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/tg/ - Traditional Games


>>32236060
Suptg thread:http://suptg.thisisnotatrueending.com/archive/32236060/
Latest PDF attached in next post, note that it is outdated.
>>
>>32247033
>>32242143
>>
The first record of a human undergoing the Rite of Joining was a terminally ill woman called the First Ascendant whose "parents" turned her into one of their number.
The First is long gone, but many have followed in her footsteps, choosing lives of simplicity over those of toil and strife. Of course, the alteration in mind, body and soul puts off many, and probably rightfully so.
>>
>>32247033
Reposting from last thread.

Faes are magic creature that travel through dreams and habitat memories, is a well fact that they like to change people dreams , most of times in a nightmare, but what pretty much no one know is that they can also change memories. They considered the absolutely best way to get information out of someone, but they're incredible hard to capture or the get one to help, and are not very interested in what the other races can offer.

They were created by Magic to show his love to both Dreams and Memory.

What do you think?
>>
>>32248726
Sounds good! Since they are torn between the two sides of Dreams and Memory, perhaps this reflected with them fluctuating wildly between two opposits?
>>
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Starsilver's ability to hold memories has sometimes been used in the crowns of elven rulers, the artefact becoming a semi-living record of the experiences of its part rulers. Of course, that at times does as much harm as good, many memories containing as many bad ideas as they do good.

It is therefore customary to only consult this mental library in times where more traditional forms of recordkeeping and deliberation have failed to yield useful results.
>>
>>32248726
I think that since Magic can't decide between the twins, the birth of a fae should be the result of when Magic tends to Dreams, this would make things more symbolic and go well with the previous description about they being hatched from fallen stars.
>>
>>32248850
when Magic leans toward Dreams*
>>
>>32248850
Magic turned songs into history, history into words, and words into language to gain favor with Memory.
>>
Giants best race.
Goblins can come too, if they remember the invitation.
Honestly, I love all races.
>>
>>32237779
>Among the Dark Lords are the Six Grandlords.
>Ashox the Creeping Darkness creator of the Merfolk. He appears as a multi-armed shadow with three blue eyes.
>Egd the Sleeping- He crushes the earth with his eternal mass turning it into the crystals used by Deep Dwellers.
>Lug the Grinning who is rumored to have hidden the heat stone in his gullet. He created the Halflings and allowed them to rebel.
>Horzx the Silent. She created salt and the Drowned Dead, undead found at the bottom of the deep.
>Illmnn the Beached, the first Deep Lord to walk the surface lands of the Deep and to begin sinking them.
>Egrdril the Reaching, a massive collection of lesser minds composing a single consciousness. Their bodies stack into a massive pillar of coral.

The Deep embodies only one concept - stillness and tranquility, the idea of constants. Respectively, each of the Six Deep represent:

Ashox - Mystery - illusion of past and future makes truth meaningless
Egd - Pressure and Depth, both metaphorical and literal
Lug - Fate and Prognostication - the illusion of free will and choice
Horzx - Decay and Entropy - all things must end
Illmnn - Conquest and Consumption - all things fall to others
Egrdril - Unity and Conglomeration - all things become one over time, and divisions are arbitrary
>>
>>32247613 onwards
>Sprites, or Elf-flies are parasites accidentally introduced by the 'true elves' when they delivered their first elves to Solod. Nasty little things, they have a natural aura of pervasive, insidious magic powered by an intricate weaving of their five heads and the beating of their powerful wings in imitation of breath. This single spell makes them almost invisible when looked at directly and nigh-impossible to focus upon. They can only be seen in the corners of one's eye, darting around in peripheral vision.
>Sprites eat dreams and leave behind sadness and regret.
>This also causes sleep deprivation and its symptoms
>Their young encourage REM sleep and outgoing social behaviour. This is so the adults have more to feed off of.
>And a reduction to one's overall heat. (Guy gets colder and less magical)
>As they are not native to Light eyes, they are composed of Neither.
>A victim that's been fed on once can be fed on with increasing ease subsequent times. Sprites mark their victims, causing more sprites to be attracted to the marked one.

>This is called a Preysigil and incredibly hard to remove.
When a victim has been bled dry they fall into a coma-like, dreamless type of sleep not quite unlike hibernation which they're nearly impossible to wake from. On the "upside", they also require close to no sustenance in this state, so as long as the body is kept safe there is hope of the person recovering.

>Those who return however tend to become Shadowleeches, beings with the curse/ability to feed on emotions themselves and a nearly irresistible desire to do just that.
Whether letting an infectee die for good in the light of these circumstances is subject to quite a bit of debate.
>>
>>32249018
That's utterly terrifying.
>>
To expound on some components of the Six Deep...

>>32248984
>stillness and tranquility, the idea of constants.
>illusion of past and future
>illusion of free will and choice
>divisions are arbitrary

The Six Deep view the universe as an unchanging constant, and all change - the domain of the Seven, the Dragons Breathing - is an illusion created by the frailty of mortal perception. To the Six Deep, the past, present, and future are unchanging - and all things are but one thing, 'existence'.

The most devout of Merfolk can sometimes catch glimpses of the Unchanging World, allowing them to divine much of the past and present from these brief sights.
>>
>>32248786
Thanks. Your idea could work though is weird to consider Dreams and Memory two opposites when they're twins.
>>
>>32248984
>>32249043

The Seven, the Dragons Breathing, are opposite of this. They represent change, transition, and processes. The three aspects of Breath - inhalation, circulation, and exhalation - are a cycle, forever moving from one to the next.

These concepts tie heavily to Sosep and Momod, the two magics of the world. >>32248349
>>
>>32237222
>>32249083
>>32249043
>>32248984
>>32247033

>>All gods and all of their dominions are of the breathing cycles - inhalation, circulation, exhalation.
>Time: Past, Present, Future
>Death: Expire, Rot, Recycle
>Magic: Conceive, Believe, Achieve
>Memory: Witness, Learn, Remember
>Dreams: Remember, Relearn, Witness
>(Note: Memory and Dreams are twins)
>Light: Ignite, Survive, Extinguish
>Darkness: Consume, Surround, Dissolve
>(Note: Light and Darkness are twins)
>>
>>32249065
They are reversed, if you remember. They are the same yes, but only inasmuch as your reflection is the 'same' as yourself, or for a more apt comparison, Dreams is to Memory as matter is to antimatter.
>>
>>32249065
Memory is that which was.

Dreams is that which is yet to be.

Dream's realm is always constantly sifting into the domain of Memory, and Memory's is constantly going towards Dream.
>>
>>32249107
Thanks for the review. I knew I forgot to include something in >>32249083
>>
>>32247383
The Villaison Towerette is the last remaining building of the ancient and vast Garvaille Empire that covered half of the known world. Some scraps of highly advanced roadworks can be found scattered across as well. Some say the statues known as the Warring Gargants are of Garvaille origin as well.
>>
Did the pdf dude ever come back?
Did someone ease a bit of his burden?
Also.
The great dwarven city of Hammarsomslår, capital of the dwarves is built under the bottom of a deep canyon/crater that is said to have been created with the arrival of the first Dwarf. He literally crash landed in a big campaign, looked to The Deep in the sky and asked for Death for a tool that could help him shape the world, death sent him a hammer, but it was so big and so heavy that it's landing created the crater, and under that crater was dug the city of Hammarsomslår.
>>
>>32248636
>>32241795
>Elves in a a ritual called the Rite of Joining.
>During the rite, a human is brought into the Wild, after which each parent mixes a drop of their blood with a drop of the human's in a silver bowl along with other ingredients.
>
>The father, the mother and the prospective child each take a sip, then the parents breathe into him like people saving someone from drowning.
>Within the following 36 hours, the Change takes hold, the various physical and mental characteristics of the Elves emerging one after another.
>
>This is the (unfounded?) origin of the rumour of elves stealing children.

>>32241968
>The circlet of the Blood Moon. Made of intertwined roses of gold and silver. Activates if two elves prick their fingers on its thorns. Turns a human that spills its blood on it, traditionally by putting it on his head or having it put on him.
>>32242116
>The circlet is the original way and don't need other elves blood to turn a human, it work every time and even ins adults. Mostly used to turn individuals that proved their worth.
>
>The blood bond is the primary way of reproduction, need blood from the parents and the human, but only works in child and have a good chance of failing and killing the human in process.
>>
>>32249175
>Did the pdf dude ever come back?
That was OP, and he went to sleep unless I'm misremembering.
>>
>>32249192
whoever's doing this, maybe you should put something in the subject field for ease of understanding.
>>
>>32238503
>Elves have fairly sharp features, have all black/all white eyes and tend to speak in voices way too deep for their lithe frames, and even if you're standing right next to one, it still sounds like its voice is coming from afar.

>>32249257
Ah, sorry.

>>32249138
No prob, any time.
>>
What did you guys think of >>32249175
I don't know if any major city was named or even mentioned except for the lizzmen's. (that was pretty awesome).
>>
>>32236227
>True Elves are powerful creatures from another plane, who discovered this world in soaring ships of silver. No one has actually seen a true Elf in centuries. The common, pointy-eared ones are men taken aboard the elvish crafts and bathed in strange 'magic' that made them somewhat akin to their masters, see also
>>32249192

>>32238358
>"Elves" get a certain state of mind called The Call, in which they need to search out the nearest part of undisturbed nature and meditate.
>
>Whether the Call goes out earlier or later depends on the amount of stress they endure. This also has made elves unable to wage extended war, instead focusing on assassination, skirmishes and politicking in order to remain relatively free of extended conflict.
>>
>>32249175
>>32249346
Yeah, love it. We need more locations.

By the way, given one of the main humans is named Ao, and the names of many things - Sosep, Momod, Solod, Dadep - sound kinda oriental, it'd be cool if the human civilizations kept that 'exotic' naming scheme. Humans named Ban, Sitao, Yuan, etc.
>>
>>32249446
I think someone last thread suggested Swedish, Italian and Swahili as human naming schemes. Might switch out Swahili or Italian with pseudo-chinese, I guess.
>>
>>32249520
Ah, I didn't see that. Precedence wins.
>>
>>32249520
What are the typical 'sounds' of Swedish and Swahili? Italian is stuff with "ios" and "ias" and "icci", I'm familiar with that - do Swedish and Swahili have any patterns like that?
>>
>>32249446
Actually, Dadep was kinda discarded.
Some anons agreed that calling it The Deep was better.(Which I agree.)
I asked earlier for names and a guy suggested Italian, Swedish and Swahili. I sticked with Swedish for naming dwarven stuff because it kinda sounds right.
>>
>>32249446
So far Halfling names are named after characteristics in English, Lord Luck, Lady Chance, Brother Body, Sister Spirit, Mother Mind, and Wits.
>>
>>32249598
Sister Soul.
>>
>>32249520
Oh, that was me. Funny someone would remember that.
>>32249583
Star is Nyota, for example. Many fairly soft, vocal-heavy words.
>>
>>32249647
Thank you.
>>
>>32249651
Ah, so stuff like Ao still works?
>>
> Swahili
Funny, it's one of the few african languages I can stand, sound-wise besides Kinyarwanda.
>>
>>32249690
Sure, though divine/super ancient/royal stuff would probably have its own rules/language anyway.

