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Let's create some Factions for a fantasy wargame. First 5 posts are the pantheon, dubs and trips overide a faction. Quads and we treat that faction like GW treats Space Marines/Chaos.
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>>50647430
Pantheon was the wrong word. What's a better word to refer to the collective groups locked in conflict?
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Bears!
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>>50647473
This looks good. Sentient Tribal/druidic Bears like pic-related?
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>>50647430
Bronze Age not! Byzantine empire with powerful sorcerers who summon demons to aid the bronze armoured cataphracti.

>>50647473
Armoured bears?
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An extremely missionary and expansionist liberal republic.
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>>50647661

Ninja wizards mounting armoured bears, that shoot laser beams out of their eyes.
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>>50647430
Do swords like that exist? My autism tells me all the small curve on the end does is make it a straight sword that can't stab.
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>>50647760
>Do swords like that exist?
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>>50647473
>>50647498
>>50647522
>>50647661
>>50647662

Alright, so far we have

-Bears
-Armored Knights
-Eldritch Spirit Dragon horrors
-Bronze Age not! Byzantine empire with powerful sorcerers who summon demons to aid the bronze armoured cataphracti.
-Not!Roman Empire led by !Caligula.
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>>50647932
Let the setting be a dying world with the various factions desperately fighting to find a means of escaping the dying planet as the pale sun shines coldly and slowly flickers out and most of the world is covered by cold desert wastes.
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>>50647996
The Eldritch Dragon Horrors are the only ones that can survive well enough in this world, but they need to feed on the life force of other beings, and oppose the other factions attempting to leave.
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>>50647932
Advanced Songs of Blades and Heroes would actually run this rather well, especially since they just dropped Demon summoning rules in their new supplement.
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>>50647932
I object: we have the Roman Empire in there twice. That's downright unfair.
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>>50649196
dubs overrides.

Elven-Dwarven coalition.
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>>50647932

Bears faction are a mainly bipedal matriarchal oligarchy. They have no centralized government, and exist as a lose confederation of fiefdoms. Primacy among leaders when two fiefdoms meet and/or cooperate is established through complex and nuanced biological, economic and social indicators that take decades to learn to recognize, but the system works as war between clans is exceedingly rare. Males are not truly integrated into their society, and are typically either self-reliant nomadic wanderers or a carefully segregated underclass, bred and raised for some specific purpose within any given clan (warriors, servants, craftsmen, etc)

Their civilization is based around "industrialized druidism." By using magic to bend nature to their whims, they can mass produce anything they want without need of formal technology or agriculture. Other races often associate this way of life with gluttony, as they are famous for the quantity and variety of food they indulge themselves in daily thanks to their ability to make everything from plants to bees overproduce at their whim, but their talent for crafting weapons, armor and structures from wood and stone and to domesticate powerful forest creatures is just as important.

This way of life does have a cost: plants, animals, even soil is "squeezed," of its very life-force by this unnatural overproduction over time, and this eventually leaves them completely barren. It is therefore essential to maintain their way of life that they raid other civilizations for fresh sources of nature to exploit, sometimes simply stealing plants and animals to replenish their homes, sometimes expanding or even moving wholesale to new territory. Rumors abound that in places their magic has totally exhausted life, undeath begins to appear and thrive. Such talk is always denied and quickly silenced.
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Golems/Warforged
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Gryphon riding Meso-American Elves.
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>>50649970

Only if they are allied with dolphin-riding polynesian island elves.
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Technologically advanced and evolved pigs who conquer to get new species and ingredients for their complicated meals. The most influential people are chefs. They may even breed other species for food.

Dominating another civilization means adopting their traditional dishes and 'improving' them according to their taste, but also including the local cuisine into their culture as well. An ever expanding empire of foodies.
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>>50650093
>>50649970
Yeesh, is Moana really that good? It seems like /tg/ has been going on Polynesian lore for a while. alright, rolling for this to replace Caligula.
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>>50650312
Seconding this. I'd play the fuck out of a Foodie empire.
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Centaurs.
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>>50650317

Actually, I haven't seen Moana, I just saw a pic of a sexy brown elf on a beach with a flower lei and grass skirt in an Elf Thread a while back and have thought that Island Elves would be really cool since then. Tropical Island Jungles and Coral Reefs are nature too darn it.
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>>50650411
Alright, Centaurs replacing what?
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>>50650495

No replacement, the Centaurs are a slave races to the eldritch dragons.
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>>50650606
Centaur Cultists who worship Dragon Horrors? Works for me.
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>>50650312
Rolling for the pigs
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Alright, Now for lore. Probably going to replace Caligula with something else if dubs allow, but for now, Next 20 statements about ANY faction become true. dubs/trips overrides, Quads gets to pick the replacement faction.
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>>50651481
This post >>50649770 is true about the bear faction.
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>>50651481
Armored Knights are the remnants of a Templar order, and survived after the prophecy dictated by the writings of their order gave warning to the world's impending doom. They utilize magic and sword in equal measure, and consider themselves to be the only truly good force left in the world, though their governing of those under them is both spartan, and incredibly strict.
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>>50651624

To go with the "world is dying, everyone is fighting to get out," bit, the Bear lands are isolated islands of the old world artificially kept alive by their druidic prowess. The majority of their population is ignorant of the fact that most of the world has become barren wasteland by the efforts of the matriarchs to stop civilization from descending into total anarchy.

The expense of maintaining their lifestyle in terms of the lifeforce they extract from their islands of nature is inflating exponentially as the world around them continues to die, and raids for replacement raw materials are becoming more frequent and more desperate. To buy themselves time, the matriarchs are reviving the ancient practice of hibernation to slow down the consumption of resources, but this is leading to new problems in terms of manpower shortages and brain drain, as at any given time their most brilliant minds or most productive workers might be sleeping to ensure the illusion of normalcy can be preserved for that much longer.

The nomadic males have more and more difficulty surviving in the wastelands, with several subspecies unsuited for cold and less-than-plentiful food dying out entirely, but are also more and more important to the matriarchs, as they are the best way to scout for new sources of raw nature, and thus are causing certain subtle societal changes between the sexes. Time will tell if this causes the anarchy their grand deception is attempting to avoid.

Also those undead their magic create as a byproduct are getting more numerous and more troublesome as a result of the above problems and their refusal to pump the breaks on their way of life. Who knew?
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>>50651481
Eldritch Dragon Horrors/Centaurs desire the slow death and destruction of every faction, as they treat their lives as a fuel source. Their current goal is to smash all resistance from all sides, then treat them as Cattle. They're directly opposed to the bear faction, and mainly focus on the conflict with them, as they wish to force the druidic magic into overdrive, milking the life magic for all it's worth.

The centaurs may or may not be practitioners of Necromancy, in an attempt to swell their numbers opposing the Bear force.
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>>50647760
Yes they do. They are german swords. It's called a kriegsmesser.
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>>50652334
>>50652518
Undead started off as a byproduct, but eventually some gained Sentience, and formed their own faction, which, if duns allow, replace !Caligula. Ruled by a council of Undead Minotaur Liches.
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>>50652049

The actual civilization which the Templars belonged too could not survive the world's swing towards frozen oblivion. Once a grand, sprawling kingdom and a virtual arcadian paradise where even the lowest serf could enjoy a sunny day in the fields because he knew the local inn had a hot stew and a cold brew waiting for him, the Templars were considered lunatics on the absolute fringe of society with their talk of Armageddon. When the end came and their King and Lords could do nothing as all went to ruin, only the Templars and those who ran to them for sanctuary survived, the grim knowledge that they had been right all along providing cold comfort.

The survivors take refuge around a handful of massive stone Fortress Cathedrals, which rise from the wastes like gleaming spires forged from pure hope. They and those in close proximity are protected by powerful magic from the wasteland allowing some food to be grown, some animals raised, some forges fired in relative peace. The towns are ramshackle and the people poor, as almost all resources go to the Order's Knights. However, this is out of necessity rather than tyranny, and the knights take their obligation as shepherds of the last spark of their people very seriously. The law is MORE strict on those in power than those without, and abuse of the common folk is not tolerated in the slightest.

Their government is a Small Council headed by the order's Grand Master, who refuses to be named king of establish a nobility. The heads of various groups within the order all sit on the council, and they are advised by another council of Mayors from each town around their citadels on commonfolk matters, though the Mayors have little power. The two highest ranking knights below the Master are the Grand Justicar, head of the courts, and the Master Pathfinder, leader of the knights who guard the roads between fortresses, considered the most vital soldiers in the army.
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>>50652798

Since there was no dubs, Undead should be a field hazard of some kind, something that naturally happens on this horrible dead world because so many are already gone and the armies just have to deal with when the pop up in the middle of a battle.

Bears have a mechanic where they have a higher chance of spawning undead, and Dragons/Centaurs have units that can manipulate undead when they spawn, as well as a basic undead meat grinder unit that's cheap but not very useful for anything except dying to preserve more important guys.
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>>50652932
>>50652334
You. I like you.

Also, rolling for Lamia/Snakemen/Lizardmen to be the replacement faction for !Caligula.
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>>50653033
NYET

Spider-people
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>>50651481
For a replacement faction I'll roll for a religious faction of fanatics and cultists who want to rid the world of all magic and anything non-human. They believe the world is dying because of these outsiders and seek to rid of them.
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>>50653023

actually, scratch chance of spawning, there are automatically a certain number of undead hazards on the field after you set up your troops that you have to deal with. Bears have to spawn extras that only affect them or move toward them or something. Dragons/Centaurs can still manipulate them in some way if they bring the right unit.

MAYBE consider an additional rule where more undead can spawn later. Possibly certain kinds of magic attract them, so they represent a risk vs reward for using certain spells?
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>>50651481
The Armoured Knights are a group of men who have forsaken their civilian lives to serve a greater cause. They know no leisure or pleasure, only war. They are on an ever lasting crusade to find a new home for their people. The only escape from their lifestyle is an honorable death.
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>>50653033
Alright, with that, our factions are now:

-Bears
-Armored Knights
-Eldritch Spirit Dragon horrors with their Centaur underlings
-Bronze Age not! Byzantine empire with powerful sorcerers who summon demons to aid the bronze armoured cataphracti.
-Reptile Clan.

