[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: checkerboard.jpg (52 KB, 224x224)
52 KB
52 KB JPG
I'm creating a new setting, and I was wondering if you could help.

In this setting, the whole world is dividing up into a giant checkerboard pattern. Each of the square plots of land is about 5x5 miles in size. And each of the squares has a "Lord" who rules it, and can never leave. These Lords are immortal and have some supernatural powers, but are probably not powerful enough to be considered "gods". In the beginning of this world, each Lord decides what they want the landscape of their plot of land to look like. They can pick any plants and animals (including humans) to populate it. There are only a few limitations that I can go into later, if anyone is interested.

So my question is: if you were one of these "Lords", what would your lands look like? How would you rule your lands? What would you want your place in the world to be (ie. friendly with other lands, or hostile, etc)?
>>
>>35392648
I think it would depend on a lot of stuff. Who are my neighbors? What are the limits to my powers, and to what I can choose to put in my plot of land? How much control do I have over my plot and its inhabitants? How can I lose or gain plots?
>>
>>35392648
I would imagine this would turn out a bit like Bite Quests setting, crazy super powerful beings twisting thier lands to suit their personal desires.
>>
>>35392729
Great question. Let's go through it piece by piece:

>I think it would depend on a lot of stuff. Who are my neighbors?
You do not know until the world is created, who your neighbors will be

>What are the limits to my powers, and to what I can choose to put in my plot of land?
The "template" for this world is earth. So essentially you can use any animals, plants, terrain, materials, etc as long as they exist on earth, you cannot create unique or overpowered living things that supply unlimited food or power, etc. You cannot create any piece of technology that is beyond roughly the "Renaissance" level of technology when you create your world, but otherwise you can make pre-made things such as buildings, tools, items, etc.

Your overall powers are simple.

>1.) You are completely immortal, indestructible, and unaging.

>2.)Lords have two forms they can take at any time.
One is an Ethereal form, where they are almost ghostlike. In this form they can travel anywhere in their world and see anything in it, and can even interact with objects and people physically, but they are totally invisible. The other form is an Avatar. This form is a physical body which they can use to directly roam around their lands. Normally each Lord has to pick a single form for this, which can be anything (humanoid, animal, monstrous, any form at all). However…

>3.) Each god also gets one unique power that they can have.
The power shouldn't be hugely overpowered, but there are no set rules. Some popular ones are: shape-shifting (allowing for multiple avatars), banishment (allowing lords to instantly remove any unwanted person or thing from their world, and also block people from entering based on certain criteria), medical ability (allowing them to heal people, prevent aging, and even have human children which is normally impossible for Lords).
>>
>>35392914

>How much control do I have over my plot and its inhabitants?
None directly. They re just normal humans, and you can order them around, but depending on how you do things and present yourself, they may not necessarily follow you.

>How can I lose or gain plots?
Currently, no. You can rule them from a distance, much like how a king would. But you will not be able to actively travel to them. However, this is currently a matter of discussion, because the rules aren't set in stone yet. It might end up that lords can "conquer" other lands in some fashion, if enough people want it, but currently its not possible.
>>
This was originallyposted on 8=c=h=a=n

>8=c=h=a=n.co/tg/res/10771.html
Remove the = signs
>>
>>35392648
Can you conquer other lands?
>>
>>35393663
Your people can conquer other lands and you can rule them indirectly, but you can never leave your area.
>>
>>35392648
Sounds pretty cool, anon.

I would be isolationist and pretend no-one else existed.
>>
>>35393768

>you can never leave your area

That never stopped Kas and Vecna from having epic army slap-fights in the mountains between their lands. We are talking about Ravenloft, right?
>>
>>35393816
I think I'd make my land literally half-and-half.

One half is an isolated, perfect eden-style. The other half is totally open to the outside world for trade and such. Thats the best of both worlds
>>
>>35393768
Oh, cool then.

I guess i would try and make every square inch of my home into a self sustaining fortress for my people. It would be a huge stone monolith/crystal of sorts, with its underground hollowed out to serve as a mine.

My people would be spartan like in nature, with a mean streak and paranoid mentality. They would offer other lords to join their empire or fall to the blade.

I would take up tge form of some golden king knight with the ability to banish foreign people's and objects from my plot. When in avatar state, i would take upon my self the nearest arnor to show my pressence

For creatures, i would make a sort of domesticated heavy, cow like beast that eats rocks and has a tough skin. There is also some mushrooms that are edible and feasts on bones and dead tissue. My terrain would be mineral rich and have a active volcano that is used to forge weapons.
>>
>>35392648
My lands would probably do one of two things:
A maze-like city, with many nooks/crannies/posts-sticking-out-of-walls. The creatures populating it consist of monkeys which traverse the city by the obvious methods, and humans who live in the upper levels and create small farms on the rooftops.

Or, it'd be plain ol' Magical Realm, complete with tentacletrees. Because fuck you (literally) I would totally make my little patch of godhood into an orgy.

My Power would be incredible agility, allowing for either super freerunning or incredibly weird sex positions.

Some other ones I'd imagine someone would make:
>A world that can be modified by anyone, according to certain rules (basically, a Minecraft land)
>Standard BBEG land, with the Lord taking on a physical body and pretending to be defeated when an adventuring party wanders by
>Land filled with precious metals, which have been enchanted to never leave that Land due to economy problems
>Land filled with spires made of quartz, castle made of amethyst
>>
From the sounds of it, the players are going to be Lords.
If that's the case, the exact limitations should depend on the style of game you want.
Is it single person based role playing? Then allow Lords to traverse other lands. Is it more 'kingdom building'? Then maybe allow the ability to conquer other lords lands and tone the power level down a bit if you don't want Lords directly conquering other lands to allow it so minions can conquer other lands in proxy
>>
>>35394424
In actuality, the players play as the normal humans in the world. But I'd like to have realistic lands that the Lords might have.
>>
>>35394165
Great fucking answer

I'd make my lands into strange fusions; forests of ice trees, lakes of quicksand, beautiful fog plains, lava caves, shit like that. Accompanied by equally insteresting animals; I'd spend most of my time just making creatures and ecosystems.

In the center of it all would be a city in the ground, buildings houses and stores grown from stone plants and vines. This city would be inhabited by a few thousand women, appearing to range in age from 15 to 45. In reality they would live 120-150 years and reprocude asexually, like a fucking amoeba. They would do this whenever the population dwindles low enough to allow it, keeping their pop. to ~4500.

My powers would be mind control, if that isn't too powerful. Namely I can override the mind of anything in my lands, to any degree, whether I put in a tiny subconscious suggestion or shut them off completely. I can't kill this way, at least not outright.

This way I can play god forever, fuck any woman I can think of, dick around in strange places and make monsters to fight, ride, pit against each other, whatever.
>>
>>35392914
my land is extremely fertile and mineral rich, is almost completely flat.
there is a 1mi urban spire in the center, built with vertically and density in mind.

the outer most one mile thick outline of a port city, also built for density, there is a one mile thick band of forest around the inner city, which has deer/fox/wolves etc., the remaining land is used for farm land, and there is an extensive network of large caves covered in minerals below the surface that are mined, and once an are has been mineddry it be converted into an urban area.

technology is equivalent to 12/31/1699, whichincludes the flint lock, the printing press, and more.

