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<blockquote data-quote="QuietBrowser" data-source="post: 7289368" data-attributes="member: 6855057"><p>Firstly, I want to thank you all for the warm welcome you've given me here. It's been a while since I dared show my face on this forum.</p><p></p><p>Secondly... in the face of what you've all said, I really don't know where to begin! I want to share what I have, but I don't want to overload you all, as Quickleaf wisely warned. Hmm... alright, I'm going to take a stab at the "essentials cliff-notes", and then explicitly state what I want to try and focus my struggling attention on first.</p><p></p><p>Finally, thank you for suggesting "The Quietus" as the setting's name, Wednesday Boy; the more I think on it, the more I like it, especially because it ties into a cosmological quirk of the setting.</p><p></p><p><u>World Notes:</u></p><p>The basic idea of this setting is a Points of Light style setting inspired by a combination of Eberron, Warmachine/Hordes, and early-edition Warhammer Fantasy. The "setting outline statements" I have currently established are as follows - I'm happy with these, but precise wording could maybe stand for a revamp.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Weird Fantasy:</strong> Unconventional races, nontraditional depictions of races, trappings not associated with "standard" D&D. This world is not Faerun or Greyhawk, and so will break some of the "rules" of D&D.</li> <li data-xf-list-type="ul"><strong>Sword & Pistol, Smoke & Spells:</strong> This setting makes use of the "Dungeonpunk" and "Magitek=Industrialized Magic" aspects first employed by Eberron. The overall aesthetic is "Dieselpunk", with technology roughly analoguous to WW1-era technology, where it's available. Pistols, radio, combustion engines and similar gear take their place alongside the traditional swords and spells.</li> <li data-xf-list-type="ul"><strong>Science is Sorcery:</strong> Technology is based on magic made industrial, and even the most advanced science still takes its roots from sorcery. Engines fueled by alchemical elixirs or elemental energy, for example.</li> <li data-xf-list-type="ul"><strong>War Without, Rot Within:</strong> This is an age of turmoil and strife. Conflicts abroad weaken civilization within, the old empires struggle to maintain their grip on their vassals.</li> <li data-xf-list-type="ul"><strong>Chaos Breeds Opportunity:</strong> Whatever your tastes in adventure, you can find them here. Gather your own army and rise up to topple the powers of old? Protect the interests of your nation? Seek out and opposes corruption within the highest reaches of society? Lead a social revolution? Or simply grow fat by plundering the no-man's-lands, dead cities and battlefields of the world? The choice is yours.</li> <li data-xf-list-type="ul"><strong>Gray vs Grey:</strong> Everyone is a hero in their own eyes. In this bloody age, unconventional heroes can take the stand.</li> <li data-xf-list-type="ul"><strong>Savor Your Victories:</strong> Don't be overwhelmed by the wider scale of suffering and despair. Focus on what you can do. A victory today is no less a victory for what tomorrow may bring.</li> <li data-xf-list-type="ul"><strong>Many Stones Do An Avalanche Make:</strong> Change is possible, it just isn't easy. Your actions can make a difference, and you can succeed - if you're willing to do what it takes.</li> <li data-xf-list-type="ul"><strong>Pulpy Influences:</strong> Savage, untamed jungles filled with primeval beasts, alien worlds whose influence is sometimes felt on this one, life in the depths of the earth; pulp novels have their influence here as well.</li> </ul><p></p><p></p><p><u>Cosmology:</u></p><p>In very brief terms, this setting will use the World Axis cosmology of D&D 4th edition - to reiterate, The World/Prime (physical universe); Feywild (Land of Faerie); Shadowfell (Land of the Dead); Astral Sea (Land of the Gods); Elemental Chaos (Land of Creation) and possibly the Abyss (Land of Corruption/Evil/Madness).</p><p></p><p>One unique aspect of the setting is the presence of "The Netherstorm", a planar phenomena created by ancient, epic-tier magic that impedes travel between the World and the other planes. This is something I'll touch upon when the thread shifts to discussing History.