Building Worlds: OoC thread

Gwyll

Well-Known Member
I think we already have dragons, and technology is not yet developed. But create a personality, and see how you will fit in. There are plenty of things to develop/modify.
 

zerohour

Well-Known Member
Watashiwa said:
Hmm... playing god?? You have my attention.? Mind if I jump in?? I call dibs on dragons and technology.

totallynotDunzelkahn.jpg
Go ahead, this is an open RPG, since someone could easily decide to be the God of clocks and have that be it. You might have to fight to have dragons, since someone already made dragons that live on the sun, but you're more than welcome to join.

Anyone seen Vex?

Edit: Update on the Treefolk/Gaeans

So here's basically what I had in mind. This is a braindump, so its probably fairly disorganized.

Gaeans are around 10 feet tall, and look like giant ape type trees. They also have retractable spines in the palms of their hands.

Fairly fast and sturdy, they do need to eat, but can also go into a hibernation type sleep and regain energy through photosynthesis.

They reproduce in two different ways.
-Standard plant reproduction, can be either with a chosen mate, self pollination, or ritual group reproduction.
-Stabbing another living creature with their spines, and injecting a proto-Gaean into them. It slowly eats away at its host, eventually either turning them into a tree which eventually evolves into a Gaean, or transforming the host into a tree version of itself. The first type takes longer but becomes a true Gaean, the second happens much faster but basically is a tree version of the original, complete with instincts.

Average lifespan is few thousand years, divided as follows:
0-100: Sapling, looks like a normal tree
100-500: Full grown tree. Acts as a womb for the growing Gaean inside. Gaean eventually emerges from the tree, which then becomes an ordinary tree. About 6 feet tall, and is considered a child.
500-750: "Childhood" phase, Gaean in induced into the tribe, learns about society, and all the other stuff generally associated with childhood.
750-2000: Adult phase. Average height is somewhere between twelve and fifteen feet.
2000+: Elder phase. Gaean slowly loses the ability to absorb nutrients through food, and increasingly has to rely on photosynthesis, resulting in long periods of inactivity. Possible that Elders eventually become indistinguishable from ordinary trees at this point.

Other abilities:
Plant communion: Talk with plants
Plants manipulation: Control over plants, including causing them to get up and move around.


What do you guys think?
 

Aarik

Well-Known Member
Their like ents who aren't anywhere near as lazy.

That are also Genestealers.

And die of old age eventually.
 

zerohour

Well-Known Member
Aarik said:
And die of old age eventually.
Maybe, or they just sit there.

Waiting. For all eternity until the moment comes, and then....

MWAHAHAHAHA!!!!!
 

Latewave

Well-Known Member
My next turn is going to be fun. But then several of you know that. Just got to get it prettied up a bit more and work on the OoC post.
 

Wildfeather

Well-Known Member
*Reads Lightwave's last post.*

What is this I don't even-

Right because I'm going to take you at your word. Having more domain than everyone else in the game means it is physically impossible to contest any decision you make ever. Second, you can only do one divine action a turn, not 9 things. Or are we allowed to do a super complicated thing that we call one "action" and no one bothered to tell the rest of us? Similarly, none of that symbolism exists in this world either, so in realty you did 27 seperate things in one action.
 

Aarik

Well-Known Member
And zero created several billion separate species in one action.

He just didn't describe all of them other then: "Also there are giant monsters."

Latewave just invented Leylines, or would it be Locus points?

The God of Magic is not ALSO the god of every element you can manipulate with magic.

I can't think of any instance in myth or story where that was the case.

Hell he specifically asked me about the Light Wonder, I named the damn thing, and came up with it's effect's.

(EDIT: I also gave wata the go ahead on his plan after explaining the dragons situation. He should probably be around soon.)
 

Latewave

Well-Known Member
I did ask. I PM'd zerohour long before I even posted it. I got the okay.

EDIT: Don't you have to create a counterpart for your Archons? They upset the balance after all.
 

zerohour

Well-Known Member
Alright, I didn't expect there to be so much of a stir, but I'll address this.

As far as I can tell, these are the concerns ligtwave has raised

-lightwave gaining an additional domain, granting him a power boost
-lightwave doign more than one action with his turn.

If there are any other concerns that this raised, or other concerns in general, let me know and I'll do my best to address them.

-First off, lightwave has not gotten an "official" domain. He doesn't get additional powers or additional actions per turn. Honestly, I'm probably not going to be giving out any additional "official" domains, since things seems to be working out alright.