I feel this is the optimal way to do it. I want my plot and by extension myself to be powerful and influential.
>>
>>35393448
it was posted first on this board
basically what OP wants is for us to brainstorm worldbuilding for him, as long as it fulfills the 5x5 flat surface
in other words he wants ideas for domains
he (or the original copypasta) also didn't care much about anything else but domain-building. the squares were flat, no air no underground limits
>>
>>35392914

also can my unique power be to inspire the inhabitants if my plot? I.e. greatly boost the intelligence and/or skill of a specific individual who was born in a land I own?

also you say I can rule other lands from afar, so dies that mean my people over concurred his land and continually killed/ imprisoned his avatar forcing him to stay in his ethereal form? but I he can still interact with things in the ethereal form, wouldn't he just go around kicking over powder kegs, causing miss fires, abd generally killing my people through 'accidents'?
>>35395476
no limits you say? dis that mean it could stretch instantly if we wanted it to? or dues it mean we can make it any pie determined but finite number?
>>
How about a land of thick forests with a few large grassy planes and a small everglades like area to the northern areasthey would all be filled with animals to hunt for sport of any variety of creatures. Forms could be anything from a guy in a gillie suit to an ethereal predator. If any of those forms obtain wounds that could kill a mortal, the dealer of said wounds would be rewarded with an alright weapon. All non me sentient life would be travelers from other squares.
>>
File: juggernaut.jpg (23 KB, 187x350)
23 KB
23 KB JPG
>>35392648

Ooooo!

"Parlimus is the lord of square Ortenhiem, the most heavily-fortified area of all the checkered plane. At one point a mountainous region, it has since been transformed into a single, massive fortress, walled off from all sides, with the tallest peak at the centre tile converted into a sprawling tower said to be architecturally impossible, known as The Rook; Only kept together by the constant will of lord Parlimus.

Evidently, much of Parlimus's powers are drawn into keeping many magical processes within Ortenhiem in order: For instance, massive stone constructs mounted on wheels, known as Juggernauts, serve as avatars as well as mobile shrines from which Lord Parlimus converses with the Fortress-Land's inhabitants, the Orthenhiemen.

The Orthenhiemen themselves are a dour, yet highly devoted bunch, noted for having a somewhat shorter stature than average as well as a tendency towards gray and white hairs from a relatively young age. They make sure that the parts of the fortress not under their tower lord's constant watch remain maintained, and are also entrusted to advance in the field of fortification science and architecture, which most of their technology base is devoted to: The additions they add in order to improve or replace parts of it give it form just as much as their lord does, and it pleases him whenever they come up with a new design or component that he didn't even consider. Notable inventions include the flying buttress, the treadmill crane, voice-pipes, and iron-reinforced concrete. Notable things missing are paper (most knowledge is kept in stone or clay tablets, if not engraved upon the walls of the fortress itself), and the bow; Wood is scarce in Orthenheim, so most rangers utilize slings.

As a result of this, most Orthenheimen are either naturally strong and stout from hefting blocks, mining, and operating heavy machinery, while others are widely knowledgeable in the field of geology, architecture, and mathematics. (Cont) "
>>
File: rook.jpg (17 KB, 364x425)
17 KB
17 KB JPG
>>35397775

"The latter will venture outside of their homelands, in search for new rocks and minerals to work with and trade back into Orthenhiem. Their strong constitution, comparable to a draft animal, makes them a ready source of labor for tasks that require a strongman, while their staunch discipline makes them suitable as mercenary guards, though they'll rarely resort to raiding and pillaging, as destroying any structure without the explicit permission of Parlimus is considered highly taboo in their society. As a result of this quirk, most wandering bands of Orthenhiemen don't use tents: Instead, they'll erect permanent towers, traditionally resembling a miniature Rook, from the materials nearby, using them a way-points, markers, and shelters all at once, a feat they can do with almost super-human efficiency. When an area has many towers erected in it, it proves that the area is suitable for Orthenheim habitation, and such many villages and towns are born through this method.

The latter group of scholars rarely as often venture outside of their fortress-land, but on occasion, those that find great adventure in their hearts might make an expedition to the outside in order to learn of foreign architecture and science, leading purpose-built groups in such occasions. These caravans often consist of multiple wealthy nobles, who will usually traverse the world in large, mobile structures similar to siege towers. only outfitted more for habitation. This makes their presence in an area unmistakable, and represents the high investment that such groups make in their endeavors."
>>
>>35392648
>Each of the square plots of land is about 5x5 miles in size. And each of the squares has a "Lord" who rules it, and can never leave. These Lords are immortal and have some supernatural powers, but are probably not powerful enough to be considered "gods". In the beginning of this world, each Lord decides what they want the landscape of their plot of land to look like. They can pick any plants and animals (including humans) to populate it.
This sounds like a much weirder, more upbeat of Ravenloft
>>
>>35398044


"More on Orthenhiemen and the Caste System:

The people of Orthenhiem work in a caste-based society. One is born into a caste and expected to stay in it for life, though being members of multiple castes is possible, and indeed, becoming increasingly common as more Orthenheimen adventure out into the world and gain fame and renown.

Most men will either have ruddy, tanned, stony skin, if they're of the builder or worker castes (it should be noted that as a general rule, builders tend to be commoners, but there are also considerable number of them that are nobles on the account of being builders as well as scholars and/or artists), or pale skin of a fair complexion if they do not preform physical labor, being of the scholar caste, or of the engineering and architectural castes who do not preform physical labor (which is frowned upon in Orthenhiemen society if they are male, but not technically taboo). Females are expected to be either of the agricultural side of things if in the worker caste, and are mostly disallowed from the warrior caste, only taking up arms as a last resort (though most nobles can ignore this without immediate repercussions when adventuring), but have much more social mobility in the scholar and noble classes, being open to all other roles without restriction.

The military caste isn't technically set in stone in the same way the other groups are: Indeed, despite preforming work and labor often associated with the builder and worker castes, they often see an amount of freedom and respect as the lesser members of the noble class, and nobody is born into it in the same way they are the others. Instead, men from any other caste can volunteer into it, given an initial rank based on their initial caste's position, with their rank increasing based on merit. Such a prospect makes the military caste a popular way for those born into work to increase their social status. (Cont) "
>>
>>35398444

"In spite of the fame and fortune that comes from the military however, it is not a decision to be taken lightly. Orthenhiem is the most fortified location in the world for good reason, as its bordering states are known to be as savage as they are chaotic, and many men who initially joined soon came to regret the decision upon being exposed to the horrors of the outside; death is commonplace, and the caste constantly finds itself fighting defensively in order to keep Orthenhiemen settlements from being overrun. Those that survive learn to trust each other, and form a bond from which the Warrior Caste was originally forged.

The final and highest caste is the noble caste. Merchants, monks, and all minor nobles of the other castes find themselves here, and they form the link between Parlimus and the Orthenhiemen, as well as between Orthenhiem and the world. It is they that fund most large expeditions conducted by the scholars, converse with Parlimus through the juggernauts, as well as directly on rare occasions, and conduct diplomatic relations with the outside, as well as relaying information between Orthenheim and outer Orthenheimen settlements."
>>
>>35392648
I'll create a city with basic adventure needs such as an inn, blacksmith, magic shop, blah blah.

And in the middle will be a giant ass tower which adventures can come in and grind exp, and at the very top, I'll be up there pretending to be a BBEG to train the players to face the real BBEG.
>>
The Lord of the Library is nine feet tall, with long, thin arms and legs. He dresses in black, and wears an ivory mask. His special power is control over memories; he buys them, sells them, and stores them in the books that fill his rambling mansion.

The Library is a beautiful square, with a mountain, a river, a small town, and a University all built up the side of the mountain, with the Library proper at its summit (with book-filled tunnels and chambers extending deep into the mountain.) A lake surrounds the land of the square, for defense, with frequent ferries in peaceful times.

The square attracts traders, scholars, wizards, and travelers eager to earn coin selling their knowledge and memories of faraway squares. The Lord of the square is a pleasant host, and holds an honorary position on the faculty of the University.

