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/tg/ - Traditional Games

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Welcome to the planning phase of primordial south. The goal of this quest is to determine which of our players are returning to claim tribes, establish the next setting, and make the game more accessible for new players.

In this game you will pick from one of roughly seven major tribes. A player will either outright mangae the entire tribe-nation, or play as a sub component of it as anything from a major family, to a police force to what ever you can image. The mission of the GM is to facilitate the story.

a brief overview of the of the southern continent

It is a volcanically active, geologically active, and very dangerous. An important feature of the continent is a large centralized mountain range that several major tribes have collected around. They have become a sort of confederacy dedicated to watching their own borders, trading, and being mostly left alone. Despite the agreements in place, many of them have ulterior motives. With no outright war, they have competed in innovation and trade, and have progressed significantly for it compared to their contemporaries.

To the north and east are dangerous hordes threatning to spill over their borders and disrupt the status quo, while not having technology, they have numbers, but are not unified.

The environment itself poses its own complications, with strange and hostile lifeforms, and a flesh like mass slowly growing across the southern region of the continent.
test bump for function
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I've talked to nad, notrip, and onol about this idea. It hinges on a few major factors, particularly players picking up tribes, or failing to.

The game would take place roughly 100 years or more from when the last session took place. roughly.

The Yapap would have completed their conquest of the north, and since fallen back into warring with themselves, and attacking all outsiders. The north is not a safe place. Those tribes conquered were either destroyed, or assimilated. This does not mean that there is not new divisions.

The Katumoiset will have conquered "schwirm isle" if the staagreich player does not return. there may have been a small explosion involved from a group of subterranean logeadz digging too deeply into a magma vein. This would have enabled them to gain some new skills, slaves, and begin expanding their burning, crumbling, and ever growing empire westward, first encountering the wild "soundscape/ meatgrass", and potentially, while not finding the lufae exiles, making trade with them.

The Tancas Azseg would have continued to use the "liquid rock" of the former altume to build great roadways around their now throughly infested lands.

If players were to come back looking for their tribes it would be easy enough to find them existing as a vassal of another nation, still able to be picked up, but with new challenges and situations.
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I've learned a bit from each game, and with the faction/ sub-component configuration a lot of fluff, story, and player interaction happens more naturally then on it's own. There is already a commonality of coming from the same group. While a faction is called one group, this does not mean there are not destructive, antagonistic, separatist movements within the faction.

*The allied factions:

Korobushka: central to all of the allied factions, and a sort of silk road. The smallest tribe.

Tanacs Azseg: a union of the Oamenii schwrims and the TraKah Log'eadz. They have made recent jumps in metallurgy, engineering, and are a rising power.

Lufae: Arguably the most powerful nation at the moment, with an extensive underground cavern system in use, and mastry over a strange biological substance that is used for many things. In the growing age of metal their capabilities are being challenged.

Eleni: The Iminye and Altume merged to form a large nation on the western "island" of the continent as well as the north western forests. A extensive use of stone and exotic knowledge on how to shape and grow plants has allowed them to form their lands into a sort of paradise.

Urupuruu: A small tribe that has grown quite large, they seek to increase their stature and holdings in this world.

*The Hordes:

Yapap: Having conquered the north by massacre, and strength of arms they set their sights on the territories of the other puruu nation to the south. Infighting and cultural fractures have caused them to make little progress beyond border raiding, and exiling or killing all non puruu races from their forests and marshes.

Katumoiset: Imagine a city that is constantly being built, constantly crumbling. at the lowest levels slaves run as free as they can, until young masters come with their hired warriors seeking to build their own temporary empire. It is here that the forges burn too, and here where the foundations of the city crumble. At the top the elite live.
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There are numerous other factions such as the gesh dreamers, who live in symbiosis with forests full of a hallucinogenic fungus, and experience the world in a radically different way.

This is all preliminary, but if it is liked, I would like to press on, and do an overworld map. I'll leave this early stuff up for you guys to chew on, and most importantly IG to review and approve, modify or deny.

One thing I will do is make an updated version of the continental map once we get going, as well as a more detailed "starting" story for all the factions. Including the somewhat treacherous and tenuous nature of the "alliance". The updated map will include the continent cut up into territory claimed by all the major factions and their sub components. Expect some territory to overlap. The Tancas Azseg and Lufae likely claim similar portions of territory, as well as the Urupuruu pushing out the Elenii from some of their traditional homelands.
Sorry for my long absence, a lot of things happened. The repair of my laptop and my college final presentation are just two of them (I aced that presentation BTW).
So yeah, I will try my best at posting replies, now that a great weight has been shifted off my shoulders. NG's initial scenario is A-OK with me. As the threads roll into the second and third, expect the isolation of the South to be broken, as the Eastern explorers find their way to the South.
To reiterate about new players: You can pick any subfaction from the tribes, maybe even roleplaying as a formerly independent, unknown tribe that has been 'folded' into the big tribes, perhaps via conquest; You could want to break free from the big tribe, or serve them, or scheme behind their backs. Anything can work, as long as they follow common sense. So for example, having your sub-tribe get a desire to go to space without any explanation is nopeworthy, but if you fluff them to have, say, 'a vision from the gods!' or some brilliant inventor's mad ramblings that drove them to seek for a way to space... as long as it meshes well, it works.
Now that we have this going, when I am back and functional tomorrow/ today, depending on where you are, I'd like to talk about at least two of the factions of the lufae. The Exiles, and the Forest Dreamers. Both could have some potential roles to play.
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What would you like to talk about those factions?

The plains exiles were the ones with most resources, which they used to construct their new lair. Their lair itself is located in the wild soundscape covered plains.
Their society is led by the descendants of the exiled flesh singers, who preach the gospel of the divinity of the soundscape and the evils of their heretical brethren, and the songless.
Their technology is based on refined Cedya and basic emils tech, which they mostly use to create expendable cedya drones to protect themselves and hunt. They also spread the soundscape around, and protect it from outsiders.

They have taken the name Ifal Fa, the true servants.

The dream forest exiles are somewhat larger, but less powerful group living in the dream forests on the banks of the great chasm. They are led by pseudo shamanistic spirit "seers" who claim to receive visions from their goddess. ( caused by the halluciogenic dream rot.) Over time, they have grown in size, even surpassing the originally more numerous Ifal Fa, but they tend to be quite disorganized, living in small communes scattered across the forests. They lost much of their former technology when they got separated from the main exile group, and crashed to the cliff sides of the chasm.
The did however, retain the knowledge of how to grow, manipulate and control the Cedyas, though without emils tech, they could not really utilize their old methods. They however, did learn how to control and shape cedyas in more "natural" ways, instead of the crude, cutting, sewing, and framework based methods of old. This grooming method they use is more limited than the ancient ways, but often results in more stable cedyas, with fewer problems, and way easier to control.

They call themselves the Dahao Lu, the blessed ones.

Here are the insignias of these factions, including the Lufae too. (If people wish to play subfactions of either these, feel free to alter or come up with new logos.)
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Those large Puruus are a different species, and are not sapient. Just large. The other puruu next to it is just outdated. Hand tail.
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thanks for the reminder of the hand tail, i forgot it. For those tuning in, puruu are what happens when jellyfish become sapient. more or less.
A few major things I wanted to ask about is this. With the Dahao Lu, they live in the dream rot forests. The Dream Gesh also inhabit this region, and while having eyes they are effectively blind compared to most. What would be the relation the Geists would have with them, as they are also sapient. This interaction could lead into a larger arc if accepted and said player chose to pursue it.

