Thread #97877546
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Welcome to /wbg/, the official thread for the discussion of in-progress settings for traditional games.
Here is where you go to present and develop the details of your worlds such as lore, factions, magic and ecosystems. You can also post maps for your settings, as well as any relevant art (either created by you or used as inspiration for your work). Please remember that dialogue is what keeps the thread alive, so don't be afraid of giving someone feedback or post whatever relevant input you might have!
Last thread: >>97784855
Resources for Newfags: https://sites.google.com/view/wbgeneral/
Worldbuilding links: pastee.dev/p/sp2Mdb5I
https://cryptpad.fr/pad/#/2/pad/view/Eo+fK41FKVR7xDpbNO0a0N4k0YYxrmyrh X3VxnM14Ew/
Fantasy map generator: https://watabou.itch.io/medieval-fantasy-city-generator
Thread Question: Do you use your world building in games and projects as you go or are you waiting for something such as your world feeling somewhat complete?
If you are waiting, at what point do you think you world will be ready to use?
Alternatively are you just world building for the joy of worldbuilding, with no particular game or project in mind at this time?
191 RepliesView Thread
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>Watching show
>Hey this is cool, what if I made a setting that was like this but it went in a direction i wanted it to
>Continue watching
>Show goes in that same direction too.
>Character even shows up with the same name as one I made up
What do I do in this situation? It's inspired by it but I didn't want to rip off the story
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>>97877546
OPs picture implies that building walls is both effective as defence and within the means of whoever lives there.
The little castle in the middle looks relatively sensible from a tactical and architectural point of view, so a guess at the history of the place would be that it begun as an early medieval castle on a defensible hill, gradually got a town added to it, and then something happened. Either radically new ways of building walls, or radically new ways of organizing territory (the state got a lot bigger so the budget got a lot bigger and/or it became very much better at extracting value from the population).
It could be the capital of an empire created by the noble family that holds the castle, expanded into something intended to impress and overawe.
There are no visible administrative buildings apart from the castle, the temple(?) to the lower left, nor any large estates apart from the castle. So there is probably a big distance between the ruler and even other noble familys. The emperor is NOT the "first among equals".
It could even be a forbidden city only inhabited by the imperial family, their servants, bodyguards and noble hostages. The triple walls could be to prevent even the garrison from seeing into it: Noble levies in the outer ring, regular army in the middle, and praetorian guard in the inner ring.
I would expect the open green areas to be parks, probably owned by nobles and almost certainly reserved exclusivly for use of those nobles. They are too small to feed the town either as pasturage or as farms.
The concave area to the bottom right and especially the cliffs to the top right are obvious weak points. The concave bit is obviously planned to look like it does, but I can't explain why the cliffside is so badly defended. It would have been easy to let the triple wall go between the lake and the cliffside.
(Written before I did a image lookup)
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>>97877854
Ain't nothing wrong with a little bit of fan fiction to get your creative juices flowing.
That said you can take strong inspiration from something and change enough of it that it eventually becomes your own.
Something being derivative is only really a problem if you are planning on publishing it in some way.
If you are making something for a game among friends, or writing something that you don't plan to sell it really ain't a issue.
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>>97877546
>>97877871
Some sort of Forbidden City situation feels like the most likely.
If it were a more normal walled city, the walls would start from the inside, where you'd have the castle, the walls around the initial town, and then another wall further out as things continued to sprawl.
Having all three walls instead implies that this was some major project by someone very wealthy/powerful who wanted to plan it all out at once.
It is also possible that it merely used to be a Forbidden City, and it ended up abandoned/conquered, explaining some of the new sprawl of housing.
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So, this mostly for a character I'm designing but it doubles as world-building. I'm designing a gang (Vataga) for a character in in-universe 17th century Nizhny Novgorod. At that stage of her life she has been reduced tro urchin/teen delinquent. Now, I want to make sure I don't make Victorian London instead
of 17th century Russia.
How did urchins, teen delinquents, and criminal elements operated back then in 17th-century Russia? In Elizabethan or Victorian London, an urchin could disappear into the fog of a growing metropolis as an individual.
Russia at this time (under rulers like Alexis of Russia) was:
>Highly hierarchical
>Community-controlled (villages, households, guild-like groups)
>Suspicious of rootlessness
Unlike England, where urban anonymity was growing, being unattached in Russia was abnormal and often illegal. Many vagrants were runaway serfs, the Council Code (Ulozhenie) of 1649 removed the statute of limitations on runaway serfs so you could be hunted down forever. The state was obsessed with categorizing and taxing people. If you were caught stealing or being a vagrant, you could forcefully be put into an apprentice or turned a serf, after being beaten with rods publicly, or flogged with the infamous knout, (or have your ears or nostrils mutilated/brand your face if you were a repeating offender).
Rather than have her be a vagrant, I'm toying with her sooner or later joining an apprenticeship: attached to a household, workshop, or tavern. However, apprenticeship wouldn’t necessarily mean stability or satisfaction. You were basically an intern: Abuse, boredom, neglect, overcrowding, hunger, or ambition could easily push her into crime on the side. People often formed Artels (Workers pooling labor and sharing income, built on trust and intense internal policing to avoid collective heat). Surviving winter is also very hard without somewhere to sleep warm and I'm going to guess Russian cities were designed different from English ones.
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>>97878123
Depends on the size of a city. Cities like Moscow had 100,000+ people. Nizhny Novgorod was a major provincial hub, but significantly smaller than Moscow. It would have had something like 10,000 and 25,000 people and between 2,000 and 4,000 households (main unit for the government to control its population and tax it).
This century is known by historians as The General Crisis with several states suffering major blows or catastrophes like the Time of Troubles (1598-1613 ), the Deluge (1648-1666), English Civil War (1642-1651), or the Thirty Years' War (1618-1648). This was also the period of the Little Ice Age. So, it was a time famines, wars, displacement, and change for all Europe.
The "rootless" population in a trade hub could be anywhere from 2% to 5% of the city's inhabitants so you can end up with visible but suppressed" group of roughly 300-1,250 of street-dwelling youths at any given time, which the state bureaucracy either ignores or hunts down.
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>>97878213
Most beggars, vagrants, unattached youths were seasonal migrants. They didn't form a "stable" slum class like in Victorian London. In the summer, they worked the river docks. In the winter, they either leave, found a stove to sleep on, or a bakery wall, or they died. Since there was no state welfare, the only "legal" place for an urchin was at the gates of a monastery begging for alms.
The rootless population fluctuated wildly with the seasons and time periods.
-In peak trading seasons > floating population spikes
-In crisis periods (famine, war) > it could temporarily explode
-In quieter times > shrink or be absorbed into households
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>>97878096
In the Russian 17th-century context, rootless weren’t just “homeless” in the modern sense. They often included:
>Runaway serfs
>Seasonal laborers and port workers along the Volga River
>Disbanded soldiers or camp followers
>Orphans and displaced youths
>Petty traders and semi-itinerant people tied to river commerce
The all share one trait in common: weak or absent ties to a landowner, guild, or household, which made them administratively “invisible” or problematic:
>Hard to tax
>Hard to police
>Socially suspicious
Authorities often needed this population for cheap labour (manual work, construction, transport, markets), so they were sometimes tolerated, sometimes actively repressed with periodic crackdowns (sweeps for fugitives, forced return, punishment for vagrancy).