</p><p></p><p></p><p><u>Rough World Map:</u></p><p>I don't have the ability to draw a map, but, from a conceptual level, I do have the world of "The Quietus" basically plotted out. There's room for further refinement, but this is what exists so far:</p><p></p><ul> <li data-xf-list-type="ul"><strong>"The Known World":</strong> The central "hub" of the setting, analogous to the Old World of Warhammer, Khorvaire in Eberron, the Tyr Region (Tablelands?) of Dark Sun, or the Sword Coast in Forgotten Realms. Humanity's continent, as well as perhaps that of the Gnomes, but almost every other race has enclaves here.</li> <li data-xf-list-type="ul"><strong>"The Sea of Destruction":</strong> Western sea bordering the Known World. Wracked by storms, violent weather, monsters; extremely difficult to cross. The Hordelands lay far to the west, with the Isle of Catastrophe in between.</li> <li data-xf-list-type="ul"><strong>"The Sea of Fate":</strong> Eastern sea bordering the Known World. Far more docile than the Sea of Destruction, but can turn just as nasty. Home to the Dark Continent, and possibly the Mu Peninsula.</li> <li data-xf-list-type="ul">"<strong>The Hordelands":</strong> Homeland of the hobgoblins and the ratfolk. Heavily scarred by industry, progress and agrarian domination.</li> <li data-xf-list-type="ul"><strong>"The Isle of Catastrophe":</strong> Australia-esque mini-continent in the Sea of Destruction. Heavily polluted because of all the failed, driven back or destroyed hobgoblin transport machines and armies that've either collapsed here or washed up here. Stronghold of the ratfolk.</li> <li data-xf-list-type="ul"><strong>"The Dark Continent":</strong> Homeland of the gnolls and their hutaakan masters. The Sun Elves also live on this bit of land.</li> </ul><p></p><p>I have a more detailed (though still generalistic) writeup of the Known World, but I'm not sure if I should post it here - I'm already worried I've gone and put too much info in this post already.</p><p></p><p></p><p><u>Race Summary:</u></p><p>Fair warning, there's going to be a lot of races in this. I've never really shyed away from including what I like. As a general rule of thumb, races can be divided into "Major" and "Minor", referencing their influence on the world stage - because of what inspired me to do this setting, I've never been able to quite shake the perspective of envisoning it as a war game. Anyway, I really hope this isn't overwhelming folks...</p><p></p><p><strong>Humans:</strong> Cosmopolitan jack-of-all-trades race. They're not the oldest or the most individually powerful race, but they get on well with others and are definitely a major powerholder. Basically rule the Known World. Organized in "The Republic", which is a less overtly semi-feudal basis on the Empire.</p><p></p><p><strong>Cog/Tek Gnomes:</strong> Masters of "Science" - or, rather, the industrialized magic that passes for science in this world. Ruled over by the most intelligent of their race, inventing and improving magitek is their racial religion, and is in fact how they survived the Netherstorm that devastated the souls of all Worldy fey when it was activated. Reclusive and withdrawn, but prone to somewhat erratic behavior. Basically Krynnish Tinker Gnomes if they were competent and with a dash of Girl Genius.</p><p></p><p><strong>Wild Gnomes: </strong>A profuse array of gnomish subspecies who, rather than bonding themselves to magic itself, healed their souls by bonding to nature. They come in many varieties based on different terrains, with each variety being a subculture all to itself. From mounted nomadic Plains Gnomes to illusive, stealthy Forest Gnomes, to amphibious Wave Gnomes, they come in many shapes and forms.</p><p></p><p><strong>Hobgoblins:</strong> Disciplined, organized, highly militarized race from the so-called "Hordelands". Believe it is their manifest destiny to conquer the world. Magitek capabilities roughly equal humanity's, but look more primitive due to aesthetics and the hobgoblin mentality. Have tried to conquer the Known World multiple times, but have never established more than an isolated foothold along the western coast.