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  • File : 1264465118.jpg-(26 KB, 480x272, Fantasy Land - PSP Wallpaper.jpg)
    26 KB Teegeescape: part 4 Anonymous 01/25/10(Mon)19:18 No.7774991  
    Well, the topic is magic, gentlemen.

    Start your engines!
    >> Anonymous 01/25/10(Mon)19:19 No.7774999
    Some things said in the previous thread,

    I feel we have yet to discuss one of the major factors in any new setting; Magic.

    We already have halfling necromancy, dwarven sun worship (where the power of belief grants them magical powers more than any actual god.) Furthermore, the hobgoblin shamans, as well as the elves practice a more primitive spirit worship, where "ghosts", or residual soul energy lingers on in our world, and a mind correctly attuned to them could harness their power and perform extraordinary feats. "Correctly attuned", in the hobbos case, high as fuck, and with the elves it is more of the constant exposure to the Sea of Spirits (their name for the oceans).

    However, this still implies that there is another dimension to the world, a dimension of energy, which is just beyond our grasp. Now, seeing as all the previously mentioned uses of magic never is tapped straight from the "Energy" but always use some sort of middle-man (necromancy is just a matter of never getting the energy to leave a body etc.), gives me the sense that penetrating the Energy-barrier straight up is a nigh impossible task for any mortal. Therefore I propose that direct mages, or wizards more or less doesn't exist at all. Sure, you could have people more or less in tune with the Energy, but no means exist that will enable them to fully use their potential without dying or something. Entire sections of Orcish (as well as ancient Human) universities have been devoted to Energy-studies, but none has found a solution...yet.
    >> Anonymous 01/25/10(Mon)19:20 No.7775008
    Orcs ! hmmm
    >> Anonymous 01/25/10(Mon)19:20 No.7775010
    I like it. Magic is used through ritual or natural skills or other such things, not so much through spells. For instance, Humans are the ones who can become sorcs, seen by their people as blessed by their religion, given the strength to shape the world. This isn't powerful like a normal sorc however, it is more raw from lack of training or finesse. Dorfs have a spiritual, more cleric-y magic, halflings are necromancers. Gnomes are psions. Goblins could be warlocks, making dark pacts in their shadowy cults for their powers. How is this sounding?
    >> Anonymous 01/25/10(Mon)19:20 No.7775016
    Yeah, that's kinda what I was going for. Different cultures have developed different ways to tap into the Energy. Humans are seemingly just born with an affinity to magic, without needing much in rituals and other stuff. They can't do very impressive things, but sand-bending, starting small fires is still very useful for a nomadic tribe. This fluke of genetics has caused some to speculate that humans of ancient times (before the Cataclysm) had indeed mastered the art of tapping into the Energy, and that the Energy somehow made an impression in their very blood, passing it along generation after generation. Not much of the Great Human Cities remain, and those few ruins that still stands, are reputadely haunted with spirits, and maybe even horrid Creatures of Energy that have slipped through some crack in the Barrier.

    And the gnomes collective unconsciousness is powerful enough to weaken the Barrier, granting them some very special abilities. (psion, that is)

    However, I am not sure about orcs.
    >> Anonymous 01/25/10(Mon)19:21 No.7775027
    Right-o.

    I want to flesh out kobolds some more. What was the general consensus on dragons?
    >> Anonymous 01/25/10(Mon)19:21 No.7775030
    Make the orcs artificers that fits there racial character.
    >> Anonymous 01/25/10(Mon)19:21 No.7775034
    >>7775008
    I know! They can be wild mages! They practice and attempt to divine the powers of magic, but their research is still rudimentary, so the results can be.... unpredictable.
    >> Anonymous 01/25/10(Mon)19:25 No.7775062
         File1264465510.png-(618 KB, 1180x841, 1264455666664.png)
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    Also, new improved map!
    >> Anonymous 01/25/10(Mon)19:25 No.7775064
    >>7775027
    Dragons haven't been seen in ages. Rumors exist of some being in hiding, but no solid information.

    Except... what was the consensus about the Moondragon and the Sundragon?
    >> Anonymous 01/25/10(Mon)19:27 No.7775081
    What about gnolls and kobolds? How do they factor into magic?
    >> Anonymous 01/25/10(Mon)19:27 No.7775088
    >>7775027
    Idea?
    Great Dragons, the Real Thing, are sleeping. Kobold cities are built either on, around, or against (legend/rumor is vague on this). They worship their legendary progenitors, and guard their bodies and hoards for the day when they may yet awake.

    Pseudo-dragons (Wyverns, mini-drags, potentially intelligent, but small-to-medium sized dragon-things) are the standard kidnapped princess, proud hoarder of things shiny, etc.

    Dragons would not be quite so legendary or hard to kill in this setting, if only because when people say 'dragon', they generally AREN'T referring to the actual, legendary god-tier, capital D Dragons.
    >> Anonymous 01/25/10(Mon)19:28 No.7775092
    Aight, I'm the one who created the original map, the naming system,as well as fleshed out the gnomes, and these last ideas about magic, as well as some other tidbits here and there.

    I'm off to bed, so you bitches best be keeping this good shit up.
    >> Anonymous 01/25/10(Mon)19:28 No.7775103
    Orcs or kobolds should have artificers as the magic users.
    >> Anonymous 01/25/10(Mon)19:29 No.7775114
    >>7775092
    Fleshed out gnomes? Methinks you take too much credit. Same with magic. This was not a one man effort.
    >> Anonymous 01/25/10(Mon)19:29 No.7775117
    >>7775081

    Gnolls would most likely be either

    a) One of the only true atheist races
    b) Worshipping some murky sea god.

    I like the atheist idea more, to be frank. But that might be a tad boring, so feel free to come with some other ideas.
    >> Anonymous 01/25/10(Mon)19:31 No.7775146
         File1264465901.jpg-(689 KB, 641x1360, white_whale.jpg)
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    >>7775081
    Maybe the gnolls have some subconscious magic that makes them hardier in a hunt and battle.

    Pic related = Every gnoll-captain when they see a magnificent adult ogre.
    >> Anonymous 01/25/10(Mon)19:34 No.7775175
    >>7775117
    They do ancestor worship... to a degree. Athiest sounds good though. It can be a mix of both. They don't believe in spiritual beings, but still respect those that came before them.
    >> Anonymous 01/25/10(Mon)19:37 No.7775208
    [moved from prior thread]
    Personally, I've never been fond of psions, and warlocks seem like anyone could be one (everyone's got a soul to sell).

    I think the Rakshasas, if they are to be a part, should be the classic 'tome, spellbook, alchemy, etc' wizards, (though greatly augmented by thier natural ability/affinity) and, of note, the ancient human civilization were once the greatest wizards in the world (Anyone can become a wizard, explains why current humans are sometimes born as actual sorcerers). Rakshasas are generally the most powerful wizards.