>>32249446
>Sosep, Momod, Solod, Dadep
Looking at these we might wanna get some Arabic and Sumerian in here, too.
>>
>>32249809
Sumerian's mostly names for the Lizardfolk gods.
>>
>>32249809
Arabian and Sumerian is a great idea, just let's not use biblical/well-known-in-the-western-world names for originality feels.
>>
>>32237748
>Humans have the most taboos of all the races and the Human Council gathers once every... god damn it, there is no full moon here...
>They gather once every month to uniform taboos of all the settlements; disregard those that were seen as harmfull and adopt those that are seen as beneficial.
>It is taboo to not send a representative to the Council, as agreed by the First Council Gathering.
>>32239950
>The Humans have a monthly council with a representative sent from every settlement. While this council usually deals with taboos, the individual settlements usually treat them as law.

The humans are a race dominated by taboos and worship. The movements and breathing of the Seven Dragons are interpreted to create many of their taboos, but increasingly taboos are made to solve problems in human society, such as the creation of new laws and codes of conduct.

>>32239002
>Humans worship the seven dragons equally in name, but in practice Magic is worshiped the most.

Magic, however, is the most important Dragon to be interpreted. The taboos laid down by Magic are universal constants, and humans fear that breaking these taboos will revoke their access to Breath, turning them into undying unbreathing Alikanusha, wretched creatures barely capable of moving, let alone living.
>>
>>32249884
I thought Lizardfolk were Aztec?
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>>32249897
Yea, true that. We have an entire language to dip into after all. No need to limit ourselves to the staples.

>>32249884
Aww yea.

...and now I feel weird because I feel like I've become the director or something here. Again. Fuu.

Anyways, enough angst, let's go play three questions again.

Worst taboos per race and/or region?
Favourite food per region?
Race most averse/friendly to humans?
>>
>>32249992
Kauxra are Aztec, Nascheii is Incan, but they use Sumerian/Assyrian/Babylonian names for the gods.

>Worst taboos per race and/or region?
Salting, especially to the lizardfolk. Introducing Watachilen to lakes.
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>>32250044
> TFW running around with a bag of beef jerky
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>>32250005
>Race most averse/friendly to humans?
Friendly: Halflings, who are damned friendly to everyone. Unfortunately, humans don't return the gesture. Humans typically like Elves or Dwarves.
>>
>>32250005
>Race most averse/friendly to humans?
Friendly: Elves. Humans tend to be okay with it, except when there's a babystealing scare running around.

Giants DGAF.
I think Humans like Dwarves more than vice versa.
>>32250107
>Friendly: Halflings, who are damned friendly to everyone. Unfortunately, humans don't return the gesture.
Yea, agreed.
>>
The Noscati Clam is a sweetwater clam with the property of remembering any word spoken into its shell.

Unfortunately(?) this only works for the speaker, any other person hears nothing when trying to recall words out of it.
Noscati Clams often serve as personal diaries among the goblins, though Giants do use them from time to time as well.
>>
>>32250005
>Worst taboos per race and/or region.
-Stealing from another Goblin is seen as a stupid act, as they work together to accumulate knowledge.
-Damaging any kind of book, registry or magical artifact, specially the oldest ones.
-Never leaving the hive or not leaving often enough. "If you can't remember the last time you've been outside, it means it's time to go."
(I'm loving those guys.)
>Favorite food:
-They really enjoy raw meat.
>Friendly to humans?
-Mostly, since they produce some good quality books and are always open for trade and are somewhat remarkable, thus, inspiring Memory.
"The only problem of dealing with humans is that the bastards won't stop chasing you after you borrow something."
>>
>>32250344
Don't forget the love-hate relationship that Goblins have with giants.
>>
>>32250005
>Races most averse/friendly to humans?

Expanding this, let's make a basic framework for how all races see each other. Like so:

Race:
Like -
Dislike -
Neutral -

I don't remember enough about Orcs/Lizardfolk/Merfolk to make a good list, can you guys help?
>>
Woe be to those who underestimate these unassuming people. Humans are the endurance race: They are neither strong or fast, but they can run the longest distances and fight the longest battles. They are surprisingly good at wars and sieges because of this. Capable of meditating and focusing breath for hours, human mages use the Dragon's Breath to devastating effect.

The humans are a race dominated by taboos and worship. The movements and breathing of the Seven Dragons are interpreted to create many of their taboos, but increasingly taboos are made to solve problems in human society, such as the creation of new laws and codes of conduct.

Gathering under a single banner, humans are united by a ruling council that gathers once every planetary eclipse. On these days, the council gathers to standardize the taboos of all the settlements, disregarding those that were seen as harmfull and adopting those that are seen as beneficial.

While mages commonly serve and specialize under the breath of a single Dragon, the general majority of humans respect all dragon, but treat Magic as their patron dragon. Much time and resources has been spent in making the unreal real for but a moment, more than enough to burn into eternal memory or to slay a foe.
>>
>>32250600
Pretty damn good, but I would change "unreal" to "dreams".
>>
>>32250454
>Race: Lizardfolk
>Like - Orcs, oddly enough
>Dislike - Dwarves, Giants, Halflings, Merfolk
>Neutral - Humans, Goblins, Elves, Wood Elves.
>>
Guys, this day was glorious, I've been with you since 8:40 and now it's 22:40 here, I hope you keep up the great work!
Can't wait to what will come out of this, the maps, the pdf... By the seven!
Also "Deep Breath" is still the best name for the setting so far despite of the joke material. (IMO)
>>
Lizardbloke signing off for the night. Tomorrow, I''ll do some stuff on Nascheii priest-castes and the Cold Inquisitors.

Also, Rione river. Sounds good.
>>
>>32250454

Merfolk
Like - Halflings (their reluctant brothers of the Deep), Orcs (who withstand their monstrosity out of necessity)
Dislike - Humans and Lizardfolk (hated enemies), Elves and Dwarves (suspicious of them)
Neutral - Giants, Goblins

Lizardfolk
Like - Goblins and Orcs (competitors in the arena),
Dislike - Merfolk and Halflings (hated enemies of the Deep), Dwarves and Giants (racism towards their cold stone forms)
Meh - Humans and Elves (who are both racist fucks against Lizardfolk)

Orcs
Like - Elves (understand them as fellow Neithers)
Dislike - Humans (who are racist to Orcs)
Neutral - Everyone else

Humans
Like - Dwarves (admire), Elves (suspicious but diplomatic), Goblins (diplomatic but nuisances)
Dislike - Halflings and Merfolks (wretched of the Deep), Orcs and Lizardfolks (racism)
Neutral - Giants

Elves
Like - Dwarves (begrudging)
Meh - Everyone else

Dwarves
Like - Elves (begrudging), Giants (fellow creatures of stone and crystal), Halflings and Goblins (admire their attitude)
Dislike - Lizardfolk
Meh - Everyone else

Giants
Like - Goblins (love...)
Dislike - Goblins (...hate), Lizardfolk (nuisances due to their racism), Humans (see them as brash and violent)
Meh - Everyone else

Halflings
Like - Everyone
>>
>>32250693
>>32250796
Damn, I'm the latter poster and I worked hard on the Lizardfolk one, haha. Luckily we overlapped mostly.

Note that I didn't mean to imply Goblins are competitors in the arena - that note was only for the Orcs.
>>
>>32250796
Giants only "hate" goblins, they constantly steal from the library and is the race that made them have to work in protection wards and things like that. Goblins are the one with love-hate relationship with the giants.
>>
Giants believe in a network of spirits called the Soulweft. Whenever a Giant dies, their soul joins the soulweft, a metaphysical web that connects every Giant on Solod. No Giant, so it is believed, is a true individual, just one body commanded by a council of ancestors, of which the true soul of the host is only one member of. This belief leads to practically zero violence or crime within the race, as they believe they are all truly one.

Whether or not this is true or just a religious fairy tale is unclear, although it's so universally accepted amongst Giants that even if it isn't, it might as well be. Those among the race that reject the idea often find themselves in an early grave due to a variety of factors. It's unclear what causes this, but insane delusions are a common symptom in the days and weeks leading up to the death.
>>
>>32250844
The greatest achievement a male goblin could ever have is to marry a female giant.
I though of that but need to ask, are there female giants, that would be pretty neat, if they had a proportion of say 1f to 50m?
>>
>>32250844
Ah, really? Misunderstood that one.

Just realized I forgot Goblins, here's how they look:

Goblins:
Like - Giants and Humans and Elves (good stealing material), Dwarves and Halflings and Lizardfolk (actually friendly with)
Dislike - Giants and Humans and Elves (jerks to them!), Merfolk (creepy)
Meh - Orcs
>>
The Nocalthus Gate is a mythical object whose exact use and origin are shrouded in mystery.
However, everyone on Solod seems to know someone who saw it or believes in it, a fact that is ensured by the Gate appearing to anyone who legitimately doesn't believe in its existence.

This, of course, makes it (nearly?) impossible to find to those who seek it, and there are times where the widespread belief in it has made it almost vanish from the world.

The Giants theorize that it was made from Dream's Breath and Memory's talon, but that theory is generally only given credence by the fact that giants tend to be wrong about very little, should they ever actually choose to share their knowledge.
>>
>>32251062
It's totally a gate to earth, isn't it?
>>
>>32248984
The Sosep - magic of the Deep - consists of meditating upon one of the Six Deep constants, drawing energy from the world to channel that constant. To conceal, channel Ashox; to crush, channel Egd; to reveal, channel Lug; to freeze, channel Horzx; to rot, channel Illmnn; to combine, channel Egrdril.
>>
>>32247033
Have we decided on a name for the setting yet?
>>
>>32251416
Deep Breath, Deep Rain, and Altius are the current candidates.
>>
>>32251443
Hm, none of them sound particularly good...
>>
>>32247033
Beneath the waves lies a city forgotten to time but not the Six Deep - Tlant.
>>
>>32251825
Tlant was the home of the race before the Merfolk, who Ashox has hidden from the world.
>>
>>32251825
Tlant was once the palace of the Dragons until Egd sent it to the bottom of the Deep, into the reaching hands of Ashox.

Even if Memory remembers, it does not speak of it.
>>
>>32252333
Well shit. Fucked up here:>>32252362
>>
>>32252362
>>32252381

No, that works. Ashox took it for his own.
>>
>>32252403
>>32252333
The original race were squid people
>>
So our commodities so far are:
Steel
Crystal
Salt
Fermented Goods
Gliders
Books
Starsilver
>>
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>the town guard withdraws a goblin clutching a book from your travel bags
>>
An elven shadow mutates as the Elf in question ages and matures. An elven child will have a fairly regular shadow, but upon reaching maturity it will grow fuzzy and frayed around the edges.

As they age, the shadow will become increasingly removed from those of normal beings, strange, slowly shifting patterns becoming emerging as time goes on.

Towards the last third of his life, an Elf's shadow at times splits into two or tree, as if he/she were illuminated by several light sources at once.

Muuajin, the elite killers of the Elven nations, learn how to take control of their shadows from the moment they can talk, a gruelling process which culminates in their ability to step /into them/, becoming, though not exactly invisible, highly resistant to notice by anyone not knowing what to look for.

