dr-archeville:

joseph-lavode:

cheskamouse:

smidgenswimming:

prokopetz:

prokopetz:

Concept: a dungeon-crawling sci fi game, except instead of wandering space pirates, you play as a crew of legitimate salvage operators retrieving valuable goods from abandoned or evacuated cities on formerly populated planets that have been rendered uninhabitable by various civilisation-ending disasters. The different “dungeon types” would reflect whatever disaster killed that particular planet: plague, increasing solar intensity, nuclear war, continent-shattering meteor, etc. Long-dead worlds have already been picked over by your competitors, of course, so in most cases you’re going in while the world-ending catastrophe is recent – and in some cases still ongoing! – offering plenty of opportunities for potentially fatal misadventures. If you need an overarching plot, maybe you eventually discover that all of these apparently unrelated disasters have some sinister common thread.

A few of the odder fates that might befall a world, as well as salvage operators’ slang terms for such worlds:

  • Deadworld: A world whose inhabitants have been rendered irretrievably non-sapient by a contagious neurological disease, parasitic fungus, basilisk meme, or other similar vector. Though in many cases their bodies are alive and kicking, they’ve been declared legally brain-dead, leaving the world open for salvage. Describing these unfortunate remnants as “zombies” is considered both unscientific and insensitive, which stops basically no-one. Sometimes an apparent deadworld turns out to actually be a nascent planetary-scale hive mind, which just gets awkward for everybody involved.

  • Eight-Ball: A world that‘s experienced a hard-takeoff singularity, a sudden asymptotic acceleration of cultural and technological development that certain worlds undergo for reasons which remain unclear. Nobody’s 100% sure what happens to the inhabitants of such worlds; some believe they transform into beings of pure information, transcend to another dimension, or simply die off, their civilisation achieving its zenith, decline and extinction in a matter of hours. Whatever the truth may be, one thing’s for sure: they don’t need any of their stuff anymore. Eight-balls are highly sought after by salvage operators because of all the physics-defying Weird Shit the planet’s former owners tend to leave behind in the wake of their apotheosis, and are among the most dangerous assignments imaginable for the exact same reason.
  • Locker:  One of the oddest fates that can befall a world, a temporally locked civilisation – or “locker”, for short – is literally frozen in a single moment, usually as a result of some damn fool messing around with time travel. With fewer than a dozen known cases in the whole of galactic history, lockers present a unique salvage opportunity: the retrieval not of property, but of people. No means of reversing a temporal lock exists, so the world’s inhabitants must be rescued one at a time, by crews equipped with containment suits that allow them to move about in frozen time – a task frequently contracted out to established salvage operators. Lingering on such worlds is not recommended; though there’s no scientific proof of their existence, rumours persist that temporal locks are known to draw the attention of things that live sideways in time.

(Feel free to add your own!)

@keeperofstarrywisdom you need to see this

This is.. it’s wonderful.

Grey Tech: Grey Tech worlds are treasure troves of highly advanced Technology but with a zero population. Nine times out of ten, it is the very tech, which the population made, that also removed them from the food chain.

They were either removed by a rogue AI that saw the meatbags as a waste or danger to itself, which means the salvage team will not be welcome at all.

Or some other high tech monster, like Nanites, after all.. they need carbon, and most everyone is made up of Carbon, so the salvage team might just wind up being “New Parts.”

@dr-archeville

Ooh

matthewonart:

Non-Boring Environments that need Fantasy Representation

Tropical Rainforests

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Scrubland/Dry Forests. For extra effect make them the sort that burn very often; some native plants never germinate until after a fire, and some animals not only rely on fire to smoke out prey, but may even start them themselves.