</p><p></p><p><strong>Moon Elves:</strong> Descendants of a thriving elven colony who settled on the moon eons ago during the days of the Ur-Elven Empire. Retain the purest form of elven civilization, but never found a way to counter the effects of the Netherstorm cutting off their spiritual link to the Feywild, leaving them spiritually hollow and a physically dying race. Still make expeditions to the planet below for various reasons.</p><p></p><p><strong>Sun Elves:</strong> Descendants of an elven colony dedicated to studying the unique pharmaceutical and alchemical possibilities of the Garden of Death, a lethal jungle region on the Dark Continent. Attempted to cure the Hollowing with alchemy, the results were... mixed. Are now a species of warlike, vital barbarian-amazons, who rely on mysterious alchemical rituals to procreate without the need for males.</p><p></p><p><strong>Goliaths:</strong> Primitive humanoids from the northern mountains of the Known World.</p><p></p><p><strong>Dhampirs:</strong> The result of one province of the human republic spending centuries under the reign of vampire-kings.</p><p></p><p><strong>Mortif:</strong> The other result of the reign of the Blood-Kings and Night-Queens.</p><p></p><p><strong>Shyfters:</strong> When the mad wizard-king who created the first werebeasts was defeated, his curse was weakened, but not broken, leaving the former therianthropes weakened, but still seperated from humanity.</p><p></p><p><strong>Minotaurs:</strong> Literally just the Minotaurs from Nentir Vale; a fallen civilization struggling with their spiritual temptations to become savage beasts.</p><p></p><p><strong>Tondi:</strong> An all-female race of mantis-folk who resemble orchid mantis, this is a minor race native to the Dark Continent.</p><p></p><p><strong>Hutaakans:</strong> A race of jackal-folk necromancer-priests who reign as the dominant power of the Dark Continent. Devoted to savage demon-gods in the vein of Urgathoa, Lamashtu, Slaanesh and Mordiggian, they are fanatical zealots and also dark hedonists, who view all the world as their eventual domain to hold.</p><p></p><p><strong>Gnolls:</strong> Matriarchal hyena-folk who were created by the Hutaakans and have since been enslaved by them. Their cruel treatment by their masters has bred resentment into them, and the "present" of setting is seeing a plague of uprisings and rebellions sweeping across the Dark Continent. That said, if they oust their masters from their place of power, they may not have the fortitude to avoid falling into the same lures of dark pleasures once they sit the thrones themselves.</p><p></p><p><strong>Ratfolk:</strong> Former rats who evolved from the arcane pollution of hobgoblin dumps. Proudly individualistic and with a natural anarchistic streak, they are bitterly opposed to the authoritarian hobgoblin regime. Their culture has literally been born from scavenging, rebuilding and reverse-engineering hobgoblin technology. They can be found on both sides of the Sea of Destruction, and are even nominal allies to humanity, but their own stronghold is the Isle of Catastrophe, where they openly rule the polluted and hostile land. Basically non-evil, non-hideous Skaven with a dash of Mad Max by way of Fallout.</p><p></p><p><strong>Haffuns:</strong> A race of bunnyfolk based upon American homesteaders; a peaceful and easy-going people of farmers and ranchers who have turned their agricultural skills (aided by their rulership lying in matriarchal druidic cabals) into a position of economic power. Allied with humanity for protection against the more warlike hobgoblins, they can still defend themselves with grit, guts and guns. Strong traditions of magic, in particular Storm Sorcery, Luckbending, and "Hucksterism" - faerie & fiendish warlocks.</p><p></p><p></p><p><u>What Do I Want?</u></p><p>There are four major things I want to tackle at this particular point, and which I could use help with deciding what to focus on. Any opinions?</p><p></p><p>History - At the moment, I have barely three or four notes of historical features, and no real clues for even beginning to proceed on this.</p><p></p><p>Mapping the Other Lands: The "Known World", or Daggerland as I'm tentatively calling it, has a rough but decent outline available to it. The other lands should probably get a similar level of treatment at some point.