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Post by Bannanachair on Jan 10, 2018 6:57:46 GMT -4
I'll describe some things that I thought of, in reference to the Cyclopses that I said that I want to include within the world of this RP. I thought of most of this right around now-ish (well, over the past few hours), but it's probably been subconsciously churning in my head for a while now. - Cyclopses, which are hairless humanoid creatures that resemble men, aside from the fact that they can be up to twice the height of men and have one large eye in the middle of their face rather than the two eyes that men have, are a race(?) significantly older than that of humans, and the scions of an ancient empire, or ancient empires. (Some scholars speculate that humans are merely the bastard hybrid between cyclops and faerie, combining some of the strengths of both, though due to the difference in size between cyclops and faerie this is very much a fringe theory).
- Due to the expansions of humans thousands of years ago, the great kingdoms of the cyclops have been largely eradicated, and today they tend to survive in much smaller, nomadic groups, or small, insignificant and isolated islands. Despite the thousands of years that have passed, some relics of the days of the ancient Cyclops linger still, including ruins too large for mere men and writing in languages undecipherable even to the Wizards of Kraken Island.
- The remaining cyclopses can be approximated as being comprised of three subraces/subspecies: Stone Cyclops, Snow Cyclops and Sea Cyclops, based upon where they reside. Each of these groups likely have subgroups of their own, but as of right now I haven't thought of anything specific.
- Stone Cyclopses are those who tend to have the most contact with the realms of mortal men and faerie. They tend to live in clans or tribes between a hundred and a thousand strong, and live by herding sheep and goats in mountain ranges too high up or too steep for humans to try living there, and also in mountain passes that humans dare not try to cross. They are the least likely to try to eat a human due to their close proximity to humans.
- Snow Cyclopses live in the frozen wasteland of the Tundra to the far north, and will take the place of the "Ice Orcs" that I was considering earlier. Like the Stone Cyclopses, they tend to live in small communities, and are often nomadic, though unlike their Stony brethren they are hunter gatherers instead of herders. They have the easiest time making contact between the various Clans and Tribes of Cyclops (at least within their own group), and often make trade with the northernmost human kingdoms, and the groups of humans who live in the Tundra alongside them. That said, the North is a cold, harsh place, and as such this group tends to be rather xenophobic during times of strife. Cyclopses have thicker skin than humans and can as such retain more heat, and so can live significantly further north into the Tundra than humans dare venture.
- Sea Cyclopses live on islands in the various seas of the world, and they tend to be isolated by great distances. They still maintain the last bastions of their ancient great empires, and as such are a proud people. They consider themselves superior to the Stone and Snow cyclopses, claiming that the Sea cyclopses are the most pure of Cyclops races, and also tend to harbour a grudge against humans, for were it not for humans, they believe, the ancient Cyclops Empire would still exist. That said, they do have one use for humans: They tend to make a good meal.
- Cyclopses, I think, should have absolutely no connection to magic whatsoever, and should be a tiny bit less intelligent than humans on average, though by no means animalistic. I do not know whether I want to allow Cyclops PCs, or if I should make them solely NPCs and only allow people to play as humans.
So, what do you guys think of this? This is the first time in a while that I've written any in-depth worldbuilding lore, so if there's something stupid, blame the fact that I haven't done this in quite a while. Additionally, if you think that this is a good idea but just doesn't feel like what you think a description of cyclops society should feel like, tell me, and try to tell me why so that I may make adjustments accordingly.
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Post by Tikobe on Jan 10, 2018 14:42:33 GMT -4
I'll describe some things that I thought of, in reference to the Cyclopses that I said that I want to include within the world of this RP. I thought of most of this right around now-ish (well, over the past few hours), but it's probably been subconsciously churning in my head for a while now. - Cyclopses, which are hairless humanoid creatures that resemble men, aside from the fact that they can be up to twice the height of men and have one large eye in the middle of their face rather than the two eyes that men have, are a race(?) significantly older than that of humans, and the scions of an ancient empire, or ancient empires. (Some scholars speculate that humans are merely the bastard hybrid between cyclops and faerie, combining some of the strengths of both, though due to the difference in size between cyclops and faerie this is very much a fringe theory).
- Due to the expansions of humans thousands of years ago, the great kingdoms of the cyclops have been largely eradicated, and today they tend to survive in much smaller, nomadic groups, or small, insignificant and isolated islands. Despite the thousands of years that have passed, some relics of the days of the ancient Cyclops linger still, including ruins too large for mere men and writing in languages undecipherable even to the Wizards of Kraken Island.
- The remaining cyclopses can be approximated as being comprised of three subraces/subspecies: Stone Cyclops, Snow Cyclops and Sea Cyclops, based upon where they reside. Each of these groups likely have subgroups of their own, but as of right now I haven't thought of anything specific.
- Stone Cyclopses are those who tend to have the most contact with the realms of mortal men and faerie. They tend to live in clans or tribes between a hundred and a thousand strong, and live by herding sheep and goats in mountain ranges too high up or too steep for humans to try living there, and also in mountain passes that humans dare not try to cross. They are the least likely to try to eat a human due to their close proximity to humans.
- Snow Cyclopses live in the frozen wasteland of the Tundra to the far north, and will take the place of the "Ice Orcs" that I was considering earlier. Like the Stone Cyclopses, they tend to live in small communities, and are often nomadic, though unlike their Stony brethren they are hunter gatherers instead of herders. They have the easiest time making contact between the various Clans and Tribes of Cyclops (at least within their own group), and often make trade with the northernmost human kingdoms, and the groups of humans who live in the Tundra alongside them. That said, the North is a cold, harsh place, and as such this group tends to be rather xenophobic during times of strife. Cyclopses have thicker skin than humans and can as such retain more heat, and so can live significantly further north into the Tundra than humans dare venture.
