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Because why not?

>Rules:
>0) Don't be an ass and multipost/railroad, just have fun
>1) You may add one landmass or race per post, but not both
>2) If you'd rather not add either of the above, add a religion or piece of misc. world building instead
>3) When you post, write a bit of fluff for a previously mentioned landmass/race/religion/etc
>4) Try and link to the most recent post containing whatever you're writing fluff on, makes life easier
>5) Everything goes, but avoid direct contradictions if possible


I'll start: One of the larger landmasses is well known for its vast gem deposits and mountain ranges, covered in thick forests. The northern lands are sweeping deserts and treacherous tar pits, the south is sparsely populated due to volcanic activity. If asked, a resident of this landmass would probably call it Ak'tar.
>>
>>38779851
Ak'tar has no humans. The primary sapient beings are hyper-intelligent humanoid reptilians descended from dragons.
>>
>>38779935
What's their name and what happened to the Dragons?
>>
>>38779972
Why don't you decide? They left that part up to the next poster after all.
>>
>>38779851
The mountains mainly align into a central mountain range that runs the length of the continent. The tallest of these peaks is home to the capitol city of a subterranean race of miners.
>>
>>38779851
Ak'tar is a city has a great library in it's center, one you can see from the top of every mountain, but the books only hold information on foreign countries.
>>
Wyverns are a regular danger across the world. The ability to domesticate them is a rare, and incredibly valuable skill.
>>
>>38780028
>City
Country, fuck.
>>
>>38779851
From the tar pits spawn the Pitchmen, abominations of ancient bones glued together by the skin of evil. These wicked things take many shapes, formed from countless corpses and fossils hidden in the obsidian depths of northern Ak'tar.
>>
>>38779935
Their intelligence is possible due to a genetic offshoot they view as a lesser being, these lesser beings are called the Gartib and are hulking masses of muscle that aren't as stupid as their overlords think
>>
>>38780004
The subterranean miners call themselves the Trusted, although one not familiar with their language would call them the Zaar. They are notorious for their wry yet powerful figure.

Across the unnamed oceans lies a small island called Lum by the local inhabitants. It is covered extremely lush forest plagued by terrible shifts in the seasons. The local flora and fauna have adapted to theses shifts, and flourish here.
>>
>>38779972
There are few of the original dragons, and they all rest dormant inside a heavily protected shrine. These humanoid reptilians worship them and protect them from harm. Each clan protects their ancestor.
>>
>>38780062
Pitchmen speak entirely in horrible skeleton puns.
>>
>>38780174
I correct, each elder dragon rests in their own
shrine, not all together.
>>
>>38779993
Many of the books reference lands and people that can no longer be found.

Much of the difference is attributed language difference and the greatness of their Dragon ancestors, but quite a few question the vast gulf.
>>
>>38780041
>>38780004
>>38779851

The reason that wyvern-riders are so valuable is because they are one of the most reliable methods of relaying information across the continent, the other being >>38780151
going through the halls of the Zaar (Trusted) however due to the Zaar not trusting other species the travel times to pass through their mountain halls take long and for time sensitive messages are to slow.

Flying on wyvernback also allows for one to avoid the grounds inhabited by the >>38780062
Pitchmen. Pitchmen are incapable of riding wyverns.

Many wyvern riders actively join "The Guild of Vessa" the messenger goddess, as both a ways of making a living and being able to travel around the world relatively freely.
>>
>>38780212
The Pitchmen, while generally xenophobic, have been known to trade valuable items lost to the tar in return for ancient and well-preserved bones. The wisdom of engaging in such a trade is dubious at best, but the Pitchmen seem incapable of lying... or perhaps they are more devious than we know.

Eastern Ak'tar seems to have been destroyed in some natural cataclysm, creating a massive sound (large, large bay) that teems with strange life.
>>
>>38780151
The inhabitants of Lum are humanoid, but not quite human. Their eyes are small and dark, but their skins glow a brilliant white, having adapted to reflect the sun's harsh rays rather than tolerate them.
>>
>>38780174
The clans are all named for their draconic ancestors. The pronunciation of such names are largely beyond human ability.
>>
OP here, at the risk of micromanaging, I figured I'd just organize things ever few hours to make life easier. Format is (First mention, mention 1, mention 2, ..., last mention)

Landmasses:
Ak'tar (>>38779851, >>38779935, >>38780004, >>38780028, >>38780062)
Lum (>>38780151, >>38780536)

Races:
"hyper-intelligent humanoid reptilians" (>>38779935, >>38780174)
Zaar (>>38780151, >>38780423)
Pitchmen (>>38780062, >>38780212, >>38780423, >>38780471)
"inhabitants of Lum" (>>38780536)

Forgive me for my errors, if they occur.
>>
>>38781162
The other races know them just as the Draken, and to avoid confusion, each clan has a unique symbol that identifies them from the other clans.

However, if one plays close attention, there are also slight biological differences between the Draken of different clans.
>>
>>38781455
One of the clans tends to have a more reflective scales, they live near the base of one of the mountains, the shrine is actualy built into the heart. Though coloration varies, they typicaly range from a bright green to pale grey color, albinos are highly prized umong them. The dragon that they worship is known by the name Theta, her scales are actualy gems that grow naturaly from her hide and those that fall are traided to the trusted and made into splendid works of art and jewelry.
>>
>>38780151
The plant life native to Lum is extremely hazardous to the uninformed, as their blade-like crystal leaves are very sharp, and often used as blades by the native peoples. Lumblades, as they are known, are renowned for their fragile strength, and are a valuable trade good. Among foreigners, owning a lumblade is a major status symbol.
>>
The world is hollow, and artificial. At its center are ancient ruins and great wonders forgotten by the surface dwellers. Nobody who has ventured thay deep has returned to tell of it.
>>
>>38781700
>>38780151
Once a year, the oceans calm down enough to be sailed safely. During this month, the Lumi have the opportunity to travel to mainland and interact with the other races. They mostly trade exotic goods for ressources which are hard to find back in Lum.