</p><p></p><p>Fleshing Out Races: As you can see above, I've got a lot of races in this setting, but at most I have cliff-notes of each. I'd like to pick one and start fleshing it out some more; anyone interested in a particular topic?</p><p></p><p>"The Inner World?": I had a thread elsewhere about an Inner World sub-setting that, sadly, crashed and burned. I'm wondering if I can try to salvage it by grafting this pulpy sub-setting to the Quietus. I'm not set on doing so, but I'd like to discuss the possibility at some point.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7289368, member: 6855057"] Firstly, I want to thank you all for the warm welcome you've given me here. It's been a while since I dared show my face on this forum. Secondly... in the face of what you've all said, I really don't know where to begin! I want to share what I have, but I don't want to overload you all, as Quickleaf wisely warned. Hmm... alright, I'm going to take a stab at the "essentials cliff-notes", and then explicitly state what I want to try and focus my struggling attention on first. Finally, thank you for suggesting "The Quietus" as the setting's name, Wednesday Boy; the more I think on it, the more I like it, especially because it ties into a cosmological quirk of the setting. [U]World Notes:[/U] The basic idea of this setting is a Points of Light style setting inspired by a combination of Eberron, Warmachine/Hordes, and early-edition Warhammer Fantasy. The "setting outline statements" I have currently established are as follows - I'm happy with these, but precise wording could maybe stand for a revamp. [LIST] [*][B]Weird Fantasy:[/B] Unconventional races, nontraditional depictions of races, trappings not associated with "standard" D&D. This world is not Faerun or Greyhawk, and so will break some of the "rules" of D&D. [*][B]Sword & Pistol, Smoke & Spells:[/B] This setting makes use of the "Dungeonpunk" and "Magitek=Industrialized Magic" aspects first employed by Eberron. The overall aesthetic is "Dieselpunk", with technology roughly analoguous to WW1-era technology, where it's available. Pistols, radio, combustion engines and similar gear take their place alongside the traditional swords and spells. [*][B]Science is Sorcery:[/B] Technology is based on magic made industrial, and even the most advanced science still takes its roots from sorcery. Engines fueled by alchemical elixirs or elemental energy, for example. [*][B]War Without, Rot Within:[/B] This is an age of turmoil and strife. Conflicts abroad weaken civilization within, the old empires struggle to maintain their grip on their vassals. [*][B]Chaos Breeds Opportunity:[/B] Whatever your tastes in adventure, you can find them here. Gather your own army and rise up to topple the powers of old? Protect the interests of your nation? Seek out and opposes corruption within the highest reaches of society? Lead a social revolution? Or simply grow fat by plundering the no-man's-lands, dead cities and battlefields of the world? The choice is yours. [*][B]Gray vs Grey:[/B] Everyone is a hero in their own eyes. In this bloody age, unconventional heroes can take the stand. [*][B]Savor Your Victories:[/B] Don't be overwhelmed by the wider scale of suffering and despair. Focus on what you can do. A victory today is no less a victory for what tomorrow may bring. [*][B]Many Stones Do An Avalanche Make:[/B] Change is possible, it just isn't easy. Your actions can make a difference, and you can succeed - if you're willing to do what it takes. [*][B]Pulpy Influences:[/B] Savage, untamed jungles filled with primeval beasts, alien worlds whose influence is sometimes felt on this one, life in the depths of the earth; pulp novels have their influence here as well. [/LIST] [U]Cosmology:[/U] In very brief terms, this setting will use the World Axis cosmology of D&D 4th edition - to reiterate, The World/Prime (physical universe); Feywild (Land of Faerie); Shadowfell (Land of the Dead); Astral Sea (Land of the Gods); Elemental Chaos (Land of Creation) and possibly the Abyss (Land of Corruption/Evil/Madness). One unique aspect of the setting is the presence of "The Netherstorm", a planar phenomena created by