    This allows for anyone to get standard wizard-magic, if they can get their hands on a tome and the willpower/intelligence to use it.

    Possibility; Wizardry can either vastly improve your natural magical affinity (
    -Humans would be air and/or fire,
    -elves would be water/sea/ocean,
    -dwarves, fire and understanding air (for aerodynamics, of course),
    orcs earth, pertaining to their construction,
    and so on, and so on, etc, etc.),

    or allow you to gain skill in things outside your affinity?
    >> Anonymous 01/25/10(Mon)19:38 No.7775218
    >>7775146
    Gnolls live in large metal ships, perhaps they could be the artificiers. Their athiestic beliefs could lead to this.
    >> Anonymous 01/25/10(Mon)19:40 No.7775241
    it was established early on that religion played no part in magic (even divine magic is just a specialized form of connecting to this Energy), so even though gnolls are atheist, they can still access this energy.

    perhaps gnolls could be alchemists, like the FMA alchemists?
    >> Anonymous 01/25/10(Mon)19:41 No.7775254
    >>7775208
    But only goblin's are the only ones who come in contact and would approach this kind of deal. They are the ones with dark cults.
    >> Anonymous 01/25/10(Mon)19:43 No.7775273
    >>7775254
    Oh, come on, anyone can be suborned by demons/devils/eldritch abominations.
    >> Anonymous 01/25/10(Mon)19:43 No.7775276
    >>7775241
    Artificer would work for gnolls, it fits their no need for spiritualism.
    >> Anonymous 01/25/10(Mon)19:47 No.7775312
         File1264466870.png-(87 KB, 600x400, fuk yeh, poop.png)
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    >> Anonymous 01/25/10(Mon)19:48 No.7775316
    >>7775273
    Not really. This isn't like a normal DnD world, you remember. Only the goblins come in contact with the specific kind of abominations that would enter into this kind of patch normally.
    >> Anonymous 01/25/10(Mon)19:55 No.7775392
    no one has touched on the technologically advanced race of dwarves that live beneath the underdark, like hollow world.

    these dwarves are technologically and socially advanced, abhor magic and cannot abide sunlight (it would kill them). they come to he surface in mechanical suits to trade, but will not trade with dwarves.
    >> Anonymous 01/25/10(Mon)19:56 No.7775402
    >>7775392
    No one touched them because they were never mentioned except for the post introducing them

    also because they are dumb
    >> Anonymous 01/25/10(Mon)19:57 No.7775415
    >>7775392
    Those weren't actually agreed upon. We already have sky dwarves in this world.
    >> Anonymous 01/25/10(Mon)19:59 No.7775436
    >>7775402
    >>7775415

    ok. i kind f thought they would be cool. kinda like the brotherhood of steel from fallout
    >> Anonymous 01/25/10(Mon)20:07 No.7775518
    >>7775436
    I think it could work if you change the tech-dwarves to tech-Kobolds.
    >> Anonymous 01/25/10(Mon)20:12 No.7775589
    >>7775436
    ...In a fantasy setting.

    Riiiiiiiiight.

    Back on topic, we need some places for adventurers to loot/plunder/whatever.

    Crashed Dwarven cities
    Crypt-cities of the Lost Empire (or whatever it's called)
    Lizardmen pirate-cities
    tropical islands [full of crazy canabalistic gnomes, or lizardman tribes, or a Rakshasa wizards tower]

    If we're using >>7775088, then the [lesser] dragons would have lairs and such, particularly if intelligent.

    Ancient crypts/dungeons/whatevers revealed beneath the desert's shifting sands.
    nomad tribes
    standard bandits
    Also, we haven't given much thought to the results of orc's drive to build larger and larger towers; what happens if/when they collapse?
    >> Anonymous 01/25/10(Mon)20:21 No.7775691
    >>7775312
    Little known fact: Tarrasques shit pure gold.
    >> Anonymous 01/25/10(Mon)20:21 No.7775694
    >>7775691
    Might as well, that glass is valuable!
    >> Anonymous 01/25/10(Mon)20:21 No.7775696
    >>7775589
    >what happens if/when they collapse?
    wallow, complain, hold speeches, rebuild dat shit
    >> Anonymous 01/25/10(Mon)20:28 No.7775782
    >>7775696
    They must try harder!
    >> Anonymous 01/25/10(Mon)20:30 No.7775807
    >>7775218
    So Gnolls are Vikings now?
    >> Anonymous 01/25/10(Mon)20:30 No.7775809
    >>7775589
    yes a FANTASY SETTING.

    jesus, sorry for not thinking inside the box faggot.
    >> Anonymous 01/25/10(Mon)20:31 No.7775818
    >>7775589
    actually, that was on topic.
    >> Anonymous 01/25/10(Mon)20:32 No.7775825
    >>7775807
    They were always a seafaring people. Imagine if instead of raiding civilizations though, they engaged in trade.
    >> Anonymous 01/25/10(Mon)20:39 No.7775893
    >>7775809
    You want a race with guns and armored suits. In a fantasy setting. THAT is what the problem is.

    Incidentally, Do dwarf-cities sail across water? Or do they try to stay over the mainland?

    Also, are the ever attacked? (Who else can fly?)
    >> Anonymous 01/25/10(Mon)20:39 No.7775902
    They use their artistry and artificey to help around the ship and to make items more valuable for trade, mostly.
    >> Anonymous 01/25/10(Mon)20:43 No.7775928
    >>7775893
    They go across water, if they have reason to, I figure. They don't worry much about attack from outside sources. The only ones that can really pose a danger to the dwarves are the Orcs. The dorf cities can only fly so high, and the orc towers stretch just as high. The Orcs don't get along well with dwarves, because of their conflicting goals.
    >> Anonymous 01/25/10(Mon)21:10 No.7775990
    What magic is left for kobolds? The only thing I can think of is elementalists. I suppose we could make that work though, working in the elemental shadings of the dragons and their mighty dragonbreath. Kobolds could see their elementalists as able to tap into the very divine essence of the dragons.
    >> Anonymous 01/25/10(Mon)22:44 No.7776011
    make the kobolds a steampunk undergound civilization. there magic would be used in conjunction with there tech for more lethal traps.
    >> Anonymous 01/26/10(Tue)00:46 No.7776026
    >>7776011
    Sounds good. Vestigial dragon-magic?

