New NESes, ideas, development, etc

I'd think it'd be great if we could all work on a history to show what happened to our states. I had a cool idea of Dorovel (being in the mountains) would be just under the death zone, and thus would still have a few gasmasked, survival-suited dwarves holding out in it, still mining the precious gold and mithril (our word for the alloy) out of its depths.

Da Farthen's bowl-shaped valley miles high can help it prevent the gas from entering it in the first place, possibly making it a haven for the defenders (an instant defendable perimeter) or for refugees (You (monsters) shall not enter!)
 
"Alloy" (basically we call it Alloy in Sekai as a general term, Mythril is a great Dwarf word for it though) figures into the "pillars" in the following way: It is mined from the depths of Sekai, near the center of the earth. It has amazingly powerful magical properties for a metal - it is strong, can withstand fierce impacts, and can only be molded and played with by magic or great engineering. It is incredibly difficult to mine and to produce - that is why it is never used for smaller things like bullets, swords, or armor: it is far too heavy for these uses and it would cost way too much to make such small items (though, perhaps as the game progresses, certain nations will discover a way to make these items).
I used the word "pillar" as just a visual aide - but it can be any form of support, as long as the settlements are somehow raised above the troposphere.

So, a quick image: settlements above the troposphere for Orcs/Humans mostly, and terraformed ecological ones (often domes), for Elves and Half-Elves, and then mountaintop settlements for Dwarves/Goblins (in ancient mountains that reach high above the troposphere), as well as special "floating islands" (more on this later as I think more about it).

Alloy also works as a repellent of toxic gases caused by the Asteroid. This is why underground there can exist some small settlements/mining colonies/outposts - so yes Dorovel could effectively have Dune-like sietches in their former area. I would love if people played their former city-states/kingdoms and created a history for it.

Here is my current idea, actually:

Humans, Orcs, Elves, and Half-Elves: Must live above the surface on the plated regions.
(sub: Elves and Half-Elves focus on ecology with their settlements - they terraform plates and create massive forests and gardens on them)
(sub: Humans and Orcs focus on creating actually settlements, towns and cities, on the plates)
Dwarves, Goblins: Must either live underground in very perilous settlements, or, can inhabit "floating mountains" - (think of that thing in Chrono Trigger)
(sub: Both races have wide expanses of tunnels and other such settlements underground, that were greatly harmed by the Asteroid- many of these settlements are in the process of moving to the ancient mountains, those that reach above the troposphere, as toxic gases have begun to leak into the mountains through openings, which are now being magically sealed/engineered in a special way - this makes Dwarves and Goblins masters of underground technology and invention, as they are able to devise inventions and ways to keep gas out of the mountain settlements (magical doors, ventilation systems, and a network of regimented routine). But, keep in mind, that these settlements would be sparse, and barely able to survive - the floating mountain engineering feat is what they would really be proud of, creating mountains that are held up above the atmosphere, or inhabiting great magical massive mountains that have existed for a long time that reach above the atmosphere (so Dwarves / Goblins could only be in the "white" areas of the map).
(note1: Obviously there would be great cooperation between Humans/Dwarves and Orcs/Goblins... the Human/Orc settlements above the surface would be aided by any mountain dwellers below, in engineering, construction of support, etc.)
(note2: Some Dwarves and Goblins, obviously, are intermixed with Human / Orc settlements above the surface)
Undead: Not sure yet... but kind of thinking they might be the only race to be able to live on the surface itself... but at a price of constantly being under attack.

lord_joakim, thanks for the enthusiasm. That's awesome. And yeah, some sci-fi/fantasy people could take a look at that could serve as a basis/inspiration: Arcanum, Fallout(kind of), aspects of Bladerunner, Dark City, Chrono Trigger, Final Fantasy VII, Dune, Steamboy, Magic: The Gathering, etc. Tech/society wise we are talking about like mid to late-1800s levels.
 
Even more interesting :) (sorry for lack of long replies, I'm just not that good in writing.
 
No problem Northern Wolf. Thanks for the replies. :)

I wanted to mention one more thing. I don't want there to be this dichotomy of good vs evil. Humans good, Orcs evil. I never liked that. Yes, Humans are orderly, that means they are going towards nationhood, respect, voting, representation, human rights, labor laws, unions, and they eat cooked food. Orcs are chaotic, meaning they are more focused on industry industry industry, still have slavery, rely on honor types of ruling (the strongest rules), are not into voting, and can eat raw meat. That does not mean that Humans are good and Orcs are evil. There can still be an evil Human nation that has a democracy, and there can still be a good Orc nation that is totalitarian. Their differences lie in what they require out of society.
 
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Nope!
 
Well, you can look a few pages back to see the colour effects I was working on. :) I'll show those on this map with my next picture.
 
