[Burichan] [Futaba] [Nice] [Pony]  -  [WT]  [Home] [Manage]
[Catalog View] :: [Archive] :: [Graveyard] :: [Rules] :: [Quests] :: [Wiki]

[Return] [Entire Thread] [Last 50 posts]
Posting mode: Reply
Name (optional)
Email (optional, will be displayed)
Subject    (optional, usually best left blank)
Message
File []
Embed (advanced)   Help
Password  (for deleting posts, automatically generated)
  • How to format text
  • Supported file types are: GIF, JPG, MP3, MP4, PNG, SWF, WEBM, ZIP
  • Maximum file size allowed is 25600 KB.
  • Images greater than 250x250 pixels will be thumbnailed.

File 130507793628.png - (1.65MB , 1561x1277 , dungeoncrawlers005.png )
36450 No. 36450 ID: a9ba96

Generations upon generations ago, it is said that six great heroes united the races on the continent of Ution and beyond, and drove the dark race known as the Drow deep underground.

It's a shame you're not in the hands of any of them.

Discussion thread for The Dungeon Crawlers. Post your questions and comments on Mark's adventures here.
Expand all images
>>
No. 36451 ID: 1854db

I like how Mark is so blindly self-reassuring.
>>
No. 36458 ID: 7aedd2

I enjoy your sense of humor.
>>
No. 36561 ID: a9ba96

So, with the first chapter of The Dungeon Crawlers winding down, I was looking for some feedback on what I've done so far.

Comments? Critique? Suggestions for future chapters? Anything that would help me make The Dungeon Crawlers and future quests a fun experience for everyone is highly appreciated.
>>
No. 36600 ID: cf65c1

I have so much fun talking smack at the deluded-dipshit main character you've built, does he have any real villainous or heroic potential?
>>
No. 36608 ID: a9ba96

>>346400
If Lin and Mark are to be believed thus far, Mark was an effective adventurer at some point - that point being when he was in a group with Lin and other adventurers. Since the party split and Mark was left adventuring on his own, Mark's naivety has led to several poor decisions which have ultimately culminated in the destruction of the village at the start of the quest.

Luckily, he's not on his own now. He has you guys, he has Samwell, and he'll potentially meet several more allies along the way. With the right company and the right guidance, Mark certainly has the potential to get back on the right track.
>>
No. 36613 ID: cf65c1

Wait, you're counting having us in the support column? He is entertainingly doomed.
*sits back and eats popcorn*
>>
No. 36620 ID: a9ba96

>>346413
Haha, well, most of you at least!
>>
No. 36637 ID: cf65c1

Actually, would you let us derail him into becoming a bandit leader (and eventually warlord) if there were sufficient consensus? Hero is so boring.
>>
No. 36707 ID: 252e1b

>>346437

Derail? I thought we were just mocking him.
>>
No. 36724 ID: cf65c1

>>346507
I was, but if it's something the writefag can dig I'd like to turn him into an intentional genocidal monster as well as an accidental one.
>>
No. 37197 ID: a9ba96
File 130645562964.png - (192.47KB , 1061x384 , Crawlers000.png )
37197

Sorry about the wait, there was a bit of computer trouble. Fortunately, The Dungeon Crawlers has resumed regular updating. It's nice to see that you guys are enjoying it so far.

In return, a peek at some of the species that populate Ution.
>>
No. 37198 ID: 07416a

>>346997
...These kobolds are even more pathetic looking than cutebolds.
>>
No. 37229 ID: a9ba96
File 130654140389.png - (239.07KB , 574x644 , Dungeoncrawlers053.png )
37229

Kobolds

The Kobolds are race of small, dog-like humanoid creatures commonly identified by their long snouts, floppy ears, and diminutive stature. They generally grow to no larger than three feet in size. Kobolds are capable of living in almost any climate, but tend to prefer settling in dark, damp areas such as overgrown forests, caves, and swamps.

Kobolds in general are easily intimidated and rather weak unless in large numbers. Curious and naïve to an almost childlike degree, Kobolds enjoy exploring new and strange areas, but tend to frighten and flee easily when they stumble upon trouble. In spite of their best efforts, their infantile nature makes Kobolds incredibly poor hunters, farmers, or miners, making it difficult for Kobold to provide for themselves. Instead, Kobolds are usually forced to steal from others for food and supplies, an trait that leads to many other species viewing them as irritating.

Kobolds have a tribal society with no formal leadership that values brotherhood and friendship, and venture off into areas in groups in search of resources to bring back to the tribe. In spite of their often cowardly nature, Kobolds will rarely abandon a fellow Kobold, often attempting to protect any Kobold in danger even if doing so will likely result in death. Kobolds display affection for one another by rubbing noses, which is believed to play some role in the Kobold reproduction process.

Kobolds enjoy playing pranks on one another and on other species, though in the case of the latter these pranks usually involve thievery. Though the Kobolds view their tendency to steal from others as an innocent prank, it strongly contributes to the poor reputation they have with other races.

Due to their bumbling nature, Kobolds have a high mortality rate. This is offset by the Kobold’s incredibly high birthrate, with Kobold “litters” usually averaging around ten births. Kobolds are considered mature at the age of twelve years, and are capable of living up to 210 years. However, this is incredibly uncommon, with Kobolds rarely living to over twenty years of age without suffering a fatal accident, either at the hands of their own incompetence or the harsh environment Kobolds live in.

Besides their exceptional eyesight, Kobolds are often stated to possess no real noteworthy skills or traits. While this is true, Kobolds have been known to come up with some exceptionally clever solutions to situations when under pressure

The Kobolds arrived in Ution many years before the Elf-Drow wars. Forced from their home continent by Gnomes, the Kobolds traveled the world in search of a new home to settle. The story of the Kobolds who settled in Ution is no different than that of almost every other Kobold- perceived as a nuisance by the local population due to their thievery and their troublemaking, the Kobolds were driven into the forests and caves where they would be less bothersome. The Kobolds of Uition eventually banded together into three powerful tribes that, while unable to gain any position in actual society, were able to thrive for several generations.

The Kobolds were manipulated by the Drow into aiding them in their conflict against the Elves with the promise of land and resources. The war broke the three tribes into hundreds of loosely connected families that, to this day, struggle to survive in any way possible and are often bullied into doing the dirty work of the goblin mercenaries and tribes that dominate the forests. Most other species have little tolerance for the Kobolds, and quickly drive them back into their forests an caves whenever they attempt to visit settlements and villages.
>>
No. 37231 ID: cf65c1

What is a drow, or a nayde?
>>
No. 37232 ID: 28e94e

>>347031
Drow are dark elves, obviously.

Nayde... I dunno. Author's own creation. Same goes for Kelzar as far as I can tell.
>>
No. 37237 ID: a9ba96

The Nayde and Kelzar are custom races made for The Dungeon Crawlers's universe. I'll have some Codex information on them and the Drow up over the weekend.
>>
No. 37271 ID: a9ba96
File 130671790828.png - (247.83KB , 435x429 , Kelzar.png )
37271

Kelzar

The Kelzar are a white-haired humanoid race that generally stands two or three inches shorter than the average human. Kelzar possess pointed ears, but they are considerably smaller than Elven ears. The most distinct physical trait of the Kelzar are the large horns of varying shape and size that protrude from each Kelzar’s forehead.

Hailing from a series of small, disjointed island nations to the north of Ution, the Kelzar are noted for their naturally powerful enchantments and healing magic. Kelzar legends claim that both their magical talent and their horns are due to the Kelzar being the descendents of Unicorns, though there is little proof to the Kelzar’s alleged connection to the mythical beasts beyond ancient texts and tales.

Besides being magical, the Kelzar are also very agile as a species. However, this is offset by the Kelzar being very fragile, sustaining injuries very easily. While the Kelzar are capable of healing most of their wounds magically, the process of doing so is lengthy, making them better support in combat than front-line troops.

The culture of the Kelzar is highly religious, with their lives being based around a myriad of rituals and ceremonies dedicated to the Goddess of Unity. Many of these religious rituals are practiced in private, or in small groups, and usually consist of short readings from the Kelzar’s ancient holy texts. However, births, death, and marriage are traditionally celebrated by the Kelzar with large, intricate ceremonies featuring much longer readings followed by elaborate Kelzan music and dance rituals.

The Kelzar lifespan averages roughly thirty years. They only give birth to one offspring at a time, and childbirth is treated with the largest and most elaborate ritual in Kelzar society.

The Kelzar are taught at a young age that, while each being possesses his or her own personal goals, the good of the collective Kelzar race outweighs that of the individual. To symbolize this, Kelzar are expected to pick a goal at the age of eight to reach in life, ranging from finding a mate to amassing great wealth, and then seek to achieve this goal through aiding other Kelzar in achieving theirs. The Kelzar believe a great destiny awaits their race some day, and they patiently wait for that day to come.

