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  • File : 1259309560.jpg-(104 KB, 400x502, taull.jpg)
    104 KB Anonymous 11/27/09(Fri)03:12 No.6888980  
    Let's get all "new setting here"

    1-Choose one of the following

    Race
    Beast
    Country
    Feature
    Fighting style
    Tecnology
    Religion

    2- Ellaborate and post

    sup?
    >> Anonymous 11/27/09(Fri)03:14 No.6888995
    Race

    The Mphoogs, barely intelligent by human standars, made of tar and mud. Gentle people but dirty and messy. In good terms with dwarfs as the Mphoogs can locate trapped gas in the mines by proximity.
    >> Anonymous 11/27/09(Fri)03:16 No.6889008
    1. Feature
    2. The great rift. somewhere near the equator lies a chain of mountains that stretches up farther than the clouds. The peaks are smooth and almost impossible to climb and the whole chain forms a long slightly curved loop.
    Inside is a pit that runs the length of the chain and leads down into a deep darkness that cannot be pierced by the sun at its brightest.

    Occasionally horrific betentacled monsters crawl forth from the pit and disappear into the countryside.
    >> Anonymous 11/27/09(Fri)03:16 No.6889009
         File1259309775.jpg-(35 KB, 338x425, steven-seagal.jpg)
    35 KB
    >>6888980
    Fighting style: all American action-hero fighting. Pic related.
    >> Anonymous 11/27/09(Fri)03:17 No.6889017
    Religion-

    Based on great omnipotent spirits ruling and governing the world(/universe), literally debating on whether to pass certain motions.

    -they are not gods, and mortals have become them
    >> Anonymous 11/27/09(Fri)03:19 No.6889049
    Beast

    Mephisid

    four legs support a long thin bod with several long necks coming from each end. Each neck has a sharp toothed mouth and several sensory organs on the end. On the bottom of the body are a trio of arms that fold up into the body. The arms end with three fingered claws.
    >> Anonymous 11/27/09(Fri)03:19 No.6889051
    BEAST

    The mighty Wutsit, a creature of inmense size that roams the woods. They say it's huge, furry, big paws and bigger toothy mouth. No one has seen it to identify it but it's clearly big. No Bigger. Much bigger.
    >> Anonymous 11/27/09(Fri)03:21 No.6889072
         File1259310097.jpg-(43 KB, 450x547, chuck-norris-arete-s.jpg)
    43 KB
    Fighting Style

    ROUNDHOUSE KICK!
    >> Anonymous 11/27/09(Fri)03:21 No.6889073
    Beast

    A small, fuzzy ball that it grey and insubstantial. It's hairs are needle-sharp, and underneath all of the fuzz are three pincers. The fuzz can go from soft and silky to stiff and painful in a split-second.
    It is carnivorous, and travels in packs of ten-twenty.
    They are palm-sized.
    The see heat, and lay eggs in corpses of their victims, whom are often asleep when the monsters find them.
    They are largely nocturnal.
    They are called Gwafs.
    >> Anonymous 11/27/09(Fri)03:21 No.6889074
    >>6889009
    That man reminds me of the smelly compulsive liar from childhood who's dad "worked at Nintendo in japan"
    >> Anonymous 11/27/09(Fri)03:22 No.6889079
    Race

    Airwalkers

    Pale skinned humanoids that stand between 5'8" and 6'6" tall on average. They have no hair and large almond shaped eyes that tend to be vibrantly colored. Their limbs are webbed to allow them to glide on the thermals of their mountain homes.

    They are fairly intelligent but reclusive though not outright hostile.
    >> Anonymous 11/27/09(Fri)03:23 No.6889086
    Tecnology

    "magitekpunk", there are space/airships that look like they belong in Star Trek and/or Warhammer 40k, along with people at the same time, dicking around dungeons and caves (with equivalents of dragons) using swords and magic.
    >> Anonymous 11/27/09(Fri)03:24 No.6889096
    >>6889086
    errata:
    the craft were made by beings that no longer inhabit the planet and are largely automated in both function and maintenance. They are viewed more as spiritual objects than as tools.
    >> Anonymous 11/27/09(Fri)03:25 No.6889106
    I'd add ORGANIZATION

    So.

    Organization

    Riff Hunters, they keep an eye on the great rift. Wielding powerful arms and magik the hunters try to keep the horrors of the void below to a minimum.

    It takes suprahuman skill and a will of Iron to be inducted into the hunters.
    >> Anonymous 11/27/09(Fri)03:26 No.6889118
    Fighting style

    Hunter rapier & crossbow style.

    WHACK! CUT! SLASH! PIERCE! the end
    >> Anonymous 11/27/09(Fri)03:27 No.6889122
    Orgianization

    Gwafsterminators Guild

    Whenever a Gwaf infestation plagues a town they send for members of the gwafsterminators to deal with the problem. The tend to just light things on fire at random though.
    >> Anonymous 11/27/09(Fri)03:28 No.6889130
    Race

    Grendis: Humanoids with gills behind their ears, and fingers that are webbed to their second joint. Their feet are slightly longer than average. This race is very flexible. They have dexterous hands, with strong, black nails that are natural points.
    They are known for their clay-work, especially their beads. They have a mass of writhing tentacles (which are actually sensory organs) where there should be hair on their heads. They have loose familial ties, but strong clan ties. They have two sets of eye-lids. They seem to like fresh-water lakes and streams, and seem to be able to live comfortably in or out of water.
    >> Anonymous 11/27/09(Fri)03:29 No.6889135
    Are we done yet? (does someone compile this into writefaggotry later?)
    >> Anonymous 11/27/09(Fri)03:29 No.6889137
    Country

    Smalldonia. No one notices it.

    King Negligible the first rules with an Iron hand.
    >> Anonymous 11/27/09(Fri)03:29 No.6889144
    Country:
    Refulm, a country of average size that lies high above sea level in mountaineous area. It is surrounded by even taller mountain ranges to the east and north-east, desert to the south and plains and forest everywhere else. Refulm is inhabited by humans and dwarfs. This country is ruled by an order of monasteries
    >> Anonymous 11/27/09(Fri)03:30 No.6889147
    >>6889122
    They are at good terms with the carpentry guild.
    >> Anonymous 11/27/09(Fri)03:31 No.6889156
    Country

    Kruk-kark-karak

    Dorf nazis.
    >> Anonymous 11/27/09(Fri)03:34 No.6889188
    Race

    Greenies

    Half orc - half dwarven nomads that infest the northern plains. Thick as dwarves toothy as orcs filthy as only a greenie can be.

    They like pancakes and syrup tho.
    >> Anonymous 11/27/09(Fri)03:35 No.6889197
    Feature

    The numerous mountain ranges form a patchwork of streams, rivers, and lakes. There is a particular river, Isenmelt, that is of particular intrest,. as it is a large shipping lane, and provides three large cities with fresh water and business.
    It waterfalls off into the ocean at the last city. The falls are impressively wide and tall, earning their name. The Greatfall is a mile wide and tall, at least.
    >> Anonymous 11/27/09(Fri)03:36 No.6889209
    Technology

    In a futuristic steampunk setting, everything is powered by "steam complexes", extremely complicated sphere shaped modules that acts as an engine as long as heat is applied to it and water fed into it.
    >> Anonymous 11/27/09(Fri)03:38 No.6889229
    Beast

    Soroths
    Large, lumbering, scaly, hairy beasts of burden. They almost smell as bad as their offal.
    >> Anonymous 11/27/09(Fri)03:38 No.6889233
    Country

    The coast alliance.
    Not a country in the normal sense, but rather a number of city states along coastal regions that have been allied for so long that they act, and are often treated, as a seperate entity. They have immense economic power and control a good portion of the ports on any coastline.

    They lack an army, but their navy is top notch.

    The entire alliance is ruled over by a council made up of the 10 most profitable cities with regional councils making smaller decisions.
    >> Anonymous 11/27/09(Fri)03:40 No.6889256
    Let's define our own version of the mentioned races too, suggestions?

    Race:
    Dwarfs, short, stout, highly religious. They live near large quarries and live on a diet of water, wine, hunted/fished meat and hallucinogenic crops. Known for their excellent white smithing, carpenting, sculpting and general crafting skills. Many kings desire to have their throne rooms adorned with the marvellous works of the dwarfs.
    >> Anonymous 11/27/09(Fri)03:41 No.6889259
    beast

    Mountavores

    Massive beasts that walk mountain ranges. They have six legs that support a large, broad body. Their head has a pair of prehensile trunks and five eyes. Their entire body is covered in thick stone-like plates that have earned them the nickname 'walking mountains'

    The largest grow to over 100ft tall and have functionally infinite lifespans, though eventually they get so large that they can no longer move and become part of the mountain range.
    >> Anonymous 11/27/09(Fri)03:45 No.6889313
    Race
    Humans

    Humans are considered strong and fast.. They are valued as mercenaries but almost invariably looked down upon by other races.

    Human states are almost unheard of, but there tend to be large human contingents in all large and militaristic countries.

    Humans suffer in dealing with other races and have a hard time mastering languages. Because of this it is incredibly rare to see a human diplomat or trader.


    If anyone else thinks they can do a better or more interesting job I urge them to do so.
    >> Anonymous 11/27/09(Fri)03:49 No.6889358
    Fighting Style: Mentalism.

    The use of inner focus to achieve feats juuuust beyond what should be possible - things like sudden cancellation of momentum and inhuman bursts of speed.
    >> Anonymous 11/27/09(Fri)03:59 No.6889461
    Beast:
    [Insert local word for crap], cousin to the common carp, vicious predator and carnivore. Truly massive creatures growing to sizes ranging from 50 to 60 feet on average with the longest ever found to be 63 feet long. Their large mouths are filled with up to 5 rows of long sharp teeth. Intelligent races, most often Grendis, use knives made with these teeth as blades stating they are easy to make, plentiful and durable enough for most everyday work. They are ill-suited for combat as they chip quickly and have been observed to break on well made padded leather after a year or two of everyday use.

    Crap can live up to 8 years but most often die before they reach the age of 4. They live far out in the seas.
    >> Anonymous 11/27/09(Fri)04:16 No.6889640
    Religion

    Thingists. They made a cult out of adoring the spirits that just happen to be in even the smaller object.

    The western thingist branch defends that only natural things such as stone or water can have spirits.

    Eastern thingists think otherwise and for them every thing in creation holds it's own spirit.
    >> Anonymous 11/27/09(Fri)04:26 No.6889758
    >>6889313
    Hm, some addition suggestions:

    Humans, strong and fast, tough and resilient. They build their own settlements near or in forests and near large mines where they perform most hard labour like woodcutting, hunting and mining. Humans have an affinity for taming, breeding and herding various beasts, resulting in other races looking down upon them for mucking about with such low beings that are nothing but food.

