Thread #97491908
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Welcome to /wbg/, the official thread for the discussion of in-progress settings for traditional games.
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Thread question: What would happen in your setting if all the humans (just humans, not demihumans, aliens, robots, etc) just suddenly disappeared one day?
297 RepliesView Thread
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The other races would be confused and concerned and do everything they could to find out why, meanwhile every opportunist with a starship would set to plundering the human worlds for all they're worth. Eventually the surviving races' governments would come up with some treaty for how to divide the human worlds among themselves but the new settlers there would never feel fully comfortable.
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Does your world have a Soviet Union equivalent? Tell me about it.
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How do you like your City States /wbg/?
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What is the comfy>uncomfy range of places in your setting?
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>>97491908
Can you do us all a favor and stay in this general, instead of going to every single thread and demanding people discuss things here?
At least let this thread be the "retards too autistic for 4chan" general, so it can actually serve a purpose beyond trying to kill /tg/.
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Does your world include a snow Ice Age type area?
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Describe how the trade networks work in your world.
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>>97496877
>>97496913
>>97496933
>>97496978
>>97497001
Is the plan? You're going to shit up the thread by spamming it?
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>>97497016
>>97497012
Basically my thought is that one of these prompts will pique the interest of some anon scrolling the thread and then they will reply, leading to more thread engagement.
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>>97496991
https://archive.4plebs.org/tg/search/text/97423582/
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>>97491908
Humans are half the world's population, so chaos and several nations disappearing. I guess that 100 years later, the dragons, having greatly expanded their larvae hordes (not!kobolds), would fight with the undead, both the undersea ones and the steampunk frankstein's monster ones. The winner claims and awakens the leftover Lemurian Levellers.
>>97496877
Nope.
>>97496913
Magitech, worshipped as a deity by its citizens, and dominating a lot of the global trade through leyline gates.
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>>97498965
>>97496933
All over the place. Instead of nice or grimdark, I like the contrast.
>>97496978
Nope. The closest would be the mountain range where the Inuit/Russian dwarfs live, build pykrete forts, beat drums that hurt troll ears, mine eternal ice and practice trench farming with black crops.
>>97497001
Depends on the trading partners. Fluyts sailing across ley portals, barges pulled by donkeys, hobgoblin caravans with triceratops, river galleys with giants handling the oars...
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>>97498962
Why did you come into this thread to complain about a spammer from several days ago whose posts got deleted?
Or are you the spammer who is complaining that nobody listened to you? If so, you may be severely mentally retarded if you think that your behavior is it all acceptable in a latter case, given that the fucking jannies themselves deleted your post and presumably at some point banned you given that it’s taken three days for you to come shit up this thread too.
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>>97496877
my Soviet Union is ouiaboo slavs larping as a Varangian state like how everyone and their brother larps as a roman successor irl. I want their October revolution to be majorly French Revolution coded, but I'm still figuring out how everything works. I don't have very much figured out, I just need it to exist because the focus is on a post soviet state and I need context.
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The cult of a “Mother of Monsters” are the recurring bad guys in the campaign I’ve started, anyone got ideas for different monster’s folklore about their relation to her?
I already got:
>Gnolls believe their progenitor, Yeenoghu, is his her son, and he was fathered by a god of hunting
>Some goblinoids, while the Dark Lord still lived, started worshipping her, believing that they were truly HER children, and that the Dark Lord had stolen them from her
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Didn't even notice that there was a wbg thread on the board due to lack of tittle on the OP lel.
Finally got the designs for these dudes done. Next stage is concepting the fucking guns and other tech for the rest of the infographic for these fucks.
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>>97506705
I'm halfway through the general lore document right now. So far it's very impressive, like some kind of mixture of 40k/dying earth/mystery flesh pit (or other biopunk)/Dune
I'm curious as to how things will ultimately play out. Given the tone of setting I'm assuming their efforts are ultimately doomed?
How did you make the map from the previous thread? It's quite good, a nice amount of detail and well laid out
Thank you
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>>97509835
I haven't really settled on an "end point" for the setting, at the moment it is in a sort of general era of relative stability/stagnation with the slow decay of the City going on in the background, but potential for actual revival still being there. As in, I want there to be a bit of hope in the setting rather than it all being doom and gloom.
I made the map just using clip studio paint. I used a "what if the ice sheets melted and sea levels had risen up" map of east asia as the basis for the lineart for the coastlines, and mostly just fucked around with textures and what various custom brushes to achieve the look for the City itself I was satisfied with. The general idea for the City's shape I had in mind was that it was a sort of blemish/tumor like growth spreading from the center of it evenly across the terrain.
I intend to remake this map at some point using vector graphics for the coastlines etc so I can resize the map without creating artifacts, and also adding co-ordinate grid to it as well. I'll propably also fuck around with the actual design of the City and the geography around it a bit to make it somewhat less obvious that the setting is just located in east asia. On some level I kind of regret making the setting occur on earth as if I just had made a completely fantastical setting I could have more free hands to do what I wish with it but at the same time it having ties to reality in the form of it occurring on earth etc does grant some neat flair to it as well.
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Whats a good day-to-day currency to use in a place thats definitely not rich enough for regular people to be carrying gold, but silver is for plot reasons not available? Is it really just copper, or is that dndism?
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How many of you use AI to do research these days? Sometimes I use Gemini or Office to lookup things like "independent island states caught between civilizations and their fates" but I'm never sure if I should trust it.
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>>97511777
I use it and ask for sources constantly. I prefer to go back and forth between real books and simple descriptions that chatpgt does. Also, when it starts talking too much I ask if its "allucinating" some stuff and to provide a basis for what it's "creating"
btw, dont know if this counts since it's real world by my idea is for a Santiago de Compostela (St James) pilgrimage of occitan french people.
Still deciding how many nodes and how dense they'll be
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>>97511444
There's also bronze and lead (lead coins were officially 1/100th a bronze coin in China, to give an idea of value).
Historically, some major alternatives to precious metal coinage are:
- Quachtli, a standardized cotton cloth used in the Aztec Empire. Probably worth somewhere between $50 and $200 (20 could cover cost of living for a year, though it's unclear whether for an individual or a family). Could, presumably, be cut into smaller pieces in a fictional setting.
- Cacao beans, also used commonly in the Aztec economy; probably somewhere around $1.
- Cowrie shells (very low value; on the order of 1c each), used widely in Africa, India, and China
- Paper currency. China used it from the Song to the Ming (~500 years), where eventually government overprinting caused its value to collapse and the return to silver.
Less common commodity-currencies include those based on some measure of:
- Tobacco
- Salt
- Tea
- Bamboo
- Jade
- Clay
- Bone
Of course, most historical economies weren't nearly so "dollarized" as the modern economy, so coins all having large values wasn't that big of an issue. (Or, really, it was an issue, it's just the people in question didn't realize as much.)
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>>97512084
If you find a way to pace them out well, that might determine where your breaks are. Will they be through the map in one day? Bigger map. Will they be there for ten sessions? Much more detailed, smaller map.
I suppose another good idea would be to space them out vertically as well, maybe barriers in the way? If that fits with your world anyway.
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>>97512099
>>97511444
NTA, but you could also just make a paper currency backed by the realm. That's all modern currency is anyway.
>It wouldn't mean anything!
It's a fantasy game, so I think this is plausible in terms of what your society can achieve if you really took the time to work out what precious commodity the paper money is based on. Maybe even add a side quest about goblins printing fake money? Maybe your players print fake money themselves? Or just get paid in fake money once?
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>>97512102
Yeah I think multiple session campaign is what I'm aiming at right now.
Regarding vertical spacing, yeah the idea is that some routes will be blocked due to different causes, leading them to "circle" around it and probably moving up or down from the node
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>>97512120
Yeah, paper currency was used by medieval China for centuries (1023-~1500); it's probably useful for a more "playable" fantasy setting, since as moderns we are very used to our highly cash-driven economy.
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>>97512142
Fun Fact: Currency was originally minted in Europe to pay soldiers, many farmers used a barter/good faith system for the most part. You just couldn't give a thousand soldiers all five chickens every week logistically.
Bonus Fact: Slavery was an invention of Farming and Cultivating land since now they needed people to work year round.
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>>97512139
Those are good ideas. There are also dense forests, bandits, language barriers. Often a fake guide will make them get lost and probably force them into a paralle road (there were other roads around this time too)
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>>97491908
>What would happen in your setting if all the humans (just humans, not demihumans, aliens, robots, etc) just suddenly disappeared one day?
Funnily enough, not necessarily that much. The racial hatred/conflict would probably repeat themselves as they alway had since the dawn of time.
But I mean, we're playing Trail of Cthulhu.
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>>97511444
Cowries, or anyway more or less rare and regular seashells.
