The idea I understand of it is a sort of Low Fantasy grimdark-esque setting, with several factions and religious orders fighting over the sun-blasted ruins of past civilizations, while some god lies buried in a seperate demiplane waiting to be rediscovered while it all unfolds around them.
Sure you can be a fighter or ranger or something. There's plenty of other adventurers seeking to make a profit with all the holy war against daemons and creatures of the underdark going on.
Possibly conflict between species? Elves/drow/etc hated by humans and warred on?
So for the hell of it I decided I wanted to build a world using the Tarot. Plan on making four main regions for each Minor Arcana, and notable things for the Major Arcana.
Right now for Cups I have an archipelago with a kingdom that rules the seas. It's between Pirates of the Caribbean and Arthurian legend. The knights of the king, each a captain of their own vessel in the kings fleet, is searching for the Grail to cure the Fisher King.
For Coins I have a land of opportunity, very wild west but with swords instead. Also there are witches that employ summoned demons, cities with two-faces, full of nouveu riche and it's all laissez faire.
Haven't quite figured out Staves and Swords quite yet.
It's interesting and still evocative, nowadays, most people don't understand how to do them justice.
Crusades are complicated. And a good amount of fantasy likes to be simple, i.e. let them kill demons and orcs.
Not brown people, over religion. Or sacking your brother's in the faith's capitol city. Or the Baltic people's who largely were not a threat to Western Europe at least. Or Russians for same reasons as the Byzantines.
The imagery and the somewhat forgotten ideas of the Crusaders are powerful.
But someone honestly should approach the crusades from a different perspective. The one of the nobles that are in charge of it. Because Crusades were more than about the faith, that was a mantle a lot of people volunteered to fight for, but not the reason many nobles did. Take a look at the First Crusade. It left a trail of destruction founded a few states and lead to the creation of the Kingdom of Jerusalem, to the best of the the leaders.
>>44742532 All kinds of people joined crusades, you can penitent theives, barbarians recently converted from the old faiths, their fury now for a new god, jaded worn out mercs fighting for coin, and so much more. Hell even a warlock whose patron wants this group of cultists gone. A crusade was rarely ever done by one entity, the only real exception was the Northern Crusade by the Teutonic Order, but they had many other troops with them from Germany.
Swords could be very interesting. A land plagued by constant war or strife of some kind, where mercenaries often go to sell their services with many balkanized small kingdoms, possibly fighting over ruins or artifacts to best each-other. Probably a very crowded, religious, and possibly diseased area, the remnants of a great kingdom which has lost almost all of it's former glory after it's mantle fell, or some sort of great order of mages or mystics built on tradition. Could go multiple directions with this.
Staves- Probably some sort of great plain, a land of agriculture and nomads. I don't know, i can see how you haven't figured it out yet, not much to work with.
The setting i'm working on right now revolves around the premise of false gods. Most if not all of the original deities were locked up in some great demiplane of a prison known as the Godsrealm, with those taking their place mostly being charlatans, tricksters, or Mortals who don't understand how to wield powers far beyond their control. Said demiplane was sealed with thirteen seals of magic, which already have taken a significant toll to maintain after the realization that magic (and the world itself) is slowly eroding due to entropy, which is another problem (Since eventually souls will stop cycling as is the normal process, and magic itself has a price, obviously a messy one).
It's hard enough to maintain the structure of the world, let alone justify a conflict over three hundred years for the same artifacts and god-kings which may or may not exist. As you say, Crusades are complicated and messy.
I always liked the idea of making two worlds that are connected to each other. Like in Negima. Drag this out for a huge campaign. I was think of having a final BBEG like the mage of beginning. Just an idea for a campaign with this setting, since there is alot of room for almost anything. How would you hint that there are two worlds connected with out being super obvious to the players? random ideas welcomed.
Well of course there's more then simply what's on the surface. Entire religions and cults have been built around these idols. Hundreds of gods and pretenders have risen up to claim peices of power as others fall, disputing what order remains in the world and confusing their own followers. Mages aren't just casting spells, they're actively contributing to either the heat-death of the universe or the most inhumanly savage method of destroying someone's soul that most people in the world can possibly think of.
As the seals become weaker, and the bonds between the earthrealm and the godsrealm strengthen, eventually they'll get back, and they'll be very very very mad.
The war specifically that I refer to is the Sun War, a 350+ year old conflict that has been raging between seventeen orders of crusaders, not entirely unified at all in their efforts with more then half being displaced and without lands to rule (Warhammer, anyone?) and a large empire built around an ancient city from the past with a seal in it, the Lands of the Six Prophets (Who focus on a combination of pyromancy and blood magic, and are class-based to the point that their ruler is literally seen as a God-Emperor, while the lowest level, the Sixth, is walked upon).
Meanwhile all these false gods are fueling the war so they can get the artifacts, one of the big proponents of the wars themselves, and also so they can expand their own powers on earth (After all, having an army of devoted followers behind you is easier to intimidate another, equally untrained sap with then not having an army).
I am stuck on races, however. Going to say this now: I fucking hate how overused elves, dwarves, orcs, etc are, and only having Humans is accurate, but a touch low-fantasy to the point of almost making it a rehash.
I like this. I personally get more of a 'fallen kingdom' vibe from Swords, but waterdancing nomad sellswords works just as well, and provides probably a lot more in terms of what players can/will interact with (vs simply "oh look evil warlord, kill him because evil!", etc etc.)
All right races, this is always hard to do in fantasy, we can take the stock and not suffer oddness and not disorientation.
But read these and think of some answers. Before I give the race advice.
1. How many of the true Gods are there, is my first question?
2.How many of the true god's artifacts are there?
3. What is the point of having the artifacts beyond legitimacy?
4. If you collect them all, can you become a God? (This would be the biggest driver of conflict).
5. Is there a current meter on seal strength?
6. What could do in the seal at once?
7. How destroyed is this world?
On replacing races:
Each race is supposed to serve a function.
You need a short race. You need a big race. You need a stout race. And you need a fast race.
Then you can assign other elements like are craftsmen, are artists, are baby-eating freaks, and so on.
Take from the framework and work uncommon things.
Additionally are crossbreads possible? If so, what are the restrictions?
From Pillars of Eternity (seriously play this, it's every CRPG you ever loved's people behind it), what about people infused with scattered godly power so they are reflections of the lost gods. These Godborn can be really important, potentially rise as false gods, be enslaved, be killed, or sacrificed. Now that is something interesting.
Mantis Warriors (Thri-kreen) are loved here for reasons beyond elf eating and munchkinism. They are really unique thing, and bizarre. They are trying to eck out a living, following some of the Old Gods even.
Put in Gremlins as the small technical race, a group of crazed weapon tinkerers who have created horrible abominations of magic and technology for the highest bidder.
Strong/Scary -> Mantis Warriors Small/Technical -> Gremlins Powerful/Cursed -> Godborn Sneaky/Nomads -> Changelings (Something from Eberron is fine) Big/Sophistcated -> Trolls (Make trolls since in a sense, they regenerate and are strong)
>>44742198 Never really experimented with the setting. Closest I have is the setting for a book series I'm writing where the church of not!Christianity in the main kingdom has control over magical artifacts left over by the old gods of nature (more akin to the Japanese kami or naturalistic gods than anything else). They also retain the ability to craft new magical artifacts imbued with the power of the god they worship (since the power of the artifact is based on how many people worship said god) altough these are less in power than the old artifacts.
Other than that, I have a sci fi setting I'm working on where self-aware AIs are full citizens (kinda wanted to circumvent the "AIs are evil" cliche) but I'm having trouble with how terraforming would work (since Earth is the only habitable planet)
How close do you think is acceptable when it comes to mimicking the Earth?
I'm currently working on a setting which is slightly more than ASoIaF/WH:FB in terms of resemblance to the Earth. With the entirety of Eurasia and most of Africa being the principle areas. I know a lot of people tend to find it a little gauche, but I think it can work if it's executed correctly.
>>44743806 I make my flora and fauna close to Earth (for accessability and also so I don't have to say "a huarnia is a plant that looks like this") but other than that, geography, weather, politics, ect... is fair game
I'm sorry, if that got you a bit miffed. Grmidark rabbits only work in Watership down.
They most likely are big party animals around a sense of community, because let's be honest. They need numbers, their biology gives them those, but they might teeter on starvation at times. So they would have birth restirctions and stranger laws and customs.
Religion either they will have one god or several in a certain vein.
They will have a Fertility Goddess. A Trickster God. A Wise God. Most likely as their archetypes.
>>44743936 >They most likely are big party animals around a sense of community, because let's be honest. They need numbers, their biology gives them those, but they might teeter on starvation at times. So they would have birth restirctions and stranger laws and customs.
I like this. Though I planned a lot on them more being kinda like hobbits; they don't necessarily breed slow but they stay isolated as hell and keep the locations of their colonies a secret. The joke of course, based on their magic and religious ability, could be over one small hill in the middle of a wasteland could be a verdant rolling wonderland where the rabbits live. They hide wherever they can, if they need to, but they really enjoy it more when nearby races will protect them and keep them safe.
Now add in dimensions of fortifcations and tunnels. Now add a touch of Israel and now you have adorably badass rabbits. They did and made massive burrows, so all their towns are underground with few entrances around their fields and water.
Fiddling around with ideas for a megadungeon campaign, probably AD&D or a retroclone set in a pseudo-High Middle Ages:
It would start off with a Heart of Darkness style river hexcrawl to the dungeon site, filled with disease, dinosaurs, and cannibal tribes. The dungeon site is a series of ruins piled on top of each other over the years in the midst of a swamp. The reason why these caves can exist is a fantastic earthquake that buried a previous civilization.
The thing on top of the site is a lizardfolk temple. Below that are catacombs and then caves filled with monsters who can ingress and egress from different places throughout the area. Some of the caves are entirely or completely filled with water.
The first civilization was a iron age civilization, inspired by Babylon. It was a decadent society and tore itself apart in hedonism until the gods buried it deep into the earth so that it might never again see the light of day. There are encounters with strange, emaciated, mutated humans and their demonic masters.
Below that lies the ruins of what was once the Golden Age of this lost civilization. It was a Bronze age, Greek-inspired civilization. However, in accordance with the misfortune of this location; it was wiped out by a plague. All that remain are their beautiful frescoes, clever mechanical traps, and the restless dead.
Below even this is a sunken city. In a time before written history, all that remains of this society are its sunken ruins. Antediluvian monsters make a home in this sunless sea.
Further is a meteorite in the center of what was once a stone age civilization. It contains a great evil that will corrupt the weak willed into unleashing it upon the world.
