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That's what "moratorium" means.
I agree our setting needs souls, and not just imprints.
I'm talking about not making more races.
moratorium n. A suspension of ongoing activity.
We already had one going on, which was temporarily lifted, and is reinstated upon inclusion of your Dwarves. With at least thirteen species and three subspecies plus demigods, we have quite enough to work with.
Am I recalling incorrectly, or did we not retcon Elves? If someone could link to the general area of that happening, I'd appreciate it.
Also, agreed with Sijo's ideas. Now we just need names. I suggest "spectres" and "Geists," respectively.
edited 21st Feb '12 3:43:21 AM by Exelixi
Which is which?
As for races, I think what Exel means are the 'playable' races (eg. humanoid ones) but we can still create other sentient creatures eg. a race of sapient dolphins, right? (I keep coming back to this idea, but nothing specific forms. Hrm.) I agree that we have a lot of PC races already and that we should sort out their roles and inter-relations before we decide if more are needed, and if so which.
And yes, we rebooted Elves, they are no longer Young Gnomes, because we left that gimmick to the goblin-orcs. We don't have a definite new take on Elves yet however.
And I'll get around to commenting on Exel's and Goa's latest stuff today, I swear.
Spectres being imprints and Geists being true souls kept from the Aether.
And yeah, nonplayable things are fine, I suppose.
ETA: I also think we should have true races and subraces/permutations like Wraiths and Dragon Aspects in separate folders; however, we need an "official" term for these things. Will "subraces" work for now?
edited 21st Feb '12 6:27:40 AM by Exelixi
Elves were not young Gnomes, Elves were middle-age Gnomes. Gnomes were young and old Elves.
Not anymore, apparently.
Well, they weren't really Gnomes or Elves anyway, the whole race was called Sylvan, with Elves and Gnomes being names they applied to certain age groups.
Ooo-kay, I'm all caught up now on my reading now, sorry it took so long. Exel, Goa, I really have to applaud you both, your attention to detail and exploration of ideas is *awesome!*
I approve of ALL the Orc material. The various tribes's variations make sense, especially The Departed which explores how the Orcs are reacting to the arrival of the Oldlanders. My favorite tribe is The Painted with their meritocracy system.
Goa's bringing in Japanese myth is interesting, especially the way it was integrated with the existing ideas. Oh I checked and yes, Meiikyu Forest was one vote short of approval, but we could consider this as a new take on it for voting purposes (resubmitting has always been an option.) My only worry is that Kaiju-sized monsters might be too much for this campaign, except as an occasional menace.
And here's an idea of my own that I hope also helps clear up some the facts of the colonization:
The Spine Climbers Company
This is the largest and best known of the mercenary companies that specializes in exploring the New Lands. Secretly led by the God Of Conquest in mortal disguise- a fact few people know but many suspect- the Climbers get their name for their explorations of the Spine of the World (thought they'll tackle any other area.) Their symbol is a stylized black spider atop a red mountain, and they sport it in their flags, ships, shields etc.
The Climbers will work for whoever pays them well, and will undertake any mission, from scorting a sage to study the flora of the new lands to raiding occupied lands. Note however that plundering is something they only do *as a last resort*. If the need arises they always try to negotiate things first, and have gone as far as to pretend that a plague has struck an area in order to clear it for exploitation. They are very mindful of their reputation however, and always make it seem like any conflict (with natives or other settlers) were never started by them.
The company will hire anyone willing to risk his neck as long as he/she/it isn't too disruptive. Criminal pasts don't matter (but they're careful to screen everybody first- they are not stupid, and they've had infiltrators try to sabotage them before.) They pay well, which is why they have members of nearly every race -including some natives- working for them. Mostly they hire warriors and wizards, but they like to have agents for specialized work ex. people who can read ancient runes when exploring dungeons.
Most importantly, the company has *technology* on their side. Many wealthy patrons have provided them with everything from gunpowder to airships. If any challenge they meet can be resolved with machines, you can bet they'll obtain them.
edited 21st Feb '12 6:47:47 PM by Sijo
Not Kaijuu sized. Just really tall people vaguely based of Kaijuu monsters.
So like D&D sized Giants?
The Coal Swamps
In the hottest part of the spine of the world exists a massive swampland. It is harsh and near inhospitable environment, with some areas having boiling pounds and all the water being contaminated by rich coal deposits yet somehow life has found a way to live their. Massive tress spring up from the ground as moss like vines tumble down from the branches.
In addition to these trees, several drakes, some reptiles have adapted to these caustic swamplands. Even some of the spire's native humans have devised ways to cross the swamps smoggy miasma.
The coal swamps are filled with various hazards which it's inhabited have either adapted to or adapted into.
Funnels - These are mostly beneath the water but some exist on the surface. These pump toxic super heated gasses from a far away volcano beneath the surface of the earth and into the coal swamps.