ancient, epic-tier magic that impedes travel between the World and the other planes. This is something I'll touch upon when the thread shifts to discussing History. [U]Rough World Map:[/U] I don't have the ability to draw a map, but, from a conceptual level, I do have the world of "The Quietus" basically plotted out. There's room for further refinement, but this is what exists so far: [LIST] [*][B]"The Known World":[/B] The central "hub" of the setting, analogous to the Old World of Warhammer, Khorvaire in Eberron, the Tyr Region (Tablelands?) of Dark Sun, or the Sword Coast in Forgotten Realms. Humanity's continent, as well as perhaps that of the Gnomes, but almost every other race has enclaves here. [*][B]"The Sea of Destruction":[/B] Western sea bordering the Known World. Wracked by storms, violent weather, monsters; extremely difficult to cross. The Hordelands lay far to the west, with the Isle of Catastrophe in between. [*][B]"The Sea of Fate":[/B] Eastern sea bordering the Known World. Far more docile than the Sea of Destruction, but can turn just as nasty. Home to the Dark Continent, and possibly the Mu Peninsula. [*]"[B]The Hordelands":[/B] Homeland of the hobgoblins and the ratfolk. Heavily scarred by industry, progress and agrarian domination. [*][B]"The Isle of Catastrophe":[/B] Australia-esque mini-continent in the Sea of Destruction. Heavily polluted because of all the failed, driven back or destroyed hobgoblin transport machines and armies that've either collapsed here or washed up here. Stronghold of the ratfolk. [*][B]"The Dark Continent":[/B] Homeland of the gnolls and their hutaakan masters. The Sun Elves also live on this bit of land. [/LIST] I have a more detailed (though still generalistic) writeup of the Known World, but I'm not sure if I should post it here - I'm already worried I've gone and put too much info in this post already. [U]Race Summary:[/U] Fair warning, there's going to be a lot of races in this. I've never really shyed away from including what I like. As a general rule of thumb, races can be divided into "Major" and "Minor", referencing their influence on the world stage - because of what inspired me to do this setting, I've never been able to quite shake the perspective of envisoning it as a war game. Anyway, I really hope this isn't overwhelming folks... [B]Humans:[/B] Cosmopolitan jack-of-all-trades race. They're not the oldest or the most individually powerful race, but they get on well with others and are definitely a major powerholder. Basically rule the Known World. Organized in "The Republic", which is a less overtly semi-feudal basis on the Empire. [B]Cog/Tek Gnomes:[/B] Masters of "Science" - or, rather, the industrialized magic that passes for science in this world. Ruled over by the most intelligent of their race, inventing and improving magitek is their racial religion, and is in fact how they survived the Netherstorm that devastated the souls of all Worldy fey when it was activated. Reclusive and withdrawn, but prone to somewhat erratic behavior. Basically Krynnish Tinker Gnomes if they were competent and with a dash of Girl Genius. [B]Wild Gnomes: [/B]A profuse array of gnomish subspecies who, rather than bonding themselves to magic itself, healed their souls by bonding to nature. They come in many varieties based on different terrains, with each variety being a subculture all to itself. From mounted nomadic Plains Gnomes to illusive, stealthy Forest Gnomes, to amphibious Wave Gnomes, they come in many shapes and forms. [B]Hobgoblins:[/B] Disciplined, organized, highly militarized race from the so-called "Hordelands". Believe it is their manifest destiny to conquer the world. Magitek capabilities roughly equal humanity's, but look more primitive due to aesthetics and the hobgoblin mentality. Have tried to conquer the Known World multiple times, but have never established more than an isolated foothold along the western coast. [B]Moon Elves:[/B] Descendants of a thriving elven colony who settled on the moon eons ago during the days of the Ur-Elven Empire. Retain the purest form of elven civilization, but never found a way to counter the effects of the Netherstorm cutting off their spiritual link to the Feywild, leaving them spiritually hollow and a physically