[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/tg/ - Traditional Games



Thread archived.
You cannot reply anymore.



File: thinkofacity.jpg (1.08 MB, 640x981)
1.08 MB
1.08 MB JPG
previous thread: >>59031968

On designing cultures:
http://www.frathwiki.com/Dr._Zahir%27s_Ethnographical_Questionnaire

Mapmaking tutorials:
http://www.cartographersguild.com/forumdisplay.php?f=48
www.inkarnate.com

Random Magic Resources/Possible Inspiration:
http://www.darkshire.net/jhkim/rpg/magic/antiscience.html
http://www.buddhas-online.com/mudras.html
http://sacred-texts.com/index.htm
https://mega.nz/#F!AE5yjIqB!y7Vdxdb5pbNsi2O3zyq9KQ

Conlanging:
http://www.zompist.com/resources/

Sci-fi related links:
http://futurewarstories.blogspot.ca/
http://www.projectrho.com/public_html/rocket/
http://military-sf.com/

Fantasy world tools:
http://fantasynamegenerators.com/
http://donjon.bin.sh/
https://watabou.itch.io/medieval-fantasy-city-generator

Historical diaries:
http://www.eyewitnesstohistory.com/index.html

A collection of worldbuilding resources:
http://kennethjorgensen.com/worldbuilding/resources

List of books for historians:
https://www.reddit.com/r/AskHistorians/wiki/books/

Compilation of medieval bestiaries:
http://bestiary.ca/

Middle ages worldbuilding tools:
http://www222.pair.com/sjohn/blueroom/demog.htm
http://qzil.com/kingdom/
http://www.lucidphoenix.com/dnd/demo/kingdom.asp
http://www.mathemagician.net/Town.html

How long it took to travel between places in Ancient Rome:
http://orbis.stanford.edu/

Thread Question:
>Do you have a place in your world where most of the civilized inhabitants are welcome? A market? A city? A whole country? Or do most of the races stick to their home land?
Be gentle this is my first time
>>
Are there any tools like inkarnate that allow for hyperlinking maps? I know there's fractal mapper but I can't find anything else.

>>59109210
Yes and no, most on the continent are allowed almost anywhere but tensions can be high with some and races from outside the continent are generally considered hostile.
>>
>>59102133
I feel like a core difference between superheroes and wizards is that superheroes have one "power" (or a small set of powers), while the idea behind wizards is that the tools they have at their disposal are extremely varied and in-lore, potentially limitless.
>>
tl;dr at bottom sorry

It's my belief that while 99.9% of worldbuilders will never complete a fully functional conlang as part of the development of the world, linguistic aesthetics are still critical to multicultural worlds.

Warcraft universe is a great example of this--if you discover a new city named "Gol Budan" you instinctively know it's probably Dwarf or something, if you see something named "Lok Mogar" it probably has to do with Orcs.

>Do you keep a basic list of defining linguistic aesthetic characteristics for each of your societies?

An easy way to do this, probably considered brainlet-tier by people here (despite most of them using it) is just to copy real world languages and fuck with the words--i.e. the Dwarves in your setting might all come from places like Schwarztein but your Elves might hail des Champs-Blancs de l'Aube.

This is a really retarded run-on post but I really enjoy this and I'm in a good mood sorry

>What other methods do you use to establish linguistic aesthetics? Certain syllables or certain rules for creating multi syllabic words?

With regards to above, some great resources are
>http://akana.conlang.org/tools/awkwords/
(basic)
>http://www.zompist.com/gen.html
(more frills)

TL;DR
>despite not having a conlang do you maintain linguistic aesthetics and, if so, how do you do so

:-)
>>
I've been working on a setting for a while, and I'm trying to make it resemble cold war era politics. Proxie wars, espionage, the whole bit. The three core races Elves, Dwarves, and Humans all stood together to defeat a BBEG and his army. Now that is done relationships have grown cold and infighting has started etc.

I want to play this relatively straight, but now all I can think of is super campy. Like Humans being dropped off by the dragon load in some heavily jungled area, griffins flying overhead dropping agent orange...I mean dragon fire on the jungle, as the sky suddenly lights up with arrows from Elven trained and armed halflings popping up from their extensive tunnel networks and spider holes.
>>
How long would it take for recovery from something like WW2? I'm not talking full recovery but just enough that those in major cities are back to things seeming like life at normal so like London or Paris but not smaller affected areas.
>>
>>59111185
10 years to mostly recover. London was "back to normal" about 5 years later.
>>
>>59111008
Long posts are par for the course in /wbg/. Your post is actually pretty short, but looks longer because of the pointless over-usage of big paragraph breaks. It'd be even shorter if you cut out all of the comments about how long your comment is, and made the post itself more concise.

As for liguistic aesthetics, it's only something I've recently started considering for my world (I'm still trapped within the infinitely-long phase of early brainstorming), but I definitely agree that it's very important. Despite Warcraft often being treated as the punching bag of worldbuilding and storywriting, you're definitely right in that it does a great job of exemplifying the strengths of aesthetic linguistics in practice.
Conlanging in general is hard to break into because it does at least require a cursory study of how language work and what goes into the construction of languages - even if that "study" is just reading a few wikipedia pages relevant to the subject. I find a happy middle ground between "ripping off real world languages wholesale" and "actually making a fully unique conlang" is to look at what rules and guidelines a real-world language follows, and then use those guidelines to create your own words.
For example, I wanted the language aesthetic of arabic to use for my desert nomad culture, so I looked at this https://en.wikipedia.org/wiki/Arabic_phonology and constructed my own words following the structure of the language's phonology, to create the same aesthetic without just turning to google translate every time I wanted to name a city.
Those seem like good resources, though. I see zompist is already in the OP, but hopefully the next thread can add the akana link to the conlanging section of the OP.
>>
So how important are gods in your setting? I find they give me a good starting point for nations and such but I'm unsure how deep I want to go down the cosmology rabbit hole
>>
>>59111314
Cool, thanks. Also how many major countries cities would you expect on a continent the size of Europe that had unified into one larger group like the US or EU? I was thinking four or five (humans, elves, dwarves, gnomes, and maybe a conglomerate of more wild races) major initial nations and two or three current major cities.
>>
>>59101996
>>59102096
I'm working on a superhero setting that diverges from our own timeline in the 15th century. 1 in 100,000 people manifest superpowers but because they're not hereditary, and because some powers are vastly more powerful than others, it becomes extremely hard to hold stable power structures together.

Since the superpowers break the laws of physics, scientific progress is somewhat retarded as people spend a lot of time and energy trying to optimise their usage of superpowers that will disappear when their owner dies, or pursuing erroneous theories based on what they saw a superhero doing. A lot of superstitions are validated, even if not related to a specific superpower.

Debates in the Islamic world over whether or not it is possible to make scientific predictions in a world where everything happens by God's will alone are given a new dimension, and eventually pragmatism forces a divide between Natural Philosophy and Miraculous Philosophy. Helpfully a reliable mechanism for detecting superheroes is discovered, and it also shows whether or not a superpower is being used in the surrounding area. It's not very precise (certain gemstones will glow if a superhero or superhero induced effect is within a few dozen feet) but it does stop witch hunts and superstition from running totally amok.

Some sort of detection is necessary if you have any breadth to your superpowers I think, otherwise people have too many good reasons to be completely paranoid. This is obviously more true the less advanced the society, but even today undetectable telepathy would be a problem.

Lots of people believe in dragons and other monsters, in part because a handful of superheroes who are able to summon members of extinct species. So I've been considering the benefits of domesticating Utahraptors and other dromaeosaurs for North American natives. I'm unsure if they would adapt to our environment well even if they were pack hunters which is definitely debatable.
>>
>>59112759
>>59102096
Sorry I rambled a bit. My main thoughts for putting superheroes in a medieval setting are this:

1. There must be some form of detection otherwise people will go mad from paranoia. At the very least, you need to be able to determine that a given person doesn't have superpowers

2. The purpose of superpowers is creativity and escapism so there should be considerable breadth to what they are capable of doing. This reinforces the first point though.

3. Superheroes can more easily warp less powerful societies, so any premodern society is going to something of a playground for even low powered ("street level") superheroes. You don't have to be a completely unrelatable cosmic entity that is immune to nuclear weapons just to cut loose and do what you want: pretty much anyone faster than a horse can't be made to do anything they don't want to. This also lets PCs stand pretty much above all the constrictions of race/class/gender: nobody in 15th century England cares that Sir Robert Drake was born to a commoner and loves to such cock because he is more valuable than an army.

4. People are still going to understand superpowers in terms they are familiar with even if they break all the normal rules. Even if you want superpowers to be something completely separate from magic or science, people living in the world are going to understand it as part of their broader explanation of how things work.
>>
File: revlan.png (4 KB, 304x162)
4 KB
4 KB PNG
Thoughts on this map? Basic premise is that Revlan (the area in question) got hit by a "meteor," and this is the result. There's lots of devastation outside the area of the core strike, that's just where the area was depressed low enough to start filling with water.
>>
>>59113539
how big is it in terms of scale? size of britain, us, russia, etc?
>>
>>59113539
What scale are we talking about, because a meteor of that size could be an extinction-level event depending on how large the landmass is. At the very least, it definitely wiped the landmass itself clean of all life for a while, nevermind how long it would take for rainwater to fill the impact crater into a lake.
I'd also get rid of the island in the center of the crater, especially if it's supposed to be the meteor itself. A meteor of that size would shatter itself into dust on impact, not remain as a single object.
>>
File: 1522369067456.jpg (4.5 MB, 6400x4800)
4.5 MB
4.5 MB JPG
Gonna drop this map here since I think it's nice. Saved it from some other thread.
>>
>>59113670
Bigger than Russia - roughly USSR size.

>>59113753
I know that an actual meteor strike large enough to leave a mark visible on a map would just annihilate all life on the planet instantaneously.

My current thought is that it was sort-of a cobbled-together colony ship (bioroids on a chunk of a planetoid disassembling and reassembling bits to create rockets and such), so it could decelerate as it descended, but still was huge and left a big mark as it came down. I want a big impact crater where gross Shoggoth-esque aliens crawled out of and into the Fallout Wasteland, not the scientifically accurate but boring "and then everything died so this all happened hundreds of millions of years ago," so, to me, plausibility is more the route of "here's how it might happen" than "here's what would probably happen."
>>
>>59113939
When I first zoomed in I thought the settlements were named as "rice," "corn," and whatnot. I like the idea of labelling resource locations but I wish it did a better job of distinguishing resource labels from other labels.
Regardless, neat indeed.
I'm a fan of massive, autism-overdosage maps.
>maximum file size is 8MB
Oh, poo.
https://www.cartographersguild.com/attachment.php?attachmentid=98640&d=1503031781
Not mine of course.
>>
>>59114495
>https://www.cartographersguild.com/attachment.php?attachmentid=98640&d=1503031781
respectable.
>>
>>59113088
Superpowers as ~magic~ powers is a good concept. One of my ideas for magic is 20th century scifi style telekinesis and magnetic field manipulation, but without (pseudo)scientific terminology to describe it, it's sorcery.
The other idea I have is "spells" as just rituals/chants/prayers/songs to try and get the attention of "god" entities which are more like orion's arm Archai than anything, and hope they bother to manipulate reality on your behalf.
>>
>>59109210
The imperial capital. Because of its location, it has been accessible to nearly all other peoples, creating a melting pot of a mongrel people. It's a humans only world.

>>59111008
I just use real world languages, but study their make-up to understand what are recurring sounds they make.
>>
>>59109563
Yeah, but like, Superman. Hell, Batman, Flash, Green Lantern.
>>
The League ports have always been open places for any manner of trade to occur, but it was with independence that they came to be the center of the galactic economy. Raw materials are brought from the colonial systems out edgewise while finished manufactured goods come in from the Imperial Core. Amidst all this are the shipwrights of Delia, experts at repairs and manufacture. Some 50% of all new commercial vessels are built in a League yard thanks to Delian expertise and Menayosii assembly techniques.
>>
I need some ideas for my setting /tg
In my world every race has done something to fuck everything up one way or another. Dwarves fucked things up do to thier greed & grudges, humans fucked things up do to hubris, but I have nothing for elves, what are some good flaws of elves? My working idea is vanity, they thought they were awesome & deserving of something.
>>
>>59117862
hedonism(think of dark elves from 40k even though i don't like 40k).
rejection of physical world? perhaps their society was so advanced they just became complacent, started meditating, etc, rejected the physical world completely for the spiritual world then it all came crashing down on them
>>
How do you name the "main planet" (equivalent of Earth) for a fantasy setting involving space travel?
>>
>>59117862
I would have pegged elves for hubris, personally.
Meanwhile humans could have over-indulgence, like gluttony or greed. If you're dead-set on humans being hubris, elves could be gluttony or greed. Flavour their overindulges as being a side-effect of their long (possibly immortal depending on your setting) lifespans and overdependance on magic.
>>
>>59117998
>>59118158
Humans thought they could become more powerful by fucking with the way magic worked, instead they weakened it & tainted it forever.
I'm a little sketchy on dwarves so far, but my initial idea is that they destroy a magic gemstone dividing it into separate pieces because thier clans can work together & hate each other too much, & want the gemstone for themselves too much, this also taints the world somehow...
My elves were created by dragons to be thier servants, the elves worship them. My idea is that the elves wanted to be more perfect/were too vain, not sure what the fallout should be, or what caused it, besides maybe working in a dragon's elven concubine being involved (for some reason I like this idea of a dragon's personal slut being indulgent & wanting more) this should also result in the elves splitting into two general groups of exile woodsy elves, & zealot blood sacrificing gothic elves.
>>
>>59118088
Earth is just another name for one of the many "goddess mothers" in germanic paganism. Names are all just made up, look at any of the shitty names we've given to planets. Most are just pop culture references (likes gods)

Take Coruscant for example in Star Wars, after Palpatine took control of the empire he renamed it Imperial Center (because it was the "Center" o the Empire) We name stuff retardedly for very human reasons. One of my favorite examples here in Texas is a city called Bee Cave. Why is it called Bee Cave? Because when they settled it there was a huge cave full of bees.

