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We Can Rebuild Him Edition

Welcome to /wbg/, the official thread for the discussion of in-progress settings for traditional games.

Here is where you go to flesh out the details of your worlds such as lore, factions, magic and ecosystems. You can also post maps for your settings, as well as any relevant art (either created by you or used as inspiration for your work).

Official Discord: https://discord.gg/yrp9saR

Resources for Newfags: https://sites.google.com/view/wbgeneral/

Previous Thread: >>66951249

Thread questions:
>how advanced is medicine in your setting? What's the most impressive procedure available?
>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
>how readily accessible is medical care?
>what's the most common cause of death?
Hard Mode:
>are there treatments that only the wealthy can get?
>are there conditions that simply can't be treated, making even palliative care moot?
>who's got the best physicians? How big is the gap between them and the rest of the world?
>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
Dante Must Die:
>which ethical limits are there? How often do less scrupulous people ignore them?
>>
>>67027452
>how advanced is medicine in your setting? What's the most impressive procedure available?
The Northern Empire gets the idea of boiling water and that some magical diseases are caused by minuscule spirits. Some plastic surgery is available, but it is mixed with magic.

>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
There are a few universities, as well as the hospitals of the god of war. Private professors for those that can pay for them.

>how readily accessible is medical care?
I think one or two in ten people has acess to it.

>what's the most common cause of death?
Infant mortality is still high, so that might be it.

>are there treatments that only the wealthy can get?
Plastic surgery.

>are there conditions that simply can't be treated, making even palliative care moot?
Even curses and demon parasitism have treatments, but those aren't cheap or widely available.

>who's got the best physicians? How big is the gap between them and the rest of the world?
The Abalm Triunvirate. Their magitech is beyond current 21th century technology due to magic. Some people can even afford to acquire artificial implants like arms and eyes.

>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
Complement.

>which ethical limits are there? How often do less scrupulous people ignore them?
Well, even slaves can't be used for painful experiments, because the empire doesn't want people returning as vengeful ghosts. That said, there must be a couple crazy doctors which will end up being killed by the god of death, again and again and again.
>>
>>67027452
how fucky would it be to have a medievaly setting where people know to clean medical equipment/wounds?

And I'm conflicted about how to have normal medicine and magical healing work together. If some cleric can just wave his hands and fix you, why bother with a doctor.
>>
>>67027699
Can a cleric heal worms in your guts? Can he prevent diseases in the first place? Are there enough clerics for the whole population?
>>
>>67027710
no, sometimes, no. good looks bud.
>>
>>67027699
>how fucky would it be to have a medievaly setting where people know to clean medical equipment/wounds?
Not very, it's quite plausible and the main impact would be fewer people dying of infection from wounds and surgery. Medieval surgical techniques were a lot more advanced than we give them credit for, and better medical hygiene mean more people will live to enjoy the benefits.

The lack of modern anti-septics and anesthetics still provide a hard cap on surgical development. It also doesn't do much to help combat disease although a culture that takes medical hygiene more seriously might put more effort into public health projects that make some difference. That's if you are treating it all somewhat realistically, many fantasy settings already handwave the limitations of pre-modern medicine so some reader or players might not notice much difference.
>>
>>67027452
>how advanced is medicine in your setting?
At about the level of the Byzantines in the 14th Century.
>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
Medicine is an apprenticeship programme, so an individual needs a sponsorship by a practitioner to attend an academy, before the student then studies with their sponsor.
>how readily accessible is medical care?
Every village has someone with some knowledge of care, the larger towns may have a physician, and each island's capital is well staffed with surgeons and physicians.
>who's got the best physicians? How big is the gap between them and the rest of the world?
The Kernry have some of the best battlefield surgeons, the Deicolorii celebrate the study of theory more in the form of physicians. Many a doctor will prize a Deicolorii textbook.
>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
No magic.
>Dante Must Die:
>which ethical limits are there? How often do less scrupulous people ignore them?
The Deicolorii allow experiments, but only on willing participants.
>>
The Stranacia (lit. Big arrow) is a traditional Deicolorii weapon, a cross beteeween spear and shortsword.

An ancient legend speaks of the saint of archers, who fought a great beast that was trying to swallow the islands. Every shot had hit true, but it wasn't enough to kill the beast. He daringly leapt from his ship, clutching his last arrow in his fist, driving it into the beasts heart. All nobles are expected to master the weapon along with the greatbow.
>>
>>67027452

Thread questions:
>how advanced is medicine in your setting?
Medieval standards, but some mages/priests that also serve as majors might know some healing magic.
What's the most impressive procedure available?
Resurrection, only achieved through a complicated ritual and a Phoenix's feather
>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
There is formal instruction in the temples of the god of life and death. It is usually for those with a slight hint of magic, since they can treat patients better.

>how readily accessible is medical care?
It depends. It is usually hard, yet any priest would try to do what it is on his hand to help.
>what's the most common cause of death?
Ilness, beast attacks, enemy raids for slaves, and so on
Hard Mode:
>are there treatments that only the wealthy can get?
There is the last Phoenix feather safely kept in the interior of the royal palace. Usually rich people can access to top tier treatments and potions, and might even live until 150 years old if they can afford it.
>are there conditions that simply can't be treated, making even palliative care moot?
Usually getting rekt'd by a sword and whatnot.

>who's got the best physicians? How big is the gap between them and the rest of the world?
The best phisicians are found either in elven lands or in the Madalar Caliphate. Elves can produce wenwoln, a substance made for creating potions, and its first trade node is Madalar, which makes their medics pretty skilled, even when they do not have any magic powers.
>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
They complement each other, yet mundane medicine is very common.
Dante Must Die:
>which ethical limits are there? How often do less scrupulous people ignore them?
Sky is the limit. The church is usually very suspicious of any chaotic or demonic influence, so even reading the wrong book can get you in jail.
>>
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bump w/ map
>>
>>67034323
is that africa and europe with some bits cut out and turned to water?
>>
Hey there.
I'm wanting to make a attribute system for the universe my comic takes place in, just as a bit of flavour and fun mostly.
I might want to decide certain outcomes of the comic with dice roll though, so it would be cool just beyond saying 'rolling anything below a 3 on a d6 means a fail instead of pass' or whatever.
Thing is, I'm not sure how to go about starting, do I start with GURPS as a basis and add other stats from there?
I like the idea of having a physical and mental resistance stat that could tie into the main ones of Str/Con or such else.
And because gods and demons exist in this universe, a spirital stat would be cool too.
I'm mainly looking at DnD, Shadowrun, and Fallout as a basis but I'm not sure how each is calculated.
>>
>>67030311
So, Tawara Touta.
>>67027699
I don't think it's too far-fetched for physicians to draw a relation between clean tools and lower mortality rates in surgical intervention, particularly if your setting has universities. As for wounds, ancient greeks and egyptians used boiling water, wine and other liquids and poultices to treat wounds, so the knowledge was definitely there. Also this >>67027710
>>
>>67034578
No, but I can see the resemblance now that you mention it
>>
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fackin language map
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>>67027452
>how advanced is medicine in your setting? What's the most impressive procedure available?
Technology wise not very, ability wise very. Alchemists can take a severed head and with enough resources give it a new body and bring it back to life, if its fresh enough it will even have the same soul as before.
>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
Most alchemists learned from someone they apprenticed under, though for those who can afford it there are texts on the practice of alchemy.
>how readily accessible is medical care?
Moderately available, most alchemists in the outer district are willing to work out different forms of payment if you don't have the money on hand to treat an injury. Don't expect them to be nice about it, you might end up in a fighting pit to pay off your debt.
>what's the most common cause of death?
Murder. Demons are not a kind people even to their own brethren.
>are there treatments that only the wealthy can get?
Yes. Alchemy is not cheap and unless you like being a slave of a guinea pig you need hard cash to get heavy treatments.
>>
>>67036318
>are there conditions that simply can't be treated, making even palliative care moot?
If someones soul is gone they cannot be saved, if someone is infected with rot then their body is impossible to save but theoretically they could be given a new body, no alchemist has actually accomplished this to anyones knowledge though.
>who's got the best physicians? How big is the gap between them and the rest of the world?
The Kings alchemist of course. Vast, with the resources granted to him by his position he has lived well beyond his years and learned a great deal.
>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
Yes if that wasn't very obvious by now, our idea of medicine is nothing like theirs.
>which ethical limits are there? How often do less scrupulous people ignore them?
There are no ethical limits, these are the damned they are born of sin and they will live that sin for all their days. Thats not to say people will actually trust a doctor who murders his patients, its just they don't really care at a moral level unless they were family or friend.
>>
>>67036259
I like it so far....

fun islands
>>
bump
>>
>>67027699

Roman army medics knew that boiling their tools before and after use and keeping their hands clean lowered the chance of infection. They didn't know exactly why, but they knew it worked. Alcohol is also a surprisingly good disinfectant. Greek wine was extremely strong and made for a great disinfectant. It was actually so strong that if you didn't water it down drinking too much could be dangerous.
>>
What are the central themes of your setting?
>>
>>67039584
For better or worse, one person can change the world.
Emotions are power.
What has been done is difficult to undo.
People gain strength from each other.
Ideals bring about both communion and conflict.

Also, is that asshole that posts for Your RPG is Shit here? I want to ask him some questions about how I can make my hack heartbreaker for which the setting is being designed not suck as much ass.
>>
>>67035203
I didn't even know who Tawara Touta is. Damn. Did he stab the centipede, though? It looks like he shot it with a saliva coated arrow.
>>
I need raw human materials for the most raunchy and evil black magic spell ingredients
>blood
>sweat
>cum
>tears
>skin
>hair
>bone
>milk
>drool
>ear wax
>bile
>brain fluid
>eyes
What else?
>>
>>67041039
Marrow, nails, chopped wang. Seems like you've already got most things.
>>
>>67041039
You can never go wrong with some necropants.
Pic related.
>>
>>67041566
>If you want to make your own necropants (literally; nábrók), you have to get permission from a living man to use his skin after his death.

