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/twgrl/ - Towergirls

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File: 1427411554102.gif (2.47 MB, 727x495, 727:495, slime-princess-gif-1975198.gif)

e074ac No.218

Since we do not have the thread up yet.

For the setting book I think that it will be best divided into three parts.

part one is a reprint of the rules or optional rules.


Part two should be the fluff of the kingdoms in a more in depth way

Part three could be about aditional areas of the world outside of the tower kingdoms.

21be46 No.220

Well, any ideas?
The only ones I have pertain to Knight Princess. She's the leader of a splinter group of knights from the human kingdom (main human kingdom I guess? The one human princess is from) who believe she is the true successor to the throne or some shit like that. Maybe they're some psuedo-religious order.
Also Trap Princess's kingdom is next door and serves as the breadbasket for the main human kingdom.

e074ac No.224

>>220
We also know that the Goblin kingdom has its feet in every other kingdom with its slave embassies.

There are also two separate dwarf kingdoms. The dwarf kingdoms may be two seperate subraces as well. Dwarf Princess one may have better alcohol than 2 but the 2 kingdom is better at crafts and magical items.

703848 No.227

>>224
The dwarf kingdoms would probably be quite antagonistic towards each other. As a matter of pride. Probably not full on war or anything, but the two definitely wouldn't get along. It'd be kind of funny if they were once united but split over some really stupid or minor disagreement, just to exemplify their stubbornness and hubris.

Also, would it be every kingdom? I'd say we might want to tweak it that they have strong trading connections with other kingdoms, but I don't know if slave trading would be too well accepted in some kingdoms (like the main human kingdom, which I see as being the default, vanilla, good aligned kingdom, or just some race that doesn't really need slaves). Not really a big deal in the end, though.

e074ac No.230

>>227
Well got to remember that a slave owning nation does not have to be automatically evil. There are examples of lawful good nations or generally good nations having slaves. It is about how they treat them mainly that is the point.

I think every kingdom would be listed at least somewhat briefly. Even if they are just sub kingdoms of another kingdom like boy princesses.

Yea the dwarf kingdom probably does not like each other but would band together if faced with an attack from lets say the insect kingdom.

I think the insect kingdom does go to war fairly often because of space and resoruces. But when they do get beaten they sue for peace. Sort of a release fixture in when they get too many people they have to fight, when they get back down to better levels they stop and rebuild.

703848 No.232

>>230
Fair point.

The insect kingdom would definitely have the numbers to wage war, that's probably a given. I'm kind of torn between having them as a big numbers with low strength kind of army/nation/what have you, or having large numbers and a lot of variety. Think about it; giant Hercules beetle tanks, hornet air support that can swoop in off the ground and pick people up, wolf spiders or other burrowing insects that can ambush enemies, the possibilities are endless.

Also, would the dwarves like goblins? If the dwarves are going to be the stereotypical engineer type race who forge a lot of weapons, armor, etc., wouldn't they be none too friendly with the goblins? Their kingdom is a factory, after all, they seem pretty industrious.

e074ac No.235

>>232
I think that the goblin kingdom will be more along the lines of a giant merchant kingdom. Selling products or buying them.

The main difference between the goblin kingdom and say the merchant kingdom is that the merchant kingdom travels around. Wherever they set up their caravans is their embasy and their land, before they pack up to the next area.

The Goblin kingdom may also be lawful neutral in terms of alignment. A big focus on contracts.

I think that the incect kingdom is probably all ant types. So they would have flying units. Since that would also open up other insect kingdoms types. Since we have a moth kingdom and mantis kingdom.

Could end up with a bee kingdom as well.

703848 No.239

>>235
I can dig it. It just now occurred to me that if the Goblins are running any kind of factory its a baby factory. Though I would like to see them involved in some modicum of industry, so we can get some level of cool tech. I played WoW, can you tell?
They'll definitely be lawful neutral though, so they can maintain business relationships with everyone.

If that's where we go with Insect Princess the name is a bit misleading, but it makes sense that if there are other bug princesses that they would have their own kingdoms. Maybe they have some sort of coalition, or are subgroups? Like, I was thinking maybe the undead kingdoms have some sort of "undead kingdom club" going on. Maybe the humans have one too.

e074ac No.240

>>239
Undead kingdoms have been said to be subkingdoms with the skeleton kingdom at the top.

I think the other insect kingdoms are probably their own kingdoms that sometimes fight each other but do partner from time to time.

As for crazy tech, I don't think that will be the goblin kingdom, it is the mouse kingdom and golem kingdom that is probably the tech kingdoms.

I think the best real world examples of the goblin kingdom on the merchent level may be venice or one of the italian city states. While they do breed up a storm they have a minority probably in every kingdom.

be0215 No.246

>>218
having spoken with Gats some on this. Structure needs to change some. Cut the rules portion out, that's later.

Anyway, good luck guys.

be0215 No.248

probably for the best. Rules adds fucktons of betatesting to the product, expands the time we'd need for publishing it.

be0215 No.250

>>220
Human Kingdom sounds more like a Confederacy united under a central monarch but with broad powers given to other families honestly.

be0215 No.251

>>235
Goblin Kingdom should be manufacturing focused. Either manufacturing goods, resources, or slaves.