How does everyone deal with "Size" in their worlds. I'm trying to make it interesting and not just HERE BE DWARVES etc. But a whole planet with the main continent the size of Eurasia is just daunting.
>>
>>59109563
Problem is, without modern (or maybe victorian, like Kerberos Club) trappings it still ends up looking like any other fantasy setting. At least that's what it looked like to my eye whenever there is a superhero comic in a fantasyland. Even Marvel 1602 landed there in my opinion.

Then again, nothing stops you from trying. Maybe it will work for you. Maybe exaggerate common superhero tropes, like garish costumes and secret identities. Maybe make your primary setting a fantasy metropolis, not terribly functionally different from a modern city.
>>
In a fantasy inspired world what sort of races would you want to have access to base in order to play? Humans, elves, dwarves, gnomes, halflings, and planar descended are a given but what else?
>>
>>59119627
>gnomes
>halflings
>given
Anyway, orcs or goblins or a similar race.
>>
>>59119662
I have orcs, though I'm working on what they can do. Didn't think of gobbos though, thanks. Might make them a halfling subrace.
>>
>>59119627
Do you want it to be generic or are you fishing for odd ideas?
If the former, that's about the standard set, maybe add goblins.
If the latter, I personally always fancied the idea of one or two base races that are modified for whatever purposes by each god, giving you more subraces. For example, your base races are humans and horse-sized quadruped reptiles. If one of your gods is Hades with numbers filed off, you'd get Dwarves (underground wealth-obsessed rigidly structured humans) and Iron Drakes (reptiles with literally metallic hides). If another is Freyr, your humans would spawn Elves (beautiful men of the wild) and drakes have a fast herd-minded steppe-dwelling variety
>>
>>59119916
I want to cover the generic fully but I'm always fishing for ideas whenever I mention stuff. Actually I'd be happy to explain more about the world (I've mentioned a bit in this and the last thread) if anybody is interested.
I already have all those, minus the reptiles, and I have way too many potential races for that plus I need more gods. I have two as a tribute to a friend (one needs a name and is a Zyphus expy while the other is a sock obsessed merchant god who shows up in all of his games) and a third unnamed god of magic and knowledge.
>>
>Do you have a place in your world where most of the civilized inhabitants are welcome? A market? A city? A whole country? Or do most of the races stick to their home land?
I just went down a rabbit hole trying to find a text file which is filled with the only universally welcoming location in the conglomerate of my settings. Basically it is your weird market. And it covers whatever time, places, etc. that seems like it might be as such. But the way folks find their way to it changes or varies due to whatever reasons. Some people do not mean to be there, but they are still welcome. There is no real monetary exchange. It's not that kind of market.
>>
>>59119616
>garish costumes and alter egos

Make more sense in an early modern or pre modern world. Particularly if there aren't ruthlessly effective firearms, battle gear for super humans can be quite over the top and fancy. Fire fighters and law enforcers actually need the help as well, whereas in modern settings you have to sort of work around the narrative limitations of a bureaucratic society with plenty of effective self-defense mechanisms.

If what differentiates magic from superheroics is the inability to easily repeat its results or understand it's mechanics, it makes sense that in a pre modern setting superheroes would be keen to take on identities related to pre established mythology and pop culture so as to frame their deeds in a positive lightfor a wary population. Your not just "some guy whose skin is impossible to cut and possibly a witch" you are Son of Galahad or something.

Secret identities are far more feasible in a world without photography. More useful too since you might well want to cover up your common origins as well as the usual reason of protecting your family.

The Scarlet Pimpernel and Robin Hood are both basically superheroes no?
>>
Any suggestions for what sort of abilities an orc, halfling, or goblin should have?
>>
I'm making a world that's comprised only of beast races, and ideally they produce a fully realized fantasy setting in their own right. Thus far I haven't nailed down specifics of which animals they are (might wind up blending characteristics, depending on how I take it), but my notes are:
* "Predatorfolk." Tigers, wolves, bears, something along this line. Warriors and hunters, tend to be tribal as a rule.
* "Verminfolk." Rats would be the classic example. Stealth, deceit, not being well liked.
* "Snakefolk." Physically the most dangerous race, very large in terms of mass. Scene as evil conquerors and tyrants, for the most part.
* "Birdfolk." Physically the least dangerous race, flighty, capable of getting away very easily, tends to be at a step removed from other races. Likes mountains and such, for example.
* "Bugfolk." Beetles, ants, wasps. Very strong social bonds, very law and order types, build the greatest civilizations. Often conquered by snakefolk, though.

Am I missing anything important?
>>
Is it more interesting to have Orcs be cave dwelling underground simians, full on chimp/ape look with greenish undertones? Cause I have no place in my setting for roving warbands of greenskined humans with tusks.
>>
>>59120912
>Is it more interesting to have Orcs be cave dwelling underground simians, full on chimp/ape look with greenish undertones?
Look at the Moria scenes in LotR movies, that's really what you're describing
>>
>>59120754
What sort of mechanics do you have that you can play off? What kind of abilities your other races have?
>>
>>59121314
Pretty much anything, using mutants and masterminds as a base system. So far I've mostly adapted D&D/pathfinder things for the races so dwarves are hardy, duergar are the same with some innate magic, elves are long lived and don't really sleep (wild elves are good with animals, high are skilled at a specific thing, drow have innate magic), and gnomes like tech and it likes them then I have less common things like changelings (with powers based on their inhumane mother), dopplegangers who can become anything of equal mass, various merfolk including the race who tried to take over the continent, "good" and "evil" races, planar descended races, and a totally unstated tech race. They all have the sort of abilities that you would expect from innate powers to darkvision to stat changes and even effective immortality.
>>
Thoughts on this generic gray apocalypse setting?
>>
So I'm running a setting that has some powerful alien creatures that operate on its edges or just outside of reality.

Right now the players are looking for a way to get home (they are regular people who were stuck elsewhere, Princess of Mars Style). The portal they've heard of is actually a connection to the realm of one of these entities who has so far been shown to be a huge dick when it comes to humans - for example, a group of leaders of a city asked him for the secrets of immortality, and he turned them into mindless monsters that need to feed on other humans to remain immortal.

So I'm trying to think of a way to fuck with the players that isn't a total "game over", so I think I need more help developing the goals of this entity. I was thinking what would be a fun trope to pull out is that he does send the players home... but its all an illusion he's made, and then they start to notice stuff is wrong or off.

But I'm trying to think what his payoff here is. Just being an asshole is fine but its sort of needlessly elaborate just for that. What do you think is a good motivation for such a creature? Trying to learn about humans? Learning where the players came from so he can invade? Somehow feeding off of human thoughts or desires?

Just kind of stuck on developing a really alien entity.
>>
>>59122107
It is incapable of understanding human values so it doesn't understand why you would care that you're in an illusion rather than the real world.
>>
>>59122140

A good possibility. I was hoping for a bit more of a threat - but I suppose if they figure it out, being trapped could be a threat.

Maybe its starts playing with the variables just to see what happens.
>>
>>59121566
Halflings - hard to spot (might make it a passive mental effect)
Orcs - Tough and ragey
Goblins - there's always more of them (built-in Minions power)
>>
I have a bunch of space mercenary/pirate outfits, so far I have:
- Rusty Blades (no particular strong points, the "rust" part comes from the color of their armor)
- Void Howlers (very big on protection racket, don't have planetary home bases)
- Army of the Dead (not actually dead, just with a heavy skull and bones theme. Pirates and scavengers)
- Dragons' Nest (Almost entirely made of reptilian aliens. More like "Dragons" really, the Nest is the region of space they control, they're trying to be a proper government)

Any other ideas or just cool names?
>>
>>59122574
I like the halfling stealth idea, pretty much make them natural rogues. I may actually make them have the ability to conceal themselves from normal sight or the ability to conceal themselves from all senses as long as they remain silent and motionless.
I was actually thinking of making orcs more along the lines of honorable savages, still tough and seemingly ragey but more that once they get into a true battle they can start channeling ancestral spirits to enhance their abilities. The rage myth would come from them losing touch with the material plane in that state. Of course their sense of honor (challenging for position and things, deeds not words, etc) doesn't help.
I'm not a huge fan of giving racial minions, I was actually thinking more along the lines of making them similar to gnomes (who are tinker gnomes) but more focused on explosions, pretty much a race of crazed, pyromaniac tinkerers. They'd definitely live in hives normally and most would be effectively feral. Guess I could make two subraces (city goblin and country goblin) with one being destructive gnomes and the other having some degree of minion shit.
>>
>>59111008

I agree on linguistic aesthetics. My recommendation as I have pitched before is to steal from dead languages (Excluding latin) or borrow from dead/living languages and tweak. Think of:
>definite article - Bel, Al, El, Le/La/Les, De, Du.
And try to use a diff one. As he said, Gol or Lok

>common suffixes
-stan, -ville, -ais, iyya,

>Common prefixes
I can't think of any.

I cheat and use dead languages or tweaked dead languages. So:

>Harbanu (Bedouin) use Akkadian where available and augmented by Jewish and Arabic. Tribal names in plural end in -u: Ekkur are Ekkuru, Nabshan are Nabshanu, the words coming from Akkadian usually with me omitting the u in singular since Akkadian really loves its -u.

With Veda-style India I pilfered through Sanskrit, with very slight editing while avoiding letting my natural biases come in or god forbid fantasy-bullshit of ' and convoluded too many vowels. If it has a lot of vowels, it's because Sanskrit did. So kingdoms in Maharasham include Gunjita, Rakhava, Jvaydha, Ayask, Rohayat, Kunjarah, Varunah, Dhvasya, Sahaya, Labakka.

I have to admit I did go cheap and sometimes just carbon copy a word. af-drausjan is 'to cast down' in gothic, and I liked Drausja. -ja becoming like -stan or -anni- for my Germans - Ufhausja, Drausja, Fahrja, but also Reiksdar, Beothrun, Waldrufn, as too many of the same ending and it's "Try and remember Central Asia". Or Raoxshan from a Iranic dialect of Roxanne. Harbanu is Akkadian for desert dweller and was perfect for me to replace bedouin. Yet Dhvasya is a verb variation on dhvans/dhvas or scatter.
>>
>>59111008
I often use Markov Word Generator ( http://max.marrone.nyc/Markov-Word-Generator/ ) to make a language that feels good, especially if it's supposed to be distinct or alien. Take a collection of words from any source - I recently used the Pokethulhu Generator and a list of Biblical Hebrew names - and stuff them into the box at the bottom, set the word length to 18, and pick out a section that you like and looks good. Edit and fine tune the results to taste.
>>
File: 1455656296758.gif (2.15 MB, 619x350)
2.15 MB
2.15 MB GIF
>>59122805
Also bit the bullet with wholesale name borrows because too much tweaking and your natural bias to names that sound nice come through. Another point with nomenclature is to avoid too many homonyms or common endings. This is the Central Asia syndrome. Thus don't have the same ending for a culture beyond 2-3 and have those 2-3 have very distinct naming.

>>59120847
You're missing preyfolk. Cervines like Deer, bovines like cow and oxen, perhaps prairie dogs and other herbivore or largely herbivore-but-omnivore animals who are prey for predators.

>>59122844
>Put in Akkadian rulers: Bel Matati Damkina Babbar Azimua Ashna Ashgirbabbar Igalimma Imdugud Gugal Gula Gilman Galla
>Get literal barbar
>literally

Your word is: Rbabbabbabbar

That's actually really cool though with proper entering a full list of names not just that short bit I think it'd come out with some great ones. So thank you.
>>
>>59122768
>Orcs
So that double form power (Boost I think) that gives strength, toughness and maybe regen

>Gobbos
Good idea with two types.
Think of their "minions" as just that they travel in family clusters and also breed rather rapidly
>>
>>59123009
Yeah I was thinking an activated array giving that and instead of regen impervious toughness limited to attacks as well as immunity to social.
That's exactly what it would be and I'd actively steer players away from feral goblins unless they wanted to be an exile and give up the subtype (I'd give an equal bonus based on the reason for exile).
Also it's almost 4AM and I have class at noon, if anybody has ideas or questions about my world (decopunk fantasy BTW) I'll answer when I wake up.
>>
>>59109210
>Do you have a place in your world where most of the civilized inhabitants are welcome? A market? A city? A whole country?

>Or do most of the races stick to their home land?
Pretty much. World is large, dangerous and untamed place. There are plenty of places that this or that race/nation has never reached - including humans.
That said, some of the great port cities are very metropolitan and as such even orcs wouldn't seem out of place there
>>
>>59111008
>despite not having a conlang do you maintain linguistic aesthetics and, if so, how do you do so
well, I'm still making full set of conlangs for my setting, though I'm pretty sure I'll never complete them - then again, I don't think I will ever complete my setting either, as I enjoy the process not the result

that said, for Dwarf language at least I made a list of syllables and word parts that their language is exclusively made up of, kinda like japanese. Lionfolk language on the other hand will have exclusively growling and hissing sounds, including some not pronounceable by humans.
>>
I try to avoid "real life languages are approximate equivalents of languages spoken in the world" and make conlangs for most things. However, I've ran into a problem.

While I can call a ruler of the Empire Emperor and ruler of a kingdom a King - instead of using translations of those words into conlangs - what about not really English words? Can I say that not!Slav country is ruled by Voivoda or not!Viking country by Konung, or I should be using respective conlang words?
>>
The War Goddess, or Yamar, is the foremost god and the queen of the Hisitum Yai [the pantheon]. She is the goddess of war, animals, revolution, and chaos, and represents the capacity of violence to change the world. She is an ambiguous figure, typically invoked only in times of great turmoil, which suits her desires.

Yamar rarely calls upon her powers to aid her chosen side, but she is never subtle when she does: histories tell of battles ended by a flock of birds descending upon one side's lines, or by rats bursting forth in the hundreds from the corpse of a single dead horse, ripping into and consuming rations. Superstitious soldiers are always wary of masses of animals as a consequence.