After he has been buried, you must dig up his body and flay the skin of the corpse in one piece from the waist down. As soon as you step into the pants, they will stick to your own skin. A coin must be stolen from a poor widow and placed in the scrotum along with the magical sign, nábrókarstafur, written on a piece of paper. Consequently, the coin will draw money into the scrotum so that it will never be empty, as long as the original coin is not removed. To ensure salvation, the owner has to convince someone else to take ownership of the pants and step into each leg as soon as he gets out of it. The necropants will thus keep the money-gathering nature for generations.
>>
>>67041039
Go full chinese vampire and steal people's breath. It would cause them to suffocate either instantly or after it was used in the ritual/recipe, depending on what you prefer.
>>
>>67041039
Pus? Urine? Tendons?
>>
>>67039584
>I'll make my own setting with blackjack and she-elves.
is the central theme all my settings.
>>
>>67041039
> no boogers, snot, or phlegm
> no poopoo or peepee

do you even icky?
>>
Thread questions:
>how advanced is medicine in your setting? What's the most impressive procedure available?
In general its on a very medieval level. All you've got are herbs and knives. Only difference is that disinfection is known to be important, and surgery is rather developed.
However, tinctures from the depths of the Castle have very strong curative properties,
>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
Herbology is highly informal. Wise men take on apprentices and have them watch as they heal others. Oakenbranch is a group of people who try to formalize and aggregate herbal lore, but they are semi-illegal in most of kingdoms.
Others join Apothecary guild. There they learn to decipher arcane inscriptions on fials of tinctures.
>how readily accessible is medical care?
Most kingdoms have at least a few Apothecaries, and kingdoms at the edge of the Forest have a lot of herbologists as well. There are sawbones tending battle wounds, but their skills begin and end at patching wounds and sawing off limbs.
>what's the most common cause of death?
Monsters.
>are there treatments that only the wealthy can get?
Castle tinctures cost a fortune.
>who's got the best physicians? How big is the gap between them and the rest of the world?
Highest trained adepts of the Order of Flame can draw directly upon human's soul to restore his body. They can cure basically anything, even raise the dead on occassion, but such healing is very difficult, dangerous, and take a lot of energy.
>if magic exists in your setting...
Magical healing is reserved for the most severe of illnesses, which are often magical in nature themselves. It is also difficult and risky.
>which ethical limits are there? How often do less scrupulous people ignore them?
A healer's oath is sacred. A healer can't refuse when asked for aid. Even greedy snooty Apothecaries will keep a jar of a weaker tincture to dab anyone's wounds for free.
>>
>>67041039
Uterus
Teeth
>>
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Would an alien/fantasy race without forward facing eyes be able to effectively use long range weapons like cross bows or fire arms? I've never used a sniper but in movies they only use one eye to look through the scope anyways so a rat sniper is plausible right?
>>
>>67042512
Scopes can only be used with one eye, so there sould be no problem.
>>
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>>67042512
True-right, man-thing, yes-yes.
>>
>>67042512
You know those idiotic glasses that lazy people use to read lying down, or that lazy cliff climbers use to look up? They can make a variation that allows them to see straight ahead.
>>
>>67027452
>how advanced is medicine in your setting? What's the most impressive procedure available?
Medical science in Rhûne is fairly stagnant and underdeveloped, due to the availability of magical healing. Roughly equivalent to 15th century medicine, Rhûne's chirurgeons have mastered bloodletting, leeching, and relatively safe amputations.

In addition, basic herbalism is part of what every hedge wizard and wise woman knows, but this is considered part and parcel of "magical training," and there is no meaningful distinction between a common poultice and a magical philter.

Along the Gulf of Tranquility, acupuncture is well known, and herbalism and spiritual alchemy tend to be practiced hand-in-hand (think Chinese medicine).

>>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
Hedge wizards and wise woman learn their art through apprenticeship. More advanced medical procedures are taught through apprenticeship and training at a university.

>>how readily accessible is medical care?
Most villages of any size have a hedge wizard or wise woman, and if not there will be one in the next village over.

University trained doctors are usually also wizards, and typically employed by nobles. A lord may send his wizard out to treat the common people in case of a plague, but generally the peasants have to lump it.

>>what's the most common cause of death?
Childbirth.

>>are there treatments that only the wealthy can get?
Naturally.

>>are there conditions that simply can't be treated, making even palliative care moot?
Yes, there are magical diseases and curses that can only be treated by magic.

>>who's got the best physicians? How big is the gap between them and the rest of the world?
The Hran-Feosi have the best chirurgeons, but the Plandail have the best herbalists.

>>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
They complement each other.
>>
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And here's a map of Rhûne.
>>
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>>67027452
>How advanced is medicine in your setting?
Mundane medicine is slightly more sophisticated than Renaissance level, due to the existence and availability of healing magic. Civilized peoples have observed that boiling water yields results similar to water purification spells. Scholars and experienced medics believe disease is caused by "near-sentient filth", and is contained in the stench of bad air.

In my setting, there exists a form of plague with extra-planar origins that is immune to magical healing. The spread of this plague pushed the fields of surgery and pathology beyond their infancy, and led to the "sentient filth" theory.

>What's the most impressive procedure available?
Several magically-assisted surgeries have been performed, although the practice is extremely rare due to the complexity of the procedure and high risk of death.

Also, there exists a nation of civilized goblins who discovered certain strains of mold that were very effective in treating infections and disease. It was discovered when an herbal tincture was left in the open, and sprouted mold overnight. The goblins brewed the mold into their potions, which earned the nickname "Goblin Panacea". Unfortunately, the precise method for producing this mold has not yet been identified. As a result, goblin apothecaries are known to produce a variety of "healing molds" whose effectiveness varies from being utterly useless, a powerful antibiotic, or lethally toxic.

>Where does an aspiring medic study?
Traditionally, mundane medicine and surgery were viewed as trades unfit for nobility. They were taught via apprenticeships to local medicine men and apothecaries. Surgery was often a side job for local butchers and tanners, who would have a basic understanding of anatomy. The containment of the plague jump-started the study of medicine as a science. Over the last fifty or so years, universities taught noble children anatomy and basic medical theory.
>>
Castlewood anon here, and I've been pitching an idea of my setting (half the world is endless castle, the other half is infinite forest) and he said "Hm, what if they build a hot air balloon? They got sufficient technology. They can navigate forest and even castle pretty easily."

And I was like "Huh, you're right, you brainy faggot."

What would prevent people from just building a hot air balloon and flying over all the mystical shit that inhabits the Forest and the Castle?
>>
>>67042741
no ropes or cloth or hot air?>>67042741
>>
>>67042754
Well, all three things are available.
>>
>>67042741
Flight is forbidden and considered an abomination. If it does come up, someone had to build the hot air balloon in secret and it would be a major plot point, it wouldn't just be frivolous
>>
>>67042741
Turns out the castle's got air defences manned by SOMETHING, and there are gryphons in the forest.
Ergo, unless you've somehow created a SEAD or air superiority balloon, you ARE going to think twice before taking flight.
>>
>>67042741
Owlcats
>>
>>67042741
is your setting dangerous because you'd literally be flying around in a giant target. won't balloons cash if its even slightly windy or rainy?
>>
>>67042888
Hm, good point.

>>67042893
Okay, now my setting definitely has owlcats
>>
>>67042733
>how readily accessible is medical care?
Basic magical healing is affordable to most. Only the most destitute of peasants and farmers do not have access to this form of healing, outside of charity. Effective potions and poultices are more expensive, and the highest quality strains of goblin panacea spikes significantly during outbreaks of disease.

>What's the most common cause of death?
In destitute communities with little access to magical healing or proper medicine, disease, infection, and malnourished remain the common causes of death.

>Are there treatments that only the wealthy can get?
Resurrection currently only exists in the form of magic, and requires extremely rare and expensive reagents. Resurrecting an unpopular lord can have a severe backlash from the poor, because it typically results in higher taxes being levied in order to afford the spell.

>Are there conditions that simply can't be treated, making even palliative care moot?
There is a medical condition that causes the victim to become a kind of living ghoul with rotting skin and a taste for human flesh. There is no way to reverse this condition, however there exists a specific diet of a particular breed of pig along with strong herbs that is capable of suppressing cannibalistic urges.

>Who's got the best physicians? How big is the gap between them and the rest of the world?
Subjective, however the dominant races of the northern continent (goblins, dwarves, and humans) have recently invested significant research into non-magical medicine. While a significant discovery, the goblin's healing molds are frequently dismissed as a lucky accident. Humans and dwarves have just recently established universities to study medicine, which will pay dividends in the future. The southern continents remain fairly primitive, and revolve around homeopathic remedies and shamanistic rituals.
>>
>>67039584
1) Having power really does a number on your empathy to the lessers
2) Sometimes your enemies are ones you trust the most. Make sure they're not
3) Cyborg space gods are fun
>>
>>67042996
>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
Prior to the plague, magical healing largely obviated the need for mundane medicine. Now, they frequently complement one another.

>Which ethical limits are there? How often do less scrupulous people ignore them?
Only a special sect of death priests are allowed to dissect bodies and remove organs. It is said that only they know the proper technique to cut into the body without upsetting nature and offending the gods. In reality, the gods are not concerned with what happens to a corpse after death, however the priests have made a fortune selling organs to whoever as the gold.
>>
How did borders between realms work during the medieval times?
I am asking, because I am trying to figure out the borders in my setting, but I don't know how they would actually work in such a time.
>>
>>67042031
I mean, sure. I wanted to get the most pure quintessentials in first. It's important I get the themes I want this magic to portray and tell about the people who use it, as well as set a level and flavor of edge. For example, what's warm, thick, has a particular musk, shoots from a man, feels good on your face, better when it's someone else's, and best when you made it happen?
Blood.
Confusing/mixing the imagery and emotions of sex and violence is a favorite of mine when it comes to depicting someone as a villain. Shit and piss and all that stuff doesn't resonate with me, because it doesn't hold such a primal place in the heart love and hate do.
>>
>>67027452
>how advanced is medicine in your setting? What's the most impressive procedure available?
1990s with incredibly advanced cybernetics, with the most advanced procedure is becoming a full-body cyborg, though unless you've gone through some apallingly intensive therapy your soul is probably just gonna end up leaving your body and your body's just a robot with a meaty CPU.
>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
If you've got money to spare then you go to a MediCorp training school, the best medical education money can buy but you do need a lot of money, or to have family in the right places. After that you have normal medical schools, basically just the same as real life.

In terms on education that isn't officially recognised, you could become an apprentice to a Street Doc. It's a fairly cushy job all things considered, being a medic generally keeps you out of harms way when it comes to criminals since they're gonna be relying on you to patch 'em back up after they inevitably get shot up by the local rent-a-cops. Pays pretty good too.
>how readily accessible is medical care?
Very, if you've got the cash.
>what's the most common cause of death?
Old age, starvation and brain burnout.
>>
>>67043514
sometimes, monarchs would meet to settle the border disputes, like magnus the lawmender of norway and valdemar of sweden did
>>
>>67043514
Borders would either be natural landmarks or nebulous lines drawn in sand that would shift as new villages rose around the area
>>
>>67044075
>>67044051
We're border based on actual lines like they mostly are today, or the feudal loyalties of various villages?
>>
>>67044386
>We're border based on actual lines like they mostly are today, or the feudal loyalties of various villages?
More often the latter. The border isn't usually a clear top-down demarcation between two entire states, it's a patchwork made up of all the individual fiefs and vassals that owe loyalty to one or other of the kingdoms that combine to make the border. Naturally border disputes run rampant and could range from two border farmers or knights arguing about a singe field to kings and lords trying to claim entire provinces. The claims are based on tangled property rights and conquest, and don't necessarily reflect a neat divide between languages or culture.

Natural landmarks were important but these could be extremely local and more about clarity that a real barrier- a stream you can jump across isn't going to stop incursions but it's a reference point so that the locals know that on right bank is the Barony of Blah (belonging to Kingdom X) and on the left is the personal demense of Sir John de Fault (vassal knight to the Abbot of Such, who serves the Kingdom of Y). And the peasants on either side of the stream form a single community whose landlords ultimately owe allegiance to seperate kings. Beyond the local concerns of who owns which fields borders are important because of whose justice system is used and who collects the tolls.

Marcher lords, palatinates and lawless frontiers such as the Anglo-Scottish border which produced the fearsome border reivers might be something to look at if you want a more wild or militarized border. In general I'd suggest trying to work out what historical border situation is closest to the one you want and looking at that as a model.
>>
>>67045648
>don't necessarily reflect a neat divide between languages or culture.
This is important. It was extremely common for the people of Kingdom A near the border of Kingdom B to culturally be more like Kingdom B, especially if the lands were conquered. Also, a large nation shouldn't have a strong cultural unity all across it unless it fosters a lot of patriotism of the sort that was generally only found in empires at the time.
>>
>>67045648
>In general I'd suggest trying to work out what historical border situation is closest to the one you want and looking at that as a model.
That sounds like a good idea, but I don't want to start looking through random history in order to try and find it.
I'll describe what's the situation is though, maybe someone could give me an idea on what its closest to:
>Basically, a large empire crumbled, resulting in it being split into various kingdoms, whom in turn crumbled due to their own issues into various Duchess, Baroness and Counties.
Hope someone could give me an idea on what's closets to this so I could read up on it.
>>
>>67046328
>Basically, a large empire crumbled, resulting in it being split into various kingdoms, whom in turn crumbled due to their own issues into various Duchess, Baroness and Counties.
That sounds like a dead ringer for the Franco-Imperial border. Flanders and Burgundy (who also controlled Flanders from the 14th century) being the two main flashpoints but the entire things was a mess for hundreds of years which was only encouraged by periods of weak central monarchs unable to control the border nobility.

