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I wanted to try flexing my Ai skills but I'm still learning. Reduced size like 60%. Bottom last 2 images are my mainstay ideas.

Bird is monstrous in size but probably not as dramatic in size difference maybe human head comes up to chest in true side by side comparison. Bird has a long neck but otherwise functions like our hawks, 1-2 eggs per nest, lay eggs on the ground as of the lack of trees that can support it. They hunt everything from wild rodents the size of piglets to deer and can stand and fight if needed to face plains hyena or lions. Natural home on wild plains of a peninsula to the south, close to the high costal cliffs but the nest is on costal plain and dry grass, usually mate for life as one parent will guard the nest at all times until chicks start to fly with help from heavy coast winds. View attachment 86348View attachment 86349
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I think we can add them but should we add them south in the Nation of Humaria,or should we Add them to the Continent of Unerland also south from our Continent where the Orcs come from,would make sense and would also show how casual it is to a Orc to face huge dangers just to hunt for food.
Anyway I also made some Creatures Via AI.
Poison Strider.jpg

The Poison Strider.Despite it looks its not overly hostile but it gets aggressive if approached,they are also Immune to poison and they do spread it,there blood makes Metal Rot,so distant fighting with Bows and Magic is adviced,the eat Fish and Deer and any Creature smaller than them,excluding Humanoids.Habitat,Poison Swamps
Graskir.jpg

The Graskir,the are mostly found in deep Forests,there spit causes Hallucination,they are very weak against fire,but resist all other elements.They Hunt Mostly Wild Animals.there are very quick and can hide in the Deep Forest
 
I do like the idea of Orcs having access to them as maybe a rare beast of conquest to show of strength by taking a feather from the nest as personal dares to felling the beast as an adult for as a chosen target for warrior orcs initiation. Humans might venture to colonize on a small coastal settlement and maybe learn to tame a few by stealing eggs and chicks.
 
I do like the idea of Orcs having access to them as maybe a rare beast of conquest to show of strength by taking a feather from the nest as personal dares to felling the beast as an adult for as a chosen target for warrior orcs initiation. Humans might venture to colonize on a small coastal settlement and maybe learn to tame a few by stealing eggs and chicks.
Hunting one could be made a rite of Passage for a young Orc to become an Adult.
 
Hunting one could be made a rite of Passage for a young Orc to become an Adult.
I was thinking more of the lines as being one of the options as Orcs could have been a hardy and stable and warrior race, heavily due to living in basically a continent of dangerous and wild beasts from all sides and having a myriad of choices to hunt. I liked Skyrim's design on strong holds usually built around a mine site for smithing but what do you have in mind for Orcs?
 
There will also probably be another race be Included in Regotia if is fine with you all.
The Race Made by the Member Morgana Veil,with a little changing from me.
Race Name: Nocturnis Shadowsworn
Race Description:

The Nocturnis Shadowsworn are an elite, all-female race of vampiric assassins shrouded in mystery and lethal elegance.
Unlike their feral kin who hunt for blood and chaos, the Shadowsworn have forsaken hunger for flesh, channeling their innate darkness into deadly precision and covert operations. Masters of stealth, deception, and swift, silent death, they serve as the most feared mercenaries in the shadowed realms.
With striking features short, jagged black hair tipped with crimson, intense glowing eyes, and a stern, enigmatic expression
They embody a dangerous allure. Their appearance is both fierce and alluring, often clad in dark, tattered hooded garments and ancient rune-etched chokers that symbolize their allegiance to the shadowy arts. Their presence commands respect and fear, radiating a commanding, mysterious aura.
Born from cursed night-bound bloodlines, the Shadowsworn dwell within ancient castles and hidden sanctuaries, their existence intertwined with the secrets of the night. They are not monsters driven by hunger, but consummate professionals who hunt for contracts with unwavering focus. As female assassins, they combine deadly grace with unyielding resolve, embodying the perfect blend of beauty and danger silent predators who strike from the darkness, leaving no trace but death.
Picture Provided by Morgana Veil:
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And now with some of my Changes making them lore Friendly:
They are from the Original Humans that refused to settle down with the rest of Humanity in the Nation of Humaria and instead choosing to wander the world,where the fall to the Vampire Curse.where the developed over time into two kind of races the more Feral Vampires and the more Evolved form that includes only Females as they are the Favorites of the Dark Goddess they serve,they are hiding in ruins and old Castles where they are training there deadly arts,offering it to the highest bidders and seeing it as a Tribute to there Goddess,the have several Clans the Most Prominent are,the Night Sisters,Moonwalkers,Bloodborn
and Morgana Veil is the leader of one of them.
the once that don't drink Blood could serve as Diplomats and Merchants for the Clan,and are less powerful as they don't drink Blood.
They also could make a Interesting Factor in Quests as a Neutral Faction they could be either Enemies or Allies depending on the quest.
There should also be some rules form the Established like a penalty for Killing a Member of your Clan and they should make sure that they don't take two Jobs that could bid two members against each other.I would also say that they never break a Contract as is seen as Service to the Goddess and a Disgrace if they are unable to complete a Mission.

