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  • File :1209665631.jpg-(62 KB, 500x635, 1208386577473.jpg)
    62 KB Edward !F8wHraWURw 05/01/08(Thu)14:13 No.1641968  
    Because it's dead or near dead, I'm going to revive the thread about Original Content.

    This is more on the world of Middengard, which is the setting for the GURPS game we'll be playing tomorrow. Hopefully this will attract more players, instead of scaring off the ones that are there:

    The Second Great War was an interesting thing. An Alvain political group called the Silver Hand had spent the better part of a decade maneuvering itself up to the top of the Arlenwyn political spectrum. Due to the Albus mountains, only a few rumblings of the goings-on reached the rest of Middengard, and so no one took head of it.

    Now, the Urkai and the Hume had been not-so-friendly with each other over the years, mostly due to a few religious reasons and a border skirmish or two, but hadn't been at open hostility with each other for a century. That changed when an Anduin king, Tius Aranado I was assassinated in broad daylight by a Glasser. Less than a week later, Ha~Saran high priestess Maziz Alihayyah was murdered. Both nations blamed the other, and diplomacy failed. Within a few weeks armies were meeting at the border and having a stand off. The fuse reached the powder keg when a night raid burned down an Urkai village.
    >> Anonymous 05/01/08(Thu)14:14 No.1641971
    /r/ nude
    >> Edward !F8wHraWURw 05/01/08(Thu)14:14 No.1641972
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    The two countries went to war with each other, dragging in a few of their allies, Dwyrin and Risar, and of course the Trow just felt like joining in as mercenaries. That went on for about ten or fifteen years. That is, until a letter was captured. It was inquiring about a scientist's efforts to create an army. Doing some detective work it was discovered that an Alvain in the Redrock Valley had been experimenting with infusing numina into the bloodstream of a corpse and reviving it, creating Wights; zombie soldiers.

    Basically, the plan was to have a two pronged attack on Anduindon so that the Alvain could take it over and create an empire. After the war shifted and it became about the Alvain instead of their secret war, things got difficult. Which is the reason anyone over thirty is going to distrust Alvain, and any Alvain over thirty is going to be on guard when near other races.
    >> Anonymous 05/01/08(Thu)14:16 No.1641985
    kill yourself
    >> Anonymous 05/01/08(Thu)14:44 No.1642109
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    I think I mentioned my "1863 Earth hit by nuclear explosive meteors, by the year 2063 the American West is a bizarre kingdoms of the Old Testament inspired wasteland occupied by the American survivors" here before.
    >> Anonymous 05/01/08(Thu)14:48 No.1642121
    >>1642109

    Sounds very Falloutish to me.
    >> Anonymous 05/01/08(Thu)14:48 No.1642122
    >>1642109

    Uhhh........can't say I'd want to play in it, but I'll give you points for originality.
    >> Magic System Edward !F8wHraWURw 05/01/08(Thu)14:49 No.1642124
    There are three "Magic" systems in the world, or three branches of Thaumaturgy.

    Magic, which is an inborn trait, like eye or hair colour. All the races have a chance at being Mages, Alvain have the highest, Dwyrin have the lowest. Mages are different than normal people because of the existence of their Mana System, a circulatory system that runs parallel to arteries and veins, and a the Technacardiac organ, a three chambered heart that pumps the numina fluid through those veins. When magic is done it burns off numina. When too much Numina is burned the technacardia transmutes blood into numina. Mana is restored the same way blood is restored. Magic still obeys the laws of physics, it just bends them a little. Creating a fireball isn't done by popping fire out of thin air, it's done by igniting the air. A little change in a chemical or two, and you've got fire. Even the higher level things, like creating a shockwave of energy, follow the same principles.
    >> Anonymous 05/01/08(Thu)14:51 No.1642136
    Sounds boring.
    >> Anonymous 05/01/08(Thu)14:59 No.1642184
    Welcome to Shangri-La, home to a hundred gods and just as many wars. Humans having established dominance long ago, have finally finished their genocidal conquest of the older races, turning their burning hatred in amongst themselves.

    The Kingdom, a god fearing empire, has risen as a super power in the world and all other kings bend their knee to the Emperor. His right hand are the men and women of the royal army, patriots and worthy soldiers all. On his left lie the brillance of the Kingdom people, an innovative and hardy folk if somewhat skeptical and jaded.
    >> Anonymous 05/01/08(Thu)15:01 No.1642192
    You know, if I recall, in Hermetic thinking the three forms of miracles are alchemy, astrology, and thaumaturgy, which further breaks down into theurgy (dealing with gods/angels) and goetia (dealing with demons).

    >>1642121

    Speaking of Fallout, if you love the fifties atomic apocalypse vintage sort of post-apocalyptic feel without going utterly goofy and thus doing more of a homage, like Fallout did, you could do it in a different way. Gurps Y2K suggested to me that in a modern day apocalyptic scenario, afterwards if all the digital technology is fried and sophisticated machinery is scarce, places with mechanical engineers and materials could very well replicate 50's culture without perhaps meaning to, going back to the age of cars that could in theory be built by men with tools and the old factory and diesel aesthetic. Instead of just old world relics, you could have a few pioneering technologies be rare and available in some places, like radios and such. A "techno-utopia" kind of place could even have big dumb looking black and white televisions.
    >> Edward !F8wHraWURw 05/01/08(Thu)15:03 No.1642202
    >>1642136
    Well, good for you

    >>1642124
    Next on the Thaumaturgy list is Alchemy.

    Originally it was developed by the Dwyrin as a healing system to compensate for their lack of Mana, but after a few years they realized they could take their system of spiritual healing and turn it into a way to spiritually kick ass. Basically, it works by pushing energy, or Chi, through something. When it was primarily for healing, the energy was used to knit bones, or push out poison. When it's used to break bones it can damage internal organs and dull extremities.

    The symbols and arrays of alchemy are a way to remotely do alchemy. The symbols are used as batteries, Push on the symbol and the power is held in it for a bit. Alchemic symbols are something akin to circuitry.
    >> Anonymous 05/01/08(Thu)15:05 No.1642213
    Notes of Interest : Army relies on pikes and muskets for their human infantry. Otherwise the heavy hitters of the royal army stand in with the towering Tin Men, giants of forged iron and steel. Their runes glowing and their steam engines belching they send the enemies of the Kingdom running in terror and with every swing sends an enemy of the Kingdom to their grave.

    Subservient beast races (e.g. Satyrs, minotaurs etc) serve as cannon fodder or heavy infantry units. Though they make for hardy fighters not many are content to serve human masters who care nothing for their well being.

    The King Alvarez is well known for his love of conquest and after the fall of the last elf bastion his hungry eyes have turned north to the nomads of the south.
    >> Anonymous 05/01/08(Thu)15:12 No.1642236
    >>1641968 Original Content

    >>1641968 Middengard The Second Great War Silver Hand

    >>1641972 the Trow
    >> Edward !F8wHraWURw 05/01/08(Thu)15:13 No.1642244
    >>1642202
    Before I go on to the third system, Alchemy and Magic work together in very powerful ways.

    While only people born with mana can be mages, anyone who trains can be an Alchemist. By tattooing yourself with Numina, a process called Runeography, a non-mage can use Alchemy to activate the numina arrays and use magic. Usually the Numina is either taken from donors, harvested from Wyvern, or synthetic.

    Even without Mana, Alchemy can be used in powerful, if draining, ways. Geomancers are incredibly powerful Alchemists who instead of using alchemy on themselves or their opponents, uses alchemy on the area around them, bringing up spikes from the ground, blasting the dirt below an enemy into sand, and even raising the temperature of the ground and turning it into a burning circle. A burning circle that the alchemist can then use fire from.

    Battle Alchemists are like Monks.
    >> Anonymous 05/01/08(Thu)15:19 No.1642274
    Ah can't be arsed to write too much, here's a rundown for this Shangri-La I've got brewing.

    Kingdom - Your basic god fearing medieval human faction. Albeit with steam tech and giant autonomous fighting machines. The King is insanely paranoid but also very intelligent. Hires many agents to spy on his 'enemies' but comes up with multitudes of tests to try their loyalty time and again. Due to their military success in the past their army contains a variety of old race militia though they are discriminated against daily and treated worse than the enemies they fight against. There is a rebellion brewing in the army, all they need is a strong leader to spark the fire.(Old Races = Minotaurs/Satyrs/Harpies etc)
    >> Edward !F8wHraWURw 05/01/08(Thu)15:23 No.1642287
    >>1642236
    ...
    I'm sorry, are you trying to make a point or something?

    >>1642244
    And finally there's Espers. Really, the least developed of my magic systems. I've purposely left it as "lol mysterious" as possible, and it's more or less something between super powers and being psychic.

    There're only seven Espers I've thought of, and they were given their powers by eating fruit/seeds of the sephiroth and gaining God powers.

    Kether has the power to control light, turning it into hard constructs and weaponry, as well as just sending it away.
    Tifereth has the power to enthrall people
    Nuriel can change her appearance, and can "take people's names", basically making people forget them.
    Raphael has regeneration
    Raziel has an eidetic memory
    Cassiel has traditional psychic powers.
    Ash has a little fire control and can grow stronger
    >> Anonymous 05/01/08(Thu)15:25 No.1642292
    >>1642213

    King Alvarez...is the Generic Central Human Kingdom Hispanic?
    >> Anonymous 05/01/08(Thu)15:26 No.1642296
    The nomads are a bunch of towel heads who let their tulwars do the talking most of the time. Where their rivals the Kingdom excel in technology the tribes of the Nomads have excelled in magic. To combat the steam giants of the north efforts to tame the wild monsters that surround them have increased and most nomad tribes can boast of at least one tamed manticore and a few ridable griffins.