None of this is set in stone if dubs or trips change things, though I'm pretty sure Bears, Knights, and Dragons are probably the best factions, probably in that order.
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New Faction: A Revolutionary Republic of Drow who only recently overthrew their old feudal leaders in favor of a Democratically elected council. They believe that democracy is the way of the future and seek to build a new home based off of their new tenants of Drow rights.
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>>50653263
Is it a hopelessly naive and sometimes tragic revolution?
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>>50653257
Also, only 8 statements have been made for lore. 12 remain.
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>>50653257
Rolling to make all bears into Sir Bearington.
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>>50651481
The not Byzantines are called the Visamti. They're economy is based off of slave labor and they have dominated the world for hundreds of years. They are ruled by an Archon. The current Archon has lived for 300 years, using blood magic and demonic allies to keep him alive. There are many in the court who seek to overthrow him and put his great great great great great granddaughter on the throne, but he knows of all conspiracies before they ever gain enough traction to be successful.
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>>50653283
Absolutely! Their current regime is obviously just an ironic parallel of the old one.
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>>50647932
Oh my, I know what to watch while I wait on my flight.
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>>50651481
>>50653304
The not Byzantines have also conquered massive swaths of land from other kingdoms in the past. Most of the outlying provinces are incredibly disloyal and poised to rise up in revolution. The only thing keeping them back are a group of incredibly powerful Battle Mages known as 'the Archon's Fist". They are fiercely loyal to the Archon and it is said that a single one of them could stand strong against an army.
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>>50653350
Well, we just replaced Caligula with Reptiles.

Bear Lore got awesome though. I seriously want to play as these guys.
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>>50651481
To help desensitize recruits from the horrors that await them, the Templars administer drugs and use magical means to bend the minds of all their soldiers. This has turned them into veritable killing machines with no sense of sympathy or mercy. They train all day in their high mountain fortresses, the last remnants of a once mighty northern kingdom. They know their heritage and they are more than willing to fight for it.
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>>50647996
Their destination is a three-spoked wheel that looms over the night sky. This wheel contains a hint of light in its center that implies warmth and hope. All the factions have different, sometimes competing methods of reaching the wheel.

>>50653381
Wait, like the not-Romans are secretly ruled by lizardmen type of reptiles?
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>>50653350
love that confident / determined expression
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>>50653457
Nah, Byzantine and Roman was too similar, so we dropped it in favor of a different faction.
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The reptiles were once a Visamtian slave race, but rebelled and now wander the world in vast nomadic mounted hordes, like the Mongols of earth. They depend on horse archery, high mobility, skirmishing tactics, tamed monsters, and overwhelming firepower to defeat their foes. On flat terrain, they are almost unstoppable, though they are mediocre when it comes to attacking fixed fortifications and formations. The lizardmen and their mounts are highly adapted to life in the wastes, and their technology is simple and primitive, allowing them to field enormous armies.

What's the settings technology level?
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Mutated and sadistic Knights Templar inspo coming through
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>>50652932
>>50653191
>>50653417
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>>50653485
Well, going by >>50648141, if we're actually making this thing playable, then it's about at classic fantasy level, but with guns. Also steam tech is an option if their next supplement drops.
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>>50653500
Are there guns? If so the Templars have guns.
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The Bears' plan to escape from their dying world is to hold the line. When the world started to die they began desperate research looking for answers, and by a stroke of luck or genius they discovered a once-an-eon celestial event was on the near horizon, an alignment of stars and planets that would make the natural essence of their world and the natural essence of another, verdant world far across the celestial void perfectly resonate with each other. When that moment comes, the dying world and the new world will become, in a cosmic sense, the exact same place. If in that moment their most powerful druids can perform a certain ritual, once the resonance ends the bear's entire civilization will find its lands transubstantiated to the new world, with the wasteland left behind.

The keys to this ritual are the Primal Fulcrums, powerful natural essences which take the forms of plants, animals, lakes and other avatars of "pure," nature. The bears will do anything to keep these Fulcrums alive, because if too many are lost before the appointed day, their ritual cannot work and they are doomed. Their efforts to maintain the illusion of normalcy are as much rooted in hiding the identities and locations of the Fulcrums within their lands as they are in preserving their people and way of life to arrive at their new home intact.
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Wizards!
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>>50653548
All factions have wizard. just different focuses on casting.

>>50653531
There ARE Guns.
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I think we have a good baser of factions.

what are some features that would make this game unique?
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New faction now that we have a bit of background lore:

The remnants of the Kingdom the Templars spawned from. They were forced to give up massive amounts of territory but have been able to hang on to one important and fertile river delta with several populous cities on it. They were rivals of the Visamti from before the end times, but now are pretty self contained and isolated. Due to the horrific state of the world they have become very religious. Almost no magic exists within their society from the inquisitions and the Arch-Bishop holds almost more power than the King.
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>>50653613
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>>50653600
Are we using ASoBH? if so, we can just modify from that.
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The Templars are seen almost as if they aren't humans any more. The surviving humans of the north think they are evil mutants and avoid them at all costs.
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>>50653662
If they're mutants why not base them on knights of st Lazarus?
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>>50653545
The power of the eldritch dragons degrades their centaur servants, and those closest to the all-but-dormant dragons are the most twisted. But the centaurs, a proud people, loathe this descent. Driven by the dual goals of their unwavering devotion to their masters and their self-loathing at their ever-devolving existence, the centaurs seek out these Primal Fulcrums. To find one and consume it not only furthers their masters' goal of prevent the lesser races from fleeing this world, but the pure essence contained in the Fulcrums counteracts the eldritch dragons' effect on the centaurs, restoring their original forms. If only for a short time.
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Well, now we know how to create a decent setting. Build Factions, not Race/Class/Setting bullshit.

Motherfucking Bears for the win!!!
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>>50653696
I've been thinking more like crazy mutant Teutons but why not
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Since there isn't a name for the Knights let's go with the Order of the Bloodied Fist. Any objections?
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>>50653304
>>50653373

From this it seems like the Vismati lands are some of the most fertile remaining on the planet, as there isn't much to indicate they are struggling with the apocalypse. Conversely, the Templar territories in the north and the Bear's lands most be some of the most-dead land, since the bears are only keeping "islands," of forest alive through magic while the Templars operate out of isolated cathedrals and mountain fortresses while their most important troops protect the roads between them.

The bears are probably dire enemies of the Vismati since if their land is the most fertile its the best place to replenish their used up nature. The Templars might be sort-of-allies with the bears since their are self-sufficient but don't have enough resources for the Bears to look to them as a target for raiding, and if the bear's plan is to just survive long enough to get out via magic they won't be getting in the way of whatever the Templar's plan is.

The Dragons and their Centaur slaves of course simply subsist on life force via blackest magics, so they can live in the bleakest, deadest land. They might have a pseudo-alliance with the Vismati. The Archon gets a win-win by lessening the food/shelter burden in a dying world by paying the Dragons off with slaves, while the Dragons go after the bears for him. The Vismati probably also hate the Templars since their precursor kingdom was their greatest rival, and so sabotage them at every turn and help the Dragons feed on them to preserve their own people.

Naturally the Hun Lizards just fuck everyone up all day, and yet also merc themselves out to the highest bidder.
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>>50653814
The lizardmen's legends have no progenitor gods. Instead, the myths hold that through the slaughter of all men, the lizard race shall collectively ascend to godhood and assume the power to defeat the eldritch dragons and make the world anew. The Order of the Bloodied Fist, with its mutant men, is the great enemy of the lizardmen, as they fear that the Order's new men could perhaps prove insurmountable and prevent their prophesied godhood.
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>>50653859
First off I want to say that I am amazed by how quickly we came up with an actually interesting and fairly original setting. I would play the fuck out of this game.
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>>50653814

Bloodied Fist sounds a little off for a faction that foresaw the end times through prophecies and now lives as completely ascetic hyper-spartan drug-decencatized crusaders who stand between people who fear them and total annihilation.

I think they need something that implies coldness, but also strength, and hope but also a certain fatalistic inevitability. The Stone Hand? The Fading Light? The Distant Storm?
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>>50653926
Mutant Knight vs Mongol Lizard bowl confirmed. Get hype.
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>>50653972
OP here.
Probably because A) we almost never create a Wargame setting, just RPG settings, and B) the First X things are true method is way faster than Dubs only, Dice rolls, or popular vote. Keeping the thread moving tends to create better results. I mean, the Bears guy probably thought it was going to be a joke, right? Instead we took it seriously and something pretty cool came out of it.
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>>50654007
I like The Order of the Fading Light a lot.

As for their plan, maybe they have some sort of prophecy about ridding the world of evil to uncover a new home. They're all about their everlasting crusade because they see it as their only hope of survival.
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>>50654009
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>>50653814

Why not, Preservers Of Zelthen's Light, with Zelthen's being the Order's monotheistic deity of Justice, Honor, and Light? Instead of casters, Templar have Priests of Zethen, who can call on the God to perform miracles involving cleansing beams of holy light, heavenly smiting, temporary buffs to Templar unit's stats, and debuffs for their opponents.

Zelthen's blessing keeps the Templar lands fertile against the decay, and, while he is a benevolent God, he is also righteous, and demands that the Preservers cleanse the world of evil. With every foe slain, Zelthen grows in power, and the Preservers come ever closer to salvation.

Thoughts? I think it's a nice counter to the Eldritch Dragons and Byzantine Demon Blood mages. To fit the setting, maybe Zelthen is alien and unknowable, completely and intolerably hating each and everything that goes against his vision of a new world with an unimaginable intensity, but he undoubtedly, (at least, to the Preservers) genuinely loves and cares his followers in equal measure. Their mutations are vaguely angelic blessings, tendrils of light, glowing eyes, a perfectly symmetrical form, and so on. This also gives Preserver players the excuse to shout DEUS VULT instead of waaagh or for the emperor.
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>>50654044
I think the dubs have it.
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>>50654043
k whatever.

>>50654044
That sounds awesome. They're the grim and slightly inhuman wardens of something actually good and positive.
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>>50653926

The Bears scoff at the Lizardmen's concept of apotheosis, as their studies of nature and magic have proven CONCLUSIVESLY (by bear reckoning at least) that something like a god is impossible within the cosmic order. That being said, since the Lizards are out to kill MEN rather than bears, they don't fret over them too much and are more than willing to employ them to help with their own ends. After all, if they want to become gods by destroying all humans and "remake," this dying world, they are free too... as soon as the bears are gone to their new home.
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>>50654078

Zelthen's Light preserve us all.

