Friday, 13 February 2009

Text Document (2)

 This is a blog entry.

I believe you know by reading this blog that I'm creating more than one thing -- a game, languages, and novels.

Also, I'm here to invite you to join our community.

Enigma is a game inside a game.

We call it The Great Game, or simply, The Game (in capitals).

By the time I'm publishing this, I have a lot of information on the Settings I'm publishing, and the Galaxy 5e, that is our galaxy. Earth is named Arda -- I think it's Persian (Farsi), but I'm not sure.

I first tested Tarot in game during P4, that was around 2001 -- P4 is for Project 4.

I also tested Runes, but they're more difficult to use.

The first thing I think when using Tarot is who the oracle reading.

It seems the cards doesn't make difference between player and character, making it a bit of a puzzle to make this difference and read the part related to the game, or The Game, properly.

It was the Tarot the utility which makes possible to investigate The Game.

This happens because the cards always put real information in the reading, so we have to be prompt to separate what is real, and what is game.

I discovered the names of more than twenty worlds in our galaxy.

Also, the names of a few Players, as Eguthathugua.

These Players don't want us to find who they are, but I've started to play too, just to find out what they do. I'm still planning the Novels, but The Game is a very important part of the play.

I don't want to make spoilers here, but I'm investigating The Game when writing the Novels.

First of all, I've started creating characters and the languages back in 2003-4. I started asking the Universe if there were people ready to become my characters in a series of novels, and so using Tarot to talk to these people.

That's how I found out who Asha was, and their friends.

The case of Toj, which is the medieval era of Akkoya, also in Sector Ih, our region in Galaxy 5e, was that I've created a mythic past with the adventure played using the other rule system -- I so stoped using it now, to create my own system.

So that, in order to create, I acepted the group wishes to play medieval, but I said: "Okay, we're going to play medieval, but I'll test my system", and the group agreed.

I am very happy with the group, including the exception.

There is a Rogue in the play, but the Rogues are vilains in my rule system, Enigma.

The group agreed to use Wizards and Witches as the needed characters, but started not knowing who they were. Only with time, they'll discover that I had a plan for each one of them -- actually, it's easy: You put a wand in their hand, and say: "Say this word, and never point a wand to a person!", to find out who's a Magic blessed one, a natural user of Magic.

I want to tell a tale of friendship and Magic and Cosmology related content.

Dunno if I'll be able to tell everything I'm planning to.

The question here is to test the rules, and later investigate and adapt (mostly, names), and so publish.

The mythic past I've chosen was the myth of The Saint Group.

Then, a Wizard founded The Academy, just after this group most important deeds.

And it now is this Academy who tell what happens in this world, and so Tacke, which is a Mage teacher who teaches History, is important. I agreed that he'd be a Mage, even if Mages are vilains in Enigma, the same way that the princess is also a Rogue, in secret.

What happened is beautiful, the group is having fun while I'm working hard with rules.

I'm telling this in advance because I'm pretty sure it must work.

We're still playing in Toj, having fun with nobility and black market.

The game's to start, so I'm not giving spoilers in here.

Back in 2004, I first started to comunicate with the characters I was planning to give a Story with The Tarot.

So this is part of the game, and a Master must chose a deck of cards to use.

I use the Finnish deck, by Kalervo Aaltonen, and Taina Pailos.

It's a very beautiful set of cards, in which The Devil looks like a mino, but I've used it as a satyr.

The Story I'm planning is named Stolen Dreams, from 602 to 607 Toj-éc.

One of my favourite characters is The Dreammaker, a Wizard in charge of Dreams and the Dream planes. He's mostly depicted as a pale man, but sometimes he's a pale bald boy, or a picture who talks to people.

The Dreammaker uses his time to investigate everyone's dreams, so the wizarding comunity may know problems in advance.

He must be elected by a number of Entities fo Night, as for example, Efemmera, Goddess of Death.

By the time the play started I have not chosen the name of the Empire in which the Story happens to take place, but in the future it's on the map, together with the Schools of Magic, including The Order of Light, in the Black East.

I also have had an illumination about Lanyat, who's an imortal from Kastas, on the other continent.

