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/tg/ - Traditional Games

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In this thread, I call out any people who might have participated in the Primordial evo game threads, to discuss what we should do with the setting, now that the game is pretty much dead.

For those of you who don't know what this is, Primordial was an evolution game here on /tg/ that started last year, and lasted for over a whole year, became a civgame and eventually died about a month ago. Here is a link to the kinda messy wiki page of the game.

I am mostly making this thread, so that anyone who might care could help me form some sort of satisfying conclusion to the game, so that the setting could be "finished" if you will.
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In the evo threads, we developed many races for each of the 4 continents of this fictive world.
Starting from the western continent, these races are:

Frog like, 6 limbed humanoids, with electrical capabilities. They have 3 major ethnicities, the island frowgs, the frilla forest frowgs, and the tundra frowgs.

>Alun. (Tribal hoppas)
Squid like creatures, who communicate mostly trough body language and pheromones. They have evolved a semi symbiotic relationship with numerous other hoppa species, based on their shared method of pheromone communication.

Strange, humanoid "microbes" that are native to cold climates. They can share memories via eating portions of each other, and have strong instinctual drives for co-operation.

Sapient carnivorous plants, with electric abilities. Reproduce trough spores.

A form of technological life, based on malfunctioning alien nanites. There are countless types of vyrii, most of which are barely sapient. However, one breed of sapient vyrii exists, the vyrans, who are enigmatic and secretive people, living in the harsh mountains.

Small, semi sapient worms living in hives.

Central continent:

Brutish, armor clad creatures, with compound eyes, and electric abilities.

Wasp like parasitical species, that utilize the sandworms of the desert as hosts for their broods. They posses strong venom, and are mostly nocturnal.

Flying, gas filled cephalopod like beings, that are capable of producing organic "bombs" from their secretions.

Communal, subterranean hive like species, led by queens that can make subtle alterations to the morphology of their children.

Smaller relatives of the gorrirogs, who are an ancient race, that has persisted in the world due to their high rate of reproduction. They also seem to have extremely bad luck.

A young race of knuckle walking amphibian like creatures.
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Eastern continent:

Blade headed giants, with semi ferrous bones, and extreme strength.

Dryad like species of plants, who can absorb other plantlife to their being, and use it to adapt to new environments.

Hard shelled, but agile species of crustacean/dinosaur like beings, that have adapted to reproduce rapidly due to the hostile conditions of their native lands, the giant marshes of the eastern continent.

Plains dwelling bird people, that are quite apt runners.

Southern continent:

Insectoid deer people, that have hard, but light weight exo skeletons and are herbivorous.

Blind and hyper social gecko/dinosaur people, that "see" trough echolocation, communicate trough singing and pheromones, and live in large, tight night communities led by an Alpha male.

Physically robust insectoid people.

Sapient, colonial organisms, who resemble siphonophores in how their bodies are made. They are fully ambhibious, and in fact, require water for survival. They are also highly poisonous, and their bodies can recover from extreme trauma.

Physically though and strong plains dwellers, who posses an armor layer underneath their skin, and a spike like weapon on each of their forelimbs.


Flying electric squid people, that live in tight knit communities, and communicate partially via their electric fields.

Hive like armored squid creatures.

Deep sea crab people, that can emanate burning microwaves from their antennae.

Hybrid beings, composed of 3 species, and possessing a combined mind.

Small, evok like fish people of the islands.

Finally, the Bords.

Bords are a space faring race of bird like aliens, whose colony ship crashed on the planet of the game. The Joorods are descendants of this race, and the Vyrii originate from the nanobot systems of the colony ship.
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On each continent, numerous nations arose.


In the cold tundras of the western continent, alliance between the frowgman tribe of K'lahk and Lem tribe of Ta'mirel lays the foundations of the Enclave. Later, the Frilla forest frowg tribe of Fo'wil and the lem tribe of Onolkeshan would also join this growing alliance. In time, the Enclave waged war against the unified vyrii swarms, while also exploring the other continents, bringing the Ta'mirel prophecy of doom, and offer of alliance to many other nations.

From the nomadic alun tribes of the western continent's river plains, grew the Nad'lun nation. The fertile riverlands supported the farming of hrass, and this new, abundant food source allowed the alun to settle down, and expand exponentially across the riverlands, and surrounding territories. The Nad'lun quickly proved to be apt seafarers, and in just few centuries, they had developed large merchant fleets, which carried exotic goods from faraway lands back to the Nad'lun nation.

There are also numerous scattered Mevola tribes in the plains, and frilla forests of the western continent. The largest of these mevola nations is Jenter, theocratic nation divided into numerous, semi autonomous provinces. Both alun, and frowgs also live in this nation, but as subjects of the mevola elite.
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In the cold, mountainous north there exists the vyrii wastes, inhospitable lands, covered in strange, shifting formation, crystaline growths, and roaming bands of feral vyrii forms. The sapient vyrans, make their living in these lands, staying out of sight, and out of mind of the Enclave at large. They live in small, well guarded communities, guarding themselves against the ever hostile feral vyrii swarms.

Izileth territories.
In the archipelago south of western continent, a tribe of shrohans rose to dominant position, trough the usage of culturally subjugated island frowgmen and resources found from shipwrecks, originating from faraway lands. This tribe succeeded in unifying the scattered Shrohan, frowg and hollori tribes into a caste based nation, where the Shrohans sat atop, as cultural and political leaders, while the other two races worked as willing servant castes. Trade with the Nad'lun merchants, and mercenary work done for them, also brought further prosperity to this island paradise.

>Here are maps showcasing these territories. The second map has the complete enclave holdings on the western continent, while the first one has the Nad'lun and Izileth territories.
I am working on the central continent stuff right now.
However, I would like to know if anyone is even here besides me?
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I am going to focus mostly on Zu-nul nation, as I am most familiar with them.

The Zu-nul tribe originated from a small band of survivors who, trough stroke of luck, or fate, found the Godworm Zhen-qual, and pledged their allegiance to her. During the following centuries, the tribe grew and endured, becoming stronger trough the trials it endured, such as the Sandoni swarms that swept the desert. New technologies, and successful schemes of the godworm brought new found prosperity, and strenght and conquests, that allowed the Zu-nul to spread out, and construct a large empire underneath the sands of the desert. Heretical suzumou tribes were conquered and subjugated, their knowledge and cultures absorbed, and refitted to make the Zu-nul ever stronger. Eventually, the tribe encountered other Godworm led tribes as well, but instead of war, Zhen-qual proposed an alliance, one which these weaker nations were hard pressed not to accept. Thus, the Cabal of Worms was born, the greatest Suzumou empire in the history of the desert.

The Hu'raan.
Hu'raanic empire originates from the frilla forests and plains north of the desert. There, the ancient koburrog people once again, took upon the quest to create a nation that could stand the test of time. The early centuries of the empire were time of great innovation, growth and craftsmanship, that led to the construction of the great roads that span the central continent, trough which the Hu'raan traded with the other nations of the continent. The great swarm war saw the rise of the great emperors, who led the Hu'raan into further glory, growth and expansion, until the nation spanned almost half of the continent.
(Feel free to correct this in case of inaccuracies notrip.)

Note that while the territories of Hu'raan and Zu-nul overlap, most of this overlapping is in the desolate desert regions, and a large portion of the Zu-nul nation's infrastructure is located underneath the sands. Tensions are probably high though.

The Legion of Odrinnius.
The Legion originates from the mighty Hitangan nation of the mountains. After the swarm war, the nation fell into a civil war, as their hoyi allies turned on them. From the ashes, a new nation, led trough martial law by a lone general, rose. A nation of ruthless slavers, that began hunting down those who were too weak to defend themselves. Culturally, these people are a mere shadow of their former glory, however there is no denying their destructive might.

The Kwagos barbarians.
In the northern plains, numerous Kwagos tribes suffered from the legion's advance. The survivors were battle hardened, and ruthless, and in time, they themselves became a horde of warriors and raiders, who began stealing and pillaging from those living in the rich Hu'raan lands.

There are many other nations as well, however I haven't yet managed to gather up enough info on them to form a good description. I need to reread a ton of threads before I can elaborate much more on the remaining nations.
Also, at the coasts of the Central continent, there is high Nad'lun activity, as the merchants of the Nad'lun nation harvest the exotic resources of the central continent there.

>Is there anyone at all in this thread?
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As it is getting late, I will go to sleep.
I will try to continue this tomorrow, if the thread is still around, and if it isn't, I'll just make a new one.
Hopefully some of the old players will notice the thread then.

I'm here.
Just tell if i can help in any way.

Well, in general, my goal in this thread is to wrap this game up in some way at least, instead of just leaving it as it was when it died.
If you got any ideas on how you would like to see the Onolkeshan develop, or ideas on other stuff in general, post them.
I don't think that we should advance this too far though, as there are simply no more players here, and continuing onward too much would leave so many factions behind, as there would be no people to develop them properly.

Right now, I am mostly trying to just do short descriptions of each nation on each continent, however, I don't really know enough about majority of the factions to really make such descriptions, which is why I am planning or reading trough the old threads when I wake up next morning.

In short, let's wrap this thing up.
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In any case, I need to sleep now.
If this thread dies, I'll just make new one when I wake up.
You ever plan on doing the evolution games again? They were pretty fun
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Sounds about right. Lesser nobles have been at odds with the capitol though for a long while.

This world is done for the time being, but other games have cropped up from time to time.
Maybe we should try to convince FortuneHost to start his up again.
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Almost forgot to mention this. While there aren't any currently on /tg/, there are two evolution games on tgchan.
Nad has a shared file with me on what I would envision for primordial, but it is in the further future, and no where near now.

probably a thousand years, mostly story telling, rise and fall of empires. that sort of stuff. If anyone thinks its interesting, lemme know.

Early, pre FTL, space flight exploring nearby terraformable planets and colonizing.
let it die already
The games might be dead, but the setting is still alive. We're aiming so that others can use the setting in their own games.

Also, sorry about plain disappearing, between idul fitri holiday and college matters rising up I caught chikungunya. In any case, I've put up a guide on how to clean up the wiki, at least on the civ parts. Still needs a lot of work though.

Btw nad, when you gonna continue gutter spawn quest? That one set in gigerverse.
i wonder which one this is?
I am glad you are recovering from that, reading up on it, it sounds unfun. As for the game, yes, it is dead, but I am interested in the setting development. Perhaps there should be two settings, one for the "past/now" and one for the "future"
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Probably just a random anon.
I'll continue to dump art from time to time.
Yeah, my bones are still creaky in the mornings. Anyway, yeah, we can even have 2 or 3 settings, the medieval-tribal, the modern, and the future if we want to split it further.
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I wouldn't call those more splits, but rather just better names.
We could use a name to cover the entire series, then go with that sort of naming convention

name: Primordial - Era of small, small, tribes, little to no writing, and smashing heads with rocks and building log cabins.

name:Utopian - Era of the game as it is, it is a pretty golden age, with a lot of potential, high adventure, and hope.

name:Dystopian - Future era. I have a lot of ideas for this one. its a little bit darker, and a little more open. hope shines brightest in the dark. until it is snuffed out. forever.

I think each of these settings covers what people wanted out of the game.
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It'll take a little tweaking, but those could work as good base words to tweak around with/find synonyms/etc.
>tfw chief is the one with silly hat and biggest dick

I might continue freak quest at some point, but right now, I got no motivation to really start it up again.

In any case, I will try to post more descriptions of the nations in the continents. The western continent was easy for me, as there were very few actual nations there. However, the rest of the continents have numerous small and medium nations, I know very little about, so I don't know if I can make good descriptions of them.
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Continuing on to the major nations of the East continent.

The Gwiliak nation grew from a single tribe, who succeeded in taming the hostile marshes they call home, trough many trials they endured. Both the savage gohrok swarms, and the shambling hordes of skullcrows tested the Gwiliak, but yet they endured, and succeeded in pushing these threats out of their lands. Many smaller tribes of the marshes merged with the Gwiliak nation, as their technologies, and skills guaranteed a higher standard of living for the people of the marshes. Contact was also made with the Kharum of the great falls, and eventually, as the Kharum began their exodus, those who remained at their city joined the Gwiliak nation. Trading was also done with the southern Silith nation, for mutual prosperity. Their mastery over the marshes allowed the Gwiliak to build up great industries, focused on utilizing the resources of the marshes in new and innovative ways, and the production of food from the nutrient rich soil of the marshes. The Gwiliak nation is ruled by noble houses, each focused on certain aspects integral to the function of the nation.
A loose alliance also exists between the elite Kaduk warriors of Gwiliak, and the Za'Zas'iel Skulks, who are integral in the production of the Kaduk warriors.

A nation of govkars that sought their prosperity in the plains, where they eventually tamed fire, and used it to establish their great forge city. The Silith people became masters of metallurgy, construction and engineering, concepts around which their whole belief system was built. From their fortress like city, the Silith expanded to the surrounding plains, claiming new resources, and establishing new towns where they went. The Silith people are ruled by a king, whose word is the law. There exists a loose trade alliance between the Silith and the Gwiliak, and a long friendship between the Gantu nation of Mohu'awane.
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A secluded joorod nation located at the coast. Master sailors, who have explored, and mapped the coasts of the East continent, along with the ones of the southern continent. They are somewhat xenophobic. They also have a strong tradition of martial arts among their monks. (I don't know much about them I am afraid.)

A coastal gantu nation, who endured little hardships during a long period of peace and prosperity. During this time, many innovations were made, and new friends encountered, such as the Silith and the skulk exiles of Kaze tribe, who were eventually absorbed to the nation. This golden period was ended in a brief war against hostile barbarians, which saw the end to the "innocent" mentality of the Gantu people. In search of further security, the nation turned towards a mysterious cult worshiping a strange, seemingly divine, tree, who promised unfathomable gifts to the gantu, in exchange of an alliance. The gantu accepted, but were in turn, changed forever by the tree's gifts. (feel free to correct any mistakes.)

Otavan. (originally Riklun.)
A sprawling empire of Govkars, ruled by an absolute, theocratic monarch. No other forms of nobility aside from the Ota, the king, are present, and the nation is administrated through bureaucrats instead. A warrior cult, known as the Tonaika, serves the monarch, and has varying levels of initiation, most members staying in the lowest, unbranded, rank of Oprik

There are also numerous smaller nations and tribes of govkars, skulks, joorods and gantu in the continent, such as the Hilish, Sama'Guchy and the Friggan. Enclave is also present in the northern portions of the continent, as the Za'Zas'iel skulks pledged their allegiance to Enclave. Enclave's relationships between rest of the nations of the Eastern continent are somewhat cold however.
If Fortune ever get's finished
and one of these worlds develops advanced civilizations
someone might decide that they're in the same solar system
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And finally, the major nations of the southern continent.

An alliance formed from the two Eleni nations of Altume and Iminye. Traders and artisans, who were the ones to initiate the formation of the Southern Trade Pact. Worked as negotiators in the disputes between the Lufae and the Tanag Azeg. Have an age old hatred towards the Katumoiset slavers. (Feel free to elaborate on this, as I don't know much about the Nod.)

A geist nation sitting atop of the large partially flooded cavern network spanning underneath the continent, which they have largely colonized, and turned to their own use. The Lufae nation's rise was largely due to the discovery of how to utilize emils, slime like organisms with numerous, peculiar properties, as an resource. The mastery over emils, and general understanding of physiology, was done mostly by groups of secretive covens, called the Flesh Singers, whose rise to power led to many, seemingly extremely advanced, technological developments, such as the emils golems, fungal cedya constructs, and the great soundscape. The subsequent inner conflicts within the Lufae nation, saw large portion of the flesh singers flee the Lufae lands with their followers, and found new nations elsewhere.
During the following centuries, the Lufae recovered from the great schism, stronger than ever, and eventually, despite of the differences in ideologies, succeeded in reuniting with the exiled factions of Ifal Fa and Dahao Lu, in order to stand united against the threat of the Tanag Azeg. Many new technologies were discovered during those years, and the Lufae lands saw great buildup in infrastructure and military strength. The submersible fleets of the nation would eventually be used to chart the seas, and discover other lands, such as the western continent, where the Lufae would subtly observe the enigmatic enclave, who had allied themselves with the main enemies of the geists, the TA.

>Unfortunately I don't have any other maps for the region.
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Tanag Azeg.
An alliance formed from the union between the Log'ead nation of Tra'Kah, and the Oamenii nation of Oamenii. This nation, located at the southern coasts and plains of the south continent, has a long lasting animosity with the enigmatic Lufae of the mountains. The TA were quick to expand, and develop potent industries, but the rapid destruction of the plains and the cathedral herds brought by the spread of the wild soundscape, and the horrors it brought with itself, brought great problems for the TA. The soundscape forced people into the cities, destroyed the old ways of life of the TA, and eventually sparked and all out war against the Ifal Fa geists, who themselves had made their residence at the heart of the now infested plains. The raids of the Ifal Fa were the only reason the TA needed to lash out in a devastating war, that would push back the soundscape, but ultimately result in a defeat of the TA army, as the Ifal Fa defenders succeeded in halting their advance. Negotiations aided by the Lufae and the Iminye eleni would see a peaceful end to the conflict, though tensions still remained high.
During the decades that followed, the TA would recolonize the portions of the plains they had claimed, however, disputes between rulers would saw the Tra'Kah portion of the nation plunge into a short, but brutal civil war, that ended with the warhungry leader in charge. Following decades saw the TA further alienate itself from the other members of the trade pact, due to their support and usage of Katumoiset slavers, and their general aggression towards the other members of the pact.
The final nail in the relations between the TA and the rest of the continent was due to them pledging their allegiance to the enclave.

>I don't have any TA art either.

An industrious nation located at the heart of the mountain regions of the continent. Originally, a nation of farmers and animal herders, they founded a socialistic nation based on a religious ideology, that eventually saw the nation rise into an industrial powerhouse. Despite of their relatively small size, the Korobuskha became a major player in the Trade Alliance, due to their central location between the Northern lands, and the South. The development of primitive trains, allowed these shwirms to construct a mighty railway network, that connected them to the TA and Lufae lands even better. Unfortunately, the nation was also swayed under a ruthless dictatorship, against which numerous rebel factions also arose. The conflict is still underway, and other nations of the continent might have a vested interest in intervening in the conflict, so that they can influence the future of the nation.

A theocratic nation of puruus, located near the great bay. They are led by a strong priesthood, who claim to speak the words of their god. Some of their warriors utilize weapons made out from irradiated metals. (what was going on with these guys again?)

