So the space orcs didnt seem to be doing all that well so I decided to bring back the dwarven commonwealth. Ive been brainstorming the last few days about some cool ideas I hope you guys enjoy it.
>>33431460
bumping for interest
>>33431460
Heres the link to the old threads
https://docs.google.com/document/d/1dwNI6LYMmsuhECqz0EfNJWdNUC--uo3RH080Qh6u9SM/edit
And we were going so well on that space ork thread
Post funny /tg/ moments/Using this thread to request Cap about evil queen denouncing her evil ways because she's horrified by Mr. Bone's Wild Ride.
I'll contribute, but unfortunately I don't have what you're looking for.
Alright its time for a fresh civ thread! However I am only willing to dm one of three races either
A. Orcs
B. Humans
C. Elves
Other than that ordinary civ selection rules apply
>>33311010
>only Humans, Orcs, or Elves
Shit.
Well, at any rate:
>Human
>Ruins
>City ruins
I want to play as a group of humans who wake up from a 'fantasy cryogenics' vault - some kind of stasis - to find themselves in the ruined remains of a once great city. Possibly with amnesia, possibly with first hand memories of the ancient past.
>>33311154
>>33311154
>>33311010
This is okay if you only plan on three races..
>>33311010
>However I am only willing to dm orcs, humans and elves
Then you may as well fuck off.
No civ thread on /tg/ we should really start one
Let's not
>>33247722
Harpies, because /tg/ has been loving harpies as of late.
>>33247722
First race & location to 3 wins.
So far:
Race:
Harpies-1
Location:
YOU are the crew of the interstellar scout ship Raptor. Your mission is to explore
uncharted regions of space, deal with aliens both friendly and deadly, and defend the Consortium worlds against space dangers. Captain Darcy has been overcome by the strange psychic entity known as "Something Else", leaving you to fend for yourselves while he recovers in a medical pod. (Dun dun duuunnn)
But, what did Command want him to do? What was his mission? What are you going to do about it? Do you even care or are you just after hot, space bitches?
----
Utilizing the rules in the attached picture, anyone and everyone is welcome to play. Just lay out your character post in an orderly fashion and I won't have a problem at all!
Progress will be decided by majority vote. Ship creation can be done by vote or I just throw it together.
Rolled 1, 4, 3, 1 = 9
>>33195019
Here comes Lieutenant Roland, the Intrepid Envoy, whose Consortium ID badge places him at a 2 on the L/F scale, making him a mad, passionate bastard, devoted to liaising (and "liaising" as the case may be) with strange alien races! His goal: Keep Being Awesome! (with a minor in Meet Sexy Aliens, 'cause why not?)
Also, rolling up a threat on the table.
>>33196213
Ah, it looks like Zorgon the Conqueror is building a Star Dreadnought to destroy a star system! But which one?
So, uh, I'll vote for the Raptor to be an exploratory vessel, with the traits of Fast + Superior Sensors, but the drawback of Horrible Circuit Breakers.
And come on, people, who else is gonna be on the crew, it can't be a one character story.Unless maybe it's one of those weird episodes like that awful Dr. Crusher oneWait, all Dr. Crusher episodes were awful
Story Time GMs! As a GM, we try to give our players free reign, to do what they want to do, but when devising a scenario, we always have a "plan" in the back of our heads. But every so often The players do something completely unexpected and ruin our plans. What was the biggest surprise your Players ever pulled on you?
completely disregarding the multitude of choices I gave them and descended down into a railroad campaign where I gave up 1/2 way through because no one was putting any effort into it.
>spend months trying to get my university to let me run a game
>when they finally agree, I spend months writing notes and maps and character portraits and the like
>wake up early on a Saturday to get everything ready
>drive to school with sodas, chips, burgers and the like
>set up in the library and wait until "game time" begins
>people start trickling in; all are inexperienced.
>one thought this was a poker club
>one thought it was a video gaming club
>the two guys who actually played D&D before were a fat brony guy, and a black kid who, while really nice and enjoyable to be around, I was concerned he might be mentally handicapped
>The worst by far, however, was this obnoxious stoner with mop hair and a T-Shirt of some hipster alt-rock band. He would be the source of all my woes, and inspire me to leave D&D altogether for over a year.
I've started DMing for some friends after they said they wanted to play DnD, it's my first time too.
I've never played a /tg/ at all so most of my stuff is coming from Fire Emblem, FFTactics etc, like, 5 maps leading into each other each with different requirements, it's combat / puzzle heavy and kinda' light in RP.
Am I doing it terribly wrong?
I want to make a half-dragon/half-elf PC in Pathfinder! How would go about doing so?