This tension is typical of early modern states, not just in Russia but also in places like London or Paris.
If your character’s gang has 10-15 members, they represent a significant "unit" of the local underworld. In a city of 20,000 where everyone is supposed to be registered or semi-registered to a sloboda (district), a group of 15 unattached teenagers is a glaring security breach.
They wouldn't be "lost in the crowd" like in London; they would be "hiding in plain sight," likely surviving only because they pay bribes to the Zemsky Yaryzhki (local low-level police) or because they are "protected" by a corrupt merchant who uses them for off-the-books labor. Still, cities were not perfectly controlled. Markets, river docks, and outskirts created semi-anonymous zones.
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>>97878096
>How did urchins, teen delinquents, and criminal elements operated back then in 17th-century Russia?
Read the books Devils and Humiliated and Insulted, by Dostoevsky. Both deal with criminal elements in the exact setting you are describing.
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>>97878377
For flavour:
> The Raskol
From mid-century forwards, Russia was going The Great Schism of the Russian Church between the Church-state reform authority and the Old Believers (traditionalist resistance) about correctness of faith and ritual, which then spilled into daily life.
It involved disciplinary violence + exile + punishment, but nowhere near as catastrophic as what was going on (or went) in England (Puritans and Oliver Cromwell), or the Holy Roman Empire (Thirty Years' War - half of Germany's population gone): part of the overall century's Age of Confessional Violence: religion + state formation + violence + discipline of populations.
Early modern societies did not separate religion and daily life, so any reform movements affected entertainment, oaths, drinking, public behavior, even gestures and clothing.
>The Bans on Skomorokhi:
These were traveling performers/minstrels. They were associated with pagan remnants, mockery of authority, and disorder. Decrees were periodically issued to condemn them, ban them, smash and burn their instruments (domras, gudoks, bagpipes), or even whip them. It was part of a broader “moral discipline” project, not widely enforced, but musical performers and instruments were pushed into marginal spaces, became underground, rural, or reduced to weddings/church/festivals. The balalaika began to develop around that time (easy to build by peasants).
>The Liquor Monopoly:
The state relied heavily on tavern revenue (kabaks) and effectively maintained a state alcohol monopoly. The state was torn between wanting tax revenue from vodka and the church's demand for sobriety.
>The "Correct" Life:
Missing church, doing the cross wrong (2 fingers vs 3), rejecting official rites, refusing church authority, wearing your hair the wrong way. Not a single minor act would do it but you could end up denounced if too many piled up: community enforcement + church scrutiny + occasional state intervention.
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>>97878558
You're retarded. Discord is for queers and wasting time. Don't add your energy to it.
>>97878905
People like you are the reason this board sucks. Literal mouthbreather
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>>97877546
When it comes to worldbuilding. I love worldbuilding for the love of the game/hobby. I don't try to make this a "world" for a fantasy or Sci-fi TTRPG and all. I just make worlds when I have a idea and just add to it when I get a good idea and all.
As for I how I like to make a new "world/setting." I prefer to start off just making the "starting town" then spread it out. Adding more towns, cities, nations, cultures, races, species. I tend to make a few "starter towns" so different play groups can help me grow the world's lore and might overhear a different party's actions when in town and all from a traveling bard or merchant. Grow it naturally over making the world before letting the toddlers known as PCs run in and "murder hobo" the shit out of it.
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>>97878905
This is the gayest thing ive ever read, actual ass cancer
>>97877546
Anyways, finished up another organization chart for the military of one of the nations in my setting, and im gonna talk about it now.
The Hejmonian Ground Forces, even with the advent of their new armored cars, still make heavy use of horse mounted cavalry for patrolling and protecting their lands. Horses are able to go in places that a car never could, and in a society without the massive infrastructure of our modern day, horses often prove more reliable.
Pictured here are horsemen of the 1st cavalry division, stationed in and around the capitol. This cushy posting is evident in the way the men of this division carry themselves, and especially evident in their dress, as these men chose to continue wearing the nickel regimental number plate that adorns their hats, something that is quickly disposed of by the divisions situated more on the frontier.
Don't mistake their poshness for weakness though, these are still well-trained cavalrymen, and being on the wrong side of an entire company charging down on your position is sure to frighten all but the most steadfast.
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Say if we use orbital rings of solar collectors that blocks, or rather absorbs, all light at the equator for the sake of solar energy and casts the world beneath it into an endless night, would it make more problems that it solves?
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>>97877881
And being derivative isn't really that much of a problem if it's derived from something quality, and well executed on.
Human beings only have like twelve archetypal stories or something, that we tell over and over in various permutations.
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>>97880000
>Human beings only have like twelve archetypal stories or something, that we tell over and over in various permutations.
I think that hypothesis is overly reductive.
It takes a lot of stretching and reaching to forces a heck of a lot of stories into archetypes they don't actually fit.
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>shameless repost from the last thread
This is leaning more into engineering than worldbuilding, but I'm drafting a design for a small maneuverable fighter spacecraft (pretend it's an actually viable role), and am trying to figure out the basic layout before I start adding actual detail.
The core concept is that it has a rocket engine on each side of the craft mounted on swivel joints, which can be rotated at different angles to pitch and roll the craft.
My question is: where is the most logical place for the engines to pivot from, on both the engines and the hull?
>would it make any difference if the engines pivot at their front, center, or rear?
>I presume that the pivots should be as far from the center of the hull as possible for maximum torque in pitching the craft, but would it make any difference whether they're mounted at the front or rear of the hull?
the model is nowhere near final; I'll be moving the engines in accordance with whatever the solution to these questions ends up being, and will probably make their housings shorter too (also the thing on top is just a human-sized cylinder for size reference, not part of the ship)
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>>97880829
I'm afraid that doesn't really seem like the concept I'm going for here: the idea is that it has two big rocket engines that rotate to get different angles of thrust, rather than four smaller ones (which unless I'm much mistaken seem static)
frankly I also just don't want to do the X-wing aesthetic, because then I feel like I'm just ripping off star wars
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>>97878213
>>97878375
>>97878377
Pretty gud WB right there.
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>>97882139
1, you should be using symmetry mode in blender to save yourself the trouble of building both sides by hand
>would it make any difference if the engines pivot at their front, center, or rear?
Yes.
Something you need to consider is that the hull and the pilot also have to withstand the rapid directional changes that you get from having your thrust so far off center of mass.
anyway I'd just sci-fi up a submersible ROV because they look cool and compact and I am lazy
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>>97878213
For reasons behind the General Crisis of the 17th century...
Economic contradictions causing political upheaval
>Crisis of feudalism transitioning to capitalism.
>Conflict between rising bourgeois classes and traditional aristocracy.
elite conflict caused political upheaval
>increasing sophistication of banking allowed monarchies to finance colossal mercenary armies with disastrous consequences
>Struggle between “court” (centralizing monarchies) and “country” (local elites).