Morgana Veil is currently Unable to post here as Morgana still has to wait until the 30 days are over,so I posted it for Morgana here.
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I was thinking more of the lines as being one of the options as Orcs could have been a hardy and stable and warrior race, heavily due to living in basically a continent of dangerous and wild beasts from all sides and having a myriad of choices to hunt. I liked Skyrim's design on strong holds usually built around a mine site for smithing but what do you have in mind for Orcs?
I would say there a mixed Back they descent from a Ancient Orcish Empire that now lays in ruins from many years of Internal Conflict,the old glory days only held alive by Legends and Fairy tales.
They Life in many different Orcish Kingdoms that are often at war wich each other,they value Honor and Strength.Contrary to popular believe because of there Often confrontational nature they are not Xenephobe.The welcome everyone that can prove there strength to them,while looking down on weaklings,they often consider non Orcs to be weak.There homeland is very Rough with many Mountains making it hard,to farm this is why most Orcs Hunt for Food.Not much is left from there Old Glory days.as Most Orc Towns would be comparable to the Strongholds in Skyrim while there Ancients Cities lay in Ruin.All Orcs also have to prove themselves before being Considered an Adult.They are also Ruled by Tribal Chieftains that Answer to a High King of there Respected Orc Nation.
 
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The more time you spend with Puddles, the more you begin to notice he's not like most dogs...

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Interesting Idea,he could serve as a seemingly harmless Companion for the Player Party,working behind there backs and messing things up without them noticing,and as the Adventure goes on I would say he shows his true monstrous Appearance more often,until one day when the Party sleeps he tries to devour them,wich the Party needs to stop.wich can be avoided it the Party befriends the Creature high enough before it happens.In wich case they would gain a powerful Ally they can summon.
 
Interesting Idea,he could serve as a seemingly harmless Companion for the Player Party,working behind there backs and messing things up without them noticing,and as the Adventure goes on I would say he shows his true monstrous Appearance more often,until one day when the Party sleeps he tries to devour them,wich the Party needs to stop.wich can be avoided it the Party befriends the Creature high enough before it happens.In wich case they would gain a powerful Ally they can summon.

I love it. Assist character turned optional boss. ::megadancebaby
 
I love it. Assist character turned optional boss. ::megadancebaby
If befriended wich should be hard he can be a powerful Ally.
And I also would say he is at the Beginning Chaotic Evil but he becomes more Chaotic Neutral after the Party befriends him.
His Skills should be
Madness:Drives you Insane if your Mental Defense is not high enough
Fear:Will make you unable to fight for 3 Turns if you are 5 or More levels below him.
Demon Blast:A powerful Blast from his Mouth that can level full Houses.
Weakness:He is Weak against Holy Magic
 
I love it. Assist character turned optional boss. ::megadancebaby
Occasional battle in the party camp of mutated demonic fleas leaping off him and growing in size and attacking the party, starting a battle? Reduced fight percentage if Puddles is bathed at least once every 2 weeks.
 
Occasional battle in the party camp of mutated demonic fleas leaping off him and growing in size and attacking the party, starting a battle? Reduced fight percentage if Puddles is bathed at least once every 2 weeks.
His boss name could be than Puddles the unclean 😂
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Fantasy Race: The Orcs of Unerland

Physical Appearance

  • Skin Tone: Ranges from dark moss green to a pale, almost grayish-green. (Rare) Some tribes exhibit unique hues based on their regional climate or lineage.
  • Height: Males average between 187–192 cm, while females range from 185–187 cm.
  • Build & Features: Orcs are physically imposing, with muscular frames and broad shoulders. Unlike popular depictions, these Orcs are not brutish or monstrous. They possess sharp, angular facial features, pointed ears, and intense, expressive eyes. Their appearance is striking—more akin to rugged, wild elves than the twisted creatures of myth.
  • Culture & Society