(Copper coinage has a real origin, as they did use them in the roman empire for example. But even in the classical world bronze was waaaaaat more used)
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>>97509873
For what it's worth I only noticed that it was in east asia after you mentioned it, probably due to the rotation- although once you said it it was fairly obvious, with the sunken japan and korea and all. It does make me wonder about the scale, when I first saw it I assumed it was a lot larger than its analogue on earth, something like four times the size. I assumed the population would be in the mid billions- what would it actually be, given the area and the devastation?
I finished the lore document, it was fairly well structured. If feel like the formatting could be improved but it may just be a limitation of google docs. Putting your reference images in would certainly be useful, looking at them in the thread gives a much better idea of the tone of the individual factions.
I assume the dragonhawks hold a similar function to that of falconry within noble houses during the medieval period?
What is the structure in the middle of the Enigmatic Enclave?
There wasn't much mention of vehicles within the lore document, but I've seen them show up in the design images.
I think I had some more questions that I forgot, I'll add them if they come to mind. Overall, the settings very neat and has a strong sense of tone and setting throughout, I think you've done quite a good job.
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>>97511840
It isn't for them! After the notSoviet Union dissolves, notRussia only lasts a decade or two and collapses into a bunch of warlord states and the UN expy begins armed intervention for fear of the warlords having functional nukes.
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>>97513153
Thanks.
The exact estimate of the population of the City in the contemporary era of it is hard to gauge, but I imagine that it would still be somewhere around 50-100 million people, with the bulk of the population living in the more intact and civilized regions under the rule of the Concordat, and another signifigant chunk of that being the denizens of the Sentinel Islands. At it's height the City supported propably around a billion people, though signifigan portions of the sheer landmass of the City was dedicated to sort of agricultural and ecosystem preserve areas, both for production of food and other organic materials, preserving what remained of the planet's life forms, and so on.The succession wars saw many of these regions essentially just be either devastated or grow wild/feral and become warrens.
Inserting images into the google doc would be something I could start doing once I have expanded it a bit. It isn't yet really comprehensive as it still lacks some critical elements of lore I haven't written proper entries for yet, such as various technologies like vehicles for example, stuff about the areas of the City itself, it's biomes and what not. It is still very much a work in progress document.
>What is the structure in the middle of the Enigmatic Enclave?
A nascent spire. My idea with the enclave is that it was some sort of expansion of the City that was started up but never really finished when the succession wars began, and thus it has become as sort of City "seendling" full of Cytes loitering and maintaining the uninhabited Cityscape they were there to build. Denizens of the Concordat are aware of that place but it's real nature has been lost to time and expeditions to it have thus far never returned.
I haven't really finalized any lore entry on vehicles but my general idea with them is that they are typically larger scale bioconstructs. I've messed around with a bunch of tank designs for Chot for example.
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>>97513153
Forgot to answer the dragonhawk question.
My idea with them is that they are essentially genetically engineered birds the Baryxian forces use for scouting. The augments in their heads grant them superb vision and the ability to communicate with their handlers wirelessly, including the ability to send visual information back. Thus they sort of work as remote eyes for the Baryxian forces. They can fight as well in a pinch, they use their quil covered tails to lash their victims, often targetting faces and other exposed areas. The long fiberglass like quils can easily poke out an eye or puncture arteries etc.
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>>97512163
>Fun Fact: Currency was originally minted in Europe to pay soldiers
Fun Fact: Currency in Europe is descended from metal coinage in the Middle East being used for general trade. The coins had value pretty much anywhere as hunks of metal you could turn into tools and baubles and were a common, reliable alternative to finding a specific barter immediately for traders. You might not be able to find a trade of grain for cloth, but you could find trades of one for coin and coin for the other quite easily.
I think you might be thinking of the salt salary.
>Bonus Fact: Slavery was an invention of Farming and Cultivating land since now they needed people to work year round.
Bonus Fact: Farms aren't worked year round and slavery has existed in hunter-gatherer societies.
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>>97506705
Wrote down the introductionary lore blurp for these guys. Had to get it down first before I can start really spacing out the various gun designs and what not for them.
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>>97512205
Thanks!
I was wondering (Im still very new to dming tbqh), should I do hexmap for the important sections of the world, or should I make a hexmap for every section they traverse?
If I only make hexmaps for important scenarios/zones that would mean travel is in a straight line between nodes. But doing hexmaps for every section will provide with a more "open snadbox" feeling.
But maybe Im being too ambitious.
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>>97513986
>AI says you're wrong
Ha.
>>97514932
Is this a VTT or Tabletop? If it's a VTT just have the grid on the whole image, you can change settings on your server. If on a Tabletop, just make a template of 5x5 hexes long. Have the players move the template when they move their party token, that way you can always see what's near them as they move!
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Does anybody know whether, like-for-like, plow or hoe-based agriculture used more land? In hoe-based agricultural systems, land is basically free (suggests they are limited more by labor than land), but this could be a consequence of shifting cultivation (i.e. they have to keep moving around which means you need much more land than you actually use at any given time). On the other hand, shifting cultivation is a consequence of not understanding crop rotation and soil depletion, so I'm not sure that it's actually intrinsic to hoe-based agriculture and if a hoe-based agricultural system could adopt crop rotation techniques to allow continuous farming of the same region. Additionally, maize seems to be super-productive per hectare, and was the dominant crop of the Americas, so that might compensate entirely for any advantages of plow-based agriculture, making just comparing e.g. 18th century Iroquois and European agricultural productivity inaccurate?
I want to use primarily hoe-based agriculture in my setting, to improve women's relative position in society, but the actual productivity seems really opaque to me and it seems just possible somebody here would know.
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>>97519321
https://en.wikipedia.org/wiki/Debate_between_the_hoe_and_the_plough
I would say it depends more on crops, methods, and limitations, than tools. But I'm not an expert by any means*. For example, since rice "terraforms" the soil, after five or so years of bad harvests, it will produce more**. That way, it can use lands that would be left alone if the available crop was wheat, like hills.
Plows can use people, but their benefits, and possibly invention, require domesticated beasts. Which synergize with crops like wheat, where the hills could be the pasture of said beasts. And though subsistence agriculture lacks plows, Incas were possibly the first civilization to eliminate hunger, using mountains, water scarcity, frozen potatoes, palace economies and a whole lot of imperialism. No plows*** and no better for women either.
* https://en.wikipedia.org/wiki/Plough#Social_effects
** https://acoup.blog/2020/09/04/collections-bread-how-did-they-make-it-a ddendum-rice/
*** Except for https://en.wikipedia.org/wiki/Foot_plough
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>>97519753
Because they're Africans. No, I'm not joking.
In Soropse, there are two kinds of elves, frost elves and desert elves. First ones are pale and live in the setting's version of Scandinavia, while the second ones are dark and live in the setting's version of Africa.
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>>97499460
I'm saying I have severe doubts as to why you made and are bumping this thread.
Consider the tipoff being having used a chad/wojak image as an OP. It's one of the fastest and easiest ways to say "I don't actually belong on /tg/", and it immediately raised suspicions.
Throw in >>97498962, and a motive develops.
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Anyone working on world-building for races with unorthodox anatomy? I kinda touched on some topics like this regarding centaurs. >>97276298
I had some ideas, but I never really focused them down to explicit details. I like the problem-solving that goes into "How does this large character deal with a town built for smaller people," and how culturally they developed thanks to their unique anatomy and the downstream effects of that development.
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>>97528909
Not to make them PCs but I have the idea of an alien race who were created to essentially run infrastructure for another alien race. They are essentially eel/frogs who five tendril'd tails that allows them to channel and communicate with electrical signals.
They learned how to speak binary and interact with Human technology out of desperation because they don't possess the ability to fight on their own (even with the ability to use defense drones and other forms of tech). Their purpose is to essentially help humans boot strap themselves to deal with the extra solar threats coming their way.
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>>97528909
>Anyone working on world-building for races with unorthodox anatomy?
I did the reverse. I worked on unorthodox anatomy that I wouldn't have to adjust my worldbuilding for.
Came up with a species that has a lure they add detail to through molts kinda like a rattlesnake's tail, but which is made of articulated sacs that gain more branches and contours with each molt, that they can shape to...originally prey but as society develops, whatever the dominant local species is.
I figure if they can mimic members of the local society physically, they'll be able to make use of goods and infrastructure no matter where they're plopped down as long as they tuck in their main body which is basically just a fuckhuge mouth and some really bendy legs.
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>>97519753
because they live in the jungle. specifically there are 2 groups of them, the high dark elves who live in a big coastal city-state on the edge of the jungle region, and the low dark elves who live deep in the jungle in little villages. the high dark elves are aesthetically heavily inspired by ancient greece.
