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/tg/ - Traditional Games

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Since last thread suddenly disappeared.

>what the hell is this?

This is a discussion thread for the upcoming game. I'm guessing the game will start next week or so, or when we hammer out the details about Industrial.

Anyways, from last thread's discussions, it turns out the West Continent has a lot of 'free space'. Even though for the most part it's either Mevola lands or infested with Adonis. But, the nations of the West have neglected to expand there... until now.
The Enclave was very focused on the Vyrii War from late Tribal to the end of Metal. But now that the Vyrii are decimated as a threat, they might want to expand elsewhere.
The Nad'lun was quite content with their peaceful life, but this peace and abundance of farmland and thus food available has caused a sort of population boom. Businesses might get more competitive, and some trading companies might want to head to the western frontiers because of this.
The Mevola tribes were quite content living as they did in Tribal for ages, but they could react to the expansion by either the Enclave or the Nad'lun.
There could be other nations from other continents taking note of the ample unclaimed land of the West and going for a land grab.

As for the scope in Industrial, a player can choose to play as a subfaction about the size of a guild, a trading company, a pirate group, a mercenary group, a family of traders, or maybe even a political party.

Anyways, discuss away. Also, roll call!
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It's probably a good idea to explain what an Adoni is.

Adonis are large, herbivorous, social bugs. After reading the threads, it seems that they should be the size of normal bugs. This can probably be fixed by having a larger mainland species. Probably the size of basketballs.
Can someone post the maps and the race charts?
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Sure thing. Starting with map dump.
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Nad'lun lands
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On to playable races.

Frowgmagnon: Semi-reptilian folk with electrical organs. Two major ethnicities: the tall southerners and the stout northerners.
Alun (Tribal Hoppa): Land-squid things that communicate via body language, bioluminescence, and pheromones. They also have empathy with other Hoppa species from their pheromones. Hermaphroditic.
Mevolas: Asexual plant people. Like Frowgs, they also have bioelectric capabilities.
Lem: Amoeba people.
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And the scale race image, namefixed version.

It should be noted that some other races, not native to western continent, still have precense there.
Skulks and Joorods both came with enclave, while the Nad'lun brought the hollori, and to a lesser extent, shrohans along with island frowgs to their coasts, as the merchant guilds hired these races as mercenaries from the Izileth nation.

These non native races are still a tiny minority though.

Also, the vyrans are a race of sapient vyrii, living in remote portions of the northern lands.
Also, there could be contact with Geists in the form of Lufae.
So yeah, lay out your plans for the big factions, as to set a sort of 'rails' you want to happen in the background while the subfactions do their thing. Of course, these 'rails' are malleable to some degree, as changes brought by the subfactions could be broader in scope.

I will most likely take the multiple factions approach. Develop few smaller factions on the side, while also dealing with some general developments of Nad'lun.
In general, my plans for the Nad'lun is to further establish their trade empire, increase globalization, and develop their province, and ruleship system further. There might also be some manifest destiny styled expansion to the western lands. They are after all, already present in those coasts.
After seeing something related to this several times now, I have to say: it looks amazing.

But it seems quite complicated: how do you suggest to best get into the game (not only the races and relationships between them. But how to get information on when there will next be a game (or is this rather random?), how to influence things etc. )

Thanks in advance.
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We are always happy to have new people. Biggest problem new players face is the abundance of lore and some people are turned away by it. These threads are usually quite slow and can easily last a week so there is no hurry.

Now easiest way to get anwsers is by visiting our IRC channel as we usually have at least couple guys there. Remember to send message there so they can see easier that someone is there. Getting there is super easy, just go to the link and add nickname.

Here is page from out wiki that has some information about the tribes in west. Only problem is that this page is kinda old so the information is a bit outdates but gives you general direction.


And here is link to page with more history. WITH IMAGES!


But yeah. Asking things in IRC and browse Wiki are the best ways to get information.
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Bumbing with some species of hoppas.

The first one from the left is an omnivore native to the Frilla forests of the western continent. These creatures travel in small packs, foraging for food in the massive forests. They use their strong front tentacles to grab, constrict and hold their prey in place, while their strong beak finishes the job. They also feed on vegetation.

The second one is a fast moving small predator, that lives in packs. They live in the more arid areas of the western continent, like the mountainous peninsula.

The third one is a tall, nocturnal and solitary omnivore, that is native to the marshlands, and river deltas of the western continent.

The fourth one is a sluggish, territorial and somewhat pig like herbivore, which also feeds on detritus of the muddy marshlands they live in.
Do they have names, because if not, I can provide!
Expanding on some Nad'lun stuff discussed in the IRC.

As it was previously stated, the Nad'lun are probably the most populous faction in the planet, seeing the size of the arable lands they possess, and their long history of peace and prosperity. Their trading has also made them quite wealthy nation, and they have access to resources from other continents, though thus far, these resources are mostly just luxury stuff, like Sandoni Amber.
The Nad'lun nation, is very decentralized, and in some ways, even slightly anarchistic. Alun tribes are naturally meritocracies, where the closest thing to a Chief is the shaman, whose role is more akin to a wise man and an adviser. The decisions of the tribe are usually done via popular vote, and this practice continued as the Nad'lun "nation" grew in size. Nation might be somewhat of misinforming name, as it is more akin to a large collection of autonomous cities, villages and towns, that share similar culture, and traditions, and co-operate heavily.
The Nad'lun have thus far never needed a strong centralized rule, nor have they had any urges to develop one, as such power structures are not not natural to them. The Shaman Council of Naun'as, is the closest thing to the ruling body of the nation, however, it mostly acts as a forum for the representatives from the different provinces to discuss matters of importance. It's rulings are mostly enforced by just social pressure, those who disobey, are often scorned, and seen with suspicion, though this also depends on the individual region and the decision.

The River Rangers are a quasi military group of warriors, who were originally formed to keep the rivers safe from Slizers, but as the piracy in the rivers grew, they were granted the authority, and the resources to keep the pirates away from the river. They are the closest thing to an governmental enforcement group the Nad'lun have. They operate in the central, lake, and to a smaller degree, in the marsh provinces. (In the later, the locals have heavier emphasis on their own militias.)
Each town/village/city usually has their own militia, which they use to enforce their laws, and protect their lands from threats. In case of bigger threats, like the occasional attacks of tribal mevolas from the frilla forests, these militas band together in order to defeat the threat. In general, co-operation is very common many aspects of the Nad'lun society.

The Nad'lun nation, is in many ways, a capitalistic paradise, especially the coastal province, in both the good, and the bad ways. There are no real restrictions on how the guilds and corporations can make profit, though their high competition nature tends to police itself. The groups that go over the line in certain matters, are quickly put back into the line, by other groups.
There also exist a slight form of policing, in the form of the Crimson enforcers, which are the equivalent of the River Rangers of the open seas.

This organization, was formed when the Provincial borders and the autonomy of each province, was first declared. In that summit, K'nia, the leader of Crimson Slizers, the dominant shipping guild of the coast, agreed to establish rule of law in the coastal province, and to crack down on piracy occurring in the great bay. This summit also saw the end to the efforts of the certain shamans of the central province to enforce their laws on the other regions of the Nad'lun.
The Crimson Enforcers, keep the other guilds, and pirates in line, forcing them to act "nice", at least while in the great bay, and the imidiate coastal waters. They also maintain law and order...to a degree in the coastal province.

The other provinces, are more peaceful in general, and most of their problems are with wildlife, instead of the competition between the guilds and corporations. Though the coastal province is the wealthiest one, the other 3 provinces are not poor by comparison. (Well, maybe the marsh is).
The Central province is the food basket of the nation, it's massive farms, and plains where hoppa herds graze, feed large portions of the nation. The Lake province is the home of the Nad'lun wood, and metal industries. The marsh province is still growing, and is not very wealthy yet, though the alternative shipping route the river passing trough the region offers, has gained some interest from trading guilds who seek to avoid competition.

Also, a thing that we might need to discuss is what sort of relationship the Nad'lun and the Enclave have exactly.
Mutual trade between the factions is given, and I would think that the Enclave import pretty large amounts of food from the Nad'lun, while the Nad'lun buy high quality metal stuff from the Enclave in turn.
I wouldn't say that they were outright allies though. The Nad'lun have taken no part in the conflicts of the Enclave, nor have the Enclave really interfered with the expansion and the buildup of the Nad'lun trade empire.
Forgot to say this:
The Nad'lun probably have the largest naval presence on the planet. Their fleets are not military ones though, they are trading and fishing fleets, composed of light, fast ships, with equipment suitable for dealing with mostly ships of their own class. Still, they are far more numerous than any other fleet. Though, these fleets are not united, as they are privately owned by the various guilds and corporations.
As stated earlier, the Nad'lun nation is a capitalistic paradise.

They don't have any names that I could remember, so feel free to suggest ones.
From left to right:
1) Tyrannohopper or Hoppasaurus
2) Jakulhoppa (jah-kool-haw-puh
3) Streuhoppa (stray-oo-haw-puh)
4) Borohoppa (bohr-oh-haw-puh).

Lemme know what you think

First one might not work, as that is far from the largest of predatory hoppas, and naming it after a dinosaur would imply otherwise.
The others sound good enough for me at least.
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How about the older Hoppa species?

What of them?
It is worth noting that they aren't to scale in that picture.

Stalker hoppas, or king hoppas as they are also called, are the largest predatory hoppas on land. They hunt the big hoppa herds. They are also culturally significant to the Nad'lun, as communing and taming a King hoppa, was a task the legendary hero O'nulaa is said to have succeeded in.

Tuft hoppas are pig sized, mostly herbivorous hoppas, that move in large herds. They are the main "cattle" of the Nad'lun.

The Screaming hoppas are aggressive, and territorial hoppas, that are hard to tame. The Nad'lun utilize them as work animals, and guard "dogs".

The Flash hoppas are fast, predatory hoppas, that hunt in packs. The Nad'lun have bred and tamed a domesticated breed of them, that they use as hunting dogs.

The Mega hoppas are the largest land hoppas around. They move in large herds across the plains, and the Nad'lun use them as heavy beasts of burden.
Just a good idea to mention the older ones since you've brought up the newer species.
Oh yeah, talking about trading has reminded me to tell you about the overland route between Enclave and Nad'lun. There exists a road that stretches from the Enclave capital to Nad'lun territories, right? Well, the Nad'lun had used these to trade with the Enclave. But now the Vyrii War is over, there could be a rise in banditry, especially from ex-soldiers who cannot find their place in society. Most of these bandits are Frowgs, with the occasional few Lem and a smattering of other races (Joorod, skulk). This rise in banditry might lead to increasing pressure for some Nad'lun to expand to their western frontier.