This ability can be extended to their victims for a limited amount of time, and it's not unheard of to have a Muuajin take out a seated target in the middle of a ballroom and have it only be noticed three minutes later that they're dead, rather than just bored.

Defences against this exist, mostly in the form of specially trained guards, starsilver wards and sigils drawn with ink comprised of blood, gold dust and other ingredients.

Elves favour blow darts, hewing spears, bolas, slings, stilettos and in rare cases the Ujani, a duo combination of rapier and dagger that is reserved for warriors of high standing.

Most of these weapons are aimed at combating creatures of the Deep, their true power far less impressive when aimed at humans or other foes of more traditional make.
>>
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>>32256886
>An elven shadow mutates as the Elf in question ages and matures. An elven child will have a fairly regular shadow, but upon reaching maturity it will grow fuzzy and frayed around the edges.
>
>As they age, the shadow will become increasingly removed from those of normal beings, strange, slowly shifting patterns becoming emerging as time goes on.
>
>Towards the last third of his life, an Elf's shadow at times splits into two or tree, as if he/she were illuminated by several light sources at once.
>>
Alright, I'm trying to go straight through this PDF thingy in order to have it ready and functional asap, and I've noticed a little unimportant something that bothers me quite a little.

There's a War between the Deep ones and the Dragons. This War is carried on by the creatures of Solod and those of the Deep, fought with iron sword and crystalline spears.

That's cool and all, but how the fuck do they meet each other?! I mean, as far as I know, the Deep and Solod are a planet and its moon. How do our little mortals into space? So far I've got those four options:

1. Powerful magic. Spells are cast to establish spaceways between Solod and the Deep. But this raises the question of why the creatures of Solod never tried to get to the other moons of the Deep if there are no restrictions on those spells.

2. Cosmic gates shenanigans. There just are places on Solod and the Deep that are linked together. I'm thinking something along the lines of "every well deep enough will reach the Deep sooner or later; every tower high enough will have Solod as its final stage."

3. The Twin Cannons. Titanic launchers of unknown origin, powered by residues of Ereius' heat. The one on Solod is calibrated to always launch its cargo to the Deep, and the one on the Deep do the exact opposite.
Thus, most of the warfare is about getting launched in, figuring out where you landed, accomplish your actual mission, and fighting/sneaking you way to the Deep's cannon in order to launch yourself back to Solod.

4. Technology. They simply have spaceships. Sure, they aren't powered by nuclear fusion and made of tungstene, but rather carved out of mountains and then heated and pressurized and use life as its fuel. Or something else than life if that's too grimdark.
>>
>>32256938
Equinox, the time when day and night are equal. Something happens, and they can cross over and fight.
>>
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>>32256938
>4. Technology. They simply have spaceships. Sure, they aren't powered by nuclear fusion and made of tungstene, but rather carved out of mountains and then heated and pressurized and use life as its fuel. Or something else than life if that's too grimdark.
This
and
>1. Powerful magic. Spells are cast to establish spaceways between Solod and the Deep. But this raises the question of why the creatures of Solod never tried to get to the other moons of the Deep if there are no restrictions on those spells.
This. The Deep use magic in the form of so-called Hexgates to invade, the Solod folks rely on tech.

-The Kuilu ships are among the most striking examples of a common enemy acting as a unifying force.
Built by the dwarves, enchanted by the Giants, made habitable by the orcs, navigated by the elves and crewed by the humans, they are massive constructs of stone, crystal and plant life, their appearance not quite unlike those of earth's biggest whales.

Such raids are extremely resource-intensive, but everyone involved treats them with the utmost respect and reverence.
>>
>>32257025
Kuilu ships are each veritable fortresses, but all fall in time. There is glimmer of hope, however: every Kuilu ship that falls floats upon the waters of the Deep, and these wreckages are linked together to form a servicable landing. These floating cities are the forward bases of Solod, allowing forces to be stationed at the deep, and opening up trade for unique products like salt and pearls.

It is said that the dwarves are working on metal that will survive even the greatest of curses, and craft a "ship" that will sink to the bottom of the Deep, striking at the very heart of the Deep Ones.
>>
>>32257068
>opening up trade for unique products like salt and pearls
So they give rise to black markets?
>>
>>32257025
Hexgates open to a dimension known as the Waterways, pitch black cosmic rivers that link The Deep to Solod and beyond. Only those attuned to the Pulse can safely navigate these waters, and even then, many are driven mad with rage by what they see.

These Hexgates open up to various different bodies of water of Solod, with new gates opening and old gates closing each day. This has made true defense of Solod very difficult, and properly securing lakes and rivers nigh impossible.
>>
>>32257113
yup, that's why it's so hard to stamp out smuggling efforts: they're backed by the military and help fund the war effort, even if this causes some case of "He who fights monsters"
>>
>>32257025
>>32256886
Which languages are you using as basis for your names?
>>
>>32257013
>>32257025
>>32257068
Thanks for the feedback, here's a second one.

I'm getting a strange vibe from the orcs. They're supposed to grow on trees, but then they can have intercourse that plants new saplings, yet they can halfbreed with halflings.

Should I just forget the whole "orcs are sapient fruits" thing and just make their body become a tree when they die, or would you like to make them actual trees gametophytes yet able to breed with halflings? In which case, how, because I'm lost.
>>
>>32257165
Magic, yo. When alive, they are no longer trees. It is only when they are born and when they die that they return to treeform.
>>
>>32257179
But then let's assume M. Orc and Ms. Orcette bang each other's brains out. What happens? Does Ms. Orcette's genital just squirt a sapling sometimes later, or...?
>>
>>32257126
Finnish and Swahili for those two.
I intentionally use Google Translate to generate an only vaguely-true result, then add consonants or vowels as needed to make it sound smoother to Anglosphere people.

>>32257125
>>32257113
Dohoho, I love this.

>>32257114
Delicious, delicious paranoia. Let's combine it with >>32257013 this.
Hexgates can be opened most easily during Equinox, which makes it a time when the Deep disgorges true waves of abominations through the shadowy maws of their fiendish portals.

>>32257068
It's said that the construction of this ship has, in fact, been going on in secret ever since the first were sent down, the plans and charms changing with each fleet they sent out.
It is at once prototype and newest generation, the constant alterations being meticulously tracked inside Starsilver crowns and the library of the giants.

Speaking of giants, the key ingredients for the biggest, most powerful Kuilu, a secret only very, very few know, are the crystaline hearts
of Giants whose strange powers fuel their sorcerous engines.

The giants are, of course, not enthused by this, but they do make the sacrifice when necessary, making sure that no words get out lest they either be attacked by greedy headhunters or weaken the resolve of the Kuilu crews through revelations this gruesome and disquieting.
> too grimdark?
>>
>Solod and Dadep

Am I the only one who thinks these names are terrible? They don't have any characteristic, they don't sound like words that could have been real, they sound like just someone put random letters together. Especially Dadep.
>>
>>32257192
Maybe Orcs can only breed in tree form (unless it's with Halflings - because Halflings). They see their lives as childhoods and actual procreation before becoming the tree is seen as decadent.

>orbzing cheerfulness
>>
>>32257223
IIRC Dadep is Da Deep = The Deep.

Hmm. Utuvu?

>>32257192
>>32257179
>>32257165
How about this.

Orcs have two ways of reproduction.
In their first life, they do it like most beings.
In their second life as trees, they use Autogamy.
>>
>>32257203
> too grimdark?
Just right, IMO.
>>
>>32257223
I'm still using Solod because we didn't agree on anything else, but the main world is called the Deep in my PDFs.

>>32257240
>>32257250
Alright, I bite.
>>
>>32257250
Utuvu I like for Dadep. And what about Asoda (Ah-sowed-ah) for Solod?
>>
>>32257257
>>32257262

I personally like Solod. I pronounce it "Suh-lowed", and it sounds quite nice.
>>
>>32257274
Me too.

>>32257262
Thanks. Your suggestion is nice, though I never found Solod unfitting or too random-sounding.
>>32257256
Oh cool, then.
>>32257257
>I'm still using Solod because we didn't agree on anything else, but the main world is called the Deep in my PDFs.
Yea, I guess that works too.
>>
>>32257114
>>32257203
About hexgates, Solod can only have rivers and lakes, maybe they could be located at the bottom of theses lakes preventing them from overflowing with a periodic drain. Another kind of gate could then be found at the top of montains.

>>32257025
And about this war. Why is the reason you pack troops in giant ships to make war when both parties could just stay on their respective world and ignore each other. So far the only goods Solod would be likely to import are salt and pearls.
Mostly beneficial to halflings.
>>
>>32257301
Well not being english I pronounce Dadep "dah-dèpp" and it doesn't ressemble the deep at all.
>>
Alright, nomenclature time. Since Solod and Deep aren't tide-locked to each other, there must be cycles of light on the Deep, just like there are cycles of light on the Moon for us earthlings.

How do we call them? A full Deep, half-Deep, etc...? That could work, but imho as the Deep is where they go to war and home to nightmarish creatures it would make more sense to not refer to it for counting time. So what do we call them?


Also, the more I look at the facts, the more I can gaze upon the history behind them. Per example, the whole human council gathering to decide taboos? Yeah, that can only means that there were burning-Rome levels of debauchery before some major events led to a collective morale awakening.
>>
>>32257344
>Why is the reason you pack troops in giant ships to make war when both parties could just stay on their respective world and ignore each other.
I thought of them as crusades and Punitive Expeditions. It's not about what makes sense, but about who is right.
http://en.wikipedia.org/wiki/Punitive_expedition
>About hexgates, Solod can only have rivers and lakes, maybe they could be located at the bottom of theses lakes preventing them from overflowing with a periodic drain. Another kind of gate could then be found at the top of montains.
That sounds interesting.

>>32257353
Well, but that might have been where it came from anyway. Last thread is a bit vague on that matter.
>>
>>32257383
I'm crawling through last thread (and talked to the guy who suggested those names), and the to names were intentional puns: Dadep=the Deep, and Solod=Solid.
>>
>>32257383
Still seems a bit light. If they don't seek ressources maybe they should try to retrieve something sacred?
>>
>>32257344
Another important resource then: Spring-heat. Bubbling from undersea vents, these bubbles carry heat straight from the source: Ereius. Spring-heat is an invaluable resource for Breath Magic, capable of terraforming the lands with its primal strength. It is needed for the continued prosperity of Solod, and it is also the birthright of all children of the dragons, or so they claim.

A lesser, but still potent form of Heat comes from the waters near these vents. When distilled and purged of salt, Spring-Water can be used directly in large-scale military magic. Thus, the by-product of salt is mass produced.