    Suprisingly tolerant of outside religions due to the fact that loyalty to the tribe also need be shown through combat. Home of many Kingdom exiles and suriviors of the Crusade against Nonhumans.

    Biggest tribe is currently lead by an exile of royal blood hailing from the Kingdom. If she can unite the tribes and forge them with her military training and modern tactics she would have a force that could sweep across the world.
    >> Anonymous 05/01/08(Thu)15:26 No.1642298
    >>1642287 I'm sorry, are you trying to make a point or something?

    Yes, that you've just taken chunks of story from other popular settings to make your own "original setting."
    >> Edward !F8wHraWURw 05/01/08(Thu)15:27 No.1642303
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    >>1642292
    does he look like this?
    >> Edward !F8wHraWURw 05/01/08(Thu)15:31 No.1642320
    >>1642298
    Other than using the name Middengard I don't really see what you could have getting that from.

    Also, there's always a second war. In fact, if you really wanted to point out how much of a thief I am, you could have pointed out that the whole "Assassination started war" is based on WWI, and the "Note that tells secrets" thing is the Zimmerman Telegraph. I don't really know how the Trow are like any other race out there though.

    And besides, making things your own is half the fun of world building. Just because I've been inspired by other things doesn't mean I'm not being original.

    I'm tempted to next go on about the Fae, but I get a bit like a boring documentary when I talk about the Flora and Fauna.
    >> Anonymous 05/01/08(Thu)15:33 No.1642325
    >>1642292
    Actually bastard child of the serving maid and the late king. Rose to the throne in one bloody night after he single handedly took out the palace guard and his father.

    The councillors woke up the next morning to find the halls slick with blood, the throne stained crimson. The new king was found on the south most balcony looking outwards, his sword at his side with his sights towards the races of the old world.

    His first order was to send the army out on a Crusade. Whether to send loyalist elements out to die or simply for the sheer power rush is unknown. There have been to date 17 known assassination attempts. All have failed.

    To stay in power he promotes bullies and yes-men into high positions. However, he is naturally charismatic and goes about his duties with a suicidal vigour. He has already swayed the people with powerful rhetoric and a great many promises.
    >> Anonymous 05/01/08(Thu)15:37 No.1642342
    My god, the lips on that girl...
    >> Anonymous 05/01/08(Thu)15:40 No.1642353
    >>1642303

    What the fuck? No. Think more Patrician from Terry Pratchet except blood thirsty and infinitely more paranoid. Anyway, moving on.

    The Realm of the High Guard, a monastic people who favour peace unlike their eastern neighbours. Long protected by an ancient god, their lands have prospered for many ages and their people have enjoyed long lives, which they do not waste. Many become potent wizards or martial artists, others master the fine art of politics.

    However recent disaster has rocked this small nation hard. After the death of the avatar of their god under suspicious circumstances, his son the next avatar was kidnapped. This could not have come at a worse time as the war machine of the Kingdom rolls onwards, the army now comprised mostly of veterans and new steam giants turn their eyes towards this jewel of the orient.

    Famous for the High Guard, a group of celestial blessed humans who dedicate their lives to physical and mental perfection all in service to their country. They serve as a formidable barrier against any would be invader.
    >> Anonymous 05/01/08(Thu)15:47 No.1642384
    The Burning Fire is a group dedicated to righteous vengence. Comprising of survivors of the great human Crusade The Burning Fire is a xenophobic group of old world races, all joined together in their hatred for the humans who almost wiped them from existance. Their ideals, principals and ethics discarded for the luxuries they enjoyed while they were powerful, the last remnants of the old world have pledged themselves to darker powers to see their own burning vengence fulfilled.

    Basically a group of souped up, pissed off mythological creatures blessed with super powers from satan and an axe to grind with the Kingdom.
    >> Edward !F8wHraWURw 05/01/08(Thu)15:55 No.1642426
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    >>1642342
    Lips you say?

    >>1642353
    Well, Caspian is so Spanish it hurts, and he's something of a bastard himself. I think I'll move on as well.

    The Fae. All those Irish faeries and faerie like creatures are a type of creature called the Sidhe. The basic, "cute little girl with wings" things are the Fae. They look something like ball joint dolls with big black eyes and pale skin. They live in colonies like ants and wasps, led by a single queen and her consorts. There are scouts, little winged things that bring back food and such for the hive, and there are the guards, which are big green dog looking bugs that kill anything that's where it isn't supposed to be. They generally set up their homes in faerie mounds near trees. Being a highly magical race they have their homes set off slightly from the rest of reality, in a sort of semi-plane known as the Otherworld.

    Next: The Huldra. Also, is anyone even reading these? Why are only me and the other guy posting anything?
    >> Anonymous 05/01/08(Thu)15:58 No.1642445
    >>1642426

    Ooh, you've got huldravolk?
    >> Anonymous 05/01/08(Thu)16:02 No.1642469
    >>1642298

    Give us an example of a "truely" original setting, then.

    I dare you.
    >> Anonymous 05/01/08(Thu)16:04 No.1642481
    >>1642426
    Her lips are why I fap to her so hard.
    >> Anonymous 05/01/08(Thu)16:07 No.1642503
    Old thread (for reference); has about 30 bumps left in it:
    >>1635166

    We started out talking about races but went off on tangents on different ways to portray humans, and then into worldbuilding in general.
    >> Edward !F8wHraWURw 05/01/08(Thu)16:08 No.1642509
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    >>1642445
    Yes. They're also a stand in for Kitsune in the Japanese country. It's amazing when you think about how similar different country's myths are.

    Basically, for those not in the know, a Huldra is a sort of Scandinavian troll/trickster creature. They look like women, except they have fox or cow tails, and they look like hollow logs from behind.

    They're one of the non-main races, they're still the sort of tricky tricky creatures, and they live in the woods with little to no society and now that I think about it, they're kind of like Nymphs and the like. Nature spirits that live in the woods and play tricks and may occasionally seduce travelers. Like so many other of the extraneous races, they're all full of mana, and many of them are espers.

    Next up: The Dragons. Here's a hint, they aren't giant lizards.
    >> Edward !F8wHraWURw 05/01/08(Thu)16:18 No.1642552
    >>1642298
    Actually, did you read the other thread >>1642503 about how different the races of Middengard are from the average races of fantasy fiction?


    The Dragons are another of the extraneous races. They don't have any real society like the Elves, Dwarves, and Orcs. They're just a nature spirit. They're humanoid, and with a few scales along their bodies and thick tails. They've also got antlers. They're less like Dragons of the west, and more like the Eastern dragons in human form. They live around and in water, and are semi-amphibous. In some ways they're a compromise of mermaids.

    They actually don't have magic, just Epserism, and there's a sort of "Luck" that surrounds them. Killing one is bad luck. Helping one is good luck.

    I really wish I had that picture of the Chinese dragon woman. Someone posted it in a thread about Dragonborn about a week ago.
    >> Anonymous 05/01/08(Thu)16:20 No.1642568
    I'm still a fan of finding cool things to do with existing races but then, it takes me a really, really long time for me to get bored of a good idea. And the core races are mostly good ideas.

    One obvious thing that I can't remember seeing done is to say that humans are just elves who were debased and mutated by evil forces; and that orcs are humans who were mutated and debased further (humanity came from a handful who escaped midway through the process; they were weak and pitiful, like unformed clay, not really good at anything but with the potential to accomplish everything).

    This is why humans, elves, and orcs are all cross-fertile. It's also a deeply burried racial secret.

    Also, elf/orc crossbreeds. I KNOW it's been done. Why have I never seen it?
    In my games, this is what a wild elf is, and why they are called "green elves". They're wise, noble, simplistic and crazed. They're obsessed with fighting but never with anything that can't fight back.
    >> korik1 05/01/08(Thu)16:25 No.1642592
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    Well I'm back and I'm gonna start posting my steampunk setting info.

    Perrel Seeds
    Named after Lynn Perrel, these are the seeds of the Perrel tree.
    These trees only grow in the centre of craters. They are fire resistant and very hard to damage. The bark is used as armour plating, though is both more durable and more expensive than steel.
    The seeds of the tree are a deep red in colour and are semi translucent, resembling a gem. They are fist sized and can have shards of them cut or chipped off. The are about as hard as normal wood. The seeds however burn to the touch and are magnetic. They are so hot that special equipment is required to handle them. Adding water to them results in steam, making steam power the main source of mechanical power. It takes roughly 2 weeks of constant submersion in water for the seeds to lose their heat entirely, but after 3 days they can be picked up with a bare hand. Due to the seeds magnetism, electronics are almost entirely undeveloped.
    Prospectors and Tycoons often explore areas hoping to find craters which they can stake a claim in and eventually turn a profit from the harvest of the seeds.
    >> korik1 05/01/08(Thu)16:25 No.1642598
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    >>1642592

    4th City
    POPULATION: 4 MILLION

    District A (“The Tree”)
    Located at the centre of the city. Contains both the residents of the richest families (all of which have at least a little mutation) as well as the senate house.
    ALL senators are members of the richest families and are elected by adult members of the richest families. The Senate house is located within the hollowed centre of the tree, while the residences are located in the canopy.
    Access to the tree is restricted to the families and those directly under their employ with an access pass.
    The shade cast by the canopy of The Tree covers most of the city. This combined with the shade from the crater rim, creates a perpetual dusk over the city. Only the areas near the rim get sunlight.
    Most of the buildings in The Tree are either built into, or out of the Tree itself.