Thanks, I also made this,

>>50653485

post. I think it would be interesting if the Preservers and Kingdom remnants have extremely powerful, and ridiculously rare steam mechs that they don't understand, leftover from the days before the decay.
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>>50653859
Despite the fact that the world is so clearly on the brink of collapse, the Archon is still mostly concerned with dominating the other factions. He doesn't even want to find a new home, he just wants to fuck his rivals. Maybe this is part of the reason that there is disloyalty in his realm. A lot of people see that the rest of the world is dying and want to actually do something to preserve themselves, but the Archon will not hear it.
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>>50654160
>>50654156

Praise be to Archon Keralian. May his reign last another millenium.
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>>50654160

Rather than a single path for the civilization to escape, the hook for the Vismati is that their Royal Family is full to burting with wanna-be Archons who all have their own plan, be it escape, rebuilding or alliance to help one of the other factions succeed. The Archon continues to play his little game of thrones, putting much of his energy into manipulating the factions who want to usurp him against each other.

If any one faction ever gained enough power that their plan seemed to have a chance to succeed, it would certainly mean chaos and perhaps full-blown revolution. The Archon means for this never to happen. The people pray it will, whether his descendants motives be pure or not, because all they want to salvation before the wastes stop being some far away problem and start consuming their homes.
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OP here, I'm keeping all of this bookmarked and will compile it into a document in case we decide to have another thread building onto this. For now I'll let the discussion flow, as it doesn't seem to need my help, but we could set up a rough map of the world. Maybe fool around with this generator until we have something we like:

https://donjon.bin.sh/world/

Antique Palette with Mercator seems to work the best, but whatever you feel the fuck like doing is great.
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The Lizardmen's scales are either pale gray or an almost ghostly shade of white, allowing them to blend in with the faded white desert sands with ease.

Lizardmen women do not have mamillian breasts, as they're lizards. Males and female Lizardmen are almost completely identical in every aspect beside their reproductive organs, and they lay eggs. Their eggs are small, durable, and don't need much maintenance, allowing the nomadic Lizardmen to transport them in crude hutch wagons?

Lizardmen are capable of reproducing with Humans to produce Lizardmen offspring with their Lizardman parent's genetic information. This lends credence to the notion that Lizardmen are the superior species, and many Lizardmen, (and women,) see sexual dominance over Humans as a borderline sacred duty.

While many Lizardmen tribes find it repulsive, some Lizardmen tribes make a practice or raping and enslaving Humans, to ensure that they die out in one generation and serve their betters. This practice has led to some intertribal strife and conflict, and causes Humans to fear the Lizardmen even more. It also ties in with their Mongol/Hun influences.
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>>50654317

Please excuse the accidental question mark on the second paragraph.
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>>50654227
The Archon doesn't care if all life ceases to exist. It is in his interest to keep everyone away from survival while the world crumbles around them. He is literally the W O R S T
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While the reptile hordes are nomadic, they do maintain several monasteries that supposedly serve to ensure that the species does indeed, ascend into godhood once the Prophecy has been completed. Here, thousands of monks toil away in meditation and ritual, preparing for the moment when they can finally rise to the heavens and usher in a new age of gods. Of course, as many of the clan fear, the sacking of a monastery may slow down or falsify the Prophecy completely.


Recently, many monks have begun divining new minor prophecies that seem to increase in frequency as more mannish blood is spilled.
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>>50654317

As the Lizardmen prey directly on their charges, the Zelthan Knights see them as the greatest evil on the planet, and the most important target of the Endless Crusade. Even worse than the Dragons/Centaurs, as they represent the corruption of life and anti-life, more esoteric evils, the Lizardmen CHOOSE and REVEL in their evil ways without the excuse of some external influence or total incompatibility with normal living things.

Even when the lizards target the Vismati or the kingdom remnants, the templars are willing to ride out and face them so long as their own people are not endangered by the act. The fact that the bears willingly ignore the Lizard's nature and sometimes employ them causes great friction between them and the knights, even though logically every Lizard army the bears employ to go after another faction is one guaranteed not to be harming the Templar or their people due to their vaguely friendly relations.

Certain scholars see great irony in the conflict between Lizard and Knight, as both seek the more noble path of the world's rebirth rather than hoping to abandon it for a new home as the bears and most Vismati Princes and Princesses do. They are both people of great faith, one in a god whom will save them and the other in the prospects of becoming gods to find salvation. In a way, both agree on the necessity of humanity's extinction in this destroyed world, one by seeing the act as the means to salvation and the other by seeing the necessity of becoming something more (and less) than human to survive and have the strength to bring about rebirth. If their ideals and hatreds were not so bone-deep, perhaps these two could find a strange kinship at the end of all things... but that isn't possible.
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>>50654258
I like this one.

>>50654568
I like the idea of the lizardmen as this mercurial faction. Since they were a slave race of the Visamti though wouldn't there be some hatred there?
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>>50654409

It takes real effort to be worse than life-eating entropy dragons and their brainwashed cultist slaves who want to actively stop every other thing on the planet from surviving Armageddon. And yet here we are with a guy who wants everyone to die for not even as good a reason as "so I can eat them." He's just so unwilling to change because of how good he has it that he'll do whatever it takes to keep things as they are until everyone else dies and then he dies.

Stagnation incarnate on the throne of a civilization begging for something to change before the consequences of that stagnation catch up with them, working day and night to ensure their hopes are dashed.
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>>50654676
This one is even better.
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>>50654687
He's 300 years old, cajoling with demons and at the head of the only area of the world that can still grow enough food to keep the population alive. Why would he let a bunch of crazy knights, bearmen and lizard people **save** the world?
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>>50654699
Can you recreate it in the max size? also, what's the Seed number?
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>>50654676

Their status as a former slave race is probably the actual origin of their human hatred and the fact that they beat this eternal demon-power still-thriving-somehow-despite-armageddon civilization is probably where a lot of their feelings of Lizard Supremacism comes from. If the biggest baddest humans couldn't stop you from becoming the Golden Horde when you were at their complete mercy, and you can use them as baby factories but the vice-versa isn't true, humans MUST be trash.

What would be hilariously ironic is if the reason Lizardwomen can't bear human young from their eggs is because of some kind of partial castration curse put on them by one of the Vismati's most powerful demons back when they were slaves to preserve human "purity." That one came back to bite them, didn't it?

I guess the question is if the Lizards would make any kind of distinction between the Vismati humans, the remnant humans and the Templar's humans. We know they see the Templars transhumanism as the greatest threat to their prophecy, and we know they're willing to take the Archons gold to do stuff (assuming we want to stick with "will mercenary for anybody) but do they have different feelings about the different human groups below the Archon and the Knights, or are they just meat to be dealt with on the road to godhood regardless of where they come from?
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>>50654156

I like the idea of ancient, barely functioning, and not at all understood steam mech-suits. Here's a proposal,

The Kingdom Remnants are the most technologically advanced faction, and have the cheapest Relic (Mech-suits, steam-tanks, modern assault rifle wielding cannon fodder, etc.) Units, as well as having the most high quality artillery and musketmen. The vast majority of their armies are made up of renessiance era peasant levies, but a few pieces of steampunk technology help them compete with their magic-wieldimg foes.

Maybe they outright worship their ancestors, and are obsessed with accumulating and researching the ancients technology. They believe that the key to restoring the world lies in technology, and many have hope that there is a mysterious device that will turn the world into an Edenesque paradise. Most of their priests are steampunk cyborgs, and they wield technologically augmented weapons and armor in battle.
>>
>>50654752
I literally just saved it from the donjon generator. Seed is 1125461825

>>50654840
Oh wow this is even worse than I thought. pls end my suffering
>>
I think that roaming armies of rogue desert camel-riding turbaned bandits and raiders preying on all factions would be interesting, and fit the setting thematically. Post apocalyptic slaving bandit scum would make a cool minor faction, and they would certainly be willing to serve as mercenaries given the coin. Perhaps a few bandit lords have set up their own petty-kingdoms and are steadily encroaching on the edges of each faction's territory.
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>>50654799

Rather than restoring the world like the lizards and knights want to, if the Kingdom Remnants are the tech faction they ought to be trying to escape, since that was the spark for the setting and so far only the bears and some sub-groups within the Byzantines are trying to.

Can you say We Want To Build A Steamtech Castle/Spaceship/Arc and get our asses to Mars? Cause I can! Good luck getting the kinds of materials and tech you'd need to build it on Frozen Desert World though. Probably have to fight all the other factions to find lost schematics for parts, or tome about how to smelt special metals for it... the works.
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>>50654752
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Wait, are the bears humanoid? Because I'd been envisioning them as literal, hyperintelligent Bears that use druid magic instead of hands to manipulate the environment.
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>>50654873

I would think they'd have to be a non-human race or the Lizardmen would be mercilessly hunting them down since they are also mostly nomadic.
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>>50654917
I've just been thinking them as actual bears with an extra opposable claw
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>>50654917

I'm the guy who did all the Bear lore, and I also envisioned "Literal Bears."

That being said, I was also thinking of the Magic "Werebear," card and the Grizzlies basketball team logo in that I figured they could have claws which they can sort of use as hands. Not anywhere near what a human or lizardman has, naturally, but enough to hold like a spear or something. This is another reason they don't have much if any traditional technology and rely so much on their druidism, but still make weapons and houses and shit out of the trees and rocks.
>>
PRIMARY FACTIONS
-The Preservers of Zelthen's Light
-The Bearfolk Conclave
-The Lizardmen Horde
-The Visamti Empire
-The Eldritch Dragons

MINOR FACTIONS
-The Centaurs (Dragon Slaves)
-The Remnant of the Olde Northern Kingdom
-Steppe Nomads and Bandits
>>
>>50654777
I love all the Lizard lore you're coming up with

>>50654799
I like this idea. Possibly not nxtlvl steampunk but they have weaponry that the other factions would only dream of.