The Ifal Fa, in my proposed plan, would have potential contact with the katumoiset. While not trusting them, the feeling is mutual for both sides. However the Katumoiset could provide them with a steady stream of Schwirm slaves, resources, and more. At first It could be argued that schwirm slaves are useless to them other then perhaps as food. However flesh singers have extensive knowledge of the schwirm biology, and have likely been able to refine since their early experiments with subject 0 and the others. Better servants with a higher degree of mental capability then the Cedya constructs.

The Lufae have created this expanding soundscape, and to tend it they made servants out of "cultured" puruu hybrids. These are carefully pruned with "individuals" weeded out, but the bigger the soundscape, the more frequently the servants are gone for longer and longer, some not returning at all. It is also questionable with the overturn of the old flesh singer rule how many projects got "lost" or information is missing. How many of these guys are now self replicating, etc. It is possible some have gone rogue, rebelled, or simply can now think to ask questions.
Oh my fuck, we're back motherfuckers!

I haven't really thought of how the Dahao Lu see the dream gesh. Depends on the circumstances really, though seeing how the Dream Gesh presumably also utilize echolocation to navigate in some way, I think that they might have pretty good changes of being in reasonably good terms with the Geists.

I am not sure about the Ifal Fa, at least at the beginning of the next game, seeing how they are even more xenophobic than the Lufae were. Maybe in time, they might trade something with the other tribes, but with extreme reservations.
Also, there is the problem of the Ifal Fa being in the middle of the plains, and the Katumoises being located in the other island and coast lines. How would the two groups even meet, or establish any sort of non violent communication, seeing how the Ifal Fa at this point, either avoid all contact with the songless, or kill them on sight, if they get the change.

The chaos caused by the incident that resulted in the splintering of the Lufae did indeed result in the Flesh Singers loosing track of at least some of the puruu servants, though they did originally develop very throughout system to track them. Because of this, I don't think that this system vanished during the cataclysm, most likely the coven responsible for keeping track of the Puruus was just forced to stop doing that for a while, as the Singers re-organized.
So, I doubt that the unwanted types of puruu exist in the heart lands of the Lufae, as the knowledge about them still exists. However, during the time of the cataclysm, when the Puruus could not be taken care of, some of them might have gone missing, and slipped away into the border lands of the Lufae territory, where the wild soundscape grows. In these regions, these puruus might very well have gone feral.
Some of the singers might actually try to relocate these puruu populations, in order to reabsorb them into the fold.
From the IRC

> if you planted an American flag to claim the Earth, it would say "made in China"
- Drawbro
On the topic of the hybrids, would it be believable that without the Geists "maintaining" them, the cedya/emil parts would die off from the puruus starting to build up toxins in their bodies again?

The puruus that have cedya or emils parts are not exactly natural species. The emils might survive in them better than the cedyas however.
(I recall some discussion about emils infecting puruu spawning pools from the old threads.)

In any case, the hybrids augmented with emils and/or cedya stuff will most likely revert into normalized state eventually, though they will still be hybrids between different puruu organisms however.
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bumbing with the world map. Does anyone have the version with the grids?
It's probably in our archives somewhere.
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very rough draft of territory map. should be updated with more information
for instance, I've been told that the Tanacs Azseg territory is too big. They settled in the southern coastline.
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Dreped on the Blue area
Where do I sign up, and what am I doing?
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Here, and we're not entirely sure yet ourselves.

I'll just post the IRC link as consolidation.

For regulars or newcomers feeling up to it, the bestiary page is needing some work.
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Welcome, welcome. we are fleshing out the starting scenario, and then when its go time all the available factions to play will be thrown up. feel free to ask questions, read up, anything.
ifal fa: I imagine since soundscape is holy to them, they do not eat it, and being in the middle of the wild soundscape there is only blung meat, which may not be best. By posing as regular traders too strong to capture or too beneficial to early marauders they can keep their distance, hide their identity, and gain resources. An agreement as simple as "just create waves of cast off creations and release them into the environment, and we will drop resources at X location" could be had. The more impressive or destructive the monster, the better. This works for the exiles, because they probably do not care what happens to the other races, and if they are willing to finance their own oblivion, all the better.

Dahao Lu: I would prefer for good terms with the dream gesh, they are guides and visionaries in their own derpy way. It would allow for an eventual back and fourth between them and the Elenii, who have some limited connected to the dreamers as well.
The map is coming along very well, one major thing i would like to see is that all territory is claimed, and there are contested regions. Based on the events of the last story, I included them, feel free to make revisions.

Up next, i need to indicate where the wild soundscape has spread. its in a majority of the tancas azseg territory, and one of the first things the katumoiset would have encountered.
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another edition of the land area map
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Some info on the Yapap.

While they were once pretty much unified, the Yapap quickly went into decline after the death of War-Chief Kwaku. A challenger fought him for leadership of the massive following of warriors that Kwaku had assembled while leading the conquest of other tribes.
In the fight, both ended up taking each others' life. With nobody to lead them, the horde of Puruus quickly fell to infighting.

Head-Elder Ytai, leader of the Yapap, tried to quell the fighting, but it was Kwaku's cult of personality that held the numerous shattered tribes together.
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glorious. It communicates the territories quite well.

Here is the prototype map of the soundscape, both "groomed" in the lufae territory, and wild.

The soundscape is nourished and sustained by biomass it moves over and consumes, the blung and life that dies on it, nutrients from the land, and the extensive volcanic ash and gasses falling on it.

the "soundscape" or meatgrass as it is called by the logeadz that is not groomed by the lufae servants is an expansive semi featureless stretch of bruised colored flesh like material. This material has expanded over the land and encroached on others territories. Aside from being a vast, but poor source of food, as well as a type of fuel when processed correctly, it is also home to horrors, as well as being a semi hostile environment on it's own. A painful rash, and red eyes can be had from long term exposure to soft skinned life forms. The indigenous animals that have adapted to survive the fields are either sickly, or markedly more hostile.

"Meatgrass" is harvested by large bladed devices similar to a plow meets a combine, then the biomass is ground up into sausage and fed to the masses. True meat is a valued commodity.
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The dream forests are home to the dream rot, a type of hallucinogenic mold. In the past, it was kept in check in a natural cycle. Dream mold comes from gesh dreamers, as the forest gets more and more mold and fungus, it attracts the fungal cedya, which forces the dreamers to move on. Those animals in the forest that are too slow, or linger too long, slowly become infected with the "rot" and will eventually succumb to overwhelming hallucinations.
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Puruu neurochemistry (all species) makes them immune to the hallucinogenic effects of the mold.

There are also some bug-like creatures that are not only immune to the mold, but feed exclusively on it.
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the bugs are sometimes captured, and have their faces pulled off to be used as liquid storage.
Probably a bad idea if you don't want to OD on the dream mold chemicals.
So, to all the regulars, does everything so far seem to check out? If so, within this thread, i would like to do a little fleshing out of the factions as they stand now, figure out the status of some of the loose ends from the last game. Like the Elenii tunnel to the lufae network.

Id like to get a map going of the major settlements and pathways, once I have all this, I'm going to make a new finalized map and grid, thats a bit bigger, but smaller in file size then what we have been using as of late. With that done the game should run quite smoothly.
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Bump before bed
Well, what are the loose ends?
For the Elenii tunnel into the Lufae network, the Elenii didn't know it was made by Lufae, right? So it could be that the Elenii just started using it as a means of alternative transport, thinking they were done by an ancient, dead race.
And then the Lufae refugees start coming in and living in the tunnels.
What do you guys think? Plausible?
Ah, the Elenii tunnel is partially forgotten about by the Elenii themselves, being dug by a splinter faction towards the end of the game. When it ended i believe the lufae had just discovered it. It could work the that the lufae have sealed it off from the Elenii again, and claimed the tunnel as their own.
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As promised, here is the updated territory map of the Lufae.