It is said that a priest of Yamar is kissed by her upon the heart, and his ribcage steels in response. Her holy warriors survive beatings, gunshots, and more - but in the end they do die by such methods, simply more slowly than most. Her charge is not merely to protect the world, but to change it, and her most fervent worshipers are revolutionaries and idealists. Her temples are rare and more like paramilitary camps or dojos than traditional temples. The most ostentatious temples have long since been destroyed and looted in war, which is generally considered a sign of her opinion on them.

Yamar is the sister of Mirdikha [Death] and the mother of Ulada [Hunger] and Idoam [Luck]. She has no lovers, past or present, among the gods - her children were forged of her own will within her womb.

How's this for a deity's write up? Style, presentation, focus, etc.
>>
>>59124357
sounds nice
>>
>>59124287
>Can I say that not!Slav country is ruled by Voivoda or not!Viking country by Konung, or I should be using respective conlang words?
The former tends to look incredibly grating to carriers of those languages, but I guess you're not going to peddle this shit to foreigners anyway.
You should probably use "Knyaz" instead of "Voevoda". The latter is more of an administrative title (lit. "warlord", although not used exclusively as such) rather than a ruler one.
>>
>>59124287
Just call them kings. Maybe you could get away with using Shogun.
>>
>>59111008
Poor fantasyfags, for Human toponyms in scifi I only need to know some very basic grammatical rules of a couple dozen real languages, such as how genitives work and adjectives and nouns interact. No need to fuck with words in an attempt to be original like in fantasy, just grab a dictionary or use google maps.
>>
>>59124404
Honestly, this. We don't call Gilgamesh a Lugal
>>
>>59124287

I mean, that is how a lot of real titles worked. Tsar, Raj, all just local names for emperor and king. It depends on the context of your setting, I suppose.
>>
>>59124287
To make it accessible, I'd stick to English for the most part unless your players have a high tolerance for conlangs. Some foreign language titles are well known enough that they can be used for flavor without sacrificing comprehension even if an English term captures most of the meaning; having Sultans or Tsars is fine. Others carry specific connotations such as Pharoah or Shogun; the latter is more iconic and concise than "military dictator de facto ruler under a figurehead emperor in not-japan". Conlang titles should be used only if they describe a concept without an easy English/recognizable foreign equivalent and the invented word won't sound like gibberish to the players.

Part of it depends on the players, some groups will have a higher tolerance or familiarity for non-English titles. As long as whatever term is used is understood and captures the feel and essence of the position it doesn't matter where it comes from.
>>
>>59121302
Add more fur & less armor, more like Morlocks.
>>
>>59122650
- Purebreds (the military wing of a faction of human supremacists who ethnically cleansed their region of aliens whilst openly accepting any and all purebred humans.) Also, that name can use some work.
>>
>>59124287
>Makes conlang to avoid being too close to real life languages
>Designs nations that are equivalent to real life nations
The reason whatever you do doesn't feel right is because these things don't mix. You either make cultures from scratch along with languages (difficult but worth it if you do it well) or be a little bit derivative with both. I don't have the skill or time to craft a world full of completely unique cultures and languages, so I usually use a jumping off point for both, but you can't have your cake and eat it too.
>>
>>59127634
You know, due to the way the humans work in the setting, I never even thought of something of the sort. Thanks
>>
>>59129600
oh, I do mix
there's still RL nation that is dominant in the mix (or at least one that assiciates with the mix when I think about it, even it ain't dominant)
>>
>>59121677
I read that as generic gay apocalypse setting.
>>
>>59124287

You need to be sparing with the terminology. Generally, I suggest only using terminology which has unique connotations as understood by English speakers, has very distinct connotations to that language that the English synonym does not cover, or is iconic/frequently used/'sexy'. All your responders were good but I particularly liked >>59125940 and >>59125247

For example:

>"Man-At-Arms" instead of "Hoplite" is honestly disgusting. The former conveys a medieval sense, is so incredibly vague for such a very specific and unique kind of fighting style, hoplite is sexy and iconic and frequently used. "Peltast" is much like hoplite.
>Yet "Psoli" or "Akontistai" are far too esoteric, covers a very broad and nondescript group of soldiers that 'light infantry', 'skirmishers', 'javelineers' better describes.
>Pikemen is better than Sarissiphoroi or Phalangitai, especially when Phalangite would be the english equivalent and Phalangitai is like going -san and -chan and peppering gomesai and other nip shit in english. I say this as someone who likes the Europa Barbarorum brand of renaming, and prefer in my total war mods renames based on the dominant lingua francia.

Like others said, kingship is one where king has become synonymous. Exceptions are limited to pretty much just Shogun, Shah, Sultan, Khan/Khagan, Raj. In general the term has to be known enough to be an aesthetic signal. Malik is not familiar enough to English speakers but Amir/Emir and Sultan are. Basileus is not familiar enough to english speakers so it feels out of place.
>>
>>59133005

Samefag adding that you can think of it as a spice with a very specific intention behind its use, and also a zero-sum usage - an ethnic term here means not using it there. Is it more important than your king be called a Voivode or Kynaz or is it more important you call your knights Druzhina? To me it's the latter. You have two choices:

>The Kingdom of Novoaksary ruled by Kynaz (ok that's too high but you get the idea) Fedorov with a great host of knights
>The Kingdom of Novoaksary ruled by King Fedorov with a great host of druzhina.

The former is a not-Russian kingdom ruled by a not-Russian Kynaz with medieval knights. They have fiefs (until implied otherwise), they wear plate armor (until implied otherwise). You have to spend time denoting how their knights are not standard knights, so much as to overcome the inertia of 'knight'. The not-Russian Kynaz is either what the reader already knew of Russian medieval Kynaz or whatever you first conveyed to them. Unless you touch on very precise differences, they'll go "oh it's a Russian king k".

The latter is a not-Russian kingdom, ruled by a King with not-Russian horsemen. These horsemen are something distinct. Either the reader knows what druzhina are or they do not and whatever you convey is what they will attach to the term. So all you have to do is convey once that druzhina are gentry horsemen bound not by territorial fiefs but oaths of brotherhood and gifts/loot shared with them by the king. Some might be rich enough to be landed (boyars) but a great many were just retainers.

You use druzhina instead of retainers because 'retainer' lacks the august gravitas fit for a king. A nobleman has retainers, a merchant has retainers, a king has companions. You use fancy words instead of companion when the companions are more than just a circle of friends but an entire military corps.
>>
>>59133119
Part of it depends on the type of game it is. A game that focuses primarily on the exploits of brave PC bogatyrs can feature druzhina, boyars, kynaz and volkhvs in spades. It all adds to the richness of the settings that the PCs live and breathe. You can spend that little bit of extra time talking about what a Voivode or Yarlik is and why it matters because the whole point of the game is !Russian Adventures. Woe unto him who mistakes a Rusalka for a Mermaid.

Conversely, if it's more typical globe-trotting adventurers who are just visiting the Land of Dark Forests then a light spinkle of catchy Russian terms sets the scene with minimal fuss. If politics, intrigue and high society are a regular feature then using the proper titles is more important than if kings and nobles are tangental to the player's activities.
>>
How liberally can religious imagery and terms be ripped wholesale with it remaining acceptable?
>>
>>59133690
It depends.

If you're doing a Yrth or Dragon Age or similar where the religions are legitimately and clearly patterned on real world ones, then go as far as you like up to and including Christ, the Trinity, the Bible, etc.

If you're just ripping them off for recognizability on an otherwise weird religion (e.g. the Silver Flame having Cardinals in Eberron), then I'd recommend not. It's cheesy, brings in RL issues where they aren't wanted, and so forth.
>>
>>59133690
what >>59133711 said, but I want to add that if you rip RL religions off, a good idea is to add some superficial features to make it seem really different

example
one of antagonists in one of my favorite fantasy novels was a mage-hating religious hierarch - literally called Archbishop or Cardinal, or something like that, don't remember. Red robes, all that. Except it was a woman. Then it turned out she is bald, because that's what the religion demands. Then it turned out he symbol of office was a huge greatsword that she was expertly swinging. So while it began "yeah, it just a female cardinal", it ends up "so not like a cardinal at all", while still invoking desired imagery due to first impression.
>>
>>
>>59133690
I would say mixing some stuff is more interesting than lifting them outright.
Like what the Greek did in Indo Bactria? That was cool.
>>
Does anybody have any suggestions of good map generators? I need ideas to work from for drawing the actual map of my world.
>>
Actually posted this in a wrong thread, reposting here.
Any latinfags here? I guess subtitling this map as "ducatus tabula" would be wrong, as it should be "Inargestiae" then? But is "tabula geographica" okay?
>>
>>59136480
The latin word atlas means a geographic atlas.
>>
>>59135742
MS Paint, or blank paper. You don't really need anything else
>>
>>59136775
Not map drawing, generating. I need ideas to work from and sort of mash together so that I can take land masses and assemble continents then a world.
>>
>>59109210
Question for you guys: how alien is too alien? If a setting has nothing in common with our reality besides formative/physical traits like color, shape, density, volume, mass, and all of its flora/fauna/traditions are, at most, distant analogs to things found on Earth, is that too different to be relate-able?
>>
>>59136868
pizza box then
>>
>>59138020
That actually might work.

Anybody have suggestions for what sort of gods are necessary?
>>
How many pages of player races is too many if they include fluff, subraces, and abilities?
>>
>>59136868
Okay anon... Explain to me how a piece of paper & a pencil & your own brain cannot "generate" a map?

I have literally free-handed every single map I have ever made. You don't need programs, or inspiration, but I don't want to be a jerk. Here are a few methods to create a shitty approximation of what you could do yourself, if you had any imagination at all.

Find a pizza box with a grease stain & trace it

Roll a fist full of dice on a surface & trace, it, you can even note dice values as elevation if you like

Draw Europe as best you can from memory, & add a bit extra

Google a random small island, draw it the size of a continent

Steal someone else's shit

Ask someone a five year old to draw a map, berate them for their efforts & trace it

Pick a weird mole, rash or blemish on your own hideous body & draw that

Pick up dirt from your backyard/potted plant & place it on paper. Shake it a little. I SAID A LITTLE YOU CHUCKLEFUCK!!! YOU SLUNG IT EVERYWHERE! DO IT AGAIN! Do it again but make sure to do it gently so it still remains mostly one solid piece. Trace it

Tie pencil to your wrist & masterbate, with the pencil aimed away from sensitive areas & on a piece of paper

Trace your pet while it is sitting/sleeping. It is okay/better if it moves a bit while doing this to add unusual shapes

I hope these can help, & have fun
>>
File: 1487529758575.png (1.99 MB, 455x3159)
1.99 MB
1.99 MB PNG
>>59136868
Do you have pasta?
>>
>>59138850
Because where I've studied plenty of things to better understand them my studying of geography and many of the forces involved in creating it have combined with my own issues in making decisions. In making a continent or two I tend to be fine but trying to go beyond that becomes a problem. Every time I try to design an entire world I either end up creating a landmass distribution that's very similar to earth or is pretty much one giant blob.
>>
>>59139191
& Those landblobs & Not!Earths are 100% fine anon. You don't need to know geography to make a map. You don't need artistic talent. Google what other planets in our solar system would look like if they had water on them. You'd be surprised at the shitty looking shapes, because we as humans have only one real idea of what continents look like outside of fiction, so just do what you like.
>>
File: ML_6.jpg (84 KB, 675x496)
84 KB
84 KB JPG
Putting together a setting for campaign centered on fantasy crime, kingpins, heists and etc.
Wondering if anyone knows about some good real life inspiration. Like some example of past century robbery. Or a medieval crime syndicate or something along the lines.
>>
>>59109210
>Do you have a place in your world where most of the civilized inhabitants are welcome?
Yes, there is, The Crystalline City of Oaza Plavi is the home of most of the mages guilds, as well as the home of the gate keepers guild. The Treaty and Armistace Writters Guild is also there, and as such, the Crystal City also acts as Switzerland does IRL, and is where warring party's meet to sign truces.

There are also the Associated Free Cities, which is the secondary center of trade.

As by these areas nature they accept visitors from far away, they are very welcoming.
>>
>>59139290
Thanks, I do think I'll shoot for an extra large planet though. Like jovian or a super earth. That would easily allow what I want.
>>
>>59111475
The first question is whether or not they're real or relevant, which shapes the next question: why are they known? Were they made to explain why something is the way it is, or did they actually make it that way? Also, one trap I fell into and am working on undoing: relying too much on gods to shape culture and national identity kind of makes your setting theme-parky.
>>
>>59136657
It's not exactly what I was asking about.
>>
>>59139115
>screaming unfunny spastic
>>
I need some names for dragons, anyone recommend any good dragon name generators? Or if you want to just post some dragon sounding names I'd appreciate it
>>
>>59146170
http://www.fantasynamegenerators.com/dragon_names.php
>>
>>59109210
>Do you have a place in your world where most of the civilized inhabitants are welcome? A market? A city? A whole country? Or do most of the races stick to their home land?

Dragonsrock, the capital city of the Exiled Kingdoms is, by law, open to all people these days because Queen Anise values diplomacy (and likes to listen to the stories of the natives, even the asshole native high elves), socially, many natives are still offered pressured and only do well in Dragonsrock if they can drop their accents and pose as colonists themselves.

outside of Dragonsrock there's Aos Sidhe, the capital of the Native Wood Elves. You need to actually be invited by them to be allowed in, but it's probably the most accepting of people regardless of race. The madmen, the outcasts, the gypsies, the weirdos are the people the native wood elves cherish, because to the NWEs, the truth of the universe is spoken through the mouth of the insane. It's also the only city Tieflings are allowed to walk around openly without being lynched.

>>59109210
looking for a bit of input/people's thoughts: I'm writing up basically a 17th century fantasy university and I'd like to know what I might be missing in subjects.

I have so far:
>Alchemical studies department
>Arcane studies
>Mathematics and engineering
>Music and Theatre/Literature
>History and Religious studies

I feel like things like smithing/metallurgy, farming, etc. would be seen as things you take an apprenticeship for than study at a college.
>>
>>59148010
Where is Women's Studies?