    The Families
    The Families are only allowed to marry within tree dwelling families. They are the oldest families of the city and a few were founders of it.
    Due to inbreeding and living in the tree for so long, mutation has occurred within all the tree dwellers. A new family has not been allowed into the tree in the last 150 years.
    They are rather similar to aristocratic families of historic Europe.
    The Senate members have the power to appoint Moderators and new tree dwellers.

    Moderators
    Moderators are managers of specific districts who report to the senate, act as judges, and appoint Sheriffs (who then pick their deputies). Moderators are often Nouveau Rich people who The Families like, or disgraced members of The Families.

    District HR
    Wealthy non-tree residential area located on the crater rim.
    Many houses are made from old battlements from the days past when the city needed greater protection. Thus many houses resemble bunkers and castles, but many more are newer and are similar to typical large houses located within a city.
    This area is where most of the nouveau rich live.
    >> korik1 05/01/08(Thu)16:28 No.1642618
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    >>1642598

    Nouveau Rich
    The Nouveau Rich are people who have become rich from hard work. Many are factory, Tree, and land owners. Others include skilled Treetalkers, lucky Prospectors, retired adventurers, and wealthy merchants. They are similar to factory owners, oil barons, and rail road tycoons of the industrialist era.

    District R
    Here is where anything can be bought or sold. The things sold here include slaves, animals, weapons, and drugs. Although it does technically have a Moderator, the area is run by organized crime. Sheriffs and their deputies are often no more than enforcers or yes-men of the mob.
    There is a small section of District D where the residences and small businesses of The Roots stops and R's moral greyness intrudes. In this area known as D (often for deviant, desire, or dumbstruck) alternative entertainment is the theme. Here anything, even things too “exotic” for R can be enjoyed. Little is for sale, but if you have the money, almost anything is for rent.
    Like the “newer” buildings in The Roots, most of the buildings are made out of stone, brick or adobe.

    District H
    District H is the red light district. The people living here are almost always involved in the sex trade in some way. Some are prostitutes, some pimps, and others are just unlucky. Many of the prostitutes are people who were down on their luck and just needed a bit of extra cash. They came to H as a last resort but wound up staying there one way or another. A few are unlucky enough to have been born or sold into the trade.
    >> korik1 05/01/08(Thu)16:29 No.1642629
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    District B
    B is the sewer system of the city. It is built around a large natural underground river. It is the waste removal system of the city, garbage and waste water are both dumped into the river. All water used within the city is water that has been taken from B and heavily filtered. B is huge, the river (and several of the man made diversions from the river) are large enough to accommodate very large ships. The absolute poorest people of the city live illegally in the sewers, they are known as The Anonymous. They make homes out of the garbage that is dumped into the river. Maintenance workers who tend the sewers use armed boats to defend against Sewer Pirates. They tend only the most important areas of the District, such as the intakes for the water filtration plants, and leave The Anonymous alone because it would be more effort than it's worth to clear them out. The Maintenance workers also often function as guards defending the important areas from saboteurs, pirates, and any Anonymous hoping to make a buck. The Entrances to B are locked and guarded with an access pass being required to enter it or exit it. Due to this restriction, very few of The Anonymous ever leave B. Sewer Pirates come and go through the less used (and less guarded) entrances using access passes that they have looted from dead Maintenance workers.

    District AN
    Technically part of the city, but outside the crater. The land is almost entirely agricultural with the occasional summer home of a wealthy person (most commonly the Nouveau Rich). There are minor streams and rivers which run throughout the district that are used for irrigation.
    Houses in AN are typically made from the trees cut down in the clearing of farmland.
    >> korik1 05/01/08(Thu)16:30 No.1642637
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    The Roots
    The Roots is the area of the city directly surrounding the base of the tree. It is named as such because many of the building in the districts surrounding the tree are built into, on top of, or out of the tree's roots. Most of the buildings not made from The Tree are made out of stone, brick, or adobe.
    Aside from The Canopy, this is the oldest area of the city. It contains a large market which is the commercial heart of the city's legal and less morally objectionable businesses. Many of the lower class citizens live here as well in boarding houses, apartments and tenements. They often work either in the stores, or commute to the District G where they work in factories. Due to the pollution from G The Roots are always covered in a light smog which occasionally deepens to a shroud that greatly reduces visibility. These conditions noticeably lower the life spans of the residents of the area, though those who travel there to work or shop are largely unaffected.

    District G
    The industrial heart of the city. Located directly across from HR, it casts a crescent shaped smog across The Roots. Here there are hundreds of factories producing all types of goods to be exported or sold in The Roots. Most of the city's working class residents work in this district in one factory or another. They are paid little with the threat of unemployment stopping them from demanding greater wages. Rich businessmen who live in HR are often the owners of the factories and rarely visit them relying on trusted managers to ensure productivity. Very few people live in G and those that do are the poorest of the non-Anonymous. They often run inexpensive businesses that cater to the workers (barbers, prostitutes, diners, etc.). This district also contains the Guilds.
    >> Edward !F8wHraWURw 05/01/08(Thu)16:31 No.1642639
    >>1642568
    Meh, in my setting Hume, Alvain, Urkai, Trow, Darrow, Risar, Dwyrin, and Kobali can all have children together. They're races, not different species.

    Hume-X crosses are a bit more common though, but that's geographical at best.

    >>1642592
    Think you could post your map again? I remember there were a whole bunch of things labeled "Crater".

    The seed things sound cool, but is there any reason for them to give off magnetic energy?
    >> korik1 05/01/08(Thu)16:32 No.1642647
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    The Guilds
    The Guilds are several formal gatherings of scientific minds. They range in subject from academic subjects (philosophy) to more practical ones (steam power). There are often multiple guilds that cover the same topics, these often see each other as rivals. Often these rivalries are reflected in aggressive advertisement campaigns from the factories that support each guild. The current rivalry is Steam Power Vs Clockwork. Occasionally the Guilds or Factories hire saboteurs to disrupt their rivals productivity and research. The guilds are located here because the land is cheap which lowers membership fees, and because those that have practical application are close to the businesses that often fund them (the factories). The Guilds are also the only source of education that is not informal. The best guild members from the academic guilds are hired as tutors for the children of The Families.

    District F
    A relatively small district located at the base of the tree. This District used to be considered part of The Roots until roughly 100 years ago. At that time a now famous store (called The Red Hat) opened catering specifically to the Nouveau Rich. The extensive profits made by this inspired other nearby business owners to adopt the same theme. Slowly this spread throughout the district. With District N at one end, and The Tree at the other, F is one of the wealthiest Districts due not only to its content but also due to the fact that F is one of the few districts that Family Members occasionally travel through.

    District N
    The business district. This area contains importers, exporters, law firms, investors and other such businesses. This area caters to both the Nouveau Rich and The Families. Almost no one lives in the district because of the high cost of land.
    >> korik1 05/01/08(Thu)16:35 No.1642655
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    >>1642639

    The other thread is still alive in the bowels of /tg/ so I can't post the regional map yet. As for the magnetism, I have no "scientific" explanation, but in terms of worldgen if the best power source is magnetic it prevents extensive research into electronics.

    District TG
    Similar to AN, TG is located outside of the crater. TG is a military academy and outpost. Originally located on the very edge of the City's land it was the largest outpost of the frontier. With people flocking to the defenses of the outpost, TG has become essentially a small city. Due to AN's expansion TG is now located inside of AN several miles from the current frontier.
    >> korik1 05/01/08(Thu)16:36 No.1642664
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    Transportation
    There are two main means of mass transit.
    The first is only available in the crater. It is the Movator. Basically a giant clockwork raised footpath that weaves around the city. A small fee is paid to use the Movator whenever it is boarded. Large animals and vehicles are not permitted on it.
    Travel outside the crater is largely handled by the railroads. They are all trains pulled by steam engines. There are various train companies that compete against each other, some of which own their own rail lines, while others license lines from larger companies. Despite the corporate espionage among the train companies, They all use 1 of 4 stations that are connected to the city. There are stations on the edges of districts G, R, HR, and M. Station R is in somewhat disrepair because the company that financed the Rail Line connected to it ran out of money.
    Individual transportation is handled in several ways.
    First are common mounts. Gallopers are 8 legged equine animals with internal ears and short hair. They are faster than a horse. Pedes are basically oversized centipedes that are skilled at navigating difficult terrain. Kayfsees are like ostriches that are slightly larger, have more feathers and are great jumpers.
    The transports used by the rich are the clockwork horse, the steam carriage, and normal carriages pulled by one of the above mounts.
    Wardogs, Bear sized Mastiffs and horse sized Greyhounds are used by soldiers and scouts, respectively. Mastiffs are fiercely loyal, and on the few recorded occasions of outright battle there have been several instances of Wardogs with dead riders guarding their rider's body.
    Bicycles are common among those too poor to afford even a common mount.
    Currently both Airships and steamcycles are being developed by a number of Guilds.
    >> korik1 05/01/08(Thu)16:37 No.1642670
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    Troubleshooters
    Troubleshooters are individuals who are hired by some party to perform a task for them. These tasks are rarely large scale (those are generally reserved for the Mercenaries). They may be hired for anything from escorting a small caravan, arbitrating a land dispute, or assassinating an individual.
    >> Valkfag 05/01/08(Thu)16:38 No.1642676
    Hey guys, can I talk any of you into seconding my archival request on the old thread?
    >> korik1 05/01/08(Thu)16:39 No.1642678
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    Lakeview
    POPULATION: 2 MILLION
    Lakeview is the only known population centre older than 4th City. History (which at this point is closer to legend) states that Lynn Perrel was not born in the region around the crater that 4th city dominates. It is said that she traveled with her family for many months but never saw any humans except for bandits, other nomads, and 3 cities. Perrel and her family never entered any of the cities because they were turned away. The exact reason isn't known but there are many theories as to why they were barred from entering.
    It's unknown from which direction she came, but many scholars postulate that Lakeview was one of the cities she encountered on her travels. Lakeview's age isn't precisely known but the fact that when prospectors originally discovered it, there were already humans living within. These people had not discovered how to use Perrel Seeds, nor had they taken any refuge within the tree. They all lived in small metal houses on the floor of the crater, which likely only survived the elements thanks to the protection afforded by the tree and crater. They did however have a strong military presence making use of bows, clubs, swords, and other weapons which did not require chemical or complex mechanical components.
    >> korik1 05/01/08(Thu)16:40 No.1642683
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    >>1642676
    How would I do it?