Here's a map of late 1400s France and the border with the Holy Roman Empire. Three things are striking:
1. the border is extremely crinkly rather than neat lines
2. the border generally follows a string of major rivers but is seldom actually on the banks
3. the Dukes of Burgundy owned substantial land on both sides of the border thanks to their many titles in both realms. The fallout from the Burgundian Wars against the French crown would lead to Franco-German border troubles for centuries to come. Border nobility with land and allegiance in two kingdoms was not uncommon but presented a feudal headache when the kingdoms went to war with eachother.
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>>67046920
A larger map concentrating on late 15th century Burgundy and showing the border more clearly.
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>>67046978
What prevented the Burgundians from completely taking control of the small bits of land completely or partially surrounded? I assume that the Bishoprics were safe because of church ties, but what is stopping them from going into, say, Tournai and saying "Hey, I'm your liege now."
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>>67046920
How many of these borders are based on actual landmarks?
Why did the borders of these various realms look the way they do?
In my setting, I was thinking it was because, before the Empire crumbled, the Emperor assigned a series of rulers reign of a region within the empire, whom in turn assigned a series of lower rules inside their realm. When the empire collapsed, these rulers basically became kings, and their lower rules dukes and barons.
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>>67047089
The guy died without issue and had bought many of the titles in hopes of establishing an Kingdom. Of Course there would be squabbles over it once he kicked the bucket.
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>>67047181
This was something I whipped up real quick on one of the maps of my setting.
Don't know what to think about it yet.
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>>67047089
>>>67046978
>What prevented the Burgundians from completely taking control of the small bits of land completely or partially surrounded
Aside from the expense and risk of any campaign of conquest, especially if you need to besiege a city?

The target is likely a subsidary title, relative or ally to a more powerful noble or coalition. The kind of people who could escalate a quick little war into something much larger, riskier and more expensive. Even if not then getting a reputation for ruthless expansion without a half-way plausible casus belli is going to make other nobles see you as a threat and an asshole who doesn't play the game. The king might intervene if he has the ability and interest, and stopping an aggressive vassal teamkilling and gaining too much power is in his interest.

>I assume that the Bishoprics were safe because of church ties
Nope. That does have an effect, but bishops are often a political apointment and functionally a count that wears a robe with the castles, lands and armies to match.

>Tournai and saying "Hey, I'm your liege now."
Despite not being Burgundian vassals, Tournai was very much in their sphere of influence at this time. The bishops of Tournai were in the inner circle of Burgundian statesmen.

That said, Charles the Bold did pursue expansionism, made war on an Archbishop amongst others and died on the battlefield against a coalition of French and HRE factions including the French king who united against Charles the Bold due to his expansionism.
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>>67047560
Looks fine.You could make some of the borders a little messier but overall it's a functional map.

One thing I would say is working out what the borders running through hills represent. Hilly terrain that can function on similar rules to other borders, rougher terrain with the border going along valleys and passes, or just a notional zone of control over a wild highland? All are valid options are your setting may have a mix or perhaps something else entirely, it's just something to think about when talking about the borders mean.

>In my setting, I was thinking it was because, before the Empire crumbled, the Emperor assigned a series of rulers reign of a region within the empire, whom in turn assigned a series of lower rules inside their realm. When the empire collapsed, these rulers basically became kings, and their lower rules dukes and barons.
This is pretty much what happened to Charlemagne's Frankish Empire. The very titles of Duke and Count dervive from Late Roman terms used by Charlemagne for appointed generals, officials and governors, but which turned into hereditary noble titles as central power decayed and the Empire fragmented. Similar processes have happened in other cultures, such as in India as Mughal power collapsed. Having some of your leaders and nobility have titles based on the old empire can be a nice way to add a little history and gravitas to them.
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>>67047974
The majority of the mounds are largely hills terrain with smaller valleys in between them.
I think the majority of the borders are designed such that they pass through small, sometimes following the path of smaller streams.
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>>67048140
*through small valleys
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>>67047974
Also, when you say make the borders more messier, do you mean making exclaves and enclaves or simply making the borders more jagged and protruding?
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Dark age esque setting based around anthropomorphic animal clans?

Really inspired by armello and burroughs and badgers.
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>>67049331
I'd play it.
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>>67049331
Idea sounds cool but you'd better elaborate on it, because it's one of those ideas that deserves a full-blown world.
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>>67048214
>simply making the borders more jagged and protruding?
This is what I meant, however you raise an interesting point about exclaves and enclaves.

Geographically non-contiguous territory was normal within a realm; a county here, a lordship there, right down to individual manors and fieldstrips. An exclave of one kingdom inside another however is a bit more tricky. How did the situation come about and how does the kingdom maintain it, not just from potential invaders but preventing the exclave from just becoming independant (de facto if not de jure) because the kingdom cannot enforce it's will there. This obviously makes them a natural flashpoint, the Hundred Years War was ultimately about France trying to reintergrate English Gascony which was still legally French but functionally an English exclave since the Duke of Gascony also happened to be the King of England. There is a lot of potential plot to be mined from this and not just outright military action.

Sea routes are a great asset to maintain the exclave and the best medieval example would be Venice which had an empire of strategic stretches of coast and islands across the Adriatic, Eastern Med and Black Sea, but safe passage through a friendly power or a politically fragmented region could work as well even if it is more vulnerable to interdiction.

It's entirely possible that nobles from one kingdom will have land in another, but unless they are powerful enough to function as quasi-independant states similar to Burgundy I wouldn't represent that on the main map since trying to represent the patchwork of fiefs across a continent will make your eyes bleed.
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>>67049331
Questions like these should be banned, any setting is liable to be good and interesting if you know what you're doing and are willing to put the work into it.
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>>67027452
Medicines advancement depends on WHO has it in my megasetting. As a whole, the Aeternians no fucking doubt about it. They're Ur-Humanity, the oldest and first incarnation of Humanity in the multiverse from whom all stem. Their entire shtick is preservation, namely of Humanity. They met other species and wisely assumed "Someone's gonna fuck up. Us too. We're gonna burn out, aren't we?" and set about creating a regime built around the cataloguing, preservation, and later reseeding of species.

They reside somewhere in the Galactic Core and when they see a new species, they capture populations of the new species with a gift left after them saying essentially "They're safe. We promise. This is for their own good." and ensure that after an inevitable collapse (Which they really pray wouldn't happen) they reintroduce the species to appropriate worlds.

The Aeternians are an authoritarian regime and very secretive. They're not outright hostile to anyone, but won't usually accept visitors. They have a job to do, let them do it.
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Give me some thoughts dear friends
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>>67051385
I meant to say that this is pointed at WHO has the most advanced medicine, my apologies I misread the OP.
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>>67051447
What am I looking at?
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>>67051547
Basic area blocking for a city, circle is a birds eye view of it.
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How do y'all organize your files?

I transferred most of my stuff to vimwiki over the past month and really like it so far.
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How much do you guys draw upon history/real life when building nations? I'm always afraid of running into a situation when people can look at my map and go "oh, that's your fantasy britain?" "These guys are the germans?", etc.
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>>67052505
Anon, people will not care any significant amount, a great deal of successful properties are either blatant ripoffs of real history, or vague allusions to real history.
Do what makes you happy
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>>67052505
Mix and match within reason. You should be drawing from history, not creating Aenglandia or Gaul with elves.
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>>67052505
The two answers to this are:

1. Having clear reference points to RL countries actually helps players get things faster and be able to move forward. (Though really "RL countries" tend to minimally resemble their fantasy equivalents.)

2. If you want to avoid being too obvious, get into details on RL societies (particularly obscure ones), mix and match, and think through how things interact with each other.

The ultra secret third technique is to just blatantly model it off a real society but rename everything that's too flavorful into a fantasy conlang so people won't notice that your society is just straight up Rome.
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>>67052505
There's nothing wrong with drawing inspiration from or even copying history, mixing and matching helps, but I'm always bothered by people who are lazy enough to just nickname their countries not!Rome, not!Japan, etc.
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>>67052612
>>67052646
>>67052698
>>67052737
Thanks guys, my thalassocratic island nation doesn't seem so bad anymore. Even though it's a theocracy
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>>67051578
So the richest people and the temple are at the lowest point?
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>>67052981
Yes, temple mainly because their god is at the bottom and they wouldn't want to be anywhere else. The rich people because the pit is the only real protection against a raging firestorm that blows through often so being low down is a good way to not have your shit burnt, also because its hell and they're all demons so obviously their idea of "me rich me on hill" is reversed into "me rich me in valley"
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So why was it these four regions developed great river civilizations/hydraulic societies, and not other great rivers? Was it entirely due to the nature of the rivers, or other geographical features? Or is there more going on?
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>>67052818
Thassalaocracies aren’t too bad because we’ve got so many to draw from. If you are worried about people drawing parallels to England/UK too quickly, mix in some Athens, Carthage, Venice, Dutch Republic etc.
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>>67053271
The Nile is protected by desert and a swampy delta. The wind blows South and the river runs north.
(All Egyptians rode fire breathing dinosaurs)
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>>67053271
They're all race-mixed areas.
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>>67053271
Rivers, climate, plants available in the area
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What are some ways I can put traditionally Good magics into the hands of the Bad guys? I've got healers working as interrogators since they can keep a subject alive indefinitely, but I'd love some more options.
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>>67053271
My bet would be on movements of people.
Nile is closest to the cradle of humanity.
Mesopotamia is next when moving from Africa to Eurasia.
Indus is next - people that primitive didn't have ships, so they would travel mostly by land, and Arabia is too arid to cross. India is jungle, full of tigers and shit, so getting to Ganga was slow, and Indus already provided all they needed.

China was populated by people mixed with some Siberian genome (the name of the particular hominids eludes me) and resulting humans traveled south, to the warm lands, until they came, as you can see, to the first two big rivers. Sure, Siberia has big-ass rivers too, but its kinda cold, habitable lands are far from sea, and there are bears, tigers and shit in that place. Better to travel south.
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>>67056578
This isn't even deep time.
Even at the lower end, humans were biologically and mentally same as today at least 50 000 years ago. By 30 000 years ago they had spread around the world, including Australia and Americas.
These early civs arose 4000 to 6000 years ago. The people who built them had been living there for a long time.

This is a problem I have with some settings too. People were primitives with no concept of preserving the environment or other species for tens of thousands of years. A lot of things could be wiped out in that time.
IRL we know of both animal and human variant species that went extinct. How did the figurative hobbits or goblins survive?
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>>67057067
Well, no, Neanderthals, Denisovans and other hominids who contributed a lot of genomes of various races went extinct only 40k years ago. So 50k is a stretch.

You have to realize that population of the WORLD was tiny in those times. It only started to meaningfully grow when people settled and started to produce enough food (i.e. the start of those great civilization). Before that time each of those regions was settled by a bunch of tiny tribes a few hundred people each. A few thousand people in each region are not driving anything to extinction, except for other people.
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>>67057067
>How did the figurative hobbits or goblins survive?
By having a bigger pool of individuals and a place where they could thrive.
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How do you keep your setting on track?
My science fantasy devolved from a weird setting about space gods and multiverse, shooting solar file beams out of their spears and shit into turf war between dieselpunk empire armed with bolt action rifles and steampunk robots, over a planet with valuable ore deposits.
Currently I'm forcefully dragging the setting back on track, turning turf war into sidenote.
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>>67057167
50k vs 40k isn't much of a difference when comparing to civilizations appearing 6k years ago.