I also added the territories of the two exiled factions, and the general spread of the soundscape. The darker areas are where the soundscape is not groomed by the Lufae.
One thing to note is that the Lufae tunnel network spans underneath most of their territory, and it is connected to both of the water filled chasms near their territories.

The map also has the locations of the major settlements. The Dahao Lu do not have any central settlements, as they are scattered across the whole dream forest in small villages and communities.

The soundscape being holy to the Ifal Fa, does not mean that they can't eat it. In fact, one of the tenets of their faith is that the proof of the divinity of the soundscape is that it can support life around it.
Again, the Ifal Fa are the absolute extremists in their beliefs. They do not interact with other races, in a peaceful manner at least. They either stay out of sight, or kill the songless if they get the chance. They acquire resources they need by using Cedya troopers to raid trader caravans, or attack those who defile their lands, or the soundscape.
In time, they might be able to form some sort of trade with the Katumoised, but right of the bat? Nope. They hate all outsiders with burning passion, even the Lufae, who they see to be heretical.
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Bumbing with some water dwelling critters.

Am i late or is there still some room for change of plans?

I have lurked threads and waited all this time for the possibility of second round.
Brief summary notes:
A group of Eleni exiled from Eden for their radical attitudes towards the Altuime race. In time it also came to include anyone with criticism against Eden. Those who cried out against change and those who became a criminal element were welcomed.

However the Fringe failed. In its early days the cave creatures devoured them. They couldn't prospect any precious minerals, because their faulty mobile Ents mangled its pilot. It was disbanded. However its founder, Sellion refused to return a failure. So in a two pilot Ent with his wife-mate-whatever, he disappeared into the uncovered corridor.

To most its a legend whatever he may have found in the Lufae-Eleni tunnel. The whole ordeal is written off as Sellion's Buried Treasure. A mad spelunking tale of criminals, tight corridors, gone-crazy machinery, and madness.
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Nope. You're right on time.
Is.... is it time?
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Although they may not get any attention, the Viearaché are still an independent faction located in a valley within what looks to be Korobushkan territory. Being for the most part isolated, they've had no pressure to make technological advancement.
Where is everyone?
I was asleep.
this is very good. i like.
Actually, you are fine man, welcome back, your tribe is ready to be picked up and I can alter the story a bit to accommodate. Your tribe has been at war/ under siege with the Katumoiset for the past 100 years. I will decrease their immediate territory to accommodate for yours, or you can choose to start off as a renegade group of Staatgreich within the katumoiset collective, attempting to gather your people and escape to a better land, or rebuild an army and take back your land. whatever sounds most fun for you. ((start off as a bigger version of what you were before, and a bit more hardened for the constant war, or start as being defeated and now part of the katumoiset, but now ready to escape or fight back.))
If general re-fluffing is okay, would you mind if finished the Urupuruu epilogue? I don't think I actually got around to posting it last go.
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feel free to do it here. About 100 years has passed since the end of the last game, and your tribe has the potential to change as much as you want to. Just don't forget about your lufae made living god.
Very well then.

When it first returned to the puruu, they panicked. The mighty form of Arupa, the new body of Caesar, towered over most buildings, a true walking god. As the nature of the titan became clear, however, what were once panicked shouts turned into weeping prayers and shouts of joy.

Arupa established itself as the supreme leader of all Puruu, regardless of origin. Yetu Eman became a walled holy city, a place guarded by the terrible forms of the armored Wrath Guard, where entry was allowed to only a select few. The Living God lives now in the great Palace of Arupa, which spans the trench that created the Salt Lake. From this place it ritually devours the most devout priests in order to maintain its physical mass.

In the south, the city of Yetu Mahali has been divided between two factions. The Hukumu, those most devoted to Holy Arupa, Supreme God and Ruler of All Puruu, have assumed complete control of the city. Those caught breaking their oft unfair laws are abducted and shipped away to have their minds broken and placed in the Wrath Guard. The opposition to this totalitarian regime is the remnants of the old Militia, loyal to the ideals of the past, in the time before the Flooding of the Abyss. They name themselves Askari wa Sababu, the Soldiers of Reason, and their mission is to bring back an age of science to the Urupuruu.
The Askari wa Sababu live in a district of Yetu Mahali that once housed the Great Library of Udongo, though that proud building has long since been sacked and desecrated by the Hukumu. Their leader, a young puruu called Dhana, has taken the title of Askari Wakuu, which has not been used since before the Coming of Arupa. Dhana and the Askari wa Sababu operate within Yetu Mahali as a secret army, fighting the corruption of the Hukumu wherever they can.

God-Kiongozi Arupa ordered the complete destruction of all villages and trading posts other than Yetu Eman and Yetu Mahali, instituting a policy of isolationism that has lasted for the past 100 years. Despite this, the Askari wa Sababu have maintained frequent trade and contact with the Nod, which has given them the technological edge over their oppressors. The time has almost come for them to rise up and reclaim the city in the name of reason, for them to venture north and slay the False God Arupa.

And all the while, locked away in a magnificent palace, the once graceful form of Arupa is now bloated and disabled, the price of immortality having been paid in sanity. The devoted priests walk quickly into the maw of the monster, all at the guidance of the one puruu who claims to speak for Arupa, High Priest Ujinga.
So as it currently stands, the only remaining cities controlled by the Urupuruu at Yetu Eman in the north, which has become a fortified isolated city-state much akin to Vatican City, and Yetu Mahali, a large metropolis that sits on the edge of the Salt Lake. Yetu Eman is controlled by High Priest Ujinga, who claims to be the voice of the now insane god-thing Arupa. Control for Yetu Mahali is contested by the Askari wa Sababu (Just called the Sababu to shorten things out) who fight a secret war against the Hukumu, who are in no way ripoffs of the Spanish Inquisition (Which means they totally are).
The Urupuruu state will ignore any attempts at communication by outsiders, viewing them as inferior to the Puruu species, but the Sababu maintain trade agreements with the Nod that keep them up to speed with the continents current tech. In exchange, the Nod get access to any Wrath Metal that the Sababu might loot from the Wrath Guards.

Is this acceptable?
That is quite acceptable indeed!
So, for the start of the game, let me summarize:
-Urupuruu: split into 2 factions, the Hukumu and the Sababu. Currently in self-isolation.
-Lufae: split into 3 factions, the original Lufae, the Ifal Fa, and the Dahao Lu. Possible branch faction of feral ex-servitor puruus forming a tribe.
-Yapap: split into a multitude of warring states.
-Katumoiset: still the slaving, raiding force they are, just bigger. Which means plenty of subfactions.
-Staatgreich: either holding out against the Katumoiset, or being subsumed and is currently a subfaction trying to get back their former lands.
-Tanacs Azseg: still existing, busy keeping the metagrass at bay by using it for fuel.
-Korobushka: quite safe in their mountains, and protected somewhat by their neighbors' isolationist policies. Subfactions are the different clans in the kingdom.
-Nod: has one splinter faction, the Fringe. We need to flesh them out/clarify more methinks?
Tallyho! The adventure begins anew!

By tomorrow I'll be posting up some general stuff on the state of the Log'ead portion of the Tanacs Azseg. City States and Might Makes Rights shall be the rules of the story I will weave.


Nod is commonly known as the Eleni Nation because of its founding was by Eleni tribes centered in the western desert and plains. A century ago there were 3 territories to Nod, Altume with the brown tanned survivors and warriors, Iminye with green skinned gardeners and thinkers, and Eden which strived to combine the best of these people.

Since this time however much of the Iminye territory has been lost to expanding Yapap hordes. The naval presence in the Firil Sea is minimal. Without regular resupply from the Aeiro township, Firil's great tree was abandoned. The giant biological structure still stands in the center. Many Eleni feel the urge to reclaim that monument even after this time.