- Sea Cyclopses live on islands in the various seas of the world, and they tend to be isolated by great distances. They still maintain the last bastions of their ancient great empires, and as such are a proud people. They consider themselves superior to the Stone and Snow cyclopses, claiming that the Sea cyclopses are the most pure of Cyclops races, and also tend to harbour a grudge against humans, for were it not for humans, they believe, the ancient Cyclops Empire would still exist. That said, they do have one use for humans: They tend to make a good meal.
- Cyclopses, I think, should have absolutely no connection to magic whatsoever, and should be a tiny bit less intelligent than humans on average, though by no means animalistic. I do not know whether I want to allow Cyclops PCs, or if I should make them solely NPCs and only allow people to play as humans.
So, what do you guys think of this? This is the first time in a while that I've written any in-depth worldbuilding lore, so if there's something stupid, blame the fact that I haven't done this in quite a while. Additionally, if you think that this is a good idea but just doesn't feel like what you think a description of cyclops society should feel like, tell me, and try to tell me why so that I may make adjustments accordingly. This makes me think you might want a timeline in all of this. Don't make it a necessity to read it, but it'll be helpful so we know that there were such things as an ancient "Cyclops Empire" and we know when it fell. I like these groups.
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Post by Bannanachair on Jan 10, 2018 19:43:34 GMT -4
I'll describe some things that I thought of, in reference to the Cyclopses that I said that I want to include within the world of this RP. I thought of most of this right around now-ish (well, over the past few hours), but it's probably been subconsciously churning in my head for a while now. - Cyclopses, which are hairless humanoid creatures that resemble men, aside from the fact that they can be up to twice the height of men and have one large eye in the middle of their face rather than the two eyes that men have, are a race(?) significantly older than that of humans, and the scions of an ancient empire, or ancient empires. (Some scholars speculate that humans are merely the bastard hybrid between cyclops and faerie, combining some of the strengths of both, though due to the difference in size between cyclops and faerie this is very much a fringe theory).
- Due to the expansions of humans thousands of years ago, the great kingdoms of the cyclops have been largely eradicated, and today they tend to survive in much smaller, nomadic groups, or small, insignificant and isolated islands. Despite the thousands of years that have passed, some relics of the days of the ancient Cyclops linger still, including ruins too large for mere men and writing in languages undecipherable even to the Wizards of Kraken Island.
- The remaining cyclopses can be approximated as being comprised of three subraces/subspecies: Stone Cyclops, Snow Cyclops and Sea Cyclops, based upon where they reside. Each of these groups likely have subgroups of their own, but as of right now I haven't thought of anything specific.
- Stone Cyclopses are those who tend to have the most contact with the realms of mortal men and faerie. They tend to live in clans or tribes between a hundred and a thousand strong, and live by herding sheep and goats in mountain ranges too high up or too steep for humans to try living there, and also in mountain passes that humans dare not try to cross. They are the least likely to try to eat a human due to their close proximity to humans.
- Snow Cyclopses live in the frozen wasteland of the Tundra to the far north, and will take the place of the "Ice Orcs" that I was considering earlier. Like the Stone Cyclopses, they tend to live in small communities, and are often nomadic, though unlike their Stony brethren they are hunter gatherers instead of herders. They have the easiest time making contact between the various Clans and Tribes of Cyclops (at least within their own group), and often make trade with the northernmost human kingdoms, and the groups of humans who live in the Tundra alongside them. That said, the North is a cold, harsh place, and as such this group tends to be rather xenophobic during times of strife. Cyclopses have thicker skin than humans and can as such retain more heat, and so can live significantly further north into the Tundra than humans dare venture.
- Sea Cyclopses live on islands in the various seas of the world, and they tend to be isolated by great distances. They still maintain the last bastions of their ancient great empires, and as such are a proud people. They consider themselves superior to the Stone and Snow cyclopses, claiming that the Sea cyclopses are the most pure of Cyclops races, and also tend to harbour a grudge against humans, for were it not for humans, they believe, the ancient Cyclops Empire would still exist. That said, they do have one use for humans: They tend to make a good meal.
- Cyclopses, I think, should have absolutely no connection to magic whatsoever, and should be a tiny bit less intelligent than humans on average, though by no means animalistic. I do not know whether I want to allow Cyclops PCs, or if I should make them solely NPCs and only allow people to play as humans.
So, what do you guys think of this? This is the first time in a while that I've written any in-depth worldbuilding lore, so if there's something stupid, blame the fact that I haven't done this in quite a while. Additionally, if you think that this is a good idea but just doesn't feel like what you think a description of cyclops society should feel like, tell me, and try to tell me why so that I may make adjustments accordingly. This makes me think you might want a timeline in all of this. Don't make it a necessity to read it, but it'll be helpful so we know that there were such things as an ancient "Cyclops Empire" and we know when it fell. I like these groups. Yeah, I'm planning on doing a timeline at some stage later on when I have a lot more stuff to add onto it.
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Post by Bannanachair on Jan 11, 2018 5:28:25 GMT -4
A tiny bit more about Snow Cyclopses: - They can be roughly split into North and South groups, depending on how far into the Tundra they reside.
- Southern Snow Cyclopses, rather than nomadic groups, tend to be a bit more settled, though still a bit farther north than any sane human would be willing and/or able to settle. That said, they are much sparser in population than civilized human lands, and men of the farthest north that humans care to permanently inhabit are extremely tribal due to their inability to be settled that far north. I have not worked out their economy yet, though.
- Northern Snow Cyclopses live much further north than any human is willing to venture, and are the incredibly tribal/nomadic group that I mentioned in my previous post.