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>>97529742
Tbh, what I'm doing is pretty gamey in structure.
Sparing details for brevity: I need to come up with a handful of corporations which have teams representing them in a competitive sport.
Only about 3-4 of them will be story relevant, but I want maybe about 6-12 total. I have a draft of the plot, but not these corporations and their teams.
Each corporation and their team needs to have its own personality and market/economic niche, and in an aesthetic sense, each needs to feel like they fit together like parts of a puzzle. They need to be balanced against each other aesthetically, if that makes sense.
As far as sci-fi goes, there are androids, cybernetics, quantum computers (always sounds LOL but worth mentioning iykyk), AI, inter-solar system space travel and so on, you could describe it as "near-singularity" technologically. There is also a tension and disparity between what I'd call the old world and the high-tech first world.
Corporate feudalism is on the table. Nations mean less than corporations.
I have a handful of rough draft names (and a few variations in mind). You might notice I am shamelessly ripping off/riffing on Wipeout.
Neurico
Daltha
Phayz Advancements
Traxsys
Quriteki
Andronix
Neurico seems like it could be the name for a company centered around telecom, computing, and cybernetics.
Traxsys could be heavy industry, mining, fossil fuels, shipping, manufacture of mass goods (you might recognize this is also shamelessy ripped from something).
Andronix is obviously androids, and could do AI and cybernetics (maybe where Neurico is sort of a clean/functional corporate/business angle on similar stuff, Andronix is a sexier sleazier competitor: sex bots, form over function, user experience, etc.)
Daltha could be a power company focused on clean energy, solar power, nuclear fusion energy, etc.
And I guess I need to fill in the rest of the blanks.
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>>97528998
>communicate with electrical signals.
Tangent. I'd come up with an aquatic race of aliens that communicated via electric signals. It was the basis for the monster girl story, where a dude crash-lands his spaceship on a water planet, and a fish lady flops onto his survival raft and helps him survive.
>They learned how to speak binary and interact with Human technology out of desperation because they don't possess the ability to fight on their own (even with the ability to use defense drones and other forms of tech). Their purpose is to essentially help humans bootstrap themselves to deal with the extra solar threats coming their way.
They kinda sound like keepers from MASS EFFECT.
>>97530062
>they'll be able to make use of goods and infrastructure no matter where they're plopped down
Also kinda like the keepers? If not anatomically, then thematically.
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>>97531100
OOM: the older I get the more skeptical I become of corporate feudalism. Corporations were (are?) the spoiled children of nations, not the post-apocalyptic kids fighting for turf in the bombed out skeleton of the state.
I would probably consider either them BEING the state ("in the Neurico LGP2 station, you are a citizen of Neurico, be it spelled out legally or not. Better than live in the Mad Max-style shell of Los Angeles") or a more direct East India Company equivalent.
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>>97529347
Yes. They are sapient and, having been forced to overcome the hurdles of making self directed decisions, gradually evolved a "culture" of sorts. This becomes more fleshed out after their eventual contact with Humans where there is a major divide between the traditionalist factions who want to maintain their current way of life and those who seek greater levels of autonomy and self-direction.
>>97534653
Unlike the keepers, they are rather small, like the size of small breed dogs and often will have a protective shell that they use to interact with devices. They often find use with Humans and controllers for vehicles and Exo-Forms so in a way, they are closer to Jarvis helping Stark with his armor.
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>>97534785
It's not post apocalyptic desu
There hasn't been an apocalypse in the setting
Nations still exist, they're just all but a symbolic formality and social, political, and military power lie with the major corporations.
There's stuff I don't want to post about re: the premise, but that tension between people and nations who still want nations and national sovereignty vs. the rise of global corporatocracy and corporations all but ignoring the existence of nations and their laws and borders is an issue.
That's what I mean re: the tension between the old world and the new.
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What political ideologies have taken root in your setting. How do they present themselves in your world?
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>Playing around with the idea of having my designated warrior race periodically declare war on their slaves to control the population
>"Man that's kind of an unbelievable thought, maybe I should do some research and see if any IRL civilization did anything remotely similar to this"
>Sparta, the closest humans have probably come to a "designated warrior race", did this almost verbatim
Actually kinda wild how much it lines up, I'm assuming I read this years ago and it just got buried in the subconscious this whole time. Now I gotta decide how much to copy the Sparta system (I feel I've already gone too far on having this race be a foil).
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>>97536247
This was a political faction and ideology back in the day. https://en.wikipedia.org/wiki/Byzantine_Iconoclasm
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>>97536247
https://en.wikipedia.org/wiki/Guelphs_and_Ghibellines
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>>97536229
I haven't really put a lot of details into it, but I have described the major political factions/parties of some of the factions.
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>>97539103
Some information on political parties in this one, but not so much about ideologies. The major parties are fairly centrist since it's harder for a more fringe party to get a lot of votes across multiple planets with different societies.
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>>97539103
>>97539143
Nice!
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>>97536229
The primary political power comes in the form of autocratic rule with 4 major empires: An autocratic Imperial system (technically a theocracy), a theocracy with a parlimentary system with inherited seats, A dynastic theocracy composed of 4/5 independent kingdoms, and a Tribal kingdom.
within the last hundred + years, Socialist and capitalist democratic systems came into being from the collected works of a scholar who studied them to understand and prevent their creation.
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Does your setting have it's own version of the IRA?
https://www.youtube.com/watch?v=yaS3vaNUYgs
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>>97541227
>"I need to do some worldbuilding. Here is my premise and the problem I am working on."
>"Bro this work of fiction isn't to my taste because it's not realistic
You would have been better off not replying to me.
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>>97541266
>>97541266
You are not totally wrong, but most scifi needs heavy doses of "I tought how to make this believable". It's not a question of not liking it because it's not realistic, but falling out flat because it's shallow and bidimensional. Needs... more WB, I would say.
That being said, if you like it so, more power to you and sorry that it looked like I was trolling.
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>>97541324
Look, I stated what I was doing, asked for something specific in relation to what I was doing, and got from you "Well what you're doing isn't realistic"
First of all, no shit.
It's fiction.
Second of all, fiction, the way in which an author breaks from reality, no matter how realistic or fantastical it's aiming to be, isn't going to be to everyone's taste.
If you want to write your own sci-fi cyberpunk story with what you think is a more realistic foundation for its corporate dystopia worldbuilding, in a way that's satisfying to you, you're more than welcome to do so.
I'll finish what I was working on on my own. Merely typing it out for someone else to read got the gears turning, and it's only /tg/ adjacent anyway.
Carry on. I'm good without you.
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>>97541227
Corporations in real world need governments because they don't have their own militaries and law enforcement, and leave the construction and maintenance of a lot of the infrastructure they rely on for the government. But I wouldn't consider it impossible that the influence of corporations in government affairs gets to the point that it's impossible to tell where one ends and the other begins, and corporate security forces become indistinguishable from the police and military while public infrastructure gets privatized (it's not like many countries haven't already sold their power grid or telecommunications hardware to private corporations). Or just influence the government to the point where it still technically exists but has no actual power and just runs the systems the corps need in the background, while all decisions get made by the megacorp CEOs that sign the politicians' paychecks.
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>>97542614
>But I wouldn't consider it impossible that the influence of corporations in government affairs gets to the point that it's impossible to tell where one ends and the other begins,
This is for sure (where exactly does NASA end and SpaceX begins?), even if the police example is perhaps less believable as such, but my point is that the usual cyberpunk trope is about corp feudalism, meaning these guys actually have wars in the host countries. Maybe not nuking each other, but something akin to... I dunno, Syndicate. THIS is what I find difficult to believe.
Corps need a working state. Yes, I don't find unbelievable in a cyberpunk-ish thing that they would not give a shit about civilians (unless that really hurts their sales): a "working" state in this case could mean a half scholarized population, people killing each other in the streets, no democracy, the usual stuff. As long as it is profitable.
But a no state situation, in which you can't have safe power for your factories? And in which your factories can be bombed by the competition? A competition with a skyscraper in the same city center, no less?
I mean, at least feudalize it for real: maybe the corps actually have balkanized the territory, while actually having SOME sort of varying dedication to the nation (like the baron swore fealty to the king and usually didn't go full war on him). Snowcrash had some shades of this, actually.
But your usual corp, at least as long as it didn't decide to just buy the nation(s) whole, needs safe roads to deliver its products, safe currency, to an extent a safe consumer base. Yes, even when they are going full zaibatsu. They might or might not be ruthless, but I see that as a different point.
(I suppose it could be somewhat believable to have a space India Company fighting another Space India Company in a shithole country with a lot of lithium or whatever, but this would be already different from the usual Arasaka sheaningans)
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Romans had a system where non-citizens could become citizens by joining the military. Any similar conventions in your world?