    Humans are considered good blacksmiths and were the first to discover the now second strongest steel alloy.
    >> Anonymous 11/27/09(Fri)04:28 No.6889789
    Race

    All halflings were exterminated by the elves some centuries ago.
    >> Anonymous 11/27/09(Fri)04:31 No.6889813
         File1259314265.jpg-(134 KB, 416x451, halfling-ff-player1.jpg)
    134 KB
    >>6889789


    nyoooooooooooooooh
    >> Anonymous 11/27/09(Fri)04:37 No.6889873
    Race
    No elves, halfings, or gnomes. No orcs or goblins either.
    >> Anonymous 11/27/09(Fri)04:40 No.6889905
    Country:
    The Peaks
    Clustered around a series of mountains, this sparsely populated land hosts a hardy race of men. Most are sheep rearers, or herbalists and they trade and raid the surrounding lands for goods they cannot produce themselves.
    Because of the extremity of the conditions they live in, they are prized as mercenaries, but they are too few to make up more than a fraction of any army.

    Two neighbouring countries both claim overlordship of The Peaks in name if not deed. The ferocity of the inhabitants, the relative poverty of the country and the difficult of terrain mean nothing more than the loosest of hands can govern this place.
    >> Anonymous 11/27/09(Fri)04:43 No.6889925
    Fighting Style

    Martial Thingism

    Closely related to the Eastern Thingists, these people appeal to weapon spirits (both of their own weapons and of their enemies' weapons). They also call upon various other spirits, such as calling upon the Spirit of That Rock RIght There to trip an opponent.
    >> Anonymous 11/27/09(Fri)04:45 No.6889951
    Race: Gnomes are the dominant species. They mostly keep to themselves and leave everyone else alone, but when you get down to it we all know who's really in charge.
    >> Anonymous 11/27/09(Fri)04:46 No.6889966
    Race:
    Elfs, individualistic thrill-seekers and very intelligent. They life up to the age of 60, build large, wealthy cities near coasts and other rich land and seek accomplishment. The coast alliance consists mainly of elf cities. They hold royalty and tradition in high regards. They are kind to most other intelligent races but show animosity to the half-breeds and halflings, going even as far as to exterminate all halflings and kobolds over the centuries.

    Elfs are great blacksmiths that were first to discover all but a few metal alloys. Humans are seen as strong competition in this regard. The elfs are very respectful to dwarfs and favour their white smithing over most other art. They often work with the dwarfs to create the most intricate of armours for any royalty that can afford it.

    They also are good fishers and see great challenge in hunting Crap with the Grendis.

    Other races sometimes joke that the elfs are show-offs because of their strong drive to create.
    >> Anonymous 11/27/09(Fri)04:49 No.6889992
    Country:
    Province
    A fertile coastal nation that supports a dense population of hamlets and villages inland that depends on a propitious network of streams and rivers. Adjacent to the sea people cluster into three large towns, all with excellent harbours and trading facilities. However, due to the calm nature of the surrounding sea, short range travel is preferred and the people of province do not build long-range ships nor do they conduct long distance trade (this is left to foreigners).
    Province is especially famed for its scale mail, and ownership of a top quality heavy coat is a prized possession throughout the civilised world, and in distant lands a good one can fetch large sums.
    The Duke of Province is a wealthy noble who commands a decent army made of well disciplined and equipped troops.
    >> Anonymous 11/27/09(Fri)04:50 No.6889997
    What the hell is whitesmithing?
    >> Anonymous 11/27/09(Fri)04:51 No.6890005
    >>6889997

    Like blacksmithing, but more civilised.

    Guffaw.
    >> Anonymous 11/27/09(Fri)04:52 No.6890010
    >>6889997
    see
    >>6890005

    If that doesn't do it for you, it also means metalworking that deals with precious metals such as silver and gold.
    >> Anonymous 11/27/09(Fri)04:56 No.6890031
    Beast

    Aberration. They come from under the great rift. There are no two aberrations alike. They're usually large, brutal and magical in nature.
    >> Anonymous 11/27/09(Fri)04:59 No.6890055
    Race

    Mphoog giants. Loosely related to mphoogs. They live in tar pits and are able to comunicate. No civilization or culture but they sometimes one of them lives in mphoog communities to serve as enforcer in exchange for food and company.
    >> Anonymous 11/27/09(Fri)05:02 No.6890072
    >>6890010
    Basically prissy smithing? I can live with that.

    Religion - Aquanism

    Aquanism is an old Grendis religion which portrays rivers and lakes as divine entities. Each individual lake or river is a single being composed of everything in it, even the fish. Aquanists praise the bodies of waters for the generosity in providing both food and drink from their own substance.

    While Aquanism has mostly died out among the Grendis, it has spread to many communities of other races which border large freshwater bodies of water. Such cities will often hold ritual offerings to their lake or river. However, salt water bodies don't count - the Aquanist view such areas as graveyards, the remnants of dead gods.
    >> Anonymous 11/27/09(Fri)05:02 No.6890076
    Race/beast
    Cloud Wanderers
    Huge semi-sentient conglomerations of loosely connected mass, rather but not exactly analogous to clouds. They drift on the jetstreams high above the bickering and warring races below. They have almost zero contact with other species, but they will occasionally deign to offer (slow) lifts to certain individuals who command respect or just have the temerity to contact them. To do this, they contract their mass, which in turn means they need to drop lower in the atmosphere.

    There have been no recorded instances of a dead, dying or injured Cloud Wanderer. Theories suggest they just gradually dissipate in the atmosphere, or ascend to the heavens to become a new star.

    Little is known of the culture of Cloud Wanderers, and no gathering of Cloud Wanderers has been seen. They speak with a form of telepathy, and in a drawn out way, as befits a member of this slow existing species.

    They seek nothing from other races and appear to have no need for any material sustenance.

    The earliest myths of this world treated Cloud Wanderers as messengers of the gods. Cloud Wanderers find this amusing.

    A common mild rebuke for someone who is distracted, slow or falling asleep is to be "conversing with the Cloud Wanderers."
    >> Anonymous 11/27/09(Fri)05:10 No.6890141
    Technology/Feature

    The entire map is crisscossed with rivers and large bodies of water. Water is one of the most widely used modes of transportation. Thus most of the races are adept sailors.
    >> Anonymous 11/27/09(Fri)05:10 No.6890142
    Feature:
    The Ponds. To the south east lie 8 large lakes that are fed by a handful of rivers coming from the tropical rainforests to the north. They vary greatly in size, with the largest covering a greater area than the greatest gnome country, and the smallest being about the size of a city state.

    Six of these lakes are freshwater lakes. The second smallest lake and fourth smallest lake are inter-connected salt water endorheic lakes with the smallest feeding into the larger one.

    The fresh water lakes are all inhabited by many, many small Grendis kingdoms, called Ponds after which this area has taken its name. Most Grendis are born in one of these lakes.

    There are many friendly rivalries going on between all the Ponds and between the lakes too. Individual Grendis are seen challenging one another to swimming and fishing contests on a regular basis.

    The Grand Grendis Games are a result of this and are held once every three years. The host Pond of these games is determined by their place on an alphabetical list of all Ponds in The Ponds.
    >> Anonymous 11/27/09(Fri)05:14 No.6890172
    >>6890076
    These are great! Stellar job anon.
    >> Anonymous 11/27/09(Fri)05:30 No.6890304
    Feature

    The pit.

    A large 200 miles wide depression under sea level. Strangely enough it's not full with water but by a lush jungle.

    Some of the strangests beasts in the world can be found in the Pit.
    >> Anonymous 11/27/09(Fri)05:31 No.6890308
    So a bunch of omnipotent but unworshiped ascended mortals rule the universe by committee, while the actual people of the world have a vaguely animistic view of the world (with a few different variants)? Interesting, I like it.

    Beast:

    Hallows

    The Hallows are dangerous creatures whose existence corresponds to the phases of the moons. As the phases shift, these creatures shift from nonexistence to an eerie haunting presence to roaming the countryside. At certain infrequent peaks in the cycle, these creatures manifest in full, swarming into unprotected towns. The touch of a Hallow can reduce you to a coma-like state, potentially never to recover.

    The Hallows are said to be the spirits of things which have been forgotten - they only exist when the moons look down upon them, giving them just enough life to plague us. No one truly knows what they are, however. Their appearance is ghostly and indistinct with an unearthly glow. They are not insubstantial and cannot pass through objects, however, so on nights when they swarm, your best bet is to stay inside.
    >> Anonymous 11/27/09(Fri)05:36 No.6890345
    Organization

    The Enlightened. They recruit mortals that are nearing their ascenssion to the godlike state. Then kill them and feed on their energies to try and ascend themselves.

    Them seem like fair guys but are a bunch of homicidal cannibalistic arrogant self centered psychos.
    >> Anonymous 11/27/09(Fri)05:41 No.6890377
    >>6890345

    I demand visual aid
    >> Anonymous 11/27/09(Fri)05:42 No.6890389
    >>6890308

    me too want drawfags
    >> Anonymous 11/27/09(Fri)05:45 No.6890407
         File1259318742.jpg-(56 KB, 575x449, will o wisp.jpg)
    56 KB
    >>6890389
    Well you'll have to settle for this.
    >> Anonymous 11/27/09(Fri)05:45 No.6890410
    Technology

    The Spheres. Small pocked sized steampunk looking spherical devices. They can hold a seemingly unlimited amount of steam power. They are but a bunch of them as their dwarven inventors (Eastern Thingists btw) died in a ground shaking explosion while building a bigger sphere.
    >> Anonymous 11/27/09(Fri)05:46 No.6890418
    >>6890407

    can do
    >> Anonymous 11/27/09(Fri)05:47 No.6890425
    >>6890410
    did you just watch Steamboy?
    >> Anonymous 11/27/09(Fri)05:48 No.6890433
    >>6890425

    yus ^^
    >> Anonymous 11/27/09(Fri)05:49 No.6890440
    Fighting style:

    Battle Trolling: The refined use of verbal jabs and lures to ruin the credibility of an enemy. Most notably used on the battlefield by the feared Elven Reaction-Masters to destroy the prestige of enemy commanders, with catastrophic results for morale. A skilled master of the art can drive an opponent into a fit of useless rage with a single carefully chosen reaction face.