But seriously, you should have tactics & politics classes
>>
Expanding my fantasy world as the players are going to be venturing out of their home continent (generic fantasy not europe but in the southern hemisphere). Wanting to play with the idea of beneficial Eldritch beings and “lawful” barbarians.

Far to the west beyond a vast desert is an arid land inhabited by savage Barbarians that stories say are brutal demon worshipers.

The truth is that the barbarian tribes make deals with the Eldritch spirits from the void beyond, the realm between realms. Allowing the spirit to possess them in exchange for power, usually strength, longevity and prowess in combat. The possession leaves them warped and changed As the spirits form partially “overrides” the persons, usually resembling warhammer possessed.
Particularly the marauders from warhammer online with weapon limbs being a common boon.

A key feature is that the Eldritch spirit merely inhabits the mortals body rather than taking over and controlling them.
These spirits (at least the ones that can be communicated with to form the pact) aren't any more inclined to evil or malicious acts than regular people. to use a dnd isn the spirits are usually true-neutral. while the people tend towards lawful, as the pacts they make are a big thing in their culture.
What the spirit gets out of it is simpler.
The void beyond is cold lonely and dark and these spirits crave the vibrancy, sensation and life of our world. But lacking physical form cannot be here on their own. possessing someone is the only way they can escape the darkness.

Still trying to flesh this out as something the players can explore. i've got this subcontinent divided into distinct peoples/lands, So fsr ive got 3. the arid scrub inland is home to hunter gatherer tribes that are predominantly elven. Along the northern coast orcish settlements tend dugong herds in the seagrass plains. rocky hills and fjords dominate the western coast, inhabited by mainly human clans of semi nomadic goatherds.
>>
File: 1345609965428.jpg (86 KB, 900x636)
86 KB
86 KB JPG
>>59148873
military and political sciences, got it. Thanks.

And given the period, I had actually considered "women's studies", basically the place you studied sewing, cooking, etc.
>>
File: images (10).jpg (22 KB, 362x406)
22 KB
22 KB JPG
>>59148879
I've also been playing with dividing the possessed into distinct forms. As well as making each form typical of a particular peoples (or is this getting to much of a video game cliche?).

The Warrior Form is the most physical bond. Granting the vessel greatly enhanced strength, speed and resilience. Typically forming a weapon limb and especially warped flesh that can at times extend up encompass the shoulder and even part of the neck and torso. Being mostly physical the mental link can be so weak as to require the spirit and its vessel to talk to each other verbally. Warrior forms are typical of human goatherds, to defend their flocks from predators and poachers.

The Shaman form is the mostly mentally joined bond. Granting the vessel eldritch magics and powers. Shamans have more body wide mutations, often changed heads and torsos, antlers or other almost winglike growths on the back and shoulders are common.
These are the “casters” of these barbarians as well as spiritual leaders serving most importantly to oversea the bonding rituals. Most tribes have a shaman or 2 but this form is typical of the inland nomads.

The oracle form is least strongly joined, the vessel having a less warped body, often appearing mostly normal but for a small patch of discoloured and changed skin on the neck or side of the head where an extra eye and mouth may be hidden. Often vain people that ask for beauty become oracles, the spirits flesh sculpting working almost like a whole body magic plastic surgery other than the spirits own small area of itself.
The weaker bond means their spirit is closer to the void, allowing it to get glimpses of the past or future to share with its vessel. Oracles are diviners and fortune tellers, mostly found among the orcish seafolk, able to warn their tribes of incoming storms and where the best seagrass can be found.

Is this enough for whats esentially going to be its own subcontinent?
>>
Random thought: A world with a serious rust monster problem where gear and equipment has to be crafted by things such as wood, bone, chitin, and crystal.

A possible spin on this involves a wizard going full retard and trying to force world peace by creating a Rust Tarrasque that comes out of its lair any time enough smelted iron or steel is present in the world. Possession of iron, steel, and all associated alloys could thus be seen as an extreme taboo and/or high crime.
>>
>>59152533
Forgot image.
>>
>>59152533
there is a soviet fairytale novel like that
it features a Stone Land (basically stone age)
then a Wood King comes and brings them woodworking, making it Wood Land
then Iron King comes and brings industry and metalworking, turning it Iron Land
the Wood King hires a witch called Rust, who devours metal and whose breath instantly rusts any iron to undermine Iron King, but Iron King imprisons her
in turn Iron King hires a witch called Rot and gives her iron teeth, so she brings Wood King down, hard
Wood King goes mad and releases Rust from imprisonment. In her hunger she devours most of metal, kills Iron King and poisons the atmosphere with her rust breath
>>
>>59109210
>>Do you have a place in your world where most of the civilized inhabitants are welcome? A market? A city? A whole country? Or do most of the races stick to their home land?

Eh just picking up my setting again after not working on it for a few years and tinkering with it. It revolves a lot around the four elements and (at least for the mortals) the elemental "mirror realms" abutting our own. One of the largest cities in the world is colloquially known as "5-Mirrors" because it has a district on our plane, as well as one on each of the elemental planes. While the Kherian kingdom itself is sneering as ever and that tone is not absent from the city, it still stands as one of the most metropolitan centers of the civilized world.

Mostly I've been tinkering around with the magic system. Since it's an animist setting, contractual magic plays a big role. You can mostly either A) form a contract with a spirit(s) to get them manipulate stuff for your or B) channel the natural energies yourself, at the cost of your humanity as they inevitably warp you. 13 Reality-altering wizards also exist but play more like cosmic horror as their powers inevitably drive them insane and are anathema to everything else.
>>
>>59136868
The first thing you need to determine whether not or not you want to avoid looking like a bigot. Here are some helpful guidelines:

Do you have small landmasses near areas with sun exposure? That could be racist because melanin distribution means you have less people of color.

Having a thick as hell cloud layer will fuck with the albedo of the planet and even though I'm not an expert, I'm pretty sure someone will get offended if they draw a parallel between that and the above point.

Increasing the humidity of the planet will result in some very anti-semitic stereotypes, so limit that as well.

You don't want to perpetuate the mighty white man trope, so make sure that you don't place your world around a weak sun. According to Superman comics, this means that your people would be powerful on our world, which is to be avoided.

On that note, be careful about putting people on a high gravity planet. Some hold to the idea that this would make them smaller in stature, which might ruffle some feathers.

Adjusting temperatures for your world might result in thinner body types, which could be construed as fat shaming, so watch out for that as well.

Though not exactly related, creating conditions for a superpower to develop might be construed as imperialism.

Natural borders of any kind will be seen as barriers to migration UNLESS you can somehow spin it as conditions for creating more diversity, which might get a pass.

There are other points I'm missing, but if you follow along with the general thought process, you should be good to go.
>>
File: squire.jpg (323 KB, 704x983)
323 KB
323 KB JPG
Sup /wbg/, I'm kind of drunk right now but I sketched an image of a squire in my world. This is harking back to the question about the general aesthetics of your world, and I guess I should show y'all how a squire, that is, a knight in training, may look like. He's supposed to almost look like a military recruit, since the nobility of my world have 19th century uniform aesthetics.

Also I just kind of want to just share my art.
>>
>>59144447
Yeah, unfortunately. The technique is still useful, just ignore the method with which the information is delivered to you.
>>
>>59152533
Tyranid-level invasion but instead of devouring biomatter and the entire planet, they just consume metals and are generally benign to everyone else.
>>
File: IMG_20180415_132552-01.jpg (3.31 MB, 4313x3138)
3.31 MB
3.31 MB JPG
This will be my goddamn opus magnum
>>
>>59153576
Fucking great job, but he needs a scabbard!
>>
File: militia.jpg (258 KB, 675x1094)
258 KB
258 KB JPG
>>59153956
Thanks mang, but I didn't give him a scabbard because I conceived the drawing as him training with fundamentals. He's supposed to be a squire who just finished an hours' worth of sparring and probably just wants to eat and nap.

Here's another drunk sketch of a generic militiaman equipped with munitions equipment. He's a manlet because he's of common stock.
>>
>>59153936
Look beautiful, but the Fear of the Blank Page should set in just about now
>>
I'm working on a world based on arabic / middle eastern culture. I know d&d already has one, but I feel like I could expand on it. I was wondering if anyone could suggest monsters to include besides the obvious (genies, ghouls, etc.).
>>
Anybody else here enjoy the autistic escapism that world-building but especially map making provides? I can sit all day drawing coastlines and inventing names for towns and bays and islands.
>>
File: incestmaybe.jpg (353 KB, 1056x608)
353 KB
353 KB JPG
>>59156208
Sup mang, I don't wanna leave you hanging, but I don't have the same opinion as you. I don't worldbuild for the sake of worldbuilding. I typically build a world around a certain idea that I want to entertain.

Anyway, same drunk ass guy who has been drawing. Here's a pic of the Emperor and the Empress of my world who just recently got wed, juxtaposed with their grandchildren, both cousins.

I had 18 beers don't judge me.
>>
I was about to get started on drawing a map for my world, I just found something that should work for letting me use my tablet as a shitty drawing tablet, and I go to my backpack to find that my damn tablet is an hour and a half away...

So I ask you /tg/ should I do more work on races, gods, try to come up with location ideas anyway, or try to flesh out the few NPC groups I have?
>>
>>59156208
yep, that's why I worldbuild too
>>
>>59120912
Balance it out, kind of like supermutants in fallout. You’ve got your mush brain bash everything to a pulp supermutants, and on the other end, you’ve got the few that still cling to sanity and are more than capable of being reason with. That way you get the best of both worlds.
>>
>>59132996
T-thanks....
>>
>>59133119
>Some might be rich enough to be landed (boyars) but a great many were just retainers.


Most German and English knights were just retainers along with a fair amount of French knights, at lest in the high medieval period. Basically as soon as western Europe had the need amount of hard cash ( sliver & gold coins) to do a salary system for its warrior it started to move on to it.
>>
>>59153936
looking forward to it anon. nice shit
>>
>>59111475
In my current setting gods are powerful beings that used to do all sorts of things. They also can be killed and eaten to gain great power but at a price (Harmful to your soul, makes your hair fall out and might kill all the dragons and start a localised nuclear winter in your home country). Or you might find out you can't actually stomach a god you kill, causing his rotting essence to poison his followers, starting a zombie apocalypse.

In the present of my setting, gods are forced into seclusion by fear of being killed and eaten by another power hungry asshole, while people are not too eager to turn into zombies, so they abandon their old following in favour of Tempe of the One, which professes that the "gods" are actually all evil tricksters who somehow tricked the real god (Known as The One or The Progenitor) into abandoning his creation. By purging their influence, Progenitor can return and bring paradise of Earth.

The only two gods present are called Vermin King and White Raven, and they are both pretty unpleasant.
>>
>>59120912
If you aren't going to make them roaming greenskins, why'd you call them orcs?

When you make fantasy and use standard races, you do to invoke certain images. You say "dwarves" and that instantly invokes a short strudy creature fond of drink and industry. Call someone an elf - we already picturing a wise, long-lived, magically-inclined hippie. Orcs - evil savage beasts of subhuman intelligence who are going to ruin your village and your day.

Now you can play it all straight or pull a fooled ya card, maybe reveal that elves are arrogant assholes, or orcs are actually noble savages who don't rape pillage or burn except in self-defence. But you are still relying on invocation of cliché to create a certain imagery before subverting it.
>>
>>59109210
>>Do you have a place in your world where most of the civilized inhabitants are welcome? A market? A city? A whole country? Or do most of the races stick to their home land?

City of Lux is very important trade city. While it is reasonable far away from everyone else if approached by land, it is located in a position where the distance between two continents is closest and north-south trade travels so the city gets a lot of visitors from three different directions. Lux has developed itself into a city of trade and mercenaries. Popular spot to acquire exotic products and soldiers for the merchant armies.

>>59111475
Gods used to be quite powerful, but due to shenanigans they sealed themselves away. Now with magic slowly coming back, gods have more power to do things, but they are still heavily restricted in it.They mainly give vague dreams and try to poke their worshipers in right direction. More the god is worshiped, the more powerful it is.

>>59153971
I like his militiaman look. He looks like he has been posted in that one super boring post and witnesses same shit everyday. Also the collar of his shirt is tidy. Good stuff with the squire too.

>>59160810
This has been a problem I originally tried to avoid, but in the end decided to not do it. If I were to my dwarven are mountain dwelling miners and trolls build their hovels in deep forests and swamps while raiding farmsteads. It helps the potential audience and players when they read about the race when they recognize familiar name/trope.
>>
>>59160810
Because orc can honestly mean a lot of things. Are they 40k Orks, are they Tolkien Orcs, are they Uruc-Hai, are they Orsimer, are they Krull, are they Urgols, are they Morlocks, are they Warcraft Orcs? etc.

Boiled down, an orc should be brutal/savage, man-like, usually tusked, usually green

My "oruks" would be cave dwelling ape-men with dark skin & fur with green undertones. They would primarily be a Dwarven concern, & riddle dwarf & human lands in all the dark caverns of the world. I don't have room on my map for Orcs & don't want them to just be loosely about my setting.
>>
File: IMG_20180415_202220-01.jpg (3.17 MB, 4427x3320)
3.17 MB
3.17 MB JPG
>>59159105
Thank you! I finished the coat of arms, u should get into actually drawing the map soon.
>>
File: 1493225350111.png (387 KB, 496x496)
387 KB
387 KB PNG
>>59111008
>:-)
>>
>>59153936
>magma opium
>already mispelled something
>>
>>59111030

Anyone with any knowledge of real world history would be able to pick out Not Vietnam and Not Cold War from your setting rather easily, so you may want to look at making it more interesting.