Merchant Kingdom buys and sells. Goblin Kingdom is a factory, it PRODUCES.

be0215 No.252

>>240
>>239
>>235
Maybe the Insect Kingdoms are multiple kingdoms that only come together to fight outside forces, otherwise bicker and wage war amongst themselves to see who the top dog is?

For the time being that's the Dutchy of Ants.

Their main foes would be the drider kingdom, whose arachnid people make up major predators against them.

835f5d No.253

>>251
According to her flavor text Merchant owns a massive caravan and proably a bunch of businesses but not a kingdom (yet). That's one of her goals.

I like to think she's got an East India Company thing going on with weaker kingdoms.

e074ac No.254

>>251
probably slaves and basic goods then.

be0215 No.255

>>253
True, and would fit better with: >>250

Makes her officially a human princess of the High Tree Kingdom, but one of the major families bucking for placement under the Human Princess' parents.

be0215 No.256

>>254
I'd say slaves, finished goods, and possibly any resources they can rape from their own lands. Fast amounts of over farming, mining, logging, etc, only barely maintained by mad science levels of conservation efforts.

e074ac No.257

>>246
>>248
Rules will be added later true. Lets focus on the fluff first. However I think that when the book is all done the first portion of it should be rules. Then it opens to the fluff stuff. Unless someone thinks that rules should go last in the books order.

e074ac No.258

Probably gen 1 princesses have the biggest kingdoms with the exception of mimic and dragon.

It would make sense if they were pretty big to be kidnapped by DP1 since she seems to be the type to want the most valuable things.

24bb28 No.261

>>252
I like this idea. I kind of wish we had more bug based princesses now, if only to flesh it out more. But I guess we can off-handedly other mention kingdoms that don't have princesses (or official ones?0 just for the sake of fluff? Maybe?
I was also thinking that the map (someone should probably draft one) doesn't need to be entirely dominated by kingdoms. There can be some no-man's land in between them with interesting locales.

>>256
I like this one too. The goblin's can have a kingdom with a blasted landscape that they've kind of ruined, for the most part. The only thing keeping it from turning into a completely polluted sinkhole/wasteland are scientists who use more chemicals (or maybe mages with spells) to induce aritificial tree growth, livestock aging, etc.

835f5d No.264

>>258
They might be the most prominent but considering your status escalates and the kingdoms are said to be more ancient with each generation it sort of depends.

>>261
>>256

>tfw you realize modern fantasy Goblins are Tolkien Orcs


Tiny, short, brutish, opportunistic industrialists

Just came to this realization. Holy shit.

e074ac No.268

>>264
Probably not too much of a hellscape. Don't need a mordor here.

be0215 No.269

>>268
I was thinking more like mutated super industrialized and urbanized landscape with less nature and more giant farm/park/things…

be0215 No.270

>>261
Kingdoms marked their borders up to the edges of each other, but in reality off the major roads and outside of the sight of the various peerage's castles, the areas were fairly lawless.

be0215 No.271

>>258
Should be Gen 3 though shouldn't it? With the exception of Human Princess's.

Because Gen 3 is Imperial Tower Girls, it's EMPIRES.

Gen 1 is probably in some backwater part of the main continent, with the human kingdom being near the center of it all.

e074ac No.272

>>271
or it is different continents. Gen 1 would be like europe sized, gen 2 would be like africa, then gen 3 is asia with big countries.

>>269
I like that a lot better than another mordor.

e074ac No.273

>>272
Ah forgot this, but they are all connected in a city like constanaple or something

24bb28 No.276

>>272
I was thinking this. Continent 3 could be a lot like Central Asia, where countries are vast but not densely populated, and not terribly modernized. I don't think the Yeti kingdom would be as powerful or industrialized as the goblins, for instance.

835f5d No.278

Where would Grand Tower Kingdom be located since it's represented in all gens?

e074ac No.279

>>278
could be like alantis or absolam from pathfinder. Where it is a huge ass island between the continents

be0215 No.284

>>278
what if there's a massive inland ocean with a massive kingdom of many towers on an island in it's center? The bridges are actually massive fallen towers?

The towers are all homes to various dragons.

24bb28 No.286

File: 1427421199050.gif (1.76 MB, 219x186, 73:62, Vely Preased.gif)

>>284
> The bridges are actually massive fallen towers?
Holy shit, that would be awesome. Also kind of lines up with >>279 since they are all in the middle of a large body of water.

835f5d No.287

>>284
Yeah that could work. Maybe all those towers are parts of one gigantic kingdom sized tower.

be0215 No.289

>>287
nah, bit much that. I think they just have loads of towers in their kingdom, like a giant fantasy BLAME! kingdom filled with dragons rather than all being one giant mega tower.

24bb28 No.290

>>289
> loads of towers
Well… it is TOWER girls, we need to make it as relevant as possible.

e074ac No.316

>>284
I like the idea that the bridges are massive towers that have fallen.

Basically the tower kingdom is a massive destroyed area. The reason tower princess appears is that if you save all the princesses with their power combined you restore the kingdom and bring the tower princess out of her prison.

e074ac No.425

So one thing we know is that the tower kingdom has been there for a long time, and as gats says the towers were not designed for dragons.