>overextended states and resistance from entrenched interests.
One popular example always given is that of the German Peasants War, which was partly caused by the erosion of old common law/privileges the peasantry enjoyed in favor of larger and profit oriented estates owned by the nobility and church. But not only the lower classes suffered such upheaval. The petty nobility also fell victim to the rise of the modern states. One year before the German Peasants War two revolts by the petty nobility took place in the same region. Those nobles rebelled for similar reasons as the peasants: erosion of old common laws and privileges in favor of the strengthening of the larger territorial Lords. And similarly the territorial Lords utilized their modern armies to crush those revolting nobles
Climate and Environmental issues caused political upheaval
>The Little Ice Age
>Environmental stress triggered cascading failures in food supply, economy, and governance.
And of course the eternal autism of wars of religion
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>>97884699
Oh, somebody else made the thread this time and I was actually going to stop if you had shut up, but I guess you really wanted twelve.
>>97884957
He has been doing this for like five years, that's why I started adding Discord links in the first place, to punish his misbehavior.
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>>97884699
mentally ill
>>97885792
actively malicious
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>>97886215
you do not punish the misbehavior of a schizophrenic by shitting in the fountain so you can snicker at the schizophrenic pointing at it and screaming. Thats just making everyone elses experience in life worse.
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>>97886464
He'll piss on me no matter what I do, though. See >>97884699
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>>97886476
If he's mentally ill and can't respond to incentives than he'll behave exactly the same if there are three million discord links in OP. Thus, it's not "egging him on." Stop defending him and treating him like a mental invalid.
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>>97886481
Sorry let me illustrate why you're stupid.
He has demonstrated that he will act out despite lack of incoming stimuli
You adding the discord achieves literally nothing. You are doing nothing but acting in a spiteful manner. "but he does it anyway how can it be spiteful" You're adding it because you believe it will upset him, you express so openly. Stop kicking the autistic retard
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Was thinking of making dwarfs different, typically dwarfs are simple, they live in mountains, dig to deep, get drunk after guzzling their 10th barrel of ale and shitting on elves and all the while screaming in northern accents
Got this idea of a what if scenario, what would happen if they were forced to leave their mountain holds due to their frozen homeland becoming less livable, trolls and beasts attacks are becoming common and there isn't enough time within the seasons to grow enough food to
They sailed away on large ships to a large uninhabited island, think roughly the size of Iceland, still a frozen shit hole but better than home but there no massive mountains with vast resources but there is a lot of trees and they forced to adapt to this change being more of a maritime race than simply ROCK-N-STONE! race and that where i'm am for now, trying to think what other themes or ideas to throw in with this, so any suggestions be nice
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I've been wanting to make a setting based on North European (mainly Scandinavian and Finnish) folklore, and I've been reading into it from any source I can find. However, I'm a bit scared that I might end up misrepresenting their folklore if I depict some creatures / beliefs a certain way. I want to be as accurate as possible, but at the same time, I want to make them fit the setting. For example, there are some creatures that only work in a later Lutheran context, while others only seem to work in a pagan context. I did come up with a way to make them work, but I'm afraid it might be too convoluted. Should I really be that worried?
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>>97886567
That just sounds like you're making dwarves into vikings. Which in fairness, makes it easy to draw from some Norse myths and fits well with dwarves liking axes.
Aside from no longer living in mountains (because they dug too deep and got kicked out by trolls), that is still pretty typical for dwarves though. But it's still a fine enough take.
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>>97886567
What if you did something to the effect of saying that although they no longer live among the rocks of their old mountain home, their skill as artists and sculptors never died off, with their lands filled to the brim with beautiful sculptures carved from ice instead of rock? or perhaps they make their living as ice harvesters, selling ice blocks to be used for the freezing and preservation of food to the people who live in more temperate climates?
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>Thread Question: Do you use your world building in games and projects as you go or are you waiting for something such as your world feeling somewhat complete?
I waited until the card game I was making was pretty much rules-complete before I started worrying about world building at all. Now I'm trying to build the world and I'm getting analysis paralsis
>If you are waiting, at what point do you think you world will be ready to use?
I have 6 colors/factions that need a couple of characters each as well as everything surrounding what motivates them. My current plan is to go with an alternate reality rather than having to form the world from scratch but I don't know if that is the best way to go. The setting I'm thinking about is 1930-50's alternate United States where the war either doesn't happen or doesn't go hot.
Also I have a love for the M3 Halftrack and think I could incorporate it in to daily life
If you were playing a card game, do you think it not being a completely unique world and IP would hinder your enjoyment of the game? Or should I go all the way and develop my own alternate world with similar technology?
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>>97886610
Most players of a cardgame are going to be people who have the rules explained ot them on the fly by the one guy who played it before, your lore will be largely irrelevant.
But no I have tism and would enjoy card lore whether its just slight alt history or fully new world.
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>>97882139
>>97882181
The idea behind the starfury is that the 4 engine pods are all far away from eachother, so they have a lot of leverage to spin 360 and go the other way if need be
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>>97886610
>Incorporating the M3 Halftrack into daily life
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>>97886652
The biggest thing about the lore is how it will effect the art. If I were to present my project to an artist right now I feel like I would be lacking in descriptive elements that makes the world unique. Then again I want the art to be able to be a representation of history and a teachable experience so I don't want to veer too far off
>>97886685
Exactly. Farms get halftracks, loggers get halftracks, halftrack schoolbus
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>>97886610
>>97886685
>>97886700
Porch Pirate B-Gone
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>>97886524
>if you just screech loudly enough, you should be allowed to have your way
That's what he got taught last time there were Discord links in the OP and he shat up the thread until you guys gave in, only then he kept shitting up the thread. Now he's being taught the opposite lesson, that screeching will get him less and less of what he wants.
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>>97886584
>I'm a bit scared that I might end up misrepresenting their folklore if I depict some creatures / beliefs a certain way
who are you afraid of, it's not like they'll magically appear behind you and make you disappea
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>>97882181
Basically choose what it is you want the effect of rotating the engines to accomplish. From here assume that Y is the long axis of the vehicle, and X is the horizontal axis.
If the engine nacelles (the housings the engines are in) are directly centered on the center of mass of the vehicle and rotate in the X axis, and the engines themselves have no type of thrust vectoring what you get is a vehicle that can accelerate in one direction while having its fuselage pointed in a different direction in the X axis, which is pretty useful, but those engines can only be used to rotate the vehicle around the Y axis and not the X axis.
If the engines also have any type of thrust vectoring then they can also turn the vehicle in the X axis. Also if the engine nacelles are designed to have their center of mass off center from the pivot point rotating them will also produce a rotational force on the spacecraft.
If the intention is to use them to rotate the ship around the X axis then you get the most effect by having the engines as far from the center of mass as possible, however when you do this it also means any acceleration except with the engines in line with the fuselage will result in it rotating rather than accelerating straight forward.
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>>97887215
This is assuming you have just two main engines. If you have a bunch distributed all over the place you can really use them to do whatever. IRL attitude control and propulsion are often handled separately once the vehicle is actually in space.
