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/tg/ builds a setting
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You are currently reading a thread in /tg/ - Traditional Games

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These are always fun; /tg/ world building thread.
>One addition (e.g. location, faction, culture, concept, etc.) per post
>Everything is canon unless it contradicts a previous post
>Ignore obvious griefs and magical realm posts

To start:
>Humans are long extinct, leaving their biomechanical inheritors, the Homunculi, a creation of science and sorcery, to roam the world.
>>
All the gods are trying to persuade the Homunculi to be their chosen god. They send them gifts, blessings and promise them paradise on earth.
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The "Gods" are actually a system of computers hosted on the moon the humans left as a kind of morality test for the homunculi.
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The computers aren't all smoke, mirrors and false promises though. They are actually tremendously powerful, able to control other human creations on the planet below and with a grasp on sorcery that is limited but still far exceeding anything most Homunculi are capable of.
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The world below is flooded and made up of islands and floating barges.
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ancient factories below ground still produce armies of robotic soldiers to carry on a war that has long since extinguished.
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>>47727565
>>47727622
Most homunculi live in sea faring clans, because most islands are overrun by humanity's other creations. They only step foot on dry land when necessary (usually to gather supplies, but sometimes for ceremonial purposes).
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The world/planet has 4 moons
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The world is made up of hundreds of small islands and orbits a gas giant
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The other races are all suspicious and even hostile towards the Homunculi, because they weren't created by the gods.
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The sea faring clans of Homunculi live peacefully with one another, and have one the most complex trade networks of all the races. Any conflict usually arises when payments are not made or when dealings with the Merfolk or Humans go south.
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>>47730703
phone got screwy on me, meant to say:
"dealings with the merfolk and human's creations goes south."
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There exists a faction of Homunculi that reject the gods, and believe that their creators are not extinct, but in stasis somewhere in the world. Conflicting ideologies lead to war and persecution.
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The race with the highest average intellect are the descendants of plant based genetically engendered super computers.
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These super intellegent plants are the wardens of the robot soldier factories. Watching over the production and ensuring the Homunculi never discover the truth of the long forgotten war.
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>>47729617
And aisd gas giant is the focus of a binary star system (the stars are half an orbit apart), in the same plane as the planet.
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(>>47727004, >>47729525, >>47729617, >>47730952)
The most common religion amongst sea faring Homunculi focuses on the sky, with mythology linked to the two suns and all the stars and constellations. The most important aspect of the religion is the Four Heavens and the Great Heaven. A single clan of Homunculi usually has a patron Heaven, worshipping it and its pantheon - that is, one of the planet's four moons and its resident, god-like super computers. In addition to a patron Heaven, every clan also pays homage to the Great Heaven and its pantheon of unknowable creator gods - the planet's gas giant, where they believe the highest deities (a vague, poorly maintained cultural memory of the Humans) dwell.

Of course, this religion is rejected by those (>>47730825) who look at the world around them rather than its night sky.
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Homunculi are just what their name means - little humans. They do vary quite a bit, but an adult Homunculus is usually no more than three (Human) feet tall. As a result, all the relics of Humans are particularly large and intimidating in comparison.
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>>47731080
This religious rejection leads to wars that often end in stalemates as neither side is able to make good enough use of the large relics (>>47731204).

This carries into the goal of the plant wardens who fear what will happen when the seafaring and land faring homunculi discover the fabled "Metal Colossi"

(This setting is actually starting to sound really bad ass btw. We should preserve it in case the thread dies?)
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The super intelligent plants have minor shape shifting abilities, able to twist leafs and wood into various structures from humanoid to tentacle monster, but always clearly remaining plants. They also typically take the form of large bushes and remain seemingly immobile and grounded.
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One of the bigger nations is an empire which has a government that consists completely out of slaves aside from the royal dynasty ofcourse.
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Some Homunculi travelers pass along tales of shapeshifting ghosts in the forests of seemingly abandoned islands.
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>>47730869
>>47730946
>>47731307
The Spriggans serve as spiritual guides and leaders to the war robots. They send them off on phony campaigns and made up, pointless missions (like 'going over the hill and securing the VERY important tomato plant') to keep them busy and entertained. Without something keeping them occupied, the robots wander off in an attempt to carry out their long obsolete purpose, and bring havoc to the rest of the world.
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>>47731547
The most notable instance of wandering off lead to the instant decimation of a Homunculi port that was blamed on Merfolk, leading to a minor skirmish in the southern seas. The spriggans have since tightened their hold on them.
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>>47731242
>>47731521
>>47731612
>Land faring homunculi
>Island travelers
>Homunculi port

The land dwelling Homunculi are a hardy, superstitious lot. They live in coastal villages, and so are far more used to dealing with the monstrous and mysterious beings that inhabit the world's islands compared to their sea dwelling bretheren. Because they have so much more to do with the wonders that can be found on the planet rather than in its sky, the land dwelling Homunculi are more likely to conform to the faith that rejects the gods and believes their creators lie in stasis somewhere in the world. This leads to tension, and sometimes conflict, with the sea clans, but ultimately the two Homunculi groups are dependent on each other (land dwellers need what sea clans bring from other islands, sea clans need the hard, dangerous to procure materials only the land dwellers can provide), often on good terms, and will assist each other when one group is threatened (i.e. the sea clans waging war on the southern Merfolk, in retaliation for the destruction of their land dwelling brethren's port).
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Unbeknown to the hommunculi this relationship mirrors that of humanity before the fall, and they would be wise to recognize, and embrace, the interdependency lest they let their differences ruin their future.

Now I want to run a game in this world.
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>>47731501
This is, of course, a Merfolk society. On this flooded world, the aquatic Merfolk are the only creatures with enough inhabitable territory to have coherent nations. While Homunculi are the Human's true inheritors, the Merfolk could very well be the planet's most prosperous race at the moment.
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The backbone of the Merfolk empire is deep sea salvage of human ruins. Knowing the Homunculi cherish these, the Merfolk hold a lot of economic leverage and power.
Thread replies: 28
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