So the ruins of a kingdom seem more likely. The size of the island continent if we go with that will probably be very large.

I imagine that the world of towergirls is larger than our own earth, so maybe island wise the tower kingdom is like half the size of australia. It is covered in the ruins of towers and the towns that surrounded the towers. the bridges to the island are former towers that have fallen to cross the ocean.

Of the gen 1 nations it seems that the human kingdom is one of the most powerful, I am thinking that it would be like the byzintine empire in design. The Princess dad is the emperor and the lesser kings that make up the nation pay tribute to him.

f48f84 No.426

>>316
>grand tower kingdom is the graveyard of the tower princess and her people
awwww sheeeeit what a tweest

>>425
The second dragon princess' towers are up in a very cold area, whilst the third dragon princess has hers in a wasteland. It's probably safe to say that the Grand Tower Kingdom is either very up north or very down south, too.

Anyway, for the guidebook, rules will be at the back, since they ain't as important. The majority of it will go into depth with the kingdoms, royal families, inhabitants, even myths & legends. That's around what I'm aiming for. The current chart implies that it all takes place on either one or a few (but not all) continent(s), so I'm definitely planning on expanding there. Looking at the ocean, specifically. Friend also suggested covering the book with some medieval-style illustrations, which sounds great.

835f5d No.430

File: 1427447744897.jpg (93.34 KB, 464x289, 464:289, rainshadow_diagram.jpg)

>>426
Hm, DP1 is on the verdant side, DP2 is on the mountain top, and DP3 is on the desert side?

e074ac No.431

>>426
Sounds good then.

I was thinking that with the size of tower kingdom it would not be a stretch for the wasteland and cold areas to be present. I mean it is the ruins of the nation if we go with that angle. The wasteland itself can be the final battlefield of the death of the tower kingdom.

While the chart does not have all the continents explained that is fine. A setting book typically does not have the entire world as well, just the main portion of it so that works as well.

I think the reason I was suggesting that the rules go first is that it is what I am used to in campaign settings, where you have the rules then the indepth fluff stuff comes after.

Plus you can handwave some things by just saying a wizard did it if we are going with climate or some stuff. Since magic is present in the world.

>>430
That works as well in this case.

f48f84 No.433

>>430
Yeah, that works pretty well. I might be forgetting something, but it ain't a big deal.

>>431
Oh, having rules at the front definitely makes a lot of sense, I'm just very, very bad at rulesets. More used to playing tabletop games than GMing them. I could always try asking for help, but this time around, I was considering making the book a closed-off deal. Since I'll probably be setting up a patreon for donations, I can't exactly ask you guys to spend the same amount of time working on it for free.
But I also want community input in the end, and the book itself won't be for sale. This is the kind of stuff that I'm trying to think about without seeming too much like an asshole. I could always work on it for free, but that would slow down progress by a lot, since I obviously need to work to eat.

e074ac No.436

>>433
A patreon sounds like it could work.

My only thing is that you probably should also ask for community input, the patreon should be there to provide the artwork for it. I understand needing the eat though.

As for the rules upfront thing I could get overruled on that portion but the rules do not need to be done right away. That can be the last portion that is done. Just when it eventually comes out the rules being up front is probably the best bet.

I am mainly just spitballing ideas in this thread of what may be interesting.

7e0861 No.444

If this is a nation building thing…
Kobold
Expansion difficulty: because kobolds live within caverns expansion is slow but unhindered
Consumption rate per capita: due to their small size kobolds have a lesser need for food than an average sized creature
Agricultural modifier: because of their setting kobolds produce food at a slow rate but enough to where they would not need to import food initially
Initial productive rating: kobolds are slow and methodical in nature, but are indifferent to work. A typical citizen works 11 to 15 hours a day at relatively high happiness because of their time slept is very minimal.
Potential productivity rating: with proper health initiative and happiness the kobolds can become strong and quick workers, with working 16 hours of the day and size modifiers in mind, each will scale to have a productivity rating to that of 1.6 times that of an average human.
Religious involvement: kobolds are a religious bunch involved in a diverse set of cults to different gods.
Religious precedence: religious tolerance is high and manipulation by religion is very difficult.
Religious growth: religious prominence sways immensely over time, there is a high chance that the worship or one god may become much greater than another if exterior bodies effect involvement.
Happiness: kobolds are a fairly happy bunch but they must continue to reproduce to do so.
Annual death rates: kobolds most often die to foreign invaders, invading dangerous lands and child birth, about 8% per year.
Population growth modifier: kobolds reproduce at a rapid rate, about 8% per year
Growth based on happiness modifier: kobolds who are happy often reproduce at 300% the normal rate.
Manufacturing modifier: with a lack of technology or care to increase it kobolds barely take part in the industry of manufacturing
Resource processing modifier: kobolds often outsource refinement to other kingdoms despite them being able
Resource collection modifier: kobolds are great miners, and thus their sales of unfinished goods leave other kingdoms with reliance.
Vacation allowance: while they are able to take leave at any point they so choose, kobolds often do not take vacation
Expenditure to capital withheld: with little sense of person power defined by wealth, kobolds barely save their money and will often spend it fancifully.
Shipping and distribution difficulties: the caverns are a wild place for getting directions, it is difficult for their to be mass transportation of citizens or items through them
Population density: 1 kobold per 1024 cubic meters.