    • Core Values: The Orcs are a warrior people, where strength, honor, and survival are the pillars of life. They believe that personal prowess and unshakable honor are more sacred than life itself. Cowardice is a fate worse than death.
    • Leadership Structure: Orc society is divided into tribes and kingdoms, each ruled by a High King or Queen. Leadership is merit-based, not hereditary—anyone, Orc or otherwise, may claim the throne by defeating the current ruler in honorable combat. Though rare, some legendary non-Orc champions have risen to leadership this way.
    • Cultural Roots: Their culture developed under the brutal conditions of Unerland, a harsh, mountainous homeland. This has shaped a society that is both barbaric and resilient, forged by necessity and tempered by endless trials. Though fierce, they are not mindless raiders; they live by an internal code and deeply respect power, loyalty, and courage.
    • Rites of Passage: Every Orc must complete a sacred Rite of Adulthood—a dangerous solo hunt of a great beast. Only by returning with its head can they earn the status of an adult and take on responsibilities such as marriage, warrior duty, and leadership.
    • Interracial Relations: While distrustful of outsiders, Orcs respect strength and honor above bloodline. Foreigners who prove themselves in battle or deed may earn "Honorary Orc" status and be adopted into a tribe—a rare but celebrated occurrence. However, treachery is never forgiven.
    • Traditions & Legacy: Though fragmented today, Orcs still pay homage to the fallen Orcish Empire, a bygone age when their people were united under one Warlord-King and ruled distant lands. Ancient ruins and scattered tribes across other continents are the remnants of this golden age.
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Lifespan, Death, and the Role of Shamans

  • Average Lifespan: Most Orcs live between 60 to 67 years, though this is often by choice rather than biology. The Orcs possess strong, resilient bodies capable of living longer, but to grow weak, feeble, or dependent in old age is considered deeply dishonorable.
  • Cultural View of Aging: In Orcish culture, dying in battle or while still strong and capable is the most honorable end. Warriors who grow old without dying in combat are often seen as having failed to meet their fate. As a result, it is common for aging warriors to seek out one final, glorious battle—a last hunt, duel, or raid to die with weapon in hand and name remembered.
  • The “Grey Path”: Orcs who reach the twilight of life often embark on what is known as the Grey Path—a solitary journey to seek a noble death, usually by challenging a beast, rival, or force of nature. Their bodies are rarely recovered, but tales of their final stand are passed down with reverence.
  • Shamans – The Sacred Exception: Shamans are the spiritual leaders of Orcish society and are not bound by the warrior's code of death in battle. They are expected to grow old, as wisdom deepens with time. While warriors seek honor in the glory of action, shamans earn it through insight, vision, and communion with ancestral spirits.
    Shamans are revered and often live into their 80s or 90s, supported and protected by their tribe. It is said that the spirits of fallen warriors whisper only to those who live long enough to hear them. A dying shaman is honored with rituals and chants, and their bones are sometimes preserved as relics of spiritual power.
  • Death Rituals: When a warrior dies gloriously, their body is burned on a pyre or laid atop a mountain to be taken by the elements. Their name is carved into stone or bark, and war songs are sung in their memory. Those who die in shame—without honor or by old age without choosing the Grey Path—are quietly buried, their names often left unspoken.
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Craft & Technology

  • Smithing: Orcs are exceptional weaponsmiths, forging brutal and effective weapons renowned across the continent. Their focus is purely on combat efficiency—elegance is irrelevant. While their armor is often crude, composed of furs, scavenged steel, and old iron, it is practical, rugged, and easy to repair on the battlefield.
  • Habitat & Homeland

    • Continent: East of Unerland, their ancestral continent, is dominated by rugged mountain ranges, cold highlands, and wind-swept plains. The eastern regions are home to the Orcish kingdoms.
    • Settlements: Orcish settlements range from fortified mountain holds and cliffside strongholds to plains fortresses. While their ancestral cities lie in ruins, remnants of their ancient empire still echo in stone and legend.
    • Presence Abroad: Scattered Orcish tribes survive on other continents, remnants of imperial warbands or exiles. These tribes maintain a nomadic warrior tradition and often serve as mercenaries, raiders, or monster-hunters.
    • Morality & Worldview

      • Alignment: Chaotic Neutral. Orcs do not view acts such as raiding or plundering as evil—they see it as the natural law of “Survival of the Fittest.” Mercy is rare, but not unheard of. What matters most is honor and strength—even an enemy may earn their respect if they die well.
      • Philosophy: Orcs value action over words, and loyalty over law. They follow unwritten warrior codes passed through oral tradition. Betrayal, cowardice, and weakness are among the gravest sins.
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Diet & Agriculture

  • Primary Diet: Orcs are carnivorous by necessity. Harsh terrain and poor soil make farming difficult, so they survive largely on hunted game, preserved meats, and animal products. Vegetables are eaten only when available and are seen as a luxury or curiosity.
  • Language

    • Ancient Tongue: Old Orcish, a complex and poetic language filled with metaphors, is now mostly extinct, spoken only by scholars and shamans.
    • Current Language: Modern Orcish is a practical, blunt language with many regional dialects. There is no standardized script, though some tribes still use ancient runes. Communication relies heavily on body language, growls, and battle chants.