There's one problem though. They have to be well prepared, because once the tides rise and thewaters grow violent, sailing back is very dangerous.
>>
>>38781655
The Zaar (Trusted) are renown jewelers, and many attribute mystical qualities to pieces crafted by the Zaar. While these rumors remain unfounded, the Zaar are known to import large quantities of rare gems, seemingly at odds with the abundance of gemstones within their mines, and the fact that these gems seemingly never occur within Zaar jewellery or architecture - what could they be using them for?
>>
>>38781878
Since the Zaar know the origin of these "gems" they have found them to be a powerful component in alchemic experimentation.
>>
>>38779851
>>0) Don't be an ass and multipost/railroad, just have fun

Rules that are unenforceable are literal cancer to a society.
>>
>>38781920
In the end, we're about 3-4people posting, so railroading might be inevitable
>>
>>38781920
None of the rules are enforceable, so you might as well generalize to the whole thread. Would you rather they be called suggestions?

I'm technically already guilty of this, so I'll be taking a break for a while (OP is, as always, a fag). That being said, I'm happy to just see what /tg/ makes in the end, no matter how we get there or what it looks like. Just wanted to see the creative side of /tg/.
>>
>>38781994
soooo, it's ok if i post multiple things then, cause i have a few other ideas for the draken, just need to know how many clans we are lookin at
>>
Magic functions by the wizards overlaying their personal planes, where they hold dominion, onto the physical world.
This brought about the phrase "Dare you enter my magical realm?"
>>
>>38782066
Go ahead, bro. We've got a decent baseline to work with now.
>>
Life/magical energy in the world is semi-finite. It flows like the tides to and from the stars. They carry with them glowing wefts of light and form. Little motes of brilliant light, clouds of multicoloured glitter, dark solid shadows like a vicious tar are all varieties of these physical wefts. Different types are generally associated with both different types of magic and biomes but some are more transitory.

These astral tides also control the seasons. With leaner times being "winters" of death where little grows but incredibly verdant "summers" where everything is empowered. Generally it falls somewhere between these two states

Magic either repurposes this magical energy or expends it. Depending on the type this can be seen as good or bad. Magics that use the noxious wefts of death are see as helpful and good for society, where others like necromancy deliberately drain life force from the surrounding area for their own needs.

Supposedly long ago an entire race rode great ships into the sky on a epically scaled tide.
>>
>>38782066
I was thinking some things too, but am taking time between posts so others may contribute. I was thinking about how each clan worships its Elder in it's own way, some more religiously than others.
>>
>>38782116
>>38782088
So which kind of magic is it then?
>>
>>38782161
Go ahead and do it. Inspiration is what all these threads are about.
>>
>>38782161
i completely forgot about a more religious side, i would be glad to let someone else handle that though, and thats what i was trying to do as well, im interested to see your ideas though
>>
Their are three moons in the sky, the zaar have developed a mythology based around each moon being is considered a different gemstone, their architecture is inspired by three pointed shapes as a result.
>>
>>38782173
I'd rule, for what it's worth, that there's no real contradiction here. >>38782116 gives a source of magical power, >>38782088 gives a way said magical power can be applied to the world.

Shit I need to stop posting. Also, if this thread lives long enough I'll compile a doc, if people are interested.
>>
>>38782173
Why not both?

Each individual has a plane that flows like the tides etc etc.
>>
>>38782173
Both, magicians are an enigma upon the world. Being tied with the aether, mages by their very existence sap life force from the world around them allowing them to exert their will but at the same time the world suffers as it attempts to support their reality bending powers.

this fact is heavily guarded by a secret society of mages for if it ever got out it could lead to mage-hunts by the mundane peoples of the world.
>>
There is a shrine grown from trees in the middle of the forest, within resides a feathered dragon, Agria, though he has no legs his descendents are bipedal. The males tend to have large colorful plumage and are typicaly larger than their female counterparts. The are druidic in nature seeking to find balance between the two tides of magic that govern the world.
>>
>>38781655
Another clan, which resides near the southern volcanoes, has adapted to the warmer temperatures and the arid climate. They worship Rheos, a dragon who sleeps in the middle of a lava pit inside a cave. Even though their body resists higher temperatures, they still can't travel through lava, so they can't be directly in contact with their Deity.

Thus, every 3 years, 3 Draken who are entering adulthood are chosen to keep watch of the shrine. One's chosen baased on their physical abilities. The second one must know by heart the traditions and culture of the clan, and must have been trained by the clan's priests on how to tend to Rheos. The last one is chosen by his social skills. Their role is to ensure the party functions smoothly and in case of an emergency, they take control of the situation.

Generally, the 3 chosen ones end up having important political and religious roles in the community after returning from their shift.
>>
>>38782239
>>38781852
The oceans calming are caused by a natural phenomena of all of the moons being perfectly space apart. During this time a race of water sprites in the Tal'mor ocean come to the surface of the body of water.
>>
>>38782338
>>38782567
Closely related to the Rheos are those that worship the brother Sceras, they follow many of the same traditions though Sceras resides at the bottom of a frozen lake, they live high in the mountains frozen tops and are acclimated to the extreme cold and thinner atmosphere. They also have the greates success rate in training wyverns.
>>
>>38782567
>>38782629
While the scales and hide of the Rheos tend to be red or ashen in color, the Sceras are mostly pale blue or white, and while the Rheos have harder scales, tempered by the heat and bolstered by high amounts of metalic minerals in the area, the Sceras have thinner more flexible scales, and are normally covered in a thin layer of permafrost.
>>
>>38782572
Among the Lumi, only the most skillful crafters and traders are capable of participating in the "Crossing Over", as they call the month-long trip to the mainland. Those who return bring stories of unending landscapes, unimaginable wildlife and fantastic creatures.Maybe the most beautiful part of the voyage is encountering the water sprites. Many Lumi children decide to be master crafters just to experience this adventure away from the island.
>>
The one who devours consciousness is awakening and will snuff out all life in the galaxy