a8ce08 No.445

>>436
I think just keeping the patreon for the entire setting project isn't a bad idea. I mean there's nothing stopping Gats from spit-balling things with the community, and it allows for a platform that he can gain some more closed off critique from if needed. People who are willing to shill out a few dollars are probably a bit more serious about the project than others, so for some things it might be a good idea since you can avoid some of the bigger idiots in the crowd.

f48f84 No.455

>>436
>>445
I have a few ideas that I think would be neat for the type of model being advertised. For starters, people normally desire an incentive to pay beyond just supporting the artist, so it might be cool to allow people to send in their own ideas and sketches to be interpreted into the book, like plants, fruits, animals, minor characters, etc. Nothing that disrupts the main narrative, but interesting stuff nonetheless. As >>445 mentioned, there's critique if I need it, but it might also be possible to discuss some other aspects by holding a weekly thread on this board about it, too.
I really want to make it a fun thing, above all else.

2d7dcb No.508

Decided I'd give a crack at writing some stuff for the Coral Metro or Mermaid Kingdom.

Sir Knight, Regarding the Coral Metro Kingdom and their Mermaid Princess…
Being an entirely submerged nation in a world of terrestrial empires, one might mistakenly believe the Coral Metro Kingdom to be economically and politically aloof on the world stage. But even a cursory observation of the opulent marble halls of the Mermaid Princess' palace would shatter any doubt that the Coral Metro people are anything less than shrewd traders and merchants. While the Emerald Glade kingdom defends their jurisdiction over most of the rivers passing through the major players of commerce in the world, the Coral Metro has first rights when it comes to sea-based trade, providing protection, navigation, and managing licensing rights to the more established trading corporations that must ship overseas. More than just accountants, the Coral Metro exports in bulk the kind of staples and rarities that only the sea can provide, being the main supplier of aquatic cuisine to the civilized world as well as providing priceless jewelry and colorock to the more fashionably inclined nobles of the land.
The Coral Metro people are, however, a largely simple folk in culture, themselves not very inclined to clothing or in need of travel or shipping rights within other empires. This has led their people to reflect the self-sufficient basis of their kingdom, and it is not surprising to find Merfolk whose ambitions don't extend far beyond their home regions. The ocean, while beautiful, is in many senses a large and empty thing, which contributes to the lack of interest in exploring other regions or sights by its inhabitants. To fill this gap of physical exploration, the people of Coral Metro instead find thrill and enjoyment in their experiences with others, reveling in those that can bring laughter or brighten spirits in a world they see to be somewhat dull. Playfulness and spontaneity are seen as ideal traits in Merfolk, and individuals possessing them are often lauded by Merfolk poets and songsmiths.

To that end, the Mermaid Princess is seen as the pearl of the Coral Metro, the epitome of the positive traits of Merfolk people. Bubbly in more ways than one and surprisingly airy for one who spends all their time submerged, she is considered the greatest of catches by members of the King's court, the kind that can pull a person away from the pressures of everyday life with the greatest of ease. While some staunch pragmatists may criticize her for being a bit too adventurous or carefree, she is still young by Merfolk standards, and most find in her a shimmering glimpse of hope for the future of the great aquatic kingdom.

That is why it is so important that she be rescued from the sinister tower kingdom's clutches, brave sir knight! Without its pearl in place, the ocean grows gloomy and oppressive. Should you save her, the people of the Coral Metro would be eternally grateful to know their beautiful light is safe once again, and what's more, you would surely find your own life illuminated by her presence. Perhaps, even, she will take a liking to you, her rescuer, and choose to provide you directly with the joy and happiness that she exudes for her people… if so, lament for the last time any frown or feeling of sadness you may experience, for surely such things are impossible in the presence of the great Mermaid Princess!

f5ef7b No.511

>>430
> I might be forgetting something, but it ain't a big deal.
Totes legit. India: Verdant. Tibet: F'ing cold. Gobi desert: Wasteland.

be0215 No.525

>>444
>>508
Writing Goblin Kingdom.
Fertile Factory Kingdom

Expansion difficulty: The Goblins have spread to the very edges of other kingdoms, with massive population density. They have taken to building up and down.

Consumption rate per capita: Goblins are hedonists, and depending on their position in society, either have a miniscule consumption rate, or an enormous one.

Agricultural modifier: Trying to grow food normally is impossible in the over taxes and polluted lands of Fertile Factories, but mad science and alchemy allow for crops to maintain the necessary rates of expenditure.

Initial productive rating: Goblins work hard and play hard, always. They get shit done, on time, but not following any schedule beyond "it gets done by X date or I sell you to the baby factory".

Potential productivity rating: Goblins who have less distractions get more done, but Goblins who are in the throws of excess for get higher quality work done.

Religious involvement: Goblins don't care what you do. But contraceptives are strictly prohibited.

Religious precedence: Goblins follow a vareity of gods over time, mostly those who support their views on slavery, intercourse, hedonism, and progress.