I'm not certain about anything in this post, though, so don't expect it to be final. If anyone has any better ways to distinguish groups of Snow Cyclopses, please share your suggestions. A lot of it will also be geography, religion, language, etc., as with the human kingdoms, and some stuff may become more apparent once we have a geography sorted out.
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Post by Duck14 on Jan 12, 2018 20:35:30 GMT -4
I’ll let you know when I have more consistent internet. Haven’t read anything recently because of that. Okay. When do you get internet? 20th.
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Post by Bannanachair on Jan 12, 2018 21:07:11 GMT -4
Okay. When do you get internet? 20th. Dammit man, that's a whole bloody week!
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Post by Bannanachair on Jan 19, 2018 22:18:30 GMT -4
Okay, I want to talk about the undead. I'm drawing a lot of inspiration from the 4th edition D&D book Open Grave: Secrets of the Undead (which I don't have on me right now so I'll do my best to remember what I can and fill in the rest), but the vampires are more akin to my own personal interpretation of Bram Stoker's Dracula than what's presented in the D&D book, but they're still vampires. - Zombies and skeletons are the bulk of undead, able to be raised from the grave easily and controlled just as easily. Neither are able to be raised without an intelligent mind doing the raising from the dead. They are most often made from human remains, because then they can be outfitted in armour and weaponry, but undead examples of other animals (say, large dogs) aren't unheard of.
- Zombies are made from newer corpses, but they can be given some time to wait still. They have flesh and some muscle and fat left, and are rather strong, but they tend to be slow. Basically, your standard D&D zombie. They're highly vulnerable to fire, and can continue moving individual limbs even if they have been severed from the rest of the body, though if they don't have the ability to see what their limbs are doing they'll either thrash about madly or do nothing. They can do basically nothing if not controlled by a powerful necromancer.
- Skeletons are made from older corpses, after the flesh and all the rest has largely rotted away. They are faster than zombies (but not quite as fast as they were when living), but nowhere near as strong. Basically your standard D&D skeleton, to be honest. They're weak and easy to kill if completely naked, but if you arm them properly they're a force to be reckoned with. If you detatch a bone from the spine it stops moving, and decapitation tends to kill instantly. Once again, if they're not being directly controlled by a necromancer, they tend to be basically worthless.
- Both zombies and skeletons can act unsupervised if given very general instructions ("march towards that village and kill everyone", "stay in this room and guard everyone who tries to enter the hallway", etc.) but they can take absolutely no initiative in their actions at all and can't hold more than a single instruction at once. They are great for making entire legions of tireless soldiers, however.
- More experimental undead exist: Powerful and learned necromancers can try to devise their own spells for creating new forms of undead, though they can be unpredictable and hard to control, at times. Particularly dangerous are undead beings who can continue to survive without a powerful necromancer pulling their strings, or that can even use necromancy themselves. There are so many different ways that spells can be varied that it would be redundant to try to list them all here (also I haven't thought of lots of them yet), but suffice to say that there are plenty of necromantic creatures that can be created. Many such creatures are one-of-a-kind, made by a necromancer unwilling to share their secrets. Some such creatures are made by altering the corpse, or combining multiple corpses, in such ways as to be rather disturbing.
- Some undead can appear naturally, however. Notable within this camp are ghosts, though I don't yet know what I want to do with ghosts. If anyone has any suggestions, please suggest them.
- Vampires are a form of undead whose method of creation has been lost to the annals of history, but they are able to create more of their kind in dark rituals. They are able to change their forms to appear as wolves and giant bats, and disguise themselves as mortal men. They require sustenance in a different way than mortals: If they drink blood, they rejuvenate their youth and turn their victims into nosferatu, that is, essentially mind-controlled mortals under their thrall. They will otherwise continue to age, and once they get past the ages that mortals reach, they begin to grow grotesque in appearance. They are able to survive in sunlight, but they're weaker in sunlight. They need to have a day's slumber, say, once a month. They can only be killed by driving a wooden stake through their heart and then decapitating them; one without the other doesn't work. They are able to reproduce with mortals, disturbingly enough.
- I'm also thinking of just stealing liches entirely from D&D, and if you guys have other cool ideas for undead I'll use that as well.
- Necromancy is generally done by those who are evil, and it does tend to corrupt the mind and often requires evil actions to perform correctly, but it doesn't necessarily have to be used for evil ends. For instance, one can use necromancy, theoretically, to revive a great hero who has died to see if they can help protect people again, though what that would cost may not necessarily justify it. As such, good people tend not to use it and try not to associate with it, and so it's mostly just evil.
- I'm thinking of adding in an undead kingdom to this world. Like, a kingdom ruled by a vampire or a cabal of vampires or necromancers or something with a large mortal population to support them nonetheless. Any thoughts on this?
This was disturbing to think about so the next thing I'll do is think about faeries.
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Post by Bannanachair on Jan 20, 2018 0:45:58 GMT -4
Okay. When do you get internet? 20th. Duck, it's the 20th, are you back yet?
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Post by Deleted on Jan 20, 2018 9:57:04 GMT -4
I'm thinking of adding in an undead kingdom to this world. Like, a kingdom ruled by a vampire or a cabal of vampires or necromancers or something with a large mortal population to support them nonetheless. Any thoughts on this? That sounds like something cool to put in a mostly secluded place that doesn't get much sunlight. Probably in a really deep valley surrounded by tall mountains or something like that.
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Benzo
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Post by Benzo on Jan 20, 2018 10:14:36 GMT -4
If you do something like that, might I suggest human farmers? Idea taken from Witcher's Blood and Wine DLC.
