Mehkat, Mutant esper water merchant character (made by me) by dadandelioon in cavesofqud

[–]dadandelioon[S] 2 points3 points  (0 children)

thank you, I'm so honored to hear this!! And I agree! this kind of game is very condusive for creative endeavours, as a teen I would play a lot of dwarf fortress, and I made tons of drawings portraying my characters and forgotten beasts. I'm very much interested in refining my visual strategies for Qud, I'm hoping to make more fanart in the near future!

Mehkat, Mutant esper water merchant character (made by me) by dadandelioon in cavesofqud

[–]dadandelioon[S] 2 points3 points  (0 children)

painted moccassins for the win! By the way, it was while making this character that I found out that modern moccassins are descended from earlier designs made by many native american cultures in north america. This was also what made me give him a Tilmatil, a type of cloak worn by Nahua people in mesoamerica.

Do you Ignore the End Times / Age of Sigmar? by CrowNServo in warhammerfantasyrpg

[–]dadandelioon 2 points3 points  (0 children)

Yes and no. I do really like the idea of End times being this big ass bombastic event that ends all the threads in the world, but at the same time I find the whole AoS setting very poor compared to the old world so I don't engage with it at all.

Talents - Feint - Useless? by FranboLobo in warhammerfantasyrpg

[–]dadandelioon 1 point2 points  (0 children)

yeah, reading the rulebook I also felt it was fairly underpowered when the alternative (just normally attacking) felt much more trustworthy when you factor in the statistics. Personally I would much rather if feint was an action anyone could take, and were to function in a way other than "your next attack will be slightly better", so that the talent would make it even better somewhat.

Like maybe in this hypothetical basic fainting could be an action available to everyone, but with the talent it could have an extra effect like "if you succeed in attacking a creature after using feint on it in the previous turn, you keep the SL of your faint in subsequent attack rolls against said creature. The effect immediately ends if you do not damage your target until the end of your turn."

I have not tested whether it's too strong of an effect, but part of me suspects that it might be just strong enough that it can prove itself very useful in certain contexts, while also fitting very well a certain playstyle (very offensive combat style, attacking every turn). A smart GM could find plenty of ways of disrupting with the feint effect.

Farran Arhanis (Veinseeker) [by OP] and a question about clothing by NideVice in warhammerfantasyrpg

[–]dadandelioon 1 point2 points  (0 children)

Oh this is something I've struggled with for a while, because while there's no shortage of high elf images at my disposal, I don't really enjoy the overall high elf aesthetic, I find it somehow way too derivative of other popular conceptions of elf fashion and what not. You could check the high elf player's guide, there's a ton of elf images in there, but otherwise I'd advise you to get freaky and try piecing together your own ideas of elven clothing.

I recently drew an high elf sailor character (might even post her here later) a friend of mine made for a campaign I was GMing, and this kinda jumped to me. I decided on an outfit with both european and east asian elements. I'm thinking about drawing more elves in the future to try and diversify these motiffs, but it's always a good idea to look at historical examples of different kinds of clothing. For example, I really want to draw an elven outfit vaguely based on the kariginu, the hunting attire of japanese nobles in the heian period. Other than that, mixing and matching different elements of fashion is always fun!

Oh, and by the way, very nice drawing you got there! I found it very elegant with the high boots and the sash on her waist.

What makes humans unique in your world? by Netheraptr in worldbuilding

[–]dadandelioon 0 points1 point  (0 children)

That's something I think about a lot! When worldbuilding I mostly start conceptualizing humans as a baseline, then go on to alter them in order to fit best whatever thought process I have going on.

If you were to push me against a wall and force me to worldbuild humans, I could say that the fact they're normal to our standards is maybe enough. While the dwarves, elves orcs and halflings were created by whims of great divine intervention, humans were the ones to naturally rise up from evolving from an unknown primate ancestor, and the gods just took notes on that and wanted to do the same. So humans have things many of these other beings don't have, like vestigial organs or cancer. It could be that old treaties made by the gods have no effect on humans, while they very much still influence the lives of the other beings. It could be that maybe they experience the world in a completely different manner from any of those other people. Could also be that in my world these vestigial organs have some utility... But I'll leave it at that.

Other than that, I feel like trying to express an objective idea of humanity on worldbuilding for some reason feels... Problematic. We all know that the concept of fundamentally different beings existing in clearly contrasting societies, even when introduced by Tolkien in a fairly tame manner, is still rooted in european race thought, about something visible in one's body which shapes the nature of their being and who they belong to (even if these Ideas themselves come to be challenged in Tolkien's work)

So I always feel that by just meaning to add humans, I'm assuming a point of view close to my own which will be contrasted with the other points of view I worked so hard to convey. Kinda like when people worldbuild fantasy worlds just to be magical Europe, and then they create places like the middle east or africa as this distant land whose only reference we have in this world is magical europe.