    • 1. Grothar the Flame-Hammer


      Title: The Last Warlord-King
      Era: 3rd Age, Final Years of the Orcish Empire
      Known For:
      • United all major tribes under one banner.
      • Led the Siege of, the High Elven capital of Alteria, with a horde of 200,000 Orcs.
      • Wielded the legendary weapon "Ashrend", a molten steel warhammer said to burn with the fire of the fallen sun.

    • Legacy:
      Grothar nearly broke the Elves’ hold on there Continent, pushing into their sacred lands during the Orc-Elven War. He was slain in single combat by Prince Vaelthir of the Silver Spire, but his body was never found. Many Orcs believe Grothar's spirit still watches over the Grey Paths, guiding worthy warriors to a glorious death.
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  • 2. Vorga Blood-Eye


    Title: The Widow of the North
    Era: Late 2nd Age
    Known For:
    • A legendary female warlord who led the Stormhorn Tribe during the collapse of the Empire.
    • Blinded in one eye by an Ice Wyrm; she later slew the beast with her bare hands.
    • Forged a temporary alliance with a Dwarven clan to resist a demonic incursion.

  • Legacy:
    Vorga’s story is one of pride and vengeance. Despite being a traditionalist, she accepted a Dwarven child into her tribe and raised him as her own after he saved her life—a story told as the origin of the first Honorary Orc.
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Well there is more but I can't post it right now
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If befriended wich should be hard he can be a powerful Ally.
And I also would say he is at the Beginning Chaotic Evil but he becomes more Chaotic Neutral after the Party befriends him.
His Skills should be
Madness:Drives you Insane if your Mental Defense is not high enough
Fear:Will make you unable to fight for 3 Turns if you are 5 or More levels below him.
Demon Blast:A powerful Blast from his Mouth that can level full Houses.
Weakness:He is Weak against Holy Magic
Hound of Tindalos?
 
Hear Ye Hear Ye Members of the Forum.I got a New Fantasy Race in collaboration with Morgana Veil.
Race:Luminaeren but I also would say Luminaran for easier spelling
Race Type:Humanoid.
Alignment:Lawful Neutral to Neutral Good (As they are created by a God)
lUMI2.jpg

Lore:They where created by the God of Wisdom Wissen who they serve,they guard his vast Collection of Libraries in the Magic Realm where sometimes powerful Adventures find there way in,they do not offer there Wisdom and Books for free but not out of Malice but for the Desire to safekeep that Ancient and Even sometimes forbidden Knowledge,so they demand a price to pay the price of the lifespan of the Individual requesting a Book to read and the lifetime taken depends on the Knowledge taken.They are loyal to there God Wissen but they would Disobey any all orders from him to Destroy Knowledge of any kind,as they are the Guardians of Knowledge.they may offer shelter to people in need for a while.
Attire:They Dress in Nun/Priestess Inspired Clothing always dressed Respectfully and In a Mysterious Manner often combined with Magic Runes.
Appearance:They have Hair Colors in all Different Colors of the Rainbow.They have a Void Black Irish and Colored Pupils where there Power can be seen.they have skin with a almost golden hue.
Personality:Mysterious,Loyal,Intelligent.Calm and Friendly
Part 1

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Part 2

Ultimate Pact:
A powerful summoner may summon one of these Guardians once in a lifetime to assist them. However, this comes at a heavy cost: 99 years of the summoner's lifetime, which will end in their death once the contract concludes. Any unpayable years will be taken from the summoner’s next of kin.

Exception:If a person has the rare blessing of the God of Knowledge they are allowed without any pay to read one of there Books once a Week.And they are expected to Assist that Person,the blessing is very rare though and only 3 Individuals had one in the Entire Existence of the World.

Defenders:
As servants of their divine purpose, demons are their enemies. They do not attack people unless provoked or Attacked first, nor do they force trades upon unwilling individuals. They are very intelligent, mysterious, and always polite almost eerily friendly considering there Power.
 