>>44744232 Build whole worlds. I tend to look at the big picture a lot so i take several nations/regions and develop the cultures within there. If I make everything have an internal logic and reason to it, it just naturally works out when I'm running the setting because the logic and foundation has already been made. If that makes sense. If you just try to piece together ideas it creates a mishmash of things that don't really mesh and creates an incoherent mess
>>44744232 >>44744302 >If you just try to piece together ideas it creates a mishmash of things that don't really mesh and creates an incoherent mess
To show the other side of the coin, I ONLY piece together cool ideas.
I personally don't give a fuck how long the road is between place A and B, or how this government's middle managers are paid and given vacation time, or how this tavern owner dug a bathroom trench. That shit sorts itself out. What you should do is make the big questions; this nation has this crazy religion, that nation has this weird law. Why? maybe there is a reason, maybe their isn't. It makes the world deep and evocative, and I can assure you right now that any DM worth his salt can make that shit up on the spot if needed to make things logically consistent. It takes real vision to make and really sell the big power points of a setting that makes it shine and golden.
I'll just throw out a little bit of my fucking ego but I've been worldbuilding for years and have received multiple compliments from both players, fellow GMs, as well as random people on 4chan about my material. I know what I'm talking about.
>>44744363 >It takes real vision to make and really sell the big power points of a setting that makes it shine and golden. Of course it does. That's why internal logic and reason matters in my opinion. >I personally don't give a fuck how long the road is between place A and B, or how this government's middle managers are paid and given vacation time, or how this tavern owner dug a bathroom trench. That shit sorts itself out. This is just a matter of opinion but I love doing that stuff. Saying what is what and why it is and all the minute details is what I love describing. Making that stuff up on the spot just isn't something I'm good at (mostly because I fumble at making stuff up on the spot). And that's why I worldbuild everything all beforehand. So I know everyone and know every small aspect of the world so I know exactly how everything will react and evolve due to interaction within the world. Now, I don't claim to be a master DM, nor a master worldbuilder. I just know what works for me and why I worldbuild the way I do. It's all a matter of opinion.
I'm not gonna say you are doing it wrong but I will say that that method is wasting brainpower and storage space on things that could be more important/and or interesting.
Keeping those details in mind may make for deeply involved worldbuilding but it lowers your flexibility. What I was trying to say earlier about details being able to be improvised wasn't just for time's sake, but also for the player's sake as well.
For example, if you want to write about your goblins and talk about their species and their mating habits and so on, that's fine. But I would advise against doing the whole details into how many there are and what their gender/age demographics are like and so on, because not only can you improve is that BUT its actually to improvise that kind of thing.
For example if in your worldbuilding you state that this tribe of goblins has about 100 warriors, but your players are level one, that might be a problem. Likewise if your players are level 20, you can just scale up the operation in the same way. Keeping fast and loose with the details is what allows you to improvise at a later date and add bad ass action, gameplay, story and lore all in one instead of getting caught up in minutiae. And not even the good kind of minutiae either.
>>44744615 >how many there are and what their gender/age demographics are like and so on The example you used is something I never do. I will say a tribe/country/region's history, politics, military, economy, ect... but I never get as detailed as you described. Sure I have a rough estimate of how many people live in an area and how they live. But I don't know the exact numbers (that I can make up on the spot/adjust for a campaign). As long as I have the logic of the world figured out, that's all I need. Everything else can go from there. The super minute details I don't have to worry about (population, demographics, ect...) but more important things such as geography, politics, and history can be applied to various areas in a kingdom. For example, I know that Nation A is a very militaristic place. This means they rely heavily on slave labor (which helps in flavor) as well as mercenaries. This trade in mercenaries helps them with a nation to the south, a large merchant-kingdom that has lots of mercenary companies. This also tells me that slaves will need to have some sort of standing in the socio-political standing of the nation. So it can apply to a lot of things. I'm starting from one idea and moving forward and connecting things instead of having several and piecing them together. >lowers your flexibility I would disagree. What matters in a world is its believability. If you don't have all the details worked out, then it can't be believeable. And besides, the point of a setting isn't to make a cool place for your players to inhabit, but instead to make a place for stories to be told. It isn't a static place but it is constantly moving and changing. >wasting brainpower and storage space If you don't spend time on something, it shows a lack of commitment to the setting. When I create something, it is important to me and I want to spend time with it. And through details thats the same reaction I want to elicit from the players.
Hey fa/tg/uys. I need help on 2 points of my setting. First i need a Paladin oath as paladins in my setting are a big thing; and i don't want to just use Dragon Hearts oath for the millionth time.
And second what do you guys think of Egyptian inspired Dwarfs. They fall into the more artisan aspect of the Dwarfs as opposed to the hardy workers. So they still build massive monuments.. Just on the backs of Goblin slaves and the like.
>>44746170 Well, I was sort of assuming that would be the case. Otherwise the religion might as well just not exist. If you look at our religions, they tend to have a base philosophy that is only supported by the respective deities and mythology, not actually based on it. If there are real gods but they never show it, why would people believe in them to begin with? Why not just use that big mountain over there which is right next to you and plays a major role in your life?
I guess you could have the gods at one point show themselves, and then just bugger off. People might use them as the kind template for their deities, but over time they would twist into different concepts. Especially as the underlying ideologies of the religion changed.
If you're looking for a historical period to base Swords off of, I'd consider looking into 14th/15th century Italy with the various city-states competing for power, the era of the condottieri (mercenary contractors), Sir John Hawkwood and the White Company, and other free companies.
I'm not an expert in this era of history but I've read a bit about it and there is lots of neat stuff you could extrapolate from it, except you will probably want to exaggerate some things because in reality a lot of battles between mercenary companies only ended up with a few casualties as neither side wanted to expend too many resources (men), and the loser would just concede if outmaneuvered. But there were a lot of fun betrayals you could draw from, for example free company leaders like Hawkwood would accept often a job to sack a city, then accept a higher pay from that city in order to not sack it and go sack the original client instead (Siena for example spent most of its fortune paying off free companies).
You could have mercenary kings, city states, unstable regions full of border princes, unpaid mercenaries rampaging through the country side looting villages in order to get the local ruler to pay them to leave, stuff like that.
>>44746418 It's pretty funny, given this is in reaction to the previous black-white dichotomy (first as "good Crusaders defending good Christians against those evil Moslem" then as "imperialist Europeans invading religion-of-peaceful Muslims").
>>44746444 I've heard plenty of stories that I do not care to recount here about parties who start bickering amongst themselves, even going so far as to resort to PvP, getting the group destroyed in the process, because one side thinks it's allright to kill them all and the other would rather take them prisoners and educate the captive offspring in the right ways of not!christ.
I really don't have time for that kind of shit is all.
>>44746455 Their Agincourt thing, their statement regarding Roman legions being packed in very close together, their assumption that you need over two hundred million people to field a million man army despite the Song doing it with one hundred million...
I'm working on an FTL scheme for my setting and I'm doing the thing where you take current scientific speculation and fictionalize it. Let me know if this sounds good or not:
There is a second kind of superluminal travel which can be done through something called a Krasnikov tunnel, sometimes called a krunnel or a k-tunnel. Krasnikov tunnels allow for relatively quick one-way travel between the start and end point of the tunnel. Time taken to pass through a krunnel depends on the inherent efficiency of the tunnel (which is determined by how it was built), the speed of the ship, and the length of the tunnel. Journeys through a short, efficient krunnel can be as short as an hour, while journeys through a long one can take months or years. These tunnels are usually built in pairs, each operating in one direction, however they are sometimes only built singly leading to one-way tunnels that can not be used for a return journey.
Once inside a krunnel, it is possible for a traveller to turn back and return through the entrance portal, but once the traveller has gone all the way through and exited at the terminal portal, it can not be reentered through the terminal portal.
In order to construct a krunnel, a special tunneler ship must make the journey from point A to point B normally, after which it can build a krunnel pointing from point B to point A. This means that in order to construct a pair of krunnels going both ways, it must then make the return journey to point A normally and create a second krunnel pointing from point A to point B. Or, as is occasionally the case, if a tunneler finds there to be no habitable planets at point B, it can quickly make the return journey using the one-way krunnel it has just built. Because of the immense amount of time required to travel between stars even at superluminal speeds, tunneler ships usually take the form of a habitation ship equipped with the special tunneling technology required to build the krunnel.
Krunnels require exotic matter to maintain and will collapse if left unreplenished. The benefit of maintaining a krunnel over simply having all ships travel from system to system via alkadrive is that on average much less exotic matter is required to hold open a krunnel than to fuel any more than a few alkadrive trips. However, without alkadrives, collapsed krunnels can leave peoples or entire empires in isolation from the rest of humanity, and are one of the major causes of human species divergence in the galaxy.
>>44747097 I also have another blurb about a different method of FTL travel but I'll save it for later so I don't clog up the thread.
The idea is based on the Krasnikov tube, which works by basically extending a wormhole behind that lets you go back through it to just before you left.
I want a type of FTL that allows for 'decay' and parts of humanity to be isolated from each other. So they basically work like galactic roads, and can be destroyed. There is another warp drive technology which works for one off ships as well though.
I haven't figured out how exotic matter will be mined or gathered though. I want to avoid making it all about the ecology and economy of exotic matter though, as then I might as well just be making Dune. My current thought is some kind of space dragon hunting like in Escaflowne, but I'm not sure about the idea of having fauna that just drifts around in space.
>>44747088 >>44747097 Seems... OK-ish. The only thing that seems strange to me is the problem of direction. OK, so Krunnels go only one way: I can dig that. It's actually neat little way to make the infrastructure of a space opera more complex and rich. But I don't understand how it only applies to the entrance and exit, while you can travel both ways while inside the krunnel. Also, it leads to a rather odd implication that the space inside a krunnel is really that: normal, conventional space. And that again makes me wonder: if krunnel is a literal shortcut (something aking to a wormhole, just longer) then again: why are there restriction on the directions in which you can enter-exit?
Aside from that, as a pure instrument for establishing certain infrastructure of your universe, I think it works well.
I would generally advise against space dragons: I don't think the concept of space fauna is completely out of this world, but it seems odd to me that space fauna would be the source of exotic matter.
Maybe, I'd do the classical antimatter trick: it's not "mined", but rather manufactured: that said, the amount of energy necessary to manufacture it are insane that you can pretty much do it on few places - you something like a black hole radiation jet or a full blown dyson spehere to set up the factory. That neatly restricts it.
I remember putting the line in there about being able to turn around as a quick way address what happens if a pilot changes his mind, but I'm not married to it at all. I like what you're suggesting though. I'll probably change it to say pilots can't do anything while inside, just wait until they arrive.
I actually haven't considered what it would be like inside - maybe it feels instantaneous, but when you arrive, time has passed? That makes it more connected to the idea of Krasnikov tubes being connected to both time and space.