Basically just the idea that vampires set up their own estates, so to speak, with manuals on starting human settlements and feeding upon them without notice. Everything seems normal on the surface, until you start to realize all the nobility, be it your Dukes and Barons or even Kings are all vampires. Or so I assume. It actually only exists as those old manuals in the Witcher. No idea how, or if, their reign over the local populas had ended. But I do love the idea of vampires being smart enough to go from hunter-gatherer to moving up to controlled farming.
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Post by Duck14 on Jan 20, 2018 18:30:05 GMT -4
Duck, it's the 20th, are you back yet? I am back, just got plagued by jet lag yesterday so didn’t say anything.
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Post by Duck14 on Jan 20, 2018 18:51:19 GMT -4
- Necromancy is generally done by those who are evil, and it does tend to corrupt the mind and often requires evil actions to perform correctly, but it doesn't necessarily have to be used for evil ends. For instance, one can use necromancy, theoretically, to revive a great hero who has died to see if they can help protect people again, though what that would cost may not necessarily justify it. As such, good people tend not to use it and try not to associate with it, and so it's mostly just evil.
- I'm thinking of adding in an undead kingdom to this world. Like, a kingdom ruled by a vampire or a cabal of vampires or necromancers or something with a large mortal population to support them nonetheless. Any thoughts on this?
I think there are plenty of decent usages for necromancy that could come in handy to a Human empire. Maybe, one of the royal houses employs a necormancer with the direct purpose of communing with the dead or to have the willing undead fight by their side. It would be a great asset to any army to have a hundred more willing personnel fight by their side, especially if they’re already dead. Naturally, necromancers are going to be better at banishing the evil undead than other mage or warriors so having a powerful one by your side is going to be a lot of help. That’s all rather general but I’m sure it would be interesting to give the Good Necromancer angle a go in at least one of the human kingdoms. And that’s not even mentioning Neck Romancers. Oh, wait that’s a vampire.
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Post by Bannanachair on Jan 20, 2018 19:24:30 GMT -4
I'm thinking of adding in an undead kingdom to this world. Like, a kingdom ruled by a vampire or a cabal of vampires or necromancers or something with a large mortal population to support them nonetheless. Any thoughts on this? That sounds like something cool to put in a mostly secluded place that doesn't get much sunlight. Probably in a really deep valley surrounded by tall mountains or something like that. Yeah, somewhere where it tends to be rather dark. If you do something like that, might I suggest human farmers? Idea taken from Witcher's Blood and Wine DLC. Basically just the idea that vampires set up their own estates, so to speak, with manuals on starting human settlements and feeding upon them without notice. Everything seems normal on the surface, until you start to realize all the nobility, be it your Dukes and Barons or even Kings are all vampires. Or so I assume. It actually only exists as those old manuals in the Witcher. No idea how, or if, their reign over the local populas had ended. But I do love the idea of vampires being smart enough to go from hunter-gatherer to moving up to controlled farming. Yeah, I reckon that even a small population of 100 or so people would be enough to sustain a vampire indefinitely, so certainly a minor baron or even just a landed knight could hypothetically be a vampire. Especially if they're vassals of some kingdom or another but just in an extremely secluded place in that kingdom, so they tend to be left alone for long periods of time... Duck, it's the 20th, are you back yet? I am back, just got plagued by jet lag yesterday so didn’t say anything. Okay. - Necromancy is generally done by those who are evil, and it does tend to corrupt the mind and often requires evil actions to perform correctly, but it doesn't necessarily have to be used for evil ends. For instance, one can use necromancy, theoretically, to revive a great hero who has died to see if they can help protect people again, though what that would cost may not necessarily justify it. As such, good people tend not to use it and try not to associate with it, and so it's mostly just evil.
- I'm thinking of adding in an undead kingdom to this world. Like, a kingdom ruled by a vampire or a cabal of vampires or necromancers or something with a large mortal population to support them nonetheless. Any thoughts on this?
I think there are plenty of decent usages for necromancy that could come in handy to a Human empire. Maybe, one of the royal houses employs a necormancer with the direct purpose of communing with the dead or to have the willing undead fight by their side. It would be a great asset to any army to have a hundred more willing personnel fight by their side, especially if they’re already dead. Naturally, necromancers are going to be better at banishing the evil undead than other mage or warriors so having a powerful one by your side is going to be a lot of help. That’s all rather general but I’m sure it would be interesting to give the Good Necromancer angle a go in at least one of the human kingdoms. I was thinking that, in a pinch, an experienced spellcaster could use necromancy for good if there was no alternative, and communication with the already-dead won't be that corrupting, but I'm thinking that necromancy both twists the mind of the necromancer, so that even once good necromancers become addicted and use it for their own ends, and might often require evil acts be performed, like you'll need blood from living people to raise something, or if you want to create a really powerful undead using multiple corpses you'll need to get the corpses, or maybe if you want to quickly raise a small army you'll need to kill a few living people (probably damsels in distress because fantasy). Due to all of those uses of necromancy which you stated might be for good, I don't want to unbalance the world too much in one direction or the other. And that’s not even mentioning Neck Romancers. Oh, wait that’s a vampire. That's a beautiful pun.