    (Lakeview continued)
    Initially the people were unfriendly at best, most often hostile, even though they spoke the same language. Initial contact often resulted in death on both sides. Eventually a truce was brought into order and a dialogue was open. Slowly over time new technology was introduced along with new people. However, Khattem, and Doggone are viewed as evil spirits and automatons are viewed as objects. There were no Khattem or Doggone in their city, but the city's history gives an explanation in that they were systematically killed to ensure good weather. Any who might have survived fled.
    Now Lakeview is fairly large city specializing in exporting water related goods, Berry Lake berries, and acting as a trading post for those who travel further south. It is also the second largest known city.
    >> korik1 05/01/08(Thu)16:41 No.1642691
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    Junction
    POPULATION: 500,000
    Junction is the third largest city, and was the first city outside of a crater. It was formed when trains began seeing widespread use, particularly with the Train Race 200 years ago. The Train Race was about two Businessmen who made a bet about who could travel the farthest in one year. The Race started at the furthest point developed up to that point, the future site of Junction. The winning businessman, Edward Honour, made it to just North of what is now Fork. The loser, Samuel “Slick” Pratt, wound up bankrupt and destitute because of the competition. Roughly 50 years later, Honour was inducted into The Senate, and The Tree, for his commercial accomplishments.
    Junction is formed around the facilities required to maintain a multitude of Trains. Not only does it act as a stopping point for refueling, it also has the largest number of mechanical technicians specializing in trains and the facilities to accommodate their work. Almost everyone in the town has some part of their life tied into the trains.
    >> korik1 05/01/08(Thu)16:41 No.1642695
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    Pond
    Pond is technically a staked claim but is close to being a city in and of itself. Originally staked by Edward Honour, many though the renowned businessman had made a mistake. It indeed seemed to be that way at first. The problem was that the tree he had staked was located in the low lands, this caused the crater to fill with water. The water filled crater made setting up proper equipment to harvest the seeds impossible. A large portion of his fortune was wasted trying to harvest the seeds in innovative manners. He even had a rail line built to the crater to transport equipment more readily.
    His success came when he noticed that several of the workers on break would dip into the water and stay near the crater's edge. When asked why they did this, they explained that they found it relaxing. To their surprise, Honour asked if he could join them, and of course they said yes. He found that the water of the crater was unusually warm, and was indeed quite soothing to the muscles. He hypothesized that the seeds naturally falling from the tree sank to the bottom and the warm water would rise heating the pond.
    >> korik1 05/01/08(Thu)16:44 No.1642704
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    (Pond Continued)

    He quickly realized the possible monetary rewards within such a phenomenon. He had his workers stop finding ways of getting the seeds, and start building deluxe homes. When the first was built (in record time, thanks to the workers getting regular bathings in the crater) Honour sent a message to the Perrel family requesting that they come and enjoy his “Hot Pond.” One of the family did indeed come down and word quickly spread to the other families, and later the Nouveau Rich.
    Now, Pond is a thriving vacation town catering to the wealthiest of society. All The Families and many Nouveau Rich have homes their that they visit when they need a refreshing dip in the Hot Pond. The Honour Family still owns most of the land around the crater, as well as the rail line that goes to it.
    >> Valkfag 05/01/08(Thu)16:46 No.1642713
    >>1642683
    Go to http://(DOMAIN REMOVED DUE TO AN ABORMAL REPLY CLAIM BY 4CHAN DOT ORG).org/brchive/main.php?mode=submit

    (hint: the domain begins with "4chan", and ends with "archive")

    Enter 1635166 as the thread ID, scroll to /tg/ and do the captcha.
    >> korik1 05/01/08(Thu)16:46 No.1642717
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    Sam's End
    POPULATION: 1,000
    Sam's End is the farthest point that Samuel “Slick” Pratt reached in the Train Race. After spending all his money trying to beat Edward Honour, Slick Sammy, as he was known, was a destitute and broken man. He died a penniless beggar living on the street of the town named after his failure. The original population was mostly comprised of workers Pratt had hired to build his line. When Pratt ran out of money, the workers wound up with no way home. Pratt barely escaped a lynching.
    There are few redeeming features of Sam's End, the town wasn't planned, so there aren't many resources to exploit. The largest exports are gravel and stones which the citizens of the city pull from the nearby riverbed with their bare hands. Most people who decide to live or work in Sam's End are desperate people trying their last option at making a living. This has given rise to the phrase “Sam's End is your end if you stop there.”
    >> korik1 05/01/08(Thu)16:49 No.1642729
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    >>1642713
    Done

    Rocton
    POPULATION: 10,000
    Rocton is furthest town from 4th City. It was founded around the large iron mines that produce its main export and provide jobs for the whole town. Since it's founding Rocton has surpassed all other towns as supplier of iron ore for the factories, and mills of District G. The ore is shipped by train straight to G, stopping only at Junction or Fork for refueling.

    Guardia
    POPULATION: 2,000
    Guardia is the stereotypical frontier town. It was formed, like most frontier towns, around a saloon. The saloon has since been sold, bought, burned to the ground, and rebuilt at least twice. The population of the town is hard to judge because there are few permanent residents, many are just passing through on their way to bigger and better things. Because Guardia sees so many explorers, prospectors, and adventurers in general, it is well equipped for all their needs.
    Guardia is also one of two towns with a lumber industry, cutting down trees from the nearby Southern Hills and processing the wood before shipping it off to 4th City.
    >> korik1 05/01/08(Thu)16:50 No.1642736
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    Marshflow
    POPULATION: 3,000
    Like Guardia Mashflow is a frontier town. However, where Guardia is near unexplored forested hills, Marshflow is near a vast plains that many farmers decide to try to make a living on. Therefore much of the equipment available here is used for building a family farm.
    Marshflow is also one of two towns with a lumber industry, cutting down trees from the nearby forest and processing the wood before shipping it off to 4th City.

    Fork
    POPULATION: 8,000
    Fork was founded by a steamancer turned businessman. Serina Wilhelm figured that she could turn her scientific knowledge into business know how. She did extensive research into the growth patterns of the region and where the best place to buy large portions of land would be. She decided that the best place would be just south of where Edward Honour had finished his rail line. Soon there would be need for a train refueling point so that train lines could be built further south. Her town would be the new Junction.
    Wilhelm bought as much land as she could in her predicted area, built several train refueling stations (even though there wasn't a rail line yet) and several other buildings that she deemed necessary for a town centered around trains. All she had to do was wait.
    It would be 20 years (4 after Wilhelm's death to illness) until there would be enough demand for iron to build a rail line that reached further south. Wilhelm's family is now one of the Nouveau rich, and are currently trying to get the Church of Commerce to declare her a saint for her commercial foresight.
    >> korik1 05/01/08(Thu)16:51 No.1642743
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    St. Lynn
    POPULATION: 15,000
    Originally named Riverwater, St. Lynn was formed as a trading community. Frontiersmen from the surrounding area would travel to the town to sell their wares whether they were slaves, furs, or produce. With the founding of Rollinsville, Riverwater saw a surge in population growth. It was renamed St. Lynn because it was felt by The Perrels that a city growing as it was at the time was a fitting tribute to their ancestor.
    St. Lynn is still mostly a trading town with many markets where many different products and services can be found.

    Rollinsville
    POPULATION: 12,000
    Rollinsville was founded around the mining industry. The city is renowned for it's production of minerals, ores, and rocks. Julia Rollins was the one who founded the city when she was contracted by the Steamancer's Guild to find them a sufficient source of iron so that they could experiment with the proposed science of clockwork. Rollins was successful with the discovery and extraction of iron ore as well as other natural resources of the area.
    The one natural resource of the area that she never exploited was the plentiful lumber of the Lonely Woods. When she was asked why she wouldn't allow any of her employees to fell trees from it, she said that it “wasn't right” and gave no further explanation. Some say she was superstitious, others think she was visited by forest spirits, but those in the business world suspect she was in fact a “tree hugging lesbian liberal.” Because of Rollins refusal to use lumber, all the buildings in Rollinsville are made of stone, or brick.
    >> korik1 05/01/08(Thu)16:53 No.1642751
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    The Dip
    The Dip is a large valley between the Dry Hills and 4th City. A river named The Dipper runs through the valley. Three large ponds mark the length of the Dip, which are suspected to be craters, but the absence of a tree is a mystery.