A mighty nation of slavers, operating from the great island east of the south continent. They are ruthless, brutal, eager to enslave and subjugate other people and nations, regardless of species, or allegiance. They succeeded in making the other shwirm nation, Staatgreich, into their vassals, and for the past centuries, they have been preying upon the nations of the south continent. Their main clients in south are the TA, as all other nations abhor slavery, despite of this, the clout of TA was strong enough to make the Katumoiset into official members of the trade pact, and thus, outright war against them an impossibility. Despite of this, both Eleni and Lufae have continued to covertly operate against the Katumoiset, making the waters dangerous to the slaver vessels.
Now, I think that I have all the major nations covered.

If any of you have anything to ad, comment, disagree or correct, feel free to do so. In many cases, I have been going on mostly based on what I remember about each nation, so there are probably errors there.

Anyways, what we could do now, is to figure out how to make this current state of the world, into some sort of setting. After that is done, we could try to advance it further. I think that this is the best method, as the game is pretty much dead at this point, so further advancement, at least in the methods we got to this point, can't happen, due to the lack of players.

Also, another thing we should do is make a proper territory map for the southern continent. I couldn't find any maps that would have indicated the exact territories of each nation.

That could be a possibility, however, I personally think that we should try to focus on this current world and "finish" it, before we start including the worlds of the other evo games.
By the way, should we continue to stat out the races like we started doing before this died?
In the few months I've been browsing /tg/, I;ve never seen an evo thread on here. The ones in the archives look fun.

I'm thinking of making an 'Evo Thread General', where some could be set up. Would anyone else be interested in this?

Evo games were never super popular. There have been few here and there during the last few years. Primordial was the longest lasting, and produced perhaps most content.
In my experience, there has never been that much interest in evo games, that would warrant a general thread. Most of the games didn't last for long, primordial was kinda of an exception. However, you could bring up the topic in quest thread generals, seeing how they are slightly similar, both are "games" played on /tg/ after all.
What would we be talking about? Things like this thread where we discuss what will happen next with the world?
It can't contain all the EVO threads, those need their own image limits.
Well the world is finished isn't it? The worldbuilding is complete. The only thing left to do is use it for something.

Well, in a sense it is "finished" as in that people stopped building it up as the game died.
However, there are still things we could fluff out better, or develop further, and in general, make the finishing touches upon the world.
I had a lot of fun reading the history of the world and constantly scrolling up and down seeing what kind of creatures it were again
I saw this game before and I didn't participate because it was already halfway but I really like what came out of it
it's so expansive, really feels like a rich complex world

That is nice to hear. We did try to create an intersting world after all. Unfortunately there are many factions, whose players left the game, so their development kind of stagnated as nobody else picked them up. Hopefully we can fluff their development out in this thread.
I'm just trying to gauge how much interest there is on /tg/ in trying an evo thread.
Is there some sort of wiki where all the previous established history (and biology) is archived?
I know fortune has one
There is this, however it is very unorganized.
It does have archive links to most threads, unfortunately however, due to the recent Archive foolz purge, many of the old threads lack images.

If you start a decent evo thread, you'll probably get a few curious randoms, then eventually the usual suspects will turn up.
Now I'm not one of your EVO folks, but I know what /tg/ would have done with a setting a few years ago. Build an RPG system around it and use it to play games in IRC.

There has been some talk, and even work put into stating the races of the setting, unfortunately the game was dying at that point, so the work wasn't finished.
I am personally far too inexperienced with rpg systems to stat out any of the races, so I could not really help with the work, nor could I finish it once the game died.

Hopefully, this thread can be used to make finishing touches upon the setting, and see if it can be made actually playable.
Bumb before bed.
An alliance formed from the two Eleni nations of Altume and Iminye. Traders and artisans, who were the ones to initiate the formation of the Southern Trade Pact. Worked as negotiators in the disputes between the Lufae and the Tanag Azeg. Have an age old hatred towards the Katumoiset slavers. Ironically, a portion of Nod, the Kingdom of Siemas, practices sefrdom. Siemas is ruled by King, but his authority is weakening as the Great Houses of his land move from the capital of Siemas to other cities, and gain their own bases of power. Still, the Kingdom answers to the rulers of the Nod nation as a whole, but their seperation by the Great Channel from the rest of Nod gives them much leeway in terms of self governance

We should fluff out what went on with the Altume portion of the Nod alliance, during the last south game.
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This thread can serve that purpose for now.

I've made some racial templates for 3.5 from a couple races. Puruu and Koburrog so far. Mainly because someone said something about wanting to make a Puruu ranger.

How 'bout a little brainstorming? Frowgmen will probably be have very minor tweaks to their ability scores depending on ethnicity.
+2 CON for Tundra
+2 AGL for Plains
Unsure for Islanders. Probably the same as Plains.
Gets what amounts to a firsht-level Shocking Grasp as an Extraordinary Ability. Usable [CON modifier+1 (mininum 1)] times a day.
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Copy/pasting the templates. DnD 3.X

Racial Traits:
-2 STR
-4 CON
+2 DEX
Puruus are nimble, but weak and fragile creatures.

- Base land speed: 20 ft.
- Type: Unsure if Aberration, Humanoid, or Ooze.
- Small: +1 bonus to attack rolls. +1 size bonus to AC. +4 Hide bonus.
- +6 racial bonus to Climb and Jump checks.
- Puruus can breathe under water.
- Regeneration 1: Any type of damage other than slashing or piercing deals normal damage to a puruu. If a puruu loses a limb or body part, the lost portion regrows in 3d4 days. The creature can reattach the severed member instantly by holding it to the stump.
- Natural Healing rate for puruus is 2 hp/character level during a full night's rest.
- Puruus have long tongues covered in poisonous stings like those of a jellyfish. Once per 12 hours, a puruu can make an unarmed attack against an unarmored foe, dealing no damage, but poisoning them with Puruu Toxin. Treat as Injury.
- Puruu Toxin: Poison. Type: Injury (DC: 15)/Injested (DC:10). Initial Damage: 0. Secondary Damage: 3d6 Dex. The poison can be harvested from the sacs on either side of a puruu's head.
- Favored Class: Rogue

Level Adjustment: I don't know. Somewhere between +3 to +5?

Medium Monstrous Humanoid
+2 Con, -2 Dex, -2 Wis
Koburrogs are sturdy creatures. However, they are not the most flexible, and they lack some forethought that other races take for granted.

Base Land Speed: 25 ft.
+4 to Will saves against fear.
Exoskeletal Plates: +1 natural armor bonus to AC
Stability: +4 to skill checks to resist being bullrushed or tripped while standing firmly on the ground.
-4 penalty to swim checks. The heavy skeletons of Koburrogs tend to make them sink in water.
Infrared Vision: Koburrogs can see invisible entities.
Favored Class: Commoner

If only I had experience with BRP or GURPS, since either of those might be decent systems to use for this.
Definately making a Koburrog Rager now. If we can get this system all well and stated out I'd love to play it with you guys through IRC. Seems like it may be fun.
War is coming. The Tomorrow war the lem'uy speak of.

Do not think we will have peace forever, that fighting can be avoided. How do you think this isle was won by Varoseg? By asking the slavers to leave nicely? No, there was bloodshed, and there will ever be more bloodshed.

The whole of the world stands on the brink of war. The Otavan greedily reaches out to neighboring lands, extending its Kulamot philosophy and worship of their false God-Ota. The Metal Giants, the "Mowa hoowah awanee" are awakening, and we do not know why. The silith stand ready to start a holy war against the Enclave. Nutera, the Kingdom Reborn, claws at the Hu-Raan Inheritors and the Otavan, clutching its only friend, the Hastiri King, to its breast. The Suzumou of the Greatest Desert are hungry and restless, and will soon sweep out across their own continent. The Mad Emperor, Kophesi, will drag his entire nation into war if it means he keeps the Ancient he deposed down. And here, in Naatinye, the Tanacs Azseg stands with the Korobushka, and the Katumoiset against Nod, Lufae and Arupans. Other islands are being razed even as we speak, with nothing left of them, not even beacon-lights to keep the sea navigable. Monsters are rising from the seas to capsize boats, and they even threaten our island, dear, free Ontov

And now gods from the stars are coming. These are the end times.
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This so far is just DnD 3.5 templates for if anyone wants to make use of any of these races.

Medium Plant
+2 Wis
-2 Str

- Base Land Speed 30 ft.
- Extraordinary Ability: Once per day, Mevolas may make a melee touch attack inflicting damage equal to - 1d8 plus their constitution modifier.
- +2 Racial bonus to Balance. Mevolas have four legs.
- Favored Class: Cleric
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>Extraordinary Ability.
Forgot to mention what the attack even is. Electrical touch. +3 attack bonus if target is wearing metal armor, is made of, or carrying a lot of metal, etc.
how did you make those maps?
Now that is an interesting scenario right there. Set in the modern or future?
So what parts do not have enough fluff to them?
the end of the "modern" stage. this one that just "ended"
I have ideas for "future" involving several very nasty wars between here and there, and a few factions being wiped out.

>The Mad Emperor, Kophesi, will drag his entire nation into war if it means he keeps the Ancient he deposed down.

Wait, what?
Wasn't Kopeshi a trader or something?

When did he become an emperor?
He was a merc, I guess he couped the Ancient one of the nad'lun. Wonder how this could have happened? Last we see him, he sparked some kinda gang war in the Enclave capital.

I don't really see that happening so easily, seeing how the Ancient was not even the ruler of the Nad'lun.
The Nad'lun nation was ruled by the Great council, composed of representatives from each province, along with influential shamans and business men. Event still, the "rule" of the council was not truly strong. The Provinces are quite autonomous, as are the individual communities. The Nad'lun nation's unity is due to their strong cultural and economic ties, instead of strong centralized rule.

The Ancient was an enigmatic member of this council, whose motives and origins were shrouded in mystery, however his skills in the scent way, and sheer charisma had kept others from questioning him. Over the decades, he had mostly just influenced the council decisions in ways, that would subtly increase the central power of the council, and strengthen the militas and river ranger groups. However, he still was not any sort of supreme ruler of the Nad'lun.

Simply put, there is no strong central rule one could just take over and rule over the whole Nad'lun nation. In fact, such brutish attempt would probably only gather the ire of most Nad'lun communities, seeing how the Alun tend to dislike outright violence, if it can be avoided.

I wrote loads of more fluff about the Nad'lun nation in these threads:
Or maybe he couped some other nation, perhaps a breakaway one? And in the process he kidnapped the ancient or something?

I dunno about kidnapping the ancient. His role in the setting is kind of to foreshadow the Bord influence on the planet. The Amulet in his head is still linked to the sunken monolith, inside of which the Bord survivors live, and they keep bombarding the amulet with signals from there. The Ancient is pretty insane.

As for the Kopeshi founding his own nation, that could easily happen, seeing how there is still much unclaimed land remaining in the world. However, I don't see him taking over one of the largest nations in the planet, which the Nad'lun are.
He could either buy out, or conquer some of the colonies, or trading depots the Nad'lun shipping guilds and pirates founded all across the coast of the continents, seeing how they are usually quite isolated, and pretty much protected by the hired merchs of the guild itself.
That sort of stuff would not be out of the ordinary, seeing how it has been going on for centuries now. Even the crimson slizers claimed many of such outposts and depots from their competitors, before, and during their rise to their current position, as the de facto government of the coastal province.

The Crimson Slizers are like a giant trading guild/corporation, that pretty much runs the shit in the coastal province. Smaller guilds and companies still operate there, but they kinda have to pay taxes to the Slizers. In exchange, the Slizers however guarantee that their warehouses, and other assets will not be harmed in the province, as well as ensure that all parties obey and follow fair dealings with each other.
In the open sea however, everything is fair game, though some guilds pay the Slizers additional money for protective envoys in these waters.
Of course, the Slizers have still strong ties to piratical groups, from which they themselves arose, so much of the profits the pirates make by attacking un guarded ships eventually reaches the pockets of the Slizers.
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We should definetely stat out more races.
Unfortunately, I don't really know how these systems work, so I can only really offer some gut feeling based input on how each race should work.

Alun for example, are somewhat frail and weak (for their size, they are pretty big creatures.), but they are also very fast, and have strong legs that can probably deliver pretty lethal kicks.
In addition, they have their pheromone based communication, which allows them to communicate with other hoppa species to some degree, even without particular training. (Training in the scent way is required fro true communication, understanding and command though.)
Their natural language is also hard to translate to other species, nor can they really speak with other species due to their own physical limitations. Because of this, in order for aluns to communicate with other species they have to either utilize writing, sign language or the "telepathy" stuff, which is due to the influence of the Bord amulet that still lingers over the Nad'lun people.
It's a national holiday in Finland, so I have been somewhat busy with socializing and stuff, which is why I haven't posted that much content today.
>all this lore
I mean what the hell
what did this game even look like?
Especially that one time that Chololate Pudding floosed the underdark and the Ray Chalres slime dogs made Evangelion
this game is the result of a dedicated team of write/draw/story/gm fags who spent two years of their life in glorious waste. we now work to sew it all together. still working on making it more..."more". if any former players give fucks besides nad, and IG, feel free to add some input.

the major settings are going to be sometime before real discovery, or guns, or much of anything. Simple castles, bows, and massacre.

This current era that sits on the cusp of industrial revolution.

and the document I linked.

sort of denying us access there

Does anyone have any ideas of what would have been going on with the Altume during the last south game?
Angrydworf never came bag to continue their story.
Also, did we decide on what had been going on with the Urupuruu?
I think the Urupuruu guy (Was it Righteye?) said something about there being a civil war between an isolationist theocratic sect in the north and an oppressed rationalist group in the south. I imagine that the rationalists would win such a war, seeing as how they were the ones that were planning on trading tech with other civs. I can only assume/imagine that there was some sort of French Revolution style uprising, followed by the creation of an Urupuruu city state based in their southern metro city of Yetu Mahali, with the remainder of the Urupuruu theocratic elite retreating to their temple/fortress/city in the northern City State of Yetu Aman. It can be assumed that these two local powers have been fighting for control of the lands between them for most of the last age, thus stalling any sort of major technological developments (think China). Presenting their society as one that is just now starting to modernize is probably the best way to go about things.

That does sound like a rather good approach. Wasn't there also a log ead city that had allied themselves with the urupuruu or something like that? Varoseg I think.
Not that I can think of
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The bastard child of quest and a setting building thread.

Started with an evolution game, which is done by making small edits to pictures, like what is charted out here. This all started just with a worm, a slug, and a jellyfish.
After getting a handful of sapient creatures (which was admittedly pretty handwaved), it went into a sort of a semi-freeform civ game.
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And then we made way too many sentient races. Now there's a megalithic Not-Empire that's run by single-celled macroorganisms that are preparing for a conflict they call "The Tomorrow War," insect-eople worshiping expies of the sandworms from Dune, ape-people that cannot into good luck, large armored guys that are either part of an empire, or squabbling in a broken kingdom, Three nations descended from dinosaur-bugmen, one of which is theocratic and violently expansionist, another that is also a theocracy and which is less violent but still expansionist and they worship metal, and a third that controls a massive swamp and which has giant warriors. And that's just the three big continents!

The fourth, smallest one has: Hyper-aggressive reptomammals with vestigial former exoskeletons hidden by skin save some arm bone-blades, a blind race of mammals that are fucking terrifying and masters of biology, some bugmen that all seem to be really good friends with the Hyper-aggressive reptomammals for some reason, some people descended from deers with exoskeletons, and a race of colonial jellyfish organisms that live in the swamps and which cannot die of old age, heal wounds easily, and they are tiny and adorable with poisonous tongues
I forgot some races on the big three continets

There's a race of Not-Hawaiians that are 12 feet tall, have giant blades on their faces and they are absolutley terrifying but just live mellow, hunter-gatherer lives. They recently accepted an offshoot of some ancient alien tech that wanted to give them the gift of cybernetic bodies, and now everyone is scared to death of even a skirmish with ONE of their warriors

There's a race of eight limb-ed repto-amphibians that walk on four legs and aren't very important

There's a race of plant people that are savages next to the aforementioned Not-Empire that has god dammned airships and guns

There's frog people that are basically enslaved by the Single-Celled organisms, but everyone's in denial about that, even the other players here

There are bird people who are able to speak EVERY SINGLE LANGUAGE on this planet

There are flying bugmen that live twenty years at most and can shoot electricity

Some land-squid people that have bullshit pheremone communication and they have a huge empire that is the most economically powerful in the world because only one player developed them so they have had no wars, EVER, to slow them down

>vast urkingan
I am vastly urkinganed about what happened to this setting
>There's a race of eight limb-ed repto-amphibians that walk on four legs and aren't very important
Which ones were these again? I don't remember anything by that description.

>There's a race of plant people that are savages next to the aforementioned Not-Empire that has god dammned airships and guns
Some Mevolas have gotten some actual development to be more than just hunter/gatherer societies.

>There's frog people that are basically enslaved by the Single-Celled organisms, but everyone's in denial about that, even the other players here
Not sure about that one, but I haven't really payed attention to what the enclave was doing, although it does have a bit of the typical GMPC feel to it. Supposedly the Frowgs are supposed to form most of the actual governing body, but that information could be long outdated.

>There are bird people who are able to speak EVERY SINGLE LANGUAGE on this planet
I called BS on that since it was first suggested. Sure, with study, some can become multilingual to a degree, but so can anyone.

>There are flying bugmen that live twenty years at most and can shoot electricity
Squids, not bugs.

>Some land-squid people that have bullshit pheremone communication and they have a huge empire that is the most economically powerful in the world because only one player developed them so they have had no wars, EVER, to slow them down.
As a species, these are one of my favorites. As for what you brought up, they undoubtedly have the weakest military force. Reliant on mercenaries. Also, pirates up the wazoo.

A good amount of stuff could definitely have been handled better. For personal use of any aspects from the setting, as much of the junk can be cut as desired.
Dunno anon, two things. I think you just described a fucking awesome setting in your own words, despite some apparent and very personal hard feelings towards it. Gets me all fired up to develop it more. Long time player, or follower? Shall we all just namefag it up for old time's sake?
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>>There's a race of eight limb-ed repto-amphibians that walk on four legs and aren't very important
>Which ones were these again? I don't remember anything by that description.

I think that he is talking about the Kwagos, though they actually just walk on two legs, their forelimbs. Their secondary limb pairs are their arm equivalents, and the remaining two pairs are for tending their young which they hold in their "tail pouch".