The Nad'lun also trade with the Enclave via waterways.
True. Then again, some may still want to go to the west coast, since it'll be faster to reach the East and South continent that way. The alternative is to head south until you hit the cape, or the north, which could have lots of icebergs.
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Bumping with Govkars, even if they have no presence on this continent.
though not too widely discussed in the thread, I did talk a little about it in the IRC. After an unsuccessful attempt to utlize the Mevolas and "uplift" them, the enclave lost a lot of interest in the forested regions. The major roadway to the nadlun territory has fallen out of service, in light of the large airlift capability that was developed late in the war. The Enclave's economy is a mix of military command with free bartering, smuggling, and trade where it can fit.

Onol and I had talked about currency in that the enclave coin might represent what it takes to keep a person alive for a day/ week, in terms of food and shelter.

as for navy and population, I would suspect the Nad'lun definatly have more ships, but the overall population of the enclave is likely higer due to numerous tribes making it up. Still, this would indicate the nad'lun have a massive population for a single tribe and race.

On lem: I could see them interacting with bandits if it could turn useful towards their end goals, but they would be more likely to try and reincorporate or redirect any counter productive individuals towards a more productive effort.
Who knows? Maybe the Otavan wants in on colonizing the West.

I can see that the militaristic part of the enclave wants the bandits gone or reeducated, while the shady side would want to keep them banditing about. Something to do with weapon sales and profit I guess.

The enclave may be composed of numerous tribes, but they have also had a major war in recent history, and most of their lands are tundra, which probably doesn't wield that large amounts of crops.
Nad'lun on the other hand, have had centuries of peace and prosperity, and they have massive and fertile farmlands, not to mention their fishing industry.

Though, I am talking about the populations on the western continent alone. If you count in the enclave allies in other continents, they might be bigger than the Nad'lun, though I am not sure.
The power that centuries of peace and growth, along with arguably the largest arable lands, brings to a nation, is very potent.
anyone here?
the capital city itself is supposed to be about the size of new york, or Chicago in area, with a giant ring wall that in itself is a city. Where the wall ends, there is a gutted mountain range that fueled the building of this city, and many other projects in the past. Its many tunnels and emptied rooms became a settlement in itself. Below this region is the under city, another area of stone and mineral exploitation that became the "under city". There are the ancestral lands of the K'lahk and Fo'will. The loss of the onolkeshan capital has been a blow to the war machine, but has been partially offset by the founding of the crestlands. There are the original city ships, which were going to be used to evacuate a majority of the continents population. These are still in peak health, save for the syndicates of the undercity which had lost some population by willingly fighting in the war, gaining a degree of autonomy and legitimacy. "blood for citizenship". The eastern settlement is still somewhat cut off, though trade is likely to resume with the war dieing down, now into a campaign of containment and suppression. Their best ally is the Onolkeshan settlement and now likely largest settlement of black ice. around northern oceans and at the tip of the eastern continent there are various naval "depots", to include a larger one on the northern central region. Admittedly these are more sparsely populated when compared to the capital city. The crestlands that were founded in the farther northern tundra region and are unique in the enclave. Many small villages and towns, as opposed to large cities and military farms.

Population lost in the Vyrii war has been overwhelmingly lem. The forces capatalized on their ability to efficiently gain mass from consumption. The dead lems were often eaten by their own kind to recover memory ("legacy"), as well as recover numbers. The dead other races were occasionally eaten as well, but more often fed to ramels to avoid conflict.
The Lem view themselves has somewhat disposable, and part of their own agenda is to build their numbers. Then chunks of their population are sent into the undercity to be "stored". A lem will self dehydrate and go into a form of hibernation or stasis. There were countless caverns full of these soldiers waiting to be called to action, these have been depleated somewhat, although the active lem did a good job shielding the other races, many were still lost, and hard feelings were had due to war time demands and a failure to understand, or explain what was going on. All the people of the crestland saw was an endless tide of lem consuming their crops, livestock, and feeding their dead to their warbeasts (to cut down on the amount of food the creatures would need). The lem are as a whole, good at being efficient and acting in nessessity, but not aware of other's emotions.

tl/dr: Lem eat, divide, one will often go to be stored, or on the front lines, sit aside if possible to support and consume until it can divide again.

I think the primary philosophy and design differences between the nad'lun and the enclave are concentrated vs spread out. Also capitalist vs some sort of enduring military mission.
I'd still like to get a closer status for southern factions.
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Bumbing with another set of hoppa species.

The first one is an aggressive solitary omnivore, with heavy predatory tendencies, that lives in the arid southern mountain ranges of the western continent. They use their sharp "claws" to rip their prey apart and their strong mandibles to maul them. The claws are also used for ripping plants from the ground, so that the creature can eat the roots.

The second one is a fast moving and light weight omnivore that lives in plains and mevola forests. They use their large crest like fin to catch wind and "fly". They direct themselves with the wing like back tentacles. This method of locomotion allows them to move quickly in search of food.

The third one is a social grazer, that lives in lower slopes of the mountain ranges. They move in small packs that defend themselves by trying to intimidate attackers, or even charging and headbutting them. Their heavy bodies and hard bones underneath their "face" makes them quite dangerous, against small predators.

The last one is a predatory whale hoppa species, that uses it's barbed tentacles to ensnare prey. They occasionally swim up rivers, and grab victims from the shore. The pipe like organ on their back side is their air pipe, that allows them to breath while mostly submerged. This pipe can be retracted.

In general, these species live in the western regions of the western continent, instead of the eastern parts, where the Nad'lun live, which is why they are unknown to the Nad'lun.
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Also, here is some knowledge about the family of creatures called hoppas.
There are 3 major lineages in the hoppa family, which itself is part of the greater Flouz lineage.
Each of the 3 lineages split off from the same ancestral hoppa form, and they all share the common traits such as multi beaked mouth, internal support structure composed of a skeleton, and numerous bags of gas inside their abdomen, 5 eyes, a breathing hole at the tip of their abdomen, 2 muscular legs with internal bones, and 2 pairs of boneless tentacles, light organs on their "face" plate, and external pheromone glands they use for communication.
The 3 lineages all separated around the same time, and they are as follows:
4 tongued hoppas, Clawed hoppas and gas back hoppas.

The 4 tongued hoppas are the most numerous lineage, and the Alun (tribal hoppas) belong to this group. Their distinct trait from other hoppas are their 4, tentacle like tongues, which often have either sharp, harpoon like fangs on their tips, sand paper like texture, or sticky hairs on their ends, depending on the food the particular species of hoppa eats. This lineage has also split into smaller distinct families, out of which there are 3 most easily identifiable, the Hind legged hoppas, harpoon tongued hoppas, and the oceanic hoppas.
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The hind legged hoppas have evolved for semi, of fully quadrupedal movement, as their back tentacles have developed into strong, muscular pillars that help them support their weight.
The oceanic hoppas have adapted to life in the seas, and spend most of their lives in water. Their back tentacles, and legs have evolved for swimming, and their front tentacles have turned into hunting instruments. Their phermome based communication has degraded somewhat, and instead they communicate via sounds more than other hoppa species.
The harpoon tongued hoppas are an old group, with relatively few species remaining alive, one of them being the Alun. Their tongues, as their name indicates, have hard, cartilage formations, ranging from fang like spikes, to raspy small ridges they use for feeding. (many species of oceanic hoppas also posses these though.) The Black Dawn extinction event reduced the numbers of these less specialized hoppas, however, in the wake of their looming extinction, the ancestors of the Alun began heading on a path for Sapience. They became smarter in order to survive.

Then there is also a small family of tunneling hoppas, which however, only compose of very few species. They do however, have a peculiar trait of being able to excrete silk like substance to reinforce their tunnels.
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The Clawed hoppas are almost all predatory, with few omnivorous species here and there. Their name comes from the hard, claw like scales they have on their feet, which give them a better grip on the ground when they run. They have far more developed eyesight than the other hoppa lineages have, and they are also generally quite intelligent, and social, making them into fearsome pack predators. Many of them utilize the light organs on their face to blind or confuse their prey, before making their strike with their sharp mandibles. In general, their preferred method of hunting is making fast ambushes and hit and run attacks against the prey, and bleeding them out over the course of hours, as their relatively frail hoppa physique makes them somewhat vulnerable in direct combat.

The gas backs are a lineage of hoppas, that have many of the largest hoppa species among them (with the exception of the Mega hoppas, which are hind legged.) The name of this lineage comes from their pronounced internal gas sacks inside their abdomen. These sacs are full of methane, and help the hoppas support their larger size. Another trait of these hoppas are their strong mandibles, that allow them to process almost all kinds of food, from plants to animals, though in the eastern plains of the western continent, competition with the mega hoppas drove most gas back species to full on predators. The King, or stalker hoppa as it is called, is the largest predatory hoppa in the world.
In other areas, the gas backs still retain their omnivorous diet. Another distinction with the other hoppa species they have, is that they are relatively solitary, often living alone, or in small family groups, instead of larger herds. These hoppas are very strong, and dangerous if provoked.
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Finally, on other continents, there exists their own, strange lineages of hoppas. It is not very clear, when they diverged from the main families living in the Western continent, however, the hoppas of south, most likely originate from populations of cave hoppas, that existed before the continents separated, whereas the hoppas on central continent, could have arrived there at a later time, due to the way the hoppas reproduce. (Floating larvae that resemble their flouz ancestors very closely.)

>picture related, one of the stranger hoppa species native to central continent.

Then there is the blooming population of boomer species in the eastern continent. It is likely, that they were able to prosper due to the lack of competition with the hoppa lineage, for the boomers of the western continent, are far more primitive in a sense, in some ways, almost living fossils, than their cousins on the eastern continent.
What do you need to know?
I guess the wrap-up for Korobushka to the end of the Metal Age. What became of the rebellion? Of Babakushya? Of the further development of the Chovaitedusya?
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Alright, so the rebels currently hold a single factory. While Babakushya holds probably a dozen. It would normally result in an utter wipeout of the rebels, but bolstered by this act of heroism, hundreds, if not thousands of shwirm revolt, causing anarchy in the street. The city is now divided between Babakushya and the revolutionaries led by Geratoyal.

Perhaps I'll leave it there, the Holy City divided. Perhaps there will be progress on weaponizing the Chovaitedushya (chariots and/or tanks).

Babakushya commands Zartik and Nikolai, and Geratoyal has Sergei, Mikhail, and Ruhaj. I imagine Klezmer is split down the middle. Clan Lovish is far removed from the fighting, but who knows what may happen down the line?

I think that may be it for now. I could possibly have Babakushya die in the interim, though what that could mean is in the air for now.
I have been thinking, and I am now pretty convinced, that we need to seriously reconsider the plan to advance the game further into modern age, not to mention space age.