...I think I need help with the names
>>
>>32257407
The Mirror of Visions Unseen, an artefact rumoured to have been forged from the Wills of Dream and Magic.
What it does exactly is unknown, but it's rumoured to have been made to give "hope" to the people of Solod. May or may not be linked to warding off the Deep itself or perhaps a threat long forgotten or far into the future.
>>32257393
Well, in that case, Solod was quite a bit more inspired, heh.
>>
Elves seem to become more sinister which every update.
>>
Archived: http://suptg.thisisnotatrueending.com/archive/32247033/

Also, PDF in 40 minutes, then I'll be off for the day. I'll be here same time tomorrow (assuming there will still be a thread), and I will make several PDFs files instead of just one, because it's getting too big.
>>
>>32257525
Waiting warmly.
>>32257512
They're not evil per se.
>>
>>32257525
Good luck with the mess that is Elves
>>
>>32257550
>implying I'm streamlining the fluff

Oh no no no. I'm just compiling data in a somewhat organized fashion and spellchecking. Additional lore, making the whole cohesive and coherent to read and editing it, with well-chosen fonts and possibly complete with pictures, drawings in the background and the likes hey, a man can dream? That's another man's job.

Me, if and when I finally catch up with the torrent of ideas spewed in here, I'll go do the crunch.

[b]This is a test, don't pay it any attention.[/b]
>>
>>32257550
They seem fairly straightforward to me. What needs changing?
>>
>>32257580
Oh. You mean it's MY job, fuck.

>>32257581
oh really? Well then, which of the elven stuff is cannon? Can I assume everything in this thread is okay, or will I have to trawl through the first thread?

The other challenge is combining all those posts into a single entry that sounds cool, but I think I can handle that.
>>
>>32257581
>>32257550
Yea, which aspect(s) need clarifying? I wrote a couple things and would hate to have created more of a mess than necessary.

>>32257604
>oh really? Well then, which of the elven stuff is cannon? Can I assume everything in this thread is okay, or will I have to trawl through the first thread?

Personally I assume most of the things ITT are. Upthread, many entries, many supported by the people in the previous thread, got ported over.
>>
>>32257621
Alright then, I'll try to get on Elves after I have dinner.

I've done humans, orcs(mostly), dwarves, and undead

Goblins and Giants seem cohesive enough on their own, so PDFag's work should be enough for them. That leaves Halflings, Merfolk, and any others?
>>
>>32257604
Exacty. On that point, thanks for existing as a person.

>>32257621
Well for example, there was a talk about elves being magically programmed to be waifus. Eternal dickings and the likes. This was discarded, at least by me.
>>
>>32257655
That was discarded, yes.
>>
>>32257655
>Well for example, there was a talk about elves being magically programmed to be waifus. Eternal dickings and the likes. This was discarded, at least by me.
IIRC that was a single post that got vetoed. I actually forgot it until you brought it up. Elves were made for unknown purposes. Their minds are weird, but they're not exactly geared towards waifu-dom.
Because of humans being humans, there probably exist some inter-species relationships, but that's not to say they were made for that.
Due to The Call and differences in lifespan it's likely that someone with an elven partner will probably ask for the Rites of Joining, anyway.
>>32257640
>and any others?
I... ah, are trolls still in? Cause they seem to have been sorta phased out.
>>
>>32257683
I vote to kick trolls out of the lore.
>>
>>32257683
>I... ah, are trolls still in? Cause they seem to have been sorta phased out.

I think the guy who made them as argument-born said that was a bit silly, and the gigantic sleepy rock thing trolls evolved into giants.
>>
>>32257775
>>32257764
Okay, I see, I see. Let's axe them in that case. We have lots of races already and once we get into creating monsters it's gonna get even more crowded.
>>
>>32257764
Second - we've got enough sapient races as it is.
>>
>>32257793
Humans, Elves, Wood Elves, Dwarves, Goblins, Orcs, Giants, Lizardfolk, Merfolk.
>>
File: cloudswallower.jpg (143 KB, 1023x597)
143 KB
143 KB JPG
I say we have Skywhales. Gigantic, lumbering beasts that float through the sky, eating small birds. They're peaceful, and live far away from any sentient civilizations (Due to the fat that they never land), but are considered natural wonders by some races, (Namely Giants and Goblins), of the most elite game, (By Humans), and demons, (By Dwarves). Their body is mostly air, but they are definitely magical beings, using some sort of natural aura to float. The flesh of a Skywhale is said to possess magical qualities, able to heal dire wounds, grant wisdom to the eater, and even be turned into a potion of flight. So few Skywhales are successfully killed by mortals that these claims go largely unsubstantiated.
>>
>>32257803
> wood elves
I vote we chuck those, too. There was very little material for them and we already have Orcs as "are actually plants" people.
>>
>>32257833
Seconded
>>
>>32257833
Thirded
>>
>>32257817
>Their body is mostly air, but they are definitely magical beings, using some sort of natural aura to float.

They have a lot of Breath obviously. That's why I don't think they'd be hunted or despised by any Breathing race.
Probably only a meat-salting Halfling would eat their meat.
>>
>>32257817
Now we know what the
>>32257025
Kuilu were inspird by. Demons to slay demons, and all that.
>>
Why does it need elves and orcs and dwarves? That just serves to make the setting derivative of Tolkien, and a terrible hack that includes elements of German mythology with none of the associated themes or cultures.
>>
>>32257880
Because its easy to use words that we know instead of making up snowflake names for them.
>>
>>32257880
Because the original OP
>>
>>32257890
It's easy as hell to make up a race.

A race of men with long claw-like hands and a head that is backwards on their bodies. They live on the mountains and use their claws for climbing.

A race of people that are constantly wreathed in flame and must wrap themselves in fire-proof magical bandages to visit human towns.

A race of statues that project illusionary images of themselves to interact with the outside world.

10 seconds of creative thinking.
>>
>Let's start with a very classical fantasy setting (dwarves, elves, orcs and humans in a land filled with magic, evil BBEGs, gods, prophecies, artifacts and dungeons), and add twist upon twist on it.
Speaking of which, we need some more BBEGs, prophecies, artefacts and dungeons

I feel I should add two new gods to the lizardfolk pantheon so they have a representative of each dragon.
Nabu-zikir-iskun - Light (Sun)
Istar-su-mes-ses - Death
En-hedu-anna-aei - Time
Bel-sarra-uzur - Dreams (Sky)
Dur-i-galzu - Darkness

Mu-sal-lim-maruduk - Memory, writing, civilisation
Silik-mu-lu-khi - Magic, holy places
>>
Precedence should be considered as cannon unless the material is vetoed by someone.
IMO. all the not vetoed material from the last thread stands as cannon, since the whole point was to throw things together, if there are conflicting material, it should be organized and voted or adapted.
For now, I think we should just compile the things in a ordered manner for a latter sorting.
>>
http://mattikaarts.com/blog/charcuterie/bresaola/
One of the more trivial, of nonetheless problematic secrets of the dwarves is their love of cured meats.
As such, their elders import significant amount of Skinka from the halflings, ever watchful to not let said trades see the light of day.
>>32257880
Read the design goals in the first thread to shed some light on these questions.
>>
I figured we needed smallers creatures to populate Solod so here is one of the most common sources of meat/milk/fur.

Ouibrams are bovines creatures similar to aurochs with tree pairs of legs and a long neck they can hide in their fur like a vulture would do.
They have three toed feets with large nails. When grouped up it looks like a hoof but the flexibility allows them to grab a trunk and stad up to eat fruits on lower branches.
They have cuved tusks from their lower jaw. The males use it for nuptial fights but as the proeminent part isn't pointy this is just to show off strengh.
They can mostly eat grass but if fruits are available they'll eat that instead.
They can be tamed and milked. The meat is comestible and their wool is largely used to weave fabric. (wool is however a bit rough)
>>
>>32257991
I'm well aware of the OP's post, but nonetheless that doesn't change the fact that you're taking pieces of German mythology and shoving them somewhere completely out of place for no other reason than "DnD did it".

It also robs the entire world of any actual fantasy because players are going to join and go "okay, elves orks and dwarves, cool". and you can say "oh, but our orks are actually plants and our dwarves are secretly meat afficionados". And they'll go "lol k".

If you actually have original races, then it'll add a sense of wonder as players will actually feel like they're in a fantasy, exploring strange places and meeting other races that they haven't already read about to the point where they're mundane.
>>
>>32258048
Well, I guess that's okay then.
>>
>>32257880
Because that's precisely what I asked for: a generic fantasy setting, except we thrive to make it different. Welcome the special snowflake factory, may I take your order?

That being said, thanks for criticizing.

Also yeah, I had to split up the PDF in two before I wanted to. The races manual is longer than the Core manual. /tg/ pls.

The PDFs include everything, up to post #32239064 of the previous thread. I'm sorry I'm slow, this is a hell of a lot of things to process. At the rate thing are going, we should have up to date PDFs... sometimes next week, I suppose.

Here are the .docx, in case someone wants to continue my work while I'm gone, and for Summaryfag to edit:
- What's left of the previous thread not already in the PDFs: https://mega.co.nz/#!pxExyCgR!nh5mYDqHIjKySjfApHrFyBqdJfqD_Q5qdAfpjqS36hg
- Core manual: https://mega.co.nz/#!hoMSmCBb!iyrOBMjOAb8CQMrD4Xw9tM5nIqCRP9I2cX2DzbGfCts
- Races manual: https://mega.co.nz/#!B4FXRRxZ!7etUwOoixgJtay7OJKjQ1txgVxQ8N3b-uVIDSxDxcN0

Oh yeah and btw, some things are placeholders. The name for the races manual, per example, can change for something else. I also had to take some liberties here and there to make things a little more cohesive. I didn't keep track of them because I suck dicks, but they shouldn't be too apparent. If they do, feel free to feedback.

Races PDF inbound.
>>
>>32257918
Why do you have human towns? Hell, why do you have humans at all? That's unoriginal and one of the most classic staple of fantasy. And one of the most absurd ones, too.
>>
>>32258061
Drinking mead, deep under the mountain,
The maidens and the men!
We swig our brew
Until we spew
Then we fill our mugs again!

You can keep your salted water,
It makes our bellies bleed,
Cause when we raise our flagon
To another dead deep one
There is just one drink we need...

DWARF MEAD!
>>
True Elves are powerful creatures from another plane, who discovered this world in soaring ships of silver. Elves have fairly sharp features, have all black/all white eyes and tend to speak in voices far deeper than their lithe frames would suggest. It is said that even if one stands right next to an elf, it sounds as if their voice is coming from afar. No one has actually seen a true Elf in centuries. The common, pointy-eared ones are men taken aboard the elvish crafts and bathed in strange 'magic' that made them somewhat akin to their masters. This act is known as the Rite of Joining.

The Rite of Joining consists of bringing a human child into the Wild, where each "parent" mixes a drop of their blood with that of the child's in a silver bowl among other ingredients. The father, the mother and the prospective child each take a sip, then the parents breathe into him like people saving someone from drowning. Within the following 36 hours, the Change takes hold, the various physical and mental characteristics of the Elves emerging one after another. Unfortunately, few children survive the conversion, much less fully grown adults. It is said that this is the origin of the myth(?) of elves stealing away children in the night.

While most elves today are born from the Rite of Joining, this rite is simply an imitation of the original method of Changing: the Circlet of the Blood Moon. A series of intertwined roses wrought with gold and silver, the circlet is pricked with the blood of the elven parents and placed upon the head of the human. This method works without fail, but owing to the uniqueness of the artifact, is reserved for turning individuals that have earned the highest praise in elven eyes.