Each continent certainly has enough stuff going on so that they could each be their own setting altogether.

Also, I don't really see how the pheromone communication of the Alun is really bullshit. Hell, it is one of the more grounded ideas in this setting.
The Nad'ln nation grew to it's current size and strength very "organically" if you will. The heartlands of the nation are located around river, and fertile plains, and there was no true opposition to their expansion all the way up to the natural borders formed by the frilla forests, mountains and the sea. The area was only really inhabited by other, nomadic alun tribes that were absorbed to the nation, and their greatest threats had been hostile creatures like Slizers, which became less and less of a problem as technology developed.
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Bumping with a chart of sea currents.

Global relations.
At this point in time of the setting, the world is still not truly colonized, though contact has been established between most nations of the world. This interaction is usually either trough the Enclave alliance, or trading fleets. Enclave has members in all continents, though usually, the non member nations in the other continents are quite suspicious of the Enclave.
The Nad'lun nation has the largest trading fleets with the farthest reach, and many bases of operations in other continents. However, there is also Friggan trader fleets operating from the eastern continent, and Southern Trade Pact's own trading fleets too.

Naval development has not yet fully entered the fray in the world, both Central and Eastern continent's nations lack any substantial naval forces. Western continent has the Enclave, whose naval forces are focused around few, large fortress like ships, which they use to project their presence across the world. The Nad'lun in turn, have no unified navy, however the fleets of the numerous guilds, pirates and corporations put together make up the numerically largest navy.

Southern't continent experienced a period of rapid militarization due to the high tensions between it's nations. These tensions saw to the rise of quite advanced, however numerically small fleets of warships. The 4 main fleets belong to the Nod, Lufae, TA and Katumoiset.
The Nod ships are focused on speed, and maneuverability, and their main role is to protect the trading fleets from Katumoiset slavers.
The Lufae have submersible vessels, whose main strengths are their capability to move swiftly, and unseen underneath the waves. The Lufae use these ships to covertly hunt down slaver ships, and monitor their enemies.
The TA have heavily armored, and armed warships, whose lack in mobility is made up by their sheer toughness and destructive power.
The Katumoiset have "Cancer Stars", which are like floating forts, from which they launch their slaving raids
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Outside of the trade, most of the continents are quite self contained, with their own issues, conflicts and problems. The Enclave is the only major faction with actual, military presence on other continents outside of their homelands.
The Nad'lun traders have numerous small outposts, and trading ports around the world, and in addition, they possess relatively large facilities at the coasts of the Central continent, from where they harvest sandoni amber.

The amber is an excretion of the insectoid Sandoni creatures. It's a sugary, nectar like substance, full of proteins, fats and various other nutrients, which quickly hardens into small, yellowish pebbles. The Sandoni creatures excrete this substance to their brood burrows, where they lay their eggs. Once the larval sandoni hatch inside these underground nests, left behind by the advancing sandoni swarm, they utilize the pebbles for sustenance before bursting out of ground as nymphs.

The Nad'lun traders have for centuries now, harvested this amber as luxury goods. The amber can be eaten as it is like candy, refined into a powder that can be mixed with drinks, made into sweet smelling wax that can further be refined into incenses, hardened and shaped into gem like stones, along with countless other uses. This amber trade has brought substancial wealth to Nad'lun nation, not to mention that the Sandoni species also provides the harvesters with meat, hard shells, and other usable bodyparts. Enclave military especially trades the easy to preserve, and long lasting sandoni meat to support their forces.

There is some degree of Trade between the Nad'lun amber outposts, and the Zu-nul suzumou. Mostly, the enigmatic wasp people trade excess amount of fuel, wood and other burning substances, along with metals in exchange of finely grafted gems and glass. True contact with the Suzumou empire has not yet been made, as Nad'lum mercenaries have little interest in exploring further into the hazardous desert, from which the suzumou traders hail from.
The southern plains and jungles of the central continent are hazardous enough, for they are filled with dangerous organisms, ranging from the swarming sandoni, to poisonous parasitical fungi, and sand shard spitting hoyi species.
There is still much exploring to be done in this continent.
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I gotta go to sleep soon, so I won't probably post anything else today.
In case there are still any people who even remotely care, or are interested, feel free to post questions, offer input, ideas or anything at all.

All I really want to do with this is to make it something more than a game that just died and was forgotten. Some sort of setting that people could play in would suit me just fine.
I however, do need help, as I personally have no knowledge about any rpg systems, or anything really useful in making this a playable setting, which is why I made this thread in the first place. If other old players care about making this into a setting, I'll do my best to help out on that.
Nutera is a cautionary tale for other nations. It fell to internal conflict just as a great swarm of the insectoid blade-runners rampaged across the land. Refusal by nobles to defend the captiol city lead to the downfall of the kingdom, which split into city-states that now vie for supremacy over each other. During this time, some nobles and their households were exiled, for not choosing a side during the initial period of turmoil this created, or for remaining loyal to the King. One of these noble houses took control of an island, and founded the nation of Yakusha.

A century later, the Yakushin have control of a strip of coast north of the New Kingdoms, those squabbling city states, where important nobles from yakusha, or its holdings, built mansions to show their wealth and strength. Doing this was as much a test of military knowledge as it was of wealth, as much fighting was required to secure any land from the locals, and then force them to build the mansion-hamlets. In addition, several other islands, settled by exiles, and a Koburrog kingdom, were allies of the wealthy island, which had its fingers in trade from the great Kwagos tribes of the north, to the strange, bureacratic empire that called itself "The Otavan." The lord of Yakusha, the Grand Patriarch, was counted as wealthier than any three of the would be True-Kings of Nutera combined.
Now, the Island of Gold is the Island of Blood. The Otavan, hungry to expand to bring more souls into the grip of its master, the Ota, swept onto Yakusha with narry a word of anger beforehand. The great city that stretched across nearly the whole of the isle was laid to waste, save for the fortress at the northern end, Fort Whitestone. Tonaika, followed by the conscripts they commanded, slaughtered the people of Yakusha in droves, cowing them so the island could be a stage for the conquest of the Kingdoms of Nutera. But the Otavans plan worked against it, for their attack on the Island of Gold gave the Kingdoms time to prepare. They stood together when the conscripts swarmed their shores, and drove them back into the sea. Three times the Otavan tried to attack Nutera, three times it failed. Following their last defeat, the Otavanians sailed home to be punished by their living god-king, leaving Yakusha wreck and Nutera united.

Nutera has one king once more, but he has little power. The Assembly of Noblemen holds true power, and it has directed the Restored Kingdom on a path to prosperity, working with its brother nation, Hastira, to stand as a pinnacle of might and prosperity, even as the Hu-Raanic empire begins to quake in its foundations.

Yakusha, Island of Gold, Home of a Hundred Princes, The City that floats up on the Sea. It is a disaster, and empty land ruled by vicious warriors from Fort Whitestone, who enforce a terrible cult of sacrifice and bloodletting that is promised to restore the island to glory. The First King of New Nutera wishes the sea would wash away that disgrace of a land

It is nice having other people post and make more fluff too.
Keep up the good work.
I wonder, how are relations between Nutera, the Hu-raan Empire, and the Zu-nul? And what have the Vietkoburrong been up to?
It could be that the merchant lords of Yakushin managed to escape and warn Nutera, at least some of them, and reinstated their trade business there. Nutera could have a positive relations with Hu-raan, they did have trade going and both did nothing bad to each other. Zu-nul could be more neutral, since Suzumou raiders once raided desert caravans as much as they trade with them. As for the VKB, maybe only very small groups are left of the original, with most either assimilated or captured by other Koburrog groups or killed in battle.

BTW there were talk of Hu-raans getting a fixation on the heavens above and trying to reach it. They did get a sort of stargazing habit that was done by each family back in Tribal, so this is very plausible.
Oh yes, the joke of future astronauts finding a charred, antique chair of classical period Hu-raan style in orbit attached to a platform covered in gunpowder rockets.
The Yakushin nobles are dead. The Otavan killed them all, as their mandate states that, unless they had joined a bureaucracy that was formed to govern Yakusha for the Otavan and fled when its army left. Now all that remains is the Black Band that raids from Whitestone Fort, oppressing the scattered people across the deserted City-Island. Imagine Rome, abandoned, overgrown, burnt and broken. That's how the Island of Blood looks now
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The Zu-nul have quite neutral stance towards other nations. They trade with merchant caravans travelling trough the ancient Huraanic roads, however those who travel outside of these roads, are free game for raiding, and attacks. The Zu-nul mostly trade metal, wood, fuel and other burning substances in exchange of their water and gemstones. The metal goes into making weaponry, while the wood and fuel are used to keep the forges of the nation lit. What food the Zu-nul need, they hunt and raise themselves.

The Zu-nul, or more precisely, League of Worms, is a theocracy led by the Godworm Shen-qual. The other 6 godworms, have somewhat autonomous rule over their respective territories, however ultimately, they are vassals to Shen-qual, and the Zu-nul nation, whose legions of warriors, and hunter worm cavalries could decimate the other godworms, and their nations. This alliance, is however, beneficial to these other godworms as well, due to the technological support, and resources they gain from the Zu-nul.

Small, independent tribes of nomadic suzumou are still hunted by the Zu-nul, so that they could be converted to the True Faith. The Zu-nul believe, that only by joining the flesh of a godworm upon death, shall a suzumou reach afterlife. If this is not done, their souls will be left to the winds of the desert, forever to wander these desolate dunes.
>You should be running
>Implying your blood won't renew the strength of the Yakushin that they might wreak revenge on the betrayers
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Suzumou are probably among the physically weakest races in this world, seeing how they are about the size of a 5 year old human, and their bodies are very lightly built so that they can still fly.
However, they have numbers, speed and agility at their disposal, along with their sharp claws, and poison stinger.

Fighting a swarm of suzumou would be like fighting a bunch of flying kindergartners armed with daggers and syringes full of poison that melts your flesh and paralyzes you in few moments. Individually, defeating a suzumou in combat is pretty much a matter of getting a solid hit in for most races, however, even a mighty gantu would probably be in serious risk if being swarmed by suzumou. Just one or two stings from their poison is probably enough to take out any sapient race, seeing how the poison evolved to pacify the sandworms so that the suzumou could lay their eggs inside of them.
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ashes and ruination make for poor blood to give strength.
So would you say they're a 'monster' race?
>Hominid Robber Flies

The body could be a little thicker, and the wings larger in my blunt opinion. They look rather fragile is all. Also, what good is an arthropod race if they don't have two sets of arms? Adding extra arms will add to the "flurry of blows" feel that the post described.
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Well, arguably, all races in this world are more or less monstrous.

The design of the suzmou has undergone few revisions, and I am not still quite pleased with the current rendition, so there might be some slight alterations to their appearance.
They are however, very fragile beings, as their bodies adapted for flight, not direct confrontations and fights with other creatures. Their method of hunting is lightning ambushes, in which they will strike quickly with their poison stinger, in order to paralyze their foe, and thus render it helpless, while using their superior speed and agility to avoid retaliation from the victim until it is subdued.

As for their limb number, they evolved from these critters, who already only had 4 limbs. Their long, back limbs, that eventually became strong enough to support the weight of the suzumou, were the main tools of hunting their prey, the sandworms.

The mimics used their legs to tap the sand, to both attract, and sense worms moving underneath the sand, by creating vibrations. These mimics lived in swarms, that would communally tap the sand in a small area, thus drawing hungry sandworms to the location. The mimics would then ambush these worms, paralyze them and lay their eggs in the flesh of the worm.

The suzumou evolved from a breed of these mimics, that specialized in stalking larger worms, and breeding in their flesh, instead of preying on smaller juvenile worms. (I probably need to explain the sandworms too, as they are not just expies from Dune.)
I think of a monster race as something that isn't fit for player characters but great as antagonist
things that have no individual power but are deadly in numbers are a prime example
looking monstrous is just a bonus
the charm of this setting is that it was not really developed with the races to be fairly balanced against each other.

Ill list some examples aside from what has already been done.

You have the four armed frowg, who are inherently a little poisonous as well as able to naturally generate electricity. They are probably one of the most "normal" races on the planet that a player could easily pick up. Their mentality is fairly "human", and they are quite diverse, with lots of flexibility for a new player

on the flipside you have the lem

They divide to reproduce, they reproduce as fast as they can consume. Each half of the division has all the memories of the former, and they share biological material to share knowledge and memories, eschewing
proper speech amongst themselves as it only serves to complicate the message. Compound this with no sense of touch, feel, taste, or smell as we comprehend it and shit gets weird. The race as a whole is burdened with a knowledge they believe to be true that the world will end and they have to stop it. These guys are not diverse, nor good for someone who wants flexibility in their character.

Lets look at...

The Gantu. Take a Rhino, put it on its two rear legs. now throw away that idea. Take something that is 13-15 feet tall, weighs in at about 4 tons of muscle and bone. Now augment it with some strange nanomechanical/plant based entity to further enhance its monstrous strength and capability. Now imagine it is a peaceful and happy thing, who is quite chill, with a strong sense of right and wrong, and an almost child like naivete about how the world really works, and a long fuse attached to a bad temper. Doesn't get technology, doesn't care. Can throw a rock or spear about as good as your little gun can shoot a bullet. They like to wrestle.

or the Skulcrow. Zombified husks of plants and organic material. Formerly a hivemind, now somewhat sentient at an individual level, but this is a recent development. imagine that.
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So, the races are not balanced, but they were never meant to be. Though each one brings something unique and interesting to the table, be it in mechanics, or always in lore and role play capability.
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So, the Sandworms (who probably need a better name).
First off, they are not actual worms. They have both a strong endoskeleton, and a plated exoskeleton that supports their weight, and to which their muscles attach.
Secondly, while the worms can grow pretty large, they are nowhere near as massive as the sandworms in Dune. Majority of the worm population is in fact, around the size of small snakes, living few feet underneath the sand, eating plant matter, other small creatures, and each other.

The worms reproduce extremely fast, as most of them die very young. Juvenile worms are one of the base pillars of the desert ecosystem. They start out as small, wiggly finger sized things, and they can grow to the length of an arm in just few months, at which point they will begin to breed.
This rapid growth, along with their extreme omnivore tendencies, are the key methods of their survival. However, a side effect of the genes causing this fast growth, is that the worms never actually stop growing. They will keep growing as long as they can find enough food to sustain themselves. The growth rate does start to slow down as they get bigger than a human, however it never truly stops. Eventually, a worm can get so large that it will not be able to move anymore, and at that point they in most cases die. (I will come back to this point, because it is pretty significant.)
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As I said before, the worms are extreme omnivores. They can eat pretty much everything, and their bodies are extremely efficient at extracting energy from what they eat. They can even gain nutrients by ingesting sand, and absorbing traces of organic particles from it, with the aid of the bacteria in their digestive track. However, the larger the worm gets, the more cost inefficient it becomes for it to move. Because of this, the larger the worm is, the less it will move underneath the sand. The worms have strong muscular layer underneath their plates, that generate vibrations that loosen up the sand, which allow them to move quite quickly underneath the sand, but the larger the worm is, the less useful this trait becomes. Because of this, the larger worms only move underneath the sand when they are trying to ambush their prey, otherwise they will move above it, preferably during the night, in order to not overheat themselves.

Most worms are also solitary, mostly due to their cannibalistic tendencies, territorial nature, and the method trough which they sense the world. The worms use a form of echolocation, based on the vibrations they themselves generate. These vibrations bounce back from the sand, allowing the worm to form quite clear picture of it's surroundings. It also allows them to easily detect worms that are smaller, or larger than themselves, and thus either attack, or flee. However, in case of two worms around the same size, the frequencies of the vibrations are so close to each other, that the worm's senses can't pick up the difference between it's own vibrations, and the ones coming from the other worm. This disorientates the worms, and makes it hard for them to navigate. This problem gets more pronounced the larger the worms are, which is why young worms have no problem moving around each other, while old and large worms get extremely confused if they are too close to a worm of their own size.
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The worms are hermaphroditic, however, due to their cannibalistic tendencies, two worms rarely meet in order to mate. They can self fertilize, however, they also can release small, pulsating capsules, containing their sperm, which other worms are driven to ingest. The capsule dissolves at the beginning of the worm's digestive track, and the sperm are absorbed to the bloodstream of the worm, and eventually fertilize it. This way, the worms can still breed sexually, while not having to come close to each other.

Finally, while most of this stuff applies to all worm species, there are some exceptions.
There are 3 other main species of worms, with certain differences. These are the Landworms, Obsidian worms, and the Godworms.

The Landworms live at the edges of the desert, and in the plains surrounding it. Their shell is considerably thicker, harder and contains metallic "bumps" in them that help these creatures move underneath the far tougher soil of the plains. These worms, grow much slower than the sandworms, and they reach their peak size far faster too, as the rate at which their movement becomes inefficient trough the soil is much faster than of the worms living in the desert.
These worms are omnivores, with strong ambush predatory tendencies. They tend to dig themselves elaborate tunnel networks, where they eat plant tubers, and attack creatures whose movement they detect above their tunnels. They have developed a strong, claw like organ at the end of their tongue, which they use to grab their prey and drag it to their mouth.
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The Obsidian worms are close relatives of the landworms, living in the great obsidian fields of the western mountains of the central continent. These worms, are mainly predatory, and their method of hunting involves ambushing their victims. They have evolved strong muscles, that allow them to dig trough the relatively fragile volcanic stone and ash, and construct ambush burrows underneath it. They attack, by creating small "quakes" via their specialized, club like tail, that disorient their prey while they emerge trough the covered entrance of their burrow. They too posses a long, claw tipped tongue they use for hunting. Their growth rate is far slower than the one of the other worm breeds.

Finally, the Godworms, which while virtually identical to sandworms, posses certain unique traits that have made them their own lineage. All worm species, posses a certain degree of willing control over their own body's development. A young worm, living in an environment where it's strength is constantly put to test, will be able to grow far stronger than an average worm from other environments. This trait also applies to the intelligence of the worms. A worm, whose survival depends on capability to think faster than others, will be able to increase it's brain-mass quite significantly. All this is part instinctual, part caused by external stimuli, and part influenced by the worm's own primitive will.