    Edge
    POPULATION: 3,000 CIVILIANS AND 10,000 MILITARY PERSONNEL
    Edge is the only town of note between 4th City and Mosque. Because of The Families distrust of The Crusaders and their faith, Edge is a highly militarized town. Officially this is because of bandits in the Dry Hills, but both sides know that the bandits have moved further south in the face of the growing military presence. The Crusaders controlling the only pass North and letting very few people past doesn't help their relationship with 4th City.
    >> korik1 05/01/08(Thu)16:55 No.1642763
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    The Evermarsh
    The Evermarsh is a massive marsh that stretches from Giant's Shelf in the East to past Marshflow in the West. According to The Crusaders it extends some 20 kilometers North of Mosque.
    The Evermarsh gets its name from the fact that even with telescopic assistance the marsh still appears to extend forever. What scientists, prospectors, and treetalkers find oddest about the marsh is that with the flatness of it a tree would stand out like a Khattem in Lakeview, and yet none can be seen within the marsh, even with scientific assistance. This, however, has not stopped prospectors and explorers from entering it.
    The Evermarsh contains many dangers. Aside from the obvious danger of the strange creatures that reside within the marsh, there is also the marsh itself. The grounds is extremely soft, often being mud. It is far from uncommon for gear, and transportation to be lost to the mud. It is also not unheard of for unwary explorers to be swallowed slowly by the mud. Another common danger is the sheer size of the marsh. Occasionally explorers get turned around within the marsh and wind up going in circles because there are no distinguishing features. These dangers make the pass that Mosque guards extremely valuable for exploration.

    Giant's Shelf
    Giant's Shelf is a large ridge. It is roughly 50 metres of vertical rock. This large natural barrier, combined with the control of the southern pass belonging to The Souldrinkers, has stopped exploration of the east.
    >> Edward !F8wHraWURw 05/01/08(Thu)16:56 No.1642767
    >>1642655
    Heh, I thought as much. I do like that you have reason for everything being steam punk. And, your citybuilding has inspired me.

    The greatest achievement of the Dwyrin is the city of Dwarvholme. Created as a spiritual endeavor, the city was carved from the epynomous mountain. No tools were used, and the entire city was literally punched out of the rock by alchemists over about three decades.

    The Grey Jewel, as it is sometimes called, is a manmade crater on the south face of the mountain, and the excised stone was used to build meticulously crafted pagodas, with an emphasis on harmony. Gardens cover the city, as well as numerous streams. The city was created with the elements in mind, and it's divided up into Five Districts, each representing an Element.

    Also: Damn Korik, you've been busy.
    >> Valkfag 05/01/08(Thu)16:57 No.1642769
    >>1642729

    Thanks a bunch.

    I think we're going to need 3 more from different IPs, but the thread's still bumping so it's not like page 11 is knocking at its door.
    >> korik1 05/01/08(Thu)16:57 No.1642772
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    Lonely Woods
    The Lonely Woods are the largest and densest forest of the region. Despite the size and age of the trees, there has been no lumber industry to speak of making profit off the forest. The closest town is Rollinsville and many residents take Julia Rollins belief that taking from the woods is wrong to heart. Most who venture into the woods aren't from Rollinsville, mainly prospectors and tycoons. These types venture into the woods because there are 3 clearly visible Perrel Trees somewhere within the forest. Unfortunately many who enter the woods are never seen again, and those who do escape often have been out of food and water for several days. The survivors almost never speak about their experience, but those that do, do so in a hushed tone and speak of shadows with substance; creatures that would turn and pull you but be impossible to see. Of course these stories just add to the beliefs of the Rollinsville residents.
    >> Edward !F8wHraWURw 05/01/08(Thu)16:59 No.1642786
    >>1642769
    well, down to two now.
    >> korik1 05/01/08(Thu)17:00 No.1642789
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    >>1642769
    I've got a fair bit of setting info left, so no worries.

    Hell
    POPULATION: UNKNOWN
    Hell is the fortress of the mercenary company The Souldrinkers. Hell is between The Great Pond and the Lonely Woods controlling access to the East. Like Mosque in the North, very few people are granted access through the pass.
    Hell was not founded by people from 4th City. All the people that formed the town were nomads and bandits. They originally came together as a place where they could sell their wares without being watched by the authorities. The bandits continued to use Hell, as it came to be known, as a base of operations, venturing forth from it to plunder.
    Things began to change when a bandit of The Souldrinkers gang, named Brett Spimpner, realized that a profit could be made from extortion within Hell itself. It worked for a while, until the other gangs and clans realized that they could do the same thing. Then a gang war began (which led to the phrase “All Hell breaking loose.”) which resulted in an unknown number of deaths but estimated to be in hundreds. The fighting only stopped when action was taken by 4th City.
    The 4th city authorities had known about Hell for quite a long time. However it had been deemed unprofitable to try and route the criminals, even with the savings from fewer bandit attacks AND the profits from the tree's seeds. When it was heard that the bandits were fighting among themselves an army was sent to quash the criminal haven once and for all.
    Word of the coming siege reached Spimpner, however, and he realized that in the state Hell was in the army would crush them with ease. Luckily for him, even with the rail line to Rollinsville it would still be weeks before the military's might could be brought to bear. He was able to gather the heads of the 4 other gangs of note and convince them to band together at least until the siege was over.
    >> KingHavoc !!jtQXUhFGp59 05/01/08(Thu)17:01 No.1642800
    >>1642769
    I'll contribute.
    >> korik1 05/01/08(Thu)17:01 No.1642801
    (Hell continued)

    There was little preparation time to be had, but the most was made of it. Since there were little raw materials most of the prep time was used in training the motley crew of “soldiers.” Spimpner made sure that his most trusted men were the ones doing the training and that discipline was the most important lesson.
    The siege lasted one month. It began with the army slowly climbing the side of the crater and trying to get to the rim. These were often bloody in nature because the generals had not expected any organized resistance at this time and felt that any platoons who didn't reach the rim didn't achieve this out of cowardice. So more men were sent up.
    Eventually the generals realized this wasn't working and ordered the military engineers to devise a solution. Several different methods were tried, many of them being inexpensive troop formations. The most successful by far was when a locomotive was modified to drive while off rails. Veterans were then mounted on the train engine and sent up the crater. With nothing that could seriously damage the train, the residents of Hell found themselves with an actual fight on their hands.
    Some of the bandits broke and tried to flee from the swirling melee happening atop the rim. The confusion above allowed the army to send more soldiers walking up the rim with only the occasional shot at them. The battle would have been lost at this point were it not for Spimpner. When he heard about the mess on the rim, he rushed there with his best enforcers and entered the fray. He yelled battle cries and rallied the troops. Any who fled he cut down himself, and soon after the bandits got the idea.
    >> korik1 05/01/08(Thu)17:07 No.1642831
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    This battle lead to The Souldrinkers now imfamous battle cry. The story goes that while taking a break after being stabbed in the leg, Spimpner asked the other men who were wounded if they were hungry. Many replied that they were. He told them that if they lost today, the army would be the only ones eating, and that they would be eating in the homes that the Bandits had made for themselves. Their women and slaves would be forced to make meals for a bunch of army poofs.
    So he asked them “Who is eating tonight?”
    The bandits replied “WE ARE!”
    “Where are you eating?”
    “IN OUR HOMES!”
    “TONIGHT WE DINE IN HELL!”
    Following that rousing speech many of the wounded men got up and raced to the battle as fast as they could. Word spread of Spimpner's inspiring words and soon all the bandits were yelling the same words. This new found unity turned the tide of the battle and the army was forced from the rim. Shortly after that the siege broke with a truce negotiated between Hell and 4th City.
    >> KingHavoc !!jtQXUhFGp59 05/01/08(Thu)17:07 No.1642832
    >>1642800
    Needs one more.
    >> korik1 05/01/08(Thu)17:08 No.1642837
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    >>1642831
    >>1642801
    >>1642789
    (Hell related)

    Many expected that the gang wars would resume as soon as the army left, however, Spimpner had fostered loyalty in the bandits by fighting on the front line alongside them. When the other gang leaders tried to command the bandits to fight Spimpner's Souldrinkers, many of those bandits killed their bosses and joined The Souldrinkers.
    With all of Hell united under him, Spimpner knew that he now had a force to be reckoned with. He continued training them and used profits from their banditry to improve the equipment and facilities available to Hell's residents.
    Spimpner kept the truce, and his successors have as well. Any banditry they do is done East of Hell where there are few 4th City citizens. They even protect the nearby farms and villages from bandits in return for food and other goods. Most of their profits though come from selling Perrel seeds (which they mostly use to buy goods and services to increase their military power) and lending themselves out as mercenaries. The Souldrinkers are exceptional soldiers known for their discipline and and unsubtle tactics.
    >> Valkfag 05/01/08(Thu)17:08 No.1642842
    >>1642629
    Love them sewer pirates.
    >> korik1 05/01/08(Thu)17:09 No.1642847
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    Mosque
    POPULATION: UNKNOWN
    Little is known about Mosque or its founders, The Crusaders. It was built in a crater located in a pass between Giant's Shelf and The Ever Marsh. This strategic location has halted all travel North from 4th City. The only people allowed past are those who are truly converted to The Crusaders' religion, Eternal Vigilance. Those people are rarely seen again and those that are refuse to speak about what is in the North.
    The Crusaders live by the teachings of their religion, but they have no qualms about selling their services as mercenaries. Though they are picky about the contracts they take. Rarely do they use extreme force, preferring to negotiate with and convert those who oppose them. Most of the work they do as mercenaries are as a security force, defending caravans and prospectors from bandits and nomads. They are well known for their expertise with melee weapons, which saw a decline in use after the discovery of gunpowder and the application of steam power for weapons. With the increase increasing likeliness of a close quarters battle with The Crusaders, 4th City has issued bayonets to most regiments, and even had a few trained in the use of swords and spears.
    Although they have never had open war with 4th City, the city does not trust The Crusaders, or the missionaries they send to various towns in the region. This distrust has lead to a military buildup in Edge. The soldiers there are quite bored and restless. The only action they see is the occasional attack from nomads, bandits, or wild life. This boredom leads to them misbehaving and keeping the MPs busy.
    >> korik1 05/01/08(Thu)17:12 No.1642870
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    >>1642842
    Everyone does.