Also >>32256886
>>
>>32258076
I'm getting tired of this.
We don't have to stick to something new in every aspect. Keeping thoses bases is comfortable.
Now we agreed on something building this world if you want to contribute accept what is already done.
I you want to build something from the scratch and ban evreything that's not new, well you can make another worldbuilding thread.
>>
>>32258061
>>32258098
So, uh, I know some canon might be missing from some of my summaries, but are they ever gonna end up in the pdf, or what?
>>
>>32258098
>miracleofsound
mah niggah
>>
>>32258061
>>32258076
The fact is, stock DnD races add nothing to the setting and >generic fantasy setting is a terrible goal. Literally every single Tolkienesque and DnD setting has this same goal. There's Forgotten Realms, Greyhawk, Eberron, Elder Scrolls, Warhammer, Etc. It's simply not different if it strives to be "a generic fantasy setting with a twist", as we already have hundreds of those and there's no need for any more.

>Why do you have human towns? Hell, why do you have humans at all? That's unoriginal and one of the most classic staple of fantasy. And one of the most absurd ones, too.
Now I know you're trying to be cute with me, but a world without humans can exist and be awesome, but generally you want to have something that can serve as a point of reference for human players.
>>
>>32257978
Could we not also consider what values lead to worship of only the five and not seven? For example, civilization, magic, and holy places are believed to be so intrinsic to lizarddom that to be a god of the lizardfolk is to be a god of these things as well. Or, what drama is in the Pantheon without Magic's forever unmade choice between its twin beloveds?

Actually, how do other races tend to worship? All seven? Only a few?
>>
>>32258164
> we already have hundreds of those and there's no need for any more.
But I love this one. I want to play it.
Ergo I need to finish building it.
>>
>>32258137
I'm bad at this, sorry. Yeah, next time I'll PDF shit I'll start making your stuff creep in. I just wanted to make it clear that those are WIP. Though that being said I might miss some of your summaries not marked with a subject and/or the name "SummaryFag".

But they will. I'll just put them in a different color to tell people "oh hey this is actual lore, not jut OOC information".
>>
>>32258181
I think Giants worship mostly Time, Memory and Dream.
>>
A little something of a critter to populate Solod with:
-Bloodbeast: It is said that a bloodbeast is the manifestations of magical sorrow. Red blood spilled in an area with high magic activity will pool itself into an egglike shape, and if not found and destroyed within seven days they will eventually hatch into a bloodbeast. Rust red in color, they are initially shaped like worms; but they will seek out and drink a nearby source of blood. After enough blood has been consumed, it will then turn into a hematite-hard, black four-legged creature, which seek the nearest concentration of magic and try and cause spilt blood there. Usually they are as dumb as stupid beasts, but there were once a bloodbeast that was smart enough to fool and kill an entire squad of soldiers. But that was during a war, and the high amount of magic and blood spilt there could have an effect.
>>
>>32258199
my summaries in the first thread are the only ones with subjects, and I think after that you can figure out which ones are mine here.
>>
>>32258137
I think they should, it would be a shame to let anything be lost.
The summaries are getting really neat btw.

Also:
>>32258164
You don't like the setup? Try adding something interesting then, instead of complaining after a lot of things have already been "created".

And what do you guys think?>>32257980
>>
>>32258164
Actually, what I had in mind wasn't "a generic fantasy setting with a twist", but "a setting twisted enough to not be generic fantasy anymore". And with the elves becoming creepy, the green-skinned biological shenanigans, and the neverending wars, we're moving towards horror and punk rather than classical fantasy.

That being said, regardless of what we're doing, the concept of generic fantasy races sank in since the very beginning of the first thread, and I think that it's now a little too late to change it. If you want to, make another worldbuilding thread, as it's already been suggested.

>>32257978
In the same veins, I think BBEGs, prophecies, artefacts and dungeons wouldn't fit the setting. But hey, that's just me.

>>32258214
Alright, rewriting right now. I feel like I've wronged you.
>>
>>32258206
Call of the Red Armada is an incredibly dangerous, incredibly forbidden, but nevertheless still existing spell that allows the users (curiously enough, the number required never exceeds three, a subject that would lead to much debate if the technique weren't so taboo) to artificially create a massive horde of Blood Beasts by infusing the ground with raw magic.

These are (meant to be) under the control of the summoners, the Heat they absorb from the sun allowing the army to create more of its kind without additional energy expediture.

The limiting factor is therefore not army size but time passed since initial creation, which makes the spell ideal for heavy impact hit-and-run operations.

The exact rite is laid down in a scroll kept in the Giant settlement Manawa, one of the oldest and most permanent of its kind.
>>
>>32258242
...I'm gonna stop the back-and-forth of awkward polite praises and apologies here.

I think I'm going to have to work directly from the pdf for Halflings, though. Their posts are all over the place.
>>
>>32258233
>And what do you guys think?>>32257980
I thought that was generally accepted/a given so I really didn't bother commenting on it.
>>
Ah right. If anyone gives a shit, here's my proposed naming scheme.

Elves: (Pseudo)-Swahili.
Giants: Maori.
Dwarves: Swedish.
Humans: Undecided, might still go with Italian.

Things made from a joint efforts of Elves, Giants, Dwarves or Humans with another race are named in Finnish. This also extends to shared worship places or concepts.

Lizardfolk: Pseudo-Sumerian.
Goblins, hmmm... Gaelic?

> Thoughts?
>>
>>32258333
I like the idea of pseudo sumerian.
I thought it suited the dwaves but the humans would fit too.
Definitley not goblins as they must have short names.
>>
>>32258333
Someone suggested that Goblins should have really simple and shitty names, so they could remember them, I personally liked the concept.

I think that Dwarves, Giants and Orcs could share some cultural similarities since they're all "earthy" maybe pick languages that come from the same "family"
http://en.wikipedia.org/wiki/Germanic_languages
>>
>>32257980
>>32258233
Well...
>For now, I think we should just compile the things in a ordered manner for a latter sorting.
That is what I (and SummaryFag) do.

>Precedence should be considered as cannon unless the material is vetoed by someone.
>IMO. all the not vetoed material from the last thread stands as cannon, since the whole point was to throw things together, if there are conflicting material, it should be organized and voted or adapted.
That is how I do it. If you want to help, links are here: >>32258061

>>32258333
>Gaelic
... Fion?
>>
Alright, here are the PDFs, with-SummaryFag-work's edition. Hopefully I didn't miss any, but it's damn well possible I did, so please tell me.

Also, I'm out for the day. See y'all later, and grats on making this. I didn't get the chance to read the latest developments (as in, anything posted in this thread), but I'm sure it's awesome.
>>
>>32258559
Core...
>>
>>32258601
... and Races.
>>
Despite living on Solod, Halflings were originally Deep Dwellers, with Water and Pulse still within their veins. Halflings are a communal people, living in close-knit communities and putting family above all. Such is their devotion that their religion is centered around the concept of family.

Halflings believe that they are protected by the spirits of their ancestors, all the way back the the first Halflings. The two original halflings were Lord Luck and Lady Chance, who watch over all halflings and bring them extraordinary luck, favoring the bold. Such is their influence that many a drunken halfling boasts about surviving an avalanche or falling into a volcano or two.

The three values they hold dearest after family are Body, Soul and Mind, embodied by the legendary figures of Brother Body, Sister Soul and Mother Mind. A fit halfing is called a Brother; a smart one, a Mother; and an imaginative one, a Sister, regardless of gender. A dead one is called a Father. A halfling who dies while taking a great risk is granted great power in the afterlife, whereas halfing who die boring deaths are granted little power.

Unlike the Children of Death, Halflings openly salt their meat, peddling their preserved goods out in the open. This has earned them no small ire from the humans. Still, their silver tongues and social perceptiveness served to retain the good graces of the other races, sometimes enough to bed them. Whether orc, giant, dwarf, or any other race, halflings are compatible with them all, and those who bear the prefix of half- live life with just a little bit of extra luck.
>>
>>32258601
>>32258626
yeah, lets...sort this all out some other time. I'm running out of steam. There's a bunch of redundant stuff, and I may need to rewrite some crap.

Now how am I gonna incorporate the new core stuff regarding the war...?
>>
>>32258689
I think that it should be an isolated topic at first.
>>
Elves and Halflings best races.
I can't believe I'd ever say that.
>>
Fire against Water, Heat versus Cold, Steel clashing against Crystal. So have Solod and The Deep warred with each other for eons. But this is not a war that is won in a day: the war moves like the waters, ebbing and flowing with the tide of the seasons, and like the fires, slowly consuming all in its path. But there is one thing that will never change: the eternal struggle over Ereius and its bounties.

Whereas the Deep Dwellers simply devour all they see, taking into them what was once heat and breath, the Children of Solod seek the wondrous heat of Ereius, hoping to bring back its bounty to Solod, and preserve the prosperity they experience today. Such power is sought in the form of Spring-heat.

Spring-heat
Bubbling from undersea vents, these bubbles carry heat straight from the source: Ereius. Spring-heat is an invaluable resource for Breath Magic, capable of terraforming the lands with its primal strength. It is needed for the continued prosperity of Solod, and it is also the birthright of all children of the dragons, or so they claim.

A lesser, but still potent form of Heat comes from the waters near these vents. When distilled and purged of salt, Spring-Water can be used directly in large-scale military magic. Thus, the by-product of salt is mass produced.

Separated by a vast expanse of sky, travel between worlds is impossible for mundane methods. Both sides have refined their own method of transport, but each is flawed in their own ways. Few who travel between worlds expect to return, only hoping to take just a little bit of territory and hold it, harvesting the resources they so desparately need.
>>
Kuilu
The Kuilu ships are among the most striking examples of a common enemy acting as a unifying force.

Built by the dwarves, enchanted by the Giants, made habitable by the orcs, navigated by the elves and crewed by the humans, they are massive constructs of stone, crystal and plant life, their appearance not quite unlike those of earth's biggest whales.

Kuilu ships are each veritable fortresses, but all fall in time. There is a glimmer of hope, however: every Kuilu ship that falls floats upon the waters of the Deep, and these wreckages are linked together to form a servicable landing. These floating cities are the forward bases of Solod, allowing forces to be stationed at the deep, and opening up the production of Spring-Heat and Spring-Water.

Taking advantage of the opportunity, the various forbidden commodities of the Deep are smuggled back to Solod. Salt and pearls are chief among the heretical products kept hidden on the ships making the rare trips back to Solod. The military turn a blind eye to these smugglers, using the funds generated to help the war effort, even if it causes some cases of "He who fights monsters".

It's said that the construction of this ship has, in fact, been going on in secret ever since the first were sent down, the plans and charms changing with each fleet they sent out.

It is at once prototype and newest generation, the constant alterations being meticulously tracked inside Starsilver crowns and the library of the giants.

Speaking of giants, the key ingredients for the biggest, most powerful Kuilu, a secret only very, very few know, are the crystaline heartsof Giants whose strange powers fuel their sorcerous engines.

The giants are, of course, not enthused by this, but they do make the sacrifice when necessary, making sure that no words get out lest they either be attacked by greedy headhunters or weaken the resolve of the Kuilu crews through revelations this gruesome and disquieting.
>>
The few who return from the Deep report that the dwarves there are working on metal that will survive even the greatest of curses, and will craft a "ship" that will sink to the bottom of the Deep, striking at the very heart of the Deep Ones.