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Savannas/Tropical Grasslands

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Temperate Rainforests. I almost didn’t include this bc New Zealand is covered in them, and that’s where they filmed Lord of the Rings. But tbh, no one really knows about them, so it belongs here

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Taiga Forests

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Barren Tundra, perfect for some extreme seasonal dichotomy

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Polar Ice Sheets

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Desert-Grasslands (arguably the same as Scrubland but Australia’s good at adding its own twists)

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Barren Desert

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If you like Cacti, look at American Deserts like the Sonoran

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Salt Flats

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Soda Lakes and Alkaline Lakes

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Madagascar’s Karst Limestone Formations

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Madagascar’s Spiny Forests

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Madagascar’s Baobab Forests

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Madagascar’s Subhumid Forests (Madagascar is cool as hell ok)

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Danxia Landforms

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Badlands/Mountainous Deserts

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Steppes and Highland Prairies

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Flood Basalts

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Newly-Formed Islands, still rife with Volcanic activity

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Now for Underwater Environments, sure Coral Reefs are cool.

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But there are SO MANY other kinds of environments for aquatic settings, it’s unbelievable:

Seaside Cliffs

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Archipelagos. Not just Tropical Island chains like Polynesia (Moana anyone?) but also Coldwater Archipelagos like the Aleutians.

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Tidal Flats

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Bayous/Cypress Swamps

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Tropical River Basins, AKA Seasonally Flooded Rainforests

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Mangrove Swamps/Deltas/Beaches

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Kelp Forests

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The Open Ocean

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Coastal Seabeds

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Rocky Beaches with Tidepools

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And there are a LOT more I could name but this post is already obscenely long as is, if you’d like to toss in your own go right ahead, but my point is if you limit yourself to European Deciduous Forests you’re a wimp.

fierceawakening:

mirageart:

Student of Warfare

I always loved the name of this card. Too often in fantasy (and even science fiction) we stereotype the warriors as Big and Dumb. We rarely enrich our worlds with warriors’ training in tactics, much less with a warrior culture’s poetry and philosophy.

Yes, she’s a knight, and we let knights have more of that. But I love the name because it hints at more.

The heck with the queue, I’m posting this now.

robertbchew:

Agents of Sin. Each operator is paired with a demon each representing a sin. They all posses unique attributes/abilities and alter their host in different ways. As such each fulfills a certain purpose within their unit. Due to their unique situation they operate in the shadows with few knowing of their existence. 

robertbchew:

Agents of Virtue. Each agent is paired with an angel representing a virtue that helps them fulfill a specific role within their squad. Noble in their purpose and swift in their dealing of justice they maintain the balance between worlds. 

1:Kindness, Powerful but frail magic user.

2: Humility. Stealth infiltrator/flanker

3: Charity. Support healer.

4: Chastity. CQC specialist.

5:Temperance. Strategists able to fill multiple roles.

6: Patience. DMR trapper/zone controller.

7: Diligence. Heavy support tank.

thequantumwritings:

Sometimes i think about the idea of Common as a language in fantasy settings.

On the one hand, it’s a nice convenient narrative device that doesn’t necessarily need to be explored, but if you do take a moment to think about where it came from or what it might look like, you find that there’s really only 2 possible origins.

In settings where humans speak common and only Common, while every other race has its own language and also speaks Common, the implication is rather clear: at some point in the setting’s history, humans did the imperialism thing, and while their empire has crumbled, the only reason everyone speaks Human is that way back when, they had to, and since everyone speaks it, the humans rebranded their language as Common and painted themselves as the default race in a not-so-subtle parallel of real-world whiteness.

In settings where Human and Common are separate languages, though (and I haven’t seen nearly as many of these as I’d like), Common would have developed communally between at least three or four races who needed to communicate all together. With only two races trying to communicate, no one would need to learn more than one new language, but if, say, a marketplace became a trading hub for humans, dwarves, orcs, and elves, then either any given trader would need to learn three new languages to be sure that they could talk to every potential customer, OR a pidgin could spring up around that marketplace that eventually spreads as the traders travel the world.

Drop your concept of Common meaning “english, but in middle earth” for a moment and imagine a language where everyone uses human words for produce, farming, and carpentry; dwarven words for gemstones, masonry, and construction; elven words for textiles, magic, and music; and orcish words for smithing weaponry/armor, and livestock. Imagine that it’s all tied together with a mishmash of grammatical structures where some words conjugate and others don’t, some adjectives go before the noun and some go after, and plurals and tenses vary wildly based on what you’re talking about.

Now try to tell me that’s not infinitely more interesting.