-As for him doing more than one action, I am considering it as one, albiet very complicated, action. Similar to Aarik's Selachii, it's one basic concept with lots of detail. Rather than just saying "I create a car" he's saying "I create a car, with a V-2 engine, and a c=silver chriome radiator, and a green paint job... and so on"

Each of his Magical Poles is very weak, as only a fraction of his turns "power" is invested in each of them. Like Wildfeather said, each of the points has 1/9th the power of his turn. If we really wanted to , we could do some needlessly complicated math to allow someone to do multiple actions with a total value less than one turn.

For example
Destroy the elemental pole of lightning, wind, and metal (3/9)
Blow up the sun (1/2)
Exterminate the Volcano Selachii (1/7)
Commit genocide one thousand of the unnamed species (1000/some really high number.)

Which means you've used up 123/126 (about 97.6%) of your turn's power, rounded up to 100% because of the countless obliterated species tacked on at the end.

Would I allow that? Probably not. It's needlessly complicated, and is going to cause more problems than it would solve.

TL;DR: If it can be conceptualized as a single action, and I or Vex see it that way, it's fair game, unless it causes a significant number of problems with the rest of he players.



Does this solve to problems? If not, tell me what needs to be done.
 

Gwyll

Well-Known Member
ok, I am still thinking about the response, but from what I have seen, we have a set of magic 'nodes' setup. It might be a good idea to leave the exact function of the nodes a bit more general, but we see. And I think all gods can do a bit of twisting on nodes using their domain.

Aside, what would the water node do to a Selachii? How would it improve a telepathic shark?
 

zerohour

Well-Known Member
That's basically my conception as well.

Since someone has finally created magic, I think we should take some time to debate how we want it set up. Yes, someone can make it all on their own, but that would probably lead to people altering and undoing and screwing each other over, so if possible, I'd prefer to collaborate on this particular aspect.
 

Gwyll

Well-Known Member
I think magic should be 'beneath' the gods, the domain of mortals and heroes. The nodes should not be automatic, but they should enhance any mortal magic of a type, but perhaps influenced by understanding. If for example you try to create a sword at the perfection node, and don't know much about smithing or fighting, you probably would get a perfect showsword, that probably would be fairly useless at actual fighting.
 

zerohour

Well-Known Member
Anyone want to do something before I start a new turn? It feels weird to do it when only one other person did something. Are we about ready to wrap up world development?

Also, where the heck did Vex go?
 

Gwyll

Well-Known Member
I was waiting a bit if anyone had a response, I will add my actions today.

Edit:

Added, I have created a shapechanger, blessed group of animals, mainly to use as semi-avatars. Helka plans to keep a tight hold on them, but depends on other actions, might slip.
 

Aarik

Well-Known Member
...

Oh crap I never confirmed I...

Damn.

I didn't have any notes for humans because I'd posted the rough draft a few pages ago.

And I was pretty sure everyone would be able to get it.

Dammit.

After what little free time I've had, and talking with lightwave, the current notes look like this:

Krork:

Orc: Modified 40k Ork's, tuned to regard other sapients as Orky regardless of how they actually act, to prevent them from just killing everything on the planet. They are also, because of lightwave's wonder's, stuck behind the Storm, and kind of can't get to anyone else until they trudge their way up to boats that can get through that damn thing.

Will end up owning the Wonder of Thunder(Lightning), they'll also be the strongest force in the area of the Wonder of Earth, they will constantly fight the Earth Wonders guardian for fun.

Gretchen: Slave race to the Orc's, similar to goblins, but with longer more triangular ears, and large noses. More Clever then Orc's on average.

Ogre: Large, strong creatures, highly territorial, prefer swampland, extremely unhygienic. They have rounded heads and strange long cone ears.

There is an Ogre in the swamp that runs off the Wonder of Water.

Goblin: Come in a large variety of colors, bright and dark. Tiny nose. small round edged ears that stick up above their heads. Have main villages hidden in random out of the way places, use small warcamps as Chaff to keep enemies from finding them, they have a lot of enemies.

Hobgoblin: The Bigger cousins of the goblins, stronger, but less general intelligence, better at strategy and tactics in spite of this. Orange.

Cairn:

Troll: Asexual and genderless, breed by ripping off large parts of themselves, like an arm or leg, which grows into an infant Troll. Their regen is not magical, they can eat pretty much anything, and don't produce much waste as anything that can be used as raw materials for regeneration is stored in the body, Trolls are thus very fat, but slim down very quickly as they regen.

