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  • File : 1271376137.jpg-(512 KB, 1968x2168, 1.jpg)
    512 KB Anonymous 04/15/10(Thu)20:02 No.9215462  
    >Originally from:
    - http://suptg.thisisnotatrueending.com/archive/8642684/
    - http://www.indie-rpgs.com/forum/index.php?topic=29534.0

    >Nothing new yet, I've been busy.

    >I'm sorry about the quality of my illustrations, this is the best I can do.

    > Looking for advice and answers to some problems.
    >> Anonymous 04/15/10(Thu)20:02 No.9215473
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    1. Introduction

    2. The Structure of Rockworld

    3. The People of Rockworld
    ......Beast Races
    ......Biracial Persons

    4. Useful Tips

    5. The Caves
    ..........Farms and Ranch

    6. The Edge
    ......Flora & Fauna

    7. The Wastes
    ......Flora & Fauna

    8. The Boulders
    ......Flora & Fauna

    9. The Tunnels
    ......Flora & Fauna

    >possibly more?
    >> Anonymous 04/15/10(Thu)20:03 No.9215482
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    Have you ever worried that you'll die without ever seeing the worlds that lie beyond your home? Are you willing to put your life on the line for a chance at fame, fortune, and adventure?

    Then you've chosen the right book! I, Dr. Theodore Lagoré have spent the ,majority of my life traveling to the furthest reaches of Rockworld. Contained in these pages are a wealth of knowledge I have gleaned from my journeys. But there is still so much I have left to learn. Unfortunately, I have become an old man and I fear that Rockworld itself will consume me in my travels to come. Before that happens, I want to pass on my knowledge to a younger generation of intrepid adventurers.

    I have risked my life for every piece of information contained in these pages. I've sacrificed my own flesh and blood, mind and matter, wealth and prestige, all in the pursuit of the knowledge you see before you.

    Use it wisely, traveler.
    >> Anonymous 04/15/10(Thu)20:04 No.9215495
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    The Structure of Rockworld

    "I feel the infinite closing in on me."
    ~A traveler who succumbed to madness

    Rockworld is, in fact, several different worlds. Each is primarily made of stone and extends infinitely in all directions. He only source of light and heat are firestones: glowing crystals embedded in the rock.

    Here are the most prominent worlds:

    - The Caves: A series of self-contained caves with no physical exits. They have their own diverse plant and wildlife. This is the where most humans and Alberians live, dispersed between private farms, ranches, towns, and cities.

    - The Edge: An infinite vertical cliff face. Some caverns have been carved out, but there are very few animals and vegetation. The home of the Edge Crawlers, and a very dangerous place to visit.

    - The Wastes: A barren, flat plane of rock extending in all directions. Contains very sparse vegetation, and some particularly enormous beasts. Home to some human and Svari settlements.

    - The Boulders: Huge stones floating in an endless expanse of air. The enormous rocks slowly turn and rotate, thus requiring concentration to not fall off. Home to some Svari, the Rock Bats, and many enormous flying beasts.

    - The Tunnels: small, winding caverns filled with water. Home to the squid-like Sepians and numerous fish. Small pockets of air provide room for a tiny population of fishermen.

    Travel around and between worlds is done by using "links". Links are a pair of stones stone pieces between one-half and two inches long. Upon touching a link-stone with your bare skin, you are instantly transported to its sister stone. Any material that is in immediate contact with your skin is also transported. Most of the time, these links are between different areas of the world you are currently on. But rarely, a link may be between two different worlds.
    >> Anonymous 04/15/10(Thu)20:05 No.9215517
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    "I don't care much for humans. They make everything so complicated."
    ~ Svari philosopher

    "Your farm sounds absolutely lovely. Would you mind showing me to it?"
    ~ Human bandit

    Humans are the most numerous peoples of Rockworld. The overwhelming majority live in The Caves, but there are some settlements on other worlds.

    Many people make the mistake of thinking that humans aren't dangerous. And sometimes that's the last mistake they ever make.

    They're incredibly diverse in their manners. They range from simple farmers to diabolical mayors to vicious bandits. Humans tend to place too much trust in each other, thinking that they share some kind of bond. Be wary of this in your travels.

    Humans are physically strong, often work in groups, and can be very smart. These simple traits can make a human a powerful fighter, capable of slaying beasts dozens of times it's own size.

