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Fetish, Chapter 2 PDF Print Email

This month we conclude Anikka's tale with the second installment of Fetish. Missed the first chapter, or any of our earlier stories? See our complete list of serials here.

Fetish
By Sonja Littell-Trotter

Chapter 2



"Nikka, Nikka, talkin' to yerself ain't no sign of smarts." The voice was low and familiar, and the fingers that pinched her side painful.

Anikka twisted away, not bothering to waste a glare on the voice's owner.  "Go 'way, Danika.  I d-don't have blood for you."

"Not even a wee tiny coin for ye're lonely only kin?"

"G-go on, Danika.  You know I haven't--"  Anikka began, and then stopped, suddenly feeling a blade at her spine.

"Don't call me Danika," her sister growled.

"Fine. D-don't hurt me." Anikka turned her head to see the girl who leaned on her, breathing hostility.

"'D-d-don't hurt me!' Waaah!"  Danika, who was not Danika, mocked her in return. She laughed and sawed the blade lightly against Anikka's back.

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Q&A With Broken Hourglass Composer Rob Howard PDF Print Email

ImageWhat does The Broken Hourglass sound like, and why? Rob Howard, the game's composer and honorary director of the Mal Nassrin Symphony Orchestra, explains. A new music preview is included in the article.


PWG: How do you view the role of music in games?

RH: The way I look at it, scores of games fall under two big categories: They can be very tuneful, with strong melodies, or very ambient and try very hard to stay out of the way. There's merit to both approaches, but I believe in the more tuneful approach. The way I can help a game is that when the player is not playing the game, those melodies stay in their head. I wanted these songs to sound like tunes you could play in your car, and it would make sense to listen to them that way. When I say ambient, I mean that the music is really in the background. You almost forget that it's there.


PWG: How did you know what The Broken Hourglass should sound like, musically? How did you begin?

RH: The process early on involved Planewalker giving me a list of different influences they wanted in the music, and it was an interesting set, so the first thing I did was check those influences out. And we had to decide what instruments would be involved. There's a good example of how that happened early on in the process. Because of some of the influences I was asked to follow, the very first drafts for the theme of the game have a rock-and roll-instrumentation, but Planewalker said it wasn't really what they were going for. So it became clear that I was not going to use any really modern instruments.

I wanted to use ethnic instruments throughout because the gameworld is supposed to be roughly like the Byzantine area of the world. One of the dominant sounds became the cümbüş [a sort of "Turkish banjo"]. Jason (Compton, producer) kept saying, "Man, I want to hear more of that," so it became dominant in the score.

We say there are two types of songs--the ones played by the "Mal Nassrin Symphony Orchestra" and the songs played by the "street band." The orchestra was something that made a lot of sense from the start. When you play an RPG with an epic feel to it, you want the power an orchestra can give. The street band came about as one of those happy accidents. As I was working on the residential music, the music that plays in the various residential areas of the game outdoors, I imagined a little street band. I had spent some time traveling in places like Italy where you see things like that all the time and I thought it would be a cool thing to represent in the game. So the street band plays some songs you might expect to hear in a neighborhood, or in somebody's home.

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The Future of The Broken Hourglass PDF Print Email

Planewalker Games LLC is formally abandoning development of The Broken Hourglass as a commercial product. I have concluded that it is infeasible for PWG to deliver the game promised, and unacceptable to try to market a product that would not meet expectations. I take full responsibility for this decision and the factors leading to the conclusion.

It is my intention to release the game materials for TBH and the underlying WeiNGINE game code in some open source/open content license model which will permit the ongoing exploration and development of the game as a non-commercial, community project. The exact licenses and scope of this public release have not yet been determined, and there is no specific timetable for this public release to happen. The intention will be to give the greater community the best chance possible to explore the potential of TBH and to honor the efforts of the dozens of people who have been involved with TBH's development over the years.

Support from RPG players and press has been overwhelmingly positive and constant during the long development cycle of TBH and I am extremely grateful. It remains to be seen if PWG will attempt a commercial project of more manageable scope in the future. Until that day, please accept my apologies for coming short of the mark, and my thanks for your interest.

- Jason Compton

 
Stagnation and Death: A Look at Tolmira's Pantheon PDF Print Email

ImageHow a society believes in (and fears) a god or group of gods influences how that society develops. We offer a look at two of the Tolmiran pantheon's members--the detached and distant Arithaan, and the nebulous, nefarious Uulix.

ARITHAAN, AND THE ORIGINS OF TIME AND MAGIC: Before Fire and Water departed the world, Arithaan was the God of Knowledge. His interests were in uncovering the secrets of the cosmos left veiled even to the eyes of the Divine, for not even the gods were omniscient. This need to understand the unknown combined with his distaste for the company of the other gods led him to the very edge of creation, the outer boundary of the world. There he hoped to study the nature of the universe--and what might lie beyond it.

Now, it is important to understand that before the Sun and Moon began their chase across the sky, there was no time as we understand it. Things did not age, did not decay, did not change without the action of some outside influence. When the chase began, this all changed, and time ripped outward from the world like a wave.  The other gods were unable to react before time enveloped them, but Arithaan was different. Perched upon the edge of creation, he was able to sense the disturbance that was the origin of time, and ward himself against it, calling up an impenetrable barrier around his realm.

There he remained, for nothing could enter and nothing could leave so long as the barriers remained in place. As time went by on the outside and the other gods received no word from their lost brother, they assumed that he had been annihilated, smashed against the walls of creation by the great wave. From within his shell, Arithaan could not know the same had not happened to the rest of the cosmos. Unable to lower his protections without allowing the corrupting influence of time into his realm, and unable to contact the outside without lowering his protections, Arithaan became restless--and as the god of Knowledge his curiosity would not let him sit and wait forever. Unable to return to creation, he began to look in the other direction: To what lay beyond.

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Fetish, Chapter 1 PDF Print Email

This month we begin a new, two-part story set in Mal Nassrin. Fetish brings a look at the city through the eyes of Anikka, a young woman apprenticed to one of the city's healers. Missed any of our earlier stories? See our complete list of serials here.

Fetish
By Sonja Littell-Trotter

Chapter 1


Autumn light is always slanting light, when not even the noonday sun can hold shade perfectly beneath it. Somehow the shadows always slip away, sideways. It was a dusty saffron afternoon, when the weather should have cooled with the approach of winter, but had not. Anikka stood in the doorway of a house not her own and listened to the sound of women weeping.

The boy was dying.  That was all.  The women had waited too long, cared too little, or been too poor, none of which mattered now.  Anikka only half-listened to the women's lament, though. Her new shoes pinched her feet and she was absorbed in trying, unobtrusively, to flex first one foot, then the other.  Nevertheless, when her mentor spoke,  all thoughts of grieving women and cramped feet fled as she lifted her head trying to see what he wanted before he named it.  Catching her eye, he gestured curtly to the bowl that sat by the boy's head, and then wordlessly turned his attention back to the women.

The priest, Gideon Mather, stood with arms crossed at the foot of the bedroll where a young boy lay.  He had donned Oron's Hands, symbolic of Oron's work, the wide black bands wrapped once around the palm and twice around the wrists, their ends tucked precisely into the small pulse-hollow where the wrist joined the hand.  Master Gideon had bands made of heavy silk proper to his rank and experience; hers were simple dyed linen.  Moisture made the dye run and stain her hands, but she wrapped her wrists anyway.  The first was easy--her left hand was smart, after all--but she fumbled the wraps with her dumb hand and bowed her slight body down to hide her clumsy fingers from Gideon's sharp eyes.

 

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