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Post by Tikobe on Jan 20, 2018 19:31:57 GMT -4
That sounds like something cool to put in a mostly secluded place that doesn't get much sunlight. Probably in a really deep valley surrounded by tall mountains or something like that. Yeah, somewhere where it tends to be rather dark. If you do something like that, might I suggest human farmers? Idea taken from Witcher's Blood and Wine DLC. Basically just the idea that vampires set up their own estates, so to speak, with manuals on starting human settlements and feeding upon them without notice. Everything seems normal on the surface, until you start to realize all the nobility, be it your Dukes and Barons or even Kings are all vampires. Or so I assume. It actually only exists as those old manuals in the Witcher. No idea how, or if, their reign over the local populas had ended. But I do love the idea of vampires being smart enough to go from hunter-gatherer to moving up to controlled farming. Yeah, I reckon that even a small population of 100 or so people would be enough to sustain a vampire indefinitely, so certainly a minor baron or even just a landed knight could hypothetically be a vampire. Especially if they're vassals of some kingdom or another but just in an extremely secluded place in that kingdom, so they tend to be left alone for long periods of time... I am back, just got plagued by jet lag yesterday so didn’t say anything. Okay. I think there are plenty of decent usages for necromancy that could come in handy to a Human empire. Maybe, one of the royal houses employs a necormancer with the direct purpose of communing with the dead or to have the willing undead fight by their side. It would be a great asset to any army to have a hundred more willing personnel fight by their side, especially if they’re already dead. Naturally, necromancers are going to be better at banishing the evil undead than other mage or warriors so having a powerful one by your side is going to be a lot of help. That’s all rather general but I’m sure it would be interesting to give the Good Necromancer angle a go in at least one of the human kingdoms. I was thinking that, in a pinch, an experienced spellcaster could use necromancy for good if there was no alternative, and communication with the already-dead won't be that corrupting, but I'm thinking that necromancy both twists the mind of the necromancer, so that even once good necromancers become addicted and use it for their own ends, and might often require evil acts be performed, like you'll need blood from living people to raise something, or if you want to create a really powerful undead using multiple corpses you'll need to get the corpses, or maybe if you want to quickly raise a small army you'll need to kill a few living people (probably damsels in distress because fantasy). Due to all of those uses of necromancy which you stated might be for good, I don't want to unbalance the world too much in one direction or the other. And that’s not even mentioning Neck Romancers. Oh, wait that’s a vampire. That's a beautiful pun. Sacrifice a few virgins to summon one undead army? Seems pretty legit.
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Post by Deleted on Jan 20, 2018 19:54:07 GMT -4
And that’s not even mentioning Neck Romancers. Oh, wait that’s a vampire. That's a beautiful pun. I agree. That's a beautiful pun [2]
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Post by Bannanachair on Jan 20, 2018 20:11:06 GMT -4
Yeah, somewhere where it tends to be rather dark. Yeah, I reckon that even a small population of 100 or so people would be enough to sustain a vampire indefinitely, so certainly a minor baron or even just a landed knight could hypothetically be a vampire. Especially if they're vassals of some kingdom or another but just in an extremely secluded place in that kingdom, so they tend to be left alone for long periods of time... Okay. I was thinking that, in a pinch, an experienced spellcaster could use necromancy for good if there was no alternative, and communication with the already-dead won't be that corrupting, but I'm thinking that necromancy both twists the mind of the necromancer, so that even once good necromancers become addicted and use it for their own ends, and might often require evil acts be performed, like you'll need blood from living people to raise something, or if you want to create a really powerful undead using multiple corpses you'll need to get the corpses, or maybe if you want to quickly raise a small army you'll need to kill a few living people (probably damsels in distress because fantasy). Due to all of those uses of necromancy which you stated might be for good, I don't want to unbalance the world too much in one direction or the other. That's a beautiful pun. Sacrifice a few virgins to summon one undead army? Seems pretty legit. We'll be the first ones sacrificed - you do know that, don't you?
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Post by Tikobe on Jan 20, 2018 20:23:42 GMT -4
Sacrifice a few virgins to summon one undead army? Seems pretty legit. We'll be the first ones sacrificed - you do know that, don't you? If that happens then you can bet your ass that person's gonna have some badass zombies. I mean, in only a few months I'll be 21 and I'm still a virgin. That's like, purity level over 9000! That being said though, I wonder if a Good Necromancer who devoted his life to the craft would choose to avoid said corruption by simply studying the theory behind i and use that? I mean, the whole idea of good necromancers sounds like a series I've mentioned on here a few times: the Abhorsen Trilogy. In that series, the main character uses Necromancy not to summon the undead but to destroy them (That kingdom in the story has a major undead problem...).
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Post by Bannanachair on Jan 22, 2018 22:39:20 GMT -4
If anyone else has any ideas please suggest them. I'll try to start writing this on Thursday, or at least I'll throw in about six or seven more things that I want to do here on Thursday. I'll be taking a day off of school/work on Thursday for the first time in months.
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Post by Bannanachair on Jan 24, 2018 23:07:16 GMT -4
Okay, so I said that I was going to do faeries, but they're the hardest thing for me to decide how to do properly so I'd actually like some input on those from you guys. Instead, here's some stuff about Dragons, largely taken from the D&D4e book about Chromatic Dragons: - There are between five and eight different types of Dragons. There are Black Dragons, who breathe acid and live in swamplands; Blue Dragons, who breathe lightning and live in caves along the coast; Green Dragons, who breathe poisonous gas live in deep forests and other areas with faerie magic; White Dragons, who exhale coldness and frost and live in cold places and the mightiest of all are Red Dragons, who breathe fire and live in mountains and volcanoes. I'm also considering Brown Dragons, who live in desert lairs and create sandstorms with their breath; Grey Dragons, who live in badlands and have no breath weapon, but are covered in spikes and have sharp teeth and Purple Dragons, who live underground (especially if I decide to include an underdark or equivalent area) and attack through psionic means.
- Dragons tend to be solitary creatures, and there are maybe ten thousand humans for every dragon.
- What I just stated were the general rules, but there are plenty of exceptions. Dragons will tend to lair wherever they can; the habitats I stated are just trends in preferred habitats. In addition, dragons are not always solitary, and sometimes they take an active interest in worldly affairs, for better or for worse.