    Most humans live in private caves where they farm or herd animals for a living. They live with their extended families, and rarely travel outside their home cave. Some live in towns and cities, where they tend to work as artisans, craftsmen, and tradesman.
    >> Anonymous 04/15/10(Thu)20:06 No.9215539
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    "I'll continue my work crafting bricks for about five thousand cycles. Then I'll retire and concentrate on writing my plays until I die."
    ~An Alberian explaining her plans for the future

    Alberians are short, stout people with chalk-white skin. They are "naturals", people born with magical powers. They use these powers for practical applications, such as engineering, manufacturing, etc.

    Alberian society is by far the most rigid of all the races. They all live in a single giant city, simply referred to as "Home" by them. Here, they are ruled by a strict authoritarian regime which exerts control over most aspects of their life. This is done mainly in order keep their potentially devastating powers under a close watch. Most Alberians enjoy their structured lives and working to benefit their community.

    They are peoples of routine, who live their lives by a giant hourglass in the center of town. The hourglass measures eight hours, at the end of which a giant bell is sounded. Three of these cycles make up the day, with eight hours of work, eight of free time, and eight of sleep. Alberians have their schedules arranged in such a way that one third of the population is always working.

    Despite all this, the Alberians have perhaps the most refined tastes of any society. The are allowed to pursue any hobbies which interest them, including art, literature, plays, music, games, and much more. During their free time, they are very social, often visiting friends in other cities.

    They head an organization known as The Collective, which allows any farmers and herders to join. In exchange for giving the Alberians a certain quota of the goods they produce, the people get access to Alberian technologies and food, which is redistributed to members.

    Each citizen's job is different depending on their innate power. Some are civil engineers, some guards, and some explore The Caves to find more people to join The Collective.
    >> !!xr5GpC4Hw2Q 04/15/10(Thu)20:07 No.9215557
    I barely read much of the old threads, but what I did read was very neat indeed and got me thinking a lot. You really shouldn't give up on this idea.
    >> Anonymous 04/15/10(Thu)20:07 No.9215566
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    Alberian Powers

    Alberians are capable of bending the elements to their will. At birth, each person innately possesses a single power which they can improve through training.

    - control / metal - The ability to telekinetically control nearby pieces of metal.

    - control / rock - The ability to telekinetically control nearby pieces of rock.

    - control / water - The ability to telekinetically control nearby water.

    - control / air - The ability to telekinetically control air.

    - duplicate / metal - The ability to create perfect duplicates of metal objects by touching them.

    - duplicate / rock - The ability to create perfect duplicates of rock objects by touching them.

    - size / metal - The ability to change the size of metal objects by touching them.

    - size / rock - The ability to change the size of rock objects by touching them.

    - size / water - The ability to change the amount of water by touching it.

    - strength / metal - The ability to strengthen and weaken metal.

    - heat / metal - The ability to change the temperature of nearby metal.

    - heat / water - The ability to change the temperature of nearby water.

    - heat / air - The ability to change the temperature of air.

    - link / rock - The ability to create artificial links between pebbles by touching them.

    - tapper / metal - The ability to create visual and auditory links between metal objects by touching them. One object acts as the "camera" and one acts as the "receiver".
    >> Anonymous 04/15/10(Thu)20:09 No.9215604
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    Alberian Technology

    - Bow - made from metal that has been softened by powers in order to make it light and springy

    - Water tower - made of metal and refilled at regular intervals using powers, this device uses gravity to provide running water.

    - Mass production - metal and stone items are very easy to mass produce using powers

    - Television - a thin sheet of metal that sees and the camera is generally a square block of metal. They can display musical performances, news, games, sports, theater, book readings, and many other activities.

    - Glass knife - formed from volcanic glass, strengthened by powers. These small, but fragile knives are likely the sharpest material in Rockworld.

    - Artificial link - pair of pebbles that function just like normal links

    - Linked ammunition - very expensive ammunition for arrows and slings which will link any person his with it to The Tunnels, where they will likely drown. Carefully guarded by the Alberians, although technically any links could be used in such a way.

    - Wire shield - made of hardened wire,
    >> Anonymous 04/15/10(Thu)20:10 No.9215622
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    "Of course I love you, but do you really expect me to live in this city my whole life?"
    ~Svari man leaving his wife

    The Svari are a very tall, painfully skinny race of naturals with skin as black as pure obsidian. They often engage in scarification and tattooing their bodies in colored ink, as resistance to pain is a trait valued by the Svari. The Svari are highly individualistic and have no society per se. They may live in small groups for a time, but quickly move on. They're nomadic, scatted across Rockworld, traveling around as the mood strikes them. They are even comfortable living in very dangerous planes, such as The Edge.