    Also, we need more archipelagos and large islands for the Lizardmen/pirates/whathaveyou.
    >> Anonymous 01/26/10(Tue)00:49 No.7776035
    >>7775893
    i don't recall any mention of guns. i was thinking more along the lines of a non magical race. unable to touch it in any fashion. so they (like us) evolved technologically. they are a peaceful civilization, so the focus has never been on advancing weaponry. so no guns.
    >> Anonymous 01/26/10(Tue)00:52 No.7776054
    >>7776035
    But then what's the point?
    >> Anonymous 01/26/10(Tue)00:55 No.7776066
    >>7776054

    NM. i'll keep them.
    >> Anonymous 01/26/10(Tue)02:43 No.7776241
    >>7776026
    The dragon-magic sounds good.
    But please, no more large islands. Archipelagos yes, but we agreed very early on that this a one-landmass world. The two main Wakka-wakka-wakka-islands of the elves must be something like two thousand miles long north-to-south, assuming earth-like dimensions for the world?

    If the world is actually spherical, we could have the Earthsea archipelago on the exact other side of the world. Maybe LeGuinn wrote about a remnant of the empire that had forgotten all about Teegeetia?

    At least the earthsea mages are properly low-powered to fit.
    >> Anonymous 01/26/10(Tue)02:55 No.7776337
    >>7776035
    not that guy, but we already have so many fantastically technological races here, that I don't think we need any more.

    Though I think it might be fun having the humans meet with some crazy dorf riding a gigantic steam-powered unicycle across the desert. Maybe he collides with a tarr and breaks his unicycle, seriously wounding the great beast.
    Then the humans keep him as a (willing?) slave until he has atoned. After (a decade of) atonement he decides to join the tribe and in time introduces some small amount of technology to the life of the tribe.
    >> Anonymous 01/26/10(Tue)03:45 No.7776709
    this setting is to good to die just yet.
    >> Anonymous 01/26/10(Tue)04:12 No.7776969
    was this thread been archived yet?
    >> Anonymous 01/26/10(Tue)04:48 No.7777312
    >>7776969
    It is now.
    >> Anonymous 01/26/10(Tue)05:14 No.7777562
    Since humans are natural magical conductors, does this mean that another race's magic is stronger/weaker in or presence? Or no change?
    >> Anonymous 01/26/10(Tue)06:48 No.7778425
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    bump
    >> Anonymous 01/26/10(Tue)07:11 No.7778596
         File1264507895.jpg-(16 KB, 415x315, crimsonskies_080103_in.jpg)
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    Derp?

    Was the level of technology for the setting ever decided? Considering the sky-cities and giant towers, I think something akin to Eberron-level tech would be feasible. What with gnollish steam ships, and talk of airships. You know, with sky cities and giant tower cities, there should obviously be...

    AIR PIRATES FUCK YEAR!
    >> Anonymous 01/26/10(Tue)07:17 No.7778636
    I am so happy.

    Guy who fluffed the Gnolls last night checking in. i was away all day! and this is part 4? jeezus christ. how much have we got done?
    >> Anonymous 01/26/10(Tue)07:21 No.7778658
         File1264508461.jpg-(47 KB, 640x480, Picture0014.jpg)
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    holy fuck. i come back after 24 hours and you guys are still using the slang i coined to name this place?

    im honored that one of my most inebriated ideas got accepted
    >> Anonymous 01/26/10(Tue)07:23 No.7778679
    >>7778636
    Less than I'd like, really. We seem to have lapsed into pasting on additional clutter to the setting instead of giving more depth and definition to the existing features.

    I say we need to start by, say, setting a number to orc tower cities, dwarf sky cities, goblin, gnome and elf settlements and all other major settlements of said groups. Then we need to name them, locate them on the map, and get on to giving them more definite features.
    >> S.T.A.L.K.E.R. 01/26/10(Tue)07:23 No.7778683
    This is awesome and you should feel awesome.
    >> Anonymous 01/26/10(Tue)07:23 No.7778684
    >>7778636
    in a side-note, never realized that whaling and grizzled gnolls would catch on.

    delightfully surprised
    >> Anonymous 01/26/10(Tue)07:25 No.7778698
    >>7778679
    i agree. well ive saved the map, maybe ill work on it abit and then see what you guys think in the morning. maybe draw up regional maps as well.
    >> Anonymous 01/26/10(Tue)07:26 No.7778705
    >>7778684
    It's quite funny, really. Especially when whales are lolfatogres.

    I loved the picture of them on >>7775062. It just spells "derp".
    >> Anonymous 01/26/10(Tue)07:29 No.7778723
    >>7778705
    hahaha yeah i see what you mean.

    to the artist of the map, very entertaining. good work old boy.
    >> Anonymous 01/26/10(Tue)07:33 No.7778742
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    I remember one definition of settlements - dorf cities have 9 cantons each, and orc towers have 11 subsections each. So when dorf cities ram into orc towers, they call 'em nine-elevens.

    ... yeah, I had to remind you. But maybe we could just start arbitrarily slapping numbers around, and say there's 9 cities and 11 towers too.
    >> Anonymous 01/26/10(Tue)10:30 No.7779885
    >>7778596
    Not that kind, I don't think.

    We do have exiled dwarven air captains and mercenaries, but we don't have a way for pirates to get that kind of mobility...

    Maybe they put in for a stop at an island, and were captured/killed by the local lizardmen, who seized the ship and use it for PIRATIN'!, or something?
    >> Anonymous 01/26/10(Tue)10:31 No.7779890
    >>7778742

    >rollingintheirgraves.jpg
    >> Anonymous 01/26/10(Tue)10:46 No.7779976
    >>7778742
    Canton? Define, please.

    >>7779890
    Oh yeah, that too.
    >> Anonymous 01/26/10(Tue)11:07 No.7780133
    >>7779976
    Cantons... eh, they're what pass for "counties" or whatever for the Swiss as far as I know. Just another word for a partition.

    >>7779885
    Yeah, that sounds cool. Some airships or other vessels might be the results of artificiers of other races as well. There might even be some sort of "freeports" or air pirate bases based on technology similar to the dwarves' sky cities. I know I'm perhaps tipping the theme off towards steampunk a little too much with this, but the idea of flying pirate airbases hidden in cloud formations and the like just nostalgy the hell out of me, thanks to having played Freelancer a lot.
    >> Anonymous 01/26/10(Tue)11:34 No.7780364
    >>7776241
    Yes, the world is earth-like in demention. There is more sea than land, we just have the map of the mostly land part. Who knows what's on the other side, but that continent is like pangea, as big as all our continents put together. You think that desert's big? It's like fucking Africa. It's enormous.
    >> Anonymous 01/26/10(Tue)13:36 No.7781454
    If you're wondering how people can trade and such then, that's easy. They have caravans, and even then, they pass the goods on, like a baton, with each pass changing the prices a little to make a profit.
    Pc's could travel with caravans, going through the different areas of the world, fending off bandits and such. And don't forget, just because you don't see dungeons on the map, doesn't mean they aren't there. teegeetia is huuuueeeeg
    >> Anonymous 01/26/10(Tue)13:38 No.7781480
    >>7780364
    You want archipilogos? No problem, look at the map. Those islands have thousands of smaller islands around the areas. It's just that the map is at such a scale, the smaller islands don't really show up. There is no shortage of islands for adventuring on here.
    >> Anonymous 01/26/10(Tue)16:12 No.7783078
         File1264540361.jpg-(31 KB, 521x640, antaeus_rising.jpg)
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    >>7781480
    Sorry, but
    >archipilogos
    --shudder--

    But the poor pirates? Where will a jolly old scow full of scalawags go when the waters turn hostile?