The 10,000 years of madness and chaos is beginning all over the place
>>
>>38782760
The pitchmen are congealed with a sense of the end incoming, being a species built of the fallen they consider themselves immune to this prophecy, though some sects of pitchmen believe themselves to be the tools in which the devourer will end life.
>>
>>38782848
The Draken have no idea of this omen. Still, legends talk about a great calamity that will befall on the world. When this calamity occurs, the Elder Dragons will awaken from their deep slumber and protect their descendants. This is the reason each clan diligently protect their deities from all harm.
>>
>>38782760
>>38782338
The devourer is actually just a tear in reality caused by a magical enlightenment in a far away land, probably by a race of industrious competitive beings.
>>
>>38783092
>>38782299
>>38782299
This was the correct link
>>
>>38779851
this is great, why aren't these threads more prevelent
>>
>>38783202
It's up to you and me to keep them going, homie.

You have anything you want to toss in?
>>
>>38783304
i am this guy lol
>>38781655 >>38781917
>>38782629
>>38782710
>>38782338
>>
>>38783374
Can we have points where everything is summed up? I want to add but not mess it up and I don't want to read an entire thread of scattered things.
>>
>>38783422
someone was doing that earlier, idk where he went, i can try too though
>>
>>38783202
Well, IMO, because the worldbuilding general is generally sufficient for people who are creative but want more control, and because novelty is key in making such a thread enjoyable. I could see this becoming a once every other week sort of deal, depending on if people would rather continue to work on the same setting across threads or start fresh.

By the way, love what you guys have created thus far. I'm proud of /tg/. Hope it survives the night.

And to contribute:
>>38780471
The natives of the sound have no spoken name for their home, nor for themselves. In terms of appearance, these creatures are almost see-through, seemingly made up of a composite of living crystals and colonies of microorganisms. Widely regarded as a strange and unfriendly race, the "Walshen" (as they are called by other races) have no spoken language at all, but instead communicate through complex light patterns flashed through a centralized organ.

I can do another summary, if desired.
>>
>>38783520
that would be wonderful
>>
It's been nice to contribute. If I miss the next thread, good luck with the rest of the world
>>
Ages a go, the Dwarf King had been dealt a mortal wound by the Emperor. With his dying breath he cursed the world. As his people withered and died, so too would the material used to slay him.

For centuries...steel, iron, metal rust and fade away when exposed to air. Like humans, it doesn't last.
>>
Although I'm generally against namefagging, I'll take up a moniker so it's easier to find these summaries.

Once again, the format goes:
Name (First mention, fluff 1, fluff 2, ..., fluff n)

As the Draken are a special case, they've currently been split into their factions, in the form faction [Draken] (fluff). Unless explicitly named otherwise, the Draken will are referred to by the name of their Elder Dragon.

Landmasses:
Ak'tar (>>38779851, >>38779935, >>38780004, >>38780028, >>38780062)
Lum (>>38780151, >>38780536, >>38781700, >>38781852)

Oceans:
Tal'mor (>>38782572)

Races:
Draken (>>38779935, >>38780174, >>38781162, >>38781455, >>38782965)
Unknown [Draken] (>>38781655)
Agria [Draken] (>>38782338)
Rheos [Draken] (>>38782567, >>38782710)
Sceras [Draken] (>>38782629, >>38782710)


Zaar (>>38780151, >>38780423, >>38781878, >>38781917, >>38782239)
Pitchmen (>>38780062, >>38780212, >>38780423, >>38780471, >>38782848)
Lumi (>>38780536, >>38781852, >>38782572, >>38782718)

Lore:
Hollow World (>>38781834)
Magic (>>38782088, >>38782116, >>38782281, >>38782299)
Three Moons (>>38782239)
The One Who Devours (>>38782760, >>38782848, >>38782965, >>38783092)

Forgive me for my errors, if they occur.
>>
>>38783752
i think the unknown draken are Theta, thank you for making a summary, it makes things a lot easier.
>>
To any artists lurking this thread, would you possibly be so kind to give us an interpretation of what you think the different inhabitants might look like?
>>
>>38783770
That is correct, my bad.

>>38783752
Addendum:
Theta [Draken] (>>38781655)
"water sprites" (>>38782572, >>38782718)
>>
>>38783809
I was thinking about doing some quick silhouttes but didn't want to impose because it seemed too major of a thing for one person to do
>>
>>38780062
Legends speak of a group of monsterous creatures which possess the hind-quarters of a crocodile. the tail of a wyvern, and the torso, arms, and head of a draken, called the crocarian, said to dwell within the swamplands west of and including the fetid tar pits of Ak'tar. No live specimen has ever been caught, and the absurdity on the stories told by those travelers who have said to encounter them; depraved acts which include skinning their own fallen kinsmen after battle and wearing their scales as barding, make many doubt their existance.

The exact amount of limbs a Crocarian possesses is a matter of most content; most reports have four legs and two arms, but others state that they in fact have just two legs and two arms, while a few depictions show as much as six legs, including the legs of the draken torso, and two arms.
>>
>>38783943
i would love that, if no one else in the thread minded that would be fantastic
>>
>>38781834
>>38782239

The zaar have hypothesized the moons once came from the hollow inside of the planet, The hollows are where they consider the afterlife to be and their religious body is guarded with protecting the hollows from humanity. The zaar believe the pitchmen to have been rejected from the hollows. To be compared to a pitchman is the ultimate insult to the zaar.
>>
>>38783943
Honestly, the way I imagine this works is that if a post doesn't explicitly say a detail, then they are implicitly allowing some other poster to fill in the blanks. At least, that's what I had in mind when I wrote the rules/suggestions. If you're feeling tentative, then test the waters with just one or two?