Space fauna: yeah, I'm pretty much on the same page with that. I'm happy to make a few concessions for the sake of drama, but it does seem weird to have space fauna be tied to exotic matter. I'd imagine space fauna would be more like, some kind of loose swarm of space tardigrades that lives in a nebula or something.
Perhaps it requires Dyson sphere scale tech in order to produce exotic matter?
>>44747245 >I'll probably change it to say pilots can't do anything while inside, just wait until they arrive. That makes a lot more sense to me.
>maybe it feels instantaneous, but when you arrive, time has passed? Personally, I really like the idea of people having to wait during travels. You know, the feeling of you being on a cruise ship, knowing that you have these weeks of strange, artificial leasure before being dumped into what essentially is an entirely different world: to me, traveling to space is something I imagine much like taking the Transiberian railroad or a taking a long cruise. So instantaneous space travel is not my thing. But that is, purely and exclusively, my aesthetic fancy. On the other side, the idea of acknowledging space-time relativity (even if not a really scientific way) always makes your world sound a little bit more sci than fi.
With space fauna, I think I'm on the same page here: space fauna - yes (as an oddity or rarity), but if you make something as strange as space fauna, and THEN you add them being source of exotic matter... I don't know, seems like a little to much of a coincidence, and suggests to me "space magic" rather than space science. Then again, you COULD make some kind of bullshit story about how the space-fauna is capable of surviving exclusively thanks to the exotic matter. Still, I'd opt against it, though again, personal fancy.
If you are interested in ways techno-babble can sound really interesting and convincing, I strongly recommend looking into this: https://en.wikipedia.org/wiki/Crest_of_the_Stars especially if you can get your hands on translated version of the first light-novel (as opposed to the anime). This woman brought the idea of technobabble sounding really convincing yet playing perfect mechanical role to a level of art.
>>44747349 >https://en.wikipedia.org/wiki/Crest_of_the_Stars Wow, I'm surprised I haven't heard of Crest of the Stars. That looks like super my shit. I'll definitely check it out.
>I really like the idea of people having to wait during travels Yeah I agree with everything here - I like the waiting idea, but I also like the idea of having time work differently for different people. Each allows for different cool things to happen:
Waiting - Some kind of habitation ship goes in, and while in the krunnel, all hell breaks loose, some kind of weird plague or just rebellion, and when the ship comes out, it's a ghost ship and everyone is dead.
Instant - Space ferriers, truckers, and couriers end up living these extremely long lives (from the perspective of others) because of their frequent krunnel use. Because of the difficulties of time relativity, transporters bring their families onto their ships, which end up becoming their own communities and cities. They end up over time becoming a divergent nation, or at the extreme their own race, like space gypsies.
I think I will probably end up having krunnels be instant, but I also have the alternate Alcubierre-based FTL method that I haven't posted yet which requires waiting.
>>44747530 >Wow, I'm surprised I haven't heard of Crest of the Stars. That looks like super my shit. I'll definitely check it out. It's really interesting. In fact, it's my personal favorite space opera, though I kinda have to warn you: a LOT of people have big issues with it, since it features and glorifies a race of what essentially are Japanese space-elves, and that tends to trigger some people's insecurities: it's not hard to see them as massive Mary-Sues, though I personally believe they are much more than that. The anime is good - at times really good, though it has weaker moments - smaller-scale rip-off of Legends of Galactic Heroes. The books are however more interesting in terms of detailed space-tech descriptions and stuff. One thing the universe really excels in is establishing a consistent and comprehensive tech and culture models: it really "makes sense" and makes you "know" how the world works: which suddenly makes you so much more invested in it.
Otherwise: regarding the "time management": I really like this kind of time-play, but I also find it very difficult to manage. Have you watched/heard of "Gunbuster" (Toppu wo Nerae or "Aim for the top" in original)? It's a short and pretty weak (story and worldbuilding wise) space-opera/mecha anime by the folks who made Evangelion, but one thing it's notable for is how well it works with space-time relativity, which is one of the core thematical lines of the show. It actually works these themes similarly but better than Interstellar did. There is also an interesting short anime movie ripping of the same time-distortion problem called "Hoshi no koe" (Voices of a Distant Star) that might be worth watching. Sorry for recommending so much anime, but I actually mostly got in contact with space opera back when I was big into anime, and these I think are still kinda relevant to the subject matter.
>>44742198 I absolutely love it. Doesn't have to be against muslims, but it's a lot more fun when playing as (not!)Christians. Once my players organized their own crusade against the not!Hinduist heathens of the east. Great golden crusader angels versus horrificly malformed elephant demigods was fun.
>>44742198 The most interesting crusades to me by far are the Baltic crusades.
You have an order of crusaders in the Teutonic that is literally a nation state. They own and rule land as governors.
They are fighting pagans who regularly take crusaders they defeat, tie them up sitting on a horse, walk the horse into an open pit, and bury the horse and crusader alive. And that's just the most basic kind of sacrifice. They burned crusaders, fed them to animals, cut their hearts out, all to honour their gods.
Many of the Baltic pagans also converted to Christianity, so then you have the internal friction there. And a big justifications and nominal reasons for the crusaders to be there was to protect the Baltic christians.
Then you have the Grand Duchy of Lithuania, who are also pagans, and even pretend to adopt Christianity a few times to undermine the popularity of the crusade operations in mainland Europe, then revert back to paganism.
Another underconsidered element is how much of crusader organizations was actually dedicated to finance. They operated a lot like investment banks in order to self fund their operations, and became incredibly rich. Their military branches were only part of what they did. But i's interesting to have investors/bankers, clergy, and military all in the same brotherhood.
The crusaders vs. northern pagans is a really underused angle, and to me seems really interesting for a roleplaying game.
You also have the whole thing with some of the crusader organizations creating their own offshoots of Christianity. Look into the origins of Baphomet and his relation to the templars.
>>44747865 Quite a long story, but in my campaign they weren't. They once were twin siblings, a brother and a sister. They did blah blah blah and heathen gods cursed them to have to reside in the same body. Now they lead the Crusades.
Also, people of all races and descent fought with the crusaders, for it was a way to redeem their cursed souls. Elves, Humans and Dwarves were naturally uncursed, and therefore not exempt of heaven. There were greenskins, liches, werewolves, vampires, monkey people, as long as they believed in the true not!God
>>44747961 Oh and I forgot to mention, you don't just have the one order, you have the Livonian Brothers of the Sword, the Order of Dobrzyń, all fighting in different Baltic regions. Lots of instances of politicking, various orders folded into others, that kind of thing. For a D&D type game you could have characters from different orders working together, which introduces some fun rivalry and things like that.
And to cap it all off, you have the Battle of Tannenberg/Grunwald, one of the biggest battles in the entire medieval era, which ultimately led to the downfall of the Teutonic Knights.
>>44748100 https://en.wikipedia.org/wiki/Jan_%C5%BDi%C5%BEka If you happen to be Czech, for some reason his presence at the battle of Grunwald tends to be omitted from the curriculum. I guess it's because the focus goes on his later life achievements.
>>44748100 Yeah, that's how I found out about him. One of his earlier battles IIRC. Went on to become one of the greatest generals of all time and invented the wagenburg strategy, which basically solved how to defeat the armoured cavalry charge and was only made obsolete when the pike and shot era started coming in.
Here's my other FTL blurb. Let me know how this sounds:
Superluminal travel is based on a variation of the Alcubierre drive called the Alcubierre-Kapoor drive, more commonly referred to as the alkadrive. The alkadrive is best for ‘off-road’ travel - for superluminal travel on established routes, krunnels are usually the better option.
The original Alcubierre drive works by generating a spatial wave around the ship, where space in front of it is contracted and space behind it is expanded, called the a-wave. This allows the wave itself to move at superluminal speeds, while allowing the ship within it to remain at static and avoid violating the laws of relativity. The primary issue with the original Alcubierre drive is that within the wave, intense heat is generated when moving at superluminal speeds. This limits the speed at which any ship can go, because the ship must be able to withstand the heat.
The Kapoor variation works by adding a spatial inversion bubble within the spatial wave, called the k-bubble. The spatial inversion bubble causes anything entering the bubble to be redirected around it instead, including the heat generated by the superluminal spatial wave. This behaviour gives the k-bubble an appearance similar to a black hole, with a circle of darkness surround by a ring of warped light. The a-wave and k-bubble are collectively referred to as the alka field.
When an alkadrive is engaged, it has no velocity. The a-wave then begins to accelerate at constant rate, meaning the speed continues to increase as the journey progresses. Because light cannot enter the k-bubble, the pilot must plot a predetermined course prior to leaving simply by setting the initial direction and total time of the journey. The pilot is unable to make adjustments during the trip and it is always a straight line.
The a-wave catches particles in front of it and accumulates them in what is called a crest. Particles caught in the crest of an a-wave are compressed with such intensity that they generate a magnificent display of heat and light, and leave a brilliant fiery wake behind the ship which when seen from a distance gives it the appearance of a shooting star.
When the ship reaches its destination, the a-wave is shut off and the ship comes to a complete and instantaneous halt. At this moment, the crest is suddenly released in an explosion of heat, light, and radiation similar in nature to a sonic boom, damaging or destroying everything in front of the ship. This explosion is usually referred to as the terminal release or the terminal boom. The size and power of the terminal release is proportional to the speed of the ship and the length of the journey. As long as the k-bubble is only shut off after the terminal boom has resolved, the ship will remain unaffected by the explosion.
The terminal boom caused by an alkadrive can be weaponized and used for ‘ramming’ maneuvers - the pilot can simply stop just short of the enemy and direct the terminal boom towards them. When this kind of maneuver is performed against a structure on the surface of a planet, it can often result in kamikaze due to small precision errors when plotting the course. The pilot must also consider friendly elements, as a small misjudgement can lead to indiscriminate destruction. For this reason, there are often very wide regions within each solar system designated as arrival zones.
The because of the nature of the alkadrive, the traveller does not experience time dilation. Within the bubble, the ship has no velocity and so does not suffer any effects of moving at speed.
>>44748561 >>44748682 Same guy as before replying, but I have to say I LOVE it, mostly because I though I'm the only one who was aware of the problem of matter-accumulation with Alcubierre drive. The only thing I'm missing is: what exactly do you do with the energy released after the A-wave is shut off and when you don't plan on blowing up a planet. The amount of energy accumulated would be immense - the condition similar to those during Big Bang - there is a serious risk of causing massive damage to what or whoever exists at the area of arrival. Maybe I'm wrong (or maybe you just intentionally downplay the amounts of energy) there, but I was kinda under the impression that the energy released after Alcubierre drive shut-off even after a modest few light-years long journey could be system-shattering.