    Combat between two skilled practitioners is a spectacle to be remembered, as troll is parried by counter-troll, to devastating effect.
    >> Anonymous 11/27/09(Fri)05:50 No.6890442
    >>6890410
    These spheres are often used to power massive steam boats along the network of waterways.
    >> Anonymous 11/27/09(Fri)05:54 No.6890471
    Fighting style.

    Tactical genius spammer. More a military school than single hand to hand combat but all the better. You spam your enemy's camp with a seemingly endless horde of men sneaking out of nowhere.
    >> Anonymous 11/27/09(Fri)05:56 No.6890488
    Hematoaism

    The worship of blood as a life-giving god. Followers of this religion are strict pacifists and vegetarians, who consider the spilling of the previous fluid to be a sacrilege. As such, all living things are regarded as a type of reliquary.

    High priests conduct the ceremonies of worship, and often ritually "sacrifice" plants and other bloodless organisms. They are also the only ones who are known to have any kind of magic influence over blood. They have been known on rare occasions to cause blood to boil, or to seep, or to stop or speed up or even just die. However, all such powers are exceedingly rare, and thus subject to all kinds of hyperbole and mysticism.

    Hematoaism followers tend to be concentrated in trades that do not involve animals, such as miners or lumberjacks. The stereotypical Hemataoist is one who takes exceedingly good care of his body and spends long periods of time listening to his pulse ("listening to the blood"). When blood IS spilled (say in an accident) Hemataoists will take care to purify the area and to collect any blood which is donated to the local temple.

    See what I did there?
    >> Anonymous 11/27/09(Fri)05:59 No.6890503
    >>6890172

    You're welcome! I enjoyed writing it.
    >> Anonymous 11/27/09(Fri)06:00 No.6890508
         File1259319606.png-(208 KB, 643x599, creed.png)
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    >>6890471
    >> Anonymous 11/27/09(Fri)06:00 No.6890512
    >>6890488
    I have no idea, but it's cool.
    >> Anonymous 11/27/09(Fri)06:01 No.6890517
    >>6890440
    >>6890471
    No. Just no.
    >> Anonymous 11/27/09(Fri)06:05 No.6890537
         File1259319900.jpg-(16 KB, 300x390, m-night-shyamalan.jpg)
    16 KB
    >>6890512

    i think he means he has twisted the khornate stereotype of BLOOD FOR THE BLOOD GOD into some hippy shit

    not a bad idea though

    pic related: its a tweeeeeeeeeeeeeeest
    >> Anonymous 11/27/09(Fri)06:16 No.6890625
    Beast

    Empty shells. SOme milenia ago a major magic cataclism hit the land. The most powerful mages back then were the most afected. Now, magically preserved corpses of said mages walk on end over the world. No more a living thing no more a magical wielder no more a soul. Just empty shells.

    People who tried to put them out of their misery were either swallowed by the earth hit by a lightning or other messy deaths just the moment before they could do anything against the shells.
    >> Anonymous 11/27/09(Fri)06:20 No.6890652
    >>6890625

    GRIMDARK!
    >> Anonymous 11/27/09(Fri)06:26 No.6890693
    Organization

    Grim brotherhood. Multiracial army looking for honorable death in combat. They roam the world in search of worhty battlefields then join the weakest army. They are not large in number but some of them are the best warriors ever to walk the land.
    >> Anonymous 11/27/09(Fri)06:39 No.6890814
    Race

    Orcs. Higly proud warrior race. They value honor, strength, valour, self sacrifice and duty.

    Basically are like japanese
    >> Anonymous 11/27/09(Fri)06:41 No.6890830
    Race:

    God-complex virus

    While known as a virus, there is actually no real evidence for it as such. Some stories describe it as magical in nature, others as a form of dementia. Whatever it is, people who are infected believe they are part of a multiplicity: a god who has taken multiple avatars. As such, they can act in concert, they tend to progress towards similar goals and display similar characteristics. Most of the time, these goals tend to revolve around finding enough to eat, arming themselves, finding shelter and so on.

    The problem is that the more people who get "infected" (via an unknown process - it has never been observed), the less coherently they tend to act. So a single "infected" will be lucid, with clear goals, motivations and actions (although still be fairly delusional), whereas a large group will lurch from hunting for grubs to building a tower out of airblocks to spearing deep seasharks with bamboo spears, to kidnapping travellers to attacking the most impregnable castles in the area - all often within the same day.
    Such suicidal behaviour means that the numbers of "infected" in any given group tends to hover about 15-25.
    As a group, they must stick together, in order to maintain the godhood bond. Individuals who are physically removed from the group gradually slip into a coma and die.

    Due to the nature of the infection and the chaotic behaviour they exhibit, they are best avoided, but generally pose little threat and smaller groups can be very reasonable.

    They can generally be found in wooded areas. There is no known cure.
    >> Anonymous 11/27/09(Fri)06:49 No.6890891
    >>6890814

    Oh u
    >> Anonymous 11/27/09(Fri)06:57 No.6890937
    >>6890830

    OHMYOHMY!

    This is good!
    >> Anonymous 11/27/09(Fri)07:00 No.6890959
    Race

    Stonekin. They are basically sentient stone. Even though they move they do that at so a slow rate no one notices they are alive. They cannot perceive anything that keeps still for over a month so for them they are the only living creatures on the world.
    >> Anonymous 11/27/09(Fri)07:05 No.6890990
    >>6890959

    sucks to be them...
    >> Anonymous 11/27/09(Fri)07:09 No.6891006
    >>6890959
    >They cannot perceive anything that keeps still for over a month so for them they are the only living creatures on the world.

    Don't you mean they ONLY perceive anything that keeps still for over a month? So rocks and a fuzzy area where large plants would be?
    >> Anonymous 11/27/09(Fri)07:09 No.6891007
    It's clear we need a writefag to compile this all and some drawfags for visual aid.

    Then some fa/tg/uys can convert all the fluff to crunch so we can all play this... whatsitsname?
    >> Anonymous 11/27/09(Fri)07:10 No.6891013
    >>6891006

    yeah that
    >> Anonymous 11/27/09(Fri)07:12 No.6891025
    >>6890937
    Thanks man. Feels good.
    >> Anonymous 11/27/09(Fri)07:28 No.6891098
    Race: Tô-sàrcs
    Large, powerful and intelligent humanoids. They hold their clan, tradition and religion above all else, oh and don't forget booze.

    Tô-sàrcs stand between 7'9" and 9'0" and weigh 350-400 pounds on average. They have large flat noses and heavy brows. Tô-sàrcs' bulky arms end in strong hands with 4 2-jointed fingers, each with a short, pointy nail on it and a 3-jointed nail-less thumb. Their feet, like their hands, have 5 digits only all have a pointy nail. Making Tô-sàrcs great climbers despite their weight.

    Tô-sàrc skin is black and the whole of their bodies is covered in a thick fur, primarily black or brown though some have white spots and the rare few are completely covered in white hairs. These few are often sheltered and trained to be priests. Tô-sàrcs are hematoaists in nature and travel across the world in nomadic clans with numbers going as high as 80 Tô-sàrcs. Each clan has at most 4 priests and more rarely than white-furred Tô-sàrcs a high priest. These priests ritually shave their forearms once every two months.

    The trimming of the hair is a large yearly festival held halfway through spring indicating the Tô-sàrc New Year. During this week the clan parties. They drink booze, wear bright and colourful clothing, they dance and sing, and they trim their hair on the third, fourth or fifth day. New priests are entered into priest-hood during the second day when they shave their forearms for the first time, during which the rest of the clan is required to be sober.

    (Continued)
    >> Anonymous 11/27/09(Fri)07:29 No.6891101
    >>6891098
    Of course there are special occasions, which are basically just reasons to drink and party an extra day. Such special occasions are the first trim, the twelfth trim and the 25th trim. Newborn Tô-sàrcs don't get trimmed on their first festival for traditional reasons when newborn were thought to still be too weak to be trimmed before their first year of age. The twelfth trim is accompanied by a Tô-sàrc's first heavy drink, and the 25th indicates the age from which a Tô-sàrc is considered to be an adult and is allowed to marry and partake in a clan exchange.

    Cutting off hair outside of this week or shaving off hair when one is not a priest is considered a sacrilege and offenders have the top of their head shaved and are exiled from the clan. Balding in a Tô-sàrcs is sign that he has grown weak and is dying.

    Whenever two or more clans cross each others path Tô-sàrcs will stop their travelling and have a feast for three days involving the telling of stories between clans, drinking, trading goods, ritual dances between individuals from both clans and clan clan exchanges where the new adult Tô-sàrcs are accepted into the other clan. Each Tô-sàrc takes with him a lasting memorabilia of his previous clan of course.

    Most other races are more than happy to be host to a clan of Tô-sàrcs as these often bring along many interesting goods with them from other countries. The only downside to these visitors is that Tô-sàrcs use Soroths as beasts of burden. Tô-sàrcs don't have a problem with the smell, which has caused other races to think their sense of smell is weak or non-existent. The quite opposite is true however, Tô-sàrcs are capable of distinguishing Soroths by their smell.
    >> Anonymous 11/27/09(Fri)07:43 No.6891190
    Feature

    The Hallowing
    No one has ever seen The Hallowing in action, but the consequences are well known. The Hallowing is an event that can strike any place and at any time. People who are afflicted by it are changed, fundamentally and irrecoverably. The victim will breathe and sleep and even eat when food is placed in their mouth. They will defecate and blink, but they will never take an action that requires conscious thought.

    Because The Hallowing eats souls.

    The only known defence against the Hallowing is to be close to other sentient creatures, because The Hallowing has never, ever occurred to a group bigger than three people. In the safety of company, travellers speak in hushed whispers of the man who sits at the side of the road, staring into space, never saying a word, never moving. Just staring. Mothers use The Hallowing to frighten their children into silence.

    The Hallowing prefers darkness and cover and winter over daylight, openness and summer, but anyone who travels alone for significant amounts of time is almost guaranteed to become one of the Hallowed. People who set out and suddenly find themselves in a pair or alone (whether as a result of a fight, or accident) know that soon enough The Hallowing will take them. Many prefer suicide.

    Teenagers predictably snort at the stories, and dare one another to spend as much time as possible at the treeline of the settlement, perhaps as a rite of passage. Inevitably, one unfortunate soul takes on the characteristic hunched look and The Hallowing claims another one.

    There is no cure for The Hallowing. Over time, and in different places attitudes towards The Hallowed have changed. Some places will not go near one, others kill them as a blasphemy, others still take them in, feed them and keep them safe till they expire naturally.
    >> Productive fa/tg/uy 11/27/09(Fri)07:49 No.6891220
    I don't mind some jokes referencing 4chan, but please, for the love of god don't turn this into another "4chan unified setting".