    Because their powers are so varied and their society is so individualistic, every Svari has a different way of making a living. Some travel from cave to cave, peddling their natural abilities in exchange for food and money. Some steal, manipulate, beg, or perform; it's different from person to person. Because of their unpredictable nature, most other races are slow to trust a Svari.
    >> Anonymous 04/15/10(Thu)20:11 No.9215639
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    Svari Powers

    Svari powers involve living and dead lifeforms. At birth, each person innately possesses a single power which they can improve through training.

    - control / sentient - The ability to telekinetically control sentients and body parts belonging to them.

    - control / animal - The ability to telekinetically control animals and body parts belonging to them.

    - control / plant - The ability to telekinetically control plants and materials made from them.

    - duplicate / animal - The ability to create perfect duplicates of animals and body parts belonging to them, by touching them.

    - duplicate / plant - The ability to create perfect duplicates of plants and materials made from them, by touching them.

    - size / animal - The ability to change the size of animals and materials made from them by touching them.

    - size / plant - The ability to change the size of plants and materials made by them, by touching them.

    - strength / sentient - The ability to strengthen and weaken body parts from sentients by touching them.

    - strength / animal - The ability to strengthen and weaken body parts from animals by touching them.

    - strength / plant - The ability to strengthen and weaken parts of plants by touching them.

    - heat / sentient - The ability to change the temperature of body parts from sentients.

    - heat / animal - The ability to change the temperature of body parts from animals.

    - heat / plant - The ability to change the temperature of parts of plants.

    - link / animal - The ability to create elemental links between areas. This is a one-way link between animal body parts (bone, skin, etc) which transports any air or water that touches it.

    - tapper / animal - The ability to create visual and auditory links between animal body parts by touching them. One object (skin, bone, etc) acts as the "camera" and one acts as the "receiver".
    >> Anonymous 04/15/10(Thu)20:12 No.9215657
    Svari Technology

    - Svari cloth - simple linen, strengthened using powers. This material is considerably lighter and more flexible than metal armor, and is the armor of choice for quick finesse fighters.

    - Svari leather - Much heavier and rigid than their cloth, it is also much stronger, rivaling even metal, if it is made by a skilled Svari.

    - Bone dagger - strengthened using powers, this durable sharp, and very light dagger is considered excellent for self-defense and surprise attacks.

    - Mass production - thanks to their duplication abilities, they are are to create enormous quantities of bone and leather items.

    - Giant rodent - the ability to enlarge animals allows the creation of enormous creatures for food and companionship purposes.

    - Endless flask - using their unique power to create elemental links, these flasks contain a small piece of bone that is linked to The Tunnels. Water from that world is constantly flowing into the flask, refilling it. A must-have for any travelers.

    - Air mask - similar to the endless flask, this mask is linked to The Boulders, thus supplying it with a steady stream of fresh air, allowing the user to breath underwater.

    - Svari Painting - a camera / receiver system similar to the Alberian television, although these links display panoramic views of other worlds. They are display7ed in wealthy homes for their aesthetic value. The camera is usually bone, and the receiver is usually stretched animal skin.
    >> Anonymous 04/15/10(Thu)20:13 No.9215669
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    "Leave me alone."
    ~Teradon to a Svari translator

    Teradons are enormous sentients who make their home at The Boulders. They measure about ten feet high with a twenty foot wingspan. They have leathery wings and powerful jaws.

    They are much smarter than many expect them to be, using teamwork and clever tactics to take down creatures many times their size. They speak "the chatter," the standard language of the beast races, which is a language composed of clicking noises.

    They live in familial groups of about ten, and work as a team to hunt creatures that dwell in The Boulders. The combination of their raw strength and their tactical minds makes even one of them a dangerous foe for most people. Luckily, the tiny snack that humans give isn't enough for the average Teradon to bother attacking them. Although some people have been known to befriends them, generally it's just a good idea not to bother a Teradon.
    >> Anonymous 04/15/10(Thu)20:13 No.9215674
    I remember your illustrations being kind of weirdly appealing, despite poor quality, and the idea being a pretty cool, sound one. Keep it up!
    >> Anonymous 04/15/10(Thu)20:13 No.9215681
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    "Um... excuse me. Could you just stop what you're doing for a few seconds to answer my questions? ...hello?"
    ~Traveler feebly trying to get the attention of a busy Crawler

    Edge Crawlers are sentients who reside on The Edge. have small torsos and incredibly long arms. They have flat, square bodies, a single long eye, long spindly legs, and incredibly hard claws.

    Moving very slowly and carefully they are able to traverse these cliffs, gripping the rock with their bent claws, which are are hard as metal. Using these same claws, they carve out tiny caves for themselves with dozens of caves often in close proximity. It's unclear how they survive, since they have no mouth. They communicate using The Chatter, by tapping their claws on the stone.