And most of the quaternary extinctions predate any civilizations by thousands of years.

>>67057238
Place would imply separated homelands, with later migrations or conquests.
Which is different from "goblins in every hill", "elves in every forest" that some settings have.
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>>67057920
>Which is different from "goblins in every hill", "elves in every forest" that some settings have.
Yeah...my S&S thing is a bit more realistic about it. The Neanderthals were multiple enough that they ended up migrating in large groups to a different continent where they ended up interbreeding with the local aborigines. You can still tell who their ancestors were based on how the descendants look, but it's not straight-up short, hairy cavemen-looking dudes.
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>>67057619
A multiverse is a big place, easy to get sidetracked.

Do just enough to get started, and run a game in it. This will provide focus and incentive.
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>>67056289
I mean if you make god/whatever unreasonably judgmental to the point that only the most zealous fanatics aren't guilty enough to be burned by his light, then you can just make all holy magic "bad"
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How in the hell do you match a name like Rome? It's short, but distinct and dignified. I need to name a similar center of culture and imperial power, but nothing fits.
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What cultures exist due to an invasion and conquest by foreigners? Like Britons and Anglo-Saxons or Normandy and Scandinavians resulting in Normans. I need to read up on this, I'm having trouble establishing how my kingdoms came to be, all I have for now is that they were born from the conquest of invaders.
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>>67060793
Rome is a baller name, it's true. Come up with a naming language, it's a bit of work but not as much as a full conlang and it can pay off. I know a lot of my naming problems diminished when I did.
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>>67060803
>I'm having trouble establishing how my kingdoms came to be, all I have for now is that they were born from the conquest of invaders.
What in particular in troubling you? Why the conquest happened, the mechanics of conquest and occupation or something else?

One thing to think about is whether the conquerors managed to impose their culture on the subject peoples, if the conquerors assimilated into the local culture, produced some hybrid culture, or if the two cultures existed side-by-side with a clear cultural/ethnic/linguistic distinction. Obviously there is room for some mixing and matching between these extremes.
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>>67061715
(Made a mess of a post, redoing it, sorry)

I have a destination but not the road to it, in short.

The eastern side of the continent is simply called the Grasslands, it's what I use to refer to it for now. It is further divided in the Upper and Lower Grasslands, both with the same cultural bases but with some historical differences, Upper being more like Normans, Lower more like 14th century England/Germany. The Upper Grasslands is ruled by one man, feasible only because it's 1/3 the size of the Lower Grasslands. The Lower Grasslands is divided into 6 petty kingdoms.

My plan was to have the people who live in the grasslands be foreign invaders who came from the north. They assimilated the culture in the beginning, but as they travelled south they simply slaughtered most of the native population, imposing their own culture, thus marking a clear difference between Upper and Lower culture.

Problem is, I want the place to have a name for convenience sake as simply "the Grasslands" doesn't do it for me. I'm having a hard time coming up with a name that has enough history for both. I'd imagine those in the Lower Grasslands would forego the name in favor of the identity they create for their kingdoms while the Upper Grasslands would carry that name, though in spirit mostly. The idea is that those in the Upper Grasslands would have an attitude of "we are the successors of X, you have forsaken your roots" towards those in the south. I'm not sure why I'm having such trouble with this, maybe it's writer's block or maybe I'm doing too much at once.
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>>67060793
Try experimenting with one syllable words that have a hard consonant, long vowel, and kind of a softer sound at the end? Kos, Gemn, Dis, Torm, Rynn.
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How big is your world, relative to earth? My continents have a fairly thin shape, so I'm having trouble conveying a sense of grandness.
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>>67062501
If I'm reading this right, the invaders first settled the Lower Grasslands and assimilated or hybridized with a splinter faction carrying on to the Upper Grasslands where they imposed their not-Norman culture which they feel is closer to their ancestral way of life than the hybrid kingdoms?

As for names,what about the original proto-Norman exonym for the region from prior to or during the conquest with linguistic drift meaning the Up-landers use the old version while the low-landers either use a mutated version or have adopted a native term for the wider region. It might be a description or a Normanified version of a local ethnic group or state (not necessarily important or even still around). Something in the vein of the term Welsh/Wales might work and communicate what the Up-landers think of the natives the Low-landers have taken to aping; Welsh means foreigner often with negative implications in Old English. The low-landers have gone native with the not-us, while we up-landers never forget that this is the land we conquered and made our own.

Alternatively use a term derived from the proto-Norman ethnic group, the name of the initial Great Conqueror or something that guy made up. The Up-landers keep the fires burning for their glorious past but the Low-landers are more interested as you say in the indentities of their kingdoms, both co-opting local legacies and forging new ones.
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>>67063081
Well, having units on the scale would be a good start. Making the terrain features smaller also helps, I've found.
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>>67063220
The scale is in miles, I meant to say.
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>>67063153
Typing this out must have helped me because I have things a little clearer now. Yes, they came from the north and travelled all the way south, only really mixing with the populace in the north/midnorth. I'll end up having to create a proto-culture for the natives and the invaders and see how they mix and match. Thanks for reading my nonsense, anon.
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what's the name of opposite themes? like light and dark, heaven and hell, fire and water, birth and death, and so on. i need good list of such themes for my planned dualistic religion and i cant find the right term
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>>67063436
No worries anon, glad it helped.
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>>67063496
dichotomies?
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>>67027452
Damn. He never asked for this.
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/wbg/
In your opinion what goes underappreciated in the cyberpunk genre and what over shadows it?
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>>67063595
its actually binary opposites, but i couldn't have found it without you, rock on anon
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>>67064054
I think transhumanism, particularly transgenderism, gets downplayed a little in modern cyberpunk settings. However, unlike the raging retards at tumblr and twitter, it's not THE central part of the genre, rather, one of many.
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>>67064054
Too much cyber, not enough punk.
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Is a religion centered around the duality of light and dark too derivative of Zoroastrianism? It's become a popular theme as of late, being central to Dark Souls and ASoIaF. I really like the themes but I'm not sure how much you can deviate from that, they all the common themes of balance, an evil deity, a great battle, a prophesied hero and the looming threat of eternal darkness.
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>>67066057
It might be difficult to do without it coming across as super edgy, but if you want to mix it up, making dark good and light evil could be one way.
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>>67060793
You could try just using historical names that your audience is ignorant of. I (still) haven't run any games, but I know for a fact that no one I know would bat an eye if I called my fictional nations Frisia, Mercia or Moravia.
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>>67066057
You can do what dark souls did and make it questionable whether the light was really that good, and whether the darkness was not the true path. Subversion for subversion’s sake is never good thing, but playing around with subversive ideas can lead to cool developments. Another example I can think of is Berserk, where the Hawk of Light is pretty clearly not a good thing, and the one of darkness is the protagonists.
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>>67066057
I'm my time on /lit/ has taught me anything it's that you can spice it up by embracing Gnosticism. Instead of ripping off Zoroastrianism rsteal from the Manicheans and Nestorians.
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How bad of a cliché is the "random priest of obscure god leads revolution and establishes dictatorship over entire nation" plotline?
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>>67067096
>. Instead of ripping off Zoroastrianism rsteal from the Manicheans and Nestorians.
Are we talking about the same Manichaenism that cribbed wholesale from Zoroastrianism? Not to say that Mani wasn't onto something wild by splicing Zoroastrianism with esoteric favourite Gnosticism but that is what he was doing.

>>67066057
>>67066577
Here's the thing though, Zoroastrianism and the religions it influenced really don't go in for ideas about balance or cycles or ambiguous cosmic morality. There's none of that Moorcock "both extremes are bad for humans" setup, Light is Good and Dark is Bad with no room for discussion. Manichaean is the byword for dualistic good vs evil cosmologies. Zoroaster's influence on fantasy religions usually amounts to a few broad concepts with little in the way of nuance or specific doctrine and rituals so a sufficiently fleshed out religion should not be derivative.

>>67066538
That's entirely possible but it hinges on what concepts you associate with light and dark in that system, remembering that various deities linked with night or darkness around the world enjoyed a good press. It's not hard to see how in certain environments light, especially the sun, is seen as harsh or dangerous while darkness offers respite and safety. Fantasy settings can get even more mileage out of this setup with nocturnal or underground cultures, one of the more famous examples being the Discworld Dwarfs for whom darkness is generally positive and the extremist faction in Thud! embrace a very anti-sunlight and anti-surface ideology as an extension. As long as you don't chose the same traits usually used to demonize darkness for the crux of your positive version you should be fine.
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>>67067185
Like everything, it’s more in the execution then anything else. Don’t worry to much about it being cliche, worry about how you’ll execute it so that it’s engaging and entertaining.
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>>67064054
What the fuck happens to the third world
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>>67052505
I draw inspiration from historical events and nations, it also helps my friends who don't have as thorough of an understanding of history as I do just to say "This is the equivalent of the Roman empire"
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>>67051447
The Poor Fucks all live uphill of the Rich Lads, who live in a basin. Sewage goes downhill.
The Temple and Palace are located in the middle of a toilet bowl. When it rains, its the Rich Lads and the Temple/Palace that flood. Floodwaters mixed with shit and garbage.

I once designed a city like this, but it was like the exact opposite. The Rich Lads lived along the edge of the basin, and the poorest, most wretched lived in the crumbling ruin of rotting, half-collapsed buildings.

There was a massive outflow pipe that lead to the sea that was supposed to be a big drain to keep the basin from flooding, but every tide the tide came in it would push seawater up the pipe and flood the whole center of the city with a mix of seawater and sewage.

I think my city is the future of your city, and that the crumbling ruin at the center of my city is what's left of the Palace, Temple and Rich Lads homes after they all migrated uphill and left the Poor Fucks and Ultra Poor Fucks to deal with the streams of piss and shit that roll down from the Rich Lads houses.
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Looking for some suggestions. I'm working on an arcane-punk setting. Think something like Eberron for D&D. This setting is being built for D&D 5e. In this setting, humanity is the only playable race due to a genocidal holy war of cleansing that humanity waged on the other races of the world, wiping out all the other core player races in D&D 5e. How should I go about to allow players to make varied characters while still sticking to the 'everyone is human' rule?

One of my players suggested making subraces for human, with each subrace representing humans from different nations/kingdoms.

Another of my players suggested I create a 'race' for each human kingdom/nation with the 'subraces' being territories within that kingdom or nation.

I only have three kingdoms/nations more or less finished right now. The Kingdom of Estril, which shuns technology and is inspired by Arthurian legend. The Empire of Weixue, which is inspired by the Three Kingdoms period of China. The Free Isles, which is a loose alliance between several pirate-ran islands.
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>>67068069
>Weixue
You mean Wuxue, right? But seriously, assign different races/civilizations different starting stat bonuses, skills, proficiencies, and racial feats (maybe even give them some regular feats like Estril has the mounted combatant feat). You’re on the right track. Avoid standard human and variant human like the plague, and instead focus on making logical traits for your different human kingdoms. It well help players get invested in their characters backstory/civilization.
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>>67068067
You are the actual real world version of the piss wizard, I hope no one ever has to play your games
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>>67068514
he's called the whizzard you absolute casual
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>>67068527
Your defense only tells me you've made him your role model
Begone poopoo man
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>>67068537
Not the same guy. But no need to be proud of your ignorance of classic literature
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>>67068067
Sounds familiar.
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>>67068612
Sure thing palomine
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>>67068684
That’s some impressive autism anon.
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>>67067809
One would assume it gets even worse compared to the first. War and despots
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>>67067809
Eugenics.
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>>67067809
They get absorbed and their culture destroyed, or they are outright murdered and their lands stolen to house new factories. So whats happening now
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>>67064054
Philosophy is generally overshadowed by aesthetic.
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>>67067809
Premise: USA collapses inward. Corporate/capitalist power intensifies, without major successful revolutions or reforms. It's 2050-2060.