>>50654873
I like this idea a lot. Maybe if there are just groups of people from fallen civilizations who roam the world as bandit/survivor groups
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I like this one too
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>>50655066
Can we see this one with the view rotated so that small continent isn't cut in half, and the entire map flipped upside down?
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>>50655086
what?
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>>50655123
Like this, except a little more centered.
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>>50655157
>>50655123
Here's What I was going for. How does it look?
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>>50654895

That sounds fucking awesome. What if they were trying to escape, but they were also searching for the mythical Edenesque machine that can turn the world into a paradise, but so they can use it to terrarform Mars when they get there?

>>50654953
>>50654960

Bears with opposable claws sound awesome, I think it would be cool if they were also able to stand on their hind legs and remain balanced better than normal Bears, but apart from that, were no different physiologically.

>>50655041

I like the idea of the Kingdom Remnants having next level steampunk technology, but they've mythologized it, and worship it, maintaining knowledge of the almost irreplacable technology with mysticism and cargo cult worship.

>>50654990

There should be at least two more minor factions, any ideas? I think isolationist communist Wizards with fortified towers, rune-enchanted weapons and golems are a good idea.

They might be what's left of the ancient Kingdom's Wizard order, who decided to band together and fuck off to the middle of nowhere to build a few fortress towers and try to research a Magical way to revive the world or retreat to another dimension. After a few centuries in isolation, surrounded by foes and dwindling resources, they developed a collectivist, communist mindset.

Their armies would be 99% Golems and magically-altered brainwashed mutant communists, led by a few glass-cannon Wizards who keep them functioning. They'd fight other factions to find ancient magical artifacts and scrolls, and members of sapient species to modify and improve, as well as maintain their independence. Thoughts?
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>>50655386
We need some Motherfucking Dwarves, with giants and trolls as their allies, like Dark Sun Dwarves. They're pretty neutral on most sides that will tolerate them, and facilitate basic trade. Basically a third party that acts as the merchant guild.
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>>50655241
Looks about right

>>50655386
I love that idea, works well with all the other factions at play

For other minor factions I would say maybe throwing elves and dwarves into the mix (though that might ruin it) OR adding another Human kingdom which has been able to stave the worst of the Armageddon. Maybe they were only a minor kingdom to begin with and have only barely been able to survive.
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>>50655463
What if the Dwarves only operate as a merchant clan. They have no feudal hierarchy, they're only interested in making a quick buck and trying to act as bodyguards in the wasteland
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>>50655502
Yeah, that's what I was thinking. You might see a more greedy dwarf sell out a couple of merchant clans to the Centaur/Dragons in order to cripple the Bear/Knight factions resources, or you see some staunchly loyal dwarves favoring the knights in their trade. a single caravan might owe a single loyalty, but never the entire cohesive group.
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>>50655544
>44

Well, now we can't do anything else but that.
>>
Minor Faction Idea: The Principality of Berustia

They were a small human nation from before the End Times began. They watched as the Olde Kingdom of the North withered into a barren wasteland and stood vigilant as ever. Now, enemies are at their doors and the whole world has descended into madness. They are the only remnant of what the world used to be like (other than the Visamti). By some like they have survived. Their crops have not wilted and their lands have not withered.

Their army would probably be made up of militia and spearmen.
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>>50655593
It would probably be the most sought after place in the world, and need to be heavily defended. That being said, I like the idea of this militia being the guardsmen to our merciless knight order's Space Marines.
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>>50655544
Obviously they've got lots of gunpowder
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>>50655630
Oh they would without a doubt have some sort of alliance with the Knights. Primary enemies I suppose would be the Dragons/Centaurs, Lizardfolk and bandits
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>>50655463
>>50655502

I feel like a Dwarf/Giant faction would be perfect for the nomad/bandits from fallen civilizations concept. Nothing better to represent a total civilization failure (indicated by their lack of a plan to leave/save the world and status as a minor faction) than to totally abandon the things that are iconic about your race. There are few things more anti-dwarf than nomadism and few things that make a giant seem small than having to resort to something as base banditry just to survive.

Plus the idea of Giants wandering endless frozen wastes with a small clan of dwarves riding on their shoulders or nesting in their beards is a pretty nice visual. Got a tragic feel to it.

I don't know how I feel about a "facilitate trade," race. The only factions that should really be trading with each other in the basic lore we've outlined are the bears and knights, and the tech kingdom can be a go-between for them.

I feel like trade on any kind of mass-economic level as to require dedicated merchants dilutes the "Dead Wasteland World People Are Desperate To Escape," concept. This isn't fallout, the story of people surviving after the end, its the story of people in the last days before the end trying to avert it (or not)
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>no elves
I'm more than okay with this

all hail Archon Keralian
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>>50655685
You won me over with that visual. The picture that you just created in my head is second to none.

Speaking of the tech kingdom, should they have a name or just be 'the Remnant of the Kingdom of the North'

Some country names from D&D sessions I've run that could work: The Orfals, Vertean, Snelland, Restavia

take your pic
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>>50655593
>>50655630
>>50655634

I think if we want to have a "the last normal place on the planet," faction, I feel like a maritime power is the answer. Like, a single city-state behind some very thick well-manned walls on the coast of the planet's last ocean, letting the bounty of the sea keep them "afloat" as agriculture and husbandry become ever-more impossible.

In terms of army identity, their troops are not numerous nor are they elite nor do they have very advanced tech. They are militia in every sense. What sets them apart is their navy, which is represented in the form of bombardment attacks and the ability to deploy marines as reinforcements from multiple sides of the board as the game progresses.
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>>50655753

"The Restavian Remnant," sounds like a great post-kingdom name to me. Restavia gives me that impression of verdant mytho-european middle ages Arcadia that the Knight's backstory implied, and them choosing to refer to themselves as the Remnant has the feeling of an epitaph for what came before them, which fits with their "worship the old kingdom and its tech," theme.
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>>50655753
To build on the Dwarves a little bit too, maybe the reason they had to leave their homes and begin travelling the wastes with giants is because their old halls were overrun.
And who better to take those halls than the Lizardpeople. This could create a hostile dynamic between the two nomad factions. Maybe the lizards destroyed the home of the giants too.
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>>50655777
I like that. A last shot city state. No doubt it would be crammed with refugees.
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>>50655463
>>50655476

With all due respect, I think that shoehorning Elves, Dwarves, Trolls, and Giants into the setting would ruin it. However, the idea for a merchant faction is excellent. I've got another idea. There was a species of bearded bipedal slugs, (possibly the result of Wizard-fuckery and/or rampant mutations) whose metabolisms literally depend on alcohol to function. Their beards are actually a sensory organ like cat whiskers, and they have an innate desire to hoard riches and wealth.

They are only four foot tall, but they are extremely fat and heavy due to their gluttony. Despite their obesity, they are stronger than most Humans, and are nearly unkillable without the use of fire, heavy artillery, and/or magic, because apart from an enormous liver, they have at least three small copies of each bodily organ, and are capable of regenerating from any wound that isn't burned, including lost limbs. If they are cut into pieces, the two largest pieces will eventually grow into new bearded slugs.

The bearded slugs have an uncanny talent for bargaining, and are infamous for their silver tongues. They are equally talented craftsmen, as they have near perfect memory, very steady hands, and and a close attention to detail. Bearded slug weapons, armor, tools, textiles, crafts, and jewelry are highly sought after for their marvelous quality.

They travel in heavily defended caravans between settlements, settling in one town for only a season or two at the most, moving on before they've worn out their welcome. Some bearded slugs value gold and silver more than their lives, and enlist as mercenary soldiers for whichever faction will take them.

They are frighteningly effective, wielding hammers and axes with inhuman strength, and crossbows and muskets with uncanny accuracy. Their siege engines are among the best of the best. They have no talent for magic whatsoever, and most mounts are frightened by them, making bearded slug cavalry impossible.

(Cont.)
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>>50655834
Mhm I'm glad you liked Restavia too. It was my favorite from the list.

So minor factions we're looking at
-The Restavian Remnant
-The Centaurs
-The Dwarf and Giant Nomads
-The Principality (or free city?) of Berustia
>>
They are frighteningly effective, wielding hammers and axes with inhuman strength, and crossbows and muskets with uncanny accuracy. Their siege engines are among the best of the best. They have no talent for magic whatsoever, and most mounts are frightened by them, making bearded slug cavalry impossible.

The bearded slugs are very rare, and bearded slug mercenaries are extremely expensive, though any commander who has led them will testify that they are well worth their asking price. They almost don't feel pain compared to Humans, their discipline is as close to perfect as it gets, and, as long as they're paid, they have no moral scruples and will follow any command. They do have a weakness to salt, though salt is extremely rare, and not often used in warfare.

They actually require alcohol to remain sober, and become drunk when they go without it for too long. The other factions dislike them, but tolerate them for their usefulness. Little known fact, bearded slugs are hermaphroditic, but they all have a masculine personality.

Thoughts? It fills the Dwarf and Troll niche, the Elves are already taken by the Bears, and Giants arguably fall under the Eldritch Dragons.
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>>50655838
Oh, fuck the hell yes!
>Sir Dwarf, how do you feel about elves?
>Ne'er heard of it, they some kind o' fruit?
>How do you feel about lizardmen?
>Am I a Dwarf or no? I'LL RIP THEIR SCALY THROATS OUT AND RAPE THE 'SAPHOGAUS O' EVERY LAST ONE O' THEM!!!
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>>50655905
>>50655878
hahaha that's a creative way to have notdwarves. I like it a lot.
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>>50655386

Bear guy here, I did mention "mostly bipedal," in the first post, so no worries on that front. Like I said, I was thinking about the Grizzlies Logo when I had the idea.
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>>50655777
trips declares it
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>>50655878
>>50655905
I love this idea so much but how can you ignore

>Plus the idea of Giants wandering endless frozen wastes with a small clan of dwarves riding on their shoulders or nesting in their beards is a pretty nice visual. Got a tragic feel to it.
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>>50655932

Why don't we just go with Bearded Slugs instead of Dwarves, and incorporate the Dwarf suggestions into the bearded slugs word for word? I could see bearded slugs thriving in damp, heavily decorated mountain caverns easily.

What if the Giants have devolved into large, more Human-like Ogres? It makes sense, and fits the theme of decline.