I'm Daftpanzer and I approve of lord_iggy's galaxy.

Again, the name of the following species idea is a placeholder for something cool and relevant:

Ant Crabs: crustacean/insectoid omnivores

Strengths: adaptability, survivability, population, close combat
Weaknesses: diplomacy, trade
Desired habitat: terran, arid, subterranean, medium pressure
Special pop type: Queen

The Ant Crab exoskeleton has two distinct sections, resembling rounded, plump discs connected by a strong and flexible vertical stem. The lower segment looks like a lifeform in itself, complete with numerous legs, mouthparts, and small grasping arms for collecting food. The upper section has at least one pair of stronger arms, and numerous sense organs with retractable protective coverings; Ant Crabs are especially sensitive to infra-red and chemical scents. The analogues of a heart, lungs and brain are found in the central stem.

The cities and metropoli of sentient species are often compared to the hives of social insects; in the case of Ant Crabs, this is closer to the truth. Their society is strictly hierarchical, and most individuals have a life span of less than a decade. Bloated 'queens' are the only individuals capable of giving birth, and are able to have hundreds of thousands - perhaps millions - of offspring over the course of their millennial lifespan. The queens are able to control the morphology of their offspring in numerous ways - these changes can be large or subtle, and a great amount of variation around the basic template is possible; specific 'castes' only exist in terms of their society. Whether this morphology can be controlled consciously or unconsciously by the queen, the physical mechanism is a surprisingly simple arrangement of hormonal triggers and feedback loops involved in embryo development, controlling how certain body parts actually develop; all offspring of a queen and her mate will share the same genetics, but the final number of limbs can vary, as well as their length and strength, and their terminal appendages. Overall body shape, size, strength, colour, brain power and internal chemistry can differ in the same way.

Most individuals are no larger than terran cows when fully grown; certain types of 'servitors' may be as small as a cat, and spend all their lives underground. Most have a limited, animalistic consciousness, and are heavily dependent on limb-gestures and chemical signals from their overlords. Warriors are typically more intelligent - able to converse with hooting verbal communication - and some can be as large as an elephant, with vicious claws and spike-arms to match. Not all are able to digest raw food, and may be dependent on regurgitations from specialised digestor/feeders. With the advent of industrial technology around 10,000 years ago - and the genocide of those hives that refused it - there was a new trend for industrial specialists with both brawn and brains, and warriors gained grasping arms for using projectile weapons. More recently, technical specialists with enhanced brain functions and more dexterous limbs have become prominent; queens are no longer the deepest thinkers, but their authority remains absolute. Some of the older and more prosperous queens may give birth to specialised 'entertainers' with extremely colourful metallic exo-patterns and unusually shaped - borderline deformed - bodies, pre-programmed with erratic behaviour patterns; a trend that probably began as a humorous parody of the typical male 'courtiers'.

Needless to say, Ant Crabs are a supremely adaptable species. The harsh environment of their homeworld, and the brutal wars between rival queens, have combined to make them a tough species by default. The embryo morphing process is continually refined and blended with new technology; future queens that venture into space may be able to cancel out any difficulties arising from differences in atmosphere, gravity and climate on other worlds, all within a single new generation. However, queens of rival genetic lines are barely able to tolerate each other; diplomacy is seen as a dirty subject, even amongst their own species. Once all vacant territory is taken, the queens only respect a hierarchy of hives based on proven military strength; exchanges of fertile males for mating purposes follow suit. Similarly, a jealous hoarding of all resources and a lack of individual initiative makes trading extremely difficult. Ant Crabs have a xenophobic instinct built in at a genetic level. On their homeworld, wars between lesser 'vassal' hives have recently become formalised as a means of population control, with a great amount of ceremony, spectatorship, and regulation regarding when and how different kinds of weapons can be used; this has maintained stability but it remains to be seen if this arrangement can be exported to new worlds.
 
Before I work too hard on something that may fail would anyone be interested in joining an alternate-history NES where Mali discovers the Americas, and France is nearly destroyed by the Hundred Years' Wars?
 
Mali discovers the Americas? How? I know their geographical position is practical, but...

Enlighten us :)
 
Mansa Abu Bakr II of Mali sent an expedition to discover the ends of the Atlantic Ocean, but the first expedition didn't return so he himself went on the second expedition but it still didn't return. Only in the NES he would have returned and started founding colonies in the Americas, and with the riches of the colonies returning to Mali he would have made Mali one of the richest and most powerful kingdoms in the world. Also included would be the Aztec Triple Alliance breaking up because of different reactions to the foreigners, Granada refugees founding a kingdom in Florida, and Scotland discovering Canada.
 
Blacks in America? THat'll never happen. [/dumbjoke]

I'm intrigued, but will wait for more educated historians to answer.
 
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