World building and character creation | A Work In Progress
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Scientism (wip)
Clan Crows superior intellect has led most of them to shun the belief in deities, solely beliving that Science will be their salvation. Amongst Clan Crow there are Tinkerers, Alchemists and Mad Scientists.
Tinkerer Birds of great intellect and even greater imagination. From gadgets to constructs.
Fills the roles of Tank and Damage dealer
Alchemy Through elixirs and transmutation the Alchemist can heal and empower themselves and others. Their many days spent pondering the universe has led them back to belief in deities, understanding the cycle. The Islands other Clans worship of Beira allows only winter, contrastly they believe worship of Angus (Summer) is the correct path. They strive to purify their souls.
Fills the roles of Healer and Damage dealer
Mad Scientist Taking aspects from both the Tinkerer and the Alchemist the Mad Scientist believes he is the true creator. Bringing about living things that should not be, limbs of a Gull on the body of a Crow! Experimenting on himself and others.
Fills the roles of Healer, Tank and Damage dealer
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Witchcraft (wip)
Witchcraft is Clan Beiras specialisation. The owls knowledge of magic can lead them down the paths of Witchcraft, Sorcery and Necromancy.
Witchcraft All Owls know basic witchcraft. Some use this knowledge as a footing for alternate paths to take. Others specialise in Witchcraft and through it their bond with Beira grows. The most powerful of witches become hags, Clan Beira is governed by nine hags.
Fills role of Damage dealer
Sorcery A more balanced approach, the Sorceror can aid as well as harm. Exploring into magiks that can conjure elements such as fire.
Fills roles of Healer and Damage dealer
Necromancy The darkest of the paths.
Fills roles of Tank and Damage dealer
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Fisherman
The Fisherman class is the Clan Gol specialisation. It branches off into two paths; the Freshwater Fisherman and the Saltwater Fisherman.
Freshwater These fishermen spend their time trawling the many rivers and lochs of the Islands.
Rivers/Streams/Burns are seen as pure/good water because they are running
Lochs/Ponds etc are seen as evil/bad water because they are stagnant
Depending on the type of fish caught, the Freshwater Fisherman can use them to do damaging abilities or healing abilities
Fish powers could have an expiration time of a few days until the fish begins to rot, perhaps changing the powers?
Big, scary creatures exist in river
Bigger, darker, scarier creatures live Lochs and other stagnant water.
Smaller weapons like Cutlass swords etc
Fills the role of damage dealers and healers
Gets access to Fish Hound (or whatever else I'll call it)
Saltwater These fishermen spend their time exploring and battlin the seas. This is a much hardier route.
The sea is vast and filled with dangers like whirlpools, sea monsters, big fish, spirits and souls
Underwater exploration, dive down to the bottom of the sea
Oxygen baubles, can be bought in towns, allow breathing underwater
Large weapons like harpoons etc
Progression to become blessed by Carlin (or similar name) the Goddess of the Winds and Sea, allows underwater breathing and other good things. Also take the form of a pig while out at sea.
Fills the role of damage dealers and tank
Gets access to Fish Hound (or whatever else I'll call it)
As a fun extra I'd also like an Animal Crossing style fishing collection across both specialisations, so they both get access to fishing these up in rivers or on the coast. Players could choose to throw them back into the water or keep them as trophies to display somewhere, or eat them, or grow them?
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Wind
The Owls have their inspiration coming from the folklore surrounding the Cailleach. Taking aspects from that, it will shape the relations of Gol and Beira, and also that some Owls travel to the coast in the winter.
Clan Gol
Clan Gol have a Goddess, she favours pigs and she makes the wind blow. Her name is Carlin
Only captains of the vessel may call upon her with a whistle if they want the wind to blow at certain times. It is forbidden for other members of the boat to do so.
Clan Gol buy wind from Clan Beira
Clan Beira
Clan Beira have the power of Wind.
They carry a rope on them with 3 knots, each knot refers to a different intesity of wind.