Kelzar who are believed to be putting themselves ahead of the collective race are branded with “the Mark of the Outsider” and permanently exiled from their community. Kelzar who are branded as outsiders are given the option to either seek forgiveness by joining another Kelzar community that will accept them, or journeying off to seek fortune on their own. However, Kelzar who chose to leave their society instead of attempting to reconcile and rejoin are given another mark, which permanently excommunicates them from not only their religion, but the Kelzar race entirely, and denies them the “glorious destiny” said to await
their race.

The Kelzar are often considered to be a very “emotional” race by other species. They have an odd tendency to emphasize important words in sentences with a sudden shift in tone and hand motions. Kelzar are also known to display a very sudden mood swings when under enough stress, with the emotions displayed during these mood swings varying from Kelzar to Kelzar.

The Kelzar are one of the species that discovered Ution during the Drow-Elf wars. They believe that the Elves are the descendents of their own race, due to a legend in their holy texts that a Kelzan Prince once mated with the Goddess of the Forest, who gave birth to a child that lost his horn in battle. As such, the Kelzar believe that they are responsible for being the “caretakers” of the Elves, and doing anything possible to ensure that the Elven race continues to persevere and thrive. Though the Elven empire is considerably more vast and influential than that of the Kelzar, the Kelzar still believe that the Elves require their aid to grow. The islands the Kelzar reside on maintain a strong relationship with the Elven Kingdoms in Ution, both politically and in trade.

Kelzar marked as outsiders are also given the option of being shipped out to Ution and living in servitude to the aristocrats and nobles of the Elven Kingdoms of En’Ler, Ormtan, and Thernt. Though many Kelzar are grateful to provide for their “lineage,” some, faced with mistreatment from their owners, become disillusioned with Kelzan society and religion and flee to make a living on their own out in Ution.
>>
No. 37292 ID: a9ba96
File 130677908774.png - (108.02KB , 398x586 , Dungeoncrawlers071.png )
37292

Demons and Devils

Demons are believed to be creatures born from the negative emotions and pain generated by wicked souls as they pass into the underworld. Varying in shape and size, Demons are mindless creatures said to be responsible for torturing the spirits of the wicked for all eternity. Demons are mischievous by nature, and have a penchant for causing chaos wherever they go. As time goes on, Demons grow from small flying imp-like creatures to massive beasts known as Archdemons which possess powerful dark magic abilities.

Devils are also born from the negative emotions of damned spirits, but are much more intelligent than the Demons, who are the eternal servants of the Devils. They are cunning, red-skinned humanoids generally standing anywhere between five to seven feet tall, possessing two horns that stick from both sides of their heads and four fingers on each hand. However, Devils are capable of masking all of these features for a short period of time, and usually prefer to wear a hat of some sort over their horns while visiting the surface world.

It’s believed that Devils have some sort of society modeled at least partially after the surface world, as they are commonly known to talk about visiting underworld taverns and brothels, and engaging in various mortal festivities. In spite of this, little is actually known about Devil culture than their hierarchy system and their need to strike contracts with the living for their souls

Devils have a social hierarchy based around traveling to the surface world and collecting souls through deals with mortal men. Devils have a large range of powerful arcane and dark magical abilities, allowing them to grant most of the desires of those foolish enough to make a deal with a Devil, from extreme wealth to incredible power. However, once this deal is struck, the soul of the mortal is sealed to the contract and they are damned to eternity in the underworld after death. The only way to free a soul from a contract is to get the Devil who wrote it void the deal, either willingly or by causing him to accidentally break the terms set. This is considerably more difficult to do for more experienced Devils, who go to great lengths to make sure their contracts are airtight.

Devils are expected to fulfill a monthly “quota” of contracts. Collecting souls through contracts is necessary in restoring the energy the Devils require to maintain their sanity. Even to the Devils the underworld is a harsh environment, and as they spend more time in it they begin to lose the energy necessary to survive it. If a Devil fails to meet his “quota” twice in a row, they end up lacking the energy to stay sane and lose their minds to the underworld, permanently becoming a mindless Demon.

Devils who prove incredibly efficient in collecting souls gather enough energy to pass onto a lower ring of the underworld’s nine levels. Lower levels require more contracts to meet the monthly “quotas,” and many Devils, unable to meet the demands of the lowest levels, are forced to retreat back to a higher level in order to ensure they stay sane. A Devil who descends low enough to reach level nine becomes an Archfiend, a sinister being of unparalleled dark power.

Devils can jump between the surface world and the underworld at will, provided that they have a mortal form. Devils are also capable of summoning demons at will. If a demon or devil is killed on the surface, they are returned to the underworld. Devils who are killed on the surface have to wait for a new body to be constructed for them, a lengthy process stated to take “six to ten business days,” putting them at serious risk of missing their quota for the month.

As naturally Evil creatures, Devils and Demons are weak to holy magic, especially that of the Goddess of Protection, patron of the Paladins and sworn enemy of the Devils.
>>
No. 37300 ID: a9ba96
File 130678848642.png - (72.81KB , 344x364 , Dungeoncrawlers069.png )
37300

The following is an excerpt from Demonology Expert Kagbar Goblinpunch's book "Demons are Bastards: One Hundred and Ten Reasons Why Demons are Bastards."

Now, getting a Devil to cancel his contract if you're a dumb enough son of a bitch to actually make a deal with one can be hard, but with the right knowledge it can be done.

In my travels, I've heard rumors that Demon code prevents Devils from denying once challenged to a lute-off. I haven't gotten any confirmation on this, but when you think about it, it would explain why Devils generally avoid bards.

Or maybe Devils just find bards annoying. They wouldn't be the only ones.

Either way, It's worth keeping in mind that Devils can't kill the guy that they struck up a contract with, or the whole contract ends up void. I think it's standard for each contract or something, but it's worth keeping in mind. It isn't really effective in cancelling the contract now that I think about it, but at least you know now that if you end up stuck in a contract with one a Devil, you can make fun of the thing all you want and there isn't shit that he can do about it.

In the end, it comes down to outsmarting the Devil. Word things really weird. Set up some really frivolous clause and get the Demon drunk enough to break it.

I guess what I'm trying to say is, if you strike up a deal with a Devil, you better hope you can play a mean lute or the Devil's a stupider asshole than you, because you're pretty much screwed otherwise.

Instead, just kill the Devil before it gets the chance to strike up a deal. The next seventeen chapters will cover efficient ways to slay a demon with items you'll find laying around during your travels...

>>
No. 37303 ID: eba49f

If it is living in the underworld that drains devils' energy/sanity, what would happen if a devil attempted to stay in the mortal realm upon failing to meet their contract quota?
>>
No. 37306 ID: a9ba96

>>347103
Many do, in order to try to make up for the missed contracts. However, they slowly start to lose their powers and eventually their mortal form crumbles to dust and they're forced back to the underworld if they take too long.
>>
No. 37385 ID: eba49f

Are devils required to try and screw over the contract signer (apart from getting their soul), or can they use contract signers as tools to do their bidding?
For example, if a devil wanted revenge on a certain mortal, could they offer bandits contracts granting them powers in exchange for hunting down that mortal (and eventually the signer's soul)?
>>
No. 37450 ID: a9ba96

Devils aren't REQUIRED to screw over their contractees, but generally most tend to try wording contracts to serve their own goals or personally benefit them. There are a few rare cases of "honest devils" who really are just out for souls and have no personal agenda, and there are a few who are just dicks and screw people over for fun

Devils can make offers with roving bandits and hit men if they want to, but generally people seek out devils by performing rituals that attract them.
>>
No. 39085 ID: a9ba96
File 130966932721.png - (229.61KB , 663x516 , 130885036655_edited-1.png )
39085

Got my hands on a tablet, so look forward to much cleaner art in future The Dungeon Crawlers updates.
>>
No. 39095 ID: 07416a

>>348885
Fuck yeah!
>>
No. 39103 ID: 271a3e

>>348885
Good deal
>>
No. 39448 ID: a9ba96

Aaaand, we're back. As a gift for putting up with the wait (again), I'm going to have a few Codex pages up over the next few days.
>>
No. 40075 ID: a9ba96
File 131086584250.png - (72.90KB , 414x449 , Dungeoncrawlers158.png )
40075

The Holy Order of The Paladins, more commonly known as simply The Paladins, is an order believed to have been formed by the demigod Vamler de Jústus, son of the Goddess of Protection. It is said that de Jústus lived his life by a creed given to him by his mother in a dream, and traveled throughout the lower region Ution hundreds of years before the first contact with the elves protecting the innocent and hunting down the most depraved and twisted individuals the land had to offer. In his travels, he amassed a large group of followers whom he passed this creed on to, and those who followed this creed found themselves blessed by the Goddess of Protection.

At its core, the Paladin’s code is broken into four virtues. The Paladin is a Protector, which requires Paladins to be willing to place themselves at risk in order to protect an innocent person from harm. The paladin is Loyal, which forbids a paladin from abandoning their friends, comrades, or guild, or disobeying the will of the divine. The Paladin is Just, which requires paladins to respect and uphold the law and treat all they meet with fairness. Lastly, the Paladin is Honest, which forbids a paladin from telling a lie, cheating, or otherwise using deception to further their own personal goals. Though this initially forbid deception in any scenario, a later addendum by de Jústus allowed lying if it served as a tool to protect the innocent or was used against the wicked.