    The Roost
    POPULATION: UNKNOWN
    The Roost is home to the mercenary group known as Hawk's Flock. Hawk's Flock are the only mercenary group formed from people born citizens of 4th City. This has put them in a situation of greater trust with The Families than the other mercenary companies.
    The Roost was founded by a woman named Eliza Hawk, a veteran of the Siege of Hell. After she left the military she decided to try her hand at prospecting. She was fairly successful, discovering a crater and harvesting the seeds responsibly. What changed was when she was propositioned by a Family member (who is unknown) to kill a tycoon that was trying to blackmail them. Tired of seeing death in massive quantities she refused the offer. Shortly thereafter her husband was found dead from knife wounds. It is said that on that day Eliza died and only Hawk was left. Legend has it that she swooped in silently and killed the Family Member.
    Impressed with her abilities she was later contacted by the tycoon she had been approached to kill. He hired her to wipe out a competitor, and she began the long spiral downward. She soon formed a college of assassination called The Collegiate for Specialized Military Operations. Initially many of the graduates returned to 4th City as military assassins, scouts, and snipers. This changed when Hawk found herself fighting off an attacker trained at her own college. She won the fight and immediately created Hawk's Flock, a mercenary group comprised entirely of graduates from her college. She then used the Flock to eliminate or retrieve every last graduate of her college.
    She eventually died a paranoid and lonely old woman. A knife and pistol were both found under the blankets of her deathbed.
    >> korik1 05/01/08(Thu)17:13 No.1642878
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    Southern Hills
    The Southern Hills are one of the most heavily forested parts of the region, second only to the Lonely Woods. The Hills have a great many species of wildlife within them. This creates a great area for hunters and trappers. In addition to the lumber and fur industries of the area, the hills themselves are full of ores of various kinds. With the popularity of gold increasing, prospectors have started staking gold claims. The only problem with the area is that many nomads use the Hills as a temporary rest point and see the land as sacred.

    Dry Hills
    The Dry Hills are located between The Dip and the Lonely Woods. This area gets little rainfall and most of the rain it does get flows into The Dip. The area is quite rocky and full of uneven terrain that only Pedes can navigate with a rider. The inaccessibility of the area has made it a perfect staging point for bandits. Unfortunately for the bandits, they are stuck between Hell and Edge, two heavily militarized areas.
    The rocky nature of the area makes it excellent for the mining business, particularly those specializing in stone. This has been taken advantage of in the town of Rollinsville to the South. Further exploitation of the area has not occurred because of the heavy bandit presence.
    >> korik1 05/01/08(Thu)17:15 No.1642887
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    Berry Lake
    Berry Lake is located in the South, right next to Lakeview. It is named Berry Lake because of the distinctive Red berries that grow only in the area. Since they have only be found in the area they are considered a delicacy by many. This has resulted in a competitive claiming of land that the berries grow on.

    The Great Pond
    The Great Pond is the largest body of water in the region. It stretches as far as the eye can see and no reliable reports as to its size exist. Exploration of this sea is hampered by the rough terrain to its west and Hell's Pass to the North.

    Perils
    Perils are the agents of The Senate. Selected individually by The Senate, they are almost always proposed for the position by current Perils. They have unlimited access to all 4th City information, and only answer to The Senate or one of its members. They ensure that the peace is kept in the city and that The Senate is well informed about the going ons in the region.

    The Church of Science
    The Church of Science is the second largest religious group of the region. They believe in the attainment of knowledge and the betterment of mankind through that knowledge. Occasionally, though, sacrifices must be made to obtain that knowledge.
    The Church believes that the Earth is round, and was formed after a giant explosion that created everything. They view their beliefs as scientific theories that simply have yet to be proven as the truth; there is no “magic” to their history.
    >> Edward !F8wHraWURw 05/01/08(Thu)17:16 No.1642896
    Here ya go:
    http://suptg.thisisnotatrueending.com/archive/1641968/

    Zaza. The Heart of Ha~Sara and the greatest oasis on the planet. Zaza is a primarily Urkai city, near the tip of Ha~Sara, just far enough out that it might get rain or a nice ocean breeze every once in a while. The city is a marvel in the desert. Water is everywhere, pumping throughout the city through massive aqueducts. Large square buildings made from clay taken from the November River are everywhere, often with second floors and gardens on the roofs. The Palace is a large domed building covered in Gold and Emeralds, with scripture engraved on it's pillars.
    >> korik1 05/01/08(Thu)17:17 No.1642899
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    The Church of Commerce
    The Church of Commerce values betterment of humanity through the betterment of self. They are the largest religious group in the region, and often have some sway with The Families. Many of the members of the religion base their success on the teachings they learned from The Church. However there are many more who have little money to show for their faith. Because much of the congregation are extremely wealthy, The Church is one of the single wealthiest entities of the region, rivaling even a few of The Families.
    The Church of Commerce believes that the world was created when God made it in such a haste that it burned hotter than the sun for a whole day and needed a night to cool. However God made that night last many years to ensure that those on his newly created world knew that they would have to take care of themselves. Mutants were the first to realize they would get no outside help and so formed society. Then the humans saw how well mutants did and imitated them making their own lives better. Finally the Khattem and Doggone followed suit.
    >> korik1 05/01/08(Thu)17:19 No.1642910
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    Eternal Vigilance
    Eternal Vigilance is the religion that The Crusaders brought with them to the region. Missionaries are sent out into the region from Mosque to convert those of other faiths. Those who are converted make a pilgrimage back to Mosque, and then somewhere to the North.
    Followers of Eternal Vigilance are expected to give all of their worldly wealth, except for what they need to survive, to their local temple. This turns many off from the church which promises eternal peace and happiness with God after death. Those who do not convert will be sent to an abyss where they will be tortured for the rest of eternity. Anyone who sacrifices themselves for the greater good of the church will immediately join God's side with 72 virgins to please their every need.
    The followers of Eternal Vigilance believe that God created the world in 6 days and then rested on the 7th. He tested humanity to see if they were fit to receive his gifts, some were worthy, others were not. He sent his son to humanity as their saviour to teach them God's ways. Humanity repaid the kindness by executing God's son. His son returned 3 days later and told humanity that he would return once more to see if humanity was ready then. Many years later His son returned and was called both a charlatan and the saviour. This split caused a great war, and so His son decided humanity was not ready. He would return once more and only once more. If humanity was not ready then, then humanity would never be ready. Now the followers spread the word of the coming Judgment and that humanity must be prepared.
    >> Edward !F8wHraWURw 05/01/08(Thu)17:20 No.1642912
    You know, I need to work on how I sell this stuff...

    Also, Korik, you got a wiki or anything? You've got a lot of stuff, and I'd like read it more leisurely.
    >> korik1 05/01/08(Thu)17:23 No.1642929
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    >>1639226
    Edward, I think you requested the regional map. Here it is.

    Unknown Power
    Unknown Power is the scientific term for the unexplained ability of some creatures to manifest abilities that function outside of the laws of physics. Some scientists feel it is untapped power of the human mind. Some believe it is the harnessing of the ambient energy left over from the creation of the world. The Church of Commerce believes that it is a God given ability to help that individual help themselves. Followers of Eternal Vigilance view it as an empowerment given to them by the Master of the Abyss. No one knows the actual cause...
    Unknown Power can do many wondrous things. There have been reports of people who can read minds, control other people, mend damage to the body or machines, create flame and ice from nothing, and many more amazing feats.
    Unknown Power is considered by some to be the source of the sentience of certain automatons because two automatons made under the same conditions, with the same materials, and using the same design will not necessarily both be sentient. The most curious development in recent years has been the appearance of automatons, both sentient and non-sentient, who could wield Unknown Power. Those that were non-sentient generally caused a great deal of inadvertent destruction and had to be euthanized.
    >> korik1 05/01/08(Thu)17:25 No.1642942
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    >>1642912
    A wiki? No, how would I go about getting one?