Religious growth: Fluctuates wildly. Ever so often there's a religious flare that swamps the nation, but mostly it's in decline.

Happiness: Goblins, by and large, are quite happy with their lot in life. Even the slave castes are well cared for given the large amounts of recreational drugs and free love available.

Annual death rates: Impossible to count. Between drug overdose, industrial accidents, and goblins leaving to make their fortunes elsewhere (usually by banditry). Goblins tend not to care as long as it's not their immediate family.

Population growth modifier: Fertile Factories has a ban on contraceptives of all sorts and their population is primarily female, with a ratio of 5-10 females for every goblin male. Goblins of lower classes don't care how many partners you have, while higher class goblins prefer monogamy.

Growth based on happiness modifier: Happier goblins reproduce faster. There is a noticable increase in fertility the happier a goblin is. A goblin female who is excited and happy (usually due to being hoped up on drugs and also being constantly impregnated) can have multiple births exceeding octuplets.

Manufacturing modifier: There is not one single building in all of the Fertile Factory Kingdom that is not kitted out for production of finished goods (with slaves being defined as finished goods at the baby factories)

Resource processing modifier: Likewise, most factories process raw materials on site to keep costs down. Though the need to import raw resources is mandatory given how stripped down Fertile Factory is.

Resource collection modifier: Only the deepest minerals, and mad-science fueled agricultural products are able to be collected within the kingdom. Aero-mining by collecting the dust and soot in the air above the kingdom is also increasingly common.

Vacation allowance: Slaves get no vacation and are restricted by the wishes of their owner. Freemen get as much vacation allowance as they can afford working in the factories. There are no restrictions on leaving the kingdom for nonslaves and slaves are regularly exported.

Expenditure to capital withheld: Goblins classes are probably best defined by those who are able to save their money, and those who cannot. There are no banks in Fertile Factories, but there are treasuries that keep people's cash for a very nominal fee. The Royal family's taxes are 'technically' a bank in the traditional sense, and goblins are free to place their money with the Crown directly and withdraw at any time, and the Crown is the only power legally mandated to give loans.

Shipping and distribution difficulties:The Fertile Factory Kingdom has gone out of it's way to make distribution of resources as easy as possible, as this increases the rate of trade with other kingdoms. A happy side benefit is that goods and food get to where they need to go easily, and as long as there is no shortages of such resources (a rare thing given how much the kingdom spends to ensure that it's populace is well fed and kept showered in drugs and sex so no rebellions flare up) then people get what they need or desire fairly quickly.

Population density: 1000 people per cubic kilometer (measured cubically given goblin tendency to build vertically these days)

be0215 No.526

>>525
>Population density: 1000 people per cubic kilometer (measured cubically given goblin tendency to build vertically these days)
Only 200 freeman of that number per cubic kilometer.

be0215 No.2392

So any other ideas?

835f5d No.2393

>>2392
Well, there's this >>1657

59518c No.2544

File: 1428027474558.jpg (115.55 KB, 510x538, 255:269, TOWER.jpg)

Um I thought of an acronym for a Knightly Order based around technophila like the Mouse Knight/Mouse Princesses so I made a little guild seal for them and I thought maybe you'd like it okaybye.

812759 No.2574

>>2544

I can respect a cool acronym when I see one.

642ea5 No.2599

File: 1428069698998.jpg (76.67 KB, 700x441, 100:63, goblins_mardu.jpg)

It is in my personal and professional opinion and head canon, that the folk of Ogre kingdom all resemble this.

5d22cb No.3311

>>2544
Speaking of the Mouse Kingdom, I noticed that their kingdom and the Princess's kingdoms are the only kingdoms named after towers. I was thinking that instead of just stealing Mouse Princess and her 11 sisters, DP3 stole their entire tower-shaped castle during some sort of celebration where everyone but the Princesses were outside the tower. That or afterwards DP3 killed everyone inside the tower but the Mouse Princesses and turned them into mouse skeleton guards for the one tower that stands out from all the others.

And yes, before tou say anything, you can't be the sister of a Princess and not be a Princess yourself. The actual "Mouse Princess" simply is the crown princess. (Right?)

5d22cb No.3312

>>3311
*and the Dragon Princess's kingdom

59518c No.3545

>>3311
There was some talk about them on 4chan tonight and the idea of Clock Territory being set up like that capital city in Oblivion: The clock tower at the center, with 12 districts radiating out of it like spokes from a wheel, each of the sisters overseeing one of them.

25dad1 No.4011

So Cat Knight and Cat Princess both look kind of eastern, she's got kind of a super cut down chinese dress, he's got that samurai armor. I was thinking Torrential Bloom would be a series of islands, large ones, whole thing would lie inbetween the second continent and the third serving as a kind of landbridge. One of the giant islands could be assasin princess's kingdom acting as a super isolated human culture with roots in not! asia while the rest could be torrential bloom proper with multiple clans of cat nobles ruling over various populations. Cat Princess being the current heir to their little empire.