His secret desire is to escape his imprisonment in his domain. His aims are not cruel or destructive; he simply wants to be free, to travel and wander and learn.
>>
>>35398602

"Misc Info:

"Orthenheim" and "Orthenhiem" are both considered correct spellings/pronunciations of the word, and their usage can vary depending on region. Most Orthenhiemen use the latter.

Common fashion details to distinguish an Orthenhiemen include long, braided beards and mustache on men, and thick, drill-like hair on women. Both of them wear dresses which resemble the bases of towers in rough appearance, with female dresses traditionally possessing medium-length hoop-skirts, and the crown (also fashioned to look like the turret of a tower) is considered a standard piece of head-ware, worn by all castes. A simplified version of the Rook are both the symbol of the civilization and a standard shape used for stylistic reasons, commonly found on objects made by Orthenhiemen. Monks wear hoods as well as a mask said to be made in the visage of Parlimus, noted for their blocky, angular appearance.

Military dress and equipment includes relatively massive tower shields of wood, iron, and concrete on wheels used as mobile cover, giant pauldrons fashioned to look like turrets as well as accompanying plate armour for high ranking generals, siege towers armed with catapults which fling massive stone boulders, slings, maces, war hammers, and other blunt weapons, and mass-produced armor consisting of light steel plating near vital areas and padded cloth. On rare occasions, juggernauts will leave the city in order to aid the military caste, but this is uncommon as it takes a massive amount of power for Parlimus to control them outside of Orthenhiem.

Wildlife of Orthenhiem includes moles, massive tortoises which grow tower-like projections on their back and are occasionally used as beasts of burden, and dwarf-ponies no bigger than three feet in height, with rumors of creatures such as the "gelatinous cube", "Umber Hulk" and "xorn", said to dwell within the catacombs underneath the great fortress."
>>
>>35392648
>each of the squares has a "Lord" who rules it, and can never leave.
Ravenloft, Grim, JAG's Wonderland and a bunch of other games?
>>
>>35392914
>>35392648
Okay, so assuming those abilities, either

A: Hunter gatherer human society. No natural predators other than humans, and a ridiculously high and difficult-to-cross earth wall surrounding it, with a gate that can only be opened by me. Criteria for getting in: don't be a fucking dick, and don't have more than two children. If you do, you get BANISHED (unique power.) or

B: Giant earth wall IS the city, and the inside is a giant lush garden, (this time with just plants, because making an ecosystem self-sustaining without forcing some people to farm when adding animals into the equation is a bitch,) where citizens can go to eat whatever they like. Same basic rules for entry and citizenship, and same power.
>>
File: OldManofTheMountain.jpg (62 KB, 402x600)
62 KB
62 KB JPG
>>35398908

"On Orthenheim and religion:

Despite his great amount of power, Parlimus knows there are things beyond his comprehension, and wonders not only what goes on beyond his plane, but beyond the world itself. It is for this reason along with protection that towers are such a facet of Orthenhiem culture: One day, the Great Builder wishes to create a tower that reaches the heavens themselves, and also seeks to figure out the purpose of his existence, if any, as well as whether he too is meant to answer to a higher power in the way the Orthenheimen are to him. "The Rook's King" is used to refer to the hypothetical god that the Orthenheimen worship, of whom Parlimus is treated as a major servant, and is said to be where all monks loyal to him get their powers. "

"Other misc note:

Orthoclase is a stone native to the tile, as well as where Orthenheim gets its name. It is often used to make yellow accents in their otherwise marble white and ebony black traditional architecture."
>>
File: no bark.jpg (8 KB, 266x190)
8 KB
8 KB JPG
>>35392648
Those Damn extraterrestrials won't spot us now!
>>
>>35396206

So you create a hunting ground for people to try to "catch" you? That actually sounds pretty awesome.
>>
File: Rook.jpg (99 KB, 624x800)
99 KB
99 KB JPG
>>35399195
"Parlimus's Physical Appearance and Juggernauts (I):
As noted, Parlimus looks rather angular and blocky in his main avatar, as if he was made of marble. His lower torso resembles the base of a tower, and he seemingly moves around by hovering, if he were to ever leave his post. His arms are muscular and full of orthoclase veins, while on his shoulders appear to be sculpted the turrets of a castle. He wears a great conical hat, resembling the pinnacle of a minaret. His will over stone is absolute: Not only can he control all stone objects within his tile, but the towers erected by the Theocracy of Orthenheim act as beacons of sorts, allowing him to weakly project his will in areas where they thrive, allowing him to detect their presence, and subsequently, their destruction.
Juggernauts are also able to be controlled to a limited extent from the outside as stated earlier, but he cannot see through them, and must have a monk guide them through inputting directions utilizing an intricate system involving stone switches, working through these programs to crush and destroy whatever lays in their wake. Cumbersome yet devistating, their abilities, on top of including crushing most things under their rollers, include limited shape-shifting through Parlimus's will over stone, allowing them to grow temporary limbs and horns from which to strike and impale forces (not with any percision, however), and the ability to slowly heal their wounds after battle as if they were living. Within the capital of Orthenheim, hundreds of continuously active Juggernauts can be found, programmed to preform tasks such as farm-work, heavy loading, digging, and public transportation. On the outside, it is rare for more then three to remain active anywhere else in the world at a given time due to the strain it puts on Parlimus, with more than a dozen requiring him to shut down many juggernauts in Orthenheim in order to conserve strength."
>>
File: Juggernaut2.jpg (131 KB, 506x767)
131 KB
131 KB JPG
>>35400306

"Orthenheim Outside Orthenheim:

Though the City Tile of Orthenheim is obviously the most important part of the nation, it is not the only city controlled by their people. Other names for cities include Nalvebon, Sappheros, and Invitine, all of them located a good distance from the capital, but each of them similar to it in general layout: A replica of the Rook (taller than most towers, yet less than half of the height of the real Rook) present in the centre of each housing a Juggernaut at the base, surrounded by major noble (monks, merchants) caste buildings, then minor noble, then scholar, then barracks for those who chose the warrior caste, then the builder caste, which also largely functions as the industrial sector as well, and finally the agricultural ring where the farmer and lesser worker classes toil the soil and harvest the tortoise eggs. Outside this is a brief green belt, or a belt consisting of whatever terrain is prevelant in the tile. Finally, the great walls themselves lock off the tile from external threats, each composed of masive stone blocks arranged in simple yet pleasing patterns.

Some higher-ranking military nobles might have lesser castles built around either the military district, agricultural district, nature belt, or into the walls forming the cities' boarders. These can range from crude piles of stone to masterpieces, depending on their wealth and taste, and serve as a combonation of a display of fortune, religious devotion, and defense. Though older castles tend to be built in the same traditional style as the rest of Orthenheimian architecture, newer ones can be built in any other style found across the realm, emulating other nations's designs, to even being near-perfect replicas of famous castles and fortresses.

(cont)"
>>
File: Juggernaut3.jpg (256 KB, 400x456)
256 KB
256 KB JPG
>>35400348

Cities that are captured from other nations tend to retain their original buildings to an extent unless ordered by Parlimus to destroy them, and hence tend to have a layout far different than those naturally built by Orthenheim, naturally. In this case, they'll have a roughly 25% chance of being walled regardless of circumstances (if not alreaddy done so by their previous inhabitants), with the percentage increasing depending on proximity to hostiles, and will contain a more modest Rook replica that is perhaps five stories at most, containing no Juggernaut, but a small statue from which a monk can converse with Parlimus. Beyond this, Orthenheimians try to modify the city as little as possible, preserving it in its state prior to capture in order to glean knowlage from the buildings. A few of these so called "puppet" cities are also the only port cities under their control with open docks, and are seen as more valuable then other captured states."