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>>97491908
I was inspired by the Brothers from RWBY, and was thinking that the main deities of my setting would be a Lady of Creation and a Lord of Destruction, the former making things all the time and the latter destroying the things that would harm the world at large and refining what he doesn't destroy, like a writer and their editor. What other aspects make sense for them and/or their subordinate deities to have besides Art and Life for Creation and Death for Destruction (and maybe Disease, because things like diseases and monsters would be what occasionally slips by him and maybe because people pray for deliverance from said diseases)?
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Does anyone have experience writing/running a prehistoric fantasy? I had the idea of an alternate history where the K-Pg Extinction never happened, so that by the Upper Paleolithic humanoids exist alongside both evolved dinosaurs, mammalian megafauna, and two other intelligent species. The idea is that the ice age is coming and pushing these three species to compete for the warmer, more habitable zones.
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>>97496978
Mine does (>>97549767), and that's part of the problem. The cooling of the world is forcing three intelligent species (humanoid kinth, apelike thaal, and reptilian vanra) into an existential conflict.
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>>97491908
>current campaign, all humans on carcosa disappear
Most of the mythos civilizations and rituals collapse for lack of slaves, food, fodder. Old Ones fight the destabilized remains, shoggoths take over, greys stop probing so much.
>>97498965
>based reza posting
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What social classes exist in your setting?
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>Using the spine of a dead giant to make your cafe
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>>97555380
>>97561880
>People actually interested in muh dumb cavemen games
Uh. Well, I'll be blunt: those.. weren't the most serious of games nights, as you might exepct. I mean, we were talking in half words for half an hour after the end. And it was years ago, so my memories wouldn't be the most complete anyway.
What I do recollect:
No WB to talk of (duh). Need a wolf? HERE IT'S SOME FUCKING WOLVES. Anyway realistical-ish ice age. Snow, tundra, the usual shit. No dinosaurs IIRC, something I would probably correct. Certainly didn't need spirits or whatever.
Mostly it WAS about hilarious sheaningans about bad communication between the PCs (duh^2) but also with NPCS, actually
The scenario, if that is the right word, was about pussy. I don't mean cave lions: the PCs were the youngsters of the clan which needed new members. So, basically, the basem... cave dwellers were uncerimoniously told by their elders (mostly their moms) to go to next clan in the other valley and solve the problem. Well, telling may be a strong word, but yeah, got it in clear terms. And yes, all guys at the table.
So funnily enough it was maybe less about wacky action sheanigans than you would guess: they DID have their difficulties to get to the other valley, but once there it was about persuading the other tribe of the possibility of the survival of the species.
The other guys communicated (again, you can imagine how, this being OG) that they were not necessarily against that but they needed to prove their valour. Which meant helping on a mammoth hunt with whole get the beasts into a ditch idea.
The PCS performed... pretty well for this kinda game, actually, in the role of bait. It was a pretty satisfying ending.
So... not sure what to add actually? I guess it is a game that, with its own limitations, runs by itself regarding the core of the thing (wackyness and slapstick misunderstanding).
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>>97563081
We did. Being innawoods helped, we had fun at playing anything really, this one possibly was one of the highlights of our weekends up there.
Only regret is that I never played OG as a PC actually, plan to correct this.
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>>97562537
>Uh. Well, I'll be blunt: those.. weren't the most serious of games nights, as you might exepct. I mean, we were talking in half words for half an hour after the end.
I've thought about running a stone age horror game but I figure it would end up like that, cavemen are just too much of a comedy trope.
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>>97567795
[C]avemen are just too much of a comedy trope.
They needn't be. My prehistoric setting really plays into the idea that even the more evolved, intelligent species are only barely holding onto their position on the food chain.
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opinions on round spaceships?
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>>97569162
Based
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>>97569828
They are dangereous because they make society "progress" and can undermine status quo.
Dude literally killed any japanese who wanted to leave island, shithole was worse than north korea when you think about it
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>>97556551
Within the fulvian empire the socal classes are these in the following hierarchical order:
>Senators
The richest citizens that are entitled to run for a political office, who are formally sworn into the senate as members of that politicl body.
>Knights
Citizens rich enough to afford to serve in the military as cavalry.
>Common citizenry
Citizen not wealthy enough to qualify as knights.
>Non-citizen imperial subjects
Mostly comprising of provincials who haven't been granted fulvian citizenship. Also include freedmen. Since they lack citizenship they're not entitled to the same legal rights, having their voice heard in any of the fulvian Things, or run for a fulvian political office (local provincial offices might still be open to them though depending on native regulations)
>Foreigners
Non-imperial subjects whose rights and responsibilities vary depending on what business they have within the empire and what protection has been bestowed upon them as individuals by the state.
>Slaves
Lack most rights that follow from formal personhood. They're legally beholden to their owner.
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>>97514220
Started drawing the weapons for these guys, first with the quill guns they use.
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>>97569828
I can't speak for the japanese but atleast Rome had a major hard-on for the small land-owning peasantry to the point that it at one time seriously risked the collapse of their entire system when economical realities laid waste to that part of the population.
At the same time engaging in merchant activities was looked down on to the extent that the upper eschelons of society relied on middle men as to not sully their own hands which such dirty work.
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Do you prefer to start with metaphysical stuff or mundane stuff?
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>>97570223
incorrect.
they are below farmers because farmers are productive. they create things, that are the basis of all society. craftsmen only refine the things that farmers make, and so are lower than them. merchants don't do anything but enrich themselves at everyone else's expense and are therefore the lowest. the samurai made the system, so of course they're at the top despite not making anything, but their justification for said was that they provided safety and moral leadership, which made them inherently better (morally and functionally) than the others.
other groups existed outside of the class hierarchy, including the nobility (above it) and the ritually unclean hinin/eta (below it) who dealt with stuff like butchering, leatherwork, and so on that were considered immoral and/or unclean by Buddhist and/or Shinto
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>>97571540
>That's just because of muh samurai spirit
>it's just for thousand years merchants and craftsmen were higher than peasants for reasons, and everything is totally not because pedophile takechiyo decided to close country so nothing would threaten his power
Dude, come on.
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>>97569162
I sorta used them for ships transporting liquids and gasses.
The ship itself is basically a big ring, and a round container for the stuff it's transporting goes in the big gole in the middle. It's just logistic autism, because using these giant balls as a single huge container is faster and more effiecient than using normal containers with pallets or something, and having them seperate means you can prep the ball for transport before the ship arrives, plop them in, and send the ship on its way asap
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>>97571430
More guns
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>>97491908
Would be a massive power vaccum. As human kingdoms are currently the ones that holds the most lands. However, Elves nations/city-states tend to control major chokepoints of leylines and help with many human nations and some say they still running things in the shadows. However at the moment most nations are trying to build their power and forces back up as the world was basically invaded by demons and they just killed the demon king and most of the forces 50 years ago. Some kingdom fell to demons and other lost land being stretched too thin to defend all of their land. So everyone is slowly to regain no only their territory but try to push their borders. The Human Kingdoms are the ones doing the most pushing though they also lost the most land so they mostly going after each other lands. So the other races would see the current field open wider than it is now and jump for it if they could.
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>>97572364
Tannery was a repulsive and awful and downright toxic job where workers died in droves. The leather tanning process heavily involved animal and human excrement, along with other noxious materials, to turn raw hides into usable leather. Dog or pigeon feces were mixed with water and applied to hides. The enzymes in this waste helped soften the leather and loosen the fibers after the hair was removed. Human and animal urine were used to soak the hides for several days to help remove hair, fat, and flesh. The urea in the urine breaks down into ammonia, which acts as a cleaning and softening agent.Before tanning agents could be applied, the hides often had to putrefy for several months to make the hair easier to remove. Due to the smell of decaying flesh and excrement, tanneries were often forced to locate far outside town boundaries. Workers were in constant contact with these materials, leading to severe infections, chemical burns, and diseases.
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>>97572364
In Shinto, the primary concern isn't "sin" in a moral sense, but rather purity versus pollution.
Blood and death were seen as forms of kegare (ritual impurity). This impurity was believed to be physically or spiritually contagious. Anyone who worked with dead bodies—whether human or animal—was thought to be permanently "stained" by that contact. This included not just the butchers, but the leatherworkers (who handled skins) and even those who made bowstrings or sandals from animal products.
Buddhism introduced a more moralistic layer to this discrimination.
The First Precept of Buddhism is to abstain from taking life. Killing animals for food or leather was seen as a violation of this sacred law. It was widely believed that those born into these professions were there because of "bad karma" from past lives, creating a circular logic that justified their low status. Because their work involved the termination of life, they were seen as spiritually "fallen," regardless of how necessary their services were to society.