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>>97886567
if they hold on to their proclivity of underground living, their homes would not be too dissimilar to hobbit burrows i would think.
size of iceland but is it also similar in geography? cause iceland has a shit ton of volcanos, maybe do something with that, there is also a lot of sheep.
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>>97887134
it has excellent mechanical usage but falls somewhat apart under scrutiny.
like, what does the guild do with unlicensed adventurers taking away work from their membership? send the fantasy pinkertons after them?
you can go into a lot of autistic detail about laws and regulations that will have little to no impact on your game or your players enjoyment.
my only real pet peeve with adventurers guilds is that they are almost always way too fucking big, like they are a massive corporation in a medieval fantasy world, so i prefer if there are more, smaller guilds, like one for each major city, and they all have varying degrees of competition and cooperation
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>>97886567
I kinda like it. Low key, but a nice down to eath spin.
Maybe let them dig some shit still, because I mean, dorfs. An idea: the winters are pretty bad and in the bad season they live underground with their cattle and stored crops.
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>>97888025
>like, what does the guild do with unlicensed adventurers taking away work from their membership? send the fantasy pinkertons after them?
I mean this comes up semi-regularly in weeb material.
The answer is usually, the weak ones skirt along under the table living like poachers, and the strong ones are essentially bandits with a different coat of paint.
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>>97888025
>like, what does the guild do with unlicensed adventurers taking away work from their membership?
Killing demons and/or monsters.
>but what about the military?
Killing demons and/or monsters.
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>>97884957
The first link in the OP has links to pisscords.
>>97886470
You're a literal nobody and I don't give a flying fuck about you or any of your posts. Adding links to the shit heap in the OP out of spite is meaningless shitflinging and won't affect me in any way, if anything you're proving you and all d*scord users are cancer and incongruent with 4chan culture.
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>>97886604
>>97886609
>>97887963
>>97888031
I'm liking these ideas so far
>Vikings
Did thought of writing some of the dwarf clans with that came over turn to raiding human and elven coastal settlements, instead of longship they got these big floating fortress icebreaker ships they use to smash through the ice around their island that they also use to ram any enemy ship they see.
>Underground living and digging
I thought more of a large city that stretched along the coastline with dozens of docks and ports and messy layouts of houses, instead of that typical high fantasy dwarf architecture where everything is polished stone bricks with large metal ornate door with statues of heads chiseled into the architecture, thought they gone a bit backwards and using more primitive building styles like cobblestone or logs being second. They still do dig, them being dwarfs it natural for them to dig, mainly to find any resources underground with some success in metals and I like the idea of hobbit burrows, could make the outer villages and potato and sheep farmsteads living like that (just without the fat hairy feet of course)
And also speaking of going backwards, they don't wear that heavy metal dwarf armor like most dwarfs do mainly because it costly and secondly they going to be out at sea most of the time and if you fall overboard your pretty much boned so instead they wear mainly thick furs, gambesons or light mail with only the honor guard of the Jarls wear the ancient plate armor of their ancestors that first settle the island and they aren't allow to leave the island with that armor unless it for very important reasons for it one of the few things they have left of their past that even losing one set is a great lost
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>>97889235
>The first link in the OP has links to pisscords.
Brilliant observation, anon. You know what else has links to discords? The fucking catalog. Maybe start screeching about that next, turbofaggot.
Go shit up these threads while you're at it: >>97755809 , >>97818127 , >>97699640 , >>97866133 , >>97866898 , >>97853550
Or better yet, apply for janny duty. I'm sure they'd love another powertripping retard.
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>>97889324
forgot pic
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>>97886610
>If you were playing a card game, do you think it not being a completely unique world and IP would hinder your enjoyment of the game?
I mean the main card games I play now days are poker and solitare...
But as far as TCG style games the main thing that matters to me when it comes to playing it is how often I can play the game with people, how expensive it is to keep up with; and how difficult it is to learn, teach, and run the game.
After that good art is a huge bonus but not required and solid mechanics is also a huge plus but not necessarily required.
Lore or IP generally don't matter to my enjoyment of the card game.
For example I actually really enjoyed the first few magic the gathering novels and find quite a bit of the lore, world building, and setting super interesting. However I have negative zero interest in playing MTG because I don't like the card game and WotC are cunts who hate their customers.
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>>97889333
I think hes making a card game ala Splendor
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>>97886610
>If you were playing a card game, do you think it not being a completely unique world and IP would hinder your enjoyment of the game? Or should I go all the way and develop my own alternate world with similar technology?
Basically no BG does that.
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>>97887134
I feel like "weebshit" is the only thing that consistently blends magic and technology in a holistic way.
Most western stuff feels the need to keep them antagonistic and exclusive to one another where the development or proliferation of one actively stagnates or destroys the other.
It's just rare to see western settings with magitech or high magic societies with levels of technological development beyond late medieval levels.
So I must look east for inspiration.
>I just love the idea of adventurers guilds bro
I technically don't have a adventurers guild in my setting but I do have a few organizations similar.
Like Hunting Loges which are pretty close but far more disorganized and laissez-faire. But members of a loge can bid on jobs, sell the results of their hunts at good rates, and share information about stuff in the area.
There is also dungioneer guilds, but they are extremely regional and aren't even remotely similar in structure to the typical anime or videogame adventure guild. They are more about magical resource monitoring and extraction, to put things super simply, and mainly try to monopolize access to dungeons in any area where a city/state doesn't have the military might to monopolize access themselves. They are mainly a antagonistic force that has to be dealt with in a area before one can freely access the dungeons of that area.
Lastly there are "jobbers", job boards, and the like. But this is mainly for odd jobs and side quest usually within city limits. Again, not formal or organized. Just stuff like
>figure out who keeps stealing my flour shipments
>Reward if you find this [insert mcguffin that happens to be hidden in a location the main quest will take the party]
>mage needed to verify paternity
>are you muscular? Models needed. Have your muscles immortalized in marble.
You get the idea. Side quest and optional objectives.
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Houses as political organizations get thrown around in scifi and fantasy a lot, but what really are they? I don't really get them beyond a surface level it's a political entity and many of the higher up members are generally related
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>>97889703
Houses are centered around a family
The mainline being the direct heirs descending from the patriarch
Cadet lines descending from second/third/etc sons who went off on their own but has stayed aligned with the interests of the main family
You'd then have associate/subordinate houses
And all of these would have various businesses and lands that they rule over
But really at its base its just a noble family anon
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>>97889703
Think of the Kennedys in recent history and mafia families. Something at the intersection of the two, but generally in speculative fiction you have them going longer and with more of their wealth in "deep" things like land/factories than "shallow" corporation stocks.
General sexual depravity and similar personalities through generations optional but pretty common.
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>>97889801
Also in fiction they are either big as shit or implausible few in members' numbers (like in Dune, Gedi Prime seems to have a billion people but perhaps ten bigwigs in charge). Oddly enough the first model is more grounded, or at least we can see examples close to that: nominally the Saud family has 15k members, of which perhaps 2k having some actual power.