>>44748780 It's a very large island or very small continent, does not seem to be formed by any kind of significant tectonic clash, so... using Australia and Madagascar as a frame of reference, you should have considerably large central massive with ridge-like mountains only as a part of it.
Pic releated is REALLY lazily and quickly done. Again, I strongly recommend looking up topological map of Madagascar and Australia as reference guides for mountain distribution.
>>44747713 Haha. I started reading the first few pages and they remind me a bit of Vulcans, at least appearance-wise (which is cool).
I hear what you're saying about the time-management thing. I'm definitely avoiding any time travel as I don't want to spend to much time thinking about that stuff. I'll probably end up playing around with the krunnel time thing a bit more.
I've heard of both Gunbuster and Voices but I haven't seen either (I have been playing to watch Voices though). I know the guy did a bunch of interesting short films. And yeah I don't discriminate between anime and other stuff so no worries, it's all good, I appreciate all the recommendations.
>>44748775 Nice, glad you like it! Yeah, I decided to downplay it a bit. I was thinking the energy release would be significant, like maybe enough to clean up a small moon when going really fast, so arrival zones would be mostly in the outer part of the solar system, around the equivalent of Uranus and Neptune or whatever. I figured that since the initial proposal of the Alcubierre derive required an amount of energy greater than what was contained in the observable universe, but then successive proposals from different people were able to bring it down to manageable levels, they would have found a way to reduce the accumulated energy as well. Particularly with the k-bubble, which would mitigate it a lot (that is just my own fabrication though, has no basis in real life science).
Need help with the kickoff of my Swords and Sorcery Forum RP. Basically a low-fantasy world transitioning into a high fantasy one. Mostly rips on Howard and WHFB.
I'm basically just struggling with an intro for my sage DMPC (don't give me that look, he's just supposed to be a walking plot coupon) as he wanders the world following "the threads of fate."
What I want to achieve with the opening is "something shitty and grimdark starts happening, but then it becomes awesome noblebright fantasy." Like, the most basic idea I have currently is for a pack of beastmen to be descending on a village in the wildnerness, only for a chivalrous company of knights to arrive and drive them off. Something to the tune of "What good are we as men of strength and noble birth if we cannot help our fellow men?"
>>44748936 Is yellow hills? Also, should I get rid of the moutain range in the west? It was supposedly very tall and ridgy which doesnt seem realistic. I really have a hard time placing moutains but nobody wants to do it for me.
>>44749741 A former Atlantean alchemist, who when he turned out to be shitty at it craft, he returned to his noble father's estate and studied philosophy (ie, became a bum). After becoming a Diogenes-esque "performance philosopher" protesting the nobility, he was exiled from Atlantis and has since wandered the land. After a near-death experience he gained a sort of pre/postcognition and has used it to learn the lost art of wizardry.
>>44749142 >Haha. I started reading the first few pages and they remind me a bit of Vulcans, Abhs are, I think, funnier than Vulcans. Where Vulcan's are mostly based around simply (and let's be honest naive) logical/illogical dichotomy, Abhs are much more complex. Their main characteristic is that they are pragmatic. Which makes them assholes a lot of the time. As for Gunbuster and Voices: Voices are really pretty and only some 20 minutes long, they are more than worth watching. Gunbuster... I don't know, maybe I've watched it in time when I was growing out of anime, but I did not like it: Save for the time-dilatation play. That is cool and leads to some really neat moments and ideas. Everything else, namely the mecha stuff and the characters were dull as dishwater to me. But it's short, only six episodes...
I've thought about the Alcubierre drive mass accumulation, and when I think about it, maybe the effect would not be THAT devastative. I'm no physicist, but thinking about it the main bulk of the energy released would have to be released in form of light and radiation, as there is no medium to carry heat and physical shockwave, so maybe it would be less devastative than I thought. The matter itself, while expanding violently, would only be in matters of tons at most, which isn't that bad and get's dispersed quickly.
Other than that, yeah. I do like the ideas, both of them.
>>44749551 >Is yellow hills? Yeah, the idea was roughly dark green 0-100 light green 100-500, yellow 500-1000 m altitude, red above that. So yellow should be higlands. I don't think you need to get rid of the mountain range to the west, just don't make it too tall (up to 1000-2000 km at absolute peaks.
>>44749580 Japan like island chain suggest a active tectonic ark. If it's a bit off shore, and the ark of it copies roughly the shape of the coast, it should not change anything. Keep in mind: you dont have to follow tectonics to a letter. It just makes for more belivable-looking maps.
>>44749258 I presume you are aware that the map IS Europe. Quite literally. As for low-fantasy transitioning to noblebright (god I HATE this terminology), that is I think not so much a subject of world-building, as it is for the narrative itself. The kick-off can be anything that fits your world lore, but it needs to be suggestive enough to inspire the players.
Personally, I like things starting as dull and somewhat unpleasant political play, which slowly transitions to more and more morally clear stages. Acompaning a girl who has been sent across land to join different family in a purely political marriage, getting embroided into complex political dagger-and-knife play, in which it slowly transpires that motivations of some of the players are more sinister than just political powerplay is my personal favorite vehicle.
>>44749952 >>44749580 >Japan like island chain suggest a active tectonic ark. If it's a bit off shore, and the ark of it copies roughly the shape of the coast, it should not change anything.
Here is what I meant by coping roughly the shape of the coast. The size, the precise location, the distance from the mainland coast, the mountain distribution etc... can differ, but the archipelago (if it's supposed to be "like Japan") by placed alongside a line that very roughly copies the coast-line.
The red line in the picture symbolizes the zone where the particular litospheric desk on which the mainland sits runs into subduction zone (other desk is being pressured down, while the verge of the mainland desk is being pushed up - resulting in islands, active volcanoes, and long relatively tall very steep chain-like mountain ranges.
Again: keep in mind: the only reason why you should follow tectonics in your map making is to make it LOOK GOOD. It's an aesthetical choice, unless you are making specifically a very realistic world. If you don't like the look of the result, don't force it just because that is how tectonics look: tectonics don't have to be a THING in your settings to begin with. But knowing them can make a map be more true to real world locations, and that often makes it "look better".
>>44749835 I'm trying to think of ideas but it really just depends on your setting. He sounds a bit like Gandalf mixed with Karl Pilkington, so why not have him do some Gandalf type stuff? Have your PCs be arrested by a corrupt baron, get an inch away from being tortured, then have the sage guy come into their trial and be like their lawyer or just someone who advocates for them. The local ruler could have some kind of corrupting advisor, and the sage exposes him somehow, maybe for accepting money from a rival power or something like that. If you want something more action oriented... not sure.
Or if it's just an intro where your PCs are not directly involved, you could have someone about to be hanged, with the corrupt baron's advisor basically working being the guy whipping the crowd into a frenzy, where the sage comes in and philosophically out debates the advisor and proves the man is innocent.
I need help with ocean currents, please. See, someone posted this actually decent map in a thread last night, though the thread itself was shit. I have another map done up from this one for mountain ranges and such, but ocean currents always make me iffy.
If someone could help, I'd be greatly appreciative.
>>44746207 Not exactly a resource, but a good source of inspiration and outlook on how far can worldbuilding be taken in the hands of capable literary authors: Jorge Luis Borges: Tlon, Uqbar, Orbis Tertius (short story about worldbuilding concepts) http://art.yale.edu/file_columns/0000/0066/borges.pdf
Italo Calvino: Invisible Cities (a whole book) http://monoskop.org/images/0/0e/Calvino_Italo_Invisible_Cities.pdf
Both are hard reading, but for ambitious authors this might be invaluable.
How would you go about turning some kind of space fauna into an invasive species and serious threat to a galactic empire?
I want it to be somewhat plausible, but still of course have some artistic license and rule of cool allowed. Something akin to not!Tyranids, but a less powerful, maybe more of an imperial nuisance than a real galaxy killer. I mentioned in an earlier post that I was thinking of some kind of space tardigrade. The most recent article I read was saying that in a vacuum, tardigrades either encase themselves in glass, or turn into glass (I can't remember which), until they are able to return to a livable environment.
What kind of cool things could you do with crystalline space tardigrades floating through space, waiting until they reach an unsuspecting planet? How would the invasion work?
>>44750868 If there was a formulaic way to make a world interesting, it wouldn't be interesting anymore. You just have to follow your natural interests, try to research and mine subject matter that isn't well known or commonly used.
There was somebody posting in the last worldbuilding thread about having dragon gods, which I found to be cool. But you can pretty much go through the Wikipedia list of creation myths and find all sorts of weird stuff. Do you have some reference points for what you're going for with the cosmogony?
>>44750837 Oh yeah. But you get the point - the islands should form a shallow ark roughly coping the north-west coast line.
>>44750690 I'm looking into it, but it may take a while.
>>44750868 In my personal experience and belief, the only on way to make that interesting is by studying a lot of real-world mythologies in great detail. Not just reading a summary, reading several commentaries and interpretations as well, then trying to discern the most important UNDERLYING concepts. The things those myths are really about, but that they don't tell you out-right.
>>44750939 Forgot to answer; I don't have a lot of reference points, but i do want some eldritch/Chtulhu entitities based on the zodiacal creatures and "living" and navigating "between" universes, without being able to be summoned in them. It's similar to the "Warp" from W40k except that it's not a realm in itself, it's just the "global" void between all the universes Something that contains all of the worlds, without being able to travel through them.
>>44746115 This is just me personally, but it's always a pet peeve that the gods are a tangible thing within universe.
Like, what's the point of faith if you can just walk up to the harvest goddess and slap her on the ass? And then get teleported to hades(which is just outside of town, complete with a convenient sign saying: Welcome to deathworld" just outside)?
For me, it should be like real life. But, tangible mythos is god for things like epic fantasy.
>>44751722 I must say I agree very much there - I find the concept of Gods being present in the world, honestly, pretty dull and most of all going against the logic of "God" or "Gods" mean. To me, religion is about exploring how humans interpret the world around them, how they make sense of it, and huge part of the fun comes from seeing how different interpretations arise, coexist, diffuse, meld, fracture off etc...
But I won't lie: I have a very specific attitude to worldbuilding, and why it's an interesting and valuable experience to me. I like speculation, specifically speculation about humans and human culture.
>>44746207 This website is absolutely fantastic. It was created with the intent of helping authors create more scientifically accurate scifi novels, but it much of the info can also be applied to space opera.
I swear, probably twenty to thirty percent of my browser history is just this website.
What's an interesting twist on a race of robots controlled by AI?
I was thinking of doing it where the more robots there are close to each other, the smarter the group becomes. They are able to share their processing power amongst each other, which allows their AI to perform more sophisticated calculations. That's basically the Geth though, as I understand it.
