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    Default Community World-building Project: Viridia (The Green Realm)

    The Rules: With the aid of the playground homebrew community, to create a world for the ground up. Everything from nations, cultures, and customs, to species and geography. Active discussion and debate of ideas is encouraged, practically required if this is to turn out well. I hold authority, but my decisions are not final until I specifically say so. I am not an evil overlord, my decisions may be questioned without getting you sent to the camps. The most important part, though, is to have fun and make somethign awesome, so go a little crazy. We don't mind. We're all mad here.
    __________________________________________________ ______________________________________________

    The Concept: We set the stage with a massive forested world, a massive sea of green. However, one major difference from any other forest: There are no animals here. No wolves prowling for easy prey, no birds in the trees, nor ants in the grass. But that hardly means the forest is still. No, beasts composed of woody vines and thick leaves stalk through this forest, and not all the trees are as stationary as they seem. You may not be the only intelligent creatures here either...

    Now, in non-fancy terms, it's a world without meat. No animals, no vermin, nothing but plants, fungi, and elementals.

    The World Thus Far:

    Here's some still-fluid ideas that have been bouncing around in my brain for a while. These will likely be replaced over time with ideas from you lovely playgrounders.

    On Plants:
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    There are five classifications of motive plants.

    Trees: Trees are ancient and powerful creatures. Like Bushes, they don't need food to survive, just water, sunlight, and air. However, their size, age and power have combined to give them a societal superiority complex. Trees are incredibly gifted in both the physical and magical areas, and tend to see themselves as the ideal form of plants, and all smaller, lesser plants should give in to their control and live as slaves. Trees reproduce very slowly, however, and they take many, many years to reach their full potential. Trees are usually woody with large, elevated canopies.

    Tree Races

    Bushes:The dominating fact about bushes is that they don't need to consume plant matter to survive. They can keep themselves going on nothing but water, sunlight, and air. This means that, after adequately fortifying a settlement with walls and hunters, they have little to care about other other than entertaining themselves. Bushes, therefore, have a strong tendency towards being artists and philosophers, creating things that are interesting and aesthetically pleasing rather than providing useful services or goods. Bushes are almost exclusively covered in heavy foliage in order to maximize surface area for photosynthesis.

    Bush Races

    Grazers: Grazers are the most generic kind of motile plant. They have metabolisms more efficient than the hunters, but less efficient than the bushes. Grazers tend to be less aggressive than hunters but significantly more productive than bushes. For this reason, they tend to be the most common form of sentient plant. Grazers tend to have sparse foliage with large amounts of bare skin. Grazers tend to be hard working and possessed of exceptional endurance. Grazers need half as much water as a bush and half as many calories as a hunter. They tend to eat less nutrient dense sedentary plants rather than nutrient rich motile ones; most grazers have a hard time digesting the rich pulp of motile plants.

    Grazer Races

    Hunters: The main difference that hunters have from grazers, biologically speaking, is that they need far more energy to maintain themselves. Therefore, the either need the nutrient-dense fruits and tissues of motile plants or they need to eat double the normal portions of sedentary plants. In game terms, one day's rations for a hunter weighs the same amount as one day's rations for a grazer, but costs four times as much. The can, if the so choose, eat a double portion of grazer rations, but this means that they need to carry twice the weight of food per day.

    Hunter Races

    Fungoids Fungoids are tough. They digest cellulose instead of just the simple nutrients of plants. They eat dead things, living far away from the sun. They need little water and no light - nothing but dead matter and air. In this way, fungoids are closer to true animals than any other life form on the planet. Fungoids tend to be one of three things - predators, scavengers, and parasites.

    Fungoid Races


    On Elementals:
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    There are the usual four kinds of elementals in this world, with some variation among each kind. Elementals as a rule must struggle and remain active to grow in power. Those than languish about will feel their bodies and minds whither away, while those who fight and struggle and challenge themselves grow much faster.

    Earths: Earths are builders and muscle. They created the tunnels of the fungus kingdom, the great walls around cities... Any large-scale task involving stone, you can wager the earths were involved in it. The earths have been longtime allies of the fungus kingdom, helping to build the tunnels and chutes, and protecting the caravans of plant-waste from the surface.

    Earth society is rigid and unforgiving. The most powerful elementals residing in the elemental chaos have grand designs for their people, and those that disobey or put the plan in jeopardy are dealt with harshly. The earths are not necessarily cruel, but they can be a little harsh when it comes to enforcing order.

    An earth's method of reproduction is budding. Elementals will shed shards of stone and even small boulders. Every piece that was once part of an elemental may eventually grow a life force of it's own. The larger the piece shed, the greater the chances of this happening.

    Earth Races

    Fires Fires roam Viridia in troops of twenty to thirty individuals, igniting massive stretches of forest as they pass. If there is a sudden break in the trees, of a forest, it is likely fires have passed there not too long ago. Fires are the ultimate pleasure-seekers, caring little for anything but continuing their rampage of glorious destruction.

    Fire Society is ruled by a single emperor, and beneath him are dozens, if not hundred of powerful minor lords. The fire lord controls the massive main force of fires in the elemental chaos, while the minor lords control smaller forces of their own, usually five or six troop's worth, though possibly more depending on the exact power of the lord in question.

    Fires reproduce spontaneously, their young emerging from large-scale fires in the presence of fire elementals. The reason for the troops to travel and burn is to gain more power for their lord by creating new soldiers.

    Fire Races

    Waters Waters are intelligent creatures that use their long lifespans to further the pursuit of knowledge of all sorts. They generally congregate and trade information in large groups deep beneath the waves. They tend to care little for the actions of those above the waves, though they do trade knowledge with the plants.

    Water society is ruled by a monarch. Below him is a body of advisers that collectively is as powerful as the ruler. Below them is a class of aristocrats that govern the day-to-day operation of the lesser elementals.

    Waters produce offspring in unison. Two waters who respect and admire one another will merge some of their essence, creating a smaller elemental with some traits of both parents.

    Water Races

    Airs Airs are a rather disorganized bunch. They largely remain a mystery to those on the ground, since they spend the vast majority of their time cavorting among the clouds with their fellows. Airs create villages within large cloud banks, usually kept stable by wrapping them around mountain peaks.

    While airs do have a king, there is little direct control from this lord, apart from broad, general directives that leave the method of the task to the village itself.

    Airs reproduce by forming the combined essence of two or more airs into ethereal 'eggs' they collectively nurture until they hatch. Eggs can only be formed in cloudstuff, though once made, they will maintain their own 'nest' of cloudstuff.

    Air Races


    On Religion
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    There are two primary pantheons in Viridia. The plants and fungi worship one, placing priorities upon different gods within it, but they still recognize the divinity of all involved. For plants, the primary god is Lumuu, the god of the sun, father of all clouds. For fungi, the primary god is Lerian, the god of the moon and knowledge, who sends down his spores as shooting stars to spread his blessing to the fungi.