I feel, that the more advanced the technology in this world becomes, the less unique each faction will become. Right now, the world hangs in a delicate balance, where all the different ways of doing things, different technological paths, are each still plausibly comparable to each other in their efficiency, and none stand supreme overall. However, it won't last if we keep advancing. Take for example, ranged weaponry. Right now, there are numerous different approaches to this in this planet, from the disk launchers of the Gwiliak and weird pneumatic "guns" of the Lufae, to the more mundane bows and arrows many other nations use, or the simple gunpowder weaponry of certain nations. Some nations even forgo most ranged combat, and can still fight with relative success against others.
However, how would the discovery of easy to use, and manufacture guns change this? Even simple muskets, would provide an unprecedented advantage, that would just keep growing as they were developed further. If one faction actually develops proper guns, they will be so much more efficient, and simply better at ranged combat, that other methods would simply fade away and be replaced with guns.
So instead of numerous sorts of ranged weaponry, each unique to the nation that developed them, we would just have guns. There are only so many ways you can make a gun that is still good at killing things. I feel that the further we advance, and the further planet globalizes, the less diversity, and unique things we will have. Same goes for the discovery of proper electronics, and computing, and pretty much all other advanced techs. There are only so many ways, those can be done, and the best way will realistically spread to other nations as well.

Currently, I feel that the world is pretty close to a sweet spot, where there exists some relatively advanced things and great progresses are being made, but at the same time, the world is in many ways primitive, unexplored, and poorly understood. At this "age" the world is in a tipping point, a delicate time when many different things can happen, where nations are fighting for their place in this world, where there is still new things to discover, new lands to tame, and new deeds to do. In this fragile time frame, certain developments will however, send the world spiraling towards a certain path, to a certain destiny, that will eventually result in the loss of much of the unique stuff around right now. As technology gets standardized, the only unique things left will be the cultures of the nations, until they too are absorbed or killed off. Because I see no realistic way, that the nations of this world will reach space age as equals, or independent from each other.
Either they will be some UN style union, or one faction will dominate the rest.

Which brings me to another point. How differently, would the nations and species operate in space? What would the difference of a Frowg vessel and it's crew, be to a shwirm vessel and it's crew, other than the races themselves? I feel that if we go to space age, all the races of this planet, will be reduced to just members of the faction that reaches space. The faction that gains total orbital domination, has the ultimate upper hand. Do you people think, that Zu-nul for example, if they succeeded in orbital domination, would hesitate for even a second, taking the opportunity to bomb the other races to oblivion? And even in the case of less xenophobic nation, they would still have the leverage to pretty much boss other nations around.
In short, the faction who reaches space, wins the "game".
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I know that there is this fancy idea of advancing Primordial all the way to space, but if we really think about it, is it truly needed? What makes this setting unique is the planet itself. The world we have made. Rushing to modern and space age, just kind of leaves the unique aspect of this setting behind. What would we do in space with the primodial setting, that we couldn't do with just a different game, that is actually about space stuff. We could always just make a game where the starting races hailed from different planets and so on. I feel that dragging primordial to it, will waste away the uniqueness of this setting.

More to the point, the uniqueness of this current age. Right now, there is no superpower ruling over the planet. Even the enclave, while powerful, doesn't really rule anything beyond their own lands in the western continent, nor do the Nad'lun, whose influence is only done via trading. I feel that this current state of the world, offers the most interesting opportunities for stories, and intrigue, and thus works as the best possible timeframe for the setting itself. There are so many options, even the more "advanced" and futuristic ones, in the form of the Lufae tech for example. Perhaps a century or so forward, in a time frame where the world is globalized enough, that the different nations are in contact with each other in great enough degree, to allow more tech and people to travel around the world, without yet being truly globalized, or modern in any real way.

These are of course, just my opinions and general thoughts on this. Feel free to disagree, but I do feel that this is a matter we need to discuss.
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Anyone here?
Also, remember, these guys are still out there, presumably trapped in that capsule, but who knows for sure...
The Elder shaman, who fled that cursed place, became obsessed with protecting the Nad'lun from these nightmarish beings hidden within the sunken object.
This obsession, was the main motivation for the movement he started, that sought out to unify the Nad'lun, but ultimately, the movement only succeeded in causing the formation of the current province system, so the villages in each geographic region could decide on the laws and practices that concerned them, by themselves.
I may pop in here now and again, but I've got chores to do. So don't expect much out of me today.

Since we've reached this sweet spot, you think now would be a good time to finally make that RPG we've toyed around with? The setting is ripe for adventure and intrigue, and there would be lots of things for adventurers to do.

Could be, however I must admit that I have no experience whatsoever with table top RPGs, so I have no idea how a system for this setting could be made.
We could try and opt them into the rules for another system, like DnD (3.5 for example has rules for vehicles). Otherwise, well, I've no experience in rules making either.

True. Unfortunately, I would probably not be able to help with even that, as I have never played pen and paper rpgs.
Or tabletop games in general.
Which really makes me wonder how I ended up as a /tg/ regular in the first place. I just collect 40k stuff, and that is a hobby I think I got after coming here.
How did you ever find us?

No idea.
I have been here regularly for at least 3 years now, and I honestly can't remember when I first came here.
I would suspect that Dawn of War was the reason for my interest in 40k though, which led me here, and I guess that I just never left. I like world building, which back then, was pretty common subject here.
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I liked 40k before Dawn of War. Before it got popular. Fuckin' newbies and their bullshit.
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don't be a douche.
Hmm, duly noted. While yes, we can have the RPGS set in Tribal to Industrial era, my reasoning for going as far as space age is just to see how things roll out. Take a look at our own IRL world for example; even though the political systems, technology etc seems to be the same in a lot of places, their use and place in individual cultures are different.

Since Primordial has more than one sentient race, and each of them have their own morphology, technology may not be as 'standardized' as in ours. Remember, this is not quite Kansas, our Oz can go different.

Like, consider the guns argument. Let's say race A made black powder guns, race B may not readily take to the idea because they're allergic to black powder residue, and instead improve their pneumatic guns instead. Race C has bad eyesight, so they might opt to develop anti-gun melee tactics and armor instead.

But in the end, it all depends on how the dice rolls.
Maybe, but I'm entitled to my opinion.
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There's not enough talking about the similarities between boomers, flouz, and hoppas.
They're all beaked, squid-like creatures. The three families have decentralized nervous systems made up of several nerve clusters. They have gas chambers in their bodies to reduce their weight (for flight in the case of flouz). They vent out excess gas though the same tube that used for breathing.
While lost in the flouz, hoppas and boomers still have their luminescent patches.
I tend to see the "future" of the setting a little differently then others. Certain technologies will prevail, no doubt, but be utilized differently, while others may go on to exist side by side. I have no doubt there will be large UN style factions, but this is not bad. the factions that make up these bodies will retain their identity, but explore the world around them. Rivalries will continue, but so will new alliances, and strange new possibilities.

to comment on some of the technological concerns, I imagine things like this, but will only use a few examples.

The west is likely to continue utilizing kinetic weaponry, by explosive charge for now. A major signature of these are size, and velocity.

The East will be able to keep using discs as they are a very viable shape to shoot at things. If the Gwiliak and Silith were able to marry disk launchers to the "rail guns" they would attain a much higher velocity, and a technology that can evolve.

Even "simple" compound, bows and crossbows, find a place in real world militaries today.

Pushing onward, I could see various forms of mass communication being developed, especially as the inhabitants of this world become more aware of the nanites that make up a part of their lives. Though before that, I have often imagined a form of Emils based "internet" involving neural interface ports for the geists.

When it came to space, I imagined various ways ships could be built, ranging from organic, to Vyrii based, and everything inbetween. The TA ships, and even enclave ships would likely be utilitarian, very 1970s-80s hard sci fi in look and feel, while a pure schwirm ship may have small cramped corridors, poor air filtration and pressurization, and no gravity, due to a very strong biology. In the end I would feel the puruu and lufae are likely partners in space at least, due to the lufae being able to craft an environment that would suit their water requiring biology. just ideas.
I feel like this is off track, so I'm going to go ahead and establish what is going on, feel free to post some ideas or counter ideas.
The world is still wild, but things are happening all over. about a decade and a half has passed since the last session of primordial: west

The nad'lun have expanded their reach to trade with the central and even parts of the eastern continent. The enclave has done the same, but mostly amongst it's own partners and trusted associates. This has not limited the syndicate element from smuggling in and out prohibited and exotic items.

The Central continent continues to war amongst itself as other factions become aware of it's existence.

The Eastern continent has begun to explore the world, some catching rides on enclave ships, some by sending their own ships southward. The govkars have continued to control the marshlands quite well, but there has been a strange silence from the skulcrow lands. The rising hordes from the mountains have also fallen silent.

The Southern continent has made it's grand appearance. A relative newcomer to the world, Gantu and Joorod have begun exploring it's northern shores but are often repelled by the Yapap tribes. The Elenii people were first to make contact with the Nad'lun traders, and despite a language barrier at first, struck it off well enough. The Katumoistet have actually been assaulting other continents around the world in relative silence, bringing back exotic slaves and materials for several generations now. However the activity has been low key. The Lufae, and geists in general, save for a small tribe in the mountains, have been hard at work staying hidden, but more importantly their fort ships have made it to the western continent's "uninhabited" lands, by a little bit of chance, and a little bit of quietly following the patrol routes of enclave warships, and nad'lun traders.

Some of this is based off of what Nad and I talked about last night, but I am not sure if he has the logs or not.
The Vyrans have become sapient, and established a small foothold in the former vyrii territory of the tundra, now known simply as the vyrii wastes. Large crystaline shards erupt from the landscape, the ground is formed into strange patterns in places, and a red mist that blows in on the winds scars and attempts to break down what it passes by. It is a hostile land, there is little in the way of food, but to an inorganic life form, this is fine. What is not so optimal are the other splinters of the Vyrii who are hostile. Recently they have been discovered by Enclave containment squads,but their lack of overt hostility has garnered curiosity.

The Enclave itself is in a state of rebuilding, and renovation all around. New technology is being grated into an old way of life, and the scars as well as the memories from the war are still fading in the crestlands. The loss of the Onolkeshan capital continues to be an economic burden on the enclaves perpetual war economy, but the numerous smaller forges of the crestlands have helped to alleviate this pain a bit. The Ta'mirel take the law of the enclave seriously, and wish to return the capital to it's rightful owners, already containment around the fortress city is underway, and a new battle plan is being prepared. This has bred new and well trained recruits, as well as recalled some members from the old vyrii war. Keeping this new menace contained is key less another overmind rise again. The syndicates have their own council, and a representative from that, to go to the true council of the enclave that represents their agendas. The advent of heavy lifting aircraft has seen a decrease in road usage, and this has also gained the attention of creatures far greater then imagined, flying high overhead near the edge of space, useful tools live little lives down below, to ensure their own protection.
The Nad'lun have grown numerous and wealthy, their reach extends far and wide. Their unsaid but mutual arrangement with their neighbors allows them to often travel in convoy with them to avoid piracy, as well as maintaining an extensive military force. Still, the nadlun have guarded some of their more profitable contacts and assets increasingly by themselves, with arms or secrecy. Their eldest leader still knows a horrible secret that lays just off the coast of their homeland, and they may be in a position of exploitation by outsiders from other continents, due to their own naïveté. The world is changing, and they sit at the forefront of some of it. The Holori continue to spread throughout their territory, and while a nuisance, are somewhat harmless, at least to the alun people. All others seem to be fair sport.