Water - All water sources are surrounded by coal deposits causing the water to be blackened.
Quick sand and tar pits- Exactly What It Says on the Tin
Swamp Drakes- these drakes didn't really need to adapt to the lethal conditions but they did adapt to waters ways making them more effective at swimming than flying, though flying is still an option though it's clumsy at best. They are also some what sleeker and smaller than most drakes but not by much.
Smog-crocs- these lizards adapted to have thick scales, and flesh that can handle the toxic super heated waters, as well as the ability to absorb smoke as well as normal air in their lungs.
Crusted spores- This is more of a parasitic barnacles than anything else. They start off small and grow larger with times and dig into where ever they hand with their toxic barbs. They also do not know the difference between humanoid flesh and tree bark or rock. So the spores can very easily be carried on a humanoid slowly growing larger heavier with time as well as generating more spores. The only way to kill them off is to freeze them though leaving humid co2 rich environments will at least stop their spore generation but not the growth or poison.
Nodes and ruins-
Though none have been found it's believed that the coal swamp has several nodes within it as many leylines run across it. In addition those who have braved the coal swamps and lived to tell the tale, have brought back rumors of stone ruins which make it look as if a civilization once inhabited the area but nobody could stay long enough to inspect it. Rumors persist though among those who did see it that many had orcish runes on them, leading many to speculate why.
Now here's an idea I don't think I've actually seen before! Kudos! :)
Lath, Guild of the Undead
How can you truly appreciate life unless you've already died? What makes Zombie Bob any more evil than Living Bob? Why can't we all just get along? These are the questions asked by the Bone Brothers of Lath, an organisation of undead and living necrourgists.
The members all appear to be effectively sentient, and most of them aren't driven by any need for revenge, fulfillment of an age-old task, or the subjugation/destruction of humankind. Whether they have souls is up for questioning; some of them say they do, some say "who cares?"
As it stands, this shadowy cabal of ghouls, geists, liches, animated skeletons, and all manner of other humanoid undead appears to have nothing higher on its agenda than the general quality of un-life for its members. While well-funded (an immortal being with an ounce of business sense can make a killing- pun intended- with a century or two of effort), the group appears to spend most of its money on gatherings and parties of various levels of revelry, as well as keeping knowledge of its existence secret outside a few privileged and/or morbid circles.
Contrary to popular belief, living beings can and do become Bone Brothers- though many of course cease being alive somewhere down the line. All that is required to join is to accept the concept that zombies are people too.
The guild operates mostly within the Black Empire, with Emperor Hrod's apparent approval. An invitation to the organisation has been issued to Hrod himself; such a prominent figure within their ranks would boost their popularity immensely, maybe even allow them to come out into the open.
One thing the guild advocates is fostering good living-dead relations. While their effort has had limited success so far, a branch of undead mercenaries, detectives, and other members of various zombified troubleshooting professions continues to operate for hire to those who know of the guild's existence.
(This is being proposed largely for two reasons.
One: It's funny.
Two: It sets precedent for the allowance of non-psychotic undead characters, possibly even undead player characters. Because seriously, who here has never wanted to play Lich Gandalf or Skeleton Batman?)
edited 23rd Feb '12 5:08:29 PM by Exelixi
Emperor Hrod also acknowledges that some undead prey upon the living, so he likely tasks this organization or another of more violence-capable undead with the task of super murdering any rogue undead.
@Vyctorian: More or less, yeah.
edited 22nd Feb '12 1:47:27 PM by God_of_Awesome
Sample Culture #3
A group of Flame Duergar that live inside the mountains of the Dark Lands. It is for their culture that in the Black Empire and surrounding lands, that when one thinks Duergar Giant, it tends to be of Flame Giants, even though Flame Duergar have the smallest chance of surviving the transformation into giant-hood. The Foriar live in tunnels carves no larger then big enough for an average adult humanoid to walk through, about the maximum height of the Duergar Dwarf and most are half that size, about the maximum size of a Duergar Gnome. The access tunnels are Dwarf sized and so are many close to the surface and here to the elder Duergar Dwarves make their homes. Most of the Duergar, the Duergar Gnome, live deeper in the smaller tunnels and make up the majority of the Foriar civilization, which is primarily mining in the deepest hottest tunnels of the earth. The rare metals found their are exported in trade for imported food, but also used to forge magic item of great power and complexity but relatively mundane use like encourage the growth of underground crops and cattle for self-sustainment.
When a Foriar Gnome grows into a Foriar Dwarf, he 'retires' and moves into the homes of the Elder Council, who are the official rulers of the Foriar. This rule is based mostly upon respect and they have little in the way to enforce it, but most Foriar Gnomes hold them in high esteem. If a Foriar Dwarf managed to survive into a Foriar Giant, he is exiled to the surface to act as a wandering guardian and emissary to the outside world. His word is held in high regard, but he would have even lass capability to enforce his will on the rest of the Foriar.