    Plant and Fungus Pantheon

    To the elementals, there are four main gods. Each kind revering their own lord above the others, but respecting the strengths of the other gods equally. Their gods are different from most, as they exist in true, physical forms, deep within their kingdoms of the elemental chaos.

    Elemental Pantheon
    Last edited by Admiral Squish; 2010-03-31 at 06:26 PM.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Hunters
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    The main difference that hunters have from grazers, biologically speaking, is that they need far more energy to maintain themselves. Therefore, the either need the nutrient-dense fruits and tissues of motile plants or they need to eat double the normal portions of sedentary plants. In game terms, one day's rations for a hunter weighs the same amount as one day's rations for a grazer, but costs four times as much. The can, if the so choose, eat a double portion of grazer rations, but this means that they need to carry twice the weight of food per day.

    Creeper

    Creepers are something of the standard among the "tolerable" hunters that the bushes and grazers allow to remain in their cities. Creepers have a, perhaps well-founded, reputation as being sneaky and ruthless. As a whole, they maintain a starkly survivalist attitude, trained in the use of their own bodies and natural stealth, often living as wandering loners when not accepted into a city.
    Physical Description: Creepers could be described as tall and thin were it not for their oversized hands, forearms, and feet. Their bodies are covered in a smooth green skin, with protective spikes on their shoulders around their necks, on their forearms near the elbow, and on their ankles. Their heads are always some kind of unusual colour, varying by family, but pinks, blues, and yellows tend to be most common. Small buds and blossoms of the same colour bloom among their spikes. Creepers are gender neutral, and cross-pollinate with prolonged facial contact between two fertile members of the race. The seeds grow in pods among the flowers between the spikes.
    Society: The best description of Creeper society is that they have a lack of one. When not accepted into a larger community of others, they tend to exist as lone hunters, meeting up with each other only to mate and seed. As a rule, Creepers have natural instincts favoring stealth, cunning, and ruthless survivalist tendencies.
    Relations: Creeper agents tend to be accepted into cities more often than not. They offer good protection, as long as you're willing to put up with them weirdly stalking around. Creepers have a special hatred for fungoids. Their blooming heads are especially susceptible to a contagious fungal rot that man fungoids, immune to its effects, carry on their skins. Rather than act aggressively towards fungoids, Creepers try to avoid them at all costs.
    Alignment and Religion: Creepers lean strongly towards selfishness, and as such are rarely good and rarely lawful. The majority are neutral, leaning towards either evil or chaos, but rarely both. Creepers tend to piggyback onto he religions of those with whom they cohabit, favoring deities of hunt and stealth.
    Adventures: Creeper adventurers are common, as to be expected from a race that by default resorts to solitude when they can't work with a community of another race. Most creeper adventurers are either loners quite happy being loners or loners looking for a community to settle into. Creepers lean heavily towards the ranger and scout classes, with settled creepers occasionally taking up the mantle of the fighter or rogue. Creeper barbarians, while far from common, are the most common after rangers and scouts.
    Creeper Names: Sithis, Ashin, Tarchoin, Milthei, Sortoth

    Creeper 3.5 Racial Traits
    Medium Monstrous Humanoid [Plant] [Hunter]
    +2 Dexterity, +2 Constitution, -4 Charisma. Creepers are quick and hardy but spooky and off-putting.
    Speed: 30 ft, 20 ft climb
    Spiked Body (ex): The spikes on a creeper's body help to protect them from would-be attackers, serving as armor spikes sized appropriately for their size.
    Oversized Limbs (ex): A creeper's oversized hands and feet afford it many benefits. First, its unarmed attacks are treated as if performed by a creature one size catagory larger than themselves. Second, they may wield weapons made for creatures one size catagory larger than themselves without penalty; this does not afford them reach beyond what the would normally receive for the weapon, however. Third, their strong hands and broad feet give them a +2 bonus to resisting bull-rush and disarm checks.
    Fungal Fear: A creeper gains a +1 dodge bonus against creatures of the [Fungal] subtype due to an instinctual fear of fungal rot.
    Creepers gain a +2 bonus to all Hide, Move Silently, and Survival checks.
    Languages: Creepers begin play speaking either Sylvan or Common. Creepers with high intelligence scores can choose from the following: Fungal, Sylvan, Common, Terran, Aquan, Auran.
    Favored Class: Ranger. A multiclass creeper's ranger class does not count when determining whether he takes and experience point penalty.

    Creeper Pathfinder Racial Traits
    +2 Dexterity, +2 Constitution, -2 Charisma. Creepers are quick and hardy but spooky and off-putting.
    Speed: 30 ft, 20 ft climb
    Spiked Body (ex): The spikes on a creeper's body help to protect them from would-be attackers, serving as armor spikes sized appropriately for their size.
    Oversized Limbs (ex): A creeper's oversized hands and feet afford it many benefits. First, its unarmed attacks are treated as if performed by a creature one size catagory larger than themselves. Second, they may wield weapons made for creatures one size catagory larger than themselves without penalty; this does not afford them reach beyond what the would normally receive for the weapon, however. Third, their strong hands and broad feet give them a +3 bonus to their CMD for the purpose of resisting bull-rush and disarm checks.
    Fungal Fear: A creeper gains a +2 dodge bonus against creatures of the [Fungal] subtype due to an instinctual fear of fungal rot.
    Creepers gain a +4 bonus to all Stealth and Survival checks.
    Languages: Creepers begin play speaking either Sylvan or Common. Creepers with high intelligence scores can choose from the following: Fungal, Sylvan, Common, Terran, Aquan, Auran.


    I'll have more races later.
    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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    Fogmere City
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    Brute
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Ideas:

    They fey: pests, seen as insects. They are ruthlessly exterminated on sight, and are the only thing remotely like humanoids on the surface world. They build hives and are normally seen scavenging, trying to get enough food to survive. They are effectively harmless.
    Dryads, as an exception, are dangerous to every plant, except for oaks. It is not uncommon for an oak to keep hordes of Dryads in pens, breeding them as enforcers. An oak bonds with a single Dryad, making it the queen of it's colony, and using it to control all the others.

    And, maybe dwarves are the first sign of animal life in the world, living underground in small tribes and hunting fungi. They are not available as PCs, and all are N, acting like animals.
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    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
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    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Verdant Folk

    The Verdant Folk are a race of green "skinned" plant creatures resembling elves. They are thought to be the descendants of a group of elves who traveled here in the distant past and used their magics to merge themselves with their new environment.