    Race: Anurans
    The majority of the Anurans live in systems of bunkers deep underground, often manufacturing complex machines. Often using imported dwarven or human metals, they produce powerful weapons on the cutting edge of technology. After losing their home centuries before to the Elves, they hold a serious grudge against them, and hope to one day reclaim their homes using their industrial weapons.

    Anurans have been known to hire human mercenaries to wear their powered suits and populate their gun lines. Anurans them selves pilot the powerful warmachines.

    Anurans are basically frog people, give them French accents for extra lolz, but they are srus buzness in all other regards.

    Do we have guns? If not some one explain why this is, fucking gunpowder is easy as shit to harness.
    >> Productive fa/tg/uy 11/27/09(Fri)07:54 No.6891234
    >>6891220
    Oh, and eventually we must have a purge to decide what must go, its fine now, but soon it will be too bloated to work.

    Start with a warning, then someone (possibly Original poster)can try and save said idea. Then final judgment is done.

    My method, do as you will.
    >> Anonymous 11/27/09(Fri)08:09 No.6891314
    >>6891190

    "Duke Brabant squeezed the soft leather of the reins between his gauntleted hands, and felt it give a little. The big mare he was riding must have felt the tension, because she shook her head, tossing her mane from side to side.
    The Duke took in his surrounding again. The track he and his household were on twisted and wound, coiling around trees and spooling past rocks, like a length of rope carelessly tossed to one side. Combined with the sheer impenetrability of the forest meant that visibility was restricted.

    The Duke really hated this forest. He hated that his estates straddled it and that he hated that he had to make this ridiculous journey at least twice a year to avoid his neighbours evoking millenia-old laws that could seize 'unregarded' land.

    He knew his Household hated the journey too. But where a Duke was, they also had to be, so twice a year, his cooks, chancellor, falconers, men-at-arms, pages, servants, cleaners, weavers, seneschal, armourer, lawyers, tabardiers, grooms, marshals and stewards saddled their houses and packed their bags for the four day journey.

    It was a safe enough trip, all told. Bandits kept to the Western fringes, where the land was richer and the forest not so thick, and minotaurs, orcs and treents hadn't been seen since his great-grandfather's time. But there was something about the forest that was just so creepy.

    He twisted in the saddle to talk to his marshals and let the mare do the guiding. His household were strung out behind, unconsciously bunching up as all travellers did in this rotten place. His marshal agreed with a nod and wan smile that they would hunt well when they arrived.

    "The grape harvest was good last year as well. We should have some excellent wine waiting for us."
    >> Anonymous 11/27/09(Fri)08:10 No.6891317
    continuing on from >>6891314

    "Aye." His captain-at-arms leaned, his handsome face ruined by the joust thrust that had claimed his eye. "There had better be some pretty little things keeping the beds warm too!"

    The Duke grinned and clapped him on the arm, he was about to reply with something cruder still when the eyes of both men widened in horror. The Duke spun back around, his hand going instinctively for his sword. As they had been talking, his mare had guided him round a sharp bend and now, ahead of them a man was standing by the path.

    The man stared ahead, and slightly up. His mouth slightly open. His arms hung by his side, and the back that he had been carrying had tumbled to the ground, and spilled some of its load of apples.

    The Duke and every one in his train clutched their left hand to their chest: a plea to the gods for a blessing. It was also with horror that the Duke realised he would have to pass across the Hallowed man's gaze.

    The Duke really fucking hated this forest."
    >> Anonymous 11/27/09(Fri)08:25 No.6891410
    >>6891234

    Is this going to be codified then? I thought we were just coming up with cool ideas.
    >> Productive fa/tg/uy 11/27/09(Fri)08:31 No.6891454
    >>6891410
    Well... it dosen't have to. I'm just saying that it would be a good idea to purge it. I thought OP was going to use said setting... but whatever.
    >> Anonymous 11/27/09(Fri)08:52 No.6891636
    >>6891454
    Regardless of what's going to happen, I got some good ideas, gave some ideas and am willing to mash some together for my own and my friends' enjoyment.

    I don't think OP was planning to make a setting, but just get ideas for a variety of things.
    >> Anonymous 11/27/09(Fri)09:05 No.6891728
    >>6891636
    yeah but making it a working setting now sounds cool :-D
    >> Anonymous 11/27/09(Fri)09:59 No.6892098
    >>6891728
    I agree, but we need to avoid making it a warhammer/warmachine clone.
    >> Anonymous 11/27/09(Fri)10:01 No.6892120
    >>6892098

    agreed
    >> Anonymous 11/27/09(Fri)10:05 No.6892138
    >>6892120

    To be fair, most of the ideas so far seem to avoid the big stereotypes.
    >> Anonymous 11/27/09(Fri)10:05 No.6892141
    Fighting style

    Inaccurate high caliber automatic Marksman
    Aim, Close your eyes, and pray.
    >> Anonymous 11/27/09(Fri)10:08 No.6892163
    >>6892098

    we like fantasy.

    we like powder and fireweapons

    we like steampunk.

    Not a clone, maybe just lost technology (save for gunnery) or very very difficult to get.
    >> Anonymous 11/27/09(Fri)10:41 No.6892407
    Feature

    The plain Plain. It's plain.
    >> Productive fa/tg/uy 11/27/09(Fri)10:59 No.6892550
    >>6888980
    Beast: Dire Bees

    These large insects are well known for their mass production of a honey like elixir that bolsters the immune system and gives the drinker added defenses against supernatural foes. It acts as a poison against all undead, and will disrupt the physical forms of ghosts, exposure longer than a minute will destroy the ghost completely.

    The queen is sentient, while the workers are not. Unlike normal bees, the male drones act as defenders of the hive, and could easily kill a man without using it's highly toxic venom. Dire bees have often been compared to a form of Communal government, one that has been adopted by a small nation of elves who often brew alcoholic beverages and and speak in strange tongues; during wars queens may allocate some drones to assist the elves in battle (yes, they do sometimes ride them). Once a year, swarms of bears (dire and normal) from the yearly migration will attempt to feast on the addictive honey. Thanks to the elves that live amongst them, the Dire bees often lose few hives, it is considered part of the elves right of passage to battle these bears once a year.

    Communist Alcoholic Elves that fight bears with bees. Is this too ridiculous?
    >> Anonymous 11/27/09(Fri)11:06 No.6892596
    >>6892550
    It's a lot, but ridiculous is surprisingly low on the list.
    >> Anonymous 11/27/09(Fri)11:13 No.6892644
    >>6892550
    >HAY GUIZE LETS NOT MAKE THIS SETTING SHITTY!
    >Posts Russian knock off

    Hurr
    >> Anonymous 11/27/09(Fri)11:14 No.6892656
         File1259338477.jpg-(405 KB, 1600x1200, 07092009158.jpg)
    405 KB
    OK!

    I as the OP declare is time to put things right.

    Who's writing?
    >> Anonymous 11/27/09(Fri)11:17 No.6892675
    >>6892550
    it's great
    >> Productive fa/tg/uy 11/27/09(Fri)11:17 No.6892678
    >>6892656
    At your service
    >> Anonymous 11/27/09(Fri)11:20 No.6892701
    Feature - Blink

    For some reason, every once in a while a person will disappear from what ever they're doing after a coughing fit. They will re-appear in the location they disappeared anywhere from an hour to a year later, unharmed but subtly changed. The amount of change is usually relative to the time gone, and is usually beneficial or benign.

    This has lead to a rise in things handled by groups/guilds/committees as, while semi-rare, it can happen to people in important positions without warning.
    >> Anonymous 11/27/09(Fri)12:11 No.6893243
    >>6892678
    then go ahead and write as you see fit :-D
    >> Productive fa/tg/uy 11/27/09(Fri)12:19 No.6893331
    >>6893243
    What do you think needs expanding?
    >> Anonymous 11/27/09(Fri)12:31 No.6893450
    Race - Yetis.

    The Yetis are a creature that inhabits wherever ice and snow can be found, be it giant mountains or icecaps. Their bodies are coated with a big layer of ice, magical in origin. They have this ice on at all time when outside their own tribe. It has a symbiotic relationship with the Yeti, the Yetis are allowed to form armor and weapons from the ice, so a Yeti is always armed. On the other hand blood is sacrificed to the ice on their body, to show respect. The hotter and harder for the ice to sustain itself, the more blood or devotion needed to it by the Yeti or the ice will begin to fail in it's duties.

    Under the ice, the yeti is 2 meters tall. It has hoofed, furry goat legs but they are much wider and quite strong. Their legs are very furry, the fur is white. The upper half is very similar to a gorilla, but they are entirely white and only have fur on their back for the torso.

    It is said the God of Ice created the Yetis to be it's chosen warriors and worshipers. The Yetis believe this and make sure to build the greatest monuments to him as possible.
    >> Anonymous 11/27/09(Fri)12:38 No.6893514
    >>6892550
    Dire Bee honey is highly valued by travelers for its ability to repel the hallows. Few merchants will travel when the moons are high without an ample supply.
    >> Anonymous 11/27/09(Fri)12:41 No.6893537
    >>6893450
    I don't think we really have a God of Ice (or any God of ___). Maybe they build monuments the spirit of their particular mountain/icecap?
    >> Anonymous 11/27/09(Fri)12:45 No.6893578
    Race:

    Protopsids

    A race of undead whales possessed of genius level intelligence. Occasionally leave the oceans and soar across the land. None are sure why they do this as no real purpose has been observed, nevertheless the event is much hated as the coming of the Protopsid seems to herald a huge onslaught of aberrations and various undead creatures.
    >> Anonymous 11/27/09(Fri)12:53 No.6893673
    >>6893537
    Huh. I could make one. But yeah, they could just worship ice/cold/water in general.
    >> Productive fa/tg/uy 11/27/09(Fri)12:54 No.6893679
    >>6893537
    Things like Ice and fire should not be the main focus of 'gods', maybe a few might, but they should instead be related to them.

    Kobis- The god of machines often identifies fire as one of his most important tools, as they fuel his mighty forge.

    But I have another question: do we want undeniable gods? I mean, the question of which gods exist or if they exist at all is a driving force behind most violence and motivations. Would it not be more interesting if faith was more questionable?

    Also: there shouldn't be pure 'evil', evil is a lazy way to make bad guys. Having opposing views on good will deepen the setting imo.

    Guy 1: MY GOD TELLS ME TO MURDER PEOPLE FOR FUN AND RAPE MY SISTER WATCH ME SODOMIZE GOATS!

    Guy 2: My god is everything good, he tells us that juries are required for trials and that we should help the poor!