It's all in the spirit of good fun and creativity, hopefully.
>>
>>38784005
i will be honest, this has turned out surprisingly well and in good spirit
>>
>>38780471

Many races tell variations of a story that claims the devastation was caused by the death of a divine being - in battle, as a self-sacrifice to accomplish some great task, or even divine suicide out of despair over a great and personal loss.

None can agree on any detail save that a few of the deity's servants survived his death. Some serve other gods now, some continue working in his name, others pursue personal quests. A few have been sighted apparently searching for a way to return their divine parent to life.
>>
>>38783969

Crocarians, on top of their peculiar appearance, have a most unusual and horrifying trait indeed; for whenever a Crocarian loses a limb, two more sprout in its place in short order. Thus, it is possible (though not common) for particularly old specimens to have over a dozen arms and legs, moving in a gut churning, withered mass. Only a blade as cold as the icy winter can cauterize the wound in such a way as to cease their regrowth, though chopping the head off of one of these beasts, no small task when taking into account their thick, scaly manes, can down them as swift as any mortal creature.
>>
A small rescue bump, that this thread might reach the eyes of daytime /tg/.
>>
On the far north pole of the planet, across a great ocean said to lie beyond the tar deserts of Ak'tar, sits the sunken land Monruel. Monruel was formed countless years ago when a minor collapse in the Hollows dropped the center of the continent hundreds of meters below sea level in a massive earthquake. The continent only barely managed to avoid sinking beneath the ocean due to the equal-but-opposite rise in the crust around the coast. To this day, Monruel still experiences mass flood events when the three moons align just right, but life struggles on.
>>
The mages council is fighting a secret war against the zaar, They know that the hollows is not a body of the afterlife, but rather that it is related to the tears in reality and may be the key to stopping the devourer
>>
>>38787253

Among the inhabitans of Monruel are the Turem' Tuthan, a race of sentient sea turtles which come in a varied amount of castes. The largest individuals weigh upwards of several tonnes, and act as both revered elders as well as settlements unto themselves to their much smaller kin, who stand slighly shorter than an adolescent Draken at standard. They are said to be skilled hydromancers; they use the waves to tell both the future and the past, and have mastered the subtle manipulation of water to the point that most elders can filter it in a manner to make it hospitable to the tiny life forms and organisms which form the bulk of the races' diet.
>>
>>38784333
Some Draken believe that the Crocarian were actually another clan of Draken who lost their Elder Dragon. There's no proof at all, since those adventurous enough to travel to the west swamplands haven't found any trace of a shrine. Still, no one dares to find out if it's true or not, so the townsfolks do the best they can to protect their Elder.
>>
Amazing! To think this thread survived this long, and is still active. This has exceeded my wildest expectations already.

I've been working on a compiled pdf that will serve as a log of everything done thus far, to reduce the entry barrier for new contributors.

Additionally, I've currently decided to call this "The Unnamed Setting", if only because I'm utterly unsure to whom the true honor should go.
>>
>>38793446
>>38783520
where the walshen live was actualy created when the elder dragon fell and her shrine was destroyed, the Pitch (pitchmen) and Crocarian grow from the unfettered waves of magic that she controlled, death and rebirth, though this happened long ago and both her name and the fact that she existed has almost been entirely forgotten
>>
threads like this need to be more prevalent, this is great XD
>>
>>38792551

Elder Tur'than (a shortening of the race's full title) fulfill much the same role as dragons do to the draken, and each elder is an immensly wise being often several centuries of age. Individual elders represent tribes, and at the end of each century, a single Turem' Tuthan that is destined to grow into a new elder, signifying the need for the tribe to branch out into multiples once it has gained significant population, and the new elder significant influence.

Many tribes can trace their linage across dozens of generations, and it is not unusual for propagator clans to have strong ties to their child clan, forming de facto clans of united elders which double as extended families.

Generally, while almost all Tur'than clans delve in hydromancy to some degree, the differences and nuances between each tribe's style and what portions of the discipline they consider important vary wildly, further mutating and diverging as a tribe expands.

Tribesmen will have two marks painted (or occasionally, carved) into their shells to denote their identity; one for their home tribe, and another for their propagator tribe, which aside from physical differences allows them to tell one from another. Those with only one mark, signifying that their tribe was the original tribe of a clan, are treated with greater respect then those with two marks due to the prestige of their heritage, regardless of which clan they come from.
>>
Well, it's not done and it's not perfect, but posting what I have for now.

A guide to all that we have accomplished, or it will be upon completion.
>>
>>38787253
As the flood comes, so do masses of abominations from the ice beyond the roof of the world, all shapes and sizes. They form into temporary societies, most menacing the locals until they are wiped out in sunlight. But scarce few remain over the years, roaming the wasteland.
>>
>>38794627
this is great, can't wait to see it finished
>>
>>38794402
>>38794735

Among these clans are the Ast'Plultionis, a race of larger then average Tur'than whose individuals possess spiked shells and thick, yet pale white scales after fighting with the glacial fiends for untold centuries, living the farthest north of Monruel. Once a good sized clan, the Ast'Plutionis suffered devistation when their elders of both their primary tribe and two tribes afterward were slewn by a fell magic which caused ice to cling onto their bodies like parasites and freeze them to the core. Now, their current clan-wide elder, Benathos, has taken position as the third in line and is also the youngest, as well as smallest elder to lead a clan, to the point where he can still stand on his hind legs.