These four virtues are represented in the Oath of the Paladin, where those wishing to join the order run a sword across their hand, recite the four virtues, and pledge allegiance to the Goddess of Protection. Should the Goddess find the person worthy, the sword will not leave a mark and the person will receive the Goddess’ blessing as a Paladin. As a sign of gratitude for following the rigid code the Paladin must live by, the Goddess of Protection provides Paladins with an aura of good which grants them protection from damage against the demonic, the undead, and certain monsters, along with immunity to disease and poisons. This protection from dark forces granted by the aura increases in proximity with other paladins, and over time increases in strength. Veteran paladins’ auras grow to a point where it can be used to detect lies, sense wicked intentions, or even be weaponized as a tool to instantly smite evil beings in combat.

However, violation of these virtues can result in a Paladin Falling, which results in the loss of their blessing and all the powers that accompany it. Once a Paladin falls, they can not become a Paladin again.

Though the undead, demons, and other dark creatures are to be killed without hesitation, Paladins are encouraged to avoid killing people they believe to be evil in battle when possible. Instead, Paladins incapacitate these people and perform the Judgement Ritual, one of the paladins’ most ancient and sacred practices. During judgment rituals a group of paladins (commonly three, though rituals can be performed by a pair or a single paladin should three paladins not be present.) restrain the accused criminal and tell him his alleged crimes, and then give the criminal an opportunity to justify or rebuke these accusations. At the end of the ritual, the paladins present discuss what they believe to be a just punishment for the crimes, and all paladins must reach a consensus before the punishment can be carried out.

Paladins regularly give prayer to the Goddess of Protection, as she is the source of their powers and as such, it is important to remain within her graces. After Sir de Jústus ascended into godhood as the God of Justice, Paladins also began to regularly give prayers to him as well, most commonly before judgment rituals so that he may guide them and ensure their decisions during the ritual are just.

By the time of de Jústus‘s ascension, the Order of the Paladins had spread throughout all of lower Ution. In the years following first contact with the Elves, the Paladins’ influence extended into upper Ution and the Order grew to include Elves within its rank. Due to the role that the Paladins played in the Drow-Elf wars, members of many other races joined the order as well, though the Order itself is not as far-spread outside of Ution.

The Paladins oppose Dark Magic, along with those who practice it. Dark Magic includes Necromancy, Demonology, Spells that draw on other people’s energy to slow or stop one’s aging, and the Blood Ritual, a dangerous ritual during which one enchants their own blood as part of a potion capable of healing severe wounds, but runs the risk of leaving a person who drinks the potion forced to continuously receive the blood of the spell caster to live.

While all Paladins are referred to as being part of “The Order,” the Paladins have no single leader. Instead, the Order is broken into many different divisions which operate in different areas all over Ution, each with their own leader and each with varying degree of influence depending on the area. The largest and most influential group of paladins are the Sons of de Jústus, which reside over the Outlands between Egias and Farway. Though both Egias and Farway have claimed the Outlands as part of their territory, the lawless nature of the area makes the Paladins the only sort of “law enforcement” that the area has. Because of this, members of the Sons of de Jústus are expected to possess a near encyclopedic knowledge of the crimes of every criminals wanted in the area. The Sons of de Jústus’ current leader, known simply as the High Knight, is believed to be a descendant of Vamler de Jústus himself, and while the High Knight has stated that he has never made such a claim, he has also never outright denied it.
>>
No. 40196 ID: a9ba96
File 131101186020.png - (142.45KB , 459x681 , GuildofMages.png )
40196

The Guild of Mages is an ancient order formed in lower Ution by the demigod Leunt Kalturun, son of the God of Knowledge. Leunt is said to have formed the guild after he asked his father in a dream to reveal the knowledge of the world to him, but was told that he could only receive this knowledge if he sought it out himself. The Guild of Mages is dedicated to the research of magical knowledge and the spread of this knowledge to all who practice it, with the goal of unlocking the secrets of the world.

The methods of the Guild have been a closely kept secret for hundreds of generations, and its tightly-knit inner-circle contains some of the most powerful and influential magicians, alchemists, sorcerers, and seers in Ution. The Guild operates from the Spire of Eternity, a grand tower in the southernmost regions of Ution where the guild’s members spend their day studying ancient texts and tome, examining relics of the past, and testing new ways to utilize magic.

By the time Lenut Kalturun ascended as the God of Intrigue and Intellectual Pursuit, the Guild was responsible for establishing many types of magic and creating many potions which are now commonplace throughout Ution, and were the first to define and warn against the dangers of Dark Magic.

Though members of the Guild live out most of their lives in the Spire, usually only leaving to gather resources, many are sought out by royalty for brief periods of time to serve as advisors during times of economic turmoil or war due to their intellect. During these short leaves from their tower members of the Guild do their best to spread the arcane knowledge they’ve learned to any willing to listen.

Membership to the Guild has been closed for over three hundred years, and the members of the Guild have been succeeded by their children for several generations.
>>
No. 40580 ID: 78f0b4

And with that behemoth of an update, Chapter Two of The Dungeon Crawlers is very close to reaching it's conclusion.

The Kobold Camp sequence has been one of my favorites so far in the quest to write and draw for, and I'm glad to see that so many people are enjoying it as well.

With the finale of Chapter Two right around the corner, and the third chapter of Mark's adventures soon to follow, I'm open to any feedback you have to offer, or any suggestions and reccomendationa that you guys have that may improve future The Dungeon Crawlers chapters.

This chapter's been big, and I have even bigger things planned ahead. Again, a huge thanks to everyone who's been following so far
>>
No. 40606 ID: eba49f

>>349996
Guild members still marry outside the guild, right? Or is the guild actually big enough to avoid inbreeding on its own?
>>
No. 40609 ID: 78f0b4

Members of the Guild of Mages find romance during their travels outside The Spire just as often as with other members of the guild. The lovers of guild members, however, are not permitted to enter the spire.
>>
No. 40610 ID: eba49f

If the guild does not allow outside members, do they just ignore other people who know magic? If so, does their refusal to admit anyone mean there are smaller magical groups for non-guilders pursuing magical teaching or research?
>>
No. 40615 ID: 78f0b4

The Guild is happy to share their knowledge with any Mage who visits the Spire, but does not permit new membership. The reasons for this are unknown.

Yes, there are smaller groups dedicated to Magical studies, but none of them are as widespread as the guild
>>
No. 40623 ID: a9ba96
File 131155116322.png - (69.14KB , 364x370 , DungeoncrawlersEXTRA01.png )
40623

>"...And with a shout of "Terraol!", Furor runs the mutation spell trough Eline's charms and into Tur. Within seconds, his body twists gruesomely into a new form, until Tur stands before you not as a diminutive dwarf, but a hulking behemoth that towers above the trees. With a great roar that shakes the forest, he looks down at you an--"
>>
No. 40624 ID: a9ba96
File 131155118203.png - (49.22KB , 299x378 , DungeoncrawlersEXTRA02.png )
40624

>"I stab him in the dick!"
>>
No. 40625 ID: a9ba96
File 131155122070.png - (42.48KB , 299x378 , DungeoncrawlersEXTRA03.png )
40625

>"But... you know what, Lin? Fine. Just... just roll."
>>
No. 40628 ID: eba49f

>>350424
That's just... how we roll.
YEEEEEEAH!
>>
No. 40638 ID: 78f0b4

Having some issues with my tablet, so we might see a short hiatus. I'll try to fill the gap with more "extras" as seen above, along with some codex entries I've owed you guys for a while
>>
No. 40647 ID: 40cb26

I wish I could say that I'm surprised that Samwell is the DMPC. At least he's the good, fun, plot-hooky sort.
>>
No. 40648 ID: 0d7a83

>>350425
Hey it worked didn't it? In fact as far as I can tell it always works.
>>
No. 40657 ID: 07416a

>>350425
If their crotch is at arm-height there is really no reason to attack anywhere else.
>>
No. 40928 ID: a9ba96
File 131207745976.png - (97.15KB , 462x515 , Elf.png )
40928

Elves

Wood Elves, more commonly known as simply the Elves, are among the oldest and most populous races in Ution. Tall and slender, male and female Elves both stand at average around six feet in height. The most distinctive physical characteristic of Elves is their long, pointed ears, and most have wider eyes and more pronounced angular noses than humans. Their hair is usually light brown or blonde, though darker brown or black hair is not unheard of.

The slender build of Elves results in most elves being very agile, capable of maneuvering about the woods and climbing trees with grace and accuracy.