    Think of the pirates!
    >> Anonymous 01/26/10(Tue)16:16 No.7783117
    >>7783078
    Floating elf city-states!
    >> Anonymous 01/26/10(Tue)16:20 No.7783169
    >>7783078
    Or dock with one of the gnolls GIANT iron ships.
    >> Anonymous 01/26/10(Tue)16:44 No.7783386
    >>7783169
    >>7783117

    I think these ideas clash a bit. Like we have the dorfs in their flying castles and the gnolls in their giant ironclads, we don't need more than one motile big dumb object per environment.

    But how about this, the elves have small(less than 100ft wide) moving islands on the backs of big man-o-war(pic related) creatures. The elves can use some concoction to gain short immunity to the venomous tentacles, from which they can gather freshly dead fish.
    >> Anonymous 01/26/10(Tue)16:46 No.7783405
         File1264542383.jpg-(39 KB, 437x599, 437px-Portuguese_Man-O-War_(Ph(...).jpg)
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    >>7783386
    Aaaand the pic. Need sleep.
    >> Anonymous 01/26/10(Tue)16:53 No.7783466
    >>7776011
    >>7776026
    i like how this sound what do you guys think?
    >> Anonymous 01/26/10(Tue)16:59 No.7783541
         File1264543196.png-(63 KB, 1012x702, orctowercity.png)
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    Uh yeah, this look pretty horrible, but it is my suggestion for the general look of an Orcish Tower City. It is naturally centered around the tower, and the general power-structure of the city is also centered around it, meaning that the town hall, banks and other important buildings and functions is close to the tower, and the farther away you get from the tower, the less impressive the buildings become. Not to say that the entire city isn't an orchitectural master-piece, most of the buildings are beautifully constructed, but none may rival the gloriousness of the tower.

    Now the city looks like this, because it was founded by orchitects, and they had a very practical idea about how to best fund a city such as this.
    >> Anonymous 01/26/10(Tue)17:09 No.7783654
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    >>7783466
    I like it. Can we has Clanking Replicators?

    A few hundred years ago some group of kobolds built one to quickly mine a small vein of iron. The deposit was superbly rich, and IMMENSE. Left for a while without supervision the clanks multiplied again and again until the kobold started dismantling them in fear of a cave-in.

    After all sixteen generations, 65.535 clanks in all, had been destroyed, the kobolds were left with a huge complex of tunnels with a central cavern a mile deep. Littering the tunnels and dumped in huge piles at other caverns were bits and pieces of the clanks. This spurred on the kobold technomagical revolution.

    The Clankhole is now the capital of the kobolds and a center for learning of all things that make steam and walk on legs of iron.
    >> Anonymous 01/26/10(Tue)18:17 No.7784362
    >>7783386
    It's just personal preference, but I'm rather fond of the elven ark-ships.

    Actually, I kind of imagine the gnolls with ninety foot coastguard cutter-type things. Each ship is a small village or caravan, and they stop in coastal cities and switch crew up.

    Also, elves being elves, they have to be speshul at something, and I find being speshul seamen and shipwrights to be more interesting than most.

    Also, if gnolls and kobolds are using steampunk tech, then shouldn't they be related in some way? Kobolds enlist gnolls for naval/ocean/waterborne operations, out of fear of ending up like their estranged lizardmen brethren?
    >> Anonymous 01/26/10(Tue)18:23 No.7784433
    >>7784362
    Additionally, two other questions;

    What happens when elves decide they need to build another city-ship, and what happens when dwarves decide to build another city? (And what causes them to decide they need another?)

    Also, are we decided on orcs being civilized? I mean, being fanatically buildy is one thing, but with universities and hospitals and stuff... I don't know, they just start to be the humanoid-but-non-human-standin-for-a-generic-human-empire.


    Yes, I'm overly fond of dashes.
    >> Anonymous 01/26/10(Tue)18:47 No.7784684
    >>7784362
    And kobolds make engines for the ironclads?
    For some reason your post got me imagining the elves as stereotypically jamaican, complete with colorful clothing and easygoing attitude.

    I can picture it now: In a huge storm, tossed by the waves, a crew of an elven ship is languidly climbing up to trim the sails as the captain partakes of some herb(magic so doesn't extinguish).

    Why worry? Their ship is made of sea-sylvan and would take the mother of all storms to break their masts.

    Any elf falling overboard(unlikely) will most probably manage to swim home in a week, though the others will throw some equipment and rations after him.
    >> Anonymous 01/26/10(Tue)18:59 No.7784786
    >>7784433
    An Ark would require quite a lot of sea-sylvan, maybe the whole production of hundreds of medium islands over fifteen years, so building one would probably take fifty or a hundred years with a more ecological harvest.

    Of course, the elves will take the long view, so that's not a problem.

    Arkbuilding. Arkbuilding never changes.
    The end of the harmony occurred pretty much as we had predicted. Too many elves, not enough space or resources to go around. The details are trivial and pointless, the reasons, as always, purely economical ones.

    Though sometimes the elves just like to get up and explore. See what the Eternal Sea brings in front of them next.

    meme galore
    >> Anonymous 01/26/10(Tue)19:13 No.7784908
    >>7784786
    While we're at it, then, shall we add some prehistoric monstrosities to the oceans? plesiosaurs, and such?
    >> Anonymous 01/26/10(Tue)19:15 No.7784928
         File1264551330.jpg-(18 KB, 512x384, glyph1.jpg)
    18 KB
    >>7774999
    I propose a new system of magic.

    Actually I just got inspiration for this while playing Thief: Deadly Shadows

    Glyph Magic:

    At the Apex of humanity, the language was split into two groups.
    High Speech: The language of the nobles, and the 'educated' classes.
    Common Speech: The language of the commoners, those who worked to ensure the lives of the nobles were comfortable.
    But there was a 3rd time, a potent type that tapped right into the source of all magic. Glyph Speech. This was a language that few among even the humans knew, and even fewer practiced it. It was a type of magic that drew its power from symbols, made up of what seemed like random scribblings, but held some sort of frequency in the "Energy" realm. This frequency, when written, caused the written symbol, or Glyph, to manifest itself, becoming almost solid that the original summoner could use. The Glyphs were many and varied, many of which were discovered by accident by a mage who was doodling in a notebook. However the powers the Glyphs held could not be denied.