The Godworms are a breed of worms, whose ancestors most likely lived in environments that tested their intelligence for countless generations, and thus eventually they reached a state where they gained a degree of cunning other worms didn't possess. Around this time, the ancestors of the Suzumou also were evolving into more social hunters, that preyed upon larger worms. As the cunning of these godworm ancestors allowed them to survive better than the other worms, and thus grow larger than the average worms, they were prime prey for the primitive suzumou.
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The evolution of the Godworms and the Suzumou were tied together for untold eons, during which both of them grew smarter, and more capable. This development went on for unknown time, until a situation where the Suzumou began revering the worms arose. This reverence, born most likely from attempts to lure out worms with food baits, became a form of sacrifice given to the worms, in exchange of the Suzumou right to breed in their flesh. This practice, while still lethal to small godworms, did however less and less harm to a worm, the larger it was, as the nomadic suzumou tribes themselves never were that big.

However, the bigger the worm was, the harder it was for it to move, the largest of them being completely immobile and unable to obtain food for themselves, and thus starve to death. The suzumou worship changed this.
Perhaps initially, a small group of suzumou found a massive, starving godworm, and in awe of the creature, decided to hunt down food to sacrifice to it. As time went on, these sacrifices would slowly restore the strength of the godworm, and even sustain it, thus forming a symbiotic relationship between the former parasite and the former prey.

Here, the intelligence, and control over the growth and development of their own flesh the godworms posses, comes again into play. The godworms, had bred somewhat differently than other worm breeds for eons by now. Instead of relying on numbers, they relied on quality. Their larvae gestated for longer periods of time, and grew larger before they were laid than the larvae of the other breeds, but most importantly, the godworms had evolved a peculiar trait, that allowed them to connect their own nervous system to the gestating larvae, and thus imprint basic knowledge and experiences to the brains of the larvae, while they developed, thus granting them an extra advantage.
The godworms had also developed a primitive form of vibration based communication, that they used to mark their territories.
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Now, the ancient godworm, could imprint the knowledge of the utility of the suzumou to it's children, making them aware of the fact that these creatures could supply them with food, once they grew old. This started a chain of events, that would lead to the Suzumou and the Godworms forming strong, almost biological ties to one another, over the following millenias. The ability to pass on knowledge to one's descendants, would accumulate a greater and greater pool of experiences for the godworms as the generations passed, and the increasingly symbiotical nature of the relationship the suzumou had with the Godworms, would see gradual changes to the culture, and even the biology of the suzumou.

In the "current" age, the semi symbiotic relationship between the godworms and the suzumou is millions of years old. The Godworms, have gained a degree of control over the suzumou larvae growing in their flesh, via the same ability their ancestors used to implant knowledge to their own larvae. The Godworms can grow their own nervous system into the developing larvae, and thus, crudely, affect it's growth, and instill knowledge to it. The suzumou born from this process, are called the Wormborn, and they often have high status in suzumou communities.
The suzumou have also gained a semi instinctual understanding of the vibration based "speech" of the worms, along with learning to communicate with the worms by surging their neural tongue into their flesh, and linking up with their nervous system. (The neural tongue is a long, tendril with a tip covered in specialized nerve ends, that allow suzumou to both "link up" with one another for deeper level of communication, and to monitor the physical state of their paralyzed prey, which is the purpose their tongue originally evolved for.)
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The modern suzumou, live in two main community types. The nomadic one, and the one centered around a godworm. These two lifestyles are linked to one another, and in many cases, the ancestors of nomads had once lived with a god worm, and vice versa.
This is because, despite of their best efforts, suzmou food sacrifices only can sustain the godworm for a limited time, before the tribe worshiping it, and breeding in it's flesh becomes too much for the worm to bear, and it dies of starvation, or due to some other reason like natural disaster.

After such events, the Suzumou tribe usually disperses in numerous, small units, that will make a nomadic existence in the desert, seeking out a new godworm to call their master, while sustaining their numbers by breeding in smaller worms. Some tribes forgo the search for a godworm entirely, and just keep being nomads for countless generations. This is because there are only so many godworms, and suzumou tribes are highly protective, and zealous of their own godworm.

Zealotry, and religious fanaticism is almost natural to suzumou people, in one way or another. The most common reason for conflict between suzumou groups are religious matters. Suzumou are willing to kill, and die for their god, as the godworm is what allows them to exist as something larger than just wandering nomads.

The Zu-Nul nation, is ancient by the standards of the Suzumou, for it has lasted over 600 years. This is because the tribe succeeded in solving the problem of starving their godworm, or over bearing her with their own numbers. The Zu-nul discovered how to raise water bound gill worms for food in the large, water filled caverns located underneath the stone crag where Shen-qual lays. They also adopted the nomad habit of breeding via small worms, which has allowed them to keep growing in numbers, and thus, nowadays, most suzumou of the nation are not born from the flesh of Zhen-qual.
>I can continue to elaborate on Zu-nul if anyone cares.

In that sense, yeah, the Suzumou would make great antagonists for players. However, that doesn't necessarily mean that one could not play as a suzumou and not be dangerous or capable.

The Suzumou, while relatively weak in straight forward combat, posses other strengths entirely. They can fly, see well in the dark, sneak well due to their small size, they are agile, and even if forced into combat, they have their poison that is potent enough to paralyze most sapient races.
From what I know of rpg games, (which is little) they would probably be pretty decent rogues. Sneak and fly around unseen, and stab fuckers into the back with poison when they lower their guard.
Yes could you explain what the difference is between the wormborn and normal suzumou?
They all get born in godworms don't they?
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>They all get born in godworms don't they?

Not exactly. When I use the term Godworm, I mean the giant, immobile, but sapient worms that the suzumou worship as gods. Any sandworm can work as a host for suzumou larvae, hell perhaps any sufficiently sized creature could. What the suzumou larvae need in their host, is just enough flesh and fatty tissues that the host will stay alive long enough for the larvae to feast on it's flesh, and grow big enough to survive after emerging from the host.

The Wormborn, are suzumou who have been altered by the godworm. This alteration occurs via the Godworm basically forcing it's own nerves into the developing embryo, and using these nerves to influence and force changes in the developing larvae. The changes can be as simple as just implanted commands and memories form the godworm itself to actual, physical changes that the godworm has caused by using it's nerves to overstimulate certain glands, and other organs that direct and control the growth of the suzumou, via hormones and such things. This ability, is not an evolved trait however. The Godworms have kept learning how to do these changes, and how to be better at it for generations, as each godworm has passed on their knowledge to their children, and so on.

In practice, the Wormborn are the agents of the Godworm, the instruments of it's will, and they are often treated with reverence by the normal suzumou. There are different types of wormborn, for different purposes, ranging from religious leaders, to warriors, spies and even assassins. Their one common trait is that they have been pretty much been mindraped into loyalty to their godworm since their gestation, which makes them extremely zealous, and driven to fulfill the desires of their God.

The wormborn may differ from Godworm to Godworm, as each worm has inherited, and/or developed different methods of shaping the suzumou, for different purposes, however the ones pictured here are almost universal. (Old art)
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The Zu-nul, the founding and leading party of League of worms,is a theocracy, ruled by the strict authority of the godworm Shen-qual.
Her wormborn agents carry her will across the territories belonging to the League with loyalty and zeal.
The territories of the League span almost half of the great desert, even areas that the Hur'aan also claim to rule. However, a large portion of these lands are just arid deserts, where the suzumou hunt their prey. Hidden from the eyes of outsiders, are countless burrows, tunnel entrances and underground pathways, trough which the suzumou move unseen. There are 7 member nations in the league, each led by a godworm, but Shen-qual reigns supreme over all of them, as her nation, the Zu-nul, is the greatest suzumou nation in the history of the desert.

The Zu-nul nation's heart is located in the great stone Crag where Shen-qual lays. Around her, rises a great city of sand spires, Az Khalat. The City of the Chosen, that spans thrice as deep as it's tallest spires rise high. In these spires, countless suzumou toil at their tasks, under the watchful eyes of wormborn agents, with only their zeal and devotion to thank them. Az Khalat, is the greatest Suzumou city in the history of the world. The city has great industries, and even greater population, it's legions of warriors, and tamed hunter worms ensuring the loyalty of all suzumou living in the territories of the League of worms. The City also produces great gemstones, and is the center of Zu-nul faith.
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There are other cities and settlements as well, of course. One of great significance is Sul Az, the Glass City, which is the home of the great glass and steel industries of Zu-nul. In the forges of this obsidian city, the artisans of the Zu-nul make their finely crafted glass and steel items. The city is also home to the Archives, where the Zu-nul house their factual information about the world, which they have gathered during their explorations. The city is a great center of innovation, and advancement. It is also the birth place of the written language of the Zu-nul.
The other cities, are almost all built around the other 6 godworms, or they originate from trading settlements built near the great Hu'raanic road. However, compared to the glory of Az Khalat, and Sul Az, they are not really noteworthy. (Meaning that I haven't yet came up with any good fluff for them.)

The Zu-nul are divided into 4 distinct castes, the Wormborn, the Warriors, the Artisans, the Workers.
The moment the young suzumou nymph bursts out of the flesh of a captive sandworm, in the great hatcheries, it, and it's spawn mates are taken to Temples, where they are separated into 3 groups, warriors, artisans and workers, based on the traits they showcase. In these temples, the young are indoctrinated into the tenets of Shen-qual's faith, and thus made loyal to the Godworm herself, and the wormseers who speak her will, instead of the other, older suzumou.
For this reason, the faith of Zu-nul nation can change rapidly, as the new members of the nation are given the new, true version of the faith the moment they are born, and those of the older suzumou who object to the new tenets are silenced by the holders of the new version.
The wormborn, receive their own training, and specialization in the great Temple Prime, where the elder wormborn ensure the sufficiency of the new agents of the Godworm, and train them in their respective skills.
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Each caste has it's own role in the Zu-nul nation. The Wormborn are the agents of the Godworm, whose responsibilities range from leading and indoctrinating the population, to hunting down the enemies of the godworm from both outside, and the inside of the nation. The Warriors both hunt the food of the Nation, as well as defend it with fury and zeal. The Artisans are responsible for crafting the fine gems and glass objects of the tribe, as well as improving on the existing technologies and discovering new ones. The workers are the most numerous caste, the cogs that keep the Zu-nul nation in motion.

There are also two other caste like portions of the Zu-nul population, the slaves, and the Pusmal vassals.
No suzumou is born into slavery in the Zu-nul society. Slavery is a punishment for crimes, that one can still redeem oneself from trough hard work, and faith. The duties of the slaves are the most dangerous ones, ranging from feeding the sandworms of the hatcheries, to excavating old, worn down tunnels. Depending on the severity of the crime, the slavery might last for few months, to the whole life of the suzumou, in which case the redemption comes from being allowed to join in flesh with Shen-qual upon death.
The most horrendous criminals, are deprived of even that, as they are impaled, but left alive in hollow spiked contraptions located atop of the great crag. These blood altars will leech out the lifeblood of these criminals, as the sun burns and dries their flesh, and harsh winds sear their skin and take their soul once their life ends. The remains, are fed to gill worms.
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The Pusmals are honorary members of the Zu-nul nation, the only other race, the Zu-nul consider worthy of serving Shen-qual while among the living. The Pusmals are tunnelers and hard workers by nature, and they proved their worth and loyalty to the tribe, by aiding in the hundred year construction of the Temple Prime. In exchange of their loyalty, and continued assistance, the Pusmals are allowed to live in the underbelly of the Zu-nul cities, and earn their living trough work. They have strong ties to the Worker caste, as they co-operate heavily.

Life in the Zu-nul nation, is almost straight out of dystopian fiction. The average suzumou lives a short life, filled with endless toil, surrounded by countless other people like him/her, their only hope coming from their faith in Shen-qual. There is no tolerance for behavior, that does not conform with the majority, and those who step out of line, are quickly put back in by either their peers, or by the Wormborn agents. Disloyalty is severely punished, and there are barely nobody who one can trust completely, for some wormborn, are no different from other suzumou at all, from the outside at least. Inside however, they are just eyes and ears of Shen-qual, sent out to monitor and report any signs of treachery, or misconduct which to report to the Enforcers of the godworm.
There is no hope for a better life, for most suzumou don't even know how to think of such, due to their indoctrination. The average suzumou, is not even a pawn in Shen-qual's plans, the average suzumou, is an expendable resource. The Wormborn are her pawns, the active manifestation of her plans.

Shen-qual, like most Godworms, has a "religion" of her own, though this is a fact most suzumou do not realize. The Godworms know that they are mortal, and utterly dependent on the worship and servitude of the suzumou. This however, causes great disdain and even hatred towards the suzumou, in the godworms, for their memory spans generations.
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The Godworms have ancestral memory, ranging as far as into the ages where their ancestors were just prey to the suzumou, to the times, when there was no hope for a worm but to die a slow, humiliating death due starvation, despite of the fact that they, by all right, were the dominant predators of the desert once they reached sufficient size. But yet, as if to mock them, they still kept growing, growing to absurd, unneeded sizes, despite the fact that virtually nothing could harm them, they grew and grew, until they were rendered immobile. Such humiliating death, after the prime years of their life, when they, for a fleeting moment, are unstoppable behemoths of the desert, is only made worse because of the Suzumou. These parasitical creatures, are the only way an old Godworm can continue living for even few more decades.
This deep, deep hatred, and drive to avoid this fate, is the core of Godworm faith, which they inherit from their parents as part of their ancestral memories.

For untold generations, the godworms have sought a way to escape this, competed in the Great Task, whose goal is to give birth to the perfect worm, one that would never grow past the prime size, and thus, never die. Shen-qual, was no different in her faith, however, her methods were...unorthodox. Trough sheer change, her servants encountered a lone landworm, lost in the desert. This peculiar worm, intrigued her, and she claimed it's sperm capsules, and mixed the essence of this worm with her own, in hopes of gaining some further insight into the core of her own essence, and clues on how to birth the Perfect worm.
The results were mixed, most of the hybrids were warped, weak and broken, but one of them, the "Drake", was strong, and viable, however and abomination in the "eyes" of Shen-qual. This beast was loyal to it's mother, and continued to serve her as it grew.
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As years went on, Shen-qual continued these "experiments", but could never again produce same results, until her suzumou servants brought her the sperm capsules of obsidian worms. Another experiment, produced an another hybrid, seemingly weak, but it showcased some potential Zhen-qual sought to be unfolded. For some unfathomable reason for Shen-qual, Char and Drake formed a bond during the time, when Drake was ordered to keep threats away from the young Char. The two exhibited behavior unforeseen to Shen-qual, co-operation. They hunted together, and brought down prey neither could have killed alone, and eventually they also bred. The resulting creatures were far from the ideal worm, they were a crude mixture of traits from all sandworm species, however, they worked together, hunted together, and protected each other, under the care of their parents.
This behavior struck against Shen-qual's own faith, which caused her to abandon her experiments for over a decade. During this time however, the Suzumou of Zu-nul saw the potential of these new Hunter worms and began training them as their own steeds, and further utilizing their co-operative traits.

During those years, Shen-qual had also grown suspicious of her own faith, and the faith of the other godworms as well, which is why she sent out Drake, to seek out the other godworms, to verify that they even existed anymore. What Drake found out was, that the Godworms were rarer than ever, and none of them had found any new answers to Great Task. Because of this, Shen-qual made her radical proposition, which the other Godworms could not deny. The alliance of the worms and the suzumou tribes, the formation of the Cabal of Worms. (Cabal is the right term, I dunno why I called it League)
This alliance, would guarantee the survival of the remaining godworms, and pool their resources together so that the Great Task could be finally solved.

>Finally done for now. Does anyone have any further questions about Zu-nul?
The Great Task is making an immortal godworm right?
I really like this set up, you have an army of weak mooks that are dangerous in groups and that have superpowered wormborn leaders and a dragon-like monstrous godqueen
like a grunt, miniboss, final boss progression
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>The Great Task is making an immortal godworm right?

Yeah, basically. Sandworms don't die of old age. Once they reach a certain size, nothing but a bigger sandworm is really any threat to them, however, they will keep growing until they will become too big to move, and then they will die of starvation. A worm, that would stop growing at the ideal point, when they are just big enough to be completely free of any threats, while still being able to move, would, in theory at least, result in a worm that would simply never die. This is not certain though, but that is how the Godworms believe.

And it is good to hear that you like the Zu-nul. They are probably my favorite faction overall, out of the factions I have made. They have the most consistent, lore, and pretty interesting premise, that itself provides tons of potential for further fluff, stories and such things.

Also, there are few tidbits of info I forgot to mention about the Zu-nul.
The Zu-nul writing, resembles chemical reaction equations, and math in general, far more than it resembles actually written language. This is because the writing was invented by artisans responsible for developing glass shaping and coloring methods further, and the writing was originally used to keep track of that work.
Eventually, that sort of writing became the mainstay language used in all industries, and building work, as it allowed the workers and artisans to make more precise calculations, and plans for their projects.

Writing also presented a problem for the wormborn elite, as written history would indicate the religious changes and manipulation done over the generations to the Zu-nul, but they also saw it's utility. Because of this, the Wormseers developed their own, refined version of the writing, closer to actual day to day speech. They however, made it illegal for the average suzumou to posses writing equipment, and also established a strict censor to monitor the texts that were made in the nation.
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Some more stuff about the castes:
Each caste, consists of numerous paths and professions a suzumou can have in life, the worker caste having the most numerous of both members and possible professions, and the Wormborns having the least members, and smallest amount of "professions" (They are more like roles that are defined by the godworm while they gestate.)

There is also a relative hierarchy among the castes, that goes like this:

Warriors and Artisans.
Workers and Pusmal vassals.

Though neither the Warrior caste or Artisan caste has outright rule over the Worker caste or the pusmals, they both do utilize the former especially in numerous ways. In times of need, Warrior caste can bolster it's numbers from militia drawn from the worker caste, though this is quite rare, while the artisan caste's members are often overseeing the work of the worker castes. To put it simply, the Artisans design buildings, and oversee it's construction, while the workers actually construct it. The pusmals also sit at a rather awkward position, at which they kind of lack many of the social constraints of the worker caste, as they are not expected to follow the religion, or the social norms as tightly as the workers. In general, what is expected of them is obedience, and hard work, otherwise, they are left to their own devices in the deeper tunnels underneath the cities, where they live.
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Each caste has a varying number of spires, and other dwelling dedicated to house it's members. Warriors live in their spires, artisans in theirs and so on. The spires are where the average suzumou have their homes, and spend their free time in. They are the places where they socialize with their peers, relax and in general, spend their lives outside of work in. A suzumou is assigned a spire based on their caste when he or she becomes an adolescent, and is sent away from the Raising Temples. In the spire, the other, older suzumou will continue to train him/her further, until she/he becomes a full fledged member of the Zu-nul nation, with a profession, and a role in life.
The people of his/her's spire are the closest thing to a family a suzumou will ever have.
Members of different castes don't tend to associate with each other that much outside of official business, religious ceremonies and work. In fact, worker who would dare to enter a warrior spire would probably be swiftly evicted.