>>50655949

Nice.
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>>50656016
I was just thinking the same thing. Take all the solid dwarf stuff accumulated so far and just make it true of the bearded slugs.

They were forced out of their home by the lizardfolk and in their time of need have teamed up with the giants to realm the wastes together, selling wares and being sluggy
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>>50655930
>>50655878

I've been thinking about a mechanic idea that's something like "Perils of the wastes." Rather than minor factions, these would be things that get set up on the field after both armies field and they then have to deal with, either by avoiding them, destroying them, or some other way.

Undead have been mentioned in the Bears backstory, and I think that makes sense as one potential Peril Of The Waste. Maybe the idea of "Dwarves riding lone giants striding through the wastes as bandits because their civilizations are both gone," could be another one. If a Giant wanders into your fight, you can't very well ignore it, especially if a half-dozen dwarves jump out of his beard. and fan out looking for loot.

It'd be better than trying to make them a full-blown faction I think.
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>>50656060
What do the giants get out of it?
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I'm off to sleep but I would legitimately be interested in continuing this group based autism. If I see another thread pop up or if someone makes a discord you can count me in
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>>50656008

That is evocative, and tragic, but it would work just as well with Bearded Slugs as Dwarves. Just imagine, both Giants and Bearded Slugs are viewed as hideous monsters, but they've banded together, and survive, loving each other as sibling races. They'd be inseperable, intensely protective of their adopted siblings, and you couldn't have one without the other. What if Giants were the only creature the Bearded Slugs are capable of mounting, and Giants are used to effortlessly haul wagons with their titanic strentgh?
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>>50656086
The dwarfslugs scratch their beards and eat bacteria off their feet
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>>50656093
OP here. We will NOT make a discord. That's how these ideas die. I will, however, make a document containing everything we write, and compile it into something resembling a cohesive whole.
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>>50656112

And Giants get shiny equipment and a steady supply of food.

>>50656093

We need to archive this thread.
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>>50656086

Perhaps the slug natural mucuses are the only things which keep the giants protected from sandstorms and frostbite and other nasty things out in the icy deserts? Their whole race would be extinct by now if they weren't carrying around a handful of slugs each to survive the exposure of their endless wanderings.
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>>50656099
Poetic, and Dubs speaks truth. So it was written,

MAJOR FACTIONS
-Preservers of Zelthen's Light
-Bearfolk Conclave
-Lizardmen Horde
-Visamti Empire
-Eldritch Dragons / Centaur Slaves

MINOR FACTIONS
-Restavian Remnant
-The Sorcerors of Olde Restavia / Golempals
-Free City State of Berustia
-Bearded Slug / Giantoid Wanderers
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>>50656126

True, Discords are very unstable, making documents of our progress is a brilliant idea, and it would be even better to archive the Thread on top of that, to avoid any chance of data loss.
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>>50656148

You sir/madam/asexual robot, are a genius. This should be a part of the canon.
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>>50656126
Fair enough. I'm still interested in continuing this. It's an interesting setting that has benefited from collaboration that I will use for a D&D setting at the very least. If anything more comes of this I will be IN
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>>50656156

Ok, I have to ask: which faction would you guys play right now? And who, theoretically would dominate the meta?

I say Bears. Bears are pretty fun, but Centaur/Dragons will have some cheap tactic where they get to summon a huge Dragon unit that wrecks your shit.
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>>50656183

As will I.
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>>50656156
Should the Restavian Remnant and the Sorcerers of Olde Restavia be upgraded to major factions?
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>>50656192
I would play Knights personally, but they win by hairs over Visamt and the Sorcerors/Golems
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>>50656202
Possibly at some point, but that's only if sales are down and we need to boost revenue with minis sales.

But in all seriousness we could actually play this using that piece of software mentioned on the Friendly Virtual Gaming Thread, 3d minis and all.
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>>50656192

I would play the Preserver's Of Zelthen's Light, because I think Templar crusaders and the eldritch God of light is amazing. They'd probably have a few, high quality units, backed up by several priest warriors providing support, and a legion of fanatical, flagellating peasants.
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>>50656202

The Remnant maybe.

I'm not sold on the Old Sorcerors. I feel like they're treading on the Knight's deal with their isolated tower strongholds secured by magic and powerful armored units. Remember their main thing is mountain fortresses and isolated cathedrals which magically support small towns around them while the Knights crusade out of them.
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>>50656192
I think Visamt has the capacity to dominate the meta. Think about it; all the political intrigue, internal conflict and string pulling. I'd read a book about that shit.
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>>50656244

Maybe the Olde Sorcerors started as a collection of fortified towers, but are rapidly expanding into a communist empire. They haven't yet grown into a major faction, but they'll be there in a century or two, at least.

I feel the Sorcerors would play differently from the Preservers. Instead of fielding versatile heavy infantry, mobile heavy cavalry, and supporting priests, they'd have cheap, slow but durable golems, mutant communist militia hordes, and a handful of glass cannon Sorcerors.
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>>50656302
>Implying any of that would stand a chance against a drugged out, full plated, crusading son of Zelthen

boi...
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>>50656236

flagellating peasants is too Warhammer Fantasy. Part of the Knight's deal is that they're fundamentally inhuman to a point, and the very people they protect fear and shy away from them nearly as much as the oblivion they preserve them from. Remember, these guys aren't enforcing a theocratic society or abusing their charges for a lack of piety, they're preserving the last embers of the kingdom that was lost for not listening to them with necessary spartan and acetic living, and are even stricter on themselves than on their peasants.

I do like "A few Elite Melee Knights backed up by a moderate number of magic oriented priests and other support units," setup though. That's simple and can be iterated on easily.
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>>50656302

A random wizard's tower out in the wasteland from which gorge dangerous melee golems and sniper fireballs would be great as a Peril Of The Waste like I mentioned in >>50656083

Just Sayin'
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>>50656302

I don't know how I feel about a civilization GROWING out of the apocalypse. If the overarching thematic goal is Escape, Renew, Or Consume, it feels wrong for even a collection of wizards to be able to build something totally new and succeed. Everyone is just kind of hanging on while the world inches toward oblivion, even if they all have some kind of hope.
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>>50656156

Bearlore dude here, Bearfolk and Lizardmen need cool racial names that evoke their themes.

Conclave implies a unity to bear culture that doesn't exist, they're all independent fiefdoms in a loose confederation after all. I feel like they ought to be "The ______ Clans."

Bruin? Is that too easy? Am I copping out by calling the bearfolk race Bruins?

Not sure about Lizards yet, but "The ______ Horde," is a good base.
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What should we name this setting/system/game/thing? I feel like it needs a good name.
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>>50655463
>>50655476
I actually like the fact that we have managed to avoid standard fantasy races and created a relatively original setting, I don't think that including elves and dwarves would contribute much to these thing and would detract from it more then anything.

I think that any elf faction that would fit the themes of the setting wouldn't add anything that isn't covered by the visamti empire, with it being a decadent empire in decay with various factions trying to overthrow its immortal ruler.

I think that aspects of dark sun dwarves would be great to include in the setting but it would be better to have some renegade kingdoms or human tribes in the wastes who have allied with the monsters there and have been made hardier and savage because of the harsh and barren conditions of the wastes.
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>>50656563
The Ursan Clans?
The Amber Horde?

>>50656582

I like the theme of the lights going out that's in this setting, maybe something like,
Fading Sun
or a Dying light
Or something to that effect?
>>
An idea for the eldritch Dragons, they are not native to the world, having come from the void which is why they are able to survive the death of the world, maybe they could be renamed void dragons or star dragons?
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>>50656910
Possibly, but at the same Time, it's almost getting a little too Eldrazi for my tastes.

That being said: Wraith Drakes.
>>
Last bump of the night.
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>>50656910
>>50657020

I almost feel like its better if the Dragons are kind of mysterious. Like, nobody is sure if they were the cause of the apocalypse or a byproduct of it or were drawn there because of it or have nothing to do with it. They represent "anti-life," above all else, and something that is totally alien and opposed to life shouldn't be comprehensible to the living. This is why a race as proud as the Centaurs could be broken by them. Before the Dragons came the Centaurs were philosophers and star-gazers and warrior poets, and when confronted by something that so totally defied reason, could not be comprehended through all their wisdom and honor and love of life, it utterly broke them.

Don't associate them with space or voids or ghosts, that's too mundane for them because it implies we can understand them enough to know their origin. Even the term "Dragon," is just a label that was appropriated from ancient maps to describe unknowable danger from outside the totality of all our knowledge.

When their followers herald their coming, they name they use for them is simply "The Inverse."
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>>50656834

Eh, Ursan is way too direct. I feel like Bruin is better than that. I feel like there are more words associated with Bear and I just don't know them...
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>>50657222
Native American words for bear:
Shash(navajo)
Yona(Cherokee)
Muskwa/Miska(Canadian/Yukon territories)

Yona Clans has a nice ring to it.
>>
>>50657252
>Cherokee

That's definitely the kind of terrain that I think goes with them too, Southeastern Backwoodsy Bee-and-Berry-and-Briar Forest rather than Elven Old Growth European or Alpine Evergreen or something.

Not to say perhaps various clans could adapt to other natural environments, but if I had to pick an "Ultramarines," default, that's what I was thinking of. The Yona Clans it is!
>>
Don't let this die
>>
>>50657641

Well, it IS the middle of the night. Most people who were working on this probably went to bed.
>>
>>50656834

I like "Fading Light." I also suggested that as the templar order name so I might be biased, but its got that theme you're looking for.