Here are my best guesses, feel free to disagree:

AFRICA: Eastern coast of Africa is pretty much completely satellites of China, North Africa is all EU satellites, west Africa is dominated by Nigeria/ECOWAS, as by 2050 Nigeria will be the third most populous state in the world.

MIDDLE EAST: Without US support, the Kingdom of Saudi Arabia collapses. Israel is forced to either majorly reform itself, become a satellite of China (EU doesn't have much military capacity or interest, I don't think), or die. Iran is probably the big winner in the region, making Yemen, Iraq, Afghanistan its satellites, at the least. If you're an idealist maybe you get a Federated Arab Republic of former KSA/Kuwait/Qatar/etc (not Oman or Yemen).

ASIA: China probably winds up dominating most of the region, particularly Indochina. Just too big/populous/industrialized, even if the PRC collapses and gets replaced (barring utter catastrophe like, now). Japan and/or India might be able to compete, but I'm doubtful. Korea probably gets reunited, likely falls into PRC orbit.

LATIN AMERICA: Honestly, probably pretty good. Likely have a second pink wave with the USA gone. Mexico's going to be caught up in the USA's decline thanks to NAFTA. Goes good for Cuba since it's not trading with the USA anyway. Brazil is a big winner, just due to its general size (and the fact that it's very cyberpunk already), but so is Chile due to its huge lithium reserves, which will be even more valuable if D-T reactors become viable. This does create the risk of falling into the single-export trap that countries like Venezuela did, but for a while Venezuela was riding high, so it all depends on the timeline.
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>>67067809
>>67069546
>Africa would probably become the world's China, with tons of people willing to work cheap with old regulations in terms of worker's rights.
>There is a deep divide religiously and ethnically among Africans.
>African countries now actually have enough money to afford a military and invade other countries.
>Large wars engulf Africa, sending the world that was reliant on it's cheap labor into economic recession.
>America is busy dealing with it's own problems of crumbling under the weight and power of megacorporations and quickly advancing technology.
>Que American Civil War 2.0
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>>67069728
nice fanfic /pol/tard
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>>67069788
There is not a single poltard that would suggest that africa could do any of what anon is suggesting. Work hard? Low wages or not? Now they can afford a military? Competent? Really?

Nothing pol there.

His entire post suggests that all Africa needs to become China/Europe/etc 2.0 is some industry demand be thrown their way. Nobody on pol would suggest that is what is lacking that keeps Africa from being successful.
>>
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>>67067809
Latin America
A mix of post-communist economic disaster zones and Integralist autocracies with some narco-states spliced in

Africa
Nigeria is a Cyberpunk local power, with a terrorist problem. French and Chinese corporations dominate vast swaths of the continent even after the collapse of the PRC in a new Warring states period

Middle East
>My life fades. The vision dims. All that remains are memories. I remember a time of chaos, ruined dreams, this wasted land. But most of all, I remember the road warrior, the man we called Mohamed
pic related after proliferation leads to a localized nuclear exchange

Indian subcontinent:
Probably balkanization and a collection of corporate oligarch dominated pseudo-nation states each trying to one up the other.

Asia:
Romance of the Dozen kingdoms as rich corporate oligarchs wage vast shadow wars against one another as they try and reunite China under their rule.
>>
I have an idea for a setting:
>A massive super advance ship the size of the sun that is able travel space and time and to other universes know as the Last Ark, it is called that because it contains mostly civilizations that lost their worlds to a sapient universe know as the devourer that is consuming all of reality.
>no matter where and when the Last Ark goes the Devourer and it's followers always finds the ship for there is no escape.
>It is believe by most of the new religions of the passengers on the Last Ark is that the great ship was created and piloted by God himself, but no one really knows were the ship came from or who really built it.
>The ship is normally protected by drones, turrets and automatic warships armed with the most advance weapons ever seen but even those are no mach for the impossibly large and powerful abominations that appears in areas of space and time that is infested by the Devourer's reality warping influence.
>The passengers normally finds themselves fighting the creatures the get into the Last Ark and maintain their section of the ship
>When the Last Ark finds a civilization it teleports the cities of that civilization into an empty but massive cargo hold located in a random place on the ship.
>there is at least 25 civilizations or races on board the Last Ark including humanity that all have contact with each other.
>>
>>67060803
>What cultures exist due to an invasion and conquest by foreigners?
all of them, anon
>>
>>67070350
Fucking fund it, anon, this is rad as fuck
>>
>>67069546
>America collapses
>third world ultra corrupt places still around or doing even better now that the world's largest economy isn't around anymore
You've got quite a bit of explaining to do to get my suspension of disbelief back.
>>
>>67073513
>world's largest economy
China?
>>
So what sort of flying units are in service in your setting's militaries?
>>
>>67073528
No.. it's been the US for the past 150 years
>>
>>67073513
Modern societies experience continuous per capita growth and in fact can't /not/ grow. If growth stops then you can't have a cyberpunk dystopia because capitalism as we understand it would die.

There would certainly be short-term problems for other countries with the USA collapsing, but that applies as much or more to China as to Nigeria. The total value of all imports and exports to the USA for Nigeria is $8.72B, to its roughly $500B economy, or 1.7%. China, on the other hand, imports from/exports to the USA $609B, to its 12.24T economy, or 4.9%.

Once the post-collapse recession ends, those countries will bounce back, while the USA will now be a balkanized country struggling to rebuild itself in the wake of the precipitous decline of the federal government, unable to project force in the same way that it used to, just because its economic and military power is now divided up.

>>67073577
China's GDP (PPP) is currently larger than the United States'.
>>
>>67073600
PPP is the only marker at which China is considered larger. Regardless, the economies of the world aren't just going to "bounce back" you're greatly underestimating the impact any one of the G8 hell even G20 countries have in global markets.
It's not a zero sum game that if suddenly country X disappears tomorrow countries Y and Z get the money deposited into their banks. Just going by imports/exports does not account for what services American companies provide for the world. Think that Nigerian prince will be able to open his phone and check his bank account? Nope. With what internet?
Seeing America or even China go belly-up would result in recession or depression for most counties worldwide for years.
Just look at the relatively small problems of 2008 partly caused by banks being forced to lend to risky clients who couldn't afford the mortgage. My ex who lived in Poland at the time had her parents' go from being well-off landlords to having to sell everything and move to Canada and rent a shitty apartment. You wouldn't think of Poland being that dependent upon one fraction of the American economy but the reality is that we built all our economies on the back of the US. Now just picture what happens when the whole thing goes kaput.
>>
>>67073890
Yes, the consequence of a US balkanization will be a global depression (alternatively, the consequence thereof, which serves to extend it). However, if you are writing during the "greatest depression" or "collapse" part of the cycle, it won't be cyberpunk because corporations will be incredibly weak, since they will all be going out of business. It is assumed that any cyberpunk story is taking place during/after the recovery period.
>>
>>67073528
>>67073577
>>67073600
>>67073890
>>67073953
The fuck does this have to do with world building anymore?
>>
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>>67073956
A classic 'What If' scenario

What if US and Russia nuked each other, what would Bangladesh look like?

Cyberpunk Falkland Islands 20 years later?

Pic is strange, Tineye does not recognize it as a jpeg. Reasons?
>>
>>67073956
Eh we're trying to build a believable world that isn't falling into silly mistakes that I've seen GMs make when they try to build a cyberpunk world with zero knowledge of how the economy works. You aren't bitching about when the geologists roll on by and start talking about tectonic plates and 50,000 year old erosion.
>>
Do any of you guys have experience with making anachronistic settings?

Specifically I was thinking about this - how plausible would be a setting that has firearms at the level of 1870s but also computers and cellphones of 1990s. Could that have happened naturally or do think I need to think of some reason for the players to buy into it?
>>
>>67074089
Electricity and gunpowder are unrelated. It is conceivable that one may have developed faster than the other...
>>
>>67074073
mate you don't have to be a dick about it
>>
>>67074089
>>67074138

Possible, but tricky.

Electricity and gunpowder aren't directly related, but you need a shitload of practical chemistry for 1990s tech. You're not gonna get to that level without finding a few different explosive compounds, long before you get to cellphone level. That, and the amount of precision manufacturing ability required... if you can make a cellphone, you can damn sure make a fully automatic gun.

So the question is, what bullshit do we come up with to justifiy your pagers-and-revolvers scenario? Because it sounds fun and you should do it.
>>
>>67074146
Nothing about that was dickish? Are you a child?
>>
>>67074192
Yeah, that’s what I was thinking as well

Maybe a compromise could work - the computers and electronic gadgets that are even more bulky and clunky than what we had in the 90s - think the movie Brazil - and revolvers and rifles of exceptional quality and design. I think that might work - I don’t need it to make perfect sense, really I just need it to seem like it makes sense, right?
>>
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>>67074146
>>67074197
frens?
>>
>>67074287

Yeah, seems cool. You can fudge things enough to get to where you want. Good revolvers and shitty cellphones sounds interesting.
>>
>>67074287
Maybe move things forward a little unless you were specifically wantd the 1870s, since there was a marked leap in firearm design in the final decades of the 1800s. Closer to the 1890s to WWI, bolt action rifles and maxim guns using smokeless powder, but revolvers are still the norm and handheld automatics or SMG extremely rare or just unadopted prototypes.

That might be a bit less jarring than blackpowder breechloaders alongside computers resembling a mashup of 1960-90s aesthetics and could be seen as an extension or variant of dieselpunk that focused more on electronics than the usual mechs or rocketplanes. Even if you go with cowboy guns this is a setting that should happen.
>>
>>67074089
>Do any of you guys have experience with making anachronistic settings?

Yes, my speciality is settings with bronze age era culture and social structure with Victorian era tools and tech mixed in willy nilly.
>>
>>67073440
Though I really suck at naming stuff
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>>67052505
I'm doing that, only I'm also adding into it elements and features found in certain religious texts that interested me greatly due to what they contained.
>>
>>67067185
I'm doing something similar to this, so I'm trying to be careful about how I go about it.
>>
>>67074542
Thanks! That helps a lot actually - the resent leap in firearms development can actually be a great point of conflict - as the government’s military can afford and develop better and better guns the Witch Covens that until recently were a great leverage in military operations are slowly becoming unnecessary, raising the question of “Do we really need these magic hoes hanging out in our country, doing god knows what in their mansions and not paying taxes?”
>>
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Are there historical cultures that lost much or their entire lands to rising water? I know of mythological ones like Atlantis and Ys, surely they are based on some real ones?
>>
>>67076624
Look into the Dutch and their seawalls. If it weren't due to their great engineering, a lot of the country would be underwater.
>>
>>67074089
You might be able to do it with a newly discovered crystalline mineral that does exceptional things

1849 California (yes, like Deadlands)

Aetherite, an amazing crystal that can tune in to other similar pieces around the world.

Global Necrophonic Link
Edison was right, with his Necrophone you can call the dead.
Some of them are really smart, but a lot of them just want to complain.