When a Dragon and an Elf love each other very much.....
>>33185680
...momma dragon jerks off on elf daddy's eggs and nine months later a beautiful snowflake like you is born!
By removing kebab.
Hello /tg/, I’d like to tell a story. It’s about a PC named Tith, and it’s pre-typed.
> so I decided to make a power-hungry character whose ultimate goal was immortality
> in other words, your average PC
> my character was a sorcerer, meaning that he gained his magic power via a mystical bloodline rather than through magical study
> I also decided that my character came from a long line of sorcerers, all of whom gained power in the same way
> these two facts become important later
> anyway, like I said, Tith was power-hungry
> this lust for power expressed itself in a repeated pattern of Tith attempting to gain power over everyone he met
> initially this meant learning a person’s secrets and gaining leverage over them
> later it meant casting spells like charm or command on them
> when Tith learned necromancy it went as far as killing and reanimating them as undead slaves
> the best part was that most of my party didn't even care, Tith had free reign to do as evil acts as he pleased while his party supported and helped him at every step of the way
> of course, being a PC, Tith was also occasionally heroic
> he did his fair share of helping the needy, clearing out monsters, and fighting villains
> most of the time he had an ulterior motive of course, but that didn’t matter as long as he got the job done
> after one particularly difficult task for a tribe of Jotun, Tith and his party members each received a gift from the tribe
> Tith’s gift was the Jotun medicine-man stabbing him in the eyes with two thin magical needles
> at first Tith was outraged, but then he realized that he hadn’t gone blind
> in fact, nothing seemed to be amiss
> “medicine man, why did you just stab me in the eyes? why doesn’t it hurt? and considering the fact that the rest of my party got benefitial things, what is the upside to these needles?”
> “you’ll find out in good time, young elf”
> from that point on, Tith was determined to find out what had been done to him
> he could feel that something had changed, but he didn’t know what
> a couple days after the needle-stabbing incident, Tith realized that although he still looked like he had eyes, upon feeling his sockets, there was nothing there
> this inspired Tith to do something that although very unintuitive, turned out to be exactly what the DM had intended
> Tith went to one of his mentally dominated minions, popped their eyes out, and stuck them in his own sockets
> the DM said “you feel a rush of power, and from some primal part of your being you understand that you now have power over [insert name of minion]’s soul”
> Tith was positively giddy
> he didn’t know what having dominion over a person’s soul meant, but he knew that it was more power over a person then he had ever had before
> soon he began harvesting the eyes of all the partie’s victims, and with this harvesting came a little bit of knowledge
> first, if Tith wanted a soul, he had to take the eyes from a living creature, not from a dead one
> second, that their seemed to be an upper-limit of nine souls gathered at any one time
> Tith felt like the number nine couldn’t be random, so he decided to do some research
> after violently interrogating some scholars, Tith discovered that the significance of the number nine in magic was pretty simple
> there are nine devil lords, and devil lords deal in souls
> but Tith still didn’t know how he could use the souls
> he tried to contact devils in order to make some sort of bargain, or sell the souls he had collected, but the devils repeatedly refused him
> this fact becomes important later
> anyway a lot of time passed after that
> but eventually, Tith had a breakthrough
> during a fight with a dragon, Tith went down, but at the brink of death, the DM gifted him with another surge of primal knowledge
> if Tith was willing to permanently eradicate a portion of his collected souls, he could prevent his own death
> note that permanently eradicating a soul is literally the most despicable act possible in this setting, it’s not just like killing someone (as killing preserves the soul)
> eradicating a soul would permanently taint a person, dooming their soul to pure agony for the rest of eternity
> but for the power-hungry, irredeemably-evil Tith, this was an easy decision
> Tith sacrificed the souls and lived on
> and the strange part was that Tith didn't even feel the promised agony in his soul when he committed the act, perhaps his soul was already too dark to experience more pain
When last we left off we had decided to allow the sales of arms to the both the centaurs and humans in the north. We also had recently acquired gunpowder weapons from the gnomes and were deciding our strategy to deal with them.
A. Go on the offensive and force them to the peace table
B. Go on the defensive and try to wear them down through attrition
C. Total war
D. Other (explain)
also first thread
http://4archive.org/tg/thread/32998854
Total war. Wipe them out.
>>33024838
Awesome, glad to see you're starting it up again.
>>33024871
I say this, lets invade quickly before we give them any more chances to increase their techs or build a bigger fleet.