The ultimate irony of this system was that Japanese society depended on these "unclean" people. The samurai needed leather for their armor, the peasants needed leather for sandals, and the state needed someone to handle executions and the disposal of carcasses.
By labeling these workers as "unclean," the rest of society could benefit from their labor while maintaining a sense of spiritual superiority.
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>>97574053
This is Tanneries everywhere, until the early 1900s by the way.
Similarly, alchemists were often kicked out from cities. If you were a medieval mayor, an alchemist moving in next door was basically a zoning nightmare.
Alchemy involved primitive pressurized vessels and highly volatile substances like sulfur and saltpeter. Lab explosions were common, and in an era of wooden houses and thatched roofs, one "Great Work" gone wrong could level a city block.
Transmuting metals often required "starting materials" like fermented urine, arsenic, and ammonia. The stench was aggressive enough to be considered a public nuisance.
Alchemists used massive amounts of mercury. While they didn't fully understand the toxicity, they did notice that people around the labs started getting "the shakes" or losing their minds (mercury poisoning).
For every serious philosopher, there were ten "multipliers" (con artists) promising to turn lead into gold. Once a local lord realized he’d been swindled, the alchemist usually had to leave town fast.
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>>97574053
It wasn't usually the smell or the filth itself that killed workers instantly—it was the pathogens hitching a ride on the hides.
Anthrax (The "Tanner’s Curse"): This was the big one. Hides often came from animals that died of disease. Anthrax spores are incredibly resilient; workers would inhale them or get them into cuts. Before antibiotics, inhalational anthrax was almost 100% fatal.
Chronic Sepsis: Working with sharp knives to scrape hair and "flesh" hides meant frequent cuts. Immersing those open wounds in a soup of feces, urine, and decaying proteins led to blood poisoning (sepsis) long before we understood germ theory.
Leptospirosis: Often carried by the rats attracted to the piles of raw flesh and scraps, this bacterial disease caused kidney failure and liver damage in tanners.
Tanners rarely lived to an old age, often succumbing to respiratory failure or systemic infections in their prime. The job was SO TOXIC that it actually birthed some of the world's first zoning laws, not just for the smell, but because people realized that living near the "tannery runoff" resulted in higher death rates for the whole neighborhood.
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>>97574053
Fullers works (where wool is made ready to be used by removing most of the lanolin) are similarly noxious businesses. Even now, in 2026, nobody with a working sense of smell wants to live anywhere close to one.
Characteristic diseases of those places in medieval times included anthrax as well as all the usual infections. Awful, just awful.
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Any recommendations for A. a general naming convention for space warships?
and B. Some unifying gimmick for them?
I have a couple fleets designed already, named after birds and big cats respectively. But I've decided I want to try and make a fleet combat game within my setting and have to now make said fleets
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>>97574384
Honestly I don't think there SHOULD be a convention that we contemporaries would agree on. As in, in your far off future surely the conventions would be pretty different.
That being said: what are the people that built your fleets? A space faring human civilization living mostly on space stations could perhaps name them for the sparse plants and small animals that they took to the stars, in a sort of generational nostalgia for Earth.
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>>97574502
I assume he's talking about something like https://en.wikipedia.org/wiki/Japanese_ship-naming_conventions#Establi shment_of_ship_naming_conventions_1 905 or https://en.wikipedia.org/wiki/Unite d_States_ship_naming_conventions
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>>97574424
Well it just so happens most of the the people in the setting are living mostly on space stations. And to be honest this project was half to actually flesh out those people more as they have been rather neglected. The original plan in fact was to cut them into 3-4 sub-fleets with a shared pool of ships and a couple exclusives each.
>>97574502
Like how 40k ships have that armored prow, or how federation ones in star trek all have that look. Or even a shared weapon system, something to give them an identity so they're not all the Discovery One with missiles tacked on.
>>97574684
>>97574697
>>97574707
Should have specified, I meant ship class names. Like the bird ships I have the owl-class and auk-class as a couple examples
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>>97514220
OUR LIVES FOR AIUR!Brilliant artwork, by the way.
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>>97491908
What do you need to consider when including divine avatars that the god manifests to interact with their followers, especially if some of those avatars can be significantly different from each other, including even up to gender on some occasions?
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>>97574384
The way I handled the factions for my space battle game, was trying to give the main ones some distinct mechanical differences. The "baseline" factions (the ones with least mechanical complexity and that would be included in the hypothetical starter box: think Imperium and Chaos from BFG) are humans and an expansionist alien empire called the Hierarchy. Humans have relatively few ships, so their designs have heavy armor to reduce the chances of ships being lost or critically damaged. On the other hand, they have poor maneuverability. They use use almost exclusively direct-fire ballistic weapons (railguns), which are mechanically the simplest weapons. Hierarchy ships have less armor, but are more maneuverable and have more firepower, and carry missiles in addition to ballistic weapons.
The other two factions that I've statted ships for also have their own distinct identity. One has fast, lightly armored glass-cannon ships armed with lasers that do more damage the closer you are to the target but generate huge amounts of heat, and the other uses drone-carriers (which work quite similarly to missiles, but trade some damage for improved ability to alter their course) with only limited direct-fire weapons, supported by swarms of cheap but fragile destroyers and light cruisers.
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>>97574938
Thanks. The bullshit "magic" blades in the picture are essentially superheated fibers that rapidly oscillate between the states of being immovable objects and not.
The shields and the levitation devices in the roster are also based on this bullshit I came up for the setting.
>>97577633
They have a pseudo feudal society so what they have would propably be closer to some sort of market places and guid run provision stores rather than grocery stores ran by some private companies.
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>>97573169
Ended up incroporating biological laser weapons to the setting. They kind of emerged from my ponderings regarding the functionality of the various shields seen in these designs>>97514220 and how they work. The shields are essentially thin sheets of fabric that due to the magic bs of my setting can shift between an ultra resilient "immovable object" like state in which they resist kinetic impacts tremendously well. However, due to being such thin fabrics, they can be seen trough, and thus logically are not that effective at blocking focused beams of light.
The fibers of those shields are not wholly invulnerable either, just extremely resilient, especially against mechanical stresses and attempts to shift/move them from their "frozen" position however sufficient amount of energy be it from heat, kinetic impacts of other sources inflicted onto them can still damage them over time. The reason why the fabrics are so thin is because the state of being "immovable objects" generates heat in the fibers and the thin porous structure of the sheet allows them to shed that heat more effectively, as a denser concentration of fibers will cause them to start to overheat and burn (which is why fiber weapons like the blades etc in the image look like they are burning). Thus, a laser weapon basically takes advantage of the inability of a thin almost see trough sheet of fabric to block light, as well as also rapidly causes the point in which the light is concentrated on the shield to start to burn, degrading the shield in the process.
Plus, biolasers are just cool to me.
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This is my world, ask me anything.
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I have a setting of interstellar colonists crash landing on a new world with no manufacturing capacity. I’m assuming they can eat the local life and basically be fine, but my question is roughly what ‘tech level’ they’d be starting at? The wrecked ship has power and can give knowledge but they’re on their own otherwise. Plus then how fast they can progress
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>>97583523
>wrecked ship has power
That alone is a big plus right there. Do they have Omni tools or ai drones? If that's the case, they can go full Factorio in short order.
>"Computer, scan the environment for viable fuel sources."
>Your HUD lights up with pips at ground level and below ground level.
>"Deploy gathering drones and establish a stockpile. Any remaining drones, start repurposing any broken pieces of the ship and create housing and other amenities."
Even if you don't have worker drones to do your bidding, simply having an AI directing you where to go and suggesting the best CoA would be a godsend. If you're working off a limited timeframe for this "bonus." that can be a good way to light a fire under your players' asses.
>The ship's core will degrade over the course of the month, and without power, the AI and its other capabilities will disappear. You must establish a power source at that time to keep it running, or be prepared to work without the computer if you cannot.
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>>97583971
If you have enough electricity for lights and data banks giving you how-to's, any player with a middling level of engineering could do all sorts of shit.
If they have stable power and a complete technical archive, they're not starting at a primitive tech level. They're starting at "industrial revolution any% speedrun". Even if they can only salvage a 4th of the crashed ship for useful mechanical stuff, they'd still have lots of shit like
>Wiring
>Motors
>Pumps
>Heat exchangers
>Structural beams
>High-grade alloys
You're skipping several branches in the early tech tree of development right there. How much of the ship can the players salvage and repurpose to jump-start their impromptu colony? Apart from really advanced tech like semiconductors and complicated composites, smart characters should be able to get some lathes together and start producing complex tools fairly quickly. If none of the players are engineers...I don't know. Maybe they'll end up banging rocks together afterall?