Akashic Translation & Transmitting
>>
>>67076663
>We have bridges to get us over water
>They have bridges to get the water over us
I could see a more whimsical or fantastical take on stuff like that being interesting, a place where everything seems backward and crazy at first glance but makes sense from their point of view.
>>
>>67076624
>>67076663
The Maldives are also at risk of being underwater in the next ~80 years.
>>
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>>67076624
this
>>
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Tropical paradise complete with USGS maps to chart your own setting with the rivers and mountains already done, they also have the silver, iron and gold mapped out.

Too bad everybody wants to draw their own creations from scratch.
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>>67077698
>california underwater
I could dig this
>no Alberta
Dropped
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So...is it okay to make settings based on mid-late 19th century Africa? Like, Jumanji plus Dishonored, but serious?
>>
>>67081566
You'll always piss someone off but who cares? Go for it.
>>
>>67081586
Hm. Alright then. Guess I'll start with a list of shit I need for the setting.
>All-human or nearly all-human. It's just better this way.
>Some sort of Not!Europe. Technologically (or Techno-Arcana) advanced. Powerful and sophisticated, if up their own asses. Honestly, if I wasn't going all-human they'd be Elves.
>Not!Egypt. A truly foreign, alien, ancient empire that left their shit everywhere.
>N-Africa: Bedouins, sand, another race that once conquered much of the setting and imposed their culture.
>W-Africa: heavily colonized though elements of their old kingdoms remain in limited fashion. Accepted foreign culture and learning.
>E Africa: ancient civilizations with contact to Not!China or other faraway traders.
>Central: Endless primordial jungle and rivers. Mysterious stone pyramid cities right next to hunter-gatherers. Loads of monsters.
>S-Africa: Savannah and plains. Also colonized, but far more militarist and resistant.
>>
>>67074032
>Bangladesh
How is that “classic”?
>>
>>67073440
>>67070350
So anyone have any ideas they would like to add to my setting?
>>
>>67083196
Does it have a race of all females who reproduce by growing pseudo-dicks and are strictly lesbians?
>>
>>67083486
It’s a sun sized spaceship that travels the multiverse collecting civilizations and races to save them, so ANYTHING could be on the ship, also the 25 civilizations are just the ones that the humans knows about.
>>
>>67083155
The classic part is 2 superpowers destroying each other (either with bombs or money)
The game setting would be far away from the war.
>>
>>67083712
Though if the superpowers destroyed each other with nukes then the resulting radiation would still reach the setting.
>>
>have lots of ideas for world history
>can't think of names for cities, nations, people
>can't write a history without having names for shit
I wish I was more creative
>>
>>67084828
what I find helpful is to just write down a shitton of names, even if they're awful. Then go back through when you need a name and find one that fits
>>
>>67084828
You might want to check out the Everchanging Book of Names; its a name generator
>>
>>67084860
This. Having too many names is a good problem to have. And don't underestimate having simple fantast names like a human town called Silverdale or an elven palace called Sun's Crown or a ghost town called Blighttown. Sometimes simple names stick. Don't always feel the need to invest hours into your personal conlang to come up with 100% lore-friendly names. Not everyone who reads or plays your setting is going to bother learning that Quel Auwryhnn'vayne means Home of the Dog's Bollocks in High Mountain Elven speak.
>>
>>67085245
Yeah, and that also reminds me: short names are good. Think of Rome, Paris, London, Berlin, Madrid, Tokyo, New York even. All of these are 1-2 syllables without complex and weird sounding phonemes, which makes them stick in the mind of your players better than Avelmentryxareri or whatever
>>
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>>67034323
Love the map. Here's mine. PCs just discovered the hard way that the world is basically a giant floating island that was part of a now-shattered world. Also, criticize my map, there's something glaring about it I can't put my finger on.
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>>67085354
I like the look and layout of the map, but I do think the rivers and other lines look a bit blurry compared to the sharper drawn style of the other map features.
>>
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>>67081566
>>67081891
Okay, so I know that The Bush is basically The Warp in terms of omnipresent evil incarnate, and there's that fucking Giant Elephant-Snake chimera, but what are some other out-there African monsters I can include in a Not!Colonial-Africa setting? I'm feeling like a setting beset by endless hordes of giant monsters will feel just right.
>>
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>>67086227
Serpopard (leopard with a long neck), mokele-mbembe (sauropod cryptid), werehyenas, popobawa (a shapeshifter that takes the form of a bat and beats the shit out of people/sodomizes them), crocotta (a hyena monster that slaughters men and dogs by imitating someone needing help).

Africa's the second largest continent in the world with tons of different people and shit, so there's no way these are the only ones but they're the ones that come to mind. Africa also has a lot of lakes so there are A LOT of lake monsters, too.
>>
>>67027690
well I fucking love that picture
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>>67055720
heh, so they were. Looking at stuff through a /pol/ lense always results in these delightfully incongruent "trends"
>>
>>67086392
>shapeshifter that takes the form of a bat and beats the shit out of people/sodomizes them
Does it beat people with its wings?

Also, consider some big poison gas breathing lake monster, as mythic version of volcanic lakes that sometimes release poisonous vapor clouds.
>>
>>67087304
Glorious Roma was also very ethnically diverse for the time. It's worth pointing out that this may be a chicken or the egg sort of deal.
>>
>>67081891
All these are very interesting to me, maybe W-Africa most of all. I like the idea of shamans not being marginalized or outlawed or whathaveyou, but trying to integrate arcana-tech into their practices with varying levels of success.
>>
>>67087357
>It's worth pointing out that this may be a chicken or the egg sort of deal.
That, and also a correlation, not causation thing (for the river valley civs). Where a lot of movement happened, many 'settlement checks' happened, and the likelyhood of successful settlement was higher. Where a lot of movement happened, lots of different ethnicities converged. It's almost like a race-centric lense isn't a very strong predictor.
>>
>>67087304
>>67087357
That's because /pol/ is full of Americans who don't understand history. Civilization spreads from race-mixed areas and brings with it an increase in race-mixing.
>>
>>67087572
>Americans who don't understand history
Is it because they don't have any to speak of?
>>
Given magic being common enough that water-creating crystals and contained literal hellfire are viable commodities, would it be reasonable to expect that a civilization could advance to the steam engine but not bother advancing beyond it because internal combustion would be too complicated for so little gain?
>>
>>67088124
AFAIK eternal combustion can be miniaturized more easily and has less risk of the engine exploding, but if your setting has ways to improve metallurgy to make super-safe boilers, then why not.
>>
>>67088136
Huh, thanks for that! I hadn't actually considered improvements in metallurgy, especially magic-based ones. I was running more under the assumption that a magically-fueled engine could be simplified to reduce size and have less points of failure.
>>
>>67083196
>Is the Last Ark sapient? Does it interact with the people inside it?
>what powers the Last Ark's systems? What do the civilisations do inside it?
>are manned expeditions to the outside a thing?
>Is it called Last because there were more like it?
>>
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What are some ideas for mixing an aquatic species into a more traditional land-based one in a sci-fi setting. Relatively grounded, not super hard sci-fi but still trying to be realistic.
I had an idea for like, wet clubs where it's like a rave but largely underwater where the vibrations completely surround you, mostly for the aquatic species but also for other races with some assistance. But I'm curious how I'd build off that into actual integration. Any neat ideas would be helpful.
>>
>>67089079
A large indoor swimming pool with a passage to the river or sea.

'Get some tail tonight at Fishfuckers!'
>>
>>67089465
>lure merpeople into the pool with promise of fun
>close the passage to the sea
>drain the pool
>wait for them to die off from dehydration
>gather and sell their valuable bones
>>
>>67089638
Begone, even Toady doesn't want you.
>>
>>67088563
>>Is the Last Ark sapient?
Possibly though what is controlling and piloting the Ark is one of the mysteries of the ship, though the ship and its drones have done stuff that would imply sapience
>what powers the Last Ark's systems?
Something that could only be described as a perpetual motion reactor or magic
>What do the civilisations do inside it?
They normally have to deal with Eldritch Creatures and other dangerous things that manage to get onto the ship and the try to explore the ship to discover it’s mysteries or maintain sections of the ship were there is no maintenance drones.
>are manned expeditions to the outside a thing?
I have no idea what you mean by a thing. Do you mean outside of their section of the ship or outside of the ship itself, because both do happen.
>Is it called Last because there were more like it?
It’s called the Last Ark as in it’s the last chance for survival, the last chance to escape the Devourer. Though there may be others like it.
>>
>>67088024
No. They/we are just apathetic as hell. The natural decline of a once mighty empire.
>>
>>67091176
>once mighty empire
Are we talking about the Brits or Americans here?
>>
Topic for future thread
What kind of places does your city have for players to hang out and socialize?

teahouse
mead hall
coffee house
speakeasy
public house
cantina
public bath
dance hall
brothel
dive
saloon
gambling den
fight club
classic tavern

This is an easy way to set the mood and tone for a city or culture.
>>
>>67091582
Seconding that!
>>
>>67091582

Players or ''players''?
>>
>>67089465
> a passage to the river or sea.

I've always wondered how something like this could be used in a fantasy setting, at varying scales. Like underwater/ground tunnels connecting different bodies of water.
>>
>>67091858
Cryptids like loch ness monster supposedly use them to avoid detection.
Merfolk might use them as "roads"
If these tunnels have a flow, they could be used as a mail system
I could probably think of a few more, but yeah, they have some neat implications.
>>
>>67088024
>Is it because they don't have any to speak of?
An inherently false statement.
>>
I'm working on a modern day alternate history setting, and I'm debating whether to rename China (which in this timeline is ruled by the left wing of the KMT). On the one hand, calling it something like "The Workers and Peasants Republic of China" works as an immediate way to emphasize both that its not the China of our timeline, but its still leftist, but on the other, I don't really see an in-universe reason why they'd abandon the RoC name and so it feels a bit like change for change's sake. Thoughts?
>>
>>67092946
The Republic of China name was created by Sun Yat-sen, who'd probably be on the same level as Mao Zedong. I'm pretty sure they'd keep the name in his honor.
>>
>>67093024
That makes sense.
>>
>>67093284
Yeah. Not to mention how a Sun Yat-sen cult of personality feels far more warranted compared to Mao Zedong having one.
>>
>>67091259
if you had learned to read in school you'd be able to see that the thing you quoted was presceded by talking about a current decline.
>>
>>67090006
You know, just fleshing out the Ark's systems and defence mechanisms would be a blast all by itself.
>outside of the ship itself
That's what I asked.
Why does the Devourer want to eat everything? Sustenance or evil?
>>
>>67093774
Your Anti-American sentiment disturbs me. I guess hating an entire nation tends to foment disturbing personality traits.
>>
>>67093774
But the Americans never had a 'once mighty empire', and even if they did the implication behind that sentence implies a measure of history greater than 150 years. They're one of the strongest economic and military forces in the world, and have been for the last 100 or so years, but they've never been an empire to my knowledge.
>>
>>67093891
An empire just requires an emperor in order to be classified as an empire.
>>
>>67091582
pool hall
bingo palace
gin shop
wine bar
nightclub
burlesque hall
strip club
>>
>>67093796
>You know, just fleshing out the Ark's systems and defence mechanisms would be a blast all by itself.
I think the ark systems and defenses should be the kind that warps reality like time manipulation and gravity based weapons. I also think the Ark should have the ability to repair and modify any part of itself. The inside of the ship is guarded by many types of drones to keep it’s passengers from going into places they are not allowed to go in and to fight Eldritch creatures while the Ark itself is escorted by AI controlled warships that are built in the Ark’s on board shipyard. Also the ark always bring in
>Why does the Devourer want to eat everything?
It wishes to become more, to spread everywhere and when, to make everything and everyone in the multiverse, past and future, to be part of itself. It is basically motivated by ambition though it does use negative emotions and suffering as Sustenance to full itself, the Devourer actually started off as small as a atom and non-malicious.
>>
>>67094229
*fuel itself.
>>
>>67093851
>You having property X disturbs me. But I guess having property X leads to properties which disturb me

>>67093891
what does an Empire require for you? A head of state that calls themselves 'the emperor'?
>>
>>67094358
If you wanna get technical.
>>
>>67094370
I don't. I'd prefer to stay on a conversational level of context and good faith based discourse
>>
>>67094229
fight Eldritch creatures that get on board I mean.
>>
>>67091908
would it be cheesy to make some kind of lighting system for them? I was thinking bioluminescent corals or something. I can't imagine sentient aquatic creatures/merfolk not being uneasy about traveling through some pitch black tunnel/aquatic underdark.
>>
>>67094614
glowing plankton would be cool.