C. Total war
As inspired by another thread, I propose we try our hand at making a setting inspired by Australian Aboriginal mythology. For greater variety of possible cultures, let's have at least some city- and nation-states. Also might be interesting to introduce maori viking-style raiders, Torres Straits and Tasmanians.
Idea for Magic
>Aboriginal magic has a very cool belief about how power left over from the dreamtime has been "locked" into certain objects or places, often things that look unnatural or out of place. An old gnarled tree in the middle of a desert plain, for example.
>Anyway, each of these objects or places held a particular power, and there was a particular "key" to tap into it. So, say you found the tree. It doesn't do you any good unless you know to say these words, and touch the tree between a particular split in the branches. Then you can unlock the power, temporarily, for your own use.
>And like I said, the power in questioned differed from one object to another. The tree might grant you the power to cause rainfall. Some weird rock formation might grant you the ability to make a sandstorm, or talk to birds.
>After some time has passed, or after you've used enough of the power, it goes back into the tree/rock/whatever and is "locked" again.
I would say that Not!New Guinea and Not!Tasmania are definitely in, but if we were to include the Maori, what boundary is there to our inclusion of Polynesia?
Pic related is an idea for possible national divisions in Not!Australia. It seems that there would be plain dwellers in the west, possibly with highly stratified and not very warlike societies, due to their separation from other tribes on the continent and raiders by a huge desert and ocean.
Along the southeast coast, there could be a people who live in the swampy lands of the Australian river valleys. Possibly a large society built on cities on solid ground in the middle of swamps- reachable only by boat and surviving off of fish. These people would likely be the least healthy because of inbreeding and a narrow diet, but their society and stable food source would likely make them the most populous.
The east coast, I think, would probably be populated by naval nomads. Its aridity compared to the other regions nearby would mean permanent settlement would be difficult. Possibly this region holds Not!Maori colonies?
The northeast, largely dominated by tropical rainforest, would harbor a more barbaric people, as we have another rainforest culture already. Make note also that the aborigines of Northern Australia are of a different language family from the south, and as such are likely to be viewed as strange and foreign. These people may ride birds of prey, as the Cassowary is native to northern Australia.
The North Coast is merely plains, with a normal wet and dry season, however, I suggest that it contains a civilization of its own, so as to create a tripolar political state on the continent.
Meanwhile, remember that due to very low tech levels, all of these countries do not have a very high concentration of population, and the vast majority of the continent's inhabitants live in the central desert as hunter-gatherers, with distinct customs and ideals in every tribe.
For Not!New Guinea, I recommend a treatment similar to how they were handled in real life, except instead of having cargo brought to them by Europeans, they have it brought to them by the slightly-more-advanced-than-in-our-world Not!Australians. This means that instead of seeing him wearing a cassette player in a piercing, you might see the tribal chief wearing an hourglass on his necklace.
Meanwhile, the cosmopolitan peoples of the Not!Torres Strait could make a luxurious living transporting this cargo. Possibly they could be involved in a slave trade?
Tasmanians are less likely to get the Cargo treatment, because they were viewed as an inferior race by the aborigines who could reach them in our world. Possibly they are a recently-discovered virgin land being colonized by the swamp people, who think it might be an opportunity to make a quick buck? It would mirror the actual treatment of Tasmanians without necessitating the introduction of whites.
Anybody else? Come on now.
So /tg/ I've been working on an African inspired setting and I've got some stuff sorted out.
Right now I've got the continent split between fiver rather broad regions. The desolate east, the mineral rich west, the veldt of the south and the deserts of the north, with the jungle lakes in the centre. Broadly, very broadly, affirming to semi-realistic African geography.
The veldt is home to the Grassland Confederacy, which is dominated by the warrior battalions of the Kutung. The Kutung are a fierce warrior people who live in a gender segregated societies. All young men serve in warrior battalions from ages twelve to twenty five, when they are moved into a veteran battalion and are allowed to take a wife.
No Kutung is permitted to 'toil like a beast'. This is where their slave tribe, the Gulum, come in. The Gulum aren't an ethnic tribe as such, but are an organization of land working serfs made up of captured and indigenous slaves. They have a bit of a representation within the Kutung society, and aren't completely without power as Gulum serfs also fill the role of educators and high placed servants in noble families. Gulum are often directly under the supervision of another Gulum who is favoured by the Kutung family that owns them. The same word for favoured servant 'haki' is also the same word for a favoured hunting dog.
The Lords of the Kutung form a warrior council. This is usually made up by the best and oldest warriors, and from among their number they elect a warlord, who is bequeathed with the pelt of a black lion to mark him as ruler. He serves until he is either killed or crippled.
