This weeks piece of folksy wisdom: do not stay up way past your bedtime, tap yourself a glass o' water when overtired, go to bed and have your wife/partner/flatmate wake up 3 hours later to find that said tap (faucet) has not been properly turned off and the kitchen bench, floor and draws are all swimming, then spend next hour+ ladling water out of draws that can not be removed and towel dry every stinking piece that dwelt in said drawers. If you can avoid this, I would recommend it.
Noelle asked: "Is it possible to be both a wit and fulgar? This just occurred to me and it's going to bother me."
Well Noelle be bothered no longer! It is indeed possible to be a wit and fulgar in one person - a super-lahzar, such maddened souls are generally called dexters and typically have short lives full of violence, pain and a whole lot of treacle-taking. Not recommended for any but "power players".
Anna asks: "By the way Mr Cornish, how is the culture-life in H-C? Authors, painters, genealogy ..?"
There surely are these things, I touch on such a little more in Book 3 - though Rossamünd not being overly cultural does not give me great play with such things. However a brief mention in the story does give me licence to go too far in the Explicarium, which is yet to be properly worked up. I tend to add brief entries as I write the main tale, points to be elaborated while the main text is in Celia's/Tim's most excellent hands.
Ah, Monday, you spotted my H.P! I feel like I have been caught with my petticoat showing ;)
Thank you all! for your encouragements last post, I clearly see you all know full well the personal insanity that is writing.
Showing posts with label fulgars. Show all posts
Showing posts with label fulgars. Show all posts
Advice for young players
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A post at last! (Would you believe it?)
So much commenting goodness with the last post! I was going to respond there but thought maybe it might work just as well here... (given I am feeling a tad stuck with post ideas right now because a certain 3rd book has most of my attention).
Amongst all the excellent ideas batted forth and back I wanted to answer two things:
Firstly, to fulgars using swords: well, the idea is feasible - it has certainly crossed my addled thoughts (especially the reverse, ie. the dangers of using a metal weapon against a fulgar). The conclusion I am running with is that most fulgars would regard to use of a sword as some kind of admission of weakness - that their ability with their eclatics is not quite up to rigours of the stouche. It also strikes me that the more sword using pugnators (sagaars, sabrine adepts) might look a little darkly on such a practice - a kind of "demarcation dispute", that's our technique! Get your own! - and in return a fulgar would never stoop to admitting that another profession's technique might be worthy of use... Note that I say most, not all... I am trying not to be painful, but, you know, I have been thinking about how the H-C works for a little while now...
As to wire-swords (barbed or otherwise) well there is a concept though aforementioned demarcation would still be a problem here, and as far as "charged" bullets go, well the nature of electricity is that once the source of the current is no longer present then there is no current = once the ball had left the firelock it would no longer be charged (am I being annoying yet?) Having said that, it certainly is a snazzy idea, though I reckon you've got to allow pistoleers and scourges and the like their own specialty.
This leads rather niftily into my second topic of choice, technicality v fastasticality (is that even a word?). Some rules from our own world are fun to break (we cannot even do with all our technology what the transmogrifers do with lahzars or the masacaars with gudgeons), others I like to adhere to (certain laws of physics, for example). What I think makes for good ideation is not the consistency with our own world but the internal consistency of all the ideas together. Unfortunately I am no genius so I live in a fairly continuous concern that I am not being as internally consistent as I could be with the H-c - but I do try. Probably my main guiding factor is feel - does this idea feel like it could work? Does if feel right? Does it fit the feel of the H-c overall?
Part of that feel is the sense (I hope) of plausibility within the construct of the H-c itself. After years and years of laying down layers on layer of ideas I have begun to develop a kind of "box" of rules, a space - a vibe - in which it becomes easier to fashion ideas that fit well within the whole. This I reckon is the best thing to aim for (if world building is your thing of course) to take your time and let your ideas collect and meld and create their own distinct feel that is your own.
Amongst all the excellent ideas batted forth and back I wanted to answer two things:
Firstly, to fulgars using swords: well, the idea is feasible - it has certainly crossed my addled thoughts (especially the reverse, ie. the dangers of using a metal weapon against a fulgar). The conclusion I am running with is that most fulgars would regard to use of a sword as some kind of admission of weakness - that their ability with their eclatics is not quite up to rigours of the stouche. It also strikes me that the more sword using pugnators (sagaars, sabrine adepts) might look a little darkly on such a practice - a kind of "demarcation dispute", that's our technique! Get your own! - and in return a fulgar would never stoop to admitting that another profession's technique might be worthy of use... Note that I say most, not all... I am trying not to be painful, but, you know, I have been thinking about how the H-C works for a little while now...
As to wire-swords (barbed or otherwise) well there is a concept though aforementioned demarcation would still be a problem here, and as far as "charged" bullets go, well the nature of electricity is that once the source of the current is no longer present then there is no current = once the ball had left the firelock it would no longer be charged (am I being annoying yet?) Having said that, it certainly is a snazzy idea, though I reckon you've got to allow pistoleers and scourges and the like their own specialty.
This leads rather niftily into my second topic of choice, technicality v fastasticality (is that even a word?). Some rules from our own world are fun to break (we cannot even do with all our technology what the transmogrifers do with lahzars or the masacaars with gudgeons), others I like to adhere to (certain laws of physics, for example). What I think makes for good ideation is not the consistency with our own world but the internal consistency of all the ideas together. Unfortunately I am no genius so I live in a fairly continuous concern that I am not being as internally consistent as I could be with the H-c - but I do try. Probably my main guiding factor is feel - does this idea feel like it could work? Does if feel right? Does it fit the feel of the H-c overall?
Part of that feel is the sense (I hope) of plausibility within the construct of the H-c itself. After years and years of laying down layers on layer of ideas I have begun to develop a kind of "box" of rules, a space - a vibe - in which it becomes easier to fashion ideas that fit well within the whole. This I reckon is the best thing to aim for (if world building is your thing of course) to take your time and let your ideas collect and meld and create their own distinct feel that is your own.
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