Hear Ye Hear Ye Members of the Forum.I got a New Fantasy Race in collaboration with Morgana Veil.
Race:Luminaeren but I also would say Luminaran for easier spelling
Race Type:Humanoid.
Alignment:Lawful Neutral to Neutral Good (As they are created by a God)
View attachment 88253
Lore:They where created by the God of Wisdom Wissen who they serve,they guard his vast Collection of Libraries in the Magic Realm where sometimes powerful Adventures find there way in,they do not offer there Wisdom and Books for free but not out of Malice but for the Desire to safekeep that Ancient and Even sometimes forbidden Knowledge,so they demand a price to pay the price of the lifespan of the Individual requesting a Book to read and the lifetime taken depends on the Knowledge taken.They are loyal to there God Wissen but they would Disobey any all orders from him to Destroy Knowledge of any kind,as they are the Guardians of Knowledge.they may offer shelter to people in need for a while.
Attire:They Dress in Nun/Priestess Inspired Clothing always dressed Respectfully and In a Mysterious Manner often combined with Magic Runes.
Appearance:They have Hair Colors in all Different Colors of the Rainbow.They have a Void Black Irish and Colored Pupils where there Power can be seen.they have skin with a almost golden hue.
Personality:Mysterious,Loyal,Intelligent.Calm and Friendly
Part 1

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Part 2

Ultimate Pact:
A powerful summoner may summon one of these Guardians once in a lifetime to assist them. However, this comes at a heavy cost: 99 years of the summoner's lifetime, which will end in their death once the contract concludes. Any unpayable years will be taken from the summoner’s next of kin.

Exception:If a person has the rare blessing of the God of Knowledge they are allowed without any pay to read one of there Books once a Week.And they are expected to Assist that Person,the blessing is very rare though and only 3 Individuals had one in the Entire Existence of the World.

Defenders:
As servants of their divine purpose, demons are their enemies. They do not attack people unless provoked or Attacked first, nor do they force trades upon unwilling individuals. They are very intelligent, mysterious, and always polite almost eerily friendly considering there Power.
Hmm, I feel like resonating much with them.::thinking ::smug
 
Well I forgot to Add in Appearance that they also have Two Horns my Mistake (Luminaran).
Anyway New Race for Regotia.
Fishfolk/Seaman
Typ:Humanoid
Lore:they a Living on a Large Island Nation ruled by the Pirate King Fischbein (Heinrich his Real Name),they are Free Spirited and Plunder people that wander into there Waters but only if they pose a threat or come from a Hostile Nation.They where created by the God of the Sea Posaron to defend his Domain at first but they proven to Independent to control long term,they still honor Posaron but are not to eager to serve him,besides some very Religious Fishfolk.they are very Ancient People being around since the early Second Age of the World,they where on of the Races more Intrigued than worried by the Arrival of the Humans,even if they have rarely a direct contact with Humaria besides some Human Sailors here and there.
Culture Inspired:By the Ancient Greek with a Touch of Pirate Culture with slight German Influences Mostly in Language.
Fismali.jpg
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Capital City:Alanta
Allies:None

Clothes:they Where Greek Inspired Tunics and Greek Inspired Armor.
Appearance:The all have Blueish Green Skin.with Fish Scales on Body varying greatly from Person to Person,Fish Scales are seen as a Symbol of Great Pride the More Fish Scales a Person has on there Arms the higher there Nobility.
Language Influence yet Unique:Greek 45% German 30% Latin 5% Spanish 8% French 12%. Its more of a Inspiration instead taking the words directly.
Primary Weapon:Spear and Bows
Hair:The Normally have Long Hair both Man and Woman as they are a sign of Freedom,the Hair Colors Range from (Red:Rare,Black:Common,Brown:Common,Blond:Common enough,Blue:Common,Green:Rare)
Eye Colors:They have light Eyes (Hazel Brown:Common Enough,Green:Most Common,Blue:Common)
So how is it ?
I know they should be Fleshed out more
 
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Really good, I like all these creations.
::thank-you ::heart ::thumbsupwario

It feels like the Silmarillion, the divine beings trying to come up together with an harmonious music that gives form to the world, each one contributing their part, while being supervised by the supreme being.::handshake ::neku-jam::neku-jam::neku-jam

Good team up with Morgana.::terriermon-happy::fire
Such a pity we have to wait the 30 days limit.
::sailor-embarrassed::cirnoshrug
 
I made a New Fantasy Race
The Mausvolk
Erika Kliener.jpg

Typ:
Humanoid
Lore:The are living on the Continent of Wedoria and they are a old Civilization that was made out of Many Tribes and City States before they where United in the Meisereich under the Current King Otto Stark,they are a Powerful might ever since,they are a People of Poets and Thinkers,but also with a Long Military Tradition,yet preferring peace over war but not hesitating to wage war if needed.they are also quite Zealous and Religious so they can't be corrupted easily by Demonic Influences as they have a high faith Stat.