"Smaller Settlments:

Settlments smaller than a tile in influence exist, and Orthenheimen towns and villages are a major source of food and timber for the larger cities, who would likely wither without them. Towers are still a prominent arcetetual element, but are often of mundane height, and are outnumbered by more utilitarian hovels which are built off of the land, reflecting what buildings are most practical in the area. Palisides and low walls are there for towns which need protection, but many go without in order to conserve resources, biding their resources to assemble and support Rook, from which than they could be considered a proper city. (cont) "
>>
File: 3470174303_2b21bc2cf3.jpg (125 KB, 500x375)
125 KB
125 KB JPG
>>35400363

Satalite castles are another sort of small settlment. Built outside a city, these castles are Orthenheimian almost to the point of parody, built to resemble minature versions of Orthenheim in order to make sure that visitors, tresspassers, and would-be invaders know their creators, preventing any confusion of their rightful ownership. They're often used to safeguard border tiles, as outposts assembled within hostile lands, or simply because the noble they belong to is sick of living in a crowded area. Each castle has its own "house" flag, usually a variation of the national "rook" flag.

So called "traveling cities" are large roaving convoys of several scholarly observation towers that decide to work together for an extended period of time, roaming across the land in order to conduct research and trade. Most of them are temporary affairs, but the oldest convoys have remained in continuous existance for decades, receiving and losing new towers as they roam the world."

On an aside, sorry for the massive information dump everybody. After suggesting the idea, for some reason, a part of me now wants to expand upon it a little.
>>
>>35392648
5 square miles is a pretty tiny plot; there's not a whole lot you can do to make a plot "self sufficient" with that little land. Obviously this is a clearly fantasy setting, but just to provide some context...

Assuming medieval agricultural methods, you likely can't sustain a human population any higher than 200 or so, and that's assuming all land is arable, well-irrigated, and intensively cultivated.

Note that this is even worse for hunter-gatherers. Even a biomass rich area like rainforest still supports about one human per square mile. You can raise this of course with the introduction of gardening and some small-scale agriculture, but again, carrying capacity will probably stay sub-50.

Large predators/animals of any stripe are also probably, unless they range between connected squares that share similar ecosystems. Big carnivores generally need a lot of space for the same reason as hunter-gatherers - a large ecosystem is required to support them.

In the long-run various squares are probably better off consolidating into larger nations and reaping the benefits of specialization across a larger landscape (i.e. the same reason duchies/kingdoms/countries form).
>>
>>35400423
Obviously, the sticking point would be the godlike Lords ruling each, but things can probably be pretty easily accommodated in some sort of ruling Council of Lords.

Simply put, 5x5 square miles doesn't really provide much in the way of prosperity, at least if we're still following "Earth normal" in terms of agriculture and food requirements.

Sure, you might load your plot with gold/precious resources, but if you can't produce a food surplus to feed the specialists that can actually exploit them (blacksmiths, artisans, jewelers, etc.), then they might as well not be there - which is again why this setting eventually sort of collapses into consolidating into larger organizations - trade alliances, if nothing else.
>>
>>35392648
A land separated from the other squares with ridiculously high wall. It also goes beneath the ground. Inside, a large bunch of primitive humans and somewhere else rabbits. Apple trees and carrots growing everywhere. These are the only plants. Obviously some minerals and water sources. Special ability? Talking with the dead.

Now I'd just watch. Will humans conquer this absurdly simple world before they vanish, or will rabbits destroy it? Will humans escape it?

Yes, this ability is a fail-safe in case humans lose, rabbits die and the only living beings in my world will be trees and carrots. I'll talk to the dead until someone breaks through my wall only to find nothing interesting inside, aside from huge graveyard.
>>
File: 1280_Chess_World.jpg (623 KB, 1280x1024)
623 KB
623 KB JPG
Brief kick for creativity. Walls and towers seem to be a reoccurring theme here. What if each tower was fashioned to look roughly like a chess piece?
>>
>>35401278
There would have to be some significance between the lords which have the same piece, presumably how powerful they are
>>
If every realm has some sort of indestructible lord that can become ethereal at will (so, no imprisoning them either), then large empires and functional civilizations would need to have multiple lords in them to function at a minimal degree, as stated. To take our tower people above, for instance, the great builder would be the head of the state through divine right apparently, the lords of the other cities said to be under his control would likely have to be convinced somehow to turn over control, perhaps through the said noble and scholarly classes, as well as continually appeased so they would continue housing his people on what is technically "their" land.

Yet, how do they capture cities when their lords could simply chase off any armies with their invulnerability? My best guess is that they somehow demotivate the lord in such a way that they stop trying to fight back by losing all their willpower, such as by destroying all his works before he has a chance to react, or making him lose a debate, or convincing him that having his land get captured/razed is fun, ect.

In fact, demotivated lords sulking deep within the earth, those devoid of creative ability, could be chalked up as an explanation for most of the blander, apparently "unclaimed" lands found in the setting. Their lords exist, but they might as well not with all they're willing to do.
>>
File: Man-on-fire.jpg (22 KB, 240x320)
22 KB
22 KB JPG
Fraxus the Prime is a simple soul of the tile Magsgirth, spending his time constantly reconfiguring the shape of his land by causing volcanoes to erupt on a monthly basis, something which he does with remarkable accuracy: So much, that the clouds of smoke and ash that result and float into other realms is used as an indicator by some of the herald of a new month. Otherwise, little else can be said of his land, which is usually a mess of basalt, lava, obsidian, and occasionally more important minerals that he might churn up or forge by chance.

In truth, he has forgotten that he is actually a lord, and presumes himself to be some sort of fire elemental: He looks the part anyway, being a roughly humanoid blob of fire with a sharp, static-laden grin. He's never actually tried to leave his realm before, as messing around with volcanoes has kept him occupied indefinitely. Consequently, attempting to halt his playtime leads to dire consequences.
>>
File: 124434216543328.jpg (60 KB, 900x675)
60 KB
60 KB JPG
>>35401580

That gives me an idea:

"The Swamp of Sleefmed is a forlorn area located next to a lake tile, having partially sunken into the board and become filled with the water of its peer in order to come into its present state. Aside from algae, mangroves, and the occasional lily, a rather distrubing feature of this area is the fact that thousands of outstretched arms seem to sprout from the shallower parts of the swamp and the bottoms alike; Any unfortunate adventure who wanders too close is violently embraced by them and pulled into the water, often drowning as a result. The only fauna (if one does not count the arms) existing in this area are frogs, said to have a sad face to those who look at them, resembling an open frown. They never croak, and simply stare back with their sad little eyes.

Nobody knows who the lord of this tile is, as they have never revealed themselves. Myths, rumors, and legends have been made as a result; most of them conclude that said lord is sunken into a deep depression, and their land has come to reflect this. The hand represent the desire to be embraced, a desire that they can never truly fulfill, as those embraced by the hands do not love them in the way they would like."
>>
File: Chess_piece__Rook.jpg (125 KB, 803x995)
125 KB
125 KB JPG
>>35397775

Wall of text there, but seeing as you're controlling multiple lands, mind if I pitch in a bit? What you posted sounds neat.

Prior to the arrival of the people of Orthenheim, what would become the city of Sappheros was a tall grassland, single pristine tile left untarnished by the experiments of its lord. Known to be populated by Orthenhiemians, having settled on a lush plain in hopes of utilizing the bounty it offered. Though building was initially slow, they eventually managed to settle a town capable of feeding both itself, as well as helping in cutting the demands of the capital, leading it to grow to its current massive state in the present, as well as paving the way for more cities to be founded. It is noted for having farmland everywhere: including the roofs of buildings and the wall, using terraces for maximum area.