Elves have a very close natural connection with the forest and nature. This connection makes all elves innately capable of using healing magic utilizing plants, and Elven mages often find spells easier to cast while in the wilderness. In addition, Elves find the sights, sounds, and scents of the forest naturally calming, and often find bouts of inspiration while alone in the wilderness. These factors, combined with the Elven belief that the spirits of deceased Elves linger in the woods, leads to elves commonly building their societies among the forests and trees, and Elves are very conscious as to not harm nature.

Elves are said to posess a keen eye and a steady hand, making them exceptional archers in combat. Though the bow is the primary weapon of the Elves, many Elves are skilled swordsmen as well, and Elven mages prefer to rely entirely on their magic in battles.

Elves are much longer lived than any other species, reaching maturity at roughly 25 years of age, and living 280 years on average. Once reaching maturity, Elves usually do not physically age, though they do develop a slight glow as they near the final years of their natural life.

Elves have a notably lower fertility rate than most other races, and Elven pregnancies usually last slightly over a year. Unions between Humans and Elves produce Half-Elves, which are shorter and more muscular than the average Elf, and possess much smaller ears. Lacking the natural forest-based healing magic of Elves, Half-Elves are commonly treated as second-class citizens in Elven society. Half-Elves are one of the few half-breed races capable of reproduction, but only with another Half-Elf or one of their two parent races, in which case there is an equal chance of producing another Half elf or whatever race the second parent was.

Elves are the descendants of the High Elves, an ancient race whose last members still live atop a grand mountain in the northernmost region of Ution. Legends say that when the High Elves were originally forged from dirt and leaves, the Goddess of the Forest found them so beautiful when she laid eyes upon them that she cried a single tear for the first time in her existence, and that tear fell to Ution and landed on a wilting flower. This flower then blossomed into the Tree of Life, which produces sap that is said to grant immortality. In accordance to this claim, it is also often claimed that the High Elves atop the grand mountain are still those of the first generation, kept alive by the sap of the tree at its peak. (Though the sap of the tree has been recorded to do many amazing things, the origin story of this tree is often dismissed as over-dramatized by most non-elf races.)

However, with the exception of a few historical events the High Elves do not permit anyone to climb their mountain besides the leaders of the Elven kingdoms to seek guidance. The only historical record of the High Elves ever leaving their mountain was when they were forced from it by the Drow during the Drow-Elf wars.

The cultures and beliefs of the Elves are incredibly varied, in spite of the shared affinity for nature that the race shares. There are many Elven communities in Upper Ution that hold varying beliefs regarding family, cultural values, and proper treatment of the forest, and certain Elf groups are constantly at odds over their different viewpoints over these matters. Common subjects of constant dispute among Elves include the tradition of communities casting a child out at a young age to journey through the forest and either form a new community or find another to join, the ethicality of eating meat, “free love,” the morality of disturbing the landscape to tap Upper Ution’s rich crystal mines, along with several other environmental and moral issues.

However, Elves commonly do not pay much attention to other races’ opinions in the matters of their culture, believing the issues of the Elves to be “too deep” for other races to understand. Elves also do not usually permit other races to establish land in Upper Ution, out of fear of them harming the environment. This has lead to the stereotype among many other races that Elves are arrogant or possess a superiority complex. Though this is hardly true of all Elves, many Elves who venture away from Upper Ution or have contact with other races have incredible difficulty understanding or accepting their customs.

Though there are still countless independent Elven communities scattered throughout Upper Ution today, over the years several have joined together to form the three Elven kingdoms of En’Ler, Ortman, and Thernt. The three kingdoms are constantly at odd over which has “rightful claim” to several areas of land in Upper Ution.
>>
No. 40989 ID: b45c90

>>350728
Awwwwwk. Moon elf.
>>
No. 41547 ID: a9ba96
File 131336048492.png - (95.52KB , 583x463 , Dwarf.png )
41547

Dwarves are a short, stocky race, growing no larger than four feet on average in height. The Dwarves are known for their strong build and the large beards that grow on the faces of almost all male dwarves and some female dwarves. These beards can grow to be larger than the dwarf him/herself, and begin to grow only a few days after birth. As beards are considered a sign of toughness, beauty, and honor by the Dwarves, it is incredibly rare to find a Dwarf who has ever even considered trimming their beard. Most prefer to comb and style them in increasingly intricate manners as they grow.

The muscular and skeletal structure of a Dwarf is much thicker and denser than that of a human or elf, allowing fully grown Dwarves to naturally exert almost twice the strength as a well-built human. As a drawback, Dwarves must also consume more than twice the amount of food as humans to give them the energy they require. In spite of the large amount of food consumed by dwarves, the speed at which the Dwarven body burns this energy is quick enough for the sight of an overweight Dwarf to be very rare, even among the most gluttonous members of the race.

The liver of a Dwarf is absurdly large, and almost seems to exist solely for the purpose of processing alcohol. Dwarves are Impervious to alcohol related complications, and it takes more alcohol than most other races to induce intoxication.

The tough build of the Dwarves makes them practically designed for carrying out physical labor, and the race is known to tire slower and demonstrate more endurance to pain than almost any other race, with stories commonly being told of Dwarves that continue fighting for a few moments even after being disemboweled or losing limbs, swinging their weapons and spewing profanities until the moment they succumb to their wounds. Though intoxication in Dwarves can lead to reduced inhibition, dangerous fits of anger, and confusion, large amounts of alcohol in a Dwarf's system coupled with their own natural endurance can render an inebriated Dwarf completely incapable of feeling pain. Because of this, Dwarves often drink heavily before battle or long periods of work.

Dwarves reach physical maturity at 19 years of age and live, on average, for 130 to 140 years.

It’s said that the Dwarves were originally made by the gods on the continent of Steelglen to replace the Giants after they fell, and were initially taller than an average human. However, when the gods told the Dwarves the tale of the Giants' fall and said that their destiny was to reclaim the lands once controlled by the Giants, the Dwarves refused to obey. They declared instead that they were too strong to rule land tainted by a fallen empire, and pledged to remain on Steelglen and grow. When the gods asked why the Dwarves would defy their will, they responded that there was only one land besides their homeland that was fit for them to control - the land from the gods’ tale known as Ution, for it was the one land the Giants failed to conquer before their fall.

Though some gods wished to wipe out the Dwarves for their arrogance, many others were impressed by the strong will the race displayed. In the end, the gods chose to leave the Dwarves to their own devices, deciding to observe the race and watch how it would grow over the years.

However, the Goddess of the Forest believed that the Dwarves claim that Ution was the only other land fit for them meant that her Elven children may one day be threatened by the Dwarves, and attempted to pacify any future conflict between the two races. When the Goddess of the Forest promised the Dwarves entry into Ution as long as they agreed to bow to the Elves, they demanded that she tell them why they would ever serve the Elves. As the Goddess of the Forest described the Elven race in flowery prose, the Dwarves became increasingly enraged until they finally told her that they would never bow to a weak, “lesser” race like the one she described. The accusation that the Elves were a lesser race angered the Goddess of the Forest so much that she severed their legs at the knee and reattached their feet to the stump, so they would always stand at the height they would be if they had bowed.

Unwilling to submit, the Dwarves responded by moving their homes to the hills throughout Steelglen, ensuring that they still stood taller than the Elves. The Goddess of the Forest made another attempt at forcing the Dwarves to bow to her and the Elves by plaguing the land with terrible storms and endless rain, but the Dwarves simply built fortresses within their hills, and created a vast underground system that connected their homes so they would not have to endure the weather.

Enraged, the Goddess of the Forest prepared to guide the Elves across the ocean into Steelglen to enslave the Dwarves before they became a threat, but the God of War and the God of Willpower, impressed by the creativity and perseverance of the Dwarves, threatened to fully back the Dwarves in any conflict between them and the Elves. Ultimately, the Goddess of the Forest backed down in her attempts to subjugate the Dwarves, but their shortened height remains to this day, and while the weather subsided Steelglen is still struck from time to time by terrible storms. The Dwarves’ refusal to reclaim the land of the Giants is believed to be what prompted the gods to create the Human race.

The Dwarves lived independently, and developed without much direct assistance from the gods. Over time, the legend of Ution faded into Dwarven myth. When the Dwarves discovered the continent during the Drow-Elf wars, they were shocked to discover that it was real. The Dwarves were hesitant to aid the Elves at first due to the unflattering depiction of the race in Dwarven folklore, but their was ultimately a key part of the Elves’ victory in the war. Since the war, the Dwarves have maintained a healthy relationship with the Human empires in lower Ution, and a strained relationship with the Elves due to their refusal to allow the Dwarves to mine in upper Ution for resources.

Dwarves still live primarily in Dwarf Fortresses carved into hills. dozens of small, independent nations and hundreds of independent colonies exist throughout Steelglen, but eighty percent of the continent is covered by the vast Greater Dwarven Republic, which dictates which positions in society its Dwarves fill and is responsible for most of the world’s technological innovation, including the construction of lower Ution’s railroad system. Many attempts to establish an independent Dwarven settlement in Ution have been attempted, but most Dwaven settlements created on the continent have fallen to Goblin raids, magma floods, cave-ins, and cat infestations.