Largest colony is at the base of the Earth Wonder Cliff, all along the bottom, including the Canyon near the middle, but then, Troll's don't gather into groups much anyway. Have an almost instinctual love of pissing other things off, especially other Sapient species.

Thri-Kreen: Bug People, males outnumber females, females are much larger and sedentary, acting as Queen's. Two meter tall mantis people, four arms, upper arms are larger, but do not have thumbs, two legs.

Forged: Robots, Breed by building children. Almost every non inanimate object, and some inanimate, in Forged Society is a forged. Doorforged, Toasterforged, Windowforged, Houseforged, Tankforged... The Forged were literally created with more scientific knowledge then any other race, and will completely skip the caveman through renaissance ages. But Forged technology does not advance without outside assistance, the Forged literally are not capable of scientific advancement.

Ent: Living Tree's, lazy bastards, Low population, slow breeder's, long lives, Allied with the Wodar.

Pretty much all of them live in the giant forest that is the Wood Wonder, they get along decently with it's guardian, since the first ones to get there were all the around the same age as it was.

Humans: I'm only even putting this here as a placeholder, you all already know about how humans work.

Own the Light Wonder.

Zenta:

Elf: High Elf Mages, Low Elf Commoners, Zero no Tsukaima inspired. Several different countries. Irony. Low Elves look like more slender and skinnier humans with normal sized but pointed ears, High elves have pure white skin, various highly bright hair colors that no other species has, such as shades of green, blue, red, PINK, orange, and other bright colors, White is also common, have very long three inch pointed ears, Blue is the most common eye color, but their are other shades, red occurs occasionally.

Own the Water Wonder, and will immediately put aside most political and religious differences between the Elven Nations to declare immediate Holy War on anyone who is caught damaging one of the Wonders of Magic due to Elven religion's tenant's placing large amounts of importance on magic.

Wodar: Basically wood elves, middle ground between high and low Elves, are all one giant group. brown hair is the most common, tanned skin, uniformly green eyes.

Mostly live in the forest of the Wood Wonder, all Wodar have some magic, but they can't reach the degree of power the High Elves can, the Wodar live with, guard, and are allied with the Ents and the Wood Wonder.

Drow: Homunculus servitors. Essentially mindless slaves. Due to not really counting as alive, they can be patched up and rezzed if they 'stop functioning'. Have nigh pitch black skin, red eyes and white hair, uniformly.

When they are created, lightwave's plans for them are essentially: Zartne feels very bad for them, so much so he's furious at the High Elves for a decent length of time (for a god), due to the small size of Drow souls, Zartne will set up an afterlife for them in the Wood wonder, where they will basically just be little lights that float around sometimes.

Dark Elf: The result of the Elves 'breeding' with the Drow, are proficient slavers, Elves hate the shit out of them, it is mutual. Have Drow's red eyes, brown skin, and either black or white hair.

Once attacked the Light Wonder to retrieve some human children that escaped from one of their slave raids. They were all killed by the Light Wonder's Guardian. The kids eventually grew up and built a temple there, staffed by Monks, The Light Wonders properties make it extremely useful for Historians, and far more importantly, it will one day become one of the worlds most used peace summit.

Taril:

Hobbit: Short, ginger, tidy, good chef's, have some habits involving not leaving their homes.

Dwarf: Your kidding right? GENERIC DORFYNESS ALL THE WAY. Craftsmen, metalworking, sciences are a tad odd, find very odd uses for various random things, like floodgates and pumps, have the oddest random phobias, like strange fictional creatures called elephants or carp and also tree's. Hate the shit out of most Krork species, don't get along well with Zenta half the time, especially Dark Elves, fuck Dark Elves, with war hammer's.

The Dwarves own the Metal Wonder, they tried to claim the Earth Wonder, but it's position and properties make it almost completely unusable for them, they only make use of the canyon via a very large number of stone bridges they've erected, they have also managed to claim the Fire Wonder... Somehow, as it was on an island and Dwarves don't make boats... Unfortunately, because of how the Fire Wonder works, all the Dwarves living their routinely get killed wholesale, forcing the dwarves to send another group of 7 settlers. The Dwarves think this is hilarious. And the unlimited magical magma of the Fire Wonder is so useful the Dwarves don't really care. Other races send expeditions to this Dwarven settlement to look at the carvings of the horrific monsters that shamble out of the Volcano from time to time, the Dwarves habit of carving down major event's, even as they're happening, have resulted in an almost perfect record of the giant magical monsters that have spread all over Delsinum from the Dwarven Settlement on the Fire Wonder, which they have called, Koganusan.