    Everyone else: All hail guy 2!

    Boring as shit if you ask me.

    Guy 1: My god is everything good, he tells us that juries are required for trials and that we should help the poor!

    Guy 2: My god says that juries are flawed as all people are somewhat corrupted and only think about them selves, and my god also says that if we help those who cannot help them selves we are encouraging parasitical habits.

    Everyone else: Ummm... let me think

    Reader: THIS SHIT JUST GOT REAL!
    >> Productive fa/tg/uy 11/27/09(Fri)13:03 No.6893770
    >>6893679
    I'm not trying to say: LOL MY IDEA IS BETTER THAN YOURZ!

    I'm just drawing parallels to real life objects and religions to compare them to how people often envision gods. I'm a history fag, and I don't expect people to change their views based on my suggestions, but I make them simply to help theirs.

    Also: Can we please not have the cliche 4 elements?
    >> Anonymous 11/27/09(Fri)13:03 No.6893781
    >>6893679
    I kiinda like the idea of gods being anonymous and inhuman - as mortals ascend, they lose their individuality until they're just something completely incomprehensible. After all, how else do you have omnipotent beings ruling by committee?

    That's just my opinion on the matter of course.
    >> Ted 11/27/09(Fri)13:04 No.6893787
    rolled 64 = 64

    >>6893770
    Earth wind fire water?

    Then how are we going to summon captain planet without them?
    >> Anonymous 11/27/09(Fri)13:05 No.6893789
    >>6893770
    I agree on the elements bit. On that note, I'd love it if we didn't have traditional 'magic' at all.
    >> Productive fa/tg/uy 11/27/09(Fri)13:15 No.6893927
    >>6893789
    >I'd love it if we didn't have traditional 'magic' at all.

    Oh shit... I didn't even dare to suggest my wildest dreams. I won't push this on the others, but I am listening.
    >> Anonymous 11/27/09(Fri)13:16 No.6893942
    >>6893789

    seconded
    >> Anonymous 11/27/09(Fri)13:17 No.6893948
    >>6893789
    No magic at all or a different take on it?
    >> Anonymous 11/27/09(Fri)13:20 No.6893983
    >>6893948

    could be magic based off emotions. A protection spell powered by pure love or channeling unmitigated rage. Could make it rarer and more powerful.
    >> Anonymous 11/27/09(Fri)13:24 No.6894025
    I.E. magic items would be magical based off the emotions attached to them. instead of a amulet of protection +1 its a locket given to a hero so that he remembers his love and will come back home. Or the blackgaurds armor has signifigants because when he put it on initially his betrayal to his original faith is official. He gains strength from it, but also a curse because of the shame that it represents. Gives each magic item an interesting back story.
    >> Anonymous 11/27/09(Fri)13:31 No.6894106
    >>6893983
    >>6894025
    Sounds OK to me. Would it be magic uses are more emotional, which might be interesting to roleplay, or that magic just comes more naturally to them with their emotions.
    >> Anonymous 11/27/09(Fri)13:35 No.6894157
    >>6893948
    I mean that all magic would be loosely divine in nature - generally dealing with spirits. More importantly, it'd all be relatively low key. No fireballs and lightning bolts. The mentalists, those guys who call on weapon spirits, even the hematoaists - all their stuff isn't super flashy.
    >> Anonymous 11/27/09(Fri)13:37 No.6894182
    >>6894025
    something else i was thinking about: what if humans were the "magical" race as opposed to the elves or whatever. Like if we used the emotional magic we are changing reality based on how we feel about something. Of course this isn't common knowledge and probably closely guarded by those in power or not known by anyone at all.
    >> Anonymous 11/27/09(Fri)13:37 No.6894184
    >>6894157
    What kind of spirits? Spirits of nature or spirits of the dead or what? I'll admit I've always liked Elementals.
    >> Productive fa/tg/uy 11/27/09(Fri)13:39 No.6894203
         File1259347153.jpg-(43 KB, 731x800, big-bosses-mgs3-the-fury.jpg)
    43 KB
    >>6894025
    I like this. Inform me if I am doing it right:

    Gauntlets of Fury!
    These are worn by brutalized dwarfen prisoners as mining tools, and now hold residue of years of unending hatred and rage against all that lives. When worn the wearer will get a sudden adrenaline rush and will often flashback to previous times of extreme anger. Constant use will lead to a heart attack due to the immense amount of adrenaline released.

    Would these item's powers slowly deteriorate if the user does not add his experiences? Like above item, if the user is not naturally angry at the time he would leach power away, but if he already angry he would preserve/add power to the gauntlets.

    Character in my picture would be like a charging station...
    >> Anonymous 11/27/09(Fri)13:40 No.6894216
    >>6894182
    I vote for no 'magic' race. That's overplayed.

    >>6894184
    Look at the Thingist entry. Those kind of spirits - basically each object, person, what have you has its own 'spirit'.
    >> Productive fa/tg/uy 11/27/09(Fri)13:42 No.6894249
    Consider: Insanity Mages.

    Their warped world allows them to generate immense amounts of power. Does anyone remember the shimmering isles expansion to oblivion? Sort of like that...
    >> Anonymous 11/27/09(Fri)13:44 No.6894272
    >>6894203
    Yeah, that was basically my idea.

    Fluff: Master artificers can be devious and cruel; they tend to make items that give sustain the magic in the item. It is well known that channeling your pain to destroy your enemies tends to multiply your misery.
    >> Anonymous 11/27/09(Fri)13:46 No.6894302
    sweet. Hope this is archived/still going when I (eventually) get back from work.
    >> Anonymous 11/27/09(Fri)13:47 No.6894320
    >>6894216
    Ah, okay. Got you. So these guys >>6893450 might try to appease to the spirit in the water they use? Possibly by emotion. The more dedication/passion you put into worshiping the water, more magic, the more the spirit hears what you want it to do.
    >> Anonymous 11/27/09(Fri)13:48 No.6894331
    >>6894157

    remeber thinghists (western and eastern alike) who can tap on the "thing spirits" for magical aid
    >> Anonymous 11/27/09(Fri)13:51 No.6894365
    >>6894320
    It could be the water, yeah. My suggestion was >>6893537, that they appeal to the spirit of the mountain or whatever other cold place they dwell.

    The emotion thing works. I would suggest that there are multiple approaches. Some people might use passion, others might use ascetic devotion, others might make large offerings.
    >> Anonymous 11/27/09(Fri)13:54 No.6894405
    >>6894331
    Exactly. That wasn't my post, but I've been working off of it since I posted the Hallows. The Hallows would be 'forgotten' spirits - both of people, like a dead man who went unmourned, and objects, like a homestead that now stands empty in the countryside.
    >> Productive fa/tg/uy 11/27/09(Fri)13:59 No.6894474
    >>6894365
    Users of this magic spend years training their minds to feel mostly one emotion, and attempt to subdue others. Bandits/barbarians may use anger, while more talented peasants may use fear.

    Not all can use these abilities, as the emotion needs to be extreme and repeated often. One who feels sadness often may have minor abilities (like cause others to feel a little down)but if this person felt happiness about half the time he/she was depressed there would be no effects. If this person was depressed 90% of the time with occasional bouts of extreme sorrow this person would gain more serious powers.

    Some may become extremely powerful to the point of near godhood, often resulting being treated as a deity.

    So in a way, is this Emo punk?
    >> Productive fa/tg/uy 11/27/09(Fri)14:04 No.6894527
    >>6894405
    Would one say that the spirits exist because others did not 'feed' from that person's emotional remains? If one mourns the dead maybe their residual e-magics gets drawn to the mourner. But of no one does, the energies become a sort of bubble of energy. Burial shows some affection, and may remove mild spirits. But if this was a very angry person who died enraged more would need to be done.
    >> Anonymous 11/27/09(Fri)14:05 No.6894555
    >>6894474
    >Some may become extremely powerful to the point of near godhood, often resulting being treated as a deity.

    Eh... I kind of disagree with that. I'd prefer a low magic setting - not in that magic is rare, but in that it's not earthshaking for the most part. A guy who can talk to his sword and make it do some weird stuff is pretty useful, but then again, Tim over there is really good with his axe.

    Of course, that's just my opinion - if everyone else would rather have it the other way, I'll drop it.
    >> Productive fa/tg/uy 11/27/09(Fri)14:07 No.6894586
    >>6894555
    I dislike godmode powers as well, but it seems people want to have some sort of god. I agree, I prefer low magic. But this isn't my setting.
    >> Anonymous 11/27/09(Fri)14:08 No.6894609
    God dammit /tg/ and your namefags. This shit was great until >>6891220, at which point this /b/-tard namefag with his robot porn, 'lolz' and 'srus buzness' comes in and fucks up everything. Thanks /tg/, and you ask why we cannot have nice things.

    Sage for /tg/, I am disappoint.
    >> Anonymous 11/27/09(Fri)14:08 No.6894612
    >>6894527
    Hm, I would say emotion is just a path of communication, if you know what I mean - you can use it to talk to them, but the spirits themselves aren't particularly associated with it.

    The thing is, if the spirit is unobserved/unused, well, then it can't do shit. It loses it's connection to the world. The metaphorical gaze of the moon is what restores the Hallow spirits to life just enough for them to be angry that no one's around, at which point they go out and do the whole Hallowing thing.
    >> Anonymous 11/27/09(Fri)14:11 No.6894635
    >>6894609
    If Anon don't like it, it'll get ignored. Same with my material.

    Note that some Anons have already tried to put in orks, creed, and trolling, and that they were promptly ignored.
    >> Productive fa/tg/uy 11/27/09(Fri)14:15 No.6894684
    >>6894609
    Wow, you just went berserk on me didn't you? I'm not even sure what you don't like, you just sort of... trolled.

    But yeah, at some point we will have to solidify this setting through purging of unwanted materials and the prioritizing of good ones.
    >> Anonymous 11/27/09(Fri)14:20 No.6894751
    >>6894635
    At least those anons left it at a 2 line joke and didn't bring out "lolz", "power armor", "communist elves" and more such utterly stupid shit. And then nonsense talk about gods. At the start of the thread an anon had a perfect idea. No gods. Just mortals that debating what shit goes through.

    >>6894684
    Sorry to pop your "I'm important" bubble, but I didn't go berserk on you. Unless the flapping of a fly's wing is a hurricane. No trolling either, just stating my observation that shit went down hill very fast the moment you arrived in the thread and put up your ideas and volunteered to writefag. Sorry, but to me you don't appear to be capable of writing at all.