The Mevola Free tribes, to include the Jenter and Burrahn have been busily fighting adonis, themselves, and keeping out the outsiders. Celebration of life, and simple living continues on. Little has changed, and they seem to like it that way thus far, but in the west outsiders have landed in unguarded territories... Strong leaders have risen up from many tribes, and with successive seasons of plenty they have seen their numbers grow, and new ideas of Legacy and empire with them. Strange little creatures resembling nuro from the southern lands dare to invade the frilla forests, and even go so far as to hunt the people of these lands.

In an unknown land, a small colony of Geists begins to extend the reach of their people. Will they find allies, or enemies, and can they survive the savage lands of the west? The Frillas provide anonymity for now.
Shit are we heading back to West?

Of course, we won't forget. Did you do a wrap-up for South Metal Age yet?

I would imagine that it has been longer than a decade and a half, perhaps a century or so. That is at least how long I figured had passed, since the last time I did something with the Nad'lun. Settling the marshlands would take longer than a decade.
Of course, the timelines are kind of stretchy in this game, so it might not matter that much.
Anyone here?
Are there still stuff we need to discuss?
real life constraints are keeping me busy, as is a requirement to sleep, but I think when I get off work tomorrow I will start working on the faction images.

I think a generalized idea of what is going on in the world, has been gained. The one big thing I would need to know next is how the south would react to the enclave, and their general offer of all they have, for all they have. If anyone would have accepted, or even responded hostilely, or chose to act in a manner similar to the nad'lun/ gwiliak.

As always the terms of the enclave are simple
1. dont bother us. we will not bother you. but if you need help, we are there as good neighbors. If trade is desire, it will be accepted.

2. Joining the enclave gives a client access to all their technology, assistance with resources, food, man power, and a right to venture into their territory and live within their cities, and contribute to their military. At the same time, the exact same thing is required of the joining member.

I fully expect no tribe to join the Enclave from the south, but at the same time, this should help gauge the relationship the various tribes would have with the faction.

Finally, while I suspect the nad'lun would venture southward, the enclave has no holdings, and no business there if there are no allies or enemies. It would be very likely the Nad'lun traders would be much more involved in trade.
I would also like to see any other ideas for the setting offered up.

Right now for me and my GM'ing major interactions within the continent that can be expected were laid out in my previous posts. I plan to involve a lot more optional objectives for factions as they are established, as would be handed down by affiliates or contacts.
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The Lufae would probably react with suspicion to the Enclave, and would not join. They don't allow members of their neighboring nations to freely enter their lands, they sure as fuck wouldn't allow enigmatic strangers to do it either.
They might be open to trading though, as they are seeking out new sources of resources they can utilize to develop their nation, and grow in strength.

They would also probably spy on the movements of the fleets of other nations using their fort subs, as you already said. Also, care to point in the map where the geists arrived on the western continent?
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Bumbing with a redrawn picture of a Flash hoppa.

The Flash hoppas are fast moving, mostly nocturnal predators, that operate in co-operative, and highly social packs.
Their preferred method of attack involves fast, hit and run strikes to their prey, in order to either land the killing blow in one go, or gradually bleed and tire out their victims. They will not engage their prey in direct fighting, instead a member of the pack will confuse and distract the target, while another flanks it and strikes it with their sharp mandibles.

These predators live in the plains, and their main prey are herds of tuft hoppas. When attacking a herd, the pack works together to confuse their prey with flashes from their face lights, shrieks and terror inducing pheromones. The pack seeks to separate their victim, even for just a moment, allowing the Flash hoppas to surge in and strike, either killing the victim, or causing wounds, that will eventually over power it. These hunts can go for ours in a night, during which the flash hoppas continuously harass their target herd, until they get their kill.

The Flash hoppas have strong eyesight, which helps them hunt better in the night. Their eyes also help them pick up the signals the other members of the pack send to them via the "flags" on their back tentacles. Of course, pheromone communication also plays heavily in the social structure of Flash hoppas, however, they also utilize their pheromones as weapons against other hoppa breeds.

The Nad'lun ancestors succeeded in taming, and breeding a more docile breed of Flash hoppas, which they use as hunting and guard "dogs". These flash hoppas have learned to keenly respond to the commands of their Nad'lun masters, however their natural hunting capabilities, and intelligence make them natural killers, that require little direction. They also are loyal to the scent of their herd, and do not attack the herbivorous hoppas in these herds, as they perceive them as members of their pack.
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Reposting some vyran fluff.

The most common image of the Vyrii comes from the many warrior forms that the Overmind sent against the armies of the Enclave, and to the organics, these war drones are all they know about the vyrii.
However, there exists countless of vyrii forms, many of them not related to combat. From the nano scale fabrication nanites, to the massive excavation drones who bore to the crust of the world, many unseen and varied drones inhabit the heartlands of the vyrii wastes.

When the overmind was broken, these drones were left in disarray like their warrior brethren, either shutting down, going berserk or just continuing their operations aimlessly. Some fared better than others. The ones with most autonomy from the overmind, as well as relatively potent processing power were, in general, the most successful types of drones.
One example of these surviving drone types are the stout general maintenance and repair drones, (pictured), who used to tend to the massive structures of the vyrii wastes in small groups without much direction from the overmind.

These drones, due to their natural tendency to operate together and rely on each other for both guidance and processing power, were largely unscathed by the breakdown of the overmind other than by the fact that they lost their directive to maintain the vyrii structures, mostly at least. Without the overmind, their programming reverted to self preservation, and thus, these small groups of drones began working together for common survival, constructing shelters with their nano manipulators, and fighting against hostile vyrii forms and organics.
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These drones live in the vyrii wastes, building small shelters or "villages" for themselves. They gather all kinds of resources, mostly derived from vyrii constructs or drones, which they then use to repair and construct more of themselves.
Their forms are somewhat varied, due to their corrupted coding, but some traits are included in all of them, like their stout bodies, and the nano fabrication/dispenser arrays that are located in their hands.

These arrays allow the drones to quickly shape vyrii materials, reprogram vyrii coding and otherwise manipulate their surroundings in varied ways. The arrays emit small, dart like nanites, that are under the drone's control. These nanites are capable of nano scale manipulation of materials, as well as quick replication, though they are far too robust to properly manipulate organic material, in anything but the most crude ways. Because of this, these drones are incapable of infecting organic beings, like many of the warrior forms are. Of course, the warrior forms in turn lack the capacity to shape inorganic material and fabrication, due to the delicate nature of their infector nanites.

The greatest threat to these "Drone Folk" comes from the other vyrii forms, who are more often than not, hostile, attempting to assume the role of the new overmind. The maintenance drones themselves lack the need of the overmind, due to their autonomous nature. Instead, they draw commands from the collective "mind" that a group of them forms when they work together. The drones also posses a certain degree of individuality and intelligence, which have slowly grown more prominent, as the drones now need to be more self-determinant.

>The vyrans utilize vyrii parts to construct new members to their villages, which is why they may have high degree of variation in their appearance.
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The Vyrans live in relatively isolated, and remote villages, where they are mostly safe from other hostile vyrii forms, who would either harvest them of enslave them.
Protected by the walls and beam towers, the vyrans can live in peace, repair themselves, and reproduce. Many villages have specialized structures, called assembly pits, to which the vyrans place the material that will make up the body of the new vyran. The pit handles most of the construction of the new drone, while the vyrans themselves can focus on the most important task, which is the crafting of the "core" of the vyran. The core contains the main processor of the vyran, and is in essence, it's mind. The core is made by a group of vyrans, who mix and match their own programming and install it to the gem like structure, thus creating an unique vyrii "mind".

The Vyrans mostly utilize vyrii derivative materials, as they are the easiest things for the vyrans to shape. Some vyran tribes have also "domesticated" certain other vyrii drones, usually more passive, construction orientated ones, by reprogramming them. Some other tribes have also developed a way of utilizing control shards some hostile vyrii forms use to enslave other vyrii, to their advantage. These tribes often have large, guardian vyrii protecting them.

Vyran weaponry is focused on slaying other vyrii. The shard blades are one of their most common weapons. The blade of the weapon is made out of harvesting nanites, which will break down inorganic material, like vyrii shells, upon contact.

In general, Vyran technology is based on the vyrii themselves, though the Vyrans lack a true understanding of both their technology, and their own nature. They are farm from completely logical, and flawless machines. Like all vyrii, they are corrupted and flawed to their core, extremely degraded remains of once hyper advanced technology.
this was an excellent summary.
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The vyrii evolution threads are worth looking trough. There are some interesting things there.

Anyways, continuing on to Vyran culture.

The Vyrans, during their brief existence, have managed to develop a basic culture, mostly focused on mere survival. The Vyrans value their community highly, and are fiercely protective of it. They are quite wary of the outside world, for everything in it has tried to either kill or enslave them for as long as they have existed.
Usually, Vyran communities subsist from scavenging vyrii materials from the wastes, hunting other vyrii, and trough "farming" either solar trees (tree like vyrii things that harvest solar energy.) or small patches of shard rot. The Vyrans use these materials as base resources, which they can shape into desired forms. The things they scavenge from the vyrii wastes, are usually hard to fabricate materials like warrior class shells and so on.

Vyrans, like all vyrii, can produce their own energy to a degree, via an advanced, miniaturized system of linked energy generators, ranging from micro fusion, and fission cores, to nano scale, casmir effect based generation systems their nanites use. These generation processes only allow very basic functions however, as it is in the case of almost all vyrii, and in order to power themselves fully, they need to absorb energy from other sources. They don't need raw materials for sustenance, though if they suffer damage, they will require additional materials to repair themselves.

Culturally, the Vyrans are heavily focused on their past, and finding answers about their origins, and nature. Their "memories" of the ages before the fall of the overmind, and all the way up to their origins, are hazy, disorganized, and confusing. In computer terms, if they are a bunch of corrupted files, and missing directories. From the few scraps of knowledge they have, the Vyrans have developed legends and stories, trough which they try to describe and understand their past.
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In these legends, the Overmind is often depicted as some sort of benign god entity, that gave unity, purpose to and a place for all Vyrii. The conflict with the enclave, is only depicted as some form of senseless struggle against enigmatic beings, who lacked the unity the Vyrii shared, and sought to break the Vyrii apart.
The destruction of the overmind was a traumatic event to the Vyrans, as shattered their unity and robbed them of their purpose, leaving the Vyrans lost, forced to fend for themselves in a world where their once brethren, now sought to devour and enslave each other.