She's important to my notes, but she didn't appeared more during the Story.

What happens, is that she exists in Akkoya, and a dear fellow Player.

I also discovered that Tutyr, the Academy leader, is a Player.

He knows who I am, that's what the Tarot says, and we talk to each other sometimes.

Eguthathugua is today at Akkoya, reading The Grimoire to the ediche.

I also learned a lot on the deeds of The Dark, the dangerous forces to try to control people everywhere, and I learnt Mages are mean people who made pact thousands of years ago -- the satyr, by the way, are also part of universal danger to our freedom.

Then, I designed After -- it means: "to (rule) itself" -- as the Satyr Empire.

The future of these investigations are still to prove several information I've got, so I'm not here to tell everything, because everything's going to go through change, as The Way is made.

I'm still working in the Novels, and the way to tell their Story.

By the start of 2023, I think I've got the right Story which wants to be told.

Thank you a lot for your patience, and enjoy the reading.

Stay Plugged.

Saturday, 7 February 2009

The World of Tanahta

 Hello, and be welcome.

I'll have some example worlds here at the blog.

The first one, together with Toj, is the world of Tanahta, which was not part of the Alliance until the war with the Ikka race, the whites. This world was bombarded by an unknown fleet, totally invisible to all technologies the ediche and the ikka share. This is also the main reason the two races decided to unite, and so the empire known as The Alliance started.

Tanahta is a terraformed world, with a huge one continent and the so called Big Island. The continent gathers most of the population, and is a desert on the west put appart from the rest of the land by a mountain range.

This is the first dimension of Tanahta, a world also known before as a Hell world.

It took only 60 years to terraform the world, but the world lived in a harsh environment during a thousand years. Those years let a mark on the native, and the only surviving dimensions were only fifteen dimensions.

Dimensions doesn't share much, but they are the same world.

There is also a number of deserted dimensions, in the number of 35 dimensions, with no more living ediche. There are still spirits in those places, who use the dimensions to stay away from the living.

The Imperial North is the most important country.

And the Great Duchy of Ruins, free member of the Imperial North, is the centre of the Great Continent. This is where all the strange artifacts and places were moved when terraforming happened, for example half a stone bridge from which drops water in mid air, and no one knows where that water comes from, with no scientific explanation for the place or artifact.

Before the Alliance, all those who share any form of special ability were called Wizards and Witches.

Only with the agreement with the Alliance is that specifications occurred.

There is one dimension which is still a Hell dimension. It's studied by the wizards of the Alliance, as the only way to explain how the bombardment affected the world's environment.

But the only information important is that the Fungus of that dimension's got burned.

It still exists, but it became a harsh environment dimension, in a orange day light, and nights of echoes which can be listened one kilometer away from where it comes from.

People have to use oxigen masks to survive most of the time.

They also use a suit, which is the first survival suit used in the Alliance.

The School of The Great Duchy is the most important school, but there are others, like the School of the East, and the School of the Desert. The reason this is the most important school is that the whole Duchy is a school, not only the main castle and a village.

The Duchess Valentina is an imortal who rule the region, and also the school of magic.

The East was in civil war until recently, but Devos is known to have set the agreement of war, which ended the war on this region. He then moved to Akkoya, the ediche capital, and is known to be now a member of the School of The Enchanted Woods, near Tol Rim.

There is a bay, with two main cities, on the northeast and southwest.

There is no Egypt on this world, but egyptians started to form small clanship groups on the west desert.

There is also a tyke (reptilian) colony on the south west forest.

This is the world of Tanahta, with the brains of Valentina and other imortals, who have set the agreement with the tyke to terraform the world, and known to be the world with the most recent Academy in today's Alliance.

Here the Academy shares more of the Akkoya's influence than really to be a power player.

Players are welcome to have their influence on the world's balance history, but they are asked to not change the world's history. The main question here is that in this world the line of terraformation is still to become a harsh world again, if history changes.

Here, commons are called Non-Wizards, by the most traditional people of power.

There are also Vampires, who influence the North Imperial rules, and monks on several monasteries, who only now call themselves monks, because before this age there were Wizards, be them of Magic, or Power, and Non-Wizards.