Needs a subtitle or tagline maybe? The name might be a little too generic on its own. Your name ought to convey the setting to at least a basic level just by reading it after all.
>>
In regards to the tag line the name of the setting could go something like this:
Fading Sun/Light
In a world forsaken, battle for escape
>>
>>50658189

I wrote "Escape, Renew or Consume," in an earlier post. That's pretty snappy.
>>
>>50658233
Yes, that seems like a better tag line then mine, far more snappy, I second it.
>>
>>50657641
Not today
>>
>>50656411

You're right, I suppose I meant steadily growing in numbers and power, not forging a civilization from the ashes of the world. Or, they are successfully growing, but the Sorcerorers know that it will inevitably die along with the ashes of the world, and soon, which lends a sort of desperation to their efforts.
>>
>>50657934

How about, Fading Embers?
>>
>>50659111
Trips speak true, this is the best name suggested so far.
>>
>>50659111
>>50659665
Seconding this.
>>
Alright, We've got a name for the game, and names for most factions:

MAJOR FACTIONS
-Preservers of Zelthen's Light
-Yona Clans
-Lizardmen Horde
-Visamti Empire
-Eldritch Dragons / Centaur Slaves

MINOR FACTIONS
-Restavian Remnant
-The Sorcerors of Olde Restavia / Golempals
-Free City State of Berustia
-Bearded Slug / Giantoid Wanderers

We still need names for the Lizardmen and the Eldritch Dragons.>>50657162 Suggested "The Inverse," and I really liked the lore he wrote as well.
>>
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MOTHERFUCKING BEAR ARMY!!!
>>
I'm back and glad to see this is still up.

>>50658233
Great tagline

>>50659111
I also support this, Fading Embers it is

>>50660172
Since the Lizardmen are kind of a chaotic/monster based race does it make sense for them to have a formal name? They were a slave race after all, so maybe they have long forgotten what their actual name was, only knowing what the gluttonous Visamti lords used to call them.
Other than that though I like the Amber Horde.

>>50657162
I really like the Centaur fluff here. They heeded a bit of explanation for who they are and what role they played in the old world, before the end times
>>
Berustia wasn't the most glorious city before the end. They've long had a high population, rampant crime and general unruliness. However, their role changed over the past century as the world slowly withered away. They watched the Kingdom of Restavia rot into a carcass from their heavily guarded walls and stood vigilant as their surrounding regions melted to dust.
Now they are the only remnant of what the world used to be like. Their crammed streets may be filled with Crimelords, prostitutes and refugees, but the great walls still stand as they have for centuries.
>>
>>50655241
>>50654916
Which map should we use for the continent?
>>
So what's the plan for the map?
So far it seems like we're gonna go with >>50655241
but we could also do >>50654916
>>
>>50660559
>>50660566
get out of my head!!!
>>
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Just to make things more difficult
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>>50660576
No.

>>50660566
I like the second one, as it seems more natural and less like a single land mass.

>>50660643
This could work, but again, it needs to be more centered, so we don't cut the entire continent in half. I believe you can shift the view over in donjon.
>>
>>50660670
I like the second one too. I have no idea what I'm doing on donjon. But yeah seems like second one it is
>>
>>50660704
Alright. Do you remember the settings you had for Water and Ice levels? The seed is 1125461825, right?
>>
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now cropped and better than ever!
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>>50660722
I unfortunately do not. I should have written it down though, sorry.
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>>50660736
No problem I think I've got it figured out
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>>50660871
I made a smoother, more simplified version that doesn't look quite so... pointy, and in Black/White for you artists out there. Also, here's a .svg trace of it at file dropper: fadingembermap
>>
>>50660989
I'm studying for an exam right now so I can't divulge in making a political map but in my mind the remnant and free city of Berustia are on the northwest coast. The Zelthen boiz are somewhere inland in the northwest. The bears are around that area. Visamt dominates much of the south. The lizards are in that eastern strip
>>
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OP Here. Alright, so far we have:

-Factions/Minor Factions
-World Lore
-World Map

Now, Here's where we get into the nitty gritty of system:

-Faction's Table Identity/Tactics
-Game Mechanics.

If we're going with Advanced Songs of Blades and Heroes, as was suggested above, then it's actually quite simple to stat up each faction. However, the main drawback to using this system is that it's geared toward skirmish Warband style games, meaning that units tend to be fairly well defined, and larger armies could get complicated.

To give you an idea, Here's a sample of the basic Lizardmen stats. Most warbands are between 7-15 units each, with a 400 point buy, though that's just the basic setup, and larger point buy is allowed.
>>
>>50661359
By Faction's Table Identity/Tactics, I mean the basic idea of how each Faction operates in-game, before we get into the minutia of game mechanics. Here's how I've been thinking of them so far:

Sons of Zelthen: Armored, relentless, millitant, with some magical support. They work best using team/combo tactics, and are pretty balanced all around.
.
Yona Clans: Lot of Druidic magic focus, and not as heavily armored as other factions, but they can still take a hit. Focus on Terrain/elemental manipulation in order for them to smash through their opponent's defenses in a sort of Anvil and Hammer tactic.

Lizardmen: Relentless, Armored, Durable, and heavy melee combatants. The best heavy hitters and most maneuverable units in the game.

Visamti: Lot of Arcane focus, and using their own lesser units as fodder to bring out the big guns.

The Inverse: Corrupted magicks that make you suck and them better. Poison, Vampirism, Paralysis, and eventually buffing up a Dragon that gets stronger the more units it consumes.

Thoughts?
>>
>>50661573
Additionally, you might see the minor factions scattered among the various groups:

Restavia: Heavily Armored Tanks and automated units, usually allied with Zelthen, but sometimes Visamti.

Berustia: Swarm/Imperial Guard Tactics. They're soldiers and that's what they do. Work with Zelthen or the Yona Clans.

Sorcerers of Restavia: One Sorc with a bunch of Golem units. It's basic tanky units defend the the Glass Cannon/General. Work with Visamti and very rarely with the dragons when the need arises.

Slug/Giant Nomads: Serve the highest bidder, but never with the Lizardmen, and very seldom with the Dragons. Nobody allies with the Dragons unless absolutely desperate.
>>
>>50661573
>>50661737
Good stuff and I think you got the feel of it all mostly correct. One thing I remember was the original Visamti poster and the lizardlore guy mentioning that both would have decently strong cavalry.
>>
>>50661573
I think that the Vismati should have in addition to their hordes of fodder and powerful sorcerers some good heavy cavalry options to go with the original idea of there being cataphracti horsemen.

I think the lizard men should be more focuses on speed and large numbers then being heavy hitters, for balance reasons, kind of like skinks in warhammer fantasy.
Everything else seems good, maybe the Eldritch Dragons could also have access to abilities that let them control the undead that might pop up in gameplay like previously mentioned

>>50657162
Excellent fluff but not to keen on the name the inverse, maybe we could use a different one, can't think of anything at the moment though.
>>
>>50661573
>>50661870
Now I'm interested in seeing the kind of calvary that both would use.

Visamti would probably use demonic horses or the like.

Lizardmen... Dinosaurs? Stuff like trained Utahraptors or maybe one clan even has a single T-Rex, and they're constantly raiding other factions because both them and their mounts subsist solely on the flesh of their enemies.
>>
>>50662039
I think the Visamti sorcerers who command the armies would ride demon horses but the standard cavalry would be on normal horses. This better frames the theme of the Visamti as a country who are not that crazy but are being dominated by a demon-addled elite.

Speaking of, the Visamti could also have elite 'Archon's Fist' units since that came up in the lore. They would be very expensive but very durable.
>>
>>50661962
I don't love the name either. Maybe they're literally just Eldritch Dragons or 'the hallowed ones' or something along that line.
>>
Just an idea for the name of the capital of Vismatia could be Golgortha, a wealthy and populace city made rich by the wealth of the empire but under the grim bone white walls of the Archons Palace.
>>
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>>50661359
Any objections on the system? I've got some free time on my hands, so I can gather models to make this game playable in Tabletop Simulator or BattleBox3d. Here's a bear model, just needs to be painted.
>>
>>50663318
Definitely not Volibear.
>>
>>50663360
Yeah, sorry, just an example of what I could find that was riggable. I can take more time and find a good 3d bear model, rig it to get it poseable, and do everything but paint it. Once you've got the right tools, and a prepped model, it should be easy to get fully customizable models we could actually use.
>>
>>50661573
>>50661737

Looking at the fluff that we have, I'm going to spew out some posts on tying existing themes to mechanics.

Zelthan: The central idea is that they are these Transhuman supermen protecting humanity from oblivion, usefully mutated by divine magic, heavily armed with both magic and steel, and mentally and emotionally scabbed over by drugs and discipline. To me that implies they field the least number of units, possibly only a handful of very powerful elites with lots of different customization options. Their Endless Crusade implies that these unit should be very self-sufficient, capable of doing a lot on their own and surviving a lot on their own. That being said, I like the idea that when they do operate together, they're even more unstoppable. This creates a good dynamic where you have to balance the fact your few models can only be in so many places at once, and that number falls fast when you're sticking together to benefit from allies.

I'm not sure if retinues make sense or not. On one hand, it takes away a bit from the theme of these lonely sentinels who are the only thing between death and normal people if they have a gaggle of supporters. On the other, supporter units would allow us to mechanically represent the fear normal people have of them: how long can the blacksmith or apothecary or stable boy stand to be around this inhuman monstrosity? Squires who want to join these ranks would be constantly tested by seeing their own future as much as the perils of the wastes.

One lore post mentioned different groups within the Order, naming at least Justicars and Pathfinders. Fleshing more of those out could provide good ideas for units, or equipment/spells/mutations to customize a base Knight unit in multiple ways. I don't think there should be any civilian conscript unit outside of those potential retinues though. Having the people they've become these things to save on the lines seems counter-intuitive, even in the most dire circumstances.
>>
>>50662325
>>50661962

I was looking for a name that got the point across that they are incomprehensible Others but at the same time avoided all the usual cliches that people use for that. I mean, lets face it, there are a LOT of cliches for that, so it wasn't easy. Inverse just kind of hit me like a bolt from the blue, I liked that it was kind of a sterile word which automatically gives you that vague discomfort that total disassociation from feelings gives you, and I liked that it didn't imply a link to anything mundane like most things of this type do (Space, the Deep Sea, Death, Etc). It also felt like a word a race of philosophers might have come up with, so it fit with the Centaur lore I came up with. Either way, it was just kind of flowing out of me stream of consciousness, which is why its half lore half normal post.
>>
>>50652573
This is my Kriegsmesser.
It messes up Kriegs.
>>
>>50661359
>>50661573

Yona Clans: As bears these guys should definitely be physically tough and strong, but the heavy magic focus of their society definitely says they should lean away from melee combat. Since they're druids, I feel like terrain and mobility control is a good niche for them, more about putting up brambles and entrapping with vines then shooting fireballs. Any frontline units they have should be extremely tough but not hit very hard. This synchs with their "hold the line," philosophy: Control where the enemy hits you, put a wall of tough bear brawlers in that corridor, and bleed them to nothing over time. Add in Damage Over Time magic, like thornskin or swarms of locusts or other druidy things, and you're off to the races.

