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Post by Toz76 on Aug 17, 2018 14:01:03 GMT -5
So, this is the master reboot thread, for figuring out what needs to be done where.
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Post by frankthetriviaman on Aug 17, 2018 14:16:28 GMT -5
Well, for starters-
Removing/archiving all TTTE specific sub boards/ threads, such as our extended railway series, would be a good idea
While there's nothing wrong with them per se, we need to ensure no one mistakes us for a TTTE forum (the change in main forum background was only step one)
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Post by Biblically Accurate Angel on Aug 17, 2018 16:48:55 GMT -5
Is this for discussing The Game, the forum, or both?
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Post by frankthetriviaman on Aug 17, 2018 16:49:48 GMT -5
Both I think; the game reboot is one part of a larger reboot of the whole forum
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Post by Toz76 on Aug 17, 2018 17:12:33 GMT -5
We already have a thread for the forum reboot. This is strictly for the game.
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Post by Biblically Accurate Angel on Aug 17, 2018 17:18:36 GMT -5
Ok, thanks for clearing that up.
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Post by frankthetriviaman on Aug 17, 2018 17:59:16 GMT -5
Ah, I see
I figured we'd be I. The chat when the time came; but this is good too. Organize the imports stuff here
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Post by frankthetriviaman on Aug 22, 2018 14:25:36 GMT -5
So like I said- home and 3WSR intro are exactly the same thing so- is it fixable or something we're just going to have to deal with
(Oh- and I'd like to propose that post-reboot we archive this thread)
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Post by Toz76 on Aug 22, 2018 14:27:36 GMT -5
That's deliberate. I dunno in the long run whether the forum, the intro, or something else will be the main page. But either way the intro should be in the header
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Post by Biblically Accurate Angel on Aug 22, 2018 14:34:11 GMT -5
You guys need to stop posting in the wrong threads, this one is for The Game itself.
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Post by Toz76 on Aug 22, 2018 14:38:03 GMT -5
I knew that...
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Post by frankthetriviaman on Aug 22, 2018 14:45:30 GMT -5
Sorry; I got confused. Where's the main one? We should really sticky that one
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Post by Toz76 on Sept 16, 2018 13:17:33 GMT -5
The good colorfolkssssssssssssssssssssss
Man In Blue: Suddenly pressed into service after the death of his father, Man In Blue is the newest of the good colorfolk. His arc will involve him growing as a person and becoming a leader.
Woman In Blue: The leader of the colorfolk when Man In Blue joins, she often fears that the colorfolk will one day have to take an action that makes them no better than the evil they fight, and often restricts the team to prevent this.
Man In White: The chief strategist of the group, Man In White rarely speaks except to deliver tactical advice. He has no interest in dating or romance, but clearly needs a friend.
Woman In White: Woman In White is the most likely to suggest a violent solution, which frequently leads to butting heads with the rest of the cast.
Man In Silver: The "hippie" of the group, Man In Silver is the only one who earnestly believes the evil colorfolk can be redeemed. He has a wife and three kids, who know about the colorfolk.
Woman In Silver: Woman In Silver feels like a jack-of-all trades, always being the second-best at each colorfolk task, and just wants a chance to excel.
Man In Gold: After the loss of his wife and disappearance of his son, Man In Gold just wants to shut himself away and translate ancient texts.
Woman In Gold: Widely considered the best fighter of the group. Her girlfriend doesn't know that the colorfolk exist, and Woman In Gold wants to ensure she never has to.
Man In Gray: Man In Gray doesn't advocate for violence, but when violence does occur, he is noted for being somewhat needlessly agressive.
Woman In Gray: Married to Man In Gray, Woman In Gray has been studying the lost art of brewcraft, learning how to make magical potions and poisons.
Man In Purple: Man In Purple is incompetent, bumbling comic relief.
Woman In Purple: She saw beyond the fourth wall... and it changed her.
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Post by frankthetriviaman on Sept 16, 2018 14:12:16 GMT -5
Brief history of magic in this universe:
For the most part, magic history was virtually identical to the "continuation" universe (refer to A Brief History of Magic), but there was a key difference:
In the present day, magic usage is at an all time low. There are extremely few magic users. Various factors contributed to this decline, including:
Loss of irreplaceable knowledge
Various events throughout history resulted in the destruction of enormous amounts of magic knowledge, including:
Destruction of the library at Alexandria- tens of thousands of magic scrolls burned, effectively erasing dozens of factions from history
Fall of Rome: the end of the Roman Empire and coming of the dark ages saw many factions wiped out as the barbarians swept through the western Roman Empire. Though some knowledge was preserved the the eastern Roman Empire, much was lost as barbarians burned libraries all across Europe
Plagues such as the Black Death and Spanish Flu wiped out entire factions in a matter of days; their libraries subsequently were neglected and texts rotted away
And perhaps most notable: the countless magic Wars of the dark ages and the crusade against witchcraft following the rise of fundamentalist religious groups. The mass availability of gunpowder following the 18th century made "Mage hunting" extremely easy, because a Mage could be shot and killed before he even began speaking a spell
By some estimates, the existing magic knowledge is less than 10 percent of what it was during the renaissance (golden age of magic)
.....,
Decline of apprentice system
As time marched on children's education was given priority over apprenticing for a job; traditionally mages began training at 10 years old; but the rise in education also meant the death of the system that depended on a steady supply of young pupils to be sustainable
......