The first is a breeze, the second blows a gale, the third blasts the wind so hard that nothing would stand in its way
By pulling on the rope and removing the knot, the wind will blow.
Clan Beira sell wind to Clan Gol, for when they are on their voyages at sea, with a whistle the wind shall call to them.
Also Horn update for Clan Beira is needed, their horns should be that of a deers. They revere deers and have various symbolism on runes, stitched into clothing, tapastries etc. Barren Owls will decorate themselves with shed antlers as they cannot grow their own.
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Intro to the Finals, also shows off the island
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Finished design for Fisherman outfits.
This is the Spearfisher, he would work with the Fishhound. He is equipped with his spear to go out and bring in larger fish like Sharks and other sea monsters. Spending his days and nights out in the harsh weather of the coastal and sea terrain. His outfit is built to keep him warm and stop anything falling off. Hence why all the ropes - don't want anything blowing away!
His furred collar is made of Hare fur for the best luck and warmth. His layered hood is made of a mix of cloth and Hare fur on the inside. His large water proof cloak is made of Shark Leather, it covers most of his front while allowing his arms to move freely and trails down his back.
Underneath that is a long shirt, the bottom of which normally gets wet with sea spray. His trousers are tied with rope at the knees to keep most of them getting wet. Although on one leg he has let the trousers come down to the ankle - probably cold.
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Some examples of how the Horn Variations could look on the Owls. They can range between rather short and stubby to large and cumberous to carry about. The owls believe that the larger the horns that grow the more favoured by Beria the Owl is.
Along with the horns the Owls also have numerous smaller spikes across their head and shoulders.
The Horns and spikes are both cold to the touch and are made of Gem stone.
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Fishermen Outfit designs.
These are ofcourse still in development. The idea behind these armor designs is that they will be out in the cold winds.
The one on the Right is further developed, it has the furred collar made of Hare fur for good luck, the cloth hood adds to insulation and protection against the wind. His shark leather cloak helps protect his body from the cold and winds. And he's carrying a big'ol shark that he's caught.
The one on the Left is more of a coastal fisherman or riverside fisherman. He has his bucket to carry smaller fisher than the one on the Right. He's also dressed in less protective armor.
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Outcome for the Crow 3D model.
I am very pleased with the outcome for this after my first attempt at Blender. While I still have a lot to learn ofcourse, I am overall happy with this.
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I've also been learning Blender so I can have one of the outcomes as a 3D render of the Crow character.
I'm very new at Blender but I think I'm getting the hang of it, while slow - have found some very good tutorials.
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From Left to Right
First I'll address the tiny head in the corner. That would be the side view of the guys behind. Currently going for short horns on this guy atm.
At first I wanted to make them buff as hell, with a big puffy proud chest to go with their fluffy almost regal collar.
Added some legs/longer arms to the middle one.
Changed the last option, I still want the buff/proud but wanted to give him longer legs and make him a big wider.
Playing about with these body types for the Owl instead, they look less short this way. Have decided to give them the wings, as Owls are kinda stumpy their wings will allow them to glide. They would most likely trail on the ground unless they carried themselves properly at all times.
When they roost they would look like below. Their wings looking more like a robe at the bottom of the armour.
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Island Map overview
Tor is the main island while there are many much smaller islands dotted around its coast.
GT = Gol Territory
CT = Crow Territory
OT = Owl Territory (More than 1 clan)
Dark Forest (PH name) is linked in with Owl Territory as are the islands behind it but they are much dangerous places
Goddess isle is for Clan Gol, while not technically in their territory is highly revered and a special place for them. Not all can go there.
Large bodies of water and rivers shown, smaller rivers not seen.
The dotted lines are the areas/creatures of areas there is currently most lore and development for. The rest of the isle bits exist but I don't have much for it
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Cragboar Lifecycle
As piglets they have no rocky skin or shards. As young adults the change becomes more noticeable until they reach full maturity and their body has become mostly stone. When the heart too becomes stone the Boar lays down and his soul escapes or is captured by Owls.
The Cragboars body then becomes one with the land and is consumed by the surrounding Cragboar.
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