- Dragons tend to live up to two thousand years naturally and are seemingly immune to disease, but they often meet violent ends long before their natural lifespan comes up. Up until a couple centuries before their deaths, dragons also just continue to get larger and more powerful: About two hundred to fifty years before they die, dragons enter their "twilight" stage, where they become weaker than they were at their strongest point, though admittedly not by much. If a dragon dies of old age, the magic within it will alter the landscape for a few miles around: A Blue Dragon would create an area of perpetual storm, etc.
- Some dragons rule over mortals, and there might be a few large-scale dragon empires historically that covered much of the world. There will definitely be dragons who rule over duchies and kingdoms and dragons with ambitions to do so in the present day of this RP, though.
- I'm also considering stealing the Dragonborn race from D&D4e, but I keep going back and forth on it. At the moment I'm leaning towards not doing it, but last night I was thinking that they'd be a great addition. If anyone has any input one way or the other that'd be great.
Next I'll either go into detail about demons/devils and how I want to rip off 4eD&D again with that, details about the Wizards of Kraken Island and maybe some other magic organizations, geography things that I think will be cool to add, specific things that I think would be cool to have for different kingdoms, an extremely broadly defined, rough history of the world, or faeries, if I can decide what I want to do with them (but I will definitely include faeries).
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Post by Tikobe on Jan 24, 2018 23:23:08 GMT -4
Okay, so I said that I was going to do faeries, but they're the hardest thing for me to decide how to do properly so I'd actually like some input on those from you guys. Instead, here's some stuff about Dragons, largely taken from the D&D4e book about Chromatic Dragons: - There are between five and eight different types of Dragons. There are Black Dragons, who breathe acid and live in swamplands; Blue Dragons, who breathe lightning and live in caves along the coast; Green Dragons, who breathe poisonous gas live in deep forests and other areas with faerie magic; White Dragons, who exhale coldness and frost and live in cold places and the mightiest of all are Red Dragons, who breathe fire and live in mountains and volcanoes. I'm also considering Brown Dragons, who live in desert lairs and create sandstorms with their breath; Grey Dragons, who live in badlands and have no breath weapon, but are covered in spikes and have sharp teeth and Purple Dragons, who live underground (especially if I decide to include an underdark or equivalent area) and attack through psionic means.
- Dragons tend to be solitary creatures, and there are maybe ten thousand humans for every dragon.
- What I just stated were the general rules, but there are plenty of exceptions. Dragons will tend to lair wherever they can; the habitats I stated are just trends in preferred habitats. In addition, dragons are not always solitary, and sometimes they take an active interest in worldly affairs, for better or for worse.
- Dragons tend to live up to two thousand years naturally and are seemingly immune to disease, but they often meet violent ends long before their natural lifespan comes up. Up until a couple centuries before their deaths, dragons also just continue to get larger and more powerful: About two hundred to fifty years before they die, dragons enter their "twilight" stage, where they become weaker than they were at their strongest point, though admittedly not by much. If a dragon dies of old age, the magic within it will alter the landscape for a few miles around: A Blue Dragon would create an area of perpetual storm, etc.
- Some dragons rule over mortals, and there might be a few large-scale dragon empires historically that covered much of the world. There will definitely be dragons who rule over duchies and kingdoms and dragons with ambitions to do so in the present day of this RP, though.
- I'm also considering stealing the Dragonborn race from D&D4e, but I keep going back and forth on it. At the moment I'm leaning towards not doing it, but last night I was thinking that they'd be a great addition. If anyone has any input one way or the other that'd be great.
Next I'll either go into detail about demons/devils and how I want to rip off 4eD&D again with that, details about the Wizards of Kraken Island and maybe some other magic organizations, geography things that I think will be cool to add, specific things that I think would be cool to have for different kingdoms, an extremely broadly defined, rough history of the world, or faeries, if I can decide what I want to do with them (but I will definitely include faeries). Seems cool. Dunno how I'd feel about an underdark though. I mean, it would've been fine, but then we get into size and geography and honestly underdarks are begging to collapse and cause sinkhole hotspots. Dragon empire seems like it'd be fun. I was considering actually doing a general type character and I was wondering where I should serve.
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Post by Bannanachair on Jan 25, 2018 0:40:05 GMT -4
Okay, so I said that I was going to do faeries, but they're the hardest thing for me to decide how to do properly so I'd actually like some input on those from you guys. Instead, here's some stuff about Dragons, largely taken from the D&D4e book about Chromatic Dragons: - There are between five and eight different types of Dragons. There are Black Dragons, who breathe acid and live in swamplands; Blue Dragons, who breathe lightning and live in caves along the coast; Green Dragons, who breathe poisonous gas live in deep forests and other areas with faerie magic; White Dragons, who exhale coldness and frost and live in cold places and the mightiest of all are Red Dragons, who breathe fire and live in mountains and volcanoes. I'm also considering Brown Dragons, who live in desert lairs and create sandstorms with their breath; Grey Dragons, who live in badlands and have no breath weapon, but are covered in spikes and have sharp teeth and Purple Dragons, who live underground (especially if I decide to include an underdark or equivalent area) and attack through psionic means.
- Dragons tend to be solitary creatures, and there are maybe ten thousand humans for every dragon.
- What I just stated were the general rules, but there are plenty of exceptions. Dragons will tend to lair wherever they can; the habitats I stated are just trends in preferred habitats. In addition, dragons are not always solitary, and sometimes they take an active interest in worldly affairs, for better or for worse.