The Greater Dwarven Empire funds several mining operations in lower Ution. As these miners are usually ill-tempered due to their working conditions and drink heavily to get through the long hours, a common stereotype has arisen of all Dwarves being “Angry Drunken Miners with Beards.”
>>
No. 41552 ID: a9ba96

The Dwarf's Happy Working Song is a popular Dwarven folk song sung by Dwarven Miners to help pass time in the mines. There are many variations of the song's lyrics, but the lyrics bellow are the most common version.

Life as a dwarf would drive most men insane
But the drink helps ye' think, keeps bad thoughts out ye' brain.
We drink 'fore we feck and we drink 'fore we fight
And we drink 'fore we get forty winks in the night

'Cause the ale helps us work
And the work gets us gold
And the golds buys us ale
Which helps us work tenfold
And the work gets us gold
And the gold buys us ale
And the ale makes damn sure
That we work without fail.

Life as a Dwarf means ye' stuck in a mine
But the drink helps us sing, and we sing to pass time.
Cause' when work-time is over, we drink with our friends
And we drink to good health, then it's worktime again

'Cause the ale helps us work
And the work gets us gold
And the golds buys us ale
Which helps us work tenfold
And the work gets us gold
And the gold buys us ale
And the ale makes damn sure
That we work without fail.

So we work and we work, we can't stop when we please
Dwarves don't have time to be pranc'n bout trees
May the day come that Dwarves rest as Elves mine for ore
I'd say that is a future that's worth drinking for!

'Till then ale helps us work
And the work gets us gold
And the golds buys us ale
Which helps us work tenfold
And the work gets us gold
And the gold buys us ale
And the ale makes damn sure
That we work without fail.

>>
No. 41983 ID: a9ba96

As many of you know, the dog ate my tablet pen.

New one is on the way

With any luck, The Dungeon Crawlers should resume soon.
>>
No. 42169 ID: a9ba96
File 131494363313.jpg - (98.76KB , 721x768 , 3157d38c.jpg )
42169

The Dungeon Crawlers is back in business!

Regular updates will resume shortly, thank you all very much for your patience!
>>
No. 42172 ID: 07416a

>>351969
You will be the very best dragon. You already have the chameleon eye thing down pat.
>>
No. 42195 ID: cbc115

>>351969
Dungeon Age III:
Being A Hero The Hard Way
>>
No. 42934 ID: a9ba96
File 131606401113.jpg - (416.18KB , 907x765 , 99a5f2e8.jpg )
42934

And that's a wrap! See you all in Chapter Three!
>>
No. 43287 ID: a9ba96
File 131675242623.jpg - (364.99KB , 1024x768 , d9d238e0.jpg )
43287

The Nations of Man (Brown)
Long ago, nearly all of Humanity was united under the Banner of Lord Ars, who led a bloody campaign of conquest through the western continent of Genesev that the Human race originated upon. While The Glorious Empire of Lord Ars led the expedition into Ution that would lead to the foundation of Farway, the empire would collapse hundreds of years before first contact with the Elves was made. Today, the nations of Egias and Farway, which played a large role in the Drow-Elf wars that united the races stand as the most influential human nations.

Farway: Farway was the original colony settled in Ution by the Glorious Empire of Lord Ars following the Empire's first arrival on the continent. Besides a handful of Kobold tribes and Ogres, The Empire had very little trouble expanding Farway throughout Lower Ution, expanding the colony to eventually stretch the entirety of the area. When Ars' Empire began to collapse, Farway declared independence. The Empire launched a brief campaign in an attempt to retake the area, but the quickly deteriorating condition of the Empire forced Lord Ars to surrender the area when Kotas came to Farway's aid.

Farway lost most of its territory when, less than one hundred years later, the eastern half of the nation broke off and became Egias. Though renowned for its fabrics and wines, Farway has been troubled in recent years by economic turmoil and unrest, which many blame on corruption and incompetence in the nation's government. In spite of growing unrest among the populace, Farway stays afloat through trade with Egias and The Greater Dwarven Republic. With military enrollment at an all time low, the nation has recently taken to hiring mercenaries from the Outlands to fill the dwindling numbers.

Egias: Egias broke away from Farway over territorial disputes and contradicting claims to the royal crown. The two nations spent many years at war with each other competing over the land of lower Ution, lasting until shortly after initial contact with the Elves. The rivalry between the two nations ended when the great plague struck Farway. Though the sickness put Egias in an ideal position to finally crush Farway, Egias instead extended a helping hand to their neighbor. With popular opinion split over wether or not the Elves were allies, Egias believed that the humans of Lower Ution would have to be united to deal with them.

Today the two nations maintain a friendly, albeit sometimes strained relationship with each other. The nation has experienced great wealth in recent years due to their relate s with the Greater Dwarven Republic, which regularly funds mining expeditions throughout the nation's territory for iron ore. The economic boom has made Egias a center for arts, philosophy, and poetry in recent years. Though Egias continues to grow each day, the looming industrial revolution brought about by the introduction of Dwarven technology to the nation has left more than a few commoners worried about being left behind in the changing times.

The Outlands: Though both Egias and Farway lay claim to this strip of land, neither force moves its military into it out of fear of provoking the other, so it remains a mostly lawless area. It is a hub for aspiring adventurers, bandits, and mercenaries alike, as well as being home to the most organized and influential Paladin group, the Sons of de Justus.

Kotas: A nation built on the northern tip of the Cold South, The Kotasians built their nation's capital in a frigid environment, though they also possess a chain of warmer islands leading up into Lower Ution. Though his inexperience with combat in the freezing cold prevented Ars from claiming Kotas, he did manage to occupy the northernmost edge of the country, and his movement north to conquer the nation's islands eventually led him to discover Lower Ution. Kotas aided Farway in its succession from The Empire of Ars, and played a key role in finally defeating Ars and ending his rule.

A friendly people, the Kotasians attempt to maintain neutrality in conflicts with other nations, and trade the magical crystals of the Cold South, a key component in enchanting items, with other nations.

Nuvaris aka "The Empire of the Steel Raven": A coalition of seven countries in the territory once occupied by the Glorious Empire of Lord Ars. Though the Steel Raven claims a large portion of territory in Genesev, a majority of it us overrun by barbarians that constantly attack its towns. As a result, the Steel Raven requires mandatory military service for all citizens in order to defend itself.

In spite of its militaristic structure, Nuvaris is a farming nation with little political presence outside of the trade of silk and spices, and the constant fighting with the barbarian hordes keep its military's numbers low enough to pose little threat to anyone besides its neighbor Duelples, which it is involved in occasional skirmishes with.

Duelples: A farming nation which trades corn and spices, led by an eccentric and enthusiastic ruler who refuses to join with the Steel Raven due to his desire to remain independent. The nation regularly finds itself in fights with the Steel Raven at its border, with the Steel Raven's emperor believing that the location of the country would allow for increased farming without the threat of the barbaric tribes.

Lorem and Visgot: Nations led by fierce barbarian warlords, who constantly raid Nuvaris for resources. Visgot is infamous for its viking hordes, which patrol the seas and disrupt trade routes.
>>
No. 43288 ID: cfa804

>>353087
I fucking love this.
>>
No. 43294 ID: 025654

>Lord Ars

pun intended?
>>
No. 43306 ID: a9ba96

>>353094
You bet your Ars it is!
>>
No. 43310 ID: a9ba96
File 131682334338.jpg - (54.97KB , 249x409 , a286b588.jpg )
43310

To celebrate the Third Chapter of The Dungeon Crawlers I'm happy to introduce fully colored images for future updates!