6843a5 No.4013

>>3311
>sister of princess and not princess
Could be a bastard or disqualified on other grounds (religious/traditional/unable to fulfil princessly duties/etc.)
I suspect she's just first in line, yes. The rest are subordinate princesses. Or they're her related by blood retinue, if the mouse kingdom's people pop out kids by the bucketload.

…Now I'm going to feel guilty if I need her for a route but don't have the space for them.

25dad1 No.4014

>>4013
>>3311
could be a "suboridante bloodline" thing where there are multiple clans with one ruling all the others.

also real knights travel in groups and coordinate with rival knights using duels to establish superiority so all the princesses get rescued and assigned to a loving husbando.

59518c No.4150

>>4014
Some princesses are gonna be way more popular than others, though.

"The thirty-fifth duel to determine the rescuer of Boy Princess has been decided in the favor of Peasant Knight. There will now be a sort intermission as we reset the dueling field for a loser's bracket match to determine the rescuer of Mimic Princess…"

6843a5 No.4162

>>4150
I know she's super popular in art and the like, but I ship bash knight and kobold princess.

Because adorable.

59518c No.4181

Spitballling some lore ideas.

>The towergirls world has three primary continents. Gen 1-3 exist mainly on the central continent, while the exotic far east and west are populated by the 'Wild princesses' or those in the Waifu Wars gen 5 chart.


>High Forest Kingdom is a sprawling realm, though not all of it's territories are as loyal to the crown as it would seem. The central territories surrounding the castle of Human Princess are held up as a beacon of human culture. Ruled over by the royal family, cruelty and evil have never managed to take root here due to the actions of the Band of the Moon, crusaders for justice lead by Knight Princess. They answer to no-one but her, creating a polite but tense divide between the Band and the nobles of the kingdom. Dei is a popular god within the High Forest kingdom, and an order of paladins reside within the capitol, lead by the Paladin General.


>The forests of the kingdom taper off into flat grasslands as one travels west, a long but thin strip of fertile farmland hugging the western coast of the central continent. This area is known as the Endless Fields, a serene and peaceful area populated by countless farmers and fisherman. Considered a territory of the High Forest and sharing its largest border with that kingdom, it's largest threats come from the sea. Border General protects the coastal villages of the Endless Fields from the marauding Thundering Fleet, headed by the vicious and terrifying Pirate Princess. Some within the capitol worry about the Endless Fields, however. Though the area claims no royal family, spies have uncovered that the beloved idol of the fields, Boy Princess, has uncovered the artifact known as the Haystack's Needle, something that could transform the Endless Fields into a military powerhouse strong enough to challenge the High Forest Kingdom proper.


>The east of the High Forest raises up into hills and then up into forested mountains, becoming more and more lawless the further one travles. Exotic species such as bamboo become more common, and as such Bamboo is sometimes seen as a plant of ill-omen in the capitol. Within the forests and mountains the Hidden Castle resides, an ancient fortress that houses a league of assassins, including their idol and greatest prodigy, Assassin Princess. Assassins and those who serve them renounce the white god Dei and instead pray to Starl, god of the night, making the assassins not only criminals, but sinners and heretics to the church of the High Forest. However, neither the Band of the Moon nor the Paladins have ever succeeded in locating the Hidden Castle, for it is said that Starl himself obscures its location from any enemy.


>To the south, the forest withers away into flatland once again, but unlike the Endless Fields, quickly turns to arid desert instead of farmland. The High Forest Kingdom is said to end at the final sun-bleached tree that clings to life in this wasteland, but even beyond that, the dusty sands stretch far away and out of sight. The Sandy Seraglio, a terrifying demon fortress of lust and wickedness, was built here, and is ruled over by Succubus Princess. Thankfully, the princess seems uninterested in any military conquest, and despite a few feeble attempts at a crusade no-one has ever put the jewled domes of the demon castle to siege. While the Princess consorts with her harem, the desert outside is largely unpatrolled and unpoliced. A band of wanderers and thieves, the Many Hands consider the Sandy Seraglio their home, themselves unbeholden to the demons, and their most beautiful member, their Nomad Princess. They clash often with the Rogue Army of the Incubus General, a band of demons unsatisifed with their position under Succubus Princess' heel.


>Though more aggressive than the Princess, the Incubus General is still a coward, and the demons under his commmand act more like bandits than a proper army. Both the Hands and the Incubus General's army's primary targets is the Colossal Caravan that winds its way through all of the human kingdoms (And beyond), but is based in a never-ending bazaar that sits in the shadow of the demon castle. The heiress of the controlling majority of the caravans, known to her followers as Merchant Princess, grows richer by the day, profitting on the riches of the jeweled castle (And the wallets of the High Forest Kingdom, though very few would admit it, the capitol imports vast quantities of demonic erotica). Whispers abound, though, that she is discontent, and wishes to use her wealth to found (Or, more extremely, buy outright) a kingdom of her own to rule. Though few have traveled further into the treacherous desert, those who do often report another kingdom even further in the reaches of the desert, a cold and desolate stretch of desert lit by millions of brass lanterns. The Burning Lantern Kingdom, as it is called, has never been explored by the kingdoms of man, and is largely unknown.