Hexgates
Hexgates open to a dimension known as the Waterways, pitch black cosmic rivers that link The Deep to Solod and beyond. Only those attuned to the Pulse can safely navigate these waters, and even then, many are driven mad with rage by what they see.

These Hexgates open up to the bottoms of various different bodies of water of Solod, with new gates opening and old gates closing each day. This has made true defense of Solod very difficult, and properly securing lakes and rivers nigh impossible.

There exists another kind of gate found at the peaks of mountains, where the Deep simply spreads their poisonous waters onto Solod. These salt-infused rivers are kept at bay by the frigid air, but if they were ever to be disturbed...

Hexgates can be opened most easily during Equinox, the Deep go on the offensive, disgorging true waves of abominations through the shadowy maws of their fiendish portals.
>>
and that's all from me. My summaries are starting to seem more like entries that you read in RPG libraries rather than setting material.
>>
File: Solod Orcs.png (113 KB, 500x500)
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Here's an interpretation of Orcs. What do you guys think?
>>
>>32259418
>shadowy maws of their fiendish portals.
I love the cheese in this phrase. It's like watching an 80s cartoon.
>>
We should really get some landscape ideas going.
We have so far:
-Cloud forests at the south, where the lizardfolk live
-A big crater somewhere that has the dwarven capital underneath.

What about deserts? And the dark side of Solod, how will it look like? I was thinking giant swamp-like regions and some mountain ranges here and there.
>>
>>32259468
I think it' s rather dope and a good way to represent a rich one, but why is he wearing french noble fur?
>>
>>32259468
I've imagined them without noses and with rugged and wrinkly skin, but I could roll with this appearance.
>>
I'm realizing now that taking deep breaths to calm yourself in an argument could be taken badly. What measures are needed to make recreational song and dance safe, if any? What can you expect out of a cranky baby or a two-year-old given to tantrums?

Counterspells 101 should totally be prerequisite to parenthood.
Babies make sense as sacrifices/batteries once someone invents Autotune.
>>
>>32261593
>>32261593
I think only parents of Marked babies will need to worry about that. Others have a much less intuitive grasp on magic.
>>
>>32261593
To manifest the powers of the breath, one must focus it's own heat into the dance or chanting for it to assume the aspect that is wanted.
Recreational singing and dancing will only have some kind of magical effect if enough heat is being channeled through them intentionally, and even tough it will mostly have a non-destructive aspect. Master dancers could entertain entire stadiums alone, channeling heat through their dance to produce visual effects and music around them.
>>
>>32260985
>french noble fur
if you're talking about vair or hermine that's neither of thoses.
>>
>>32261790

While all magic is considered an art form there is a particular brand practiced solely for the purpose of aesthetics. Magicians channel Light, Dark and sometimes even Dreams and Memory to produce beautiful shows of illusions paired with the dancing and singing. While regular theater exists, those spectacles are considered a higher form of it.

It is a symbol of wealth and power for nobles of all Breathing races to be able to fund and present such a show.
>>
>>32261790
>Terrorist strikes on concerts and ballets by concentrating heat in them
>Rock, metal, etc... being stigmatized as terrorist practices

Did we?
>>
>>32261593
tantrums are the complete opposite of organized breathing: unrestrained, unfocused breaths with no effort put into tempo or length. For most babies, I imagine their tantrums to be completely safe, if unhealthy for the baby in question.
>>
>>32247033
"A human's arm might not be the strongest, but it shall last and fight until the end of times." - Universal saying.
>>
>>32263704
Make Hardrock Hallelujah into a weapon of mass-destruction? You tell me.
>>
There is a rumor of a mirror, one that is a intimation, a false creation. Twisted and corrupted, upon viewing it can turn good into evil, DREAMS into NIGHTMARES, MEMORIES into OBLIVION, Magic into Curse, and SONGS into SCREAMS.
>>
>>32269221
Dreams -> Nightmares
Memories -> Oblivion
Magic -> Misfortune
Light -> Incineration
Darkness -> Disintegration
Time -> Stagnation
Death -> Life
>>
Solod is a terrible name. It sounds like someone trying to pronounce "salad" funny.
>>
>>32261790
So using magic causes you to lose body heat?
I like it.
>>
>>32269413
nah deah is the dragon that insuffled life.
>>
>>32265280
Dunno about your experience, but in mine, crying babies are a force of nature. You just try screaming with the same pitch and volume for even ten minutes and see if you have it in you to continue.
>>
>>32271094
What if the magic they cast is not their own, but taken directly from their mother? The heat obtained from birth and breastfeeding is channeled outwards in their cries. A child talented in control would cry less or cause less disturbances, while a child talented in power would have difficulty keeping themself from crying and tire out the mother.

Dreams -> Nightmares, truths and half-truth returning to haunt us with our perceived mistakes and failures

Memories -> Impulse. Ruled only by what one knows in the moment, one loses their connection with the world.

Magic -> Precognition. To know the future is a great boon, but it is also a great despair, to know what will be, and be unable to change it. No hope, no belief, simply acceptance of what is.

Light -> Sacrifice. To burn away one's life is a noble cause, but to do so at every available opportunity, without considering other methods, is simply running from the responsibility of living.

Darkness -> Disintegration, to destroy ones' opponent without respect, without acknowledgement. To kill without learning from those you have slain, only killing for killing's sake.

Time -> Stagnation, where past, present, and future simply have no meaning.
Death -> To never lose, and never gain.
>>
So, nobody has a better name than Spring-Heat and Spring-Water?

World Breath
Also known as the Breath of Origins, these collectively form the magics that shaped Solod and The Deep. Using Spring-Heat, one is able to terraform the land, raising mountains and forests, filling fissures and lakes. Such is it's strength that World Breath creates new matter, and it is for this reason it is needed, for Kuilin Ships and raids from the Deep constantly drain Solod of resources.
>>
Right now I'm going to try and stat up some races in Savage Worlds. I'm not trying to force the system on the setting, just using what I know.

I know I'll be doing Humans first. Any others suggestions?
>>
>>32274080

Humans
*Tougher than Most: Humans start with d6 Vigor
*Born with Heat and Breath: Humans have a -1 Toughness against Crystal weapons and Stasis spells.
*Deep Lungs: Humans receive +5 power points if they take the Breath Magic Arcane Background.
>>
Poke.
>>
I was thinking of gnomes. They are tinkerers, inventors and creators of wondrous and terrible machines.

Having no breath or their own they have learned to steal the magic of other races to power their inventions. The hearts of giants and blood of dwarves powers their greatest inventions. Orks are burned alive like firewood to power their industry.

Their submarines hunt for dwarven ships and their airships scour the lands and skies for victims.
>>
>>32277261
>Their submarines hunt for dwarven ships and their airships scour the lands and skies for victims.
uhh what? There are no oceans on Solod, and airships are strictly a product of all the races working together, unless gnomish airships are drastically smaller and are powered in a completely different way.

Alright, first question: do they live on Solod, or The Deep?
>>
Has a tech level been established? I'm getting a general low-tech/high-magic vibe. I actually think staying closer to a stone-age level would be refreshing.
>>
>>32278118
definitely not stone-age. Both sides are advanced enough to form armies and make war. Cities and trade routes are a thing, and calendar/seasons are central to the culture.

There's a lot of cultural and physical concepts that are just impossible in a stone-age setting.
>>
>>32278118
>I'm getting a general low-tech/high-magic vibe.
Depends on where you go. They have space ships and the like, though Elves are forced to stay low tech because of their racial flaw.
>>
>>32278195
Also, orcs have functional cybernetic limbs. That propels them to a golorified industrial revolution when it comes to medicinal tech.
>>
>>32278256
>cyber-punk
>cyber-netic
>junk-punk

Orcs have junknetic limbs.
>>
>>32278150
>calendar/seasons are central to the culture
what do calendars/seasons look like on a moon world? does Solod rotate? or just revolve around Dadep? what does the revolution look like? what's the sun situation?
>>
>>32278555
Given that the tidal effect is incredibly strong, scientists would argue that braking must have locked Solod and the Deep a long time ago.

But since we threw science out of the window a long time ago, I'd say everything rotate.
>>
>>32278555
Solod rotates on its own, but revolves around the Deep. As for the sun, that's still up in the air. We could have a standard star, or make each life and rebirth of Light a day.
>>
>>32278613
I thought it was Light and Darkness chase around the universe that gave us a cycle of night and day (and also no sun in the sky therefore).
>>
PDF inbound in 40 minutes. Less changes than usual because I have less time, but changes all the same.

Also, thanks for slowing down a bit, guys; I might actually have the chance to catch up and finish the PDFs, and do some crunch.
>>
>>32278643
they don't chase each other. They do battle and kill themselves trying to kill the other, only to be reborn to fight again.
>>
>>32278671
Could have sworn it was a chase.

>>32278666
Waiting warmly.
>>
Also, any ideas how to split the PDFs? I'm thinking something along those lines:

- The esoteric stuff;

- The races;

- The flora and fauna;

- The cosmogony, geography, climate and the likes;

- The book of legends (basically, artifacts, prophecies, low-level "urban" legends, and anything that can serve as a plot hook);

- The crunch (with every systems anons will work for, for now it seems to be Savage Worlds and GURPS);

- And a PDF with quotes, cultural stuff, etc... that can be used for inserts and stuff.

>>32278744
I just realized that "waiting warmly" has much more sense for a game based where heat is synonymous with good and cold with bad.
>>
>>32278764
>- The flora and fauna;
flora, fauna, spells and artifice

other than that, looks good
>>
>>32278118
>>32278150
>>32278195
>>32278256
>>32278370
It's high-end Magitech
>>
>>32278790
What do you mean, artifice?

Also I'm sorry I completely forgot the tech book. I am unworthy.
>>
PDFbro, could you please upload your shit in ODT? My Word processor doesn't play nice with docx.
>>
>>32278867
Yeah ok
>>
>>32278845
things like the Kuilin
>>
>>32278901
I kinda sorta thought this went in technology. Granted, Deep Breath's definition of technology, but technology nevertheless.
>>
This will take longer than anticipated. Partly because I messed up the Races manual and have to use the backup.
>>
>>32277964
ok I missed the part about no oceans. the point was just give an idea of gnomes as inventors and stealers of magic
>>
>>32277964
They live on solod.
>>
>>32279256
Now, are they Deep Dwellers, or Nether?

If they're Nether, it's a little too similar to Orcs

If they're Deep Dwellers, I suppose we haven't seen a smart type race for the Deep yet, so this works.

This is seriously a lot of races though
>>
File: rotation.png (78 KB, 377x801)
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>>32278613
If there is a sun as a light source then here's a couple of possible models of revolution (not to scale).

In the top one there's always a point in Solod's revolution around The Deep that it's completely dark due The Deep being placed between Solod and the Sun, but the time this period of darkness starts shifts based on The Deeps revolution around the Sun.