The legends depict the survival struggle of the Vyrans, as they sought out of their unity from one another, how they searched for a new purpose for themselves and their quest to find a place for themselves from this world gone mad. The legends tell the tales of how they learned to farm the solar trees, how they discovered how to tame passive vyrii forms, and reuse the vyrii matter to their needs, and how they were forced to become capable warriors in order to defend themselves.
In their struggle, they may have found unity in each other, and places where to live, but their purpose, still eludes them. Who are they? Where did they come from? And why do they live in this strange world, populated by beings that are so unlike themselves? These are the questions, the Vyran people still seek to answer, so that they might one day, understand who they are.
The TA has some flexibility in joining the Enclave. On the one hand, they could increase their technological superiority over the rest of south even more, and the Enclaves millitary adventures could become a decent outlet for log'ead aggression. However, becoming somewhat subservient to a larger whole might be a problem for them, unless the Enclave can prove its military superiority to the TA. They'd also ask for a free hand in "bringing in" the other nations of South, preferably through conquest.

Varoseg and its Urupuruu allies, led by the new Arupa, would certainly reject the Enclave. They are strong enough without bowing to those who do not recognize the divinity of Arupa.

And Siemas wouldn't give a damn about the Enclave. The King of Siemas already has enough problems with the authority of Nod above him and the growing power of the other Great Houses below him without joining a huge far-away nation.

The Yakushin led Confederacy would be VERY interested in not precisely joining the Enclave, but an alliance with it. Anything to increase the power of the individual nations of the Confederacy would be greatly welcomed, but with the greater security of new technology an alliance with the Enclave, the Confederacy may slip out of the grasp of the Yakushin and break-up as the Koburrog kingdom and the City-State of Begopat go about conquering the rest of the southern koburrog jungle tribes and the other city-states of the New Kingdoms respectively.

Finally, the Otavan would insist that the Enclave join it instead, and embrace worship of the Ota. And when they refuse, the Enclave emmisarries would be swiftly evicted. KULAMOT, FOR OTA, ANCESTORS AND PROVINCE
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I have this to say, and I and NOTRIP have probably said it a thousand times each.

The wiki needs to be updated. It doesn't have to detail every interaction and post of your civ, but a brief overview of the faction and its workings and history would be most appreciated.

Mohu'awane and Korobushka both have pages, woefully out of date, to be sure, but they are there, and I one day intend to work on them. I'd like the others to do the same.

The "Western Legends" page is way too big and results in a huge wall of text that bars most entries. We need this wiki to be a quick safe overview of shit, not a copypasta of the threads. Condense the fuck out of it.

That is all. Hopefully I don't sound harsh.
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I've noticed that we have some big empty areas on every continent but south (Which has probably recieved the highest interaction of nations of any continent). I was thinking, rather than leave these areas to be exploited and expanded into by the current nations, why don't we run some mini-civ games, just two threads max for each of these four, rough areas I've noted in this picture. It'll make this world richer, and prevent there from being a huge land-grab race that might occur if we don't populate these areas with actual nations.

Also, having a time crunch on developing small civs might be fun!

Later. Maybe in a week or two.

Could be a possibility, though only one of those regions you marked had nothing going on in the previous games, the Western continent.
In both the Eastern, and central game, I recall stuff happening in at least parts of those regions.

Most of these areas are probably inhabited by npc tribes at this point, and in the case of the central region's coast line, and even portions of the more inland regions, have heavy Nad'lun activity, as they harvest the sandoni amber in those regions.

Also, recall that one Kwagos tribe that got attacked by Thickblood, and dispersed. The one who inhabited the regions where the Nad'lun amber outposts now are. I figured that the Nad'lun, upon arriving to those areas, would have found the remnants of this tribe, and basically just hired them as additional mercenaries/work force for these outposts. That way, that tribe simply doesn't vanish into thin air, nor does the fact that the Nad'lun outposts, and the former holdings of that tribe are in the same region, contradict each other.
can we into RPG to reclaim Geshund Deler?
Yes. I have wanted a prototype session for the rpg for a while. Depending on what comes out of this session of discussion i will adjust my plans accordingly. Its possivle logead mercenaries could be on the strike force.
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The stuff for west does need to be cut down, as it is just as you say: copied strait from the old threads.
is this a procedurally-generated map? or one of yours that you saved before?
i have a massive boner for map and map creation. (reverse image search doesn't work)
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Custom made based on this old one, which is based on even older maps.
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Here's the one before that.
>Log'eadz mercenaries strike force

BY KROM AND KROG, DO IT. Of course, maybe other enclave races could be included. Doesn't Enclave control that northern island that's near Central? That could have some kwagos on it. In fact, I'd expect Kwagos to become an Enclave race, though not exclusively so.
I don't seem to have the original doodle map for the sake of completion. Maybe someone else does.
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Bumping with 10,000 hours of MSpaint
talked to bronze and nad. this one came to me as a surprise, but the TA may end up joining with the enclave and making an appearance in the west. The Story is still being hammered out, but the gist of it is that in the past 100 years the TA relationship has soured further with Nod and the Lufae. The other factions were never close allies. Seeing the enclave as a chance to gain something bigger, they take the offer and undergo an introductory and probational period that is still underway. Resources would have been diverted to eliminate slave labor with the TA.

The Kwagos on the southern end of the central continent would go on to become mercenaries for the nad'lun, helping to protect their shipping and amber operations, both of which are quite profitable.
Ooh, so what did happen in those hundred years? This is interesting development, might tailor some events around this in the future.
nad is in the IRC righ now. might be able to give you a rundown of what we have been plotting, but I feel that the setting for the next stage of west, and the world, is well underway.
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Bumbing with shrohan fluff.

The Shrohans are an enigmatic race of flying rohas, that lives in the tropical islands of Borgas 4. They are ambhibious beings, capable of moving with grace both under the waves, and in the skies above them.

The Shrohan body is very light weight for it's size, as it contains numerous sacks of lighter than air gasses, and their skeleton has developed a honeycombed structure, which further reduces their weight. Their 3 strong wing pairs allow them to fly very fast, and make them extremely agile in the air.
Their skeleton also has a vital role in conducting and directing the strong electric currents, and fields the Shrohans create. These electric fields are used as a secondary sense while in the air, and as their primary sense while underwater. Their electric powers also help them hunt, as the shocks they can release are more than enough to paralyze their prey.

Their electric sense has an extremely important role in their social structure. This field, and the slight changes they can create in it, are used in communication along with vocalizations and body language. The field also plays important role in the bonding of Shrohan families, especially the males and females, who have paired for life. Both members of the mated pair, have their electric fields tuned to one another, thus forming a very intimate bond between them.

The Shrohans choose their mates in great mating dances, that occur during monsoon seasons. During the tropical storms, the latent electricity in the air empowers the electric senses of the Shrohans, and males of the species fly high to the sky, and try to "catch" stray bolts of lightning, as a showcase to the females. This practice is quite dangerous, and often results in deaths of careless males. The shrohan skeleton works kind of like a Faraday Cage, and protects the Shrohan's vital organs from the strong currents.
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Because of this practice, the males of the species have evolved a more robust, and iron rich skeleton (the iron particles in their skeleton make it conductive.) that can withstand stronger currents. Because of the added weight, the males are usually stronger and their wing muscles larger. They however, can't fly as fast or as far as more lightly built females.
The males who succeed in causing the most spectacular lightning shows, will attract swarms of females, who in turn try to impress the male via their agile airborne aerobatics, and swift movements that are combined to their mating dance. The male will then pick the female which impresses him the most, and the pair will join together in the lower clouds, merge their electric fields and finalize this elaborate mating ritual. After this, the Shrohan pair is mated for life, and the male and female will be extremely loyal to each other.

Both males and females have very defined roles in Shrohan societies. The males are warriors, first and foremost, and are expected to protect their families, friends and the whole tribe, even with their lives if needed, while the females have the role of hunters and gatherers, who provide to their family by seeking out sources of food.
Shrohan societies are usually based around numerous units of extended families, kind of like human societies. In fact, the social structure of Shrohans is very similar to human social structures.

Shrohans reproduce by laying small clutches of eggs, in water filled "cradles", in which the young shrohans will spend the first months of their lives. The shrohans feed their young by placing meat into these pools, which the larval shrohans ravenously devour. It will take few months for the young shrohans to grow strong enough to fly, after which they will start buzzing around their parents like miniature versions of them. It takes approximately 6 years for a shrohan to reach full maturity. Their average lifespan is approximately 30 years.
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The Izileth territories, as the Nad'lun call the union of Shrohan, Frowg and Hollori tribes that controls the majority of the archipelago south of the West continent, is a major trade partner with the Nad'lun.
The Izileth, were a tribe of shrohans, who succeeded in unifying the scattered tribes of the archipelago into a nation, both trough cultural absorption and blood relations in the case of other Shrohan tribes.
The Izileth nation has a culture that emphasizes honor, and loyalty. The unified tribes all work together, and watch over each other, and their goal is to keep their archipelago as a paradise. These islands are their promised land, and they do not wish the outside world to tarnish them.

They maintain friendly relations with the Nad'lun traders, who are their main source of information, and resources from the outside world. The Nad'lun in turn, trade the exotic goods of the Izileth, and hire the members of the nation as mercenaries, allowing those who seek adventure and excitement in the outside world fulfill their wanderlust.

The Izileth nation produces many exotic goods which they trade to Nad'lun. Things like lub skin, coral gems and tools, hrass berry juice, ragas and so on. In turn, the Nad'lun traders sell metal, food and various other resources to the Izileth, but most importantly, the Izileth mercenaries bring back experiences, knowledge and news from the outside world, upon which the ruling council of the Izileth nation can act accordingly.

>Pictured here is a Shrohan warrior in a wet suit they developed in order to operate in the more arid environments of the Central continent.
Where else do the shrohan live? Could they be found on the coasts of any other continent, say West or Central?

Time for a little summary on the mighty fanatical empire that is known as the Otavan

Long ago, in the great river valley of Riklun, where the river Nulaan flowed, kings and princes ruled. They fought and quarreled, talked and parlayed, and did what noblemen did. However, the Prophets, who descended from the mountains during the Days of Smoke, changed everything. They preached of the end times, when monstrous creatures would spill forth from the lands the people of Riklun had left. The monsters would climb the mountains, and kill them all if they did not have a strong leader who heard the voices of the ancestors and the gods. Needless to say, the combination of erupting volcanoes, earthquakes and floods the people of Riklun suffered during that time made them certain these prophets were right. But the noblemen did not join together in the face of this terror. No, quarrels escalated, and kings began claiming they each heard the ancestors, and that all the others were frauds. This was the time of the War of Voices, which spilled out of the river valley and into neighboring Carcin.