The change in public attitudes toward magic
Though most mages kept their powers a secret, those who were publicly known to be magic were treated as welcomed members of communities
The rise of fundamentalist religious groups though, shifted all forms of magic to be lumped together as "witchcraft" and blasphemy, forcing many to go into hiding.
While not as extreme as centuries ago, the legacy of this perception lingers among some of the current generation.
........
How's that for a first draft?
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Post by frankthetriviaman on Sept 16, 2018 15:23:53 GMT -5
[New] Elbaf:
A vast plane with a topagraphy inclusive of most major environments, many species call it home. Some are organized as nations, others not so much. Species include:
Species:
Elves: broken down into several groups. Wood elves, for example, live in the forests and are known for being strict vegans
Orcs: an Orc nation exists, but so do separate Orc tribes (see below)
Ogres: no Ogre nation exists; their intelligence too low to comprehend complex ideas like politics and borders. Rather, a stretch of mountains where they are most concentrated has been designated the "Ogre territory" and nothing more. They are solitary creatures; each ogre lives in its own cave or crude structure. The only time ogres live in groups are when
Regions:
Mountains of Elbaf: a harsh, unforgiving landscape some would describe as "eternal winter," resources are scarce here and a bitter struggle exists between the species who call it home.
Between the dwarves who live within the mountainous caverns within the mountains, the ogres who live solitarily in smaller caves. The mountain orc tribes settled on the slopes, the ice dragons high above and the yetis who live similarly to ogres- it is a bitter and constant struggle for survival
Plains of Elbaf- Home to species who farm, the Centuars, (to be continued)
Hills of Elbaf-
Coast of Elbaf-
The wasteland- no nation claims these lands. Here, the outcasts and pariahs of races are forced to live since no one else will welcome them. This includes the last few surviving Cyclopes, who were never accepted by the Giants. And the werewolves (not to be confused with Lycans); outcast from the human societies for the monster within, werewolves live in isolated settlements, so that when the full moon comes and the werewolve minds take over, their impact on others is minimal. For this reason, almost no one ever explores the wasteland
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Post by Toz76 on Sept 16, 2018 16:18:52 GMT -5
Elbaf nations:
Niroht: The dwarven kingdom, hewn deep into the mountains. Borders with D'nolre, Knupma Ets and Salegol. Salegol: A forested kingdom in the hills, inhabited by wood elves. Borders with Niroht, D'nolre, and Tsi-Lapi-Tac D'nolre: A river valley home to the "high elves", industrius farmers. Centrally located, borders Niroht, Salegol, Tsi-Lapi-Tac, Hestra, and Knupma Ets. Hestra: The Orcish kingdom bordering the wasteland, Tsi-Lapi-Tac, D'nolre, and Knupma Ets. Knupma Ets: A steampunk realm of goblins bordering Niroht, D'nolre, Hestra, and the wasteland Tsi-Lapi-Tac: The dark elves: controlling much of the coast and extensive sea trade routes to far-off lands. Borders Salegol, D'nolre, and Hestra.
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Post by frankthetriviaman on Sept 16, 2018 18:50:01 GMT -5
History of the Orcs on Elbaf:
Long ago, the Orcs were a tribal race; they lived clustered in many small groups and there was no true orc nation. When they arrived on Elbaf, they settled the plains, mountains and forests. They existed independently of each other; either at war with neighboring tribes or at peace with them depending on a variety of factors.
Then, came "the great union." Over the course of a couple generations, a series of events lead to the orcs uniting and an orc nation, at long last, emerging. The Orcs of the forests resettled to the plains and after reorganization and restructuring, the Orc Nation was born.
But there was one set of tribes left out: the mountain orcs. Cut off from the others they "missed out" on the great uniting of the tribes. Relatively speaking they became very aggressive by comparison to the Orcs of the orc nation; but not because they wanted to- but because it was a matter of survival.
In the mountains, the tribes in question found themselves in competition over limited resources with the ogres, yetis, dwarves (not as common though), ice dragons, and occasionally each other.
They did their best to not come off as overly aggressive to outsiders- but the hostile environment and strong competition with others (ogres especially) took its toll on them; they were forced to be aggressive to outsiders in order to ensure the survival of the tribe.
Although they could, in theory, simply leave the mountains, the tribes do not for various reasons. Some do not want to abandon the lands their ancestors settled, others don't leave because it's the only lifestyle they know.
Perhaps the most heartbreaking reason though- having been cut off and living effectively independently of the Orc nation, they feel that even if they left the mountains, they wouldn't even know where to go, or we're even sure if they'd be welcomed anywhere (they do not know an orc nation exists in the plains region)
As for the orc nation, those in charge have heard rumors of Orcs living in the mountains, but they continue to debate whether or not they should devote time and resources to sending an expedition to search for them and see if the rumors are true
(The nay-Sayers argue that the Deszeld empire represents a great threat, and the resources that would be allocated to said expedition need to be kept in-country to aid Orc-kind in the event of an invasion)
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