The other species would probably get worried over the Dwarves having more Wonders then anyone else... But, well, the Dwarves have never started a war with anyone in all recorded history, and they just don't do politics. Dwarves just don't escalate, in an arguemnet, they will scream at you for hours, even days, but they will never throw the first punch. Most races that aren't Krork or Gnomes have learned to just go over them, since the Dwarves are the only Species that live underground, there is almost never any real reason to start a territory dispute, especially since the Dwarves don't care if you build a town over them.

Gnome: Tiny and weak, try to tech up, vary bad at it, Gnome technology has a tendency to randomly fall apart or fail, though they at the least have odd contraptions that are smaller then the massive weird things the Dwarves make, Tend to either live with or be at war with Dwarves, depending on random factors, when they are working together, expect much mad science lulz.

Draco:

Kobold: Communist Midget lizard people, Proficient, compulsive trap makers, nearly as good with metalworking and mining as Dwarves.

Have essentially stolen the Wonder of Shadows, it is THEIRS, anyone, ANYONE who try's to even get through the maze entrance dies without ever even getting halfway through. The greatest gathering of the entire Kobold species is hidden away in that black cavern beyond the maze. Every other Kobold City in the World can trace it's origins back to that place.

Over the entrance, carved deep into the stone is written in Ancient Kobold: Theirs is the power and this is their kingdom as sure as the sun does burn, so enter this path, but head these four words: You Shall Never Return.

(Lizardfolk)Saurus: Strong, dumb, tough skinned/scaled, Pseudo-Tribal, sometimes live in Kobold cities as much stronger soldiers, have an odd society, where males are universally and unquestionably in charge but females run 99% of the non military Government, with only their highest rank military leader also being the Chief of the 'tribe'. Females are almost but not quiet slaves, and do not seem to care. Most other races think the Saurus are weird, and prefer to avoid their towns and villages due to their... Indecency.
 

zerohour

Well-Known Member
I would only allow you to make one "faction" per turn, just so you know, such as Orcs/Gretchkin or Goblins/Hobgoblins.

Also, skip the Ents. I created the Gaeans using Ents as a base, and they wouldn't stand up too well against them.
 

Aarik

Well-Known Member
Which end of that statement is what on?

Also what?

EDIT: Wait. I think I see the problem, I only described the Ent's culture, I never described THEM.

Well, normally, they're more like red woods, they grow to a maximum of 3 to 4 hundred feet after living a few thousand years, they spend 99% of their time sleeping and not really doing much of anything if they can help it.

As Tree's, they focus all of their strength on living, and try not to waste time doing things they don't see as mattering to that goal. If you had to think of a particular reason for the Wodar to keep them around other then "Just because", it's because they are very effective in a fight when you can actually get them going, which is limited to defending themselves and their home admittedly, but hey, the Wodar don't particularly like Offensive Warfare much either.

Pretty much the only way to get them to move or do anything is to either use some Wood magic to force them to get up or start attacking them.

The second option usually doesn't go very well. Because forest of giant angry tree monsters.

From my conversations with Lightwave and what the wood wonder does, they would grow more then four times larger in the Wood Wonder Forest, just short of 2000 feet. Of course, they would also refuse to LEAVE that forest since they would probably collapse into splinters outside of it at that size if they were gone to long.


EDIT2: If by 'faction' you mean a civilization that has the power to advance it's interests...

Hmmm, The Dwarves would qualify, both the Elves would as well, the Elves more then the Wodar, since the Wodar are more defensive then anything, the Human's to as well, the Ork's will be a major power when they get past the Storm...

The Kobold's taking of the Shadow Wonder pushed them into this state, when they make use of the Saurus and there physical might to wage war anyway.

The Troll's don't have much of a civilization at all, and no one likes them enough to help them with it, they mostly just have towns.

The Ogre's are to isolated from each other to make a civilization, they pretty much live alone during adulthood unless they get 'married', which means no nations or countries, and no armies, no politicking, no nothing. Pretty much anyone who really focused on it could wipe them out if they looked hard enough.

The Goblins WANT to be a major player on the world stage, but like the Kobolds before they found the Shadow wonder, the Goblins are screwed over by their size and weakness. It's why they've adopted the defensive measures they have, because they know they can't really defend themselves with military force and the way they act pisses everyone off.

The Hobgoblins just sort of roam around as giant mobile armies, since war is the only thing they really know how to do, they don't have cities that are more then bases they've set up on their years long marching routes to stop at for a bit, the most politics they ever get involved with is being hired out as mercenary armies.

