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The Ancient Ones Explored
#1
It's getting late, here. I'm tired. But, what better time to explore some initial thoughts about the Ancient Ones.

Let us begin by taking a glimpse at a couple of Alamaze-related documents:

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Demon Princes: The natural enemy of the Ancient Ones the Princes use fear and intimidation to impose their will. The unusual abilities of this kingdom are perhaps greater than any other. Possibly having more available wizards than any kingdom other than the primary wizard types, if left alone this kingdom will wreck havoc throughout the known world.

SOURCE: http://kingdomsofarcania.net/forum/attachment.php?aid=7
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Demon Princes: The minions of the Demon Princes are men. The Demon Princes themselves, however, are certainly not. They are hell-born demons who appear to have always diametrically opposed the Ancient
Ones. They are terrible in their wrath and conquer through fear and intimidation. Able to travel interdimensionally, walls are of no use against them and the fear they create just through their presence. Their military at the outset is middling to poor. The focus instead is the Demon Princes themselves. The Seven Hells of the Demon Princes are among the most feared kingdoms, due in large part to the ability of the Demon Princes to appear anywhere in Alamaze through teleportation (“gating”). However, the kingdom as a whole is not overpowering and a successful player will be skillful and devious..


SOURCE: http://kingdomsofarcania.net/forum/attachment.php?aid=6
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When I write text narratives of this type, I try to tie in what I am writing with things that came before my entry into this project. So, let's see where we can begin, in fleshing out a new text narrative for the Ancient Ones. What can we glean from the two passages quoted above?

The Ancient Ones and the Demon Princes are natural enemies. The Demon Princes hail from the Seven Hells. The Ancient Ones and the Demon Princes are diametrically opposed. OK, this makes as good of a starting point, as any, I suppose.

And, now, a look at the previous narratives for the Ancient Ones, themselves.

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Ancient Ones: The Ancient Ones were not even known to exist until correlations in events throughout history recently proved the existence of a behind-the-scenes power. Led by their Archon, this mysterious cult manipulates others to maintain order in the world, subverting the efforts of those more powerful kingdoms who would intimidate and conquer the weaker. There are only a handful of these beings, but they seem nearly immortal. Little else is known of them. The Ancient Ones are a non-traditional position that requires quite a bit of skill and interplayer diplomacy.

SOURCE: http://kingdomsofarcania.net/forum/attachment.php?aid=6
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Ancient Ones: While beginning with perhaps the fewest number of brigades this kingdom has excellent troop quality and leadership and more advanced wizards than any other kingdom. Their unusual abilities are able to influence events unlike any single king. Not viewed as overtly as many other kingdoms this king's elusive aptitudes can play a major factor in the outcome of events throughout Alamaze.

SOURCE: http://kingdomsofarcania.net/forum/attachment.php?aid=7
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While I don't have access to any of the stuff that I wrote for Kingdoms of Arcania's kingdom narratives that was stored on my last several computers, one of the things that I was trying to do with that setting was to incorporate a quasi-angelic quality into the tapestry of certain kingdoms.

I've never played the Ancient Ones in a game of Alamaze. Thus, I don't know what they "feel" like, when playing them. I don't know what it is like to be absorbed into their position. I do not have the benefit of having role-played them in games of Alamaze in past years. If anyone reading this does, I invite you to share your thoughts with me on who or what you perceived the Ancient Ones to be.

Whenever I undertake tasks of this nature, I tend to post my thought and ramblings aloud in forums such as this one. Invariably, it tends to generate feedback, and I tend to feed off of that feedback, in order to further refine my vision of the kingdom under consideration, and also to further refine the specific wording of the text narrative, itself.

After a night of sleep, my gun instinct tells me to head in one of several different directions with the Ancient Ones. In no order of preference, here they are.

1. I see the Ancient Ones as being similar to the Maiar of Tolkien fame, not so much Ainur as lesser Ainur. This would make their behind-the-scenes leader that Rick McDowell has titled an Archon to be the quasi-equivalent of a Vala.