The mention of solo males who live as self-sufficient wanderers gives you a cool option for a special unit, a powerful elite that can operate independent of the main army and is mobile when the rest of their tactics focus on staying together behind your terrain advantages. You can also use the "special bred task oriented," males to give individual clans flavor, or just as templates for a variety of support units (or special frontline units that are superior to their female counterparts in some way? Berserker Rage? Just spitballing)

They are mentioned as domesticating forest creatures as part of their Industrialized Druidism, so that gives you some options for Heavy units. Giant elk, giant snakes, giant bugs, Giant Eagles, anything that you might want to use to fill a hole in the army's skillset or provide an alternate unit can be drawn from there.
>>
>>50656192

I would play preservers. I don't even care if they were shit on the table, that is my jam!
>>
>>50664768
Honestly, that's at least how I know this project has some merit. We haven't even discussed hard mechanics and people are already choosing favorites. Even better, opinions seem to be varied.
>>
>>50656563

The lycerta horde?
>>
>>50664848
If we're being lazy, we could do a romanization of Mөлхөгчид/Mölkhögchid, the Mongolian word for Reptile. Supposedly sounds like Mulkoch'd, but don't quote me on that.
>>
>>50661573

I think lizards should really focus on mobility. Since we have them fluffed as mongol hordes they should reflect that. They wouldn't be heavily armored, but they could use hit and run tactics with their calvary. Also, I think they should have something a bit more exotic than just horses, but that is just me. Lotta presence on the table, able to threaten from across the board. That sort of thing.
>>
>>50663970

Well your answer is in your post. Have squire aspirants as retinues for the knights. And some priests, gotta get those priests and their buffs and heals to keep your supermen trucking.
>>
>>50665066

Yeah that works. I just pulled latin for lizard and changed one syllable. Might as well do it in Mongolian.
>>
Goran
http://immortalpedia.wikia.com/wiki/Category:Goran
>>
>>50659111

The world's gone cold. The fires are out. The light is fading. But the embers remain.

More smoke than heat now. Glowing faintly. More ash than wood now. But the embers remain.

The embers await a mighty wind, to blow them free as Wildfire. The embers await the Tender's touch, to kindle the pit to a Bonfire's roar. The embers await the Dragon's tongue, to sizzle and die in the Final Feast.

The Embers Remain.

-Marrus Zietford, 28th Grand Master of the Preserves of Zelthen's Light, "Reflections on The Wastes," Year Of The End 683.
>>
>>50656148
Maybe the slugs produce something that slows/alters the giants metabolism.
Wandering the wastes days on end they should need enough food and water to feed a small army.
>>
>>50665279
Well, why'd you go and do a thing like that? Now we have to create an awesome reference document, or at least some writefaggotry or two.
>>
I feel like there should be a guardian order of knight and a crusader order of knights to reflect their multiple roles. The order of zelthans aegis and the order of zelthans lance, or something like that.
>>
>>50665402

Damn it anon don't tempt me, I've not the time to do more writefaggotry right now, don't make me want it.
>>
>>50665517
Makes sense to me, a bunch of sub-orders who all have masters on the council.
>>
>>50665933
I kind of like this two because, it would be interesting to see an almost frat-like competion between orders for the best recruits.

>You don't want the Order of the Lance, I mean they're pious and all, but not as bright, or as handsome, as the Order of the Lilly.
>Don't listen to him, everyone knows that The Lillies are Pansies. Get it because they're flowers?
>They're both wrong, you're definitely Blessed Martyr material.
>>
>>50661359

Alright. I'm just spit balling here. Looking at the knights. Say we made a unit with heavy armor, heavy weapon, ground fighter a quality of 3 and a combat of 3 for seventy points, which is what it comes out to using the warbands generator for Asobh. What do you all think? Good, bad, too much?
>>
>>50665985

>none of you would even exist if the order of the aegis didn't preserve the temples. Don't listen to them neophyte, come join the real men.
>>
>>50666086

Further suggestions

Mounted, short bow, unerring aim quality 4 combat 2 for 36 points for lizard mongol horse archers.
>>
>>50666086
I've been doing the same thing for the bear:
Points 50 Quality 3+ Combat 3
Trait: Easy Target, Fearless, Forester, Hard Hide, Lumbering, Mountaineer

This is supposedly the points for a single, untrained bear unit, without any specialization for Melee or Spell-casting. Comes out to 50 points, and the standard game is about 400 points, but it can be expanded. In other words, this game is typically designed for rather small skirmishes. Is everyone ok with this?
>>
>>50666191

I'm cool with smaller skirmishes myself. Maybe afterm we've been at it a while we can look at larger games, but for now lets just get it off the ground.
>>
>>50666086
>>50666174
>>50666191
I don't know the system but those sound good.
>>
Squires/neophytes

18 point

Drilled. Group fighter. Tower shield. Short move

Quality 5 combat 2.

Yea or nea?
>>
>>50666250

I have no idea what I'm doing truth be told. I'm just playing with the warbands generator at the moment.
>>
>>50655878
Bearded slugs sounds stupid as fuck, im going tl be honest. Being that weird and different for the sake of being weird and different is much worse than having nomad dwarves.
>>
>>50666250

Advanced Songs of Blades and Heroes. The core rulebook is available in the PDF Share thread, but we're probably going to have to invest in the supplements if we want to really flesh out each faction. The latest supplement about to release has the rules for Demon Magic for the Visamti, and the Hammer and Forge has all the Feral Traits, Rune Magic, and Firearms rules.

Not to mention the Fightin' Fungi supplement, which has more Martial arts/Natural Weapons/Weapon focus traits, which we'll probably need.

Unfortunately, Restavia and the Sorcerers will likely have to wait until Steam and Cog releases, which actually has rules for our Steampunk/Magitech Golems and Armor.
>>
What about The Ur for The Eldricht Dragon faction.

Maybe in game have Centaurs and Urcentaurs, that's an "upgrade" that represents their degeneration.

>>50666293
The best way to approach any project.
>>
>>50666428
Kind of agree with this. Not wanting traditional staples like dwarves and elves is cool. But Making Bearded Slugs as not-dwarves is kind of goofy.
>>
>>50666500
OP, here. Yeah, I was going to say, but everyone seemed into it. If we change it back to Dwarves, Hammer and Forge has everything we would need for that.
>>
>>50666500
I don't even see a real problem with the original nomadic dwarf idea, and as a specifc point, >>50656099 is wrong in that the concept is just as good with bearded slugs. Everybody knows what dwarves are, and making them nomads is a more powerful way to communicate the complete failure of their civilization than doing it with some bizarre slug race.
>>
>>50661573
>>50661737

The lore for the lizardmen has three basic pillars that I can see: Nomadism, Faith in their oncoming godhood, and species supremacism. The nomadism is relatively straitforward. The army should absolutely focus on mobility first and foremost. It might not be the worst idea to consider making even their basic troop unit mounted. Considering they can survive out in the wastes the 2nd Best after the Dragon faction, I could see them having a wide variety of mount options for different troop types, to represent how they can range far and wide through areas that other factions couldn't survive trying to explore. Like all good Hun Analogues though, they should have a particular mount thats the "ideal," mount, the "there are many like it but this one is mine," type, as well as a superior version of that creature for officers/leaders.

The original post suggests that the Lizardmen should be heavy melee types, but I don't know if I agree with that. I feel like the majority of Lizard units ought to be relatively fragile, relying on speed and high damage to get in, do harm and get out again. They should be "hardy," of course, because they survive out in the wastes, but that doesn't necessarily translate to battlefield brawling. That said, lore also mentions monasteries overseen by monks as their only real strongholds. If there's a unit that get mix it up in a melee and take more than a few hits before going down, its a Shaolin Lizardman fighting with the religious fervor of one who's entire race's salvation could be lost if he doesn't hold that temple.

As for supremacism, I think that has to be represented by a racial mechanic. Arrogance, preferred enemy human, something along those lines.
>>
>>50666579

I have to admit though, I do like the whole "slug mucus protects giants from icy deserts," bit. A unique relationship between races you would never think go together as a result of circumstance can be just as good to get the setting across as showing an unusual variation on a familiar theme.
>>
Here's the basic stats for a Centaur:
Points 51 Quality 4+ Combat 2
Traits Trait: Magic Resistance, Mounted, Rotting Touch, Skeletal, Undead
>>
>>50666564
>>50666579
Gone are the forges of old.
The Great Halls ring no more.

I'm the last son of Hardurm Hold
And with my death, in memory, they ring no more.

-Grim Hardurm's last words, Year of the End 682
>>
>>50666659
Why can't dwarves just be slug based? Kind of like how Orks in warhammer fantasy were originally just plants?
>>
>>50666659
>"slug mucus protects giants from icy deserts,"
"Dwarven Rum protects giants from icy deserts"
>>
>>50666690
I triple dog dare you to do one of these for all the factions
>>
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>>50666716
>>50666690
Seconding on this, But I have a request: The Yonas Clan do not have the 'I' Pronoun, and refer to themselves using "This Bear." That was one thing I liked about Girl Genius.
>>
>>50666716
Death to the Archon!

Who's sons die while the Archon dances?
Who's starves while the Archon feasts?
Who weeps while Vestami Burns?

-Graffiti from the walls of Onstanti, author unknown, Year of Ending 684
>>
>>50666695
The orcs don't look like plants, they look like big green monsterous humanoids. A beaded slug is a bearded slug, and like I said in >>50666579 using dwarves is thematically stronger because of the fact that everyone knows about dwarves. As a rough parallel, it's the difference between saying "Germany has outlawed all alcohol" and "This fictional country of people who love drinking has outlawed all alcohol".
>>
>>50666695
I'm cool with that. Maybe give them slug like reproduction characteristics, like orks are plants. Just having them all be hermaphroditic makes sense for the whole "where are all the female dwarves" thing.

Maybe they're on the decline, since pressed from their ancestral homes, they're got no wear to lay eggs.
It would also make sense for the "clanish" nature since if you lay eggs and forget about them until they emerge, you might not have a distinct concept of "fatherhood" and small family units.