    Either way, I'm off. I'll probably see this thread on suptg tomorrow.
    >> Productive fa/tg/uy 11/27/09(Fri)14:46 No.6895091
    >>6894751
    >"communist elves" and more such utterly stupid shit.

    You may disagree with the Industrial Frogs, but so far people have liked the Dire Bee stuff. Most of my content if spawn from three simple questions: What do people want? What do people like? and How can I shake this up?

    People wanted Steampunk: and people like it when their current views are shifted from the standard. So I thought: hey, amphibians are often seen as living in bright/wet areas what if I have them exist underground in a dark and dry place (bunkers). Not only that, but I also made sure to make it connected with the current fluff. They hire the often nomadic humans, while importing dwarven metals. But I have constantly been saying that all of my ideas are suggestions, and also have been saying I am doing this for the community. You're making me out to be an egotistical jerkoff who is putting in shit that everyone hates.

    >didn't bring out "lolz",
    This is me being casual, and making sure that people understand that I am in no way forcing it on anyone. Which sounds better: You may add French accents for humorous content, but you may not make a mockery of my creation. Or "you can add French accents for extra lolz, but the rest is srus buzness" it shows I'm not entirely serious, and by the sounds of it, you're the only person who does not grasp this concept.
    >> Productive fa/tg/uy 11/27/09(Fri)14:47 No.6895101
    >>6895091

    >And then nonsense talk about gods
    You useless fucker, I have already said before that I liked god being unsung. I WANTED there to be only faith, read my posts asshole. I give people what they want, and people wanted gods.

    >but I didn't go berserk on you
    The fuck you didn't, your first post voicing your disapproval is "this /b/-tard namefag with his robot porn ... comes in and fucks up everything. Thanks /tg/, and you ask why we cannot have nice things."
    That is a direct attack against all of my effort, but you also basically describe me as the thing wrong with all of /tg/, and it was done suddenly and without debate. This is very much going berserk.

    >Sorry, but to me you don't appear to be capable of writing at all.

    People have already said they have liked at least parts of my work, while you, out dozens of posts are the only one who has said anything negative. I wouldn't mind but you're being a giant dick about it.

    You're not really making any real points, you're just throwing out buzzwords like "b-tard" and "namefag".
    >> Anonymous 11/27/09(Fri)15:04 No.6895294
    >>6894751
    So this fag already killed the thread?
    >> Anonymous 11/27/09(Fri)15:09 No.6895350
    Dunno if it's too late but I'll throw something in.

    Race
    Name: I dunno so I'll call them monkeysharks.
    Amphibious humanoids physically very similar to humans with the exception of hands, feet, face and a prehensile tail. Have four clawed fingers and toes, with hands having opposable thumbs. They have no visible nose, using their tongue to detect scents. Spanning from one side of the face to the other is a very large mouth containing more sharp teeth than most intelligent creatures are comfortable with counting. Their main ways of detection are smell, vision and echolocation. They are very resilient, fast and are excellent climbers as well as swimmers.

    Horrible craftsmen with little to no concept of artistic sense, they have no real civilization being more or less on a hunter/gatherer state, with emphasis on the hunter part.
    They are viewed by many as little more than primitive animals, possesing a vicious low cunning and a short fuse. They live mostly in unsettled wilds and islands, where they live off the local animals. At times they will seek out civilization to trade bones, fur, meat and whatever they think might able to tarde for those priced things they never seem able to create themselves. It is not unheard of that some groups of them have been integratet into other civilizations, creating their own violent copy of their benefactors.

    They are known and feared for their terror tactics involving mutilating their victims beyond what is necessary and following their opponents for days screeching and howling through out the night, robbing their enemies of sleep. There is abselutely no sense of honour within their society beyond having to be able to kill most things smaller and slightly larger than one self.

    Sorry for the horrible grammar and walls of text.
    >> Anonymous 11/27/09(Fri)15:11 No.6895373
    rolled 1 = 1

    I'll roll for it.
    >> Anonymous 11/27/09(Fri)15:12 No.6895383
    >>6895294
    Drama, both from Anon and namefag, killed the thread.

    However, it would be a disservice to this setting to let it just die now. Time to carry on.

    Mentalism (>>6889358) could be a tradition of the Western thingists in which the practitioner works on enhancing his or her personal spirit until it is powerful enough to perform those feats.
    >> Anonymous 11/27/09(Fri)15:13 No.6895399
    >>6895350
    Land sharks?
    >> Anonymous 11/27/09(Fri)15:14 No.6895417
    >>6895399
    Sure
    >> Anonymous 11/27/09(Fri)15:17 No.6895457
    rolled 7 = 7

    >>6895373
    Race: The 'Len', as called by others. It's basically they closest they can get to what they call themselves. They are mostly isolated to the extreme edges of the world, and do not share their language. They learn the languages of those who they wish to converse with. (Not to any supernatural degree - they have to study too.) They have thin body hair, with thicker hair only appearing on top of their heads. Their skin color usually approximates to where they live. (Those in hot sunny areas would have dark skin, those in very cold areas would have lighter, etc.)

    They claim to have once been a world-spanning civilization, but little evidence remains to back this up. Their cultures, such as they are, are somewhat primitive. They excel at hunting, and have very good endurance. Typically they gain traditions and superstitions based off of their surroundings. They are few in number, and live long lives. They rarely venture beyond their borders and towns, but may do so to fulfill an oath, or as a punishment for a crime.
    >> Anonymous 11/27/09(Fri)15:18 No.6895460
    >>6895399
    I think its about time we began the purge.
    >> Anonymous 11/27/09(Fri)15:19 No.6895479
    Religion:

    Spirit Breakers

    The spirit breakers are a small but feared cult which worships 'the grave of spirits', a concept similar to entropy. They are known for their fearsome ability to repress spirits - calls to spirits tend to go unanswered in their immediate vicinity. This strange aura has the additional effect of making people very uneasy; merely looking at one gives the impression of something wrong or unnatural. The greatest among them are capable of shattering objects from a distance by twisting and breaking the spirit within the object.

    Although they are generally disliked for the unease they bring and the somewhat blasphemous nature of their powers, some cities tolerate their presence - their strange methods are the only known way to kill a Hallow. Thus, some especially prosperous cities keep a few on hand to dispose of large Hallow swarms.
    >> Anonymous 11/27/09(Fri)15:22 No.6895502
    >>6895460
    Is the idea that horrible?
    >> Anonymous 11/27/09(Fri)15:27 No.6895556
    >>6895460
    It's not like it all has to be purged at once. That said, it might be a good time to trim it down.

    In an attempt to maintain a degree of setting consistency, some things I'd propose are established:
    -nothing too black and white
    -lowish magic
    -unusually high emphasis on aquatic life and water
    -spirits

    The tone of the world so far seems to be on the side of Neutral Noble - the people are relatively brave and industrious, while the environment is equal parts dangerous and bountiful.
    >> Anonymous 11/27/09(Fri)15:28 No.6895563
    >>6895502
    hah! No, did not mean to quote you, I just mean that we have so many posts we need to purge the unnecessary and start a new thread, or simply record what we want.
    >> Anonymous 11/27/09(Fri)15:28 No.6895564
    >>6895556
    Also, would like to emphasize that nothing in this post is definite, this is just the perception of the setting I get reading this thread.
    >> Anonymous 11/27/09(Fri)15:31 No.6895600
    >>6895556
    You forgot magic based on emotions.
    >> Anonymous 11/27/09(Fri)15:31 No.6895610
    >>6895556
    When is something high or low magic?
    >> Anonymous 11/27/09(Fri)15:34 No.6895636
    >>6895610
    Eh, for the purposes of this thread, it means magic isn't super powerful and flashy.

    >>6895600
    I figured that was one of the things up for debate. I personally do not wish it to be the only form of magic - as I've said earlier, one of many paths to talk to the spirits is my take on it.
    >> Anonymous 11/27/09(Fri)15:35 No.6895651
    >>6895610
    Low magic can refer to two things:
    Magic is rare.
    Magic isn't that strong.

    I think this setting refers more to the latter.
    >> Anonymous 11/27/09(Fri)15:36 No.6895660
    >>6895636
    Wait, I thought everything has some sort of spirit that becomes more complicated over time? Things used often and over a long time develop personalities.
    >> Anonymous 11/27/09(Fri)15:41 No.6895711
    >>6895660
    Ooh, that's cool. I hadn't thought of that, but I like it. A Western thingist names his sword - as he continues to use it, to refer to it as more than just an inanimate object, the spirit of the sword grows in strength. The mentalists increase their spirit's strength by subjecting it to situations which will increase its complexity. The Hematoaist's meditations focus on the spirit of the blood, and boosting that spirit... I kinda like that idea.
    >> Anonymous 11/27/09(Fri)15:43 No.6895730
    >>6895711
    It also works with RPGs incredibly well. Hell, you could have your sword increase in power as you level. Why? Because you've gotten to know it more and have experienced more with it, making the bond between wielder and wielded greater.
    >> Anonymous 11/27/09(Fri)15:46 No.6895750
    >>6895730
    Your characters particularly flavor of spirit religion determines what increases in power as he gains more experience... I like it.
    >> Productive fa/tg/uy 11/27/09(Fri)15:50 No.6895786
    >>6895750
    Posting with name simply to define what is one poster's opinion.

    We have a setting (a little bloated but fine) but we need a sort of "unifier", what is the main event?

    What is the technology level?

    And what classes of magic are there?
    >> Anonymous 11/27/09(Fri)15:53 No.6895819
    >>6895786
    The technology seems vary from group to group between rocks and sticks to magitec and steampunk.
    >> Productive fa/tg/uy 11/27/09(Fri)15:56 No.6895850
    >>6895786
    My suggestions.

    Unifier: Don't have anything.

    Technology level: Since we have already decided that the world is becoming industrial with Steam Punk elements, I would say around 1890 or so. Automatic weapons, machine guns, lighter than air flight. This is a serious issue that we must define.

    Classes of magic:
    The Emotional connections (details need to be defined.)

    Spirit summoning (objects gain spirits that may eventually become physically manifested)
    >> Anonymous 11/27/09(Fri)16:01 No.6895901
    >>6895850
    >Technology level: Since we have already decided that the world is becoming industrial with Steam Punk elements, I would say around 1890 or so. Automatic weapons, machine guns, lighter than air flight. This is a serious issue that we must define.

    I disagree, where was anything about industrial put up? Either way, I'd say no on flight. Water transport already seems to be the height of transportation. Guns are fine with me, even though I'd prefer relatively low tech ones.

