not been kind to our family. On June 14th, after several weeks of a deadly come back from his cancer, our dog of 12 years Buster died following his illness and ultimate agony. He died as we were carrying him to our car, suffocating from a cancerous growth to his neck, an hour before his scheduled appointment with the vet.

Nerissa and I, as well as George our other dog and Buster's buddy, have been devastated by these series of events. It's taking time to recover. The work on the project has been disrupted as a result, though as usual in such circumstances I tend to fuel my emotions into creative endeavors, and this time is no different. This resulted in a greatly developed background for the Anunekki.

As I thought about the dawn of time on the Duinnsmere, when the people of Anu fought for their survival against the armies of Orum Heb of Eskhalon, I imagined how they communed with the spirits of nature and the fay to create the Anunekki, those spirits of companions, and heroes, of worthy foes and dignified prey, whose souls would be bound to the first figurines, not unlike the later, corrupted philacteries of magic users fueled by sacrifices and unnatural sorcery, but on the contrary, empowered by the desire to let them go and see them survive through the ages of the world, so they could serve greater purposes only divined by those close to the Higher Powers of the Eurth.

Though the Anunekki were not meant to spawn gets of their own, there clearly have been exceptions over time, whether that'd be through the influence of eurthly magics and dweomers, through dream quests in the lands of the fay, or even more fantastical means. The Utukku, the puffer-fish men, are such descendants of the Anunekki, and so are the Sobekki, the crocodile folk, and the Mobekke, the elusive Killer Whale folk still holding court within the depths of the Duinnsmere.

There will be more about this certainly, as I let these ideas stew, then beat them into submission to make them a coherent fit for the whole.

Buster was a warrior, and so am I.

After a short while, I poured back my energies into mapping and trying to find my happy place, creatively speaking, so I could get back on track with the project. This resulted in mapping for the first time the exterior and ground level of the Black Abbey of Saint Makhab.

Like the Hobby Shop Dungeon is Ernest's original dungeon from 1977-8, the Black Abbey is my dungeon from the time prior to our association. It is now on the map of the Eastern Duinnsmere around the #MarmorealTomb, together in the same world and setting. You can see on the color map linked to this post each of these adventure locations: The Black Abbey is by the Wild in the Mourning Bay, the Hobby Shop Dungeon is labeled Caer Caeladon/Nester's Folly, and the Marmoreal Tomb is found at the Viper Head Pass.

This exercise is proving to be fruitful, and I think we will include the map of the island of Saint Makhab pictured here in the gazetteer section of the Wilderness Expansion, when all is said and done. So not exactly a waste of time, though it is a detour I was forced to take to keep myself going in the right direction.

I'll have updates and more about the figures and factions of the setting around the Marmoreal Tomb in the near future. Trucking forward.

Pictures: the draft map of Saint Makhab, a zoom on the detail of the map, a picture of the Mont Saint Michel, the real world location in Normandy that originally inspired Saint Makhab, and the map of the Viscountcy and Lower Midlands showing the different locations talked about in this post.
PhotoPhotoPhotoPhoto
03/07/2018
4 Photos - View album
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