After the Year of Ash, also known as the Altume Civil War, there was plenty of tension between Altume and the rest of Nod. The grand tree of Favus Opem had been destroyed. It was the intervention of Tancas Argez that repaired the strained relationship. The Kah logheadz reached out to the Altume who shared their respect of their ancestors. But without the need for vengeance on their behalf. Eventually the Tree Shapers returned and the grand tree was restored.

The Eden grand tree still stands uncut. It has grown ever since its founding. It is the political capital of the Eleni Nation. From this city they built the future infrastructure, expanding the roadways south and west. They also made the desert a fertile landscape. Eleni Technological research was relocated to Gehenna, the floating island engineering station.
sounds awesome, gonna add on a bit.

Lufae- Wyven rider shamans, the old religious leaders of the geist tribe. A warmer relationship with the korobushkan monks.
Tanacs Azseg- (bronze, help me out here) There is the city of indaskie, a collection of the continent's floating flora, where those who wanted to get away from the fighting and live simple dwell, it is also a neutral ground for meeting of the various tribal nations within the alliance.

The Motogangs- descendents of exiles who could either not adapt to the new "civilized world", or criminals. They live their violent and short lives out in the meatgrass fields in encampments made of scrap, riding on crude motorized devices and raiding supply convoys. They are often the pawns of warring organizations within the TA, or sometimes as hired terrorists.

The (fuck i forgot the name) a hypernational group who in particular despises the geist, and would see them all eradicated.
Nod: I dont think we can get away with calling them nod. The Elenii nation works, or if a new name has cropped up in 100 years since their turbulent times, that would be good as well. The background you have crafted is quite good. It should be mentioned that the Elenii had a very bad encounter with the Katumoiset.
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new map in work. simplified. will feature color, landmarks, and major roadways. feel free to one up me on this. The only reason why i'm not using onol's map is due to a lack of skill in editing it and being short on time. still. i might go back and try to throw in the volcanos and blung on it, and call it a day with that, then do a second one with roadways, cities, and territory.

Are there still things we need to discuss?
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somewhere deep and locked away is a horror.
Oh yeah, totally had to abandon the Firil Sea after being overwhelemed by Katumoist. Will be on later.
What tech level is everyone looking at right about now?
Anything that has revolutionized warfare?
Who is on good terms with who?
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Korobushka Factions... ahoy!

> The Clans
The farmers. The richest clan, for grains of busharri are the currency of the Korobushka. They are responsible for tending the many publicly owned fields of cereal grains.

The warriors. These Korobushka are fierce and mighty in the arts of war. They are also the inventors of assasination, and they wage a secret blood feud with the Zartik

The breeders of the horse-like creatures known as dusya. They provide the steeds for the nation.

There is more, but I must go for now, I shall elaborate upon them later.
>What tech level is everyone looking at right about now?
Globally, varies between IRL early medieval Europe to Renaissance levels. On the South, probably closer to medieval Europe-ish with bits and pieces of futuristic biotech leftovers from the Lufae and Elenii, or steamtech machinery of the Tanacs Azseg. At least as how I remembered it.
>Anything that has revolutionized warfare?
Projectile weaponry maybe, but not everyone got it. Most people still use melee.
>Who is on good terms with who?
Yapap: is squabbling amongst themselves, could go anywhere. Mostly hostile to others.
Tanacs Azseg: I think they're on good terms with the Korobushka, main Lufae, and Elenii.
Korobushka: good terms with main Lufae (at least their priests), Elenii?, and TA
Eleni: good terms with Korobushka, TA, Lufae?
Urupuruu: turned isolationist/slight xenophobic
Katumoiset: hostile to everyone
Staatgreich: hostile to Katumoiset
Vierache: isolated, don't really know of others?
(other dudes feel free to fix this)
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For revolutionizing warfare, the Yapap have lead mallets and dropping jars of flaming pitch from Tree Lubs that had their weight cut off.

Lubs are massive jellyfish-like creatures with photosynthetic skin. Their bell is filled with a ligher-than-air gas. Probably methane. With the heavy weight organ cut off, a lub will float off into the sky (the organ does other stuff, but that's not important right now) .

Being in good terms doesn't really paint an accurate picture of how they see the other tribes.
They tend to keep to themselves, and avoid unnecessary contact with the outsiders. They are also still very strict about keeping unwelcome people out of their territory.
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The people who ran the tribes are probably the only ones who could accurately describe relations between each other.
Yapap and Vieraché are accurate.
Sup guys. I've been keeping an eye on the Primordial games for a while now and you guys have churned out an astonishing amount of fucking awesome content. You should all feel pretty proud of yourselves. I'd love to join in somehow, but I'm at an absolute loss as to even begin. It seems like, from what I've read below, if I joined I'd be playing as one of a select few civilizations? Or would I be starting relatively afresh with a splinter faction or group? The game has GMs, right? Or do people make their own lore up based on how their dice rolls go?
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Bumbing with pictures of the basic combat biodrones of Lufae, Ifal Fa and Dahao Lu.
Unlike the bioconstructs of the Lufae, these beings are actually alive, just heavily modified by their masters.

During the decades after the cataclysm that splintered the Lufae, the overall allocation of resources shifted in the tribe, into a more even balance. This meant that the overall quality of life of the average geist in the nation rose significantly, but it also meant that expensive projects like bioconstructs became harder for the flesh singers to support. As time went on, the amount of the bioconstructs started dwindling, as they were replaced by cheaper alternatives in most fields. Their most prominent successors were the modified puruu slaves, who were much cheaper to maintain and create than the bioconstructs were. Such constructs still exists of course, but they are far less expendable than the puruus are.
Because of this Lufae tend to utilize loyal, puruu servitors as their front line combatants. They work as fast moving meat shield for the more elite warrior choirs and war-constructs of the Lufae.

The Ifal Fa have utilize a blend of emils and cedya based tech to create their warriors. They usually force the fungal mass of the cedya to the desired shape trough emils skeletons, frameworks and binds, that constrict and direct the growth of the fungi. They usually also graft additional parts to their creations, to make them better at their intended duty. They usually have tough emils shell armor and weaponry directly implanted to their bodies, making them quite resilient opponents. The Ifal Fa control their cedya constructs via conditioned, puruu based control nodes that are implanted to the fungal mass as it grows.
The Ifal Fa rarely expose themselves to direct combat, preferring to use their cedya hordes to do the dirty work. When they do expose themselves, they utilize crude, but still semi dangerous biosuits for protection.

The Dahao Lu lack the emils tech of their former brethren. Because of this, they were forced to develop new ways of how to grow their cedyas. Instead of using brute force to shape their cedyas, the Dahao Lu learned how to groom them during their development, and how to make them more compliant. They used their knowledge on how to breed and hybridize the cedyas to create new cedya subspecies that they could utilize. Their cedyas usually resemble naturally occuring species very closely. Because of their methods, it takes much longer for them to raise the cedyas than it does for Ifal Fa. They also have much less control over them, but still enough that they can direct them to reasonable degree.
In combat, the cedyas usually are the heavy muscle, the geist warriors themselves prefer stalk and ambush their targets, while they are distracted by the attacking cedyas. The Dahao Lu practice guerrilla warfare against those who intrude upon their forest.

So in short, the Lufae use puruu slaves as rapidly moving meat shield swarms, that bogs their enemies down, allowing their more elite forces to flank their targets freely.
The Ifal Fa use multiple types of, generally tough cedyas to screen themselves from their foes, and tear them down trough sheer attrition.
The Dahao Lu conduct guerrilla warfare against their enemies, with the cedyas working as distractions, and as the heavy hitters, allowing the geist warriors themselves engage their enemies at most opportune moments.