- Dragons tend to live up to two thousand years naturally and are seemingly immune to disease, but they often meet violent ends long before their natural lifespan comes up. Up until a couple centuries before their deaths, dragons also just continue to get larger and more powerful: About two hundred to fifty years before they die, dragons enter their "twilight" stage, where they become weaker than they were at their strongest point, though admittedly not by much. If a dragon dies of old age, the magic within it will alter the landscape for a few miles around: A Blue Dragon would create an area of perpetual storm, etc.
- Some dragons rule over mortals, and there might be a few large-scale dragon empires historically that covered much of the world. There will definitely be dragons who rule over duchies and kingdoms and dragons with ambitions to do so in the present day of this RP, though.
- I'm also considering stealing the Dragonborn race from D&D4e, but I keep going back and forth on it. At the moment I'm leaning towards not doing it, but last night I was thinking that they'd be a great addition. If anyone has any input one way or the other that'd be great.
Next I'll either go into detail about demons/devils and how I want to rip off 4eD&D again with that, details about the Wizards of Kraken Island and maybe some other magic organizations, geography things that I think will be cool to add, specific things that I think would be cool to have for different kingdoms, an extremely broadly defined, rough history of the world, or faeries, if I can decide what I want to do with them (but I will definitely include faeries). Seems cool. Dunno how I'd feel about an underdark though. I mean, it would've been fine, but then we get into size and geography and honestly underdarks are begging to collapse and cause sinkhole hotspots. Dragon empire seems like it'd be fun. I was considering actually doing a general type character and I was wondering where I should serve. I was going to have somewhere in the OP that I encourage everyone to have at least two to three characters (though you only need to make one at a time), but yeah, being a human general serving either under or against an ambitious dragon sounds just absolutely awesome.
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Post by Bannanachair on Jan 26, 2018 10:08:00 GMT -4
What follows are some places (natural geography and a couple things that are neither natural nor man-made) that I want to include in the RP: - The Spiderwood Forest: In the OP, I mentioned that I wanted spider people. Well, I've decided that giant sentient spiders live in forests, specifically the Spiderwood. The Lord (duke? earl?) of the Spiderwood is nominally a human lord under a larger monarchy, but in reality their influence is only on the edges of the forest. Deeper in the forest, where no man dare settle, are where the namesake of this forest resides. However, despite the limited amount of land and the everpresent danger, this Duchy/Earldom/Lordship is one of the most valuable pieces of land in the world due to the presence of a naturally occurring mineral that can't be found anywhere else: Spiderwood trees, and spiderwood, which is a wood that's almost as strong as iron when treated in a certain way and with magical properties just as notable.
- The Mushroom Forest: Imagine a forest with giant mushrooms instead of trees. That's basically all that I've thought of so far, but the imagery in my head is striking. Just imagine what the faeries of this particular forest must be like!
- The Glasslands: Seven hundred years ago, this was just an ordinary desert, not to dissimilar to any other. However, something unique started happening when a blue dragon chose there to die, and then another, and then another: Instead of a thunderstorm to alleviate the drought, it was just lightning. Over the centuries the lightning strikes became more and more frequent, and the wind stronger, such that it's not uncommon for the floor to be glass for a dozen miles around rather than sand, or for "glasstorms", roughly equivalent to sandstorms but with shards of glass broken off by lightning, to occur dozens of miles even further out.
- The Cavelands: A large mountainous region that is littered with caves, many of which are rather large. This is the birthplace of several religions (with dozens of religious figures connected to one cave or another), a place where exiles often go to and home to the last strongholds of otherwise long-gone empires due to the unique quality of the caves that agriculture can occur within them.
- Magic Towers: Several towers are scattered throughout the world, likely older than even the Cyclopses, though their original creators vanished long ago. Three of them are used by groups of exiles from Kraken Island who decided to create their own magical orders: The Order of the Green Tower, The Order of the Blue Tower and The Order of the Red Tower (I actually might change "green" and "red" to "emerald" and "crimson", but I'll need something equally awesome for "blue" or it would just be out of place). The Yellow Tower (Gold Tower?) is used as a palace by one king, and the Purple Tower (I'm at a loss for this one as well) is the headquarters of a religious/militaristic/knightly order. It is speculated by some that there may be more similar Towers unknown and undiscovered, but whether or not that is the case remains a mystery.
I have no idea what the logical implications of lots of these would be, but I'll figure it out, I think. Does anyone have any cool ideas that they'd like me to do, or complaints about these ideas?
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Post by Tikobe on Jan 26, 2018 14:46:30 GMT -4
What follows are some places (natural geography and a couple things that are neither natural nor man-made) that I want to include in the RP: - The Spiderwood Forest: In the OP, I mentioned that I wanted spider people. Well, I've decided that giant sentient spiders live in forests, specifically the Spiderwood. The Lord (duke? earl?) of the Spiderwood is nominally a human lord under a larger monarchy, but in reality their influence is only on the edges of the forest. Deeper in the forest, where no man dare settle, are where the namesake of this forest resides. However, despite the limited amount of land and the everpresent danger, this Duchy/Earldom/Lordship is one of the most valuable pieces of land in the world due to the presence of a naturally occurring mineral that can't be found anywhere else: Spiderwood trees, and spiderwood, which is a wood that's almost as strong as iron when treated in a certain way and with magical properties just as notable.
- The Mushroom Forest: Imagine a forest with giant mushrooms instead of trees. That's basically all that I've thought of so far, but the imagery in my head is striking. Just imagine what the faeries of this particular forest must be like!
- The Glasslands: Seven hundred years ago, this was just an ordinary desert, not to dissimilar to any other. However, something unique started happening when a blue dragon chose there to die, and then another, and then another: Instead of a thunderstorm to alleviate the drought, it was just lightning. Over the centuries the lightning strikes became more and more frequent, and the wind stronger, such that it's not uncommon for the floor to be glass for a dozen miles around rather than sand, or for "glasstorms", roughly equivalent to sandstorms but with shards of glass broken off by lightning, to occur dozens of miles even further out.