The East is where all psionics gathers, so to form a comunity around the School of The East.

I hope you're enjoying the reading.

Stay Plugged, Stay True.

The Attributes and The Game

 They're the top of the Cosmology.

The Cosmology gathers the Planes of Existance of the universe of Enigma. It starts at The Standard, which is a series of connected prallel Planes, and the number of Planes differ from world to world -- Arda has 300, Akkoya (Toj) has only 60, for example.

Attributes –– Kissa (The Origin)

# ii –– truth (1)

# Shoi(feat), Ungbis, Shoikham–– darkness (2)

# Ambar –– light (3)

# Dis, Orythmas –– chaos (4)

# Awa, Klastmas –– mutation (5)

# Sidja, Ilurythmas –– illusion (6)

# Oillo –– order (7)

# Do –– ecstasy, pleasure (8)

# Shi (or, very used: Sar) –– secret (9)

# Dart –– enigma (0)

At the beginning, it was Truth, and everyone knew it was true.

Then, the first being forgot the Truth, and convinced everyone it was not true; The Devil became widely known as the bringer of doubt, and so Darkness came.

With doubt, everyone knew it was impossible to live without a rule.

Then, there were Light -- and everyone saw the Universe, as it seems to be.

But Light doesn't show what's necessarily true, then Chaos exists.

Chaos created change, so Mutation exists; and it was named also as The Way.

The Way was created as many paths, one for each foot, but that was not Truth yet again.

Then, Illusion started to seduce people's minds, and hearts: What is Truth? We want a new truth to exist -- that's what people said.

Then, people started to organize things in a matter of standards, and discovered Order.

But Order previously existed, since the beginning -- It looks like Truth.

Then, people had chosen what looks like Truth to guide their Way; but still, it wasn't true, but what people wanted it to be.

Ecstasy exists in the very moment you can make a choice, choice means pleasure, and Pleasure seems like to be The Way.

People saw there were hidden messages during all the way, and discovered Secret.

If the Secret is true, then the Cycle is fulfilled, but if not, it's an Enigma.

Every time we solve an Enigma, we play The Game.

This is why we play Enigma, as a roleplaying game.

The RPG as we know it is a door to the investigation of The Game, the main reason we play.

I invite you to play, and save your story, as to take notes and everything, because we don't only play but we take notes. The main reason to take notes is to publish the story on the net.

Then, we'll read your story and decide which stories are Official tales.

I'm writing a Story and taking notes, and I'm publishing it.

I've chosen the Blogger as a blog because I can edit and everything.

I'm also planning to have a Wiki, with information on my Stories, and Novels.

The Novels are being written, I've started to write it on 2008. But I was writing it before! I started creating setting and characters three years ago, with the help of Tomaz Sá, and I've created theories with the help of Heitor Loureiro, but they were more like making questions and I was answering them all the time; so it means writing a Story with someone else is a very difficult thing.

But well, I thank them for trying.

I had to keep ideas up, and take notes on everything.

Among my Theory is the idea of Interest.

It makes everything happen, so I have to make another post on it -- or many.

What you have to do is to keep the interest of the players.

And players must know what's in the stake.

But we don't make a game of solving enigmas and puzzles all the time.

The Enigma happens, it's completely natural.

We create everything with the help of the players.

Players must know they can create, with the help of their Assets.

Assets are anything a Player can control during the play.

Don't take a player's Asset without a good reason.

It must be important to the Story.

It's not so difficult to play with assets during the game.

Now I'll leave space here for other posts in the future.

I hope you're enjoying the reading.

Stay Plugged.

Wednesday, 4 February 2009

Memory Game -- Player's

 Hello, and Be welcome.

This is an important note on Time.

Time interactions take in consideration that the Players know what the others will say.

If something is forbidden to be said, then a Player in the past will forget.

It's like a Memory Game, and you can make one revelation at a time, when speaking with someone in the past. Take a week as a measure, for this limitation, or take the memory from the person in the past.

We had to do it in Enigma in order to keep things under control.

Thanks for reading, enjoy, and

Stay Plugged.