This is always a good place to start:

In this round people will be playing as sub or splinter factions of the previously established tribes. There are Gms, who can respond to roll results, and make events, but self gming is also acceptable (maybe even preferable, as it lessens the load on the gms.) The gms will step in if the self gm results are bs though.
As for lore, you are pretty much free to make your own story.
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Pretty much for this time around. Either an internal faction or an offshoot of something. It might also be possible to be something new within territories mostly controlled by a larger group.
As for the topic of GMs, there are Indonesian Gentleman and Nongent. Self and peer GMing are options though.

One thing I've wondered is if anyone has dug through any of the old threads for ideas to use in their own settings.

I for one, am intending on using the stuff I have created here for my own stuff, if there comes an appropriate change (which will probably not happen in years.)
Probably not in a single setting though. In general, primordial has loads of stuff that are great ideas for stories and settings of their own.
bumb before bed
bump. Info dump on the TA coming later
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mostly what IG said, with the occasional breaking with specific exceptions from tribe to tribe in one field or another.
Hey man, dont shy away from joining up, once a map up and running, and the faction list done this game is ready to rock. Real life has just kept me pretty busy. What the other guys said is accurate on how you can start out this round.

As for the map, ive turned it over to Onol, who is putting on some finishing touches.
In the meantime, have some TA forces. In the past full metal suits were much more rare, now they are the likely mainstay of their armies.
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the other half the the TA are the schwirms and their inventions. They also have some warhounds that are a very culturally significant part of their life. Old pets who had passed would be honored by being made into armor. This practice is more ceremonial now with the advent of metallic armor, but is still in use.
The Tanacs Azseg, or Grand Council in one of the many tongues of its peoples, was founded by two nations: The Oamenii, a country of Shwirmen who had developed a strong state, and were exploring avenues of science open to them with curiousity. And the Nag Ber'Ek, a large collection of Log'Ead tribes, bound together by a Grand Chieftain, and an Eternal Champion. The Tanacs Azseg is also a union controlled by two players, named Oamenii, and Bronze (Me).

I know less about the activities of the shiwrms of the T.A, so I'll leave that to Oamenii if he ever comes back. In the meantime, I'll handle the Log'Ead lands, the western half of the T.A.

The Log'Eadz of the Tanacs Azseg began their journey to becoming a great nation with a single step, and a single tribe. The first tribe, that would unite others under it, and lead on an exodus from the plains. That first tribe was the Tra, a simple, though large tribe, living on the northern edge of the plain, hunting and gathering, feuding with other tribes and enjoying their lives. They were like any other tribe, with their clans and chieftains, petty priests and wise shamans. Everything was changed when they strayed close to the desert on on of their migrations, and met a people, who would perhaps have more influence on the coming nation than the Tra could ever claim.

From the desert came for the the Kah. Compared to the Tra, they were savages, having eked out a living in the deserts only by raiding the other tribes that had lived in it for generations, leading to a cruel culture, based only on strength of arms. Out of the desert, they had recently gained a new chieftain, the son of the old one. He had slain his father after he refused to lead his people into the plains, towards a happier future. Not through ritual combat was the father killed, but by treachery, slain in his sleep by his only son.
The new chieftain abandoned his name, even as he led the Kah out of the desert, and onto the plains. Their first encounter with the a plains tribe was with the Tra, and what a meeting it would be. The Kah Chief promptly challenged the Tra Chief, Eno, intending to win control of the Tra, and unite the two tribes. At the end of the duel between the chiefs, the Tra stood victorious, and absorbed the Kah into them, renaming themselves the Tra'Kah. The skull of the Kah chief was made into a helm for Eno. Over time, the barbaric customs of the Kah would seep into the lives of the Tra, forming a strange code of law, which dictated disputes and quarrels be resolved by combat, un-armed in most cases, with the winner gaining whatever it is they desired in the first place, or even something of their opponents. "Take what you kill" would sum it up nicely.

Many decades later, challenges with other chieftains and devestation of small tribes by outsiders has turned the Tra'Kah into easily the largest tribe of all the plains. Their Chieftain is now Enos grandson, who gained control of the tribe in a duel, like his father before him, sparing his own father at the behest of spectators, for it was clear he had only won on account of his fathers ailing health. Now, to celebrate his victory, and to usher in a new era, the Chief, Krom holds a great week-long festival, inviting every tribe to join, and organizing a tournament to pit all finest warriors of the plains against each other. As it would so happen, the festival only increased the size of the Tra'Kah, and saw Kroms brother, Krog, become Kranos, or Champion. Though the tournament had allowed weapons, Krog won using only his fists and his mulpacs, the arm-spikes that all Log'Eads possess.

More coming later
That MORE WRITING will be coming tomorrow I think.

How will we be handling interaction with the other continents? Except for the ocean dwellers, we'll be catching up with all the other nations, allowing us to tie in the consequeneces of their actions into our events this time. Anyone think this is a good idea, bringing in inlfuences from outside the continent?
clarification on The Blung for newcomers?
First off, some blungs spread creatures called emils, slime things that cover the ground and kill the plants. Others use pheremones to keep the others from fighting. The geists took the slime emils, altered them so they could provide points of refrences in open areas for the geists, who communicate and see with echolocation. That was the soundscape they made, and it spread like crazy over the plains, tended by puruu-construct slaves. Now the Tanacs Azseg cuts it up, grinds it into sausage to feed the masses, and hates the geists, though both parts of the T.A. had previous history with the geists, losing battles to them. The Oamenii lost a big one, and were only spared by the mercy of the Lufae chief

If that's insufficient, and you don't want to wait for someone to post more, come into our IRC and ask oldtimers about the Blungfield, anything else you might have questions on http://client01.chat.mibbit.com/?channel=%23EVO&server=irc.thisisnotatrueending.com
Wait, that was just the Blungfield soundscape explanation I copy-pasted from an earlier chat in the IRC there.

Blungs are the descendants of bird like creatures that became floating lungs, and then re-evolved mouths and heads where their anuses where, and developed into a full array of terrifying forms. Then, they went full zerg, became less zerg, and now they're just a big ass nuisance for everyone. If that's insufficient (which I'm sure it was) hop in the IRC
Anybody here?
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Nobody but us fluz.
Well, now I'm here. Soon to be in the IRC as well.
What is it that you want to inquire?
I am at work right now, so I won't be able to chat much.
However, if people have questions about the Lufae, or the exile factions, I can answer them when I get back home in couple of hours.

Also, how will overlapping territories be handled?
Well, depends on the players, obviously. Also if the two factions that share the contested area are prideful/hotheaded, it could lead to border skirmishes and political friction. Contested territories would also be rife with smugglers maybe, like the overlaps of Urupuruu.
Ah yeah! One thing I didn't see in this thread is the rules about joining in. So here it is.

Newbies welcome! Pick a race and faction you want to splinter off from/form a subfaction of, make a symbol for them, and pick a general area (or maybe even a specific area) of where you want them to be. Since South is pretty crowded (relatively speaking), when you pick your 'HQ' or 'capital', they must be within reasonable distance in or near your 'super-faction'. So for example if you want to play as a Tanacs Aszeg gang of bikers, you would place your HQ somewhere in Tanacs Aszeg lands, or close to it.
Of course, if you can convince us through reasonable/possible fluff, you could place them farther out.
Could we get a location of resources, primarily metal and mineral?
Brief on
Firil: The War Over There

The Firil Sea is synonymous to most Elenii with war and grief. Over the last hundred years slaver schwirms have polluted the sea with their greed and numbers. In the turbulent wild waves beyond the coasts of Naatyninee. Elenii galleries can spot and fire on Katmoist raiders at greater range than their boarding weapons, such as a giant chain grappling hook. However in the clam seas of Firil, Katmoist raiders can often ambush Elenii vessels before they can react. It then becomes a melee between slavers and shipmates. While the Eleni crew are entangled in combat several other Katmoist raiders can board at their leisure. Crews supported with shambler-suit units are more likely to hold out longer, but not every vessel is adequately equipped to defend against multiple boarding attempts.