59518c No.4182

>>4181
>The northern areas of the high forest give way to boreal forest, then vanish entirely as the ice claims the area. Known as the Everharsh glacier, it is technically a territory of the High Forest Kingdom, but aside from a few scattered villages, it is a barren wasteland of ice and wolves. At least, this is what those who live in the capitol believe. In actuality a vast tribe of barbarian warriors dwell here, subsisting in this frozen wasteland via hardy ancestral techniques and supplementing themselves by raiding their southern neighbors. Their long boats are a dreaded sight along both the east and western coasts of the continent, and their leader, the Raider Princess, has clashed with the Thundering Fleet, the Border General, and the Assassins of the Hidden Castle. It is believed they have unearthed some ancient form of magic from aeons past, or else have the favor of some god who's Idol and name has long since been lost, for thunder and lightning seem to dance at their command, and their howling berserkers call the storm into themselves to become unstoppable engines of destruction.

25b0f0 No.4228

>>4181
>>4182
Very good, all wonderfully woven together.

59518c No.4426

>Though the Assassins of Starl claim the mountains of the east as their home, one particular mountain is solely the domain of Nanbi, god of the sun. The Peaceful Peak, as it is known, is ruled over by a single individual, the chosen of the Sun God, the Monkey Princess. Her martial skills unparalelled, she is something of a nuisance to the nearby villages, for travelers on the Peaceful Mountain are often challenged to martial arts duels of other physical challenges by this strange hermit princess. With her abilities and the blessing of Nanbi, she has never lost these challenges, and considers them to be more playing around than a serious fight. She considers it her right to take a prize from a defeated challenger, though, and often uses this instead of payment for goods when she travels down from the mountain peaks to trade. It is unknown what prize she has in store for any challenger who could actually manage to defeat her. Assassins that have grown arrogant are sometimes sent on useless missions to defeat Monkey Princess as a way of teaching them humility.

59518c No.4434

>The Forgotten Garden is a peaceful and serene chateau nestled in the hills to the east of the High Forest Kingdom's Capitol. Though remote and apparently abandoned, it is in pristine condition, and its garden walls and locked gates deter all but the most curious travelers. Within, the gardens and hedge mazes that make up the majority of the grounds are all carefully tended and lush, if a ted melancholy. More sealed gates bar access to the mansion itself, which is as appointed and furnished as to befit the royalty that resides there. Forgotten Garden Kingdom is, of course, not abandoned, or the beautiful grounds it contains would be choked with overgrowth, and the riches of the mansion would have been long plundered. No living soul resides here, but by night one can see the necropolis for what it truly is: A kingdom of the wandering dead. The ghosts form the courts and servants of a silent specter of gorgeous countenance, the Ghost Princess. It has been noted by scholars of such matters that the Ghost Princess is not, in fact, the ghost of a princess, rather a princess among ghosts. It is not know what draws the wandering specters to this place to serve as her court, but they number in the hundreds at least. The ghosts speak not a word to the living, and seem to have no greater goal than to dote upon their Princess, but their silence leaves hundreds of questions unanswerable. At the very least, they seem content to reside within the gardens and pamper their Lady, though they suffer ill manners poorly. Guests who are merely rude will be ejected from the premise, thieves are never seen again. One shudders to imagine what a crusade or invading army would have to contend with, though their passive isolation leaves neither Paladins or Band of the Moon inclined to such action. Indeed, most of the High Forest consider the Forgotten Garden Kingdom to be curious, creepy, and slightly sad, but not evil by any such reckoning.

59518c No.4435

>Resting at the foot of the Everharsh Glacier, The Frozen Church is an enormous stronghold that was apparently once the residence of the Ice Dragon, Freya. It is unknown if it received the title of 'Church' because of its architecture, which vaguely resembles an enormous and beautiful Cathedral, for the massive graveyard it overshadows, said to be populated with the endless knights who attempted to slay the mighty dragon in her lair, or for the dragon herself's aspirations to be worshiped as a goddess. Regardless of the origin of the name, for many decades only the foolish, hardy, or insane dwelled in the shadow of the castle, both for the bitterly cold climate and the threat of Freya's eventual return. However, many years ago, a mighty necromancer who's armies had rampaged over the High Forest finally settled in the ancient castle. Fearful of what the sorcerer could do with the ancient stockpile of draconic knowledge in the vast libraries of the Frozen Church, the Paladins of the High Kingdom and the Band of the Moon launched a joint assault on the stronghold. Alas, they where to find it as unassailable as when the dragon herself had resided there, and the combined army was forced to retreat. When it seemed that no retributive strike was forthcoming, the two armies quietly returned to the heartlands of the empire, willing to allow the Dark Lord his retirement. Since that failed Siege, the free-willed undead have flocked to the Frozen Church, erecting a series of variously haunted castles dotting the peaks beside and above the main citadel, all sheltering under the umbrella of the Necromancer's protection. The necromancer himself, it seems, has settled down to enjoy his well-earned immortality, and constructed himself a family of similarly immortal skeleton daughters. The Skeleton Princess herself, the eldest daughter, has grown up into an outgoing young(?) woman (??), who has regretfully been unduly influenced by the vast stockpiles of Erotic Literature that the libraries of Freya contained. As such, her libido has led her to become a sort of legendary terror among diplomats sent to the Frozen Church. The difficulty of intercourse with a skeleton, and the terror her father inspires, mean that she has had no success finding a satisfactory partner thus far.