2. I can also envision the Ancient Ones as Children of the Stars. Aliens of some kind, be they space aliens or extra-dimensional aliens or inter-dimensional aliens. This could account for their power, relative to ordinary humans.

3. The Giant-Kings of the pre-cataclysmic Thurian continent come to mind. I am not well-versed in them, but it was Dale Rippke's book that got me to thinking about them.

4. Then there are the Children of Nephilim, to imbue the Ancient Ones with a tie-in (or a vague link) to biblical mythos, if I may characterize it that way. In essence, the question for me is, since the Ancient Ones have power, what is the source of that power ultimately traceable back to? In essence, what is the "behind-the-scenes power" that Rick's prior writings referring to?

As a child growing up, I liked comic books. As an adult, I tend to like over-arcing story lines. The background tends to interest me more than the foreground of what is being told. Hence, I care less about playing the Ancient Ones, from the perspective of game mechanics, as I would about playing them, based upon who they are or what they are.

It could remain a mystery, of course. Knowing nothing about them doesn't tend to be as conducive to writing about them as knowing something, however. Is it easier to role play something, or nothing?

Anyway, those are the thoughts that I will open with.
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#2
I think that the mystery of the Ancient Ones is part of their charm. I always thought of them as having been exceptional leaders they were granted these powers from some higher being, but it wasn't really necessary to flesh that out for the enjoyment of the position. There are a few fluf articles in the old issues of the Oracle which discuss them.

I think you could go a long way by discussing their vision for the future, what they are fighting for, why they deemed it necessary to come out of the shadows now rather than focusing on their origins. Make it a position fighting for hope rather than dweling on the past. That would create a kingdom that would attract those who want to see the "good guys win"
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#3
(02-20-2013, 04:09 PM)Lucky Tiger Wrote: I think you could go a long way by discussing their vision for the future, what they are fighting for, why they deemed it necessary to come out of the shadows now rather than focusing on their origins. Make it a position fighting for hope rather than dweling on the past. That would create a kingdom that would attract those who want to see the "good guys win"

I'm not sure that they are, or were, conceived by Rick as being "good" guys, though. He characterized them, this way:

Led by their Archon, this mysterious cult manipulates others to maintain order in the world, subverting the efforts of those more powerful kingdoms who would intimidate and conquer the weaker.

SOURCE: http://kingdomsofarcania.net/forum/attachment.php?aid=6

So, the Ancient Ones are a mysterious cult, one willing to manipulate others, even willing to subvert them, in order to maintain order. In D&D terms, they seem more Lawful Neutral, than Lawful Good, if that helps clarify things any.

In a way, they remind me of a character called Uatu the Watcher (or Uatu, for short) of comic book fame, except they do not strike me as being nearly so powerful as Uatu, while simultaneously being less restrained when it comes to actually taking action, than he is. Of course, I am comparing something that I barely know, at all, to something else that I know only slightly or marginally better.So, maybe I am out in left field on this one.

Is it hope that they are fighting for? Or are they merely interested in maintaining the status quo? Maybe there's a reason that they are apprehensive toward actively seeking direct, immediate, and overt change. Or am I simply reading these guys all wrong?
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#4
(02-20-2013, 04:09 PM)Lucky Tiger Wrote: I think that the mystery of the Ancient Ones is part of their charm. I always thought of them as having been exceptional leaders they were granted these powers from some higher being, but it wasn't really necessary to flesh that out for the enjoyment of the position. There are a few fluf articles in the old issues of the Oracle which discuss them.

Looking over the set-up material for the Ancient Ones, I refresh my memory that there are three of these Consuls that the position starts with. These Consuls are, in essence, the Ancient Ones. They are one and the same.

I agree that the mystery of the Ancient Ones is probably a part of their charm, as far as appealing to prospective players. New or revamped kingdom set-ups won't retain any aura of mystery for long, since the contents of such will be readily available to any and all who want to read them.