Kutung too old or crippled to serve in a battalion are retired into the Maho, the masters of the young. Their job is to train the next generation of young warriors in the gated communities all boys are forced into from about age five.
(cont)
>>33015207
The Kutung oversee the protection of the Grasslands, which encompasses city states and nomadic tribes. When they feel their (usually unspoken) overlordship is questioned, they do not hesitate to bring their might down upon this person, be they individual or community. The Kutung have a reputation as fierce warriors. It is bad luck to surrender to a Kutung, as thy see this as cowardice and you will be brutally castrated and forced into a 'woman's role' for the battalion.
They however have no stigma about fleeing in the face of impossible odds, as tactical retreats are one of their prime military doctrines.
They are nearly purely infantry. They only use beasts to cart supplies and even then would rather carry their supplies alone rather than risk a ponderous baggage train. So despite being a pure infantry force they maintain a fast, punishing pace and can cover ground with an extreme rapidity.
Within the Grasslands there is another powerful force. The Nimini, the blacksmithing people of sorcerous power. They make the weapons the Kutung use, and the greatest among them is often called upon by visiting dignitaries to craft items of power for the rulers of foreign states. They fork out a kingdoms annual wealth just to grasp a single weapon forged by the master of the Nimini's hands.
They alone do not fear attack from the Kutung, and are the only people who travel the Grasslands unimpeded. When they travel they do so in pairs, master and apprentice. No one knows the full number of Nimini in existance. Their home is a barren stone city overlooking the ocean, carved into a mountain that bears no life. They live off tribute brought to them by the other people of the Grassland. For without them the secrets of steel and fire would be lost forever.
This is the Grasslands as is. There is room for improvement.
I'll talk about the rich West next.
>>33015346
The West is ruled by a dynasty called the Armossa, who have held the title Musa, a title equivalent to Emperor. The West is also called the Flower Kingdoms due to its pageantry and wealth. Gold is drawn from its rivers and hills in fists, and is sold to lands local and mysteriously foreign.
The Flower Kingdoms have a chivalric order of armoured lancers that form the bulk of its military. Armoured in heavy quilted vests, armed with steel shod lances, they are the land owners and restless sons of the nobility.
The current king, Armo Armossa, is not a warlike man. He wastes his days in his harem, with women from all over the land and beyond. He spends more money on building ships to traverse the coast and discover what mystic lands might lie beyond the north, south, and west. In short he is a useless dreamer who has spent more in a year than both his predecessors combined.
None the less between his extravagant tournaments and generous payments, he has overseen an explosion of literary and other advances. Even if in the process he has alienated the conservative religious figures of his kingdoms.
The Flower Kingdoms was originally twelve separate realms until the Armossa, with the help of northern and jungle mercenaries, brought it all under their sole control. The old kings were allowed to keep their titles, but were relegated to being merely hereditary advisers to the Musa with all their land and real power stripped from them.
The Musa is protected by a female regiment of warriors, recruited from all the noble and good standing families of the realm. They are his virgin brides and best warriors. A disciplined force of warriors, they act as security for the palace and personal agents for the Musa. They are called the Musa-Mai, the Musa's brides.
The main religion is the worship of the River Gods, who gift the land with good food, travel and most importantly gold. The great delta formed by the river is a sacred place.
>>33015541
The capital of the Flower Kingdoms and the palace of the Musa are built on this delta.
Another sacred site is far up river, in the lands of the jungle people, the birth place of the river and home of the River Gods. When the Musa's favoured wife is pregnant she is sent to a palace built high in the mountains that faces towards the unreachable birthplace of the river, and when she gives birth facing it the gods are said to be pleased and bless the child. This child, if it survives, almost inevitably ends up becoming the next Musa.
That's what I have for the west so far. The plan is for each of the original kingdoms to have a very distinct cultural identity but I still have to work those out.
Next is the East.
Nobody believed the silly rumors at first, that a great dragon in the west had raised a horde of lizardmen and was destroying towns. Our town of Revor was a prosperous growing town nestled in the mountains, wars had come and gone but never had conflict touched the town before. One night everything changed. All you remember were the flames and the screams of dying. You barely remember gathering a few items and fleeing with the rest to one of the old tunnels leading out of the town. You find yourself in charge of a large group of refugees you are
A. Horik, A young noble warrior(military leader)
B. Aegar, A middle aged master craftsmen(tech/economic leader)
C. Riga, A young prodigy geomancer(magic leader)
D, Other(please explain)
>>32998854
>C. Riga, A young prodigy geomancer(magic leader)
>>32998854
>C. Riga, A young prodigy geomancer(magic leader)
>>32998912
>>32998861
You are Riga, before the fall you were the top student at our towns magic college, you are an expert geomancer.