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I’m working on a matriarchal culture. They are a non-human species, with much shorter pregnancies and nursing periods – equivalent to about four months total. The females are larger than the males. I’m trying to think about what the differences would be between their matriarchy and a normal patriarchy with the genders inverted. This is what I have so far:
- no marriage, or marriage introduced as a thing to benefit men. They are going to trace through matrilines, so paternity doesn’t matter. A wealthy woman could just fuck any of the men working at her house.
- occasional, known periods of incapacitation; their four month pregnancy/nursing cycle is pretty calorie intensive, so the womenfolk have to have some standard way of handling it
- I’m not sure how war works. Women are still the chokepoint on population size; maybe they’re just less warlike? The females are significantly larger than males. 6 foot six on average and 220 pounds.
Anything else I’m missing?
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>>97890284
>The females are significantly larger than males. 6 foot six on average and 220 pounds
I know what kind of man you are
anyways, is there any specific reason you're no going full bee style matriarchy? I feel like it would solve some of the questions you still have
Periods of incapitation: The men tend to them, and taking care of a pregnant woman is considered one of the highest honors among the men
War: fought by the men, as men are considered expendable in the grand scheme of society
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>>97877546
Back at it again with the organizational charts, this time with some dorf action
I think for the dorfs, im gonna keep them as a foot infantry only faction, considering the rocky terrain they live in would be unsuitable for vehicles, but also compensate by giving them a FUCK load of machine guns. I also gave them big ass bayonets, because I imagine them defending the narrow passageways of their mountain holes, and having a long pointy stick would be good for that in my brain. I also imagine that they would use machine guns a fuck load because setting up an MG at the end of a tunnel and waiting for the enemy to come walking down would be an amazing ambush, giving them no place to go but forwards or back
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>>97890354
>I know what kind of man you are
I'm a man of varied tastes.
>anyways, is there any specific reason you're no going full bee style matriarchy? I feel like it would solve some of the questions you still have
Bees are eusocial, which has huge and extreme second order effects on behavior that overrides anything to do with matriarchy. I want a species that's relatively close to humans.
>War: fought by the men, as men are considered expendable in the grand scheme of society
Yeah, but the women are significantly bigger than the men, so if you fight with women, you win. Well, I suppose in modern times, pointy stick is more important. Apparently both sexes do the fightin' among spotted hyenas, so maybe should use that.
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>>97890510
Yeah, I suppose thats a good question to ask, what time period is this setting taking place in? because anything past when guns became popular, it doesnt really matter who's pulling the trigger
Also, since marriage isnt a thing, have you thought about having them operate in a sort of clanlike structure, where women tend to have a whole harem of men at their beck and call? I think that could also solve your incapacitation problem, while being similar to real life human behaviors in certain cultures
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>>97890526
>Yeah, I suppose thats a good question to ask, what time period is this setting taking place in? because anything past when guns became popular, it doesnt really matter who's pulling the trigger
I'm imagining roughly medieval, but humans have very low sexual dimorphism for great apes, due to having pointy stick tech (so the marginal value of being a gigachad is much smaller). So you're still looking at that.
>Also, since marriage isnt a thing, have you thought about having them operate in a sort of clanlike structure, where women tend to have a whole harem of men at their beck and call? I think that could also solve your incapacitation problem, while being similar to real life human behaviors in certain cultures
I don't think they'd have "male harems." In mixed sex environments/cultures, the females could probably fuck basically whoever they wanted, given how they're still the ones carrying the cost.
I'm thinking their marriage is a social institution introduced by their new religion (think Islam), to try to help men, because it says a woman should pick one guy and provide for him, rather than older males getting kinda fucked as they turn into spinsters. Sort of like how, despite the bad rap it gets for misogyny (deserved), Islam also forbids female infanticide.
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rate my races
>Dwarves: made of stone with asbestos beards. Their enormous mustaches are whiskers that help them navigate in the dark
>Elves: plant and flesh hybrids with bones and antlers made of wood. After they die, their skeleton grows into a treant.
>Gnomes: tree-dwellers with squirrel tails who can talk to anything. Their technology operates purely on vibes like 40k orks.
>Halflings: Borrowers who live in your walls. Theyre rabbits from the waist down, and can clean a room in seconds
>Goblins: sentient piles of mold who love everything gross
>Orks: Boarfolk who turn into the incredible hulk when angry
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>>97890552
Interesting, so their institution is kind of our irl one but flipped on its head? I like it. Then I would say have it be so that the upside to marriage for the women is that their religion says that once a man is married, he is practically oath bound to care for the woman while she is in her incapacitated state, mostly gathering and providing food due to the massive caloric deficit you mentioned before.
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>>97877546
>TQ
I'd like to use my setting for games (and I've even given thought to grander, much less realistic ambitions like making my own TTRPG of some kind or modding stuff related to my setting into vidya somehow), but I don't think it's ready yet. Obviously I want enough of the world fleshed out to give a full adventure that would be just as fun and interesting as one set in an official campaign setting, meaning at least one region of the world and some ancillary details would need to be ironed out first.
The big issue for me with running my setting would be the amount of homebrew required to run it in a common system like 5e that would be easy to find players for. My setting has guns and various races and monsters not represented in most extant campaign settings for common systems, and if I were to play it, I'd want those things to be represented to some extent. This introduces a whole new issue because then I would need to playtest a bunch of homebrew stuff on top of introducing my setting to potentially random people. This does have the upside that such homebrew could be used outside the context of my setting in a lot of cases, I suppose.
I definitely do worldbuild primarily for my own enjoyment foremost, and any thoughts to "how would I adapt this to literature or tabletop/video gaming?" are secondary to making my setting the way I want it and shaping it in a way I think is cool and fits my hyper-specific sperg tastes
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I want my space opera setting to have antigravity technology that lets vehicles take off and land vertically and fly without wings or rotors. But I also want there to be vehicles that float a few feet off the ground, like Star Wars' speeders. Is there any way to explain why such a vehicle wouldn't have full flight capability?
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>>97891220
I'm no expert in physics or engineering so this could be completely unrealistic, but here's my excuse:
>anti-gravity vehicles emit force of some kind from their underside
>force is deflected off solid objects
>deflected force may bounce back into the underside of the vehicle, pushing it up even more with the same force output (then deflecting off it and potentially repeating)
>closer proximity to the ground = exponentially more deflected force received
>it is therefore more efficient to travel as close to the ground as possible, only going as high as necessary to avoid hitting any bumps or obstacles
>floating vehicles are fitted with lower-output antigrav generators which, while having potential advantages such as size, cost, mass, and/or energy efficiency, are unable to support the vehicle's mass without a certain amount of deflected force (meaning a hard limit on how far they can be off the ground)
so the difference between a floater and a fully flying vehicle would be sort of like the difference between a toyota camry and porsche 911, where the former uses a low-output engine for cheap efficient travel, and the latter uses a higher-output engine for higher performance
alternatively (or additionally), there could be a legal reason for it:
>for one reason or another, many people IRL seem to struggle with just driving in two dimensions in a terrestrial automobile
>driving in three dimensions is going to be significantly more complex than two
>for this reason, people are only allowed to fly if they pass a test proving they're capable of doing so without endangering themselves and others around them
>if they don't/can't get their loicense, then their vehicle is locked in 2D cuckmode
>if flying isn't necessary to get around, then most people might not bother taking the test, with it mostly just done (in civilian context) by enthusiasts or people who need it for their job
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>>97891024
I remember an incident where the Spaniards were like the North American Indians won't be a problem so long we do not give guns, so they gave them horses. Meanwhile the French did the opposite: guns but no horses. Result the Native Americans got guns AND horses.