    Brachiation

    Regeneration 2 (acid or fire) (Regenerate when in barefoot contact with plant material or soil)

    -2 Dexterity, +2 Constitution, +2 Charisma

    Medium: Verdants are Medium creatures, and have no bonuses or penalties due to their size.

    Normal Speed: Verdants have a base speed of 30 feet.

    Verdant Immunities: Verdants trance like elves rather than sleep, are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

    Symbiotic Senses: Verdants receive a +2 racial bonus on Perception checks in forest.

    Instinctual Fear of Fire: Verdants receive a -2 penalty to any saving throw made when on or in the close proximity of fire.

    Special Language: The Verdant have developed their own sign language for silent communication in the forest.

    Favored Class: Verdant Folk may choose either the Druid or Ranger classes as their favored class for multi-classing purposes.

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    Default Re: Community World-building Project: Viridia (The Green Realm)

    VorpelTrible made the truffle folk. I bet we could get him to let us use them for the fungals. As for the bushes do any of you watch the misadventures of flapjack? Plant man
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    @ jagadaishio:
    YES. That's what I'm lookin' for, right there. I honestly can't see anything I'd prefer to change in there.

    @ Anonymouswizard
    I could see small fey like pixies or grigs being seen as pests, but I don't know about the rest of feykind. I'm not even sure they should all exist. Dryads I could see, they're mostly plantlike anyways. But a nymph? A satyr? Both seem too human-like. As for the dryad breeding program, ehhh... Just 'cause there are intelligent plants doesn't mean they all are. I could see a couple dryads binding themselves to a particularly powerful treant, but more or less, they'd just chill in the woods.

    As for dwarves, I don't think so. Realistically, there would be a lot of evolution required to get to dwarves. If anything, it would likely start with vermin or something in that category.

    @ The WitchKing
    Firstly:
    There's no way this thing is LA 0. Regeneration is an incredibly powerful ability, even contingently. And the contingency isn't really 'contingent', since the entire world is jungle or dirt. Also, you'd have to explain brachiation in mechanical terms. I could see, like, naturally heals at twice the normal rate if constantly in contact with plants or soil, or MAYBE fast healing 1 if in contact with plants or soil.

    Secondly:
    The flavor is a problem. If elves came over in the first place, why wouldn't they simply have normal elf communities? Elves are pretty good at the 'living in forests' thing, so it seems like it would be an unnecessary step to turn themselves into plants. I really don't like the idea of elves being here in the first place.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Quote Originally Posted by Admiral Squish View Post
    I really don't like the idea of elves being here in the first place.
    Okay. That seems like the most important point to me. If you don't like the idea of elves in your playground, then just forget it.

    As for the rest:

    Quote Originally Posted by Admiral Squish View Post
    There's no way this thing is LA 0.
    Then feel free to knock it up to +1 or +2.

    Quote Originally Posted by Admiral Squish View Post
    Regeneration is an incredibly powerful ability, even contingently. And the contingency isn't really 'contingent', since the entire world is jungle or dirt. Also, you'd have to explain brachiation in mechanical terms. I could see, like, naturally heals at twice the normal rate if constantly in contact with plants or soil, or MAYBE fast healing 1 if in contact with plants or soil.
    I guess I just don't see Regeneration 2 as that big a deal but either of the solutions you just posed would seem to make good replacements if the idea was one you liked anyway.

    Quote Originally Posted by Admiral Squish View Post
    The flavor is a problem. If elves came over in the first place, why wouldn't they simply have normal elf communities? Elves are pretty good at the 'living in forests' thing, so it seems like it would be an unnecessary step to turn themselves into plants.
    That would depend upon any number of local conditions we currently don't know about. (For example, they could have done it to placate otherwise hostile very powerful nature spirits or some such.)

    Also, I said they were believed to be the descendants of elves that came over--its not necessarily that that's the case.
    Last edited by The Witch-King; 2010-02-19 at 10:08 AM.

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    Default Re: Community World-building Project: Viridia (The Green Realm)

    I'm sorry if it came off like I was attacking you. I'm trying to give as much feedback on responses as possible so in the future, people will know what I'm looking for.

    Regeneration is a big deal because it makes all damage other than fire or acid nonlethal damage, and it will grow back within minutes, no matter how hard you killed it. A fighter could ubercharge this fella for a dozen times his HP, and he'd grow back to full health within half an hour. Fast healing is different because you still get the HP back over time, but if you're dead, you're still dead.

    Really, if you stripped away the fluff and reworked a little bit of it, we could have a good base for our first bush.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Interesting, but we have to think about something here-what makes this world different then others?

    Naturally everything is like a plant, but that can just as well be only a flavor change, we need to consider what will change in the mere nature of the world where plants are the dominate life forms and animals are minor (or nonexistent)

    Naturally many classes gotta change, there is no room for the as-is ranger or druid. (scout can be the creeper's new favored class.)

    How about Verdant Folk? maybe they regenerate only on daylight (photosynthesis?)

    What goes in a world where the sun is a completable resource? naturally pelor-esque god will rise up.

    Undead? I see ravnica's (from MTG) Glogary as a good place to look at for ideas to them.

    Shapeshifter plants? one variation is the rooted one and another is the mobile? (naturally it takes time to root/unroot and rooted is much more durable.)


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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Quote Originally Posted by boomwolf View Post
    Interesting, but we have to think about something here-what makes this world different then others?

    Naturally everything is like a plant, but that can just as well be only a flavor change, we need to consider what will change in the mere nature of the world where plants are the dominate life forms and animals are minor (or nonexistent)
    Maybe you gain powers based on the type of plant you are, so a tree type elf and a bush type elf could gain different powers. If we cannot think of enough powers than it can just be flavour, but maybe high elves are rare, maybe non-existent, and so wild elves are the most common type.

    How about Verdant Folk? maybe they regenerate only on daylight (photosynthesis?)

    What goes in a world where the sun is a completable resource? naturally pelor-esque god will rise up.
    Who says there must be a sun god? Maybe the chief deities are a god of light and a god of darkness, in this world light very clearly represents good, and darkness evil.

    Undead? I see ravnica's (from MTG) Glogary as a good place to look at for ideas to them.
    Are undead required?

    [/quote]Shapeshifter plants? one variation is the rooted one and another is the mobile? (naturally it takes time to root/unroot and rooted is much more durable.)[/QUOTE]

    Sounds cool to me. Maybe you lose your speed by gain DR or regeneration.