One king would stand victorious at the end of the War of Voices, the first Ota. With the other kings crushed beneath his fanatical army of warriors, who were begining to form the nascent warrior-cult that would become the ferocious Tonaika, all nobles came to his city that he was building in the center of the valley. Before his still rising palace, they kneeled and offered obedience to him. Not a single noblemen would leave that day with their life. The early tonaika did as the new mad Ota-King demanded, and slaughtered every noble, on the basis that nobility had come to be associated with divinity, and in the first Otas eyes, any other noble than his chosen heir was a threat to him. This merely sparked another decade of fighting as the relatives of the dead nobles resisted extermination, which only ended with the death of the first Ota and the crowning of the second. This second Ota was adopted, and thus did no share his adoptive fathers family's predeliction for madness. He offered the surviving nobles a chance to forsake their claims to being nobles, and join skilled scholars who had been raised from the lower classes in administering the new Otavan. Grateful for a chance to no longer be hounded, the nobles accepted, helped the lower class scholars establish the skilled and efficient Otavanat Bureaucracy.
The second Otas next act was to offer war-torn Carcin a chance to join the new Otavan, or else suffer the wrath of the Divine Otas tonaika. The leaders of the only remaining city of Carcin, Vlamos, accepted as eagerly as the former nobles. Following this was a period of rebuilding marred only by the "Zemschina," groups of Tonaika who abandoned the warrior-cult to become bandits or mercenaries. By associating with the Zemschina, the joorods who were living in the Otavan attracted the fury of the common-folk, who started genocidal riots that nearly killed all the joorods, forcing the rest to flee to the Mohu'Awane. The Zemschina would flee west, along with other exiles who refused to accept the Otas decree to end worship of any gods other than himself. These exiles would turn to worship of only Horbau, the former Riklun god of war, and settle in a valley surrounded by four mountains they called "Horbaus Fingers," with the valley they formed known as "Horbaus Palm" and the whole thing refered to as "Horbaus Hand."

With his realm secured, the Ota began a period of expansion that saw the island of Hokkoa, and a distant joorod tribe between the mohu'awane, the silith and the Ca'rethill join the Otavan. However, despite the very militant and colonialist view of the Otavan towards its neighbors, no conquests or war have occurred, as Riklun and Carcin were devastated by the War of Voices, Zemschina rebellion, Joorod Expulsion and Infidels Exile, leaving much of the land unpopulated. Soon though, the river valley will team with Govkars once again, and the numbers of the Tonaika will swell. And then, a great crusade shall begin to "enlighten" the entire world. KULAMOT, FOR OTA, OTAVAN AND PROVINCE

Can I get a pic detailing where that joorod nation and hokkoa are? Nongent and IG never really specefied where they were

The Shrohans live in the tropical islands all across the sea. I would think that some tribes of them would live in the islands of the East continent, and even in the islands of the south continent. However, their largest populations are in the Western archipelago, as the Shrohans originate from those islands.
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Are there still matters we need to discuss?
I can elaborate more on the Nad'lun nation tomorrow.
Also, what exactly went down in the Onolkeshan capital?
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Rape happened. That's what.
The Mohu'awane is embroiled in a long protracted war with the aggrod, and may well start to develop vyrii based weaponry to help stem the tide. Long protracted sieges could be the norm, and could even lead into trench warfare (though that may be pushing it too far technologically).

Korobushka is wracked by civil war between Babakushya's Loyalists and Geratoyal's Revolution. I envision things being bloody and full of in-street fighting, vicious urban combat and guerilla tactics.

Didn't you have a tribe of mevolas in the western continent? The Edtat?
fortune, you sure you dont want to try your hand at any walk of life within the western world?
I did, little backwoods lightning wielders. No idea what I'm going to do with 'em though.

I suppose I could just start writing stories of their po-dunk lifestyle.
How could the Mohu'awane get in a protracted war with ANYTHING? They are literal giants. A charge by a few foot-soldier gantus would be equivalent to the cavarly charge of any other nation. I'd guess that your war ends with you having hundreds of aggrod prisoners that your assimilate into the Mohu'awane
Fortune, since the Mohu' joined with the silver tree, every member of their society has to at least some degree a small alteration. Their warriors likely much more so. In addition to the silver treedrones, silver treejoorods, and skulks at their hand, they now became more pure in essense themselves. The gantu just became stronger, more durable, more resistant to pain. It's likely there would be no protracted battle, but a singular stomping of the enemie's mudholes. The Agrods and Noords highest tech are crossbows.
Here's a current list of Intercontinental alliances, both confirmed and potential

Enclave-Tanacs Azseg: The TA is joining the Enclave as a means to channel its agression and military might to more productive means, and for modest tech bonuses. May be cancelled if Oamenii says no.

Gantu-Puruu: An expedition by the Mohu'Awane during the metal age came into contact with some puruu who they became friendly with. The consequences of this are currently unknown

Joorods-Enclave: A long standing relationship has existed between various joorod traders and the enclave. They assist the megalithic nation in exploring and interacting with other nations.

Otavan-Suzumou: A suggestion has been made that the two most fanatical nations of Primordial, save perhaps for the Urupuruu and Varoseg, may find great benefits from working with each other. No real contact between the two nations has occured, so whether this is plausible remains to be seen

Nad'lun-Izileth: The Hoppa and Shrohan nations are major trading partners, cooperating as they grow into possibly the most economically powerful nation on the face of Primordial

Anything I missed? I might as well list confirmed conflicting nations as well

Tanacs Azseg-Lufae: A centuries long hatred has existed between the two nations, with blood shed on both sides. Only the trade pact prevents these juggernauts of innovation and tech of the Southern Continent from ripping each other to pieces

Katumoiset-Nod: The Elenii have a distinct hatred for the slaver nation, going so far as to attempt to blockade Katumoiset ships from entering TA safe-zone waters.

Now that I think about, most PVP in primordial has been centered in South. Neat
Not Joorods-Enclave. Friggan-Enclave.
Ca'rethill has no ties to the enclave. However, there may be something between them and the Nod. Depends on either Poe or Angrydorf showing up.
Might as well be Friggan Exiles now since the Otavan almost genocided them.
IDK about Otavan and Suzumou, the Zu-Nul seems too xenophobic.
Also the Lufae hate Katumoiset as well.
It seems that currently Central has no intercontinental alliances. The Hu-raan might be one of the superpower of the continent, but they still doesn't know of the wider world. Same thing with Zu-Nul.

Also, it seems like the South is kinda like IRL Europe. Cramped with lots of countries, and plenty of war and tech borne out of competition. But unlike Europe, they are more isolated.
evening bump, popping in to see whats going on

The Zu-nul are probably too xenophobic, and in addition, they are pretty focused on the desert, and things going on there. Their interest in the wider world is quite limited.
I would expect that they might have made some contact with the Nad'lun amber harvesting operations, though I am not sure of how peaceful this contact would have been. The Zu-nul do trade with the Hu-raan, so they might eventually trade with the Nad'lun as well.
things needed before we begin:

A better name for the thickblood creatures, thickblood is the name of one of them, but not all of them, for now its been a bandaid in identifying them all.
A general idea on how the TA joins the enclave as a story. I can offer this up:

The nad'lun were the first to make contact with the south, coming to the shores of the Elenii nation of nod, efforts at communication were quick and efficient. soon following behind the Enclave sent one of their warships to investigate the new land. Trade for the Nadlun blossomed, and the Enclave met with the usual suspicion. They learned from the last time they interacted with a group of new civilizations and kept their distance. However, a small group of TA warships went to investigate the ship that loomed on the horizon. Despite them traveling for a distance it never seemed to get any larger. It was only until they began to close on that the sheer bulk of this megalithic vessel was realized. By now it had been a few years, and both sides had gained a rudimentary understanding of each others trade tongues.

Further alienation by the TA's own pact partners led to increasing fear and paranoia, especially in the light of increased development of military applications by their partners. Crunchholm had recently been brought back into the fold of the TA, and on the first full council meeting it was decided to approach the enclave for assistance. It was a risk, and an uncomfortable one for the people.

The Enclave frowned on the practice of slavery within the TA, and agreed to assist in ending requirements for it with additional manpower and resources. By switching over to a war economy the TA could thrive and the people could find their reason. Explorers, politicians, warriors and simple wanderers visited the lands of the Western continent, and found Forests full of giant beasts, a frozen land full of monsters beyond description. This was a place for warriors!
Over the next 100 years the TA underwent a transformation that saw an end to slavery, but kept a practice of "indentured servitude" for those who broke law, or owed debt. Resources flowed in from off shore, bolstering their own economy and research, seeing stabilization efforts take place. Schools were built and the general level of education raised. At the same time, these schools taught things that helped bring the people into the fold. New values were learned from childhood, the concept of a unified nation, of a second language, self discipline. Outsiders lived amongst the people, trained with their military, served with them, and in turn they traveled to a foreign land and got the battle they sought. It has been a century, and a people sitting on the brink of balkanization are unified, in more ways then one.

The TA stands taller now, Logeadz are still argumentative and aggressive but have some temperament now that would normally take a life time to gain in the past. Their equipment has benefited significantly, and past worries of hostile invasion are put at ease with the might of an entire nation at their backs. They are still members of the trade pact, though it is a tenuous membership at best, their partner's distrust only deepening. However the Logeadz of the TA have new battles to fight of a more pressing nature.

the TA as a whole have benefited from the influx of technology as well, but have been supervised during it's introduction. Cooling units are now a trade good. keeps you cool in the summer. kind of a big deal in the south.

feel free to add suggestions or more story. this was a really skeletal effort.
As the trade between the nations of the world increases, should we consider the possibility of invasive species spreading to other continents?
That is a possibility, Vyrii has gotten East in Metal. I think Ragas and Shamblers would make good invasive species candidates, tho. But I haven't got an idea for animal invasives.

How would those plants get to other continents?
They aren't really traded by any nation, as they aren't very useful organisms. Usually, invasive species are either small animals hitching a ride in a ship, or plant seeds/spores.
How would puruus fare on the salty-seas?

The tolerance to saline water depends on puruu species, and the environment the individual puruu grew in. To my understanding, almost all puruu species live in rivers, or coastal deltas, so they probably can tolerate some amount of salty water. Tribal puruus, who actually spend most of their lives out of water, kind of suffer from mild, allergic reaction when they are in contact with salt water. However, I think that they can grow more accustomed to the higher salinity levels of coastal deltas, in time. However, I am not sure how well they would do in open ocean, and the higher salinity of those waters.

Salt water messes with the internal saline balance of the puruus. It is basically the same reason why there are fresh water fishes and oceanic fishes.
Logeadz- cant swim. too dense.

Lem- Cant swim. being soaked in salt water is bad for them.

Puruu- live in water, and near brackish river deltas. suspect salt water causes them to give no fucks.