On the bottom Solod revolves around The Deep in a way that the light from the Sun is only blocked by The Deep during two quarters of The Deeps revolution around the sun.
>>
>>32279272
The way I see it, we're better off adding everything we can, then skimming down stuff later, than not puting stuff and then having sorrows about it.
>>
>>32279305
or maybe there is no sun.
The Faeria setting pulls off a sunless world pretty well. The world is a disc, and at the edge of the disc is the giant serpent Orobouros circling around the world as he consumes his own tail (the world is shrinking because of this). The "sun" is Orobouros's glowing eye that faces the world, the day/night cycle is caused by the eye opening and closing as Orobouros sleeps and awakens, and seasons are caused by the position of his head as he rotates around the disc.
>>
>>32278671
They chase each other in a eternal and lethal kind of tag game, someone said that last thread I think.
>>
Guys, since Death stays in The Deep watching it's creations in Solod, and all of a sudden we had magitech all over, has anyone ever seen the dragon god? I mean, if the living manage to get to The Deep, they would at some point meet their creator, right?
>>
>>32279645
I kinda went with the assumption that Death was dislodged from the Deep when the Deep Ones decided they would reclaim it.
>>
>>32279659
Let's go with that
>>
File: Book of legends.pdf (89 KB, PDF)
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Alright, this will take long, since I have eight PDFs to upload.

First, the Book of Legends.
>>
>>32279702
Next, the Cosmogony and Geography.

I'd like to draw attention on the fact that I'm throwing tentative names: some are variations of Heat, Pulse, Water, Crystal and the likes, and some use legendary NPCs' name. Which naming convention do you prefer?
>>
File: Crunch.pdf (79 KB, PDF)
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>>32279713
3/8, the Crunch manual.

Also, the .odts are coming.
>>
File: Esoteric stuff.pdf (105 KB, PDF)
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>>32279722
4/8, the Esoteric manual.
>>
>>32279305
>>32279361
I'd rather have a sunless setting as well.

As Light and Darkness fight each other the universe turns bright or dark (finite lightspeed be damned) thus giving us a day-night cycle.

Seasons of the year can be effects of of the Deep getting and loosing partial dominance in its war against the Seven.
>>
>>32279729
5/8, Flora, Fauna and Spells.
>>
>>32279739
6/8, Quotes and Shenanigans.

Also, >>32279702 is the sole exception to the naming conventions. "The Book of Legends" sounds already very good, imo. I'm still everyone's slave when it comes to such details though.
>>
File: Races.pdf (129 KB, PDF)
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>>32279756
7/8, dem Races.
>>
>>32279768
And finally 8/8, the (empty) Technology compendium.

Also, the .odt files:

Everything yet to put in a PDF or another : https://mega.co.nz/#!5hNGBIRK!ZaqDAGO7LpsAuH0KWByfV_iyqpIf5CrEKPKMg7ydPwk

The Book of Legends : https://mega.co.nz/#!c1tShTQR!U_45oRbRGrr6YRKJjsBolpId2O1YGoicmgEvkbi2b-w

Cosmogony and Geography : https://mega.co.nz/#!VlNWyCYI!9xa5TQJEcrXHFqZgXHEMcdBynCrVcXDjxJJv5q0LFfk

Crunch manual: https://mega.co.nz/#!BxFTQb7Z!H0CkY5XdX6lWUWqxJqwSiHMB-SPMxKUVpFM6iQ8_Eqg

Esoteric stuff: https://mega.co.nz/#!I4sHHRTB!jKdIf8_6RemSMmXanhT1SwI41fKjYYpqVG4v8RKy--0

Flora, fauna and spells: https://mega.co.nz/#!Z8lBARBZ!mUKtpW4z36jcFBIRcEi5cjX1ptKIqmBZq82NRSRH0vw

Quotes and Shenanigans: https://mega.co.nz/#!FhMxxbib!wEtUGrOINo0QJBYhkVTkIV0blXHh2KzN2HPSQrnhiZo

Races: https://mega.co.nz/#!F18DjKYC!ISRLNoiKU1akL9cjEHkHPp4pU3iVUStw6-u3B3n2rbc

Technology : https://mega.co.nz/#!Vg8HwTST!aR2BTv3rjciQiEjmLuB_PYvAJBMXcEtH5eIi4WNrkc

You can go ahead and edit them. Both by making them more pleasant to read and adding stuff to them.

And with that, I'm off to eat. Also, sorry for the too little progress made; the great mess-up slowed me a lot. But hey, new shiny presentation.
>>
File: Technology.pdf (75 KB, PDF)
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>>32279788
>forgetting the last one

REALLY, ME. REALLY.
>>
>>32279702
Circlet of the Blood Moon

>>32279729
you can remove the breathing cycle list from the Seven Gods, since it's more thoroughly explained later.

>>32279739
Salt, Pearls(no fluff yet), Spring-Heat, Spring-Water

Spells: World Breath, spells based on each dragon(no fluff yet)

>>32279801
Kuilin Ships, Hexgates, the unnamed drop ships, the tentative gnomish banditships, Spring Rigs(no fluff, but basically the processing plants where all the Deep products are made), junknetics, Giant Libraries, Goblin hordes.
>>
>>32279739
There's also a couple of two-line entries for various livestock hidden in these threads
>>
>>32279861
Thanks for your feedback, those changes will occur in the next draft.

>>32279883
I'll add them whenever I get to them then.
>>
>>32279913
Just a warm chime in - there were some more entries on magic in the first thread. Including how magic differs between the three main races.
>>
>>32279739
>no skywhales
the majestic breathers of the endless sky are beautiful
y u do dis
>>
alright, I just realized that I'll be gone for the next 4 days. Since I doubt this setting will last that long, that means you're only getting one or two more entries out of me.

>>32279305
I'll try to sort this out. Since equinoxes and full moons/eclipses are important to the setting, we may need the sun
>>
>>32279941
Before post 32241414? If no, then worry not, citizen, it's just that I haven't reached it yet.

If yes, I suck cocks, and I'd be glad if you pointed them to me.

>>32279947
Because I'm adding stuff in the chronological order in which they were introduced (with the exception of SummaryFag's work). There was a time where there weren't either goblins, fearies or merfolks in those drafts.
>>
>>32280061
> Since I doubt this setting will last that long

Let me dream dammit
>>
>>32279305
>>32279361
>>32279486
how about this: Light and Darkness ARE the stars.

>Darkness, on the other hand, grew greedy, and attempted to devour his twin for power. In the instant he did so, Light, in impotent rage burned itself and Darkness with it. Both would later reborn to create an endless cycle of war and hate. What was left was a stone that orbited The Deep.

But Light and Darkness were not reborn whole. Light's body split apart into hundreds of fragments, leaving the head to retain its full consciousness and light. Darkness, on the other hand, dissolved into a black mist, eternally chasing Light's fragments in a bid to gain enough power to challenge Light's head. Thus, the sun stands in the sky today.

Having focused a large portion of his power in his head, Light is forced to play a dangerous game of tag: whenever Darkness nears a fragments, that fragment bursts into a sphere of light, warding away Darkness long enough for Light to send a beam to erase the mist. As Darkness retreats, the fragment burns out and itself runs away to recover. Thus we have the stars of today.
>>
alright, let's-

fuck wait, Eclipses and Equinoxes don't work that way....

>researching orbits
>>
>>32280460
>>32279305
Alright, Let's use the upper diagram.

Differing in rotational speeds, Solod days and Deep days do not coincide, and so calendars are standardized by years and equinoxes.

Attracted to the only constant Dragon presence, Solod revolves in time with the Deep, matching in years and floating closest to the Sun.

While the Deep orbits untilted around the Sun, Solod's orbit around the Deep is, and during each Equinox, the barriers between the two worlds run thinnest. Hexgates appear most frequently, and Kuilin ships have the greatest success reaching the Deep. The War intensifies in this way twice every year, only to subside as time passes by.

Solstices are times of relative peace. As Hexgates and Kuilin ships completely refuse to function during these times, they are unofficially treated as ceasefires. Buildings are repaired, the wounded are treated, and the Human Councils meet to discuss the Taboos and new ways to fight the Deep.
>>
By default, Solod experiences a scorching summer, with two thirds of a day filled with blinding light. Fortunately, Darkness visits quite often, bringing with him longer nights and cooler days.

In the same way, weather is heavily influenced by the passing of the other Dragons, bringing strange and magical effects that many simply must deal with in their day to day lives.
>>
>>32280710
Sorry, I don't get it.
Do we still have a dark side of Solod? (With eternal darkness and where the Orcs originally came from)
>>
>>32281291
I don't think so. The canon I'm running with is that Orcs were born from the First Trees, in Death's Shadow. Let's say they were born underground, as root crops of a tree(because why not)
>>
>>32279768
>About Goblins
"They’re a race
offered to Memory by Death, but Memory rejected them because they were ugly".
>Death did create the Goblins, as a present to it's brother.
"Since they were not made by Death, they can’t cast magic or dream, just like orcs."
>wtf?
>>
>>32281476
Alright, I'll clean it up a little then.

Basically, Death is the one and only creator of all Heat-based life; BUT only elves, dwarves, humans and lizardfolks (and maybe giants, I'm not on to their canon yet) were actually molded by Death; to Darkness and Memory, he offered "newborn races" for them to mold.

Darkness took it and made the orcs. So the seed came from Death, but they were still Darkness's creation. But only Death knew how to give sapients memory, dreams and magic; so orcs can't into magic or dreams, and have a bad memory.

In a similar vein, Memory received a seed fom Death, but as disgusted by the apparence of the seed, and threw it on the world with little to no modifications, out of disgust; it became the goblins. Seed came from Death, but not _molded_ by Death=no magic, no dreams, bad memory.
>>
>>32281595
But how could Memory be disgusted by the appearance of something that hasn't been molded yet?
I think it would be better if Death fully designed the Goblinoids as a present/tribute/homage to Memory.
They are attuned to breath and fire, but since their bodies (and lungs) are small and not very strong, it's nearly impossible for one to actually cast anything useful.
(That's what I had in mind when I wrote some of their fluff ;_;)
>>
Bottom line is: Memory is a bitch, shallow, and a shallow bitch.
>>
>>32281660
>But how could Memory be disgusted by the appearance of something that hasn't been molded yet?

Because Memory is an elusive sunuvabitch, that's why.

Though I must admit I kinda dig the whole "welp, we're just ugly and unlucky" gig.
>>
>>32281710
>>32281698
That's why Magic has sons with Dreams instead of Memory.