    Naturally many classes gotta change, there is no room for the as-is ranger or druid. (scout can be the creeper's new favored class.)
    The wizard could go as well, as you have to kill other plants in order to gain your spellbook. Maybe we should go allout and replace arcane magic with psionics (psion/erudite is renamed wizard, wilder is renamed sorcerer, and the psychic warrior is renamed as the warmage or somesuch). Also, fire (and maybe lightning) spells should now be more optimal, as all creatures are weak to fire.
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    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Default Re: Community World-building Project: Viridia (The Green Realm)

    I imagine that Bush communities would more often that not form into theocracies centered around Sun and Rain gods. Given that water, air, and sun are all that plants actually need to live and grow (soil is just a medium for water absorption and the scant few minerals that dissolve), they would have little reason to do anything other than build their city walls as high as possible, drink plenty of water, and relax all day while philosophizing. Animal culture is built in large part around finding meals - working for currency, tools, and edible things themselves. Bushes wouldn't have the same things to strive for. As long as they settle down in a humid enough place, they could have a largely sedentary society of full-time philosophers and artists. This is why they need the hunters around to protect them.

    Now, this hasn't been mentioned but begs asking. Are the highly-racist trees self-sufficient like bushes, consumers of sedentary plants like grazers, or consumers of motile plants like hunters? If it's the first, then I'm beginning to see a clear division of society if and when the various types are willing to tolerate each other. In any settlement where trees, bushes, grazers, and hunters are all in cohabitation, trees would likely form a noble or priestly caste, followed by the upper-class of philosopher-artist bushes, the laborer caste of grazers, working in their fields producing food and goods, and the untouchable caste of hunters. The hunters are cool, yes, but given their nature relative to the other sentient species, I imagine that they're really looked at as little other than domesticated guard dogs, kept around to protect the settlement just in case. Aside from those few times when the settlement is under heavy attack and the hunters are briefly the stars of the settlement, I imagine that they would largely be avoided by the other plants, finding them terrifying and off-putting.

    Also, what would settlements be called? Groves? Or would it depend on the dominant plant-type? Forests of trees, fields of grazers, groves of bushes, and patches off hunters? Or would we just simplify it and call them villages, towns, and cities, like normal?

    Oh, and I have a reason why there are no animals on the planet. Normally, oxygen comes from plants which produce and excess of oxygen in their photosynthetic reaction. Except that's not true. Sure, old-growth trees produce more oxygen than they consume, but that's because their metabolisms are really slow and they store their nutrients instead of burning them. The faster the metabolism of a plant is, the less oxygen it produces, because its surplus oxygen gets consumed in the chemical reaction used to break sugars down into ATP for energy. A growing sapling needs as much oxygen as your average person, while it produces enough O2 for a family of four only once it hits its old growth stage.

    So, given that we have motile plants, they're likely consuming enough oxygen that the atmosphere is mostly nitrogen and CO2, rather than nitrogen and O2. The air provides plant-creatures all of the chemicals they need to maintain their metabolism (with higher-metabolism creatures like grazers and hunters needing to supplement their diets with plant matter or risk slowly starving). It is, however, incredibly toxic to any O2-guzzling non-photosynthetic life. It's a wonder that the fungals can survive at all. As a side note, given the nature of plant metabolisms, suffocating and starving would be the same damn thing. Rather than using the suffocation progression of animals, we should instead make a starvation chart for plants deprived of water, air, or sunlight. A plant could survive days without sunlight, water, or air for quite a while, slowly growing more fatigued until dying. It gets more dangerous, though, when multiple deprivations are occurring at once. Get stranded in a dark, dry place? You won't last a week if you stay still, and won't last a day if you're active. Be devoid of all three and you're looking at human-style suffocation charts.

    Bushes
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    The dominating fact about bushes is that they don't need to consume plant matter to survive. They can keep themselves going on nothing but water, sunlight, and air. This means that, after adequately fortifying a settlement with walls and hunters, they have little to care about other other than entertaining themselves. Bushes would, therefore, have a strong tendency towards being artists and philosophers, creating things that are interesting and aesthetically pleasing rather than providing useful services or goods. Bushes are almost exclusively covered in heavy foliage in order to maximize surface area for photosynthesis.

    Mechanically, bushes should need a full water skin of water per day, consistent clean air, and at least four hours per day baring their leaves to the sun - a fact that tends to be prohibitive of armor and clothing. Bushes who don't have these needs met start growing fatigued and exhausted, eventually slipping into a coma where they either die or are revived when conditions improve.

    Leafling

    Leaflings are the most common of the bushes and are in many ways the most plain looking. They share the common tendency of bushes to seek entertainment over practical affairs. Leaflings prefer to place their colonies in large fields or swamps with few to no trees; they will deforest the area prior to settling if need be. Leaflings erect great earthen rings to serve as the borders of their settlements, acquiring help from elementals when possible. The interior of leafling cities tend to be languid affairs; expansive and beautiful gardens criss-crossed with streams and bridges, dotted with the occasional pagoda to be used on hot days to keep from dehydrating and as protection from occasional weather fronts.
    Physical Description: Leaflings are, at first glance, short, bulky humanoids, covered in leafy skin. Anyone who knows anything about leaflings, though, knows that while they are indeed short, their bodies are slender and delicate. The leaves covering their bodies add an illusion of bulk. Leaflings universally have pale skin and dark leaves with the actual shades varying from a bluish-green to an almost yellow colour. Given that leaflings photosynthesize from leaves across their entire bodies, and given that you can't really see their trunks through the leaves anyway, there is no nudity taboo among leaflings. If anyting, there is an aversion to clothing. Leaflings have distinct genders with females growing fluffy, air-borne seed pods after fertilization. Receptive females flower, producing colourful blooms.
    Society: Leafling society is sedentary and artistic. In a leafling city, citizens will spend their days leisurely meandering and tending garden pathes, soaking in the sun, and conversing at length with their fellows. Those who choose to pursue a skill set tend heavily towards artistic, musical, theatrical, philosophical, and magical skills. Entertainment is paramount in leafling society, as they are a people who need for nothing save activities to fill their time. Leafling society tends to be very open and accepting of other people, cultures, and world views, and will talk at great lengths with others about them.
    Relations: Leaflings are nothing if not friendly. They will get along famously with anyone willing to put up with their antics. They tend to need the help of grazers or hunters when it comes to doing anything practical. Unless a city is in a remarkably safe and stable region, this is a very real need. Other races tend to look at leaflings as people to be kept around as entertainers at best and burdens who refuse to do anything productive at worst.
    Alignment and Religion: Leaflings favor freedom and kindness, leaning towards good and chaos. They tend to be in-effectual goodie-goodies - people quite willing to preach kindness and acceptance rather than going out and hunting down evil. Leaflings worship regional sun and rain gods almost exclusively.
    Adventures: Leafling adventurers are rare, most being perfectly content to spend their days in leisure in their cities of artists. Those that do venture out tend to do so for one of three reasons. The first is that they naively think that it will be great fun to go exploring, only to later realize the brutal truths of the world outside their groves. The second is that a rebellious young leafling grows disgusted with their easy life and decides to tough it out in the wild. The third is that there is some reason why adventuring is mandatory for the survival of themselves or the grove - whether they're scouting for a new clearing to move the grove to or trying to stop fire elementals from reaching the grove, they don't have any choice in the matter. Leafling adventurers tend to be bards or sorcerers, adepts of the arts and magic. Leaflings also have a long-standing monk tradition, learning unarmored martial arts because of how prohibitive their metabolisms tend to be regarding armor.
    Male Leafling Names: Shin, Laong, Bok, Chul
    Female Leafling Names: Tei, Maoli, Pini, Foa