What isn't known about Sappheros, beyond a handful of elder monks and the Great Builder himself, is the identity of the area's lord, or rather, dame. Vix, as she calls herself, is a kind, if not simple dame that has the power to promote growth at a rapid pace, making the city a highly productive center of agriculture for its size, gathering six harvests at a rate that most other tiles would produce one. She appears as a somewhat young white-haired lady indistinguishable from the area's people, dressed like a merchant noble. Vix, or the Bountiful Harvest as she's metaphorically known was convinced to let the people stay on her land after consulting with the monks and becoming interested with the concept of religion, eager to see the tower of heaven rise; so much so, that she secretly plans to force Parlimus to build the tower on HER land, lest she quit the harvest and cause a famine in the process. In spite of this sentiment, she genuinely has grown attached to the Orthenheimians, and would hate to actually have to do such a thing.
>>
File: feels.jpg (2 KB, 110x125)
2 KB
2 KB JPG
>>35402391

>Sleefmed
>>
>>35392648
>I'm creating a new setting, so I'm remaking the same fucking thread I made a month ago
>>
>>35403143

>Got bored of the setting, decides to reuses idea

Honestly, why you just add more tiles to the existing world, OP? Seems like it would be perfect for that, and you can make the excuse that these tiles are relatively far away from those ones, hence why they didn't turn up.
>>
What's the vertical limit for plots? How high/deep can I make my land?
>>
>>35392937
>It might end up that lords can "conquer" other lands in some fashion, if enough people want it, but currently its not possible.

You need this, otherwise every 'plot' would be at peace as their would be no need to ever be hostile. No territorial or resource gains from being hostile leaves little need to ever be hostile.
>>
sorry didnt read this >>35393768 before posting >>35403464
>>
>>35394692
Making the players play as laymen when you have created this awesome Lords idea.... fuck that OP.
>>
>>35392648
5x5 mile eternal pleasure orgy dungeon
>>
Well, okay, then, let's do this.

"Drasylpheen is a biome that is, for all intents and purposes, composed of a single titanic coniferous tree, only slightly narrower in diameter at the base as the biome itself, and rising hundreds of miles into the sky above, roots burrowed a similar distance into the dirt below, that is host and home to all manner of creatures, nestled within its leaves and branches. All flora in this plot grows and feeds off of the larger tree, and every instance of fauna that lives in this setting is capable of flight or glide in some sense or another, amongst various other safety measures, for anything less would mean certain death, on the off-chance that they allowed themselves to fall from the impossible heights that Drasylpheen reaches.

"Simply by virtue of its immense height and the number of beings that can exist upon such a large surface area, Drasylpheen is practically impossible to assault via conventional means, and through the will of its Lord - known as Lady Aos, a being whose avatar is purportedly composed of naught but air and wind - remains impervious to destruction through fire and other unconventional means of this sort, not least on account of the 25-mile high tornadoes that occupy and protect the spaces in the plot where the tree does not grow. This is perhaps for the best - close to Drasylpheen lie many plots that produce thousands of combined tons of smog and air pollution every day, and were the giant tree not present to process this into mere oxygen - even, inexplicably, those poisons which other trees would be handily killed off by - the area for dozens of plots around would surely be in a much worse state than it is right now."

>cont.
>>
>>35404556

"The primary inhabitants of Drasylpheen are, as one might expect, birds and other flying creatures. The logical extension of this are the Avis, known to others as "birdfolk" - avian-esque humanoids both feathered and beaked, whose fourfold upper limbs double as arm and wing both. Typically living from right above the tornado line to nearly 300 miles overground, they are by far the most numerous sapient species living in Drasylpheen's branches, amongst cities suspended on wooden platforms guarded by myriad bowmen, and might be considered the dominant species in the plot, not least because their physical stamina is seemingly endless despite typically frail builds, allowing them to run and fly practically indefinitely, as well as continue to function normally after just about any non-fatal injury.

"Living amongst the Avis are tall, pointy-eared, monkey-tailed humanoids calling themselves Sei-jin, usually translated to "sky-men". Whilst not capable of the same endless flight capabilities that the Avis possess - Sei-jin possess no more than flaps of skin stretching from arm to torso to allow for brief gliding periods in case of a fall, and are by no means as long-winded regardless - they make up for this with incredible overall agility and prehensility of appendage in every one of their limbs, making an accidental loss of grip nearly impossible, as well as significant strength and substantial toughness that precludes stamina-draining injury (up to the point of immunity to most arrows and bolts, and resistance to damage from gunpowder-type weapons), rendering them one of the more difficult sapients to cause any degree of harm to, never mind lasting injury. This toughness allows the Sei-jin to live at higher levels of the tree for longer than the typical Avis, and extremely hardy Sei-jin specimens can be found living comfortably as high as 500 miles above ground level."

>cont.
>>
>>35404594

"Yet even this is not the limit of Drasylpheen's towering heights. Beyond five hundred miles, it becomes exceedingly difficult for any sort of physical life that is not the tree itself to exist, due to the lack of safe air; yet life does persist, in the form of the non-physical Sylpheen and plant-esque Draidin.

"Sylpheen are, for all intents and purposes, nomadic, genderless air elementals with no particular societal structure or unified mindset; they universally take the form of meter-wide spheres of air that are often surrounded by wind storms several meters across, these being summoned from the excess magic that any given Sylpheen possesses when not actively restraining its power - the more powerful the Sylpheen, the larger the wind storm. They typically cluster between the 400 and 800 mile markers, though as nomads, it is not uncommon for adventurous Sylpheen to move beyond these levels (and indeed, very curious and well-protected Sylpheen may even travel below the tornado line, which some say are generated by the first four and most powerful Sylpheen in existence as part of their Lord's bidding)."

>cont.
>>
>>35404625

"By contrast, Draidin are plant-like entities, considered elementals in and of themselves - their forms vary wildly, from simple walking flowers, to humanoids made of vines and petals, to structures of wood and stem that other Draiden live in as an Avis might live within a house, and can change on a whim. Yet where their forms are as variable as the Sylpheen's are identical, their mindsets are almost universally similar, with the majority content to remain rooted in place, exploring the creativity of their own bodies for their whole lives (which can be nigh-indefinite when attached directly to Drasylpheen). Entire cities of ever-shifting Draiden buildings are not uncommon between 450 and 900 miles, though finding a Draiden living above or below this level, and particularly amongst Avis and Sei-jin, is practically unheard of.

"In contrast to the fairly peaceful living arrangements that Avis and Sei-jin possess with one another, the Sylpheen and Draiden often disagree on many things, due to their highly conflicting mindsets. Not least of these is which of the two races are Lady Aos' chosen, a rare religious discussion about a Lord fueled largely by the Sylpheen's belief that their forms mirror her own avatar and the tree's name, and the Draiden's claims that Drasylpheen was custom-made for them over its other species. Both sides conveniently ignore the Avis and Sei-jin as contenders for this, agreeing that living lower down on the tree means lower status; yet this argument occasionally escalates into skirmishes between the two species, and is one of the rare extraneous circumstances that can rouse a Draiden into motion. Certainly, a Draiden's own magical ability is nothing to be scoffed at, even compared with that of the average Sylpheen, yet such fights typically end quickly, as permanently damaging an ever-growing plant with just wind is extraordinarily difficult, and the average Draiden's magic does not extend to harming non-corporeal beings."