For example, after defeating the BBEG the armies found a huge hoard of treasure. This is what started the whole thing because the three factions decided to split the reward. The Dwarves felt as though they were shorted by the greedy Humans and were plotting an outright war with them (because Dwarves are blunt and not very good at scheming). The Elves caught wind of this and considered their options: the Dwarves could withstand a siege indefinitely due to their fortress being located so far under a mountain, but the Humans were more innovative and had war machines. The Elves decided to extend an alliance offer to both sides and betray one at the first sign of losing. The Dwarves, now being in a generally pissed off mood, accepted the alliance with the Elves, but really intended on betraying them once the Humans were wiped out since they already felt cheated.

Now, the Humans knew they could probably repel the Dwarves alone for a while, but an alliance with the Elves meant they needed to spend less money and troops to defeat them, so the alliance was also accepted. A mercenary spy tipped the Humans off to the Elves alliance with the Dwarves, however, and so they continued with caution.

Go off of that
>>
>>59141900
>relying too much on gods to shape culture and national identity kind of makes your setting theme-parky
thanks for the heads up, I think I will try to keep them at a minimum
>>
>>59124357

Overall it's well written, however the idea of a deity that will literally win a war for one side is a bit boring. I know you said it's rare, but still the idea of one side just losing with little to no actual conflict is just a bit bland.
>>
File: 24.jpg (22 KB, 480x360)
22 KB
22 KB JPG
What are some dirty jokes in your world?
I have 24 be the sex number like 69, causing schoolkids to giggle and "24th street" be slang for where all the brothels and whorehouses are
>>
I think I'm gonna shelve the setting I've been working on for a few years now and start building a new one
>>
>>59169967
why's that anon?
>>
>>59170444
I dunno, might be because while I like my old setting, I have so many new ideas that wouldn't fit the already created setting. Heck, I might even still lift ideas from the old setting that I like..
>>
>>59170448
whatever works best fo you then
just remember to share that shit
>>
>>59148010
You might want to throw some languages in there. If there's an equivalent to Latin, it should be a required class; most higher-level schooling the 17th was based around Latin.
>>
My friend and I started working with the concept of Themed Genesis. Where a world's very existence manifests from a core concept and as it developes, you see aspects of that concept cropping up everywhere.
Example: Water universe, doesn't necessarily have nothing but water in every direction, but the prime species of the prime world would instead develop boat travel instead of land travel. They would carve out rivers instead of roads throughout their cities, making web-like waterways, making steam power and other water-based discoveries very crucial to life. Combat and how wars would be fought would also be closely associated with water. 1-on-1 combat might be decided by drowning the opponent on the battlefield, etc.
A Fire universe would pretty much be Dark Souls, where forged metal and manifested fire are the ways you fight.
A Light universe? Combat is fought by trying to blind the opponent. We had trouble with this one.

Then, we thought about something truly awesome. Explosion Universe. We decided that since our universe is posited to have begun as the result of the big bang, that it only makes sense that our Universe in this model would be an Explosion Universe.
However, we then started to realize how true this all was.
We fight combat with explosions or explosion-launched projectiles. We travel to space by riding a series of contained explosions. Entire galaxies are created and destroyed because planar and stellar bodies explode. And the list goes on and on about just how much of our universe, the stuff integral to our technological advancement, war, and culture is based on explosions.
We are definitely in the Explosion Universe.
>>
>>59149535
In the 17th century, women weren't allowed in university in almost any capacity. Women's schools and "home economics" are an invention of the 19th century.
>>
>>59109210
Anyone got Hexxkit who's willing to share?
>>
>>59167522
You mean that the name should be in genetivus?
>>
>>59158659
Y-you t-t-too....
>>
>>59121677
I've seen it around before. I like the style you choose for setting information (headlines + keeping texts short).
A list of locations, factions, and more enemies would be awesome. You could use degenesis for inspiration on some of this.
More specific ideas for enemies:
A flying creature; maybe a mixture of a bear and a mosquito but that's a bit overused. Maybe like a flying manta ray? Maybe a cloud of smaller insects?
Aquatic creatures?
Maybe something similar to a mimic or a cloaking enemy?
>>
>>59169793
How does that work? 69 is the sex number because it represents the shape the two bodies make when they perform 69, what sex position caused 24 to be correlated with sex?
>>
>>59158709

That's true enough, I understand the reality of feudalism was that it was never universal in application within a country and varied dramatically across ages. My point was just to use it to demonstrate a term with a heavy legacy or inertia to it so you need to keep that in mind if weighing using it versus an ethnic term. It does apply as you said to guys who were just plain hired soldiers of an ordinannce/ordannce/however you spell it in fancy burgundian/french as well as high medieval feudal landholders and can even work well with down to about Charlemagne era horsemen anachronistically.

It's kind of like what >>59160810 notes with races.

>>59153936
>Great work
>Doing it with pen and paper
>No redo/undo

YOU AM PLAY GODS, YOU WAX FLY-FLY-FUZZIES AT BIG ANGRY RED FIRE IN SKY AND GO AHH AHH INTO SEA.

Beautiful penmanship though it's quite impressive.
>>
The Red Moon Emperor was the last emanation of the Eternal Emperor. His regnal name derives from His "father's" name, the White Sun. The sun ought to be red, and the moon white; but upon His coronation they switched. How auspicious!

He continued His "father's" meddling in gunpowder. Indeed, He quite forgot His kingdom, which fell to corruption and vice. Alas, an explosion halted the emperor's meddling forever, and His reincarnation cycle was ended. Thus fell the kingdom, and some fifty million unfortunates in the ensuing power struggle.

Nationalist scholars resurrected Him several centuries later; they had gathered up reliquary blood and poured it into a capillary system quite close to imitating life. This was not enough to sustain a living god, of course, but it was enough for a half-dead one. The kingdom retreated -- there was a terrible war raging -- to the post-astral stratum, which was made the new capital.

It was found that Red Moon blood still lingered in that of His descendants. This was gathered up and purified, and poured into His systems. Those possessing divine blood are made nobles, and they alone have cloning rights. Every year the nobles attend sacred blood harvests, the conquest of new worlds in search of more divine blood. The Red Moon Emperor still reigns, albeit with the careful modulation of His advisers. He is, of course, quite mad.
>>59170448
You could do what I do, and put un-fitting ideas in a completely different time period. Hell, the above wall 'o text came from a setting originally based around some bronze agey sword and sorcery thing.
>>
File: TharadorPaperLargest.jpg (2.75 MB, 4722x3969)
2.75 MB
2.75 MB JPG
Almost finished my map using Gidde's tutorial. How the fuck do I do rivers jesus christ they completely ruin my map. Both the structure and aesthetic of them completely ruins it and I'm basically retarded when it comes to how rivers should form. Please help me.
>>
File: 1515210409435.png (685 KB, 815x1123)
685 KB
685 KB PNG
So, random idea concerning elf pregnancy:

Elves in the setting I'm working on have roughly double the lifespan of ordinary humans, but also with a requisite low birth rate. Elven origin myths hold that this is due to Elves forging a pact with the god of death long ago. In exchange for more time on the mortal plane, the Elves sacrifice some of their new life. Every female Elf loses their first child during pregnancy, and it is only after this initial attempt that they become capable of bearing a child. Or alternatively, their initial pregnancy is a "phantom pregnancy," with the fetus disappearing entirely. The sole exception to this is the ruling dynasty of the Elves, whose queens have always been able of bearing child on the first go-around, as a sign of their divine connection.

So, a few questions. First, is this leaning on the Magical Realm? Seems like it might be, if only because sex and stuff. Second, how could these reproductive restrictions make sense from a biological standpoint? Is there some benefit for the species that could come from dealing with child-rearing in this manner? Third, how might this shape Elven culture overall? Do they view motherhood in a different light than we humans?
>>
>>59175476
please tell me you're trolling
>>
File: river wizards.png (13 KB, 400x400)
13 KB
13 KB PNG
>>59175476
I know this is some shitty German book or something, but I have a vaguely-relevant question: when I'm making rivers I just follow the simple rules that they go from mountains to ocean, and that they join rather than split. e.g. I threw this together in three minutes, which is about the time it'd take me to do it properly desu. Is this generally enough to produce aesthetically pleasing maps?
>>
>>59177830
What about deltas tho
>>
>>59177866
Pretty tiny my dude.
>>
>>59136868
Use Dwarffort
>>
File: bottom river is drunk.jpg (133 KB, 694x687)
133 KB
133 KB JPG
>>59175476
High gradient rivers (generally near mountains) tend to be straight, or braided with shifting sand banks if carrying lots of sediment. Low gradient rivers (nearer the coast) are commonly meandering, or anastomosing with multiple island-like floodplains, especially if the banks are covered in dense vegetation. Straighter rivers are also interpreted to be generally younger.

Also, you can have plenty of fun with greatly diminishing rivers that seep into a low water table, or, if the water table is high enough, gain plenty of water from underground sources; rivers can disappear into a sinkhole in karst country and emerge kilometers away from underground, or just simply evaporate in an inland delta when reaching a desert; waterfalls can exist in young rivers in areas of high elevation close to the headwaters, or in old rivers near the ocean when they fall down a cliff composed of hard rock and into a sedimentary coastal plain (eg. the Atlantic Seaboard Fall Line). Your possibilities are endless.

Many of your tributaries seem to flow the wrong way. They start near the sea, join a larger river further inland, then make a hard V-turn and head back towards the ocean. This should be an extraordinary situation. If visualizing up and down is hard, I suggest making a topographic map with more than four levels of height (ocean/plains/hills/mountains, and some fantasy maps even lump hills and mountains together and have only three).

>>59177830
It werks
>>
>>59175980
I share the same fear of anything sex-related being labelled as magical realm. But it's because I share that fear that I strongly feel this isn't magical realm at all.
Especially because it's not like you're describing their sexual habits, just the facts of their reproduction.

They would certainly have a completely different view on that first pregnancy. I doubt they would even consider the first fetus to ever be a living creature, since it's in a sort of schrodinger's cat position. You could give them an unconventional stance in the pro-choice vs pro-life debate, but most likely I would assume that the elves would culturally end up believing that the child has to be carried for the entire pregnancy cycle, rather than aborted early on. Something something gods something covenant something.
You could also have a very rare occurance in which the first baby lives, and they could either be seen as a cursed babe, carrying death with them through life, or perhaps they are adopted by the royalty. Up to you. Be careful when handling this idea though; carelessness may result in Mary Sues.
>>
>>59175476
Nice looking map but you are right scrap your current rivers completely. few tips rivers always flow downhill, if something stops them from going downhill that's where a lake forms. Rivers almost always merge, not split, splits will usually only be found at deltas due to the soft sediment easily being carved into channels. Visually thin to thick is the only way, if colour is available use blue if not just try and prevent the rivers from crossing other similar lines at angles that could confuse the reader
>>
File: 1522204582759.jpg (180 KB, 1200x670)
180 KB
180 KB JPG
I'm trying to make all of the following, plus some weird combo cases viable in my setting.
>Casting butt naked
>Fighting butt naked
>Casting in skimpy or very light cloth
>Casting in practical cloth
>Fighting in practical armor
>Fighting in skimpy armor
>Casting in skimpy armor
>Fighting in impractical bulky armor.
>Casting in impractical bulky armor
I can't come up with a good explanation that's consistent with itself when applied to all of them. I was thinking of having spell slots tied to the practicality of the outfit, but what is a "spell slot"? How do you explain that in universe?
>>
>>59181717
I wonder if she picked that skeleton dude to be a part of her court because of his "boner".
>>
>>59117862
Elves = Hubris, Vanity and maybe Laziness
Humans = Lust for control and meaning in life.
>>
>>59172776
Those are good ideas for stuff to work on. And i'll check out degenesis. Thanks anon.
Actually a more pointed question I have: I am running a campaign in this setting and they just finished the first adventure, lasted around 10 sessions, I am thinking of them coming into conflict with those Fleshcrafters, using a group of common thugs to try to gather people for their experiments. basically they will show up to the village with many armed men and a "shopping list" of something like, say, three men two women and two children, something oddly specific based on what the fleshcrafters need for their creations. I am just curious if the fleshcrafters break the aesthetic of the setting in your mind, if they are too believability-stretching that these mundane humans are making frankenstein things, in a setting where there's psionics and weird creatures but otherwise things are pretty realistic (I'm using Savage Worlds but could just as easily be using GURPS in some ways).
>>
How many gods should a fantasy setting have minimum? Is it more a case of certain domains and potentially domain-morality combinations needing to filled?
>>
>>59182794
One minimum if you're not being edgy. Otherwise as many as you need as you go. Make pantheons and gods as you make cultures, You don't want to start with gods and design cultures based on them because that would be clunky and weird unless you build the setting around that in an amazingly well done and interesting way.
>>
>>59183096
Well I'm kind of stuck on a lot of the cultural stuff. Currently I need to make a map to progress on that but I don't have what I need. As is I know the world the players will largely interact with has one empire (initially an alliance that became more) and unexplored areas with mostly wild tribes. There are other areas but they're unlikely to reach them. The empire was initially five kingdoms (one which was mostly human, another elven, dwarven, one unknown, and one made up largely of tribes that banded together) but has now become effectively five regions which in turn are broken into states.
>>
>>59182794
The most important thing to a polytheistic pantheon is the god-mortal relationship. The answers to questions like:
* How are priests, clerics, or other holy people selected?
* How is worship organized, and by whom?
* How do gods intervene in the world of mortals?
* How cross-cultural are gods?

Once you've figured out what kinds of relationships mortals have to gods in general, it's just a matter of filling out a pantheon with gods that are interesting and compelling enough a player might look at them and say "it'd be really cool to be a priest/cleric/follower of X god."
>>
Two questions for a newly-made GM:
I want to add to my world setting a wild west-flavored desert where only the full moon brings light. What encounters and items can I add to a desert like that to make it not so incredibly vast and empty as fuck?