Posted a similar mess of ideas in a previous worldbuilding thread but here's my current summary.
"The old kings of Lemuria built the Great Work as homage to their Lord-Behind-the-Sun. By great sacrifice and graven offerings the kings took council with his devils who through falsehoods and panderings tricked them into pledging their kingdom in bondage to their maligned lord.
This edifice and its people were cursed to perpetually exist outside of time and space for untold generations, growing in size and complexity until its obfuscated form dwarfed the very mountains surrounding the blasted lands.
With the coming eclipse the Great Work has returned"
>players are adventurers in the Great Work, a an ancient megastructure that incorporates magic with technology >fightan ungodly abominations and monsterous un-men >lootan treasures from beyond imagination >goin mad from aforementioned treasures >killan all your friends because your new coin purse told it would stop the tongue of fire in your skull from burning your words away.
Player time period and technology is 14th century but many things in the Great Work are various levels of magitek.
>>44754541 I don't know, people living there would be an added complexity since its only just reappeared so they'd probably all be mad or become un-men. A few threads ago I considered small bastions of civilization dotted around for adventurers to rest at but, while giving refuge as a mechanical function, I'm not sure if they really gel with the kind of Leá Monde aesthetic I considered.
Do you guys like full fantasy settings with demons, all fantasy races, different kind of gods, etc, or do you prefer more balanced settings with no more than 4-5 races, and no godly interventions and all that?
I'm asking because in my group most of us prefer the settings with no gods, angels, demons, and overpowered beings, but we usually like a fair amount of races and more traditional fantasy structures.
Has fantasy gone stale?
What are some refreshing takes on fantasy settings?
>>44754728 Just make it like Dark Souls where there are a few remaining refuges, but everyone, even the friendlies are insane to some degree, and inch closer to full insanity with each passing day, month, year.
>>44754756 Personally I'm sick of high fantasy, especially high fantasy with Judo-Christian cosmology imposed on it (that is, Angels and Demons). Hell, I've recently realized: I don't even like magic anymore. At least, not the magic that is commonly used in most fantasy settings. I like complex cultures and politics and strange societies and religions, I like superstition and mysteries and odd beliefs: but I feel like most contemporary fantasy does not offer any of that. I don't think demons and angels and elves and dwarves and dragons and the old Aristotelian models of magic hold any sense of mystery or wonder to me anymore.
I'm looking into works of Miyazaki for inspiration. I'm looking into cultures of central Asia and Middle East. I'm keeping the number of races of my world to a minimum. And I'm trying to study lifestyle, beliefs, superstitions and myths of everyday life. The last high fantasy that sorta caught my interest was TES back in the days of Morrowind.
I do sometimes like to dwelve in some of the original European folklore and the few works that actually draw inspiration from it correctly. I like Slavic and Celtic folklore, I have a soft spot for Selkies, Rusalka's and Huldufólk. But I'm really sick of elves, orcs and dragons, demons and angels, and the same poor, ahistorical imagination and the odd mixture of pseudo-medieval aesthetics with modern sensibilities.
>>44754756 I'm kind of tired of the idea that settings have to have elf, orc and halfling or 'animal men' equivalents along with a convoluted pantheon of gods to even get started.
Not everything has to be the bloody Silmarillion
Also there's the increasing problem of settings explaining far too much to allow creative input from players.
[spoilers]personally I put it down to the popular Souls series having very little in-game explained but way too much fanlore imposed upon it so people consider it a good go-to for world building[/spoilers]
I want do make a small spooky village, that is on its own in a little valley. How much field does it need for cattle and crops to sustain that village? Would it make sense, for most of the people to be lumberjacks and some hunters? I'm talking about 20-30 houses. Setting is generic medieval low fantasy, so no magic to feed anyone or grow stuff.
>>44755445 >I'm talking about 20-30 houses. That is actually quite a large village. Considering some average 5-7 people per house (which I don't think is unreasonable, people used to live in multigenerational households) that's some 150 people or more. As for sizes of fields, that largely depends on what kind of crops they grow, which in return depends on where they live.
If you are in relatively high altitude (highlands or foothills of some mountain range), they would probably rely more on cattle, sheep and goats than on fields. That would mean less fields, and more meadows, which are easy to come by, you just clear out a part of the forest on the slope and done. According this website: http://ludusludorum.com/2014/10/28/get-medieval-the-village-in-the-middle-ages/ you'd need roughly 30 acres to feed a single household (5-7 people). I can't testify how accurate and reliable the page is, but it contains a lot of detail on the subject matter, so go check it out.
>>44756048 They would not. If you are making a flat earth, you don't have to give two FUCKS about climate since you already don't give a fucking about basic astrophysics.
This is something that confuses me, and I see a lot of it around here. >A world entirely created by a malevolent Diety out of the corpse of his foe. >Centaurs, minotaurs, elementals >Asks how to make it sense from an evolutionary point of view. Don't. Just don't. Get a clear idea of what you are trying to create. Don't mix flat earth with real-world climates, don't mix mythological beasts with evolution. If you want to make a world that is not based in physical rules of the real world, commit to that idea. Don't do things half-arsed.
>>44754756 I'm typically a humans-only type of guy. Nearly all of my settings, and I have many of them, only have humans or, at most, some sort of altered human to serve the orc role. I've never really needed more than that. But to try something different I'm taking a nearly opposite approach for my current project. I'm trying to fit in as many different species as I possibly can while maintaining an origin story capable of accounting for all of it. To make things even more interesting, humans are going to be introduced to the setting from an entirely different world (likely from one of my previous all-human projects). It's been fun brainstorming so far; I've got fluff for five flavors of elf and am looking to add more.
I'll probably never go anywhere, but it's still been an enjoyable project, partially because I'm taking it less seriously than my human-centric settings.
Not gonna lie, the map I did up climate wise is pretty much a flip of the Earth (since that's what it was clearly based on), so I took that and ran with it, exaggerating in some places to make it work more.
>>44759427 Kender are practicaly goblins or gremlins. Thieving and child-like. At heart they're kleptomaniacs, they don't steal for wealth, they steal to steal.
Some with a skill in magic taken these stolen things and infuse them with minor power, making them into strange and innocuous trinkets. Other Kender festoon themselves in objects, believing they provide some boon. They often look like a weird motley of scavengers of homeless.
Some have gotten wise, and have markets of stolen goods, you can buy back what was stolen from you at half the price. Just watch your purse.
Due to their small and pathetic stature, they're frequently beaten and abused into compliance with stronger criminal gangs, becoming some of the more effective cutpurses.
>>44760068 Not as long as I thought since, as I said, I pretty much just to the Earth's climates, flipped them, then exaggerated the lines some. I'm stealing the map from the first anon now anyway and I'm going to start worldbuilding from it.
>>44750793 It seems like it would take far too long for them to get anywhere like that. You could have them originally have laid their eggs in the atmosphere around one planet, and ships going to and leaving from there have spread it everywhere. Otherwise the tardigrades need to achieve FTL somehow without being spotted.
I don't know anymore. I really enjoy taking mechanical game systems and justifying them in setting, as well as creating interesting nations, religions and magical traditions. I really enjoy multi racial settings, but I often have a hard time imagining them. Sometimes I am not really sure what it is I want. Human only low fantasy may before sincere, but it isn't more interesting and crazy. And I like crazy.
So I am interested on the side effects of a culture that practices something like the jewish jubilee tradition. Basically every 50 years, each family reclaims their ancestral land. When you sell your property you sell it not forever, but rather until the next jubilee, and the sales price is supposed to reflect the number of crop yielding years remaining before the next jubilee. This is Yahwey's way of reminding the Jews that at the end of the day they do not own land, but are borrowing it from him.
Worked on some of your ideas, I don't have answers to them all yet but I dredged up some old concepts and went to work.
Strong/Scary: A race of scaled humanoids with a highly sophisticated social and societal structure. Been around on the native continent, Nuûn, since almost the dawn of time, and seemed to have wethered the passage of past cycles. They evolved from reptilians, but are more human in appearance, and fully adapted to the climate and geography, making them perhaps the most dangerous to go up against, and one of the more technically sophisticated.
Small/Technical: Forgot the name for this one, but basically a hybrid of tieflings and goblins. Red-skinned, head ridges and angular, square features, with no pointed nose, but two black eyes like orbs. Not as skilled with technical accomplishments as then with subterfuge.
Powerful/Cursed: I really like your godborn idea (And yes I do play PoE) but i'm looking into another alternative at the moment until I can fully work them in somehow- Right now, a strong idea is a race known as the Uldur, an older variant of humans created by one of the original gods, a smith god. Shorter then humans by around a foot or so, dark skin, and unkempt red hair like flames (picture related).
Sneaky/Nomads: Ashen. No, they aren't zombies. No, they aren't neccesarily soul-starved, either. They're humans who, by the processes of magic and decay involving souls, exist in a sort of partway stage between life and unlife. Undying, the Ashen appear to be humans, except for the fact that their skin is gray and paper-like, cracked and fissured; and most are forced to wear linen or protective wrappings to prevent their skin from cracking. Very poorly understood as to whether it's an affliction or some type of soul business. Humans often consider it a curse, and as such, most Ashen exist as nomads, roaming as mercenaries and taking to fringe professions.
Big/Sophisticated: A race of giants from some land far to the north. ~1.5 times human height, strong features, very long hair. Skin color ranges from a bleached tan to a dark almond, but almost never ventures away from some variant of yellow. Some of the species, after being introduced, also ran off into the hills, forming mountain tribes with primitive techology. Often referred to by humans as 'War-Born', due to their strength and prominence as leaders of battle.
Personally Anon I like this a lot, plus this easily leads into cultural friction and conflict that make for good RPGs. Imagine the party's surprise when they find out that the people who are taking back their lands with force actually sold them, and THEN found it it was never meant to be a permanent trade. Really interesting and leads into all kinds of ways to approach it.
Oh and speaking of that the Uldur are, indeed, cursed. Most of them were wiped out in a great war that turned into a genocidal purge, with their world-level-spanning-factories turned into conduits for the creatures of the deep to come to the surface, most of them being sealed for that reason.
>>44766145 But a legitimate tradition. I could see some really long lived race, such as dwarves or elves, doing this, elves particularly so.
>Work on a masterpiece for twenty years >Sell it to another elf >Jubilee comes four decades later, reclaim it >Enjoy the work for a decade, sell it off to a human >Jubilee comes again, show up at human's house >Family says they are dead, won't give it up >Forge a blood debt on the family until they surrender the piece as the rules of Jubilee call for
>>44766711 Yeah. I was also thinking of the angst when looking at inheritance. Do the parents split the land between children or maybe it all goes to the eldest. Imagine if your sibling squandered away their portion and you purchased it. They live a life in the slums, then march up one day as the new owner of that land because it is the 50th year. They are so unworthy it hurts.