Some stuff about trade and resources.
The Zu-nul posses large reserves of fresh water, which, along with glass and gems, they use to buy materials such as metal, fabrics and various other resources and materials they themselves lack entirely, or just don't have enough. One of such resources is wood, or any other passable fuel, which the forges of the Zu-nul need to function.

The Zu-nul can get decent enough amount of wood from their border lands, either from the jungles of south, or the frilla forests of the north, however, they will still eagerly buy any burnable materials a trader might be selling.
The Zu-nul have a policy to allow traders to pass along the great Hu'raanic roads, as they themselves benefit from the trade conducted along the road, however, outsiders who venture off road are free game to the Zu-nul raiders. The Zu-nul use ambush tactics to quickly eliminate their foe, as they themselves can't last long in a prolonged fight.
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Zu-nul prefer to attack during the night as their own eyesight is not hampered by it. Their attacks begin suddenly, and are over in just few moments, as the suzumou descend upon their foe from the darkness.
The unprepared, usually don't even know what is going on before they are already either stung, or stabbed, those who are wiser, and have prepared, still are far from safe, as the suzumou have their ways of undoing the benefit their preparations would have given them.

Here are few of such ways:
The suzumou fly above the camp of their target, and drop down primitive bombs, made from pots filled with simple explosives. As this bombardment disorientates the defenders, the rest of the warriors strike and use the confusion to their advantage.
The warriors deploy large, brutish wormborn, that can't fly, but have higher endurance and strength along with razor sharp claws, fangs and heavy armor. While the brutes sow terror and confusion among the defenders, the other warriors attack.
The suzumou can also use Hunter worm calvary to just charge into the defenders, using the mass and ferocity of the worms to destroy any organized defense, and allow the suzumou warriors to swarm the defenders.

As these example strategies indicate, the suzumou prefer to get close and personal with their foes quickly, so that they can use their most dangerous weapon, the stinger, to eliminate their targets. The Suzumou do not posses ranged weaponry, outside of basic slings and throwing spears, as they lack the strength needed to operate a device like a bow. Instead, they rely on stealth, and mobility to get close enough to their targets, so that any ranged advance they might have, is rendered meaningless once the fight actually starts.

Finally, the Zu-nul don't usually kill the victims of their raids. Instead, they are dragged into their cities, where they are placed upon the blood altars, that suck out their blood, which is stored for later usage, along with their flesh.
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Well, it is getting late, so I will probably not post anything else today.

We should continue to stat out races for the setting. I personally can't unfortunately do much on that regard, as I got no experience with that type of shit.
However, thus far the stats that have been made, seem good to my inexperienced eyes though.

What I can do however, is elaborate on the lore of the species, sapient races, and their nations, though most of my information regarding nations is limited to the ones I created.
If other players want to elaborate on the nations they made, they are by all means, free to do so.

I can continue to elaborate and post fluff on other nations when I wake up next morning, and I can also answer any questions people might have had regarding aspects of this game.

Finally, I might make a google document tomorrow, which we can use to organize this stuff, and perhaps eventually make it into some sort of guide to the setting.

For now, I need to rest.
>picture here is some silly art I made about half year ago.

Ironically, that sums up the reason why the "Ota" is supposedly immortal: He's not

Ritually inflicted scars, a mask, and lots of indoctrination make each child that is selected to the next Ota believe they truly are the Ota born into another body. Think of it as a violent version of the Dali Lama.
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That is pretty interesting way to go about the identity of the Ota.
It also reminded me of another tidbit about the Zu-nul, mostly about the wormborn.

The wormborn are heavily indoctrinated by the godworm, during their gestation. However, this indoctrination, and communication continues with the godworm even after the wormborn has spawned from the godworm's flesh. Trough the links formed via their neural tongues, the wormborn, like all other suzumou, can communicate "mentally" with both each other, and thir god.
However, at the "current" point in time, only wormborn really communicate with Shen-qual anymore in that way, as the normal suzumou are denied that privilege.

When a wormborn "links up" with the godworm, the worm can gather traces of memories, knowledge and experiences from the mind of the suzumou. In the case of Shen-qual, she periodically links up with her wormborn, in order to acquire this knowledge, which she then can use by implanting it to the new generations of worm born.
Also, all the worm born of Zu-nul nation have the same basic "template persona" that Shen-qual imprints on them during their gestation. This persona is based on the first ever wormborn of the Zu-nul, a wormseer named Knixi, who by now, has been dead for centuries, however, her "spirit" lives on in each wormborn. Shen-qual utilizes this persona, because it was an "artificial" persona she herself made, based on the idealized version of the original Knixi, who actually was just a normal suzumou, that died during the early years of the tribe. The wormborn was a "resurrected" version of her, constructed in image of the idealized memories her tribe had of her, and the traces of persona she left on Zhen-qual when she herself had linked up with the godworm.
In short, in the "current" age, all wormborn of Zu-nul have basically the same persona, with some variations here and there.
This has led to some disturbing developments though, that go unnoticed even by Zhen-qual...
It's a shame that so many of our threads were only archived on Foolz, seeing how they purged the images recently. We lost a quite bit of our pictures I am afraid.
i think putting this in a google doc would be beneficial.
All of the evolution pics except the antarctic ocean are safe on suptg and my hard drive. Some of the other drawfaggotry could be tricky to gather up again.
I might be persuaded...
I've already decided they're at least in the same universe.

This said, Fortune will not be returned to, I may however create a new evo game based on a different planet.
I did save plenty of evolution pictures and most of the stuff from the civ games, although there are probably some that I missed. I do believe I have linked the mediafire link to the evolution pics before, gotta look for it in foolz.
That said, want me to upload my whole folder of Primordial?
Yeah, but that link is long outdated, since it only runs though the end of South. It doesn't have the antarctic, or the other two parts of Central.

Speaking of that folder, I should chart out the development of Nuros.
Have you been keeping the wiki updated? I sure hope so, for it shall serve as the eternal testament to our glory.
Not really. If anyone else is willing to help, I have a few days off from work. I can put some of my time toward it.

When I asked for help on the Southern Creatures page, I was hoping that people would pick one or two sections to work on, not just a couple creatures within a section. Also, the format should remain the same through the whole page. Compare the Gesh section to the Hexis section.

Do we need to describe every evolutionary step of the creatures, or just the currently existing ones?
Is anyone still here?
As a machineman, I think you should listen to the link I am about to provide. Listen to it, while you write, or draw, ignore the video, its not important. Then think on your tribes, your races in this game.

I don't think most of the primordial races would see themselves much in this worldview
not even all humans do since the democracy is really a cultural thing
Suzumou live to serve the worm, does she have a machine mind? Who cares, keep digging you louse.
There are numerous minor, or "npc" races in the world, that are close or equals in intelligence with the civilized races, however, they, for various reasons, have failed to establish their a society that could build a civilization.

Western continent:
Giant Lem

Central continent:

Eastern continent:
Wa’oord * (*these two might actually be the same thing, as the noords had at least two redesigns.)
Skullcrows (Not sure if they belong here)

Southern continent:
Gesh Dreamer


As you can see, for some reason, most of these races are located in eastern continent. Are there any more of these minor races, or entirely npc races around, that are not mentioned here?
gantu-korobushka rebels.
Here is the google doc I promised.
Note, that it is still work in progress, and almost nothing but the skeleton of it is even remotely ready.
However, we can use this doc to gradually build it up into a comprehensive guide of the setting.


There are templates in place for the race descriptions, nation descriptions and so on, that we can begin to fill in at our own pace.
Noords were intended just to be simple predators until they got new designs from Fortune and NG. My design was to keep them as just predators, as well as making then not not-yetis.
the noords became something else both in the lore and game, based off of a potential palyer's request. In the end perhaps we need to create two new names to differentiate them from your idea.

That would probably be the best approach to solve this issue.
We get the noorods as a predatory species, and the yeti things as an noorod offshoot that possess a primitive intelligence.

Anyways, are there any ideas on what else we should discuss in this thread, other than the npc races?

The oceanic races could use some development, as there was only very minor development during the oceanic sessions.
some of the oceanic races may have a higher calling, such as the cruelb and sekree, as agents of the bord.

That could work actually.
Would also provide a reasonable explanation for how cruelbs for example, could have acquired technology.
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As it is getting late, I gotta go to sleep.
Feel free to ask questions, posts more fluff on nations, suggest ideas and so on.

Also, if anyone wants to start fleshing out the race and nation descriptions in the google doc, feel free. I will also start doing that once I wake up next morning. My only guideline is that the descriptions should be kept relatively short, as the doc's purpose is to be the general guideline, for now at least. Once we manage to flesh it out more, we can begin to make more in depth descriptions of stuff.
Personally I prefer this version.

So far, I've cried every time.
I like that you've selected that speech, as it probably encapsulates very well how I see the world, and the promise I see in the future.
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Medium Monstrous Humanoid
Geists have some exaggerated dimorphism, so they have differences in their abilities.
-4 WIS

+2 STR
+2 CHA

+2 DEX
+2 INT

- Base Land Speed: 30 ft.
- Blindsight
- +2 Racial bonus to Listen.
- Alignment leans toward Chaotic Neutral. No sense of right and wrong.
- Preferred Class: Fighter
- Preferred Class: Wizard!
Well, the male and female symbols disappeared. Shouldn't be too hard to figure out what goes with what according to the picture.
I don't know if CHA would be a usable stat in this universe, where every other race is like a complete alien.
Eh, somewhat separated from the source material. Anything really serious for stats would be in a different system. GURPS, BRP, or I don't know, DtD:40K 7e?
Forgot. There were the symbols for preferred class as well. Male fighter, female wizard.

polite sage
Something I've been meaning to mention: DRAMA FIGHTS

Log'eadz have developed a blending of gladiatorial combat and high theater to create series of matches that have overarching stories that draw the crowds. One match series might involve a story about a land dispute in ancient times, another could be a legend from the annals of history. These fights are steadily becoming more and more staged, with spoken word taking precedence over the fighting. Of course, for log'eadz that means that speaking is beginning to almost take up a fifth of every match. Think Romeo and Juliet with twice the number of fight scenes, with those scenes being five times the length they are, and you'll have a rough approximate of a log'ead Drama-Match
Any chance we could come up with stats for 4th edition?
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I don't know 4e. I don't imagine that it be too difficult to convert them.
The real kicker is probably racial powers. Not sure how to convert those.
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Just charted out the evolution of Nuros.

>vealtsp and
A teaspoon of veal and what, Captcha? I want the rest of this recipe.
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Looks good.
The neckbeard fish always cracks me up.

There is also the difference between the brute males, and the gaunt males (who are the smaller, leaner ones). Though, the gaunt males resemble females enough, that they can probably utilize the same base stats.

The geists are also pretty good at sneaking. The slime coating their skin actually has certain, optical qualities that slightly "bend" light, and in effect, make it so that light doesn't reflect from them the same way as it does from other solid objects. In practice, this trait makes the geists harder to see in low light conditions.
In daylight, the effect is negated by the sheer amount of light.

Finally, geists have gecko paw like skin on their hands and feet, which, along with their sharp claws, makes them very good climbers.
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The hoppas have pretty neat physiology.
Shame that they are kind of a bitch to draw.
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Playing a geist would require the player to be resourceful though. As a purely canrivorous species, getting some good meat in a little po-dunk town while adventuring would be a pain in the.... do geists even defecate? I know log'eadz just burn the unusuable portions of what they eat to make white hot rage and courage that can pierce the heavens
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Joorods and Aggrods would have similar issues for food. To their advantage however, they can handle spoiled meat.

Also, that had better be a joke.

Good thing that the geists are natural hunters. If they can't buy meat, a geist adventurer, could probably just take his/her geist friends to nearby woods, and track down few critters which to eat (geists almost never travel alone. They need the company of other geists. Loneliness messes with their heads pretty bad.)

In the Lufae nation, a large portion of the daily diet of a geist is made up from the free roaming Scwars that live in the geist settlements. They are like rats for them, except that the geists hunt and eat them at their leisure. Then there are also numerous other cave dwelling species, that the geists hunt for food.
In addition, the geists of Lufae also herd bladeshwirms in large quantities, and finally, the Lufae posses a large fishing industry that further supports the meat eating needs of the geists.

The geists don't need to be that picky about the meat they eat, as their ancestors who lived in the caverns adapted into utilizing any bit of meat they found. Because of this, they can eat raw meat with ease (though they do also cook it if they have the option) and their digestive system can probably deal with meat that is already a little spoiled too.

And of course geists defecate.
Also, from the old threads, the ancestors of geists would actually eat the bone marrow, so that supplements their diet as well.
With potential contact with Ca'rethill settlers, they could pick up the various edible fungi which they've domesticated.
Actually, this whole diet discussion brings up somewhat interesting point.
While most species in this world seem to be omnivores, there are few purely carnivorous species around, like the Gantu, Joorods, Geists, Suzumou and the Shrohans.
However, are there any purely herbivorous species? The only ones I can think of would be the eleni, or the shwirms, however I am not sure on either.
Elenii are by no means herbivores. Insects made a large portion of their natural diet.
I'm not too sure of what Shwirms eat though.

I would think that the Shwirms might be omnivores, who however posses the digestive system of a herbivore, seeing how their close relatives, the bladeshwirms are total herbivores.
Does anyone have any art of the skullcrows btw?
Not on this hard drive, mate. Maybe later, if you're good.
Fairly new to Primordial Evo here, I read some of the older threads but got lost when things got complicated. Are any of you older nerds planning on restarting this on a fresh world or is this over and done with?
hey FortuneHost
how come your game stopped so suddenly?

For now, I am trying to focus on wrapping this game up into a coherent setting. I got way too invested in this to just let it die and be completely forgotten.
It would be hard for me to get as invested in new evo games, as long as I feel that this one is still unfinished.
Shit came up. I never got back into the swing of things, I guess. Ended up spending all my time in Primordial.

Fair enough, for all it's worth I'd just like to say that it has been very fun observing. Thank you all!
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Namefagging just for this one post. If you're interested, I can help with starting back up. Drawing needed starting creatures and the like.

Too bad this one stopped. It had potential.
I am thinking of starting perhaps a new game, one set on a different world, but one far less earth-like. Mix things up a bit. Help would be most appreciated as my drawing programs are on my old and non-functioning computer.

Glad to hear that.
Of course, there can be new evo games if people want to make and play them. Personally however, I need to finish and make something out of this, so that all the time I and effort I spent on this would be validated.
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Cold planet with a methane ocean and silicon based life? Moon of a gas giant?
This wikipedia article is a good for ideas.

Making an evo game in a gas giant could be pretty interesting.
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There is this.

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Oh yeah, the cheesecake version. Here are the other drawings.
As for other ideas, earth after a nuclear apocalypse, where only grass, algae, cockroaches and water bears survive.
Or alternatively, the Cambrian extinction event didn't happen, or some aliens abducted a bunch of anomalocaris, trilobites and hallucigenia and let them loose on a pristine planet populated only by algae and stromatolites.
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Might be a good idea to define some of the vocabulary of this setting.

Creatures descended from the Shield Glund.
Their biggest identifying characteristic is their skeletal structure. It is formed of plates which often form exoskeleton layers. Protrusions from the undersides of the plates link together to form joints. In the example picture, a Koburrog, the skeletal plates are visible on their chest, neck, back, and belly (although under a thin layer of skin). External plates continuously develop new layers of bone tissue. After a while, blood circulation is cut to the old layers, which soon after die and fall off.
Glundiforms typically give live birth to larval young which undergo complete metamorphosis. The rigid skeletal structure of an adult requires them to give birth to less developed offspring.
They also usually have the X0 sex determination system. (Females have 'XX' sex chromosomes while males simply have 'X'. An incomplete pair.
ex. XX XX XX XX X would be a male.)
Forgot about the external pelvis.
i always thought it was a loincloth. my face.
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Whole big chart of the whole category of creatures. Entries from the Central filler games still need to be added.
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anyone have a bigger picture ?
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Here you go.
ah...the earliest of flamethrowers, back before there was an enclave. Those little boomers were so unstable. An attempt to farm them resulted in such mass casualty.
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The good ol' days. I'll always have a soft spot for Boomers.
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The invention of flamethrowers occurred independently at least 3 times in this world.
The Gwiliak made good use of the flamethrowers when their marshes were assaulted by the Skulcrow horde.
They burned down portions of the marshes, to deny the plant zombies additional material from which to make themselves.

After the scullcrows were pushed out, the Gwiliak began to restore these scorched portions of the marshes, and in time, they groomed the growth of the development of the marsh in ways, that were beneficial to the Gwiliak people.
Lets talk about primordial: flamethrowers.

West: boomers. sucked. exploded. made of baskets and wild animals. fired spit.
west part 2: Attempted to study eastern method. Made of metal. heavy. fuel is so vile the flames appear to be liquid smoke. rarely used.
Central: didnt happen.
East: High quality,light weight, made of resin reinforced leaves and bits of metal. fired a liquid stream of flammable sap across long distances. commonly used.
south: Good quality, heavy, made of metal. Fired burning highly viscous sludge/ tar at short range. somewhat used.

Gundiforms are pretty much the most numerous lineage of creatures on this world.
The glunds evolved from the worem progenitor race. Most sapient races are worem descendants.

The other progenitor races were the Sluck, and the Fus. From the Sluck, evolved
races like the Suzumou, Shwirms, Govkar, Geist, Cruelb and Hollori. From the Fus, came Alun, Tentouz, Puruu, Shrohans and the Hiroha.

All other races, with the exception of the Lem, Mevola, Vyrii, Skulks and Joorods are descendants of the Worem.

Sounds pretty accurate.
In the East, the Flamethrowers were the only really reliable method of defeating skullcrows, as the plant monsters would eventually just reassemble themselves from plant matter.
In south, the flamethrowers of TA were somewhat effective against the Ifal Fa cedya warriors, however they didn't make enough of a difference in the conflict to bring TA a clear victory.