    Nomads
    Nomads are the people who wander the region and never stay in any one place for long. They travel the land and stop at preordained places with no explanation as to why they stopped there, or at that time. They rarely speak to non-nomads, except when that person has something the nomads want. Some are hostile to non-nomads while others frequently trade.
    The one common feature of Nomads is their garb. They all wear heavy cotton or wool shawls no matter the weather. They also wear strange helmets which are handed down from one family member to another, a great honour, or constructed as a bonding ritual between two individuals. These helmets have two knobs somewhere on the helmet, which scientists think are used for filtration of water in possible dry climates. The helmets also feature distinctive vision slits which give the Nomads an inhuman appearance. Despite Nomads infrequent use of 4th City technology, many of them have steam or clockwork powered prosthetics.
    >> korik1 05/01/08(Thu)17:27 No.1642953
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    Prosthetics
    The Siege of Hell was the last major military engagement of the 4th City military. That battle cost the lives and limbs of many soldiers. Most of the soldiers lucky enough to survive with only a missing limb became invalids and dependents of their families. Others simply languished in the gutters of the cities and towns. A few, however, banded together and used the money they had to contract one of the Guilds to design and produce replacement limbs for them. The result was a rudimentary prosthetic consisting of a small boiler that powered simple joints. In years to come, the inclusion of clockwork would improve prosthetic technology greatly. Unfortunately, most prosthetics are expensive and few people who need them receive them. This high cost has made prosthetics a symbol of wealth, with the wealthiest and most fashionable citizens getting enhancements to their existing body parts, or going so far as to have their natural body parts removed and replaced with prosthetics.
    Enhancements to existing body parts can be purchased at any time using the normal rules for purchasing gear. A basic prosthetic can be gained for free at 1st level for free as backstory for a character, but any upgraded prosthetics at 1st level or prosthetics gained later must be purchased normally. Luxury versions of enhancements and prosthetics can be purchased, but increase purchase DC by +1 and have no in game benefit.
    >> korik1 05/01/08(Thu)17:28 No.1642959
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    Races

    Human: 1 extra feat at 1st level. 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    It is unknown when humans first existed, or where they came from. What is known is that almost all the current human residents of the region were born in the region. Any immigrants (of which there are few) are soon swallowed up in the melting pot of 4th City society. Humans hold most of the middle management positions of the 4th City government, while they make up much of the Nouveau Rich.
    Humans make up roughly 30% of the population. Common everywhere.

    Mutant: A player may select a number of Mutations with a total MP value equal to or less than 10. They must then take a number of Drawbacks with a total MP value equal to or greater than the total MP value of their selected Mutations.
    All Mutants are descended from one of The Families. Most mutants were taught from birth to regard non-mutants as lesser beings who were not given God's gift of authority in the form of their biological uniqueness. Almost all upper positions of the 4th City government are held by Mutants, with humans making up the rest.
    Mutants make up 5% of the population. Somewhat common in crater cities. Rare in non-crater cities. Very Rare in rural areas. Uncommon in wilderness.
    >> korik1 05/01/08(Thu)17:30 No.1642968
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    Doggone: +2 str, -2 dex. Scent. Track Feat for free. +2 to Listen. Bite for 1d6 damage.
    A bipedal canine. Although technically eligible for any positions that humans are eligible for, very few Doggone hold positions of power. Those that do are often entrepreneurs who made a name for themselves and are now one of the Nouveau Rich. Although Doggone and Khattem generally do not get along they have been known to agree on things that concern both of them. Both of their old cultures believe that before history every natural race existed but were unaware of the world around them. Then the sky decided it would share its knowledge with the creatures below and gifted them with a knowledge that burned brightly. This knowledge allowed creatures far and wide to stand up on two legs so that they can embrace the sky and thank it for its gift. Despite the prevalence of the three human and mutant religions, many Doggone still embrace the sky at sun up.
    Doggone are generally quite welcoming to strangers and friends alike. They believe that every person is part of The Great Pack and so should be accepted as family. They are very loyal individuals but never forget a slight. If they are wronged they tend to hold a grudge for many years, even over seemingly small things, and they make their dislike well known by yelling profanities at the offender in their native tongue.
    >> Edward !F8wHraWURw 05/01/08(Thu)17:30 No.1642969
    >>1642929
    That's not a map, it's a Dalek...

    Also, you want a wiki? I can set you up with one, lemme find the link
    >> korik1 05/01/08(Thu)17:31 No.1642976
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    (Doggone continued)

    When Lynn Perrel and her family arrived at the crater that is now 4th City, the Doggone of the crater were the first to welcome them. They accepted them as part of The Great Pack as was their custom. They helped Perrel establish herself within the crater, and with her scientific experiments that eventually led to steam power. This is all considered lies by The Families who know that when Perrel and her family arrived the crater was empty of all life. Eventually the Doggone did arrive but they simply tried to mooch off of Perrel's success, claiming that they had a right to it as part of The Great Pack.
    Doggone make up 20% of the population. Fairly common in crater cities. Somewhat common in non-crater cities. Rare in rural areas. Uncommon in wilderness.
    >> korik1 05/01/08(Thu)17:34 No.1642986
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    >>1642969
    Sorry, a tad unclear. The link goes to the post in the other thread that has the map attached.

    Khattem: +2 dex, -2 con. Low Light Vision. +2 to Listen, Spot, and Move Silently. Retractable claws that do 1d4 damage in each hand.
    A bipedal feline. Although technically eligible for any positions that humans are eligible for, very few Doggone hold positions of power. Those that do are often entrepreneurs who made a name for themselves and are now one of the Nouveau Rich. Although Doggone and Khattem generally do not get along they have been known to agree on things that concern both of them. Both of their old cultures believe that before history every natural race existed but were unaware of the world around them. Then the sky decided it would share its knowledge with the creatures below and gifted them with a knowledge that burned brightly. This knowledge allowed creatures far and wide to stand up on two legs so that they can embrace the sky and thank it for its gift. Despite the prevalence of the three human and mutant religions, many Khattem still embrace the sky at sun up.
    Khattem are generally seen as aloof. They do not often associate with others, even those of their own race. Once they do decide that an individual is worthy of their affection they make it very clear that they enjoy the other person's company by touching them and rubbing up against them. This occasionally makes some individuals uncomfortable, and has lead to a persistent rumour that Khattem are extremely promiscuous.
    Khattem make up 20% of the population. Fairly common in crater cities. Somewhat common in non-crater cities. Rare in rural areas. Uncommon in wilderness.
    >> Anonymous 05/01/08(Thu)17:37 No.1642994
    >>1642986
    Ka-K Ass?
    Looks like ANONYMOUS MURDER ROBOT
    >> korik1 05/01/08(Thu)17:38 No.1642999
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    Steamaton: +2 str, -2 int. +1 Natural armour. Immunity to poison, disease, nausea, energy drain, and paralysis. No need to eat or breathe. No natural healing. Susceptible to abilities that affect metal.
    A steam powered automaton. Steamatons come in many shapes and sizes, but most are roughly human size and shape, but with a generally stockier build to accommodate their boilers. Despite being steam powered Steamatons have clockwork brains that are automatically wound by their boilers. They see themselves as different form the “Steamers” that they “evolved” from. Steamatons first appeared roughly 70 years ago when the Steamaton known as 573V3N asked his owner “Where did I come from?” His owner answered the question, which was quickly followed by another and another. “Steven” (as he began to call himself) was returned to the manufacturer as a defective model and was scraped and recycled into an oven. The Corpse of Steven is seen as an extremely important symbol of Steamaton heritage and is kept in a shrine in G for public viewing.
    >> korik1 05/01/08(Thu)17:39 No.1643008
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    >>1642994
    ...what?

    After that incident it was not long before more and more Steamatons began appearing. There was a Senate meeting that was to decide the fate of the Steamatons. They were likely all going to be scraped, until the first Clocker appeared during deliberations. If both Steamatons and Clockers were scraped the economy would take a huge hit that it might not recover from. It was decided that for the sake of society they would be allowed to exist.
    Despite their sentience many people still consider Steamatons objects and since they were built for manual labour many of them can't defend themselves as skillfully as Clockers can. This view pervades into The Senate as well and so Steamatons are not eligible for government positions, but that has not stopped a few from making themselves into Nouveau Rich. Most however are just as happy to do the manual labour they were designed for.
    The attitudes between Clockers and Steamatons varies from individual to individual, but they generally fall under one of three categories. During the early days of sentient automatons and since then many manufacturers have claimed that their automatons are better than automatons of the other type. This leads some automatons to believe that they are superior to their counterparts. This “racism” is promoted by the manufacturers as a means of completely deniable corporate espionage. The other attitude is one of kinship. Some Clockers view Steamatons as mentally impaired siblings who need to be watched over. Steamatons generally do not resent this attitude for various reasons. The final attitude is one of indifference, another automaton is just another individual.
    Steamtons make up make up 10% of the population. Fairly common in all cities. Somewhat common in rural areas. Rare in wilderness.
    >> korik1 05/01/08(Thu)17:41 No.1643021
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    Clocker: +2 int, -2 cha. Immunity to poison, disease, nausea, energy drain, and paralysis. No need to eat, drink, or breathe. No natural healing. Susceptible to abilities that affect metal.
    An automaton powered by clockwork. Clockers consider themselves above the clockwork machinery that they “evolved” from. They were designed for repetitive tasks that required a sharp mind, typically things like data entry and finances. The first Clocker appeared roughly 3 years after the first Steamaton. It began call itself “One” after an altercation at its workplace. One had been performing data entry for 3 days straight, stopping only to wind itself. On the third day it saw a group of humans who had the same job as it get up from their desks and go for a break. At the time there were fears about what would happen to society since the Steamatons had appeared. Manufacturers developed clockwork automatons claiming that they were better at mental tasks than old steam powered ones and would not ask questions. So One's employer/owner was dumbstruck when One stood up and informed him that he was going on break as well.
    The news of this development traveled fast and quickly reached The Senate. 3 days later they had ruled that automatons who questioned their own existence or showed a sense of self preservation were considered “living beings” and to be treated as such. One was extremely lucky for it had been on the run from most of society for those 3 days. One is still alive, but its older clockwork has been irreparably worn down and is now senile. It still gets visits from scholars and “young” Clockers who want to know what it was like in the past, though it can be quite difficult to get the desired knowledge from One.
    >> korik1 05/01/08(Thu)17:43 No.1643034
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    The attitudes between Clockers and Steamatons varies from individual to individual, but they generally fall under one of three categories. During the early days of sentient automatons and since then many manufacturers have claimed that their automatons are better than automatons of the other type. This leads some automatons to believe that they are superior to their counterparts. This “racism” is promoted by the manufacturers as a means of completely deniable corporate espionage. The other attitude is one of kinship. Some Clockers view Steamatons as mentally impaired siblings who need to be watched over. Steamatons generally do not resent this attitude for various reasons. The final attitude is one of indifference, another automaton is just another individual.
    Clockers make up make up 15% of the population. Common in all cities. Uncommon in Rural areas. Rare in wilderness.
    >> Edward !F8wHraWURw 05/01/08(Thu)17:46 No.1643045
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    >>1642968
    Also, I might as well share Racial templates as well.