    Leafling 3.5 Racial Traits
    Humanoid [Plant] [Bush]
    +2 Wisdom, +2 Charisma, -2 Strength, -2 Constitution. Leaflings are intuitive, emotional, and creative, but are weak, slender, and frail.
    Speed: 30 ft
    Leafy Body (ex): A leafling's body is covered in concealing leaves, giving it a few advantages. First, a leafling gains a +4 to hide checks in any area with moderate to dense foliage. Second, a leafling is treated as one size smaller for the purpose of their size bonus to AC as enemies have a hard time seeing their bodies through the leaves. Third, a leafling has a 25% chance of ignoring the extra damage of any critical hit confirmed against them as the leaves make aiming for vitals hard. A leafling's rustling leaves cause a -2 racial penalty on Move Silently checks.
    Natural Artist (ex): A leafling is a natural artist. Leaflings gain a +2 racial bonus on all Perform checks.
    Languages: Leaflings begin play speaking either Sylvan or Common. Leaflings with high intelligence scores can choose from the following: Sylvan, Common, Terran, Aquan, Auran, Ingan.
    Favored Class: Bard. A multiclass leafling's bard class does not count when determining whether he takes and experience point penalty.

    Leafling Pathfinder Racial Traits
    Humanoid [Plant] [Bush]
    +2 Dexterity, +2 Wisdom, +2 Charisma, -2 Strength, -2 Constitution. Leaflings are intuitive, emotional, nimble, and creative, but are weak, slender, and frail.
    Speed: 30 ft
    Leafy Body (ex): A leafling's body is covered in concealing leaves, giving it a few advantages. First, a leafling gains a +4 to hide checks in any area with moderate to dense foliage. Second, a leafling is treated as one size smaller for the purpose of their size bonus to AC as enemies have a hard time seeing their bodies through the leaves. Third, a leafling has a 25% chance of ignoring the extra damage of any critical hit confirmed against them as the leaves make aiming for vitals hard. A leafling's rustling leaves causes a -2 racial penalty on all stealth checks to avoid detection by means of hearing.
    Natural Artist (ex): A leafling is a natural artist. Leaflings gain a +2 racial bonus on all Perform checks. At fifth level, and every five levels thereafter, this bonus increases by +2, to a maximum of +10 at 20th level.
    Languages: Leaflings begin play speaking either Sylvan or Common. Leaflings with high intelligence scores can choose from the following: Sylvan, Common, Terran, Aquan, Auran, Ingan.


    I'll be posting a grazer next.
    Last edited by jagadaishio; 2010-02-20 at 11:52 PM.
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    @ jagadaishio:
    You continue to impress me! Only two things: One, both leafling entries say 3.5, and the languages say creeper.

    @ Boomwolf:
    I can see your logic, but I suspect that druids and rangers would actually be MORE common (Though we still need a plant-template for Animal Companions.). Whereas a human druid would see trees as majestic and worth of protection, a plant druid would see them as actual relatives.

    As for verdant folk, well, I'm still not sure on the subject.

    On the sun-god idea, that was the idea. HOWEVER, the sun domain as written would have to change. Fire is very much a no-no.

    Undead would be interesting to see. I'm not sure what MTG stands for, though...

    As for shapeshifters, strong natural defenses would be the domain of grazers and hunters. Perhaps we'll see something like that show up.

    @ Anonymouswizard:
    No elves. Period. It's not different 'types' of races, either, each race would be categorized differently. The Creepers don't come in 'tree', they're hunters by definition.

    Now, I always hate that people associate 'darkness' with evil. There's nothing inherently evil about night time.

    Undead aren't required, but it could be interesting.

    I think fire magic should be treated much like necromancy in the 'normal' world. Yes, it can be done, and the magic shop has black onyx is stock, but you're caught practicing and you're suddenly looking at angry mobs at worst, and complete alienation at best.
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    Well then. I suppose I'll throw my hat into the ring.

    Demons. Not precisely 3.5 demons, more along the lines of 4e, where they are wild and hungry beings of the elements and materialized malice. That being said, they aren't all completely rabid little monsters. Some are quite rational, just full of hate. To that end it might happen that a demon imprints his essence onto a hunter. The result? A demonic hunter that may or may not share the inborn hatred of his progenitor.

    Demonseed
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    It happens now and again that a particularly mischievous demon without too many other things to do will choose a hunter, a consumer of his fellows, to be his messenger. His bloom changes from a brightly colored place where the core of his brain is stored to an otherworldly and wholly surreal harbinger of terrible things.

    Depending on the community and the behavior of the demonseed, the child may be immediately executed, cast out to fend for himself, or be prepared for the monsters that will one day come to him and ask his aid. Some of the greatest heroes the world has ever seen (particularly in the driest parts) have been demonseeds, but that doesn't stop an often well-justified fear and hatred of them.


    Dakrilla
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    The dakrilla are an omnivorous (they prefer the diet of a hunter but can live on non-motile plants if need be) species that thrive in open deciduous forests. They can be a real hazard to those trying to pass through their domains, as a full pack of dakrilla (10 to 20 of them) can rip through all but the toughest treants.

    There are rumors that some dakrilla are actually sentient and maintain communities away from their more primitive brethren. Some of these rumors even go so far as to say these dakrilla have shapeshifting abilities and live among hunters already, readily able to recolor and reshape their red root protrusions and the scarlet face mask into what most anyone would recognize as an average creeper.


    And, for good measure, this picture:
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    Someone feel free to do something with that.
    Last edited by Vadin; 2010-02-19 at 02:45 PM.
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    Quote Originally Posted by Admiral Squish View Post
    @ jagadaishio:
    You continue to impress me! Only two things: One, both leafling entries say 3.5, and the languages say creeper.

    Now, I always hate that people associate 'darkness' with evil. There's nothing inherently evil about night time.

    Undead aren't required, but it could be interesting.

    I think fire magic should be treated much like necromancy in the 'normal' world. Yes, it can be done, and the magic shop has black onyx is stock, but you're caught practicing and you're suddenly looking at angry mobs at worst, and complete alienation at best.
    Fixed. Where human undead look like they're rotting, I imagine that the undead of this setting might have that internal glow that a log burning from the inside without actually going up in flame has. You know, bright embers showing in the eyes, mouth, and cracks in the skin. The skin itself would probably, in turn, be blackened and charred.