The presence of Katmoist cancer colonies has caused sludge to muck up the waters around themselves. This sludge suffocates sensitive creatures and plant life. Sludge rain raises from the sea in low black clouds crippling island flora. Since they have noticed a dramatic shift since the introduction of slaver schwirms, Elenii alchemist and shapers have started investigating ways to reverse the process. Since the sludge is an unnatural contaminant finer techniques are needed to clean the waters. The grand tree of Firil has suffered mightily, turning into an eriely skeleton of branches. Its thunks whistles a deep hollow shrill that can be heard off the coast miles away.

Opinion on the war is divided between Green ( Naatinye Rams) and Brown ( Naatinye Lambs). The higher end of the social and political hierarchy are the most vocal in support of the war. The Elite families hail from the Iminye provinces holding the Ideal that Eleni most reclaim Firil as their birthrite. Opposition comes the populist movements who site the war as nothing more than a sink in Eleni economy that limits its growth. Most aren't directly effected by the conflict. However in the population there are hardline groups who are more vocal than the silent majority. They will often come into conflict. Though rarely a radical will get enough clout to act violently, it can happen. From simple protests and arrests, to violent crackdowns and sabotaging the war effort.
Great was the rejoicing at the festival, which would become known as the First Moot, a great gathering of chiefs and clans in joyous harmony. Small, weak clans sought succour from the larger clans, and one even outright joined the Tra'Kah, much to the pleasant suprise of the Krom. With a series of alliances with other larger tribes and clans within unfriendly tribes, the Tra'Kah stood head and shoulders above all the other tribes, and the other chiefs recognized the skill and strength of the Brothers, Krom and Krog, who were exemplars of Log'ead ideals. Krom, the wise, guiding hand, master of words and the coolest headed log'ead to ever live; Krog, a head taller than any other warrior, he was the physical emobdiement of what it meant to live on the plains, he was fierce and mighty, yet valorous and honorable. The Brothers would become legends in time, akin to gods for the tribes.

The tribal law of the Tra'Kah would be adopted during this time by many of their allies and friends, combining with other practices to make a more effective legal system than one dominated by brute force. Arbiters, wise men and women, respected by all the tribes, would give up their bonds of family, friends, tribe and clan to keep the peace, founding the first form of a truely unifying bond between all the clans.
Yet, the joy brought by the Moot would not last. To the north, a great blung horde was on the move. It had been docile for decades, but the land it had infested had been drained of its nutrients, and all wildlife had fled long ago. The blungs obeyed their instincts to leave their patch of ground, and find a new location to establish a blungfield. It just so happened that the time and place for this put them on a course into the Moot.

The tribe were worried, afraid of staying any longer lest they be swallowed up by the horde. The horde was vast, and might consume any tribe that left the moot even now. Fear was rampant, taking hold of even mighty chieftains for it seemed doom was upon them. It was the power of a few strong willed chiefs that kept the Moot together, and put a daring plan into action, to pit all the tribes against the horde, for their very lives. Speeches were given, painting a picture of the plains freed of the Blungs, with more land for every tribe, every clan, every family. No longer would the tribes need to wander, to leave behind old lands to escape the monsters. Now, if they stood firm, they could make a new future, where before there was only the same montonous migrations there would be cities and roads, farms and houses.

And so, the tribe went to battle against the swarm, and when the day was done, they had won. Skulls, teeth and bones were taken by the dozen, made into gifts and trophies to commemorate this glorious achievement. The swarm was shattered, and the Moot saved.

Despite their success at defeating the blung horde, the tribes would still have to leave, the plains becoming infested by the organisms that had once made up the blung horde, now without guidance and wandering the plains as normal beasts, not the devourers they had been before.

What wonders the great trek they would take would give them, these log'eadz. They had become more than a disparate collection of tribes in that battle. They were now a people, a nation without a land. They were the Nag Ber'Ek, the Great People.

more later
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Set up shortly after the Nod alliance between the Elemii tribes, a band of intrepid explorers and settlers ventured south to see what civilisation they could eke out. Their settling of the area was interrupted by a huge volcanic eruption as the land parted and spewed forth magma from the planet's mantle. The settlers took this as not only a terrible sign of ill omen, but that the very land itself was rising up against them. This provoked a culture shift in their capital of Besra and a resurgence in ancestor worship to appease the lands they thought they had defiled.
The newly reformed Leng tribe were settled with the volcanic eruption and arid lands to the west, the Blung menace still present to the east, and to the north was an enigmatic forest, teeming with poisonous flora that had yet to be properly explored. The lands they had settled upon were a mix of plains, grasslands and wooded areas. The south was the southernmost coastline of the island and where they have established a tiny fishing station that carries food up to the main settlement. This settlement resides an uncomfortably short distance away from the Tanacs Azseg settlement of Cruncholm.

Their culture, although distant, is still loyal to the Nod alliance and their fellow Elemii tribesmen. They recognise that they have settled lands for the betterment of their fellow kin, and that these lands belong to their brothers as much as themselves. Having to deal with the increasing levels of hardships the Leng tribe have cultivated a very morose society that some would call bleak, although the Leng insist otherwise.
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Gonna post this drawing of a typical member of the more elite warrior choir's of Lufae, and her arsenal of various weapons.

The armor itself is made from light weight emils shells, which provide decent protection for the wearer. The warrior also has a war mask, which helps her channel her songs better. In addition, on the back of the armor, there are the identity pylons, which are unique to each warrior, and allow the other members of the choir to quickly recognize each other in the midst of combat, based on the unique echoes that each pylon has. The armor is also equipped with a standard swiftblade attached to the arm, which is useful in close combat situations.

As for the weaponry:

1: A Singing Spear. A deadly spear with long reach. The grooves and pits on it's surface create noises in certain frequencies, that allow the user to "see" better in combat, or cause sharp, ear splitting "screams" depending on how it is slashed.

2: Acid blaster. A primitive projectile weapon that uses bellows like system powered by the muscle sacks, to "sneeze" out acidic emils slime. A glass cartridge is inserted into the chamber of the weapon, and when it is fired, the air pressure the bellows create forces the acid to spray out of the weapon's nozzle.

3: Screaming Sword. A close combat weapon that operates with the same principles as the singing spear does.

4: Ripping claws. A clawed gauntlet which allows the user to better rip their foes apart, due to the added muscle sacks that it has. Usually wielded by brutes.

5: Shrieking Blade. A small projectile weapon resembling a boomerang. The grooves on it's surface produce sounds that "illuminate" areas better for the geists, allowing them to "see" in greater detail.

6: Glass spike. A small projectile weapon, that shatters into fragments when thrown. Usually hollow, and filled with poisons or acids.
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7: Dart Spitter: A primitive "gun" that shoots volleys of small, hollow darts filled with poisons or acids. Basically a poison dart shotgun.

8: Dagger. A standard shell dagger, with fanged edges for causing bloody wounds.

9: Acid capsules. Glass orbs filled with acidic emils that shatter upon impact.