Also, I'll try to add some final touch to them.
The average Goblin life expectancy:
Male: 30 years.
Females: 33 years.
(note: most of them die thinking they're around 12 since they often forget their birth date.)
Goblins skin range from Greenish brown to brownish green. Prolonged exposure to heat may turn their skin redish, as some sort of tanning.
I'll be back latter.
>>
>Goblins come in many different shapes, although most of them are thin and lanky, some shorter ones are more bulky.
-They can be up to 5ft tall, but an average goblin stands at 3ft.
-Most weights around 40kg, with the males being lighter than the females.
-They're considered tetrapods despite the rumors that some goblins may have extra limbs.
"That green bastard managed to steal my map even tough I had my eyes on both his hands all the time."
-They have almost no body hair but can grow mustaches.
>Facial features:
-Noses range from a single hole in the middle of the face to pointy or curved structures that can be up to 5 inches long.
-Ears follow the size range from noses, but at the sides of the head.
-Eyes are generally gray/white and reflect most of lights, they can see in the dark. Common goblins have 1 pair of eyes, but sometimes one is born with 2 instead. The second pair being almost blind.
-Almost lipless, they have a constant awkward grin.
>>
When dry land first rose from the Deep, the Seven Dragons were not the only to be created. From this earth rose a hard-shelled race of insectoids, dubbed Bei'Tal by Time. As they were not created by Death or the Deep Ones, they exist as the most ancient form of Neither, and are resistant to Iron, Crystal, and all forms of Magic because of this isolation of fate.
Once the Deep Ones seized the Deep for themselves once more, these insectoid creatures fled to the newly-formed Solod on translucent wings, burrowing beneath the ground into caves deeper than even the dwarves dig. Barely anything is known about them, the few things gleaned hint at a people perhaps more ancient than the Deep Ones.
>>
>>32283314
I liked.
Would be pretty awesome if they were massive beetle-like sapient creatures that don't move a lot because they don't want to generate earthquakes due to their high intelligence and "respect" for other beings.
They could eat minerals and move very little, staying dormant for long periods of time.
>>
>>32283716
I was thinking mainly that they would be rare, even in the deepest of caverns, solitary, alien in mind and speech, and incredibly knowledgeable on the life of Solod and the Deep.
If you can find one, you have the luck of a halfling. If you can decipher the riddles and mannerisms of its speech, you have the cleverness of a tall tale hero. If you can convince it to tell you about Cosmic history, you deserve that information.
As for care for others, they really are indifferent; they came to Solod before Death experimented with mortals, and hold no real reason for interaction with others; earthquakes would be one being especially clumsy, or falling down a deep chasm.
The rest of the stuff would probably be best kept as a mystery, to preserve their feeling of being "older than the gods".
>>
>>32283915
The guy from >>32283716 here.
I'm cool with that, was just trying to throw more ideas to an already interesting concept.
I really like giant earthquake causing creatures.
>>
surveymonkey.com/s/FQ78S3Y
>>
>>32284433
???
>>
>>32284433
wut?
>>
Everybody left?
>>
So, uhh, good luck with organizing everything and getting a cohesive canon guys, I'm out.
>>
>>32288186
I'm still here.
Give me two minutes and I'll give you some Witches.

>>32288749
Waiting warmly for you to return.
>>
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Okay, this is gonna be long, self-indulgent and horrible.

WITCHES

Sigil of stasis.
The Sigil of Stasis, commonly called Cursemark, Frostsign or Witch's Bite is the visible sign of a human's (more rarely elve's or dwarve's) commitment and connection to the powers of the Deep.
Those who are thusly marked gain, among other things, immortality, the ability to steal Heat from others and a high resistance to most mundane and magical forms of damage.

TRAITS
Immortality
Witches are, at least in theory, immortal, though few beyond 600 years have ever been reported except in urban legend.
Unless undergoing a certain ritual (see below), they still age, if slowly.

Abberant physique
Contrary to popular (intentioanlly spread?) belief, Witches are not, per se, distinguishable by their rotten flesh. In fact, Witches /can't/ rot. That is not to say they do not show signs of their contract however.
A Witch's body is unnaturally cold to the touch, and as it ages, various spots on its body will either become bloated with water or turn to salt or sand.
Witch blood is lukewarm and very light. Once it's spilt, it turns purple and freezes into crystals within a manner of seconds.

Regeneration
Witches can walk off most forms of damage.
Though small wounds heal in a fairly "normal" fashion, bigger ones tend to cause the damaged tissue to be replaced by either salt, sand, or a dark, rubbery type of flesh that savvy people would liken to that of a kraken's.

Disquieting Presence
A Witch will often feel "not right" to those around it, an effect that grows worse as time goes on.
>>
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>>32288848
KEY POWERS
Heat Siphon.
Witches have very little internal Heat. Using this ability, they become able to steal and store Heat from other living beings by drinking their blood (in more extreme cases eating their hearts) or creating close contact for an extended amount of time ((Feel free to fluff this however you like, be it emotional closeness, touching or even intercourse, if it doesn't bother you. I left it intentionally vague)).

Heat Siphon is one of the most important powers of a Witch. More advanced abilities often require it, and it ensure's the Witch's continued existence by tributing a certain amount of Heat it gathered to the Deep during the Equinox.

Channel Hexgate
A Witch can attune itself to the Pulse sent out by the Deep, in turn acting as a beacon for invading forces. As long as the Witch is not disturbed during the process it can make a Hexgate open within a 400m radius, the portal appearing randomly within the nearest body of water.
While this no doubt can and has been used as an offensive ability, it is mostly employed in the fulfilling of the Witch's duties to the Deep.
Hexgates linked to Witches are much more stable and the invading forces have a much easier time not getting lost when navigating towards one.

Chant Stealer
A Witch may learn any one spell requiring no more than two people.
Being nearly without Heat or Breath, it will use its internal reserve stolen from others to cast them.
Spells can also be learned by eating a mage's heart. Spells learned in such a fashion can be cast at two points below their minimum Heat cost and two thirds their minimum casting time.
>>
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>>32288865
Glammer
Using stored Heat, the Witch can mask its Disquieting Presence and Abberant Physique. This effect stays active until the Witch consciously dismisses it, runs out of Heat, gets caught by a Sigil or is knocked unconscious.
Note that merely disrupting the Witch's concentration is not enough to dispell the effect.

Frost shot
Using a Pearl as conduit the Witch causes the air to freeze into a thousand icicles the crash into the target like a hail of frozen nails.
Base offensive power.

Freezing Stare
The Witch is able to channel a bit of the Deep's supreme majesty through its gaze.
Any target that looks into its eyes is finding it difficult to move, body and mind transfixed by the truths laid out before them.
This works for up to two people and can only be initiated through direct eye contact.
Interrupting the Witch's concentration breaks the spell immediately.

Flight
Using a rune-carved lenght of wood at least as tall as its leg, the Witch can take to the skies, leaving its pursuers to curse at its trickery.
>>
Okay, going to stat up halflings and dwarves next.
>>
On some the Islands of the Deep there exist some frontier settlements. These settlements are usually military encampments, but one is dedicated to research life from the Deep.
>>
bamp
>>
So, the Deep... glaciers and icebergs?
Are all bodies of water on Solod fresh water, or are their salt water lakes? If they're all fresh water, and "rain" on Solod comes from the Deep, where does the salt go?
Could part of the ritual for opening a hexgate from Solod to the Deep be salting the water?

>>32256938
I like number 2.
>>
>>32288925
>>32288865
>>32288848
I normally don't, but thoughts on this?
>>
I bring most dire news.

See, I'm supposed to be in preparation for exams right now. And though I did take the time to make some PDFs the last... three, four mornings, I don't know, I must now actually study. I still intend to give you an hour of my time each night starting this Sunday, but beware that it will be a very slow, and possibly neverending, process.

That being said, if that thread, or the latest one in date let me hope dammit was to 404 before this Sunday, I won't post anything before the next Sunday, so I won't be spamming /tg/ with next-to-meaningless updates.

If any of you wants to contribute with the PDF by starting to make lore-ish versions of whatever and that has not yet been lore-ified by SummaryFag, please send them to dracolimar@gmail.com .

With that, PDFag, signing out until Monday or next Sunday.
>>
>>32302358
Elf writer here, I'll keep in touch.
>>
Is there an already-dead civilization (or several) in Solod? Discounting the quake-crabs.
>>
>>32304181
There's the Undead, the beloved sons of Death; And some guy posted this >>32249139 but nobody paid much attention.
>>
>>32304244
Hmm. Can we expand on this Garvaille Empire? Could we link it to the fact that nowadays humans live in taboo-regulated societies?
>>
>>32304268
Maybe they're the pre-deep civilization?
>>
>>32304323
Wasn't the Deep already there at the beginning of the world? The quake-crabs are different from the Garvaille. My guess is that the Garvaille came after humans were created by Death, but then suffered some kind of decline.
Could this be linked to the Sons of Death? Were they but a splinter of the Garvaille? Or were they the ones who caused Garvaille to dissolve?
>>
>>32304268
It's possible, I think.
Maybe put some Garvaille ruins hidden underground. (that would retcon the original concept that states that the towerette is the last remains.)
>>32304323
I don't think is chronologically possible for Solod to have pre-deep civilizations.
>>
>>32304374
>>32304373
The time between Death making living creatures on Solod and the Dark Lords declaring war on dragons is still empty. Garvaille could totally rise and fall in that time.
>>
>>32304424
Hmm, that could work. Then, could it be possible that the Garvaille were the first casualties of that war? Or even, the one who caused the Dark Lords to war with the Dragons?
>>
>>32304373
What if the Sons of Death were the first humans to be created, Ao being one of them. They built a glorious empire spread among Solod, but a major cataclysmic event associated with some kind of heresy brought their ruin. During those events, a small group of Garvailleans managed to store their souls and bodies in a dimensional rift, free from the reach of Time, but something went wrong and their bodies came back to this plane before their souls, and once those returned, they gave life to already dead bodies.
Reduced back to stone-age settlements, the humans that are now known as the outlasting race, had to build everything back from scratch.
>>
>>32304498
>associated with some kind of heresy brought their ruin.
Maybe the rise of the first Witches?
>>
>>32304471
Well go crazy, id contribute but im on my phone
>>
>>32304498
Hmm, could be that the Sons of Death were actually a kind of sect that defied mainstream Garvailleans' heresy. They devised a ritual which allows them to get closer to Death, in a sense, and they had to enact this rite during the fall of Garvaille, soon after the first Dark Lords invasion and the advent of the first Witches.

Problem is, what was the Heresy of the Garvailles, the taboo of taboos? Did they go full Eldar decadent? Did they seek to disprove the Dragons and scratched too deep during their investigations? Did they agitate the Dark Lords and the Deep's denizens by stealing something in the name of conquest of the Deep?
>>
>>32304591
The first witch would be pretty cool.
She channeled the first Hexgate, bringing huge destruction to Solod.
The Garvailleans that became the undead "captured" her and used her stasis sigil power to create the timeless plane.
>>
>>32304766
>the timeless plane.
What was that, again?
>>
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>>32306484
I suggested it here: >>32304498
>"A small group of Garvailleans managed to store their souls and bodies in a dimensional rift, free from the reach of Time, but something went wrong and their bodies came back to this plane before their souls, and once those returned, they gave life to already dead bodies."
Dimensional rift, timeless plane, IDK, a pocket(?) artificial dimension where they would be safely waiting for a better moment to return to Solod.
>Also, captcha just named "Tepsabe" as one of the returned.
>>
>>32306565
Ah, okay. Sounds like some NASTY paypack to use someone's power to survive the catastrophe they caused in such a way.
>>
>>32304725
Maybe the Garvailleans grew arrogant with all thair advances and belive that they can control the dragons and use them as they please.
>>
anybody? >>32301143
>>
>>32309233
WE REACHED BUMP LIMIT. SOMEONE INTO NEW THREAD, QUICK.
>>
>>32308340
>>32306565
I like the idea of a fallen human empire.

Also - it makes sense to have Humans as the beloved children of death since they're the race with most endurance and stamina.
>>
new thread >>32309879



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