    Also, take into account that when alive and healthy, plants don't burn. Fire isn't the anathema to plant life until the plant life gets dry and dead enough for a bush fire to start. Dessication should be seen as the anathema. Given that fact, undead in this setting may, instead, look like plants caught in a drought; leaves turned brittle and brown, trunk shriveled and hard. I think that drought, dessication, and certain weather magics would be seen as the greatest evil and most destructive thing that could be done.
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    Amanitan
    The Amanitan are large amorphous cavern dwelling fungi. Their body is mutable, being made up of a flexible coat of plant matter. Amanitans have great control over their bodies, being able to make up multiple types of shapes and remain fully functional. The Amanitan are mostly loners many simply roaming the dark cavern complexes they inhabit in search of dead plan to assimilate, but some do find their way into civilized society.
    Physical Description
    Amanitans are large creatures, but not particularly heavy and their height is not constant, given their ability to morph their bodies. Amanitans are genderless and reproduce by creating spores that root themselves to the cavern floors and slowly grow with the nutrients from the earth until they can move themselves. Amanitan bodies are made of dark brown, slightly web-like fungal material. They have a core, or heart that has most of their vital functions, but a lot of their functions are spread thinly across the coat of fungal matter. This allows them lots of durability and little weak spots.
    Society
    Amanitans have very little societies of their own, instead preferring to be loners. Those Amanitans that do inhabit societies usually live in the sidelines of other fungi societies. Amanitans have little that binds them together and they don't even tend to their young.
    Relations
    Amanitans are rather indifferent to most creatures and this indifference works both ways. The have no real trouble adapting to society, but most Amanitans don't do so. Amanitans have no special opinions of any races in general.
    Alingment and Religion
    Amanitans are neutral as a standard as most simply look to get through life with a minimum of fuss. Amanitans don't care much for religion, but have been known to adapt religions of the societies they have wound up upon.
    Adventures
    Amanitans are not likely to adventure unless something forces them to. There are however, exceptions to every rule and sometimes there is born an Amanitan with sufficient drive to start adventuring. Amanitans lean toward more passive roles and are usually found as rogues, bards or clerics.
    Names
    When Amanitans bother to even take names they are usually short.
    Aluk, Le, Elde, Liyt, Oloa, Ayaa.

    Medium Plant [Plant] [Fungoid]
    -2 Str. The Amanitans form doesn't allow for delevoped muscles despite the creature being rather large
    +2 Dex. Amanitans control their movements well and are suprisingly agile.
    +2 Con. The Amanitans body has few real weak spots and Amanitans can certainly take a hit

    Speed: 30ft

    Darkvision 120ft
    Amanitans live their life in dark caverns and their sensory apparatus is thus quite capable even in the dark.

    Amorphous
    Amanitans shape their body to their wishes, gaining several benefits. Only one ability may be active at a time. All changes are in addition to normal statistics. Changing form takes a standard action.
    Slammer-Fungus
    The Amanitan forms layers of tough plant matter, weighing its strikes.
    +4 Str, -4 Dex, Deals damage as a creature one size larger
    Slinker-Fungus
    The Amanitan lays flat granting it better hiding ability and ability to climb.
    -2 Str, +4 Hide and Move Silently, Climb Speed 20ft. The Amanitan may also squeese into spaces normally only tiny creatures could squeeze into, their possible equipment might be a different story however
    Tower-Fungus
    The Amanitan stretches out, becoming taller and having more reach in addition to having more motor control.
    The Amanitan gains +5ft reach, +2 Dex
    Layered Fungus
    The Amanitan shells itself in, making protective layers over itself
    -2 Dex, +2 Con, Light Fortification (25%)
    Agile-Fungus
    The Amanitan morphs, dividing its muscles for more efficient motor control
    +2 to all Dex Based skills, +2 to Dex, -2 to Str.
    Hardened-Fungus
    The Amanitan hardens its layers, gaining two claw attacks that deals 1d8 damage and gaining +4 natural armor

    Overform Grappler
    An Amanitan has no constant hands to be restrained and can make new appendages pretty much at will.
    An Amanitan gains a +4 on all grapple checks

    Amorphous Arms
    An Amanitan can form up to four hands capable of wielding weapons, and may make use of multiattack.

    Fast Healing 2
    The Amanitans fungal body seals wounds quickly and can mostly just morph itself so the wounded parts are left in the center to recover. This allows Amanitans to heal themselves at a rapid pace.

    Special: An Amanitan may not use its racial abilities in armor as it prevents movement of that sort.

    Level Adjustment: +2

    Favored Class: The Favored class for an Amanitan is rogue.

    This is my contribution for now. Will be subject to edits, but I thought I'd post it as is.
    This thing would look a lot the demonseed picture, but without the skull and such.
    Last edited by Frog Dragon; 2010-02-20 at 02:29 PM.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    @ Vadin:
    Oooh, this is gonna be fun. Demonseed seems like an interesting creation. Lots of potential. Large stat bonuses, a couple aspects of demonic taint, possibly partially counterbalanced by penalties to saves Vs. outsider spells/abilities and posession...

    Oooh, dakrilla... Actually, those are categories. they don't necessarily requre the creatures to be intelligent. The dakrilla as described seems like a hunter, plain and simple, just a (usually) unintelligent one.

    @ jagadaishio
    I like both for flavor. The first looks really awesome in my mind, but the second seems more accurate for 'rotting'. Oooh! Perhaps BOTH? Replace the Skeleton/zombie paradigm with Husk/Emberheart. Emberhearts are more like zombies and Husks are more like skeletons.

    @ Frog Dragon
    I like it! It will definitely need some work, though, but I can see good things in it's future!
    Last edited by Admiral Squish; 2010-02-19 at 03:17 PM.
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    For trees, are real world types going to be appearing alongside new names?

    Also, we need the names of the deities. I only suggested darkness as evil as without light plant's cannot photosynthesise. What do gods look like, I'm assuming that they look like plant's, due to the nature of the setting.

    For favoured classes I suggest the following: Tree: cleric/druid; Bushes: bard/wizard or other knowledge based class; Grazers: rogue or expert, but they would be the most varied; and hunters would have martial classes. These are suggestions, and I would also suggest rogue for fungi. I like the idea of trees as priests, they see themselves as the god's chosen, prophets that are superior to others.
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    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

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    Quote Originally Posted by Anonymouswizard View Post
    For trees, are real world types going to be appearing alongside new names?

    Also, we need the names of the deities. I only suggested darkness as evil as without light plant's cannot photosynthesise. What do gods look like, I'm assuming that they look like plant's, due to the nature of the setting.