Alignment:Most are Lawful Good to Neutral Good,some are Mostly the Mercenaries are more True Neutral to Chaotic Good as they race tends to be morally upright
Appearance:They are about 160 to 170cm Tall both Man and Woman.They have Mouse Ears and Skin Colors Ranging from Fair to very Fair,and Hair Colors (Brown:Most Common,Blond:Common,Red:Rare,Black:Common)
Eye Colors:Brown,Green,Blue,Rarely Yellow
Cultural Inspiration: Mostly Germany(Mostly Palatinate Region),Slightly French,Slightly Dutch
Language Inspiration:Palatine German:70% French:13% Bavarian:12% Old English:5%
Capital City:Himmelstadt
Government:Monarchy but Nobles still hold a significant Power
Faith:The Allmaker The Believe in one God that they call the All Maker oder Allmacher
Characteristics:Intelligent,Poetic,Brave,Loyal,Disciplined.
Currency;Goldmark
Other Large Cities:Macht,Rawestolz,Lichtberg,Ment
Infor:Having a Mausvolk in your Party makes you gain Experience Faster.you can Hire a Doppelsöldner for a quick Teammate from them but the cost you allot but also will never betray you as long as you pay.Otherwise you can Befriend one they are quite Friendly try a Cheesecake they love those ;)
 
Been making animals, here's some saltwater varieties you can fish for though some might require a spear.

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Here's some aquatic life.

Cyrillkei - Water fowl that is normally found around ponds, swamps, glens and other small fresh water pools in moderate to warm terrain, migratory birds.
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Moreno's Crane - Migratory bird but tends to nest in warm water swamps and high grass wetlands and easily survives in salt or fresh water sources.
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Calstatt - A woodland loving water fowl that endures the harsh springs as it returns to it's woodland ponds and lakes to nest and lay eggs until they fly back to their winter home further south.
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Chiguroo - A small rodent that is best adapted to water life and due to it's hardy nature, fat body, insulated fur, rootless teeth, high litter rate, it can survive and thrive in any continental coast or fresh water source. A nuisance to any port town and ships it hitches rides on.
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Nutoli - This mustelid makes it's home in rivers and waterways sleeping in the water, river banks and aquatic caves if they can find them. Mainly found in small packs, they are fiercely territorial if they do not recognize a family member. The spines on their back make them harder for predator birds to scoop them up as pups and harder for Krokomien to snap it's jaws around.
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Krokomien - This ferocious reptile has many subspecies across every continent and river bodies except near artic waters. The southern variety below is a powerful swimmer and can easily chase it's quarry on land for a short time. It's powerful jaws can snap the bones of heavy bovine and crack shells of smaller reptiles.
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Lagoslei - These lovable, small, and short, water dogs are quick hunters that live near the waterways eating fish and chiguroo and other burrowing rodents and fowl. Even if not domesticated they tend to make good neighbors to any river dwellers who plan to keep a stocked pantry.
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Vaca-beli - These large aquatic mammals beach on southern continents during the late spring to mate and raise their young before swimming colder waters. They always return to the same nesting sites even if they migrate to different oceans. Their blubber is highly prized for soaps and a delicacy said to preserve beauty and elasticity.
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Zerpina – Pirate Queen and Fleet Commander

Race:
Human (Pirate)
Age: Mid-20s (ages 1 year for every 50 human years due to a sea witch’s curse)
Hair Color: Bright Pink
Eye Color: Striking Emerald Green
Tattoo: Her fleet’s crest a detailed emblem symbolizing her sovereignty permanently inked across her back.

Backstory

Born into a humble coastal village, Zerpina’s life was forever changed when she crossed paths with a mysterious sea witch. The witch, seeking to punish her for a past transgression, cursed her to age at a drastically slowed rate... one year for every fifty human years... granting her an unnaturally youthful appearance despite her true age. This curse also imbued her with an unbreakable connection to the ocean, fueling her relentless spirit and cunning mind.

From a young age, Zerpina demonstrated exceptional leadership, daring tactics, and an unyielding desire for independence. Recognizing her innate command over others and her fierce resolve, she quickly rose through the ranks of pirate society. She established her own fleet, 120 ships strong... entirely crewed by formidable female pirates whom she trusts implicitly, having learned long ago that male pirates often proved unreliable or treacherous.

Her fleet’s crest, a symbol of her sovereignty and unity, is tattooed across her back... a reminder of her authority and the bonds she forged. Zerpina’s leadership is marked by her strategic mind, her ruthless efficiency, and her ability to adapt to any situation.

Despite her piratical nature, Zerpina maintains complex alliances. She is known to assist the human navy when it suits her interests, often tipping the scales in battles where her involvement can secure her advantage or reputation. Yet, she remains a mercenary at heart, offering her fleet’s formidable strength to the highest bidder... be it a rival pirate faction, a desperate navy, or a powerful merchant.

Her reputation is legendary across the seas - a fierce, cunning, and fiercely independent woman who commands loyalty and respect from her crew and adversaries alike.