I also wanted to include an area in my world setting where my PCs can hear the lingering, yet-unfulfilled wishes of characters they may or may not have met before. How can I tell the PCs what they hear in these wishes without making it so incredibly clear as to what the wisher wants or who even the wisher is?
>>
>>59182794
>How many gods should a fantasy setting have minimum?
That is kind of a dumb question. The answer is "anywhere between none and infinite". The first question you should ask yourself if whenever you even want your gods to be "real" physical presence in your settings (It's by no means a necessity, even if it is considered a "standard"). Actual "real" presence of gods in your world is in many ways restricting in what you can do with your religions, and if you opt for it, I'd recommend keeping their numbers at a manageable rates.
If you opt to avoid having your gods to be actual actors in the world though, I think it is better to think not in terms of individual gods and cults, but rather in terms of more general "trends" or "patterns" that can be traced across the cultures (such as say, the model of a "beautiful/love/fertility god/goddess" (such as in real world Inna - Ishtar/Attar - Astarte - Aphrodite - Venus). If you think of your religions more in terms of general ideas that exist in variations across many cultures, you can really play around with them.
>>
>>59183722
>not so incredibly vast and empty as fuck?
Instead of thinking of vast stretches of nothing but sand dunes, look more to the American midwest, such as what's depicted in your own picture there. Shrubbery and lots of rocky outcroppings; the rocks in particular are where your interesting geography comes from.
And of course desert are the natural habitat for long-forgetting dead civilizations. Considering the endless night and lingering wishes thing you've mentioned, I'll suppose that this locale is already pretty heavily magical, so make it the final resting point of long-forgotten civilizations before they fade from the world permanently. Meaning, as the ruins fade and crumble away in their actual locations, they also reappear amidst the desert, only to be found by travellers who stumble across an odd bit of stone structure poking of the sand, or to be revealed by a wayward gust of wind carrying away the peak of a dune.
>>
>>59183722
Is the full moon light thing a recent change or has i always been like that? Because if it's always been like that then what's the ecology of this world like?
>>
>>59179441
>>59181655
Thanks anons. Gonna redo them now

>>59177729
No I just said I'm retarded lel
>>
What interesting mounts does your setting have?
>>
>>59189357
Elephant cavalry including mammoths. Griffons and Giant Eagle Mounts.
>>
So hey what’s some advice for a casual sci-fi fan thinking about making a space opera setting?

Specifically what are the general archetypes for alien races? I know you usually have a militaristic race, but what else?

And what makes for good ship design in space? Specifically something that would function as a halfway between something military and civilian? It can put up a good fight against something like pirates, but has plenty of luxuries and high end stuff.
>>
>>59185671
Long story short, I'm running a campaign in a pre-established world setting that already has regions on this level of fantasy. So yes, it will have always been like that. I'm considering having an extra quest wherein the sun comes and the players have to find a way to change the region back to how it was.
There'd ideally be things like living cacti that sneak about on the land and snatch prey, ravens that sit in and gossip in lone acacia trees, and giant maneating antlions. That kind of thing.
>>
>>59189357
Blatant horseclaw ripoffs
>>
>>59189357
Half-orcs that ride mammoths and tend herds of them. They migrate between the northern tundra and central steppe through the year. But they have been fucked over by the dwarves because they blocked the one pass in the mountain chain that divides the continent with a fortress.
>>
File: Ragnera.png (908 KB, 3300x2550)
908 KB
908 KB PNG
Novice DM and first time worldbuilder. I am trying to figure out how to fit a swamp and a jungle in this quadrant of the continent. I plan on having at least one river feed the swamp and the other to flow through the jungle. I haven't decided if I want another mountain range in the south or if both rivers should feed from the north.
>>
File: 1517323904625.jpg (336 KB, 1280x1692)
336 KB
336 KB JPG
>>59181717
>Casting butt-naked
Ancient black magic, that real witchly "double double toil and trouble" shit, often requires the user to be skyclad, which is to "bear thineself's true nature to the heavens," being completely naked in a place where you are unobscured.
>Fighting butt-naked
Some barbaric (and perhaps ironically, monastic and monk cultures) cultures hold pride in the mastery of one's own body in both form and function in a Socratic fashion. To fight nude, with the form of a Greek God, is a surefire way to earn the respect of your peers and people.
>Casting in skimpy/light cloth
Two reasons; one, some ancient black magic spells only require so much skin to be bared, not necessarily nude. Alternatively, the God of Magic is a pervert and it's believed being skimpy gives good favor when a spell misfires.
>Casting in practical cloth
It's fucking practical
>Fighting in practical armor
you know
>Fighting in skimpy armor
People believe wearing less enables faster mobility. Which it does. But maybe short shorts are a bit much.
>Casting in skimpy armor
See skimpy cloth
>Fighting in bulky armor
The armor is designed in a way that augments the user's ability to withstand wrestling attacks that would topple regular knights, and good bulk has the power to fully withstand that which the wearer cannot see.
>Casting in bulky armor
Ignorance of the world around them provides a certain state of mind to the caster, which is not well understood as mages shy away from inhibiting their ability to know what's around them. Armored spellcasters typically research spells that attack areas around them, mainly that which they can't see, or augment their defenses even further.
>>
So I decided that my setting never had a philosopher to create the idea of and spread an equivalent of the hippocratic oath. The setting now exists in a roughly 1700s era and the profession of physician is far different. Do no harm was never an ideal, and instead the advancement of medical science and understanding is. The general practice is for one to agree to participate in studies for that doctor in exchange for medical care, or agree to pay exorbitant prices.

The poor and the sick die often unless agreeing to undergo experimentation and the like.
>>
File: dyson-sphere-artist-2.jpg (975 KB, 1400x788)
975 KB
975 KB JPG
So I recently had the idea to use a dyson sphere/hollow earth as a main setting. Basic premise would be it serves as the heart of a vast portal network. If sci fi, then the galaxy is held together by a stargate-like network of astral gates. If fantasy, then the multiverse has a dyson sphere at its center instead of Sigil (Planescape).

Would this be a more compelling concept as a scifi or a fantasy setting? Or both?
>>
>>59191321
Wouldn't make sense geography wise if you have forests in the north and a giant fuck off mountain range blocking off rainfall if you have rain coming from the north, east or west. If rain came from the south you wouldn't have forests in the north either.

Otherwise you can disregard what I say and logic of geography and just have fun with what you're making. Having two giant rivers that meet in that area and create a delta would be cool.
>>
>>59173900
24 looks like shoving your elbow into someone else's kneecap
>>
>>59194053
I have rain the skirts across the northern edge of the continent and rain would also come from the south east. There is going to be a steppe that goes across the center of the continent. I like the Idea of a delta. Will post and update when I can
>>
>>59191868
There were doctors or medicine men across the world that developed the whole, “I am not going to fuck your body up” approach to medicine without western influences.
>>
>>59169793
>I have 24 be the sex number like 69
>>59173900
He's a retarded DM that demands huge suspension of disbelief.
>>
File: .jpg (22 KB, 495x370)
22 KB
22 KB JPG
So my setting, and subsequently, my campaign, revolves around this lore:

>A giant star in the sky
>This star was one that granted wishes and performed miracles for those who wished on it
>Because of that, it was seen as a symbol of hope, always present in the night sky
>An evil sorcerer wanted to use it to fuel his own nefarious purposes and tried to drag it from the sky
>In doing so, it fell. It fell so fast to the earth that the impact destroyed the wizard's body and made a giant crater, at the center of which stood a hole so deep, no one dared go inside
>The star was lost to the world, but people still remembered it for the symbol of hope that it was

My current campaign is about the country's royalty recently rediscovering the macguffin star, and the many people who want it for themselves.
What kind of things can I do to show how it being a symbol affected young people who heard the story, or old people who knew about it and perhaps even received miracles from it themselves? How do I show people who grew dependent on it, or people who believe it never will come back?
>>
>>59196047

Not him, but in my country the first number in the ZIP code for certain areas is synonymous with moron. And a police code is synonymous for actual retards. "24" being a slang for sex isn't outrageous, but he should give his explanation behind it since I am curious.
>>
Does it make more sense for an insectoid race with some psionic capabilities but not a hive mind to be a hegemony or a confederacy? Their nation would be a conglomeration of territories with each being ruled by a queen with enough power (age, offspring, and other things) to be considered independent of her mother with leadership of the conglomeration being handled based on population size and alliances which would be treated as a single hive.

Also what sort of governance makes the most sense for an aquatic slaving race? I was thinking maybe a totalitarian state lead by the military who in turn are lead by a council formed by the heads of certain groups.
>>
Are there any guides for making believable Mountain formations and everything that comes from them?
>>
Everyone says that worldbuilding is autism, but have you ever made a wiki about your retarded worldbuilding?

http://rebellion.wikia.com/wiki/Rebellion_Wiki

I found this a few hours ago, and as far as I can google, its not for a show that...exists. Or anything. It even has trivia sections filled out. I have no idea what the fuck this is. It's like I walked in on a room of somebody's mental jizz rags.
>>
>>59198976
Mountains come from two ways. Tectonic plates, so draw a general line that doesn’t take many sharp turns and you are pretty set. Given these plates form continents though don’t have like a mountain range beginning and ending in plains. Also these plates don’t need to be active plenty of ranges such as the Appalachians are dead.

The other way is volcanic activity. Depending on your plate activity volcanoes tend not to get too tall, as the plates move and the lava forms a new volcano. Contrast the Hawaiian islands with Olympus Mons on mars.
>>
>>59181717
>I can't come up with a good explanation that's consistent with itself when applied to all of them.

magical realm, needs no further explain
>>
>>59199427
It's a pretty common thing to do, yeah.
>>
What's your opinion of humans in other settings that are pretty much humans in every way except name, and have their own unique name for humans in setting.
>>
>>59200216
If it’s a simple name. Then it’s fine.
>>
>>59200294
I'm trying to think up one, only ideas I got now without going to weird made up word territory is Midkin or Mankin, but the second one is kind of garbage absinthe first one's kind of generic.
>>
What's a good alternative naming for a chupacabra and the jersey devil? preferably something with a greek or Arabic flavoring
>>
>>59200444
The first one is decent, google translate is your friend in this.
>>
>>59117862
genocidal but it backfired
>>
>>59118521
Maybe the magic stone is some keystone for the way the world works, like, it keeps the very nature of the world, or one part of the world, in check, and the dwarves, knowing it was important, but maybe not knowing how important, so they steal it in their greed and split it up.

Maybe for elves, they either decide they want to try and progress their race closer to their dragon lords, either because they are sick of being under them and do it out of vanity, or they want to stand as equals because they think they deserve it.
>>
How does this sound for the rough ancestry of Dragons and other assorted scalefags?

>Smarter than average Lizards are taken for science by a Wizard looking to make a slave race
>Some of these slaves escape into the giant plot swamp, the Wizard is killed in some way or another and his lab destroyed, but records of the experiments survive
>Escaped Proto-Lizardmen become a distinct species, with the beginnings of a tribal society forming
>From here Proto-Lizardmen branch into three different species- Kobolds, which moved into the mountains and !notUnderdark, your typical d&d flavor Lizardmen with a tribal society in the swamps, and hulking swole Lizarmen that lack any real kind of society (Basically Lizard Trolls) that live in the deepest parts of the plot swamp
>From here ANOTHER wizard comes along or the same wizard, now a Lich several hundred/a thousand years later, kidnapping a bunch of Lizardmen and Lizardtrolls and completing the work on a species made for war and obedient to him, these being Dragonborn
>Dragonborn have Half Dragon Generals created by plot wizard, and he goes about conquering his own nation
>At some point two of the Generals manage to break the charm preventing them from rebelling against plot wizard, and at the right moment bump him off and become King/Queen of the new Dragonborn Kingdom
>Dragons, as expected, are always too fuckin' ambitious- the king and queen finds the notes on the magic used on their species, and use it to become the first true Dragons- Bahamut and Tiamat
>These two end up going on to become the Dragon Deities familiar in D&D, however the King and Queen fucking off and abandoning the Dragonborn results in them becoming something of an isolationist republic where a Parliament rules, with two empty thrones for a King and Queen. Meanwhile, the Dragons themselves are spreading as a race.
>A few hundred years later and the Dragonborn Republic is something of a fantasy Switzerland, famous for it's mercenaries.
>>
>>59117862
The Elven queen thought she was prettier than the Fey queen, and was very vocal about this opinion.

The Fey queen disagreed.
>>
>>59199427

It's just a way to keep track of your world, I guess.
>>
>>59201592
Sounds nice, I like it.
>>
File: junglecrawl.png (803 KB, 3045x1812)
803 KB
803 KB PNG
I'm shit at names. Does /tg/ wanna give me some names for the regions on this hexmap?
>>
>>59203519
Knowing about the culture and linguistic aesthetic of the different people inhabiting certain places on the map would help
>>
>>59203519
Regions will just be named after a noteworthy feature of the area, or something related to an event tied tot he area, such as its discovery, or named after people who discovered it. Even interesting, unique-sounding names in the real world are just boring descriptors when you dig into the etymology of them in their local languages, and that even applies to places named after people since people's names are vulnerable to the same tactic of etymological deconstruction.

So yeah, what this anon said >>59203546
>>
is there a pleb tool for creating maps?
>>
>>59203587
Hexographer is free and relatively straight forward to use, if you can dig hexes.
>>
>>59203587
Inkarnate is the posterchild for pleb mapmaking tools.
>>
>>59201592
I'm a sucker for invented mythology, and I'm here to shill it.

I'd make the wizard/lich wizard a central part of their story. Have the various non-dragonborn be experimental rejects, each one deposited in their own wizardly landfill (e.g. the swamp) and with their own views of their creator.

I'd also do some shit with the wizard's whole grand aim to create the perfect race -- dragons -- but dying due to the betrayal of his generals. You could then have a neat conflict between his successor generals as one decides to continue his legacy while another decides not to &c.
>>
>>59203685
Yeah the Lich will be much more fleshed out in the end, but I'm still unsure how much I want to do with them considering currently 3 of the 5 biggest recurring historical characters are Liches, begins to feel a bit contrived. I even considered having the Lich return a third time down the line, but then that's pushing it- however this could be used as a plot device for how he has a Phylactery, and otherwise unheard of thing in setting, and rather than foolishly running off for vengeance he leaves the region and restarts his plans from step 0.
>>
>>59203587
https://www.youtube.com/watch?v=7pjMi3p5j-U

Download GIMP and git gud.
>>
>>59204810
Or pirate Photoshop.
>>
>>59201046
Yep, I kinda went this route.