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>>97584479
There will be 3 crashed ships in an area, and I wanted one to be largely intact so they can get a city state that’s almost cyberpunk. The other two will be ‘medium’ destruction and ‘mostly destroyed’ then. I appreciate the answers!
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>>97579185
More guns
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>>97577663
Eh.
Either we have magical artificial gravity (and in that case... Why have a sphere?) or not (and in that case... why would you have something like that? You'd want to maximize acceleration for gravity, stacking floors over floors).
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>>97491908
We all know that Elves, Dwarves, Goblins, Centaurs, Minotaurs, Trolls, etc. all originated from myths and legends, so what are some less commonly-used beings or creatures from myths and folklore that would make good fantasy races besides monopods, arimaspi, cynocephali, blemmyae, and/or panotti?
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>>97586358
Imbulu, Nommo, Tengu, Henge (incorrectly called hengeyokai by westerners), Vanara, Encantado (shapeshifting pink dolphins), Patupaiarehe, Kinnara.
There's also like sixteen billion different primordial pygmy peoples - see https://en.wikipedia.org/wiki/Little_people_(mythology) for them.
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first time doing gm here
how squiggly should my rivers be and how many rivers should i add
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>>97491908
I got some part of world building I am personally building for a modern/urban fantasy setting I actually wrote for years ago but nearly forgot about it and more recently rediscovered it. Caution, this was originally posted in the Lewd RPG thread... >>97582105
In my setting where the pics take place, elven men can take a female human as a wife as an actual wife or concubine and partner for the elven wife. High elves who're Noblemen, highborn and Politicians can take up to 3-4 human wives as concubines/partners and nannies for the kids. While working middle class elves can take only 1 human waifu for the house hold... This practice has been allowed and officialized between two super power nations who're the founding head members of a geopolitical alliance between a nation of Humans and Elves who've been partners during a previous world war...
Sometime afterwards, this geopolitical partnership alliance has lasted long enough where marriage and loving relationships between a man and elf is a-okay. But, there is a process and sort of Eugenics type of mentality involved. So If you are a human man, and you wanna have a high elf waifu. You are gonna be scrutinized and go through a lengthy process by the elf's family to make sure you as a human man has the right enough genes, IQ, EQ, decent looks and even physical strength and well being to be with an elven daughter. And 95% of the time, when there is a union between a human man and and elven woman. It is almost always between upper class individuals, a human boy who is upper-middle class who graduated from a private school and college with decent looks and good academic record is lucky enough to have such a relationship approved by an elven family.
And as mentioned it is easier for a human woman to end up with an elven man. Especially if said Elven man is of highborn status and takes in a humie girl for being cute and beautiful enough.
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>>97591946
Union between elven men and human women results in born males being elves and born females to either be human female or elven female by chance. Any human born from a human-elf relationship is more.lokely to be born far more attractive and prettier than any "normal" human and has chances of inheriting elven blood to wield magic easily. This happens thanks to many long years worth of genetic manipulation with both magics and science and very thought out and scrutinized selective breeding. Helped by the fact/likelihood where even back then, human women are just far more fertile than most elven women. And thanks to cultural and political friendships from said long ago World War, human-elf relationships are not so frowned upon, but has certain gatekeeping if it's male human female elves but elven men (a lot of whom are upper class society) have an easier time choosing almost any cute enough human girl of normal civilian born status, to be his wife/secondary wife/concubine/mistress, etc.
And I guess there is a politically incorrect racist aspect with this one: darker skinned men are outright forbidden and super gatekept from marrying and fucking elven women. But elven men to any cute or sexy hot choco skinned woman? "Cavalier" as one of you said, for the purposes of having a secondary wife/concubine/consort/"playmate" when the main elf wife is not in the mood for sex.
Such things has been practiced thanks to elven leaders, elders, socialites and influencers being displeased at some half-elf offspring that are too good. And also the belief selectively breeding more and more appealing and lenient humans who'd view their elven side with more appealing and positivity. While the friendly human nation partner sees this as a eugenics-born positive.
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>>97591968
Also, THIS is what my setting was born from a decade ago. A story setting I made for the story thread, a decade ago.
https://1d6chan.miraheze.org/wiki/File:TheDeclarationOfSurrendependenc e.png
https://1d6chan.miraheze.org/wiki/File:Lessons.png
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https://1d6chan.miraheze.org/wiki/File:LandOfCloudAndMists.png
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>>97591946
>>97591968
>>97591976
is this some kind of fetish thing?
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>>97591994
Well... Yes, but I swear, there is also more proper world building. I just rediscovered this setting. Still trying to figure out some basic politics and policies that might exist in this world with a Human-Elven Alliance geopolitical partnership superpower.
Hence why I have included those story posts I wrote a decade ago. Proof my most recent additions to it aren't just a fetish.
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>>97592008
So you have the kink part sorted and are working on the political power fantasy stage?
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In my setting goblins have been mostly domesticated and make up a big bulk of the unskilled labor force.
The thing I am not sure about adding but thought of a day or so ago was the concept of "Going Brownie".
A goblin can fall into a trance state where they temporarily lose themselves into acts of service and work while their normal rougher edges are suppressed. While in this state they respond extremely well to sweet treats and dairy products like milk and cream, and will almost mindlessly preform non-violent task for the person who provides said treats for them as rewards.
Most goblins believe that "going brownie" is the result of domestic spirits sometimes possessing goblins who have gotten too used to working for non-goblins.
In reality it's a self induced hypnotic trance that came about as a adaptation many generations ago when the mage class, and far before them the immortals, had used force and conditioning to turn goblins into servants.
Now that times are different and goblins are begrudgingly treated as a proper people group the original context of the trance state was lost. Goblins generally not being a fans of writing stuff down and having relatively short lives and quick generation times, have largely forgotten "the bad times", so again don't really have a frame of reference to understand why some goblins "go brownie" sometimes. Again, most think it's spirits and have a lot of superstitions about it.
Thing is I am not sure if this concept is stupid and I am lost in the sauce of my own world building, or if there is something there.
I could really use a second opinion.
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>>97592022
Kek, basically? Yes, and if you really need to ask and I should be honest? The kink is elfxhuman, but with more leeway and prominence given to upper class elven Bois having human waifus, white malexnon-white females. And the political part, colonization, geopolitical "imperialism" and the eugenics angle involve with elven men breeding with human females to birth more elves and prettier white people/humans thanks to years of selective breeding a d genetic manipulation via magics by the elves and modern science from the human nation that is their partner/ally/friend.
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>>97592073
Sounds okay to me. For "domesticated goblins" in my fantasy setting, I presume the natural selection theory.
>Violent goblins get culled
>non-violent friendly goblins reproduce.
>This happens for several generations
>Occasionally, non-violent goblins breed with humans; this results in "cuter" and more human-like goblins.
>The resulting breed of goblins after several centuries is one of a more docile and friendly nature compared to their ancestors.
> There's still violent and murdery goblins, but they're far less common than the more civilized counterparts.
>The more civilized goblins tend to have some mischievous natures to them, but apart from goofing around and pranks, they're not too different from other races.
It's your world, though, craft whatever lore ya want.
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>>97571515
I start with vibes.
What is the main feeling I want to invoke. What themes will come up most often.
I think of the world as a set for stories. So when building the world I ask what kind of stores do I most want to tell.
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>>97556551
Oh god is the answer complicated and incomplete.
There isn't a monoculture in my setting.
Damn near every grouping, every trade, ever country, every citystate, every people, all have different social classes within their groups and constantly in flux social classes with outside groups.
Really only the tipsy top and the very lowest bottom social classes are all that clear.
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>>97496877
Yes. They're actually an utopian nation. They're so advanced their main city is hidden from the world and everyone thinks the territory is just wild forests with small towns on the outskirts. Think of wanda but with Russians
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Generic name for the Evil Empire faction. They were built on the premise of being an Egypt where their stupid pagan religion is the literal truth.
Their royal dynasty are a bunch of immortal alien gods that unified the entire land and changed the geography such that there's just the one river supplying water to over three billion people.
Naturally, the King controls all this water. He can make it flood, recede, or move faster in either direction. He usually just makes it send silt and water to farmers as long as they obey him and send him taxes.
The royals are 12 foot tall cannibalistic monsters that look like handsome humans with sickening flame-red eyes and hair. They regularly eat some peasants, usually young ones, in return for letting everyone else live and prosper.
And they have these giant walls that keep the rest of the world from entering without their permission, backed by a radioactive desert on both sides.
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>>97593681
Oh, and they force peasants to build giant statues everywhere so that dead Kings can possess them and keep an eye on their subjects. They can possess priests and oracles to pass information to their living heirs.