    >Spirit summoning (objects gain spirits that may eventually become physically manifested)
    I'd say spirits don't manifest directly, they're just working behind the scenes. They're more like an essence than a ghost or whatever. The only manifested spirits we've seen are Hallows, and that's under strange circumstances.
    >> Anonymous 11/27/09(Fri)16:03 No.6895924
    Race:

    Virtuon.

    A strange and mysterious race that appeared suddenly in the past. Their origins are entirely unknown and historical records indicate they first were sighted in the deserts of the south following a massive burst of light. Since this event they have established extremely small yet thriving colonies in various places across the world, but seem to favor hot, arid, lands. They exhibit extremely advanced technology, the secrets of which they guard zealously. On rare occasions a single Virtuon artifact manages to fall into the hands of non-virtuon peoples, usually resulting in either chaos or extreme prosperity. Culturally almost nothing is known of the Virtuons. They cover their bodies in a combination of flowing adornments and mechanical devices, so even their appearance is a mystery, although tales tell of them being highly insectoid in nature. Part of their garb includes a strange apparatus that covers the mouth (or at least where it would be on a human) leading some to speculate that the Virtuons breathe a different atmosphere than that present on the planet.
    >> Anonymous 11/27/09(Fri)16:04 No.6895931
    >>6895924

    The Virtuons speak a strange language composed of odd harmonic frequencies laced with clicking sounds. To date there is no known translation, although the Virtuons themselves have learned human language which they replicate with a slightly unnatural air, full of awkward pauses and strange enunciation of specific syllables. Although secretive and with a tendency to shun outsiders the Virtuons are not hostile and no record exists of them killing creatures of another race (except out of defense in the instances of sand-pirate raids, wherein the Virtuons make use of strange firearms apparently capable of firing some form of energy). The Virtuons are known only to trade for crystals, and then they are oddly discerning, choosing based on mysterious criteria that seems to most to be entirely sporadic. In return they will trade water (the sources of which are unknown, given their habitat of choice) and crystals (ones which apparently are rejected from their hordes).
    >> Anonymous 11/27/09(Fri)16:05 No.6895942
    >>6895924
    >>6895931
    You got your scifi in my fantasy! Not that I really mind.
    >> Productive fa/tg/uy 11/27/09(Fri)16:07 No.6895959
    >>6895901
    >the people are relatively brave and industrious (>>6895556)

    >Guns are fine with me, even though I'd prefer relatively low tech ones.

    How low tech? I was thinking Bolt action with crank Gatling guns.

    >I'd say spirits don't manifest directly
    K
    >> Anonymous 11/27/09(Fri)16:08 No.6895971
    We've a lot of races. Perhaps we should clarify which seem to suit the setting best and use them? A name would be good for the setting, too.
    >> Productive fa/tg/uy 11/27/09(Fri)16:09 No.6895980
    >>6895931
    >>6895924

    I like this infusion with Sci-Fi elements.
    >> Anonymous 11/27/09(Fri)16:15 No.6896045
    >>6895959
    I meant industrious as in hard working. Not really anything to do with industry itself.

    >How low tech? I was thinking Bolt action with crank Gatling guns.
    Fine with me. I've seen some demand for automatic weapons.

    As for the scifi race, please drop the technology part (namely the weapons). I'd say just having them is fine though. The crystal trading bit is cool, but the 'speculation' about the breathing devices is silly because these peoples probably have little concept of other atmospheres. In the next write up let's not be so heavy handed about it.

    >>6895971
    Yeah, we should probably trim them down. Making a list...
    >> Productive fa/tg/uy 11/27/09(Fri)16:16 No.6896052
    >>6895971
    Ok, lets round up the races.
    The Mphoogs (>>6888995)
    Airwalkers (>>6889079)
    Grendis (>>6889130)
    Crafty Dwarfs (>>6889256)
    Nomadic Humans (>>6889313)
    Metal Working Elves (>>6889966)
    Mphoog giants (>>6890055)

    There is more, but I must do things.
    >> Anonymous 11/27/09(Fri)16:18 No.6896081
    Race:
    Cutebolds

    Adorably innocent little reptilians that like to make friends with dragons and play games with each other.
    >> Anonymous 11/27/09(Fri)16:19 No.6896090
    >>6896081
    Eat a bag of dicks.
    >> Anonymous 11/27/09(Fri)16:20 No.6896095
    >>6895971
    Something to do with spirits or emotions? I can't really think of something catchy.
    >> Anonymous 11/27/09(Fri)16:21 No.6896106
    >>6888995
    >>6889079
    >>6889130
    >>6889256
    >>6889313
    >>6890076
    >>6891098
    >>6893450

    These I like.
    >> Anonymous 11/27/09(Fri)16:23 No.6896126
    >>6896081
    Yeah let's keep already done races to a minimal.
    >> Anonymous 11/27/09(Fri)16:24 No.6896138
    >>6895924
    >>6895350
    These are also acceptable, though they need a little revision (the shark things could use a redeeming factor or two, and the scifi guys need to be a little less conspicuous)
    >> Anonymous 11/27/09(Fri)16:27 No.6896170
    >>6896106
    Yeah all those races seem fine to me. Everyone else agree for these to be the races in the setting?

    I'm noticing we're lacking countries as well.
    >> Anonymous 11/27/09(Fri)16:32 No.6896221
    >>6896138
    >scifi guys need to be a little less conspicuous

    Perhaps remove any mention of then having fire arms at all, and remove the part about some artifacts of theirs falling into human hands. They would still have some sci-fi overtones but fit in better.
    >> Anonymous 11/27/09(Fri)16:35 No.6896261
    >>6896095
    Right a quick latin translation of "Emotional Souls" says Affectus animus.

    It's not very good, but it'll do for now until someone can think of something better.
    >> Anonymous 11/27/09(Fri)16:46 No.6896365
    >>6896138
    Guess the shark things could be less violent and vicious and more curios with a liking for exploring? Never meant them to be particularly hostile, just really nasty if angered.
    >> Productive fa/tg/uy 11/27/09(Fri)16:48 No.6896396
    >>6896052
    I'm not such a big fan of the Mphoogs, make good beasts, but I can't really see them as a compelling race.

    Also: No love for the Anurans? (>>6891220) I can't recommend them as I am their creator. (and there for biased)I'm cool with everything else.
    >> Anonymous 11/27/09(Fri)16:53 No.6896462
         File1259358806.jpg-(110 KB, 603x550, Hr. Tusse.jpg)
    110 KB
    >>6896396
    I like them, reminds me of this guy.
    >> Productive fa/tg/uy 11/27/09(Fri)17:01 No.6896570
    >>6896396
    I also want to note that they will be based primarily on frog form. No neck, large legs with long toes and fingers.

    Mostly unrelated
    http://www.youtube.com/watch?v=aK7AKjrl8Cg
    But hilarious.
    >> Anonymous 11/27/09(Fri)17:02 No.6896581
    Is stuff still being added? I'll just throw this here.

    Beast - Mugiopung - A beast that prefers very cold climates. In shape it is like a crocodile, but with legs that lift it further off the ground, however most of the time it is squatting so it is low off the ground. It is covered entirely by white fur, and has a crocodillian like face. It's torso and head add up to about 3 feet on the average Mugiopung. However it's most striking feature is it's incredibly long tail which can be 4-6.5 feet long. On the top of the tail is a spike made of very dense bone, it uses this spike on it's tail to kill it's prey as it is a carnivore. The mugiopung uses stealth to sneak on it's prey quietly and deliver one fatal blow with it's tail. They usually hunt alone and only meet to mate. They live for 15 years.
    >> Productive fa/tg/uy 11/27/09(Fri)17:02 No.6896590
    >>6896365
    They would make good trackers, I can see them being god tier bandits.
    >> Anonymous 11/27/09(Fri)17:16 No.6896784
    I know we have a bunch of races already but I’ve got an idea

    Race:

    The Interred

    A group of scientists hoped to develop a new type of engine to capitalize on a recent discovery of powerful magical essence within certain crystal compounds. This new “reactor” was activated, but the first test came to a catastrophic end as the device proved insufficient to contain the power it was unleashing. The reactor exploded and bathed the entire city in a strange magical burst. The researchers initially proclaimed that no side-effects would be caused, but within a few hours many citizens started to experience complications. The first wave of symptoms were sporadic at best, some blinded, others paralyzed, some even died or were melted abruptly. Soon though the survivors showed common maladies developing. Their hair fell out in large quantities, their bodies slowly shriveled and became lanky, and they became extremely intolerant of bright light. The changes continued slowly and the entire populace of the city moved underground, away from the sun they now found heinously unpleasant. Among the various mutations that finally arose the entire populace developed heightened intelligence as well as a ferocious tenacity. The resulting sub-human beings were extremely hostile and animalistic in moral and civil terms, but developed more advanced magical-technologies than the peoples elsewhere.
    >> Anonymous 11/27/09(Fri)17:17 No.6896798
    >>6896784

    They willing isolated themselves from the outside world, something neighboring nations were glad for, as they had become hateful and suspicious of their bizarre mutated neighbors. It was at this point that they became known widely as “The Interred”, although more hateful names are used by those that fear them. The Interred do no business with the outside world and seem to be entirely self-sufficient, but are hostile to any who invade the land above their city.. Any who enter the deep labyrinthine city of the Interred are known to go missing, either killed, captured, or simply lost in the depths below. One particularly mysterious side-effect of the mutation is an ironic lack of magical ability, indeed the interred even lack a magical signature and are invisible to scrying and other means of magical detection.
    >> Productive fa/tg/uy 11/27/09(Fri)18:00 No.6897325
    >>6896798
    I like the concept, but we need to move forward now.

    So what next? Crunch? Or do we develop the setter farther?
    >> Anonymous 11/27/09(Fri)18:01 No.6897337
    >>6896784
    >>6896798
    I like it, they seem pretty cool.
    >> Anonymous 11/27/09(Fri)18:12 No.6897428
    >>6897325
    We can do both. The setting needs a bit of work. We've got enough races, religion but we do need some more countries.
    >> Anonymous 11/27/09(Fri)18:19 No.6897497
    >>6896784
    Don't like it. Too science.

    >>6896396
    Mphoogs aren't so much a race, yeah. But I like them as a setting element. As for your race, too much tech.
    >> Anonymous 11/27/09(Fri)18:52 No.6897799
    Feature - The Giant Man
    Upon the north pole of the world, at the very point of north like a mountain. This is what the skeptics say. Those native to the pole deny that the fact this "mountain" looks like a giant man, sitting. Slumbering. The caverns and details of the mountain can't be denied to seem to form legs, arms and even a face although details are lost beneath ice and snow. However it is not know for certain if this is coincidence or some great creature. Perhaps it is slumbering, dead or imprisoned. All that is known is that if it is or was alive and if it is ever brought back... it would be a force to be reckoned with.
    >> Anonymous 11/27/09(Fri)19:00 No.6897877
    >>6897325

    We need some themes and a general outline of the setting. Some religions, some places.