59518c No.4436

>Far to the south-west of the Frozen Church lies the second stronghold of the Undead on the central continent. Located on northern point of the Endless Fields, it is uncomfortably wedged between the territories of the High Forest and the shadow cast by the Wandering Mountain. In the years long past, the Necromancer's rampage over the High Forest and its territories led him to the Everharsh Glacier, part of the same campaign that would eventually lead to his settling in the Church. When confronted with the effect the frozen temperatures and lightning-wielding barbarians had on his fleshier minions, the sorcerer carefully pruned the zombies from the ranks of his undead army. His command, long remembered by the zombies and long forgotten by the Necromancer himself, was 'Dig a hole and bury yourselves, to await my return'. Obedient to the fault, the zombies complied, and the years passed quietly in their makeshift mass grave. Eventually, however, the intelligent zombie generals decided something must be done, many of their number had rotted away to nothing and gone silent, and they where all suffering from a condition previously unknown to zombiekind: boredom. While they at first tried to content themselves with expanding the pit they'd buried themselves in, their original designs quickly fell through in the most literal manner. To the vast surprise of the small trading village that had been established above, the ground beneath them heaved, thundered, growled and snarled, and then caved in, revealing a cavern packed with what seemed to be a limitless number of zombies. Thus was established Deafening under's kingdom, with the human villagers fleeing south and leaving the village to the perplexed zombies. The Kingdom has been vastly expanded both above and below ground since its founding, and exists now as a socially awkward neutral territory constantly menaced by Paladins, Knights, and Orcs. The zombie generals, in a desperate attempt to create some sort of authority or leadership figure who could stop the citizens of the undead kingdom from being repeatedly hacked to bits by their neighbors, created a new zombie who was declared their Princess. Sadly the Princess is only mildly less subservient than the milling hordes that make up the citizenry of the rest of the kingdom, but she has nonetheless taken it upon herself to politely and diplomatically resolve the many issues her kingdom faces.

25d82e No.4447

>>4435
There's been some lore-talk over in the enemies/monsters thread, and I figure I might as well post a collection of item/enemy descriptions tied to a civilization of a barbaric penguins living on Everharsh Glacier.

>For centuries, unbeknownst to the rest of the world, penguin society flourished in its barbarism behind the veil of blizzards and steep glacial crags. As a testament to their unbreakable will and superiority, the bold club of penguins has taken a princess hostage and will prove their might in her defense.


>The glacial wastes are home to strange beasts, many of which fall under the control of a penguin whose greed consumed him to the point of exile. Some say he resides in the heart of a no-man's-land sprawling out to the Northwest of penguin civilization where a constant blizzard chills the soul and numbs the body to the pain of poor judgement.


>Lumbering automaton wielding a chunk of a glacier as a weapon.

>Not even the penguins that utilize them know how the mighty golems came to be, but they bear a striking resemblance to Human creations. Perhaps it is a militarized imitation, a venture into the arcane gone awry, or something far more sinister.

>Frosty Berry

>A delicious citric berry favored by the Everharsh Glacier glacier penguins for its rejuvenating properties.
>Good Luck Pebble
>A highly unique pebble cherished as an engagement gift between penguins. For the conscripted, however, it now serves as a symbol of good fortune and hope. Can be smashed to release its magical essences.
>Walrus Tusk
>An ivory walrus tusk occasionally carried by penguins with a fondness for alchemical pursuits. Perhaps they're on to something, here.

An image of the enemy line-up can be found here
>>4345
and a compilation of enemy info is here.
http://pastebin.com/QAPywpK1

1c168e No.4449

File: 1429210596222.jpg (117.75 KB, 800x571, 800:571, Gunship_Longhorn.jpg)

Since we got Automatons, is Magitek allowed?

59518c No.4485

>>4449
I'm hardly an authority, but I would be very, very careful with it. Something like that should very nearly always be linked to either the Golem or Mouse kingdoms, and it really depends on what you intended to add.

1c168e No.4487

File: 1429299577021.jpg (64.09 KB, 640x480, 4:3, airships.jpg)

>>4485
I was just asking, perhaps there was some consens that I missed.

Don't have much to add right now, I just like practical uses of magical items and magic.

But that might just be me looking at that Warm Ore and thinking: this could be used for a rudimentary steam or jet engine.

Also airships, but that's a given.

59518c No.4488

Man, I seriously miss that game.

59518c No.4510

>>4507
I forgot I had done this so including it for completeness sake

690d43 No.4989

>>4487

>Get pirate princess in part 2

>worship get deity for fleet kingdom

>recruit wizard master in part 3

>specialty given to kingdom is "floating houses"

>Don't think that means on water

>Rule the skies!


1e1b49 No.5180

so how are things coming along?


fe0941 No.5181

>>4181

hey you, if you're still alive and visiting towergirls threads here and on /tg/ drop into the #Towergirls channel on Rizon, we could use someone who likes thinking and writing.


f40cab No.5251

towergirls time


b5f762 No.5534

>>5251

Dad No!




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