They also build giant pyramids, because you can't have Egypt without pyramids, where they sacrifice thousands of people to periodically turn dying Kings into godlike spirits.
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>>97584751
More esoteric weapon designs.
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>>97592073
This anon >>97592119 already said it - it's your world, do what you want with it. To expand on that a little, it's usually good practice to have the various elements of your setting link back to the themes or broader ideas/questions you want to explore with the setting.
If you're looking for other solutions to similar problems, then the way I handled goblins in a project I'm currently working on was make one of their defining traits a sort of hyper-adaptability. Essentially, goblins undergo fairly rapid physical and psychological changes based on the environment they find themselves in. This extends to things like climate and terrain, but also to things like close proximity to other species and cultures.
For two quick and dirty examples, an enclave of goblins in a predominantly human-populated city, while retaining some universal goblin features (i.e. short with red eyes, as two examples), will have gradually taken on some physical features and behaviours that humans find appealing or convenient (i.e. soft, human-like facial features with larger eyes, and overly expressive ears). Conversely, a goblin tribe that has lived in a swamp for the last century might have a browner tone to their skin, gangly limbs, and webbed appendages to aid in camouflage and traversing the swamp.
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In my setting most spells are material consumables, and offensive spells are literally thrown (spell casting) or thrown farther and harder using a sling (spell slinger).
Thing is I had the idea from a different project of caster guns, (mostly based off shotguns, flare guns, grenade launchers, and extremely highly specialized sniper rifles called long casters, as well as cannons, mortars, and artillery). That project had a more advanced tech level.
The project I am currently working on is at just the beginning edges of a industrial revolution. So I feel like spell cannons should at least be a thing, but I don't really want personal magic based firearms to be a thing, at least yet, since it would utterly break other aspects of the setting.
I just haven't thought of a excuse why spell cannons are a thing, yet all the other guns wouldn't, since in theory they could hand craft equivalents to at least some of the small arms with their general level of tech.
Basically, I want big stationary spell cannons but don't want to turn all mages into gunslingers.
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>>97593787
Finally got done with this particular piece of autism, the full infographic is too big to post on 4chan.
https://www.deviantart.com/screeble/art/House-Baryx-Oathbound-Hosts-13 01792997
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In the past, pockmarks were so common that they were often considered a "standard" feature of the human face rather than a rare blemish. Since smallpox was endemic in most of the world for centuries, a significant portion of the adult population carried these "pits" as a permanent badge of survival. Smallpox had a fatality rate of about 30%. Of the 70% who survived, the vast majority were left with permanent scarring. 65% to 80% of survivors were marked with deep, pitted scars (pockmarks). In 18th-century Europe, it is estimated that smallpox killed 400,000 people annually. This means hundreds of thousands of new "pockmarked" survivors were added to the population every single year. Smallpox was primarily a childhood disease. Because almost everyone caught it eventually, seeing a face without pockmarks was actually the exception.
In the 17th and 18th centuries, both men and women wore small silk or velvet "patches" (mouches) on their faces. While they became a fashion statement, their original purpose was often to hide pockmarks or other skin lesions. The use of thick, white lead-based powders was popular among the aristocracy partly to fill in and smooth over the deep pits left by the disease. Because the disease didn't care about social status, many historical figures were visibly pockmarked from kings to peasants.
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how do you show that a particular terrain is farmlands
what symbols do you use
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>>97591025
That actually was a direction I was aiming in.
A related issue is I'm not sure how to implement their relationship with the rest of the setting. The basic gist is their main place is the one inhabitable planet in the solar system, where they interact and work with the other inhabitants. Outside of that there are numerous groups of space habitats, and my idea was that the techno-monks had several waves of going out, visiting, and even settling in some of these habs. But I guess I'm not sure how various closed off space communities would handle a bunch of dudes in robes showing up saying god said they're building machines wrong
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Been working on beast of burden but kinda need inspiration on the particulars of how they look.
Like the main big beast of burden is a Brawny.
A large ox like creature with extremely durable hide and can pull utterly massive loads but is pretty slow and lumbering. Their musk also acts as a natural wild beast repellent and their typical reaction to being attacked is form up into a defensive position with only the thickest part of their hide exposed and wait the threat out in place.
Because of these many qualities they are the main animals used for overland cargo transport outside of walled cities.
I just haven't decided exactly what they look like.
I also have Grunts.
Which are smaller pack animal who are a bit like mini-mules in role. Only they are comically strong and can handle hundreds of pounds of weight over uneven ground as long as that ground is decently solid. They are used a lot within and immediately around cities, but they lack defensive or offensive qualities that would allow them to survive attacks from the creatures lurking outside of walled cities.
Often used by smaller peoples as a overall labor aid, though humans use them a lot too.
I was thinking maybe something similar to a goat in appearance, but my setting doesn't have any other hoofed animals beside cows and deer, which were both brought over from other worlds, while Grunts are supposed to be native so can't have hooves.
Also in my setting Goblins really love dogs and often use them as mounts, with dog racing with goblin jockeys being a extremely popular spectator (and gambling) sport. Not related to the other two, just thought it was fun and had a image at hand.
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>>97602863
One trick for this is to find extinct critters of the appropriate type, and scale up/down.
For the first, Berytherium? Maybe a smaller version of Paraceratherium? Something with a front-heavy build like Daeodon (admittedly an ungulate, but nothing's approaching that critter from the front) or Brontotheriidae?
For the second, maybe Astrapotherium?
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Okay, trying to make a cosmology/theology that results in a religion that is both a) true, and b) "D&D"-ish. Outline is:
1. There are two cosmic forces of Good and Evil. Ahura Mazda and Angra Mainyu, respectively. They are alien enough that they can only communicate with others through dreams and visions.
2. They start creating reality. Ahura Mazda creates the first angels, and Angra Mainyu the first demons. They are also creating a bunch of other shit - love and hate, hope and despair, pleasure and pain, knowledge and deceit - and the [Material World]* is created through the interaction of their creations.
3. The angels and demons start fightin' in Heaven. They also fuck around down in the [Material], since very virtuous mortals can become angels, and very wicked mortals can become demons.
4. Great Ma is one such world. Angels and devils create nephilim and cambion empires like KGB/CIA supporting North/South Korea, and eventually the angels win.
5. Eventually, the devils trick the nephilim into summoning wyrmlings (aberration), which eventually merge into the Chaos Dragon, which promptly eats ~everybody.
6. Sun and Moon, come from a neighboring material world. Sun kills the Chaos Dragon, creating three new gods: Death, Ocean, and Wyrm. Also, Terrene (Earth god) wakes up.
7. Water becomes the basis of new life (humans &c), arcane magic, and spirits. Dwarves are remnants of the first race who survived all the bad shit by hiding deep underground; they are made entirely of Earth, no Water.
8. The gods all fuck, a lot, producing a bigass pantheon divided between Good and Evil gods (see pic). This is the modern era.
*: There's more than one material world. Other worlds are weird - think of how a hard science fiction setting would have weird alien worlds, with biospheres on Venus or Jupiter or the surface of a neutron star, though through a more fantasy lens. Versus the standard fantasy of "it's the same basic stuff rearranged."
Thoughts? Questions?
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I was thinking of drawing a simple map of the town for my players, with notes on important buildings, but I'm afraid I might forget something. With the theatre of the mind, I can improvise, but once it's been drawn in ink, it might be harder to add some bullshit on fly.
Do any GMs draw maps and have any advice?
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>>97603111
>Brontotheriidae
Perfection!
Thank you so much for the suggestion/help.
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This is a stupid question, but I am going to ask it anyway.
>Natural fantasy setting.
>Keeping everything relatively grounded.
>Was told to avoid technology.
But what the fuck do I even do for a conflict then? I feel like the only thing that would make sense is the industrial revolution. I can't write politics to save my life, I'm probably in the wrong genre and should have chosen sci-fi.
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>>97606600
I asked my friends for advice, and they suggested, strongly, that I avoid technology. I'm not going for science fantasy. But yeah, I'm leaning on industrial era tech starting to pop up. It makes sense, though I don't want it to be so black and white as "tech bad, nature good" because there is a lot more to it than that. In fact, I'm kinda looking to depict both in a middle ground. Nature as an uncontrollable force that provides as much as it destroys, and technology having the potential to be a double edged sword depending on how it's used.
>>97606658
Fire and primitive weapon tech trees are locked until they beat a mammoth with their bare hands.
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>>97606796
If it helps, think of the emerging technology as just a new type of magic, that's all the commoners would think anyway. Stick to inventions that are relatively simple, ranging from cannons to steam punk trains if you'd really like. For me, the sweet spot is old school pistols and mold smelting.
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>>97606920
Yeah I guess, though most my inspiration is kinda from all over the place. Nausicaa is among them.