Big thanks to everyone who has been following The Dungeon Crawlers so far, Chapter 3 will be starting shortly!
>>
No. 43312 ID: 1854db

ooooooo, color!
>>
No. 43313 ID: b6edd6

Shiny!
>>
No. 43682 ID: b6edd6

There is now a wiki page for this quest.
http://tgchan.org/wiki/The_Dungeon_Crawlers
>>
No. 44117 ID: a9ba96
File 131856712129.jpg - (265.45KB , 1024x768 , 15455f49.jpg )
44117

To Steelglen came the darkness that the Drow spread through the land
The Dwarven Fortress kings' mightiest men took blades in hand
And few would claim that for a Drow there was a bleaker fate
Than ending up locked in a fight with Mor Greatgore the Great.
Entered life to taste of death, from dying mother torn
Each day of his life bloody as the day that he was born
He slaughtered creatures big and small and earned quite great respect
From the Fortress King who ruled the the fort that Mor lived to protect.
His King sent him to fight the Drow, while fighting Mor proved true
That fighting was the thing that Mor Greatgore was born to do
For those who saw his battles said that he would always laugh
When he would swing his battle-ax and rend a Drow in half.
>>
No. 44118 ID: a9ba96
File 131856721841.jpg - (225.12KB , 1024x768 , ea0d600e.jpg )
44118

Mor found himself fighting along a human with great might
Samon was one of the few men who matched Greatgore in fight.
Alongside Samon's warriors the blood of Drow he drew
Greatgore thought Samon a battle-brother through and through
In lulls in war with Samon's crew the drinks and laughs were rife
And when they fought Mor Greatgore fought the best fights of his life.
The feeling of brotherhood grew, and soon enough it brought
About in Greatgore's head a thought that he had seldom thought.
But why was it back home Greatgore constantly had to thwart
Dwarves from other fortresses, sent to raid his fort?
Why must his brethren fight each other? Work themselves to bones?
For the will of petty Fortress Kings sitting upon their thrones?
>>
No. 44119 ID: a9ba96
File 131856724922.jpg - (241.46KB , 1024x768 , 34bb8c4a.jpg )
44119

Mor returned a hero, through Steelglen his deeds were known
Through Mor Greatgore the great the might of Dwarves was truly shown
Mor's fort king knew that a man like Greatgore'd surely need
A ceremony in his honor to reward his deeds.
But when the banquet started nobody could understand
Why Mor entered the banquet hall with weapons in each hand
Mor approached his Fortress King, and 'fore he could draw breath
Mor raised his hammer and his pick and beat his king to death
News of this spread quickly too, and Greatgore used his fame
To urge the Dwarves throughout the land to rise and do the same
>>
No. 44120 ID: a9ba96
File 131856728655.jpg - (172.71KB , 1024x768 , 0ad8d36c.jpg )
44120

"You grovel 'neath your fortress kings, but I say have no fear!
The winds of change are coming! A revolution nears!
We've fought a war with fiendish Drow, but time has come to fight
To stand as equals for the sake of greater Dwarven might!"
Those who opposed Greatgore's revolution came to feel
The same plight of the Drow as they were butchered by his steel.
And in the end, a thousand forts, all different in some manner
Put aside their differences and stood beneath his banner.
United now, the Dwarves at Greatgore's side would pave the way
For the Great Dwarven Republic that stands strong and proud today.
>>
No. 44121 ID: a9ba96
File 131856733308.jpg - (247.77KB , 1024x768 , 69c67c20.jpg )
44121

Ages later, Dwarves have grown, and Greatgore still survives
ten thousand clerics' blessings every day keep him alive
And even in his age Greatgore makes sure we stay together
His word still rules the nation he promised to rule forever.
The day may come where his old age will make it harder still
For the scribes that hear his whispers to interpret Greatgore's will
But fear not! For that day's long off, as far as we foresee
Mor Greatgore the Great will be there watching you an me
And from his sickly whispers his scribes clearly comprehend
That Mor Greatgore foretells a way to make him young again
And we await when that day comes, be it soon or later
For Mor Greatgore has made us great, and he will make us greater.
>>
No. 44142 ID: b6edd6

>>353921
All hail the dorf emperor of dorfkind!

(So does 'republic' refer to the lower levels of government, if Greatgore is the head of state for life?)
>>
No. 44147 ID: 1854db

Hey you know what would be awesome? Us getting into his hands. One pendant for Greatgore, a second pendant for his most trusted attendant. We'd be able to relay messages and shit!
>>
No. 44148 ID: 49e436

>>353947

mostly shit, really.
>>
No. 44219 ID: a9ba96

>>353942
Each of the 25,122 Dwarf Fortresses in the GDR hold an election once every three years years to determine their representative in the Dwarven Congress.

The Dwarven Congress, in turn, holds elections that determine the members of the three branches of Government in the GDR:
-The Council of Ministries (Responsible for assigning jobs and maintaining the proper distribution of wealth)
-The Supreme Court
- The Head of State. (Who is responsible for passing decrees)

Elections for Head of State are held once every five years

After winning his fifth election, Mor stated that he would only lead as long as the citizens of the Greater Dwarven Republic continued to view him as the best option for the people, and would happily rule until the day that he died as long as that was what the people believed was for the best.

Mor has won each election by at least 88% consistently for over one thousand years.
>>
No. 44221 ID: cfa804

Well *I* voted for 'Gore back in 2000
>>
No. 44222 ID: b6edd6

What is the official title of the head of state? (President, emporer, chairdwarf, arbiter, supreme leader, master of magma, etc)
>>
No. 44223 ID: a9ba96

>>354022
"Premier of the Greater Dwarven Republic"
>>
No. 44226 ID: 35e1a0

when is a slime girl gonna appear in quest?
>>
No. 44278 ID: d4155c

I don't know about you, but I'd vote for him. When your resume is being awesome, dealing with nobles and most likely getting rid of those adamantium mandates forever, I'd vote for him as long as I live.
>>
No. 45589 ID: a9ba96
File 132088801707.jpg - (71.70KB , 728x635 , 42553781.jpg )
45589

Orcs are a bestial race that dominate the eastern continent of Turgeth. Averaging almost seven feet in size and built with muscular frames, the Orcs as a race are natural warriors. In addition to their imposing form, Orcs are characterized by their strong lower jaws, underbites, and large, boar-like tusks.

Orcs are densely muscled throughout their figure, especially in their upper body. To support their layers of muscle, the skeletal system of an Orc is also very dense, supported by an enlarged spine their creates their thick, strong neck. This build also results in the stooped posture commonly associated with the race. The bones of an Orc are strong enough and decay slow enough that they are commonly used as Orcish bludgeoning tools.

Orcs not only have denser bones and muscles than most other humanoid species, but much thicker skin as well. The resilient skin of an Orc is capable of withstanding and absorbing impacts that would sweep the average Elf or Human off their feet, making Orcs an incredibly durable race, but also leaves Orcs with a weakened sense of touch. This skin grows tougher with age, developing rigid creases the cover their bodies and give a wrinkled, almost leather-like appearance to the flesh of older members of the race.

Orcs reach physical maturity at age fourteen. Though they are capable of living into their 60s, most Orcs only survive until their mid twenties.

The creation Myth of the Orcs differs wildly between clans, but it is believed that the Orcs rose some time shortly after the Fall of the Giants, and share heritage with both the Warborn (Ogres, Trolls) and Golinoid (Goblins, Hobgoblins, Bugbears) families.

With most being too impatient for agriculture and too rough to breed anything short of the most self-sufficient animals, Orcs in Turgeth are mostly hunter-gatherers. Though technically omnivorous, Orcs have difficulty digesting many plants, leading to a diet mainly consisting of meat. Sometimes herbs and spices are used to garnish meals, but only when the Orc feels like taking the time cooking their meat. Many Orcs are partial to the taste of blood, and enjoy eating their food raw.

Orcish culture is based around dominance by might and strength through warfare. Orcs, in many ways, live to fight.

Most of Turgeth is ruled by Warchiefs, who control large, nomadic clans and move from place to place in search of food and resources constantly, only allowing other clans that have rallied under their banners to hunt on land that is currently "theirs." Disputes within Orc communities are almost invariably solved through combat - an Orc who feels another Orc is taking too much food for himself is encouraged to challenge him to a fight to the death, a clan that is dissatisfied with the rule of their Warchief is encouraged to replace him through force, and a subordinate can quickly rise through through the ranks by breaking the backs of his superiors over his knee. Orcs may not be known for their brains, but clever Orcs tend to rise up the ladder through their cunning very quickly, and the Warchiefs who rule over the land are considerably more intelligent than they are often given credit for.

As Orc males outnumber females 2-1, Orcs are always competing to impress a mate who has demonstrated ferocity, cunning, or skill on the battlefield. Orc males have little patience for raising children, but and a lady Orc's maternal instincts only extend as far as taking her children out on hunts until they are old enough to fight in combat, at which point they are on their own. Orc relationships are driven mainly by a desire for personal pleasure, and while this leads Orcs to reproduce in high rates, the constant war between Orc clans keeps the numbers under control.

In their free time, Orcs regularly engage in much friendlier and less lethal fights and participate in violent full-contact sports. Some of these sports, most notably the recently developed Clobberbatter have risen in popularity in Ution, but Orc teams generally overshadow the teams of other races.

In spite of their durability, Orc lifestyle leads to Orcs being wounded on a regular basis. This coupled with the fact that most Orcs are incapable of magic make Orc mages, also known as "Shamans" in Orc society, greatly respected for their healing abilities. Much like their distant Goblinoid cousins, the regularly grey skin and red blood of an Orc will slowly take on a greenish shade the more they are exposed to magic, and due to how often a Orc will require healing, most experienced Orc warriors will eventually turn green in color.

One hundred years prior to the Drow-Elf war, some of the lesser Orc clans found difficulty gathering enough of Turgeth's dwindling resources to survive but lacked the size to challenge the larger clans. These tribes set out in search for new land, and made their way to Ution. Arriving in Ortman, the Orcs promptly claimed a large chunk of the territory as their own and forced the Elves out, beginning a lengthy war between the Orcs and the Alliance formed between the Elven and Human nations. The two sides fought to a stalemate, and at the end of the war a meeting was held between the Orc Warbosses, the leaders of the three Elven Kingdoms, and the High Elves. Ultimately, it was decided that the Orcs would be allowed to keep the territory they had claimed, as long as they made no further attempts to expand. The decision to allow the Orc clans to occupy the land now known as the Orclands was a very controversial one, and the debate over the decision would later lead to the Drow-Elf wars.