The amount of turmoil they have suffered has embittered the Ast'Plultionis, giving them a distinctly dour and blunt culture in relation to the other clans, with a penchance for holding onto grudges to those who have slighted them for as long as they feel they haven't been properly reprimanded. Nevertheless, they are reknowned both for their knowlage of combating the northern beasts (which they reluctantly share with the other clans in return for information which interests them), as well as their mastery of the solid side of hydromancy; the manipulation of ice and snow; a number of magi are said to even breathe orbs of ice which nevertheless burn like fire.

Another important trait of the tribes that live closest north is their ability to dig far into the frigid beaches, building underground networks of tunnels warm enough to survive the winter. It is here that they go mostly dormant as they await the right time to surface again for hunting and trade, though some have managed to dig deep enough to build semi-permanent settlements in the caves uncovered bellow.
>>
It's like trying to write a history book in real time...

While I'm complaining, when this thread actually dies, what would people consider to be a reasonable interval before the next one? Would we want to start over or continue with this setting?

Where are the mammals, you think?
>>
>>38796221
i say start over, seeing a world born and come to fruition is strangely satisfying
>>
>>38796160

The markings of the Ast'Plutionis, which spans eight tribes, are all circles with spikes jutting out of them, said to either symbolize icicles, as ice manipulation is a halmark of the clan, or perhaps the spikes which form on the backs of their shells, though said spikes only started showing up on individuals by the third clan, making this claim somewhat dubious.

The amount of spikes progresses per generation; the primary tribe's mark is a ball with a single spike jutting from it, the secondary two spikes, the third three, etcetera.
>>
I write earth with monster girls
>>
>>38797275
>>38782299
>>38780151

"Earth With Monster Girls" is the theoretical title of an ancient artifact parchment text written untold eons ago (or at least that was the point in which it was depositited) by an unknown author, bound with the sinews of a Lumi (likely added afterward some point in time after the original binding long since rotted away), sitting on a shelf within the magician's library. It is written in a language entierly alien and most unlike anything else encountered in the world, and scholars have been trying to decode it through means most magical and mundane ever since it was first discovered without prevail. Nevertheless, the book is associated with fertility and deformities.

It was discovered in a ravine located in an indetermined part of the Zaar tunnel network
amongst a group of other such works on a platform made out of exotic, otherworldy timbers.
>>
>>38792551
>>38794402

On the more temperate eastern edge of Monruel sits the domain of the Vak'Leniru, noted for having relativley soft, leathery shells, and light green scales. The frailty of their backs has led them to augument their shells with artificial coverings of copper and brass, being the most knowlegable metalworkers in the realm; a clansman is not considered an adult until they have earned the right to be gifted a shell of metal upon either being assigned a life-long job or accomplishing a great task; occasionally, they will even award outsiders these shells if sufficiently impressed, but this is rare and considered a gesture of ultimate gratitude.

Each tribe within the clan has three different patterns of shell which differ from the other tribes and are divided by caste as well, among males, females, and males of the warrior caste, with further variations and modifications based on their profession.

The clan elder, Tolerash, is an ancient specimen said to be old enough to remember the age when dragons were plentiful enough to be spotted outside of Ak'tar. He is almost the size of a small island, and many open-air structures constructed of brilliant brass line his mighty back, doubling as both his outter shell and the main settlement of the clan. Great ropes and chains hold this outter shell in place, and Tolerash moves slow and deliberatley as an extra precaution.

Their constant exposure to smoke has altered the Vak'Leniru's nostrils to the point that they filter soot much like gas masks, and most buildings outside of the backs of their elders are devoted to the mining, processing, and refinement of metals. Their branch of hydromancy revolves around using the water to help cool and shape the metal in optimal ways, and the most complex of Vak'Leniru machines even use hydromancy as a form of crude hydraulics, particularly the great cranes used to construct the settlement on Tolerash's back.
>>
>>38799506

The basic symbol of the Vak'Leniru Clan is a circle tailed with an "L", said to represent copper, the metal of upmost importance to their civilization. Their signs are embossed on their outter shell coverings, of which they are seldom seen without.
>>
>>38799538
Are... are you keeping the thread alive with careful measures of turtlepeople lore? Nice.

Progress on the compilation is slow but steady.
>>
>>38799588

Indeed. Keep on chugging along, I want to see this setting get quantified in glorious PDF!
>>
>>38799611
The bad news is that I'm currenly in the middle of writing the section for the Turem' Tuthan at the moment - they come alphabetically, you see - and now I've got reorganization to do. Not that I'm really complaining, this is neat stuff. Just wish we had a few pictures, the document seems a little sparse.

Also, seriously what's a good frequency of thread creation? I'm thinking no more than once a week at most, not like I could 'chronicle' faster than that anyways.

I love the Pitchmen and Lum so much I can't take it. It's hard to stitch everything together but it's also extremely refreshing to read a setting that's pretty original and heterogenous.
>>
>>38794627
LMFAO The jew moons.

Oh god.
>>
>>38796221
>>38796242
Yeah as this goes on it gets a larger and larger barrier to entry, by all means if it dies start a new one from scratch.

This was actually my first time looking at /tg/ but because of my involvement in this thread this is probably going to become my new home board.
>>
>>38799823
So fucking embarrassing, aggressive automatic spell-checking is the bane of my existence.
>>
>>38799706
I think if a new setting showed up once a week (assuming the previous one died) that would be fine.

Once a month their should be a thread that posts PDFs of all past versions, or we should make a wiki or something.

But it would be nice for some future developement.