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>>97877546
>>97890500
Back at it yet again, this time with some elves
This is what im thinking im going to call the "Elven Rangers" a group of elven traditionalists who still believe in the old ways of elven life, before the alliance with the humans and the widespread adoption of human culture among elves.
The rangers fight in small cells, operating out of the woods, allowing them great mobility and stealth capabilities.
While on paper they are independent and allied with noone, in practice they are heavily aligned with Hejmo and are often used by the Hejmonian authorities as a sort of "plausible deniability" group, striking deep into the territory of Hejmo's enemies, maintaining absolute stealth
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>>97891024
Depends, if the nomads are humans then they going to think like humans
>I got a horse, I can go anywhere I like, oh what this guns?, sweet now I can ride around and shoot than having to rely on a bow to hunt or pillaging people shit
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>>97891220
Coming up with some technobabble excuse for antigravity to be more "fuel-efficient" when hovering close to a surface seems like the best answer.
Anything designed as a car wouldn't really be designed to fly, and while there might be a way to hotwire it into doing so, it's not going to be aerodynamic or have enough fuel to keep it up for nearly as long as it can drive for.
And so long as it's still more efficient than rotors or other propulsion, then it still works for flight, but with the constraints that something still needs to actually be built to accommodate the added demands demands. Explaining it with an onboard generator/reactor could work, with any hovercraft simply using batteries and solar panels because they're efficient enough to get away with that, and a generator being necessary to get sufficient power for sustained flight. That also means an aircraft could be drastically more expensive than a hovercraft, explaining why most people would just buy a hovercraft instead of getting something flight-capable but still using it as a car.
I would expect many civilian aircraft would still have wings, since a passenger plane won't need to suddenly start flying in the exact opposite direction, and being able to glide in an emergency is helpful.
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>>97891220
Different methods of achieving anti-gravity, sorta like how electric motors and combustion engines achieve similar effects but with vastly different methods. In the same way, you could say that ground speeders use a different principle that allows the machinery to remain small and efficient enough to be practical for a car or bike sized vehicle, while ones that allow VTOL/full flight are larger, heavier, and more power-intensive and use a far more efficient method to generate antigravity.
Another idea for this would be that the higher you fly, you need exponentially more "antigravity force", so power use, size and cost becomes vastly higher, which is a much simpler way of explaining it.
Both of these are predicated on the assumption that your speeders are generally car or bike sized and the vehicles using it for VTOL are like plane or smaller spaceship sized, which is what I got from your description. There would probably still be some amount of questioning the logic for larger speeders (i.e. a hover-bus or hover-semi) but in general I think those edge cases could be excused.
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>>97892163
>>97892363
I meant to ask why the major empire should spare them once it has the means to counter horse archers.
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>>97893610
why would the great american empire spare the goat farmers of the middle east or the rice farmers of vietnam
its not actually easy to hunt down a people even if you have guns
The horse archers would very quickly become mounted rifleman
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>>97893619
The Americans? Because they're softies.
And nah, it's pretty damned easy. That's why Russia conquered all of Siberia and why China has more Mongols than Mongolia. Or for that matter, why the Native Americans were sent on the trail of tears.
Genociding premodern societies is really easy.
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>>97893656
This is an oversimplification. In Russia's case, it was highly uneven by region and group, and it does not fit a single pattern of “elimination”. Instead, outcomes across Siberia generally fall into three overlapping processes: population collapse (mainly from disease and violence, common in the north), assimilation/intermarriage/mixing (very common in the south), and displacement/reorganization of land use (often more ecological and administrative in nature rather than outright expulsion, also common in the north). There was no continent-wide extermination policy, but there were very large population losses in some periods and regions.
Some small groups in the far north and east were significally reduced to fragmented communities (mostly due diseases, and to lesser extend punitive expeditions), but very few Siberian Indigenous peoples disappeared entirely. Most survived as identifiable ethnic groups into the modern period. So: high mortality, but not widespread “elimination” in the sense of extinction.
In southern Siberia, assimilation/mixing is often the dominant long-term outcome. A large portion of Indigenous survival involved gradual incorporation into Russian society through intermarriage, language shift, and cultural blending. Regions with high mixing usually involve southern and central Siberia or areas near Russian forts and agricultural settlements. Russian Orthodox Christianity spread in some regions. Many communities became bilingual or multilingual. In modern censuses, a notable share of people with Indigenous ancestry identify as Russian or mixed.
Rather than mass expulsion in the classic colonial “forced removal” sense, displacement in Siberia often meant pressure-driven relocation and loss of traditional territory. Seasonal migration routes were disrupted rather than fully abolished. Displacement was often ecological and administrative rather than outright expulsion.
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>>97893656
>>97893716
When it comes to China, the Qing didn't want to "eliminate" the Mongols; they wanted a stable border. Expansion was often imperial incorporation rather than settler colonization. There was no general genocide of Mongols in China. Yes, one major Mongol-related genocide episode exists (Dzungar Khanate genocide), but it is specific, not general. There was no systematic extermination or expulsion policy. For most of the Qing era, they actually forbidden Han Chinese from moving into Mongol lands to keep the Mongols as a distinct military caste.
The fact that China has more Mongols than Mongolia is mainly a geographic and demographic boundary outcome, not a mass population replacement story. The Mongols remained a distinct, recognized group, but their territory was integrated into the Chinese administrative and demographic orbit.
Both cases are very different from the North American experience which is often described as "Exclusionary Settler Colonialism", compared with Frontier Imperial or incorporation and frontier colonialism.
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>>97893889
china also used them as a cudgel/buffer state against their neighbors
giving the current reigning savage tacit permission to go raid china's subordinate nation to keep them in check
or
graciously giving their subordinate nation domain over a bunch of land currently occupied by mongols (telling them to go waste all their military resources in a frozen shithole)
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A magical spell used by Chieftains of powerful Sorcerous families to perpetuate their existence past their natural death, and to prevent the inevitable fate of greedy murderers- transformation into a Ghoul or Vampire.
The process is simple enough. The Sorcerer takes a subject, mostly his Heir, when the latter is a child. Then the Sorcerer commits to a ritual that connects his Blood to his Soul, and feeds it to the Heir.
Again, and then again, and again....sometimes even for years, this process is constantly repeated until the Heir has been trained to feed on the blood of the Chieftain.
And then when the Sorcerer dies, sometimes by his own hand, his soul postpones passing to the Afterlife- where it will have to face God's Judgement for its Sins- and instead possesses the Heir.
In cases of powerful Chieftains possessing weak vessels, the Vessel is turned into a reincarnation of the Chieftain, hence Anastasis (Reincarnation). But in cases where the Vessel has greater potential than their Sire, they will form an amalgam of the two souls and retain their original personality.