>>97606923
This is good, and yeah, I wasn't going to pull out any truly sci-fi or magitech stuff. Might have something like the spider mech from Wild Wild West as the final encounter though.
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>>97606796
in a fantasy world with magic, magic IS science or a subset of it
they are not mutually exclusive unless you do the arcanum shit of magic messing with the physical properties of the world and shit, causing tech to go haywire
people will always try to make shit more convenient for themselves, which leads to people creating/inventing either new magic, tech, or magical tech
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>>97603996
Stress that it's a simplified map that is out of date and only has the main tourist spots on it.
I have seen plenty of maps like that in real life so it would make sense that if they are looking for something that isn't a major landmark, like a simple normal business or whatever, then it isn't on the map.
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>>97536247
well the ancient greeks were a pre-industrial society and they went through almost all political regimes known today besides socialism and communism. People obviousy had opinions about which is better as they went through a lot of different regimes throughout the ages in most city states.
Of course they weren't the only ones, just the most well known example.
Ancient civilisations definitely had ideologies about political regimes, the biggest difference is that they were tied to the fabric of society much more through religion, customs, culture etc
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>>97609527
Well, if you move southward to Egypt, which came to be ruled by Ptolemaic Greek dynasty, we see elements that look suspiciously like a command economy. While we can't call it "socialism" in the Marxist sense, since it wasn't about the workers owning the means of production, it was certainly a hyper-centralized command economy.
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>>97609599
i am not really familiar with ptolemaic egypt's inner workings. Sounds interesting. Will have to educate myself on that front.
I wouldn't consider the bureaucratic dictatorship backed command economy, with satellite state colonialism to be socialism or communism (god forbid) but i get what you meant when making your point.
Also command economies were present in ancient societies. They aren't a new thing really. The mycenean palaces worked pretty much exactly like that. The total of harvests were gathered at the palaces and then resources were allocated to peasants accordingly. Obviously the palace kept something like a tax. The system was very stable but lacked adaptability which is why when things got bad it collapsed as far as i know. It was there for centuries though.
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Is haughty elves being out competed by the human savages they effectively trained in civilisation and warfare logical?
They basically breed like rats from their perspective and thought they would be useful expendable mercenaries. It's supposed to be an analogue of the Romans using germanic foederati.
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>>97491908
>TQ
Nothing would happen, as no typical humans have ever dwelled in that world. Though there are many humanoid species, and if they all left, the glowies would jump at the chance to return the world to its original form (and fail) (and kill themselves)
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What do you think of Martian-Earth conflicts in sci-fi? Are they inevitable trope of the genre?
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>>97491908
When it comes to arming peasant militias in a medieval fantasy setting, is there anything that can match the good ole' reliable spear?
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>>97619773
It's probably what's going to look like, I suspect. Nobody is going to claim Mars all for themselves. There will be probably multiple competing colonies from multiple countries rather than an united Earth government.
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>>97619848
Yeah, and it case war with china sector means war with China. Which is another can of worns.
Unless... Mars isn't really that important, and we have a Cold War Africa situation in which proxy wars are more or less ok. But that sounds unlikely, as it would be a fuckhuge investement.
So we would need a reason to have an independt-ish sector first, methinks. Then an inter-martian war. Then MAYBE an united Mars could mess with Earth.
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>>97620377
the scale of industry and the technical knowledge during the medieval age simply does not allow the mass arming of peasants with any type of firearms
set your fantasy setting closer to the 1600s if you want massed firearms, at that point in time you get the spanish tercios pike and shot kino too
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I think I spent a month accidentally re-creating Firbolgs.
I mean mine are quite different from D&D or WoW, and it wasn't intentional that the people group I was creating ended up so similar to Firbolgs. But now that I looked up firbolgs I am annoyed at how similar they are to what I made at least in some respects to appearance.
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>>97620882
And not enough food or spare labor to go on campaign with a large fighting force.
Logistics decides how big your army is, not how many pointy sticks you can slap together.
It's also much harder to convince peasants not to flee in the face of the enemy with shitty spears compard to holding a line or wall with crossbows. Even if they aren't very good crossbows.
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>>97600247
Maybe a grain symbol would work
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I'm building a setting around an inland sea, about the same total surface area and volume as all the Great Lakes combined. How much do I need to study weather systems before getting into how boating works on it? Could I get away with just handwaving that there are some seasonal winds and currents that make whatever direction of sailing I'd like to depict at a given time viable? I'd like to avoid having my civs rely on oarsmen to get around if possible.
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>>97625829
I guess it depends on the focus of what you are going for and how much detail you would like around sailing and travel.
Going detailed means having to have those details feel right, even if they aren't scientifically perfect.
However many stories and game settings can work just as well without going into detail about such things. Both work so go with what interests you and your passion will show you the way.
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>>97628517
why would a city be designed to confine something?
cities are meant to be a hub for people to come and go, not to confine something
the only case that i know of is morroc from ragnarok online, where they built a castle on top of a seal which contains a great demon and a town slowly forms around said castle
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>making a gritty sword and sorcery inspired world
>have normal cats
>also have Kots
>Who are cats with little crystal growing out of their head like a horn
>who are telepathic and mildly psychokinetic
>and have slightly above average human intelligence
>and speak
>and are basically treated as one of the sapient people's of the world
I will make it fit the tone...Somehow.
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A few days ago I thought up a sport for centaurs t hat is something of a mix of fencing and jousting, but somehow has a lot more movement. Nonetheless, the goal is to touch your opponent with your spear/lance
There are also two other major "rulesets"
- Kicking to the lower body is allowed, but does not score unless it knocks the opponent down or out of bounds
- Ditto, but kicks to the legs are disallowed
I'm not sure how more movement could be integrated into something like this. I thought of movement only being allowed between tiles in an L-shaped pattern, though I can't decide whether that would make sense outside of a chess-themed world.
If I weren't so lazy, I'd cobble together a prototype in Unity just to get an idea of how it would look in action, which is saying something because I tried genning a few clips with AI and none of them were...doing it for me.
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>>97615147
Depends on what kind of societies and interdependence we're talking about.
>It's supposed to be an analogue of the Romans using germanic foederati.
Seems a rather awkward analogy to me given that's not really the relationship the romans had with germanic peoples.
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I want it known that I had a more detailed post responding to the thread questions and questions from other posts, but this stupid site said it thought it was spam
Anyway, I made numerals for my setting because while I'm not a conlang autist, I do like having scripts for the in-world languages and realized I would need an analog to roman numerals. These use base-12 simply because i find it interesting, and the visual style is inspired by ogham and runes
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What would be a considartion to keep in mind if I use telekinesis as a way of making spacecraft go really fast?
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>>97640864
Well, you're using your brain, a very squishy and sensitive thing, to push an entire fucking spaceship around. Probably very hard and for long periods of time. That sounds like it could cause just about every neurological issue imaginable, plus cancer.
Then there's the question of the metaphysics of your world. Are there immaterial things that can take notice? Can psionic energy build up and need "grounding"? How sturdy is the fabric of reality really out in deep space. And what happens to all that when you FTL that sucker?
Then in-between those levels there's the question of what society does with it. Is this something of critical military importance? Just a way for nepobaby "street" racers to get a few extra mph out of their machines? And for any such, why is it at that level? And especially if it's important, how common are people who can do it? Combined with the possible toll it'll take on you, how common are people who are willing to do it, in peace, desperate war for survival, and everything in between? Are psionics perhaps kidnapped and enslaved for this? Do you ned the entire guy, or can you just brain-in-a-jar to poor sod? Can you clone psi-capable people? What are the odds of a bank of cloned propulsion brain jars deciding to go full Akira on the place?
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>>97640954
So the general idea is that psionic powers used on that scale (on most scales really) relies on machines to help amplify the power and organic components to allow said machines to interact with their powers.
It wouldn't allow ships to go FTL but rather get around the solar system at a more reasonable pace since Humanity is currently stuck and can't use the only effective way to travel outside of the solar system.
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>>97641753
Well, that can go anywhere from "it just works" to "Libera Tutame ex Infernis" depending on what you want from it. But considering that this sounds like it could be important for both commercial and military purposes you should probably give some thought to how hard it is to find psionics to do this, what training they may need, and what measures the powers that be take to ensure they have enough of them around.
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>>97641877
Wdym by exact length? If you mean with regards to the top/side bar think of it like devanagari. The top line just exists as a part of the symbols and is extended as far as they get drawn
>>97641993
Its not a positional system, but im calling it base 12 more in how the numbers scale. Roman numerals arent base 10, but it makes sense to refer to them as base 10 for the sake of explaining the relation of the units to each other.
Tldr its not correct but its just there as a placeholder explanation