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  #41  
Old 04-26-2023, 01:56 PM
goblinmob goblinmob is offline
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Game's basically in alpha already
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  #42  
Old 04-26-2023, 03:56 PM
goblinmob goblinmob is offline
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Okay it seems I should keep topics in separate chat as I've seemed to set my bonsai tree on fire
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  #43  
Old 04-26-2023, 05:23 PM
magnetaress magnetaress is offline
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I like the idea of random words being your characters astrology stats. That is about all I understand.

It should be very hard and rare to change the words though. And there should be drawbacks. Consequences.

Let people minmax through discovering what skills and classes and perks work best through which word combinations?
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  #44  
Old 04-26-2023, 05:26 PM
magnetaress magnetaress is offline
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Originally Posted by goblinmob [You must be logged in to view images. Log in or Register.]
see? boom scrolling text. basically star wars
That's pretty sexy! I see the Urrt like Dreugar.
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  #45  
Old 04-26-2023, 05:40 PM
Landroval Landroval is offline
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Originally Posted by magnetaress [You must be logged in to view images. Log in or Register.]
word combinations?
Why do you think they call it "spelling"?

Why is the "Word of God" "spelled out" in a book?

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  #46  
Old 04-26-2023, 05:53 PM
goblinmob goblinmob is offline
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Certainly! Based on our conversation, here's an overview of the orcs in Aerthula:

The orcs in Aerthula are a militaristic and spartan race that respect nature and see death as a natural occurrence. They are somewhat xenophobic, but they love war without seeking conquest. Orcs believe that other races should also rise to the occasion and seek glory in battle. They consider waging war as a form of "tough love" for their neighbors.

In battle, orcs honor their fallen enemies with a burial burning on the battlefield, often in sight of the village they are pillaging. They are mindful not to overindulge or inflict undue cruelty on their victims before the long winter months.

The orcs are generally nomadic and rely on auroch herds for survival. They are divided into many small nations or tribes and occupy the western half of the continent, while the dwarves occupy the eastern half. Conflicts usually arise in the southern coastal region where the two races overlap.
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  #47  
Old 04-26-2023, 06:00 PM
goblinmob goblinmob is offline
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Quote:
Originally Posted by magnetaress [You must be logged in to view images. Log in or Register.]
I like the idea of random words being your characters astrology stats. That is about all I understand.

It should be very hard and rare to change the words though. And there should be drawbacks. Consequences.

Let people minmax through discovering what skills and classes and perks work best through which word combinations?
Yeah! And about 75-80% way to max level they start counting the number or "respec" chances they have before leaving they're last conserved points to make sure they leave themselves within reach or a "magic word" if they got lucky and found some while leveling, questing, and farming.
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  #48  
Old 04-26-2023, 08:19 PM
goblinmob goblinmob is offline
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Certainly! Here's an updated account of the halflings in Aerthula based on our previous conversation:

The halflings in Aerthula live in a small kingdom called the Little Kingdom, which is divided into three separate states due to their fascination with politics. Despite this, it is a relatively safe area of the world, though they do find themselves at odds with the local wildlife on a manageable basis. The region they inhabit is called Eastcliff.

The Little Kingdom is home to some of the best workshops and crafts tools in the land, second only to the gnomes. The dwarves recognize this fact, but grumble about it because the halflings' craftsmanship is not related to stonework. There's a saying in the region that goes, "If it's fine, a hobbit probably built it. If it's broke, a hobbit took care of it."

Unfortunately, the Little Kingdom is falling into disarray due to their inability to find common ground on key issues, while a mysterious and darker threat from the Terredwell Wetlands endangers the health and wellness of the area at large.

There is a lone mountain on the horizon that can be seen from the Little Kingdom, which is home to a large nation of kobolds. The halflings view the mountain with a sense of fear and foreboding, although the kobolds have little interest in harassing the Little Folk. The kobolds could potentially overtake the whole of the Little Kingdom in time, but their reptilian minds make this idea seem trivial to them.

Boofalls in the northwest of the kingdom is the headquarters for a respectable logging operation, but any and all endeavors to expand the operation deeper into Tallwood have proven fruitless. A strange string of coincidences seems to convey that they have reached their allotted boundary and are going no further.

When the season is right, the halflings are able to trade with the Hjilld Dwarves, provided there is not too much winter precipitation that year. The Little Folk are also known for putting on grand celebrations and events throughout the year, such as the annual week-long county fair.
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  #49  
Old 04-26-2023, 08:22 PM
goblinmob goblinmob is offline
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Title: The Legend of Terredwell Wetlands: A History of Magic, Meteorites, and Necromancers

Introduction:
The Terredwell Wetlands have been a source of fascination and fear for generations. Its murky waters and twisted trees have long been rumored to harbor dark and powerful magic. But the truth behind the Wetlands is far stranger and more complex than any myth or legend.

Chapter 1: The Falling Star
Long ago, in a time before recorded history, a meteorite fell to Aerthula. The impact was devastating, leaving a massive crater and scattering debris across the surrounding lands. But the true power of the meteorite was not in its size or destructive force. It was in the glowing metal it contained, which was unlike anything else on Aerthula.

Chapter 2: The Druids of Terredwell
For thousands of years, the surrounding lands were home to primitive druids who recognized the power of the meteorite's magic. They developed the ability to harness this power, and over time, their spells became more powerful and their magic more potent. But the magic came at a cost, and the area around the meteorite began to be tainted with a strange radiation that poisoned the land and its inhabitants.

Chapter 3: The Naming of Terredwell Wetlands
As the druids' power grew, so did their influence over the surrounding lands. The once-lush forests became twisted and dark, and the rivers and streams ran black with foul water. The area became known as Terredwell, which loosely translated to "place of the dead" in the ancient language of the druids.

Chapter 4: The Rise of Necromancers
As science advanced and people began to understand the true nature of the meteorite, the magic of the druids was dismissed as superstition. But there were those who still believed in the power of the meteorite and the magic it held. These were the necromancers, who believed that the area was infused with a powerful demonic presence. They began making pilgrimages to Terredwell in secret, seeking to harness the power of the magic for themselves.

Chapter 5: The Curse of Terredwell
But the magic of the meteorite was not meant for mortal hands, and those who sought to wield it did so at great risk. Many necromancers found themselves infected with a strange illness that caused them to become zombie-like and roam the Wetlands in a cannibalistic frenzy. Others simply succumbed to the powerful magic and died on the spot.

Chapter 6: The Legacy of Terredwell Wetlands
Today, the Terredwell Wetlands remain a place of fear and fascination. The magic of the meteorite still lingers, and the area is still tainted with a strange radiation that can cause sickness and death. But there are those who still seek to harness the power of the magic, and rumors persist of necromancers making secret pilgrimages to the Wetlands in search of power.
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  #50  
Old 04-26-2023, 08:46 PM
Ekco Ekco is online now
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Nice.
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