However, they will retain their thirst for blood, and so powerful Chieftains often keep specially bred slaves just to sate their cannibalistic appetites.
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>>97895263
It's a good program but everything it does can be easily substituted with alternative software. Mainly I avoid it because I don't like the idea of having all my content being locked behind a subscription that I'm forced to keep paying for to maintain access.
Personally I like Chronicler (free) for doing wiki stuff and Wonderdraft (paid but no subscription, easily pirateable) for mapping.
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>>97895532
Chronicler looks interesting, might give it a go. Google docs is fucking shit and I am kind of sick of using it. That map painting program also seems pretty neat but due to the nature of the setting I am working on, I dunno how much utility I'd get from most of the features of that program unless it allows for heavy customization of icons and features.
I made this map of my setting in Clip studio paint. It could use an update/remake that is less bloated with map icons and has a grid feature etc utility elements. I kind of want to also mask it more that the map is just set in east asia. The main utility I'd have for a map making tool would be if it can make cityscape maps more easily because the actual closer up maps of the setting would feature heavy urbanization which is a bitch to draw manually.
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>>97889235
> first link in the OP has links to pisscords
This is a bit like complaining that there is child nudity on Wikipedia.
While technically there you have to intentionally look for it to see it and you are telling on yourself if you found it.
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What do you think about adding irrelevant joke lore just for the sake of it?
I've personally got a running gag about how Horusian (Martian) tech sucks balls. It's hideously expensive, and yet utterly outdated and inefficient in terms of energy input, computing, raw materials, and....pretty much everything, really. About the only good thing you can say about it is that it works.
Why? Well....because Horus The Red (Mars and its colonies) has comically harsh tariffs on any imports because "Muh Self Sufficiency", so their corporations never face any competition and so have no incentives to make efficient stuff.
And since about 5-10 government corporations run the entire economy for the benefit of bureaucrats, the military, and politicians, they have an incentive to waste as much resources as possible to funnel money into their own accounts.
It has no effect on anything and only shows up so I can mock autarky every now and then. What about you? Do you like adding joke lore?
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>>97896914
What certain cultures find offensive and what profanity and insults they use is mostly stuff I find amusing.
Like the overly degenerate hedonist culture being extremely offended by potty humor. Helicoptering your junk at a dinner party is seen as fine to these people, but a fart joke or calling someone a shithead is so disgusting to them that they may gag from being so offended and grossed out.
Or the northern region having a thing where you are to lower yourself below the hight of someone who out ranks you in formal meetings, but there are several races who are naturally really short and a few that are really tall, so there is a whole industry of specialty furniture to aid formal meetings between peoples of dramatically different heights.
All build because I found it funny.
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>>97896914
That's funny, I have a similar thing.
I tend to mock bankers and financialization promoters. The strong cultures have a notable disdain bordering on hatred for everyone that might forget that wealth is ultimately a product of the environment and resources despite being processed into more efficient means.
The alliance basically collapsed because nobles, who transitioned into business when industry became a force, built into mercantile conglomerates that fell apart when trade was severed during the autumn wars.
Less subtle than yours.
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>>97895532
>Chronicler
NTA but thanks for bringing this to my attention; this seems like it might be what I've been looking for
up to now I'd been using Fantasia Archive (the only free local one I could find that worked on linux, i.e. not nebulous), but it's rather limited in features/functionality and development is at a snail's pace
>>97896914
do they brag about outproducing competitors in various goods by tonnage, just failing to mention that it's only because they have to make theirs 20x heavier for the same functionality?
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>>97897536
This is a nonsense non-argument.
How about you find something on topic to discuss rather than going out of your way to find things to take offense to.
I dislike discord more than most, but you are retarded.
If you got nothing related to worldbuilding then you need to fuck off. Don't care if it's fucking off of this thread or life in general but regardless you need to go.
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>>97897569
You are the uppity retard, though. You spam every thread to cry that somebody, somewhere, might see a discord link. You are an unwanted and mentally unwell wannabe janny who has been shitting this thread up for years.
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>behaves like an idiot
>nobody likes him, tell him to fuck off because he's an annoying idiot
>declares opponent to be the true idiots
>repeat until he "wins" (other people get annoyed enough to filter him and/or mods delete a huge string of posts for off-topic)
have we ever even learned why this guy hates Discord so much? does he just go to paranoidboomer.news and thinks Discord is only for grooming kids or something?
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>>97897593
>>97897604
>>97897614
Don't care, fuck off.
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>>97897568
>goods by tonnage, just failing to mention that it's only because they have to make theirs 20x heavier for the same functionality?
They would if they could, but economic inefficiency and permanent recessions ensure they can only afford to maintain a relatively small fleet.
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>>97890284
>Anything else I’m missing?
It also depends also on the psychology of the species in question. Are you just assuming that they think like humans, but in reverse? I encourage you to explore how such a people would think in such a society, as well as how other peoples would react to it.
For example:
>no marriage, or marriage introduced as a thing to benefit men.
>men
Would the males be called men? Perhaps by humans, if humans are like us in your setting. But they may have different terms for such things - and more - that emphasize their differences - both biological and cultural - from other species.
But a surefire way of getting what you want is to make males born much less often in addition to the larger females. Males become a protected class, and are relatively scarce. Go Starship Troopers on it, so that service guarantees motherhood; perhaps it is relatively easy for a female to go to a fertility clinic (or equivalent) to get pregnant, but they must perform a great service to their people/nation/tribe to have the right to their own male.
It is also a slippery slope; you can't make the males too rare, and - depending on your goals - you have to be careful about how much power is given to the males, since there is a strong possibility that they would form a patriarchal society despite being weaker and rarer. It's a balancing act. Ideally, you would also avoid a monoculture; perhaps there is a nation where the males have strong governmental powers that all law-abiding females obey so that they can live an ideal life (in the same cultural fashion the "nuclear family" is considered IRL in the west), and others where they are merely kept as sperm-chattel and have no rights. You don't have to do these, but there is a massive spectrum of ideas in between these extremes that could be logically explained IF you can create such a thing and maintain its internal consistency.
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What advice and ideas can you guys give me about a dark fantasy setting based on ancient mesopotamia? I have mad god-kings, towering anthill ziggurats, brutal bloodletting cults, alien cancerous plants, giant monsters with snake penises (weirdly common in Mesopotamian myths), a beggar npc that is actually a fallen god with amnesia, a temple of warrior-whores, an anomalous moon that shrouds the land in perpetual eclipse, a seething eldritch sea that regularly spews out demons to invade land-dwellers, raiding insectoid locust swarms a dimensionally displaced spaceship (just an excuse to add scifi stuff into the game), etc...
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>>97896914
Almost all the empires and dictatorships in my setting have command economies and extreme poverty. Consumer goods are rare to nonexistent, and very low quality wherever they're available.
Therefore the majority of the autocratic elites have to import their own luxury items from Space America even as they denounce it in their official propaganda. They don't really have much of a choice about the source, really, because their own countries simply can't produce anywhere near the same quality.
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>>97897750
Is anyone fighting evil with evil? Pic related.