Rick wants me to look into changing/revising character names for various kingdom positions in Alamaze. Currently (and historically), the Consuls have been named Zoroastar, Solomon, and Leonardo.

The first of these two names likely have connection to religious origins (Zoroastrianism for the first, and King Solomon of biblical fame for the second), with the latter likely having a connection to science and/or the arts (Leonardo da Vinci). I could be wrong about that, of course, as it is purely a guess on my part.

The source of the Ancient Ones' power will likely remain a mystery. Perhaps we can decorate the mystery that surrounds such with a little speculation, though. Perhaps it is less a mystery than a Mistery (as in the Mist of Creation from Kingdoms of Arcania), if I may engage in a little spontaneous word play, but who knows, for sure?

Do I change only names associated with the minor starting characters for the various kingdom positions in Alamaze? Or do I consider even the major character names to be eligible for change, as well?
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#5
I guess it was the "Daimetrically Opposed" to the Demon Princes which made me tend more towards "good." But I hear where you are coming from.

Then I guess, continuing from what I said before, my question is why the urgency now? What is the purpose. Maybe it is only because the Demon Princes are on the scene and if not for that then they would they even be here?

In the past they used Proxies for their fights, perhaps the kingdoms missing from the second cycle (Westmen, Paladins, Swampmen, Barbariansm, even the Uriks) were there tools and with them all impotent they had to come forward?

Forgive the random thoughts. Good luck in the task. I continue to be willing to comment on anything you put up here.
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#6
(02-20-2013, 05:30 PM)Lucky Tiger Wrote: Forgive the random thoughts. Good luck in the task. I continue to be willing to comment on anything you put up here.

It's the random thoughts that I want. It's what I feed on.
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#7
That there are three Consuls implies the possibility of a trinity, of some sort.

A quick glance at the Demon Princes position reveals two demon prince characters and one demon princess character - yet another possible trinity connection in the making.

So, thinking in terms of threes, two come to mind off the top of my head. The sun, the moon, and the stars. Also, the future, the present, and the past.

The Demon Princes travel inter-dimensionally. In-game, they teleport via gating. The Ancient Ones do not teleport in-game, do they? Hmmm...

So, why did the Demon Princes teleport here, in the world of Alamaze, anyway? What, specifically and exactly, brought them here? I mean, were they just bored, and had nothing better to do? Of all of the places in the universe that they could teleport to, why was the Alamaze setting their point of destination?

Perhaps a special point of note is that the Demon Princes are led by a mortal king, apparently. Now, what gives with that? There has to be a reason. Perhaps they, being demons, were summoned. If so, then what has power over them that allows for such a summoning? If there was no summoning, then why would they allow themselves to be led by a mere mortal? Somewhere, there's a link there waiting to be discovered.
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#8
Hmmm.....

After exploring a little further, am I mistaken, or do the names of the characters for the various Alamaze kingdoms vary from game to game, or from cycle to cycle? Now, I find myself wondering where I got the names for the Ancient Ones from, previously.
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#9
OK, I'm not going crazy. I found the document that listed the names of the three Consuls, as I listed them, above. So, it seems that the names of the various characters for all of the kingdoms changes, from game to game. Am I discerning that correctly?

For major characters, in particular, I can't say that I'm fond of that approach. It's akin to calling Conan, Sylvester, or to calling Elrond, Jethro.
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#10
The names do change from game to game. This way your opponents won't have that information before hand. It seems to me that the King for the Demon Princes is both ruler and puppet. No one weilds the power of the demons without a price. I think it suits the denizens of the nether reaches to cause havok in the alamaze world so they go along with it.

As for the number of Consuls and Demon Princes, Both start at three but with the ESO for the demons at least they have the opportunity to have four. I did in the last game i played and having four of those buggers hopping around was alot of fun.
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