I wonder how many races on this planet can actually swim, or do some close approximation of it, and vice versa.
Vyrii are self mobile, and though they seem to fair less well in the sea, there are some oceanic variants. Ragas float on the air in some varieties, and are also weaponized by the enclave, and often smuggled by the joorod syndicates. Shamblers could easily latch onto a ship, but there is not much food for them, so Fungal Cedyas are a more likely canidate, as they would simply rot the ships slowly for food. Anything that can fly i guess.

Let's list the species capable of swimming shall we?

Definitely capable of swimming:

And all oceanic species of course.

Perhaps capable of swimming:

Incapable of swimming:
Most vyrii drones.

Does this list seem right to you guys?
Sounds about right. Mevola floats more than swim methinks.

We need to require which species in the middle category can actually swim.

As you said, mevolas can probably kind of float.

The suzumou are small, and light weight, so they would probably have relatively easy time staying above the water, though their long, spindly limbs would probably provide only little assistance in swimming. So they might be able to swim, but not very well.

Koburrogs can probably swim, though I would imagine that their body armor would make it somewhat draining on them, due to the weight it ads to their bodies.

Kwagos can probably swim decently. Their ancestors lived along small rivers, and they have a tadpole like tail, and strong forelimbs that they can use to propel themselves in water.

Skulks can probably swim in fresh water, but I recall that salt water harmed them.

Govkar are native to marshes, so one would think that they have at least very basic capabilities to swim, though they probably don't excel in it.

Joorod are probably not that good swimmers. They have feathers, that probably get pretty heavy once they get wet, and in general, their body shape is more fitting for running than swimming.

The Eleni are covered by a shell plating, and native to forests and plains. Their bodies are also not very sleek, making the drag water causes on them greater. I don't think that they are that good swimmers.

The shwirms also have the problem of having very pointy and non sleek bodies, that makes swimming harder for them. I could see them swimming kind of like dogs do, their head above the water, and paddling like mad with their feet and arms.
Koburrogs can't really swim. Their skeletons weigh them down too much for them to float. Because of that, they have a natural fear of water.
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Now that I think of it, I think that the Geists would actually be pretty excellent swimmers.

>Flexible, streamlined and sleek bodies.
>Long, and thick tail.
>Strong limbs.
>Natural sonar.

They would probably swim much like the Xenomorphs in this scene.

Their sonar is designed for caves though. The noises they make underwater would be distorted and come back unclear, it'd be like having cataracts is for humans.
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Most likely. Though I would imagine that with training, they could learn how to read sonar echoes while submerged.
After all, they are able to utilize their sonar in their submersibles, though they do have some additional equipment in those to help out.

Anyways, here is a work in progress version of a Nad'lun warrior drawing.
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The Nad'lun warriors tend to utilize relatively light weight gear, as they favor mobility heavily.
The warrior in the picture is wearing perhaps the heaviest armor the Nad'lun utilize, though in the Enclave standards, it would probably be classified as a medium armor. The armor is made from frilla bark wood, with layers of metal sheets attached to these wooden plates. Underneath the plates there is a layer of padding and cloth, that makes the armor more comfortable to wear. The face mask of the armor is heavily reinforced, and can work as an improvised headbutting weapon. The eyes of the warrior are protected by hard, gem lenses, traded from Central continent, though many versions of these armors exist, that have just simple holes for sight in the face plate.

The Warrior in the picture is armed with a revolver shotgun, a primitive gunpowner based weapon, mostly fit for short range engagements. the 5 chambers of the revolver house simple ammunition, basically tiny gravel packed tightly in a cloth with an explosive charge. The Alun aren't the most skilled marksmen, which is why they prefer these short range, but rapidly firing weapons. Reloading them takes time though.
As side weapons, the warrior in the picture has two knives, a standard one, and one blaster one. The blaster has one shotgun shell chambered in a special compartment, and it can be used as a nasty trick for a foe that was expecting just a knife fight. The warriors also often use swords, and spears as weaponry. They also utilize basic explosives, and firebombs as throwing weapons.

The Nad'lun military tactics are all about speed. The warriors strike fast, without warning, and do as much damage as they can, before retreating to strike again, if the situation deems so. The alun prefer to not engage their opponents in physical combat, and thus they will either seek to cripple their foes in one decisive strike, or via a series of rapid hit and run attacks, that bleed out their foes.
mo-mo-mo-monster bump (bump) (bump)
Fair enough, but I didn't want the Gantu to seem OP. But hey, if the GM says they stomp the foe, then stomp them they will.

So the Silver Tree would serve as a sort of nanobot health clinic? Microscopic dudes infesting and cleaning out the bodies of its allies? I like the idea of this, plus it'd make the intriguing situation of being the healthiest nation, while at the same time, the least knowledgeable about medicine (having never needed it).

> Gantu-Puruu
I imagine it'd be curiosity on the part of the Gantu. The Gantu would stick around likely, and learn all they can about their new friends, maybe even invite them back home. I am now imagining a Gantu pirate with a puruu on his shoulder like a parrot. It is adorable and I demand illustration.

> Gantu-Silith
Ancient compacts, trading metallurgy and cuisine across cultures. Soldiers and laborers may also be utilized. All in all, a very warm relationship that's been fostered by centuries of co-operation.

> Otovan-Suzumou
Here's the thing about fanatics. They don't work well together. The Suzumou would sooner bomb the world than co-operate. Zealots don't make deals.
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>mfw I realize how fucking deadly kicks from a creature with that sort of legs would be.

Holy fucking shit man, those legs alone are taller than a human. An alun could probably kill a human with just one kick.

Weird how much smaller they look in the older pictures, in which they aren't running or standing upright.
What sentient races are able to eat and digest plant matter? It seems like a lot of the various races heavily prefer a carnivorous diet
Most of the arguement that the Otavan and the Suzumou could ally comes from the fact the God-Worms are changing how they are worshiped.

I think that all races in the western continent are omnivores, though I am not sure in the case of the lem.

In central continent, the gorrirogs, koburrogs and kwagos are omnivores, while Suzumou are carnivorous.
Dunno about the tentouz and pusmals.

I think that all races from east are omnivorous, though govkars tend to prefer meat over plant material. They still can eat plants, but will suffer from slight stomach problems if they eat too much of them. They can cook plants to help avoid this though.

In south, the eleni are either herbivores or omnivores, while the shwirms and log'eads are definitely omnivores. Puruus and geists are both carnivorous to my understanding, though puruus can eat some plant stuff, like berries.

I think that all oceanic races are carnivores, though hirohas might be omnivorous, but I am not sure.
Gantu are carnivorous, subsisting mostly on fish.

Alright, we are clear on that then. Also, I forgot that the Hollori might actually be herbivorous, seeing how their ancestors certainly were. They do however posses a strong hunter culture, which would indicate a more carnivorous nature.
Perhaps they only learned how to hunt in order to protect themselves, and to gather supplies from animals and so on?

That manipulation wouldn't affect the Otavan, and right now, the God-worms aren't even fully aware of the outside world, other than via the slight trading that the Zu-nul have had with Nad'lun, which itself mostly has consisted of the Nad'lun amber harvesters offering some supplies to the Zu-nul explorers, who in turn have given them gems and glass in exchange.

In any case, I need to sleep now.
Keep the thread alive folks.
Why are all the races so fucking big? It kind of downplays the Gantu being the biggest when they're only a few feet taller than the rest. I still imagine both Alun and Logedz to be short, and for the latter to have a Napoleon Complex.
Gantu also have super-bulked up muscles. One of them could probably take a few log'eadz by themselves, and their warriors are probably hands down the hardest thing to stop that isn't a vehicle or one of the lufae titans. I have a feeling that the gantu have the slowest rate of population increase of any race.

If you hadn't played them as pacifists, the Mohu'Awane could've become Battle-Kings of the entire Eastern continent
Joorods are purely carnivorous as well. Vegetation gives them nothing but digestion issues. However, they can grow a variety of fungi as food, and eating carrion doesn't sicken them at all.
Tentouz probably have the digestive track of a carnivore, but eat plants specifically for getting
Elenii are definitely omnivores. Insects made a major part of their ancestors' diets. I think Puruus would be omnivores, with pica not being at all unusual.
the Nad'lun have always been very, very tall, but only when they fully stand up. The Gantu still sit somewhere around 12-15 feet tall, and weigh in at the better part of fuck....lets say 12-15 feet tall. Heavily muscled, with some fat. Semi ferrous bones, perhaps we could change that to naturally occurring carbon nano sutures in their bones. its lighter then metal at least.

so. if you took a white rhino. http://animals.nationalgeographic.com/animals/mammals/white-rhinoceros/ and stood it on it's hind legs, it would still not be quite as big as a gantu. Gantu probably weigh in at 7500-10000 lbs. thats fucking 5 tons at the top of end their weight. Do you even lift bro?

Factor in the silver tree augmentations, though the gantu do not understand how this "magic" works, they are more then happy to benefit from it. tl/dr. I dont think there needs to be too much explanation on how the Gantu can repel a horde of primitive savages, despite the numbers.
>Gantu are natural SPACE MARINES

I say again, they could've conquered the entire continent. How did they even evolve to be that huge? Why would something so deadly require intelligence?
While their physiology is capable, its the same argument as to why the ancestor of the humans and gorillas did not have an opposite outcome. Gorillas while capable of violence, compared to chimps, are pretty chill. As for intelligence, a lot of times it has happened due to the ability to use tools and being social. I wonder where crows will be in a few million years if humans died off. Corvids (crows and ravens) are smart as fuck, can limited count, are social, have crude language compared to other birds, by region it varies, and use/ make simple tools. Crows fuck yeah.

Gantu likely became even more social after their ancestors migrated out of the swamps to the coast, the ramel slashers, probably went out to....hell. Same question and reason for how logeadz got to where they are. Its a little rule of cool, a little science, and a lot of setting building. There are some ideas on how the sentient races came to be on this planet in such great numbers, because even outside of the playable races, there are intelligent races, just not smart enough, or long enough lived to be useful. More like 4-10 year old level intelligence with animal reasoning. See the Noords, Agrods, or a few others.
Idea: The only thing more dangeorus than a gantu in East is a slizer. But several gantus could probably kill a slizer as easily as some human hunters could take a lion. Not easy, but the Slizer probably has more energy and nurtrients per pound of flesh than any other creature on primordial. Thus, why not refluff the gantu as having evolved to be Slizer killers, combining immense strength with a modicum of cunning. They'd have turned to other food sources, and in doing so started the path to proper sentience, once they killed of the slizers as a whole on the Eastern continent. Now gantus are just cheerful fishermen and herdsmen. Of course, gantu culture really should include how fuck-huge they are and their ability to easily be the most powerful people in the world. The mohu'awane are nice, but if they had a slightly predatory undertone and a domineering authority over all non-gantus living in their land, that might make them a more interesting and powerful people.
the gantu have a non aggressive, but very dominant claim on what they perceive to be "theirs" the custody, and protection of the lands seems to be theirs.
Man, that made me remember that Gantu architecture is big as fuck. I mean, it's possible their town hall is as big as Stonehenge. Their single-floor buildings would be worth two floors for the human-sized or smaller races.
And a canoe for them might be a longboat for any other race
Their ships are more like water chariots. A squarish floating platform with a sail, and a lot of boomers tied to one end. These boomers are trained to swim in one direction, so yeah.
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And all of the boomers are pig-sized, unless there's been some actual domestication for a larger breed.
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There still exists slizers on East continent though.
The Higitains are descendants of land slizers, that adapted to live in the plains, marshes and even frilla forest of the East continent.
Just noticed that I forgot to retype the second half of that middle sentence.