Contribution:
>>38783092
Short long armed humanoids enhabit a small continent far to the north west called Balifew They are well attuned to the magics. The latitude matches with the tar pits, and as such it is a hot desert region.
>>
File: tg.jpg (3.04 MB, 6000x6000)
3.04 MB
3.04 MB JPG
Really hastily scrawled map, feel free to mess with it if you want.
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>>38799982

These lanky beings are known as the Nan, and are completley covered from head to toe in thick cloth veils/robes, masking their bodies and making their true appearance an enigma, only broken up by a mask worn by each individual, used to denote their identities. They speak in a harsh tongue that uses many clicks and low buzzing sounds, and much of their culture remains a mystery; their remote location and scarcity means that few races actually belive they exist beyond myths and legends, and most only know of them through stories of legendary spellcasters said to be of their race.
>>
>>38800363
The lava and shape of continents is caused by the planet having living elements. The watersprites pushed the continents apart, Fire sprites are locked in the hollows and they desperately want to see the sun, therefore they push through the earth and make volcanos. The rotation of the planet/ orientation of the sun causes the semblance of a rotating hotspot.
>>
Lo and behold, it is done. And by that I mean mostly caught up, this thread is still alive and this document will grow with it.
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>>38800685
Please direct criticisms, complaints, and suggestions to this post.

Please no more Jew Moons.
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>>38800512
In addition to the water and fire sprites are sprites of earth and air however these two are much less numerous than their fire and water brethren.

Earth and Wind Sprites are born from when activity of a Fire Sprite comes directly into activity of a Water Sprite and for each Earth Sprite there is a "twin" Wind Sprite.

Earth Sprites usually attune to an area and care for it helping to watch over the flow of the tides of magic in said zone, this often causes them to come into conflict with mages as the mages disrupt the true flow of the aether.

Wind Sprites are free spirited and once born circle the world following their own purposes and the air currents that take them everywhere on the planet.
>>
>>38800388

The Nan, or perhaps a significant fraction of the Nan, have a strage afixation with art. Many groups from different parts of the dry continent will trade sand as currency; though a sand variety native to a particular dwelling is often next to worthless, sands from obscure parts of the world, especially other continents, are considered particularly valuble, and these sands are collected to be made into elaborate works of sand art, such as sand paintings, which line their settlements as components of grand plazas, making what would otherwise be plain desert as colorful as a rainbow.
>>
>>38800780
>>38800718
I really dig these posts
lurking hard
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>>38800718
Nomenclature question - would you classify the elemental sprites as a race (that is, they're fully sentient and have a civilization) or would they better fall into the bestiary?

Also, in reference to >>38800685 and future complication of this setting, do you guys prefer each section to start on a new page, or as it is now?
>>
Located on the equator, the massive volcanic island of Gagar sits ominously. Stretching about 50km into the atmosphere, the island is truly enormous, however its gargantuan slopes are uninhabited. The black sands of its beaches, black sides and colorful crater filled with minerals host no life.The volcano lays dormant...for now. Similar to Oympus Mons
>>
when this is all said and done,m someone somewhere need to run a game in this setting n let us know how it goes, on a side note, this is the first time ive seen something productive on 4chan
>>
>>38800978
/tg/ gets shit done
sometimes
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>>38800941
Bestiary, while they are maybe sentient they are not sapient (greater of higher intelligence) and probably are closer to something like a crow or elephant in intellect. It seems to me sprites form either small colonies or are loners as such they lack any real culture and no society, I imagine them being something between fey and elementals. They should have no designated form like a race with size, shape and strength based on the tides of magic, the area they reside, and how many other sprites co-exist in the area.

>>38800884
Quit lurking and jump in, I've worked on the mountains, wyverns, magic, and now elementals. Grab something you think needs more meat and get to writing.
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>>38800780

Indeed, much of the desert of Balifew is less like northern Ak'tar, and more a large series of paintings and murals depicting foreign landscapes strewn about by the Nan peoples like a giant museum. Among these areas is the Sea of Sands; a two mile stretch of sand painstakingly converted to look like a section of ocean, said to be so elaborate as to be easily mistaken for a lake until one sees that it is in truth hundreds of different sand types layed out to resemble water.

At the center of this "sea" lies a large boulder, upon which a squat tower of sandstone rests. It is said that a great Nan magicians spend their days there, making ritual circles on tabletops using the same methods as they make their murals, as well as constructing portable (yet nevertheless delicate) ritual sculptures inside vials of crystal glass for field use.
>>
Might I suggest browsing any of the following, since they're technically the sparsest? Or just add something new and exciting! There's still a lot of planet left.

Lum (Landmass)
Walshen (Race)
Balifew (New landmass, >>38799982)
>>
If this planet has three moons, wouldn't there be a period of time where all three eclipses happened one right after another, causing a very long period of darkness?

because that's pretty neat if its true.
>>
>>38800704
I'd reorder it so that geography is first, races are second, and the rest comes after. At it is, it mentions things in the first parts that it hasn't defined yet.
>>
>>38801166
see
>>38800947
>>
>>38801240
Rarely the moons align into one, or block the sun and cause a great shadow. The night of one is what the Zaan fear. Two of the moons "disappear", yet the Agrias and the Nan celebrate it, this is the time when the tides of magic flow strongest. Nature flourishes while the oceans thrash. On the opposite is the night of shadow, when magic is weakest. The Zaan hold great feasts while their beloved sky borne jewels shine red and bathe the world in an ethereal glow.
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>>38801240

Throw it in!

>>38801157

It is said the Nan are able to sense where astral tides collect positionwise, and will build their ritual zones used to preform magic, as well as masterwork paintings along these spots of particularly high magical concentration. In the case of the latter, at times the imagination of a particularly gifted Nan will manifest itself to the point where the magical realm itself is animated into a moving, almost living emulation of the scene the Nan was attempting to depict; a sand painting of a forest for instance would have trees pop out of the ground and assemble into 3D sculptures of colored sand that even grow as a true plant does, and painted rivers flow and ebb in fluid animation. There are even tales of paintings which double as portals between lands; jumping into a painting of this nature transports one into the landscape that it depicts on the surface.