The World Stone was created by Ahm, the First Tone, to trap the Dissident Cacophony & allow the world to be made.
If was given to the dwarves, his children. They used it to do great works, but after a while the rulers & leaders of the dwarves began to bicker & fight. Those closest to the World Stone, heard whispers that drove them to conflict, after a time, clans met in the chamber of the World Stone & war was made, some used the power of the World Stone & the conflict between so many cracked the surface, allowing the Dissodent Cacophony to spread more into the world.

Humans were gifted the Silver Wind of magic, but the whispers of Chaos drove them to taint it, thinking it would granted them greater power.

Elves we're createdby dragons to be their servants & granted the Immortal Waters, but the concubine of the Dragons was jealous & wanted to be like her masters, the Unmade whispered in her ears & told her to pollute the Font of the Immortal Waters with the blood of her lover. Now elves can only be Immortal by drinking blood. Those elves who wish to return to the Old Way were exiled.

Halflings (the Shirish) hold the Heartfire & have not yet corrupted it

Orgres destroyed their Tree of Bounty in petulant war caused by the Formless & now they are slaves to their own appetites

This is what I have so far atleast, opinions?
>>
>>59203585
>>59203519

I'm going for a sort of age of exploration vibe. There'll be the eastern part of the map, which will be more civilized, with a dominating ottoman-equivalent culture and some "colonial" races arriving on scene.
I wanna cover the rest of the map with different kinds of tribal people of varying races. It's for a 5e game, so I'll probably use Gnolls, Bullywugs, Grungs and Yuan-Ti.
In terms of the regions being named of the people that discovered them, since this is a colonial/exploration kind of situation I imagine the native people would have their own words for each region, but the players would only know of the name their people gave to these places on a whim as they first arrived.
>>
>>59189357
Various prehistoric animals have been brought back from extinction and domesticated through selective breeding.

Mostly they're just kept for show because they're too rare to be practical. The emperors of the Mesoamerican empire ride around on triceratops. In Eurasia domesticated stegosaurs (kentrosaurus) aren't useful as mounts ordinarily, but are ridden by cataphract like knights into battle for a time in South Asia.

The Northern Yuan dynasty briefly gained access the steppe mammoths but they wasted them, overestimating how effective they would be against the armies of the Ming dynasty.
>>
How would you design a world where slavery is normal and common, but making sure the PCs dont turn into liberators the first chance they get.

I've been thinking of a ancient greece/rome approach, where slaves get their own subset of rights and being a slave to a wealthy citizen most times is a better fate than being a poor non citizen on the outskirts of civilization, because you're not automatically a citizen, just because you're free.
>>
File: IMG_20180418_000753-01.jpg (5.98 MB, 4524x3393)
5.98 MB
5.98 MB JPG
I'm more or less done with coat of arms and the whole deal.
>>
>>59205437
Yeah portray it realistically where it is too institutionalised of a system to just be overthrown. Even in cultures less kind to slaves than Rome or Greece, a freed group of slaves would likely just return to their masters anyways because that's the only life they know, and the only life they'd want. It's safe and secure for them, and they don't care about being able to vote for government officials or whatever. If the masters are dead, they'll just be picked up by another slave trader, because slave traders are everywhere and it's impossible for the PCs to dismantle each and every one of them.

IIRC Danaerys did a similar thing in Game of Thrones/Song of Ice and Fire. She became the ruler of an extremely slave-centric city state and immediately abolished all slavery. Most of the slaves just re-entered contracts with their old masters identical to the slavery, with the legal stipulation of the contract needing to be renewed by both parties every 2 years.
>>
File: numb.jpg (80 KB, 671x800)
80 KB
80 KB JPG
>>59205437

I had a situation like that unintentionally arise once.
Game was based around a dwarven megalopolis, I thought it'd be interesting to have the entire industry be based on enslaved goblins. The goblin slaves were mostly captives from goblin tribes performing raids on the megalopolis' outskirts, and did have a chance at regaining freedom, if their clans paid for reparations. On top of that I decided to kick the campaign off with the players having to suss out a goblin terrorist cell that was fighting for the freedom of all goblins.

Players unironically decided that slavery ain't that bad and goblins deserve to be kill.
>>
>>59205598
If the players decide that they're faggots. If the characters decide that they're GOAT.
>>
File: sei_152167.jpg (118 KB, 748x990)
118 KB
118 KB JPG
>>59205598
>Players unironically decided that slavery ain't that bad and goblins deserve to be kill.
Magnificent.
>>
>>59190224
I'd say make it unstable in time. Journeys within the desert yield meeting a prosperous merchant tribe settled on an oasis, and upon return even hours later only the ruins of structures where they once were. Nothing stays and everything shifts, much like the sands in a desert. It could be a strange extra-planar space, or even just the magical concept of a desert, drawing into it all the deserts of that world and all others.
>>
File: races.png (990 KB, 2880x2880)
990 KB
990 KB PNG
Okay, working on a new setting, here are some of my races, there will be more, but the ones I got an idea for
>Junglekin (working name)- Residents of the Holy Blue and Green island kingdom (working name). They come in three racial tribes that inhabit that various terrains of their island home, and while the tribes coexist peacefully, there are rivalries and tensions between the three states

>Midkin (working name)- Humans, thats it

>Germlin- Small grey skinned creatures, weak of body but clever of mind, they have no home country, but live in scattered settlements all over the land. They cloth themselves in layers of thick garments to protect their vulnerable bodies from the elements and dangers. Referred to as "Bagilks" as a slur, as they have a bad reputation which is mostly unfounded and steeped in superstition

>Artifacts- Living metal. Metalic life forms that live in small kingdoms near the Pillars of Metal. They are frail bodied, so they create armor shells around their bodies to protect themselves, as well as to create individuality amongst themselves.
>>
>>59205437
Just give them something better to focus on. My party ran a slave ship because they needed to be somewhere up-river and without the poor fucking kobolds who was going to row?
>>
I have elves that worship a Hydra God. Essentially the Hydra God gave the elves immorality for consuming his venom. They died, but were reborn again with long life. They then proceeded to exterminate Lizardfolk from the jungles. Followers have a theme of poison, healing, resurrection, and reincarnation going on. I have issues developing what sort of practices the followers would participate in. Besides ritually consuming poison I can't really come up with anything creative.
>>
>>59175476
Retarded rivers man back again. Are these rivers any better? I already am getting a coloured version with my shit rivers printed in A2 but I need to know if this is better for when I print my A1 or A0 version.
>>
>>59208378
>Junglekin
Peaceful coexistence between the tribes in all nations is kinda meh. You would need to make the political structures between the states very compelling. There is not much going for these races if they are going to be the same across three different states.

>Germilin
What is the superstitions with the Germilins? It needs to be more than, "they look kinda evil and small" via Goblins.

>Artifacts
Needs a better name. Are they walking metal or are they constructs given life? Who created them?
>>
File: TharadorPaperLargest.jpg (4.3 MB, 4722x3969)
4.3 MB
4.3 MB JPG
>>59210598
Coloured version with retarded rivers if anyone was curious.
>>
>>59210598
Rivers that don't originate in the mountains usually have a lake for a source.
>>
>>59210735
Do you mind pointing out which river(s) that might be? Trying to look now and can't see it
>>
>>59210735
You must remember that maps can't show every change in elevation, and generally the only mountains marked are major ranges. If it's a continental map and rivers seem to appear out of nowhere, it's assumed they're fed into from smaller watersheds, or originating from mountains too small to be worth including in such a large-scale map.
>>
>>59210619
>Peaceful coexistence between the tribes in all nations is kinda meh. You would need to make the political structures between the states very compelling. There is not much going for these races if they are going to be the same across three different states.
It's peaceful on the surface. If you visit their country, it looks like they are coexisting fine and dandy, but living there you would realize there is heated political and tribal discourse between them.
>What is the superstitions with the Germilins? It needs to be more than, "they look kinda evil and small" via Goblins.
I am still working on these races, but I think the general idea is Germlins are considered creatures of the "nether", doing evil acts like stealing from homes, or snatching away children, or a Germlin entering your home or business will surely bring misfortune onto it, general ill intent.

>Needs a better name. Are they walking metal or are they constructs given life? Who created them?
They are walking metal. In an unknown era, six metal pillars crashed into the world, and from these pillars came the Artifacts. But as time passed, the Artifacts began to create themselves, forging metal into a frame and two or more Artifacts transplanting a portion of their life force into this new frame, giving life to a new Artifact. It's a race of metal people who wear suits of armor.
>>
File: cosmos.png (623 KB, 2465x2281)
623 KB
623 KB PNG
>>59208378
Also heres a possible cosmic chart that I was working on. The world of the setting is balanced between the four Primals, which are caged within Poles, prisoners in keeping the world whole
Hyrite, the Primal Fire, caged within the Pole of Time. Also surrounded by Yre the Father Star (the sun)
Dunic, the Primal Water, caged within the Pole of Space
Relic, the Primal Ground, caged within the Pole of Matter
and Kith, the Primal Air, caged within the Pole of Essence.
The four Primals form the Prime Directions, that are used for navigation as well.
Within the center of the Prime Directions is Garden, the cradle of life, the child born world, and circling Garden are the three satellites, Ama, Shaded, and Ray the Daggerstar, a streaking star in constant motion around the planet. And beyond the Prime Directions is the Mother Star Sea, where the Mother Star scattered into infinite lights across the endless darkness of space.

Thats about it so far. I am considering if the other three Primals should be encased in something special, or if this is simple enough to not over-complicate
>>
>>59210756
I might have not seen it correctly. Do you have a map with just the topography?
>>
What would you expect out of a Weird West setting set at or after the closing of the West?
>>
File: 1443957063907.jpg (1.36 MB, 2258x1678)
1.36 MB
1.36 MB JPG
>>59109210

Can you have a ''steampunk'' setting without steampower? There are no trains, no smokepipe industry in the cities, no fucking cogs on peoples' clothes or something, and the weapons are flintlocks, but there are however power generators and airships powered by dragon oil in similar fashion as whale oil is used in the Dishonored game series.
>>
>>59212098
Yes. Steampunk as an aesthetic (the proper kind) is easily done without steampower. It's basically just sci-fi fantasy Victorianpunk
>>
What's the most amount of work you guys put into building a world? The least amount of work?
>>
>>59212098
That's almost identical to a xenophobic isolationist nation in my world. They're like 300-400 years ahead of everyone else technology wise but just sorta sit in their own corner of the continent and don't share shit with anyone.
>>
File: asuydas.jpg (148 KB, 952x532)
148 KB
148 KB JPG
>>59212211
>Most amount of work

See

>>59210629

>Least amount of work

Pic related
>>
>>59212211
The world setting I'm using is already established for the most part.
I did craft a macguffin, a legend based around that macguffin, a bunch of new regions as setpieces for the bulk of the campaign, a shitload of NPCs civilian and boss alike, the multiple wishes that those NPCs hold dear to themselves, etc.

>Least amount of work
Mapbuilding. I still, after 2 months, have not crafted a single map for my towns and dungeons. I want to, but it seems really hard.
>>
File: Velandria.jpg (998 KB, 1283x1080)
998 KB
998 KB JPG
>>59212282
Dungeon maps are fairly easy to craft on the fly, as long as you have a faint idea of what you're crafting beforehand. Only time I find dungeon maps are necessary to make before a game is if said dungeon has some sort of intricate puzzle in it which the players need to have visualised for them.

Town maps I find are mostly useless, and while they are nice to look at don't offer a huge benefit other than a visualisation for your players. Most players will imagine what the towns look like for themselves if you describe it well enough. It also depends on the scale of your setting. If you're doing a single kingdom/province with ~3-7 towns then yeah maps are definitely worth the time to put into them. A single town map only takes a few hours to make.

If you're doing a whole continent though then don't worry about town maps. I made pic related when my games were set in a single province of my continent but stopped making them when my party wanted to explore the rest of the continent.
>>
>>59210598
River north of Rykdom appears to flow out of a swamp, then change direction and flow south trough the same swamp again. Swamps are very wet places and exist on quite flat land; if they were, say, on the side of a hill, the water would simply flow away. All this implies that river flows uphill at some point.

The Brigthstone/Leacianus endorheic basin appears to have its rivers flow into the area north of Faerduin. There are major rivers involved and the climate doesn't appear to be very arid, perhaps plop a large inland lake/sea at the lowest point, wherever that is.

Most of the swamp/delta splitty rivers around the map look decent in shape but might be too wide depending on the scale, if it's a huge continent the features would be tiny. The one in southern Lo Fuin looks quite big compared to the measly river that's supposed to feed the system, regardless of the map's scale. The one in western Belfrie looks completely fucked to me.

The river from Sjostard appears to travel through some mountains on its way to the western ocean (exceptional but certainly possible if a canyon was carved over millions of years with the land slowly rising, etc) but I have no idea how the small bird's foot river south of it is supposed to work

The one north of Igerud looks pretty T H I C C.

A scale would be generally be useful, you might have an idea in your head but it's usually better to actually measure how wide a delta is, for example.
>>
>>59213316
That's really helpful. Thanks anon :)
>>
>>59213316
Also how would you recommend displaying the scale on my map? I tried putting one in before but it just looked shit/immersion breaking so I'm not sure how to draw it up to fit in with the rest of the map's aesthetic.
>>
>>59213393
"A day's travel on foot" or something might work in fantasy. It's mostly just supposed to help you measure things and see obvious errors, like how a 400 km long river isn't going to have a delta as wide as that of the Ganges.
>>
How would you go about mapping a dyson-sphere or hollow earth?
>>
>>59213869
i think people would live on the interior inside the dyson sphere since the outside would be cold and the inside would have solar panels
hollow earth can be mapped like a normal earth i guess
>>
>>59213905
With the dyson sphere, why would people not live on the outside? At that point, creating an artificial atmosphere and all-night city life simulator on the surface would seem like child's play.
>>
I'm currently working on a region of my setting where slavery and arena fighting are a huge part of culture. So I've been drawing gladiator slaves. Guess I felt like sharing this guy so far.
>>
File: Snapchat-2085477567.jpg (1.46 MB, 1836x3264)
1.46 MB
1.46 MB JPG
>>59214060
Oops guess I forgot the pic
>>
>>59214071
Sick as hell mah dude.
>>
How much of racism and slavery would be too much grimdark for you to not laugh at?