10: The Howling Coil. The iconic weapon of the Wyvern Riders. The howling coil is made from two young hexis trees that have been forcibly coiled together tightly, and tied up. The other end of this coil is then embedded into a heavy cement tip, and then the whole coil is covered with rings of glass. The weapon is dropped from high above the battlefied by the wyvern riders. The impact to the ground causes the cement tip to break, and the coil's tension to break. In a blink of an eye, the hexis trees uncoil, shattering the glass shell it has, and thus showering the surrounding with glass shrapnel. The breaking of the coil also causes a loud bang, which can break the eardrums of beings that are too close to the impact zone.
In general, the howling coils are terror weapons, intended to sew confusion, fear and disorientation in the formations of the foes of the Lufae. Despite them being mostly used by the riders, some brutes of the warrior choirs also utilize smaller and lighter versions of these weapons as javelins.

This sort of equipment is usually reserved for the most elite warrior choirs, the ones tasked with combating against the most dangerous blung and cedya hordes. They also often utilize puruu slaves as meat shields for themselves, and specialized bioconstructs to augment their forces.

The more common, guard choirs present in villages (pictured), can still be seen utilizing older equipment, with maybe few upgrades here and there, mostly in the form of emils shell plate armor and so on. The emils shell armor is not necessarily better than standard bone armor however (depends on the type of the shell), low quality shell armors are just cheaper.
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The foundations of Besra was made possible by the determination of the settlers and the destitute to see their journey through to the end, and the generous aid given by the Tanacs Azseg alliance. A deal was brokered between the two. In it the Leng tribe were allowed to settle close to Tanacs Azseg territory and were given material support, provided they revitalise and breathe life into the barren deserts to the west. They were also given rights, as far as the Tanacs Azseg were concerned, to the spore infested forest to the north, with the expectation that they were to forge some kind of use out of it.
Well, resources aren't there until you start rolling for it, but expect greater quantities of metal and minerals near volcanic activity, more fertile soil near freshwater, etc. Basic, general knowledge stuff like that. There are also non-metallic or mineral wealth to be had; The various flora and fauna could be harnessed in different ways.
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Expanded Yapap info. The map is outdated.

The main metals used by them come from an ore called purite (fictional ore), which contains varying amounts of tin, lead, and slag material. Since they're extracted from the same stones, most of their metal is in pewter alloys.

The few permanent settlements could be described as a sort of primitive hive cities, with buildings consisting of little more than ropes, nets, posts, and leaves.
The great trek southward brought the Nag Ber'ek into contact with another people, not even of their own race: The Oamenii.

The Oamenii are nation of shwirms, made by the player Oamenii. Initial contact between the mobile nation of log'eadz and the static one of the shwirms was peaceful, and would mark the begining of a prosperous and happy relationship. The Nag Ber'Ek settled west of the Oamenii, building a grand city, with a tremendous temple/fort at the center. Many clans set up small towns and villages along the way, creating a string of settlements from the new capital to the middle of the plains. However, the greatest beats that the log'e'adz had tamed, the Cathedrals, could not be made to stay put. They had only been tamed in the loosest sense, the log'eadz guiding their migrations to meet up with tribes who would collect discarded plates the cathedrals had shed from the clans that guided the herds. These clans that stayed with the Cathedral herds as the of their people settled down would become known as the Tenders, and would go on to become more culturally distinct from their sedeantary relatives, and would enjoy more political freedom, being vital to the plains settlements as a source of building material (Cathedral plate is thick and wide, and can be used to construct buildings in addition to being used as armor) and food from old, decrepit cathedrals, slain out of pity by the Tenders.

The next nation that the newly settled peoples would meet was not so friendly as the Oamenii. The next people they found were the Lufae, and meetings between them were hostile. Warriors were slain on both sides by scouting parties, and tensions ran high as the Log'eadz held back for fear of the Lufae wyverns and the warnings of the Oamenii, and the Lufae watched with concern at the new arrivals on their doorstep.
As the Nag Ber'Ek settled, it extended its reach outward, south and west of its capital of Nag Palka, or Great Camp in the common tongue of the tribes. In the west, along the banks of a strange river that did not flow, a new settlement would be founded, Little Waters or Tledusa, a location of future importance as a major port for the Log'eadz. To the south, warriors, restless from peace between the united tribes and clans, vent their agrression and wanderlust upon a great forest. They slaughtered semi-intelligent relatives of the geists, the forest dwelling mossmen, collected their skulls, and decorated Nag Palka with them to make the Lufae afraid of them, not realizing the Lufae might not recognize or understand what the skulls were.

When the mossmen were all slain, the warriors turned upon the other inhabitants of the forest. They subjugated the native log'eadz, and bound them to the newly formed Tanacs Azseg, or Grand Council of the Nag Ber'Ek and the Oamenii. This conquest would be the cause of future resentment and ethnic tension in the region

And so the tribal chapter of the Nag Ber'Ek ended, and they entered into a new wage with their Oamenii friends. One filled with gears and steam, war and chaos, soundscape and pacts, and always, always skulls
Only one or two more history posts tomorrow, and then it's on to culture!
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Bump before bed.

>captcha: iplaytg ABDON
How large the continent actually is?
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Here's an old copy of the map. Each box is 100 square kilometers (62 square miles).
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"A beginning, is an abstract moment. A beginning of a new, is the end of the old. For a new song to start, the old must end.
In the void, there exists Lupai, and her song is the world. Her divine symphony gives shape to the mountains, brings life to the animals, and illuminates the way of her children. Her song is the pillar upon which this world is founded. This existence is born from her lips, and like the many songs before it, it will end again, once it has reached it's conclusion. In order for a new song to start, the old must end.
Our duty, as the chosen children of Lupai, is to maintain the harmony of her song in this dilluted existence, righting the discord and taint of the void, that seeps into this world. This is the time of ending, the wait for the final crescendo is our burden, but until the songs of celestial heavens call us to join our mother, we must continue our vigil, to keep the void at bay, by whatever means, necessary.

Her Divine song guides us in this holiest of missions. We are her chosen, of divine birth, reborn and renewed time and time again, as her song changes notes from era to era. We are the Custodians of her will! Let none stand in our way!
When the endsong begins, the righteous shall stand by her side, as equals, orchestrating the Rebirth song of the world!
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In due time, we will be called to our divine duty. For us to perform it with excellence and grace, we must be pure in both mind and body. Hone your form with hard work and pious living, step away from temptations and lures of decadence and indulgence. You must be at your peak, for one day you will be called to duty, to push back the Void.

To become of pure mind, you need to focus your mind on the ten steps of the World song.

Meditate upon Pasuu, your own song, so you may learn yourself, and master your inner void.
Study the lessons of Amaam, the song of community, to better understand your family and brethren, so your may be stronger together.
Respect the duality of Onie and Niee, for their aspects make us versatile.
Seek out aspects of Talauoo in your daily life, so you may be inspired by the divinity apparent in all of existence.
Witness the great powers of Kaafa and Datilia, the songs of Life and Death, in the living world around you, from the small insects to the great beasts of the land. See how their constant struggle keeps the world changing, no one day is the same as the next.
Be inspired by Nahioue, so you may channel your ambition and passion to great deeds.
Pay heed to Mauonaloe, so that wisdom will be your guide in life, where ever fate may take you.
And finally, accept Lusabarah, the Divine beat of Lupai, so you may understand your place, and duty in this world.

Only by comprehending all ten steps of the world song, may you find enlightenment!"

-Excerpt from Preaching of Iliath, the Librarian.
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I'm loving all the details we're pouring out. And we've even attrracted a new player! I'm superexcited for our return to South (or is it Naatinye?)
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this is a grid.
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this grid goes over this map, that I can use to start the game, after work tonight.
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the last thing i need to do is collect the major cities and make notes for myself on their locations, ownership, and pathways, and we are good to go.
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The Ifal Fa utilize their cedya hordes to wear their enemies down trough sheer attrition, as the cedyas are very hard to kill. Their drawbacks are their relatively slow movement speed, general sluggishness and lack of any significant intelligence.
The Ifal Fa utilize elite geist forces to make up for these weaknesses.