The Lufae and Ifal Fa, while not possessing flamethrowers, have weapons that spray strong acids. In the case of the Lufae, these acid weapons actually shoot acidic emils, which is pretty much living, moving acid goo, that tries to digest the stuff it comes in contact with.
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Are there any questions people have, any races that should be elaborated on further, any ideas or anything else we could discuss here? I got nothing but time.
What are the Cedya?
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Oh. Oh dear. How do they mate?
Moving, carnivorous fungi. The geists molded some into literal titans for which the Tanacs Azseg made weapons to counter, namely exploding ballistae bolts and giant steam-armor
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Cedya, are a lineage of fungal organism, that is native to the Southern continent.
First thing to note here, is that unlike on Earth, in this world, both the plant and fungi have the capacity to move around.

The Cedya lineage originates from a type of parasitical/predatory cave fungus, that over time, became more and more mobile in order to acquire food better. Their locomotion was based on hydraulic fluid movements in their coiled up root networks. All cedya species are basically made out of tightly coiled fungal roots, kind of like a yarn doll. This point is important, because it explains why different cedya breeds can have such radically different morphology.
Also, the cedyas posses relatively keen infra red sight, which they use to locate their prey.

The cedyas are mainly predatory, or scavengers, but there are some herbivorous, and decomposer variants too. Most cedyas, reproduce trough both the reproductive spores they release, and trough more developed "buds" they lay that kind of function like eggs.
The spores, if they grow on suitable source of nutrients, develop into pods, in which the "baby" cedya develops. The buds skip the first phase, and just gestate for a time, until they release the new cedya. The spore growths also function as the closest equivalent for sexual reproduction for the cedyas, as spore growths from multiple parents can merge together, and mix up their genetic information when they create the new cedya. This sort of breeding can even occur between different cedya species.

The Cedyas are dangerous creatures, as their spores are acidic, and very virulent when they start growing on something. Numerous cedya species have actually weaponized these spores, spraying their prey with spore filled, acidic mucus, that makes them easier to finish off. In addition, the cedyas posses quite high strength, due to their hydraulic "muscles". Their main weakness is however, their relative stupidity, as they lack a developed nervous system.
And then there's this image wich talks about intelligent Cedya that form an army, so they *can* communicate with each other?
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The Ifal Fa learned how to manipulate, and groom the growth of cedyas into desired shapes, by using "scaffolding" artificial skeletons, bindings and armor plates, to brute force the cedya tissue to adopt a certain shape. Further weapons, like blades, claws and spore spitting cedya organs, can then be added to the construct.
The methods were somewhat inspired by how plants are manipulated in real life.
Things like this:

Control over the cedyas is trough heavy conditioning, and the usage of tissue derived from puruus, that is grown to bind with the cedya's primitive nervous system, and assume control over it. These methods were mostly born during the Golden Age of the Flesh Singer cult, from which the Ifal Fa originate. The knowledge used in making the Ifal Fa cedya servants, was pretty much discovered trough trial and error.

In the end, the Cedya constructs of the Ifal Fa, are pretty different beasts from the wild cedyas. They are unnatural by their nature, twisted and forcibly shaped abominations. In general, they are tougher, more aggressive, and somewhat smarter than wild cedyas, and in general, far more dangerous. These things make them useful as warriors for their Ifal Fa masters, instead of just mere beasts.

Picture detailing the Ifal Fa cedya warriors is here:>>26901047
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Those cedyas in that picture, are artificial, made by the Ifal Fa geists. They should not be used as an example for a wild cedya, as they are pretty different from one another. The Ifal Fa cedyas are only smarter than their wild counterparts, due to selective breeding,the modifications and the conditioning the Ifal Fa have performed on them. Also, they only are useful as a coherent army, if they are being actively directed. A large portion of the conditioning the Ifal Fa perform on their cedyas, is to make them respond to musical notes and tunes, in certain ways. Basically, the cedya armies of the Ifal Fa are led by War Singers, who use musical instruments and their own voice, to deliver commands to groups of cedyas in the form of a melody.

The wild cedyas can communicate with one another, though the degree depends on species. They are far from smart though, and perhaps the smartest of wild cedyas are just smart enough to form rudimentary packs, that hunt together. Cedyas tend to communicate trough sound, mostly howls they make by pushing air trough the porous vents in their bodies. Some species also have decorative wings, and colors, they use to communicate with one another, or warn would be predators.

The cedya pictured here, communicates trough loud howls it uses to mark it's territory in the woods where it lives.

Oh, and finally, that picture is kind of outdated. It just has more elaborate stuff about cedya construction.
The map for example, has changed due to the war against TA.
Up to date map is here.

Speaking of maps, I could really use some help in figuring out the border map of the southern continent.
I got no clue of the territories of the other nations, as there never was a comprehensive territory map made for the southern continent.
I only know the holdings of Lufae, and the other two geist groups, and a I have a rough idea of the territory of TA.
Other than that I got no clue, so if anyone has better knowledge of the territories in southern continent, please share it.
Let's leave that up to the imagination.

Seeing how most sapient races are glundiforms, most of them probably reproduce relatively similarly to the Koburrogs.

The only glundiform sapients that don't reproduce like that, are the Gantu, and the Log'eads, to my knowledge. Gantu give live birth to already developed young, skipping the larval and cocoon phase entirely, and the Log'eads had also something different, but I forget what right now.

We should probably write up on how the different races reproduced, (lay eggs, give live birth ect) so that we can just copy it to the google doc.
I have pretty good idea of the races I myself, made, but I am not entirely sure about the other races.
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The Lem reproduce by dividing like cells.
The Frowgs give birth to live, developed young, kind of like humans. (to my knowledge at least.)
The Alun are hermaphrodites who give birth to live, developed young, like humans. (No larvae or such things, just kind of miniature adults, with different proportions.)
The Mevola reproduce trough spores.
The Vyrii manufacture themselves in various ways.

The Gorrirog reproduce like glundiforms do.
The Suzumou lay eggs in the flesh of sandworms. From the eggs, nymphs emerge that undergo a gradual metamorphosis into adolescents, who resemble adults with different proportions.
Tentouz presumably reproduce by birthing living, floating larvae, like their flouz ancestors did.
Pussmals lay eggs like bugs?
Koburrogs are glundiforms.
Kwagos lay eggs that they hold in their tail pouch until the larvae that emerges from the egg have developed long enough for them to be able to walk on their own.

Gantu give live birth to developed young.
Skulks reproduce trough seeds?
Govkar lay eggs, like lizards.
Joorods reproduce like birds?

Eleni are glundiforms.
Geists give birth to litters of babies, like cats.
Shwirm lay eggs. Dunno if they have larval stages.
Puruu need their own post to describe how they reproduce.
Logeads give birth to twins?

Shrohan lay eggs, and take care of the larval young trough their whole development into young adults.
Hiroha lay eggs?
Hollori presumably lay eggs.

>out dated art, but principle is the same.
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And here is the explanation on how puruus reproduce.

Individual, adult puruus lack genders. Their reproduction involves an adult puruu, laying a "egg" into a pool of still water the puruu tribe has communally built.
The "egg" is actually a cluster of unspecialized microscopical puruu polyps. The adult puruus, tend these pools, cleaning the water, defending it from predators, and dumping food into the bottom of the pool.

The water of the pool is full of these unspecialized puruu micro organism, that from now on, are referred as runu. The runu in this pool use the food the adult puruus bring, as their sustenance.
Around the walls of the pool there are clusters of runu, that have begun to merge into a new colonial organism, which the puruu are. These runu reproduce sexually, with one another, spawning new runu into the pool, that in turn, begin to feed on the food the adult puruus bring, and once they have gorged themselves, they join back to a cluster.
This is not the only way trough which the runu count of a pool increases. From all the eggs the adult puruus lay into the pool, and from the dead puruus that also are tossed into it, the runu count of the pool stays stable. The runu will eat the dead portions of dead puruus, and the still living runu that make up the dead puruu, join into the developing clusters.

Once the clusters have reached the approximate size of a golf ball, an adult puruu will grab it with it's tongue, and "swallow" it into a specialized pouch, where the puruu "embryo" will make the last stages of their development, until they are vomited out by their "parent" as miniature puruu.
The "parent" usually raises and tends this young as it's own child, as even during the time the new puruu gestates inside the parent, portions of the parent's runu merge with the child.

In short, the puruu as an individual, reproduces asexually, however, the runu, that make up all puruu, reproduce sexually throughout all stages of life of a puruu.
In short, puruus bodies are constantly having sex with themselves

Well, yeah, you can put it in that way. It is all in microscopic scale though, and the puruu themselves are most likely not even aware of it. The puruus don't understand their biology any better than humans did during the stone age.

However, some of their biological quirks are quite beneficial to themselves, and they know how to utilize them. For example, the runuu mass from the pools, can be used to radically speed up the healing of wounds, and even used as "glue" to merge a cut off limb back to the stump.
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I wonder if anyone has stolen any creatures, maps, or anything else from here for use in their own games. If so, I want storytime.

>Logeads give birth to twins?
They give birth to a fleshy sac with the still-developing embryos inside. Like all glundiforms, inflexible skeleton. External digestion supplies the embryos with nourishment for their development.

If I remember correctly, sandworms have a similar thing, except for there are already nutrients in the "egg" for the developing worm.

Alright, that makes sense.
The Sandworms don't lay eggs exactly, but functionally they are kind of same.
They deposit leathery capsules, that house their young. Usually, one "egg" may have numerous larval sandworms, that develop in these leathery bags for few weeks, before emerging.

External digestion?
Do the adults digest food, and barf it over the eggs or something?
The modified placenta secretes digestive juices and enzymes. Adults just toss food scraps onto it. Scraps are broken down and nutrients are absorbed.
The biobabble explanation for someone else's odd idea.

Thinking about it for a moment, this undoubtedly produces a horribly foul odor.
Log'eadz confirmed for stinking, unwashed technobarbarians that somehow know germ theory
it was the future....the year 1997. Earth was a desolate wasteland.
Has ANYONE even bothered to into detail about their nations calendar system? I don't think any of us have. Not a holiday exists, yet
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Time to start making things up.
Burrahn and Jenter: Solar calendars from sun worship.

Hu-raan: Probably solar, but it was made by charting the movements of constellations in the night sky.

Ca'rethill: I might actually have something written somewhere. I'll need to check. If not, a lunar calendar based on the movements of the two moons.

Yapap: Counting the cycles of the dry seasons and flood seasons. No bothering with individual days.
What? Are you kidding? There is geist murder day, and schwirm skinning day. The days were you kidnap a member of that species and respectively take their head, or skin them alive. Considering the removal of the exoskeleton, quite a hard task.
Sing along with me, now! (modified from March of the Sinister Ducks)

Everyone thinks Puruu are sweet little things
Cute plumpy faces and petite size are they
But there's a poison I'd like to administer
You'd think they're cuddly but I think they're sinister

What are they doing at night up on Lubs?
Think of them crawling about in the dark
Sneering and whispering and stealing your blood
Reading pornography, smoking some Hrass

Nasty and small and undeserving of life
They smirk at your carapace and sleep with your mate
Dressed in black capes and horrible crates
Getting devoured and turning to ooze

Forcing Log'eads to follow their lead
Who could deny they would be better off dead?
Look closer and you may recoil in surprise
At soft-bodied fascists with cute little eyes!

-heard sung in the slums of Varoseg
Lack of rhyme in the right places.

I'll try to expand on Hu-raan and Ca'rethillic culture later.
The Nag Ber'Ek New Year is the summer solstice, when the sun scorches the earth and even the mighty Cathedrals lay down to rest beneath the shade they cast upon each other.

The closest to a holy day for the Nag Ber'Ek is Champions day, the shortest (in terms of daylight) day of the year, when the night and the world of spirits and death encroaches upon the world. Only the spirits of past warriors can hold the night back, and they will only do so if honored in sacrifice and song!

Geist Skinning day is the day after Champions day, and is celebrated by skinning a faunus geist in the town square of every Log'ead dominated settlement (excepting Varoseg)

Great Hunts day is twenty days before the New Years Day. In nomadic times, this was when log'eadz would go out to bring down the biggest game they could, in preparation for the celebration of the new year. It was on a Great Hunts day that a cathedral larva was discovered, and the Log'eadz road out of nomadic life began

Twins day is equadistant between the New Year and Champions Day. On the night of this day, lovers conceive new children without the consent of their clans, placentals (unborn twins still in their placenta-egg-things) are given the sweetest meats and juices, and twins play in competitions against other twins. Those log'eadz, even adults, who have no twin, by accident or tragedy, congregate in mourning masses, their sorrows relieved by the Tra Shamans and their many potions and herbs

Those are the mainstream holidays. Every Log'ead clan has its own celebrations and memorials, celebrated indepndently of all the other clans.
It was quickly written, yeah.
Cruelb could lay eggs which develop into small Cruelbs, while Seek're would be more complicated due they are an amalgam of animal and plant. Perhaps the egg-embryo animal part was implanted with plant seed/spore, with both parts carrying DNA of the two halves. The egg clutch is then buried under sea sediments, absorbing nutrient from the ground, until it is big enough to be 'born'. This could be when they are about the size of a human (mature Seek're are fuckhueg anyways). What do you guys think?
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That works pretty well for the Seek're.
The Nad'lun calendar traces it's ancestry to the times when the Alun tribes were still nomadic. These migratory patters were based upon the seasons, and slow changes of constellations and the moons in the night sky. These laid the foundation for the time keeping of the Nad'lun culture.
New Year is considered to start at Autumn, when the rainy season begins. This is the time or year, when the Alun ancestors used to leave the great lakes, and migrate back to the plains and riversides of south eastern portions of the Western continent. These Autumn rains invigorated the plains, and supplied the Alun and their herds with food during the winter seasons. (These areas are at the equator of Borgas 4, no real winter).
New Year's celebrations often involve loads of rain dancing, and general festivities. These celebrations are called the "Festivals of the Rain", the fertility feasts of the Nad'lun. Many new alun are conceived during these celebrations. At this time of the year, the great herds also are sent to the great plains, as was done in the ancestral times.

As the "winter" goes on, there are few calendar based celebrations, based on myths and the religion of the Nad'lun, however the next great celebration, is in spring, and it is marked by the flooding of the Great river. The melting snow from the mountains near the great lakes, floods the river, and brings fresh nutrients to the great hrass fields of the Nad'lun. The floods help to alleviate the dry season's toll on the hrass fields, and are a major reason for why the Nad'lun can farm hrass almost throughout the year.
This is the "Week of Floods", during which the Nad'lun celebrate via feasting on the crops of the winter cycle, dancing and communal gift exchanging.

Few months after the flood celebrations, around the middle of summer, and the dry season, is the Day of Unity, which celebrates the formation of Naun' As, the first permanent Alun settlement. The celebration involves great feasts, dancing, and building of pyres that are burned in order to honor the past and the ancestors. During these celebrations, tales and legends of the past are also retold. Myths of the Great O'nulaa, the great ancestor of Nad'lun people, tales of N'olai, the brave shaman, and A'nua, the fair maiden, who brought the gifts of agriculture to Nad'lun people. In coastal province, there are also the tales of K'nula, the pirate lord, whose feats are legends themselves.

At the end of the summer, is the last great celebration of the Nad'lun people, the Day of Feasts. This celebration, is held in anticipation of the rainy season, and it mostly involves dancing, and obviously feasts. There is no significant cultural background for this celebration. Apparently, at some point it just caught on to hold great feasts at the end of the summer. The Nad'lun people, just like to have feasts, and in the times of plenty they live in, there was little incentive not to hold such feasts.
These celebrations are usually times, when Nad'lun people visit their neighboring communities, bringing gifts and food to other villages and cities, and in general, celebrate together as a nation.
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In Zu-nul culture, calendar is based on the cycles of the moons and the stars, which guided the ancestors of the Zu-nul trough the desert, during their times as nomads.

In the modern Zu-nul nation, there are no real celebrations, or "holidays", however, there are some monthly, and annual events, most of whom are related to the religion of the Zu-nul. For example, at the end of each lunar cycle, (how does the lunar cycle, and months work in this world anyways?), is the Judgement night, during which the common suzumou gather to the temples, where the Wormseers judge the piousness and zeal, of the common folk. These ceremonies, are in place to strengthen the social pressure to conform with the majority, and in general, to enforce the authority of the Wormseers and Shen-qual.

The most significant event in Zu-nul nation occurs once a year, when Temple Prime's doors are open for the common suzumou. They may attend the religious ceremonies that are held in the main chamber, so that they may bask in the glory of Shen-qual. Though the temple prime is large, and spacious, it is not great enough to hold all the suzumou, which is why weeks prior to the Great Ceremons, allotments are held in the regular temples of the Zu-nul, where each suzumou has an equal change to win a seat in the Temple Prime's pews. Despite of this, many suzumou live and die without ever directly seeing their God.

Day of Atonement, is once a year, when the old and weak slaves (former criminals), whose punishment has been eternal servitude, are allowed to atone for their sins. Those, who have proven themselves pious, and faithful, are allowed to join in flesh with Shen-qual, (they get eaten) while those, who have failed to showcase remorse for their sins, or faith in Shen-qual, are taken to the blood altars of the cliffs, to which they are impaled. They are left there, to slowly die while their blood is being siphoned out by the altar, and their carapace is being scorched by the merciless sun.
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In Gwiliak nation, the calendar is based on seasons, and the changes they bring in the marshes. This is because the night sky, was never of great significance to the Gwiliak ancestors, as the thick canopy of the Azrach marshes prevented it from being seen, unless one ventured to the topmost branches. Thus, tracking time from the stars or the moons, was inconvenient.

Most of the Annual celebrations the Gwiliak have, are in memory of significant events that occurred in the past, such as the Festival of Triumph, which celebrates the victories the Gwiliak people claimed during their past, most significant of them being enduring, and destroying the Gohrok swarms, and routing of the Skullcrow hordes. During these feasts, tales and songs of those conflicts are retold, and their sacrifices are remembered.

The Gwiliak nation spans quite significant area, and it is composed of numerous tribes that were absorbed under the rule of the Gwiliak tribe. Because of this, different portions of the Gwiliak nation have different customs. The people living at the coastal territories, have culture, and traditions that are focused on fishing, and the ocean, whereas the people living the Great Falls city, have traditions tracing back to the Kharum people.
Music is however, quite commonly appreciated all across the Gwiliak nation, and songs are the most prevalent method of telling stories, legends, and in general, exchanging culture. The Gwiliak people are quite multicultural, their unity comes from the efficient bureaucracy, education, technology, military strength and economic ties, that the six great houses, have established over the centuries. Finally, potential strifes within the nation are quickly settled by the diplomatic influence of the Kaduk warrior order, who see themselves as the protectors of all Govkar people.