Yet the high wizards of the Nan are well aware of the finite nature of magic as they are how vital it is to their society, and a considerable amount of Nan magical industry revolves around finding a way to more efficently use magical energy, with minimal waste, as well as perhaps one day avoid the destruction of the One Who Devours. Waste of any object is seen as disgraceful in a land as resource starved as Balifew.
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>>38801367
>>38801390
>>38801240
The quality of these posts brings a tear to my eye.
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>>38801263
>>38801101
>>38801339
Noted and done.

I'm not stepping on any creative toes here, right? Just want to help the thread/setting grow.
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>>38794735
The Abominations that plague the Turem' Tuthan of Monruel live in small tribes in the furthest reaches of the icy north. While their forms are varied, monstrous and misshapen they always generally resemble humanoid beetles. They struggle for survival for most of the year while awaiting the seasonal floods that allow raiding parties passage to Tur'than lands.
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>>38792551
>>38794402
>>38787253

On the southernmost edge of Monruel, a spot where many astral tides collect causes stones and the washed up shells of sea creatures to miraculously levitate in the air. This sacred area is known as the Tur'than Graveyard, for it is also here where all Tur'than clans bring their dead; specifically the shells of their dead to rest, from that of the tinest Tur'than child whose back had just hardened, to the shells of fallen elders, hauled by the entierty of their former tribe to be put to final rest. Before these shells are set, the inner layer is layered with mother of pearl to give it a shiny metalic gleam. Thousands of shells hover many metres in the air, reflecting the light of the sun and the stars as beacons of brilliant light, making for a view that is a beautiful as it is moribund.

Other creatures have been known to use the shells of fallen elders, which also double as abandoned settlements, as refuge, turning them into floating microbiomes.
>>
this has turned out wonderfully and i am so proud to be a part of it
>>
>>38801711
this is what makes /tg/ a nice place to be
sitting back, relaxing, and creating a planet from nothing
>>
This has been one of my favorite worldbuilding threads, second to that one where that one fellow made a grid world and that other fellow managed to pull a whole civilization with customs and culture right down to their appearance out of nothing but the concept of a rook.

The most amazing part about this thread is that there isn't even any easy human surrogate around.
>>
Under the waves of the oceans, there is a species of leviathans that dwell in the deepest parts. Massive squid like creatures, with tentacles numbering in the thousands, eyes said to be as large as hills. Rarely seen, as they almost never venture towards the surface. Peaceful creatures that never provoke anyone, they are said to be intelligent, but no communication is possible with them.
>>
>>38801793
This post set an important precedent, I think (>>38779935), and we never really drifted too close to the classical fantasy races either.
>>
>>38801816
though it is rare, when they do surface they use the discarded shells of the Tur'than as a landmark and when the leviathans are seen it is a momentous occasion among the Tur'than
>>
>>38801871
some of them even remember meeting the more elder turtles and act benevolently towards their aging friends and the societies borne aloft their shells
>>
The Roka is a small, carnivorous, bipedal lizard common to temperate and subtropical forests. Adults stand about two feet tall and weigh 10-15 lbs. Coloration varies greatly, with both solid hues and simple stripped patterns being common, while rarer individuals can exhibit complex riots of pattern and color. A natural predator, Roka have a toxic bite. A single bite to a Draken-sized creature will induce intense hallucinations for a period of 1 to 2 hours, followed by several hours of lethargy. Larger doses of the venom can be fatal. If caught young, Roka can be tamed. While not very smart, they are dexterous and clever, and make very loyal pets.

>>38799982
Towards the western side of Balifew two days journey from the coast lies a mighty oasis, from which a great spring flows. Avoided by the Nan, the surrounding area is lush with vegetation and creatures found nowhere else in the world.
>>
>>38801983
The roka are favored as pets among the Agrias, many domesticated ones are bred for their bright and complex colors, one myth suggests that they were given to the Agrias clan by the elder dragon himself and were created to mimic their plumage
>>
>>38780423
Vessa was the daughter of the Elder Dragon Sceras and is considered a lesser goddess by her worshipers.

The Guild of Vessa is a moderately profitable religious organization whose primary business is transportation and relaying correspondences. Most large Draken communities have a Vessa guild hall that serves as both long range courier service and transit. The center of this vast network is the city of Varakan high in the Ak'tar mountains.

Vessa is always depicted as a large azure dragon and the symbol of her guild is an azure lightening bolt.
>>
(You used HONE instead of one in the section under Lumi)

The Lumi are well known hunters and engineers. Their boats and naval fleet are unsurpassed as they were the pioneers of oceanic travel.

Wyrven migrate to Lum in the offseason, which has led to the development of the Lum blade, a sword which helps its wielder guide themselves mid fall. A common lumi hunting tactic is to jump down on a wyrven roost from above, spooking the beasts and riding them to their death.
>>
>>38801473
Nah I think you are good, It is helping a lot keeping everything organized like you are, I can look up all the Lum stuff or all the Draken stuff really easily thanks to you.
>>
>>38802300
The world is recreated and the old destroyed every 10,000 years. A new "shell" forms under the old, and the prior shell is canibalized for the raw materials to do so.
>>
>>38801390

Though so strange a species are the Nan that many belive them to be the objects of legend, the Nan themselves spread tales of thier own legendary creatures, known as Zuauz, beings constructed of fine-grained obsidian sand roughly moulded in the form of a bisected humanoid wearing a Nan mask, with a single arm, one leg, and half a torso. Stories tell of dark sorcerers using the secrets of life and death to transend their mortal coils and become Zuauz, though conflicting stories instead state that the Zuauz is an earth elemental enslaved by a magician and the Nan sorcerer themself has trapped their soul into their mask; either story is a preverse use of magic and is berided for the reckless waste of magic involved in the being's creation.

These apperations haunt their former works in order to make sure nobody defiles their art, and will attack both by using fell magics as well as using their ultrafine bodies to shred fleshy targets into unrecognizable masses of meat in frightening clouds of darkness.