Charter Sheet

Name: Zerpina
Title: Pirate Queen & Fleet Commander
Age: Mid-20s (biologically much older)
Race: Human (Pirate)
Height: 5'8"
Build: Athletic, agile, and commanding presence
Hair: Bright Pink, often flowing freely or tied back for battle
Eyes: Emerald Green, piercing and expressive
Fleet Name: Crimson Tyde (120 ships)

Distinguishing Features:

Full-back tattoo of her fleet’s crest, intricate and detailed
A faint, shimmering scar along her left collarbone from a legendary battle
Her youthful appearance contrasted with her age and experience

Skills & Abilities:

Master tactician and strategist
Expert swordswoman and hand-to-hand combatant
Skilled navigator and sailor
Charismatic leader capable of inspiring loyalty among her crew
Resistance to aging and magic curses due to sea witch’s curse

Personality Traits:

Ruthless but fair to her crew
Cunning and strategic thinker
Loyal to those she trusts, suspicious of outsiders
Independent and fiercely protective of her fleet and crew

Equipment & Symbols:

Her fleet’s crest tattoo across her back (a stylized wave intertwined with a sword and a crescent moon)
A custom cutlass with a pink gemstone embedded in the hilt
A pair of magically enchanted flintlocks
Various charms and tokens representing her victories and alliances
Zerpina.jpg
tattoo.jpg
 
Perry - The Straydog/ The Heartless

Race:Human
Height:5’6”
Age:Appeared to be in his late teens but real age is unknown due to not aging a day since the “Rain of Blood” incident
Hair:Dark Blue
Eyes:Same color like his hair
Other distinguishing feature:A scar on the chest caused by being impaled by a sword barely missing his heart thus earning him the monicker “The Heartless”

His Past…….

Shrouded in mystery aside from being one of the 13 survivors of the “Rain of Blood”incident.
No known next of kin. Only known to his fellow survivors who swore an oath of silence about his origin.

The Rain of Blood Incident

The infamous incident where a chivalry academy were stormed by monsters. Among the 700 students and faculty members only 13 rookies survived. All except him became distinguished and honorable commanders of their respected armies. His was last seen sitting covered with wound and blood from his slain enemies which piled up to make a stool for himself to rest on. Just as his wounds are about to be treated by the healers he was nowhere to be found,

Attributes and abilities include……..

A softhearted person with somewhat clumsy and naive at times. At times he is willing to face anyone except for a “certain lady pirate captain”. When provoked this kindhearted fellow can become a remorseless killer. Known for not staying at a single place earned him the nickname “The Straydog”.

He has the ability to survive and heal life threatening wounds and injuries. The origin of that ability is still unknown, some speculated he earned during that gruesome incident.

Weapon of choice……..

A flintlock that weighs a ton on others hand except his and has a mystical ability to fire infinite times without reloading. And a sword that no one can pull from its sheath except him which can cut through even diamonds like it was nothing.
1BC286A8-5A73-4DAF-9142-27EBB4E2F9AC.jpeg
 
Perry - The Straydog/ The Heartless

Race:Human
Height:5’6”
Age:Appeared to be in his late teens but real age is unknown due to not aging a day since the “Rain of Blood” incident
Hair:Dark Blue
Eyes:Same color like his hair
Other distinguishing feature:A scar on the chest caused by being impaled by a sword barely missing his heart thus earning him the monicker “The Heartless”

His Past…….

Shrouded in mystery aside from being one of the 13 survivors of the “Rain of Blood”incident.
No known next of kin. Only known to his fellow survivors who swore an oath of silence about his origin.

The Rain of Blood Incident

The infamous incident where a chivalry academy were stormed by monsters. Among the 700 students and faculty members only 13 rookies survived. All except him became distinguished and honorable commanders of their respected armies. His was last seen sitting covered with wound and blood from his slain enemies which piled up to make a stool for himself to rest on. Just as his wounds are about to be treated by the healers he was nowhere to be found,

Attributes and abilities include……..

A softhearted person with somewhat clumsy and naive at times. At times he is willing to face anyone except for a “certain lady pirate captain”. When provoked this kindhearted fellow can become a remorseless killer. Known for not staying at a single place earned him the nickname “The Straydog”.

He has the ability to survive and heal life threatening wounds and injuries. The origin of that ability is still unknown, some speculated he earned during that gruesome incident.

Weapon of choice……..