    The Literi were those in the old empire that knew how to effectively utilize glyph magic, carving the glyph into a surface, then casting the manifested spell. And it was the Literi who had turned more than one battle to the empire's favor with a few scribblings in the dirt.
    Today the art is but a shadow of what it once was, but scribes al over the world, of many different races, continue to delve into the secrets of Glyph magic, attempting to recover the many words now lost to the sands of time. Though only a hunderedth of the knowledge has been regained, it proves its potency time and time again, and a Literati may be found wandering wastes and ruins of the fallen empire.

    The skill of the Glyphs is difficult to master, as one has to perform the necessary strokes to carve the correct Glyph. One mistake and a Glyph that could have held healing properties could become a potent explosive.
    >> Anonymous 01/26/10(Tue)19:21 No.7784977
    >>7784928
    Whaddya think?
    Kinda spur of the moment I know but that's what I got.
    >> Anonymous 01/26/10(Tue)19:29 No.7785052
    >>7784908
    Why stop there?
    There are unknown deeps in the Eternal Sea. Enough space for some truly epic things to exist.

    Bloop for example. The elves hear it's call and shiver. All but the most insane gnolls will steer away from it. Immense like no other and older than time, it slowly drifts through the blue abyss, eating a school of fish here, swallowing an ironclad there.

    Where it goes, the sea becomes unnaturally calm, a smell of decay permeates the air and a green sun hangs in a suddenly dark sky.
    >> Anonymous 01/26/10(Tue)19:32 No.7785080
    >>7784977
    I like it, but I think it's not dangerous enough.

    Maybe it drew power from Ookluke, by force instead of willingly, contributing to his disappearance?
    >> Anonymous 01/26/10(Tue)19:40 No.7785148
    >>7785080
    have this as the reason for the split between the desert and plains humans. the desert humans keep track of there history and believe that this is why the god left them.
    the plains humans don't really care as this magic is powerful and allows for greats feats of speed.
    >> Anonymous 01/26/10(Tue)19:43 No.7785172
    >>7785148
    Hey yeah! That's a great idea!
    I've been trying to think up some good reason for the split, but came up empty.

    Well done!
    >> Anonymous 01/26/10(Tue)19:53 No.7785267
    >>7785172>>7785148
    Wait, desert AND plains humans? What? What're these 'plains humans' you speak of?
    >> Anonymous 01/26/10(Tue)20:24 No.7785573
    >>7785267
    as tread one humans lived nomadic lives in the desert and plains, the desert ones just got focused on more.
    >> Anonymous 01/26/10(Tue)20:26 No.7785589
    >>7785267
    They were added in one of the previous threads. Just search the archived threads for "plains".

    They've been on the backburner since inception, though. All we know is that the two groups don't mesh and that the plains-humans are speedfreaks.
    >> Anonymous 01/26/10(Tue)20:53 No.7785837
    >>7785589
    Now thinking about them, and adding the glyph-magic from >>7784928
    I'm thinking they mostly move in groups of five or six max, with a few scattered meeting places.

    They use poisonous darts, with the average person having anywhere from thirty to two hundred on them. Some held where they can be seen, some concealed.

    There are different types of darts. Hand-darts, blowdarts, wrist-crossbow-darts. All are poisoned, usually causing paralysis of the struck section in half a minute.

    The masters of darts only use hand-darts. When attacking, they quickly inscribe a glyph with the dart, causing the dart to fly to its target faster than an arrow from the best bows.

    There are some, known as Lone Runners, that are tasked with keeping the peace among the highly independent people. Killing is not frowned upon, but killing an entire group is. When such a thin is discovered, the Lone Runners are informed, and soon the violating person or party is disposed of.

    The Lone Runners are an honorable, but melancholy bunch. The glyph-magic used in the initiation not only granting them superior speed and agility, making them dash across the plains like the arrow of justice, but also taking a heavy toll on their health. Not one Lone Runner has lived past 25.
    >> Anonymous 01/26/10(Tue)21:01 No.7785906
    And now I realize I've been up, working and following this thread, for 43 straight hours.

    Well, writing up the beginning for the Tarr was worth it.

    Also editpasta:
    The world was nearly wiped clean of humans and a quiet darkness fell across the race, lasting many years. Few survived the devastation. Some had been fortunate enough to reach safety, taking shelter with the great Tarr beasts. When the great darkness passed, these beasts remained, and their companions emerged to begin their lives again.

    One of the northern tribes claims they are descended from one such beast. They hold that their founder and ancestor, one known the "Tarrasque," once saved the tribes from a great evil. According to their legend, this evil arose in the human heart. It corrupted all it touched, twisting men inside, turning them into monsters. Only through the bravery of this Tarrasque was the evil destroyed. But in so doing, he lost many of his friends and suffered greatly, sacrificing much of himself to save the humans.

    When at last he returned to the species he had fought so hard to protect, he was cast out. Exiled. In confronting that which they feared, he had become something else in their eyes...and no longer their own.

    Forsaken by his people, he strode into the wasteland. He traveled with the humans, until he came to his great powers. With them he founded a small tribe, Tatars, with whom he lived out the rest of his years. And so, for a generation since its founding, Tatars have lived in peace, their beast sheltering them from the outside world.
    >> Anonymous 01/26/10(Tue)21:01 No.7785912
    >>7785837
    change that last bit from health related death to job hazards.
    >> Anonymous 01/26/10(Tue)21:08 No.7785982
    >>7785912
    I'm fine with that.
    >> Anonymous 01/26/10(Tue)22:25 No.7786845
    bump
    >> Anonymous 01/26/10(Tue)22:47 No.7787014
    The plains peoples are taller and leaner than the desert people, in part because they live on the plains and in part because of their natural speed-based lifestyle. The plains being in closer connection with the hobgoblin-settled tundra works with this, they can trade for narcotics with them, in order to "heighten" their senses. It is not uncommen for a plains dweller to accidently become addicted to these drugs, or inadvertantly kill themselves, although this mostly happens amongst the young. They learned the ideas of using narcotics in battle and hunt from the hobgoblins, although they apply then differently, and not to as great an effect or amount.
    >> Anonymous 01/26/10(Tue)22:53 No.7787090
    Steampunk kobolds doesn't really seem to mesh with their belief or magic structure or history even. I do agree more focus needs to be given to them and what they are like, I admit I have been avoiding them because they were fleshed out a bit before I had joined the threads.
    >> Anonymous 01/26/10(Tue)22:59 No.7787189
    >>7784433
    I don't know if the tower would be built quite like that. They aren't like humans as they are commenly though though. They are a little more wild, a little more chaotic than what you would think of with the average human. For instance, with their magic. In a world where true magic and lore have been lost, they are the ones that come closest to rediscovering it. However, they can't quite get it right, being wild mages. And When I say wild mage, I think of the baldur's gate style mage. Sure, you can memorize spells and such, but be aware that with every casting you might just turn the subject into a cow, or change your own gender, or cast fireball, even though you were trying to cast a defensive spell on yourself.
    >> Anonymous 01/26/10(Tue)23:03 No.7787239
    >>7787090
    why? they believe in there two dragon gods who have forgotten them, there magic hasn't been agreed upon, and the lizardman split from them do to mutation. thats about all that was decided upon.
    >> Anonymous 01/26/10(Tue)23:06 No.7787290
    >>7787189
    That drawing seems to show them as mostly living around the tower. I sort of figured they mostly lived IN the tower. The tower is big, sure, but mostly tall. Miles and miles tall. Making it hilariously inefficient, and a pain to get where you're going.
    >> Anonymous 01/26/10(Tue)23:48 No.7787973
    hilariously inefficient sound orcsh to me. i like it.
    >> Anonymous 01/26/10(Tue)23:53 No.7788078
    >>7787973
    Instead of elevators, they use a system of base jumping and catapults/slingshots to get around the tower quickly.
    >> Anonymous 01/27/10(Wed)00:45 No.7788971
    >>7788078
    Related, when the gnolls, who trade with EVERYBODY trade with the dorfs, they use cannons to blast the goods up with then, while the dorfs just drop theirs off the side to tradde back. And if you wonder why the dorfs don't just take the goods and run, remember the gnolls currently have a powerful cannon aimed directly at them.
    >> Anonymous 01/27/10(Wed)00:50 No.7789045
    >>7787239
    Possibly because when you start talking steampunk, things tend toward Babbage and Turing machines.