North of Foriar live the Boulasdar, a culture of Stone Duergar, and they so live in the mountains all the way up north even to the great mountain of the Meikyuu Forest. Technically, they live in the exact same territory as Mortal Dwarfs the Korknomortese but their 'lands' are primarily below the surface whereas Korknomortese live on the surface. They do come into conflict with the Machine Empire but then everyone comes into conflict with the Machine Empire. They do not live as deep in the earth as the Foriar either but more spread out instead, and they are less interested in mining then they are in digging and making dark holes where no sun may shine.
This isn't a joke. Much of what they create relies on old processes and some newer ones and some downright ancient ones that rely that during the actual creation that the unfinished product never know the kiss of the sun. Most things can survive sun exposure after they're finished. These are a lot of magics and alchemical products of great value created this way, but because people are stupid the Black Imperials know them most for their alcohol.
The image of a Duergar Dwarf makes most Black Imperials think of a Stone Dwarf. When they are Gnomes, except for a few struck by wanderlust, most Boulsadar Gnomes stay in their underground homes. Then when they become Dwarves, they are tasked with wandering out into the world, either as merchants of Boulsadar products or whatever the hell else they want to do and come back richer for it all. Stone Duergar have one of the greatest chances of becoming Giants and when a Boulsadar feels he has made that transition, he returns home. As a Giant, the Boulsadar will claim a piece of the Boulsadar territory as his territory, becoming one of its kings (or queens), and if none are available, the Boulsadar Giant digs out new territory, literally.
Fianlly living around and withing the Black Empire of Duergar is the Entreni, Wood Duergar. Entreni Gnomes leave home asap, learning to be self-sufficient some time after walking and talking and leaving the forests to explore the world. When most people of the Black Empire think Duergar Gnomes, they think Wood Gnomes for this reason. As soon as they feel their element begin growing into them, their culture demands that the Dwarf return home and participate in the harsh and often violent intertribal politics that mark the Entreni people. Their tribes have evolved from hunter gatherers to brigand gangsters, hunting the forest ways and making a brisk business of harboring other criminal elements and smuggling too. Some tribes have outright dissolved though from their way of life, either moving out of the forest completely or settling down to make a respectable living either way.
The tribes that still stand are ruled by various chieftains who pay tribute to a high chief. The title of high chief, and resulting passing of title to one's kin as the high tribe, seemingly rests upon the ownership of a mask, that has already by this point evolved a spirit with demi-Terrestrial Godhood. The masks grants it owner a great deal of personal power to back the political power, but it is hotly contested and may have its own agenda now. Of course, these tribal politics are entirely carried out by Entreni Dwarves. As Gnomes, they are considered 'innocent' of the sins of the tribes and when they becomes Giants, and nearly all Wood Dwarves will survive the transition, they are 'absolved'. Retired, Entreni Giant, who look like giant moving trees, walk forest in quiet contemplation until they transform into Duergar Loci, adding another forest to the landscape. Entreni Giant tend to be referred to as 'Ents'.
Working on the next Voting List. Still slowed down by Spring Cleaning, but will get to it ASAP.
Still need to make a Sample Culture for Beastfolk and see if I can manage one for Trolls, the robot people and some others.
I'll handle the Orremna. I have some ideas, some of which are related to the Progenitors.
I'll make something based off that for Oremma who migrate to around the Black Empire.
Mimics usually just assimilate into other cultures, mostly due to their population being so low. The closest thing a mimic's have to a culture is the Caravan movement.
The caravan movement is mostly made up of small groups of mimics, who from mirco clans. Theses clans are know as caravans and have anywhere from 5 to 25 members on average. They usually form out of necessity, around an object that generates warmth and are most often traveling often with it's members forming the part of say a wagon, and trading places within that wagon constantly when they need more warmth.
Some caravans will mark themselves with symbols or runes, to signify themselves. Many of theses caravans act out various services, from providing travel to being a form of covert attack or even a miniature mobile inn * Often free of charge or at a low rate as their warmth is what mimics need to operate..
Some caravans even accept non-mimics as members. Theses non mimics are treated as equals or valued sometimes more so than other members if they can provide warmth. These non-mics will often also get these symbols or runes somewhere on their body.
A mimic caravan is the closest thing mimic "culture" has the concept of family, though some see it more a a business arrangement.
This week's Voting List:
Remember: Individual votes, unambiguous Yes or No, due by Sunday night.
edited 27th Feb '12 2:48:25 PM by Sijo
"Lath, Guild of the Undead" is the official name of the thing, as of fifteen seconds ago.
Will vote probably tomorrow.
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