I think this could be an.interesting idea in a world. I am trying to think of ways it could work in a non-religious setting. Maybe future earth or space ships could have this lineage based ownership. Or maybe even a culture or species has this system. Your grandfather purchased a beutiful villa from an elf. Some years later that elf comes back with some police to repossess the land because he was renting it to you.
I have a part of my world that is coming out a little boring ok most of my world is boring, but shut up I'm trying , maybe you guys can help me to spice it up. I have a nation that has recently seceded from a dwarven kingdom, but I am having trouble thinking of a good reason why it left or what is different and defining about the new guys.
The kingdom is highly militaristic. Thinking about it, its not really a "kingdom" as it is ruled by a "Grand General" or shogun basically instead of a monarchy. It is been in near constant on-again-off-again war with another dwarven kingdom since both were established.
The old shogunate is keeping the mountains and the lands to the north while the new nation is taking low plains and sparse forests to the south. The new nation will border a huge expanse of unclaimed wildlands. There is a gnomish nation to the west in a Savannah-like environment that will border both.
So, I could go with something like they are pacifists wanting no part of the shogunate's constant wars, or something like a usual democratic rebellion against a tyrannical government, but neither sounds to interesting to me. Anyone have ideas?
>>44767775 Radicalism itself does not provide for moral greyness (or whiteness, or blackness). It is the means used and the aims of the organisation that determines whether you consider it good, evil, or arguable.
>>44767207 You could always go with the religious angle. I know dwarves are not typically associated with piety, but you could have the Dwarvish equivalent of Luther or Jan Hus lead a bunch of reformist dwarves out into the wild border marches after they reject the traditional religious power structure of that society and are now escaping the persecution of the traditionalist dwarven faction. Looking into the Hussite Wars might be fruitful if you go in that direction.
>>44767799 Not the guy you're replying to, but of course radicalism itself isn't grey. I think what he's getting at is that if you have two radicalist factions fighting against each other, each representing opposing extremes on a political spectrum, you have a space in between that various individual characters can occupy.
>>44754756 I'm not tired of any particular genre as a whole, I just really have no interes in worldbuilding that starts with an already derivative, aggregative setting like D&D, cherrypicks some things from it, tweaks them slightly, then calls it a world (unless you are actually just making a D&D variant for D&D games of course - I think the D&D setting works fine for that, not hating on it). I don't care how many or how few races there are as long as the world feels like it was built from the ground up in order to capture a particular idea or feeling and really commits to that.
>>44757665 I agree. Usually just having humans, ugly humans, and beautiful humans is the most I've ever needed. You can pretty much do everything just with human cultures and societies that you can do with grouping everything into races (and it often leads to more interesting conflicts). But it is also fun to make a world with every single fantastical race under the sun.
>>44769482 >Last time I asked this question on /tg/ I was told it would be similar. You were told wrong. There is literally no fucking way to compare. Flat Earth is physical impossibility, and climate is a result of numerous physical factors.
If you are doing a sci-fi kind of setting with ringworlds, Halo-type constructions, and you wanted to make some kind of flat megastructure habitation disk with artificial gravity, yeah it might be vaguely similar, but you'd have to consider things like the Coriolis effect, the way volcanic activity affects the atmosphere though, and the way differential heating of a spherical planet causes the movement of wind. And you would need a way to keep the atmosphere from falling of the edge and some kind of technology that would create a magnetosphere around it to prevent solar wind from blowing away the atmosphere.
But if you're talking about a fantasy world and you are just making a flat world for the sake of it (iirc the Lord of the Rings world was flat at some point in it's mythological timeline), then really, you are just damaging the integrity of your world's design by trying to use contradictory worldbuilding ethics.
>>44769822 There is no way such a structure would even hold together. And even if defiled all the laws of physics and held together as a disk with circumference comparable to Earth, there would be SO many problems with that, with retaining atmosphere, with internal heating and all that shit it would be unihabitable anyway, or require constant insane amount of artificial adjustments to itself that talking about natural climate would be completely meaningless.
>>44770156 Sure, it's handwavy. But if it isn't allowed then we might as well just never have sci-fi that involves megastructures, ringworlds, supermassive generation ships, or anything large. Either way, my point was just to agree with you here >>44756709 and say worrying about realistic climate when you already have a high degree of handwavyness is basically contradictory and pointless.
1. Questions document, where I ask myself questions about the world that require longer answers, like the motivation of certain characters or groups, the thought process certain contrivances or particular worldbuilding decisions, that kind of thing.
2. Names document, with the names of places listed, the names of important characters, groups, and a small, one-line reminder of what that place or character is. Also with tables of premade names for various languages or cultures that I can pick from if necessary.
3. Timeline document with the long timeline of the world, and each of the various calendar schemes (if more than one) aligned to it.
Then I also have a map, and I might have other documents for particular things that require a lot of space.
I want to try taking the whole turn-corpses-into-diamonds some people are doing and use that as a cultural thing for at least one of my cultures. Catacombs like the inside of a geode, and give "the family jewels" a neat twist. Problem is I don't know if that's anything close to possible in ye olde days without magic, and I try to make magic as smoke and mirrors and chemistry as I can. >>44770286 I try making a !wiki document. Makes it nice for other people to read if they want the setting, too.
Tips for linguistically consistent names? Beyond just googling "Roman titles" or "Serbian towns" or "Aborignee names" and applying liberally.
I've just begun fleshing out one faction, and by sheer coincidence, the "working" names I'd given several locations all ended in "a", like female words in some gendered latin-based languages. I figure I may as well roll with this, but if there's some linguistic pattern I could expand with, that'd be cool.
>>44742417 Those are my favorite kinds of crusaders and paladins, so much so that there are large Missions in every country to house a garrison of crusaders who's only purpose is to eradicate the undead, demons, and provide basic militia training for fighting undead and demons.
In retrospect the world is kinda crappy, there's endless undead and demons in the East, and endless beasts and dragons in the West but at least it provides plenty of opportunities to fight and it not be a war between two country.
>>44770541 how common sounds are is really the only way unless you're stealing. This culture's given names have one syllable, and they don't use F or V except in vulgarity. This one uses an awful lot of vowels in everything. Speaking this language sounds like coughing.
>>44770541 >Tips for linguistically consistent names? What I do is to associate each culture with certain real-world language, and whenever I need a name for something related to the culture, I just look up their dictionary, search for words that have some association with the object I'm naming (or for whatever I feel like), and use what ever it gives me. Slightly adjust it if the need be. So for an instance, I associated one of the oldest cultures of my world with Hindi. All cities that were founded by that culture are named after Hindi words: Aarkid and Gulaab are names of flowers, Daant is Hindi for "Teeth" after teeth-like white stone formations near the city.
Similarly, names for things associated with the steppe regions are based in Mongolian.
Keeping track of who named what, when and why, and where did the person or culture naming the object or place come from (and what is it's real-world linguistic source) is key. If you consistently use one real-world language as a source of inspiration for all naming produced or associated with that culture, you'll get that feeling of consistency.
>>44770671 >>44770735 No, but things like >this language sounds like coughing >it sounds guttural >this phoneme is a throat clearing noise are memes which are exclusive to English and Romance language speakers and which are both linguistic nonsense and insulting to speakers of other languages. People who write these things make themselves seem like dimwits.
>>44770697 >names for things associated with the steppe regions are based in Mongolian. Actual Mongolian names are so... weird, almost like Orcish names. For my steppe cultures I always give them Finnish or Hungarian names.
>>44770825 >Actual Mongolian names are so... weird, almost like Orcish names. The words I used are Tsoliin (desert), Kheeriin (steppe) and Khuurai (dry). Sounds good enough. I've added made-up modifiers Ar (north) and Sur (south). I'm relatively happy with that.
Other toponymi is referential and a lot of it is place-holder (Tlon is a reference to my favorite short story, Chazaria is a placeholder name (itself also reference to both a real world country and a great book, Chazarian dictionary).
>>44770969 We had this discussion in a different thread. Look at the naming closely. There are regions called Head, Horn, Ribs, Neck, Teeth, Veins, Guts etc... The entire landmass is divided into parts named after a body of a bull. There is a history to it too - it's rooted in one of the worlds oldest religions, which literally believes the world IS a body of Divine Bull, who was sacrificed to form the physical land. There is practicality to it too, as it actually makes it easier to imagine where things are related to other things in the world for my players.
This particular map is outdated, I've changed it to "The Spine of The Bull" to be more consistent with the rest of the naming, but that is all I intend to change about that.
>>44771082 >How would you justify a massive degree of variety in technology and culture across one single large (but contiguous) kingdom? Look into China or India. If the nation spreads wide, and if it had assimilated several different countries or cultures into it, you'll easily have huge cultural variety. Especially if your nation is not driven by some kind of cultural (usually religious) unifying ideology. Set your country to be religiously tolerant and you'll immediately have huge cultural and technological variety.
>>44771111 I've kept all the old Nomadic names English, partially to make the body-land analogy more clear and obvious (yet apparently it's not obvious enough), and partially because I simply don't want to flood the settings with made-up terminology. The closer to the "central" regions (where most of the really relevant cultures exist), the less "made up" terminology I'm trying to use, reserving the made up stuff for preferably fringe and exotic subject matter or locations.
>>44771209 Actually, it does. Again, it's not about the particular name, but about the whole context. Land's end is not justifed by a cosmogonic myth, neither is it of any formal use (land does not end, actually).
Again, why does this make people so butthurt?
>>44771254 It's worth mentioning that unlike Xenoblade, within my settings the cosmogony of the Bull is not really a historical account. The land was formed, just like everything else, by normal tectonic processes, much like on earth. The Bull's body is something that people just projected into it.
There is a Land´s End in Cornwall UK. >Land's End (Cornish: Penn an Wlas or Pedn an Wlas) is a headland and holiday complex in western Cornwall, England. It is the most westerly point of mainland Cornwall and England, is within the Penwith peninsula and is about eight miles (13 km) west-south-west of Penzance at one end of the A30 road.
A Finistère in Brittany >The name Finistère derives from the Latin Finis Terræ, meaning end of the earth. In England, a similar area is called Land's End. The Breton name for Finistère, Penn ar Bed, translates as "Head/End of the World" and is similar to the Cornish name for Land's End, Pedn-an-Wlas (Head/End of the country). Finistère is not to be confused with Finisterre in Galicia, Spain.
