The Fourth Day
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The Fourth Day

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"part of me prefers just thinking Links a dumbass. if i wanted to summon the apocalypse and destroy Hyrule id built a little fence around myself and theres not a god damn thing he can do about it" - Naomi
Welcome to the Fourth Day, where everything's made up and the points don't matter.
That's right, the points are like Drae's opinion.
Colors are now freely available, PM Drae to ask him for yours!

 

 DF Unified Setting

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Darc
Booty Warrior
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Darc


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PostSubject: DF Unified Setting   DF Unified Setting I_icon_minitimeThu Sep 17, 2015 1:40 am

Years back, we tried working on a setting when there was discussion for an RPG Maker game. Like many projects, that never panned out.

However, cooking up a setting is still good fun. Let's discuss geography, races, culture, and civilizations!
Assuming we build this with TRPGs in mind, we could even run a round of Tavern Tales or the like with it.

The thread description says it all! Let's make a god damn world!
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Fire Ferret
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PostSubject: Re: DF Unified Setting   DF Unified Setting I_icon_minitimeThu Sep 17, 2015 2:22 am

sounds fun.
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Zalty
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Zalty


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PostSubject: Re: DF Unified Setting   DF Unified Setting I_icon_minitimeThu Sep 17, 2015 10:44 pm

Worldbuilding! Yeeeeeeeeeeee!
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Darc
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Darc


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PostSubject: Re: DF Unified Setting   DF Unified Setting I_icon_minitimeSat Sep 26, 2015 5:44 am

So, very late update, but an update nonetheless!
Let's start with the most important part of our world. The people in it, that is.
Time for everyone to make a race!

What do they look like? What do they eat? What's their culture like? Ask yourself these kinds of questions. Give your race as simple or complex a background or history as you feel they need. Just remember, races are like characters on a larger, more generalized scale. Avoid the common pitfalls of character writing and you'll be fine. Also, remember that the goal of this setting is to be viable for tabletop games, so make sure to leave room for DM plot hooks with races, and room for PCs to make their own characters within the confines of the setting.

If you're desperate for an example, the race I cooked up can be found Here.
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Zalty
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Zalty


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PostSubject: Re: DF Unified Setting   DF Unified Setting I_icon_minitimeTue Sep 29, 2015 2:28 pm

Corlan:
Physical:
-General: Taller than humans, generally between 180 and 235cm, with average frames (relatively speaking) packed with muscle. They have exceptional core body temperatures and fissure-like indents in their skin, through which the glow of their extreme temperature shows like lava. When born they're a light grayish-brown color, and their body doesn't emit enough heat yet to produce a glow. The cracks are always shallow, no deeper than 3 cm unless expanded by injuries. The females are the taller and stronger of the two, and at puberty (10 years) begin to grow twin antlers out of their foreheads. Males' horns grow in around 13 years. The antlers are multi-pronged on females and rock-like in quality, with colors ranging from flecked gray to dull brown to smooth basalt black. Male horns are simple and smaller than the females'. Their skin offers a protective coating except on their characteristic cracks, and can come in a small variety of colors, such as gray, sand, dark brown, and black. The edges of the cracks on females are a darker shade of their primary color, while males' are light gray like ash. Hair is thick and usually frizzy due to lack of washing, worn shorter on females and as long dreadlocks on males. Eyes have white sclera, and irises can come in just about every color except for white and green, though gold and orange are the most common.
-Face: Facial structure is very human, though the jawbone and chewing muscles are notably larger, and they possess slightly larger canine teeth. Ears are rounded and human-like, though the back is supported and protected by a thicker, tougher layer of skin with a rock-like quality.

Culture:
-Mating: Corlans are matriarchal and have monogamous instincts. However, when a female goes into heat, she is free to challenge another for her mate. They compete in a sumo-like fight by locking horns, and the first knocked out of the ring is the loser. The victor is then free to claim the male for herself, until the loser is next in heat and able to issue a challenge again. Relationships can be purely physical, or romantic. Breaking a romantic relationship with a fight for dominance is always seen as bad form, but is grudgingly accepted because instincts are instincts.
-Structure: Social creatures, they usually live in sedentary settlements of less than 50 families, with each nuclear family owning a home of their own. Males and females both leave the home as soon as their horns finish developing (15 for females, 18 for males), and are encouraged to choose a mate. Males are usually the older part of the couple. They lack a centralized leader, instead having one individual (a matron) whose opinion is considered most valuable, but can be disagreed with. If such an individual is deemed power-mad or unworthy, they simply choose another. A nuclear family submits directly to the oldest female in either parent's family. If there is a difference of less than a year, the two are expected to either decide between them or fight it out.
-Tribes: Settlements are called tribes, but don't attach names to themselves. They do, however, have a sense of identity and belonging, and in the rare case that two tribes meet, the two always regard each other with wariness at best and open hostility at worst. If they choose to remain in close proximity for an extended period of time, violence will invariably break out, beginning with small squabbles and ending in all-out war. Youths whose horns have not yet grown, lactating females, and older males are expected to remain at home while the rest fight. Casualties are usually few, victors determined by dominance and not killing. During hostilities, the matrons are not to be attacked, except by the opposing matron. Once the two catch sight of each other on the battlefield, they roar, and the battles around them stop and the two begin a duel. The loser is determined by forfeit and there are no rules to this match-off. Strangest of all, is the fact that, when the winner is determined, peace immediately follows. Individuals might still harbor grudges, but the two tribes overall immediately mellow out and respect each other. The tribe of the matron that lost is the first to leave the area, usually within a year, as violence tends to break out again if they stay much longer.
-Individuals: Though they lead an aggressive lifestyle between themselves, they're actually well known for their hospitality toward strangers. Most individuals own cellars that keeps out the weather of their preferred habitats, and the males are usually rather accomplished cooks. Members of the species are generally xenophilic, enjoying the company of other species and sometimes even finding them desirable.
-Diet: They are omnivorous, and will eat meat or vegetables in equal measure. Their culinary arts, however, heavily favor meats. Salads will generally be greens haphazardly tossed together, accompanying a meticulously prepared chunk of venison. As such, most individuals prefer a more carnivorous lifestyle. They don't show any interest in processing their foods to make things like bread or cheese, but have been show to be very enthusiastic about the latter. Bread, not so much.
-Habitats: Corlans enjoy all sorts of weather, but generally avoid overly hot areas such as deserts, as their extreme body temperatures make them uncomfortable. They usually settle near water and other food resources, though they usually avoid forests due to their tendency to set them on fire. Trees, like redwoods, that produce seeds in fire, however, are welcome to them.
-Clothing: Individuals are usually sparingly clad, with small hide or leather tops and bottoms that leave most of the body exposed. Armor is never used in their societies, though those that leave their tribes to join other races willingly wear it. In war-time, matrons are given thick leather dyed purple and/or red, and numerous bead necklaces in order to distinguish them. Jewelry is popular, though their tough ears make earrings impractical.
-Abilities: Aside from their physical strength, Corlans mainly have one notable ability. They possess an internal hydrogen bladder produced by digestion, which they can expel and ignite from their mouths in a fire breath attack. Their sense of hearing is also fine-tuned, while their sense of smell is usually dull, resulting in poorer hygiene than humans.
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Scotia
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PostSubject: Re: DF Unified Setting   DF Unified Setting I_icon_minitimeTue Sep 29, 2015 3:42 pm

You lost me at giant lavadeer.
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PostSubject: Re: DF Unified Setting   DF Unified Setting I_icon_minitime

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