>Tentouz probably have the digestive track of a carnivore, but eat plants specifically for getting gassy to remain afloat.
Well folks, IG, company, I think it's just about time. When I wake up tommrow i'll start compiling the Introduction pictures.

It will be a picture of the race/ tribe: some architecture or background, and a lot of text.

Then the setting, and what you can do in it, plus a quick breakdown of the rules and roll system in another picture. this one will come first.
Hey folks, while we wait around, it seems direct control has been assumed over me, lets talk about the wild life of the southern continent for a bit.

Basically, the "worm" is just one stage in the lifecycle of the puppeteer. The worm's goal is to find a suitable target, and infect it. There are dozens of puppeteer species, each specialized for certain types of prey. The humanoid targeting puppeteer cedya aims for the neck of it's victim. It has strong fangs, that it uses to bore trough even shell plating of the eleni, and inject strong, paralyzing poison that induces coma and amnesia. The poison acts very fast, and as it goes directly to the brain from the bite to the neck, it takes only few seconds for the victim to go limb. At this point, the puppeteer is busy wrapping it's strong tentacles around the victim's body, mainly the neck, in order to make removing it harder. At the same time, it releases strong acids to bore a larger hole to the victim's neck trough which it can spread it's roots to the flesh of the host. There is approximately 15 minute window to safely remove the puppeteer at this stage, after this, the puppeteer has been able to bore it's main roots to it's target, the Spine of the host. During the first few hours after the infection, the puppeteer begins to grow rapidly around the spine of the host, forming a lump of fungal mass there, that will become it's new "core". During this process, the worm portion of the puppeteer protects the comatose host body, by spraying acidic spores against creatures trying to investigate the victim. It takes about 5-10 hours for the victim to wake up from the coma. The poison of the puppeteer makes the victim very disorientated, confused, and causes amnesia, and the loss of short term memory.
The victim will in most cases, have no idea that he was even attacked, and the numbing, along with the disorientation, and general confusion that lasts for few days, they are very unlikely to even notice the shriveling worm wrapped around their neck. It is like a constant state of drunkenness. It takes few days for the worm portion of the puppeteer, to fully utilize it's energy and nutrient reserves to grow the new core around the spine of the host. After which the shriveled worm will fall off, leaving the only mark of infection a small wound in the base of the neck. At this point, begins the sleeper stage of the infection. Usually, the host will try to seek out their communities after recovering from their "drunken" state. They will act largely normal, though still suffer from some amnesia, and confusion. During this phase, the puppeteer fungus will spread it's root networks all around the body of the host, and release pain killer like hormones to keep the host from reacting to the pain that the spread of the root network causes. This phase usually takes about a week or so. The end of the sleeper phase is signaled by the change in behavior of the host, as the fungus begins to take full control over their mind, via chemicals, and pain conditioning. At this stage, small, esily bursting pustules filled with slime and reproductive spores, will start form in the soft tissues of the host, mouth, tongue and exposed skin, in the case of the Eleni.
The changes in behavior make the host more and more aggressive, and easily aggravated. They will become short tempered, and prone to violence. The purpose of the pustules, is to spread the infection via bites, as the reproductive spores will get into the bloodstream of the victim, and start a slow infection process in them. Another change in the behavior of the host, that occurs even earlier is that they will become gluttonous, eat more and more stuff, as the fungus drains their body's energy and nutrients. Anyways, after the "awakened" host stage has been reached, the fungus will make the host more reclusive, though prone of attacking and mauling lone individuals. It is likely, that members of the host's family are it's first victims, as the host in this stage, tends to shy away from crowds, and instead stays in their own dwellings. Hiding their infection, and attacking those who visit them or live in the same place. They will in many cases, even consume those they have successfully killed, in order to fuel the fungal growth. In this stage, the fungal growth will speed up rapidly. The fungus will start forming more and more pustules, and eventually the growths will crack open portions of the eleni shell (eleni used for example as they are the main prey of this puppeteer species)
At the end of this stage, the host's mind is mostly broken, and the puppeteer has rendered them into mostly instinct driven beings. This growth stage will eventually turn the host into a twisted and bloated eleni, whose shell has been cracked in numerous places by a growing fungal mass, filled with pustules, spore stalks and eyes. At this point, the fungus is in total control, and is now directly moving the host, instead of influencing it's behavior via chemicals and conditioning. The host at this stage, is a reproductive factory for the fungus. The host will breathe out spores due to sporing growths in their respiratory system, and numerous pods where puppeteer stages of the worm are developing, will sprout from the flesh of the host. Once the host nears death, it will seek out a hideout, usually relatively near eleni communities, where the fungus consumes the rest of the host, and forms the final stage of it's life cycle. Which will pump out puppeteer worms, and sproes as long as it has nutrients which it can use. There are 3 ways one can get infected by a puppeteer fungus. Through direct bite from the worm, which is the fastest and most dangerous method. Through an infected wound caused by an infected host, or through breathing in enough spores.

One bite is not enough usually to cause full infection, unless it is not treated. The bites of the infected are also poisonous. The slime in those pustules is filled with the same venom the puppeteer uses. In smaller concentrations though. The bites cause dizziness, and confusion, and make the victim less capable of fighting against the infected host. Spores usually don't cause much infections, as one needs to breathe in pretty large quantities of them. However, these spores can also start growing in nutrient rich soil, like any fungus. They will take root, and form fruiting bodies of the puppeteer, which will release more spores, and also "birth" puppeteers worms.

stay tuned for the Head Hunter Fus!
Yeap. In about 12 hours I'll post the opening for Industrial, if NG doesn't beat me to it.
I'm passing out now probably for 12-16 hours. not feeling to good. I might suggest we let this thread go on for a little longer. Nad will not be able to post for a few days due to some technical difficulties. Still, I will do my best to try and do some of these images, provided I am not beaten to the punch.

Suggestions: Little pictures for all the factions, with detailed descriptions of them. maybe some for the race. one for the general setting and mechanics.
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Bumping with Mevolas hunting a Chuflouz.
Jesus Christ, bigger than a fucking rhino? Holy mackerel.

I guess the gorilla comparison is apt. Gorillas could literally tear a human in half and yet, unless you look 'em in the eye, they are content to munch on leaves.

I'll admit, I kind of like the idea of a race of Big Friendly Giants. It's a dichotomy that seems to appeal to me.

I'm flattered you all remember these little details. Makes me feel like one of the gang, like the cool kids have given me their blessing. :D
Also, Falc came to say goodbye in the Irc, as he won't be apparently coming back, in the foreseeable future at least.
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I just realised I never did a wrap-up for Siemas. Let's do that now
The kings of Siemas had been growing weaker and weaker for generations by the time the Royal Treachery began. The great houses had slipped from the control of the Monarchy, and even the lesser houses couldn't make up for that. There was talk that Saqhuetos, Mneij and even Sadzawka might leave the kingdom. The last king came to the throne at this time at a very young age, only twenty years old. He was desperate to restore the lost power his predecessors had possesed, and turned to foreign ideas. The one that he latched onto with a fervor was that of the Otavan, which preached the divinity and absolute rule of its monarch, who's ancestors had slain all other nobles, thus removing any competition to the throne. If the young king could pull of the same, he would restore the failing fortunes of the First House of Siemas and surely start a golden age for his people, beginning with the liberation of the serfs. This however, was not meant to be. The great houses caught wind of this plot, and convinced the Rysar-Guards of the Royal palace to turn on the treacherous king. He was summarily executed, and a republic proclaimed.

In the new republic, there would be no representation for the common folk, only for the greater and lesser houses. Millitary power would be allowed to reside solely in the hands of three consuls, one from each of the Great Houses, Mniejiizi, Sadzawkanowty, and Ostatnzily, from Mniej, Sadzawka and Saqhuetos respectively.
Repression of the common serfs continued with new laws abolishing all rights for any elenii in Siemas that was not a member of a House, although the immigrants from Korobushka were able to evade such measures thanks to their valuable skills and pressure from their homeland. These shwirms would go on to fill in the role of the middle class, along with many of the lesser houses, who had only their leaders in the upper classes that dominated Siemas. The puruus of the Mniej docks experienced only change born of themselves, forming gangs that eventually purchased all of the Minej docks, and becoming the sole shipping companies for all the water-canals of Siemas.

Despite the repression that the new Republic created and enforced, there was a great deal of artistic revival in this time, starting mainly with commissions to demonize the old kingdom and to commemorate the new republic. Over time, these works would grow to become testaments to every walk of life in Siemas, and explore the harsh themes of life that permeated Siemas.

Throughout all of this, the protestations of Nod were fully ignored, the desire for protection being the only reason the new Fair and Elegant Republic of Siemas even remained with their brethren.
I think it was you that said they were 13-15 feet tall. I just looked for something that was about that long in the animal kingdom and about that bulky, even if its reorganized into longer arms and legs. boom. rhino huge apparently.
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bumping with an in-progress picture of a "flamethroat" or flamer wielding log'ead

Anyone here?
Are there still things we should discuss?
Also, should we do some form of mini civ game in the unclaimed territories, like Bronze suggested? Just to fluff out some basic npc tribes.
not sure yet man. Been sick all day, got nothing done, work starts tomorrow.

Alright, hopefully you will get better soon.
Why has it been so silent today?
Where is everyone?

Getting shit done
I won't even be participating in West, really, so I'll admit to not having much to contribute.

Why didn't anyone remind me that drawing shit was hard. This will take more time that i thought it would.
Test test. I've been IP blocked the whole day. Will try again the next day.

How many players do we even have for the next game?
We haven't gotten new players, and even worse, we have lost old ones.
Maybe its time to wrap up primordial
Eh, new players are bound to come across the game tho. It's always open.
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After this thread sinks, it'll probably be best to go to the IRC and just work together to actually get the wiki up to date.
That could be an option as well. Fixing up the wiki so we can get a comprehensive detail of the going-ons so far while going into hibernation gamewise, continuing when there is fresh blood interested?
By the way, making 'big faction' pics right now, so far the Enclave's done. Still need making the Nad'lun and the Mevola tribes.

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