And a Finisterre in Galicia, Spain. >Cape Finisterre (Galician: Cabo Fisterra) is a rock-bound peninsula on the west coast of Galicia, Spain.In Roman times it was believed to be the end of the known world. The name Finisterre, like that of Finistère in France, derives from the Latin finis terrae, meaning "end of the earth". It is sometimes said to be the westernmost point of the Iberian Peninsula. However, Cabo da Roca in Portugal is about 16.5 kilometres (10.3 mi) further west and thus the westernmost point of continental Europe.
All of them located in the Westernmost peninsulas of their regions.
>>44771466 No, thanks. For a simple reason: consistency of the naming. I don't give two fucks about people dumb enough to let such thing bother them. It's the Spine of The Bull, just as there are Ribs of the Bull, Neck of the Bull, and Head of the Bull. I might do some visual adjustments to make all the names associated with the body more prominent when glancing over the map, but I'm not going to change the name because some morons tend to jump to conclusions.
>>44771466 >>44771485 Not any of the guys you're replaying to, but almost every place name is derived from a utilitarian or literalist label assigned to that place at one time, and sometimes over time it morphs into a name separate from the original label, but not always. It's not really my cup of tea to have the Spine mountains, but place names like that exist almost everywhere. Like in Canada we have Newfoundland, the Rocky Mountains, and a bunch of other obvious/cliche sounding names for places. It's a bit cliche, sure, but the guy has a good justification for it that makes sense and so it works for that setting. Not really a big deal.
>>44771553 >naming lands after body parts is a cliche >no, because they're named after body parts >y'alls are morons for thinking these body-part-named-lands are named after body parts It's your setting, man, you don't have to justify it to us or anyone else really. But you should be aware that how a media is observed is like 75% of the actual thing, and if people see 'the spine' and think it's trite, you should know that's not their problem necessarily.
>>44771616 if the connotations are unjustified, then yes: I don't give two fucks about those people. And comparing the fact that some people saw similar name in some fictions that weren't all that good and jumped to the conclusion that by divine law of their own twisted logic, use of that word is forbidden to use of a term that has been coined as a vulgarism and a direct insult is really beyond stupid.
>>44771672 >naming lands after body parts is a cliche Is naming land after body parts cliché? I though the problem was with the word "spine" in particular. Could you please refer to a single work that utilizes the same or similar model as I do? I know ONE, which I ripped it off from, but I wasn't aware that the concept of having your world named after parts of an animal body was so common that it would become a cliché.
>The town was originally named Castrillo Motajudíos ("Hill of Jews Camp") in 1035 when Jews fleeing from a nearby pogrom settled there; it was changed to Castrillo Matajudíos ("Jew-killer Camp") in 1627 during a period of religious persecution of non-Christians in Spain (the Jews had been expelled from Spain in 1492). In June 2015 the name was changed back to Castrillo Mota de Judíos following a campaign led by mayor Lorenzo Rodríguez leading to a vote among the villagers in May 2014. >La Mort aux Juifs was a hamlet under the jurisdiction of the French commune of Courtemaux in the Loiret department in north-central France. Its name has been translated as "Death to Jews" or "The death of the Jews".
>>44771788 >Your words mean nothing except what the person you're speaking to understands them as. In other words, what YOU say and think is the only thing that means something. That is some really noteworthy arrogance. Dude, "spine" means "spine". It's a part of a skeleton. You add necessary connotations to it, then demand others acknowledge it. I know you are not alone with this, but then again, I don't think very highly of people who think this way, because frankly: you are a moron and so are others who sperg out about this. If your arbitrary associations matter to you more than the settings and it's consistency and logic, then there is nothing I can or care to do about it. If it's of any consolidation to you, I don't plan to sell it. So I can afford to ignore the dumbfuck part of the market.
>>44771788 I was with you for a while, but you lost me when you compared a naming scheme that worldbuilding enthusiasts saturated enough with homebrew settings they will have encountered Spine Mountains multiple times will find cliche with naming something Nigger Plantations and not understanding why that would upset some people.
You're right in that words only mean what people interpret them as, but that doesn't exactly say why one should never name something using a common or cliche scheme. If verisimilitude is one of your worldbuilding ethics, a lot of real life places have names that are so trite they appear subfictional. It's okay to have a little cliche in there. Just because it's cliche doesn't make it wrong and bad in all cases.
Hehe, yeah I know it's a bit far-fetched. My setting is mostly about the "puritan" peoples who rejected transhumanism and have decided against attempting to transcend to a state of higher intelligence, due to an early series of accidents/wars that caused a bunch of small gravitational singularities on Earth, devastating the planet. The religion itself isn't unified - all of the original religions exist separately within this empire, and there is still internal friction, but the People of the Book found they had more in common with each other than with the other semi-transcendentalists who start modifying their bodies and uploading their consciousness into digital realms and things like that. It's ruled by a council which includes religious leaders of all the various sects, including the Pope, Protestant representatives, the Caliph, Jewish representatives, etc. It's a contrivance, but I like the kind of drama it creates in the setting.
Here's an alternate version. I think I like this one more, but not sure.
>>44772511 Yeah that's true, the moon is a bit fat in the left one. Although I noticed that the right one made me think of pic related a bit, which is interesting but I'm not sure if it's good. I'll try with the thin moon above.
>>44772489 Actually, it was a joke. Religions and religious outlooks change and the notion of the three religions finding a way of coexistence - especially if united against a common enemy is not nearly as far fetched as I implied. It's actually an interesting subject matter: given how DRASTICALLY has Islam changed over the course of last few hundred years, speculating of how it can change to the future can be fun experiment. Similar with Christianity, though I'm not sure Judaism is particularly flexible.
I like the one the right a lot more, by the way. It's more balanced. The only small issue is that is that it makes the Star of David less evident, because it's easy to mistake the David's star for the five-pointed star in the Islam's symbolics. In fact, in general, the right could be easily mistaken for future Islam logo, with the christian and judaic iconography less evident.
>>44772613 Ah ok, I wasn't sure if you were just making a joke or being cynical, but I definitely agree. I find it an interesting thing to think about in a worldbuilding context.
You points about the second flag are well taken. I hadn't really considered that it makes certain elements less evident but I think you are spot on about that. I'll be working on this for a while so I'll probably continue to post variations of this and other flags for the setting.
>>44772793 Iteration is always the core of any GOOD world building process. And I have several graphic designers in my family, so I'm kinda trained to scrutinize any form of logo, or typography or any graphical design for details and messages.
As for the religious thing: go for it. I've always liked the idea that religion becomes equally, if not more prominent in future worlds and I really enjoy worldbuilding that acknowledges that.
Just for my curiosity, are you by any chance the guy who proposed the Krunnel and Akon drives FTL theories?
>>44770536 Could have glass or iron. I know some of the norse used corpse ash as the coal to make steel. >>44771047 peninsulas tend to look rather phallic. You're right though, in later maps I included the lands to the right so it looks a little less like a dick and balls.
Did some more variations. I think I like 7 and 8 (from the left) the best, but I might have to tweak it a bit.
>>44772958 I think I might have missed that - I remember we talked about the size of the crest explosion, but I don't remember what your recommendation was. But I'd definitely be interested to hear it.
>>44774311 Visually, I like 6th and 9th from the left the most, but the Christian part of the iconography is almost entirely lost there. So for pragmatic reasons I'd chose 5th or 7th. As for color scheme, I think all of those can be used, but I'm not sure about the outlined ones.
With Crests, I meant Crest of the Stars (Sekai no Senki), the book/anime series. At least I think I've recommended those.
>>44771652 Any argument about a mountain range name being stupid will be invalid until there is no long a major mountain range called the rocky mountains. "These mountains sure has a lot of... rocks. What should we name it?" "The rocky fucking mountains." "Brilliant."
>>44775136 The argument was not about it being stupid. It was about it being cliché - that is that it has been used, multiple times (to my knowledge "Spine Mountains" or a variation of it are used in Wheel of Time, Forgotten Realms, Eragon, plus variations "usually "Serpent/dragon/some other sinister animal) Spine is featured in EverQuest, Dragon Realm and no doubt countless many other works of fiction.
The argument was that using it immediately gives a negative impression of the world simply because it's considered cliché or uninspired.
>>44753618 Not sure if it's the kind of twist that you're looking for, but the robots in my Sci-Fi setting are actually the descendants of humanity. They've even co-opted the word humanity and the entire fucking Earth, much to the chagrin of the last humans that are just being woken up from cold-storage.
The Age of Chaos has almost come to an end, and the world has finally begun to stabilize after a particularly nasty unplanned chain of events. It wasn't the result of any one faction or entity, but rather a whole myriad of them trying to exploit the openings left by the others or respond to their actions.
Most of the immortal or long-lived races have either died or been changed beyond recognition, and the same goes for most of the older civilizations and religions. Old gods have fallen and new ones have risen to take their place, and some of the most powerful gods of the modern era used to be quite minor. As such, hardly anyone has accurate records of how things were before, and those who do often have reason to hide or edit that history.
One such God, often referred to as the Chaos Serpent, is perhaps one of the primary success stories of the Age of Chaos, and is often falsely accused of starting it due to that success. While he's happy to take credit for everything, the truth of the matter is that he pretty much just got lucky. He used to just be some minor deity of a savage race, one whose worship was even forbidden, who was actually defeated early on during the Age of Chaos. However, he managed to rebound when he was called upon to aid in battle against another dark god, and had the opportunity to devour its heart.
Since then, the Chaos Serpent has constructed a new empire and pantheon, with himself at its head, and has used his newfound power to swallow the sun god. Fortunately, he's chilled out a bit since then and has been resting as he digests it all, and is actually one of the primary forces that maintain the order of the new world.
>>44775882 I would. And I can tell you precisely what I would need from one. I've tried just about every possible software for this purpose and I haven't been satisfied with any of it, including RealWorks.
So, the thing I would need (and I think I'm not alone on this is) seemingly simple, though the fact that it does not exist tells me that it's actually probably super hard) is combination of an easy-to-edit wiki like entry hierarchy combined with editor that allows me to draw polygonal shape overlays over an image, then have those link to an entry that can contain both text and image structures, and allows to link to other entries.
Also, a general folder organization where you can create categories and quick reference markers (ala RealmWorks) would not go amis, but that is some advanced and non-essential stuff.
What I would really, really need is basically the ability to create something that looks like pic related, where the red polygons have been created within the program (or exported in, but I suspect that would be actually even harder to make), can be highlighted when you hover over them, and when you click on them, an entry or even an entry tree is displayed, containing text, images, links to other entries, and possibly hyperlinks too.
That is my dream world-building program. And if it works well and is reasonably intuitive to use, I'm actually willing to pay for it a considerable amount.