Example of what Gwiliak music might sound like:
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Another good example of what Gwiliak music might sound like:

The Kaduk warriors have a significant role in the Gwiliak culture, and even the politics, despite their vows not to take sides in internal disputes within Gwiliak nation. This neutral role, has made them the go to negotiators between disputing parties. In many cases, the Kaduk work akin to a 7th house in the Gwiliak noble politics, however thus far, this status has only been used by the Kaduk in order to maintain internal peace within the Gwiliak nation.

The Kaduk are fearsome warriors, who, due to the transformation in the hands of the Za'zas'iel skulks they undergo, stand 2-4 times as tall as a normal govkar. They are trained meticulously in their northern fortress, where they are taught in the arts of combat and war, and study the ancient wisdom recorded in the Wall of Legends.
The final phase of education for young warriors done via them travelling with an older, veteran warrior across the lands. During these travels, the Kaduk in training will utilize his or her skills and knowledge in real situations, while learning from the older veteran.

In times of peace the Kaduk work as trainers for warriors, advisers, educators, and even as guards and/or mercenaries if they deem the cause worthwhile. They however, posses a strict sense of honor, and will not take up tasks just for a reward. They take tasks, that they themselves see as honorable, or serves a higher, beneficial cause.
Does anything happen to Kaduk that break their vows and leave the order to become warriors of fortune?
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Something like that could happen, however if a Kaduk warrior breaks his or her vow to their honor, and the Govkar people, they will become pariahs in the eyes of the rest of the Kaduk.
Unless they atone themselves, they will no longer be welcome in the lands the Kaduk safeguard. In the case of most heinous crimes, the other Kaduk warriors might make it their oath to hunt down the ones who have broken their honor, so that they will answer their crimes.

These sorts of events, thus far, have been extremely rare however. The Kaduk training screens out those, who would use their skills and abilities for personal benefit, instead of the benefit of the many. The goal of the training the Kaduk undergo, is to mold both their physique and character, in ways, that once they are ready to accept the transformation, they are also prepared and capable of using that new found strength responsibly.

In short, the training the Kaduk undergo, makes it kind of unlikely, but it could happen, however it would have grave consequences for the individual.
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In addition to being bigger and stronger when compared to regular govkar, the Kaduk warriors are also longer lived.
The cultural change they have caused in the Gwiliak, is quite tremendous. Instead of being scorned, the children born with the distinct type of mutations, that in olden times would have seen them killed due to superstitious beliefs of them being possessed by the skulks, are now instead sent to the Kaduk. Instead of being a subject of shame, and disgust, the mutated children are now seen as a prideful thing, as every family would like to see a Kaduk warrior rise from their ranks.

The mutation in question, is more like a genetic disorder, whose exact workings are unknown. It causes a child to be born with a third eye on the middle of their forehead, and instead of just two head tentacles, they usually sprout far more.
This disorder's origins trace to ancient exposure the govkar ancestors had with mutagenic lem'uy microbes, that were released to the environment from the great rift when it's ceiling collapsed.
For some reason, the govkar exhibiting these mutations, can, when ingesting large amounts of skulk blood, mutate further, and grow stronger. (The skulk blood is filled with similar microbes.) This is the basis of the Kaduk transformation.
Once an apprentice warrior has passed the final tests of the veteran kaduk they travel with, they will be allowed to undergo the transformation and become full members of the warrior order.

That's for me today.
Feel free to ask questions, flesh out the google doc, post fluff on factions, suggest ideas and so on.
How large territory do the Iminye and the Altume even hold in southern continent?
The entire area west of that big channel? It's all theirs. They also have land on on the eastern side of the channel, north of the mountains. That's where their little mini-kingdom/republic Siemas is
Yeah guys. Sorry i haven't been really supportive towards the game but my military service started so my time is even more limited than it was before. Not that I have ever been the most active person..
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all good Bro-nol. Real life is #1 always. >>27066348
This armor is too good to be left out.
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These guys are also a large part of the Gwiliak culture.
The Grokuf is, for all intents and purposes, a King, and the Nag Ber'Ek Videk (Land of the Great People) is his Kingdom. The Grokufs rule by heredity, and are enlightened (for log'eadz) monarchs.

Succession to the Blood Throne is harsh and saddening. The firstborn of each grokuf come as twins, like all log'ead children. But only one may inherit the the Blood Throne and the Skull of the First Chief. When the firstborn sons of the incumbent Grokuf reach twenty years of age, they must duel to the death, with only their fists and mulpacs. The winner of this savage duel takes his brothers skull as a pauldron upon his right shoulder, and the brow of the skull is tipped with the dead brothers Mulpacs. Following the duel, the Tra Shamans isolate the surviving brother for twenty days, lecturing him and putting him in trances to help him recover from the slaying of his own bond-brother. This prevents madness and grief from overtaking the surviving son, while still clearing the line of succession.

From then on, the surviving son, the Bone Prince, waits till his father weakens from old age. When the Bone Prince judges the Grokuf is weak enough to be beaten in a duel to the death, he challenges his father. Never has a single Grokuf defeated a Bone Prince, so no measures exist should the Bone Prince be slain in the duel. It is thought that every Grokuf accepts that, once his son judges him weak, he must truly be weak, and so they let themselves die that strong hands might guide the Nag Ber'Ek.

Once the Bone Prince slays his father, he becomes Grokuf, wears his fathers skull upon his right shoulder, and places the Skull of the First Chief upon his head. He has become Grokuf, Lord of the Clans, Highest of Chiefs, Greatest of the Great People, Strongest of Blood, Destroyer of Worlds

NOTES: The reason no-one other than the Bone Prince challenges the Grokuf is the common thought that the children of the strong are inherently no stronger or weaker than their parents. This means that if Krom, First Chief, was the strongest Chief of his time, then so must his descendants remain the strongest log'eadz in the world, and thus most fit to rule.

The Skull of the First Chieftain is actually a bronze plated helmet, shaped to be remeniscent of a log'ead skull. The original Skull of the First Chieftain was broken by Orult the Mad, whose grief over killing his own bond-brother and father laid the foundations for the practices which help each Bone Prince cope with his actions. The current Skull of the First Chieftain is made of lead, but plated in bronze. The bronze symbolizes the strength and dignity of the Grokuf, but its internal core of lead makes it very heavy, making the Skull a phsyical reminder to every grokuf of the burden of leadership they carry
I gotta ask, would long term exposure to the helmet make leaders go a little mad, Caligula style? Or just get stoic, like Conan the king style?
Man, I'm sad I never had the time to participate in this... But I'll have a lot of fun reading through all the compiled stuff!

Indo, if you're still around, you should drop me a line--email's in the field. Miss talking to you from the IH days :3
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The Hu-raan empire is ruled by an absolute monarch. Territories of the empire are placed under the rulership of lesser nobles by the emperor. Decisions usually go through the various levels of administration. The rite of succession is passed from parent to child.
One region stands out from the rest. New Higitain. When there was a coup in the Higitain, a part of their population, with some of their rulers, sought refuge in Hu-raan lands. They are allowed a high degree of autonomy so long as they pay their taxes.

The beliefs of the empire were adopted from the old Gorriog nation of the Hitangan. In fact, many cultural aspects were borrowed from them. It'll take a while to figure out what these are again.

>Miscellaneous culture
While they have a powerful military, possibly one of the largest in terms of number of soldiers, the empires greatest aspect is its craftsmen. The goods produced are known for both style and function. Pottery, jewelery, cloths, tools, furniture, and many other items are used by many peoples of their home continent.
Writings are kept short and simple, since everything is written on clay tablets.
The culinary arts of the Hu-raan people are... Exciting to say the least, as in what's used to season could be delicious, horrible, or even deadly. If something hasn't been tried for cooking, they just toss it into the recipe and see what happens. Needless to say, a taste-tester for the emperor was something established in hindsight.
There are also harsh racism towards the Firemane Koburrogs living within the empire, who are considered to be nothing more than a bunch of thieves and barbarians. There was a lot of hate toward their VietKoburrong ancestors which has endured over the years.

>old chart is a bit outdated.
I don't know. Does coating the lead in bronze plates and sealing the plates with silver keep lead from getting to the Grokuf? Because if it does, then no, no crazy kings. Just heavy, bronze and silver coated crowns with cores of lead
should be a good enough seal. you are golden. in this case....bronze. then coated in silver.
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That is perfectly understandable. Enjoy the military for the unique experience what it is. No need to be sorry about not posting in this. As ng said, real life is far more important.

Yeah, the gohroks. They are strong, brutish, and somewhat simpleminded (still smarter than average animals) creatures, that the Gwiliak learned how to tame. The Gohrok servants of the Gwiliak are raised from childhood, and they are practically members of the nation. Their role is to be part of heavy workforce, where their strength is of use, and to support the warriors of the nation, as they are quite fearsome beasts in combat themselves.

They also produce shells the Gwiliak utilize. As they grow, they shed their shell plating numerous times. The Gwiliak use these plates to make their armor, and various other equipment.
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Did anything ever come of the prophesied Phoenix Cho?
The Cancer in the sea, with the computer mind?
What of the Skulcrow and their twisted reflection of sentience?

The phoenix Cho were those flying plants? To my understanding, they still fly over the skies of the desert.
The Cancer became the Library, an eldrich entity that gathered information from the world, using a seek're tribe as it's servants.
The Skulcrows still linger in the rift, preying on those who venture too deep into the misty, twilight canyons and tunnels that span the center of the Eastern continent.
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I have been trying to think how the Lufae would keep time, and how their calendar would work, but I haven't gotten very good ideas. Seeing how they are blind, they would not be able to use the moons or the stars to keep time. This means that they would have to use seasons to track the passage of time, however, I am not sure of what sort of seasons the Southern continent has.
They could perhaps use the seasonal winds to determine the passage of years. There is also probably some snowfall in the mountains during the winters, that would also aid in this.

In any case, I would imagine that the Lufae calendar would not really track days, or time in the same way as the calendars of other races would. Though geists can sense if it is day or night roughly, as their skin is very light sensitive, the difference is not as important to them as to races with sight. They can hunt equally during the day and night, though they are arguably even better hunters during night, as their prey loose the advantage sight brings to them once the sun sets.

The Royal Court of the Lufae have appointed certain celebrations that are held across the Lufae lands regularly. These celebrations are for example in memory of how the Lufae nation endured the century of blood. The celebrations also serve to strengthen the cultural unity of the nation.
Religious celebrations, usually involve geists meditating and studying certain aspects of the World Song, along with various rituals, and practices that symbolize these divine notes. There is also a practice of annually bringing sacrifices to the Wyverns of the mountains, as these beasts are seen as semi divine messengers of the Lufae goddess Lupai.
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"A beginning, is an abstract moment. The birth of the new, is the death of the old. For a new song to start, the old must end.
In the void, there exists Lupai, and her song is the world. Her divine symphony gives shape to the mountains, brings life to the animals, and illuminates the way of her children. Her song is the pillar upon which this world is founded. This existence is born from her lips, and like the many songs before it, it will end again, once it has reached it's conclusion. In order for a new song to start, the old must end.
Our duty, as the chosen children of Lupai, is to maintain the harmony of her song in this dilluted existence, righting the discord and taint of the void, that seeps into this world. This is the time of ending, the wait for the final crescendo is our burden, but until the songs of celestial heavens call us to join our mother, we must continue our vigil, to keep the void at bay, by whatever means, necessary.

Her Divine song guides us in this holiest of missions. We are her chosen, of divine birth, reborn and renewed time and time again, as her song changes notes from era to era. We are the Custodians of her will! Let none stand in our way!
When the endsong begins, the righteous shall stand by her side, as equals, orchestrating the rebirth of the world!
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In due time, we will be called to our divine duty. For us to perform it with excellence and grace, we must be pure in both mind and body. Hone your form with hard work and pious living, step away from temptations and lures of decadence and indulgence. You must be at your peak, for one day you will be called to duty, to push back the Void.

To become of pure mind, you need to focus your mind on the ten steps of the World song.

Meditate upon Pasuu, your own song, so you may learn yourself, and master your inner void.
Study the lessons of Amaam, the song of community, to better understand your family and brethren, so your may be stronger together.
Respect the duality of Onie and Niee, for their distinct, but compatible aspects make us versatile.
Seek out aspects of Talauoo in your daily life, so you may be inspired by the divinity apparent in all of existence.
Witness the great powers of Kaafa and Datilia, the songs of Life and Death, in the living world around you, from the small insects to the great beasts of the land. See how their constant struggle keeps the world changing, the song of yesteryear, is not the same as that of tomorrow.
Be inspired by Nahioue, so you may channel your ambition and passion to great deeds.
Pay heed to Mauonaloe, so that wisdom will be your guide in life, where ever fate may take you.
And finally, accept Lusabarah, the Divine beat of Lupai, so you may understand your place, and duty in this world.

Only by comprehending all ten steps of the world song, may you find enlightenment!"

-Excerpt from Preachings of Iliath, the Librarian.
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The Izileth calendar is based on the seasons, and the skies. The great monsoon rains that hit the archipelago each summer, mark the beginning of the Izileth new year, and their most important annual celebration,
Once the monsoon begins, and the thunderstorms hit the tropical islands of the Izileth, begins the Dance of Life, the ancient ritual, during which young shrohan males and females fly to the skies, and dance among the lightning and rain, so that those destined for one another, may find each other.
This ritual's origins trace back into the annals of history of the Shrohan species, and thus, a variation of it exists among all Shrohan tribes. This is because the Dance of Life, originates from the ancient mating dance of shrohans, which itself has had a tremendous effect on the evolution of the shrohan species itself.

Few weeks after the beginning of the monsoon storms, there is the Memorial Day, during which the Izileth people gather to the grave totems built atop of the hills of the islands. There, the shrohan people mourn their dead, and construct new totems for those who died during the Dance of Life. The Frowg members of the Izileth nation, also partake in this day of mourning, however they gather at their own graveyards.

As the summer turns into autumn, the Feast of Friendship begins. During this festival , all members of the Izileth nation, Shrohan, frowg and hollori, gather to celebrate their unity, and co-operation. The celebrations involve friendly competitions between each member island's teams, gladiatorial battles against mighty beasts, great food, music and singing by the frowgs. Even the otherwise quite ascetic culture of the Izileth warrior classes, is allowed to lax a bit during this celebration.
This celebration, also marks the beginning of the winter cycle for the Izileth, a time when there are mostly just religious gatherings, and occasions, instead of the great feasts of the monsoon season.
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During the winter, preparations are made for the coming monsoon season. As the monsoon storms begin to draw close, the Izileth hold the Rain Calling, a great celebration/bee, during which the Shrohan families gather together, to anticipate and prepare for the coming monsoon. During these weeks, bonds between different Shrohan clans across the archipelago are strengthened, final preparations for the monsoon are made, and young, unmarried shrohans can make their first acquaintances with their potential life partners. Competitions, and gladiatorial games are also held, however the focus of these are far more focused on the young shrohans, giving them the last change to showcase and hone their skills before the Dance of Life.

Most of the focus has been on the major Shrohan celebrations in the Izileth nation, as the Shrohans are undoubtedly, the culturally dominant people in the Izileth nation. The frowg members of the nation, have their own traditions and customs, though most of them also participate in some ways in the Shrohan traditions. The hollori are less interested in the Shrohan customs, as they have their own traditions, mostly focused on hunting, that they practice.
NOTE: With the Lufae aiding in the "restoration" of Arupa, and the Okokhu joining Varoseg, worship of Lupai has spread to the Arupan Empire. It is a twisted version of the Orthdox doctrines of the Lufae, and causes a small amount of tension, but the common love for Lupai bridges that gap. What follows is the Arupan creation story, which uses a wholly fabricated portion for Lupai

In the Beginning, there was Great Father Arupa, and Great Mother Lupai, and they lived beneath the surface. Arupa swam beneath the waves, and Lupai slept below the earth. The ground above them both was barren and rocky. No plants crawled out of the sea to make the dirt green, lest they lose the guidance of Arupa, and not a single creature would leave the embrace of Lupai to walk upon the earth. This saddened the Great Ones, and so they went to the surface themselves, that their beloved might follow them and make the surface teem with life

To aid them, the Great Ones made servants in their images.

Aupa split of from his own flesh many creatures, fast and nimble, who could suffer any injury with ease, and who did not die from age, that they might forever grow greater and greater. But the Sun grew jealous of Arupas children, who might one day outshine the burning sphere himself, and so he cast his baleful gaze upon them, and made them unable to grow as large as their father, and forced them to stay near the waters from whence they were born

Lupai carved from rock her own children, strong and smart, lithe and beautiful, that the world might strive to their peaks of perfection. But the Moon grew as jealous of Lupai as her husband was of Arupa. The Moon blocked the light of the sun from the eyes of Lupais children, and so the eyes of the rock-children shriveled to nothing, and they became afraid of leaving the caverns from which they were made

Arupa and Lupai called out to the Sun and Moon. "Why do you harm our children so? We wish only for aid in making the world beautiful!" they cried, cradling their broken children. Sun yelled at Arupa, "YOU CARE ONLY FOR YOUR LITTLE CREATIONS, AND SEEK TO OUTDO THE WORKS OF ME, THE FIRSTBORN. I SHALL NEVER LET THE BEINGS OF YOUR FLESH BE GREATER THAN I!" Moon shrieked at Lupai "YOUR WORKS TRY TO OUT DO ME, THE MOST REGAL AND SUMPTUOUS OF ALL THINGS, ME, THE SECONDBORN! NEVER SHALL I LET YOUR CHILDREN KNOW THE SWEET KISS OF THE LIGHT!"

Arupa and Lupai despaired, for now their work in making the world perfect could never be done with such harmed children to aid them. But they resolved to make up their harms to Sun and Moon, and flew beyond the two Orbs. There, they gathered dust from Moon and rays from Sun, and bound them into the Stars. Sun and Moon looked upon the Stars with delight. They now had children of their own! The Orbs felt happy, and would aid the Great Ones in making the world Perfect. Sun would allow the plants to feast upon his light, and Moon would let all the world see her own beauty. And so Arupa and Lupai went to crafting the world, and made it perfect
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As it is getting late, I need to rest.
As always, feel free to post more fluff, suggestions, and ideas, as well as ask questions about stuff, in case there are any.