    One effect I would imagine fighting an enemy that can coordinate tactics on a large scale is that it would make them completely paranoid. Any weak spot in their defenses would immediately be swarmed like by gnomes like ants. I would expect them to love mechanical devices, because they can be trusted and you don't need to worry about whether they are talking about you with their minds.

    So basically they would be really good at building and maintaining effective, reliable devices, but not too good at the higher-level conceptual thinking needed to invent the more complex things. Any engines etc would probably be built from schematics received from gnolls.

    If they have an inherent form of magic, it would be something like divination or mysticism - trying to get in touch with their dragon ancestors, as well as wanting to know where the gnomes are at or are going to be at any point - basically kobolds would want to know everything about everything.
    >> Anonymous 01/27/10(Wed)00:51 No.7789054
    dorfs are the most magical creatures around

    they just can't harness it by themselves

    that is why dorf death rituals include using the ingrained magical power to power golems so that the dorf will live forever
    >> Anonymous 01/27/10(Wed)00:55 No.7789124
    >>7789054
    No they don't... Dorfs are burnt, I believe. And if they die on the surface, they are naturally made into undead, which instinctively seek fire. From what I understand, golems are their own creature, living on the harsh, near-lifeless desert facing side of the stormshadow mountains.
    >> Anonymous 01/27/10(Wed)00:56 No.7789134
    >>7789054
    Halflings are the ones big on living forever, in part because they don't believe in souls or the afterlife. This is why necromancy is so natural in their society.
    >> Anonymous 01/27/10(Wed)01:24 No.7789506
    >>7789045
    i think that kobolds using primitive computers to help calculate optimal trap placement would be awesome.
    >> Anonymous 01/27/10(Wed)01:41 No.7789756
    Is this thread dead or something?
    >> Anonymous 01/27/10(Wed)01:50 No.7789882
    >>7789756
    No, but posting has slowed way down. The problem with detailed world building is that as it grows, some people leave, and others don't join in as much as the amount of reading required becomes increasingly daunting. I'm watching and refreshing it though to keep an eye on it if I can, since I find it a very interesting setting.
    >> Anonymous 01/27/10(Wed)01:53 No.7789927
    >>7789756
    If you have anything to add, feel free to post it. New ideas are always welcome.
    >> Anonymous 01/27/10(Wed)02:42 No.7790512
    Someone mentioned they thought of doing a comic based on this setting. Was that a joke, or are you really considering it?
    >> Anonymous 01/27/10(Wed)02:43 No.7790528
    >>7789882
    >>7789927
    I would contribute but when I did back in the first thread everyone called me a weeaboo :(
    >> Anonymous 01/27/10(Wed)03:04 No.7790718
         File1264579473.jpg-(166 KB, 600x811, Dan_kim_weeaboo.jpg)
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    >>7790528
    >> Anonymous 01/27/10(Wed)04:35 No.7791612
    lets give the hobgoblins long boats that can be used on land.
    >> Anonymous 01/27/10(Wed)04:37 No.7791627
    >>7791612
    this is justified buy them being drugged up hippy vikings.
    >> Anonymous 01/27/10(Wed)04:40 No.7791637
    >>7791612

    Wheels?
    >> Anonymous 01/27/10(Wed)04:53 No.7791799
    >>7791637
    or magic what ever works.
    >> Anonymous 01/27/10(Wed)05:21 No.7792118
    the lizardmen haven't been fleshed out yet, accept as magically changed kobolds that where exiled.
    >> Anonymous 01/27/10(Wed)05:34 No.7792230
    Where can I find the first 3?
    >> Anonymous 01/27/10(Wed)05:47 No.7792343
    >>7792230
    part1 http://suptg.thisisnotatrueending.com/archive/7765656%20/
    part 2 http://suptg.thisisnotatrueending.com/archive/7768573/
    part3 http://suptg.thisisnotatrueending.com/archive/7770300/
    >> Anonymous 01/27/10(Wed)06:39 No.7792795
    >>7788971
    cannons are fine but we need a reason guns don't dominate the setting.
    >> Anonymous 01/27/10(Wed)06:41 No.7792827
    >>7792795
    maybe the stuff use in the cannons is too volatile and would blow your hand off in handgun size.
    >> poor speller 01/27/10(Wed)06:58 No.7792998
    >>7792795
    we can make one of the things needed in gunpowerder scarce enouph that wasting it on personal fire arms is wasteful (asside from being expensive as hell).
    >> Anonymous 01/27/10(Wed)07:31 No.7793222
    How about steam-powered catapults instead of cannons?

    The many moving parts would need too much service to be viable as regular weapons and getting ready to launch the packets would be a hectic time as the gnolls make sure everything is working properly.
    >> Anonymous 01/27/10(Wed)07:34 No.7793241
    >>7793222
    And I don't mean steam catapults the same way as on the modern carriers, but a catapult made of metal, that is powered by the ships main steam engine by a system of flywheels and pulleys.
    >> Anonymous 01/27/10(Wed)07:35 No.7793253
    >>7793241
    And made of bronze alloy to keep from rusting in the presence of sea-air and hot steam.
    >> Anonymous 01/27/10(Wed)07:44 No.7793321
    >>7793222
    >>7793241
    >>7793253
    i like this, it fits the general tech level and fixes the gunpowder problem. plus it's cool.
    >> Anonymous 01/27/10(Wed)07:45 No.7793327
    Sage for Unified Setting V2.