>>44776006 >One such God, often referred to as the Chaos Serpent, is perhaps one of the primary success stories of the Age of Chaos, and is often falsely accused of starting it due to that success. While he's happy to take credit for everything, the truth of the matter is that he pretty much just got lucky. He used to just be some minor deity of a savage race, one whose worship was even forbidden, who was actually defeated early on during the Age of Chaos. However, he managed to rebound when he was called upon to aid in battle against another dark god, and had the opportunity to devour its heart. Sounds like an article in a business magazine.
>>44776861 Unless something changed really recently, Scrivener was unpiratable to the best of my knowledge. RealWorks are another option, it's specifically designed for GM purposes. That said, I'm not exactly happy with it: a lot of effort invested in sharing materials between GM and players, down to things like fog of war for maps, access priviledges to entries etc... but the mapping tools are downright awful (you can add pins - that serve as links to data entries, that is literally it) and the U.I. is a bit of a clusterfuck.
>>44775882 >>44776575 I like this a lot. I'd definitely get a lot of use out of a dedicated worldbuilding application.
I would add these to the requested features:
1. A timeline scrollbar (possibly beneath the map) that lets you scroll through the timeline, which those polygonal map highlight boxes could be linked to, so they would appear at a given start date and disappear at a given end date. So you could use them for kingdoms that rise and fall, or even for long regional wars and such, and get an overall sense of how the world progress through time interactively. You could even just set it to auto-increment and watch the world play out in an animated fashion.
2. A dedicated timeline visualization screen, tied to the timeline scrolling, but separate from the map, that let you see the lifetimes of living characters and would have events be highlighted in little text boxes or something. The characters lives would appear as bars above or below the timeline bar. Hard to explain but I could do a mockup if it's unclear.
>>44777207 >>44777180 i have two downloads of it, 1.02 and 1.71. i might have gotten 1.02 from tpb, but I don't know where I got 1.71 from. what.cd has a few different versions of it, but it's not in my history so I didn't get it from there. there's a couple of torrents of 1.71 that I can't really vouch for if you want to try your luck if you search for it.
i didn't know there was a 2.0 version of scrivener out, i'm gonna have to look into this.
Oh hey, I was hoping for one of these threads so I wouldn't have to make a whole new thread just for my question.
Okay, so, I have this setting I've been working on. I don't want to go into full detail cause I'd be here a while if I did, so here's a tl;dr:
Basically, it's our Earth timeline up until the 70's, when an alien race makes contact with us after showing up in our solar system. They are seemingly peaceful, but small in numbers - they came in just one large ship. After the initial troubles of trying to understand one another, they make their intentions clear: They are being hunted. By a race of AI programs that acts in a hivemind, and absorbs other races for their knowledge and technology. Hence they are called the "Subjugators". This alien race's civilization was infiltrated by these Subjugators, and when they figured out it was too late. Their society was taken over from within, and the dissenters were assimilated or killed.
A small group of survivors from the race's elite fled to one of their ships, and shot themselves off in a random direction in compressed space (one of the means of interstellar travel in this steting, like an Alcubierre drive). After some traveling, they picked up some of our radio signals and headed towards our solar system in hopes of finding help.
They told us this: If we give them our numbers and let them stay, they'd give us the tech necessary to fight back against the Subjugators. Our nations debated on it for a while, but finally agreed. Preparations were made for a decade, and we slowly built up a space-capable fleet of ships and mechs (yep, this is what the setting is for, mech battles. it was the race's specialty). Then finally, the Subjugators invaded.
>>44778253 Fighting went on for decades, with some serious losses on Humanity's side but we were steadfast. We were also lucky in that this wasn't the Subjugator's full military force; they were locked in a war with another alliance of alien races elsewhere in the galaxy. Basically, we looked like an easy target and the Subjies sent some fleets our way in an attempt to subjugate us and the rest of our new friends. With the help of the development of several super-mecha and other better ships, we finally defeated them around 2009, and they pulled their forces out of the system to continue their war efforts elsewhere. Now my question isn't about building on the war itself; I have that pretty much covered. What I'm more interested in is how life and society on Earth would differ today, if these events preceded it instead of our normal timeline. I like to think Earth was pretty isolated from the fighting, because most of the attacks on Earth happened in the first decade of the war before we had our full defense systems in place and pushed them back to the outer planets. Of course, several colonies were made on planets and asteroids to move humanity into space and help with the war effort, so they'd be in brunt of the war. But what about Earth?
I like to imagine a lot of the tech we got from the aliens didn't start getting trickled down for civilian use until much later, as we were more focused on military production and protecting ourselves from extinction. So I imagine a lot of the same technologies we have now were devoloped independently as usual. But after the war, they finally started applying these technologies in other fields as well, but it's going to be slow to fully integrate. I imagine the colonists have more experience with the high tech, considering they live in high tech colonies.
What other differences would there be in modern society in a situation like this? Where people had to stop fighting eachother and team up to ensure humanity's survival as a whole, with the formation of a United Nations Space Force military government spearheading the efforts. They're far from total world peace and uniting all the countries under one banner, but the UNSF has a lot of power in global politics now.
>>44778514 Yep. Both the Alcubierre drive (which takes longer) and the means to create Einstein-Rosen bridges for faster deployments. Both of these, especially the latter, require a lot of energy. The energy source most used for it is a sort of unobtanium material that is rarely found in the universe, that is high-energy (it's formed from dark matter) and has space-bending properties.
How does an incredibly xenophobic race of humans and/or humanoids survive and thrive at the top of a mountain where a fortress is built?
The country I'm trying to create doesn't deal in any way shape or form with other countries or travelers. They built a giant fortress a top a mountain and mine for their own materials. But the more I got thinking about it the more I started thinking about how they get food and water, so I'm coming here to ask how I should run with this issue. Should I have them farming? Is it even possible to farm that high up? Should rain water be collected or maybe ice boiled to create water?
>>44776607 Well, the intent was to make it sound a bit unglamorous. As I said, the Age of Chaos was mostly just a clusterfuck and no one really knew what was going on. It was the sort of thing where intricate plots for world domination interfered with all the other intricate plots for world domination.
The world has only finally sort of stabilized because the current dominant powers have gotten sick of that shit and aren't so interested in allowing it to go on for any longer. The current crop of gods are more interested in solidifying their powerbase than in expanding further. They still have certain conflicts with one another, but they try to keep it toned down.
Because of this, the majority of people are able to live fairly normal and even pleasant lives and usually don't even regard their gods as evil. From their perspective, their gods protect them from outside threats, maintain the peace, and ensure their prosperity. They aren't even all that aggressive in the current era, though this relatively benign behavior is very much born out of pragmatism.
god damn i really need a few people to bounce ideas off of at all times, but i'm hesitant to share it here because when i finally do release my setting to the world there won't be much mystery and wonder to it if i'm sharing it constantly
For example, I had an idea for a nation that was in the midst of a coup by a religious zealot faction. The leader of which wanted to relocate the capital across the sea to the "mainland" where the other nations are, because of a religiously significant volcano that he's convinced will bend to his will and not erupt.
That was the root idea, and both geography and nations arose from there.
What do you think of my map, /tg/? I posted an earlier version in one of these threads and got a bunch of helpful advice, and now I feel pretty happy about it. At the same time, it sort of feels like there's too many shitty mountains, but I'm feeling a bit too lazy to go and painstakingly manicure the height map.
>>44792048 Yes, there's many features like that. But note that those names come from foreign languages from antiquity, not modern English equivalents.
Furthermore, many of them are retronyms. Mediterranean may be Latin for middle sea, but the Greeks called it some word I won't attempt to spell meaning, late Romans called it Mare Nostrum (Our Sea), the Carthagians called it the Syrian Sea, and various other groups called it the Great Sea, The Hinder Sea, Bahr-i-Sefid (Pure White Sea), and a billion other names.
And Romans used to call the Mediterranean Mare Nostrum, or Our Sea. >The term mare nostrum originally was used by Romans to refer to the Tyrrhenian Sea, following their conquest of Sicily, Sardinia and Corsica during the Punic Wars with Carthage. By 30 BC, Roman domination extended from the Iberian Peninsula to Egypt, and mare nostrum began to be used in the context of the whole Mediterranean Sea. Other names were also employed, including Mare Internum ("The Internal Sea"); however, they did not include Mediterraneum Mare, which was a late Latin creation only attested to well after the Fall of Rome.
I'd actually like to pick a rule system from a preexisting RPG to complement the setting I've been building.
The setting has seven different playable races, spans a whole continent. All the peoples of all races have access to a basic magic system of manipulating light, heat, and force. On top of that, each race has its own unique magic system, and enchanting stuff is kind of a big deal.
Power level wise, it's pretty grounded. The magic can accomplish a lot, but there are no demigods or, well, actual gods tromping about.
So, anyone know of any systems that can handle many different magic systems, distinct races, but keep it low-mid power level? Preferably something on the rules lighter side of things.
Here's a picture of my world's cosmology, just to feel like I'm shitting up the thread less.
>>44792087 For monsters I usually mix stock animal noises (I try to stick away from the first five to ten seconds because everyone uses those), but if I can't find the right sound I'll record myself screeching and pitch that up or down.
I got lazy with this one and took one of the screams from The Thing and mixed it with a bear and a screaming frog.
It's a lot of pitch shifting, speed changing, and bass/treble amplifying/reducing.
>>44791748 >>44792111 My line of reasoning is that the name came about as a form of political compromise, since all the different cultures who live in the vicinity of that sea have different names for it with different implications, with the displayed name being the neutral version used by the former superpower. Does that make any sense?
>>44791986 Thanks. I'm still not exactly sure what the problem is there, but I figure nobody's gonna notice anyway.
>>44792442 6 people, 5 of them cover themselves in turpentine or some other flammable substance and stand next to a stone wall. The 6th person throws a rock horizontally against the wall so it skids over the other 5 in a rainbow shape. If it sparks one of them should light on fire.
>>44792279 >Thanks. I'm still not exactly sure what the problem is there, but I figure nobody's gonna notice anyway. The problem is that the "fjords" are too wide and too straight forward. Take a gander at pic related - that is how real fjords look... It's a purely aesthetical thing, but I personally always found drawing fjords to be a lot of fun, and something you can sunk hours into to make it look good if you need to kill time and forget about everything.
>>44792027 >Daily reminder that most regions should have differing names for the same geological bodies. Technically speaking, you should have different names for everything. I do work with the plurality a lot in my settings, almost every place has several names, plus I deliberately do what everybody will tell not to do: have the same names for different things and generally overlapping terminologies from time to time. But when it comes to general terminology, I tend to streamline it. I have some basic justifications: most of the geological terminology is rooted in conventions established by nomadic tribes that first explored the land, the English names are "generic translations" etc...
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