    I'll throw some out.

    Country (a region actually)

    The Hinterland

    A massive barren wasteland where every ounce of soil is mysteriously overcharged with magic. Rather than having a positive effect the high magical essence pervading the land has a poisonous effect, overloading life forms, either killing or mutating them into aberrations. The Hinterland has been shunned for centuries and all but the bravest prefer to travel the long trek around than go through. Studies by inquisitive alchemists and wizards have revealed that the Hinterlands strange magic essence is highly unique, being not of this plane nor any known.

    Religion:

    Brotherhood of the Pure (or something like that)

    A cult of religious zealots who see magic as a subversion of gods will. By using magic you manipulate the world, which they see as being made perfect by god, thus magic is a bid at "heinously attempting to improve the grand designs of the lord". Although a small cult the brotherhood holds decent political clout in a few areas and occasionally kill wizards and other magic wielders in displays of their hatred.
    >> Anonymous 11/27/09(Fri)19:13 No.6897993
    Feature

    The Grand Library

    There was a time in history when knowledge was lost often. Wars would destroy vital records and accounts as storage buildings and libraries were destroyed, a minor collateral loss to the advancing army. This problem was recognized and greatly lamented by the scholastic fringes of society and in time an organization was formed. This society stood entirely for the preservation of knowledge and to this end built a massive library in an uncontrolled region far from any city. Here they amassed every scrap of information they could. Alchemical formulas, magical treatises, even simple historical accounts. All were stowed away in the innumerable shelves. The Library was staffed by wizards and other such people who valued knowledge and they live in a small colony outside of the Library. Even to this day the Library stands, filled with custodians preserving the building and its precious contents as well as visitors seeking information of all kinds. The Librarians are sworn to a strict oath of neutrality so that the library can remain untouched by conflict forever, to eternally catalog knowledge.
    >> Anonymous 11/27/09(Fri)19:30 No.6898150
    >>6897497
    >too science

    It was already decided this was a steam-punk-esque world. Theres a decent amount of room for science.
    >> Productive fa/tg/uy 11/27/09(Fri)19:42 No.6898268
    >>6897497
    Wasn't already decided that this was a steampunk setting with developed firearms?
    >> Productive fa/tg/uy 11/27/09(Fri)19:59 No.6898426
    >>6897993
    Similar to the Library of Alexandria?
    >> Anonymous 11/27/09(Fri)20:27 No.6898652
    I guess we should expand on some of the races.

    Country - Undadisus

    An alliance of Yeti tribes on the north pole. The north pole is slightly smaller than our own. There are 3 tribes. Vapori, Mari and the Nivi. The Mari live on the coast, and are fishermen. They regard the sea with high regard. They trade with other races and tend to be a lot less aggressive to them due to this. Their are few warriors among them, but they do bring the most innovators and most technology comes from them mainly due to the trade they have. The Nivi are a hardy folk, living in the hardest tundras the land has to offer. They are strong hunters and warriors. They tend to be brutal and aggressive. Some of their tribe lies underground and they admire ice's toughness and incorporate this for their weapons and buildings. The Vapori live on the highest peaks and are a spiritual people, devoting their lives to the questions of the spirit. They regard the water that is held so sacred to them with the highest regard possible. It was the Vapori who were able to convince the Nivi and the Mari to unite under one banner under the philosophy that together they would be more effective. They one day dream to be able to do this to all the yeti people scattered across the globe.
    >> Anonymous 11/27/09(Fri)22:30 No.6899858
    >>6897497

    mphoogs are a race. Maybe not a playable one but a sentient race on the setting (and much apreciatted by miners)
    >> Anonymous 11/27/09(Fri)23:28 No.6900438
    >>6897877
    Religions we have, quite a few of them. They're just not god-based. Also, at least skim the thread before you post suggestions - magic doesn't quite work like that.

    >>6897993
    I'd suggest that this runs counter to the tendancies of the setting - rather high magic. That's just my opinion though.

    >>6898150
    >>6898268
    All in all, considering the way the thread has gone, I'd say the steampunk is a fairly minor element. A few touches here and there (the steam powered boats jump to mind) but not a pervading element. EIther way, magitec doesn't really fit in, which is what this reeks of.

    >>6898652
    I like it. I'm tempted to add something about ice sculpture, but I don't know if it would fit.
    >> Anonymous 11/28/09(Sat)01:31 No.6901842
    >>6900438
    >Also, at least skim the thread before you post suggestions - magic doesn't quite work like that.

    Not sure which part of my post this is directed at since both dealt with magic. Either way I actually read the entire thread. If you were referring to the cult then they could still rather hate magic, just for a slightly different reason. As for the crazy magic place It doesnt say anywhere that magical essence (mana or its ilk) doesnt exist, simply that its way more low-key. The Hinterland would be that much more mysterious and dangerous in a setting that is otherwise low-magic.

    >I'd suggest that this runs counter to the tendancies of the setting - rather high magic. That's just my opinion though.

    Its a library for everything. Not just magic. And the library itself isnt magic at all. Like someone else mentioned, its rather like the library of Alexandria in the real world.
    >> Anonymous 11/28/09(Sat)01:37 No.6901905
    >>6901842
    I mainly meant all the references to wizards and alchemists. That's more in the spirit of your typical high fantasy type thing, no?
    >> Anonymous 11/28/09(Sat)02:12 No.6902252
    >>6901842
    >As for the crazy magic place It doesnt say anywhere that magical essence (mana or its ilk) doesnt exist, simply that its way more low-key. The Hinterland would be that much more mysterious and dangerous in a setting that is otherwise low-magic.

    Given that the only example of magic aren't mana-based at all, I'd have to disagree.
    >> Anonymous 11/28/09(Sat)05:34 No.6904280
    Bump in the hopes of less "Let's force these ideas into a setting" faggotry and some more awesome idea-faggotry. Purging is the worst idea yet, leave individual anons to just make their personal settings out of it.
    >> Anonymous 11/28/09(Sat)06:46 No.6904934
    Beast/Technology:
    Fey lights: Small globes with a diameter of roughly 2/8th of an inch that produce an orange-yellow glow throughout their year long lifespan. It is not known where fey lights come from other than that they appear in tremendously large quantities out of the grounds of large flower fields in the last few days of summer. They are light enough that a simple breeze easily blows them high into the air after which they float for quite a while.

    It's a much debated topic whether these fey lights actually do live. They do not need any form of food of drink though do seem to require fresh air as they die out rapidly in enclosed containers. Some arguments are also based on the fact that fey lights appear into any direction they can, often being seen as slowly floating upwards when one would not expect so.

    Fey lights are often caught and used as a source of light wherever needed. Two or three are often enough for an average lamp.
    >> Anonymous 11/28/09(Sat)06:59 No.6904999
    >>6904934
    >>1/4th
    FTFY
    >> Anonymous 11/28/09(Sat)07:05 No.6905028
    Hope you don't mind if I pop in with a new Beast.

    Mindtakers: Thin, lithe, lupine creatures, standing about three feet tall. Supported on four hooved legs and covered in blue-green fur, the Mindtaker is truly a beautiful sight. It's four eyes, varying in colour, are said to be piercing, and some say, intelligent. Mindtakers have not been heavily documented, however, due to their reclusive nature, and also to their natural defense mechanism from which their name is drawn.

    Mindtakers are skittish, easily frightened creatures, and as such, when approached will usually flee. If one can sneak up on a Mindtaker, or corner it, the creature will rapidly begin hissing, and if the aggressor doesn't back away, the creature opens it's mouth and exhales a shimmering, multi-coloured gas. When breathed, this gas caused incredibly vivid, consuming hallucinations, the nature of which depend entirely on the person.

    The Hallucinations caused by Mindtaker Gas are almost waking dreams, causing the victim to loose touch with reality briefly. The creatures abilities are thought to be derived from it's diet, which, as observed, seems to largely consist of hallucinogenic and poisonous plants. The long term effects of exposure to Mindtaker Gas are generally unknown, though there is not small amount of old wives' tales relating to it, ranging from eventual madness to ascension to God-hood.
    >> Anonymous 11/28/09(Sat)07:12 No.6905053
    >>6905028
    Er, not to self-advertise, but any criticism is welcome. I'd like to know if this sort of fits the feel of the world.
    >> Anonymous 11/28/09(Sat)07:19 No.6905087
    >>6905053
    So instead of licking poisonous toads we squeeze mindtakers?
    >> Anonymous 11/28/09(Sat)07:22 No.6905102
    >>6905087
    Actually I was thinking about that. Crazy drugies chasing Mindtakers around and yelling at them to get high. Or worse, being that people pay money for drugs, enslaved Mindtakers being continuously scared or abused for their toxin. Oh god, they're sentient too. I just made this world darker and myself sad. ;_;
    >> Anonymous 11/28/09(Sat)07:23 No.6905105
    >>6904999
    Doh, artefact of editing, thanks for catching it anon.

    Feature
    To the far west, north of the great rift lies a large rock desert with large changes in elevation. Travelling through this area requires great skill in climbing and general strength to cope with the harsh conditions. Many reptilian creatures enjoy living here for its abundance of cracks and nooks in the rock walls and the plentiful shadow to hide from the scorching sun high above. There are two well known large caves in this area that both lead to a turbulent river deep underground.

    >>6905053
    I'm of the opinion this should just be a general setting elements idea thread, for people to take ideas from and create their own marvellous settings. Outside of that, I kind of like those little buggers. They would go great with the crazy artistic dwarfs some anon posted earlier in the thread.
    >> Anonymous 11/28/09(Sat)07:54 No.6905255
    >>6905105
    Yeah, the dorfs were sort of the inspiration. Now that I think about it, I'd like to design a world based on drugs, art, and things being other than what they appear. Might be a fun campaign setting.
    >> Anonymous 11/28/09(Sat)08:20 No.6905368
    >>6905255
    A bit like Alice? Sounds interesting.
    >> Anonymous 11/28/09(Sat)08:26 No.6905390
    >>6905368
    Actually, yes. But more Fantasy, less Novel, if you know what I mean. Needs killan and dorfan too.
    >> Anonymous 11/28/09(Sat)12:20 No.6907117
    >>6904934
    >>6905028
    >>6905105
    These are great!

    >>6904280
    >>6905105
    As much as I'd enjoy trying to make a setting out of these, I suppose it is better that way. Definatley better than turning into another unified setting.



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