>cont.
>>
>>35404693

"Above 900 miles or so, Drasylpheen abruptly stops possessing branches. There is therefore little to no air beyond that level, and so no native species can live beyond that point without assistance - both Sylpheen and Draiden require air to be present in order to live, and neither Avis nor Sei-jin have anywhere near the constitution needed to reach such heights in the first place. Yet inexplicably, Drasylpheen itself continues to extend upwards for another hundred miles, finally narrowing to an apparent point at exactly 1000 miles tall, well into the depths of space. What lies at the top is unknown, seeing as how it's 100 miles above the next highest living creature, but it is known that Lady Aos enjoys spending the majority of her time up there in her avatar form. None of Drasylpheen's inhabitants are quite sure what power she holds in her plot, but guessers typically propose either wind control or plant control, given the primary elements in this particular biome.

"That being said, she is not exactly unsociable - she does her best to talk to as many of her subjects as possible in her avatar form, since retaining communication is very important in her mind. Yet 1000 miles worth of inhabitants is an immense amount of people to talk to, even as a Lord, and it is thus more common for her to talk to everyone en masse in her more ghostly guise, where she can try to maximise her helpfulness at any time; even so, it is not uncommon for the shorter-lived species' of Drasylpheen to go their whole lives without ever experiencing her influence directly."

And that would be it for Drasylpheen for now. Do tell if you think I should get to discussing anything else; I'm thinking I should get to inter-plot relations at some point, though that's a bit much for me to continue writing about at this stage.
>>
File: bogart.jpg (48 KB, 460x790)
48 KB
48 KB JPG
And a bump for interest.
>>
>>35392648
Wait wait wait is there a height limit?
No joke, i'd just build a 5x5x100 mile high slab of black corundum with a diamond internal column.
At the top, have a tiered castle with farm balconies.
>>
>>35392648
This really reminds me in a way of Ravenloft.
>>
>>35392648
Jungles, filled with all sorts of archosaurs.
People can screw off. Other Lords can screw off
Leave me to my dinosaurs.


Or a really big bottomless pit.
>>
This interests me.
>>
I guess my land would be populated by humans and farm animals and be made up of mostly flat land with some mountains and lakes.

People would wear masks on their person not necessarily on the face.
A lot of farmland and artist shops and stuff some militarily.

For power i probably would go being able to play things in my domain like puppets.

Avatar would be average human with chaining masks.
>>
File: mutant1.jpg (29 KB, 329x375)
29 KB
29 KB JPG
The cursed land of Leichefung lies south of some of the "civilized" tiles, staring out at them ominously like a cancer.

Composed entirely of a pulsing meat-like substance complete with veins, tendrils, and vessels that spew blood corrosive to most other types of organic matter, few beings which to venture in such a revolting land, and those that live there, the Rebald, see themselves as a race damned by the world itself.

Created by their lord as a cruel mockery of the human race, the Rebald are hideously deformed men that are birthed from within the fleshy plains, doomed to live short, antagonistic lives as an instinctive rage fills their hearts, preventing them from interacting with the outside world in any way other then violence. These wretched abominations in turn wish only to destroy and ruin other tiles so that they might be as miserable as they, and form a fearsome legion of raiders which find themselves in continuous conflict with the civilized nations and city states able to repel their onslaught. They are noted for their haunting, maddening screams and shouts, while their appearance alone is enough to make some soldiers wet their leggings in terror.

The tile's lord, known as Skelter, is an enigmatic figure. Hated by his creations rather than praised, who or what he is is ambiguous. Some say that he is a warped humanoid like the Rebalds, and masquerades as one of them within his own land. Others say that he is the land, and that the mass of flesh is actually Skelter's corporeal form.
>>
File: shroomland.jpg (165 KB, 1280x691)
165 KB
165 KB JPG
>>35403119
Mind if I add on even more to this worldbuilding? I was thinking mine would go on a border of Orthenheim near >>35402391, >>35410622, and >>35402268 if they would allow it, sort of making a string of hostile environments that give a good natural border to the Orthenheimans, whom spread over a good deal of land.

"Indeed, Orthenheim is perhaps the greatest of the empires of the Grand Checkerboard, but there are several forces that give it reckoning. Namely, the Deathly Scar, a great string of hostile tiles that seem to oppose all men. One of these tiles goes by the name of Ilthfonguor, the Cancroid Groves. This place is a strikingly bright and beautiful place, with a canopy of mushrooms and a floor of moss and lichen. Great stalks of the fungus reach skyward to scrape the sky, while gaping caverns stretch beneath the earth, mycelium hanging from the ceilings in vines with great fungal growths illuminating a damp wonderland of waterfalls and ponds beneath.

"However, as any practical man knows, fungus is the herald of death and decay. Indeed, the wildlife here is comprised mainly of legions of insects and bugs. These creatures gnaw and eat their way through the fungus and each other until they themselves fall and become prey to the creeping tendrils of the flora. However, there are two other beings worthy of note in this land; the Greatbirds above, and the Mycelian Frogs below.

>con't
>>
File: shroomthing.jpg (321 KB, 1024x1308)
321 KB
321 KB JPG
>>35411655
"The Greatbirds which soar among the canopies of this land are striking, magnificent creatures. Roughly the size of a Black Vulture, these proud creatures swoop about the fungal stalks, goring them open for a meal of mildew and bug. Most peculiar about these birds, though, is what appears to be a sense of honor. These proud buzzards remember those who aid them, coming down in fearsome groups to repay their debts in blood during their friends' times of need. Should you ever find yourself trapped in this place, these creatures are perhaps the only aid you may find.

"Below the earth dwell the Mycelian Frogs, a peculiar species. These large frogs secrete a mucus that confounds the ability of fungi to convert flesh into nutrients, allowing them to create a sort of bowl for them to lurk in. They then secrete a sort of perfume that attracts the insects of the undergrowth before snatching them up. The slime of these frogs should be sought out immediately if you are adventuring in this land, for merely sleeping on the floor could find you awaking to being trapped under tendrils of life-sapping mycelium.

"This land, though breathtaking, is a place where a human would be hard-pressed to survive; little here is edible to man, and the folly of laying still has killed many a vagabond whom attempted to rest here. There are greater dangers than a lack of food in this place, though. Some tell of a force that knows all that happens in its fungal home, a being that despises the footfall of man upon fragile roots. A malevolent creature that lies deathly still in the dirt beneath before springing from the moss and lichen and stalks and mildew with a screech to beat down encroaching travellers, leaving their forms there to feed the Cancroid Grove. This enigmatic warden is said to collapse into the earth before forming of moss and lichen to terrorize someone a mile away, in caverns beneath the earth."
Corporeal Form is a fungal monster, Power is omnipresence.
>>
>>35392648
On the top, there's vast, rolling farms, dotted occasionally by mansion-sized farmhouses. It's fairly quiet, with the occasional fire breaking the monotony - though it's taken in stride, with the immediate neighbors helping with a good-old-fashioned barn raising.

Underground, however, it's an entirely different story. As you go deeper, it slowly shifts from fungus farmers to small towns to larger towns, until you get to the deepest cavern. That cavern's a bustling metropolis, with tightly packed ceiling-scrapers (skyscrapers sans sky), amusement parks, and, in the center of the city, a monolithic casino.

The casino is the size of a New York city block, and it has 100 floors - in the top floor, there's a heavily regulated staircase to the level above. The bottom of the casino is geared towards casual betting, with stakeless games of Yahtzee not too uncommon. As the floors rise, though, the stakes do too - around the 75th floor, millionaires often go bankrupt over a single unlucky roll. Floor 80 brings unusual bets, with year-long servitude being the default wager. The 90s are where things get dangerous, with permanent changes getting boring, and creative enough wagers snapped up eagerly. Floor 100 is where the truly depraved things end up, with losers turned into sex pillows, mute slaves, and even stranger things for the rest of their (un)natural life.