While the hierarchy of the Orclands are still determined by one's ability to fight your way to the top, being forced to remain in one place resulted in the Orcs who settled in the Orclands developing organized communities and agricultural skills beyond what was regularly seen in Turgeth. These concepts have slowly made their way back to the Orcs' homeland, and while a majority of the land is still dominated by roving, nomadic bands of Orcs, the most powerful and influential clans today are those which have properly settled territory and built societies in addition to their hunting. While these communities are constantly besieged by outside clans looking for easy resources, these more developed Orc societies are usually capable of holding their own against them.

While the brutal nature of their culture and its emphasis on might and personal satisfaction leads many to perceive Orcs as savages, modern Orc communities have demonstrated an appreciation of art that's just as deep as their appreciation of battle, especially the art of storytelling. While simply a means to prove who's the toughest for centuries, Orcs today tend to view combat as a sacred, pure, and revered art form in and of itself. In recent years this has even lead to the emergence of Orc philosophers that have analyzed the values of fighting.

The value that Orcs place on might leads them to respect warriors from all races. Most Orcs will allow Goblin tribals and mercenaries into their clans, and The Empire of the Steel Raven trades criminals and dissenters as slaves to the clans of Turgeth, where they are treated fairly as long as they can quickly adjust to Orc society In fact, Half-Orcs often rise to high positions of power within their community with ease.
>>
No. 45596 ID: a9ba96
File 132090731957.jpg - (149.45KB , 639x728 , d5c91f6c.jpg )
45596

Clobberbatter is a popular sport with yearly tournaments hosted in the Orclands. Though other races have begun to watch and even participate in the sport in recent years, its origins and rules are based in Orc tradition. The game follows a simple set of rules;

-A game of Clobberbatter lasts four ten minute quarters
-At the beginning of the game, a coin is flipped to determine which team begins with the ball.
-Each team has six players on the field at a time.
-A team on offense consists of one Ball-Runner and five Runnerguards
-A team on defense consists of six Clobberbatters
-Both teams start each play in their goal zone, located on opposite sides of the field
- A team scores a point when their Ball-Runner safley runs the ball into the opposing team's goal zone.
-The goal of the Clobberbatters is to catch and clobber the Ball-Runner with their bats until he drops the ball.
-The goal of the Runnerguards is to protect their Ball-Runner from getting clobbered, through any means necessary.
-If goal is scored, or the ball is dropped three times with no goal made, the ball changes possession.
-Whiny players get clobbered
-So do whiny fans

So far the Clobberbatter League consists of twenty five teams - Nineteen Orc teams, Three Dwarf teams, Two Human teams, and one Elf team. The "Elven Dancers" have yet to win a single game in ten years of playing
>>
No. 45636 ID: a9ba96

The Dungeon Crawlers will be taking a short hiatus until I sort some things out.
>>
No. 46859 ID: b6edd6

Am I correct in my guess that 'Those Beyond' are a different set of voices than the ones in the necklaces, and therefore probably shouldn't know about Warpath?
>>
No. 46875 ID: a9ba96

>>356659
The full nature of Those Beyond us unknown as of yet, but for now I'll say as much that it's safe to use information from the quest in the intermission and vice-versa
>>
No. 46979 ID: b6edd6

For some reason I keep thinking of ways that contract-demons could abuse the system.
For example, one could make a demonic pyramid scheme: the signer of the contract gets to keep their soul and the boon they got, but only if they succeed in convincing two other people to sign contracts with that demon withing a set time period.
>>
No. 47242 ID: a9ba96
File 132398661521.jpg - (112.24KB , 1024x768 , 7121b115.jpg )
47242

Varnavictus shows Neena three doors and tells her to pick one. Behind one is a new sword, and behind the two others are skeletons.

After Neena chooses, Varnavictus, knowing which door contains the sword, opens one of the doors that Neena didn't choose to reveal a skeleton. He then offers to allow her to swap the door for the one she didn't choose...

>>
No. 47243 ID: a9ba96

(In other words please keep all future Monty Hall discussion over in this thread.)
>>
No. 47247 ID: a2fa74

>>357042
One of the other doors being wrong does not change the fact that there is a 1/3 chance she picked right the first time.
That means that the 2/3 chance it's one of the other two doors is now a 2/3 chance that it's the remaining door she didn't pick.

A grid as an illustration:

UUW
UWU
WUU

If she picks the first door there is a 1/3 chance she picked a weapon. Then a wrong door is opened:

UXW
UWX
WUX

Now lets drop the open doors and draw a line with what she picked on the left and the remaining door on the right

U|W
U|W
W|U

There are two chances she picked the wrong door, and only one that she picked the right door.

In essence, switching is betting that she picked the wrong door the first time. It's turning it from "I bet it's behind door 1" to "I bet its NOT behind door 1"

MATHS!
>>
No. 47266 ID: 3947e9

The wikipedia solution is wrong. It is a case of incorrectly applying a true formula.
This reminds of the time my highschool math teacher tried to explain limits and showed us mathematically that over infinite time, a 1 liter container will leak 3 liters of liquid. She made a mistake in the application of the formula.

A better case would be the gambling theory that you can steal people's luck. Stand next to blackjack table, wait until another player lost 4 times in a row. Then bet.
The theory is that the chance of the table losing 5 times in a row is slim and thus you must win. In reality it doesn't work. The chance of a coin toss coming up HHHHH is indeed 1/(2^5). So is the chance of HHHHT, equal chance of either makes it still a 50/50. Likewise your luck doesn't improve any by waiting for a table to lose 4 times.

To tie it into this case.
Round 1:
1/3 chance of losing.
2/3 chance of continuing to round 2 with new information (information on what is behind one of the door).

Round 2:
50/50 chance to win for either door.

EDIT:
Ok, reading it more fully (its a very long page), its not that wikipedia is wrong but that wikipedia does NOT agree with the poster who said wikipedia refutes me.

http://en.wikipedia.org/wiki/Monty_Hall_problem#Other_host_behaviors

As far as I understood, the question is one of "Monty Fall" type host behavior. If the host behavior is different then the statistical probability is different and must account for the host behavior.

For example, in my example I said you have a 1/3 chance of losing round 1... that is because as far as I understood, if you picked a losing door and the host opened the winning door, you lose.

However, if the host knows which door is winning and forbidden from opening the door you picked and the winning door, then there is no possibility of loss on round one and the host is forced to reveal extra information, which might make switching the correct or incorrect behavior depending on the exact set of rules and host behavior.

If the host MUST open a losing door that was not the door selected by the player, then indeed you have a 2/3 chance of winning by switching and a 1/3 chance of winning by staying.
>>
No. 47309 ID: 1854db

>>357066
>if the host MUST open a losing door
That is the entire point of switching.
>>
No. 47311 ID: e3aff6

>>357109
Well if the host does open the winning door, then you can just switch to that door.
>>
No. 47313 ID: 1444d5

>>357066
>If the host MUST open a losing door that was not the door selected by the player
That is the entire point of the Monty Hall paradox. The situation you claim to have been talking about (unable to verify, you appear to have deleted your original post) is just plain picking one of three doors.
>>
No. 47328 ID: cdb8cb

Jeez, Monty Haul really?

You have a 1/3 chance of picking the right door the first time. You have a 2/3 chance of picking the wrong door the first time. If you pick the wrong door, then since the host also must pick the wrong door, you have a 100% chance of getting the right door if you switch. 2/3 * 100% = 2/3. 67%

If you randomly decide whether to switch you have (1/3 + 2/3) * 50%, or 50% chance of getting it right.

Stay = 1/3
Switch = 2/3
Random = 1/2
>>
No. 47333 ID: 453e62

>>357128
but you don't know if you picked wrong. what if you picked right?
>>
No. 47340 ID: e3aff6

>>357133
That is a chance that you have to live with to get the best likelihood of winning.
>>
No. 47580 ID: a9ba96
File 132467403493.jpg - (211.41KB , 1024x768 , 754070ad.jpg )
47580

>"So, according to the humans, the elves all annualy build toys for the human children as long as they behaved year-round?"
>"Yeah. That's pretty much how it works."
>"Did the elves ever do that?"
>"Nope."
>"Then where did that even get started?"
>"The humans probably figured that they needed some way to make their holiday cooler, so they added elves."
>"Oh. I guess I can understand that."

...