Also, if anyone has ideas on how the blind geists would keep time, feel free to share them. Personally, I am kind of thinking on them having a calendar, that doesn't really emphasize on days, as the distinction between day and night is somewhat irrelevant to the blind geists.
Another idea I have been tossing around regarding their calendar, is it resembling some sort of cyclical "song" based on seasons, and in practice, resemble some sort of braille sheet music.
This idea is mostly because I just like to tie in musical concept, and references to the Lufae.
Stuff like their warrior regiments being called Choirs, and their war machines being partially controlled via mechanisms resembling piano. (Notrip's idea originally, I simply just love the mental image so much, that I had to incorporate it into the Lufae somehow.)
The Enclave: Superpower, or unwieldy juggernaut of unwelcome interference?

Is intercontinental trade easy, or hard because reasons (e.g., slizers, pirates, the Katumoiset slaver cancer-stars, the Librarians)

Hoppas, Log'eadz and Geists: Which are the smelliest?

Unorthdox farming: Which races have agricultural practices that are extremely unusual, at least by earth standards?

What was with that Black Legion in central?

Geists, Gantu post silvertree, and the Lem: Who is scarriest?
-Enclave: Both. depends on what side of the fence you are on.
-Hoppas. Ask any frowg. I suspect geists are rather clean smelling due to their slime coating
-Zul'nul of the suzumo
-i dont know.
-geists will terrifiy you on a personal level and cut you up to see how you work, without any malice or compassion. Gantu are just very large, very strong, and very friendly. Lem are as alien as you can get on this planet.

Gantu win out for initial impression and shock value
Geists for one on one encounters
Lem for people who look at the big picture and find themselves terrified. otherwise they are pretty pedestrian.
>Unorthdox farming: Which races have agricultural practices that are extremely unusual, at least by earth standards?
From what I know, Ca'rethill. Any crops they grow are solely for for growing edible mold on. They can't digest plant matter well. Beyond that is fairly standard. Fishing and herding.
Maybe they have individuals who can sense the vibrations of the planet? In a way, they can feel when the cycles of vibrations cease or start. In more modern times, this knowledge might be used in the construction of ticking machines, which would emulate these vibrational cycles, so the less sensitive could feel them as well. I would guess Geists have a near eidetic memory, since they can't quite see, so theoretically they could 'count' the number of bongs. "Six bongs?" "It be six bongs ya git!" "SIX-A-BONG, SIX-A-BONG!"
Geists confirmed for blind brits. They are slimy, have no sense of right and wrong, piss of everyone they meet as they reach their height of power, their colony that once hated them is now their greatest ally, and they tell time by bongs
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While I dunno about the geists hearing the vibrations of the planet, the idea of them using some sort of ticking machine to keep time sounds pretty good.
Perhaps it could work like an old automated piano? Those things with that roll inside of them, with the holes that "program" it.
Basically, the calendar of the geists would work upon the cycles recorded on such roll, and played out by the "ticking" machine.


These myths differ quite greatly from the Lufae creation myth.
Lufae religion is cyclical, they believe that the universe undergoes cycles of creation and destruction. The beginning of the new world, is the end of the old.
At each beginning/end there is the shapeless void, in which the Divine spirit Lupai wanders. The world is born, from her song, that gives shape and form to the void. Lupai sings the world song, and the world comes to be, following her divine notes.
The Lufae geists believe themselves to be shards of Lupai's divine spirit, sent to maintain the worldsong until it has unraveled itself, and the endsong begins. This is the time, when the void reclaims the world, and the geists ascend back to Lupai and help her recreate the world anew.
Once I get home, I am planning on drawing up a full territory map on the southern continent, based on my knowledge of the region.
However, if anyone has any maps of that continent, showcasing the territories of each faction, please post them, as it would be helpful for me.

Eventually, I am planning on combining all the maps into a comprehensive world map, that shows all the national territories.
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In time, the skies shall burn as the rightful owners of this world return.
Lies and slander!

The Most Mighty Arupa shall burn the burning with water that burns! And salt their earth with the Salt of Wrath! The Urupuruu of the Urupuruu shall not go peacefully into this quiet night! Arupa Seats The Throne, All Is Right In The World!

Arupa Anakaa Kiti Cha Enzi, Kila Ni Haki Katika Dunia!
Arupa Anaishi!
Muda Mrefu Kuishi Arupa!
Should we discuss what has been going on in the oceans of the world? What sort of nations have the cruelb and seek're built for themselves.
What sort of nations can aquatic species built?
Not much more than pacts and friendships between families.
Do they even trade anything?
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Somewhat true. Technological development is certainly hampered for the underwater races, as they simply can't construct advanced tech underwater. Unless you can figure out how to make anything besides stone age tech without being able to make fire.

However, the Hiroha's at least seem to have the knowledge and skills they need to shape and groom coral into useful structures, and they have also tamed some other roha species to their bidding.

In the oceanic game, the Seek're were also made psychic, which kind of replaced their tech progression for some tribes at least. I personally was always kind of iffy about that, but in the end, it could perhaps work out.

The Cruelbs didn't have much going on for them during the oceanic games, and I personally have no ideas of what would work for them either.

However, someone suggested earlier that perhaps the bord survivors in the sunken vessel could begin to use these oceanic races as their vassals.
The bords could even be their source of advanced technology, that can work underwater. I imagine that the bord structure itself holds all sort of still functional fabrication bays and other stuff, the bords could use to make more of their tech.

What limits the bord survivors is their numbers, there are like 6 of them. They are probably functionally immortal, seeing their advanced tech, however they can only do so much to influence the world, without being noticed and eliminated.
Nobody knows of their existence mind you, well, with the exception of the Ancient. There are some bord tech artifacts around still, however they are seen more like magical things, instead of sings of more advanced civilization's influence on the world. Also, these artifacts are rare, and guarded heavily by those who posses them.
A few cruelbs were made mindslaves of the Library, working in its bowels to dredge up metal from the depths, and gathering those sunken bits of the surface world that reach the bottom of the ocean.

Would the Library be antagonistic, benevolent, or passive towards to the rest of the world? How would it react to the vyrii, especially the ones that have taken to the seas?
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I don't know that much about the Library, as I wasn't really involved in it's development, so I don't know how it would view the vyrii.
There are only few vyrii forms that live in the oceans regardless, actually, we have only fluff on one of them. A parasite like thing, that uses the minerals in the shells of crusher kafkas to replicate itself.
Oh, and there might also be another one, fortune made, but I am not sure. In any case, the vyrii don't have yet really invaded the oceans in any major way. Perhaps in most cases, the vyrii shells are so heavy, they just sink to the bottom of the seas.

Actually, there is no real consensus on how far and how fast the vyrii have spread since the destruction of the overmind. We know that during the reign of the overmind, they bored deep into the crust of the world, and that they used these tunnels to both gather thermal energy, as well as minerals and other junk they need to make more advanced forms of themselves.
However, the extent of how far these tunnels had spread, was never clarified. Since the overmind no longer regulates the functions of the vyrii drones, they could be doing all sorts of shit. Perhaps some of them have started spreading outwards on the sea floor, as they themselves are too heavy to swim properly. Instead, they just crawl on the seafloor, harvesting materials and replicating themselves.
I recall a kraken-like vyrii was made. A mythic made literal beast for the seas, lurking around the enclaves waters for its valuable, metal-laden (or metal-made) ships. When its not hunting ships, it basks at the surface, a shining little isle that gathers energy to feed itself. Coal and oil from enclave ships are also valuable sources of energy, with far greater output per unit of time than simple solar-collection. Some may have followed enclave ships to South, where they hunt the various ironclads that are being built there. They might even be a threat to the various geist submersibles, filled with easily processible organic materials, burgeoning with potential chemical energy.

There is also a brand of vyrii that spread into the arctic wastes beyond the mountains, hunting the creatures that live there for thermal warmth, and ambushing other vyrii that venture into their territory, and feasting on unwary explorers. Beware the snowbeasts, little holori, lest they gobble you up if you disobey your parents
The Cruelbs' and Seek'res' lives are a lovecraftian thing. Cruelbs use their microwave emitters to communicate via pain, so to them, causing pain is normal, life is pain. This is what they know, so they seek to cause pain to anyone else; they always die when we talk to them too much.
On the other hand, Seek're are psychic, in the sense of telepathy and clairvoyants, due to the way their animal-plant symbiosis brain works. The amalgamation of three minds, they have a high capacity for memory and learning, and so they have learned at least part of the coral library. They are the keeper of secrets of the deep, and may or may not have colluded with the psychically enhanced bords to keep their secrets safe.
So, one's existence is based on pain, whereas the other have a high capacity to understand.
Just imagine when the landlubbers discover and interact with these two.
>Seek're are psychic
I've always had a problem with this due to the original abyss thread. It used to be that Cruelbs were psychic, and Seek'kre just had a sort of ESP immunity. At the most, this could be a null presence. The microwave thing was a clever explanation for Cruelbs.

Also, there is no plant brain in Seek'kre. What formed the seekeed "brain" was a colony of bacteria. All in all, there are four organisms in a Seek'kre: Snake Kreub, Mandrake Seekeed, Mandrake Bacteria, and common seekeed (this last one doesn't really do anything. It's just a holdout from when Crubs used them for camouflage).
I would love to take the vyrii red mist phenomanon and create a deep sea floor "grey sludge" equivalent. At first it looks like the sea floor until you realize its ever moving, some giant, ever creeping thing. It doesn't do much other then dissolve what it goes over, and its mostly in the depths.
this is an amazingly good seed for a plot. With the TA now part of the enclave, it is likely their heavy metal hulls carry some vyrii "parasites" or "barnacles" usually scraped off by frowg workers at port, but in the new southern waters they could manifest into something new and dangerous, giving reason for the various navies of the area to be on alert.
The library started off as nothing more then a simple bord Personal Data Assistant. Now despite the fact that it has grown to enormous sizes, and is powerful beyond belief and self aware, it is still at it's core a PDA. It stores knowledge, and can be used to communicate, that is likely all it really wants to do. It also grows and self repairs to an extent. It is likely aware of the Bord presence that has awakened on the planet, of the remaining satellites in orbit around the planet and the solar system, of all the organic based chatter of the Sa'Raks, of the Vyrii broadcasts, and damn near everything else. Always aware, always indifferent.
With how complex Seek're are, I would suspect they have a higher concentration of nanites in them playing a big part of their biology, as well as an affinity for the "library" This would also explain their "ESP" since the campaign does not seem to like magic.

Indeed, the library could very well be constructing new splinters of itself around the world to act as a sort of global "cellular network"
I would like to talk about Detritivores, namely the ramels, Koburrog, and Gorrirogs. I would like to propose that they all suppliment their diet with sand or dirt, even gravel. This would explain in particular the Gorrirog's natural armor and heavier build. It also opens up an interesting concept of using Dung to build huts/ structures. Go look up "Dung Huts" if you dont believe me. Now imagine that the dung is mostly Gravel/ sand/ adobe.
And then there's the fact the Library has ensnared both Seek'kres and Cruelbs. I'd imagine the Library is not a lone spire anymore, but is surrounded by a black forest, in which its servants sleep and dead kings dream. I imagine that if any race discovered the Dark Archive (as I think such a forest of pillars, children of the Library, would be called) they would think it's hell on earth, literally

"In the City of Knowledge, the The King of the Deeps slumbers. His children-slaves wander the dark archives, slotting flesh and bone into places where they will never be forgotten. Monsters of chitin and muscle talk through pain, whilst abominations of plant animal glide above them in the murky waters. The Library of the Depths is hell my friend. It is the hell that all living things fear."

-A mad friggan sailor
Could be a good supplement if there's not enough calcium or whatever in their usual diet for any glundiform. While larger, and a bit more armored, Gorriogs only have patches of external skeletal plates.
Chewing on discarded plates could be common as well.

The grey sludge idea sounds good.
I was also thinking of having underwater fields of shard rot spreading slowly on the sea floor, though I am not sure about that.
I also have an idea for having underwater vyran colonies, seeing how they don't really need to breathe air.

I always imagined that the vyrii energy production is based on technologically very advanced processes, that occur within the vyrii drones. Small fission and fusion reactors, and so on. They would also need external energy sources to power themselves fully, as their internal generators, like everything else about them, has degraded and developed flaws, due to the damage the vyrii coding has suffered over the eons.
What if the Library runs on a thermonuclear reactor?

"Beware the City of Knowledge, for its waters contain the essence of Death"
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It's actually just an alien coral-like thing that has what amounts to a different planet's flashdrive stuck in it. Also, it looks like a giant sea-dick.
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The coral itself.

From what did that thing evolve from?
the little jellyfish type dudes build coral. an event in one of the sessions saw technological artifacts rain down from the heavens. This happened to be the result. The Sea dick has since gained a layer of armor, and likely looks less dicky, but a new drawing never manifested.

Where exactly is the library located?
If I understand correctly, it is a singular organism, much like the green, red tentacled poison coral thing (whose location I am also unsure of)
Huh, after scouring the archives, the Grand Library's location is never described. Although, due to the ocean traffic Borgas has now, and the fact that it isn't discovered yet, would suggest that it's in medium-deep waters (more than 4 miles tall), or maybe somewhere far from traffic.
Other sea 'anomalies' include Old One Luscanemat colony (which is mobile), the gigantic carcass of the Lufae Titan #3 (was salvaged by some Joorods in last round of South I recall)...

The titan in the arctic? It was actually salvaged by the Eleni, however the Ifal Fa managed to acquire it, but I don't remember how exactly.
All I remember, is that all the titans are in the possession of the Ifal Fa right now.
They have also begun making more of them, with their improved understanding of cedya grafting.
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Here is a work in progress territory map for the southern continent.

Feel free to place towns and cities of other nations in this map, offer criticism and suggestions and so on. This is not the final version, and I mostly went with rough estimates for the territories of each faction. Seeing how the Katumoiset were so active and almost unopposed during the majority of the last south game, I figured that they had already started colonizing the coasts of the mainland southern continent.

Anyways, I could really use help in placing cities of the other nations, as I could not locate maps that would have showcased their placements.

The arrows indicate the way their respectively colored factions are expanding towards, via slow settling process. The red, yellow and blue lines in the Lufae territory are rough depiction of the estimated reach of their tunnel network. The yellow are the settled tunnels, the blue are the main water tunnels that reach the seas, and the red one is the deep tunnel connecting the Lufae to the Ifal Fa.
The TA is actually moving into the mainland areas that you show to be held by the Katumoiset. I don't think the slavers ever actually established much of a permanent presence mainland side, and instead raided those areas or else extracted slaves as tribute like overlords. Now I think they ought to be taking in criminals, debtors and orphans, and selling them off as labor the population strapped TA, the resource hungry Urupuruu, and other nations beyond South.

That lufae land, west of the great channel and between the TA and Nod, is actually bordered on the north by an Eleni city. I can't recall it's name, but I know it's there, and it claims dominion over the desert west of the dreamforest, as agreed by a treaty with the TA. Those islands just off the southwest could be anyones game though, or they might even be a small, independent nation that is trying to resist the big powers of South

Those islands in the Firil sea are split among three powers. The Central one, Ontov, is held solely by the Urupuruu, who won it in a war to assert their dominance in the Firil sea after the Restoration. The eastern isle is split between the urupuruu and the katumoiset, sort of like cyprus. Finally, the western one is what I believe to be an old Nod colony, likely just a protectorate of the greater Elenii nation by now. And that area between the Urupuruu and the Geists is the Burning Lands, a volcanic area that is rich in metals, and ash fields that burgeon with nutrients for semi-wild ash yams that are harvested by Varosegs outlying population. So, the Burning lands are the dominion of Varoseg, and by extension the Urupuruu. The entirety of the eastern dream forest is held by the Geists, as no one else wants that damn place
The Yapa aren't a unified nation, so you might one to split their area up into various, slightly differently shaded sections to represent that

The arrows indicate the expansions processes the nations are undergoing. I was not sure how far the eleni had spread on the other side of the chasm, so I just put the arrows there.
As for the Katumoiset presence on the coasts, I just kind of assumed that there would most likely be slavers there, seeing how the katumoiset never had an unified rule, and thus such unclaimed land would probably be ripe for taking for numerous small slaver factions. In addition, seeing how the slavers mounted an all out attack against the Ifal Fa before the war with the TA, I presumed that they had to mount such attacks from somewhere nearby, and that piece of coasts seemed like a good place as any.
Basically, there are probably squabbling and infighting slaver bases and other outposts on those coasts, from which they co-ordinate their attacks.
Of course, as the TA begins to push into those lands, the Slavers will probably offer only minute resistance before departing.
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Here is the updated version.
I will continue to work on this tomorrow, probably will make a new thread too.

Feel free to make suggestions, post ideas, criticism or anything. If you wish, you can also ad fluff to the google doc.
REMOVE YAPAP remove yapap
you are worst blue. you are the blue idiot you are the blue smell. return to lublands. to our lubland cousins you may come our contry. you may live in the zoo….ahahahaha ,lufae we will never forgeve you. rupol rascal FUck but fuck asshole blue stink lubland sqhipere shqipare..blue genocide best day of my life. take a bath of dead blue..ahahahahahLUFAE WE WILL GET YOU!! do not forget bord .Nod we kill the king , nod return to your precious tanagazag….hahahahaha idiot blue and lubland smell so bad..wow i can smell it. REMOVE YAPAP FROM THE PREMISES. you will get caught. uru+puruu+arupa+caesar=kill yapa…you will bord/ lupo alive in puruu, lupo making album of puruu . fast rap lupo puruu. we are rich and have purite now hahahaha ha because of lupo… you are ppoor stink blue… you live in a hovel hahahaha, you live in a yurt

lupo alive numbr one #1 in puruu ….fuck the lufae ,..FUCKk ashol blue no good i spit in the mouth eye of ur flag and contry. lupo aliv and real strong wizard kill all the blue farm bord with rap magic now we the urupu rule .ape of the zoo cheeftn kwaku fukc the great geist and lay egg this egg hatch and lubland wa;s born. stupid baby form the eggn give bak our clay we will crush u lik a skull of bord. urupuruu greattst countrey
Truly it is a masterpiece, a work of art beyond mortal comprehension.
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10/10, made me laugh for real.
We need a new thread.
This one is sinking.

I return, and I'm glad you all are so eager to dip your toes back in.
I'd join in on it. Though to be honest, my Paint-Fu isn't very refined. But I can do some writefaggotry for sure.

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