The Thri-Kreen mostly do the tribal thing, with a bunch of males working around a queen and the queens daughters. They have hunting parties rather then armies, really.

The Forged are mostly high tech nomads, since they can't have metal until someone (probably the gnomes or dwarves) teach them how (after it's invented anyway) they have to make use of enchanted wood and stone, so they move a lot, but they can make Homeforged that can fly anyway, so it's not really a problem for them. They don't really wage war for the most part, because for a the next few tens of thousands of years, no one will be able to compete with their tech.

It would be like kicking puppies. Since they don't need a lot of the things the other's need, like food and water, or shelter, they don't really care much about anything the other races do anyway.

The Gnomes... Pretty much spend most of there time with Dwarves for one reason or another, either because of their similar living preferences (Dwarves live underground, Gnomes live inside of things, like large tree's or mountains, or the ground), or because their at war over some stupid thing or another. they try to do a lot of things more powerful races do, but they are the smallest race with have the least physical strength, so any attempts at non mechanized warfare never goes very well for them.

The Hobbit's pretty much don't go far beyond towns and villages themselves, but they don't really have a problem moving into other races cities and larger settlements, so it could be more of a case of them just being lazy as a people and just riding the coat tails of others, they have town militia's more then armies in the strictest sense, but the most they can do as far as influence goes is economic, with their trade goods, mostly food.


Again, I wanted races that actually varied.

Not everyone get's to be a world super power, The Races Each have some purpose or another they are supposed to achieve along with each other, they just don't, because free will, it's why when they try to stand alone, some do better then other's, and some fail rather badly.

In my in thread post, Aoradah is making these because the world has become a death world covered in giant monsters and demon rocks and massive amounts of lava.

The sapient races are supposed to put the world back in line.

The Ork's were put far away from everyone else so that if the main plan failed, the Ork's would eventually arrive and start finding everything that's Dead Killy, and then Killing it Dead. Zartne's storm has helped extend that time by a decent margin.
 

Wildfeather

Well-Known Member
The point was to make a setting that wasn't DnD. Not DnD our way. Otherwise, just play DnD.
 

Aarik

Well-Known Member
The only species I based on DnD were the Kobolds, which I've changed a lot and the Thri-Kreen, because I wanted a race of bug people and was lazy.

The Saurus are based on something else (They were aliens) I've just changed them so much it's impossible to tell where from.

The Dwarves are Dwarf Fortress Dwarves made (slightly) less retarded, The Hobbits are Overlord Hobbit's toned down a bit, The Forged are just generic magic/steampunk robots.

The Ent's I basically just took the name and basic concept of: Being tree's that do people stuff, and then made them very big. Because I wanted a race of Giants around that weren't just called Giants that were just upscaled humans.

The Gnome's are LFG Gnomes (combined with the Keebler Elves), sort of, which was originally loosely based on WoW apparently.

The Goblins are a combination of a few variations I've seen before, that I stuck in a blender.

The Ork's are slightly modified Warhammer Orc's, which Dnd drew some inspiration from (Green Skin).

The Ogre's are from Shrek, (That's the Joke).

The Troll's are internet Troll's turned into actual beings that exist (and thus can be punched in the face), fat, hairy grognard's that can take anything you throw at them and laugh at your face, I would have made them absorb flames, but I wanted to keep them primarily nonmagical, there's just a bit heat resistant, you can still set them on fire if you actually put effort into it.

The Hobgoblin's are an even more war obsessed version of the Goblins from Dwarf Fortress, roving bands that try to raid everything they come across.

The Elves are, as stated ZnT Human's given pointy ears, basically.

The Drow are literally just homunculus.

The Dark Elves hate everybody, and are evil dicks who survive by being very good at hiding.

The Wodar are a species of pseudo magic Robin Hoods, they care about tree's and nature not out of some hippie bullshit, but because it's the terrain that most favors them in combat because of their wood magic, it's a simple matter of it being tactically and strategically useful.
 

Gwyll

Well-Known Member
I think we are running too far ahead. Even if you wanted so many races, we should be getting there by the individual actions of the gods, perhaps twisted/modified by others. I know Helka will consider the humans unpractical as they are, since her domain is denied to them.

So create one extra species that fit your goals, and lets hope others also take part. We need some input from other gods.
 

Aarik

Well-Known Member
Hmmm...

My goal is "Make the world not a death world by killing as many of the giant monsters as possible."