    The faggotry will creep up long before you guys will begin to notice it. Even when you do notice it, you will defend it because of all of the imagination and effort you put into this.
    >> Anonymous 01/27/10(Wed)08:22 No.7793517
    >>7793327
    So
    >> Anonymous 01/27/10(Wed)08:23 No.7793529
    >>7793517
    You know I am right.
    >> Anonymous 01/27/10(Wed)08:43 No.7793659
         File1264599788.jpg-(54 KB, 325x400, Sagefaggothua.jpg)
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    >>7793529
    Even though you are, I'm still just asking, what's your point?

    Every setting, commercial ones especially, have high levels of faggotry.

    As long as the only faggotry in this setting is the dark god Sagefaggothua, I'm perfectly happy.
    Especially as Sagefaggothua only has influence among the lowest cast of goblins.

    The legend is that Sagefaggothua was once human during the days of the Empire. A petty bureaucrat given too much power with the glyphs, Sagefaggothua was supposed to be an important part of the Administrata, but instead Sagefaggothua kept whining about everything the lords of the Empire said and did.

    In the end Sagefaggothua was sealed under the earth by a great enchantment, the magisters of the Administrata inscribing his body full of powerful IGNORABLE-, and UNIMPORTANT-glyphs.

    No matter what the rest of the Creation Gods of Teegeetia think, I'm going to use this in my campaign. Thanks for the idea.
    >> Anonymous 01/27/10(Wed)09:12 No.7793853
         File1264601542.jpg-(38 KB, 480x463, Polar_low.jpg)
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    So does this world spin clockwise or counterclockwise like earth?

    I just started thinking about the weather system and how it affects the people, especially the ones that fly.

    From the map I'd surmise that over the continent the winds are mostly from the east by northeast, making the spin the same as on earth.

    That way the moist air is blocked by the eastern mountains, forcing it to the north, where it gets mixed with the cold northern air, producing the great northern lakes(names?).

    Also the human desert gets only the dry air that's been quenched by streaming over the mountains. Must be REALLY humid with short, EPIC rivers and waterfalls on the eastern side of the mountains, by the way. This would also make the mountains a lot more snowy on the eastern side. Also the tops would consist more of ice and snow than anything on this earth.

    The avalanches this would cause... like mount St. Helens blowing, except with the foot of the mountain cowered fifty miles out in ice and snow instead of ash and pumice.

    With the wind from the north, the orc towers will be freezing in parts, cowered in water in others, as they are in the part of the world where the mixing of warm moist air and cold dry air happens.
    >contd.
    >> Anonymous 01/27/10(Wed)09:14 No.7793864
         File1264601648.jpg-(39 KB, 441x300, rainforest.jpg)
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    contd. from >>7793853


    The whole area the orcs inhabit would be ten times more vulnerable to typhoons as the southern US. After the storm season, the towers would likely need heavy maintenance and repairs, no matter how tough they are built.

    Again, the western mountains would guide the moist air down to the halfling marches, trapped by the southern airflow, the rest of the moisture would drop here.

    All these storms and the system of winds handily explain the migration of the ogres to the western mountaintops, and occasionally to the orcish towers. The weather would also be a good background for orcish stubbornnes, as they weather the greatest storms in the world.

    Also this explains why humans stay THE FUCK away from the eastern mountains, as getting to the water there might end up with tribes dying under literally billions of tons of snow and ice if an avalanche happens to fall to the west rather than east.

    What do you think? Any corrections or ideas?
    >> Anonymous 01/27/10(Wed)09:21 No.7793908
    >>7793659
    In denial.
    >> Anonymous 01/27/10(Wed)09:43 No.7794087
    >>7793908
    Or just better than you.>>7793853
    If this is relegated to a quarter-hemisphere, any direction you want could be 'east' (Northern vs. Southern, and all that.)

    Incidentally, to gods genuinely exist? The belief creates power, but are there actual gods with their believer's interests at heart?
    >> S.T.A.L.K.E.R. 01/27/10(Wed)09:45 No.7794102
    This is still here? Wow nothing can stop /tg/.
    >> Anonymous 01/27/10(Wed)10:21 No.7794373
    >>7793896
    >>7793902
    >>7793914
    >>7793916
    man I thought anonymous killed those jack-offs at anontalk >:(
    >> Anonymous 01/27/10(Wed)10:34 No.7794479
    wow, great ideas
    >> Anonymous 01/27/10(Wed)11:14 No.7794758
    >>7794087
    There was(or is a legend of) Ookluke, the god of the human Empire.

    Other than that, it seems most races have a belief in themselves or of some power of nature.
    >> Anonymous 01/27/10(Wed)12:08 No.7795250
    >>7793864
    Guy who planned out the shape of the world (but not mapped it) here. I actually just planned for the mountains to be on one side, the desert side, with the jungles being on the sea facing side of them, the gnomes living behind waterfalls on these mountains, ogres on the top and such. Past the mountains is the vast desert, then central plains, then the swampy western side. The issue was I'm a moron and kept getting west and east mixed up when describing the mountains, so we ended up with mountains on both the eastern and western side. Oh well, it's actually better this way though, especially with your description. I especially like the explaination of the trouble the orcs have with the storms, very cool. Well done,sir.
    >> Anonymous 01/27/10(Wed)12:28 No.7795429
    This is like the thread that won't die. Perhaps it's the halflings doing?
    >> Anonymous 01/27/10(Wed)12:41 No.7795558
    >>7795250
    Thank you. I love this setting and would like to see it prosper.
    >> Anonymous 01/27/10(Wed)12:45 No.7795591
    >>7795558
    Then ensure that not a FUCKING WORD of Sergals, Corgis, or any of that shit leaks in.
    >> Anonymous 01/27/10(Wed)12:57 No.7795724
         File1264615078.jpg-(375 KB, 1016x953, welcome.jpg)
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    >>7795591
    Not fan of those, so no danger of that from me.

    I think we're going to need a recap of all the things agreed upon, at least so any new contributors don't overwrite old ideas and to keep this shit on track. Any volunteers?
    >> Anonymous 01/27/10(Wed)14:19 No.7796690
    >>7795724
    Goblins live underwater, at the bottem of the ocean floor. They are sort of merpeople, with tails with gills on it, which they wag to breath.

    They have no "main religion" officially, but are in secret societies and dark cthulu style cults, giving rise to their races warlock style magics.

    They also mine the ocean floor for "solid water" a type of superhard ice important in building and creation of things, that won't melt even at room temp. They reach the surface and travel long distances through use of underwater vents to build up pressure, which is used to launch them across the seafloor, or to the surface to trade or raid other races. The resulting vaccum that is created is then used to return just as quickly.