The mask is what anchors a Zuauz to the world; if it is compromised, it is said that the the Zuauz'z soul, too wasteful for the afterlife, falls through the world and into the great hollow.
>>
>>38800780
>>38801390
>>38800947

Just as important as the artists and magicians that drive Nan culture, the esteemed "Sandmen" are Nan who are sent through portals in order to explore the world outside of Balifew, both to scout out new vistas for artistic inspiration and to collect exotic varieties of sand, with Gagar sands in particularly high demand as there has yet to be a direct portal established to the island, said to be rich with minerals ready for powdering as well as an abundance of dark sand important for both shading and outlining.

Sandmen are also known to silently break into the homes of sentient races during night, stealing odd items such as toys, picture books, and pillows. It is said they have the ability to paralyze any creature that wakes up in the middle of the night while resting until they leave, leading to the euphemism "waking up to a sandman" meaning being unable to get out of bed.
>>
>>38802215
Got it, thank you for your diligence. PDF is again caught up with the thread.

Contributing:
Among the Zaar, the most sacred numbers are 10, 100, and most importantly, 1000000000. The Zaar's number system is base-3.
>>
>>38802468
We should assume the zaar have 3 fingers as well then!
>>
>>38782116
>>38800780
>>38801983

A reoccuring work found copied several times across Núz'u'zún "the Great Canvas Desert" (a nickname bestowed upon it for its use by the Nan) is an intricate painting of a great fleet of angular ships floating in the sky, manned by large humanoid figures wearing robes and masks like the Nan themselves, though notably said masks do not correlate to the designs of any existing Nan civilizaion, and their robes can be told from the painting alone to be of a different design then what the Nan wear.

A single painting found a distance near the grand oasis depicts a these beings meeting up with sorter figures that are undoubtably the Nan themselves, kneeling before them, suggesting that the two races had contact with one another at one point, and the Nan hold some type of reverence to them.
>>
>>38800388

The traditional Nan weapons of choice include a bag of cloth cosh filled to the brim with coarse sand and swung like a flail, as well as the sling and the dagger, the lattermost made out of extremely sharp glass. Nan armor consists of thick cloth padded with sand to deflect blunt objects and projectiles, though it is normally limited to weighted gloves which are likewise used to augument their martial technique.

As per their secretive nature, Nan hardly ever fight in the open if possible, prefering covert tactics and trickery instead. Nan assassins are almost as legendary as their magicians, with myths stating that they can venture into the broad daylight and remain undetected through slight of hand tricks, or blend into a crowd of strangers (including the races which look nothing like them) seemlessly. Whether these hold any actual truth is debatable, but as few have ever witnessed the Nan themselves enough times to dismiss the entire race as more then a legend, it is held that they are at least great at hiding.
>>
>>38782338
>>38801983
>>38802038

Once, long in the distant past, a mighty Agria warlord arose to power bent on conquest. Though his plans ultimately did not bear fruit, and the Agrias have since settled into more peaceful ways, some cultural misgivings still linger.

The use of packs of trained Roka in warfare is now seen as taboo.
>>
>>38802448
>>38801983

Tk'tk'ku are among the more exotic forms of life found within Balifew, only spotted naturally near the Great Spring Oasis. These enigmatic creatures possess an almost perfectly rotund body of a very dark shade of purple with tight, mucus-laden skin, standing at perhaps a quarter metre in height. Their simple legs have disproportionately small legs relative to the size of their feet, which end in two large clawed toes and would appear to be directly attached to the creature's lower torso at a glance, while its "arms" are large three-clawed paws attached to vestigal limbs so small as to make the paws have a rather limited range of motion. A waxy, iridescent shell clads most of the creatures' back hemisphere, reflecting the harsh sunlight that its dark colouration seems fit to attract in the brief moments it moves outside the shelter of the oasis' flora. The most striking feature of the Tk'tk'ku is its grotesquely proportioned mouth, a star-shaped maw which takes up almost a quarter of its demunitive figure when opened. From this, it emmits an ear-splitting screech said to be able to wake even the deepest of slumbers.

Though it would be otherwise unknown outside of Balifew, surprisingly few beyond the Nan themselves know that Balifew is their land of origin; sandmen, for reasons unknown, seem to domesticate these monsters and leave them behind in certain houses after they're done looting them: how they manage to keep the creatures quiet is anyone's guess. What's more, they clad these Tk'tk'ku in minature versions of their own face masks, making them vaguely resemble a sort of disfigured Nan-oid. They only screech at and subsequently attack their unwary targets in the case they wake up at night, after a sandman has left their abode, but before sunrise, and seemingly disappear to parts unknown if not discovered before morning.

(cont.)
>>
>>38803004

Though each major race has their own name to these pests, many of these terms roughly translate to "Boogeyman". Hardly a threat to most varieties of Draken and Tur'than, they are nevertheless feared for their tendency to prey on the two group's eggs depending on where they are stored, and are belived to be supernatural monsters spawned by congealed dark magic. Few also understand that their masks are not in fact an actual part of their bodies, so Boogeymen are assumed to have eyes as well as two mouthes and a nose.
>>
>>38783520
The Walshen are one of the great mysteries of the world. Nearly transparent, tall, fairly narrow ovoid shaped creatures of living crystal and lichen, a Walshen "stands" 6 to 7 feet tall and moves by levitation. They seem to reside at the bottom of the Sound, but any attempts to swim or boat out further than a stone's throw into the Sound are quickly met by a dozen or more Walshen, flashing red and black light menacingly. If any have provoked the Walshen beyond this point, they have not returned to share their story. Walshen are occasionally found on the surface, seeming to track one of the moons. If approached, they swiftly retreat into the water. All attempts to communicate with them from a distance are completely ignored. Magical attempts to communicate revealed a final twist to their mystery--Walshen are completely unaffected by magic.



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