    They are master craftsmen, slowly chipping at the gems and precious stones they find until they have a beautiful statuette. They are fine with visitors, and are willing to trade their gems and sculptures for interesting technology, books, and other trinkets.

    Whatever you do, don't steal from them.
    >> Anonymous 04/15/10(Thu)20:14 No.9215693
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    "Hi! Hi! What's that? Who're you? Can I touch that? Where are you from? I eat fish too!"
    ~Sepian pestering a traveler

    Sepians are large squid-like creatures whom were just recently found to have sentience. Very little is known about them. They live in The Tunnels, and were often noted by travelers to be incredibly curious and energetic.

    They appear to be able to change their skin color and texture to better camouflage themselves. They are ambush predators who have a diverse diet.

    It later turned out that the excited clicking noises they make was, in fact, The Chatter. Although they've been the subject of much recent study, the very nature of The Tunnels obviously impedes long-term investigation.
    >> Anonymous 04/15/10(Thu)20:15 No.9215711
    Biracial Persons

    Humans, Alberians, and Svari can produce children with each other, although social factors make this a very rare occurrence. All of these offspring retain their parents innate abilities.

    Human / Alberian - Slightly shorter, and with paler skin than their human parent. They are physically stronger than Alberians, but take longer to master their natural powers. They are usually accepted by humans, but Alberians claim the right to all people with their powers, and will kidnap and raise any half-Alberians they find.

    Human / Svari - Slightly taller, and with darker skin than their human parent. They are physically stronger than Alberians, but take longer to master their natural powers. The Svari don't much like them because they are often raised by humans, and are out of touch with Svari values. The humans don't much like them because of their innate distrust of Svari people.

    Alberian / Svari - The incredibly rare coupling of an Alberian and a Svari. They possess one power from each of their parents' races. Other races are terrified of their powers, and as a result they can never find an accepting community. The few that exist live as hermits on The Wastes.

    -=-=-TO BE CONTINUED-=-=-
    >> Anonymous 04/15/10(Thu)20:19 No.9215755
    Archived. What happened to your trip?
    >> Dr. Theodore Lagore 04/15/10(Thu)20:20 No.9215775
    Sheesh, that took longer than I expected. And I forgot to enter my name. Ugh... this is getting off to a bad start.

    Well, anyways, here are some of the problems I'm having:

    - Waste Management: What do people do with their... leavings? Caves

    - Size: How big are the caves? What size is large enough to support an extended family through farming? What about a town? A city?

    - Materials: What are buildings made of? What are common everyday objects made of? (there's no wood)
    >> Anonymous 04/15/10(Thu)20:22 No.9215807
    >- Materials: What are buildings made of? What are common everyday objects made of? (there's no wood)

    >> Dr. Theodore Lagore 04/15/10(Thu)20:24 No.9215830
    Thanks mister. Don't worry, I'm not planning on giving up!

    Thanks mister. I try my best on the drawings, but I really need to find a desperate illustrator who is willing to work for nothing. Maybe from deviantArt...
    >> Dr. Theodore Lagore 04/15/10(Thu)20:31 No.9215971
    Do'h! Well yeah, that makes sense for some things, like buildings and maybe cooking, but it'd be kind of annoying for dishes, chairs, etc. I was thinking maybe metal, but...

    - Metallurgy: How skilled are they? If I understand properly, smelting requires charcoal, and they have no wood.


    - Water: There's no rivers and no rain. Where the heck do they get drinking water from?

    - Animals: I think rodents, rabbits, and insects make sense. What about predators? Cats maybe?

    - Time: There's no day/night cycle, no year cycle, no nothing! This isn't too much of a problem for farmers (sleep and eat when you feel like it, trade when you have surplus foods, etc.), but what about in towns? When would stores be open? How would people keep appointments? How often would you collect taxes, hold elections, etc?
    >> Dr. Theodore Lagore 04/15/10(Thu)20:48 No.9216257
    So, uh... I was also wondering if there should be any other worlds? Five seems kind of wimpy.

    S... sorry for triple posting...
    >> Anonymous 04/15/10(Thu)22:08 No.9217642
    I think 5 is fine.

    I'm not sure you can count on really seizing /tg/ with this, there's always been limited interest. The forum seems to offer some good advice, and you might get more response if you condense your posts:

    For instance: I plan a world where there is no wood/night-day cycle. How do people perform metallurgy/check the time?
    >> Anonymous 04/15/10(Thu)22:25 No.9217974
    You probably will have to include a source of water somewhere.

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