I'm trying to create a relatively subdued and not grimdark medieval fantasy, but I also want a culture that is very racist and slavery-based, so I'm trying to place a reasonable boundaries.

For the backstory - they were a colony of a powerful empire that landed on an inhabited island and enslaved everyone there, then empire collapsed and they both profess themselves its heirs and have to rely on extreme tactics to keep natives in line.
>>
If your GM sets your world in a fantasy setting, but odd hightech artefacts are found every once in a while.

After a while your PCs find out that their world is inside a ringworld and that a benevolent AI is running the whole system.

How clichee would you find that?
>>
>>59120442
Id agree with >>59119616
Without 'modernity' you don't have *super* heroes, just heroes.
Powerfull, maybe even mythos-level heroes, but not comic book super heroes.
The whole secret identity thing is also a thing only needed in modern times.

Almost all A-level superheroes already could take on a small modern nation on their own,
and even C-list heroes or villains could rule over a medieval country if unopposed by other supers.

Why would Barry Allen have to hide behind the mask of the Flash?
Maybe they'd use costumes and personas, but not to hide but as 'stage names'
And what would be the real difference between 'Grenax the Dragon-slayer' and 'Bartholomew, Son of Mercury'
>>
>>59118586
>Size
What kind of setting are you going for?

Depending on the depth and intended use I usually sketch out the whole geography first, but then work my way out from the 'zone of interest' where i expect the story to take place.
If I'm running a game in medieval England I don't have to know how the Vietnamese King is chosen.

It also helps me to sketch out one specific city. Nothing too major, but something still interesting.
To stay with England, I'd sketch out Oxford, not London.

And i also like to keep my maps 'in fiction', so 'There be Dragons' is totally acceptable to me.
>>
>>59214707
How far back is the collapse?

When you say 'natives', are we talking pre-iron age hunter/gatherers or just the people who got there first?
How have the foreign elite been able to keep them in check so far?

Tell us a bit more.
>>
>>59213869
Are we talking fantasy, hard or soft scifi?

If we are talking fantasy, where its just an inside-out planet all the normal mapping techniques apply.
If it's a Dyson sphere, it depends. They'd probably be made up of huge city hubs with vast 'oceans' of solar collectors in between.
The sheer size of one is honestly unimaginable.
If one was build in the solar system, closer then Mercury, lets just say 40 Million km, about 0.26 the distance between Earth and Sun, i'd have a surface area of over 2.01x10^16 km2 on each side.
That's FOUR BILLION times the surface are of earth!
Meaning that if both sides could be used every single person alive today would have the surface area of the earth to themselves!

So basically, you are free to come up with what ever you want...
>>
File: testesbump.png (276 KB, 2048x1024)
276 KB
276 KB PNG
What do you think of this altitude map?
>>
>>59216553
Whats the scale here?
>>
>>59215945
>How far back is the collapse?
This piece of chronology keeps wobbling back-and-forth and I can't quite settle down to a certain date to suit my needs best, but about 100-200 years ago
>When you say 'natives', are we talking pre-iron age hunter/gatherers or just the people who got there first?
More of the latter, but they were still significantly less advanced at the time
>How have the foreign elite been able to keep them in check so far?
The idea behind this society is mostly based on worst possible interpretation of Spartans vs Helots with a dash of Roman decadence. Natives are subjugated via brutality and terror while their large numbers edged majority of free men out of honest jobs, forcing them into slave drivers/guards careers for wealthy landowners. The place is supposed to be a dysfunctional rogue state of a sort.
>>
>>59216641
Approximately 980 kilometers from pole to pole. Sea level is in black and an altitude of 5 kilometers is in the lightest gray.
It's a work in progress, by the way.
>>
File: WIP.png (526 KB, 2048x1024)
526 KB
526 KB PNG
>>59216803
Oh, so it's tiny. That changes things.
Interesting concept.
In that case the northern/central lowlands do make more sense.
I'd add clearer river canals (blue) and an actual outlet to the ocean, removing the two weird lakes(?) (purple)
And id lower the western mountains (yellow) just a smidge, but thats just me personally.
Whats the whole backstory to this, by the way?

>>59216785
That's a pretty long time. What has stopped the natives from overthrowing their oppressors so far?
>>
>>59216975
>Whats the whole backstory to this, by the way?
Nothing special. It's just a KSP-style tiny planet. Also, the western mountains are supposed to be made by a rift.
>>
>>59216975
>That's a pretty long time. What has stopped the natives from overthrowing their oppressors so far?
Learned helplessness mostly. There's still enough colonists who have nothing better to do but subjugate slaves, so that's the kind of thing that keeps fragile balance.

It is a shaky system bound to collapse any moment now - this much is true. This part of the world is not my best developed part so I keep adjusting it to be more believable.
>>
>>59217132
I don't know, it just seems kinda weird to be honest.
Especially on the longer end of that time frame I'd think the master/slave thing would have 'broken down' to Noble/Serf, unless they was either expansion or something like that.
Or maybe they are basically a slave trade hub?
On what scale are we talking here, anyway? You mentioned both Rome and Sparta, which is quite a difference in size.
And boviously things in a City state would be different then in an Empire.
>>
>>59217125
Neat. What kind of setting?
>>
>>59111475
This is just my personal preference, and by no means the One True Method of Worldbuilding, but I usually prefer to *start* with the cosmology. Which isn't necessarily always gods per se, but definitely the fundamental forces that most strongly influence the setting, and the origins of how things came to be. I like to think about how the world came to be the way it is and what sort of worldviews people develop out of that.

So, for instance, I have one setting where the central premise is that the earth is made of the bodies of countless old gods slain in the wars for heavenly dominance at the dawn of time, and the stars are their souls stuck in the firmament. The moon and planets are the handful of old gods who took notice of the weird critters that spawned from the big corpse-pile in the center of the cosmos and thought it worth protecting and looking after. The major gods people now deal with on a day-to-day basis are ascended mortals who joined the heavenly courts of the planetary gods. Comets are rogue gods who didn't agree with the new order of "giving a shit about anything other than killing all the other gods to become top dog of the cosmos", and when they get close they fuck shit up. Meteors also fuck shit up, being godsouls dislodged from the firmament. Even if they burn up in atmosphere, their proximity affects the earth, creating monsters and bizarre dungeon locales. Meteorite impacts create twisted zombie god abominations from the fusion of a fallen godsoul with long-dead godsflesh.
>>
Were breweries often located within a city's limits, or were they typically outside?
>>
>>59217234
More of a city-state size. Rome is more of an aesthetic choice.
>>
>>59113939
I like how many of the roads follow rivers/streams. Nice detail that you don't see often.
>>
>>59217323
Why'd you need a road by the river? You already have a river.

Wouldn't you want roads in places where you can't sail?
>>
>>59217276
In that case I'd make them Spartans and Helots, file off the militarism and replace it with slave trade.
The original inhabitants are third rate citizens, and the city prospers on buying slaves both from the hinterlands as well imported by other means.
>>
>>59217260
I don't see why they would be outside the city limits.
>>
>>59217572
Have you ever been around a brewery? They stink like all fucks.
>>
>>59217711
Then why do they have breweries in city limits these days?
>>
>>59217711
Everything stunk like all fucks back in the day.
>>
>>59217423
Yeah, that was the idea. Only less badass and cool.
>>
>>59217891
I have no fucking idea. Half of my city would stink like shit because of a brewery. 0/10, I don't recommend
>>
>>59111030
read a bit of into the darkness. good book with similar premise. may give you some ideas. kind of a slog though
>>
>>59109210
Every country is ruled by a God, and people are heavily pressured not to leave their country because the other countries are hostile/strange/unruly.

Only the country run by the God of Commerce regularly interacts with other nations and are generally distrusted, so the xenophobia is only barely outweighed by the prospect of money and luxury goods. The Capital of that country is the only place where you can reliably see multicultural interaction.
>>
I need help coming up with a name for a race that are basically humanoid fish, they'd be a potential primary antagonist for players.
>>
What can I read up on ritual self-mutilation to gain supernatural powers? You know, for inspiration.
>>
>>59219323
Qualith
Olocanths
Ygrew
Pisciles
Dunkroths
>>
>>59220447
Thanks, I really like the first two for this. Also does anybody have any idea how they should handle technology? I was thinking a mixture of biological, mechanical, and magical.
>>
>>59214071
>>59214060
He kinda reminds me of a Nurglite Chaos Warrior.
>>
>>59219897
The Mayan priesthood did a lot of self-mutilation stuff for sacrificial reasons. Also just flagellation during shit like the Black Plague.
>>
>>59214707
When you say "they" do you mean that the colonizers split into two or more factions or what happened?
>>
>>59220787
I mean "they" as more than one person. At the moment I'm considering how many population centers and factions I want for them, but regardless, they are one nation. Probably going to stick to a single city and rural surroundings.
>>
>>59113939
Is there a scale in there somewhere, or what? Because it's really weird not to have one on something with so much detail.
>>
>>59220846
Interesting. What's the political structure now that the empire's collapsed?
>>
>>59156300
>18 beers
I hope you mean crappy little cans Anon, holy shit.
>>
>>59220989
Officially - absolute monarchy. The ruler still holds title of Exarch like in old time and claims to be a provisional ruler who will restore the empire any moment now.

However, in reality of course there's various influential people who hold a lot of real power, like in every government.
>>
>>59221264
So what's the racial makeup of the colony? You got your humans, but is there a huge biological difference between the natives and the colonists? Also, are there any traditional fantasy races on the island?
>>
>>59221465
I'm not going with knife-ears or something, so they are all humans.

However, they are quite different in skin tone. The master race comes from the south, and are more dark-skinned, while natives are probably pale and red-headed, as if Mediterraneans, Arabs or Egyptians (Not quite made the decision on their look) or some combination of them conquered Ireland.
>>
>>59221577
So like, are they all Humans PC-wise too or do they have different buffs and skills and shit?
>>
>>59221640
Probably less "stat buffs" and more like "You need to hail from this particular place to have this particular variation on class/background"
>>
>>59220600
How about personal bio tech. Like, rather than building separate machines, they build and grow the machines on themselves. So you have soldiers who have large cannons grown and attached to their backs acting as tanks, or artillery, or just firearms melded to their limbs, but none of it is body horror like, sharp, clean machinery with somewhat organic looking components. And justify it on that the race believes it easier to join their weapons and tech to themselves, who can already swim and move easily in the water, rather than lugging around cumbersome machinery under water. Or if that doesn't please, maybe through magic means they can hyper compress their technology, so several of them appear with small packs strapped to them, and they join the packs together and with a few motions it unfolds into a slim and sleek cannon.
>>
>>59221708
Right, right. I've just been thinking about the possibilty of going the Elder Scrolls route where the human races are biologically different and get different shit from the get-go. I was just checking to see if you had some kind of spin on that.
>>
Do good horsemen come from thick forested areas, or hilly terrain?
>>
>>59221795
I kind of already have that with an insectoid race. They aren't a hive mind but ddo have psionic abilities allowing them to mimic one in terms of communication as long as the network is up and they're able to evolve within their life due to flexible genetics. That's why the queens that develop certain advanced troops only evolve their best to it and try to ensure the bodies get destroyed while also using severely diluted genetic material to evolve lower ranks into specialized forms. Pretty much like giving grunts shitty weapons that'll break so they can't be reverse engineered.
>>
>>59222187
Hilly terrain would make more sense if you're talking horses. More of an opportunity for them to graze and shit.
>>
What would a political system be called where a (relatively) small group would elect a representative, who would join together with other representatives from nearby to form local government, choose one of their own to send to higher level where they would band together to decide on their common interests and send one upwards again and so on for several levels until head of state is chosen.

Surely, such systems were envisioned, but I never heard of any that would go all the way up or down.
>>
>>59222327
I feel like you're bullshitting, but it feels like I'm toying with the balls of a Mantis Shrimp just by addressing that
>>
Guys I have some questions.
I always wanted to build a big wargaming table that's full of buildings but with a piece of wilderness/woods and encampments nearby and shit.
Currently I'm gathering a shitload of images for future reference, but I kind of want it to serve for more than just Warhammer.
I've never played D&D or stuff like that, so I wanted to ask what I could still use the whole table/diorama kingdom thing for ?
Are there any games in big supply that it could still serve it's purpose for?
>>
>>59195126
>he doesn't know about the secret hole behind the kneecap.
>>
>>59222856
It's the fabled seventh hole!
>>
>>59181717
How about magic requiring some physical efforts behind it, with them weird movements.
Don't wanna pull a muscle, and you can't do yoga poses in full plate.
Nigga trynna slam dunk a firebolt is easier if you weighed down less, allowing more momentum in the arms to deliver the bolt harder.
Nigga finna get dunked on and baptized in fire homie.
>>
>>59189357
Giant antelopes are used in one region. Does Camel Centaurs count as they sometimes allow people to ride themselves to shoot bows. Also mammoths.

>>59214071
Looks pretty damn good!

>>59222187
Have to agree with >>59222208. Hilly areas have better grazing land and room for horses to move. Horses in woods is not that great combination, unless the horses are small hobby horses that fit into the forest.

>>59222327
Sounds like very Soviet system. Farms electing their leader that represents the farm in the city and so on.
>>
>>59223119
It also kind of depends on if anon is referring to horses specifically or some other type of animal like a big-ass elven reindeer or a moose or something.
>>
I'm currently kind of torn between either keeping the races of my world as these traditional fantasy races with my own tweaks on them, or if I should make the races as these various variations of humans that roughly represent the more traditional races.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

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