A flintlock that weighs a ton on others hand except his and has a mystical ability to fire infinite times without reloading. And a sword that no one can pull from its sheath except him which can cut through even diamonds like it was nothing.View attachment 89879
Great Idea yet there is no Weaponized Gunpowder in the Setting of Regotia,we could Improvise though and say its a one of a Kind Magic Device powered by Runes making it blast Small Fire Balls at a high speed,that was crafted by the Dwarves as a Experiment but got Stolen and somehow ended up in his Hands,so he can technically have a Gun without breaking the World Building,also he would have to pour some of his Mana into the Rune Stones to Activate it I would say.Also that Backstory with the Weapon would give him an reason to hide his Weapon when in the Dwarven Kingdom of Dwerha or we could make so that he doesn't know it wich could lead to confrontation.
Zerpina – Pirate Queen and Fleet Commander

Race:
Human (Pirate)
Age: Mid-20s (ages 1 year for every 50 human years due to a sea witch’s curse)
Hair Color: Bright Pink
Eye Color: Striking Emerald Green
Tattoo: Her fleet’s crest a detailed emblem symbolizing her sovereignty permanently inked across her back.

Backstory

Born into a humble coastal village, Zerpina’s life was forever changed when she crossed paths with a mysterious sea witch. The witch, seeking to punish her for a past transgression, cursed her to age at a drastically slowed rate... one year for every fifty human years... granting her an unnaturally youthful appearance despite her true age. This curse also imbued her with an unbreakable connection to the ocean, fueling her relentless spirit and cunning mind.

From a young age, Zerpina demonstrated exceptional leadership, daring tactics, and an unyielding desire for independence. Recognizing her innate command over others and her fierce resolve, she quickly rose through the ranks of pirate society. She established her own fleet, 120 ships strong... entirely crewed by formidable female pirates whom she trusts implicitly, having learned long ago that male pirates often proved unreliable or treacherous.

Her fleet’s crest, a symbol of her sovereignty and unity, is tattooed across her back... a reminder of her authority and the bonds she forged. Zerpina’s leadership is marked by her strategic mind, her ruthless efficiency, and her ability to adapt to any situation.

Despite her piratical nature, Zerpina maintains complex alliances. She is known to assist the human navy when it suits her interests, often tipping the scales in battles where her involvement can secure her advantage or reputation. Yet, she remains a mercenary at heart, offering her fleet’s formidable strength to the highest bidder... be it a rival pirate faction, a desperate navy, or a powerful merchant.

Her reputation is legendary across the seas - a fierce, cunning, and fiercely independent woman who commands loyalty and respect from her crew and adversaries alike.

Charter Sheet

Name: Zerpina
Title: Pirate Queen & Fleet Commander
Age: Mid-20s (biologically much older)
Race: Human (Pirate)
Height: 5'8"
Build: Athletic, agile, and commanding presence
Hair: Bright Pink, often flowing freely or tied back for battle
Eyes: Emerald Green, piercing and expressive
Fleet Name: Crimson Tyde (120 ships)

Distinguishing Features:

Full-back tattoo of her fleet’s crest, intricate and detailed
A faint, shimmering scar along her left collarbone from a legendary battle
Her youthful appearance contrasted with her age and experience

Skills & Abilities:

Master tactician and strategist
Expert swordswoman and hand-to-hand combatant
Skilled navigator and sailor
Charismatic leader capable of inspiring loyalty among her crew
Resistance to aging and magic curses due to sea witch’s curse

Personality Traits:

Ruthless but fair to her crew
Cunning and strategic thinker
Loyal to those she trusts, suspicious of outsiders
Independent and fiercely protective of her fleet and crew

Equipment & Symbols:

Her fleet’s crest tattoo across her back (a stylized wave intertwined with a sword and a crescent moon)
A custom cutlass with a pink gemstone embedded in the hilt
A pair of magically enchanted flintlocks
Various charms and tokens representing her victories and alliances
View attachment 89812View attachment 89811
Sounds Great And I would to love to Implement all of the Ideas but I am currently using the Free Version of World Anvile wich limits the Articles I can write and I am nearly at the Limit but I try.I probably also write those Ideas into Obsidian but this Offline and I don' t know how to make it Public there.
 
How about this let’s say one of the other 12 survivors of The Rain of Blood Incident is a Dwarven descent. The handgun like weapon is a gift and a symbol of their oath to hide his origin. That would give his “gun” a special characteristics.
 
How about this let’s say one of the other 12 survivors of The Rain of Blood Incident is a Dwarven descent. The handgun like weapon is a gift and a symbol of their oath to hide his origin. That would give his “gun” a special characteristics.
Yeah it could be a Gift from a Old Dwarfen Friend of his.Giving this Weapon a Special Meaning yet the Weapon is unique and he doesn't show it freely only when needed in Difficult Battles as there would be to many people eager to steal it or trick him to get it so he keeps it hidden Distrusting most people with that Info.And only revealing it to people that gain his trust.
 

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