>"Either way, I like the hat."
>"Yeah, it is a pretty nice hat."
>>
No. 48793 ID: a9ba96
File 132790007363.jpg - (86.88KB , 396x756 , e36cce47.jpg )
48793

The Fair Folk is the title given to the mysterious kings of the fey by the Elves. Ancient, unaging, incredibly powerful creatures bearing a twisted resemblance to the Elves, Elven folklore often portrays the Fair Folk as the last remnants of an old realm created by the gods before the current one, and who introduced magic into the realm when they crossed over. It's said that the Fair Folk helped shape the realm with their powers as a final act to their gods before retreating back into their dead realm to make way for the new races the gods would create.

However, deep within the forests of Upper Ution lies the cold flames - rifts between the new realm and the old realm left behind when the Fair Folk left. In spite of their unrivaled arcane powers, it's believed that the Fair Folk only desire solitude - to live out eternity in a dead realm that has for unknown reasons been forsaken by the gods. Though the Fair Folk care little for the affairs of the gods' new realms, drawing too deep into the forests and too close to the cold flames is said to disturb the Fair Folk, who manipulate the fey from beyond the veil to keep other races away. Those who are not deterred and venture into the flames regardless, hoping to learn from they Fair Folk are said to leave the flames enlightened. and those who enter hoping to steal from the old realm are said to never leave it. Some tales say that those who manage to offend the Fair Folk enough not only disappear themselves, but have their entire clan hunted down by a force from beyond the cold flames known as "The Wild Hunt."

The Fair Folk were believed to be a myth created by the Elves to deter the humans from attempting to invade Upper Ution until the Drow Elf War, where the riders of the Wild Hunt emerged from the woods to assist the other races near the end of the conflict, disappearing as swiftly as they came after the fall of the Drow.

The Guild of Mages is said to commonly send covert scouts into Upper Ution in an attempt to make contact with the Fair Folk, but little is known of what results this has produced.
>>
No. 48794 ID: a9ba96
File 132790018170.jpg - (74.50KB , 723x691 , 7bc5985a.jpg )
48794

Cyclopeans, or "Cyclops" as they are more often called, were the result of early tensions between the Humans and the Elves. As large scale conflict between the the two races grew to seem increasingly inevitable, the kings of the human nations turned to the Guild of Mages to find a secret weapon to counter the Elves' mastery of the arcane arts.

The guild responded with the Cyclopeans; the result of a ritual to infuse a human soldier with fey blood. The experiments produced thirty troops who, though not completely impervious, possessed a natural resistance to charms, hexes, and other magical attacks. However, the ritual yielded some unexpected results - all thirty soldiers suffered from a grotesque physical mutation in the weeks following the ritual, their eyes fusing together into one large eye at the center of their head.

The Cyclopeans who remained in the military after the experiments never saw battle against the Elves, as the Orc invasion that kicked off the Hundred-Year Siege occurred only a year later.

Technically still human, the Cyclopeans are capable of unions with other humans, though their offspring suffer from a similar mutation at birth and possess a similar resistance to magic. The descendants of the Cyclopeans still live in Lower Ution in small numbers today, most serving as adventurers or mercenaries.
>>
No. 48795 ID: a9ba96
File 132790042459.jpg - (259.07KB , 748x768 , 3d40326c.jpg )
48795

they say the Elves are graceful, moving swiftly as the breeze
So graceful they could kill a man and slip into the trees
And by the time the other men realize the foul play
The Elf could have long since escaped to woodlands far away
They say the Elves are secretive, and thus they're hard to trust
But 'ere we judge the Elven folk who mean no harm to us;
It's vital that we realize, though the Elves seem fierce today
They say the Elves, with all their grace, are fearful the Fey

-Anonymous

Though the woods of Upper Ution are still filled with many small, independent Elven communities and clans, the Elven kingdoms of En'Ler, Ortman, and Thernt were formed to serve a single purpose - to create Elven communities strong enough to protect its members from the fey. In spite of their grace, agility, and masterful comprehension of magic, the Elven race has revered the power of the Fey with fear and respect to this day.

The Fey are creatures born from the introduction of magic into the realm, arcane might giving life to nature in a myriad of ways. Few types of fey are outright malevolent, but those that aren't tend to be either violently protective of their territory, or incredibly mischievous while displaying little understanding of morality in their pranks. Fay can be found in small numbers in any large enough forest or jungle, but the highest concentration of these creatures is in Upper Ution, where the most powerful and violent types of Fey reside. Being magical creatures, the fey are naturally capable of many powerful arcane feats, but all share a common vulnerability to weapons made of silver.

All fey speak feyspeak, an otherworldly chattering incomprehensible to other creatures. The Fey are an incredibly varied race, but common Fey types include;

Slimes: The most common and diminutive fey creatures, Slimes are small, shapeless barely sentient creatures composed entirely of an acidic, flesh-eating goo. Slimes are commonly found in swamps, caverns, and other damp areas, and survive by absorbing the nutrients in grass, leaves, and other plant life. Slimes split in two when they grow large enough or sustain significant damage, creating a second, living slime.

Mimics: Slightly more intelligent variation of a slime; capable of disguising itself as a variety of objects though an ability to alter it's shape and imitate metal, stone, and wood.

Dryads: One of the most dangerous and Malicious types of Fey, Dryads are walking plants with a humanoid form. Typically disguising themselves as trees and other plan life, Dryads reproduce through planting seeds under the skin of living creatures, which tear their way out of the host's body if not removed quickly.

Nymphs: Another incredibly dangerous fey race, the Nymph takes the form of an incredibly beautiful humanoid; however, this form is simply a means of attracting prey, as the creature is capable of rendering those who gaze upon it long enough blind, making them easier to catch and devour.

Fairies: The Fairy (or Faerie) is a type of Fey that comes in three variations. Fairies are noteworthy for being the only type of fey capable of speaking languages other than feyspeak.
Pixie: Small, winged creatures attracted to magic, pixies are often considered are the least dangerous of the Fey. Playful with a childlike demeanor, Pixies learn spells though "absorbing" them through drinking the magic from an enchanted item. In a constant competition with one another to learn as many spells as possible, Pixies often seek out adventurers and offer small magical favors or other aid in exchange for enchanted trinkets, playing tricks on those who refuse their services. They also have a tendency to play these pranks on travelers that, while usually intended as innocent fun, can often have disastrous results. While not usually dangerous by themselves, travelers in Elven territories are advised to take measures to avoid Pixies when possible - their presence can easily attract much more dangerous creatures, including other fey.
Brownie: Wingless Pixies who are only capable of "storing" spells instead of absorbing them, requiring them to "re-learn" them once cast. As a result, brownies usually offer advice or manual labor in exchange for enchanted items instead of magical favors, and their pranks played on those who refuse tend to be more malicious.
Leprechaun: Larger, fatter, wingless creatures whose magical power comes not through absorbing magic, but though how much gold they possess. Leprechauns often attempt to strike up deals with travelers for cash, but these deals are commonly lean heavily in the leprechaun's favor and in many cases are deliberate attempts to trick the person into giving up money for little in return. In spite of underhanded business tactics, leprechauns have been known to interact with mortals in ways uncharacteristic to other fey creatures, including mercenary work, running trade caravans, and in one case, even opening up a law firm.

The Goblinoid family is generally believed to have descended from the Fey, specifically an extinct fey type known as imps. During the Age of Giants, Imps were a small, mischievous race of fey which were commonly kidnapped by the Giants and the Beastfolk races transformed into warriors called "Hobs" and less often large, mindless brutes called "Bugbears" for use in battle against each other. When the Fair Folk, the kings of the Fey, grew tired of the constant intrusions into their forests to steal imps, they stripped the imps of their fey powers and turned them savage and violent to deter further intrusion. When these imps began to attack other Fey, the Fair Folk banished them all to the deserted islands of Nibgol. The imps would go on to find new guidance under the God of Brotherhood and God of Hunters, eventually growing more kibitzed and assuming the name of "Goblins." After the Fall of Giants, the Hobs traveled the realm in search of a new purpose and eventually reached Nibgol, where they were integrated into Goblin society and took on the new name of "Hobgoblin"

Feybloods are the result result of the mixing of Fey and mortal blood. Changelings are half-mimics which are born from the tricks of especially malicious fey, who steal newborn babies and carry them off into the woods to undergo a twisted transformation. (though stories are occasionally told of changelings also being born of unions between mimics and desperate adventurers lost deep in dungeons) Unions between changelings and other races produce "feral children," which mutate into wild creatures during childhood, and many stories exist of changelings assassinating kings or eating babies to take their place - most have a generally poor view of the race as a result. The other type of feyblooded, the Cyclopeans, are the result of experiments with fey blood by powerful human mages.
>>
No. 48987 ID: 95f225

>>358595
Love the poem, also interesting how you string a relation between imps, fey and goblins.

Also odd to think that we have already met a fey, that leprechaun merc leader.
>>
No. 49022 ID: 86fe4d

I approve of these codex entr-

wait, ~ATH's mom or dad (not sure which one is worse) is a slime? ...who got it on with a human?
>>
No. 49028 ID: ed57e8

>>358822
humans love to fuck everything.
[Return] [Entire Thread] [Last 50 posts]

Delete post []
Password  
Report post
Reason