There are rumors of a shady figure lurking around the casino, playing for even higher stakes - stakes usually dismissed as impossible. Their age, their eyes, their sex, their social standing, all can be bet on a game - usually of skill, though occasionally of luck. No matter how impossible the bet, however, should the shadowy figure win, the loser soon finds that their end of the bargain held up, often involuntarily. If the challenged somehow win, then their reward is similarly given, though it's almost unheard of.

tl;dr: Farms up top, city down below, and a Lord with the power to gamble for any stakes.
>>
File: 106990-bigthumbnail.jpg (38 KB, 450x305)
38 KB
38 KB JPG
Gentlmen, I feel that we have made quite a respectable setting. If the OP is still here, should we not give this world a name?
>>
File: cinnamon-roll.jpg (24 KB, 368x254)
24 KB
24 KB JPG
The Cinnamon Hills are so named for a multitude of reasons. For one, a large concentration of cassia trees grow within the region, and form the flora along with wheat grass, sugarcane, and maple trees, leaving a suitable area for a baking industry. The second reason however, is due to the fact that the hills closer to the center of the tile are giant sweetroll-shaped rock formations, forever oozing frosting from their twisted mouths in a manner similar to a volcano.

This area is inhabited by cows, as well as a group of men known as the bakers, whose skin are as cinnamon as the the trees, and whose dark hair is often fashioned in a manner similar to a mop. They are of a relatively small populace: no more then about 100 people, but their cuisine is highly influential across the entire Grand Board, and merchants from thousands of tiles away venture to the land for but a handful of their exotic spices and sugars.

The lord of the land is a giant cinnamon tree that lies in the center of the vortex of the biggest sweetroll hill, distinguished from the fact that it also possesses a face. The elder baker ventures to the great tree each season for guidance and ideas of new recipes. This lord's ability would appear to be the eternal preservation of food: None of the pastries or breads that the bakers bake ever seem to go bag while in the plain, allowing them to stockpile their food without worry.
>>
File: IMG_1914.jpg (264 KB, 1600x1200)
264 KB
264 KB JPG
"When the Grand Checkerboard was first assembled, Goborious refused to settle on building objects to the same scale as most of the other realms, stating "Such a tiny size limits the amount of detail I can paint onto my creations!" In spite of this, the pleas of the three-eyed lord went unheeded, so he had to settle building but a single house on, in his a view, "a paltry tile not fit for a garden".

This house resembles a fine upper-class human structure, but everything within it is in a massive scale, the chairs alone being as big as houses, with the shelves towering as high as skyscrapers. Only the lord-giant himself lives within this dwelling, as there is little way that he could support beings of his size with food so scarce. It is for this reason that he generally detests the other lords and their creations, and will try to shoo them away if he spots their pretense within his house.

Secretly however, he longs for friendship, but his social ineptitude means that most who know of him only fear or loathe him, many times both."
>>
>>35410622

Care if I borrow some of these creatures?

"It is unclear if the ruined city, which in tandem with a dark forest encompasses the majority of the tile, was ever actually inhabited, or if the occupying lord simply likes the ambiance of destroyed structures. What is clear is the fact that the lord, a man known as The Configurer, in the true fashion of a mad scientist, is an utter psychopath.

A peculiar form of crystal grows in veins within this area, crystal that is both conductive and able to grow and contract when exposed to certain stimuli, functioning as both a circuit, a motor, and a transformer at once. When utilized in tandem with metal parts and clockwork, fairly complex mechanisms can be made, an art that he has perfected, and turned to a macabre purpose.

All the creatures within his domain, of which are mostly wolves and other predators, are partially augmented with such mechanisms by The Configuerer's own hands, a hobby that he's grown rather fond of. More resilient and far stronger then any natural creature, these beasts wander outside of their realm often in order to prey on the lesser creatures of other tiles, something they can do for weeks, being in part powered by their crystal augmentations.

But what's more, The Configurer loves to experiment on new creatures, and he's transformed at least two groups of Rebalds into cybernetic monstrosities, fusing their twisted flesh with machinery in order to build Rebald Hulks; Fast as a cheetah on their tripod gaits, strong as two gorillas with arms of crystal and steel (and anywhere between one and five of these), added perceptive with multiple heads, each having anywhere between zero and six pairs of eyes, and topped off with miscellaneous parts such as built-in flintlocks, hidden blades, and wires which convert their life force into energy to electrocute their foes.

Thankfully, this tile lies a considerable distance from even the Deathly Scar, so few men have the misfortune to meet the mad man."
>>
File: 1279071280399685432.png (372 KB, 1920x1200)
372 KB
372 KB PNG
>>35392648

"A tile known only as Thalmuzzak, or the Wire Zone, lies somewhere near the edge of the world, an anomaly even to the seemingly baffling layout of the Great Checkerboard. Thalmuzzak is made not of stone, water, or any other sort of conventional matter, but is rather entirely built of hard-light and air, given shape by its lord's will alone, leading to an otherworldly appearance shared by no other planes.

The lord in question, Thul'Uzzad, takes on the corereal form of a violet icosahedron with red accents, appearing to be made of the same hard-light the rest of his realm consists of, with said light manipulation being its primary ability.

Thul'Uzzad, upon seeing the offerings of life being bestowed upon it, rejected the foreign forms of animals and humans given as options, wanting to instead the presence of a race built within its image. The resulting creatures, the Rul'Uzzad, are a race of light elementals, given substance from the ambiance in the sky. These beings are simply creatures, possessing anywhere between 4 to 100 sides, with the number indicating their intellectual capacity. They move by floating, and notably undulate violently in the air, making standing close to one dangerous, though they do so out of no ill will. Most Rul'Uzzad never leave Thalmuzzak, finding the contrast of the outside world too much to understand, but a curious few will wander out in order to gather data of the outside to report to their master, vibrating the air through particle oscillation in order to communicate with organic races."
>>
Anyone keeping tabs on the 4*2 Chan's version of the thread? We're going to have to fit them in at some point, and current ideas include:

>Conqueror zealots that believe their lord is THE God that made the setting, and that to reach his full potential every plane must be untied under his rule. They have swords and armor out the wazoo. (Could be antagonists to Orthenheim.)

>A race of messenger-men who act as the major convoys of information across the entire plane, aiding most lords greatly in communication.

>A great library,( but we can simply merge that idea with the Lord of the Library.) They value the messengers.

>Another swamp, but with gnolls and other beastmen. (Could be inserted into the Deathly Scar as a continuation of Sleefmed.)

>An alliance between an argi-tile and a metal-tile in order to produce another group of conquerors, who are mostly in it for the same reasons as the other group.

>Tentacle mobsters.
>>
File: 1zxbkex.jpg (21 KB, 260x504)
21 KB
21 KB JPG
Vexeltron is a tile known for the fact that objects with rounded edges never occur naturally in the area due to the dutiful will of the lord of the same name, who hates the mathematical imprecision of curves and spheres. An otherwise normal grassland with a small lake and a tiny forest, everything, from the grass, to the trees, the flowers, and the way the water flows is in straight edges.

Vexelron himself appears to be a metal construct, a lilliput robot, in a world where such a concept is mostly unknown, whose power is the creation of golems. Evidently, the only form of "life" in the area, if it could even be considered such, is a group of two-foot tall tin constructs likewise known as Vexeltrons, made in the image of their lord (and the only constructs he's normally willing to build). Though tin is not the most durable metal, these machines have extreme strength and stamina relative to their size, and unlike most constructs, can think for themselves to a limited extent. Their inner core is powered by an orb that functions as a magic batter, but in order to recharge it, they need to spend time being rewound utilizing a key installed in their side: Four windmills provide this function in Vexeltron proper, while those outside the plane need to travel in groups, with one of the group members requiring a way to convert energy from a means other then winding, as otherwise their power base would simply dwindle as they consumed energy rewinding each other.