    For favoured classes I suggest the following: Tree: cleric/druid; Bushes: bard/wizard or other knowledge based class; Grazers: rogue or expert, but they would be the most varied; and hunters would have martial classes. These are suggestions, and I would also suggest rogue for fungi. I like the idea of trees as priests, they see themselves as the god's chosen, prophets that are superior to others.
    On the subject of Gods you can have a sun god with a much more Aristotelian view of physics. You see back in the day they believed the sun was composed of a sort of harmless divine glow, not actual fire. So you've just got a sort of giant glowing dandelion in the sky beaming his benevolence at you.

    Make the Sun god a sort of giant sentient Dandelion who grants wishes.
    Last edited by Limos; 2010-02-19 at 03:37 PM.

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    Quote Originally Posted by Anonymouswizard View Post
    For trees, are real world types going to be appearing alongside new names?

    Also, we need the names of the deities. I only suggested darkness as evil as without light plant's cannot photosynthesise. What do gods look like, I'm assuming that they look like plant's, due to the nature of the setting.

    For favoured classes I suggest the following: Tree: cleric/druid; Bushes: bard/wizard or other knowledge based class; Grazers: rogue or expert, but they would be the most varied; and hunters would have martial classes. These are suggestions, and I would also suggest rogue for fungi. I like the idea of trees as priests, they see themselves as the god's chosen, prophets that are superior to others.
    Yeah, I think that just makes it that much easier on us to come up with the rest of it. Perhaps throw in some of those trees from arenal in eberron? Those could be fun.

    Well, our gods look like people, so I would assume that plant gods would be similar.

    There's not one tree, one hunter, one grazer. They're categories, not species... But yes, that's the general idea of how they're gonna go.

    Quote Originally Posted by Limos View Post
    On the subject of Gods you can have a sun god with a much more Aristotelian view of physics. You see back in the day they believed the sun was composed of a sort of harmless divine glow, not actual fire. So you've just got a sort of giant glowing dandelion in the sky beaming his benevolence at you.

    Make the Sun god a sort of giant sentient Dandelion who grants wishes.
    I could actually see that. Perhaps dandelions are considered sacred flowers? The reason they spread so quickly and are so hard to completely get rid of is they have the blessing of the sun-god.
    Last edited by Admiral Squish; 2010-02-19 at 03:44 PM.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    So, what are the metabolic functions of the trees?
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    Sorry, I missed that one. They're synths, too, just like bushes.
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    I really like the idea. Now, I'm bad at homebrewing monsters, but here are some suggestions:

    Undead Plants. Necromancers are always fun, so why not make some undead plants? Skeletal treants, leafless, thin, pure white and stripped of bark. Amorphous rotting heaps of reanimated soft tissue.

    Oh, and what about flying plants? I could see a swarm of extremely small, light plants with wide, stiff leaves keeping them aloft and long, trailing roots to suck water from the air around them.

    Another idea: a fungus which starts as an airborn disease, but when infecting a plant, slowly growing and filling all empty space, until the host is little more than skin filled with hypha. Nice for a kind of bodysnatcher campaign.
    Last edited by Eldan; 2010-02-19 at 04:57 PM.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    So are trees just the giant version of bushes? Or do they also look more tree-like than the other plants? Do they need to put down roots to synth, or can they just drink water and sun themselves like the bushes? Can relatively humanoid, medium-sized trees exist?
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    @ jagadaishio
    Trees can put down roots to reach deeper water reserves, but they can also synth normally on the move. I don't like the idea of any tree being smaller than large. It would interfere with their superiority complex. They're big, strong, tough, and incredibly long-lived. They're not intended to be player characters, though maybe if someone were to come up with an outcast caste of dwarf trees they could be. Trees consider dominance based on size. A bigger tree is older and more powerful than a smaller tree, so a race of small trees would be considered weak and inferior to other trees, and be outcast by the bushes for it's treeish nature.

    @ Eldan:
    There was some brief discussion on undead plants. Sturdier, zombielike plants would look like a log burning internally, with blackened, charred and cracked skin and a reddish glow showing through the cracks. Skeletal plants would be withered, dessicated husks of dead leaves and dry, lifeless vines.

    Flying plants, nobody's brought it up. There ARE flying plants, though. I had an idea for some kind of giant, noctournal floating fungus jellyfish thing, too.

    I could see a bodysnatcher fungus. Sort of like the ant-zombie-fungus, but with plants. And likely more complex.

    OOH! We need a tangle! A massive hyperintelligent entity composed of the majority of a forest, minds connected through the roots. Or perhaps made of grass? That would make sooo many players paranoid. The grass itself can kill you!
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Grass rarely grows in forests, though.

    How about a sentient fungus network? It is the god of the fungal races, the all-knowing, all-consuming network, a kind of overmind said to coexist in the networks of all other fungi, sharing their bodies, and, at the same time, connecting them to all others. I could see the Knowledge domain, here, maybe Community, and if there is some kind of useful decomposition domain, that would fit too.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Quote Originally Posted by Eldan View Post
    Grass rarely grows in forests, though.

    How about a sentient fungus network? It is the god of the fungal races, the all-knowing, all-consuming network, a kind of overmind said to coexist in the networks of all other fungi, sharing their bodies, and, at the same time, connecting them to all others. I could see the Knowledge domain, here, maybe Community, and if there is some kind of useful decomposition domain, that would fit too.
    It's not all gonna be forest, thought the majority will be. I intend for there to be deserts, swamps, rolling savannah... And we can't forget oceans! places recently covered by the firescars would start off as plains, depending on the size of the swath.

    I do like the fungus-allmind, though.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Grazer
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    Grazers are the most generic kind of motile plant. They have metabolisms more efficient than the hunters, but less efficient than the bushes. Grazers tend to be less aggressive than hunters but significantly more productive than bushes. For this reason, they tend to be the most common form of sentient plant. Grazers tend to have sparse foliage with large amounts of bare skin. Grazers tend to be hard working and possessed of exceptional endurance. Grazers need half as much water as a bush and half as many calories as a hunter. They tend to eat less nutrient dense sedentary plants rather than nutrient rich motile ones; most grazers have a hard time digesting the rich pulp of motile plants.