    Since the goblins are so aquatic, they mostly only trade with ocean based peoples, and the halflings. this includes the Gnolls (but everyone trades with Gnolls) and elves, but they also do raids on th elves and Gnolls from time to time, although these ventures can be risky.

    They can trade with Halflings because of how moist the air is in the lowlands of the swamps, so moist it can lead people not accustomed to the air their to drown just by breathing it in. The goblins are actually one of the few (perhaps only) race the xenophobic halflings aren't completely on guard against.

    Am I leaving anything out? Feel free to correct or add.
    >> Anonymous 01/27/10(Wed)15:55 No.7797802
    >>7795591
    those were outright banned from this setting.
    >> Anonymous 01/27/10(Wed)16:05 No.7797922
    >>7797802
    Hard banned. Are Golems still in?
    >> Anonymous 01/27/10(Wed)16:09 No.7797974
    >>7797922
    golems are still in last i heard. "living" in the foothills of the eastern mountains.
    >> Anonymous 01/27/10(Wed)17:20 No.7798659
    >>7797974
    I Think the golems consume rocks too, since there is really nothing on that side of the mountain besides rocks, horrible monsters and painful death. I think they either do this so they can poop out kid golems, or as I believe it, to build themselves up and grow and repair the damage that happens in this kind of harsh enviornment. To reproduce, they gather up materials, and make the golems again themselves, building them with their own hands. That's all I know so far,they could prolly be fleshed out more.
    >> Anonymous 01/27/10(Wed)19:24 No.7800048
    >>7796690
    If my earlier post still holds, the goblins also have a class-based society. The lower castes are the ones that are put to work on the deep ice and the constant pressure changes from coming up from the abyss causes damage to their nerves and bones, leading to stooped postures, low intelligence with mental instabilities and low life expectancy.
    The higher caste lives closer to the surface and because of this, do not suffer from the Low Sickness. Because of this, they live longer, grow taller and are more intelligent. They give the lower caste narcotic foods and drinks to keep them docile. Still, insanity causes all kinds of crazy cults to rise and fall in the deepest passages.
    >> Anonymous 01/27/10(Wed)19:47 No.7800364
         File1264639633.jpg-(247 KB, 750x1145, Freakangels.jpg)
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    Hah. How about this pic?
    Steam-powered helicopter.

    I can imagine some clan of kobolds trying to build something like this, with half of them bandaged up and the testing ground littered with pieces of propellers and whatnot.
    >> Anonymous 01/27/10(Wed)19:50 No.7800405
    >>7800364
    That is very clearly a petrol engine my good man
    >> Anonymous 01/27/10(Wed)19:57 No.7800481
         File1264640227.jpg-(25 KB, 525x429, DocBrown.jpg)
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    >>7800405
    May be very clearly, but at least in the comic, it runs on steam!

    www.freakangels.com
    >> Anonymous 01/27/10(Wed)20:03 No.7800549
         File1264640594.jpg-(602 KB, 750x1145, FrAngels-gatling.jpg)
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    More from same.
    A fucking steampowered gatling, shooting two-inch thick bolts and what it does to people.
    >> Anonymous 01/27/10(Wed)22:35 No.7802687
    >>7800364
    I think it would be dorfs that have the flying machines, not the 'bolds.
    >> Anonymous 01/27/10(Wed)23:41 No.7803579
    >>7802687
    the kobolds could be trying to attack the dawrves for something they did in the past.
    >> Anonymous 01/28/10(Thu)00:08 No.7803884
    This is officially the thread that wouldn't die. (In a good way.)

    Signing off, but I'm going to try to get my fantasy GM to set an adventure in this world.
    >> Anonymous 01/28/10(Thu)00:12 No.7803925
    >>7800549
    >See steam gatling
    >Open thread, Ctrl+F Deadlands
    >No hits
    >Move along
    >> Anonymous 01/28/10(Thu)00:40 No.7804272
    >>7803884
    If he does, promise to come and tell us how it goes. Promise!
    >> Anonymous 01/28/10(Thu)03:23 No.7806057
         File1264667020.png-(73 KB, 480x715, 1252520829995.png)
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    >>7775312
    FUCK YES IM SO GLAD MY IDEA HAS STUCK AROUND
    >> Anonymous 01/28/10(Thu)05:04 No.7806906
    >>7806057
    Heh. At first I felt a bit bad about the tarr pooping glass, but I'm fine with it now.

    At least it sidesteps the problem of the solar furnaces.
    >> Anonymous 01/28/10(Thu)05:25 No.7807084
         File1264674307.jpg-(20 KB, 450x360, steampunk-spider_54.jpg)
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    >>7802687
    I was thinking of giving the dorfs gatlings like that. "In case of Ogres, MORE DAKKA!!!"

    And many people have wanted to make the kobolds into a race of steampunk builders and inventors. So, for me, it would be logical for the kobolds to be the premier groundside mechanics.

    Earlier, I suggested that they build and sell better engines for the gnoll ships. Any gnoll-made engine has a higher chance of explosion than the ones made by kobolds.

    And I didn't say they'd gotten that chopper ready, but I can imagine the exiled dorfs employing their help in building their airships. In exchange, the dorfs have revealed some small secrets of theirs, leading to a frenzy to invent more flying machines.

    I wrote this >>7783654
    And the huge amount of clank-refined iron and parts could be somewhat easier to turn into new and marvelous thingamajigs.
    >> Anonymous 01/28/10(Thu)08:34 No.7809108
    >>7807084
    Or maybe the orcs have bought gatlings from the kobolds. During the storm season, the look-outs would sound the alarm and the orcs would scramble for the machines when a flock of Ogres was detected flying their way.
    >> Anonymous 01/28/10(Thu)10:21 No.7809915
    I guess there's nothing to add to the magic?

    What about flora and fauna of different climes?

    There was some stuff about the elephant-like Megasquid and the smart Squibbon for the swamps (and rainforests?).

    But what about the rest?

    So far the desert only has the Tarr and whatever unnamed sand-plankton they eat.

    The arctic has seals and ogres. Admittedly it doesn't need much more. The ogres eat anything, but mostly seals, so they occupy a lot of the arctic niches, including what the polar bear does here, so we don't need more apex predators there. Maybe some arctic-fox-like animals to keep the birds in check.

    Then there's the oceans, the pelagic waters, the rivers, the lakes, the mountains, though the mountains are home to the juvenile ogres, temperate zone, tundra and coasts.

    I think one way to think about it would be that the human Empire rather fucked up the planet, twisting species for fun and profit.

    For example I could easily imagine the darker places of the world being home to a lichen that glows brightly in the dark, a result of it being developed by early humans as convenient(no changing bulbs) source of light. Exotic species of plants and animals being where they shouldn't after escaping zoos accidentally or during the Fall.

    Getting sleepy again. Any ideas about it?



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