Want your goblins and kobolds to be terrifyingly nasty?

Do like pic related.
>>
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>>67094803
>>
>>67094229
I've had a little idea.
>weaponised Alcubierre drive
>oscillates spacetime in front of it back and forth
>no armour can withstand being torn apart this way
>might have range measurable in AUs
>will hit everything in front of it
What say you?
>>
>>67094820
I'd risk getting shot by my NCO over going in one of those tunnels
>>
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Is this thread only for RPGs or custom games in general?
I'm working on my own cardgame. Just imported some of the cards to Tabletop Simulator. Love how simple it was to get them in and start playing around with them.
>>
>>67094913
Sounds very. cool, I like it. I was also thinking of Ark having shields that can disperse or deflect Attacks by warping space and time. I also think some areas of the Ark are bigger on the inside.
>>
>>67095032
I think there used to be a game design thread, but dunno if it's still around now. There's also the board games general, but I don't think people usually discuss mechanical stuff here.
>>
>>67095156
Oh, that's too bad.
>>
>>67094803
>>67094820
>>67094923
exit tunnels everywhere

Able to crawl through 12 inch diameter holes

Can run while crouching in a 2'x2' tunnel

dumping oil and hot coals on you from above

pit traps where the females and young rush up right after you fall in and they each dump a big rock on you - and some oil and hot coals, then run away.

I once did a fairly high level game where they had 4 or 5 tasks clearing out a section of wilderness. The first 4 were dragons and whatnot. challenging but straight forward.

The last lair was Svarts,( blue skinned kobolds)

The party hated small blue hominids with a raging passion by the time they finally cleared them out.
>>
>>67095143
>the Ark is a little universe in and by itself
Dew it
Any ideas for the races aboard?
>>
>>67085245
>Not everyone who reads or plays your setting is going to bother learning that Quel Auwryhnn'vayne means Home of the Dog's Bollocks in High Mountain Elven speak.
I've definitely fallen into that trap lately.
I should have realized there was a problem when I couldn't pronounce the names of shit I wrote down a few days ago
>>
>>67096104
>the Ark is a little universe in and by itself
Well it is meant to be a refugee for every race in multiverse so it would make sense for it to be way bigger on the inside
>Any ideas for the races aboard?
Not really, at least modern age humans would be on there, and one of the other races on the ship were collected during their medieval era so they are confused by the advance technology around them, a race of arrogant magic users managed to bring their gods with them, a militaristic space faring race is also on board but they are mostly saddened by the fact the Ark only chooses one planet per civilization/race and feel guilty that they could not save their galaxy spanning empire, there is also another race of raiders that are basically a dangerous to all the others. There is also a mysterious race of angelic lights that may of been the creators of the Last Ark though they do not communicate with anyone.
>>
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Is the idea of an ocean god moving a landmass away from another a bit too big of an event?
I had an idea for an event to occur involving that but I can't decide if it's too drastic
>>
>>67096746
Well..it'd cause some cataclysms in the form of tsunamis and earthquakes. Probably some ruptures in the earth's crust too. Civilizations'd probably be wiped out, the people on the continent included.
>>
>>67096782
>get asked if a god doing something is okiedokie
>YOU KNOW CIVILIZATION WOULD BE WIPED OUT
Stop.
If a literal god wanted to something it is perfectly capable of doing it without causing consequences.
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>>67096799
>If a literal god wanted to something it is perfectly capable of doing it without causing consequences.
That's what I'm wondering, though. Would this hypothetical sea god care enough or would he be reshaping the world with the good of the niggas living in the nearby area?
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>>67096782
>>67096799
>>67096818
>Would this hypothetical sea god care enough or would he be reshaping the world with the good of the niggas living in the nearby area?
Well the idea is that the sea god is trying to separate a peninsula from the mainland to protect it's chosen people from an invading army. So I guess it would try to minimize the destruction caused if it was likely to trigger tsunamis that would hit the new island.
Is this a stupid idea? I can't even tell any more.
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>>67096746
If divine intervention is a possibility then nothing is off the table and it just comes down to the power level of your gods.
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>>67096878
No its a fine idea, gods intervening in the things of man is classic religion, if its in the past of your setting you can even have people try and claim its a metaphor for their people having been exiled/moving to an island to escape their enemies
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>>67096902
>>67096910
This world isn't the most fleshed out, really something I'd been daydreaming about when bored on my lunch breaks the last couple weeks. Basically the new island is called Lloegryn and the "mainland" of it was comprised of 5 duchies that were vassals of the neighbouring kingdom of Dhungail. The outlying islands retained their indepenence, thanks to a combination of strong naval traditions and distance to Dhungail proper. Eastern half of Lloegryn + the islands are all heavy worshippers of the sea god (Leviathan until I can think of an actual name).
When Dhungail was busy fighting a war with it's southern neighbour (and taking a large number of Lloegryn's soldiers with them) the islands launched an invasion of the mainland under the leadership of the Tidebreaker (would that be a better name for the God?), the sea god's prophet. War happens, territory conquered, Dhungail cedes some territory to their neighour in exchange for peace so that they can crush the islanders and reassert control. Knowing that they wouldn't be able to beat Dhungail's army in a straight battle the Tidebreaker offers the 5 captured Dukes of Lloegryn to Leviathan and ask for assistance. I haven't decided if the land would physically shift away or if the isthmus would collapse, for lack of a better term.
I'll be honest, I haven't done any creative writing since I was like 10, so I know definitely need some practice.
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>>67098184
Tidebreaker feels very human, it also could refer to the sea parting for him since hes the gods champion, like if he waded out the waves would part before they got to him.
Leviathan isn't the best name since its roots in our world are obvious though, I'd translate shit like "Ocean" or "Sea" into other languages and then scramble it a bit till it sounds nice for a god name.
I like the idea of like the ocean swelling up and pulling the island chain away, but just cutting off a bit of land can work
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>>67098368
Yeah, Leviathan has always just been a "I can't think of anything else" name. Took your suggestion on translations, how do Hullámok or Ovkianos sound? Waves and Ocean in Hungarian and Armenian, respectively.
The ocean swelling up and physically pulling the peninsula and islands away from the continent does look pretty cool when I imagine it, I'm gonna use that idea.
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>>67098853
Either name works fine, pick whichever works best for the culture of his worshippers, wouldn't want his name to stand out too wildly after all
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I'm having trouble coming up with eye-catching flags/heraldry. I'm torn between keeping it ultra simple so that it's memorable and not overly crowded. But then there are a few that I want to incorporate multiple different symbols on.
At what point does it become too busy? Churchill had a hell of a complex crest.
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>>67099253
>At what point does it become too busy?
It depends on what you want them to be used for and what style of setting you are going for. The most extreme examples of heraldic clutter tend to be from after heraldry had a practical function and was primarily a status symbol and genealogical statement. This is most evidenced when several types of marshalling are combined onto a single shield. The other thing to remember is that only the shield is used 90% of the time; supporters, helms and all the other clutter is left at home for most purposes.

The other way around is for heraldry and personal standards (displaying heraldic arms) to potentially have more complex designs that are reserved for the specific armiger but for other badges, emblems and livery designs to serve as the widely used symbol for their forces or faction.
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>>67099523
Sorry just meant the shields. Wasn't going to bother going into all that work with mottos, helms, and so on.
I just need medieval 'flags' to represent spheres of political influence or just to have surrounding my maps as nice little fancy borders.
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>>67093921
>>67094358
>>67094370
>An empire just requires an emperor in order to be classified as an empire.
The definition of an empire doesn't require an emperor you retarded pseuds.
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>>67093851
found the /pol/tard
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>>67099604
In that case, if you are going to use quartering or impalement on any shield then keep the component designs simple and distinct when next to each other to stop the whole thing blurring together. Heraldry without marshalling can be more complex without it being too crowded.

If you went down the livery or otherwise non-armorial route, compare the use of St. Georges' Cross to represent England on maps, flags and soldier's clothes rather than the personal arms of the monarch. Many other kings and nobles in the late medieval period used similar schemes.
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>>67099229
Mmmm. Love these old map styles.
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How does one dieselpunk correctly, anons?
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>>67101764
Make it self aware but still over the top edgy.
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>>67101764
Step 1. Think of literally anything.
Step 2. Make it run on gas.
(Optional) Step 3. Add magic.
Done.
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>>67101764
Give everything a decent justification and make the players/readers actually care about who lives in this world.
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>>67091259
But Britain is 51st state, nothing more
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>>67091582
>>67094211
Internet and video gaming club
FLGS
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How to justify something extremely volatile and dangerous only be used as ammo/fuel, but not as actual explosive?
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>>67100052
Thanks fren
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>>67104492
Maybe it ignites easily but burns (releases energy) slowly? Needs a lot of oxygen perhaps.
A lot easier to justify if the stuff is not used as ammo. A gun barrel is not so different from a pressure cooker bomb.
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>>67099523
Keep it super simple

red and white.

A black horse on gold


>>67091582
Casino (it is different than a gambling den)
Biergarten
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>>67106101
Stay at this level of complexity.
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>>67091582
Amphitheatre
Public Gymnasium
Massage parlour
Open-air Markets
Smoker's Lounge
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Can someone give me a rundown on why worship of natural elements happen, specifically night and day?
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>>67106361
>People see a phenomenon.
>People try to think up bullshit to explain said phenomenon.
>They decide on a god/spirit/whatever.
>Oh no! How do we keep it pleased so it doesn't fuck us up?
>Birth of a religion.
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>>67027452
>Thread questions:
>how advanced is medicine in your setting? What's the most impressive procedure available?
Medicine went a different route in my setting. While still being mundane, the introduction of new flora, fauna and magics mean the profession evolved differently.
>where does an aspiring medic study? Are there formal institutions or is it a... hands-on approach?
There are formal medical academies for training, after which it's expected that the medic enroll in the guild.
>how readily accessible is medical care?
Most towns will have at least a single physician and clinic, while cities have full hospitals. Hamlets will generally have to make due with wise women and herbalists using home remedies.
>what's the most common cause of death?
It depends on the area, though war is by far the largest culprit on the continent.