The Ifal Fa arm their raiders with crude, but effective armors made from bones and emils shells. They lack the sophisticated shaping methods their former kin, the Lufae possess, which renders their emils products quite crude in comparison. The Raider armor is of moderate weight, but it provides the user with enough mobility and protection to be quite effective armor.

Like their armor technology, the Ifal Fa weapons are also generally inferior to their Lufae counterparts, they for example, do not possess the peculiar acoustic qualities the Lufae blades tend to have. However, they are still very dangerous in the hands of a good warrior. The Ifal Fa also utilize modified stolen equipment quite often.
Now, for some example weapons:
1. Impaler Spear. A heavy tipped spear intended to kill, or at least incapacitate large, and heavily armored foes quickly.
2. Injector. A stabbing weapon that can inject poison or cedya spores directly into the victim's body.
3. Spore bags. Small leather bags filled with cedya dust, that can be thrown at the opponent's face. The spores cause burning pain and blurred vision if they get into the eyes.
4. Throwing harpoon, nuff said.
5. Spore sprayer. A short range "gun" that can be used to spray cedya spores to disorientate and confuse the targets. Unlike the Lufae "guns", this has to be "pumped" manually.
6. Throwing knives and axes.
7. Chopping sword. Good against thick hides.
8. Throwing net. Good for ensnaring foes.
9 Combat Axe. Good for hacking and slashing. Can even penetrate armor with reasonable efficiency.
10: Crusher gauntlet. A modified biosuit arm. Powerful against armor. Some even have mulpac like spikes in them.
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Have some rough locations for major cities
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slight update to the Nod map
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Here's a topographical map of somewhere between (r 12) and (r 13). The area circled is the valley where the Vieraché live. With cliffs going up on all sides except one (which is actually just the top of another one going down into a small lake below) , the valley is very isolated.
Following the conquest of the Iosan (that'd be the name the forest log'eadz have for themselves) a new city, named Neloaw was built, with many Iosan clans moving to it to gain the favor of their new overlords, creating further tension as those clans that resisted labeled those who didn't as Aynadee, a word for a traitorous weakling. To this day, Iosan and Aynadee clanmembers inevitably fight with each other, becoming even more agressive than the average log'ead. Iosan clans and Aynadee clans have little difference in actual wealth, with members of both factions holding important positions throughout the Iosa region and beyond.

With the spreading of the soundscape, many small towns and villages have been abandoned, with their inhabitants moving to larger towns and cities for safety. The nature of the soundscape makes any area it is covered in tremendously more dangerous, attracting blungforms into small, nanscent hordes that can cut off communities from each other, severely disrupt agriculture and, in some rare cases, overwhelm settlements. The only way to survive outside the large towns and the cities is for commoners to take on the nomadic life of their ancestors. Unfortunately, the soundscape has wiped out most of the herds of animals that once nourished the tribes, with only the Cathedrals and their Tender clans still existing unscathed. Now, these nomads are more akin to raiders than simple plainswanderers. They harass the caravans that travel the major roads that connect surviving settlements, extort tribute from towns and keep the cities on their guard.
To compensate for the loss of farmland from the soundscape, farming has become more than a means of sustaning ones family in the still arable land in the T.A. with landowners pursuing methods for efficiently feeding the starving masses. Landowners have increased in stature tremendously, with the wealthiest often being the heads of large clans and in possesion of a seat on the Grand Council. Iosa, Cruncholm and those parts of the great plains that have not been overwhelmed are the source of most of the food grown in the T.A., with villages in the great lubforest "farming" fish. The lubforest possess no cities, only collections of lubs atop which villages have been built. These villages "farm" fish by protecting the faster breeding, tastier varieties from their predators, manipulating the marshfloor by removing rocks to create more room for plants to feed the fish, and harvesting the fish at seasonal times, and then selling their tremendous catches in Tledusa or Neloaw.

That's it for history. I'll do some culture later.

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Talking in the IRC yesterday, it seems that Iminye plant manipulation is pretty simple.

Also, bump.
yeah, but considering the kinds of plants in Primordial South, it can become a viable tech.
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With the Yapap having pushed non yapap out of their lands, what became of the satellite expansion of the korobushka?

Killed in the night, or fled back to the motherland. pic for refresher. cannibal wife ring any bells?
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another fun note. Elenii initially had an ancenstral fear/ hatred of geists despite not seeing them, and when they found the "mossmen" geist they hunted and killed em' wholesale. Out of over hunting, do they still exist, or have they gone the way of the mammoth?
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There wouldn't be much use in the mobile plants, since wouldn't keep still long enough to heal together. Selective breeding of hexises would be difficult as well because of sporing asexually. Tree Siwari are the most useful tree since they aren't asexual and produce fruit. Hexises probably do grow taller however, so there'd be use for that.

Also, the old filler plants.
I'd be willing to say that they'd still be around. Also, wasn't that was a cultural aspect of the Altume, not Elenii in general?
I guess some got driven back to motherland, taking their stuff with them, while a small percentage would probably be stubborn and ended up getting rolled by Yapap patrols.
But we'll see what Fortune says about them.

I guess they're like bigfoot or the tasmanian tiger nowadays, with occasional sightings, and everybody believing they're extinct/just legends.

As I recall, they used some shambler variants in Ent suits. Probably ones that were 'bred' into being 'docile'?
Log'eadz went a big hunting spree of mossmen too. Their skulls started the foundation for the Skull Throne/Tower/Palace/Fort in Nag Palka
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i like what you say.
the altume comment is correct.

And with this said, i was going to do a map of the starting regions, I thought to myself, what fine idea i have just had. I'll post the map, and we can do what we have always done. Some of you have already posted art and whatnot of your tribe, and this is excellent, if you dont want to change it up enough to repost it in the new thread, just reference back here.

and with that, lets begin.
my tribe intro guide is just a suggestion, any variation of it works.
I'm not using that. I'll just make more culture posts tomorrow, then when I'm done I can just add it all to 1d4chan.

Also, get in IRC. I haven't talked to you in forever

im there.

should we let this thread die?
Yes. It's archived. I actually asked nongent if he could delete it manually. No response.
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Gonna post this here for consistency.

The Dahao Lu lack much of the technology and knowledge that their ancestors had. When they were stranded on the western shores of the great chasm, they could only salvage very few resources from their ships.
In order to survive in the dream forest, they had to learn how to utilize the native resources to their advantage.
The Dahao Lu prefer mobility, and ambushes for beating their foes. They utilize "tamed" hybridized cedyas as shock troops, which force their foes to focus on them, get disorganized and thus, become easier prey for the geist guerrillas.

The warrior hunters of Dahao Lu are very lightly armored, emphasizing mobility and stealth over toughness. Their armor is made from wood, cloth, and strida shells. Despite their lack of eyesight, they have learned how to apply rudimentary camouflage to their armor, by adding strida manes, leaves, sticks and other bits of detritus which break up their silhouette while they lay still for an ambush.
Their weapons are primitive and crude, but still surprisingly effective.

1.Throwing spear.
2.Fanged sword, primitive macuahuitl style weapon.
3.Spore sack. Contains hallucinogenic dream rot spores. Sews confusion in victims.
4.Dart flute. Projectile weapon that fires poison darts.
5.Punching spike. A gauntlet with a hard spike for penetrating armor.
6.War axe. A multi purpose weapon, resembling a tomahawk.
7.Spike club. A massive wooden log with spikes on it. The weapon of choice for brutes.
8.Stone dagger.
9.Bola. Throwing weapon intended for entangling the target.
10.Combat spear. A light weight multi purpose spear with two tips. Can also be thrown.
If anyone needs to post in this thread again, please be sure to sage. We don't need two threads at the same time.

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