dying race. Still make expeditions to the planet below for various reasons. [B]Sun Elves:[/B] Descendants of an elven colony dedicated to studying the unique pharmaceutical and alchemical possibilities of the Garden of Death, a lethal jungle region on the Dark Continent. Attempted to cure the Hollowing with alchemy, the results were... mixed. Are now a species of warlike, vital barbarian-amazons, who rely on mysterious alchemical rituals to procreate without the need for males. [B]Goliaths:[/B] Primitive humanoids from the northern mountains of the Known World. [B]Dhampirs:[/B] The result of one province of the human republic spending centuries under the reign of vampire-kings. [B]Mortif:[/B] The other result of the reign of the Blood-Kings and Night-Queens. [B]Shyfters:[/B] When the mad wizard-king who created the first werebeasts was defeated, his curse was weakened, but not broken, leaving the former therianthropes weakened, but still seperated from humanity. [B]Minotaurs:[/B] Literally just the Minotaurs from Nentir Vale; a fallen civilization struggling with their spiritual temptations to become savage beasts. [B]Tondi:[/B] An all-female race of mantis-folk who resemble orchid mantis, this is a minor race native to the Dark Continent. [B]Hutaakans:[/B] A race of jackal-folk necromancer-priests who reign as the dominant power of the Dark Continent. Devoted to savage demon-gods in the vein of Urgathoa, Lamashtu, Slaanesh and Mordiggian, they are fanatical zealots and also dark hedonists, who view all the world as their eventual domain to hold. [B]Gnolls:[/B] Matriarchal hyena-folk who were created by the Hutaakans and have since been enslaved by them. Their cruel treatment by their masters has bred resentment into them, and the "present" of setting is seeing a plague of uprisings and rebellions sweeping across the Dark Continent. That said, if they oust their masters from their place of power, they may not have the fortitude to avoid falling into the same lures of dark pleasures once they sit the thrones themselves. [B]Ratfolk:[/B] Former rats who evolved from the arcane pollution of hobgoblin dumps. Proudly individualistic and with a natural anarchistic streak, they are bitterly opposed to the authoritarian hobgoblin regime. Their culture has literally been born from scavenging, rebuilding and reverse-engineering hobgoblin technology. They can be found on both sides of the Sea of Destruction, and are even nominal allies to humanity, but their own stronghold is the Isle of Catastrophe, where they openly rule the polluted and hostile land. Basically non-evil, non-hideous Skaven with a dash of Mad Max by way of Fallout. [B]Haffuns:[/B] A race of bunnyfolk based upon American homesteaders; a peaceful and easy-going people of farmers and ranchers who have turned their agricultural skills (aided by their rulership lying in matriarchal druidic cabals) into a position of economic power. Allied with humanity for protection against the more warlike hobgoblins, they can still defend themselves with grit, guts and guns. Strong traditions of magic, in particular Storm Sorcery, Luckbending, and "Hucksterism" - faerie & fiendish warlocks. [U]What Do I Want?[/U] There are four major things I want to tackle at this particular point, and which I could use help with deciding what to focus on. Any opinions? History - At the moment, I have barely three or four notes of historical features, and no real clues for even beginning to proceed on this. Mapping the Other Lands: The "Known World", or Daggerland as I'm tentatively calling it, has a rough but decent outline available to it. The other lands should probably get a similar level of treatment at some point. Fleshing Out Races: As you can see above, I've got a lot of races in this setting, but at most I have cliff-notes of each. I'd like to pick one and start fleshing it out some more; anyone interested in a particular topic? "The Inner World?": I had a thread elsewhere about an Inner World sub-setting that, sadly, crashed and burned. I'm wondering if I can try to salvage it by grafting this pulpy sub-setting to the Quietus. I'm not set on doing so, but I'd like to discuss the possibility at some point. [/QUOTE]
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