    Mandragora

    Mandragora make vast farming communities on plains and savannas, making fields dotted with large houses. Mandragora work hard and take great pride in that fact. Mandragora seeds are planting in special fields apart from the normal crops and, for the first two years after planting, the only visible sign of the mandragora is a small bush where they were planted. After two years, the infant mandragora is dug up, the bush forming the equivalent to an afro. Their bush is the same size at infancy as adulthood, so it's often said that infant mandragora need to grow into their comparatively large foliage.
    Physical Description: Mandragora are green and brown skinned humanoids. They have a large cropping of foliage on the top of their heads, the only thing that was above the ground for the first two years of their life. Mandragoran clothes tend to be loose robes and cloaks of brown and rust-coloured cloth. Mandragora wear large ornamental bindi in both genders, usually in the shape of a seed, nut, fruit, or blossom and ideally made of some kind of precious or semi-precious metal. Bindi in simpler shape and/or made of materials like wood, simple stone, or base metals are considered a mark of poverty and being of the lowest class.
    Society: Mandragora have an agrarian society where hard work is valued higher than anything else. An incompetent fool who works his ass off will be considered much more highly than the talented person who coasts by on the least effort possible. While most mandragora are farmers, in large enough communities, towns or cities will form at the center of the farmlands where markets are established to trade goods, food, and service.
    Relations: Mandragora tend to be hard-working and brutally honest. They don't wait to be asked their opinion before they voice it, and they don't tone up or tone down their opinons. This can get them in trouble with people who don't share the same attitude towards socializing; other races tend to be insulted by what they see as cruel comments, while mandragora see other races as dishonest for refusing to address shortcomings. Mandragora understand the value of having hunters around for safety, and will usually offer to feed them whatever grown crops they need. On the flip side, mandragora see bushes as lazy and unproductive people more concerned with petty games and pretty pictures that things that really matter.
    Alignment and Religion: Mandragora as a people leaning heavily towards lawful and neutral alignments, though individuals tend to run the gamut. They worship gods of sun and rain, as all plants tend to, but to mandragora the chief-most deity is not that of the life-giving sun but of the crop-giving earth. The priests of the mandragora tend to be druids, rather than clerics, who tour the growing-fields, casting spells to help foster healthy crops.
    Adventures: Mandragoran adventurers tend to be hardy and tenacious, going to great lengths to accomplish the goals they have set for themselves. Many will go adventuring hoping to acquire seeds to great new crops. Most go hoping for a life of excitement and adventure, hating the boring life of farming they were raised in. Mandragoran adventurers tend to be druids and fighters.
    Male Mandragora Names: Aruj, Motanji, Rambei, Palalambi
    Female Mandragora Names: Basubara, Kaprinse, Minua, Pantindil

    Mandragora 3.5 Racial Traits
    Humanoid [Plant] [Grazer]
    +2 Constitution. Mandragora are hardy, but otherwise average.
    Speed: 30 ft
    Bonus Feat: Mandragora gain Endurance as a free bonus feat at first level.
    Hard Worker: Mandragora take a +2 racial bonus on all profession and craft skill checks. Mandragora take half of the normal amount of time required for craft and profession checks.
    Languages: Mandragora begin play speaking Common and Mandragon. Mandragora with high intelligence scores can choose from the following: Sylvan, Terran, Aquan, Auran, Fungal.
    Favored Class: Druid. A multiclass mandragora's druid class does not count when determining whether he takes and experience point penalty.

    Mandragora Pathfinder Racial Traits
    Humanoid [Plant] [Grazer]
    +2 Constitution, +2 Wisdom. Mandragora are hardy and possessed of an intuitive pragmatism.
    Speed: 30 ft
    Bonus Feat: Mandragora gain Endurance as a free bonus feat at first level.
    Hard Worker: Mandragora take a +2 racial bonus on all profession and craft skill checks. This bonus increases by +2 at fifth level and every five levels thereafter to a max of +10 at 20th level. Mandragora take half of the normal amount of time required for craft and profession checks.
    Languages: Mandragora begin play speaking Common and Mandragon. Mandragora with high intelligence scores can choose from the following: Sylvan, Terran, Aquan, Auran, Fungal.
    GENERATION 12: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
    ----------
    Fogmere City
    ----------
    Brute
    ----------

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    Default Re: Community World-building Project: Viridia (The Green Realm)

    A quick idea:
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    Elementals and plants are in a large-scale war, because of the natures of each element:
    -Air: Plants hate air elementals due to windstorms snapping trees etc., and air elementals hate plants because they mutates them (Carbon Dioxide to Oxygen?)
    -Earth: Earth elementals are furious of all the nutrients plants take from the earth.
    -Fire: Plants loathe fire elementals for burning them to ash.
    -Water: Water elementals are repulsed at how plants constantly take from their element with little compensation.
    As a result, elemental creatures are in a constant war with the inhabitants of Viridia, with air making strongholds out of solidified clouds, sending aerial forces below to bravely battle the plants, deep underground hosting the legions of earth, who cause tremors to wrack the plants above, fire spews incendiary pillars af flame at the plants, sending forests alight, while water remains underwater, scheming and planning with it's nereids to rid the dea of fungi.
    These could also spawn elemental cities.
    All though your elemental idea is great as it is, this is a possible alternative.
    I'm going to focus on designing elemental cities and the like.
    Last edited by waterpenguin43; 2010-02-19 at 08:00 PM.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    And yet again, with the awesomeness! I like the leafy 'fro.
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    Default Re: Community World-building Project: Viridia (The Green Realm)

    Quote Originally Posted by waterpenguin43 View Post
    A quick idea:
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    Elementals and plants are in a large-scale war, because of the natures of each element:
    -Air: Plants hate air elementals due to windstorms snapping trees etc., and air elementals hate plants because they mutates them (Carbon Dioxide to Oxygen?)
    -Earth: Earth elementals are furious of all the nutrients plants take from the earth.
    -Fire: Plants loathe fire elementals for burning them to ash.
    -Water: Water elementals are repulsed at how plants constantly take from their element with little compensation.
    As a result, elemental creatures are in a constant war with the inhabitants of Viridia, with air making strongholds out of solidified clouds, sending aerial forces below to bravely battle the plants, deep underground hosting the legions of earth, who cause tremors to wrack the plants above, fire spews incendiary pillars af flame at the plants, sending forests alight, while water remains underwater, scheming and planning with it's nereids to rid the dea of fungi.
    These could also spawn elemental cities.
    All though your elemental idea is great as it is, this is a possible alternative.
    A war with all the elementals is hardly a contest. The fires are already an unstoppable plague that torches massive stretches of Viridia. But the plants depend on the rest of the elements to exist. If they made enemies of earth, water, or air, they would quite simply die out. Air elementals are invisible foes that can strike from anywhere, scoop up unsuspecting plants and drop them. even a squad or two of air elemental warriors could cause major damage to a city. Any sustained campaign could wipe a city completely. Earth elementals have the same deal, with the added aspect of being able to take all the good soil and lay seige. Water elementals? Start a fight with them, and you don't have an aquifier anymore. And if they work TOGETHER? Well, good freakin' luck...

    No, the plants are too dependent on the rest of the elements. Starting a war would be suicide. Though elemental cities aren't out of the question, by far.
    Last edited by Admiral Squish; 2010-02-19 at 08:10 PM.
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