- The Cavelands: A large mountainous region that is littered with caves, many of which are rather large. This is the birthplace of several religions (with dozens of religious figures connected to one cave or another), a place where exiles often go to and home to the last strongholds of otherwise long-gone empires due to the unique quality of the caves that agriculture can occur within them.
- Magic Towers: Several towers are scattered throughout the world, likely older than even the Cyclopses, though their original creators vanished long ago. Three of them are used by groups of exiles from Kraken Island who decided to create their own magical orders: The Order of the Green Tower, The Order of the Blue Tower and The Order of the Red Tower (I actually might change "green" and "red" to "emerald" and "crimson", but I'll need something equally awesome for "blue" or it would just be out of place). The Yellow Tower (Gold Tower?) is used as a palace by one king, and the Purple Tower (I'm at a loss for this one as well) is the headquarters of a religious/militaristic/knightly order. It is speculated by some that there may be more similar Towers unknown and undiscovered, but whether or not that is the case remains a mystery.
I have no idea what the logical implications of lots of these would be, but I'll figure it out, I think. Does anyone have any cool ideas that they'd like me to do, or complaints about these ideas? Mushroom forest seems legit. If you do do an underdark area, maybe this can the forest instead, although that "Cavelands" seems to be taking the place of that. Maybe for the Blue Tower you can call it the "Sky" or "Sapphire" Tower. For Purple there's always "Amethyst." And shit, spiders... I dun like spiders. They scare me.
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Post by Duck14 on Jan 28, 2018 22:16:32 GMT -4
What follows are some places (natural geography and a couple things that are neither natural nor man-made) that I want to include in the RP: - The Spiderwood Forest: In the OP, I mentioned that I wanted spider people. Well, I've decided that giant sentient spiders live in forests, specifically the Spiderwood. The Lord (duke? earl?) of the Spiderwood is nominally a human lord under a larger monarchy, but in reality their influence is only on the edges of the forest. Deeper in the forest, where no man dare settle, are where the namesake of this forest resides. However, despite the limited amount of land and the everpresent danger, this Duchy/Earldom/Lordship is one of the most valuable pieces of land in the world due to the presence of a naturally occurring mineral that can't be found anywhere else: Spiderwood trees, and spiderwood, which is a wood that's almost as strong as iron when treated in a certain way and with magical properties just as notable.
- The Mushroom Forest: Imagine a forest with giant mushrooms instead of trees. That's basically all that I've thought of so far, but the imagery in my head is striking. Just imagine what the faeries of this particular forest must be like!
- The Glasslands: Seven hundred years ago, this was just an ordinary desert, not to dissimilar to any other. However, something unique started happening when a blue dragon chose there to die, and then another, and then another: Instead of a thunderstorm to alleviate the drought, it was just lightning. Over the centuries the lightning strikes became more and more frequent, and the wind stronger, such that it's not uncommon for the floor to be glass for a dozen miles around rather than sand, or for "glasstorms", roughly equivalent to sandstorms but with shards of glass broken off by lightning, to occur dozens of miles even further out.
- The Cavelands: A large mountainous region that is littered with caves, many of which are rather large. This is the birthplace of several religions (with dozens of religious figures connected to one cave or another), a place where exiles often go to and home to the last strongholds of otherwise long-gone empires due to the unique quality of the caves that agriculture can occur within them.
- Magic Towers: Several towers are scattered throughout the world, likely older than even the Cyclopses, though their original creators vanished long ago. Three of them are used by groups of exiles from Kraken Island who decided to create their own magical orders: The Order of the Green Tower, The Order of the Blue Tower and The Order of the Red Tower (I actually might change "green" and "red" to "emerald" and "crimson", but I'll need something equally awesome for "blue" or it would just be out of place). The Yellow Tower (Gold Tower?) is used as a palace by one king, and the Purple Tower (I'm at a loss for this one as well) is the headquarters of a religious/militaristic/knightly order. It is speculated by some that there may be more similar Towers unknown and undiscovered, but whether or not that is the case remains a mystery.
I have no idea what the logical implications of lots of these would be, but I'll figure it out, I think. Does anyone have any cool ideas that they'd like me to do, or complaints about these ideas? Mushroom forest seems legit. If you do do an underdark area, maybe this can the forest instead, although that "Cavelands" seems to be taking the place of that. Maybe for the Blue Tower you can call it the "Sky" or "Sapphire" Tower. For Purple there's always "Amethyst." And shit, spiders... I dun like spiders. They scare me. Stay away from Spiderwood. A Mushroom forest would be very interesting. Would it be in a cave system or out in the open? On an island by itself or on the mainland? I was going to suggest Amethyst as well. It’s probably the best option for Purple. It’s probably gold for yellow that I’m most iff6 about but there aren’t really many options there.
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Post by Bannanachair on Jan 29, 2018 3:27:53 GMT -4
Mushroom forest seems legit. If you do do an underdark area, maybe this can the forest instead, although that "Cavelands" seems to be taking the place of that. Maybe for the Blue Tower you can call it the "Sky" or "Sapphire" Tower. For Purple there's always "Amethyst." And shit, spiders... I dun like spiders. They scare me. Stay away from Spiderwood. A Mushroom forest would be very interesting. Would it be in a cave system or out in the open? On an island by itself or on the mainland? I was going to suggest Amethyst as well. It’s probably the best option for Purple. It’s probably gold for yellow that I’m most iff6 about but there aren’t really many options there. I’m skeptical about using too many gemstone names, though, because that will clash with “crimson”.
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