>Hard Mode:
>are there treatments that only the wealthy can get?
Yes. Physicians and Apothecaries have developed expensive advanced techniques and decoctions that are outside the affordability of the masses. For example, regrowth physical therapy involving a limb being restored from nothing requires expensive concentrated Troll gizzard extract and a skilled physician making several extended high DC Heal checks and applications of the extract over numerous weeks. The entire procedure would run over a thousand gold.
>are there conditions that simply can't be treated, making even palliative care moot?
The usual. Old age, death, etc.
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>>67106439
(cont'd)
>who's got the best physicians? How big is the gap between them and the rest of the world?
The Rukasen Empire boasts the best physicians and most medical academies on the continent. Most automatically assume a non-Imperial trained physician inherently inferior (and are generally correct). Ironically, the higher magic countries like Grimarken, Garta and Llywinder tend to have worse medical care, leaning far heavier on divine magic. The lower classes in those countries tend to rely far heavier on undertrained physicians or herblore for their basic needs.
>if magic exists in your setting, has it completely supplanted mundane approaches or do they complement each other?
They compliment one another, though only in that magical ingredients have stronger medicinal properties. Physicians themselves require no magical training or lore

>Dante Must Die:
>which ethical limits are there? How often do less scrupulous people ignore them?
It depends on the law of the land. In the Empire, for example, non-humans have no rights and even intelligent beings can be killed, tortured or deposed of with no crime being committed. This has helped foster medicinal growth and the discovery of a wide variety of practical uses for the body parts of magical creatures. Meanwhile in Grimarken, where even wearing clothes tailored non-magically is a point of social derision, the notion of mundane medicinal care is unthinkable. It would not be criminal to let someone die when magical healing is unavailable but mundane medical treatment was.
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Anyone got downloads for flowscape or genbrush?
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I'm thinking about the orbit of a planet for a bit of xenobiology. With eccentric/elliptical orbits, why are they always depicted as having the star in one end of the elipses (A) rather than centered (B)? Is B possible or will deviation from a circular orbit always result in A?

I want the planet to be very wet and swampy. My reason for thinking of giving it an elliptical orbit was that it would have a very hot but brief summer/wet period when it passed close to its star, during which the temperature causes melt water from the ice caps, tundras and mountains to form in-land swamps and rivers, while evaporating water from the sea causes intense tropical storms and monsoons in some places. For the rest of the year, the planet gets gradually cooler but is kept warm enough by a thick, blanket atmosphere for the swamps and mud to remain until peak winter, when the ground starts to freeze hard in some places. Sea levels would rise and fall throughout the year as water is alternatively evaporated from the oceans or frozen into the ice caps, then rained and melted back into the sea again, meaning that coastal areas across the planet are frequently left as salt marshes, expanses of mud and sand, and salt flats.

If a centered elliptical orbit like B is possible, then I thought the planet could have two summers, ensuring two periods a year of intense ice melt and water evaporation, followed by long, cool springs and autumns. If only orbit A is possible, then would the planets brief pass close to the sun be enough to ensure it wasn't a frozen shit hole?

The elipse in the picture isn't meant to be a spot-on orbit for this planet either, just to illustrate what I mean by centered/off center. I'm thinking the planet's orbit is more erratic than Earth but not so wild that it's constantly pulled outside of the goldilocks zone.
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>>67106528
It always results in A. You can easily just make it have short years around a dim star if you want summer to be twice as often.
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>>67027452
If you're trying to think of "new" animals without going completely off the wall, take advantage of convergent evolution. Any small generalist foraging animal is going to end up looking somewhat rat-like, any large sea predator will be shark-shaped, it's happened many times over many mass extinctions.

Without horses, what would a plains-dwelling herd animal be like if it came from armadillos or sloths?
Without mountain lions, what would a big, predatory hare look like?
What if you replaced owls with bats?
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>>67106528
>>67106633
Agreed, it's going to be A. Remember that in orbit the planet will move tangentially to the acceleration caused by gravity, and that gravitational force decreases by the square of distance.

What kind of eccentricity do you have in mind? You need to keep in mind the axial tilt too, since that's what causes seasonality on earth, not distance...
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Aside from a religious exodus, what reasons would a classical(anywhere from bronze age - end of roman age) age civilization have to expand northwards far into uncivilized land?

Also, how well would stone architecture be preserved over a thousand or so years in a northern snowy area, and what would be the best material to make it out of?
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>>67109382
Search for natural resources, trading with the natives, enslaving the natives.
I would imagine that stone architecture should be well preserved, there are cairns and standing stones in northern Scotland that have been around for like 4-5 thousand years
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>>67109382
There's roman aqueducts that are still standing. People maintained them because they found them useful. A lot will be maintained if they're useful structures that people are around to use.

Igneous and metamorphic stone will outlast sedimentary, but they're going to use whatever bedrock is present for that sort of construction. The biggest problem is going to be the degradation of mortar or cement.

Look up roman forts in the alps.
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Next thread be about religion and religious mythology. It's the most difficult part of worldbuilding for me and I need inspiration.
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>>67109995
That dude must be First Sweeper of the temple or something.
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>>67109995
If so, I hope for question(s) that can apply to religions that aren't necessarily true. My world has a lot of religious focus, but there aren't actually gods. So many resources and discussion of medieval fantasy worlds revolves around the assumption that the gods your people worship are real in the setting.
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>>67109995
Seconded
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>>67109995
Start with a overview of Greek and Norse mythology.

A good source is to find gaming books about historical settings. Some of them are well researched and focus on the info you want.

Mythic Greece and Mythic Egypt by ICE are useful.
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I am terrible at coming up with interesting names for stuff. I need a better term than "Martial Artist" for a person who uses Ki/Chi. In the simplest form, a mage who draws out mana from within themselves to punch stuff super good, or another way of looking at it would be like an Avatar-style <Element>-Bender, casting spells through physical expression rather than mental/verbal expression

Does anyone have any suggestions? I thought possibly "Yogi" but that's just literally anyone who does yoga
>>
>>67110228
I personally can't opt for a definitive answer in my settings. At best I can go for ambiguity when it comes to the existence of a god or gods. It just has to be done well.
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>>67110358
Oh, from the pov of most in-world cultures, there are definitely gods. They're as certain as any religion is. My players are likely to assume the state-supported religion of the nation they start in is the truth, too (or at least that it's close). There just aren't any gods in the setting though, and every religion in it is built from the seed of trying to understand the world.
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>>67110432
>and every religion in it is built from the seed of trying to understand the world.
Good that you understand the core of why religion exists. It's certainly not a given around here.
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/wbg/ im trying to come up with some monsters for a setting that serve a role similar to pokemon or hunting dogs, and one im getting stuck on is a turtle

this turtle is about the size of a small dog, and has a live map of the surrounding area on its back that updates when moves from place to place. what im trying to do is figure out how someone could use it as a battle pet and the only ideas I can come up with sound stupid.

its a choice between
>a nasty bite with a retractable snake neck to give it reach
>koopa shell
>telekinesis to throw golfball sized meteors
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>>67106101
>>67106151
I like to see uncommon charges on these instead of the common horse, bird, arm, sword, dragon, leafy thing. Instead of an eagle, how about a phoenix with a long fancy tail that encircles it? How about a skeletal raven or dragon?
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>>67110593
It's really not supposed to be an edgy fedora thing. Religion's done a lot more good than harm in the setting. I just wanted a variety of naturally developed and occasionally contradictory religions in a fantasy world.
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>>67110807
No, I know. I was being sincere. I think that since you understand then I doubt that you're gonna do it badly.
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>>67110803
The bullshit part is that all heraldry stuff has meanings, so you better not put a Phoenix on there unless you want to symbolise love in some form
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>>67027452
yeah... all your guys ideas are terrible. You should just quit.
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>>67110336
shadowrun calls that an 'adept'.
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>>67110904
what if a phenomenon were non-repeatable?
or could easily be explained by circumstances related to, but un-caused by the phenomenon itself? What if there was a natural tendency to rationalize new phenomenon and compare it to something which is already known?
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>>67111401
no u
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>>67110904
Hopefully. Making multiple distinct religions is certainly daunting though.
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>>67111589
>What if there was a natural tendency to rationalize new phenomenon and compare it to something which is already known?
That tends to be the one of the first things that're done when a phenomena occurs, it's compared to something similar.
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>>67111745
but that tendency is exaggerated.

we want to assume that the simplest explanation is correct, when often it is not. In fact, it almost never is.
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>>67111738
Just steal lesser known real religions. My WIP setting is a fantasy world where the two dominant local religions are basically Neoplatonism and Tenrikyo.
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>>67111829
accums razor is a terrible axiom. Would people 600 years ago have thought that we are composed of billions of microorganisms?

No, because that is a complex assumption. Most of the time, the simplest explanation is often the wrong one.
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>>67111866
The whole point of Occam's razor is that you eliminate variables which are unnecessary to explain (and, by extension, predict, because thanks to science we expect explanations to have predictive power) reality, not that you eliminate all variables ever.
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>>67111508
Huh. That actually works surprisingly well.

"Sorcerors, Wizards, Psychics and Adepts." I like it.
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>>67110803
Nothing wrong with bats , snails, questing beasts, dice, fleems, broken lances, bells, towers, ducks, windmills, badgers, rhinos. or most anything.

The simpler it is, the better. 'Red, with a diagonal gold stripe', is a very good battle flag and is easy to put up all over your territory.

Black with a gold sun is a pretty good one

Green and white with a big gold stripe between them with 3 little wyverns on the gold part is is less successful.
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>>67111866
>>67111924
It's also not supposed to tell you what's true. The utility of Occam's razor is to decide which possibility to investigate when there are multiple plausible explanations.
If there are 3 options for what might be true, and one of them would be easier to verify or falsify than the other 2, you test it first.
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>>67109382
>Aside from a religious exodus, what reasons would a classical(anywhere from bronze age - end of roman age) age civilization have to expand northwards far into uncivilized land?
For many rulers, especially if they were trying to cement a new dynasty, conquest and military campaigns were the ideal way to go about it.
If you take republican Rome as an extreme example you had a yearly rotation of guys in top military positions who viewed sucessful military campaigns as the surest way to gain political clout when they returned to civilian life and as such were eager to find ways to get themselves into some bother with hostile tribes and states.
The best example of this would probably be Julius Caesar himself who basically redirected a celtic migration and exploited his allies' call for assistance to get his conquest of Gaul going. Once in, he exploited a recent germanic invasion of the land to stay and turn the place into roman territory.
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>>67106633
>Short years
I hadn't thought of that, good idea. I imagine orbit speed doesn't have much impact on a planet's surface, right?

>>67109260
I know seasons aren't as simple as 'close to star = hot; far from star = cold' but I assumed that the average temperature of the planet would rise and fall depending on the planet's proximity to the star.

Now I'm wondering for my muddy world, what sort of tilt do I want? A big tilt with a very wide tropical zone that keeps an intense water cycle going almost year round, for lots of monsoons and unfrozen water, and big seasonal variations? Or a low tilt that keeps almost every season tepid without much freezing or evaporation? Or do I even want a tilt that, according to worldbuilding irishman, would flip the climates and make the poles tropical and the equator very cold?
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>>67112538
I would go with an axial tilt similar to Earth's. There is already a bunch of fun weirdness to deal with.
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>>67112925
It might be the best thing to do. I also just thought that if I say the planet is a little closer to its sun than we are, then that'd make its summers hotter and the rest of the year warm and/or mild compared to what we're used to. Maybe I should just worry about and describe the climate and environment I want, and then let people who actually give a shit figure out its orbit and axis friom that.
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>>67112538
Again, the exact results will depend on several different factors, most of which you've identified. Earth has like 4% change in distance from the sun which doesn't seem to affect insol very much, but the fact that we have much more ocean area in the southern hemisphere (heats slower than land) might be what counters that.
Then axial tilt does affect how extreme the seasons are and how far north/south those changes really stretch, but orbital period will affect that as well, if the tilt-based seasons are half or twice as long. Really it's going to be speculation, and that's fine, as long as it's somewhat justified people won't give you shit. I mean they probably won't anyway, Star Wars got away with single-biome planets for decades.
>>
Dibs on making the next thread
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>>67113364
Thanks.
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>>67113633
>>67113633
>>67113633



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