It is for this reason that the Vexeltrons that chose to move outside their homeland seek out work among man and other races willing to hear them out: They make great servants, and will do most anything to ensure they get a steady supply of winding, their top priority, and can be convinced to do most anything rather easily with the promise of a wind. This makes convincing these creatures to commit negative as well as positive actions a rather simple affair, and it is not unknown for clever lords-

>cont
>>
>>35392648
The Everworld books are very close to that but with bigger plots and deities from various ancient cultures in charge.
>>
File: VEXHERE.jpg (101 KB, 640x294)
101 KB
101 KB JPG
>>35424223

of both the standard and mortal type to gather legions of these beings for nefarious purposes, sending them after their opponents as shock troops wielding pikes, something which they excel at doing with their almost fearless minds, with no actual sense of self-preservation. This can backfire if whoever they're sent against is smart enough to offer more winding in return for them either not attacking or betraying the target, and one war in the history of the world was largely spent by two groups ordering around their Vexeltrons to attack the opposing side for increasingly large amounts of winding. By the time the Vexeltrons actually managed to attack and defeat the enemy side, the promised amount of winding was something that would take 1000s of years of non-stop activity on the offerer's part in order to accomplish, so they slaughtered them as well after they failed to fulfill their promise.

Vexeltrons all look identical when they're first made, save for the colour that they're painted, which corresponds to the colour of the sky on that given day. Beyond this, their appearance changes based on the environment, with vexeltrons being modified based on things such as repairs or the whims of their bosses. In this regard, they can have a wide amount of variations to their basic form, and it is not unknown for some to be reconstructed to act better as a combat platform, being given built-in weapons and steel exoskeletons.
>>
>>35392648
The Crystal City is not, in fact actually made of crystal. Instead, it's composed entirely of glass. The floor is solid glass, clouded by bubbles, as are the walls of all the buildings. The buildings themselves are curlicued and ornate, unless they are the extremely square constructions that have sprung up recently. The only things in the Crystal City that are not composed of glass are the small glowing orbs that occasionally appear, providing light very similar to that of the sun high, high above. This is a requirement for the vitreous plants that feed the inhabitants of the Crystal City, themselves made of glass.
The inhabitants of the Crystal City are either apparently living, flexible glass sculptures or they are appear to be made of broken glass. In reality, they are more along the lines of telekinetically powerful disembodied psionic minds, but they cannot actually understand that not having a body doesn't necessarily mean that you're dead, and once they think they should be dead, their psionic ability tends to make it so.
The Lord of the Crystal City has never been known to be seen by anybody, but he is believed to be a silicoid being, like his subjects. However, he is actually a many-bodied being, whose entire power goes into acting as the glowing orbs that ultimately drive his city.

>tl;dr: the place is made of glass, the lord has a minor power to emit light and a major power to be in more than one place at once, as long as he splits his body-mass between the different bodies.
>>
I'd make a plane that is basically a sandwich of different biomes, stacked to a mile high. They'd have things like lakes flowing onto oceans, which are suspended above sky, which bellow contains a forest, under which is a crystal cave, and in the center is an obsidian pillar that experiences it all. At the top of the pillar, would be the lord of the area, who I guess would mainly focus on keeping the area separated in an orderly fashion. He'd be some sort of eagle.
>>
>>35424223

I take it the spheres are actually cubes? Maybe they're made out of a bunch of voxels and are blocky, but sorta round if you looked at them from a distance.
>>
>>35425146

*orbs, I meant orbs. The way this setting works reminds me a bit of Civilization and other 4x games.
>>
I wonder if the OP even knows this thread is still alive.
>>
>>35404779

Drasylpheen writer here. So, regarding previously-mentioned height limits for plots... yeah, I'm the sort of person who's willing to push the limits of that to ludicrous levels, not least on account of the previously-mentioned feeding woes that some people have voiced about such small living areas. I imagine most inhabited plots would emphasise height over width in many regards. Anyways, let's discuss Drasylpheen's relation to other plots in this setting.

"Being that Drasylpheen's inhabitable area is thousands of square miles large, it is not a particularly common thing for its inhabitants to leave the plot they were born in, not least due to the extreme difficulty that would be had in getting back to their homes for most species. In particular, there has never been a recorded sighting of a Draiden outside of Drasylpheen, and due to their lack of flight capabilities, the only Sei-jin seen beyond Drasylpheen's borders are those who have been permanently exiled from the plot, since leaving the tree outright almost inevitably means they can never return due to the giant tornados guarding its base; since the main reason one would be exiled is on account of extreme violence, the outside world has taken an unfortunately sour view of the Sei-jin as a whole. In particular, most Orthenhiemians are particularly unfond of Sei-jin, since, height woes aside, there have been many incidents where the latter has entered an Orthenhiemian holding, only to try and slaughter as many inhabitants as possible, relying on their powerful and damage-resistant bodies to get them through the affair unscathed."

>cont.
>>
>>35428321

Doubtful. Seems to be focused on the Ate-Chan thread, which appears to have made a bunch of the same ideas as we have, only their lore is less fleshed out.
>>
>>35428510

"More frequently seen in external plots, though certainly not very commonly, are travelling Avis, who can quite handily return to most habitable points on Drasylpheen if desired due to their extreme stamina, and the occasional very old Sylpheen that's finally decided to leave the borders of its home. The former typically take up professions as travelling salesmen, never really staying in one plot for very long, but providing many and varied services to other inhabited plots; meanwhile, the latter often become adventurers, exploring the vast majority of other plots without fear for their lives, given that most threats are corporeal in nature, and thus not a bother for bodiless elementals such as they."

And, uh, I'll add more in a bit, I think. Things to do, and so on.
>>
>>35428557

"Returning to the exiled Sei-jin, their way of life is as distinctly nomadic as both Avis and Sylpheen, though for entirely different reasons - where the birdfolk and air elementals wander through the realms out of choice, the perceived reputation of the sky-men precedes them, and those forced out of their home plot are often forced out of other plots as well, if not by the inhabitants or inhospitable nature of a plot, then by the Lord of that plot themselves; few will willingly accept a Sei-jin exile living anywhere near them, and exiles who are not immediately killed off are typically forced to form small, relatively primitive groups of fighters to keep themselves alive. Such groups often live their lives on a day-to-day basis, doing what they can to keep themselves alive in whatever biomes they find themselves wandering, up to and including cannibalism if they truly cannot make ends meet.

"Despite this impoverished lifestyle, a wandering group of Sei-jin exiles is one of the worst things that can happen to most beings, should the Lord of the afflicted plot not see fit to intervene - the harsh lifestyles they live reforge them into some of the most elite groups of combatants in the world, yet unpredictable for their lack of standardised training; their agility and toughness make them extremely difficult to cause severe harm to, whilst their strength makes surviving more than a few hits back difficult for the majority of other species in the world; and the fact that they were exiled at all often suggests that they are willing to use their natural advantages for hideous outcomes. Such Sei-jin groups can make effective livings for themselves as raiders and corsairs, stealing as much food and valuables from a plot as they can before fleeing the wrath of the local Lord."

So yeah, Sei-jin exiles are bad people. Who knew?
>>
you could do a markov chain map generator each YxY squares are made according to different markov chain rules and so will generate differnt worlds



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.