How often godnapping happens? Imagine aristocratic hostage exchange, but the main deity feeds off the divine power tribute of the hostage pantheon, siphoned from defeated city-states.
https://etheses.bham.ac.uk/id/eprint/3187/
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>>97896914
Yes, though there's not much of a difference to me between irrelevant joke lore and irrelevant background details that just exist to flesh out the setting.
A lot of the planet names in my SF setting are in-jokes or references, because I needed to fill out the map. Most of the references are kind of indecipherable to anybody else, though. I think the best example of this is the planet St. Michel (pronounced as in French), mostly populated by...Finns. With the planetary capital named Mannerheim. The joke being that it's the Swedish name of the city multiple of my friends happen to be from (with just the pronunciation changed from Swedish to French to make it a little less obvious), and probably the only notable thing about the place is their weird obsession with marshall Mannerheim and naming everything after him.
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>>97898268
Fine with me,
>Axis of Evil-against-Evil
So its basically what? a numerological bomb? a zero-sum morality equation that causes societal decay and final collapse on the metaphysical level? interesting. Where's that from btw?
>How often godnapping happens? Imagine aristocratic hostage exchange, but the main deity feeds off the divine power tribute of the hostage pantheon, siphoned from defeated city-states.
If two opposing pantheons fight, the losers either get assimilated and a portion of their divinity taxed, becoming a lesser deity or turned into a godhusk (literally sucked clean off their divine juice and turned into a hollowed mummy slave/guardian/retainer).
>>97898268
That's fine by me. Any feedback is good.
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>>97898531
oops, first part meant for >>97898285.
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>>97898531
>>97898537
Eclipses and godhusks? You're within the Tellurian Insurgency against the Sun then?Cyclonopedia
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>>97896914
One the notable background characters in my setting, and one of the characters who would get special character rules if I ever get my homebrew space battle game to the point where adding them would be relevant, is a Flashman/Ciaphas Cain type figure. The joke is that her public image, shaped by wartime propaganda and fiction loosely based on real events, is that of a fearless commander and a tactical genius capable of facing against seemingly insurmountable odds and pulling a victory from the jaws of defeat. Meanwhile, in reality she got her post through nepotism, never expected to see actual combat during her career, and survived mostly due to a combination of dumb luck and being surprisingly good at seat-of-your-pants thinking.
Behind the public façade of the hero, she's kind of a mental trainwreck with a very bad case of impostor syndrome and can barely keep herself from soiling herself in terror every time she goes to battle.
Pic related; I decided to illustrate the situation when I didn't have anything better to do.
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>>97898882
https://www.pnas.org/doi/10.1073/pnas.1808103115
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>>97897750
Look I love Angus McBride but that Phoenician bireme on the third row is just silly, especially the giant fat duck bill ram and the hull configuration. Keep also in mind it's based on an already stylized Neo-Assyrian relief, a nation of landlubbers that conquered Tyre and Sidon in ~700BC and held only brief control of the coast before collapsing. But even then the slim elegant cutwater has been turned into that monstrosity.
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>>97899584
>giant monsters with snake penises
You know, just your typical cursed abomination with a venomous phallus. Nothing fancy here. Most of the monster species in my setting are either human tribes that got cursed and warped by gods/demons as punishment for various offences. Or creations by the gods themselves, accidental or otherwise. The snake penis monster for example was born from the castrated privates of the primordial.
>the whores
They're basically a mix of Ishtari scared prostitutes and Amazons. All female devotees of the Goddess of Carnality and Carnage. As you expect, they like to fuck and fight alot. Even though I call them whores, they have a certain standard for their sexual partners, strong healthy men typically. But the High Battle-Priestesses can be very picky, only great kings and heroes are worthy of laying with them.
That's said their role in the game isn't just "SEXOOOOO!", sleeping with them has actual tangible benefits. From stat buffs, to healing, to divine revelations even.
That's why they're so respected and prized in the setting.
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>>97899513
I know where you're coming from anon. But consider that its VERY fucking difficult to get some historically accurate art of ancient water vessels that aren't just greek triremes. Its practically impossible, if you have some please share them.
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everytime I try and draw a map I start thinking about winds and rainfall and the realism of biomes and just stop because I don't want to consider those things.
my world is much prettier in my head where it is an amorphous blob that shifts to suit my needs
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>>97897750
Ashubanipal of https://www.youtube.com/watch?v=KgE1hZF5qxs fame was a second son, therefore destined for the priesthood and taught to read and holy magic and stuff. So when he became the king he hoarded as many magic spells and tablets as he could get his hands on to make himself immortal.
I had a couple ideas for bronze age fantasy a while ago myself and one of them was an evil sorcerer lich lord based off him.
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>>97900935
>Egypt was already so old there were tombs ancient to them
what really put things into perspective for me was when I realized that the reign of Cleopatra VII is closer to us in the present day than to the fall of the old kingdom
>Which the state itself was plundering in order to stay afloat and pay the army
on the subject of which, it's kinda funny reading about archeologists finding funerary equipment in later tombs that was just blatantly stolen from earlier ones, when (unless I'm very much mistaken) all those things were necessary for the dead to persist in the afterlife
it makes me wonder if those pharaohs considered that, by perpetuating the practice of graverobbing against their predecessors, they too would likely end up meeting the same fate
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>>97900902
Ashurbanipal was a ruthless sonovabitch.
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>>97901012
Well, there was the tomb robbing going on during the aftermath of the Bronze Age collapse. The manner that the tombs were looted imply not common thieves, but state-sponsored grave robbers. This was part of the effort to keep the high spending on the army going on after the fall of civilization elsewhere and the rise of powerful, megalomaniacal men like Herihor running essentially a post-apocalyptic dictatorship.
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>>97900920
I would say if you've already got an Obsidian setup that you're happy with then there's not really a reason to switch, but if you're new to it and can't be fucked to bother messing with different plugin setups then Chronicler is much easier to get started with since it's designed for wiki-style stuff out of the box instead of being a general note-taking app. The downside is less customization options if you want more advanced features, afaik there is no plugin system.
Pic related is part of a page I made for one of my races as an example of the built-in features, the infobox just works natively and the table of contents is entirely automatic. I know there are some fancier things people have done with CSS so there are more advanced options (and there's a template system for importing shit other people have made on the Discord) but I still don't think it's nearly as customisable as Obsidian is. But if all you want is basic wiki features for organization like me then Chronicler is plenty and way easier to get started with.
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>>97901191
https://chronicler.pro/vs-obsidian
They've apparently already got a page that covers the differences. Apparently I can just import my vaults into Chronicler, which makes some sense with them both being Markdown. But I'm worried about some of the content that some of my plugins create; primarily Draw.io diagrams (for a LOT of things) and custom radar charts from specific page inputs (for quick visual analysis of class specialization).
It's free, so I'll give it a shot.
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>>97890284
If they are human-like psychologically how do you factor the females' want of traveling? And the males desire of staying? Do poorer women travel to other towns to have sex since that would be less incestuous? Do they or do they not return? Since paternity doesn't matter what are their views on incest? Do they not care or only trace incest based on related females?