Our people have had one item to symbolize the power of our ruler it is
A. A crown giving our ruler the ability to see far away things and places
B. A sword made out of rare unbreakable metal from a falling star, it upon the uttering of a simple incantation comes alight with fire
C. A shield, supposedly given to our people by the gods thousands of years ago, that will never break, never bend and will protect its bearer from any harmful magic cast upon them
D. A scepter, giving our ruler the ability to read the minds of people around them
I'm feeling dwarves... or maybe centaurs or orcs
>>32970822
Faun, Desert.
>>32970822
Dwarves Moutains
>>32970883
>>32970848
Alright executive decision, ill vote for dwarves so we can get this going.
Nobody believed the silly rumors at first, that a great dragon in the west had raised a horde of lizardmen and was destroying towns. Our town of Revor was a prosperous growing town nestled in the mountains, wars had come and gone but never had conflict touched the town before. One night everything changed. All you remember were the flames and the screams of dying. You barely remember gathering a few items and fleeing with the rest to one of the old tunnels leading out of the town. You find yourself in charge of a large group of refugees you are
A. Horik, A young noble warrior(military leader)
B. Aegar, A middle aged master craftsmen(tech/economic leader)
C. Riga, A young prodigy geomancer(magic leader)
Lets do this! Players get in here!
>>32938066
https://docs.google.com/document/d/1RDV8WpKlLIBWVM33BqbxUwTG0jSkdsaRLLXGCT40-LE/edit
day 1
http://4archive.org/tg/thread/32880446 day 2
http://4archive.org/tg/thread/32898563 day 3
http://4archive.org/tg/thread/32925536 day 4
Where last we left off we were in the opening stages of a battle at Cuoatl, our colonial town, established in the old lizard city. We had cut down trees in a great circle around the town, creaing a clear line of sight and killzone for our archers. We also have dug a moat around our walls with geomancers and our necromancers have planted thralls within the killzone to ambush. In addition we have placed traps all over jungle.
Last decision we were to make was to decide how to respond to large column of mutants marching through the jungle and another riding boats down the river towards Cuoatl
>>32938185
A. Ambush the column in the jungle
B. Ambush the boats
C. A and B
D. Hunker down behind the walls, wait for the enemy to come
Alright lets do this!
>>32925536
https://docs.google.com/document/d/1RDV8WpKlLIBWVM33BqbxUwTG0jSkdsaRLLXGCT40-LE/edit
day 1
http://4archive.org/tg/thread/32880446 day 2
http://4archive.org/tg/thread/32898563 day 3
>>32925563
Current Stats
Heroes-
Rhas- Blood mage and former nobleman- Vampire
Orrik- Blood mage and spy/assassin- Vampire
Haggo- Master warrior- Vampire
Talif- Military commander and tactician- Human
Population
5 Vampires
300 Humans
50 Horses
We currently are spread between 2 main settlements our main town Valantar
and a colony we established in the old lizard city of Cuoatl both settlements are well supplied and fortified
Resources
Food supply- Stable with small surplus
Small iron mine and forge
Large lumber surplus
Currently trading Hatteras confederacy lumber and lizards slaves for food
Currently trading Lumber and Food to the dwarf colony for iron and gold ore, as well as small amounts of finely crafted tools, weapons and armor from a more refined form a iron they call steel.
Military
50 veteran troops
50 Reserve troops
All civilians have basic militia training
Lots of military equipment enough to supply a much larger force
Current doctrine- Light infantry supported by light cavalry and archers along with blood magic and other basic elemental magic
We also currently have 5 Riverboats, currently being used for trade but we can construct more or press existing ones into service as exploration and warships.
We also have a small fleet of fishing boats plying the rivers.
Diplomacy-
Hatteras Confederacy- excellent, potential integration soon
Dwarven colony- unsure, new trade partners
Halfmen faction- little is known about them, hostile
Lizardmen tribe- Defeated and enslaved by us
Orcs- unknown, have not contact so far
>>32925753
When we last left off we had just won a battle against the halfmen, recovering much of their advanced technology. We also recently completed the blood tower, giving our vampires a dedicated facility for training and blood magic research.
We also had established a new magic school and have decided to focus the first class on necromancy.
We also captured a number of prisoners, but unfortunately failed to get them to talk, afterwards we executed them.
Our current issues is that we should establish a policy on when we turn people to vampires, since our current vampires are either the product of the original experiment that created us or through turning people that were mortally wounded in order to save them.
We also need to develop a strategy to help fight off future halfmen raids on the coastline