Now, while Humans did that on our world, a few times, they never had to quite deal with some of this shit.

Hmmm...

The most lethal killer in our world in terms of numbers is the Mosquito... Hmm, Some of the most effective in terms of survivability are Jellyfish, Spiders, Snake's...

Poison. Plague.

Need to bounce idea's.

Give me a bit.

EDIT: Say Hello to the Cide. (sounds like Side)

A Tauroid species, an eight legged (spiderlike) lower body, a torso with two arms, ending in clawed hands that bear an almost acidic Necrotoxin, a reptilian head with eight eye's (Two Compound, six normal, all different, one pair see's normal light, another Ultraviolet, and the last allowing motion sensitive night vision) and a pair of heat pits, a large hood of flesh over the body from the back of the neck to the end of the Abdomen, this hood act's as both a hive for the symbiotic insect's, and as a sort of scuba gear. The Mouth has a forked, highly sensitive tongue, lending the species an extremely powerful sense of smell, and a Saliva that perpetuates the growth of highly infectious bacteria, the mouth's possesses a pair of venomous fangs in the front of the upper jaw that contains an immune system suppressing toxin.

Covering the Cide's variably shelled and scaled body are thin mucous coated hair like tendrils, these are symbiotic colonies of extremely poisonous micro organisms which use thousands of different kinds of venom at almost complete random via millions of tiny extremely fast stingers that coat each tendril, the Cide seem to be coated in long shiny 'fur' as a result of these.

The Cide's back contains a large growth that functions primarily as a hive for the small symbiotic flying insects that live in the Cide's back, these insect's are extremely small, and hunt via smell, their mouthparts are long needle's that pierce the skin of their victims and draw blood, while also infecting the victim with cultivated diseases and a mild irritant toxin.

The Cide are decently intelligent for a sapient species, they hold a highly territorial instinct that causes them to view overly large carnivores as trespassers that must be exterminated with extreme prejudice.

The Cide are very good swimmers thanks to their back hive, as they can clench a few biological valves in the hive to render it airtight and use it to store oxygen, allowing them to be underwater for hours at a time, they do this because their symbiotic insect's require water to breed.

They can extend their tendrils in water and as a result are very proficient at fishing.

(This is the first draft, I just banged this out.)
 

Gwyll

Well-Known Member
I personally prefer to make things up as we go along. So we have two intelligent races, and I expect we have a general set of animals, but they might look/behave different. We can come up with things when we need it.
 

Wildfeather

Well-Known Member
Aarik said:
The only species I based on DnD were the Kobolds, which I've changed a lot and the Thri-Kreen, because I wanted a race of bug people and was lazy.

The Saurus are based on something else (They were aliens) I've just changed them so much it's impossible to tell where from.

The Dwarves are Dwarf Fortress Dwarves made (slightly) less retarded, The Hobbits are Overlord Hobbit's toned down a bit, The Forged are just generic magic/steampunk robots.

The Ent's I basically just took the name and basic concept of: Being tree's that do people stuff, and then made them very big. Because I wanted a race of Giants around that weren't just called Giants that were just upscaled humans.

The Gnome's are LFG Gnomes (combined with the Keebler Elves), sort of, which was originally loosely based on WoW apparently.

The Goblins are a combination of a few variations I've seen before, that I stuck in a blender.

The Ork's are slightly modified Warhammer Orc's, which Dnd drew some inspiration from (Green Skin).

The Ogre's are from Shrek, (That's the Joke).

The Troll's are internet Troll's turned into actual beings that exist (and thus can be punched in the face), fat, hairy grognard's that can take anything you throw at them and laugh at your face, I would have made them absorb flames, but I wanted to keep them primarily nonmagical, there's just a bit heat resistant, you can still set them on fire if you actually put effort into it.

The Hobgoblin's are an even more war obsessed version of the Goblins from Dwarf Fortress, roving bands that try to raid everything they come across.

The Elves are, as stated ZnT Human's given pointy ears, basically.

The Drow are literally just homunculus.

The Dark Elves hate everybody, and are evil dicks who survive by being very good at hiding.

The Wodar are a species of pseudo magic Robin Hoods, they care about tree's and nature not out of some hippie bullshit, but because it's the terrain that most favors them in combat because of their wood magic, it's a simple matter of it being tactically and strategically useful.
All of this is completely unoriginal. Which was the point of my post.
 

zerohour

Well-Known Member
Alright, sicne no one has posted anythign new in the last week, I'm assuming the world is "done." Is everyone satisfied with how it turned out?
 
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