>>50666716
>>50666807
Struggling to think of ones for the others.
Both the bears and the lizards don't seem big on written records.

Maybe a war-chant for the Lizard men, but I'm anything I come up would be awful because I'm terrible with rhymes.
>>
>>50666860
This is pretty sound logic. I'm more for dwarves than I am for slugs, and with the lore we have now, they're already so far removed as to be fairly original, and pretty minor as a faction in the game anyway.

Anons, let us not Squat our Squats before we even get the game made.
>>
>>50666695
>>50666707
>>50666690

I think a lot of this comes back to what we want the minor races to be. If we want them to be a playable faction or mercenary units available to all armies, then I kind of favor the argument that its more interesting if we avoid the "fantasy staple," races. If we just want them as fluff to flesh out the universe, then the appearance of the standard fantasy races is a lot more palatable because it has an implicit message that these more standard races just couldn't make it in this world, and their last rotting scraps hanging around as living dirges while the world dies has more meaning.

I also still like the idea I pitched yesterday about "hazards of the waste." For a unit to be something playable theres an implicit understanding that they are numerous enough to be able to appear on any battlefield they are called to fight on, even as a dying race. As a Random Encounter that makes them part of the battlefield rather than part of the armies, there's less push to question their numbers and how they can afford to be fighting in wars.
>>
>>50667047
It's personally leave then as battlefield hazards, rather than playable factions.

Maybe expand them at a later date as a "Dogs of the Wastes" sort of thing.
>>
>>50667047
The issue with the hazards of the waste is working them into the existing ruleset. Probably through some imitation of a damage spell or such.
>>
>>50666971

Cold Sun, Burn My Eye!
Cold Sands, Lash My Scale!
Ride To Where The Humans Die!
Ride To Where The Humans Wail!

Cold Flesh, Ripped And Torn
Cold Blood, On The Earth
Ride To Battle, Ride To Mourne
Ride For Our Rebirth

-War Chant of the Red Bone River tribe, Etched upon the Remembrance Stone by Initiate Sinak Windclaw. May this temple stand forever after our ascension, lest immortals forget. Year Of The End 683.
>>
So how much do we wanna codify this? I mean we have fluff, and we are working on crunch, but part of the reason the system we are looking at is awesome is because it's very your dudes friendly. Do we want to make specific stat lines for each faction, or do we want to say x faction has this range of rules as possible choices go have fun?
>>
>>50667129

Make a randomized table for behavior of hazards of the waste units like nids without synapse? Best I can think of. Honestly they seem like a hassle
>>
>>50667518
If it's point based, I'd probably just have stat lines for each faction as a suggestion. And any other units need your opponent's permission.
>>
>>50667618

Sounds good to me.
>>
>>50667608
If they're supposed to be critical spell failures like the undead mentioned earlier, maybe just add them as units your opponent controls.
>>
>>50667518
What we want is to create the bare minimum statblock to create each unit in the faction.

>>50666191 Is your generic Bear unit

>>50666681 Is a generic Centaur unit.

Then we create a suggested build for Archers, Casters, etc, that fits the theme of each faction. These are mainly to define theme, as it is a Your Guys system, and you're able to tweak your warband based on suggestions.
>>
>>50666428
>>50666500
>>50666579
>>50666659
>>50666695
>>50666707
>>50666860
>>50666971
>>50666980
>>50667047
>>50667111

Original bearded slug lore fag here. I understand your reasoning, but I think adding standard fantasy races would hurt the setting's quality. Almost every work of fantasy shoehorns stereotypical Tolkienesque races into the setting, and here, we've got an opportunity to break off of that.

The sun began to fade centuries ago, right? I think it wouldn't be a stretch to assume that that's enough time for dwarves to devolve into slugs, given the rampant magical energy. What if the dwarves were normal to begin with, but have rapidly evolved several slug-like traits to better survive?

Slime emissions with a variety of uses, redundant organs and mild troll-like regeneration, somewhat green thicker skin to better resist sunburn, and a thin membrane, (a somewhat clear second eyelid, like what birds have) over the eyes to protect their sensitive cave adapted eyes from the glare on the sands? I don't to scrap the slug idea entirely, but having the Dwarves degenerate into hybrid slugs is interesting, and fits the setting.

They'd look and act Dwarven, but be distinctively *alien* in a slightly offputting, and unnerving way. Perhaps bearded slug is a racist slur that can start a bloody brawl in an instant, equivalent to ni**er in the real world. Maybe they resent their change and search for a way to revert back to their Dwarven purity?
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>>50666971

To All First Claws of Clan Orteka:

By order of the matriarch, the curfew remains intact, as it has for your entire lives. Your sympathies for the young are admirable, but misplaced. You all grew up under the curfew, and you are no worse for wear. Moreover, you know what waits beyond our borders. Would you subject a cub to this knowledge? Would you let them live in fear when they could live and die without ever knowing what fear means?

The Matriarch has heard your talk, that it is better to know the truth. That as the cold grows stronger our "deception," cannot hold. This bear ask you all to remember what awaits us if we only endure. Everything made new. A world just for our people. All the problems of today a distant memory.

This bear asks you this. The Matriarch COMMANDS this. Endure.

Issue orders to your claws that the curfew will be enforced. Talk on this subject will no longer be tolerated. Continue to send surveillance reports as ordered. Questions regarding the strategic importance of Golden Orchard will also no longer be tolerated. If the Matriarch commands you to watch this one apple tree, you WILL do it without question, By Your Clan And Bloodline.

Burn this missive after reading.

-Penned by 3rd Sister Granya Orteka Greenrock, First Aide to the Matriarch, Year Of The End 680. Found in possession of an nearly un-corrupted Centaur in Year Of The End 685.
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>>50667047
Staples are avoided so much that not avoiding then is more interesting. Plus, if we want then mercenaries, it's better if they're dwarves because there aren't any fucking models for bearded slugs.
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>>50667776
>we've got an opportunity to break off of that
No we don't, and even if we did, this isn't shoehorning, there is good thematic reason to use dwarves here, and regardless of any of that, bearded slugs are just stupid.
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>>50667776
Using bearded slugs as dwarves sounds more shoehorny than just using dwarves. This still sounds like "Being different for the sake of being different" head-up-my-assery than anything else.
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>>50667868
>>50667963
Alright, OP here. Let's not turn this into another /tg/ argument. For now we'll go with dwarves, because the system supports them better at this current time, but we may change it at a later date once we have everything put together. We have Undead Centaurs, Eldritch Dragons... everything is so unique at this point that we probably need to include something normal just to keep the setting grounded. Even then, our dwarves are pretty far removed from the stereotypical Dwarf that it still feels pretty fresh and unique. Old ingredients prepared in new ways are just as novel as new ingredients.
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I've got a stat line drawn up for the knights. So far I have four different orders each with different traits to reflect different mutations which should have pretty different play styles, with similar costs for each of the 4 orders and 4 unit types in each order. I also drew up some possibilities for their supporting priests, but im not near as happy with those. I'll drop what I have in stages one order at a time.
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Ok, so this system has specialized Units called Personalities. Basically, Named Characters in a particular warband. All Casters have this designation, as they tend to be important. There is also a Leader unit, which basically acts as Captain or General.

Additionally, there's traits for "Rare" or "Unique" units that expand your point buy for those characters at the cost of how many you can potentially field.

I'm thinking Eldritch Dragons automatically qualify as these types of units, as they're incredibly powerful monsters with devastating spell-like abilities and very seldom take part in mundane battles. Centaurs with Necromantic abilities will probably make up the bulk of their forces.
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This is of course contingent on you guys liking it but here goes

Order of the Aegis. Mutated into massive guardians.

Lord Marshal 110 huge heavy armored leader q2 c4

Veteran knight 73 huge heavily armored q2 c4

Knight 58 huge heavily armored q3 c4

Knight aspirant 30 huge q4 c3
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>>50668336

Order of the lance. Mutated to run faster than humanly possible and go days without rest.

Lord Marshal 113 long move leader q2 c4

Vanguard 75 long move q2 c4

Knight 60 long move q3 c4

Knight aspirant 35 fragile long move q4 c4
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>>50668382

Sorry the aspirant should be q4 c3 same as the aspirant for the order of the aegis. Typo.

Cont in next post
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>>50668382

Order of ? Mutated for superhuman reflexes.

Lord Marshal 108 agile evade and counter leader q2 c4

Duelist 70 agile evade and counter q2 c4

Knight 56 agile evade and counter q3 c4

Knight aspirant 27 agile q4 c3
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>>50668448

Order of ? Mutated for superhuman eyesight.

Lord Marshal 113 longbow unerring aim leader q2 c4

Sniper 75 longbow unerring aim q2 c4

Knight longbow unerring aim q3 c4

Knight aspirant longbow q4 c3
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>>50668481
>>50668448
>>50668382
>>50668336
>>50668261

Anyway that's what I came up with after looking at the picture above with the lizardmen and using it as a guide. What do you all think?
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>>50661962
>>50662325
>>50664063
The Antithesis could be another name for the dragons, it would get the idea across of these creatures that are a complete anathema to the rest of the world (we could call the individuals anathema to make that even less subtle).
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Holy shit /tg/, I posted some first faction pictures and a few lore paragraphs in this thread yesterday before going to sleep. I'm super excited to still see it going strong this evening.
You guys rock.
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>>50667813
>>50667868
>>50667963
>>50667995

I suggested that we go with Dwarves, that have evolved a few subtle slug traits to better survive the wastes. Not out and out bearded slugs.
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Should I start a new thread? Fading Embers general?
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>>50668915

When this one goes I think yeah. You should.
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>>50669017
What's the thread limit on /tg/? We're nearing 300.

I'll just make a fading embers general, I have a cool picture for it
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>>50668578

Bearded slugs are way too over-the-too, but I like the concept of Dwarves that have been changed into something slightly alien, but recognizable.

>>50668915

That would be good, but is there anyway we can setup an Archive for this, and put a link in OP the of the Fading Embers general? I'd hate to lose all of this more we've come up with, and the statistics for units.
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>>50669071

*Over-the-top.
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>>50669075

Starting a new thread since this one is nearing 300 (I have no idea what the post limit is on /tg/)

Get in there boiz



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