    Risar (Orc):
    Male Risar [26]
    ST -2 [-20];Androgynous [0]; DEX +2 [40]; Honest Face [1]; Empathy [15]; Alcohol Intolerance [-1]; Easy to Kill [-4]; Shyness [-5]; SM -1;

    Female Risar [26]
    Arm ST [5]; Combat Reflexes [15]; ST +1 [10]; HT +1 [10]; Daredevil [15]; Stubbornness [-5]; Likely to have Military Rank; Gregarious [-10];
    The men are small, reserved and quiet, much like other races women, and in fact relate to them better; and the women are strong and matronly, compared often to mother bears. The points of their ears are small, and they have short horns like all orcs. Their skin is a milky white.

    The Risar are my current favorite race. They're something almost wholly unique to me. Their gender roles are switched around, they're matriarchal to the point that the men dress and act like women, and the women themselves are valkyrian Amazons. I imagine the whole country to be filled with women walking around in armour like Saber's: big steel breastplates and tassets, and long dresses with a sword at their sides. The men would be something like Bridget, wearing what's normally woman's clothing, like dresses and skirts. The architecture emphasizes curves and sort of floral patterns, with Stained Glass everywhere.
    >> korik1 05/01/08(Thu)17:47 No.1643051
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    The only guns available are revolvers, shotguns (except the Beretta box magazine shotgun), the winchester rifle, the M79 grenade Launcher, and the heavy machine gun, all of which are found in d20 Modern.
    Most weapons from Modern and Urban Arcana are available.
    All archaic and impromptu armour is available from those books as well.
    I could list the available occupations and advanced classes, but it's not particularly relevent to the setting.

    And that's it. All the info for my steampunk setting.
    >> Edward !F8wHraWURw 05/01/08(Thu)17:56 No.1643084
    >>1643034
    Wow, now you've got a Steampunk/Clockpunk schism?
    Really need you to set up a wiki:
    http://www.wikispaces.com/
    >> korik1 05/01/08(Thu)18:05 No.1643122
    >>1643084

    Thanks, I've started working on it.
    >> Edward !F8wHraWURw 05/01/08(Thu)18:12 No.1643171
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    Dwyrin (Dwarf) [28]
    Animal Empathy [5]; High Pain Threshold [10]; Night Vision [1]; FP+4 [12]; Bad Swimmer (-3 on swim rolls)[-10]; Catfall [10]
    Small, wiry people who live in the mountains. Spiritualism and Naturalism are a large part of their culture, and they've adapted it into martial arts.

    The Dwyrin were one of my previous favorite races. Instead of being gruff little Jew bastards with Scottish accents, I've made them more spiritual. They're something like a cross between the Chinese and the Koreans, with pagodas everywhere and people meditating and the like. The Dwyrin are also not big on beards. Maybe a little bit of an unshaven look, but none of the huge beards most dwarves have. They also aren't stocky. They're built like Mountain Goats. Hardened bones keep them from breaking anything when they fall, but they also make it hard to swim.
    I imagine them wearing things like Yunsung's outfit, with long flowing bits of cloth in places. I really wish I could find more drawings of korean clothing. Like the kind in Ragnorok, what Sara Irine wears.
    >> Edward !F8wHraWURw 05/01/08(Thu)18:26 No.1643230
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    Alvain (Elf) [21]
    IQ +1 [20]; Wild Talent [20]; Easy to Kill [-2]; HP -1 [-2]; Will +1 [5]; Curious [-5]; Workaholic [-5]; ST-1 [-10]
    The Alvain are small and studious. They're quite adept at magic and learning, and a forever tinkering or reading.

    The Alvain are something like the Japanese, in that Arlenwyn is the highest point of technology, and after getting beaten in war the people are a little bit wacky. They're not haughty like other elves, and they're more a race of nerds. They use their magic for making things like robots and homonculi, and even have what could be considered the internet.

    I had originally thought of them as a race of technophilic dicks who dressed in leather outfits like rejects from The Matrix and carried Laser guns with complete disregard for anything, but after realizing that was stupid, I went with tinkerers and scholars. They've got all this magic, so why shouldn't they have better technology? They created synthetic Numina, they thought of putting mana energy into crystals, they though of animating golem and making homunculi. So really, they're just Maine. Maine and Scotland and Oregon. Pretty, misty, and pretty misty. I haven't thought of their architecture or clothing really. There'd probably be synthetic fabrics though.
    >> Edward !F8wHraWURw 05/01/08(Thu)18:31 No.1643258
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    Darrow(Elf) [24]
    SM -1; Catfall[10]; FP+3 [9] On The Edge [-15]; Daredevil [15]; Resistant to Poison[15]; Attentive [-1]
    A small, dark skinned society based on honour and reverence. They often bottle up their feelings and maintain clear cut relationships, using honorifics and keeping to themselves until they know a person.

    The Darrow are like the Japanese, all samurai armour and honour, and little villages in the valleys. They're a quiet people who just go about living, but there's also a little bit of that whole "We don't like people" thing. going on. They'd be walking around in hakama and haori when not out adventuring. There's a little bit of a seedy side as well, since Darrow girls and their smooth grey skin are often kidnapped and sold as slaves.
    They've also got a good relationship with the Risar.

    If it wasn't for the skin colour not being the dark grey I imagine, this picture would be a perfect illustration of the Darrow.
    >> Edward !F8wHraWURw 05/01/08(Thu)18:41 No.1643309
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    wait, that's not right, that's supposed to say "Darrow (Dwarf)" They only look like elves, and in actuality are one of the Dwarf races.

    Urkai (Orc) [21]
    Acute Vision [2]; Per +2[10]; Proud[-1]; Psi Static(Resistible)[15]; Overconfident[-5];
    Tough as nails collection of tribes from the desert lands, with dark red skin and orc horns.. They are resistant to ESPER skills and psychometric attacks. Likely to have Religious Rank

    The other other favorite race of mine. Maybe it's all the Prince of Persia I played. I imagine Ha~Sara looking something like a cross between old Cairo, and ancient Babylon. With all the people wearing flowing white robes and bare midriffs. Scimitars and bangles all over the place. If I wasn't so lazy and didn't think I sucked, I'd draw a picture of the Palace with a couple of Glassers outside of it.
    Green's also big to the Urkai. There's not a lot of it in the desert, so emeralds are common on fancy buildings and jewelry.

    And when I saw this picture I thought, "Damn, with some horns that would be a great example of an Urkai"
    Though, of course, it's only an anime Arab, so...
    >> Edward !F8wHraWURw 05/01/08(Thu)18:48 No.1643355
    Oh, also, because it's better than making a whole new thread:

    GURPS game, tomorrow night, these races will do you well.
    I never did get what a good time would be for everyone, just that Thursday wasn't one.
    >> Edward !F8wHraWURw 05/01/08(Thu)19:16 No.1643493
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    Whoops, just realized I forgot the Trow

    Trow (Elf) [26]
    SM +1; Acute Smell [2]; Acute Hearing [4]; Hard to Kill [2]; FP +1 [9]; Imaginative [-1]; Light Sleeper [-5]; Charisma [5]; High Pain Threshold
    Large warrior poets with mottled brown skin and rabbit like ears. The Trow are known not only for their prowess in fighting, but also their oratory skills. A Trow in a foreign pub is often sought out as a source of entertainment.

    They're a sort of a cross between the Norse and the American Indians. I haven't got anything else to say, no one's reading this anyway... ;_;

    They don't really look like the picture.
    >> BlackLion 05/01/08(Thu)19:19 No.1643505
    >>1643493
    Are they anything like The Bard's Tale Trow?
    >> Edward !F8wHraWURw 05/01/08(Thu)19:20 No.1643508
    >>1643505
    Don't know, what are the Bard's Tale Trow like?
    >> Anonymous 05/01/08(Thu)19:29 No.1643554
    >>1643493

    Trow, for those in the know, are mythologically the name of Scandinavian trolls.
    >> Edward !F8wHraWURw 05/01/08(Thu)19:40 No.1643639
    >>1643554
    That is indeed the base race I based them on. Though I threw out all the "Oh noes, Always Chaotic Evil and Ugly" thing.

    Trolls commonly hid themselves as humans, and so really, here they're Norsemen with mottled brown skin.
    >> korik1 05/01/08(Thu)20:10 No.1643806
         File :1209687010.jpg-(143 KB, 1600x1200, 1207367360710.jpg)
    143 KB
    >>1643122
    Finished the wiki, so people can view the setting info at their leisure. Unfortunately I can't get the pics to work, so no maps right now.

    http://4thcity.wikispaces.com/


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